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Clan: The Monastery

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Clan: The Monastery Empty Clan: The Monastery

Post by D.N.A. Sun Aug 10, 2008 7:49 pm

The Monastery

Before the apocalypse, a person might probably label a monastery a nerd or geek. They are a skinny, lanky clan that look almost useless for battle, but rather useful for problem solving. Biggest mistake of your life. With the flip of a switch on their gauntlet, or by voice activation, Monasteries can have their very own custom made mechs dropped off at their location from the sky. These metal bringers of doom can tower to over 600 feet high, or can be as compact as an exoskeletal armor for the pilot at all times like Master Chief The Monastery clan gets its name because of how amazingly large their mechs often are, and how they can easily accommodate a small community to live in. Monasteries are distinguishable in that they are all normally very skinny, well kept, and somewhere on their clothing is their city’s official sew on mech piloting patch.

While it is true that Monasteries are nearly invincible in battle with their mechs, it is also true that without them, these guys are quite useless. They will hide under rocks and inside buildings during a fight until their mech drops down, which could take several rounds of combat to arrive. Because of this fact, a monastery himself normally has 2 muscle at most, and 1 body. However, off the battlefield, the monastery’s superior intelligence is an invaluable resource when solving puzzles, and getting out of sticky situations. Often, monasteries build mechs more compact, that act more like a super powered armor suit. These are nowhere near as huge as the other kind, and therefore not as strong, but the upside to this is that the monastery’s mech is with them at all times.

Exclusive Traits…

A Monastery may not have more than one body or more than 2 muscle.

Each Monastery is equipped with their very own mech. There are 2 types of mechs (for now). They are the Skeletons and the Cathedrals. If your mech is a Cathedral, you must spend one round of combat crawling into it, unless you have the attribute I stand alone. Also, if your character is a cathedral, the GM will roll a di in the first round of combat. if it comes up 6, your mech arrives immediately. If it comes up 1-5, that is how many round it will take for your mech to arrive. All mechs are heavily armed with firearms and energy weapons (which you have to pay for with creation points). Each mech comes with an additional 14 creation points for cathedrals, and 10 for skeleton exclusively for weapon strength and armor upgrades, and if the player wishes, can convert creation points from their monastery into creation points for their mech (standard stat rules for characters still apply). All attributes defects and skills for a monastery can be included with the character’s, unless desired otherwise. The only mandatory extras for a monastery’s character sheet are the mech’s stats:

Weapon:
Muscle:
Body:
(Synapse is the same as your character)

Weapon Types:

*Keep in mind that unlike regular characters, players can purchase more weapon upgrades after creation using Gazebo Points. All upgrades are fully functional by the next battle. Also keep in mind that you can also graft regular weapons onto your mech, and that these following weapon classes can only be fired once every three rounds of battle.*

Ultra Mega Cheap Ranged
Cost: 5 Creation Points or 25 Gazebo Points
Combat Bonus: You receive a bonus to your Flair score in combat equal to 300% of your level (multiply by 3).
Requirements: Atleast 6 muscle and at least 3 synapse.
Your mech has the biggest gun anybody has seen in their entire life grafted to its armor. The barrels of these guns are disgustingly huge, and protrude out of a mech like the spikes of a porcupine. Think Heavy Arms. Or Fracas Ironhide Very Happy (ask Joseph)

Mega Super Long Melee
Cost:4 Creation Points or 20 Gazebo Points
Combat Bonus: You receive a bonus your Player Attack equal to twice your level.
Requirements: At least 5 muscle
Your mech is capable of pulling some sort of blade like weapon out and going samurai whoop ass on everything in the way. Blades can range from a 100 foot long samurai sword (where the fxck did you get that) to a blade made from pure energy.

Attributes…

~Large City
Cost: 3 Creation Points (Cannot have the Small City defect, and mech must be a Cathedral)
Your city is practically the Death Star orbiting Earth. There is almost always a piece of it overhead, and therefore makes it easy for your mech to be dropped off. When awaiting for your mech in battle, the GM will roll a di. Whatever number comes up (other than 6, of course) the number is halved. If the number that comes up is odd, the number is halved and rounded down (Example: Half of 5 is 2.5. Round down is 2)

Defects…

~Small City
Bonus: 3 Creation Points (Cannot have the Large City attribute, and mech must be a cathedral)
Your city in the clouds is quite small, and is therefore often quite far away. When awaiting for your mech in battle, the GM rolls 2 dice instead of just one. If it is 2 sixes, your mech still arrives immediately. If it is a 6 and another number, only the other number is counted. if it is 2 numbers other than 6, the numbers are added, and that is the amount of rounds it takes for your mech to arrive.

~Malfunction
Bonus: 2 Creation Points
Your pit crew isn't the best in the business, or maybe you have a few faulty wirings. Whatever the case, often, your mech malfunctions. It will do random, and often hilarious things without your direct control, and will sometimes even shut down. In combat, every round your mech is on the battlefield the GM will roll a di. If it comes up 1, this defect comes into place. your GM will PM you that you have malfunctioned, and tell you what to post. Your attack is reduced to half for that round.

Skills…

~I Stand Alone
Costs: 2 Creation Points or 10 Gazebo Points
Your mech is an automated killing machine, even when you’re not inside it. You can take cover from a safe distance while your screaming metal death trap does all the dirty work, or have your mech carry you in its arm while it destroys your enemies. If you are not inside the cockpit of your mech while in combat and at a safe distance, you obviously cannot take damage. Being self aware, a Cathedral with this attribute will pick your character up and place you inside its cockpit for manual use if so desired. This eliminates the cost of one round of combat to get inside.

~Goddard, Play Dead!
Costs: 3 Creation Points or 15 Gazebo Points (Must be outside of mech)
To make this short, your mech is capable of self destruction. At voice activation using a key word (which you must put in your character sheet) your mech will explode into trillions of pieces, creating a cataclysmic explosion of fiery metal and debris, and then slowly pulls itself back together. Your character must be several hundred feet away from your mech before using this skill, otherwise they will take damage, and any team mates too close to the mech will also take damage. The damage done to enemies is calculated by rolling dice equal to the amount of muscle the mech has and multiplying the added amounts by 3. The down side to this is that it will take several hours until your mech is fully repaired and ready for battle again, so if somehow, enemies survive, your monastery had better get his ass the hell out of there. Dice amounts for a cathedral to arrive will double for the battle, unless said so by the GM because of time. Skeletons run at 50% efficiency in the next battle. that means that weapon bonuses, muscle, and synapse are all sliced in half, and body is reduced to 1.
_______________________________
(Approved Additions from The J)

Skill proposal:

~We have armor Jake Snake
Cost: 15 gazeebo pts (can be purchased once for your character and once for your mech)
Your mech is equipped with ablative hull armor that makes it particularly resistant to being wrecked. Or your nerdy little character has a portable shield generator. Whatever the case; Once per combat, declare to the GM that you indeed have armor:
purchased for Mech- reroll a dice roll that removed body from your mech or
purchased for your character- negate one instance of it being KOd

~John Freeman picked up a laser gun (and aimed it at trees to see if he could)
Cost: 2 creation pts 10 gazeebo pts
Whether you're a cute little bridge bunny with big eyes, glasses and a restrictive military uniform or a scrappy little kid who found a metal gear that was hiding somewhere; you have the potential for true heroism, to reach within yourself and invoke strength that would be considered superhuman for your frail form to defend yourself or your allies. You will go so far as to pick up the super heavy weapons of fallen allies and use them even if they are twice your size; or in the most dire of situations jump onto your fallen mech and manually fire it's main cannon for one last epic shot at glory.

If one of your allies is KOd, your mech has been downed (including as self destruct), or you are alone, you use up all but one action firing any weapon available on the scene. This includes weapons of downed allies, or mech weapons. As an RPing note, try to act out your character for example using actions to get into the turret or getting onto the mech and manually kicking the barrel to alter the trajectory. You may use this once per round of combat, for each instance of this used, your Monestary will take one body of damage at the end of combat resolution. If this KOs your Monestary, it will not result in party wipe and rather the first person who was KOd as a result of combat revives to keep the group alive.


Last edited by D.N.A. on Tue Aug 19, 2008 7:24 pm; edited 2 times in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 113
Registration date : 2008-07-26

GAZEBO: COMMUNISM
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