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Dru uses an ability she likes to call Life Thread.

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By Voguing, Pole Dancing, and erotic dancing, she can produce threads that she can use in a 30ft radius to sew or tie her victims together in a multitude of ways.

đŸȘĄ Sensual Sutures: Close range- She can sew a cut or a wound shut in a flash, for a price. Depending on how much you are willing to offer, she can make it so that you have no scarring either. >:3 You'll, however, have to heal normally with bruising, skin scabbing over depending on how extensive a job she does $$$$ Can be used for crimes....

đŸȘĄ Quick Stitch: Close range- She can sew your sleeve to your pants leg/ your jacket to your partner's dress ,ect. There is a short time when the stitching hasn't set, so you gotta distract her or you gotta mess up your outfit/ take the clothing off to get apart >:)

đŸȘĄ Criss-Crossy Apple Saucy: Mid to Long Range: She can sew hard materials together for a short moment in time. Ie, your shoes to the pavement. Just enough time to make you miss a beat in your dance and mess up your routine.

đŸȘĄ Agata AOE- She may be able to seem like she's walking on air when she on the pole, but you all feel yourself being stuck to the ground now the area around them is tough terrain. All movement is halved until you break her concentration. Can have the ability to get people stuck fully if they roll a 1-2.
STRENGTHS

Looming Shade
Shadow/ Passive
Mani always has control over his shadow. With no charge, he can shift the position of his shadow to any angle around him, and cause the shadow itself to move, as if it had a life of it's own. The shadow can be lengthened to up to 8 feet. When he enters a heightened state of emotion, his eyes can shift colour do be darker, and his tattoos can twitch and move like tendrils across his body.

Dark Amalgam
Shadow/ Fusion/ Passive
For each charge of vibe Mani has, his own shadow can be lengthened by an additional 3 feet.
When Mani's shadow touches another shadow he can merge them, extending his shadow to the space of that shadow. He can chain this to any shadow, up to a range of 30 feet. If a creature is aware of Mani's Vibe, they can make a contested roll (Mani's Guts Vs the resisting STEPer's Guts) to stop their own shadow becoming amalgamated.

Shadow Strike
Shadow/ Ink/ Active
Mani can spend Vibe to infuse his shadow with the Abyss ink over his body. By infusing his shadow with this sliver of ink, it can tangibly interact with the shadows of other objects and creatures.
Mani's shadow (and by extension, any shadow he has amalgamated) can cause phenomena to occur in objects via their shadows. For example, if Mani's shadow pushed the shadow of a box, the box might be shoved off of its perch. When Mani's infused shadow interacts with an object, no roll is required. He can use these interactions to attack, making the regular roll for a round of a throwdown, causing psychic damage if their shadow is struck when doing so.
The size and number of objects Mani can manipulate during a throwdown correlate to his strength of will. Examples include:
. Multiple small objects (one or two handfuls), pens, cans, etc, possibly multiple.
. A single object that could be lifted by Mani himself, such as crates, chairs, etc.
. He must make a roll of 7+ on 2d6 to throw objects that would be considered large, such as mopeds or long benches, or push objects that are large and particularly heavy (such as dumpsters).

Inky Form
Shadow/ Ink/ Active
Mani can spend Vibe to invigorate his tattoos to become living shadow on his body. Whilst benefitting from this, he can create appendages, enhancements, and defences that draw upon the power of the ink. For example, he could transform his hand into a shadowy claw, create a tar like-maw to bite with, create a shifting barrier for a moment around himself, or lash out with a spike originating from his chest. IF Mani's shadow is infused, he can drastically change it's shape when using this ability, and it reverts back to his natural shadow when it is no longer infused.

Tenebrous Avatar
Shadow/ Transformation/ Active
Mani can spend Vibe to become a shadow. When he does so, he becomes impossible to discern from a regular shadow, entirely silent, and exceptionally fast, the only sign of where he is the pinprick like orbs of his eyes. Whilst a shadow, Mani can quickly travel through or linger inside other shadows. In a throwdown, Mani can spend a round hiding in the shadows to make a Contested Guts Vs Wits roll to hide, STEPers having disadvantage on attack rolls against him whilst he is hidden. Whilst hidden he cannot fight in a throwdown, unless he reveals himself.
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Death by 1000 Cuts

[Ranged]Delia summons a multitude of paper darts. She then uses them to relentlessly chase down her opponent, slashing papercuts into any exposed skin until the darts are destroyed.

Paper Shields

[Self/Ally]Three shields made of paper manifest around herself or an ally. She has to concentrate to maintain them hovering around their target. This grants them temporary protection from attacks as the shields get destroyed.

All Wrapped Up

[Close Range]Paper streamers fly toward the opponent and wrap around their body. If they get around their legs they could be tripped or restrained. As more streamers are added it becomes harder to break out of their hold.

Paper Weapon

[Melee]If she has a surplus of Vibe, Delia can summon a weapon made of reinforced cardboard. This can take form or a sword, axe, or any other melee weapon. The more Vibe she has built up, the bigger and stronger the weapon will be. She can then manipulate it like any other paper, making it float and slash without having to hold it. If she loses Vibe below a certain threshold, then the weapon will vanish.

Aesthetics

Her vibe augments her body with the qualities of paper. Her skin is paperlike in texture, lacking color, and her hair falls in flat sheets. When she blushes, the pink shade spreads like a watercolor wash.
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Vibe Mimicry

“Lemme Try that Out”
Takeo can copy a Vibe that is being used in a close proximity to him that he can either see or feel the effects from. He cannot 1 to 1 copy a Vibe that utilizes unique physical constructs to function unless a similar object or structure is readily available to him.

In a fight, Takeo will automatically roll with disadvantage for the first round of a throwdown unless he has previously successfully Mastered at least one move from the Vibe of the Stepper he is fighting.

Unless agreed upon otherwise, Takeo will have never copied a Vibe that belongs to any active PCs outside of those encountered canonically within documented RPs.

“Does it Go a Lil’ Somethin’ Like This?
Takeo gains the ability to copy a Stepper’s moves as they’re revealed to him.

Even if Takeo has mimicked a Vibe previously, when he is attempting a new move, he will roll with disadvantage on his first attempt at mimicking it.

Takeo will continue to roll with disadvantage until he achieves a mixed success or higher on a roll to use the move in question.

“Now I’m gettin’ it!”
Takeo starts to understand the way the Vibe works.

When Takeo mimics a Move with a mixed success, Takeo will make flat rolls when using that move for the duration of the current throwdown.

If he achieves a success or critical success, the Move is considered "Mastered" and he will always make flat rolls moving forward when using it as described. (If a Steppers Move is improved or altered mechanically, the Mastery will reset.)

If the throwdown ends without Takeo achieving higher than a mixed success, he will resume rolling with disadvantage in any subsequent throwdown until Mastery is achieved.

Against High Level Steppers
The number of disadvantaged rolls Takeo incurs when Move mimicking increases along with Stepper notoriety to 3 sets of 2d6 for Boss Level steppers and 5 sets of 2d6 for Leaders.

While successful uses of these moves are potentially achievable in combat, Mastery of any Boss or Leader level move (unless otherwise agreed upon) is Impossible.

In addition, mimicking moves from powerful steppers can occasionally come with kickbacks. Kickbacks, along with deciding when and how they are applied, can be discussed in DMs as a fight progresses to decide on specifics based on the moves Takeo is attempting to mimic.

Quick Combat Rules
Unless all participants in the combat agree that Takeo has enough of an understanding of his opponent's Vibe to mimic it efficiently for the duration of the event, he will make his rolls with disadvantage for a number of rounds equal to half the potential rounds to win rounded down.
Example: Best of 3; Takeo will roll with disadvantage for one combat round.

Dice Mechanics (2d6 System)
Disadvantage:
Roll 2 or more sets of 2d6 | The lowest total is applied to the move
Range of Success:
2 - Critical Failure with Consequences | 3-6 - Failure | 7-9 - Mixed Success | 10-11 - Success | 12 - Critical Success
‱ Fire Dancer ‱

C'mon, I got some aggression to get out...

Sam's Vibe calls for a very forceful form of fire - it ain't pretty; it's meant to intimidate in its brutality, favoring violent explosions, being a danger to both herself and anyone in its way.

When she dances to perform, the show can get pretty sparky and sometimes even loud. In combat, she will deal vicious blows to keep her opponents off kilter and scrambling to counter her.


Type: Fire
Weakness: Water, Earth
Passive

Sam's Fire Vibe makes her uncomfortably warm to the touch of others, though she typically appears to be unaffected; when tempers run high, however, she sweats like a pig and she may even overheat, rendering her incapacitated until she chills out. Her freckles glow like little embers, responding to her emotional state; when calm, they are smoldering, but when furious, they are aflame.

Conflict Medication
Attack - ST - ranged, up to 30ft; requires staff; roll 2d6

Sam’s staff strikes and is halted by her free hand’s palm, aimed at an opponent; the moment the staff hits her palm, a fireball will shoot from the forward facing staff head.
Details
  • Sling a fireball from a staff head
  • This is an accurate shot
  • Sam has a couple of seconds to further guide it
  • Crit = may set a jacket on fire

Dance For Me
Attack - AOE - ranged, up to 25ft; cone; requires staff; roll 2d6

Sam spins her staff as quickly as possible, and lobs off multiple small fireballs within milliseconds of each other.
Details
  • A rapid pepper of 6 fireballs
  • Low roll means less hit; high roll means bruising like paintballs
  • Inaccurate, but Sam has a couple of seconds to attempt to guide them (singular or as a whole)
  • Their spread depends on the orientation of her staff. Horizontal spinning will result in a horizontal spread; vertical, then vertical. Diagonal, much the same.

Hear Me Out
Attack - AOE - melee, up to 8ft; cone; roll 2d6

Same takes a deep breath and breathes fire when enemies attempt to get within melee range.
Details
  • Disorientates opponents; may singe eyebrows

Deal With It
Attack - ST - Melee, up to 3ft

Sam strikes with her staff, causing the staff head closest to her opponent to explode in flames similar to her fireball technique.
Details
  • A fireball explodes from the closest end of the staff upon striking a target
  • Useable without staff, but at disadvantage and possibility of self injury
Skeletal Cloning

Nails can make skeletal clones of herself, meaning she can conjure replicas of her own skeleton. She can summon 2 full-body clones at a time. When summoned, she can command the skeletons to do her bidding. Each clone lasts 15 minutes, if they're not destroyed or dismissed first. She has to be dancing throughout this time, or else the skeletons will begin to fall apart.

When Nails begins to dance, she can summon one clone after 30 seconds (1 turn) of dancing. The bones will form in whatever order she likes, coming into shape as if by magic or an illusory mirror image. The clone takes about 5 seconds to fully form from toes to head. The second clone will appear after another minute of dancing. These clones can only move within a range of 30 feet; if they are dragged away from their summoner beyond that range, they will go poof.

The bones she summons are made up of and animated by Vibe; they're not real bones. The skeletons are stronger than Nails herself, but not intelligent. Nails must give the skeletons verbal commands for them to perform complex actions beyond punching or kicking the determined target. They cannot move of their own volition. Physical attacks are effective against Nails's clones; after enough hits, the bones will discorporate.

Instead of full-body clones, she can also summon select pieces of skeleton: arms, teeth, ribcage, marrow, etc. Unlike her full-body clones, these pieces can be summoned immediately. However, they will still dissolve after enough hits. These bones also last 15 minutes, and count towards her "two clones at a time" rule. Some of Nails’ go-to attacks are:

Teeth Bullets - Up to 64 teeth are summoned, spun in a circle, then shot root-first towards the target.

Arm Flail - Up to 4 arms are summoned at a time. The arms can grab at a target, or link into a sort of chain. This can act as a flail or a grappling hook.

Ribcage Shield - A ribcage (or pelvis) is summoned to absorb a blow for Nails.

Spine Whip - One (or two interlinked spines) are summoned and snapped towards a target, like a whip.

Knuckle Knuckles - Skeletal hands interlink fingers with Nails, acting as "brass knuckles" to deal extra damage with her punches.
Wendy Moveset Baton

Wendysnax

Wendy’s Vibe manifests into the form of dispensable Wendysnax (NOT affiliated with Vendy Barsℱ). Not only are Wendysnax delicious AND nutritious
 they grant their consumers temporary Vibe boosts!*
(*33% chance of success)

To replenish its stash of Wendysnax, Wendy must dance. 5 minutes of dancing = 1 fresh snack formed. It can create a maximum of 6 snacks per day, and can stockpile them over time to a maximum of 24. Wendysnax lose their Vibe potency within 24 hours of "freshness", turning day-old Wendysnax into regular candy bars.

Vibe effects granted by Wendysnax last 5 minutes, with the exception of Original Flavour snacks, which last 10 minutes. Steppers who consume (1) snack will experience one of these effects:

[Roll 2d6]
0-2 - Bubblegum flavour - Critical Fail: Vibe effectiveness halved [-2 to attack rolls]
3-5 - Mint Chocolate flavour - Fail: No effect, but you feel a bit nauseous [roll at disadvantage]
6-8 - Salted Caramel flavour - Mixed Success: No effect, but you feel a bit energized [roll with advantage]
9-11 - Lemon flavour - Success: Vibe effectiveness doubled [+2 to attack rolls]
12 - Original flavour - Critical Success: Vibe effectiveness doubled, for double the time! [+2 to attack rolls, 2x time]

It takes one turn to purchase, then eat a full snack. Wendysnax are DENSE... with delicious nutrients!

If a consumer isn't satisfied with their first Wendysnax, they can purchase and eat another in their next turn. Effects do not stack; eating a second snack will replace the effects of the first snack.

If multiple snacks are purchased within 5 minutes, the consumer gains a disadvantage to their subsequent Wendysnax rolls. The 2nd roll will have a -1, 3rd is -2, 4th is -3, etc. The more snacks consumed, the harder it is to roll a success. Unless you're willing to fork up the big bucks? ;-]

Do Wendysnax taste good? What are they made of? What texture do they have? These answers remain unclear and ever-changing.

Strengths & Weaknesses

Strong against: [attack roll with disadvantage]
- most physical attacks
- electric and "tech manipulation" attacks

Neutral: [normal attack roll]
- fire attacks
- water/ice attacks

Weak against: [attack roll with advantage]
- psychological/emotional manipulation Vibes
- corrosive attacks

Leaders, MCs, and Knights ignore these dis/advantages.

It seems particularly vulnerable against Vibes that attack its psyche; a curious weakness for a machine. It cannot be hacked (or so it claims?) and "tech manipulation" Vibes have little effect on it.

Attacks

A non-exhaustive list of Wendy's "Jamdeaf" style attacks:

Snack Attack (Ranged) - Up to 24 day-old Wendysnax are fired at the target.

Scratch (Melee) - In Wendy Original form, Wendy scratches with its claws.

Punch (Melee) - In Wendy B-Boy form, Wendy punches with its fists.

Trust Fall (Melee) - Wendy attempts to crush the target with its large body.
Lullaby
Active Effect
RĂșadhnait activates her Vibe by singing, and her Vibe is her song. Her songs are always lullabies, no matter what she’s singing, though she jives best with slow, gentle songs.

In a generalized area, anyone who can hear her without any kind of barrier, such as through a microphone or hearing aide, will become relaxed and sleepy, showing the general unfocused behavior of those who would much rather be napping.

With effort and focus, RĂșa can narrow this effect to a single target, which multiplies the effect and (attempts to) force them asleep. The longer RĂșa sings, the more compounded this effect is, and the more tired her target becomes.

Within a throwdown, the practical effect is the same: if RĂșa wins the majority rolls, her opponent falls asleep and ends the throwdown. With each round that RĂșa wins, her opponent gains a -1 for the next round. These can stack, but if the opponent still beats her roll, then they lose the negative until RĂșa wins again, starting again from -1.

Example:
Round 1: RĂșa wins a roll against Bandito X. Bandito X has a -1 for their next roll.
Round 2: RĂșa wins a roll against Bandito X. Bandito X has a -2 for their next roll.
Round 3: RĂșa loses the roll against Bandito X. Bandito X loses all negatives to their next roll.
Round 4: RĂșa wins the roll against Bandito X. Bandito X has a -1 for their next roll

RĂșa herself cannot physically attack her opponent or they will wake up/lose sleepiness, but this does not count for other physical damage (i.e. her opponent cannot pinch themself awake, or trip and hit the ground).

At any point a target can choose to not resist and fall asleep. This sleep is natural and will not harm the individual, and they can be woken up with enough effort (a simple drop to the ground will not do it) as long as RĂșa has stopped singing. If not woken up by outside means, they will sleep a variable amount of time based on their body’s needs.

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Dreamweaver
Active Effect
RĂșadhnait can choose to finish a lullaby, topping off her Vibe, and then fall asleep next to her target. This allows her to enter their subconscious dreams lucidly.

Within the dreams, RĂșa can choose to affect their content and tone, giving good dreams or bad, though the original dreamer’s subconscious will always have some sway. RĂșa can also choose to make the target dreamer lucid, allowing them the ability to play in their dreamspace. Again, that dreamer’s subconscious will always have some sway, and dreams can rarely be controlled completely.

Using this ability is still restful sleep for the dreamer (unless nightmares are introduced), but RĂșa gains no rest from it. She will only be able to maintain this for a few hours before she runs out of Vibe and is ejected from a dreamer’s subconscious and back into her own. Any attempt to wake either RĂșa or her target will return them back to their own consciousness with no issue.

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Hush Little Baby
Passive Effect
Because RĂșadhnait’s Vibe is also literally her voice, even her spoken words can cause those around her to relax and lose focus. While they shouldn’t fall asleep unless exceptionally tired, RĂșa herself finds this annoying because people have trouble paying attention to what she’s saying. She usually filters her voice through a mic’d mask or uses sign language because of this, unless she is intentionally trying to inflict this state on others.

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Sleeping Gas
Passive Aesthetic
When singing, and sometimes while speaking, a cloudy, pastel, sparkling vapour pours from RĂșa’s mouth. It does not provide cover and is usually denser than air, though in the initial stages may float around her head before drifting to the ground. The gas has no practical effect, and touching it or walking through it does not make one sleepier or more alert.

Moderators: AJ_89 Steven (played by Robo-Craig) QnQ Hide Miyagawa (played by Monoclejack)