The Combat System. Combat Test will begin shortly, it will be a
Tag-Team type battle.
Also....
Bonuses and Stuff: Add these to your sheets. I also made some nerfs where necessary.
Concrete Striker:Earth Cleaver: 1d5 damage, +2 to defense.
Concrete Armor: +2 to defense, does not work against energy weapons.
Ground Smash: Damage from this is 25% less than normal and hits only one other nearby opponent.
Heavy Slash: x1.5 damage.
Vermillion Sun:Million Suns: 1d6 damage. Upgrade grants +2 to Agility for one turn.
Remote Detonation: What does this do again?
Sunstorm: No. Too powerful. Damage is 1d4, two hits max and the explosion hits everything in Medium range. Cooldown is 4 turns.
Mercury Whirlwind:
All Moves: Pick one stat. You're not stacking it to get 18 total for your stat rolls.
Mercury Whirlwind: 1d5 damage and heal 10% of damage.
Shifting Sands: No. Damage is reduced by [AGI+1d4] or redo the skill altogether. Also, no heals.
Sphere of Wind: Opposed STR v DEX roll and the enemy takes no damage if they break free. Damage is also reduced by CON.
Umbral Knight:
Arm Cannon: 1d4 when melee, 1d6 when ranged.
Shoulder Cannons: 1d4.
Auxiliary Cannons: 1d3, +2 to defense.
Hover: +2 to Hit when doing melee.
Azur Crusader:
Tizona: 1d4, +1 to Hit against all affected avatars, or reduce the amount of affected types to three total for 1d5 and +2.
Colada: 1d4, +1 to parrying non-gun/laser projectile weapons.
Dual Strike: Two attacks, -2 to Hit.
Baobab Bulwark:
Fusion Shields: 1d5, +2 to defense.
Tree of Barbs: Either damage reflection or reduction. Not both.
Nature's Challenge: Only applies to the first attack of a turn.
Reseda Advance:
Reseda Gauntlet: 1d5, +2 to fighting Active Defense rolls.
Inexorable Strength: Try another skill.
Herbal Remedy: 25% heal.
Unflinching Stride: Dodging is impossible during BOTH turns of Unflinching Stride.