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- Machine-God of Damocles -- Cyborg (Race)
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- ●◎※
- Introduction
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- Cyborgs are steel superhumans possessing a mechanical form called an "artificial body" that is driven using spirit energy and a synthetic white blood as its source of power. Cyborg's [Stat Types] each hold excellent performance in regards to combat or magic. Their outer appearance is largely indistinguishable from a normal person, however there may be things such as a terminal plug on their neck connecting to their brains. They gain their abilities by modifying their own bodies for combat use. When using Cyborg Racial Talents, a high-pitched drive noise issues from within their artificial bodies.
- Racial Bonus
- ----------------------------------------
- [Special Modifications]: You are able to acquire Cyborg Racial Talents. Also, you are able to [Equip] [Restrict: Cyborg] [Items], and you change your [Class] to [Mechanical].
- Stat Types S A I W L
- +---------+---+---+---+---+---+
- | Martial | 6 | 6 | 1 | 1 | 1 |
- | Utility | 4 | 3 | 4 | 3 | 1 |
- | Arcane | 1 | 1 | 6 | 6 | 1 |
- +---------+---+---+---+---+---+
- «Accel Function»
- Timing : Start/Unique
- Range : User
- Target : User
- Cost : [E]
- By activating an acceleration device, you can temporarily achieve super speeds.
- Unique Effect. The target gains an effect depending on the [Timing] used. This Talent may be used once per combat (or scene).
- [Start]: The target may move up to 2 squares, ignoring [Engagements].
- [Unique]: Use On Check. The target gains +2 to the result of the check.
- «Retractable Armament»
- Timing : Attack
- Range : 7 Sq.
- Target : 1#
- Cost : [O]
- You cause armament to pop out of your body, such as a gun or missile pod stored within your head, shoulder, or back, and augment your attack with it.
- Use While Active. Make an [Attack Action] on the target, and gain a benefit according to its type.
- [Physical Attack]: User gains +1 [Rank].
- [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Halves]).
- «High Output Parts»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- You display overwhelming power and speed due to high-performance artificial limbs fitted with unique modifications.
- Use On {Strength} or {Agility} Checks. The target succeeds at the {Strength} or {Agility} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
- «Cyberdive»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- You may instantly hack something through a super small-scale quantum computer installed in your body in order to gain information or acquire support from a satellite.
- Use On {Intellect} or {Will} Checks. The target succeeds at the {Intellect} or {Will} check regardless of the outcome of the [Roll]. At the same time, the target may change one [Spirit] die to any value. This Talent may be used twice per session.
- «Precise Adjustments»
- Timing : Unique
- Range : User
- Target : User
- Cost : [O]
- When attacking, your artificial body itself makes fine adjustments for maximum effect, vastly improving your power.
- Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation]. This Talent may be used once per round (or scene).
- «Armored Skin»
- Timing : Unique
- Range : User
- Target : User
- Cost : [Steps]
- By fitting your skin with bulletproof, bladeproof, and blastproof materials, you display physical resilience that can deny most anything.
- Use On Damage Reduction. [Halve] the [Physical Damage] the target takes. This Talent may be used once per round.
- «Anti-Impact Function»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Utilizing a propulsion device, you mitigate shocks you receive.
- Passive Effect. The target gains a +2 modifier to [Armor]. Also, the target may reduce effects that would forcibly move them any number of squares by up to 2 squares. For example, if the target would be forced to move two squares, they may change that to either one square, or no squares. If this effect reduces the distance to no squares, then treat it as though the target was never subjected to that effect.
- «Extreme Run»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- Due to a special calculation device installed in your body, while performing acrobatics and parkour, you can move with the speed of an automobile.
- Passive Effect. The target gains +2 to {Initiative}. Also, they are able to ignore [Bad Footing] penalties, and while [Out of Combat], can move as fast as an [Automobile].
- ● «Destroy Mode»
- Timing : Start
- Range : User
- Target : User
- Cost : None
- Removing the limiter on your spirit energy drive mechanism, you achieve super acceleration that exceeds your tolerances. The effects are so great that it appears everything around you stands still.
- Unique Effect. «Accel Function» Required. The target takes their [Turn] regardless of their {Initiative}. This Talent does not spend the user's [Start] timing, and may be used once per combat (or scene).
- ● «Full Metal Burst»
- Timing : Attack
- Range : Item
- Target : 1#
- Cost : [E, E]
- You achieve incredible destructive power by kicking the output of your spirit energy drive mechanism into high gear and wreathing your weapons and bullets in spirit energy.
- Use While Active. Make an [Attack Action] on the target, and in addition to gaining an effect according to the type of attack as below, the target is unable to apply any [Halve] effects at their [Damage Reduction].
- [Physical Attack]: The user gains +1 [Rank].
- [Magical Attack]: Deal [Rank: 2] [Magical Damage] to the target (Resist [Cancels]).
- ● «Massacre Function»
- Timing : Unique
- Range : User
- Target : User
- Cost : [E]
- Temporarily dedicating every one of your artificial body's functions towards combat, you vastly enhance the efficiency of target dispatch.
- Use On Damage Calculation. The target gains the effect of either ① or ②. This Talent may be used once per round (or scene).
- ①: The user gains +[any one of the user's {Main Stats}] to [Damage Calculation].
- ②: The user may apply [Shift: Dead] to all [Mononoke] with "x#" in their name that they dealt [Damage] to.
- ● «Defense Break»
- Timing : Unique
- Range : Combat Zone
- Target : 1#
- Cost : None
- You instantly analyze your opponent's defenses, and increase your power by stopping their actions.
- Use when the target declares a Talent. «Cyberdive» Required. Cancel the effect of any one Talent with [Timing: Defense] that the target uses. This Talent may be used once per combat (or scene).
- ● «Trajectory Analysis»
- Timing : Unique
- Range : User
- Target : User
- Cost : None
- You analyze the path of a unique attack or an attack launched at high speeds, and evade with minimal movement.
- Use On {Insight} Check. The target may make an {Evasion} check in place of an {Insight} check, treating the result of the {Evasion} check as though it were the result of an {Insight} check. This Talent may be used once per round.
- ● «High-Performance Spirit Drive»
- Timing : Constant
- Range : User
- Target : User
- Cost : None
- A specially made spirit energy drive mechanism installed on your body vastly enhances the functions of your artificial body, which in turn improves the efficiency of your spirit energy.
- Passive Effect. «High Output Parts» «Extreme Run» Required. Each time the target uses a [Race: Cyborg / Timing: Unique] Talent (not including «Accel Function»), they may treat one portion of the [Cost] as already paid.
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