Author Topic: Icon - Star  (Read 2849 times)

Offline Hanako Tachibana

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Icon - Star
« on: September 13, 2012, 05:11:01 PM »
STAR TECHNIQUES
APPRENTICE STAR TECHNIQUES
 Crystal ShotA: You fire a shard of crystal, dealing piercing damage.
 Ephemeral BarrierA: Temporarily grant yourself DR.
 Ephemeral BladeA: Temporarily grant yourself a bonus on attack and damage rolls.
 Ephemeral WardA: Temporarily grant yourself a bonus to AC and on saving throws.
 Field of NeedlesA: Creatures crossing your territory take damage.
 Isolated World: Prevent creatures from crossing your territory's boundary.
 Starlight ArrowA: You create a ray of light, dealing force damage.
 Steam VectorA: You release multiple rays from the ground, dealing energy damage to creatures within your territory.
 Vector ArrowA: You create a ray of energy, dealing acid, cold, electricity, fire, or sonic damage.
 Vector BladeA: You create a weapon of energy, dealing acid, cold, electricity, fire, or sonic damage.

APPRENTICE STAR FUNDAMENTALS
 Action at a Distance: Manipulate objects without using your hands.
 Akashic Armor: Create armor and a shield out of akashic energies.
 Analysis Identification: Identify the properties of akashic items.
 Psychometry: Learn information about the previous holders of an object.
 Storage Crystal: Create a crystal capable of holding large quantities.

INITIATE STAR TECHNIQUES
 Analysis Disassemble: Dispels ongoing akashic effects.
 Analysis Penetration: Pierce through technique resistance.
 Crystal SpearA: Deal piercing damage to creatures in a line.
 Crystal SwarmA: Create a slow-moving cloud of sharp crystal.
 Starlight CurtainA: Create a wall of force, blocking incorporeal creatures.
 Starlight BreakerA: Deal force damage to creatures in a line.
 Vector PoisonA: Deal continuous energy damage.
 Vector LineA: Deal energy damage to creatures in a line.

INITIATE STAR FUNDAMENTALS
 Artifice: Manufacture an object out of akashic substance.
 Fly in the Air: Allows user to fly with perfect maneuverability.
 Invest Animation: Animate an object with akashic energies.
 Language Translation: Allows user to speak and understand a language they can hear.

MASTER STAR TECHNIQUES
 Crystal TideA: Wash foes away with a wave of crystal.
 Ephemeral Parry: Parry incoming attack with akashic energy.
 Fantasy VectorA: Create and direct numerous vector spheres.
 Starlight BusterA: Befriend your enemies with a powerful blast of force.
 Vector DomainA: Fill your territory with multiple energy effects.
 Vector SparkA: Unleash your annihilation of love.

MASTER STAR FUNDAMENTALS
 Crystal Sarcophagus: Encase a creature or object in crystal.
 Kakera: Create a backup of yourself that can regrow your body.
 Sidereal Body: Transform your body into an elemental.
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Offline Hanako Tachibana

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Re: Icon - Star
« Reply #1 on: September 13, 2012, 05:27:06 PM »
ACTION AT A DISTANCE
 Star (Fundamental)
 Level: Apprentice
 Usage Time: 1 round
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One object or creature weighing up to 5 lbs./level
 Duration: Concentration
 Saving Throw: Will negates (object)
 Technique Resistance: Yes (object)
 Ritual Benefit: +1 circumstance bonus on Strength checks
 This fundamental can lift an object and move it at will from a distance.  As a move action, you can propel the target up to 20 feet in any direction, although the technique ends if the distance between you and the subject ever exceeds the technique's range.
 A creature can negate the effect against an object it possesses with a successful Will save or if you fail to overcome its spell resistance.
 An object can be telekinetically manipulated as if with one hand.  For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation.  The technique has an effective Strength of 10.

AKASHIC ARMOR
 Star (Fundamental) [Force]
 Level: Apprentice
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +1 deflection bonus to AC
 You gather a mass of akashic energy and form it into a shield and set of armor.  You gain a +2 armor bonus to AC and a +2 shield bonus to AC, with an additional +1 armor and shield bonus for every 4 levels you have.  Unlike mundane armor and shields, the armor and shield created by this technique entails no armor check penalty, arcane spell failure chance, or speed reduction.  Since the created armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
 You cannot remove the armor or the shield, though you can dispel them individually.  If you dispel the armor, you lose the armor bonus to AC.  If you dispel the shield, you lose the shield bonus to AC.  You are automatically proficient with the armor and shield created by this fundamental.

ANALYSIS IDENTIFICATION
 Star (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Touch
 Target: Object touched
 Duration: Instantaneous
 Saving Throw: Will negates (object)
 Spell Resistance: Yes (object)
 Ritual Benefit: +1 circumstance bonus on Appraise checks
 By searching the Akashic Records for information on the objects, you can uncover various bits of information.  This fundamental determines all properties of a single akashic item, including how to activate those functions (if appropriate), and how many charges are left (if any).  This fundamental does not function when used on an artifact.
 Once you use this fundamental on an object, you cannot use it again on that object for 24 hours.

CRYSTAL SHOT
 Star (Burst)
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: Ray
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Tama: 1
 Upon using this technique, you fire a razor-sharp shard of crystal at your target.  The ray deals 1d6 points of piercing damage.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6 points.

EPHEMERAL BARRIER
 Star (Counter)
 Level: Apprentice
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 1
 You can coat yourself with crystalline energy, protecting your body from harm.  You gain DR 5/cold iron.  If you would use this ability in response to an attack, you must use this technique before damage is rolled.
 Augment: For every 2 additional tama you spend, the DR from this technique increases by 5.

EPHEMERAL BLADE
 Star (Boost)
 Level: Apprentice
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 1
 You can sheathe your weapon in crystalline energy, increasing its sharpness.  You gain a +1 bonus on attack rolls and damage rolls.
 Augment: For every additional tama you spend, the bonus on attack rolls and damage rolls from this technique increases by 1.

EPHEMERAL WARD
 Star (Counter)
 Level: Apprentice
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 1
 You can surround yourself with a crystalline ward, making you harder to harm through physical and supernatural means.  You gain a +1 bonus to AC and on all saving throws.  If you would use this in response to an attack, you must use this technique before the attack roll is rolled and before you attempt any saving throws.
 Augment: For every additional tama you spend, the bonus to AC and on saving throws increases by 1.

FIELD OF NEEDLES
 Star (Edict)
 Level: Apprentice
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Reflex half
 Technique Resistance: No
 Tama: 1
 You fill you territory with sharp crystals.  Any opponent entering, passing through, or leaving your territory takes 1d6 points of piercing damage.  An opponent can only be affected by this technique once per turn.  For example, an opponent who enters your territory from one location and leaves from the opposite location would only take damage from this technique once as long as all that movement took place during the same turn.
 If you would move such that a creature would be considered to have entered, left, or moved through your territory, that creature is not affected by this technique.  For example, you cannot force a creature to take damage from this technique by moving adjacent to them.  However, techniques that would force a creature to move against its will, such as kinetic distortion, can cause a creature to enter, exit, or move through your territory, and as such be affected by this technique.
 Augment: For every additional tama you invest, this technique's damage increases by 1d6 points.

ISOLATED WORLD
 Star (Edict)
 Level: Apprentice
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: Will; see text
 Technique Resistance: Yes
 Tama: 1
 By separating your territory from the outside world, you can create a barrier that almost nothing can cross.  No creature inside your territory can attack or otherwise affect any creature outside of your territory, and no creature outside your territory can attack or otherwise affect any creature inside your territory.  In effect, the boundary of your territory blocks line of effect, though not line of sight.  In addition, any creature attempting to cross the boundary of your territory must succeed on a Will save.
 If you would move such that a creature would be considered to have crossed the boundary of your territory, it does not have to make a Will save to cross the boundary.

PSYCHOMETRY
 Star (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Touch
 Target: Object touched
 Duration: Instantaneous
 Saving Throw: Will negates (object)
 Technique Resistance: Yes (object)
 Ritual Benefit: +1 circumstance bonus on Gather Information checks
 You can learn details of an inanimate object's previous owner.  By searching the Akashic Records for information on the object, you can uncover various bits of information.  This fundamental will tell you the previous owner's race, gender, age, alignment, and how they gained and lost the object in question.  This fundamental will not identify casual users as owners.  An object without any previous owner yields no information.
 Once you use this fundamental on an object, you cannot use it again on that object for 24 hours.

STARLIGHT ARROW
 Star (Burst) [Force]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: Ray
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: Yes
 Tama: 1
 You create a ray of force that shoots forth from your hand and strikes a target within range, dealing 1d4 points of force damage.
 Augment: For every additional tama you spend, this technique's damage increases by 2d4.

STEAM VECTOR
 Star (Burst) [Energy]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Territory
 Area: Territory
 Duration: Instantaneous
 Saving Throw: Reflex half or Fortitude half; see text
 Technique Resistance: Yes
 Tama: 1
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  You call forth a burst of vectors from the ground, dealing 1d6 points of damage of the chosen type to every creature within your territory.
 Acid: A burst of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A burst of this energy type deals an additional 1 point of cold damage per die.  The saving throw to negate damage from a cold burst is a Fortitude save instead of a Reflex save.
 Electricity: Using a burst of this energy type provides a +2 bonus to this technique's save DC.
 Fire: A burst of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A burst of this energy type deals 1 point less damage per die, but ignores hardness.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.

STORAGE CRYSTAL
 Star (Fundamental)
 Level: Apprentice
 Usage Time: 1 minute
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: One storage crystal
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +1 circumstance bonus on all Craft checks
 You fold space and time onto itself, forming a Diminutive crystal.  Do to how it was formed, the crystal is much larger on the inside than on the outside, and can be used to store objects.  The maximum weight a storage crystal can contain is given on the following table.

 
Level     Maximum Weight
1st-5th     250 lbs.
6th-10th     500 lbs.
11th-15th     1000 lbs.
16th+     1500 lbs.

 If the storage crystal is overloaded or destroyed (from inside or outside), its contents spill out, unharmed.  The storage abilities of a storage crystal are suppressed by an antimagic field.  Nothing can be put into or removed from a storage crystal while the crystal is inside an antimagic field.  If the crystal is destroyed while in an antimagic field, its contents spill out as normal.
 If living creatures are placed within the crystal, they can survive for up to 10 minutes, after which time they suffocate.  Retrieving a specific item from a storage crystal always takes a full-round action.
 The storage crystal has hardness 5, 10 hit point, and weights 1 pound, regardless of what is put inside it.  You can never have more than one storage crystal at a time.  If you create a second storage crystal, the first immediately disintegrates.

VECTOR ARROW
 Star (Burst) [Energy]
 Level: Apprentice
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: Ray
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: Yes
 Tama: 1
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  You create a vector of the chosen type that shoots forth from your hand and strikes a target within range, dealing 1d6 points of damage of the chosen energy type.
 Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A vector of this energy type deals an additional 1 point of cold damage per die.
 Electricity: Using a vector of this energy type provides a +2 bonus on your attack roll.
 Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.

VECTOR BLADE
 Star (Edict) [Energy]
 Level: Apprentice
 Usage Time: 1 move action
 Range: Personal
 Effect: One created melee weapon
 Duration: Edict
 Saving Throw: None
 Technique Resistance: Yes
 Tama: 1
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  You fold your territory into a semisolid blade of crystalline energy of the chosen type.  The blade functions like a melee weapon with the following properties depending on the chosen type.
 Acid: The blade deals 1d6 points of acid damage (crit x4).
 Cold: The blade deals 1d8 points of cold damage (crit 19-20/x2).
 Electricity: The blade deals 1d6 points of electricity damage (crit 18-20/x2).
 Fire: The blade deals 1d8 points of fire damage (crit x3).
 Sonic: The blade deals 1d6 points of sonic damage (crit x2) and ignores hardness.
 You are always proficient with your vector blade, which you wield as a light weapon.  The wielder of a vector blade may choose to gain a bonus on her attack and damage rolls equal to her Akashic Ability modifier.  If she does so, this replaces the usual benefits to her attack rolls and damage rolls she would gain from a high Strength score.
 The vector blade can be broken (it has hardness 10 and 10 hit points) and breaking the blade automatically ends the effect.  Releasing the blade also automatically ends the effect and returns the user's territory to normal.  A vector blade is considered a magic weapon for the purpose of overcoming damage reduction.  A vector blade starts with a +1 enhancement bonus.
 You can use feats such as Power Attack or Combat Expertise in conjunction with a vector blade just as if it were a normal weapon.  You can also choose vector blade for feats requiring a specific weapon choice, such as Weapon Specialization.  Techniques or spells that upgrade weapons can be used on a vector blade.
 You can always channel techniques through a vector blade, even if you are not normally capable of channeling techniques.  A mamono can channel techniques through a vector blade even though
 it isn't a natural weapon.
 Augment: For every 2 additional tama you invest, the vector blade's enhancement bonus increases by 1.  A vector blade can never have an enhancement bonus greater than +5.
« Last Edit: September 25, 2012, 12:52:34 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Star
« Reply #2 on: September 13, 2012, 05:31:11 PM »
ANALYSIS DISASSEMBLE
 Star (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature, object, or technique
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Tama: 4
 By summoning multiple vectors and driving them into a magical effect, you can pull the effect apart, dispelling it.  This technique can dispel technique-like abilities just as it does techniques.  The effect of a technique with an instantaneous duration can't be dispelled, because the effect is already over before the dispelling can take effect.
 You make a dispel check (1d20 + your technician level) against the technique or against each ongoing technique currently in effect on the object or creature.  The DC for this dispel check is 11 + the technique's technician level.  If you succeed on a particular check, that technique is dispelled; if you fail, that technique remains in effect.
 If you target an object or creature that is the effect of an ongoing technique, you make a dispel check to end the technique that conjured the object or creature.
 If the object that you target is a magic item, you make a dispel check against the item's technician level.  If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own.  A suppressed item becomes nonmagical for the duration of the effect.  An interdimensional interface (such as a bag of holding) is temporarily closed.  A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact).  Artifacts and deities are unaffected by mortal magic such as this.
 You automatically succeed on your dispel check against any technique that you cast yourself.

ANALYSIS PENETRATION
 Star (Boost)
 Level: Initiate
 Usage Time: 1 swift action
 Range: Personal
 Target: You
 Duration: 1 round
 Tama: 4
 By coating your techniques in vectors, you can carry them past most forms of technique resistance.  This technique gives you a +10 bonus on technician level checks to overcome the technique resistance of a specific creature.  This technique is effective against only one specific creature per usage, and you must be able to see or otherwise sense the creature when you use the technique.

ARTIFICE
 Star (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: 0 ft.
 Effect: One nonmagical object of akashic kouseki material, up to 1 cu. ft./level
 Duration: 1 hour/level (D)
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +2 circumstance bonus on all Craft checks
 You create a nonmagical object of akashic kouseki material.  Kouseki material is described in The Items.  The volume of the created object cannot exceed 1 cubic foot per technician level.  You must succeed on an appropriate skill check to make a complex item.
 Attempting to use any created object as a material component causes the technique to fail.

CRYSTAL SPEAR
 Star (Burst)
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Line
 Duration: Instantaneous
 Saving Throw: Reflex negates
 Technique Resistance: No
 Tama: 4
 Upon using this technique, you fire a razor-sharp shard of crystal through your target, affecting it and everything behind it.  The crystal shard deals 7d6 points of piercing damage to every creature and object in the area.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6 points.

CRYSTAL SWARM
 Star (Burst)
 Level: Initiate
 Usage Time: 1 move action
 Range: Medium (100 ft. + 10 ft./level)
 Effect: One crystal swarm of a size equal to your territory
 Duration: Permanent (D)
 Saving Throw: None
 Technique Resistance: No
 Tama: 4
 You call into existence a cloud of sharp crystals and direct it towards your opponents.  You can control the crystal swarm as a free action.  It has a speed of 10 feet.  The vision of those within the crystal swarm is limited to 5 feet, and using techniques (or casting spells) within the swarm is difficult due to the constant scrapes and cuts felt by those caught in the swarm's form.
 Creatures enveloped by the swarm, regardless of Armor Class, take 1 point of slashing damage for every two technician levels you have in each round they become or remain within the crystal swarm.  Anyone trying to use a technique must make a Concentration check (DC 15 + the technique's converted level) to successfully use a technique or cast a spell within the swarm.
 You can never have more than one crystal swarm at a time.  If you create a second crystal swarm, the first swarm immediately disintegrates.
 Augment: For every additional tama you invest, the speed of the crystal swarm increases by 5 feet.

FLY IN THE AIR
 Star (Fundamental)
 Level: Initiate
 Usage Time: 1 round
 Range: Personal
 Target: You
 Duration: 1 hour/level
 Ritual Benefit: +2 circumstance bonus on Tumble checks
 Buoying yourself with akashic energies, you gain the ability to fly in the air.  You can fly at a speed equal to your base land speed, with perfect maneuverability.  Using this technique only requires as much concentration as walking, so you can use techniques or attack as normal.  You can charge while flying, but not run, and you cannot carry aloft more weight than yuor maximum load, plus any armor you wear.
 Should the duration expire while you are still aloft, the technique fails slowly.  You float downward at a rate of 60 feet per round for 1d6 rounds.  If you reaches the ground in that amount of time, you land safely.  If not, you fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall.  Since dispelling a technique effectively ends it, you also descends in this way if the technique is dispelled, but not if it is negated by an antimagic field or similar effect.
 You can discharge this fundamental as an immediate action.

INVEST ANIMATION
 Star (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: Touch
 Target: Object touched
 Duration: 1 hour/level (D)
 Saving Throw: Will negates (object)
 Technique Resistance: Yes (object)
 Ritual Benefit: +2 circumstance bonus on all Craft checks
 By investing some of your essence into an object you can cause that object to take on a semblance of life.  You may then direct the newly animated object as you wish.
 An animated object can be of any nonmagical material.  You may animate one Small or smaller object at 7th level.  Every 4 levels after 7th, you may increase the size of objects you can animate by one size category (Medium objects at 11th level, Large objects at 15th level, etc.).  See Animated Objects, page 13 of the Monster Manual for more details on animated objects.
 You can never have more than one animated object at a time.  If you animate a second object, the first object immediately ceases to be animated.

LANGUAGE TRANSLATION
 Star (Fundamental)
 Level: Initiate
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +2 circumstance bonus on Decipher Script and Forgery checks
 Upon using this fundamental, choose a language you have heard or seen within the last minute.  This fundamental enables you to speak the chosen language.  If you are literate, you can read and write the chosen language as well as speak and understand it.  This fundamental does not allow you to read or write magical texts, decipher codes or reveal messages concealed in otherwise normal text or speech.
 Special: A character who learns this technique can speak Moji, the language of the Akashic Records.  If you are literate, you can read and write Moji as well as speak and understand it.

STARLIGHT BREAKER
 Star (Burst) [Force]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Line
 Duration: Instantaneous
 Saving Throw: Reflex negates
 Technique Resistance: Yes
 Tama: 4
 You gather up a mass of force, and fire it forth as a beam, dealing 7d4 levels points of force damage to all creatures and objects in the area.
 Augment: For every additional tama you spend, this technique's damage increases by 2d4.

STARLIGHT CURTAIN
 Star (Burst) [Force]
 Level: Apprentice
 Usage Time: 1 move action
 Range: Medium (100 ft. + 10 ft./level)
 Area: An iridescent sheet of force up to 10 ft. long/level or a ring of force with a radius of up to 5 ft./2 levels
 Duration: 1 round/level (D)
 Saving Throw: Reflex half
 Technique Resistance: Yes
 Tama: 4
 You fold akashic energies into an immobile curtain of iridescent force.  The curtain cannot move and is immune to damage of all kinds.  Breath weapons and techniques cannot pass through the curtain in either direction, although dimension door, teleport, and similar effects can bypass the barrier.  It blocks ethereal and incorporeal creatures, though material creatures can pass through the curtain.  Any creature passing through the starlight curtain takes 7d4 points of force damage.
 If you create the curtain so that it appears where creatures are, each creature takes damage as if passing through the curtain.
 You can never have more than one curtain at a time.  If you create a second curtain, the first curtain immediately disintegrates.
 Augment: For every additional tama you invest, this technique's damage increases by 2d4.

VECTOR POISON
 Star (Burst) [Energy]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: Ray
 Duration: 3 rounds
 Saving Throw: Fortitude negates; see text
 Technique Resistance: Yes
 Tama: 4
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  You create a vector of the chosen energy type and direct it to burrow deep into the body of your target.  The vector deals 7d6 points of damage of the chosen energy type, plus half of that damage each round for the duration of the technique.  An affected target may attempt a Fortitude save at the beginning of their turn to prevent the damage for that round.
 Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A vector of this energy type deals an additional 1 point of cold damage per die.
 Electricity: Using a vector of this energy type provides a +2 bonus to this technique's save DC.
 Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.

VECTOR LINE
 Star (Burst) [Energy]
 Level: Initiate
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Line
 Duration: Instantaneous
 Saving Throw: Reflex negates
 Technique Resistance: Yes
 Tama: 4
 Upon using this technique, you chose acid, cold, electricity, fire, or sonic.  You create a vector of the chosen energy type and fire it though your target, affecting it and everything behind it.  The vector deals 7d6 points of damage of the chosen energy type to every creature and object in the area.
 Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A vector of this energy type deals an additional 1 point of cold damage per die.  The saving throw to negate damage from a cold vector is a Fortitude save instead of a Reflex save.
 Electricity: Using a vector of this energy type provides a +2 bonus to this technique's save DC.
 Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.
« Last Edit: September 22, 2012, 11:25:15 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Icon - Star
« Reply #3 on: September 13, 2012, 05:37:20 PM »
CRYSTAL SARCOPHAGUS
 Star (Fundamental)
 Level: Master
 Usage Time: 1 minute
 Range: Touch
 Target: One creature or object
 Duration: 1 day/level (D)
 Saving Throw: Will negates (object)
 Technique Resistance: Yes (object)
 Ritual Benefit: +3 circumstance bonus on Will saves
 You touch the target with a single crystal, which rapidly grows to cover the target in its entirety.  The target is trapped within a translucent crystal shell.  The target is perfectly preserved and held in stasis, unharmed yet unable to take actions.  Within the crystal shell the target is protected against all attacks, including purely mental ones.
 The crystal shell has hardness 5 and 10 hit points per technician level.  If it is reduced to 0 hit points, it shatters and crumbles to nothing, at which point the target is released from stasis (although it is flat-footed until its next turn).  Left alone, the crystal shell traps the target for the duration of the technique then disappears, releasing the target from its stasis.
 Instead of trapping a creature or object, you can use this fundamental to extend the duration of an existing crystal shell.  Using the fundamental in this way, you can extend the duration of a crystal shell by 1 day per technician level.

CRYSTAL TIDE
 Star (Burst)
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Cone-shaped spread
 Duration: Instantaneous
 Saving Throw: Reflex half
 Technique Resistance: No
 Tama: 7
 You gather up a large mass of crystal and force it away from you, covering those before you in a crystal tide.  Creatures in the cone take 13d6 points of piercing damage.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.

EPHEMERAL PARRY
 Star (Counter)
 Level: Master
 Usage Time: 1 immediate action
 Range: Personal
 Target: You
 Duration: Instantaneous
 Tama: 7
 You can use focused akashic enegies to knock aside incoming attacks.  You may use this technique to parry an enemy's attack that targets you.  You can only parry attacks that require attack rolls.  In order to parry an attack, you must make an attack roll.  You add your technician level and your Akashic Ability modifier to the result of your attack roll, rather than your base attack bonus and Strength or Dexterity modifier.  You get a +4 enhancement bonus on this attack roll.  If the result of your attack roll is greater than your foe's attack roll, you knock aside the attack.  You must use this technique after the enemy attacks, but before they make their attack roll.
 Augment: For every 2 additional tama you spend, the enhancement bonus to your parry attack roll increases by +1.

FANTASY VECTOR
 Star (Burst) [Energy]
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Effect: 5 vector spheres
 Duration: 1 round/level or until discharged
 Saving Throw: None
 Technique Resistance: Yes
 Tama: 7
 Upon using this technique, you create 5 vector spheres, one of each energy type: acid, cold, electricity, fire, and sonic.  These spheres orbit your body at a distance of 1 foot.  These spheres can be used offensively or defensively.
 If used to attack, you can direct one or more spheres to strike a creatures or objects within range as a move action.  Striking a target with a sphere requires a ranged touch attack.  You cannot attack the same creature with multiple spheres in the same round.  Each sphere deals 13d6 points of damage of the energy type associated with that sphere.  In addition, each energy type has its own effect.
 Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A vector of this energy type deals an additional 1 point of cold damage per die.
 Electricity: Using a vector of this energy type provides a +2 bonus on your attack roll.
 Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
 The spheres can also be used to defend.  If you are attacked with an effect that deals energy damage, and the sphere associated with that energy type is still present, you can have that sphere absorb some of that energy damage.  Each sphere grants you energy resistance 20 against the energy type associated with that sphere.  If a sphere is used to absorb damage, that sphere is destroyed just as if it had been used to make an attack.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.
 In addition, for every 2 tama you spend to achieve this effect, the energy resistance granted by the vector spheres increases by 5.

KAKERA
 Star (Fundamental)
 Level: Master
 Usage Time: 1 minute
 Range: 0 ft.
 Effect: One kakera
 Duration: Instantaneous
 Saving Throw: None
 Technique Resistance: No
 Ritual Benefit: +3 circumstance bonus on Fortitude saves
 You will into existence a single Diminutive crystal, within which you plant a fragment of your soul.  Until you perish, the kakera is utterly inert (though see the supernatural and similar effects may reveal its true purpose).  If you are slain at some later date, the remains of your soul are called to the fragment you left behind in the kakera, which begins to faintly glow.  Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life.  The transfer from the slain body to the kakera works over any distance, physical or extradimensional.
 Once your body's physical demise triggers the kakera, the kakera begins to put forth silken threads, forming a cocoon.  Over the next ten days, the cocoon grows as a new body forms within it.  By the tenth day the cocoon has grown to a size one size category larger than your normal size, your new body fully formed within it.
 You awaken in a sea of amniotic fluid within the cocoon, the kakera that housed your soul having totally assimilated into your new body.  You lose 1 level when you awaken.  If you are somehow 1st level, you lose 2 points of Constitution instead (if this would reduce your Constitution to 0 or lower, you never awaken; your body lingering within the cocoon until it rots).  In all other ways your new body is as you were upon death, though restored to full hit points, vigor, and health.  This technique does not affect your equipment, so unless you died right next to your kakera, you will likely have to buy new equipment (or find your old equipment).
 The kakera has hardness 1, 1 hit point, and weighs 1 pound.  If the kakera breaks, you are immediately alerted.  You can never have more than one kakera at a time.  If you create a second kakera, the first immediately disintegrates.
 The cocoon has hardness 5 and 10 hit points.  The cocoon gains 10 hit points every day as it grows, to a maximum of 100 hit points on the tenth day.  If the cocoon is destroyed before your new body is ready, it dies and your soul passes on.  The underdeveloped body left within the cocoon can be used to resurrect you.  You can breathe the amniotic fluid within the cocoon, and you can break out of the cocoon once your body has developed with a full-round action.
 If you tithe 25,000 gp worth of items and money to the Akashic Records upon using this fundamental, you are revived with no loss of level (or Constitution points).  The tithed items and money instantly disappear, pulled into the Akashic Records.  Presumably the Records will find some use for them.

SIDEREAL BODY
 Star (Fundamental)
 Level: Master
 Usage Time: 1 minute
 Range: Personal
 Target: You
 Duration: 1 hour/level (D)
 Ritual Benefit: +3 circumstance bonus on Survival checks
 You can transform your body into a particular type of elemental substance.  You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance.
 You gain the following abilities when you cast elemental body:
 
  • You have the benefits of the solar traveler fundamental with respect to the appropriate element.  If you choose a water body, for example, you can breathe normally on water-dominant planes.
  • You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking.  You gain darkvision out to 60 feet.
  • Your creature type remains unchanged, so you are unaffected by effects that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
In addition, you gain the following exceptional abilities according to the element chosen:
 Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a –1 penalty on attack rolls and damage rolls against you).
 Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
 Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
 Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if using analysis disassemble at your technician level).
 This technique has the descriptor of the element you choose.  So, if you choose a body of fire, this technique is a fire technique.

STARLIGHT BUSTER
 Star (Burst) [Force]
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Cone-shaped burst
 Duration: Instantaneous
 Saving Throw: Reflex half
 Technique Resistance: Yes
 Tama: 7
 You focus a great deal of force into a single point, and then release it in a massive beam.  Creatures in the cone take 13d4 points of force damage.
 Augment: For every additional tama you spend, this technique's damage increases by 2d4.

VECTOR DOMAIN
 Star (Edict) [Energy]
 Level: Master
 Usage Time: 1 move action
 Range: Territory
 Area: Territory
 Duration: Edict
 Saving Throw: See text
 Technique Resistance: Yes
 Tama: 7
 Upon using this technique, you choose acid, cold, electricity, fire, or sonic.  Your territory gains one of the following effects depending on the chosen energy type.
 Acid: Every round at the beginning of your turn all opponents within your territory take 7d6 points of acid damage.  If an affected opponent succeeds on a Fortitude save, it instead takes half damage.
 Cold: Opponents within your territory have their movement speeds with all forms of movement reduced to 5 feet.  In addition, opponents within your territory cannot take 5-foot steps, into, out of, or through your territory.
 Electricity: Every round at the beginning of your turn all opponents within your territory must make a Fortitude save or be stunned until the beginning of your next turn.  Creatures immune to stunning are instead dazed if they fail the save.
 Fire: Every round at the beginning of your turn all opponents within your territory take 7d6 points of fire damage.  If an affected opponent succeeds on a Reflex save, it instead takes half damage.
 Sonic: Opponents within your territory may only take a single move action or standard action each round (but not both, nor can she take full-round actions, swift actions, or immediate actions).
 Augment: For every additional tama you invest, you may choose one additional energy type to infuse into your territory.

VECTOR SPARK
 Star (Burst) [Energy]
 Level: Master
 Usage Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Area: Cone-shaped burst
 Duration: Instantaneous
 Saving Throw: Reflex half
 Technique Resistance: Yes
 Tama: 7
 Upon using this technique, you chose acid, cold, electricity, fire, or sonic.  Concentrating your mind, you mutter the mantra into your clutched hands.  Aiming the gathered energies at someone you don't like, you unleash your annihilation of love.  Creatures in the cone take 13d6 points of damage of the chosen energy type.
 Acid: A vector of this energy type deals an additional 1 point of acid damage per die after 1 round.
 Cold: A vector of this energy type deals an additional 1 point of cold damage per die.  The saving throw to negate damage from a cold vector is a Fortitude save instead of a Reflex save.
 Electricity: Using a vector of this energy type provides a +2 bonus to this technique's save DC.
 Fire: A vector of this energy type deals an additional 1 point of fire damage per die.
 Sonic: A vector of this energy type deals 1 point less damage per die, but ignores hardness.
 Augment: For every additional tama you spend, this technique's damage increases by 2d6.
« Last Edit: December 04, 2012, 11:53:40 PM by Hanako Tachibana »
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