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Post by Zyraen on May 5, 2021 11:56:03 GMT 8
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Post by Zyraen on May 5, 2021 11:56:21 GMT 8
KATARINA'S WARD
- you take half damage from a creature that is also warded - when you delay and would suffer aura damage, you may make a saving throw (spend 1 WP to pass if you fail). If you succeed, you take the damage only when you come out of delay, or when the creature that originates the aura takes its turn (to prevent indefinite delay) - when you would die from damage (ie drop to below negative half-max HP), you may spend 2 WP to not die, and your negative HP resets to -1. If you have only 1 WP left, same as above but then the ward ends. - if you are out of Reserves, you may spend 1 WP to regain 1 Reserve
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Post by Zyraen on May 5, 2021 11:59:19 GMT 8
REVIVING POTION (1/PC)
Spend a Reserve to gain Reserve Value plus Pri HP, and also make a saving throw. If you fail the saving throw, you can forgo all healing (you still lose the Reserve) to add Sec bonus to the roll.
( Note swift action to draw potion, swift to drink if you drink it yourself. Feeding someone else is a standard action. For the finale enc, you cannot feed dominated allies that are conscious )
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Post by Zyraen on May 5, 2021 12:03:28 GMT 8
Weapons of Negation
Giorno (James) : L8 Wpn of Negation +2 (military 1H, Prof3 1d8) Gorbovsky (Isaac) : L8 Wpn of Negation +2 (exotic 2H, Prof2, 2d8b1)
Spares - Both carried by Giorno, linked via Weapon Bond to Gorbovsky
L8 Wpn of Negation +2 (simple 1H, Prof2 1d8) L8 Wpn of Negation +2 (simple 1H, Prof2 1d8)
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Post by Zyraen on May 5, 2021 12:05:11 GMT 8
RITUAL HANDOUT
Arcana / Religion DCs for Ref: 8 12 16 20 25 30 35 40
If the Staff Bearer fails a check as a standard action, he may re-attempt that check on the same turn as a move action, but the DC goes up by 5.
If the Staff Bearer passes a check as a standard action, he may use move action to attempt a different skill. If you pass, treat your initial success as 1 step higher.
Then resolve following (each use cuts success down until regular Pass). STNT refers to Start of Tenebrous' Next Turn
Pass by +5 1) Nullify a previous Fail 2) Grant one ally a saving throw against a condition imposed by Tenebrous, but not against Dominate. If this saving throw is failed, the character gains half Sec (his own Sec) on the next save. 3) Only if none of above options are available, you may grant a Dominated sellsoul a saving throw against Dominate, or an entangled creature a free escape check 4) Tenebrous takes -4 to one defense of your choice until STNT. This can only be chosen if Tenebrous has no Failures left, ie option 1 is not available
Pass by +10 1) daze Tenebrous until STNT 2) cause Tenebrous to become solid as if he took radiant dmg until STNT. 3) use a swift action ability (usually Heal) on a creature within range. This is not considered as breaking Erana's Sanctuary. 4) gain +5 to a skill check on your next turn
Fail : Tenebrous increases his defenses, atk, saving throws by +2, and all dmg (including aura) by 5. Repeated failure stacks, and at 2 failures accumulated, he is invulnerable to damage.
ASSISTS
1) Characters may assist the check at 1 step lower, but must act before Staff Bearer. If they fail the DC by more than 1 step (ie below DC 16), they give a -2 penalty.
2) If anyone (not assisting) fails by more than 5, the DC for the check increases by 5. In addition, the next failure automatically fails the ritual for that round.
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