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DivineDragoonKain

Auras and Abilities

Sep 15th, 2014
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  1. Over the course of your preparations, you began to awake to new powers within yourself, even as other abilities came to light...
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  3. Theta: Wisdom Aura and Sound Geotrance.
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  5. Lenore: Charity Aura and the Beta spell.
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  7. Amaryllis: Balance Aura and Phantasms.
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  9. These are all 'moderate' auras, meaning they're not at their max potential like the ones you've seen, and they probably won't be within the scope of the game, but just a heads up that this is only a start for how powerful your character may become :V
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  11. Wisdom Aura - The user of this aura has come to know a great deal, beginning to supernaturally draw on knowledge that he would have no way of knowing. The user's bonded ally now benefits from an almost instinctual connection to the user and may act of their own accord, gaining a standard action of their own to act each round. Any nearby ally may initiate the Advice action as a Standard action, applying their highest Lore skill instead of Monsters, though possibly gaining different information. Once per round, the aura wielder may ask the GM a question concerning a monster being fought, or woman being observed, that must be answered truthfully, and this information is then given to the aura wielder. Once per session, the wielder draws on knowledge of weakpoints and may unleash a critical hit at a time of his choosing.
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  13. Charity Aura - The user of this aura has realized the joy in helping others with little thought to their own benefit. When a nearby ally uses an item on another nearby ally, they may add an additional tier and type appropriate item property to the effects of the item. On their turn, the user may also freely donate any status effects they are under to an ally, including special things like Ring of Blades. An entire round must pass before the user can reclaim the donated effect. The user may always select White Magic for Truth, regardless of what they roll, and treats a White Magic roll as a reroll instead. Finally, when the aura wielder uses Magic Sword, their ally gains an additional two damage steps.
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  15. Balance Aura - The user of this aura has striven for balance in all things, sharing her tragedy and triumph with her allies. Once per round, a nearby ally may swap current HP, current MP, or both with that of another nearby ally. If these current values would exceed a maximum value, then once per session they may keep the excess as temporary HP or MP that cannot be healed. At any time -during combat-, as an instant action, the aura wielder may take as much damage as they like, and gain a Mark of Favor. They may expend this Mark at any time to recover the same number of hit points, and this may revive the character. Once per session, they may GAIN any number of hit points they like, up to their maximum, and they gain a Mark of Misfortune. The enemy may spend this Mark after one round has passed to automatically inflict the same amount of damage that they recovered, ignoring arm, shell, or any other damage mitigator.
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  19. Beta - Ancient Blue Magic. 150 MP. Otherwise identical to Meltdown: Pwrx18 fire or non-elemental, ignores shell and m.arm.
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  21. Phantasms - Carmilla helps Ammy work on her illusions, improving them to Phantasms. For doubling the cost of Advanced Illusion, Ammy can create an illusion of herself with half of her HP that is semi-real, able to interact with its environment as well as impersonate Ammy well. Ammy gets no sensory information from the illusion, however, so unless it is instructed to send a message back somehow, any information it learns is lost when it expires. Phantasms deal half damage with any attack they make, possess no equipment properties and cannot cast spells, but they also gain the Cover job ability, as Paladin. They possess no will of their own and are completely obedient, retaining Ammy's memories, possessing enough reasoning ability to make simple decisions and utilizing her Perform score to fool anyone who can't see through illusions if they were for some reason to get suspicious. They last for a day if not destroyed.
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  23. Sound Geotrance: The power to control sound itself. From creating convincing speech, to creating ominous thunderclaps, to giving life to symphonies from your mind, this is the power of Song.
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  25. Offensive: Deals damage as the better of Wind or Lightning element and can benefit from either or both elemental fields. Has only half of the normal effect on weaknesses and vulnerability (+25% damage vs vulnerability, +50% damage vs weakness). Gains only +1 damage step from Lightning or Wind touch weapons. In addition, this geotrance ignores wind and lightning resistances, piercing them.
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  27. Defensive: Dissonant Note - Taking a leaf from that drummer's page, you create a barrier of pure sound that you can expend as an instant action to deflect an attack from an ally, as Astra. Only one of these can be active at once.
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