ThatDamnGernade

Honey Bunch (Crumple Zone)

Aug 25th, 2014
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  1. Honey [Merge]
  2. Breezie Female
  3. Spellwright [Mage/Smith]
  4. HW: 10/10 [HP 100]
  5.  
  6. Talent: Cleave has -1 critfail range/Recovery from Helpless is Instant
  7.  
  8. Skills:
  9. -Pegasus Flight
  10. -Bounce
  11. -Spell Emulator [Magic Bolt, Night, Wrath]
  12. -Masterwork Weapon [Ranged, Great, Catalyst, Napalm]
  13.  
  14. Upgrades:
  15. -Shrink Ray: Recharge 1, on a hit the target is shrunken down to the size of a mouse. They are considered 'helpless' and take wounds on hits, and cannot counter-attack. The shrinkage lasts a number of turns equal to the number over the DC of the target (ex. DC of 6, roll of 7, two turns)
  16. Out of Combat: May be used to shrink a willing target indefinitely within close proximity to the user, leaving the user will cause the effect to subside.
  17.  
  18. -Magi-Tech: You are able to combine the unpredictability of magic and the practicality of technology to create tools and weapons on a whim from scrap powered mainly by your belief that it does. Roll to create or upgrade an object (such as applying weapon tags). Any creation made by this skill automatically bears the Spell Tag, and the user gains +1 to all spells. DC-1 to repair rolls made to Crumple, and successful repairs are more effective.
  19.  
  20. -Combat Experience (Weapon Versatility): Having spend a lot of time in the field and with ponies using a multitude of weapons, Honey has picked up some tricks to use if she finds herself out of Crumple. When Honey uses a melee weapon, her next ranged attack will have a +2. This bonus carries over if her next attack is melee, and again if the one after is ranged. This sequence can be started with a ranged attack as well. If she performs a second of a same type attack (two ranged attacks in a row), or an action that doesn't deal damage (such as repair Crumple), then the bonus is immediately lost and not applied.
  21.  
  22. -Heal
  23.  
  24. -Merge: passive; Instead of summoning other beings, you call the magic into your own body. All your skills that would summon a minion instead apply all the skills, effects, and half the hits/wounds the minion would have had, rounded up, to you. Merged minions still count to the limit of minions you can have total, and you can only be affected by one ‘minion’ at a time, if you are already merged, any further summoned minions are summoned as normal.
  25.  
  26.  
  27. Magic Items:
  28. -Gonzo's Growing Flail (Great Weapon, crit-range 8+. Recharge 4, Automatic Instant: The Mace can grow to the size of a wrecking ball with a tap, and when thrown with Cleave the critfail range is the usual number divided by half rounded up (EG: 9 or 10 foes would be 5- instead of 10-)
  29.  
  30. -Gregory's Dual Spear (Dual Weapon, Recharge 3, Instant: for any skill with a recharge you make this turn, roll against DC 6. Reduce the recharge for the ability by the number of points over.)
  31.  
  32. -Crumple the Raging (Provides +1 wound and the Huge racial)
  33.  
  34. -Lunar Honor Guard Armor (+1 to hits)
  35.  
  36. Magitech:
  37. -Honey Special [Slot 1]
  38. -Spell Tag and +1 Masterwork [Slot 2]
  39. -Elementalist: Decay [Slot 3]
  40. -Wrath rolls twice and takes higher roll [Slot 4]
  41. -Crystal Coating +1 HW [Slot 5]
  42. -Repair Unibeam [Slot 6]
  43.  
  44. Actions:
  45. -[1d10+2/1d10+2] Crits 8+/Ranged/Napalm/Decay [Possible +2 Combat Experience]
  46. -Wrath+1
  47. -Heal+1
  48. -Rapid Rocket Launcher [1d10+2] (Storm Bolt that benefits from Honey's critfail reduction talent)
  49.  
  50.  
  51.  
  52. Name: Honey Bunch (alias is Crumple Zone)
  53. Gender: Female
  54. Race: Breezie (Pegasus)
  55. Class: Spellwright
  56. Special Talent: Deliquint's Pride: When you're running from the law, you gotta make sure you don't mess up. She and her mech have -1 to their crit fail range when using Cleave and both are able to recover from helpless as an Instant action.
  57. Honey's Hits/Wounds: 5/5
  58. Crumple's Hits/Wounds: 7/7
  59. Weapon: A little laser gun from an action figure set (the right size for a Breezie) [Catalyst]
  60. Gregory's Dual Spear [Dual]
  61. Character Traits:
  62. A breezie with magenta eyes, dull, golden-honey-colored fur and dull, pink mane and tail. Her mane is done in two, long, braided pigtails that reach to her flanks; and bangs that drape over the left side of her face. A soda can tab is braided on the back of her head and the pigtails come out of the openings. The long antennae on her head are a lighter shade of her fur. When wearing her pilot suit, her mane is done in a single, long, braided ponytail and the soda tab is tied at the very end. Like most breezies in her time, her wings appear smaller and dragonfly-like instead of large and majestic.
  63. Despite her small size, Honey is a very rowdy and rather rude breezie. Whether in or out of her mech, you can be sure she'll run her mouth at someone if they're listening. She's easily excited, and can have a volcanic temper at times. She even claims to be mischievous, though sometimes it crosses the line into 'complete disregard for the law.' What elevates her from public annoyance to public danger is her mechanical expertise, evident by the robot she pilots. With all manner of weaponry that seems to fold out, she either has the right weapon for the job...or enough ammo to make it work. She does have a fondness for danger, and will go into the sun-scorched lands purely for amusement; whether it is mocking the sun, going treasure hunting, or blasting some mutated horror attacking her.
  64. Although she has made quite the negative reputation, it is not the name Honey Bunch that makes people anxious. It is the name Crumple Zone that makes people hide. As far as anyone knows, Honey Bunch doesn't even exist. This was easy for her to accomplish, what with always staying inside her mech and speaking through the mech with a vocoder that alters her voice (though the accent still comes through at times) to make it sounds like a robotic-stallion's voice.
  65. Although she puts on a tough girl front, she does have one thing she really enjoys more than danger and tinkering: baking. She loves to bake many sweets and treats with, you guessed it: honey. The only downside is honey is more of a luxury in her time, making it hard to find. She also thinks that if people were to see her bake, that would make her lose some of her reputation as a tough girl. So she always bakes inside her little quarters whenever she can. After all, a girl needs to treat herself, even if the world is coming to an end.
  66.  
  67. Inventory:
  68. Raygun
  69. Remote Control for the mech
  70. (shrunken) Endless Honey Pot
  71.  
  72. (shrunken) Gregory's Dual Spear: Dual Weapon
  73. Recharge 3, Instant: for any skill with a recharge you make this turn, roll against DC 6. Reduce the recharge for the ability by the number of points over.
  74.  
  75. Green Dress (Tiki the Fairy)
  76. French Maid Outfit
  77. Pirate Outfit
  78. Lunar-Theme Bikini
  79. (shrunken) Red Ferrari RC Car
  80. Fish-Scale Leotard/Pilot-Suit: The general look should look similar to this outfit in terms of general shape/form: http://static.giantbomb.com/uploads/scale_small/1/16207/2206547-noriko.jpg
  81.  
  82. The shiny scales make a sort of tight-fitting one-piece; the lack of material on the legs should be of Rarity's design as her way of making the suit easy-to-move-in and functionally practical. The fins of the fish make up the semi-transparent sleeves and a sort of thin, semi-transparent skirt that doesn't reach much further than the scale-portion of the suit (skirt part more of Rarity's own embellishment). The fish skull is cleaned and and bleached to be a sort of helmet, with glass in the eyeholes to act similar to protective goggles. To complete the ensemble, give some contrast, and match Honey's fiery personality; Rarity should include a red scarf, long enough to be wrapped around her neck twice and still be long enough to reach to her flanks.
  83.  
  84.  
  85.  
  86. Skills:
  87. Pegasus Flight: Pegasi can fly, and get a +1 bonus to actively evade and dodge midair. Flight is about as taxing as running at full speed.
  88.  
  89. Bounce: passive; You hate spending too much time in one place, and are always itching to fly at a moment’s notice. Takeoff is instant and automatic.
  90.  
  91. Spell Emulator: passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions.
  92. -Magic Bolt: spell, recharge 2, ranged; this volatile energy attack deals one additional hit of damage, but crit-fails on 2-. This spell can apply one Elementalist effect when cast.
  93. -Night: Spell; Can bring forth localized darkness that envelops everything nearby. Roll determines duration and intensity. Things are harder to see in the dark, making it easier to hide, slip past enemies and do other things.
  94.  
  95. Mechanical Minion: Passive; You begin the game with a homemade companion. It knows the same skills you do (save for Mechanical Minion), plus up to 3 points of additional skills taken from any class or even a mix of different classes, has 5 hits and 5 wounds, and cannot be healed except by the owner spending a turn to repair it. If it breaks down in combat, it can be rebuilt later with a successful repair roll. Unaffected by Pet Mastery.
  96.  
  97. Shrink Ray: Recharge 1, on a hit the target is shrunken down to the size of a mouse. They are considered 'helpless' and take wounds on hits, and cannot counter-attack. The shrinkage lasts a number of turns equal to the number over the DC of the target (ex. DC of 6, roll of 7, two turns)
  98. Out of Combat: May be used to shrink a willing target indefinitely within close proximity to the user, leaving the user will cause the effect to subside.
  99.  
  100. Magi-Tech: You are able to combine the unpredictability of magic and the practicality of technology to create tools and weapons on a whim from scrap powered mainly by your belief that it does. Roll to create or upgrade an object (such as applying weapon tags). Any creation made by this skill automatically bears the Spell Tag, and the user gains +1 to all spells. DC-1 to repair rolls made to Crumple, and successful repairs are more effective.
  101.  
  102. The Honey Special: Instant; Automatic; once per session; use before rolling an action. That action becomes Automatic.
  103.  
  104. Combat Experience (Weapon Versatility): Having spend a lot of time in the field and with ponies using a multitude of weapons, Honey has picked up some tricks to use if she finds herself out of Crumple. When Honey uses a melee weapon, her next ranged attack will have a +2. This bonus carries over if her next attack is melee, and again if the one after is ranged. This sequence can be started with a ranged attack as well. If she performs a second of a same type attack (two ranged attacks in a row), or an action that doesn't deal damage (such as repair Crumple), then the bonus is immediately lost and not applied.
  105.  
  106.  
  107.  
  108. .:Crumple:.
  109. Description: A robotic pony around the same height as an oversized buffalo. It is primarily black with gunmetal gray highlighting on the joints or not as heavily armored areas. There are painted flames that start at the hooves and rise up about half way; they start as a honey color before transitioning to pink along the outer areas.
  110. The head looks very much like http://i.neoseeker.com/ca/armored_core_4_conceptart_e7Ha7.jpg with a few extra features. The front section of the smaller eyes is actually a single large eye. All the eyes glow red, and glow even brighter upon firing the eye beam. A mouth guard is present, which is able to 'open' and reveal a mouth with jagged, shark-like, metallic teeth. The Unibeam is built into the tip of the top of the head, making it extend slightly further (even further when active), but functioning in very much the same way.
  111. The body of Crumple keeps many sharp edges and points, much like it did while it had the Nightmare Armor plated to it, but much of it appears either trimmed down or at least 'pressed' more against the body to make it more sleek in appearance (in a similar fashion to the head). The crystals absorbed help to add a shiny, protective coating to armor the entire mech without encumbrance like with the armor plating. There is a crimson line that runs down Crumple's back and stomach/chest, but glows a brighter red (much like the eyes) in some situation. What's more, the weapons that fold out also now have just as sinister of a look: the gatling gun now has seven barrels and have a slash cut to them, making them look just as deadly for stabbing as for shooting; the howitzer appears bulkier with a large formation of metal above the barrel the runs the rest of the length; that formation can actually slide up and reveal a second howitzer barrel hidden within the formation; the missile rack not only rises up, but also spreads out to reveal even MORE missiles to fire at once; the rockets are mostly unchanged, but their fins look sharp enough to cut a pony with, and the missile heads have a shark face on them; the flamethrower (that was once located in the posterior of Crumple) now has the ejection nozzle located in Crumple's mouth; the darkness-field generator is now a dome that no longer spins. Crumple's tail is Gonzo's flail (a spiked flail) at normal size. Like the old Crumple, there are hidden speakers that flip open.
  112. The legs have a thick, black ring right below where the flames start. These are not only Crumple's hooves, but also wheels. The wheels are metallic, evident by how they do not melt since they're so close to the flames that jet out when Crumple flies. The wheels also have retractable spikes, making them look like spiked bracelets when walking, or wheels you really do not want to be run over by.
  113.  
  114. .:Crumple's Skills:.
  115.  
  116. Bounce: passive; You hate spending too much time in one place, and are always itching to fly at a moment’s notice. Takeoff is instant and automatic.
  117.  
  118. Spell Emulator: passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions.
  119. -Wrath: recharge 2, spell, ranged; damage all nearby foes with a powerful blast, ensuring they cannot attack you on the next round; renders targets helpless on 9+ and can kill weak enemies on a crit.
  120.  
  121. Magic Bolt: spell, recharge 2, ranged; this volatile energy attack deals one additional hit of damage, but crit-fails on 2-. This spell can apply one Elementalist effect when cast.
  122.  
  123. Night: Spell; Can bring forth localized darkness that envelops everything nearby. Roll determines duration and intensity. Things are harder to see in the dark, making it easier to hide, slip past enemies and do other things.
  124.  
  125. Masterwork Weapon: passive; You build a single masterwork weapon. Take one weapon tag free, then assign 3 points. (Remember it has +1 you dumdum)
  126. Ranged [Free Tag]
  127. Great [1 Point]
  128. Catalyst [1 Point]
  129. Elementalist Effect (Napalm) [1 Point]
  130. Dual [From Magitech upgrade]
  131. Spell tag and +1 [from Magitech upgrade]
  132. (Napalm: on successful hit, target takes ongoing fire damage each turn. Amount of time depends on how much higher the roll is above the DC, with minimum of one turn.)
  133. Recharge 4, Automatic Instant: The Mace can grow to the size of a wrecking ball with a tap, and when thrown with Cleave the critfail range is the usual number divided by half rounded up (EG: 9 or 10 foes would be 5- instead of 10-)
  134.  
  135.  
  136. Lunar Honor Guard Armor Plating: Grants +1 to hits
  137.  
  138. Unibeam +1 Single, Spell (additional +1)
  139.  
  140. Gonzo Flail: crits 8+, Growing effect
  141.  
  142. Crystal Coating: Gives addition 1 hit and 1 wound.
  143.  
  144. Breezie Turbine: Gives +1 wound and the Huge Racial.
  145.  
  146. Huge: instant, recharge 4; Your sheer size makes knocking you down no small feat, as you can shrug off damage that would cripple most others. Use this skill whenever you would normally have become helpless. On success you remain standing at 1 hit.
  147.  
  148. Tracker Arrow Compatible: Can benefit from the Auto-crit giving effects of Tracker Arrow.
  149.  
  150. Elementalist: Decay, remove -1 DC from the defense of anything hit by this gas as it corrodes away
  151.  
  152. Stonesink: May automatically merge with any sort of stone or earth, and swim through it as though it were water automatically. Cannot see or hear above ground as you do so, no ranged attacks from below (though you may make melee as you come up, at a higher DC due to attacking blind but autocrits if successful)
  153.  
  154.  
  155. MagiTech Slots
  156. 1. Honey Special
  157. 2.
  158. 3.
  159. 4.
  160. 5.
  161. 6
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