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Post by Hoots Rowlet on Oct 15, 2016 23:27:00 GMT -5
Travis Howlet height: 6'0 weight: 220 lbs Hair: Light brown Eyes: Purple Species: Human/Fae'Rhal hybrid/Vampire/God/Symbiote/Symbiote Host of All-Black The Necrosword ABILITIES Int: 43 (63 with Infinity Gauntlet) (67 with Triforces) (730 with Apotheosis) Str: 45 (65 with Infinity Gauntlet) (69 with Triforces) (269 with Bizzaro Powers) (932 with Apotheosis) Agl: 31 (51 with Infinity Gauntlet) (52 with Triforces) (102 with Bizzaro Powers) (764 with Apotheosis) Spd: 32* (72 with Speed Force) (92 with Infinity Gauntlet) (93 with Triforces) (193 with Bizzaro Powers) (853 with Apotheosis) Dur: 55 (75 with Infinity Gauntlet) (79 with Triforces) (179 with Bizzaro Powers) (841 with Apotheosis) Health: 63 (83 with Infinity Gauntlet) (87 with Triforces) (187 with Bizzro Powers) (849 with Apotheosis) PL: 1105 Energy: 471 (591 with Infinity Gauntlet) (606 with Triforces) (906 with Bizzaro Powers) (2892 with Apotheosis) PL: 3315 Regen: 263 (328 with Infinity Gauntlet) (334 with Triforces) (534 with Bizzaro Powers) (1858 with Apotheosis) +70 free stones from Orange Lantern Ring) PL: 1846 Skill Points: 22 (Regen 11) Mana: 320 (Regenerate 13 Mana every 10 minutes) ACTIONS Close Combat: 33 (Str and Weapon or Two Weapons) -Super-Efficient -Skill Point System -Deflect Projectiles -Redirect shot -Hand-To-Hand -Trained by Travis Sr. -Howlet Clan Multi-Style -Swords -Boxing -Bite -PA Combat -Morphed Weapons Ranged Combat: 33 (Weapon modifier) -Super-Efficient -Guns -Thrown knives -Explosives -Energy weapons -Exotic Weapons -Heavy Artillery -Laser Designators -PA Combat -Morphed Weapons Buisness Skills: 12 (Int Bonus) Pleasurable Massage: 100 (Int Bonus) -As Fear but with pleasure -Super-Efficient -Range Touch -Absorb Pleasure -3x damage -Successful Drain causes Transformation into a Maid. Gentle Fist: 100 (Spd.bonus) -Efficient -As Nerve Punch; Uses Speed instead of Intelligence -Close Combat attack (Success causes an instant Attack of AN VS Durability, 2x damage from damaging internal organs; or Stun for 1 panel per stone of damage) -May be used as Attack VS Durability+Chakra; Success lowers victim's Chakra, and Chakra-based actions (Ninjutsu, Genjutsu, Sharingan, Tailed-Beast Balls, etc) by 1 per stone of damage; these diminished AN return at the rate of 1/hour, or a Gentle Fist user can 'Heal them' by spending 3 stones in this action/-1 restored. -If an object/attack/effect made with Chakra is 'solid' in any way, it can be destroyed by this action by beating the object/attack/effect's stones of effect. -Ignores Called shot sitmods -May not be used for defense -Requires Byakugan to be active to useFighting King: 100 -May combine with Close Combat, but only with Punching attacks/weapons -Light Version: King Punch (AP, Automatically causes Collateral Damage. Requires one panel to charge.) -King Punch (As Light Version: King Punch, but must 'Accumulate' for an entire hour (which will add 5x this action's AN to the attack), 3x damage, AP (Ignores 3 Toughness even when No AP), Area attack, Causes Massive collateral damage. If interrupted before the end of the hour, the punch can still be thrown, but its effects will be of a simple Lesser King Punch, making it far weaker. Once charged, the King Punch can be 'held' for up to AN minutes before it is launched. -Lightning-fast Punches (This action makes the user's punches very fast, making her use this action's AN as Initiative as opposed to her Agility.Black Ops: 10 -Stealth -Demolitions -Infiltration -Hide in plain sight -Seduction/Coercion -Assassination -Sniper -Blending into Crowds -Slip Away -Detect alarms/traps Horsemanship: 10 Vehicle Operation: 10 -Cars -Bikes -Boats -Tanks -Mecha -Chariots -Spacecraft -Helicoptors -Aircraft -Hovercrafts Technology/Inventing/Crafting: 100 (Int and Speed Bonus) Genetic Engineering: 100 (Int Bonus) Puppet Crafting: 100 (Int Bonus) -Masterful Puppets -Fast Crafting -Realistic Puppets -Spare Puppets -High Tech Puppets -Human Puppets -Inhuman Puppets -Puppet Self Chakra Threads: 100 (Int Bonus) -Invisible Threads -Living Puppets -Longer Range -Pure Chakra Puppeteer Puppeteer: 100 (Agl Bonus) -Jutsu Transfer -Puppet Tactics and Teamwork -Red Secret Technique: Performance of One-Hundred Puppets Ramen Kenpo: 100 (Int.bonus) -A sort of mix between a martial art, Noodle mastery and cooking skill, Ramen Kenpo allows its user to instantly cook noodles without any cooking utensils provided they have access to flour, some form of water, and heat; and then fight using said noodles in various manners. Its abilities include the following:- Instant Noodles (Stones VS Resistance to make and cook noodles without any need for cooking utensils and instruments. Requires flour, access to water in some form, and heat/fire. Alternately, a user might be able to circumvent such requirements using other abilities, at GM's discretion. NOTE: Despite the name of the Action, any type of noodles may be created as long as the ingredients are available. For example, cheese or meat tortellini could be made, if the user also has access to cheese or meat on top of the other requirements.)
- Noodles Control (As Mastery of Noodles, Manipulate, Requires physical contact with the noodles to use)
- Noodle Beam (As Force Blast, 2x damage, Normal or Stun damage; Requires noodles to use. The user hardens and sharpens noodles and fires them at their target.)
- Ramen Kenpo Ogi (Stones VS Effect up to AN, and Duration in panels; where Effect acts as Ablative Force Field at Stones played, up to 2x AN at maximum, add Half AN, rounded up to Strength, and add a Stones played up to AN effect which causes people either striking the user or is hit with a noodle attack to be caught between the noodles, making them vulnerable and less able to dodge until they either free themselves or are freed. Requires a large amount of noodles to use. This technique effectively allows the user to craft themselves a large noodle armor which makes them stronger and much harder to take down.)
- Senmen Muchi (As Tendril Whip w/Wpn.modifier, Range 2. Requires Ramen Kenpo Ogi to be active to use.)
Blood Drain: 45 -Efficient -As Improved Energy Drain -Range 2 (Requires an open wound) -Must bite or drink from open wound to use -Target must have blood to drink from -Feed others (Basically as Magical Healing; restores both Health and Energy; must feed one's blood to someone else to use. If the beneficiary of this effect is mortal, they become a ghoul - see modifiers. If the vampire wills it, such an exchange may also cause a Blood Bond; see modifiers.) -Lethality (For each full 1-3 stones of energy drained after the first 3, Blood Drain deals 1w of damage due to heavy blood loss. This can and will lead to death if the vampire isn't careful, or doesn't care. For other vampires, draining them beyond starvation - i.e, when they are down to 2 red stones of Health or less - will begin draining their very soul, destroying them and their soul permanently if the user drains them of their Int+Dur in stones in addition to that, an act known as Diablerie.) -The Kiss (Causes near-sexual pleasure in the vampire and downright ecstasy - and likely addiction - in a mortal victim.) -The Veil (May close the puncture marks of the bite by licking the wound) -May drain blood via Vampiric tendrils instead of fangs Creature of the Night: 100 -Efficient -Area Effect -Transform into wolf, bat, flock of bats or cloud of mist (as Limited Metamorphosis; may not assume other forms) -Summon and control ordinary bats, wolves, owls, various other animals and birds of the night -Shadow Jump (Limited Teleportation; may jump from shadow to shadow, up to 50 yards) -Midnight Bliss (Int.bonus; If he can beat the Target's Durability + Magical Defense, Travis can turn a male/genderless victim into a young female version of the original. Duration is at least one hour and up to one year, and can be made "permanent" [although it could be dispelled by powerful magicks or God-like powers, at GM's discretion] if Travis sacrifices one Health stone that can only be healed normally [one day of recovery]. The new girl is always very attractive.) Space Ripper Stingy Eyes: 11 (Int.bonus) -Efficient -As Force Blast -2x damage, AP, Area effect line, Range 4, Water element -Pressurized liquid fired from the eyes which can cut through stone. Vaporization Freezing Technique: 10 (Int.bonus) -As Mastery of Ice -Hamon Counter (Atk VS Target's Dur+Hamon/Energy Defense, deals no damage; each white stone of 'damage' lowers the Hamon AN by 1 for one hour; Requires Physical contact to use) -Freeze Foe (Atk VS Dur+Hamon/Energy Defense to freeze solid. Requires physical contact to initiate.) Vampiric Fusion: 10 (Int.bonus) -Can create half-man, half-beast by attaching their parts together as permanent Metamorphosis, requires subdued beast(s) and victim as base materials. -Alternately, as an Atk VS Defense, can fuse himself with other beings, killing them and merging at least his head with them, acquiring some or their powers and/or abilities while retaining his own; Requires use of Vampiric Tendrils. Flesh Buds: 10 (Int.bonus) -Atk VS Dur+Mental Defense, deals no damage; success inserts spores in brain of victim to control them as per Project thoughts/Control others; Requires physical contact to initiate) Corrosive Touch: 10 -Absorption (As normal Corrosive Touch, but also Improved Energy Drains 3 stones from each white stone of damage inflicted as the user feeds on the victim's body.) Mastery of Elements: 100 (Int.bonus) -Efficient -As Mastery of Fire/Sunfire/Crystal/Blood/Ice/Light/Gravity/Cold/Plants/Weather/Darkness/Paper/Ice Cream/Ionic Energy/Balls/Biotics) -Transform into Element (Special; attains Physical and Energy Invulnerability to most attacks, for his body is then made of pure solar energy. Also activates Inferno AN 8 (as Electrification, but of the Fire element.) -Create/Manipulate -Force Blast: Sunfire/Fire (3x damage, Area attack/effect, Sets flammable objects on fire, Automatically causes collateral damage), Crystal (2x damage, AP OR Area Attack crystal-based Force Blast), Light (2x Damage, AP), Gravity (3x damage, or Vs Dur to Paralyse.), Blood (2x damage, indirect, ignores toughness/armor) -Area Effect Force Blast and Force Field -Accumulate energy for Greater effect (Not stunned afterwards) -Energy Absorbtion/Reflection at AN (as Crystal) -Immunity to Elements -Combine with Close/Ranged Combat -Substitute AN for Str -Regenerates 3 more stones if in contact with fire/under direct sunlight -Moon Healing Escalation (As Magical Healing at AN, Area Effect; Can undo curses, purify souls, objects and locations if AN exceed the effect's own; May even resurrect victims who died from such an effect's results when it is undone. Note: Cannot be used to resurrect individuals who died from unrelated means.) -Absorb up to 3 stones to increase size/mass -Telekinesis with Weapon Modifier -Drain Energy from related elemental beings sources, may command such beings as with Project Thoughts/Control Others option from Telepathy by using this action after draining them. Divine Allure: 1657 -As Pheromones to cause desire, lust, love and/or submission to onself into others -Action as Modifier -May be turned on and off at will -Functions regardless of sexual orientation -Must be seen or heard by 'victim' to work Angelic Beauty: 10 -Area attack VS Durability, Range 1 -Deals no damage; Victims feel awe, a desire for approval, a will to serve, lust, desire and/or love for the user, depending on the 'victim' -Functions on both men and women -At GM's discretion, effects may be permanent if Travis' action beats the target's defense by at least 3 red stones. -Action as Modifier; Always active unless he wills it not to be. Control Grimoire: 12 -As Pheromones; Makes people obey whatever the user says -Atk VS Int or Dur, whichever is lower -Usable as Atk VS Durability, 2x damage (Via commands such as 'Have a heart attack', 'Die' or the like.) -If a target lacks the skill to perform a command, they temporarily gain an AN 5 action - possibly with Ability modifier if appropriate - to do it for the Duration -Duration is up to AN -Action as Modifier; stones are free from GP -Targets must be able to hear and understand the user; effective even on a phone or recordingReality Warping/Spiral Power: 100* (Int.bonus) -Super-Efficient -Copied from Travis' new maid, Simone the Digger: her unlimited Spiral Power, which grants him pretty much limitless power over the world around him. Its powers include:- Reality Warping (As Power Cosmic/Phoenix Force/Godlike Powers/Hammerspace)
- Spiral Energy Beams (As Force blasts; may add Advantages of up to half this action's AN in CL value.)
- Drill Creation (As Psi-Weapons; May add Advantages by paying stones for their CL value)
- Free Force Field (May protect its user with stones played up to AN, if user so wishes.)
- Resurrection (Stones VS deceased target's Intelligence + Durability + 1 stone/day since death to resurrect a dead being. After using, the user's PL Health - or Max Health if they lack Power Level - is reduced by -1 for 24 hours, and they suffer a -2 sitmod to all Actions for the duration. Additional resurrections penalties stack for Health reduction, but only add to the duration when it comes to the negative sitmods to all Actions.)
-Combine with Close/Ranged Combat -Accumulate Energy for greater effect -Area Effect up to Stones played or AN, whichever is higher; Fine control. For easy guidelines, an entire planet is Area 16, an entire solar system is Area 17, a whole galaxy is 19, and an entire universe would be 20. Anything over and it may affect other universes as well if the user so wishes. -All effects, unless it would be illogical (such as turning invisible to avoid detection by enemies) will have a visual effect related to/of/with some sort of spiral related to it. A blast will be spiral-shaped (or drill-shaped), an aura or shield will be in the shape of a spiral, etc. At the very least, the user's eyes will turn green with a spiral-like pattern in them when using at least 10 stones int this power. -* While Travis' Spiral Power is technically infinite, this AN reflects the power he can gather in a single panel. Any larger uses will require additional time (via Accumulation)Imbuement: 100 (Int Bonus) -Can Imbue Objects -Can Imbue People -Can Imbue More Than One Person/Object At A Time -Can Make Imbuements Permanant by Sacrificing 1w for 24 hours. Kill Anything: 100 (Int.bonus) -Efficient -As Phoenix Force/Power Cosmic; Travis is able to kill basically anything; living beings, inanimate objects, ideas, concepts, diseases, wounds, thoughts, magecraft, psychic attacks... if it exists, he can kill it. As such, he can use this action to do basically anything, by killing something. For example: he could teleport physically from one point to another, by 'killing' the distance between himself and his destination. Reversal: 100 -Stones VS target power's AN; if successful, target power's effects are reversed, causing the opposite result from what was intended; healing harms, attacks heal, darkness spells will create light, etcetera. -User must state what they desire to reverse in their action; if they misinterpret the effect they wish to reverse as something else, the effect might fail. -Users of Reversal not originally intended to have this power will suffer from reduced lifespan and loss of abilities with each use; Travis being immortal and a god is immune to this drawback.Bio-Molecular Alteration: 50 (Int.bonus) -Body Manipulation (As Metamorphosis; Needs not maintain, Transformation occurs in same panel. If he wishes, can also act as Shape shifting at AN at no additional cost. Other possible uses incude Phase shift (Phase attack, Phase touch), Stretching (Retains Strength despite stretch), Manipulate Body Density and Corrosive touch (All options) and Increase/Reduce Weight) -Size Alteration (As Growth/Shrink up to AN, with Insect Strength option for Shrink) -Self-Power Bestowal (Can temporarily grant himself superpowers or options/advantages he doesn't have by paying for the total Cost levels, and a Duration on the D&R chart. He can have up to half AN, rounded up, such powers at once, but cannot generate any Magical power through this; Physical, Energy and Mental only.)Ki Control: 25 (Dur.bonus) -Efficient -Ki Blasts -Ki Barriers -Toughness and Ref.Dodge -Ability Boost -Sense Power -God Ki (Adds 1 stone from GP/2 stones played; may exceed normal maximum. Also cannot be detected by normal Ki Users' Sense Power option. Usable on all Ki-based powers.) Fusion: 12 -Healing -Unlimited Duration -Range 5 -No Cooldown -Up to 10 More Participants -Potency (10) -Safe -Stronger Ultra Instinct: 20 -Activation at Will -Completed Ultra Instinct -Permanant Duration -Refinement Level V Spirit Control: 15 -Cloning -Enhanced ki Sense -Instant Transmission (Interstellar, Interdimensional, Must Touch Others to bring) -Forced Spirit Fission -Gigantification -Ki Mastery (Full AN) -Ki Healing -Perfected Awakened Fae'Rhal: 21 -As Super-Saiyan -Legendary Fae'Rhal -Calm Awakening Angelic Nature: 9 -Similar to Super Saiyajin, but based on Angelic Nature and the number of wings of its user. -+1 to Str, Agl, Spd, Dur, Ref.Dodge, Toughness, and all Energy/Magical actions of the user. Each 2 stones add 1 to Power Level, and every other stone in-between adds to Energy Battery. -Each stone played manifests a single wing; as a Seraphim Archangel second only to Michael, Travis can have this Action up to AN 10 (He chooses to limit it to 9 for aesthetics sake). -Calm Angel (Travis can manifest his wings without anger whatsoever.) -Healed Angel (Travis is fully Healed whenever manifesting an additional set of 2 wings.) Inner Darkness: 100 -As Super Saiyajin, but feeds on the user's darkest, most negative emotions. -Increase Strength, Agility, Speed, Durability, Ki Control, Zanzoken, Toughness, Reflexive Dodge and Energy-based/related attacks/weapons (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. -Heals 1w upon transforming -Must experience dark/negative emotions to activate, such as sadness, hatred, rage, envy, etc. -One may eventually purchase the 'Calm' option, but if 'Legendary' is ever acquired, it will still require the aforementioned negative emotions to be used at that level of power.Kaioken: 100 -Super Kaioken Ki Blast: 100 (Dur Bonus) -Range 10 -Powerful (2x or 3x damage) -Slashing/Piercing (Ignores 6 stones of toughness even if no AP.) -After Effect -Artificially Intelligent -Beam (Full Area Effect) -Blinding -Combine -Deafening -Elemental (Any Element) -Draining -Explosive (Full Area) -Homing -Indirect -Kamikaze -Kiai -Ki Blade (Full AN) -Multi Blast -Paralyzing -Remove Vocal Commands and Hand Gestures -Seeking -Varied Origin -God Ki Hakai: 100 (Int Bonus) -Efficient -Energy of Destruction -Controled Destruction -Destroy Beings -Destroy Ki Blasts/Barriers/Magic/Etc -Ranged Hakai -Immobile Hakai -Improved Hakai -Instant Hakai -Planaetary Area -Silent Hakai -True Hakai Mafuba: 10 (Dur Bonus) -Mafuba Wave (Atk VS Defense (Ignoring Toughness/Armor) to hit; if successful, stones played VS Dur+Ki Defense to successfully catch the target in the Mafuba Wave, allowing the user to attempt to contain them; see below.) -Container Entrapment (Stones VS (10 + Range AN + 1-5 stones depending on container size; 1 for a container as large as a big cauldron with a lid or more, 5 for something as small as a test tube; with 3 being a pressure cooker as used by Roshi). If successful, the victim is trapped within the container, which must be closed before the end of the next panel to be trapped within permanently, or until the container is opened. Failure - or failure to close the container in time - will allow the victim to escape and return to normal, unharmed and no worse for the wear.) -Physical Toll (Drains 2w of Health/attempt, whether successful or not, and causes a -2 negative sitmod to all actions of the user, cumulative, until they rest for an hour. The Mafuba is an extremely difficult technique requiring a lot of both spiritual, and physical energy to perform; it can very well kill its user if one is not careful enough.) -Requires Hand gestures, a short incantation, a sealing talisman and a sealable container -God KiErgokinesis: 100 (Dur.bonus) -Super-Efficient -As Mastery of Concussive Force/Fire/Heat/Gravity -Create/Manipulate -Telekinesis (As the Action, w/Wpn.modifier) -Force Blasts (Concussive Force - 2x damage, AP; Fire/Heat - 2x damage, Area Attack, Sets flammable objects on fire; Gravity - 3x damage or Atk VS Durability to paralyze) -Gigaton Blast (As Force Blast; 3x damage, AP, Area Effect of up to Half AN around point of impact) -World Multiplying Ray (As Force Blast; Atk VS Durability, Area Attack, Either destroys, duplicates or alters targets as per Reality Warping if any damage occurs, up to an AN effect. Duration is permanent, Range is equal to AN. NOTE: At GM's discretion, some beings may be immune to the alteration/duplication/instant destruction effect; in such cases, the ray acts as a basic Atk VS Durability.) -Combine with Close/Ranged Combat -Accumulate Energy for Greater Effect Sharingan: 100 (Int.bonus; only for using copied techniques or the Telepathy aspect of Sharingan) -Super-Efficient -As Genjutsu (As per the action at AN; Requires Eye contact, Victims' Enhanced Vision is halved, Genjutsu Defense applies normally.) -As Telepathy (All uses require Eye contact: Telepathic communications, Mental Bolts, Illusions, Project thoughts/Control others, Repair minds, Empathy, Psychometry, Generate Pain by touch, Empathic projection) -Izanami (Perfect attack, No normal defense, Victim is stuck in a Genjutsu loop forcing him to relive a certain chain of events over and over again, until he finally accepts the decided outcome and is freed. The victim, in the real world, is immobilized, and can't act until freed of Izanami. Using this power will 'extinguish' the Sharingan Eye used to perform it, along with the reduction in power that comes with it.) Eternal Mangekyo Sharingan: 100 (Int.bonus; only for use of Amaterasu, for use of Tsukuyomi and certain uses of Kamui and Kotoamatsukami) -Super-Efficient -Amaterasu (Left Eye)(As a Create/Manipulate Amaterasu flames, Also used as a force blast of sorts [2x damage]. The victim's Reflexive Dodge doesn't apply. The flames burn for a very long time and can't be extinguished through normal means.) -Tsukuyomi (Right Eye) (Works as an Attack VS Intelligence, dealing Stun Damage only, 2x damage; and an Attack VS Intelligence + Genjutsu Defense [or Half the target's Mental Defense, if higher], which either deals Mental Damage [as normal, but may only heal through Repair Minds option of Telepathy or through powerful Medical Ninjutsus] or which can stun for 1 minute per stone of damage due to the pain and mental trauma. If even 1 stone of mental damage is dealt, the victim takes -1 to all Actions for 30 minutes, cumulative with other uses of Tsukuyomi up to -3 to all actions. -Kamui (Left Eye) (Allows teleportation and sending into and/or entering another dimension within the Sharingan Eyes. As Teleportation at AN [Don't need to travel to send others, Enter/exit the other dimension, Range: 3]; User cannot remain in the other dimension for more than 5 minutes, after which he is forcibly expelled, though harmlessly so. May be used to trap others in the dimension: Works as an Attack VS Defense [Ignores Toughness/Armor]; any stone of damage traps the victim in the dimension [aside from another use of Kamui from the user or another MS with the same power, there is no known way to escape, although other possibilities may exist, GM's call]. May also be used as Hammerspace at AN to store objects. Additionally, may be used to forcibly expel people or objects stored, kind of as a Telekinesis attack of AN + Intelligence bonus and Wpn.modifier. Finally, user may teleport only a part of a target in the dimension, resulting in a bloody mess [works as a Range 3 attack, Ignores Toughness and Armor, 2x damage]. At user's discretion, if the attack deals at least 3w, the user may choose to deal only 1w and rip out a limb instead. Or not, and deal the whole damage.) -Kamui (Right Eye) (Allows teleportation at a lesser extent than the left eye, as well as a powerful Intangibility. Act as Teleportation as AN [Don't need to travel to send others, Enter/Exit the other dimension, Cannot use at the same time as Intangibility]. May use as Intangibility [As Phase Shift AN 10; User can still be seen/perceived as normal, but his body is in the Other dimension for the duration of the power's use]. After using Intangibility, user cannot activate it again for 1 panel/2 panels of use, or up to 2.5 minutes, whichever is lower [although it can still be used to shift stones into defense, the user cannot phase shift entirely for that duration]. May be used to attack and send others into the other dimension as well, as a melee range attack VS defence [Ignores Toughness/Armor]. May be used as Hammerspace at AN, and may be used to forcibly expel objects or trapped creatures as a Telekinesis attack with Intelligence bonus and Wpn.modifier.) -Kotoamatsukami (Both Eyes) (Considered to be the ultimate Genjutsu. Works as this action's AN + Intelligence bonus VS victim's Intelligence + Genjutsu Defense OR Mental Defense [Whichever is higher], Requires eye contact. If successful, the following Telepathy Options affect the target, all together and all at the same time: Project thoughts/Control others [to force the victim to do something to the best of their capability], Edit memories [to make the victim remember things differently to make them both convinced that they were acting of their own free will all along AND ignore entirely the fact they were manipulated], Empathic Projection [to give the victim a proper emotion or set of emotions appropriate and useful to push him even further towards his forced new goal] and a general defense against Mind Reading for the specific purpose of making it difficult for anyone to find out the victim was manipulated for this specific purpose [this additional defense grants a bonus equal to the Mangekyo Sharingan's AN but only for the specific purpose of people having trouble to find out that the victim's mind was manipulated for that very reason]. The effects are permanent until the goal is accomplished, or simply permanent for the alteration to memory and the defense VS discovery of memory alteration. This power is exceptionally taxing on the user, and can only be used once every 10 years, unless the user has Hashirama Senju's cells in her body, which Travis hasn't. However, as both of his eyes have this ability, he could use it up to twice every ten years.) -Susanoo: Activates Growth as a Modifier up to one half the stones played rounded down with corresponding bonuses. Stones played in this action may be used as Force Field (with Defensive stones doubled). Travis gains twice as many stones played as Metamorphosis, which can be used to improve any physical action, or gain weapons with advantages on a 1 stone/+1 CL basis. -Unlike regular Mangekyo Sharingan, Travis can use his as much or often as he wants without fatigue or ill effect. Six Paths Technique: 100 (Int.bonus) -Super-Efficient -As Mastery of Fire, Lightning, Wind, Earth, and Water (Can't use Water Release to breathe underwater); Unlimited Create/Manipulate, Force Blast (Fire [2x damage, sets flammable objects on fire], Lightning [2x damage, or Normal and Stun damage], Wind [2x damage, or Area effect 5], Earth [Normal damage when target is airborne, 2x damage when target is standing on the ground, 3x damage when target is under/in the ground] and Water [Normal and stun damage, and 2x damage if target is on/in/under water]), Accumulate Energy, Combine with Close or Ranged Combat. -Also usable as the aforementioned Mastery are mixed elements such as Mist, Lava, Wood, Mud, Ice, etc. -Through the use of Rinnegan, Travis has access to all the powers of the Six Paths Technique, as detailed below the CAD as per the seven Paths: Deva, Asura, Animal, Human, Naraka, Preta, and Outer. Call Huitzil: 100 (Int.bonus) -Super-Efficient -One Huitzil is summoned per spent stone; all are fully loyal to Travis -Huitzil are shapeshifting robots capable of manifesting a seemingly endless arsenal of technologically advanced weaponry -Huitzils need not be maintained and remain until sent off. -Travis may have up to 10x AN Huitzils active at once. Technarch Morphing: 18 (Int.bonus) -Efficient -As Metamorphosis; Stones played are doubled; May add/improve any Ability/Action/Modifier that could reasonably be explained via technology, including most Physical/Energy and some Mental actions. Increasing Durability costs 1 stone/+1, and the user can add/improve actions/modifiers/weapons/systems akin to Power Armor/Robots rules. Change occurs in the same panel and needs not be maintained. Note: Unless altered via this action's Shape-shifting or another action, the body/part altered to work differently using this power will appear robotic/technarch in nature. -Shape-shifting (User can also use this action to Shape shift into most any form of a similar size/shape as the user's current size/shape, although it may have been altered previously through use of this action or another for that purpose. The new form doesn't need to be robotic/technarch in appearance, and can mimic both human and orther organic appearances to near perfect imitations. Needs not to be maintained.) Techno-Organic Virus: 12 -Against a living, Non-Technarchy creature/Non-Technarch Constructs/Robots/Etc: Attack VS Intelligence or Durability, target's choice; any stone of damage infects the victim with the Challenge 'Techno-Organic Virus' (X-Men Guide), soon transforming them into a cybernetic-hybrid creature (which may, or may not be altered stones played in Technarch Morphing for that purpose on the 'victim') that is subservient to the one who infected them, allowing for either a slave or a snack, as the user desires. Alternately, the user may choose to 'release' control of the creature's body for its original intelligence to command, but such a release is always entirely dependent on the will of the original user who can re-assume control at any time. -Against objects and inanimate matter: Atk VS Area/Weight/Hardness, whichever is higher, to transform target matter/object into a similar Techno-(in)organic matter the user can manipulate, but not consume energy from. -Requires physical contact to use (If resisted, a 'touch attack' - ignoring Toughness, Armor and such defenses, as a mere touch will suffice - is required for the action to be usable.) Consume Energy: 10 -As Improved Drain Energy; can be used as Defense, absorbing Energy attacks as though using Improved Energy Drain on them in the first place -Can use on living beings, machines, energy outlets, etc. -May also be used to consume Techno-Organic matter transformed by the Techno-Organic Virus action at a rate of 1w of Health per stone played. -Requires physical contact to use Biocomputing: 12 Diable/Ifrit Jambe: 3 / 6 -As Psi-Weapon of Fire/Heat Element -2x damage, Sets Flammable Objects on Fire -Even usable Underwater -Requires gestures to use, namely spinning in place at high speed for a few seconds -Diable Jambe make his legs appear bright orange-red-hot with flames, while Ifrit Jambe does the same, but with insanely hotter, blue flames. Flight: 12 (Agl.bonus) -Efficient -Perfect Maneuverability; Can exceed normal maximum flight speed; May levitate at Speed 1 without cost nor action -Alternately, usable as Teleportation at AN with Interstellar Distances option. -Usable as Time Travel at Half AN, rounded down -Gains +1 to AN per two additional wings manifested after the first two Telepathy: 100 (Int.bonus) -As Telepathy -Efficient -Illusions -Project thoughts/control others -Telepathic communications -Empathy -Create links with others -Read Memories by Touch -Generate Pain by Touch -Edit Memories -Possess Others -Induce Madness -Drain Knowledge -Control Dreams -Possession -Burn Humanity in Mortals/Symbiotes Use the Force: 20 (Int Bonus) -Empowerment -Ionize -Technometry -Negate/Rebuke Energy -Drain Energy -Force Healing -Sever Force -Force Lightning/Thunderstorm -Force Grip/Choke -Force Crush -Drain Lifeforce -Lifeforce Vortex -Necromancy -Supernova -Transfer Essence Core Quirks: 100 -Efficient -This action represents Quirks from previous users of One For All which have been assimilated and retained within the main Quirk's core for future users to utilize. So far, One For All has had six previous users, four of whom had another Quirk in addition to One For All, and their powers are described below: Blackwhip (Agl.bonus, As Tentacle whip, Range 3, +1 Wpn.modifier per tentacle; Each tentacle has a Str of Half AN, rounded up, and user may utilize up to AN of them at once per panel by paying only for the most expensive action's cost; alternately usable as Web-Slinging. Copied from One For All's fifth user, Daigoro Banjo, this Quirk allows one to unleash black tentacles resembling black lightning, but actually semi-solid and non-electrified, making it excellent for combat, grappling and movement uses.)
- Smokescreen (Int.bonus, as Mastery of Smoke - Create Only, Area Effect; Cannot create solid objects nor cause damage directly. Also usable as Invisibility at AN; the smoke will be seen, but the user can partially or fully cloak themselves in it. Copied from En, the 6th user of One For All.)
- Danger Sense (As a stones played up to AN doubled defense, Only usable for self; or as Prescience, User suffers 3 stun damage when a new, unknown threat triggers this Quirk due to the sharp pain to the head which accompanies the activation of this Quirk. Copied from Hikage Shinomori, 4th user of One For All.)
- Fa Jin (As Kinetic Absorption at AN, with the following advantages:
- May absorb up to 2x AN stones of Kinetic energy at once (May still only boost user up to AN; additional stones simply allow them to maintain the boosts for longer)
- May boost Str, Spd, Toughness, Reflexive Dodge and/or all Physical/Energy Actions involving Kinetic energy in some way by +1/stone spent, or Durability by +1/3 stones spent. Boost stones drain off at a rate of 1 per panel; user decides which bonuses are lost as they lose stones (though they might regain them via absorbing more kinetic energy, of course).
- Absorbed stones do not drain off when not actively used for boosting
- Absorb Self-Inflicted Impacts (User absorbs kinetic energy even from their own movements and impacts, including their own steps as they walk, the impacts from punching enemies, etc.)
-Copied from One For All's unnamed third user, this Quirk allows the user to build up and store kinetic energy for later use. When released, it grants an explosive burst of speed and power. Combined with One for All's capacity for generating immeasurable levels of kinetic energy through movement and power alone, this Quirk's potential is simply fantastic.)
- Gearshift (Allows the user to manipulate the Speed/Velocity and Direction of whoever/whatever the user touches, including the user themselves. Through evolution via One For All, its use improved to the cellular level and ignoring the laws of physics, further improving it to new heights. Its options include:
- Velocity (Int.bonus; Stones VS Effect + Duration in panels +1 to change target's direction at some point during Effect; where 'Effect' adds OR substracts to the target's Speed AND to potential attack/impact of the object/being touched.)
- Transmission (Stones VS Effect up to AN; Duration of up to 1 panel/AN, where 'Effect' adds to the user's own Speed - basic or Flight if they have the latter; to their potential attacks/impacts , AND to their Defense due to the insane speed of the user's. Each step of this effect, called 'Gears', represents 3 ANs, with Low Gear being the lowest 1-3 ANs, Top Gear being the Action's highest ANs, and those in between being called Second Gear and Third Gear. Theoretically, higher ANs might add more gears in-between, at user's discretion. NOTE: While active, the user can alter their own Direction or slow their speed instantly as they please, ignoring the laws of Inertia and Momentum at no additional cost.)
- Slow Momentum (Int.bonus; stones VS Movement/Speed/Momentum to reduce or stop one's own movement entirely with sufficient effect. Like regular Velocity option, the user can also slow down or stop their own movement if they so please.)
- Quick-Thinking (Int.bonus; As Concentration; Does not require an Action to use. Via using Gearshift to boost the speed of one's own thoughts.)
- Fast Sight (While Transmission is active, the user either gains Enhanced Vision at Half AN with the 'Fast Sight' option, allowing them to perceive their surroundings despite the insane speed their are moving at. Alternately, if they already have a higher Enhanced Vision MN, they simply gain Fast Sight as an option to it while it is active.)
- Untapped Potential (Int.bonus; stones VS Resistance for various effects at GM's discretion. Due to One For All's power and potential for evolution, Gearshift can be used to boost the "speed" and "Direction" of pretty much anything, providing the user can understand the concept and physically touch it. This option reflects that versatility, as all uses of this ability could not be covered in complete detail.)
-Requires physical contact with target objects/creatures; includes the ammo of held/equipped projectile weapons -Limited Duration (The 'Transmission' option is very taxing on the body if used excessively, causing restricted access to oxygen and cell damage to the user's body without rest between uses. At most, a user may benefit from it for up to 30 seconds/AN in a row, after which they will be left exhausted, with Energy Regeneration being halved and all A/A/Ms lowered by -2 for 1 minute/AN. If the user stops Transmission before reaching that critical limit, they can recover by simply not using it for the same duration it was used at no penalty.) -Copied from the unnamed 2nd user of One For All.
-AN is linked to One For All's, and increases when it does.One For All: 100 -Efficient -Almighty (1 stone/AN to be activated. Adds stones played up to AN to Strength, Agility, Speed, Durability, Reflexive Dodge, Toughness, Energy Battery and Deep Reserves, as well as to any other Quirks/superhuman powers the user may have, in addition to +1 to Power Level per 3 ANs, rounded down, for the duration. The Duration is up to AN hours per day maximum, and dropping Almighty will be exhausting - and potentially damaging, see below - to its user; when the user stops Almighty, they will suffer -2 to all Physical/Superpower actions for 10 minutes, plus 5 minutes per hour the power was maintained. Whether one has used up all of their limit for the day or not, they still need at least 6 hours of rest - usually when sleeping, but simply relaxing peacefully counts - to 'reset' the total, otherwise the limit is retained until said rest is obtained.) -Overdrive (As Kaioken; each stone played adds 2 stones from the GP to be used on any Physical/Energy/Combat/Power action, but when it is no longer maintained, the user takes Stones played as red stones of damage. This represents using One For All beyond its full limits, which naturally takes its toll on the user's body.) -Focus Overdrive (As Overdrive, but grants 3 stones from the GP for each stone played, except the power is entirely focused in a single body part, like the head, torso, an arm, a leg, etc. Whichever part is boosted gets more power, but the damage - which is doubled for this use - is also focused there, which might have consequences depending on how much power is used.) -Transference (One For All has the inherent ability of being transferable to a possible 'successor' via consumption of the original user's DNA by said successor. This process has to be wilful and intended, cannot happen by accident or be forced from the user without their consent. The successor gains One For All with all the advantages and flaws its original user had, at the same AN, and so on. Incidentally, the successor would also gain any other Quirks/superhuman abilities/powers the original user may have, which get passed on alongside One For All. Upon activating this effect, the user retains the 'embers' of the power, and may still use it at -2 AN for a total of AN minutes before losing it for good.) -Answer The Call (One For All receives a +1 to +5 bonus from the General Pool - which may push its effects beyond the normal AN limitations - whenever its user hears the cries for help of those in need. How much is gained is up to the GM's, and depends on how many people cry for help, as well as to how despaired they may be.) -Body Pressure (Upon dropping One For All's Almighty effect, if the user has less than Dur 5, they will suffer the difference in red stones of damage from the formidable strain on the body. A user with more than this does not suffer physical harm, but still has to deal with exhaustion, see above. Additionally, regardless of Durability, using the Overdrive option will still cause damage when it ends.) -Accumulation-type Quirk (While One For All may not be stolen, it can be copied by individuals with the power to do so. However, its nature makes it very ineffective to do so: One For All's power must be accumulated over time by its users and increased with experience and transference, all of which isn't present in a copied version of the Quirk. For that reason, someone who would copy One For All would end up with a pathetic boost at best, increasing at most a single Ability/Action/Modifier by +1.) -Visual Effect (Upon activating Almighty - as well as most other effects of One For All, including Core Quirks effects, see above - the user undergoes some sort of visual change depending on the specific user. In Travis' case, he orange lightning crackles, and orange flames flicker in his eyes and throughout his body.)Lord of Terror: 100 (Int.bonus) -Efficient -This action represents the favorite and non-sorcery-based powers of the Prime Evil known as Diablo, the Lord of Terror, whose powers Travis copied from his maid Ursula. While his powers mostly revolve around fear and manifesting living beings' worst fears into reality, the wielder of this ability also bears great physical might and energy manipulation abilities. -Mastery of Hellfire (Create/Manipulate; Force Blast - 2x damage, 3x damage VS Good/Light/Holy targets; Area attack, Sets flammable objects on fire, May only be extinguished by blood, milk, holy water or another use of this effect.) -Red Lightning (As Force Blast; 3x damage, Area attack, Normal and Stun damage, Draining; Unholy Electricity element. Fired from one's palm, this devastating attack usually disintegrates those unfortunate enough to be caught in its blast.) -Mastery of Bone (Create/Manipulate) -Deepest Fears (As Fear; Area Effect of Half AN rounded up; those who witness this power in action will see their worst fears drawn from deep within their psyche manifesting around them.) -Primal Terror (As Summoning/Mastery of Matter/Energy; Power out of control; manifested monsters will not be hostile to user. The user simply spends stones in this effect, and abominations born from the mindscape of all living beings manifest into reality around the Lord of Terror, while the unholy energy corrupts the landscape around the user.) -Shapeshifting (May appear as any humanoid being or alter the user's appearance.) -Hell's Power (As Metamorphosis, 1 stone to maintain; only to enhance one's existing actions/modifiers; cannot alter one's appearance.) -Teleportation at AN (Interstellar Distances, Dimensional Travel; Passes through Hell; reappears in a cloud of fire and breamstone.) -Essence Imbuement (Stones VS Resistance/Atk VS Dur+Magical Defense; the user injects their own hellish influence into an area, an object or a creature, corrupting them and altering them with infernal energies. The exact results are fairly unpredictable - comparable to Hex Spheres - but will usually serve the user's interests.) -Accumulate Energy for greater effectWarmaster: 100 (Int.bonus) -Summons forth an army of Warhammer 40k Astra Militarum to assist them, typically in battle. -Summons an immuasurable number of 5.12 Billion normal troops/stone played -Elite Troops -Heroes/Bosses (+3 version) -Support Troops (Full Number) -Fanatacism -Leadership -Mounts (Regular, Exotic, and Supernatural) -Artillery -Vehicles (Full-on Military) -Fleet (Sea, and Air) -Starfleet -Headquaters (Fortresses) -Supplies Access (Advanced, and Magical) -Animals -Superweapons (Greater than Solar System level.) -Psychic Link -Permanancy -Persistent Remains -Additional Army Types: Adeptus Astartes, Adeptus Mechanicus, Adeptus Soritas, Koopa Kingdom, Forces of Ganon, Star League Defense Force, Mandalorian Warriors, Holy Empire of Britannia, Principality of Zeon, Battletech Clans, Confederacy of Independent Systems, Pokemon, Sentinels (X-Men), Empire of Man (Warhammer), Dwarfs (Warhammer), Beastmen (Warhammer), New California Republic, Brotherhood of Steel, Marines (One Piece), Beast Pirates, Big Mom Pirates, Xenomorphs. Kingdom of Bretonia, Tsardom of Kislev, Grand Empire of Cathay, Z.A.F.T., Oz/Romefeller Foundation, Fallout verse Robots, Starfleet, Klingon Defense Force, Romulan Star Empire, The Borg, Asdeptus Custodes, Stormcast Eternals, Earth Fedderation, Earth Alliance, Tusken Raiders, Ewoks, Kharadron Overlords, Sand Village Ninja, Minecraft Mobs, Female Elves, Catgirls, Bunny Girls, Ogre Kingdoms, Chaos Dwarfs, Greenskins, Orks, Leagues of Votann, U.S. Army, Shinigami (Bleach), Hollows/Arrancar (Bleach), High Elves (Warhammer), Dark Elves (Warhammer), Wood Elves (Warhammer), Lizardmen (Warhammer), Daemons of Chaos, Warriors of Chaos, Norscans, Vampire Counts, Vampire Coast, Tomb Kings, Skaven, Colonial Marines (Aliens), Chaos Space Marines, Eldar, Dark Eldar, Eldar Harlequinns, Tau, Necrons, Tyrannids, Death Eaters, Forces of Mordor/Sauron, Chess Pieces (MAR), Empire of Tamriel, Colatition of Ordered Governments (Gears of War), United Nations Space Command (Halo), The Covenant, Inner Sphere Forces (Battletech), Sith Empire, Wookies, Gamoreans, Team Fortress 2 Mercs, Officer Jennys, Terrans (Starcraft), Zerg, Protoss, Vagan, Shinra Electric Power Company, Adrestian Empire, Galactic Empire, Witcherverse armies, Saxony (Iron Harvest), Rusveit (Iron Harvest), Polania (Iron Harvest), Usonia (Iron Harvest), Skynet Forces, Dwarfs (LotR), Leaf Ninja, Mist Ninja, LEGO Characters, Galbadia, SeeDs, Beargirls, Cheerleaders, Sisters of Silence, Cute/Sexy Maids, Cute/Sexy Female Scientists, Global Defense Initiative, Brotherhood of Nod, Devils (Highschool DxD), Dwemmer Constructs, Hyrule, Zora, Ordona, Lanaryu, Labrynna, Gerudo, Gorons, River Zora, Kokiri, Deku Scrubs, Fairies (Zelda), Rito, Sheikah, Yiga Clan, Massassi, Albion (Warhammer), Amazons (Warhammer), Estalia, Dogs of War, Nippon, Ind, Araby, Hobgoblins, Halflings, Pirates of Sartosa, Tactical Surface Fighters (Muv-Luv), Power Rangers, B.O.W.s (Resident Evil), Outlaw Gangs (Red Dead Redemption), Goat-Horned Girls, NERV (Evangelion), Angels (Evangelion), Aud'Raye's Shades, Aliance (WoW), Horde (WoW), Gundam Fighters (G Gundam), Celestial Being, Earth Sphere Fedderation/A-LAWS/Innovators, Insects/Bugs, Cops (PAYDAY), Ravens (Armored Core), Tenno/Warframes, Battlebots, Squats (Warhammer), Deep Rock Galactic, Men of Iron, Fyreslayers, Sons of Behemat, Sailor Senshi, Krorks, The Flood, The Forerunners, Nighthaunt, Ossiarch Bonereapers, Idoneth Deepkin, Dreamland Forces, Transformers, Order of the Black Knights, Lumineth Realm-Lords, Grand Army of the Republic, British Empire, German Army, Dinosaurs, Dominion, Breen, Tholians, Cardassians, Thunder Warriors, Cathay (Warhammer Armies Project), Dr. Wily's Robot Army, Dr. Eggman's forces, Shipgirls, DnD Monsters/Races, Sweden, France, Japan, Spartans, Titans, Metroids, Daleks, Adeptus Arbites, Numenor, Regular Army, Rebel Army, Martians, Invaders, Ptolemaic Army, Amadeus Syndicate, Oguma, Iron Legion, I.S. Pilots, Drag-Rides, Crossbone Vanguard, Jupiter Empire, Zansacre Empire, Final Fantasy Monsters, Reapers (Mass Effect), Periphery Powers (Battletech), Familiars, Enclave, Radscorpions, Frostbite Spiders, Falmer, Forsworn, Pals, Radam (Tekkaman Blade), Demons (Kimetsu no Yaiba), Demon Slayer Corps Block Manipulation: 20 (Int.bonus) -A strange ability connected to Alex's original universe, allowing Travus to create, shape and manipulate blocks with his bare hands. More details below:- Block Constructions (As Manipulate Blocks. Using blocks obtained via Block Transmutation ability, read below, Travis may construct almost anything he imagines with said blocks. He can then either leave them as they are, or use his Block Transmutation again to return his creations to normal, while retaining their new form/purpose. This allows him to build almost anything as long as he has the materials to do so.)
- Block Mimicry (1 stone/panel to activate/maintain. As Transform Self, into a blocky-like version of himself; has no other effects than the visual look. Alternately, may combine this action with Close Combat to turn a target into a blocky version of themselves for up to 1 hour, or use 3 stones for the same result if they are willing.)
- Block Repairs (By using Block Transmutation, read below, Travis can remove a damaged area from an object, vehicle, structure and/or material in block form, reinsert it, and return it to normal. Doing so will leave the formerly damaged area good as new and fully repaired at no additional cost.)
- Block Stacking (1 stone/stack created. Travis is able to combine up to 999 blocks of the same type into 'stacks', which essentially allows him to have 999 blocks take up the space of a single one, so he could store 999 cubic meters of, say, stone, into a space of a single cubic meter.)
- Block Transmutation (1 stone/block. Travis is able to reshape matter, liquid and even some forms of energy into 1 cubic meter blocks form as long as he has enough of the target material to fill up such a volume, and vice versa. For example, he could reach into sand, and draw out a semi-solid 1 cubic meter block of sand with his bare hands, or grab a bunch of wood and form a cubic meter block of solid wood with it. As long as he has enough of it, he can make a block out of it, and return it to normal later.)
Psycho Power: 100 (Int.bonus) -As Telekinesis (Wpn.modifier) -Super-Efficient -Area Effect -Fine Control -Psycho Cannon (As Force Blast, 2x damage, Normal and Stun Damage) -Psycho Crusher: Acts as Blasting, with a max Speed of AN -Psycho Aura (Can improve Unnarmed attacks or Weapons; adding stones of "Wpn.modifier" on a 1/1 basis up to AN, the rest can be used to add Advantages, also up to AN. Psycho Aura can be maintained by paying 1 stone per panel.) -Psycho Regen (May be used as Mutant Healing) -Can Fly at AN -Can Teleport at 1/2 AN, rounded up (Can send others without teleporting along via vortexes) -Create Duplicates of Self; up to 1 Duplicate/3 ANs rounded down; each Duplicate costs 3 stones to create, 1 stone to maintain, and none can be maintained for more than AN panels, after which the user must wait an hour before using again. -May be used to Control others as per the Telepathy option, but control may be rendered permanent if victim's Intelligence is half the User's. It can then be broken through various means, but otherwise, the victim becomes a "doll" servant of the user. -Read a person's fate (As per Clairvoyance, but only to see a person's fate) -Accumulate energy for greater effect Wall-crawling: 10 (Agl.bonus) -Can even walk casually on walks and ceilings as though he was on the floor -Usable as Water-Walking -May exceed Speed 4 with higher ANs, but automatically causes collateral damagePrehensile Tongue: 10 (Agl.bonus) -As Tendril Whip -Range 1 -Due to his symbiote powers, Travis' tongue can essentially stretch and reach far outside of his mouth and grab and manipulate things and foes from afar with surprising - an inhuman - strength, and length.Necrosword: 37 -As Psi-Weapon, of Primordial Darkness element -2x damage, 3x damage VS Gods/Cosmic Entities/Eldritch Abominations; AP (Ignores 5 Toughness even if No AP), Normal and Stun damage, After Effect, Draining, Can strike Phase shifted/Incorporeal entities. Stones of Stun damage are drained and gained by the user as per Improved Energy Drain.) -Corrupting Strike (By lowering the Wpn.modifier by 2 for a panel or more, wounds inflicted by the Necrosword become extremely difficult to heal, as traces of the symbiote keep devouring flesh around them afterwards. Healing Factors are reduced by two steps as far as healing white stones is concerned, completely negating 2x Natural Healing Rate and regular Healing Factor and weakening the others. Normal Healing is slowed even more, allowing only 1w of Health per week, and healing via Medical/Mutant/Magical healing requires three times as many stones to heal a single White stone.) -Mystical Void (The Necrosword can be used to parry/slice through most energy/magical effects, attacks and shields, as its primordial darkness energy devours others both mundane and mystical. If the user beats the Resistance required to 'hit' a given mystical effect with an attack/parry using the blade, its AN is opposed to the effect AN, negating it instantly if superior.) -Soul Bane (If a killing blow's stones beat the target's Remaining White Stones of Health + Intelligence at the moment of death, their soul is devoured by the sword and permanently destroyed. It may only be restored by a god/Cosmic Entity/Eldritch Abomination of a greater level than Knull.)Constituent Matter: 11 -As Mastery of Constituent Matter (Int.bonus, Create/Manipulate) -Tendrils Whip (Agl.bonus, Up to 1/3 uses per panel, rounded up; Only pays for most expensive use) -Webbing (As Force Blast; Normal and Stun damage, OR Atk VS Agl+Ref.Dodge to web a target. D: AN and R: 2x AN to free oneself. Manifesting 'webbing' consisting of constitutent matter, Travis can use it in battle for multiple possible effects.) -Web-Slinging (As the Action at Half this action's AN, rounded up.) -Stickiness (At its user's discretion, matter generated by this power can be sticky to formidable extents, up to AN in D&R, allowing for multiple tricks with a bit of imagination.) -Weapon Morphing (Grants the user the Weapon Morphing modifier at Half AN rounded up.) -Hammerspace (As the Action at Half this Action's AN rounded up. The symbiote can convert to energy and hold matter and objects within its own form, and expel them when needed, allowing for easy transportation of personal items.) -When separated from the user, constituent matter lasts for roughly three hours before drying up and turning to dust in moments.Devour: 100 -Atk VS Durability/Hardness; if target is killed/destroyed, it is devoured whole and 'digested' by the symbiote. -Target must be immobilized, paralyzed, unaware or otherwise vulnerable for this attack to be usable on them. -If a God/Cosmic Entity/Eldritch Abomination is devoured via this power, the user gains +2 to all A/A/M for 3 days. This effect, and its duration, is cumulative with mutliple devoured deity-rank beings. -Absorption (All-Black has the ability to permanently acquire some powers and abilities from some of the victims it feeds from. If the GM deems it appropriate, they can rule that a given victim provides the user with such a power at their discretion.)Umbrakinesis: 12 (Int.bonus) -Efficient -As Mastery of Primordial Darkness/Shadows -Immunity to Element -Unlimited Create/Manipulate -Dark Blast (May use Any, Some, All or none of the following options: 2x damage, 3x damage VS Gods/Cosmic Entities/Eldritch Abominations; AP (Ignores 3 Toughness even if No AP), Area Attack/Area Effect; Normal and Stun damage, After Effect, Draining) -Transform into Element (As Phase Shift; Transforms into living shadow for a certain duration.) -Shades (As Create Illusions, but may only make them out of darkness/shadows.) -Combine with Close/Ranged Combat -Accumulate Energy for Greater effect (Not stunned afterwards)Biomorphism: 10 (Int.bonus) -As Metamorphosis (Transformation occurs on same panel, Needs not maintain) -Usable as Shape-Shifting and Stretching (Str AN is maintained), and Growth (Toughness +1 per stone spent) at AN -Usable as Shrink at 1/3 AN, rounded up -Usable as Invisibility at AN via CamouflageSymbiote Genesis: 100 (Int.bonus) -Call Constituent Matter Creatures (As Summoning; May only summon semi-sentient creatures made of constituent matter; Summons are always loyal to summoner.) -Create Symbiotes (Allows user to create up to AN Symbiotes at once with 10w character creation stones per stone played. All created symbiotes have the usual weaknesses to Sonic and Fire, and have some degree of superhuman abilities, constituent matter, shapeshifting, wall-crawling and telepathic powers, but their powers may vary aside from that.) -Dominate Symbiotes (Costs 1 stone per Symbiote per use. Each stone played unleashes a full AN+Intelligence stones mental attack usable only on Symbiotes, forcing them to obey the user for up to AN hours.)Caging Hair: 18 (Int.bonus) -A Demonic Bloodline copied from Akiha Tohno by Travis, which allows the user to control their hair as though it was alive, and seemingly scorch victims alive with it, among other uses described below:
- Crimson Hair (As Tendril/Hair Whip, 2x damage. The user's hair have a Strength of Half this action's AN, rounded up (9 in this case), and can perform up to that many Actions at once with it, paying only for the most costly effect, OR be used as an Area Attack/Effect. May both be used to attack, or simply manipulate objects from a distance. Combining 2 or more of those Actions together for a single purpose can increase effective Strength by +1 for each doubling.)
- Crimson Red Vermilion (As Tendril/Hair Whip, Ignores Toughness and Armor. If successful, it deals an AN Attack VS Durability, AND Improved Drain Energy at AN, against the hapless victims as their body heat and lifeforce are drained from them. To the onlooker, the victims appear to be sorched alive, while in fact their life energy and heat is ripped from them, which leaves burn scars from the heat exchange. NOTE: While it can draw heat from objects, it won't leave burn marks on non-living, inorganic matter. Also, May be used as one of the Crimson Hair actions.)
- Hair Shield (As Force Field; NOT doubled VS slashing/cutting attacks.)
- Lifeforce Transfer (As Magical Healing, May heal up to 2x AN white stones per day.)
- Lifeforce Animation (Stones VS Intelligence or Durability, whichever is higher; to animate a corpse under her control with its original physical/mystical capabilities intact; 1/panel per corpse to maintain. Alternately, may Animate Objects as per Summoning via imbuing them with Lifeforce.)
-Range 4, and targets must be within eyesight -AN is lowered by 3 against powerful Spiritual Beings such as a Heroic Spirits -Using Caging Hair temporarily turns Travis' hair crimson red -Copied from Akiha TohnoTerra Dominus: 100 (Int.bonus) -Super-Efficient -Establish Dominion (User spends stones VS Target location's Resistance/Area/Highest Hardness, whichever is higher, to affect an Area up to AN, effectively assuming control of the area, allowing the following effects.) -Manipulation (Unlimited Manipulate of the terrain and objects found in the dominion. Can change the landscape, modify buildings, lock doors, open/close lights, etcetera.) -Animation (As Summoning; Only to animate objects/matter within dominion, may have up to 2x AN active summons at once, Summons are always loyal to summoner, Summoner only pays for Durability but can't alter the animated objects/matter's abilities and actions with stones.) -Offense (As Force Blast, May be 2x damage, AP, Area attack or Normal and Stun damage depending on what effect the user makes happen, GM's call; all such 'blasts' are considered Indirect. This represents the user's ability to use almost anything in their dominion to attack their enemies within, such as slamming walls onto them, dropping chandeliers atop of them, or launching plates at them from cupboards.)Magna Carta: 100 (Int.bonus) -Travis used a major artifact called the Magna Carta, gifted to him by Empress Elizabeth Barbados of the Sacred Holy Empire of Abel, to become one with Imperium City, granting him multiple powers and abilities related to the multidimensional and inter-temporal megalopolis. Its powers include the following:- City Senses (1 stone/panel to use/maintain; as regular Senses, Sonar Senses and Radar Senses at an MN of this action's AN; also usable with Enhance Vision of Half AN rounded up; See in Darkness, Infrared, Telescopic, Microscopic, X-Ray, See Auras and Magical Forces, See into Other Dimensions and See Energy Patterns and Forces. Basically, he can perceive, hear, touch, smell and taste anything and anywhere within the city.)
- Urbanokinesis (As Telekinesis, Wpn.modifier, Area Effect, Fine Control; Limited to anything within the limits of the city.)
- Urban Mastery (As Mastery of Matter/Energy, Unlimited Manipulate, Area Effect, Fine Control, Limited to anything within the limits of the city. Changes are permanent until undone by user.)
- Legal Mastery (Stones VS Resistance to establish absolute laws within the confines of the city; up to AN such laws may be maintained at once. Laws may be resisted by beings of Intelligence or Durability exceeding the action's AN, but otherwise must be respected. Laws are permanent until undone by user.)
- Local Weather Mastery (As Mastery of Weather, Area Effect, Fine Control, Limited to the confines of the city. Weather is permanent until changed or allowed to change on its own according to its usual nature.)
- Citizen Mastery (As Project Thoughts/Control Others or Subtle Commands, Broadcast, Fine Control, Limited to citizens/inhabitants of the city; Guests may be targeted, but gain +10 to resist.)
Kazikli Bei: 10 (Int.bonus) -Super-Efficient -This power reflects Vlad III's fearsome ability to summon monstrous stakes from the ground. It is an Anti-Army Noble Phantasm which allows the user to sprout approximately twenty thousand, terrifying, 7-meters tall stakes from the ground and impale enemies mercilessly and suspending their lifeless bodies in the air for all to see. -Acts as an Area effect Force Blast which can target anything within an Area of Range 5 around user, up to 1km away, and affecting only targets up to seven meters over the ground at most; all limited by the fact that they need to be within the user's Dominion, as per the Demonic Defender of the State skill. The user may target only specific areas within the Area, and choose to ignore up to AN targets who are still straight inside a given target area. The force blast is 2x damage, Limited AP, Indirect, Automatically causes collateral damage, Normal and Stun damage. If it hits even once, it then receives a +4 Good Luck effect specifically to subsequently hit, due to the stakes then receiving the effect of being summoned as 'having already hit the target'. Furthermore, the moment this power is deployed, it causes an AN Fear effect upon any mortals/normal intelligent beings who witness it, because of the psychological terror of witnessing fissures within the Earth, monstrous stakes erupt from it, and people being butchered by the power. At will, the user may choose to avoid killing blows precisely without spending stones in control for it. -Aerial Stakes (Alternately, the user may command the stakes to burst out of the ground and launch them through the air not unlike Unlimited Blade Works. Effectively functions as Telekinesis at AN (Int.bonus, One Weapon Modifier per different attack), Range 6, which applies to up to AN+Intelligence stakes at once, Only works on Stakes. Each Stake adds +3 as a Wpn.modifier. Requires hand gestures to use, and at least one free hand to perform them.) -Body Stakes (Alternately, the power can be used as 'Psi-Weapon' of up to +3 for each stake created onto one's body, up to AN. This specific effect can be used outside of the Dominion.) -Defensive Stakes (Usable as Force Field, Also works VS Magic, by raising barriers of stakes for one's protection) -Rideable Stakes (The user and his mount are capable of walking atop the stakes without any difficulty) Doa Doa no Mi: 10 (Int.bonus) -Also known as the Door-Door Fruit, this Paramecia type Devil Fruit grants its user the ability to create doors through anything they touch, making the user a Door Human. While originally belonging to a rather unimaginative user, this Devil Fruit could be potentially incredible in the right hands. Its powers include:- Air Door (As Phase Shift, or Stones VS Area/Duration in Panels to open a larger pocket dimension. At user's discretion, may also be used to travel as per Astral Travel at AN through said dimension.)
- Door Trap (Stones VS Agl + Ref.Dodge to trap user's legs or other body parts if appropriate - in doors created in the surroundings; Requires physical contact to use. D&R of AN/Stones played to get freed.)
- Hammerspace (Via Air Door pocket dimensions.)
- Inorganic Door (Stones VS Hardness/Area/AN/MN, whichever is higher, Duration of up to AN; Requires physical contact, to open a door through an inorganic object or area of a structure, allowing one - and possibly others - to pass through it at will until it closes.)
- Organic Door (Stones VS Durability, Duration of up to AN, Requires physical contact; to open a door onto organic matter/living beings. This can allow passage through or have other effects depending on what kind of door or where on the body it is created, at GM's discretion - such as confusing a foe if their upper head is turned into a door and caused to spin - but it typically does not physically harm the victim.)
Gate of Babylon - King's Treasure: 100 (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 he makes use of it either by grabbing it himself 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 Travis gets out to fight, he cannot benefit from the defense of more than one of them, although nothing stops him from both attacking and defending. On the other hand, he can also protect others within the area with a single weapon if he so wishes. -Golden Capital: Works as Hammerspace at twice the AN of this action. The Golden Capital can hold countles treasures, weapons, rare and/or unique items and artefacts of all sorts, armors, vehicles, etc. -Otherworldly Artefacts: Aspart of a much bigger Multiverse, Travis is able to acquire treasure, artefacts and weapons from other worlds and add them to his Gate of Babylon. -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. Travis 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. Reishi Manipulation: 12 (Int.bonus) -Efficient -Create/manipulate constructs of Reishi/Reiryoku solidified energy -Spirit Weapons (Can form Spirit Weapon which are especially effective against Hollows, ghosts and other Spiritual beings. Pay for Duration in minutes (1 stone per 2 panels) and for effect (Wpn.modifier up to AN, Advantages up to half AN, rounded up), Can harm Hollows and Spiritual beings regardless, Range of Half AN rounded up (may pay stones for more) if Ranged Weapon. Hollows killed by Spirit Weapons are permanently destroyed.) -Hirenkyaku (Allows action to be used as Flight of speed up to AN or 9, whichever is lower.) -Blut (User can pay for effect up to AN, and Duration in panels, to add stones to physical attacks, or defense, but not both, by making Reishi flow directly into their blood vessels.) -Blut Vene Anhaben (As Force Field, also works VS Magical attacks, Automatically causes collateral damage as it draws power from its surroundings by destroying them.) -Ransotengai (By paying 10 stones in this action, plus 1 for every panel of use after the first, the user can use strings of Reiryoku controlled by their brain to move their body despite paralysis, broken limbs or any force restricting her movements.) -Vollstandig (Acts as Iron Will for attacks performed with a Spirit Weapon, Flight at up to AN with wings of Reishi, and adds half AN rounded down to the ability to sense Reiatsu. Must pay 3 stones per panel in addition to any uses to maintain, and can't be used while in possession of a Shinigami's Bankai.) -Letzt Stil (A last resort technique which is essentially Overstrain on steroids. For AN panels, uses of this action gains an AN bonus, the user gains half AN rounded up in Strength and Speed, Deep Reserves and the max speed limit of Hirenkyaku. Once the technique is over, the user loses access to this action entirely forever, unless they go through a very dangerous process: exhausting themselves physically and mentally, then be hit exactly 19 mm to the right of their heart with a Hellig Pfeill. A pentacle-shaped scar would then form on the point of impact and their powers would be restored.) -Sankt Zwinger (The greatest protective magic of Quincy offense and defense. It forms an Area of up to half AN rounded up, which will manifest as a number of roman numeral-inscribed constructs which will cause towering columns of Reishi to erupt in a circular formation around the caster. Anyone entering it will take an AN attack VS Durability, 2x damage, each panel. Activating it costs full AN in stones; maintaining it costs 10 stones in this action per panel.) -Self-power Restoration (If Travis' physical or spiritual capabilities are impaired in any way, he can easily restore them through use of Reishi. All he has to do is beat the impairment effect stones with this acton to undo it.) -Sankt Altar (Atk VS Agility + Reflexive Dodge; summons orbs of energy which will fire beams at the target, forming the pattern of a large Quincy Zeichen. If successful, the victim loses their supernatural powers while Travis obtains them.) -Can't manifest any physical objects with this power without use of a Quincy CrossAura: 11 -Efficient; unless noted otherwise below, 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 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/panel.) -Defense (As Ablative Force Field, Action as Modifier; Skintight, May not shift stones between Offense and Defense.) -Offense (As Force Blast (Int.bonus, 2x damage, Require an action to use). Alternately, Can either boost a weapon/unarmed attack by paying stones for Effect up to AN and stones for a Duration of 1 panel/stone.) -Healing (As Mutant Healing. Would normally grant Travis a Healing Factor of a certain level, but his own is already stronger thant that.) -Aura Mentor (This ability allows her to immediately awaken the Aura in another person without having to train them in it. Doing so lowers his Aura AN by -2, and gives him a -2 sitmod to all Physical Actions, for an hour, due to exhaustion.) -Accumulate Energy as M.o.M -Aura Break (When Aura's Defense option's Force Field takes damage, this Action's AN gets lowered by 1 AN per white stone lost. It will become unusable once it falls to 0, and will need to recover at a rate of 1w per Hour to full AN before it can be used again.) -Travis's Aura's color is purple, manifesting as a standard field of energy. (Semblance) Lucky Lecher: 9 -As Hex Spheres but used to cause perverted ecchi situations to happen to men and women within the effect. -Area Effect -Cannot be used when suffering from Aura Break Pilgrim Force: 8 -As Hex Spheres; may come with a Duration and/or Area Effect of up to AN if appropriate depending on the Effect -User may either attempt to generate specific videogame-like effects, or just spend stones in the Action and hope for an appropriate effect if any. Whether it functions and what happens is left at GM's discretion. -Essentially an all-in-one package covering most of the Scott Pilgrim verse's main characters videogame like characteristics. Mastery of Metal: 10 (Int.bonus) -Efficient -Create/Manipulate -Force Blast (With none, some or all of the following advantages: 2x damage, AP, Area attack/effect.) -Combine with Close Combat -Accumulate EnergyZauber (Feathers): 10 (Int.bonus) -Efficient -As Mastery of Feathers -Create/Manipulate -Force Blast (2x damage, Limited AP OR Area Effect) -Wings (As Flight at a speed of up to Half AN rounded up. User generates enough feathers to form large feathery wings to fly with. By paying up to 1 stone per person - and maintaining them all for 1 stone per panel - can form wings for up to AN others to use as well in the same manner as long as they stay within AN range.) -Accumulate Energy -Only usable in Kämpfer form; this limitation cannot be bought off with LoEs or White stones.Awaken Geass: 10 (Int.bonus) -Stones VS Durability to imbue a target with a Geass, an eye-based power which manifest as a glowing, bird-shaped symbol on the user's iris when active; Requires physical contact. -Normally cannot decide what powers the Geass grants, but Travis can use other of his powers to influence the results of what one may gain.Chakra/Haki: 100 -As Iron Will -Heal Self -Accumulate Energy as M.o.M -Kenbunshoku Haki (Allows to use as Sense Power/Sonar Sense at AN and as an action rather than a modifier; often combined with another action to dodge attacks more efficiently. At GM's call, this may also work as Precognitive Flashes warning the owner of danger, sometimes; especially if there is a strong killing intent directed at the user) -Busoshoku Haki (This Haki has many uses. First, it can be used to project one's own energy and will in the form of a semi-visible, pure Haki blast, acting as a Range attack at a range of Half this action's AN rounded up (or 4 in this case). It grants no Wpn.modifier to the attack, but as normal, the user can combine stones from this action with Ranged Combat as per the normal Iron Will rules. May also be used as Skintight Force Field (Defensive stones are doubled) all by itself, and/or to add to physical/Devil fruit/weapon attacks, causing said attacks to deal considerably more damage than they should (2x damage. If attack already was 2x damage, add +3 to the attack instead). Finally, may overcome a body altering Devil Fruit user's normal defenses/invulnerabilities, such as the intangible body of Logia fruit users. Attacking with a Busoshoku Haki attack against such a foe with a lower Haki AN (or no Haki whatsoever) means the victim takes the damage normally (if it would have done any in the first place, of course), and cannot recover from it instantly, rather having to heal as though their Instant Healing Factor was just a regular Healing Factor instead.) -Haoshoku Haki (Works as Mental Bolt and Improved Fear, with Intelligence bonus, and the following options: Area Effect of half this action's AN, rounded up (in this case 4), which may be increased by spending stones; May spare specific targets within the area (up to 1/AN); Deals 2x damage for Mental Bolt effect. Victims of Haoshuku Haki frequently report feeling shivers going down their spines for a while afterwards, but this feeling eventually stops with time. At GM's call, a Haki user with this option may develop other 'options' when using this, which could make this person very dangerous by itself.)Becoming Grimoire: 10 (Int.bonus) -Atk VS Intelligence+Magical Defense; Deals no damage; If successful, target is affected by user as through the Possession option of Telepathy. Duration is up to 1 day per red stone of 'damage', after which the victim cannot be targeted again for 24 hours. While under this power's effects, the victim is simply 'not there' and is completely unaware of the situation until freed, at which point it feels like waking up to them. -Body Connection (A successful possession allows the user to keep all of their energy, mental and magical powers, skills and abilities as well as their combat skills, but their Physical Abilities are those of the possessed body regardless of their own, although special powers granting increased Abilities may still affect the new body. The user's Intelligence remains their own, not the victim's; having access to their knowledge and skills does not automatically makes the user as good as using said knowledge or as effective as acquiring or retaining new knowledge.) -Soul Connection (Upon successfully using the Grimoire, the user has access to all of the victim's memories, knowledge, skills, etc. They know of the victim's emotions, deepest secrets, likes, dislikes, and so on. The user can act in a manner completely indistinguishable from the victim, having a near instinctive understanding of how they would react in any given situation, making it extremely difficult to find out anything is off with the victim unless the user willfully acts contrary to said instincts.) -Bodyless (The user's original body turns into mystical energy which enters the victim alongside their consciousness upon possession, which means it leaves no vulnerable body behind for possible enemies or threats to mess with. However, this is an inherent part of the power and happens whether the user wishes to leave their body behind or not. It is mandatory for the power to function.) -While new advantages can be bought and the AN be increased, this power's effects and limitations are inherent to the action and cannot be altered with LoEs or White stones; the Grimoire works as written here. Altering the elements mentioned above would only be possible with power equivalent to the intervention of a greater deity, high-rank cosmic entity or eldritch abomination.)Synchronization: 12 -As Magical Healing -Heal up to 2x AN white stones of Health per day -Heal 2x Energy played if used via intercourse -May remove -1 worth of negative sitmods due to fatigue per 3 stones used -Requires exchange of bodily fluids to useHoru Horu no Mi: 13 (Int.bonus) -Efficient -Also known as the Horm-Horm Fruit, this powerful Paramecia fruit allows its user to create potent hormones which can alter the recipient's body in any way the user desires, making the user a Hormone-Controlling Human. All uses of this power are activated beforehand (and can be maintained for up to AN panels before being injected into someone) and are then delivered via injection using the Syring Fingers ability. Up to 1 option described below/3 AN, rounded up, might be used in a single injection at user's discretion. Most of its effects can be reverted with another use of this power for the same purpose. It grants the following abilities:- Adrenalin Boost (3 stones/2 stones played may be added to any action for up to AN panels. Cannot be used along with Awakening. Requires injection via Syringe fingers.)
- Appearance Hormones (Stones VS Durability, + Magical Defense if target is unwilling; success transforms the target's appearance permanently. May alter multiple aspects, including: skin, hair and eye color; hair length and type, skin quality, general build, body fat or lack thereof, muscular mass, pilosity, physical beauty, tan or lack thereof, freckles, spots, body/parts shapes/relative size, etc. Height and gender are covered in other options. Requires injection via Syringe fingers.)
- Chiyu Hormone (As Mutant Healing, May heal up to 2x AN white stones of Health/day. Alternately, stones VS Durability up to AN + Duration on D&R chart to imbue the target with a Healing Factor of a strength equivalent to how many stones exceed Durability. Finally, if used to counter a poison or disease, will render the target immune to it for a Duration of 1 hour/AN after the healing is performed. Might lower target's lifespawn by 1 year/stone played if injuries are lethal, and only functions on those with the willpower to survive. Requires injection via Syringe fingers.)
- Dansei/Onna Hormone (Stones VS Durability, + Magical Defense if target is unwilling, to transform the target from male to female or vice versa, permanently. Alternately, might induce androgyny and/or hermaphroditism at user's discretion. Requires injection via Syringe fingers.)
- Fear Hormone (Stones VS Durability, + Magical Defense if target is unwilling; deals no damage; success either adds Fear Defense up to AN per red stone of 'damage', or cause a temporary -1 Challenge - either Psychological (Cowardly) or Phobia/3 red stones of 'damage' up to -5, for a Duration of 5 minutes/red stone of 'damage'. Requires injection via Syringe fingers.)
- Growth/Shrink Hormone (Stones VS Durability, + Magical Defense if target is unwilling, to grow or shrink the target by 1 foot/red stone of 'damage', with a maximum of 2x AN additional feet for Growth, and down to a minimum of 1 foot for Shrink. If used for Growth, may add up to +2 Str and +1 Dur to the target if the user wishes, in which case the taller form grows more muscular as well. If used for Shrink, might lower Str and Dur by 1 if the user wishes, diminishing muscular mass as well. NOTE: Alternately, may only alter the size of specific body parts instead of the whole body, at user's discretion. Requires injection via Syringe fingers.)
- Metabolic Hormone (Stones VS Durability, + Magical Defense if target is unwilling; deals no damage; increases or lowers the metabolic speed of the target by a factor of red stones of 'damage' up to AN, making their body turn what they eat and drink into energy either faster or slower. May increase or lower Energy Regen per panel by 1 per 3 red stones of 'damage' to reflect this, in addition to determining how easy it is for them to either burn or gain fat. Requires injection via Syringe fingers.)
- Mood Hormone (Stones VS Durability, + Magical Defense if target is unwilling; deals no damage; if successful, acts as Empathic Projection (Any Emotion) for 5 minutes/red stone of 'damage'. Requires injection via Syringe fingers.)
- Needs Reduction/Trigger (Stones VS Durability, + Magical Defense if target is unwilling; deals no damage; success either negates hunger, thirst or the need to sleep for 1 hour/red stone of 'damage', or makes the target hungry, thirsty or sleepy for 5 minutes/red stone of 'damage'. Alternately, may either lower or increase the need to breathe of a target by a factor of red stones of 'damage' up to AN; for example, beating Durability by 5 would allow the target to breathe 5 times slower and hold their breath for 5 times longer, or vice versa. Requires injection via Syringe fingers.)
- Sexual Hormones (Stones VS Durability, + Magical Defense if target is unwilling; deals no damage; success either increases or decreases the chances of pregnancy by a factor of red stones of 'damage' for a Duration of red stones of 'damage' on the D&R chart, boosts or decreases a target's sensitivity to pleasure as a -1 Challenge equivalent/3 red stones of 'damage', up to -5, for up to 1 hour/red stone of 'damage'; and/or increases or decreases lust and libido as a -1 Challenge equivalent/3 red stones of 'damage', up to -5, for up to 1 hour/red stone of 'damage'. Alternately, may trigger lactation in a body capable of it, or trigger an orgasm in the target, dealing 3x damage, Stun damage only, and causing a -2 sitmod to all actions for 1 minute/red stone of 'damage'. Requires injection via Syringe fingers.)
- Syringe Fingers (The most basic effect of this Devil Fruit, which allows all the others. Turns the user's fingers into claw-like syringes with which to inject hormones into their targets. See modifiers.)
- Temperature Hormone (Stones VS Effect + Duration on the D&R chart; where Effect adds stones of Heat or Cold up to 5 to the target's body. Might be used to either cause comfort or discomfort, or overcome external temperature extremes. Requires injection via Syringe fingers.)
- Tension Hormone (Stones VS Effect + Duration in panels, where Effect adds to Energy Regeneration per panel. Also negates -1 negative sitmod due to fatigue/exhaustion per 3 stones played. Requires injection via Syringe fingers. Cannot be used twice on the same person without an hour of rest.)
- Etcetera (At GM's discretion, many other effects may be possible as long as they theoretically make sense from a hormonal viewpoint. In general, will be triggered with Stones VS Durability, + Magical Defense if the target is unwilling, and typically always require injection via Syringe Fingers.)
-Effecs of the Horu Horu no Mi persist regardless of whether the user is alive, conscious, or under the effects of seawater or seastone, up to Duration as mentioned.Dark Wizard: 10 (Int.bonus) -Efficient -As Mastery of Fire/Earth/Air/Lightning/Light/Force (with Create/Manipulate option.) -Black Arts (Usable as Asgardian Sorcery with very few limits, as long as the spell is evil, causes suffering, embodies darkness, passion, control and general destruction and mayhem. Casting any such spells will result in a Bad Luck of -1 on the user for 2 panels/1 minute, whichever is shorter.) -Accumulate Energy for greater effects -Also grants access to the following spells:- Intelipel (As Force Blast; 2x damage, Sets flammable objects on Fire, Ignores 1/2 the target's Ref.Dodge, rounded up. The caster attacks using a large number of small fireballs. Fire element.)
- Savadage (As Force Blast; 2x damage, Area attack, Sets flammable objects on fire. Allows the user to breath fire like a dragon. Fire element.)
- Martial Law (Indirect Atk VS Agility+Ref.Dodge, dealing red stones of damage equal to how many stones got through for 1 panel/white stone of 'damage'. Melted and boiling liquid metal rains down over a victim, burning them cruelly over a lengthy period, unless the victim can find a way to get it off their body.)
- Van War (Creates a 20' wide, 30' high, up to 1/2 AN, rounded up, Range long, wall of fire. The caster can either have it remain somewhere to block a path, or have it advance towards a given direction at a speed of 1/3 this action AN, rounded up. Either way, the wall acts as a 2x damage, Area effect, Sets flammable materials on fire attack of stones played to any victim in contact with it. Maintaining the wall costs 1 stone per panel. Fire element.)
- Drash Gun (As Force Blast; 2x damage, AP, Area effect 6, Indirect, Causes massive collateral damage. This spell will cause huge, sharp pillars of rock to erupt from the ground, possibly crushing/piercing the helpless bodies of victims caught in it and destroying the landscape. Earth element.)
- Violence (As Force Blast; 2x damage, AP, Limited Area Effect 3 around point of impact. Creates a 2' wide ball of light, which, when thrown, explodes violently upon impact. Fire element.)
- Voy Vot (As Force blast; 2x damage, Ignores Toughness, Normal and Stun damage. This deadly attack cause the victim's body liquids to boil, and eventually burn them up from the inside out. Fire element.)
- Fire Wall (Similar to Van War, but more powerful; the user creates a 30' wide, 50' high, up to AN Range long, wall of fire, and can block a path or be moved in the same way as Van War. It deals 2x damage, AP, Area effect and Sets flammable objects on fire. Finally, unlike Van War, it an be used for other defensive purposes, because the heat emitted by this wall will dissipate gas and mist-based powers, spells and effects of a lower AN. Fire element.)
- Sepultura (As Force blast; 2x damage, AP, Sets flammable objects on fire, Good Luck +4 to hit. The caster throws large fireballs which follow their target viciously. Fire element.)
- Damned (As Force Blast; 2x damage, AP (Ignores 2 Toughness even when No AP), Area Effect 5 around point of impact, Sets flammable objects on fire, Range 6. The caster selects an area anywhere within the range of the spell, causing a powerful and violent explosion immediately in the area in question. Fire element.)
- Damnation (As Force Blast; 2x damage, AP, Area 6 around the caster, Sets flammable objects on fire, Can harm phase shifted or intangible foes. The caster creates an anomaly in the surrounding space to gather a high level of energy around him, which he then cause to explode violently. Fire element.)
- Magnet (As Force Blast; 3x damage, AP, Area 1 attack, Indirect, May not split stones between targets. This spell suddenly draws magma at the surface underneath a single foe, and burns them to a crisp with the lava erupting from beneath. Fire and Earth elements.)
- Rei Von (Allows to use this action as Flight at up to AN via Air magic.)
- Val Volt (As Force Blast; 2x damage, Normal and Stun Damage. The user projects a powerful electrical discharge from their hands. Lightning element.)
- Van Dera (Pay for Area and Duration on the D&R chart; the user focuses his magical energy in the atmosphere and creates a large, if not massive, electrical storm, which then rages normally, except that it doesn't affect the user. Alternately, the user may simply pay for Duration when within an already existing storm to render themselves immune to the storm's effects. A storm created by Van Dera forms normally at first, but accelerating very quickly from then until it is in full effect. Air element.)
- Tesla (Allows a user to control the lightning bolts from an electrical storm and make them hit specific targets. Note: The storm is still very much active within the area, and the user doesn't control all the bolts; as such they are still at risk themselves of being hit by a stray bolt. Each bolt counts as a Force Blast of 2x damage, Normal and Stun Damage, Indirect. Lightning element.)
- Sodome (As Force Blast; 2x damage, AP (Ignore 2 Toughness even when No AP), Area Effect 1, Range 5. Creates high-speed rotating bursts of air which can through most anything. Lightning element.)
- Venjend (As Force Blast; Atk VS Durability and Toughness, 3x damage. This deadly ball of air will enter its target's body and rip it to shreds from the inside. Air element.)
- Megadeath (As Force Blast; 3x damage, AP, Normal and Stun damage, Area Effect up to AN, Causes massive collateral damage. Cause a powerful, extremely focused storm over a specific point, with a localized earthquake right underneath. The two natural forces clash so hard it creates an area of absolute pressure which will cause massive destruction and devastation to all things in the area. Air and Earth elements.)
- Acid Trigger (As Force Blast; 2x damage, AP, Inflicts 1/2, rounded up, the damage it initially causes on the following panel. This spell creates a globe of lethal acid which the user can fire at a given target. Acid element.)
- Ryott (As Force Blast; 3x damage, AP, Normal and Stun damage. A much darker version of the spell Val Volt, charged with Black Magic, unleashing a devastating blast of black lightning. Lightning element.)
- Dark Angel (Similar to a Van Dera spell, with user paying for Area and Duration of the Storm. However, the dark energies forming the storm will drain the very energy of any lifeform caught in its corrupted rain. It acts as an Atk of AN VS Durability, dealing only Stun damage; which affects every living being in contact with the rain. Undead and constructs, for examples, aren't affected.)
- Hades (Attack VS Durability+Magical Defense; victim will suffer a series of powerful, exotic diseases, which will cause 1w of damage per panel, 3 stones of Stun damage per panel, and -3 to all Attributes. It can however be negated by effects of pure/holy/healing magic and certain powers, per GM's call.)
- Exodus (The caster surrounds himself with hellfire and blasts himself towards his foe. Functions as Blasting, at a Speed of up to AN, Sets flammable objects on fire. Also, as it is Hellfire, it can only be extinguished by milk, blood, holy water or magic.)
- Venom (As Force Blast; Attack VS Durability+Magical Defense, 2x damage, Area effect 5, Causes massive collateral damage. This deadly spell creates a small are of chaotic space, which eventually disrupts itself and disintegrate almost everything within the zone.)
- Chroming Row (As Force Blast; 2x damage, AP. Allows caster to fire lasers with their hands. Light element.)
- Willinger (As Force Blast; 2x damage, Limited AP, Range 6. Creates slashing discs of pure light. Light element.)
- Barrier (As Force Field, also works against Magic.)
- Anselm (As Force Blast; 2x damage, AP, Good Luck +6 to hit, Range 5. Can be only blocked by force fields, antimagic spells, or if another being throws themselves in the spell's path to intercept it. Creates a number of balls of pure light which will track their target until they hit, and that may only be blocked by a few, specific things.)
- Mota Lucy (A fairly basic spell for Archaic Magic, which allowed the grand sorcerers of old to control a Golem, one of the most powerful magical constructs of antiquity. Stones are used as an Attack VS the A.I of the Golem (or if an enemy sorceror is controlling the same golem, against said mage's own Int+Magical Defense. If success is achieved, the caster attains control of the golem and may command it mentally with little effort. They can control up to AN golems per stone used for maintaining on each panel. If they stop spending the stones, the golems become immobile, awaiting new orders.)
- Vortex (Allows the user to create a powerful vortex of ancient magicks, which has the potential to engulf and seal evil creatures into another dimension where they end up trapped until the wizard's death or after 20 years per AN, whichever comes first. Works as an Area effect, Attack VS Durability+Weight+Magical Defense, because the vortex has to be large enough to engulf the victim. If it succeeds, it will cause "virtual damage" of 1w per red stone that gets through. If higher than the victim's remaining Health, the victim is absorbed into another dimension and becomes trapped. Non-evil creatures are unharmed by this spell.)
- Ark Enemy (This spell is used to dramatically improve the power of the user's fist with divine flame, which, for a single attack afterwards, will add Stones played in this action (upon the casting of the spell) to its punch attack, and make it 2x damage, AP, Ignore magical Force fields and protections attack. Devastating against most foes, but the fist still has to connect with the enemy, so might not be useful in all situations.)
- Van Vinus (A "Reflect" type spell. Can reflect the spells of only one foe at a time. If the caster stones in this spell beat the enemy's spells' stones of Effect, he reflects them, at full power and with all used advantages, right back at the caster.)
- Halloween (As Force Blast; 2x damage, AP (Ignores 5 Toughness even if No AP), Area effect line of 3' width, Range 10+. A blast of pure energy that punches through nearly anything in existence. That being said, it will still eventually lose its power after piercing through more or less 5 kilometers of matter, and will then vanish, meaning it can't punch through the entire Galaxy. If it hits a planet or a large asteroid, it will usually end its course there.)
- Rain Bow (As Force Blast, 3x damage, AP, Area effect 4 around point of impact, Good Luck +7 to hit, Range 7. Projects a series of magical missiles which hit their target almost without fail. Far more powerful than Anselm. In theory, can't be blocked at all, but could still supposedly be dodged or endured.)
- Anai Alade (This spell creates a large mass of low-pressure air which can either be used to cut what it touches to pieces, or work as a Shield against Area attacks. If the former, it is a Force Blast, 2x damage, Area effect of up to AN, Causes heavy collateral damage. If the latter, it acts as a Force Field, but with an area of up to AN, which also will protect the actual surroundings from collateral damage. Air element.)
- Testamento (As Force Blast; Atk VS Durability+Magical defense, 2x damage, Range 3, Can't target multiple opponents. This powerful, yet less showy spell creates a small area of Absolute Zero, which is then thrown at an enemy as an invisible bubble. Upon impact, the victim usually explodes in a burst of frozen blood due to the difference in temperature. Cold/Ice element.)
- Seiren (As Force Blast; 3x damage, AP, Area Effect 5, Normal and Stun damage attack, Causes -2 to all actions of the victim for 10 panels if they survive. Creates a small spacial anomaly in a localized area which essentially functions as a black hole. Gravity element.)
- Hed Zepperion (This spell creates a massive sphere of black matter which traps the victims inside it, while the wizard summons the demon Prince Gakitama, who will then happily proceed to attack and devour everyone inside. The caster pays for the affected Area (at least area 6), to reinforce the Sphere (each stone played to reinforce it increases the Sphere's resistance by 2. The sphere's resistance is what the victims inside need to beat with various possible actions to escape the sphere. Base Resistance is 10), and another 10 stones (the Demon Prince's Durability) to pay for summoning Gakitama inside the sphere. Victims can either fight or try to escape the sphere; once the spell is cast, the wizard can maintain it for 2 stones per panel.)
- Brag Ze Has (Creates a half sphere over an area, made of dark energy, inside of which then happens what modern science would call a Nuclear Explosion. All victims inside of the sphere takes an attack as follows: 3x damage, Area Effect up to AN, Attack VS Durability+Magical Defense. Needless to say, nothing remains intact in the area and all non-living matter is annihilated in an instant (and most living one too). A large crater remains where the sphere was once the spell ends.)
- Hex (Can inflict "Bad Luck" disadvantage at up to Half AN, rounded up, by paying stones for effect, initial Range, Duration of 1 hour/stone played, and 1 stone per additional victim. Cannot have more "hexed" victims at once than AN.)
- Brain Guardian (This terrible spell will initially cause massive pain to the victim, as a crown of thorns grows slowly around their forehead. Eventually, when it is fully grown, the victim will suffer a powerful mental attack which, if successful, will plunge the victim into a nightmarish sleep for all eternity (it can be dispelled by a third party or the original caster, as long as the initial attack stones are beaten. Essentially works as an Attack VS Intelligence+Mental Defense. If it succeeds, the victim's Energy regen is negated, and they start losing [white stones of "damage"] Energy per panel. Additionally, they take -2 to all actions due to the pain. When the Energy is entirely depleted, they take an additional Mental Attack of the same initial strength, which if still successful, will plunge the victim into the aforementioned eternal nightmarish sleep; they can't age, can't die from natural causes, and can only suffer and fear forever until dispelled.)
- Accused (A pact is made between two willing parties (usually includes the caster, but they can cast this spell for someone else). The person targeted by this spell accepts it willingly, and so there is no defense from it. Upon acceptance, the victim is forced to hold their end of the bargain, or else they will suffer, taking -3 to all actions and 5 Stun damage per panel for 10 panels, at the end of which they will transform into a hideous gargoyle, a low-level magical monster usually standing guard around old ruins.)
- Open/Close: (Allows caster to open or lock any door or container. Non-magic locks cannot resist this spell. For others, this spell must still beat the difficulty and Resistance.)
- Illusion (As the action Create Illusion, although other people's Intelligence+Magical defense, if superior to the spell's effect, can see through it.)
- Charm (Attack VS Int+Mental Defense. If successful, the victim experiences lust, desire and love for the caster for an hour per red stone of damage. Alternately, the caster may determine another person as the target of the victim's love.)
- Alcalor (Allows user to travel great distances in no time by slowing down time. Can play up to one stone per AN, each stone granting the user one hour worth of travel time before time resumes normally. May only be used for travel; if the wizard attacks someone or interacts with the world in any way, the spell ends. Can be used only once per day.)
- Fire Tiger (This literal, but fairly giant tiger wrapped up in flames will either fight by the caster's side, or improve their fire spells from a safe distance. Durability of 6.)
- Da Fola (A large lizard of fire, who either attacks with its fire breath or a deadly lance. Durability 7.)
- More Now War (Summons a golden, three-headed dragon, whose breath will incinerate mercilessly the caster's foes. Durability 9.)
- You Dee Oh (This special Summoning spell invokes the heads of the three Ogre gods, once killed by Dark Schneider a long time ago. They will cast spells for the user, using the caster's own Energy, allowing the wizard 3 additional actions, all usable only for magic. It also allows them to use the same magical action more than once per panel at full AN, as long as they have the Energy to pay for it. Summoning the three heads (who are indestructible) costs 3 stones, and must be maintained each panel at that very cost. Expensive, but very powerful.)
Dragon Breath: 30 (Dur.bonus) -Efficient -As Mastery of Fire/Heat -Immunity to Element -Create/Manipulate -Force Blast (2x damage, Area attack/Area effect, Sets flammable objects) -Dragon/Satan Fang (As Summoning; May only summon large, flying dragon heads made of pure flames, with a mastery of Fire of their own.) -Flame Veil (As Create Illusions at AN. Travis can use his powers to refract light from the heat in order to become invisible, create mirages, or other illusions of various types.) -Dragon Wings (As Flight at Half AN, rounded up, via manifestation of flaming dragon wings made out of fire. Excess stones may be spent to perform more complex maneuvers, carry heavy weight, or shifted to defense.) -Dragon Nest (Pay for Effect up to AN, Duration in panels, and Area effect, with additional stones for specific shape of the area. Travis slams his hand into the ground, generating formidable levels of heat which melts the stone, earth and other materials there into a pool of lava, with the intent of limiting his enemies movements. Anyone within AN feet of the lava who don't have Fire/Heat Immunity will suffer an Atk VS Durability, Area effect, Sets flammable objects on fire equal to the stones of effect, making it a very good idea to stay away from it.) -Accumulate Energy for Greater effect -Combine with Close/Ranged Combat -Mystical Nature (Acts as a Magical Action)Dragon Manipulation: 30 (Int.bonus) -Represents Stella Vermillion's Conceptual Manipulation power as a 'Dragon', which Travis copied, potentially granting him all the powers and abilities of such a mythical beast at his beck and call (as well as his Dragon Breath powers, above). For the moment, his mastery of this power is limited, as it mostly just increases his physical capabilities and grants him a considerably stronger and faster healing rate... which is still enough to put him heads and shoulders above and beyond the level of most Blazers, and even most Deperados.
- Dragon Spirit (As Metamorphosis, to increase Str, Spd, Dur, Ref.Dodge, Toughness, or Immense Magical Power by 1 per stone played. Additionally, activating it increases his Healing Factor by two steps. Dragon Spirit is Stella's current most powerful Noble Art, allowing Travis to access the physical might of a dragon. As this power burns through a lot of calories, it can normally only be used up to AN minutes/2 panels per AN before requiring a large meal to recover the energy necessary to use it again.)
- Mystical Nature (Acts as a Magical Action)
Desperado: 10 -This action, which represents the incredibly powerful aura a Desperado can emit at will, functions as an Area effect with various possible effects and rules, explained below:- Presence (As Fear at AN; Area effect, May cause either or both Fear or Awe)
- Influence The World/Fate (As Hex Spheres, or Good Luck/Bad Luck; must pay for effect and Duration in panels for the latter.)
- Immobilize/Kill Blazers (Atk VS Durability to paralyze for 5 minutes/red stone of 'damage', OR Atk VS Durability + Magical Defense to instantly kill any normal Blazer, within the Area effect. Desperados are so completely beyond normal Blazers in terms of magical power that they can downright paralyze, or even kill, ordinary Blazers with but their willpower.)
- Unbreakable Faith Vulnerability (It is possible for a normal Blazer to resist this power's effects even if their defenses would normally not suffice, should they display unbreakable faith in their own unshakable abilities, but such confidence and willpower in the middle of a fight against such a dangerous opponent is nearly unheard of, with Stella herself being one of those few and far between to have achieved it. GM's call more than anything.)
Magic Materialization: 100 (Int.bonus) -May create matter or objects from nothing; Must pay either for Weight, Area, Technological level AN or for highest AN/MN -Created objects are permanent -Eternal Dragon Creation (May create a 'Sacred Dragon' along with its own set of seven Dragon Balls via a 6 hours ritual involving the crafting of a stone statuette representing the being, and a temporary sacrifice of lifeforce, namely 3w of Health - whether regular or Power Level - which an only be recovered after 24 hours of rest. The Dragon Balls created in this manner can grant 1 wish/4 ANs, rounded up, in this Action, per summoning of the dragon (up to once a year). Resurrecting the dead allows a single resurrection per wish up until AN 10, at which point it can resurrect any number of deceased, but requires 2 wishes to do so. Also, a dragon cannot kill/defeat/permanently disable a being stronger than itself using a wish, but altering/transforming/effecting them in other ways may be easier. After a summoning is completed and the wishes granted, the dragon will vanish and the Dragon Balls will disperse randomly across the world and turn to stone for a year. NOTE: The creator of the Eternal Dragon can decide on the being's name and general appearance.) -Eternal Dragon Resurrection (Should a created set of Dragon Balls be destroyed or the Dragon killed, its creator can easily resurrect it by simply rebuilding the stone statuette representing it. Doing so will only require about 10 minutes and a single white stone of Health which will require 24 hours to heal.)Gift of Prophecy: 16 (Int.bonus) -As Clairvoyance -Efficient (becomes Super-Efficient when on the lookout.) -May perceive through time regardless of physical proximity -May receive prophetic visions or dreams as per Precognitive FlashesPower of Destruction: 10 (Int.bonus) -Efficient -Destroy Matter (Stones VS Hardness of target objects or area's strongest material, may pay for Area as well up to AN, to destroy the target utterly and disintegrate it. Cannot use this secific option as an attack against living beings, however; see below) -Extinguished Star (A monstrous ball of destructive energy which disintegrates all it touches, and pulls enemies towards it. Functions as a Force Blast, 3x damage, AP, Area attack, Accumulate Energy, Must be accumulated for at least one panel prior to being fired, Must be used to full effect [Cannot not use some of the advantages, for example due to Rias' lack of control yet], Causes massive collateral damage.) -Combined with Close/Ranged Combat up to AN -Can be used to 'destroy' enemy powers and attacks (As Force Field or Dispel Power, depending)Fūinjutsu: 6 (Int.bonus) -Efficient -As Hammerspace -Can be used to seal creatures, objects, chakra, etc. within other objects, creatures, etc. -Can seal away some or all of another person's clothing by touch. Papiyas, the Demon King of the Sixth Heaven: 100 (Int.bonus) -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... scorching hell. Ancient Japanese buildings are ruined and ablaze everywhere in sight, and burning corpses can be seen everywhere. Amidst the flames, Travis will appear, naked, as the flames devours his opponents. -All of his enemies trapped in the Reality Marble risk being subjected to a vicious Atk of stones played VS Durability+Magical Defense dealing 2x damage, affected by his Tenka Fubu - Innovation skill if appropriate, with one difference. Non-divine or non-Mystery beings will barely feel 'a tad hot' in the area, as opposed to the normal -2 to the action. Such beings will not suffer from the flames, but will nonetheless experience the fear. -Fear and Reverence (As the action Fear at AN against anyone trapped within the Reality Marble, every panel)Speed Force: 20 (Int.bonus) -Efficient -Speed Perception (Can willingly adjust the speed at which he perceives things or events, either making things seem to go fast, or go very slow, as he wishes. It doesn't change his capabilities as much as how he percieves time and situations, although it does give him PLENTY of time to think, rest, focus and plan. For that reason, it can also be used as Concentration.) -Super Speed (Adds 2x AN to regular Speed ability; this Speed may be used as the regular Speed on the D&R chart, or the Flight chart, at user's discretion. NOTE: See Special Vulnerability, below.) -Speed Aura (While it normally would be very dangerous for surrounding people or objects to cross the path of a being moving at speeds exceeding Mach 10 - let alone even faster - Travis can run at most any speed and not affect/damage/endanger anything he doesn't feel like affecting with it. This effect is free and automatic, always active unless the user wishes to allow the effects of their speed to be felt around.) -Sharing the Force (Travis can add momentum and speed to already moving people or objects, combining these stones to any effect where speed or momentum matters, or use this as Metamorphosis to increase the Speed and/or Reflexive Dodge of other people. The resulting speed, like Travis', can be used as normal or Flight speed, and benefits from Speed Aura; see above.) -Steal Speed (The opposite of Sharing the Force, this ability allows Travis to steal the speed and momentum of a moving object or being as an Attack VS Speed, with each red stone of damage taking away 1 of Speed, and 1 AN of any movement action. Targeting a moving object will function automatically, reducing the speed of said object by 1 for each stone played, up to 0. Beings with no Speed left are physically paralyzed, whereas moving objects are simply stopped and either fall where they are or remain where they are. Maintaining any such effect on a living being costs 1 stone/effect/panel. For a frightening effect, Travis can also spend 3 stones to make this an Area effect, stealing the speed of everything in the area.) -Infinite Mass Punch (Can combine with Close Combat; becomes an Attack VS Durability, basically undodgeable as it is dealt at the Speed of Light. This devastating punch is said to strike with the power of a "white dwarf star", and was enough to knock out a martian as durable/tough as Superman from Mount Rushmore to the plains of Africa in one punch.) -Energy Constructs (Thanks to his mastery of the Speed Force, Travis is capable of creating Energy constructs made out of the very energies of the Speed Force, the most common construct of which is the Flash Costume; see below.) -Phasing/Invisibility (As Phase shift or Invisibility, at AN. Vibrating his molecules at formidable speeds will allow Travis to phase through most anything, or keep light from reflecting on him, effectively turning him invisible.) -Molecular Vibration (As Charge Objects. Vibrates object so hard they actually explode seconds afterwards.) -Time/Dimensional Travel (Travis can actually travel through time and dimensions via the Speed Force, at up to AN. He must be moving at least at the Speed of Light to use this.) -Speed Flight (Can fly at up to AN speed if he feels like it, by using the Speed Force.) -Enter the Speed Force (As though he wasn't fast enough, Travis is actually capable of exceeding his 'maximum' speed by spending stones in this action; for each 2 stones, up to the AN, he gains +1 to her Speed.) -Speed Duplicates (Can create AN duplicates by spending 1 stone per Duplicate, and half of that to maintain them. In essence, this is actually Travis moving so fast he appears in several places at once, but in game terms is explained via duplicates. However, since it is all in fact a single individual, all clones and the original take damage when any of them does.) -Speed Regeneration (While actively using this action, putting 5 stones in it to activate this effect will make Travis' Healing Factor go Instant, along with Limb Regrowth. This effect can be maintained by continuously spending 5 stones in this action. NOTE: Not exactly useful to Travis given his already insane healing abilities.) -Speed Force Reflexes (When accessing the Speed Force, the user gains this AN in Reflexive Dodge and Deep Reserves, to reflect his godlike ability to react to everything around, and his ability to rest and recover quickly while the rest of the world seems so slow.) -Flash Costume (Travis can manifest this Red and golden costume via his Energy Constructs power. A +3 defense costume which also resists Friction and Kinetic energy at AN (10), allowing it to be worn and used at incredible speeds without having to use one of Travis' defensive powers to not rip his clothes apart.) -Special Vulnerability (Unlike Wally, Barry's powers do not allow for easily reaching near-unlimited speeds. In fact, exceeding the speed of light carries a risk; a risk which Travis shares since he got the same powers. The faster over the speed of light he runs or flies with this power, the higher the chance for the Speed Force to 'glitch out' and cause unexpected effects. Possible results include sending him all the way to the edge of the universe, tossing him into another dimension, send him unexpectedly through time, and similar unexpected results.)Swimming: 10 (Str Bonus) -Can exceed max human water speed Hunting/Tracking: 10 (Int.bonus) -Stalk -Follow trail -Smell blood -Set up/spot ambushes -Set up/spot traps -Follow tracks -Cover Scent -Vantage Points -See through Camouflage -Spot Clues General Knowledge: 10 (Int.bonus) -Science -Weapons -Vampires -Famous Women -Fashions -Artifacts -Alien Races -Anime -Video Games -Vehicles Psychiatry: 10 (Int Bonus) -Seduction -Brainwashing -Mental Disorders -Hypnotic Suggestion -Medications -Non-Human Thought Processes -Manipulation -Talking Down -Incite Anger/Violence Acrobatics: 10 (Agl Bonus) Medical Healing: 10 Statecraft: 10 -Professional Mercenary -Master of the Estate -Flirtation -Weapon Jargon -High Society -Seduction -Negotiation -Playful -Hunter Association -Interdimensional Emperor MODIFIERS Wealth: (50) (Due to inheritance/influence) -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 (+15 in this case) to uses of Gate of Babylon, as its power depends upon the Wealth of the user. At Rank A, Travis is at a level where 'money troubles will be unknown', making him easily become ginormously rich.) Resources: 50 -Inter-Universal Leader -Military Might (+5 version) -Charitable Foundation (After learning the backstory of his maid Lucy. Travis with her blessing started up the Layla Heartfilia Foundation, an organization that provides care to orphans, and education/support for young mages whether or not they are part of a Guild.) -Powerful Enforcer (Recommended by Scathach, Travis hired the heroic spirit of her former pupil Cu Culain to serve as his personal security enforcer. He is at his call at any time to deal with whatever threat to him arises.) -Combat Team (Realizing that his enforcer would likely need backup. Travis also assembled a combat team to do just that. He dubbed this team Black September.) -Financial Backing (In an effort to provide some degree of oversight and control to a madwoman. Travis has begun providing financial backing to famed supergenius Tabane Shinonono, the inventor of the IS Power Armor. He can use the threat of cutting her funding to either reign in her excesses, or at the very least request her help if he should need it.) -Network of Informants (A collection of loyal detectives, and insiders who can provide needed intel when called upon.) -Private Army (His recent ascension to the public eye has led to an increase in recruitment for the Howlet Clan. Providing no shortage of soldiers to call on.) -Loyal Aide (At the suggestion of Rias Gremory, Travis hired a woman named Greyfia Lucifuge to act as his aide. The fact that she dresses like another maid is a nice bonus too.) -Combat Team (In addition to Black September. Travis recently hired a resurrected, but out of a job group of Galactic Warriors named to Ginyu Force to act as Earth's defenders from potential extraterrestrial and inter-dimensional threats.) -Position of Authority (As the son of Travis Howlet Sr., and the owner of the estate on Japanese territory. Travis Howlet Jr. is the de feacto leader of the Far East branch of the Howlet clan. Commanding all lesser members of his clan in times of battle or crisis.) -Unique Technology (Travis has access to a huge stockpile of mobile suits.) -Secure Headquaters (Zeta Island... An artificial private Island located inside the pacific. Equally as beautiful as well defended) -Private Army (Spirit Force... A Cheerleader themed PMC with an emphasis on agility and parkour moves while wearing cheerleader outfits on duty.) -Powerful Enforcer (Travis recently hired a Pokémon League champion named Cynthia to serve as extra muscle) -Financial Backing (Travis has recently been providing additional financial aid to The Holy Empire of Britannia's military RnD. In exchange for this funding, He can count on the Emperor for favors, and maybe a few Princesses in the future.) -Private Army (Gunblazer Academy: A PMC created and owned by another Master Travis defeated. They are all-female and use age suppression technology to appear younger, they also dress in uniforms inspired by Japanese Highschool Uniforms.) -Charitable Foundation (Wildlife Restoration Legion. They protect rare and endangered species, and also work to restore diminished animal populations. They also dabble in cloning extinct species.) -Unique Technology (Travis has recently begun funding and assiting in the construction of pleasure androids for men, and women. They can also easily be adapted for other work such as service, or defense.) -Loyal Aide (Travis recently hired the beautiful and powerful Jennifer "She-Hulk" Walters to handle the majority of his legal issues. -Powerful Enforcer (Travis has procured the services of Zatanna Zatara to act as his "Court Mage" for when he assumes his role as Emperor of the Universe.) -Powerful Enforcer (Travis recently hired a Card Mage Planswalker named Cana Aberona to serve as a hired gun, and backup defense for his mansion) -Powerful Enforcer (Another new hire is a young knight named Celestia Ralgris. Her skills operating a powerful piece of machinery known as a Drag Ride make her a useful patrol for the skies over his domain. -Combat Team (Valkyrie Squadron: At Cornelia's behest, Travis hired a team of young women led by two former students of the 2nd Princess, Marika Soresi, and Liliana Vergamon to serve as a team of bodyguards for his family. Each girl having traded in their Knightmares for a simple lightweight but practical battlesuit.) -Combat Team (Travis has acquired a team of girls reincarnated with the spirit and power of old warships. Namely the Food Supply Ship Mamiya. Destroyers Fubuki, Mutsuki, Shigure, Yuudachi, Kisaragi, Akatsuki, Hibiki, Ikazuchi, Inazuma, Yukikaze, and Shimakaze. Cruisers Sendai, Jintsu, Naka, Yuubari, Ashigara, Ooyodo, Takao, Atago, Mogami, Tone, Chikuma, Atago (Azur Lane), Belfast (Azur Lane). Battleships Kongou, Hiei, Haruna, Kirishima, Fusou, Yamashiro, Nagato (Leader), Mutsu, Yamato, Iowa, Warspite, Bismark, Richelieu, Prince of Wales (Azur Lane). and Cariers: Akagi, Kaga, Shokaku, Zuikaku, Saratoga, and Hornet.) -Loyal Aide (Travis has hired a time displaced half-alien Empath named Deanna Troi to serve as one of his assistants.) -Corporate Leader (Travis is the new Devilukean Emperor, succeeding Gid Lucione Deviluke upon his wedding with Princess Lala. This makes him the leader of the vast Devilukean Empire, which spans across the entire Milky Way galaxy and includes hundreds if not thousands of planets populated by sentient species, including Deviluke itself.) -Personal Enforcer (Knight-Commander Zastin is the handsome commander of the Devilukean Royal Guard as well as the best swordsman of all of Deviluke. An inexorably loyal and fierce warrior, Zastin is also kind and friendly, honorable to a fault, well-mannered... and surprisingly unlucky.) -Position of Authority (As the Devilukean Emperor, Travis is also technically speaking the supreme commander of their military forces... which includes countless starships of multiple sizes and types, all manned, armed to the teeth, and capable of faster-than-light travel.) -Private Army (As the Devilukean Emperor, Travis has access to bajillions soldiers and troops from the vast Devilukean military, more than willing to fight for their new leader. Or do other stuff. He is their Emperor after all.) -Powerful Enforcer (Travis recently hired another soldier... A powerful energy-manipulating silver haired woman named Selvaria Bles.) -Combat Team (The Marvels, Travis has also acquired a group of female superhumans to serve as a new team/part of his harem. Jean Grey, Rachel Summers, Dazzler, Magik, Talisman, Tarot, Roulette, Wasp, Sersi, Tigra, Hellcat, Enchantress, Black Cat, Emma Frost, Firestar, Husk, Black Widow, Blonde Phantom, Spider-Woman, Aurora, Polaris, Spider-Gwen, Arachne, Puppet Master II (An AU version of Alicia Masters who was trained in the Ninja arts, and Puppet Jutsu by Sasori), Invisible Woman (Not the same one that gave me the Nullifier), Machinesmith II (An AI "Daughter" of Starr Saxxon), Catseye, Psylocke, Karma, Moonstar, Michelle Korvac (A gender flipped version of Michael Korvac.) Batgirl (Barbara Gordon) Catwoman, Power Girl, Supergirl, Shanna The She-Devil, Harley Quinn, Dr. Light, Lady Octopus, Kwannon, Hawkwoman.) -Finacial Backing (Travis has located a mute musician from another world named Sona, and has offered her incredible financial backing as Imperium City's first and biggest musical superstar in exchange for her occasional aide and services to him and his family.) -Powerful Enforcer (As a fusion with the God Emperor of Mankind, Travis has now obtained the services of the beautiful and powerful Living Saint Celestine of the Sisters of Battle.) -Loyal Aide (Akira Okouchi, a former classmate and friend of Kylie Howlet when she was Kyle. She recomended her recently down on her luck friend to help assist the Howlet family in managing business and scheduling affairs. Though she lacks any real powers compared to other aids, she is steadfast in her loyalty and will not betray the Howlet clan even under threat of death.) -Combat Team (The Swords of Howlet. A group of all-female Samurai themed bodyguards they are led by a young and powerful swordswoman named Aoi Ichijo, and she is in turn backed up by her seconds Katase, and Murayama two former classmates of Rias Gremory and her crew.) -Respected Status (As the man who overthrew and killed Palpatine single handedly Travis commands massive levels of reverence with anti-Imperial groups and figures within the Star Wars galaxy he visited to test his Warmaster Powers.) -Private Army (As the most powerful/Famous Fae'Rhal in the known Universe. Travis has attracted so shortage of his fellow aliens to fight under his banner.) -Position of Authority (Due to a recent buyout. Travis has become both the President of the Hellfire Club, and given himself the role of Black King of his inner Circle) -Corporate Leader (Following the conquest of a particular Battletech Universe. Travis took over that world's version of Comstar, and all of it's assets and rebranded it KONGSTAR. With his Shipgirl Kongou acting as a figurehead leader while he and several others run the show behind the scenes. KONGSTAR maintains the HPG Communications grid of that universe's Milky Way Galaxy while also expanding into producing and selling Mecha and weapons made with Howlet technology.) -Position of Authority (Travis has long since become the new Chairman of the Hunter Association. All Hunters in the world pretty much answer to him to some extent and are subject to his edicts.) -Combat Team (Howlet's Hunters. Travis' hand-picked team of Nen-Using Hunters who live near him, and follow his orders in terms of mostly hunting down rogue hunters, and Nen-using criminals/threats) -Loyal Aide (Recently under the advice of Deanna. Travis 'hired' a new 'assistant' in the form of former Borg Drone, and Starfleet Officer Annika "Seven of Nine" Hansen.) -Combat Team (Travis has reformed the Blades from the Elder Scrolls, a group of the most elite serving as his personal bodyguards and attack dogs. He has trained them in a variety of otherworldly combat techniques to make them even deadlier warriors) -Private Army (Taking inspiration from the Winged Hussars of old, Travis has formed his own elite heavy cavalry Brigade armed with more advanced weapons and armor and riding on either horse or pegesi.) -Loyal Aide (To serve as an administrator and commander in all matters related to Howlet Island Travis has recruited/seduced Frolaytia Capistrano to serve as Commander of all Howlet Empire military forces on Howlet Island, with an equivilant rank of Major Admiral, a combination of both Rear Admiral, and Major General designating her as having equal authority over the army and navy forces stationed there.) -Finacial Backing (Travis has recently begun offering financial support, and protection to a famous idol named Ai Hoshino. Providing security for her, and her two recently born, and hidden children in return for her addition to his harem.) -Combat Team (After becoming a Starborn, and accuring a new spaceship... Travis put out a request for a fine crew for it to travel the cosmos. Members to be listed below.) -To be decided -To be decided -To be Decided -To be decided -To be decided -To be Decided -To be decided Arsenal: 28 -Magic Weapons Halo +5 -Adds to any Magical Actions as long as it is manifested and visible -Can manifest or retract at will, but automatically manifests if she spouts out any number of wings Tier: 25 -Gains +3 from GP to offense and defense/level above an opponent's own Tier MN -Might gain +1 per MN for non-combat tasks if appropriate, GM's discretion -Useless against foes with an MN equal to the user; disadvantaged against one with a higher one. Golden Rule +17 -Adds to Gate of Babylon (See Wealth) Stand User -Travis is a Stand User, meaning he has the ability to perceive Stands via his regular sight, and damage - and potentially kill - them in combat. Stand (Avenged Sevenfold): 7 -A stand bound to Travis' body. Any damage inflicted on his body is reflected back on his target multiplied by action number. For example if he takes 1r of damage. Whoever hurt him will take 7r or 3w of damage. -Cannot be improved with lines or white stones Class Change -Travis has the ability to switch 'Classes' at will, which will make him more skilled and powerful at certain aspects, and sometimes weaker at others, while also granting him unique skills for each class. Changing from one class to another takes 1 full Panel. If he has appropriate equipment matching the class available, he can also use this power to instantly switch equipment to it as he changes classes. -At GM's discretion - though the player can suggest some - new classes can be unlocked as one encounters them, given the right circumstances and sufficient understanding of said potential new class. For example, were he to visit the Naruto universe, he might be able to obtain a Shinobi class. Alternately, if some classes became obsolete - for example, if near identical but superior classes are obtained, or if actions are merged making former classes useless - they can be removed.P.C.P.T +5 Unlimited Spiral +10 -Adds to uses of Spiral Power Critical Hit: 10 -Lethal Crits Sneak Attack: +10 -Improved, Enhanced, Superior Sneak Attacks -Lethal Sneak Attack -Lightning Strike -Power Sneak Attack (2x range) -Ranged Sneak Attack (2x range) Mental Invulnerability Magical Defense: +8 Inter-Dimensional Travel -From the Material Plane to Heaven, Hell, Purgatory, the Astral Plane, and any other minor after life planes of existence, and back at will. -May bring other individuals/souls along Technarch Adaptation: 15 -Work as special defense VS powers, energy type, elements that affected the user since up to 10 panels/5 minutes (whichever is lower); the MN can be split between different types of defenses as different attacks are taken in. For example, at AN 6, if the user was hit by a fire breath and a laser gun, they could split the defense, for example, +3 VS Fire, +3 VS Laser/Light, or +2/+4, etc. Scott Pilgrim Finisher -At will, by taking a 1/4th, rounded down, penalty on an offensive action against a target enemy, Travis' attack, if lethal, will turn the target into a bunch of money in the form of coins depending on their relative power, in general $100 USD per Durability or Intelligence AN + highest Action or Modifier AN/MN, multiplied by 5 for boss type opponents at GM's discretion. Interdimensional Travel -May enter any videogame as though entering another dimension, as well as bring others along with him. -Granted by SheoggorathTransform Self - Giant Wolf -Copied from the Wise Wolf goddess Holo, this ability allows Travis to transform into a wolf about 15' tall, and over 32' long, with the might, claws, fangs, and senses that come with it. The changes in said form are as follows:- +4 Str, +2 Agl, +3 Spd, +3 Dur
- +1 Close Combat (Bite, Claws)
- +3 to Hunting/Tracking
- +3/+2 Fangs (2x damage, Limited AP)/Claws
- +3 to Ref.Dodge and Toughness (No 2x damage)
- +2 to his Animal Senses (Wolf)
Transform Self - Red Kämpfer -Travis has become a unique Red Kämpfer, wielding the powers of one of each three powers of Zauber, Schwert and Gewehr. Transforming either happens willfully through concentration and focus, randomly due to inexperience and strong emotions, or possibly unwillingly if other Kämpfers transform nearby, also if one is inexperienced. When active, Travis transforms into a slightly less tall (5'8"), beautiful and voluptuous silverette with sky blue eyes with an athletic, sexy body with flawless, pale skin. Whatever outfit he is wearing at the time shifts either to a female version if it exists, or remains essentially the same but adapted to her new body's size and shape. Turning back to normal requires calm, concentration and focus, and is much easier for an experienced Kämpfer than a newbie one. In Kämpfer form, Travis gains +2 Str, Agl and Dur, +3 Spd; +2 to Ref.Dodge and Toughness, +3 to Magical Defense, +1 to Leaping.Transform Self - Byakko -A 12' tall, 10 tons heavy white tiger of Chinese legend said to be a protector and Guardian of the West, and commonly associated with the Element of Metal, and its fellow mythical beasts Suzaku, Seiryu and Genbu. Travis has the ability to turn into the huge creature at will. The transformation provides him with the following changes: +5 Str, +1 Agl, +2 Spd, +4 Dur; +2 to Hunting/Tracking; Add Roar AN 6 (As Fear, Area effect); Adds Fangs & Claws +3, +1 Ref.dodge, +3 Toughness (No 2x damage), Cold Defense +5, +2 Leaping, Looking non-human -4Transform Self - True Werebear (Grizzly) -Travis took away for himself the powers of a true Werebear foe whom he defeated, turning him into a 'true' werebear in addition to his other powers, fully in control of his transformations and behavior during them, and able to turn into various werebear 'phases' as described below. In addition, he is supernaturally connected to nature, the beast within and the animal world, which both may enable him to learn more abilities and powers in time. Available forms:
- Human (This is simply Travis in his base form, although he is a godlike vampire among other things. This is essentially his usual, base form.)
- Man-Bear (+1 Str; +1 to Animal Senses, +1 to Enhanced Vision, Looking non-human (-1) This is still mostly Travis in human form with mostly human features, except he has obvious bear-like round ears instead of human ones, with a fluffy bear tail sprouting out from his lower back, elongated canines, and smaller, keen eyes. He essentially looks pretty much like an anime bear guy, but could easily pass it off as a disguise and makeup.)
- Bear-Man (+2 Str, +1 Agl, +1 Dur; +2 to Toughness, Cold Defense +2, Adds Fangs & Claws +1, +1 to Animal Senses, +1 to Enhanced Vision, Looking non-human -2 This is still humanoid and mostly human-size in shape, but is no longer human-like in appearance. This form is full-on anthropomorphic bear man with fur and bear features all over the body, but still with his human bone structure for the rest of the body but his skull and lower legs. As furry bear guy as it gets.)
- Bear (+2 Str, +1 Agl, +1 Spd, +2 Dur; +3 to Hunting/Tracking, +1 to Ref.Dodge, +2 to Tougness, Cold Defense +3, Adds Fangs & Claws +2, +2 to Animal Senses, +3 to Enhanced Vision, Looking non-human -4, Unable to speakThis is Travis's fully 'normal' bear form, in which he is indistinguishable from a normal adult male brown bear, although fairly large in size for the species, reaching a solid 720 pounds in weight. He appears perfectly normal for a bear.)
- War-Form (+4 Str, +2 Agl, +2 Spd, +3 Dur; +2 to Close Combat, +2 to Hunting/Tracking, Adds Wall-climbing 4 (Agl.bonus), Adds Roar AN 5 (As Fear, Area Effect), Adds Fangs & Claws +3 (AP, Retractable), +2 Ref.Dodge, +4 Toughness (No 2x damage), Cold Defense +5, +2 to Leaping, +3 to Enhanced Vision (Adds Smell Blood), Looking non-human -4 This form is the stuff of werebear legends, the most often thought-of appearance of a werebear in the minds of most people: a 10 feet and a half tall, muscular, humanoid bear monster with wicked fangs and claws, superhuman strength and resilience, bestial rage, slightly glowing eyes and terrifying growls and barks. It is terrifying to behold, and extremely dangerous to face in battle. It tends to tear apart his clothes during the transformation and leave him naked afterwards.)
- Dire Bear (+8 Str, +1 Agl, +2 Spd, +4 Dur; +3 to Hunting/Tracking, Add Howl AN 5 (As Fear, Area effect); Adds Fangs & Claws +4, +2 Ref.dodge, +2 Toughness, Cold Defense +4, +2 Leaping, +3 to Enhanced Vision, Looking non-human increases by -3, Unable to speak A form only available to true Werebears as opposed to regular ones, Travis' Dire Bear form actually turns him into... an about 15' version of his regular bear form, about 22 tons in weight, much larger and heavier than elephants. This form is very strong physically and highly resilient, it is amazing for heavy lifting work, but it's not exactly subtle nor good at avoiding attention, and it has the same inherent problem of clothes destruction of his War-Form.)
Weapon Morphing: +6 -With any, all or none of the following advantages: 2x damage, Limited AP, Normal and/or Stun damage, Area attack, Telescopic, Range 3Symbiote Webbing +2 -Adds to all Constitutent Matter attacksModel Ω "Ouroboros" Megaman Form -As Transform Self; Activated via megamerging (brandishing a Biometal and stating 'Megamerge!') with the Model Ω Biometal, transforming its user into the 'ultimate Megaman', model Omega, also known as Ouroboros. Upon activation, the user is covered in a body/power armor golden/silver/black in color with a crown-like helmet and a green visor, the transparency/opacity of which can be set by its user. This transformation grants formidable power to its user, explained below (unless mentioned otherwise, actions require stones from user as normal):- Mastermind Processor (+3 to Intelligence, Makes it usable as A.I/S.I; Grants Concentration AN 5 (Int.bonus), Biocomputing AN 5, and P.C.P.T +3; Photographic Memory.
- Power Boost (+5 to Str, Agl, Spd, Dur, Toughness, Reflexive Dodge, Energy Battery and Deep Reserves; +3 to Power Level, and an Inhuman Might +3 modifier which adds to all Physical/Energy actions including those provided by this Megamerge.)
- H.U.D Visor (As Acute Senses +3, Targeting +3 (Does not stack with user's own Targeting; use this or the user's own); Cybernetic Senses MN 6, Radar Senses MN 10, Sonar Senses MN 10, Sense Power MN 10, Voice Projector MN 5)
- Omega Arm Cannon (+1 to +6 weapon; with some, all or none of the following: 2x damage, 3x damage, AP (Ignores up to 3 Toughness even if No AP), Area Attack/Effect, Normal and/or Stun damage, Draining, After Effect, Accumulate Energy for Greater Effect, Range up to 6. Elements include Kinetic Energy, Plasma, Fire, Cold/Ice, Air/Wind, Electricity and Acid. The user's armor's right arm will shift/manifest into an high-tech, high-power arm cannon capable of formidable destruction and dozens of different settings.)
- Omega Wings (Eight of those; Usable as Telekinesis AN 6, Int.bonus at up to Range 4; May combine two or more Wings together for one action increasing AN by +1 per doubling of wings; alternately, may perform up to 8 actions with them by paying only for the most expensive use; only one of them may be used for the user's Defense, although they can be combined together via doubling of wings as stated above. Omega Wings are remote-controlled coffin-shaped devices also golden/silver/black in color which the user can control for afar almost reflexively for multiple purposes, including slamming foes, blocking attacks, shielding allies, lifting things, etc. When not in use, they unite together as a metallic cape-like garment in the user's back. While they can be destroyed, the armor immediately recreates them with nanomachines when this happens.)
- Absorb Technology (AN 12, as Corrosive Touch and Stones VS AN/MN/Tech level action to absorb technology with physical contact; acts as Mutant Healing on self, and may add new powers/bonuses to Model Ω's form if the absorbed tech has abilities/powers the armor doesn't have.)
- Technopathy (AN 10, Int.bonus, Efficient, as Telepathy but usable only on A.I, Electromagnetic devices, vehicles, robots and the like, with following options: Read Minds, Telepathic Communications, Illusions, Project Thoughts/Control Others, Create Links with Others, Mental Bolts, Psychometry, Transference (as Technology option; user remains in own body when using), Simultaneously Occpy Multiple Machines (As Technology option))
- Antigrav/Thrusters (As Flight 7 (Agl.bonus); May hover in place for free without using an action.)
- Nanomachines (As Accelerated Self-Repair; if user has a more effective Healing Factor, it is used instead.)
- Hacking Invulnerability (The Model Ω Megaman armor cannot be hacked in any way.)
- Translation (As the Modifier; Normal and Computer variations.)
- Infinite Life Support (As Self-Contained Lifeform for user; active for as long as it is worn. If the user remains merged for extended periods of time without feeding or drinking, they will feel famished and heavily thirsty upon returning to normal.)
- Sentient (The Model Ω Biometal is sentient... evil, arrogant, cruel and ambitious. It is also exceedingly powerful, and will take over weak-willed users with less than a total of 20 in Int+Mental Defense+Iron Will.)
Sharingan Eyes / Rinnegan: 100 -Travis has copied his younger sister's EMS and Rinnegan eyes, allowing him to use and improve both of them as he pleases. Like any of Kylie's eyes powers, he may only use up to two different ones at once per panel, one for each eye, but he can switch in an instant between all of them at the beginning of each panel with but a thought. Upon wielding the power of either EMS or Rinnegan, his chosen eye (or eyes) change to a red EMS pattern or the purple eye with ripples which come with them. -Grants its user the ability to use the Six Paths Technique at an AN equal to this modifier's MN. Also grants a "Sharingan/Rinnegan" modifier to all uses of the Sharingan/Eternal Mangekyo Sharingan/Six Paths Technique equal to 1/3 this modifier MN, rounded up (in this case, 9). -Allows user to Sense Chakra (as Sense Power) at this modifier's MN -Grants a defense VS Genjutsu and Sharingan powers equal to this Modifier's MNDragon Tongue -The wielder of this modifier has a natural gift for learning, and speaking, Dragon tongue in the form of powerful Shouts. When exposed to a new Dragon Word they don't know of (on a Dragon Word Wall, an ancient scroll, an old book, from a dragon, or whatever), all they need is to spend an action, in order to learn it.Lycanthropy - Werebear -Travis' body carries the supernatural disease known as Lycanthropy, more specifically of the werebear variety. Important bodily fluids exchanges (such as a passionate kiss, a blood transfusion, sexual intercourse, a bite, etc.) have the potential to transmit it to other people, although unlike most lycanthropes due to his divine nature, Travis has full control over whether or not he wishes to transmit it. Unlike Travis himself, whose powers allowed him full access to true Werebear nature, most people would become 'basic' werebears as opposed to true ones, meaning they would be weaker in general, would initially lack control of both when they transform and how they act while transformed, and would only have access to the Bear and War-Form versions of their alternate forms in addition to their normal ones. Alternately, Travis can willfully infect someone with it with 100% effectiveness, an act which will weaken him for one day (-1 to all Actions for the duration) due to the act of will necessary.Genjutsu Defense +0/+25 -Protects against all forms of Illusions, including the powers of Sharingan. Only active when EMS or Rinnegan are active.Double-Sword Transformation -As Transform Others by Touch but can only be used on swords, and can only transform them into double versions of themselves. Adding +1 to the base weapon mod, or allowing the weapon to have an extra weapon mod of the same exact stones that you must split stones between even with multiple weapon mods. Prescience All For One: 12 -Steal Quirk/Power (With a single physical contact - requiring a Close Combat attack VS Defense, Ignoring Toughness and Armor if target is unwilling - this modifer's MN is opposed to the victim's Intelligence OR Durability, whichever is lowest; if successful, the user permanently steals the victim's Quirks/Powers/Superhuman abilities, gaining them for themselves at full power and with all advantages, while essentially turning the victim into a normal human. Additionally, the victim becomes disoriented and immobilized for MN minutes, taking -5 to all actions in addition to being unable to perform any physical actions for the duration. NOTE: This effect does not function against a One For All user. Also, it is possible for one to steal the same power multiple times if several users exist, allowing them to stack together.) -Grant Quirk/Power (Inversely, the user may instead grant the target a Quirk/power they stole, using the same process as above, but instead of stealing powers, the user may grant the target one or more of their own. Incidentally, the user does not necessarily lose the gifted ability; as long as they do not give more than an AN/MN of 2 less than their own to the target, they retain the ability themselves. Note: If a recipient of one of All For One's Quirk granting power already has a Quirk or superpower of their own, they are not dazed or immobilized upon receiving a new one.) -Mutation Trigger (When copying Mutant-type Quirks - i.e, quirks which permanently alter the user's body in some way - the user of All For One is not altered so. Instead, the physical changes only appear while using the quirks/powers in question, and the user's body returns to normal upon stopping the use of said powers.) -Transference (Similarly to One For All, All For One can be given to someone else, although doing so in this case would permanently lower the user's Durability by 1. Upon doing so, the user still retains their own version of All For One while granting it to the target, and the target also receives all the powers stolen by the original user, as those are considered as being part of All For One as opposed to separate. Note that this effect is done via physical contact as well. Additionally, as opposed to the original user, such newly created users are limited to maintaining up to MN powers at once; keeping more than that will cause them physical and mental damage, potentially lethally so, forcing them to either drop or give away the excess Quirks ASAP.)Immunity -Lies (Via Auspex Discipline), Fear, Diseases, Poisons, Radiation Immunity to Reality Distortion Cipher -As Translation, Universal -Via Auspex discipline Summoning Circle +13 -Adds to effect, and relative power of devils summoned via Devil Summoning action -Summoner must draw a Summoning circle in blood, ashes or magic on a surface in order to use Badass Wizard +13 -Adds to all Magical actions Dark Legacy -While Travis can die, since copying Dark Schneider's powers, his essence is directly linked to the evil at work in the Multiverse. If a powerful evil creature, an important evil event, or simply a very evil act occurs in less than ten miles around him, Travis will be resurrected and fully healed. Syringe Fingers +2 -2x damage, Limited AP, Normal or Stun damage -Retractable -While active, may inject manifested hormones via the Horu Horu no Mi's powers into whoever they deal damage to. Alternately, may not deal damage whatsoever on a willing target. -From Horu Horu no MiMedi-Chlorians: 20 Strong in the Force: +7 Force Defense: +10 Lightsaber Forms: I, II, III, IV, V, VI, and VII Military Rank: 10 Starship Access: 10 -Heavily Modified. Psychic Link with Vampire Servant, Kyonko, God, Michael, Gabriel, Raphael, Uriel and Lucifer Power Level: 1105 -Power Level Recovery -Tireless +5 Godslayer -All-Black was created out of Knull's shadow for the very purpose of killing all living things in existence, especially gods, deities and similar entities, making it, and its host, able to essentially kill anything. -In game terms, this power allows the user to potentially permanently kill any god, cosmic entity and eldritch abomination in existence, even if they would normally benefit from Reconstitute Self. Of course, this is subject to GM's call.Energy Battery: 100 Deep Reserves: +37 Divine Guidance -As Precognitive Flashes/Dreams, as Visions from God Interdimensional Travel -Travis can freely travel from the Mortal World to Heaven or Purgatory, or to and from any of those from any other, as easily as humans can walk through a door. -Technically speaking, he could also come and go to Hell as he pleases, though Lucifer 'outranks' him as far as Hell is concerned. While Travis could force his way in with pure power, he normally requires Lucifer's permission to visit Hell. The Mystic Eyes of Death Perception -Can kill anything (Travis is able to permanently kill most anything and anyone regardless of their immunities, weaknesses or power, with no possibility of recovery or return to life. Wounds caused by his power normally cannot be healed, except by a few exceptions, rendering most healing factors useless against him. Even worse, beings killed by him can't be returned to life even with Reconstitute Self in most cases. Both effects can be reversed by use of her ability... or the GM's decision, if he deems it appropriate, of course. Also a possibility: some beings may show no Lines of Death for a reason or another.) -Can cut anything (regardless of a target's power, all attacks from Travis which he uses to target the lines ignore entirely a target's Toughness, even if it is No AP. Any such attack is also 2x damage. He entirely ignores objects' hardness, and can rip someone to shreds as easily as a chainsaw could cut a piece of paper.) -Unlike Tohno Shiki, using his Mystical Eyes constantly does not tire him at all. -Even if his physical eyes were ripped out, he could still see with this power, although he would only see a black world where everything can be distinguished only thanks to the lines he'd see on them. Memory Partition: 24 -A rare ability typically used by Atlas alchemists of unique talent, allowing its user to partition their thoughts in multiple 'rooms' - up to MN - of thought processes, effectively allowing one to use their mind multiple times at once with full effectiveness and efficiency. It provides the following advantages:- Mental Multitasking (May perform up to MN additional Mental actions per panel by paying only for the most expensive one; may also use the same action multiple times at once, such as using General Knowledge at full AN+Int.bonus several times in one panel.)
- Focused Rooms (Alternately, when not using Memory Partition rooms to think for multiple actions at once, may use them to focus on a single action at once, adding instead +2 to a single Mental Action per room used for that purpose; at the user's discretion, several rooms may be used for the same action.)
- Synergestic Tetration (Grants Biocomputing Action at an AN of this modifier's MN in its own Action Box, effectively allowing one to use their brain as a computer.)
The Hanging Gardens of Babylon: 20 -As EX Rank Territory Creation, but as a Modifier -Allows creation of a massive, unique Noble Phantasm of formidable scale, a floating fortress, World Wonder, and massive weapon of mass destruction known as the Hanging Gardens of Babylon; an Area of up to AN flying mystical fortress assembled with systematically ordered floating masses, covered in floors of marble, stone balconies, many pillars, every kind of plant life in existence entangled over the construct in a combination of unsightly disorder and luxurious beauty. -Wthin the gardens, Travis will gain 3/4 this AN, rounded up (in this case 15) additional Energy Regen per panel; and receive 1/2 this AN, rounded up (10) as a Modifier to all Magical actions as long as he stands within the Area. He also gains +2 to all Physical Abilities, Ref.Dodge, Toughness and Power Level while within the Territory. -The Gardens are a 'Territory' upon which its creator has dominance as a Spellcaster, granting him additional power, mana and general superiority. As Queen Semiramis' unique power, it allows the creation of a unique 'Hanging Gardens' class Territory, which is superior even to the - itself beyond normal power - 'Temple' class. Battling him in said location is incredibly dangerous, as it makes him far more powerful, not mentioning the destructive and defensive powers of the Gardens themselves. -Once created, the Gardens remain in existence and can be summoned forth by a five minutes ritual, and sent away with a shorter 1 minute one. Creating the Garden itself requires a whole 3 days ritual involving chanting and requiring wordly materials to construct; soil, stone, minerals, wood, plants and water from the land where Semiramis once lived, namely ruins in the vicinity of Baghdad in Iraq. It also requires enough money to buy a small country which is lost in its creation, namely the equivalent of Wealth 10... a fortune for most men, but small change for the fantastically wealthy young master.Master Powers (While Masters typically receive lesser and fewer personal power(s) than Maids and Butlers do, what truly sets them apart from their Servants is the ability to acquire, and use, Master Powers. Master Powers essentially reflect their influence and authority to bring forth certain outcomes in complete disregard to all opposition, and can come in various forms. Each Master begins with two Master Powers, but can acquire more in-game; a Master Power is lost after being used. In game terms, each is essentially a Destiny Force-like effect which is under the control of the Master; they simply state what they want to do with it, remove the power from their CAD, and it happens. There is no real limit to what can be done with a given Power, although one must explain their reasoning behind it. For example, using a Military power to 'win the heart of the girl I love' could be explained by 'I set up a massive military parade in her honor, which makes her fall head over heels for me'.) Currently acquired Master Powers: -Military (Represents the overwhelming might of Travis' available military forces, including his own soldiers, his elite troops, all of his maids, the summons his allies can bring forth, the I.S Tabane Shinonono can lend his forces, the vehicles he can deploy, the armies of Britannia who can back him up, etcetera.) -Influence (As the one in charge of the vast Howlet clan's resources, Travis can pull many strings in order to make things happen.) -Technological (With Tabane Shinonono more officially joining forces with the young Master, Travis can expect his mad scientist ally to have all sorts of volatile/useful/weird prototypes of various kinds of inventions on hand, some of which could likely cause massive effects in the right hands.) Gnosis: 16 -Transcend the Form -Master the Paradox -Strong in (Death, Spirit, Prime) Ascension Familiar: 10 -Embodied (Cheetah) -Marquis Rank Hallow: 10 (The Howlet Manor/Palace/Interdimensional Nexus itself. It's tass comes in the form of the foodstuffs and ingrediants that always stock the pantry full even when no one has been to the grocer.) -Superior Hallow -Renowned (Virtually everyone in Travis' world and a few other worlds knows the Palace's location and existance.) Paradoxal Casting: 10 Magical Tools: 11 -S&W .500 Magnum Revolver (General) -Hog's Tooth Necklace (Death) -Piece from a Quija Board (Spirit) -Toy Elder Wand (Prime) -Vial of an unknown but fake Potion (Matter) -Silver Pocketwatch (Time) -Plane Ticket to Hawaii (Space) -Woman's size 5 high heeled shoe (Life) -Board Game Spinner (Fate) -Bic Lighter (Forces) -Nintendo 64 Controler (Mind) Mana Well: 13 -Bottomless Well Arcane Power: +13 Bone Weapons: +3 -2x damage Self-Contained Lifeform Scarlet Eyes -Similar to a power of the Kurta clan from the Hunter x Hunter universe, except that Travis can turn them on and off at will, making his irises 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 allows the user to actually learn Nen, and negates any negative sitmods from using a Nen style he is less skilled at. It also 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', something to keep in mind.) Demonic Defender of the State: 7 -By securing the boundaries and area he intends to affect with this power beforehand, Travis can mark a region as his personal 'Dominion', granting him bonuses to Abilities equal to Mad Enhancement Rank A but without the Insanity, boosting all his Physical Abilities by +2 while within said dominion. NOTE: This does not stack with Mad Enhancement. Tenka Fubu - Innovation +7 -A special power of Nobunaga Oda, representing the 'conceptual revolution of subjecting the old with the new'. It adds a variable bonus of up to MN to the user's offensive actions performed against beings with 'Divinity' or 'Mystery' aspects, a higher bonus being granted the more divine or powerful an enemy is. The Good, The Bad and The Maid -Allows user to select a willing, good, pure-hearted maiden - or at the very least, a good and pure-hearted feminine young man, or alternately a deceased spirit of one, who still must be willing, in orfer to be merged with a likely not willing very powerful and evil entity, trapping the latter's essence within the body of the former (reforming the body of a deceased maiden in the process if she was dead), and bringing forth a merged form with the personality and body of the maiden, but the memories, powers and skills of both. -Requires an Action but no stones to use; User's own Durability is added to 3x the Maiden's own, the resulting AN being used as an Atk VS the Durability of the Target. If one stone gets through, the merging occurs. Stronger beings might require stronger maidens to contain them if the user can't make up for the difference on his own. -Target must have lost at least half of its Health, be otherwise defeated or at the mercy of the user to activate -Only Super Powered Beings may be merged so. True omnipotent beings cannot be affected. -Range 5 Izanagi, Ultimate Form -The most powerful form of Izanagi, a very powerful Dojutsu technique of near ultimate defensive power, which wielders of Sharingan can potentially learn, and wields power from both Yin and Yang Releases in order to apply an illusion to reality itself as opposed to someone's senses, allowing them to re-write events centered on them in order to negate harm or even death being inflicted upon themselves. The Ultimate form is achieved by having the Sharingan, both Uchiha and Senju cells, and mastering the latter two. -Basic Effect (As Instant Healing Factor, Instant Reconstitute Self, Instant Limb Regrowth; May only return to whatever state the user was in within the limitations of the technique mentioned below. For example, if the user lost an arm prior to the time the technique can negate events, it won't reappear, only if it was still attached priot to the activation of the effect.) -Duration (The user can activate Izanagi for up to 1 minute/2 panels/Chakra AN they have, and negate events happening up to one panel before the activation of the technique, allowing Ultimate Izanagi users to activate it as a reaction rather than a precaution. Going one panel over that will result in the loss of their eye as well, except if they have awakened the Rinnegan, in which case they simply have to rest before using it again (see below).) -Recovery Time (An Izanagi user simply cannot use the technique constantly and essentially be invincible. However, the stronger the user's technique is, the less time it takes to recover. The Ultimate form allows one to activate it again after a single hour. Naturally, if the user has two Sharingan eyes, they can use either separately. Should a Ultimate user who has awakened the Rinnegan exceed their time limit, they will not lose their eye, but will lose the ability to activate it until they get some significant rest, typically 6 hours of sleep, although calm activities or meditation or the like would also work.) -Extended Reach (Ultimate form users also have the ability for their Izanagi to affect more than just themselves, at a very limited extent. In an Area 3 centered on them, they can have the effects of their technique apply to an ally, or anyone they wish to save or protect with it, in addition to themselves. Doing so, however, will automatically count as exceeding the limitations of the technique, and will make Izanagi unusable for that eye until proper rest is taken, see above.) -Reality Warping/Izanami Weakness (For all of its power, Izanagi has some strong weaknesses in addition to its duration and recovery limitations. The most frequently seen one is Izanami, another ultimate Dojutsu created by Uchiha clan members specifically to counter those who abuse Izanagi. By definition, Izanagi will always lose to Izanami, regardless of the version used. Additionally, since Izanagi is still, at its most basic nature, an illusion applied to reality, stronger forms of reality warping will take precedence over it, making reality warpers a solid counter to the technique in a similar manner that Izanagi is.)Blue Magic (Must Drain Energy) Limit Break: +10 (Nervous Wreck: Divide Pleasurable Massage AN by 2 and add MN. Acts as Nerve Punch) Limit Break: +20 (Unleash Hell-Fire: Adds 4 addditional Weapon Modifiers to Ranged Combat) Limit Break: 17 -Ripper Shower -Adds 3x Damage, and Bullet Hell XII to Space Ripper Stingy Eyes Limit Break: 3 -Chimeric Abomination -Adds Area Effect for Vampiric Fusion to fuse many creatures into a single abomination Limit Break: 14 -Gaia Crash -Adds Range 10, 2x Damage, Area Effect to Close Combat. (Travis charges himself with energy and strikes the ground sending a shockwave through the earth and explodes out from under the enemy's feet.) Limit Gauge: 30/30 Enhanced Vision: 50 -See in Darkness -Recognize a woman's most sensitive spots on sight. -Sense Blood Detect Energy Sources (Interstellar Distances) -Detect Mental Activity -Detect Lifeglow -See Lines of Death -Read Death of All Things -Fast Sight -Third Eye -Perceive minute details, Fast Sight, Perceive an opponent's next move. (Only when Sharingan Eyes are active)Symbiotic Merge -Through his Klyntar symbiote-like powers, Travis can merge with someone else, granting them whatever fraction of his powers as he pleases for the duration of the merge. During that time, Travis may decide to use his powers however he wishes regardless of the host's actions, or separate from them at will, or he could allow the host full control, at his discretion. Photographic Memory Photographic Reflexes -Acceleration Byakugan: 100 -Grants user a 360-degrees vision at a range of MN -Enhanced Vision at half MN, rounded up (See through Solid objects and Smoke screens, Differentiate Non-Corporeal clones, See through Invisibility, Fast Sight, Far sight, Infrared, See Chakra and Chakra Flows) -Enables user to learn and use Gentle Fist at up to MN Sense Chakra 25 -As Sense Power -Enhanced through the power of the RinneganBlood Bond -If a vampire so desires, drinking from their blood creates a supernaturally-induced feeling of admiration, loyalty and possibly even love in the drinker, referred to here as a 'thrall'. After a single taste, the thrall essentially sees the vampire as about as important and valuable to them as a good friend. Another dose of their blood will evolve the bond, making them see the vampire as a very important person in their life. Finally, a third dose will leave a permanent metaphysical mark on the victim, making them see the vampire as 'the' most important being in their life. This effect is most potent in mortals, but is still present to some extend in superhuman/supernatural beings. It is simply less overwhelming in such cases, being closer to seeming like 'a good idea' than a supernatural compulsion. Ghoul-Making -A vampire who feeds some of their blood to a mortal will imbue them with a certain degree of supernatural power. The victim gains +1 to Strength and an Healing Factor, in addition to becoming Immortal for the duration, see below. If a vampire so wishes, they can also grant a ghoul temporary Disciplines, with a total AN shared between them equal to the Blood Drain AN of the user - for example, a Blood Drain 6 vampire with Potence AN 7 and Celerity AN 4 could grant a ghoul Potence AN 3 and Celerity AN 3, or 4 and 2, or any other combination equalling 6. The vampire may also decide to give any options or advantages they themselves have on the Disciplines in question, within reason. The effects last for a whole month, after which the ghoul needs another vampiric blood dose. Failing that, they immediately lose all powers, turn back to a normal human, and physically age whatever time passed between then and the moment they first drank vampire blood.) Plot Device - Ultimate Discipline -While this is technically a power normally fitting under a 'Discipline' action, it is a commonly shared power across all Disciplines, and technically speaking the ultimate power of any and all of them. It is essentially the ultimate use of each Discipline which covers most of what isn't mentioned in the powers above, with little if any limitation, as Travis wields powers akin to those of a God, and was trained by both Caine and his childe, Akane. Examples of the Plot Device power would be, for example, a user of Celerity activates Plot Device and evacuates a town before a nuclear explosion wipes it off a map - or a Fortitude user actually surviving said nuclear explosion! - or a user of Dementation makes anyone in the world who watches a certain TV channel go insane. -In game terms, this effect works essentially like the Destiny Force, except the player has more control on what they want to do specifically. It must be somewhat reasonably explained as being part of one of the user's available, and mastered (at least AN 10) Disciplines, and to be used, one must spend 1w of Health which cannot be healed via Powers or Healing Factor, thus requiring one day to recover it, spend all of their current Energy, and take -2 to all Actions for 1 hour from exhaustion, the latter two requirements being cumulative with additional uses of Plot Device. The GM is free to impose some limitations at their discretion for truly outlandish or game-breaking requests, while still keeping in mind that the user of this power is essentially a godlike entity able to perform fantastic actions, and that the cost to perform one such feat is pretty steep. However, not even Caine is truly omnipotent, omniscient, omnipresent and so on.Bijuu (Juu-nibi): 12 -Travis has taken within his body a giant Kurama-like tailed beasts, except with 12 tails since he renamed him to 'Kitsunekami Twelve-Tails', altering his nature from demonic to divine. The entity now resides within him with relative stability; while it originally only feared Travis' power, his Naming deepened their connection to a more manageable level. To access its power, Travis musst pay stones to activate tails, although doing this does not require an actual action. Activating them brings the following changes:- +3 to one Physical Ability, or two by +2, per tail. Regardless of how many tails are active, may not increase any one Physical Ability by more than the Modifier's MN (in this case, 12). NOTE: Increasing Durability by 1 counts as a +2 increase.
- +1 to Chakra per Tail activated
- +1 to either Reflexive Dodge/Toughness per Tail
- +1 to Animal Senses for every Tail
- +1 to Sense Chakra for every Tail
- +1 to Energy Battery for every Tail
- +1 to Deep Reserves at every odd Tail
- +1 to Power Level at every even Tail
- +1 to Inhuman Might modifier (Adds to all Physical/Combat actions) MN 2 at 3 tails, and increase it by 2 for every additional 3 tails
- Healing Factor becomes Accelerated with 1 Tail, Enhanced at 4 and Superior (heal 2w/panel) at 7.
- Ninjutsu and Chakra become Efficient at 4 Tails and more
-Cannot be improved by spending LoEs or stones -Tailed Beast form (Finally, in addition to its base power, Travis can also assume the shape of the Twelve-Tails fox, becoming much larger and heavier as per Growth 7 (+8 to Str and +7 to Durability, +7 to Toughness), and reaching Weight 10. The range of all attacks increase by 1, and his Inhuman Might modifier is increased by 2.Good Luck: +25 -Balance Reflexive Dodge: +109 Toughness: +110/+116 -No AP. No 2x Damage -8 from Ki Control -Rivet (Adds +3 to Toughness from manifesting rivet-like growths from the user body; may gain only +2 if manifesting on a limited amount of the body, such as arms only.)Energy Defense: +44 Pain Defense: +7 Innate HP Plus +8 -As the Materia -Adds to Travis' Durability to determine his Max Health Innate MP Plus +8 -As the Materia -Adds to Travis' Durability to calculate his Max Energy and regen Targeting: +20 Immortal Limit Breaker -Adds +3 to all of user's Abilities -Can't Be Improved -Copied from Robin (Fire Emblem Skill) Tomefaire +2 -Adds to all uses of Magic -Copied from Robin (Fire Emblem) Acute Senses +4 -Via Auspex Discipline Instant Heaing Factor -Includes Limb Regrowth Instant Reconstitute Self Mental Defense +11 Fangs/Claws +3/+2 -Retractable -If the vampire wishes, a 'kiss' can close a wound inflicted by its bite to keep it from bleeding further -Can be spat out as a ranged attack at Range 2 -If Travis so wishes, a victim who dies after being bitten by him can arise as a zombie under his command. Vampiric Tendrils +2 -Limited AP, Retractable -Usable to drink blood directly. Vampiric tendrils which Travis can extend from any part of his body, usually from his fingers, to suck his victim's blood. The Embrace -Travis is capable of transforming those he feeds/injects with his blood into vampires. Additionally, said vampires will also have his new powers as a JoJoverse vampire. Gork's Brutality: 25 -Using this skill, Travis can spend stones in an Attack as if he was targeting a foe with it, and 'store' all the power of said attack within a target person with a touch. The next time the person will strike a foe with a close combat attack, it will hit with the power of Travis' own attack, and any appropriate advantages if it makes sense. -Travis can imbue up to MN people with such an effect, and an imbued target can keep the attack 'stored' for up to MN hours before using it. -Gained from killing Gork, god of the OrksConceptual Manipulation - Dragon -Stella's powers as a Blazer all essentially come from her being the conceptual embodiment of a dragon, one of the most powerful mythical entities of legend, with Travis' copied version functioning in pretty much the exact same way. While so far it has mostly manifested itself in formidable physical might and an unprecedented mastery over fire, his true potential is still far from fully attained, and he could potentially unlock many more powers related in one way or another to dragonkind.Technological Superiority: 100 -Allows user to add up to MN to the AN/MNs of the inventions they create on top of their normal maximum -Allows user to spend their total Invention stones a total of times per day equal to MN+1 Master of the Estate: +4 (Ie for every LoE to extra stone he earns for XP. His NPC Maids earn MN. Ie they gain levels at x4 the rate he does.) -A-Rank God's Resolution -This skill copied from the Ruler-class Heroic Spirit Jeanne d'Arc provides its user with two Command Spells per active Heroic Spirit in the world at any given time. While normally this would mean only about 14 Spells per Holy Grail War, for some reason there are a lot of Heroic Spirits active in the world at the moment even though no actual Holy Grail War is going on. Whatever the reason, the Command spells have the following characteristics and function only on Heroic Spirits:- 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, or 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)
- 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
Cheat Codes: 45 -True Cheater: 35 Naming -Learned from a scroll written by Rimuru Tempest; allows user to 'Name' creatures - as in basically anything that isn't human, which has the effect of not only mystically altering their name to a new one from then on, but also has a tendency to evolve such entities to a greater state of existence, making them more powerful, smarter and tougher, among other things. -Naming costs 10 Energy/use, also lowering 1w of Max Health per 5 uses which must then be recovered at a rate of up to 1w of Health/hour - or slower if the user's usual healing rate is slower - regardless of how powerful their healing factor is. Additionally, those costs stack, and the energy spent on the same panels on which Health is lost will not regenerate until the Health is recovered, so using Naming too much and too quickly can result in extreme fatigue and weakness until the user gets some serious rest. -Creatures named with this power evolve if such an effect is possible, and gain 5w per the user's Base Intelligence or Durability AN, whichever is higher, to boost their power further. -May also rename people/creatures if they are willing and accept it.Universal Translation Reconstitute Self -If Travis is 'killed' by anything other than a Divine-level artifact, God-like powers of a divine being of sufficient power, a very strong cosmic entity, or some similar weapon/artifact/use of power, he will come back to life one hour later in the body of a human who just died moments before his reincarnation, gaining the new host's full memories. -Spiritual Self (If Travis dies, he can still travel in spiritual (Astral) form and find a new body to possess via his telepathic abilities. If he succeeds, the victim supposedly 'dies' while their body remains alive only to be replaced by Travis' own consciousness.) Reconstitute Self, Special -If an host of All-Black is killed, and it is neither removed nor does it leave its dead host for a new one, the victim will be brought back to life and fully healed within 5 minutes. Alternately, if a former host is killed while not bonded with All-Black, it can merge with them anew and revive them within an hour. -All-Black itself is indestructible to most known means, and may only be destroyed if the deity known as Knull is permanently killed, which is essentially impossible.EX-Rank Drop Rate -will always recieve the max and best possible rewards for defeating enemies. (Note: Defeat doesn't mean killing. It can mean just beating them in a fight but knocking out or capturing them.) CHALLANGES Perverted Deadly Enemies: Too Many to List due to his family's history. -Thirst for blood (-2; the master must drink fresh human (or human-like) blood every day (or night), or suffer 1w of damage that can't be healed per day until death or satisfaction of his need.) -Looking Non-Human (-1; As a member of the Howlet clan. Travis possesses a long semi-prehensile fox tail the same shade as his hair.) -Deadly Enemies: Maggia -3 (After stealing a bunch of rare items from them the organization will likely want payback of some sort.) -Inexperienced Kämpfer (-2; Travis had become a Kämpfer, and is currently inexperienced at controlling the transformation, which means he might transform to and from Kämpfer form unexpectedly, with the only warning being his bracer flashing beforehand. This challenge will eventually lessen, then vanish entirely, when he gets used to it.) EQUIPMENT Lots of basic anchient, and modern weapons +1-4 -Mithril Chainshirt (+6, No 2x damage, No AP, Near-Indestructible; +2 to conceal. Extremely light and worth approximately Wealth 7 all on its own. A mithril chainshirt of the finest Dwarven craftsmanship.) -Devilukean Imperial Crown (+1 Defense, +2 to Social Skills when interracting with beings aware of its significance. While it isn't enchanted per se, this solid, beautiful gold and silver crown has been technologically reinforced and is extremely resistant to most forms of damage, making it suitable for battle. Additionally, people who realize its significance and the potential power of its wielder and the forces backing them up will no doubt be a lot more receptive to the bearer's words.) -Standard Hunter License (An invaluable card worth a fortune, received upon passing the Hunter Exam and officially joining the Hunter's Association. In case of loss or theft, it cannot be replaced, and the Exam cannot be taken again by one who succeeded. The card itself appears as a credit card, but slightly thicker and with an inbuilt computer chip with near-unbreakable security to ensure its built-in advantages applying only to the Hunter. Its magnetic strip allows it to be swiped through machines allowing its user to access special services. The advantages granted by the card are as follows: - Universal Access (95% of all public facilities can be used at no cost, and all such services are first class when appropriate.)
- Travel Freedom (Access to about 90% of countries which normally restrict entry of outsiders, and access to 75% of areas normally restricted to the general public or downright prohibited from entering.)
- Reduced Murder Legal Responsibility (Hunters can usually get away with murder with relative ease, although they can be prosecuted after repeated killings without rhyme or reason, or if attacking the envoy of a person with political authority.)
- Loan collateral (The license can be used as a zero-interest loan collateral of up to $100 million at any bank in the countries accessible to the user.)
- Hunters-only Website Access (As the name says. Said website holds secret intelligence on multiple subjects, uploaded and updated by Hunters as they find out more.)
- Convicts Enrollment (The user can hire convicts under conditions of absolute obedience, with the possibility of shortening their sentences. This includes Death-row convicts, with the right to execute them if they violate any term of the agreement.)
- Requirements Exemption (The Hunter is exempted certain educational and professional degree requirements for various uses, depending on the situation. They are also allowed to bypass various age-restricted laws as well.)
- Raw Value (If sold, the Hunter License is worth enough to warrant an immediate increase from 0 to 8 Wealth, or has a net worth of $10 billion for higher Wealth individuals. Its other advantages are only usable to the original Hunter, but the card is still a rare, extremely valuable collector's item.)
-Darth Bane's Lightsaber (+5, 2x damage, AP red single-bladed lightsaber; +2 to target specific body parts or precise parts of targets/to disarm opponents. Adds +2 to all uses of Dark Side powers from Use the Force. A slightly curved Sith lightsaber with the unusual feature of being nearly weightless. Extremely dangerous to wield for an inexperienced duelist, but terrifyingly effective in the hands of a skilled wielder. Once belonged to various Sith Lords, chief among which the legendary Darth Bane, creator of the Rule of Two.) -Darth Sidious' Lightsaber (+5, 2x damage, AP red lightsaber; +2 to fight Jedi/Light Side users, +2 to all uses of the Force, +4 to all uses of the Dark Side; Near-Indestructible. This near legendary weapon is made of a mix of Phrik, Electrum and Aurodium, and has been exposed to immeasurable Dark Side power over the years, making it one of the most expensive, indestructible and powerful lightsabers to have ever existed.) -Exar Kun's Double-Bladed Lightsaber (+5/+5 or +6, 2x damage, AP (Ignores 3 Toughness even if No AP), blue double-bladed lightsaber; +2 to all Dark Side powers; Dual-Phase (May use as a normal Close Combat, or Ranged Combat weapon with Range 1 at will); Near-Indestructible. While not as powerful a Sith artifact as some other legendary Sith Lords' lightsabers in history, Exar Kun's personal lightsaber is devastating in combat, its blades being both Dual-Phase, and so powerful that they were known to cut through even Mandalorian Iron, and weapons powered by the Force itself.) Clothes Beam Gun: +2 (Can use Ranged Combat as Shapeshifting (Applies to clothing only), can transform the affected target's clothes to anything the user is thinking off, can even create clothes on the person from nothing, or erase them entirely.) Eldritch Smartphone -Has all the regular capabilities of the original phone plus the following ones. Stones are free from GP. -Can call other phones/communication devices through Interstellar distances and through dimensions -Hack Electromagnetic Device AN 10 (With but the push of a button, the phone's owner can hack into any electromagnetic device to attempt to assume indirect control of it. Up to AN such machines can be controlled at once. 'Indirect' control meaning they obey orders to the best of their capabilities as opposed to being operated directly.) -Call Summons AN 8 (As Calling Magic from Final Fantasy, but applies to any Summon. Additionally, any summon brought forth via using the phone is automatically loyal to their summoner.) -Unlimited Data Storage (As Photographic Memory) -Exclusive (Only works for Travis or people he allows to use it.) -Indestructible -Enhanced Vison: 10 (See in Darkness, Infared, Telescopic, Microscopic, X-Ray) -...along with 13w 1r of powers you may design yourself if you so wish. -Red Kämpfer Bracelet (Indestructible, Cannot be removed. This bracelet represents a Kämpfer's contract, their duty to fight other Kämpfers. It also reflects their allegiance. Wielders of red bracelets are supposed to team up with others of their own, against wielders of blue bracelets. The bracelet will start flashing faster and more brightly as a transformation is about to occur [whether into Kämpfer form or back to normal]. This specific bracelet is a very rare version, actually unique, turning its wearer into a unique Red Kämpfer with one of each different powers, Zuber, Schwert and Gewehr as opposed to a single one. Naturally, Travis being Travis... he's not exactly bound by said contract nearly as much as anyone else could ever be.) -AK-102 Kalashnikov Assault Rifle (Gewehr) (+4, 2x damage, Limited Area Attack, Range 4 assault rifle firing 5.56x45mm NATO ammo with 30 rounds per magazine. This weapon manifests at Travis' will when transformed in Kämpfer form, and has essentially infinite ammo, as while he still needs to reload the gun when it runs out, he can manifest new magazines at will while a Kämpfer.) -Whip-Sword (Schwert) (A deadly +4, Limited AP sword with linked blade segments on a cable which the user can switch to a whip-like bladed weapon usable as +3, 2x damage, Limited AP, Range 3 weapon at a moment's notice. One with Close Combat of at least AN 8 can also use it to grapple without cutting the victim at all. This weapon manifests at Travis' will when transformed into Kämpfer form.) Ring of Reflection: (Provides Magical Invulnerability, Reflects Magic Back to Caster) Magic Blanket: A 6' x 8' royal blue on one side, and white on the other security blanket from Travis' childhood enchanted by Henrietta to be a magic carpet of sorts. Provides Flight: 6 (Action to Modifier) Indestructible. Helena: A 5'7, silver haired, green eyed female lifelike android body Travis can transfer his mind into via use of a special chair, and headset. (Range 10) Her abilities are A.I.: 5, Str: 7, Agl: 7, Spd: 7, Dur: 5, Toughness: +4. Putty Cream: A special hyper softening body lotion, Travis made for his maids. By rubbing a small amount of lotion over a majority of the skin the user gains the following attributes for 8 hours (Give or take at GM discretion) Resistance to Entanglement +8. Manipulate Body Desnity: 2 (Weight does not change, at 0 Density immune to physical attacks but can't pass through solid objects) -Infinity Die (Warps reality in a random manner whenever it is rolled; Usually produces neutral to very good results, with only a low chance of bad results; Indestructible. The Infinity Die is multiversal-level artifact originally discovered in an alternate universe Terraria, and is a six-sided die seemingly made out of gold with Infinity Gems-like colored dots on the '6' side. It is actually a recipient for unlimited levels of 'Luck Energy', a cosmic force from that universe said to have unlimited potential.) -Medi Gun (+3 "weapon", deals no actual damage. If it hits, it allows the user to heal the wounded as per the Medical Healing action, along with the +3 modifier, and it may heal up to 2x AN stones per day. More importantly, user can heal people up to 1.5 times their Max Health, allowing them to exceed their max health! Finally, healing 3w of Health at once will make both the healer and the person healed invincible for 1 panel.) -Double Bladed Green Lightsaber (Functions as either a single +5 AP, 2x damage weapon, or as two separate +4 AP, 2x damage weapons. Always split stones between the two blades for the later, even with Two Weapon modifers advantage) -Makluan Rings (Also known as the Ten Rings of the Mandarin, those Makluan technology rings grant their wielder various powers, making them able of formidable feats. Unless noted otherwise, all powers used via the Rings still require an action, and Energy. - Matter-Rearranger Ring (Known as the Remaker and worn in the right thumb. As Manipulate Matter/Gases AN 9 (Int.bonus). Also allows use of Shape Shifting AN 8, to both rearrange outfits and alter appearance.)
- Impact Beam Ring (Known as Influence and worn in the right index finger. May produce and attack with multiple different types of concussive force blasts, as the action Force Blast 8 (Int.bonus), with any, all or none of the following qualities: 2x damage, Limited AP, Normal and/or Stun damage, Area attack, Automatically causes collateral damage. Element used may vary.)
- Vortex Beam Ring (Known as Spin and worn in the right middle finger. Can be used as a +4, Area attack Ranged Weapon of air vortex energy, as Telekinesis AN 7 (Int.bonus), or as Flight 6.)
- Disintegration Beam Ring (Known as Spectral and worn in the right ring finger. Creates a vicious AN 10 (Int.bonus), 3x damage, AP, Ignores Hardness of Objects, Disintegrates target on kill, Force Blast. This ring cannot be used for 20 minutes after being used once.)
- Black Light Ring (Known as Nightbringer and worn in the right little finger. As Create Darkness 7 in an area of up to 6 via use of Darkforce energy. The wielder of the Ring can see perfectly in said darkness.)
- White Light Ring (Known as Daimonic and worn in the left thumb. As Mastery of Electromagnetism 7, Int.bonus, Efficient. Options are Manipulate only, Force Blast (2x damage, Stun damage only, Blinding light Element), Magnetic Levitation 8 (As Telekinesis with Wpn.modifier), Create Illusions, and Gravity Field (Area 3 attack VS Durability and Weight; Success means victim is pinned to the ground with AN Str.)
- Flame-Blast Ring (Known as Incandescence and worn in the left index finger. As Force Blast 8 (Int.bonus, Efficient, 2x damage, Sets flammable objects on fire.)
- Mento-Intensifier Ring* (Known as the Liar and worn in the left ring finger. As Telepathy 6 (Int.bonus, Illusions, Mental Bolts - Stun only).)
- Electro-Blast Ring (Known as Lightning and worn in the left middle finger. Projects a Force Blast of Electricity, AN 7 (Int.bonus, Efficient, 2x damage, Normal and/or Stun damage).)
- Ice Blast Ring (Known as Zero and worn in the left little finger. As Mastery of Cold 6 (Int.bonus, Create only, Force blast (Normal and Stun damage, or Atk VS Durability to freeze solid.)
(* Ring is currently on loan to Jessie.)
-The 'Merica Gun (A crazy, massive weapon which combines lots of guns, a flamethrower and a missile launcher all strapped-on together and which can fire all at once with the press of a single trigger. It functions as a +8 weapon, 2x damage, AP, Range 4, Area effect 3 weapon, which sets flammable objects on fire, and which automatically causes collateral damage all over the place.) -Samehada (+4 weapon when wrapped in bandages, +5, 2x damage when the bandages are removed; Samehada is a sentient, living weapon which feeds on the chakra of its wielder and that of the enemies it strikes. If they deal damage, each of his strikes also act like an AN 8 Improved Energy Drain, only giving half of what it steals back to the wielder [and devouring the rest]. Samehada grants a +2 bonus to Sense Chakra when held, and is essentially indestructible. The sword has only one chosen wielder at once, and if someone else tries to pick it up, it will grow wicked spikes on its handle to force the wannabe wielder to let go. Its original user, Kisame, was able to fuse with Samehada; doing so comes with a few benefits, namely granting the user +1 to Strength, +2 to Swimming (also adding Efficient), Fangs/Claws MN 2 (2x damage), +1 to Toughness, the ability to Breathe Underwater, while still keeping the bonus to Sense Chakra and the ability to drain Energy with each successful attack. The only downside being that during that time, Kisame did not have access to the sword itself, and he temporarily lookws much more shark-like. It is unknown whether Travis can make use of this ability at the moment. NOTE: Owning the sword reduces its user chakra's AN by 1 due to it constantly draining part of it.) -Gravity Gun (Also known as the Zero Point Energy Field Manipulator, or ZPEFM, this device is a tractor beam-type weapon originally designed to handle hazardous materials and heavy lifting. It is powered by a Xen Crystal and as such, never needs to be recharged. Functions as Tractor Beam: 7, Int.bonus (Tractor beam AN stones are free, but User pays the Intelligence stones themselves) and Wpn.modifier, Can't split stones between opponents. Its use requires an action, whether the user pays Intelligence stones or not; and holding an object in midair with it requires the gun to be trained on the target until it is released. Finally, the gun does not affect organic matter.) -The Wabbajack (This powerful Daedric Artifact is the weapon/tool/favorite toy of the Daedric Prince of Madness, Sheogorath, and his favorite servants, allies, or simply people he felt would cause the most chaos and madness if he just happened to hand them over the staff. It functions as a wickedly powerful effect not unlike Hex Spheres: 10, with an effect centered on the target, Requires a Ranged Attack with a Wpn.modifier of +1 (ignoring Toughness and Armor as it simply needs to touch the target to effect them). The user has absolutely no control over the effect, which can be essentially anything. The staff is Indestructible, and rumor has it the wielder will sometimes hear voices compelling them to use the staff on suitable targets around.) -Treachery's Lament (The cursed sword of the late Black Knight of Camelot, a black sword dripping reddish-black poisonous blood when drawn. A demon named Belphegor was once sealed in the weapon, granting it its unholy, chaotic powers. On every panel that it is used, Treachery's Lament's power varies, the GM rolling a die to determine the results: - +1 weapon. Barely cuts, actually more of a blunt weapon. The poisonous blood does not affect the victim either due to the blade not actually cutting well enough to infect.)
- +2, 2x damage, Limited AP.
- +3, 2x damage, AP.
- +4, 2x damage, AP.
- +5, 2x damage, AP (Ignores 2 Toughness even if No AP).
- +5, 3x damage, AP (Ignores 4 Toughness even if No AP), Normal and Stun damage
If the weapon hits, it will affect the victim with an AN 8 (stones VS Dur, Stones that get through act as damage for up to Stones of damage panels) poison which might prove lethal even with a simple wound. The sword is near indestructible except on panels where its power is at the lowest, and breaking it means the demon gets free. Speaking of Belphegor, it is capable of communicating with the wielder of the sword with Telepathy and has an Intelligence of 6, as well as quite a lot of occult knowledge. It usually tries to make deals with the sword's wielder to grant more power in exchange for various sacrifices, and has been shown to be surprisingly fair in his dealings for a demon, possibly in the hope of being freed one day, or perhaps his intents are simply unknowable.)-Fusion Sword (+4, AP [ignores 1 point of Toughness even when No AP] sword, also grants +2 to defense when held. Weapon modifier becomes +5 when held with both hands; Indestructible. The weapon modifier can become +6 when its wielder separates a sword from the rest of the blade and fights with the main sword in one hand and the second in the other, but doing so reduces the defense bonus by 1. The "Fusion Sword" is actually six swords which can be joined together in one large blade, similar to Cloud Strife's old Buster Sword. All swords are deadly in a fight, but in the end, their in-game use is simplified above. A very powerful, cool-looking weapon which is extremely difficult to use properly for anyone not as powerful as Cloud Strife himself. It has 8 Materia slots, into which its wielder can equip various types of Materia, which then grants them certain powers.) -Makluan Sword (+4 close combat weapon which can also be used as Ranged Weapon, with the following effects and bonuses: Concussive Force Beam (+6, Range 4), Disintegrating Ray (+3, 3x Damage, Range 4), Jet of Flame (+4, Area attack, Range 2), Lightning Blast (+5, 2x damage, Range 4), Nerve Gas (+4, Cannot be split VS multiple targets, Atk VS Durability to knock out for 1 panel/stone of damage, Range 4)) -Gunblade (+3 sword; 2x damage if user pays 1 stone to activate it. The Gunblade was Squall Leonhart's first sword in his adventures as a SeeD mercenary. It is a sharp, solid blade with a revolver handle. When the trigger is pressed at just the right time, it makes the blade vibrate for additional cutting power and damage.) Excalipoor: +1, can't inflict more than 1r of damage no matter how many stones get through defense. When thrown becomes a +10, AP, 2x damage weapon. -Garland's Claymore (An enormous, heavy spire-like sword with five possible forms for versatility in addition to its base power. The blade is extremely resilient and requires a Str of at least 5 to be used with any degree of effectiveness. Its forms are as follows: - Claymore (+5, 2x damage, AP. The weapon's basic, main form as a huge greatsword.)
- Axe (+6, 2x damage, AP (Ignores 2 Toughness even if No AP), Automatically causes collateral damage. Folding the blade forward and the handle downwards turns the weapon into a huge axe instead with even more hitting power, but less control over its destructive aspect.)
- Twin Swords (+4 and +2 swords, 2x damage and Limited AP. A smaller blade can be separated from the main sword to allow its wielder to dual wield for added versatility.)
- Flail (+4, 2x damage, Limited AP, Range 3. May be used for grappling. A long chain can be extended at the base of the blade to turn the weapon into a huge bladed flail, which can be useful at longer ranges or to surprise opponents who think themselves safely out of reach.)
- Lance (+4, 2x damage, AP, Reach 10' though still used in melee. Wpn.mod increases by +2 if used as part of a running charge attack.)
-The Bloodaxe (+6, 2x damage, AP melee weapon. A powerful though cursed Asgardian weapon once belonging to the Executioner, and infected by his evil. It is Indestructible and has the following properties: - Versatile Weapon (The Bloodaxe can be used as a slashing weapon, a blunt force weapon (in which case it ignores the AP part) or a thrown weapon - with Range 5, and returns to wielder's hand.)
- Energy Projection (The axe can be used to project AN 7 (Dur.bonus, Efficient) Force Blasts of either Fire - 2x damage, Sets flammable objects on fire; or Ice - Normal and Stun damage, OR Atk VS Durability to freeze solid. It can whip up gale-force winds as per Create Wind AN 8, and has the ability to Manpipulate Magnetic/Electromagnetic energy, as per the Mastery option, at AN 8.)
- Teleportation (AN 8; Interstellar distances, Travel to Other dimensions, May only travel to places the user has already visited.)
- Divine Slaying (The Bloodaxe can kill many beings that otherwise could not normally die, including beings of 'godly constitution'. In game terms, this means that powerful 'physical' gods like Asgardians and entities with Reconstitute Self modifiers might be killed permanently if killed with it, although actual Gods/Cosmic Entities/Eldritch Abominations may be another story. GM's call.)
- God-like Power (When wielded, if a person doesn't already have equal or more powerful physical abilities, they are imbued with Asgardian god-like power. Note that those replace the base abilities if they are better; they are not added to the person's own. Str: 10, Agl: 6, Spd: 7, Dur 10, Immortal, Self-Contained Lifeform, Ref.Dodge +3, Toughness 10 (No AP, No 2x damage), Energy Defense +5. These power enhancements remain until the user loses contact with the hammer for too long; see below.)
- Allspeak (As Translation, Universal. A wielder of the Bloodaxe understands, and can speak, any and all languages.)
- Curse (Due to the evil contained within the weapon, anyone using the Bloodaxe, or transforming using it, will succumb to a severe bloodlust and drive to kill those they come across. Only beings with at least an Intelligence + Mental/Magical Defense of at least 20 can resist it, or true Gods, Cosmic Entities or Eldritch Abominations.)
- Transformation (The user can stomp the axe's handle into the ground in order to transform to their normal, mortal form, while the axe remains unaltered. When doing so, the user loses the godlike powers granted by the weapon until they grab the axe again, at which point they are restored. If the user is away from the axe for more than 60 seconds/2 panels, they will transform to their mortal self whether they wanted to or not.)
-The Heart (Detect Runes, Bone charms, and other mystical/magical items by beating faster as it draws close as per a MN 10 Enhanced Vision; Will whisper secrets about area to owner when pressed, as GM's wills it. Will reveal secrets about people when pointed at them, as per a Enhanced Vision 10 (Sense people's secrets) effect. Crafted with Jessamine Kaldwin's heart and said to hold her spirit, which remains trapped because she feels love and protection for Jessica/Corvo. Otherwise Indestructible.) -Jack's Broken Compass (Captain Jack Sparrow's broken compass is actually a gift of Tia Dalma, and is enchanted. It never indicates North; instead, it points towards whatever it is that its user wants the most at a given time.) -Dragonslayer (A massive sword that seems to be little more than a huge chunk of metal, but which is actually quite deadly. A +5, 2x damage, Limited AP, Can effect Phase shifted/Astral Plane targets, weapon.) -Dragon Dagger (+3, AP melee weapon. +1 to Perform (Flute) when used as such; Can be used to summon and control Dragonzord even when outside the Mecha by playing the hilt like a flute. Can fire +5, 2x damage green bolts of concussive energy.) -6 Master Balls (Each holding an alternate version of Pokémon appearing as Pokémon/Human girls hybrids, including Arceus, Deoxys, Mewtwo, Palkia, Dialga and Giratina.) -Biometal Model Ω "Ouroboros" (The ultimate and most dangerous Biometal of all. Model Ω (Omega) is commonly known as Ouroboros, and megamerging with it easily transforms its user into the most powerful Megaman model in existence. In addition to its base, sheer power and weaponry, Model Ω has technically unlimited potential reflected in two different abilities: to absorb any form of technology within itself to improve its capabilities further, and to take control remotely of any other technological device within range. This makes this Biometal an extremely powerful and versatile weapon. On the other hand, Model Ω is sentient, arrogant, evil and ambitious. It will attempt to control any wielder whose mental strength is insufficient to resist its power (i.e, anyone with a total of Intelligence+Mental Defense+Iron Will that's inferior to 20).) - Triforce of Courage (Grants +1 to Str, Agl, Spd, Dur, Toughness and Ref.Dodge, Fear Immunity, +10 Magical Defense, +5 Curse/Dark Magic Defense, Healing Factor, Increases the user's Close and Ranged Combat to a minimum of AN 7 when using Weapons, Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Courage under their power. If used together with the Triforces of Wisdom and Power, it can make wishes come true as per Destiny Force as long as the wishes are pure and made from the bottom of the heart.) - Triforce of Wisdom (Grants +2 to Intelligence, +3 to all uses of Magical actions, +5 to Mental Defense, Healing Factor, Hyrulean Magic AN 6 (Int.bonus), Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Wisdom under their power. If used together with the Triforces of Power and Courage, it can make wishes come true as per a controlled Destiny Force as long as the wishes are pure and made from the bottom of the heart.) - Triforce of Power (Grants +3 to Str, Dur, Toughness (No 2x damage), Energy Defense and Magical Defense; Gains Unique Kill modifier (While the user's Health may be lowered as normal, they will not die unless killed by the Master Sword, or a similarly powerful artifact either made or blessed by a deity of equal or greater power than that of Din, or by similar means, GM's call). Furthermore, allows user to transform into a Beast Form granting Growth 1, Rage 5, +2 Toughness, Fangs/Claws/Other +2 and Looking Non-Human -4, whose appearance varies depending on the user; Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Power under their power. If used together with the Triforces of Courage and Wisdom, it can make wishes come true as per Destiny Force as long as the wishes are pure and made from the bottom of the heart.) - Triforce of Emotion (Grants Empathy/Empathic Projection (Any Emotion), AN 8, Int.bonus, Efficient, Broadcast, along with Immunity to Empathic Projection; Fear at AN 10; Enhanced Vision MN 6 (Sense powerful emotions); Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Emotion under their power. If used together with the Triforces of Knowledge and Willpower, it can make wishes come true as per a controlled Destiny Force as long as the wishes are pure and made from the bottom of the heart. NOTE: Unlike the original Triforces, the Lorulean Triforces are black in color, not golden.) - Triforce of Knowledge (Grants +2 Int, and Intuitive Aptitude AN 7, Int.bonus, Efficient - Essentially as Technology/Vehicle Operations/Medical Healing/General Knowledge/Business/Psychiatry for the purpose of understanding things; Photographic Memory and Universal Translation; Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Knowledge under their power. If used together with the Triforces of Emotion and Willpower, it can make wishes come true as per a controlled Destiny Force as long as the wishes are pure and made from the bottom of the heart. NOTE: Unlike the original Triforces, the Lorulean Triforces are black in color, not golden.) - Triforce of Willpower (Grants Subtle Commands AN 7, Int.bonus (As the Telepathy option), Iron Will AN 8, w/Heal White stones, and Leadership options; Deep Reserves +5; Reconstitute Self, Special (If killed, the user will reincarnate as a new version of themselves, still with the Triforce of Willpower under their power. If used together with the Triforces of Emotion and Knowledge, it can make wishes come true as per a controlled Destiny Force as long as the wishes are pure and made from the bottom of the heart. NOTE: Unlike the original Triforces, the Lorulean Triforces are black in color, not golden.) (The following are either on loan to a specific maid or are about to be.) Quote -Nubari (A Needle-shaped sword, and one of the Swords of the Seven Ninja Swordsmen of the Mist. +4 Close/Ranged Weapon, Limited AP, Can hit multiple targets and stitch them together, Can return when thrown via manipulation of thread on the eye of the hilt.) -Hiramekarei (A strong +5, 2x damage Sword with the ability to store up to 10 stones of its wielder's Chakra within its blade, which can be used as per the action by its wielder at its max AN. Additionally, as long as it carries some chakra, the weapon can manifest fishbone like blue crystals (adding Normal and Stun damage and Limited AP to the blade), turn into a huge hammer (adding +1 to the Wpn.modifier), or a pair of smaller swords (as the normal sword, but both being +3, and still able to grow fishbone crystals as noted above. One of the Swords of the Seven Ninja Swordsmen of the Mist.) -Kabutowari (A weapon consisting of a giant axe and hammer linked by a flat thin leather-like rope. The axe end acts as a +4, AP (Ignores 2 Toughness even when No AP) while the hammer end is a +4, 2x damage weapon capable of creating AN 8 shockwaves when the ground is hit hard with it (doing so requires an action). Using the axe end before striking a victim with the hammer will provide the Axe's AP advantage to the hammer's attack when used together as the axe end weakens the victim's armor before the hammer comes in for the kill. One of the Swords of the Seven Ninja Swordsmen of the Mist.) -Kiba (A pair of +3, 2x damage, AP, Normal and Stun damage swords enhanced with lightning, granting them their cutting power and shocking energy. If the wielder is a Jutsu user, they can make use of Lightning Release jutsu without need of hand seals, also adding +5 to all Lightning Release attacks, making such techniques Super-Efficient if they weren't already. Additionally, such lightning attacks can be manifested from unexpected angles, making them Indirect. The tw blades can be connected at the hilt or joined into a larger sword, resulting in a +4 weapon otherwise functioning as the two separate swords. Finally, if the user is a Chakra user, they can manipulate the swords from a distance as a Telekinesis action (Int.bonus, 2 Wpn.modifiers, Only usable with Kiba) of an AN equal to the user's Chakra. The twin swords are one of the Swords of the Seven Ninja Swordsmen of the Mist.) -Kubikiribōchō (One of the strongest of the Swords of the Seven Ninja Swordsmen of the Mist in terms of raw power, this weapon is a +6, 2x damage, AP large broadsword known to cut through nearly anything, and to be very heavy. A Str of at least 4 is required to wield it at all, though 5 is required to not suffer a -2 to all Close Combat uses made with this weapon in hands. Finally, it is both difficult to break, and able to reform itself using the iron in the blood of slashed enemies.) -Shibuki (One of the Swords of the Seven Ninja Swordsmen of the Mist, arguably one of the most destructive of them all. While not a deadly weapon itself per se, it has the ability to generate dozens of explosive tags which it can either launch or stick onto an enemy with each strike. The sword itself deals very little damage as a physical weapon (acting as a +2 weapon which may only cause up to 1w of damage per strike if used in melee), but which will stick explosive tags onto a target if it hits in melee, or in range (Range of 3). When that happens, it explodes as an AN 12 (3x damage, Area effect 3, Automatically causes collateral damage, Sets flammable objects on fire) a moment after, only granting the user a couple seconds to get away from the blase; a movement action is necessary to get out of the blast radius or else they are also affected.)[/font]
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Post by Hoots Rowlet on Oct 31, 2016 15:19:54 GMT -5
LOES 2150 lines and 723 stones accumulated from unspent savings pre-Timeskip (Spent) 1000 lines and 250 stones as Reward for Timeskip (Spent) 10000 lines, and 2000 stones in honor of 2022 Holidays (624 stones Unspent) 18 lines for completing "A Bright New World" (Spent) 39 lines for completing "Primarily" (Spent) 39 lines for completing "That is the Q uestion." (Spent) 100 white stones to build an Angelic Weapon. (Spent) 100 white stones to further power up my Angelic Form (Spent) 54 lines for completing "Be My Valentine" (Spent) 30 white stones for stealing the power of a Lich. (Spent) 60 lines for completing "Now you see me..." (Spent) 116 lines for completing 'Dragon Fodder' (Spent) 6 lines for completing "Aw hell naw" (Spent) 126 lines for completing "Tell me a Tale" (Spent) 191 lines for completing "Dead Space" (Spent) 100 white stones from Touching the Ark of the Covenant. (Spent) 155 lines for completing "Think zebras not horses" (Spent) 6 ines for completing "A Pirate's Life For Them (Spent) 156 lines for completing "We're gonna need a bigger aquarium" (Spent) 37 lines in honor of my Birthday (Spent) 175 lines for completing Tools of the Trade (Spent) 6 lines for completing "Shut Up, Meg" (spent) 127 lines for completing. "A new foe has appeared! Challange- ... you know" (Spent) 24 lines, and 11 stones for Halloween (11 stones Unspent) 195 lines for completing "Quite the Handful" (Spent) 200 stones from Seraphim power up. (Unspent) 20,000 lines, and 4000 stones in honor of 2023 Holidays. (19,958 lines and 4000 stones Unspent) 233 lines for completing "I Spy with my Little Eye" (Unspent) 15 lines for completing "Just one more!" (Unspent) 105 lines for completing "Ain't No Wars in My Stars" (Unspent) 20 stones to buy a new magical action or modifier. (Unspent) ------------ 70 stones to boost Cheat Codes to MN 24 100 lines to add 10 more Army Types to Warmaster. 60 lines to Boost Dark Matter to AN 15 50 lines to Boost Accelerator to AN 15 90 lines to boost Combat Magic to AN 19 100 lines to boost Transfiguration to AN 20 750 lines to boost Genetic Engineering to AN 100 900 lines to boost Puppet Crafting to AN 100 50 lines to add Int Bonus to Pleasurable Massage 30 lines to boost Angelic Nature to AN 9 113 stones to build Angelic Weapon 850 lines to boost Call Huitzl to AN 100 290 lines to boost Alchemy to AN 30 100 lines to boost Dark Arts to AN 20 100 lines to boost Charms to AN 20 60 lines to boost Combat Magic to AN 25 70 lines to boost Zombie Mastery to AN 15 30 lines to boost Flesh Buds to AN 9 50 lines to boost Ramen Kenpo to AN 10 70 lines to boost Spellfire to AN 15 30 lines to boost Vaporization Freezing Technique to AN 9 50 lines to boost Devour to AN 10 50 lines to boost Black Ops to AN 9 100 lines to boost Caging Hair to AN 18 60 lines to boost Vicissitude to AN 15 20 lines to boost Obeah to AN 10 30 lines to boost Quietus to AN 10 120 lines to boost Kineticism to AN 20 20 lines to boost Daimonion to AN 10 20 lines to boost Dementation t0 AN 10 20 lines to boost Melpominee to AN 10 70 lines to boost Obfuscate to AN 15 20 lines to boost Obtenebration to AN 10 20 lines to add "Can effect others" advantage to 2 of my powers in Obfuscate. 50 lines in Tongue Whip to boost to AN 10 80 lines in Block Manipulation to boost AN to 20 200 lines in Gate of Babylon to boost AN to 30 20 lines to Block Manipulation to Increase the Amount of Blocks in a Stack. 30 lines to boost Mastery of Elements to AN 15 30 lines to boost Vampiric Fusion to AN 10 30 lines to Gentle Fist to raise it to 10 and make it Efficient. 30 lines to boost Warping to AN 7 20 lines to boost Air Cannon to AN 10 10 lines to boost Rivet Stab to AN 10 45 white stones to buy Critical Hit with Lethal Criticals option at MN 10 85 white stones to buy Sneak Attack at MN +10 with all options. 75 white stones to boost Sharingan Eyes/Rinnegan to MN 25 150 lines to Boost Sharingan to AN 25 150 lines to boost EMS to AN 25 150 lines to boost Six Paths Technique to AN 25 60 lines in Innate Time Control to boost AN to 16 400 lines to boost Fighting King to AN 50 40 lines to buy 4 new armies for Warmaster 75 white stones to boost Gork's Brutality to MN 25 50 white stones to boost Hanging Gardens of Babylon to MN 20 50 lines in Business Skills to boost AN to 12 50 lines in Constituent Matter to boost AN to 11 50 lines in Biomorphism to Increase AN to 10 240 lines in Dragon Manipulation to boost AN to 30 210 lines to Boost Dragon Breath to AN 30 39 white stones to boost Technarch Adaptation to MN +15 51 white stones to boost Multipler to MN 14 108 stones to boost all four Kinetic Boost Modifiers to MN +10 120 lines to boost Transform Quirk to AN 20 12 white stones to buy Rasangen (as Psi-Weapon) at AN 6 80 lines to boost Rasengan to AN 9, and make it 2x Damage, Limited AP, and Efficient 50 lines to add five new armies to Warmaster. 150 lines to boost Imbuement to AN 25 900 lines to boost Magic/Necromancy to AN 100 900 lines to boost Mecromancy to AN 100 410 lines to boost the Voice to AN 50 40 lines to boost Syncronization to AN 12 30 white stones to boost Cheat Codes to MN 30 300 lines to Boost Blood Drain to AN 45 60 lines to Boost Technarch Morphing to AN 18 40 lines to add 4 more armies to Warmaster. 20 lines to add 2 more armies to Warmaster. 25 white stones to boost Rifle to MN 10 45 white stones to boost Durability by 3. 50 white stones to boost Strength by 10 70 lines to buy seven more armies for Warmaster 30 lines to boost Horu Horu no mi to AN 13 90 lines to add nine more armies to Warmaster. 30 lines in Warmaster to add 3 new Armies to Warmaster. 60 lines to add six more armies to Warmaster 910 lines to boost Symbiote Genesis to AN 100 750 lines to boost Bizzaroian Physiology to AN 100 20 lines to add "Area Effect Force Blast and Force Field" to Mastery of Elements 700 lines to Boost Gate of Bobylon to AN 100 25 stones to add +5 to Wealth 25 stones to add +5 to Resources 100 lines to Boost Speed Force to AN 20 150 white stones to boost Dur to 49 5 white stones to add the ability to 'Name' things that already have a name. 810 lines to boost Lord of Terror to AN 93 20 lines to double and double again the max number of troops I can summon with Warmaster. 50 lines to add 5 more armies to Warmaster. 20 lines to boost the Spin to AN 12 150 stones to boost Cheat Codes to MN 45, and True Cheater to 35 20 stones to boost Badass Wizard to MN 10 90 stones to boost Dur to 55 110 stones to boost Int to 43 30 stones to boost Badass Wizard to MN +13 30 stones to boost Arcane Power to +13 60 stones to boost Memory Partition to MN 24 41 stones to boost Springlike Limbs to +12 43 stones to boost Summoning Circle to MN +13 50 stones to boost Medi-Chlorians to MN 20 13 stones to boost Strong in the Force to MN +7 20 stones to buy Military Rank at MN 10 20 stones to buy Starship Access at MN 10 with Heavily Modified. 45 stones to buy Arsenal at MN 28 with Magic Weapons Advantage. 75 stones to boost Good Luck to MN +25 50 stones to boost Targeting to +20 20 stones to buy Force Blast at AN 9 with Range 3, and Area Effect 910 lines to boost Terraprisma to AN 99 70 stones to buy Charge Objects an AN 5 with 12 additional elements. 2 stones to buy Cactus Needles at MN 2 6 stones to buy Shark Cannon at AN 6 10 lines to boost Terraprisma to AN 100 70 lines to boost Lord of Terror to AN 100 30 lines to add "Area Effect" to Creature of the Night 20 lines to boost Inner Darkness to AN 4 15 stones to buy Photographic Reflexes with Acceleration Advantage. 200 stones sacrificed to build a super advanced AI. 40 lines to buy 4 more armies for Warmaster 10 lines to boost Black Ops to AN 10 10 lines to boost Horsemanship to AN 10 10 lines to boost Vaporization Freezing technique to AN 10 10 lines to boost Flesh Buds to AN 10 10 lines to boost Corrosive Touch to AN 10 20 lines to boost Wall Crawling to AN 10 20 lines to boost Doa Doa no mi to AN 10 20 lines to boost Zauber Feathers to AN 10 20 lines to boost Awaken Geass to AN 10 20 lines to boost Desperado to AN 10 50 lines to boost Hunting/Tracking to AN 10 70 lines to boost General Knowledge to AN 10 20 lines to boost Acrobatics to AN 10 30 lines to boost Medical Healing to AN 10 10 lines to boost Social Skills to AN 10, and then combine it and Leadership into Statecraft 20 stones to boost Wealth to 50 25 stones to boost Resources to 50 80 lines to boost The Spin to AN 20 70 stones to buy Limit Break at MN 17 6 stones to buy Limit Break at AN 3 55 white stones to buy Limit Break at MN 14 245 stones to buy Fusion at AN 12 with several options Pleasurable Massage: 9 -As Fear but with Pleasurable Sensations -Range Touch -2 -Absorb Pleasure +3 -2x damage +2 NOTES:The Six Paths Technique- The Deva Path: As Telekinesis (with Weapon modifier), As Mastery of Gravity (Immune to Effects, Create Manipulate, Force Blast [3x damage, Ignores Toughness/Hardness], Accumulate Energy, User gains Flight at AN, Combine with Close/Ranged Combat); Shinra Tensei Field (as Force Field; doubles defensive stones); Chibaku Tensei (User creates a small ball of black energy, which gathers matter in a large area in order to create an artificial heavenly body (stones as an Area Effect of 5 times what the D&R chart indicates; acts as an Attack ignoring Toughness/Hardness, works only against inanimate matter, which will create a mass equal to Area in diameter. This attack might only deal damage to living beings withing if they are crushed by the moving matter or hurt by rubble or inside buildings or underground yet within the area [GM's call].), which can be used as such by being put in orbit, or used as an attack by being dropped onto an area (in which case it acts as a basic Gravity blast, but with an Area effect equal to the Area of the heavenly body thus created). Using this aspect of the Six Paths Technique at more than 20 stones in total forces Mikoto to wait 1 panel before using it again.
- The Asura Path: Grants Mikoto the ability to summon a mechanized armor, augmenting her body and granting her the use of varied and powerful robotic weaponry. In effect, the Asura Path essentially works like Metamorphosis with an AN of 3/AN of this action, which can be used to acquire Cybernetic/Robotic powers/actions/abilities, including, but not restricted to, robotic weapons, increased Toughness, Cybernetic senses, etc. Additionally, the changes can be altered once every two panels as a reflexive and instant effect requiring no action, to reflect the great versatility of the Asura Path. The base form of the armor is a six-armed, three-faced version of the base body with robotic features, but Mikoto can alter it in various ways depending on its abilities.
- The Animal Path: Allows Mikoto to summon various creatures, with fewer limits than regular summoning jutsus would indicate. First, the types of creatures she can summon are many, and how many there can be at once is quite impressive, essentially making a small army (up to 2 creatures/AN can be present at once, though summoning each still requires to pay stones as normal). Second, all summoned creatures have the Rinnegan as they are connected to the summoner, allowing Mikoto to see through them and control them. Finally, all the creatures can be summoned only by paying their Durability in stones, as if Mikoto knew their true names. The creatures that can thus be summoned are: Giant Drilled-Beak Birds, Giant Multi-Headed Dogs, Giant Snake-Tailed Chameleons, Giant Pandas, Giant Oxen, Giant Rhinos, Giant Crustaceans, Giant Centipedes, her own Mikoto Clones, up to 3 allied Ninjas Mikoto would have previously created a mystic bond with. Creating such a bond requires Mikoto to meditate for a minute, and the bond can only be changed if a previous ally died, became hostile to her, or otherwise refuses to share the bond with her.
- The Human Path: This path is rarely used by Mikoto unless it is absolutely vital and all else failed. It allows her to forcibly extract the soul of a victim in order to read its mind.... but the soul removal results either in a coma if Mikoto decides to store the soul in the King of Hell, or in death if not. Extracting the soul is an attack VS Durability + Chakra + Mental Defense, meaning some very powerful individuals with either powerful minds or chakra might resist it, but otherwise, it instantly kills the victim (as 2x damage, plus the fact it ignores most defenses)/puts it in a coma, rendering it harmless. Mikoto has found a way to use her chakra to restore a stolen (and stored in the King of Hell) soul to its unconscious body, thankfully, so she can use this technique without killing the victim, restoring it to its normal state afterwards. "Reading the mind" of someone using this technique will not only bring all the information Mikoto wishes to learn regarding a person, its lore and experiences, but also allows her to gain +1 AN/MN in one Ability/Action/Modifier the victim had that was higher than Mikoto's own (if he had it at all), as she retains part of the victm's knowledge after such a thorough reading of its very soul.
- The Naraka Path: Through use of the Nakara path, Mikoto summons the King of Hell, a large head sprouting from the ground, surrounded by purple flames. The King of Hell, like all summons through the powers of the Six Paths Technique, has the Rinnegan, is under Naruot's control and Mikoto can see through his eyes if she wants to. The King of Hell grants three powers to her. One, the power of interrogation (the King of Hell immobilizes its victims through an attack VS Durability and Chakra which stuns for 1 panel/stone of damage; he then grabs a hold of the victims' lifeforce [which looks like an enlarged tongue through this power], and asks questions with an Enhanced Sense [Discern Truth] at MN 10. If the victims tell the truth, the King of Hell releases them with an Attack VS Durability and Chakra; each stone of damage causes a -1 to all actions for an hour, but they are still alive. If they lie, or refuse to answer, it releases instead an Attack VS Durability plus Chakra that deals normal damage). Two, the power of restoration (the King of Hell ingest the damaged body, regenerates it, then releases it fully healed, intact, including the wearer's clothes if Mikoto so wishes, though this power cannot resurrect the dead). And three, the power of transportation (allows use of this action as Teleportation; Mikoto, her allies and whatever she wants to bring along enter its mouth, then the King of Hell disappear into the ground, reappears elsewhere, and its passengers walk out). It is to be noted that the King of Hell is invisible except while restoring the wounded or served for teleportation (if Mikoto wishes it to be visible then), otherwise it is seen only by Mikoto (and victims being interrogated).
- The Preta Path: Allows to absorb either regular energy or that of Ninjutsus in general of up to 3/2 the amount of stones played, dispelling the technique or effect, and gaining up to half the stones absorbed. For example, if she puts 12 stones in this action, she can absorb a Fire release jutsu of up to 18 stones, and regains a total of 9 stones of Energy from absorbing it. If it's not enough to absorb the attack entirely, the rest of the stones still act as an attack against her, although severely weakened. If she manages to grab a victim, she can also use this as Improved Energy Drain.
- The Outer Path: The most powerful Path, and for obvious reasons, the only one Mikoto cannot grant to her clones through the Six Paths of Pain Technique (read further). The first use of this Path is the Six Paths of Pain technique, using animated corpses to serve as vessels for the six other Paths. In doing so, she shares her Paths with up to 6 reanimated corpses which essentially act as Clones, losing access to it until she dispells them/they disappear. The original Mikoto controls the Six Paths, of course.
Additionally, she can bring the dead back to life through use of the Samsara of Heavenly Life Technique, as long as they didn't die prior an amount of time set by this Action's AN on the Duration row of the D&R chart, by paying stones equal to the dead's Durability plus Chakra (doing this is tiresome and causes a -1 to all actions for 6 hours). If Mikoto so wishes, she can also bring back many dead back to life (1 per stone played), but doing so is positively exhausting and imposes a -5 penalty to all actions for one full day). NOTE: Some dead beings and creatures cannot be brought back from the dead, at the GM's discretion. The third ability of the Outer Path is the creation of Demonic Chakra Chains, he can use to bind, cause pain to, and absorb the energy of its victims, as well as to control the Tailed Beasts through use of Chakra Receivers. Acts as an Atk VS Defense to immobilize, an Atk VS Durability+Chakra (Normal Damage, or 2x damage, Stun damage only) to cause pain, or as Improved Drain Energy. Control of attached Tailed Beasts is automatic as long as they have Chakra Receivers within them, and Mikoto can reabsorb them near-instantly within the Demonic Statue of the Outer Path if she were to lose control of them. The chains have a range of up to 5. Finally, the fourth and final power of the Outer Path is the summoning and control of the Demonic Statue of the Outer Path itself. (CAD will be done later)
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Post by Hoots Rowlet on Apr 16, 2017 21:23:27 GMT -5
Travis' maids...
-Genos (Butler) -Shiki Tohno (Butler)
-Bisca Mulan -Jenny Realight -Wendy Marvel -Lisanna Strauss -Sherry Blendy -Levy McGarden -Luviagelita Edelfelt -Rossweisse -Medea -Ravel Phenex -Akeno Himejima -Asia Argento -Mine -Leone -Maybelle "Mae" Hewlitt -Juvia Lockser -Rin Tohsaka -Sakura Tohsaka -Scathach -Sheele -Chelsea -Moka Akashiya -'Akasha' Akashiya -Erza Scarlet -Samus Aran -Ashe/Megaman Model A -Natsuru Seno -Mai Natsume -Lucy Heartfilia -Kagura Mikazuchi -Akame -Mizore Shirayuki -Artoria Pendragon -Gillian -Rias Gremory -Kurumu Kurono -Mirajane Strauss
...then, there's the maids you rescued from the Morwen Mansion:
-Sakura Haruno -Hinata Hyuuga -Tenten -Mikoto Uchiha -Nami -Nico Robin -Boa Hancock -Nefeltari Vivi -Perona -Tashigi -Rydia -Tifa Lockhart -Yuffie Kisaragi -Quistis Trepe -Selphie Tilmitt -Yuna -Rikku -Ranma (Is a girl all the time; used to be the same as original, but an unfortunate event made the cursed form permanent) -Shampoo -Lucca (from Crono Trigger) -Morrigan Aensland -Lilith -Felicia -Usagi Tsukino -Ami Mizuno -Rei Hino -Makoto Kino -Minako Aino -Haruka Tenoh -Michiru Kaioh -Setsuna Meiou -Hotaru Tomoe -Haruhi Suzumiya (Doesn't know of her potential, powers or anything like it; only accidentally makes minor, subconscious changes to the world around her once in a while.) -Kyonko (Unwittingly and permanently changed into a girl by Haruhi) -Yuki Nagato -Mikuru Asahina -Itsuki Koizumi (Unwittingly and permanently changed into a girl by Haruhi) -Elenor The Dark Wizard -Aoko Aozaki -Ajimu -Lacus Clyne -Meyrin Hawke -Kylie Howlet -Archangel Michael -Archangel Gabriel -Azreal -Lala Satin Deviluke
-Kudelia Aina Bernstein -Cero -Irina Shido -Xenovia Quarta -Koneko Tojou -Houki Shinonono -Cecilia Alcott -Huang Ying Lin (Rin) -Charlotte Dunois -Laura Bodevig -Kanzashi Sarashiki -Layla Heartfilia -Diana Prince -Kaguya Sumeragi -Shion Uzuki -Milly Ashford -Shiki Ryoghi -Anastasia -Ursula -Shojiro/Sayumi -Rei Miyamoto -Saeko Busujima -Saya Takagi -Shizuka Marikawa -Jeane D'Arc -Gaea -Sofia (Former Dark Schneider) -Hisui E. Fiore -Carla -Ruby Rose -Weiss Schnee -Blake Belladonna -Yang Xiao Long -Aramis -Lucifer -Raphael -Uriel -Amy Sorel -Cammy -Enero -Février -März -Aprile -Satsuki -Juni -Juli -Santamu -Xiayu -Jianyu -Noembelu -Decapre -Fubuki -Psykos -Freya -Semiramis -Jasmine Howlet -Robin (Fire Emblem) -Stella Vermillion -Yami "Golden Darkness" -Galacta -(Young) Henrietta -Velvet Scarlatina -C.C. -Alia -Plague
-Neopolitan -Satellizer L. Bridget/The Pink Eternal Ranger -Miyuki Kobayakawa -Natsumi Tsujimoto -Amber -Barbara Pegg -Beidou -Fischl von Luftschloss Narfidort Amy -Hu Tao -Eula Lawrence -Jean Gunnhildr -Keqing -Lumine -Mona Megistus -Ningguang -Noelle -Rosaria -Palutena -Belle (Cosmic Energy being.) -Sophie Beaufort -Sugiyama Hina -Esdeth -Guan Yinping -Da Qiao -Xiao Qiao -Sun Shang Xiang -Xing Cai -Yue Ying -Lian Shi -Wang Yi -Yukino Agria -Rushuna Tendo -Serafall Leviathan -Sona Sitri -Tsubaki Shinra -Reya Kusaka -Momo Hanakai -Tsubasa Yura -Tomoe Meguri -Ruruko Nimura -Byleth -Makino -Lux Arcadia -Lisesharte Atismata -Philuffy Aingram -Krulcifer Einfolk -Yoruka Kirihime -Arcruied Brunsted -Ciel -Satsuki Yumizuka -Akiha Tohno -Sion Eltnam Atlasia -Riesbyfe Stridberg -Hisui -Kohaku -Menos (Cero's mother.) -Kira Yamato -Aud'Raye -Shiva -Leslie -Rina -Cynthia (Dragon) -Tisha -Emilia (Nun possessed by a demon) -Alex -Yamato -Irene Belsarion -Fujiko Mine -Yor Briar -Rebecca (Werewolf) -Chun-Li -Ganyu -Minako Arisato -Elena -Cissnei -Metal Sonic (Genderdent) -Sonic the Hedgehog (Genderbent) -Shadow the Hedgehog (Genderbent) -Tails (Genderbent) -Knuckles (Genderbent) -Maya Yamada (Planeswalker) -Ariane Glenys Maple -Rise Kujikawa -Seiri Fukiyose
-Lubbock (AU Female) -Sayo -Merraid Oarburgh -Seryu Ubiquitous -Irina Jelavic -Rio Nakamura -Nagisa Shiota (AU Female) -Toka Yada -Enterprise (Azur Lane) -Prinz Eugen (Azur Lane) -Noel Vermillion -Kajun Faycott -Tsubaki Yayoi -Orihime Inoue -Rukia Kuchiki -Schala (Chrono Trigger; Bluentte prophetess/sorceress) -Ayla (Sexy blonde cavewoman with crazy strength and speed) -Kallen Kozuki -Shirley Fenette -B.B Hood (Adult) -Vicki Vale -Beatriz da Costa / Fire -Tora Olafsdotter / Ice -Joan Dale / Miss America -Kasumi (Dead or Alive) -Ayane (Dead or Alive) -Mai Shiranui (Fatal Fury/Dead or Alive) -Hitomi (Dead or Alive) -Kokoro (Dead or Alive) -Bulma Briefs -Ailaureen "Lauren" Tarathiel -Naephree Halyass / Arachne (Epic level Drow Ninja/Spy/Sorceress/Arachnomancer; also a Nightmare Lord.) -Terra (FF6) -Aerith Gainsborough (FF7) -Rinoa Heartilly (FF8) -Corrin (FE Fates) -Edelgard (FE Three Houses; Empress of the Adrestian Empire) -Dorothea (FE Three Houses) -Leonie (FE Three Houses) -Lysithea (FE Three Houses) -Hilda (FE Three Houses) -Mercedes (FE Three Houses) -Petra (FE Three Houses; Crown Princess of Brigid) -Ayaka Kamisato (Genshin Impact, Cryo user) -Sumeragi Lee Noriega -Xuelan (Highschool DxD) -Akane Mishima (Blue Gewehr Kämpfer) -Shizuku Sango (Red Schwert Kämpfer) -Mikoto Kondo (Red Schwert Kämpfer) -Darkness (KonoSuba) -Megumin (KonoSuba) -Linkle -Din (Hyrulean Goddess of Power) -Farore (Hyrulean Goddess of Courage) -Nayru (Hyrulean Goddess of Wisdom) -Medaka Kurokami -Itami Koga -Nana Shimura -Saber / Nero Claudius Caesar Augustus Germanicus -Misa Kakizaki -Madoka Kugimiya -Sakurako Shiina -Baby 5 -Miss Valentine -Saitama (An AU female version who still has shoulder lengths raven black hair.) -Sabrina -Erika -Gardenia -Lorelei -Aiho Yomikawa (Railgun) -Kaori Kanzaki (Railgun) -Itsuwa (Railgun) -Orianna Thompson (Railgun) -Misaki Shokuhou (Railgun) -Mitsuko Kongou (Railgun) -Junko Hokaze (Railgun) -Kinuho Wannai (Railgun) -Maaya Awatsuki (Railgun) -Awaki Musujime (Railgun) -Jill Valentine -Rebecca Chambers -Claire Redfield -Pyrrha Nikos -Yukiko Amagi -Tsubaki Nakatsukasa -Blair -Yoko Littner -Simone the Digger (AU Version of Simon) -Serana -Sakuya Izayoi (Touhou) -Hatsune Miku -Ashera -Nox -Roxanna -Yveen -Professor Sonia -Mikoto Misaka -Kuroko Shirai -Misuzu Misaka -Naruko Uzumaki -Sara Valestein -Mitsuru Kirijo -Alex Wesker -Stephanie Gorgeouspalace -Leila Malcal -Darth Revan -HK-47 (Genderbent) -Ayano Yugiri -Rosetti Prickett -Kurono Shinguji -Bastila Shan -Sheila Tuel Meta-Licana -Michael (Bastard!!) -Ophelia Blackthorne (Witch) -Zenya Silvermoon (High Elf Archer) -Yveen Sovelis (Guild Girl) -Maria Dylovar (Cow Girl)
-Lion El'Jonson -Fulgrim -Perturabo -Jaghatai Khan -Leman Russ -Rogal Dorn -Konrad Kurze -Sanguinius -Ferus Manus -Angron -Roboutte Guilliman -Mortarion -Magnus the Red -Horus -Lorgar -Vulkan -Corvus Corax -Alpharius -Omegon -Quinn (Former Q) -Villeta Nu -Rika "Lisbeth" Shinozaki -KOS-MOS -Fiore Forvedge Yggdmillennia -Bambietta Basterbine -Mamoru Chiba (Genderbent) -Khazrak One-Eye (Genderbent) -Malagor the Dark Omen (Genderbent) -Taurox The Brass Bull (Genderbent) -Toru "Invisible Girl" Hagakure -Kaina "Lady Nagant" Tsutsumi -Sephira (Genderbent Sephiroth) -Chisato Hasegawa -Lumera -Alear -Goldmary -Raelza -April O'Neil -Wendy Sato -Snow White -Belle White -Cinderella White -Paladin -Lieselotte Riefenstahl -Zebiantes -Eileen Sheppard -Jaedite -Nephrite -Zoicite -Kunzite -Himeno -Makima -Mizumi Mizuno -Stella-La Pleasuretron -Gruntilda -Katherine Alexandra Heartphilia -Tristine Evans -Rhea Phenex -Jack-O Valentine -Bazett Fraga McRemitz -Sistine Fibel -Inglis Eucus -Sato Akari -Watanabe Hina -Regan Williams -Emily Jones -Kate MacKenzie -Trish Lavender -Jacynthe Pelletier -Yumina Ernea Belfast -Lucia Lea Regulus -Chifuyu Orimura -Tatenashi Sarashiki. -Gold (Genderbent) -Iron (Genderbent) -Lead (Genderbent) -Mercury (Genderbent) -Tin (Genderbent) -Platinum -Bell Cranel (Clone) -Ayame Ichiraku -Delia Ketchum -Kyoko Aono -Beatrice Rougena -Chizuru Ichinose -Paarthunax (Genderbent) -Albedo -Shaltear Bloodfallen (Aged up) -Yuri Alpha -Aureole Omega -Lupusregina Beta -Narbaral Gamma -CZ2128 Delta -Solution Epsilon -Entoma Vasilissa Zeta (Aged up) -Lust -Lara Croft -Rie Sawada -Zenobia Quarta -Taiga Fujimura -Rinka Hayami -Parslee (Female Saiyan) -Itsuki Nakano -Ikki Kurogane -Shizuku Kurogane. -Ichika Nakano -Nino Nakano -Miku Nakano -Yotsuba Nakano
-Lady Layla Phenex -Astrea -Thea -Tomoe the Humanized Rhydon -Mai Valentine -Alexis Rhodes -Ruby Heart -Roxy Hart -Sailor Galaxia -Sirius Vermillion (Genderbent) -Astrea Vermillion -Lunaeyes Vermillion -Eliot Dunkel -Cho "Nuriko" Ryumen -Bonnie MacFarlane -Sakurakuma the Beargirl -Patricia Howlet -Pepesha Andreanova -Chole Croce -Janet Howlet -Clara Howlet
Other staff
-Ada Wong -Erina Nakiri -Alice Nakiri -Yoruichi Shihoin -Tabane Shinonono -Mara Jade -Lois Lane -Tina -Shigure Kosaka -Tieria Erde -Erin Smith (The Explorer) -Momo Yaoyorozo -Kate Howlet -Halayn Laetimar -Yomiko Readman -Asuna Zala (Fem Athrun) -Itsuka Kendo -Nejire Hado -Salamandra the Multi-Melta -Himiko the Enchanted Type-11 LMG. -Soma Cruz -Bahamut -Sue-Lime
Other Wives/Fiancées
-Euphemia li Britannia -Cornelia li Britannia -Guinevere su Britannia -Laila la Britannia -Holo The Wise Wolf -Sesshomaru -Raphtalia -Erica Blandelli -Jessie Hogue -Lady Cassandra Miller (Vampire Prince of London, Camarilla Liaison) -Akane Shikisai (2nd Generation Vampire; Discipline Trainer) -Yui Kotegawa -Wang Liu Mei -Momo Belia Deviluke -Nana Astar Deviluke -Zelda of Hyrule -Shade (Death) -Ageha Kurono -Tsurara Shirayuki -Queen Serenity I -Princess Usagi "Rini" Serenity III -Aliceliese Lou Nebulis IX -Faye Valentine -Midori Nishimura (The living GM) -Lelouko vi Britannia (Catgirl Lelouch.) -Rainbow Mika -Princess Peach -Princess Daisy
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Post by Hoots Rowlet on Nov 14, 2017 20:50:03 GMT -5
War Machine Height: 6'4 Weight: 580lbs S.I.: 8 Str: +7 Agl: 2 Spd: 2 Dur: 6 Health: 6 Energy: 42 Regen: 17 ACTIONS Close Combat: 5 (Str Bonus or Weapon) -Efficient Ranged Combat: 10 (2 weapon modifiers) -Super-Efficient Flight: 7/8 (Jet Boots/Energy Wings) -Boots can be used as Weapons, Range 0 Uni-Beam: 8 -Range 5 -2x damage -Hologram Projector -Tractor Beam -Search Light, Communications -Force Field Projector -Melter Beam (Stones are free, 1 of 4 settings, flesh, metal, stone, wood. Range 3) -Air Bag (Stones are free, Range 0) -2D Cruise Missle (Stones are free, AP or Area Effect, Range 10, One shot only.) -Sonic Beam (Range 4, normal damage, or area attack vs Dur to stun) Repulsor Rays: 6 -Range 3 -Can stun rather than wound -2x damage or area effect -Magnetic Manipulation -Bubblebeam attack (2x damage, limited area effect) -Rasangen Generator (As Psi-Weapon) Finger Laser: 2 -Action to Modifier -Range 1 -AP Pulse Bolts: 7 -Range 6 -2x Damage -Limited AP Dual 6.5mm Grendel Miniguns: +5 -AP -2x damage -Range 4 Dual Shoulder mounted Missile Banks: +6 -AP or Area Effect -2x damage -Range 5 -12 missiles in total, 6 per launcher Arm-Mounted Dual .44 Magnum SMGs: +4 -Limited AP -2x damage -Range 4 Dual Flamethrowers: 4 -Range 2 -Area Effect Energy Wings arrows: 7 -2x damage -Limited AP -Limited Area Effect -Range 4 Microwave Eye Beams: 6 -AP -2x damage -Range 3 Energy Absorbtion/Reflection: 6 -Can use Absorbed Stones to boost Str, Unibeam, Repulsors, Enery Arrows, Microwave Eye Beams, or Laser Blades MODIFIERS Toghness: +8 -No AP -No 2x damage Laser Blades: +5 (Wrist mounted. Take the form of shields when shifted to defense. No S.I. required) Stealth: +4 Targeting: +4 Energy Defense: +5 Self Repair Energy Battery: 8 Deep Reserves: +8 Life Support: 8 Hours Electro Magnetic Pulse: +6 -Full Shielding Sensors: 7 -Telescopic -Infared -UV -X-Ray -See in Darkness -Heavy Smoke -Underwater PA Collapsable: (Compresses into a gym-bag like form with gravity reduction devices to make it light enough to carry with a shoulder strap.) ====================== Epyon Mk I Armor ABILITIES S.I.: 7 Str: +3 Agl: +3 Spd: +1 Dur: 6 ACTIONS Close Combat: 10 Ranged Combat: 6 Beam Saber: +6 (As Mega Weapon) -AP -2x damage Heat Rod: +5 (As Mega Weapon, but adds to ranged combat.) -2x damage Flight: 6 MODIFIERS Toughness: +5 -No AP -No 2x damage Epyon System (As Prescience) Cybernetic Senses: +6 Energy Battery: 5 Deep Reserves: +5 ====================================== Dragonzord Height: 124.7' Weight: 170 tons Hull Color: Green, Black, Metallic grey and Gold Type: Zord ABILITIESS.I: 4 Str: 12 Agl: 2 Spd: 5 Dur: 8 HEALTH: 8 ENERGY: 30 REGEN: 14 ACTIONS Close combat: 5 (Str.bonus and Wpn.modifier) -Efficient -Bite -Tackle -Stomp -Grappling -Underwater combatRanged combat: 4 (Str.bonus and Weapon modifier) -Finger missles -Thrown objects -Heavy objects -Underwater combatTail Whip: 5 (Str.bonus) -EfficientFinger missles: 3 -2x damage -Range 5 -Stones free from GP -As Firearms; located on handsDrill tail: 5 -As Megaweapon; used with Tail Whip -2x damage -AP -Stones free from GP -Range 2Swimming: 6 (Str.bonus) -Can exceed max human water speedMODIFIERSSelf-Repair Power Reactor +2 -As Energy Battery and Deep ReservesToughness: +9 -No AP -No 2x DamageEnergy Defense +3 Fangs/Claws +3/+2 Targeting +2 Cybernetic Senses +4 Permanent Life Support Exclusivity -Only the weilder of the Dragon Dagger can command Dragonzord, be it from the outside or the cockpit.Underwater Combat Capability -The Dragonzord operate at full capacity even when fighting underwater with no penalty.Transform self -Can combine with Mastadon, Sabretooth Tiger, and Triceratops zords to form Dragonzord Battle Mode; and can combine with Megazord to form Mega Dragonzord.---------------------------------- DESTROYERThe Indestructible QUOTE: "......" Other aliases: The Asgardian Destroyer Height: 9'6" Weight: 850 lbs Eye color: Red Frame color: Blue-Steel Species: Enchanted Asgardian Construct/Armor NOTE: '(Base)' means the user's own score/AN/MN. ABILITIESS.I: Equal to its user Str: (Base)+X, Minimum total of 10 (where X is the sum of 'Intelligence+Mental Defense+Iron Will', which represents 'willpower') -EfficientAgl: (Base) +3 Spd: (Base) +3 Dur: (Base) +10 HEALTH: (Base) +10 P.L: 10, or as (Base) ENERGY: (Base) +60 P.L: 30, or as (Base) REGEN: (Base) +25 P.L: 15, or as (Base) ACTIONSNOTE: The armor can use any actions the user normally can with its own energy, but with its powered up Ability scores. If the user uses their own energy, they still use the Destroyer's Abilities. Energy Projection: 12 (Dur.bonus) -Super-Efficient -Force Blasts (All blasts can be Area Attack, and are Range 8; Elements include: Intense Heat - 2x damage, Limited AP, Sets flammable objects on fire; Electricity - 2x damage, Normal and Stun damage; Plasma - 2x damage, AP (Ignores 3 Toughness if No AP), Ignores Hardness of Objects; Anti-Matter (3x damage, AP (Ignores 4 Toughness even if No AP), Ignores Hardness of objects, Automatically causes collateral damage; Magnetic Force - 2x damage, Atk VS Durability to immobilize) -Unlimited Manipulate Matter -Destroyer Blast (This one blast is the armor's most devastating power. It is fired from the helmet part, which opens to build up its power before firing the unbelievably destructive blast from it. The way it works is, the attack's stones are used against the target's defenses, ignoring Toughness, Armor and Hardness as it needs only hit the target to take effect. The damage if it hits is then calculated as an equal amount of stones Atk VS Durability, 3x damage, Automatically causes collateral damage. The blast is Range 10 and Area attack, and can even destroy normally indestructible artefacts, including even material as durable as Uru metal! Most terrifying... the blast can Accumulate Energy before firing.)Unstoppable: 10 (Str.bonus) -EfficientFlight: 8 MODIFIERSPower Level 10 -Power Level Regeneration -Tireless 5Self-Contained Lifeform Godlike Stamina +10 -As Energy Battery and Deep Reserves -The Armor never actually needs to rest, regardless of the intensity and duration of its effortsSelf-Repair -As Healing Factor; not actually repairing itself as much as it essentially being indestructible. It will take damage, but nothing permanent, and will it time return to its full might in mere hours.Destruction +5 -Adds to any and all of its user's attacks except Mental onesReflexive Dodge (Base) +3 Toughness +20 -No AP -No 2x damageEnergy Defense +10 Magical Defense +10 Invulnerable -The armor cannot be truly destroyed. Even if its health fully runs out, it is merely 'disabled', and will recover as per its 'Self-Repair' modifier soon making it usable anew.CHALLENGES-N/A EQUIPMENT-Nothing of its own; depends on user ______________________________________________________________ NOTES: This is the Destroyer Armor, created by Odin as a weapon against the Celestials. It is made out of a metal even more powerful, more indestructible, than the Uru metal out of which Mjolnir was made. Its power is essentially unimaginable, increasing the user's to untold levels of might depending on the user's own might, and willpower. It is essentially entirely indestructible even from blasts unleashed by Gods such as Thor and Odin, and can fire blasts of its own of multiple elements, including the unbelievably destructive Destroyer Blast, so devastating it could potentially destroy a planet, and can even destroy Uru. In game terms, it is essentially built as a Power Armor. ============================================== ONE TRUE ARMOR The God-Emperor of Mankind's Golden Armor Description: Legendary golden suit of Terminator Armor originally worn by the God-Emperor of the Imperium of Man, himself. Height: 12'5" Weight: 625 lbs Notes: This armor would be worth a fortune in materials alone, but when added to its formidable technology and unique, masterful craftsmanship, it is nothing less than an artifact of immeasurable value. ABILITIESS.I: 8 Str: Base +6 Agl: Base Spd: Base +1 Dur: 10 HEALTH: 10 ENERGY: 60 REGEN: 25 ACTIONSClose Combat: 10 (Str.bonus and Wpn.modifiers) -Efficient -Brawling -Lightning Claw -Power Swords -Inhuman Strength -Destruction -Fighting larger/multiple opponents -Zero-G FightingRanged Combat: 10 (Str.bonus and Wpn.modifier) -Efficient -Mounted Weapons -Thrown objects/weapons -Precise shots -Handling Recoil -Fighting larger/multiple opponents -Zero-G FightingEmperor's Lightning Claw: +6 -3x damage, AP (Ignores 2 Toughness even when No AP); +1 to Strength for the hand that use it). -As Mega weapon; Stones are free from GP -Mounted on left hand gauntletMODIFIERSLife Support, Permanent Rapid Regeneration Microfusion reactor +10 -As Energy Battery and Deep Reserves -If not connected to Arc Reactor for some reason, relies on solar converters, electrical batteries and on-board generator for a +5 modifier.P.C.P.T +3 Reflexive Dodge As Base Toughness +10 -No AP -No 2x damageEnergy Defense +8 Radiation Defense +10 Hacking Defense +10 Targeting +4 Cybernetic Senses +8 Photographic Memory Exclusive -May only be used by the God-Emperor himself, a Primarch or a being of similar power and sizeRESERVE EQUIPMENTNone NOTES: The legendary golden armor of the God-Emperor of the Imperium of Man, commonly worn during the Great Crusade and the Horus Heresy. Arguably the strongest armor ever crafted and/or used by the entirety of the Imperium of Man in recorded and forgotten history, and a powerful artifact despite its very limited built-in weaponry (essentially little more than the Emperor's personal Lightning Claw.
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Post by Hoots Rowlet on May 1, 2018 22:28:49 GMT -5
Ea The Sword of Rupture Rank: EX Cost: 20 stones (GoB), Cannot be copied by Projection - Tracing, or by Unlimited Blade Works The most powerful Noble Phantasm contained within the Gate of Babylon, and most likely, the most powerful Noble Phantasm, period. Unlike all other Noble Phantasms contained within the Gate, Ea is a unique artefact, with no other like it in the Multiverse, and can only be used by a potent enough wielder of the Gate of Babylon. It was named by Shirou Emiya as 'the only sword that does not exist in this World', for it came into existence before it, being crystallized during the Age of Gods, at the beginning of the very Universe itself. It is that which divided the formless into a distinct heaven and earth in ancient Mesopotamia. It is a divine construct unable to be replicated by Unlimited Blade Works, and its status as a unique existence means it cannot be reproduced in any way. Its very nature is impossible to identify via mystical senses, and it makes even the greatest Noble Phantasms look like third-rate weapons in comparison. Regardless of the effects used, the Sword is Indestructible, Exclusive (Only a strong enough wielder of the Gate of Babylon can use it, and it simply cannot be replicated in any way), its wielder can understand all languages as per Normal Translation/Computer Translation, and the user can store any number of information within as Photographic Memory, as well as receive visions from it as per Precognitive Flashes. Used as a simple sword, despite its dull tip and circular sides, Ea is still unbelievably dangerous and lethal, as its sides seem to rip apart the very essence of matter and energy with contact, and its tip can pierce basically anything despite its shape. It acts as a +10 (2x damage, AP [Ignores 5 Toughness even when No AP], Normal and/or Stun damage, May strike phased/immaterial targets, May use to parry/deflect Physical, Energy and Magical attacks) close combat weapon. But the truth is, this is but the very tip of the immense iceberg of power that is Ea. Its real power lies in its abilities as follows: Enuma Elish: The Star of Creation that Split Heaven and Earth: Enuma Elish is the ultimate Noble Phantasm accessible via the Sword of Rupture's power, and its potential seems both immeasurable and unbelievable. When activated, the sword's triblade segments begin to rotate, with each of them doing so with the power and strength of tectonic movement creating a howl-like sound when the wielder commands it to "Awaken". Emitting gaseous energy from the seams between the segments, the generated air pressure faults compressed and smashed against each other simulate spatial rends to create an artificial space-time dislocation that acts as a crushing torrent capable of pulverizing any opposition. There are three levels of effect for this power, as follows: - Breath of the Void: Merely having the segments rotate without directing its power specifically results in a constant wave of energy crashing continuously with the wielder's surroundings. It acts as a constant 10 stones (2x damage, Ignores Hardness of objects, Area 5 around user, Automatically causes collateral damage) around the wielder, annihilating most creatures and normal beings without anything else than merely holding the blade. It can also fairly easily level an area, as it destroys most structures, plants, matter and obstacles in a matter of seconds.
- Awakening: Focusing the massive energies created by the rotation of the segments will cause the sword to unleash a monstrously powerful torrent of energy that will destroy all in its path. Using it as such makes it work as an Energy Ranged Combat Weapon, adding +12 (3x damage, AP [Ignores 5 Toughness even when No AP], Area attack, Normal and Stun damage, May strike phased/immaterial targets, Accumulate Energy for greater effect, Range 6)
- Regenesis: The most divine ability to destroy and create as embodied by the sword is represented in this powerful technique. It entirely annihilates everything in a possibly monstrous range, only to replace it with an equal reaction of creation, reconstructing the world as the 'Truth' perceived by Ea and its wielder. It acts as a ranged Combat attack of +10 (Atk VS Durability, 3x damage, Area effect (calculated of Range on the D&R chart) of up to 20 (entire Universe), Normal and Stun damage, May strike phased/immaterial targets), centered on the wielder but sparing her. Also, any being that survives the attack itself remains unchanged by the power (read below) aside from the damage, of course. In an unbelievable display of pure creation energy, the user then gathers the energy caused by the unprecedented destruction to recreate the world in a different way, as per an assured use of Destiny Force, with the user having a control on up to [total stones used in the original attack] factors. Factors can be anything from 'The new world has at least one shrimp in it' to 'Every intelligent being in the new world has the powers of a demigod' or 'Every being killed by my attack come back to life in the new world'. Everything else is determined by the GM, following the general idea of the wielder for the new world. NOTE: Needless to say, if used in its most powerful potential and widest effect, this power can drastically alter a Universe, and as such will normally only be used in accordance with the GM's discretion. Obviously, lesser uses (or less large areas) are far more acceptable.
Spark of Regenesis: User can activate the power of the sword by rotating its segments, but gathering and focusing its energies into altering part of the Universe as it is perceived, in order to change it to the wielder's desire. Far less destructive and 'definitive' than using the ultimate technique, Regenesis, this effect is nonetheless extremely powerful and versatile, allowing for fantastic effects. Unlike most powers of EA, however, the user needs to pay the stones for this effect. It works as Power Cosmic/Phoenix Force of AN 15 (Int.bonus, Efficient, Does not grant 2x AN free Energy stones to the user). The sword itself adds +5 to uses of this power on its own, allowing for a multitude of effects as the user basically recreates a tiny portion of the world as she sees fit. -------------------------- The Ebony Blade The Sword of The Black Knight Crafted and empowered by the druid Merlin, and originally belonging to the legendary knight Sir Percy of Scandia. A mystical, cursed sword which could potentially corrupt its user as it shed more and more blood. A +5; Mystical AP [Ignores "No Armor Penetration" modifiers, unless the target is made of Adamantium, Vibranium, Uru, and similar mystical and/or Indestructible materials] weapon; +5 to Magical Defense, may be used for one panel specifically to absorb Energy, in which case it acts like Energy/Absorption/Reflection of AN 5 [except that the energy must be redirected next panel or lost], but cannot be used in any other way; also gets a +5 bonus to cut through Magical Force Fields [in addition, the Field is broken for good if the Defense bonus it grants is under 5], Collapsible, Indestructible. The true wielder of the blade can be injured, but cannot be killed as long as the blade is in his possession; he cannot lose his last red stone of Health, which in turn makes him immune to "all or nothing" attacks that kill instantly, like a poison gas or something similar. ------------------------- Mjolnir, and Stormbreaker
A pair of Asgardian Hammers made of Uru Metal, enchanted by none other than Odin himself. Usually appear like a walking stick when not in use. It is nearly Indestructible and has the following powers (all the stones from the hammer are free except for the Ability bonuses stones): - Combat: May be used for either Close or Ranged combat (Range of 7 when thrown); adds +8 to either, 2x damage, 3x damage to Unholy or Undead foes, May do Stun damage. May use to parry/deflect Physical, Energy and Magical attacks. Always return to wielder when thrown, regardless of what stands in between.
- Weather/Air/Magnetism Control: As Mastery of Weather/Air/Magnetism: 12 (Int.bonus, Efficient, Create/Manipulate, Lighting Blast (2x damage, Normal or Stun damage, Indirect), Wind Blast (2x damage OR Normal and Stun damage), Magnetic Blast (Normal damage OR Atk VS Durability to paralyze), Immunity to element, Accumulate Energy, Area effect)
- Anti-Force: A Force Blast of 12 (Dur.bonus, 2x damage, AP (Ignores 3 Toughness even if No AP), Normal and Stun damage). This blast is so powerful, it is actually capable of slaying Asgardian Gods and similar beings.
- Thermo-blast: Another blast of the hammer, a heat/kinetic blast capable of decimating entire planets. Acts as a AN 12, Int.bonus, 2x damage, Area effect, Causes massive collateral damage, Force Blast attack centered on but ignoring the user.
- Teleportation: 10, in the form of swirly portals. May also open portals to other dimensions, or Travel through time.
- Hyper Speed: Using the hammer specifically for this allows the user to attain a Speed of 10.
- Flight: 8 in the atmosphere, and up to Flight 15 in space by holding the hammer and throwing onself' along with it.
- Energy Absorption/Reflection/Drain: As the Action and Improved Energy Drain (Range 2), AN 12.
- Matter Manipulation: Mjolnir's user can manipulate and alter matter thanks to the hammer's powers, as per a Mastery of Matter's Manipulate option at AN 10 (Int.bonus).
- God Blast: An immensely powerful attack which is so powerful it once slayed the Midgard Serpent and caused Galactus to flee for its life. When used, the wielder sacrifices up to half their Health, multiplies that amount by 3, which is added to the base AN 10 of this attack, for an Attack VS Durability (3x damage) that can theoretically kill anything. On the down side, it runs the risk of destroying the hammer in the attack due to the sheer power used (roll of 1 on a D6 will cause this to happen).
- Barrier: Manifests a barrier so incredibly powerful it once contained an explosion which could destroy a fifth of the Marvel Universe. Acts as a Force Field of AN 10 (Int.bonus, Area effect up to AN, Also works VS Mental and Magical attacks.)
- Cosmic Energy: As Power Cosmic AN 8; Mjolnir can manipulate a high level of Cosmic Energy, although not on the level of a true Power Cosmic user.
- Light Emission: Allows wielder to make the hammer glow with pure white light, illuminating up to an Area of 6 with it.
- Supernatural Detection: May function as Enhanced Vision 10 (Detect Asgardians, Sense Auras and Magical Forces, Sense evil, See energy patterns and forces, Identify occult forces)
- Dimensional Rift: The wielder can use the Hammer to create a powerful Dimensional Rift to open, drawing anyone in an Area of 5 around it in with a 15 stones pull. The wielder can determine in which dimension they are sent. Using this power lowers all of Mjolnir's powers by -3 for an hour.
- Resurrection: This one requires GM's approval, but the wielder of Mjolnir can try and use it to resurrect people. It technically requires Odin, and Hel's approval to do so, which could explain why it works or not roleplay-wise.
- Mortal disguise: Enables the wielder to transform into a normal human form to pass as normal.
- Altered appearance: If their wielder desires it, the hammers can be transformed into old, normal-looking walking sticks.
- Divine Power: If the person holding either hammer does not have Thor's level of Asgardian God's powers already, the hammers grant it to them while they wield it (Str: 15, Agl: 7, Spd: 8, Dur: 15, Immortal, Self-contained Lifeform, Reflexive Dodge +4, Toughness 15 (No AP, No 2x damage), and Energy Defense 5.)
- Exclusive: No living being, unless worthy, may lift it.
-Mjolnir-Chucks: +9 weapon otherwise has all the same powers as Mjolnir. A weapon consisting of two duplicae Mjolnir fused together by the leather throng of each hammer. ---------------------- Ichimonji The One Written Character An incredibly powerful Zanpakuto whose looks are misleading, for it appears as a fairly harmless yet large calligraphy brush in appearance, with which Travis can draw in midair or on any surface. It has multiple effects, even in its base form due to Ichibe's powers over names: - Calligraphy Characters (As per Hex Spheres AN 8, with effects being related to the used character's signification. For example, drawing a 'Conceal' character would likely turn the target invisible, a 'Burn' character would set it on fire, and so on.)
- Name Severing (When used as a weapon - getting a +3 bonus in normal form, +5 in Shikai, and +7 in Bankai form for doing so - the brush does not cut flesh, but instead cuts names. Such an attack ignores Toughness and Armor, as it only needs to hit the victim to affect them, and will act as a 8, 10 or 12 stones (normal/shikai/bankai) attack VS Int or Dur, whichever is lower, upon impact to affect the victim. This allows for a near infinite amount of possible results, essentially functioning as an AN 12 (Int.bonus, Super-Efficient) Power Cosmic/God-like powers effect to affect the victim however they please, against the same defense as stated above.)
- Shikai (Upon stating 'Blacken', the brush will transform into a short glaive, with the top looking like the tip of a chokuto's single edged blade. Said form releases ink with every swing, allowing Travis to affect targets at a range of up to 5. Additionally, any being hit by the ink suffers the Name Severing effects mentioned above, and grants ultimate control over the color black in the universe, as per 'Manipulate the color black' at AN 10 (Area effect, Cannot be overcome by outside interference of lesser power than a major God or Cosmic entity.)
- Power Absorption Immunity (The power of Ichimonji can be stolen, but can't be used by the thief nor against Travis, for he controls all the color black as noted above. If such a theft occurs, it is simply restored to him with no ill effect at all.)
- Futen Taisatsuryo (Travis may draw a massive amount of blackness from her surroundings, filling a cup from which he then drinks. He may then chant an incantation, which will create a large mausoleum with a fence in front on top of shattered gravestones out of the blackness. This powerful technique takes away all the darkness in the victim, including their flesh, blood and bones, destroying them entirely and preventing their resurrection. Acts as an AN 10 (Int.bonus) attack VS Durability, 3x damage, Victim cannot resurrect if killed.)
- Shin'uchi: Shirafude Ichimonji (Ichimonji's Bankai - incidentally not named Bankai, but Shin'uchi, as it was the first Zanpakuto to evolve before the term Bankai existed - allows Travis to change Ichimonji into a long, thick thread that coils in the air around him in Area Effect 7, allowing him to write characters anywhere in the area, which allows him to affect any targets within as per an AN 12 effect VS Int or Dur, whichever is lower, to transform them into a form as weak as an ant, to something as strong as a 20 stones per stone played being, up to 240. Again, said change is permanent until undone by user or a god-like or cosmic entity of Travis' level of power or more.)
============================================ The Sword of Omens Lion-O's Legendary Sword
The legendary sword of the Thundercats, the Sword of Omens is both a fantastic weapon, and the receptacle of the Eye of Thundara, a sleek ruby that contains an omniscient, omnipotent, universal energy force. This energy force is sentient, meaning the sword is. The ruby takes the form of a closed cat's eye pupil when dormant, and will change to a black cat's head when its power is awakened by shouting the battle cry, "Thunder, Thunder, Thunder...ThunderCats - HO!". Dagger Form: In its most basic form, the Sword of Omens only has access to minor powers and abilities, but it is still a very capable weapon, as hereby noted. - +1, AP melee weapon; Can be thrown and return to wielder's hand at will
- Energy Absorption/Reflection AN 8; reflected blasts have the same advantages as original attacks
- Senses Danger (Precognitive Flashes, only to sense Danger and/or enemies; the Eye of Thundera will emit a loud growl to warn the wielder)
- Clairvoyance AN 10 (May See events/people/locations from a great distance away, Detect hidden things/creatures/treasures, Spot impending danger or allies in trouble); must state "Sword of Omens, give me Sight beyond Sight!" out loud to use
- The Symbol of the Eye of Thundera (This power may be the Sword's most powerful attack. It has several uses, the main one being it being used as an energy blast attack (acts as a Wpn.modifier to Ranged Combat) of +8 (2x damage, AP, Normal and/or Stun damage, Area Effect, Range 8). It can also be used to summon ThunderCats from a range of 10 to the wielder. The wielder, and any ThunderCats who look at the symbol or who are teleported to it benefit from a great surge of power upon display of the symbol (acting as Metamorphosis 8 to increase Physical abilities/actions and/or powers, lasts for 10 panels after use. It also heals the wielder and all ThunderCats under its effects by 3w of Health, and dispells any negative spells, effects, trances and mind control with an AN 12 effect.)
- Can be summoned to wielder's hand regardless of distance and what stands in-between
- Does not respond to an evil command and can't be used for evil
- Curse of Balthas (Using it against a ThunderCat will cause it to lose all powers and become an ordinary +2 dagger. Its powers may only then be restored by reforging it anew in star fire.)
- Near-indestructible; while it is extremely strong and durable, the Sword of Omens can be broken by a being with a Strength of AN 8 or more. The Eye of Thundera's powers remain, however, and the sword can easily be reforged through normal means. If the Eye of Thundera is pierced/damaged/destroyed through the use of a very powerful, epic-level artefact (GM's call), it loses all of its powers and the Sword becomes a mere +2 dagger. Worse, the ThunderCats' lives depend upon the gem's power, so they begin dying. If restored in time through powerful magic or powers (again, GM's call), it can still save them, though.
- True Form (Upon stating out loud the battle cry "Thunder, thunder, thunder... ThunderCats - OH!", the dagger takes on its true form and becomes the full power broadsword, along with the powers of the Eye of Thundera (read below).)
- All the stones of the powers of the Sword of Omens come from the General Pool, not the user's. Only exception is for the powers of the Eye of Thundera, which are to be paid by user's own energy.
- Exclusive (Its powers may only be used by the Lord of the ThunderCats, OR by a wielder the sword deems worthy and of pure spirit.)
Sword form: Upon stating the battle cry, the Sword transforms to its full power broadsword shape, awakening the Eye of Thundera, and most of the sword's potential. It still has all the powers of the dagger, plus as follows: - +5, 2x damage, AP melee weapon. Can be thrown and returns to wielder's hand at will. May also be released, levitating, to fight by itself, which it does with a Close Combat of AN 6 and a virtual Strength of 4.
- The Eye of Thundera (As Power Cosmic AN 7, with Intelligence bonus, Efficient. Unlike the other powers of the Sword, this must be used with the wielder's own energy stones to reflect the act of will to use its magics so. Allows user to increase/reduce/alter its Abilities/Actions/Modifiers by AN at will, use any Physical/Energy/Magical action, etc. If used to unleash magical blasts, adds half this AN, rounded up (4) with the same value in advantages to Ranged Combat as a magical attack. Most often used examples: Creating force fields, manipulate temperature, freeze targets solid, manipulate pure energy, teleportation, flight, etc.)
- Destiny Force (Sometimes, the Sword may perform even more fantastic stunts when the need is dire and the situation desperate. For example, it was once used to hold together a planet from being destroyed. Such uses and their limits are subject to the GM's decision.)
- Powers are lost when the Eye is covered with a strong enough substance, like black tar in the series, but this is easily undone by the wielder by simply summoning the sword to their hand, at which points the Sword destroys its bindings.
===================================== Banryu The Barbaric Dragon Bankotsu's gigantic halberd, enhanced with Shikon jewel shards. A devastating blade, capable of rivaling even the powerful Tessaiga, and capable of manipulating fire and lightning to devastating effect, as well as unleashing demonic power to destroy all in its path. A +7, 2x damage, AP, Reach 10' melee weapon granting its user a Mastery of Fire 8 (Int.bonus, Create/Manipulate, Force blast - 2x damage, Sets flammable objects on fire; Combine with Close Combat) and a Mastery of Lightning 10 (Int.bonus, Create/Manipulate, Force Blast - 2x damage, Normal and/or Stun damage; Combine with Close Combat, May Cause violent thunderstorm as per Manipulate weather), and can fire a powerful technique called 'Dragon Hammer' (Allows user to combined stones in Yoki (which are then doubled) with Ranged Combat using Banryu's Wpn.mod, forming a 2x damage, AP, Area Effect line 100' wide, 1 mile long (Range 6) pink-colored attack that devastates everything in its way. Finally, it can perform a similar technique called 'Hatred Ball' (Doubled stones of Yoki, combined with Ranged Combat, double the Wpn.modifier of Banryu, as a 3x damage, AP, Area attack, Range 6 attack, of demonic energy.) Banryu is near indestructible, but not entirely so.) ===================================== -The Ultimate Nullifier (An unbelievably powerful device of unknown origins - currently believed to be an aspect of Galactus himself, although its power seems to imply it is far more than this - once recovered from the home planet of the Devourer of Worlds, Galactus - a being who is, himself, afraid of its power. The Nullifier is known as the Marvel universe's most devastating weapon, and is said to be capable of immeasurable acts of destruction in the hands of an extremely powerful mind... but extremely dangerous to its user if their mind is not strong enough, potentially destroying them in the attempt either instead, or in addition to their own target. Stones are free except for Intelligence bonuses, which the user has to pay for. The Ultimate Nullifier has the following properties: - Strength of Mind Limitation (One requires at least Intelligence AN 9 and a total Int + Mental Defense of at least 15 in order to be able to - relatively - safely use the Ultimate Nullifier. Without said prerequisites, the user, and possibly much more around them, risk being nullified either instead or alongside the intended target. The results of such misuse are left to the GM, but should always be significant as a lesson to foolish users of mass destruction weapons with a reputation for destroying those who use it. Creatures and matter destroyed due to misuse of the Nullifier cannot be restored by it.)
- Nullify (The main purpose of the Nullifier. In the hands of a mentally strong enough user, the Nullifier can be used as an AN 15 (Int.bonus) Atk VS Durability for beings/people/entities, or Hardness/Size/Area (whichever is higher) for objects/matter/areas. The user can target specific people or objects in a given area, or entire areas themselves with everything in it. Success means the targets are effectively wiped out from existence.)
- Restoration (The Ultimate Nullifier is capable of restoring what it has erased - via proper use, that is - just as easily as it can destroy them. This use works exactly the same way as Nullify above, but has the exact opposite effect. Attempting to restore things or creatures using the Nullifier when not strong of mind enough still comes with the risk of erasing the user. Additionally, the user cannot restore creatures or objects destroyed via other means than the Nullifier itself.)
- Timeline Erasure (Alternately, the Nullifier user can attempt to erase entire timelines from existence. Doing so is very taxing on the user and the device both, however, and will impose a -2 to all actions to the user and drain the Nullifier's powers for one full hour. Otherwise, this use still functions similarly as Nullify, stones VS Resistance as decided by the GM, with most normal timelines having a Resistance of 25 on average.)
- Power Limitation (The Ultimate Nullifier's potential may be off the charts, but it is not limitless. Historically, it has scared off Galactus himself, destroyed the multiversal embodiment of destruction known as Abraxas, and in one alternate universe, has even destroyed the entity known as Death. In other words, it can destroy pretty much anything and anyone at the level of a high-level cosmic entity and below, but entities beyond that, such as truly omnipotent beings, the wielder of the Infinity Gauntlet - and the gauntlet itself - and similarly powerful entities and artifacts would be immune to its effects, and likely able to render other beings and objects immune to it.)
- Indestructible (The Ultimate Nullifier is technically speaking indestructible. The only things that could potentially destroy it are actually and truly omnipotent entities, and devices of similar power to that of the Infinity Gauntles and the like.)
===================================== -Prismatic Pickaxe (+3 weapon; Earthquake AN 10 - Int.bonus, Efficient, 2x damage, 3x damage VS underground targets, Ineffective VS Flying targets; Area Effect, Causes massive collateral damage. If 'charged' for 2 panels, AN 10 effect VS Hardness/Area - whichever is higher - to shatter any non-magical stone/rock/brick formation into countless fist-sized pieces in a single blow; stones are free from GP for this effect, but still require the pickaxe to be swung at the target. The Prismatic Pickaxe is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Axe (+4 weapon; AN 8 stones VS Hardness/Size of target tree/wooden object to cut it into medium-sized logs in a single blow; stones are free from GP, but the axe still requires to be swung at its target for the effect to activate. The Prismatic Axe is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Hoe (+2 weapon; AN 9 Mastery of Earth, Int.bonus, Efficient, Manipulate only, Area effect. Using this item, one can till vast areas of land within mere moments, among other uses. The Prismatic Hoe is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Hammer (+3 weapon; MN 10 effect adding directly to how many times per day an inventor can put stones in Intelligence + Inventing to work on an invention. Alternately, building any normal object/piece of furtniture/other with this hammer takes but an instant as long as the user has the materials on hand. The Prismatic Hammer is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Watering Can (AN 8 Nastery of Water, Int.bonus, Efficient, Create/Manipulate, Area Effect. Additionally has an AN 9 Control Weather (Rain Only), Area effect power if needed. The Prismatic Watering Can is indestructible, but could be melted and reforged with sufficient heat.) -The Prismatic Sword (Unlike the other Prismatic tools which are part of Valorus' treasure, the Prismatic Sword is not 'merely' a sword made of prismatic material which in turn made it more powerful, but was actually enchanted with powerful magics on top of it, making it a potent artifact of power. The blade has the ability to fire various colored beams, each with its own effects, described further below: - Melee Weapon (+7, 3x damage, AP (Ignores 7 Toughness even if No AP), May disintegrate if it kills, Can cut through/parry magic and energy.)
- Red Beam (As Force Blast AN 8, Int.bonus, 2x damage, Sets flammable objects on fire; Fire Element.)
- Orange Beam (As Force Blast AN 9, Int.bonus, 2x damage, Ignores Hardness of Objects, After Effect; Acid Element.)
- Yellow Beam (As Force Blast AN 10, Int.bonus, 2x damage, Normal and/or Stun damage; Electricity Element.)
- Green Beam (As Force Blast AN 8, Int.bonus; Ignores Toughness and Armor; success means AN 8 Atk VS Dur; Deals damage equal to red stones of damage every panel for 1 panel/white stone of 'damage'; Poison Element.)
- Blue Beam (As Force Blast AN 8, Int.bonus; Ignores Toughness and Armor; deals no damage; success means AN 8 Atk VS Dur; deals no damage; Victim is turned to stone for 1 day/red stone of 'damage'.)
- Indigo Beam (As Force Blast AN 9, Int.bonus; Ignores Toughness and Armor; deals no damage; success means as many stones as an Atk VS Int+Mental Defense; deals no damage; success inflicts permanent psychological challenges of a value equal to white stones of 'damage'.)
- Violet Beam (AN 8, Int.bonus, Ignores Toughness and Armor; deals no damage; if successful, victim is forcefully transported to another dimension as per AN 8 Dimensional Travel.)
- White Beam (AN 9, Int.bonus, Ignores Toughness and Armor; deals no damage; acts as magical Healing AN 9 upon impact. Still restricted by regular Magical Healing limitations.)
- Indestructible (While it can be improved with white stones, the Prismatic Sword is indestructible and cannot be reforged.)
-Prismatic Baseball Bat (+3 weapon; Normal and Stun damage; AN 10 VS Weight effect to launch targets 100 ft./red stone of 'damage' away; this effect is free from GP, but still requires the user to swing the bat at the target. The Prismatic Baseball Bat is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Bowling Ball (+3 weapon; upon hitting a solid surface when rolled/tossed and rolling, generates an AN 8 Atk VS Durability, Stun damage only, Area effect shockwave of kinetic force that knocks down anything standing in the area that isn't secured to the ground. This effect is free from GP, but the ball must still be rolled/tossed by the user, and hit a solid surface. The Prismatic Bowling Ball is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Bullets (+1 to any base firearm damage they are fired from. Prismatic Bullets can be willed by the shooter to be fired with one of seven elements: Fire, Acid, Electricity, Poison, Ice, Ghost, Void. Each of the seven elements have additional effects and may affect certain creatures differently based on elemental weaknesses. Given the bullets' indestructible nature, they can be recovered, reloaded, and shot again without any trouble. Prismatic Bullets are indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Boomerang (+2 weapon; Target-seeking, Ghost Touch, Returning weapon; Returns to thrower as per an AN 12 effect, up to and including phase-shifting through solid matter if returning is impossible; Can attack up to five opponents in one throw. Note: Only the returning aspect is empowered with a phase-shifting effect; it will not phase-shift to reach targets behind walls. The Prismatic Boomerang is indestructible, but could be melted and reforged with sufficient heat.) -Prismatic Shield (+4 Weapon; acts as a regular shield in addition to being able to parry/deflect energy and magic. If held and 'stabbed' into the ground, the shield will generate an AN 10 Force Field, Effective VS Magical Defense, for as long as it is held down. For each fewer active stone of the Force Field, its area of effect increases by 1, so there could be an AN 8, Area effect 4 force field. In addition to its base defensive effects, the user can decide a single element/effect that anyone protected by the field will be immune to, such as Poison, Fear, Diseases, Fire/Heat, etc. At GM's discretion, some elements/effects may be impossible to defend against with this power, such as godlike powers and the like. The force field is free from GP, but the shield must still be stabbed into the ground with some measure of strength, requesting an action to do so. The Prismatic Shield is indestructible, but could be melted and reforged with sufficient heat.) --------------------------------- -True Master Sword (This +8, 2x damage, 3x damage VS Evil/Dark/Demonic beings, AP mystical sword is the legendary sword of the Hero, said to hold the power to repel and destroy evil, but enhanced through powerful rituals and purified by the Hero of Fate. Indestructible, usable only by the Chosen of Courage, the sword can cut through/parry magic, fire +6, 2x damage, Limited AP energy beams at a Range of 3, Absorb/Reflect Energy at its MN, can destroy Magical Barriers and Force Fields if it beats the Effect stones with an attack regardless of their size, and is the one of the only known weapons capable of breaking through the wielder of the Triforce of Power's seeming invulnerability. A magnificent weapon, it bears the symbol of the Triforce, and that of the Hyrule Royal Family.) ------------------------- 2 stand arrows (Targets pierced by the arrow either die to get Stands GM discretion... a stand user pierced a second time will gain new abilities for it. A stand pierced by the arrow will become a Requiem stand.) -------------------------- - Plate of the Damned (+5, No AP, No 2x damage, +3 to all Magical Actions, +5 to Magical Defense armor. Grants +2 to Social Skills uses to intimidate, terrify or otherwise cower others. The Plate of the Damned is Exclusive, Indestructible and can be summoned and put away by the Lich Queen at will. Appearing as a frozen, dark steel armor with multiple wicked spikes, skull designs and chains, the plate is a potent evil artifact of power which combines very nicely with the Helm of Domination and the legendary Frostmourne. It seems to burn from within with cold eldritch energy and fuels its wielder's magic.) - Helm of Domination (Crafted by demons from the Burning Legion to imprison the spirit of the Elder Shaman Ner'Zhul, the Orc warchief of Draenor, to transform him into the dreaded Lich King. Ever since, the powers of the Lich King had been made separate from the Legion and increased by both Ner'Zhul and the human prince Arthas, two past wielders, who made the Scourge an independent threat, and the dark power of its master into those of a demigod, if not downright a deity in his own right. The Helm of Domination's chief purpose is to draw a new potential Lich King when there is none, and to ease the existing one's control over vast legions of undead when there is one. It not only transforms the wielder into the Lich King if one does not exists (annihilating the wielder in an instant if one does), but enhances the wielder's powers when worn, as described below. Note: Once it has found a new master, the Helm of Domination can be summoned and put away at will.
- Commanding Presence (As Project Thoughts/Control Others option of Telepathy at AN 12 when speaking, to any creature. Basically, most beings without a strong will or acute mind are forced to obey their commands. Stronger-minded individuals are, of course, unhindered by this effect.)
- Mind of the Scourge (As AN 12 Read Minds/Telepathic Communications options from Telepathy, with limitless range, Action as Modifier; Only usable on Followers/Servants/Dominated Undead.)
- Lord of the Scourge (AN 12, Int.bonus, Efficient, to command up to 1000 undead/stone played of a lower Durability AN than this action, regardless of distance and mental defense, as long as they are unaffiliated or within the power of the Scourge. Alternately, may be used as a Broadcast Atk VS Intelligence+Mental Defense to forcibly make an undead susceptible to this control even if they weren't already, with a max Area of Half AN, rounded up.)
- Plate of the Damned (Upon becoming the Lich King, a wielder gains the ability to summon/put away the Plate of the Damned armor at will. See Equipment.)
- Speak/understand Demon Speech (Can speak and understand the inhuman, demonic language of the Burning Legion.)
- There can only be one (If a person dons the Helm of Domination when a Lich King already exists, the Helm unleashes a constant 20 stones attack VS Durability, 3x damage on the hapless victim, on every panel. Dying from this attack results in the body being turned to dust and raised as a powerful wraith-like servant to the current Lich King. God-like beings, cosmic entities and eldritch abominations can don the Helm safely, but can still not access its powers if a Lich King is alive.)
- Death God Crown (The primary purpose of the Helm is to ensure the existence of a ruler of the dead, of a Lich King, to lead the Scourge. The Helm will grant the powers of the Lich King to a wielder if one does not already exists, and transform them fully into the Lord of the Scourge the moment it is put on.)
- Indestructible (The Helm is indestructible barring intervention from a deity, cosmic entity or eldritch abomination - or other equivalent beings, at GM's discretion - of sufficient power.)
- Frostmourne (A legendary, extremely powerful artifact of evil, Frostmourne is a large, mysterious, runic sword with many devastating powers and abilities, but its real purpose is to draw its wielder towards becoming the a servant of the Lich King... or the Lich King itself, if none currently exists. Note: Once a Lich King exists, they gain the ability to summon the blade to their hand or put it away at will. It bears the following powers: - Melee Weapon (+7, 2x damage, 3x damage VS Good/Holy/Living beings, AP (Ignores 3 Toughness even when No AP, Normal and Stun damage, After Effect, Draining, Can strike Ethereal/Phase Shifted creatures, Can parry/cut through magical effects, weapon.)
- Life Steal (Every successful strike heals the wielder by 1w of Health.)
- Eldritch Blasts (May fire +5, Area Effect, Range 4 blasts of various types: Frost - Normal and Stun damage OR Atk VS Durability to freeze solid; Necromantic - 2x damage, Heals 1w to the wielder if it deals damage; Bleeding - Draining, After Effect.)
- Soul Absorption (AN 12 VS Durability effect to steal the soul of any being it kills, provided it has indeed a soul. Such victims cannot be resurrected barring the intervention of a deity, cosmic entity or an eldritch abomination - or equivalent being, at GM's discretion - or an artifact of equivalent power.)
- Access Soul (The souls so stored within the sword - including those killed by previous wielders - can be accessed later by its wielder in order to search their knowledge and memories, and possibly use their skills/powers. Stones VS Resistance to access the memories and knowledge of the souls within the sword. If the GM deems it appropriate, the user may even gain a temporary action/power from past victims to use for a limited period of time; or the user could use this as a reason to gain a new power via LoEs/white stones, explaining its origin via learning it from one of the souls from the sword.)
- Domination Beckons (If no Lich King currently lives, the sword manipulates and influences its wielder to seek out and put on the Helm of Domination. To resist this effect, the user must have a total Intelligence, Mental Defense and Iron Will of at least 20 stones. Failing that, they are forced to do so to the best of their capabilities, with the help of an Enhanced Vision 10 (Sense the Helm of Domination effect) and a temporary challenge of Psychological (-3; severe obsession; to seek out the Helm of Domination at any cost and put it on.))
- Corruption (As it is held/wielded/carried, the sword will slowly corrup its wielder unless it has the aforementioned 20 total of Int+Mental Defense+Iron Will; or at GM's discretion, if the wielder is so good-natured that they are not affected by the corruption... although even then, they will eventually change physically and turn undead. In time - usually every 2-3 days, though this is subject to GM's discretion - one of the user's 'good' challenges, such as 'Honorable', 'Compulsion to stick up for the underdog', and the like, will drop by 1 until only neutral/bad challenges remain. Then negative/evil challenges, such as 'Psychological (Cruelty)', 'Antisocial tendencies (Violence)' and the like, will increase by 1 at the same rate. At the same time, the wielder's body will change as well, gaining -1 in Looking non-human per Week as their skin turns bluish and colder, their hair turn paler - sometimes all the way to white - and their eyes begin glowing with blue light, their irises turning pale blue as well. When all good challenges are lost, and the Looking non-human challenge reaches a full -3, the wielder effectively 'dies' and transforms into an undead 'Death Knight', gaining Immortal, Self-Contained Lifeform, Immune to Cold/Diseases/Poison, and +2 to Energy Battery/Deep Reserves, but also a -3 Loyalty challenge to the current Lich King. These effects also happen instantly/are overcome by the Lich King changes when one dons the Helf of Domination.)
- Exclusive (Frostmourne may only be wielded by the current Lich King/Queen, or whoever they allow it to be wielded by. If no current Lich King/Queen exists, anyone may pick it up and use it. In all cases, the corruption effect will still apply if wielded for long.)
- Indestructible (The sword is indestructible barring divine, cosmic or eldritch intervention of sufficient power, or an equivalent effect, at GM's discretion.))
----------------------------- -Mystical Javelin (+3, Limited AP, Range 6, +2 to hit called shots. This unnamed enchanted javelin, while it will eventually slow down and fall due to friction, is unaffected by gravity. It can be thrown from extreme range with great precision, with little variation to its intended aim even from afar. Additionally, its enchantment allows it to pierce through materials as hard as brick with ease.) ------------------------------ -Power Pole (Also called the Compliant Pole, the Power Pole is a creation of Korin whose original purpose is to climb from Korin's tower to the Lookout above the clouds. It is red in color but otherwise seems roughly indistiguishable from a normal wooden bo staff. Its capabilities are as follow: - Melee Weapon (+4 wpn.modifier)
- Change Size at User's Will (Up to 238,855 miles long, which is enough to reach the moon from the Earth, or small enough to fit in one's pocket. The Pole can even change size without its user having to touch it.)
- Exclusive (Although the conditions are unclear, the Power Pole has some 'user must be worthy' condition going on. What that condition is is rather vague, however, as both Goku AND Master Roshi were able to use it, so apparently perversion is not an issue here.)
- Indestructible
-Ruyi Jingu Bang (Appears as a 6' black iron bo staff with golden rings on each end, which bears the inscription "The Compliant Golden-Hooped Rod. Weight: thirteen thousand five hundred catties". It used to be a seemingly useless, massive black iron pillar gifted by the Dragon King of the East See to Sun Wukong to be his 'weapon', but originally used to measure the depths of the world flood during times immemorial. Upon being held by the Monkey King, it turned into its current form along with its abilities: - Melee Weapon (+8, 2x damage, Limited AP.)
- Change Size at User's Will (Up to 238,855 miles long, which is enough to reach the moon from the Earth, or small enough to appear as a toothpick. The Pole can even change size without its user having to touch it.)
- Change Weight at User's Will (The user can will the Ruyi Jingu Bang to alter its normal weight of 7.83 tons to as little as a few grams to as much as about 100 tons.)
- Duplication (The staff can duplicate itself, creating up to 10 copies of itself as the user needs... or up to as many as the user needs if the user duplicates themselves as well, resulting in one staff per clone.)
- Unknown Potential (As the staff is said to obey the will of its user's, it likely has other unknow uses. If the user wishes their staff to do something, and the GM decides it would make sense given the nature of the weapon, then the staff may perform this task as an appropriate AN 8 action.)
- Exclusive (The Ruyi Jingu Bang is not necessarily limited to being used by its owner alone, but it does normally weigh nearly 8 tons. Also, it obeys its owner's will as opposed to that of anyone who picks it up, so there's that.)
- Indestructible
------------------------------ The Void Glaive (This extremely powerful artifact was originally Sailor Saturn's Silence Glaive which Travis bought from the Old Merchant, before putting it through SCP-914 and applying the 'Very Fine' setting to it. The shape of its blade is quite reminiscent of the original weapon, but sharper and black as night; staring at it for too long causes one to see stars in the darkness of the metal. Its shaft is dark grey, black and silver, and it is significantly heavier. The Void Glaive's powers are as follows:- Weapon (+8, 2x damage, 3x damage VS Mortals Men/Beasts, AP (Ignores 3 Toughness even if No AP), Normal and Stun damage, Can strike incorporeal targets, Can cut/parry magic, Range 10'. The Void Glaive's most basic effect is to serve as an extremely powerful lethal melee weapon with a longer range than typical blades.)
- All-Slayer (The Void Glaive is capable of permanently killing almost any being or entity, including otherwise unkillable and immortal beings, such as creatures with Reconstitute Self, spirits and ghosts. Deities, cosmic entities and eldritch abominations may be immune if sufficiently powerful, though minor ones can very much be destroyed by it.)
- Void Erasure (AN 10 VS Dur + Magical Defense of beings killed to erase them from existence and history entirely if the user so wishes; doesn't function against deities, cosmic entities and eldritch abominations.)
- Death Rebirth Regenesis (As Force Blast, AN 12, Int.bonus, Efficient, Atk VS Dur + Magical Defense, 2x damage; Area Effect 17; an entire solar system. Everything within and all creatures destroyed by this attack can be recreated/altered/reborn into a new world with up to AN alterations to the original world at the user's discretion. From the user's viewpoint, they can return at any point of the new world's timeline preceding, or simply continue from the new world's 'present' at the exact same point as the old world. Death Rebirth Regenesis is literally an attack consisting of destroying an entire solar system and recreating it, likely better than it was. NOTE: Some deites/cosmic entites/eldritch abominations may be immune to the effect, but not the attack itself.)
- Exclusive (While it was originally only usable by Hotaru Tomoe/Sailor Saturn, buying it from the Old Merchant made Travis its new official user, meaning it may only be used by him.)
- Manifest/Demanifest (The Void Glaive can be manifested and demanifested at will by its wielder.)
- Indestructible (The Void Glaive is essentially indestructible, barring an intervention from a deity, cosmic entity or eldritch abomination of sufficient power.)
--------------------------------- -Ghal Maraz, the Skull-Splitter (A god-level legendary artifact Warhammer once wielded by the founder of the Empire of Man, Sigmar Heldenhammer. It was created ages ago by the Ancestor God Semdnir, and is said to be, by far, one of the most powerful weapons ever made in its native universe - and obviously, a very powerful one in the multiverse in general. Stones are free from GP except for Ability bonuses, unless stated otherwise. Ghal Maraz has multiple powers and uses, as described below: - Combat (+10, 2x damage, AP (Ignores 5 Toughness if No AP), Can Parry/Deflect Magic, Range 6 if Thrown (May be increased by stones), Returns to thrower. Ghal Maraz is, before anything else, an incredibly powerful weapon in both melee and distant ranges, more than capable of annihilating foes based solely on that alone.)
- Flames of Sigmar (For 1 stone of the user's own Energy/panel, the hammer ignites itself with holy flames, adding +2 to its Weapon modifier, as well as '3x damage VS Dark/Demonic/Evil/Undead' and 'Sets flammable objects on fire' Advantages to its attacks.)
- Gaze of Sigmar (As Sense Power 10, Only to sense the forces of Evil and Servants of Chaos.)
- Indomitable Body (Increases user's Healing Factor by one step, to a minimum of Accelerated Healing Factor; also renders user Immune to Fatigue.)
- Light of Sigmar (At will, the wielder may use an Action to cause the hammer to emit a bright purifying light of up to Area 5. Any lesser demons and undead - with a Durability of 3 or lower - caught in that light is automatically incinerated and disintegrated.)
- No Evil May Gaze Upon (Simply gazing upon the hammer will cause -2 to all actions of truly evil, demonic or undead beings. Furthermore, those of Durability 3 or lower who look directly at it will suffer 1w of damage per panel due to its holy might.)
- Omnislayer (The warhammer is capable of permanently killing nearly any foe, including most immortals and beings capable of self-reconstitution, up to and including permanently destroying demons even in the Realm of Chaos. Gods, eldritch abominations and cosmic entities of a sufficient power might be immune, at GM's discretion.)
- Shockwave (AN 10 + Str.bonus to cause a powerful Area Effect 3 kinetic shockwave when the hammer is slammed into the ground.)
- Sigmar's Blessing (Grants +3 to Str, Agl, Spd, Dur, Toughness, Ref.Dodge, Magical Defense and all Energy/Magical/Mental Actions while wielded in battle, along with +1 to Power Level and +2 Energy Battery.)
- Spirit-Bane (Ghal Maraz can strike incorporeal/phase shifted foes as though they were fully physically manifested.)
-Sentience (Ghal Maraz is said to be at least somewhat sentient, if not fully so. Its agenda mostly focuses on the destruction of evil and Chaos, as well as the support and protection of the Empire of Man.) -Exclusive (May only be wielded by those deemed worthy of its power by the hammer itself, and will burn violently demons or evil beings who attempt to hold it.) -Indestructible------------------------------------ - Doombringer (A sentient, extremely powerful sword imbued by an ancient demon prince sealed inside it a long time ago, and empowered even further by the lifeforce of the master known as Travis Howlet. Doombringer appears as an ebony black sword of formidable craftsmanship, seemingly built of a metal never before seen on Earth. The sword has multiple abilities, listed below: - Melee Weapon (Used as a simple weapon in battle, the wicked blade acts as a +20, 2x damage, 3x damage VS Angels, Light and Good entities, AP (Ignores 10 Toughness even when No AP), Normal and Stun damage, Draining weapon.)
- Vile Ruin (At will, Travis may fire a blast of darkness from the blade, causing much destruction to targets from afar. Acts as a +10, 2x damage, Area Attack, Range 10 weapon modifier to Ranged Combat, of the Darkness element.)
- Sword Magic (AN 10, as per the Final Fantasy action. Fire, Ice, Air, Water, Earth, Light, Darkness, Non-Elemental, Gravity and Drain elements.)
- Life Drain (Doombringer drains the lifeforce of the victims it kills, but is thoughtful enough to transfer some of it to its wielder. In effect, for each 2w of Health of damage that the blade inflicts to enemies, it also heals 1w of Health of its wielder.)
- Cursed Wounds(Wounds inflicted by Doombringer lowers the Healing Factor of most creatures by two steps. Some beings of sufficient power may ignore this effect at GM's discretion, typically powerful gods, cosmic entities or eldritch abominations.)
- Soul Cut (Whenever Doombringer is empowered with some of its wielder's lifeforce - i.e, when using the sword's Draining ability to attack - it can hit phase shifted and otherwise intangible targets, such as spirits, ghosts, and mutants with such powers, killing them just as effectively as one would kill a living human.)
- Ghost of Darkness (Allows user to turn oneself into a ghost-like state as per Invisibility and Phase Shift AN 12; using this effect costs no stones, but requires an Action to use.)
- Darkness Falls (Allows user to create darkness equivalent to that one could perceive underground without any light source, as an AN 12 area effect, supernaturally extinguishing all lights in the area, including that of fire - it will still burn, but fail to emit any light whatsoever. The sword's user sees perfectly in the aforementioned darkness, however. Activating this power costs no stone - although it requires an action to do so - but maintaining it requires 1 stone of energy every panel.)
- Hell's March (Doombringer can open a portal to its home Infernal plane, allowing demons to pour out to obey its commands. Alternately, may use to manifest himself physically for limited time. As Warmaster, AN 12, Int.bonus, Battalion, Elite Troops, Heroes/Bosses, Fanaticism, Leadership, Animals, Mounts, Psychic Link, Permanency, Primitive (-2).)
- Infernal Empowerment (A wielder of Doombringer gains +4 to any Magical, supernatural or superpowers-based action they use on every panel.)
- Plate of the Damned (At will, the sword's wielder may request for Doombringer to summon a black full plate armor, complete with boots, gauntlets and helmet, made of the same metal as the blade itself, around the user's body. The plate acts as a +8, No 2x damage, No AP armor and has a frightening, evil appearance. Summoning it requires no energy, although it only appears at the very end of the panel on which it is summoned, being effective on the next one.)
- Gateway to Hell (Doombringer is capable of opening a portal into Hell, or back from it, which its user alone may pass through, and no one else.)
- Demonic Imbuement (Doombringer can turn normal beings into demons, providing them with powers of a demonic nature but also permanently altering them so. Acts as Imbuement at AN 12, Can imbue people, Can have more than one person imbued at a time, Imbuements are permanent, Accumulate Energy for Greater Effect; Demonic-based imbuements only. Physical, mental and emotional changes may vary from being to being.)
- Hovering (As Flight at AN 12, Perfect Maneuverability. Doombringer has the power to levitate itself and move around at ridiculous speed and with precise maneuvers alike.)
- Dancing Sword (Doombringer's wielder can release the sword and let it fight by itself, moving about via its Hovering ability, and striking with the skill of the Demon Prince sealed within. When used in such a manner, it has a Close Combat action of 12, Str.bonus and Wpn.modifier, and can use all of its usual powers on its own.)
- The Sight (Merely wielding the sword provides its user with Enhanced Vision 6 (See Auras and Magical forces, See into Other Dimensions). This is not added to the user's CAD, as it is only granted while holding the blade in one's hand.)
- All-Slayer (Doombringer can theoretically kill any living - and most unliving - being, including immortals, most entities with regenerative abilities, and most beings otherwise immune to destruction. There are limits to this ability, but they are few and far between.)
- Tier (MN 20; Doombringer has risen in power to a cosmic level conceptual weapon of near infinite power, capable of annihilating almost anything with ease. Those who can stand against its power are few and far between.)
- Sacrifice (Doombringer has even more potential than revealed here, thanks to the potential of the fiend trapped within. If its wielder wishes, they may sacrifice character creation stones to it permanently to empower it further. Effectively, for every white stone sacrificed to the sword, 3w are added to the sword's capabilities. That being said, what actually gets added is decided by the GM, not the sword's owner.)
- Sentience (The sword is inhabited by the soul and essence of a powerful demon prince whose name is lost to time. The demon within is very much conscious and aware of its surroundings, and has control over much of its own power. It is highly charismatic, manipulative and very likely evil, but at the same time is actually trustworthy and helpful to its chosen wielder.)
- Exclusive (Doombringer's fate has been locked to Travis' own when the master recovered it and infused it with power. It will not allow anyone else to wield it effectively, and will supernaturally return to his side if lost or cast away.)
- Indestructible (Nothing short of hte intervention of a greater God, major cosmic entity, primal eldritch abomination or something along those lines could possibly destroy Doombringer. Which is just as well, since doing so would theoretically free the demon trapped inside.)
================================== - Book of the End (This well-crafted bookmark can transform at will into a finely made katana with a bookmark-shaped tsuba, sharp and deadly looking. Its capabilities are as follows: - Slashing Weapon (+6 weapon, 2x damage, AP (Ignores 8 Toughness even if No AP), May parry/cut energy/magical effects. The sword's base effect is to slash through essentially anything.)
- Insert Presence (+6 weapon, deals no damage; if successful, causes an AN 12 effect VS Intelligence or Durability, whichever is lower, to insert its wielder into the target's past, either becoming part of their target's trusted friends, family, lovers or whatnot, or possibly replacing another existing individual in the target's past. The user may keep modifying the target's past even after cutting them, but altering their perception of reality too much risks causing mental damage and/or psychological issues. Additionally, upon successful use, the wielder gains memories related to the target according to their altered relationship as though it had actually happened, as per a combined form of Read Memories/Edit memories options of Telepathy. NOTE: At user's discretion, Insert Presence may be used either individually, or along its normal Slashing Weapon use, dealing both damage and affecting the target's past at once if they so wish.)
- Object Presence (AN 12, Requires contact with target object using the sword; effect allows manipulation of target object or matter as though the user had directly interacted with it in the past, for example setting traps or otherwise altering objects. GM's discretion as to what is possible depending on the character's capabilities.)
- Weapon Presence (AN 12 effect VS target Weapon's highest AN/MN, Requires contact with target weapon using the sword. If successful, user gains complete knowledge of its capablities and possible weaknesses.)
- Negate Presence Insertion (With another slash of this weapon, the effects of Insert Presence may be completely undone. This may require beating the target's defense again if they are unwilling, as above.)
-Collapsible (May transform at will from sword to bookmark form for easy carrying/concealment.)================================== - Fujin's Wind (An artifact-level enchanted war fan with various potent enchantments. Stones come from GP except for Ability bonuses. Its powers include the following: - Melee/Ranged Weapon (+3, 2x damage, Limited AP, Returning, May parry/deflect Energy/Magic, Range 3; Fujin's Wind is a sharp, graceful weapon which can both be used to cut foes, parry attacks like a shield and be thrown like a boomerang which will return to its thrower's hand.)
- Weather Control (As Mastery of Weather 10, Int.bonus, Efficient, Manipulate, Force Blasts - Various with varying advantages; Area Effect of AN; Base Duration of 10 panels even if no stone is paid for it.)
- Wind God Rage (As Force Blast 10, Dur.bonus, Efficient, 2x damage, Area Attack, Bullet Hell VIII, Air/Wind Element. This ridiculously powerful attack fires literal thousands of bolts of slashing bursts of wind in a very complex pattern, making it very difficult to escape from.)
- Flight (AN 8; As the Action)
- Whispering Wind (AN 10, as Ventriloquism)
-Indestructible================================== -Bag of Holding (As Hammerspace AN 8 to hold objects and materials despite being no larger than a grocery bag.) -92 Ultimate Balls (+8, No Normal Defense pokéball-like devices; Automatically catches any entity within like pokémon upon impact with no chance of escape. Only cosmic entities, deities or eldritch abominations can resist these devices' effect.) -Mace of Containment (+4 Weapon; at user's discretion, upon impact, may activate a +8, No Normal Defense attack, dealing no damage; if successful, automatically catches any entity within like pokémon upon impact with no chance of escape. Only cosmic entities, deities or eldritch abominations can resist these devices' effect. Once contained, the entity can be brought out to stand by the user's side like a pokemon.) (Currently contains 1x Cyberdemon.) =========== -Earthgrinder (+4, 2x damage, AP (Ignores 5 Toughness even when No AP); May drill through matter as an Area 2 drill-like Unstoppable AN 6 effect at the user's movement speed up to AN 6. An enchanted spear which pierces through nearly anything, and can dig large tunnels with ease and great speed.) -Haunted Dagger (+2, Limited AP finely crafted dagger which is haunted by an ancient ghost of its once living noble owner.) -Chicken Egg Grenades (+0 thrown weapon. This item appears to be an egg. Normal-looking, indistinguishable in appearance, texture and so on, to a normal, average-sized chicken egg. However, if thrown, it will spawn 50 very pissed-off chickens which will attack anyone within an Area of 2 around the broken egg at the moment of the throw. Interestingly enough, if *not* thrown and cracked and cooked as a normal egg, it will function exactly like a normal egg. NOTE: Travis has thousands of them kept in his treasury.) -Ostrich Egg Grenades (+0 thrown weapon. This item appears to be an egg. Normal-looking, indistinguishable in appearance, texture and so on, to a normal, average-sized Osterich egg. However, if thrown, it will spawn 25 very pissed-off Osteriches which will attack anyone within an Area of 2 around the broken egg at the moment of the throw. Interestingly enough, if *not* thrown and cracked and cooked as a normal egg, it will function exactly like a normal egg. NOTE: Travis has one of them kept in his treasury.) -Boar-Splitter (+3 Spear; becomes 2x damage, AP VS Boars and boar-like creatures; Unstoppable AN 5 effect active while charging with the spear; 2x damage and +3 to dismount mounted targets with an attack VS the rider. Boar-Spliiter is a well-crafted spear, whose spearhead is engraved with the head of a boar.) -Wesley Howlet's Cursed Revolvers: A pair of enchanted Ivory-gripped .36 Colt 1851 Navy Revolvers. These guns were carried by infamous mass murdering vigilante, and Travis' Great Grandfather Wesley Jahns Howlet. These guns were enchanted in a voodoo ritual and thus each is a +2, Range 3, 2x damage gun which never runs out of ammo, is indestructible. It's bullets can hit targets on the astral plane or when phase shifted, can nullify, or disrupt the healing factors of any such wounded, and each gun has a +3 good luck modifier to hit their targets as the bullets are often said to subtly curve to hit their mark. - Punisher (This heavy steel cross holds several weapons within its heavy, thich frame. The longer part contains a heavy machinegun, the shorter one a rocket launcher, and both 'arms' of the cross each hold four Grader 2043 pistols, and respectively ammo for the machinegun, and additional rockets for the launcher. The cross is very heavy, requiring Str 6 to carry and use with ease the way it is intended. A special handle in the middle of the cross allows its user to hold it comfortably while firing it. Its abilities include: - Melee Weapon (+4 wpn.modifier if the cross itself is used as a bludgeoning weapon.)
- Heavy Machinegun (+5, 2x damage, Automatically causes collateral damage, Range 4. Located in the longest part.)
- Rocket Launcher (+6, 2x damage, AP or Area Effect around point of impact, Range 5. Holds 1 rocket; is fed more from its ammo chamber in the right 'arm' of the cross once per panel after the first is fired.)
- Grader 2043 Pistols (+2, 2x damage, Range 3. Loaded with magazine of 8 .45 ACP rounds. 8 of those; 4 in each of the 'arms' of the cross. When container is opened, the handguns are automatically lowered, easy to grab and start shooting.)
- Additional Ammo (6 additional rockets for the launcher contained in the right 'arm', and 8 additional magazines for the Grader pistols in the left one.)
-TF Gun Mk III (Short for 'Transformation Gun Mark III'. An alien Uryuom technomagical device taking the form of an hair dryer-sized high-tech pistol. Originally known as a 'Cosmetic Form Device' - CMD for short - it was given to, and then improved, heavily modified and enhanced multiple times by, young genius Tedd Verres. This device can transform and magically alter the appearance of a target according to forms either programmed, or scanned into the gun's databanks, also allowing for mixing different forms together for varying results. Said transformations, despite the seemingly technological appearance of the device, are magical in nature, and count as 'enchanting' the target. The duration of its effects depend on two things; the target's resistance to magic, and whether it likes the new form or not. Unless mentioned otherwise, its stones are free from GP. Its effects include: - Programming (Via Technology D:9, R:12; Requires user to actually use the action and spend the stones. Success allows the user to program in new forms manually, alter existing ones, delete existing ones, copy/paste a form in a new file to be altered while retaining the original, examining the data of each form within, etcetera. If the user wishes to program a form exceeding 'normal' abilities or gifted with supernatural powers, it is possible. In that case, the user's stones in Technology to program the new form can be added to the gun's General Forms/Specific Forms' Metamorphosis AN to determine the resulting changes' potential. If insufficient, the Accumulate Energy option mentioned in General Forms is also available, but that transformation will always come with a 30 minutes cooldown due to the power drain.)
- Scanning (Via Technology D:5, R: 3; Requires user to actually use the action and spend the stones. Success allows use of S.I 9 and Enhanced Vision (Full-Body Scan) 9 to thoroughly analyze and copy the physical appearance of a target and store its form data in the gun for later use. Also acts as a Minor version of Copy A/A/M; it does not copy powers per se, but will allow all basic physical functions of the body to be usable to a level fitting to the form.)
- Beam (As +3 Ranged Wpn.modifier; Ignores Toughness/Armor/Hardness; Range 5. This 'option' is used for all transformation purposes described below, unless mentioned otherwise. As soon as one is attempting to transform a target, they need to choose the desired settings, aim the gun at them and 'zap' them with the beam.)
- Features Alteration (As Shapeshifting AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. Can alter basic features of a target, such as hair color/length/style, eye color, skin color, facial features, muscular mass, etcetera. This can include unusual features such as non-natural eye and hair colors - for example red eyes and green hair - but more unusual stuff would require programming as opposed to basic options.)
- Clothing Alteration (As Shape Shifting AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. Can alter the clothes of a target into pretty much any outfit known, with pretty much every commonly used materials and colors. May also manifest pretty much any 'accessory' along with the outfit; hats, shoes, glasses, scarf, gloves, jewelry, watches, etcetera. This is simple enough to use with the basic settings, but more complex outfits - new styles, never seen before clothes, and so on, would require programming to use.)
- General Forms (As Shape Shifting/Metamorphosis AN 10, Needs not maintain; TF Gun's standard Duration applies, see below. If necessary for an especially complex form, Accumulate Energy for Greater Effect option is available, but will depower the TF Gun for 30 minutes. 'General Forms' reflect forms programmed into the gun which could be applied to any number of people and creatures, altering them without changing the core of who they are, based on pre-programmed alterations. These include the following, though the user could add more through Programming:
- Zero Form (Dispels any active transformation to restore the target's real, original form.)
- Generic Human, Male and Female Forms (Turns a non-human being into a human being with a generic form fitting with the entity to some degree.)
- Variant #1, Male and Female Forms (Turns a target into a human of the other sex, without significantly altering their body type, hair length, height or anything else significantly.)
- Variant #2, Male and Female Forms (Turns a target into a petite human version of themselves, with a lighter body, smaller height, minimal body fat and limited muscle mass. May be of either sex.)
- Variant #3, Male and Female Forms (Turns a target into an overweight human version of themselves, with a setting to determine how much so. May be of either sex.)
- Variant #4, Male and Female Forms (Turns a target into an athletic, muscular human version of themselves, with a setting to determine how much so. May be of either sex.)
- Variant #5, Male and Female Forms (Turns a target into a very sexy, very attractive human version of themselves, handsome and healthily muscular if male, curvaceous and voluptuous in all the right ways if female, with perfect skin and some degree of pheromones enhancing their beauty and charisma. Also causes Heterosexuality in the new form, making the user effectively bisexual while active.)
- Specific Forms (As General Forms, but instead of pre-programmed settings which can be applied to anyone, Specific Forms are added to the Gun via the Scanning option, and then transform the target into an identical, perfect physical copy of the original, indistinguishable on the molecular level. This makes the target's body essentially function the same as the original within the limitations of the gun's transformation abilities, so if the scanned being had a prehensile tail, the transformed person would have it as well. If the creature was naturally amphibious, the transformed being would be as well. However, it does not copy supernatural or superhuman abilities beyond those 'natural', physical ones.)
- Combined Forms (This option simply means the Gun has the ability to mix and match forms and options basically as the user wishes. For example, 'Feature Alteration' and 'Clothing Alteration' could be used together to make the target's hair long, wavy and pink while also turning their clothes into an evening gown with black pumps. Female Variant #5 could be used along with the Specific Form of someone to turn the target into a Female Variant #5 version of that other person. Two different Specific Forms could be used together to transform a target into a 'merged form' of both Specific Forms together. The options are effectively limited pretty much only by the user's imagination and what forms are available on the gun.)
-Safety Protocols (The gun cannot transform a pregnant person in a form that would endanger the baby, nor can it transform a person too physically weak to endure the transformation. Likewise, a person who was transformed into a female form and became pregnant would not be able to turn back to normal until said pregnancy came to an end, regardless of the normal Duration of the effect.) -Duration (Duration needs not be paid in stones and is simply one of the settings of the TF Gun. It can be set up to 10 on the D&R chart, but if unwilling, a target may directly oppose their Magical Defense to that Duration, lowering it by a 1 for 1 basis. If a target doesn't have any Magical Defense, the Duration will be as stated by the setting. However, if a target enjoys the new form and wishes actively to keep it, its duration could potentially last forever, exceeding the setting the user selected. Alternately, any transformation caused by the TF Gun can be undone by another use for that purpose, using the General Form 'Zero Form' option. Unless the GM rules otherwise, it can typically undo other non-TF Gun-related transformations as well.)- Salamandra (Also known as 'Sally' for short, this red eyed, short-haired, red and yellow haired petite but pretty young woman is actually a Demon Weapon who can turn into a Warhammer 40k Imperium Multi-Melta. She was created by the Old Merchant for Travis Howlet Jr., and is typically enthusiastic, energetic and cheerful... with a rather strong love for battle, and fire. Stones are 'free from GP', as in, Sally pays for them herself. Her abilities - at least in weapon form - include the following: - Multi-Melta (+12, 2x damage, 3x Damage at Range 2 or less, AP (Ignore 3 Toughness even if No AP), Sets Flammable Objects on Fire, Range 5. Her 'basic. ability as a Multi-Melta, namely to melt faces, vehicles and objects off, has been enhanced to godlike levels.)
- Soul Resonance (AN 10; both Sally and her Meister successfully put in the same amount of stones in this Action at once, they gain up to AN stones to either add to Sally's Weapon Modifier, or to temporarily 'buy' additional Advantages on a 1 AN per CL basis. Once active, only Sally needs to maintain it to keep it active.)
- Mastery of Fire/Heat (AN 10, Int.bonus, Create/Manipulate, Force Blast - 2x damage, Area Attack, Sets flammable objects on fire; Accumulate Energy for Greater Effect)
- Wavelength Mastery (MN 10 to sense Meister's Soul Resonance AN, if any.)
- Soul Absorption (AN 12 Attack VS Dur+Magical Defense to eat the soul of a defeated foe. If she eats 99 Evil Human Souls followed by 1 Witch Soul, she will 'evolve' into a Death Scythe, and gain a significant boost in power.)
- Psychic Link (When in Weapon form, Sally can communicate mentally with Travis at will, and vice versa.)
- Exclusive (Salamandra can only be wielded by Travis Howlet Jr., or alternately by people he allows to do so.)
- Indestructible (Unless Salamandra herself is killed and destroyed, her Weapon form cannot be destroyed either.)
-L'Arc Qui Ne Faut (+4, 2x damage, Hunt/Seek, Control Trajectories, +5 Good Luck effect to hit its target; May fire up to 5 arrows at once either at a single target or at multiple ones. An Imperial Teigu said to never fail to hit its targets, nor to stop seeking them.) -The Colt (+3, Automatically kills if any damage is dealt, Can hit Phased/Incorporeal targets, Can kill Invincible/Unkillable/Resurrecting/Reconstituting targets permanently, Range 3. A supernatural revolver crafted by Samuel Colt himself, which, according to legend, can kill anything. It can hold five rounds at once.) -13x Rounds for 'The Colt' (Travis knows how to craft more if needed) --------------------- -AGL Arms .45 Long Colt (+3, 2x damage, Limited AP, Range 4 revolver; OR +8, 3x damage, Ignore Hardness, Area Effect around point of impact, Does not damage organic matter/beings, Must merge with user's arm temporarily to use, preventing use of that arm's hand for the Duration. Holds 7 rounds at once. Vash the Stampede's signature revolver, capable of merging with the user's arm to turn into a massive crystal-like cannon device which can cause extensive, mass destruction of all the inorganic matter in a targeted area.) -200 .45 Long Colt ammo. - Travis' Wand (+3 to all Magic, +5 to Life or Death related spells, and/or +4 to either perform jinxes/hexes/curses, or lifting them; whichever is higher. Adds +2 to Range, Duration or Area of spells. Travis' Wand's power exceeds that of any other known Wizard or Witch, especially when it comes to magic of life, and death, and is especially potent when dealing with curses, hexes and jinxes, be it when inflicting them as lifting them. A 14" long, somewhat rigid Yew Wood wand has a Dragon Heartstring core of the purest quality empowering it, the latter said to have come from the original form of Byleth/Sothis. It is near-indestructible via an Unbreakable Charm, and enchanted with an Anti-Theft Charm of AN 20.) ------------------------ - Leno Allapam (This Zhua - a Chinese weapon resembling a clawed hand at the end of a pole - appears to be crafted or coated entirely in shiny pure silver with jeweled golden rings on each finger. It radiats an holy aura of great power, and for good reason; it is the official weapon and 'badge of office' of the new Seraph Archangel, Travis Howlet Jr. The weapon's formidable abilities are described below: - Melee Weapon (+14, 2x damage melee weapon, Capable of striking a foe at up to 10 feet if held from the edge of the shaft. Very versatile, Leno Allapam may be used to deal Slashing, Piercing or Blunt damage depending how it is swung, and what part of the clawed hand hits, at user's discretion.)
- Can strike Phased/Incorporeal Targets (Via intangibility, astral projection, phase shifting, etherealness and so on.)
- All-Bane (Wounds inflicted by Leno Allapam must heal normally; healing factors are ineffective; except potentially in the case of powerful gods, cosmic entities and eldritch abominations.)
- All-Slayer (Targets killed by Leno Apallam cannot return to life via Reconstitute Self or similar methods; with the possible exception of powerful gods, cosmic entities and eldritch abominations, at GM's discretion.)
- Supreme Commander (Adds +9 AN to Warmaster while held/equipped. Also, if the user doesn't have it already, adds Angels of Heaven to their list of available armies.)
- Collapsible (Travis can summon, and send away, his weapon at will.)
- Exclusive (No other being in creation should be capable of wielding Leno Allapam, barring perhaps stronger entities than himself - i.e, mostly God and Death.)
- Indestructible (Technically speaking, it is 'almost' indestructible, but if something proved potent enough to destroy it, Travis could simply will it back into existence.)
------------------------ -2 x UAC EMG Sidearm (+2, 2x damage, Range 4; May be used to fire as a +4 weapon if using a Charged Shot, but is One Target Only when doing so. A Semi-automatic handgun firing short-length energy blasts in place of bullets. Holds infinite ammo.) -2 x Combat Shotgun (+4, 2x damage, Limited Area attack, Range 3; May go full Automatic, making it Area Attack; and can fire +4 Sticky Bombs, which are 2x damage, Area effect 3, Sticking onto impact surface with AN 6; Carries 5 sticky bombs per payload. A simple, yet very effective weapon which just feels good to use. It is pump action in its normal mode.) -2 xCombat Chainsaw (+4, 2x damage, Limited AP. A violent, gruesome weapon fantastic at spilling guts and blood. It holds enough fuel for 3 panels of use in a row, recharging enough fuel for 1 panel every 5 minutes on its own.) -2 xHeavy Cannon (+5, 2x damage, Limited AP, Range 6; is equipped with an MN 6 Telescopic Scope, and a +6, 2x damage, AP or Area Effect 3, Range 5 Micro-Missiles Launcher with 12/12 missiles per payload. This heavy rifle packs a vicious punch, is upgraded sufficiently to be a very effective sniper rifle, and is equipped with a micro-missile launcher for when the regular shots just won't do.) -2 x Chaingun (+7, 2x damage, Limited AP, Area attack, Range 5. Secondary turret mode increases Wpn.mod to +9, but reduces Speed by 2 due to the recoil and difficulty of use. This formidable minigun-like weapon functions via a simple principle: firing thousands of round at formidable speed hurts people. Its secondary turret mod alters this weapon into four sets of rotating barrels, quadrupling its lethality.) -2 xPlasma Rifle (+4, 2x damage, Area Attack or AP, Range 6; AN 6 effect VS energy/mental-based Force Fields which destroys them if it beats the Force Field AN, causing an Area Effect 2 explosion of the Force Field AN + the Plasma Rifle Wpn.modifier. Alternately, fires a +3, Atk VS Durability, May not target multiple enemies, microwave blast that basically cooks the victim alive and blows them up at the end in a blast of their Durability +3, 2x damage, Area 2. The Plasma Rifle is the Doom Slayer's answer to force field-using foes, overloading them and blowing them up in their faces. Alternately, it can be used as a very effective rifle in general, capable of both rapid fire and long range attacks... or as an excellent cooking device if one does not mind blowing up dinner.) -2 x Rocket Launcher (+6, 2x damage, AP, Area Effect 3 around impact; Range 5. At user's discretion, the rockets can be detonated remotely once fired instead of exploding upon impact. Alternately, the launcher can fire a lock-on burst of rockets, which uses up 3 missiles at once, but increases the Wpn.mod to +8, and adds a +3 Good Luck effect solely for the purpose of hitting its target. A powerful, bulky, simple and effective rocket launcher with a few tricks up its sleeve. Gets the job done in a very explosive manner. Holds 13 rockets per payload.) -2 x Super Shotgun (+6, 2x damage, Limited AP, Limited Area attack, Range 3. Alternately can fire a +3, 2x damage, Sets flammable objects on fire grappling hook-like weapon on a Range 3 chain which can pull the victim to the user with Str 3, or the user to the target otherwise, adding +2 to Acrobatics when used to move around. A far more powerful, double-barreled shotgun packing a formidable punch, and equipped with a grappling hook-like weapon called the 'Meat Hook'.) -2 x Ballista (+6, 2x damage, 3x damage VS Flying targets, One Target only, Range 5; Good Luck +2 for the purpose of hitting the target. Alternately, may be charged up - preventing movement for the panel, so may not use movement actions to either move or shift into defense - to fire a +7, AP, Area Attack version of the base blast at the end of the panel, with the other advantages also applying. This powerful weapon was the Night Sentinel's most lethal answer to flying foes, and is still one of the most dangerous weapons available to the Doom Slayer for that purpose to this day.) -2 x BFG 9000 (+10, 3x damage, AP (Ignores 3 Toughness even when No AP), Area attack, Causes massive collateral damage, Range 6 weapon. The BFG 9000 is, as its name implies, a Big F***ing Gun of immeasurably powerful destructive potential, capable of atomizing nearly any type of demons in a single shot, leaving atomized piles of ash in its wake where anything once stood. This devastating weapon is the Doom Slayer's answer to anyone who thinks their gun is bigger than his. Holds 0/2 shots; regenerates 1 shot per 10 minutes.) -Unmaykr (+8, 3x damage, AP, Area attack, Range 5 weapon. The Unmaykr is an highly destructive, fully automatic energy weapon of incredible potential for turning one's foes into a scorched, bloody paste. It is less powerful than the BFG 9000, but still fires 700 bolts of superheated plasma per minute, and is more precise and less devastating for the environment. Fires for up to 3/4 panels of ammo; regenerates 1 panel worth of ammo every 10 minutes.) -Crucible Sword (+12, 3x damage, AP (Ignores 5 Toughness even when No AP), Can strike ethereal/phased targets, Sets flammable objects on fire. May be used for up to 3 panels in total; recharges 1 panel of use every 10 minutes. If used to land the finishing blow on a - normally unkillable - demonic Titan by stabbing it in the chest, the Crucible Sword will actually kill it, permanently so if the blade is broken in its chest. If said measure is taken, the sword must be reforged at an altar in the Necropolis, a demonic city located in Hell. The Crucible Sword is a very powerful artifact filled with immeasurable amounts of demonic energy, potent enough to power a technologically advanced structure like the Fortress of Doom basically forever. However, its main use is forming a sword of mythical destructive power, capable of killing even the seemingly unkillable Titans of Hell, which no other force has been known to be able to destroy in Doomguy's universe.) -The Soul Cube (+8, 3x damage, Atk VS Durability, +5 Good Luck to hit, Range 5; Drains half inflicted White stones of Health, rounded up, to heal user; and explodes as +4, 2x damage, Area effect 3 around impact upon impact. Must be charged by killing 5 living beings for each 'charge' of the cube, and it may only hold 1 charge at a time. The Soul Cube was a Martian artifact of near supernatural power, imbued with the souls of the dead Martian race who built it in a desperate attempt to defend against the demonic hordes invading them at the time. It is completely indestructible by any known means, is believed to be sentient, and levitates in place if the wielder wishes it to. It has no firing mechanism, and seems to respond to the user's will. It cannot be scanned by any existing device, and is constantly at a temperature of precisely 98.8 degrees Fahrenreit.) -------------------------- -Thunder God's Rage: Adramelech (A very powerful Teigu, those golden gauntlets belonged to the Great General Budo of the Imperial Army. Stones are free from GP, except for Ability bonuses. They provide the following abilities: Weapons (+3 for each gauntlet.)
- Mastery of Electricity (AN 10, Int.bonus, Create/Manipulate, Force Blast (2x damage, Area attack, Normal and/or Stun damage); Combine with Close Combat, Accumulate Energy for Greater Effect.)
- Thunder Storm (As AN 10 Weather Mastery, Only to cause Thunderstorms; Area and Intensity up to Stones played; Duration may last for at least 1 panel/Stone played, and at most 5 minutes/stone played. While active, user may call down up to AN lightning bolts (as Force Blast, Int.bonus, 2x damage, Normal and Stun damage, Indirect) from the sky anywhere within the area.)
- Flight (AN 5)
- Trump Card: Solid Shooter (A black blast of lightning which acts as the regular blast above of the Mastery above, but 3x damage, and AP.)
------------------------- - The Staff of One (An extremely powerful mystical artifact containing the magical essence and soul of the being known as 'The One', once defeated by an ancestor of the Minoru family of magi and sealed within the Staff to become their 'sword'. The Staff of One is said to be capable of casting any spell in existence once per wielder, but it draws its power from the blood sacrifice of its user to be manifested, and used. Stones are SORT OF free from GP to some extent; see Blood Sacrifice, below; except for Ability bonuses which must be paid separately by the user. Its powers are described as follows: Blood Magic (AN 12, Int.bonus, Efficient, Area Effect if appropriate, Duration up to AN if appropriate; to cast essentially any spell the user can imagine, but only once. This effect can duplicate almost any other action in a mystical manner not unlike the Power Cosmic, and beyond. In order to use this effect, a blood sacrifice must be made; read below.)
- Blood Sacrifice (The User must sacrifice some blood in order to manifest, or use, the Staff of One. In game terms, this can be as little as 1 to 4 stones of Energy as the user scratches or cuts or otherwise draws blood from themselves with a superficial injury, with each stone allowing for 3 ANs of the Staff to be used. However, if the user is willing to sacrifice a more significant amount of blood - i.e, taking actual White stones of Damage to Health - then the full AN may be used automatically, and each White stone sacrified will add +3 to the Effect, as per the Draining advantage. NOTE: Merely manifesting the staff without casting any spell still requires at least 1 stone of Energy to be spent in that manner.)
- Flight (AN 5; Requires physical contact to use. Only usable by one with a strong connection to the Staff, typically the person recognized as its user.)
- Minoru Connection (The Staff resonates better with women of the Minoru family bloodline, and as such resonates better with users fitting the description. It gains +1 to all uses if wielded by a woman, +2 if used by an Asian woman, and a full +3 if wielded by an actual member of the Minoru family.)
- Collapsible (When not in use for up to AN panels, the Staff of One will be reabsorbed by the user's body. A new blood sacrifice is necessary if this happens.)
- Indestructible (As long as The One's soul exists within it, the Staff cannot be destroyed.)
- Limit of One (The Staff of One can never cast the same effect twice for the same user. It may cast similar but still different spells - an explosive fireball is different from a fire bolt - and it can cast the same spell if wielded by a different user, but the same person cannot do the same exact thing twice.)
- Limited Physical Contact Requirement (Most spellcasters must hold the Staff to use it, but experienced magic users may cast magic through it even from a distance of up to Range 3, with a -2 penalty to any effect.)
- Requires Vocal components (Must speak a word, few words or a short phrase to use any spell, and manifesting the Staff require speaking a formula aloud: "When blood is shed, let the Staff of One emerge!")
-Scepter of Geminius (AN 12 + Int.bonus VS target's Durability + Magical Defense if target is unwilling; AN stones are free from GP. If successful, deals Stun damage only and duplicates the target into two identical selves. The Effect is permanent.) - The Last Blade (+5, 2x damage, AP (Ignores 5 Toughness even if No AP); if it deals damage, inflicts another 20 stones Attack VS Durability, 3x damage, Prevents resurrection via Reconstitute Self if it kills; Adds +5 to all vampiric Disciplines while held; Indestructible. Furthermore, the Blade has its own Skill Points, as per the Skill Points System, with 10 Skill Points, regenerating 5 per panel, allowing its strikes to perform almost reality-bending attacks. Evolved from Caine's First Blade with the Clockworks SCP into an ivory-bladed modern survival knife with a Micarta handle.) -The Masamune (+8, 2x damage, 3x damage VS Undead/Demonic/Evil foes, AP (Ignores 3 Toughness even when No AP), Near-Indestructible sword. Exclusive, in the sense that it may only be wielded in combat by one whom qualifies as a 'hero', at GM's discretion. Once equipped, the user has access to the Skill Point System used with the Sword based on its Weapon modifier, granting 5 Skill Points and recovering 3 every panel. The legendary sword of the hero once known as Frog/Glenn, crafted out of Dreamstone by the Guru of Life, Melchior.) -The Omnipotent Ultimate Staff of Immeasurable Power (Mastery of Cheese, AN 15, Int.bonus, Efficient; Unlimited Create/Manipulate, Force Blast - Any Advantages; Combine with Close/Ranged Combat, Accumulate Energy for Greater Effect (Not tired afterwards); Stones are free from GP except Int.bonus. Indestructible. A nonsensical yet surprisingly powerful artifact of the Prince of Madness, Sheoggorath, the O.U.S.I.P has the power to create and manipulate any type of cheese in existence with pretty much little to no limitation aside from the user's imagination.) - Keening (One of the three legendary Dwemer artifacts known as the Tools of Kagrenac, Keening appears to be a uniquely crafted dagger said to be made of "the sound of the shadow of the moons" using Tonal Architecture. In many ways, it is essentially akin to a chisel, meant to flay and focus the power drawn from the Heart of Lorkhan upon it being struck by Sunder, in order to bring about the exact, desired effect. Its stones are free from GP except for Ability bonuses and its powers are described below: Dagger (+4, 2x damage, AP (Ignores 5 Toughness even if No AP); Piercing type. At its most basic, down-to-Earth, ordinary level, Keening may very well be used a dagger to stab foes, although it is literally the least of its abilities.)
- Absorption (Passive effect. As Improved Drain Energy AN 10; Also drains Health and heals user of the damage inflicted. Victims suffer -2 to all Magical Actions for 1 panel/red stone of damage. Requires successful hit VS target to use.)
- Mastercraft Chisel (+3 to all uses of Keening when used as a 'regular' chisel. The artifact's nature as a chisel makes it actually excellent when used for that very purpose, namely to cut, sculpt, scrape or shape matter.)
- Tonal Architecture (AN 12/15, Int.bonus, Number after slash is when user also wears Wraithguard; Requires both Keening and Sunder to use. The Tools of Kagrenack function via use of a very potent form of Tonal Architecture, except that it requires Sunder to bring out the required energy and Keening to shape that energy into what is desired. While it could technically be used only with Keening and Sunder, Wraithguard is also necessary to do so safely, and to reach the Tools' full power. At any rate, said Tonal Architecture allows for the following:
Tonal Music (As the Dance action at up to AN or Perform at stones played; via causing vibrations with a hit from Sunder, and shaping them into music with Keening.)
- Tonal Control (As Power Cosmic/Phoenix Force/God-Like Powers/Mastery of Time, Matter and Energy; Unlimited Create/Manipulate; Force Blast (Any Element, any Advantages up to Halg AN, rounded up, may pay stones for more); via Sunder drawing out power from the world around with a hit, and Keening shaping it into the desired effect.)
- Tonal Shaping (As Metamorphosis/Shape Shifting, Needs not maintain, Transformation occurs on same panel; alternately may use as Atk VS Durability to transform others. Transformation may be permanent until undone either by another use of this effect, or a similarly powerful power or artifact.)
- Tonal Healing (As Magical Healing; May heal up to 2x AN white stones of health per day.)
- Tonal Animation (As Summoning, Only usable on inanimate objects to animate them.)
- Apotheosis (When used together onto the artifact known as the Heart of Lorkhan, Keening, Sunder and Wraithguard can be used to actually imbue its wielder with full-on divine power and make them a god. See the Heart of Lorkhan for details.)
- Unstable Power (If Keening is in physical contact with a person not wearing Wraithguard, the person suffers 1w every panel until they end said contact.)
- Indestructible (Very little in the multiverse could destroy the Tools of Kagrenac, for they were literally made to work onto, with and against divine power of a potentially multiversal scale.)
- Sunder (One of the trio of Dwemer artifacts attributed to the craftsmanship of the Tonal Architect Lord Kagrenack, Sunder's main purpose is to hit the Heart of Lorkhan and generate the exact amount of divine power from it in order to precisely achieve an intended effect, at which point Keening would be used to actually form said effect into reality. The Dwemer hammer is said to be of 'divine mass', and is of unequaled quality even compared to regular hammers made via Tonal Architecture. Its stones come from GP except for Ability bonuses and its powers are described below: Hammer (+7, 3x damage, AP, Normal and/or Stun damage, Can strike/deflect Energy/Magical Effects; Blunt type. Like Keening, at its most basic level, Sunder is indeed a big, heavily enchanted hammer and can be used to strike foes hard and violently, regardless of how far removed doing so is from its actual purpose. NOTE: At user's discretion, may strike objects solely for the purpose of using its other powers without actually damaging the targer; hence he 'or Stun damage' part above. Still smarts though.)
- Dispel Magic/Powers (Passive effect. At user's discretion, AN 12 VS target spell/power/object's AN (or Hardness/Area/Weight/Technology/Highest AN/MN for objects) to instantly dispel/negate it and/or its powers upon impact and undo all of its currently active effects instantly. If used against a magic user or super-powered/metahuman being, the same AN 12 is applied VS Durability or Intelligence, whichever is lower; if successful, acts as 'Suppress Mutant Powers' on the victim, also effective VS Magic, for a Duration of up to red stones of 'damage' on the D&R chart. Requires physical contact between Sunder and the effect or target to use.)
- Amplification (Passive effect. +3 to all Abilities, Ref.Dodge and Toughness; requires physical contact, namely being held within one's hand.)
- Mastercraft Hammer (+3 to all uses of Sunder when used as a 'regular' hammer. The artifact's nature as a hammer makes it actually excellent when used for that very purpose.)
- Tonal Impact (AN 8/12, Int.bonus, Number after slash is when user also wears Wraithguard. If one lacks Keening, Sunder may still be used to draw out power with a hit, but since it cannot be shaped, it will basically explode around - and into - the user, acting as an Half AN, rounded up, Area Effect, 2x damage blast of cosmic energy, centered on AND affecting the user; unless they wear Wraithguard, in which case they at least are shielded. Not as versatile as full-on Tonal Architecture, but can still be useful in a pinch.)
- Tonal Accumulation/Limitation (Adds 'Accumulate Energy for Greater Effect' to Keening's Tonal Architecture; Not tired afterwards. Alternately, at its user's discretion, Sunder has the ability to stop accumulating stones until it has EXACTLY enough to perform a given effect and not a stone more; this requires no additional effort on the user's part.)
- Apotheosis (When used together onto the artifact known as the Heart of Lorkhan, Keening, Sunder and Wraithguard can be used to actually imbue its wielder with full-on divine power and make them a god. See the Heart of Lorkhan for details.)
- Unstable Power (If Sunder is in physical contact with a person not wearing Wraithguard, the person suffers 1w every panel until they end said contact.)
- Indestructible (Very little in the multiverse could destroy the Tools of Kagrenac, for they were literally made to work onto, with and against divine power of a potentially multiversal scale.)
- Wraithguard (The final part of the three artifacts known as the Tools of Kagrenac, yet arguably the most important, for even holding either of the other two can be eventually lethal for one who does not wear Wraithguard. Appearing as a right arm Dwemer gauntlet of magnificent craftsmanship, this artifact's main purpose is to protect the bearer from the divine energies of the Heart of Lorkhan while using Sunder and Keening to respectively extract and shape its power into the user's desires, but is also an extremely potent artifact beyond that. Its stones are free from GP except for Ability bonuses, and its powers are described below: Gauntlet (+6 Armor, No 2x damage, No AP; Can parry/deflect energy/magical attacks; only protects the right arm, though it can be used as a 'weapon' to parry/deflect attacks. If used to punch, only half of its modifier, rounded up, may be used as a Wpn.modifier; the rest must be used for defense.)
- +3 to Energy, Mental, Magical Defenses (Also applies to other unconventional Defenses such as Ki and the like)
- +5 Poisons/Diseases/Fatigue Defense
- Energy Absorption/Reflection (AN 12/15; Number after Slash is used when wielded with both Keening and Sunder. Effective VS Physical/Kinetic, and Magic as well; but may only absorb/reflect one type of Energy per panel.)
- Force Fields (AN 6/8; Number after slash is used when wielded with both Keening and Sunder. Also Effective VS Magic.)
- Empowers Keening and Sunder (As already reflected on their states, equipping Wraithguard while wielding Keening and Sunder will empower them even further in addition to making them safer.)
- Safety Wielding (Negates the Unstable Power-based damage from both Keening and Sunder while equipped and also protects the wielder of the power emitted by Sunder when unleashed.)
- Apotheosis (When used together onto the artifact known as the Heart of Lorkhan, Keening, Sunder and Wraithguard can be used to actually imbue its wielder with full-on divine power and make them a god. See the Heart of Lorkhan for details.)
- Indestructible (Very little in the multiverse could destroy the Tools of Kagrenac, for they were literally made to work onto, with and against divine power of a potentially multiversal scale.)
- The Heart of Lorkhan (A major multiversal-level Aedric artifact of near-unlimited power, as it is literally the crystallized/solidified form of the actual heart of the physical form of Lorkhan itself, taken from him as a punishment for creating the Mortal plane. Its main powers are its essentially infinite energy, its potential massive boost of Tonal Architecture, its ability to allow mortals to achieve Apotheosis to become gods, and its complete indestructibility. Its stones are free from GP except for Ability bonuses, and its powers are described below: Infinite Energy (If the Heart of Lorkhan was somehow used to power something up either magically or with regular energy, it would power it up forever a few times over and then some.)
- Tonal Potency/Overdrive (+5 to all uses of Tonal Architecture; Requires Keening and Suner to access its power. Additionally, allows use of the Overdrive advantage for a total of stones of Keening/Sunder's Tonal Architecture's AN + Tonal Potency's bonus, at the cost of the Heart's powers being disabled for up to 1 hour/Overdrive stone.)
- Apotheosis (AN 15, Int.bonus, Benefits from Tonal Potency as described above; Requires Keening, Sunder and Wraithguard to use; unlike other effects, using this power without all three artifacts will instantly kill a would-be user. This effect literally makes its user achieve Apotheosis and become a god. It grants a beneficiary the following powers:
Immortal (Gods do not age beyond their physical maturity. If already beyond said age, their body will be rejuvenated to full physical fitness and a noticeable younger appearance and state.)
- Self-Contained Lifeform
- Ability Boost (Stones played for Apotheosis added directly and permanently to any Abilities as user wishes; also adds 2/3, rounded up, to passive defenses however the user so pleases.)
- Divine Powers (As God-Like Powers at up to the AN of Apotheosis effect, with Intelligence bonus.)
- Additional Powers (5w character creation stones/stone played in Apotheosis effect to be added to the character however they please either to enhance existing Abilities, skills, powers, modifiers and so on, or to acquire entirely new ones. May not be used to boost Power Level or Tier further than described below.)
- Divine Allure (Gains Allure, as Pheromones, at up to Half AN, rounded up, of the Apotheosis effect; induces friendship, love, awe, respect and/or fear into others. Free Area Effect of 2.)
- Power Level (Gain Power Level modifier at up to 1/3, rounded up, the stones played in the Apotheosis effect, in Power Level with Power Level Recovery option.)
- Tier (Gain Tier at up to Half the stones played, rounded up, in the Apotheosis effect.)
- Immunities (Fatigue, Poisons, Diseases, Reality Distortion)
- Reconstitute Self
- Reverse Apotheosis (Just as it can grant divinity, another use of the Heart of Lorkhan equal or stronger in power can take it away as well, as was demonstrated by the Nerevarine against Dagoth Ur. Just like Apotheosis, taking divinity away requires the full trio of artifacts, Keening, Sunder and Wraithguard together, used on the Heart as well.)
- Requires the Tools of Kagrenac (All uses of the Heart are only usable with the Tools of Kagrenac as described in each entry, except potentially for it being an infinite energy source. Otherwise, the Heart is essentially little more than a glorified, somewhat eerie decoration.)
- Indestructible (As far as most entites can tell, the Heart is completely indestructible, including by Aedra, Daedra and other major cosmic entities.)
------------------ -UNSC Army Battle Armor (+2 Defense, +1 Energy Defense, +2 to Thieving (Stealth) or similar actions to hide in forest/green environments.) -MA37 Assault Rifle (+4, 2x damage, Limited AP, Range 4. Automatic Setting: Acts as Limited Area Attack if using up full magazine at once. Chambered in M118 7.62×51mm Full Metal Jacket, Armor Piercing rounds; holds 32 rounds per magazine.) ------------------- Saba The Tiger Saber: +4 weapon (Limited AP, 2x Damage) -The sword is sentient and can hold entire conversations with the wielder. -Levitation: The sword is able to levitate and fly on its own at AN 1 (Free stones) -Energy Blasts: Can fire +6 beams of energy from its eyes. -Can be used to Summon and Control the White Tigerzord. -Charged Sword: 8 (adds stones to weapon modifier costs one stone per panel to maintain) --------------------- -Yoru (+7, 2x damage, Near-Indestructible sword; Requires Str 4 to wield two-handed, and 5 to wield with one hand. The strongest of the twelve Supreme Grade Blades, and strongest sword in the One Piece verse. Originally Dracule Mihawk's sword, this weapon is huge with a massive handle and guard, and especially heavy, but also very powerful.) --------------------- -Maul of the Colossus (+10, 2x damage, Normal and Stun damage, Ignores Hardness, Causes 1 yard Knockback/red stone of damage, Automatically causes collateral damage if used on objects/matter directly; Indestructible. Made of what appears to be stone and crystal, and yet is much tougher and harder than most metals, and imbued with the essence of an ancient colossus.) -Stun-Gun (+4, 2x damage or Limited AP, Normal and Stun damage, Range 3; Requires Str 4 to carry and use effectively. Weighs 216 lbs and fires X-shaped claw-like concussion projectiles; holds 8 projectiles at once. Milly Thompson's signature weapon, supposedly designed to 'stun opponents' without killing them, but more than dangerous enough to do the latter if one is careless, or intends to.) Onyx Black Simitar: The sword is a +3, Limited AP, +10 Critical Hit sword which can be released to fight on its own as per Close Combat AN 10, Wpn.modifier. Divine Steel Balls (2): +11 throwing weapons, indestructible -Lucky Crowbar (+3 weapon, +2 tool to pry stuff open or off of surfaces; imbues struck targets with Good Luck +8 Effect for 24 hours, which also influences events in the recipient's day to some extent in their favor. Things just seem to go their way.)
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Post by Hoots Rowlet on May 24, 2018 22:38:43 GMT -5
THE HARDLINER Flagship of the Howlet Clan
Class: Capital-size Exploration/Dreadnought Starship Difficulty: 6 Resistance: 12 Speed: 15 (Flight; About 32 times the speed of light) Vehicle Damage: 75 Maneuver Modifier: +5 Defense Modifier: 9 Energy Defense: +8 Shields: Force Field AN 10 Tractor Beam: 18 (About 25,000 tons) Tachyon Beams: +10, (AP, 2x damage) Positron Torpedos: +12 (3x damage, Area effect) Transporters: Teleportation 8 (Open portals for others to return) Replicators: Unlimited Create Matter AN 10 Holodecks: Create Illusions AN 10, Illusions may be solid, Difficulty settings may allow for actual pain from effects) The first starship ever created on Earth, a creation of Travis Howlet Jr. with the assistance of Tabane Shinono, Shion Uzuki and several other maids from his mansion, based on the desing of the Dämmerung, the flagship of an interstellar corporation known as Vector Industries at the recommendation of Shion. The Hardliner is a massive starship more than capable of acting as a mansion away from the mansion for the entire staff if needs be, and can carry heavy loads of materials, vehicles, and cargo, along with large numbers of passengers if need be. It is heavily shielded, fast enough for interstellar travel, and armed with extremely powerful weaponry which would be quite capable of wiping out most opposing forces in the Galaxy without any trouble. However, its arguably most useful features are probably the Transporters, Replicators and Holodecks which Travis re-created as inspired from the TV show Star Trek, features which would make exploration, and long-term space travel, much more enjoyable than otherwise. --- Imperius Class Mobile Base Description: This massive mobile base/airship/submarine is heavily armored, armed to the teeth, and surprisingly fast and maneuverable for a ship of its size. It typically requires a fairly large crew, though exceptionally skilled crew members might be able to make up for fewer numbers. It also serves the purpose of aircraft carrier, having sufficient room for up to 50 jet fighter-sized aircrafts, and 8 helicopters. It can easily accomodate up to over 5,000 passengers, and carry up to 2,000 tons of cargo. Difficulty: 6 for the pilot, 5 for secondary Stations, 3 for general ship operations Resistance: 50 Defense Modifier: 7 Vehicle Damage: 70 Maneuver Modifier: 4 Speed: 5 (Flight)/6 (Swimming; Can exceed Human Maximum Limit Speed) Weight: 20+ S.I: 6 Sensors: +5 (As Cybernetic Senses) Targeting Systems: +3 (As Targeting when using any of the ship-mounted weapons. Use either this or the user's, whichever is highest.) Stealth Technology: 8 (Protection VS Radars, Infrared and other technological detection) Submersible: The Imperius Class Base is designed to be fully operational underwater, with the exception of its cannons and artillery pieces.) VTOL: Is capable of vertical landing and takeoff with equal ease despite its size. Life Support: 3 months Weapons:- 30x Air-Ground/Air-Air Artillery Pieces (+5, Area Attack, Range 7. 15x on port, 15x on starboard.)
- Dual 18-inch Cannons (+9; 2x damage, Automatically Causes Collateral Damage, Range 8. Located on Front.)
- 6x Dual 12-inch Cannons Turrets (+8; 2x damage, Automatically Causes Collateral Damage, Range 7)
- 10x Dual 8-inch Cannons Turrets (+7; 2x damage, Automatically Causes Collateral Damage, Range 7)
- 4x Torpedo Launchers (+6; 2x damage, Range 6; Only usable underwater. 2x on Front, 2x on Back.)
- 2x Cruise Missile Launchers (+7; Area Effect around point of impact, Range 10. Holds 2 missiles each. May be used both out of and underwater.)
Facilities on-board:-Fully equipped Kitchens -Training Areas -Recreational Areas -Gym -Movie Projector in Hangar Bay -Library -Media center -On-board Store ----------------------- - The Egg Mobile (Dr. Ivo "Eggman" Robotnik's trademark combat hovercraft. Its hull is grey, black and yellow, with a blue seat and windshield, spherical in shape, made for a single pilot alone, no passenger, and equipped with various tech and weapons. Its capabilities are described below: Description: 1-man Hovercraft Difficulty: 5 Resistance: 2 Defense: 5 Vehicle Damage: 20 Maneuver Modifier: 6 Speed: 9 (Can travel in on the ground or in water at -2 Speed) Weight: 4 Weapons/Systems:- Bombs (+4, 2x damage, Area Effect around bomb, Causes massive collateral damage; Range 0, Dropped below the Egg Mobile.)
- Homing Missile Launcher (+4, 2x damage, AP OR Area Effect, Hunt/Seek; 4 missiles per load.)
- Mind Control Cannon (+3, Atk VS Int + Mental Defense to act as Project Thoughts/Control Others)
- Sleeping Gas (+4, Area Effect, Atk VS Durability to cause targets to sleep for 5 min/red stone of 'damage'.)
- Self-Destruct (+8, 2x damage, Automatically causes collateral damage; Use destroys the Egg Mobile)
- Reboot System (If 'disabled' but not full-on destroyed, may be rebooted *once* with a lever restoring half its damage, and allowing movement at -2 Speed and Maneuver Modifier and all weapons/systems unusable until repaired.)
Furthermore, the Egg Mobile can be equipped with one of dozens of different modules and gear units with tons of different purposes and uses, reflected by a 'Transform Self, Unlimited' of anything from a handful of white stones weapon systems all the way up to 50w huge mecha bodies which can be added to its base capabilities. -------------------------- TRAVIS' STARBORN GUARDIAN Origin: Unknown (Seemingly created by the Unity itself.) Class: Starborn Guardian (Unknown Type) Size: Medium Length/Beam/Height: 85/50/160 meters (When in flight) Decks: 3 Crew Capacity: 6 (Can be operated by 1 pilot alone) Passengers Capacity: Up to 100 for emergencies, but not meant for passengers. Cargo Capacity: 3.5 tons Consumables: 1 month Difficulty: 7/5 (A pilot needs Vehicle Operations AN 7 to operate the ship properly; crewmembers handling secondary stations can manage with 5.) Resistance: 5/3 (Number before slash is for a sufficiently skilled pilot, and after is for crewmembers handling secondary stations.) Defense Modifier: 10 Vehicle Damage: 120 Maneuver Modifier: 10 Impulse Speed: 9 (Maximum speed: 0.99x the Speed of Light, or about 664,290,000 mph) Warp Drive: 9.998562 (Maximum Speed; 25,002.7c) Weight: 11 (120 tons) Sensors: +10 (As Cybernetic Senses) Deflector Shields: 20 (Will lose 1 AN when fired at with ballistic/energy weapons, and 1 per 1-3 red stones - BEFORE multipliers - when fired upon by warheads and similarly explosive weapons; the Starborn Guardian regenerates 1 per panel even without assistance.) Targeting Systems: +3 Ship Facilities: +3 (Adds to most personal/professional tasks when using the Guardian's advanced technology, resources and high quality tools and devices.) Life Support: Permanent Special Systems: The Guardian is an incredibly advanced starship which seems to ignore the laws of physic with some of its capabilities and certain of its more unusual systems. Said systems are described below: Atmosphere Capability (The Starborn Guardian is capable of landing in a planetary atmosphere and withstanding a planet's gravity easily, ignoring difficult terrain as it hovers slightly above it on its lowest point when at rest.)
- Cloaking Device (As Invisibility and Stealth Technology AN 12. An advanced cloaking device which allows for the Guardian to power up its weapon systems and deflector shields while remaining cloaked.)
- Reconstitution (Just like the Starborn themselves, if a Starborn Starship is destroyed, it will dissolve into star light and/or cosmic dust, and be re-formed out of thin air someplace safe near its location of destruction.)
- Unscannable (Starborn starships are immune to scanners and other methods of analysis, defying normal scientifical explanations and norms. Their materials, power source, mechanisms and other particularities and characteristics come off as nonsensical and/or failure to any attempt to scan the ship through technological means.)
Weapons: The Starborn Guardian is a borderline supernatural ship armed with weaponry pretty much never before seen. Its weapons include: Solar Flare Beam Emitters (+12, 2x damage, Range 9, Fire/Heat element)
- Gravity Torpedoes Launcher (+20, 3x damage, Range 10, Gravity element)
- Lunar Suppressors (+10, 3x damage, Stun damage Only, Range 9, Cosmic element; For Starships, Stun damage simply accumulates separetely without actually physically damaging enemy ships; if the Stun damage exceeds remaining Vehicle Damage, the target is disabled and its systems fail, making it easy to board it.)
Complement:-N/A Crew-Bright Noa (XO) -Huang Luanyin (Helmswoman) -Miyuki Aiba "Tekkaman Rapier" (Tactical) -Forge (Chief Engineer) -Tony Tony Chopper (Chief Doctor) -Venalana Gremory nee Bael (Counselor) -Stewie Griffin (Science Officer) (Security Personel) -Ellen Ripley (Chief) -Lobacca -Alex Murphy "Robocop" -T-X -Mike Corbet (Magna Defender) -Ray Traylor "Big Boss Man" -Jacques Rougeau "Mountie" -Jeremiah Gottwald -Kiba Yuuto -Jean Pierre Polnareff (Backup Doctors) -Isane Kotetsu -Ino Yamanaka (Nurses) -Kiyone Kotetsu -Ayaka Yukihiro -Chizuru Naba -Hello Nurse (Pilots) -Yzak Joule -Dearka Elsman -The Bounty Hunter (Battletech) -Monica Kruzewski -Dorothea Ernst -Aina Sahalin (Cooks) -Komatsu -Senshi the Dwarf -Megumi Tadokoro -Ikumi Mito (Misc) -Victor the Securitron -Glynda Goodwitch (Teacher) -Brian Griffin (Writer) -Miriallia Haw (Communications Officer) -Ruby Tojo (Jailer) -Neco-Arc Bubbles (Quartermaster) -Caren Hortensia (Chaplin) -Captain Rex (Marine Squad Leader) -Agent New York (Marine Second in Command) -John Bradley (Marine) -Paul Foley (Marine) -Mick Conners (Marine) -David Jones (Marine) -Popo (Marine) -Nana (Marine) -Fordo (Marine) -Dwayne Hicks (Marine)
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Post by Hoots Rowlet on Jul 22, 2018 16:01:18 GMT -5
The Holy Grail
The Holy Grail, also known as the Cup of the Last Supper and the Holy Chalice, is said to be the vessel used by Jesus Christ at the Last Supper to serve wine to his Apostles, and also later used to collect Christ's blood, brought to Hispania by Joseph of Arimathea. According to legend, water drank from this cup will grant eternal youth, heal wounds and cure diseases. Turns out... the legend is true, and the artifact also has other powers. - Eternal Youth (Anyone who drinks from the cup will become Immortal, as per the modifier. If a person was physically older than 25 years old, their physical appearance and health returns to that of a healthy person of said age.)
- Healing (Water drank from the cup acts as Magical Healing AN 12, healing both wounds, poisons and diseases, including supposedly incurable ones, in mere moments. Alternately, water from the cup can be poured on a wound with the same effect. Furthermore, it can even allow limbs to be reattached, or regrow in one hour.)
- Enlightenment (At the same time, at the drinker's discretion, water drank from the cup will also heal the ills of the mind, curing madness, phobias and lessening or removing entirely other psychological problems, as per Repair Minds AN 12.)
- Holy Water (Any water held within the cup is instantly purified, and turned into holy water, with all of the usual effects against many undead and demons.)
- Power Boost (Upon drinking of its water, the Grail can act as Power Boost AN 10 (or up to the boosted Ability/Action AN, whichever is lower) to effectively double the might of a person in one Ability/Skill/Power at once for an hour. This effect cannot in any way cause a power to burn out or go out of control.)
- But on the Third Day... (If water from the Grail is poured between the lips of a deceased person within a week of their death, they will resurrect as per Reconstitute Self three days later.)
- Vampire Blessing (Although the reason for this connection is unknown and never mentioned in any legend, the Holy Grail has the power to remove all known vampire weaknesses if such a being ever drinks from it.)
- Indestructible (The Holy Grail cannot be destroyed by any means short of a being of the same level of power as God Himself.)
------------------------- Necronomicon Ex Mortis Also known as the Kitab al Azif, or the Book of the Dead, this ancient Arabic text is bound in human flesh and inked in blood and contains bizarre burial rites, funerary incantations and much, much darker passages. It is a major artifact holding ancient, forbidden occult knowledge, magic and summoning rituals, and granting its reader mystical power, usually in exchange for said reader's sanity, or worse. It can give one the power to rule the world, or destroy it, if not careful or mad enough. Unless stated otherwise, all stones are free from GP except Int.bonus. The Necronomicon grants the following powers: Dark Lore (+5 to all research-based actions to find information about black magic, demons, undead, dark rituals, evil organizations, eldritch forces, the Old Ones, dark artifacts, and so on.)
- The Dark Arts (Allows user to cast spells as per the following actions at AN 10 each; Mastery of Magic (Int.bonus, Can exceed 6 stones of effect, Does not require a panel of prep time, Accumulate Energy, Increase AN), Necromancy/Demonology (Int.bonus; as Witchcraft, but focused on evil, cruel, plain mean and necromantic/demonic-related spells, especially jinxes/hexes/curses, at GM's discretion), Summoning (Int.bonus; Undead and Demons), Voodoo, Magical Healing, Magical Travel and Mesmerism (All options). Furthermore, for every use of each type of magic, the user themselves actually learn 1 AN of the action in question 1/day, allowing them to permanently learn the spells as they keep using them, up to the max AN of 10, gaining one free option for every AN and an additional one every use after that until the user is as capable as the grimoire itself is. Beyond that, the user must continue learning on their own, but the Necronomicon still provides other bonuses; see below. NOTE: If using Summoning to raise mindless Skeletons, Zombies and Ghouls, they are always loyal to the summoner but are significantly weaker; no more than 2 stones may be spent per any of them. However, a summoner may keep up to AN of them active at all times without them counting against any limits of his or requiring maintenance.)
- Create Undead (AN 12, Int.bonus VS Resistance to transform a dead creature into an existing type of greater undead. Ghosts, vampires, mummies, liches, death knights, revenants, etc. Such undead are permanent and independent. They might be controlled with magic or diplomacy, but they are not summons; this bring a full-on, real permanent undead into the world.)
- Power of Darkness (+3/+5 to all spells and magical effects cast while in contact with the Necronomicon from drawing power from its vile nature, at the cost of 'corrupting' the spell, causing it to have additional 'dark' effects depending on the spell. Number after slash is for spells already evil/dark/corrupted by nature, making them especially potent.)
- Exorcism/Banishment/Containment (AN 12, Int.bonus, Atk VS Dur + Magical Defense spell to force a possessing entity out of another being, or to force a free-roaming spirit or fiend back to hell or the abyss. Alternately, given a proper mystical container, the user can trap such a spirit of fiend within with the same action.)
- Stare into the Abyss (As Clairvoyance AN 10, Int.bonus, Usable "safely" once per day to answer a single question. By which is meant, use it more, and the Abyss might stare back.)
- Gate to the Beyond (Teleportation AN 12; Interstellar Distances, Dimensional Travel, See through portals, Teleport others, Open portals for others. Users should be careful, however; such portals pass through the Abyss, planes of Hell and similar horrible worlds, which means things can go wrong... and wrong things might come out.)
- Black Speech (As Hex Spheres AN 10, Area Effect; requires vocal components. By speaking aloud in the language of pure evil known as the Black Speech, a user may tear the fabric of reality to cause a certain effect. What exactly happens in the end is not under their control, although they can try to influence the effects with their will and desires, but even then, the mad, vile forces given rise by those words have a mind of their own.)
- Minds Transference (AN 12, Int.bonus, Attack VS Int + Mental Defense to forcibly and permanently cause two targets - the caster may be one of said targets - to switch bodies. In which case, they retain the other's appearance, but on the inside, they are their original selves, retaining all mental abilities, skills, supernatual powers and knowledge. If the caster is one of those switched, their physical abilities return to normal at a speed of 1 AN/MN per day if their victim's were lower (and the user retains the stronger body's better abilities), but other people are stuck with the new body's capabilities. Also, anyone else but the caster takes -2 to all actions for a week while they are getting used to their new body. Another use of this ability may undo the effects at the user's discretion.)
- Corpse Preservation (AN 10; preserves a corpse in perfect condition - depending on its original condition, of course - for 1 week per stone played up to AN regardless of storage conditions. Perfect for use with the next ability, or to simply have access to a good supply of corpses to raise.)
- Forbidden Fruit (D: 6 and R: 1000 to learn. Once mastered, the user gains General Knowledge ('Anatomy' specialty and other appropriate ones at GM's discretion) and Medical Healing AN 6 if they didn't have it already, or +1 to them if the user had already equal or more in them. Furthermore, the user learns how to expertly cut a body to pieces with a sharp blade, extracting flesh, blood, bones, skin and organs at will, and learns how to use many of them as various ingredients for spells, alchemy, charms, tools crafting and good old cooking. A user of this ability is immune to diseases and infections linked to the consumption of their fellow humans' flesh, blood and organs and will actually find such 'food' delightfully tasty the more they consume it. The full limits of this ability may vary, but they at the very least will provide +1 to +3 to most spells, potions, poisons and charms depending on the use, freshness and the quality of the samples. Additional effects may be achievable at GM's discretion, though players are also encouraged to offer suggestions.)
- Sacrifice (By immobilizing, defeating, binding or otherwise immobilizing a victim, the user may open a portal to the Abyss via the 'Gate to Beyond' ability and offer said victim to the Old Ones in a sacrifice by tossing them into the Gate. If they are pleased by the offering - typically the purest a soul is, the rarest an individual, and/or victims of an especially major significance to the user - they might bless the user for their gift; if not, an unwise user might end up facing unwelcome consequences.)
- Undeath Genesis (At the cost of all their Energy - and a Halved regeneration for the day; a permanent -1 to one or more of their Abilities, and suffering -3 to all Actions for 24 hours, the user may literally invent a new type of undead. This isn't a mere summoning or a raising of a corpse as usual, but literally creating a new kind of living dead creature never seen before. The user gets to decide the general concept, appearance, particularities, strengths and weaknesses, origins of the created undead with a relative power based on the energy lost upon using this ability in Character stones, but the GM has a final say on how they are spent. Also, the newly created undead will have especially strong abilities in those the user sacrificed some of their own, so to make especially strong undead, one would sacrifice -1 in Strenght, and so on. Upon the creation being completed, the new undead becomes another type necromancers might be able to summon and bring forth, and depending on the chosen origins, some of them might manifest in the world 'naturally', like ghosts do.)
- Resurrection Ritual (A Resurrection effect of 12 stones VS Intelligence or Durability, whichever is lower; either to bring back a dead creature to life by sacrificing another, or bringing back the dead creature 'wrong' - which could mean various things; maybe they lack a soul, maybe there IS a soul, but no theirs, maybe they're not quite alive, etc. The target must have lost their life no longer than 10 years ago.)
- Land of the Dead (AN 12, 10 miles/stone played Area Effect; Costs 1w of Health which must heal after 24 hours regardless of healing and powers. When used, corrupts the land around the user; it kills flora, sickens and twists fauna, renders the soil infertile, causes birth defects, mutations and stillbirths in would-be newborns, makes inorganic matter fail much quicker than normal; metal rusts, milk spoils, water stagnates, and so on. All undead raised/summoned in a land affected by those effects gains +1 to all A/A/Ms until they are destroyed or otherwise dispatched.)
- Army of Darkness (An AN 15; Warmaster like effect, Area Effect 16 - planetary - which raises every single last dead person on the planet as either a ghoul, zombie or skeleton depending on how fresh the corpses are; Undead animated this way are completely loyal to whoever holds the Necronomicon, are sentient and capable of understanding orders and speak. Requires vocal components and may only raise existing dead as opposed to summoning them. At user's discretion, another use of this ability can set the dead to rest. Alternately, sufficiently powerful deities, cosmic entities or eldritch abominations may be able to end the effect.)
- Summon the Old Ones (AN 12, Int.bonus, Stones VS Resistance to try and summon one, or more, of the Old Ones. There are many different rituals, with many other possible requirements, and many possible consequences. Most of them are usually along the lines of mass destruction, deaths and insanity. Recommended only if the user is insane, stupid or suicidal.)
- Voices from Beyond (A user's Intelligence + Iron Will + Mental Defense must exceed 20+ in total or risk quickly growing corruption and evil alterations of their personality, twisting them into an instrument to the forces they hoped to control. By 20+, it is meant that particularly evil and corrupted uses of the book might be more twisting for the soul than others. If it goes too far, the character might even end up in the GM's hands, either occasionally as they tend to 'lose it', or permanently as they fully fall prey to the darkness within the grimoire.) -Indestructible (No known method, spell or power has ever managed to damage the book. At least, not sense it was empowered even further.) ------------------------- Arcana Erotica -An ancient, extremely powerful grimoire of dark, potent magic, appearing as a black tome engraved with dark red arcane and demonic sygils and symbols. This eons old artifact is said to be on par with the Darkhold and the Necronomicon Ex Mortis in terms of raw power and potential... except it deals exclusively in lust and sex magic, depraved rituals and beyond perverted, often forbidden lore of more and more lewd nature the longer one reads it. The Arcana Erotica was originally written in the form of multiple ancient scrolls by the fallen angel Belial after being banished from Heaven alongside Lucifer, but was later turned into its current grimoire form by a cult of dark mages and succubi thousands of years ago. The grimoire is - correctly - believed to madden lesser minds who seek the forbidden knowledge within its pages, but will grant fantastic - if perverted - powers to one of stronger mental prowess. Unless mentioned otherwise, all effects have a base Range of 4, but the user may pay stones to affect a target from further away. The grimoire is absolutely indestructible as long as Belial itself exists, and grants the following powers:
- Well of Lewd Knowledge (+3 to any General Knowledge or similar actions' use to learn/study/explore knowledge and lore of a lewd, perverted or sexual nature. The Arcana Erotica holds basically all the known knowledge about such matters, and then some.)
- Sex Sight (AN 8 Stones VS Intelligence, requires eye contact; success grants the user fairly extensive and thorough knowledge of the target's sex life, 'weak points', preferences, likes and dislikes, fetishes, and so on.)
- Indecent Suggestions (AN 9, Int.bonus, Efficient Atk VS Int+Magical Defense; Deals no damage; duration is red stones of 'damage' on the D&R chart or as set by the user, whichever is shorter. If successful, the victim's mind is implanted with a mental suggestion of a perverted nature by the user, possibly triggered or restricted by certain conditions. Alternately, could be used akin as Empathic Projection for lewd/lustful emotions only, either instead or in addition to the main suggestion. For example, one could dictate that the victim will desperately want to kiss the closest person to them whenever they hear a specific word, or perhaps find themselves in a specific location.)
- Belial's Seduction (As Pheromones AN 8, Range 4. When this power is active, the user seems preternaturally charismatic, charming and seductive, their words and gestures becoming nearly impossible to resist.)
- Love Curse (AN 8, Int.bonus, Efficient Atk VS Int+Magical Defense; Deals no damage. If successful, the victim is afflicted with supernatural love towards a given target of the user's choice, permanently or until the spell is undone or countered. Since it is a curse, however, the victim knows something is wrong, but can't help themselves nonetheless and find themselves unable to act upon said impression, in addition to experiencing potent desire and lust for the object of their newfound 'love'.)
- Sever Love Curse (AN 9, Int.bonus; Atk VS Int+Magical Defense; deals no damage. If successful, the target's love for another person of the user's choice is immediately transformed to dislike, repulsion almost bordering on disgust and hatred. The curse's duration is permanent, until undone or dispelled.)
- Arousal Curse (AN 8, Int.bonus, Efficient Atk VS Int+Magical Defense; deals no damage. If successful, the victim suffers intense arousal and lust in addition to their natural inhibitions being essentially cancelled for a duration of 5 minutes/red stone of 'damage'. Similar to the Love Curse, but the victim's feelings are not 'targeted' at anyone and could cause them to react in any number of ways.)
- Disrobe Spell (AN 8, Int.bonus, Efficient; Atk VS Agility+Reflexive Dodge; deals no damage, but immediately destroys/tears to shreds any normal clothes and armors worn by the target. Alternately, may affect magical or superscience items as well, but in such cases the Int.bonus does not apply, and the effect must beat the item's strongest AN/MN/Hardness. Success forcibly removes the items/clothing/armors, but will not destroy them.)
- Lustful Stamina (5 stones to activate, 1/panel to maintain; makes the user or a target immune to fatigue, specifically for sexual intercourse, for as long as maintained.)
- Climax Break (AN 9, Int.bonus, Atk VS Dur+Magical Defense; deals no damage; target is paralyzed for 1 panel/red stone of 'damage', and may lose consciousness if the total red stones of 'damage' suffered via this power - repeated uses stack - exceed 3x their Intelligence AN. This power forcibly and instantly inflicts multiple, powerful and mind-blanking orgasms upon a target, causing them to barely be able to act or react for the duration, for obvious reasons.)
- Sexuality Alteration (AN 7, Int.bonus Atk VS Int+Magical Defense; deals no damage. Success alters the target's sexual orientation to whatever the user sees fit. The effect is permanent until undone or dispelled.)
- Transmogrification Curse (AN 7, Int.bonus Atk VS Dur+Magical Defense; deals no damage. If successful, the target - which may be another person or the user themselves - is physically altered into the opposite sex, or alternately turned into a functional hermaphrodite. In the latter case, the user decides whether the rest of the body appears male or female. The user may decide whether the victim's mind is affected. If not, the power will obviously cause a severe gender dysphoria effect, but if so, the attack also acts VS Int+Magical Defense, again dealing no damage; if successful, the victim's mind will slowly transform as well to better fit their new form, taking about a week before being fully turned. This curse's duration is permanent until undone or dispelled, or possibly less long-lasting if the user so wishes.)
- Intimacy Healing (As Magical Healing/Dispel Curse AN 10; requires sexual contact/intercourse to use; not limited to AN white stones of healing per day. This potent healing power allows one to heal most wounds, regrow limbs, regenerate organs, cure illnesses, remedy poisons and venoms, and even dispel most curses via some sort of physical intimacy or sexual intercourse. The user can both use it to heal themselves or someone else.)
- Fertility Manipulation (AN 8 Stones VS Durability; success makes the target either unable to become/make someone pregnant, or guaranteed to, for a duration of up to red stones of 'damage' hours. Due to the magic's influence, any child born of such a union will have an unusually potent libido and sex drive. In very rare cases, about 1 in 100, the child will be born a demon in human form, usually an incubus/succubus. Alternately, this spell may be used to grant a being normally infertile normal fertility potential for the same duration, in which case the result isn't assured, but possible.)
- Agent of Lust (As Summoning at AN 8, Int.bonus; may only summon lust/sex/perversion-related demons; requires a 5 minutes ritual involving chanting, some form of blood sacrifice or another and at least one genuine act of violence/domination/cruelty/betrayal/perversion, at the user's discretion, though some demons may have a preference for one or another.)
- Raise the Dead (AN 10 VS target deceased's Durability or Intelligence, whichever is lower. If successful, the targeted dead person is brought back to life with all wounds, diseases or damaged organs/limbs fully restored. Naturally, this resurrection is neither a pure nor a benevolent one, as the individuals so arisen only return as mindless slaves of the user, their memories and skills intact, but completely devoid of free will as far as the user is concerned.)
- Corruptive Nature (Anyone who intends to read the grimoire must have a total Intelligence, Mental Defense and/or Iron Will of at least 18 or risk corruption. Failing that, the user's mind will be altered in whatever manner the book sees fit, more and more, as they keep reading. The actual effects' are left to the GM's discretion, but usually involve acquiring permanent challenges which only get worse the longer one reads, or worse still uses, the tome.)
- Requires Vocal components and Hand gestures (All the spells of the Arcana Erotica require spoken words of power and mystical gestures to activate, which means a user who is unable to move or talk will be unable to use its powers.)
- Readability (The Arcana Erotica wants to be read, and will alter its own text to any form a potential reader might understand. Naturally, the book's nature means said ability isn't benevolent, rather used as a lure to corrupt potential readers more easily.)
------------ -Ork Gargant "Seeds" Bag (Holds 20 'seeds' appearing as crude nuts and bolts; planting them in the ground grows a Dur 12 Ork Gargant mecha in 5 minutes for 24 hours - or until destruction - before they shrink back and need to be planted again. Each Gargant will be different and require a pilot to move at all, and a skeleton crew of 10 or more to function to max capacity, barring special powers to make up for fewer crewmembers. NOTE: The Gargants are just as unstable and wild as real ones. Handle with care.) ------------- -Helmet of Fate (Also known as the Helmet of Nabu, this artefact is said to be one of the most powerful magical artefacts in the entire Universe, and acts as a repository for Nabu's mystical knowledge and power. It grants +3 to the wearer's Intelligence - a bonus which remains even weeks after taking it off - and allows for the wearer to access Doctor Fate's vast power and magic, as well as manifesting all the Vestments of Fate, Helmet, Cloak of Destiny and Amulet of Anubis, at will. It is indestructible, and more or less Exclusive, making it a struggle for, and often rendering completely insane, unworthy people attempting to wear it.) -Cloak of Destiny (The golden cloak of Fate permanently imbue its wearer with superhuman might, the ability to fly, and near-invulnerability. It adds +10 to Strength, Flight 10 (Agl.bonus), Durability 10 and Toughness 9 (No AP, No 2x damage), along with Power Level +5 (Power Level Regeneration, Tireless 3), and Energy Battery/Deep Reserves 10.) -Amulet of Anubis (A powerful amulet holding the power of the god Anubis, granting its wielder vast magical abilities, including House of Souls (Allows user to summon the souls of past wearers of the Vestments of Fate as per AN 10, for information or help), Dimensional Travel (AN 8, to a pocket dimension inside the amulet. Also acts as AN 10 Hammerspace), Eldritch Blast (A oiwerful magical blast of incredible power. AN 10, Int.bonus, Efficient, 3x damage, AP, Area attack, Normal and Stun damage, Accumulate Energy), Immunity to Magical Detection, and Divine Empowerment (+5 to all effects, and one factor - such as Duration, Area, Range, etc - of all Magical actions).) ------------------- - Set of Ebony and Ivory Chess Board and Pieces (A war leader setting up this chess game during a military conflict will allow its user to play against the enchanted board itself, which will have a skill equivalent to the enemy leader's own leadership/strategic genius. If the user wins, the board will provide +3 sitmod from GP to all of the user's allied forces for the entirety of the conflict, regardless of the available forces' numbers or relative power. NOTE: Alternately, the chess board may be used for normal chess games as well, and is generally a very well-crafted set.) - The Tome of Everything (This thick, black leather-bound ancient-looking grimoire will only contain blank pages from cover to cover if opened without knowledge of its power. But to a more knowledgeable user, one can set their hand on its cover, will for it to contain information on a specific subject, and the book will fill itself with extensive information about it. Its powers are as follows: - Universal Knowledge (Acts as any appropriate Action - be it General Knowledge, Technology, Medical Healing - for Knowledge purposes only, Clairvoyance - May perceive through time regardless of physical proximity, etc; at AN 12, stones from GP.)
- Complementarity (Alternately, if the user's own Actions are better than the tome, it will nonetheless provide the user with any necessary specialty along with a +5 sitmod, also from GP.)
-The tome is Indestructible.- Mirror of Echoes (A strange, large, wall-mounted, masterfully crafted mirror with an elaborate, detailed silver frame. It has the following effects: - Mirror World (One can enter the mirror as easily as stepping through a door of its size, entering a room identical to the original one it reflects, but inverted, with everything left being right, and vice versa. The room within the mirror is identical in effect and use as everything the original room holds in the real world while within the mirror world, and what happens within the mirror does not appear on its real world version's reflection. If the mirror is moved while someone is still inside the reflected world, it does not change for the person within until they exit it. If objects are left inside the reflected world, they will still be there even if the mirror is moved, but will be in the new location reflected upon being entered anew; they will also not show on the new reflection. NOTE: While within the mirror world, no doors may be opened nor can the reflected scene be left; the world within the mirror is limited to the reflection.)
- Mirror Beings (If other people are present in a room upon entering the mirror world, reflected duplicates of them - also inverted, as stated above - will be present in the room. Those individuals are identical to the ones outside the mirror, but they are mystical constructs and lack 'true' life, nor do they have a soul. They are little more than impermanent copies, but can be interacted with very similarly to their real equivalents. NOTE: Interacting with the duplicates will have no effect whatsoever on their equivalents in the real world, including if they are killed. Also, duplicates cannot leave the mirror world.)
- Mirror Objects (Objects found within the mirror world are, as stated above, identical to their real world counterparts while within the mirror world. However, unlike Mirror Beings, mirror objects CAN be taken out of the mirror; they are, however, less effective than the real ones - suffering a -1 to all A/A/M compared to the originals. Such copies are ephemeral, however, and will only last for MN 12 in hours before vanishing into thin air. The same object may only be copied like this once per week.)
-The Mirror is Indestructible.)-162x Power Rings (A ring may be used to grant +2 to any one Ability or Power's AN of the user's for 5 minutes/10 panels; to heal 1w of Health instantly or to regenerate +5 energy per panel/ring used. Alternately, a ring can provide energy to power an average-sized house for a full week, or any equivalents. When used, the rings emit a bright yellow light and vanish.) -Magical Trenchcoat (A black leather trenchcoat with a series of powerful enchantments. Its stones come from GP unless mentioned otherwise. Its powers include: - Armor (+5 defense, No 2x damage, No AP. Despite how flexible and comfortable it is, it provides similar protection to a thick wall of reinforced titanium-steel alloy.)
- Weather Shielding (+3 Heat/Cold Defense; Also protects VS dirt, rain, snow and other minor environmental effects.)
- Cloaking (As Invisibility AN 6; at user's discretion, the trenchcoat can apply a light reflection effect which will render them invisible as long as the trenchcoat is worn.)
- Deep Pockets (As Hammerspace AN 8; the coat literally contains a small pocket dimension within which the user can store a ton of things and retrieve them simply by reaching into it.)
- Ghost Touch (Allows user to directly interact with incorporeal/phase shifted objects and beings.)
- Healing (As Magical Healing AN 9, Only usable on wearer.)
- Life Support (Can act as Self-Contained Lifeform for 2 hours/day.)
- Power Boost (AN 5, as the Action. Will not 'Burn Out' its user's actions unless the user wants it to.)
- Things Go Smooth (As Good Luck +3. Does not stack with existing Good Luck.)
- Translation, Normal (The trenchcoat's wearer can speak and understand all normal languages the moment they hear them, as long as the trenchcoat is worn, as it magically alters what the user hears and what they say to a language which can be understood by both parties.)
-The trenchcoat can adjust itself to the size and body shape of anyone who attemps to wear it, though it still require a humanoid-like form -Near-Indestructible (The trenchcoat may be damaged, burnt, torn and so on to some extent, but is exceedingly resilient in general and typically repairs itself over time. It would need significantly potent destructive power to permanently destroy it.)-Set of Portable Holes (Invented by Kathleen Howlet and Tabane Shinono. When set onto a flat surface, either a wall, floor, or something similarly flat, these black towel-like devices turn into black holes seemingly going deep down once looked at from above. If both holes are set up as such, passing through one will teleport the being/objects to the other hole akin to Teleportation 10, Interstellad Distances, Interdimensional Travel, May only teleport to the matching portable hole's location. However, if only a single of the two holes is set up, getting into it will bring the person to a seemingly infinite, empty pocket dimension with nothing than a flat, seemingly endless floor apparently made of ceramic.) -------------------------- -20x Bottles of the Grand Panacea (750 ml bottles of what appears to be wine, but is in fact 'The Grand Panacea', a mixture which will grant 'True Immortality' to anyone who drinks it, rendering them unable to die from anything but another immortal. Also included is the formula/recipe to make more, but it doesn't mention how such immortals can die.) --------------------------- -Psychic Paper (A whole page of it. AN 6 effect to make viewer see what the user wants them to see printed on the card. People with Psychic training, illiteracy or lacking imagination are immune to its effects, and the effect might fail if the claim is too outlandish.) --------------------------- Bracers of the Blood God-Powerful bracers imbued with the demonic essence of the Chaos God Khorne. Grants its wearer the following powers:
- Power of Khorne (Adds +10 Str and +5 Toughness while worn)
- Break AN 10 (As the FF Action)
- Unstoppable AN 10 (2x damage, Can burst through walls, etc)
- Healing Factor increases by 1 step
- Fists of Khorne (As Claws MN 5, 'Retractable' as in indistinguishable from normal hands.)
- Rage MN 8
-Indestructible -Corrupting Nature (Due to their chaotic, demonic essence, the Bracers radiate an extremely corruptive aura which makes those who wear or witness them too directly to crave for them and their power, in addition to slowly making such a victim increasingly aggressive and violent with time. Only one with a total of Intelligence + Mental Defense + Iron Will or similar actions/defenses of at least 24+ can resist its effects fully.)Amulet of Fate-A well-crafted amulet empowered by the essence of Tzeentch, the Architect of Fate and one of the Chaos Gods. Grants its wearer the following powers:- +10 to Intelligence and +5 to Mental and Magical Defense
- Chaos Magic AN 7 (As Hex Spheres)
- Telekinesis AN 8 (Int.bonus, w/Wpn.modifier)
- Shapeshift AN 8
- Mystical Power MN 5 (Adds to all Magical Actions uses)
- Touch of Fate MN 5 (Requires Close Combat Attack VS Defense, Ignoring Toughness and Armor; if successful, inflicts Bad Luck at MN for a duration of 5 minutes/stone of 'damage'. Alternately, may touch an ally/neutral being and bless them with Good Luck at MN for up to 5 minutes/stone played in Intelligence + this Modifier's MN.)
- Precognitive Flashes (Visions sent through bearer's connection with Chaos.)
- Photographic Memories
-Indestructible -Corrupting Nature (Due to its chaotic, demonic essence, the Amulet radiate an extremely corruptive aura which makes those who wear or witness it too directly to crave for them and their power, in addition to slowly making such a victim obsessed with forbidden, dangerous knowledge and controlling others as time passes. Only one with a total of Intelligence + Mental Defense + Iron Will or similar actions/defenses of at least 24+ can resist its effects fully.)Ring of Decay-A vile, almost repulsive creepy ring of dark metal with pulsating green 'veins' imbued with the very essence of Nurgle itself, Lord of Decay, and near embodiment of illnesses, venoms, poisons and toxins. Its powers include the following:- Stretching AN 5 (Doesn't lose Strength while in use)
- Touch of Decay AN 10 (As Corrosive Touch, w/Paralyzing/Soporific, Poisonous and Death Touch options)
- Sludge Body MN 8 (As Flexible Skeleton and Electrification at MN, Poison Element)
- Immunity to Poisons and Diseases (Could still be a carrier)
- No Need to Breathe
-Indestructible -Corrupting Nature (Due to its chaotic, demonic essence, the Ring radiates an extremely corruptive aura which makes those who wear or witness it too directly to crave for them and their power, in addition to slowly making such a victim enjoy and seek to corrupt, spread diseases and filth as time passes. Only one with a total of Intelligence + Mental Defense + Iron Will or similar actions/defenses of at least 24+ can resist its effects fully.)Medal of Endless Lust-A beautiful yet eerie medal of half-black, half-silvery metal engraved with the Mark of Slaanesh, whose essence empowers it with its pleasure, pain, hedonism and decadence. Its powers include:- Deepest Desires AN 10 (Int.bonus, Broadcast, As Empathic Projection option of Telepathy, Only to temporarily induce lust and desires.)
- Divine Seduction AN 10 (As Pheromones action, to induce desire, lust, love and/or a deep, need to please the user and seek their favor.)
- Endless Wardrobe AN 8 (As Shape Shifting, Only to alter one's clothes, accessories and shoes.)
- Sensory Overload AN 10 (Int.bonus, As Mental Bolts option of Telepathy)
- Temporary Fulfillment AN 4 (Int.bonus, As Unlimited Create Matter; Creations will vanish 10 panels after the user stops maintaining them.)
- Touch of Pain AN 8 (Int.bonus, As Generate Pain by Touch option of Telepathy)
- Touch of Pleasure AN 8 (Int.bonus, Atk VS Durability to stun for 1 panel/red stone of 'damage'.)
- Unhinged Passion AN 8 (Int.bonus, Atk VS Int + Mental Defense; if successful, inflicts a Psychological challenge, related to a desire, lust, obsession or passion of some type, at user's discretion, of -1 per white stone of 'damage', for a duration of 5 minutes/red stone of 'damage'. If red stones of 'damage' exceed the target's Intelligence + Durability, the effects may become permanent at user's discretion.)
- Whispers of Slaanesh AN 10 (Int.bonus, As Subtle Commands option of Telepathy)
- Immunity to Fatigue and STDs
-Indestructible -Corrupting Nature (Due to its chaotic, demonic essence, the Medal radiates an extremely corruptive aura which makes those who wear or witness it too directly to crave for it and its power, in addition to slowly making such a victim experience overwhelming desires and lust which they wish to satisfy constantly as time passes. NOTE: The nature of such desires varies based on the individual affected. Only one with a total of Intelligence + Mental Defense + Iron Will or similar actions/defenses of at least 24+ can resist its effects fully.)------------------------ - Boosted Gear (Also known as the Red Dragon Emperor's Gauntlet, a Sacred Gear within which the soul of the Welsh Dragon, Ddraig, resides. Its abilities include the following: - Dragon Scale Gauntlet (Boosted Gear's most basic ability is it being a dragon scale gauntlet; it adds +2 to all punches attacks made with it, and adds +3 to the user's Defense specifically for attacks targeted at their forearm.)
- Boost (MN 12; Every panel, may accumulate a modifier of up to +3 - +1 every 10 seconds, whichever is lower if the panel is shorter, at GM's discretion - up to this effect's MN, which can be added to any Physical Ability/Action/Modifier of the user's - excluding other power-ups and transformations - up to Double the normal AN/MN at once. Stones are free from GP, but may only boost a single A/A/M per panel. With each +1 being applied, the gauntlet makes an audible 'Boost!' noise.)
- Boost Senses (At user's discretion, may use up Boost stones to enhance one of the user's senses as per Acute Senses; increase Enhanced Vision, or add an Enhanced Vision option on a 1 per stone basis.)
- Boost Transfer (At user's discretion, may transfer the boost to other people or items instead of the user, within Range 3. This effect has the same limitations as the normal boost.)
- Dimensional Containment (As Hammerspace AN 6; at GM's discretion, may copy some or all of the powers - A/A/M - of items stored inside to be added to the gauntlet's while it contains the items.)
- Mass Transfer (As Boost Transfer for up to Half MN targets, rounded up; in which case only 3/4, rounded up, of the Boosted Power may be used among the group, using up the energy only for the highest boost.)
- Penetrate (For 3 accumulated Boost stones, may ignore all mundane, most supernatural and even some epic and divine defenses. May pierce through Attacks, kill creatures typically immune to death, and lower Healing Factors by one rank.)
- Penetrating Gaze (Alternately, may pay 3 accumulated Boost stones as per the Penetrate option, to gain Enhanced Vision 5 (X-Ray vision) for up to 5 minutes.)
- Blazing Inferno of Scorching Flames (As Force Blast, AN 12, Int.bonus, Ignores Toughness and Armor; if successful, stones played into Atk VS Durability, 3x damage, May harm incorporeal/phase shifted targets, May kill beings typically immune to Death/with Reconstitute Self, Sets flammable objects on fire, Said to be impossible to extinguish. Stones are free from GP except Int.bonus; May also add accumulated Boost stones to the blast.)
- Contextual Boost (At user's discretion - and with GM's approval - Boost may be used to double things other than one's power or skills. For example, someone's height, the weight of an object, up to and including more metaphysical and metaphorical things, such as the sadness someone experiences, or the enjoyment one experiences from an activity.)
- Boosted Gear: Scale Mail (At will; +3 to all Physical Abilities, Toughness, Reflexive Dodge, Energy Battery, and all Energy/Magical/Powers actions; Acts as +5 Armor, No 2x damage; and grants Self-Contained Lifeform and Flight 5, Agl.bonus, via Retractable dragon-like wings. This power extends Boosted Gear to transform into a crimson red dragon-like plate armor covering the user's body.)
- Juggernaut Drive (Also known as the Dragon of Supremacy. Essentially functions as an even more powerful version of Boosted Gear: Scale Mail: adds another +3 to all of its Effects. However, it renders the user temporarily insane - akin to a -5 psychological challenge, and/or being controlled by the GM for the duration - and have their lifeforce drained, losing 1w per panel which cannot be healed faster than the natural rate, and suffering a cumulative -1 to all Actions per 3 panels spent with the effect active; potentially lowering the user's lifespan, as well. Deactivating this effect is not easy either; the user must spend stones in Intelligence or an appropriate action VS Resistance with many factors going against them; friends and allies may attempt to help them return to normal through various means if they know them well.)
- Sense Power (MN 12)
-Stamina Limit (The user may not use Boost for more than 10 panels + 2 panels/Durability AN before needing to 'rest' - as in, not use Boost or any of the gauntlet's powers - for half that Duration, a period refered to as 'Reset'.) -Special Vulnerability (For all its power, the bearer of Boosted Gear becomes vulnerable to the same weaknesses dragons might suffer from, inclduing Dragon slaying magic and weapons. -Collapsible (Can be summoned and put away at will by its user.) -Exclusive (Sort of. Boosted Gear cannot be worn, or used, by one deemed 'unworthy' by Ddraig. What unworthy means is pretty much left to Ddraig to decide.) -Indestructible (As long as the dragon sealed within exists, the Boosted Gear cannot be destroyed.)- Divine Dividing (Also known as the White Dragon Emperor's Light Wings, this Sacred Gear is home to the soul of the Vanishing Dragon, Albion. Its abilities include the following: - Dragon Scale Wings (Divine Dividing's most basic ability is it being a dragon scale 'cape', or wings, granting Flight AN 10, Agl.bonus; Stones are free from GP, except for Agl.bonus. Unlike Boosted Gear, it is not really an effective weapon, but it protects the bearer more, adding +1 to Defense in general, or +3 to the user's Defense specifically for attacks targeted at the back.)
- Divide (MN 12, Requires physical contact; Every panel, may inflict a negative sitmod of up to -3; -1 every 10 seconds, whichever is lower if the panel is shorter, at GM's discretion - up to this effect's MN, which can be subtracted from any Physical Ability/Action/Modifier of an enemy/target's - excluding other power-ups and transformations - down to a minimum AN/MN of 1; stones taken away in this manner can then be added to the user's A/A/M as they please. Stones are free from GP, but the user must touch a target to affect them with this ability. With each -1 being applied, the wings make an audible 'Divide!' noise. Duration of those effects is 5 minutes/-1 sitmod applied.)
- Emotions Divide (At user's discretion, may use up Divide stones to diminish a target's negative emotions, by -1 per Divide stone down to negating them entirely. As usual, this requires a physical contact.)
- Reflect (Divide Stones VS Target's attack's AN to reflect it to sender; usable only VS visible effects, but otherwise functions against any type of attack, be it physical, magical or other.)
- Half Dimension (Divide Stones to reduce size of objects and living beings for a Duration of up to 5 minutes/Divide Stone played; Range 4 to use, but requires physical contact with targets beforehand.)
- Compression Divider (Atk VS Durability + Magical Defense; success halves a target until they vanish from existence. Only usable on a target already shrunk to the smallest size possible via Half Dimension beforehand.)
- Satan Compression Divider (As Force Blast, AN 12, Int.bonus, Ignores Toughness and Armor; if successful, AN + Intelligence used shrinks the target by half for every white stone of 'damage' until they reach minimal size; at which point they vanish from existence if the stones beat the victim's Durability + Magical Defense. Stones are free from GP, except for Int.bonus)
- Divine Dividing: Scale Mail (At will; +3 to all Physical Abilities, Toughness, Reflexive Dodge, Energy Battery, and all Energy/Magical/Powers actions; Acts as +5 Armor, No 2x damage; and grants Self-Contained Lifeform. Furthermore, allows user to use its various Divide powers from Range 3 without requiring Physical contact. This power extends Divine Dividing to transform into a pure white dragon-like plate armor covering the user's body, still retaining its wings.)
- Juggernaut Drive (Also known as the Dragon of Supremacy. Essentially functions as an even more powerful version of Divine Dividing: Scale Mail: adds another +3 to all of its Effects. However, it renders the user temporarily insane - akin to a -5 psychological challenge, and/or being controlled by the GM for the duration - and have their lifeforce drained, losing 1w per panel which cannot be healed faster than the natural rate, and suffering a cumulative -1 to all Actions per 3 panels spent with the effect active; potentially lowering the user's lifespan, as well. Deactivating this effect is not easy either; the user must spend stones in Intelligence or an appropriate action VS Resistance with many factors going against them; friends and allies may attempt to help them return to normal through various means if they know them well.)
- Sense Power (MN 12)
-Stamina Limit (The user may not use Divide for more than 10 panels + 2 panels/Durability AN before needing to 'rest' - as in, not use Divide or any of the wings' powers - for half that Duration, a period refered to as 'Reset'.) -Special Vulnerability (For all its power, the bearer of Divine Dividing becomes vulnerable to the same weaknesses dragons might suffer from, inclduing Dragon slaying magic and weapons.) -Collapsible (Can be summoned and put away at will by its user.) -Exclusive (Sort of. Divine Dividing cannot be worn, or used, by one deemed 'unworthy' by Albion. What unworthy means is pretty much left to Albion to decide.) -Indestructible (As long as the dragon sealed within exists, the Divine Dividing cannot be destroyed.)----------------------------- Golden Throne: +10 to any power Travis uses so long as he is sitting on the throne inside his Palace ----------------------------- The Mutagen ooze of the TMNT verse. An highly reactive, mysterious chemical from another dimension, capable of mutating, merging and altering creatures in various ways. Used on humans/humanoids, it would mutate them with the DNA of the last living creatures or plants they touched, resulting in a mutant hybrid. Alternately, a human/humanoid affected by it who has not interacted with anything alive in a long time might end up mutating with inorganic matter instead. Used on most animals, it will result in sentient, humanoid hybrids. Used on insects and bugs, it will result in considerably larger insects and bugs. Used on already mutants, will result in larger, and more unstable humanoid hybrids. Used on vehicles or other inorganic objects, will result in sentient, animated vehicles or objects. He has enough ooze for 8 uses left in that one tube if used carefully. ------------------------------ - The Ark of the Covenant (A divine artifact downright created by God itself, serving as the container for the tablets of the Ten Commandments, and the symbol of humankind's covenant with God. It represents the Wrath and the Mercy of God Itself, and as such has various powers, described below. Unless mentioned otherwise, all powers are free from GP: Light of the Covenant (While opened, worthy individuals bathed in its light - i.e, within Area 3 of the Ark - regain 10 Energy per panel, lose all negative sitmods, and generally feel amazing and fully refreshed. On the other hand, unworthy, corrupt individuals will suffer the same effect as physically touching the Ark in the same light.)
- Touch of the Worthy (Grants 100w Character Creation stones - and an Extended Lifespan of 10 times as much as the creature's original lifespan - to anyone deemed worthy by the Ark through mere physical contact with the box, once. On the other hand, contact with the unworthy will act as Electrification of MN 1 to 20 depending on the being's unatoned for sins, of an Holy Light element, which will maintain itself for as long as the contact is maintained. NOTE: The two external handles can be touched safely by anyone.)
- Wrath of God (As Force Blast; a worthy user can open the Ark and demand judgment from God against the unworthy or the sinful. The effect of this blast can be as minor as a slap on the wrist, to total and complete annihilation of the target. The full power of this effect depends on the user's worthiness, reasoning for using it, intent and ultimately, God's will itself... but provided the user fulfills all said requirements, it could potentially kill anything instantly, and destroy up to an entire universe at once.)
- Mercy of God (AN 20 Effect; as Area Effect Magical Healing, Dispel Curse, Resurrection and general undoing of any negative or harmful effect. There is no other limit to its use than the usual 'May only be used by a worthy person', and 'May only use upon the worthy'.)
- Path of God (AN 20 Effect to negate any barrier, obstacle, or other obstruction to the path of a worthy owner of the Ark. This effect only requires the user to perceive the obstacle and trust in the power of the Ark to open a path.)
- Divine Intercession (As Destiny Force; represents a worthy user essentially praying to God for a desired outcome. The Ark being the symbol of the Covenant, it acts as a direct link to God, ensuring the prayer will be heard. And if the user is worthy, their prayer might just get answered there and then. Needless to say, this is an ability which probably shouldn't be abused, like most of the Ark's powers.)
- The Tablets of the Law (As the legend and holy scriptures state, the Ark of the Covenant does, indeed, contain the tablets of stone engraved by God Itself with Its Ten Commandments, engraved in ancient Hebrew.)
- Indestructible (The Ark was created directly by God itself. As such, it can only be destroyed, altered or otherwise opposed by God Itself, or Death Itself, God's opposite. No other deity, cosmic entity or eldritch abomination is potent enough to do so.)
----------------------------- -Enhanced Eye of the Outsider (AN 12 VS Intelligence to sense the deepest desires/fears/dreams of a sentient target within Range 10. Also, at user's discretion, may open a portal leading to an illusory pocket dimension of one such dream, effectively working akin to Create Illusions AN 12 effect affecting all senses. The dream dimension feels extremely real but cannot cause harm nor damage, and time and space outside of it are unaffected and still while the visitors are within. Furthermore, at Travis' discretion, he can freely bring people and objects in and out of the dream dimension - teleporting any 'passengers' within Area 20 with him through the portal; also, he has the option to NOT bring certain objects with them, if he so pleases, leaving them outside the portal for them to recover upon their return. Any such individuals/beings/objects become fully real, permanent copies of the dream versions in the real world as an AN 20 effect. All stones are free from GP and the artifact is indestructible. The eye is an artifact crafted from enchanted wood, crystallized void and the eye of a long dead prophetess; it is said to have been crafted by the Outsider itself; and was later modified by Travis Howlet Jr. to better suit his preferences.) -Dagon Sphere (A one use, consumable artifact-level weapon against gods/cosmic entities/eldritch abominations. Used against such a being, it will lower any and all Abilities/Actions/Modifiers by -3 - INCLUDING Power Level, Tier and the like. Any Invulnerabilities are temporarily disabled and replaced with a 'mere' +8 defense of the respective type, and the being suffers a -3 penalty to all Actions on top of all the rest. If killed while under the effects of the sphere, any Reconstitute Self powers of the being will be less effective, requiring 10 times longer before taking effect. Its effects last for 24 hours. The only defense against a Dagon Sphere is... NOT being a god/cosmic entity/eldritch abomination. However, upon a successful use, the sphere is destroyed. The Dagon Sphere appears as a simple, golden, glowing orb about the size of a human palm.) -Ring of Shooting Star (3 uses. A Divine-level artifact once belonging to Ainz Ooal Gown. This ring has the power to cast a near limitless version of the spell of the same name which allows the user to make a Wish, which is then automatically granted as per Full Phoenix Force, provided that doing so does not mess up the multiverse, at GM's discretion. The ring may be used a total of 3 times.) -Ring of Ainz Ooal Gown (As Teleportation AN 10; Interstellar Distances, Dimensional Travel, Only to travel to and around the Great Tomb of Nazarick and its surrounding area; Stones are free from GP. This ring was originally meant to facilitate movement across the Guild headquarters of Ainz Ooal Gown for the guild's members, and allows easy access to all floors, rooms and locations inside and around the tomb.) -The Twins Amulet (When activated, splits the user in two 'twins', one male, one female, both at -1 to all A/A/Ms in exchange for both being just as real as the other. The original's equipped gear is duplicated, but the twin only gets mundane version with no magical powers. If either is killed, the survivor will recover their lost A/A/Ms after 24 hours - and their original gender if the survivor was the twin - and will be able to split again.) -Rubedo Doll (As Voodoo Doll AN 12; usable on anyone the user has physically touched since the last 24 hours. Appears as a doll-like figure with porcelain skin, red hair, a red dress, pumps and wide brimmed hat. All that remains of Albedo's younger sister.) - Ginnungagap (AN 12, Int.bonus, Efficient, VS Hardness/Area/Weight/Technology AN/Highest AN/MN, whichever is higher, of target objects/matter to destroy them; stones come from GP except Int.bonus. Usable against organic matter, but cannot deal more than 1w of damage to living beings nor affect more than 1 stone of inanimate organic matter. Indestructible. A powerful artifact capable of destroying massive amounts of inorganic matter with ease, including magical and technologically advanced devices; at GM's discretion, artifacts or extremely powerful superscience items can be immune in some cases.) - The Throne of Kings (A huge, very tall, artifact level mystical throne made out of a single mass of obsidian. Stones are free from GP except Int.bonus. The throne allows its owner to use several powers while sitting in it, described below: - Survey your Domain (As Clairvoyance AN 12, Int.bonus, Cannot see the past or the future, only distant locations; to observe up to AN locations within the user's home or its surrounding grounds on their estate. Each location can be observed on a manifested 'holographic' screen which hovers before the user, and which the user can move around at will for convenience. User must be sitting on throne to use.)
- Countermeasures (Mastery of Matter/Energy AN 15, Int.bonus, Unlimited Create/Manipulate, Force Blast - Advantages as appropriate; Limited to creating defensive measures, traps or other methods to impede, counter and/or kill intruders or enemies. Can use at base Range 4, but can extend it through viewing screens of 'Survey your Domain'. User must be sitting on throne to use.)
- King's Divine Right (+5 to all A/A/Ms of the user for 6 hours after sitting on the throne for even a panel.)
-Exclusive (Only usable by the ruler of the home and owner of the throne.) -Indestructible) - Deck of Way Too Many F***ing Things (A.k.a the D.W.T.M.F.T, this major artifact appears as a normal looking deck of cards but actually includes about one card for every possible effect in existence, and pulling out a card allows the user to perform the effect on it. Its game mechanics are as follows: Card Drawing (When a user wishes to use the cards, they must state an effect they wish to accomplish and the GM will roll to determine whether the card is exactly the right one - a rare occurrence indeed; something close enough, or something either completely unrelated or even fundamentally opposed. Akin to Prescience, the user instinctively knows whether the card would be beneficial, neutral or harmful to their current situations and goals, and may choose to activate it or not.)
- Using the Card (Cards grant a +10 bonus to their corresponding effect, whether it is what the user intended or not. When activating a card, the user may pay stones in a single Ability and a single Action appropriate to the intended use; and those will add to the end result if the Ability and/or Action 'match' the drawn card's effects. Otherwise, the card's base 10 stones may still do the trick on their own.)
- Drawing Multiple Cards (At the user's discretion, they may spend 1 Action to draw several cards in order to have a higher chance of drawing an appropriate card. This roughly doubles the user's chances of getting something useful. Alternately, they could spend a whole panel searching through the deck for something useful, furthermore increasing their chances.)
-The D.W.T.M.F.T is indestructible.-SCP-500 (Medicine pills bottle containing 60x pills acting as AN 20 Magical Healing, Only to cure any disease or illness, natural or supernatural. Cannot be synthetized/replicated naturally or even through most supernatural methods.) - Brooch of the Void (Technically actually named the Jewel of Daevoth'Vecnachshusz - but likely never called that for obvious reasons - this mystical artifact in the shape of a dark grey metal brooch with a black as night gem set on it was spawned into the world when Travis Howlet Jr. transformed an eldritch abomination of pure madness, chaos and emptiness into an object. Naturally, the result was something which probably shouldn't be in the world of mortals just like its original self. Its stones are free from GP except for Ability bonuses, but each power requires an action to use. Its twisted powers include: 4th Dimensional Step (Phase Shift AN 1; may not use for 1 minute afterwards. For a brief moment, the user steps out of the known limitations of our universe in order to move unimpeded by it.)
- Children of Madness (Summoning AN 12, Int.bonus, Summons are always loyal to summoner; may only bring forth eldritch abominations. While they are loyal to the summoner, they are extremely dangerous to anyone else and known to cause untold destruction and suffering for fun.)
- Chimeras (Create Illusions or Illusions option of Telepathy AN 10, Int.bonus for the Telepathy version. May only manifest the deepest fears of the victim either into illusory projections or directly into their minds.)
- Disrupt Body (AN 10, Int.bonus Attack VS Dur + Magical Defense, deals no damage; paralyzes for 1 panel/red stone of 'damage'; actual effect basically inflicts the victim with completely out of control Stretching which causes them to be completely ineffective and unable to move their body in any useful way.)
- Impose Chaos (Hex Spheres AN 10; only to inject chaos into a target creature, object, area or event. The results of this are never under the user's control, and are typically rarely beneficial to those who suffer its effects, but pure chaos pretty much means anything could happen.)
- Nightmares (AN 10, Int.bonus mental attack VS Int + Mental Defense causing terrifying nightmares to a victim for 1 day/red stone of 'damage' after use.)
- Seed of Madness (As Pheromones AN 6, Area Effect 2; causes victims to suffer from a sudden fit of insanity, becoming very dangerous threats to themselves and those around them.)
- Spark of Insanity (Fear AN 12. Inflicts the target with a single instant of madness.)
- Voices of the Damned (AN 10, Int.bonus effect acting as Ventriloquism as up to AN, and a mental attack VS Int + Mental Defense causing Stun damage and a -1 to all actions for 1 panel/red stone of damage. Causes a mental illusion of hearing the suffering/dying/terrified voices of the target's loved ones.)
- Warp Size (AN 10 stones VS target creature's Durability or target object's Hardness/Weight/Area/Technology/Highest AN/MN, whichever is higher, to either shrink or grow it in size. The resulting effect is random, as is the intensity of the effect, but neither can exceed this effect's AN.)
-Creatures with less than a total of 20 in Intelligence + Mental Defense + Iron Will, or other appropriate Actions/Modifiers at GM's discretion, will take mental damage every panel they look into the gem on the brooch. Each 3 stones of damage will also cause the victim to acquire a permanent -1 psychological challenge, with further increments either adding to an existing one or adding a new one. -Indestructible-Meteoric Armband (Adds up to +3 to any supernatural, magic or superhuman power action to be split between Duration, Range, Area and to overcome Energy/Mental/Magical Defenses, but not to add to Effect. A dark greyish-black metal bracelet was set with three emeralds in a triangle shape.)
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Post by Hoots Rowlet on Nov 30, 2018 0:03:24 GMT -5
The Infinity Gauntlet & Infinity Gems
============================================= The One Ring
"One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them"
-Translation of the inscriptions on the Ring The One Ring is a terrible artefact of pure power, tainted by the evil of its creator, the Dark Lord Sauron of Mordor. It was forged in the very fires of Oroduin, born from a flawed alliance, created from a terrible betrayal. Under the disguise of Annatar, the Lord of Gifts, Sauron 'helped' the elves of Eregion and their leader, Celebrimbor, to forge great rings of power. Unbeknownst to them, at first at least, the future Dark Lord secretly cursed all such rings (except the Three Elven Rings, which Celebrimbor hid away from the traitor so he could not taint them) in such a way as to render them susceptible to control by a master ring, a ring whose purpose would be commanding the wielders of all the others... The One Ring. To create such a powerful artefact, and make it superior to all other rings of Power, Sauron had to put a large part of his own power in it. On one hand, it greatly enhanced his own power when wielding it, and it did have mastery over the other rings. On the other, when separated from it, his power was greatly diminished, as he was then a part of it. Thankfully, as long as one lived, the other couldn't be fully destroyed. Even if Sauron's form would be destroyed, he would eventually return in another form, recover his ring and rise to power anew. The only way to end the circle would be to melt the Ring in the fires of Oroduin, its birthplace, and then both it and its master would perish. The One Ring's powers do not only benefit its creator, however. Most anyone who could wear the Ring would benefit from at least part of its powers, although how much it granted depended on the Bearer's stature, their personal power, and their willpower. For example, a simple hobbit with no unusual abilities would merely benefit from increased longevity and the ability to turn invisible while wearing it. However, a grown man would gain much power from it. An elf would become extraordinarily powerful, whereas a Maia, Elf-lord, or some lords of Númenórean heritage could become nearly invincible. As the Ring also enhanced one's skills and powers, it would make a talented swordsman into a formidable one, a powerful wizard into a terrifying one or a charismatic noble into one anyone else would follow in the deepest pits of Hell. The One Ring's look are disarmingly simple. It actually has elaborate elven sigils on its sides, which translate to "One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness, bind them." However, those letters only appear when the Ring is exposed to a flame for a few seconds. In game terms, the One Ring's effects are as follows: - Longevity: If the Ring-Bearer is Immortal, this effect simply doesn't apply. However, if the Bearer is of a mortal species, they gain Extended Lifespan, allowing a normal human who'd only live for around a hundred years to live for centuries. However, extending one's life like this will make its Bearer's soul feel thin and stretched, until life becomes unbearable. Eventually, the Bearer would still die and become a Wraith (see below).
- Speak/Understand the Black Speech: A basic effect of the Ring is allowing the Bearer to understand, and be able to speak the Black Speech of Mordor and of the Servants of Sauron, a dark language which none of the Fair Folk can hear without pain, and which frightens even gron, wise, strong men.
- Invisibility: When worn, if the bearer so wishes, the Ring will allow the user to turn Invisible up to AN 8 by entering the Wraith-World, between that of the Living and the Dead. While in the Wraith-World, the Bearer is Invisible - as the action - to the eyes of the living and a glowing white wraith to other spirits or one with the ability to perceive them through some means or another. They can also fight phase-shifted/incorporeal opponents in that world as though they were solid, making them capable of even defeating other wraiths and ghosts in direct combat. NOTE: Although a user is very much invisible when using, they still cast a faint, indistinct shadow. A person aware of that and looking for an invisible Ring-Bearer can use their Intelligence to beat the AN of the Ring's Invisibility, reduced to 4 against this particular person. Also, a weaker Bearer has no control over this effect and enters the Wraith-World the moment they put on the Ring.
- Commandment: A user whose stature and power is sufficient is capable of making lesser beings obey their every command, provided they are capable of understanding them. In effect, if the Bearer can make themselves understood by the target, they can use the Ring to perform a Project thoughts/Control others-like effect of 10 + Social Skills (user only pays for the latter) attack VS Mental Defense. If the target fails, they are forced to obey, and do whatever is asked of them, even if doing so would go against their beliefs or values.
- One Ring to Rule Them All: The main purpose of the One Ring in Sauron's plans is for the One Ring to unconditionally ruling over the other Rings of Power. A wearer of one of the men's Nine, the dwarves' Seven or any of the Lesser Rings later forged by Sauron is automatically subject to this effect. If a person comes across one of the aforementioned rings and puts it on, they are automatically (and with no cost to the user) the target of a 5 stones + User's Social Skills attack VS Intelligence. Failure to defend means the victims is enslaved to the One Ring's Bearer. They will obey the Bearer's every command, the Bearer will always know their location, their thoughts, have control on their powers and actions... basically, they become the Bearer's puppets, who will allow them to do as much - or as little - on their own as they please.
- Empowerment: The One Ring amplifies any inherent power, skill and ability of its wielder when worn according to the level of power in question. Any A/A/M, be it physical, magical, mental or energy in nature, will receive bonuses as follows, counting as Modifiers: +1 for an AN/MN of 1-3, +2 for an AN/MN of 4-6, +3 for AN/MN 7-9, and +5 to any AN/MN action/Modifier of 10 or higher. It only applies once per action according to the highest value (so using Close Combat 7 + Strength 3 will grant a +3 modifier, as would a Close Combat 3 + Strength 7), but otherwise applies to all actions (so using a Social Skills of 6 and Acrobatics of 3 in the same panel would yield a +2 for the Social Skills. and +1 for the Acrobatics). This Modifier does allows a user to exceed an AN/MNs normal limits (for example, a person with 3 in Strength wearing the Ring as they lift an object, receiving +1 from the Ring, would be able to lift up to 2 tons, not 1,000 lbs).
- Mental Authority: Allows user to actively use the action 'Telepathy' at AN 10 (Int.bonus, Efficient) with the following options: Telepathic communications, Illusions, Mental bolts, Generate Pain by touch, Empathic projection (Fear, Hatred, and other negative emotions).
- Acute Hearing: The Ring has the ability to enhance the user's Hearing by up to +3, at the cost of lowering their Sight by the same amount. This effect can be changed at will once every panel.
- Terrifying Presence: The Bearer can both alter their own appearance to a more frightening form, or terrify victims with sheer malevolence from the Ring. In game terms, it allows use of the action as Shape Shifting AN 8 (only for more frightening/impressive forms), and/or as Fear 10 (Efficient).
- Dark Lord Emergence: If a being of great power takes and uses the Ring with the intent of actively making use of its powers while the former Dark Lord is 'dead' and not yet fully back to power (i.e, hasn't regained the Ring yet; see Undying Evil below), the being who took it may very well become a new Dark Lord, and become the Ring's new master. If that happens, the Ring will imbue the user with power and transform them to a darker/more powerful version of themselves, as per a use of Metamorphosis 10 + Intelligence bonus, granting any A/A/M bonuses and body form as seems appropriate. This change is permanent, until the new Dark Lord is killed (see Undying Evil), and the Bearer still benefits from the Ring's other powers as normal, except it is no its true Master. Most Dark Lords have a terrifying appearance; Sauron's own is of a dark, terrible humanoid of huge size wearing a terrible, black armor with spikes and dark plates. If the user's corruption hadn't reached -5 yet, it definitely does now, along with at least -5 worth of additional negative/evil challenges of various types, unless the Ring's master is unaffected by the corruption (See 'Innocence Immunity'). NOTE: This 'permanent' Metamorphosis is lost if the Dark Lord loses the Ring, reverting to its weaker, normal form.
- Undying Evil: The Dark Lord of the Ring cannot truly die when protected by the Ring's existence. If they do die, they will reform in another shape, another body as per Reconstitute Self, but lose -2 to all A/A/M, until they recover the Ring and their full powers. That Reconstitution can take time, and will often leave the fallen Dark Lord away from the Ring. It is possible for a Dark Lord to vanish for good and die if a new Dark Lord rises (see Dark Lord Emergence) and the former one is killed in his weakened form. If no new Dark Lord has risen and the Ring still remain loyal to its owner, then the fallen Dark Lord will simply rise again in a new form, unkillable until the One Ring is destroyed or a new Dark Lord rises.
- Power of Mordor: Within the lands of Mordor, the Ring's power are drastically enhanced, and all of its effects gain +2 as long as the Bearer remains within its borders.
- Lure of the Ring: The Ring brings about the desire to possess it from those who see it, as a 10 stones effect VS Mental Defense. Also, once wielded, the Bearer usually becomes jealously possessive of it, and must be able to resist a 15 stones effect VS Mental Defense whenever someone else shows a desire for the Ring or tries to touch it without the user's express permission. Failure to resist might cause the Bearer to react aggressively or negatively.
- Corruption: When worn by someone other than the actual Dark Lord, a Bearer of the Ring will suffer corruption slowly but surely, with increasing corruption with greater use of the Ring's powers. Almost never using it makes this corruption build up very slowly, in decades if not centuries, whereas using it every day 5 or 6 times would speed the corruption up dramatically. The speed at which it is gained, being more a story device, is subject to the GM's will, and is represented by a Challenge of -1 (slightly corrupted) to -5 (almost dying and turning into a Wraith, like Gollum was at the end). Changes in appearance become possibly at higher levels (-3 to -5), causing possible Looking Non-Human challenges to happen). NOTE: Some users are unaffected by the Corruption (See 'Innocence Immunity').
- Malevolence: When separated from the current Dark Lord, the Ring will strive to return to him. It will attempt to manipulate events in subtle ways, either drawing individuals to it, driving them away, or changing in size to try and escape a Bearer it decides to abandon. Those effects are more of a story-driven event and are to be used by the GM as necessary. They are of course turned off when worn by the actual Dark Lord, to whom the Ring obeys completely.
- Wraith Curse: A Bearer susceptible to the Corruption of the Ring will eventually wither away and 'die', only to be brought back by the Ring as a dark wraith under the Dark Lord's power. The powers of such a Wraith varies and depend on the user, but the Nazghuls, who suffered this fate, are no doubt the most feared and terrible servants of the Dark Lord, and are a good hint at the threat such creatures pose.
- Innocence Immunity: Some beings or individuals of formidable power, absolute innocence or unequaled purity are actually capable of ignoring the Ring's corruption, although they may still benefit from its powers. In fact, such a being could technically become a 'Dark Lord' as per the Ring's powers but remained uncorrupted. Such beings are incredibly rare, but are able to wield the Ring without even activating its effects, or activate it without suffering its corruption. Such individuals also automatically see through the Invisibility effect of the Ring. One such immune being was Tom Bombadil.
- Sauron's Affinity: If Sauron is the Dark Lord and wearing the Ring, all of his A/A/M receive an automatic +1 modifier. However, if he loses the Ring, he suffers a -2 to all A/A/M if it is lost. This only applies to Sauron as he's the one who put so much power into making the Ring in the first place. Another Dark Lord wouldn't benefit/suffer from this.
- Limited Power: The Ring's powers do not work on Valars, Greater Gods, Cosmic Entities or beings of similar levels of power. GM's call whether or not a given being is powerful enough to be immune.
----------------------------- -Orange Power Ring (The source of Travis' Orange Lantern powers, and one of the 'Greatest Weapons in the Universe'. Possibly the most powerful of all Power Rings aside the White ones, powered by the wielder's avarice, and limited only by its user's imagination. Unlike most other Rings, the Orange Power Ring draws its power directly from the Orange Lantern Central Power Battery, on top of the wielder's avarice and the energy absorbed by the Ring itself, allowing for nearly immeasurable amounts of energy. The Ring never runs out of power, and yet the user never feels like it has enough, as the Ring can gorge itself on energy up to 100,000% its normal capacity.)
Orange Power Ring: 35 (Int.bonus) -Efficient -May rearrange Wielder's Ability/Action numbers at will (to up to AN), and Grants the user 2x AN Free red stones of Energy per panel -May use to perform any Physical, Energy or Magical action -Force Blast (Base Range 5, with free options up to half this action's AN, rounded up. More options may be gained by paying for the additional CL modifier. Element is either Orange Energy, or whatever energy the wielder is manipulating at the time; the variable advantages reflect this versatility.) -Free Force Field at AN (not doubled, though its strength can be increased by actively shifting stones from this action in defense) when worn -Energy Constructs (may create matter made of orange avarice energy, including weapons, vehicles, just about anything the user can imagine. Objects thus created must be maintained by spending 1 stone/panel, although this does not require an action. The only exception is living beings; even the Power Rings cannot create life out of nothing.) -Manipulate Time, Matter, Energy -Wormhole/Spacial Warps (As Teleportation; May teleport interstellar distances; May also teleport to other dimensions, but doing so empties the energy reserve of the Ring, and leaves the user fatigued; -1 to all actions for an hour. Must pay stones for each "guest".) -Phase shift -Holographic Projector (As Create Illusions) -Time Travel at AN -Self-Contained Lifeform -Grants Flight at AN 10, May reach AN 11 if used solely for this (though shifting stones in defense is still allowed), as its separate action box. Perfect maneuverability. -Energy Twin (As Astral Projection; the user's "twin" can only be detected by other Power Ring bearers, or the Guardians of the Universe.) -Mind Alteration (As Telepathy with "Telepathic communication", "Edit memories", "Project thoughts", "Repair minds", "Create links with others", "Psychometry", and "Mental Bolts". The latter 'option' is more of a voluntary misuse of the Mind altering powers of the ring, and is rather frowned upon by Lanterns in general, for while altering memories is sometimes necessary, harming a person's mind is considered an unnecessary evil.) -Empowered by Avarice (Represented by one's Wealth, as the more an Orange Lantern has, the more they want. An Orange Lantern can put an additional number of stones in this action equal to their Wealth rating, up to this action's AN, whichever is lower, as their avarice powers their ring to even higher levels.) -Energy Absorption (As Improved Drain Energy, '2x damage'. May drain energy from almost any source, be it other Power Rings', other Lanterns' constructs or effects, normal energy sources, magic, etc. If used against an Energy construct, will disrupt and dispel it if user beats the effect stones with their own. The only things the Orange Ring cannot draw energy from is Blue Lantern and Star Sapphire Lantern's energy constructs, because Avarice can neither extinguish Hope nor defeat true Love.) -Identity Usurpation (This power allows the user to consume the body or Power Rings of those they kill, stealing away their 'identity' for the user to made do with as they see fit, usually for the creation of an Energy Avatar (see below).) -Energy Avatars (Using consumed identities absorbed via the Ring, the user can create Orange Lantern avatars of those so consumed, making a perfect clone of themselves, but with an Orange Power Ring and the powers of an Orange Lantern, except that they are entirely under the power of the original Lantern and obey their every orders.) -Xenolinguistics (As Universal Translation) -Wielder has an Enhanced Healing Factor; may also grant an Accelerated Healing Factor to others by using the ring's influence upon them. -Universal Scanner (As Cybernetic Senses at a MN equal to this action's AN) -Material Alteration (the wielder's clothes can be altered/covered/replaced with a suit made of the Ring's energy. While it has a standard appearance of a skintight jumpsuit of a bright orange color with the Orange Lantern's symbol on the chest, it can look/be changed like anything the wearing desires, to fit a situation, a whim or for the sake of it. Regardless of its form, the suit grants a +1 [ex: light clothes, swimsuit] to +3 bonus [fully armored form] to defense, is No AP and can't be destroyed.) -Emergency/Homing Beacon (allows the wielder to send a distress/homing signal to other Ring bearers, along with a short message explaining the situation) -Self-Contained Lifeform -Pocket dimension (access to a Pocket dimension within the ring, of an Area of AN. The wielder can either use it as a storage unit, and/or to enter it physically [even bring along allies] for whatever reason. Within the pocket dimension, the wielder can create anything and do anything, but it cannot be used for offensive/harmful purposes [although it could be used to train]) -Near-limitless data storage unit (as Photographic Memory) -Near-limitless databases (As PCPT +3, lore on most any subject or so) -Ring Duplication (the Orange Power Ring can create brand new Orange Power Rings by creating a perfect duplicate of itself, but no self-respecting Orange Lantern would do that for someone else.) -Security Protocol (only obeys its true wielder, cannot be used by anyone else, unless the true wielder allows it. As Exclusive.) -Orange Superiority +3 (Adds to effects/defense of user against Magic or Green Lantern powers)/Orange Weakness -3 (Reduces effects against Blue or Violet Lantern powers, and lowers their defense against such effects) -Ring is Indestructible
-------------------------- Stone Mask: When worn and in contact with blood. The user is transformed into a JoJoverse style Vampire in body and mind. Stone Mask with Red Stone of Aja: When worn and exposed to large amounts of UV light a Vampire is transformed into an Ultimate Lifeform. ------------------------ - Mother Box (A sentient, autonomous computer; the former to such an extent that Mother Boxes can be literally considered to be part living being, part highly advanced machine. It appears as a small box-like device made entirely out of electromagnetic components and circuitry, about the size of a brick. It is powered by the Source, which is essentially another name for the infinite power and energy originally used in the creation of the Multiverse. NOTE: Directing the box requires an Action from its user but no stones; all uses of the Box are paid from the GP unless a user decides to use their own Intelligence bonus over the Box's own A.I. The Box's powers include, but are probably not limited to (read below), the following: - Super-Computer (As A.I 10, Biocomputing AN 8, Computers AN 12, Concentration AN 10 (Int.bonus) and Photographic Memory; the most basic ability of the box is to act as a super-computer capable of extremely complex operations and calculations in addition to an effectively unlimited hard drive memory for data.)
- Communicator (AN 10; pay stones for Range, with 10 providing unlimited Range as long as the target is in the same universe. A Mother Box can communicate to anyone within hearing range with its beeping noises which somehow are automatically understood by the intended recipient as though it spoke in their native language. Additionally, it can contact any emitter-receiver like device such as phones, computers, communicators and the like from afar using stones VS Range as stated above.)
- Extensive Databases (AN 12, Int.bonus, As Business, General Knowledge, Genetic Engineering, Medical Healing, Technology; Only to provide knowledge on most any science, technology, and most known subjects.)
- Sonic/Holographic Projectors (As AN 8 Create Illusions; Allows three-dimensional, realistic projections with near-flawless sounds. Mother Boxes use this ability to perform dozens of different feats or general uses such as creating a 'screen' for pretty much anything a normal computer could do, playing music or whatnot.)
- Sensors (As Cybernetic Senses, Sonar Senses and Sense Power at MN 10. Mother Boxes are capable of scanning with literal dozens upon dozens of different sensors and scanning systems. If doing absolutely nothing else on the same panel, a Mother Box can be used as per Cosmic Awareness for even more extensive scanning.)
- Translator, Universal (As the modifier of the same name. Mother Boxes can translate pretty much any language, code, or form of communication native to Earth or anywhere else in the Multiverse. Even in the case of entirely new languages not included in its databases, the Box is capable of identifying patterns and meanings and translating most of them in mere minutes, be they spoken or written.)
- Flight (AN 8; if necessary, a Mother Box is capable of self-propelled flight to move about of its own accord.)
- Mastery of Matter/Energy/Gravity (AN 12, Int.bonus, Unlimited Create/Manipulate, Force Blasts - With multiple possible advantages depending on Energy/Matter/Effect used; Area Effect at AN with Fine Control advantage)
- Telepathy (AN 10, Int.bonus, Edit Memories, Empathic Projection (Any Emotion), Empathy, Psychometry, Read Minds, Repair Minds, Telepathic Communications)
- Take Over/Control/Evolve/Animate Machines (AN 10, Int.bonus, either As Telepathy with Project Thoughts/Control Others, Possession; as Summoning (Only to animate Machines); or as Metamorphosis (Permanent), all usable on Non-sentient Machines only)
- Boom-Tubes (As Teleportation AN 10, Interstellar Distances, Interdimensional Travel, See through portals, May open portals for others to return, Needs not travel to send others; Must open a portal to use; Causes a loud 'Boom' noise when used to open a portal, hence the name.)
- Clairvoyance (AN 10, Int.bonus, Can perceive through time regardless of physical proximity. Mother Boxes are capable of scanning even the past, the future, faraway locations, and possibly even alternate universes or dimensions.)
- Healing/Energy Tranfer/Sustain Life (As Mutant Healing AN 12, Int.bonus, Can heal up to 2x AN White stones of Health per day; May regrow limbs/lost organ for a 3w of Health equivalent. Alternately, the Box can provide its user or a selected ally within Range 4 with this action value in its own energy for whatever purpose they please. Finally, by paying stones VS the target's Durability + Duration in 1 panel/stone, the Mother Box can prevent a lethally injured being from dying until it is healed or the duration passes.)
- Resurrection (AN 10, Int.bonus, Stones VS Durability + Duration since death on the D&R chart; success allows a Mother Box to resurrect a dead creature back to life at GM's discretion.)
- Power Bestowal (AN 10, Int.bonus, as Imbuement, Usable on Sentient beings only, Permanent, Up to AN uses per day.)
- Gestalt (AN 10, Int.bonus; Stones VS Durability + Intelligence of target Sentient beings or a mere 2 stones for each if they are willing - to merge them together permanently into a single, stronger entity with the qualities of both and then some.)
- Danger Sense (As Prescience/Enhanced Senses (Sense threats) at MN 10)
- Other uses (AN 8-12, Int.bonus if appropriate, GM's call; this is a 'one size fits all' option for other possible uses of a Mother Box. If it's not covered in other options, the player can suggest a use, and the GM may decide to either allow it this once, or make it a permanent option of the box, in which case it can be added to the other options described here.)
- Life Support, Permanent (Can provide permanent life support for a single living being in hostile environments, providing nourishment, water, air - or other necessary gases/matter depending on the organism - artificial rest, and disposal of body waste, as well as Heat/Cold/Radiation Defense +8, effectively allowing survival in extremely hostile surroundings including space, the bottom of the ocean and heavily irradiated locations.)
- Unconditional Love/Loyalty (Towards its master/user, as per a -3 Challenge.)
- Near-Indestructible (Mother Boxes are nearly impossible to break or destroy, usually requiring beings with powers or devices of a similar level of destructive potential as their own or superior in order to successfully destroy one.)
------------------------ Enkidu The Chains of Heaven Rank: A++ Cost: 9 stones to manifest (GoB)
Gilgamesh's most trusted Noble Phantasm, and the 'greatest secret' stored in the Gate of Babylon. It is a seemingly endless weighted chain with a pointy spear-like end which is made to bind the Gods so they cannot escape, making it one of the few Anti-Divine weapons in existence. While even stronger against Divine targets, it still feels as a 'tough chain' against non-divine targets such as Rider/Iskandar, and a regular human like Shirou Emiya was completely helpless against it. Enkidu can be taken out of the Gate of Babylon entirely if Gil so wishes, or she can simply summon part of it from the Gate. It can be summoned from anywhere the Gate can reach, and then reach, elongate and contract without known limit at will. Alternately, multiple individual sections can be summoned as its user pleases. When used to immobilize a target, the weapon will usually bind the victim's weapon, limbs, shoulders, neck, and abdomen, rendering them fully immobile. Once immobilized so, the King of Heroes usually skewers the helpless victim with dozens of weapons from the Gate, leaving them completely at her mercy. Additionally, it is important to mention that Enkidu is so powerful that it has been known to negate the effects of a Command Spell used to summon a bound Servant, an effect which is known to border on True Magic and Reality Alteration. All in all, Enkidu's capabilities are as follows: - Tendril Whip AN 12 (Int.bonus and Enkidu Blade Wpn.modifier, Super-Efficient)
- Binding AN 10 (Int.bonus, Efficient, Atk VS Agility+Reflexive Dodge to immobilize with a Str of AN, See 'Anti-Divine Factor' below. 1 stone per panel to maintain once bound. If Gil wills it to, she can command the chain to constrict and grind against the victim mercilessly, causing an Attack of AN VS Durability dealing up to 1w of damage per panel.)
- Enkidu Blade (The blade at the end of Enkidu's chain functions as a +3, 2x damage, Limited AP weapon modifier, which can both be used as a Close or Ranged Combat weapon, or as a Tendril Whip if controlled from afar with the Noble Phantasm's own power.) See 'Anti-Divine Factor' below.)
- Anti-Divine Factor (The effective Strength of Enkidu's Binding effect, and the weapon modifier of Enkidu Blade, will increase depending on the level of Divinity of the target, and decrease against fully non-Divine foes. They are both effectively lowered by -2 against a target with no Divine nature whatsoever, but are increased by 1 against beings with a distant connection to Divinity (such as Saber/Artoria who was blessed by the Lady of the Lake), 2 against Demigods or creatures downright created by Gods, 3 against beings who are almost fully Gods such as Gilgamesh herself, 4 against full on Deities, and 5 against 'Overdeities', such as Zeus, Odin, Ra, etc.
- Indestructible (While it can appear to break if someone breaks through with brute strength, for example, Enkidu will be summonable as though nothing happened an instant later. Its blade is indestructible and its chain is effectively unlimited in length, so breaking it will not destroy it.)
---------------- - The Skeleton Key (A very powerful Daedric artifact created by - and literally part of - the Daedric Prince Nocturnal in the shape of a large, unusual and ancient looking key-like device, with the ability to 'unlock anything'. While most people usually don't know any better than to only use it for its most basic purpose - unlocking any existing lock with ease - it is but the simplest and least potent use of its powers. In the hands of a more imaginative user, the Skeleton Key is one of the most powerful and versatile artifacts in Mundus. Unless stated otherwise, its stones come from GP, unless it has an Intelligence bonus, which the user pays for themselves; either way, using the Skeleton Key requires an Action. Its powers include the following: - Barrier Unlocking (AN 12 Effect VS a Force Field, Barrier or other to pass through freely via unlocking passage through it.)
- Labyrinth Unlocking (AN 12 Effect VS Difficulty of a labyrinth to immediately locate the way out and be able to follow it flawlessly.)
- Limits Unlocking (As Kaioken at AN 12, with Super Kaioken option. This effect allows one to exceed their normal limitations considerably past their normal level, allowing them to generally perform unbelievably well and way beyond their usual expectations. However, it is still quite dangerous just like Kaioken itself is, as going beyond one's )
- Potential/Power Unlocking (As Imbuement AN 12, Can Imbue Objects and Creatures, Can have more than one Object/Person imbued at a time, Imbued Powers are Permanent. Alternately, usable as Reinforcement at AN 12, Int.bonus, to temporarily boost objects or creatures' existing powers/abilities/skills instead of granting them new ones permanently.)
- Secrets/Knowledge Unlocking (As Clairvoyance AN 12, Int.bonus, May perceive through time regardless of physical proximity. Essentially unlocks secrets and knowledge from the present, past and future.)
- Strengths/Weaknesses Unlocking (As Sense Power/Enhanced Vision (Analyze Power) at MN 12. The Skeleton Key is capable of 'unlocking' access to sensing other being's power and weaknesses.)
- Summon Unlocking (As Summoning at AN 12, Int.bonus, Needs not maintain, to unlock passage from a given entity's location to the user's own, allowing them to 'summon' such beings. This effect could potentially bring forth any creature, including people, animals, demons, angels, spirits, ghosts, gods, and so on, as long as their Durability is inferior to this effect's AN.)
- Translocationial/Dimensional/Temporal Unlocking (As Teleportation, AN 12; with Interstellar Distances, Interdimensional Travel, Time Travel, Can see through portal, Doesn't have to travel to send others, May open portals for others to return options. Alternately, also usable as an AN 12 Effect usable to access more metaphysical "locations", such as a dream, a person's thoughts, someone's memories, and the like. The Skeleton Key can potentially unlock portals to any location including other planes such as those of Oblivion, Heaven, Hell, alternate universes and so on.)
- True Form Unlocking (AN 12 Effect VS Durbility or Intelligence, whichever is lower, to unlock a target's 'true form'. At GM's discretion, a given being may have a 'true'/Sealed/real self, potentially prevented from manifesting due to any number of reasons. This power allows the user to unlock said true form and bring it forth. Examples: Shiki Ryougi's true form is Akasha, and Moka Akashiya's Inner, silver-haired form is her true self; the Skeleton Key can bring them fully into action with a touch.)
- Universal Unlocking (AN 12, Int.bonus, Effect VS the Difficulty of any "lock"/access-preventing device, regardless of its nature or technological level, be it mechanical, digital, magical, metaphysical, ancient, futuristic, and so on, including security systems and so on, to unlock it in a single panel regardless of its Resistance. If necessary, the Skeleton Key transforms itself in the form most fitting to unlock whatever it is unlocking.)
- Etcetera (Probably countless other possible effects at GM's discretion, typically via an AN 12, Int.bonus VS Resistance. The Skeleton Key can unlock essentially anything, including concepts, emotions, causality, probabilities, and so on and so forth. The true potential and limits - or lack thereof - of the Skeleton Key are pretty much unknown.)
- Indestructible (The Skeleton Key is literally part of the Daedric Prince Nocturnal, and it cannot be destroyed for as long as she exists.)
-NOTE: For all of its power and fantastic range of possibilities, the powers of the Skeleton Key are limited to what the user knows or realizes it is capable of.------------------------ -SCP-914 (Known as 'The Clockworks', and identified as O-117 in the H.R.C.P Institute files, SCP-914 is a huge machine of gears, pulleys and other mechanical parts with a large front panel and two booths, labeled 'Intake' and 'Output'. When an object is put in the former, and the key is turned, the object will go through the machine and reappear in the Output booth, altered in some way depending on the chosen setting out of five: 'Rough', 'Coarse', '1:1', 'Fine' and 'Very Fine'. The former too tend to degrade the item, the latter two refine it, and 1:1 typically returns something of roughly similar value and use. The end result is never guaranteed, however, and is entirely subject to GM's call.) -SCP-294 ('The Coffee Machine, known as O-198 in H.R.C.P Institute files, is a seemingly normal looking coffee machine, with the only difference being an entry touchpad with buttons corresponding to an English QWERTY keyboard. Depositing 50 cents US in the coin slot will allow the user to enter the name of any liquid using the touchpad, upon which a standard 12-ounce paper drinking cup is placed and the requested liquid is poured. NOTE: ANY liquid. The machine will generate pretty much anything one could imagine in liquid form. This can potentially be very dangerous should someone recklessly requests things such as antimatter or nuclear fission.) -The Poke Machine... a device with two pods, and a control panel with 18 settings... 1) Clone - Instead of transforming a Pokémon from the first pod to the second, this would create a new one from the first's DNA. 2) Switch Regional Form - This setting would allow him to change a Pokémon to another regional form, such as a regular Ponyta to a Galarian one. 3) Revert to Egg - This would revert a Pokémon to Egg form, allowing them to essentially be reborn and start anew from level 1. 4) Allow/Disallow Evolution - This setting allows to prevent a pokémon evolution, or allow it if it was prevented before. 5) Trigger Evolution - This setting would trigger an evolution if possible. 6) Revert Evolution - This setting would revert a Pokémon to a previous evolution stage if possible. 7) Power Up - This would level up a pokémon. Available settings are 1, 5, 10, 20, 50 and 100, but apparently the machine can level pokémon beyond 100. 8) Power Down - The reverse of Power Up, down to a minimum of level 1. The settings are the same. 9) Unlock Gigantamaxing - This allows a pokémon to Gigantamax instead of Dynamaxing. Apparently, even if a pokémon does NOT have a Gigantamax form, the machine would create one. 10) Speech Ability - This setting allows the resulting pokémon to speak as humans do. 11) Switch Gender - This would switch the gender of a pokémon. 12) Increase/Reduce Size - Allows for alternate sizes, either larger or smaller. 13) Shinyize - Can make pokémon Shiny. 14) Deltarize - Can create different types pokémon, such as Ghost/Dragon type Charizard. 15) Nuclearize - Turns a Pokémon into a Nuclear version of its base form, altering its appearance, secondary type - or adding one - to Nuclear, and granting them Nuclear type movesets. 16) Humanize - Turns a Pokémon into a human/pokémon Hybrid. 17) Normalize - Negates the effects of Shinyize, Deltarize, Nuclearize and/or Humanize. 18) Held Item - Allows a Pokémon to come out of the machine holding an item. Amusingly enough, this COULD be an item from the Pokémon verse, or it could be something mundane and ordinary such as a hamburger or a baseball bat. A keypad allows one to type what they want to have the pokémon hold. ------------------------- -The Silmarils (Also known as the Jewels of Fëanor, were crafted from the Two Trees of Valinor, Laurelin and Telperion, before the First Age even came to be. They hold that last remaining light of the trees, and are as such some of the most potent artifacts in all of Arda's history. They appear as hard, bright crystals of Silima, golden and silver in color, glow of the light contained within amd are of unparalleled beauty and craftsmanship. While pure, beautiful and powerful, they nonetheless tend to inspire unnatural lust for their possession. Unless mentioned otherwise, their stones come from GP except for Ability bonuses. Their powers include: - Unearthly Beauty (AN 10 Empathic Projection - Joy and Awe. Any of the Silmarils is beautiful so beyond measure, that merely gazing upon them inspires and pleases most anyone, even the coldest and heaviest of hearts.)
- Cosmic Power (As Power Cosmic AN 8, 12 or 15 - depending if the user has one, two or all Silmarils - Int.bonus, Efficient. Their effects may have Duration and Area Effect of up to AN.)
- Varda's Blessing (AN 6, 8 or 10 Hex Sphere-like effect - depending if the user has one, two or all Silmarils - to affect a creature, object, effect, area or location with the purity and hollowed light of the Silmaril. This could have any number of effects, typically having to do with some sort or form of purification of the target, enhancing beauty, vanquishing evil and supporting those with pure hearts.)
- Dispelling (AN 8, 10 or 12 - depending if the user has one, two or all Silmarils - to dispel various powers, spells and other active supernatural effects such as illusions, barriers, curses, and so on.)
- Protection from Evil (+6 VS Dark/Evil/Undead/Demonic powers, spells and effects.)
- Fate of Arda (Should the world ever be brought to the edge of darkness and destruction, when all hope would seem lost, shattering the three Silmarils will release the light within, revive the Two Trees and restore the world to a new age of Eternal Bliss. Whether this is literal or not is unknown, nor is it known whether it would only restore a single planet or an entire universe, but it is believed that the Silmarils do hold that power.)
-Near-Indestructible (While it is known for sure that the Silmarils are not fully indestructible - in fact, their ultimate purpose would only be done should they be broken - they are nonetheless very resilient to damage. It would take one of much power, an artifact or very potent, ancient magic to destroy a Silmaril.) -Harmful to Evil (The Silmarils, for all their power and purity, and while they can be used by evil beings, touching them is another matter entirely. Direct skin contact to a Silmaril will cause 1w of damage/panel to an Evil/Dark/Undead/Demonic being; that damage must be healed at natural healing speed, with no magic or powers speeding it up. Luckily, touching them through clothes, held objects and other such means will prevent such harm, and their power may still be used even without such contact if the gems are set or mounted on an object.) -Unnatural Appeal (The beauty and purity of the Silmarils makes it difficult to gaze upon them and not feel a strong desire to own them. Those pure of heart may shrug this effect off, most other people will long for them, and those of evil nature would know no peace until they possess or alternately destroy them. At GM's discretion, some powers or abilities might either prevent this, or free a target from this influence.)-Dark Scrolls of Angband (Contain extensive knowledge of the dark arts of the Enemy, including Sorcery, lore and methods of crafting various vile weapons and enchanted items, methods to twist and corrupt creatures into various fell beasts and creatures, or raise them as undead. Obtained via Morphing the Balrogs of Morgoth.) - Kanai's Cube (A powerful mystical artifact created by the Horadrim mages from the world of Sanctuary. Its creation was marred by the maddening rituals and dark magics required to enchant it, making it a dangerous object in the wrong hands, but a very potent item should its owner be strong-willed enough to use it safely. The Cube has several powers, including a pocket dimensional storage, the ability to combine or transmute items, the ability to disenchant magical items to grant their powers to creatures, among other powers, described below. Stones are free from GP, except Ability bonuses if applicable. - Dimensional Storage (As Hammerspace AN 10. The most basic ability of the Cube allows it to contain a fairly massive amount of matter and objects.)
- Enchantment (AN 12, Int.bonus, Effect to enchant non-magical items into magical ones. Each stone provides 5 creation stones to create enchantments on a given item. The user has some measure of control, allowing them to 'request' for specific enchantments. The results are left to GM's discretion, but the Cube tends to grant the requests of powerful users.)
- Enhancement (AN 12, Int.bonus, Effect VS Resistance, to empower existing objects' powers into a stronger, further empowered version of it. In effect, each stone played adds up to 5 creation stones to enhance an object further, be it technologically and/or mystically. The user has some measure of control over what they get, allowing them to 'request' certain results. The end results are left at GM's discretion, but the Cube tends to grant powerful users' requests when improving items.)
- Extraction (AN 12, Int.bonus, Effect VS Resistance to disenchant an object, and grant its powers to a creature permanently for them to wield instead.)
- Restrictions Removal (AN 12 Effect VS Resistance to alter an object within the Cube to remove or lessen a 'restriction' set on it. For example, a magical item usable, say, only by a specific person could be made to be usable by anyone, or additional people.)
- Transmission (AN 12, Int.bonus, Effect VS Resistance to extract powers from an object and transfer them to another object, within the Cube.)
- Transmutation (AN 12, Int.bonus, Effect VS Resistance to transmute an object/matter within the Cube to another one of equivalent power, value and or quality. The user has some measure of control over what they get, as in allowing them to 'request' for something - i.e, a shield, a tough metal, food, a vehicle, gold, etc - upon activating this effect, but the actual results are up to the GM.)
- Unification (AN 12, Int.bonus, Effect VS Resistance to combine matter and/or items contained within the Cube to form a single fusion of the items and/or matter used, with the results being left at GM's discretion, although they tend to be as expected.)
-Corruption (The Cube is corrupting and radiates maddening power due to the means taken to create it by the Horadrim. Most users progressively grow insane as they merely own the Cube, let alone use it. Only a user with a total Intelligence, Mental Defense and/or Iron Will of at least 20+ can use it safely without suffering such a fate.) -Indestructible (No known means have been able to destroy the Cube so far, although divine intervention or similar powers might be able to destroy it.)------------------- - Amulet of Shinnok (Also known as the Sacred Amulet. Created by the rogue Elder God Shinnok, this magnificent golden amulet with a green gem in its center is a very potent weapon and magical artifact of great power. Its stones come from GP except for Ability bonuses and its powers are described below: Divine Empowerment (+3 to all Abilities and Modifiers; adds +5 to all Actions while worn. Furthermore, each user draws additional power from the Amulet depending on the individual. In Travis' case, it adds a +2 to his Spiral Power, and allows him to Copy A/A/M and use Transform/Possession of/into the victims trapped within the artifact.)
- Crimson Destruction (AN 12, Int.bonus, Force Blast, 3x damage, Area Attack, Divine energy. NOTE: If used by any being lesser than a demigod, equivalent or beyond, this attack will also harm the amulet's user.)
- Dimensional Capture (AN 12, Int.bonus Atk VS Durability + Magical Defense; success traps the victim, body, mind and soul within the amulet itself. Up to AN beings may be contained at once at most, the user choosing who is released if the limit is exceeded. Another use of the amulet or a similarly potent force may free the victims, but otherwise, they are trapped permanently and cannot escape. At GM's discretion, certain beings may be immune, but the amulet did work on Shinnok himself.)
- Portals (As Teleportation AN 12; Interstellar Distances, Dimensional Travel, See through Portals, Needs not Travel to send others, Open portals for others to return.)
-Corrupting Influence (A user must have a minimum total of Intelligence + Mental Defense + Iron Will of at least 20 to use the amulet without issue; otherwise, they will slowly feel an urge to use it to gain power over others and establish their dominion over the world around them.) -Indestructible (Nearly so anyway. An Elder God, equivalent or beyond would be able to destroy it, but nothing beneath that. Its destruction would free any being trapped within.)
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Post by Hoots Rowlet on Sept 13, 2019 22:39:49 GMT -5
ORANGE AVATARS
-Blackbeard/Marshall D. Teach (One Piece) -Apocalypse/En Sabah Nur (Marvel) -Mr. Sinister/Famine/Nathaniel Essex (Marvel) -Bastion/War (Marvel) -Albert Wesker/Pestilence (Resident Evil) -Sir Crocodile/Death (One Piece) -Ego the Living Planet (Marvel) -Dr. Wily (Megaman) -Bebop (TMNT) -Rocksteady (TMNT) -Shredder (TMNT) -Tia/Nightmare (Soul Caliber) -Zeref Dragneel (Fairy Tail) -Queen Beryl (Sailor Moon) -Hammerhead (Marvel Comics) -Cyclone (Marvel Comics) -Eel (Marvel Comics) -Scarecrow (Marvel Comics) -Whiplash I (Marvel) -Plantman (Marvel) -Porcupine (Marvel) -Unicorn (Marvel) -Count Nefaria (Marvel) -Gohma (Legend of Zelda) -Omega Weapon (Final Fantasy) -Sigma (Mega Man X) -ANOTHER Omega Weapon -250' Chicken Kaiju -Dr. Eggman (Sonic The Hedgehog) -Morgoth and 7 Balrogs (Lord of the Rings) -Incarnations of Gork and Mork (Warhammer 40k) -Larry Koopa -Iggy Koopa -Morton Koopa Jr. -Ludwig Von Koopa -Roy Koopa -Wendy O' Koopa -Lemmy Koopa -Ainz Ooal Gown (Overlord) Another Sigma (Mega Man X)
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Post by Hoots Rowlet on Nov 24, 2019 19:03:18 GMT -5
Summons
Sharos: a Dur 7 demon that can breathe fire at AN or an area attack. Control Factor: One rare precious gem, and bone marrow from either a human or animal.
Unnamed Bodysnatcher Imps: cost 2 stones per demon to summon, 1 for dur, and another 1 for transform self/possession. Control factor: 1 stone per panel and a chance to use their powers.
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Post by Hoots Rowlet on Mar 23, 2020 16:15:04 GMT -5
Materia
Magic Plus lvl 3: As described in Dio's rules, it adds +3 to all uses of one type of magic, decided upon setting it in your armor/clothes/accessory. It can be changed every time you re-set it in, but the bonus will only apply to that one magical action until re-set.
-Morph (At the cost of taking a -1 sitmod per 2 stones used in an attack, will transform a killed enemy into an item depending on the enemy in question. This yellow Command materia allows user to launch attacks which, while weaker, have the added property of turning enemies they kill into useful items.)
Mimic (Recreates the exact same effect used by the last person to use an Action/Modifier, with the same amount of stones, to be used appropriately. For example, if an enemy used an Healing Spell to cure their wounds, the user could do so as well. If an ally used a lightning spell to attack, the user could do the exact same, and so on. Stones are free from GP, but requires an Action to use.)
Bowser Materia (As Summon Magic AN 6, Int.bonus; May only summon King Bowser. Must pay 9 stones to use. A red summon materia which brings forth the 12' tall sorcerer King Bowser, former ruler of the Koopa Kingdom, defeated by Travis.)
Omega Weapon (As Summon Magic AN 15, Int.bonus; May only summon Omega Weapon. Must pay 18 stones to use. An ultimate-level red Summon Materia, which brings forth the most powerful of all of Gaea's Weapons, under the command of its summoner. This materia is unique; it did not actually exist until Travis created it with his powers.)
-Star Wolf Summon Materia (AN 9, Int.bonus; 5 stones/Wolfen III starfighter summoned; allows user to summon one or more, up to four, of the Starfighters mercenary team known as Star Wolf, including Wolf O'Donnel, Leon Powalski, Panther Carosso, and their latest recruit, a pretty female pilot named Serra Polecat.)
-Slash-All Materia: Makes all CC/RC attack have a Limited Area Of Effect advantage.
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Post by Hoots Rowlet on Mar 8, 2021 18:29:23 GMT -5
W.O.D. Magic Actions (Placed here to save space.) Death Arcanum: 18 (Int Bonus) -Accumulate Energy - Grim Sight (1 stone/panel to use/maintain. Allows user to perceive the world as per Enhanced Vision at MN equal to this action's AN, with See Auras and Magical Forces, and Detect Undead options. Covert spell.) - Read Death (+1 CL; stones VS Duration since a corpse's death; success allows user to learn the cause and circumstances of death, as well as the precise moment when it happened. Covert spell.) - Create/Manipulate Ectoplasm (may create and manipulate ectoplasm, the very matter ghosts and Twilight objects are made of, via drawing it out of the Twilight. Vulgar spell.) - Disguise Death (pay for Effect and Duration. For the selected Duration, the targeted corpse/remains appear as if it died in an entirely different manner than it actually did. For example, a pile of ash from a victim killed by a magical fire ball could appear to onlookers as though it is an intact corpse which died from falling from a high place. Covert spell.) - Decay Matter (Atk VS Hardness, Technology AN, or highest AN/MN of the targeted object; success immediately decays it and turns it to dust. Useless against magical/superscience/indestructible objects. Vulgar spell.) - Summon/Control Ghosts (As Summoning, Summons are always loyal to Summoner, May summon ghosts only. Vulgar spell.) - Ghost Touch (allows one to physically and directly interact with ghosts and the Twilight as thought they were on the same plane of existence. Vulgar spell.) - Twilight Walker (allows one to physically step into the Twilight. May bring others via physical contact. Vulgar spell.) - Animate Dead (animates up to AN corpses into regular zombies or skeletons under the user's command. Up to 2x AN such undead may be controlled at once. Vulgar spell.) - Steal Lifespan (Atk VS Durability+Magical Defense, deals no damage; success allows user to steal 1 year/red stone of 'damage' from the victim's lifespan and add it to their own. Vulgar spell.) - Curse of Caine (Stones VS Durability + Magical Defense - if unwilling - against a still living mortal; if successful, infects the victim with the Curse of Caine, or Vampirism. When the sun next sets, the target will die, and wake up a few hours later, now a vampire. Vulgar spell.) - Delay Death (Stones VS Durability+Duration; the target of this spell will not die regardless of damage taken, and will continue to heal normally regardless of the lethality of the damage they might take. Some entites or powers such as stronger spells may overcome this effect, at GM's discretion. Vulgar spell.) - Dust to Dust (Stones VS Durability + Magical Defense - if unwilling - against a Mummy. Success transforms them back to a normal mortal of their physical age. Alternately, may be used as an Atk VS Durability, 2x damage, May only target Mummies, Will reduce victim to dust if destroyed. Especially powerful mummies may be immune. Vulgar spell.) - Lazarus (Stones VS Durability + Magical Defense - if unwilling - against a Vampire. Success transforms them back to a normal mortal of their physical age. Alternately, may be used as an Atk VS Durability, 2x damage, May only target Vampires, Will reduce victim to dust if destroyed. Especially powerful vampires may be immune. Vulgar spell.) - Mass Reaping (Atk VS Durability, Area Effect; costs 3 Mana; victims who are killed are instantly animated with an AN spell to raise them as zombies under the user's command. Vulgar spell.) - Spell of Life (Stones VS Intelligence + Magical Defense - if unwilling - against a recently deceased target; success transforms the target into a WoD Mummy, bringing them back to life as an immortal undead who must feed on lifeforce to retain a human-like appearance and lifelike qualities. Vulgar spell.) Spirit Arcanum: 18 (Int Bonus) -Accumulate Energy Prime Arcanum: 18 (Int Bonus) -Accumulate Energy Matter Arcanum: 18 (Int Bonus) -Accumulate Energy Time Arcanum: 13 (Int Bonus) -Accumulate Energy Space Arcanum: 12 (Int Bonus) -Accumulate Energy Life Arcanum: 12 (Int Bonus) -Accumulate Energy Fate Arcanum: 12 (Int Bonus) -Accumulate Energy Forces Arcanum: 10 (Int Bonus) -Accumulate Energy Mind Arcanum: 10 (Int Bonus) -Accumulate Energy High Speech: 10 ----------------------------- Harry Potter verse magic actions.Notes: Unless stated otherwise, all Harry Potter verse spells targeting unwilling creatures require stones played to first beat the target's Defense, ignoring Armor and Toughness, to confirm a hit before checking to see if the spell affects the target as per the spell's description. Combat Magic: 25 (Int.bonus) -Efficient -This action includes Harry Potter verse spells which are mostly meant for combat, whether offense or defense, although they might have other uses; they are simply the spells a user is most likely to use in battle. Her Combat Magic spells include:
- Arrow-Shooting Spell (Conjures and fires an arrow from the tip of one's wand, or finger if used with wandless magic. Unlike most spells, only requires to beat regular Defense of the target, as though the caster had fired an arrow at stones played with Ranged Combat. Transfiguration spell.)
- Aguamenti (The Water-Making Spell. As Mastery of Water, Create/Manipulate, Force Blast (Normal or Stun damage. NOTE: The water created by this spell is drinkable. Transfiguration spell.)
- Avada Kedavra (The Killing Curse. Atk VS Dur + Magical Defense; Kills the target painlessly and instantly if a single stone gets through. Cannot be blocked/deflected by protection spells such as Protego, but can still be dodged or blocked with a physical barrier (though doing so causes collateral damage, as it destroys what it hits violently if it isn't alive). One of the Three Unforgivable Curses; appears as a green bolt of energy. Dark Arts spell.)
- Babbling Curse (Attack VS Int + Magical Defense; deals no damage; success causes the target to babble incoherently and uncontrollably, causing -1 to all actions and preventing spellcasting if the user cannot use wordless magic. Duration is red stones of 'damage' on the D&R chart. Dark Arts magic.)
- Backfiring Jinx (Atk VS Int + Magical Defense; deals no damage; Duration is 5 minutes/red stone of 'damage' or until the effect happens. Success causes the next spell the victim uses to backfire; a harmful spell will target the user with as many stones as they used themselves, a healing spell will heal an enemy or neutral person instead if no foe is available, etc.)
- Bombarda (The Exploding Charm. As Force Blast, 2x damage or Area Effect of up to 1/3 AN, rounded up. Fire/Heat and Concussive force elements.)
- Confringo (The Blasting Curse. As Force Blast, 2x damage, AP, Area Effect up to Half AN, rounded up. Fire/Heat and Concussive force elements. Dark Arts spell.)
- Confundo (The Confundus Charm. If successful, causes -1 to all Actions/white stone of 'damage' and leaves the target creature confused and very suggestible. Duration is up to 5 minute/red stone of 'damage'. Legilimency spell.)
- Conjunctivis Curse (Atk VS Dur + Magical Defense; deals no damage; if successful, blinds the target for 1 panel/red stone of 'damage' by irritating the eyes and forcing them shut. Dark Arts spell.)
- Crucio (The Cruciatus Curse. As Force Blast, 3x damage, Stun damage only; Causes -5 to all Actions while under the curse's effects, and -2 for 5 minutes/10 panels after it ended, due to the excruciating pain it causes. One of the Three Unforgivable Curses. Dark Arts spell.)
- Deterioration Hex (Atk VS Dur + Magical Defense; Stun damage only; Deals its damage for 1 panel/red stone beating the defense. Additionally, causes -1 to all Actions due to magically-induced fatigue. Dark Arts spell.)
- Diffindo (The Severing Charm. As Force Blast; 2x damage if AN is 5 or highter, and AP if 7 or higher, at user's discretion; Slashing damage.)
- Duro (The Hardening Charm. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, to turn a target object to stone permanently. Alternately, may use on creatures as an Atk VS Dur + Magical Defense; deals no damage; success petrifies the target into stone for a duration of red stones of 'damage' on the D&R chart.)
- Ebulio (Atk VS Agl + Ref.Dodge; deals no damage. If successful, target creature is trapped within a visible, bubble-like Force Field of Stones played up to AN, Defensive stones doubled, but preventing both the target from exiting it, and others out of it from entering it. Duration is 1 panel/red stone of 'damage'. Dark Arts spell.)
- Expelliarmus (The Disarming Charm. Atk VS Dur + Magical Defense; deals no damage; success disarms the target, and launches whatever they were holding up to 1 yard/red stone of 'damage'.)
- Expulso (As Force Blast, 3x damage, AP, Area Effect up to 2/3 AN, rounded up. Fire/Heat and Concussive force elements. Creates extremely violent, often massive explosions of blue fire. Dark Arts spell.)
- Fiendfyre (As Force Blast, 3x damage, Area Attack, Hunt/Seek, Artificially Intelligent, Sets flammable objects on fire; Cannot be extinguished by regular/most enchanted water. Can burn magical items and artifacts of an AN lower than this Action's. Cursed Fire element. Fiendfyre remains active for AN panels - it cannot be interrupted without a counter-curse, see below - and stones must be repaid every panel to retain control of it. It assumes the shape of giant, quickly shifting beasts of raging fire consuming all living things it can find, including the caster and allies if they lose control. Dark Arts spell.)
- Glacius (The Freezing Spell. As Mastery of Cold/Ice, Create/Manipulate, Force Blast (Normal and Stun damage OR Atk VS Dur to freeze solid), Can extinguish fires. Transfiguration spell.)
- Impedimenta (The Impediment Jinx. Atk VS Dur + Magical Defense; deals no damage. If successful, lowers target creature's Speed - normal, swimming, flight and so on - by 1/white stone of 'damage' down to a maximum of 0, in which case they cannot move and lose any Reflexive Dodge modifier they have. Additionally, they suffer -1 to all physical actions. Duration is 1 panel/white stone of 'damage'. Dark Arts spell.)
- Incarcerous (Atk VS Agl + Reflexive Dodge; deals no damage; if successful, target creature is bound with thick cord and ropes, as well as gagged with cloth; Difficulty/Resistance of AN/Stones played to escape. Transfiguration spell.)
- Incendio (The Fire-Making Charm. As Mastery of Fire/Heat; Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire. Transfiguration spell.)
- Jelly-Brain Jinx (Atk VS Int + Magical Defense; deals no damage; if successful, lowers Intelligence by 1/white stone of 'damage' to a minimum of 0, for a Duration of 5 minutes/red stone of 'damage'. If at 0, the victim temporarily ends up with the intellect of a 2 years old child and cannot cast spells. Dark Arts spell.)
- Levicorpus (The Dangling Jinx. Atk VS Dur + Magical Defense; deals no damage. If successful, suspends the target creature up in the air, upside down, for 1 panel/red stone of 'damage'. Causes a -2 sitmod to all actions. Dark Arts spell.)
- Locomotor Mortis (The Leg-Locker Curse. Atk VS Dur + Magical Defense; deals no damage. If successful, locks the target creature's legs together as though they were bound, causing the target to fall prone and dropping their Speed and Reflexive Dodge to 0, limiting movement to small, awkward hops. Duration is 5 minutes/red stone of 'damage'. Dark Arts spell.)
- Lumos Solem (Atk VS Intelligence, Area Effect; deals no damage; success temporarily blinds affected targets for 1 panel/white stone of 'damage', rounded up. Also, if used on vampires or other creatures vulnerable to the sun, acts as an Atk VS Durablity. Generates a powerful burst of sunlight.)
- Manus Tenebris (As Tentacle Whip, May perform up to Half AN actions, rounded up, with one use of this spell, only paying for the highest cost. Manifests black tendrils of darkness from the user's body. Dark Arts spell.)
- Oppugno (As Telekinesis w/Wpn.modifier, 2x damage, Only to launch multiple objects from the surrounding area at the targeted creature; OR as Control Animals, Only usable on conjured animals, to make them attack the targeted creature. Dark Arts spell.)
- Petrificus Totalus (The Full-Body Bind Curse. Atk VS Dur + Magical Defense; deals no damage. If successful, paralyzes the target creature completely for 1 minute/red stone of 'damage', though they remain conscious for the duration, despite being unable to move. Dark Arts spell.)
- Protego (The Shield Charm. Pay stones for Effect up to AN + Area + Duration; where Effect actually acts as additional Defense against most harmful spells known, allowing user to parry/deflect spells aimed at them, typically using their wand - though it can be done wandlessly - or, via paying for Area, to form a protective barrier against spells to protect a location. If a Shield Charm beats a spell by more than 5 stones, user may redirect it elsewhere at -2 stones from its original user's attack. Counter-Spell.)
- Protego Diabolica (As Force Blast, 3x damage, Area Attack/Effect, Sets flammable objects on fire, Doesn't harm allies/beings loyal to the user. Upon being cast, the fire remains burning and spreads quickly. The user can keep controlling it at the original Attack stones by spending AN stones every panel they choose to do so. Cursed Fire element. Dark Arts spell.)
- Reducto (The Reductor Curse. As Force Blast, 3x damage, Blasts target object/creature into pieces if they are destroyed/killed. Dark Arts spell.)
- Rictusempra (The Tickling Charm. Atk VS Dur + Magical Defense; deals no damage; if successful, tickles the targeted creature wildly, causing -1 to all actions per white stone of 'damage', for a duration of 1 panel/red stone of 'damage'.)
- Sectumsempra (As Force Blast; 2x damage, AP, After Effect, Normal and Stun damage. Slashing damage. After Effect doesn't apply to bloodless targets. Lacerates the target creature and causes heavy bleeding. Dark Arts spell.)
- Sleeping Charm (Attack VS Dur + Magical Defense; deals no damage; if successful, puts targeted creature to sleep for a Duration of 5 minutes/red stones of 'damage' on the D&R chart.)
- Sleepwalking Curse (Atk VS Dur + Magical Defense; deals no damage. If successful, targeted creature falls asleep for 1 hour/red stone of 'damage', also causing them to sleepwalk. If damage exceeds target's Durability+Magical Defense by 5 stones, the victim will never awaken naturally and will require a powerful counterspell to be freed. Dark Arts spell.)
- Spider Venom (As Corrosive Touch, Poisonous Attack only. Spider Queen magic.)
- Spider Webbing (As Web-Spinning with the same options, see above. Spider Queen magic.)
- Stinging Hex (As Force Blast, 2x damage, Stun damage only; Deals 1w of damage and causes -2 sitmod to Actions involving sight if target is hit in the face due to heavy swelling. Dark Arts spell.)
- Stupefy (The Stunning Spell. Atk VS Dur + Magical Defense; deals 2x Stun damage AND knocks out a target for 2 panels or 1 minute/red stone of 'damage'.)
- Tarantallegra (The Dancing Feet Spell. Atk VS Dur + Magical Defense; deals no damage. If successful, the target creature's legs spasm wildly out of control as though it's dancing. Alternately, Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to cause the same effect to an inanimate object. Duration is 5 minutes/red stone of 'damage'. Dark Arts spell.)
- Transmogrifian Torture (Atk VS Dur + Magical Defense; if successful, deals Stun damage every panel and 1w of damage/hour for a Duration of red stones of damage, as the curse slowly and very painfully transfigures the victim in a grotesque and unnatural manner. The Transmogrifian Torture has but a single countercurse, which is the one known way of ending it before the death of its victim. Dark Arts spell.)
- Trip Jinx (Atk VS Dur + Magical Defense; if successful, deals 3 stun damage and causes the victim to trip and fall down. An arguably 'harmless prank' to some, but a possibly very dangerous spell when case upon someone standing next to a cliff or atop stairs. Dark Arts spell.)
- Weakening Hex (Atk VS Dur + Magical Defense; deals no damage. If successful, the target creature's spells' damage is reduced by -1 per white stone of 'damage' for a Duration of 5 minutes/red stone of 'damage', rendering them less lethal. Dark Arts spell.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Travis copied this action from Eleanor, a powerful witch gifted in wandless and wordless magic. See modifiersDark Arts: 20 (Int.bonus) -Efficient -The Dark Arts includes spells from the Harry Potter verse designed to cause discomfort, harm or worse to other creatures, or affect creatures or objects with dangerous, destructive and/or evil effects. Dark Arts are usually distinguished between as Jinxes, Hexes and Curses, from the mildest to most vile and deadliest. Travis' known Dark Arts are described below:- Biting Jinx (Enchants target object to viciously bite the next victim interacting with its biting 'jaw', see below; up to a Duration of AN on the D&R chart. Stones played will be used as the Attack stones, dealing a maximum of 1w of damage/5 AN, rounded up. The enchanted object must have an opening of sort to serve as a jaw, like bags, wallets, a jar, etc.)
- Broom Jinx (Jinxes a flying broomstick to attempt to throw its rider off through violent lurches and swishing movements. Difficulty of stones played up to 2/3 AN, rounded up, and Resistance of up to AN, to remain on the jinxed broom. Requires constant eye contact with the broom to cast/maintain.)
- Cursed Barrier (Stones VS Effect + Area + Duration; where Effect determines Difficulty - as Stones played up to AN - and Resistance - 3x the Difficulty - to destroy the invisible barrier this spell creates. Passing through it causes an Atk VS Durability of Effect stones, dealing Stun damage and tossing the victim AN yards back. Upon casting, user may state conditions to allow people through, who can then pass unhindered.)
- Exsterno (As Fear, Absorb Fear, Area Effect of Half AN, rounded up.)
- Flagrante (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to make target unheld object heat up at Stones played up to AN. Atk VS Agl + Ref.Dodge, deals no damage, to accomplish the same effect on an held object. Causes an object to burn on contact, up to setting things on fire at higher levels.)
- Horcrux-Making Spell (Costs 20 stones to use. Creates a Horcrux, essentially akin to a lich's phylactery; as long as one or more Horcruxes exist with the user's soul, they will not die if killed, as per Reconstitute Self, but returning to life in a semi-corporeal, specter-like form and requiring some mystical means to regain a true physical body. The creation of an Horcrux is one of the most evil acts known to the Wizarding world; it requires a murder for no other reason than creating the Horcrux, kissing the dead body of the victim in a twisted parody of love, and casting this spell to encase half of one's soul into a 'Recipient', either object or creature. A maximum of 7 Horcruxes at most may be created, and the more are made, the less human the user become.)
- Imperio (The Imperius Curse. Atk VS Int + Magical Defense; deals no damage. If successful, the victim is under the effects of Project Thoughts/Control Others as the Telepathy option for a Duration of red stones of 'damage' on the D&R chart and must essentially obey the user's every order. If the caster maintains eye contact, they can establish even greater control, manipulating the victim's body as they please like a puppet, even moving it around akin to Telekinesis at AN. One of the Three Unforgivable Curses.)
- Necromancy (Costs 3 stones per corpse to animate them as Inferi, Zombies, Skeletons or Ghouls; such minor undead are loyal to their creator and obey simple orders. May also be used to create greater undead, such as vampires, ghosts, liches, revenants and mummies, by paying for their Intelligence + Durability. Such undead are not supernaturally loyal to their creator, so magical control must be established if a user wishes to become their master. Duration is up to AN on the D&R chart, making undead created by powerful wizards very long-lived, but not truly immortal.)
- Portrait/Mirror Curse (Atk VS Dur + Magical Defense; deals no damage. If successful, traps a target creature into a painting or mirror within sight for a Duration of red stones of 'damage' on the D&R chart.)
- Relashio (The Revulsion Jinx. Stones VS Difficulty to release the grasp of the target object or creature on whatever it his holding onto, including, but not restricted to, a creature holding another, ropes, manacles or chains binding a creature, an object or creature entangling another, and so on. Magical restraints might require multiple castings, at GM's discretion.)
- Slippery Jinx (Stones VS Effect up to AN + Area + Duration; the enchanted object/surface/area becomes very slippery, with Effect representing the difficulty of holding onto it/standing steadily on it. Countered by the Gripping Charm.)
- Taboo (Stones VS Effect + Area + Duration; renders a specific word 'taboo', allowing the user to immediately sense the location of anyone who speaks it within the Area. Worse still, the spell weakens or disable protective spells around the person who spoke the taboo by stones of Effect.)
- Thief's Curse (Stones VS Effect up to AN + Duration, where Effect stones are used as an Atk VS Durability to put a curse on someone who keeps the target object for too long - from at least 10 minutes to 24 hours - without paying for it, or, alternately, if it isn't for sale, who keeps the object without permission for too long. The effects of the curse may vary wildly, but the two most common uses are causing Bad Luck of 1 MN/white stone of 'damage' to the thief, or in darker cases causes Damage to the victim every hour. That being said, the curse could be anything in between, and users tend to be quite creative.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Travis copied this action from Eleanor, a powerful witch gifted in wandless and wordless magic. See modifiersCharms: 20 (Int.bonus) -Efficient -Charms are spells designed to enchant creatures or objects to behave in a way that isn't normal for them. They are also sort of a catch-all term of spells not fitting in other categories. Copied from Eleanor's, Travis' known charms include the following:- Accio (The Summoning Charm. Stones VS Weight of target object up to 1/3 AN, rounded up, OR Range up to AN; whichever is higher. Success imbues the object with Flight of AN, which is then automatically spent each panel to head over to the caster with good maneuverability to avoid obstacles. NOTE: Not usable on living beings, though might move people around by affecting their clothes and footwear.)
- Anti-Cheating Spell (Stones for Effect up to AN + Duration, where Effect is stones of Difficulty/Resistance to prevent cheating on a given test or exam. Prevents all mundane and most magical cheating means. A Cribbing spell cast by a sufficiently potent user may counter this spell.)
- Anti-Intruder Jinx (Stones for Effect up to AN + Area + Duration, where Effect is stones of Difficulty/Resistance to prevent undesired entry within a location. It prevents said intrusion via all mundane methods and most magical ones, but some exceptions may be allowed if the caster wishes.)
- Anti-Theft Charm (Stones for Effect up to AN + Duration, where Effect is Difficulty for anyone else but the owner of the item to use Accio, the Summoning Charm, on it. Alternately, a user may declare specific individuals as acceptable summoners.)
- Arresto Momentum (The Slowing Charm. Stones VS Weight of target object or creature, up to AN + Effect, where Effect reduces the velocity of the object up to 0, in which case it would stop falling entirely. Must pay 1/panel to maintain, as well as spend an Action focusing on it.)
- Atmospheric Charm (As Mastery of Weather, Create/Manipulate, Area Effect up to AN; Pay stones for Duration.)
- Bubble-Head Charm (An Underwater/hostile environment breathing spell. 3 stones to activate; Duration of 10 minutes/stone played (including the initial 3). Covers the target creature's mouth and nose with a bubble of oxygen.)
- Cribbing Spell (Stones VS Targeted Anti-Cheating Spell AN-2. If successful, the user ignores the effects of any Anti-Cheating Spell used on a given test or exam.)
- Deletrius (The Eradication Spell. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever was higher, to disintegrate target object into dust. Alternately, stones VS Resistance to disintegrate images and visual effects, such as the Death Eaters' Dark Mark spell, or to counter Prior Incantato's effects.)
- Depulso (The Banishment Charm. Stones VS Weight of target object up to 1/3 AN, rounded up, OR Range up to AN; whichever is higher. Alternately, Atk VS Dur+Magical Defense to use it on target creature. Success imbues target object with Flight of AN, which is then automatically spent each panel to send the target object or creature away to a desired location within Range of up to AN with good maneuverability to avoid obstacles.)
- Disillusionment Charm (Stones VS Effect up to AN + Duration, where Effect is as Invisbility action; usable on target object or creature via contact. At AN 6 or lower, the affected object or creature must remain immobile to be completely invisible; otherwise, onlookers would see a 'wave' moving in the shape of the user. At AN 7 or higher, the user is completely invisible for the duration.)
- Expecto Patronum (The Patronus Charm. Attack VS Durability + Area of Effect; deals no damage; Does not require the spell to beat Defense first. If successful, forcefully drives away all Dementors and Lethifolds from an area via manifestation of a partially-tangible light, hope and positive energy force known as a Patronus. NOTE: Eleanor's Patronus, unsurprisingly, assumes the shape of a large Acromantula spider.)
- Feather-Light Charm (Stones VS Effect up to AN + Duration; where Effect reduces the target object's weight up to as light as a feather.)
- Fidelius Charm (Costs 10 stones + Duration, plus Area if appropriate; Takes 1 hour to prepare; Does not require the spell to beat defense first. Renders a specific secret impossible to perceive, learn or otherwise discern by any mundane and supernatural means, unless a chosen Secret Keeper(s) willingly reveals it. If the secret is a location, that location becomes Invisible, Intangible, Soundproof and impossible to otherwise find or interact with except by those who know the secret. No normal spell or power can reveal the secret; the Secret Keeper must reveal it of their own free will - though torture or coercion might work. If the Secret Keeper(s) dies, anyone else who knows the Secret by then becomes the new Secret Keeper(s), and if the Secret Keeper(s) dies without having ever revealed it to anyone, the secret dies with them permanently. NOTE: People who knew the secret already when the spell was cast still remember it, but cannot reveal it.)
- Flame-Freezing Charm (Stones VS Effect up to AN + Duration; where Effect adds Fire/Heat Defense to the target object or creature. Renders the effects of fire pleasant and harmless instead of burning and painful. Doesn't work on dead flesh.)
- Geminio (The Doubling Charm/The Geminion Curse. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, to create an identical duplicate of a targeted object. At the user's discretion, more than one Duplicate may be created, up to AN per panel per casting. Alternately, usable as a Curse, costing 5 stones over the target AN, in which case the object will duplicate itself whenever touched. NOTE: Objects created with this spell are not magical if the original is, and are in fact worthless copies if used to duplicate valuables.)
- Gripping Charm (Stones VS Effect up to AN + Area + Duration; enchants an object/surface/area to be easier to hold onto/stand steadily onto. Counters the Slippery Jinx.)
- Illegibilus (Stones VS Effect up to AN + Duration; makes the target writing, text, book or other engraving impossible to read and nonsensical.)
- Impervius (Costs 3 stones + Duration; makes the target object or creature repel water and mist, keeping them dry in the rain, or even when immersed in water.)
- Intruder Charm (Stones VS Effect up to AN + Area+Duration; where Effect detects intruders in the selected area, sounding an alarm of Half AN rounded up intensity when such an intruder is detected.)
- Lumos/Nox (The Wand-Lighting/Wand-Extinguishing Charms. Stones VS Effect up to Half AN, rounded up + Duration for Lumos; or simply 1 stone for Nox; either makes one's wand lit up with a bright light of stones played, or either diminish or extinguish that same light.)
- Manifestum Illusio (The Illusion Charm. Stones VS Effect up to AN + Duration; where Effect acts as Create Illusions.)
- Piertotum Locomotor (The Object-Animating Charm. As Summoning, Summons are always loyal to summoner; Only to animate objects. May either maintain with 1 stone/panel or pay for Duration in the casting.)
- Prior Incantato (Stones VS Dur + Magical Defense; deals no damage; if successful, causes an opponent's wand to manifest a visible 'echo' - sort of like a semisolid illusion of the spell, and/or of the victims of said spells - of the last spell it cast; such an echo will either dissipate on its own over time, or can be destroyed with a Deletrius charm.)
- Quietus (The Sound-Quietening Charm. Stones VS Effect up to AN + Area+Duration; where Effect lowers or even fully suppresses the intensity of sounds in the affected area. Alternately, Quietus may be used to counter a Sonorus charm if it beats AN-2.)
- Reparo (The Mending Charm. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN, whichever is higher, of targeted object to repair it. Useless when it comes to repairing broken wands.)
- Repello Muggletum (The Muggle-Repelling Charm. Costs 3 stones + Area + Duration; causes Muggles, a.k.a normal, non-magical people, to subconsciously avoid a given location and get out of it as soon as possible if they somehow end up in it.)
- Silencio (The Silencing Charm. Atk VS Dur + Magical Defense, deals no damage; if successful, renders target creature mute for 1 panel/red stone of 'damage'.)
- Sonorus (Stones VS Effect + Area + Duration; where Effect amplifies the intensity of sounds made close to the user's wand throughout the area. The Amplifying Charm, and countered by the Quietus charm.)
- Specialis Revelio (Stones VS AN of active spell or magical effect on target creature, object or location to detect it, and even identify it if stones played exceed the spell's AN by 3. Basically a Detect/Analyze magic spell.)
- Spongify (The Softening Charm. Stones VS Hardness + Area + Duration; turns the target surface area rubbery and bouncy.)
- Sticking Charm (Stones of Effect up to AN + Duration; sticks an object to another surface/creature based on the Effect stones. Alternately, usable as Atk VS Dur + Magical Defense, deals no damage; success sticks the target creature to a given surface they are in contact with.)
- Supersensory Charm (Stones VS Effect(s) up to AN (See description) + Duration; effect adds to Acute Senses, Enhanced Vision, and/or options of the latter, all paid for separately.)
- Unbreakable Charm (Costs 10 stones per target object. Renders the object near-indestructible, except via some very powerful spells and curses or a similarly potent power at GM's call. Even then, such an effect would have to beat this action's AN to destroy it.)
- Wingardium Leviosa (The Levitation Charm. As Telekinesis.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Travis is a powerful wizard gifted in wandless and wordless magic. See modifiersTransfiguration: 20 (Int.bonus) -Efficient -Transfiguration spells involve transforming objects or creatures into other objects or creatures, as well as altering parts of them to some extent. It also deals in conjuring elemental and energy and matter for multiple possible effects. It is a very complex form of magic, yet Travis, who copied these spells from Eleanor, is one of the most skilled and talented users of Transfiguration in Wizarding world history. His known Transfiguration spells are described below:- Beauty Spell (Stones VS Dur + Magical Defense; success significantly enhances the physical beauty of the target for a duration of red stones of 'damage' on the D&R chart.)
- Colovaria (The Color-Change Charm. Stones VS Area + Duration to change the color of target object; Duration is permanent until dispelled. Alternately, Stones VS Dur + Magical Defense to do the same to a target creature, for a Duration of red stones of 'damage' on the D&R chart.)
- Conjuration (As Unlimited Create Matter. Alternately, usable as Summoning to manifest conjured creatures/beings; Needs not maintain. Represents a multitude of different conjuring spells all in a single entry, and one of the most complex forms of magic.)
- Engorgio/Reducio (The Growing/Shrinking Charms. As Growth/Shrink at up to AN when used on self; Also usable on other creatures as Atk VS Dur + Magical Defense; deals no damage; if successful, grows/shrinks target by up to 1 AN/red stone of 'damage' up to max AN for a duration of 5 minutes/red stone of 'damage'. Each Growth AN adds +1 to Toughness; Usable on objects as well as creatures.)
- Fumos (The Smokescreen Spell. As Mastery of Smoke; Create Only.)
- Evanesco (The Vanishing Spell. Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to make an object vanish. Alternately, Atk VS Dur + Magical Defense; if white stones of 'damage' exceed the creature's max Health, it vanishes; otherwise it suffers no damage and the spell simply fails. Does not work VS sentient beings.)
- Human/Transpecies Transfiguration (Turns a creature into another. As Metamorphosis/Shape Shifting if used on self. Also usable on other creatures via Atk VS Dur + Magical Defense; deals no damage. If successful, transforms targeted creature via Metamorphosis/Shape Shifting for a Duration of red stones of 'damage' on the D&R chart. Such creatures can be transformed into any other, or since Eleanor has mastered inorganic transfiguration, into objects as well (with a Hardness/Weight/Area/Highest AN/MN/Technology AN up to AN). Like Conjuration, this entry actually represents hundreds of different spells all rolled into one for simplicity. Also, unlike most wizards/witches, Eleanor can decide whether or not the target creature retains its mind in their new form.)
- Incarcerous (Atk VS Agl + Reflexive Dodge; deals no damage; if successful, target creature is bound with thick cord and ropes, as well as gagged with cloth; Difficulty/Resistance of AN/Stones played to escape.)
- Incendio (The Fire-Making Charm. As Mastery of Fire/Heat; Create/Manipulate, Force Blast (2x damage, Sets flammable objects on fire.)
- Inorganic Transfiguration (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN of the 'best' object involved to turn an object into another; OR as Summoning to turn an object into a creature, whichever is higher. Duration is stones played up to AN on the D&R chart.)
- Transubstantial Transformation (Stones VS Hardness/Weight/Area/Highest AN/MN/Technology AN to transform an object in some way; Duration is up to AN on D&R chart. Alternately, usable on creatures as an Atk VS Dur + Magical Defense; deals no damage, with a Duration of red stones of 'damage' on the D&R chart; or simply up to AN on the D&R chart if the target is willing. Act as Metamorphosis/Shape Shifting at Stones played on creatures, and stone for stone changes for objects. Only transforms either part of the target, or only certain aspects, as opposed to transforming them into somtehing else entirely; countless possible transformations exist, limited only by GM's discretion.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Travis is a powerful wizard gifted in wandless and wordless magic. See modifiersUtility Magic: 8 (Int.bonus) -Utility Magic includes spells mostly focused on simply making every day life and basic chores easier, without necessarily having a major influence in combat or a life of adventures. It is relatively simple magic to learn and use. Travis' known Utility spells include:- Alohomora/Colloportus/Aberto (The Unlocking Charm, Locking Charm and Opening Charm, respectively. Stones VS Difficulty to open a lock, Stones played up to AN to lock one, and 2 stones to open an unlocked door/chest/etc.)
- Cleaning Charm (Stones of Effect up to AN + Area; where Effect represents the effectiveness of the cleaning being done. Generally cleans, dusts, decontaminates, organizes and purifies a given location, making it a whole lot healthier and tidy. If at least 10 stones are used for Effect, it goes so far as to sterilizing the area and removing all harmful bacteria.)
- Tergeo (Stones VS Effect + Area; where Effect siphons liquids such as blood, mud, grease and so on, from a surface or material, cleaning it in the process.)
- Pack Charm (Stones VS Effect + Area; where Effect neatly and efficiently organizes targeted objects within a given target container, for example a backpack, wardrobe or car trunk, up to its normal capacity.)
- Refilling Charm (Costs 3 stones/drink; may cost more base stones for uncommon/higher quality beverages. Refills target glass/recipient with the liquid contained within it up to an hour earlier.)
- Umbrella Spell (Costs 2 stones + Duration; produces a semi-transparent, bluish umbrella of magical energy at the tip of the wand to protect oneself against rain.)
- Washing Up Spell (Stones VS Effect + Duration; makes dishes wash themselves magically with available brushes, washcloths, water and soap. Effect represents the quality of said washing, and its speed is average for a normal human doing the same, so Duration is used depending on how much dishes need to be washed. Requires water and necessary cleaning supplies to use.)
- Herbivicus (Stones VS Area + Duration; may not pay for Duration if spell is used on a single plant. Grows plants within the target area as though time has passed as per Duration, allowing one to grow plants very quickly; requiring to water them only once before casting the spell to benefit from it as though it had been watered for that long.)
- Tribuomnus (Costs 3 stones/plate of food. Significantly improves the quality of food, making it tastier, healthier, more nutritive, unlikely to cause stomachaches and the like, and generally more enjoyable. Inn Charm)
- Writing Charm (Costs 1 stone/panel to magically cause words to appear on a surface as though they had been written there. Words appear at the same pace an average human being could write them, so longer or larger writing would require to maintain it for longer to complete the inscription.)
-Usually requires gestures with a wand a spoken formula, but Travis is a powerful wizard gifted in wandless and wordless magic. See modifiersCounter-Spells: 10 (Int.bonus) -This school of magic includes defensive spells and multiple effects focused on undoing unwanted magical effects, and has multiple applications. It is especially valuable when dealing with harmful curses and dangerous spells' effects. Travis' known Counter-Spells are described below:- Animagus Reversal Spell (Atk VS Dur + Magical Defense; deals no damage; forces an Animagus to turn back to their normal human form, and prevents them from transforming anew for 5 minutes/red stone of 'damage'.)
- Anti-Alohomora Charm (Stones VS Effect up to AN + Duration; where Effect sets a Difficulty up to AN, and a Resistance of 3x stones played, to prevent the Unlocking Charm, Alohomora, from functioning upon the locked target.)
- Anti-Apparition Charm (Stones VS Effect up to AN + Area + Duration; where Effect adds to Difficulty and Resistance to apparate/teleport into or from the target area, making it considerably harder to infiltrate the target location.)
- Anti-Jinx (Stones VS Effect up to AN + Area + Duration; where Effect prevents harmful spells of a lower AN from being cast within the target area.)
- Blocking Seal (Stones VS Effect + Duration; where Effect sets a Difficulty of up to AN, and Resistance of 3x stones played, to block a portal, magical passageway, portkey or other leading to a given location, preventing entry from less powerful wizards and witches. May decide on specific factors to let some people through over others.)
- Counter Jinx/Hex/Curse (Stones VS AN of target jinx, hex or curse to end its effects. Includes hundreds of different counterspells in a single entry. Can counter pretty much any spell except those stated to have only a single functional counter.)
- Expugno Maleficum (The Fiendfyre Counter-Curse. Stones VS AN of an active Fiendfyre to reduce its intensity/area by red stones of 'damage'. Massive Fiendfyre having spread wildly might require multiple castings. This is the only counterspell known against Fiendfyre.)
- Finite Incantatem (Stones VS AN of original hostile spell/curse to lower its Duration by red stones of 'damage', down to ending the spell entirely. Alternately, may pay 3 stones + Area to temporarily stop protective enchantments the user or their allies have used on a given location for some reason, say a visit from a Muggle friend. Finally, the user may end their own spells with 1 stone/spell.)
- Revelio (Stones VS the AN of target Illusion/Invisibility/Concealed objects, passages, messages/etc. to reveal them. Might also be used VS AN of a transformation spell to reveal the target's true form.)
- Riddikulus (The Boggart-Banishing Spell. Atk VS Dur + Magical Defense, deals no damage; usable only against Boggarts. If successful, transforms a Boggart into something amusing, funny... ridiculous, making them cause laughter instead of fear, which is their greatest weakness.)
- Untransfiguration (Stones VS target Transfiguration AN to undo it and return the object/creature to its original form.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Travis is a powerful wizard gifted in wandless and wordless magic. See modifiersHealing Magic: 10 (Int.bonus) -This action could technically be included as part of Charms and Counter-Spells, but is kept separate for clarity's sake. It specifically includes spells designed to heal wounds, cure illnesses and poisons, and undo harmful effects suffered by its spells' targets, including the following:- Anapneo (Stones VS Resistance to clears the target's airway when they are choking on something.)
- Entrails-Expelling Curse (Atk VS Dur + Magical Defense; deals no damage. Success effectively causes the target creature to react as though having consumed a strong laxative.)
- Episkey (Stones VS Resistance to mend broken bones, minor cuts, dry skin, sore muscles, headaches and other - relatively - mild inconveniences.)
- Ferula (The Bandaging Charm. Stones VS Resistance to conjure bandages, and if needed, a splint, to instantly and harmlessly bandage wounds or immobilize broken bones.)
- Rennervate (The Reviving Spell. Stones VS Durability to awaken an unconscious creature. Additionally, counters the Stunning Charm, Stupefy, if it beats its AN-2. NOTE: Magically-induced unconsciousness might require stronger spells or counterspells.)
- Reparifors (Stones VS the AN of a magically-induced ailment of some sort to cure it. Works on most charms, though jinxes, hexes and curses might require counterspells.)
- Shock Spell (Stones VS Durability to try reactivating the heartbeat, or brain of a person suffering from a heart attack, a coma or similar trauma. May require multiple attempts to work, or fail to work entirely, at GM's discretion.)
- Stamina Charm (As Magical Healing; only to restore Energy to the target.)
- Vulnera Sanentur (As Magical Healing, May heal 2x AN White stones per day.)
-Accumulate Energy for Greater Effect -Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiersMobility Magic: 10 (Int.bonus) -Mobility Magic includes spells related to moving around and getting to where one needs to go. Eleanor's Mobility spells include:- Ambulant Muros (As Phase Shift at AN; Only to pass through physical objects; May still be attacked, be touched and touch others.)
- Apparition (As Teleportation at AN)
- Dimensional Jump (Allows interdimensional travel as per the Teleportation option.)
- Libertatem Natare (Stones VS Effect up to AN + Duration; where Effect allows movement at regular speed up to AN underwater.)
- Portus (The Portkey Spell. Stones of Effect + Duration, where Effect is Teleportation Range. Transforms a normal, everyday object into a Portkey, which teleports anyone touching it to a specific location decided upon casting this spell. NOTE: Teleporting via portkey is widely seen as unpleasant and nauseating, causing Stun damage equal to Teleport range traveled.)
-Usually requires gestures with a wand a spoken formula, but Eleanor is a powerful witch gifted in wandless and wordless magic. See modifiersHerbology: 10 (Int.bonus) -Herbology is the study of magical and mundane plants and fungi. It is essentially the wizarding equivalent to botany. This action has the following uses:- Mundane/Magical Botany (As General Knowledge of all plants, trees, fungi and the like, both mundane and magical alike. Includes knowledge of mystical plants such as Devil's Snare, Gillyweed, Mandrake, and Whomping Willow trees, among many, many others.)
Alchemy: 30 (Int.bonus) -Alchemy is the art of brewing magical potions with many possible effects via use of various mundane and magical ingredients. The wizarding equivalenet of Muggle chemistry, it requires more time than most spells to use effectively, but potions are very potent and their effects difficult to undo. Most potions require Stones VS Effect up to AN (typically stones VS Durability) + Duration to brew, unless mentioned otherwise below. Using Alchemy requires an Alchemy lab/kit. -Brewing Limit (Up to AN different potions may be brewing at once in a standard Alchemy lab, and each 'potion' holds up to AN/3 doses, rounded up.) -Needs longer to prepare (Unless stated otherwise, potions require 10 minutes/stone of Effect to prepare; stones are spent at the beginning, after which the user must wait for the duration to be over before the potion is completed.) -Requires Ingredients (An alchemist with a good quality alchemy lab is usually assumed to have access to significant amounts of common ingredients, but rarer ones must be either bought or acquired. An assortiment of common alchemical ingredients to refill an empty lab would cost about 50 Galleons.) -Healing Potions (Creates potion with effects as per Magical Healing. Typically, however, unlike Magical Healing, a single potion cannot heal any wound/fatigue/poison/illness as opposed to a single type or a specific problem, so a different potion must be brewed for specific ailments. Exceptions may exist, described below.) -Poisons (Likewise, Poisons are extremely common in the Wizarding world, whether as an unfortunate side effect of a substance with another purpose entirely, or meant as such. Typically act as Stones VS Durability. Success could mean any number of things, from tasting very bad, dealing Stun damage once, dealing Stun damage every minute, dealing damage every panel, or countless other magical effects.) -Antidotes (Unless stated otherwise, most known potions have antidotes to counter their effects, whose own effects would be to counter the original potion's effects.) -Other, more unique potions known to Eleanor, are described below:- Ageing Potion (Physically ages the drinker by up to 10 years/red stone of 'damage'. Excellent for disguises, or pranks.)
- Amortencia (Causes powerful and obsessive infatuation towards the intended recipient in the drinker, equivalent to a -3 challenge. The strongest 'love potion' in existence in the Wizarding world. While love cannot be artificially created, it still creates a very powerful desire and longing for the recipient in the target. Alternately, counters the effects of a Hate Potion, see below. Requires a sample of the recipient's body - hair, saliva, etc - to mix in the potion to ensure they are the target of the drinker's infatuation; a potion lacking this will cause the drinker to feel this way towards the first person they see.)
- Anti-Paralysis Potion (Cures any mundane and most magically-induced paralyses.)
- Beautification Potion (Makes the drinker considerably more beautiful, as per the Beauty Spell.)
- Blood-Replenishment Potion (Tops up the drinker's blood levels after blood loss from injury or otherwise.)
- Calming Draught (As Empathic Projection (Calm).)
- Draught of Living Death (Causes the drinker to fall into a death-like sleep, essentially suspended animation. For all intents and purposes, the drinker appears to be very much dead, with AN Difficulty/Resistance to realize they are still actually alive. The drinker does not physically ages while under the effects of this potion.)
- Dreamless Sleep Potion (Prevents dreams - and so, nightmares - during sleep, ensuring a fully restful night.)
- Drink of Despair (Causes intense fear, delirium, and extreme thirst, along with -5 to all actions while under its effects. Very overwhelming and considered to be one of the darkest magic potions known to the Wizarding world.)
- Elixir of Life (Renders drinker Immortal as long as they consume this elixir weekly. Additionally, cures any disease and poison up to AN, and may restore the body of a disembodied, but still alive, wizard or witch. Requires a Philosopher's Stone to brew.)
- Erumpent Potion (Stones VS Effect up to AN + Area up to Half AN, rounded up, to create a highly volatile, extremely explosive potion. When it explodes, it deals 2x damage, and Sets flammable objects on fire.)
- Essence of Insanity (Causes the drinker to make highly irrational decisions while under its effects. Typically roleplayed a player under its effects, but the GM has the final word on the decisions made.)
- Euphoria Elixir (As per Empathic Projection (Happiness).
- Exstimulo Potion (Stones of Effect up to AN + Duration, where Effect adds +1 per 2 stones to a single spell cast by the drinker within Duration. As soon as the spell is cast, or duration expires, the potion's effects are spent.)
- Felix Felicis (Requires 6 months to brew. Grants +1 Good Luck/2 stones of Effect to all actions for 12 hours upon being drunk, in addition to allowing user to spend stones in Intelligence - plus the Good Luck bonus - to 'sense' the luckiest, and most likely to succeed, course of actions for whatever they want to do.)
- Fire Protection Potion (Effect stones add to Fire/Heat Defense.)
- Girding Potion (Adds Effect stones to Energy Regeneration per panel, and add Tireless +1 per 3 stones of Effect as a temporary modifier for the duration.))
- Swelling Solution/Deflating Draught (As Growth and Shrink at up to Half AN, rounded up, respectively. Growth adds +1 to Toughness/AN in addition to regular effects.)
- Hate Potion (Causes drinker to exhibit their worst traits, habits, and flaws openly and significantly for the duration. Also acts as an Antidote to Love Potions such as Amortentia.)
- Herbicide Potion (Kills most plants, trees and fungis within seconds of contact.)
- Invisibility Potion (As Invisibility; May be drunk or smashed next to the target to function.)
- Laugh-Inducing Potion (As the name implies, makes the drinker giggle and laugh uncontrollably.)
- Laxative Potion (As it says on the tin; acts as a strong laxative medicine.)
- Love Potion Antidote (Undoes the effect of a love potion such as Amortentia.)
- Mandrake Restorative Draught (Cures petrification, a.k.a creatures who have been turned to stone.)
- Memory Potion (Grants Photographic Memory for the duration.)
- Oculus Potion (Restores the eyesight of a blind person, and undoes the effects of the Conjunctivitis Curse.)
- Polyjuice Potion (Allows the drinker to assume the shape of of a single person, as per Shape Shifting. Requires a hair of the intended person's form to brew.)
- Regeneration Potion (Regenerates the body of a disembodied, but still alive wizard or witch. Considered to be very dark magic. Requires a bone from the target's father's corpse, the flesh of a servant/person loyal to the target, and the blood of one of their enemies, to brew.)
- Sleeping Draught (Causes the drinker to fall asleep for 5 minutes/red stone of 'damage'. The drinker will not awaken naturally nor from mere noise, and would require a spell or antidote to wake up beforehand.)
- Strengthening Solution (Stones of Effect up to Half AN, rounded up + Duration, where Effect adds to the drinker's Strength.)
- Veritaserum (Forces the drinker to speak only the truth, or at least as far as they know it. NOTE: An Occlumens might use Occlumency to add to their Durability in order to resist this potion's effects.)
- Veritaserum Antidote (Undoes the effects of the Veritaserum.)
- Wideye Potion (Prevents drinker from falling asleep for the duration, and may awaken someone from drugging, a concussion or the like. Also counters the Draught of Living Death's effects.)
- Wolfsbane Potion (Allows the drinker to control themselves when they turn into a werewolf, and refrain from uncontrollably attacking anyone they come across. Useless to non-lycanthropes.)
MODIFIER Duo/Tria/Maxima +2/+4/+6 -Adds to any spell cast at the user's discretion; Alternately, may add Advantages to certain spells instead, lowering this modifier by the equivalent CL value (Ex: An Area Effect-based Piertotum Locomotor would add +3 to the spell instead of +6, but could be used to animate all the statues in a castle.) -Actually increases AN of the boosted spell as opposed to simply adding more stones to it -Represents stronger, more complex versions of the basic spells that a considerably more powerful wizard or witch - like Eleanor - can cast. The Modifier used is simply added to the formula of the intended spell in order to boost the effect. For example, one could use 'Bombarda Maxima', and create a very powerful explosion.Wandless/Nonverbal Magic -Eleanor is an extremely powerful and experienced witch, for whom casting a spell without a wand or any spoken words is not only possible, but easy. So it is for Travis, who got his magic from her. He receives no penalty whatsoever for doing so, but, obviously, does not receive the usual bonuses of his wand when he refrains from using it. (Not that he has one yet, but if he did, it would be best to use it.) -Limited to Harry Potter verse magic unless stated otherwise on the CADMisc Magic Actions Doll Play Magic: 8 (Int.bonus) -May be used as Telekinesis with 2 Wpn.Modifiers, by moving objects via this magic. -Animate Doll (This action may be used to create a semi-independent doll made of surrounding materials, or perhaps built prior the use of this magic. Doing so works as the Summoning action, except there is no need to control the doll, and maintaining it costs 1 stone/puppet/panel, but no Action.) -Doll Master (May use as an Attack VS Durability + Magical Defense to assume physical control of any animal, creature, robot and even of Celestial Spirits (such Celestial Spirits can even be kept from being recalled by their Summoner, but their Gate can still be force closed). -At any one time, a Doll Play Magic user may only have up to AN manipulated objects/creatures at once, be it via manipulation through threads, Animated Dolls or the Doll Master ability. -Range: 4 Black Magic: 10 (Int Bonus) -Efficient -Fire -Ice -Lightning -Bio -Quake -Wind -Aura (stones of effect add to Limit Gauge) -Meltdown (Non-elemental. Normal damage + reduces resistance to damage by stones of damage) -Ultima (Non-Elemental, 2x damage, Area Effect) -Glue Light Pillar: 10 (Int.bonus) -As Force Blast (Light element) -Atk VS Durability, 2x damage, Indirect, Can't stones between multiple opponents -Calls down a pillar of lethal light from the sky onto a single opponent; usually a one-hit kill. Omega Flare: 12 (Dur.bonus) -Efficient -As Force Blast (Cosmic element) -3x damage, Area Attack, Causes massive collateral damage -The ultimate attack and signature of Omega Weapon, a blast of absolutely destructive energy fired from one's mouth. Time Magic: 10 (Int Bonus) -Haste (Boost Initiative by 1/2 stones played) -Regen (stones = panels of Acclerated Healing Factor) -Quick (Self only, grants first in initiative for panels = stones) -Drag (Stones vs Initiative. Damage = going last for panels) -Comet (Limited Area Effect, 2x damage) -Stop (Vs Speed + Magical Defense to paralyze) -Demi (Vs Dur, halves white stones is successful, cannot be used to kill) -Speed (Increases Speed by 1/2 stones played) -Age (Vs Dur, lowers abilities by 1 per 4 stones played) -Degen (Vs Dur, gives reverse healing factor for panels of damage) -Meteor (2x Damage, Area Effect) White Magic: 10 (Int Bonus) Draw Out: 100 -Efficient Mastery of Magic: 18 (Int Bonus) -Accumulate Energy -Increase Action Number -Efficient -Mystical Bolts (As Force Blasts; 2x damage, and Include up to half AN rounded up CL of Advantages for free) -Sense and analyze magical auras -Can exceed 6 stones of effect -Does not require one panel of prep time -AN is lowered by 8 without the Helmet of Fate. Sorcery/Divine Order Magic: 28 (Int Bonus) -Efficient -Order Magic: As Asgardian Sorcery, but with a focus on Energy/Matter Creation/Manipulation/Transmutation, Cosmic energy manipulation (As Power Cosmic), Dimensional Manipulation (Including Space/Time manipulation, Dimensional energy manipulation, etc), Size alteration (as per Growth/Shrink up to AN), Clairvoyance (Past, future and faraway locations; Can see through time regardless of physical proximity), Psychometry, Necromancy, Power Boost (Can't make powers go over 2x initial AN), Sphere of Invulnerability (As Force Field, Works against Magical and Mental), Power Words (As Hex Spheres, but focused on Order rather than Chaos), Metamorphosis/Shape shifting, Imbuement (May be permanent by sacrificing 1w of Power Level Health for one full day per imbuement), etc. -Intuitive Knowledge (Usable as General Knowledge about the occult, spells, rituals, supernatural beings, dimensions, mystical artefacts, etc.) -Healing and Molecular Restoration (As Magical Healing. May heal up to 2x AN Health stones per day, May cure supposedly incurable diseases) -Resurrection (May even resurrect dead beings, as long as doing so doesn't upset the Universe's Balance, a.k.a GM's call. The user simply spends stones VS target being'S Durability, and prays Anubis.) -AN is lowered by 8 without the Helmet of Fate. -Accumulate Energy for Greater Effect Summoning: 28 (Int Bonus) -Efficient -Allows summoning and control of spirits, demons, supernatural creatures and other such beings. -Animate objects (Always loyal to summoner) -Banishment (Atk VS Durability+Magical Defense; if successful, can banish most supernatural/extradimensional creatures to their world/plane of origin; Range 3) -Divine Empowerment (As she knows the true name of Ra, Doctor Fate can draw from his power to further enhance her own mystical potency, tripling the stones put in a given magical action. The user pays for Duration in panel up to AN, unable to use this power for twice as many panels afterward.) -AN is lowered by 8 without the Helmet of Fate -Accumulate Energy for Greater Effect Witchcraft: 10 (Int Bonus) Voodoo: 10 (Int Bonus) Magic/Necromancy: 100 (Int.bonus) -Efficient -Death Coil (As Force Blast; 2x damage, Normal and Stun damage, Heals the user by 1w if it deals damage, Necromantic Energy) -Lifedrain (Stones VS Durability+Magical Defense; each 2w of damage heal the user by 1.) -Mana Drain (As Improved Energy Drain) -Diseases/Poisons (Pay for Effect, Duration, Area and/or Range as appropritate; countless effects are possible; allows for creation and manipulation of germs, poisons, venoms, viruses, bacteria, diseases, sickness, corrosive agents, of various effects, levels of lethality and efficiency.) -Illusions (As Create Illusions) -Summon and Control Animals (May summon/control any Animal, Control one animal/swarm/AN regardless of target's Health, Can summon at a Range of AN) -Summoning (As the Action; May summon either demons, or undead. In the latter case, summons are always loyal to summoner; in the former, they are usually smart enough not to disobey unless they have the power to back up their disobedience.) -Teleportation (As the Action; Interstellar distances, Dimensional Travel, See through portals, Doesn't have to travel to send Others, May Open portals for others to return) -Reality Warping (As Power Cosmic/Phoenix Force/Godlike powers; Doesn't gain 2x AN Energy/panel.) -Clairvoyance (Can perceive through time regardless of physical proximity) -Death Pact (Stones VS Durability, 3x damage, Only usable on an allied/subservient undead, Healing the user of the target's full Durability in Health and remaining Energy if it dies.) -Imbuement (Pay for Effect up to AN (for each effect)+Duration. Grants superhuman powers/enhancements to beings up to AN for the duration. Alternately, may make the powers permanent by sacrificing a White stone of Health for 24 hours, which cannot be healed with Healing Factors or any supernatural means.) -Power Nullification (Stones VS Durability+Magical Defense to negate superhuman powers for a duration of red stones of 'damage' in panels, via raging spirits which curse the victim for the duration.) -Resurrection (Stones VS Durability+Duration on the D&R chart since death; to bring a victim back to life at GM's discretion. Alternately, may bring the victim back as an undead of the user's choice, with possible changes as per the Summoning action rules. Such an undead-raised being gains a -3 Loyalty drawback to the Lich King.) -Raise the Scourge (Stones VS Durability, Area Effect, to raise the dead into undead within the area; such undead are always loyal to the user. Most of the risen become either skeletons, zombies or ghouls of the original creature's size and nature. Stronger undead, such as vampires, liches, death knights, mummies, ghosts and the like, must be created individually, see Resurrection, below.) -Accumulate Energy for Greater Effect (Not stunned afterwards) Necromancy: 100 (Int.bonus) -A form of Blood Magic finding its origins far in the past of the Giovanni clan of vampires, dealing exclusively with the world of the dead, and the undead. Often seen as a frightening Discipline and an inherently evil power by many. Necromancers are often respected, if not downright feared, by the dead, due to how much power they have over them. -Death Sense (As Clairvoyance; Only to sense nearby deaths, discern when and how a victim is most likely to die, if a given target is currently dying of something, such as incurable terminal illnesses; or what a haunting spirit or ghost is anchored to, and to what extents its influence can reach. While this power is not always 100% accurate - like most clairvoyance effects - it allows one to perceive the incoming death of living beings, and possibly the means leading to their demise.) -Masque of Death (3 stones to use, 1 to maintain. Makes the user appears very much dead, in appearance as well as functionally. For all intents and purposes, as long as the user remains immobile, even professional medical examination would not reveal anything else but a state of clear and obvious death, with no cerebral or bodily activity of any sort, nor vitals. For all intents and purposes, the user appears dead to any normal means of detection. More supernatural forms of investigations would see through this power, however.) -Death's Vigil (Stones VS Duration since a being died; allows user to perceive the last moments of a corpse's life, as well as their death itself. Requires physical contact to use.) -Rigor Mortis (Atk VS Dur+Magical Defense; deals no damage; Only usable on mortals; Paralyzes for 5 minutes/red stone of 'damage'. This effect causes rigor mortis on a targeted mortal, causing them to be unable to move their body, talk or essentially anything but breathe.) -Breath of Thanatos (As Force Blast, 3x damage, Normal and Stun damage. A blast of necrotic energies harmful both to the living and the undead.) -Tend the Body Garden (1+ Stones played as Multiplier or Divisor to the time it takes for a body to decompose. For example, paying 1 stone would allow a necromancer to make a body decompose twice as fast, or slow, as normal. 5 stones would allow six times as fast or slow, 9 for ten times as fast or slow, and so on.)) -Destroy the Husk (5 stones to use. An expeditive way of getting rid of a corpse, this power immediately disintegrates a dead body and turns it to ash in an instant.) -Tremesnes (2 stones to use. A simple, yet terrifying power to anyone not expecting it. This effect allows a necromancer to make a corpse within Range 4 shift a single time, for example suddenly sitting up, opening its eyes, pointing at someone, coughing, turn to its side, etcetera. This only last for up to one panel, and has no major effect aside from potentially freaking out anyone normal in the room for weeks to come.) -Summon Soul (Either as Summoning, or as an Atk VS Intelligence, to summon a ghost/spirit/wraith, the former to simply summon 'a' spirit, the latter to force a specific one within an area to manifest whether it wants to or not.) -Torment (Atk VS Dur+Magical Defense; 2x damage, Only usable against spirits; spirits whose Dur AN is lower than the user's AN in this action are permanently destroyed if 'killed'. This powerful effect allows a necromancer to literally damage a spirit, causing actual harm to it. While it cannot destroy a 'soul' per se - a destroyed spirit would still go on to whatever afterlife awaits them - this power can very much destroy the ghost such a soul existed through, making the incorporeal dead very wary of messing with a powerful Necromancer if they value their continued undead existence.) -Compel Soul (Atk VS Int+Magical Defense; Deals no damage; if successful, the target spirit is forced to obey the user's commands without question for 1 hour/red stone of 'damage'. A very powerful compulsion which makes Necromancers fantastic when it comes to dealing with haunted locations.) -Haunting (Atk VS Int+Magical Defense; Deals no damage; if successful, forcibly and permanently binds a spirit to a location or object, forcing them to remain within any distance of the Necromancer's choice from a foot or so away from a given item or location at most, to anywhere within an Area Effect of AN of it.) -Shambling Hordes (1 stone/animated corpse. Animates zombies or skeletons - depending on how fresh the corpses - out of the nearest corpses within Area of AN to do the bidding of the necromancer. Up to 10x AN undead created via this power can exist at once. They are fully loyal and obey their creator's orders to the letter, but are otherwise non-sentient, although they can obey fairly complex orders. Such undead are fairly weak, but are still more than capable of proving a threat to humans. Their stats are as follows, with numbers after slash being used for zombies if there is a difference: ABILITIES - Int: 2, Str: 2/3, Agl: 2/1, Spd: 2/1, Dur: 2; ACTIONS: Close Combat: 3, Str.bonus; Ranged Combat: 2/1; MODIFIERS: Immortal, Self-Contained Lifeform, Rapid Recovery, Ref.Dodge 2/0, Toughness 1/3, Mental Invulnerability, Fatigue Immunity, Enhanced Vision 3 - See in Darkness) -Undead Servants (Stones VS Durability, Requires physical contact; Only usable on a dead being. Raises the touched target from the dead as a 'zombie' version of themselves fully loyal to the necromancer, but retaining all knowledge, skills, powers, capabilities and memories of their original self, along with a sufficient degree of sentience to perform extremely well as servants. These beings are essentially identical to their original self, except that they appear as corpse-like versions of themselves, still bearing traces of their death, although mostly unharmed corpses who died recently may appear mostly human. The user may have up to AN such servants at once, with the following being added to their capabilities: Immortal, Self-Contained Lifeform, Loyalty (-5; to the Necromancer), and Looking non-human -3 (Appears as a dead version of themselves.)) -Soul Stealing (Atk VS Int+Magical Defense; deals no damage; Only usable on mortals; if successful, the user forcibly extracts the soul of a person outside their living body, turning them into a temporary ghost. The newly created ghost has no real power yet except being able to move around as per Astral Travel, but cannot be heard or seen by anyone without supernatural senses or perception. The effect is not technically permanent, and if left to their own devices, such a soul could find a way to return to their still living body, by spending stones into Intelligence VS Resistance of 100. Once successful, they would safely be able to awaken, fine and well. Alternately, a being who knows about how to do such a thing can teach them to do so much faster. Of course, that's all if the necromancer allows either of those things to happen. Should a victim's body be destroyed/killed while they are stuck as a spirit, they are out of luck and are pretty much permanently left in such a state. However, in such a case, they become able to eventually gain spirit powers such as being able to manifest, move objects with their mind, and so on; in game terms, they become able to spend LoEs and white stones from then on to acquire ghost-flavored powers. Alternately, if a 'victim' actually enjoys their new state of existence, they can willingly not return to their body, and are able to learn such powers from then on as well. Normally, a spirit who learned ghost powers and is later resurrected loses such powers, but it's really left to GM's call. Much weirder things have happened.) -Necrotic Recovery (As Magical Healing, Usable only on undead and corpses to heal/'repair' them.) -Eternal Unrest (Stones VS willing target's Intelligence; Requires a 1 hour ritual. While ghosts can manifest due to multiple reasons after death, Eternal Unrest is a ritual which ensures the targeted person will be able to become a ghost after death whether or not any such reason occurs. Reasons for doing so could be many: maybe one wishes to watch over their loved ones, maybe someone is too afraid of the real afterlife to fully leave the realm of mortals. Either way, once this ritual is performed with the help of a knowledgeable necromancer, the target knows for sure what will happen once they die.) -Second Chance (10 stones to use; Requires both a spirit, and a freshly deceased corpse, within Area 2 to use. 'Freshly deceased' here meaning dead within up to AN minutes. The corpse must be in a relatively good state, so one who died crushed by an 18-wheeler or falling off the 20th story probably doesn't qualify, whereas one who died in their sleep, from a disease or a less destructive wound such as a single bullet or a stab wound would. The user is able to implant the spirit into the corpse in an essentially permanent, and as close to natural as possible, manner, allowing for an effective resurrection for all intents and purposes as this effect 'heals' the body of whatever killed it; except the spirit may not be in their original body, and may have to deal with waking up as someone else but lacking any of their host body's memories or knowledge. This power, as the name implies, may only be used once per spirit. Their new living body will grow older and eventually die as any mortal, and when it does, that's it, and the spirit is back to its former ways. Again, normally such a resurrected spirit loses their spirit powers when back in a living body, but that is up to GM's call.) -Blood Magic (As Draining, usable for this entire action.)Take Over - Demon Soul: 10 (Int.bonus) -Satan Soul (This incredibly powerful spell allows the user to transform into different demonic versions of themselves, often with stronger/new magics, and with highly enhanced physical abilities. Stones played can add/increase Magical actions/modifiers or add options/advantages in the same manner Metamorphosis does for Physical and Energy ones, and on top of it, the user gains +1 to one of any Physical Abilities, Physical Actions, Reflexive Dodge, Toughness, Deep Reserves or Energy Battery, per stone played, to a maximum addition of AN to any one characteristic. Finally, the user gains +1 to Power Level per 10 stones played.) -User has up to AN different Demon Soul forms, which are fixed once they are used and can't be changed. -Transformation lasts for up to twice the AN in panels -Severe exhaustion (Using this powerful spell causes user to be exhausted afterwards; he'll take -2 to all actions and won't be able to use it again for one hour per 5 stones used in it) -Forms --Barbatos: +9 Str, +4 dur, +7 Toughness, +3 Black Magic, Add 2x damage or area effect to Black Magic, Bone Weapons +3 (2x damage), +4 Spd --Phenex: Flight 9, Superior Healing Factor becomes instant. 2x damage added to Black Magic, Adds Area Effect, and additional elements Hydro, and Aero to Telekinesis, and electrification (Fire): 2, +6 Str, +7 Dur, +6 Black Magic Summon Aeon: 9 (Int.bonus) -As Summoning; limited to Aeons -Must make a pact with an Aeon to unlock its summoning -Available Summons:- Gaea, the Prophetess (Wood Element. Controls plants, wood, flowers and other flora; May perceive the future or distant events; Has limited control over dreams and the ability to enter them. 9 stones to summon.)
- Thanatos, the Harbringer of Death (Darkness Element. Controls Darkness and has various killing spells; Is also a powerful warrior in and of itself, wielding his dual silver swords with superhuman skill, speed and might. 9 stones to summon.)
Celestial Spirit Magic: 7 (Int.bonus) -Efficient -May summon Celestial Spirits in accordance to their contract, agreed upon with each specific spirit; may summon a Spirit by paying the Spirit's Durability in stones. -Requires vocal component, usually involves stating "Open the Gate of [title of the Spirit]! [name of the Spirit]!" -Maintaining any Spirit's presence requires 1 stone/panel/Spirit, although it does not require an action. Some Spirits may choose to remain of their own will and are strong enough to do so, although... (read below) -Mass Summoning: A very rare, powerful technique. Allows user to summon up to AN Spirits at once, paying only the stones of the most powerful one. -Unlike most Celestial Mages. Travis can summon a spirit without a Key Calling/Summoning Magic: 8 (Int.bonus) -Efficient -1 Summoned/Called Creature per AN -Summons lasts until creature is dismissed, end of encounter, or defeated -Summon gain as many LoEs as their Summoner -When Calling, user is invulnerable for the panel as they vanish and are replaced by the Called creature -Known Summons/Calls: Gold Chocobo, Shiva, Ifrit, Ramuh, Goliath, Bahamut, Leviathan, Alexander Wood Aeon: 10 (Int.bonus) -Efficient -As Black Magic of the 'Wood' Element (Wood AN 1, Woodara AN 4, Woodaga AN 7, Woodaja AN 10); Deals Normal damage, or Atk VS Agility+Ref.Dodge to immobilize -Create/Manipulate Wood, Plants, Grass, Flowers and other flora -Area Effect of up to AN Devil Summoning: 10 (Int.bonus) -Taught by Melkor. An Infernomancer's version of Summoning, its powers are less versatile, but more powerful at higher levels. Doesn't allow for invocation, and demons need not be controlled; instead, a pact must be made to earn their trust and loyalty. Each AN allows for up to three different demons to be summoned with relative power increasing with each AN. User initially spends 1 stone per available AN to bring forth a new devil; then, once a pact is made, the devil's Durability AN must be spent in the action to summon them... but they are automatically loyal. -AN 1 Devils: Pixie (Lovers Arcana, Dur 2) -AN 5 Devils: Haysheen (Dur 5), Ulryaulth (Dur 4), Styke (Dur 4) -AN 10 Devils: Helel (Star Ultimate Arcana, Dur 9 -Requires Vocal components -Does not require Mastery of Magic Infernomancy: 10 (Int.bonus) -Infernal Empowerment (As Metamorphosis; changes must be demonic in nature/appearance. 1 stone per panel to maintain.) Aestus Domus Aurea: 100 -Copied from Saber/Nero Claudius, this power is an Anti-Team Noble Phantasm which, while similar to a Reality Marble, is nonetheless different in the sense that it does not temporarily replace the world it appears into as much as it simply manifest there. It is a form of High-Thaumaturgy that only Nero - and now Travis - can perform, as the user must believe in their flawless artistic talent allowing for the existence of this zone. An 'Absolute Imperial Zone', it allows for the user to achieve their aspirations. -It functions as an Area 7 attack VS Durability which will cause no damage, affecting all within the area. Anyone affected is trapped within her Golden theatre, within which Nero's power is greatly enhanced. All of her A/A/M's ANs and MNs are enhanced by +2, and she gains this action's AN as a modifier to be split between any of her actions as her greatness is visibly displayed for all to see. Additionally, her sword Aestus Estus is wreathed in flames hot as Mount Vesuvius, bringing its modifier to +7, 3x damage, AP (Ignores 3 Toughness even if No AP), Sets flammable objects on fire. -Duration is up to AN in panels in battle, or until the end of a performance, whichever is longer -Empress' Will (Once trapped, the victims cannot escape with powers short of Godlike, or Phoenix Force, or the like.)Spellfire: 100 (Int.bonus) -Efficient -The raw energy of the Weave and a very rare magical power, coveted by many. Users can absorb spells cast at them, convert them to raw magical energy, and perform various feats with it. Its powers include:- Spells Absorption (As Energy Absorption, but only works VS Magic; May absorb up to 5x AN of Magical energy stones at once, with any excess stones burning out in a flaring aura of light and magic. Accumulated stones may be re-used as one of the following effects below.)
- Drain Magic (Alternately, may use as Drain Energy at AN to drain Magical energy from mystical, enchanted or otherwise magical items, or even from Artifacts. Items drained in such a way might eventually lose their enchantments, at GM's discretion, although GMs should keep in mind that enchanted items should have a lot more magic than mere absorbed spells. Additionally, powerful magical items may be immune to losing their enchantments due to containing infinite magical energy.)
- Spellfire (As Mastery of Spellfire; Create/Manipulate, Force Blast - 2x damage, 3x damage VS Magic users, Area Attack, Draining, Sets flammable objects on fire, Range 4. Alternately, may make the blast Area Effect at Half AN, rounded up, centered on, but excluding, the user.)
- Magical Healing (May heal up to 2x AN White stones of Health per day)
- Flight As the Action at Half AN, rounded up)
- Empower Magic (Usable as Iron Will up to AN, but only to power up another magical action.)
- Spellfire Aura (1 stone/panel to activate/maintain. As Electrification at AN with the same Advantages as Spellfire blasts, see above; Must have accumulated 4x AN or more stones of magic to manifest it. NOTE: With over 5x AN stones absorbed, the aura manifests for 'free' as excess stones bleed out, but it cannot be turned off by the user until the excess stones are lost. Once they fall back to 5x AN or lower, one must resume paying stones to maintain it.)
-Spellfire Overflow (The more Spellfire a user accumulates, the more it shows. At 2x AN and higher, the user's eyes' irises turn silver white. At 3x AN and higher, their eyes downright glow with silver light. At 4x AN or higher, their whole body glows with a faint but noticeable light. At 5x AN - or while using Spellfire Aura, see above, the user's body radiates bright silver light and energy, arcs of spellfire coursing through their body.)Soul Resonance: 10 Angelic Sleep: 12 (Int.bonus) -Efficient -Atk VS Defense (Ignores Toughness and Armor, as it merely requires Travis to touch the target) which triggers an AN Atk VS Durability to cause the victim to fall unconscious as though in a deep sleep for 5 minutes/red stone of 'damage'. -Only works VS mortals, be they humans, animals, mutants and mutagenics, and so on. Supernatural creatures, undead, angels, demons and the like cannot be affected by this effect. Holy Lightning: 15 (Int.bonus) -Efficient -As Mastery Elements -Immunity to Lightning/Electricity (Including Holy variant, but not Demonic) -Unlimited Create/manipulate -Force Blast (2x damage, Normal and/or Stun damage, 3x damage VS Evil/Demonic/Undead/Corrupted beings) -Sacred Healing (As Magical Healing, May heal 2x AN White stones per day, Range of Half AN rounded up.) -Purifying Light (Atk VS Durability; Deals no damage. If red stones of 'damage' exceed a possessing demon, ghost, or other spirit or being's Dur + Magical Defense, they are immediately forced out of their host/victim as pure light engulf the body from within. The possessed victim will fall unconscious from the attack but suffer no further trauma. Demons and similar beings are sent right back to Hell or to their plane of origin, spirits are usually banished back to the Astral plane. Either way, the victim cannot be possessed again by the same demon for a month/AN in this action.) -Combine with Close/Ranged Combat -Accumulate energy for greater effect (Not stunned afterwards) The Voice: 100 (Dur.bonus) -Most uses of this action makes said, specific Shout unusable for a panel afterwards, unless otherwise specified in a specific Shout. -This represensts the ability to speak the language of Dragons like only a Dragonborn can. This ability allows its wielder to use it to create powerful magical effects in the form of a Shout. If they know only the first word of a given shout, they can use this action at AN 3. If they know two, they can use it at AN 6. If they know all three words of a Shout, they can use it at full AN. Each Shout has a specific kind of power. -If user has all three words, and it makes sense given the Shout, user may Accumulate Energy for greater effect.- Alessia's Love (Sil Gron Aav; Links the user with another person/being; whoever has the least Health and/or Energy will regenerate up to 3 additional stones of Energy per panel and/or 1w of Health.)
- Animal Allegiance (RAAN MIR TAH; 1 stone/Durability AN of each target Animal to command them to fight in the user's defense.)
- Annihilate (RUUVAK JOT OBLAAN; As an Area effect Improved Energy Drain, also deals 1w of damage per 5 drained stones. Worse still, if used outdoors, will open a supernatural black hole acting as an Area effect, gravity Force Blast dealing 3x damage, Ignoring Toughness, Causes massive collateral damage. Enemies killed by this are physically destroyed, leaving nothing behind except perhaps Magical and/or Indestructible objects, at GM's discretion.)
- Arcane Helix (ENSONIN SAHLO SIL; Atk VS Int+Magical Defense, deals no damage; if successful, lowers target's Energy Defense/Magical Defense by 1 per white stone of 'damage' for up to 1 panel/red stone of damage. Additionally, user may summon weak Magical spirits of up to Dur 3 for each 5 stones used in this Shout, who will last 1 panel/3 ANs rounded up, or until the Shout is used again.)
- Armageddon (LOK GOLZ MAH; As Force Blast, 2x damage, AP, Area effect, Causes massive collateral damage; rains down one, several, or a single, massive meteorite depending on how many Words are used.)
- Armor Break (KREN SIIK QAH; Stones VS Resistance to destroy or remove clothes/armor by force.)
- Arrow Storm (LOK MAH RONAAZ; As Normal Damage Force Blast, Area effect; rains down hundreds of arrows onto the target area.)
- Aura Whisper (Laas Yah Nir; As Sense Power to detect lifeforms around the user. Does not require a panel to recover, and requires but a whisper as opposed to a Shout.)
- Battle Fury (MID VUR SHAAN; Stones VS Effect up to AN + Area + Duration in panels; where Effect is split equally between Close/Ranged Combat and Initiative for all allies within the Area; Combat skills take precedence if Effect stones are uneven.)
- Become Ethereal (FEIM ZII GRON; As Phase Shift for up to 1 panel/3 stones played.)
- Bend Will (GOL HA DOV; As Project thoughts/Control others option of Telepathy.)
- Call Atronach (AL GRON NOK; As Summoning; summons Fire, Frost and/or Storm Atronachs to serve the user.)
- Call of Valor (HUN KAAL ZOOR; Stones VS Effect + Duration in panels; Effect comes in 3 stones increments, up to 9; 3 stones will summon Gormlaith Golden-Hilt, 6 will call Felldir the Old, and 9 will summon Hakon One-Eye.)
- Cause Explosion (BOS YOL RAHGOT; as Force Blast; 2x damage, Area Effect of Half AN, rounded up, around point of impact, Indirect. May spend stones to increase Area. Causes an explosion at the targeted location.)
- Clear Skies (LOK VAH KOOR; As Manipulate Weather; only to end bad weather and bring back a sunny and/or clear, calm sky.)
- Curse (FAAZ NAHKRIIN DUR; Stones VS Durability + Duration in panels; causes victim to lose as many stones of Health and Energy as the user loses, regardless of how.)
- Cyclone (VEN GAR NOS; As Force Blast, Normal and Stun damage; Area Effect of up to AN, Air/Wind Element. Generates a full-on cyclone on the target location for a short moment.)
- Dance of the Dead (DUN KRII BO; Combines with Close Combat up to AN; if user's attacks beat targets' Agility + Ref.Dodge, they are Stunned for 1 panel. This effect stacks if used on the same target again, but Resistance increases by 1 every panel it is used on the same target.)
- Devour Moonlight (DU KUN SHAAN; As Force Blast, Area Attack; 2x damage at Night, 3x damage under the Full Moon; Light Element; adds +3 to the user's Energy Regen for 1 panel/stone played up to AN.)
- Disarm (ZUN HAAL VIIK; Stones VS Defense, ignoring Toughness and Armor; if successul, disarms target.)
- Dismay (FAAS RU MAAR; As Fear; Area Effect of Half AN, rounded up centered on self.)
- Dragon Aspect (MUL QAH DIIV; 1/day; 10 stones to use; Adds +3 Str, +2 Agl, +3 Dur, +3 Toughness (No AP), and +2 to all Energy/Magical/Mental powers, for a Duration of 10 panels.)
- Dragon Form (DROG DOVAH SIL; As Metamorphosis/Growth up to AN; Dragon Form only. Each stone spent for Growth adds +1 to Toughness as well. As for the Wings, user may simply use the Flight action described below.)
- Dragonrend (JOOR ZAH FRUL; Atk VS Durability, deals 1w of damage; if successful, also forces the dragon to land and prevents it to take flight again for 1 panel/red stone of 'damage'. Finally, it renders an otherwise immortal/unkillable dragon mortal, and possible to kill, until it next takes flight.)
- Drain Vitality (GAAN LAH HAAS; As Improved Drain Energy; also drains 1w of Health per 5 stones drained, healing the user equally.)
- Earthquake (GOL MOTAAD AL; As Force Blast, Area Effect, Normal and Stun Damage, Indirect, Automatically causes collateral damage; also acts as Atk VS Agility + Ref.Dodge to cause victims to fall prone for 1 panel, giving them -2 to all physical actions until they stand back up.)
- Elemental Fury (SUH GRAH DUN; Stones VS Effect + Duration in panels; Effect stones are split between increasing Agility, Speed, Close Combat and/or Reflexive Dodge. NOTE: Only effective with non-magical weapons.)
- Essence Swap (RII OFAN GAHROT; Atk VS Intelligence + Durability; if successful, swaps her own current Health and Energy 'percentages', rounded up, with a target. For example, if used at 40% Health and 20% Energy against a full Health and Energy foe, she would go up to full Health and Energy, while the target would drop to 40% of their Health, and 20% of their max Energy.)
- Fire Breath (YOR TOOR SHUL; As Force Blast; 2x damage, Area Attack, Sets flammable objects on fire.)
- Frost Breath (FO KRAH DIIN; As Force Blast; Area Attack, Normal and Stun damage.)
- Geomagnetism (IN VONUN SULEYK; Atk VS Durability + Magical defense, deals no damage; if successful, paralyzes a target for 1 panel/red stone of 'damage', pulls a target towards the user at Spd 3, OR the same Paralysis effect, but Area Attack; at user's discretion.)
- Ice Field (FO IIZ GRON; Stones VS Effect + Area + Duration in panels; creates a wall of cold and ice which will cause an Effect stones Atk VS Durability + Magical Defense, deals Normal and Stun damage, against all who try to pass through. As opposed to a regular Area, the user may shape it as they please to form a wall instead, or other forms.)
- Ice Form (IISS SLEN NUS; As Force Blast; Area Atk VS Durability to freeze solid. Difficulty to break free is Half AN rounded up, and Resistance is stones played.)
- Jone's Shadow (VONUZ VO SLEN; Has two possible effects. 1) As Invisibility and Astral Projection at AN for up to AN panels, teleporting back to initial location at the end of the effect. 2) Stones VS Effect's AN/MN to Dispel ongoing magical effects.)
- Kyne's Peace (KAAN DREM OV; Stones VS target beast's Mental Defense to soothe/calm them, preventing hostility and fleeing in fear.)
- Lifestream (HAAS BO LOK; Heals all allies by 1w/5 stones played as an Area effect of Half AN, rounded up; or if used outside, alternately, pay for Area + Duration in panels to create a healing rain that heals allies of 1w of Health per panel.)
- Lightning Shield (QO SPAAN AAL; Stones VS Effect up to AN + Area + Duration in panels; Effect as Electrification (2x damage, Normal and stun) against anyone within melee range. Alternately, usable as Force Field, Effective VS Magic.))
- Marked for Death (KRII LUN AUS; Atk VS Intelligence + Magical Defense, deals no damage; lowers the victim's Toughness, Reflexive Dodge, Magical Defense or Energy Regeneration per panel by 1/red stone of 'damage', for a Duration of 1 panel/red stone of 'damage'. Victim decides what gets lowered.)
- Open (Bex Miir Kein; Stones VS Resistance to open a locked door, chest or other locked container or object. AN must equal or beat the lock's Difficulty to succeed. May use in quick succession to beat higher Resistances and does not require an actual Shout as much as a whisper, but does require a panel of recovery before a different Shout is used.)
- Resurrect Dragon (SLEN TIID VO; Stones VS Durability + Duration on D&R chart; if successful, resurrects a dead dragon back to life, as though through Reconstitute Self.)
- Return to Nirn (NAHL DAAL VUS; 1/day, 10 stones to active; allows user and any allies touched to forcibly leave another plane of existence to return to Nirn, or Earth at GM's discretion.)
- Reverse Gravity (VOK MAH LOK; Stones VS Effect up to AN + Area; Effect is Stones VS Durability + Magical Defense of all targets in the area; deals damage and knocks target down, causing -1 to all Physical Actions until they get back up.)
- Skeletal Army (QETH ALOK-DILON LAHVU; as Summoning, to summon Undead under the user's control. 1 stone per panel to maintain regardless of the number of skeletons.)
- Sky Shift (SUL VUL VU; Stones VS Effect up to AN; make the sun go down or up as if 1 hour/stone played had either passed, or shifted back, altering the effective time of the day as far as the world is concerned. This powerful effect causes the user a -2 sitmod to all Actions for 10 panels, and prevents the use of ANY other Shout for 5 panels.)
- Sky Sickness (STRUN POOK LIIV; Stones VS Effect + Area + Duration in panels; Effect is Atk VS Durability + Magical Defense; victims take Normal and Stun Damage, and suffer a -1 negative sitmod to all Actions for the Duration. Makes bile rain from the sky and a nauseating scent fill the air. NOTE: The user is unaffected.)
- Slow Time (TIID KLO UL; Stops time for 1 panel/5 stones played; can't use additional Shouts while time is stopped. Enemies attacked while time is stopped lose their Reflexive Dodge modifier and most defense at GM's discretion. After using this Shout, the user must wait for 3 panels before using ANY other Shout. This very taxing power impose a (cumulative if used in succession) -1 negative sitmod to all Actions for 10 panels afterwards.)
- Soul Fog (Ven Mul Riik; Stones VS Effect up to 5 + Area + Duration of 5 minutes/stone; brings out an increasingly thick fog based on effect in the area, impeding the sight and activities of those caught in it, and likely favoring stealth and illicit activities. Does not require an actual Shout as much as a whisper.)
- Soul Tear (RII VAAZ ZOL; Attack VS Durability; only usable VS an organic creature with a soul. If target is killed, it is immediately raised as a zombie under the user's control for 10 minutes or until it dies, whichever comes first.)
- Splinter Twins (ZOROX FIIK PAAL; Stones VS Effect + Duration in panels; Effect is Area Atk VS Durability of enemies hit, deals no damage; is successful, creates a duplicate of the victims, whom will turn against the originals.)
- Stormblast (QO NOS ZAAN; As Force Blast, 2x damage, Area Attack, Normal and Stun damage; Electricity element.)
- Storm Call (STRUN BAH QO; As Force Blast, 3x damage, AP, Area Effect of up to AN centered on - but excluding - self; Electrical element/Water/Wind Element; bypasses defenses if any of those is unresisted. Causes a violent downpour, hurricane-level winds and constant lightning bolts at the area. NOTE: Must wait for 5 panels before using ANY other Shout.)
- Throw Voice (Zul Mey Gut; As Ventriloquism at up to AN. Does not require a panel to recover; nor necessarily must be a Shout, as much as simply the voice level one wishes to project their voice as.)
- Trueshot (Drog Bo Ronaaz; Stones VS Effect up to AN + Number of Arrows affected; Effect is added to a bow's Weapon Modifier and will launch targets 1 yard/stone of Effect towards the user when hit. When so enchanted, arrows must be used within AN panels before the enchantment is lost.)
- Unrelenting Force (FUS RO DAH; As Force Blast; 2x damage, Area Attack, and projects its victims several yards away upon impact (1 yard/red stone of damage). Otherwise deals normal damage, plus whatever damage may be caused by being thrown forcefully in said direction. If a victim dies from this, there is a chance she might be disintegrated.)
- Void Call (VUL VAAZ DAAN; Atk VS Durability + Magical Defense; deals no damage; if sufficient to 'kill' were it to deal damage, it will project the victim into a plane of Oblivion of the user's choice. If not, the Shout fails.)
- Whirlwind Sprint (WULD NAH KEST; Allows user to dash forward at Speed of AN in a straight line for 1 panel; even in midair.)
Innate Time Control: 16 -Through creation of a minimal bounded field within his body, Travis can use Time Manipulation on a personal level without affecting external time and without need for a lengthy ritual, at the cost of damage to his body. -Accel (Functions as Metamorphosis, to increase Combat, Speed, Agility and/or Reflexive Dodge, as well as providing a bonus of 'stones played' he can split on any actions where speed plays a role. Each 2 stones use of this effect is considered an Accel Level; 2 stones are known as Accel, 4 as Double Accel, 6 as Triple Accel, 8 as Square Accel, 10 as Quintuple Accel, 12 as Sextuple Accel, 14 as Septuple Accel, and 16 as Cube Accel.) -Stagnate (Stones VS Resistance to appear dead. Alternately, 1 stone/intensity to slow down bodily functions and needs according to said reduction; for example, 3 stones means a user needs to breathe three times less, eat three times less often, and so on.) -1 stone/panel to maintain Accel -Square Accel causes 1w of damage to user when used; and 2w for Quintuple Accel. If maintained for AN panels, even Triple Accel will cause 1w of damage. -Requires words of power ('Time Alter' followed by the use he wishes to access, for example 'Double Accel'. If he can't speak for some reason, Travis cannot use this power.)Rasangen: 9 (As Psi-Weapon) -Efficient -2x Damage -Limited AP Armageddon: 10 (Int.bonus) -Atk VS Durability, Area Effect 20, Kills if any stone gets through. At GM's discretion, some gods/cosmic entites/eldritch abominations may be immune to the effect. Otherwise, this spell effectively kills all living things in the entire universe within which it is cast. -Originally from the Ultima VerseHamon: 12 (Int.bonus) -Efficient -Also known as 'The Ripple', Hamon is a powerful and versatile breathing technique achieved through controlled respiration which produces an energy manifesting as ripples identical to that of the sun's rays. When imbuing the user's body, it manifests as electricity-like sparks which are visible to normal humans. It provides one with the following abilities: Accumulate Energy (As M.o.M)
- Clairvoyance (Up to Half AN; Can perceive through time regardless of physical proximity.)
- Conduction (1 stone to use. Allows user to send impacts or ripple effects through solid matter and physical objects up to 1 foot/AN in order to affect who or whatever is on the other side without affecting the matter or object.)
- Empower Objects (As Metamorphosis up to AN to enhance a given object's capabilities by infusing Hamon into it. Duration can be paid for 1 additional stone/panel. NOTE: Alternately, may use to turn any object into a usable weapon by altering its properties. Also, if used to empower projectile weapons, the effect works for multiple projectiles as long as used while within the Duration.)
- Empower Self (As Metamorphosis at AN to enhance oneself with solar energy. Duration can be paid for 1 additional stone per panel, or paid for 1 stone/every panel to maintain.)
- Extended Lifespan (As the Modifier; an Hamon user can live 10% longer than their natural lifespan per AN. Additionally, any aging penalties are reduced by 1/3 this Action's AN, rounded up. Furthermore, Hamon users look about 1/3 younger than they actually are with a minimum of 20 years old or their own age, whichever is older.)
- Forced Hamon Breathing (A regular Close Combat attack imbued with Hamon may be used for this purpose; if successful, it will cause 2x damage, Stun damage only; to strike a person in the gut with little finger raised. This causes no signficiant harm, but it hurts like heck. However, it also allows the user to sense whether or not a target has the potential to learn Hamon, and gauge said potential.)
- Hamon Blast (As Force Blast; 2x damage if used underwater; Must be fired through an object/matter via Conduction above.)
- Hamon Channeling (Hamon can be channeled not only through physical contact, but also through hamon-imbued weapons and objects, or through one's Stand if a user has one. The user spends the stones for the effect, and then the Stand benefits from it or attacks with it itself.)
- Hamon Healing (As Mutant Healing; May also heal broken bones in moments at AN 7+.)
- Hamon Might (As Iron Will; includes Iron Fist option. When used to attack physically, deals either Normal Damage OR may be used as an Atk VS Dur + Hamon OR Energy Defense; success causes the victim to faint as per excessive exposure to sunlight. NOTE: If used to strike objects/matter, attacks easily break through a Hardness of up to Half AN, rounded up.)
- Ignition (1 stone to use; sets flammable object on fire; Requires physical contact to use.)
- Inheritance (If the user so wishes, they may permanently transfer their Hamon at the same AN and options to another person with the potential to use it.)
- Manipulation (As the 'Project Thoughts/Control Others', 'Read Minds', 'Subtle commands', and 'Empathic Projection' (Any Emotion) Telepathy options; Require physical contact. Could potentially learn other options as well. At user's discretion, may use alongside other effects on a manipulated person to boost them further than normal, such as using 'Empower Self' on them while they are manipulated.)
- Photosynthesis (Stones VS Resistance to rejuvenate plants, trees and flowers, restoring them to life.)
- Regeneration (Adds Accelerated Healing Factor to the user.)
- Repel (As Force Field at up to AN; also usable as Stones VS Intelligence to expel a possessing entity from a target's body. Requires physical contact.)
- Ripple Detector (As Sonar Senses at up to AN, but as an Action; requires a contained liquid to imbue with Hammon, allowing the user to sense their surroundings via the ripples.)
- Stretch Limbs (1 stone/limb per panel to use; allows user to stretch their limbs up to 1 ft per AN via dislocation of joints and cancellation of pain through Hamon.)
- Undead Bane (Attacks imbued with Hamon deal 2x damage to vampires, 3x damage if already 2x damage, or +4 if already 3x. Additionally, a vampire's Healing Factor is reduced by 2 steps while healing from Hamon-induced injuries. Furthermore, Hamon attacks can permanently kill vampires regardless of the medium used. NOTE: At GM's discretion, this ability also affects other undead who are susceptible to sunlight, including the JoJoverse's Pillar Men and zombies.)
-Liquid Ripples (All Hamon effects gain +2 when conducted through liquids; +3 through oil.) -Requires breathing to use -Requires a steady bloodflow (When injured down to 1/3 Health, rounded up, via injuries causing actual blood loss, user might not be able to access Hamon at GM's discretion.)The Spin: 20 (Int.bonus) -Efficient -A state of near-perfect rotation, the Spin has the power to produce a unique form of energy which can be applied for multiple uses. The closer a spin is to the Golden Rectangle, more specifically the Golden Spiral - a mathematically endless spiral omnipresent in nature - the more potent it is. Its effects include: Ball Breaker (Requires a near-perfectly spherical weapon such as Zeppeli Steel Balls to use. At user's discretion, a Golden Spin-based attack (read below) can awaken Ball Breaker, a tiny artificial humanoid Stand-like ability which ignores Time/Space/Dimensional-based defenses/effects up to AN to strike an intended target in addition to regular Golden Spin effects. Furthermore, if the user so wishes, it can dramatically age the victim, and their Stand if any, by up to 5 years/AN, potentially causing maluses of up to -1 AN to all Physical Abilities per 15 years beyond 40, down to a minimum of 1. NOTE: Reversing the effect is possible with a use of the same ability for that specific purpose.)
- Biokinetic Spin (Passive ability. Requires objects affected by Spin Object, see below. Upon physical contact - either through touch or a thrown spinning object - may affect a target's body in multiple ways, described below. Unless mentioned otherwise, all effects have a Duration of up to the base spin's Duration.
Beautify/Uglify (Stones played up to Half AN, rounded up, to either enhance the target's appearance, removing wrinkles, tightening their skin, dissolving excess body fat and enhancing their silhouette, or to make a target appear old, sickened, wrinkled and/or malnourished.)
- Control Body (As Pheromones at Stones up to AN; success will grant full control of the victim's body to the user for up to the Duration through muscular control. Directing the victim's body requires an Action from the user every panel.)
- Execution (If used against an helpless/immobilized/unconscious target, Stones played up to AN VS Durability to instantly, cleanly and painlessly kill via decapitation through throw to the nape of the neck.)
- Flatten Limbs/Body (As Flexible Skeleton up to Half AN, rounded up, in order to twist into narrow spaces.)
- Friction Pin (Stones up to AN VS Resistance to pin objects to surfaces via extreme friction created by the rotation.)
- Friction Unravel (Stones up to AN VS Hardness of objects to damage/destroy them via extreme friction created by the rotation. Doesn't add to an Attack, as the destructive power of a projectile using the Spin are already covered by other options; this is strictly to destroy objects via the friction alone.)
- Harden/Soften Body (May add Toughness of Stones played up to Half AN, rounded up, to the target by hardening their skin. Alternately, may soften the target's body to lower Toughness and/or Armor by up to Half AN, rounded up.)
- Hair/Skin Care (Stones played up to AN to either style, shave, grow or even change the color of hair, and to either revigorate/moisten/improve skin or dry/worsen it.)
- Manipulate Plants (Stones played up to AN to manipulate plants, trees and flowers.)
- Mirages (As Create Illusions at stones played up to AN, via reflection of light through use of spun object.)
- Spin Crafting (As Create option of a Mastery of Matter via contact with spinning object. For example, may create a rope via contact with fabric, or bullets via contact with metal.)
- Vibes (As Sonar/Radar Senses at up to 10'/AN via contact with a spinning object through sensing the vibrations emitted.)
- Vibration Spin (As Create/Manipulate Vibrations of Stones played up to AN, either to generate vibrations or negate them via contact with spinning object.)
- Wring Water (Stones played up to AN to remove excess water from target's body. May act as Atk VS Durability, Normal and Stun damage, to remove water beyond that to 'dry up' a victim.)
- Golden Spin (Passive ability, see requirements below. In addition to normal Spin throw effects, Destroys Armor/barriers/cover of up to AN stones on impact; ignores powers/magic-based defenses of an AN equal or lower to this Action's AN, and acting as the Overstrain advantage, adding up to AN stones to a Golden Spin attack - usable again 1 panel/additional stone used later. As a side note, an object spun via the Golden Spin can potentially spin forever if uninterrupted/not thrown to attack. REQUIREMENTS: The Spin at AN 12+; Horsemanship at AN 5+ combined with an healthy horse running at its natural average speed (2/3 its Speed AN, rounded up); OR Vehicle Operations AN 7+ along with a vehicle with high quality wheels and mechanics meant to replicate the Golden Ratio artificially, also going at its average speed (2/3 of its Speed AN, rounded up). Any of those three can work, but at least one must be met.)
- Spin Healing (As Mutant Healing; May heal up to 2x AN White stones per day; Requires spinning object and Physical contact to use.)
- Spin Object (Stones VS Effect (Weight/Area/Hardness, whichever is higher) + Duration to make objects spin; Duration depends on level of Mastery: AN 1-3 allows for 1 panel/stone, 4-6 for 5 minutes/stone. 7-9 allows for 10 minutes/stone, and 10-11 allows for 1 hour/stone. For 12+, see the Golden Spin, above. Target objects MUST have at least one axis of rotation to be usable although shapeless objects like water are considered to always have one. However, spherical objects in particular may get a +1 to +3 depending how close to a perfect sphere they are.)
- Spin Throw (Passive ability. Any object spun via 'Spin Object' option gains a bonus to Wpn.modifier of up to AN or Effect stones played, whichever is lower, Limited AP, Control Trajectories, and a bonus to Range and Good Luck (To hit only) of 1/3 this Action's AN, rounded up, or 1/3 the Effect stones played, rounded up, whichever is lower. If not somehow caught or interrupted, the user can return a spun object to their hand after it hits.)
- Stand Evolution (Requires Golden Spin to use. If the user has a Stand, achieving the Golden Spin will cause it to spontaneously evolve akin to being pierced by the Stand Arrow, turning into a Requiem form. The exact results of the change may be agreed upon between the GM and player, but typically results in a change in appearance, a boost of power of at least 50+ white stones - if not more - and at least one if not several new powers and abilities.)
-Numbing the Senses (At user's discretion, the Spin's effect may have a natural Resistance up to AN for its effects to be noticed at all by its victims, up to and including grievous injuries, as the Spin numbs the senses of those it affects. For example, ripping a target's ear off with the spin wouldn't necessarily be noticed until the victim sees themselves in a mirror/pond, or someone tells them they're missing their ear.) -Unless mentioned otherwise, all effects require either physical contact with the held spinning object, or for the user to throw it at a target via Ranged Combat. -May not have at an higher AN than double that of Medical Healing -Hypothetically speaking, countless other effects may be possible via the Spin, but any others than those stated above must be bought with LoEs/White stones.Starborn: 10 (Int.bonus) -Having passed through 'The Unity', the power source at the center of the Universe, Henrietta was reborn as a Starborn, an ascended human wielding stars/space/gravity-based superhuman powers. Her abilities are described below: Black Hole (As Force Blast, 3x damage, AP, Area Effect of up to AN around point of impact, After Effect, Causes heavy collateral damage; Gravity/Vacuum elements.)
- Creator's Peace (Atk VS Int + Mental Defense; Broadcast up to Half AN Area, rounded up; pacifies all enemies and disarms them for a Duration of 1 panel/red stone of 'damage'. Attacking a pacified target allows it to fight back, defend themselves or flee, but not to equip a weapon to do so until the duration expires.)
- Deep Freeze (As Force Blast, Area Attack VS Durability to freeze solid; Cold/Ice element. Unleashes the cold of space againt one's foes and/or surroundings.)
- Gravity Control (As Mastery of Gravity; Manipulate only, Gravity Wave - As Force Blast, 2x damage, Normal and Stun damage, AN VS Durability to slam targets to the ground; Gravity Well - 3x damage, AN VS Durability to suck victims to the center of the well to damage/kill/destroy them; Area Effect of up to Half AN, rounded up)
- Drain Life (As Improved Energy Drain, Range 3; also deals 1w of damage and heals user of the same amout per 5 stones drained.)
- Electric Wave (As Force Blast, 2x damage, Area Attack, Normal and Stun damage, Electricity type.)
- Gather Resources (Stones VS Hardness/Weight/Area up to Half AN, rounded up/Technology AN/Highest AN/MN, whichever is highest, to bring all valuable inorganic resources and objects to the user'side.)
- Eternal Harvest (Stones VS Effect + Area up to Half AN, rounded up; success makes all plants of equal to lower complexity to Effect stones to regrow after being harvested, or to simply grow to maturity if they were not already.)
- Flight (Up to Half AN, rounded up)
- Gravity Dash (Stones VS Effect up to AN + Duration in panels. Effect adds +1 to base Speed, +2 to all Mobility actions, and +1 to all Damage inflicted/3 stones of Effect. Visually, this power allows the user to move with sudden, near-instant bursts of speed from one location to the other.)
- Heal Self (As Magical Healing, May heal up to 2x AN white stones per day; Only usable on self.)
- Illumination (As Create Light at Half AN, rounded up; may only create light as opposed to objects made out of light.)
- Inner Demon (Atk VS Dur + Magical Defense, deals no damage; if successful, manifests a Duplicate of the target to attack them for a Duration of 1 panel/red stone of 'damage'. The duplicate is loyal to the user and can obey other orders than just attacking if the user so pleases.)
- Life Sense (Stones VS Effect up to Half AN, rounded up, + Duration in panels; where Effect acts as Enhanced Vision - Detect Organic/Inorganic Lifeforms.)
- Moon Form (Stones VS 3 + Additional Effect up to AN + Duration in panels. Base effect is Immovability; additional Effect adds to user's Toughness and makes it No 2x damage; user cannot move for the Duration or until they undo the effects.)
- Nightvision (Stones VS Effect up to Half AN, rounded up, + Duration in panels; where Effects acts as Enhanced Vision - See in Darkness.)
- Parallel Self (Stones VS 10 + Duration of 5 minutes/stone played for said purpose; manifests an alternate universe self of the user - akin to Duplicate Self - with relatively the same A/A/Ms, but may differ here and there - or considerably more than that - at GM's discretion. Still, the duplicate is friendly to the user and will support them as best they can.)
- Particle Beam (As Force Blast, 2x damage, AP (Ignores 3 Toughness if No AP), Area Attack, Cosmic Energy element.)
- Personal Atmosphere/Create Vacuum (Stones VS Area up to Half AN, rounded up, centered on self, and Duration in minutes up to Half AN, rounded up, to create a temporary 'atmosphere' around self, with breathable air, comfortable temperature and no external, dangerous environmental hazards, even in outer space. Can be maintained by re-casting every time the effect is about to end. Alternately, the same stones may be used to remove breathable air from an area for the duration at up to Range 4, causing unprepared victims to potentially suffocate, lose consciousness and eventually die. Again, can be maintained with re-cast if necessary.)
- Phased Time (Stones VS Effect up to AN + Duration in panels; where Effect slows down time for anyone else but the user's - and at GM's discretion, beings immune to Reality/Time Distortion. In game terms, this grants a free additional Action per panel, and 2x the Effect stones to be added to any Action where moving considerably faster than anyone else might play a role.)
- Power of the Stars (Passive ability. Doubles Energy Regeneration per panel, but cannot move faster/further than AN 1 with Speed or any movement/mobility action or power while active.)
- Precognition (As Clairvoyance at up to Half AN, rounded up, Int.bonus, Can perceive through time regardless of proximity. If used prior to a conversation with someone, gain +3 to all Social Skills attempts due to having insight on what the target would like to hear, would *not* like to hear, and the words they would be most likely to best react to. Or worst.)
- Reactive Shield (As Force Field; Effective VS Magic. Defensive Stones are doubled.)
- Reanimation (Stones VS Dur + Magical Defense of targeted corpse; success reanimates them under user's command for 1 minute/2 panels per red stone of 'damage', with all A/A/Ms intact, but completely subservient to the user's will.)
- Solar Flare (As Force Blast, 2x damage, Area Effect of up to Half AN, rounded up; Indirect, Sets flammable objects on fire; Fire/Heat element.)
- Supernova (As Force Blast, 3x damage, AP, Area Effect of up to AN centered around but excluding self, Sets flammable objects on fire, Causes heavy collateral damage; Fire/Heat/Concussive elements.)
- Telekinesis (Int.bonus, Wpn.modifier)
- Teleport (Up to AN)
- Void Form (As Invisibility at AN.)
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Post by Hoots Rowlet on May 6, 2021 20:13:34 GMT -5
Powers/Quirks/Whatever copied via All-For-One. (Placed here to save space.)Has also copied (and is cuurently carrying) the powers of. Electro Lizard Stegron Homelander Stormfront A-Train Black Noir Invisible Girl Jaime Braddock ----------------- Inferno Vision: 9 (As Force Blast (Fire, From Eyes) -Range 3 -Area Effect Charge Magic: 5 (Weapon Modifier) -As Charge Objects -Kinetic, Fire, Water, Ice, Lightning, Earth, Gravity, Radiation, Glue, Quills, Bones, Acid, Smoke Shark Cannon: 6 -As Force Blast -Range 2 -2x Damage -Arm transforms into a cannon that fires 6' sharks jaws-first when in use. Warping: 7 -As Teleportation (Manifests black liquid which acts as a warping portal) -Doesn't need to Travel to send others, May send portals for others to return -Area Effect; Fine Control (May teleport multiple targets at once; may specify which ones to teleport or not.) -Range Limit is 3 Miles -Gained via All For OneEnergy Absorption/Reflection: 10 -Impact Release (Allows Physical attacks to be absorbed and reflected as well as Energy.) -Using the Absorption effect requires an action even if it isn't reflected -Gained via All For OneForceful Quirk Activation: 18 -Stones VS Dur or Int, whichever is lower; Success forces target to use one of their powers however the user wishes -Range 3 -Gained via All For OneHardening: 10 -As Skin-tight Force Field -Gained via All For OneAir Cannon: 10 (Dur.bonus) -Efficient -As Force Blast (Air/Wind Element) -None, any or some of the following advantages: 2x damage, 3x damage, Area Attack/Effect, AP, Normal and Stun damage, Accumulate Energy for Greater Effect -Range 6 -Gained via All For OneRivet Stab: 10 (Agl.bonus) -Efficient -As Tendril Whip (Black tendrils with red prominent cracked lines extending from the user's body) -2x damage, AP, May not split stones between targets -Range 5 -May be combined with Quirks/powers requesting physical contact to use from afar (in which case, it still deals damage, but only needs to beat Defense minus Toughness and Armor to make contact for said effect.) -Gained from All For OneKrypto-Bizarro Physiology: 100 (Dur.bonus) -Efficient -The combined physiology from both a Kryptonian and Bizarro, copied by Travis for his own benefit. Its effects includes the following: Ability Boost (Can use as Metamorphosis up to AN to increase Strength, Agility or Speed as necessary)
- Arctic Vision (A powerful and very versatile Force Blast which may use any, most or none of the following advantages, depending on the level of cold/ice used and the way the blast is fired: 2x damage, 3x damage, Normal and/or Stun Damage, AP [May ignore up to 5 Toughness even if No AP], Atk VS Durability to freeze solid, Causes collateral damage, Area attack, Invisible Blast [Make the Blast invisible to the naked eye, at AN])
- Bio-Electric Aura (As Skin-tight Force Field at up to AN, can be extended around other people for 2 stones per 'passenger'; requires physical contact.)
- Flame Breath (As Force Blast, Area attack, 2x damage, Sets flammable objects on fire. Alternately, can be used as an Area attack VS Hardness/Area (whichever is higher) to melt down/scorch matter, or to create a burst of warmth by spending stones of effect, Duration and Area on the D&R chart.)
- Freezing Breath (As Force Blast, Area attack, Normal and Stun Damage, Extinguish/cool down fires of intensity of up to AN. Alternately, can be used as an Area attack VS Durability to freeze targets solid, or to create a blizzard by spending stones of effect, Duration and Area on the D&R chart.)
- Heat Vision (A powerful and very versatile Force Blast which may use any, most or none of the following advantages, depending on the level of heat used and the way the blast is fired: 2x damage, 3x damage, Normal and/or Stun Damage, AP [May ignore up to 5 Toughness even if No AP], Sets flammable objects on fire, Causes collateral damage, Area attack, Invisible Blast [Make the Blast invisible to the naked eye, at AN])
- Kryptonian Invulnerability (Gains permanent Toughness [No AP, No 2x damage] of +AN, Reflexive Dodge at half AN, rounded up, and Energy Defense at 1/3 AN, rounded up. Will increase if AN increases.)
- Solar Absorption (Regenerates 3 more Energy while within a Solar System with a Yellow Sun. Will regenerate full AN when directly exposed to the rays while in Outer space.)
- Super-Breath (As Force Blast, Area attack, Normal and Stun damage. Alternately, can create an actual hurricane by paying stones of effect, Area and Duration on the D&R chart.)
- Molecular Acceleration (As Invisibility and/or Phase Shift via vibrating the user's own molecules at hypersonic speeds.)
- Superhuman Abilities (As long as the user isn't left unexposed to the light of a Yellow Sun for too long, they get the following bonuses to their base Abilities: +2x AN Str, +1/2 AN Agl, rounded up; +AN Spd, +AN Dur. Those boosts are reflected after the slashes in her Ability section. Unlike the other effects of this action, those bonuses are static and do not change if the action's AN is increased temporarily via some effect or another, though they do increase with permanent improvements.)
- Supervision (As Enhanced Vision up to half AN, rounded up, but as an action. Options include Electro-Magnetic Spectrum, See and identify Radio/Television/Broadcast/Transmitted frequencies, Telescopic, Microscopic, Fast Sight, X-Ray [Cannot see through lead])
New Order: 100 (Int.bonus) -One of the most powerful Quirks in existence, New Order is a unique Emitter Quirk which grants its user the ability to set 'rules' onto their surroundings, allowing the user to manipulate and grant new properties onto themselves and the world around them, effectively allowing limited reality warping. Up to AN rules may be active at once, and activating new rules beyond said AN require the user to drop one of their formerly active ones. Also, activating a new rule requires physical contact and stating the name of the target out loud. In game terms, the power functions as described below:- Set Rule (As Power Cosmic/God-like Powers; Area Attack/Effect up to AN if appropriate; Duration is permanent until rule is undone at user's discretion; limitations must be respected, read below.)
- Empower Self (May use up one of their 2 rules to empower oneself; doing so grants +1 to Str, Agl, Spd, Dur, Ref.Dodge, Toughness per stone played up to AN, and +1 to PL per 3 stones played, with those in between adding to Energy Battery.)
- Conditional Rules (At user's discretion, a given rule may depend on any condition the user wishes to apply to a given effect. Examples of conditions include, but are certainly not limited to: 'if the target moves', 'when a certain event happens', 'when someone says a certain word', etc.)
- Rule of One Hundred (Up to AN rules may exist at once; to use another one, the user must cancel one of their existing rules.)
- Rule of Contact (Must be able to touch the target in order to be able to affect it.)
- Rule of Naming (Must state the name of the target in order to affect it. For example, 'Travis Howlet Jr.', 'the atmosphere', 'my car', and so on. If a target has a personal name, the actual name must be used - as opposed to, say, 'this guy', making it easier to affect immaterial objects than people.)
- Rule of Identity (If the user knows someone's actual name, but that identity does not correspond to what the individual perceives it to be, this power may be ineffective. For example, even if a target's real name is, for sure, Phil Jones, but Mr. Jones is actually an amnesiac who doesn't know that he is said person, the effect will fail.)
Dark Matter: 100 (Int.bonus) -Copied from level 5 Esper Kakine Teitoku, this ability allows Travis to control an unknown type of matter/particles, named 'Dark Matter', though it has nothing to do with the real world version of it, and is unknown in the sense that it didn't exist before it was first manifested by its original user. Dark Matter can twist and ignore the laws of physic, and perform countless of different uses as described below:- Dark Matter Wings (As Psi-Weapon up to AN; additional stones may be spent for Advantages; Damage may be Slashing, Piercing OR Bludgeoning, at the user's discretion, decided with every attack. Manifests six wings of Dark Matter - which ironically appear to be bright white feathered wings of energy - akin to those of a Seraph angel, which have the following additional abilities:
- Flight (Up to AN speeds, Perfect Maneuverability; Can reach speeds of up to 5% of the Speed of Light.)
- Extension (Akin to Stretching; at will, each wing can extend to 5 yards/AN and retains just as much Strength as usual when doing so.)
- Gale of Wind (Create Wind at up to 2/3 this Action's AN, rounded up, by flapping her wings violently.)
- Dark Matter Focus (Grants +2 to all uses of this Action when using Dark Matter through the wings, and +4 total when manipulating other elements through Dark Matter with the wings, such as altering sunlight by letting it filter through the wings' gaps.)
- Detached Wings (At user's discretion, may actually manifest the wings from any point within a Range of Half AN, rounded up, up to an including sprouting out of the back of someone else; they do not need to be attached to the user's body.)
- Energy/Gravity/Matter Mastery (Unlimited Create/Manipulate, Force Blasts - With pretty much any possible Advantage/Disadvantage the user may want, based on the use and the element; Transmute any Energy/Matter into another. Maxima can either use the 'basic' Dark Matter, imbue it with 25,000 different types of Energy, or affect other types of Energy/Matter around her with the Dark Matter to generate an immeasurable amount of possible effects.)
- Telepathy (Repair Minds, Psychometry - Can also read thoughts of people interacting with analyzed objects. In theory, Dark Matter could be used to perform countless other Telepathy effect as the full action would, but the user would need to spend XP to gain such uses.)
- Dark Matter Field (As Force Field at up to AN, Defensive Stones doubled.)
- Shapechange (As Shape Shifting at AN/Metamorphosis/Weapons Morphing at Half AN, rounded up with Telescopic option, and additional ANs for Advantages. Allows user to alter/reshape their body via Dark Matter to assume countless possible forms, or morph parts of their body for various purposes.)
- Phase Shift (As the Action at up to AN, with Phase Stun and Phase Attack options.)
- Wallcrawling (As the Action at Half AN, rounded up; May stand or walk on walls/ceilings as though they were the grounds.)
- Absorption (Stones VS Energy/Matter/Attack or Effect AN, or a target object's Hardness/Size/Weight/Technology/Highest AN/MN, to disintegrate and absorb it within Dark Matter.)
- Dark Matter Clones (As Duplicate Self; 1 stone/clone created, 2 stones/panel to maintain regardless of number of clones active. Alternately, the user may create 'clones, of someone else via Dark Matter, but they are still considered clones of the user for all other intents and purposes than appearance and voice.)
- Dark Matter Creatures (As Summoning; summoned creatures are always loyal to summoner; all Summoned creatures have access to the Dark Matter action at 2 ANs below the original user. The user manifests creatures of Dark Matter to serve their purposes. This can be pretty much anything the user thinks off.)
- Analysis (As Clairvoyance, Only to determine the effects Dark Matter might have on any matter/energy/object/substance.)
- Dark Matter Network (MN Area Effect Enhanced Vision/Clairvoyance-like effect to sense, perceive the world through, know the precise location of and act through any and all Dark Matter effects. NOTE: Unless an attacker can manipulate Dark Matter as well - and even then, only at an AN equal or higher; one could not attempt to harm Maxima or any of her Dark Matter creations through that connection, as while they all function as a whole, they are not directly linked.)
- Regeneration (Adds Superior Fast Healing, Instant Limb Regrowth, and Instant Reconstitute Self as modifiers via use of Dark Matter. The user is capable of regenerating the cells of their entire body at formidable speeds, up to and including remaking one's entire body from nothing but a cell of Dark Matter. At the user's discretion, this regenerated body can appear normal or made out of Dark Matter, or any variant of it.)
-Fine Control (May ignore any targets she wishes with Area Effects and attacks in general, including ignoring aspects such as 'only affect organic/inorganic matter', etc.) -Combine with Close/Ranged Combat -Accumulate Energy for Greater Effect -Ignores the Laws of Physics (This Action ignores up to Half AN, rounded up, negative sitmods due to any reason, logic or Law of Physics expected to impede its results.)Accelerator: 100 (Int.bonus) -Efficient -Copied from the strongest level 5 Esper of the same name, this ability, also known as Vector Transformation, generates a field of AIM around the user, which allows them to modify the vector values of anything they touch, which in turn allow for countless, immeasurably versatile effects. Those include the following:- Vector Manipulation/Projection/Slicing (As Telekinesis, w/Wpn.modifier, 2x damage, AP. May perform up to AN uses at once, paying only for the most expensive; this effect and Vector Control's both count against this limit. Alternately, for Half AN uses, rounded up, may use as Area Effect of AN, with Fine Control - May choose to ignore given targets within the effect.)
- Vector Control (Unlimited Manipulate Vectors, May manipulate up to AN Vectors at once, paying only for the most expensive; this effect and Vector Manipulation/Projection/Slicing's both count against this limit. This immeasurably versatile effect allows the user to manipulate any physical vector in existence, be it its magnitude, its direction, or both. For examples of magnitudes and vectors, see at the bottom of this action. This entry is meant to cover anything not covered by the rest of the uses below.)
- Reflection (As Energy Absorption/Reflection at AN, Effective VS Physical/Energy - and even Mental and Magical Effects if they involve a vector in some way, shape or form, such as a Psi-Weapon, Telekinesis blast, or a fireball spell. Redirection only; see below. NOTE: While Magic can be intercepted by this effect, it can neither be absorbed nor redirected; instead, it will simply dissipate into a rainbow of colored light upon 'hitting' the user.)
- Redirection (The Reflection effect mentioned above is always active, and a passive effect. When it comes to redirecting attacks - the Reflection part - the user has two options. Either the power automatically redirects incoming attacks back where they came from, in which case the Action is instantly used as a Modifier to reflect it at the target at up to AN + the 'Absorbed' stones of the attack; or the user may choose to redirect it elsewhere, in which case they need to put stones in the Action itself as normal to aim it so.)
- Energy/Matter/Gravity Manipulation (Unlimited Maniulation, Force Blast - With almost any Advantage depending on the effect. The user can effectively manipulate any Energy or Matter that might be influenced by vectors. Examples include Air, Dust, Earth Plasma, Water, etc.)
- Reverse Bloodflow/Reverse Bioelectricity/Rip Skin Off Body (Atk VS Durability, 3x damage.)
- Light/Sound Manipulation (Create/Manipulate Light and Sound as a Mastery; usable as Create Illusions at AN.)
- Brain Hacking (As Telepathy, Project Thoughts/Control Others, Edit Memories, Rewrite Personality; May not perform any other action in the panel when this option is used, as it requires very precise and complex calculations and manipulations of electrical signals in the brain.)
- Mutant Healing (May heal up to 2x AN White Stones of Health/day. Actually more akin to 'damage prevention' via manipulation of vectors to prevent wounds from worsening, control of bloodflow and redirecting hostile organisms and contaminants outside of the body to 'cure' poisons and diseases. A person 'healed' by this effect is still bloodied and should probably still seek medical attention, but they won't die and can still function. NOTE: This effect may also be used as a crude medical checkup to find out what ails a given person's body.)
- Planetary Vectors (As Atk VS Durability, 2x damage, Area Effect up to AN, Must use at Maximum AN and cannot be controlled; via slowing down a planet's rotation by half AN minutes, rounded up. Such an action would likely extinguish all life on said planet, and as such should not be used lightly. NOTE: Fine Control CANNOT be used with this option; it WILL cause massive, extensive collateral damage to everything on the planet no matter what.)
- Vector Analysis (Adds 'Vector Analysis' to Enhanced Senses, adding the modifier at MN 5 if the user doesn't already have it. The user can sense and perceive the environment around them entirely through vectors, allowing for many of the uses of this power.)
- Combat Predictions (User gains Half AN, rounded up, in bonuses from the GP to be added either to Attacks or Defense due to being able to predict opponents' moves by reading their vectors.)
- Subconscious Reflection (The user needs not even be aware of incoming attacks for them to be reflected or redirected; their subconscious mind acts as a Prescience effect for that purpose. Furthermore, the power could even block sound, light and gravity from affecting the user, though they typically subconsciously let them do so. At the user's discretion, those vectors could be blocked as well if they so wish for whatever reason.)
- Flight (Up to Half AN, rounded up, via manifesting powerful tornadoes in one's back to propel oneself, or up to full AN if using vectors to project oneself, though doing so is more difficult and requires more calculations, forcing the user to spend 2 Actions just for this purpose.)
- Substitute Abilities (May substitute Strength, Agility, Speed, Durability for this Action's AN, and Toughness and Ref.Dodge up to Half AN, rounded up, due to the user's ability to manipulate their own body's vectors.)
- Siphon Energy (Adds AN to Energy Regeneration per panel, via siphoning energy from the planet's rotation, revolutions and all others forces around the user's body.)
- Empathy/Magical/Mental Resistances (Adds Half AN, rounded up, to Empathy/Magical/Mental Defenses. Due to various applications of Vectors such as sound, light, electromagnetic fields in the brain and body, and the reflexive nature of this power, the user is extremely resilient to Empathic manipulation, spells and mental effects. As usual, whenever magic is countered even by this effect, it dissolves harmlessly into rainbow light.)
- Dark Wings (As Psi-Weapon up to AN; additional stones may be spent for Advantages. The user may manifest dozens of Dark Wings, which are more akin to jets than wings as they spread a jet black ink-like substance that seems to swallow light. It also seems to distort the voice of its user in a somewhat unnatural, angelic-like manner. Its effects are as follows:
- Healing Negation (Injuries inflicted by the user's wings are extremely difficult to heal, reducing the victim's Healing Factor if any by 2 ranks; victims without Healing Factors will need 1 whole week to heal a single white stone of Health.)
- Flight (Up to AN speeds, Perfect Maneuverability; Can reach speeds of up to 5% of the Speed of Light.)
- Extension (As Stretching; at will; the user's wings retain just as much Strength as usual when doing so.)
- Ranged Vectors (When manifested, the Dark Wings allow the user to manipulate Vectors up to Half AN Range, rounded up.)
- Feather Stakes (As Force Blast, 2x damage, AP, Limited Area Attack or Area Attack, to fire a wing into dozens of sharp 'stakes'-like projectiles.)
- Resilience (May Substitute full Toughness for this Action's full AN while the wings are active; the user's body is considerably more durable then.)
- Accelerator Focus (Grants +3 to all uses of this Action while the wings are active.)
- Negative Emotions (Manifesting the Dark Wings typically require the user to lose control of their emotions or be cornered in a fight.)
-Vectors are quantities which possess both direction and magnitude. They include, but are not limited to: Acceleration, Angular Momentum/Velocity, Current, Displacement, Drag, Electromagnetic Fields, Force, Gravitational Fields, Lift, Light, Momentum, Polarization, Position, Sound, Teleportation, Temperature Change, Thrust, Velocity, Weight, etc. -Magnitudes, meanwhile, include but are not limited to the following: Absolute Value, Angular Magnitude, Area, Brightness, Density, Energy, Entropy, Length, Loudness, Mass, Power, Pressure, Seismic Intensity, Size, Speed, Temperature, Volume, Work, etc. -Combine with Close/Ranged Combat -Accumulate Energy for Greater Effect (Not stunned afterwards)Transform: 100 -As Shape Shifting (May only transform into a person whose blood the user has consumed) -Copy A/A/M (Copy powers and superhuman abilities - but not knowledge, skills or memories - of a copied target up to an AN/MN of this action's AN) -May also alter the user's clothes to those of a copied target (Must drop own clothes in order to do so) -May maintain for free up 1 day per cup of blood consumed -Bloodthirst (This Quirk has the side effect of giving the user a liking for blood and the innate desire to taste and drink it.)Zombie Master: 15 (Int.bonus) -Efficient -As Summon and Control Animals, but for Zombies -May summon/control up to 10x AN zombies per stone played; None of which may have a Durability beyond AN. -1 stone/panel to maintain control regardless of how many zombies are controlled at once -Can summon Zombies at up to Range -Up to AN commands may be remembered by the zombies at once; More commands may be given but they will have to forget an earlier one, at user's discretion. -One of Us (This Action's AN serves as a Defense VS being seen as a would-be victim by zombies, including those not under the user's control, allowing them to essentially walk among most zombies without issue.) Summon and Control Marine Lifeforms: 9 -Any Marine Creatures, Control one Animal/AN regardless of Health -May summon up to AN Range -Marine creatures under user's control gain +1 to all A/A/Ms for the duration. Terraprisma: 100 -One of the most powerful weapons of the Terraria verse, the Terraprisma allows its user to manifest light energy swords which hover behind the user's back akin to a wing's feathers when at rest, and which the user can fire at targets to fight. Alternately, the swords will attack foes on their own within a certain distance if the user so wishes. Its powers are described below: Manifest Blades (As Psi-Weapon, 3x damage, AP, Normal and Stun damage; Manifests up to AN blades at once)
- Control Blades (As Telekinesis at AN, Int.bonus, Wpn.modifier; Manipulate up to AN blades at once, May only control Terraprisma Blades. Range 5/3; number after slash is when Automatic Control is used.)
- Automatic Control (2/panel to activate/maintain; as Control Blades at AN, but no Intelligence bonus and reduced range as noted under Control Blades.)
-Adds +2 Defense when at least 5 blades are not being usedMODIFIERS Springlike Limbs +12 -Adds either to Physical Attacks, or Energy attacks like Air Cannon, by storing and releasing force by coiling one's muscles akin to a coil spring. -When activated, this Quirk releases black lightning sparks with red outlines around the body part(s) benefitting from it. -Gained via All For OneKinetic Booster +10 -Adds to all Physical/Energy actions involving kinetic energy, including effects like Air Cannon -Has 4 copies of this Quirk, which may all be stacked together -Gained via All For OneTool Arms +5 -As Weapon Morphing; but may manifest any normal or power tools from one's arms -2x damage, Limited AP, Telescopic -Gained via All For OneSpearlike Bones +4 -As Claws -2x damage, Limited AP -Allows user to grow drill-like bone structures from their arms -Gained via All For OneMultiplier: 14 -Allows user to grow one more pair of arms per MN from their torso -Each additional arm is as dominant as the user's dominant arm, granting no penalty for using them -Adds +1 Str per doubling of arms used for any one purpose -Gained via All For OneHypertrophy -Allows user to enlarge their arm up to 10 times as large as normal while retaining normal mobility and dexterity -Grants +3 Str and another +2 to all Grappling-based attacks -Gained via All For OneTransform Self, Special -Via any objects, which are then used as 'Power-Ups' as per the Marioverse -Effects can vary wildly depending on the object used at GM's discretion, and persist until user is damaged/the Duration ends, whichever comes first/makes the most sense. Effects will be identical upon using the same objects in the future. -Transformation consumes the object Rifle: 10 -Quirk copied from Lady Nagant which allows the user to protrude and retract a rifle gun from their right elbow, made of organic matter with a semi-liquid sinew as a retractable bipod. The user can load rounds made from their hair - now moldable and renewable - into a hole in their right hand. Its effects are described below:- Base Rifle (As a Ranged Weapon of MN, 2x damage, Limited AP, Range 6.)
- Power Mode (May add +2 to the base MN by expanding and bulging out the rifle; however, doing so increases the likelihood of the gun jamming.)
- Scope (May manifest an organic scope of an MN of Half MN, rounded up, as Telescopic option of Enhanced Vision.)
- Silent Shot (Shots are silenced as an MN Effect, and produce no muzzle flash, due to their organic propulsion as opposed to explosive combustion.)
- Ammo Generation (Can play stones in this Modifier as an Action to create rifle rounds from one's hair. For 3 stones/round, may create special ammo:
- Armor Piercing rounds (AP)
- Curving Rounds (Gain the Indirect advantage; adding +2 to an Attack when targets don't expect bullets to curve mid-course.)
- Explosive Rounds (3x damage)
- Hollow Point Rounds (+2 to Wpn.mod but target's Toughness/Armor is twice as Effective)
- Incendiary Rounds (Sets flammable objects on fire)
- Non-Lethal Rounds (Normal and Stun damage; May not deal higher than 1w of Normal damage)
- Caseless (Leaves no brass shell casings that could lead to identification a user's position.)
- Durable Rounds (Bullets retain their shape during and after impact if the user so wishes, making them reusable and easily disposable.)
-Single Shot (May not split stones between multiple opponents; the Rifle holds only one round at a time.) -Breakable Gun (The rifle is not indestructible, though it is stronger than bone - arguably as strong as a regular military-grade rifle. If broken, however, it will regrow over the course of a week.Cactus Body: 2 (As Electrification) -When in use skin transforms into a cactus-like state with many 2" spines protruding from it.
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Post by Hoots Rowlet on Oct 9, 2021 19:54:43 GMT -5
AVAILABLE CLASSES
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Post by Hoots Rowlet on Feb 16, 2022 20:47:27 GMT -5
W.O.D. Vampire Powers Auspex: 10 (Int.bonus) -Auspex is a very common Discipline among vampires, granting them supernatural senses and abilities to perceive their surroundings beyond what is normally possible. Given its usefulness, many clans make use of it. A user of Auspex can automatically perceive a Vampire using the Obfuscate discipline to make themselves invisible, and perform the following feats: -Heightened Senses (A passive effect of this power, granting its user half AN, rounded up, of Acute Senses.) -Superhuman Senses (1 stone/per option active/panel. This power both adds Enhanced Vision (See in Darkness, Sense Blood) at an MN of 2/3 this action's AN rounded up, and allows the vampire to use additional senses based on the following options if they focus their senses: Infrared, Telescopic, Fast Sight, See Auras and Magical Forces, See into Other Dimensions, Bird's Eye View) -Blindsight (1 stone/panel to activate/maintain. As Sonar Senses modifier at AN.) -Aura Perception (Stones VS Intelligence+Magical Defense to sense a target's max Health, Energy pool, what their powers are, an idea of generally how powerful they are in comparison to the user and whether they are good/evil, friendly/hostile, and the like.) -Perceive the Mind (As Read Minds, Empathy, Psychometry and Hear the Voices of Spirits and the Dead options of Telepathy.) -Cipher (A passive power granting its user the ability to understand and read any language or code, as per Translation, Universal. See Modifiers.) -Prescience (A passive power adding the modifier of the same name to the user.) Fortitude: 45 -Efficient -This Discipline makes its users incredibly difficult to kill, allowing them to resist or ignore damage that might otherwise have impeded, incapacitated or even destroyed them and keep going. Masters of Fortitude can ignore the worst of a vampire's weaknesses. Even stronger users like Caine are very nearly invulnerable. -Resilience (1 stone/panel to activate/maintain. As Substitute Fortitude for Durability. When active, 2/3 of its AN, rounded up, may also be added to Toughness for the duration, making it No AP. While active, special vulnerabilities only inflict normal damage as opposed to 2x damage.) -Pain Resistance (A passive power, adding 2/3 this action's AN, rounded up, to Pain Defense.) -Stand Against All (1 stone/panel to activate/maintain. Functions as Immovability.) -Curse the Laurel (A passive power; if the user is staked through the heart, they will manage to force the stake out of their body in 24 hours -AN hours, to a minimum of 1 hour, allowing them to free themselves and recover.) -Repair the Undead Flesh (3 stones per panel to activate/maintain. Allows the user to temporarily increase their Healing Factor by one step.) -Armor of Kings (As Skintight Force Field, Defensive stones are doubled. Normal melee weapons used against the user break on impact when active.) -Arm of Prometheus (5 stones/panel to activate/maintain. Grants one of the user's limbs Physical and Energy Invulnerability for the duration.)Celerity: 50 (Spd.bonus) -Celerity is another common Discipline among vampires, granting its users superhuman speed, agility and reflexes considerably beyond the reach of that of humans, especially in more experienced users. While many vampires make use of it, it finds its origine in clan Brujah. Its powers include: -Superhuman Speed (1 stone/panel to activate/maintain. As Substitute Celerity for Speed, and Speed AN is used for Initiative. When active, 2/3 of its AN, rounded up, may also be substituted for Agility, and the same amount is added to Reflexive Dodge for the duration.) -Unstoppable (As the Action.) -Momentum (May combine stones with Close/Ranged Combat - only thrown weapons/objects usable with Ranged Combat, not Projectiles-based ones - by using momentum of immeasurable speed in addition to the impact of an attack to cause considerably more destruction.) -After Images (As Zanzoken, with Option 'Attack vs Intelligence to remove stones from Action Boxes'.) -Unseen Blur (As Invisibility at AN, Must be in movement to use. User moves at such speeds, they can't be perceived by both eyes and most sensors/cameras.) -Phase Shift (As the Action at AN, achieved via vibrating one's molecules so fast they become intangible.) -Living Meteor (As Blasting, achieved via moving so fast the user actually runs on air for a brief moment, destroying almost anything in their path. May only maintain for up to half AN panels, rounded up, after which the user takes -1 to all Actions for 5 minutes/10 panels during which they can't use this option again.)Chimerstry: 10 (Int.bonus) -A very potent Discipline originating from Clan Ravnos, focused on creating illusions and conjuring them into existence, potentially making them as real as anything else if the user's skill and power are sufficient. This power is feared greatly by the Fae, who are affected by it as though the illusions were fully real, regardless of the user's mastery. -Create Illusions (As the Action, but Duration is up to AN on the D&R chart or until dismissed, and once created, the illusion can exist at up to AN range away from the vampire. A Chimerstry user can have as many illusions of this type active at once as this action's AN. Additionally, can put stones in Duration aside from that in order to have an illusion trigger at a latter time.) -Hallucinations (As Illusions option of Telepathy. Rather than create illusions for all to see, the vampire can create illusions directly into the mind of the victim, causing them to be the only one who perceives them.) -Mind over Matter (Atk VS Durability; target must be under the effects of an illusion to use. This power allows a user to actually inflict physical harm onto a victim by making an illusion so convincing and realistic that the victim's body registers and suffers the wounds they would have were it actually real. For example, using it alongside an illusion of a truck crashing into the victim would inflict severe bludgeoning force upon them. An illusion of an attacker stabbing them with a knife would leave actual knife wounds, and so on.) -Phantasms (1 stone/Summon/panel to maintain. As Summoning, Summons are always loyal to summoner; No summon has a real name and must always be paid for with all factors. While this isn't as permanent nor powerful as Mayaparisatya, Phantasms allow for the temporary creation of entities which will do their creator's bidding, acting physically into the world, until they dissolve into the illusions they really are.) -False Resonance (Stones played up to AN to activate, 1/panel to maintain. This power creates an illusory nature which disguise the user's thoughts and aura to fool potential telepaths and other mystical readers with powers to perceive such things. If the stones of effect exceed the AN of whatever power one uses to read the user's thoughts or aura, they instead see the illusion the user created upon using this effect.) -Sensory Overload (Atk VS Int+Magical Defense; Deals no damage; if successful, target takes -1 to all Actions/white stone of 'damage' for a duration of red stones of 'damage'/panel due to overstimulating and overloading all of their senses at once.) -Horrid Reality (Atk VS Int+Magical Defense; Deals no damage; Broadcast; victim is paralyzed for 5 minutes/red stone of 'damage' as they are trapped in an illusory world of the vampire's choice for the whole duration. Said illusion fells absolutely real and indistinguishable from reality, but cannot harm the victim in the real world.) -Subtle Spy (3 stones to activate, pay for Duration on the D&R chart to maintain. Allows an illusion to 'record' what it sees and hears in order to be re-absorbed by its creator later, who then will learn everything the illusion heard and saw.) -Mayaparisatya (As Unlimited Create/Manipulate Matter/Energy; or 10 character stones/stone played to manifest a creature into reality. This incredibly potent power is one of the ultimate tricks of Chimerstry, allowing a very powerful user to literally make an illusion real. Alternately, can use as an Atk VS Durability or Hardness, 2x damage, which literally erases the target out of existence if killed, by turning them - what's real - into an illusion, and ending the latter.)Mytherceria: 10 (Int.bonus) -Another very rare Discipline finding its origin in faerie-blooded vampires such as the Kiasyd bloodline and the Maeghar. It grants its wielder rare abilities and powers usually attributed to the fae, an art considered long lost or even mythical to most modern vampires. -Fey Sight (1 stone/panel to activate/maintain. As Enhanced Vision at AN 'Fey Sight', which allows one to perceive fae for they are - or at all if they were invisible - and to see through their glamours and illusions.) -Mastery of Wood/Plants (Create/Manipulate) -Goblinism (1 stone/panel to activate/maintain. As Enhanced Vision at AN 'Sense of Direction', and 'Find the Lost'. The latter allows one to locate lost items or beings. Alternately, may summon 1 goblin/stone played, who all have Dur 1, and are more mischievous little pointy-eared troublemakers than warriors, but can still prove dangerous in large groups if necessary. Summoned goblins are always loyal to a vampire summoner.) -Faerie Ward (Pay for Effect and Duration on the D&R chart. Effect is Stones VS Intelligence of anyone who looks at the symbol. The user creates a rune or symbol on a surface which confuses and disorients people. It inflicts an Half AN, rounded up, negative sitmod on all attempts to reach a destination or find something, and a -1 to all other Actions for 1 minute/AN of this action after seeing the symbol due to confusion. At the vampire's discretion, up to AN individuals of their choice can be immune to this power, chosen at the time of the rune's creation.) -Animate Objects (As Summoning, Summons are always loyal to summoner; but to animate objects in one's surroundings. A favorite trick of some fae, Mytherceria users are able to animate objects, furniture and devices around them to give them a semblance of life and make them perform tricks or assist them in some way or another.) -Changeling (10 stones to activate, 1/panel to maintain. As Transform Self/Possession. This frightening power allows a user to literally and perfectly 'replace' another being, obtaining all of their A/A/M at the same level of power as the original, all of their memories, all of their knowledge, their voice, their traits, and knowing exactly how to use them to appear absolutely identical to the original for all intents and purposes, while being an entirely different entity 'behind the wheel'. The victim, meanwhile, is essentially 'asleep' and unconscious in the faerie realm, completely unaware of what is happening with their body and mind. As usual, this effect is unusable against targets under magical or mystical influence, such as gods, magically protected beings, fae themselves, and the like.) -Riddle Phantastique (Atk VS Int+Magical Defense, Deals no damage; Only works against Mortals; if successful, the victim is forced to stop and ponder about a riddle spoken by the vampire for 10 minutes/red stone of 'damage', unable to do anything but try to solve it, and supernaturally failing for the duration they are affected even if it's simple. This power cannot cause a victim to ignore their self-preservation instincts; for example, if a victim is in a house on fire upon being affected, and is aware of said fire, they will still be able to get themselves to safety before they begin trying to solve the riddle. However, if a victim is unknowingly close by to a bomb about to explode and they know not of its existence, then they are out of luck.) -Burrowing (As Swimming, May exceed max human speed, but underground. Allows one to move through soil and stone as easily as one moves through water. As an added bonus, a vampire using this power does not come out any dirtier than they went in.) -Steal the Mind (As Read Minds/Edit Memories options of Telepathy at once, the latter only for the purpose of erasing the read memories. This power allows the vampire to 'steal' the memories of a victim, as opposed to merely reading them; anything they get from the victim's mind vanishes from their own memories. Such lost memories may be recovered via a Repair Minds or similar power, although the memory thief does not lose access to the stolen knowledge if that happens.) -Absorb the Mind (Atk VS Int+Magical Defense; deals no damage; if successful, the user permanently gains +1 AN or 1 CL worth of options/advantages into one of the Actions the target has which is of higher AN than the user's. The targeted Action must be something one would be able to learn and develop with knowledge and effort as opposed to, for example, a power one must be born with. The user and the victim both take -2 to all actions afterwards for 5 minutes/10 panels, due to the mental backlash of such a strong effect.) -Basilisk's Touch (10 stones to use. As Transform Others by Touch; turns touched victim to stone. The effect is technically permanent, but a victim can be returned to normal by being exposed to direct sunlight on a cloudless day for at least 8 hours.) -The Grandest Trick (10 stones to use. The vampire actually becomes mortal, and very much alive, for one, full day. During that time, they can breathe naturally, drink and eat and feel like a normal human, their body returns to 'normal' and has regular, standard bodily functions like anyone else, they do not register as vampire to supernatural senses, and have none of the vampire weaknesses or features for the duration. Naturally, this also means they lose their vampiric powers and the ability to drink blood, heal faster, and so on. A vampire retains all skills and most actions modifiers, but returns to a human level for some of them, such as max AN 3, with possibly one at 4, in Physical Abilities, and up to 3 in Ref.Dodge and Toughness. A vampire using this power, if 'killed', will immediately revert to their true form, but will take a -3 to all Actions for one hour afterwards.)Animalism: 10 (Int.bonus) -Animalism is a versatile power representing a vampire's power over the natural world, especially the beasts living in it. This Discipline is very common, especially among vampires living away from urban locations. -Fauna/Flora Communication (As Telepathic Communications/Read Minds/Empathy options of Telepathy, Only to communicate with/sense the responses of plants and animals.) -Mastery of Wood/Plants (Create/Manipulate) -Summon and Control Animals (As the Action; Summon and Control any animal, Summon/Control 10 animal per AN regardless of Durability, Range of AN, 1 stone/panel to maintain) -Animal Dominion (As Project Thoughts/Control Others and Empathic Projection (Any Emotion) options of Telepathy, Broadcast, Animals only) -Horsemanship (As the Action at AN. Vampires with this power become superb riders with an uncanny connection with their mount, maximizing their effectiveness.) -Beast Senses (3 stones to activate, 1 to maintain, Requires contact with target animal. Creates a psychic link with an animal allowing the user to perceive through the animal's senses.) -Tutor the Beast (As Animal Training/Beast Taming) -Voices of the Wild (As Ventriloquism, Only to mimic animal noises/growls/voices/etc.) -Subsume the Spirit (As Possession option of Telepathy, Animals or Ghouls only, Own body dissolves during possession)Protean: 10 (Int.bonus) -This Discipline is much rarer among vampires than many others, since several vampires see it with disdain and derision, claiming it to be uncivilized and primitive in nature; possibly due to it being the specialty of Clan Gangrel, whom many consider to be more bestial than vampiric. However, Protean, being focused on transformation, metamorphosis, animal qualities and access to the Beast within all vampires, is unquestionably powerful, its users actually feared by most of their kin were they truly honest about it. -Adaptability (Stones played to use, 1/panel to maintain. As Metamorphosis, but only to gain abilities to adapt to their surroundings, environment or circumstances. For example, may use to acquire Cold Defense in extremely cold environments, or Heat Defense in an arid desert, or pay 3 stones to be immune to the negative effects of Zero-G situations.) -Feral Claws (2 stones to activate, 1 to maintain. As +3, 2x damage Claws modifier. The user's tips of the fingers and nails turn into wicked, sharp claws.) -Dolphin's Nature (2 stones/panel to activate/maintain. Activates Sonar Sense at MN for the duration, and allows this action to be used as Swimming, Can exceed human max speed. The user manifests webbing between their fingers to enhance underwater movement.) -Shape of the Beast (Stones played to activate, 1/panel to maintain. As Metamorphosis; may transform into any animal, beast, fish or bird.) -Swarm (As Shape of the Beast, but transforms into a large swarm of smaller creatures, such as spiders, insects, rats, bats, etc. The swarm is treated as a unique entity for this purpose.) -Mist Form (As Phase Shifting at up to AN; turns into mist as opposed to being fully phase shifted. May not completely pass through solid objects if they would be able to stop mist, but can still get through any opening or porous matter.) -Weight of the Mountain/Feather (As Manipulate Body Density; Cannot completely reduce density to 0; must still weigh at least 1 ounce.) -Earth Meld (Stones VS one's own weight, and Duration in hour/stone. Allows one to 'melt' into the earth to hide/rest/recover.) -Mythic Form (As Shape of the Beast, but allows one to turn into mythical beasts, such as unicorns, dragons, griffons, etc.) -Blood of the Phoenix (A passive power allowing a vampire to, if permanently killed, reincarnate into a new human - or rather vampire - body, the specifics of which are left to the GM's discretion, including gender, height, weight, hair and eyes color, and so on. When said reincarnation is activated, the user permanently loses -1 to all A/A/M due to loss of memories and alterations in the user's nature, given how such a reincarnation leaves one's previous life somewhat blurry and unclear in the reincarnated user's memories. Such a transformation might possibly alter the user's personality as well, possibly leading to change in actions' Specialties and Challenges, as agreed upon by both the player and the GM.)Presence: 12 (Int.bonus) -Efficient -Presence is the Discipline responsible for legends depicting vampires as captivating, seductive, and inhumanly charismatic and/or frighteningly intimidating. While Clan Venture is widely known to make use of these powers, it is a fairly common Discipline among many vampires, though not all favor its more subtle approach over more straightforward effects. -Voice of Majesty (As Dance at up to AN, but via speech. A Presence user's voice can become preternaturally charming and seductive in the blink of an eye, making it stupendously difficult for one to resist their charisma and oppose their words and opinions.) -Awe (As Pheromones at up to AN, Area Effect of Half AN, rounded up; induces awe, attration, fascination and a strong desire to please and seek the approval of the vampire. People under this power's effects can't help but see the user as a wonderful, breathtakingly handsome/beautiful person with ungodly charm, someone who they should strive to please, admire and listen to. While the immediate, supernatural effect is only active while the action is in use, its effects are felt long after, and victims can't help but have strong, pleasant memories of the user even afterwards.) -Entrancement (Atk VS Int+Mental Defense; Deals no damage; requires eye contact/a kiss to use; if successful, the victim is affected by a potent compulsion to please the user as per the challenge Obession at -1/white stone of 'damage', up to -5 - in which case it would be the most important thing in their life for the duration. In addition to it, acting in the vampire's interest would provide +1/white stone of 'damage' - maximum +3 - to all Actions used for up to 1 day/AN.) -Terrify (As Fear, Area Effect of Half AN, rounded up; the opposite of awe, this effect makes the vampire appear threatening, inherently frightening and unquestionably dangerous, a being one should not mess with if one values their life, making intimidation considerably more effective than with words alone. As with Awe, the feelings of fear and threat persist in victims long after the vampire stopped actually using the power.) -Dread Gaze (Atk VS Int+Mental Defense; Deals no damage; requires eye contact to use; if successful, target is frozen in fear for 1 panel/red stone of 'damage', and takes -1/white stone of 'damage' - maximum -3 - to all Actions used to act against the user for up to one day/AN afterwards. A preternatural version of the feeling a predator causes in their prey, in the form of a cold, killing glare very few can withstand.) -Unholy Penance (Atk VS Int+Mental Defense; deals no damage; requires vocal components to use; if successful, overpowers a victim with feelings of guilt over something at the discretion of the user, filling them with an urge to beg for the vampire's forgiveness upon hearing of their 'sin'.) -Come to Me (Stones VS Intelligence+Mental Defense; Range is up to AN; requires vocal components to use, for example via phone or something akin to this; if successful, the victim feels obligated to do anything in their power to come to the user's side as soon as possible. If not actually physically possible, the victim will feel disappointment and shame for being unable to make it, but will not be further under the effects of this power.) -Cooperation (Atk VS Int+Mental Defense; Area Effect of up to Half AN, rounded up; deals no damage; if successful, all victims feel compelled to set aside their differences and disagreements and work together. They are not mentally forced to do it - although they can't help but feel like it's a good idea deep down in their minds - but they will get a +1/white stone of 'damage' - up to 3 maximum - to all Actions to work together and a -1/white stone of 'damage, up to -3, to all actions which disrupt or go against the actions of those who do cooperate; all for a duration of up to 1 hour/red stone of 'damage'.) -A Perfect World (Atk VS Int+Mental Defense; Area Effect; deals no damage; must sacrifice 1w of Health to use, which must be healed normally; if successful, victims feel strongly inclined to work towards making the city/surroundings/area affected just the way the vampire wants, and will get a +1/white stone of 'damage' - max 3 - to all actions undertaken with that purpose in mind, and -1/white stone of 'damage' - max 3 - to all actions performed to oppose it. This power's duration is a whopping 1 day/AN, allowing for fairly big changes in little time.)Temporis: 10 (Int.bonus) -Efficient -A significantly rare Discipline almost exclusively found among the ranks of the 'True Brujah', a bloodline of Clan Brujah. While the latter usually master Celerity like many other Clans, the former favor Temporis, a Discipline dealing with the manipulation of time itself. -Time Attunement (1 stone/panel to activate/maintain. Gives the user a precise time sense, and add 'Sense temporal distortions' to Enhanced Vision.) -Temporal Adjustment (Stones played to activate, 5 stones/panel to maintain. The vampire either slows down or increases the passage of time by 1 + stones played times. For example, spending 3 stones to make time go faster would make it pass 4 times as fast. This effect does not affect time in general, merely the way one experiences it, which means while one may do some things such as sleep for what feels like hours in mere minutes, or read an entire page in the blink of an eye, it would be useless in a fight.) -Clairvoyance (As the Action; Can perceive through time regardless of physical proximity.) -Ramble On (Atk VS Int+Magical Defense; deals no damage; if successful, the victim is forced to repeat a specific action or set of actions over and over again up to red stones of 'damage' times, such as opening and closing multiple times a door they just closed.) -Lapse (Atk VS Int+Magical Defense; deals no damage; if successful, victim suffers a -1/white stone of 'damage' to all Actions involving movement, and to the Speed ability up to a minimum Speed of 0 - or 5 mph. Slows down target drastically by manipulating time specifically around them.) -Kiss of Lachesis (Stones of Effect, or Atk VS Dur+Magical Defense on unwilling targets; deals no damage; Only works on mortals; whether applied as direct stones of effect or as the red stones that beat defense, each stone allows one to lower or increase the target's physical age by up to 5 years.) -Cheat the Fates (3 stones/panel to use. The user 'sidesteps' out of time for a short while, essentially leaving existence for a moment before returning to the timeline. In effect, the user positively vanishes entirely for a few panels. They cannot be affected, interracted with, attacked or anything like that for the duration. Could be used for multiple purposes, for example allowing one to 'not be there' when a bomb explodes, or as a means to hide from sight for a moment.) -Subjective Suspension (Pay for Area or Hardness of targeted object, whichever is higher, and Duration in minute/stone. The targeted object 'blinks' out of reality for a short while, suspended outside of time temporarily, preventing anyone from interracting with it for the duration.) -Frozen Object (Pay for Area or Hardness of targeted object, whichever is higher, and Duration on the D&R chart. Similar yet different to Subjective Suspension, this power freezes an object in time for as long as it isn't interracted with, preventing it from degrading or being otherwise affected by the passage of time, for example preventing food from ever going bad.) -Insight (5 stones to use. The vampire can get a precise glance into the immediate future to have a good idea of whether or not a given action would succeed if he attempted it.) -Rewind Time (1 stone/hour to use. The vampire may go back in time in order to change some of their past actions if they so please, or to experience something again, or the like.)Vicissitude: 15 (Int.bonus) -Efficient -One of the most horrifying powers available to vampires, or at least so it is in the hands of its most common users, Clan Tzimisce. Vicissitude is the art of flesh and bone shaping, allowing one to alter living - or unliving - beings into creatures of alien beauty or deformed monstrosities. Whereas the Discipline of Protean allows one to assume the shape of God's creatures - or at least creatures invented by God's creatures - Vicissitude allows for the twisting and defilement of such creatures for all sorts of purposes. -Malleable Form (As Shape Shifting, needs not maintain; Usable as an Attack VS Dur+Magical Defense; deals no damage. Any changes applied are from then on considered the 'base form' of the user, altering with ease one's gender, voice, height, build, muscle, fat, facial features, bone structure, skin tone, eye and hair color, beauty or ugliness, and so on. If used as an attack, each red stone of 'damage' allows the user to alter one factor, so 3 stones of damage would allow one to make a victim smaller, with darker skin and with white-as-snow hair, for example.) -Flesh-Shaper (As Metamorphosis; must sacrifice 1w of Health which only heals normally to make the change permanent; Usable as Attack VS Dur+Magical Defense, deals no damage; if successful, the victim is altered as per full stones played Metamorphosis at the whim of the user; duration is 1 hour/red stone of 'damage', or permanent if the user spends the 1w of Health as explained above. This power may include basically any change one can come up with and does not have to be a specific form like the powers of the Protean Discipline.) -Bloodform (5 stones/panel to activate/maintain. As Phase Shift, but the user turns into liquid blood. While not fully phased, may still get through any opening large enough to allow liquid through.) -Flesh Rot (Atk VS Durability, 2x damage; range 4 to inflict severe necrosis on the victim.) -Coccoon (As Force Field, works VS Magic, 1 stone/panel to maintain, Is immobile for the duration. The user forms a nearly indestructible coccoon of bone and chitin to protect themselves from almost any attack at the cost of mobility.) -Entrails Nightmare (As Tendril Whip w/Wpn.modifier. The user allows their own entrails to exit their body and animate, without causing damage to the user.) -Body Arsenal (1 stone to activate. As Bone Weapons +3, 2x damage.) -Body Impolitic (3 stones to activate, 1/panel to maintain, per body part; Range of Half AN rounded up. Allows its user to detach body parts and control them from a distance, allowing them to function exactly as though they were still attached to the body... except they're not. Parts of body can move as though via Flight 1, and can be reattached with as much ease.) -Graft Life to Life (5 stones/member or organ; or Atk VS Dur+Magical Defense, deals no damage; to affect unwilling targets. Can remove members or organs from one person and attach them to another, on which they will be functional.) -The Beast Within (10 stones to activate, 3/panel to maintain. Allows one to transform into a demonic form more similar to the Beast within all vampires than the actual vampire themselves, greyish-white in color, muscular, with eerie, glowing red eyes, wicked, sharp fangs and claws, as well as bat-like wings, bestial and feral in appearance. This form grants its user +5 Str, +3 Agl, Spd and Dur; Flight 5, +3 to Toughness and Ref.Dodge, +2 to Fangs and Claws, and increases the user's Healing Factor by one step for the duration, at the cost of a temporary Looking non-human -4 challenge and a -2 to all Actions for 10 minutes afterwards.)Obeah: 10 (Int.bonus) -A unique Discipline once known only to the Salubri clan, often known as the 'Path of the Healer'. Interestingly enough, a vampire with these powers is easily one of the best healers in the world, and Clan Salubri was often considered to be one of the most 'benevolent and caring' of the undead back in their day.) -Sight beyond Sight (2 stones to activate, Needs not maintain. This power allows the user to 'grow' a third eye in the middle of their forehead, acting as Acute Sight +3 and granting a +2 to all other uses of this Discipline... at the cost of having a third eye on the forehead, which isn't especially subtle when it comes to blending in.) -Sense Vitality (Stones VS Intelligence to sense how healthy an individual is, and to detect what causes them pain or ails them.) -Corpore Sano (As Magical Healing; May heal up to 2x AN white stones of Health per day; Requires physical contact. A literal healing touch allowing its user to perform little less than miracles. May possibly cure normally incurable diseases or regenerate lost/damaged limbs/organs.) -Anesthetic Touch (Stones VS Intelligence, or Atk VS Int+Magical Defense VS unwilling targets, to either numb the pain a target is experiencing essentially completely, and/or put them to sleep/unconsciousness for 10 minutes/red stone of 'damage'.) -Zone of Peace (As Force Field, Stones of defense are doubled; Works VS Magic; Only keeps out enemy attacks or hostile individuals; May not be used with aggressive/hostile/evil intent. A potent form of defense which allows a user to heal and assist people without risk. This effect instantly fails if used for the purpose of harming rather than helping.) -Safe Passage (Atk VS Int+Mental Defense; deals no damage; if successful, makes a target very inclined to let the user and possible allies pass safely and possibly even help them out if they need it.) -Peacemaker (As Dance up to AN, but via Speech and Only to convince two opposing parties to discuss their disputes peacefully.) -Ending the Watch (3 stones to use; Only works on mortals; Requires physical contact; victim must be willing and aware of the effect. This power allows a vampire to painlessly and peacefully kill a mortal who wishes to die. With a simple touch, the victim breathes their last breath and dies in peace, moving on to whatever afterlife awaits them.) -Unburden the Flesh-Clad Soul (Pay for Effect and Duration of 5 minutes/stone; Only usable on a willing target. Allows the user to temporary grant an Astral Travel action up to this action's AN - the effect - for a duration set in advance. The beneficiary is unable to end the effect on their own and must wait for the effect to end once activated, but are otherwise able to either visit the astral plane, or explore the world of mortals unseen and safely, seemingly via flying.) -Exorcism (Atk VS Int+Magical Defense; Only usable against a possessed victim; Requires physical contact; Only damages a possessing demon, being or spirit, not the body they inhabit; Also will force out such a spirit or being if they take more red stones of damage than their Dur AN. While vampires are essentially unholy in nature, Obeah users are capable of sufficient purity and compassion to perform potent exorcisms against invading forces or spirits in order to free the victims of such supernatural intrusions. Once an exorcism is successfully completed, the same body cannot be possessed again for AN days, and most spirits know better than to stay close by knowing someone in the area can actually harm them.) -Heaven's Gate (10 stones to use, Must pay for Duration on the D&R chart in addition to it. While an Obeah user is unable to perform a true resurrection per se, they are still capable of something close enough, bringing back a deceased person as a revenant, a corporeal undead who appears fundamentally alive except for mild marks of what killed them - for example, if someone was beheaded, they would have a pale yet visible scar around the neck, or a bullet shaped scar if they were shot. Such marks are never gruesome in appearance with this power, but serve as a clear reminder that the revenant died, and what killed them. The user is fully sentient, retains their free will and all of their capabilities, skills, memories and so on, in addition to Immortal, Self-Contained Lifeform and Immunity to Fatigue. Closer examination would reveal that despite their mostly normal appearance, revenants are still dead. They have no pulse, are at room temperature, and can survive without air, only needing to breathe in order to talk. Obeah users will sometimes bring certain individuals back from death when they feel - or alternately are convinced by the spirit of the person - that they have an important purpose to complete. A revenant's body is not a real, living one, but rather a construct of ectoplasmic energy given solid form by the vampire. If destroyed, their body will dissolve into a puddle of ectoplasm, before evaporating in the air over the course of an hour or so.)Quietus: 10 (Int.bonus) -Another very rare Discipline centered around blood control and poisons creation. Usually specifically found in the arsenal of Clan Assamite vampires, as they never teach the Discipline to outsiders... but Travis learned it from Akane, a 2nd Generation vampiress. -Mastery of Blood (Create/Manipulate, Force Blast - 2x damage, Ignore Toughness/Armor, Indirect, Normal and Stun damage) -Venomous Essence (Pay for stones of effect, Duration, Range, and/or area. Creates a poison or venom with various possible applications. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible. Various types of means to poison exist: via contact, ingestion, inhaling or via wounds.) -Acidic Vitae (As Force Blast, 2x damage, Ignores Hardness, After Effect. The user may spit out blood turned highly acidic by their power, dissolving flesh and matter with terrifying efficiency.) -Rapturous Touch (1 stone/panel to activate/maintain. Allows one to use Drain Blood by mere skin contact, drawing the blood through the victim's skin's pores, as opposed to biting and drinking.) -Selective Silence (Atk VS Int+Magical Defense; deals no damage; if successful, victim is physically unable to speak, scream or otherwise make any noise in and of themselves for 1 minute/red stone of 'damage'. Clapping one's hands wouldn't work, neither would jumping in place, but pushing down a bookcase would, due to not being connected directly to them.) -Dagon's Call (10 stones to activate, Requires physical contact to activate. Anyone touched by the vampire while using this power will be under similar effects as those of a Voodoo Doll as per Voodoo, allowing the user to affect them from afar for up to a Duration of up to AN. Stones up to AP may be used in this action VS Int or Dur (victim's choice) +Magical Defense, to cause damage, fatigue or affect the victim with other effects as the user pleases.)Kineticism: 20 (Int.bonus) -An ancient, simple yet long forgotten Discipline whose origin was lost in time. Once practiced by multiple vampires, it has since vanished to the sands of time and very few Kindred have this ability. Its powers are described below: -Telekinesis (w/Wpn.modifier, Area Effect, Fine control - May decide to affect only specific targets within said area at will) -Kinetic Blast (May use one, some or none of the following: 2x damage, AP, Area Attack/Effect, Normal OR Stun damage) -Charge Objects -Force Field (Defensive stones are doubled) -Flight (At Half AN, rounded up) -Wall-crawling -Combine with Close/Ranged CombatPotence: 50 (Int.bonus) -Another fairly common Discipline along vampires if only due to its sheer usefulness in many situations, Potence grants its users superhuman strength considerably beyond the limitations of mortals, and is the origin behind the legends of vampires possessing the strength of ten men. The truth is less simple, of course, with some being weaker than that... and others being far, far stronger. -Superhuman Strength (1 stone/panel to activate/maintain. Substitute Potence for Strength.) -Brutality (2 stones/panel to activate/maintain; requires Superhuman Strength to be active. While active, adds 2x damage, AP and Normal and Stun damage to Close Combat attacks. Needless to say, humans tend not to survive such attacks.) -Crush (Stones VS Hardness to instantly destroy an object; Requires physical contact; requires Superhuman Strength to be active. The vampire simply applies pressure with superhuman strength for an instant and destroys the target object in the blink of an eye like one would crumple a piece of paper.) -Flick (Atk VS Dur+Toughness+Weight; requires Superhuman Strength to be active; if successful, the victim takes Stun damage, 1w of Health, and is launched AN yards with but a touch. This attack, while rarely lethal, is actually very intimidating to behold, as a vampire merely touches/flick a target, sending it flying with apparently minimal effort.) -Earth Shock (As Force Blast, 2x damage, 3x damage if targets are underground, Area effect centered on, but ignoring, Self; Flying targets are unaffected unless inside a collapsing structure; requires Superhuman Strength to be active. The user slams the ground hard, causing essentially a very litteral earthquake.) -Aftershock (8 stones to use. Upon activation, the next attack launched by the vampire deals no damage upon impact whatsoever. Instead, up to 24 hours later at the vampire's discretion, the victim takes the full effects of the attack all of a sudden, often with gruesome, unexpected results, and confusion all around.) -Soaring Leap (A passive power adding 2/3 this action's AN, rounded up, as a Leaping modifier to the user when Superhuman Strength is active.) -Draught of Might (Pay for Effect up to Half AN rounded up, and for Duration in hours. Allows user to imbue some of his blood - 1 dose per use - with the power of Potence, with stones of effect adding to the beneficiary's Strength for the duration. This doesn't remove the normal effects of drinking a vampire's blood, however, so it is to be used with care.) -Fist of Caine (4 stones/panel to activate/maintain. An even more potent version of Brutality, adding 3x damage, AP (Ignores 2 Toughness even if No AP), Normal and Stun damage, launches victim at up to AN yards with every strike. Requires Superhuman Strength to be active.) -Herculean Might (3 stones/panel to activate/maintain. As Superhuman Strength, but substitute 2x as much Strength to the user's. Any power requiring Superhuman Strength is usable with this active.)Daimonion: 10 (Int.bonus) -A Discipline actually demonic in nature finding its origin in the teachings of Hell itself, originally taught to Caine by Lilith herself, but believed to be the creation of Clan Baali vampires by most modern knowledge. Caine himself is immune to its corrupting effects, although he would likely claim that the only reason for that is his already long list of sins. This Discipline is especially frightening to vampires due to its ability to manifest fire - from hell, at that - at will. -Hellfire (As Mastery of Hellfire; Create/Manipulate, Force Blast - 2x damage, 3x damage VS Good/Light/Holy creatures, Sets flammable objects on fire, May only be extinguished by milk, blood, holy water or another use of this power.) -Sense the Sin (Atk VS Intelligence, Deals no damage; Success reveals to the user which of the Seven Deadly Sins applies the most to a given targer among Pride, Greed, Lust, Envy, Gluttony, Wrath and Sloth. If the user's stones beat the target's Int+Mental Defense, they learn exactly in what way said sin manifests the most in the target. At GM's discretion, it is possible for a given being to be especially pure and innocent that none of them applies. If that is the case, the vampire knows it if they beat their Intelligence.) -Hex (Atk VS Int+Magical Defense; Deals no damage; Success inflicts 1 MN of Bad Luck on the victim's actions per white stone of 'damage', for 1 hour/red stone of 'damage'.) -Concordance (As a permanent Metamorphosis at AN, but each use permanently alters the user's body in some demonic way. For example, one could make themselves stronger, but their muscle mass would increase and their skin turn red. One could gain an hypnotic gaze, but their eyes might turn yellow and lizard like from then on. A quick way to power at a great cost. Needless to say, Caine is not bloody likely to use this power.) -Inferno Walker (3 stones to activate, plus 1 stone/minute or 2 panels of Duration. Makes the user immune to fire/heat/hellfire. Arguably the most desirable power of this whole Discipline in the eyes of most vampires.) -Plague (Pay for Effect up to AN, Severity, Transmission method, 1 stone/additional or special factors. At its most basic effect - i.e, only paying for Effect stones, this power attacks a target victim within Range 2 with a supernatural disease of Effect stones as an Atk VS Durability. If successful, it deals as many red stones of damage as those which got through, every day, which cannot be healed until the victim is cured. The basic disease cannot be transmitted to others. Severity can be increased as follows: 1 stone - damage is dealt every hour; 2 stones - every 10 minutes; 3 stones - every minute. Transmission can be increased as follows: 1 stone - via physical contact with unprotected skin only; 2 stones - via bodily fluids, including sweat, tears, saliva, blood, etc; 3 stones - the disease is airborne, acting as Area effect 2 around all infected victims; additional stones increase the area. Factors are special effects not covered above for customizing a disease fitting the needs of the vampire. The GM has the final say about what is possible, or the actual cost of a given factor if the effect is too powerful for 1 stone. Suggestions include: Deals no damage (Normally connected to another factor which actually does something), Deals only Stun damage (the disease only causes weariness and fatigue until cured), anyone infected who dies raises as mindless, flesh-eating zombies, anyone infected has a huge craving for fish, etc.) -Infernal Summoning (As Summoning, May only summon demons. The vampire literally summons a fiend from Hell. As is to be expected, such beings have their own agendas and interests, and will likely demand something in exchange for their loyalty. Weaker demons, however, might be willing to obey Caine... either because they're smart, or out of instinctive self-preservation.) -Gateway to Hell (Stones played to activate, 1 per panel to maintain. As Teleportation, Teleport to Other dimensions, May see through portal before entering it, Does not have to travel to send others, Open portal for others to return, May only open portals to/from Hell, May not teleport normally/Must use portals; Usable as Atk VS Agility+Ref.Dodge to force victim to fall into Hell. This dangerous power allows one to open a portal leading straight to Hell, allowing passage both in and out for as long as it is maintained. Naturally, this means something may try to step out of it from the other side.)Dementation: 10 (Int.bonus) -A terrifying Discipline in the minds of most vampires - often quite literally - widely known as the hallmark of the insane members of Clan Malkavian. Dementation deals in madness, and does so quite generously, spreading insanity and warping the minds of its victims until little sanity remains. Normally usable to its fullest extent only by the most insane bloodsuckers, Caine is an unique exception... or perhaps his insanity is not as easily perceived as Malkavians' is. -Passion (Atk VS Int+Mental Defense; Deals no damage; if successful, drastically amplifies whichever emotion is currently active in a given target for 5 minutes/red stone of 'damage'. For example, an angry person will go full-on blind rage. A sad one would become severely depressed, a happy one would be in absolute bliss for the duration, and so on.) -Devil in the Mind (Atk VS Int+Mental Defense; Deals no damage; if successful, this power removes all inhibitions and social morals in the victim, while bringing their impulses to the surface, for a duration of 5 minutes/red stone of 'damage'.) -Temporal Insanity (Atk VS Int+Mental Defense; Broadcast, Deals no damage; target suffers a -1 worth of Psychological/Insanity temporary challenge of some sort per white stone of 'damage', for a duration of 5 minutes/red stone of 'damage'. The vampire may either choose such a challenge as they please or let the GM decide for them. Multiple challenges may be inflicted, by simply spreading the maluses as desired. Examples of possible psychological challenges include Schizophrenia, Bipolar Disorder, Phobias, Multiple Personality Disorder, Catalepsy, Hysteria, Megalomania and so on.) -The Haunting (Atk VS Int+Mental Defense; Deals no damage; inflicts -2 to all Actions for 5 minutes/red stone of 'damage'. The vampire causes the victim's mind to go haywire, seeings things that aren't there in the corner of their eyes, hearing constant yet indistinct whispers, hearing eerie noises non-stop such as chains rattling on the floor, babies crying or people moaning in pain or sadness.) -Confusion (Atk VS Intelligence; Deals no damage; dazes the victim for 1 minute/red stone of 'damage', causing them to stare blankly into space and wander around without aim nor goal.) -Lobotomy (Atk VS Int+Mental Defense; Broadcast; Deals no damage; victims suffers a -1 to Intelligence per white stone of 'damage' to a minimum of 1 for a duration of 5 minutes/red stone of 'damage'.) -Mind of a Killer (Atk VS Int+Mental Defense; Deals no damage; if successful, victim becomes a cold-blooded killer for up to 1 hour/red stone of 'damage', or until they do successfully murder someone, whichever comes first. Aside from becoming able and willing to kill someone, their usual personality, knowledge, likes and dislikes, and so on, still remains, and most people under this effect will attempt to murder someone they actually truly hate or who recently wronged them/pissed them off, not necessarily whoever comes first.) -Coma (Atk VS Int+Magical Defense; Broadcast; deals no damage; if successful, the victim falls in a catatonic state for one week/red stone of damage, unless cured magically or via use of an appropriate power.) -Madness Reversal (Stones VS Resistance; this power actually allows the vampire to mystically cure mental disorders, making the maddest vampires the best at rendering the insane sane. If they were so inclined.) -True Insanity (As Temporal Insanity, but very much permanent. Atk VS Int+Mental Defense; Broadcast; Deals no damage; target suffers a -1 worth of Psychological/Insanity challenge of some sort per white stone of 'damage'. The vampire may either choose such a challenge as they please or let the GM decide for them. Multiple challenges may be inflicted, by simply spreading the maluses as desired. See Temporal Insanity entry for examples. Unlike the Temporal Insanity power, however, this power inflicts mental disorders for good upon its victims, requiring likely months or years of psychiatric treatment or mystical assistance to recover.)Melpominee: 10 (Int.bonus) -A rare Discipline finding its origins among the possibly Malkevian and/or Toreador bloodline known as the 'Daughters of Cacophony', Melpominee is an obscure ability drawing upon the power of the voice, shaking the souls of those who listen and allowing the user to perform sonic feats normally thought of as impossible. While male members of the Daughters did exist, they were few and rare between. Caine himself only learned the Discipline over centuries as opposed to knowing it from the start. -Siren's Voice (As Dance up to AN, but based on Singing. All Melpominee users are capable of an otherworldly beautiful, entrancing voice, which makes them fantastic singers and charming seducers.) -Voices from Beyond (As Ventriloquism, but Range is up to AN on the D&R chart, Limited by line of sight.) -Phantom Speaker (5 stones/panel to activate/maintain. As Ventriloquism, but can project one's voice to someone one knows, regardless of their location or the distance between them.) -Scream of the Banshee (As Force Blast, 2x damage, Ignores Hardness, Area Effect centered on but excluding self, Normal and Stun damage.) -Calling Song (Stones VS Int+Mental Defense; Range of AN. Calling song implants a haunting song in the back of the targets' minds which draws them to a specific location of the vampire's choice.) -Echo (2 stones to activate, 1/panel to maintain. Activates Sonar Sense at AN for the duration.) -Whisper of the Goddess (As Pheromones at AN or Empathic Projection (Any emotion), Area Effect of Half-AN, rounded up. The user either speaks or sings, inducing commands or enhancing specific emotions in any listeners. Despite this power's name, victims must hear the user to be affected, so how loud one has to be depends on that. A vampire could just as well whisper in someone's ear to affect them as they could scream or sing to a crowd to affect large numbers of people.) -All powers above require vocal components to use. Likewise, a potential victim must be able to hear to be affected, so deaf individuals are unaffected by some of its direct effects as appropriate.Obfuscate: 15 (Int.bonus) -Efficient -Obfuscate is a common Discipline among vampires, as it allows them to conceal themselves, deceive the minds of others or make them ignore what the user wants to remain unseen. Its applications make it very popular among all Clans despite some of them specializing in it. -Cloak of Shadows (As Invisibility at AN. Alternately, may render up to AN others invisible as will, requiring physical contact to do so.) -Silence of Death (Pay 2 base stones, plus Area and Duration. All noises in the target area are mostly silenced to inaudible levels. Even the loudest screams or an explosion would be reduced to the equivalent of a whisper.) -Mask of a Thousand Faces (As Shape Shifting, only to assume the voice and shape of a generic person blending in the current setting, such as a worker in a factory or a nightwatchman in an office.) -Conceal (Pay 2 base stones, plus Area to activate; 1/panel to maintain. Allows user to apply Invisibility to an object, possibly up to entire buildings in size for powerful users. The user still can see the cloaked object, however.) -Blithe Acceptance (Atk VS Int+Mental Defense; Broadcast; deals no damage; if successful, anyone affected around completely ignores the user no matter what they do, as long as they do not attack someone or clearly pose a threat, such as setting up explosives in a crowded area or something. Anything else, the people around will ignore.) -Busy Doing Nothing (As Create Illusions, Centered on self; only to appear as idle and doing nothing in particular, hiding their actual actions behind the illusion.) -Gemini's Mirror (3 stones to use at AN, 1/panel to maintain. As Create Illusions, Must use Cloak of Shadows to activate; manifest an illusory copy of the user which they can control, while the invisible real user can move away and do as they please.) -Mind Blank (Stones played up to AN to activate; 1/panel to maintain. Adds to total mental defense to resist having one's mind read or one's secrets revealed.) -Scrawl (Pay 1 base stone, plus Duration, plus stones for possible readers. Allows a vampire to inscribe a short message of less than 10 words on a surface, which appears as meaningless gibberish to anyone else but the people the user designates as readers. 1 stone per person, 3 stones for a group. For example, 'my brother, my best friend and vampires in general' would cost 5 more stones for the accepted readers.) -Veil the Legion (Pay 5 base stones and Area Effect to activate, and 3/panel to maintain. Allows one to use Cloak of Shadows as seen above, but on anyone within an area around them, and maintain it all on their own.) -Old Friend (8 stones to activate; 2/panel to maintain. As Read Minds/Shape Shift, only to appear as a target's old friend and actively read their minds to be able to act and speak as said old friend would, allowing one to appear as nearly anyone's trusted friend and confidant.) -Create Name (8 stones to use. Creates an entirely new identity for oneself which overcomes suspicions and investigation as per this action's AN. The user's name and legal documents manifest as needed, they appear in 'the system', looking up the created identity's medical record or driving license will indeed confirm their existence, and so on. This effect does not affect mystically inclined beings, who can see through the deception of such an effect with relatively simple spells and effects, but anyone normal or non-skilled magically will be fooled as long as they do not perform an extensive investigation on the user to find inconsistencies.) Alternately, usable on others at the same cost if willing, or as an Atk VS Durability + Magical Defense if not. -Memories Fading Glimpse (10 stones to use. Basically the reverse of Create Name, Memories Fading Glimpse allows one to essentially erase any trace of their existence as far as anyone knows based on their AN in this action. Memories are either erased or left vague and blurry, documents about the user can't be found anywhere or the data is corrupted, no one can find any legal documents confirming their existence, and people can't seem to remember who that old man over there actually is. This power does not prevent one from building new relationships or leaving a new trail, but older ones will have a much more difficult time remembering having ever interracted with the user before. Again, this power mostly succeeds against normal people and beings lacking magical powers allowing them to see through the effect, but is usually a fantastic way of vanishing from the public eye.) Alternately, usable on others at the same cost if willing, or as an Atk VS Durability + Magical Defense if not.Obtenebration: 10 (Int.bonus) -A rare Discipline finding its origin among the Lasombra clan granting its user great control and mastery over darkness, and shadows. It is a fairly rare power which is seldom shared outside of the clan. As it is a power mostly found in the Sabbat, Camarilla vampires tend to see those who wield it with great suspicion. Moreover, most living beings - and even many vampires - are inherently frightened by the preternatural shadows an Obtenebration user controls. -Darksight (Pay stones for Range and Duration in minutes/2 panels. Allows user to hear/see from the 'viewpoint' of a targeted shadow within range, as though the user was standing where the shadow does.) -Mastery of Shadows (Create/Manipulate, Shadow Blast - 2x damage, AP OR Atk VS Intelligence to blind) -Living Shadows (As Create Illusions; May only create visual illusions using shadows.) -Arms of the Abyss (2 stones/tentacle manifested to activate; then 1/panel to maintain; stones played to use the tentacles, see below. Manifests Half AN tentacles, rounded up, of pure darkness from user's own shadow. Said tentacles are very solid to the touch and can be used as per Tentacle Whip with Wpn.modifier, each of them capable of an action of its own. User only pays for the most expensive use.) -Night Shades (As Summoning, Summons are always loyal to summoner; May only summon living shadows.) -Tenebrous Form (10 stones to activate, 5/panel to maintain. User transforms into a form of pure shadow with Physical and Energy Invulnerabilities, but is still vulnerable to fire and magic, and takes 1w of damage/panel when exposed to sunlight.) -Shadowstep (As Teleportation; May only move from shadow to shadow.) -Shadowtwin (10 stones to activate, 2/panel to maintain. As Duplicate Self; One duplicate only, Duplicate has -2 to all A/A/M; User's shadow vanishes for the duration of this power. Manifests a clone of the user out of their shadow. The clone appears as identical to the user with the exception of being slightly darker in color, and having completely black eyes.) -Tchernabog (10 stones to activate, 5/panel to maintain. The user creates a complete solar eclipse, obscuring sunlight with darkness to plunge the world into temporary artificial night. Needless to say, this is a terrifying power to behold in effect for most people given its sudden, unexpected and unnatural nature.)--------------------- AVENGED SEVENFOLDTravis' Stand QUOTE: "I am the enforcer to His will. Unfortunately for you, He envisions a future... without you in it, and I will make it a reality."BATTLE CRY: "AVAVAVAVAVAVAVAVAVAVA-VENGED!!" Height: 6'7" Weight: N/A Eye color: N/A Body color: Bone White with Black armor/outfit and cloak Species: Irrelevant Range Artificial Humanoid Sentient Type Stand XP: 0 Effective Range: Irrelevant (Thanks to Travis' power, Avenged Sevenfold has no range limitation and could operate just as effectively and efficiently at any distance, including in another dimension if needed.) ABILITIESInt: 8 Str: 10 Agl: 7 Spd: 8 Dur: 10 HEALTH/P.L: 10 / 6 ENERGY/P.L: 36 / 18 REGEN/P.L: 18 / 11 ACTIONSClose Combat: 8 (Str.bonus, Spd.bonus and Wpn.modifier) -Super-Efficient -Punches -Punches Barrage -Haymakers -Grappling -Acrobatic Fighting -Fighting multiple/large opponents -Using powers in Combat -DestructionRanged Combat: 6 (Str.bonus and Wpn.modifier) -Efficient -Thrown Weapons/Objects -Improvised Weapons -Heavy Objects -Precise throw -Acrobatic Fighting -Using powers in combatAcrobatics: 5 (Agl.bonus) Bat Country: 8 (Dur.bonus) -Efficient -2x damage, Area Effect of Half AN, rounded up, around point of impact, Fireworks -As Force Blast; manifests as summoned bats flying straight at the target only for them to explode violently upon contact.Blinded in Chains: 9 (Chain Str.bonus and Wpn.modifier) -As Tendril Whip; may perform up to Half AN, rounded up (Currently 5), attacks/actions per panel, paying only for the strongest action -Chains have an individual Strength of 2/3 AN, rounded up (Currently 6) -Prehensile -At user's discretion, chains may manifest +1, 2x damage blades and spikes along the chains -Range 3Buried Alive: 6 (Int.bonus) -Attack VS Agility + Reflexive Dodge; if successful, paralyzes via opening the ground beneath the target, 'swallowing' them underground and closing above them. -If the target needs to breathe to survive, they risk suffocating if unable to free themselves (or being freed by external assistance) -At user's discretion, may only trap the target's body while leaving their head free to breathe.Darkness Surrounding: 5 -Create Darkness in Area Effect of AN -Mundane means of Enhanced Vision (See in Darkness) are ineffective against this effect -Travis and Avenged Sevenfold can see perfectly in this effectM.I.A: 12 (Dur.bonus) -Efficient -2x damage, Limited AP, Area Attack (180 degrees) -Avenged Sevenfold de-manifests for 1 panel at the time of the attack, effectively immaterial until the beginning of the next panel. -Energy Defense is ineffective; the attack is more akin to Ranged Combat with a LOT of bullets fired at once. -Avenged Sevenfold disolves into a cluster of rifle bullets and flies out over a wide area, shredding all those caught inside.Nightmare: 7 -As Create Illusions -At user's discretion, usable simultaneously as Fear by manifesting a specific target's worst fears into illusory 'reality'Radiant Eclipse: 10 (Int.bonus) -Stones VS Effect up to AN + Duration in hours; Area Effect of up to AN; where Effect causes diminished lighting and Fear, as the Action, in any mortals caught in the effect. Causes a temporary total Solar Eclipse, plunging the world into limited darkness, but manifesting an unnatural crimson glow which causes supernatural terror in the hearts of mortals.Unholy Confessions: 7 (Int.bonus) -Atk VS Int + Mental Defense, deals no damage; if successful, forces a victim to outright and audibly state any significant illegal, evil and amoral acts they may have performed and give any details about them if asked. Flight: 9 MODIFIERSImmortal -As a Stand, Avenged Sevenfold can live as long as Travis will.Self-Contained Lifeform Power Level 6 -Power Level Recovery -Tireless +2Invisibility/Intangibility -Permanent (Action as Modifier; cannot turn off.) -Stands are invisible to any beings, except to other Stands and Stand users, and beings who can perceive spirits -Stands are intangible, but can be attacked directly by other stands, and effects which could reasonably harm a spirit might be effective regardless of stands -Can affect the physical world normally if they so wish despite being intangible themselvesHealing Factor Energy Battery 2 Deep Reserves +3 Reflexive Dodge +4 Toughness +8 -No 2x damage -No APMental Invulnerability Immunities -Poisons, DiseasesEnhanced Vision 6 -Sees through Travis' Eyes, See in Darkness, See Auras and Magical Forces, See into other dimensionsAvenged Sevenfold: 7 -Travis' stand's namesake ability, as well as its original form as a simple ability. Any damage inflicted on either Travis or his Stand is reflected back on the attacker multiplied by action number. For example if he takes 1r of damage, whoever hurt him will take 7r or 3w of damage. -Only active when Avenged Sevenfold is manifested. -Cannot be improved with lines or white stonesNot Ready to Die-Once a day, if 'destroyed', the Stand recovers and rises again, movie Slasher style, as per Instant Reconstitute Self, though sustained injuries remain visible until they 'heal' in time. NOTE: At GM's discretion, certain powers and effects others than Stands and Stand Users can bypass a Stand's usual invisibility and invulnerabilities. CHALLENGES- Looking non-human (-3; Avenged Sevenfold appears as a sort of mix of a living skeleton, and a large, muscular man clad in bone armor, and black robes. He has a deep, dark Darth Vader-like sort of voice.) - Psychological (-3; bound. While Avenged Sevenfold is actually sentient and capable of independent thought, it is still bound to its user and devoted to her protection.) - Psychological (-4; a Stand must protect its user, and will do so at all costs, unless a user specifically orders them not to.) - Loyal (-5; despite being technically speaking an Independent Stand, Avenged Sevenfold: Requiem is completely and thoroughly loyal and devoted to Travis, and obeys his orders without a second thought.) - Special vulnerability (-3; to other Stands' attacks, or attacks that can harm intangible beings/spirits; such attacks do not inflict more damage on Avenged Sevenfold, but they bypass its intangibility.) EQUIPMENT-None ______________________________________________________________ NOTES: Its Stand Parameters are as follows:
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