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Trespassers V2: Tales of the Masks [IC]


DragonRage

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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

 

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Spoiler

Name Soften: (Dackly, Gaze)

Description: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and softens their body.

Level 1Inflicts Int/3 Soften Stacks.

This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is decreased by ((Soften/Current Health)*100)%. If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way. Enemies are considered helpless in this state.

 

-

 

Riding (Dackly, Blue Art)

The user is skilled at riding atop other living things.

Gain +6 INIT. Activates automatically at combat start.

 

-

 

Blue Art - Darkness: The first attack that would hit Dackly in an encounter is absorbed by a shroud of elemental shadow. Passive.

 

-

 

Silver Bullet (Gozer)

The user fires a pellet of Silver Ore at an enemy.

The user deals 1d6+Int Damage as a free action with first strike. If the enemy is traditionally weak to silver, they instead take 5d6+Int Damage.

Once Per combat Cooldown

 

-

 

Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze)

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.

A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death. Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

-

 

Royal Guard: (Gozer, Blue Art)

Gozer assumes a powerful stance, preparing to absorb incoming attacks.

Gozer predicts that a specific target will be attacked by a specific other target.

If he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.

This action takes place immediately before the attack being blocked does.

 

Dackly uses Soften once again on the same target as before, the Trespasser Tyranosaur!

 

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Travis issues his next order... or tries to. Nothing leaves his throat as he speaks, causing the dolls and commander to sit there in silence for a few tense moments. With a quick look back, Wyonna realizes the problem and takes the reigns under Travis can speak again.

Wyonna orders the machine guns to fire once again.

 

Spoiler

Level: 6

HP:103 + 18 THP
Init: 18

Stats: 34
Constitution: 12 
Dexterity: 12 +2
Intelligence: 0
Strength: 10
Synergy: 0

Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

 

Flaw: Live Ammo Storage: Travis takes double damage from fire.


Actions:  
FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
    Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
    Level 2: +1d4 damage
    Level 3: Increase uses to 2 per combat.
    Level 4: +1d4 damage.

    Level 5: Upgrade die to d6

 

Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
    Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

    Level 2: The first use heals HP by Con.

 

Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
    Level 1: 1d4 attacks for [LVL] damage.
    Level 2: Shots are distributed among enemies going up the initiative order.
    Level 3:  Shots lower Enemy damage by 2 per hit for one round.
    Level 3: +1d4 Attacks.

    Level 4: Fires d6 attacks instead.
    Level 5: Gains +Dex damage

 

Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
    Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

    Level 2: Increases Travis' Initiative by Dex next turn. 

 

Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
    Level 1: Travis takes attacks meant for two allies for a turn.
    Level 2: Slap a shield on the side: +2 DR for a turn.
    Level 3: +1 turn.

    Level 4: +1 turn

 

Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

     Level 1: The first melee attack to hit Travis counts as a ranged attack.

 

Equipment: 2 tokens

“Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
    Level 1: +2 damage on FIRE MAIN CANNON
    Level 2: +2 Damage

 

Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
    Level 1: +1 DR Weight 5
    Level 2: +1 DR
    Level 3: +1 DR

Reserve:
Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

 

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  • 2 weeks later...

Travis fires his machine guns, hitting Icarax six times, the Rahi Nui three times, and the Trespasser Tyrannosaurus once!  The Trespasser Tyrannosaurus takes 6 damage!  The Rahi Nui takes 18 damage!  The bullets bounce harmlessly off Icarax!

 

Icarax lashes out with his sword at The Makuta!  Tsubasa intercepts the attack with Sky-Splitting Flash.  Tsubasa takes 27 damage from the sword cut as it batters through her defenses and slices into her forearm!

 

The Makuta activates his Mask of Shadows, shrouding Tsubasa in a veil of darkness!  Tsubasa will easily dodge the next attack aimed at her this round, and actions she makes this round cannot be countered or parried!

 

The Rahi Nui charges! 

 

But Cell redirects its charge into a tree...

 

Tsubasa concentrates on the Kanohi Vahi!  The ancient and unimaginably powerful forces of the mask flow through her without disruption, shaped by her desire to help her allies.  The party's timestream is warped!  The party is no longer Silenced!  Travis is no longer suffering from Reality Acid!

 

Tsubasa has unlocked an action using the Great Mask of Time:

 

The Kanohi Vahi:  This orange-red mask covers the lower half of your face with wide-spread wings of metal.  It hums with ancient power and promise.  Better not break it...

Special Property: Don't Overthink It -  When using the Vahi, actions associated with it have a cooldown equal to the user's intelligence - 2.  For every round of cooldown that the Vahi's actions have, there's a 10% chance for the user to lose control after using an action with the Vahi.  The user gets a +20% chance to lose control unless they have an Empty Mind technique or similar skill.  In this case, a Bad Thing happens (decided by the GM).

Special Property: Elemental Mask - The Vahi can grant access to item-locked tricks and actions that involve time manipulation and may only be used while it is worn.  In exchange for requiring the Vahi to be worn (which does nothing on its own), and being restricted to time-based effects, these tricks and actions are slightly more powerful than usual.

 

Timeline Shift (Trick, Item-Locked):  The power of the Great Mask of Time allows you to erase the ailments your allies suffer from out of existence entirely, altering past events to prevent them from having happened.  Any effects that already happened remain as a sort of cosmic detritus.  Try not to think about it too hard.

-Level 1:  The ally suffering from the most debuffs is cleansed of all debuffs.  Then all allies suffering from debuffs of the same name are also cleansed of those debuffs.  It's almost like they never happened at all.  This action can only be used while wearing the Kanohi Vahi.

 

Icarax, frustrated by Tsubasa, thrusts his sword at her!  Thanks to the Makuta's darkness shroud, Tsubasa easily dodges it!

 

Hikari makes a very angry slash at the Trespasser Tyrannosaurus, dealing 60 damage!

 

Icarax, now more than slightly ABSOLUTELY LIVID, attempts to stab Tsubasa again!  The tip of his sword bites deep, dealing 10 damage!  Tsubasa is bleeding heavily!

 

Cicivexa uses Thundaga on the Rahi Nui, dealing 3 damage and inflicting Thunderstruck for three rounds!  The Rahi Nui roars in surprise as an elemental energy it doesn't have any defenses against arcs across its skin!

 

The Rahi Nui's furious roar echoes across the battlefield!  Cell flinches!  Dackly flinches!  Edmond flinches!  Cicivexa gets a free attack from Thunderstruck next round!

 

An answering roar echoes faintly across the skies...

 

Edmond has flinched!  Edmond has two actions...  Edmond's single use of Stress Test drops the Trespasser Tyrannosaurus like a rock!  Edmond loses 6 HP...

 

Dackly has turned the Trespasser Tyrannosaurus into a Plushie Tyrannosaurus!  It has a big head, and little arms.  Its red and blue feathers are quite fetching.

 

The Possessed Rahi Nui attempts to warp the battlefield further!  ...But the web site where the warp terrain encounter table is hosted has gone down, so nothing happens.

 

Tsubasa bleed 7 HP!

 

Status:

Spoiler

Travis:  100/103,

Tsubasa:  70/114, Bleeding 3 (2d6 bleed damage at the end of each round)

Cell:  244/244, Healthy,

Hikari:  84/84, Healthy, Enraged 2 (+12 damage dealt), Bird’s Eye View 1, Blood Barrier 2

Dackly, Gozer and Cap:  45/45, Purified

Cicivexa:  66/66, healthy, Sky-Splitting Flash 1, Umbra 3, Thundercloud 1

Edmond:  72/78, healthy

 

Icarax:  ???/???, Suppressed, Parry

The Makuta:  200/200, Suppressed, Sky Splitting Flash 1

Rahi Nui:  ???/???, Consuming Element (Shadow, greater), Consuming Element (Toa Power, lesser), 98 damage taken, Machine Guns -6

 

Initiative:

Spoiler

Travis:  18

Icarax 12

The Makuta 10

Rahi Nui 10

Cell: 9

Tsubasa:  7

Icarax 7

Hikari:  5

Icarax 4

Cicivexa:  3

Rahi Nui 3

Edmond:  2

Dackly and Gozer:  0

 

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Cell whips around as the Rahi Nui bounces off his shield, letting his blade drag along its side as it charges.

 

Pausing for a moment he takes in Tsubasa trading blows with Icarax.  A short gesture later he summons an aura of whipping razor sharp winds.

 

(Free action) Cell counterattacks the Rahi Nui for 8d6+16 damage.

 

Cell uses Aura of Laceration on himself, Tsubasa, and Edmond granting each 5 DR/all and 5 thorns vs melee for four rounds.

 

2 DR/all

15% DR/Physical

Crit Meter: 4/8

 

Loadout:

Spoiler

Stats:
Level: 8(6)
HP: 244
Initiative: 9(10-1)
Tokens: 4/5

Crit Meter: 4/8

Strength: 16
Dexterity: 10
Intelligence: 0
Constitution: 16+2
Synergy: 0

 

 


Actions:

 

Vampirism:
Deal Weapon damage and restore [Damage dealt]/4 HP.
Level 2: Now [Damage dealt]/3.
Level 3: Now [Damage dealt]/2.

 

Aura of Laceration: Talk about a paper cut.
Grants the Aura buff to the user and two allies giving the Dex/2 DR and Dex/2 Retaliation damage to melee attackers for 3 rounds, cooldown of 4.
Level 1: Grants the Aura buff to the user giving them Dex/2 DR for two rounds.  Only considers base Dex.  Cooldown of 4.
Level 2: Duration increased to 3.
Level 3: The Aura now also deals Dex/2 retaliation damage when the user is attacked in melee.
Level 4: Aura may be granted to an ally in addition to the user.
Level 5: Aura may be granted to a second ally as well.
 
Parry: aaannndd riposte.
Choose a target to parry, if they attack before your next move cancel that attack.
Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action on their next turn, doing so puts Parry on cooldown for three rounds.

 

Wave of Denial: Begone THOT.
Gives one target or the user the “Zone of Denial” buff for one round, making them unable to be targeted by non-AoE attacks.
Cooldown of two.
Level 2: Now effects an additional target.
Level 3: Now effects an additional target(3).

 

Sack of Grenades: Talk about a bag of goodies.
Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.
Infantry Grenade: Deals [Str] damage to two targets.
Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.
Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.
Ice Grenade: Reduce the Init of two targets by [Dex/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.
Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
Level 2: Adds Oil Grenade.
Level 3: Adds Flashbang.
Level 4: Adds Ice Grenade.
Level 5: Adds Ivy Grenade.


 
Equipment/Tricks:
 
Scavenger Sword: Blood will soak the blade, yours or theirs.
Deals 8d6+[Str] damage to one target, gains an additional 2 damage dice when the user is below 50% HP, weight of 15.
Level 1: deals 4d6 damage.
Level 2: +1 additional damage die.
Level 3: +1 additional damage die, +1 Weight.
Level 4: +1 additional damage die.
Level 5: +1 additional damage die, +1 Weight.

 

Force Shield: Rampart who?
Reduces physical(non-magic/energy) damage by 15%, weight of 12.
 

Toa Heartlight (Air) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  Grants +2 damage reduction and +2 Con.  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.

Persistent Element:  When an action of your element causes a non-stun status condition or environmental effect, that effect’s duration is increased by 1 round.

Elemental Wellspring:  Actions of your element take 1 round less to cool down than they otherwise would

 

Kanohi Miru, the mask of levitation:

This silvery, metal mask is very aerodynamic and light, with lots of holes, and a sweeping, beaked visor.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask grants you the ability to levitate.

Makes you immune to falling damage.  Allows levitation but not flight on its own.  Incompatible with other masks.

 

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  • 2 weeks later...

"Teridax. That magic, use it again." Any worry she had about the dark power slid off her mind, focused as she was on the battle ahead. She saw the path forward, a path for her to flow naturally into victory - all she had to do was provide enough power. Taking a deep breath, she rushed Icarax, throwing a powerful and almost unnaturally quick shoulder tackle at her towering biomechanical foe. Then, almost as if it were the same movement, her hand darted to her blade.

 

Fourth Form on Icarax, then use Reaction to attack with First Form for 2*(4d6+27) damage!

Yin: 0 -> 1

Yang: 2 -> 3

 

Spoiler

 

Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 6
HP: 114
Initiative: 13
 
Base Stats:

  • Strength: 3
  • Dexterity: 13
  • Intelligence: 2
  • Constitution: 14
  • Synergy: 2


Actions: 20/20
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by 1+the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.

-Level 4: Also adds +1 resistance at all times. 
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 3+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.

-Level 5: Intercepts an additional attack.
 
Fourth Form: Lightning Cracking the Ground: A slow, heavy attack whose true purpose is not inflicting damage, but forcing an opponent to interrupt what they're doing. Also good for clearing obstacles, in a pinch.
-Level 1: Stuns a target. 3 round cooldown, can spend Yin to reduce this on a one-to-one basis.
-Level 2: Also reduces target's damage by Yin gauge when this action was used for the turn after the stun wears off.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns. Attacking a single target replaces the formula with a basic attack.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
-Level 2: Sixth Form Kai: Overwhelming Current Surge: This variant form deals additional damage (a basic attack) if used on a single target.
 
Seventh Form: Perfect Flow: A difficult technique requiring perfect balance and clarity. The user evades incoming attacks with an absolute minimum of motion, then strikes home while the target is exposed. Requires both Yin and Yang gauges to be full. One round cooldown. Dodges an attack from an enemy, then deals the maximum possible damage of the incoming attack plus a normal attack.
-Level 1: Choose an enemy. Dodge the first attack from that enemy, then deal damage to that enemy equal to the maximum damage of that attack plus the maximum damage of a zero-requirement attack.
 
Equipment & Tricks:

Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

 

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Well, things seemed to be going quite well. No time to get overconfident though!

 

Use Quick Tune Up (2d6+12) to heal Tsubasa, activate Gambit (-13 HP (Preemptory bracing decreased)), and use Stress Testing (2d8+12 and increase damage of next hit on same enemy by 25%) on Rahi Nui. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

Spoiler

Level: 6

HP: 78

Init: Equal to your DEX(2) score

Constitution: --8
Dexterity:--3
Intelligence:
.--12
Strength:
--6
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Slots (7/7):

 

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

Level 2: 0.75SYN+0.75STR for the check

Level 3: 4 turn cooldown.

Level 3: SYN+STR for the check.

 

Individual Air Support: Edmond chooses one specified target, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

Level 4: Damage increase is now 20%

Level 5: Damage increase is now 25%

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%

 

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With his voice suddenly restored and his ability to order similarly regained, Travis looks over the status of his tank a pleased smile cracking across his face. With a chuckle he orders his crew to put the firing solutions they'd been working on to use.

 

Travis uses FIRE MAIN CANON on Icarax

 

 

Spoiler

Level: 6

HP:103 + 18 THP
Init: 18

Stats: 34
Constitution: 12 
Dexterity: 12 +2
Intelligence: 0
Strength: 10
Synergy: 0

Perks: TANK!!: When attacking a target, Travis may choose to force them to attack him next.


Angled Armor: Ignore the first ranged attack that isn't fire based or armor piercing to hit Travis each round.


Tread Heavily: + lvl To initiative and Travis is immune to rough terrain effects.


Heavy Armor: Attacks that deal less than LvL damage instead deal 1.

 

Flaw: Live Ammo Storage: Travis takes double damage from fire.


Actions:  
FIRE MAIN CANNON:  Twice per combat, Deal 5d6+Dex to one enemy and 5d6 to 4 other enemies 3 turn cooldown. Starts on cooldown.
    Level 1: Once per combat, Deal 3d4+Dex to one enemy and 3d4 to 4 other enemies. Starts with three turns of cool down.
    Level 2: +1d4 damage
    Level 3: Increase uses to 2 per combat.
    Level 4: +1d4 damage.

    Level 5: Upgrade die to d6

 

Hit it with a wrench: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. The first use also heals HP by Con. Two turn cool down.
    Level 1: Travis becomes immune to status ailments until the end of the round and all current status ailments are ended. Two turn cool down.

    Level 2: The first use heals HP by Con.

 

Fire Machine Guns!:  2d6 attacks for [LVL]+Dex damage distributed starting at the bottom of the initiative order and going up and looping around if there are more hits than targets. Hits lower damage by 2 for one round.
    Level 1: 1d4 attacks for [LVL] damage.
    Level 2: Shots are distributed among enemies going up the initiative order.
    Level 3:  Shots lower Enemy damage by 2 per hit for one round.
    Level 3: +1d4 Attacks.

    Level 4: Fires d6 attacks instead.
    Level 5: Gains +Dex damage

 

Drive me closer!: Travis wants to hit them with his sword. Deals Dex damage to an enemy, increases Travis' Initiative by Dex for the next turn, and they take an extra STR damage on the next attack. 1 turn cooldown.
    Level 1: Deals Dex damage to an enemy and they take an extra STR damage when attacked next. 1 turn cooldown.

    Level 2: Increases Travis' Initiative by Dex next turn. 

 

Tank it: Being large and made of armor, Travis’ tank is in an amazing place to act as cover. Travis gets in front of 2 allies for 3 turns, making attacks targeting them target him instead and increasing his DR by 2. Travis can end the action early as a free action. 
    Level 1: Travis takes attacks meant for two allies for a turn.
    Level 2: Slap a shield on the side: +2 DR for a turn.
    Level 3: +1 turn.

    Level 4: +1 turn

 

Passive: Tank beats Sword: The first melee attack to hit Travis counts as a ranged attack.

     Level 1: The first melee attack to hit Travis counts as a ranged attack.

 

Equipment: 2 tokens

“Big Iron”: A 75mm main cannon, named by Wyonna of course. + 4 main target damage on FIRE MAIN CANNON.
    Level 1: +2 damage on FIRE MAIN CANNON
    Level 2: +2 Damage

 

Scrap Armor: Bits of fairly straight metallic debris welded to the tank… You’re pretty sure you can see body parts in there. +3 DR reduces initiative by 5-STR
    Level 1: +1 DR Weight 5
    Level 2: +1 DR
    Level 3: +1 DR

Reserve:
Mask of Shielding (LVL*3 TempHP against lower Init enemies than you, LVL of which can be lost per attack. When depleted, 3 round cooldown until fully replenished)

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 Sanada seemed unnaturally comfortable with the aid of a sinister deiform she had supposedly attempted to kill... he nearly suspected treachery again, before recalling that her mind was much too asinine for such machinations to have been possible. Still, the party could use a reminder of what hadn't stopped being an enemy of every soul on this star...

 

Cicivexa uses mtIocJY.png Manaward! The next two attacks targeting Cicivexa do not damage him!

 

Under the effects of Sky-Splitting Flash and Manaward, the Fruits of Hubris are ignored!

 

Cicivexa uses 1SpKtNI.png Swiftcast to cast lBJux0A.png Flare I on Icarax and the Rahi-Nui (and the Makuta, if and only if Sky-Splitting Flash is no longer active by Cicivexa's turn), dealing 5d6 + 16 + 4 + 2 Fire damage to all targets! Cicivexa gains Astra for 1 Turn! Umbra's duration lowers by 1!

 

Cicivexa consumes Nnf4tJz.pngThundercloud to attack the Rahi-Nui, dealing (5d6 + 16 + 4) + 6 Lightning damage!

 

 Effects & Cooldowns:

Spoiler

Temporary Perk Effects (already accounted for in above actions):

Umbra: 1 Turns Remaining

Astra: 1 Turn Remaining

Enochian Dependency: Inactive

Turn 1: Umbra 4

Turn 2: Umbra 3

 

Temporary Effects (already accounted for in above actions):

Manaward: 2 Barriers Remaining

 

Cooldowns:

Sharpcast: 1 Turns (1 Turn if the user has at least two active buffs by the end of the turn)

Thundaga: 3 Turns

Stats & Abilities:

Spoiler

Level: 6
HP: 66
Initiative: 6 (5-5+6)
Stats:
Constitution: 6
Dexterity: 5
Intelligence: 16 (14+2)
Strength: 0
Synergy: 9

 

Perks:

rjck6Oj.png Astral Cycle: Cicivexa can tap into the aetheric polarities which define his homestar's cycles of calamity and prosperity. Whenever he casts a Fire Spell, he gains the Astra effect for one turn, adding +LVL to all fire damage he deals. This damage boost does not stack with itself. Whenever he casts a Blizzard Spell, he gains the Umbra effect for 3 (+1 with Toa Heartlight (Ice)) turns, enabling the ability to cast certain spells, frequently Fire Spells.

 

Rbf0jJR.png Magick and Mend: All attacks that scale off of some amount of INT scale off of the same amount of SYN. For example, if an attack deals INT/2 damage on its own, it now deals INT/2+SYN/2 damage. The -50% penalty to buffs on AOE spells still applies. Does not apply to non-damage effects. 

 

G7Scl6p.png Swiftcast: Grants the Swiftcast action.


LQ3xCXb.png Sharpcast: Grants the Sharpcast action.

 

Flaws and Injuries:

KqeM8R3.png Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 

 

T6sLmm2.png  Fruits of Hubris: When he is not under the effects of a defensive action, Cicivexa can't help being distracted by memories of Bazelgeuse. This reduces his damage dealt with magical effects by 50% against elite and boss enemies.

 

Actions and Equipment: 8/8

1SpKtNI.png Swiftcast: Perk-backed, Free Action, Cooldown of 2 turns. Allows Cicivexa to use an additional Action (of minimum Action Level of 3), at -2 Action Levels.

 

IJDJT2R.png Sharpcast: Perk-backed, Free Action, Cooldown of 3 turns. Begins on cooldown. Cicivexa's next attack this round is an automatic Critical Hit for 2x damage. If the user has at least two active buffs when the cooldown ticks for the round, it is reduced to one, then ticks.

 

zPIs7BZ.png?1 Toa Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT (+4 with Toa Heartlight (Ice)) check against the target's CON, deals 2x damage and inflicts Asl8mvk.pngHeavy for 1 (+1 with Toa Heartlight (Ice)) turns.

 

Asl8mvk.pngWhen a Heavy character uses an action, the action's cooldown is 1 round longer, even if it did not already have a cooldown. Heavy cannot stack with itself.

 

2d8pnL9.png Toa Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT (+4 with Toa Heartlight (Ice)) check against a target's CON, they are inflicted with G8TVagh.pngBind for 1 (+1 with Toa Heartlight (Ice)) turns, at the end of the round.

 

G8TVagh.pngBound characters cannot perform actions that require proximity to the action's target. Bind is cured when an enemy of the bound character makes a hostile action against them that requires proximity.

 

lBJux0A.png Flare III (Level 7): Fire Spell. Requires Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn.

lBJux0A.png Flare I (Level 5): Deals WD+2 fire damage.

 

Vicy0bT.pngThundaga (Level 3): Cooldown of 4 turns. Requires Umbra. Deals WD/2 lightning damage (benefitting from buffs to fire or wind damage, whichever provides more) and applies two stacks of QcBWAZW.pngThunderstruck on the target for 3 turns. Any resulting Thundercloud damage (see below) also benefits from fire/wind buffs as above, when this action is used at level 2 or above.

FNsULJv.pngThunder (Level 1): Cooldown of 4 turns. Deals WD/2 lightning damage and applies one stack of Thunderstruck on the target for 3 turns.

 

QcBWAZW.pngWhenever someone under the Thunderstruck effect uses an ability with a cooldown or charging time, one stack of Thunderstruck is consumed and Cicivexa gains Nnf4tJz.pngThundercloud for one turn (which does not stack).

Nnf4tJz.png Thundercloud can be consumed to unleash a weapon attack as a free action, unless the user is unable to act. This attack deals lightning damage instead of the original aspect.

 

mtIocJY.png Manaward: Once per encounter. The next two attacks targeting Cicivexa do not deal damage to him.


Stardust Rod Zenith: Casts the Scathe spell, dealing 5d6+INT (+SYN due to Enhanced Black Magic) non-elemental damage. Lowers Initiative by 5-Strength.
 

Felt Sash: Increases Initiative by 6.
 

Toa Heartlight (Ice): +2 Damage Reduction, +2 INT, 5% MHP damage every turn without a Kanohi Mask equipped. When an Ice Action of Cicivexa's causes a non-stun status condition or environmental effect, that effect's duration is increased by one round. If an Ice Action of Cicivexa's allows an opposed check to resist or avoid it, Cicivexa gets +4 on the check. Creates an additional action slot, exclusively useable for a Kanohi mask.

|-> Kanohi Akaku (Mask of Vision): Lets you see through anything less dense than solid lead, though you can still tell whether you’re looking through something. Has a telescopic zoom lens. Activate the mask as a free action to ignore dodge and miss chances/effects for 1 round. 3 round cooldown. 

 

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  • 3 weeks later...
Spoiler

Name Soften: (Dackly, Gaze)

Description: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and softens their body.

Level 1Inflicts Int/3 Soften Stacks.

This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is decreased by ((Soften/Current Health)*100)%. If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way. Enemies are considered helpless in this state.

 

-

 

Riding (Dackly, Blue Art)

The user is skilled at riding atop other living things.

Gain +6 INIT. Activates automatically at combat start.

 

-

 

Blue Art - Darkness: The first attack that would hit Dackly in an encounter is absorbed by a shroud of elemental shadow. Passive.

 

-

 

Silver Bullet (Gozer)

The user fires a pellet of Silver Ore at an enemy.

The user deals 1d6+Int Damage as a free action with first strike. If the enemy is traditionally weak to silver, they instead take 5d6+Int Damage.

Once Per combat Cooldown

 

-

 

Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze)

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.

A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death. Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

-

 

Royal Guard: (Gozer, Blue Art)

Gozer assumes a powerful stance, preparing to absorb incoming attacks.

Gozer predicts that a specific target will be attacked by a specific other target.

If he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.

This action takes place immediately before the attack being blocked does.

 


"Hey, Icky!  If you're so strong, then take this!" Dackly shouts, drawing a spear and challenging Icarax to use it!

 

Quote

 

Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze)

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.

A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

 

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death. Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

Gozer uses Silver Bullet on the Rahi Nui, firing a pellet of silvery metal at it!
 

Quote

Silver Bullet (Gozer)

The user fires a pellet of Silver Ore at an enemy.

The user deals 1d6+Int Damage as a free action with first strike. If the enemy is traditionally weak to silver, they instead take 5d6+Int Damage.

Once Per combat Cooldown

 

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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

 

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  • 1 month later...

Travis fires his main cannon!  Icarax deflects the shell with his sword!  ...Straight into the Rahi Nui's side, causing it to take 57 damage.

 

Icarax takes a swing at the Makuta, but Tsubasa blocks it, taking 19 damage.

 

The Makuta fills Tsubasa with righteous fury!

 

The Rahi Nui roars into the sky.

 

...In the distance, another roar answers.  The Rahi Nui seems surprised that any creature would dare challenge it...

 

Cell counterattacks the Rahi Nui for 46 damage, and surrounds himself, Tsubasa, and Edmond with his Aura of Laceration!

 

Tsubasa shoulder checks Icarax, which doesn't seem to phase him, and then slashes at him with her sword!  Icarax goes for the parry, but his sword is out of position from parrying the tank shell!  Icarax screams as Tsubasa's light-infused sword cuts deep into his armor, dealing 188 damage!  Dark energy streams from the rents in his armor, and the Makuta chuckles in schadenfreude.  "Oh, it is entertaining to see that happen to someone else."

 

Icarax responds to this by throwing another cut at Tsubasa, dealing 22 damage, as he curses her under his breath, and himself for underestimating her.

 

Hikari slashes the Rahi Nui for 24 damage.

 

Icarax forfeits this action since he used his parry!

 

Cicivexa uses Flare 1, dealing 38 fire damage to Icarax, the Rahi Nui, and the Makuta.  "Are you blind or just a terrible shot?" The Makuta asks indignantly.

 

The Rahi Nui lowers its head at Cell.

 

Edmond uses Quick Tune-UP on Tsubasa!  Tsubasa is no longer mechanical...  Edmond Stress Tests the Rahi Nui for 20 damage!  Edmond loses 6 total HP to his assorted effects.

 

Dackly offers Icarax a spear!  "Yes, thank you, the extra reach will be useful against that blasted light sword," Icarax growls, tossing his blade aside and taking up the Starlight Spear.  Gozer takes the chance to bounce a silver bullet off the Rahi Nui, doing almost nothing...

 

From the sky, an unpleasantly familiar screech comes in a streak of sulfurous, furious orange, and explosions wrack the Rahi Nui!  Wings buzzing, the possessed monster rears up, roaring as it chambers a devastating punch!

 

TURF WAR:  BAZELGEUSE VS RAHI NUI!

 

Use explosive attacks, buffs, and debuffs to influence the Turf War against the trespasser-possessed Rahi Nui!

 

Status

Spoiler

Travis:  100/103,

Tsubasa:  31/114, Bleeding 2 (2d6 bleed damage at the end of each round), Aura of Laceration 4, Enraged 2 (+12 damage dealt)

Cell:  244/244, Healthy, Aura of Laceration 4

Hikari:  84/84, Healthy, Enraged 1 (+12 damage dealt), Blood Barrier 2

Dackly, Gozer and Cap:  45/45, Purified

Cicivexa:  66/66, healthy, Sky-Splitting Flash 1, Umbra 1, Astra 1, Manaward 2

Edmond:  66/78, healthy, Aura of Laceration 4

 

Icarax:  ???/???, Suppressed, Parry, 216 damage taken

The Makuta:  200/200, Suppressed, 28 damage taken

Rahi Nui:  ???/???, Consuming Element (Shadow, greater), Consuming Element (Toa Power, lesser), 283 damage taken, stress tested

 

Bazelgeuse:  Angry Pine Cone is Angry

 

Initiative

Spoiler

Travis:  18

Icarax 12

The Makuta 10

Rahi Nui 10

Cell: 9

Tsubasa:  7

Icarax 7

Hikari:  5

Icarax 4

Cicivexa:  3

Rahi Nui 3

Edmond:  2

Dackly and Gozer:  0

Bazelgeuse: 0

 

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 No. No no no no no no no no no. Gods no. Not again. Dear Twelve not again. No! Not again!

 

Calm down. You're protected. You're prepared. You're safe. Nothing in the world- nay, the multiverse can hurt you, at least right now. Now of all times is not the time to panic. Panic and you risk losing the chances ahead.

 

Cicivexa, recognizing the Makuta's seeming unawareness of (or perhaps apathy for) his assault, cleared his mind and pressed his luck.

 

Under the effect of Manaward, the Fruits of Hubris are, somehow, ignored!

 

Cicivexa uses IJDJT2R.png Sharpcast, and casts lBJux0A.png Flare III on Icarax, Rahi-Nui, and the Makuta, a critical hit dealing (7d6 + 16 + 4)*2 Fire damage to all targets! Cicivexa gains Astra for 1 Turn! Umbra's duration lowers by 1!

 

 Effects & Cooldowns:

Spoiler

Temporary Perk Effects (already accounted for in above actions):

Umbra: Inactive

Astra: 1 Turn Remaining

Enochian Dependency: Inactive

Turn 2: Umbra 3

Turn 3: Umbra 1, Astra

 

Temporary Effects (already accounted for in above actions):

Manaward: 2 Barriers Remaining

 

Cooldowns:

Thundaga: 2 Turns

Stats & Abilities:

Spoiler

Level: 6
HP: 66
Initiative: 6 (5-5+6)
Stats:
Constitution: 6
Dexterity: 5
Intelligence: 16 (14+2)
Strength: 0
Synergy: 9

 

Perks:

rjck6Oj.png Astral Cycle: Cicivexa can tap into the aetheric polarities which define his homestar's cycles of calamity and prosperity. Whenever he casts a Fire Spell, he gains the Astra effect for one turn, adding +LVL to all fire damage he deals. This damage boost does not stack with itself. Whenever he casts a Blizzard Spell, he gains the Umbra effect for 3 (+1 with Toa Heartlight (Ice)) turns, enabling the ability to cast certain spells, frequently Fire Spells.

 

Rbf0jJR.png Magick and Mend: All attacks that scale off of some amount of INT scale off of the same amount of SYN. For example, if an attack deals INT/2 damage on its own, it now deals INT/2+SYN/2 damage. The -50% penalty to buffs on AOE spells still applies. Does not apply to non-damage effects. 

 

G7Scl6p.png Swiftcast: Grants the Swiftcast action.


LQ3xCXb.png Sharpcast: Grants the Sharpcast action.

 

Flaws and Injuries:

KqeM8R3.png Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 

 

T6sLmm2.png  Fruits of Hubris: When he is not under the effects of a defensive action, Cicivexa can't help being distracted by memories of Bazelgeuse. This reduces his damage dealt with magical effects by 50% against elite and boss enemies.

 

Actions and Equipment: 8/8

1SpKtNI.png Swiftcast: Perk-backed, Free Action, Cooldown of 2 turns. Allows Cicivexa to use an additional Action (of minimum Action Level of 3), at -2 Action Levels.

 

IJDJT2R.png Sharpcast: Perk-backed, Free Action, Cooldown of 3 turns. Begins on cooldown. Cicivexa's next attack this round is an automatic Critical Hit for 2x damage. If the user has at least two active buffs when the cooldown ticks for the round, it is reduced to one, then ticks.

 

zPIs7BZ.png?1 Toa Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT (+4 with Toa Heartlight (Ice)) check against the target's CON, deals 2x damage and inflicts Asl8mvk.pngHeavy for 1 (+1 with Toa Heartlight (Ice)) turns.

 

Asl8mvk.pngWhen a Heavy character uses an action, the action's cooldown is 1 round longer, even if it did not already have a cooldown. Heavy cannot stack with itself.

 

2d8pnL9.png Toa Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT (+4 with Toa Heartlight (Ice)) check against a target's CON, they are inflicted with G8TVagh.pngBind for 1 (+1 with Toa Heartlight (Ice)) turns, at the end of the round.

 

G8TVagh.pngBound characters cannot perform actions that require proximity to the action's target. Bind is cured when an enemy of the bound character makes a hostile action against them that requires proximity.

 

lBJux0A.png Flare III (Level 7): Fire Spell. Requires Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn.

lBJux0A.png Flare I (Level 5): Deals WD+2 fire damage.

 

Vicy0bT.pngThundaga (Level 3): Cooldown of 4 turns. Requires Umbra. Deals WD/2 lightning damage (benefitting from buffs to fire or wind damage, whichever provides more) and applies two stacks of QcBWAZW.pngThunderstruck on the target for 3 turns. Any resulting Thundercloud damage (see below) also benefits from fire/wind buffs as above, when this action is used at level 2 or above.

FNsULJv.pngThunder (Level 1): Cooldown of 4 turns. Deals WD/2 lightning damage and applies one stack of Thunderstruck on the target for 3 turns.

 

QcBWAZW.pngWhenever someone under the Thunderstruck effect uses an ability with a cooldown or charging time, one stack of Thunderstruck is consumed and Cicivexa gains Nnf4tJz.pngThundercloud for one turn (which does not stack).

Nnf4tJz.png Thundercloud can be consumed to unleash a weapon attack as a free action, unless the user is unable to act. This attack deals lightning damage instead of the original aspect.

 

mtIocJY.png Manaward: Once per encounter. The next two attacks targeting Cicivexa do not deal damage to him.


Stardust Rod Zenith: Casts the Scathe spell, dealing 5d6+INT (+SYN due to Enhanced Black Magic) non-elemental damage. Lowers Initiative by 5-Strength.
 

Felt Sash: Increases Initiative by 6.
 

Toa Heartlight (Ice): +2 Damage Reduction, +2 INT, 5% MHP damage every turn without a Kanohi Mask equipped. When an Ice Action of Cicivexa's causes a non-stun status condition or environmental effect, that effect's duration is increased by one round. If an Ice Action of Cicivexa's allows an opposed check to resist or avoid it, Cicivexa gets +4 on the check. Creates an additional action slot, exclusively useable for a Kanohi mask.

|-> Kanohi Akaku (Mask of Vision): Lets you see through anything less dense than solid lead, though you can still tell whether you’re looking through something. Has a telescopic zoom lens. Activate the mask as a free action to ignore dodge and miss chances/effects for 1 round. 3 round cooldown. 

 

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As the Bazelgeuse lands with thundering applaud Cell reaches into the burlap sack on his belt once more, pulling out a simple bluish sphere with a ring on one side.  He pulls the ring with his opposite hand and a light *chink* and throws the grenade towards the space between the Rahi Nui and Icarax.  It detonates with almost more of a pop than a boom.

 

Cell uses Infantry Grenade targeting the Rahi Nui and Icarax for 16 damage each. 

 

 

2 DR/all

15% DR/Physical

Crit Meter: 4/8

 

Loadout:

Spoiler

Stats:
Level: 8(6)
HP: 244
Initiative: 9(10-1)
Tokens: 4/5

Crit Meter: 5/8

Strength: 16
Dexterity: 10
Intelligence: 0
Constitution: 16+2
Synergy: 0

 

 


Actions:

 

Vampirism:
Deal Weapon damage and restore [Damage dealt]/4 HP.
Level 2: Now [Damage dealt]/3.
Level 3: Now [Damage dealt]/2.

 

Aura of Laceration: Talk about a paper cut.
Grants the Aura buff to the user and two allies giving the Dex/2 DR and Dex/2 Retaliation damage to melee attackers for 3 rounds, cooldown of 4.
Level 1: Grants the Aura buff to the user giving them Dex/2 DR for two rounds.  Only considers base Dex.  Cooldown of 4.
Level 2: Duration increased to 3.
Level 3: The Aura now also deals Dex/2 retaliation damage when the user is attacked in melee.
Level 4: Aura may be granted to an ally in addition to the user.
Level 5: Aura may be granted to a second ally as well.
 
Parry: aaannndd riposte.
Choose a target to parry, if they attack before your next move cancel that attack.
Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action on their next turn, doing so puts Parry on cooldown for three rounds.

 

Wave of Denial: Begone THOT.
Gives one target or the user the “Zone of Denial” buff for one round, making them unable to be targeted by non-AoE attacks.
Cooldown of two.
Level 2: Now effects an additional target.
Level 3: Now effects an additional target(3).

 

Sack of Grenades: Talk about a bag of goodies.
Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.
Infantry Grenade: Deals [Str] damage to two targets.
Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.
Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.
Ice Grenade: Reduce the Init of two targets by [Dex/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.
Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
Level 2: Adds Oil Grenade.
Level 3: Adds Flashbang.
Level 4: Adds Ice Grenade.
Level 5: Adds Ivy Grenade.


 
Equipment/Tricks:
 
Scavenger Sword: Blood will soak the blade, yours or theirs.
Deals 8d6+[Str] damage to one target, gains an additional 2 damage dice when the user is below 50% HP, weight of 15.
Level 1: deals 4d6 damage.
Level 2: +1 additional damage die.
Level 3: +1 additional damage die, +1 Weight.
Level 4: +1 additional damage die.
Level 5: +1 additional damage die, +1 Weight.

 

Force Shield: Rampart who?
Reduces physical(non-magic/energy) damage by 15%, weight of 12.
 

Toa Heartlight (Air) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  Grants +2 damage reduction and +2 Con.  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.

Persistent Element:  When an action of your element causes a non-stun status condition or environmental effect, that effect’s duration is increased by 1 round.

Elemental Wellspring:  Actions of your element take 1 round less to cool down than they otherwise would

 

Kanohi Miru, the mask of levitation:

This silvery, metal mask is very aerodynamic and light, with lots of holes, and a sweeping, beaked visor.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask grants you the ability to levitate.

Makes you immune to falling damage.  Allows levitation but not flight on its own.  Incompatible with other masks.

 

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"OH. Uhm. . . Sorry." It was a terribly embarrassing moment to bring out a soldering iron, pliers, and numerous other mechanical tools, only too look down and realize that the person he was treating was in fact made of flesh. Well then. It seemed that those whom Edmond could assist were in no need of it, so he focused his attention on the ongoing territorial dispute.

 

Edmond uses Individual Air Support on the Bazelgeuse, launching a burst of suppressive fire at the next thing to attack it, dealing  2d8+12 damage and stunning. 5 turn cooldown. Edmond autoheals for 10% MHP (7). 4 physical damage reduction, 8 against bullets.

 

Spoiler

Level: 6

HP: 78

Init: Equal to your DEX(2) score

Constitution: --8
Dexterity:--3
Intelligence:
.--12
Strength:
--6
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Slots (7/7):

 

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

Level 2: 0.75SYN+0.75STR for the check

Level 3: 4 turn cooldown.

Level 3: SYN+STR for the check.

 

Individual Air Support: Edmond chooses one specified target, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

Level 4: Damage increase is now 20%

Level 5: Damage increase is now 25%

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%

 

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Tsubasa blinked. A stinging on her eye was all-too-familiar; a trail of red had forged its way down the left side of her face, coming from a cut she'd narrowly avoided higher up. Focus. The swordswoman took a deep breath, brushing away her perception of the burning lines on her body. Defensive stance. Her blade pulled back in a smooth motion, aimed to deflect another incoming strike. Pivot. Using the momentum from the previous attacks she'd endured and turning it about, she planted one foot forward. Flow. The blade flicked forward, as if it had been wreathed in lightning itself, and carried the Slayer with it.

 

Second Form, use Reaction to use Fifth Form targeting Icarax

 

Yin: 1>6

Yang: 4>1

-2 Breath

Spoiler

 

Perks:
Total Concentration Breathing: The bread and butter of a Demon Slayer. This technique allows one to harness the strength of one's breath and fight on par with demons. Allows Tsubasa to use their Constitution as an attacking stat in place of Dexterity, Strength, or Synergy.
 
Yin & Yang (Level 2): Tsubasa's fighting style emphasizes moving with the flow of battle, attack moving into defense and defense into attack when the time is right. They have a Yin and Yang meter, that start at zero and progressively fill. Every attack increases Yin by one, and every supportive action increases Yang by one. Yang also increases on turns an attack was received. These can be used to perform more powerful techniques. Whenever they are spent, the opposite gauge increases by the same amount. Each gauge is capped at 8 points. Resets to 0 after each battle.
 
Action & Reaction: When Tsubasa is attacked, they gain a stack of "Reaction." If two or more stacks of Reaction are present, Tsubasa expends all stacks to take an extra action on their next turn.
 
Flaw: Breathless: Tsubasa has not mastered the art of using Total Concentration Breathing full-time, and thus suffers the ill effects of stopping the technique. They have an additional "Breath" gauge that starts equal to their CON. Whenever Tsubasa uses an ability with a cooldown or gauge requirement, they lose half of that requirement (rounded down, but minimum 1) from this gauge. They lose the ability to act when this gauge is empty. Debuff cleanses restore Breath equal to the number of debuffs they would normally remove. Resets to 0 after each battle.
 
Level: 6
HP: 114
Initiative: 13
 
Base Stats:

  • Strength: 3
  • Dexterity: 13
  • Intelligence: 2
  • Constitution: 14
  • Synergy: 2


Actions: 20/20
 
First Form: Bolt from Blue Skies: A sword technique that emulates a sudden flash of lightning from a previously calm sky. Deals double damage, plus additional [DEX] damage, to a single target. Not usable if user has already attacked this encounter.
-Level 1: Double weapon damage. Only usable if user has not attacked yet.
-Level 2: Adds user DEX to the damage. If the attack is a DEX attack, add CON instead.
 
Second Form: Eye of the Storm: A breath technique that finds calm in chaos. Increases damage resistance by 1+the user's Yin gauge for the remainder of the battle. Can be used again to double the resistance for a turn. Calculated off of user's Yin when they take damage, not when they use the move.
-Level 1: When activated, increases the user's damage resistance by their Yin gauge for 3 turns. If the gauge increases, so does the resistance.
-Level 2: Now permanent after use, but does not stack with itself.
-Level 3: Can be activated again to double the resistance for one turn.

-Level 4: Also adds +1 resistance at all times. 
 
Third Form: Sky-Splitting Flash: A technique that launches the user in a direction at high speed, allowing gaps to be closed quickly. Tsubasa uses this to interpose herself between allies and foes. Intercepts 3+[Yin spent] attacks on targeted allies, carries over between turns.
-Level 1: Intercepts the next attack on target ally. Can spend Yin to increase the number of attacks intercepted this turn.
-Level 2: Intercepts carry over between turns.
-Level 3: Intercepts can now target multiple allies.
-Level 4: Intercepts an additional attack.

-Level 5: Intercepts an additional attack.
 
Fourth Form: Lightning Cracking the Ground: A slow, heavy attack whose true purpose is not inflicting damage, but forcing an opponent to interrupt what they're doing. Also good for clearing obstacles, in a pinch.
-Level 1: Stuns a target. 3 round cooldown, can spend Yin to reduce this on a one-to-one basis.
-Level 2: Also reduces target's damage by Yin gauge when this action was used for the turn after the stun wears off.
 
Fifth Form: Chain Lightning: Channels a destructive flow of energy, jumping from victim to victim along the path of least resistance. Costs 5 Yang. Attacks 3 times, targeting the nearest enemy in initiative to the original target for followups. Can hit the same enemy twice.
-Level 1: Attacks an enemy for [weapon] damage, then attacks the enemy nearest them for the same until 3 attacks have been performed.
-Level 2: Can retarget the same enemy once, if there are no other valid targets.
 
Sixth Form: Sweeping Current Surge: A strenuous, rapid stream of slashes that baffle, buffet, and cripple, striking multiple enemies at once. Costs 5 Yin. Deals [CON] damage to an enemy and each one above and below it in initiative, then reduces their damage by the same amount for 2 turns. Attacking a single target replaces the formula with a basic attack.
-Level 1: Select a target. To it and each enemy above and below it in initiative, deal [CON] damage. The victims have their damage reduced by the damage they take from this for 2 turns.
-Level 2: Sixth Form Kai: Overwhelming Current Surge: This variant form deals additional damage (a basic attack) if used on a single target.
 
Seventh Form: Perfect Flow: A difficult technique requiring perfect balance and clarity. The user evades incoming attacks with an absolute minimum of motion, then strikes home while the target is exposed. Requires both Yin and Yang gauges to be full. One round cooldown. Dodges an attack from an enemy, then deals the maximum possible damage of the incoming attack plus a normal attack.
-Level 1: Choose an enemy. Dodge the first attack from that enemy, then deal damage to that enemy equal to the maximum damage of that attack plus the maximum damage of a zero-requirement attack.
 
Equipment & Tricks:

Nichirin Sword: One of the few instruments capable of slaying a demon for good. Infused with sunlight, these weapons are infallible if wielded properly - but beware the incautious strike. They change colors based on the wielder. Tsubasa's blade takes on a vibrant blue scheme with a tendency to catch and reflect the light. Weight 3. Deals 4d6+DEX damage
-Level 1: Deals 1d6+DEX damage.
-Level 2: If an enemy takes extra damage from light or sun based attacks, they take extra damage from this weapon.
-Level 3: Enemies killed with this weapon cannot be revived. This effect may partially fail (based on GM discretion) on stronger enemies.
-Level 4: 2d6 damage.
-Level 5: 3d6 damage.
-Level 6: 4d6 damage.

 

 

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  • 3 weeks later...

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

 

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  • 4 weeks later...

Cicivexa fires his spell, Tsubasa takes her mighty cut...  Icarax is still standing, if barely, sparks flying as his Starlight Spear grinds against Tsubasa's blade, too late to stop it from cutting deep into his shoulder.

 

Then Gozer thrusts his own Starlight Spear.  Icarax's weapon flies up...  And comes down, spearing him through the foot.  He looks down at his foot, up at Gozer in utter disbelief.

 

Meanwhile a storm of explosions, flames, and bullets force the Rahi Nui's arms apart.  Wasting no time, Bazelgeuse body-slams the trespasser-possessed creature, smashing it into paste in a titanic explosion.  Driven by canny instinct to not try to eat the tainted amalgamation, Bazelgeuse takes off, flying away to parts unknown.

 

The Makuta busts out laughing at Icarax's plight.  He can barely focus enough to bring shadow manacles around the rebellious makuta's wrists and ankles.  "I can't believe that happened!  Oh, I will treasure this memory for ages to come."

 

"I can't believe I stabbed myself...  I'm better than this..."  Icarax murmurs to himself in shock, "I am better than this, right?"

 

"No, you aren't," The Makuta gestures again, and a square frame shapes itself from a nearby rock, "But you'll have plenty of time to regret what you've done in here.  Killing is so... final, don't you think?  I do dislike wasting a possible asset, so in you go."  With a flick of his wrist, Icarax is thrust into the frame, and stays there, a chained painting making two-dimensional but still definitely alive and mobile struggles against his bonds.  "Do try to regret what you've done, Icarax," He sighs, "Omnicide serves no one's interests.  Least of all yours, if you'd stopped to think about it for a moment.

 

"Now then," He turns to the party, and with a gesture, a circular portal, crackling with dark, ruddy energy that drifts like ink suspended in water appears, "This should, if my calculations are correct, take you back to your castle.  And I know my calculations are correct that it is well past time you returned there."

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