SS | Tengoku Rengo

R̠͚e̥̙̣n̟g͕͖ͅo̜̳

 

Formation Sequence 1

 

STR - ?? (+1d10+2d4), DEX - ?? (+10+2d4) - CON - 22 (+6), INT - 20 (+5), WIS - 20 (+5), CHA ?? (+10+2d4)

 

Saves -  Str +1d10+2d4, dex +10+2d4, CON +6-1d6, INT +5, WIS +5, CHA +10+2d4

 

Initiative - 2d20dh1+2d4

 

Highly Resistant to Low, High function. Immune to Contra Motion Necrotic damage. Immune to stuns, sleep, charm, Exhaustion and other debilitations outside of Awareness.

 

40ft walk without MM.

 

Timeless Steps - Rengo can freely reposition around a unit while attacking. In MM, Rengo teleports to move freely as part of Legendary Actions or during his turn.

 

Diametric Opposition - Within Rengo's domain, units whom are synced to Rengo restore Short Rest abilities every three rounds, and Long Rest abilities every six rounds.

 

Legendary Actions - 4/4 - Base Attack, Attempt Save, Awareness - Active only during MM.

 

Motionless Momentum - Rengo keeps track of a resource known externally as Motionless Momentum (MM), an ideology of perpetual growth fueled to moments of time. Each round, Rengo creates 1 stack of MM (tracked in blue bar). He may use four stacks to initiate a round of Motionless Momentum, which cancels Formation Sequence and renders Rengo Aware for the duration of that round.

 

Formation Sequence 1 - Once MM is obtained the first time, Cosmic abilities and Dimensional abilities become available. Once MM is obtained three times, Formation Sequence ends.

 

Awareness of the Witness -  Rengo cannot Critically Strike while in Formation Sequence 1. Critical Strike is active while Aware (or Aware of the target) instead. While outside of MM, Rengo's attack modifier is +10-2d4. While in MM, his attack modifier becomes +1d10+2d4.

 

Perpetuallity of Harmony - When a unit falls to 0 hit points within domain of Rengo, it is revived, suffers 1 stack of Exhaustion. This revival does not restore lost Maximum Health.

 

Multiattack - Nine Divine - Nine fractal Motionlessness are created at the start of Cosmic Unity when in MM, or individuals are created when Rengo strikes a unit, or by using the related Spell instead of an Attack. Rengo performs as many weapon attacks or Abilities as he has tails. Each tail is a representation of Rengo's divinity. His body is a separate entity that performs its own actions.

 

When Rengo's turn begins in MM, Fractal Motionlessness can be repositioned freely within Rengo's domain. When attacking in MM, Rengo can freely swap positions with Fractal Motionlessness.

 

When Rengo strikes a unit, he creates Fractal Motionlessness somewhere in the arena, but can only have nine maximum. When Rengo shuffles initiative, Fractal Motionlessness roll for initiative. Fractal Motionlessness that is created during a turn cannot be used during that turn.

 

Attacks -

 

Souryuu - Weapon - Conceptual sword comprised of the Blood Consciousness' potential. Wielded by Rengo at the End of Dreams. A shadow of its former strength at best.

Non-MM - 5ft reach, +10-2d4 to hit, 6d8 Contra Motion slashing damage.

MM - 15ft reach, +1d10+2d4 to hit, 3d8+10 Contra Motion fluidic damage, DC 17 CON save for 7d4 Life Drain, + DC 17 CHA save for all units within 15ft cone behind that unit for 5d4 Contra Motion force damage.

> 16-20 critical threat - Extends CON save to all units in 90ft and CON save deals double damage.

> Advancing Formation - Rengo can attempt to bestow one attack during his multiattack chain. If the attack lands, he shuffles his initiative.

> Herculean Force - if Parried or Blocked, this attack ruptures space around Rengo and prompts a DC 17 STR save vs Knock to Prone for all other units in 90ft. This attack will also deal 12d10 damage to Structures and Constructs as well as fluidic elements if they fail.

>>> OR Hungering Blade - Casts a sweeping cleave linear attack up to 15ft distance in 15ft horizontal (to Rengo) width. DC 13 DEX save (17 in MM). The burning blood deals 4d8 High Function Necrotic damage (Double Damage, Range/Width and Healing Rengo in MM) and inflicts Disadvantage on concentration saves.

>>> OR technique

 

Karma - Body - Cosmic ideology of memetic reincarnation and destruction given form.

Non-MM - DC 15 CHA save upon a unit that Rengo has successfully struck during his current attack chain. Upon failure, sustain 4d12+2d4 Maximum Health damage and grants 1 stack of MM.

MM - Attacks all applicable units within 300ft.

 

Abilities -

 

Vacuum Blade - Produces a Wind Blade at a desired location and orientation. At the end of Rengo's next turn, the Blade will launch up to 200ft. The first unit it collides with makes a DC 17 DEX save or suffers 12d6+1d20 High Function Slashing damage and is pulled back 30ft towards the origination of the Wind Blade and knocked Prone. Vacuum Blade always critically strikes Constructs.

 

MM - Vacuum blades cause bleeding which deals 2d10 damage at the end of a unit's turn if not mended.

 

Devouring Star- Creates a devouring star. The star grows by 1 tile radius at the end of Rengo's following turns. Units whom touch the stars or start their turns in them make a DC 18 CON save vs 7d8+1d6 (per growth) High Function Necrotic damage. The stars devour any projectiles that enter them, and grow per object devoured.

 

Fractal Motionlessness - Creates a Fractal Motionlessness.

 

SWORD TECHNIQUE

 

Devouring Harmony - Attempts to impale a unit with a melee attack. +10-2d4 or +1d10+2d4 in MM. CHA save vs 19 vs Paralysis. Deals 6d8 High Function piercing damage and forcibly ends Rengo's current attack chain other than Body abilities if the unit makes the save. Rengo cannot make Melee attacks or move until this ability is resolved. The unit may re-attempt the save at the end of their following turn. Should they fail to save, Rengo will deal 12d10+6d8 High Function Force damage split amongst them and all other applicable targets within 30ft at the beginning of its next turn. Those units make a DC 19 CHA save for half of their portion of damage.

 

Diametric Inversion - Two-stage attack, requires Fractal Motionlessness opposing unit, which it consumes if the second stage is initiated. +10-2d4 or +1d10+2d4 for melee pommel attack that deals 4d4 Force damage. STR save vs 20 for Stun until the beginning of unit's next turn. Upon success, Fractal Motionlessness and Rengo pair for single melee attack that deals 8d12 damage (No crit modifier). Critical strike creates wingbreak that attacks enemies within 30ft for 5d6 Contra Motion Slashing damage.

 

Cosmic Actions -

 

Seven Stars - Conjures the Seven Stars. Takes a round, and requires MM. During this period, Rengo is considered Fractured and dwells within Contra Momentum.

Upon the start of Rengo's next turn, the Seven Stars of Seven Kings take shape and prompt a DC 22 CHA save for enemies whom the light shines upon. Upon failure, Rengo becomes fully Aware of those enemies regardless of MM. At the end of every turn, enemies must re-attempt the Save whom have made it so long as they end their turn in Line of Sight of the stars. Enemies whom leave line of sight succeed the effect even if they failed it in the past.