HENSHIN!
Thozmp
Gets my kicks above the waistline, Sunshine.
Continuing from where we left off...
It seems that Impulse Moment the Abandoned Fantasy of Light has cast aside his semblance of humanity.
It's an interesting look for him.
This could be trouble... if you were alone.
Dusk is on your shoulder in an instant, the both of you nod. A light envelops you both.
It's a technique taught to you by your teacher. The bond between partners, strengthened and realized into physical form. No longer do you fight like one.
You fight as one.
Where once was Argus and Dusk, now stands a Warrior of Darkness.
The girls startle, taking a step back from you and giving you a wary look, but you focus not on them, but only upon your opponent.
Time to Rock
[ ] Go in swinging (attack attack attack!)
-[ ] Number of actions?
[ ] Read the Flow (1 action)
[ ] Shadow Barrage (1 action)
[ ] Blurred Form (1 action)
[ ] Paralysis Touch (1 action)
[ ] Something else? (GM approval)
---
GM note: Might as well make a plan, you've got 4 actions to spend. Also, this was added to the end of Mechanics and Dusk's page has the abilities he grants on his page.
As always, questions may be asked, but may not always be answered.
It seems that Impulse Moment the Abandoned Fantasy of Light has cast aside his semblance of humanity.
It's an interesting look for him.
This could be trouble... if you were alone.
Dusk is on your shoulder in an instant, the both of you nod. A light envelops you both.
It's a technique taught to you by your teacher. The bond between partners, strengthened and realized into physical form. No longer do you fight like one.
You fight as one.
Where once was Argus and Dusk, now stands a Warrior of Darkness.
Warrior of (Spirit) forms are powerful. You are stronger, tougher, faster, and overall just better:
++In this form, MC gains Armor equal to Partner Spirit's Fortitude (Dusk: 2) without the usual penalty for armor. (It's magic!) Your current weapon now has the Chain, Heavy, Master-Crafted, and Unpredictable qualities.
++In this form, MC adds +2 to all rolls. This means a roll of 5 or 6 is now a success, and 8+ count as two (2) successes.
++Both MC and and Partner Spirit add their skill to rolls.
++Additional abilities granted depending on the Partner Spirit.
--This form can only last for a number of rounds equal to the combined Fortitude of the MC (3) and Partner Spirit (Dusk: 2) (Currently 5 rounds)
--Upon leaving this form you will immediately have the Exhausted (1) condition: a penalty to all action equal to the number of rounds spent in Warrior form.
Additionally, this form grants Dynamic Actions, that allow you to do additional things on your turn or during another's turn. As a Warrior, you gain 1 free Dynamic Action plus 3 dice for possibly more each round. (These dice are unaffected by Warrior's +2 ability)
Dynamic Actions can be used for:
-Counter Attack (1): After a successful defense check, a dynamic action can be spent to make an immediate an immediate standard action as a counter attack. It must be some form of action against the initial opponent.
-Deeper Cuts (1): Add +1 damage to any successful attack. Only once per attack, per target.
-Enhanced Attack (1): Spend one dynamic action for a +2 bonus on the attack roll.
-Retreating Attack (1): Sometimes the opponent wants to run away from you. Spend a dynamic action to make an attack on the fleeing coward. Usually a Moderate (2) check unless terrain or circumstances make it harder.
-Enhanced Defense (1): Spend one dynamic action for a +2 bonus on the defense roll.
-Thicker Skin (1): Spend one dynamic action to negate 1 damage taken. No limit on the number of dynamic actions spent this way.
-Extra Actions (1): Spend dynamic actions to gain extra standard actions. You can take a number of actions on your initiative equal to (Speed), every action past suffers a -2 to initiative. (If the character has Initiative 7 and Speed 3 they could spend two dynamic actions to take 3 actions at initiative 7. If they spend 4 dynamic actions, their fourth action would be at Initiative 5 and fifth action at Initiative 3.) The only limit to dynamic actions spent this way, is the number of actions to spend, and the character cannot go below Initiative 0.
-Ignore Condition (1): Ignore the effects of all active conditions (like Bleeding or Pain) for one action.
-Initiative Manipulation (1): Can add +2 to your own initiative for each dynamic action or -2 to an opponents initiative for each dynamic action.
-Interrupt (2): For two dynamic actions, disrupt the action of somebody you dislike. Can only be used one per round.
++In this form, MC gains Armor equal to Partner Spirit's Fortitude (Dusk: 2) without the usual penalty for armor. (It's magic!) Your current weapon now has the Chain, Heavy, Master-Crafted, and Unpredictable qualities.
++In this form, MC adds +2 to all rolls. This means a roll of 5 or 6 is now a success, and 8+ count as two (2) successes.
++Both MC and and Partner Spirit add their skill to rolls.
++Additional abilities granted depending on the Partner Spirit.
--This form can only last for a number of rounds equal to the combined Fortitude of the MC (3) and Partner Spirit (Dusk: 2) (Currently 5 rounds)
--Upon leaving this form you will immediately have the Exhausted (1) condition: a penalty to all action equal to the number of rounds spent in Warrior form.
Additionally, this form grants Dynamic Actions, that allow you to do additional things on your turn or during another's turn. As a Warrior, you gain 1 free Dynamic Action plus 3 dice for possibly more each round. (These dice are unaffected by Warrior's +2 ability)
Dynamic Actions can be used for:
-Counter Attack (1): After a successful defense check, a dynamic action can be spent to make an immediate an immediate standard action as a counter attack. It must be some form of action against the initial opponent.
-Deeper Cuts (1): Add +1 damage to any successful attack. Only once per attack, per target.
-Enhanced Attack (1): Spend one dynamic action for a +2 bonus on the attack roll.
-Retreating Attack (1): Sometimes the opponent wants to run away from you. Spend a dynamic action to make an attack on the fleeing coward. Usually a Moderate (2) check unless terrain or circumstances make it harder.
-Enhanced Defense (1): Spend one dynamic action for a +2 bonus on the defense roll.
-Thicker Skin (1): Spend one dynamic action to negate 1 damage taken. No limit on the number of dynamic actions spent this way.
-Extra Actions (1): Spend dynamic actions to gain extra standard actions. You can take a number of actions on your initiative equal to (Speed), every action past suffers a -2 to initiative. (If the character has Initiative 7 and Speed 3 they could spend two dynamic actions to take 3 actions at initiative 7. If they spend 4 dynamic actions, their fourth action would be at Initiative 5 and fifth action at Initiative 3.) The only limit to dynamic actions spent this way, is the number of actions to spend, and the character cannot go below Initiative 0.
-Ignore Condition (1): Ignore the effects of all active conditions (like Bleeding or Pain) for one action.
-Initiative Manipulation (1): Can add +2 to your own initiative for each dynamic action or -2 to an opponents initiative for each dynamic action.
-Interrupt (2): For two dynamic actions, disrupt the action of somebody you dislike. Can only be used one per round.
The girls startle, taking a step back from you and giving you a wary look, but you focus not on them, but only upon your opponent.
Initiative:
Warrior of Darkness (Argus and Dusk): 17
Enigma: 12
Pulse: 10
IMtAFoL: 8
Crash: 5
Dynamic Dice: 2, 8, 9 = 2 successes. 3 Dynamic Actions this round.
Warrior of Darkness (Argus and Dusk): 17
Enigma: 12
Pulse: 10
IMtAFoL: 8
Crash: 5
Dynamic Dice: 2, 8, 9 = 2 successes. 3 Dynamic Actions this round.
[ ] Go in swinging (attack attack attack!)
-[ ] Number of actions?
[ ] Read the Flow (1 action)
[ ] Shadow Barrage (1 action)
[ ] Blurred Form (1 action)
[ ] Paralysis Touch (1 action)
[ ] Something else? (GM approval)
---
GM note: Might as well make a plan, you've got 4 actions to spend. Also, this was added to the end of Mechanics and Dusk's page has the abilities he grants on his page.
As always, questions may be asked, but may not always be answered.