Post by Mari on May 12, 2016 15:20:40 GMT -8
Character Name: Ciel, Doctor
Home Planet/Origin: Mega Man Zero Series
Preferred Motto: "...Promise me that you will come back alive."
Appearance:
Alignment: Chaotic Good
History On Li: Ciel, being less of a fighter by nature than your average hero, has been working mostly within the life sphere during her time on Li. Her almost supernatural genius and her tendency to help people from the kindness of her heart has earned her the reputation of 'that girl you call when you want your tech stuff fixed for free'. While she began by helping regular people with their problems, she soon gained a reputation for being trustworthy and people began asking her for help with less mundane things. In particular, recently she was asked to undertake a massive project to improve the efficiency of the local pokemon storage system on Li. Understanding the importance of having this critical infrastructure in place, Ciel accepted this request and is currently working hard to develop a new solution that would free up power to be used in other areas of the life sphere. Ciel also has a couple of personal missions. She has been searching within the life sphere for a couple of friends of hers, such as Alouette and Zero, and is currently attempting to research the starvia--probably like many other scientists interested in curing or fighting against it. However, because the starvia is not within her area of expertise she has had little luck reaching any conclusions as of yet.
Storied History: megaman.wikia.com/wiki/Ciel
Ciel's Stats:
[PTabbedContent=Model Z Megamerge][PTab=Stats]
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[PTab=Primary Attacks (9)]Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. Heavy Str Attack; Does 24% Damage)
Buster Shot: This buster originally belonged to Milan, but was taken after his death and junctioned with Zero's Z-Saber to greatly increase its stopping power. (Medium Dex Attack; Does 18% Damage)
Chain Rod: This whip-like weapon is lined with plasma blades that dig into foes and leech energy from the victim, restraining them not unlike a lasso. This heals Ciel for half the damage done and grapples the target. Every turn they remain grappled the blades dig deeper and this attack can be repeated. The grapple roll gets a +2 bonus each turn. After the third turn, only the grapple continues. Costs 2 actions 3 turn cooldown. (Medium Dex Attack; Does 20% Damage)
Recoil Rod: These plasma tonfas pack an incredible punch, possessing large knockback and a 20% chance to stun the target that stacks every time this attack hits until a stun is achieved. However, it suffers a -2 accuracy penalty due to extremely poor range. (Medium Str Attack; Does 18% Damage)
Triple Rod: A bizarre variant of the Z-saber in the form of a lance that explosively extends outward up to twice, allowing it to hit multimate times at unexpected ranges! (Light Str Attack; Does 8% Damage)
Bashou Fan: A pair of beautiful energy fans that can cut enemies just as surely as a Z-saber, but are less wieldy. This defensively orientated weapon specializes in defensive fighting and disarming opponents. While this weapon is out and ready, meaning it was drawn the previous turn, any melee attack an opponent makes it subject to a potential counter-attack. By beating the attacking roll by 10 or above, the opponent will be disarmed if that attack hits! The opponent can make a dexterity roll to retrieve or fix their weapon using a dexterity roll, but provokes an attack of opportunity doing so. If the user beats their dexterity roll, they gets to take an extra action against them on their next turn. And if they beat it by 10 or more, she gets to take two extra actions. Alternatively, if the foe cannot be disarmed, they get injured and are afflicted with the Disabled status on a relevant stat for 3 turns. However, due to occupying both hands it takes an extra action to draw the weapons mid-combat and they must be put away before any other attacks can be used. (Medium Str Attack; Does 14% Damage)
Hyakuretsukyaku: Literally "Hundred Rending Legs". This attack takes the form of a flurry of lightning-fast kicks that leave the victim feeling as if they were being kicked multiple times at once in an impossible fashion. If the opponent fails their dodge roll by an amount equal to or greater than 2 + their CON modifier, they get stunned. If their CON modifier is low enough, they can even get stunned if the attack itself misses despite not having been hit. At the cost of an additional action, its damage can be increased by 12 and its accuracy by +2. 2 turn cooldown. (Medium Str Attack; Does 16% Damage)
Enkoujin / Enkoukyaku: This attack takes two forms. The first is a diving Z-saber attack. The second takes the form of a diving kick attack in the vein of Akuma from Street Fighter. Both attacks are mechanically the same. They are fire elemental themed and have a 40% chance of burning the target. They also do 3% less damage for every attack the user bubble shielded or got hit by that turn. 2 turn cooldown. (Heavy Str Attack; 32% Damage)
Triple Slash: A powerful combo attack that requires Ciel to stand still to use it, leaving her very vulnerable to counter-attacks represented by a -2 dodge penalty to one of her dodges next turn each time she uses it. (Heavy Str Attack; Does 30% Damage)
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[PTab=Special Attacks (12)]Warrior's Spirit: Ciel is a lot braver than she initially appears, but it takes some pushing to get it out of her. For every 20% damage she accumulates, her damage done increases by 1% and for every 30% damage she accumulates, she gains a +1 to any skill check related to bravery, pain tolerance, or strength, as well as a +1 to CON based resistance rolls.
Elemental Chip: Ciel sockets an elemental chip into her weapons, infusing her attacks with an additional effect for up to 3 turns and classifying her attacks as that element, with a cooldown equal to its duration.
Shadow Dash: Ciel may dash as a free action, briefly vanishing from the visible plane only to re-appear nearby. This turns her next attack into a sneak attack and increases the attack in question's accuracy by +2 but decreases its damage by 2%. 1 turn cooldown.
Zero Knuckle: "Touching is good." -- Nintendo, 2005. This move is a STR based grab that can take on several variants depending on what exactly Ciel is touching. If she grabs a weapon, she can violently disarm the target and steal it to gain access to the moves it is associated with until her opponent takes it back or disarms her with a grapple roll, putting those moves on a 3 turn cooldown for her opponent--or indefinitely until the weapon is retrieved if they have no substitute weapons to fill in for it. If used on a person though, it cripples them and afflicts the disabled status for a stat of Ciel's choice upon them for 3 turns. 4 turn cooldown. (Heavy Str Attack; Does 20% Damage)
Shield Boomerang: Ciel produces a plasma shield to protect herself and/or a target she designates as her protectorate. She rolls CON against incoming attacks, reducing their damage by 75 percent rounded up if successful (100% for light attacks) and negating their secondary effects. Else, she only blocks 6% damage. She can then toss her shield at a target Captain America style, dealing damage equal to the amount resisted. Lasts for 1 turns. 2 turn cooldown.
Earth Gaizer: A powerful attack wherein' Ciel strikes the ground with fists full of an awesome power, inexplicably causing a large explosion all around her and sending debris flying everywhere. Instead of a traditional cooldown, this attack requires Ciel to take 30% damage in order to recharge it. This attack stuns if it beats the opponents' dodge roll by 5 or more. (Heavy Str Attack; Does 32% Damage)
Gokumonken: Ciel enters a defensive stance. On the following turn, she may attempt to counter any attack thrown at her and/or a target she designates as her protectorate by rolling against their attack using an attack roll of her own. However, she does not get to attempt to dodge if she fails. Successful counters will deal undodgeable damage back to the attacker equal to the damage of their own attack. 3 turn cooldown.
Charge Attack: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Ciel then gains a charge buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her preferred attack modifier. Then lower that modifier by an amount you choose for 2 turns (This debuff does not affect skill checks) and add Xd5 to the charge buff's potency, with X being the amount you lowered your modifier by. Ciel takes 5% recoil. 2 turn cooldown.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Model ZX: Double Megamerge! Ciel merges the movesets of Model X and Model Z, gaining both movesets simultaneously. She also gains a +8 Damage Buff and her stats are buffed such that she has the higher base stat of each form, plus an additional +1 buff to each modifier. However, she is not as strong as Vent or Aile and the strain this form puts on her body is too much for her. She takes recoil damage equal to 20 - 1d(con stat)+(con mod) each turn. A roll of natural 1 results in the buff ending and Ciel being afflicted with the severe exhaustion status for 3 turns. A roll of the highest natural number results in an extra action being awarded that turn. 3 turn cooldown.
Hidden Power: Ciel taps into a burst of extreme strength granted by her biometal, gaining hilarious amounts of brute strength comparable to a hulking monster many, many times her size at a cost to her body. This grants her a +4 to her strength and constitution modifiers, and a +2 to her other modifiers for 1 turn. She can also power her way through incoming attacks using this strength, ignoring knockback and rolling con to reduce the damage of incoming attacks (Min: 1/10th of original damage rounded down), as well as lowering the effect chance of secondary effects by 70% if the attack does less than 20% damage after resistance. Additionally, attacks deal +5% damage. This can be activates as a free action when Ciel or a loved one's life is in danger. On the next turn, she suffers the Severe Fatigue status. 3 turn cooldown.
Extended Dash: GOTTA GO FAST!! This extended dash allows Ciel to dramatically increase her speed. Raises her dexterity modifier by +2 and increases her damage dealt by 8% for 1 turn. 2 turn cooldown.
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[PTab=Ultimate Attacks (1)]Rekkoha: Ciel strikes the ground with incredible force, drawing force eruptions of power from the earth that rip into enemies, dealing 60% damage to every enemy in the area. However, Ciel suffers 15% recoil and a -2 dodge penalty during her next turn.
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[PTabbedContent=Model X Megamerge][PTab=Stats]
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[PTab=Primary Attacks (9)]Buster Fire: Ciel shoots a series of buster shots at an enemy. (Light WIS Attack; Does 8% Damage)
Plasma Charge Shot: An unusual and arugably cruel charge shot that dissipates quickly on impact, creating a cloud of burning plasma that will scorch anyone who isn't very quic to get away from the site of impact. If this attac beats the target's dodge roll by greater than 6, it does double damage. (Medium WIS Attack; Does 14% Damage)
Charge Shot: Model X's extremely powerful charge shot can be fired up to 4 times before it needs to be recharged, with 1 action spent charging equating to 2 charge shots worth of energy being charged. (Heavy WIS Attack; Does 27% Damage)
Double Charge Shot: Ciel fires off a devastating double charge shot that strains her body but delivers unprecedented pain to the victim. Because of its wide area of destruction, it gains a +2 to its accuracy. However, she suffers a -2 to her next dodge roll and 7% recoil. 2 turn cooldown. (Heavy Dex Attack; Does 32% Damage)
Splash Laser: Ciel fires off a pressurized burst of liquid, ...let's just call it water, to blast foes away like a fire hose. Has a 100% chance of applying soaked. (Light Wis Attack; Does 5% Damage)
Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. (Heavy Dex Attack; Does 24% Damage)
Madouken: Ciel attacks by throwing concentrated magic and Ki! Takes the form of a single blast of pink'ish-white energy. Can be charged to perform the vacuum madouken instead, which gives grants a +2 to its accuracy but Ciel suffers 3% damage in the process, even if the attack misses. Has a 2 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
Shoryuken: The rising dragon fist! Oddly enough, this version is a lightning element variant, calling down a bolt of lightning to strike enemies right before the attack hits, making the actual uppercut somewhat superfluous. It sure looks awesome though. It has a 100% chance to paralyze enemies if it hits. However, because the user has to fall back down after jumping, they are left vulnerable and suffer a -2 dodge penalty to one dodge next turn. 2 turn cooldown. (Heavy Wis Attack; Does 28% Damage)
Storm Tornado: A powerful horizontal twister is shot out, hitting targets with heavy knockback potentially trapping them in the vortex long enough to let Ciel get in a second attack. It has a 50% chance to stun reflecting this. If the target fails their dodge by 6 or more, the base damage of this attack doubles. 3 turn cooldown (Heavy Wis Attack; Does 14% Damage)
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[PTab=Special Attacks (12)]Warrior's Spirit: Ciel is a lot braver than she initially appears, but it takes some pushing to get it out of her. For every 20% damage she accumulates, her damage done increases by 1% and for every 30% damage she accumulates, she gains a +1 to any skill check related to bravery, pain tolerance, or strength, as well as a +1 to CON based resistance rolls.
Variable Weapons System: The iconic ability to steal and use powers against ones foes has been unlocked by Ciel and returns through Model X! She can steal moves either by defeating an opponent or by grappling that opponent for 3+ turns straight. These moves
Elemental Chip: Ciel sockets an elemental chip into her weapons, infusing her attacks with an additional effect for up to 3 turns and classifying her attacks as that element, with a cooldown equal to its duration.
Charge Attack: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Ciel then gains a charge buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her preferred attack modifier. Then lower that modifier by an amount you choose for 2 turns (This debuff does not affect skill checks) and add Xd5 to the charge buff's potency, with X being the amount you lowered your modifier by. Ciel takes 5% recoil. 2 turn cooldown.
Shadow Dash: Ciel may dash as a free action, briefly vanishing from the visible plane only to re-appear nearby. This turns her next attack into a sneak attack and increases the attack in question's accuracy by +2 but decreases its damage by 2%. 1 turn cooldown.
Giga Crush: A powerful attack wherein' Ciel discharges built up and absorbed energy from damage she has taken in the form of a very violent explosion! Instead of a traditional cooldown, this attack requires Ciel to take 30% damage in order to recharge it. This attack stuns if it beats the opponents' dodge roll by 5 or more. (Heavy WIS Attack; Does 32% Damage)
Nova Strike: Ciel leaps into the air and a terrible aura of power surrounds her, allowing her to plow through an attack as if she were invincible! This is a counter attack where Ciel must beat the offending roll using her WIS stat. If succesful, she attacks back for 1.5x the offending damage's attack. 3 turn cooldown.
Sleight of Hand: If Ciel succeeds 2 dodge rolls by 6+ during a turn, or dodges the only attack aimed at her, or isn't attacked at all, she can recharge her charge shot for 1 actions worth as a free action.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom-designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Model ZX: Double Megamerge! Ciel merges the movesets of Model X and Model Z, gaining both movesets simultaneously. She also gains a +8 Damage Buff and her stats are buffed such that she has the higher base stat of each form, plus an additional +1 buff to each modifier. However, she is not as strong as Vent or Aile and the strain this form puts on her body is too much for her. She takes recoil damage equal to 20 - 1d(con stat)+(con mod) each turn. A roll of natural 1 results in the buff ending and Ciel being afflicted with the severe exhaustion status for 3 turns. A roll of the highest natural number results in an extra action being awarded that turn. 3 turn cooldown.
Hidden Power: Ciel taps into a burst of extreme strength granted by her biometal, gaining hilarious amounts of brute strength comparable to a hulking monster many, many times her size at a cost to her body. This grants her a +4 to her strength and constitution modifiers, and a +2 to her other modifiers for 1 turn. She can also power her way through incoming attacks using this strength, ignoring knockback and rolling con to reduce the damage of incoming attacks (Min: 1/10th of original damage rounded down), as well as lowering the effect chance of secondary effects by 70% if the attack does less than 20% damage after resistance. Additionally, attacks deal +5% damage. This can be activates as a free action when Ciel or a loved one's life is in danger. On the next turn, she suffers the Severe Fatigue status. 3 turn cooldown.
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[PTab=Ultimate Attacks (1)]Forgotten Legends: Ciel animates 3 Smash Spirits using experimental technology, creating living memories of their former selves to fight on her behalf! The spirits that can be summoned using this final smash, their stats and attacks are recorded here. These have a base HP of of 50, -/+ 5 per CON mod and a base shield of 25, -/+ 3 per CON mod. For 3 turns, Ciel gains 3 extra actions per turn which belong to these allies. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Ciel's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Ciel either a life capsule that heals for 1d15+Cha or a weapon energy capsule that resets the cooldown on an attack.
Extended Dash: GOTTA GO FAST!! This extended dash allows Ciel to dramatically increase her speed. Raises her dexterity modifier by +2 and increases her damage dealt by 8% for 1 turn. 2 turn cooldown.
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Companions / Minions
[PTabbedContent=Milan][PTab=Stats]
[PTab=Primary Attacks (2)]Buster Rifle: This is Milan's rifle. There are many like it, but this one is his. Effective at a range, this weapon is quite efficient at dispensing justice all over the battlefield. (Light Dex Attack; Does 8% Damage)
Plasma Blade: This service blade is used for when a rifle just isn't practical, or for when a bit more brute force is needed. Swing it around, have a good time. (Medium Str Attack; Does 16% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (2)]Suppression Fire: Milan uses his buster rifle to discharge a series of many shots in the foes general direction. This attack does no damage but creates a danger zone around the foe that limits their movement options, represented by a -2 to their dexterity modifier on the following turn. 2 turn cooldown
Marksman Fire: This attack can only be used on targets that do not know Milan's exact location. Milan carefully lines up and takes a precise shot at an enemy from a hidden location, attempting to shoot them in a weak spot. This is a sneak attack that targets the foe's Perception (Wisdom). If Milan's attack is successful, he will remain unseen after this attack. However, if he misses he will be outed. 1 turn cooldown. (Heavy Dex Attack; Does 24% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Airy][PTab=Stats]
[PTab=Primary Attacks (0)]None[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Identify: Airy is able to give you the Scoop on a Enemy! She seems to know alot about monsters she shouldn't have information on. This is like the D's Journal Item, in which the GM must give out a certain hint on how to defeat the enemy in question. 3 turn cooldown.
Zeta Flare: Using some Impressive Fire Magic, Airy unleashes a Devestating Fire ball, in the visage of a Demonic, Flaming Train made of Smoke and Ash. This deals 28% Damage and Guarantees a 3 Turn Burn! Airy suffers a 3 Turn Cooldown, as well as giving Ciel a 15% Recoil.
Dark Abyss: Causes a Black Hole-like Effect, That causes a Target to suffer a massive, Crushing blanket of Gravity and Dark Magic! This deals 15% Damage and Bind the target to the ground, Acting as a Long-range Grapple! 2 Turn Cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Piranha Plant][PTab=Stats]
[PTab=Primary Attacks (3)]Chomp: The Piranha Plant lunges out to chomp at nearby enemies! (Light Comboable Str Attack; Does 8% Damage)
Dizzy Breath: The Piranha releases a noxious gas meant to knock out the victim. It tends to fall a bit short of that though, making them dizzy insead. Has a 100% chance of afflicting mind-melted. 1 turn cooldown. (Light Wis Attack; Does 2% Damage)
Elemental Breath: The piranha spits ice or fire balls at an enemy. If you feed it a fire flower, this attack will deal 2% bonus damage and have a 30% chance of afflicting either burn or frozen at your discretion instead of the fire flower's usual mechanics. (Light Wis Attack; Does 8% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Vicious Temper: This turn, Chomp does +8% extra damage per bite. 2 turn cooldown, and the piranha plant takes 5% damage.
Ultra Portable Pot: When held by someone, they may make dodge rolls on the piranha plant's behalf using their own dex stat. In addition, the piranha plant may disguise itself as a regular pot full of dirt by retreating into it and has very little weight to it for some reason.
Devour: Weirdly enough, the piranha plant is potted in a hungry cookpot. The result is that when it eats items, or enemies, they are magically transported to the owner's stomach instead. They are also shrunk ju~ust enough to avoid any unfortunate size related injuries. This is done as a grapple roll. While the target is eaten you gain 2 stat points in their two highest stats (if there is a tie, you may choose from the tied stats) and only take half damage from all of their attacks through the power of bullying them with your body. Additionally, any dex targeting attack they make against you will target your CON stat instead. However, they also take half damage from all outside sources and are outright immune to outside attacks that target CON. To escape, they must deal 40% cumulative damage to you which can be offset by any healing you receive. If the target fails to escape in 4 turns or is KO'd, your stat bonus becomes permanent for the rest of the mission. However, you cannot boost any stat by more than 4 by eating multiple enemies. This item has a 4 turn cooldown.
Once a turn you may deal 15% digestion damage to the victim, healing yourself for 5% health as a free action that cannot be dodged or bubble shielded. At the cost of an action, however, you can upgrade this to 25% damage and grant your next attack against anyone a 5% damage bonus attributed to a burst of energy. If you do this at least once and the victim escapes, they are afflicted with the burn status upon escaping.
Alternatively, you can choose a more protective route to keeping them prisoner. All attack rolls directed at them can instead be intercepted and rolled against by yourself, including mental attacks. While doing this, you gain a +3% damage bonus against anyone who attacked the target in the past 3 turns and a +3% healing bonus towards the target. However, these bonuses cease to function for the turn if the target attacks you from within, even if they fail to do any damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
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[PTabbedContent=Mirage Reploid Roll Light][PTab=Stats]
[PTab=Primary Attacks (3)]Cleaning: Roll shoves her broom at an enemy and attempts to aggressively and somewhat violently clean them. Can be dipped in a mop bucket, which decreases its damage done by 5% and turns it into a solo attack that afflicts soak. (Light Comboable Str Attack; Does 8% Damage)
Roll Buster: Roll uses solar energy absorbed from the world around her to charge her buster, unleashing a blast of plasma energy. Can be charged at the cost of 1 extra combat action for 12% extra damage and +2 accuracy. This attack benefits from the effects of solar based buffs, such as Sunny Day for example. (Medium Wis Attack; Does 18% Damage)
Broom Beatdown: Roll gives the target a strong whack with her ceratanium broom. Has high knockback and disorientates the foe with conclusive force.However, by getting so close, she puts herself at risk, represented by a -2 penalty to her next dodge roll. She can afflict the mind-melted status by targeting the head, or have a 50% chance of afflicting the disabled status on a mental stat if they're already mind-melted. However, she can also have a 50% chance of disabling dexterity if she targets joint and injures it, restricting their movement. If she does not target the head or a joint, it just does 10% additional damage. (Heavy Str Attack; 20% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Zenkai: For every 20% damage Roll accumulates, her attacks do 1% more damage. For every 40% damage she accumulates, her strength and wisdom modifiers increase by 1.
Vacuum Arm:: Roll transforms her arm into the head of an extremely elastic vacuum cleaner! She then begins to vacuum up an area of her choice, absorbing whatever loose objects are there. If the objects are non-toxic and non-volatile, she absorbs them to heal herself for 1d15+cha health. Else, she can launch the objects back out at her enemy, inflicting 25% damage with a 50% chance of inflicting a status effect appropriate to the object launched. If a character is vacuumed up instead as a WIS vs DEX roll, they are trapped inside Roll and she assimilates some aspect of their fighting style such as a weapon or special skill, stealing one of those characters' primary or special moves in the process. These moves gain an additional turn of cooldown and she can only keep 3 stolen attacks at once. For every turn the victim remains trapped, Roll can heal herself or the victim for 5% health. To escape, they must deal 40% cumulative damage to Roll. Alternatively, Roll can launch them back out as a projectile for 24% damage to both the projectile and anyone hit by it--or turn on her very own washing machine function to afflict the soaked or a faux digestion status. 3 turn cooldown.
Sub Tank: Roll has a Sub Tank stored inside her body that she can use to store excess energy. It has a percentile capacity of up to 100%. She can restore sub tank energy by vacuuming and cleaning things up and converting filth, debris, and matter to fuel. This restores 1d6 per action spent cleaning, plus an additional 3% for each action spent after the first one. A defeated enemy that is vacuumed up and processed restores 50% sub tank energy. Else, landing attacks on enemies restores 2% Sub Tank Energy. This energy can be spent to create objects to help herself or allies. She begins with 30% energy. Producing these items costs an action, as does using them.
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Home Planet/Origin: Mega Man Zero Series
Preferred Motto: "...Promise me that you will come back alive."
Appearance:
Alignment: Chaotic Good
History On Li: Ciel, being less of a fighter by nature than your average hero, has been working mostly within the life sphere during her time on Li. Her almost supernatural genius and her tendency to help people from the kindness of her heart has earned her the reputation of 'that girl you call when you want your tech stuff fixed for free'. While she began by helping regular people with their problems, she soon gained a reputation for being trustworthy and people began asking her for help with less mundane things. In particular, recently she was asked to undertake a massive project to improve the efficiency of the local pokemon storage system on Li. Understanding the importance of having this critical infrastructure in place, Ciel accepted this request and is currently working hard to develop a new solution that would free up power to be used in other areas of the life sphere. Ciel also has a couple of personal missions. She has been searching within the life sphere for a couple of friends of hers, such as Alouette and Zero, and is currently attempting to research the starvia--probably like many other scientists interested in curing or fighting against it. However, because the starvia is not within her area of expertise she has had little luck reaching any conclusions as of yet.
Storied History: megaman.wikia.com/wiki/Ciel
Ciel's Stats:
Discipline | Stat | Modifier |
---|---|---|
Strength | 2 | -4 |
Dexterity | 12 | +1 |
Constitution | 10 | +0 |
Intelligence | 20 | +5 |
Wisdom | 20 | +5 |
Charisma | 20 | +5 |
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (9)]Buster Pistol: Ciel's fallback, a basic buster pistol. She's reluctant to use it, but in a world like Li you can never be too safe. The pistol's low recoil makes it ideal for pulling off a couple of quick shots in a tense situation. Targets Dexterity. (Light Dex Attack; Does 8% Damage)
"The Pacifier": This attachment on Ciel's buster pistol doesn't shoot anyone; rather, it emits strange waves, dubbed LOVE (Ludicrous Overflow of Vital Emotions), that assault an enemy's mind in an effort to pacify them. This attack, on occasion, has been known to randomly turn the victim into a woman. "...I should probably fix that. Later." Targets Int. Has a 40% chance of causing mind-melted. 1 turn cooldown. (Medium Wis Attack; Does 18% Damage)
Hack Attack: This attack requires a turn of setup, during which Ciel attempts to get in close to a mechanical or digital enemy. If the enemy in question attacks Ciel and hits her during this time, Ciel is pushed back and the attack fails. If she is not attacked or the enemy's attack misses, however, she is able to use this attack freely during her next turn and any followup turns if the target is unable to put distance between her or hit her with an attack. (Heavy Int Attack; Does 28%)
Hacker Cyber Elf "Kynite": This powerful cyber elf fuses with Ciel's body and discharges a blast of raw energy over the immediate area, doing massive damage to any enemy unlucky enough to be caught in it. One has to pay close attention to Ciel to see this attack coming and one can't really side-step or roll away from an explosion very efficiently, so this attack targets the opponent's perception (wisdom) rather than their dexterity. Has a 3 turn cooldown. (Heavy WIS Attack; Does 30% Damage)
Hacker Cyber Elf "Stickle": A cyber elf rushes the enemy and attempts to stun them by magically exploding into a sticky goo! As they are invisible, this targets wisdom. Has a 20% chance to stun the target that stacks every time this attack hits until a stun is achieved and a 50% chance to soak that also stacks on followup attacks. However, it suffers a -1 accuracy penalty due to the elf's tendency to close its eyes right before bursting. (Medium Str Attack; Does 10% Damage)
Love Magic: Channel the power of heart to blast away your opponents in a deceptively violent heart-themed explosion or beam! Costs 2 actions. Has a +2 to its accuracy. (Heavy Cha Attack; Does 15+3xCha Mod Damage)
Girl Bomber: When you need to humiliate an opponent, a smack or a bash with your behind will usually do the job just fine. Whether it be falling on them backside first or throwing yourself at them backside first, the power of such an attack is usually disproportionately powerful relative to the cuteness of the user. May even result in explosions of hearts or other shenaniganry. Depending upon the context, this attack can afflict the infatuation, mind-melted or stunned status. It can also be used as a free action if someone attacks Ciel from behind or is behind her when she is hit by an attack. However, because this attack usually comes with exposing oneself to a literal buttkicking and has some considerable lag on it, it conveys a -2 dodge penalty to one dodge attempt on the user's next turn.
Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. (Heavy Dex Attack; Does 24% Damage)
Charge Shot: Ciel slots her Z-saber into her buster pistol to upgrade it the same way Zero did with his, and fires off a charge shot! Unfortunately, while unmegamerged, her weak nerdy arms can't do that without consequences. She needs to make a CON roll with a DC of 15 to remain stable while doing this, else the attack suffers a -2 accuracy penalty and she suffers a -2 dodge penalty from the blowback. (Heavy Dex Attack; Does 27% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (12)]Nurse Cyber Elf "Curiph": This cyber elf targets Ciel or an ally, expending their energy to heal the target for 1D15+cha. 3 turn cooldown.
Animal Cyber Elf "Beesus": This cyber elf swarms an enemy on command and unless it is dodged, stings the enemies repeatedly and afflicts them with the poison status condition. 2 turn cooldown. (Light Wis Attack; Does 16% Damage)
Hacker Cyber Elf "Sabras": This cyber elf targets Ciel or an ally, fusing with them and granting them a +2 to their strength and dexterity modifiers for 3 turns. Has a 4 turn cooldown.
Hacker Cyber Elf "Metoras": A cyber elf distorts reality around it to render an enemy helpless by transforming them into a mettaur as a WIS vs INT roll, preventing them from making attacks and setting their dodge modifier to -3. This lasts until they beat an INT roll of 12 or until they take 25% damage, making it a weaker but more humorous variant of the frozen status. 2 turn cooldown.
Hacker Cyber Elf "Shuthas": This cyber elf targets Ciel or an ally, fusing with them and granting them an extra action for 3 turns. Has a 4 turn cooldown.
Hacker Cyber Elf "Clockle": Clockle attempts to warp time around their foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Ciel's roll, and if Ciel beats their Int roll by a value of 6 or above, they are also stunned. This attack has a 5 turn cooldown.
Hacker Cyber Elf "Putite": Reinforces the targets body. The next 3 attacks that hit them which deal 20 or more damage have their damage cut by half. If the target perishes while under the effects of this buff, they survive at 1 HP, however the buff then ends immediately. 3 turn cooldown
Portal Gun: This scientific tool stands in defiance of the natural laws of physics, crumbling space and creating portals through any two surfaces large enough to accommodate them. Materials passing through one portal will instantly emerge from the other, creating a strange visual illusion if both portals are visible at once. It can be used to disarm most hazards that could be disarmed by flight, plus a few more as logic permits. This particular portal gun fires pink and purple portals. In combat, this tool can be used to enhance the effect of other attacks by using them to generate enormous amounts of momentum unrestricted by the concept of terminal velocity. The longer she falls, the more momentum she gains represented by the number of actions spent. Only the followup attack can benefit from the buff, however. 3 turn cooldown.
1 action: +10% Damage, 10% chance of stun, +1 accuracy
2 actions: +20% Damage, 25% chance of stun, 15% chance of paralysis
3 actions: +30% Damage, 35% chance of stun, 50% chance of paralysis, 5% recoil
4 actions: +30% Damage, 40% chance of stun, 50% chance of paralysis, 40% chance of mortal wound, 10% recoil, 30% chance of self-paralysis
5+ actions??: Same as 4 actions, but immediately KOs enemies who aren't bosses or players. May also immediately KO bosses or players at their players discretion.
Clentaminator: Technology and magic meet to create a world-altering device. Allows for the changing of the natural climate and the purification of corruption from one's body, even up to and including the starvia itself. Note that its effects aren't quite at full strength and it does not heal the underlying damage corruption has caused, meaning if it were used on the infected it would simply kill them... For now, it is better used as a preventative measure than cure. When the glowing pink beam the clentaminator fires touches a person or location, it bestows them with immunity to all but the most extreme concentrations of starvia and reduces the duration of all debuffs they suffer by 1 each turn. Additionally, it can be overcharged to heal both the target and Ciel for a value equal to Ciel's charisma modifier for 5 turns. However, this second function has a 3 turn cooldown.
When used on infected targets, it functions as a 22% damage attack with a 1 turn cooldown.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Touch Therapy: By touching someone, Ciel can share positive feelings and emotions with them using the power of love magic! At its most simplest, a supportive of affectionate touch will heal for 1d5+cha and reduce the duration of status effects on someone by 1 turn / grant them a +1 to overcoming them. However, by using both hands in the form of a hug or massage at the cost of an extra action and a -2 dodge penalty to one attack on her next turn, Ciel can triple the effects. If nothing is around to interrupt her, she can spend all her actions for an entire turn and get 5x the effects. However, targets become overstimulated if this is done too often, and so it has a cooldown unique to the person she used it on for 2 turn, 3 turns or 4 turns depending on how powerful the variant she used is. It also has a separate 2 turn cooldown that applies to everyone.
Hacker Cyber Elf "Pitia": Pitia flies around the room and alters reality to create pits around the room. Can also be used to create temporary tunnels through walls. These pits are invisible and can have spikes in them that deal 20% damage with a 10% chance of afflicting mortal wound. Climbing back out of the pit takes an action. A character that does not dodge or move around during their turn cannot fall into a pit, nor can someone who never touches the ground. Up to 3 pits can be created at once, and you can only fall in one pit a turn... on accident, anyway. These pits last for 3 turns. Ciel uses her intelligence stat to choose places enemies are likely to move to in the future, and anyone who wants to move around in the area the pits are placed must make a wisdom save against her intelligence roll to avoid them. Allies can also fall in pits. For allies, Ciel's intelligence roll represents her trying to put it somewhere she doesn't think they'll step, and allies have to roll the inverse of their wisdom modifier against Ciel's intelligence roll. If Ciel outrolls them, they are safe. Once someone falls in a pit, anyone who saw them fall is assumed to be capable of avoiding the pit. A person inside the pit when the duration ends is ejected violently for 6 damage. A pit without spikes in it can be used to initiate surprise attacks if the target did not see one enter the pit. 3 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Rare Cyber Elf "Jackson": This very, very rare cyber elf will fuse with Ciel or an ally on command. The target's body becomes transparent and ethereal, as if they were a ghost, and begins to flash rainbow colors, not unlike a starman. This effect remains for two turns, during which the target is invincible and the target is granted one free use of their special and primary attacks that ignores those attacks' cooldown if they have one.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Ciel carries around a fancy, self-made PDA that she uses for keeping track of things and interfacing with other computers. It currently contains all of Ciel's notes, her schedules, various information to help her navigate the life sphere and some of her notes from her work.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
"The Pacifier": This attachment on Ciel's buster pistol doesn't shoot anyone; rather, it emits strange waves, dubbed LOVE (Ludicrous Overflow of Vital Emotions), that assault an enemy's mind in an effort to pacify them. This attack, on occasion, has been known to randomly turn the victim into a woman. "...I should probably fix that. Later." Targets Int. Has a 40% chance of causing mind-melted. 1 turn cooldown. (Medium Wis Attack; Does 18% Damage)
Hack Attack: This attack requires a turn of setup, during which Ciel attempts to get in close to a mechanical or digital enemy. If the enemy in question attacks Ciel and hits her during this time, Ciel is pushed back and the attack fails. If she is not attacked or the enemy's attack misses, however, she is able to use this attack freely during her next turn and any followup turns if the target is unable to put distance between her or hit her with an attack. (Heavy Int Attack; Does 28%)
Hacker Cyber Elf "Kynite": This powerful cyber elf fuses with Ciel's body and discharges a blast of raw energy over the immediate area, doing massive damage to any enemy unlucky enough to be caught in it. One has to pay close attention to Ciel to see this attack coming and one can't really side-step or roll away from an explosion very efficiently, so this attack targets the opponent's perception (wisdom) rather than their dexterity. Has a 3 turn cooldown. (Heavy WIS Attack; Does 30% Damage)
Hacker Cyber Elf "Stickle": A cyber elf rushes the enemy and attempts to stun them by magically exploding into a sticky goo! As they are invisible, this targets wisdom. Has a 20% chance to stun the target that stacks every time this attack hits until a stun is achieved and a 50% chance to soak that also stacks on followup attacks. However, it suffers a -1 accuracy penalty due to the elf's tendency to close its eyes right before bursting. (Medium Str Attack; Does 10% Damage)
Love Magic: Channel the power of heart to blast away your opponents in a deceptively violent heart-themed explosion or beam! Costs 2 actions. Has a +2 to its accuracy. (Heavy Cha Attack; Does 15+3xCha Mod Damage)
Girl Bomber: When you need to humiliate an opponent, a smack or a bash with your behind will usually do the job just fine. Whether it be falling on them backside first or throwing yourself at them backside first, the power of such an attack is usually disproportionately powerful relative to the cuteness of the user. May even result in explosions of hearts or other shenaniganry. Depending upon the context, this attack can afflict the infatuation, mind-melted or stunned status. It can also be used as a free action if someone attacks Ciel from behind or is behind her when she is hit by an attack. However, because this attack usually comes with exposing oneself to a literal buttkicking and has some considerable lag on it, it conveys a -2 dodge penalty to one dodge attempt on the user's next turn.
Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. (Heavy Dex Attack; Does 24% Damage)
Charge Shot: Ciel slots her Z-saber into her buster pistol to upgrade it the same way Zero did with his, and fires off a charge shot! Unfortunately, while unmegamerged, her weak nerdy arms can't do that without consequences. She needs to make a CON roll with a DC of 15 to remain stable while doing this, else the attack suffers a -2 accuracy penalty and she suffers a -2 dodge penalty from the blowback. (Heavy Dex Attack; Does 27% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (12)]Nurse Cyber Elf "Curiph": This cyber elf targets Ciel or an ally, expending their energy to heal the target for 1D15+cha. 3 turn cooldown.
Animal Cyber Elf "Beesus": This cyber elf swarms an enemy on command and unless it is dodged, stings the enemies repeatedly and afflicts them with the poison status condition. 2 turn cooldown. (Light Wis Attack; Does 16% Damage)
Hacker Cyber Elf "Sabras": This cyber elf targets Ciel or an ally, fusing with them and granting them a +2 to their strength and dexterity modifiers for 3 turns. Has a 4 turn cooldown.
Hacker Cyber Elf "Metoras": A cyber elf distorts reality around it to render an enemy helpless by transforming them into a mettaur as a WIS vs INT roll, preventing them from making attacks and setting their dodge modifier to -3. This lasts until they beat an INT roll of 12 or until they take 25% damage, making it a weaker but more humorous variant of the frozen status. 2 turn cooldown.
Hacker Cyber Elf "Shuthas": This cyber elf targets Ciel or an ally, fusing with them and granting them an extra action for 3 turns. Has a 4 turn cooldown.
Hacker Cyber Elf "Clockle": Clockle attempts to warp time around their foes to slow them down! This takes the form of a Wis vs Int roll. The opponent is afflicted with the slow status if they fail to beat Ciel's roll, and if Ciel beats their Int roll by a value of 6 or above, they are also stunned. This attack has a 5 turn cooldown.
Hacker Cyber Elf "Putite": Reinforces the targets body. The next 3 attacks that hit them which deal 20 or more damage have their damage cut by half. If the target perishes while under the effects of this buff, they survive at 1 HP, however the buff then ends immediately. 3 turn cooldown
Portal Gun: This scientific tool stands in defiance of the natural laws of physics, crumbling space and creating portals through any two surfaces large enough to accommodate them. Materials passing through one portal will instantly emerge from the other, creating a strange visual illusion if both portals are visible at once. It can be used to disarm most hazards that could be disarmed by flight, plus a few more as logic permits. This particular portal gun fires pink and purple portals. In combat, this tool can be used to enhance the effect of other attacks by using them to generate enormous amounts of momentum unrestricted by the concept of terminal velocity. The longer she falls, the more momentum she gains represented by the number of actions spent. Only the followup attack can benefit from the buff, however. 3 turn cooldown.
1 action: +10% Damage, 10% chance of stun, +1 accuracy
2 actions: +20% Damage, 25% chance of stun, 15% chance of paralysis
3 actions: +30% Damage, 35% chance of stun, 50% chance of paralysis, 5% recoil
4 actions: +30% Damage, 40% chance of stun, 50% chance of paralysis, 40% chance of mortal wound, 10% recoil, 30% chance of self-paralysis
5+ actions??: Same as 4 actions, but immediately KOs enemies who aren't bosses or players. May also immediately KO bosses or players at their players discretion.
Clentaminator: Technology and magic meet to create a world-altering device. Allows for the changing of the natural climate and the purification of corruption from one's body, even up to and including the starvia itself. Note that its effects aren't quite at full strength and it does not heal the underlying damage corruption has caused, meaning if it were used on the infected it would simply kill them... For now, it is better used as a preventative measure than cure. When the glowing pink beam the clentaminator fires touches a person or location, it bestows them with immunity to all but the most extreme concentrations of starvia and reduces the duration of all debuffs they suffer by 1 each turn. Additionally, it can be overcharged to heal both the target and Ciel for a value equal to Ciel's charisma modifier for 5 turns. However, this second function has a 3 turn cooldown.
When used on infected targets, it functions as a 22% damage attack with a 1 turn cooldown.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Touch Therapy: By touching someone, Ciel can share positive feelings and emotions with them using the power of love magic! At its most simplest, a supportive of affectionate touch will heal for 1d5+cha and reduce the duration of status effects on someone by 1 turn / grant them a +1 to overcoming them. However, by using both hands in the form of a hug or massage at the cost of an extra action and a -2 dodge penalty to one attack on her next turn, Ciel can triple the effects. If nothing is around to interrupt her, she can spend all her actions for an entire turn and get 5x the effects. However, targets become overstimulated if this is done too often, and so it has a cooldown unique to the person she used it on for 2 turn, 3 turns or 4 turns depending on how powerful the variant she used is. It also has a separate 2 turn cooldown that applies to everyone.
Hacker Cyber Elf "Pitia": Pitia flies around the room and alters reality to create pits around the room. Can also be used to create temporary tunnels through walls. These pits are invisible and can have spikes in them that deal 20% damage with a 10% chance of afflicting mortal wound. Climbing back out of the pit takes an action. A character that does not dodge or move around during their turn cannot fall into a pit, nor can someone who never touches the ground. Up to 3 pits can be created at once, and you can only fall in one pit a turn... on accident, anyway. These pits last for 3 turns. Ciel uses her intelligence stat to choose places enemies are likely to move to in the future, and anyone who wants to move around in the area the pits are placed must make a wisdom save against her intelligence roll to avoid them. Allies can also fall in pits. For allies, Ciel's intelligence roll represents her trying to put it somewhere she doesn't think they'll step, and allies have to roll the inverse of their wisdom modifier against Ciel's intelligence roll. If Ciel outrolls them, they are safe. Once someone falls in a pit, anyone who saw them fall is assumed to be capable of avoiding the pit. A person inside the pit when the duration ends is ejected violently for 6 damage. A pit without spikes in it can be used to initiate surprise attacks if the target did not see one enter the pit. 3 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Rare Cyber Elf "Jackson": This very, very rare cyber elf will fuse with Ciel or an ally on command. The target's body becomes transparent and ethereal, as if they were a ghost, and begins to flash rainbow colors, not unlike a starman. This effect remains for two turns, during which the target is invincible and the target is granted one free use of their special and primary attacks that ignores those attacks' cooldown if they have one.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]Ciel carries around a fancy, self-made PDA that she uses for keeping track of things and interfacing with other computers. It currently contains all of Ciel's notes, her schedules, various information to help her navigate the life sphere and some of her notes from her work.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Model Z Megamerge][PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 14 | +2 |
CON | 16 | +3 |
INT | 20 | +5 |
WIS | 8 | -1 |
CHA | 10 | +0 |
[PTab=Primary Attacks (9)]Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. Heavy Str Attack; Does 24% Damage)
Buster Shot: This buster originally belonged to Milan, but was taken after his death and junctioned with Zero's Z-Saber to greatly increase its stopping power. (Medium Dex Attack; Does 18% Damage)
Chain Rod: This whip-like weapon is lined with plasma blades that dig into foes and leech energy from the victim, restraining them not unlike a lasso. This heals Ciel for half the damage done and grapples the target. Every turn they remain grappled the blades dig deeper and this attack can be repeated. The grapple roll gets a +2 bonus each turn. After the third turn, only the grapple continues. Costs 2 actions 3 turn cooldown. (Medium Dex Attack; Does 20% Damage)
Recoil Rod: These plasma tonfas pack an incredible punch, possessing large knockback and a 20% chance to stun the target that stacks every time this attack hits until a stun is achieved. However, it suffers a -2 accuracy penalty due to extremely poor range. (Medium Str Attack; Does 18% Damage)
Triple Rod: A bizarre variant of the Z-saber in the form of a lance that explosively extends outward up to twice, allowing it to hit multimate times at unexpected ranges! (Light Str Attack; Does 8% Damage)
Bashou Fan: A pair of beautiful energy fans that can cut enemies just as surely as a Z-saber, but are less wieldy. This defensively orientated weapon specializes in defensive fighting and disarming opponents. While this weapon is out and ready, meaning it was drawn the previous turn, any melee attack an opponent makes it subject to a potential counter-attack. By beating the attacking roll by 10 or above, the opponent will be disarmed if that attack hits! The opponent can make a dexterity roll to retrieve or fix their weapon using a dexterity roll, but provokes an attack of opportunity doing so. If the user beats their dexterity roll, they gets to take an extra action against them on their next turn. And if they beat it by 10 or more, she gets to take two extra actions. Alternatively, if the foe cannot be disarmed, they get injured and are afflicted with the Disabled status on a relevant stat for 3 turns. However, due to occupying both hands it takes an extra action to draw the weapons mid-combat and they must be put away before any other attacks can be used. (Medium Str Attack; Does 14% Damage)
Hyakuretsukyaku: Literally "Hundred Rending Legs". This attack takes the form of a flurry of lightning-fast kicks that leave the victim feeling as if they were being kicked multiple times at once in an impossible fashion. If the opponent fails their dodge roll by an amount equal to or greater than 2 + their CON modifier, they get stunned. If their CON modifier is low enough, they can even get stunned if the attack itself misses despite not having been hit. At the cost of an additional action, its damage can be increased by 12 and its accuracy by +2. 2 turn cooldown. (Medium Str Attack; Does 16% Damage)
Enkoujin / Enkoukyaku: This attack takes two forms. The first is a diving Z-saber attack. The second takes the form of a diving kick attack in the vein of Akuma from Street Fighter. Both attacks are mechanically the same. They are fire elemental themed and have a 40% chance of burning the target. They also do 3% less damage for every attack the user bubble shielded or got hit by that turn. 2 turn cooldown. (Heavy Str Attack; 32% Damage)
Triple Slash: A powerful combo attack that requires Ciel to stand still to use it, leaving her very vulnerable to counter-attacks represented by a -2 dodge penalty to one of her dodges next turn each time she uses it. (Heavy Str Attack; Does 30% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (12)]Warrior's Spirit: Ciel is a lot braver than she initially appears, but it takes some pushing to get it out of her. For every 20% damage she accumulates, her damage done increases by 1% and for every 30% damage she accumulates, she gains a +1 to any skill check related to bravery, pain tolerance, or strength, as well as a +1 to CON based resistance rolls.
Elemental Chip: Ciel sockets an elemental chip into her weapons, infusing her attacks with an additional effect for up to 3 turns and classifying her attacks as that element, with a cooldown equal to its duration.
- Fire Chip: Adds a 60% chance of burning
- Ice Chip: Adds a 30% chance of freezing
- Thunder Chip: Adds a 60% chance of paralysis
- Water Chip: Adds a 60% chance of soaking
- Nature Chip: Adds a 60% chance of flower
- Wind Chip: Attacks selectively qualify as melee or ranged when it benefits them.
- Heart Chip: Adds a 30% chance of infatuation
- Virus Chip: Adds a 60% chance of virus
- Alcohol Chip: Adds a 60% chance of mind-melted
Shadow Dash: Ciel may dash as a free action, briefly vanishing from the visible plane only to re-appear nearby. This turns her next attack into a sneak attack and increases the attack in question's accuracy by +2 but decreases its damage by 2%. 1 turn cooldown.
Zero Knuckle: "Touching is good." -- Nintendo, 2005. This move is a STR based grab that can take on several variants depending on what exactly Ciel is touching. If she grabs a weapon, she can violently disarm the target and steal it to gain access to the moves it is associated with until her opponent takes it back or disarms her with a grapple roll, putting those moves on a 3 turn cooldown for her opponent--or indefinitely until the weapon is retrieved if they have no substitute weapons to fill in for it. If used on a person though, it cripples them and afflicts the disabled status for a stat of Ciel's choice upon them for 3 turns. 4 turn cooldown. (Heavy Str Attack; Does 20% Damage)
Shield Boomerang: Ciel produces a plasma shield to protect herself and/or a target she designates as her protectorate. She rolls CON against incoming attacks, reducing their damage by 75 percent rounded up if successful (100% for light attacks) and negating their secondary effects. Else, she only blocks 6% damage. She can then toss her shield at a target Captain America style, dealing damage equal to the amount resisted. Lasts for 1 turns. 2 turn cooldown.
Earth Gaizer: A powerful attack wherein' Ciel strikes the ground with fists full of an awesome power, inexplicably causing a large explosion all around her and sending debris flying everywhere. Instead of a traditional cooldown, this attack requires Ciel to take 30% damage in order to recharge it. This attack stuns if it beats the opponents' dodge roll by 5 or more. (Heavy Str Attack; Does 32% Damage)
Gokumonken: Ciel enters a defensive stance. On the following turn, she may attempt to counter any attack thrown at her and/or a target she designates as her protectorate by rolling against their attack using an attack roll of her own. However, she does not get to attempt to dodge if she fails. Successful counters will deal undodgeable damage back to the attacker equal to the damage of their own attack. 3 turn cooldown.
Charge Attack: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Ciel then gains a charge buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her preferred attack modifier. Then lower that modifier by an amount you choose for 2 turns (This debuff does not affect skill checks) and add Xd5 to the charge buff's potency, with X being the amount you lowered your modifier by. Ciel takes 5% recoil. 2 turn cooldown.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Model ZX: Double Megamerge! Ciel merges the movesets of Model X and Model Z, gaining both movesets simultaneously. She also gains a +8 Damage Buff and her stats are buffed such that she has the higher base stat of each form, plus an additional +1 buff to each modifier. However, she is not as strong as Vent or Aile and the strain this form puts on her body is too much for her. She takes recoil damage equal to 20 - 1d(con stat)+(con mod) each turn. A roll of natural 1 results in the buff ending and Ciel being afflicted with the severe exhaustion status for 3 turns. A roll of the highest natural number results in an extra action being awarded that turn. 3 turn cooldown.
Hidden Power: Ciel taps into a burst of extreme strength granted by her biometal, gaining hilarious amounts of brute strength comparable to a hulking monster many, many times her size at a cost to her body. This grants her a +4 to her strength and constitution modifiers, and a +2 to her other modifiers for 1 turn. She can also power her way through incoming attacks using this strength, ignoring knockback and rolling con to reduce the damage of incoming attacks (Min: 1/10th of original damage rounded down), as well as lowering the effect chance of secondary effects by 70% if the attack does less than 20% damage after resistance. Additionally, attacks deal +5% damage. This can be activates as a free action when Ciel or a loved one's life is in danger. On the next turn, she suffers the Severe Fatigue status. 3 turn cooldown.
Extended Dash: GOTTA GO FAST!! This extended dash allows Ciel to dramatically increase her speed. Raises her dexterity modifier by +2 and increases her damage dealt by 8% for 1 turn. 2 turn cooldown.
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[PTab=Ultimate Attacks (1)]Rekkoha: Ciel strikes the ground with incredible force, drawing force eruptions of power from the earth that rip into enemies, dealing 60% damage to every enemy in the area. However, Ciel suffers 15% recoil and a -2 dodge penalty during her next turn.
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[/PTabbedContent]
[PTabbedContent=Model X Megamerge][PTab=Stats]
| Stats | MOD |
STR | 2 | -4 |
DEX | 16 | +3 |
CON | 16 | +3 |
INT | 20 | +5 |
WIS | 20 | +5 |
CHA | 10 | +0 |
[PTab=Primary Attacks (9)]Buster Fire: Ciel shoots a series of buster shots at an enemy. (Light WIS Attack; Does 8% Damage)
Plasma Charge Shot: An unusual and arugably cruel charge shot that dissipates quickly on impact, creating a cloud of burning plasma that will scorch anyone who isn't very quic to get away from the site of impact. If this attac beats the target's dodge roll by greater than 6, it does double damage. (Medium WIS Attack; Does 14% Damage)
Charge Shot: Model X's extremely powerful charge shot can be fired up to 4 times before it needs to be recharged, with 1 action spent charging equating to 2 charge shots worth of energy being charged. (Heavy WIS Attack; Does 27% Damage)
Double Charge Shot: Ciel fires off a devastating double charge shot that strains her body but delivers unprecedented pain to the victim. Because of its wide area of destruction, it gains a +2 to its accuracy. However, she suffers a -2 to her next dodge roll and 7% recoil. 2 turn cooldown. (Heavy Dex Attack; Does 32% Damage)
Splash Laser: Ciel fires off a pressurized burst of liquid, ...let's just call it water, to blast foes away like a fire hose. Has a 100% chance of applying soaked. (Light Wis Attack; Does 5% Damage)
Z-Saber: A powerful energy saber, but its nature as a close-range weapon renders it difficult to get in and use to its full potential. Every time Ciel is hit by or bubble shields an attack during her turn, the damage of this attack decreases by 3% for that turn. (Heavy Dex Attack; Does 24% Damage)
Madouken: Ciel attacks by throwing concentrated magic and Ki! Takes the form of a single blast of pink'ish-white energy. Can be charged to perform the vacuum madouken instead, which gives grants a +2 to its accuracy but Ciel suffers 3% damage in the process, even if the attack misses. Has a 2 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
Shoryuken: The rising dragon fist! Oddly enough, this version is a lightning element variant, calling down a bolt of lightning to strike enemies right before the attack hits, making the actual uppercut somewhat superfluous. It sure looks awesome though. It has a 100% chance to paralyze enemies if it hits. However, because the user has to fall back down after jumping, they are left vulnerable and suffer a -2 dodge penalty to one dodge next turn. 2 turn cooldown. (Heavy Wis Attack; Does 28% Damage)
Storm Tornado: A powerful horizontal twister is shot out, hitting targets with heavy knockback potentially trapping them in the vortex long enough to let Ciel get in a second attack. It has a 50% chance to stun reflecting this. If the target fails their dodge by 6 or more, the base damage of this attack doubles. 3 turn cooldown (Heavy Wis Attack; Does 14% Damage)
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[PTab=Special Attacks (12)]Warrior's Spirit: Ciel is a lot braver than she initially appears, but it takes some pushing to get it out of her. For every 20% damage she accumulates, her damage done increases by 1% and for every 30% damage she accumulates, she gains a +1 to any skill check related to bravery, pain tolerance, or strength, as well as a +1 to CON based resistance rolls.
Variable Weapons System: The iconic ability to steal and use powers against ones foes has been unlocked by Ciel and returns through Model X! She can steal moves either by defeating an opponent or by grappling that opponent for 3+ turns straight. These moves
- First Move: N/A
- Second Move: N/A
- Third Move: N/A
Elemental Chip: Ciel sockets an elemental chip into her weapons, infusing her attacks with an additional effect for up to 3 turns and classifying her attacks as that element, with a cooldown equal to its duration.
- Fire Chip: Adds a 60% chance of burning
- Ice Chip: Adds a 30% chance of freezing
- Thunder Chip: Adds a 60% chance of paralysis
- Water Chip: Adds a 60% chance of soaking
- Nature Chip: Adds a 60% chance of flower
- Wind Chip: Attacks selectively qualify as melee or ranged when it benefits them.
- Heart Chip: Adds a 30% chance of infatuation
- Virus Chip: Adds a 60% chance of virus
- Alcohol Chip: Adds a 60% chance of mind-melted
Charge Attack: Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Ciel then gains a charge buff that she can tap to increase the damage of any attack, other than a final smash, by an amount equal to the previously mentioned attack's damage plus her preferred attack modifier. Then lower that modifier by an amount you choose for 2 turns (This debuff does not affect skill checks) and add Xd5 to the charge buff's potency, with X being the amount you lowered your modifier by. Ciel takes 5% recoil. 2 turn cooldown.
Shadow Dash: Ciel may dash as a free action, briefly vanishing from the visible plane only to re-appear nearby. This turns her next attack into a sneak attack and increases the attack in question's accuracy by +2 but decreases its damage by 2%. 1 turn cooldown.
Giga Crush: A powerful attack wherein' Ciel discharges built up and absorbed energy from damage she has taken in the form of a very violent explosion! Instead of a traditional cooldown, this attack requires Ciel to take 30% damage in order to recharge it. This attack stuns if it beats the opponents' dodge roll by 5 or more. (Heavy WIS Attack; Does 32% Damage)
Nova Strike: Ciel leaps into the air and a terrible aura of power surrounds her, allowing her to plow through an attack as if she were invincible! This is a counter attack where Ciel must beat the offending roll using her WIS stat. If succesful, she attacks back for 1.5x the offending damage's attack. 3 turn cooldown.
Sleight of Hand: If Ciel succeeds 2 dodge rolls by 6+ during a turn, or dodges the only attack aimed at her, or isn't attacked at all, she can recharge her charge shot for 1 actions worth as a free action.
Spacial Distortion Mitts: These white gloves have strange circuitry that is almost invisible to the human eye woven into them. This circuitry is custom-designed to be powered by love magic radiating from the wearer's body. When the wearer touches someone, they can spacially distort that person. This can afflict the mini or mega statuses for 3 turns. It can also be used to shrink things for easier lifting, allowing the wearer to substitute their charisma stat for strength checks. Lastly, it can be used to intelligently destabilize space around someone, allowing their body to be warped in cartoonish ways without harming them. This can even allow the user to devour them with relative ease, afflicting the digestion status. 3 turn cooldown.
Model ZX: Double Megamerge! Ciel merges the movesets of Model X and Model Z, gaining both movesets simultaneously. She also gains a +8 Damage Buff and her stats are buffed such that she has the higher base stat of each form, plus an additional +1 buff to each modifier. However, she is not as strong as Vent or Aile and the strain this form puts on her body is too much for her. She takes recoil damage equal to 20 - 1d(con stat)+(con mod) each turn. A roll of natural 1 results in the buff ending and Ciel being afflicted with the severe exhaustion status for 3 turns. A roll of the highest natural number results in an extra action being awarded that turn. 3 turn cooldown.
Hidden Power: Ciel taps into a burst of extreme strength granted by her biometal, gaining hilarious amounts of brute strength comparable to a hulking monster many, many times her size at a cost to her body. This grants her a +4 to her strength and constitution modifiers, and a +2 to her other modifiers for 1 turn. She can also power her way through incoming attacks using this strength, ignoring knockback and rolling con to reduce the damage of incoming attacks (Min: 1/10th of original damage rounded down), as well as lowering the effect chance of secondary effects by 70% if the attack does less than 20% damage after resistance. Additionally, attacks deal +5% damage. This can be activates as a free action when Ciel or a loved one's life is in danger. On the next turn, she suffers the Severe Fatigue status. 3 turn cooldown.
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[PTab=Ultimate Attacks (1)]Forgotten Legends: Ciel animates 3 Smash Spirits using experimental technology, creating living memories of their former selves to fight on her behalf! The spirits that can be summoned using this final smash, their stats and attacks are recorded here. These have a base HP of of 50, -/+ 5 per CON mod and a base shield of 25, -/+ 3 per CON mod. For 3 turns, Ciel gains 3 extra actions per turn which belong to these allies. After these turns, the amount of actions these allies get is reduced to 1. These allies can share Ciel's actions and may continue fighting alongside her until defeated. Else if they leave before being defeated, they'll gift Ciel either a life capsule that heals for 1d15+Cha or a weapon energy capsule that resets the cooldown on an attack.
Extended Dash: GOTTA GO FAST!! This extended dash allows Ciel to dramatically increase her speed. Raises her dexterity modifier by +2 and increases her damage dealt by 8% for 1 turn. 2 turn cooldown.
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[/PTabbedContent]
Companions / Minions
[PTabbedContent=Milan][PTab=Stats]
Milan was a loyal member of Ciel's resistance who threw his life away to protect her. Now he's been given another chance at life, and he continues to serve his purpose for the greater good by following and protecting the one person he can trust to guide him in these dark times.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 12 | +1 |
DEX | 14 | +2 |
CON | 6 | -2 |
INT | 10 | +0 |
WIS | 6 | -2 |
CHA | 8 | -1 |
[PTab=Primary Attacks (2)]Buster Rifle: This is Milan's rifle. There are many like it, but this one is his. Effective at a range, this weapon is quite efficient at dispensing justice all over the battlefield. (Light Dex Attack; Does 8% Damage)
Plasma Blade: This service blade is used for when a rifle just isn't practical, or for when a bit more brute force is needed. Swing it around, have a good time. (Medium Str Attack; Does 16% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (2)]Suppression Fire: Milan uses his buster rifle to discharge a series of many shots in the foes general direction. This attack does no damage but creates a danger zone around the foe that limits their movement options, represented by a -2 to their dexterity modifier on the following turn. 2 turn cooldown
Marksman Fire: This attack can only be used on targets that do not know Milan's exact location. Milan carefully lines up and takes a precise shot at an enemy from a hidden location, attempting to shoot them in a weak spot. This is a sneak attack that targets the foe's Perception (Wisdom). If Milan's attack is successful, he will remain unseen after this attack. However, if he misses he will be outed. 1 turn cooldown. (Heavy Dex Attack; Does 24% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Airy][PTab=Stats]
"Well, Arnt you a sight for Sore Eyes! My name is Airy, The flying Fairy! Hmm....Doesn't look like your Human, Nor a Vestal. No matter, Ill follow you along and help you on your way! Ill Be like a Personal Guide to you, Okay? Besides, Im preeeetty good at helping out. Suppose thats just what Fairy's Do. Lets go!"
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 2 | -4 |
DEX | 14 | +2 |
CON | 2 | -4 |
INT | 14 | +2 |
WIS | 16 | +3 |
CHA | 8 | -1 |
[PTab=Primary Attacks (0)]None[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Identify: Airy is able to give you the Scoop on a Enemy! She seems to know alot about monsters she shouldn't have information on. This is like the D's Journal Item, in which the GM must give out a certain hint on how to defeat the enemy in question. 3 turn cooldown.
Zeta Flare: Using some Impressive Fire Magic, Airy unleashes a Devestating Fire ball, in the visage of a Demonic, Flaming Train made of Smoke and Ash. This deals 28% Damage and Guarantees a 3 Turn Burn! Airy suffers a 3 Turn Cooldown, as well as giving Ciel a 15% Recoil.
Dark Abyss: Causes a Black Hole-like Effect, That causes a Target to suffer a massive, Crushing blanket of Gravity and Dark Magic! This deals 15% Damage and Bind the target to the ground, Acting as a Long-range Grapple! 2 Turn Cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Piranha Plant][PTab=Stats]
LEGENDARY COMPANION This (all but) unique piranha plant is loyal to the person who waters it! It's your very own man-eating plant and it won't hesitate to fight on your behalf--mostly because it's too stupid not to. Whoever owned it last took good care of it, making it a bit tougher than an average companion right off the bat. Depending on what it is fed on a regular basis, it may change colors. When inactive or urged to, it will retreat into its pot and seemingly disappear, making it ultra-portable.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 16 | +3 |
DEX | 6 | -2 |
CON | 14 | +2 |
INT | 4 | -3 |
WIS | 18 | +4 |
CHA | 2 | -4 |
[PTab=Primary Attacks (3)]Chomp: The Piranha Plant lunges out to chomp at nearby enemies! (Light Comboable Str Attack; Does 8% Damage)
Dizzy Breath: The Piranha releases a noxious gas meant to knock out the victim. It tends to fall a bit short of that though, making them dizzy insead. Has a 100% chance of afflicting mind-melted. 1 turn cooldown. (Light Wis Attack; Does 2% Damage)
Elemental Breath: The piranha spits ice or fire balls at an enemy. If you feed it a fire flower, this attack will deal 2% bonus damage and have a 30% chance of afflicting either burn or frozen at your discretion instead of the fire flower's usual mechanics. (Light Wis Attack; Does 8% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Vicious Temper: This turn, Chomp does +8% extra damage per bite. 2 turn cooldown, and the piranha plant takes 5% damage.
Ultra Portable Pot: When held by someone, they may make dodge rolls on the piranha plant's behalf using their own dex stat. In addition, the piranha plant may disguise itself as a regular pot full of dirt by retreating into it and has very little weight to it for some reason.
Devour: Weirdly enough, the piranha plant is potted in a hungry cookpot. The result is that when it eats items, or enemies, they are magically transported to the owner's stomach instead. They are also shrunk ju~ust enough to avoid any unfortunate size related injuries. This is done as a grapple roll. While the target is eaten you gain 2 stat points in their two highest stats (if there is a tie, you may choose from the tied stats) and only take half damage from all of their attacks through the power of bullying them with your body. Additionally, any dex targeting attack they make against you will target your CON stat instead. However, they also take half damage from all outside sources and are outright immune to outside attacks that target CON. To escape, they must deal 40% cumulative damage to you which can be offset by any healing you receive. If the target fails to escape in 4 turns or is KO'd, your stat bonus becomes permanent for the rest of the mission. However, you cannot boost any stat by more than 4 by eating multiple enemies. This item has a 4 turn cooldown.
Once a turn you may deal 15% digestion damage to the victim, healing yourself for 5% health as a free action that cannot be dodged or bubble shielded. At the cost of an action, however, you can upgrade this to 25% damage and grant your next attack against anyone a 5% damage bonus attributed to a burst of energy. If you do this at least once and the victim escapes, they are afflicted with the burn status upon escaping.
Alternatively, you can choose a more protective route to keeping them prisoner. All attack rolls directed at them can instead be intercepted and rolled against by yourself, including mental attacks. While doing this, you gain a +3% damage bonus against anyone who attacked the target in the past 3 turns and a +3% healing bonus towards the target. However, these bonuses cease to function for the turn if the target attacks you from within, even if they fail to do any damage.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Mirage Reploid Roll Light][PTab=Stats]
LEGENDARY COMPANION From Ciel's day as the leader of the life sphere. Ciel decided to upgrade her to the functionality level of a reploid and give her free will, while doing her best to maintain the personality she was programmed with. From now on though, she can grow and expand as a person.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] | Stats | MOD |
STR | 10 | +0 |
DEX | 8 | -1 |
CON | 14 | +2 |
INT | 6 | -2 |
WIS | 12 | +1 |
CHA | 10 | +0 |
[PTab=Primary Attacks (3)]Cleaning: Roll shoves her broom at an enemy and attempts to aggressively and somewhat violently clean them. Can be dipped in a mop bucket, which decreases its damage done by 5% and turns it into a solo attack that afflicts soak. (Light Comboable Str Attack; Does 8% Damage)
Roll Buster: Roll uses solar energy absorbed from the world around her to charge her buster, unleashing a blast of plasma energy. Can be charged at the cost of 1 extra combat action for 12% extra damage and +2 accuracy. This attack benefits from the effects of solar based buffs, such as Sunny Day for example. (Medium Wis Attack; Does 18% Damage)
Broom Beatdown: Roll gives the target a strong whack with her ceratanium broom. Has high knockback and disorientates the foe with conclusive force.However, by getting so close, she puts herself at risk, represented by a -2 penalty to her next dodge roll. She can afflict the mind-melted status by targeting the head, or have a 50% chance of afflicting the disabled status on a mental stat if they're already mind-melted. However, she can also have a 50% chance of disabling dexterity if she targets joint and injures it, restricting their movement. If she does not target the head or a joint, it just does 10% additional damage. (Heavy Str Attack; 20% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (3)]Zenkai: For every 20% damage Roll accumulates, her attacks do 1% more damage. For every 40% damage she accumulates, her strength and wisdom modifiers increase by 1.
Vacuum Arm:: Roll transforms her arm into the head of an extremely elastic vacuum cleaner! She then begins to vacuum up an area of her choice, absorbing whatever loose objects are there. If the objects are non-toxic and non-volatile, she absorbs them to heal herself for 1d15+cha health. Else, she can launch the objects back out at her enemy, inflicting 25% damage with a 50% chance of inflicting a status effect appropriate to the object launched. If a character is vacuumed up instead as a WIS vs DEX roll, they are trapped inside Roll and she assimilates some aspect of their fighting style such as a weapon or special skill, stealing one of those characters' primary or special moves in the process. These moves gain an additional turn of cooldown and she can only keep 3 stolen attacks at once. For every turn the victim remains trapped, Roll can heal herself or the victim for 5% health. To escape, they must deal 40% cumulative damage to Roll. Alternatively, Roll can launch them back out as a projectile for 24% damage to both the projectile and anyone hit by it--or turn on her very own washing machine function to afflict the soaked or a faux digestion status. 3 turn cooldown.
- First Move: N/A
- Second Move: N/A
- Third Move: N/A
Sub Tank: Roll has a Sub Tank stored inside her body that she can use to store excess energy. It has a percentile capacity of up to 100%. She can restore sub tank energy by vacuuming and cleaning things up and converting filth, debris, and matter to fuel. This restores 1d6 per action spent cleaning, plus an additional 3% for each action spent after the first one. A defeated enemy that is vacuumed up and processed restores 50% sub tank energy. Else, landing attacks on enemies restores 2% Sub Tank Energy. This energy can be spent to create objects to help herself or allies. She begins with 30% energy. Producing these items costs an action, as does using them.
- E-Tank: The secret ingredient is love. Heals the person who drinks it for 1d20+10+(2x Roll's Cha) Costs 30% Energy
- W-Tank: Removes up to 10 turns of cooldown from the drinker's moves that turn, distributed as the drinker sees fit. Costs 50% energy
- M-Tank: Combines the effects of an E-Tank and W-Tank at a slight discount. Costs 70% Energy.
- L-Tank: To inefficient to mass-produce, these special E-Tank variants restore 1d20+50+(2x Roll's Cha). Costs 80% Energy.
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[/PTabbedContent]
Last Edit:
Dec 4, 2020 13:58:50 GMT -8 by Mari