Kurzika: Difference between revisions
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Revision as of 20:24, 23 December 2021
| Kanohi Kurzika | |
|---|---|
| |
| Category | Mental |
| Rarity | Rare |
| Kanoka Combination | Reconstitute at Random + Telepathy |
| Always Active | No |
| Immoral | No |
| In the Doronai Nui | No |
| In the Doronai Kofo | No |
| AP cost | 0 |
| In-Combat Charge Duration (ICCD) | 3 Rounds |
| Great Out-of-Combat Charge Duration (GooCD) | 20 minutes |
| Noble Out-of-Combat Charge Duration (NooCD) | 10 minutes |
| BS01 | |
The Kanohi Kurzika is the Mask of Anger.
The Kanohi Kurzika radiates waves of anger to all beings around the wearer, and sets anyone in its sights on edge. Those affected by the Kanohi Kurzika have been known to be more irritable in the short term, and with longer durations of exposure, prone to attacking those that they once considered to be allies. At the peak of its strength, the victims of the Kurzika’s power have even killed their own teammates in a blind fury. Using this Kanohi is considered immoral and breaks the Toa Code.
A Kurzika Nuva is created when a destined Kurzika is dipped in Energized Protodermis. In addition to its standard abilities, its power is harder for targets to resist, and its power can be shared with individuals near the user; however, it can only be used by Nuva beings.
In the Doronai Nui
Great
As a 2AP action, the wearer may spend one or more Kanohi Charges to force one being of their choice within 30ft to make a WILL save (DC +8, CHA). On a failure, the target must immediately perform one attack, to the best of their ability, against the nearest being. This consumes a Reaction, or 1 AP from their next turn if they have already spent all Reactions. Additionally, if the being fails their initial WILL save, they become infected with rage. This effect lasts for 36 hours per Kanohi Charge expended. At the start of each of their turns in combat, an affected being must perform a WILL save (DC +4, CHA). On a failure, they gain 2d10 THP, fly into a rage, and must attack the nearest being, or a being that attacked them since their last turn, until combat ends or there are no beings to attack. While in a rage, they cannot add their Proficiency bonus to rolls, and have ADV on attack and damage rolls. Attack rolls against them have ADV. Additionally, even when not in combat, a being that is infected by rage is generally irritable and unpleasant.
Noble
As a 2AP action, the wearer may spend one or more Kanohi Charges to force one being of their choice within 30ft to make a WILL save (DC +4, CHA). On a failure, the target must immediately perform one attack, to the best of their ability, against the nearest being. This consumes a Reaction, or 1 AP from their next turn if they have already spent all Reactions. Additionally, if the being fails their initial WILL save, they become infected with rage. This effect lasts for 18 hours per Kanohi Charge expended. At the start of each of their turns in combat, an affected being must perform a WILL save (DC +0, CHA). On a failure, they gain 1d10 THP, fly into a rage, and must attack the nearest being, or a being that attacked them since their last turn, until combat ends or there are no beings to attack. While in a rage, they cannot add their Proficiency bonus to rolls, and have ADV on damage rolls. Attack rolls against them have ADV. Additionally, even when not in combat, a being that is infected by rage is generally irritable and unpleasant.
Great Nuva
As a 2AP action, the wearer may spend one or more Kanohi Charges to force one being of their choice within 30ft to make a WILL save (DC +12, CHA). On a failure, the target must immediately perform one attack, to the best of their ability, against the nearest being. This consumes a Reaction, or 1 AP from their next turn if they have already spent all Reactions. Additionally, if the being fails their initial WILL save, they become infected with rage. This effect lasts for 36 hours per Kanohi Charge expended. At the start of each of their turns in combat, an affected being must perform a WILL save (DC +8, CHA). On a failure, they gain 3d10 THP, fly into a rage, and must attack the nearest being, or a being that attacked them since their last turn, until combat ends or there are no beings to attack. While in a rage, they cannot add their Proficiency bonus to rolls, and have ADV on attack rolls and ADV2 on damage rolls. Attack rolls against them have ADV. Additionally, even when not in combat, a being that is infected by rage is generally irritable and unpleasant.
Noble Nuva
As a 2AP action, the wearer may spend one or more Kanohi Charges to force one being of their choice within 30ft to make a WILL save (DC +6, CHA). On a failure, the target must immediately perform one attack, to the best of their ability, against the nearest being. This consumes a Reaction, or 1 AP from their next turn if they have already spent all Reactions. Additionally, if the being fails their initial WILL save, they become infected with rage. This effect lasts for 18 hours per Kanohi Charge expended. At the start of each of their turns in combat, an affected being must perform a WILL save (DC +2, CHA). On a failure, they gain 2d8 THP, fly into a rage, and must attack the nearest being, or a being that attacked them since their last turn, until combat ends or there are no beings to attack. While in a rage, they cannot add their Proficiency bonus to rolls, and have ADV on damage rolls. Attack rolls against them have ADV. Additionally, even when not in combat, a being that is infected by rage is generally irritable and unpleasant.
Known bearers
Models
RSG has a Kurzika model: the standard Great (designed by Starbreaker and Perp3tual and crafted by HahliNuva).