Post by Mari on Jun 8, 2016 14:20:53 GMT -8
Character Name: Raffina
Home Planet/Origin: Primp
Preferred Motto: "Say what you mean."
Alignment: True Neutral
History On Li: Raffina arrived on Li via mysterious portal related circumstances. However, her arrival followed a particularly devastating battle that left her wounded and exhausted the moment she set foot on Li, a very dangerous situation considering she happened to land in the Dark Emerald Coast. Raffina now tests the trial of time by attempting to stay alive in a very hostile environment ripe with enemies and poisonous air. She cannot escape because of her condition and the extremely high presence of infected, and is thus biding her time. Or more accurately, she's waiting for a hero--or the impossible. Time runs out at a quick pace,
Storied History: link
Stats:
Companions / Minions
A doppelganger that escaped the mirage with Amitwo, however she was weakened so greatly by her escape that, for a while, she was fused with Amitwo and barely existed as her own person. This ended when Amitwo selflessly used a very rare item to revive her and give her a proper life in this post.
[PTabbedContent=Rider (Mirage Lidelle)][PTab=Stats]
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[PTab=Primary Attacks (3)]Fulmini: Converting the energy in her body to electricity, Rider puts on a shocking display for her enemies--by assaulting them with a barrage of electricity of course. Has a +2 to hit, but a 2% recoil penalty and she suffers a -1 to her next dodge roll if it comes from a character other than the target. (Medium WIS Attack; Does 20% Damage)
Letargia: Rider drains energy from those around her, sapping at their strength to continue fighting. This takes the form of a WIS vs CON roll. Rider is healed for her 3% every time this attack hits an enemy, with the ability to overheal herself up to 20% health if used while at max health. However, she suffers a -1 to her next dodge roll after making this attack. 1 turn cooldown. (Medium WIS Attack; Does 18% Damage)
Impeto: An energy wave is launched at the target, energizing their body in such a way that it causes extremely violent micro vibration that, in practice, will cause extensive structural damage to the target's body. Automatically crits when used on inanimate objects. 3 turn cooldown. (Heavy WIS Attack; Does 30% Damage)
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[PTab=Special Attacks (3)]Burning Soul: Rider disrupts the homeostasis of her body for a large uptick in power, burning away at her life essence in the process. Her attacks all gain an 8% damage bonus. However, they gain a 1% recoil that increases by 1% for every turn this buff lasts. 3 turn cooldown.
Energy Eater: Rider eats energy, whether it be mana, life energy, ki, or electricity. This has a variety of applications. Rider can attempt to eat or absorb other characters attacks. If the character is intentionally trying to feed her or otherwise holding back to make it easy for her, this automatically succeeds. This is done by making a succesful CON roll against the attacking roll. For non-damaging energy orginating from the environment, the thread GM will determine the move's effectiveness ignoring the normal mechanics. The energy can be saved for later instead of used immediately. However, the effects do not stack. The move itself has a 2 turn cooldown, but her next dodge roll has a penalty of -1. This energy can be used in one of several ways:
Amalgamate: When Rider absorbs enough life energy from someone (Does 40% Damage) or uses a life energy draining attack the turn before the target faints or is otherwise defeated, she permanently absorbs a part of their essence which are kept track of in Rider's Essences. With this, she gains copies of their disembodied memories, and the ability to change her body using their features to the extent she is able to seemingly transform into them, granting her a +3 to any rolls made to convince others she is them in the process when fully in their form. In every thread, Rider may pull from the movesets of everyone she has ever taken escence from. However, she can only take 3 primary attacks and 3 special attacks total and their cooldowns are increased by 1.
Lastly, she can boost her base stats to match those of any given character she has taken escence from, ignoring stats that are lower. This lasts for 3 turns, however turns in which she does not make any attacks do not count and she can continue fighting past her limit at the cost of being afflicted with the severe exhaustion status until she stops. She can also only do this with one character's essence in every thread. This last function has a 3 turn cooldown.
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LEGENDARY COMPANION From Raffina's day as the leader of the life sphere. Raffina tricked Sora into worshipping her as a goddess-like figure and the strongest woman in the world and agreed to train her in return for an absolute respect and patience for failure. Fortunately for Raffina, or perhaps unfortunately depending on how you view it, Sora isn't bright enough to figure out Raffina is lying.
[PTabbedContent=Mirage Apprentice Sora][PTab=Stats]
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[PTab=Primary Attacks (3)]Ruyi Jingu Bang: A magical staff that extends indefinitely. While its most prominent uses are mostly movement assistance it can deliver a nice, powerful smack on a whim. (Light Str Attack; Does 8% Damage)
Megaton Punch/Kick: Rough and tough, Sora puts the beat down on an enemy with a powerful strike that inflicts massive damage and knockback. She takes 2% recoil in the process. (Heavy Str Attack; Does 22% Damage)
Destruction Wave: For every 25% damage Sora accumulates, she gains a +1 to her Destruction Wave rolls. However, she suffers 3% recoil in the process of using it. 3 turn cooldown (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks (3)]Zenkai: For every 20% damage Sora accumulates, her attacks do 1% more damage and she gains a +1 to her strength stat.
Rapid Movement: Sora begins to move at incredible speeds, leaving an after-image in her wake. This increases her dex mod by 2 and adds her dex mod to her damage done for 3 turns. 3 turn cooldown.
Size Shift: Sora's size increases and she gains a charge of growth. The first few charges of growth do nothing except make it easier for Sora to carry other characters and grant her a +1 to attempts to lift or push objects. Characters carried by Sora have their dexterity modifier buffed to match hers if it wasn't previously lower and gain a 5% damage reduction. At 3 charges of growth Sora can consume those charges to gain the mega status.
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LEGENDARY COMPANION Hey, give Gary Oak his gag back! You now have a cheerleader's team at your beck and call! They're not great fighters, but they'll do their best to shower you in support! Their HP is split between every member of the squad on a mission.
[PTabbedContent=The Cheering Squad][PTab=Stats]
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[PTab=Primary Attacks (1)]Mob: The Cheer Squad attempts to bully a target by improvising attacks against them. (Light Attack; Does 8% Damage)
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[PTab=Special Attacks (5)]Energizing Cheer!: Choose two stats. Those stats have their modifiers increased by 1 by a relevant cheer! This lasts until the cheering squad is KO'd or until they stop cheering, which can be maintained at the cost of an action each turn. The cheer and its stats can be changed at any time.
Hype Squad: Boost the bonuses from your energizing cheer to +3 this turn as a free action. If a character hits all their attacks, this buff remains active on them. However, if they manage to miss all of their attacks, they get stuff thrown at them for letting down the hype and are afflicted with the soaked status. 3 turn cooldown.
Call for Blood: The cheering squad wants you to kick. that. goomba's. ass. This is a free action. For 3 turns, boost the damage of attacks by the party by 3%. Every time they miss an attack, however, the cheering squad gets frustrated and cheers for violence harder, increasing this bonus by 1% up to a maximum of 10%. 5 turn cooldown.
Cute Distraction: Being loud, cute and/or attractive tends to be a recipe for getting attention. At any time, they can act as a pretty sufficient distraction. Grants a +2 to the opponent's next attack if they try to attack the group. Allies will gain a +2 to defense rolls and a +3 to stealth rolls during this turn.
Team Prep: The cheer squad asks allies for a pep talk. This heals the entire party for 1d15+3x Cha Mod. 6 turn cooldown.
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Home Planet/Origin: Primp
Preferred Motto: "Say what you mean."
Alignment: True Neutral
History On Li: Raffina arrived on Li via mysterious portal related circumstances. However, her arrival followed a particularly devastating battle that left her wounded and exhausted the moment she set foot on Li, a very dangerous situation considering she happened to land in the Dark Emerald Coast. Raffina now tests the trial of time by attempting to stay alive in a very hostile environment ripe with enemies and poisonous air. She cannot escape because of her condition and the extremely high presence of infected, and is thus biding her time. Or more accurately, she's waiting for a hero--or the impossible. Time runs out at a quick pace,
Storied History: link
Stats:
Discipline | Stat | Modifier |
---|---|---|
Strength | 18 | +4 |
Dexterity | 14 | +2 |
Constitution | 18 | +4 |
Intelligence | 16 | +3 |
Wisdom | 2 | -4 |
Charisma | 14 | +2 |
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks (11)]Mixed Martial Arts: Basic punches, kicks and the occasional body check or headbutt to mix things up. Raffine hits a lot harder than her appearance would likely suggest. (Medium STR Attack; Does 12-19% Damage)
Grêle: Raffine positions herself above an opponent with a well timed jump and performs a rapid series of ice infused snap kicks in the air, using the recoil from each blow to keep herself from falling and giving herself the illusion of floating in the air. Each kick has a 10% chance of freezing the foe. (Light STR Attack; Does 5% Damage)
Décharge: Raffine strikes the opponent with an open palmed punch that does minimal damage. However, a burst of powerful electricity radiates from her hands on contact, threatening to paralyze anyone who is hit by the attack. Has a 100% Chance of Paralysis. 1 turn cooldown (Light STR Attack; Does 12% Damage)
Avalanche: Raffine leaps high into the air and violently comes crashing down on a foe with all the icy force of an avalanche, blasting a foe with a torrent of snow followed by Raffine landing on them. Functions as a command grab ending with Raffine on top of the opponent if successful. This attack is strikingly powerful and has a 50% chance at freezing the foe. Consumes 2 actions, and has a 4 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Conduction: Raffine strikes a target with a blow full of chilling power that saps heat from them, bestowing herself a single charge of the "heat" buff, which gives her a 1% damage resistance to damage from ice/cold elemental origins and a +1 to rolls to determine her freeze duration for each charge, up to a maximum of 5. The heat buff can be shared with anyone Raffine is physically close to. Raffine loses 2 charges of heat every time she is hit with a water elemental attack or takes 16% or greater damage from a cold/ice elemental attack. Does 5% extra damage to fire elemental enemies. (Medium STR Attack; Does 10% Damage)
Allumage: Raffine strikes an opponent with the power of combustion! Does 10% damage, plus an additional 3% damage and 20% burn chance for every charge of the heat buff Raffine has. If this attack is used with 5 charges of the heat buff, they catch on fire if it hits. This status is identical to burn, except it does 4% damage per turn. Does 5% additional damage to ice elemental enemies and enemies that would be considered highly flammable. 3 turn cooldown.
Starlight: A magical rapier that projects a rainbow shockwave with every thrust! Has a 10% chance to stun and a 10% chance to charm. At the cost of an extra turn of cooldown and 2% recoil, you can use this attack multiple times during the same turn. 1 turn cooldown (Medium Cha Attack; Does 20% Damage)
Kaleidoscope: For when you want to come out as an absolutely fabulous dominatrix without having to say a word. It does -10 damage against bubble shields, but does +4 pride damage against very masculine characters. Has 6 uses before its power depletes and it needs to be recharged via holding it close to the heart and focusing on it for a moment. It costs an action to recharge 3 charges worth of use. You can also use a charge to make a tripping attack once per turn, which does 8% damage and either stuns the target or steals one of their actions that turn. Or you can add a grappling effect to an attack with this weapon at the cost of an extra action. (Heavy Dex Attack; Does 24% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 18% + Cha Mod Damage)
Butt Slam: Raffina attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the mini, mind-melted or infatuation status at Raffina's discretion. Does double damage if Raffina is giant or her enemy is mini. Raffina experiences a -1 to her dodge roles on the following turn. Has a 2 turn cooldown, put the cooldown may be reduced to 1 turn at the cost of a -2 accuracy penalty. (Medium Str Attack; Does 12% + Cha Mod Damage)
Hip Bash: Raffina hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Raffina from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, it has a 30% chance of inflicting the infatuation status. Has a -2 accuracy penalty and a 2 turn cooldown. (Heavy Str Attack; Does 25% + Cha Mod Damage)
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[PTab=Special Attacks (10)]Défendre: Raffine strikes a defensive stance and channels the strength of iron through her through her body, increasing her CON and INT modifiers by 2 and reducing the damage she takes from attacks by 5% for 3 turns. However, her dexterity and strength modifiers are also lowered by 2. 3 turn cooldown.
Ciseaux: Raffine attempts to wrap her thighs around a foe's neck and put the squeeze on them! This attack functions as a grapple and afflicts the gag, suffocation and blind statuses at Raffina's discretion. It can be used to knock targets out, putting them to sleep but freeing them from the other effects of this move. Gains a +2 to its accuracy, but Raffina suffers a -2 to dodging the next attack aimed at her and can't dodge attacks from other characters while using it. 3 turn cooldown.
Ciel Arche: Raffine performs a quick roundhouse kick infused with the power of a rainbow, attempting to melt a person's mind via a Ludicrous Overflow of Vital Emotions. This attack is somewhat unwieldy, reducing Raffina's next dodge roll by 2 on her next turn. Has a 100% chance of inducing the mind melted status. 2 turn cooldown. (Heavy Str Attack; Does 28% Damage)
FEVER: Raffina enters a feverish pitch, combining the popping of puyo with her body's natural mana reserves to unleash a borderline uncontrollable burst of power. She then uses this power to punch people in their face. For 3 turns, all of Raffina's attacks do 1d10 extra damage. Additionally, she may choose to sacrifice HP or Shield HP to further empower an action by an amount equal to twice the damage she takes while making it. If she uses shield HP, her bubble shield will not regenerate on that turn as if she had used it to block an attack. 3 turn cooldown.
Brûler: A particularly cruel move. Raffina strikes the opponent with an open palmed blow that violently and spontaneously combusts whomever it hits. If the target is both burned, their burn will deal an extra 3% damage per turn and its duration will be extended by 1 turn owing to them being on fire. 2 Turn Cooldown. (Medium Str Attack; Does 16% Damage)
Irradier: For three turns, Raffina steadily begins building up a large amount of energy and heat. She gains 2 charges of the heat buff as described in conduction each turn and all moves that bestow a charge of heat now bestow a second charge. Additionally, heat can additionally now stack up to 8 charges--however, she will take damage equal to these extra charges each turn. Any attack made within melee range of Raffina suffers a recoil penalty equal to the number of charges on her heat buff. If an enemy wants to move away from Raffina during its turn, it must win a dex vs dex roll.
Solar Eruption: This weapon will thrust fear into your enemies hearts and penetrate even the thickest hide. It'll also really annoy your friends if you ever describe it to them as such. This bizarre weapon is somewhere between a sword, a whip, a flail and even a spear and can be used like any of them, though we advise against throwing it. Maybe just the pommel if you insist. When swung, the shaft extends wildly with the force of your swing, allowing unprecedented reach and disjointed attacks without ever technically leaving your hand as you strike foes with the fury of the sun. It also easily pierces most walls with its destructive power, leaving a clean hole in its wake. Can be used as a Strength or Dexterity attack at your discretion. This attack can be sustained at the cost of an extra action, causing it to deal 4% extra damage, deal double damage to bubble shields and ignore all forms of damage reduction except invincibility, as well as deal incredible knockback. 4 turn cooldown. Has a 50% chance to burn. (Heavy Str/Dex Attack; Does 26% Damage)
An Actual Christmas Tree: When you really need to teach your enemies a lesson about ... having expectations, I guess, you'll find few weapons more obnoxiously specific yet effective than this beautifully decorated evergreen conifer. Beat some humility into whatever's bothering you by assaulting them with an actual freaking tree. Perfect for your holiday-themed beatdowns. If smacking them with a tree isn't your thing, a few of the decorations are liable to come loose and shatter against your enemies with each swing. This attack comes in two parts, consuming two actions. The first action consists of a (Heavy Str Attack that deals 24% damage) and has a 30% chance of inflicting the mortal wound status, also applying it on a crit for a 35% total, however it suffers a -2 accuracy penalty. The second is a (Light, Comboable Dex Attack that deals 5% damage) 2 turn cooldown.
Little Form: Now putting the baby in crybaby, Raffina experiences a nasty case of age regression! This involuntary 'buff' is a transformation for the purposes of mechanics and can therefore not be dispelled or interacted with. While active, Raffina's Strength modifier is decreased by 1 and her dexterity modifier is increased by 1. Additionally, her attacks do 3% less damage but for every turn in which she takes damage, she has a chance to fly into a tantrum for a turn. This chance is equal to the amount of accumulated damage she took since last time she had a tantrum or since she became little. While in a tantrum, her attacks roll 1d25 for accuracy and Raffina's base modifier is decreased to +0. Additionally, her attacks deal +13% damage when she rolls an odd number and the cooldowns on all her attacks are converted into 1% recoil per turn of cooldown. If Raffina cannot land a single hit during a tantrum, she loses an action on her following turn due to a spontaneous crying fit.
Counter: Raffina makes a non-previewable roll against an attack to counter it! If she beats the attack, she successfully counters it and gets to make a medium attack against the target, all as a free action. If she fails, the attack she made is voided and she takes double damage from the offending attack.
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[PTab=Ultimate Attacks (1)]Feu d'Artifice: Raffine conjures a ball of magic bet ween her open palms and then strikes said palms together, creating a type of magical fission that results in a beautifully destructive blast of magic that resemblances a large firework exploding in appearance. The explosion itself does 25% damage to every enemy around Raffine and the residual energy empowers Raffine, increasing the damage she does with every attack by 5% and reducing the damage she takes from every attack by 5% for 3 turns.
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[PTab=Other Info]The yellow pouch Raffine carries around is responsible for most of the magic behind her attacks, as she's actually really terrible at magic. If the pouch was ever stolen or removed from Raffine's person, she would be unable to use many of her attacks.
Raffine's earrings are magical conduits, meaning they respond to being fed a little bit of magic. When tapped, the earings will began to sparkle and glow in the dark.
The Mercury's Wing on Raffine's head is magical as well. It helps Raffine briefly defy gravity at times.
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Grêle: Raffine positions herself above an opponent with a well timed jump and performs a rapid series of ice infused snap kicks in the air, using the recoil from each blow to keep herself from falling and giving herself the illusion of floating in the air. Each kick has a 10% chance of freezing the foe. (Light STR Attack; Does 5% Damage)
Décharge: Raffine strikes the opponent with an open palmed punch that does minimal damage. However, a burst of powerful electricity radiates from her hands on contact, threatening to paralyze anyone who is hit by the attack. Has a 100% Chance of Paralysis. 1 turn cooldown (Light STR Attack; Does 12% Damage)
Avalanche: Raffine leaps high into the air and violently comes crashing down on a foe with all the icy force of an avalanche, blasting a foe with a torrent of snow followed by Raffine landing on them. Functions as a command grab ending with Raffine on top of the opponent if successful. This attack is strikingly powerful and has a 50% chance at freezing the foe. Consumes 2 actions, and has a 4 turn cooldown. (Heavy Str Attack; Does 30% Damage)
Conduction: Raffine strikes a target with a blow full of chilling power that saps heat from them, bestowing herself a single charge of the "heat" buff, which gives her a 1% damage resistance to damage from ice/cold elemental origins and a +1 to rolls to determine her freeze duration for each charge, up to a maximum of 5. The heat buff can be shared with anyone Raffine is physically close to. Raffine loses 2 charges of heat every time she is hit with a water elemental attack or takes 16% or greater damage from a cold/ice elemental attack. Does 5% extra damage to fire elemental enemies. (Medium STR Attack; Does 10% Damage)
Allumage: Raffine strikes an opponent with the power of combustion! Does 10% damage, plus an additional 3% damage and 20% burn chance for every charge of the heat buff Raffine has. If this attack is used with 5 charges of the heat buff, they catch on fire if it hits. This status is identical to burn, except it does 4% damage per turn. Does 5% additional damage to ice elemental enemies and enemies that would be considered highly flammable. 3 turn cooldown.
Starlight: A magical rapier that projects a rainbow shockwave with every thrust! Has a 10% chance to stun and a 10% chance to charm. At the cost of an extra turn of cooldown and 2% recoil, you can use this attack multiple times during the same turn. 1 turn cooldown (Medium Cha Attack; Does 20% Damage)
Kaleidoscope: For when you want to come out as an absolutely fabulous dominatrix without having to say a word. It does -10 damage against bubble shields, but does +4 pride damage against very masculine characters. Has 6 uses before its power depletes and it needs to be recharged via holding it close to the heart and focusing on it for a moment. It costs an action to recharge 3 charges worth of use. You can also use a charge to make a tripping attack once per turn, which does 8% damage and either stuns the target or steals one of their actions that turn. Or you can add a grappling effect to an attack with this weapon at the cost of an extra action. (Heavy Dex Attack; Does 24% Damage)
Love Magic: Explosive hearts, scalding rainbows, twirling ribbons and sparkles. The power of a magical girl is misleading in its harmless appearance. Defeat foes with the force of love! 1 turn cooldown. (Medium Cha Attack. Does 18% + Cha Mod Damage)
Butt Slam: Raffina attempts to butt slam a target to show them their place, squishing them underneath her. This attack will inflict the mini, mind-melted or infatuation status at Raffina's discretion. Does double damage if Raffina is giant or her enemy is mini. Raffina experiences a -1 to her dodge roles on the following turn. Has a 2 turn cooldown, put the cooldown may be reduced to 1 turn at the cost of a -2 accuracy penalty. (Medium Str Attack; Does 12% + Cha Mod Damage)
Hip Bash: Raffina hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Raffina from behind with a close-range attack or she gets thrown backward at another character she gets to use this attack on whomever that is as a free action. Additionally, it has a 30% chance of inflicting the infatuation status. Has a -2 accuracy penalty and a 2 turn cooldown. (Heavy Str Attack; Does 25% + Cha Mod Damage)
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[PTab=Special Attacks (10)]Défendre: Raffine strikes a defensive stance and channels the strength of iron through her through her body, increasing her CON and INT modifiers by 2 and reducing the damage she takes from attacks by 5% for 3 turns. However, her dexterity and strength modifiers are also lowered by 2. 3 turn cooldown.
Ciseaux: Raffine attempts to wrap her thighs around a foe's neck and put the squeeze on them! This attack functions as a grapple and afflicts the gag, suffocation and blind statuses at Raffina's discretion. It can be used to knock targets out, putting them to sleep but freeing them from the other effects of this move. Gains a +2 to its accuracy, but Raffina suffers a -2 to dodging the next attack aimed at her and can't dodge attacks from other characters while using it. 3 turn cooldown.
Ciel Arche: Raffine performs a quick roundhouse kick infused with the power of a rainbow, attempting to melt a person's mind via a Ludicrous Overflow of Vital Emotions. This attack is somewhat unwieldy, reducing Raffina's next dodge roll by 2 on her next turn. Has a 100% chance of inducing the mind melted status. 2 turn cooldown. (Heavy Str Attack; Does 28% Damage)
FEVER: Raffina enters a feverish pitch, combining the popping of puyo with her body's natural mana reserves to unleash a borderline uncontrollable burst of power. She then uses this power to punch people in their face. For 3 turns, all of Raffina's attacks do 1d10 extra damage. Additionally, she may choose to sacrifice HP or Shield HP to further empower an action by an amount equal to twice the damage she takes while making it. If she uses shield HP, her bubble shield will not regenerate on that turn as if she had used it to block an attack. 3 turn cooldown.
Brûler: A particularly cruel move. Raffina strikes the opponent with an open palmed blow that violently and spontaneously combusts whomever it hits. If the target is both burned, their burn will deal an extra 3% damage per turn and its duration will be extended by 1 turn owing to them being on fire. 2 Turn Cooldown. (Medium Str Attack; Does 16% Damage)
Irradier: For three turns, Raffina steadily begins building up a large amount of energy and heat. She gains 2 charges of the heat buff as described in conduction each turn and all moves that bestow a charge of heat now bestow a second charge. Additionally, heat can additionally now stack up to 8 charges--however, she will take damage equal to these extra charges each turn. Any attack made within melee range of Raffina suffers a recoil penalty equal to the number of charges on her heat buff. If an enemy wants to move away from Raffina during its turn, it must win a dex vs dex roll.
Solar Eruption: This weapon will thrust fear into your enemies hearts and penetrate even the thickest hide. It'll also really annoy your friends if you ever describe it to them as such. This bizarre weapon is somewhere between a sword, a whip, a flail and even a spear and can be used like any of them, though we advise against throwing it. Maybe just the pommel if you insist. When swung, the shaft extends wildly with the force of your swing, allowing unprecedented reach and disjointed attacks without ever technically leaving your hand as you strike foes with the fury of the sun. It also easily pierces most walls with its destructive power, leaving a clean hole in its wake. Can be used as a Strength or Dexterity attack at your discretion. This attack can be sustained at the cost of an extra action, causing it to deal 4% extra damage, deal double damage to bubble shields and ignore all forms of damage reduction except invincibility, as well as deal incredible knockback. 4 turn cooldown. Has a 50% chance to burn. (Heavy Str/Dex Attack; Does 26% Damage)
An Actual Christmas Tree: When you really need to teach your enemies a lesson about ... having expectations, I guess, you'll find few weapons more obnoxiously specific yet effective than this beautifully decorated evergreen conifer. Beat some humility into whatever's bothering you by assaulting them with an actual freaking tree. Perfect for your holiday-themed beatdowns. If smacking them with a tree isn't your thing, a few of the decorations are liable to come loose and shatter against your enemies with each swing. This attack comes in two parts, consuming two actions. The first action consists of a (Heavy Str Attack that deals 24% damage) and has a 30% chance of inflicting the mortal wound status, also applying it on a crit for a 35% total, however it suffers a -2 accuracy penalty. The second is a (Light, Comboable Dex Attack that deals 5% damage) 2 turn cooldown.
Little Form: Now putting the baby in crybaby, Raffina experiences a nasty case of age regression! This involuntary 'buff' is a transformation for the purposes of mechanics and can therefore not be dispelled or interacted with. While active, Raffina's Strength modifier is decreased by 1 and her dexterity modifier is increased by 1. Additionally, her attacks do 3% less damage but for every turn in which she takes damage, she has a chance to fly into a tantrum for a turn. This chance is equal to the amount of accumulated damage she took since last time she had a tantrum or since she became little. While in a tantrum, her attacks roll 1d25 for accuracy and Raffina's base modifier is decreased to +0. Additionally, her attacks deal +13% damage when she rolls an odd number and the cooldowns on all her attacks are converted into 1% recoil per turn of cooldown. If Raffina cannot land a single hit during a tantrum, she loses an action on her following turn due to a spontaneous crying fit.
Counter: Raffina makes a non-previewable roll against an attack to counter it! If she beats the attack, she successfully counters it and gets to make a medium attack against the target, all as a free action. If she fails, the attack she made is voided and she takes double damage from the offending attack.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks (1)]Feu d'Artifice: Raffine conjures a ball of magic bet ween her open palms and then strikes said palms together, creating a type of magical fission that results in a beautifully destructive blast of magic that resemblances a large firework exploding in appearance. The explosion itself does 25% damage to every enemy around Raffine and the residual energy empowers Raffine, increasing the damage she does with every attack by 5% and reducing the damage she takes from every attack by 5% for 3 turns.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]The yellow pouch Raffine carries around is responsible for most of the magic behind her attacks, as she's actually really terrible at magic. If the pouch was ever stolen or removed from Raffine's person, she would be unable to use many of her attacks.
Raffine's earrings are magical conduits, meaning they respond to being fed a little bit of magic. When tapped, the earings will began to sparkle and glow in the dark.
The Mercury's Wing on Raffine's head is magical as well. It helps Raffine briefly defy gravity at times.
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Companions / Minions
A doppelganger that escaped the mirage with Amitwo, however she was weakened so greatly by her escape that, for a while, she was fused with Amitwo and barely existed as her own person. This ended when Amitwo selflessly used a very rare item to revive her and give her a proper life in this post.
[PTabbedContent=Rider (Mirage Lidelle)][PTab=Stats]
| Stats | MOD |
STR | 2 | -4 |
DEX | 12 | +1 |
CON | 12 | +1 |
INT | 8 | +0 |
WIS | 14 | +2 |
CHA | 12 | +1 |
[PTab=Primary Attacks (3)]Fulmini: Converting the energy in her body to electricity, Rider puts on a shocking display for her enemies--by assaulting them with a barrage of electricity of course. Has a +2 to hit, but a 2% recoil penalty and she suffers a -1 to her next dodge roll if it comes from a character other than the target. (Medium WIS Attack; Does 20% Damage)
Letargia: Rider drains energy from those around her, sapping at their strength to continue fighting. This takes the form of a WIS vs CON roll. Rider is healed for her 3% every time this attack hits an enemy, with the ability to overheal herself up to 20% health if used while at max health. However, she suffers a -1 to her next dodge roll after making this attack. 1 turn cooldown. (Medium WIS Attack; Does 18% Damage)
Impeto: An energy wave is launched at the target, energizing their body in such a way that it causes extremely violent micro vibration that, in practice, will cause extensive structural damage to the target's body. Automatically crits when used on inanimate objects. 3 turn cooldown. (Heavy WIS Attack; Does 30% Damage)
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[PTab=Special Attacks (3)]Burning Soul: Rider disrupts the homeostasis of her body for a large uptick in power, burning away at her life essence in the process. Her attacks all gain an 8% damage bonus. However, they gain a 1% recoil that increases by 1% for every turn this buff lasts. 3 turn cooldown.
Energy Eater: Rider eats energy, whether it be mana, life energy, ki, or electricity. This has a variety of applications. Rider can attempt to eat or absorb other characters attacks. If the character is intentionally trying to feed her or otherwise holding back to make it easy for her, this automatically succeeds. This is done by making a succesful CON roll against the attacking roll. For non-damaging energy orginating from the environment, the thread GM will determine the move's effectiveness ignoring the normal mechanics. The energy can be saved for later instead of used immediately. However, the effects do not stack. The move itself has a 2 turn cooldown, but her next dodge roll has a penalty of -1. This energy can be used in one of several ways:
- She can heal herself for an amount equal to 1d(The damage of the absorbed attack)+Cha mod
- She can use the energy to make herself stronger, giving her either a damage bonus or a damage resistance of 5% for 2 turns
- She can send the energy back at the attacker, increasing its damage by 8% and any secondary effect chances by 30%
Amalgamate: When Rider absorbs enough life energy from someone (Does 40% Damage) or uses a life energy draining attack the turn before the target faints or is otherwise defeated, she permanently absorbs a part of their essence which are kept track of in Rider's Essences. With this, she gains copies of their disembodied memories, and the ability to change her body using their features to the extent she is able to seemingly transform into them, granting her a +3 to any rolls made to convince others she is them in the process when fully in their form. In every thread, Rider may pull from the movesets of everyone she has ever taken escence from. However, she can only take 3 primary attacks and 3 special attacks total and their cooldowns are increased by 1.
Lastly, she can boost her base stats to match those of any given character she has taken escence from, ignoring stats that are lower. This lasts for 3 turns, however turns in which she does not make any attacks do not count and she can continue fighting past her limit at the cost of being afflicted with the severe exhaustion status until she stops. She can also only do this with one character's essence in every thread. This last function has a 3 turn cooldown.
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LEGENDARY COMPANION From Raffina's day as the leader of the life sphere. Raffina tricked Sora into worshipping her as a goddess-like figure and the strongest woman in the world and agreed to train her in return for an absolute respect and patience for failure. Fortunately for Raffina, or perhaps unfortunately depending on how you view it, Sora isn't bright enough to figure out Raffina is lying.
[PTabbedContent=Mirage Apprentice Sora][PTab=Stats]
| Stats | MOD |
STR | 14 | +2 |
DEX | 14 | +2 |
CON | 14 | +2 |
INT | 2 | -4 |
WIS | 12 | +1 |
CHA | 4 | -3 |
[PTab=Primary Attacks (3)]Ruyi Jingu Bang: A magical staff that extends indefinitely. While its most prominent uses are mostly movement assistance it can deliver a nice, powerful smack on a whim. (Light Str Attack; Does 8% Damage)
Megaton Punch/Kick: Rough and tough, Sora puts the beat down on an enemy with a powerful strike that inflicts massive damage and knockback. She takes 2% recoil in the process. (Heavy Str Attack; Does 22% Damage)
Destruction Wave: For every 25% damage Sora accumulates, she gains a +1 to her Destruction Wave rolls. However, she suffers 3% recoil in the process of using it. 3 turn cooldown (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks (3)]Zenkai: For every 20% damage Sora accumulates, her attacks do 1% more damage and she gains a +1 to her strength stat.
Rapid Movement: Sora begins to move at incredible speeds, leaving an after-image in her wake. This increases her dex mod by 2 and adds her dex mod to her damage done for 3 turns. 3 turn cooldown.
Size Shift: Sora's size increases and she gains a charge of growth. The first few charges of growth do nothing except make it easier for Sora to carry other characters and grant her a +1 to attempts to lift or push objects. Characters carried by Sora have their dexterity modifier buffed to match hers if it wasn't previously lower and gain a 5% damage reduction. At 3 charges of growth Sora can consume those charges to gain the mega status.
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LEGENDARY COMPANION Hey, give Gary Oak his gag back! You now have a cheerleader's team at your beck and call! They're not great fighters, but they'll do their best to shower you in support! Their HP is split between every member of the squad on a mission.
[PTabbedContent=The Cheering Squad][PTab=Stats]
| Stats | MOD |
STR | 4 | -3 |
DEX | 10 | +0 |
CON | 10 | +0 |
INT | 6 | -2 |
WIS | 10 | +0 |
CHA | 18 | +5 |
[PTab=Primary Attacks (1)]Mob: The Cheer Squad attempts to bully a target by improvising attacks against them. (Light Attack; Does 8% Damage)
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[PTab=Special Attacks (5)]Energizing Cheer!: Choose two stats. Those stats have their modifiers increased by 1 by a relevant cheer! This lasts until the cheering squad is KO'd or until they stop cheering, which can be maintained at the cost of an action each turn. The cheer and its stats can be changed at any time.
Hype Squad: Boost the bonuses from your energizing cheer to +3 this turn as a free action. If a character hits all their attacks, this buff remains active on them. However, if they manage to miss all of their attacks, they get stuff thrown at them for letting down the hype and are afflicted with the soaked status. 3 turn cooldown.
Call for Blood: The cheering squad wants you to kick. that. goomba's. ass. This is a free action. For 3 turns, boost the damage of attacks by the party by 3%. Every time they miss an attack, however, the cheering squad gets frustrated and cheers for violence harder, increasing this bonus by 1% up to a maximum of 10%. 5 turn cooldown.
Cute Distraction: Being loud, cute and/or attractive tends to be a recipe for getting attention. At any time, they can act as a pretty sufficient distraction. Grants a +2 to the opponent's next attack if they try to attack the group. Allies will gain a +2 to defense rolls and a +3 to stealth rolls during this turn.
Team Prep: The cheer squad asks allies for a pep talk. This heals the entire party for 1d15+3x Cha Mod. 6 turn cooldown.
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Last Edit:
Dec 4, 2020 14:05:32 GMT -8 by Mari