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Post by Deleted on Apr 17, 2018 15:36:27 GMT
{Henshins in Battle} -Along with other Mechanics-
Henshin is important to Angels and Demons, as it allows them to access their natural abilities that are helpful in battle, making it easier to destroy ghosts and fight their eternal rivals. Going Henshin is easy- but remaining in this form is difficult. (Credit to DJ for giving me ideas!) Terms to know:Initiative: the 1-20 roll the character makes to determine whether they hit. TN: Target number. The number you want to roll at or above. #d#: Example, 2d10: 2 dice with the range of 1-10. This is used to identify dice. Henshin in Battle To Henshin in battle, all the immortal has to do is activate it! You get the polls, the strip dance, cool-ass music, etc. etc. but you get a change in duds and some pretty awesome abilities!
Your character only has access to 2 of these abilities. For access to additional abilities, another Henshin is required.
Attack Roll Range: + 3 Your character has the ability to make stronger attacks! -EX. Roll Range of 10, add 3, result is 13 Range (1d13)
Damage: - 2 Character is more resistant to damage! -EX. Opponent roll 10 damage, subtract 2, take 8 damage
Damage boost: + 2 Stronger attacks, harder hits. -EX. Roll 10 damage, add 2, deal 12 damage
Speed boost: Character is able to attack more than once if you roll correctly! Dice Rule: Instead of one initiative roll, your character may make 2 rolls. IF your second die roll is HIGHER than the first, they hit for twice the damage! Dice order is important! -EX 1: Roll two 1d20, and 1d10 for attack: Results for dice are [15] and [3] for the initiative, attack [6], your character will only do 6 damage. -EX 2: Roll two 1d20, and 1d10 for attack: Results for dice are [3] and [15] for initiative, attack [6], your character does 12 damage.
Boosted Awareness: Character is more aware of their surroundings! They become harder to hit and can hit others easier. Initiative gains +2 to result.
Second Wind: Character has enough chutzpah to withstand an attack that would initially knock them out. If an attack would knock them unconscious (lower HP to 0), your character retains 1 HP. This ability can only be activated ONCE per Henshin
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Post by Deleted on Apr 17, 2018 16:17:07 GMT
Henshin Exhaustion Henshins are an unfortunately limited form. It is physically taxing to remain in this form within the mortal realm, and as a result they eventually exhaust the form.
Exhaustion Roll: During each roll, your character will retain form. In addition to HP, characters will have a Henshin Form, or HF. This decreases each turn by 2. Once HF hits 0, they no longer are in Henshin. There are things that will effect the ability to keep the form, as well. If rolling multiple die, the first dice determines the loss of HF.
Things that additionally remove Henshin: -HP hits 0. -Status effects that decrease HP also decrease HF by an additional point, totally -3 each turn.
Ranks and Exhaustion: As your character ranks up, they will be able to retain this form longer!
Rank I: 20 Rank II: 30 Rank III: 40 Rank S: 50
Recovering HF Points: If a character wishes to remain in Henshin, they can recover HF by rolling for recovery. This may only be done if their character is at 1/4 or lower of their HF number. Recovery roll is 1d15, and the result is added to their HF. This replaces their Attack Roll for the turn.
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Post by Deleted on Apr 17, 2018 16:34:47 GMT
Overdrive/Fusions/Primal Form These forms are special. They are obtained through the shop, and give a significant boost to a character's Henshin!
Accessing Additional Forms: In order to access the forms, they must first be purchased through the Heavens/Havocs shop or have equivalent Genetics. -Those with dense Soul Threads are able to access Overdrive if the ability is purchased. The ability can also be taught. -Characters with Soul Stones are able to Fuse with another character and also enter Primal Form.
Each has abilities unique to the form and are useful in fighting against strong Ghosts and Lost Souls such as Nephilim. These are meant to be difficult to fight, even as a group. Multiple characters in these forms can and a battle within minutes.
Henshin Overdrive + Primal Form: The Mega Evolution of Immortals. Literally. This form can be accessed freely once per battle. When a character is in Henshin, they can Overdrive! The Overdrive has the abilities of the initial Henshin, plus one more ability of your choice. These are not predetermined as initial Henshins are, and can be chosen once the character Henshin Overdrives. This form can be accessed at any time so long as the character is in Henshin. Abilities: +2 to each ability value from the initial Henshin (ex. if you have Attack Roll Range +3, it becomes +5 instead) Additional ability (choose another from the list for the rest of the RP) 1d5 additional die to attack Exhaustion: Your character's HF points are doubled. HF is lost at the same rate (-2 per turn/-3 if status ailment is applied). They cannot roll to recover HF. If your character was knocked out and lost their Henshin, they cannot access Overdrive again.
Primal Form is accessed in a similar manner! The character must first be in Henshin, then they may access Primal form. Primal Form has the same benefits to Henshin Overdrive. Additional Benefits: Since the form is natural to the character, HF is lost by 1 instead of 2 each turn. +2 to initiative, since they're faster.
Fusions: When a character fuses with another, their stats are doubled. Fusions do not have an exhaustion roll. If the Fusion is knocked to 0 HP, they unfuse. Resulting characters have half their HP. Attack Rolls and Initiative: Character Fusions between two people have their rolls calculated by both. Each turn, both character owners roll for the Fusion. The highest initiative wins and the attack rolls are added together for the attack value. Example: Fundoshi and Jokki fuse! Brit rolls [12] for initiative and [10]+[3] for attack. Kro rolls [5] for initiative and [3]+[9] for attack. FundOkki's initiative is [12] and attack is [25] (10+3+3+9=25)
Additional Benefits: The Fusion has both characters' abilities and magic. HP of both parties
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Post by Deleted on Apr 17, 2018 17:33:21 GMT
Berzerking in Battle Berzerker Demons hold the special ability to go into a battle trance during battle. These are separate from their Henshin and may be used in addition to their Henshin form. This art has been perfected by the forces of the East, and new/young Berzerkers must be trained to access this form properly.
Battle Mechanics: In Berzerked State: Character gains +1d10 Attack Roll +3 to Initiative total All damage done is -2 TN is 10 no matter the initiative
Tempter and Minor Lord Berzerkers run the risk of harming their allies as well as their enemies. There are ways to train before they acquire Lord Rank. If they are older than 100 or originate from the East, they do not have to train themselves. *TEMPTERS + MINOR LORDS may seek training from Fundoshi if they wish to avoid this. This requires 2 RPs with Fundoshi's training. **If you so choose, your character can remain reckless and untrained even if they meet the prerequisites. Their mechanics are as follows: -If a Berzerker is at 1/3 their HP, they automatically enter Berzerked State. -Their target cannot be chosen, so anyone that rolls lower the Berzerker's initiative is a target. If their initiative roll is higher than 10, they can dodge. -If they entered this state due to resist failure, they may exit this state by rolling 2d10 resulting in 10+.
Lord+ Rank and Eastern/Older Berzerkers are more skilled at their abilities. -They may enter Berzerked state at will, but automatically enter this state at 1/3 HP. *They may roll to resist, TN 10 with 2d20. If both rolls fall under 10 they will enter the state similar to Tempters/Minor Lords. If resisted, they will have to roll again next turn unless healed. -Their attacks can be dodged only if the target rolls over the Berzerker's initiative
Exhaustion: Similar to Henshin, Berzerked State also experiences Exhaustion. Regardless of Rank, Exhaustion depends on whether or not the Berzerker has entered willingly or incidentally. This value is simply stated as Rage for the sake of simplicity. Willing/Experienced Berzerk State starts at 50 Rage. This goes down by 5 each turn. Injured/Inexperienced Berzerk State states at 30 Rage and goes down by 5 each turn.
Obviously, once at 0 the Berzerker returns to normal.
Berzerked State is a double-edged sword. After the Berzerker has exited the state, they must rest for one turn after they have been exhausted, but may roll initiative to defend themselves.
Berzerker Henshins: Berzerkers may enter this state with or without Henshin Form. If Berzerked during Henshin, their Rage decreases at the rate of 2 per turn instead of 5. Their HF decreases at the same rate. If the HF runs out before their Rage, they lose the benefits of Henshin, but do not lose Berzerked status. *During Berzerked State, they may not recover HF. *Once HF hits 0, their Rage halves due to the sudden loss of power.
Once HP hits 0, Berzerkers lose their Berzerked State.
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