KaorinSakura

DLI - Darkmoon Bow

Jul 13th, 2015
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  1. Lore:
  2. Bow born from the soul of the Dark Sun Gwyndolin, Darkmoon deity who watches over the abandoned city of Gods, Anor Londo.
  3.  
  4. Gwyndolin is Gwyn's youngest son, and is the only god who still remains in Anor Londo. Born with an affinity of the moon, he was raised as a daughter and has a feminine appearance as a result. He has an affinity for illusions, and has created ones of his sister Gwynevere and all the guardian sentinels in the city's palace to hide behind as he is uncomfortable with being seen as a male. His duty as a god is to execute sinners.
  5.  
  6. It's not known how the Darkmoon bow ended up in the Pokémon world.
  7.  
  8.  
  9.  
  10. Base Effect:
  11. Darkmoon Bow
  12. 2-handed ranged weapon, it is a golden bow
  13. Has a range of 10
  14. Its attacks deal Psychic Type damage and uses the Special Attack stat.
  15. This weapon doesn't use ammunition. Instead, this weapon produces arrows of light when firing.
  16. If the user has at least Novice Combat, they gain access to the following Moves while wielding Darkmoon Bow:
  17. Drill Peck
  18. Psybeam
  19.  
  20.  
  21.  
  22. LV3
  23. Least Ability
  24.  
  25. LV5
  26. Least Ability
  27.  
  28. LV8
  29. Lesser Ability
  30.  
  31. LV10
  32. Least Ability
  33.  
  34. LV13
  35. Least Ability
  36.  
  37. LV15
  38. Lesser Ability
  39.  
  40. LV18
  41. Least Ability
  42.  
  43. LV20
  44. Greater Ability
  45.  
  46. LV23
  47. Lesser Ability
  48.  
  49. LV25
  50. Lesser Ability
  51.  
  52. LV28
  53. Greater Ability
  54.  
  55. LV30
  56. Greatest Ability
  57.  
  58. LV33
  59. Lesser Ability
  60.  
  61. LV35
  62. Greater Ability
  63.  
  64. LV38
  65. Greatest Ability
  66.  
  67. LV40
  68. Greater Ability
  69.  
  70. LV43
  71. Greatest Ability
  72.  
  73. LV45
  74. Greater Ability
  75.  
  76. LV48
  77. Greatest Ability
  78.  
  79. LV50
  80. Greatest Ability
  81.  
  82.  
  83.  
  84.  
  85.  
  86. Least Abilities:
  87.  
  88.  
  89.  
  90. Psychic Recreation:
  91. Darkmoon Bow grants a +5 Equipment Bonus to damage with Psychic attacks.
  92.  
  93.  
  94.  
  95. Piercing Recreation:
  96. Darkmoon Bow grants a +5 Equipment Bonus to damage with Piercing attacks.
  97.  
  98.  
  99.  
  100. Psychic Reduction:
  101. Darkmoon Bow grants a +5 Equipment Bonus to Damage Reduction against Psychic damage.
  102.  
  103.  
  104.  
  105. Dark Reduction:
  106. Darkmoon Bow grants a +5 Equipment Bonus to Damage Reduction against Dark damage.
  107.  
  108.  
  109.  
  110. Confusion Reducer:
  111. Darkmoon Bow grants a +3 Equipment Bonus to Saves against Confusion.
  112.  
  113.  
  114.  
  115. Infatuated Reducer:
  116. Darkmoon Bow grants a +3 Equipment Bonus to Saves against Infatuation.
  117.  
  118.  
  119.  
  120.  
  121. Lesser Abilities:
  122.  
  123.  
  124.  
  125. Ignorance of Psychic:
  126. All weapon attacks made with Darkmoon Bow ignores all Psychic Type Damage Reduction.
  127.  
  128.  
  129.  
  130. Ignorance of Piercing:
  131. All weapon attacks made with Darkmoon Bow ignores all Piercing Type Damage Reduction.
  132.  
  133.  
  134.  
  135. Of the Darkmoon:
  136. All weapon attacks made wtih Darkmoon Bow hit neutral against creatures that resist Psychic damage.
  137.  
  138.  
  139.  
  140. Thy Piercing Covenant:
  141. All weapon attacks made with Darkmoon Bow ignores all Psychic immunity of all creatures and objects.
  142.  
  143.  
  144.  
  145. Touch of the mind:
  146. All weapon attacks made with Darkmoon Bow Confuse on 19+.
  147.  
  148.  
  149.  
  150. Empowered by Affinity:
  151. All weapon attacks made with Darkmoon Bow gain +1 Damage Base while in the effects of any Weather that is Psychic Type.
  152.  
  153.  
  154.  
  155.  
  156. Greater Abilities:
  157.  
  158.  
  159.  
  160. Stop there:
  161. Scene x2 - Free Action
  162. Trigger: You make a weapon attack against a creature using Darkmoon Bow
  163. Effect: Reduce the DB of the attack by 3. If you hit, make an Acrobatics Check against the targets Combat or Acrobatics Check. If your roll exceeds theirs, they are instantly pinned as if in a grapple. The light arrow counts as you pinning them, using your Acrobatics in place of Combat to maintain a pin.
  164.  
  165.  
  166.  
  167. Were you holding that:
  168. Static
  169. You gain a +3 Equipment Bonus to Disarm Combat Maneuvers against creatures within 4-meters of you when using Darkmoon Bow.
  170.  
  171.  
  172.  
  173. Hawkeye:
  174. Static
  175. You gain a +3 Equipment Bonus to Accuracy Checks with weapon attacks made with Darkmoon Bow.
  176.  
  177.  
  178.  
  179. Point Blank:
  180. Static
  181. All weapon attacks made with Darkmoon Bow against creatures that are under 11-meters in range you deal bonus damage equal to the close in distance. (A creature 10-meters away gives you a +1 Versatile bonus to damage while a creature 1-meter away gives you a +10 Versatile bonus to damage)
  182.  
  183.  
  184.  
  185. Can't hide from me:
  186. All weapon attacks made with Darkmoon Bow ignore 25% of Concealment/Cover.
  187.  
  188.  
  189.  
  190. Homing:
  191. Static
  192. All weapon attacks made with Darkmoon Bow can turn up to 3-meters around blocking terrain and corners to target creatures.
  193.  
  194.  
  195.  
  196.  
  197. Greatest Abilities:
  198.  
  199.  
  200.  
  201. Multi-Shot:
  202. At-Will - Standard Action
  203. 2 AP
  204. Make two weapon attacks using Darkmoon Bow against the same target.
  205.  
  206.  
  207.  
  208. In my sights:
  209. You can make Attacks of Opportunity against creatures within 5-meters of you with Darkmoon Bow.
  210.  
  211.  
  212.  
  213. Scattershot:
  214. At-Will - Standard Action
  215. 1 AP
  216. You make a weapon attack using Darkmoon Bow against the all horizontally adjacent squares and the square in front of you.
  217.  
  218.  
  219.  
  220. Piercing Shot:
  221. At-Will - Standard Action
  222. Make a weapon attack using Darkmoon Bow that becomes a Line 3 range.
  223.  
  224.  
  225.  
  226. Power Shot:
  227. At-Will - Swift Action
  228. Trigger: You hit a target with a weapon attack using Darkmoon Bow
  229. The target is Pushed 1-meter and you make a Trip Combat Maneuver using your Acrobatics in place of Combat against the target.
  230.  
  231.  
  232.  
  233. Rainbow Volley:
  234. AC: 6
  235. Daily x2 - Standard Action
  236. Range: 10-meter Cone
  237. This attack causes seven shimmering, intertwined, multi-coloured beams of light to stream from the Darkmoon Bow. Each beam has a different effect. All creatures in the area of the attack with 2 or more injuries, less than 60% Hit Points, or are 4 or more levels lower than you are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams.
  238.  
  239. 1d8 - Color of Beam - Effect
  240. 1 - Red - 20 Points of Fire damage (10 if the attack missed). Do not apply stats.
  241. 2 - Orange - 40 Points of Poison damage (20 if the attack missed). Do not apply stats.
  242. 3 - Yellow - 80 Points of Electric damage (40 if the attack missed). Do not apply stats.
  243. 4 - Green - Target gains 4 Injuries (1d4 Injuries if the attack missed).
  244. 5 - Blue - Target becomes Petrified (turned to stone). Target becomes Slowed if the attack missed.
  245. 6 - Indigo - Target becomes Insane (Confused if the attack missed).
  246. 7 - Violet - Target becomes sent to Reverse World (Cursed if the attack missed).
  247. 8 - Struck by two beams; roll twice more, ignoring any "8" results.
  248.  
  249.  
  250.  
  251. Petrification:
  252. The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this condition is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive.
  253. This is a persistent status condition.
  254.  
  255.  
  256.  
  257. Insanity:
  258. The creature is continuously confused, unable to independently determine what they will do.
  259. Roll on the following tabel at the beginning of each subject's turn each round to see what the subject does in that round.
  260.  
  261. D% - Behavior
  262. 01-10 - Attacks the nearest creature with melee or ranged attacks (against the user of Darkmoon Bow in this case if in the same scene, or close with the user of Darkmoon Bow if attack is not possible).
  263. 11-20 - Act Normally
  264. 21-50 - Do nothing but babble incoherently.
  265. 51-70 - Flee away from the nearest creature (or the user of Darkmoon Bow if in the same scene).
  266. 71-100 - Attacks themselves (with an actual weapon attack or Move)
  267.  
  268. A creature who cannot carry out the indicated action does nothing but babble incoherently. An insane creature will not make Attacks of Opportunity against any creature that it is not already devoted to attacking.
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