Post by Manah on Sept 3, 2014 12:39:56 GMT -5
JESSIE HOWLET
Angelic I.D.A.M.A and Travis' Wife
Angelic I.D.A.M.A and Travis' Wife
QUOTE: "I never thought I'd wield so much power and travel through worlds like this... I can't wait to see more!"
Full Name: Jessie Howlet (Born Hogue)
Age: 27
Occupation: Former Grocery store clerk, Writer, Veteran Geek, Dressphere User, Newbie Pokémon Trainer, Guildless Mage, Immortal Warrior, Seraph Angel, Red Kämpfer, Pokémon Trainer, Elemental Bender, Alchemist, Wizard, Über Master, 'Bad Mutha' Class Heroic Spirit, Supervillainess (Doctor Spectrum), Ring-Bearer, Saiyajin Killer, Black Knight Knightmare Frame Pilot, Loving Wife and Mother
Other aliases: Jess, Manah, Michael, Raneth (by Elves and men of Gondor), Cenirë (original name in Valinor), Jaycen the Grey (commonly used name in Middle Earth among the common folk and outside of Gondor), Doctor Spectrum, Rainbow Soar, Agent Vermont
Height: 5'2"
Weight: 115 lbs
Eye color: Red
Hair color: Silvery White
Species: I.D.A.M.A?/Philosopher's Stone/Maia/Seraph Angel/High-Class Devil/Vampire (Magus/Heroic Spirit)
Universes she received Powers from: Final Fantasy, Fairy Tail, Highlander, Gundam, Star Wars, Bastard!!!, Kämpfer, Sailor Moon, Pokémon, Team Fortress 2, Avatar, Full Metal Alchemist, Lord of the Rings, Nasuverse, Marvel, Dragon Ball Z, Naruto, My Little Pony, Super Mario, Ratchet & Clank, Dragon Age, Minecraft, Red VS Blue, Saints Row GouH, Highschool DxD, Code Geass, Ultima, Transformers, JoJo's Bizarre Adventure, Toriko
ABILITIES
Int: 10
Str: 21
Agl: 17
Spd: 18
Dur: 20
HEALTH: 20 P.L: 8
ENERGY: 108 (+20 from Multiple Skill User) P.L: 24
REGEN: 72 P.L: 14
SKILL: 7 (Regen 3)
ACTIONS
Combat: 10
(Str.bonus, or Agl.bonus and Wpn.modifier/2 Wpn.modifiers)
-Super-Efficient
-Skill Point System
-As Mastery of Kung Fu/Ninja
-Martial Arts
-Swords/Double-Bladed Lightsaber
-Gourmet Hunter
-Bows
-Noble Phantasms
-Appetite Energy
-Precise shooting
-Inhuman Power
-PA/MS Fighting
-Fighting multiple/large opponents
-Using powers in combat
-May combine up to AN to Elemental Bending uses
-May be used as the Action Dance up to AN
-Options: Catch projectiles, Balance, Blind fighting, Multiple opponents, Create/adapt Kung fu techniques, Substitute Mastery for Intelligence (only for Mental Defense)
-Eternal Arms Mastership (A power of Berserker (Lancelot); even if Jessie is under any sort of mental influence, hindrances or whatever, her prowess with a weapon will never diminish, meaning she will not suffer any negative sitmods to her Close Combat while wielding a weapon in battle.
-Tsubame Gaeshi (The special sword technique of Assassin (Kojirou Sasaki), which is essentially the ability to make a nearly impossible to dodge strike, by instantly striking thee times with a sword. May only be used with a sword, and acts like Good Luck +5 strictly for hitting the opponent.)
Parkour: 8
(Str.bonus)
-Efficient
-As Acrobatics, Wall-crawling, and Swimming
-Super Jump (2x damage, Normal and stun damage attack)
-Innocence Express (As Unstoppable, 2x damage, Ignores Hardness of Objects; When in use, the speed of the user is equal to this action's AN if higher than her actual Speed)
Soul Wavelength: 9
-A Demon Weapon/Meister partenered with Jessie can use this action at the same time as Jessie does; if they both do so at the same AN, they synchronize, and gain the effects of a Metamorphosis effect of as many stones played by each person (not from them both), which can add to physical attributes as normal, or add to Energy/Mental/Magical actions/Modifiers, or even the Weapon modifier of the Demon Weapon.
-Synchronization may not be possible if the would-be partner is incompatible with her.
Preternatural Physiology: 10
(Dur.bonus, and Wpn.modifier if applicable)
-Efficient
-Devil Hair: Hair Whip; Hair has Str of this action's AN, Can perform up to half AN actions at once, paying only for the highest effect. May fire hair as needles (2x damage Force Blast), form Hair Shield (Force Field; not doubled VS cutting/slashing attacks), Improved Drain Energy (on Living, organic targets), Hair can extend to Range 3
-Body Manipulation: Shape Shifting (No need to maintain), Metamorphosis, Phase shift (Can't fully phase, but turns to liquid form), Shrink/Growth (up to AN), Stretching (Retains Str), Tendril whip, Web-slinging, Manipulate Body Density (Up to AN, Phase Attack, Phase Stun, Can't Phase completely), Telekinesis (only with body parts), Mastery of Rubbery-Gum Matter (Create/Manipulate, Force Blast (Attack VS Durability to Stun), Combine with Close/Ranged Combat; User literally grabs their own body matter to then manipulate it as they pleased to achieve the desired effect); Common Link (Regardless of changes, user's body is always pink, and any objects made from body has the same Toughness and malleability as the original body; they can also be controlled as though they were still attached regardless of range), Absorption (Can absorb held/grappled/stunned victims by covering them with her body matter. Increases her Physical Abilities by 1 for each 5 of her opponent in any given Ability, rounded down; she also receives any of their powers, techniques and skills as per Copy A/A/M for as long as they are kept absorbed. She will take some physical characteristics of the absorbed person. Can absorb up to AN people at once, maximum. May also absorb victims by eating them when transformed into candy.)
-Skin Respiration (As Telekinesis to pull targets towards user, or as Wind blast (2x damage or Area effect 5)
-Vaporization Freezing Technique: Create Ice, Ice Body (As Metamorphosis), Hamon Counter (Atk VS Target's Dur+Hamon; any red stone of 'damage' lowers the Hamon AN by 1 for one hour; Requires Physical contact to use), Freeze foe (Atk VS Dur+Hamon to freeze solid. All subsequent attacks count as Atk VS Durability dealing 3x damage. Requires physical contact to initiate.)
-Vampire Spores (Atk VS Int+Dur, inserts spores in brain of victim to control them as per Project thoughts/Control others. Requires physical contact to initiate)
-Vampiric Fusion (Requires use of Finger Tendrils; Can create half-man, half-beast by attaching their parts together as permanent Metamorphosis, requires beast as base materials; Alternately, can fuse herself with other beings, killing them and merging at least her head with them, acquiring some or their powers and/or abilities while retaining her own.)
-Manifest Materia (Crystalizes Mako energy from body into Materia; Can create Elemental and Magical Materias of all varieties, including ones mimicking FF Magical actions, paying stone per AN usually limited to one type of spell per Materia; Can also create any from the FF The Dreaming book, paying 2 stones per level up to 12 for Master level.)
Elementalist: 10
(Dur.bonus)
-Super-Efficient
-As Mastery of Gravity, GN Particles, Fire, Water, Air/Wind, Earth, Ice, Blood, Lava, Metal, Lightning, Light (of all colors), Darkness, Non-Elemental and Drain
-Immunity to Elements
-Can Transform into element (As Metamorphosis, May act as Electrification or Create Light)
-Unlimited Create/Manipulate (Includes Telekinesis with Wpn.modifier, Shields and energy blades)
-Force Blast (Any Advantages up to AN in CL)
-Free Force Field at stones played up to AN when using
-Combine with Combat
-Improve Solid Weapons and Armor (No more than 2x Modifier Number)
-Runic Aura (Gain +1 to Wpn.modifier per 2 stones above Starting cost of 3 - and gain 2 advantages to the attack)
-Usable as Manipulate Body Density (Only to increase, not to lower) at AN
-Usable as Phase shift at AN
-Water Healing (As Magical Healing, using Waterbending. Can heal up to 2x AN white stones per day)
-Accumulate Energy for greater effects
-Allows Flight at AN in a separate Action box
-Overstrain
-Absorb 3 stones of element from power sources
-Trans-Am (+3 to Agl, Spd, all GN powered actions/weapons, Flight, Deep Reserves, Reflexive Dodge and Toughness. Those bonuses may last for up to 6 panels (three minutes), but will lower this action's AN by -3 for as many panels as it was used.)
-God Hard (Combines a use of accumulated Elementalist with one of her best attack of Close Combat, making it a 3x damage, AP, Area effect 13 attack.)
-Mizugan (When Mastery of Water is in use, eyes turn completely blue with a thin circle for a pupil)
Semblance (Fiber Queen): 9
(Int.bonus)
-As Manipulation of Fibers and Materials like Cloth and Leather
-As Telekinesis, but only usable onto aforementioned materials
Aura: 8
-Using this action does not actually take an Action slot
-Defy Laws of Physics: Can use to run on walls, hold one's balance on a tiny twig without falling, land safely after a jump from way too high, etc. The user simply pays to negate their weight on the D&R chart. Note: If the character is falling aside from jumping, while they may put stones in this action in defense, they cannot negate the whole fall with this ability alone.
-Heightened Senses: Can be used to improve Acute Senses on a 1 by 1 basis; or to temporarily acquire Enhanced Vision (See in Darkness, Far Sight, Sense Danger) at AN by spending 2 stones in it
-Defense: Can be used as Force Field, only for defensive purpose. Stones of defense are doubled.
-Offense: Can either boost a weapon/unarmed attack by paying stones for Effect and stones for Duration (1 panel/stone), or spend stones in it to gain a Ranged Combat Weapon Modifier in the form of an aura Force Blast (2x damage)
-Healing: Grants an Healing Factor of a level appropriate to the AN (in comparison to the cost for such an Healing Factor being added to a Durability 2 person. For example, at AN 6, a Durability 2 person gains an Accelerated Healing Factor, which is CL= Dur+4). Alternately, can use as Mutant Healing onto others.
-Clothes Critic (Jessie's Unique Aura ability, allows her to completely alter existing clothes into another outfit entirely, via an Attack VS the outfit's Hardness.)
-Accumulate Energy as M.o.M
-Jessie's Aura's color is Purple, and most of her Aura effects cause threads and ribbons to manifest as a FX
Nen: 13
(Int.bonus)
-Efficient
-Meditation (As Concentration)
-Aura/Gyo (As Metamorphosis usable on beings or items/weapons; May pay for Duration in panels to maintain, akin to Reinforcement. Alternately, if affected by a strong emotion, the user may spend up to 1 stone/3 ANs to create a Hex Phere-like effect under the control of the GM reflecting the emotion. For example, Pure rage and anger could cause a lot of collateral damage around the aura user. Such uses, however, will have a lesser effect against fellow Nen users who have an Aura/Ten active. NOTE: Most aura effects are invisible to non-Nen users, but stll have just as much effect.)
-Conjuration (As Create/Manipulate Matter, or even Summoning. Requires twice as much energy to create an object/creature or matter the first time, as Normal afterwards. Created objects and creatures may be permanent at GM's discretion, as they sometimes far exceed the maintained energy of their conjurers. Such beings and objects, unlike most other uses of Nen, may be seen by non-Nen users.)
-Emission (As Force Blast; may pay stones for Advantages.)
-Manipulate enemies (As per Project thoughts/Control others; -3 to effect if no condition used, lowered penalty for dangerous requirement; for example, -2 if must be able to see, -1 for having to touch them... and +0 for a more personal, risky contact such as kissing them or something similar.)
-Nen Curse (A Nen Curse may be used against one who has caused pain or suffering to the user in some way. Multiple effects are possible (stones are still stones, though), Duration can be up to AN if not more at GM's discretion, if dramatic enough. Usually needs to beat the victim's Durability or Nen AN, plus Magical Defense, whichever is higher.)
-Exorcism (A user with at least AN 9 is capable of using Exorcism via Nen, which allows a user to remove a Nen Curse and free a person of said curse's effects. They need to beat the original curse's AN with their own, and a Resistance equal to 10 times as many stones used in the original curse.)
-Sense Aura (As Sense Power)
-Ten (As a very experienced user of Nen, Jessie can keep her Ten (aura shroud) active at all times if she wishes, making her more resistant to enemy aura, see Aura, above. It also makes the user age much slower, letting them live up to five time longer than normal members of their species.)
-Zetsu/In (Allows user to use their AN as Invisiblity VS Sense Aura by stopping the flow of aura from their body altogether, making them much harder to detect, or analyze properly by other Aura users, at the cost of making their body totally exposed to Aura attacks, granting a +5 bonus to Aura-powered attacks against them for the Duration. Costs 1 stone per Panel to use, and makes all other uses of this power unusable for the duration. Alternately, using In is more difficult, costs 3 stones per panel, but allows the user to hide the aura without stopping its flow, making it as usable as usual and removing its base weaknesses.)
-Ren (A power up making the user's Aura impossible to not notice, granting +3 to Str, Dur, and Toughness, along with being usable as Force Field at as many stone as used, also making Nen Super-Efficient for the duration. Requires 3 stones per panel, or more through use of a stronger Force Field.)
-Vows (At the user's discretion, she may take a Vow restricting a single use of her power tp specific conditions - such as 'I'll only use this against murderers'. Doing so will empower the effect depending on how strict the vow is (usually from +1 to +3), at the cost of losing one's Nen action for 1 day per stone used in it. Moreso, the user can pick a Limitation on certain uses, taking a major restriction such as 'I will die if I break this rule', granting a +4 (if crippling but not lethal) or +5 (if the Limitation means death) bonus to said use, but making them quite restricted.)
-Overstrain/Draining (It's possible for a user to activate Nen beyond their maximum limits, either via using up their own lifeforce - +3 to the action per w of Health sacrificed - or burning out one's own Aura, acting as Overstrain (1 hour of lost use per additional stone). If necessary, both techniques can be used together.)
-Specialist (Jessie is a Nen Specialist, but what her specialty exactly is has yet to be decided. She is, however, less skilled at using Enhancement powers (taking a -2 sitmod to empowering beings or objects), as well as a bit less good with Emission and Transmutation powers (taking a -1 with those, to blast with Nen energy or to alter the nature of things in her environment.)
Ki Control/Appetite Energy: 18
(Dur.bonus)
-Efficient
-Ki Blast
-Toughness & Reflexive Dodge
-Ki Barrier
-Ability Boost
-Flight at AN
-Sense power
-Place Force Fields on others
-Teleportation at AN
-May manifest energy constructs based on food/cooking items, such as Ichiryu's trademark Chopsticks, spoons, forks, knives, bowls, cutting boards, etc. Pay for effect and Duration.
-Combine with Close/Ranged Combat
-Accumulate energy for greater effect
Vaporize: 16
(Dur.bonus)
-2x damage, Normal and Stun damage, Area attack, Automatically causes collateral damage
-Range 5
-Ki blast Custom attack
Angry Explosion: 16
(Dur.bonus)
-3x Damage, Draining, Area effect centered on (but excluding) self, Causes massive collateral damage
-May accumulate energy
-Ki Blast custom attack
Super Breath: 14
(Dur.bonus)
-As Force Blast, with various possible effects:
-Ki: Normal or Stun damage, 2x damage and/or Area attack
-Flame Shower: 2x damage, Area attack, Sets flammable objects on fire
-Air: Normal or Stun damage, Area attack
-May accumulate energy
-Fired via mouth
Anti-Saiyan Pulse: 8
(Dur.bonus)
-3x damage on Saiyans, Area effect centered on (but excluding) Self
-Nullifies all Saiyans' Toughness/Ki Defense
-Only affects organic life
-Custom Ki Blast
Big Derp Attack: 5
-2x damage
-Area effect
-Damages everything around the target... Except the actual target.
-Custom Ki Blast; Copied from Derpy Hooves
Exploder Beams: 5
(Dur.bonus)
-Can also be used as Charge Objects
-Fired from Eyes
-Custom Ki Blast
Human Extinction Attack: 18
(Dur.bonus)
-2x damage, AP, Area Effect
-Only targets humans anywhere across the planet (Area 15)
-Requires three minutes (6 panels) or prep time
Black Shadow: 13
(Int.bonus)
-Efficient
-This terrible action is the dreaded power of the host of the Black Grail, and the main reason why Jessie frightens the Mage Association and the Church so much. She technically has the potential to kill and devour all that lives, including spiritual beings, via manipulation of Black Shadow, a black, goo-like substance that consumes every living thing it touches at the will of its user. As she is mostly good or at least redemption-seeking, Jessie mostly makes uses of the black tentacles and the more minor effects of this power, but still.
-Create/Manipulate Darkness; Black Shadow is indestructible, although it will cease to exist the moment the user falls unconscious or asleep.
-As Tentacle Whip (With Weapon Modifier; if used as the Tentacle itself, as a +3 Weapon, 2x damage, 3x damage VS Spiritual beings, Normal and Stun damage, Ignores Hardness of Objects. Can make up to 3 different Tentacle whips attacks per panel by paying the cost of the highest attack only. May be used as an Attack VS Agility+Reflexive Dodge to restrain victims.)
-Shadow Wave (As Force Blast; 2x damage, 3x damage VS Spiritual beings, Normal and Stun damage, Ignores Hardness of Objects, Area attack)
-Create Illusions, Only made of shadows
-Shadow Jump (As Teleportation; must enter a shadow to jump into another
-As Improved Drain Energy, Range 3
-As Fear, Area effect 4 around user
-As Force Field, against Physical/Energy/Magical attacks
-As Magical Healing, but is very painful on the 'patient'
-Dispel Noble Phantasms: By simply beating the stones of effect, Black Shadow can block even powerful Noble Phantasms entirely.
-Combine with Close or Ranged Combat up to AN
-Consume: This devastating, deadly effect is the most terrifying use of the Black Shadow, allowing Jessie to disintegrate a victim held by/covered in/in contact with Black Shadow, and basically devour their lifeforce. It acts as an Attack VS Durability, 2x damage against Spiritual Beings, Normal and Stun damage. Each use heals Jessie of 1w, each white stone of damage gives her 3 Energy back. A killed victim is disintegrated and absorbed in her darkness. This attack will affect all victims susceptible to effect (see above) within a range of 4 at the time it is used, at equal force as stones played.
-Blackening: A special attack working only on Heroic Spirits. If the user manages to hold/cover,affect a Spirit with Black Shadow, she can corrupt their essence and infect them with it, turning them into an 'Alter', or Dark version of themselves, making them lean closer to the concept of evil, aggressiveness and corruption. Their power is increased drastically, they become loyal to the user, and are literally darkened. It works an an Attack VS Intelligence + Magical Defense; success means the user's stones played affect the Servant as additional power to reflect their increased state. Its effects are permanent unless the user dies or uses this action to drain the Black Shadow in a victim.
-Shadow Giants: As Summoning; may only summon huge shadow creatures. All summoned beings are automatically loyal to summoner.
-Range of 4 for Tentacles, but she may extend tentacles or use this power through any amount of black shadow accumulated. As for any other effects... Range of 6.
-All effects can target phased/incorporeal targets
-Does not affect inorganic matter unless directly ordered to by user
-Accumulate Energy on all uses but Consume and Blackening
-All effects will be stopped if Jessie is knocked unconscious
Use the Force/Sith Sorcery: 9
(Int.bonus)
-Efficient
-Telekinesis (with Wpn.modifier); Force Whirlwind (Same, but Area effect 3)
-Force Lightning/Storm [Dark Side power] (As Force Blast; 2x damage, Area attack or Area effect up to half AN rounded up, Range: 3)
-Force Blast [Dark Side power] (2x damage, AP, Normal and Stun damage, 3x damage VS Good/Light beings, Can affect Phase shifted/Intangible creatures. Range 4)
-Force Destruction [Dark Side power] (2x damage, AP, Area attack, Automatically causes collateral damage. Range 4)
-Force Grip/Choke [Dark Side power] (As Force Blast; Attack VS Durability and Mental Defense, deals either Normal damage or Stun damage, also stun victim for 1 panel)
-Fear [Dark Side power](as the Action)
-Drain Lifeforce [Dark Side power] (As Improved Drain Energy, or Force Blast; Normal damage, Heals Jessie of 1w per 2w stones of damage inflicted, minimum of 1w. Alternately, as one of Exar Kun's most terrible powers, she has the ability to use it as a Range 10 Area effect, affecting the entire planet.)
-Force Rage [Dark Side power] (As Metamorphosis at AN; may only use to improve Physical Abilities/Actions/Modifiers AN/MNs. No change in appearance. Transformation occurs on the same panel. Must pay to maintain.)
-Force Jump (Use this action as Acrobatics to jump higher and farther than Jessie normally could)
-Force Flight (Allows Flight at up to 1/2 AN, rounded up.)
-Mesmerism (with Illusions, Drain Knowledge [as Read memories, but can read even the innermost thoughts of the target], Subtle Commands, Beast Trick [Project thoughts/Control others, only on animals], Telepathic communications, Create links with others, Mental Bolts, Induce Madness, Empathy, Empathic Projection, Astral Projection, Psychometry, Farseeing [As Clairvoyance; Can only see in the Future or the Present])
-Dark Side Healing [Dark Side power] (As Magical Healing; also, when used onto others, acts as Attack VS Intelligence to increase negative emotions.)
-Necromancy [Dark Side power] (Allows user to summon Dark Side constructs, raise the dead into zombies/skeletons animated by Dark Side energy, or summon actual Dark Side spirits, although the latter is pretty dangerous.)
-Empowerment (May combine up to AN with another Force User's Use the Force action's effects.)
-Force Sense (May use this power to 'perceive' one's environment through the Force. May spend additional stones to overcome normal restrictions such as darkness, distance, etc, as per Enhanced Vision at Stones played.)
-Supernova [Dark Side power] (An incredibly dangerous power, allowing to rip out the core of a star and make it explode, causing a supernova that will then destroy an entire Solar system. As Force Blast, 2x damage, Attack VS Durability, Ignores Hardness of objects; Area effect of Range 13 area (entire solar system).)
-Transfer Essence [Dark Side power] (As a Mental Attack VS Durability+Intelligence+Mental Defense; success means the victim's soul and mind are kicked out and the body is possessed by the user, with her own body disintegrating in the attempt... allowing for 'eternal life'. The possessed body will regain its new owner's physical powers and abilities at a rate of 1 AN per day up to his former levels, if stronger than the new base body.)
-Accumulate Energy (for Major effect; stunned for 1 panel afterwards)
-Breath Control (Can survive without breathing for extended periods of time; simply pays for Duration on the D&R chart, up to AN. After which, the user must breathe normally for 10 minutes before using again.)
-Feel The Force (Adds this action's AN to Energy Regeneration per panel)
Hollow: 13
(Int.bonus)
-Efficient
-An extremely rare type of Magecraft lacking any focus on Elemental affinities, instead being based upon an 'Imaginary Element of Imaginary Numbers', a special type which can prove extremely powerful against Spiritual beings, such as ghosts, demons, fairies, Animal spirits, Heroic Spirits, Divine Spirits, Servants, Elementals and even Gods. It is, on the other hand, very weak against living, physical beings such as humans, animals and beasts in general.
-Spirit Blast (An invisible 'force blast' with the 2x damage, Normal and Stun damage, Ignores Toughness/Armor entirely and is instead resisted by Mental Defense, Hits phased/incorporeal targets, Range 5 advantages. Devastating against most types of spirits.)
-Dispel powers/magic: Jessie is capable of negating the effects of Magic, magecraft and supernatural powers used by any spiritual being via use of Hollow, if she beats the given power/spell's effect with her stones.
-Improved Drain Energy (As the action), Range 2
-Magical Healing
-Invisibility (More like a Chameleon's ability to escape notice; accomplished by hiding her essence in the spiritual world so that Spiritual beings can't notice her. Doesn't work at all against non-Spiritual beings, since she doesn't truly becomes invisible per se.)
-Mesmerism (Telepathic communications, Mental bolts, Repair minds, Empathy, Psychometry (this one does not suffer the usual malus mentioned below), Hear the voices of spirits and the Dead, and Exorcism.)
-All uses of this action, unless noted otherwise, take a -5 malus if used on non-spiritual beings.
Mastery of Magic: 8
(Int.bonus, and Wpn.modifier on Telekinesis)
-Efficient
-Magical Bullets (Force Blasts automatically gain Advantages of a value of up to one half the AN, rounded up; ergo 4, in this case.)
-Hellfire (As Force Blast, 2x damage, 3x damage against evil and dark beings or sinners, Sets flammable objects on fire. May only be extinguished with holy water, blood or milk, or another use of this action.)
-Accumulate Energy as M.o.M
-Increase AN
-Does not require a panel of prep time
Mastery of Magic: 6
(Int.bonus and Wpn.modifier for Telekinesis)
-Efficient
-Can exceed 6 stones of effect
-Accumulate Energy
-Increase AN
-Can also create light, thunder, and manipulate wind for various effects
Animal Spirit Magic: 8
(Int.bonus)
-Efficient
-As Summoning, Only for animals/mythical beasts
-May actually use as a Range 5 attack with various advantages (GM's call) depending on the animal(s) used in the attack
-Can summon 1 animal/mythical beast per AN regardless of summoned beasts' Durability; costs 1 stone per panel to maintain regardless of how many summoned beasts she has at once
-Four Celestial Beasts (By paying for their Durability, she can summon one of the four Celestial Beasts at once, which are powerful entities with Elemental Masteries and various powers. Seiryū, the Azure Dragon of the East, represents Wood and has Durability 7. Suzaku is the Vermilion Bird of the South and represents Fire with Durability 6. Byakko the White Tiger of the West is Metal, and has Dur 7. Finally, Genbu, the Black Turtle of the North is Water and has Dur 8. Maintaining any of them costs 2 stones/panel.
Combat Magic: 8
(Int.bonus)
-Efficient
-Britannian magic spells mostly meant for use in battle. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Death Bolt/Death Wave (A lethal, fearsome attack VS Durability+Magical Defense, dealing 2x damage, Range 4. The Wave version is the same, but as an Area Attack. It is a deadly, unforgiving spell.)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, Area Effect 3 around point of impact or Area attack.)
-Ice Ball (A Normal and Stun Damage, or Atk VS Durability to freeze solid, Area effect 3 around point of impact Range 4 Force Blast.)
-Poison (Pay for stones of effect, Duration, Range, and/or area. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible.)
-Sleep/Awaken (Stones VS Intelligence+Magical Defense; success means the victim falls asleep for 5 minutes per stone of damage. May also pay for Area. Alternately, stones VS resistance to wake sleeping beings.
-Paralyze/Freedom (Stones of effect as an Attack VS Durability+Magical Defense, Range 3, Must pay for area if appropriate; targets are paralyzed for 1 panel/stone of damage. Alternately, stones VS resistance to free paralyzed beings.)
-Repel/Smite Undead (Pay for stones of Effect as an Attack VS Intelligence+Magical Defense of target undead; Range 3, Area attack; instead of damage, the undead who take 'damage' will do their best to escape and get away from the caster to the best of their abilities. Alternately, can be used as a 2x damage, Normal and Stun damage, Area attack, Range 3 blast VS undead only.)
Support Magic: 7
(Int.bonus)
-Efficient
-Britannian Magic spells mostly meant for supporting the user both in combat and non-combat situations. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Healing/Restoration (As Magical Healing, May heal up to 2x AN stones of Health per day. Can also be
-Object Explosion (As Charge Objects, 2x damage, Area 3 around target, Range 5, except the range isn't how far an explosive can be thrown, as opposed to how far an object can be made to explode; adding the object's hardness/actual Weapon Modifier as a Weapon Modifier. The user basically points at a target inanimate, unheld object, and makes it blow up like a bomb from a distance. Devastating for sneak attacks and assassinations. Magical objects or artefacts cannot be used for this effect.)
-Hexes (As Bad Luck, As Attack VS Intelligence+Magical Defense; each stone of 'damage' cause Bad Luck 1 on the user, for a duration of red stones of damage in panels. Must pay for Area if appropriate; Will not target allies in the area unless the caster wills it.)
-Mesmerism (As the action; Confuse (Area attack VS Intelligence+Durability+Mental Defense; only targets foes; victims are confused for 1 minute/stone of 'damage' and can only wander about and not attack), Charm (Broadcast; Attack VS Intelligence+Mental Defense; victims will consider the caster - and its allies - a dear friend that they simply must help and protect), Fear (Broadcast; targets only hostiles) and Cause Pain.)
-Stop time (An extremely powerful spell, considered by many loremasters to be the most powerful. This spell allows a user to literally stop time for up to AN panels, paying 2 stones per said panel, and still be able to affect their surroundings without retraint, with the exception of Mental Attacks/effects, as minds of others are also frozen in time an can't be affected. Victims lose Reflexive Dodge to defense in addition to any stones they could have put out as defense, making them very vulnearble. Surprisingly, the Avatar's and his allies spells' aren't kept in stasis either and can take effect during the Time Stop as long as they don't affect minds of individuals.)
-Quickness (As Metamorphosis, to increase Speed, Initiative, Reflexive Dodge, and/or as a 'Fast Strike' modifier to combat actions, as the target can fight much faster with ease. Must pay for area and Duration in panels, too. For each 8 stones in this spell, the targets also gain +1 action per panel.)
-Dispel Field/Negate Magic (Stones VS a Force/Magical Field's effect stones to dispel it; or pay for effect, Duration in panels and area to negate all magic effects and spell of a lower AN than the effect stones from being cast, including the user's.)
-Invisiblity/Reveal (As the Action, but also activates Enhanced Vision at AN [See in Darkness]; Can affect others; alternately, can spend stones of effect +Area to reveal all Invisible creatures and objects in the area with a lower Invisibility AN than the effect stones.)
-Summon insects, Animals or demons (As Summoning, for large swarms of insects, any type of animals and various demons)
-Animate objects (As Summoning, must also pay for Duration on the D&R chart to keep them animated. Allows user to animate objects and grant them the ability to move around, fight and help out in various ways. Animated objects are loyal to the animator unless attacked by them, in which case they turn hostile.)
-Clone (Can be used on self or others; paying for the target's Durability and for a Duration on the D&R chart will create a clone of the target, complete with the same equipment and everything. The clone fights for their original, and if killed, their body remains present even after duration. Can be used in combination with Animate Objects: Animating a given object and cloning it, then 'killing' them both, will leave two identical objects, just a bit battered... essentially duplicating the item at the mere cost of defeating its animated form and its clone in battle.)
-Magical Travel (Blink - As Teleportation, Limited to Line of Sight, Upwards/Downwards Motion - As Phase Shift and Levitation, Restricted to phase up or down a floor, Mark/Recall - Allows teleportation to the shrines and Castle Britannia, and to Eight other 'Marked' areas, using the Eight Virtue Stones, Xit - Teleportation outside a gungeon/keep/fortress)
-Imbuement (Allows user to grant powers and effects to creatures or objects, paying for effect up to AN, and for Duration of 1 hour per stone. The power/effect given can be rendered permanent by sacrificing a Power Level stone of Health for one full day, which won't be healed normally for the duration.)
-Detect/Dispel Magic (As Enhanced Vision (Detect Magic) at up to AN, but paid for as an action, 1 stone per panel to maintain.; may also dispel ongoing spells by beating Effect stones.)
-Create Trap (Pay for effect, Area, Range and/or Duration if appropriate, and difficulty to spot/disarm/dispel if appropriate. Possibilities are multiple and nearly infinite with enough imagination.)
-Transform into Slime (A Range 3, Area attack spell causing an Attack VS Durability+Intelligence+Magical Defense, which if successful leaves the victims transformed into weak, rather helpless slimes for an hour, which can then be easily slaughtered. The victims' equipment, if any, remains behind as the body turns to a slime.)
-Resurrection (Can bring back from death a deceased creature or being with a soul as long as the being wasn't dead for more than AN days. The caster spends stones VS the target's living Durability. Can't resurrect beings burnt to ashs or otherwise fully destroyed, nor undead unless they still have their souls and are willing.)
-Anju Sermani (May resurrect someone even though their body was disintegrated; must sacrifice another's life to do so. As Resurrection, but requires said sacrifice and a ten minutes ritual.)
-Mass Death (Viciously damages the caster and close-by allies, to create a devastating killing spell that kills all hostile foes around. Will lower the caster's and all allies within Area 4 to 1 Health, adding 3x the number of Health stones lost to this action's stones as a 3x damage, Area Effect 6, Attack VS Durability, Only targets hostiles targets attack which usually wipes out all foes at once at the cost of severly hurting all allies.)
-Help (This extremely powerful spell is nonetheless rarely used, for it tends to make its user feel like a coward. If faced with a hopeless situation, it can be casted to resurrect all party members as Resurrection, Heal all wounded as per Magical Healing, and teleport the whole team to a safe place, headquarters, or Castle Britannia if within the current Universe. They say a good spellcaster should not find themselves in a situation where it is necessary to cast it, and as such, good casters thrive not to make use of it if they can avoid it.)
Utilitary Magic: 7
(Int.bonus)
-Efficient
-Britannian magic mostly meant for effects which have little to nothing to do with combat. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Replicate (Creates a perfect duplicate of an object, by paying for Weight and Hardness. Nothing magical or too valuable. For such items, read the Clone spell.)
-Lock/Unlock magic (Stones of Effect to lock a given door, container, etc magically. Can only be opened via an Unlock spell or a similar power or magic. Alternately, stones VS resistance to unlock any door or container, even closed magically, for exampke with a Lock spell. A single casting will affect all locks at once if several exist, for example unlocking a physical lock while also removing a magical one.)
-Pickpocket (As the Thieving Specialty, but via magical means.)
-Detect/Disarm traps (As Enhanced Vision (Detect traps) at AN, 1 stone per panel to maintain.; may also be used VS resistance to disarm known traps.)
-Vanish/Reappear (As Hammerspace; Can store away items and retrieve them , by paying stones for Weight and Size to put them away, and 1 to retrieve them.)
-Clairvoyance (As the Action, May only witness events in the present or the Future, and/or from a Distance)
-X-Ray vision (As Enhanced Vision (X-Ray Vision) up to AN, but paid as an action. 1 stone per panel to maintain.)
-Create food and drinks (For each 2 stones, creates a good quality meal and a good beverage to go with it for one person. The food is real, healthy and good to the taste.)
-Communicate with the dead (As Enhanced Vision (See/hear the dead) up to AN but paid as an action, with 1 additional stone to be able to talk back to them. 1 stone per panel to maintain.)
-Create Gold (Casting on anything made of lead will turn it into gold, by simply paying for the weight in stones. Doing so can add stones of Wealth according to the GM.)
-Cause Eclipse (By spending 10 stones for the effect and more for Duration - up to half AN rounded up - the caster creates a real, honest-to-God Eclipse, making the sun go dark and people go blind if they look directly at it (which most people won't if they can help it, because they are very superstitious and scared of such events.)
-Armageddon (This terrible, forbidden - and thankfully unknown by most - spell destroys all life in the world with the exception of the caster, leaving behind a barren wasteland. It is essentially an Attack VS Durability which kills the targets if it inflicts any damage, Area Effect of 20 - the entire Universe - and targets all life forms, be it creatures, vegetation or anything alive in whatever way, but the caster, and kills them, leaving an empty wasteland behind. It is unknown why anyone, short of sheer madness and insanity, would want to cast such a horrible spell, and as such, the Avatar and her companions have kept that secret to themselves.)
Succubus/Demonic Magic: 9
(Int.bonus)
-Efficient
-As Asgardian Sorcery with a special regard for lustful, perverted uses, or demonic powers and effects. Includes but is not necessarily limited to:
-Dress Break (Atk Vs Clothing/Armor hardness/toughness + Magical Defense. Target is stripped of one piece of clothing per stone of damage, clothes can be undamaged or completely destroyed at GM Discretion.)
-Bilingual (Atk VS Durability+Magical Defense. A weird spell which somehow makes a woman's breasts speak, revealing the woman's plans and/or secret intents. Also causes Stun damage due to how weird it feels to the victim.)
-Oppai Beam (Acts as Magical Healing (Heals both Health and Energy at once), as well as Metamorphosis at AN to boost abilities/actions/modifiers as the user sees fit... at the cost of causing the user's breast size to diminish for two days. The beam is fired through the user's bare breasts, has a range of 5 and cannot miss. Cannot be reused until the user's chest returned to normal.)
-Love Spell (Atk VS Int + Magical Defense. Victim falls in love with a target designated by the caster, with a Love challenge of -1/stone of damage, up to -3. Duration of the effect is stones of damage on the D&R chart, but otherwise, it feels like true love to the victim who acts accordingly.)
-Arousal Curse (Atk VS Int + Magical Defense. Victim finds themselves in an intense state of lust and arousal for a duration of stones of damage on the D&R chart. The victim's reaction to this will usually depends on the situation. At the caster's discretion, may also pay for an Area to affect more people at once.)
-Prevent/Ensure Pregnancy (Effect VS Durability, must also pay for Duration; this spell can ensure pregnancy or perfectly proof a woman against it.)
-Cure/Prevent STDs (Can magically cure STDs as per Magical Healing, or render a person immune to it by paying 3 stones for the Minor Immunity, and stones for Duration.)
-Rule 63 (Atk Vs Dur + Magical Defense; Shape shift others into sexier versions of the opposite gender. Stones of damage = Duration on the DnR chart. At the caster's discretion, may render it permanent if Duration attains at least 9. Of course, another use of this power can negate its effects.)
-TAG Curse (Requires Eye Contact, Atk vs Int + Magical Defense. Target affected for 3 days per stone of damage. Victim is effectively hypnotized into not being allowed to wear any clothes, but can transfer the curse to another of the same gender by kissing them on the lips.)
-Tickle TAG Curse (Split stones for Area of effect around person, and duration of effect. Atk Vs Int + Magical Defense. Anyone within area of effected person immediately attempts to tickle the affected person non-stop.)
-Summon Devils (Lesser ones)
-Bind/Summon familiars (Up to 1 familiar/AN)
-Improved Drain Energy (Range 2)
-Fear (Area 4 around self)
-Shape shifting (As the action at AN, may also be used to create/alter clothes at will. May be used as an Attack VS Durability+Magical Defense to alter the appearance of someone else, too; Duration is 1 hour/red stone of damage, although the caster can dispel it.)
-Metamorphosis (As the action, often to assume disguises, or to transform into a 'true' demonic form!)
-Barrier (As Force Field; also functions VS Magic)
-Magic Circles (As Teleportation at AN; creates large magical circles through which she can appear and disappear at will, teleporting; up to AN circles may exist at once, and she has to be present to create one. Interstellar or Interdimensional travels are possible, but the user must still create the circle beforehand to travel so far.)
-Imbuement (May be permanent additions/creations by sacrificing 1w of Health which cannot regenerate normally, and will return in one day)
-Soul Stealing (Stones VS Resistance in a ritual lasting usually half an hour. According to Rias herself however, Devils don't do that kind of serious stuff anymore...)
-Rituals, potions, poisons, etc.
Mesmerism: 7
(Int.bonus)
-As Telepathy
-Project thoughts/control others (Broadcast)
-Illusions (Broadcast)
-Create links with others
-Telepathic communications (Broadcast)
-Mental bolts
-Repair Minds
-Edit memories (Broadcast)
Magical Healing: 7
-Can heal up to 2x AN per day
Wizardry: 8
(Int.bonus)
-Efficient
-The Magic of Middle Earth is more subtle than in many worlds, often used more for utility than for showy spell-slinging - although the latter is still possible among truly powerful spellcasters, such as one of the Maiar. As Jaycen the Grey, Jessie holds much power over the purest and noblest of magic, Wizardry.
-Spells require gestures and incantations, unless noted elsewhere.
-Inner Power (For each white stone of Healt sacrified, the user gains +3 to any aspect of the spells she's casting, such as Effect, Duration, Range, Area, etc).
-If the user comes across another magician, a grimoire or a parchment with knowledge of other spells, using stones in this action to beat the difficulty will allow user to learn said spell. Learned spells cannot be from the darker magic of Middle Earth, Sorcery, as both types of magic are strictly antithesis to one another.
- Animal Summoning/Communication (May be used as Summon Animals, or Allows user to speak with/understand animals and grant them the ability to understand other people and communicate with them as an average human would, often serving as messengers for a smart Wizard. This spell can also be used as Subtle Commands and Empathic projection, two Telepathy options, but only against animals.)
- Clairvoyance (May perceive through time regardless of physical proximity; otherwise, as the Action.)
- Counterspell (If aware of a spell being cast, the user may try to counter and negate it and its effects. Must beat the Target's Intelligence+Effect stones.)
- Create Light (Simply pays for effect stones and Area to create light; alternately may use as an Attack VS Agility+Reflexive Dodge to blind foes; may pay for area.)
- Curse (May grant a person Bad Luck of up to one half this action's AN, rounded up, for a Duration of stones played on the D&R chart, due to their evil acts, cowardice, cruelty or similar states.)
- Display of Power (May be used either as Leadership or Fear, depending on circumstances. No Gestures or Incantations are necessary.)
- Imbuement (May imbue objects with temporary magical powers and effects enhancing their base effectiveness or granting them effects based on the user's own magic. The user will pay for effect, Duration, and other factors if necessary.)
- Enhance Food (By paying for total Weight and Area, the user can purify food and drinks and enhance their taste magically.)
- Firecraft (As Mastery of Fire. Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire], Mystical nature)
- Flame of Anor (A Secret Fire spell, using pure light and the power of good to smite evil and darkness. It functions as a force blast with the following advantages: 2x damage, Normal and Stun damage, 3x damage VS Servants of the Enemy/Evil/Dark creatures, either Area attack or Area 4 around user. It can be Accumulated for greater effect.)
- Freedom (This spell acts as a powerful effect to free a victim from actual bindings, paralysis from powers or magics, or inability to act due to fear. Stones simply have to beat the effect's stones to free the victim.)
- Guarding-Spell (As a Magical Shield against attacks, up to AN of effect, stones not doubled. The rest can be used for Area.)
- Guidance (By spending stones for Effect and Duration, the user will have a solid sense of direction and an uncanny ability to find a safe path to reach her destination as safely as possible. It it not infallible, of course, but it usually brings results. It essentially functions as Good Luck for traveling purposes.)
- Imitation (As Ventriloquism; may spend stones to properly imitate a voice)
- Ithildin-Fire (Allows user to create and reveal runes made of Ithildin, a magical, metallic substance made from mythril. While they can be read at sunlight, they can only be truly seen perfectly at dusk.)
- Lightning (As Force Blast; 2x damage, Normal or Stun damage, Mystical in nature.)
- Magical Kinesis (As Telekinesis, with a Weapon Modifier.)
- Magical Healing (As the action)
- Mesmerism (Telepathic communications, Project thoughts/Control others [May only be used to give a single, short order, and can't be used to make a person knowingly cause themselves or their loved ones harm]. Requires no gestures nor incantations.)
- Naming (The user pays for the Durability of the target animal, and names them. From then on, the animal recognizes and acknowledges this name as its own, and react positively to it and to the user of that spell, making for very loyal friends.)
- Oath (May receive Good Luck of up to one half this Action's AN, rounded up, towards all actions directed at fulfilling a noble Oath, decided upon casting the spell.)
- Opening/shutting Spell (Shutting: User pays for Difficulty and Duration, and Range if necessary, if the target object isn't close-by. The effect will render one door, container or similar nearly impossible to open, to force through or to magically access it, with the Difficulty - acting also as Resistance - must be beaten to open/unlock it. As for Opening, the stones have to beat the difficulty of the locked/closed object or door, in order to open the object or door.)
- Resist Fear (The user pays for effect, range and Duration, to provide herself and allies with a Fear Defense.)
- Sense Power (As the modifier of the same name, and Enhanced Vision [See auras and magical forces], but as an action.)
- Shatter (Attack VS non-living objects or matter; Ignores Hardness of objects. May accumulate energy for greater]; effect, and may pay for Area to affect a larger scale object, such as a bridge.)
- Shield of the Istari (A powerful mystical Force Field, with doubled stones of defense, working against Physical, Energy and Magical attacks.)
- Smoke-Weaving (As Manipulate Smoke, to alter its color, shape and movement. Usually just for fun, but could be used for Create Illusions, but requiring smoke/Only for smoke-based effects.)
- Spellbinding (Atk VS Agility+Magical Defense in an Area of up to 4; 'damage' means the victims are paralyzed for 1 panel/stone of damage.)
- Transformation (Attack VS Durability+Magical Defense; success allows user to transform her victim into any natural creature or object of an equal or lower AN than this Action. Duration is stones of damage on the D&R chart.)
- Veil (Acts as Invisibility, but only to magical/power detection, magical items or technology.)
- Watershaping (As Mastery of Water; Manipulate only, Force Blasts (Normal and Stun damage, 2x damage if target is in/on/underwater.)
Fade Magic: 9
(Int.bonus)
-Efficient
-This action represents training in the four Main schools of Magic of Ferelden, and the powers available to such a mage. Unlike most mages, Jessie has extensive knowledge of all four due to her nature.
-Entropy (Spells of Erosion, Destruction and Decay. Includes, among other effects, destruction of objects and matter, a Destructive Force [As Force Blast (2x damage, Limited Area attack, Automatically causes collateral damage)], Improved Drain Energy (Range 2), Paralysis, Weakness, Bad Luck, Hexes and curses, Fear [as the action], Exhaustion, Waking Nightmare [As a Mental Attack VS Intelligence+Magical Defense; success means the victims acts completely randomly and in a chaotic way, attacking allies, cowering in terror, screaming nonsense, or performing actions that make no sense at the time, for 1 panel/stone of 'damage'], Drain Life [Atk VS Durability+Magical Defense; each 2 stones of damage heal the caster by 1w]; Morbid Rejuvenation [As Magical Healing at AN, Only usable on Self, Requires a dead body within Range 1 to heal oneself, Can't heal more stones from one body than its original Durability]; Curse of Mortality [Atk VS Durability+Magical Defense, dealing as many Red stones of damage as the stones that get through, for up to 1 panel/stone of damage, and the victim cannot heal nor be healed for the duration].)
-Creation (Spells of Nature, Manipulation and Transformation. Includes, among other effects, Magical Healing, Enhancements, Glyphs and Runes, Manipulation/communication with plants and/or animals, Good Luck, Create/Manipulate Matter, Metamorphosis on self or others, etc.)
-Spirit (Spells of Mana manipulation, Spirits and the Fade. Includes, among other effects, Magical Fields, Astral travel, Dispelling magic, Drain Mana, Hamper others' magic, Spiritual attacks, Communication with/Affecting spirits, Raise Undead, Telekinesis, etc. Allows manipulation of the Fade through the willpower of the caster.)
-Primal (Spells of Elemental power, direct offense, and of war. Includes, among other effects, a Mastery of Fire, Earth, Cold, Lightning, Wind and Water, with options such as Create/Manipulate, Force Blast [Fire - 2x damage, Sets flammable objects on fire; Earth - Normal damage, 2x damage if target is on/in the ground, 3x damage if target is underground, Cold - Normal and Stun damage, or Atk VS Durability to freeze solid, Lightning - 2x damage, Normal and/or Stun damage, Wind - 2x damage or Area effect 5, and Water - Normal and Stun damage, 2x damage when target is on, in or underwater], Combine with Close/Ranged Combat of self or Allies, Accumulate energy, etc.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
Blood Magic: 9
(Int.bonus)
-Efficient
-This powerful, forbidden school of Magic is feared and frowned upon in Ferelden, and its practitioners are normmally automatically considered 'Apostates'... however, being a Grey Warden, Jessie's powers are tolerated for the greater good. Blood Magic is terrifying for various reasons, other than the inherent fear of blood most humans can feel within them. Among other reasons is the fact it can enhance any other spell beyond its normal limits, and that its effects require the user to spend blood instead of mana (NOTE: Some uses do not require sufficient blood to cost Health. When it does require it, however, it will be noted in the effect's description).
-Blood Mastery: As a Mastery of Elements. Create/Manipulate, Force Blast [2x damage, Normal and Stun damage, Ignores Toughness entirely], Accumulate Energy for greater effect, Combine with Close/Ranged Combat. Any effect of more than 10 stones requires 1w of Health sacrifice. NOTE: The caster cannot regain Health by drawing blood into themselves from this power, as apparently blood she herself magically control is not of much help to her.
-Blood Mind: As Telepathy, with options Dreamwalking (Physically enter dreams of others), Project thoughts/control others, Illusions, Telepathic communications, Create links with others, Mental Bolts, Repair minds, Generate Pain by touch, Swap minds, Possess others and Astral Projection. Any effects exceeding 10 stones will require a sacrifice of 1w of Health.
-Blood Empowerment: Up to AN times per day, Can sacrifice 1w of Health to add AN stones once to another magical effect. Additionally or aside from this, this action basically makes any other Magical action of the user benefit from the Advantage 'Draining', allowing the user to sacrifice 1w of Health to add +3 to the spell, allowing user to exceed the normal AN limit.
-Blood Summoning: As Summoning, for Demons and Fade Spirits only. Summoning any being of more than Durability 3 will require a 1w of Health sacrifice. Alternately, may 'Summon' a demon permanently by having them possess a living or dead body, resulting in a powerful abomination if living, or a powerful undead if not.
-Blood Healing: For each 1w of Health sacrified, the caster can heal another being of 1w.
-Crimson Renewal: As Improved Energy Drain, but each 3 stones drained add 1w of Health to the caster by draining the blood of a foe at range and absorbing it.
-Dark Sacrifice: Any Health sacrifice requirement can be performed with the blood of someone else as long as the victim is willing, enslaved or controlled by the caster.
-Range 4 (Maximum; cannot be increased with stones)
-Requires direct line of sight
-This action's AN Cannot exceed Fade Magic's AN.
Death Magic: 12
(Int.bonus)
-Efficient
-Death Magic is an ages-old, forbidden series of Arcane arts that embody the power of destruction and death on its most primal and powerful level. Its energies are both dangerous and very powerful, and make the user an extremely fearsome opponent.
-Death Bolt (A basic dark energy bolt which adds up to half this Action's AN to Ranged Combat as a Wpn.modifier, 2x damage, AP, Range 5)
-Death Wave (The most fearsome known use of this power, the Death Wave is a small area effect attack which acts as a Wpn.modifier to Ranged Combat equal to half the AN of this action, as an Atk VS Durability, 2x damage, Range 3 and Area effect within the wave's area. Anyone who dies from this attack becomes instantly grey and cold, as though they had died for days already. Using this power will also kill any flora and fauna caught in the effect, and turn impacted objects into dust.)
-Death Orb (This attack, once again a projectile, produces a black orb which the user can throw and control, causing it to disintegrate whatever matter it passes through, leaving a sphere-shaped hole in it. Works as a Ranged Weapon modifier of up to 1/3 AN, at a Range of 5, dealing 2x damage and Ignoring Hardness and Toughness entirely, even when No AP unless the object/victim is a Major Artefact or a God-like being (GM's call). If Lacus wishes, she can expand the Orb upon impact, causing it to inflate into an Area of up to half the AN around impact.)
-Merciful End (A surprisingly merciful way to kill. This spell acts as an Atk VS Durability on a single target no more than Range 2 away, 2x damage; if it kills in one blow, then the victim simply perishes there and then, feeling no pain. If it fails to do so, the 'victim' simply survives with no ill effect.)
-Death Pillar (Similar in effect to the Death Wave, but entirely based on this action and not on Ranged Combat. One puts stones in this action, adding a +5 modifier; it creates a massive pillar of death energy of up to AN in height (based on the Range row on the D&R chart), and with an area of 1/3 this action's AN, again acting as an Attack VS Durability, 2x damage, Range 6, causing instant death or massive damage to anything within said pillar, destroying objects and turning them to dust and rubble, and generally wreaking havoc. It is devastating and terrifying to behold, leaving nothing standing.)
-Dust to Dust (Atk VS Size and Weight, to disintegrate any non-artefact level item, or demon or creature created via Lacus' Living Magic, by mere contact.)
Living Magic: 12
(Int.bonus)
-Efficient
-The main purpose of this ancient, forgotten type of magic allows the user to create permanent, living creatures by breathing magic inside an object, shaping it and giving it life, sentience, power and a physical form of the user's choice. Most creatures created by Zeref were demons, although he wasn't restricted to it, and Lacus uses this power to less vile purposes.
-Each stone played in this action counts as 10 character stones for the created being. There is no limit as per the amount of creatures that can be created with this; Zeref once created a legion of thousands of demons using this. Any power or effect can be given to such a creature as long as the creator knows it exists or can theoretically invent it.
-Alternately, may also be used to merely shape objects in another form or alter the way they are made, or to create soulless creatures that merely obey their maker's orders (such as a zombie).
-Nemesis (This ability allows the user to create a large number of similar creatures all at once, by using a series of similar objects (such as several rocks). The demons/beings thus created must have the same abilities and powers, although their appearances may vary if the user so wishes. If this power is used, the user pays 1 stone/10 stones of the created creature as usual, but also pays 1 stone/10 identical creatures made at once, allowing large numbers of the same creature to be made quickly in a pinch. Note: Creatures made via this technique do not allow for the Accumulate Energy option to be used, thus ensuring only low to medium-powered beings to be created in large numbers.
-Self-Enhancement (May use this spell as Metamorphosis; can be used to improve/add any ability/action/modifier; no need to maintain, may revert at will. Base appearance does not change unless Lacus wills it so, and improving Durability costs 1 stone/point, like everything else.)
-Created creatures are entirely loyal to their creator and will obey her orders. Otherwise, they are free to act as they will depending on their personality as decided by their maker.
-Alteration (May be used as an Attack VS Durability + Magical Defense, which can only be triggered on either a willing target, or by hitting the victim with a Close/Ranged Combat spell for that very purpose, on the same panel, to alter an already living creature and transform them into something else. Each stone that gets through act as a 10 stones change as an increase OR a decrease, as per the creation process above, but the creature retains its full, free will, and is not under his direct control. However, any spell Zeref uses on such an altered creature receives a +10 bonus due to her connection with them. Duration is permanent, but it can be negated with another use of this power or other, similarly powerful transformation powers/spells, GM's call.)
-Resonance (At GM's call; using specific objects to create beings using this magic can result in certain Actions, Powers or Modifiers, in the case of items already infused with power such as a magical amulet. However, Indestructible objects cannot be used to create a being using this magic.)
-Accumulate Energy (May accumulate for one panel to create a larger, and/or more powerful being.)
Thaumaturgy: 15
(Int.bonus)
-Efficient
-'Black tentacles' and 'Blood' Thaumaturgy, based on the image of black tentacles binding her or her targets, and blood achieving various effects; all of Jessie's offensive spells use those symbols somehow.
-Magical Energy Wires (Through Transmutation and Einzbern Alchemy techniques, Jessie can create and manipulate metal wires, shaping the threads according to her mental images. She can use them as Wire Whip (with Wpn.modifier), as Create/Manipulate (Objects made of her wire), and Summoning (to temporarily 'create' creatures out of magic wire). Has a Range of 4.)
-As Mastery of Magic (Wpn.modifier on Telekinesis)
-Magic Missiles (May exceed the maximum 6 stones of effect; May add up to half this action's AN as advantages on magical blasts for free)
-Transmutation (transmute matter and energy from one type to another)
-Magical Healing (May heal up to 2x AN White stones of Health per day)
-As Mesmerism (all options)
-As Metamorphosis (needs not spend stones to maintain, may revert at will. When transformed, in this fashion, cannot use any of her Servant powers.)
-As Shape shifting (needs not spend stones to maintain, may revert at will, may only use at up to AN)
-Creation of potions, poisons, antidotes, charms and talismans (as per Witchcraft, creating any of those takes time: 5 minutes per stone of effect)
-Magical Travel (with options such as Teleportation, Flight, Astral Travel, Phase shift, Dreamwalking, Super-speed, etc.)
-Spatial Transportation (Another of Caster's (Medea) spells, this power allows not only for teleportation of the user and touched individuals, but may also target a far away person to her.)
-Creation of Familiars (through use of a departed soul and a dead body, usually of an animal, Jessie is capable of creating a familiar, a "servant" with great magical potential. Essentially, she decides what part of her own magical power she wants to give them. As for the physical might of the resulting body, it will be equal to the dead body's might at the time of its death, possibly modified [if Jessie so wishes] as per her Metamorphosis power, applied to the body itself. The resulting familiar is loyal and friendly to her, although it has its own mind and will. Jessie also gains whatever knowledge the familiar acquires in its life, if any.)
-Words of the Gods: Due to her Thaumaturgy being based on Caster's, Jessie has no need to respect the Rule of Equivalent Exchange at all. All her spells stand alone and fully cuase the wanted effect without need for compensation.
-Thaumaturgical Theory: High-Speed Divine Words (The greatly superior Theory used by the Caster known as Medea, High-Speed Divine Words is an ancient type of Thaumaturgy which dates back to the Age of the Gods, and whose power and effectiveness far surpasses that of normal human Magi. It allows her to create effects that do not need to be believed by viewers to happen, and to perform her spells silently and with a single gesture, making Jessie far superior at it than any normal Magus.
-Requires a single gesture to use, regardless of spell.
-Accumulate Energy as per M.o.M
-Increase AN
Reinforcement: 7 / 10*
-Allows user to 'reinforce' via Prana the elements of a given person or object, enhancing already present elements for maximum effectiveness. Possible effects are many and numerous, despite it being a basic form of magecraft. One can enhance the sharpness of a knife, the resilience of an armor, the nourishment of food, etc.
-In most cases, can act as Metamorphosis with an effect applicable to objects around the user. For example, stones could increase the Hardness of a wooden branch and increase its weapon modifier, making it as deadly as a sword.
-Used on a person, it can usually reinforce Strength and Durability, although other effects are possible.
-*On a side note, due to Caster's (Medea) unique form of magic, Jessie is far more proficient at enhancing humans via Reinforcement, and thus uses the number after the slash in those cases.
-User suffers -2 when trying to reinforce others than self, as living beings instinctively resist insertion of Prana within their organism.
-Maintaining any use of Reinforcement costs 1 stone per panel.
Enchant: 7
(Int.bonus)
-Efficient
-By claiming and insisting on one'S target magnificence, skill, power, etc; a user of this skill can enhanced them, empower them through literary expression. It essentially acts as Metamorphosis, usable on other individuals (not self), objects, weapons, etc. It is similar to reinforcement, but more powerful in capable hands, yet more restricted as it can't affect oneself, nor can it improve anything.
-If the claim is obviously ridiculous, the GM can impose penalties of up to -5 depending how outlandish the claim is (i.e: Claiming a potato is actually explosive, or that a toothbrush has once killed a demon would suffer the -5.)
Projection - Tracing: 12
(Int.bonus)
-Efficient
-The main power of Shirou Emiya/EMIYA, Tracing is a superior form of Gradation Air which allows a user to manifest into reality a copy of anything the user has at the very least seen once, through a complex visualization process. In addition to being very useful in most situations, and making sure the user never really runs out of anything she may need, it also allows the user to make extensive use of normally limited consumables, such as explosives, or copied Noble Phantasms.
-Structure Analysis (Before a user is even capable of tracing a given object, the user must analyze the object by spending as many stones as she would have creating it, first.)
-Each stone spent grants the user 10 stones to build a copied object with.
-Copies: Since objects created via Tracing are actually copies of whatever originals they are based upon, they always will have a lower Equipment modifier than the original, up to a minimum of +1 for a Weapon or Armor, and +0 for a tool or other object (allowing to do the task without penalty, but not granting bonuses like the original probably could. So a copy/fake created by this power will never hold as much power as the original. Unless...
-Broken Phantasms: It is theoretically possible to allow a Noble Phantasm to 'overload' and be destroyed in its use to provide it a +1 to its attack. While of course no sane Heroic Spirit would do that with their true Noble Phantasms, a Tracing user can create copy after copy of Noble Phantasms they have seen, rendering them capable of continuously using Broken Phantasms to overcome the usual -1 limitation to the effectiveness of objects created through Tracing. This is EMIYA/Archer's technique.
-Accumulate Energy for greater effect
-Tracing requires no time and projected items appear instantly either in the user's grasp if weapons or objects, on oneself if clothes or armors, or in a 10'/AN range as necessary.
-Command words: Speaking the words "Trace On!" allows user to use this action at its full potential; not using them (for example, if user is trying to be silent or if she is unable to speak at the moment), the action not only suffers -2 to its use, but also generates only 5 stones per stone played, which is still usually more than enough for normal objects or weaker Phantasms.
Gate of Babylon - King's Treasure: 12
(Int.bonus)
-Super-Efficient; using this power is near effortless to its master
-Allows user to easily access the "Golden Capital", treasury of the 'King of Heroes', Gilgamesh. Summoned items can appear in the user's hands, or anywhere in the vicinity (Area 6 around user). For each stone played, the user can access up to AN+Intelligence different objects at once of a value of up to 20 stones times stones played. The 'summoned' objects will float in red, glowing vortex of energy around the user until she makes use of it either by grabbing it herself or by manipulating it via Will of the King.
-Will of the King: This extremely powerful effect is essentially a massive Telekinesis effect at stones played, but applying to up to AN+Intelligence objects at once at full force for each weapon. For example, if spending 10 stones in this action to attack with five +2 Swords, the user could make five 12 stones attacks VS different targets, or the same. It is essentially a Telekinesis at AN (Int.bonus, One Weapon Modifier per different attack), Range 6, which applies to up to AN+Intelligence objects at once, Only works on objects summoned from the Gate of Babylon. Summoned objects can re be returned instantly and at will to the Treasury at the whim of the user.
-NOTE: Regardless of how many weapons Jessie gets out to fight, she cannot benefit from the defense of more than one of them, although nothing stops her from both attacking and defending. On the other hand, she can also protect others within the area with a single weapon if she so wish.
-Golden Capital: Works as Hammerspace at twice the AN of this action. The Golden Capital can hold countless treasures, weapons, rare and/or unique items and artefacts of all sorts, armors, vehicles, etc.
-Otherworldly Artefacts: Due to the Nasuverse being merged along with the other worlds, Jessie technically has access to objects, weapons and artefacts not of the Nasuverse at all. When finding an artefact she wants to add to her vault, she merely pays 1 stone per item (or 1 stone/area if mundane items) to store them away.
-Manifested via use of a dark red, key-shaped short sword named "Key of the King's Law, Bab-ilu". The sword is indestructible, and isn't normally used for anything else than manifesting this Noble Phantasm (if used as a weapon anyway, it is merely a +1 melee weapon, and doesn't really cut, being more of a bludgeoning weapon. Jessie can manifest the key itself at will.)
-Any clothes, vestments, accessories, armors and others contained within the Gate will be resized as necessary for the user.
Knight of Honor: 10
(Int.bonus, only to acquire foe's own Noble Phantasms for himself, read below)
-Efficient
-This fearsome power is the signature ability of Berserker (Lancelot), allowing Jessie, under the effect of Mad Enhancement, to grab a hold of any object she can reasonably use as a weapon (which means not only swords, spears, guns and the such, but also a tree branch, a pole, a chair or whatever), and 'infect' it with dark prana corrupted by her madness, making the object turn black and be covered in red, glowing lines like the veins of a leaf. Doing so turns the new weapon into a makeshift 'Noble Phantasm' which she has full mastery over, as though she had been fighting with it for years.
-Basically, grabbing any non-Noble Phantasm/Magical Weapon/Artefact object which can be used as a weapon allows Jessie to spend stones up to AN, each of which will generate 5 stones with which to build the temporary Noble Phantasm's powers.
-Noble Phantasm Acquirement: Used to grab other Noble Phantasms/Magical Weapon/Artefact than her own, however, will allow Jessie to make them her own in much the same way, if she can beat the Phantasm's value with 10 stones per stone played in this action this time with her unmodified Intelligence bonus, even though normally reduced via Mad Enhancement to be able to use this technique. This allows her to grab more powerful weapons than she could make with this power and still acquire them as her own temporarily.
-Due to its nature, this power will become temporarily unusable if Jessie draws Lancelot's Noble Phantasm sword, Arondight.
Alchemic Transmutation: 10
(Int.bonus)
-Efficient
-As Mastery of Matter/Energy, but with special rules and restrictions
-Comprehension (Stones against Difficulty to understand the atomic or molecular makeup of a material/object/energy; may analyse given material/object properties.)
-Deconstruction (Stones against Difficulty, Ignoring Hardness, to disassemble identified materials/objects/energy to its base state in order to reshape it later. Essentially functions as disintegrating the object, but leaving base materials behind.)
-Reconstruction (As Unlimited Create/Manipulate, and Force Blasts [Depending on the matter/energy used or altered, various advantages may apply.] Only works on materials/objects/energy deconstructed prior to use.)
-Accumulate Energy for greater effect
-Can combine with Close/Ranged Combat
-May be used as General Knowledge (Alchemy, Codes, Puzzles, Chemistry, Biology and Contained Souls' lore), Efficient, does not require either clapping of hands or transmutation circle, as it directly represents the knowledge of the user - or in the latter case, the souls held within - gained via passing through the Gate)
-May be used to repair damaged materials/objects
-Faraway Maintenance (By simply leaving some of her souls to maintain the effects she create, Jessie can leave some effects active at once without even being there to maintain them. In game terms, she can have up to this action's AN uses of Alchemical Transmutation AND Human Transmutation active at once without any need to maintain them herself. To use up more, she has to deactivate one of her previous ones.)
-Instant Alchemy (Jessie is one of the very few Alchemists capable of performing the alchemical steps of Comprehension, Deconstruction and Reconstruction near instantaneously. Because of her state as a Philosopher's Stone, she actually does not even need to move at all, to perform this action's Comprehension/Deconstruction/Reconstruction effects all in one step with as many stones played.)
-Philosopher's Stone (As she is herself such a Stone, Jessie has no need to respect the law of Equivalent Exchange, and suffers no Rebounds when she doesn't.)
Human Transmutation: 10
(Int.bonus)
-Efficient
-Represents the use of Alchemic Transmutation on human bodies and souls, a forbidden art that can be extremely dangerous on the user. All are very powerful effects... but Jessie can use them without fear since she is a Philosopher's Stone.
-Deconstruct body (This dangerous use allows an alchemist to attempt to deconstruct a living body to its base parts... essentially a very gruesome way to kill. Works as a Range 3 Force Blast against Durability + Energy Defense, dealing 3x damage, Normal and Stun damage, One target only. It is horribly painful.)
-Alter Size (May be used as Growth or Shrinking on self or others (Used normally on self, or as an Attack VS Durability+Energy Defense on others), altering the target's size by up to half this action's AN in size, rounded up.)
-Shape shifting (As the action, up to AN. May also be used to Create clothes/accessories.)
-Metamorphosis (As the action)
-Manipulate Body Density (On Self or others; works normally on self, and as an Attack VS Durability+Energy Defense on others, altering them by 1 step per red stone of "damage". Maximum effect of AN in either case)
-Mutant Healing (Up to 2x AN white stones per day); May even regrow limbs (unless they were lost due to Rebound)
-Transform Self/Others by Touch
-Soul Protection (As Force Field VS Physical, Energy, Mental and Magical, raised by calling upon the protection of the souls inside her. NOT Efficient, though.)
-Create Homonculus (The user will alchemically create an artificial human, an Homunculus. Homunculi are surprisingly lifelike, though soulless, humanoids with unusual powers. They usually have superhuman abilities, special powers, do not requite food, water or rest - although they can eat, drink or sleep if they want -, are immortal, immune to disease and poison and can regenerate from terrible wounds (Instant Reconstitute Self, Limb Regrowth) up to and including most kinds of death (Reconstitute Self, Special). All have the ability to create their own clothes (AN 5 Clothes Creation, Black in color only). Homunculi usually have a couple of strange weaknesses which may vary between each and every one of them, and as they are soulless, they are incapable of performing alchemy. Creating them is a lengthy process which can take up to days, which is less than usual since Jessie is a Philosopher's Stone. For each stone played, the user gains 15 stones with which to create her homunculus, with the aforementioned qualities being free. Each of those 15 stones increments will take 6 hours of work to complete. NOTE: Create Homunculi are supernaturally loyal to their creator, unless the creator wills it otherwise.)
-Soul Binding (This dreadful - though not inherently evil - power allows a user to capture and bind the soul of a human/humanoid being, be the person alive or dead. If the person is dead but the soul is still close by and hasn't moved on to the afterlife already, then stones need merely be spent against Range (between the user and the wandering soul) and Duration (since death), and 1 stone on top of that (unless target is willing to have their soul bound so; souls instinctively know why the Alchemist is trying to bind their souls and can therefore decide to resist or not. If they do resist, the user must also beat their Intelligence+Mental Defense), and bind the soul in question into an object, animating it (fore example, a suit of armor) by drawing a blood rune on it and inserting the soul. This last step works like Summoning (so its effects are mostly determined by the GM, but the user has an influence on it), except it is permanent and the person has no obligation to obey the user whatsoever. If a target is alive, the alchemist can actually still remove the soul forcibly, as an Attack VS Intelligence+Mental Defense, dealing Mental Damage... if the victim falls unconscious, the soul is removed and the victim technically 'dies' - although it can be 'resurrected' by putting the soul back into the body. Otherwise the user can complete the process as above. Note: If a living victim is willing to have their soul transferred so, a single stone of damage using the attack is all that's needed, and Mental Defense does not apply. Also, souls inhabiting animated objects are not immortal, and will eventually 'die' when their soul and the object reject one another, so they still have a lifespan.)
-Chimera (Involves merging creatures together, up to and including humans, to create chimerae. The game term effects is using this action as a permanent Metamorphosis on a base body by sacrificing another creature (usually by killing it somehow), but only with abilities and powers involving the creature used to alter the base creature.)
-As per Alchemical Transmutation, Jessie can perform Human Transmutation with ease due to her status as a Philosopher's Stone; including negating any Rebound effects.
Telekinesis: 15
(Int.bonus)
-Efficient
-Area Effect, Does not require line of sight
-Fine control (Can perform fine control over even large areas of effects, ignoring anything she doesn't want to affect. Buu once used it to move all humans from a city into the sky to turn them all into candy afterwards.)
Knocking: 10
(Int.bonus)
-Efficient
-As Nerve Punch
-2x damage or Stun for 1 panel/stone of damage
-Ignores Called shot sitmods
Life Erase: 10
-As Invisibility; Only against animals
-Does not actually makes one invisible; It merely hides the killing intent making animals think one is harmless
Instinct: 10
(Int.bonus)
-As Concentration
-May also combine with Close/Ranged Combat
Enbu: 10
-As Kaioken, applied when uniting the will of all 60 trillion cells in her body
-Super Enbu (Unlike the Four Heavenly Kings, can use when manifesting her Appetite Devil)
Angelic Miracle 8
(Int.bonus)
-Efficient
-Package action that includes: Mastery of Magic, Asgardian Sorcery, Summoning (good creatures/angels only), Magical Healing (may heal up to 2x AN White stones per day), Imbuing objects or creatures with powers (by up to AN), Mesmerism (with Telepathic Communications, Mental Bolts, Repair Minds, Edit memories, Create Links with others and Empathy options), Telekinesis (with Weapon modifier).
-This is the power reflecting the greatest angels' ability to alter reality to a certain extent. Jessie having the powers of the most powerful angel there is, she can do nearly anything with it, but she is humble and won't use her powers without necessity.
Cannon Magic: 9
-Efficient
-As Force Blast
-2x Damage (Regular Cannon ball) or Area Effect (Canister shot)
-Can combine with Close and Ranged Combat
-Fairy Tail magic allowing the user to project cannonballs from mystical rune circles in midair, causing a typical cannon blast sound, fire and smoke effect.
Shoe Magic: 8
(Int.bonus)
-Efficient
-An unusual type of magic, somewhat silly yet powerful, functioning as Card Magic and Requip: The Knight, but with shoes instead of cards, weapons and armors.
-Requip Shoes (Can store away, and take out, as Hammerspace at AN, large numbers of shoes of countless different types, both normal or mystically enhanced ones. For the moment, her magic holds countless of regular shoes of many kinds, and shoes allowing for the effects noted below. NOTE: Any shoes summoned by this power wil be re-sized for their intended user.)
-Normal Shoes (Ordinary shoes with no special effect other than basic function. Are at most +1 weapons if used as such, and cost 1 stone to be put away or taken out.)¸
-Weaponized/Armored Shoes (Stronger/mystically enhanced shoes made for combat; may provide from +1 to +3 Wpn.modifiers each, and +1 to +2 defense, depending on the shoes. Some can be aerodynamic for more accurate and powerful throwing/kicking off, having a range of 3 without penalty, and some may have their heel and sides sharpened for a 2x damage.)
-Shoe Strike (As Force Blast; attack is 2x damage and Limited AP, and may have a Shoe Wpn.modifier. User basically kicks off their shoe and enhance it with this magic, turning them into even more lethal projectiles.)
-Shoe Wardrobe (Through the shoes they wear, user's clothes are transformed into another outfit fitting the new shoes they have on. Functions somewhat like Shape Shifting at AN, but the change is an actual, permanent alteration rather than an illusion or a temporary form. Of course, another use of this effect cn alter the clothes again.)
-Sexy Ladies Shoes (This strange effect functions a bit like Summoning, requiring 1 stone per said 'Summon'. It can only summon sexy, lightly clothed women with curvaceous bodies, wearing pretty, stylish or appropriate shoes for the situation, with standard, normal human stats, but very beautiful and distracting (Int:2 Str:1 Agl: 1 Spd: 1 Dur: 1). Those Summons can remain present and obey the user for up to 5 minutes/stone of Duration played, they always obey the summoner, and while they can perform basic actions, they are not especially good at anything nor are they truly 'real', more like 'solid illusions'. Aside from the duration and lack of particular and personal skills, they act exactly like normal humans, but in a seductive, enticing way, towards whoever the caster wants them to.)
-Sleep Shoe (Attack VS Intelligence+Magical Defense; success makes victim fall asleep for 5 minutes/red stone of damage.)
-Help Shoe (By paying stones for subject's Durability, Range and for Effect when in presence of said subject, the user assigns a shoe to the subject, and will be able to know when the person is in danger and her general direction as (Effect stones) AN, at up to the selected Range.)
-Communication shoes (User pays 1 stone, plus stones for Range, to create a 'two-way communicator'. Basically, user creates 2 shoes, links them both, and their owners can then communicate mentally via the shoes by simply holding their own sort of like a phone and sending their thoughts. The person receiving them must have the other shoe on their person or close by (5') to receive the thoughts.)
-Imprison (Atk VS Durability+Magical Defense, to imprison victims within a pocket dimension inside of a shoe. Does not harm, but can be used for various reasons. It may be possible to escape via various powers and magics, though.)
-Explosive Shoes (As Force Blast; 2x damage, Area effect 5 around point of impact, Range 5. User throws shoes which explode violently.)
-Elemental Shoes (Can be used for various effects similar to Mastery of Elements (Fire, Ice, Water, Wind, Lightning); Create/Manipulate, Force Blast (Fire - 2x damage, Sets flammable objects on fire; Ice - Normal and Stun damage OR Attack VS Durability to freeze solid; Water - Normal and Stun damage, 2x damage if target is on/in/underwater; Wind - 2x damage or Area effect 5; Lightning - 2x damage, Normal or Stun Damage), Mystical Nature (Energy Defense is useless; Magical Defense works.
-NOTE: It is possible to unlock a special power allowing the user to convert powerful weapons/armors into shoe form, but doing so would cost 50 LoEs from its user.
Nine Lives: 10
(Int.bonus)
-The favored Noble Phantasm of Herakles, but unusable by the Hero during the Fifth Holy Grail War due to being under the effects of Mad Enhancement. It consists of a very adaptable attack which makes 9 lightning fast attacks of a varying nature, depending on the effect use, which will overlap with one another and cause near-divine level of damage and almost kill anything instantly.
-Only usable in conjunction to a physical, energy or magical attack, with or without a weapon
-The way it works is a bit different as most effects: Jessie uses an attack of her choice, and if she hits and deals at least one Health of damage, this effect then gets activated (as long as she spent stones in it, of course; it's not a Modifier). It functions as an Attack VS Durability, so it ignores most normal defenses, but is entirely dependent upon first hitting the target with another attack first.
-Cannot be used while under the effects of Mad Enhancement
Black Magic: 10
(Int.bonus)
-Efficient
-2x damage, AP
-1 Element/Special Spell per AN
-Elements Known: Fire (Fire, Fira, Firaga, Flare), Lightning (Thunder, Thundara, Thundaga, Burst), Ice (Blizzard, Blizzara, Blizzaga, Snowstorm), Water (Water, Watera, Waterga, Flood), Earth (Stone, Stonera, Stonega, Quake), Wind (Aero, Aerora, Aeroga, Tornado)
-Non-Elemental Spells Known: Silence (Attack vs Intelligence to make a target unable to use any school of Magic for a number of panels equal to the stones that got through), Drain (As Energy Drain, but drains Red stones of Health instead and transfers them to the user. Durability counts as a Defense), Scan (Sense a target's full Health and Energy Pools and any Super powers they might have), Ultima (As Force Blast, 2x damage, AP, Area Effect, Range 4)
-Usable only in the Following Dresspheres: Black Mage, Dark Knight, Mascot, Floral Fallal
Black Arts: 12
(Int.bonus)
-Efficient
-As Asgardian Sorcery, but focused on powers related to destruction, chaos, sins, fear, madness, void, negative energy and emotions, manipulation, etc.
-Magical Blasts of related nature add half this action's AN as a Weapon modifier to Ranged Combat, and have varying advantages, depending on the type of blasts, that can go up to a value of half this AN.
White Magic: 9
-Use as Healing
-Place Force Field VS Normal attacks
-Place Force Field VS Magical Attacks
-Enhance a target's Abilities, Actions or Modifiers; may not more than double anything
-Enhance Weapons and Armor, must pay for Duration, May not more than double the Weapon or defense bonus
-Holy: 3x Damage, Area attack (Area 3; 2x damage VS Non-Evil creatures, Normal damage VS Good creatures. Must use at minimum 8 stones of Effect, and on the next panel, user takes Stun damage equal to stones played to attack with Holy
-Usable only in the Following Dresspheres: High Summoner, White Mage, Floral Fallal
Time Magic: 8
(Int.bonus)
-Gain 1 effect at AN 1, and one more for each even AN
-May only produce 1 effect per panel
-Teleport: As Teleportation Action, may only teleport to specially prepared white circles that the user has encountered before.)
-Regen (Target gains an Accelerated Healing factor for Stones played in Panels)
-Stop (Atk VS Speed + Defense. If damage occurs, target is frozen in time for panels of damage.)
-Comet (Bend time so that a celestial body comes into contact with the planet at the exact spot a target is. 2x Damage, Limited Area effect.)
-Meteor (Bend time so a larger celestial body comes in contact with the area the user is aiming at. 2x damage, Area effect.)
-Usable only in the Following Dresspheres: Floral Fallal
Summon Magic: 10
(Dur.bonus)
-Efficient
-1 Summoned Creature per AN
-Summons lasts until creature is dismissed, end of encounter, or defeated
-A Summon used in battle will gain as many LoEs as its Summoner at the end of an issue
-Summoner may use their own LoEs/White Stones to improve a Summon
-Known Summons: Valefor, Ifrit, Ixion, Shiva, Bahamut, Yojimbo, Phoenix, Alexander, Behemoth, Anima, The Magus Sisters, Magnus and Zodiark (Does not have access to the last three when not using her Summoner's Dressphere)
-Very experienced Summoner: Jessie's Minor Summons (Valefor, Ifrit, Ixion and Shiva) all receive a 50 creation stones bonus to their base CADs; her Major ones (Bahamut, Yojimbo, Phoenix, Alexander and Behemoth) all receive 45 stones, whereas her Ultimate Summons (Anima, the Magus Sisters, Magnus and Zodiark) all get 40 stones.
-Usable only in the Following Dresspheres: High Summoner, Floral Fallal
Sword Magic: 5
-Used to temporarily enchant one's weapon, making it stronger and allowing it to perform various effects
-Gain 1 Element per AN
-Gain 1 extra Wpn.modifier per 2 stones played above starting cost
-3 stones to activate, 1 to maintain
-Elements: Fire (2x Damage), Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation), Water (Reduces automatic defenses by 1 stone per 2 stones of Damage for damage in panels), Earth (AP), Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness) and Drain (Energy Drain; refills caster's Health as per Healing)
-Usable only in the Following Dresspheres: Gunner, Warrior, Gun Mage, Dark Knight, Trainer, Festival Goer, Mascot, Floral Fallal
Chocolate Beam: 15
(Int.bonus)
-Area attack; Atk VS Durability or Intelligence (Whichever is lower), or Size or Weight (whichever is lower; for inanimate, unliving objects); Success inflicts no damage, but turns the victim or target into anything Jessie wants. Duration is equal to stones of Damage on the D&R chart or less if she wants, but damaging the objects before the end result in real damage - people do not suddenly turn out alright if they were turned into candy and then eaten before they changed back.
-Fired from Eyes
Mend Beam: 14
-As Magical Healing; Can heal up to 2x AN stones per day, and cure any poison, disease, or even physical troubles such as blindness.
-Fired from Eyes
Invisible Air: 6
-Usable as Invisibility; usable on both herself and others
-May make objects invisible as well (Making her sword invisible will usually add a +2 sitmod to her attacks with it, unless the enemy can somehow see through the power)
-Air Blast: Half this action's AN can be added to Ranged Combat as a Wpn.modifier, with 2x damage advantage
-May use as Psi-Weapon to create an invisible blade of wind
-May use as Force Field, with a free Area effect of 4, may pay stones for larger
-If used in conjunction with Speed, increases Speed AN by 2
Prana Burst: 8
-As Metamorphosis; needs not maintain, can revert at will, doesn't change the looks of user except as noted below
-May be used to increase any Physical abilities (on a 1 to 1 basis, Durability included), the might of her weapons, the defense of her armor, the strength of her Servant powers, or even reduce damage taken altogether (being shifted into defense)
-User's aura will glow in a bluish-white aura according to effective changes. If Jessie increases her Physical abilities, the aura will surround her body, if she increase her sword's power, it will be surrounded by the aura, if she merely enhanced her left arm's physical strength, only her forearm will glow, etc.
Prana Armor: 4
-Generates a Strong armor of (Stones played) defense, with the No AP option; which can be summoned/repaired at will by her mind, and may be worn/dispelled at will as necessary depending on situation. Also generates a blue dress and silver pumps at will.
-The Armor, dress and pumps are weak against abilities that target Prana, as they are made of energy, and can be rather easily destroyed by such attacks.
-Jessie manipulates these pieces of armor with psychokinesis, and may attach them to someone else, or to a vehicle, although she can't have more than AN armor value active at once. Range of 3.
-Does not disappear when Jessie is unconscious, although it can be removed just like any normal armor or clothes by another person.
-Requires no Energy to maintain, although the whole cost must be paid to repair/recreate anything, or move the armor to someone else.
Rune Magic: 7
(Int.bonus)
-Ansuz: As Mastery of Fire, Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire.)
-Ath nGabla: As an attack VS one target's Intelligence+Magical Defense; if successful, the caster is unable to flee the fight, but the challenged foe is forced to accept a duel.
-Berkana: Allows user to track a target.
-Ehwaz: Hardens one's fist, basically granting them a Wpn.modifier of up to AN; other stones may be used to pay for duration of 1 panel/stone.
-Kenaz: Enhances user's sight to overcome negative sitmods such as darkness, see farther, or see better.
-Leruz: As a mental attack VS Intelligence+Mental Defense. Success allows user to edit memories of victims, but only to make them forget things.
-Nokras: Rune that temporarily increase Speed by up to AN. Must also pay for duration.
-Seruna: Healing rune. Acts as Magical Healing at AN.
Mystic Eyes of Petrification: 8
(Int.bonus)
-Efficient
-As an Attack VS Durability or Intelligence (victim's choice) + Magical Defense; effect will vary depending on stones of 'damage'.
-1w will only petrify a single limb, 2w will petrify two limbs, usually both arms or both legs. 3w will leave a person nearly paralyzed entirely, but still capable of talking, thinking and casting... while 4w means the victim is fully turned to stone.
-Various actions can undo the effects of this power, but regular Thaumaturgy is incapable of doing the trick. Other means must be attempted. GM's call as to what works.
-Requires Eye contact
Mystic Eyes of Binding: 7
(Int.bonus)
-Attack VS Intelligence+Magical Defense; will paralyze a victim for 1 panel/stone of 'damage'.
-Requires Eye contact
Mystic Eyes of Charm: 7
(Int.bonus)
-As an Attack VS Intelligence+Magical Defense; stones of 'Damage' are duration for the effect on the D&R chart
-Effect is the victim will experience love, friendship and possibly desire for the user, and will think of them as a friend and a person of great beauty for the duration.
-Only functions on targets of the opposite gender.
Break: 4
-Allows user to either target and break objects, or to target certain body parts to cause negative effects to the victim
-May add to Close Combat
-Must target a part of the target's body
-Must choose effect before shot
-Effects last for Damage in panels except for Energy Break, which is just Stun Damage
-Usable only in the Following Dresspheres: Warrior, Samurai, Mascot, Floral Fallal
Minecraft Creativity: 20
(Int.bonus)
-Efficient
-Creative Mode (Allows Creation, manipulation and destruction of most anything which could be found/crafted in a world, including grass, earth, trees, rocks, minerals of all sorts, lava, water, wood, tools, pieces of furniture, food, etc. Destroying objects is very easy and fast; 1 mere stone is necessary to destroy any object that could normally be created with this power. Note: Only normal objects can be create with this power, although they may be of an exceptional quality.)
-Landscape/Buildings (Can be used to make larger structures in less time than creating every single block one after the other. User will normally pay for the most valuable/complicated material's value in use, and then for the area to create a given structure/landscape. Duration of creation varies as per GM's call, but usually takes at least 10 minutes/Area AN.)
-Summoning Mobs (As the Summoning action, but can summon 1 monster/stone spent regardless of Durability when within the Minecraft Universe, theoretically without limits. Summoned monsters can be either helpful to, ignote, or be hostile to the summoner, as per the summoner's wishes. Outside of Minecraft Universe, however, the summoner must pay 1 stone per Durability for each summoned monster, as usual, and can't have more than AN summoned beasts at once.)
-Goddess of Minecraft (The user, in Creative Mode, is virtually unkillable and all-powerful in the Minecraft Universe, becoming Invulnerable to all attacks in that world. At GM's discretion, she may also be invulnerable to creatures from that Universe when not in it herself. Additionally, she does not need to eat, sleep, drink or even breathe in that Universe, and never gets tired.)
-Flight of Creativity (Grants user Flight at 1 at no cost of Energy; can hover in mid-air or move around as needed.)
-Extreme Blockiness (Anything create or summoned by this power has an unusual, rather blocky appearance, although it does not affect its usefulness/standard properties. For example, even a blocky sword can cut things as a normal sword would.)
Multiple Skill User: 20
(Int.bonus)
-Super-Efficient
-The powers of Ajimu Najimi from Medaka Box. Instead of having a specific Abnormality or Minus, Ajimu has an insurmontable amount of Abnormalities and Minuses (7,932,135,441,523,222 Abnormalities and 4,925,916,526,110,643 Minuses, to be more accurate) for a total of 12,858,051,967,633,865 skills. She can use any of them with extreme mastery and unprecedented power, and use countless at once and/or combine them for devastating effects. She separates them in ten different categories: Miscellaneous, Sword, Martial Arts, Magic, Mental, Biological, Boss, Gun, Ninja and Shonen skills.
-As God-Like Powers, Limited Phoenix Force and Power Cosmic with all Advantages; Can also Duplicate any Mental Action
-Can use up to AN different effects of this action per panel, paying only for the most expensive use
-Kiss Empowerment: A lot of her powers seem to be enhanced by use of a kiss on the target, and any power using said advantage will receive a +3 bonus.
-Can add/alter/remove her Actions/Abilities/Modifiers however she pleases via this power
-Grants free AN stones of Energy per panel
-Includes Reconstitute Self, Special (Can either come back through life, reincarnate herself, keep moving even though she is dead, exist as a ghost, or basically whatever she pleases.)
-If affected by Kumagawa's 'All Fiction', her AN is lowered to 5 and she can only use it AN times per hour. Also, it isn't Super-Efficient anymore.
Youmamorph: 10
(Int.Bonus)
-As Metamorphosis; into any Youma-based form (demons, monsters and mutants from the Sailor Moon Universe)
-Duration 1 Hour
Sage Transformation: 10
(Int.bonus)
-Efficient
-As Metamorphosis; needs not maintain, can revert at will, transformation occurs in same panel.
-Accumulate Energy for greater effect, not stunned afterwards
-Along with regular possible alterations, can also extend one's melee reach by 10'/stone played by elongating one's limbs, and form weapons by paying for the weapons' cost via PA/robots costs.
-Full Power Form: To access this effect, the user must transform using this action after accumulating for at least one panel. Doing so will grant the user an additional +3 to all Abilities, Combat actions, Reflexive Dodge, and Toughness. Their skin turns dark, their sclera goes black, and their voice becomes darker, as their personality becomes more cruel and violent.
-Constant Natural Energy Absorption: User gains action Chakra at AN, but gains a "Psychological (Temporary and involuntary surges of rages)" Challenge of -1 per full 3 AN in this action.
Appetite Demon (Don Slime): 12
-Jessie's Appetite Demon is known as Don Slime, the most powerful Appetite Demon in the Toriko verse
-Intimidation (Int.bonus; As Fear, Area effect, Manifest as a massive black-haired, muscular, six-legged being with long hair, moustache and beard, wearing a crown and earrings, with large utensils on its back.)
-Autophagy (Adds AN to Str at the cost of losing 1w of Health per two panels)
-Minor Manifestation (As Metamorphosis up to AN to gain minor changes resembling one's Appetite Demon(s), like altering one's arm to look like theirs.)
-Major Manifestation (In addition to Minor Manifestation's effects, Increases Strength, Agility, Speed, Durability, Ki Control/Appetite Energy, Skin Respiration, Toughness, Reflexive Dodge and Energy-based/related attacks (including Magical Actions and Final Fantasy actions except Break, Beast Taming and Alchemy) by +1 per stone played, with +1 to Power Level every 3 stones played; stones in between add +1 to Energy Battery. Stones spent remain in action box till removed. Heal 1 white stone and all energy when transforming; And may activate and deactivate it at will. Jessie takes up the appearance of her Appetite Demon when using.)
-True Form (Ichiryu's Demon is significantly more powerful and terrifying than most normal Appetite Demons, and as such the powers it grants are Major Manifestation's, doubled, if she so pleases.)
-Demon Summoning (Int.bonus; Allows user to physically draw out her Appetite Demons to fight by her side. The cost is its Durability. Jessie's Don Slime is exceptionally powerful, only a bit less so than Ichiryu himself was, requiring a wicked 15 stones to summon into its physical form to fight.)
-Can't be upgraded further; it's the highest level any Appetite Demon could hope to reach
For Someone's Glory: 8
-This powerful Phantasm's purpose is mostly cloaking and deception, but it can also be downright terrifying. It normally allows a user to alter their own appearance to look like someone else, as an incredibly well-made disguise, more akin to a transformation. However, under the effects of Mad Enhancement, it merely makes the user shrouded in black fog and a frightening aura of menace, hiding the user's features and essentially making her look like a demon.
-Normally functions as Shape Shifting, with no need to maintain.
-If used in conjunction with Mad Enhancement, the cost is the same to activate, but the effect is stones of Resistance against all effects used to identify the user, and covers the wearer in black fog that hide her features and makes her terrifying, acting as Fear at AN for free against all rational beings within a range of 3. Also, the user's eyes will glow red while under its effects.
-Due to its original nature of hiding Lancelot's identity, For Someone's Glory cannot be used if Lancelot's Noble Phantasm, the sword Arondight, is drawn.
The Globe - Seat of the King: 8
-As Shape Shifting; allows user to assume the appearance, voice, outfit, scent, etc. of a given humanoid, as well as being able to mimic their personality (may use as Social Skills of the copied person up to this AN or the person copied, whichever is lower) near pefectly.
-Wood Puppet (Alternately, the user may summon a wooden puppet and use this Magecraft on it, transforming it into such a doppelganger. The copied puppet will have up to low superhuman (4) abilities and no real skills (AN 2 at most), but will also look, behave and seem like the real deal as above. If killed, it will disperse into small pieces of wood.)
Drain Energy: 1
(Int.bonus)
-Improved
-Melee or Range 3, Area effect 4 if applicable (see below)
-May also create devices or effects depending on the assumed Youma form's theme (example: A fortune teller Youma could drain energy via her crystal ball, etc)
-Usable only in Youma form; May be improved via Youmamorph
Drain Energy: 9
(Int.bonus)
-Efficient
-Improved Drain Energy
-Range 2
-Can also use to absorb energy attacks and reduce them to nothing by shifting stones into Defense
A+ Rank Presence Concealment: 9
-As Invisiblity
-Attacking or using any offensive powers stops this effect as soon as the attack is launched
Blood Drain: 6
-As Improved Energy Drain
-Must bite or drink blood from open wound to drain
Bounded Field: 9
(Int.bonus)
-Efficient
-User pays for Effect and Area; she will create an invisible 'field' which will keep individuals from entering or leaving it except for the individuals the caster allows to move so. Stones of effect function as Difficulty/Resistance to pass through, as well as Duration in minutes (so 2 panels for each stone of effect), while the area is simply the size of the field.
-Most often used to keep innocent humans from entering deadly battles between masters and servants, but has other uses.
-Blood Fort Andromeda: This deadly Bounded Field acts akin to a regular Field, but the user stones of Effect also count as an Energy Drain VS Durability for all victims trapped inside. If a victim loses more Energy via this than three times their Max Energy, they will die if they are mortals.
Spiritual Meditation: 7
-As Magical Healing; requires 1 panel of prep time before using, as a calm meditation
-May heal up to 2x AN white stones of Health per day
-As an Attack VS Durability, can steal a Master's Command Spells right from their body to keep them for herself
First Folio: 10
(Int.bonus)
-Efficient
-A very powerful Telepathy (Illusion) effect, which effectively 'traps' a victim into a 'story', setting a stage for them reflecting an event, in a given place, with known people from the victim's life. The user can manipulate said events as they please, effectively in control of the victim'S reality.
-Acts as Energy Drain on the victim, and/or as Mental Bolts (2x damage or Stun for 1 panel per stone of damage), every panel the user causes his victim to experience a traumatic event related to the scene.
-As for The Globe, the manifested individuals in the illusion will have up to low superhuman (4) abilities and no real skills (AN 2 at most), but will also look, behave and seem like the real deal as above. As long as the illusion lasts, however, they seem to be indeed dead when they are killed, and will vanish with 'the stage' if the illusion ends.
Ionioi Hetairoi: 12
(Int.bonus)
-Not unlike Unlimited Blade Works, the user creates a Reality Marble, a world within the world, inside which the vast armies of the king Iskandar will appear, and charge and fight with the user for the glory of their king. Each soldier is essentially a lesser Heroic Spirit who fought alongside Iskandar dduring his life, and will fight by the side of the user, heeding her call just as well as the King's.
-Reality Marble: As an Area effect of an Atk VS Durability + Magical Defense against all within the Area; resisting means the targets are left outside the Reality Marble and can't either affect or be affected by those inside it. The world inside the Marble is a vast, seemingly endless desert under a clear sky with a moderate wind... and as far as the eye can see, an army of thousands rises to obey their king... or the user of this Phantasm.
-Army Arisen: Once inside the Reality Marble, the user can spend stones as per Summoning to call forth up to Ionioi Hetairoi + Intelligence heroic servants at once, with their capabilities determined as per the normal summoning rules but paying only for the most expensive. Additionally, one thousand 'normal' soldiers will rise alongside these heroes, by numbers of one thousand/stone played. All summoned warriors are fully loyal to the user, and will fight alongside her gladly. If defeated, they will die temporarily, and return at the next casting.
-One of the possible 'heroes' to be summoned is the charger horse known as 'Bucephalus', Iskandar's own legendary mount and a powerful ally in its own right. Summoning it requires only the user to pay for the 6 stones of Durability it has, due to its familiarity with this Phantasm.
-Summoned Servants and soldiers called forth by this power cannot leave the Reality Marble except for a single one (read below)
-Even without activating the Reality Marble, the user can call forth a single hero without activating this power. The user generally uses this effect to call forth Bucephalus as her mount when needed.
Unlimited Blade Works: 10
(Int.bonus)
-Super-Efficient (Only within the Reality Marble itself, otherwise not.)
-May Combine with Close/Ranged Combat up to AN, only with Weapons/Noble Phantasms/Projections, by reciting a line from the incantation (see below) per 3 stones played so.
-Incantation: To fully activate, the user must recite a specific incantation. It can be interrupted at any time and finished later (though not further than AN minutes later; one cannot recite most of it and keep a few words at the end to cast it near instantly). Jessie's incantation differs from Archer and Shirou, but it has roughly the same structure: "I am the bone of my sword. Steel is my body and fire is my blood. I have created over a thousand blades... Aversion in Body, Sorrow in Mind... Have seen the light, becoming a weapon... Forever I walk free. So as I pray, unlimited blade works."
-Reality Marble: As an Area effect of an Atk VS Durability + Magical Defense against all within the Area; resisting means the targets are left outside the Reality Marble and can't either affect or be affected by those inside it. The Reality Marble will create a 'world within a world', of an Area of up to AN, within which the following effects all become active/usable (see below). The world within the Reality Marble itself is a rugged terrain of a ravaged dry land with a reddish sky with dark clouds brewing in the distance. Countless of weapons can be seen all across the landscape.
- Instant Analysis (The Structure Analysis step of Projection - Tracing is overcome within a Reality Marble, happening instantly with mere sight.)
- Complete Trace (As all weapons the user has copied exist within the Reality Marble, gathering them in large numbers in an instant is easy, allowing the user to make as many copies as her Projection - Tracing + Intelligence, at once, paying only for the most expensive in stones. Additionally, each stone played now grant 15 stones rather than the normal 10.
- Continuous Fire (Within the Reality Marble, the Projection - Tracing user can project a near constant onslaught of weapons, as a massive Telekinesis effect at stones played, but applying to up to AN+Intelligence objects at once at full force for each weapon. For example, if spending 10 stones in this action to attack with five +2 Swords, the user could make five 12 stones attacks VS different targets, or the same. It is essentially a Telekinesis at AN (Int.bonus, One Weapon Modifier per different attack), Range 6, which applies to up to AN+Intelligence objects at once, Only works on Traced weapons.
-NOTE: Regardless of how many weapons Jessie gets out to fight, she cannot benefit from the defense of more than one of them, although nothing stops her from both attacking and defending. On the other hand, she can also protect others within the area with a single weapon if she so wish. - Superior Speed (The user's Initiative while within the Reality Marble is increased by +3.)
- Instant Tracing (Using Projection - Tracing within a Reality Marble does not necessitate an action to use, as all the weapons are considered 'within reach' within the Reality Marble.
Devil Peerage: 10
(Int.bonus)
-Allows user to make use of 15 Evil Chess Pieces to gain 15 Servants, all based on Chess Pieces; 1 Queen, 2 Rooks, 2 Bishops, 2 Knights and 8 Pawns. Those servants gain a boost of AN to Abilities (split however the user wishes; can be increased further by use of an Imbuement; keep reading) and powers as per Permanent Imbuement up to this action's AN a certain number of times according to the value they have, although their powers are dependent upon the Pieces absorbed in their bodies. The user must simply use the required Evil Pieces, and then pay for the strongest imbuement. Any being enhanced through this power automatically gains the Challenge (-3; loyal to the King), and must technically obey the King's orders, while still remaining true to themselves.
-Pawns are the weakest, and can gain only a single Imbuement as noted above. However, they can be promoted to a Queen, Bishop, Rook or Knight if they manage to make it into enemy territory somehow, GM's call, or if their King allows it by will, which is unusable during Rating Games.
-Other classes have various abilities and more power: Queens are worth 9 pawns (and can get 9 such imbuements), and can get basically any powers their King wishes to grant them, Rooks are worth 5 Pawns and always have Superhuman strength, but are never incredibly fast. Bishops are worth 3 pawns and are usually powerful in magic, and Knights are worth 3 Pawns and have superhuman speed and agility.
-Devil Reincarnation: Use of an Evil Chess Piece also allows for reincarnation of humans and other species into Devils. It acts as a Reconstitute Self but for the target, with the addition that the user can spend stones into this action which will act as a permanent Metamorphosis, and possible Imbuements according to which Chess Piece is used, as above. Otherwise, the user becomes a full Devil, along with Immortality, Self-Contained Lifeform, Language, Enhanced Vision (See in Darkness), Flight (through Batwings), etc (ANs and MNs may be as high as 1 AN under the King's own, at her discretion).
-High-Class Devils rule over other Devils depending on their family's rank and powers, and can have up to 15 "servants", which are represented by each piece in a chess game (Rook, Knight, Pawn, etc.). The High-Class Devil takes the position of "King". Lower-Class Devils are often looked down upon, and usually serve a Devil of higher authority. High-Class Devils also have the ability to reincarnate Humans and other races into Devils through the Evil Pieces system.
The Third Magic: 10
(Int.bonus)
-This powerful Magic allows its user to essentially becomes immortal, and to resurrect others, by getting the soul of a deceased person, and insert it into a container or new body. The Magic will then re-shape the new body to be as close to the original as possible, making it similar to the original shape, capable of bleeding, needing food, air and water, etc.
-To draw a soul and transfer it into a container or body, the soul either has to be willing (the user must still spend 1 stone), or the user has to beat the target's Intelligence+Magical Defense.
-Create Body (This action can be used to create a replica of the deceased body to allow for a resurrection. Stones spent in it function as explained below.)
-Resurrected bodies will be resurrected with -1 in every applicable A/A/M if the body is too different or inappropriate for the user, unless the body is a nearly perfect replica (to create a perfect replica, whatever action used has to be approved by the GM and beat the target's Intelligence + Durability)... in which case the user still has to temporarily sacrifice 2 Health stones which will take a full day to heal regardless of the methods available to heal otherwise.
-Even the user, when killed, will manifest as a Spirit form, not unlike an Astral Projection, which regenerates Energy at half her usual rate, and can use any Mental and Magical actions at -2, except for this action, which is used at full AN. No Physical or Energy actions can be used, however. This allows the user to transfer their own soul into a new body, thus making them essentially unkillable for good.
Magic Materialization: 12
(Int.bonus)
-Unlimited Create any mundane object
-Technology level of created object limited to AN
-Creation is permanent
Blast: 7
(Int.bonus)
-Efficient
-As Force Blast. All attacks are Area Effect 3 around point of impact, and Range 5.
-Stone: Normal and Stun damage, May be used as Atk VS Durability to turn to stone for up to 1 minute or 2 panels, during which time any attacks on the victims/objects thus turned see their damage doubled
-Soul: An Attack dealing 2x damage which also acts as a Mental attack of stones played to stun for 1 panel/stone of damage.
-Shadow: Deals 2x damage, Normal and Stun damage; if any damage occurs, an Attack VS Durability of AN will diminish the target's Speed by 1 per stone of damage.
Stomp: 6
(Str.bonus)
-The user displays her inhuman strength to stomp the ground with her feet, her fists, a weapon or her whole body, causing one of various effects. Creatures not in contact with the ground cannot be affected, however.
-Force: A sheer kinetic Area attack 3 dealing 2x damage, and pushing anyone affcted back by AN yards.
-Vacuum: Deals only stun damage in an Area 3, but if any damages occurs and this action's AN beats the victims' Weight, they are drawn to the center of this effect by powerful forces.
-Holy: A wave of holy energy. Deals 3x damage to all dark/evil/demonic foes, in an Area of 3.
Buff: 4
(Int.bonus)
-May add an Elemental bonus to all attacks (including a gun's bullets) of up to AN, with additional stones being spent for Duration on the D&R chart, and for additionally affected allies (1/person)
-Elements: Coldfire (2x damage, Ignites flammable materials, Actually inflicts cold/ice elemental damage), Vamp (Each attack also has an effect of Improved Drain Energy at AN), and Worship (AN stones act as an Attack VS Intelligence+Mental Defense. If successful, the victim kneels and worships the user)
-Aura: Additional effect affecting people or objects that get too close (Area 1 around user) active while the Buff lasts if the user so wants. Includes Coldfire (AN stones attack; 2x damage, Ignites flammable materials, Actually inflicts cold/ice elemental damage), Vamp (Aura has an effect of Improved Drain Energy at AN), and Worship (AN stones act as an Attack VS Intelligence+Mental Defense. If successful, the victim kneels and worships the user)
Magical Travel: 6
-Flight
-Super-Speed
-Teleportation
-Time Travel (GM's call)
-Shadow Jump
-Phase Shift
Summon: 8
-As Summoning, unless mentioned below
-Imps: For 1 stone per imp, summons weak, small, fiery demons who will wreak havoc and explode as a 10 stones (2x damage, Area attack 2) upon the user's command.
-Tower: Summons a powerful, immobile 'tower' demon, which 'grows' through the floor, and will spew attacks to any fool drawing too close.
-Titan: Summons a large titan demon to fight for the user.
Kyuuchi no Jutsu: 8
(Int.bonus)
-Efficient
-As Summoning
-May summon Ninja Bisons or regular bisons of various sizes and kinds, smarter than average
-Base duration of half the Chakra AN on the D&R chart, may increase by stones
-Cannot lose control of the summoning, but Summoned Ninja bisons still retain their free will.
-If summoning normal bisons, Jessie can summon up to 3 bisons per stone used, effectively calling upon more than a dozen in mere seconds.
Aura: 9
-Zeref's enormous mystical power can take the form of a visible aura with varying effects depending on Lacus' wishes.
-Activating the Aura costs as normal, but it can be maintained by 1 stone per panel without need of an action. The aura's effect can also be changed once per panel at no cost. The aura has a natural Area of half the AN rounded down (in this case Area 4), plus 1 per stone played to that effect.
-Aura of Darkness: The effect of the Aura plunges the area into utter darkness, necessitating an effect to beat the stones played in order to see anything through it. Lacus is immune to her own Aura of Darkness, and sees just well in it.
-Aura of Hex: Other living beings and enemies within the area of this Aura suffer from a Bad Luck effect of -1 per 2 stones played on all actions.
-Aura of Terror: As Fear; all surrounding beings are oppressed by a fearsome aura of menace and of danger which causes them to either flee or cower in fear.
-Aura of Power: As an Attack VS regular Defense, dealing normal Damage to everything in sight. Although weak against stronger foes, this aura alone can keep the riff-raff at bay. Possibly very scary as well.
-Aura of Death: Act as an Attack VS Durability; if it would be enough to kill whatever creature/plant/material comes in contact with it in one shot, it dies. Otherwise, it is unharmed. In other words, this power mostly kills the weak, the sickly, small animals, small birds andd most plants when active, whereas tougher individuals usually survive it unless they are gravely wounded. Zeref used to have lost control over this aura since his long slumber, but Lacus's willpower has since restored control upon this ability.
C.I.S Star Forge: 10
(Int.bonus)
-Efficient
-Jessie's body and energy allows her to essentially function as a living Star Forge, with data and plans about all and ever droids, vehicles, weapons and starships ever used by the Confederacy of Independent Systems.
-Usable as General Knowledge, about anything covered by what she can create.
-Create weapons: Can manifest enough weapons for up to 100 troops per stone played, including blaster pistols and rifles, Sonic blasters, Ion cannon, heavy weapons, explosives, etc. NOTE: Created droids, vehicles and starships already are armed. This entry is only used to create weapons alone.
-Create Droids: 10 droids/stone played are created, including B2 Super Battle droids, BX Commando droids, Droideka Destroyer droids, Dwarf Spider droids, Crab droids, Probe Droids, Buzz droids, Super Tactical droids, Retail Caucus droids, etc. The only exceptions are IG-100 MagnaGuards, which cost 1 stone/droid created, and B1 Battle Droids, costing 1 stone/100 droids created.
-Create Vehicles: 1 vehicle/stone played is created, including AATs (Armored Assault Tanks), STAPs, MTTs (Multi Troop Transport), TSMEU-6 Wheel Bike, Umbaran Hover/Crawler Tanks, Speeders, DDTs (Defoliator deployment tank), Umbaran MHC (Mobile Heavy Cannon), etc.
-Create Starships: 1 starfighter/shuttle/space transport/2 stones played is created, including Vulture-class droid starfighters, Droid Tri-Fighters, Hyena Bomber droids, Umbaran Starfighters, Belbullab-22 starfighters, Droid Gunships, Landing Ships, Neimodian Escort Shuttles, Zygerrian Slave Ships, Trident Drill Assault Craft, Solar Sailer, etc.
-Create Capital Ships: 1 capital ship/10 stones is created, including Trade Federation Battleships, Droid Control Ships, Separatist Dreadnoughts, Separatist Supply Ships, Malevolence Heavy Cruisers, etc.
A-Rank Item Construction: 10
(Int.bonus)
-Allows user to create magical items with effects based upon Asgardian Sorcery. Duration can be permanent, subject to spending stones on Jessie's part, or be instant, depending on the effect.
-May even make potions that grant the drinker immortality.
-One of Caster's (Medea) abilities
Dark Enchantment: 9
(Int.bonus)
-As Inventing, but to create Black Arts artefacts and magical items
-Uses Black Arts AN as requirement instead of Technology
-Created Enchanted Items are Indestructible for free
-Creating an Artefact through this power requires 2 hours of work per AN of the object's strongest effect.
Grey Warden: 8
-Gains 1/3 this Action's AN, rounded up, as a 'Warden's Oath' modifier to all combat actions VS Darkspawn, Archdemons and others servants of the Blight
-As General Knowledge at AN (With Int.bonus and Efficient: Specialties include Grey Wardens, Ferelden, The Darkspawn, The Blight, etc.)
-As Leadership
-Adds Resources at AN (Requires the Grey Wardens to be an active organization holding authority in the area; May exceed Wealth AN)
-May use against appropriate Resistance (usually Intelligence) against all who are resisting (including the potential recruit) to invoke the Right of Conscription to recruit a potential recruit (also required the Grey Wardens to be active and hold authority, and used carefully and with forethought to avoid political turmoil in some cases.)
-Grants Enhanced Vision at AN (Sense the Darkspawn)
Sith Alchemy: 8
(Int.bonus)
-Usable as Technology/Imbuement/Genetic Engineering, specifically to create various Dark Side-powered or enhanced devices or weapons, or to twist the nature of living creatures with Dark Side energy and toxins. Imbuements can be made permanent by sacrficing 1 Power Level white Health stone per alteration, which can't be recovered for 1 day per stone.
-Create Toxin/Poison (The poisons' types can be many and varied, with various infection methods: by ingestion, mere contact (the usual), by injection or contact with bodily fluids, etc. It can also be of liquid or gaseous form. In effect, the created poison can have Effect stones of up to AN, and work as an Attack VS Durability; with free advantages of up to half this Action's AN rounded up. The user may pay for more advantages. NOTE: Even though the attack is an Attack VS Durability, it still must come in contact with the victim to work (usually via a Close or Ranged Combat attack with a poisoned weapon or body part, a direct Poison Blast (see below), breathing a poisoned cloud (created with the Area effect option), or hitting the user when their body is covered in poison. As for the effects, it is usually continuous damage (a +2 option; must be taken off the 'free advantages' as stated above), dealing 1 stone of damage/stone getting through defense (Durability, that is), for 1 panel/stone of damage, but a myriad of other effects are possible.)
-The Mask (A strong effect of concealment, allowing the user to alter the shape and features of a given person through Sith Alchemy, altering their appearances. Few limits exist to this effect, allowing to reshape a person, diminish their size by up to half their initial one, increase it to one and a half the original, alter genders, hide the true species beneath the traits of another, alter apparent age, voice, etc. Can alter one factor per AN; requires 1 minute per factor.
Chakra: 10
-Usable as Iron Will
-Inner Power (As Accumulate Energy from M.o.M)
General Knowledge: 10
(Int.bonus)
-Efficient
-Myths and legends
-Specific TV/Anime shows
-Project Freelancer
-Tactical lore
-Britannia/Black Knights
-Sith Secrets
-The Dark Side of the Force
-Occultism/The Black Arts
-Demonology
-The Institute
Cooking: 10
(Int.bonus)
-Efficient
-Simple meals
-Refined Cuisine
-Identify/Analyze ingredients
-Prepare ingredients
-Immeasurable-Level Ingredients
-Rare Recipes
-Toriko Verse cooking
-Desserts
-Full Course Menu
Gaming: 6
(Int.bonus)
-GMing
-Videogames
-Chess
-RPGs
-Roleplay anyone/anything
-Making CADs
-MURPG
Technology: 9
(Int.bonus)
Inventing: 8
(Int.bonus)
Genetic Engineering: 7
(Int.bonus)
Computers: 2
(Int.bonus)
-Video games
-RPG Boards
Writing: 6
(Int.bonus)
-Efficient
-Wild imagination
-Creating new worlds and characters
-Absence of Spelling mistakes
-Immersed storytelling
-Plot twists
-Perfectionist
Black Ops: 7
(Agl.bonus)
-Blend in
-Stealth
-Search room/area
-Pickpocket
-Lockpicking
-Escape artist
-Sniper spot
Riding: 10 / 9
-Instinctive ability to ride/drive/pilot any vehicle or mount, including Phantasmal Beasts or Divine Beast-ranks. May only use the number after the slash if she can't really 'mount' the vehicle, like a horse or a motorcycle, as opposed to a car or a boat.
-Horse
-Bicycle
-Motorcycle
-Light vehicles
-Vimana
-The Ship of Light
-Galactabeasts
-Ride-by Attack
-Dangerous stunts
-Driving into battle
Vehicle operations: 6
-Light vehicles
-Heavy vehicles
-Military Vehicles
-Space combat
-Starfighters/Space transports
-Capital Ships
Blitzball: 5
(Agl.bonus)
-Pass
-Shoot
-Dribble
-Evade defenders
-Yuna Shot (Jessie slaps the ball at an opposing player, and on the rebound, she kicks it towards the goal.)
-Usable only in the Following Dresspheres: Blitzball Player, Floral Fallal
Alchemy: 6
(Int.bonus)
-Ability to create Final Fantasy usable items, such as Potions and Phoenix Downs
-Power Level = Item Cost/100 (except for Ether which are Item cost/200)
-May learn items above 10 Power Level at AN 10 for 1 LoE each.
-To create, spend stones in this action equal to the Creation Factor. Creation Factor is calculated by multiplying the Power Level of the item by the number of items one wishes to create at once.
-Known Items: PL 1: Potion, Antidote, Echo Screen, Eye Drop, Grenades; PL 2: Soft; PL 3: Hi-Potion, Phoenix Down, Krakka Greens; PL 4: Tental Greens; PL 5: Tent, Speed Drink; PL 6: Ink
-Usable only in the Following Dresspheres: Alchemist, Floral Fallal
Draw Out: 4
-Break items in inventory
-Weapons deal their Damage (and other effects) to enemies within their Modifier in area
-Armors give one half their modifier (minimum 1) to all allies within its defense bonus in area as a Force Field for stones played in rounds
-Items do their effect to all appropriate targets in an area equal to 2 per 3 stones played
-Usable only in the Following Dresspheres: Alchemist, Samurai, Floral Fallal
Beast Taming: 3
(Dur.bonus)
-Gain Animal Companion(s) of no more than AN Durability each, for a total Durability of no more than 2x user's own Durability.
-Teach animals Specialties and Actions
-Actions taught cannot have a total above one's Action Number + Durability.
-Usable only in the Following Dresspheres: Trainer, Floral Fallal
Two-Stepping: 5
-As Dance or Attack
-Gain 2 effects at AN 1, and 1 more at each 2 AN after
-Use 1 effect per turn
-Area is Area 3 +1 per stone played towards Area
-Effects: 3x Stun Damage; Reduce Ability (Tied to Close Combat by damage dealt, minimum 1. Deals no actual damage. Effect lasts damage in panels); Reduce Magic (By damage dealt, minimum 1. Deals no actual damage. Effect lasts damage in panels); Atk VS Durability to Paralyze (Damage = Panels paralyzed)
-Usable only in the Following Dresspheres: Songstress, Floral Fallal
Warsong: 5
-As Dance (Singing) or Effect
-Gain 2 effects at AN 1, and 1 more every two ANs after
-Use 1 effect per turn
-Area is Area 3 +1 per stone played towards Area
-Effects: Refill Ally's Energy pool (Equal to stones played. Energy given may not exceed the normal maximum); Use as Healing (But costs twice as many stones to use); Raise Ability (Tied to Close Combat by stones played divided by 2. Effect lasts damage in panels); Raise Magic (By stones played divided by 2. Effects last as damage in panels)
-Usable only in the Following Dresspheres: Songstress, Floral Fallal
Fallen Angel Wings: 4
-As Flight
-Through white, feathered (though burning with the flames of damnation), retractable wings
-Although it uses wings, this action can exceed normal winged Flight speeds due to the supernatural nature of this effect.
-Superior Maneuverability
Flight 10+
-Although Jessie flies using her six wings, Angels' flight is more magical than based on physics, and she may easily exceed the speed of light. In effect, her speed can nearly reach ten times her normal maximum in space, reaching Flight 13.
-Alternately, can fly at Speed 18 via Ki Control; will increase if Ki Control increases
-Flying is nearly effortless for Jessie; she can hover or fly at speed of up to 3 without even using an action or any stones. If she wants to use this action at higher speeds, however, she has to do so normally.
Flight: 7
-Superior Maneuverability
-While using wings to fly, her supernatural nature allows her to exceed the normal Flight limits for winged creatures
-Has retractable bat-like wings sprouting from her back
Instant Transmission: 18
-As Teleportation
-Via Ki Control
-Will increase if Ki Control increases
Yin/Yang Release: 12
(Int.bonus)
-Yin Release [Can create objects and materials as per Create/Manipulate Matter; and/or create automatons/lifeless creatures as per the Summoning action]
-Yang Release [Animate Objects and materials, or to actually make automatons/lifeless creatures alive], As Mutant Healing (Heals up to 2x AN white stones per day); May use to 'Regrow organs/Limbs' onto self or others
-Yin-Yang Release [Can create beings of 20 creation stones per stone spent, up to AN. The created beings are permanent, although there is a limit as to how many she can create per day, equal to AN.])
-Focus: Jessie can best use this power through her bare hands and feet; if she doesn't, the AN is lowered by 3
Hiraishin no Jutsu: 10
(Int.bonus)
-Efficient
-Allows the user to transport themselves, others or given objects to any previously marked location instantaneously. When mastered, when combined with great speed, this Jutsu essentially makes its user one of the fastest beings alive and a very dangerous force to be reckoned with.
-Seal Marking: The user of this technique must first mark an intended location to be able to teleport to it, which is made through simple, brief physical contact, or through application of a seals attached to objects which are then thrown or projected as needed. Marks can be put on basically anything physical, including people or other surrounding features. Marking an object/person/location requires only 1 stone of effect in this action, as long as the user can somehow make contact with any logical action/regular movement. NOTE: The Marking formula never disappears from a marked target once applied, and the user can always teleport there from then on.
-Teleportation: As per the action; May only teleport to marked locations/objects/people/creatures, May teleport to interstellar distances and to Other Dimensions (Must still mark destination first though...), Does not have to travel herself to send others, May teleport objects by paying for Distance, weight and size; Must pay 1 stone per additional guest. NOTE: If user is able to make clones or duplicates, said clones or duplicates can use the technique to summon the original to their side, and vice versa due to their automatic connection with one another.
-Warp Deflect: The movement speed produced by this technique is so such that a gifted user can actually deflect, or even redirect, physical/energy attacks as long as they must physically travel to a target to hit (such as projectiles, thrown weapons, beams of energy, blasts, etc). Stones in this action are used to beat an opponent's Effect stones of such an action; if successful, the attack is deflected harmlessly. If the original attack is beaten by at least 5 stones, it can be redirected at the same original effects stones as originally used.
-Flying Thunder God: Used in battle, this technique is simply devastating, and also very strong defensively. It can be fully combined with Close/Ranged combat (or any combat action which may benefit from great physical speed in some way), and at the same time adds half this action's AN to Initiative, and stones played up to AN to Defense, as long as a minimum of ten different spots have been marked in within, allowing for a solid number of teleportation locations. Additionally, when using to fight against groups of opponents, both Close and Ranged attacks can become Area effect by paying stones for the given area out of this action. This represents the user's ability to seemingly be 'everywhere at once' and attack apparently simultaneously from several sides at once.
Edo Tensei: 10
(Int.bonus)
-Allows user to reincarnate a dead person into an unkillable, tireless body which is then under the user's near absolute control.
-Reincarnation: Using the immobilized/defeated live sacrifice, the user must spend stones to beat the Reincarnated or Living Sacrifice's Durability (whichever is higher). Doing so will cause the victim to be encased in dust and ash until it assumes the appearance of the Reincarnated at the time of death, including clothes. Additionally, the reincarnated are absolutely tireless, can use normally exhausting techniques without pause, have Instant Healing Factor, Instant Limb Regrowth, and Instant Reconstitute Self, and may only be killed/destroyed by sealing its soul away, have the summoner end the technique, giving them emotional closure from a significant source or hitting them in a vital spot to render them into nothingness with a Yin-Yang technique. NOTE: Corpse vessels cannot be used as vessels for the Ten-Tails.
-Activation: The Reincarnated is at first 'inactive' and stored in a coffin, and must be activated via a talisman use (stones VS Intelligence to activate the Reincarnated in this way). The Reincarnated return as powerful as ever at the height of their power, even altering some details from other periods in life if the result is better. However, the Reincarnated retain any permanent body damage or physical limitations the have received in their lifetime.
-Remove personality: While the reincarnated usually have their personality and memories mostly intact, an Attack VS Intelligence+Mental Defense can permanently remove their personality, rendering them mere puppets for the user to manipulate as they please. The lack of their personality and emotion causes them a -1 to all Combat actions, but it is a low price to pay for a fully obedient puppet.
-Control Grid: By using a grid and small pebbles, the user can, as an Attack VS Intelligence+Mental Defense, command the actions of/track/talk through the body of up to AN reincarnated at once from a range of AN.
-Coffin Recall (As Teleportation, May only teleport others back to user/teleport Reincarnated to another Reincarnated proxy, Only functions on targets reincarnated by this technique. Essentially, a coffin will emerge and reclaim the individual to bring it to its next location. May pay additional stones for more than one Reincarnated to be transported.)
-Release: If the user so wishes, they could let go of their control over one or more of their Reincarnated, by simply performing hand seals and paying 1 stone per victim released, regardless of distance. Doing so gives back the target their full free will, yet they will retain the incredible regenerative qualities of the technique, and inability to grow tired regardless of effort or techniques used.
-Requirements: Reincarnating the dead requires DNA of the intended reincarnated (such as blood stains, organs or remains), the soul of the intended reincarnated must be free in the afterlife (as opposed to sealed somehow), and a Living sacrifice is required to use as vessel for the reincarnated (who will die if the reincarnated is sealed away or the technique ends for some reason).
-There is no known limit as to how many Reincarnated can be created/animated at once, as longas the DNA is available, and a life sacrifice can be used.
Fanservice Shield: 4
-Works as a skintight Force Field, doubling defensive stones, Can't be used offensively, and may only protect others by standing between them and an attack.
-For every white stone that would have been caused had it not been for this shield, Jessie's clothes are somehow damaged by the attack, while she escapes most of the damage herself aside from perhaps minor scratches, bumps or burns, depending on the situation. With 1w of avoided damage, part of her clothes (say her blouse, skirt, shoes, pantyhose, underwear, etc.) are damaged slightly (holes, scratches, etc) but is still holding together. With 2w, at least an item is destroyed. With 3w, it's birthday suit time.
-While not truly a power of Jessie herself per se, this action is meant to reflect the fact that in the Anime, Kämpfers frequently avoids seriously damaging attacks, while their clothes often do not.
-Only in Kämpfer form
Love Magnet: 6
-As Pheromones
-Deal no actual damage nor distraction
-Area Atk of Area 3 (at GM's discretion, may also affect people looking directly at her despite them being out of range) VS Durability to inspire lust and/or love (depending on the target's Personality) for Jessie
-At GM's discretion, effects may be permanent if Jessie's action beats the target's defense by at least 3 red stones.
-Although Jessie herself may use this action willingly, the GM may rule that she is unconsciously using it, in which case she does not spend the stones, but the action still takes effect at its maximum amount of stones.
A+ Charisma: 7
-As Pheromones; Action as modifier
-Deal no actual damage nor distraction
-Area Atk of Area 4; will affect people interacting with/being interacted with by Jessie (at GM's discretion, may also affect people looking directly at her despite them being out of range) VS Durability or Intelligence (target's choice) to inspire: positive reactions at the very least, a desire for approval, a will to serve, lust or love towards Jessie.
-At GM's discretion, effects may be permanent if Jessie's action beats the target's defense by at least 3 red stones.
-Strong emotions/ psychological characteristics, such as pride, selfishness, madness, etc, may actually serve as Defense against this power, making the target less likely to fall victim to Jessie's charisma. In those cases, the malus of the Challenge in question serves as additional defense stones (i.e: a -3 Insanity challenge will provide +3 defense against her Charisma, as the target is so insane it might not even realize the Charisma is supposed to affect them). On the other hand, challenges making one more subject to her charisma (i.e: Lecherous, Submissive, Weak-willed, etc) will actually work against their owner in the same way.)
Eye of the Mind: 8
-As Clairvoyance
-May only see either in faraway distance, or in the future
Fusion: 10
-Automatic Fusion (Always succeeds regardless of how many stones the other person played. Use the Lowest stones played by either to determine how powerful the fusion is.)
Iron Will: 3
Pokemon Trainer: 9
-Custom action: Act as Medical Healing (for Pokemon only), Leadership (for Pokemon only; may grant up to 1/3 AN stones to an action per Pokemon, rounded up); Computers (with Pokédex only) and Social Skills (for Pokemon only).
Perform: 2
(Agl.bonus)
-Singing
-Piano
Psychiatry: 5
(Int.bonus)
-Intimidation
-Inspire confusion/doubt
-Sense fears
-Disrupt concentration
-Dun Möch
Statecraft: 9
-Socialize
-Humor
-Kind and cheerful
-Compassionate
-Resolute
-Dry wit/sarcasm
-Angelic Beauty
-Black Knight
-Starfleet Admiral
MODIFIERS
Immortality
Self-Contained Lifeform
Power Level 8
-Power Level Regeneration
-Tireless +2
Food Immersion +8
-Regenerates MN more stones of energy per panel for MN days after a good meal
Acute Senses +6
-Not unlike the Four Kings, can Perceive the finest details, smell from up to AN kilometers away, and sense vibrations and sounds from kilometers away. Can't use prehensile hair to touch from a distance, however
Scarlet Eyes
-A power of the Kurta clan from the Hunter x Hunter universe. When experiencing strong emotions, a Kurta Clan member's irises will glow a beautiful scarlet color, an effect which not only enhances their physical abilities when in use, as per +2 to Str, Agl, Spd, Dur, Energy Battery, Toughness and Reflexive Dodge; but also negates any negative sitmods from using a Nen style she is less skilled at, and allows a user with Nen at AN 10 at least to copy other people's own Hatsu at 1 AN lower than the original user. A user of the Scarlet Eyes may only copy up to 1 Hatsu/2 ANs, but Hatsu from an opposed style take up two such 'slots' to keep in mind.)
Demon Weapon - Exlposive Shells 5-barrels Minigun
-At will, Jessie can transform herself into a devastating purple, black and metallic grey Minigun, with 5 barrels, firing explosive ammunition to highly destructive effect. The weapon in question acts as a +6, 2x damage, Area attack, Limited AP, Automatically causes collateral damage, Range 5 weapon. She is still able to talk and use any Energy, Magical and Mental powers in weapon form, but not Physical actions. She is also technically 'Exclusive', in the sense that a person attempting to wield her who can't synchronize well with her Wavelength might have various levels of trouble depending on the level of incompatibility; going from being unable to even lift her, to burning their hands on her and feeling physical pain.
-Self-Weapon (If she so pleases, Jessica can turn part of her body into/sprout out a minigun similar to her own weapon form, but smaller which she can fight with on her own. Such a weapon will have a weapon modifier lower than her full one by 3, but still benefit from the other advantages.)
-In the black space seen in the blade's reflection, Jessie can be seen in her human form without clothes, glowing purple; this is the appearance and color of her soul, visible despite her weapon form.
-In Weapon form, she is technically speaking indestructible, although in truth, she essentially has a defense of her Weapon modifier, doubled (as Force Field), added to her own Toughness and any 'special' bonuses such as those from Power Level. She is able to shift stones from Durability into defense (essentially the only Physical action she can perform), but otherwise can only defend via certain powers. As she is a ranged, projectile weapon, she can use force fields and the like without penalty. She can be damaged by very powerful attacks, but in general, she'll be fine. NOTE: Jessie is considered to be targeted by an equal amount of attack stones as the original attack if her wielder is using her to parry.)
-After killing an evil person/being/creature,
Jessie is able to devour their Soul. If she manages to eat 99 Evil Souls, and then 1 Witch Soul, she will evolve into a Death Scythe, a weapon of incredible power. Such a power up would add +3 to her Weapon Modifier in Minigun form, make her AP (Ignores 2 Toughness even when No AP), Normal and Stun damage, Causes Massive Collateral damage, and would give her a boost of 50 Character stones to spend as she pleases.)
-Soul Resonance (Finally, Jessie's Minigun form's Soul Resonance is a custom technique known as 'Twin Death Ventilate'; activating it forces both Weapon and Meister to spend 5 stones of Energy per panel to maintain it, increases Jessie's Weapon Modifier by 2 by making the minigun double in size and number of barrels, and makes her Attacks Range 7 and AP (or adds 2 to the amount of ignored Toughness if she is a Death Scythe), causing a lot more destruction. This attack will automatically deal 3x damage VS Demons, Magic-users, Kishin, and Immortal, and she will be able to kill even the latter two while in this state.)
Transform Self - She-Hulk
-Jessie can turn into a 6'7" tall, 650 lbs of muscle and beauty caucasian amazon with dark, green hair, which improves her physical abilities even further.
-+8 to Str, +1 to Agl, +2 to Spd, +3 to Durability, +7 to Toughness when in use
-Clothes do not transform along with her
Transform Self, Special - Kämpfer (Schwert)
-Jessie is a Red Kämpfer, an elite fighter gifted with special powers and abilities. As all other Kämpfers, she must transform into Kämpfer form, a change which usually involve certain physical or personality changes. She is clearly Asian in appearance, smaller, has a lighter frame and body, and has black, long hair in twin tails. Her personality changes to a more assertive one, with seemingly more confidence, but the most noticeable aspect is how more sultry and seductive she becomes, claiming that in this form, she's simply not afraid to do and say what she really thinks.
-The actual transformation is not just on a simple whim. Transforming usually requires a certain desire to fight, or sensing another person's fighting intent. Others situation that may trigger a transformation include being in the presence of another Kämpfer, friend or foe; or when another Kämpfer transforms. Kämpfers who hang together for a while eventually manage to not transform due to one another, although when one transforms, most others usually do, almost like an instinct. Reverting to normal can take some time, from a handful of minutes to days. Jessie is entirely inexperienced with it, so she can't accelerate the process. A Kämpfer's bracelet will start flashing with light, faster and more intensely as the transformation becomes imminent.
-Clothes are altered slightly by the transformation, remaining the same, but re-sized for the new form.
-Transformation effects: +2 Agility, Speed and Reflexive Dodge. Also gains Fanservice at MN 4, and Close and Ranged Combat are combined into Mastery of Kung Fu (at whichever action has a Higher AN, or +1 if both ANs the same) with all options.
-Schwert: Ebony Zhua (+4, 2x damage, Limited AP; This claw-like weapon at the end of a 6' pole is both deadly and useful in capable hands, capable of grabbing things from a distance if user is skilled enough.)
Transform Self (Mobile Suits/Mobile Armors)
-Transform Self, Unlimited - Unlimited stones as long as it makes sense
-Mobile Suit/Mobile Armor forms only
-Requires a Gundamizer, a free hand and being able to speak to use: Jessie will say the name of the suit she wants to use, manifest a card in her free hand; swipe the card through a slot on the Gundamizer while stating "Gundamize!" to trigger the transformation.
-Scale is 1/10th the original machine's size
-Allows user to transform into a living metal humanoid based on any mobile suit or mobile armor from the Gundam Multiverse.
Transform Self (Terrorcons)
-Jessie's essence was merged with not one, but five Decepticons: the Terrorcons. Hun-Gurrr, Rippersnapper, Blot, Sinnertwin and Cutthroat, which can also combine to create Abominus, the terrifying Combiner. Aside from being able to 'mentally' communicate with one another and their minds being closely linked, Jessie can transform into the five Decepticons, their Combined form, and back, along with all of its capabilities.
Transform Self (Star Wars Creatures)
-Transform Self, Unlimited: 80 stones
-Star Wars species/creatures/animals only
-Cannot transform into specific members of a given species (ex: Can turn into a Wookie, cannot transform to look exactly like Chewbacca)
Transform Self (CL4P-TP)
-Can transform into Claptrap, the combat-modified robot from Pandora!
Transform Self (Rainbow Soar)
-Can transform into Rainbow Soar, the twin sister of Rainbow Dash; the fastest Runner in all of Equestria!
Transform Self - Red, Blue, Yellow, Green or Pink Lost Galaxy Power Ranger
-Using one of her Transmorphers, or Quasar Sabers, and stating the words 'Go, Galactic!', Jessie transforms into the Ranger of her choice among the Lost Galaxy Power Rangers!
-When Transformed, Gains +2 to all Physical Abilities, +2 to Mastery of Kung Fu (Quasar Saber, Transdagger), +1 to Acrobatics, +2 to both Energy Battery and Deep Reserves, +1 to Reflexive Dodge, +2 to Toughness, +1 to Targeting, and gains access to the appropriate Ranger Weapons and Armor.
-Has the ability to use her Power Morpher to summon her corresponding Zord to her location, regardless of distance; it always takes one panel to show.
Transform Self - Dragonzord
-By simply willing it, Jessie can transform into the Dragonzord from MMPR
-The transformation will make her grow quickly and will not change her clothes with her, a fact to keep in mind if she holds the outfit dear
-May also summon the Dinozords and Titanus for the sole purpose of transforming into the Dragonzord Battle Mode, Mega Dragonzord, or Ultrazord.
Transform Self by Item
(Like the Mario brothers, by grasping various items, Jessie can change herself in various ways. Just about any item works. May only use one item at a time. If another item is used to transform, the former transformation ends for the latter. Here follows a list of tested items.)
- Kunai (+1 Ninja, +2 agl, Infinite Kunai +1 (As Bone Weapons))
Enormous Magical Potential +7
-Works as Energy Battery and Deep Reserves
Living GN Drive: 10
-As Energy Battery and Deep Reserves
Kilocalories +12
-As Energy Battery and Deep Reserves
Majin Regeneration
-As Superior Healing Factor; Instant Regrow Limbs
-Can become Instant Healing Factor if user spends two actions to regenerate on a given panel
-Also functions as Instant Reconstitute Self as long as the user wasn't completely destroyed up to the last atom
-Whenever this power is used, Jessie's body assumes its pink, rubbery-gum-like appearance
Instant Healing Factor
-Regrow Limbs, even own head if severed
Philosopher's Stone +9
-Adds to all uses of Alchemical Transmutation and Human Transmutation
-MN adds to Energy Regeneration per panel
-Automatically Negates all negative effects from circumventing the law of Equivalent Exchange or using Human Transmutation
-Her regenerative abilities and alchemy uses sacrifice some of the souls she has within her body, a fact which may be used by the GM.
Magic Circuits +6
-Functions as both Energy Battery and Deep Reserves; via Magic Circuits
-Meant to represent the still incredible power available through other means such as Illyasviel's unlimited Mana and Prana from her full body Magic Circuits, which Jessie now shares
Meister: 9
-Gains a bonus of 1/3 this modifier's MN, rounded up, when using a Demon Weapon she is compatible with; may lose some of this bonus, or even suffer maluses, should she use weapons whose wavelength she can't synchronize with.
-Psychic Link with her Weapon Partner(s) at MN Range
-May give/receive up to AN Energy per panel to/from her Demon Weapon partner(s)
-Soul Perception (As Sense Power; allows user to search for wavelengths and identify them)
-Gun-Type Meister (As she is herself very familiar with guns due to her nature, Jessie can easily master new techniques using such weapons and gains +2 to all actions making use of them.)
-Soul Resonance (If she attains a good enough synchronisation with the wavelength of a wielded Demon Weapon, Jessie will be able to use the Soul Resonance of said weapon, adding this modifier's MN to the attack in question, instead of the regular 1/3 rounded up.)
B-Rank Mad Enhancement
-This power, the typical effect of Berserker-class Servants, grants the user a large boost in physical might, but heavily reduces mental capabilities and reason while in use. This Specific enhancement is of the same power as Berserker (Herakles), but as Jessie is a superior Heroic Spirit/Human (Magus) hybrid, she is able to turn it on and off at will.
-Under its influence, she gains +2 to all Physical Abilities, but lowers her Intelligence to 1. She gains +2 to all Physical/Energy Attacks through a 'Madness' modifier, yet loses an equal -2 to all Mental and Magical actions from the same 'Madness'. Finally, under this effect, she is considered as though having the two following challenges: "Insanity (-3; acts bestially and as though incapable of cognitive, rational thought, growling, grunting and roaring instead of regular speech)" and "Antisocial disorder (-2; severe violence. Under Mad Enhancement, Jessie becomes impatient, violent and enjoys destruction and battle.)"
Psycho-Centric Power Template +3
Will of the Seraph +3
-Added to Angelic Miracles
Pure-Blooded +5
-Adds to all uses of Succubus/Demonic Magic and Devil Hair
Strong in the Force +5
-Adds to all uses of Use the Force
Spellcaster +3
-Adds to Magecraft; only to fight and kill lone Magi, either through direct conflict, stealth or assassination
-Obtained via Kiritsugu's soul
Golden Rule +5
-Adds to Gate of Babylon (See Wealth)
Warden's Oath +3
-Adds to all combat actions VS Darkspawn, Archdemons and others servants of the Blight
Leaping +3
-Adds to regular jumps, and the Super Jump action
Reflexive Dodge +16
-9 AN from Ki Control
Toughness +19
-No AP
-No 2x damage
-9 AN from Ki Control
Ki Defense +18
Energy Defense +10
Mental Defense +9
-Thanks the Vitrification Phantasm of Assassin (Kojirou Sasaki); normally would be +8
Magical Defense +10
-Such a powerful resistance, in fact, that she could even resist Command Spells from a Master, although doing so is harmful and difficult (granting her a cumulative -1 to all actions per panel resisting, up to -3, until she can rest her mind for at least an hour per -1)
Force Defense +9
Fangs +2
-As a Vampire's
-Retractable
X-Buster (+1 to +4 Weapon, 2x damage, Limited AP, May deal normal or Stun damage, may be "charged" for one panel to become a +6, AP, Area attack weapon the next panel. At will, X/Jessie's Right arm can turn into a large handcannon capable of firing energy blasts of various intensities and power, and back. The X-Buster can also fire attacks or activate powers acquired via the Variable Weapon System/Power copy, and charge them as well, with multiple possible effects depending on what Weapon system is currently active.)
Vampire Tendrils +2
-Limited AP
-Retractable; usable to drink blood from the fingers
-Can be created from any part of the body; most commonly used from the fingers
Targeting +2
Immunity to Reality Distortion, Sunburn, Fire, Light, Poison, Diseases, Blight Corruption and Direct harm from Magecraft (Thaumaturgy)
Doublecast
-This powerful ability allows Jessie to cast any two spells with a single casting, at the mere cost of losing a second action. For example, if she use a 10 stones Black Magic spell, she could cast another 10 stones Black Magic spell, or White Magic spell, or any other type of magic (as long as she can put the 10 stones in it in the first place), by losing one more action but without paying the stones for it.
Mimicry
-As Precognitive Reflexes, but for Ki-based powers and techniques, or Magic spells; excludes transformations such as Super Saiyajin or Stage X, but would include things such as barriers, Ki-based telekinesis, Kaioken, etc. Jessie can replicate any technique, custom or not, that she sees even only once, with the same advantages and AN as the original. If it's a regular ki blast with added advantages via stones, she only has to pay for the effect, the advantages being automatically included.
Heroic Servant Copycat
-Jessie is somehow able to copy a Servant's Skills and Noble Phantasms merely by finding them and being close by when they die, instantly and permanently gaining their powers.
Variable Weapon System/Power Copy
-Through her Mega Man X powers, Jessie has the ability to copy and store the "special power" or "special weapon" some enemies may have in her systems for her own use. Those weapons and powers may have many uses, be it offense, defense, additional mobility, etc. When copying said power, X/Jessie copies it at the same AN and with the same options as the original user.
-May store up to 8 Wespon systems/Powers at a time; may forget one to learn another.
- Claw missiles (+5, 2x damage, Limited AP; Copied from Mechagodzilla)
The Quickening
-As Permanent Copy Ability/Action/Modifier
-Only used on Immortals she slays
-Causes things around her to explode
Fast-Draw +3
-Lightsabers
Translation
-Jessie understands and may speak/read any language she hears or sees in written form
Prescience
Enhanced Vision 10
-Percieves Gravity forces and fields/Living beings, See in Darkness, Telescopic vision, X-Ray vision, See auras and magical forces, See into other dimensions, Sense Killing Intent, Sense Magic Circuits and Potential, Sense the Darkspawn, Senses Demons & Angels, Smell/sense blood
Sense Power 10
Lightsaber Forms
-Each panel, Jessie can choose one of the following Lightsaber combat forms to better adapt her fighting style to a given situation.
-Form II: Makashi (Way of the Ysalamari): Grants a +1 bonus to offense and defense against a single opponent, and +2 Defense VS Disarm attempts. Lose the bonus to offense and defense against multiple opponents.
-Form VI: Niman (Way of the Rancor): Grants +1 to either offense or defense, and +1 to Use the Force actions while using this Form.
-Jar'Kai: Grants +2 to Defense when wielding two Lightsabers or a Dual-Bladed Lightsaber, or gain +2 to attack multiple opponents with the same requirement. Provides no disadvantage or advantage if fighting with a single Saber.
Photographic Reflexes
Precognitive Flashes
Language
-Devil Passive ability; people listening to her will hear it in the language they are most familiar with; and vice versa
Photographic Memory
Defy Physics
-May run on vertical surfaces, kick on walls to gain momentum to jump higher, balance onto a thin tree branch, etc.
Divided Existence
-The unique Phantasm of Assassin (Hassan-i Sabbah), this power allows the user to divide herself into up to 80 different selves at once, essentially working as Duplicate Self, with various differences, as noted below.
-Divided Selves' Abilities are all lowered by 2, up to a minimum of 1, although they can be lower than the -2 reduction if it suits the desired result better for the original user. The original user's natural, social and non-power mental actions and modifiers are all retained by the duplicates, but they will only have powers if the original user allows them to 'borrow it', which means the original user cannot use said power during the time the Divided self is away/alive. If it is killed or returns, she immediately regains the power.
-The Divided selves' personality can be similar or drastically different as needed. Divided Selves always gain a Challenge of any type of the original's choosing that can make them similar or very different.
-Finally, the original may diminish any normal skill of the Divided self, in order to grant them another normal skill of the same cost as that which was lowered/removed, even if the original user does not has it, as long as it is not supernatural or power-like in nature, making for divided selves very versatile allies.
-If a Divided Self is killed, all others like it suffer -1 to all actions for 24 hours, while the original suffers -2 due to the mental shock.
Fission
-Jessie has the ability to create another Majin being like herself when in her pink, rubbery-gum form. Doing so takes a lot of Energy, causing Jessie to heal slower for an hour (Healing factor is lowered by one step), and to take -2 to all actions for 24 hours. The new Majin being may be male or female, similar or different in personality and mindset, but they are never identical, and the progeny thus created is always weaker: their Abilities, Actions and Modifiers are at least 1 AN below those of the creator, but otherwise they share all the same Majin powers. Skills and unrelated powers, however, are not transferred and must be learned independently.
Dark Side Spirit
-An extremely powerful, sometimes temporary, state achieved by a Dark Side User immersing themselves into the Dark Side itself. Typically achieved by dying, willingly leaving one's body behind, or failing a Transfer Essence power use (thanks to her multiple Resurrection powers, 'dying' is a requirement with limited consequences to Jessie, however). To activate, the user sacrifices 1 Use the Force AN, which will only be recovered after one full day, and uses up an action, gaining the benefits mentioned below, permanent until undone somehow, starting on the following panel...
- Invulnerable to Physical and Energy attacks. A Dark Sider in a Dark Side spirit form is more of a construct of pure Dark Side Energy rather than a normal living being, and cannot be harmed through normal means such as weapons and most naturally occurring effects. Force Attacks, especially Light Side powers, can still affect her, however, if they beat her bolstered defenses.
- +1 to all Physical Abilities
- The user gains a +3 modifier to all Use the Force Dark Side powers effects.
- Force Defense increases by one 1/3 its normal value, rounded up
- Flight at Use the Force AN
- Self-Contained Lifeform
-A Dark Side Spirit usually appears as a dark silhouette of their body which seems to absorb all Light and Force power within its inescapable darkness.
Manakete (As one of the Manakete, Jessie is a human capable of transforming herself into a Dragon, as per Transform Self. In that form, she gains the following:
- +4 Str, +2 Agl, +2 Speed, +3 Durability
- Close Combat +2 ('Dragon Fighting, Fighting smaller opponents' speciality), but loses Weapon Modifier unless appropriate (Can't perform fine manipulation of objects, so couldn't slash properly with a sword, but could smash a huge rock onto a victim no problem). Can still use Natural weapons such as Claws, fangs, wings and tail, however.
- Flight 5 (Via wings)
- Dragon Breath 10 (Dur.bonus, Efficient; either Pure Energy - 2x damage, AP; Area attack; Fire - 2x damage, Sets flammable objects on fire, Area attack; or Destruction - 3x damage, AP, Ignores Hardness of Objects, Area attack, Automatically causes collateral damage)
- Create/Manipulate Fire AN 8 (Int.bonus)
- Hunting/Tracking 6 (Int.bonus; Follow trail, Track scent, Spot ambushes, Spot traps, Track while flying, Search room/area)
- Roar 7 (Dur.bonus; As Fear, Must be able to speak to use. Area effect of up to AN)
- Unstoppable 8 (As Unstoppable, Action as Modifier. At Jessie's discretion, she can use this to effortlessly smash through most buildings and constructs when she runs or flies.)
- Animal Senses 5 (Dragon) and Enhanced Vision 5 (See in darkness, Far sight, Microscopic vision)
- Fangs/Claws/Wings/Tail +4 (2x damage, AP/2x Damage/Limited Area attack/Limited AP, Limited Area attack); as Claws modifier. A dragon's body is essentially extremely lethal and dangerous. While Jessie can technically attack with several body parts to hit multiple targets if she so pleases, for balance purposes, she only gets one of those modifiers' benefits at once, whichever she wants.
- +3 to Toughness, +1 to Reflexive Dodge; no other changes there due to her already formidable resilience and reflexes.
- Jessie's size as a dragon goes up to a roughly 24' tall, 38' long creature, with massive wings when fully extended. She weighs over 18 tons, and as such has to be careful with the way she moves around to not crush everything in sight.
- Her appearance is described as follows: A frightening, massive black dragon with sharp scales, a powerful body and elegant, magnificent wings. Her dual long horns, her claws, fangs and spikes seem to be made of the perfect ebony, but are much harder than diamond. She is capable of human speech in the form, but when she does speak, her voice comes out distorted and strange, as though she speaks with her human voice at the same time as the loud, low noise of her dragon form's growl 'speaking' identically at once. It is strange, but understandable.
Body Control
-As a Vampire akin to Dio Brando, Jessie can survive vital body amputation with ease, and can even manipulate detached body parts just the same as though she was whole.
Independent Action: Rank A+
-Unlike basically all other Heroic Servants, Jessie is permanently manifested due to her being still part human, years ago, allowing her to exist in the physical world and use her Noble Phantasms and other powers by herself and without the need for a Master, indefinitely.
Lesser Grail Conduit
-As Irisviel, Jessie is connected to the wish granting Greater Grail, and as such has the ability to 'actualize the concept of Holy Grail War' into nearly any Universe. If she does, seven individuals from said Universe will transform into Heroic Spirits, but with their body still alive until they die for the first time, after which they will be fully fledged Heroic Spirits unless they can Reconstitute Self or some similar power. The individuals in question will be linked to seven Masters, and then a Holy Grail War can begin in earnest, allowing Jessie to let it happen, interact with it if she pleases, or do whatever else during it as she wishes.
-The new Servants are decided by the GM, as is their class and Noble Phantasms.
-In the rare case a Universe does not qualify for a Holy Grail War (like, a Universe where only less than enough Masters and Servants can actually be created, or where no one qualifies as a potential hero), the GM will simply let Jessie know that it failed and why.
Magus Replenishing Technique
-As she is both a Magus and a Heroic Servant due to her unique nature, Jessie can both be the subject of and benefit a Servant or Master from using the Magus Replenishment Technique... also known as Sexual intercourse. Doing so will grant all those sharing this modifier 1w of Health, replenish Energy to the max and remove any negative sitmods for fatigue.
A.I Implant
-Represents the A.I Zeta (and her skills) within Jessie's body as per her merging with Red VS Blue's Agent Vermont. Listed as a Modifier despite having several action uses, for the stones are neither from Jessie's pool, nor does using this takes up an action for her, as the A.I is the one actually using them. Zeta gives Jessie a set bonus to combat actions on top of allowing her to benefit from theirs.
-Zeta: +2 to Close/Ranged combat. A.I of 6. The beautiful, naked redhead Zeta is fairly similar to Beta/Tex, which makes sense as Tex is based on her mother. She is strong-willed, independent, fears little to nothing, and yet is very resourceful and careful. She is capable of using Possession 6 (Int.bonus, Atk VS A.I+Artificial Emotions, May be used on machines or robots; granting +2 to all Physical Abilities and +1 to Ref.Dodge and Toughness, and to all Combat/Stealth actions of the host), Concentration 4 (Int.bonus) and Social Skills 6 (Strong-willed, Calm and collected, Tough chick, Intimidate, Humor/Sarcasm, Careful)
Sith Master
-If Jessie spends time training a Force-sensitive individual in the ways of the Sith and the Force, the apprentice will eventually learn enough to become a Sith apprentice in his own right. To do this, Jessie must spend at least 10 panels teaching the basics to the Apprentice (and the Apprentice must be genuinely trying to learn, of course), at the end of which the Apprentice will gain the following (Everything else must be bought with LoEs in time.):
- The "Sith" Action at AN 1 (as Ninja)
- The "Use the Force" Action at AN 1, with options "Telekinesis", "Force Jump" and "Feel the Force" (see Use the Force action)
- At GM's discretion, the Apprentice may get the modifier "Strong in the Force" if he/she has a particularly high potential in the Force. The higher this modifier can be is +5, which is exceptional (as for Jessie herself), but even a person with +1 in this modifier is considered as unusually skilled in the Force.
- As an Apprentice gains power in the Force and the Dark Side (at least AN 4 in both the Sith action and Use the Force, or AN 6 in either one), he/she'll eventually gain the following 2 points challenge: Darksider (-2; though he/she is powerful in the Force and the Dark Side, the apprentice's affinity with the Dark Side makes him/her less skilled at using the Light Side. Because of this, he/she receives a -2 sit.mod for every use of Light Force powers and Telepathy [Repair Minds] from her Use the Force action.)
God Hand
-The near immortality granted by the powers of Berserker (Herakles), this power functions as Reconstitute Self, Instantly, and allows Jessie to return to life 11 times, for a total of 12 lives, should she die.
-Due to holding the powers of Illyasviel as well, Jessie is actually able to restore one of her lost lives every twelve hours, so she must be killed twelve times in short succession to be truly killed... and even then, she can still use her Third Magic to go into Astral form and attempt to resurrect herself back to full power.
-If she is killed, and additional attacks manage to rob her of her base Durability in Health before she rises, she may actually lose more than one life at once (one additional life for each 8w lost before rising back.
Reconstitute Self
-As a Seraph Angel, this process can also regenerate her if beheaded, but it takes time (1 day), and would leave her exhausted (-3 sitmod. to all actions) for a week.
-As an Immortal: As Normal, unless head separated from body, in which case she'd still regenerate as from Seraph Angel's, but could still power up another Immortal.
-As a Philosopher's Stone: Instant, but uses up Souls
Unkillable
-Even if Physical body is destroyed, a Maia will persist in spiritual form as a spirit, until restored to life by fate (GM's call, lol) or until Valar brings them back to life.
Wealth: 15
-Golden Rule, Rank A (This modifier represents its user's natural capability to attract wealth, find treasures and gather wealth. Aside from making it easy for the user to acquire Wealth in little time, a fact the GM might want to keep in mind, it provides a modifier of 1/3 this modifier's AN, rounded up (+5 in this case) to uses of Gate of Babylon, as its power depends upon the Wealth of the user. At Rank A, Jessie is at a level where 'money troubles will be unknown', making her easily become ginormously rich.)
-Gains $320,000,000,000 per issue/month
-Currently has /9,600,000,000,000
CHALLENGES
-Aura (-2; while it can only be noticed by supernatural senses, magic/magecraft users or Heroic Spirits, Jessie has a noticeable aura of supernatural energy depicting her as an extremely powerful Magus, AND a Heroic Servant Spirit of the unique 'Bad Mutha' class, a class superior to all others - since it basically holds the powers of all - and destined to safeguard the world against evil and darkness. Mixed in are the aura of a powerful Enforcer and Executor of the Church thanks to Kirei Kotomine's powers, and the divine essence of various of the God-like servants such as Gilgamesh and Herakles. Her resulting aura is troubling at best, and is seen as somewhat of an abomination in the eyes of the Church, although they can't really do much about it at this point.)
-Looking non-human (-3; Jessie's beauty, and the six wings in her back, are clearly inhuman, and her angelic aura rarely allows her to be mistaken for anything normal. Of course, she can assume a human form magically, but still.
-Minor Disability (-2; Shortsighted, partially Color-blind; wear glasses)
-Psychological (-1; mild loner. While she will, every once in a while, seek the company of others, and usually not mind when others seek hers, Jessie is perfectly fine by herself and enjoys a quiet, calm afternoon just as much as most others enjoy a party or get-together. If not more.)
-Psychological (-3; Temporary and involuntary surges of rages, due to her Sage Transformation power.)
-Compulsion to stick up for underdog (-3; has lived for others' well-being for a long time, and still thinks of others a great deal even today.)
-Loyalty (-2; to her family, and a few friends. To Jessie, a handful and a half of specific people, including her father, mother, sister and a few more, are more important to her than the rest of the Universe put together.)
-Honorable (-2; refuses to lie, cheat, steal or generally cause trouble to/from others, whether or not said others are friends or foes.)
-Hatred/prejudice (-2; against fools, idiots, bullies, jerks and blatantly moronic people. Jessie has a lot of trouble tolerating people who display a great deal of human stupidity, immorality and plain assholery. She avoids these people like the plague, and when forced to interact with them, usually needs several minutes to calm down afterwards.)
-Clown (-1; usually goes out of her way to make people laugh. Often deals with annoyances through humor.)
-Minority (-1; former transgender, bi-curious lesbian woman. Jessie used to benefit from hormonal treatments to become a woman even before she was actually turned into one. Her interest is mostly in women, although she has curiosity towards men.)
-Tainted blood (-2; as a Grey Warden, Jessie can be sensed by Darkspawn the same way she senses them. Additionally, if an Archdemon resurfaced and caused a new Blight, she would experience bad, if occasionally prophetic dreams about the Archdemon. While they are troubling and unpleasant, they also serve to confirm the presence of an Archdemon and allows her to differentiate more isolated Darkspawn raids from an actual Blight. However, unlike regular Wardens, Jessie does not suffer from a reduced lifespan nor will experience 'The Calling', which would draw her to enter the Deep Roads to fight Darkspawn until she'd fall in battle, since her power is far too great to succumb to the lure of her blood.)
-Fade Connection (-2; Jessie is not only a Mage, but also a Blood Mage, a status which is viewed with fear and distrust in nearly all of Ferelden, and would normally brand her as 'Apostate' if she wasn't a Grey Warden. While this negative status is only a problem in Ferelden, and is mostly made up for by her status as a Warden, this condition always makes her more visible and 'interesting' to the denizens of the Fade, including demons and malevolent spirits who would love to possess her if they could.)
-Deadly enemies (-5; demons, undeads, fallen angels, most anything that despise angels will particularly hate Jessie.)
-Holy object allergy (-3; contact with Holy water, crucifixes, or the Bible will cause severe burning to a Devil, inflicting 1w of Health per minute - two panels - it is maintained.)
-Biblical God Weakness (-3; being close or in contact with anything serious related to the Biblical God, such as praying or going near a church will cause intense pain and exhaustion, and cause the victim to suffer from this malus to all actions until the influence is removed.)
-Huge appetite (-4; even though Jessie can go without food and water for a long time, when she does decides to have a meal, she will eat unbelievable amounts of food, not unlike a.. handful of Saiyans. She doens't gain a pound from it however, due to her metabolism and her body using up excess calories. Still, she eats a LOT.)
-Minus Personae (-4; amusingly enough, due to having gained Ajimu's powers, Jessie has also obtained her Minus personae, which is essentially a limitation she has to pay for her power. Despite being one of the most powerful beings in existence through this, she simply CANNOT win/succeed against, or defeat in any way, a Main Character. A.k.a... Jessica, Travis, or any other character played by an actual player in OA/EAS. Regardless of her power, of the destruction she can rain down, or of how many stones she can put in any action, she simply cannot win against them, period.)
EQUIPMENT
-Starfleet Uniform (+2 defense, +2 Energy Defense, Very solid fabric; red and black in color representing the Command division, and bearing the rank of Admiral.)
-Starfleet Combadge (A Starfleet logo-shaped pin device that works as a communicator with a Range 10+ - up to person-to-ship, and ship-to-ship transmissions. User simply taps the device and calls the communication's target, then speaks)
-Phaser (+1 to +6 Weapons, With any, all or none of the following depending on the settings: 2x damage, AP, Normal or Stun damage, Area effect, May cause collateral damage, Range 5)
-Exar Kun's Lightsaber (A frightening Dark Side-infused weapon, once wielded by the Sith Lord Exar Kun, this Double-Bladed Lightsaber has been made with Dual Phase technology, making it a deadly and unpredictable weapon in the hands of a capable wielder. It can either be used as a single +5, 2x damage, AP weapon if only one blade is ignited; a single +6 2x damage, AP or two separate +5/+5 2x damage, AP weapons which always must split stones between the two blades even with Two Wpn.modifiers Advantage. Either way, the blades are Dual Phase - can use for normal Close Combat, or Ranged Combat with a range of 1 - and add +1 to any Dark Side power when held/carried.)
-Killer Instinct (This noisy weapon is a frightening chainsaw at the end of a staff, which can transform entirely into a minigun. In its chainsaw mode, it is a +6, 2x damage, Limited AP weapon. When it is turned to a Minigun, it becomes a +5, 2x damage, Area attack weapon causing a lot of collateral damage.)
-Purse with wallet, sunglasses clip-on, etc.
-Black Gauntlet (+2 Melee Weapon, Indestructible; used to wear and use the One Ring while still keeping it concealed. Worn on right hand.)
-Ivory-Handled Chokuto (+4 melee weapon; a finely crafted, deadly sword, in a sheath.)
-Command Spells (Implanted onto Jessie's body, though usually invisible to the naked eye, are a near infinite number of Command Spells, making her not only a potential perfect Heroic Servant, but also the perfect Master. These Command Spells were acquired along Illyasviel's other abilities. Command spells have the following characteristics:
- Command Servant (May be used as a 10 stones Atk VS Durability or Intelligence, Attacker's choice, which if successful, forces a Heroic Servant under one's control to obey a given order to the best of their capabilities. If they fail, they are forced to obey entirely, but even if they succeed, while they can disobey, they will take a -1 to -3 sit.mod to any action performed in opposition to the order, depending on the severity of the order, the power of the master, the directness of the order, and the power of the servant.)
- -Can act as Teleportation 10, as Magical Healing 9, and as Iron Will 5 (Combine with Servant's actions instead of own)
- GM can decide if other options are possible
- Unlimited Range to use
- Once 'equipped', Command Spells usually appear as a 'tattoo' on the person's right hand (though not always there); in Sakura's case, they are invisible unless thayu want her to appear, in which case they appear as lines of light patterned all over her body.
- Requires user to speak the command aloud
- Cutting off/destroying the body part holding the Command Spells will interrupt it from being cast
- The Holy Grail War automatically grants 3 Command Spells to each Master
- Losing all Command Spells automatically disqualifies a Master from the War
-Gundamizer (A special bracelet and morpher appeared on her left wrist. Used in her Transform Self (Mobile Suits/Mobile Armors) modifier use.)[Temporarily lent to Travis]
-Communicator Ring (Range 10 Communicators in the form of a Ring, responding to vocal commands for a set user which Jessie can reset if necessary. Can communicate to one, some or all other Rings, and be used to call someone using regular communications lines.)
-The One Ring (From the LotR universe, see below CAD for details)
-The Power Prism (Grants user the Prism Light action. The Prism is sentient, and can communicate mentally with its owner.)
-Also, every single last one of her Pokémon able to Mega Evolve actually holds the appropriate Mega Stone to do so.
-Car (Altered by her transformation; interior is roomier with suede seats covered in satin covers. The backseat is done up to look like a luxury suede sofa with even several satin pillows, and silk sheets. Weirdest of all is the entire interior floor as been replaced with carpeting that looks like the fleece of a sheep. It looks pale yellow, but squeaky clean. There's even a small basket in the front and back areas to store shoes so they don't dirty the carpet.)
-Sasuke Uchiha's hair (DNA sample for Edo Tensei. Sasuke Uchiha at the height of his power, at the end of the manga), Emperor Palpatine's Body piece
-Great Tremor: Heavy Pressure (Cosmina's Teigu, held for Jessica)
-Thunder God's Rage: Adramelech (Budo's Teigu, held for Jessica)
-Tricorder (Handheld scanning devices/computers working as Cybernetic Senses 4 and granting a +1 bonus to all Technology/Computers actions to use them as computers, and +3 on Tactical lore/Leadership/Command related uses.)
RESERVE EQUIPMENT (Kept away in Gate of Babylon or other means)
-Outfit: Agent Vermont Freelancer Armor
-Levertine, the Divine Sword of Fire (The legendary sword of Seraph Michael, Levertine is an extension of Jessie's soul and power. It can only be held and used by her - and theoretically Michael-, cuts through all known materials aside extremely rare ones like adamantium, vibranium, angelic or demonic steel or crystal; and it enhances her already incredible power over fire. Essentally, it is a +6 Sword, AP [ignores 2 MN of Toughness even if it has No AP option), Indestructible. It can be summoned at will, and adds 5 stones to Jessie's Mastery of Fire (not Light).)
-Lightsaber (+3, AP, May be used to deflect energy bolts back to attackers and cut through very hard materials. The handles are also made of Beskar, and as such, can resist direct lightsaber hits. Projected from Jessica's own lightsabers, purple in color.)
-Claymore (A +4, Limited AP, Indestructible sword from the Claymore universe.)
-Avalon, the Everdistant Utopia (Not quite a Noble Phantasm as much as the actual, real deal Saber had when she was an actual human, Avalon is Excalibur's fabled scabbard, and grants Sakura exceptional healing powers. When carried, it works as Enhanced Healing Factor, Regrow Limbs, and Reconstitute Self (As long as the Brain isn't destroyed).)
-Z-Saber (A +4, AP energy sword originally used by Zero, kept by X as a memento after his friend's untimely death.)
-Jaycen the Grey's Staff of Power (A +2, Limited AP enchanted staff. This powerful staff provides various bonuses aside from a +2 to Wizardry; recovering +2 Energy per panel by leaning on it, a +2 to any Leadership attempts, and the ability to Scribe Runes only Jaycen/Jessie and up to 5 allies can read, holding up to ten words [Jaycen may only have three such runes in existence at one time. The Staff itself can only be destroyed by a more powerful Wizard or Sorcerer, and its powers only benefit Jaycen herself. To anyone else, it is a simple +1 weapon. The Grey Wizard's Staff of Power is a silvery, metallic staff with a styllized falcon claw on the to, clutching onto a beautiful green crystal.)
-Nocturnal Punishment: Crescent Moon (Jessie's Teigu from the Akame Ga Kill universe. It is a huge, narrow crescent moon-shaped boomerang, which can be used both as a +4 melee weapon, or a +3, 2x damage, Circular Area attack line, Range 3 weapon that returns to user's hand when thrown. Additionally, the boomerang has a bowstring allowing the user to fire arrows of energy as a +5, 2x damage, AP, Range 4 weapon, firing unlimited arrows. Crescent Moon has a Trump Card; it is capable of supernaturally turning day to night in an Area of 10 once per day for a duration of one hour; doing so will add +1 to all uses of the weapon.)
-Owns over 500 Pokémon, including all Legendary and Mega Evolution Pokémons; all carried via some sort of Hammerspace effect that isn't under her control as much as accessible only to her. Also followed by a Jirachi, not bound by a Pokéball.
-All Weapons and Items from Team Fortress 2; has access to them via some sort of Hammerspace not under her control, but accessible only to her.)
- Heavy's Minigun (+5, 2x damage, Automatically causes collateral damage)
-Bracelet holding a Mega Keystone; Can be used to activate a Mega Stone held by a Pokémon for them to Mega Evolve!
-Exar Kun's Sith Robes, boots and Light Sith Armor (+2 defense, Withstands Lightsaber blows, Also deals a 6 stones attack VS Wpn.modifier when struck with a lightsaber, causing the blade to deactivate if any stone passes through, and forcing the user to ignite it again. Made of Cortosis-Weave, this iconic armor was that of the infamous Sith Lord Exar Kun, who nearly brought the Old Republic to its heels in his time.)
-Doctor Spectrum Costume (+1 defense)
-Bankotsu's outfit (+1 defense)
-Power Bride Dress Armor (A beautiful shin-length, long-sleeved, slightly metallic wedding dress which is actually an actual Powered Armor, complete with a glowing blue crystal on the bosom that powers/controls it. It has a built-in bra and is partly made with unstable molecules, adapting to the transforming nature of its user.)
-Super Jessie Outfit (Red sweater, blue denim dress, brown flats, and a cap with a J on it)
-Claymore Armor (+2 armor, also acting as an easily recognizable uniform of Claymores.)
-Megaman X Armor (This +4, No 2x damage, Self-Repair Armor can manifest and be put away at will by X/Jessie, and will change colors according to what Weapons systems/Copied powers are used on the girl's X-Buster. Also, the X-Armor could theoretically be improved to unknown levels via upgrades.)
______________________________________________________________
STORY: A French Canadian MtF transgender on her way in the process to become a full woman through hormones treatments and eventually an operation, but who is still too androgynous/male for her own taste yet. A former languages student speaking and writing fluently in French and English, knowing a bit of Spanish and Mandarin, and who loves roleplaying, videogames, fantasy and superheroes. Has limited knowledge in martial arts (namely Karate Shotokan and Shorinjiryu Karatedo) and musical talent. Has worked in various fruits and vegetables-related business like most members of her father's family for most of her life, yet hopes to become a successful writer.
Oh, and had no idea other universes existed until...
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.
TEMPLATE
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Jessie Start
H: 20/20 P.L: 8/8
E: 108/108 P.L: 24/24
S: 7/7
End
E: 108/108 P.L: 24/24
Defense: 39 (16 Ref.Dodge, 19 [No AP, No 2x damage] Toughness, 2 Power Level, 2 Starfleet Uniform)
Mental Defense: 19 (10 Int, 9 Mental Defense)
Ki Defense +18
Energy Defense +12 (10 Base, 2 Starfleet Uniform)
Magical Defense +10
Force Defense +9
Immunity to Reality Distortion, Sunburn, Fire, Light, Poison, Diseases, Blight Corruption and Direct harm from Magecraft (Thaumaturgy)