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Reflection Session 38 NPC Jot Notes - Part 1

I took some extra time to write out NPC abilities before hammering them into gift form. These will be the blurbs I post in the text box during session. I hope you enjoy!


Lyst

- Skeletal Brandish, ignite to attack an additional time and create a skeletal blade in an adjacent space. Whenever you attack, you may reproduce this effect for every adjacent skeletal blade.

- Damned Citadel, ignite to add 4d6k2 to your block, after usage creates hard cover breaking line of sight and interrupting AoE attacks

- RATTLE EM, ignite during a Roll to Dye to manifest a bone machinegun with a number of bullets equal to the not selected attribute dice in your Roll to Dye. Gain range 50'. Whenever you attack with this weapon subtract 6 bullets to attack with a +6. Whenever an enemy moves within line of sight, you may counterattack with this weapon immediately.

- Knife Toss, ignite and immediately select a new swing without unlocking your dice to attack the target, even during their turn. On a success, deal 1d6 damage.

- ESP, heal 1 HP per turn for every ally in the conflict, results of all support efforts are doubled


Cast

- Showrunner: for all actions add 1d6 to the effort based on transparency of illusion. If you can guess what Cast's gimmick for this effort is, it inverts into a penalty

- Parellel Management: Support two targets instead of one during a support action.


Seagazer

- Carve the Astral Sea: All attacks target the adjacent squares as well, and create a patch of astral sea. This causes as much burn as it deals damage. This is a source of profane damage, dealing double damage to sacred sources and no damage versus the dead.

- Ecliptic Existence: Whenever your attributes are all locked out, you temporarily return to the Astral Sea in which you reside. You leave the battlefield and cannot be targetted by attacks. Until your dice are unlocked you cannot return.

- Outer Ring Viewing Platform: Ignite to create a duplicate doubling your attack. This can be performed after your attack.

- Glass Moon Crusher: Charge 1, Burnout. Pull all creatures within 100' into your viewing station, display your full splendor and then crush it with glee. Exposes all targetted to the astral sea, dealing appropriate damage before returning all affected to reality.


Verona

- Bloom: On a success, targets one of your dice and ignites it. Deals damage to you equal to your own attribute, also heals all adjacent allies equal to that attribute. 

- Infect: Ignite, if your target has a dice locked out, grants the target a green attribute. This has no inherant bonuses, but will get bonuses if the target had a green attribute already. The target cannot unlock their attribute until the green dice is locked out. If the green attribute granted by this ability is locked out for any reason, target takes damage equal to that dice and any roll the dice is used in is treated as an automatic failure.

- Feed: Ignite, 2d6 extra damage and heal self equal to damage dealt.

- Reallocate: Action, can reallocate as much of your own HP to a creature within 50' up to your Roll to Do


Coll

- ESP Radar: radically increases movement, immunity to hazardous environment, bonus to laying traps. Is capable of high tier stealth, traversal, and can hide within any box. He may ignite to hide inside a box to add a maximized 3d6 to any defense roll but MUST spend the next turn extricating himself from the box.

- Musclebox: if worn gets a massive melee attack and a massive defense, if seperated, action economy doubles and musclebox can slap tornado, an attack that requires you to Ignite but deals 8d6 damage on a success.

- Tricks and Traps: Action. Coll is capable of setting up various gizmos and traps across the battlefield. When you set up a trap, Roll to Do and decide what variety of trap it is. Active traps MUST be interacted with by a creature in some way, and immediately use your Roll to Do vs. the target's Roll to Dye to deal damage. Active tools can be triggered by igniting ones dice, and allow the wielder to attack once without the use of an action with a 1d6 bonus.


Saru

- Plays like a boss

- Steel Jaws, Affinity Red, Targets the enemy with the lowest HP, attacks deal 1d6 extra damage and self heal equal to the damage dealt. If wounds, heals triple instead.

- Waterfow, Affinity Blue, targets furthest enemy bonus to all rolls equal to number of spaces moved before the attack, ignite to move up to your speed and reduce damage taken by the number of spaces moved.

- Spiritual Puppeteer, Affinity Green, attacks nearest, on success move the target up to your speed, ignite to deal damage equal to every target adjacent to them at their destination

- Driving Barb, Affinity Black, attacks nearest, on a success drive your spear in and attach yourself. Whenever the target moves away, get a free attack and travel with them. You can ignite to root them in place on a success.

- Falling Star, Affinity Steel, attacks the creature at the highest elevation, jumps and takes to the sky, carrying wtih it all the strength of your built force. Ignite to end this effect immediately.


Stein

- Flamewalking: Stein treats any space adjacent to an ally as a contiguous space for his movement.

- Astral Parasite Poison: Stabs himself in the gut to add profane damage to his attacks. On a success, add 2 points of poison that tick each act. Stacks up to 6 points. Deals double damage to sacred targets.

- Camouflaged if you begin the Act outside of line of sight of any enemy, you remain hidden, even if line of sight is restored. Any attack performed from this state gains a 2d6 bonus to the roll. Camo is lost after one complete movement. Traps set while in Camo retain this bonus.

- Thousand Cuts: Ignite, immediately follow up with a second attack and move an additional time.

Comments

Saru is just a beast... I love him

These are very fun, and not at all concerning.


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