Post by Manah on Jul 8, 2018 22:01:36 GMT -5
NEW ACTIONS
Blood Drain: 8
-Improved Drain Energy
-Range or through Bite
-May be used as a Force Blast, with Str.bonus, dealing 2x damage, and healing 1w Health for every 3w stones of damage dealt.
-Amaranth (Draining blood from other vampires may allow user to gain skills/powers from them, GM's call.)
-Improved Drain Energy
-Range or through Bite
-May be used as a Force Blast, with Str.bonus, dealing 2x damage, and healing 1w Health for every 3w stones of damage dealt.
-Amaranth (Draining blood from other vampires may allow user to gain skills/powers from them, GM's call.)
Vampiric Powers: 9
(Int.bonus)
-Efficient
-Mortal's Mask (As Shape Shifting, only to appear as one did when alive, prior to becoming a vampire. In Link's case, it would turn her into a blue eyed, blonde haired Hylian with healthier skin tone. Needs not maintain.)
-Telekinesis (w/Wpn.modifier)
-Vampire's Seduction (As Telepathy, Project thoughts/Control others)
-Vampire Servant (Stones VS target corpse's Durability; If successful, the creature rises as an undead zombie under the vampire's control for 3 panels or one minute, whichever is shorter. It has the same stats as when it was alive, but falls to dust once the duration is exceeded, or when it dies again.)
-Dread Cloak (As "Electrification" of a Cold element, Can be maintained for 2 stones per panel)
-Create Fog (Pay for effect stones up to AN, and for Duration on D&R chart; allied vampires see perfectly through it)
-Embrace of Shadows (As Invisibility, Reverts when the vampire does anything else than moving around)
-Mistwalker (As Phase shifting up to AN; +1 to Speed while in use)
-Children of the Night (As Summoning; May only call animals such as bats, wolves, rats, owls, etc. Smaller critters such as bats and rats actually are summoned 10 for each stone played. Summoned animals are always loyal to summoner.)
-+1 Leaping and Ref.Dodge per 4 ANs
(Int.bonus)
-Efficient
-Mortal's Mask (As Shape Shifting, only to appear as one did when alive, prior to becoming a vampire. In Link's case, it would turn her into a blue eyed, blonde haired Hylian with healthier skin tone. Needs not maintain.)
-Telekinesis (w/Wpn.modifier)
-Vampire's Seduction (As Telepathy, Project thoughts/Control others)
-Vampire Servant (Stones VS target corpse's Durability; If successful, the creature rises as an undead zombie under the vampire's control for 3 panels or one minute, whichever is shorter. It has the same stats as when it was alive, but falls to dust once the duration is exceeded, or when it dies again.)
-Dread Cloak (As "Electrification" of a Cold element, Can be maintained for 2 stones per panel)
-Create Fog (Pay for effect stones up to AN, and for Duration on D&R chart; allied vampires see perfectly through it)
-Embrace of Shadows (As Invisibility, Reverts when the vampire does anything else than moving around)
-Mistwalker (As Phase shifting up to AN; +1 to Speed while in use)
-Children of the Night (As Summoning; May only call animals such as bats, wolves, rats, owls, etc. Smaller critters such as bats and rats actually are summoned 10 for each stone played. Summoned animals are always loyal to summoner.)
-+1 Leaping and Ref.Dodge per 4 ANs
Dragon Shout: 14
(Dur.bonus)
-Efficient, but most uses of this action makes it unusable for a panel afterwards, unless otherwise specified in a specific Shout.
-A special magical action, which allows the user to learn (through modifier Dragon Tongue) the powerful language of the Dragons, and use it to create powerful magical effects in the form of a Shout. If she knows only the first word of a given shout, she can use this action at AN 3. If she knows two, she can use it at AN 6. If she knows all three words of a Shout, she 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.
(Dur.bonus)
-Efficient, but most uses of this action makes it unusable for a panel afterwards, unless otherwise specified in a specific Shout.
-A special magical action, which allows the user to learn (through modifier Dragon Tongue) the powerful language of the Dragons, and use it to create powerful magical effects in the form of a Shout. If she knows only the first word of a given shout, she can use this action at AN 3. If she knows two, she can use it at AN 6. If she knows all three words of a Shout, she 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.
- Unrelenting Force (FUS RO DAH): Acts as a blast of concussive force that strikes all foes in a 10' radius around point of impact, 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.
- Alessia's Love (Sil Gron Aav): Links the user with another person/being; the one with the lower Health/Energy will regenerate up to 3 stones of Energy per panel and 1w of Health as the Shout works at making them equal.)
- Animal Allegiance (RAAN MIR TAH): Commands nearby animals and natural beasts to come fight in her defense. She must spend 1 stone/Durability AN of each animal who might come to her aid in such a way.
- Annihilate (RUUVAK JOT OBLAAN): At the very least acts as an Area effect Improved Energy Drain, which causes 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 as they are pulled through the black hoe where they vanish for good; except perhaps Magical and/or Indestructible objects, GM'S call.)
- Arcane Helix (ENSONIN SAHLO SIL): Atk VS Int+Magical Defense, which 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): Rains down smaller meteors, or up to a massive one with all three words. Force Blast, 2x damage, AP, Area effect, Causes massive collateral damage.)
- Arrow Storm (LOK MAH RONAAZ): Causes a rain of deadly arrows, crippling and killing light armored foes (Force Blast, Area effect).
- Aura Whisper (Laas Yah Nir): This Shout, which is actually more of a whisper, allows the Dovahkiin to detect the lifeforce of all creatures close by, acting as "Sense Power". Does not require a panel to recover.
- Battle Fury (MID VUR SHAAN): Enchants all nearby (how far depends on how many stones are spent on Area) allies' weapons to make them attack faster. Stones of effect cannot exceed AN, and must be split between a bonus to Close/Ranged Combat attacks' stones and Initiative equally (Close/Ranged Combat favored if stones of effects are an odd number). Duration is 1 panel/stone spent for Duration.
- Become Ethereal (FEIM ZII GRON): Turns the Dragonborn etheral, essentially working like Phase Shift. Duration is one panel/3 stones played. The lowest level does not require a panel to recover.
- Bend Will (GOL HA DOV): Works as Telepathy (Project thoughts/Control others). If used with only 3 AN, may only control animals. If used with 6, may control people. If used with at least 9, even dragons can be controlled.
- Call Dragon (OD AH VIING): Allows Alice to summon the dragon Odahviing, who swore his loyalty to her, to fight for her. She muse pay at least 9 stones to summon him, plus any stones for Duration on the D&R chart.
- Call of Valor (HUN KAAL ZOOR): Allows Link to summon one of three ancient Nord heroes to fight by her side; 3 stones plus Duration (in panels) will summon Gormlaith Golden-Hilt, 6 plus duration will call Felldir the Old, and 9 plus Duration will summon Hakon One-Eye.
- Cause Explosion (BOS): Your voice can cause an explosion out of nowhere. Area Effect attack. Stones played split between effect, range and area.)
- Clear Skies (LOK VAH KOOR): Clears the skies of fog and any inclement weather, stopping snow and rain and wind. Essentially works as Manipulate Weather (only to make it calmer).
- Curse (FAAZ NAHKRIIN DUR): Pays Target's Durability and Duration in panels; for the duration, the victim will lose as many stones of Energy and Health as the user loses, regardless of how.
- Cyclone (VEN GAR NOS): A powerful cyclone of wind which sows chaos among her enemies, possibly throwing them hundreds of yards away (and most likely killing them). Acts as a powerful wind element blast, Area Effect of 3, 5 (if used with AN 6) or 7 (if used with AN 9), dealing Normal and Stun damage.
- Dance of the Dead (DUN KRII BO): Combines with Close Combat up to AN; if a given attack beats target's Agl+Ref.Dodge, they can't move physically (no physical actions or movements) for 1 panel. If the user keeps attacking the same target, the same effect applies, but Resistance goes up by 2 each panel, making it harder to maintain it.
- Disarm (ZUN HAAL VIIK): Disarms a foe, if stones beat defense (without counting Armor, if any). Simply works better with higher ANs.
- Dismay (FAAS RU MAAR): Acts as Fear; area effect of 4 around self.
- Dragon Aspect (MUL QAH DIIV): Usable only once per day; adds 3 to Str, 2 to Agl, 3 to Dur, 3 to Toughness (and makes it No AP), and 2 to Dragonforce, for a total of 10 panels.
- Dragon Form (DROG DOVAH SIL): As Metamorphosis; Dragon Form only.
- Dragonrend (JOOR ZAH FRUL): This powerful Shout lashes out at a dragon's very soul. It has three effects; first, it acts as an Attack VS Durability, which may only deal 1w of damage. However, if it deals even but 1 red stone of damage, it also forces the dragon to land and unable to take flight again for 1 panel. Finally, if for some reason the dragon was supposed to be immortal/unkillable, this renders the dragon mortal, and possible to kill, until it next takes flight.
- Drain Vitality (GAAN LAH HAAS): This Shout allows Alice to drain the lifeforce and vitality of a foe in one powerful attack. It acts as Improved Drain Energy, although if she drains at least 5 stones of Energy from the victim, it loses 1w of Health, healing her of that much as well.
- Earthquake (GOL MOTAAD AL): A powerful Shout that will cause an actual earthquake, making the ground tremble and shake violently as an Area effect, Normal and Stun damage, Automatically causing collateral damage; also acts as Atk VS Agility+Ref.Dodge causing the victim to fall prone for 1 panel, giving them -2 to all physical actions until they stand back up.
- Elemental Fury (SUH GRAH DUN): Acts as a temporary "Metamorphosis"-like weapon enchantment which can increase the wielder's Agility, Speed, Close Combat or Reflexive Dodge only. Has a Duration of 1 panel/stone spent for that purpose. Note: Only works on non-magical weapons.
- Essence Swap (RII OFAN GAHROT): Atk VS Int+Dur; if successful, swaps her own current Health and Energy percentages with a target, either to heal them or heal herself, by taking the damage upon herself or damaging others to heal herself.)
- Fire Breath (YOR TOOR SHUL): The classical dragon fire breath. This powerful flame will turn her foes to ashes. Acts as a 2x damage attack, which sets flammable materials on fire.
- Frost Breath (FO KRAH DIIN): A freezing breath attack. Deals Normal and Stun damage.
- Geomagnetism (IN VONUN SULEYK): Creates a magnet-like effect with various uses. An Atk VS Dur+Magical defense to paralyze a target, to pull one towards the user at Spd 3, or an Area effect 3 to immobilize multiple targets.
- Ice Form (IISS SLEN NUS): Does not add any Wpn.modifier to the attack, but freezes a foe solid if attack exceeds Durability. Difficulty to escape from the ice (usually with Strength) is equal to 2 per word used, and resistance is equal to stones played.
- Jone's Shadow (VONUZ VO SLEN): Three possible effects from using one, two or three words. Either go Invisible for up to AN panels, and then teleport back to initial location at the end; Dispel magical effectds via stones VS Effect stones, or Area attack, Atk VS Resistance to remove armors/undress victims rendering them easier to defeat. Or at least, naked.)
- Kyne's Peace (KAAN DREM OV): Soothes wild beasts, making them flee or stop fighting. Must beat target's mental defense.
- Lifestream (HAAS BO LOK): Heals all allies as an Area effect by 1w every 5 stones played; or if used outside, pay for Area and Duration in panels to create a healing rain that heals allies of 1w of Health per panel)
- Lightning Shield (QO SPAAN AAL): Usable as Electrification at up to AN; pay for effect, Duration in panels and Area to generate lighting damage (2x damage, Normal and stun) against anyone who strikes her; or usable as Force Field also usable VS Magic.)
- Marked for Death (KRII LUN AUS): Acts as a powerful curse. This Attack VS Intelligence+Magical Defense will lower the victim's Toughness, Reflexive Dodge, Magical Defense or Regen per panel by 1/stone of damage, victim's choice as to what gets lowered, with a duration of 1 panel/stone spent for that purpose.
- Reverse Gravity (VOK MAH LOK): Causes a foe to 'fall' upwards for a short distance, before falling right back down again. As Telekinesis, may only be used to knock an enemy 10 feet into the air per stone of effect.
- Skeletal Army (QETH ALOK-DILON LAHVU): Conjure an army of skeletons at 1 per AN. Skelleton: Int: 1, Str: 2, Agl: 2, Spd: 2, Dur: 1 Close Combat: 3, Reflexive Dodge: +1, Toughness: +1)
- Slow Time (TIID KLO UL): Literally stops time, allowing Link to essentially act as though she had free panels to move. With AN 3, she gains one free panel (with the resulting Energy Regeneration). At An 6, it becomes two bonus panels, and at AN 9 or more, 3. However, during those free panels, she can't use other Shouts. If she physically attacks enemies during those free panels, their Reflexive Dodge does not count, nor does any actions related to movement (as the victims are frozen in time). After time returns to normal, Alice must wait an additional 3 panels before using any other Shout (or this one again). This is a very powerful Shout, and as such, it is very taxing on her body; all of her actions take a -2 for 10 panels afterwards. It is cumulative with additional uses of this Shout (both the penalty and the time for it to end).
- Splinter Twins (ZOROX FIIK PAAL): Pays for Effect and Duration; effect stones are used VS Durability of enemies she hit, Duration is in panels; she creates a duplicate of anyone she strikes who will then attack the original. Duplicates disappear at the end of the duration.
- Stormblast (QO NOS ZAAN): A simple, straighforward Shout of lightning, dealing 2x damage, Normal and Stun damage, Area attack.
- Storm Call (STRUN BAH QO): This very powerful Shout summons a destructive storm, downpour and powerful winds included, which unleashes powerful lightning bolts at everything and everyone around, causing a massive amount of devastation. It acts as a 2x damage, AP, electrical attack, centered on the Dragonborn but without affecting her, as an Area effect of 5, 7 (with AN 6) or 9 (with AN 9). After using, Link must wait 20 panels or 10 minutes, whichever is shorter, without using any other Shout.
- Soul Tear (RII VAAZ ZOL): Cannot be used at higher than AN against a single target. This deadly Shout acts as an Attack VS Durability. If it kills the victim, it is immediately raised as a zombie under the Dragonborn's control for 10 minutes or until it dies, whichever comes first.
- Summon Durnehviir (DUR NEH VIIR): Used to summon the undead, necromancer Dragon, Durnehviir, who will fight for the Dragonborn. Must pay 9 stones for the summoning, and 1 stone/panel of Duration.
- Throw Voice (Zul Mey Gut): Allows Alice to project her voice away, luring enemies to their doom or out of her way. Acts as ventriloquism. Does not require a panel to recover.
- Trueshot (Drog Bo Ronaaz): Pay 3 stones per projectile; attacks with projectile weapons will cause additional damage of stones on the Range chart, and will pull victims to the user if they are damaged.)
- Whirlwind Sprint (WULD NAH KEST): Allows Alice to quickly dash forward, allowing her to attain a Speed of AN for a single panel.
Champion of Kynareth: 12
(Int.bonus)
-Having defeated the previous, corrupted Champion, Alice was offered the chance to become the new, true Champion by the Aedra herself. Accepting it grants her powerful transformation abilities, into the various Aspects of Nature the Goddess created. As per Metamorphosis, but with a limited number of fixed forms. (Can increase the form's power with additional stones)
-Aspect of Frost (A fast ice wolf with a freezing breath; +1 Spd, +2 to Fangs, Frost Breath (Uses this Action to activate; Normal and Stun damage, or Atk V Dur to freeze solid), +3 Cold Defense, Can walk on water - Freezes the path it walks on. 8 stones to use.)
-Aspect of Fire (A powerful tiger engulfed in flames; +1 Str, +2 Claws/Fangs, Fire Breath (Uses this Action to activate; 2x damage, Sets flammable objects on fire), +3 Fire Defense, Fire Aura 5 (As Electrification of Fire element). 12 stones to use.)
-Aspect of Earth (A powerful, tough bear as resilient as the earth it walks on. +1 Str, +1 Dur, +2 Toughness, +2 Claws/Fangs, Shockwave (Uses this Action to activate; Area effect 3 around self), Wall-climbing 4. 11 stones to use.)
-Aspect of Nature (A healing tree spirit resembling a Spriggan. Magical Healing 6, Nature's Swarm (Uses this Action to activate; 2x damage, Magical Blast), Summoning 4 (Only to summon small tree spirits to aid in battle, Spirits are always loyal to summoner), +3 Magical Defense, Accelerated Healing Factor. 14 stones to use.)
-Aspect of Water (An aquatic, large Slaughterfish-like beast. +1 to Fangs, Swimming 4 (Spd.bonus, Can exceed human speed limits), Breathes underwater. 7 stones to use.)
-Aspect of Shock (An electric, flying wasp. +1 to Agility, Lightning Bolt/Storm (Uses this Action to activate; 2x damage, Normal or Stun damage, Area attack), Electrification 5, Flight 2, Electricity Defense +3. 13 stones to use.)
-Aspect of Shadow (A frightening, brooding giant spider. +2 Fangs, Poison 6 (Atk VS Dur, 1w of damage per 1 panel/red stone of damage; Requires bite to use), Invisibility 5, Poison Immunity, Brooding 3 (As Summoning; will bring forth small spiders from a dead victim killed by the spider). 18 stones to use.)
-Aspect of Decay (A malevolent, lizard-like demon that represents the destructive side of nature. +3 to Str, +3 Agl, +2 Spd, +2 Dur, +2 Fangs/Claws, Accelerated Healing Factor, +2 Power Level. 16 stones to use.)
-Needs not Maintain
(Int.bonus)
-Having defeated the previous, corrupted Champion, Alice was offered the chance to become the new, true Champion by the Aedra herself. Accepting it grants her powerful transformation abilities, into the various Aspects of Nature the Goddess created. As per Metamorphosis, but with a limited number of fixed forms. (Can increase the form's power with additional stones)
-Aspect of Frost (A fast ice wolf with a freezing breath; +1 Spd, +2 to Fangs, Frost Breath (Uses this Action to activate; Normal and Stun damage, or Atk V Dur to freeze solid), +3 Cold Defense, Can walk on water - Freezes the path it walks on. 8 stones to use.)
-Aspect of Fire (A powerful tiger engulfed in flames; +1 Str, +2 Claws/Fangs, Fire Breath (Uses this Action to activate; 2x damage, Sets flammable objects on fire), +3 Fire Defense, Fire Aura 5 (As Electrification of Fire element). 12 stones to use.)
-Aspect of Earth (A powerful, tough bear as resilient as the earth it walks on. +1 Str, +1 Dur, +2 Toughness, +2 Claws/Fangs, Shockwave (Uses this Action to activate; Area effect 3 around self), Wall-climbing 4. 11 stones to use.)
-Aspect of Nature (A healing tree spirit resembling a Spriggan. Magical Healing 6, Nature's Swarm (Uses this Action to activate; 2x damage, Magical Blast), Summoning 4 (Only to summon small tree spirits to aid in battle, Spirits are always loyal to summoner), +3 Magical Defense, Accelerated Healing Factor. 14 stones to use.)
-Aspect of Water (An aquatic, large Slaughterfish-like beast. +1 to Fangs, Swimming 4 (Spd.bonus, Can exceed human speed limits), Breathes underwater. 7 stones to use.)
-Aspect of Shock (An electric, flying wasp. +1 to Agility, Lightning Bolt/Storm (Uses this Action to activate; 2x damage, Normal or Stun damage, Area attack), Electrification 5, Flight 2, Electricity Defense +3. 13 stones to use.)
-Aspect of Shadow (A frightening, brooding giant spider. +2 Fangs, Poison 6 (Atk VS Dur, 1w of damage per 1 panel/red stone of damage; Requires bite to use), Invisibility 5, Poison Immunity, Brooding 3 (As Summoning; will bring forth small spiders from a dead victim killed by the spider). 18 stones to use.)
-Aspect of Decay (A malevolent, lizard-like demon that represents the destructive side of nature. +3 to Str, +3 Agl, +2 Spd, +2 Dur, +2 Fangs/Claws, Accelerated Healing Factor, +2 Power Level. 16 stones to use.)
-Needs not Maintain