Pos Lucian Gorefist

Name: Lucian Gorefist
Level 51 Duelist
Max HP: 1652
Max MP: 1286
ARM: 0
MARM: 0
EVA: 5
MEVA: 0
ATK: 13 (9+4)
VIT: 6 (5+1)
SPD: 13 (8+5)
MAG: 4 (4)
SPR: 4 (4)
Weapon: Memory of A Misconstructed God (1d12+520. ACC: 80 Crit: 1-10. 47D F20 Special: Piercing, Evasion II, Skewer, Data Exalt (doubles sitmods, Data-type attack))
Shield: None
Armor: Survival Vest (+250 HP, +250 MP, Resist: Poison 3)
Accessory 1: None (-)
Accessory 2: None (-)
=Abilities=
Item. 27D F20
Defend. 22D F20
==Technique==
Concentrated Strike ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and the next Combo attack gains Accuracy II. This bonus does not apply if the combo is broken. CoS: 90
Heel Drop ((Technique, Aimed, Combo)) Target: Single 24D F15 Inflicts 1d10+364 Physical damage, and increase the damage of the next Finisher move by 25%. This bonus does not apply if the combo is broken. CoS: 80
Mach Kick ((Technique, Aimed, Combo)) Target: Double 24D F12 MP: 120 Inflicts 1d8+273 Physical damage, and both targets are considered valid choices for the next combo attack. CoS: 80
Meteor Strike ((Technique, Aimed, Combo)) Target: Single 29D F17 Inflicts 1d8+273 Physical damage, and doubles the benefits the current combo will apply to the next Finisher move. This bonus does not apply if the combo is broken. If the target hits the Duelist before they use a Finisher, the combo is broken. Meteor Strike may not be used if the target is incapable of targeting the Duelist.
Punch Rush ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and adds Accuracy II to the next Finisher move. This bonus does not apply if the combo is broken. CoS: 90
Raging Fist ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and adds +25% damage to all successive combo hits. This benefit ends if the combo is broken or resolved by use of a Finisher, or the combo target attacks the Duelist. A combo may only benefit from one active use of Raging Fist. CoS: 85
Somersault ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and adds Effect: Delay 5 to the next Finisher move. This bonus does not apply if the combo is broken. CoS: 80
Storm Kick ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and adds Critical I to all successive combo hits. This benefit ends if the combo is broken or resolved by use of a Finisher, and no combo may benefit from Storm Kick more than once. CoS: 85
Sweeping Cross ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and reduces the Delay on all successive combo hits by 2. This benefit ends if the combo is broken or resolved by use of a Finisher, and no combo may benefit from Sweeping Cross more than once. CoS: 80
Thunder Kick ((Technique, Aimed, Combo)) Target: Single 21D F12 Inflicts 1d8+273 Physical damage, and adds Accuracy I to all successive combo hits. This benefit ends if the combo is broken or resolved by use of a Finisher, and no combo may benefit from Thunder Kick more than once. CoS: 85
Different Beat ((Technique, Weapon, Finisher)) Target: Group (Line) 44D F17 MP: 240 Deals Deals 1d12+780 damage to one target in the front row and one target in the back row. Different Beat ignores the penalty for attacking the enemies back row, but not the penalty for attacking from the back row. CoS: 80 Crit: 1-10
Meteor Barret ((Technique, Weapon, Finisher)) Target: Single 44D F17 MP: 240 Deals 1d12+1040 damage to a single target. CoS: 80 Crit: 1-10
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==Magic==
Rising Phoenix ((Magic, Stance, Element: Fire, Combo)) Target: Self 14D F12 MP: 40The Duelist enters a stance which grants the keyword Elemental: Fire and +6 die to all attacks with the Combo or Finisher keyword. At the start of every turn, the Duelist must pay the MP cost for this ability or lose the benefit of this stance. Using Wave Fist will not disrupt a combo already in motion. (Rising Phoenix, Winter Storm, Wave Fist, and Rolling Thunder are all mutually exclusive; the Duelist can only have one Stance active at any point in time. Any application of any of the four stances will automatically end any previous stance that the Duelist was already under.) CoS: 100
Rolling Thunder ((Magic, Stance, Element: Lightning, Combo)) Target: Self 14D F12 MP: 40 The Duelist enters a stance which grants the keyword Elemental: Lightning and Critical I to all attacks with the Combo or Finisher keyword. At the start of every turn, the Duelist must pay the MP cost for this ability or lose the benefit of this stance. Using Wave Fist will not disrupt a combo already in motion. (Rising Phoenix, Winter Storm, Wave Fist, and Rolling Thunder are all mutually exclusive; the Duelist can only have one Stance active at any point in time. Any application of any of the four stances will automatically end any previous stance that the Duelist was already under.) CoS: 100
Wave Fist ((Magic, Stance, Element: Water, Combo)) Target: Self 14D F12 MP: 40The Duelist enters a stance which grants Evasion II and the keyword Elemental: Water to all attacks with the Combo or Finisher keyword. At the start of every turn, the Duelist must pay the MP cost for this ability or lose the benefit of this stance. Using Wave Fist will not disrupt a combo already in motion. (Rising Phoenix, Winter Storm, Wave Fist, and Rolling Thunder are all mutually exclusive; the Duelist can only have one Stance active at any point in time. Any application of any of the four stances will automatically end any previous stance that the Duelist was already under.) CoS: 100
Winter Storm ((Magic, Stance, Element: Ice, Combo)) Target: Self 14D F12 MP: 40 The Duelist enters a stance which grants the keyword Elemental: Ice and Accuracy I to all attacks with the Combo or Finisher keyword. At the start of every turn, the Duelist must pay the MP cost for this ability or lose the benefit of this stance. Using Wave Fist will not disrupt a combo already in motion. (Rising Phoenix, Winter Storm, Wave Fist, and Rolling Thunder are all mutually exclusive; the Duelist can only have one Stance active at any point in time. Any application of any of the four stances will automatically end any previous stance that the Duelist was already under.) CoS: 100
Rage ((Magic, Enhancement: Brave, Critical Up, Haste)) Target: Self/Group 34D F12 MP: 240 Grants the Duelist Brave (5), Critical Up (5), & Haste (5) and inflicts 1d10+112 Magical damage to the enemy group. CoS: 100
CoS: 100
==Support==
Armageddon Fist: Lethal familiarity and deadly reflexes lower the delay on attacks with the 'Combo' or 'Finisher' keyword by 3.
==Reaction==
Follow Through (Reaction) Trigger: An ally misses the current target of your combo with a single target weapon technique. ((Weapon, Technique)) Target: Single (Same target) Follow-through inflicts 1d12+520 damage to that enemy. This does not interrupt the current combo. CoS: 100
==Attribute Boosts==
None
=Skills=
Free: Focus: Technical (1x session +20 to Pilot/Tinker/Sabotage/Systems roll after learning CoS)
Aptitude: Technical x4 (+20 to Pilot/Tinker/Sabotage/Systems checks)
Expertise: Grace x3 (+30 to Grace checks)
Expertise: Climb & Jump x2 (+20 to Climb & Jump checks)
Expertise: Infiltration x2 (+20 to Infiltration checks)
Expertise: Danger Sense (+10 to Danger Sense checks)
=Appearance=
In game an imposing Ronso warrior, slate grey fur and a crimson mane caught in dozens of small gold cuff tipped braids, ears carrying a few matching gold rings. The physique slider was not set to max, but definitely moved enough to give muscles definition even under the fur. The gear is high-grade leather over chain, enough to provide protection without interfering with range of motion or mobility, the staff is ornately carved with blue tracings on each of its hexagonal faces.

Out of game an older man, probably in his mid-40s. Green eyes look through glasses perched on the end of a Roman nose, long blonde hair very unkempt and usually just pulled back in a loose lazy ponytail or twisted into a bun on top of his head and pinned in place with a few metal rods, though the beard is kept trimmed short. Dress is almost always in whatever coveralls he was wearing at work that day, pockets everywhere, often half-unzipped revealing a dark-colored tshirt.

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