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Miscellaneous Teams

Page history last edited by Antimatter 14 years, 6 months ago

Team PARTYYYY

 

[Gary]

 

The largest of the beings stirs and climbs to his feet - he is a towering creature of orange and gray crystal, ripples of tequila and lime dance across his form, and brief flashes of teeth can be seen dashing between his plates as he moves.

 

  • Brutish Mauler 7 [x4]
  • Hedonistic Messiah 8 [x8]
  • Enlightened Maniac 2 [x3]

 

Divinity [|||||]

 

Grasps:

  • Bring The Drinks (Hedonistic Messiah): You may create (100 x Hedonistic Messiah Rank) gallons of any alcoholic beverage.

 

  • Flight (Brutish Mauler): You may fly at (100 x Brutish Mauler) MPH. 

 

Inventory/Buildshards:

 

 

 

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[Boots]

  • Insectoid Mauler 3 [x1]
  • Vassel of the Hedonistic Messiah 2 [x2]
  • Enlightened Scorpion 1 [x1] 

 

Grasps:

  • Intoxicating Venom (Insectoid Mauler): When you make a successful Insectoid Mauler attack against an opponent, you may choose to damage his Mental Aspect instead of his Physical Aspect.

 

 

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Team Speed

 

 

[Speed]

 

A sixth form now appears in the room, having already explored the small room, and then had time to sit around and become thoroughly bored. Its skin is a dancing, streamlined thing of white, blue, and red metal, of speed and agility.

 

  • Swift Speedster 6 [x17]
  • Determined Hero 5 [x7]
  • Well-Traveled 2 [x1]

 

Divinity [|||||]

 

Grasps: 

  • Summon Vehicle (Swift Speedster): You may summon a single vehicle into existence. The vehicle's max speed is (1000 x Swift Speedster) MPH. 
  • Super-Speed (Swift Speedster): You may always act first in combat. By spending a point of Divinity, you may act twice in the same round. In addition, you may run at (1000 x Swift Speedster) MPH
  • Faster than Physics: Spend 1 divinity. The next time you travel, you may arrive at your destination (Swift Speedster) seconds before you depart. You arrive one second earlier for every extra divinity you spend.
  • Double Time: By spending 10 Divinity, you may attack twice in one round. This effect may be used multiple times in one round, with each extra action costing 10 Divinity.
  • PDA: By spending a turn to make out with Ytlkrek, Speed makes all enemies in the area feel really awkward, reducing their roll by one dice on the following two rounds.
  • Phonic Boom: A successful Swift Speedster roll against DC 50 will allow Speed to physically hit all enemies in the area with an explosion of light, the aftereffect of his breaking the light barrier. This does no damage, but causes all of their roles on the following round to suffer a two-dice penalty.
  • Vibration: By running fast enough to vibrate through objects, Speed is capable of passing through (Swift Speedster Roll Result) feet of solid matter. This Grasp is also a big hit in bed.

 

[Ytlkrek]

Strong-Hearted Speedster 6 [x17]

Swift-Witted Seductress 5 [x7]

Well-Traveled 2 [x1]

 

  • Super-Speed (Strong-Hearted Speedster): You may always act first in combat. By spending a point of Divinity, you may act twice in the same round. In addition, you may run at (1000 x Swift Speedster) MPH
  • Never Give Up (Strong-Hearted Speedster): You may burn ranks of your Mental or Social Aspects to heal damage to your Physical Aspect. Burned ranks heal normally.

Inventory/Buildshards:

 

  • Gray Cavern Buildshard

 

 

[???]

In a dark room, cramped and bone dry, a Tenth form stirs. Glowing, electric blue crackles and snaps to life, throwing strange light across the uneven walls. A boom cracks out that shakes the tiny, shuttered and barred windows, and gleaming steel shimmers as the body folds into a humanoid shape. A hand flexes instinctively, forming a curved blade for an instant before returning to its original state.

 

 

[The Tenth]

 

Sound, Vision, and Fury 6 [x10] 

Courageous Zealot 5 [x2]

Fuzzy Memory 6 [x8] 

 

Divinity: [18]

 

 

 

Salvation in Violence (Sound, Vision, and Fury): By spending 2 Divinity, you may heal a number of points of physical damage equal to the damage dealt by your last attack. If you are uninjured, you may instead boost your physical aspect by the same amount.

 

Hardened (Sound, Vision, and Fury): You subtract one point (minimum 1) of physical damage when hit.

 

This is What we Trained for: You can spend a divinity to re-roll any two dice. Bits of silver, bronze, and gold enter your composition- like medals.

Ceaseless Hunter: You may designate a particular target in battle, who you attack to the exclusion of all others. So long as you attack no one else, you gain two bonus dice in your Aspect on all rolls against the target. This effect ends if you attack any other being.

Discorporate: You can pass through solid objects at will, and can take (Physical Aspect x 50 lbs) with you. Some of your shards wink out of existence, randomly, and for no more than a moment or two.

 

Unerring Attack: By spending 5 Divinity, you grant yourself inhuman accuracy. Anything other than a natural 1 will hit your opponent in Deadly combat. You are still damaged if you rolled lower, however.

For The Land: You may attempt to convert those nearby to your cause. You must be a DC 35 to convert one target, with another target converted for every 35 points by which you exceeded the DC.

Sunshine in a Bag: By making a DC 30 roll, you can cause a target to feel a sensation of gladness. One additional target may be affected per 10 points by which you exceed the DC.

 

 

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