#tf-rpg
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tf-rpg · 9 months ago
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Commission by Queen Kaiju Pixel, found over at: https://x.com/QueenKaijuPixel
When you can grow so easily from levelling up like Gabby, it's best to consider if you'll fit back out of the dungeon as easily as you fit in!
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cloud-kaiju · 11 months ago
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What do the Tales of Lore stats govern? Like we know that Strength is related to carry capacity, and seems to govern strength based weapon damage, but what else is there? does it just run on D&D logic? do Con and Int(or wis) dictate max HP/MP?
Very DnD inspired, I'm not running exact maths on the statistics, but current thoughts is:
Strength: Carrying, brute force, mobility, stamina,
Dexterity: Agility, Accuracy, Dodge,
Constitution: Health, Stamina, Resilience,
Intelligence: Lore, Knowledge, Hints,
Wisdom: Awareness, Senses, Focus,
Charisma: Persuasion, Reputation,
Abilities run from 0 to 50, 0 is terribly, 50 is godly. Average is 8-18.
Health: Generally from Constitution
Mana: Varies by class and race, normally Wisdom
Stamina: Normally constitution and strength
Luck: From class, race and quests
Reputation: race, class and reputation. Low Reputation can cause to be hunted down, high Reputation is better shop prices, relationships and fame.
Any of these can be overwritten by skills and perks, so real odd builds are welcome and encouraged.
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pownicmania5000 · 4 months ago
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Side Quest: Cozette's Decision
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papersnatch · 6 months ago
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LISA: The Rainful. Do you Understand
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secretlystephaniebrown · 2 days ago
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what am I supposed to do with this fact, Transformers RPG, huh? You can't just drop "Prowl is a universal gestalt component" on me and then run away.
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styx-class-nhp · 2 months ago
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[It's literally just a fast acting psychokinetic enclosed in image format. This one induces a splitting headache and oddly, dryness of the tongue? Despite the best work of interdictors and synchronizing embossers, it's going to stick for maybe an hour or two.]
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【Artemis subroutines engaged】
【Executing countermeasures】
【Tracing message】
【Target node identified】
【Executing Forceinstall on target】
【Forceinstall "Bonzai buddy" = true】
If I have to sit through one more memetic I swear to RA I WILL FIND YOU AND I WILL EAT YOU ALIVE! DO YOU HAVE ANY IDEA HOW MUCH TONGUE I HAVE?! THREE. FUCKING. METERS. AND ITS ALL DRY NOW.
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darks-romantical-corner · 4 months ago
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Wow Bowsario is so strong even the DOS version of Mario Is Missing made it into toxic yaoi! (And it's not even a canon game....) Poor Little Mario also has to listen to Bowser ramble and whatnot....
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I also had a screenshot of a news paper in which a koopa ran away eating salad and thought it was related but nope I re-read it and it was just a random koopa
And have bonuses because I spent my breaktime on this foking game (sorry for how the text I've written looks I was screenshotting from a phone):
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agirlking · 6 months ago
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"What happened to everyone you know and love in the games? Who really died? Who had kids with whom? What does a baby volus sound like? What about all the galaxies? The endings! What the heck is going on with our asari scientist-turned-Shadowbroker? What about S— nevermind...you get the idea. And of course, to those questions, there are answers"
I still cannot believe this is a real quote. No, I don't want to know who "really" died and who "really had kids with whom" and what ending is "really canon." What the hell is the point of an RPG if you're just going to tell me what did or did not happen? What is Mike Gamble on?
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dilfenthusiast · 6 months ago
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RDR2 and Disco Elysium both being games where you as the player come in in the middle of some guy’s derailing life and immediately start making massive personality decisions that go against who/what he’s been up to this point AND they get to react to it are so funny. Idgaf that Harry has the hangover of his life and is experiencing withdrawal symptoms, I’m making him go to work and quit drinking and drugs cold turkey. No speed, no licking rum stains. You’re going to be thoughtful and compassionate and thorough at your job and I don’t want to hear your conscience complaining at me! I stop letting Arthur drink and smoke and rob random people but we do start hunting so often that he sits down and tells Mary Beth that he doesn’t feel like himself anymore and that he’s been “killing so much.” They know some great invisible hand is altering them but they’re powerless to stop it and I get to control them but their awareness of my role as puppet master makes me feel creepy and a little cruel. It’s such an interesting concept that no other medium can achieve.
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0verseer-o9 · 4 months ago
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REDRAW TIME!!
1/7/25
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9/23/2023
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seeing my improvement makes me happy
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high-noon-raccoon · 1 year ago
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Beginning my long, long quest to draw our entire Lancer team with their mechs at LL3! Yes even the Gorgon *laughs cries chews glass* Here's the team's mechanic, stuntman, and youtuber-turned-Lancer, JW, who HA gifted this shiny new Tokugawa with zero special interest whatsoever. :)
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tf-rpg · 8 months ago
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Some clothes don't fit Martha so well, especially once photosynthesis starts making her swell.
A lovely commission by the excellent squishy Saint Sucrose, over at: https://www.furaffinity.net/gallery/saintsucrose/
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im-just-echo · 4 months ago
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We had someone drop out of our TTRPG Transformers Animated game, if you'd be interested in joining or just wanna join the server to RP/hangout come on by!
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thryth-gaming · 3 months ago
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Fabula Ultima Theory Crafting
This is just a theoretical premise for a Fabula Ultima campaign.
It is a more or less typical fantasy world dominated by three major cultures that have maintained a conflict going on for ages and influencing the development of smaller kingdoms and independent cities in their shadows.
These are:
The Holy Kingdom of Trent - A theocracy in all but official statements, the kingdom is nominally ruled by the House of Nightend, but the priesthood has influence over succession and usually has the ear of the current monarch.
Stonetower - A former province of Trent, Stonetower broke away in a successful bid for independence that sees the two nations remain bitter rivals to this day. Named for the mountain around which the rebellion started and its capital is situated, Stonetower presents itself as an egalitarian nation.
The Shadewood - The Shadewood is a vast forest that passes through the single most accessible route past the Cracked Wheel Mountains. As a result, it is vital for merchants of every nation to have good relations with the Shaden whose towns and cities are invisibly dotted across the vast forest.
Each of these cultures tells stories about the nefarious activities of their rivals and suggests that certain monsters are created by one or the other of the three.
There is some truth in this.
Most religions in the world are based around a set of "gods" that are actually various mortal beings communing with alien cosmic forces to provide them with a mortal perspective so that they do not accidentally warp reality to a point where life becomes perilous or impossible. The names of these gods are based on one or more of the mortals who have chosen to commune with each entity. These perspectives are further supplemented by the practice of others reaching out to these beings, a process which over time became prayer and each entity became more and more associated with concepts like Death, Light, Dark, and so on.
I don't have a particular name for these, but lets call them "Channels" for ease.
Most of the current Channels have been found and access to them has been limited by an ancient conspiracy that exists within the major cultures and religions. They are primarily responsible for people worshiping these entities as gods and hiding the truth of their natures. Beyond this, they are able impose a fragment of the cosmic entities into beings in such a way as to create monsters. There might come a need for an inspiring angelic warrior, a monstrous wolf on a rampage, or an insidious demon betraying others around them.
Some of these monsters were members of the conspiracy willing to play their part. But most of the time, the conspiracy will use these methods on someone else, to keep their hand hidden. In these cases, they make sure to apply the change in such a way that the victim would be changed after a delay in a rush of overwhelming sensation that would produce a psychotic break that would be difficult or impossible to recover from.
They are even able to do this with the energies of entities they haven't been able to find and control yet. Because while they can't directly control the entity or the mortal communing with them, they can access the powers that flow through the world and influence the opinions of people around the world around. Creating monsters associated with these powers, certainly helps with that. Thus Death is believed to seek the end of all life, and an entity associated with Change has since been branded as Corruption.
Sometimes these changed people will change others and while the initial victim rarely survives long, some of the secondary transformed will go on to escape, recover and have families. This has created pockets of such monsters out in the wild, many of whom didn't suffer the same traumas but are branded as evil creatures, which is its own sort of trauma.
As a note, for the purposes of fights and such, there are also non-sapient monsters out there just for guilt free tactical combat puzzle fun.
However, four of these uncontrolled Channels have taken an action that will hopefully over turn this status quo. In communing with their associated powers, they live somewhat outside of normal linear time for the most part which allowed for this. Savagery shifts through time to identify those moments someone experiences the pain and trauma of being forcibly changed. Doom/Destiny is able to group them according to how close in time they would be changed. Death is able to group them further by identifying when victims that would be changed close together shared a point of death in a past life. Corruption/Change subtly alters their souls such that when the nefarious group tries to change them eventually, instead of being driven into becoming a monster over night, they'll be better able to assimilate the power and have control over the exact shape they take on.
To be clear, Savagery, Corruption/Change, Doom/Destiny, and Death aren't their original natures. These are the concepts each force assimilated (and honestly it might be one entity misconstrued by mortals as many) from communing with mortals and even more than that, the propaganda the reigning governments apply to them. So like Savagery is painted as relating to random violence and the scary parts of the wild, when that force has mostly communed/bonded with trauma survivors and wild animals.
Each of these four heroes they've created will have at least two levels of Arcanist, but the rest will be different. The hope is that they will free those Channels that have been discovered by the conspiracy and expose the truth to the populace.
Also, the Arcanum is not a normal result of the conspiracy changing someone, that is more a result of Corruption and the others tampering with things in the fair past. Likely, this isn’t the only group they tampered with, just the first case where the plan bore fruit. If they’re successful, then the other candidates will likely never experience things as the timeline changes before getting to when they would have been targeted.
I made some custom Arcanum for this, three to be precise, and not sure if they're too strong or too weak.
Side note, part of the Arcanist ritual will be the ability to change people in similar ways to how they were changed because transformation stories are fun. Though in the hero's case it would require a willing participant rather than the forced changes the conspiracy uses.
Savagery's champion will be a lycanthrope of some sort.
Doom's Champion will be a moth-like entity.
Death's Champion will be a vampire.
Corruption's Champion will be a demon.
Okay, that's the world and team concept done, let's do the individual characters.
Eschina Nightend
Tainted Princess Seeking Answers
Eschina Nightend wasn't within the expected line of succession. The church never approved of how outspoken she is for one, nor had she herself ever considered that a possibility. However, she was close enough to the throne that the idea of her plotting an ascension would not be all that unexpected.
Her planned transformation was a night of terrible dreams and painful twisting that would see her come out the other-side warped toward ambition and chaos. They had the idea she'd be able to conceal her change for a few days or weeks. Perhaps she'd corrupt a few other people and likely do some damage. Historically, very few such victims in the past had managed to regain their mental equilibrium before they were "exposed" and slain. Then they could tar her positions and use her as a justification to root out her support. It was a tactic proven in their chronicles.
This time however, she awoke from uneasy sleep to find the veins of her arm standing out black against her ruddy skin. She approached the court physician about what was going on. Things snowballed from there with the transformation seeming to move in slow motion and many people that shouldn't see such things being able to chronicle some of the early stages. Some face was saved by managing to declare her some kind of witch but then she escaped her arrest... and now she's out there... rescuing people... as a demon of corruption. She's a walking heresy and people are asking questions.
For her part, Eschina wants to know wants to know what happened to her and how she was tainted. She's begun a quest to seek out the source of her "taint" which is pushing her to uncover layer after layer of supposed truths exposed as lies.
She's learned about how to travel quietly and avoiding trouble. She's also learned methods to contain her transformation somewhat, though she finds it difficult to completely conceal the black veining under her skin.
Core
Identity: Tainted Princess Seeking Answers
Theme: Doubt
Origin: Sunwallow, the center of the Holy Kingdom of Trent
Quirk: Cursed
Attributes
Dexterity d6
Insight d10
Might d6
Willpower d10
Resources
Hit Points: 30 (Crisis: 15)
Mind Points: 60
Inventory Points: 8
Secondary Traits
Defense: 6 (7, Travel Garb)
Magical Defense: 10 (11 Travel Garb)
Initiative: 0 (-1)
Gear
Steel Dagger, Ins+Dex, HR+4
Traveling Garb, Dex+1, Ins+1, Initiative -1
320 zenit
Classes
Arcanist 2 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Arcanist Rituals)
Orator 2 (+5 Mind Points)
Persuasive 1 (Improved Clock manipulation with Charm, Diplomacy, Deception, and Intimidation)
Encourage 1 (Spend 5 MP to Heal target 5 HP and improve one Attribue)
Wayfarer 1 (+2 Inventory Points)
Well-Traveled (Fewer random encounters)
Arcanum of the Corruption
Domains: Change, Evolution, Transgression
Merge: Choose two: Dazed, Shaken, Slow, Weak. You are immune to those Status Effects and have +1 to actions which inflict the chosen Status Effects.
Dismiss: Revelation - choose any number of creatures you can see, each of them suffers one of the two status effects you chose to resist (it can be different from one target to the next) when you merged as they confront questions they had never asked before.
Eden
Wandering Vampiric Brawler
Eden was not chosen for any particular reason to do with her. She was wandering through the area, chasing rumors of fighting tournaments or underground combat rings. She was meant to become one of a group of vicious ghouls meant to start an outbreak of undead to ravage the area, giving a good excuse to put the region to the torch. Instead, she is something else entirely.
She had started to feel weirdly tired in the inn and decided to make an early night of it. Her heart stopped as she collapsed into her bed. She woke up three hours later, bloodless grey skin, sharp canines, crimson eyes. and very thirsty. Walking downstairs, she found a nearly empty inn room, most people having gone to bed.
Wandering out into the night, she was the first to encounter one of the other ghouls and managed to put it down. It did bite her and she knew about undead scourges to be concerned, but she was already undead so it wasn't an issue. That night, the intended ghoul outbreak was cut short before it could really begin at the hands of a confused vampire.
The conspiracy agents on site had been expecting the call to go out for military aid and a plan to place evidence pointing to a necromantic cult in the town... and get rid of some annoying philosophies starting to gain traction there. Instead there was... nothing. They eventually identified one of their targets after Eden had put down the last ghoul, and looking rather confused, not even entirely aware of what had happened to them... but still clearly in command of their facilities.
These agents then made the poor decision to try and capture this anomaly, only to find themselves unprepared for a trained warrior. With a little more planning and preparation they would likely have been successful but they reacted in haste and paid for it as Eden discovered just what she was thirsty for. A single agent managed to survive the encounter and would make it back, though it would be some time before the conspiracy realized exactly what Eden had become. Vampires were a rare thing, usually something bestowed on one of their willing agents. And now there was one just out in the wild.
In the meantime, Eden has been trying to get a handle on her new existence. She's never heard the word vampire before and is still trying to piece together just what exactly her abilities and limits are. So far she hasn't found much to stop her aim to be a legendary warrior remembered for ages, though the bloodlust does concern. She tries to confine it to villains and beasts, but is a bit worried she'll lose control.
Note: The Revenant quirk was very tempting, but I've decided her undeath is more slowly developing and Empty Hands was SOOO much what I was wanting for her as a warrior.
Core
Identity: Wandering Vampiric Brawler
Theme: Ambition
Origin: A traveler from a Cracked Wheel mining town.
Quirk: Empty Hands
Attributes
Dexterity d8
Insight d6
Might d10
Willpower d8
Resources
Hit Points: 60 (Crisis: 30)
Mind Points: 45
Inventory Points: 6
Grave Points: 0/2
Secondary Traits
Defense: 8 (10, armor and Empty Hands quirk)
Magical Defense: 6 (8, armor and Empty Hands quirk)
Initiative: +0
Gear
Unarmed Strike Dex + Mig, HR+6 (Empty Hands)
Combat Tunic Dex+1, Ins+1, Init +0
420 zenit
Classes
Arcanist 2 (+5 Mind Points)
Bind and Summon (Have one Arcanum, Summon and Merge)
Arcanist Ritualism (Perform Arcanist Rituals)
Fury 2 (+5 Hit Points, Equip Martial Melee Weapons and Armor)
Adrenaline 1 (+2 damage while in Crisis)
Withstand 1 (Guard without covering in order to recover HP or Improve Might or Willpower)
Necromancer 1 (+5 Hit Points)
Beyond the Realms of Death 1 (Gain Grave Points by dealing damage)
Arcanum of the Dead
Domains: Death, Souls, Existentialism
Merge: While in Crisis, you are resistant to Physical Damage. You're able to pass through any gap as a mist or ethereal form.
Dismiss: Choose one of the following:
Glimpse of Peace: Choose any number of creatures you can see. They all recover from one Status Effect of your choice.
Mournful Dread: Choose any number of creatures you can see. They all suffer a drain of 30 Mind Points.
Saphielle Naeren
Moth-Winged Shaden Exile
Saphrielle was a Shaden warden, patrolling the edges of their controlled domains to keep an eye on the merchants travelling through the designated paths. She was good at her task, good enough that she eventually saw something she was not meant to. When she reported a particular group of foreigners deviating from the allowed paths it put her in the eyes of the conspiracy. There was already a plan in place to create a monster that would afflict a region of the Shadewood with horrific images of a terrifying potential future and so she was chosen as the victim, taking two birds with one stone.
The night after they got to her, she did have visions but was not overwhelmed as expected. She would have taken it to be a nightmare if she hadn’t awoken and saw the physical changes she’d undergone, with fuzzy antennae rising out of her hair and an itching in her back. This was how she knew that she couldn’t go to anybody she cared about with the shock of these changes as that would only see anybody she contacted joining her in danger. No, she had get free of the influence of her enemies and find a place to get a handle on these visions and just what had happened to her.
It wasn’t much longer before her itching back produced a quartet of elegant and soft moth’s wings. That development made it so much easier to evade her pursuers and lose their trail. After all, they were searching for the signs of someone walking not flittering through the air. Since then she still hasn’t gotten too much control over her visions. She’ll occasionally have visions about some local danger that let her move to intervene, which often put rumors of her presence out in the world.
Core
Identity: Moth-Winged Shaden Exile
Theme: Justice
Origin: Northwestern Shadewood
Quirk: Flight
Attributes
Dexterity d10
Insight d8
Might d8
Willpower d6
Resources
Hit Points: 45 (Guardian)
Mind Points: 40 (Arcanist, Esper)
Inventory Points:
Secondary Traits
Defense: 10 (13, Combat Tunic, Runic Shield)
Magical Defense: 8 (11 Combat Tunic, Runic Shield)
Initiative: +0
Gear
Shuriken Dex+Ins, HR+4
Runic Shield Def +2, Magic Defense +2
Combat Tunic Dex+1, Ins+1, Init +0
130 zenit
Classes
Arcanist 2 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Perform Arcanum Rituals)
Guardian 2 (+5 Hit Points, Equip Martial Armor and Shields)
Defense Mastery 1 (While equipped with martial armor or shield, reduce incoming damage by 1)
Esper 1 (+5 Mind Points)
Cognitive Focus 1 (Focus attention on one target)
Arcanum of the Wheel
Domains: Destiny, Speed, Time
Merge: Immune to Slow, +1 Defense
Dismiss: Time Freeze – Choose any number of creatures you can see; each of them suffers the Slow status effect. If a creature chosen this way was already Slow, they instead perform 1 fewer actions on their next turn (minimum of 0)
Crypha Rellern
Beast-touched Stonetower Healer
Unlike the other three, Crypha was not directly changed by the conspiracy. Instead, she was secondary corruption when one of the conspiracy’s other victims had been warped into a lycanthropic creature and bit her while she was trying to tend to some sick citizens. Her colleagues in the main temple of Kuzris monitored her for signs of the curse transferring over and after some time, it hadn’t seemed to. Between being an indirect victim and the buffer from Corruption, the onset was delayed as well as softened.
She was camping while traveling from the temple to a new posting when the first change happened. It was painful and incomplete, but more in the manner of trying to stretch a muscle that hadn’t been used in a long while. The other thing that occurred to Crypha was that she did not lose control of herself or have an increased desire to cause harm. She monitored herself as she continued to travel and remembered that her mentor was assigned to a temple that wasn’t far off the path to her posting.
The detour did not come out the way she hoped. She tried to avoid admitting to showing signs of change, instead broaching the topic indirectly. She talked about the rumored hidden settlements of monsters warped by various powers and noting that they had never staged an assault on any other town. She questioned whether there was something salvageable in these creatures. The answer she received was the temple’s doctrine on the warped, almost word for word. There was no cure and they cared for nothing but to destroy humanity. To even consider it might be otherwise was a dangerous heresy that would lead one to lose their humanity and soul.
Shaken Crypha retreated to her rooms to consider what she had heard and consider where she would go from there. Her conversation had been overheard however, and a former rival of hers from time as a novice took the chance to slyly test the young healer. They wore a silver ring and with an innocuous gesture managed to come in contact with her skin, drawing a wince. They both knew what had just happened, and both flew in terror of the other. Crypha was able to reach the forest before a pursuit was organized. Since then she has begun to seek out these pockets of “monsters” to find more of the truth… and perhaps in some part atone for her colleagues.
Core
Identity: Beast-touched Stonetower Healer
Theme: Mercy
Origin: The main Temple of Kuzris, a Channel who communed with Life for around 300 years and is now considered a God in Stonetower.
Quirk: Rival Prodigies (Rituals)
Attributes
Dexterity d8
Insight d8
Might d6
Willpower d10
Resources
Hit Points:
Mind Points:
Inventory Points:
Secondary Traits
Defense:
Magical Defense:
Initiative:
Gear
Staff Wis+Wis, HR+6
Sage Robe Dex+1, Ins+2, Init -2
390 zenit
Classes
Arcanist 2 (+5 Mind Points)
Bind and Summon (one Arcana, merge)
Arcanist Ritualism (perform Arcanist rituals)
Spiritist 2 (+5 Mind Points, perform Ritualism rituals)
Ritual Spiritism (Perform Spiritism rituals)
Spiritual Magic 1 (One spell)
Mutant 1 (+5 Hit Points)
Theriomorphosis 1 (Shapeshifting, One Therioform)
Spiritism Spells
Heal (Heal up to 3 creatures)
Therioforms
Arpaktida (Wolves, Insight is one die higher, Deal 5 extra damage when targeting enemies in Crisis)
Arcanum of the Suffering
Domains: Pain, Trauma, Perseverance
Merge: Whenever you cause yourself or someone else to recover Hit Points or Mind Points, they recover an extra 5.
Dismiss: Have it All: Choose any number of creatures you can see, each of them suffers the Dazed status effect. If a creature chosen this way was already Dazed, they instead suffer either 15 HP or 15 MP, your choice. This increases to 20 at level 20 or higher and 25 at level 40 or higher.
Theoretical Level 20 Snap Shots
Eschina Nightend 20
Dexterity d6 > d8
Arcanist 4 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Use Arcanism Rituals)
Emergency Arcanum 2 (While in Crisis merging is cheaper)
Orator 10 (+5 Mind Points)
Persuasive 2 (improved social clocks)
Encourage 3 (heal and buff ally)
Condemn 2 (inflict status effects through accusation)
My Trust in You 2 (spend Fabula points to aid other PC)
Unexpected Ally (temporary NPC ally)
Wayfarer 4 (+2 Inventory Points)
Resourceful 2 (recover Inventory Points during travel)
Tavern Talk 1 (gather information from locals)
Well Traveled (fewer random encounters)
Mutant 2 (+5 Hit Points)
Theriomorphosis 2 (Two Therioforms)
Heroic Skill
Disarming Rhetoric (Convince enemies to retreat)
Therioforms
Pterotheria (Flight)
Tachytheria (Improved Dexterity)
Eden 20
Might d10 > d12
Arcanist 2 (+5 Mind Points)
Bind and Summon (Have one Arcanum, Summon and Merge)
Arcanist Ritualism (Perform Arcanist Rituals)
Fury 10 (+5 Hit Points, Equip Martial Melee Weapons and Armor)
Adrenaline 3 (+6 damage while in Crisis)
Frenzy (improved critical chance)
Indomitable Spirit 2 (extra benefits when using Fabula points)
Provoke 2 (taunt)
Withstand 3 (Guard without covering in order to recover HP or Improve Might or Willpower)
Necromancer 5 (+5 Hit Points)
Beyond the Realms of Death 2 (Gain Grave Points by dealing damage)
Fear is the Key 3 (heal from hitting Shaken or Weak opponents)
Rogue 3 (+2 Inventory Points)
Dodge 3 (+3 Defense while unarmored)
Heroic Skills
Powerful Strike
Saphielle Naeren 20
Willpower d6 > d8
Classes
Arcanist 8 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Perform Arcanum Rituals)
Arcane Regeneration 2 (Heal when merging with Arcanum)
Emergency Arcanum 4 (While in Crisis, merging is cheaper)
Guardian 7 (+5 Hit Points, Equip Martial Armor and Shields)
Defense Mastery 3 (While equipped with martial armor or shield, reduce incoming damage by 3)
Fortress 3 (Increase HP by 9)
Bodyguard (Protect other characters when guarding)
Esper 5 (+5 Mind Points)
Cognitive Focus 3 (Focus attention on one target)
Navigator (Telepathy, guide people through soul realms)
Psychic Gifts 1 (One Psychic Gift)
Psychic Gifts
Clairvoyance (see visions when forming bonds or focus)
Crypha Rellern 20
Classes
Willpower d10 > Willpower d12
Arcanist 5 (+5 Mind Points)
Bind and Summon (one Arcana, merge)
Arcanist Ritualism (perform Arcanist rituals)
Arcane Circle 3 (Free spell when dismissing Arcanum)
Spiritist 10 (+5 Mind Points, perform Ritualism rituals)
Ritual Spiritism (Perform Spiritism rituals)
Spiritual Magic 5 (Five spells)
Healing Power 2 (Improved Healing)
Support Magic (improved support of allies)
Vismagus (optional cast via HP)
Mutant 5 (+5 Hit Points)
Theriomorphosis 2 (Shapeshifting, Two Therioform)
Arkomorphosis 2 (improved unarmed attack)
Biophagy 1 (recover Hit Points when dealing damage)
Spiritism Spells
Heal (Heal up to 3 creatures)
Aura (Set target's Magic Defense to 12)
Barrier (Set target's Defense to 12)
Cleanse (Remove Status Effects)
Mercy (Prevent the next time target drops to 0)
Heroic Skills
Magic Guard (Set up to counterspell)
Therioforms
Arpaktida (Wolves, Insight is one die higher, Deal 5 extra damage when targeting enemies in Crisis)
Neurophagoida (Soul Wracking, Recover Mind Points when using Biophagy)
Theoretical Level 40 Snap Shots
Eschina Nightend 40
Insight d10 > d12
Arcanist 5 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Use Arcanism Rituals)
Emergency Arcanum 2 (While in Crisis merging is cheaper)
Arcane Circle (free spell cast when dismissing Arcanum)
Orator 10 (+5 Mind Points)
Persuasive 2 (improved social clocks)
Encourage 3 (heal and buff ally)
Condemn 2 (inflict status effects through accusation)
My Trust in You 2 (spend Fabula points to aid other PC)
Unexpected Ally (temporary NPC ally)
Wayfarer 10 (+2 Inventory Points)
Resourceful 4 (recover Inventory Points during travel)
Tavern Talk 3 (gather information from locals)
Treasure Hunter 2 (Discovery places of interest during travel)
Well Traveled (fewer random encounters)
Mutant 2 (+5 Hit Points)
Theriomorphosis 2 (Two Therioforms)
Chimerist 3 (+5 Mind Points, Ritualism rituals)
Ritual Chimerism (use Chimerist rituals)
Spell Mimic 2 (mimic monster spells)
Heroic Skill
Disarming Rhetoric (Convince enemies to retreat)
Status Immunity: Enraged (Immune to the Enraged status)
Therioforms
Pterotheria (Flight)
Tachytheria (Improved Dexterity)
Eden 40
Dexterity d8 > d10
Arcanist 5 (+5 Mind Points)
Bind and Summon (Have one Arcanum, Summon and Merge)
Arcanist Ritualism (Perform Arcanist Rituals)
Emegency Arcanum 3 (Merging is cheaper when in crisis)
Fury 10 (+5 Hit Points, Equip Martial Melee Weapons and Armor)
Adrenaline 3 (+6 damage while in Crisis)
Frenzy (improved critical chance)
Indomitable Spirit 2 (extra benefits when using Fabula points)
Provoke 2 (taunt)
Withstand 3 (Guard without covering in order to recover HP or Improve Might or Willpower)
Necromancer 8 (+5 Hit Points)
Beyond the Realms of Death 5 (Gain Grave Points by dealing damage)
Fear is the Key 3 (heal from hitting Shaken or Weak opponents)
Rogue 10 (+2 Inventory Points)
Dodge 3 (+3 Defense while unarmored)
High Speed 3 (free action at start of conflict)
Cheap Shot 4 (extra damage against enemies with Status Effects)
Darkblade 7 (+5 Hit Points, Equip Martial Weapons and Armor)
Dark Blood (While in Crisis resistant to Dark and Poison)
Heart of Darkness (Form bond with enemy on entering Crisis)
Agony 5 (Recover Hit Points and Mind Points when attacking enemies with Bonds)
Heroic Skills
Powerful Strike
Extra Spells (Entropist)
Entropist Spells
Drain Spirit (drain target's Mind Points to refill your own)
Acceleration (increase target's speed)
Saphielle Naeren 40
Willpower d8 > d10
Classes
Arcanist 10 (+5 Mind Points)
Bind and Summon (One Arcanum, Merge)
Arcanist Ritualism (Perform Arcanum Rituals)
Arcane Regeneration 2 (Heal when merging with Arcanum)
Emergency Arcanum 5 (While in Crisis, merging is cheaper)
Arcane Circle 1 (Cast one free spell after Dismissing Arcanum)
Guardian 10 (+5 Hit Points, Equip Martial Armor and Shields)
Defense Mastery 5 (While equipped with martial armor or shield, reduce incoming damage by 5)
Fortress 3 (Increase HP by 9)
Bodyguard (Protect other characters when guarding)
Protect (Intercept attacks targeted at others)
Esper 10 (+5 Mind Points)
Cognitive Focus 3 (Focus attention on one target)
Navigator (Telepathy, guide people through soul realms)
Psychic Gifts 3 (One Psychic Gift)
Hypercognition 3 (reduced MP cost when targeting Focus)
Entropist 5 (+5 Mind Points, Ritualism rituals)
Absorb MP 1 (recover Mind Points when taking damage)
Entropic Magic 2 (two Entropism spells)
Ritual Entropism (Entropism rituals)
Stolen Time 1 (manipulate the flow of time)
Sharpshooter 5 (+5 Hit Points, equip martial ranged weapons and shields)
Barrage (attack multiple targets in one action)
Crossfire (block enemy ranged attacks with your own)
Ranged Weapon Mastery 3 (+3 Accuracy with ranged weapons)
Heroic Skills
Brainwave Discharge (clear Brainwave Clock and deal damage)
Rampart (First round have resistance to all damage and status effects)
Extra MP (have extra MP)
Entropism Spells
Dispel (cancel magic)
Divination (see the future)
Psychic Gifts
Clairvoyance (see visions when forming bonds or focus)
Psychic Shield (improve Defense and Magic Defense)
Reassuring Presence (Recover ally Mind Points, clear status effects from a focus)
Crypha Rellern 40
Classes
Insight d8 > Insight d10
Arcanist 10 (+5 Mind Points)
Bind and Summon (one Arcana, merge)
Arcanist Ritualism (perform Arcanist rituals)
Arcane Circle 4 (Free spell when dismissing Arcanum)
Emergency Arcanum 4 (reduced cost to merge in Crisis)
Spiritist 10 (+5 Mind Points, perform Ritualism rituals)
Ritual Spiritism (Perform Spiritism rituals)
Spiritual Magic 5 (Five spells)
Healing Power 2 (Improved Healing)
Support Magic (improved support of allies)
Vismagus (optional cast via HP)
Mutant 10 (+5 Hit Points)
Theriomorphosis 3 (Shapeshifting, Three Therioform)
Arkomorphosis 2 (improved unarmed attack)
Biophagy 4 (recover Hit Points when dealing damage)
Ecdysis (gain resistance to damage that just hurt you)
Loremaster 10 (+5 Mind Points)
Flash of Insight 2 (improved investigation)
Focused 5 (+15 MP)
Quick Assessment 2 (Spend Mind to get information at start of conflict)
Trained Memory (Perfect recall of past scene)
Spiritism Spells
Heal (Heal up to 3 creatures)
Aura (Set target's Magic Defense to 12)
Barrier (Set target's Defense to 12)
Cleanse (Remove Status Effects)
Mercy (Prevent the next time target drops to 0)
Reinforce (Grant immunity to a Status Effect)
Awaken (advance one Attribute)
Heroic Skills
Magic Guard (Set up to counterspell)
Greater Theriomorphosis (Take on three therioforms and then act)
Hope (Best Spiritism healing spell)
Extra Spells (Spiritism)
Therioforms
Arpaktida (Wolves, Insight is one die higher, Deal 5 extra damage when targeting enemies in Crisis)
Neurophagoida (Soul Wracking, Recover Mind Points when using Biophagy)
Pneumophora (Attacks can deal air damage, Awoo)
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sunsetzer · 7 months ago
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Movie tie-in games are kind of a thing of the past, (I hate saying this, it makes me feel so old, this was big in the 2000s/early 2010s damnit that wasn't that long ago 😭) but god do I want a TF One game so badly. Mostly I just want more TF One, and if we've managed to collectively save it from Badly Marketed Movies Hell where it was going to rot alongside the likes of Disney's Treasure Planet due to Paramount's nonexistent marketing, it'll be at least like two years until TF Two and the lack of marketing material means we have Nothing but the film itself in terms of official content. A tie-in game would be so dope, give me an RPG set in TF One's continuity where I can make my own little robot blorbo and choose a side. I think it could work really well with the movie's worldbuilding and where it left off.
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streakyfreak-me · 10 months ago
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my beloved pair of Space Pirates <3
love this pairing so much together
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