CHARACTER DATA:Hakai Akuma
Class:
[Hero Class:, Level 14 |
I Need a Hero Attacks and Defensive Reactions raise EP by only half as much (50%). Start with +10 Body]
Body:
50
Mind:
0
Soul:
40
Skills:
Bone of My SwordAction: At-Will
Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll.
Uses: Once per battle
Requirement: None
Combo BreakerAction: At-Will
Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails.
Uses: Once per battle
Requirement: Requires at least one (1) Level 1 Skill in use.
Combo MakerAction: At-Will
Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits
Uses: Once per battle
Requirement: None
Spells:
Self-Augmentation - Damage (B)An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters.
Type: Basic Utility
Action: At-Will
Cost: +5 EP/Grief
Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage.
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (B)
An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters.
Type: Basic Utility
Action: At-Will
Cost: +5 EP/Grief
Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy.
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Single Defence Action (B)A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Basic Defensive
Action: Reaction
Cost: +5 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
Gain 10 DR
Gain 10 Armour
Reduce the incoming Damage by half (-50%)
Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical..
Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally:
Gain 20 DR
Gain 20 Armour
Reduce the incoming Damage by two thirds (-66%)
Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5
In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Single Defence Action (I)A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Intermediate Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
Gain 15 DR
Gain 15 Armour
Reduce the incoming Damage by two thirds (-66%)
Calculate for Evasion with Defence+50% of Body+15. If it is higher than the attack's Accuracy rolls and the attacks are non-critical, avoid them.
Enhanced: By doubling your EP toll and increasing your Grief toll to 8, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally:
Gain 30 DR
Gain 30 Armour
Reduce the incoming Damage by three fourths (-75%)
Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10
In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (I)
An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters.
Type: Intermediate Utility
Action: At-Will
Cost: +7 EP/Grief
Effect: As an At-Will Action, for each Attack in your next Action, increase its Damage Tier by 1 and add a 5% chance of inflicting Wound. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage and increased Wound chance.
Enhanced: By doubling your EP toll and raising your Grief toll to 8, you may make an Enhanced Self-Augmentation - Damage: Gain a +5 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (I)An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters.
Type: Intermediate Utility
Action: At-Will
Cost: +7 EP/Grief
Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 15. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy.
Enhanced: By doubling your EP toll and raising your Grief toll to 8, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Multi-Turn Accuracy that lasts for two (2) turns, for a total of +20 on the first, and +5 on the second. Multi-Turn Accuracy buff does not stack effects, but the duration can be extended with stacking.
Inventory:Baseball BatMade of good old fashioned wood, which hits harder than those lightweight aluminum bats people use often. Swing it a lot for some fast acting pain. If you swing at a rock instead, you just might hit a homerun into someone's face.
Cost: ₲20,000
Action: Action/At-Will
Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Concussion to each attack in your next Action. Characters afflicted with Concussion lose 10 Accuracy for 2 turns. Alternatively, as an Action, roll 1d100+BODY for an attack that deals 3d8+5 damage and a 50% chance to inflict Blind.
Uses: Thrice per Thread At-Will. Once per Thread for Action
Golf ClubIf you had a golf ball to go with this club, you could probably make a hole in one with your magically-enhanced body. You could probably snipe someone's face out. Since you don't have a golf ball, though, clubbing them until they collapse from broken bones will have to do. Or you could just use little pebbles on the road too.
Cost: ₲20,000
Action: At-Will
Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Fracture to each attack in your next Action. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30. Alternatively, as an At-Will Action, add 20 Accuracy to your next Direct Ranged Attack.
Uses: Thrice per Thread
Daemon SeedA Daemon’s Egg and a byproduct of a Warlock’s Soul Gem burning out from overuse. It rapidly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Daemon. Wishmakers can instead use it to assimilate some taint that corrupts their Soul Gems, and give themselves a short burst of intense power. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks. WARNING: HIGHLY ADDICTIVE.
Cost: ₲50,000. Yields full Cost when sold to an NPC. Can only be bought from an NPC by expending a Daemon Seed Receipt.
Action: Reaction
Effect: As a Reaction, Reduce Grief by 50%. If Grief is below your current Grief Reduction effect (20% to 50%, see below), reduce Permanent Grief by 1 as well. Choose 2 of the following bonuses:
Gain +25 to success and accuracy rolls for all three stats
Gain +2 Damage Dice to all Attacks
Gain +10 Armour per turn
Reduce EP by ten (-10) per turn
Regain +10 HP per turn
All actions EP-increasing actions raise it by only half as much (-50%)
+1 Duration Turn for your next Doppel Activation
Grief Gauge fills up 50% Slower
The Effects of your next Doppel Activation are enhanced by 25%
Each use of a Daemon Seed lowers its Grief Reduction effect by 10% to a minimum of 20% Grief Reduction, but increases the number of bonuses you can use by 1 up to a maximum of 5 bonuses.
Duration: 3 Turns
Uses: Once. The item is consumed on use.
Origami BoxA cardboard box filled with origami depictions of various mythical creatures, all of which are alive. They might be animated by honest to goodness shikigami. Or this might be the result of another Rumour on the loose. Either way, these little guys make for a great army of paper cuts.
Cost: ₲20,000
Action: At-Will/Action
Effect: As an At-Will Action, add +3 damage to each attack in your next Action, and increase your Critical Range by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with all other sources of increased Critical Range. Alternatively, as an Action, roll 1d100+MIND for an attack that deals 3d4+2 damage and has a 35% chance to inflict Paper Cut. Characters afflicted with Paper cut lose 5 HP and 10 Accuracy for two (2) turns.
Uses: Thrice per thread
Doppel: Servant of Wrath
Effect: Double (x2) the damage roll results on your attacks while this Doppel is active
Aura: Reduce Defence by a quarter (-25%) for yourself and allies while this Doppel is active
Duration: 2 turns
Cost: Reduce your Defence by half (-50%) for the remainder of thread. Cannot be cured.
Faction and Assets:
KMU: 150
Aesthetic and Perk:
REBEL- Tougher Than They Look
Activate: At-Will
Effect: As an At-Will action, roll ten (10) Stacks for your Resistance instead of five (5), and choose the five (5) highest results. This can be at the beginning of the Combat Thread, or whenever rolling mid-battle to replenish your Resistance Stacks.
Uses: Once per thread