Zydron, The Oracle

Ghiojo

Member
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"Do not mistake me as foolish; I am as smart as you are."

Zydron.png
Age: 128
Race: Nalarii
Inherents:

  • Embracing Dusk: As a [Reaction] to taking the damage, the Nalarii harden their statue body, and gains +3 Wards. [Cooldown] Once per Day.
  • Iron Will [Reaction]: The Dwumar lowers the first Rank of a Status Effect affecting them by 1. [Cooldown] Once per Day.
  • Forged from Fear: [Passive]- The Nalarii reduces the duration of Fear effects on them by 1 Round.

Evolutions:

  • Feral Winds: The Gharuuk gains the Pack Tactics Tag.
    • Pack Tactics- For every ally with this Tag, within 3 Blocks, you gain a +1 to Attack Rolls (Max +3)
  • ∎∎∎



STATS, ABILITIES AND GEAR

Character Tier: 1

STR: 0 | CON: +4 | AGI: -3 | INT: +5 | HP: 17 | MS: 9 | TOX: 17
Tier 0 - Attack of Opportunity| Reaction
No Cooldown | Attribute Requirements: None | Weapon Requirements: None
We’re doing it.

  • The Echo makes an Attack against a target moving out of their Attack Range.

Tier 0 - Overdrive| Passive
Initiative Cooldown | Attribute Requirements: None | Weapon Requirements: None
You dig deep and push past your normal limits, forcing your body to act when you otherwise could not.

  • The Echo loses 5 Health and gains a Prime, Swift, or Reaction that can be used at any time until the end of their next turn.
    • Note: During Events, it can be requests of ST to utilize this skill in different ways or by paying different costs, or even bypassing the cooldown for increased costs to allow a character to perform something with RP items or actions that otherwise might not be possible. This is your Plus Ultra moment, use it wisely.

Tier 0 - Shove | Prime Action
No Cooldown | Attribute Requirements: None | Weapon Requirements: None
Urgh. Push it. Push it real good.

  • The Echo rolls opposing Str or Agi against a target within Melee range, pushing them back 3 Blocks upon success.
Tier 1 - Shield Wall | Swift Action
No Cooldown | Attribute Requirements: 4 Constitution | Weapon Requirements: Shield
Initiate a shield wall, linking your shield with that of allies beside you
The Echo and any ally within touch range who joins the Shield Wall gains +1 to Defense Rolls and Wards for each participant up to a maximum of +5. Allies joining the Shield Wall do not require this Technique but do require a shield, and can join or leave the Shield Wall as a Swift Action, though must be in touch range of at least one of the current participants in the wall. The Echo must use their Swift Action each turn to upkeep the Shield Wall.

Tier 1 - Quick Cover | Reaction
3 Round Cooldown | Attribute Requirements: 1 Constitution | Weapon Requirements: Shield

  • The Echo or a target within 2 Blocks gains Advantage on their current Defense Roll.
Tier 1 - Adaptive Combat | Passive Medium Weapons
No Cooldown | Attribute Requirements: 2 Intuition | Weapon Requirements: None
Your muscles move with a mind of their own sometimes, you’ve trained more in muscle memory than lifting weights.

  • The Echo selects Unarmed, Light, Medium, or Heavy Melee Weapons. They use their Intuition to calculate Attack and Damage bonuses for the chosen type.
Tier 1 - Blow for Blow | Reaction
5 Round Cooldown | Attribute Requirements: 3 Constitution | Weapon Requirements: Light or Medium Melee Weapon / Unarmed
Your body was built to withstand blows, so whenever you get hit you simply hit back.

  • The Echo makes an Attack against an attacking target.

Loadout
The gear used in loadouts are things that attribute to the character during CRP. These items will specify which slot they use, and what their bonuses may be etc. It is suggested that a screenshot be place in the relevent section. A detailed explanation of the system can be found [
here].

Headwear:
Chestwear: Basic Plate Chestplate
Legwear:
Footwear:

Main Hand: Basic Medium Weapon
Offhand: Basic Shield

Consumables:

Special Permissions:
Each approved special permission should be listed individually and linked to.
 
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