Pride 2.5: Who Is The Lone Voyager?/THE FOOL
New
Kermie
Probably Currently Writing
- Location
- Somewhere on the planet
- Pronouns
- He/She/They
[X] Plan: Quenching Flames: Debuff Edition
-[X] Rei's Actions:
-[X] Start off by Using SSS Overlay and activating Flowing Fluidity at the start of the fight, then use smoke bombs to blind the enemy, afterwards use Getaway of the Samurai to give Fuji some room to attack from long range.
-[X] Once Fuji is farther away switch to Malice Overlay to stack as many debuffs to the enemy as possible, if the enemy seems to be near death use one of your finishing moves.
-[X] If things look like it's turning for the worse, switch back to SSS overlay to increase evasion and pile damage until it's dead.
-[X] Fuji's Actions:
--[X]Squid Blast!
--[X] Fuji will start in SquidGunner form, and attempt to debuff the enemy with all of his moves from that form, swapping the SharkBuckler once his options there are exhausted.
-[X] Rei's Actions:
-[X] Start off by Using SSS Overlay and activating Flowing Fluidity at the start of the fight, then use smoke bombs to blind the enemy, afterwards use Getaway of the Samurai to give Fuji some room to attack from long range.
-[X] Once Fuji is farther away switch to Malice Overlay to stack as many debuffs to the enemy as possible, if the enemy seems to be near death use one of your finishing moves.
-[X] If things look like it's turning for the worse, switch back to SSS overlay to increase evasion and pile damage until it's dead.
-[X] Fuji's Actions:
--[X]Squid Blast!
--[X] Fuji will start in SquidGunner form, and attempt to debuff the enemy with all of his moves from that form, swapping the SharkBuckler once his options there are exhausted.
Shibuya
Wednesday, February 27, 2080. 6:07 PM.
CARD SET — SECRET SIX SAMURAI!
SEA ME SHOOT AWAY — SQUIDGUNNER!
"Henshin!"
The world bursts from flame into light, as both of you transform. While Fuji stands and poses, you take the time to take out your gun, and get into a proper fighting stance. A wave of water rises up to engulf Fuji, while the black armor of your powers flies out of your belt and clamps onto your limbs and torso.
As you blink, the light dies away, revealing you and Fuji in your transformed states. The Shade seems to stop in its tracks once it sees you. You're clad in what can best be described as "very noticeable ninja garb". While the fully black cloak-like armor is certainly nice, along with the belts strapped to your arms and legs, the red-white neon lighting running along your limbs and the clear red shuriken visor strapped to your left eye probably aren't going to do you any good when it comes to stealth.
Hey, don't knock it until you try it! Besides, the lights are just for when things have gone to shit and you need to just kill a bunch of dudes. -Hatsume
Good to know. The Shade doesn't stop for long though; it roars with a bestial ferocity, before rushing forward and slamming its hands into the ground. Both you and Fuji jump to the side to get out of the way. A good choice, since as it slams down, the ground below it explodes into a geyser of lava. "DIE, RIDERS!"
Fuji makes some distance between himself and the Shade, taking out a flintlock pistol and nailing the Shade in the head with a bullet made of water. You can see him in his full form now: His armored head's wrapped with a bandana, a hemisphere-shaped covering. Below that bandana, his dark blue helmet shines bright, accented by those yellow compound-eyed Kamen Rider eyes you've gotten to know so well, and light blue accents that look like "scars". The rest of his armor is simple. Dark blue plates above black armor, and a long black pirate coat with gold accents.
"You can call me Kamen Rider Voyager- and it's about time I put 120% of my effort into beating you up!" He says, as he charges in at full speed.
How outrageous! I respect it! -Kizaru
"Well I don't, but somebody's gotta make sure that he doesn't die!"
If your ally noticed your now-external monologue, he doesn't mention it. Both you and him run in, but the monster seems to have its invisible eyes locked on to you. "PERISH…!"
Geez, talk about one-dimensional. I've seen landlords with better personalities! -Fuma
You shift your head out of the way to avoid what would surely be a lethal blow in your much more fragile Six Samurai armor, before taking a step back. "Oh shoot, are we doing cool roll calls now?" you ask rhetorically, "because I've also got my own."
"You can call me Striker Roze, and yes, that's with a z," you say, dodging out of another punch and firing a bullet back, "and I'll burn bright against the Void and darkness. Or in this case, maybe I'll quench it instead!"
You didn't use this last time against Archfiend, and paid for it. Time to learn from your mistakes. You place a hand on your armored shoulder, as something glows blue underneath your suit.
And then, as you take away your hand from the armor to activate the implanted spell, you instead pull away with- a card. One glowing an unassuming teal blue. You… ok, you can deal with this, you slam it into the belt like you did with all the other cards.
SPELL CARD ACTIVATE: FLUID FLOW!
"Why is the belt yelling so loudly???" That question passes through your mind right before something else takes residence in your head. Just like that time two weeks ago, your limbs feel so much more… relaxed, now. With almost no effort now, you backflip out of the way of a fireball, which explodes in the background. Hopefully insurance pays for whoever's bicycle just got totaled.
"Whoa! That's so radical!" Fuji yells, reaching for glasses that aren't there. "Is that some sort of secret water Kaioken?!"
Did this grown-ass man just say- "Kid, what do you mean by that? Is it the blue aura I've got or-"
"BURRRNNNNN!!!"
Rei, focus! -Hatsume
You and Fuji snap to attention, just as the Shade launches a fireball the size of your torso at both of you. Almost on instinct, you throw down something from your pants' pocket. A smoke bomb engulfs the battlefield in a hazy fog, before both you and Fuji manage to jump upwards.
You and Fuji both jump up and cling to the wall of a closed fashion store, hanging only a few inches above the quickly spreading smoke. Your ninja gloves seem to come with some sticky tape, and- is that a tentacle coming out of his coat arm? The hell?
Whoa, that's pretty cool. -Kizaru
Nah, I'd say it's more freaky… -Fuma
Fuji looks at you, compound eyes glowing as he says each word. "Rei, dudette. How do we get this fire dude to eff off?"
"First of all, stop talking to me like that. It's like some evil version of gap moe, I hate it." You look down at the Shade. Fuji reaches out with his flintlock, and pokes it in the head with a bullet. It doesn't seem to do much damage, but it definitely makes the demon angrier, as it attempts to go for a suplex on… nothing. "Second of all, I think that if we keep on barraging it from long range, it should go down without much of a fight. You think that you can dodge a few more of those fireballs?"
He jabs a thumb into his chest. "Heh! Don't worry, just leave it to me! I'll be able to take this guy down in no time flat."
Why is he… -Fuma
Let's not ask. -Hatsume
You put your hands together, searching for some place to put the teleportation portal that Hatsume had told you about earlier. There has to be somewhere you can put it…
(In the background, you also faintly hear Fuji laughing like a goddamned maniac, as he launches cannonballs through the smoke at the poor, poor Shade. Also, where in the fuck did he get a group of cannons?)
You're almost done thinking, and you have an idea. If you can teleport anybody to the Gateway, then it only makes sense for Fuji to get an invisible high ground. And the only place that would work is…
[Mental Check; DC 4/60/80]
[d100=...4. Crit Fail.]
[d100=...4. Crit Fail.]
"REI! Watch out!!!"
Your thoughts are interrupted by a blazing fireball, that you just barely get out of the way of. It scorches your arm, as you fall to the ground and into the smoke. As you get up, you see that you did get to cast that gateway. It's a glowing green portal, held up by a ring of rocks.
…I don't think that's how you're supposed to use it though. -Fuma
You see it, Fuji sees it. And the Shade sees it, because the cool teleport thing is right behind you. Crap.
The Shade punches into the floor again, and with a flick of your wrist, you pull Fuji back through space and launch him through the portal. He lands right behind you, waving his arms out to get his balance. "Whoa, crazy! But Rei-"
"I'll be fine! Focus on yourself!"
The Shade roars again. It's an earsplitting, headaching sound. As it does, flames surround you and Fuji, forming a ring around your feet. "I'VE… HAD ENOUGH!!! SUPERNOVA FLARE BLITZ!!!"
Oh shit, he's bringing out the three-word super move!!! -Hatsume
Swap to someone more durable than us! -Kizaru
The Shade throws his head back, and inhales. The smoke around it begins to dissipate, and you grit your teeth. You put your arms out, trying to see if you can tank the blunt of this hit. If you die but Fuji lives, then this Shade will still be defeated. That's just basic math. You barely have enough time to slam in the Malice girls' card. It'll be durable, but will it be enough?
[Fuji Physical Check; DC 60]
[43+22=65. Success!]
[Shade Physical Attack Roll: DC 110]
[2! Crit Failure!]
[43+22=65. Success!]
[Shade Physical Attack Roll: DC 110]
[2! Crit Failure!]
Fuji makes it so you don't have to answer that question. As you put your hands up to block, he rushes forwards, left arm outstretched, a tentacle flying out of his coat. In the split second before the beam of destruction fires out, as the thing's head rockets forward- he punches it directly in the fiery jaw.
"THE HELL DO YOU THINK YOU'RE TRYING TO DO TO OUR FRIEND!?"
And as he does, you see the dark energy reversing, as a fist wrapped in a glowing water tentacle cracks directly into the thing's armor, reflecting the beam of darkness right through the Shade's head. It begins to stumble towards the ground, fiery armor becoming smoke. And you hear two voices speaking at once.
>...you're cool as fuck, little guy.
You don't miss a beat. As soon as the thing falls back, you run in, the hood of the Secret Six being replaced with the similar hood of the Malice girls, and gut check the thing. Pixelated energy flies out and through its back, and you hear the thing screaming in pain as it begins to disintegrate from the force.
"YOUUUUU…!!!"
"Man, get outta the way already!"
Fuji jumps up in the air, and spins around. All the shade can do is look helplessly, as water coalesces around Fuji's leg… and he kicks right through the Shade's head, splitting it's helmet right in two.
It limply falls backwards, and then? It explodes into pieces. You catch the Shade Core that flies out of its corpse; shrapnel clips your hoodie, but it only hits one of the negligible parts. That thing's dead, and you've now got to raise your estimations of Fuji's combat skill.
Initiative:
Rei: 11 (9+2)
Pyromania: 3
Fuji: 3
Rei Health: (64/64)
Fuji Health: (48/48)
Pyromania Health: (68/75)
Turn 1
Rei casts Flowing Fluidity (26+61=87.)
Enemies will suffer a -30 penalty to hitting Rei!
Rei gains a weakness to Ice!
-1 uses to Flowing Fluidity.
Rei uses Samurai Smoke Bomb! (36+61=97)
Pyrophobia gains a -18 penalty to hitting anybody for 2 turns!
Greater Shade: Pyromania uses Slow-Cooked! 16+45-18=43. Complete Fail!
Pyromania's [Blind] went down by one.
Fuji takes a reaction action… hitting Pyrophobia for 3 Pierce damage! (Damage Halved because of Pyromania's Resistance.) (65/75)
Fuji uses Cannon Barrage! (49+48=97.) It deals 7 damage! (14/2 because of Pyromania's Resistance.) (58/75)
Pyrophobia was [Marked] for four turns!
Turn 2
Rei uses Getaway Of The Samurai! (26+61=87) The Gateway is set up, and Rei transforms to Malice form.
Rei finds a… godawful place to put the gateway. Fuji gets no bonus.
Greater Shade: Pyrophobia uses Flaring Up. 22+60=80. It gains extra damage!
Pyrophobia uses Until Everything Burns To Ashes!!!
(…2. Crit Failure.)
Pyrophobia takes 25 Dark damage! (43/75)
Pyrophobia recovers from its [Blind], and loses one [Marked]!
Fuji makes a roll to take advantage of the Shade's mistake! (43+22=65.) Success! The Shade takes 6 Pierce damage. (37/75)
Fuji uses Take This Tentacle! (28+48=76) It deals 18 damage! (9x2, since it hit Pyrophobia's weakness! Pyrophobia now has 19/75 Health.)
Turn 3
Rei uses <CODE> TB-11. (89+30=119, Success!) (7+30=37, Fail.) (94+30=124; Crit Success!)
Two of the attacks hit! Pyrophobia takes 25 damage from the first hit and 42 from the second! It also gets hit by the cannon blast for 2 piercing damage. It dies, and reminds the QM that balance is hard. (ouch. Patch notes will be applied next combat.)
Rei: 11 (9+2)
Pyromania: 3
Fuji: 3
Rei Health: (64/64)
Fuji Health: (48/48)
Pyromania Health: (68/75)
Turn 1
Rei casts Flowing Fluidity (26+61=87.)
Enemies will suffer a -30 penalty to hitting Rei!
Rei gains a weakness to Ice!
-1 uses to Flowing Fluidity.
Rei uses Samurai Smoke Bomb! (36+61=97)
Pyrophobia gains a -18 penalty to hitting anybody for 2 turns!
Greater Shade: Pyromania uses Slow-Cooked! 16+45-18=43. Complete Fail!
Pyromania's [Blind] went down by one.
Fuji takes a reaction action… hitting Pyrophobia for 3 Pierce damage! (Damage Halved because of Pyromania's Resistance.) (65/75)
Fuji uses Cannon Barrage! (49+48=97.) It deals 7 damage! (14/2 because of Pyromania's Resistance.) (58/75)
Pyrophobia was [Marked] for four turns!
Turn 2
Rei uses Getaway Of The Samurai! (26+61=87) The Gateway is set up, and Rei transforms to Malice form.
Rei finds a… godawful place to put the gateway. Fuji gets no bonus.
Greater Shade: Pyrophobia uses Flaring Up. 22+60=80. It gains extra damage!
Pyrophobia uses Until Everything Burns To Ashes!!!
(…2. Crit Failure.)
Pyrophobia takes 25 Dark damage! (43/75)
Pyrophobia recovers from its [Blind], and loses one [Marked]!
Fuji makes a roll to take advantage of the Shade's mistake! (43+22=65.) Success! The Shade takes 6 Pierce damage. (37/75)
Fuji uses Take This Tentacle! (28+48=76) It deals 18 damage! (9x2, since it hit Pyrophobia's weakness! Pyrophobia now has 19/75 Health.)
Turn 3
Rei uses <CODE> TB-11. (89+30=119, Success!) (7+30=37, Fail.) (94+30=124; Crit Success!)
Two of the attacks hit! Pyrophobia takes 25 damage from the first hit and 42 from the second! It also gets hit by the cannon blast for 2 piercing damage. It dies, and reminds the QM that balance is hard. (ouch. Patch notes will be applied next combat.)
Battle won!
+1 Shade Core! (You should probably give this to Akemi.)
Rei leveled up to Level 5! (Current EXP: 90/750) Level up plan coming next update.
Fujimatsu Mako has been added to Personae Dramatis!
+1 Shade Core! (You should probably give this to Akemi.)
Rei leveled up to Level 5! (Current EXP: 90/750) Level up plan coming next update.
Fujimatsu Mako has been added to Personae Dramatis!
The smoke begins to clear, and you see Fuji again. He's detransformed now, so you drop your transformation as well in respect. He seems to be… limping? "Yo, kid. You ok?"
He waves. "Uh, it's ok! You saved me from that lava plume, so I just felt like I had to pay you back. It was sooo cool fighting together as Kame- erm, superheroes. Uh, are you ok?"
>Wait, did you notice that?
Yeah. The change in his way of talking is almost blatantly obvious.
[Social Check; DC 45/60/100]
[d100=89+21+10(He Shouldn't Have Been Talking Like That) =120. Incredible Success!]
[d100=89+21+10(He Shouldn't Have Been Talking Like That) =120. Incredible Success!]
"I'm fine, really. By the way, can I talk to whoever's been possessing you? I need to give them props as well."
He opens his mouth, and then closes it again. He looks… flabbergasted. That's the best way of describing it. "Wait, how the heck did you figure that out?"
"I also have some spirits in my head, and so far you're the only person with a powerset like mine that I've met. Lemme talk to them."
Fuji opens his mouth, and then sighs. The treasure chest on his belt opens and begins to rock. Below a group of tiny coins, a little pink squid pops out. It can't be bigger than your palm. It begins to shake around, and you begin to hear its voice.
It sounds like a surfer dude. "The cool ninja lady wants to see me, bro! The name's Tako, baby!"
>Aw… so cute!
"Wha?! Was that a cute lady I just heard?! Holy moly, Mako, we're getting noticed!"
He looks at you with a tired, tired look, before gently closing the chest and desummoning his transformation belt. "Yeah. They're, uh, new. You could probably tell."
Well, now you're curious. "How long have you had these powers?"
"Uh, three weeks? I'm a fairly normal marine biology student, so I don't know why these Spirit Animals chose me in particular out of everybody in Shonai."
Wait, what? That raises so many questions. You begin to formulate more questions, something to ask him, anything! But before you can-
*RING*
Fuji takes out his phone, looks at a notification, and screams. "Ah! Oh geez, I forgot I had to be attending a lecture... oh crap, crimefighting took way longer than I thought!"
Quick! Say something!
"Wait up a minute! At least give me a way to keep in touch, we gotta work on this kinda thing together."
He seems to almost be clueless, but he blinks, and scribbles something down before pressing something into your hands. "Um, ok! Here's my phone number, and here's this little thing... it's a guest pass to my place in Shonai underwater! Just remind me before you come, alright?"
"Ok, thanks. But you can at least answer my questions about-"
He turns, and runs down a corner. You turn around that corner, but there's nothing there. Just a light wind blowing.
...And he's gone.
Mmm, doesn't look like the fires from the Shade stuck around after it's death, so it's fine. But what an interesting meeting. Definitely a dude you'll have to talk to again, because geez, you did not get to see much of him.
[New Item Gained: One-Time Shonai Teleport Charm!]
A small charm, given to you by Fuji. Apparently, it can teleport you and one other person to the Shonai Peninsula Settlement when you crush it. It's one hell of a trip there, but considering that you've been teleported to Kyoto before, it's not impossible.
It's inscribed with the kanji for "sea, magic," and "return". Very subtle, guys.
[Major Action cost of Mystic Water has gone down from 2 Majors to 1!]
It's inscribed with the kanji for "sea, magic," and "return". Very subtle, guys.
[Major Action cost of Mystic Water has gone down from 2 Majors to 1!]
Before you look for a way to get out of here, you feel something else strange. You look down at your hip, and pull out the Mysterious Deck, which contains all the voices taking residence in your head. It's shaking.
>Oh! Him giving us that charm must have triggered someone else in here to wake up!
Oh no, more new people?!
[ ] The Legendary Fisherman
The Legendary Fisherman
Holy crap! He's a dude! Who spearfishes sea creatures! While riding on a shark! Awesome!!!
Specialties:
-Fishing (Duh)
-Riding sea creatures (preferably sharks)
-Spearing things (I like him already!)
Stat Bonuses:
Physical: +35
Magical: +20
Weakness: Electric, Earth
Resistances: Water, Wind, Force
Passives:
[Hunter: Sea Beasts]
Gain a +5 modifier on attacks facing a enemy with the [Bestial] trait. Gain a +10 modifier on top of that while facing an enemy with the [???] trait.
[Environmental Specialty: Water]
+2 on Initiative while Underwater. Also, gain +10 to all rolls and an extra d6 of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
Moves:
Basic Attack
Spear the enemy for 2d6 Pierce damage. If hitting an enemy with the [Bestial] trait, deal an extra d6 worth of damage as well.
Sea Stealth Attack
Magical
Dive down into the water if there is any, or just move really fast if there isn't. [Mark] an enemy, making it so that they take +4 damage from the next attack that they take.
Orca Hunt!
Physical/Magical
Swap out your spear for a crossbow, and fire out a shot to draw blood, dealing 1d8 Pierce damage. Afterwards, if you did more than 5 damage with that (not counting Over Damage), follow up with a separate Magical attack from a shark that you summon, which rolls separately but deals 2d8+3 Slash damage.
Wave Goodbye
(Finishing Move)
Take out a rifle (yes, a rifle) and quickly fire out a barrage of shots. Deal 15 Pierce damage, and then deal 20 extra Pierce if the enemy was [Marked] or had the [Bestial] trait. If an enemy was killed with this move, you may use this move again immediately.
Attack The Moon!
AoE, Magical
A move inspired by an old enemy. Twirls your spear around, before attacking at the enemy and the nearby environment. Deals 3d6+4 Pierce damage to two enemies. You and any allies are unaffected by the effects of the environment for the next three turns. Don't ask how that works.
Holy crap! He's a dude! Who spearfishes sea creatures! While riding on a shark! Awesome!!!
Specialties:
-Fishing (Duh)
-Riding sea creatures (preferably sharks)
-Spearing things (I like him already!)
Stat Bonuses:
Physical: +35
Magical: +20
Weakness: Electric, Earth
Resistances: Water, Wind, Force
Passives:
[Hunter: Sea Beasts]
Gain a +5 modifier on attacks facing a enemy with the [Bestial] trait. Gain a +10 modifier on top of that while facing an enemy with the [???] trait.
[Environmental Specialty: Water]
+2 on Initiative while Underwater. Also, gain +10 to all rolls and an extra d6 of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
Moves:
Basic Attack
Spear the enemy for 2d6 Pierce damage. If hitting an enemy with the [Bestial] trait, deal an extra d6 worth of damage as well.
Sea Stealth Attack
Magical
Dive down into the water if there is any, or just move really fast if there isn't. [Mark] an enemy, making it so that they take +4 damage from the next attack that they take.
Orca Hunt!
Physical/Magical
Swap out your spear for a crossbow, and fire out a shot to draw blood, dealing 1d8 Pierce damage. Afterwards, if you did more than 5 damage with that (not counting Over Damage), follow up with a separate Magical attack from a shark that you summon, which rolls separately but deals 2d8+3 Slash damage.
Wave Goodbye
(Finishing Move)
Take out a rifle (yes, a rifle) and quickly fire out a barrage of shots. Deal 15 Pierce damage, and then deal 20 extra Pierce if the enemy was [Marked] or had the [Bestial] trait. If an enemy was killed with this move, you may use this move again immediately.
Attack The Moon!
AoE, Magical
A move inspired by an old enemy. Twirls your spear around, before attacking at the enemy and the nearby environment. Deals 3d6+4 Pierce damage to two enemies. You and any allies are unaffected by the effects of the environment for the next three turns. Don't ask how that works.
Plunder Patroll
Don't worry, most of those guys in the picture won't be showing up. A group of trolls (you think) who sail the seven seas, looking for treasure and money. Whether they actually steal things from other people like normal pirates is something you don't know.
Specialties:
-Treasure Hunting
-Living freely
-Piracy (>but without the stealing part???)
Stat Bonuses:
Physical: +15
Social: +30
Weakness: Wind, Force
Resistances: Water, (Variable)
Passives:
[Awakening: Right Ship For The Job]
Gain 20 Awakening every time you or one of your allies hits the weakness of enemies or inflict a weakness onto them.
[Thieves Guild: Pirate Code]
Using the Forms of Card Spirits with this trait allows you to change form as a free action!
Changing from this form into another Thieves Guild form transfers all the Resistances from this form onto that one for 2 turns.
[Environmental Specialty: Water]
+2 on Initiative while Underwater. Also, gain +10 to all rolls and an extra d6 of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
Moves:
Basic Attack
Punch an opponent for 2d6 Blunt damage.
Scouting Strike
(3 Times Per Combat)
Deal 1d10 Blunt damage to an opponent, then give them either an Earth, Fire, Light, or Dark weakness. (You get to choose the weakness!) This weakness wears off after it was triggered three times.
Awesome Parrrty
(Once Per Combat)
Social
Heal all yourself and all your allies for x, where x is a Social roll divided by 4 (maxes out at 30, rounded up), and then give them a Earth, Fire, Light, or Dark resistance for 2 turns. (If there are multiple enemies that can do those damage types, it's picked randomly for each ally.)
Plunder Patrollships
Requirement: 40 Awakening
The secret weapon of the Plunder Patroll- their incredible boats. Using these fantastically built creations, they can go upon land, sea, and perhaps even sky. It remains to be seen how these were even made…
Physical: +15
Technical: +45
Passives:
[Shipyarrd Return]
Gain 10 Awakening every time you hit the Weakness of enemies or inflict a weakness onto them. After two moves in this form, detransform back into the base Plunder Patroll form. While in this form, if you would take more than 10 damage, it is lowered to 10. You are also unaffected by any negative effects from fighting enemies with the [Giant] Trait.
Brann - Cannon Fire!
Technical
Deal 2d8+2 Fire damage to an enemy, and if you hit an enemy with a Fire weakness, deal 2d8+2 Fire damage again. (Once per turn) Then, you may use a different Plunder Patrollships move!
Moerg - Ramming Speed!
Technical
Deal 2d8+2 Dark damage to an enemy, and gain +3 Initiative next turn. If you hit an enemy with a Dark weakness, gain +2 extra Initiative and +5 damage on your next attack, and use another Plunder Patrollships move!
Lys - Catch Up!
Technical
Deal 2d6+4 Light damage to an enemy, they lose 3 Initiative next turn. If you hit an enemy with a Light weakness, all allies gain +2 extra Initiative and you may use another Plunder Patrollships move!
Jord - Ghost Ships!
Technical
Deal 2d6+4 Earth damage to an enemy, and create one Plunder Decoy summon. It has 10 Health and will look exactly like you- enemies may try to attack it instead of you. If you hit an enemy with an Earth weakness, create three Plunder Decoys instead and you may use another Plunder Patrollships move!
Note from the QM: In case you're wondering what the write-in utility is, it's being able to summon up giant pirate ships for the whole crew to ride in on (this may genuinely come in handy one day) and being able to spawn food for people.
Don't worry, most of those guys in the picture won't be showing up. A group of trolls (you think) who sail the seven seas, looking for treasure and money. Whether they actually steal things from other people like normal pirates is something you don't know.
Specialties:
-Treasure Hunting
-Living freely
-Piracy (>but without the stealing part???)
Stat Bonuses:
Physical: +15
Social: +30
Weakness: Wind, Force
Resistances: Water, (Variable)
Passives:
[Awakening: Right Ship For The Job]
Gain 20 Awakening every time you or one of your allies hits the weakness of enemies or inflict a weakness onto them.
[Thieves Guild: Pirate Code]
Using the Forms of Card Spirits with this trait allows you to change form as a free action!
Changing from this form into another Thieves Guild form transfers all the Resistances from this form onto that one for 2 turns.
[Environmental Specialty: Water]
+2 on Initiative while Underwater. Also, gain +10 to all rolls and an extra d6 of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
Moves:
Basic Attack
Punch an opponent for 2d6 Blunt damage.
Scouting Strike
(3 Times Per Combat)
Deal 1d10 Blunt damage to an opponent, then give them either an Earth, Fire, Light, or Dark weakness. (You get to choose the weakness!) This weakness wears off after it was triggered three times.
Awesome Parrrty
(Once Per Combat)
Social
Heal all yourself and all your allies for x, where x is a Social roll divided by 4 (maxes out at 30, rounded up), and then give them a Earth, Fire, Light, or Dark resistance for 2 turns. (If there are multiple enemies that can do those damage types, it's picked randomly for each ally.)
Plunder Patrollships
Requirement: 40 Awakening
The secret weapon of the Plunder Patroll- their incredible boats. Using these fantastically built creations, they can go upon land, sea, and perhaps even sky. It remains to be seen how these were even made…
Physical: +15
Technical: +45
Passives:
[Shipyarrd Return]
Gain 10 Awakening every time you hit the Weakness of enemies or inflict a weakness onto them. After two moves in this form, detransform back into the base Plunder Patroll form. While in this form, if you would take more than 10 damage, it is lowered to 10. You are also unaffected by any negative effects from fighting enemies with the [Giant] Trait.
Brann - Cannon Fire!
Technical
Deal 2d8+2 Fire damage to an enemy, and if you hit an enemy with a Fire weakness, deal 2d8+2 Fire damage again. (Once per turn) Then, you may use a different Plunder Patrollships move!
Moerg - Ramming Speed!
Technical
Deal 2d8+2 Dark damage to an enemy, and gain +3 Initiative next turn. If you hit an enemy with a Dark weakness, gain +2 extra Initiative and +5 damage on your next attack, and use another Plunder Patrollships move!
Lys - Catch Up!
Technical
Deal 2d6+4 Light damage to an enemy, they lose 3 Initiative next turn. If you hit an enemy with a Light weakness, all allies gain +2 extra Initiative and you may use another Plunder Patrollships move!
Jord - Ghost Ships!
Technical
Deal 2d6+4 Earth damage to an enemy, and create one Plunder Decoy summon. It has 10 Health and will look exactly like you- enemies may try to attack it instead of you. If you hit an enemy with an Earth weakness, create three Plunder Decoys instead and you may use another Plunder Patrollships move!
Note from the QM: In case you're wondering what the write-in utility is, it's being able to summon up giant pirate ships for the whole crew to ride in on (this may genuinely come in handy one day) and being able to spawn food for people.
Worldsea Dragon Zealantis
It's a big fucking kaiju. A really, really, really big underwater kaiju. Yeah.
At the very least, this one doesn't seem to be a voice in your head. It just stands there! Menacingly!
Specialties:
-Eating stuff (Like, stuff the size of a province? -Fuma)
-Intimidation
-Making waves
Stat Bonuses:
Physical: +70
Weakness: Psychic, Poison
Resistances: Pierce, Slash, Fire, Electric, Water
Passives:
[Make Waves]
When this form enters the field, the Environment changes to [Domain Of Sea Kings: Umi Zealantis] unless it's specifically prohibited.
Domain Of Sea Kings: Umi Zealantis
-Counts as Underwater, drenching the battlefield in a wave of breathable water.
-All characters without a version of Environmental Specialty: Water gain -20 to their rolls, since they can't fight as well while swimming.
-Fire damage is reduced to 1.
-Electric damage gains a +10 damage bonus, but has a 50% chance to spread each time it hits somebody, hitting a random combatant.
-Umi Zealantis: All other [Umi] effects are negated. All enemies take 5 water damage at the start of each turn.
-All enemies must make a DC 10 Mental saving throw at the start of each of their turns. If they succeed, their DC goes up by 20. If they fail, they are paralyzed and deal half damage for their turn! Then the DC resets.
[ROAR TO LIFE]
You cannot have this form equipped as your starting form. Instead, you must spend 150 Awakening to transform into it as a free action. The Awakening cost goes down by 1 for every point of Water damage that you deal in other forms and for every 2 points of Water damage that your allies deal.
While you are in this form, when you would take lethal damage, become mind-controlled, or use up all four moves, you instead swap back to your base form (currently Centurion) and are set to 30 health if you were below that health. You are also unaffected by any negative effects from fighting enemies with the [Giant] Trait.
[Environmental Domination: Water]
+4 on Initiative while Underwater. Also, gain +20 to all rolls and two extra d6s of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
[???]
???
Moves:
Tsunami Breaker
Designate one enemy, and one ally. All other characters aside from you and the designated characters are swept away by a huge current- they are [Displaced] and considered unable to do anything. Enemies that are displaced take 4d8+4 Water Damage.
Earthquake Inducer
AoE
Stomp the earth, dealing 5d6+10 Earth damage to three characters. This can target [Displaced] characters as well. If it targets allies, instead give them healing equal to a half of the damage they would have taken.
The Ocean Returns Anew
No DC, AoE
Use only after using one of the above moves. If any allies were [Displaced] from the battle, return all of them to the field. They heal for 30 Health, and restore all uses of their moves. If an enemy was [Displaced], they instead take 15 Water Damage and 30 Earth damage upon returning, and cannot use the last move they used before their displacement for 3 turns.
Worldsea Linked
AoE, Combination Attack
This cannot fail, even on a Nat 1. Sacrifice up to 80 points of your health, in order to deal that much Water damage to up to 10 enemies with a huge beam of pure FUCK YOU. Your allies may also chip in, sacrificing their next action and up to 40 of their Health.
If this hits one person, it deals double the damage that it would have done normally. Because when you want something to die, you'd ought to do it right.
It's a big fucking kaiju. A really, really, really big underwater kaiju. Yeah.
At the very least, this one doesn't seem to be a voice in your head. It just stands there! Menacingly!
Specialties:
-Eating stuff (Like, stuff the size of a province? -Fuma)
-Intimidation
-Making waves
Stat Bonuses:
Physical: +70
Weakness: Psychic, Poison
Resistances: Pierce, Slash, Fire, Electric, Water
Passives:
[Make Waves]
When this form enters the field, the Environment changes to [Domain Of Sea Kings: Umi Zealantis] unless it's specifically prohibited.
Domain Of Sea Kings: Umi Zealantis
-Counts as Underwater, drenching the battlefield in a wave of breathable water.
-All characters without a version of Environmental Specialty: Water gain -20 to their rolls, since they can't fight as well while swimming.
-Fire damage is reduced to 1.
-Electric damage gains a +10 damage bonus, but has a 50% chance to spread each time it hits somebody, hitting a random combatant.
-Umi Zealantis: All other [Umi] effects are negated. All enemies take 5 water damage at the start of each turn.
-All enemies must make a DC 10 Mental saving throw at the start of each of their turns. If they succeed, their DC goes up by 20. If they fail, they are paralyzed and deal half damage for their turn! Then the DC resets.
[ROAR TO LIFE]
You cannot have this form equipped as your starting form. Instead, you must spend 150 Awakening to transform into it as a free action. The Awakening cost goes down by 1 for every point of Water damage that you deal in other forms and for every 2 points of Water damage that your allies deal.
While you are in this form, when you would take lethal damage, become mind-controlled, or use up all four moves, you instead swap back to your base form (currently Centurion) and are set to 30 health if you were below that health. You are also unaffected by any negative effects from fighting enemies with the [Giant] Trait.
[Environmental Domination: Water]
+4 on Initiative while Underwater. Also, gain +20 to all rolls and two extra d6s of Water damage on your attacks from this form.
You also gain all these effects but halved while Soaked in water, or while a Water spell affecting you is active.
[???]
???
Moves:
Tsunami Breaker
Designate one enemy, and one ally. All other characters aside from you and the designated characters are swept away by a huge current- they are [Displaced] and considered unable to do anything. Enemies that are displaced take 4d8+4 Water Damage.
Earthquake Inducer
AoE
Stomp the earth, dealing 5d6+10 Earth damage to three characters. This can target [Displaced] characters as well. If it targets allies, instead give them healing equal to a half of the damage they would have taken.
The Ocean Returns Anew
No DC, AoE
Use only after using one of the above moves. If any allies were [Displaced] from the battle, return all of them to the field. They heal for 30 Health, and restore all uses of their moves. If an enemy was [Displaced], they instead take 15 Water Damage and 30 Earth damage upon returning, and cannot use the last move they used before their displacement for 3 turns.
Worldsea Linked
AoE, Combination Attack
This cannot fail, even on a Nat 1. Sacrifice up to 80 points of your health, in order to deal that much Water damage to up to 10 enemies with a huge beam of pure FUCK YOU. Your allies may also chip in, sacrificing their next action and up to 40 of their Health.
If this hits one person, it deals double the damage that it would have done normally. Because when you want something to die, you'd ought to do it right.
Author's Note:
Yes, Fuji's powers were based on Kamen Rider Den-O. No, I will not be taking more questions about Shonai. Yes, they gave the Legendary Fisherman a gun. Any more questions?
If no, then happy voting heroes. Hope you enjoyed the new character!
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