|
Post by Langly on Apr 23, 2012 9:34:51 GMT -5
I'll post our pm here in a second
|
|
|
Post by Langly on Apr 23, 2012 9:40:47 GMT -5
You are the Strike Force, loyal to Arcadia. Your abilities are powerful and varied and your only worry is that they'll mean absolutely nothing if you take a small spatial rift to the face.
However, you are also part of the Outsider sub-faction. Arcadians may not be too happy about your presence here, even though you mean well, and even though you plan to leave the moment that your task is complete.
It's at this stage that you may wonder if it's all worth it, but that's the trouble with being the good guys.
Cayrus is the Swordfighter Life: 10 Attack: 6 Resistance: 5
Flanking: Stealth, tactics, and stabbing. Your attack power is doubled when attacking a target who is currently trying to use an attack or ability on one of your team members. Unlike similar Stealth powers, Flanking is not nullified by abilities such as Alertness.
Riposte: Honed reflexes, honed blade. Each night you deal 6 damage to a randomly selected player that used an attack or hostile power against you. Riposte is triggered even by roleblocks!
Keen Intuition: Getting up close enough to stab someone tends to give you insight into their motives. You have a 50% chance of triggering an Investigate power on your attack target. As well as hacking them up a bit.
jdarksun is the Telekinetic Op Life: 10 Attack: 4
Piercing Kinesis: You once brought down the defences of Kwychen himself, everyone else is small fry. Except maybe Rend. Your attack target's armour and other damage-reducing effects are halved for the purposes of all damage they suffer that night.
Parrying Kinesis: You're adept at parrying the attacks of your fellow telekinetics. You and your team have +4 armour versus telekinetically-delivered damage while you're still alive.
Psionic Critical: You have a 50% chance of dealing double damage!
Langly is the Cyborg Life: 12 Attack: 5 Armour: 4
Overcharge: Reroute your systems and make your fist strike with all the force of a freight train. If a freight train was a quarter-ton cyborg with hands. Increase your attack power to 10, but lose your armour. Defaults to not being used.
Crossed Wires: If anyone asks, it's not berserker rage, it's just a malfunction. When you're at 6 Life or less, your attack power increases to 8 (16 when Overcharging).
Cybernetics: Psionic damage is halved, but unfortunately so are Healing abilities used on your person. You're kind of complicated to put back together again. Repair will function on you as normal.
Objective You do of course want to help Arcadia but you need to do it on your own terms. And to satisfy some old grudges, let's face it.
Destroy two of the following: Kwychen, the Psychevore, the Overseer Cultist
As long as you have made an attack against a target at some point during the game, you will be credited for their demise even if you don't strike the actual killing blow. Once two of those three have been eliminated, you will leave the game victorious. Or in sad defeat if they're all gone and you didn't do the dirty work.
Note...
Brothers in Arms: You've been working together for decades now. Should two of you be killed, the survivor is likely to engage in some insane revenge activities.
|
|