Unless otherwise noticed all Diabolic Wave maneuvers are Supernatural abilities with a 50% chance of affecting ethereal/incorporeal and deal full damage to objects.
1st levelForbidden Barrage SignDiabolic Wave (Strike)
Level: Eternal Royal 1
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 11+Cha mod
This strike deals 1d6 damage per IL to all in the area. Roll a 1d6 three times to determine this Strike’s area, damage type, defense allowed and extra effect if the enemy defense fails.
1-Line 10 feet per rank in Disguise/Acid/Roll basic ranged against AC for Entangled 3 rounds.
2-Cone 5 feet per rank in Disguise/Fire/Reflex for Shaken 2 rounds
3-Emanation 5 feet radius per rank in Disguise centered in yourself/Cold/Fort for Slowed 1 round.
4-Burst 20 feet radius anywhere whitin 10 feet per rank in Disguise/Electricity/Will for Dazed 1 round.
5-Two targets each whitin 30 feet per rank in Disguise/Negative Energy/ opposed Str check for death.
6-One thing you can see up to 5 cubic feet per rank in Disguise/Force/opposed Cha check or double the damage ignoring any resistances, immunities, hardness and effects that would convert, reduce, redirect or otherwise prevent the damage.
For each blood charge you spend when using this counter, increase damage by 1d6.
Taboo Sign Diabolic Wave (Counter)
Level: Eternal Royal 1
Initiation Action: Immediate Action
Range: See text
Duration: See text
You may use this Counter when you would be harmed or hindered in any way. You turn into a demonic-looking bat that cannot take actions but is otherwise immune to all harm and ill conditions. This transformation lasts until the start of your next turn.
For each 6 blood charges you spend when using this counter, it lasts another round.
The Devil's Little SisterDiabolic Wave (Stance)
Level: Eternal Royal 1
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 11+Cha mod
While on this stance you can use your ranks in Disguise for Hide, Move Silently and Intimidate checks, and any other effects besides basic vision/ears that would detect your presence simply register you as a minor fiend appropriate to the area. You also grow bat-like wings that allow you to fly with good maneuverability at a speed of 15 feet plus 5 feet per IL, but you pay this stance’s Forbidden Cost for each round in which you fly this way more than 5 feet. You cannot become Invisible or benefit from any illusions while on this stance.
For each blood charge you spend when entering this stance, you can ignore 1 point of DR/hardness with your attacks with favored weapons by paying this stance’s Forbidden Cost.
2nd levelTaboo "Cranberry Trap"Diabolic Wave (Strike)
Level: Eternal Royal 2
Initiation Action: Standard Action
Range: See text
Duration: See text
Save: DC 12+Cha mod
Make a basic melee attack with a piercing or slashing weapon. If you hit you deal damage as normal and produce an Entangle effect with CL=IL centered on the target and DC as this maneuver, sprouting twisted plants of bizarre multi-colors regardless of terrain that. If you spend extra blood charges you replicate one of the following spells instead, each also with twisted shapes and multi-colored.
1-Obscuring Mist
2-Flaming Sphere
3-Fog Cloud
4-Wind Wall
5-Spike Growth
6-Sleet Storm
7-Spike Stones
8-Ice Storm
9-Unhallow
10-Wall of Thorns
11-Repel Wood
12-Antilife Shell
13-Creeping doom
For every 2 blood charges you spend in the options above, increase this maneuver’s DC by 1.
Regardless of spell deal damage equal to your ranks in Disguise (half fire, half acid) at the end of your turn to everything in the spell’s area besides you.
I wonder what would you catch with a cranberry trap?
Secret Barrage SignDiabolic Wave (Boost)
Level: Eternal Royal 2
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 12+Cha mod
“Will you play with me?”
“What's it worth to ya?”
Choose a creature you can detect. When you attack it, nobody eles notices the attack nor can react to it. The target also takes a penalty on Spot, Search and Listen checks equal to your Cha mod, a Will save halves this penalty. This lasts 1 round or until you attack another creature, whichever happens first.
For each 3 blood charges you spend when initiating this boost, it lasts 1 extra round.
“One coin.“
“One coin? You can't even buy a life with that.”
“I meant you can't use a continue!“
3rd levelTaboo "Lävatein"Diabolic Wave (Strike)
Level: Eternal Royal 3
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 13+Cha mod
A weapon demonstration with an ancient wand.
Really Flandre, you shouldn't take things that aren't yours.
When you initiate this boost choose a wand or sword you are holding.
If you choose a wand, for the duration it becomes a sword you are proficient with that takes a standard action to attack with (can’t make Aoos), an enhancement bonus to attack and damage rolls equal to your Cha mod, reach of 5 feet per ranks you have in Disguise (regardless of your normal reach), increase CL by your IL and when it hits a target can cast the spell inside the wand as a free action whitout spending charges, but only affects the target and only produces ill effects, no benefits.
If you choose a sword, for the duration it grows, taking a standard action to attack with (can’t make Aoos), gaining an enhancement bonus to attack and damage rolls equal to your Cha mod, reach of 5 feet per ranks you have in Disguise (regardless of your normal reach), and when you attack with it devilish fire shoots out in a line 5 feet wide, 100 feet long and 100 feet high placed so it’s over your target, dealing 1d6 damage per IL, half fire and half profane, reflex save negates. The devilish fire persists for the duration of this boost, affecting anyone moving through or ending their turn inside it Any creature can’t be affected by this devilish fire more than 1/round, if they would suffer multiple times in the same round instead increase DC by 2 for each extra instance.
For each two blood charges you spend, increase duration and DC (including wand DC) by 1.
Notes: Seen at the Scarlet Devil Mansion, Stopping Short Type
Reference Level: ★
A spell card where she swings a big sword of flame at you. No, 'a big sword of flame' isn't right. It's an oversized sword.
Swinging a sword like this around inside the house is dangerous.
It really is too big, even for a vampire, so it seems she can't swing it quickly at will. Therefore, evading the tip of the sword is simple.
However, the scary part of this sword isn't the sword itself. When she swings the sword, it produces fire bullets.
Forbidden Barrage "Starbow Break" Diabolic Wave (Strike)
Level: Eternal Royal 3
Initiation Action: Standard Action
Range: See text
Duration: See text
Save: DC 13+Cha mod
This Strike deals 1d6 damage to all in an area of a cone with 10 feet per IL. Damage is of a random type, roll a 1d8.
1-Fire.
2-Cold.
3-Acid.
4-Electricity.
5-Sonic.
6-Negative Energy.
7-Positive Energy.
8-Force.
In addition creatures in the area must re-roll all 1d20s and take the worst result for 1 year per rank in Disguise you have, counting as a Curse for the purpose of removing. A Reflex save halves this damage and reduces the duration of the curse to 1 round.
For each Blood Charge you spend when initiating this maneuver, it repeats itself with no need of extra cost nor action for another round in the same area.
Luck is said to be found at the end of the rainbow.
4th levelTaboo "Four of a Kind" Diabolic Wave (Strike)
Level: Eternal Royal 4
Initiation Action: Fullround Action
Range: See text
Duration: See text
The mighty shadow clone technique. Which is the real one?
Look for the source of the most complex firework...
When initiating this strike you produce 3 clones of yourself with the same stats as you whitin 5 feet per IL and act right away. However they can only perform basic actions or other Diabolic Wave Strike of 3rd level or lower you know, in which case you all share the forbidden cost and price, and each clone must perform a different action. They cannot use or activate any limited use items and last 1 round per 7 ranks you have in Disguise.
For each 7 blood charges you spend when using this, the clones last 1 extra round.
Notes: Seen at the Scarlet Devil Mansion, Slave Type
Clone Level: ★★★
A spell card where clones are made and they each attack as they like. While I don't think I'll be able to make clones of myself like this, I still want slaves.
Secret Barrage “Wandering Shadow”Diabolic Wave (Counter)
Level: Eternal Royal 4
Initiation Action: Immediate Action
Range: See text
Duration: See text
Save: DC 14+Cha mod
It was truly frightening.
You may initiate this counter when an enemy whitin 20 feet per rank you have in Disguise attempts an action. They take 1d4 damage per IL and all the bonus they have besides ability scores, size bonus, base attack bonus, enhancement bonus, armor bonus, shield bonus, resistance bonus and base save bonus become penalties for 1d12 rounds. A Will save halves this damage and reduces the duration to until the start of their next turn.
For each Blood Charge you spend when using this, the Counter may affect another target in range, although they count as having made their Will save.
5th levelTaboo "Kagome, Kagome" Diabolic Wave (Boost)
Level: Eternal Royal 5
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 15+Cha mod
"Kagome, Kagome, the bird in the cage, when will you come out?"
The next attack you make whitin 1 round creates a cage of green energy around one of your targets. The cage lasts 1 round per IL prevents them from affecting anything outside of it and if they try to move from their position through any means they take damage equal to disguise checks from you. Anybody outside can target the one inside without problem, but each such attacks reduces the cage’s duration by 1 round, and if this would reduce the duration to 0 rounds the maneuver ends earlier. When this maneuver is used the target gets a Reflex save to escape the cage before it’s fully formed without taking damage. Either way if the target somehow moves out from the cage, it will dissolve and form over them again at the start of the each round for the duration, allowing a new Reflex save each time.
For each two blood charges you spend when using this maneuver, your next attack may target one additional creature if it was single-target, and either way you may create one additional cage around another target of your attack.
Notes: Seen at the Scarlet Devil Mansion, Theatrical Type
Reference Level: ★
Danmaku is in front of behind. A spell card that surrounds you with danmaku.
In order for the enclosing danmaku to hit, she fires big danmaku. This is a rare kind of spell card in which danmaku interferes with danmaku.
In practice, since the danmaku interfere with each other, it's impossible to keep them in check and it turns out too scary to feel like it's for play. However, what else would one expect from the insane little sister? She doesn't care about things like that at all.
Incidentally, this isn't very strong. Did she hold back?
Forbidden Barrage "Catadioptric"Diabolic Wave (Strike)
Level: Eternal Royal 5
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 15+Cha mod
This maneuver deals damage equal to two Disguise checks from you too all enemies in a radius up to 10 feet per IL going around corners and ignoring line of sight/effect as long as there’s any open path to the victims, which are also confused for 1d12 rounds except they don’t default to attacking you back. A Will save halves this damage and reduces the Confusion duration to 1 round. Obstacles that don’t block line of sight like a Wall of force or anything invisible do not work against this maneuver.
For each Blood Charge you spend when using this, you may either copy one benefical maneuver/spell/similar effect from one creature in the area to another (no single creature may benefit from more than one buff from this, if the maneuver is used again reset) or change the appearance of somebody to somebody else as long as they’re both inside the area, as if they had used a normal Disguise check with your modifier.
Notes: Seen at the Scarlet Devil Mansion
Reference Level: ★★★
A spell card that uses the wall. A reflection shot that relies solely on power.
They really are sisters. Remilia has danmaku similar to this, but this one's a little too crafty.
6th levelSecret Barrage-Crushing Eye”Diabolic Wave (Strike)
Level: Eternal Royal 6
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 16+Cha mod
One target to which you have direct line of sight and can spot by yourself (no seeing through items or other means) must make a Fort save or be destroyed into fine dust. Even if they save they take damage equal to two Disguise checks from you. This affects undeads, constructs and objects too, but such targets receive a +5 bonus on their saves. In the case of a single solid object, you can affect up to 10 cubic feet per IL.
For each two blood charges you spend when initiating this maneuver, increase the DC by 1.
"You know, everything has an 'eye'. If I squeeze that eye, it will go 'kaboom'. Huh? How did I get close enough to the shooting star to squeeze its eye? It was right here. Right in the palm of my hand. And not just the shooting star's eye, but the eye of everything is in my right hand. So all I have to do is give a little squeeze and..."
Taboo "Maze of Love"Diabolic Wave (Boost)
Level: Eternal Royal 6
Initiation Action: Swift Action
Range: See text
Duration: See text
Save: DC 16+Cha mod
A spiralling maze that forces you to spin around and around.
For 1 round you’re surrounded by a field of swirling energy with a radius of 5 feet per 2 IL. Anybody inside this field takes damage equal to a Disguise check from you and are Charmed for the duration (that’s not broken by damage by this maneuver but will end if you harm them in other ways) unless they choose to “dance” along the flow, becoming unable to take other actions besides moving along you. They can attempt a Will save to perform actions while avoiding the damage, but if they fail they become Dominated for the duration instead. Even creatures immune to Charm/Dominate may be affected, but they gain a +5 bonus on their saves.
For each 3 Blood Charges you spend when initiating this maneuver, this maneuver lasts one extra round and increase its DC by 1. Each extra round allows a new Will save.
Notes: Movement-Stress Type of Love
Reference Level: ★
A spell card that enforces a certain method of avoidance. You just have to circle around Flandre, but it's a trap where you actually have to move in the opposite direction of the danmaku.
It forces your opponent to spin backwards. The maze of love is the great expression.
7th levelTaboo "Forbidden Fruit"Diabolic Wave (Strike)
Level: Eternal Royal 7
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 17+Cha mod
While looking for news, I was suddenly attacked.
A noiseless and irrational creeping fear.
It is a good thing that feeling comes out in the photos...
Make a basic attack against an opponent. It deals extra damage equal to two Disguise checks from you, half even it misses or is somehow countered/blocked/fails. In addition if you hit the target must make a Will save or be Panicked for 1 round, Shaken for 1 round even if they save. If you didn’t hit them, they still must make a Will save or be Frightened for 1 round, no effect if they pass the save. Even creatures immune may be affected but they gain a +5 bonus on their saves. This maneuver makes no noise and only the target(s) can see it, even the damage is disguised so that it cannot be traced back to you.
For each 3 Blood Charge you spend when initiating this maneuver, you may add a cumulative -1 to any roll the target makes in the future, after knowing if they would succeed or fail with that roll.
Notes: Forbidden move
Reference Level: Forbidden move
A super high-density spell card. At this level, it isn't a game at all.
Now, it's a forbidden move. Just like forbidden fruit.
Forbidden Barrage "Clock that Ticks Away the Past" Diabolic Wave (Counter)
Level: Eternal Royal 7
Initiation Action: Immediate Action
Range: See text
Duration: See text
Save: DC 17+Cha mod
You may initiate this Counter when somebody else whitin 5 feet per IL takes an action. Their action’s effects from the last round are reversed as if they had done nothing in it and they lose HP equal to a Disguise check from you except they are still in the same position.
For each 9 blood charges you spend when initiating this maneuver, you may erase their actions of the previous round.
8th levelU.N. Owen was Her?Diabolic Wave (Strike)
Level: Eternal Royal 8
Initiation Action: Standard Action
Range: See text
Duration: See text
Save: DC 18+Cha mod
Pick a creature or corpse whitin 5 feet per IL. They must make a Will save or be revealed as one of your blood clones disguised and having fooled everybody else! The clone them dissolves into red mist and you learn up to one fact about what they did or what happened to them. Even if they save, they still take damage equal to 3 Disguise checks from you. If they die or are destroyed from this damage then they count as failing the Will save anyway. Only a miracle or wish can restore this revelation. You may also make a basic attack as part of this maneuver, in this case if you hit increase the DC by 2 (or 4 if you use a Diabolic Wave favored weapon), and if you miss the maneuver still happens but the DC is reduced by 4.
For each blood charge you spend when initiating this maneuver, you learn one extra fact, or half the facts even if they save (make all the questions and they decide which to answer, cannot repeat the same question).
Taboo "Sister of Scarlet"Diabolic Wave (Boost)
Level: Eternal Royal 8
Initiation Action: Swift Action
Range: See text
Duration: See text
For 1 round you benefit from the current stance, boost and spell benefical effects as anybody whitin 5 feet per 2 IL, stacking with your own stance (if any), as long as they’re related to you by blood, either family or you’ve drunk theirs.
For each 5 Blood charges you spend when initiating this maneuver, increase its duration by 1 round.
9th levelTaboo "Forbidden Games"Diabolic Wave (Stance)
Level: Eternal Royal 9
Initiation Action: Swift Action
Range: See text
Duration: See text
I was fairly sure vampires were weak to
the cross symbol, but it doesn't seem like it.
She just came out and played with it...
While on this stance you’re immune to any anti-race/undead/alignment effects. If you would make an attack, you create a cross whitin 5 feet per 3 IL consisting of two 35 feet lines intersecting at the middle. Anything that passes under or above them is targeted by your attack. The cross remains while you are in this stance, moving 30 feet directly away from you each round. You can create and maintain multiple such crosses as long as they don’t intersect each other and the lines are never closer than 10 feet. A creature cannot be affected by a cross more than 1 round even if they somehow move multiple times over them, but they can be affected by multiple crosses. You also grow bat-like wings that allow you to fly with perfect maneuverability at a speed of 20 feet. Each round you remain in this stance you must pay Forbidden cost again.
For each 6 Blood charges you spend when entering this stance, you may produce another cross for each of your attacks.
Notes: Nothing but crosses
Reference Level: ★
A spell card that throws a large number of crosses at you.
It looks like the reason it's crosses is that they have lots of them at their house. Are they cross hunters, or did they belong to the humans that became their food?
Q.E.D. "Ripples of 495 Years"Diabolic Wave (Strike)
Level: Eternal Royal 9
Initiation Action: Fullround Action
Range: See text
Duration: See text
Save: DC 19+Cha mod
The pent-up frustrations of 495 years' worth of imprisonment.
The final attack always is the hardest. This is a final attack. Q.E.D.
This maneuver deals damage equal to 4 Disguise checks from you to all enemies whitin a radius of 10 feet per IL, Will save for half. Then they take another Disguise check worth of damage for each round they attacked you and/or used an Immediate action against you since last time you used this maneuver against them, each allowing a separate Will save to negate the damage and each counting as a separate attack for the purpose of defensive reactions.
You may spend X Blood charges when initiating this maneuver, and then destroy 5 times X in cubic feet worth of unattended solid matter in your line of sight as long as it’s all clumped together.
Secret Barrage "And Then Will There Be None?" Diabolic Wave (Boost)
Level: Eternal Royal ?
Initiation Action: Swift Action
Range: See text
Duration: See text
Ghostly bullet trails and mysterious deathtraps.
All this suspense you're feeling would make for a great novel.
To initiate this maneuver you must expend any two other Diabolic Wave maneuvers you have available, and this maneuver’s level becomes equal to half their combined levels. The maneuver’s effects depend on the combined level of the expended maneuvers.
2-Your next attack whitin 1 round leaves behind an invisible line(s) between you and any target(s), anyone crossing it is affected by the attack, and then that line dissipates.
3-Your next attack whitin 1 round can target a specific area. The next time an enemy crosses it, the attack resolves as if you were there targeting them. This “trap” lasts until you use this again.
4-You become completely silent for 1 round.
5-You become invisible for 1 round (not broken if you attack).
6-As 2 and 4.
7-As 4 and 5.
8-As 2 and 5.
9-As 4 and 5, but your Invisibility cannot be bypassed unless the observer is whitin 30 feet from you.
10-As 2 and 4 and 5.
11-As 3, but you can keep any number of such traps.
12-As 2 and 9.
13-As 4 and 5, but your Invisibility cannot be bypassed, point.
14-Opponents cannot take free/immediate actions against you.
15-Anything you kill/destroy is reduced to fine useless dust.
16-Pick any 2 options between 1-15.
17-Pick any 3 options between 1-15.
For each blood charge you spend when initiating this maneuver, the range of all abilities that would target you is reduced by 5 feet, to a minimum of 5 feet (both positive and negative). If this would reduce their range beyond what’s needed to reach you, the ability fails.
Notes: Seen at the Scarlet Devil Mansion, Invisible Slave Type
Playing Alone Level: ★★★★★
If I get hit, then there will be none.
When your opponent disappears, you can't tell where attacks will come from, and it's scary.
In this situation, avoiding the danmaku is dependent on being able to see the opponent.
For what it's worth, I want her to tell me how she can hide her form like that.