Gardner

Infernal Zero's page

106 posts (1,888 including aliases). No reviews. No lists. No wishlists. 17 aliases.


RSS

1 to 50 of 106 << first < prev | 1 | 2 | 3 | next > last >>

jesus christ you took 8 people
you utter madman

Well...I didn't make it in, but hell if this won't make for some fun reading during my free time. And if a spot opens up, I'll be happy to join if you'll have me.
Have fun, all of you! I'll be watching to see what you get up to.


Hoo boy, Shin looks fun. Stiff competition here in general - there's a lot of good apps.

Welp, good luck.


Too late
The selections for the recruitment will now be four girls and a robot


...that's happened several times?


Call Kaine a robot, and he will hit you. He's trying to get away from that. Cyborg if you must.

But yeah, basically exactly right. Hell, one of the girls has a robo-arm!


Now now, no need to clog things up trying to sway them.

Especially with being kidnapped and turned into a crime fighting robot is on the table.


Superfriend? I can do Superfriend!

EDIT: Seriously though, if you want to and think it could work, go for it. I'd be interested to see what the result was when all's said and done. Bulls tend to have fun backgrounds to play with, and I'd hope I kept the record going.


Not kidding...is there something about this recruitment that just attracts female characters?
Ah, no matter.

Presenting!

Kaine Irving, AKA Reversal
"THAT'S what you call a punch? Just save me some time and lie down already."

History:
Who hasn't heard of HephaesTech? They came out of nowhere one day, becoming a premier name in Super-Tech. Priding themselves on the work they do in the name of the city's safety, they work with heroes to create many of the tools they use to supplement and enhance their powers, in the name of a brighter tomorrow.
But even with this, the work that kicked them onto the scene, and the thing they are still best known for now among the public is something else entirely - the Palladion Project, a series of automated defence drones designed to be able to stand against and take down super-powered threats whenever another hero can't be there to save the day. It sounded crazy to people before...but when the PallaDroid Rampart put a swift end to Terralith's rampage, it couldn't be denied that HephaesTech's crazy dream had become a reality.
There have been no less than 8 more PallaDroids since then, each with unique capabilities derived from advanced technology and inspired by a unique understanding of the mechanics of superpowers.

The seventh such PallaDroid was Kaine Irving - a fledgling technokinetic abducted off the street like those before him to become the next iteration of the city's mechanical defenders.
Thus was the birth of the PallaDroid Tempus.

During his tenure as a slave posing as a robot, Kaine was treated to a lovely cycle of being sent out to fight whatever the other heroes were too busy for, being recalled back to base for maintenance, and being put into stasis until the next crisis happened. Little by little, he worked over the external control mechanisms while he was awake, instituting subtle changes and adding flaws that would combine to ruin the whole system when the moment came.
It took him a year, but when he finally sent the house of cards crashing down and caused a scandal for HephaesTech with his escape, the taste of freedom was all too sweet.

Soon after, he signed up with an support group for empowered youths from 'troubled' backgrounds, and started to pull life back together. A new paint job for the Tempus armour solidified his new identity, and helped conceal his old one. When he found out he didn't have a home to go back to, they provided him a place to stay where he might have had none.

That just left him a couple things to do.
First, find a team that'd take him on and help him with his living situation. He couldn't rely on charity forever.
And second...make a name for himself outside of being a glorified puppet, so that nobody could ever deny that this was the way he should be.

Time for Reversal to hit the scene.

Personality:
Kaine's a little abrasive most of the time - dismissive, flippant, and possessed of a persistent stubbornness. Once his mind's set, it's hard to change it, and hell to anyone that'd stop him.
He'll wait things out if he has to. Wouldn't be the first time.

In spite of his crude tendencies, however, he's quick to step in and first to step up whenever there's an issue to be faced, both eager and almost desperate to prove he's worth more to everyone as a human being instead of a remote controlled robot.

Damn the consequences. This is his show now.

Powers:
The Tempus unit was designed for one on one combat with physically powerful opponents, with the capabilities to match. Those days are behind him, but he still has his old tricks.

Embedded into Kaine's body is the Tempus suit - a rapid-deployment armour fitted with a local-area spacial manipulator. The powerful alloys of the armour allow it to soak blows with ease, while mass alteration courtesy of the manipulator increase the force and momentum behind any offensive Kaine mounts dramatically, giving him immense power to bring to bear against anything in his way.
The real trick of the manipulator, though, is its ability to 'latch' onto a target foolish enough to engage. Whoever strikes or is struck by Kaine becomes a beacon for him, and until they get out of the nearby area, he's able to warp into the space right around them to deliver powerful, punishing blows from angles and places he rightfully shouldn't be able to by conventional wisdom. Being able to go from flat onto the ground to right above a villain's head is a scary thing.

Now if only they gave him the ability to reject a lock... he's stuck going to whoever most recently sucker-punched him until he can trade blows again with his ACTUAL target.

fitted with a mass-manipulator device and a short range spacial displacement unit to create a dangerous and

Look:

Man, Black, Battered Hands, Baggy Clothing, Memorable Costume

Kaine wears a lot of loose fitting clothing - hoodies, poofy trousers and jogging bottoms, etc - mostly because anything that doesn't fit in that category tends to suffer whenever he needs to use the Tempus in short order, and he'd rather not be stuck between losing time changing and ruining yet another set of clothes whenever trouble kicks up in the area.

The Tempus itself has been repainted in bronze and turqoise hues, the segmented design of the basic frame that was usually layered over before being sent out now exposed to the world. Between the new colouring and the somewhat different profile, it's been enough to throw people off so far.

Villain:
HephaesTech, despite the questionable to outright horrifying methods it will sometimes employ, is ostensibly an altruistic organisation.
As Kaine demonstrates, however, their track record is far from perfect.

Enter PallaDroid Argus - a powerful telekinetic that only got stronger in the suit, and the reason why the company has such an active and heavily funded Reclamation and Neutralisation division. The official story is that the drone was infected during the fight with Trojan, and is now acting out his agenda now he's been imprisoned.

In truth, he too was cut free of his strings, and decided to have a little more fun with what he was given. Argus is impulsive and egotistical to a fault, but between the might of his telekinetic capabilities and his skill in turning the environment into a weapon against hero and civilian alike, most of his sudden appearances have ended with heroes too busy trying to prevent everyone around them from being killed to pursue and apprehend him.

I think I've been sitting on this one a while...one thing's for sure - it sure as hell was fun to write up.


Ah, shoot, missed the edit window...
Working on a Bull right now - the product of a well-intentioned company with some dubious methods behind what they do for the city. You knock him down, and he'll appear right in your face, ready with a blow that'll make you regret ever thinking that was a good idea.


Oh me oh my, what have we here? I wish I'd stopped by sooner.
Lemme think about cooking something up - this looks like fun.


Personally? I enjoyed RE:Zero. Few things I know people didn't take to too well from it, but it's something interesting. A unique example in the genre it's in, though it gets dark.

One of my favourite parts of it all is the main character's power - and specifically, the way it doesn't just brush over the kind of toll an ability like that would surely take. Combine that with the fact it's the only benefit he gets, and the harshness of its drawback, it makes it all too apparent just how mortal the guy is over time - in every possible sense.
Not sure if that's saying too much or not enough, but that particular aspect really interested me.

I don't know whether it's to your tastes, but I'd personally recommend it. It's 25 episodes long, looking it up.


Does there need to be for that statement to work?
But yes, I am having none of that. About the only unavoidable thing is the stuff that comes with knowing other people lifetimes when they know you days. Especially since Junpei isn't nearly as distant as Homura makes a point of being.

...I may have to go watch RE:Zero again depending on how things go. There's a few things that might (unfortunately) end up being transferable.


No need to worry about pronoun usage with me. That was something I did so love to play with even in the game that came before this.
And this aside...I'm not so sure it's that bad if it is disorienting. I mean, despite the obvious problems with that, it is quite fitting with our current reality.


Apocalypse do as apocalypse do, and it don't wait on no-one.


Yes, I'm Homura...without all the other subtext involved in that comparison. She's pretty blatantly my playbook's basis, as with many other playbooks.

Chessa's made the distinction between Only Mortal and Hero's Destiny fairly clear. Before taking up the destiny, you don't transcend, but you do great support work. Meanwhile, taking up the Destiny makes you more resistant to falling to darkness, and makes anything you do against the darkness work that much better. Once you take up the Hero's Destiny, you can't go back to Only Mortal.
Mind you, that's mechanical stuff, and I doubt that's all you're interested in.
It's worth noting that the Unlikely Hero has the unique benefit of getting to multiclass for their Transcendent moves, being the only playbook with that power. And that's good. They get to pick and mix all the best bits of Transcending from each playbook, letting them choose exactly how they want to function while transcended and pick out the parts from each playbook that work best for that.


Last time...ohh, man. I'm just going to go with "The First Time" on that count. I'm planning to keep a running track of his resets, and rack that number up to massive degrees.
Still - damn if that doesn't sound good. Lots of factors at play, and he has no idea which was the straw that broke the camel's back, because the amount that he'd have to make it all happen all over again would kill him inside.

Yes...this is good. Veeeery good.

Astre - The Fall to Darkness. That's what I'm gathering from this.

Though I will ask - Arcturus? I don't believe I've seen the name before.


*Maniacal Cackling*

Sweet.
Would you like to focus on either Astre or Cygnus for this, or have it be something that more pronouncedly ties to both?
I don't know your character(s) all too well, so apart from more overarching threats like death, separation, or being revealed, I'm not sure what would be the most fitting Fate to try and avert. I feel like in many cases, this ends up being more interesting when the terrible things that they are facing threat of are at least in part due to their own behaviours.
Do you have any ideas as to what might make a suitable Dark Fate for you, Elsine?


Hmm. I could see that, honestly. It would be an interesting take on events.

In any case, he's not going to know unless you want him to. Chessa has to willingly unmask herself to be revealed that way, and as such he'd either have to engineer a scenario where she would do that in one form or another (not that he's liable to do that if he doesn't think she's a danger) or simply work it out through guesswork.
That could get particularly interesting, depending on a few things - how easy it is to tell she's a Yokai in her other guise, for one, and what kind she is if so.
Nonetheles - he knows nothing you don't want him to, at the outset. It's more than possible he'd have opportunity, but there's no hard lines on his actual knowledge.

I...can see how that last one can be an issue. Especially since I can't help but reference old events. It's not something I'd want to happen either, now you mention the possibility.


Hoooo-kaaaaay. Two of the moves for the Guardian are as of yet unnamed, and another two don't even currently exist. One normal ability, and one transcended one, have yet to be added.
The Time Traveller playbook is facing this to a lesser extent as well, being short one Transcendent ability...not that I have an issue with this. I'm happy with my current tools, right now, though a new ability would definitely be nice.

Anyway - you've got five core, and two transcendent abilities to pick from.


Yellow and Indigo...be interesting to see how a nice design could be made from that.

Is there someone else yet to pick a playbook? Feel like it, but can't recall who.


Sat down all nice, body please


Ohhhh! I recognise that comic...think I have a tab for it somewhere.

Also gonna note - Rewind is far, far too fitting. You've saved me a track hunt.


Namesake?

The only playbook with a different track length to any other is the Unlikely Hero, which has a 3 point Transcendence track compared to the 4 track of the rest...not that they'll access it too soon.
Apart from that, the only playbooks with capability limiters are the Harmony (Gotta be together to transcend), the UH (Only Mortal AND Hero's Destiny), and the Stranger (needs Safe Distance to social link or aid recovery at all).

In any case...looks like Extreme Sports isn't as necessary as you thought.
If it were me, I'd probably go for Shrouded in Secrets, as the one you've said best befits your character. It's what I did with Rewind, Return, best fitting that obsessive resetting and reloading in order to make things go better next time.


Damn, your sheet is looking good as well...

Can I ask why recovery is harder for you?


Thanks! If I'm going to be a save scummer, might as well have a matching sheet.
Honestly, I'd probably be more than happy to do other people's sheets if they wanted.

Someone's going to have a tough time if they want Junpei as a love interest. Benji had save states to get that one right, good luck for anyone else who wants to get in the best route.
Nonetheless, you're free to try.

I don't know enough about other characters to say anything, and I certainly don't want to just slam it on someone. I'll talk over having Chessa be it if nobody else is interested.


Dear lord, I spent way too much time altering my playbook aesthetics...

If anyone is interested, I still need a Fated Person to save, and a Dark Fate to save them from.


Would anyone like to be my Fated Person?
As part of my playbook, I have someone that I'm warping the fabric of time for, to make sure something terrible doesn't happen to them. That would be you.

I'd also appreciate ideas for the Dark Fate (aka, the terrible thing that will happen to the Fated Person if things don't go better).


BastianQuinn wrote:

Okay, it's not actually bad if two people use the same playbook, but I'd like to avoid it if possible.

Everyone pick a playbook, if someone's taken the one you want, it can by duplicated.

First, in the box labeled Role and Background, write or copy the line with this format:
<title> of <Erohin>, <misfit quality>

Then, in the box labeled Obligation Detail, keep "purity committee" and add the species and name of your youkai, and what the Erohin have you doing with your Youkai to clean up or investigate their Darkness problem.

On the side, look through the stats. Most of you will mark one additional action dot. (The Harmony marks two, one for each self, colored so you can tell them apart)

Each of you chooses one Core Ability and one Transcendence Ability (except the Unlikely Hero).

Filling out your sheet is covered in this post. If you meant something else by that, then just ignore me.

In general, as far as on-sheet instructions go, they aren't actually present yet. From what I gather, the system we're running on is still a work in progress, albeit one in a fairly playable state right now. You'll want to check through the main rules body and see if your questions are answered there.


1 person marked this as a favorite.

Ah, right.

I think I'll be waiting on everyone else to put up their characters to pick a Fated Person. Even if we don't stick to the original requirement for them to be a PC, I feel like it does actually work better that way.


Hmmm. No questions right now as far as playbook abilities...though my preferred playbook seems to be short a segment for the Fated Person. I'm not sure where about on the sheet that'd want to be.
I think Shrine Keepers isn't properly copied over, though.
Don't see the Shrines, either. Might it be a good idea to put them on the sheet so we can be informed about what benefits they present, when time comes to look at the crew playbook?

I suspect I shall be having Junpei make a return once more, and leaning on Benji's pilfered interface (or an evolution thereof) for what ensues as far as Time Travel based shenanigans go. It's all too easy for me to imagine him obsessively trying to make things right with those sorts of powers in his hands.


They do look good...hadn't even thought of switching up colour schemes.

I see "True Name" on the sheet. What's the context?


You know, after thinking about the fact season 1 characters might be carried forward, a certain question came to mind.
What still stands for those who originally made trinkets? I'm assuming we can't draw on them any more, but what about the other changes and sacrifices involved?


Erohin are currently being given more abstract domains. From what Bastian said, Qualities and Ideals.
From what I understand, your Erohin's domain doesn't affect your own magic at all this season, since you aren't pulling from them. It's what they do, not what you do.


Fraught Journeys, huh?
Given what seems to be the aim with Erohin domains, do you think Trials would work?


Foresight is probably the best one to work with. I can see the group forming a sort of emergency response crew.


Improvement, perhaps? Something in that vein.
I mean, enhancement was the idea behind equipment in the first place, as I recall.


Equipment, as I remember.


I'm sticking with Isky, but by all means, join me under the banner of our great Conqueror!


Not really a list. Look through deities and important figures in history (I mean, Iskandar is just Alexander the Great) and pick one you like. Choose a domain to go with them - going by the rules of last season, a domain was a theme which your magic operated in, and can probably be assumed here to be the lens of which an Erohin's power is focused through.

Same for Yokai. Dig through mythological creatures, and pick one, preferably suited to your Erohin from what I gather.

In total...
Yeah, probably want to do some googling.


Out of curiosity, what were you thinking of for those playbooks?


Interesting.
I was actually looking at the Save Scummer Time Traveller myself, which is where my role picks led to. Fledgeling Mystic for the whole "still working this out" factor, and Loyal Knight because you are bending time itself to save people. I think I have a reasonable interpretation of how they correspond, there. If someone else would fit better, I can look to something else, but since I got the idea I've kind of been wanting to make it happen.
Just a heads up, since we're bringing up playbooks.

Edit: Hell if a name like that doesn't sound awesome, OOC. Pounding Feet of Conquest? Hell yes!
Too bad it's a miserable job.


I said mystic knight thus far simply as that was the initial moniker they got described by. I, at least currently, did not intend the knight part of my role so literally - a statement of their nature, above all else. Fledgeling Mystic was to be more descriptive of their actual capability to act.
Though, that may be assuming a particular playbook I had in mind. These things may end up more flexible depending on which one I actually take.

As for Titles, generally people in such roles are simple Stablehands. But Iskandar places an atypical importance on the creatures he keeps, and similarly so for their upkeep. As such, he tends to refer to those that them as the Pounding Feet, for the almighty terror of a sound these creatures bring when called to bear.
Not that most will ever hear that sound of course...but nonetheless. They are responsible for the advance of Conquest, and that is no role to take lightly.

Assuming this is alright with everyone, anyway. I like the idea that even acting in similar capacities, the weight of a role depends on their Erohin's view of it, and that distinguishments that come as a result. Particularly that certain roles on the behalf of certain Erohin are considered separate roles altogether from their more general versions, that easily identify you as one of theirs.


1 person marked this as a favorite.

I'm assuming the "You might be two people" thing refers to the Harmony playbook.
Guess what's going on there?
The playbook are here if you'd like to take a look, by the way. Might be getting ahead of things, but it's good to know where to find them.


1 person marked this as a favorite.

The Erohim have many, many people to attend their every need. And many have pets, mounts, or holy creatures for which they require attendants as well.
Through a certain turn of events, the mystic knight has found themselves attending the stables of Iskandar...
Which would be all well and good, but there isn't a single creature there that doesn't seem to have an irrational hatred for them. And an uncooperative Erohin beast is a nightmare you would not wish on your worst enemy, let alone that of a conqueror.

Youkai, I'm less certain about... possibly a Spartae, though I'm definitely looking for more interesting ideas.


Hmm. Have to think about that.
As I understood, these selections described your character concept/archetype, of which playbooks expand upon. They say things about your character.
Funny thing about stuff like that, though: we're in a society that cares nothing for it and is constantly at odds with it.
In which instance, the fitting thing is to give them any duties but the ones that would suit those selections, no?

I would say at least, transgression via charity is something I'd like to have openings for. That seems fitting too.


1 person marked this as a favorite.

...ohhhh, I see a certain playbook I'm interested in...
Muhahaha.

Book me down for Loyal Knight/Fledgeling Mystic for now. For what I'm plotting, I think the latter is definitely what I'm most likely to stick to.

As for how it feels to Transcend, I'd like to go with...exposing. Not freeing, specifically, but exposing. A sort of feeling of nakedness or bareness, with all your concealing layers stripped away.
I feel like that's fitting, all things considered.


Yeah. No idea why I'd have an issue with this.

Question, actually. Would all of those who Season 1 characters could potentially find themselves linked to end up as Erohim? We have all these godlike figures, but it appears that some of them were more mortal as well. Less gods than ordinary folks with means.


I thought I knew what was going on, but now with talk of asking me about it, I'm finding myself thrown for a loop.
Could I be brought back up to speed, please? Privately if you think that better suits.
I doubt I'll have an issue, but still - I really need to get my headspace organised, and I think I'm missing certain insinuations.


Yessss.
I'll take a dose of Starlit Kingdom, and try and figure out the what all the questions relate to.
Anything I should know coming in to this one?


1 person marked this as a favorite.

Didn't mean to worry anyone. Not the intention at all.

Bunch of stuff distracting me. I've been able to keep track of happenings, but kind of forgot to...well...get back to this myself.
I've every intention to keep going here. Same with the other game.
I just didn't mean to vanish on anyone. Sorry about that.

I'll try and get on this without poofing again. Might be a little bit - hopefully not, but it might be.
I'll be back eventually, one way or another.

Besides, aside from the obvious factor of you guys all being great, I enjoy my characters here way too much to just drop them like that. I'm looking forward to whatever form of madness I get up to with them.

Full Name

Sentir Damutu

Classes/Levels

M,

Gender

Male

Size

M

Age

25

About Sentir Damutu

Sentir:
Human alchemist (trap breaker) 6
N Medium humanoid (human)
Init +4; Senses Perception +9

DEFENSE
AC 14, touch 14, flat-footed 10 (+ armor, +4 Dex)
hp 42 (6d8+9)
Fort +6, Ref +9, Will +2;

OFFENSE
Speed 30 ft.
Melee
Ranged
Special Attacks bomb +5 12/day (3d6+0 fire, DC 17), land mine
Alchemist Extracts Prepared (CL 6th)
2nd—4
1st—5

STATISTICS
Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 14
Feats Brew Potion, Craft Construct, Extra Bombs, Extra Discovery, Point Blank Shot, Precise Shot, Throw Anything
Traits Firebug, Noble Born (House Orlovsky)
Skills Craft (alchemy) +19, Craft (traps) +10, Disable Device +13, Heal +9, Knowledge (arcana) +10, Knowledge (engineering) +7, Knowledge (nature) +10, Knowledge (religion) +7, Perception +9, Sleight of Hand +10, Spellcraft +13, Stealth +5, Survival +6, Use Magic Device +10
Languages Common, Celestial, Draconic, Elven, Hallit
SQ alchemy (alchemy crafting +6, identify potions), discoveries (acid bomb, explosive bomb, precise bomb, promethean disciple), explosive disarm, mutagen (+4/–2, +2 natural, 60 minutes), swift alchemy, trapfinding +3

-Formula Book-
1st level:
Bombers Eye
Expeditious Retreat
Heightened Awareness
Identify
Monkey Fish
See Alignment
Targeted Bomb Admixture
True Strike

2nd level:
Alchemical Allocation
Alter Self
Invisibility