8th levelBubble Sign "Fire! Bubble Dragon"Super Youkai Warhead (Counter)
Level: Moon Vanguard 8, Youkai Engineer 8
Initiation Action: Immediate action
Range: 5-ft./pilot level
Target: 1 creature
Area: See text.
Duration: See text.
Save: See text.
You may use this counter to shoot a bubble at a target.
The bubble is up to one size category larger than you are and is inefficient against targets larger than it is.
If you hit the target with a ranged touch attack, the bubble shrinks down to is size and traps the target. It is unable to leave it for 1 round. The bubble is invulnerable from the inside and grants total cover to those trapped within. It blocks line of effect from inside and outside, blocking dimensional travel and even effects that ignore line of effect. If you wish, it may also inflict damage equal to a Swim check from you to whatever is caught inside.
If you missed, if the target is too large to be affected or if the attacked target was an empty space, the bubble floats at the closest unoccupied space within which it can fit. It keeps blocking line of effect for every purposes.
If someone else than a trapped target attacks a bubble with a single-target attack (area attacks are inefficient), it bursts and deals damage equal to a Swim check to all enemies within 60 ft. from it. A successful Reflex save DC (10+ ½ your pilot level + the better of your Str and Int modifiers) negates the damage.
Heavy Rain "Great War beneath the River"Super Youkai Warhead (Strike)
Level: Moon Vanguard 8, Youkai Engineer 8
Initiation Action: Standard action
Range: 30 ft. + 5-ft./pilot level
Area: Spread volume; Up to 30 + 5-ft./pilot level long, 30 + 5-ft./pilot level wide and 20 + 5-ft./pilot level deep.
Duration: Instantaneous, see text.
Save: None
You launch an emitter that controls the atmosphere and instantly generates a massive rainfall (requires being outdoors and there being an atmosphere). A river forms within seconds and floods the area within range and then move 10-ft./pilot level in the direction of your choice, its massive current sweeping down the entire area.
The water created by this maneuver drains away naturally after 1 round but may be maintained as a swift or move action each round or until this maneuver is initiated again, whichever happens first.
The current makes a Strength check opposed by the Strength or Dexterity check of every creature within its area, all getting a +4 bonus for every size category they are larger than Medium. The current counts as one size category larger than medium for every 4 ranks that you have in Knowledge (architecture and engineering) and counts having a Strength score equal to your Intelligence score.
All objects and creatures who failed the opposed check are tripped (or freefall out of flight), falling prone, and get pushed violently as far in the bottom-rear edge of the area of water as possible (or freefalls to the ground if the water was created in mid-air) and move along with it. If the river is shaped in mid-air, it must fall down to the floor before moving and drags everything that fails the check on its way down. If shaped along the ground it drags everything in the direction you give its current.
Concentration checks to do actions while distracted by the current's motion have a DC of (10 + your Knowledge (architecture and engineering) skill modifier).
The force of the water and debris deals damage to those caught in the area the river moves through equal to a Knowledge (architecture and engineering) check from you, half damage if they succeeded on the opposed Strength check.
The current sweeps everything for the first round after initiation and becomes normal and calm water afterwards, dealing no further damage.
The specific effect and aftereffects of this maneuver on the environment depend on the nature of the terrain where it is cast.
The water behaves like ordinary water—draining away and leaving puddles in most cases, or perhaps forming a shallow lake or pond.
Unless the adept has taken care to initiate this in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses.
Such water is murky and unfit to drink.
This maneuver is a supernatural maneuver.
Cold environments can freeze the water with time and extremely warm environments can evaporate the water, as normal.
If any 5-foot section of water takes 20 or more points of fire damage in a single round, that section evaporates into steamy fog that lasts for 1 minute (and remaining water fills the gap).
If any 5-foot section of water takes 20 or more points of cold damage in 1 round, that section freezes floats to the surface.
Frozen water shatters and fades off when it is no longer maintained.
The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from filling the tunnel with water to a depth of 10 feet.
If the area is insufficient to contain the volume of water, the water level rises above 10 feet until the entire volume is filled, or it spills outward.
What happens is based on the layout of the area.
In the case of level terrain, the water simply drains away over the course of a minute or so, leaving pools in depressions from which it cannot drain.
When the ground in a tunnel is not level, the water might flood sections of the tunnel.
In such cases, determine whether the flooded area is sufficient to contain the entire volume of water created—
and, if not, how deeply the water floods the next level up.
Any creatures caught in water over their heads might drown.
For example: Nitori has a pilot level of 20 and initiates this maneuver in the dungeon of a vampire's mansion.
The dungeon's total volume is only 40,000 cubic feet (160 squares, with a 10-foot ceiling).
The remaining 60,000 cubic feet of water (out of her created 100,000) has to go somewhere, so it rushes up and out the entrance to the dungeon.
Since the terrain above the dungeon is another level of the mansion, and is basically watertight, the water collects up here.
The total volume of this level is 80,000 cubic feet (320 squares, with a 10-foot ceiling), leaving 20,000 cubic feet of air.
Since the water has nowhere to go but up, and it has gone as high as it can, the water on this level is 7-1/2 feet deep (60,000 cubic feet divided by 8,000—the square footage of 320 5-foot squares).
Using this maneuver at the base of a cliff has no effect on the cliff.
Initiating it from the top of a cliff can force creatures and objects over the edge and drive them down with the current, as if initiated in mid-air, so that they take falling damage.
Creatures on open ground are safest from the worst effects..
They might be knocked prone by the force of the water, or even swept 120 feet (24 squares) away, but they are not in any particular danger of drowning or being crushed.
Any structure or obstacle standing on open ground takes 60 points of damage instead of the maneuver's regular damage, enough to collapse a typical wooden building, but not a structure built of stone, masonry, or reinforced masonry.
Hardness reduces this damage, but it isn't halved as damage dealt to objects normally is.
Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half).
The debris is swept away by the water.
The river, lake, or marsh overflows its banks, though with rivers the effect is transitory.
In the case of lakes and marshes, determine how much the body of water overflows, given the volume of water added to it.
Only calculate this amount if the total surface area of the lake or marsh is less than 40,000 square feet—and even then, it's only academic unless it is important to determine whether something on the shore gets wet.
Water Sign "Summer Plastic Bottle Rocket"Super Youkai Warhead (Strike)
Level: Moon Vanguard 8, Youkai Engineer 8
Initiation Action: Full-round action
Range: 40 feet/pilot level
Area: See text.
Duration: Instantaneous
Save: None
Make a fullattack as part of this maneuver with one or more of your melee or ranged weapons. The attacks take the form of a medium-sized swarm of homing missiles that appears adjacent to you. They have a swim speed equal to the maneuver's range (melee weapons are treated as brutal ranged weapons) and a flight speed (clumsy) equal to half its range. Make an attack roll for each missile swarm. You can move them up to their speed and each attack the first target they share their space with, rolling damage once per attack. With a successful tumble check, they can try to move through occupied space without attacking. Homing missile swarms that miss become harmless duds that cannot make any more blasts.
Upgrade: For every 3 Kappowa spent, you may provoke a 10-ft. burst explosion at an intersection point on a missile's trajectory, dealing damage equal to a Knowledge (architecture and engineering) or Swim skill check. Roll once to determine the damage of every blasts. Half damage on a successful Reflex save (DC 10+ ½ your pilot level + the better of your Str and Int modifiers). No blast may damage the same target twice.
Waterfall Sign "Shiraito Falls" Super Youkai Warhead (Strike)
Level: Moon Vanguard 8, Youkai Engineer 8
Initiation Action: Full-round action
Range: As weapon
Area: Up to 5 ft./3 pilot level radius, 15 ft./pilot level high cylinder centered on the target
Duration: 1 round + 1 round/4 ranks in Swim
Save: See text.
Make an attack with one of your weapons. Instead of dealing regular damage, a waterfall pours down around your chosen target with it at the center of its radius and in the middle of its height. Targets within the cylinder as it appears take damage equal to three Swim checks from you and become nauseated. A successful Fortitude save (DC 10 + ½ your pilot level + your intelligence modifier) halves the damage and negates the nausea.
The waterfall is so loud that all hearing any other sound that flowing water is impossible.
Those who enter the waterfall or who are still within it on your turn must roll the Fortitude save to avoid getting nauseated.
The current makes ranged attacks and flying within and through the waterfall is impossible. Swimming in the waterfall requires a Swim DC 80. Failing that DC automatically pushes them all the way down the waterfall and then fall normally (taking falling damage that includes the waterfall's push). The waterfall's water is limited to the maneuver's area (even in mid-air) and fades away when it ends.
You are immune to the nausea and may swim within the waterfall as if it was calm water. If you enter the cylinder you may instantly appear at any point of its covered area once per turn as a free action.
You cannot recover this maneuver for as long as it lasts.