Shadow of the Moon
STR: A |
END: B |
AGI: S |
WIL: ? |
INT: ? |
EGO: S |
Perks:
Moonlight Presence
Automatically changes the battlefield to one governed by the [Moon Phase - Full Moon]. In addition, every creature that can see the Shadow of the Moon and who is at least partially human is assaulted by a Fear effect. Those with WIL Defense of 4 or lower suffered Frightened status effect when in the presence of the Shadow of the Moon, though they only have their movement speed halved when moving towards her.
Flourish & Parry
Sometimes it is not enough to be able to dodge. Sometimes you also need to be able to parry attacks, deflect them aside with your own weapon or limbs. Exchanging attacks like that leaves much less room for actually punishing the opponent, but at least you are keeping yourself safer. When you take this Perk, you can sacrifice one or more of your attacks on the Turn after your enemy has attacked you. For each attack you sacrifice, the enemy's attack has +20% greater chance of missing. If the enemy makes multiple attacks, you can divide the parry chance (in segments of 10%) to each of them. However, you cannot parry attacks of an enemy who has STR two Ranks higher than yours.
Abilities:
???
Rank: ???
Element: Air
Mana Cost: ???
Calls down a pillar of extreme winds from the night sky and targets one creature within 40 meters of the caster. Those with EGO Defense of 4 or lower are unable to resist the conjured galeforce that threatens to snatch them up like a localized F5-Class tornado. If the target has their EGO defense overcome, they are flung into the direction of the caster's choosing for up to 50 meters. For each Rank in STR attribute past Rank F, reduce the maximum amount that the target can be flung by 10 meters. As the target is thrown around by winds, they do not suffer full effects of gravity, and any falling damage they take is halved (rounded down down to a minimum of 1). Further information pending...
???
Rank: ???
Element: Air
Mana Cost: ???
Conjures a restraining wind that blows down from the heavens, pushing down on a target within 20 meters. The force is equal to that of getting stuck underneath falling rubble from a collapsing building, making it very hard to move without proper strength. When cast, the target makes a STR saving throw with a modifier of +3. If they roll equal or under their own STR Rank, they are capable of moving through the wind as normal. If not, they are both
Prone and
Restrained for a duration of 3 Rounds. At the end of their own subsequent Turns, they may attempt an athletics skill check with a modifier of +3 in order to escape the effect. Further information pending...
???
Rank: ???
Element: Sanguine
Mana Cost: ???
A spell that weaves the user's blood into artificial layer of concentrated muscle and sinew around the arm and drives accelerated mana through it, turning it into prana in the process. The physical power of the user skyrockets for an instant, making it possible to strike at tremendous force with a single attack. However, the increase in power makes the arm's dexterity suffer. Upon casting this spell, make a single melee attack while halving your ACC. Upon hit, double the amount of physical damage you would have caused. If the attack would cause an injury in the opponent, automatically roll from the Massive Injury table. Further information pending...
???
Rank: ???
Element: Darkness
Mana Cost: ???
Accelerate pure darkness into a physical form and gather it into a singular spot. This spot is held aloft by the natural familiars of the user, and is then launched towards an opponent within 10 meter range. The target must make an EGO Saving Throw with a modifier of +1. Upon failure, they become blinded for 2 Rounds. Further information pending...
Kazıklı Bey - Inversare
Rank: S
Element: Sanguine
Mana Cost: ???
Arche Ultima - Origin Spell. The greatest nightmare that the land of Romania, Wallachia specifically, has ever produced. It is spoken in same hushed tones as the legend of the vampires themselves, and it is the birthright of those who are born into the original bloodline of vampiric beings of this world - and acts as their royal regalia. When activated, choose one target within 20 meters. The spell takes control of their blood and uses it to create iron spears that burst out of the target, impaling them from the inside. In its unbridled form, the spell creates up to 100 spears from within the opponent. However, each +1 above zero in Natural Physical Defense lowers the amount of spears that can be created by 10, all the way up to resisting them all. Each spear causes 2 Sanguine damage against the Physical defense of the target. If the target is brought down to 0 HP by these spears, they are instantly killed instead of going into Desperation Turns. This instant-kill effect also overrides the Auto-Life function of Perk [Not Over Yet]. Indeed, it almost feels like it was designed specifically to do so...
Further information pending...