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Anima: Beyond Fantasy RPG
Enter a world beyond fantasy.
Moderator: FFGAntonffgjafferffgjoshGeckomauglirThe Spaniardynnen Topics: 748 | Posts: 5602
New Techniques
Published on 14 October 2011 - 06:58:27
Page 14 of 14 (206 messages) « First page... 11 12 13 14
Reply #196 | Published on 29 June 2012 - 10:47:13

I'm not fond of Fate Stay Night, but I must say these techniques are pretty much nice. Very nice work. There are just a few notes.

PENDRAGON:

Prana Burst: 25MK.

Invisible Air: OK.

Magic Armor: Could cost 8 on Con instead of 9 for a total 9/8/9, for the same MK cost.

Excalibur: My Ki Cost Count is 18/18/18, for the same MK cost.

Avalon: My Ki Cost Count is 20/20/20, for the same MK cost.

Overall, a very well built group of techniques.

 

EMIYA:

Kanshou and Bakuya: 25MK. My Ki Cost Count is 5(1)/4(1)/5(1) or 5(1)/5(1)/4(1)

Caladbolg II: My Ki Cost Count is 5/6/6

Rho Ajas: I guess the Complex Disadvantage is just a typo, since it makes no sense in a Predetermined technique, and especially considering no disadvantage is needed to have a MK cost of 100. Personally I'd prefer a 500 Resistance Points shield regenerating 100 each turn to a 800 Resistance Points shield, especially for a technique with minor sustainment, but that's just personal taste. By the way, my Ki Cost Count is 24/23/23…with my suggested variant the Ki cost drops to 21/22/21. Your choice though.

Hrunting: OK.

Unlimited Blade Works: My Ki Cost Count is 28/28/28

This one is an overall very enjoyable work too!

My name's Elric and I bear the Black Sword...

Reply #197 | Published on 29 June 2012 - 12:46:35
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0

I have a questions to the effects of "Unlimited Blade Works" (for the understanding)

Raybras said:

Unlimited Blade Works Level 3 150 MK

Effects: Limited Additional Attacks +10, Complete Attack +50, Complete Area Attack 10m(Target Choice), Maintainable

I would think, this effects mean following: The user has 11 attacks, where only one attack gets a +50 Attack Bonus AND is a Area Attack with 10m Radius with Target Choice. The other 10 attacks would be normal and also against an enemy in normal weapon range (for example, if the character has a sword, it would be in hand-to-hand-combat-range) with the equipped weapon. And, as long as the technique is maintainced, he could use this every round.

Have I something wrong or is this the desired effect?

So long,

Without Signature

Reply #198 | Published on 29 June 2012 - 16:19:41
1
0

Nope, it means that he literally does 11 attacks, any with a +50 bonus and any in 10m radius against chosen opponents. Per round if maintainend
Quite powerful, and that is why it is so expensive.

Raybras used the term "complete" attack bonus/area attack instead of the "(multiple)" add that is in the books. I don't know why, but I have seen some people do that allready.

 

This works because you add the bonus or use the area attack for any attack that you execute this round (that's what the description says). The only mentioned limits are attacks of other simultaneously running techniques if both are not 'combinable'.
I know it kind of conflicts with the (not 'limited') additional attacks effect, that gives you copies of your best modified attack. You can run in situations now where for example there are two ways to get a "4 Attacks with +75"-technique. One with +3 attacks and simple +75 bonus, and one with +3 limited attacks and +75 multiple attack bonus. So you have to find the optimal solution balance since Dominus Exxet and calculate them both. But most of the time you will still use more of the first kind, because attack boni for multiple attacks are rather expensive.

 

I really have to watch fate stay night now

"The words are not good for the secret meaning, everything always becomes a bit different, as soon as it is put into words, gets distorted a bit, a bit silly [...] "
- Siddhartha, Hesse

Reply #199 | Published on 30 June 2012 - 01:34:36

i used the word Complete, because i translated it from french. The other good thing about "multiple" is that it also affects your other normal attacks in that round while the original one would only do it for the technique.

Reply #200 | Published on 01 July 2012 - 22:02:51
1
1

Raybras, have I ever said how awesome you are in making these Ki Techniques?

…No, wait, that was just said now, my mistake.

Okay, I'll just leave for now, because I don't have any Ki techniques that I'd be willing to make for Elric to finalize in Anima terms.

I'm just a gamer that likes to tell stories.  Could you cut me some slack?

Reply #201 | Published on 02 July 2012 - 00:25:59

 Haha thanks Xam. The techniques for Medusa are complete, i just need to add the fluff. And for that i need ti hook up my pc, then regain internet access. In the middle of moving, an regaining webz axess in 2 days

Reply #202 | Published on 02 July 2012 - 02:50:09
1
1

Ah… that makes sense.

Normally I'd be asleep by now, but I was doing story work, something I couldn't avoid if I wanted to.

Oh, don't forget the guys from Fate/Zero, should you get the chance (and True Assassin from the Visual Novel's Heaven's Feel route).  I would (almost) literally do whatever you wanted me to if you do all that.

…Anyway, I'll avoid cluttering the thread with useless things, if possible.

I'm just a gamer that likes to tell stories.  Could you cut me some slack?

Reply #203 | Published on 07 July 2012 - 08:38:05

Inspiration calls and I cannot but answer! This time I'm working on techniques based on the "Arts" used by characters from Xenoblade Chronicles (a jrpg for Wii). Making all of them will require some time (it will be 8 schools at the end of the day), so I'm posting them in groups of 2. Here come the first two:

TACTICAL FIGHT:
This group of technique is especially designed for those warriors that make the best use of their agility or subterfuge skills to continuously move around the opponent and attack it from the most advantageous position. Although not devastating, all of them are very versatile, granting definitive superiority in a one-on-one fight.
Techniques: 6 Total MK: 340.

BACKSLASH
Level 1
By sneaking behind the enemy, the user of Backslash uses accumulated ki to greatly enhance the power of his attack, often bringing a battle to end with a single slash. This technique allows its user to make an attack with doubled Base Damage. This technique can only be used while attacking from the rear.
Effects: 2XDamage, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
DEX5 / CON5 / POW5
MK: 30

STREAM EDGE
Level 1
Designed to face more opponents at once, Streamedge allows its user to project a shockwave with his weapon. Unfortunately for the opponents, the real aim of this attack is knocking them down pretty much unexpectedly. This technique allows its user to make an Attack affecting all chosen targets within 5m of him and in his front arc, that reduces by up to -50 the Penalties for a Take Down Maneuver, and grants a bonus of +3 to the Dexterity value for any Take Down Opposed Check.
Effects: 5m Area Attack (Target Choice), -50Take Down, +3Dexterity.
Disadvantages: Combat Condition (Front Attack).
DEX6 / CON6 / POW6
MK: 30

SHADOW WALK
Level 2
By surrounding himself with shadows for a short while, the user of this technique begins to move around the user with incredible speed, becoming a difficult target and getting more easily to advantaged positions. This technique grants its user a bonus of +100 to the Acrobatics Ability and +25 to all Dodge Rolls. This technique is automatically Sustained for 5 turns without need for spending any maintenance cost.
Effects: +25Complete Dodge, +100Acrobatics, Lesser Sustainment, -1Ki.
Disadvantages: -.
DEX13 / CON13 / POW13
MK: 80

AIR SLASH
Level 2
Working similarly to Streamedge, Air Slash is designed to take out the balance of the opponent. The user gets to the enemy’s flank and jumps with an upward ki-charged slash that sends the opponent to the ground. This technique allows its user to make an Attack, ignoring up to a -50 Penalty for a Take Down Maneuver, with a Bonus of +75 to the Base Damage and with a Bonus of +6 to the Dexterity value for any Take Down Opposed Check. This technique can only be used while attacking from the flank.
Effects: +75Damage, -50Take Down, +6Dexterity.
Disadvantages: Combat Condition (Flank Attack).
DEX9 / CON9 / POW9
MK: 50

SLIT EDGE
Level 2
Designed to take down the natural resilience of a sturdy opponent for finishing it off with later attacks, Slit Edge is a ki-charged thrust from the flank, that greatly weakens even the toughest enemies. This technique allows its user to make an Attack that if it hits the target, it obliges him to take a PhR check against a difficulty of 160 or suffer a PhR reduction equal to the failure level. This technique can only be used while attacking from the flank.
Effects: Supernatural State (PhR160, PhR reduction, Attack).
Disadvantages: Combat Condition (Flank Attack).
DEX8 / CON8 / POW8
MK: 40

SHAKER EDGE
Level 3
Designed to definitely impair knocked down opponents, Shaker Edge is a slow and powerful turning slash that leaves the target completely dazed. This technique allows its user to make an Attack against a knocked-down target with a +50Attack Bonus. A target hit by this Attack must pass a PhR check against a difficulty of 200 or suffer from Total Paralysis for a number of turns equal to the Failure Level. This technique has the Predetermined disadvantage.
Effects: +50Attack, Supernatural State (PhR200, Total Paralysis, Attack), -2Ki.
Disadvantages: Combat Condition (Knocked Down Target), Predetermined.
DEX18 / CON18 / POW18
MK: 110

 

HEAVY SUPPORT:
Designed to be used by unspecialized ki users with heavy build and exceptional strength, Heavy Support Techniques rely on the user’s physical prowess to weaken the enemies and are often specifically designed to be used with a shield.
Techniques: 6 Total MK: 240.

MAGNUM
Level 1
By employing massive physical energy, the user of Magnus gets his energy flow massively into all attacks made. This technique grants its user a bonus of +40 to the Base Damage of all Attacks. The effects of this technique can be maintained through following turns. In order to use this technique, the user must spend 4 Fatigue Points in addition to accumulated ki.
Effects: +40 Real Damage, Maintained.
Disadvantages: -4Fatigue.
STR4 (Mant.1) / DEX4 (Mant.1) / CON4 (Mant.1)
MK: 20

WILD DOWN
Level 1
By stomping hard at the opponent’s legs, the user of this technique easily gets it to the ground. This technique allows its user to make an Attack, ignoring up to a -50 Penalty for a Take Down Maneuver, with a Bonus of +4 to the Strength value for any Take Down Opposed Check.
Effects: -50Take Down, +4Strength.
Disadvantages: -.
STR5 / DEX4 / CON5
MK: 20

SWORD DIVE
Level 2
A very slow attack inflicting massive damage on the target by employing the user’s massive physical energy. This technique allows its user to make an attack with tripled Base Damage. This technique has the Predetermined disadvantage.
Effects: 3XDamage.
Disadvantages: Predetermined.
STR6 / DEX6 / CON6
MK: 40

SHIELD BASH
Level 2
Designed to shut down targets previously knocked down with Wild Down, Shield Bash uses a shield’s plate to smack at the opponent’s head, severely impairing him. This technique allows its user to make an Attack against a knocked down opponent, that if it hits the target, obliges him to pass a PhR check against a difficulty of 140 or suffer an All Action Penalty equal to the failure level, that recovers at a rate of -5 per turn. This technique can only be used while fighting with a shield.
Effects: Supernatural State (PhR140, Minor All Action Penalty, Attack), -3Ki.
Disadvantages: Combat Condition (Knocked Down Opponent), Generic Weapon Bond (Shield).
STR6 / DEX6 / CON6
MK: 45

WAR SWING
Level 2
By turning crazily around himself, the user slashes through his opponents with incredible strength. This technique allows its user to make an Attack affecting all chosen targets within 1m of the user, with doubled Base Damage.
Effects: 1m Area Attack (Target Choice), 2XDamage.
Disadvantages: -.
STR6 / DEX6 / CON6
MK: 40

GUARD SHIFT
Level 3
An incredibly powerful defensive Technique, Guard Shift requires its user to concentrate all his physical and spiritual energy upon the shield, intercepting all and any attacks directed at him, becoming an unmovable bastion. This technique allows its user to make up to 11 penalty free defenses with a Bonus of +100 to the Block rolls. The effects of this technique can be maintained through following turns. The user of this technique cannot attack during the same turn he uses this technique. In order to use this technique, the user must spend 6 Fatigue points in addition to accumulated ki. This technique can only be used while fighting with a shield.
Effects: +100Block, +10Defenses, Maintained, -2Ki.
Disadvantages: Generic Weapon Bond (Shield), No Attack, -6Fatigue.
STR15 (Mant.6) / DEX15 (Mant.6) / CON15 (Mant.6)
MK: 75
 

 EDIT: One more!

 

SNIPER EYE:
A very odd group of techniques designed by a Neptune master to be performed with an heavy advanced rifle. Strange enough for a technique based on long range attacks, Sniper Dream also sports powerful defensive techniques, and is an overall very complete fighting style. Supposedly most of these techniques could also be performed with a Lost Logia advanced rifle.
Techniques: 6 Total MK: 500.

THUNDER BULLETS
Level 1
The base attack technique of Sniper Eye, Thunder Bullets loads two bullets simultaneously in the heavy gun releasing both at once, while charging them with powerful electric energy. This technique allows its user to make up to 2 penalty free Electric Elemental Attacks. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: +1Additional Attack, Elemental Attack (Air), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus).
DEX4 / POW4 / WIL4
MK: 30

METAL BLAST
Level 1
Charging the shot with great amounts of ki, the user of this technique has the bullet fly straight through its targets, creating un unstoppable line of destruction. This technique allows its user to make an Attack affecting all individuals within a line 100m long. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: 100m Distance Attack (Line of Destruction), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus).
DEX5 / POW5 / WIL5
MK: 50

SHIELD BULLET
Level 2
When using Shield Bullet, the user points the rifle upwards and shoots a single round that upon exiting the weapon explodes, turning its kinetic energy into a barrier that can later be sustained and repaired with a minimal expense by the user. This technique grants its user an AT of 5, and allows him to defend as if employing a Supernatural Shield with 500 Resistance Points. The effects of this technique can be maintained through following turns and the Supernatural Shield recovers 250 Resistance Points each time the Maintenance cost is paid. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun. This technique has the Predetermined disadvantage.
Effects: AT5, 500Resistance Points Supernatural Shield (Regeneration250), Maintained, Combinable.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Predetermined.
DEX14 (Mant.3) / POW14 (Mant.3) / WIL14 (Mant.3)
MK: 65

TRANQUILLIZER
Level 2
Used mostly to capture enemies alive or to temporarily take opponents out of a fight, Tranquillizer shoots a silent round that inflicts no damage on the opponent, but shuts down its mental functions putting it to sleep. This technique allows its user to make an Attack that causes no Damage. A target hit by this attack must pass a PhR check against a difficulty of 160 or become Unconscious for a number of hours equal to the failure level. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun.
Effects: Supernatural State (PhR160, Unconsciousness, Attack), -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), No Damage.
DEX10 / POW10 / WIL10
MK: 55

HEAL COUNTER
Level 3
An upgrade to the Shield Bullet Barrier, Heal Counter requires an additional round to be shot over the user’s head, making so that anyone who touches the kinetic shield surrounding the user has his life force drained by the user of this technique. This technique allows its user to make a Defense with a +40 to the Block roll, and obliges all those who hit the user or who are successfully blocked by the user to pass a PhR check against a difficulty of 200 or suffer a loss of Life Points equal to their failure level. Life Points lost in this way are drained by the user of this technique. The effects of this technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun and only while the Shield Bullet technique is Maintained.
Effects: +40Block, Supernatural State (PhR200, Life Drain, Physical Contact), Maintained, Combinable, -2Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Level 2 Maintained Technique (Shield Bullet).
DEX22 (Mant.4) / POW22 (Mant.4) / WIL22 (Mant.4)
MK: 175

HEAD SHOT
Level 3
The final attack technique of Sniper Eye and a very lethal one combined with the precision and penetrating power of a Heavy Gun Neptune rifle, head shot charges a single bullet to aim with absolute precision at its target’s weak spot and inflict massive damage upon it. Unfortunately the energy required for such feat greatly overheats the weapon, so the user won’t be able to use other techniques for a while, in order to let the weapon cool off. This technique allows its user to make an Attack with a bonus of +150 to the Attack roll, ignoring an up to -50 Penalty for Aimed Attacks, with doubled Base Damage, that if it scores a Critical, increases the Critical Level by +200. This technique can only be used while fighting using an arquebus advanced through Neptune into an Heavy Gun. The user of this technique cannot accumulate ki for the 5 turns following the use of this technique.
Effects: +150Attack, -50Aimed Attack, 2XDamage, +200Critical, -1Ki.
Disadvantages: Generic Weapon Bond (Neptune Heavy Gun Arquebus), Overcharge (5 turns).
DEX25 / POW25 / WIL25
MK: 125
 

AND the fourth is here too!


ELEMENTAL SUMMON:
This group of techniques is based on the principle that within each one’s essence there are elemental energies. This techniques hence allow the user to summon such elemental forces that manifest as energy spheres floating around the user to attack and defend in his place.
Techniques: 8 Total MK: 720.

SUMMON EARTH
Level 1
Summon Earth summons the very element of earth, shielding the user against attacks and granting his body incredible resilience. This technique grants its user an Unmodified AT of 4 and a bonus of +20 to the PhR. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost.
Effects: AT4 (Unmodified), +20PhR, Maintained.
Disadvantages: -.
DEX9 (Mant.2) / POW9 (Mant.2) / WIL8 (Mant.2)
MK: 45

SUMMON FLARE
Level 1
By summoning the all-consuming power of the fire element, the user unleashes a blazing inferno upon surrounding enemies. This technique allows its user to make a Heat Elemental Attack affecting all chosen targets within 10m of him, with a Predetermined Final Attack value of 240 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 10m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (240), Elemental Attack (Fire).
Disadvantages: -.
DEX8 / POW9 / WIL9
MK: 45

SUMMON BOLT
Level 1
Designed for quick attacks, Summon Bolt readily releases an electric elemental force that storms upon a single target. This technique grants its user a bonus of +50 Initiative, and allows him to make an Electric Elemental Distance Attack with a range of 20m, a Predetermined Final Attack value of 240 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: +50Initiative, 20m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (240), Elemental Attack (Air), -1Ki.
Disadvantages: -.
DEX9 / POW9 / WIL9
MK: 50

SUMMON WIND
Level 2
The second defensive technique of Elemental Summon, Summon Wind releases gusts of elemental energy that deflect all attacks directed against its user. This technique allows its user to make up to 5 penalty free Defenses with a Predetermined Defense value of 280. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost. The effects of this technique can be combined with those of other Combinable techniques.
Effects: +4Additional Defenses, Predetermined Defense (280), Maintained, Combinable.
Disadvantages: -.
DEX15 (Mant.4) / POW15 (Mant.4) / WIL15 (Mant.4)
MK: 80

SUMMON ICE
Level 2
Another powerful attack technique, Summon Ice freezes enemies around the user by the power of the ice element. This technique allows its user to make a Cold Elemental Attack affecting all chosen targets within 25m of him, with a Predetermined Final Attack value of 320 and Base Damage equal to double the character’s Presence plus his Power Bonus.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Predetermined Attack (320), Elemental Attack (Cold).
Disadvantages: -.
DEX12 / POW11 / WIL12
MK: 70

SUMMON AQUA
Level 2
By invoking the healing power of water, the user of Summon Aqua has the stream of life flow from the enemy toward the user. This technique allows its user to make a Distance Attack with a range of 50m, and a Base Damage equal to double the character’s Presence plus his Power Bonus. A target hit from this attack must pass a PhR check against a difficulty of 160 or suffer a loss of Life Points equal to their failure level. Life Points lost in this way are drained by the user of this technique.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Predetermined Attack (320), Supernatural State (PhR160, Life Drain, Attack).
Disadvantages: -.
DEX16 / POW16 / WIL16
MK: 100

REFLECTION
Level 3
Designed to work in combination with Summon Wind, Reflection better directs the gusts, granting its user with an almost ubreakable defense that reflects against offenders their own attacks. This technique allows its user to make a Defense with a Predetermined Defense value of 440. On a successful defense, the attack is reflected against the attacker with a Final Attack value equal to the one scored by the offender plus the Counterattack Bonus +10. Esoteric Effects associated with the reflected attack are reflected as well. If thi technique reflects an Area Attack, the user of this technique can choose which targets within the reflected area attack are affected by it. The effects of this technique can be maintained through following turns by paying this technique’s maintenance cost. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while the Summon Wind technique is maintained.
Effects: Predetermined Defense (440), Reflect Attack (Target Choice, Esoteric Effects), +10Counterattack, Maintained, Combinable, -1Ki.
Disadvantages: Level2 Maintained Technique (Summon Wind).
DEX28 (Mant.8) / POW28 (Mant.8) / WIL28 (Mant.8)
MK: 170

MIND BLAST
Level 3
Learning how to release all his inner power, the user of Mind Blast unleashes a lethal blast of mystical energy that shuts down his opponents supernatural powers. This technique allows its user to make an Energy Attack affecting all chosen targets within 25m of him, with a Predetermined Final Attack value of 440, and a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets hit from this attack must pass a PhR check against a difficulty equal to suffered Damage +120 or have all supernatural powers maintained on them immediately interrupted.
Effects: Predetermined Attack (440), 25m Area Attack (2XPresence+PowBonus Damage, Target Choice), Supernatural Attack, Damage+120 Interruption (Ki & Magic & Psychic), -2Ki.
Disadvantages: -.
DEX23 / POW23 / WIL23
MK: 160
 

One more done, three left to go…

 

BLADE BLOSSOM:
Originating in Lennet, Blade Blossom is a group of techniques designed to use the samurai favored weapon, the katana, with extreme proficiency, in continuous and harmonious sequence of movements that don’t let the enemy take a single breath, making the user completely and constantly lead the fight.
Techniques: 6 Total MK: 400.

SPIRIT BREATH
Level 1
Considered the base of Blade Blossom, Spirit Breath makes its user move at an extremely enhanced rate, taking enemies by surprise with extreme ease. This technique grants its user a bonus of +100 to Initiative. The effects of this technique can be maintained through following turns. This technique can only be used while fighting using a katana.
Effects: +100Initiative, Maintained.
Disadvantages: Generic Weapon Bond (Katana).
DEX4 (Mant.1) / AGI4 (Mant.1) / POW5 (Mant.1)
MK: 25

GALE SLASH
Level 1
With a fast slash of the katana, the user inflicts a bleeding wound wherever he cuts, often bringing the target to immediate death. This technique allows its user to make an Attack with a bonus of +25 to the Attack roll that if it inflicts damage, automatically inflicts a Critical with a bonus of +25 to the Critical Level. This technique can only be used while fighting using a katana.
Effects: +25Attack, +25Critical (Automatic Critical).
Disadvantages: Generic Weapon Bond (Katana).
DEX7 / AGI7 / POW6
MK: 35

WORLDLY SLASH
Level 2
A two-hit combo, Worldly Slash drains the physical resistance of the target, making it more vulnerable to each successive strike. This technique allows its user to make up to 2 penalty free Attacks, that if they hit the target oblige him to pass a PhR check against a difficulty of 160 or suffer a PhR penalty equal to the failure level. This technique can only be used while fighting using a katana.
Effects: +1Additional Attack, Supernatural State (PhR160, PhR reduction, Attack), -1Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX10 / AGI10 / POW10
MK: 70

DEMON SLAYER
Level 2
Charging the katana with immense power, the user of Demon Slayer unleashes a wide swing that sends all user’s opponents flying. This technique allows its user to make an Attack with a bonus of +40 to the Attack roll, completely ignoring penalties for an Area Attack Maneuver, that inflicts an Impact with an equivalent Strength of 16. This technique can only be used while fighting using a katana.
Effects: +40Attack, -50Area Attack, Impact16, -3Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX6 / AGI6 / POW6
MK: 70

SERENE HEARTH
Level 2
After receiving severe punishment, the user of Serene Heart empties his own mind and exploits the pain to concentrate solely on his own katana and the flow of battle, becoming harder to hit as well as making his blows much more effective. This technique grants its user a bonus of +50 to all Dodge rolls and a Bonus of +40 to the Base Damage of all his attacks. The effects of this technique can be maintained through following turns. This technique can only be used while fighting using a katana, and only while the user only has half his original Life Points remaining.
Effects: +50Complete Dodge, +40Real Damage, Maintained, -2Ki.
Disadvantages: Generic Weapon Bond (Katana), Limit Condition (1/2 Life Points).
DEX12 (Mant.4) / AGI12 (Mant.4) / POW12 (Mant.4)
MK: 80

BLOSSOM DANCE
Level 3
A lethal, attack technique, Blossom Dance requires a complete mastery of the use of the katana, since it unleashes a lethal combo of four attacks that upon the minimal error is disrupted, but if used correctly seldom allow opponents any chance of retaliation. This technique allows its user to make up to 4 penalty free Attacks with a bonus of +175 to the Attack roll, negating up to 6 points of the target’s AT. Fatigue points spent to enhance the Attack roll, apply to all Attacks made with this technique. If anyone of the attacks fails to put the opponent at defense, the following attacks cannot be made. This technique can only be used while fighting using a katana.
Effects: +175Attack, +3Additional Attacks (Improved Fatigue Bonus, Combo), -6AT, -2Ki.
Disadvantages: Generic Weapon Bond (Katana).
DEX20 / AGI20 / POW20
MK: 120
 

Behold the mighty power of a heropon and a definitely aggressive fighting style!


HEROPON KILLS!:
The origins of Heropon Kills! are completely shrouded in mystery, except for the name of its somewhat legendary creator, Riki. The only certainty is that it’s a very strange fighting style, based on disrupting the opponent’s tactics, impairing its capacities, striking from behind, rebounding attacks, and generally obtaining pretty much unpredictable effects.
Techniques: 6 Total MK: 470.

SNEAKY
Level 1
The first move of Heropon Kills! is a backstabbing attack with greatly enhanced power. This technique allows its user to make an Attack with a bonus of +90 to the Base Damage. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while attacking an opponent from the rear.
Effects: +90Damage, Combinable, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
STR4 / CON4 / WIL4
MK: 40

BITEY BITEY
Level 1
Similar to Sneaky, Bitey Bitey relies on the vantage of attacking from the rear to unleash a lethal attack inflicting grave wounds upon the target. This technique allows its user to make an Attack that if it inflicts a Critical, has a bonus of +90 to the Critical Level. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while attacking an opponent from the rear.
Effects: +90Critical, Combinable, -1Ki.
Disadvantages: Combat Condition (Rear Attack).
STR6 / CON6 / WIL6
MK: 40

RIKI IS ANGRY
Level 2
A very proficient defense, Riki is Angry channel’s the user’s wrath for suffered damage and makes the user capable of intercepting each and every attack that bounces back at the offender with even greater power. This technique allows its user to make up to 11 penalty free Defenses. On a successful Defense the attack is reflected against the offender with a Final Atack value equal to that scored by the attacker plus the counterattack bonus +40. The effects of this technique can be maintained through following turns. This technique can only be used in a turn following one during which the user suffered at least 10 points of Damage.
Effects: +10Additional Defenses, Reflect Attack, +40Counterattack, Maintained, -1Ki.
Disadvantages: Limit Condition (Suffer Damage).
STR19 (Mant.7) / CON19 (Mant.7) / WIL19 (Mant.7)
MK: 90

TANTRUM
Level 2
A fearsome technique, Tantrum unleashes a rapid sequence of attacks against all surrounding opponents, by swinging the weapon around the user’s head. It’s lethality is greatly increased if used from behind, since it can be empowered by Sneaky and Bitey Bitey. This technique allows its user to make up to 3 Attacks affecting all chosen targets within 5m of him, with a bonus of +75 to the Attack roll. The effects of this technique can be combined with those of other Combinable techniques. This technique has the Predetermined disadvantage.
Effects: +2Additional Attacks, +75Attack, 5m Area Attack (Target Choice), Combinable, -1Ki.
Disadvantages: Predetermined.
STR13 / CON13 / WIL13
MK: 80

BEHAVE
Level 2
Behave is a very difficult attack requiring a strange dance in order to be executed correctly, but capable of paralyzing even the toughest enemies. Even if Behave slows the user and endangers him, it can still be combined with other techniques for really devastating effects. This technique allows its user to make an Attack suffering from the Complex rule, that if it hits the target, obliges it to pass a PhR check against a difficulty of 160 or suffer from Total Paralysis for a number of turns equal to the failure level. The effects of this technique can be combined with those of other Combinable techniques.
Effects: Supernatural State (PhR160, Total Paralysis, Attack), Combinable, -2Ki.
Disadvantages: Complex, Predetermined.
STR13 / CON13 / WIL13
MK: 70

PLAY DEAD
Level 3
A definitely most unique fighting technique, Play Dead has its user apparently die at the eyes of all bystanders who will be even able to touch his apparent corpse. Meanwhile the fighter will be invisible to everyone and free to roam the battlefield. This technique obliges all individuals which can see the user and are within 25m of him to pass a PhR check against a difficulty of 200 or suffer from the aforementioned Ghostly Illusion for a number of minutes equal to the failure level.
Effects: Supernatural State (PhR200, Ghostly Illusion, 25m Multiple Visual Contact).
Disadvantages: -.
STR24 / CON24 / WIL24
MK: 150
 

 

MAN IN THE MACHINE:
This seemingly lost logia based technique has actually much darker origins. It seems that it was actually developed by a female Praetorian of The Machine who, after his Mother was sent to lethargy, regained her mortal consciousness and decided to develop a fighting style that might give an advantage to other mortals if they ever had to face such horror again. The fighting style was later passed down to other mortals, before its creators decided to disappear. Nowadays it’s completely unknown where she might be or whether she’s still alive somewhere. The weak point of these techniques is they are very offensive and the user is so focused on attacking and disrupting enemies that he’s not allowed any defense while using them.
Techniques: 6 Total MK: 490.

SPEED SHIFT
Level 1
Designed to obtain a momentary boost in speed, Speed Shift increases the user’s reactions to inhuman levels, although leaving him completely defenseless. It’s usually used to perform one of the higher level techniques before the enemy has time to act. This technique grants its user a bonus of +100 to Initiative. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: +100Initiative, -4Ki.
Disadvantages: No Defense.
DEX3 / POW3 / WIL3
MK: 45

FINAL CROSS
Level 1
Specifically designed to break free from hordes of smaller enemies, Final Cross unleashes four energy waves that should annihilate any surrounding menace. This technique allows its user to make up to 4 penalty free Attacks, affecting all individuals within 5m of him, with a Base Damage equal to double the character’s Presence plus his Power Bonus. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: +3Additional Attacks, 5m Area Attack (2XPresence+PowBonus Damage).
Disadvantages: No Defense.
DEX9 / POW9 / WIL9
MK: 45

MAG STORM
Level 2
An awful display of power, Mag Storm transmits pure energy through the ground, inflicting excruciating pain on all those that surround the user. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or suffer from Extreme Pain for a number of minutes equal to the failure level. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Extreme Pain, 25m Surface).
Disadvantages: No Defense.
DEX15 / POW15 / WIL15
MK: 75

ETHER DRAIN
Level 2
Similarly to Mag Storm, Ether Drain projects ki through the ground in order to create a continuous flux of ki from the enemies toward the user, allowing him to refill his energies and keep using his techniques. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or lose Ki points equal to the failure level. Ki points lost in this way are drained by the user of this technique. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Ki Drain, 25m Surface), -2Ki.
Disadvantages: No Defense.
DEX15 / POW15 / WIL15
MK: 100

ZERO GRAVITY
Level 2
The last disrupting technique of Man In The Machine, Zero Gravity greatly increases the gravity of the ground surrounding the user for all but himself, practically blocking enemies in place. This technique obliges all individuals touching the same surface as the user and within 25m of him to pass a PhR check against a difficulty of 160 or suffer from Total Paralysis for a number of turns equal to the failure level. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: Supernatural State (PhR160, Total Paralysis, 25m Surface).
Disadvantages: No Defense.
DEX17 / POW17 / WIL17
MK: 80

DRONES
Level 3
The final technique of Man In The Machines, summoning a wide number of drones around the user that unleash death and destruction upon all surrounding enemies as well as a barrage of attacks on nearby enemies. This technique allows its user to make up to 6 penalty free Attacks affecting all chosen targets within 25m of him and up to 10 additional penalty free Attacks. The user of this technique cannot Defend in during the same turn he uses this technique.
Effects: 25m Area Attack (2XPresence+PowBonus Damage, Target Choice) +5Additional Attacks, +10Additional Limited Attacks, -1Ki.
Disadvantages: No Defense.
DEX25 / POW25 / WIL25
MK: 145
 

My name's Elric and I bear the Black Sword...

Reply #204 | Published on 07 July 2012 - 10:38:48

So i rechecked the techniques you arranged and some i don't see how you managed.

Prana Burst: you are correct, it was a typo or maybe i counted maintenance twice.

Magic Armor: I fail to see how you got 1 less ki without the advantage on this one. (Armor as primary 14 ki, split 3 con, 5 str(+2), 6 pow(+1), Additional defenses 2 ki Con(+2), 2 maintenance in each)

Excalibur: You are correct.

Avalon, i still get 19/19/19 (Predetermined defense primary 26 ki, split 17 con(+3) 9 pow(+2), Ki absorption 6 ki in pow, Reflect Attack + esoteric 19 ki, split 17 Str(+2), 2 Pow, -1 ki Con)

--

Kanshou and Bakuya: You are Correct

Caladbolg II: i still get 4/5/5. (Long range primary 5 ki, split 2 dex(+2), 3 pow, area attack 6 ki split 2 pow. 4 wil(+1)

Rho Aias: you are correct about the cost and disadvantage. The reason i had put the 800 pt shield is to depict the 7 petals. your variant is indeed stronger, but i was going for what the skill was.

Unlimited Blade Works: You are correct.

Thanks for all the help, now onto Medusa!

-------------------------------------------

Heroic Embodiement: Medusa
Medusa is a myth and legend known world-wide for her ferocity in combat and her ability to petrify a man just by mutual look. Although The Gorgon wasn't exactly human, there are those who sought such abilities.
Techniques: 5  MK: 350

Unworldly Resistance Level 1 25 mk
Medusa was known to be resistant to many supernatural powers and had a resilient body, most likely due to her unwordly origin.
Effects: Magic Resist +20, Physical Resist +20, Psychic Resist +20, Maintainable
Cost: 4(2) Con, 6(2) Pow, 6(2) Wil

Monstrous Strength Level 1 35 Mk
Medusa had great strength thanks to half her body being snake-like. Her monstrous strength could be used to crush or bind enemies while striking hard with her weapons.
Effects: Increased Str +4, Multiple Damage Augmentation +25, Maintainable
Cost: 8(2) Con, 6(2) Pow, 6(2) Wil

Mystic Eyes Level 2 50 MK
The curse that was bestowed upon Medusa was to punish her for being too beautiful, and so anyone who laid eyes upon her would petrify. The ability was attached to that of her post-transformation and so requires Monstrous Strength to activate.
Effects: Esoteric Effect(140 PhR, Total Paralysis, Mutual eye contact)
Disadvantage: Maintain Level 1(Monstrous Strength)
Cost: 11 Con, 11 Pow, 11 Wil

Blood fort Andromeda Level 2 80 MK
Blood Fort Andromeda: Outer-Seal, Blood Temple is the Temple of Blood that surrounded the Shapeless Isle that was the home of Medusa and her sisters, turning it into a palace of darkness, dyed crimson from blood. Used in order to collect energy by converting live humans into blood and organic ooze. Using your blood as a material component, It creates a crimson dome-shaped barricade resembling a gigantic red eye around the area of operation, and tints the area in a crimson red that makes a person think that blood is seeping into their eyes.
Effects: Esoteric Effect(160 PhR, Life Drain, Attack), Area Attack 25m, Maintainable
Disadvantage: Sacrifice -25 LP
Cost: 14(3) Con, 14(3) Pow, 14(3) Wil

Bellerophon Level 3 160 MK
Bellerophon: Bridle of Chivalry is a shining golden harness, bridle, and saddle set capable of fully controlling a divine beast. The User uses Bellerophon on the mythical winged horse Pegasus, "summoned" for this one ability.
Effects: Damage Multiplier x4, Attack +150, Long Range Attack 250m, -2 ki cost
Cost: 20 Con, 20 Pow, 20 Wil

Reply #205 | Published on 08 July 2012 - 07:52:13

Sincerely speaking, I don't have the time right now to re-check the stuff (sorry)!

Medusa seems all correct to me (I believe Rider was Andromeda for some reason though…but I guess you're correct, after all I'm not into FSN since very long time) and I like it very much!

 

One last thing before leaving…The Xenoblade Serie is completed by the following Techniques:

BEHOLD THE POWER:
This group of technique is characterized by a very simple fact. They can only be performed while wielding a powerful artifact Lost Logia sword named the Monado. Working with the matrix of time and reality, these techniques actually grant their user incredible powers that devastate the battlefields, making the wielder of the Monado one of the most fearsome forces in Gaia. Nowadays the Monado is sealed somewhere out of the reach of Imperium, so there’s no master of these techniques, but should it be found, the sword itself would reveal the techniques to a worthy wielder.
Techniques: 8 Total MK: 620.

ENCHANT
Level 1
This very base power of the Monado modifies its own molecular structure, making it capable of breaking through other weapons and armors with ease. This technique grants its user’s weapon a bonus of +20 to Breakage. The effects of this technique can be maintained through following turns. This technique can only be used while fighting wielding the Monado.
Effects: +20Breakage, Maintained, -1Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX5 (Mant.1) / CON5 (Mant.1) / WIL5 (Mant.1)
MK: 30

CYCLONE
Level 1
Extending the energy blade of the Monado and swinging it in a circle, the wielder unleashes its destructing power on all those who stand in his way, shredding them to pieces. This technique allows its user to make an Attack affecting all chosen targets within 10m of him, with a bonus of +50 to the Base Damage. This technique can only be used while fighting wielding the Monado.
Effects: 10m Area Attack (Target Choice), +50Damage.
Disadvantages: Unique Weapon Bond (Monado).
DEX5 / CON5 / WIL5
MK: 30

PURGE
Level 1
Interacting with the matrix of world, Purge unleashes an energy bullet shutting down enemy’s supernatural defenses. This technique allows its user to make a Distance Attack with a range of 50m and Base Damage equal to double the character’s Presence plus his Power Bonus. A target damaged by this Attack must pass a PhR check against a difficulty equal to suffered Damage +60 or have all its maintained supernatural powers immediately interrupted. This technique can only be used while fighting wielding the Monado.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage), Damage+60 Interruption (Ki & Psychic & Magic).
Disadvantages: Unique Weapon Bond (Monado).
DEX7 / CON8 / WIL8
MK: 40

SHIELD
Level 2
One of the powerful defensive tools offered by the Monado, Shield generates a reality distorting shield around the user, absorbing any hit directed at him and allowing him to withstand any attack without flinching. This technique grants its user a bonus of +20 to PhR, and allows him to Defend as if employing a Supernatural Shield with 800 Resistance Points, and to perform Active Action even if put on the defensive. The effects of this technique can be maintained through following turns and the Supernatural Shield recovers 500 Resistance Points each time the maintenance cost is paid. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting wielding the Monado. This technique has the Predetermined disadvantage.
Effects: Recover Action, +20PhR, 800Resistance Points Supernatural Shield (Regeneration500), Maintained, Combinable, -1Ki.
Disadvantages: Unique Weapon Bond (Monado), Predetermined.
DEX18 (Mant.4) / CON17 (Mant.4) / WIL17 (Mant.4)
MK: 90

SPEED
Level 2
Another powerful defensive technique, increasing the wielder’s reactions to unbelievable levels, actually slowing time for him, letting him escape even the best attacks and letting him surprise the fastest opponents. Unfortunately the exhaustion caused by such feat is incredibly taxing on the body of the wielder. This technique grants its user a bonus of +150 to Initiative and allows him to make a Defense with a bonus of +125 to the Dodge roll. The effects of this technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used while fighting wielding the Monado. After interrupting maintenance of this technique, the user suffers an All Action Penalty of -125 that recovers at a rate of -5 per turn.
Effects: +150Initiative, +125Dodge, Maintained, Combinable.
Disadvantages: Unique Weapon Bond (Monado), -125All Action Penalty.
DEX20 (Mant.5) / CON20 (Mant.5) / WIL20 (Mant.5)
MK: 80

EATER
Level 2
Basically an enhanced version of Purge, Eater unleashes a devastating ray of energy affecting all individuals caught within it. This technique allows its user to make a Distance Attack affecting all chosen targets within a line 50m long and 10m wide, with a Base Damage equal to double the character’s Presence plus his Power Bonus. Targets damaged by this Attack must pass a PhR check against a difficulty equal to suffered Damage +60 or have all their maintained supernatural powers immediately interrupted. This technique can only be used while fighting wielding the Monado.
Effects: 50m Distance Attack (2XPresence+PowBonus Damage, Line of Destruction), 5m Area Attack (Target Choice), Damage+60 Interruption (Ki & Psychic & Magic), -2Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX13 / CON13 / WIL13
MK: 100

ARMOR
Level 3
As the name suggests, Armor generates an almost unbreakable barrier around the user and links his mind to the world’s matrix, granting vision of invisible forces as well as in the darkes night. Despite the taxing cost in physical and spiritual energy, Armor has the great advantage of being maintained with a very low ki expense. This technique grants its user an Unmodified AT value of 7 and the Night Vision and See Supernatural powers. The effects of this technique can be maintained through following turns. This technique can only be used while fighting wielding the Monado. In order to use this technique, the user must spend 2 Fatigue Points in addition to accumulated ki.
Effects: AT7 (Unmodified), Night Vision, See Supernatural, Maintained.
Disadvantages: Unique Weapon Bond (Monado), -2Fatigue.
DEX16 (Mant.3) / CON16 (Mant.3) / WIL16 (Mant.3)
MK: 80

BUSTER
Level 3
Unleashing the full power of the Monado, its wielder can perform an attack so powerful it can even sunder a mountain or castle wall. This technique allows its user to make an Attack with a Bonus of +200 to the Attack roll, negating the target’s AT, and with Base Damage multiplied by 4. This technique can only be used while fighting wielding the Monado.
Effects: +200Attack, 4XDamage, Negates AT, -1Ki.
Disadvantages: Unique Weapon Bond (Monado).
DEX26 / CON26 / WIL26
MK: 170

 

And of course the Monado statline built through Prometheum Exxet:

 

MONADO: Level 4+ Artifact

Two-Handed Sword

POWERS:

+25Quality.

Unlimited Base Predict granting only brief visions of future events. In combat can be exploited (Notion of Use 5) for predict use of any supernatural ability.

+5Accumulations on Dex, Con, Wil.

Grants a -20MK discount on all “Behold The Power” Techniques and automatically “teaches” them, if MK cost and Level Requirement are met. Level4 required for Level1 Techniques, Level7 required for Level2 Techniques, Level 10 required for Level3 techniques.

Energy Attacks.

+30Initiative.

+20Damage.
 

 

My name's Elric and I bear the Black Sword...

Reply #206 | Published on 05 August 2012 - 06:58:27

A wee little thing I've been working on today. Hope you enjoy it!

 

MECHA DRIVE:
Developed by a Solomon Senator who was a skilled fighter, Mecha Drive is a set of nanomachines protocols designed to grant logistical support while fighting by employing a reasonable quantity of ki. As such these protocols result completely different from the more commonly used ones from Legacy of Solomon.
Techniques: 5 Total MK: 180.

REFLEX PROTOCOL IT-01: SPEED-UP
Level 1
The nanomachines in the user’s blood briefly increase his blood current’s speed, granting an exceptional boost in reaction speed. This technique grants its user a bonus of +100 Initiative. This technique can only be used by characters with Ancient Blood.
Effects: +100Initiative, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX3 / CON3 / POW4 / WIL4
MK: 20

LOGISTIC PROTOCOL LT-01: MULTI-TASK
Level 1
The nanomachines form a number of appendices with the most different shapes acting independently, granting the ability to perform a number of actions in very little time. This technique allows its user to make up to 6 penalty-free Active Actions in a turn. This technique can only be used by characters with Ancient Blood.
Effects: +5Additional Actions, -1Ki.
Disadvantages: Requirement (Ancient Blood).
DEX2 / CON2 / POW3 / WIL3
MK: 20

OFFENSIVE PROTOCOL AT-08: LONGINUS
Level 2
Designed for a more direct combat support, Longinus projects a single lance within a small distance from the user completely independently from the user’s own will. The lance is far from devastating, but compensates with its great precision. This technique allows its user to make 1 Additional Independent Distance Attack with a range of 10m, a Predetermined Final Attack value of 320, and a Base Damage equal to double the character’s Presence plus his Power Bonus, quantity which is halved. This technique can only be used by characters with Ancient Blood.
Effects: Predetermined Attack (320), 10m Distance Attack (2XPresence+PowBonus Damage), +1Additional Attack, -1Ki.
Disadvantages: Requirement (Ancient Blood), Half Damage.
DEX9 / CON9 / POW9 / WIL9
MK: 40

DEFENSIVE PROTOCOL DT-08: REPEL
Level 2
A particularly strange defensive protocol, Repel doesn’t employ the nanomachines to project a defensive shield, but once again to form appendices and increase the user’s speed, allowing him to stop multiple attacks more efficiently, although still relying on his own ability, although coordinating all such arms can prove tricky. This technique allows its user to make up to 5 penalty-free defenses per turn suffering from the Complex rule. This technique can be maintained through following turns. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by characters with Ancient Blood.
Effects: +4 Additional Defenses, Maintained, Combinable.
Disadvantages: Requirement (Ancient Blood), Complex.
DEX6 (Mant.1) / CON6 (Mant.1) / POW6 (Mant.1) / WIL5 (Mant.1)
MK: 40

DEFENSIVE PROTOCOL DT-10: PERFECT DEFENSE
Level 3
Designed to remove all limits and dangers of Repel, the Perfect Defense protocol grants its user the ability to perform impossibly perfect defenses for a very limited time, although the feat is somewhat taxing for the physique. This technique allows its user to make a Defense with a Predetermined Final Defense value of 440. The effects of this technique can be combined with those of other Combinable techniques. This technique can only be used by characters with Ancient Blood. In order to use this technique, the user must spend 2 Fatigue Points in addition to accumulated ki.
Effects: Predetermined Defense (440), Combinable.
Disadvantages: Requirement (Ancient Blood), -2Fatigue.
DEX10 / CON10 / POW9 / WIL9
MK: 60

My name's Elric and I bear the Black Sword...

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