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KingMurdoc

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May 22nd, 2019
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  1. Name: Kyanna
  2. Age: 27
  3. Gender/Sex: F
  4. Race: Human
  5. Appearance: A woman with dyed-white hair, dark eyes and tanned skin, of a seemingly moderate build. She's never seen outside of some variety of mechanical exoskeleton. Her hair is kept to a medium length, and somewhat neater than one might expect, though she's not one for makeup.
  6.  
  7. Personality: Kyanna has a veneer of a calm professionalism, enough to decieve the casual observer, but descriptions by team members after observing her behavior in battle range from "a bit off" through "very enthusiastic" up to "batshit insane." Past that, she's quite gifted with technology and curious about much of it besides.
  8.  
  9. Level: 3
  10.  
  11. HP: 36
  12. Init: 12
  13.  
  14. Stats:
  15. Constitution: 2
  16. Dexterity: 9
  17. Intelligence: 9
  18. Strength: 1
  19. Synergy: 1
  20.  
  21. Perks:
  22. A Girl and her Giant Murder Robot: Kyanna has a Titan companion, "Duke," that shares her turn; in exhange, both her and her Titan are 2/3 of the normal level.
  23.  
  24. Locked and Loaded: Kyanna and Duke do not halve their level when calculating the number of action slots they recieve.
  25.  
  26. Better Together: Kyanna can pilot Duke, losing access to her own actions but boosting Duke's actions based on the number of free action slots both have available.
  27.  
  28. Protocol Three: Duke automatically intercepts the first attack made on Kyanna every turn, if he is capable of acting. When combined, he intercepts the first attack made on any ally, instead.
  29.  
  30. Flaw: Life Support: Kyanna suffers Level*2 damage upon being stunned. Duke is stunned upon recieving electrical attacks.
  31. Actions:
  32.  
  33. Trailblaze: Fires a burst of energy that suffuses itself into the actuators, joints, muscles, and various other parts that facilitate mobility belonging to Kyanna's allies, boosting their initiative. Allows three chosen allies to move immediately after Kyanna this round. 2 turn cooldown.
  34. -Level 1: Select three allies. All of them move immediately after Kyanna this round. 2 turn cooldown.
  35.  
  36. Afterburner: Overcharges the jets mounted on Kyanna's battleframe, sending her hurtling in a direction she chooses. Before any other moves are processed, as a free action, increases Kyanna's initiative by her INT. 3 turn cooldown.
  37. -Level 1: As a free action with first strike, boost initiative by INT/2. 3 turn cooldown.
  38. -Level 2: 3INT/4 initiative.
  39. -Level 3: INT initiative. Can no longer recieve additional INT scaling.
  40.  
  41. Nova Blast: The Tigerclaw frame charges its primary weapon with a dangerous amount of power, increasing the damage it deals as well as its area of effect. Charges for a turn, then attacks the target with a weapon and deals INT bonus damage. The enemies above and below the target in initiative take 50% (before reductions) of the damage the original takes. 1 turn cooldown (after firing.)
  42. -Level 1: 1 turn charge time, then attack with the equipped weapon, dealing INT bonus damage to the target and each enemy above and below it in initiative.
  43. -Level 2: Increases damage to secondary targets by 1d4.
  44. -Level 3: Damage to secondary targets is now 50% of damage dealt (before reductions) to primary target. Primary target still recieves INT bonus damage. Increases the cooldown of the action by 1.
  45.  
  46. Overcharge: Diverts power from other core systems to battleframe weapons, increasing damage dealt but also increasing damage taken. As a free action, increases the damage dealt and taken by Kyanna by 25% for 2 turns. 4 turn cooldown, and cannot be deactivated.
  47. -Level 1: Increases damage taken and dealt by 25% for 2 turns. Can be activated as a free action, but cannot be deactivated. 4 turn cooldown.
  48.  
  49. Contingency Repairs: Quickly patches over battle damage with spare materials on hand.
  50. -Level 1: Heals mechanical targets for 1d4+INT/2 damage. To organic targets, grants the same amount of temporary health, which lasts 2 turns.
  51.  
  52. Equipment:
  53.  
  54. Fusion Cannon: An unusual weapons platform, adapted from an area-of-effect weapon to maximize power while sacrificing area of effect. It lobs concentrated plasma projectiles that detonate in a very small, but energetic explosion on impact. Deals 1d4+DEX damage, and can sacrifice up to 6 initative to deal Level/2 additional damage per point sacrificed.
  55. -Level 1: Deals 1d4+DEX impact and heat damage.
  56. -Level 2: Take Aim: The user can sacrifice up to 6 initiative to deal Level/4 additional damage per point sacrificed.
  57. -Level 3: Level/3 damage per point.
  58. -Level 4: Level/2 damage per point.
  59.  
  60. Jump Jets: For getting to places faster, if not necessarily safer, boosting initiative by 3.
  61. -Level 1: Boosts init by 3.
  62.  
  63. Name: ADL-1194 "Duke"
  64. Age: 4
  65. Gender/Sex: N/A
  66. Race: Dreadnought-class Titan
  67. Appearance: The titan has a humanoid chassis, notably lacking a distinct head. The cockpit is shaped somewhat like one might find on a plane, but more angular and tilted forward, with a large hatch on top to allow access. The titan is notably bottom-heavy, despite its overall bulk, with a set of jets installed in its feet. The war machine has clearly seen better days, with much of the plating not fitting correctly or showing clear evidence of rust or corrosion. Still, Duke remains in working order, because of (or perhaps despite) his pilot's efforts.
  68.  
  69. Personality: Contrasting his pilot, Duke seems to be careful and deliberate, with an almost motherly concern for Kyanna, on the surface. It's not clear whether it's a "natural" tendency, what remains of the original operating system, or reprogramming by Kyanna, but despite the seeming difference in personality, the two rarely seem to differ seriously.
  70.  
  71. Level: 3
  72.  
  73. HP: 57
  74. Init: Kyanna's
  75.  
  76. Stats: 22/22
  77. Constitution: 9
  78. Dexterity: 0
  79. Intelligence: 0
  80. Strength: 9
  81. Synergy: 3
  82.  
  83. Actions:
  84.  
  85. Absorption Bomb: Generates an unstable field of energy about a titan, absorbing incoming energy and eventually redirecting it back outward - forcefully. Duke performs a basic defense. All damage mitigated by this effect is totaled, then dealt to each enemy that targeted Duke at the end of his next turn. 4 turn cooldown.
  86. -Level 1: Reduce incoming damage by 50%, deal total damage reduced to each enemy that attacked. 4 turn cooldown.
  87. -Gains 5% reduction per empty action slot.
  88.  
  89. Gun Shield: A directed forcefield intended to ensure that the line of fire between a titan and its target remains unbroken - regardless of what the target might try to do. As a free action, gain 5*Level temporary HP that lasts 3 turns. This temporary HP is only damaged by the last target Duke attacked; all other attacks bypass it. Additionally, status conditions are negated and instead deal 2*Level damage to the shield. 3 turn cooldown.
  90. -Level 1: 5*level THP to protect from all actions by last attack target. Statuses deal 2*Level damage to shield. Shield expires in 3 turns.
  91. -Level 2: Cooldown decreased to 3 turns.
  92. -Gains an extra [Level] HP for every free action slot.
  93.  
  94. Sundering Wave: Emits a wave of disruptive energy, causing little direct damage but pushing enemies off-balance and temporarily compromising the integrity of their armor. Every enemy that attacked the user in the last round takes 25% more damage. 4 turn cooldown.
  95. -Level 1: All enemies that hit user last round take 20% more damage for a round. 4 turn cooldown.
  96. -Level 2: Debuff increased to 25%.
  97. -Deals 1d6 damage per empty action slot.
  98.  
  99. Interjection: Titans are very large and very, very threatening. Even without specialized defensive systems, they have a tendency to make it difficult to attack a target without offlining them first. Duke selects an enemy. For three turns, that enemy must intentionally attack Duke at least once. Taunting a new enemy removes the old taunt.
  100. -Level 1: Taunts for 1 turn. New taunts remove old ones.
  101. -Level 2: 2 turns.
  102. -Level 3: 3 turns.
  103. -Gains an extra target for every 2 free action slots.
  104.  
  105. Equipment:
  106.  
  107. Rhino Cannon: A massive machine gun, and cousin to the well-known Predator. It sacrifices some stopping power and the mode-swap functionality for sheer volume of fire. Deals (4+n)d8+STR damage, where n is the number of consecutive turns this weapon has attacked, capped at 3. Weight of 15.
  108. -Level 1: (4+n)d8+STR damage, increases by 1d8 with each turn of continuous fire up to 2 extra dice.
  109. -Level 2, 3: Momentum: This weapon can miss a turn of attacking without resetting.
  110. -Level 4: Damage cap increased by 1d8.
  111. -Gains an extra die for every 2 free slots.
  112.  
  113. Salvaged Plating: It's beaten to hell, but according to Kyanna, that's just proof that it works. Weight 12, reduces incoming physical damage by 3.
  114. -Gains 1 point of reduction against magical damage for every 2 free slots.
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