| Stat Sheets | |
|---|---|
| Tweet Topic Started: Sep 12 2010, 10:11 PM (589 Views) | |
| Avvil | Sep 12 2010, 10:11 PM Post #1 |
|
Weaver of Tales
|
Name: Illarion Alkaev Sex: Male Ethnicity: Russian Alignment: Chaotic Neutral Class: Alchemical Shaman Health: 150 (+6) Mana: 200 (+55) [+15] Servant Cost: 40 Mana Strength: B---- Endurance: B--- Magical Energy: D Magic Resistance: D++ Agility: E- Acuity: A Luck: B+ Appearance: Though Illarion’s actual appearance is rarely witnessed by anyone except himself and particularly close friends, he is a towering, broad-shouldered man of six feet and eight inches in height. Years of using his suit have led to a heavily developed body, from the strain and discipline necessary to bear its incredible weight. He has short, well-trimmed, dark brown hair, and an equally well-kept beard of the same color. Though his eyes are a shade of brown so dark that they almost appear black, what lies in their depths is none other than unquenchable, burning curiosity. When not in his suit, he generally prefers plain, comfortable clothing, giving little care to current fashions or whatever would be proper to the circumstances. As for Illarion’s suit, it is an almost incomprehensible tangle of metal, leather, heavy fabrics, wires, gears, and most mechanical designs conceivable, as well as several that aren’t. It whirs, ticks, shifts, clicks, spins, rattles, and occasionally hisses as it releases a small cloud of steam. The outermost layer is generally the only part visible to common observers and is primarily composed of sheet metal and hardened leather, though rather than patchwork, it manages to appear as though it was intentionally designed that way from the beginning. The face-piece resembles a mixture between a gas-mask, a visor, and an enormous pair of telescopic goggles, capable of cycling through Illarion’s various lenses. Though a switch exists to temporarily raise the mask as a whole, Illarion almost never chooses to use it except when eating. Completing the ensemble is a long hooded cape comprised of leather that extends from the back of the neck downward. Due to a heavy layer of insulation, Illarion’s suit further increases his already significant bulk, making him appear almost monstrous as he crushes his way around. Fortunately, approximately ninety-five percent of the materials in the suit have been augmented or otherwise adjusted with extensive use of Alchemy, making the entire thing a great deal lighter and sturdier than it otherwise would be, though still a tremendous burden to carry for any extended length of time. During full daylight, the suit appears as peculiar as it seems, though at night, it gives a very different impression. What light is present reflects off of the metallic plates partially covering the front, while the full silhouette of the hulking creature is obscured in darkness, the goggles glowing with an unearthly light... Passive Skills: ---Deranged Observer Rank: B Type: Non-Magical Speed: Passive Description: Illarion’s suit is equipped with a wide array of lenses, focuses, and vision filters. These include, but are not limited to, night vision, infrared, X-ray vision, a telescopic lens, bifocals, and those 3D glasses you use at movie theatres. He may also have a Geiger counter, though it is unclear why. -Illarion’s ACT is raised 2 ranks from this ability. This effect is already applied. ---Heavy Insulation Rank: C Type: Non-Magical Speed: Passive Description: In an effort to prevent more intense adverse effects from superconducting lightning, Illarion added an inner layer to his suit designed to act as an insulator between himself and the deadly charge. Unfortunately, even with the use of Alchemy, he all too soon discovered the limits to which he could enhance materials for this purpose. Adding more material to increase the effect would theoretically be possible, but some brief experimentation showed rapid encounters with weight and bulk issues. Furthermore, attempting to use more potent materials interfered with the super-conductivity of the outer layer, defeating the original purpose. Though he still seeks a better alternative, he decided to go with the flawed but at least partially effective semi-insulation until the a superior solution presents itself. -Lightning Elemental and Fire Elemental damage to Illarion is reduced by 30%. ---Acid Resistance Rank: EX Type: Non-Magical Speed: Passive Description: Years of study, practice, and frequently painful testing of procedures on his suit have led Illarion to develop a combination of materials that was both water-tight, and completely resistant to even the most devastating acid storms he could create. -Acidic damage to Illarion is reduced by 100%. Abilities and Techniques: ---Storm-Calling Rank: C Type: Magical Speed: Support, Non-Delayable Cost: 26+12X Mana, Turn Action Duration: 5 Turns: The storm activates at the beginning of the 2nd full turn after use. Requirements: Not already active or dormant twice in the targeted area. Properties: Weather Control Targets: 1 Area X Locations Away Description: Illarion manipulates atmospheric conditions in the area to a point where they are ideal for creating a storm. However, even through manipulation of wind, air pressure, and other meteorological phenomena, summoning a storm is not instantaneous, and has a considerable delay attached. For this reason, considerable planning is required to make the most out of Illarion’s ability to manipulate weather. -No one is capable of discerning anything odd about the storm or the conditions surrounding its creation unless Illarion uses an ability that requires the storm in the first place. -Storm-Calling can be active twice in one area at the same time, creating a truly vicious storm. ---Lightning Super-Conduction Rank: C Type: Non-Magical Speed: Support Cost: 30 Mana Upkeep: 5 Health Per Electric Charge Requirements: Storm-Calling is active twice in the current area. Properties: Free Action, Lightning Elemental Targets: Illarion Description: A lighting rod springs up from the back of Illarion’s suit, and is immediately struck by lightning with some slight facilitation on his part. Rather than dissipate immediately, the charge can be carefully held due to the unique properties of the suit, using Alchemy to simulate the effects of a super-conductor in an uncontrolled environment. Unfortunately, while the charge itself can be held indefinitely, the presence of that much electricity in the vicinity of his heart begins to affect Illarion adversely, even through the protective enhancements he has in place. If the charge is not set to some purpose within a short span of time, it will begin taking a toll on his body. -Illarion gains 2 Electric Charges immediately upon use. -Illarion automatically gains 1 Electric Charge any time he is hit with a Lightning Elemental attack. -If Illarion has any Charges remaining at the end of the turn, they will begin damaging him during the Upkeep Phase of the following turn. -Electric Charges can be discharged harmlessly as a Free Action. ---Phosphorescent Cloud Rank: E Type: Magical Speed: Support Cost: 45 Mana, Turn Action Duration: 2 Turns Requirements: Phosphorescent Cloud is not already active in the area. Properties: Weather Control, Alchemy Targets: 1-5 + Anyone Concealed in the Area Description: Summons a heavy, phosphorous-rich fog to antagonize up to a small group of opponents. Initially causing temporary confusion for the targets and lowering their offensive potential, it leaves behind a glowing residue as the cloud itself fades, outlining anything physical in a glowing yellow-green light and making them excellent targets. This effect works equally well on targets that are concealed by physical means, clearly revealing them during the short time that the glow lasts. -During the first turn, the cloud is present, and ACT is reduced by one full rank while any stat they use offensively is reduced by 1 sub-rank for the purposes of the attack only. -During the second turn, the cloud fades and leaves the targets briefly coated in glowing phosphorous. This effectively gives anyone making Skill Perception checks against them them an additional 2 sub-ranks in ACT, only for checks made against those characters, and raises the offensive stat of anyone attacking them by 1 sub-rank for the purposes of the attack only. Concealed targets will also be revealed this turn, if they were present in the area at any time during the first turn. ---Static Ring Rank: B+ Type: Magical Speed: Reactionary Cost: 25 Mana, 1 Electric Charge Requirements: A melee attack is being directed at Illarion or his Servant. Only usable once per such attack. Damage: 18 Magical Properties: Lightning Elemental, Shocking 2 (END + LCK < 4), Disruption D Targets: 1 Perception Difficulty: 2 Description: Illarion uses a portion of the electric energy his suit is currently conducting to administer a severe shock to anyone in the immediate vicinity of himself or his Servant, by creating a brief ring of lightning to surround them. -Static Ring completely stops melee attacks with a base rank of D or lower. ---The Claw -> Shocking Grasp Rank: D -> C+ Type: Non-Magical -> Magical Speed: Offensive Cost: Turn Action -> 35 Mana, 1 Electric Charge, Turn Action Requirements: None Damage: 8 Physical -> 25 Magical Properties: Anti-Personnel [+100%], Alchemy -> Anti-Armor [+30%], Alchemy, Lightning Elemental Targets: 1 Perception Difficulty: 1 -> 2 The Claw: Utilizing a peculiar thin metallic claw stored compactly above his right shoulder, Illarion uses Alchemy to manipulate it to a degree such that it’s almost an extension of his own body, both rending the flesh and crushing the bones of enemies with ease. Shocking Grasp: Rather than using his claw to attack his opponent directly, Illarion instead uses it to grapple with them, sending repeated pulses of electric charge through the claw and into their body. This technique is particularly effective at getting past obstructions like armor, easily cooking foes in their seeming defenses. ---Acid Rain -> Acid Storm Rank: B -> A- Type: Magical Speed: Prepared Effect, Non-Delayable Cost: 80 Mana Upkeep: 25 Mana Duration: While at least one Storm-Calling is active in the area. Requirements: Storm-Calling is active in the area -> Storm-Calling is active twice in the area Damage: 20 Irreducible Per Turn -> 30 Irreducible Per Turn Properties: Weather Control, Alchemy, Water Elemental, Acidic Targets: Current Area Perception Difficulty: 3 Description: Sulfuric, hydrochloric, citric--even lysergic... Illarion is not terribly picky about the type of acids formed, so long as they’re very, very, concentrated. In his signature skill, he perfectly blends his power over the weather with his power over matter, with peculiar and devastating results. Protected in his suit, he need only look on as everything else is eaten away by this menacing storm, broken down under the fatal downpour. -Acid Rain and Acid Storm hit all available targets in the area, including Masters, Servants, and familiars. -Damage from Acid Rain or Acid Storm always hits during the Prepared Effect Phase. -Acid Rain can be dismissed at any time as a Free Action. If this is done before the Prepared Effect Phase, it will prevent damage that turn. |
![]() |
|
| Avvil | Sep 18 2010, 12:27 AM Post #2 |
|
Weaver of Tales
|
Servant---Lancer![]() Real Name: Gwendolyn Series of Origin: Odin Sphere Sex: Female Alignment: Lawful Good Noble Phantasm: Shadow Ally Health: 300 (+31) Mana: 300 (+25) Servant Cost: 40 Mana Strength: D+++ Endurance: B--- Magical Energy: C+ Magic Resist: C Agility: A+ Acuity: B- Luck: C+ Noble Phantasm: C++ AP: 10 (+5) Fatigue: Unlike the other Servants, Lancer’s AP total carries over between turns, and recovers by half of her max each turn. While there is no limit to the amount of available AP she can spend each turn, if her AP reaches 0, she will enter Fatigue, and she will need time to recover, during which she will be extremely vulnerable. Furthermore, any effect that would normally inflict AP loss on the following turn affects Lancer immediately, and has triple the normal impact, though she cannot lose more than 5 AP per turn this way. Pyspher: Lancer’s spear is a Psypher, a blade that can collect the souls of the fallen in the form of Phozons to strengthen itself. Furthermore, it is capable of releasing this gathered energy in the form of spells. Using the abundance of souls gathered in the city, Lancer may charge her blade, either to reap the benefits of enhanced power, or to unleash spells. -Lancer starts the War with 100 Phozons absorbed. Passive Skills: ---Unknown Metal Rank: E Speed: Passive Description: Psyphers are a material long unknown to the world, and as such, cannot easily be identified through simple observation or a passing glance. -As long as Lancer’s identity is not revealed, all instances of the word ‘Psypher’ will be replaced with ‘Magic’ for information obtained via Skill Perception. ---Psypher Weapon Rank: A Speed: Passive Description: At certain quantities of souls absorbed, Lancer’s spear becomes more effective in combat. Effects at each level are cumulative with all previous effects, and any benefits presently acquired impact spells cast, even if the Phozons used would reduce Lancer’s Psypher below the level required. Phozons Absorbed >= 0: No Effect Phozons Absorbed >= 50: Strength + Phozons Absorbed >= 100: Magical Energy ++ Phozons Absorbed >= 150: No Effect Phozons Absorbed >= 200: Base Damage of all hits +1 Phozons Absorbed >= 250: No Effect Phozons Absorbed >= 300: Strength ++ Phozons Absorbed >= 350: Magical Energy ++ Phozons Absorbed = 400: Base Damage of all hits +2 ---Fatigue Rank: E- Speed: Passive Description: If Lancer’s AP is ever reduced to or below 0, her AP will be locked at 0 and she will enter Fatigue. Furthermore, her AP recovery on the following turn will be equal to 0. Additional AP loss will have no effect on her during this period, and her AP will recover normally on the turn after that. ---Flight Rank: C Speed: Passive Description: Lancer possesses the ability to glide gracefully through the air with the wings at her hips. Unfortunately, she unable to travel particularly far in this manner, and can only use it for brief tactical advantage in combat. -Lancer receives 5% less damage from Melee attacks used by non-flying opponents. -Lancer deals 5% more damage to non-flying opponents. Abilities and Techniques: ---Psypher Drain Rank: D Type: Magical Speed: Support, Non-Delayable Cost: 40 Mana, 1 SP Requirements: SEI >= 20 Properties: Soul Consumption Targets: Current Area, Lancer Description: Lancer raises her spear, allowing the Psypher’s blade to draw in souls from the surrounding area as Phozons. The greater the density of souls, the faster her Psypher is capable of pulling them in and assimilating them. -Lancer gains two Phozons for each point of SEI that is absorbed. -Lancer’s rate of absorption is as follows: SEI >= 250: 80 Phozons 250 > SEI >= 200: 60 Phozons 200 > SEI >= 150: 50 Phozons 150 > SEI >= 100: 40 Phozons 100 > SEI >= 50: 30 Phozons 50 > SEI >= 20: 20 Phozons -When used in combat: ---Lancer’s AGI is lowered by a full rank. ---Lancer takes 10% more damage from all sources. ---Painkiller Flask Rank: C Type: Non-Magical Speed: Support, Reactionary Cost: 1 Sip of Painkiller, 1 SP Duration: 2 Turns Requirements: 1 Turn Cooldown, At least 1 sip of Painkiller remains. Properties: Alchemy Targets: Lancer Description: An incredibly useful potion created using Alchemy and Mandragora roots from Lancer’s original time and place. A single sip reduces the AP loss Lancer suffers from Stun, and prevents a portion of the damage she would have received. Though the ingredients to create additional doses of the potion are no longer available, Lancer is capable of improvising using materials supplied by her Master, and a portion of her mana. Unfortunately, this greatly reduces the effects from what Lancer was accustomed to. -Lancer takes 2 AP damage instead of 3 when hit by Stun. -Lancer receives 10% less damage from all sources. -The effects of Painkiller can be ended by abilities with Armor Breaking [Magical]. -Lancer starts the War with 3 sips of Painkiller, and is unable to go above 3. -1 Sip of Painkiller can be refilled by Lancer at the cost of 50 Mana as a Free Action with a 1 Turn Cooldown when not in combat. ---Unlimited Power Flask Rank: B Type: Non-Magical Speed: Support, Non-Delayable Cost: 20 Health, 1 Sip of Unlimited Power, 1 SP Requirements: At least 1 sip of Unlimited Power remains. Properties: Alchemy Targets: Lancer Description: Like Painkiller, Unlimited Power is an Alchemic potion originally created by Lancer using materials from her original life. A single sip is capable of revitalizing the body’s energy, giving one the ability to attack with a speed and vigor that are nearly unmatchable. In the case of Unlimited Power, the use of improvised ingredients results in a somewhat unstable mixture that produces partially undesirable results, damaging Lancer’s health upon consumption. -Lancer immediately recovers 2 AP. -Lancer starts the War with 1 sip of Unlimited Power, and is unable to go above 1. -1 Sip of Unlimited Power can be refilled by Lancer at the cost of 90 Mana as a Free Action when not in combat. -Unlimited Power can be used to end Fatigue, though it will not cause recovery of missed AP. ---Guard Rank: B- Type: Non-Magical Speed: Support, Reactionary Cost: 3 AP, 1 SP Duration: 2 Turns Requirements: None Properties: Defensive Targets: Lancer Description: Lancer sacrifices the opportunity to strike more frequently and favors a more defensive stance, making use of her buckler. This not only reduces some of the damage dealt to her, it also gives her a significant advantage in allowing her to more easily avoid the more insidious effects of some attacks. -Lancer gains 1.5 additional points on all checks related to negative status effects while Guard is active. -Lancer receives 15% less damage from Physical sources. -The effects of Guard can be ended by abilities with Armor Breaking [Physical]. ---Psypher Spear Arts Rank: E+ Type: Non-Magical Speed: Offensive Cost: 1 AP Requirements: None Damage: 5 Physical Properties: Melee, Psypher Spear Targets: 1 Perception Difficulty: 1 Description: Essential skills with a spear, specifically mastered to match the weight and abilities of Lancer’s Psypher weapon. What individual strikes lack in power, they make up in rapidity and fluid grace, as Lancer effortlessly delivers an array of attacks that no other melee fighter could hope to match. ---Heavy Blow Rank: C- Type: Non-Magical Speed: Offensive, Non-Delayable Cost: 1 AP Damage: 12 Physical Requirements: Psypher Spear Arts was used at least 3 times this turn, no other Psypher Spear attacks are used on the same turn after Heavy Blow. Properties: Melee, Psypher Spear, Anti-Armor [+20%] Targets: 1 Perception Difficulty: 1 Description: A particularly forceful strike Lancer uses to knock opponents away and end combos, the strength behind this attack gives it a slight advantage against foes with heavy armor. Although it requires a minor build-up to execute, Heavy Blow does not actually take any additional effort for Lancer to use, making it a worthwhile finishing attack in cases where Lancer is already committed to melee combat. ---Critical Strike Rank: B Type: Non-Magical Speed: Offensive Cost: 1 AP, Lancer recovers 1 less AP next turn Damage: 22 Physical Requirements: 1 Turn Cooldown, Psypher Spear Arts was used at least 5 times this turn Properties: Melee, Psypher Spear, Anti-Personnel [+30%] Targets: 1 Perception Difficulty: 2 Description: A particularly devastating attack in which Lancer creates an opening with a rapid series of strikes before delivering a blow to an opponent’s vital point. Although effective, the expenditure of effort takes a minor toll on Lancer, and reduces her ability to act in the following round of combat by a slight degree. ---Aerial Dive Rank: C+ Type: Non-Magical Speed: Offensive -> Escape Cost: 3 AP, 15 Mana -> 1 AP, 40 Mana Damage: 2x12 Physical Requirements: None -> Aerial Dive is the only Offensive skill Lancer uses this turn. Properties: Melee, Psypher Spear, Flight Targets: 1 Perception Difficulty: 3 Description: A more powerful option than Lancer’s basic spear combo, Aerial Dive is a technique developed by her to take full advantage of her mobility during flight. Because of this, though, it is not a terribly effective way to combo or create openings for more effective attacks. Its best use is probably the one Lancer originally created it for: incredibly efficient hit and run tactics. ---Psypher Heal Rank: C Type: Magical Speed: Support, Non-Delayable Cost: 80 Mana, 100 Phozons Upkeep: 20 Mana Requirements: Heavy Concentration Properties: Psypher Spell, Healing Targets: Lancer Description: A Psypher Spell that greatly amplifies Lancer’s natural regeneration, increasing her speed of recovery to the extent that wounds close at visible speeds. Unfortunately, while she is capable of extending the effect indefinitely once activated, it requires absolute focus for her to maintain the spell, and the smallest disturbance can knock her out of it. -Lancer recovers Health at twice her normal regeneration rate. ---Cyclone Rank: C+++ Type: Magical Speed: Offensive Cost: 70 Mana, 2 AP, 1 SP, 100 Phozons Damage: 5x8 Magical Requirements: None Properties: Ranged, Psypher Spell, Wind Elemental, Bleeding 5 (END + LCK < 5.5) Targets: 1-5 Perception Difficulty: 3 Description: Converts a fraction of the energy the Psypher has absorbed into a pillar of spiraling air, which Lancer unleashes to cut a swathe of destruction through her enemies. -Masters can be damaged at half power by Cyclone if all Servants and familiars capable of defending them have already been added as targets. ---Phozon Burst Rank: A Type: Magical Speed: Offensive, Reactionary Cost: 150 Mana, 200 Phozons Damage: 60 Magical Requirements: None Properties: Ranged, Psypher Spell, Divine, Disruption B, Free Action Targets: 1 Perception Difficulty: 2 Description: Lancer releases an astonishingly concentrated burst of energy from the tip of her spear, capable of knocking away opponents and instantly breaking all but the most committed offensive strikes. Though the true power of this attack is in its ability to unleash a devastating blast of energy in an instant, that is also its primary weakness, as it takes a heavy toll on the user, consuming a great deal of Phozons and mana in the process. ---Overload Rank: A Type: Magical Speed: Support, Reactionary Cost: 120 Mana, 200 Phozons, 1 SP Duration: 2 Turns Requirements: Overload is not already active on Lancer. Properties: Psypher Spell, Enhancement Targets: Lancer Description: Imbues Lancer with phenomenal strength, greatly enhancing the damage dealt by all of her attacks for a brief period of time, by charging her body directly with Phozons aborbed from her Psypher. Though the effects are limited in duration, a well-placed usage is capable of wreaking horrific results. -Lancer’s Strength increases by 3 sub-ranks. -Lancer keeps all enhancements from Psypher Weapon that she had before using Overload until Overload ends. -Critical Strike and Heavy Blow gain Armor Breaking [Physical] -The effects of Overload can be ended by abilities with Armor Breaking [Magical]. ---Invisibility Rank: C Type: Magical Speed: Support, Non-Delayable Cost: 60 Mana, 100 Phozons, 1 SP Duration: 2 Turns Requirements: 2 Turn Cooldown Properties: Astral Shift, Psypher Spell Targets: Lancer Description: By temporarily dislocating herself to the Astral Plane using the power of her Psypher, Lancer can make herself completely incapable of being damaged, targeted, or perceived for a short time, without reducing her own perception at all, effectively achieving invisibility. Unfortunately, this shift is not natural for Lancer, and she has no actual means of influencing the physical world while making use of this power. -Lancer cannot be dealt damage while Invisibility is active, and is completely undetectable. -Lancer cannot damage anything else while Invisibility is active, though she can use skills that only affect herself. -Lancer cannot exit Invisibility voluntarily, and must wait until it runs out naturally. A Summoning Command Spell is also capable of cancelling Invisibility prematurely. Noble Phantasm: ---Shadow Ally: Rank: C++ Type: Magical Speed: Initial, Non-Delayable Cost: 140 Mana, 300 Phozons Upkeep: 50 Mana Requirements: None Properties: Reality Marble Targets: Current Area Description: -Lancer gains an additional 2 AP and 1 SP every turn, including the turn of use. The AP gain does not apply during Fatigue. -All of Lancer’s Psypher Spear Attacks deal an additional 25% damage, as Lancer’s shadow strikes immediately after her, copying her every move with perfection. -Lancer keeps all enhancements from Psypher Weapon that she had before using Shadow Ally until Shadow Ally ends. -Despite being a Reality Marble, Shadow Ally still allows normal entry and exit into the area. -If Shadow Ally is canceled within its first 2 turns, it is still possible to recover 100 of the phozons that went into the reality marble. Command Spells: ---”Gather in power!” Lancer uses Psypher Drain as a Free Action, decreasing the area’s SEI by up to 50, and gaining 4 Phozons per point of decrease. ---”Don’t let up!” Lancer recovers 5 AP. This effect is capable of immediately removing Fatigue. Can only be used once per turn. |
![]() |
|
| Avvil | Oct 18 2010, 09:08 PM Post #3 |
|
Weaver of Tales
|
Servant---Berserker![]() Real Name: Crona Series of Origin: Soul Eater Sex: Unknown Alignment: Chaotic Insane Noble Phantasm: The Black Clown Health: 300 (+37) Mana: 300 (+25) Servant Cost: 50 Mana Strength: D (C++) Endurance: C (B) Magical Energy: D- (C+) Magic Resist: D- (C) Agility: C (B) Acuity: C- (D) Luck: B (C-) Noble Phantasm: A AP: 3 Note: While Berserker’s gender is ambiguous, she is referred to as female on this sheet for simplicity’s sake. Passive Skills: ---Mad Enhancement Rank: B+ Description: Berserker’s mind is already lost in madness, granting her the benefits and general attributes of her class. When activated, Mad Enhancement raises all of her stats apart from LCK and ACT, which are lowered instead. The new stats are indicated in the parentheses. -Automatically activates in combat and deactivates if Berserker is no longer fighting at the end of the turn. -Does not activate during Ambushes or other surprise attacks. ---Black Blood Rank: B Description: Created as an experiment to evolve into a true Demon God, all of Berserker’s blood has been replaced by a malicious substance, the molten form of her weapon. This Black Blood coursing through Berserker’s veins solidifies when she is struck, protecting her body from within. -All physical damage dealt to Berserker is reduced by 15%. If Black Blood Fusion is active, physical damage is instead reduced by 30%. -Berserker is treated as always having a special defense, invoking the effect of Anti-Armor attacks, but ignoring that of Anti-Personnel. While this effect cannot be disabled by Armor Breaking abilities, attacks with the Armor Breaking [Physical] Property deal an additional 5 base damage to Berserker. -Berserker is immune to Bleeding and other blood-related abilities. ---Ragnarok Rank: A Description: Berserker shares her body with her weapon, Ragnarok, who believes it to be his destiny to become a Demon God. To do so, he consumes the souls of the innocent, growing in power as he feasts on their energy. Both his true and sword forms will grow in size and strength, assuming a more and more menacing appearance. -For every 40 souls stored within Ragnarok, Berserker gains a positive sub-rank in STR and MGE. ---Flight Rank: C Requirements: Black Dragon is active, Weather is fair Description: In her transformed state, Berserker gains various benefits against opponents that cannot fly. -Berserker deals 10% more damage to grounded players. -Berserker takes 10’% less damage from melee attacks by grounded players. -Berserker’s ACT and AGI are treated as being one rank higher regarding checks made against grounded players. -Berserker’s ACT is treated as being two ranks higher regarding checks during Movement. ---Madness Rank: E ~ EX Description: The insanity within Berserker defined her very being, acting as a source of power and a driving force behind her actions. Since her childhood, the madness has been nurtured and now grown tremendous and volatile. Berserker’s soul is already deformed beyond recognition, and as she falls deeper into insanity, her disturbing aura grows even stronger. -Berserker’s madness is measured as a percentage, starting at 0 and capping at 100. This means that madness can never drop below 0 or rise above 100. -Berserker’s Effective Madness consists of the combined values of her Temporary Madness and Sustained Madness. -Berserker gains various advantages and disadvantages, based on her Effective Madness. -Sustained Madness is reduced by 5% each turn, during the Regeneration Phase. -Sustained Madness is increased by 3% every Upkeep phase she spends in the vicinity of the Black Clown. -Sustained Madness is increased by 1% each turn for every multiple of 50 SEI in her current location, during Upkeep. -Sustained Madness is increased by 1% for every 20 points of damage Berserker takes. -Temporary Madness is increased by 20% if Mad Enhancement is active. -Temporary Madness is increased by 15% upon summoning the Black Clown, lasting until the end of that turn. -Temporary Madness is increased by 1% for every multiple of 7.5 SEI in Berserker’s current location, lasting until she leaves the area. ---Frenzied State Rank: E -> D -> C -> B Madness: 25% -> 45% -> 65% -> 85% Description: As the madness grows, Berserker loses control of her mind. She becomes a monster driven by instinct, but unable to actually analyze her surroundings. -Berserker receives 1 -> 2 -> 3 -> 4 negative sub-rank/s to her ACT. ---Disturbing Aura Rank: E -> D -> C -> B Madness: 10% -> 40% -> 70% -> 90% Description: Berserker emits an increasingly unsettling aura as the further plunges into insanity, and her mere presence deeply disturbs others. -All players in Berserker’s vicinity receive 1 -> 2 -> 3 -> 4 negative sub-rank/s to their LCK. This does not include anyone on Berserker’s team. ---Repulsive Wavelength Rank: E -> D -> C -> B Madness: 35% -> 55% -> 75% -> 95% Description: What could once be called Berserker’s soul is now an accumulation of negative emotions, suppressed anger and sinister thoughts, tormenting Berserker from within. The sheer magnitude of this dark spirit is enough to distort the fabric of reality, simply denying potential threats to Berserker. -Repulsive Wavelength reduces the damage of offensive abilities used against Berserker or negates them completely. Rank E: 40% damage reduction for Rank E attacks. Rank D: 70% damage reduction for Rank E attacks, 40% damage reduction for Rank D attacks. Rank C: Rank E attacks are negated, 70% damage reduction for Rank D attacks, 30% damage reduction for Rank C attacks. Rank B: Rank E and D attacks are negated, 50% damage reduction for Rank C attacks, 30% damage reduction for Rank B attacks. ---Malevolent Presence Rank: B -> A Madness: 40% -> 80% Description: As Berserker comes closer and closer to the state of a Demon God, her dark presence becomes all the more apparent. Even the souls of the dead, already accustomed to endless torture, will flee from her terrifying aura. -SEI growth in Berserker’s current location is decreased by 25% -> 50%. -If this skill reaches A rank, Berserker’s presence can be felt from adjacent areas. ---Complete Insanity Rank: EX Madness: 100% Description: When the final threshold is crossed, Berserker truly turns into a demon… Fueled only by the lust for blood and battle, having lost even the last shred of self-control and defying all common sense. Unleashing such a beast upon the world is in no way desirable. In this state, the contract established between Berserker and her Master becomes significantly frayed, disrupting both of their magical circuits heavily. -Berserker cannot flee from a fight in this state. -Berserker will fail any check involving ACT. -Berserker cannot be the target of Command Spells. -Berserker loses any remaining SP and starts the following turn with 0 SP. -Berserker and her Master regenerate no mana in the following turn. Abilities and Techniques: ---Soul Consumption Rank: C Description: There is only a single path to follow for those that desire to become a Demon God. Souls are nourishment, souls are power. At first glance, the environment in which Berserker has been thrust may appear ideal for this task. However, the souls in this bizarre plane, where the realms of life and death are intertwined, cannot be bound to Ragnarok permanently. They are as volatile as they are abundant, so Berserker has no choice but to consume them again and again to keep her level of power. -Berserker starts the War with 50 Consumed Souls. -A maximum of 200 Consumed Souls can be stored within Ragnarok. -If souls are consumed in combat, Berserker’s AGI is decreased by a full rank for that turn. -Although their number can never drop below 0, a certain amount of Consumed Souls will vanish per turn, determined by the following formula. This occurs during Upkeep, after Sustained Madness has been calculated. Consumed Souls lost = 5 + .25 * Effective Madness, rounded down ---Eat Rank: D Type: Magical Speed: Support Cost: 10 Mana, 25 SEI, 1 SP Properties: Soul Consumption Targets: Current Area Description: Ragnarok eats a small number of souls. Grants Berserker 25 Consumed Souls. ---Devour Rank: C Type: Magical Speed: Support Cost: 50 Mana, 50 SEI, 1 SP Properties: Soul Consumption Targets: Current Area Description: Ragnarok devours a large number of souls. Grants Berserker 50 Consumed Souls. ---Feast Rank: B Type: Magical Speed: Support Cost: 100 Mana, 75 SEI, 1 SP Properties: Soul Consumption Targets: Current Area Description: Ragnarok feasts on an enormous number of souls. Grants Berserker 75 Consumed Souls. ---Scream Resonance Rank: C Type: Magical Speed: Support, Non-Delayable Cost: 20 Mana, 1 SP Requirements: Berserker is in combat, Not already active Properties: Area Effect, Deafening 1 (LCK + MGR < 5) Targets: All present players, excluding Berserker and her Master Description: Berserker’s personal form of a Soul Resonance not only strengthens the bond to her weapon, but also doubles as a fearsome warcry. Ragnarok lets out an ear-rending scream, disturbing and disabling everyone present. This technique also serves to enhance Berserker’s capacity, granting her access to advanced techniques. -Every ability that requires concentration is disrupted the moment Scream Resonance is used. -Permits Berserker to use Screech and Transformation abilities until combat ends, at which point the effect of Scream Resonance will run out. Deafening 1: All players that fail the saving throw obtain a negative sub-rank to their ACT and LCK until the end of the turn. ---Screech Gamma Rank: B Type: Magical Speed: Support Cost: 40 Mana, 1 SP Upkeep: 10 Mana per turn Duration: Until end of combat Requirements: Scream Resonance is active, Black Blood Fusion is not active, 80+ Consumed Souls Properties: Unholy, Enhancement Targets: Berserker Description: Berserker’s sword melts away and reforms as pure dark energy. Ragnarok’s blade assumes the shape of a demonic face glowing in an eerie purple color. The weapon is now no longer limited to following Berserker’s movements, but can bend and lash out on its own, thereby increasing the efficiency of its wielder’s swordplay immensely. -Increases the damage of Demon Blade Arts by 6 Magical and grants it Anti-Personnel properties. -This skill can be used as a direct follow-up to Scream Resonance, in which case its cost will be reduced by 1 SP. -As soon as the amount of Consumed Souls stored in Ragnarok falls below 80 or combat ends, he will transform back into his sword form, although Screech Gamma can not be canceled manually. -Screech Gamma cannot be used when Black Blood Fusion is active, and using Black Blood Fusion automatically cancels Screech Gamma. ---Black Dragon Rank: A++ Type: Magical Speed: Support Cost: 60 Mana, 1 SP Upkeep: 18 Mana Requirements: Scream Resonance is active, No transformation ability is active, 150+ Consumed Souls Properties: Transformation, Unholy Targets: Berserker Description: Powered by an enormous number of souls, Berserker’s body undergoes a grotesque transformation. She grows two enormous black wings and a monstrous Ragnarok emerges from her body, giving her the appearance of a demonic dragon. This grants her the ability to fly and greatly enhances all of her abilities. -As long as the transformation is active, Crona gains passive Flight, her STR and MGE are increased by three sub-ranks, and her END, MGR and AGI are increased by one sub-rank. -Furthermore, for the duration of the transformation, Screech Alpha and Beta are improved. -As soon as the Consumed Souls stored in Ragnarok fall below 120 or combat ends, Berserker will transform back. -Using any Soul Consumption abilities while Black Dragon is active is impossible. ---Black Blood Fusion Rank: A+++ Type: Magical Speed: Support Cost: 66 Mana, 1 SP Upkeep: 25 Mana Requirements: Scream Resonance is active, The Black Clown is present, No transformation ability is active, Effective Madness >= 60% Properties: Transformation, Black Blood, Unholy Targets: Berserker, The Black Clown Description: The culmination of a certain someone’s experiments, combining research on the Black Blood and Madness to create a Demon God. Berserker fuses with the Black Clown, thereby turning into an abomination with four arms, three of them wielding a separate demon blade. In this form, her fighting prowess is unmatched and her powers enormous. -As long as this transformation is active, Berserker’s AP are raised to 4, her STR, END, MGE and MGR are increased by two sub-ranks, while her AGI is increased by a full rank. -Furthermore, for the duration of the transformation, the effect of Black Blood is improved, Berserker gains access to Screech Delta and the damage of Demon Blade Arts is increased by 5 physical. -As soon as combat ends or if the Berserker’s Effective Madness drops below 60%, she will turn back, separating herself from the Black Clown. -All damage dealt to Berserker for the duration of the transformation is also dealt to the Black Clown upon his reappearance. If this would kill the Black Clown, his health is set to 0.1 instead. ---Demon Blade Arts Rank: D Type: Non-Magical Speed: Offensive Cost: 1 AP Damage: 12 Physical Properties: Melee, {Anti-Personnel [+20%] (AGI + LCK < 5.5)} Targets: 1 Perception Difficulty: 2 Description: Berserker’s basic form of swordplay, both crude and overpowering. She unleashes of flurry of wild slashes at her opponent with Ragnarok. -This skill has Anti-Personnel properties only if Screech Gamma is active. ---Bloody Needle Rank: D+ Type: Magical Speed: Free Action Cost: 15 Mana, 0.5 AP Requirements: Berserker is wounded Damage: 9 Physical, MGE vs END Properties: Black Blood, Ranged, Counter, Surprising [+5 physical damage, MGE vs END] (LCK + ACT + AGI < 11) Targets: 1 Perception Difficulty: 1 Description: Upon being wounded, the Black Blood flowing through Berserker’s veins gushes out, upon which it solidifies and turns into several deadly needles to pierce her opponent. As this technique is used as a surprise attack, targets with slower reaction take more damage. -Whenever Berserker is hit, she can attack whoever wounded her with Bloody Needle once. -The limit of the saving throw is permanently reduced by 0.5 against any player that witnesses this skill being used with their Acuity currently above E. This effect can stack indefinitely. ---Bloody Slicer Rank: C Type: Magical Speed: Offensive Cost: 15 Mana, 10 Health, 1 AP Damage: 17 Physical, MGE vs END Properties: Black Blood, Ranged, Surprising [+8 physical damage, MGE vs END] (LCK + ACT + AGI < 10) Targets: 1 Perception Difficulty: 1 Description: Utilizing the properties of her Black Blood to the fullest, Berserker cuts her own wrist, causing it to spray out and form a deadly blade to skewer her target. While not as surprising as Bloody Needle, Bloody Slicer can also catch inattentive opponents flat-footed. -The limit of the saving throw is permanently reduced by 0.5 against any player that witnesses this skill being used with their Acuity currently above E. This effect can stack indefinitely. ---Screech Beta Rank: B Type: Magical Speed: Offensive Cost: 25 Mana,1.5 AP Requirements: Scream Resonance is active, 60+ Consumed Souls Damage: 15 Physical + 10 Magical Properties: Melee, Unholy, Cursing 1 (MGR + LCK < 5), [Anti Armor (+25%)] Targets: 1 Perception Difficulty: 2 Description: A basic sword slash is imbued with dark energy, summoning a black mouth that extends from Ragnarok’s tip. Apart from getting cut up, the target is devoured by demonic power. -This skill has Anti-Armor properties only if Black Dragon is active. ---Screech Alpha Rank: B+ Type: Magical Speed: Offensive Cost: 45 Mana, 1.5 AP Requirements: Scream Resonance is active, 90+ Consumed Souls Damage: 10 Physical + 26 Magical Properties: Projectile, Ranged, Unholy, Bleeding 3, [Armor-Breaking 1 (Physical)] Targets: 1 Perception Difficulty: 2 Description: Berserker swings Ragnarok, sending a mouth of dark energy at her target. Both the force of the blow and the corrosive power of the attack ravage the opponent. -This skill has Armor-Breaking properties only if Black Dragon is active. ---Screech Delta Rank: A+ Type: Magical Speed: Offensive Cost: 65 Mana, 2 AP Requirements: Black Blood Fusion is active, 120+ Consumed Souls Damage: 22 Physical + 28 Magical Properties: Ranged, Unholy, Crippling 2 (AGI + LCK < 5) Targets: As many as desired in the same area as Berserker Perception Difficulty: 3 Description: Berserker’s most powerful attack, a maelstrom if insanity. Imbued with the power of the Black Clown, she uses all three of her swords to cover the entire area in dark energy, black maws crushing her surroundings as she spins and her slashes draw a truly vicious circle. Noble Phantasm: ---The Black Clown Rank: A Type: Magical Speed: Support Cost: 55 Mana, Full Turn Upkeep: 25 Mana Properties: Summoned Being, Unholy Targets: Black Clown Description: Berserker calls the Black Clown, a man-made avatar of insanity. The mere existence of this creature is blasphemous, drawing the world around it into madness. By harnessing its power and fusing it into her body, Berserker can reach an unprecedented level of destructive power. -The Black Clown acts like an additional Servant would, increasing group size by 1. He is able to move autonomously, transfer information and even talk to other players, in which case the identity of the player controlling him is hidden until Berserker should chose to reveal it. -As long as the Black Clown is summoned, Berserker’s maximum AP are reduced by 1. -Should the Black Clown die, he cannot be called again for 6 turns, although his health is reset to its maximum value upon resummoning. -The Black Clown may be desummoned as a Free Action, though not a Reactionary one. When he isn’t summoned, the Black Clown regenerates 100% more health per turn. Command Spells: ---”Consume without restraint!” -Berserker will immediately use Eat, Devour, or Feast once without paying any mana or SP. ---”Unleash your insanity!” -Berserker’s Sustained Madness is increased by 40% in an instant. ---”Reclaim your sanity!” -Berserker’s Sustained Madness is lowered by 60% in an instant. ---”Stabilize your mind!” -Berserker’s Effective Madness will be frozen at its current value for the current turn. This Command Spell may be used before any Madness changes occur during the Regeneration and Upkeep Phases. The Black Clown ![]() Health: 100 (+12) Mana: 100 (+16) Strength: D Endurance: C Magical Energy: C+ Magic Resist: C++ Agility: C Acuity: D Luck: D AP: 2 Passive Skills: ---Black Blood Rank: A+ Description: The Black Clown’s body is composed of nothing but Black Blood, offering a significant resistance against physical attacks. -All physical damage dealt to the Black Clown is reduced by 25%. -The Black Clown is treated as always having a special defense, invoking the effect of Anti-Armor attacks, but ignoring that of Anti-Personnel. However, this effect cannot be disabled by Armor-Breaking abilities. -The Black Clown is immune to Bleeding and other blood-related abilities. ---Wavelength of Madness Rank: A Description: The Black Clown oozes insanity wherever he goes. Only the strong-willed can resist the maddening pressure of his aura, while most are drawn into despair. Those who dare face the Black Clown are shown terrifying visions that defy all logic. -All players apart from Team Berserker in the same area as the Black Clown will be unable to make use of skills that require concentration, have their ACT reduced by one rank and the mana cost of their abilities increased by 20% if their combined LCK and MGR are below 6. -For every consecutive turn spent in the Black Clown’s vicinity, the threshold of the above saving throw is reduced by 1, although it will grow by 1 again for every turn in which the Black Clown is absent, until the original value is reached. -This ability has no effect on characters that are already insane. -Furthermore, the Wavelength of Madness drives wandering souls away, reducing SEI growth by 25% in the Black Clown’s location. Abilities and Techniques: ---Evaporation Rank: C Type: Magical Speed: Movement, Non-Delayable Cost: Movement Action Properties: Teleportation Targets: Black Clown Description: The Black Clown can liquefy his entire body at will and let himself be absorbed into the ground, only to emerge somewhere else entirely. If desired, he can freely move to any area on the map. -When moving via Evaporation, the Black Clown will disappear and then arrive at his destination at the end of the movement phase. This makes it impossible for him to be involved in a Sighting or Crossing. ---Bloody Needle Rank: C++ Type: Magical Speed: Reactionary Cost: 10 Mana, 0.5 AP Requirements: The Black Clown is wounded Damage: 9 Physical, MGE vs END Properties: Black Blood, Ranged, Counter, Surprising [+5 physical damage, MGE vs END] (LCK + ACT + AGI < 11) Targets: 1 Perception Difficulty: 1 Description: Upon being wounded, the Black Blood making up the Black Clown’s body is sprayed upon the battlefield, which allows him to solidify it and turn it into several deadly needles to pierce his opponent. As this technique is used as a surprise attack, targets with slower reaction take more damage. -Whenever the Black Clown is hit, he can attack whoever wounded him with Bloody Needle once. -The limit of the saving throw is permanently reduced by 0.5 against any player that witnesses this skill being used with their Acuity currently above E. This effect can stack indefinitely. ---Vector Arrow Rank: C++ Type: Magical Speed: Offensive Cost: 36 Mana, 1 AP Damage: 20 Physical, MGE vs END Properties: Ranged Targets: 1-3 Perception Difficulty: 2 Description: The witch that originally created the Black Clown has bestowed him with some of her powers. A flurry of black arrows shoots out of the Black Clown’s body, covering the area and brutally skewering several of his opponents. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
![]() ZetaBoards gives you all the tools to create a successful discussion community. Learn More · Register Now |
|
| « Previous Topic · Team Illarion · Next Topic » |









8:54 PM Jul 10