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Ace (Act 2 Finale)

Preview of Ace's gifts for the upcoming finale. Mechanics and numbers are probably overtuned but I want to push the new system revision as much as I can!


Enjoy!


Parasitized Seagazer

??? - Weapon

This sword does not yet exist. However, it is all that anchors you to this world. The astral sea burns inside of you, a flame of the Outside that threatens to drag you, and her with it, into a realm from which there is no return.

If the stars burn with the song of legend.

What of the stars we cannot see?

Are their songs still heard?

She listens to that which is not, and smiles, busying herself with the pleasures of the lie that is reality.

Primary - Witness the Death of a World: Immediately Corrupt or remove the Corruption from all of your dice. Once per session, or per combat whichever is longer.

Level 1

Bold = Requires Seagazer to be summoned.

Astral Rupture: Action. Summons 7 squares of Astral Sea, these spaces must be continuous. Deals 1d6 damage and 1d6 burn to all creatures within those 7 spaces, and to any creature that begins their turn within those spaces. To creatures with burn resistance or immunity, instead they sustain 2d6 burn or 2d6 damage, your choice. This pierces immunity. This ability may be used as an Ignite - Exhaust effect. The Astral Sea may be tagged as a prop, functioning as above.

Big Bang: Action. Deal 1d6 + the level of this gift damage to the target, this occurs even on a miss and cannot be reduced in any way. The target is knocked back that many squares. If the target collides with a prop, you may choose to halt this movement and tag that prop. If the target leaves the current map, they must Lockout a dice to return to the map during their turn, or spend their turn running back to the map. This ability may be used as an Ignite - Exhaust effect. If this ignite effect is chosen multiple times, only choose the highest d6 among those rolled for damage, while knockback is calculated as normal.

Cosmic Parasite: You are kept alive, currently, by Seagazer’s energy. Whatever she is providing to you is actively being converted to flame to keep you healthy. You may activate Ignite effects using available attribute dice other than the one you currently have equipped. These attribute dice are still placed in Lockout, Exhausted etc as if they were your Swing. When you do so, these dice become Corrupted. Corrupted dice cannot be ignited via this effect. Whenever you perform an ability given to you by this Gift, roll all of your corrupted dice, even those removed from your pool. Invoking an ability as an Ignite does not trigger this effect. Then, do the following based on the lowest result:

1-2: Sustain damage equal to all your corrupted dice.

3-4: Your ability glitches. The GM will randomly alter one aspect of your ability for every corrupted dice.

5-6: Nothing happens

Whenever you become wounded, you do not lose access to the wounded dice. Instead that dice becomes permanently Corrupted until your wound is healed.

Glitchstep: Teleport up to 100’. Can only be performed with one or more Corrupted die. Can be performed as a Move if a Corrupted die is set as your Swing. You may then choose to remove the Corruption, returning it to a normal die. You may also Exhaust a Corrupted die to use this effect without expending your Move. If you do the die remains Corrupted.

Split at the Seams: Ignite. May only be performed with two or more Corrupted dice. Split in two and perform the triggering attack twice. If used with a Corrupted dice, you may choose to remove the Corruption, returning it to a normal die.

Fanged Prescience (False): Gain insight into the future. May only be performed with three or more Corrupted dice. Can only be used at the end of a turn. You may undo the events of that turn, leaving intact your own actions but removing any actions, damage etc the enemy performed. All damage dealt by the enemy is undone, while they damage they’ve taken is left in place. However, the cost or penalty of using any ability that they may have incurred is refunded. If your turn is taken immediately before or after the target’s, you may include actions taken during your turn as part of this effect. You may invoke this ability at the end of your turn, for example, if your turn follows your target’s and this ability will function as if it were invoked at the end of your target’s turn as well. After using this ability once, every subsequent use causes one wound, and the cost increases by one wound.

Level 2

Oblivion Fed: You are immune to Burn and any source of damage that would give you burn heals you instead for half of the burn you would have taken for each Corrupted die you currently possess.

Dimension Render: Action. May only be performed with one or more Corrupted dice. This attack's damage cannot be reduced in any way. Then choose one of the following: deal 1d6 extra damage to the target, or mark the target, allowing your ally to teleport to a space adjacent to them as a free action during their turn, and if they do so, they receive 1d6 bonus accuracy on their next attack against the target.


Beyond Style

Style

Heavy.

Primary - Godkiller: Once per session. Action. Deals 1d6 bonus damage to the target equal to their number of attributes. This damage cannot be prevented or reduced. If you miss, you may Roll to Dye as an action, regaining your use of this ability if you roll higher than a 15.

Level 1

Heavy Handed: You gain a +1d6 bonus to your Swing while barehanded. If your Action involved a weapon attack, you are not considered barehanded until your next turn or until you can justify your fists coming out (I.E. throw your weapon as part of the attack etc.)

Deathbed: +1d6 to Block.


Lingering Emberbond

Bond Lyst

A common sentiment, one you feel every time you feel her appear next to you or vanish without a trace. Wherever she is, she can handle herself.

Level 1

Lingering Emberbond: Whenever an ally targets you with a Support action you may Move. This can only trigger once per turn. Additionally, Lyst may sense whenever you are anywhere within a 10 mile radius.


Pyromancy is Power

Bond Isaac

You asked the first esper what pyromancy was. His answer was brutally simple.

Level 1

Strength to Shape Reality: Succeed on a roll. You cannot activate this ability again until you raise your bond level with Isaac.

Level Up: 300xp or raise your bond level twice with Isaac


I Finally Found You [BURNED]

Bond Mic


Everyday Dreaming

Bond: Cast

That everyday reality seemed so distant. But for a being born outside of it, those simple pleasures were new and novel. You watched their face light up as they talked about something mundane and felt your resolve harden.

Level 1

Everyday Dreaming: Once per session maximize a Roll to Dye.

Level Up: 50xp or deepen your relationship with Cast


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