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EryaHistoria

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  1. Hikari disappears in into a flash of red particles, appearing behind Icarax.

     

    Hikari uses Dispersal Slash dealing 10d6+DEX. Her Prometheus Blood Code allows for the attack to deal 30% extra damage.

     

    Spoiler

    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

  2. Hikari moves quickly and slashes into the Rahi-Nui dealing 5d6+DEX damage. Her Prometheus Blood Code allows for the attack to deal 30% extra damage.

     

    Spoiler

    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

  3. Hikari pulled back quickly into a hidden guard stance and lunged forward to the enemy.

     

    Hikari slashes upwards at the Trespasser Spawn Tyrannosaurus dealing 5d6+DEX. Her Prometheus Blood Code causes the attack to deal 30% extra damage with the strike.

     

    Spoiler

    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

  4. "Oh, this should be fun!" Her sword appeared in a flash of blood red particles. "It's like one of those plot twists in the mystery novels I used to find around! Ha!" Her expression turned from amusement to determination as she went in for the strike.

     

    Hikari uses Dispersal Slash dealing 10d6+DEX damage to the Rahi Nui. Her Enhanced reaction time activates, granting an extra action. She activates her Blood Barrier blocking the next 2 attacks to her.


     

    Spoiler

    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle 

     

  5. "Here take this!"

     

    Hikari uses Blood Transfusion on Cicivexa, healing them for 20hp and causing Hikari to lose 20hp. Her Blood Barrier remains active.

     

     

     


    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

     

    Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage)

     

  6. UB-65 walked over and took a seat on a sizable rock near the two and took out her notebook and pencil that was nearing the end of its life. She looked at IP, "If you two want to fight, then go ahead." She looked to both of them, "Just no killing or maiming or whatever it is those spell cards do."

     

    She looked to her side and motioned as if she wanted someone to sit next her, before finding the next blank page of her notebook. I hope I don't have to step in. Please, I really dont want to step in.

  7. Hikari used Dispersal Slash to attack Medusa from behind with the Star Storm Spear dealing 6d6+STR in damage. Enhanced Reaction Time activated granting an extra turn, which Hikari used to make Drain attack. A metal spear-like tail erupted from Hikari's bloodveil and stabs into Medusa, dealing DEX in damage and healing Hikari for 1/2 DEX. Blood Barrier is still active.

     



    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

     

    Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage)

  8. Hikari manifested her sword in flash of red particles and took a defensive posture.

     

    She activates Blood Barrier, blocking the next 2 attacks

     



    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle



  9. Name: UB-65

    Age: 20

    Gender/Sex: Female

    Race: Haunted Submarine

     

    Appearance: Scrawny, with pale white skin. She was essentially the runt of the litter when it comes to her siblings. She typically wears a black ww1 imperial German naval uniform, with ruby red jewelry and markings. She tends to have breathing issues, cured by a simple inhaler that she received from a doctor in her travels as an experiment to her case. She has longish hair (dirty blonde and grey-like white) and is short (standing at only around 5'6).

     

    Personality: She tends to stick to herself, for the most part, only really speaking to others when spoken to or there is something that she deems to be urgent at hand. She prefers to write in a notebook almost daily and keeps several notes on those around her. She tends to keep secrets, yet is brutally honest with those that approach her.

     

    Level: 6

    HP: 84

    Init: 9

     

    Stats:

    Constitution: 9

    Dexterity: 9

    Intelligence: 9

    Strength: 2

    Synergy: 5

     

    Perks:

    Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.

    Run Silent, Run Deep - Grants action Crush Depth

    Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown

    Hidden Repair - Regen 20% of max HP in healing if not attack for one round

     

    Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

     

    Actions:

    Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

     

    Torpedo Attack 8 - Causes 8d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.

    Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.

    Level 2: 4d8+Dex

    Level 3: 5d8+dex

    Level 4: 2 Round Cooldown

    Level 5: Can set a fuse to launch the following turn after activation as a free action.

    Level 6: 6d8+Dex

    Level 7: 7d8+Dex

    Level 8: 8d8+Dex

     

     

    Spectral Attack 8 - One target is selected for a haunted targeting, give attacking friendly 9 extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked

    Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round

    Level 2: 5 extra damage die

    Level 3: 6 extra damage die

    Level 4: 7 extra damage die

    Level 5: 8 extra damage die

    Level 6: No cooldown

    Level 7: Lasts until target is attacked next

    Level 8: 9 extra damage die

     

     

    Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated

    Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated

    Level 2: damage reduction by 3 universal

    Level 3: damage reduction by 4 universal

    Level 4: damage reduction by 5 universal

     

     

    Equipment:

    Deck Gun 4 - 4d4+Dexterity on one target

    Level 1: 1d4+Dexterity on one target

    Level 2: 2d4+Dex

    Level 3: 3d4+Dex

    Level 4: 4d4+Dex

     

    Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks

    Level 1: Grants 2 damage resistance to slashing damage

    Level 2: Grants 3 damage resistance

    Level 3: Grants 4 damage resistance

     

    History of UB-65:

     

    General Theme:

     

    Battle Theme:

     



    Name: Hikari Murasame

    Age: 21

    Gender/Sex: Female

    Race: Revenant

    Appearance: Shorter than many, at only 158cm, she does not seem as if she would pose much of a threat to any enemy that would come across. She has pale-ish white skin and silver messy shoulder-length hair, which tends to fall in her eyes at the weirdest moments. She has a roman numeral 13 stitched into her hair on the front with red string.

    Personality: Due to continuous battles and fighting since reviving for the first time, Hikari's personality and mental strength has been put to the test. The sheer amount of shocking and scaring things, along with slowly losing her memories each time she revives, that she has seen has caused her to develop some mental issues, primarily something of a split personality. These tend to be an issue when she is put under a large amount of stress, among other things.

     

    Personality 1: Hikari is a quiet and friendly person who enjoys the company of others. Although she does not like to speak too much, she isnt afraid to start or hold a conversation. She tries to protect and comfort those that she sees as friends. She is typically calm and collected inside of battle and tries to think of rational ways out of situations.

    -or-

    Personality 2: Hikari becomes completely irrational, seeing anything around her as a possible threat. Her bloodthirst grows exponentially to near Frenzy levels causing her to actively seek sources to draw from (bloodbeads or even other people). She will stop at nothing to get them, going as far as even attacking someone and everyone in her way. She can begin to hallucinate during this state. This is caused by exposure to stress and/or reaching near starvation, and although many things can bring her out of this state the only truly effective way is blood or bloodbeads.

     

    Level: 6

     

    HP: 84

    Init: 10

     

    Stats:

    Constitution: 9

    Dexterity: 10

    Intelligence: 3

    Strength: 9

    Synergy: 3

     

    Perks:

    Enhanced Reaction Time - Grants an additional action once every 3 turns

     

    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.

     

    Prometheus Blood Code - Increase damage dealt by 30%

     

    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.

     

    Flaw:

    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:

     

    Dispersal Slash - Allows Hikari to teleport behind an enemy and attacks. Adds 5 additional damage dice to the weapon Hikari is attacking with. Can be used once every 2 turns.

    Level 1: Allows Hikari to teleport behind an enemy and attacks. Adds 1 additional damage dice. Can be used once every 3 turns.

    Level 2: Adds 2 additional damage dice

    Level 3: Can be used once every 2 turns

    Level 4: Adds 3 additional damage dice

    Level 5: Adds 4 additional damage dice

    Level 6: Adds 5 additional damage dice

     

    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every other turn.

    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.

    Level 2: Can be used once every 3 turns

    Level 3: Can be used once every 2 turns

    Level 4: Barrier blocks 2 attacks

    Level 5: Can be used every other turn

     

    Blade Dance - Hikari is allowed to make an attacking move before the start of the battle as an extra action.

    Level 1: Hikari is allowed to make an attacking move before the start of the battle as an extra action

     

    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 2 turns. Removes the effects of Bloodthirst.

    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage, heals 1/2DEX. Can be used once every 4 turns.

    Level 2: Removes effects of Bloodthirst

    Level 3: Can be used once every 3 turns

    Level 4: Can be used once every 2 turns

     

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.

    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.

    Level 2: Removes a stated amount of HP

    Level 3: Can target a friendly directly above or below her in initiative

    Level 4: Can target a friendly of her choice

     

    Equipment:

    Hanemukuro Sword - Weight 7. Deals 5d6+DEX damage. Inflicts slashing and piercing damage.

    Level 1: Weight 7. Deals 3d6+DEX damage. Inflicts slashing and piercing damage.

    Level 2: Deals 4d6+DEX damage

    Level 3: Deals 5d6+DEX damage

     

    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.

    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.

    Level 2: Resists 5% of all Slashing and Piercing damage

    Level 3: Resists 10%

     

    Purifier Mask - Weight 7. Automatically resists one gas based debuff per battle.

    Level 1: Weight 7. Automatically resists half of the damage from one gas-based debuff per battle.

    Level 2: Resists one debuff per battle

     

    Theme 1:

     

    Theme 2 (Bloodthirst):

     

    Battle Theme:

     



    Name: Albert Truchseß von Stuotgarten

    Age: 53

    Gender/Sex: Male

    Race: Human

    Appearance: Average height and weight (for the time), old, white skin, and silver hair. He has the typical wise old man look, with a scar stretching across his face diagonally from left to right. Wearing white painted plate armor with a black cross painted across it and carrying a shield of the same pattern, a solid white cape is draped across his shoulders. His sword's scabbard, placed on the left side of his body, has been worn through the years of service in the Teutonic Order.

     

     

    Personality: Humble and caring to those around him. He tries his best to embody what it means to be a member of the Teutonic Order through and through. His relationship with his faith is strong, and he does his best to spread hope with it during the toughest of occasions. He never attacks anyone unless he or someone else is in danger or his faith has deemed it appropriate.

     

    Level: 6

    HP: 84

    -Energy: 42

    Init: -3

     

    Stats: (34/34)

     

    Constitution: 9

    Dexterity: 0

    Intelligence: 4

    Strength: 9

    Synergy: 12

     

    Perks:

     

    Zeichen des Deutschen Ritters: Albert gains a pool of holy energy equal to 50% of MHP that is used to pay health costs in lieu of actual health. This pool can be healed if he is at full health (but will not automatically overflow.)

     

    Der Ruft des Ordens: Albert's healing actions are 30% more effective.

     

    Heiliger Verteidiger: Albert's attacks have life steal that restores the energy pool. Life Steal is 25% of damage dealt.

     

    Meister der Schlacht: Grants an additional action once every 3 turns

     

     

    Flaw:

    Gottesfurcht: Albert will accept no healing from anyone but himself or God.

     

     

    Actions: (20/20 AP)

    Inbrünstiges Gebet: Albert's fervent prayer brings the wonder of God's healing to a selected target healing 6d10+SYN. Costs 2[Level] HP.

    -Level 1: Heal a target for 1d6+SYN, paying [Level] HP.

    -Level 2: 2d6+SYN healing.

    -Level 3: 3d8+SYN healing. Increased cost to 2[Level].

    -Level 4: 4d8+SYN healing.

    -Level 5: 5d10+SYN healing. Increased cost to 3[Level].

    -Level 6: Reduced cost to 2[Level].

    -Level 7: 6d10+SYN healing.

     

    Hand von Wunder Gottes: Albert asks God for to perform a miracle in return for his lifelong oath that he has taken. Heals all allies (except for Albert) for 4d4+SYN. Costs 15% MHP and has a 2 turn cooldown.

    -Level 1: Pay 20% MHP, and heal all allies (except the caster) for 1d4+[SYN]. 2 turn cooldown.

    -Level 2: 2d4+SYN.

    -Level 3: 3d4+SYN.

    -Level 4: Reduces cost to 15% MHP.

    -Level 5: 4d4+SYN.

     

    Schild Gottes:  Albert braces himself behind his shield causing a holy barrier to be formed. Grants a temporary HP pool of 8[Level]. [Level] of the HP pool is used to absorb damage from incoming attacks. 2 other allies may take cover behind the barrier or leave the cover of the barrier as a free action. When depleted, he cannot brace for 2 turns. After 2 turns the HP pool is refilled.

    -Level 1:  Grants a temporary HP pool of 4[level].  [Level] of this pool is used to absorb damage from incoming attacks.  When the pool is depleted, the shields go on cooldown for 2 rounds, after which the HP pool is refilled.

    -Level 2: Increases the HP pool size to 6[level].

    -Level 3: 2 allies may take cover behind the barrier or leave the cover of the barrier as a free action

    -Level 4: Increases the HP pool size to 8[level].

     

    Kreuzfahrer-Angriff: Albert bashes the enemy with his shield when they get close. Deals 2[Shield damage reduction] to a single target and stuns them for 1 turn.

    -Level 1:Deals [Shield Damage Reduction] to a single target.

    -Level 2: Deals 2[Shield Damage Reduction] to a single target.

    -Level 3: Stuns the target for 1 turn.

    -Level 4: No cooldown.

     

    Equipment: (8/8)

     

    Großmeister-Klinge: Weight 9. A Bastard Sword engraved with the motto of the Teutonic Order, "Helfen, Werhen, Heilen." Deals 3d10+STR slashing/piercing damage.

    Level 1: 1d10+STR slashing/piercing damage

    Level 2: 2d10+STR slashing/piercing damage

    Level 3: 3d10+STR slashing/piercing damage

     

    Großmeister-Schild: Weight 12. A kite-styled shield that is common among the Knights of the Teutonic Order. Grants a +3 damage reduction universal.

    Level 1: Grants a +2 damage reduction universal.

    Level 2: +3 damage reduction universal. Adds 3 weight.

    Level 3: Decreases weight by 1

    Level 4: Decreases weight by 1.

     

    Teutonische Rüstung: Weight 9. Plate Armor that is common among the Knights of the Teutonic Order. Grants +4 damage reduction slashing/piercing damage. No damage reduction against blunt.

    Level 1: Grants +4 damage reduction slashing/piercing damage. No damage reduction against blunt.

  10. Ub-65 looked around the train's outside for a short time before turning to follow IP and company to the village, stopping with them on the elevated position and moving silently into place near them as to not disturb them. She tried to assist in looking for signs of life in the village. Back to the way things used to be with recon, I see. No more head on engagements for the time being.

  11. Hikari looked with a concerned expression towards the lake. "Yeah~. I don't think that I should be the one going down there either. I've had some bad experiences with water where I'm from..." She paused for a moment, "If you do happen to draw them up here, I'll happily go to work."

  12. "I think that it's a good look for you." Hikari tried to hide her smirk and she made her best attempt at teasing the newly scale-clad companion, "Nothing better than being able to distract your target with an explosion before going for the deathblow."

  13. UB-65 glanced around at those in their debate over payment, price, and otherworldly deities and ate her snack silently. She took the small leather bound notebook and a small pencil from her pocket and begin to sketch the scene before her and take notes on each of the new people in the room. 

     

    Maybe these will come in handy later for identifying specific people of interest if we ever have to come back this way.

  14. Hikari stood up and gestured in manner to stop any more confrontation. "People, people...We're tired and just had a fight. Wouldn't it be better to not cause another one with these questions and get some rest while we still have time?" She motioned to the area she had selected to sleep in. "Lets get the best night rest we can and we can sort things out in the morning, yeah? I'll even take the first watch and keep the fire going."

  15. UB-65 continued to look through her notebook as she sipped the tea that had been brought out. Without looking up from her book, "Trespassers are interdimensional creatures that sole purpose is to destroy everything in the universe the come into. Or at least that's what I have been told so far by the group, since Im newer to this than some of them. They would know more about them. As for introductions, I am UB-65." She glanced quickly to one of the sides of the room, nodded, and then went back to her notebook as quietly as before.

  16. "Cutting someone's hand off is a little extreme if he was truly trying to help you. I can't even remember the last time someone offered to help me outside of whatever I've gotten pulled here." Hikari took a cloth out of her bag and wiped down the few she had, most of which were already beginning to show signs of healing.

  17. UB-65 stuck her hand out of the bush and grabbed Richter's hand for help to get out. She looked down at her dirtied uniform, still smoking a little from Reimu's last attack, Wunderbar...I don't think there is a way to clean this here or anything either...

     

    She brushed off what she could of the leaves and and the mud, and made her way to where the group was around Reimu.

  18. Hikari stared blankly at Tsubasa, "Mare-what? I don't even have the first idea of what that is or what you are talking about." 

     

    She smirked slightly at the thought of the word 'decapitation', "And good luck with trying to kill me that way, it won't work in your favor. My body will just remanifest and I'll revive in a matter of hours. I may end up forgetting some things if you do that like I have before, so make sure you don't try it for fun."

  19. UB-65 jumped back into the bushes activating Crush Depth making her stealthed (untargettable) until she attacks. A small periscope can be seen poking out of one of the bushes. Her hidden repair perk heals 20% of her max HP due to not being attacked last round.

     

     

     


    Level: 5


    HP: 55

    Init: 9

     

    Stats:
    Constitution: 5
    Dexterity: 9
    Intelligence: 9
    Strength: 2
    Synergy: 5

     

    Perks: 
    Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.
    Run Silent, Run Deep - Grants action Crush Depth
    Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown
    Hidden Repair - Regen 20% of max HP in healing if not attack for one round

     

    Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

     

    Actions: 
    Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

     

    Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
    Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
    Level 2: 4d8+Dex
    Level 3: 5d8+dex
    Level 4: 2 Round Cooldown
    Level 5: Can set a fuse to launch the following turn after activation as a free action.
    Level 6: 6d8+Dex
    Level 7: 7d8+Dex

     

    Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
    Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
    Level 2: 5 extra damage die
    Level 3: 6 extra damage die
    Level 4: 7 extra damage die
    Level 5: 8 extra damage die
    Level 6: No cooldown
    Level 7: Lasts until target is attacked next

     

    Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
    Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
    Level 2: damage reduction by 3 universal
    Level 3: damage reduction by 4 universal
    Level 4: damage reduction by 5 universal

     

    Equipment: 
    Deck Gun 4 - 4d4+Dexterity on one target
    Level 1: 1d4+Dexterity on one target
    Level 2: 2d4+Dex
    Level 3: 3d4+Dex
    Level 4: 4d4+Dex

     

    Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
    Level 1: Grants 2 damage resistance to slashing damage
    Level 2: Grants 3 damage resistance
    Level 3: Grants 4 damage resistance

     

  20. UB-65 uses Spectral Attack on Reimu, giving the next player to attack her 8 additional damage die



    Level: 5


    HP: 55

    Init: 9

     

    Stats:
    Constitution: 5
    Dexterity: 9
    Intelligence: 9
    Strength: 2
    Synergy: 5

     

    Perks: 
    Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.
    Run Silent, Run Deep - Grants action Crush Depth
    Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown
    Hidden Repair - Regen 20% of max HP in healing if not attack for one round

     

    Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

     

    Actions: 
    Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

     

    Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
    Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
    Level 2: 4d8+Dex
    Level 3: 5d8+dex
    Level 4: 2 Round Cooldown
    Level 5: Can set a fuse to launch the following turn after activation as a free action.
    Level 6: 6d8+Dex
    Level 7: 7d8+Dex

     

    Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
    Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
    Level 2: 5 extra damage die
    Level 3: 6 extra damage die
    Level 4: 7 extra damage die
    Level 5: 8 extra damage die
    Level 6: No cooldown
    Level 7: Lasts until target is attacked next

     

    Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
    Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
    Level 2: damage reduction by 3 universal
    Level 3: damage reduction by 4 universal
    Level 4: damage reduction by 5 universal

     

    Equipment: 
    Deck Gun 4 - 4d4+Dexterity on one target
    Level 1: 1d4+Dexterity on one target
    Level 2: 2d4+Dex
    Level 3: 3d4+Dex
    Level 4: 4d4+Dex

     

    Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
    Level 1: Grants 2 damage resistance to slashing damage
    Level 2: Grants 3 damage resistance
    Level 3: Grants 4 damage resistance

  21. Hikari slashes with her sword dealing 5d6 damage to the Bazelgeuse. Her blood barrier remains active.



    Level: 5
    HP: 65
    Init: 10

    Stats:
    Constitution: 7
    Dexterity: 10+2
    Intelligence: 3
    Strength: 7
    Synergy: 3

     

    Perks:
    Enhanced Reaction Time - Grants an additional action once every 3 turns
    Blood Dispersion - If hp reaches 0 Hikari can revive herself. This can happen once per battle. However, this immediately triggers bloodthirst and only restores 25% of her HP. It also places her at the bottom of the initiative list.
    Prometheus Blood Code - Increase damage dealt by 30%
    Bloodthirst - Gives 50% damage boost when activated. Must be activated by either taking damage 3 times or upon the activation of the Blood Dispersion Perk.
     
    Flaw:
    Bloodthirst - Activates upon the activation of the Bloodthirst Perk. Can only make attacking moves while this is active. Cannot be deactivated until a friendly or enemy dies in the battle or the Drain Action hits a target.

     

    Actions:
    Dispersal Slash - Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 4 additional damage dice. Can be used once every 2 turns.
    Level 1: Allows Hikari to teleport behind the enemy closest to her in initative and attack. Adds 1 additional damage dice. Can be used once every 3 turns.
    Level 2: Adds 2 additional damage dice
    Level 3: Can be used once every 2 turns
    Level 4: Adds 3 additional damage dice
    Level 5: Adds 4 additional damage dice
     
    Blood Barrier - Creates a barrier that blocks 2 attacks. Can be used once every 2 turns.
    Level 1: Creates a barrier that blocks 1 attacks. Can be used once every 4 turns.
    Level 2: Can be used once every 3 turns
    Level 3: Can be used once every 2 turns
    Level 4: Barrier blocks 2 attacks
     
    Drain - A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 2 turns. Removes the effects of Bloodthirst.
    Level 1: A metal tail with a spear tip emerges from Hikari's body striking her target and draining their blood. Deals Dexterity in damage. Can be used once every 4 turns.
    Level 2: Removes effects of Bloodthirst
    Level 3: Can be used once every 3 turns
    Level 4: Can be used once every 2 turns

    Health Transfusion - Removes a stated amount of HP from Hikari and heals a friendly target of her choice for that amount of HP. Can be used once every 4 turns.
    Level 1: Removes 20 HP from Hikari and heals a friendly target closest to her in initiative for that amount of HP. Can be used once every 4 turns.
    Level 2: Removes a stated amount of HP
    Level 3: Can target a friendly directly above or below her in initiative
    Level 4: Can target a friendly of her choice
     

    Equipment:
    Hanemukuro Sword - Weight 7. Deals 5d6 damage. Inflicts slashing and piercing damage.
    Level 1: Weight 7. Deals 3d6 damage. Inflicts slashing and piercing damage.
    Level 2: Deals 4d6 damage
    Level 3: Deals 5d6 damage
     
    Silver Garb Bloodveil - Weight 7. Resists 10% of Slashing and Piercing damage.
    Level 1: Weight 7. Resists 2 attacks of Slashing and Piercing damage.
    Level 2: Resists 5% of all Slashing and Piercing damage
    Level 3: Resists 10%
     

    Toa Heartlight

    The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle! But without a source of elemental power, only some of its features have been unlocked.

    Grants +2 damage reduction and +2 to a stat chosen when equipped.
    Cannot be unequipped at this time.
    Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.
    Self-damage can be negated if you wear a Kanohi Mask of Power.

     

    Matoran Kanohi Mask

    This artifact allows beings of Bionicle to properly control and contain their powers. Negates MHP loss from Heartlight.

    Can be knocked off by a critical hit, requiring a round to recover and put back on.

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