Changes

Angel

513 bytes removed, 20:29, 18 June 2023
| creature_tl=2
| creature_cat=Angelics
| creature_disp=[[Factions|Faction:]] [[Heaven, Ltd.]]
| creature_ac=C1
| creature_ps=100%
* Upon casting the shield, the creature becomes engulfed in a protective shield, which will block all incoming damage. It will break after sustaining a certain amount of limb damage. If a light shield is already active, the technique can be used again to refill the existing shield's HP back to full.
** The light shield counts as '''Armored''', with '''40 HP''' and '''LDV-0'''.
** The light shield engulfs the user, which means it takes priority over personal body armor and/or shields, but will not engulf counts as a '''special shield''' (behind [[Covercover]]. The order but in front of priority is as follows: [[Covershields]] > ''Light shield'' > Physical shields > Target creature (AC/body armor)in the [[Shields#Defensive order of priority|defensive order of priority]].
** The light shield is fully impenetrable until broken - there is no pass-through of damage until the shield is broken, which makes it possible to survive powerful hits without taking damage (other than the casting costs), even if they would destroy the shield in one hit.
* This technique is an '''Angelic power''' which requires '''2 AE''' to cast.
* This technique can be aimed at self, or at any other creature in the room. It requires no accuracy check; the technique always succeeds.
* Upon casting the spell, the targeted creature will instantly heal 30% [[Pain]], [[Limb health|4 HP per limb]] on all limbs, and close 2 random open [[wounds]] (prioritizes DWs first), and heal 2 random [[fracture|fractures]].
=== Light ball ===
Equipped weapons:
* Primary 1: [[Longbow]] (1 /1, 1x [[Arrow]], NRM)- IS 14** Combined effects: FT +1* Primary 2: [[Longsword]]- IS 18
Inventory:
Creature traits:
* '''Angelic''': This creature is angelic, and therefore has access to certain '''[[Angelic powers]]''' (listed above as techniques), and the resource needed to cast them, '''Angelic Energy'''. See this page for more details.
* '''FlightCannot be butchered''': This creature is capable of flying using its '''wings'''. As a free actionOn death, this creature may toggle Flight on or off once per turn. If Flight is on's body quickly fades then disappears, dropping any equipment it carried (if any) and making it impossible to butcher this creature receives the following effects:** Primed [[Explosives#Directional mines|directional mines]] will not be set off by a flying creature on the same Side.** Opponents attacking a flying creature suffer from a [[FT]] malus: FT+2 with melee attacks, FT+1 with ranged attacks.** Flying creatures cannot take [[cover]].** Flying creatures suffer from certain maluses: [[Recoil]] +1 and [[FT]]+1.** If at least half of their wings is '''[[limb damage|disabled]]''', this creature is forced off Flight and can no longer toggle it back on until healed.{{TraitFlight}}
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