Editing
CthulhuTech
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Basic Forms=== *The '''Phantom''' is the closest the Eldritch Society has to a foot soldier. They are aggressive and tough, capable of fighting at both range and close combat with lethal efficiency. Their most common weapons are blades sprouting from their palms, blasts of arcane energy coming from its forehead and a howl capable of knocking something out of the sky and knocking a land-based target down. Variants include application of their claws over their blades and other applications of their howls to deal with enemies. Their Limit Weapon is called the Tentacle Sheathe, where a mass of tentacles shoot out of their chest, hitting all targets in close range and dragging one back to be devoured. *The '''Mirage''' is the other common Tager fielded by the Eldritch Society. More fit for a less direct role in combat, a Mirage draws its name from its ability to create a displacement field around itself making it appear as if it was several feet away from its true location. This, paired with its natural agility makes it more fit for a stealth-oriented approach, closing in on targets and eliminating them that way. If the jig is up and a fight breaks out it can deliver powerful blasts of solid light to attack from a range, or lash at enemies with its barbed tentacles capable of restraining a target. Mirages tend to be precise, cautious and very aware of their surroundings. Variants of the Mirage use their tentacles in different ways, mainly to hinder enemies rather than kill them. Their Limit Weapon is a non-lethal one: it generates 1d5 harmless copies of itself capable of distracting the enemy by making the pack seem more numerous than it actually is or use them as a diversion while the real Tagers flank the enemy. *A '''Shadow''''s greatest ability is to make itself completely invisible, allowing it to strike where it needs to as the situation requires. The quills it can fire from its body are coated with a paralytic poison, capable of knocking someone out for several minutes. The spines on its appendages might lack this poison, but in close range a Shadow can easily kill a target taken down by its debilitating poison. Shadows are patient and cool of temper, yet will kill without hesitation or feeling when the situation calls for it. Variants of the Shadow can employ their ranged quills as a burst attack at the cost of range, use its poison at close range or make a single ally invisible as well. With Multiport, its limit weapon, it can ninja it up by appearing all around targets within its range and strike several targets in quick succession. As a being meant for stealth it is only lightly armored and not fit for prolonged fights. *'''Whispers''' are not meant for combat. They are not particularly strong or tough and have no particularly strong weapons. What they lack in a straight up fight however they have in feistiness, a massive array of senses including hearing, x-ray vision, thermal senses and sonar all at long range, the ability to deploy blasts of blinding light and the ability to fly. A Whisper is often determined, observant, patient and has an eye for detail. They also tend to develop voyeuristic tendencies. Some Whispers are tougher than others, gaining access to more powerful weapons than their usual entangling whips. While their Limit Weapon, Razor Wing, can do quite some damage it is used best as an escape route, allowing a Whisper to dart between enemies in a relatively straight line and hit them all as the Tager makes their escape. *'''Echoes''' are the most predatory of all the Tagers. They are also the only amphibious Tager who can move extremely fast underwater and can breathe there as well, making it the only Tager to be able to function in the water with any skill. That doesn’t mean that they are helpless on land: they have powerful jaws capable of tearing through flesh and bone and a beam attack that works as well underwater as it does on land. An Echo can also release a cloud of blinding ink as if it were a squid, but this only works underwater and has a limited number of uses (10) per day. Variant Echoes can also tear at their targets with their claws, can electrify any target they strike or strikes them, and deploy a sonar pulse capable of detecting nearby foes. Echoes have amazing sense of scent, being able to detect blood in less than one part per million in both air and water. Smelling blood however makes the Echo rather antsy, and it allows it to use its Limit Weapon, Frenzy. This greatly speeds up the Echo and allows it to close in on a target to tear at it with great ferocity, and the speed it travels at creates so much froth in the water the Echo becomes partially obscured. In their human form these Tagers are naturally aggressive with enhanced senses, have a love for water, live on instinct and love to chew on hard and tough food. No Jawbreaker is safe within reach of an Echo. *The '''Spectre''' is a creature of death. Unnaturally cold they can freeze anything they touch to lethal effect. Spectres also extrude something called the Gravewind: a putrid mist obscuring their forms and being a threat even to other Tagers and Dhohanoids. But their greatest ability is to turn insubstantial, allowing them to phase through pretty much anything that’s not warded against otherworldly things. This also doesn’t make them immune to attacks: chalk it up to mystical stuff. Variant Spectres are capable of extending this phasing to one other living being for a while, but this rapidly drains their Orgone. Other abilities is to mystically age a target up to slow it down, and change the Gravewind so that it immediately obscures an area instead of dealing damage as well. Their Limit Weapon is called Phasing and allows them to enter a living target and materialize inside of them, tearing them apart from the inside. Spectres are precise and very determined, yet aloof, emotionally distant and have trouble connecting with other people. *The '''Nightmare''' is massive, towering over many of its Tager compatriots with its massive 9’ body, extremely powerful arms and its wide upper body that seems to be lacking a head. The Nightmare’s signature weapon is located on its shoulders, where a pair of pods rest that shoot crimson balls of mystical force at its enemies, capable of punching through any man-sized target. With its massive claws and arrays of tentacles it can restrain a target and make it tear it apart with its massive strength. Variant Nightmares can employ their bulk and stomp on enemies after jumping into the sky, or send out blasts of energy traveling alongside walls and floors to find their target. Its Limit Weapon is the potent Mystic Blast, ripping a hole the size of itself in anything straight ahead of it for several yards and is capable of bringing down even the largest of targets. On top of this a Nightmare regenerates very fast and is quite tough. Nightmares are menacing, cold-tempered and murderous, reveling in shedding the blood of its enemies. *The '''Vampire''' is akin to a mix of a Whisper and a Nightmare. Its massive form is carried aloft by a pair of leathery wings with a span of well over 30 feet. From the air it can rain down sprays of cruel barbs capable of dealing horrifying damage to living creatures. Up close their mere touch can boil the blood in an enemy’s veins and can decay inanimate objects. Their most lethal weapon however is their Limit Weapon, the Bloodbath. This is essentially a massive bleeding tumor dropped from above, showering every target within 20’ in its gore. That’s when the hemorrhaging begins: all struck begin to bleed violently from every hole in their body. Hiding behind something won’t work: unless you’re mystically shielded you’re done for if you’re within range of the blast. This makes the Bloodbath capable of taking out even a mecha pilot, though doing so against more than one is next to impossible. Variants of the Vampire play up the powers of their namesakes: mastery over the dark, cowing enemies into submission and, coming from their bat-like nature, a sonic blast capable of stunning and hurting a target. Vampires are, to put it mildly, not very nice people. They are arrogant, predatorily, bloodthirsty and very cruel, with a love of torture. Falling into the hands of a Vampire is a cruel fate indeed, with victims who somehow survived being riddled with scars and visibly damaged blood vessels. *The '''Efreet''' is a thing of fire. Always on fire, the Efreet chars the ground it walks and can ignite things with a touch. Its body burns so hot that anything striking it will be hurt from the temperature alone. The Efreet’s main downside is that it’s pretty much a torch in the dark, but when an Efreet is deployed subtlety is not needed. It is the strongest of all Tagers, capable of hitting with more force than even the Nightmare. It has no special weakness to being submerged, and it is immune to fire and other blasts of high temperature. The Efreet attacks with its powerful fists and the searing heat of its breath. Certain Efreet can also attack with whips of fire, stare enemies into submission or blast everything around them with fire. Its Limit Weapon, the Meteor Strike, calls down a rain of superheated rock attacking anything within a 400 square foot area, capable of dealing massive damage and hits all targets within range. Efreet are proud, righteous and relentless, seeing themselves as the greatest enemies of the servants of the Old Ones. *The '''Widow''' is a mix of a spider and terror. It can move and climb frighteningly fast, hiding in the shadows and waiting for the perfect moment to strike. It can produce webbing capable of restraining all but the strongest targets and can support great weight with ease. Initially caustic as well, the Widow can weaponize its webs or just restrain someone with it. Additionally, the bite of a Widow can paralyze a foe, allowing it to easily overpower a prey for capture, or play with it before killing it. Certain Widows can weaponize their jumping ability to pounce on their foes or use their webbing as personal armor. Their Limit Weapon, Cocoon, allows them to encase a foe in a, well, cocoon. After that they can decide on what to do with the target: either encase it and have it suffer some minor damage from the caustic threads, or inject them with venom that will liquefy their insides and allow the Tager to drink them. Widows tend to be morbid, patient, cold-blooded, cruel, and have a love for the grotesque.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information