StormLord Posted July 18, 2020 Share Posted July 18, 2020 Cell uses Lightspeed targeting Cicivexa. Cell will take the first two attacks targeting Cicivexa. Loadout: Spoiler Stats: Level: 8(6) HP: 244 Initiative: 9(10-1) Tokens: 4/5 Crit Meter: 0/8 Strength: 16 Dexterity: 10 Intelligence: 0 Constitution: 16+2 Synergy: 0 2 DR/all 15% DR/Physical 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). Lightspeed: Mark an ally and take the next attack that would hit them. Level 2: Now applies two Marks. 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 (Untyped) – 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 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. 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. Link to comment Share on other sites More sharing options...
Unlurking Sentinel Posted July 18, 2020 Share Posted July 18, 2020 "So..." Cicivexa mumbled. "...we meet again." Cicivexa immediately reached for his staff, but a tidal wave of trepidation hit him that moment. He was fully aware of his odds against this... this god. She could crush him to death with only a finger! He needed to finish what they had started, but... "...we meet again, and for the last time. No matter what." It was then that Cicivexa noticed that the bizarre creatu- that Cell had prepared to defend him. Why? What did he do to deserve th- to convince this creature that he required this flagrant show of distrust in his power? This... in his own words, most basic, common courtesy among adventurers? "Forgive me if I'm not in the mood for my normal theatrics. It is your hours that are numbered regardless." Under the effect of Lightspeed, the Fruits of Hubris are ignored! Cicivexa casts Blizzaga on Medusa, dealing (5d6+16+9)/4 ice damage, and granting Umbra to Cicivexa for 3 turns. On a successful INT check against Medusa's CON, Blizzard deals 2x damage and inflicts Heavy for one turn. Cicivexa uses Swiftcast to cast Flare I on Medusa, the two Rahkshi, and "Loyal Gozer", dealing (5d6+16+4+2)/2 fire damage to all four targets, and lowering the duration of Umbra by 1 turn. Effects & Cooldowns: Spoiler Temporary Perk Effects (already accounted for in above actions): Umbra: 2 Turns Remaining Astra: 1 Turn Remaining Enochian Dependency: Until Umbra and/or Astra was active during both of the two previous turns Turn -1: none Turn 0: none Temporary Effects (already accounted for in above actions): Cooldowns: Swiftcast: Currently being used Sharpcast: 3 Turns until usable Stats & Abilities: Spoiler Level: 6HP: 66Initiative: 6 (5-5+6)Stats:Constitution: 6Dexterity: 5Intelligence: 16 (14+2)Strength: 0Synergy: 9 Perks: 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 turns, enabling the ability to cast certain spells, frequently Fire Spells. 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. Swiftcast: Grants the Swiftcast action. Sharpcast: Grants the Sharpcast action. Flaws and Injuries: Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 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 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. 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. Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT check against the target's CON, deals 2x damage and inflicts Heavy for 1 turn. When 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. Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT check against a target's CON, they are inflicted with Bind for 1 turn, at the end of the round. Bound 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. Firaga III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+7d6 fire damage to one target. Firaga I (Level 5): Fire Spell. Deals WD+5d6 fire damage to one target. Flare III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn. Flare I (Level 5): Deals WD+2 fire damage. Manaward I: 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: +2 Damage Reduction, +2 INT, 5% MHP damage every turn without a Kanohi Mask equipped. 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. Link to comment Share on other sites More sharing options...
Chevaleresse Posted July 18, 2020 Share Posted July 18, 2020 Tsubasa nodded briefly at Edmond's question, though she had the distinct feeling that this was going to happen regardless of her consent with how quickly it happened after she did so. The speed at which she was hurled at the temple was enough to make even her uncomfortable, but she quickly adapted to it. Around the apex of her trajectory, she spread her limbs out, slowing her fall. Close to the ground, she tucked her limbs back in slightly to rotate herself such that her feet were pointed at the ground, relaxing to allow her legs to absorb the shock rather than fight it. She breathed deeply as she flew, feeling the strength suffuse her limbs - she hit the ground hard, but managed to avoid hurting anything important. Tsubasa goes to place the stones in the altar after she lands. 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: 6HP: 114Initiative: 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. Link to comment Share on other sites More sharing options...
kj1225 Posted July 19, 2020 Share Posted July 19, 2020 Travis didn't bother listening much to Medusa speak. He didn't have any reason to listen to an enemy. As such, by the time she was done, a tank was already on it's way to add the oh so attractive features (her words not his) of the blue and silver one to the front of his tank it. Travis uses Drive me Closer on Rahkishi BaS! Travis sheet 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 Toa Heartlight (Untyped) – 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. 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) “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 Close Quarters Combat: Thank god most companies when out of business with the collapse fluid epidemic, otherwise IOP could never get the rights to these. With a Colt Python holstered on his left side and a Big Frame Revolver on his right, Travis has more than enough ammo for any unoptimal encounters and his fists for if that still isn’t enough.. 1d4+Dex damage. Level 1: 1d4+Dex damage. Link to comment Share on other sites More sharing options...
EryaHistoria Posted July 28, 2020 Share Posted July 28, 2020 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 Link to comment Share on other sites More sharing options...
DragonRage Posted July 29, 2020 Author Share Posted July 29, 2020 Edmond goes at full throttle, becoming the fastest thing on the battlefield! He YEETs Tsubasa directly onto the Kini-Nui... And she sticks the landing! "N-Nani?" Medusa flinches, shocked! "My calculations were off? Inconceivable!" Travis uses Drive Me Closer on the Gravity Rahkshi, dealing 8 damage and increasing the power of the next attack to strike it! "N-Nani?" Medusa flinches, shocked, "He shouldn't have the mental capacity to act outside my predictions!" The Gravity Rahkshi spins its staff, energy crackling over the weapon, points the end at Cell, and then slams the ground with it. The force of gravity under Cell abruptly, immensely increases, sending the strange being slamming into the ground with crushing force! Tsubasa places the Toa Stones on the altar, and a huge pillar of light blazes up into the heavens! A great sense of potential and power fills the air... And then everyone's metal bits. Something that feels distinctly like a switch in the neutral position wells up in the back of each of your minds, but it can't stay that way. Towards the familiar or towards the new, the choice will have to be made. "I suppose earlier unexpected outcomes threw that one off. That one doesn't count!" Medusa protests, averting her gaze from the blazing pillar erupting from the shrine. "Curse your luminescent actions! You'll pay for this!" Medusa gestures, and Starstorm Spears shower down upon Travis, Tsubasa, Hikari, Cell, and Cicivexa, dealing 8 damage to each! The spear bounces off Travis' tank... But digs into the others, who suddenly find themselves wielding a Starstorm Spear instead of their normal weapon. Starstorm Spears deal 1d6 + strength damage and must be used if equipped. At least they come in their own special equip slot. Cell is pinned by the Gravity Hammer, and cannot move! Hikari activates Blood Barrier! "N-Nani? A defensive move?" Medusa flinches, shocked! "This changes everything..." The Fast Healing Rahkshi smacks Cell with his staff while the strange creature is down, dealing 15 damage. "I'll enjoy watching you all burn!" Medusa's eyes glow brightly as she starts charging a powerful attack! Gozer and Cap use Spray, scattering stone caltrops under Medusa, the Gravity Rahkshi, and Loyal Gozer! "Fools! I know all your moves!" Medusa easily avoids the caltrops, "You're too predictable, automaton!" The others step on them though... Cicivexa is undefended and still suffering from the effects of his past traumatic experiences, but resolves to take his best shot anyways. He casts Blizaga on Medusa, but she blocks it with a sword made out of purest shadow! "Hah! Too easy! You're predictable!" One of Medusa's hair snakes lashes out, finding a safe path through Cicivexa's spell to bite him! Cicivexa is poisoned! And then Cicivexa casts swiftcasts Flare, dealing 17 damage to Medusa, 12 damage to Loyal Gozer and the Fast Healing Rahkshi, and 38 damage to the Gravity Rahkshi! Loyal Gozer seems unphased, but the Rahkshi are lightly scorched. "AAAAUGHHH! My face!" Medusa screams as the fire burns her harshly, "Not as planned, not as planned!" Unfortunately, being forced to use the Starstorm Spear as a focus and his uncomfortable mental state have weakened his spells greatly... Medusa is charging a very powerful attack... Loyal Gozer raises his hands above his head and slams them down, shaking the ground and forcing the party to scramble to stay standing! Their initiatives are reduced! This action appears to have taken a lot out of Loyal Gozer... Cicivexa is hurt by the poison. The Gravity Rahkshi is concentrating hard. Medusa is too busy extinguishing her face to make any predictions! Status: Spoiler Travis: 103/103, healthy and in good repair Tsubasa: 108/114, Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage), Cell: 225/244, Gravity Hammer, Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage), Hikari: 78/84, Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage),, Blood Barrier 2x Gozer and Cap: 45/45, clinically depressed/optimistic Cicivexa: 48/66, Bazelgeuse flashbacks, Starstorm Spear 3 (weapon must be used, deals 1d6 + strength damage), Medusa’s Venom 3 (Deals 12 damage per round, doesn’t stack), Astra, Umbra 2 Edmond: 64/78, healthy Medusa: 17 damage taken, Edgy AF Gravity Rahkshi: 34 damage taken, Concentrating on Gravity Hammer Fast Healing Rahkshi: 8 damage taken Loyal Gozer: EXTRA THICC Initiative: Spoiler Travis: 18 Medusa: 12 Gravity Rahkshi: 11 Medusa: 9 Fast Healing Rahkshi: 8 Tsubasa: 7 Medusa: 6 Hikari: 5 Cell: 5 Gozer and Cap: 3 Cicivexa: 3 Edmond: 2 Loyal Gozer: 1 Link to comment Share on other sites More sharing options...
kj1225 Posted July 29, 2020 Share Posted July 29, 2020 Travis chuckles as he watches the spear bounce off his armor. He'd been worried that this would go poorly for a second, but so far nothing was happening to him... The same of which couldn't be said for the shorty. Er... The one not in the tank, not the... dismissing the mental clarification, he orders the girls to get in front of Cici and Edmond. Tank it on Cicivexia and Edmond. Also not taking the hearlight. 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) Link to comment Share on other sites More sharing options...
Unlurking Sentinel Posted August 1, 2020 Share Posted August 1, 2020 As Cicivexa braced his will against further onslaught, a bizarre wave of feeling came over him. Not a voice, more akin to a raising magick... only he was perfectly conscious and on his feet. He could say yes, or no, and everything Cicivexa had learned throughout his career was telling him to say no. That any sort of sudden, seductive little voice from distinctly outside of him could be a trick, the siren song of a voidsent. The search for absolute power must be careful, and deliberate, and Oh Damn it All to the Seventh Hell MEDUSA WILL DIE TODAY! I did not take upon the Black to second-guess myself at every shake of the tightrope! I cannot leave this world with more threats to fear than it started with, no matter what happens to me! I ACCEPT THIS POWER!! Cicivexa Rejects his Humanity, and achieves the most Umbral of forms! Spoiler Cicivexa becomes the Toa of Ice, adding Persistent Element and Overwhelming Force to his Toa Heartlight! Cicivexa uses Manaward, creating a barrier able to withstand the damage from up to two attacks! Effects & Cooldowns: Spoiler Temporary Perk Effects (already accounted for in above actions): Umbra: 2 Turns Remaining Astra: Inactive Enochian Dependency: Until Umbra and/or Astra was active during both of the two previous turns Turn 0: none Turn 1: Umbra 2, Astra Temporary Effects (already accounted for in above actions): Manaward: 2 Barriers Remaining Starlight Spear 3 (weapon must be used, deals 1d6 + strength damage) Poison 3 (12 damage per round, doesn't stack) Cooldowns: Swiftcast: 2 Turns Left Manaward: Used this Encounter Stats & Abilities: Spoiler Level: 6HP: 66Initiative: 6 (5-5+6)Stats:Constitution: 6Dexterity: 5Intelligence: 16 (14+2)Strength: 0Synergy: 9 Perks: 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 turns, enabling the ability to cast certain spells, frequently Fire Spells. 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. Swiftcast: Grants the Swiftcast action. Sharpcast: Grants the Sharpcast action. Flaws and Injuries: Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 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 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. 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. Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT check against the target's CON, deals 2x damage and inflicts Heavy for 1 turn. When 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. Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT check against a target's CON, they are inflicted with Bind for 1 turn, at the end of the round. Bound 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. Firaga III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+7d6 fire damage to one target. Firaga I (Level 5): Fire Spell. Deals WD+5d6 fire damage to one target. Flare III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn. Flare I (Level 5): Deals WD+2 fire damage. Manaward I: 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: +2 Damage Reduction, +2 INT, 5% MHP damage every turn without a Kanohi Mask equipped. 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. Link to comment Share on other sites More sharing options...
Chevaleresse Posted August 2, 2020 Share Posted August 2, 2020 The power welled up inside Tsubasa as she turned to face Medusa. Having that power with which to slay demons and guard her friends from peril would be useful, but it would mean giving up her humanity for good. In other words, it would defeat the point of the journey she had taken to get here. The swordswoman turned away from the strange new feeling and back towards the warmth of who she knew she was. Tsubasa prepared to guard her newfound allies just as she had the old, calming her mind for the remainder of the upcoming battle. Second Form: Eye of the Storm. Tsubasa gains 1+Yin (currently 0) damage reduction for the remainder of the battle. Yin: 0 Yang: 0->1 Breath: 14/14 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: 6HP: 114Initiative: 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. Link to comment Share on other sites More sharing options...
Hal Henderics Posted August 14, 2020 Share Posted August 14, 2020 Gozer uses Royal Guard, and predicts that Everyone will be attacked by Medusa! "I predicted you would predict that." He looks towards the Toa stones, and to an onlooker, it might seem as though he's contemplating. This is untrue, however. Just as he always has, Gozer has only followed his one singular path. The path of the Earth. "Dackly!" he shouts. "The attempt has failed! The attempt to craft a being of good from the remains of evil has failed, and now, that failure must be destroyed! It must be destroyed so that another attempt may be made!" "For allowing you to turn down this path and to give hope for the future, this supreme failure must be annihilated in its entirety! To take another path, where the path of earth has failed, there can only be one recourse!" Gozer leaps towards the Toa Stone of fire, allowing the energy to annihilate the Earth Elemental, and allow a new one to be born. Spoiler 4 Spoiler 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. - Spray (Gozer, Cap) Cap throws a handful of Stone Caltrops at enemies Lower Init for 3 enemies by 3 each, if init hits zero, they are stunned - Celestial Spear (Cap, Blue Art) Cramping Dackly's Signature Move, Cap throws a spear at an enemy made of Celestial Magic. Deals 1d10+Int Damage, but the enemy's next attack on Cap will deal 1d10+Attacking Stat Damage to them. - Checkmate (Both Partners) The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags. At least one ally must be in critical health, and one must be at max health. Deal 10d12+Int+Dex damage, and stun the target, bypassing stun immunities. Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike. Link to comment Share on other sites More sharing options...
StormLord Posted August 14, 2020 Share Posted August 14, 2020 Cell accepts his transformation and chooses the stone of Air, with Persistent Element and Elemental Wellspring as his bonuses. Cell uses Wave of Denial on himself, Tsubasa, and Gozer&Cap making them immune to non-AoE attacks for Two rounds. Spoiler Stats: Level: 8(6) HP: 244 Initiative: 9(10-1) Tokens: 4/5 Crit Meter: 0/8 Strength: 16 Dexterity: 10 Intelligence: 0 Constitution: 16+2 Synergy: 0 2 DR/all 15% DR/Physical 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). Lightspeed: Mark an ally and take the next attack that would hit them. Level 2: Now applies two Marks. 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. Link to comment Share on other sites More sharing options...
EryaHistoria Posted August 15, 2020 Share Posted August 15, 2020 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) Link to comment Share on other sites More sharing options...
Strider Posted August 15, 2020 Share Posted August 15, 2020 Well that seemed to have done something. But in the moment that it appeared in his mind, Edmond shied away from this change. Perhaps if it had been a few weeks ago, when he'd had nothing, by which to compare with any of those here, he might have grasped it, hoping for some newfound power. But at the moment, he was not necessarily confident in, but satisfied with what he could contribute. As could be seen by what he and Tsubasa had just accomplished. Birds Eye view on Gozer and Cap, and Cicivexa. Decrease incoming damage to them by 30% for one round. Heal for 10% MHP (7). 4 physical damage reduct, 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% Link to comment Share on other sites More sharing options...
DragonRage Posted August 24, 2020 Author Share Posted August 24, 2020 Travis slides his tank in front of Cicivexa and Edmond, and accepts his humanity! He abruptly finds himself in his original form, along with his tank and T-Dolls. The Gravity Rahkshi concentrates on Gravity Hammer, keeping Cell pinned. Tsubasa uses Second Form: Eye of the Storm to gain 1 DR, and accepts her humanity! Medusa fires her eye lasers at everyone! But Gozer used Royal Guard to negate her attack! He delivers a crushing monologue, before leaping at the fire stone! "You fool! Dackly never existed! It was always me!" Medusa screams at the earth golem, as he grabs the Toa Stone. Green fire engulfs his form, blazing skyward as his body grows slightly larger. The dazzling flames begin to die down, revealing his new form. His rocky body has altered, mechanical segments intertwined with warm, flexible rock, as if the stone and earth is taking the place of the organic components beings of Bionicle usually possess. Coppery armor plates cover areas that would be vital on an organic creature, and snake up the back of his tail, which is now fluffy with bright, green flames. Feeling his strength begin to drain from him, Gozer casts about, and finds the Mask of Kindred in his hands. Placing it on his face, he feels his power, new and old, stabilize. "What?!" Medusa is flabbergasted, "Impossible! Only a sentient being can become a Toa! You're not alive enough! You're just an empty shell!" Cell uses Wave of Denial on himself, Tsubasa, Gozer, and Cap from his prone position, protecting them from non-AOE attacks! Cell has blocked the Gravity Hammer! But it'll hit him again once Wave of Denial goes down unless the Rahkshi's focus is disrupted... Hikari uses Dispersal Slash on Medusa, stabbing her with the Starstorm Spear for 26 damage! Then she Drains Medusa for 10 damage, and heals herself for 5! Medusa's parry is disabled by Gozer's psychological attacks... Medusa doubles over in agony, clutching her head! She rips the Mask of Truth off, and it creaks in her grip! The Mask of Truth vanishes before she can crush it... She screams with one mouth! She screams with two mouths! Dackly, her cyclopean face screwed up with concentration and pain, is climbing out of the goddess' chest! "You're not real!" Medusa screams desperately, "You're a lie! Die! Die! Go away!" But her flailing at the problem only succeeds in throwing Dackly to the ground next to Gozer and Cap. Spoiler "I'll kill you! I'll kill you and then you'll be gone forever!" Medusa grabs Loyal Gozer and rips away a handful of dark energy, which flows through her form! Medusa recovers HP and reduces her cooldowns. Loyal Gozer is looking a bit peaky... The Regeneration Rahkshi attempts to whack Cicivexa with his staff... but hits Travis instead, doing nothing useful. Medusa grabs the Regeneration Rahkshi next, and rips energy out of it too! The Regeneration Rahkshi is looking a bit exhausted... Gozer and Cap used a First Strike action... Cicivexa uses Manaward to defend himself, and rejects his humanity! The Lalafell grows taller and broader than any Lalafell ever has before (still a bit short for a human), and his body bulks up with rugged mechanical components, corded muscle, and sturdy, white armor over vital areas! Loyal Gozer attempts to throw a rock at Cicivexa! But Travis takes the hit instead! Travis takes 22 damage! Cicivexa takes 12 damage from poison... Medusa is having a bit of a nervous breakdown, and can't predict anything... Dackly brings with her the Blue Arts that Medusa learned while training with the Makuta! Some of them are a bit less awesome without the power and lack of restraint of a dark goddess behind them though... Spoiler Blue Art - Laser Vision: Dackly takes a turn to charge up in a very flashy and obvious way, and then fires FRIKKIN LASER BEAMS from her eye, dealing 1d6 + intelligence damage to up to 6 targets. 5 round cooldown. Dackly can sacrifice buff effects on herself while charging to increase the damage by 1d6 to each target per buff expended. Blue Art - Hunger: Dackly siphons 20% of target willing ally's MHP to heal herself by that amount, and reduce her active cooldowns by 1 round. This can down or kill allies. Blue Art - Poison: Dackly predicts target enemy's action. If she guessed exactly right, parry that attack and inflict a poison that inflicts [intelligence] hatred stacks each round for 3 rounds. This poison doesn't stack with itself. Blue Art - Darkness: The first attack that would hit Dackly in an encounter is absorbed by a shroud of elemental shadow. Passive. Blue Art - Temperature Resistance: Dackly is immune to the next fire or ice elemental action to strike her, and receives no damage or status effects from it. Blue Art - Stasis Field: Target opponent is banished for 1 round. While in stasis, cooldowns and durations do not tick down. For the target, it's as if the round they spent in stasis never happened at all. Status: Spoiler Travis: 81/103, a bit battered, Tank It (Cicivexa and Edmond) 3 Tsubasa: 108/114, Starstorm Spear 2 (weapon must be used, deals 1d6 + strength damage), Eye of the Storm 1 DR, Wave of Denial 2 Cell: 225/244, Starstorm Spear 2 (weapon must be used, deals 1d6 + strength damage), Wave of Denial 2 Hikari: 83/84, Starstorm Spear 2 (weapon must be used, deals 1d6 + strength damage),, Blood Barrier 2x Dackly, Gozer and Cap: 45/45, ???, The Coolest Ever (No Really), Purified, Wave of Denial 2, Bird’s Eye View Cicivexa: 36/66, Starstorm Spear 2 (weapon must be used, deals 1d6 + strength damage), Medusa’s Venom 2 (Deals 12 damage per round, doesn’t stack), Umbra 1, Manaward 2x, Bird’s Eye View Edmond: 64/78, healthy Medusa: 0 damage taken, Shaken Gravity Rahkshi: 34 damage taken, Concentrating on Gravity Hammer Fast Healing Rahkshi: 68 damage taken Loyal Gozer: EXTRA THICC, 200 damage taken Initiative: Spoiler Initiative: Travis: 18 Medusa: 12 Gravity Rahkshi: 11 Medusa: 9 Fast Healing Rahkshi: 8 Tsubasa: 7 Medusa: 6 Hikari: 5 Cell: 5 Dackly, Gozer and Cap: 3 Cicivexa: 3 Edmond: 2 Loyal Gozer: 1 Link to comment Share on other sites More sharing options...
Hal Henderics Posted August 24, 2020 Share Posted August 24, 2020 "You're absolutely right. Gozer could not become a Toa. What you're seeing before you..." The new Toa flexes, rippling heat radiating from them. "Is someone entirely new!" "So I should start calling you Flowzer then? Like Flame Gozer." Dackly says, tired but alive. "...You should probably keep calling me Gozer." He retorts. Dackly grins. "Now then, let's put an end to this, for good!" Dackly strikes a pose next to Gozer with Cap awkwardly third-wheeling! "Hey Cell! I need you to hit me as hard as you can!" she shouts over to her ally. Dackly Charges Laser Vision to use on Medusa, and sacrifices her Wave of Denial Buff! Cap and Gozer use Caltrops on themselves, reducing their Init by 3 and stunning them! When Dackly's health goes below 30, An ally goes into critical health, and an ally reaches full health, Checkmate will trigger! Spoiler Spoiler Petrify: (Dackly, Gaze) Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and slowly brings them closer to becoming petrified. "Inflicts Int+1d6 Hatred 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 Heroic Resolve, and being made of stone. When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them. Enemies are considered Helpless in this state." Stacks increased to Int+1d8 Stacks increased to Int+2d6 An additional effect is granted to this attack, based on a chosen ally, light source, or pertinent status effect. Toa Heartlight (Untyped) 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. Blue Art - Laser Vision: Dackly takes a turn to charge up in a very flashy and obvious way, and then fires FRIKKIN LASER BEAMS from her eye, dealing 1d6 + intelligence damage to up to 6 targets. 5 round cooldown. Dackly can sacrifice buff effects on herself while charging to increase the damage by 1d6 to each target per buff expended. Name Checkmate (Both Partners) Description The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly Level 1 The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags. At least one ally must be in critical health, and one must be at max health. Deal 12d12+Int+Dex damage, and stun the target, bypassing stun immunities. Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike. Spray (Gozer, Cap) Cap throws a handful of Stone Caltrops at enemies Lower Init for 3 enemies by 3 each, if init hits zero, they are stunned Link to comment Share on other sites More sharing options...
StormLord Posted August 24, 2020 Share Posted August 24, 2020 Cell, hearing Dackly's request, simply shrugs and obliges. Throwing the starlight spear as hard as he can at her. Cell delays until after Dackly then uses Starlight Spear on Dackly, dealing 1d6+16 damage. Link to comment Share on other sites More sharing options...
Unlurking Sentinel Posted September 3, 2020 Share Posted September 3, 2020 Power began to flow Cicivexa as everything around him suddenly seemed much, much smaller. Is this the power to oppose even gods? Would it be enough to oppose the goddess who... split in twain and began requesting that we attack her? Is this some sort of trap? Cicivexa is two-thirds inclined to spring this kind of trap, but with this much power, perhaps the larger threats should be incinerated first... Under the effect of Manaward, the Fruits of Hubris are ignored! Cicivexa uses Sharpcast, causing his next attack this round to be an automatic Critical Hit for 2x damage! He then casts Flare III on Medusa, the two Rakshi, and Loyal Gozer, dealing (7d6+16+4)*2 fire damage to all targets, granting Astra for 1 turn, and lowering the duration of Umbra by 1 turn. Effects & Cooldowns: Spoiler Temporary Perk Effects (already accounted for in above actions): Umbra: 0 Turns Remaining Astra: Active until the end of next turn Enochian Dependency: Until Umbra and/or Astra was active during both of the two previous turns Turn 1: Umbra 2, Astra Turn 2: Umbra 1 Temporary Effects (already accounted for in above actions): Manaward: 2 Barriers Remaining Starlight Spear 2 (weapon must be used, deals 1d6 + strength damage) Poison 2 (12 damage per round, doesn't stack) Cooldowns: Swiftcast: 1 Turn Left Manaward: Used this Encounter Stats & Abilities: Spoiler Level: 6HP: 66Initiative: 6 (5-5+6)Stats:Constitution: 6Dexterity: 5Intelligence: 16 (14+2)Strength: 0Synergy: 9 Perks: 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 turns, enabling the ability to cast certain spells, frequently Fire Spells. 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. Swiftcast: Grants the Swiftcast action. Sharpcast: Grants the Sharpcast action. Flaws and Injuries: Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 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 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. 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. Toa Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT check against the target's CON, deals 2x damage and inflicts Heavy for 1 turn. When 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. Toa Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT check against a target's CON, they are inflicted with Bind for 1 turn, at the end of the round. Bound 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. Firaga III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+7d6 fire damage to one target. Firaga I (Level 5): Fire Spell. Deals WD+5d6 fire damage to one target. Flare III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn. Flare I (Level 5): Deals WD+2 fire damage. Manaward I: 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. Link to comment Share on other sites More sharing options...
Chevaleresse Posted September 4, 2020 Share Posted September 4, 2020 Third Form, protecting Cicivexa & Edmond Yin: 0 Yang: 1->2 Breath: 12/12 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: 6HP: 114Initiative: 13 Base Stats: Strength: 3 Dexterity: 13 Intelligence: 2 Constitution: 12 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. Link to comment Share on other sites More sharing options...
Strider Posted September 9, 2020 Share Posted September 9, 2020 "Thanks." Edmond stated in response to the defense of the swordswoman. He did not know what had happened with Dackly's sudden, distinct, appearance, but he would not complain. Nor did he know quite what they were up to. "Good to have you back!" He called, before moving to attack. It seemed unlikely that he'd manage to interfere with their plans. Stress testing on loyal Gozer, for 2d8+12 damage, and increases damage from next hit on same enemy by 25%. Heal for 10% MHP (7). 4 physical damage reduct, 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% Link to comment Share on other sites More sharing options...
EryaHistoria Posted September 11, 2020 Share Posted September 11, 2020 (edited) "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) Edited September 11, 2020 by EryaHistoria Link to comment Share on other sites More sharing options...
kj1225 Posted September 20, 2020 Share Posted September 20, 2020 Travis Hoses down the damaged rock man with machine gun fire. 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) Link to comment Share on other sites More sharing options...
DragonRage Posted October 12, 2020 Author Share Posted October 12, 2020 Travis hoses down the enemy with machine gun fire, and lands 9 bullets! He hits Loyal Gozer twice, Medusa five times, the Gravity Rahkshi twice, and the Fast Healing Rahkshi once, for 18 damage each! Loyal Gozer doesn't seem bothered... Medusa parries the first two bullets, but can't keep up! The Gravity Rahkshi stops concentrating, and seems to be waiting for something... Tsubasa uses Third Form to intercept the next three attacks that would hit Cicivexa or Edmond! Medusa puts Travis into a Stasis Field, banishing him for 1 round! Cell readies an action... Hikari moves 20 HP from herself to Cicivexa! The Gravity Rahkshi springs into action, using Black Hole to attract all targeted actions to himself! The Gravity Rahkshi receives the healing! Medusa begins charging her laser vision, screaming with rage! The Fast Healing Rahkshi reaches out with its staff and... Lightly taps Hikari, bypassing her Blood Barrier to deal 57 points of healing. Medusa is charging her laser vision... Gozer and Cap use Caltrops on themselves, reducing their initiative to zero and stunning themselves! The Black Hole's gravity starts to tug on the caltrops, but something holds them in place... Dackly starts charging her Laser Vision, sacrificing her Wave of Denial buff! Cicivexa uses Sharpcast, and then casts Flare III on Medusa, the two Rahkshi, and Loyal Gozer! The Black Hole draws all of Flare III into the Gravity Rahkshi! Cicivexa inflicts 328 damage to the Gravity Rahkshi! The Gravity Rahkshi disintegrates under the absurd influx of energy, completely annihilating it! With the Black Hole gone, Cell makes his move and shivs Dackly with his Starstorm Spear for 19 damage! Edmond uses Stress Testing on Loyal Gozer, dealing 5 damage and increasing the damage of the next hit the rocky creature takes by 25%! Loyal Gozer heaves a rock at Cicivexa, but his Manaward blocks it! Cicivexa feels a little shock, like a charge of static electricity, and the bizarre sensation of someone poking the bottom of his shoe with a clawed finger! Cicivexa takes 6 damage! Medusa's venom inflicts 12 damage to Cicivexa! THE CONDITIONS ARE MET! CHECKMATE TRIGGERS! Thrown off by the massive gravitational pull and subsequent explosion, and sheer confusion from Dackly's allies seeming to turn on her for no discernable reason, Medusa loses concentration on her laser vision! It explodes in her face, causing her lose her balance and fall over, taking 83 damage as she crashes down! "No! That's impossible!" She screams, clutching her smoking face as she slowly shrinks down to a height more appropriate for a tall human. "You can't have- That move should never work! It takes too much to activate it! I'm better than you in every way! That can't have- Can't have happened! I- I'm the better one! The real one! HOW?" Loyal Gozer and the Fast Healing Rahkshi have vanished... Link to comment Share on other sites More sharing options...
Hal Henderics Posted October 12, 2020 Share Posted October 12, 2020 "When all the truth does is make your heart ache, sometimes a lie is easier to take," Dackly says with a smile. "Was it really that much better, being you of all people? At least I had some stuff going for me." the gorgon questions sadly. "You threw away your future to reclaim your past. You are now what you once were, but now you can never be what you would have been." Gozer admits confusingly. Dackly looks confused, but continues. "Uhh, yeah. And that. Look, just give up, really. You can't beat us in a fight, but like, even if you did, so what? You wouldn't feel any better, and you know it." "You can't just pretend I'm not real. I'm not Medusa anymore, but to tell the truth, neither are you. Surely you know that, deep down?" "Aren't you starting to get sick of fighting for no good reason?" Dackly asks, approaching the laid-low goddess of darkness. Link to comment Share on other sites More sharing options...
StormLord Posted October 12, 2020 Share Posted October 12, 2020 Cell glances quickly between each of the many moving parts of the battle's end, and once the obvious threats are neutralized he takes a moment to plant the starstorm spear that he had been given and gives a victorious fist pump. Though after looking around again he frowns a bit at the complete disappearance of their enemies, after all those monsters had had some sweet armor. Slowly he meanders over to the blackened scotch stain that was once the silver armored creature and pulls out something to use as a dust pan and scoop some of the smoldering ash up to save for later. Link to comment Share on other sites More sharing options...
Unlurking Sentinel Posted October 12, 2020 Share Posted October 12, 2020 This emotional little moment Medusa is having with... herself... is a waste of time. She could easily be trying to lower the party's guards for a desparation blow! And even if the supposed "good" Medusa won out on this exchange (assuming she is no illusion), where would that leave Cicivexa? She's had it coming to her for a long time... Now then, let's see what this power can *really* do... While Medusa was distracted by her own external monologue, the wounded and poisoned Cicivexa channeled his newfound command over ice to empower his magicks. He gathered as much energy as he could, before instantly forming an intense icestorm across Medusa's location, hopefully freezing as much of her as he could, to prevent her from doing anything to stop him. The very instant afterwards, he instantly conjures a burning detonation across the very same location! "Petrify this, wretched goddess!" Under the effect of Manaward, the Fruits of Hubris are ignored! Cicivexa casts Toa Freeze on Medusa, dealing (WD)/8 damage to her, and making an INT(16)+4 check against the target's CON to Bind them for 2 turns! Bound characters cannot make any actions requiring proximity to its target (and is cured when a hostile action requiring proximity is made against them). Cicivexa is additionally granted Umbra for 4 turns! He then uses Swiftcast to cast Firaga I on Medusa, dealing (WD+5d6+6) fire damage to her, and granting Astra for 1 turn! Effects & Cooldowns: Spoiler Temporary Perk Effects (already accounted for in above actions): Umbra: 4 Turns Remaining Astra: Active until the end of next turn Enochian Dependency: Until Umbra and/or Astra was active during both of the two previous turns Turn 2: Umbra 1 Turn 3: Astra Temporary Effects (already accounted for in above actions): Manaward: 1 Barrier Remaining Starlight Spear 1 (weapon must be used, deals 1d6 + strength damage) Poison 1 (12 damage per round, doesn't stack) Cooldowns: Sharpcast: 3 Turn Cooldown (1 Turn with at least two buffs active) Manaward: Used this Encounter Stats & Abilities: Spoiler Level: 6HP: 66Initiative: 6 (5-5+6)Stats:Constitution: 6Dexterity: 5Intelligence: 16 (14+2)Strength: 0Synergy: 9 Perks: 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 turns, enabling the ability to cast certain spells, frequently Fire Spells. 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. Swiftcast: Grants the Swiftcast action. Sharpcast: Grants the Sharpcast action. Flaws and Injuries: Enochian Dependency: If neither Astra nor Umbra was active in the previous two turns, -50% damage dealt. 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 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. 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. Toa Blizzaga: Blizzard spell. Deals WD/2 ice damage. On a successful INT check against the target's CON, deals 2x damage and inflicts Heavy for 1 turn. When 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. Toa Freeze: Blizzard spell. Deals WD/8 ice damage to 3 targets. On a successful INT check against a target's CON, they are inflicted with Bind for 1 turn, at the end of the round. Bound 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. Firaga III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+7d6 fire damage to one target. Firaga I (Level 5): Fire Spell. Deals WD+5d6 fire damage to one target. Flare III (Level 7): Fire Spell. Can only be cast while under Umbra. Deals WD+2d6 fire damage to 4 different targets. Lowers the duration of Umbra by one turn. Flare I (Level 5): Deals WD+2 fire damage. Manaward I: 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. Link to comment Share on other sites More sharing options...
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