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The Kalis Stones.

May 14th, 2017
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  1. Something of an Appearance: The Kalis Stones appear to be rather large, almost perfectly spherical unmarked stones of some unknown rock. They are primarily gray, with streaks of both rusty and a glowing bright red within.
  2.  
  3. Kalis Stones: [N] HP: 170,000/170,000. Fission: III. Meteor Storm: II. Concentration: IIII. Regia Caelestis: IIIII.
  4. Essence: [color=#ff0000]█[/color]██████████.
  5. Residue: [color=#ff0000]█[/color]█████.
  6.  
  7. PASSIVES:
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  9. Residuum: The Essence and Residue bars are essentially the same thing, but different directionally, so to speak. They represent taken life force, and ultimately have the same resultant effect, though at different speeds, for certain. The Residue meter fills up by one unit for every ten thousand damage the Kalis Stones deal to enemies. This energy is essentially pure Blood absorbed from the being of the enemy, bloodless or not, fused with pure aggressive force. When filled, the Residue meter resets back to zero, adding one unit to the Essence bar. This is ultimately only a secondary but generally constant manner by which to fill the Essence bar. The primary method, of course, is through Blood sacrifice. Fuel one unit of the Essence meter with but three HP of your own! If you lack a health bar through which to do this, it is likely not a wise decision to summon the Kalis Stones. Now comes for the fun part. When the Essence meter reaches one hundred percent completion, the Kalis Stones are capable of flawlessly executing the Fission special attack. Speaking of which.
  10.  
  11. Rejuvenation: Not technically a passive, but certainly not a special attack. One can use one unit of the Essence bar to heal 30,000 damage dealt to the Kalis Stones. This expends a turn, however.
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  13. SPECIAL ATTACKS:
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  15. Fission: A three-turn charge. When the Essence bar is one hundred percent full, this attack splits the Kalis Stones in two, and revitalizes them. This wholly drains the Essence bar back to zero. That is to say, it clones the Kalis Stones, summoning a second set of them, complete with the exact same HP value, and charge status (save for Fission, of course), though not fullness of bars, which both start out at zero again. It is of note that this clone performs the same attack that the first copy of the Kalis Stones do from creation onwards, doubling damage. If you attempt this attack and the Essence bar is not full, roll a D4.
  16.  
  17. 1: Nothing happens.
  18. 2: The Kalis Stones that performed this attack take 40,000 damage, and a copy of them with 30,000 HP is spawned.
  19. 3: The Kalis Stones that performed this attack take 20,000 damage, and a copy of them with 45,000 HP is spawned.
  20. 4: The Kalis Stones that performed this attack take 10,000 damage, and a copy of them with 65,000 HP is spawned.
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  22. Meteor Storm: A two-turn charge. From the depths of the night sky, the Kalis Stones call forth a shower of fiery rock and magma. Roll a D3.
  23.  
  24. 1: The attack misses entirely.
  25. 2: Two random entities on a selected faction are targeted, and struck with hunks of burning rock and cooling magma. They both take between 25,000 and 45,000 damage.
  26. 3: Three random entities on the same faction as one targeted entity, along with said targeted entity, are struck with anywhere between 35,000 and 50,000 damage. The targeted entity has a fifty percent chance of being afflicted with the Astral Flame status effect for two turns. Said effect is rather curious. Flip a coin every turn until the duration of Astral Flame has ended, assigning the sides to poison and fire damage. If fire damage, the afflicted entity takes 10,000 damage, and 10% more damage from the next attack that strikes it. If poison damage, the afflicted entity takes 7,400 damage, and deals 10% less damage the next time it attempts to strike something.
  27.  
  28. Concentration: A four-turn charge. The Kalis Stones levitate into the air, channeling destructive arcane energy throughout the leylines of the world. This energy is potent enough to make the lines glow red as they transport said energy toward the intersect directly above the Kalis Stones. Roll a D3.
  29.  
  30. 1: One selected entity takes 20,000 damage.
  31. 2: Three selected entities take 35,000 damage.
  32. 3: Five selected entities take 39,000 damage, and each one is afflicted with the Astral Flame status effect for three turns.
  33.  
  34. Regia Caelestis: A five-turn charge. The Kalis Stones affix themselves in alignment with the constellations. Roll a D3.
  35.  
  36. 1: This attack targets two entities of your choice.
  37. 2: This attack targets four entities of your choice.
  38. 3: This attack targets six entities of your choice.
  39.  
  40. The Kalis Stones unleash celestial energies down upon the selected entities. Roll a D6 for each target.
  41.  
  42. 1: The entity takes 35,000 damage.
  43. 2: The entity is paralyzed for two turns.
  44. 3: The entity takes 49,000 damage.
  45. 4: The entity is afflicted with Astral Flame for five turns.
  46. 5: The entity is paralyzed for two turns AND afflicted with Astral Flame for three turns.
  47. 6: The entity takes 65,000 armor-piercing damage.
  48.  
  49. This attack deals 20,000 recoil damage to EVERY set of the Kalis Stones.
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