???Several Hours Earlier...To anyone not paying attention, it would've been difficult to notice. A dark portal in a dark forest, hanging silent in the amidst the branches of a tree so tall it very nearly rivals the burnt out husks of skyscrapers on the portal's other side. Indeed, the portal in the forest went completely undetected by it's numerous denizens, but not to the thing on the other side.
Road Block Detected. Movement detected in road block. Traffic flow?
A spindly, charred spike of metal protrudes through the portal, followed by another, and another, until the full creature made it's way through the portal. While not as large as the other beasts present in the forest, it would've towered over any humans. Perched atop it's many, spiderlike legs sat a thin, wiry thorax, supporting a strange head with 3-multicolored eyes that only someone not native to this place would recognize as a traffic light. As soon as the being's last leg makes completely leaves the portal, it snaps shut in an instant, leaving the being alone in the towering wood.
Road lost. Seeking road. Movement identified as wind in tree. Seeking traffic flow.
NowSeveral pedestrians located. Traffic flow found.
A faint green light illuminates the forest around the hunters, all too distracted by the incoming Rathian to notice. Silently, the spider creeps forward, ready to greet them in whatever way it knows how, when the Rathian appears and charges forward in a barrage of flame and meat, injuring several of them.
Several pedestrians injured in crash! Red detected! Traffic flow found! Protect traffic flow!
The creature leaps out from it's hiding place within the bush, and somehow, in spite of every law of physics and general common sense, grips the much larger dragon with several of it's limbs and manages to toss it away from IP!
Stay In Your Lane!Target 1 enemy that made an attack on an ally this turn. It is tossed far away, taking damage equal to ½ the damage inflicted to highway haunter’s ally during that attack. It cannot attack Highway Haunter or that ally until after it’s next turn. 3 turn cooldown. (Activating on the Rathian's charge damage on IP.)
The creature turns it's head to look at the smaller being it had just tossed the dragon away from, and a small, tinny voice that's just barely audible over the din of combat rings out from it.
"Wait."
Perks:
Green Light: Green means go.
Whenever Highway Haunter uses a Green action, all allies gain +5 init until the start of it’s next turn. Green actions are abilities that have no base cooldown.
Yellow Light: This will be your only warning.
Whenever Highway Haunter uses a Yellow action, the cooldown on it’s Red abilities goes down by 1. Yellow actions always have moderate base cooldown.
Red Light: It’s time to stop.
Whenever Highway Haunter uses a Red action, it’s attacks deal 2x damage on enemies with a faster init than it until the end of it’s next turn. Red actions always have high base cooldown.
Level 6
HP: 84
Init: 9
Str: 5
Dex: 12
Int: 0
Con:7
Syn: 10
Actions:
Green Actions:
Hurry up, would you?:
Highway Haunter remembers the strange rituals men once had, where they would honk and swear for being too slow to notice the green light.
Target 1 Enemy. Until the end of Highway Haunter’s next turn, they gain +5 init, but they all of the dice they roll become one lower. (d20s become d12s, d12s become d10s, etc.)
Level 2: Target 2 enemies.
Level 3: Add a -Syn to all damage rolls dealt by those enemies. The enemies gain +7 Init.
Current Form: Target up to 2 enemies. They gain +7 init, but all dice they roll become one size smaller, and they subtract Rainbow’s SYN from all damage they deal until the end of Rainbow’s next turn.
Leap:
Highway Haunter leaps through the air and impales those who would dare run the red light. It’s what it’s manufacturers would’ve wanted, right?
Deals Dex damage. Deals 1.5x damage against enemies with a higher init.
Level 2: Deals 1d6 + Dex damage.
Level 3: Deals 2d6 + Dex damage.
Level 4: Deals 3d6 + Dex damage.
Current Form: Deals 3d6 + Dex damage. Deals 1.5x damage against enemies with a higher init.
Yellow Actions:
Stay in your lane!:
Highway haunter grabs an enemy with it’s spindly legs and tosses it away!
Target 1 enemy that made an attack on an ally this turn. It is tossed far away, and can no longer attack the same ally during it’s next turn. 3 turn cooldown.
Level 2: That enemy cannot attack that same ally or Highway haunter during it’s next turn.
Level 3: The thrown enemy takes damage equal to 1/4th the damage inflicted to the ally during it’s last attack.
Level 4: The thrown enemy takes damage equal to ½ the damage inflicted to the ally during it’s last attack.
Current Form: Target 1 enemy that made an attack on an ally this turn. It is tossed far away, taking damage equal to ½ the damage inflicted to highway haunter’s ally during that attack. It cannot attack Highway Haunter or that ally until after it’s next turn. 3 turn cooldown.
Missing the Light:
Highway Haunter returns to it’s duty as a traffic light for a moment to refocus it’s energy.
Reduce the init of all enemies by 5 until Highway Haunter’s next turn. Highway Haunter gains 1d8 + Syn HP. 3 turn cooldown.
Level 2: Highway Haunter gains 2d8 + SYN HP.
Current form: Reduce the init of all enemies by 5 until highway Haunter’s next turn. Highway haunter gains 2d8 + SYN HP. 3 turn cooldown.
Red Abilities:
STOP!:
Do not skip the red light. FOR THE LOVE OF GOD DO NOT SKIP THE RED LIGHT!
For each ally or enemy that attacks before Highway Haunter’s next turn, Highway haunter gains +5 to it’s next damage roll and 2 DR until the end of it’s next turn. For each ally or enemy that chooses not to attack before highway haunter’s next turn, highway haunter loses 5 to it’s next damage roll.
Level 2: Highway Haunter gains +6 for each character that attacks before it’s next turn.
Level 3: Highway Haunter gains +7 for each character that attacks before it’s next turn.
Level 4: Highway Haunter gains +8 for each character that attacks before it’s next turn.
Level 5: Highway Haunter gains 3 DR until the end of it’s next turn for each character that attacks before it’s next turn.
Level 6: Highway Haunter gains +9 for each character that attacks before it’s next turn.
Level 7: Highway Haunter gains +10 for each character that attacks before it’s next turn.
Current Form: For each character that attacks before Highway Haunter’s next turn, Highway Haunter gains +10 to it’s first attack next turn, and 3 DR until the start of it’s next turn. For each character that chooses not to attack before Highway Haunter’s next turn, he loses 5 damage from the next damage roll they make.
Equipment
Wall Climber (Trick): Highway Haunter can climb on walls and ceilings with little issue. Gives -3 init in combat.
Level 2: Highway Haunter can carry people on it’s back while climbing walls and ceilings.
Level 3: Ignore the weight penalties caused by carrying people on it’s back.
Meaningful Lights (Trick): Highway Haunter’s emotional state is easily read by others, even if they might otherwise miss it due to it’s slightly alien form. People naturally understand Highway Haunter’s emotional state, as written in any scene he is RP’d in. Failing that, you can PM and ask, and your character will know by default how Highway Haunter feels about things.
Level 2: Highway Haunter’s anger is transmitted extra clearly, and may serve to intimidate people out of combat.
Silent Step (Trick):
Highway haunter moves shockingly quietly. Has no effect in combat.
Level 2: Highway Haunter moves with complete silence, only causing sounds when it wants to.
Internal Clock (Trick)
Highway Haunter was once in perfect sync with an entire city. While that beautiful harmony is long gone, it still recalls it's part in the orchestra. Has no effect in combat.
Level 1: Highway Haunter always knows what time it is in it's own internal clock, and thus always knows how much time has passed even if there are no clocks around.