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Reflection Session 38 Boss Jot Notes Part 1

Here are my notes for two of the bosses they fought in session 38! You'll notice planned obsolescence did not get a chance to use the majority of his kit. As they say in the business: lol. lmao. 


The Swamp Knight

Ego Over Matter: [AFFINITY RED] [FREE] Pay HP to create duplicates which surround foes. They attack in a pattern matching your next locked in dice.

Cull the Herd: [AFFINITY BLACK] [ACTION] Targets one creature with a 1d6 bonus for every adjacent creature before targetting adjacent creatures with the same attack. Cannot target the same creature twice.

Heresy Crusher: [AFFINITY BLUE] Calls down judgment on the target. Attacks the nearest target with an attack that rends bone, dealing sacred damage. 1d6 bonus for every degree removed from humanity the target is. Attack is immediately repeated against the next nearest target if it wounds.

Serene Observance: [AFFINITY GREEN] Assumes a defensive stance and gains a 2d6 bonus to Rolls to Dye. Cannot attack, but heals after every Roll to Dye equal to the highest rolled dice

Gravity Trance: [PASSIVE] Whenever the target Rolls to Dye, if this was caused by another party, that party chooses which attribute dice you lock in.


All attacks target not only the target but all adjacent creatures as well. Furthermore, any attack that would target adjacent beings extends its range by an additional square.


TRANSGRESSION RAMPAGE: [PASSIVE] Whenever you attack, you may immediately lock out that dice to attack again, allowing your target to choose which dice you lock in next. You must then perform whatever ability is associated with that dice.


Domain Protection:  [FREE] Immediately attacks incoming enemies before the combat begins.



Planned Obsolescence

My Bigass Claw Attack: [RED] [FREE] At the beginning of each Act, summon a new claw. Performs this as an action to summon 1d6 claws instead. May perform this as the start of combat for free, summoning 1d6 claws. They move in the direction of the next dice you lock in 3 spaces. Each dice corresponds to a different direction. This occurs every Roll to Dye, giving you a free attack vs. anyone who your claws cross.

I Have Sent Snipers To Your Location: [BLUE] [ACTION] Places a mark on the target that will detonate at the end of the act, dealing 99 damage to the target and all adjacent allies. By moving through an ally's space, players can pass the mark, and each time you pass the mark reduce its damage by 11. Triggers at the end of the Act.

Fleshlings, Perish: [GREEN] [ACTION] Attacks the target and all adjacent allies. Does not roll a dice, simply acts as if you rolled a 60 and deals 30 damage. For every adjacent ally, you may split this roll however you want. For example, you may have one ally act as if he rolled a 15 to them, and a 45 to another ally and so on. All are considered valid targets.

I Do Not Have Time For This: [BLACK] [ACTION] Banishes the target to a space of your choosing on a success.

Enemy of the World: [STANCE] You have different stances enabled by your attributes. You may choose to change stance whenever.


SWORD [RED]: Will always target the nearest ally. May ignite to counterattack when someone attacks you.


SNIPER [BLUE]: Range becomes universal. Always targets the weakest ally.


KNIFE [GREEN]: Speed becomes global. Will always attack the most distant opponent.


STAPLER [BLACK]: Gains 2d6 DR. Attacks randomly.


Players must willingly attempt to communicate during their turns to change your stance. They must goad or otherwise bait you into taking a different stance or abandoning your current one. Otherwise, change stance on wound.

I Can't Believe You'd Be So Rude: Gets two turns per Act. If you interrupt his speech in an attempt to get the first blow, take three turns per Act instead, the first executed immediately.



Comments

OH GOD HE HAS A STAPLER!

Dajer


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