Sephiroth is testing.... - Sephiroth - 10-17-2015
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
RE: Sephiroth is testing.... - Sephiroth - 10-17-2015
- INFORMATION: This item is an Artifact.
- RESTRICTIONS: Black Materia can only be used by Sephiroth. Black Materia must be slotted into a weapon's Materia Slot to be usable.
- REQUIREMENTS: Level 50
- DESCRIPTION: Black Materia is one of the oldest Materia, existing since the time of Jenova and the Ancients. It, and its counterpart White Materia are the two unique Materia; of which only one of each exist.
- EFFECT: While equipped in a weapon's Materia Slot, Black Materia grants the user to use the Meteor spell.
- RESTRICTIONS: Meteor can only be learned by Sephiroth.
- REQUIREMENTS: Level 50 and Shadow (Level: 11)
- COSTS: 35 Magic
- CHARGE: 10 Turns
- Begin charging by concentrating all of your strength on a nearby planet, causing it to enter the atmosphere of the one you're on. As it charges, everyone can see their doom approaching as a lingering mass waits overhead.
- DESCRIPTION: Once charged, force the planet to collide with Loftis, causing a massive amount of environmental damage, as well as hitting everyone else in the battle.
- Roll your Wisdom +25 dice vs. targets' Wisdom dice
- Damage: +35
- EFFECT 1: Target loses half of their Defense Dice (Rounded Up).
- DURATION: This lasts until the end of your turn, two rounds later.
- EFFECT 2: Target gets 1 stack of the In Great Pain Affliction:
- Target loses the willpower to redo anything, preventing them from performing any rerolls, no matter the source.
- In the event of a rolloff, the target automatically fails instead.
- Stacking In Great Pain only acts as a buffer.
[box=Meteor]
[list]
[*][b]RESTRICTIONS[/b]: [b]Meteor[/b] can only be learned by [b]Sephiroth[/b].
[*][b]REQUIREMENTS[/b]: [level=50] and [Shadow 11]
[*][b]COSTS[/b]: [Magic]35[/Magic]
[*][b]CHARGE[/b]: 5 Turns
[list]
[*]Begin charging by concentrating all of your strength on a nearby planet, causing it to enter the atmosphere of the one you're on. As it charges, everyone can see their doom approaching as a lingering mass waits overhead.
[/list]
[*][b]DESCRIPTION[/b]: Once charged, force the planet to collide with [b]Loftis[/b], causing a [i]massive[/i] amount of environmental damage, as well as hitting everyone else in the battle.
[list]
[*][dice type-a=Wisdom amount-a=+25 type-b=Wisdom]
[list]
[*][b]Damage[/b]: +35
[*][b]EFFECT 1[/b]: Target loses half of their [b]Defense Dice[/b] (Rounded Up).
[list]
[*][b]DURATION[/b]: This lasts until the end of your turn, two rounds later.
[/list]
[*][b]EFFECT 2[/b]: Target gets 1 stack of the [b]In Great Pain[/b] [u]Affliction[/u]:
[list]
[*]Target loses the willpower to redo anything, preventing them from performing any rerolls, no matter the source.
[list]
[*]In the event of a rolloff, the target automatically fails instead.
[/list]
[*]Stacking [b]In Great Pain[/b] only acts as a buffer.
[/list]
[/list]
[/list]
[/list]
[/box]
RE: Sephiroth is testing.... - Sephiroth - 10-17-2015
RE: Sephiroth is testing.... - Sephiroth - 10-18-2015
Wait, how am I colored outside of a colored spoiler?
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