Post by gradius on Sept 16, 2014 22:31:35 GMT -8
Ankh
An anthropomorphic egyptian jackal closely resembling the Anubis of lore. Her amazon-like stature and powerful body certainly bring to mind godhood, though her intimidation factor is somewhat challenged by motherly chub where it counts. Heavy of bust and wide of hip, she dresses in a resplendant loincloth of billowing white, attached to her hips by an ornate belt of pure gold. Other than this, she wears nothing more than jewelry. Ankh is very rarely seen without the weapon that shares her name, a huge golden ankh which can be used as a club or extended to function more like a hammer.
A 'sister' of the woman known as Soliel, come into life under the same unknown circumstances. She knows little aside from her burgeoning love of and loyalty toward dear sister and the nameless cause they both represent.
F - Excellent
A - Excellent
S - Remarkable
E - Monstrous
R - Excellent
I - Excellent
P - Remarkable
155/155 Health
66/66 Mental
- Powers -
Sekhem Ra - Ankh is blessed with overflowing vitality, healing twice her Endurance per night, and with Amazing (5) HP regen per round. Subdual damage, or that which directly affects the lifeforce, heals twice as fast.
Blessing of the Nile - Ankh is 'fertile soil' for anything that is planted within. A bizarre power with questionable benefit, the most blatant of which is thus;
The effect of buffs placed on her is increased by 1 Color, 1 CS, or doubled, whichever is most applicable.
As an odd side effect, attacks that drain her in any way will have twice the positive effect on the drainer.
Inner Force - Halves damage taken from Fire, Lightning, Lasers, Light, and pure energy.
'All powers listed below are granted by synnergy with the Ankh she carries. If she is disarmed, the weapon is split, or for any other reason isn't carrying it, they are not usable.'
Blessing of Ib - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. The HP granted by the target's Endurance skill is doubled on a Yellow, or increased by 1CS on a Green/White. The target also recovers by the amount of increase, but this cannot be used repeatedly to heal a target. This boost lasts for the rest of the fight, and preforming it on the same target again replaces the old affect with the new, for better or worse.
Blessing of Ka - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. Any healing the target recieves, even from Regeneration, is doubled on a Yellow, or increased by 1CS on a Green/White. This boost lasts for 3 rounds, and preforming it on the same target again replaces the old affect with the new, for better or worse.
Confer Blessing - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill and requiring a Yellow to function at all. This grants an ally Ankh's 'Sekhem Ra' and "Blessing of the Nile' powers for 3 rounds. She does not lose them herself, but can only grant this to one person at a time, and the attempt is a full round action.
Shine! - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. This is a unique attack that can only be used on a target that currently has bonus HP, either through Ankh's blessings or another power. All undead, demonic or death aligned targets in the area must roll Psyche against the check made, or take damage equal to the bonus HP a target has.
- Skills -
Ankh Specialist - Grants a +1CS to Fighting or Agility when making attacks with The Ankh, and a +1CS to Psyche when engaging its special powers.
Twin Cane Specialist - Grants a +1CS Fighting to the uncombined form of the Ankh. This also allows Ankh to double up her attacks, rolling each Class twice as long as she alternates between the two.
Mythology, Biology, Geology, Medicine
- Equipment -
The Cane - Deals no extra damage, but increases Strength for a Grapple by 1, and allows Cane attacks to be made on a grappled foe to deal subdual damage. On a Yellow attack, the enemy can be counter-grappled with a successful extra Fighting check.
The Staff - Deals no extra damage, but increases Fighting based defense by 1. On a Yellow defense, the enemy can be disarmed with a successful Fighting check. It can also be left to tie people up, with Excellent strength of its own, or used like a lasso or whip.
The Ankh - The weapon from which she takes her name, the Ankh is a highly advanced weapon of both sorcery and science.
It is formed by combining the cane and staff she normally carries into one weapon, and it costs 10 Mental Points per round to maintain. Once out of Mental Points, it will instead drain 20 HP per round.
It grants a +1CS to damage, with an additional +1CS to beings of death, the undead, or demons. It can also fire ranged bolts of golden light dealing Remarkable damage, or Amazing damage to beings of death, Undeath, or Demons.
An anthropomorphic egyptian jackal closely resembling the Anubis of lore. Her amazon-like stature and powerful body certainly bring to mind godhood, though her intimidation factor is somewhat challenged by motherly chub where it counts. Heavy of bust and wide of hip, she dresses in a resplendant loincloth of billowing white, attached to her hips by an ornate belt of pure gold. Other than this, she wears nothing more than jewelry. Ankh is very rarely seen without the weapon that shares her name, a huge golden ankh which can be used as a club or extended to function more like a hammer.
A 'sister' of the woman known as Soliel, come into life under the same unknown circumstances. She knows little aside from her burgeoning love of and loyalty toward dear sister and the nameless cause they both represent.
F - Excellent
A - Excellent
S - Remarkable
E - Monstrous
R - Excellent
I - Excellent
P - Remarkable
155/155 Health
66/66 Mental
- Powers -
Sekhem Ra - Ankh is blessed with overflowing vitality, healing twice her Endurance per night, and with Amazing (5) HP regen per round. Subdual damage, or that which directly affects the lifeforce, heals twice as fast.
Blessing of the Nile - Ankh is 'fertile soil' for anything that is planted within. A bizarre power with questionable benefit, the most blatant of which is thus;
The effect of buffs placed on her is increased by 1 Color, 1 CS, or doubled, whichever is most applicable.
As an odd side effect, attacks that drain her in any way will have twice the positive effect on the drainer.
Inner Force - Halves damage taken from Fire, Lightning, Lasers, Light, and pure energy.
'All powers listed below are granted by synnergy with the Ankh she carries. If she is disarmed, the weapon is split, or for any other reason isn't carrying it, they are not usable.'
Blessing of Ib - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. The HP granted by the target's Endurance skill is doubled on a Yellow, or increased by 1CS on a Green/White. The target also recovers by the amount of increase, but this cannot be used repeatedly to heal a target. This boost lasts for the rest of the fight, and preforming it on the same target again replaces the old affect with the new, for better or worse.
Blessing of Ka - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. Any healing the target recieves, even from Regeneration, is doubled on a Yellow, or increased by 1CS on a Green/White. This boost lasts for 3 rounds, and preforming it on the same target again replaces the old affect with the new, for better or worse.
Confer Blessing - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill and requiring a Yellow to function at all. This grants an ally Ankh's 'Sekhem Ra' and "Blessing of the Nile' powers for 3 rounds. She does not lose them herself, but can only grant this to one person at a time, and the attempt is a full round action.
Shine! - Rolled on Psyche, plus the proficiency bonus of the Ankh Specialist skill. This is a unique attack that can only be used on a target that currently has bonus HP, either through Ankh's blessings or another power. All undead, demonic or death aligned targets in the area must roll Psyche against the check made, or take damage equal to the bonus HP a target has.
- Skills -
Ankh Specialist - Grants a +1CS to Fighting or Agility when making attacks with The Ankh, and a +1CS to Psyche when engaging its special powers.
Twin Cane Specialist - Grants a +1CS Fighting to the uncombined form of the Ankh. This also allows Ankh to double up her attacks, rolling each Class twice as long as she alternates between the two.
Mythology, Biology, Geology, Medicine
- Equipment -
The Cane - Deals no extra damage, but increases Strength for a Grapple by 1, and allows Cane attacks to be made on a grappled foe to deal subdual damage. On a Yellow attack, the enemy can be counter-grappled with a successful extra Fighting check.
The Staff - Deals no extra damage, but increases Fighting based defense by 1. On a Yellow defense, the enemy can be disarmed with a successful Fighting check. It can also be left to tie people up, with Excellent strength of its own, or used like a lasso or whip.
The Ankh - The weapon from which she takes her name, the Ankh is a highly advanced weapon of both sorcery and science.
It is formed by combining the cane and staff she normally carries into one weapon, and it costs 10 Mental Points per round to maintain. Once out of Mental Points, it will instead drain 20 HP per round.
It grants a +1CS to damage, with an additional +1CS to beings of death, the undead, or demons. It can also fire ranged bolts of golden light dealing Remarkable damage, or Amazing damage to beings of death, Undeath, or Demons.