Post by Maxine on Jun 30, 2021 5:45:52 GMT -8
Magnolia Crull, Southern Demon Kingdoms
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Name: Sir Magnolia Crull, ‘Bright Prince of the Demon Realm’
Species: Demon
Age: 41
Gender: Female
Played By: TBD
Faction: Southern Demon Kingdoms
Suggested WMAT Bracket: Limited Team Division, Master Division, Unlimited Class Team Division. Can be easily toned down or up, both lore and build-wise.
Appearance:
A towering and very well-built Demon from an ancient noble family in the South, standing at 6’8” (200cm) and weighing around 290lb (130kg) – and an odd sight for both her homeland and the outside world. Despite having fully Demon heritage, she has a fairly human appearance and appears more angelic than monstrous. Though her unnatural heterochromatic eyes, tiny blonde tail, and strange horns are odd; she otherwise appears human, with a huge mane of blonde hair and a preference for conventional clothing and armour over anything too emblematic of her heritage or homeland. In public, she always seems stern and silent, but in private she is rather reserved and tender.
While on the field or making public appearance, she wears an impeccable set of silver plate armour, although it has gradually been littered with enchantments. Embossed with the symbol of a lily, she almost seems like a true knight who has been dumped in the body of a Demon in the modern age. She always wields a large and ornate blue sword, though it seems to be used more as a bludgeoning tool than a cutting one. When leading or not in actual combat, she also wields a huge flag bearing her family’s emblem, which has gradually become an icon of her rise to reverence.
Face Claim: Saber (Fairy Knight Gawain)
Artist: yuniyuni
Personality:
In many ways, Magnolia is a classical Demon – she is ruthless in combat and matters of tactics, susceptible to bouts of mad rage and violence, hateful and condescending to other races, and has no tolerance for fools. She is almost always silent in public, and is thus easily presented as a dark knight by the Southern Kingdom’s officials. She fights in a wild rage, and then turns back to a stoic loner as soon as the flames die down; lowering her flag and vanishing until the next conquest.
In truth, though, Magnolia is considered strange and pitiful by those who know her beyond the battlefield and propaganda. She is awkward and reserved, and strongly dislikes speaking – her shy and gentle mannerisms have been mocked for several decades now, shunning her into her silence. She likes flowers, fine tea, and adores blacksmithing. She wishes to someday display a collection of all the beautiful weapons she has collected from her fallen enemies. She does not even enjoy battle that much; originally, it was just to satisfy her family, but it was turned into her role due to her talent and potential.
Her feelings on the WMAT are the same as her feelings on any of her conquests – it’s just another job.
Likes: Elegant metalwork, her handwoven flag, slaughtering the arrogant, long jokes, being given extravagant titles
Dislikes: Pointless violence, firearms, diplomatic discussions, philosophy, low doorframes
Name: Sir Magnolia Crull, ‘Bright Prince of the Demon Realm’
Species: Demon
Age: 41
Gender: Female
Played By: TBD
Faction: Southern Demon Kingdoms
Suggested WMAT Bracket: Limited Team Division, Master Division, Unlimited Class Team Division. Can be easily toned down or up, both lore and build-wise.
Appearance:
A towering and very well-built Demon from an ancient noble family in the South, standing at 6’8” (200cm) and weighing around 290lb (130kg) – and an odd sight for both her homeland and the outside world. Despite having fully Demon heritage, she has a fairly human appearance and appears more angelic than monstrous. Though her unnatural heterochromatic eyes, tiny blonde tail, and strange horns are odd; she otherwise appears human, with a huge mane of blonde hair and a preference for conventional clothing and armour over anything too emblematic of her heritage or homeland. In public, she always seems stern and silent, but in private she is rather reserved and tender.
While on the field or making public appearance, she wears an impeccable set of silver plate armour, although it has gradually been littered with enchantments. Embossed with the symbol of a lily, she almost seems like a true knight who has been dumped in the body of a Demon in the modern age. She always wields a large and ornate blue sword, though it seems to be used more as a bludgeoning tool than a cutting one. When leading or not in actual combat, she also wields a huge flag bearing her family’s emblem, which has gradually become an icon of her rise to reverence.
Face Claim: Saber (Fairy Knight Gawain)
Artist: yuniyuni
Personality:
In many ways, Magnolia is a classical Demon – she is ruthless in combat and matters of tactics, susceptible to bouts of mad rage and violence, hateful and condescending to other races, and has no tolerance for fools. She is almost always silent in public, and is thus easily presented as a dark knight by the Southern Kingdom’s officials. She fights in a wild rage, and then turns back to a stoic loner as soon as the flames die down; lowering her flag and vanishing until the next conquest.
In truth, though, Magnolia is considered strange and pitiful by those who know her beyond the battlefield and propaganda. She is awkward and reserved, and strongly dislikes speaking – her shy and gentle mannerisms have been mocked for several decades now, shunning her into her silence. She likes flowers, fine tea, and adores blacksmithing. She wishes to someday display a collection of all the beautiful weapons she has collected from her fallen enemies. She does not even enjoy battle that much; originally, it was just to satisfy her family, but it was turned into her role due to her talent and potential.
Her feelings on the WMAT are the same as her feelings on any of her conquests – it’s just another job.
Likes: Elegant metalwork, her handwoven flag, slaughtering the arrogant, long jokes, being given extravagant titles
Dislikes: Pointless violence, firearms, diplomatic discussions, philosophy, low doorframes
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History:
Born to the noble Crull family within the Southern Demon Kings, Magnolia was brought up amongst an intense worship and belief in the past monarchy of the Demon Realm – however, in the mortal plane, this was a much less practical calling than most of the family’s allies. For many decades, they held only a small duchy far from the frontlines; mocked and derided for relying on trading artisanal goods rather than conquest, in spite of their grandiose talk of the blood of Demon Kings and Queens. Magnolia was just another member of the family, and was given a regal upbringing; though she always stuck out for her Earthling-like features.
In her childhood, Magnolia was sickly and uneasy. Secretly, the family tried to answer her health issues – at first through conventional methods, but then by turning to the magic. The Demon Realm that they reached for proved to be the answer to their woes, as they took the opportunity to use what knowledge they’d passed down. Her skin was branded with runes of flame, to reignite her ki; an arduous and delicate process. They may never understand the pain she went through, but it did allow her to forge on through her life. She was brought up to be a fine ruler; practical and pragmatic, with great knowledge of the world and her land’s works. But, she sorely struggled to learn, no matter her tutors’ efforts.
Following a terrible season of failed diplomacy and deals, the family was forced to make a pact with the kingdom’s central powers to survive – and the cost was giving up their spoiled daughter as a conscript to the endless war’s frontlines. All that care and training went up in flames, and doubtlessly the death in battle of the meaningless princess would be a decisive blow to the Crull’s reputation… but instead, it was where she flourished. Coated in blood and worked to the bone, Magnolia was a prodigy in the forge of war instead of a pawn. Where she failed in scholarly classes, she excelled in violence and discipline – she soared through the ranks.
Originally, her victories came from tactical prowess and bitter pragmatism. A scorched earth policy became her calling card, and she was feared by enemies and allies alike as a leader. However, she came into her own after a heroic victory against the World Government’s force. Encircled by the enemy’s modern siege weaponry, the remains her battered company ought to have had no hope – but, she blew apart her own stronghold and instead forced the attacks to funnel through the land’s underground passages. There, she organised guerrilla attacks amongst the narrow and unwieldy terrain and rubble, which proved a decisive force multiplier. However, most know the battle for her part in it – standing amidst the ruins, she would make a stand in a new defensive chokepoint each time her forces planned their next assault. In those stand-offs, she seemed unassailable; forced into close-quarters with a demon, few could survive long enough to even retreat.
Not only did her company break free, but they caused so much damage to morale in their supposed last stand that they sent the larger force fleeing – a demonstration befitting of true Demon. She was promoted to a general, and her duchy and family flourished with newfound fame and fortune. Since then, she has been part of many campaigns. Not all have been victorious, but she has never faltered in her duty and has become an icon to many Demons. In particular, the lords jumped upon her power as a propaganda icon and supposed hero rather than just as a military asset – the image of her standing upon the ashes and rubble with her magnificent white flag and silver armour has become a common sight whenever the war effort needs some more tribute.
In recent years, she has taken some leave from the frontline – originally, it was to return to her family’s lands and relax, but she was then conscripted by the kingdom’s overlords to be their representative for the World Martial Arts Tournament. As a Demon who is a hero in her homeland and could be sold as one abroad, she has made for an astute choice for a champion – a PR opportunity, through and through.
Magnolia, though, does not care. She’d just like to see some beautiful weapons, and then go home with her flag held high.
History:
Born to the noble Crull family within the Southern Demon Kings, Magnolia was brought up amongst an intense worship and belief in the past monarchy of the Demon Realm – however, in the mortal plane, this was a much less practical calling than most of the family’s allies. For many decades, they held only a small duchy far from the frontlines; mocked and derided for relying on trading artisanal goods rather than conquest, in spite of their grandiose talk of the blood of Demon Kings and Queens. Magnolia was just another member of the family, and was given a regal upbringing; though she always stuck out for her Earthling-like features.
In her childhood, Magnolia was sickly and uneasy. Secretly, the family tried to answer her health issues – at first through conventional methods, but then by turning to the magic. The Demon Realm that they reached for proved to be the answer to their woes, as they took the opportunity to use what knowledge they’d passed down. Her skin was branded with runes of flame, to reignite her ki; an arduous and delicate process. They may never understand the pain she went through, but it did allow her to forge on through her life. She was brought up to be a fine ruler; practical and pragmatic, with great knowledge of the world and her land’s works. But, she sorely struggled to learn, no matter her tutors’ efforts.
Following a terrible season of failed diplomacy and deals, the family was forced to make a pact with the kingdom’s central powers to survive – and the cost was giving up their spoiled daughter as a conscript to the endless war’s frontlines. All that care and training went up in flames, and doubtlessly the death in battle of the meaningless princess would be a decisive blow to the Crull’s reputation… but instead, it was where she flourished. Coated in blood and worked to the bone, Magnolia was a prodigy in the forge of war instead of a pawn. Where she failed in scholarly classes, she excelled in violence and discipline – she soared through the ranks.
Originally, her victories came from tactical prowess and bitter pragmatism. A scorched earth policy became her calling card, and she was feared by enemies and allies alike as a leader. However, she came into her own after a heroic victory against the World Government’s force. Encircled by the enemy’s modern siege weaponry, the remains her battered company ought to have had no hope – but, she blew apart her own stronghold and instead forced the attacks to funnel through the land’s underground passages. There, she organised guerrilla attacks amongst the narrow and unwieldy terrain and rubble, which proved a decisive force multiplier. However, most know the battle for her part in it – standing amidst the ruins, she would make a stand in a new defensive chokepoint each time her forces planned their next assault. In those stand-offs, she seemed unassailable; forced into close-quarters with a demon, few could survive long enough to even retreat.
Not only did her company break free, but they caused so much damage to morale in their supposed last stand that they sent the larger force fleeing – a demonstration befitting of true Demon. She was promoted to a general, and her duchy and family flourished with newfound fame and fortune. Since then, she has been part of many campaigns. Not all have been victorious, but she has never faltered in her duty and has become an icon to many Demons. In particular, the lords jumped upon her power as a propaganda icon and supposed hero rather than just as a military asset – the image of her standing upon the ashes and rubble with her magnificent white flag and silver armour has become a common sight whenever the war effort needs some more tribute.
In recent years, she has taken some leave from the frontline – originally, it was to return to her family’s lands and relax, but she was then conscripted by the kingdom’s overlords to be their representative for the World Martial Arts Tournament. As a Demon who is a hero in her homeland and could be sold as one abroad, she has made for an astute choice for a champion – a PR opportunity, through and through.
Magnolia, though, does not care. She’d just like to see some beautiful weapons, and then go home with her flag held high.
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Skills & Statistics
Fighting: 50
Energy Control: 20
Reflexes: 20
Resilience: 40
Accuracy: 1d100+50(Fighting)+20(Class) / 1d100+20(Energy Control)+20(Class)
Defense: 85 (50[Base]+20[Reflexes]+15[Class])
HP: 80 (50[Base]-10[Class]+40[Resilience]+30[Outfit])
KI: 100
DR: 5 (2[Resilience]+3[Class]+3[Outfit])
Base PL: 15,000~20,000
Class: Strategist
Racial Trait: Lifedrinker
You recover 2 Health whenever you successfully hit an enemy with an attack.
Effort Points: N/A
Zeni: N/A
Mastery Points: 0/130
Masteries Unlocked:
Class Mastery III (60 MP)
Potential Mastery IV (20 MP)
Focus Mastery IV (Ftg, Ftg, Ftg, Res) (10 MP)
Ability Mastery III (20 MP)
Technique Mastery II (10 MP)
Signature Mastery I (2 MP)
Upgraded Techniques (8 MP)
Traits:
A Thousand Cuts
Class Trait 1
Activation: Passive
Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Mug
Class Trait 2
Activation: Passive
Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Blitz
General Trait 1
Activation: Passive
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Crush
General Trait 2
Activation: Passive
Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Quick-Draw
General Trait 3
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: You may only At-Will activate 2 Weapons per turn.
Class Features:
Opportunist: Increase your critical strike range by 10 with all attacks (95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem: At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate: Twice per thread, you may use a Utility technique as if it were At-Will.
Critical Analysis: Whenever you roll a Critical Hit, you gain +10 Accuracy with all attacks on your next turn. Whenever you take damage from a Critical Hit, you gain +10 Defense on your next turn.
Flawless Execution: After successfully landing a Critical Hit, all opponents in the current thread treat their Defense as if it were reduced by 5 when responding to your attacks. This may stack up to 4 times per thread, to a maximum reduction of 20 Defense.
Skills & Statistics
Fighting: 50
Energy Control: 20
Reflexes: 20
Resilience: 40
Accuracy: 1d100+50(Fighting)+20(Class) / 1d100+20(Energy Control)+20(Class)
Defense: 85 (50[Base]+20[Reflexes]+15[Class])
HP: 80 (50[Base]-10[Class]+40[Resilience]+30[Outfit])
KI: 100
DR: 5 (2[Resilience]+3[Class]+3[Outfit])
Base PL: 15,000~20,000
Class: Strategist
Racial Trait: Lifedrinker
You recover 2 Health whenever you successfully hit an enemy with an attack.
Effort Points: N/A
Zeni: N/A
Mastery Points: 0/130
Masteries Unlocked:
Class Mastery III (60 MP)
Potential Mastery IV (20 MP)
Focus Mastery IV (Ftg, Ftg, Ftg, Res) (10 MP)
Ability Mastery III (20 MP)
Technique Mastery II (10 MP)
Signature Mastery I (2 MP)
Upgraded Techniques (8 MP)
Traits:
A Thousand Cuts
Class Trait 1
Activation: Passive
Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Mug
Class Trait 2
Activation: Passive
Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Blitz
General Trait 1
Activation: Passive
Effect: When you use the Strike Basic Technique as a Standard Action, you may perform an additional Strike as an At-Will action.
Crush
General Trait 2
Activation: Passive
Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Quick-Draw
General Trait 3
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: You may only At-Will activate 2 Weapons per turn.
Class Features:
Opportunist: Increase your critical strike range by 10 with all attacks (95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.)
Stratagem: At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread.
Reformulate: Twice per thread, you may use a Utility technique as if it were At-Will.
Critical Analysis: Whenever you roll a Critical Hit, you gain +10 Accuracy with all attacks on your next turn. Whenever you take damage from a Critical Hit, you gain +10 Defense on your next turn.
Flawless Execution: After successfully landing a Critical Hit, all opponents in the current thread treat their Defense as if it were reduced by 5 when responding to your attacks. This may stack up to 4 times per thread, to a maximum reduction of 20 Defense.
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Technique Slots: 7/7 + 1/1 Enhanced + 1/1 Signature
ENHANCED STRIKE
Supported by years on the frontlines of battles and honed by ruthless fury, Magnolia’s melee power cannot be understated.
Type: Melee Physical Attack
Action: Standard Action
Base Damage: 1d12
Effect: None
Cost: None
TYRANT FLASH
A technique that mixes the Demon royalty’s natural Evil Flame with the summoned fire used in the Thunder Flash Attack. Setting herself ablaze with demonic red flames, Magnolia charges her foe and leads with burning lunge with her flag, following with a wide chop down from her sword, and then ends with a rising slash from her flag’s pole, garbed in flames. The final strike is less of a firestorm and more of pillar-shaped explosion at her feet; causing a deafening roar and blinding flash rather than leaving burns or shedding sparks. On a flawless hit, she can get away with all three strikes; however, she is usually too lost in her fury to be that accurate. A devastating technique, but surely throwing herself through so much fire can’t be good for her…
Type: Special (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 ki
Learn: 2 weeks or 2 MP.
DRUNKEN FIST MUSPELHEIM
As she stands silent on the sidelines, so does she roar in battle – Magnolia is enraptured by a rage in battle caused by her Evil Flame ki. While generally this is more of a liability than not, she can give herself up to her inner fury and still manage to haul herself back to reality – most of the time. On rare occasion, losing herself like this can prove quite practical; particularly if seeing red won’t change a thing.
Type: Utility
Action: Bonus Action to activate/ At-Will to use ‘Sips’
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Rank: 1
EIGHT ARMS SUN OF THE SLAIN
Briefly capturing her Evil Flame into something usable, Magnolia unleashes her flames around her blade rather than herself. Surging with heat, her weapon becomes even more dangerous – but, her ability to keep her ki so restrained is limited, making this more of a precision technique that it might appear.
Type: Utility
Action: At-Will
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Rank: 1
WILD ATTACK
Though she is easily lost in her rage in battle, Magnolia shouldn’t be looked down as a beast – a beast doesn’t use a sword. Tempering her fury, she is able to recapture some of her finesse even in the heat of combat, though it simply cannot last as her flames lick at her bones.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Rank: 1
ABSORB DESTRUCTION OF TWIGS
Though she is unskilled at mitigating damage compared to many martial artists and so-called knights alike, Magnolia’s flames are just as adept at consuming others’ ki as her own. Letting them rage for a moment does little to protect her, but swallowing up others’ ki as fuel keeps her in the battle a little longer.
Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 30 Ki.
Cost: None.
Limit: Once per battle.
Rank: 2
KIAI FROM THE ASHES
Coating herself in flames, Magnolia blows away attacks coming her way – both energy blasts, gunfire, and other projectiles; as well as anyone unfortunate enough to be within arm’s reach of her. Unlike most of her techniques, this burst of flames is shortlived, usually leaving the knight herself unscarred.
Type: Defensive
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 10
Limit: Once per battle.
Rank: 2
CLASH TYRANT IGNITION
Unwavering in the heat, Magnolia holds her flag high as she takes on her foes head-on – and her signature technique is no different in its philosophy. Charging into their most dangerous attacks, she retaliates with Tyrant Conflagration; burning a hole through the offensive much like in her iconic victory. She is otherwise lacking in defensive techniques, so she relies on the sheer power of Tyrant Conflagration to tear through an enemy’s offensive.
Type: Defensive
Action: 2 Standard Actions - Reactive
Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Cost: 10 ki + Cost of Retaliatory Attack
Limit: Once per battle.
Rank: 3
TYRANT CONFLAGRATION
A more powerful and technical variant of Tyrant Flash. While it still uses Evil Flame to bathe Magnolia in flames, she opens rather than closes with the rising slash off her flag; launching herself with the explosion and possibly bringing her target up with her if she can manage the force required. While airborne, she sets her sword ablaze, and then dives and crashes the blade into the ground, causing a mightier detonation of crimson flames around herself – and, ideally, her opponent. Compared to the normal version, Tyrant Conflagration requires more precision and leaves her more open. Furthermore, it is limited by her treasured weapon’s durability – more than twice, and she’s likely to find herself wielding metal splinters instead of a sword.
Type: Signature (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 5d6+10
Signature Effect: Wide-Striking
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 ki
Limit: Twice per battle.
Technique Slots: 7/7 + 1/1 Enhanced + 1/1 Signature
ENHANCED STRIKE
Supported by years on the frontlines of battles and honed by ruthless fury, Magnolia’s melee power cannot be understated.
Type: Melee Physical Attack
Action: Standard Action
Base Damage: 1d12
Effect: None
Cost: None
TYRANT FLASH
A technique that mixes the Demon royalty’s natural Evil Flame with the summoned fire used in the Thunder Flash Attack. Setting herself ablaze with demonic red flames, Magnolia charges her foe and leads with burning lunge with her flag, following with a wide chop down from her sword, and then ends with a rising slash from her flag’s pole, garbed in flames. The final strike is less of a firestorm and more of pillar-shaped explosion at her feet; causing a deafening roar and blinding flash rather than leaving burns or shedding sparks. On a flawless hit, she can get away with all three strikes; however, she is usually too lost in her fury to be that accurate. A devastating technique, but surely throwing herself through so much fire can’t be good for her…
Type: Special (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 4d6+4
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 ki
Learn: 2 weeks or 2 MP.
As she stands silent on the sidelines, so does she roar in battle – Magnolia is enraptured by a rage in battle caused by her Evil Flame ki. While generally this is more of a liability than not, she can give herself up to her inner fury and still manage to haul herself back to reality – most of the time. On rare occasion, losing herself like this can prove quite practical; particularly if seeing red won’t change a thing.
Type: Utility
Action: Bonus Action to activate/ At-Will to use ‘Sips’
Effect: Drunken Fist is activated as a Bonus Action. You get 4 Sips. At-will you can take Sips and activate an effect listed below. You may use at-wills from this technique more than once in a given turn. Once you’ve used all Sips, the technique ends.
--As a Reactive Action, you may reduce a critical hit against you down to a normal hit. Costs 2 sips.
--As a Reactive Action, you can resist a single Stun, Cripple, or Immobilize status that would be inflicted on you via attacks. Costs 1 sip.
--Roll two sets of damage dice for a single melee Strike, Grapple, or Special Attack and take the higher of the two damage rolls. Costs 1 sip.
Cost: 15 ki
Limit: Once per thread. You may only have one stack of Sips active at a time.
Rank: 1
Briefly capturing her Evil Flame into something usable, Magnolia unleashes her flames around her blade rather than herself. Surging with heat, her weapon becomes even more dangerous – but, her ability to keep her ki so restrained is limited, making this more of a precision technique that it might appear.
Type: Utility
Action: At-Will
Effect: You can use your Bonus Action on your turn to make a basic Strike. Also all basic Strikes on your turn deal 2d4 damage (or 3d4 with Enhanced Strike.)
Cost: 10 ki
Limit: Twice per thread.
Rank: 1
WILD ATTACK
Though she is easily lost in her rage in battle, Magnolia shouldn’t be looked down as a beast – a beast doesn’t use a sword. Tempering her fury, she is able to recapture some of her finesse even in the heat of combat, though it simply cannot last as her flames lick at her bones.
Type: Utility
Action: At-Will
Effect: Generate 1 Instinct per 2 Ki paid, up to 5 instinct generated per technique use. Each stack of Instinct may provide +2 to your accuracy for the next three turns or +10 accuracy for the next three turns if you spend 4 stacks of Instinct.
Cost: 2 ki per Instinct generated.
Limit: Once per battle.
Rank: 1
Though she is unskilled at mitigating damage compared to many martial artists and so-called knights alike, Magnolia’s flames are just as adept at consuming others’ ki as her own. Letting them rage for a moment does little to protect her, but swallowing up others’ ki as fuel keeps her in the battle a little longer.
Type: Utility
Action: At-Will - Reactive
Effect: You regain an amount of Ki equal to the amount of damage you would take on this turn, before you include your DR. This may restore a maximum of 30 Ki.
Cost: None.
Limit: Once per battle.
Rank: 2
Coating herself in flames, Magnolia blows away attacks coming her way – both energy blasts, gunfire, and other projectiles; as well as anyone unfortunate enough to be within arm’s reach of her. Unlike most of her techniques, this burst of flames is shortlived, usually leaving the knight herself unscarred.
Type: Defensive
Action: Standard Action - Reactive
Effect: Your opponents critically fail all attack rolls against you that are a natural 50 or lower this turn. This may cause Utility Techniques and Grenades to critically fail as well, if their affliction roll is 50 or lower this turn.
Cost: 10
Limit: Once per battle.
Rank: 2
Unwavering in the heat, Magnolia holds her flag high as she takes on her foes head-on – and her signature technique is no different in its philosophy. Charging into their most dangerous attacks, she retaliates with Tyrant Conflagration; burning a hole through the offensive much like in her iconic victory. She is otherwise lacking in defensive techniques, so she relies on the sheer power of Tyrant Conflagration to tear through an enemy’s offensive.
Type: Defensive
Action: 2 Standard Actions - Reactive
Effect: When you activate Clash, you perform one attack of your choosing in response to a single unresolved attack targeting you. Reduce the damage of the target attack by the amount of damage that your own attack would deal. You must still make an Accuracy Roll, and if your attack's total damage would exceed your opponent's, they must respond to your attack as if you had performed it normally- with an additional damage modifier equal to the damage roll(s) of your opponent’s attack. If this would reduce an attack's damage to 0, you also resist any effects it would have caused.
Cost: 10 ki + Cost of Retaliatory Attack
Limit: Once per battle.
Rank: 3
TYRANT CONFLAGRATION
A more powerful and technical variant of Tyrant Flash. While it still uses Evil Flame to bathe Magnolia in flames, she opens rather than closes with the rising slash off her flag; launching herself with the explosion and possibly bringing her target up with her if she can manage the force required. While airborne, she sets her sword ablaze, and then dives and crashes the blade into the ground, causing a mightier detonation of crimson flames around herself – and, ideally, her opponent. Compared to the normal version, Tyrant Conflagration requires more precision and leaves her more open. Furthermore, it is limited by her treasured weapon’s durability – more than twice, and she’s likely to find herself wielding metal splinters instead of a sword.
Type: Signature (Physical, Melee, Barrage)
Action: Standard Action
Base Damage: 5d6+10
Signature Effect: Wide-Striking
Major Effect: Slashing
Minor Effect: Blinding
Cost: 20 ki
Limit: Twice per battle.
{}
Equipment Slots: 4/4, 2/2 Weapons, 1/1 Outfit
Inventory:
Name:Star Sword Drynwyn, the White-Hilted
An ornate silver sword that was forged in Magnolia’s hometown – however, it splintered from her burning ki, and has since had to be continually reinforced, leading to its rather blunt appearance. Magnolia holds it near and dear to her heart, and considers it the most beautiful thing in this world. Though it melts and splinters, she considers its damage to be proof of how she’s grown; the feelings put into repairs are just as precious as the work poured into its original design.
Type: Weapon - Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target.
Limit: 3 uses per battle.
Name:Flexmetal Staff Crull Family Flag
A weapon perhaps more iconic to Magnolia’s image than her sword; a long flagpole bearing a grand white banner, with the Crull clan’s lily emblem emblazoned upon it. While not the most wieldy of tools in the best of times, it has been more powerful than her sword could ever be in unifying the Southern Demon Clans’ militaries. Usually, she wouldn’t bring it into battle – or, if she did, it would be a long metal shaft with some ashes; but for the WMAT it has been highly reinforced after a lot of demands from Magnolia, so it can actually work as a weapon in a pinch. The banner in particular has been woven from fire-resistance material, but it’s doubtful it’ll survive Evil Flames for very long all the same. Thankfully, burning the flag has become more of a part of her performance than a travesty, at least at Magnolia’s hands; so it should serve its purpose nonetheless.
Type: Weapon - Staff
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers.
Limit: 3 uses per battle.
Name:Katchin Armour Dark Knight in Shining Armour
Heavy plate armour designed by the Crull clan, albeit made by the Southern Kingdom’s specialists rather than the tiny duchy. It is gorgeous silver armour made from a Katchin steel alloy, albeit with joints made of Demon-enchanted plating intended to keep her ki in check. Of particular note, the symbol of a cluster of lilies is embossed on her chest plate; the symbol of her family.
Type: Outfit - Armour
Zeni Value: 40,000
Zeni Cost: 120,000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Limit: None.
Name:Field Responder Pack Mom’s Canteen
A mysterious steel military canteen devoutly carried by Magnolia. Many rumour it is filled with a magical healing potion, a forbidden alcohol, or the blood of her crushed foes – but, really, it’s just her favourite blend of tea. The taste of home brings her back to life… and, her flaming ki keeps it nice and toasty.
Type: Restorative - Medical
Zeni Value: 20,000
Zeni Cost: 80,000
Activation: Standard Action
Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Limit: 1 use per thread.
Artifact:
Horns of the Devil, ‘Surt Rides First’
’And before him, there is fire; and after him, there is fire.’ The final touch that sealed Magnolia’s endlessly burning ki; the horns that were amputated from her head and engraved before being replaced. While they usually look rather ceremonial, if not outright tacky; as Magnolia loses her calm and is overtaken by her Evil Flame ki they gradually revert to antler-like demonic horns. No matter how polished her armour is, and no matter how much honour she carries herself with, Magnolia is still a demon to the core.
Type: Crafted Artifact – Supplementary
Activation: Passive
Effect: Each time the user performs a Critical Hit with a non-Special Technique attack, they gain a stack of ‘Heat’. Heat causes damage equal to half current stack, and it does not reduce by one stack per turn. Heat can rise to a maximum of 20.
When a Special or Signature Technique is used at 10 or more Heat, it deals an extra 1d6 damage. When a Special or Signature Technique is used at 20 Heat, it deals an extra 3d6 damage. Using a Special or Signature Technique at 10 or more Heat removes all stacks of heat.
Limit: N/A
3,676 - 49 (code) = 3,627 words
5x 3627 = 18,135 = 18,135 EP + 1,814 PL
Equipment Slots: 4/4, 2/2 Weapons, 1/1 Outfit
Inventory:
Name:
An ornate silver sword that was forged in Magnolia’s hometown – however, it splintered from her burning ki, and has since had to be continually reinforced, leading to its rather blunt appearance. Magnolia holds it near and dear to her heart, and considers it the most beautiful thing in this world. Though it melts and splinters, she considers its damage to be proof of how she’s grown; the feelings put into repairs are just as precious as the work poured into its original design.
Type: Weapon - Sword
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: Strikes you perform this turn increase their Critical Range by 10 (A Crit on 95 is now a Crit on 85), and increase Critical Damage this turn by +4. In addition, Strikes you perform this turn have a 50% Chance to inflict "Wound" on their target.
Limit: 3 uses per battle.
Name:
A weapon perhaps more iconic to Magnolia’s image than her sword; a long flagpole bearing a grand white banner, with the Crull clan’s lily emblem emblazoned upon it. While not the most wieldy of tools in the best of times, it has been more powerful than her sword could ever be in unifying the Southern Demon Clans’ militaries. Usually, she wouldn’t bring it into battle – or, if she did, it would be a long metal shaft with some ashes; but for the WMAT it has been highly reinforced after a lot of demands from Magnolia, so it can actually work as a weapon in a pinch. The banner in particular has been woven from fire-resistance material, but it’s doubtful it’ll survive Evil Flames for very long all the same. Thankfully, burning the flag has become more of a part of her performance than a travesty, at least at Magnolia’s hands; so it should serve its purpose nonetheless.
Type: Weapon - Staff
Zeni Value: --
Zeni Cost: --
Activation: Bonus Action
Effect: You may perform 1 additional melee Strike this turn as an At-Will action for each melee Strike you perform. Melee Strikes performed on a turn in which Flexmetal Staff was activated deal 1d4(or 1d6 if Enhanced) base damage and receive only half damage modifiers.
Limit: 3 uses per battle.
Name:
Heavy plate armour designed by the Crull clan, albeit made by the Southern Kingdom’s specialists rather than the tiny duchy. It is gorgeous silver armour made from a Katchin steel alloy, albeit with joints made of Demon-enchanted plating intended to keep her ki in check. Of particular note, the symbol of a cluster of lilies is embossed on her chest plate; the symbol of her family.
Type: Outfit - Armour
Zeni Value: 40,000
Zeni Cost: 120,000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
Limit: None.
Name:
A mysterious steel military canteen devoutly carried by Magnolia. Many rumour it is filled with a magical healing potion, a forbidden alcohol, or the blood of her crushed foes – but, really, it’s just her favourite blend of tea. The taste of home brings her back to life… and, her flaming ki keeps it nice and toasty.
Type: Restorative - Medical
Zeni Value: 20,000
Zeni Cost: 80,000
Activation: Standard Action
Effect: Restore +40 of your target’s HP at the beginning of their next turn, applied before incoming attack resolution. If you target yourself, you restore this HP immediately.
Limit: 1 use per thread.
Artifact:
Horns of the Devil, ‘Surt Rides First’
’And before him, there is fire; and after him, there is fire.’ The final touch that sealed Magnolia’s endlessly burning ki; the horns that were amputated from her head and engraved before being replaced. While they usually look rather ceremonial, if not outright tacky; as Magnolia loses her calm and is overtaken by her Evil Flame ki they gradually revert to antler-like demonic horns. No matter how polished her armour is, and no matter how much honour she carries herself with, Magnolia is still a demon to the core.
Type: Crafted Artifact – Supplementary
Activation: Passive
Effect: Each time the user performs a Critical Hit with a non-Special Technique attack, they gain a stack of ‘Heat’. Heat causes damage equal to half current stack, and it does not reduce by one stack per turn. Heat can rise to a maximum of 20.
When a Special or Signature Technique is used at 10 or more Heat, it deals an extra 1d6 damage. When a Special or Signature Technique is used at 20 Heat, it deals an extra 3d6 damage. Using a Special or Signature Technique at 10 or more Heat removes all stacks of heat.
Limit: N/A
3,676 - 49 (code) = 3,627 words
5x 3627 = 18,135 = 18,135 EP + 1,814 PL