Post by Mari on Dec 26, 2018 13:46:27 GMT -8
This thread is for keeping track of the characters summoned by the final smash of Ciel's Model X transformation. It exists only to keep track of the stats and attacks of these characters so that they aren't clogging up Ciel's main profile. These characters are all animated via Smash Spirits, meaning that they are only "living memories" of a person rather than the real thing.
[PTabbedContent=Quake Woman (AKA Tempo)][PTab=Stats]
[/PTab={min-height:150px;max-height:300px;overflow:auto;}] [PTab=Primary Attacks]Improvised Martial Arts: Quake Woman utilizes punches, kicks, grabs and other improvised blows to hurt her opponent! (Light Str Attack; Does 8% Damage)
Quake Drill: Quake Woman strikes the opponent with a rapidly spinning drill! If this beats the opponents roll by more than 6, it deals double damage (Medium Str Attack; Does 14% Damage)
Tremor Strike: Quake Woman drills into the floor, causing tremors that knock her opponents flat on their rears! Has the misfortune of not affecting flying opponents, but otherwise targets CON and has a 100% chance of stunning if it hits. Does no actual damage, however. 2 turn cooldown.
Double Quake Drill: Quake Woman turns both her arms into quake drills and pinches an opponent between them for massive damage! This overheats her body, though. 5% recoil. Has a 60% chance of causing paralysis. 2 Turn Cooldown. (Heavy Str Attack; Does 30% Damage)
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[PTab=Special Attacks]E-Tank: Quake Woman takes a sip from an E-Tank to help her regain her strength! Alternatively she can let someone else sip from it. This recovers 1d15+Cha Health. However, she can drink the entire tank 3 turn cooldown.
Penetrating Blows: Quake Woman's arms blast forward like pistons every time she strikes with the force of a small explosion, lending her blows the ability to shatter an oponent's defenses! Grants her attacks the ability to ignore damage resistance and grants a +6% damage bonus against opponents who have some form of damage resistance and a +10% damage against bubble shields.
The Power Of Emotions: After receiving an expression of love, joy, passion or other extreme positive emotions, Quake Woman becomes empowered and may increase her roll modifiers by +2 for 2 turns. as a free action. 3 turn cooldown.
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[PTabbedContent=Vesper Woman][PTab=Stats]
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[PTab=Primary Attacks]Improvised Martial Arts: Vesper Woman utilizes punches, kicks, grabs and other improvised blows to hurt her opponent! (Light Str Attack; Does 8% Damage)
Honey Gatler: A three barrel arm cannon that shoots globs of sticky honey at a target! Afflicts a charge the honeyed status, which reduces the target's dexterity stat (not modifier) by 1. This status can be removed at the cost of 2 actions or will begin falling off after 3 turns unless more honey is applied at a rate of 3 charges per turn. Other character can remove it in the same fashion, which is considered a grapple. If they eat the honey off of them while removing it, they are healed for 1d(Charges*2)+(Vesper's Cha Mod). If they eat the target themselves, they are healed by 1d(Charges)+(Vesper's Cha Mod) every turn for 3 turns. On a natural 15+ it applies honeyed twice, and on a natural 18+ it applies honeyed thrice. This status can stack up to 8 times. (Light Dex Attack; Does 8% Damage)
Acrobatics Strike: Vesper Woman builds up immense speed and flies directly at an opponent for a more powerful attack. While strong, it is somewhat telegraphed and suffers a -2 to its accuracy. 1 turn cooldown. (Heavy Dex Attack; Does 28% Damage)
Coyote Killer: "Hey babe, is that a foot long stinger in your skirt, or are you just happy to see me?" -- Famous last words. There is indeed a frighteningly large stinger hiding underneath Vesper Woman's skirt. She generally stings people with goofy looking hip and butt attacks, with her skirt hiding the real reason they make people scream like little girls until the last moment... Because she literally presents her butt for kicking in the process, however, she suffers a -2 dodge penalty during her next turn for an amount of dodges equal to the amount of times she uses this move. (Heavy Str Attack; Does 30% Damage)
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[PTab=Special Attacks]Coyote Killer Special: This 2 action attack begins with a grapple where Vesper Woman either sits on or pushes someone up against something using her bottom, driving her stinger into them in the process! The target is sat on, holding them down. If the victim is unable to get her off before her next turn, Vesper Woman's stinger can begin to quite painfully inject them with venom, Each followup mini sting deals 12% damage and afflicts a status effect of her choice, with the first three injections adding up to only a single action like a light comboable attack. 3 turn cooldown. Heavy Str Attack; Does 30% Damage
Honey Production: Vesper Woman produces honey in her stomach. This honey can be given to other characters as food to heal them. She begins with 50 charges of the "Honey Storage" buff and gains 5 charges of this buff or half the healing received by edible healing items, whichever is higher, every time she eats something. The healing her honey gives is equal to 1d(charges spent)+(Vesper's Cha Mod), with a minimum of 5 charges spent. It can additionally cure a status effect at the cost of an extra 5 charges. If someone were to wind up in her stomach, her honey storage will be boosted to 50 every time she deals digestion damage to them or, alternatively, she can heal them for 1d(2x charges spent)+(Vesper's Cha Mod x2) instead. However, if she tries to do both her honey storage will simply use all the honey it gained from them to undo the damage done.
Emotional Support Hornet: Vesper Woman can use "lame jokes", affection and cheerleading to propell her allies to new heights! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. When used on enemies, however, it afflicts the infatuation status with a cha vs int roll as a free action instead. 3 turn cooldown.
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[PTabbedContent=Kalinka][PTab=Stats]
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[PTab=Primary Attacks]Love Magic: Kalinka attacks with all the fancy ribbons, glitter and silly flashy dance moves afforded by her princessy magic! (Medium Cha Attack; Does 14+Cha Mod Damage)
Love Burst: A large surge of love magic. It's somewhat strenuousm though, taking the strength out of her. 1 turn cooldown. (Medium Cha Attack; Does 18+Cha Mod Damage)
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[PTab=Special Attacks]Princess Power: The power of pretending inspires Kalinka to greater heights! Her outfit transforms into a pretty princess dress. As is the law of magical girls, this dress' frills are directly proportionate to her power. Kalinka gains a +2 to all of her stat modifiers except Charisma which gains a +4 for 3 turns, but the move exhausts her and she is afflicted by the drowsy status once it ends. 4 turn cooldown.
Royal Decree: Using all the charm she can muster, Kalinka commands greater things from her allies! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. When used on enemies however, it afflicts the infatuation status with a Cha vs Int roll as a free action instead. 3 turn cooldown.
There's no arguing with royalty: Mind control! Kalinka attempts to force an enemy to take an action on her behalf as a Wis vs Int roll. This gains a +3 against infatuated targets, and infatuated targets will remain under her control until they break their infatuation. 4 turn cooldown.
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[PTabbedContent=Iris][PTab=Stats]
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[PTab=Primary Attacks]Laser Cannon: Iris calls forthher stand a floating laser cannon that packs an enormous punch. However, its large size and glowing barrel as it turns to fire at you heavily telegraph the need to dodge, making it so that it often does not meet its full potential. If this beats the opponents roll by more than 6, it deals double damage (Medium Wis Attack; Does 14% Damage)
Big Brother Blade: No longer content to be shoved into the women are delicate trope most female Mega Man characters live in fear of, Iris returns wielding Colonel's saber herself to get up close and personal! ...Or not. This blade has a habit of unleashing energy waves every time it is swung, giving it bizarre physics somewhere between a whip and a sword in terms of how it is handled and allowing it to be very effective at ranged combat. However, Iris is quite clumsy with it due to aforementioned trope and isn't as skilled with it as her brother, suffering a -2 accuracy penalty. (Heavy Wis Attack; Does 24% Damage)
Crushing Strike: A powerful leaping attack that pushes Iris' blade she receives from colonel to its breaking point, releasing a large pink shockwave that can devastate foes! This afflicts the disabled status, and can only be recharged via Iris taking 30% damage. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks]Teleport: Iris seems to dematerialize before rematerializing nearby! This can be used to force her next attack to be a sneak attack that does +10% damage as a free action. 2 turn cooldown.
Erasure: Iris absorbs soul energy from a defeated foe or ally, taking their highest base stat and replacing hers with it permanently for the thread.
Colonel's DNA Soul: Iris temporarily absorbs Colonel's DNA soul to become stronger, turning the accuracy penalty on her big brother blade into a +2 accuracy bonus and reducing the cooldown of teleport to 1 turn. This lasts 3 turns. 3 turn cooldown.
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[PTabbedContent=Marino][PTab=Stats]
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[PTab=Primary Attacks]Beam Knives: Marino attacks with lightning speed, overwheliming her opponent with quick attacks! (Light Dex Attack; Does 8% Damage)
Thunder Shurikens: Marino tosses throwing shurikens at the target! Has a 100% chance to paralyze. 1 turn cooldown. (Medium Dex Attack; Does 12% Damage)
Backstab: Marino moves in and attempts to drive her blade deep into her target! Brutal, but not the most accurate move and often partially misses, delivering a mere cut instead. If this beats the opponents roll by more than 6, it deals double damage (Medium Str Attack; Does 14% Damage)
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[PTab=Special Attacks]Lightfooted: When Marino fails a dodge roll by less than 6, she takes less damage equal to how close she was, maxing out at -5% damage if she only failed the roll by 1.
Vanish: abruptly disappears in a burst of short lived smoke before re-appearing elsewhere. This can be used to force a sneak attack attempt. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. 1 turn cooldown.
Feminine Charms: Marino turns up the sugar, manipulating those around her with kindness and flirting to get her way. Grants her a +3 to persuasion rolls relying on her charms. However, her disarming attitude leaves her wide open for attack and sneak attacks may be made against her in plain sight on the turn she uses this move.
Eye Closer: Marino takes her daggers to her enemies eyes, afflicting them with the blind status for 2 turns! This is a counterattack that can be used as a free action when Marino dodges an attack by more than 6, using that dodge roll as its accuracy. Has a 3 turn cooldown. (Heavy Dex Attack; Does 20% Damage)
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[PTabbedContent=Cinnamon][PTab=Stats]
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[PTab=Primary Attacks]Angel's Hand: With hands these huge, even dainty girly slaps like Cinnamon's will leave a heck of a mark. (Light Str Attack; Does 8% Damage)
Injector: Cinnamon commits malpractice. Er--I mean, injects an enemy with a horrible concoction that afflicts poison and virus status. 1 turn cooldown. (Light Str Attack; Does 2% Damage)
Drill Arm: Cinnamon exchanges her hands for drills! These drills will shatter a buff away on the target if they hit. 3 turn cooldown. (Heavy Str Attack; Does 20% Damage)
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[PTab=Special Attacks]Angelic Aide: Cinnamon heals her allies with an angelic light! Heals herself and her allies for 1d8+Cha. 3 turn cooldown.
Force Metal Generator: Cinnamon creates powerful force metals using the generator in her chest, giving them to an ally! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. She can also create trap metals that afflict berserk for 5 turns instead. 3 turn cooldown.
Supra Force Metal Fragment: Cinnamon, being the only reploid strong enough to resist the psychosis-inducing effects of supra force metal unaltered, creates one for herself! Depending on the type she creates, this will have one of two effects lasting 3 turns. She will either deal take -8% damage and heal for (2xCharisma) each turn, or all her stats will be boosted by +2 and she will do +8% Damage. However, she becomes drowsy for 3 turns after the buff ends. If anyone else uses the fragment, they are afflicted with an enhanced berserk status that causes them to immediately attempt to murder an ally if they fail a once per turn INT check of 15+ and will not stop until the supra force metal is taken from them. 4 turn cooldown.
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[PTabbedContent=Fairy Leviathan][PTab=Stats]
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[PTab=Primary Attacks]Homing Spearheads: Leviathan summons several energy spearheads that track down and attempt to plow into enemies! (Light Wis Attack; Does 8% Damage)
Falling Stab: Leviathan positions herself above a foe and drops down on them from above lead by a homing spear thrown downward, either by swimming above them or leaping into the air. Targets hit by her spear are grappled in the process, preventing them from moving until they break the grapple, which becomes strength based after the 1st turn. Costs 2 actions. 1 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Tornado Spear: Leviathan creates a twister that draws enemies toward her! This pulls enemies down into the bottom of her pool of water if they are unable to resist, and may result in a grapple being initiated if Leviathan beats the target's dodge roll by 6 or more. 2 turn cooldown.
Ice Ring: Leviathan surrounds herself in sharp icicles before launching them outward in every direction! On a natural 20, this attack will initiate a grapple by pinning the victim against a wall instead of doing extra damage. 2 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
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[PTab=Special Attacks]All Consuming Depths: Leviathan either floods the area she is in or creates icey walls around the immediate area so that she may flood it. This changes the arena to one that applies the suffocation and chilled statuses, the latter of which decreases the dex modifier by 2 and wears off after the victim either escapes the freezing waters for 3 turns or escapes and warms themselves up with external heat. Flying victims may start off outside the water in open spaces, and characters who can breathe underwater are not afflicted by suffocation. To escape the watery prison they must swim to the top. This is done by successfully dodging Leviathan's attacks as she tries to stop them. If they are not hit by any attacks, they are able to rise to the surface and their suffocation status is cured. Leviathan is immune to both statuses, due to being a highly specialized reploid designed for such environments. This move is a free action when she is first summoned. Later uses take a turn to charge up.
Spirit of the Ocean: Leviathan summons ice around herself, transforming into an ice dragon that rushes through the water and attempts to gobble up victims, trapping them inside Leviathan. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Leviathan. Leviathan makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, Leviathan continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Marine Snow: Leviathan conjures ice at the top of the arctic pool she created, which begins to rain down like slow and threaten to push others back down without causing any real damage. It also creates a layer of ice at the top that they have to break using a competing attack roll to escape, creating a hole others can escape through that turn.
Feminine Charm: Flirting and teasing, Leviathan uses her girlish charms to put her opponents off their game. This gains a +3 against characters that like women, doing no damage but afflicting infatuation as a CHA vs INT roll. While it has no global cooldown, it has a 2 turn cooldown on the specific character it is used on.
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[PTabbedContent=Niege][PTab=Stats]
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[PTab=Primary Attacks]Laser Cannon: When fused with Model C(raft), Niege has a large laser cannon at her disposal! It packs a serious punch, however, its large size and the red focusing laser it emits before the full shot comes out heavily telegraph the need to dodge, making it so that it often does not meet its full potential. If this beats the opponents roll by more than 6, it deals double damage (Medium Dex Attack; Does 14% Damage)
Serrated Bayonet: Niege attempts to tabs the target with a bayonet on her cannon. This rather large, fist sized bayonet is then ejected further into the target with force, dealing cruel and unusual damage. Has a 100% chance of afflicting mortal wound, which may not be cured until the bayonet is removed using an action. 3 turn cooldown. Niege suffers a -3 to her next dodge roll. (Heavy Str Attack; Does 30% Damage)
Scatter Bomb: Niege tosses a fragmentation grenade that explodes, casting shrapnel on nearby enemies. 2 turn cooldown. (Heavy Dex Attack; Does 26% Damage)
Rocket Launcher: Niege deploys miniature rockets that chase a foe down, exploding on contact! (Light Dex Attack; Does 8% Damage)
Acute Laser Cannon: Niege uses jet propulsion to sweep across the battlefield, firing her cannon wildly down at her opponents! Much more accurate than normal. However, it puts Niege in danger due to her commitment to a set flight path. Has a +3 to its accuracy roll, but Niege suffers a -3 to her next dodge roll. If this beats the opponent's roll by more than 6, it deals double damage. 1 turn cooldown. (Medium Dex Attack; Does 18% Damage)
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[PTab=Special Attacks]Camera Flash: Niege uses her expensive character to fake a character out as a free action! Stuns the target via a Cha vs Int roll if succesful by tricking them into reacting to an attack that never comes while Niege prepares a real attack to catch them off guard.
Dodge Dash Niege seems to disappear with a lightning fast dash! This can be used to force her next attack to be a sneak attack that does +10% damage as a free action. 2 turn cooldown.
Sub Tank: An emergency first aid sub tank that can be drained a bit to heal Niege or others. Heals for 1d15+Cha Mod. 3 turn cooldown
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[PTabbedContent=Aero][PTab=Stats]
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[PTab=Primary Attacks]Hit and Run: Aero attempts to slam into a character with her air bike! Suffers a -2 accuracy penalty. 1 turn cooldown. (Heavy Dex Attack; Does 28% Damage)
Buster Fire: Aero's bike has little buster cannons attached to it! She can also just use a handheld gun. (Light Dex Attack; Does 8% Damage)
Flash Grenades: Aero tosses a small explosive that doesn't pack a big punch, but blinds the victims for 3 turns if successful! It also stuns them, however briefly. 3 turn cooldown.
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[PTab=Special Attacks]Rough Rider: Aero's 'bike', a sort of air motorcycle, is big enough to seat two characters or 3 smaaaall characters! ...Provided you're willing to ride back seat to a 14-year-old girl of course. This boosts the rider's dex to match Aero's. Additionally grants a +2 to skill checks when attempting to flee or outrun something.
EMP Generator: This electric device will stick to whoever it's thrown at and shock them! If the target is robotic, this attack does +6% damage and puts one of the moves the target used during their last turn on a 2 turn cooldown. This move itself has a 2 turn cooldown. (Heavy Dex Attack; Does 23% Damage)
Crosstalk Bomb: Another small electronic device that sticks to whoever it is thrown at or placed on. This device is highly specialized to create enormous amounts of electronic noise that prevents the target's electronics from communicating properly, causing a rather violent system crash (the sleep status, when used on enemies) and afflicting virus to nearby synthetic enemies. It then hijacks the computer/robot/synth in question by installing itself below the kernel and virtualizing the machine's actual software. When dealing with computers, this grants a +4 to a hacking attempt and compromises the computer if successful, rendering all future hacking attempts against that specific computer an auto success. When dealing with characters, this acts like possession and forces them to take actions on Aero's behalf so long as they remain asleep. 4 turn cooldown.
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[PTabbedContent=Yuna and Sera][PTab=Stats (Yuna)]
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[PTab=Primary Attacks (Yuna)]Improvised Martial Arts: Yuna strikes opponents with her body using superhuman strength! (Medium STR Attack; Does 12-19% Damage)
Super Shout: Yuna uses the volume boosting microphone she has to make some noise at decibels liable to hurt others. Targets INT and has a 100% chance of stunning. 2 turn cooldown. (Light Cha Attack; Does 6% Damage)
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[PTab=Special Attacks (Yuna)]Nano Regeneration: Yuna can use nanomachines to heal herself by 5% per turn at the cost of 5% damage to her bubble shield each turn, which will not regenerate on the turn this is done.
Burst Healing: Yuna heals a target with a pulse of energy! Heals for 1d15+Cha Mod. 3 turn cooldown.
Reinforce: Yuna uses nano machines to enhance an ally, causing them to deal 5% more damage and take 5% less for 3 turns! 3 turn cooldown.
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[PTab=Stats (Sera)]
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[PTab=Primary Attacks (Sera)]Miniature Suns: These floating balls of plasma will home in on their target, burning them. Gains a +2 to accuracy. Can consume all 3 actions, using itself 3 times in a single turn before incurring its cooldown. 3 turn cooldown. (Medium Wis Attack; Does 20% Damage)
Crystal Bombs: Large green crystals are summoned and violently propelled down at the victim with crushing force! (Medium Wis Attack; Does 19% Damage)
Meteor Shower: Rain balls of plasma down from the sky down onto the battlefield, consuming all three actions and attacking three times before incurring its cooldown. 3 turn cooldown. (Heavy Wis Attack; Does 26% Damage) Laser: A powerful laser is launched from her chest, sweeping across the area! 2% recoil. 1 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
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[PTab=Special Attacks (Sera)]Guardian Diamonds: Summon 4 metal diamond enemies with 12 HP each. These will not dodge incoming attacks, but if they are not attacked they will home in on enemies next turn and explode for 18% damage each. 3 turn cooldown.
Black Hole: Creates a powerful miniature black hole and launches it toward targets, sucking them in! If the victim cannot resist the pull, they suffer 20% damage and are deposited in a location of Sera's choice. On the off chance this results in them being eaten, this consumes an extra action. The target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Leviathan. Leviathan makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the person they were inside continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
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[PTabbedContent=Iris.exe][PTab=Stats]
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[PTab=Primary Attacks]Love Magic: Small spontaneous explosions appear in the air. They sparkle delightfully in the air, seeming to come from a place of powerful positive emotions. (Medium Cha Attack; Does 14+Cha Mod)
Love Burst: A more powerful variant of Iris.exe's love magic attack wherein' a single, large explosion is generated. 2 turn cooldown. (Medium Cha Attack; Does 18+2x Cha Mod)
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[PTab=Special Attacks]Beast Out (Gregar): The target of this buff takes on robotic werewolf like qualities, including frightening claw gauntlets! This increases their damage done by 5% and increases their defensive rolls by +2 for 3 turns at the cost of being afflicted by an incurable berserk for the duration. If they fail their berserk self-control rolls, they must use one of the moves this buff unlocks instead of the one they intended, all of which are available for the duration. However, they will always use one of the moves they haven't used yet if applicable. The moves are as followed.
Claw Slash: Attack with terrible claws, terrible because they tear your foes to shreds. Has a 40% chance of afflicting mortal wound. 1 turn cooldown. (Medium Str Attack; Does 18% Damage)
Killer Tail Arrow: The user's tail is used like a bladed whip, striking out toward the target with great penetrating power! Has a 100% chance of afflicting healing suppression. 2 turn cooldown. (Heavy Dex Attack; Does 20% Damage)
Big Thunder: Draw down lightning to electrocute one's foes! Has a 60% chance of afflicting paralysis. 2 turn cooldown. (Heavy Wis Attack; Does 24% Danage)
Charge Bite: A two action attack. The first action is a roar that uses either WIS or CHA, whichever is higher, targeting INT and afflicting STUN. If it beats the target's INT roll by 6 or more, it also afflicts horrified. The second has the user rush and devour the target via a Strength roll. If eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the user. The user makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If the user rolls higher than the damage done, they take the difference and adds it to the 10% digestion damage they can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, the user's damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the user continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Beast Out (Falzar): The target of this buff takes on robotic werebird like qualities, including frightening claw/talon gauntlets! This increases their damage done by 5% and increases their offensive rolls by +2 for 3 turns at the cost of being afflicted by an incurable berserk for the duration. If they fail their berserk self-control rolls, they must use one of the moves this buff unlocks instead of the one they intended, all of which are available for the duration. However, they will always use one of the moves they haven't used yet if applicable. The moves are as followed.
Claw Slash: Attack with terrible claws/talons, terrible because they tear your foes to shreds. Has a 40% chance of afflicting mortal wound. 1 turn cooldown. (Medium Str Attack; Does 18% Damage)
Aqua Spiral: A water twister is summoned, whipping the target with vicious torrents of water! Has a 100% chance of soaking. 2 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Dust Shoot: Launch a bunch of debris at a target! Has a 60% chance of paralyzing. 2 turn cooldown, (Heavy Dex Attack; Does 24% Damage)
Gloom Cage: In a rather goofily cartoonish fashion, the user grasps at their abdomen and pulls at space itself, represented by a pair of steel cage doors being pulled open. You could call them ...a rib cage. A wormhole opens between the cage doors that attempts to draw in a target! If succesful, the target is trapped in the user's stomach via a WIS roll. If eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the user. The user makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If the user rolls higher than the damage done, they take the difference and adds it to the 10% digestion damage they can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, the user's damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the user continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Beast Over: The duration of Beast Out is extended by 3 turns, however the character in question must pass a 11+ to succeed their berserk self-control checks but are
Healing Feelings: Iris.exe heals a target with the power of positive feelings. Love, perhaps? Heals for 1d15+Cha Mod. 3 turn cooldown.
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[PTabbedContent=Sherrice][PTab=Stats]
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[PTab=Primary Attacks]Revolver: A six shot pistol. It can be used 6 times before it needs to reload at the cost of 2 actions. (Heavy Dex Attack; Does 24% Damage)
Buffalo: Sherrice whacks the target with the butt of her gun! 1 turn cooldown. (Medium Str Attack; Does 22% Damage)
Chain Lasso: This metal lasso is not very efficient at ending a foe rightly, but can be used to trip them up pretty effectively! Has a 100% chance of reducing the opponent's next dodge roll by 4. Can grapple foes at the expense of its damage. (Medium Dex Attack; Does 10% Damage)
Hay Bale: Comically toss a hay bale at the target! They're pretty heavy. Crits on a natural 19+, and grapples the target instead of doing extra damage if it crits. If the target beats your hay bale toss by 6 or more, they can throw it back. 1 turn cooldown. (? Dex Attack; Does damage equal to accuracy, or 24% if no accuracy roll is required)
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[PTab=Special Attacks]Sleight of Hand: Whenever Sherrice dodges an attack by 8 or more or makes a critical defense roll, she can use her revolver or buffalo attacks as a free action or reduce the actions required to reload her revolve to 1 on that turn. 1 turn cooldown.
Black Widow Kick: It's one thing to say don't underestimate girls. That rarely stops people. It's another to plant a knee or a toe where it hurts most. This attack does +8% damage and reduces the victim's actions by 1 for one turn if the target is male. 1 turn cooldown. (Medium Str Attack; Does 14% Damage)
Rodeo Rider: Sherrice can attempt to wrestle her way onto a target's back. This is a two-part attack. The first part is a psuedo grapple which reduces the target's action count by 1 and grants a +2 to grapple checks against the target, however it does not grant auto-hitting. The second part is an actual grapple. Both can be initiated as one roll at the cost of two actions, However, both grapples must be broken separately over two turns, with the true grapple being broken first. 3 turn cooldown.
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[PTabbedContent=Mary Towa][PTab=Stats]
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[PTab=Primary Attacks]Ring Rang: Mary sends out a ring boomerang to strike a foe! It also attempts to hit them on the way back. This can be used twice as a single action in place of a light comboable attack. (Medium Wis Attack; Does 12% Damage)
Electric Ring: Mary throws a special ring charged with electric energy, shocking the foe! Has a 100% chance to paralyze. 1 turn cooldown (Medium Wis Attack; Does 12% Damage)
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[PTab=Special Attacks]Arrhythmias: Mary has an abnormal heart rhythm moderated by a pacemaker, which presents a bit of a problem in combat. When taking kinetic hits, Mary has a 20% chance to suffer pacemaker dysfunction which reduces all of her mods by -2 until she receives magical healing that cures status conditions or for the duration of a thread until she has the opportunity to get help back at the life sphere. However, while her pacemaker is working she gains a +2 to her DEX and CON mods as well as a +3% to all healing done.
Ring Boost: We're Sonic now. Healing rings of light are called down to encircle Mary's allies. Consumes 2 actions. Heals for an amount equal to 1d15+2xCha Mod. 2 turn cooldown.
Ring Sap: Mary sends out a ring to absorb energy from a foe! This adds 3 turns to the cooldown of an attack they used last turn if it hits. 3 turn cooldown. (Medium Wis Attack; Does 16% Damage)
Loneliness: Mary is a very lonely person. Characters can help her perform better by being nice to her and making her feel loved or cared about. This inspires her to earn the affection by doing better! This doesn't work in battle unless an action is spent performing an extended pep talk or gesture, but grants a charge of the 'determination' buff, which stacks up to 5 times and can be spent 1 charge at a time to increase the damage of an attack by 4% or the healing of a move by 2%.
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[PTabbedContent=Sonia Strumm (Harp Note)][PTab=Stats]
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[PTab=Primary Attacks]Shock Note: The shoc stands for shockwave. Sonia plays a powerful amplified note that causes unseen internal damage to an opponent's body much like an explosion! Because dodging sound is a stupid concept, this targets CON. (Medium Wis Attack. Does 14% + Cha Mod Damage)
Pulse Song: A short song that ends with Sonia's amp woring overtime to generate an extra powerful pulse shockwave. This has a 40% chance of afflicting the mind-melted status. Targets CON. 2 turn cooldown. (Heavy Wis Attack; Does 18% +Cha Mod Damage)
Love Song: Sonia launches a rainbow heart projectile with a strum of her guitar! Though this projectile is harmless and cute, the song itself being the actual attack. This attack will inflict the infatuation status at Sonia's discretion. Does +8% damage if the enemy is already infatuated. Sonia experiences a -1 to her next dodge roll on the following turn. Targets INT. Has a 3 turn cooldown. (Medium Cha Attack; Does 8% + 2x Cha Mod Damage)
Hip Bash: Sonia hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Sonia 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 Wis Attack; Does 18% + 2x Cha Mod Damage)
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[PTab=Special Attacks]Frequency Change: Sonia abruptly teleports, seeming to disintegrate before re-appearing elsewhere. This can be used to force a sneak attack attempt. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. 1 turn cooldown.
Quick Strings: Sonia's guitar strings detach Has a 100% chance of reducing the opponent's next dodge roll by 4 via tripping. Can grapple foes at the expense of its damage. (Medium Wis Attack; Does 10% Damage)
Distortion Amplifier: Adds a rock and roll flare to Sonia's attacks, increasing Sonia's modifiers by +2 except her charisma modifier, which is increased by +4 for 3 turns. However, Sonia is afflicted by the drowsy status once this buff ends. 4 turn cooldown.
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[PTabbedContent=Quake Woman (AKA Tempo)][PTab=Stats]
Stats | MOD | |
STR | 16 | +3 |
DEX | 14 | +2 |
CON | 16 | +3 |
INT | 14 | +2 |
WIS | 10 | +0 |
CHA | 14 | +2 |
Quake Drill: Quake Woman strikes the opponent with a rapidly spinning drill! If this beats the opponents roll by more than 6, it deals double damage (Medium Str Attack; Does 14% Damage)
Tremor Strike: Quake Woman drills into the floor, causing tremors that knock her opponents flat on their rears! Has the misfortune of not affecting flying opponents, but otherwise targets CON and has a 100% chance of stunning if it hits. Does no actual damage, however. 2 turn cooldown.
Double Quake Drill: Quake Woman turns both her arms into quake drills and pinches an opponent between them for massive damage! This overheats her body, though. 5% recoil. Has a 60% chance of causing paralysis. 2 Turn Cooldown. (Heavy Str Attack; Does 30% Damage)
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[PTab=Special Attacks]E-Tank: Quake Woman takes a sip from an E-Tank to help her regain her strength! Alternatively she can let someone else sip from it. This recovers 1d15+Cha Health. However, she can drink the entire tank 3 turn cooldown.
Penetrating Blows: Quake Woman's arms blast forward like pistons every time she strikes with the force of a small explosion, lending her blows the ability to shatter an oponent's defenses! Grants her attacks the ability to ignore damage resistance and grants a +6% damage bonus against opponents who have some form of damage resistance and a +10% damage against bubble shields.
The Power Of Emotions: After receiving an expression of love, joy, passion or other extreme positive emotions, Quake Woman becomes empowered and may increase her roll modifiers by +2 for 2 turns. as a free action. 3 turn cooldown.
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[PTabbedContent=Vesper Woman][PTab=Stats]
Stats | MOD | |
STR | 16 | +3 |
DEX | 18 | +4 |
CON | 14 | +2 |
INT | 10 | +0 |
WIS | 8 | -1 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Improvised Martial Arts: Vesper Woman utilizes punches, kicks, grabs and other improvised blows to hurt her opponent! (Light Str Attack; Does 8% Damage)
Honey Gatler: A three barrel arm cannon that shoots globs of sticky honey at a target! Afflicts a charge the honeyed status, which reduces the target's dexterity stat (not modifier) by 1. This status can be removed at the cost of 2 actions or will begin falling off after 3 turns unless more honey is applied at a rate of 3 charges per turn. Other character can remove it in the same fashion, which is considered a grapple. If they eat the honey off of them while removing it, they are healed for 1d(Charges*2)+(Vesper's Cha Mod). If they eat the target themselves, they are healed by 1d(Charges)+(Vesper's Cha Mod) every turn for 3 turns. On a natural 15+ it applies honeyed twice, and on a natural 18+ it applies honeyed thrice. This status can stack up to 8 times. (Light Dex Attack; Does 8% Damage)
Acrobatics Strike: Vesper Woman builds up immense speed and flies directly at an opponent for a more powerful attack. While strong, it is somewhat telegraphed and suffers a -2 to its accuracy. 1 turn cooldown. (Heavy Dex Attack; Does 28% Damage)
Coyote Killer: "Hey babe, is that a foot long stinger in your skirt, or are you just happy to see me?" -- Famous last words. There is indeed a frighteningly large stinger hiding underneath Vesper Woman's skirt. She generally stings people with goofy looking hip and butt attacks, with her skirt hiding the real reason they make people scream like little girls until the last moment... Because she literally presents her butt for kicking in the process, however, she suffers a -2 dodge penalty during her next turn for an amount of dodges equal to the amount of times she uses this move. (Heavy Str Attack; Does 30% Damage)
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[PTab=Special Attacks]Coyote Killer Special: This 2 action attack begins with a grapple where Vesper Woman either sits on or pushes someone up against something using her bottom, driving her stinger into them in the process! The target is sat on, holding them down. If the victim is unable to get her off before her next turn, Vesper Woman's stinger can begin to quite painfully inject them with venom, Each followup mini sting deals 12% damage and afflicts a status effect of her choice, with the first three injections adding up to only a single action like a light comboable attack. 3 turn cooldown. Heavy Str Attack; Does 30% Damage
Honey Production: Vesper Woman produces honey in her stomach. This honey can be given to other characters as food to heal them. She begins with 50 charges of the "Honey Storage" buff and gains 5 charges of this buff or half the healing received by edible healing items, whichever is higher, every time she eats something. The healing her honey gives is equal to 1d(charges spent)+(Vesper's Cha Mod), with a minimum of 5 charges spent. It can additionally cure a status effect at the cost of an extra 5 charges. If someone were to wind up in her stomach, her honey storage will be boosted to 50 every time she deals digestion damage to them or, alternatively, she can heal them for 1d(2x charges spent)+(Vesper's Cha Mod x2) instead. However, if she tries to do both her honey storage will simply use all the honey it gained from them to undo the damage done.
Emotional Support Hornet: Vesper Woman can use "lame jokes", affection and cheerleading to propell her allies to new heights! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. When used on enemies, however, it afflicts the infatuation status with a cha vs int roll as a free action instead. 3 turn cooldown.
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[PTabbedContent=Kalinka][PTab=Stats]
Stats | MOD | |
STR | 10 | +0 |
DEX | 14 | +2 |
CON | 10 | +0 |
INT | 14 | +2 |
WIS | 18 | +4 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Love Magic: Kalinka attacks with all the fancy ribbons, glitter and silly flashy dance moves afforded by her princessy magic! (Medium Cha Attack; Does 14+Cha Mod Damage)
Love Burst: A large surge of love magic. It's somewhat strenuousm though, taking the strength out of her. 1 turn cooldown. (Medium Cha Attack; Does 18+Cha Mod Damage)
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[PTab=Special Attacks]Princess Power: The power of pretending inspires Kalinka to greater heights! Her outfit transforms into a pretty princess dress. As is the law of magical girls, this dress' frills are directly proportionate to her power. Kalinka gains a +2 to all of her stat modifiers except Charisma which gains a +4 for 3 turns, but the move exhausts her and she is afflicted by the drowsy status once it ends. 4 turn cooldown.
Royal Decree: Using all the charm she can muster, Kalinka commands greater things from her allies! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. When used on enemies however, it afflicts the infatuation status with a Cha vs Int roll as a free action instead. 3 turn cooldown.
There's no arguing with royalty: Mind control! Kalinka attempts to force an enemy to take an action on her behalf as a Wis vs Int roll. This gains a +3 against infatuated targets, and infatuated targets will remain under her control until they break their infatuation. 4 turn cooldown.
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[PTabbedContent=Iris][PTab=Stats]
Stats | MOD | |
STR | 6 | -2 |
DEX | 12 | +1 |
CON | 18 | +4 |
INT | 12 | +1 |
WIS | 18 | +4 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Laser Cannon: Iris calls forth
Big Brother Blade: No longer content to be shoved into the women are delicate trope most female Mega Man characters live in fear of, Iris returns wielding Colonel's saber herself to get up close and personal! ...Or not. This blade has a habit of unleashing energy waves every time it is swung, giving it bizarre physics somewhere between a whip and a sword in terms of how it is handled and allowing it to be very effective at ranged combat. However, Iris is quite clumsy with it due to aforementioned trope and isn't as skilled with it as her brother, suffering a -2 accuracy penalty. (Heavy Wis Attack; Does 24% Damage)
Crushing Strike: A powerful leaping attack that pushes Iris' blade she receives from colonel to its breaking point, releasing a large pink shockwave that can devastate foes! This afflicts the disabled status, and can only be recharged via Iris taking 30% damage. (Heavy Wis Attack; Does 30% Damage)
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[PTab=Special Attacks]Teleport: Iris seems to dematerialize before rematerializing nearby! This can be used to force her next attack to be a sneak attack that does +10% damage as a free action. 2 turn cooldown.
Erasure: Iris absorbs soul energy from a defeated foe or ally, taking their highest base stat and replacing hers with it permanently for the thread.
Colonel's DNA Soul: Iris temporarily absorbs Colonel's DNA soul to become stronger, turning the accuracy penalty on her big brother blade into a +2 accuracy bonus and reducing the cooldown of teleport to 1 turn. This lasts 3 turns. 3 turn cooldown.
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[PTabbedContent=Marino][PTab=Stats]
Stats | MOD | |
STR | 8 | -1 |
DEX | 20 | +5 |
CON | 12 | +1 |
INT | 16 | +3 |
WIS | 10 | +0 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Beam Knives: Marino attacks with lightning speed, overwheliming her opponent with quick attacks! (Light Dex Attack; Does 8% Damage)
Thunder Shurikens: Marino tosses throwing shurikens at the target! Has a 100% chance to paralyze. 1 turn cooldown. (Medium Dex Attack; Does 12% Damage)
Backstab: Marino moves in and attempts to drive her blade deep into her target! Brutal, but not the most accurate move and often partially misses, delivering a mere cut instead. If this beats the opponents roll by more than 6, it deals double damage (Medium Str Attack; Does 14% Damage)
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[PTab=Special Attacks]Lightfooted: When Marino fails a dodge roll by less than 6, she takes less damage equal to how close she was, maxing out at -5% damage if she only failed the roll by 1.
Vanish: abruptly disappears in a burst of short lived smoke before re-appearing elsewhere. This can be used to force a sneak attack attempt. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. 1 turn cooldown.
Feminine Charms: Marino turns up the sugar, manipulating those around her with kindness and flirting to get her way. Grants her a +3 to persuasion rolls relying on her charms. However, her disarming attitude leaves her wide open for attack and sneak attacks may be made against her in plain sight on the turn she uses this move.
Eye Closer: Marino takes her daggers to her enemies eyes, afflicting them with the blind status for 2 turns! This is a counterattack that can be used as a free action when Marino dodges an attack by more than 6, using that dodge roll as its accuracy. Has a 3 turn cooldown. (Heavy Dex Attack; Does 20% Damage)
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[PTabbedContent=Cinnamon][PTab=Stats]
Stats | MOD | |
STR | 14 | +2 |
DEX | 12 | +1 |
CON | 20 | +5 |
INT | 12 | +1 |
WIS | 6 | -2 |
CHA | 20 | +5 |
[PTab=Primary Attacks]Angel's Hand: With hands these huge, even dainty girly slaps like Cinnamon's will leave a heck of a mark. (Light Str Attack; Does 8% Damage)
Injector: Cinnamon commits malpractice. Er--I mean, injects an enemy with a horrible concoction that afflicts poison and virus status. 1 turn cooldown. (Light Str Attack; Does 2% Damage)
Drill Arm: Cinnamon exchanges her hands for drills! These drills will shatter a buff away on the target if they hit. 3 turn cooldown. (Heavy Str Attack; Does 20% Damage)
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[PTab=Special Attacks]Angelic Aide: Cinnamon heals her allies with an angelic light! Heals herself and her allies for 1d8+Cha. 3 turn cooldown.
Force Metal Generator: Cinnamon creates powerful force metals using the generator in her chest, giving them to an ally! This can grant an ally two of the following: 5% damage boost, 5% damage resistance, +2 to a stat's modifier, for 3 turns. She can also create trap metals that afflict berserk for 5 turns instead. 3 turn cooldown.
Supra Force Metal Fragment: Cinnamon, being the only reploid strong enough to resist the psychosis-inducing effects of supra force metal unaltered, creates one for herself! Depending on the type she creates, this will have one of two effects lasting 3 turns. She will either deal take -8% damage and heal for (2xCharisma) each turn, or all her stats will be boosted by +2 and she will do +8% Damage. However, she becomes drowsy for 3 turns after the buff ends. If anyone else uses the fragment, they are afflicted with an enhanced berserk status that causes them to immediately attempt to murder an ally if they fail a once per turn INT check of 15+ and will not stop until the supra force metal is taken from them. 4 turn cooldown.
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[PTabbedContent=Fairy Leviathan][PTab=Stats]
Stats | MOD | |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 16 | +3 |
INT | 14 | +2 |
WIS | 18 | +4 |
CHA | 16 | +3 |
[PTab=Primary Attacks]Homing Spearheads: Leviathan summons several energy spearheads that track down and attempt to plow into enemies! (Light Wis Attack; Does 8% Damage)
Falling Stab: Leviathan positions herself above a foe and drops down on them from above lead by a homing spear thrown downward, either by swimming above them or leaping into the air. Targets hit by her spear are grappled in the process, preventing them from moving until they break the grapple, which becomes strength based after the 1st turn. Costs 2 actions. 1 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Tornado Spear: Leviathan creates a twister that draws enemies toward her! This pulls enemies down into the bottom of her pool of water if they are unable to resist, and may result in a grapple being initiated if Leviathan beats the target's dodge roll by 6 or more. 2 turn cooldown.
Ice Ring: Leviathan surrounds herself in sharp icicles before launching them outward in every direction! On a natural 20, this attack will initiate a grapple by pinning the victim against a wall instead of doing extra damage. 2 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
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[PTab=Special Attacks]All Consuming Depths: Leviathan either floods the area she is in or creates icey walls around the immediate area so that she may flood it. This changes the arena to one that applies the suffocation and chilled statuses, the latter of which decreases the dex modifier by 2 and wears off after the victim either escapes the freezing waters for 3 turns or escapes and warms themselves up with external heat. Flying victims may start off outside the water in open spaces, and characters who can breathe underwater are not afflicted by suffocation. To escape the watery prison they must swim to the top. This is done by successfully dodging Leviathan's attacks as she tries to stop them. If they are not hit by any attacks, they are able to rise to the surface and their suffocation status is cured. Leviathan is immune to both statuses, due to being a highly specialized reploid designed for such environments. This move is a free action when she is first summoned. Later uses take a turn to charge up.
Spirit of the Ocean: Leviathan summons ice around herself, transforming into an ice dragon that rushes through the water and attempts to gobble up victims, trapping them inside Leviathan. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Leviathan. Leviathan makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, Leviathan continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Marine Snow: Leviathan conjures ice at the top of the arctic pool she created, which begins to rain down like slow and threaten to push others back down without causing any real damage. It also creates a layer of ice at the top that they have to break using a competing attack roll to escape, creating a hole others can escape through that turn.
Feminine Charm: Flirting and teasing, Leviathan uses her girlish charms to put her opponents off their game. This gains a +3 against characters that like women, doing no damage but afflicting infatuation as a CHA vs INT roll. While it has no global cooldown, it has a 2 turn cooldown on the specific character it is used on.
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[PTabbedContent=Niege][PTab=Stats]
Stats | MOD | |
STR | 14 | +2 |
DEX | 18 | +4 |
CON | 14 | +2 |
INT | 14 | +2 |
WIS | 10 | +0 |
CHA | 14 | +2 |
[PTab=Primary Attacks]Laser Cannon: When fused with Model C(raft), Niege has a large laser cannon at her disposal! It packs a serious punch, however, its large size and the red focusing laser it emits before the full shot comes out heavily telegraph the need to dodge, making it so that it often does not meet its full potential. If this beats the opponents roll by more than 6, it deals double damage (Medium Dex Attack; Does 14% Damage)
Serrated Bayonet: Niege attempts to tabs the target with a bayonet on her cannon. This rather large, fist sized bayonet is then ejected further into the target with force, dealing cruel and unusual damage. Has a 100% chance of afflicting mortal wound, which may not be cured until the bayonet is removed using an action. 3 turn cooldown. Niege suffers a -3 to her next dodge roll. (Heavy Str Attack; Does 30% Damage)
Scatter Bomb: Niege tosses a fragmentation grenade that explodes, casting shrapnel on nearby enemies. 2 turn cooldown. (Heavy Dex Attack; Does 26% Damage)
Rocket Launcher: Niege deploys miniature rockets that chase a foe down, exploding on contact! (Light Dex Attack; Does 8% Damage)
Acute Laser Cannon: Niege uses jet propulsion to sweep across the battlefield, firing her cannon wildly down at her opponents! Much more accurate than normal. However, it puts Niege in danger due to her commitment to a set flight path. Has a +3 to its accuracy roll, but Niege suffers a -3 to her next dodge roll. If this beats the opponent's roll by more than 6, it deals double damage. 1 turn cooldown. (Medium Dex Attack; Does 18% Damage)
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[PTab=Special Attacks]Camera Flash: Niege uses her expensive character to fake a character out as a free action! Stuns the target via a Cha vs Int roll if succesful by tricking them into reacting to an attack that never comes while Niege prepares a real attack to catch them off guard.
Dodge Dash Niege seems to disappear with a lightning fast dash! This can be used to force her next attack to be a sneak attack that does +10% damage as a free action. 2 turn cooldown.
Sub Tank: An emergency first aid sub tank that can be drained a bit to heal Niege or others. Heals for 1d15+Cha Mod. 3 turn cooldown
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[PTabbedContent=Aero][PTab=Stats]
Stats | MOD | |
STR | 12 | +1 |
DEX | 18 | +4 |
CON | 16 | +3 |
INT | 16 | +3 |
WIS | 12 | +1 |
CHA | 10 | +0 |
[PTab=Primary Attacks]Hit and Run: Aero attempts to slam into a character with her air bike! Suffers a -2 accuracy penalty. 1 turn cooldown. (Heavy Dex Attack; Does 28% Damage)
Buster Fire: Aero's bike has little buster cannons attached to it! She can also just use a handheld gun. (Light Dex Attack; Does 8% Damage)
Flash Grenades: Aero tosses a small explosive that doesn't pack a big punch, but blinds the victims for 3 turns if successful! It also stuns them, however briefly. 3 turn cooldown.
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[PTab=Special Attacks]Rough Rider: Aero's 'bike', a sort of air motorcycle, is big enough to seat two characters or 3 smaaaall characters! ...Provided you're willing to ride back seat to a 14-year-old girl of course. This boosts the rider's dex to match Aero's. Additionally grants a +2 to skill checks when attempting to flee or outrun something.
EMP Generator: This electric device will stick to whoever it's thrown at and shock them! If the target is robotic, this attack does +6% damage and puts one of the moves the target used during their last turn on a 2 turn cooldown. This move itself has a 2 turn cooldown. (Heavy Dex Attack; Does 23% Damage)
Crosstalk Bomb: Another small electronic device that sticks to whoever it is thrown at or placed on. This device is highly specialized to create enormous amounts of electronic noise that prevents the target's electronics from communicating properly, causing a rather violent system crash (the sleep status, when used on enemies) and afflicting virus to nearby synthetic enemies. It then hijacks the computer/robot/synth in question by installing itself below the kernel and virtualizing the machine's actual software. When dealing with computers, this grants a +4 to a hacking attempt and compromises the computer if successful, rendering all future hacking attempts against that specific computer an auto success. When dealing with characters, this acts like possession and forces them to take actions on Aero's behalf so long as they remain asleep. 4 turn cooldown.
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[PTabbedContent=Yuna and Sera][PTab=Stats (Yuna)]
Stats | MOD | |
STR | 14 | +2 |
DEX | 12 | +1 |
CON | 14 | +2 |
INT | 12 | +1 |
WIS | 6 | -2 |
CHA | 16 | +3 |
[PTab=Primary Attacks (Yuna)]Improvised Martial Arts: Yuna strikes opponents with her body using superhuman strength! (Medium STR Attack; Does 12-19% Damage)
Super Shout: Yuna uses the volume boosting microphone she has to make some noise at decibels liable to hurt others. Targets INT and has a 100% chance of stunning. 2 turn cooldown. (Light Cha Attack; Does 6% Damage)
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[PTab=Special Attacks (Yuna)]Nano Regeneration: Yuna can use nanomachines to heal herself by 5% per turn at the cost of 5% damage to her bubble shield each turn, which will not regenerate on the turn this is done.
Burst Healing: Yuna heals a target with a pulse of energy! Heals for 1d15+Cha Mod. 3 turn cooldown.
Reinforce: Yuna uses nano machines to enhance an ally, causing them to deal 5% more damage and take 5% less for 3 turns! 3 turn cooldown.
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[PTab=Stats (Sera)]
Stats | MOD | |
STR | 8 | -1 |
DEX | 12 | +1 |
CON | 18 | +4 |
INT | 12 | +1 |
WIS | 18 | +4 |
CHA | 6 | -2 |
[PTab=Primary Attacks (Sera)]Miniature Suns: These floating balls of plasma will home in on their target, burning them. Gains a +2 to accuracy. Can consume all 3 actions, using itself 3 times in a single turn before incurring its cooldown. 3 turn cooldown. (Medium Wis Attack; Does 20% Damage)
Crystal Bombs: Large green crystals are summoned and violently propelled down at the victim with crushing force! (Medium Wis Attack; Does 19% Damage)
Meteor Shower: Rain balls of plasma down from the sky down onto the battlefield, consuming all three actions and attacking three times before incurring its cooldown. 3 turn cooldown. (Heavy Wis Attack; Does 26% Damage) Laser: A powerful laser is launched from her chest, sweeping across the area! 2% recoil. 1 turn cooldown. (Heavy Wis Attack; Does 26% Damage)
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[PTab=Special Attacks (Sera)]Guardian Diamonds: Summon 4 metal diamond enemies with 12 HP each. These will not dodge incoming attacks, but if they are not attacked they will home in on enemies next turn and explode for 18% damage each. 3 turn cooldown.
Black Hole: Creates a powerful miniature black hole and launches it toward targets, sucking them in! If the victim cannot resist the pull, they suffer 20% damage and are deposited in a location of Sera's choice. On the off chance this results in them being eaten, this consumes an extra action. The target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Leviathan. Leviathan makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the person they were inside continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
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[PTabbedContent=Iris.exe][PTab=Stats]
Stats | MOD | |
STR | 10 | +0 |
DEX | 12 | +1 |
CON | 14 | +2 |
INT | 14 | +2 |
WIS | 16 | +3 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Love Magic: Small spontaneous explosions appear in the air. They sparkle delightfully in the air, seeming to come from a place of powerful positive emotions. (Medium Cha Attack; Does 14+Cha Mod)
Love Burst: A more powerful variant of Iris.exe's love magic attack wherein' a single, large explosion is generated. 2 turn cooldown. (Medium Cha Attack; Does 18+2x Cha Mod)
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[PTab=Special Attacks]Beast Out (Gregar): The target of this buff takes on robotic werewolf like qualities, including frightening claw gauntlets! This increases their damage done by 5% and increases their defensive rolls by +2 for 3 turns at the cost of being afflicted by an incurable berserk for the duration. If they fail their berserk self-control rolls, they must use one of the moves this buff unlocks instead of the one they intended, all of which are available for the duration. However, they will always use one of the moves they haven't used yet if applicable. The moves are as followed.
Claw Slash: Attack with terrible claws, terrible because they tear your foes to shreds. Has a 40% chance of afflicting mortal wound. 1 turn cooldown. (Medium Str Attack; Does 18% Damage)
Killer Tail Arrow: The user's tail is used like a bladed whip, striking out toward the target with great penetrating power! Has a 100% chance of afflicting healing suppression. 2 turn cooldown. (Heavy Dex Attack; Does 20% Damage)
Big Thunder: Draw down lightning to electrocute one's foes! Has a 60% chance of afflicting paralysis. 2 turn cooldown. (Heavy Wis Attack; Does 24% Danage)
Charge Bite: A two action attack. The first action is a roar that uses either WIS or CHA, whichever is higher, targeting INT and afflicting STUN. If it beats the target's INT roll by 6 or more, it also afflicts horrified. The second has the user rush and devour the target via a Strength roll. If eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the user. The user makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If the user rolls higher than the damage done, they take the difference and adds it to the 10% digestion damage they can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, the user's damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the user continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Beast Out (Falzar): The target of this buff takes on robotic werebird like qualities, including frightening claw/talon gauntlets! This increases their damage done by 5% and increases their offensive rolls by +2 for 3 turns at the cost of being afflicted by an incurable berserk for the duration. If they fail their berserk self-control rolls, they must use one of the moves this buff unlocks instead of the one they intended, all of which are available for the duration. However, they will always use one of the moves they haven't used yet if applicable. The moves are as followed.
Claw Slash: Attack with terrible claws/talons, terrible because they tear your foes to shreds. Has a 40% chance of afflicting mortal wound. 1 turn cooldown. (Medium Str Attack; Does 18% Damage)
Aqua Spiral: A water twister is summoned, whipping the target with vicious torrents of water! Has a 100% chance of soaking. 2 turn cooldown. (Heavy Wis Attack; Does 20% Damage)
Dust Shoot: Launch a bunch of debris at a target! Has a 60% chance of paralyzing. 2 turn cooldown, (Heavy Dex Attack; Does 24% Damage)
Gloom Cage: In a rather goofily cartoonish fashion, the user grasps at their abdomen and pulls at space itself, represented by a pair of steel cage doors being pulled open. You could call them ...a rib cage. A wormhole opens between the cage doors that attempts to draw in a target! If succesful, the target is trapped in the user's stomach via a WIS roll. If eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the user. The user makes a single 1d15+(2x Con) roll to reduce the damage of all attacks from the victim that turn, with a natural 14+ being a crit that doubles the roll. If the user rolls higher than the damage done, they take the difference and adds it to the 10% digestion damage they can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, the user's damage resistance roll gains a stacking +2 bonus. If the victim is KO'd, the user continues healing for 1d8+Cha each turn for 3 turns. 2 turn cooldown.
Beast Over: The duration of Beast Out is extended by 3 turns, however the character in question must pass a 11+ to succeed their berserk self-control checks but are
Healing Feelings: Iris.exe heals a target with the power of positive feelings. Love, perhaps? Heals for 1d15+Cha Mod. 3 turn cooldown.
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[PTabbedContent=Sherrice][PTab=Stats]
Stats | MOD | |
STR | 14 | +2 |
DEX | 18 | +4 |
CON | 18 | +4 |
INT | 14 | +2 |
WIS | 10 | +0 |
CHA | 10 | +0 |
[PTab=Primary Attacks]Revolver: A six shot pistol. It can be used 6 times before it needs to reload at the cost of 2 actions. (Heavy Dex Attack; Does 24% Damage)
Buffalo: Sherrice whacks the target with the butt of her gun! 1 turn cooldown. (Medium Str Attack; Does 22% Damage)
Chain Lasso: This metal lasso is not very efficient at ending a foe rightly, but can be used to trip them up pretty effectively! Has a 100% chance of reducing the opponent's next dodge roll by 4. Can grapple foes at the expense of its damage. (Medium Dex Attack; Does 10% Damage)
Hay Bale: Comically toss a hay bale at the target! They're pretty heavy. Crits on a natural 19+, and grapples the target instead of doing extra damage if it crits. If the target beats your hay bale toss by 6 or more, they can throw it back. 1 turn cooldown. (? Dex Attack; Does damage equal to accuracy, or 24% if no accuracy roll is required)
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[PTab=Special Attacks]Sleight of Hand: Whenever Sherrice dodges an attack by 8 or more or makes a critical defense roll, she can use her revolver or buffalo attacks as a free action or reduce the actions required to reload her revolve to 1 on that turn. 1 turn cooldown.
Black Widow Kick: It's one thing to say don't underestimate girls. That rarely stops people. It's another to plant a knee or a toe where it hurts most. This attack does +8% damage and reduces the victim's actions by 1 for one turn if the target is male. 1 turn cooldown. (Medium Str Attack; Does 14% Damage)
Rodeo Rider: Sherrice can attempt to wrestle her way onto a target's back. This is a two-part attack. The first part is a psuedo grapple which reduces the target's action count by 1 and grants a +2 to grapple checks against the target, however it does not grant auto-hitting. The second part is an actual grapple. Both can be initiated as one roll at the cost of two actions, However, both grapples must be broken separately over two turns, with the true grapple being broken first. 3 turn cooldown.
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[PTabbedContent=Mary Towa][PTab=Stats]
Stats | MOD | |
STR | 8 | -1 |
DEX | 10 | +0 |
CON | 10 | +0 |
INT | 16 | +3 |
WIS | 18 | +4 |
CHA | 18 | +4 |
[PTab=Primary Attacks]Ring Rang: Mary sends out a ring boomerang to strike a foe! It also attempts to hit them on the way back. This can be used twice as a single action in place of a light comboable attack. (Medium Wis Attack; Does 12% Damage)
Electric Ring: Mary throws a special ring charged with electric energy, shocking the foe! Has a 100% chance to paralyze. 1 turn cooldown (Medium Wis Attack; Does 12% Damage)
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[PTab=Special Attacks]Arrhythmias: Mary has an abnormal heart rhythm moderated by a pacemaker, which presents a bit of a problem in combat. When taking kinetic hits, Mary has a 20% chance to suffer pacemaker dysfunction which reduces all of her mods by -2 until she receives magical healing that cures status conditions or for the duration of a thread until she has the opportunity to get help back at the life sphere. However, while her pacemaker is working she gains a +2 to her DEX and CON mods as well as a +3% to all healing done.
Ring Boost: We're Sonic now. Healing rings of light are called down to encircle Mary's allies. Consumes 2 actions. Heals for an amount equal to 1d15+2xCha Mod. 2 turn cooldown.
Ring Sap: Mary sends out a ring to absorb energy from a foe! This adds 3 turns to the cooldown of an attack they used last turn if it hits. 3 turn cooldown. (Medium Wis Attack; Does 16% Damage)
Loneliness: Mary is a very lonely person. Characters can help her perform better by being nice to her and making her feel loved or cared about. This inspires her to earn the affection by doing better! This doesn't work in battle unless an action is spent performing an extended pep talk or gesture, but grants a charge of the 'determination' buff, which stacks up to 5 times and can be spent 1 charge at a time to increase the damage of an attack by 4% or the healing of a move by 2%.
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[PTabbedContent=Sonia Strumm (Harp Note)][PTab=Stats]
Stats | MOD | |
STR | 6 | -2 |
DEX | 14 | +2 |
CON | 14 | +2 |
INT | 12 | +1 |
WIS | 18 | +4 |
CHA | 20 | +5 |
[PTab=Primary Attacks]Shock Note: The shoc stands for shockwave. Sonia plays a powerful amplified note that causes unseen internal damage to an opponent's body much like an explosion! Because dodging sound is a stupid concept, this targets CON. (Medium Wis Attack. Does 14% + Cha Mod Damage)
Pulse Song: A short song that ends with Sonia's amp woring overtime to generate an extra powerful pulse shockwave. This has a 40% chance of afflicting the mind-melted status. Targets CON. 2 turn cooldown. (Heavy Wis Attack; Does 18% +Cha Mod Damage)
Love Song: Sonia launches a rainbow heart projectile with a strum of her guitar! Though this projectile is harmless and cute, the song itself being the actual attack. This attack will inflict the infatuation status at Sonia's discretion. Does +8% damage if the enemy is already infatuated. Sonia experiences a -1 to her next dodge roll on the following turn. Targets INT. Has a 3 turn cooldown. (Medium Cha Attack; Does 8% + 2x Cha Mod Damage)
Hip Bash: Sonia hits someone with her hip and the target spontaneously explodes into hearts on contact with her. If someone attacks Sonia 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 Wis Attack; Does 18% + 2x Cha Mod Damage)
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[PTab=Special Attacks]Frequency Change: Sonia abruptly teleports, seeming to disintegrate before re-appearing elsewhere. This can be used to force a sneak attack attempt. This allows any attack to target wisdom and increases the damage of the attack in question to 1.5x its normal amount. 1 turn cooldown.
Quick Strings: Sonia's guitar strings detach Has a 100% chance of reducing the opponent's next dodge roll by 4 via tripping. Can grapple foes at the expense of its damage. (Medium Wis Attack; Does 10% Damage)
Distortion Amplifier: Adds a rock and roll flare to Sonia's attacks, increasing Sonia's modifiers by +2 except her charisma modifier, which is increased by +4 for 3 turns. However, Sonia is afflicted by the drowsy status once this buff ends. 4 turn cooldown.
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