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Llyarden

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  1. I'd be fine with that. A potential alternative is something similar to a houserule I've done for GURPS to avoid issues where people would spend, you know, five 'rounds' of combat reloading because each round in GURPS is a second, which was that everyone acts in 5-second 'blocks.' Obviously here it would make most sense for them to be in 12-segment 'blocks,' so like someone with Speed 4 acts three times, someone with Speed 6 acts twice, etc. It would take away a bit of our ability to react, but it might be a price worth paying for the ability to actually have a higher speed. (To be fair I haven't really used the houserule I mentioned for GURPS that much yet, so I don't know how practical it is...)

  2. Sorin didn't say anything for a few moments either. He knew half the story, of course, but knowing that Fen had been talking to Professor Brown about it was new. (He did briefly consider telling Fen not to say that she had killed her brothers, but decided that splitting hairs over semantics right now probably wasn't the best idea, much as he didn't like her beating herself up about it.)

    Now, to be fair, he did actually think about the new revelations a little. The information that - even if only under certain circumstances - it was possible to save people who had died was...extraordinary. (Sorin had read enough fiction novels that had used time travel as a trope that he could vaguely guess based on what Fen had said what the restrictions on it were, but he wasn't going to assume that his limited knowledge was even remotely accurate without confirming it first.) What was potentially more relevant was the fact that Dr Brown had not merely approved this plan, but was actively going to take part in it. From when Dr Brown transported Roxie's weapon back in time for them, Sorin had kind of already guessed that there were some caveats and risks to his Semblance, so as far as Sorin was concerned, the fact that the person who probably knew the most about time travel in the Academy was okay with this plan was a pretty good point in its favour.

    All of that, though, was kind of irrelevant. Sure, Sorin thought about it, but fundamentally he'd already decided on his answer. I'll help.

    He had made a promise, after all.

    "Shouldn't we ask Dr Brown about that?" he said aloud, in response to Chapi. (He was still signing as well, of course.) "I mean, no offence, Fen, but he is kind of the time travel expert. He probably has a better idea what the risks are."

    Was that a not very subtle attempt to give Fen a chance to breathe (so to speak)? Well, yes. But it was also his actual opinion, so, you know, two birds and one stone.

  3. I am still interested, things have just been real busy for me.

    EDIT: Okay, got some basic stuff written up.

    EDIT 2: Remembered about elements and things. Wasn't really sure what to do with them though, predominantly because I wasn't sure if Light meant 'holy' (and was therefore associated with Vaccine) or if it was just generic light. I could see Liollmon being Neutral, Light or potentially even Electric (based on its 'static electricity enemy detection' thing). Its attacks I just left as neutral, although I could see Lio Claw at least being [Metal] instead, those claws don't exactly look like normal keratin.

  4. Given that Tourna was being surprisingly quiet (by its standards), it might not have been noticeable at first that it had stopped following Vesper around, instead 'crouching' by stretching out its legs and lowering its body down, and disappearing briefly under the shelf where the satchels were stored.

    It definitely was noticeable, however, when an excited whistle issued from underneath the shelf and a slightly dusty Tourna popped back out, scuttling delightedly around the floor and waving a few strands of hair that it had clutched proudly in one of its claws, darting between...well, basically everyone in the room and showing off its discovery.

  5. Yeah, sorry, to be honest I've kinda been struggling for motivation for this game for a while. From the fact that only half the party have posted I'm gonna guess I'm not the only one.

  6. Tourna perked up at Vesper's words - maybe it was getting called 'Sir Tourna,' which was definitely a novel experience for the little golem - and whistled happily, its previous sour mood shaken off in the blink of an eye, and it scampered after the butler as he went to investigate - although once they arrived at the ingredient storage, it became uncharacteristically slow and careful as Vesper started his inspections, following the butler around like a shadow, contorting and extending its legs to peer closer at everything he examined a few moments after he moved on.

    It was just barely possible that Tourna was considering that since Vesper appeared to have become the leader of the group, he might be the one with the authority to give it some produce to play with as a treat if it impressed him.

  7. It was worth remembering at this point that Fen had not actually been Sorin's first exposure to sign language. Sure, he'd been pretty terrible at it, but one of the hand signs he actually had known was 'um.' He'd used it a lot at the start of the first year when practicing his sign language, while he was trying to remember what the actual sign he was trying to use was.

    Nonetheless, seeing Fen use it did make him pause for a moment trying to work out what she was saying, purely because he hadn't missed that she had deliberately omitted teaching what he'd been taught as being a fairly fundamental component of the language and so therefore had just kinda got it into his head that for whatever reason Fen didn't do that.

    Slow down, he signed, following suit and using traditional sign language. The thought occurred to him briefly that that was the first thing he'd ever signed to her. A lot had changed since then. What is it you want us to do?

  8. vnjkRcU.png

     

    Description

    Sorin is a seventeen-year-old young man, fairly handsome with blue-grey eyes and very long, golden-blonde hair. He's relatively tall and slender, though somewhat stronger than he looks. Unbeknownst to...pretty much anyone outside his family...he has a set of small, downy white feathers running up his shoulderblades, past his shoulders, and about halfway down his arms.

    He tends to dress in very smart (and quite expensive) clothes, refusing to wear short sleeves to keep his feathers hidden and similarly refusing to wear shorts or take his shoes off so the prior refusal doesn't seem quite as suspicious. His weapon is kept in a holster at his side, which is strapped around his body in a couple of places so the disproportionate weight of it isn't too uncomfortable.

    Background

    When you're a Faunus trying to hide what you are, life isn't always easy. So it was for Hob Miller, a rat Faunus working in the underbelly of Mistral. He was a skilled inventor and weaponsmith, though, and slowly word began to get around that he could provide repairs and upgrades for weapons with a minimum of questions and a maximum of discretion. It didn't take him long to realise he was working for the Farm and the White Fang alike - the former believing him to be human, the latter knowing him to be a Faunus - along with other assorted malcontents and criminals...but by the time he realised he had a family to support: his wife Rhianu, a lynx Faunus, and their newborn son Sorin. (And, not long after that, their daughter Roxana.)

    Trying to disentangle himself from his criminal connections while simultaneously keeping his family fed wasn't easy. In fact, times were hard enough that Rhianu left both him and her own children, and joined the White Fang, living openly as a Faunus among (to her mind) people who accepted her for who she was instead of forcing her to hide for the sake of their own wealth.

    But Hob managed. He became a reputable weaponsmith, working for the children of noble families and the like - as it turned out, the quiet, no-questions-asked discretion that had made him so popular among the criminal underbelly was in equal demand among the nobility as they prepared for duels of honour among each other and wanted every advantage they could get.

    As his state of living grew better, Sorin could afford to focus on more than just surviving the streets. He started to read books, and became something of an academic - but within those books were also tales of Huntsmen and Huntresses, and the Grimm that they protected the cities from. And Sorin was...kind of a precocious child, so by the time he was reading about them he was still the age to be easily impressionable.

    His father...wasn't best pleased about Sorin's decision that he would become a Huntsman himself. But Sorin threw himself into training, both physically and mentally. In time he might have been forced by necessity to join his father's trade...except Hob made a breakthrough.

    It was when Sorin was about twelve that he was woken up in the middle of the night by his father kinda raving wildly about his new inspiration. When he came down for breakfast the next morning he found the kitchen table occupied by two failed prototypes and a whole lot of complicated diagrams drawn on...basically every available surface. (Hob was not the sort of person to take neat notes when he was excited.)

    Hob's development of this innovative form of weapon he'd come up with stalled pretty quickly, though. The materials, tools and Dust he'd need to create it were way outside of his means to acquire. But by this point he had enough contacts among the upper class that - with a few easy lies about ensuring that the first genuine model would be provided to each of them - he was able to, effectively, be sponsored to create it.

    And from that day on he kinda did a 180 on Sorin becoming a Huntsman. After all, what better way to prove that his idea had merit - and keep the money flowing in - than to equip a new Huntsman with a prototype of the weapon? Of course, that did mean that Sorin had to come top of his class in basically everything to prove both his and the weapon's worth.

    But Sorin had never backed down from a challenge.

     

    Mechanics (PL11, 174/174PP)

    Defences (17 points)
    Defence 11
    Toughness 6

    Attack
    Accuracy +6 / Effect +5

    Powers (99 points)
    Aura Mobility - Flight 4 (60'), Platform, Limited (Short bursts only; can't be used for overland travel), Quirk (Supported) - Free

    Landing Strategy - Movement 1 [Safe Fall], Quirk (Only if you spend a move action to move no more than one round before landing) - Free

    A Picture Tells A Thousand Words - Feature 3 (can use Expertise: Art in lieu of Persuasion, Deception or Intimidation), Limited (only when he knows the effect he's trying to achieve in advance) - 2 points

    Dove Faunus - Senses 2 (Ultravision, Direction Sense) - 2 points

    Ace Parry - Enhanced Defence 5, Quirk (requires a weapon) - 4 points

    Protective - Enhanced Resistance 5, Limited (Interposing), Immunity 2 (Critical Hits), Limited (Interposing) - 11 points

    Strong - Strength 2 [300lbs], Limited (Lifting) - 1 point

    Artist's Palette - Easily Removeable 43-point Device - 43-18 = 25 points

    Off Hand - Feature (must be Disarmed/Smashed separately to the Foolson) - 1 point

    Augmented Shield - Tactical Combatant gains Dynamic Alternate Effect - 2 points

    Shield Block - Reduced Defence 10, Reduced Protective 5, Enhanced Resistance 10 - 10 points

    Dust Artistry - Enhanced Tactical Combatant 24, Tactical Combatant gains Variable Descriptor 1 (Dust) - 25 points

    Style Blending - Tactical Combatant becomes Dynamic - 5 points

    Foolson (Artist's Brush) - Easily Removeable 26-point Device - 26-11 = 15 points

    Weapon Modes - Enhanced Tactical Combatant 22, Tactical Combatant gains Variable Descriptor 2 (Physical) - 24 points

    Wilson's Legacy - Tactical Combatant gains Dynamic Alternate Effect - 2 points

    False Perfection (Semblance) - Enhanced Tactical Combatant 12, Feature 0 (Scaled Opportunity: Full Action), Feature (when not using it openly, detecting the use of his Semblance requires an active Perception check against DC 25) - 13 points

    Tactical Combatant - Damage 11 plus 11-point array + 4 alternates = 26 points
    Traits marked with {W} require Foolson. Traits marked with {P} require Artist's Palette. Traits marked with {S} require Semblance

    Mimicked Lightsaber

    Leaping Set-Up - Damage gains Reaction [on Aiding an ally], Limited (Team Attacks Only), Limited (Requires Movement) {11}

    Twinned Blades {W} - Damage gains Multiattack and Feature (can combine Multiattack and Move-By Action) {12}

    Shifting Blade {W} - Damage gains Precise, Dangerous 4 {5}

    Perfect Parry {W} - Immunity 5 (Blades ) {5}

    Red Feather (Fire Dust) {P} - Damage gains Secondary Effect and Homing 2 {13}

    Cyan Feather (Hard Light Dust) {P} - Damage gains Penetrating {11}

    False Might {S} - Damage 11 [+0/+12], Limited (Full Action) {6}

    False Speed {S} - Damage 11 [+10/+1], Limited (Full Action) {6}

    Mist Glaive

    Exploit Opening - Affliction 11 [Entranced/Compelled/Controlled; +5/+6] (Extra Condition, Limited [targets suffering a defence penalty], Feature/Quirk [targets may ignore the conditions, but Sorin decides the target of their actions if they do; if Sorin is Aura Broken or otherwise lacking his Semblance then the Affliction [I]must[/I] work this way]) {11}

    Recoil Launch {W} - Enhanced Aura Mobility 6 {3}

    Whirling Glaive {W} - Affliction gains Cumulative {11}

    Pole Vault {W} - Teleport 4 (60ft) (Reaction: turn-limited action, Limited [Functions as normal movement), Limited (maximum movement in the round is 60ft, can divide into as many reaction teleports as he desires]) {8}

    Dust Fusion (Steam Dust) {P} - Affliction 11 [Impaired+Vulnerable/Disabled+Defenceless; +5/+6], Contagious, Extra Condition, Limited Degree, Reversible {23}

    Battle Artistry {S} - Damage gains Shapeable Area 2, Limited (Full Action), Feature (can also be Limited [requires movement] but in that case the area must follow Sorin's path) {12}

    Thunderbolt Pistol

    Harrying Follow-Up - Weaken Attack & Effect Bonus 11 (Extra Condition, Limited [targets he hit last round]) {11}

    Pistol Shot {W} - Range 5 {5}

    Bouncing Shot {W} - Ricochet 2, Indirect 4 {6}

    Missile Shot {W} - Damage gains Burst Area {11}

    Yellow Feather (Lightning Dust) {P} - Affliction 11 [Dazed/Stunned/Incapacitated; +5/+6], Reversible, Secondary Effect {23}

    Project Aura {S} -
    - Range 10 {10}
    - Feature 2 (Free Lift, Easy Hold) {2}

    Hurricane Gauntlet

    Exploit Inattention - Strength 11 (Extra Condition, Limited [Targets that attacked someone other than him last round]) {11}

    Blasting Gauntlet {W} - Immunity 30 (Partial Physical, Partial Energy ), Limited (Interposing only) {15}

    Momentum Absorption {W} - Damage gains Perception, Limited 2 (target who attacked an ally and whose attack he Interposed) - {6}

    White Feather (Wind Dust) {P} - Strength loses Limit {11}

    Blue Feather (Water Dust) {P} - Strength gains Contagious {11}

    Wings of Gold {S} -
    - Aura Mobility loses Platform and Quirk and Landing Strategy loses Quirk (Wings) {3}
    - Enhanced Aura Mobility 10 (Wings) {5}
    - Enhanced Strong 8 {4}

    Winter's Lash

    Lethal Distraction - Weaken Resistance 11 (Secondary Effect, Limited [targets who attacked him last round]) {11}

    Shardstorm {W} - Damage gains Selective Cone Area {22}

    Green Feather (Plant Dust) {P} - Affliction 11 (Impaired+Dazed/Disabled+Stunned/Transformed [traits to 0]; +5/+6), Extra Condition, Limited (first two Limited to Physical, final only one condition), Reversible {12}

    Dust Fusion (Ice Dust) {P} - Affliction gains Cone Area {11}

    Spin Phantasm {S} - Illusion 11, Independent, Precise, Increased Action, Limited (Full Action) {7}

    Perfect Phantasm {S} - Illusion gains Extra Senses (All) [Limited: Full Action], Quirk 0 (requires a separate move action to be spent) {5}

    Guardian's Shield {P}

    Guardian's Recovery - Restorative Persistent 2 Healing 11, Limited (Self Only), Limited 2 (attacks he Interposed, and only those that would have missed him), Limited (only in the round after suffering the condition) {11}

    Tower Shield {W} - Deflect 11 {11}

    Shield Slam {W} - Damage gains Reaction (Deflected target is attacked), Limited (only on misses), Limited (Team Attacks only) {11}

    Orange Feather (Earth Dust) {P} - Create 11 (Reduced Range), Feature 2 (Created Object is immune to critical hits) {13}

    Violet Feather (Gravity Dust) {P} - Damage gains Reaction (when attacked), Limited (only if the attack hits), Limited (Team Attacks Only) {11}

    Mask of Perfection {S} -
    - Concealment 1 (Grimmsense) {2}
    - Immunity 10 (Emotions), Limited (effects are only suppressed, not negated, and reassert themselves if he ever swaps off this effect; they also don't naturally heal while this effect is active) {5}
    - Immunity gains Burst Area and Affects Others, Limited (physical contact), Limited (Full Action) {5}

    The Foolson {W}

    Adaptability {Base + S} -
    - Variable 2 [IET], Free Action, Concentration {16}
    - Variable +1, Move Action, Concentration, Limited 2 [1PP] {6}

    Weapon Mimicry {W} -
    - Variable 2 [Weapon of an enemy in the scene], Free Action, Concentration, Limited (only an enemy who attacked him, who he attacked, or who he interposed against) {14}
    - Feature 2 (Variable +1PP) {2}
    - Feature (can treat natural weapons of Grimm as weapons) {1}

    Weapon Analysis {W} - Senses 5 (Ranged Radius Acute Analytical Detect Weapons) - 5 points

    Dust Transfer {P} -
    - Variable 2 [IET], Free Action, Concentration, Limited (only to add Affects Others to own traits) {14}
    - Feature 2 (Variable +1PP) {2}
    - Feature (can Link Affects Others to a Team Attack or Aid and have it apply to whoever benefits) {1}
    - Range 6, Quirk 1(only for Affects Others) {5}

    Skills (38 points)
    Mobility +20 (10 points)
    Expertise +16 [+5 Proficiencies] (9 points)
    - Fields: Games +8, Sports +8, Dust, Grimm, Mistral Local, Faunus, History, Popular Culture, Art, Music, Literature, Martial Arts, Weapons, Business, Science +8, Scholastic, Cooking, Tactics, Politics, Weapons, Law +8, Atlas Local +8, Vale Local +8, Vacuo Local +8, Criminal +8
    - +1 EP
    Insight +18 (9 points)
    Persuasion +12 (6 points)
    Investigation +8 (4 points)

    Advantages (20 points)
    Attractive 2 [Feature/Quirk: Applies to Insight instead of Deception and to reading emotions instead of lying]
    Well-Informed
    Accurate Attack
    Defensive Attack
    Uncanny Dodge
    Interpose
    Assessment
    Eidetic Memory
    Move-by Action
    Great Endurance
    Power Attack
    Agile Feint
    Wealth 1
    Evasion 2
    Teamwork
    Benefit 2
    All-out Attack

     

    Power Descriptors

    A Picture Tells A Thousand Words [Skill] - Art is all about emotion (or, at least, it is for Sorin.) And a well-placed picture he creates can convey emotions far better than his words alone.

    Dove Faunus [Native] [Faunus] - Like many bird Faunus, Sorin can see ultraviolet light, and he also has a perfect sense of direction. (Anyone calling him a homing pigeon is liable to get whacked over the head.) His Faunus nature has also given him a bird-like physiology when it comes to blood oxygenation and the like, giving him a strength and stamina somewhat beyond what his slender frame would suggest.

    Ace Parry [Skill] - Sorin is a very good swordsman, capable of using a weapon (usually Fool, but even just a stick charged with Aura would do in a pinch) to deflect attacks that would otherwise hit him - though he's not that great at resetting his stance as he gets pushed harder and harder.

    Protective [Skill] - In social situations, Sorin can come off as kinda clingy. In a fight, this tends to manifest as him being...more than a little protective of his allies, very quick to shield them from attacks even at the cost of his own (limited) Aura.

    Strong [Skill] - Sorin's Semblance doesn't enhance his physical abilities, nor does he benefit from his Faunus nature in that regard. But by the standards of a fairly slim 17-year-old he's pretty strong, able to lift twice his own body weight (although admittedly that is kinda helped by the fact that he's fairly light, only weighing about 120lbs.)

    Artist's Palette - This isn't the first time Hob had split Fool into separate Dust storage and primary weapon forms. But back then it had still been very much in the experimental stages, and he'd mostly done it just to see how it worked. This time it's a deliberate change, and more properly designed for Sorin's fighting style. It still looks like a painter's palette, but instead of just splodges of Dust paste that had been the first version, Hob has used the Wilson's nanites to replicate Fool's segments on a much smaller scale and used them to store small 'packets' of powdered Dust, allowing for the Dust to be stored in as accessible and usable a form as powdered Dust without any of the danger of...well, keeping a large-ish amount of powdered Dust around on the battlefield. The Dust reservoirs are styled to look like feathers - Sorin hasn't yet had the chance to ask whether that's his father's way of accepting Sorin's decision in the heat of the moment to sacrifice their family's identity as humans. (Or, rather, he has, but he hasn't got a straight answer.)

    Augmented Shield [Technology] - One advantage of the new Dust storage mechanism is that Sorin can use it more freely like a shield, allowing him to block attacks with it more freely. It can also integrate with Fool to draw power from the weapon itself.

    Shield Block - ...and when all's said and done, it is still a shield, and goes a long way to making up for Sorin's no longer quite as low as it was, but still low, Aura.

    Dust Artistry [Dust] - Its main purpose, though, remains being a rapidly-accessible Dust reservoir that Sorin can use to easily deploy multiple forms of Dust.

    Style Blending [Skill] [Aura] - Sorin's experience using the Foolson (particularly in its shield form) means he's a lot more capable of rapidly manipulating it and the Palette in ways that a casual user wouldn't be able to by using his Aura. Of course, this means if his Aura is Broken, he can only use the Foolson in the same way as any other wielder.

    Foolson (Artist's Brush) - With the aid of nanites and after multiple, multiple redesigns, the Foolson is no longer a fifteen-pound chunk of metal that requires specific training to use. Instead, it's a sleek baton perhaps a foot long. And yes, it does look like a painter's brush, although that's purely a stylistic feature that Hob chose to apply as a nod to his son's hobby of painting.

    Weapon Modes [Technology] - It's still entirely capable of transforming into a half-dozen different forms, though.

    Wilson's Legacy [Technology] [Nanite] - Sorin never really got much use out of the Wilson's weapon mimicry ability, so Hop has repurposed it a little, but the nanite reconfigurations are still very much a facet of the Foolson.

    False Perfection [Aura] [Semblance] - While Sorin's Aura is still pretty limited, between his training to increase his Aura and the simple fact that his weapon doesn't require as much Aura as it used to, he can push a lot more of it into his Semblance, allowing him to create mirages or plaster a subtle veneer of 'perfection' over himself or his allies.

    Tactical Combatant [Skill] [Physical/Physical] [Bludgeoning] - When he joined the Academy, Sorin wasn't particularly adept at unarmed combat. Months of training (especially Auntie Wulf's training) has put paid to that, and while he's still not great at defending himself without a weapon, he can at least attack unarmed pretty well.
    With the Artist's Palette, this can be [Energy/Energy] [Dust] . With the Foolson, this can be [Physical/Physical] [Technology]

    Mimicked Lightsaber

    Leaping Set-Up [Skill] - Sorin's always been a mobile fighter, and he's learned to use that mobility to knock opponents off-balance, setting them up for one of his friends to capitalise.

    Twinned Blades [Technology] [Skill] - Sorin can split Fool into two light blades, allowing him to strike at multiple targets or focus a flurry of attacks onto a single target.

    Shifting Blade [Technology] - By making small modifications to the length and curve of the weapon, Sorin can strike precisely at a target's weak points.

    Perfect Parry [Skill] - Sorin's always been good at fencing, and with Fool in an appropriate mode, he can parry sword-strikes a lot more easily than other forms of attack.

    Red Feather [Dust] [Energy] [Fire] - The red 'paint' in the Palette is, of course, Fire Dust, which Sorin can scatter on targets to burn them for a good few seconds after he's moved on to other things.

    Cyan Feather [Dust] [Energy] [Aether] - The turquoise 'paint' in the Palette is Hard Light Dust, which Sorin can coat his weapon (or ammunition) in to allow it to break through defences that would turn a normal attack aside.

    False Might & False Speed [Aura] [Semblance] [Mental/Physical] [Bludgeoning] - Sorin can use his Semblance to create a phantasm of himself to strike at opponents - and thanks to the telepathic nature of his power, their physical ability to avoid attacks is somewhat irrelevant. And since his phantasms don't have to obey the confines of his physical body, he can make them much faster or stronger than he is.

    Mist Glaive

    Exploit Opening [Skill] [Tactical/Tactical] [Maneuver] or [Aura] [Semblance] [Mental/Mental] [Rewrite] - When a target is open, Sorin can capitalise, manipulating them into attacking the wrong target with a quick strike at the last minute - or, with the illusionary and telepathic power of his Semblance, completely feeding them a false understanding of the battlefield to have them do whatever he wants.

    Recoil Launch [Technology] - By firing Fool's firearm part down at the ground and standing on the crossbar of the glaive, Sorin can launch himself at much higher speeds than normal.

    Whirling Glaive [Skill] - With the advantage that having a longer weapon gives him over most opponents, Sorin can keep up the pressure on his targets without giving them a chance to recover.

    Pole Vault [Skill] [Technology] - Through a mixture of quick blasts of his weapon, Aura-powered mobility and just straight up using the Foolson in its glaive form as leverage, Sorin can maneuver around the battlefield at high speed.

    Dust Fusion (Steam Dust) [Dust] [Sensory/Sensory] [Obstruction] - By combining Fire and Water Dust, Sorin can cover an opponent in Steam Dust projectors that emit thick clouds of steam that can block not only the target's sight but also their other senses. And if someone else's Aura makes contact with the target, the emitters can leap to them and potentially subject them to the effect as well.

    Battle Artistry [Aura] [Semblance] [Mental/Physical] - If he has the time to focus, Sorin can project multiple mirages of himself to strike at targets all across the battlefield.

    Thunderbolt Pistol

    Harrying Follow-Up [Skill] [Tactical/Tactical] [Overwhelm] - Once he has the measure of a target, Sorin can keep up the attack to make it a lot harder for them to fight back.

    Pistol Shot [Technology] - Fool was always built around a Dust pistol, and it can still fire projectiles just as well as it could when first made.

    Bouncing Shot - ...in fact, thanks to some secondary Dust charges in some rounds, it can fire better than it could when first made, bullets ricocheting in a perfect direction to surprise an opponent.

    Missile Shot [Physical/Physical] [Explosive] - Pump enough Dust into a single bullet and the results can be quite dramatic.

    Yellow Feather [Energy/Physiological] [Dust] [Electricity] [Disruption] - The yellow 'paint' in the Palette is Lightning Dust, which Sorin can use to stun targets.

    Project Aura [Aura] [Skill] - By wrapping his Aura around a weapon or projectile, Sorin can drastically increase the range he can attack at. By wrapping his Aura around other people, he can also exert force to move them without physically touching them - although it's still limited by his own strength.

    Hurricane Gauntlet

    Exploit Inattention [Tactical/Material] [Flesh] [Metal] - When an opponent leaves themselves off-balance attacking someone other than Sorin, he can take advantage to maneuver them around - or, with a blast from Fool in its gauntlet mode, send them flying.

    Blasting Gauntlet [Technology] - In its gauntlet mode, the firearm part of Fool ends up on the back of Sorin's hand, meaning that he can fire it to knock incoming attacks aside as he moves to protect an ally.

    Momentum Absorption [Technology] - Using the gauntlet to anchor himself, Sorin can take the power of an opponent's attack aimed at an ally and turn it right back at them, making it impossible to dodge completely.

    White Feather [Material] [Dust] [Wind] - The white 'paint' in Sorin's Palette is Wind Dust, which he can use to blast opponents regardless of whether or not they've left themselves open or not.

    Blue Feather [Material] [Dust] [Water] - The blue 'paint' in Sorin's Palette is Water Dust, which he can use to catch opponents in tidal waves and hurl them into each other, directed by his Aura.

    Wings of Gold [Aura] [Faunus] - After a lot of training and a few very stressful moments, Sorin has learned to use his Semblance to create feathers of golden Aura that he can use to fly - not for long, admittedly, but if he really pushes himself he can fly at upwards of 30mph, and lift significantly heavier weights than normal.

    Winter's Lash

    Lethal Distraction [Skill] [Physical/Physical] [Scouring] - Sorin can use the Fool in its whip form to tear through Aura Barriers or rip through the armour of Grimm (or robots).

    Shardstorm [Technology] - By loading all the individual segments of the lash into the Fool's firearm component, he can fire it kinda like a shotgun.

    Green Feather [Material/Material] [Dust] [Plant Dust] - Plant Dust isn't used very often, but all that means is that it's less in demand. By firing a charged pellet of Plant Dust, Sorin can wrap a target in ropes, preventing them from moving or attacking (although what they lose in personal defence does kinda get made up for by the plants shielding them.)

    Dust Fusion (Ice Dust) [Dust] - By combining Water and Wind Dust, Sorin can project dozens of miniature pellets of Plant Dust like a blizzard, entangling anyone who gets in the way.
    Spin Phantasm [Aura] [Semblance] - After a lot of practice, Sorin has managed to learn to create illusions that don't glow brightly, making them a little more useful for deceiving opponents.

    Perfect Phantasm [Aura] [Semblance] - If he has the time to focus and put a lot more power into his illusions, Sorin can produce phantasms that can not only fool vision, but hearing, smell and possibly even other senses besides.

    Guardian's Shield

    Guardian's Recovery - By using his shield to parry attacks, Sorin has the opportunity to quickly recover from attacks aimed at his allies that he's blocked.

    Tower Shield [Technology] - Augmented by the Foolson, Sorin's palette/shield can become a full-fledged tower shield that he can use to shield himself or an ally.

    Shield Slam [Skill] [Tactical/Physical] [Bludgeoning] - When an attack is stopped by his shield, Sorin can take the opportunity to retaliate, pushing an opponent off-balance to allow an ally to capitalise.

    Orange Feather [Material/Material] [Dust] [Stone] - Sorin can use Earth Dust to create a solid object of stone, sustained by his Aura and/or the Foolson's nanites.

    Violet Feather [Material/Material] [Dust] [Force] - There's a Gravity Dust crystal placed in the centre of Sorin's palette/shield. When he charges it, the gravitational force can pull opponents off-balance who attack him, allowing allies to hit them before they can recover.

    Mask of Perfection [Aura] [Semblance] - Using his shield and its artistic motifs as a focus, Sorin can use his Semblance to create an illusion across his own emotional state, hiding himself from the Grimm and simultaneously making attempts to manipulate his emotions ineffective. He can shield allies from emotional attacks if they're in contact with him, but the Grimmsense is too sensitive for him to hide that many people (although to some extent, if people aren't feeling strong emotions, it goes some way to hide them from the Grimmsense anyway.)

    The Foolson

    Adaptability [Technology] [Aura] [Semblance] - By using his Semblance's illusory nature with the Foolson's nanites, Sorin can augment his own abilities.

    Weapon Mimicry [Technology] [Nanite] - The original power of the Wilson - duplicating the weapons of others - has been toned down by Hob in the interests of efficiency, but Sorin can still make use of it to a limited extent, and thanks to a few upgrades from Hob, he can duplicate the natural attacks of Grimm just as easily as manufactured weapons.

    Weapon Analysis [Technology] - To help Sorin correctly mimic weapons, Hob has installed an analytical program onto the Foolson, which projects its output to Sorin's Scroll.

    Dust Transfer [Dust] - By using the 'packet' nature of the Palette's Dust storage and the Foolson's nanite control, Sorin can use his Aura to transfer Dust or nanites to his allies, augmenting their attacks - with his Semblance, he can also boost their attacks in other ways.

    Complications

    White Feather (Secret/Weakness) - It's pretty well-known at this point that Sorin is a Faunus. Being caught on multiple Scroll feeds flying through the air on golden wings - and then wandering around Beacon without even the protection of his Aura to hide his feathers - will kinda do that. Nonetheless, oddly enough, there are a fair number of nobles in Mistral who actually don't believe that he's a Faunus, and there are some of them who are important enough that he's at least allowed them to continue to believe that rather than explicitly telling them the truth. (As an aside, the little feathery areas on his back and arms are very sensitive. If an opponent managed to strike him there, whether accidentally or deliberately, it would be pretty painful even through an Aura barrier. On a lighter note, he's also very ticklish there.)

    Traitor (Reputation/Enemies) - Of course, there are a lot of people who do now believe he's a Faunus. Unsurprisingly, this has attracted him a fair amount of emnity both from racist humans who are outraged that a Faunus would dare pretend to be one of them and from Faunus who call him a traitor for pretending to be a human and living with all the luxuries thereof until now.

    I Want to Belong (Motivation/Obsession) - Ever since he was little, Sorin's never felt like he had a home. The upper classes of Mistral will forever see his family as lower-class artisans worthy of sufficient tolerance to serve them and nothing more. The lower classes see his family as abandoning their roots and trying to claw their way into the arms of the high and mighty. And it's not like hiding his Faunus nature for upwards of a dozen years made that any easier - it just meant he didn't feel like he fitted in with the Faunus that are open about their identity as well as feeling like he didn't fit in with the humans he was pretending to be. This doesn't bother his father - who was perfectly happy to blend into humanity - or his sister - who found her own niche living openly has a Faunus. It does bother him. That, combined with the fact that he's not exactly had much social interaction growing up, has made him a little bit...clingy...when it comes to people who are kind to him, especially his teammates and friends.

    The All-Powerful Weapon (Secret/Enemies) - Not to put too fine a point on it, Hob has...kinda exaggerated what his new prototype weapon is capable of. While it's been kept fairly quiet that Sorin is the one with the prototype, the family is well-known enough that anyone that moves in the same social circle as them might figure it out - and then, in all likelihood, start to grow suspicious if they realise that Sorin doesn't seem to be capable of all the feats Hob's attributed to the weapon's powers. Or try to steal it for themselves. Y'know, one or the other.

    Nose in a Book (Reputation/Quirk) - Between his slender build and somewhat youthful appearance, his quiet nature and the way that he seemingly prefers the company of books to people, Sorin...tends to get taken as a socially awkward scholarly type. At times this can result in him being passed over or discounted, especially when it comes to physical activities (much to his annoyance.) In fairness though he kinda...is...socially awkward, and being well-read doesn't always tell him when he's making some sort of faux pas, especially in informal settings.

    Power Guzzler (Weakness/Power Loss) - A significant downside of Fool being a prototype is that it's very, very Aura- and Dust-intensive. This is why Sorin's Aura barrier is weaker than normal, though he's learned to compensate for its lack with his natural speed and agility enough that even if he doesn't have the weapon to hand he'd simply end up using his Aura to parry and evade attacks rather than simply blocking them as with a normal barrier. That said, it's still something he has to contend with; he might be subject to Aura Break where others aren't, for instance. Similarly, while Hob and his backers are ensuring that a steady supply of Dust reaches Sorin to keep Fool topped up, if he was without the option of resupply for a while Fool's capabilities would be drastically reduced.

    The Millers (Relationships) - Sorin's father, Hob, is the creator of Fool and the one responsible for ensuring that Sorin had the training he needed to follow his dream and enter Haven Academy. No matter how much the cynical side of Sorin might wonder if Hob would have been so helpful if Sorin becoming a Huntsman didn't also serve his purposes, Sorin is deeply grateful to his father. Sorin's younger sister, Roxie, has - after some deliberation and thought - started to serve as a spy in the White Fang, and Sorin is, as you might expect, terrified that he's going to lose his little sister, but also fully aware that trying to convince her to stop would probably only have the opposite effect.

    They Are My Heroes (Quirk? Phobia?) - Okay, so it's probably pretty fair to say that Teams RACL and FLNS...kind of have a reputation at this point. Now, most people, if they had that kind of exaggerated reputation, would either entirely lean into it or just kinda think it was overblown. Sorin, though...Sorin entirely believes it - except for as it applies to him. And when he'd joined the academy, the idea of being so far behind (as he sees it) his teammates and friends would have driven him almost to obsession to try to catch up. But - perhaps to his own surprise as well - he's actually kinda cool with it. His cast-iron belief that his friends are a lot more powerful than him in no way stops him from protecting them (he is at least cognizant of reality enough to realise that they do tend to leave themselves open a fair bit...or a lot...) but this does mean that if he has to fight one-on-one against something he sees as equal in power to them, he might be going into the fight convinced he's going to lose.

    Aura Break (Power Loss) - Like all Aura wielders, Sorin can lose his Aura if he takes enough damage, losing access to his Semblance, Aura Mobility, Landing Strategy and a smattering of other powers that rely on his Aura.

     

    Team Maneuvers

     

    Wings of Sunset - Fen leaps at a target and attempts to restrain them and maneuver them into the line of fire for Sorin to unleash a powered-up rifle blast, potentially chewing through a large chunk of the target's Aura or sending them reeling, or even taking them out in a single devastating shot.
    ...I'm sure we have stats for this somewhere...
  9. Tourna waved back happily to the woman looking out of the window, its upper body swivelling so it could look up at her while it kept walking - and then paused as a kind of ratcheting of unhappy gears sort of sound issued from somewhere in its body. It tilted on one side, scratching at its side like a dog scratching at its ear, and found a lingering root that had apparently not listened to Eleonora's comment about wrapping up nice golems. (Or maybe it had just misunderstood. Trees were not known for their command of grammar.)

    Once they arrived at the Great Granary to meet Anise, it scuttled up onto the counter and settled down, only briefly deterred by getting shooed off of the clipboard it had tried to sit on. It was safe to say that Tourna liked it here. There were so many exciting ingredients, and even if it knew it wouldn't be allowed to experiment with them...well, a golem could dream.

    The sudden shout snapped it back to reality with a surprised whistle and a disgruntled look at Tom, but as the Granary staff continued to speak, it got more and more excited, almost dancing on its three legs by the time they were given their orders.

    "...no letting Tourna touch the produce..."

    The little golem drooped sadly, letting out a low warble that sounded very much like a sigh, slowly dragging itself off the counter to rejoin the party.

  10. There was some muffled chirruping and warbling from somewhere inside the mass of roots and branches before Santokumaru's blades revealed an upside-down Tourna, who tumbled out, rolled to a halt by the king's feet, and kinda stumbled around woozily for a few moments before shaking itself and brushing itself off - and then it scuttled back to the vines that had entrapped it, picked up one of them and examined it...and then stuffed it inside its body, where it (somehow) kept all of its ingredients. Whether a magically-grown root whose only connection with food had hitherto been growing from a table that had had food on top of it would actually itself be edible was...probably a little questionable, but that didn't seem to bother Tourna much.

    With the important issues thus dealt with, Tourna finally turned its attention back to the king, letting out a cheerful warble and a crisp salute with one of its tendril-legs.

  11. Tourna had chirruped happily at hearing the fact that their task was to transport produce to Entree, without caring that it wasn't exactly the most exciting of tasks. It was...possibly a good thing that it hadn't actually ended up being assigned that task - most of the produce might have arrived at Entree already cooked into various dishes of wildly varying edibility.

    Its response to the sudden arrival of a dragon was a fairly muted one, bouncing back to its tendrils with a friendly little wave in the dragon's direction, because there was no reason not to be polite even - or especially - if somebody else wasn't being as polite. The Princess's telepathy caught it off guard a little more, though, and it tilted its head on one side quizzically, looking around as though expecting to find a second Princess standing right besides them.

    Before it had the chance to think through that, though, of course, they were defenestrated, which it would've probably been very happy to have something so exotic happen to it if it knew the word 'defenestrated.' It was still very happy despite that lack of knowledge, though, warbling in delight at the impromptu ride before reflecting that actually falling off a roof would be quite unpleasant.

    Tourna's glittering eyes narrowed slightly and it gripped one of the table legs with its little hands, whipping its tendril-legs around and slamming all three of its feet into the tiles of the roofs, trying to slow the group down...

    MIG + WLP

  12. It was probably fairly safe to say that Tourna wasn't really that fussed about the whole 'not being a Hero of Light' thing. Or, at least, it hadn't shown any sign of being upset. Some more cynical people might have wondered whether it understood at all, given that it had happily just scampered back to the tavern to see if there were any new ingredients for it.

    Sure, logically, it could understand that the Great and Terrible Demon Lord was, indeed, great and terrible, and far stronger heroes than it were needed to triumph. But in comparison to the dangers it had seen at the time it was first created, before it had somehow found itself centuries in the future...the Great and Terrible Demon Lord might as well have been a slightly inept bandit. And so, by extension, whether or not it was assigned to the mission to vanquish the Great and Terrible Demon Lord...just kind of wasn't a big deal to it. (Although, admittedly, it had drooped a little when it had realised that that meant it wouldn't get to see if the Great and Terrible Demon Lord had any Great and Terrible ingredients for it to experiment with.) It had even done its best to cheer up Saffron, patting her on the head with one of its manipulators when she'd tried to apologise to it.

    Being summoned back to the palace having just been told it was unneeded didn't seem to bother it either. It came scuttling down the roads of Entree just as happily as it had left them a week or so earlier, and arrived in the throne room with a wiggling of its many arms that might have been its attempt at a bow.

  13. Well, the actual rules for it are as follows:

    Skill Modifier: Your hero’s total modifier with any skill (ability rank + skill rank + advantage modifiers) cannot exceed the series power level +10. This includes untrained skill modifiers using only ability rank, and so sets an effective limit on all abilities associated with skills.

  14. Well that's the mechanics done at least. Fluff is still in my head so I need to, you know, make it not be there.

    As a minor note, I have deliberately gone with a quite un-optimised build to mimic the style of the sample Agumon. Happy to change it (either making it more optimised or even less optimised) if required.

  15. Sorry if I missed this, but how old should our characters be? I was assuming kinda standard digimon protagonist kids/teenagers, but I couldn't actually find it written anywhere.

  16. Description

    Airi is a seventeen-year-old girl with long brown hair, a bewildering array of fashionable suits and dresses, and an even more bewildering array of lipsticks, nail gloss, and so on. She never dresses extravagantly, but she always manages to dress well for any given occasion.

    ...except when she's sneaking out of her family home. Then she wears casual clothes that are often a little scratched but nonetheless obviously were once big-name luxury brands, comfortable for her to move in and tough enough to withstand the rigors of her parkouring her way around back alleys and side streets. She often wears a hoodie with the hood up and AR goggles to hide her face, not that anyone would be likely to connect the maverick trespasser with the decorous scion of the Fujiwara family.

     

    Background

    The Fujiwara family is old money. You'll never see the Fujiwara name on the side of a skyscraper, nor do Fujiwara's parents make the news giving interviews, but they've got generations of successful businesses behind them, and a surprising amount of political power despite not officially having any actual connection to politics. Thus, Airi grew up being taught both etiquette (for galas, fundraisers and so on) and self-defence (for when two-bit criminals try to get their hands on the family money; they have bodyguards, of course, but there's no reason to not be cautious.)

    In truth, she enjoyed the latter a lot more. She would never protest about fulfilling her duties as the scion of the Fujiwara family, and she does so with clinical perfectionism, but behind the perfectly made-up mask, she's a little bit of a thrill-seeker. As she grew old enough that her parents became a little more willing to take her seriously, in the name of 'self-defence' she managed to cajole them into letting her train in parkour, which she loves - and does way more than her parents know. Of course she still obeys her parents' demands and ensures she does well in class, studies and so on...but she can often be found studying in rather more unexpected places than her bedroom in the family mansion.

    The new (re)arrival of Digimon Go! might not be parkour, but it definitely excites her - she's never really been interested in the franchise, but she's never been allowed a real pet. Even if it's only in AR, a pet, something she can talk to without worrying that her words would be leaked to a paper or her family rivals...she's looking forwards to it a lot more than she's let anyone know.

     

    Complications

    Relationship: Family - Airi doesn't always get to see her parents. Sometimes - especially now she's old enough to take care of herself - they have to leave for business for days or even weeks at a time. And even at the best of times, they can be a little distant with her, fully aware that one day she'll be thrust into the position as head of the Fujiwara's sprawling business estates, and wanting to ensure she's as prepared as possible for that day. But they do care about her, and she them.

    Relationship: Staff - The staff at the Fujiwara mansion are not idiots, and the vast majority of them are fully aware that Airi sneaks out to go running, jumping and generally making mischief around Tokyo without her parents' knowledge (and definitely without their approval). But they've kept her secret for her, both from her parents and from the family's enemies who would probably love to take advantage of Airi being out there in the city without her bodyguards. Airi, in return, feels a certain degree of loyalty to them, and she's stood up for them and convinced her parents to support them more than perhaps they otherwise would.

    Secret - While there's not really anything legally or morally wrong with Airi sneaking out of her family home (well, okay, some of her parkour antics might verge on trespassing), it would probably be a bit embarrassing for her to be caught. Fortunately, so far, on the rare occasion someone's come close to catching her (never the police, yet) she's been able to get away with it through the liberal use of money, and if her parents wondered why she spent a little more money than normal they never asked her about it.

     

    Fujiwara Airi (PL5, 75/75PP)

    Abilities (22 points)
    Str 2, Sta 2, Dex 3, Agi 2, Fgt 2, Int 1, Pre -1

    Defences (11 points)
    Dodge 2 + 2 Agi
    Parry 2 + 2 Fgt
    Fort 0 + 2 Sta
    Tgh 0 + 0/2 DR + 2 Sta
    Will 7

    Advantages (6 points):
    Defensive Roll 2
    Wealth 3
    Improved Trip

    Skills (26 points):
    Athletics 8+2
    Acrobatics 9+2
    Close Combat (Unarmed) 3+2
    Persuasion 9-1
    Expertise (Fashion) 3+1
    Expertise (Business) 5+1
    Expertise (Scholastic) 5+1
    Expertise (Current Events) 5+1
    Expertise (Tokyo) 5+1

    Powers (10 points):
    Behind The Mask - Continuous Morph 1, Limited (has to take time to dress well, put makeup on, etc), Continuous Enhanced Status (Fame) 1 - 7 points

    Parkour Training - Movement 1 (Sure-Footed) - 2 points

    Family Backing - Enhanced Wealth 2, Limited (family money; requires various requests of her family etc to actually use, but applies fully whenever purely knowing she has access to that much wealth would make a difference, eg in social situations) - 1 point

    Main Evolution Path:

    Pafumon -> Kyaromon -> Liollmon* -> Liamon ->Xros with Revolmon LoaderLeomon -> HeavyLeomon

    Other Evolution Paths:

    Pafumon -> Kyaromon -> Liollmon* -> Liamon -> Vikaralamon -> Xuanwumon
    Pafumon -> Kyaromon -> Liollmon* -> Liamon ->Xros with Revolmon LoaderLeomon ->Xros with Duramon Justimon (Blitz) <-> Justimon (Accel or Critical)

    Liollmon (PL8, 120/120PP; Neutral/Vaccine)

    Abilities (48 points)
    Str 4, Sta 3, Agi 3, Dex 2, Fgt 6, Awe 4, Pre 2

    Defences (13 points):
    Dodge 4 + 3 Agi + 1 Shrnk
    Parry 0 + 6 Fgt + 1 Shrnk
    Fort 5 + 3 Sta
    Tgh 0 + 4 Sta + 4 Prt
    Will 4 + 4 Awe

    Advantages (5 points):
    Fearless
    Uncanny Dodge
    Move-By Action
    Interpose
    Startle

    Skills (15 points):
    Close Combat (Natural Weapons) 2 + 6 Fgt
    Intimidation 8 + 2 Pre
    Persuasion 4 + 2 Pre
    Perception 10 + 4 Awe
    Insight 6 + 4 Awe

    Powers (39 points):
    Golden Hide - Protection 4 - 4 points

    Natural Size - Shrinking 2, Normal Strength, Permanent, Innate - 7 points

    Feline Frame - Speed 2, Leaping 1 - 3 points

    Special Move: Critical Bite [Neutral] - Strength-Based Damage 8, Inaccurate 2, Multiattack on 12 ranks, Dangerous 4 - 22 points
    Alternate Effect: Special Move: Lio Claw [Neutral] - Strength-Based Damage 4 - 4 points 1 point

    Static Senses - Senses 2 (Ranged Mental Detect Electricity), Limited (only for Danger Sense), Senses 1 (Danger Sense [Detect]) - 2 points

     

  17. I was originally considering Funbeemon myself, but I'm happy to swap to something else, I hadn't really nailed down much / any concept yet.

    EDIT: Yeah okay I'm gonna go with something else, 'summoning a horde of itself' feels super annoying to stat in M&M.

    EDIT 2: Oh, while I remember, who's going to be controlling our digimon in play (both mechanically and outside of combat)?

  18. Not particularly, although now that I've said that it would be hilarious to end up with GreatestCutemon as my...whatever stage that thing is. XD Probably not actually going to do that though.

    EDIT: While I think about it, can we choose to have our digis in lower than Rookie form by default and have them evolve for battle?

  19. Do we actually start with any Digimodify cards? It says everyone has a deck of 10, but I'm not sure what the rules for actually creating them are.

    Also, semi-relatedly, how will it work if we pick an evolutionary path that involves Jogress Evolution? That would presumably necessitate us having the relevant card.

  20. It's never been entirely clear where Tourna came from, predominantly because he can't actually talk, his communications being via the medium of various clicks, chirrups and other assorted noises and some very expressive tentacles. Some attempts at research have dated the runes carved across his body to being from centuries in the past, although actually translating them has proved challenging. Among the few scholars that have bothered to try, the common consensus is that they translate to things like 'Gordon Woz Ere' and similar mysterious statements.

    Despite the mysteries surrounding him, the little blue golem has become something of a town mascot, and it can often be found pride of place in the local tavern, cooking with whatever ingredients people put too near its tentacles (whether they were intended to be used by Tourna or not) and its own arsenal of spices that seem to never run out.

    Tourna-2.jpg.24cde55efc398243c18534b36700c272.jpg

    Name & Traits

    Name: Tourna

    Identity: Brave Loyal Animated Puppet Magitech Engineer from the Past

    Theme: Hope

    Origin: A Lost Culinary Kingdom from the Past

    Attributes & Resources

    Dexterity: d6

    Insight: d8

    Might: d8

    Willpower: d10

    Health Points: 45

    Mind Points: 55

    Inventory Points: 12

    Stats

    Character Level: 5

    Experience Points: 0

    Initiative Modifier: -2

    Defense: 8

    Magic Defense: 12

    Classes
    Tinkerer 1

    Free Bonuses: +2 IP

    • Gadgets 1 [Alchemy] (can use the Inventory action to craft potions with random effects)

     

    Rogue 2

    Free Bonus: +2 IP

    • Dodge 1 (when not wearing martial armour or using a shield, +1 defence)
    • Soul Steal 1 (DX+WLP+1 vs MDef of target to steal either 1IP if the target is a Soldier, or a Soul Treasure with value dependent on the target's level if they are an Elite or Villain)

     

    Wayfarer 2

    Free Bonuses: +2 IP

    • Resourceful 2 (Gain 2IP after every Travel roll)

     

    Backpack -- Zenit: 80
    • Staff [2h Melee, Arcane, WP+WP / HR+6] (100z)
    • Shuriken [1h Ranged, Thrown, DX+IN / HR+4] (150z)
    • Sage Robe (200z)
    Bonds
    • None
  21. Okay that's fine, I just wanted to check.

    Zella

    To your keen senses, the staircase seems exactly as it appears to you all - a little worn with age, but well-maintained and sound.

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