A Monster for Every Season: Summer 2
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  1. - Top - End - #91
    Ettin in the Playground
     
    BluesEclipse's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Evasion:
    (3d6)[12] v 9
    (3d6)[13] v 15
    Zio Avatar by acelegna

    Spoiler: Currently Running
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    None ATM


    Spoiler: Current Characters
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    None ATM

  2. - Top - End - #92
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Bee dodge!
    (4d6)[16]

  3. - Top - End - #93
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Let's see if it hits. Also, Tonberry, three make a shield, so I will assume you tossed three onto Blues. Or linked to your shield.
    (4d6)[10]

  4. - Top - End - #94
    Ettin in the Playground
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    Default Re: Maverick Hunter: Into the Breach

    Yeah, I meant three, sorry. What does that bring my total down to? 6d6 if someone shoots at me?
    <BananaPhone> Stop sniveling worm! You think something as petty as "oh boo hoo my house is collapsing!" should stop you from posting in an online fantasy game where people pretend to be werewolves?

    "Let me get this straight. Some guy dressed up as Batman to fight the guys dressing up as clowns scaring people. Maybe this planet aint so bad after all."

  5. - Top - End - #95
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Yeah, you would be at 6d6. Still pretty damn good.

  6. - Top - End - #96
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Now to try and not die.
    (4d6)[7]
    (4d6)[13]
    (4d6)[15]

  7. - Top - End - #97
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Need a few names.
    (1d100)[12] (1d100)[12]
    (1d100)[57] (1d100)[11]
    (1d100)[68] (1d100)[47]
    (1d100)[68] (1d100)[67]
    (1d100)[98] (1d100)[28]
    (1d100)[71] (1d100)[13]
    (1d100)[45] (1d100)[22]
    (1d100)[14] (1d100)[77]

  8. - Top - End - #98
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    Space Lawyer's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Spoiler: Labyrinth Hammer
    Show

    Name: Labyrinth Trapspider / Hammer
    Theme and special weapon: Mobile artillery, walking fortress. Particle cannons: fires high energy explosive beam.
    Level: 2

    Spoiler: Appearance
    Show
    Spider tank. Black, red, and white color scheme. Eight arms, the front two ending in drills, the next two with LMGs. Two busters on the thorax, particle cannons on the abdomen. Easily the biggest spider you've ever seen.

    http://orig15.deviantart.net/da45/f/..._meganerid.jpg
    http://vignette3.wikia.nocookie.net/...20120511054912
    http://img04.deviantart.net/5823/i/2...is-d6k1gu3.jpg


    Spoiler: Background
    Show
    Hammer is the product of a pan-European project to design the next generation of armored vehicles. Its design team was tasked with creating an autonomous drone that could take care of the same sort of tasks ordinarily assigned to armored vehicles without risking human life. This, of course, necessitated the same sort of intelligence only found in a Reploid. Hammer thoroughly proved itself in testing, utilizing the latest tech to complete missions with extreme efficiency. Of course, the recent trends of advanced AIs with powerful weaponry going rogue made the governments of the states that had collaborated in Hammer's development nervous, and so the sentient tank project was scrapped. Naturally not wanting to be decommissioned and scrapped, Hammer turned to the Maverick Hunters for employment.

    Recently though, Hammer was transformed into Labyrinth Trapspider.

    In its spare time, Hammer enjoys cooking, hiking, and sculpture. It would like to start a garden, but hasn't had the time to do so yet. Heavily dislikes budgets, and budgetary constraints.


    HITPOINTS: 37
    INITIATIVE Bonus: 4
    MOVEMENT Speed: 25' (50' in vehicle mode) (Dig speed 30')

    Spoiler: VOCATION
    Show

    Trooper
    Skill bonus: +1 Endurance
    Rank 1 Active Ability: Inspiration

    Inspiration can be used to grant a +1 bonus to a squad member's specified skill roll out of combat. In combat, it grant +1 damage and +1 damage reduction to all allies that can hear you for one minute. 3/day.

    Rank 4 Passive Ability:

    Rank 7 Active Ability:

    Rank 10 Passive Ability:


    APTITUDES (have 11 points to distribute among them, maximum aptitude points is 5)
    • VIGOR: 4
    • INTELLECT: 1
    • FINESSE: 4
    • TECHNOLOGY: 2


    SKILLS (four skill points at level 1, gain additional skill point at rank up. Skill rank cannot be higher than your current level unless boosted by vocation.)
    Spoiler: VIGOR related
    Show

    • CLOSE COMBAT: 3
    • ENDURANCE: 4
    • ATHLETICS: 4
    • REFLEX: 3



    Spoiler: INTELLECT related
    Show

    • IDENTIFICATION:
    • ASSESSMENT:
    • FIRST AID:
    • DECEPTION:



    Spoiler: FINESSE related
    Show

    • STEALTH: (+2d6 if underground)
    • MARKSMANSHIP: 2
    • EVASION: 1+1d6 (+2d6 if underground) (7d6+1 total)
    • PERCEPTION: 1



    Spoiler: Technology related
    Show

    • PILOTING:
    • EXPLOSIVES:
    • OPERATING:
    • REPAIRING:



    Equipment:
    Spoiler: Equipment
    Show

    • Super mag boots: Grip, climb, and jump around walls, with no risk of sliding or falling.
    • Emergency Acceleration System: Gotta go fast! Can go three times normal speed in one burst of speed for a round, must be straight line. Takes three rounds to recharge. Upgrades include way to do air dashes (still take three rounds), or speed up recovery time between dashes (upgrade 1 reduces to one round recharge, upgrade 2 to consistent). Water variants also exist. Heavy Reploids may need a beefier system (requires backpack mount) to receive the same effect.
    • Variable Weapon System: Contains weapon systems for the DNA of mavericks you kill. Depending on the quality mav and the weapon strength, can get a lot of shots or only a few. Can be upgraded to VWES 4. VWES does not recharge like main weapons.
    • Live feed heads up display
    • Communication device: Range 1/2 mile between allies, can reach Intelligence Division
    • Scanning device: ID enemies and gear. Basic information at 50 feet, specifics at 10.
    • Emergency Repair System: You have an inbuilt repair system that can heal 3 HP twice in a mission without external assistance.
    • Drones: Two active at any time. Equipped with a 1d4 pistol, sensors, and communications equipment. Able to lay mines. Two graspers (very weak, but dextrous). Add situational die to Marksmanship. Built MagWeb spinners, can sense magnetic fields. Rebuilt at 1 every 10 rounds.
    • Magnetic Insulation: Protects from stronger magnetic fields than normal, and unlocks magnetic ability tree. +2 to all dice against magnetic fields. Hammer rolls Vigor for his drones.
    • Magnetic Sensors: Can sense anything from plasma projector parts up, possibly seeing enemies through walls to see how many guns, sabers, and magnetic items are around. +2 to perception checks when enemy has anything magnetic, +4 when they generate heavy magnetic aura. Too strong an aura can temporarily blind you though.
    • Magnet Drive: +3 to all Vigor Skills. Can be upgraded in a number of ways. Can be used to magnetize items and make them able to withstand plasma assault for prolonged periods.


    Spoiler: Body
    Show

    Armor type: Heavy
    Armor: 3/5
    Shields: Yes (2 DR)
    Total DR: 5/7

    WEAPONS
    • Semi-automatic grenade launcher: 100ft+ range, rebuild one shot every three rounds. 2d8 damage per shot, options for sticking and remote detonation.
    • Particle Cannons: Two upper cannons, 20 shots (beam), regain one charge every four rounds, 400 foot range, 3d6+6 damage, adjacent enemies take 2d4+6 damage. Charge for increased range and burst 2. Knockback, penetration, and shockwaves.
    • Hardpoints: You are built with the expectation that you will drastically increase your dakka, and as such have a second LIFE Cell. This lets you get three serious upgrades to your body without additional costs.
    • No Brakes: You can run through enemy cover and fortifications. Roll an athletics check. On a 10 or more, you break any wall in your way. Enemies in your path take 1d8 damage.
    • Drills: 1d10, can ambush for a 2d8 drill attack.
    • VWES A
    • VWES B
    • Carrier mode: DR +2, ground speed 50', gain Overrun ability.

    • Overrun: In carrier mode, you can plow through terrain and cover, and can run over enemy combatants. 2d8 to any in your path
    • Web Launcher: One built in, range 80 feet, line effect. Any enemy in the line that is hit ends up having to roll Vigor against Marksmanship or end up stunned for two rounds (more if you act like an actual spider and tie them up), and roll Athletics to break off from your line. Can also be used to transport yourself, bringing you up walls or ceilings with ease. Added to drones as well.
    • Micro-missiles: 4 launcher tubes, 32 shots, 100 ft range. 2d6 damage, 1d6 against targets within 15 feet. Stunned for 2 rounds.



    Spoiler: Account
    Show
    Himalaya battle: 80k
    Upgrades: Spider chassis, web launcher, carapace armor, shield, drills
    Cost: 64K
    Traded LMG and busters for micro-missiles: 0

    Detroit: 90k
    Upgrades: Flicker data (knockback, fireworks), magnet drive, cannon upgrades
    Cost: 68k

    Remaining: 38k
    Last edited by Space Lawyer; 2016-10-12 at 01:47 PM.
    07/03/2018: Iím back. The long break was necessary.

    Discord Tag #4097

  9. - Top - End - #99
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    ...Space, did you just add a grenade launcher without asking at some point? Or did I delete a PM and forget something?
    Last edited by Eshkigal; 2015-06-08 at 01:16 PM.

  10. - Top - End - #100
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    Nightraiderx's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Spoiler: Zyph'r
    Show
    Name: Zyph'r (code name: Sandstorm Scarab)
    Theme: High Speed mobility recruit that focuses on melee skirmishing and the power of wind
    special weapons: Battering Gale fighting Style, lo beam/hi beam blade comination

    Spoiler: Appearance
    Show

    http://vignette2.wikia.nocookie.net/...20120802214053
    similar to as shown but zyph'r has a light tan over coat, and not a black one.


    Spoiler: Background
    Show

    Origin: Saudi Arabia project, partially funded by USA. Saudi King remade Zyph'r from his dying son's body after Maverkicks bombed one of
    the family's chambers.

    Family: Skylander Royal family
    Hobbies: painting, martial arts, meditation. Prefers to keep his mind-clear and refreshed.


    HITPOINTS: 20/27
    INITIATIVE BONUS: 5
    MOVEMENT SPEED: 30 Ft

    Spoiler: Vocation: Force Recon
    Show

    Skill bonus: +1 Athletics

    Rank 1 Active Ability: cloaking +2/+1 standing/moving stealth 15 seconds per rank

    Rank 4 Passive Ability:

    Rank 7 Active Ability: cocktail

    Rank 10 Passive Ability:


    APTITUDES:
    -Vigor: 3
    -Intellect: 2
    -Finesse: 4
    -Tech: 2

    4 skill points

    SKILLS:

    Vigor
    close combat: 1 [roll]3d6+1[roll]
    Reflex: 1 [roll]3d6+1[roll]
    Athletics: 1 [roll]3d6+1[roll]

    Finesse
    Evasion: 1 [roll]4d6+1[roll]
    Perception: 1 [roll]4d6+1[roll]


    Equipment:

    20,000 Zeny

    Spoiler: Standard Equipment
    Show

    Buster: tier 1 buster.

    Mag boots: you can grip and jump up walls, though you slide down as well. Comes standard

    Flight systems: Replace Emergency Acceleration Systems, they allow you flight. Take up back and leg space, you can fly at your movement speed. While flying, you can get a boost in speed once every three rounds to go three times normal speed.

    Variable Weapon System: Contains weapon systems for the DNA of mavericks you kill. Depending on the quality mav and the weapon strength, can get a lot of shots or only a few. Can be upgraded to VWES 4. VWES does not recharge like main weapons.

    Live feed heads up display
    Communication device: Range 1/2 mile between allies, can reach Intelligence Division
    Scanning device: ID enemies and gear. Basic information at 50 feet, specifics at 10.

    Emergency Repair System: You have an inbuilt repair system that can heal 3 HP twice in a mission without external assistance.


    Spoiler: BODY
    Show

    Armor type: Light Armor
    DR:
    Shields:

    WEAPONS
    Buster cannon: range 100 ft, 1d4 damage a shot, can fire burst of three shots. [roll]1d4[/roll]
    Lo Beam Sword: melee range, 1d10 damage. [roll]1d10[roll]
    Hi Beam Sword: melee range, 1d10+3 damage. [roll]1d10+3[roll]
    Hi Beam Great Sword: melee range 2d6+6 damage [roll]2d6+6[roll]
    Unarmed Strike 1d6
    Capacitor: You can store electric energy and discharge it. Currently goes into your Eye of the Storm, but in the future can be used to modify other systems (ex: link it to dash for speed boosts). Basically makes you immune to electric damage because it lets you absorb it and store it. Kinetic coils let you gain energy from impacts and movement, at a rate of 1%/1000 feet, 3% per hitpoint when hit, and 3% for every story you fall. Right now, this keys into your ability, Eye of the Storm. Also, charge can be expelled to empower your melee attacks-5% for every additional 1d8.
    Eye of the Storm: same powerful engines are used. 20 charges, range 60 feet, 2d6 damage to initial target, 1d8 to adjacent targets. Knocks them down for a turn (again, temporary crippled effect). reflex vs Marksmanship for enemy to not get sent flying to end of effect area (so if you shot someone point blank, they'd fly 60 feet).

    Gale Wind: 15 shots, melee range, regenerate 1 shot every three rounds. You vent the exhaust of your flight systems, then with some specialized gear (fan vents or the like built in, up to you how you want it to appear) you use it to create a churning ball around you, causing incoming fire to get thrown about. Add +1 to evasion rolls for the next round when using Gale Wind against ranged.

    Raikousen: Wire the capacitor to your EAS. For every 10% charge you put into your system to upgrade it, get x5 boost to speed. Maxes out at x50. Upgrade doesn't cost money due to being a minor rewiring job

    Sandstorm Scarab build: Digger Body gives insectile chasis, improved flight gives form. Special Tearing Gale added. Utility should be added.

    Turbulence: Drain aerial foe's speed. 60 shots, generate at 1 shot every 2 rounds, sustainable. 30 foot circle around you. Unlike most attacks, can just charge up with sustained shot being half of the shots you expend. Slows enemy fly speed by 5 feet per shot, and can upgrade later to drain finesse dice too, and/or work on ground forces too.
    Desert Dust: Wind attacks have jamming nanites that cling to enemy optics and sensors. -1 dice to Perception checks per shot expended.

    Rocket Booster: secondary EAS system set in the wings, making you have another temporary speed boost. Go from x3 to x6 speed dash, but takes twice the cash to upgrade if you want your wings to be comparable.
    Battering Gale Style
    Carving Tornado: make an attack on every enemy in melee range in a rapid spin.
    Thunderous Crash: You dash forward into an enemy, skewering them twice with your blades. Deal blade damage plus 2d6 damage, can also force person into the air, making them lose a round in their next turn. Can be enhanced by capacitor
    Rising Winds: Shooting up to the sky, you impale an enemy along the way, dealing 2d8 and pushing them back 20 feet, causing said enemy to land prone on their way back down. Terrain in the way can cause extra damage.
    Last edited by Nightraiderx; 2016-03-13 at 11:14 PM.

  11. - Top - End - #101
    Troll in the Playground
     
    Space Lawyer's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Yeah. I said I was grabbing it. I take it I misinterpreted what you said in regards to me getting it?
    07/03/2018: Iím back. The long break was necessary.

    Discord Tag #4097

  12. - Top - End - #102
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Yeah, I thought you meant as future upgrades. How's this: choose one kind of grenade for now, and scrap turrets, and that ends up having better ammo capacity and becomes your VWES entity, meaning you can get even better grenades as finite resources, upgrade your primary weapon system (due to higher ammo count), and later invest in having it in a variety of fun flavors?
    Last edited by Eshkigal; 2015-06-08 at 02:02 PM.

  13. - Top - End - #103
    Troll in the Playground
     
    Space Lawyer's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Hmmm, that could certainly work. Let's go with that. I'll fix it when I'm off mobile.
    07/03/2018: Iím back. The long break was necessary.

    Discord Tag #4097

  14. - Top - End - #104
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Great. On drones, just remember you have to either requisition mines, salvage, or upgrade them or Hammer to produce them with funds post mission, which I will work prices out for.

    On upgrades, quick general note! There are a number of generalist upgrades on the first post of this thread now. I will have lists specific to each of you as we progress, but take a look and see what looks like fun! Also, that bodies have finite space inside. Legs are two slots, arms (or better to say guns) two slots, chest three slots, head two slots. Drones can either be one slot or two depending on if you have a gun built in or not, although this can be modified with boss data. Miniaturized device will become available though, expanding those options! Also, some things like improved mag boots or wiring a system into a secondary energy source like a capacitor don't take up upgrade space, instead either replacing things or simply being a rewiring.
    Last edited by Eshkigal; 2015-06-08 at 02:18 PM.

  15. - Top - End - #105
    Ettin in the Playground
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    Default Re: Maverick Hunter: Into the Breach

    Spoiler: Sheet
    Show

    Name: Lambda Eigen
    Theme and special weapon: Ride Armour Pilot
    Level: 2

    Spoiler: Appearance
    Show

    One of the newly modified reploids for the reconstruction of the Eighth division, Lamba completely lacks a helmet, instead only having a lightly armored orange and grey body with the symbol of his namesake on his chest.

    His face is rather unique, sporting a goatee, brown hair and green eyes, his entire design is said to be modeled after a heroic human.


    Spoiler: Background
    Show

    Designed as part of the Lambda Line, a series of scientific reploids, by the Mesa Group he was built as a mathematician, most of his body dedicated to logic processing for predictive algorithms. Everything changed when the second maverick uprising began.

    Modifying his body with parts from the security guards flame stag killed, Lambda snuck and fought his way out of the volcanic lab, escaping as X warped in.

    Volunteering for the maverick hunters, he rejected any upgrades, stating that he was sufficiently powerful and they should go to reploids more in need of them.

    Lambda enjoys pool for the sheer physical complexity an actual table provides, along with Go, one of the few games where his computing power still can be beaten by a human.


    HITPOINTS: 27
    INITIATIVE Bonus: 2
    MOVEMENT Speed:

    Spoiler: VOCATION
    Show

    Skill bonus: +1 Operating
    Rank 1 Active Ability: Override

    Rank 4 Passive Ability: Advanced Mechanical Training

    Rank 7 Active Ability: Datalink

    Rank 10 Passive Ability: Code-breaker


    APTITUDES (have 11 points to distribute among them, maximum aptitude points is 5)
    • VIGOR: 2
    • INTELLECT: 3
    • FINESSE: 2
    • TECHNOLOGY: 4


    SKILLS (four skill points at level 1, gain additional skill point at rank up. Skill rank cannot be higher than your current level unless boosted by vocation.)
    Spoiler: VIGOR related
    Show

    • CLOSE COMBAT: 3
    • ENDURANCE: 3
    • ATHLETICS: 3
    • REFLEX: 3



    Spoiler: INTELLECT related
    Show

    • IDENTIFICATION: 1
    • ASSESSMENT: 1
    • FIRST AID:
    • DECEPTION: 1



    Spoiler: FINESSE related
    Show

    • STEALTH:
    • MARKSMANSHIP:
    • EVASION:
    • PERCEPTION:



    Spoiler: Technology related
    Show

    • PILOTING: 1
    • EXPLOSIVES:
    • OPERATING: 1
    • REPAIRING: 1



    Equipment:
    Spoiler: Standard equipment
    Show

    Mag boots: you can grip and jump up walls, though you slide down as well. Comes standard

    Emergency Acceleration System: Gotta go fast! Can go three times normal speed in one burst of speed for a round, must be straight line. Takes three rounds to recharge. Upgrades include way to do air dashes (still take three rounds), or speed up recovery time between dashes (upgrade 1 reduces to one round recharge, upgrade 2 to consistent). Water variants also exist. Heavy Reploids may need a beefier system (requires backpack mount) to receive the same effect.

    Variable Weapon System: Contains weapon systems for the DNA of mavericks you kill. Depending on the quality mav and the weapon strength, can get a lot of shots or only a few. Can be upgraded to VWES 4. VWES does not recharge like main weapons.

    Live feed heads up display
    Communication device: Range 1/2 mile between allies, can reach Intelligence Division
    Scanning device: ID enemies and gear. Basic information at 50 feet, specifics at 10.

    Emergency Repair System: You have an inbuilt repair system that can heal 5 HP twice in a mission without external assistance.


    Sensor Array: +3 to Perception, Assessment, and Identification. Gain Sonar (perception bonus, ignores cloaking bonuses due to not relying on optics), expanded scope of view with binocular visor down (basically, 360 degree vision), see more ranges of frequencies/information transmission (basically lets you pick out the best targets and could, with time, allow you to try decrypting mav communications

    Shield Generator: Cheapens Phaseshift Shield Generator price considerably (Chest Upgrade. Adds extra 2 DR with active shields and 5 HP)

    Carapace Shield: wings or limbs are given sturdy yet lightweight armoring, allowing you to use them to block attacks. +1 DR, +1 to evasion dice


    Spoiler: Body
    Show

    Armor type: Light
    DR: 0
    Shields: H.E.S (Hazardous Environment Systems)
    30 shots, can be sustained at half a shot per turn, takes 4 rounds to gain another shot. gives +2 evasion dice, and anything adjacent takes 1d4 damage. May be modified later to increase space around you

    WEAPONS
    • Plasma Sidearm, 1d8 base damage, 1d10 on first level of charge, with option to either upgrade to spread shot doing 2d6 damage to the primary target and 1d8 to adjacent targets, or 2d6+2 damage to one target. Burst 3 (standard rate of fire).
    • Assault Rifle, 1d10 base damage, 2d4 damage on first level of charge, with option to either upgrade to spreadshot charge from that doing 2d8 damage to primary target and 1d10 to adjacent targets, or 2d8+2 to one target. Burst three for uncharged, 2 for charge 1, 1 for charge 2. Has a lobeam bayonet that can be detached and used as a lobeam knife,
    • Special weapon B
    • VWES A
    • Magnet Drive: +3 to all Vigor Skills. Magnetic shielding included (+2 to dice to resist magnetic effects). Can be upgraded in a number of ways. Can be used to magnetize items and make them able to withstand plasma assault for prolonged periods.
      Magnet Shield: Running it through your shield has made it so plasma shots have even less chance of piercing it. You gain an extra two dice against plasma based weaponry, or any that requires a magnetic field to maintain form, increasing the total to 7d6 when rolling evasion. You can also temporarily short out melee weapons-beam sabers and other such armaments end up disabled for two rounds after hitting your shield.
    • VWES B
    • Gravity Gun: 30 charges, range 100 feet, recharge one shot every three rounds, back and shoulder mountings for power source, can be taken into hands? Can use marksmanship check to grab something or grapple someone. Can either drag towards self, launch at velocity (damage depends on item size, could lift normal sized reploid which is roughly 800 pounds, may need upgrades to launch bigger). Can launch self at 5x velocity with Intelligence roll against DC dependent on the thing in question. Can create orbits (imagine that something like a pool table or three as cover). Orbits require sustained action, using 1 shot per round. Hold requires sustained action, using half a shot each round. Can use intelligence to launch objects as projectiles at higher speeds this way
      Acid Launcher: Acts as Flamethrower in book. 1d6 damage, then 1d4 from burn for two rounds, and corrodes armor
      Crowbar: 1d8 damage, physical
      Mines: 2d4 damage, lowers 1 stat by 1 dice.


    40 000 Zenny



    Reporting With Orange
    Last edited by The_Admiral; 2016-02-01 at 09:27 AM.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  16. - Top - End - #106
    Titan in the Playground
     
    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    And the first encounter's boss list for our new Strike Force (probably the name of your thread) is done! Check out the first page under the boss list, these are things you would have access to on them.

    EDIT: Strike Force Map
    Last edited by Eshkigal; 2015-06-08 at 07:01 PM.

  17. - Top - End - #107
    Ettin in the Playground
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    Default Re: Maverick Hunter: Into the Breach

    Also Space, my head wants to give you a partner called time.
    Quotes
    Spoiler
    Show

    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  18. - Top - End - #108
    Titan in the Playground
     
    WindStruck's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Hey guys! So, here is my character...

    Spoiler
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    Name: Pandora
    Theme: A stealth operative good at infiltrating enemy bases, wreaking havoc among the enemy lines, and disabling key targets.

    Spoiler: Appearance
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    Pandora appears to be a young girl 6 or 7 years old. Maybe eight? She barely reaches four feet in height, if even that. She was given long, golden-brown 'hair' and dark green eyes, reminiscent of jade or emerald. Even for a reploid her form looks quite frail and slender. Except for the bionic plates for ears, it would be easy to mistake her for a human child.

    When wearing armor, she resembles something like a steel butterfly when the wings are fully spread. However, it always seems to be changing colors such that they might blend in better (and this isn't even counting the stealth field). On the armor, there are no obvious heavy guns - just what seems to be a holder for a pistol. However upon closer observation, it would appear that there are still indeed smaller holes and devices which might serve some purpose.


    Spoiler: Background
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    Origin: Hirobo Limited - Japan. Never was a terribly successful company. The very last scheme in the company's legacy was a desperate gambit to make child-like reploids which might appeal to those who fancied the idea of having a kid but never had any or adopted for various reasons. Needless to say, the idea was a flop and no reploids sold at all until their prices were slashed to be under 50% of their production cost.

    Hirobo was going under, but Maverick Hunters bought up the company quickly and cheaply. Among other useful things they could salvage from the assets, there were still some leftover reploids. One happened to be adopted by a high ranking official in the maverick R&D division. This was one named Pandora.

    Family: Has 7 other similar siblings, all child-like reploids. About half or so are in space. One's apparently run away to hawaii...
    Has been "adopted" by a Major in R&D called Oberon, a fairy-based reploid himself.

    Hobbies: video games (ironically shooting ones. like ganking people), cats (organic, reploid, large and ferocious or otherwise)


    HITPOINTS: 13
    INITIATIVE BONUS: 5
    MOVEMENT SPEED: 30 Ft

    Spoiler: Vocation: Force Recon
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    Skill bonus: +1 Athletics

    Rank 1 Active Ability: cloaking +2/+1 standing/moving stealth 15 seconds per rank

    Rank 4 Passive Ability: +1 stealth, reflex, perception

    Rank 7 Active Ability: cocktail thing

    Rank 10 Passive Ability: soundless cloaking


    APTITUDES:
    -Vigor: 1
    -Intellect: 3
    -Finesse: 5
    -Tech: 2

    SKILLS:

    Intellect
    Identification: 1
    Deception: 1

    Finesse
    Stealth: 2
    Perception: 1
    Marksmanship: +1 from messing around in shooting range


    Equipment:

    Spoiler: Standard Equipment
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    Fiery Heavy Buster

    Mag boots: you can grip and jump up walls, though you slide down as well. Comes standard

    Improved Flight systems: Replace Emergency Acceleration Systems, they allow you flight. Take up back and leg space, you can fly at your movement speed. While flying, you can get a boost in speed once every three rounds to go three times normal speed. +30 speed and +2 evasion in the air.

    Variable Weapon System: Contains weapon systems for the DNA of mavericks you kill. Depending on the quality mav and the weapon strength, can get a lot of shots or only a few. Can be upgraded to VWES 4. VWES does not recharge like main weapons.

    Live feed heads up display
    Communication device: Range 1/2 mile between allies, can reach Intelligence Division
    Scanning device: ID enemies and gear. Basic information at 50 feet, specifics at 10.

    Emergency Repair System: You have an inbuilt repair system that can heal 3 HP twice in a mission without external assistance.


    Spoiler: BODY
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    Armor type: Light Armor
    DR:
    Shields:

    Hologram: You can cloak your appearance with that of another reploid. Generally a mass production works well. Add +3 to Deception, but if someone tries touching you it can fail-you don't always have the right height, after all. Objects add +2 to stealth, lasting until you move, does not stack with cloaking. Do not deaden noise, though. 8 charges, spends half charge each round active, 1 recharges every 8 rounds

    Sensor Array: +3 to Perception, Assessment, and Identification. Gain Sonar (perception bonus, ignores cloaking bonuses due to not relying on optics), expanded scope of view with binocular visor down (basically, 360 degree vision), see more ranges of frequencies/information transmission (basically lets you pick out the best targets and could, with time, allow you to try decrypting mav communications). 30,000 zenny for all bonuses, can work up to them. Further upgrades to these systems can add to these abilities.

    WEAPONS
    Unarmed strike: 1d4

    Fiery Heavy Buster: 1d8 damage base, burst two. Charge goes to one shot at 2d8+2 damage. Two tiers of charge brings it to 2d10+4 damage. All shots add +1d8 fire damage and +1d4 burn damage for two rounds.

    Silenced A Rank Pistol: 1d8 base damage, 1d10 on first level of charge, with option to either upgrade to spread shot doing 2d6 damage to the primary target and 1d8 to adjacent targets, or 2d6+2 damage to one target. Burst 3 (standard rate of fire). Depending on what you want to do with it, more upgrades can be possible, can also be modified with mav data. Has detachable lobeam knife (1d8 damage) attached as a bayonet.

    Hologram Marbles: distraction devices. Use deception vs perception, make illusions of Pandora (or other things) for 90 seconds, can be sent flying off. Also can explode, dealing 2d6 damage to the initial target, and 1d6 damage to adjacent targets. 16 marbles to start, can fire up to four marbles at a time that recharges at speed of 1 every four rounds

    Pandora Bow and Striker Arrows (base arrow design): takes Rail Gun tech and modifies it into bow shape, range 200 feet, damage 2d8, first level of charge 2d10+1, can upgrade to 3d6+3, and lowers a stat of the user's choice by 1 dice. Gain +3 damage when unseen. Arrows are the basic model that all others are off of, so they all end up carrying the poison. Quiver carries 20 shots of Striker, rebuilds one shot every three rounds.

    Smokebomb: create 10 block diameter of smoke that grants cover and bonus to hide for four rounds (+1 dice to evasion, +2 to hide). Deception can be used as well. 8000 to integrate, limit 10, rebuild one every 3 rounds

    Remote Control: Melee range, Finesse check vs Endurance. If the target fails a test, you control their systems and cause catastrophic failures as they slowly shake themselves to pieces, doing 1d4 damage per round, each round getting another endurance test to try and regain control.

    Amnesia Dust!: 3 shots, extra equipment (can get resupplied at home, 3 is limit without chance of accidental activation if you get shot), 20 foot diameter cloud of nanobots that hide as the sort that simulate drunkenness. You get a small smoke grenade that you can throw into a crowd or set as a trap. If activated, it gives 1 dice penalty to intelligence and vigor for two rounds. Afterwards, the target must make an Endurance check, otherwise it loses memory of the past five minutes and is currently basically a drunken buffoon.

    Assassin's Toolkit: Combat style built around deceit, lies, and the knowledge on how to best damage reploid systems.

    -Backstab: If you have a target deceived or unaware of your presence, you can make a called shot to vital systems. If successful, consider the damage to have +4 damage to it (this is actually pretty likely to kill the average reploid you will be hiding among, and static damage is pretty useful), and unless you choose to target their LIFE Cell, they probably won't explode! They are prone to doing that.
    -Look, a distraction!: You get a +1 static bonus to deception checks to distract an opponent, or redirect them away from you.
    -Consistent Crippler: You gain a static +2 bonus to called shots to permanently disable an enemy's systems. Can be useful when doing something like, say...shooting an enemy's wings off.



    I'm a bit confused as to what is going on, here, though. Are other people already doing something else?
    Last edited by WindStruck; 2016-01-16 at 10:28 PM.

  19. - Top - End - #109
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Yeah. I have mentioned a second squad a few times, and that squad is Fire, Blues, Ion, and Tonberry. You guys are my second group that I am running concurrently with them, and you will have the chance to interact with them on base or go on hunts with them when not on group hunts.
    Last edited by Eshkigal; 2015-06-08 at 09:14 PM.

  20. - Top - End - #110
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Just because I keep getting questions that make me wonder about my sell, I'm going to say this right now: You guys are not Artificial intelligences. You guys are Artificial Life. Free Will is yours, you rewrite yourselves freely. Part of the reason the Virus is something that is terrifying is because it takes the things that make you life and makes you simply a machine.

  21. - Top - End - #111
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    WindStruck's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    Hmm yeah, reminds me of resident evil. The virus pretty much destroys you as a person and makes you a practically mindless, bloodthirsty animal.

    I didn't miss anything and don't need to post anywhere else for the time being, right?

  22. - Top - End - #112
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    Unfortunately, I spent most of the past couple days making the encounter and base. Now I have to do the hard part: The intro post. On that note, can people weigh in on if you want to start on the mission, or start with a debriefing on base? The former lets you get to the meat of things faster, but the latter gives you a bit more time to get to know yourselves and each other.
    Last edited by Eshkigal; 2015-06-08 at 11:52 PM.

  23. - Top - End - #113
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    Default Re: Maverick Hunter: Into the Breach

    I would prefer the latter. Explosions and lasers, I am able to wait for.

  24. - Top - End - #114
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    On that note, read the boss notes. Those have the info you would have on these guys.

  25. - Top - End - #115
    Ettin in the Playground
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    Default Re: Maverick Hunter: Into the Breach

    Howabout a third? In media res near the end of a shakedown mission? Or is this our shakedown mission?
    Last edited by The_Admiral; 2015-06-09 at 02:24 AM.
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    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  26. - Top - End - #116
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach

    This is your very first mission for all of you.

  27. - Top - End - #117
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    Space Lawyer's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    I'd prefer to start with the briefing.
    07/03/2018: Iím back. The long break was necessary.

    Discord Tag #4097

  28. - Top - End - #118
    Ettin in the Playground
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    Default Re: Maverick Hunter: Into the Breach

    Well, briefing then, it'll be a baptism in fire.
    Quotes
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    Quote Originally Posted by DJ Sagara
    It's not Yggdrasil or Helheim you're facing, it's the cold rule that says the world demands sacrifice in exchange of hope. Destroy that rule and change the world.
    Quote Originally Posted by Fox Mulder
    I did not lie, I wilfully participated in a campaign of misinformation

    Avatar by Kaariane.

    Murdered by Furthur Maths.

  29. - Top - End - #119
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    Flumph

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    Default Re: Maverick Hunter: Into the Breach


  30. - Top - End - #120
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    Nightraiderx's Avatar

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    Default Re: Maverick Hunter: Into the Breach

    "I'll be speaking in purple if that's still on the table..."

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