SS | Akuma
Akuma, Eighth Shogun
34 str (+12), 28 dex (+9), 22 con (+6), 16 int (+3), 18 wis (+4), 30 cha (+10)
Saves - STR +18(+11,+18d4), DEX +15(+10,+15d4)
Fiend, Kitsune
70ft movement (40ft), 100ft jaunt (dash).
Referendum of Stars - Akuma converts Modifiers into Modifier Dice. For every Bonus Attribute he has in Strength or Dexterity, he instead rolls 1d4.
Immeasurable Stoicism - Akuma has greatly enhanced Strength from devouring Fist of the Planet.
Innumerable Disposition - If placed under the effects of Charm, Possession, Command, or other mind-altering spells without the affluence of Oshan, Akuma makes a DC 22 INT save or gains Madness Enhance EX++. He re-attempts all mind-related saves at the end of every turn. If an opponent does not withdraw Concentration before he succeeds, he inflicts Madness of the Eighth Circle upon them.
Madness - Akuma always attacks with Advantage, and opponents always attack him with Advantage.
Madness EX++ - The effects of Madness are increased to Double Advantage on both sides. Akuma can no longer determine what a target is, and is otherwise constituted as Blinded. He will attack virtually anything except for true incarnation Shoguns -- their avatars and familiars are all fair game otherwise.
Full Body Motion - Akuma has several stages of self-control.
Stage A - Considered 10% power. Akuma does not use Cosmic Actions and restricts himself to 22 STR (+6) and 20 dex (+5).
Stage B - Considered 25% power. Akuma raises his strength and Dexterity to standard levels. Unlock Jaunt. Unlock double attack.
Stage C - Considered 50% power. Akuma now can use Cosmic Actions. Referendum of Stars is unlocked. Unlock 6x attack.
Stage D - Considered 75% power. Akuma gains Madness Enhance EX++ and Morph abilities.
Stage EX - Akuma assumes his true form.
Akuma only uses weapons if the other Shoguns allow him to.
Attacks -
God Hand - 1x (2x(6x)) +11 (+18(+18d4)) to hit. Upon hit, Akuma can choose to inflict any number of special effects, but only one per round. 10d4+6(+18)+18d4)) High Function Bludgeoning damage.
> Soul of Flesh - Incite DC 18(23) CON save. Upon failure, the target's organic components begin to fail and they take 6d20 High Function Necrotic damage as their flesh is torn from their bones. Blood and Constructs make the save with Advantage. Echoes and similar entities are immune. If this damage knocks an opponent unconscious they are instantly killed and can only be revived with high-level ressurection spells that reconstruct the body.
> Herculean Force - Incite DC 18(23) STR save for target and adjacent targets. Upon failure, units are hit with 12d10 High Function Force damage and are launched up to 20(60)(90))ft away (1d8 collision damage per 5ft).
Snap Kick - Can exchange 1 punch for a kick. Inflicts Disadvantage on Concentration. Same damage/attack modifiers.
> Unstoppable Force - DC 18(23) save vs Knock to Prone and disarms 1 weapon of Akuma's choice.
> Sweep - Adjacent AoE. Deals half damage. STR 18(23) saves for all adjacent targets for Knock to Prone.
Abilities -
The World (Akuma) - Stand devoured from Cyreza Alter. Allows Akuma to control time to a very limited extent. Most of these abilities charge an attack and give a telegraph for their upcoming strike.
Dislocation - Attempts to jostle an enemy into the future. Charges Akuma's next attack. If it hits, DC 18(23) WIS save. The opponent is knocked 1d4 Rounds into the future.
Dimensional Rapture - Attempt to relocate an enemy on next punch. Bypasses conventional subspace barriers. DC 18(23) WIS save. The enemy can be knocked up to 20km away and is Stunned until the end of their next turn. Akuma has to see a location or region to willfully place them inside an object, upon which they make a DC 18(23) STR check versus 5d10 Bludgeoning damage and are puked out into the closest pathable tile.
Divine Motion - Consumes The World's energy for 3 rounds. If Akuma scores all attacks on his next attack chain, he can perform another attack chain. Lasts until he misses.