Sephiroth (Nibelheim Incident)
Sephiroth (Nibelheim Incident)
Name:
Sephiroth
Reward:
40 xp (1st run)
Red Stone - Sword Augmentation (Fusion) - +*4 to Damage
Touph Ring (Extreme Challenge) (+50 All Stats)
Description:Your funeral, personified into a tall pale man with waist-long silver hair, wearing a black trenchcoat with an 'x' pattern of straps over the otherwise open chest and stomach, with black pants, black boots, and black gloves. The trenchcoat has a silver covering on each shoulder, and in his left hand is the two-hand fitting hilt to the nodachi behind his back.
![Image](http://i.imgur.com/uRAr49L.gif)
![Image](http://i.imgur.com/uRAr49L.gif)
![Image](http://i.imgur.com/uRAr49L.gif)
In 'Phase 2', Sephiroth's single wing shoots from inside of his coat to his right, double his arm's length with long black feathers.
Weapon of Choice: Masamune (8000 hp)
Hp: 166600
Mp: 5000
Physical Soak: 4000
Mental Soak: 14000
Dodge Roll: 1d170+82 (Dodge), 1d180+87 (Block)**
Attack Behavior: Phase 1 - >100000 hp
1d7
1: Single Attack - a single swing of the Masamune in an arcing strike towards a single enemy. (1d170+82)
2, 3, 4: Reaper - a series of attacks with Masamune, each strike pushes an enemy back with bursts of spiritual energy off of the blade. (1d170+82, 1d3 hits)
5: Fervent Blow - an arcing swing of Masamune produces a series of blade-shaped energy blasts that streak towards an enemy. (1d180+87, 1d8 hits, 4000 damage apiece, if 4+ strike, Knockback [1 Area])
6: Oblivion - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the multiple cuts of the weapon at a single opponent. (1d190+92, 1d7 hits)
7: Draw Slash - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the wide arcing swing of the enormous weapon that strikes multiple enemies. (1d190+92, all targets, 1 hit, Knockback [1 area] if struck)
Phase 2 - > 100000-50001 hp
(1d220+107 to Block)
1d8
1: Single Attack - a single swing of the Masamune in an arcing strike towards a single enemy. (1d190+92)
2, 3, 4: Reaper - a series of attacks with Masamune, each strike pushes an enemy back with bursts of spiritual energy off of the blade. (1d190+92, 1d3 hits)
5: Shadow Flare - an array of black and purple spheres of energy appear around a target before converging together, causing a chain of explosions. (1d200+97, 1d4 hits, 8,000 magical damage apiece)
6: Hell's Gate - Sephiroth jumps into the air (unless already above target) and turns the Masamune to point downwards before blazing towards a single target to impale with the sword. (1d190+92, 12000 damage)
7: Heartless Angel - Sephiroth rises 2 Areas into the air with his arms and wing spread wide, closing his eyes. A dark energy surrounds him and begins to gather power. Over the next 3 rounds, he will gather power. On the 3rd round, he will execute the attack, which surrounds all targets with the same energy before sapping them of all of theirs, reducing all targets to 1 HP. To interrupt the attack, Sephiroth must be struck before execution. (Charge for 3 rounds, roll 1d170+83 on 3rd round. Use Dodge roll specified only.)
8: Pale Horse - a flash of light and magical energy turns an entire battlefield negatively colored for several moments before reverting back. (1d170+83, 1 hp, all targets if struck must roll 1d100.
100-76: No effect.
75-51: Acute Disease
50-26: Acute Disease, Moderate Confuse
25-11: Acute Disease, Moderate Confuse, Mild Berserk
10-0: Acute Disease, Moderate Confuse, Mild Berserk, Acute Transform
Phase 3 - > Under 50,000
(1d260+127 to block)
1d10
1, 2: Oblivion - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the multiple cuts of the weapon at a single opponent. (1d230+112, 1d7 hits)
4, 5: Draw Slash - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the wide arcing swing of the enormous weapon that strikes multiple enemies. (1d230+112, 1d7 targets, 1 hit, Knockback [1 area] if struck)
7: Octaslash - a series of blitzing cuts with Masamune. "Vanish." (1d210+102, 1d8 hits, 12,000 damage apiece)
8: Shadow Flare Ex - an array of black and purple spheres of energy appear around all targets before converging together, causing a chain of explosions. (1d220+107, all targets, 1d4 hits, 5000 magical damage apiece)
9: Super Nova - Sephiroth disappears before the battlefield darkens completely, leaving all targets in a void. A series of mathematical calculations begin to appear in the area along with what are obviously magical incantations, before a flash of light forms and begins to expand outwards towards all enemies, rippling outwards with fire in a massive explosion comparable to the detonation of a star. (1d170+80, 25,000 magical damage, all targets)
10: Pale Horse - a flash of light and magical energy turns an entire battlefield negatively colored for several moments before reverting back. (1d170+83, 1 hp, all targets if struck must roll 1d100.
100-76: No effect.
75-51: Acute Disease
50-26: Acute Disease, Moderate Confuse
25-11: Acute Disease, Moderate Confuse, Mild Berserk
10-0: Acute Disease, Moderate Confuse, Mild Berserk, Acute Transform
![Image](http://i.imgur.com/jl4H7.gif)
** SPECIAL **
FLIGHT RULES ARE VERY IMPORTANT FOR THIS BATTLE.
When blocking attacks, if Sephiroth rolls 20 or more higher than the attack, he will perform the following:
Special: Scintilla - blocks an attack, only to swing Masamune forth once to slash an illusory one time, dealing multiple cuts with the weapon, before swinging it once more to slam an enemy backwards. (1d130+62 [affected by Phases), 1d3+1 hits, 6000 damage apiece, Knockback [1 Area])
(Phase 1: 1d130+62)
(Phase 2: 1d170+82)
(Phase 3: 1d210+102)
Special: Air Trick - Allows a character to counterattack ranged attacks by disappearing and reappearing above the target, granting "Sneak Attack" bonuses when performed. This occurs on a critical dodge against ranged attacks.
When fighting an enemy that flies and attempts to get above Sephiroth, add the following attack to Phase 1 and Phase 2 behavior rolls
Special: Heaven's Light - An upwards jump and swing with Masamune that strikes an enemy, then slams them towards the ground. (1d130+62 [affected by Phases], 9000 damage, Knockdown)
(Phase 1: 1d130+62)
(Phase 2: 1d170+82)
![Image](http://i.imgur.com/jl4H7.gif)
__________________________________________________________________________
If Sephiroth is challenged with any technical modifiers applied (One hit challenge, extreme, etc), an additional entry is made in Phase 2, shifting Heartless Angel and Pale Horse down to slots 9 and 10 respectively.
7, 8: Materia - A group of floating crystals, the size of a small human that float around Sephiroth, and attack his target. They have their own health and attacks when summoned, and are added into the init.
Inits: 1d100 (all)
Firaga - A large red floating crystal that has the element of flame.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d130+60 (Half Damage from Fire-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Firaga - Using the firaga spell, three balls of red flame expel from the materia, able to smash into the target. 1d160+76, 1d3 hits, 7500 dmg
3. No action
Thundaga - A large yellow floating crystal with the element of electricity.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d90+40 (Half Damage from Lightning-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Thundaga - Using the thundaga spell, a high charged bolt of electricity slams into the target at hand. 1d160+76 12,000 dmg
3. No action
Blizzaga - A large royal-blue floating crystal with the element of ice.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d90+40 (Half Damage from ice-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Blizzaga - Using the blizzaga spell, a large icy blue crystal forms over the targets head, crashing down to shatter over-top. 1d160+76, 10,000 dmg
3. No action
Curaga - A large green floating crystal with the ability to heal.
Health: 40,000
Physical Soak: 2000
Magical Soak: 4000
![Image](http://i.imgur.com/uRAr49L.gif)
1. Curaga - The crystal targets Sephiroth and cures him for 30% max HP (49,980 HP)
2. No action
![Image](http://i.imgur.com/jl4H7.gif)
![Image](http://i.imgur.com/jl4H7.gif)
![Image](http://i.imgur.com/jl4H7.gif)
Sephiroth
Reward:
40 xp (1st run)
Red Stone - Sword Augmentation (Fusion) - +*4 to Damage
Touph Ring (Extreme Challenge) (+50 All Stats)
Description:Your funeral, personified into a tall pale man with waist-long silver hair, wearing a black trenchcoat with an 'x' pattern of straps over the otherwise open chest and stomach, with black pants, black boots, and black gloves. The trenchcoat has a silver covering on each shoulder, and in his left hand is the two-hand fitting hilt to the nodachi behind his back.
![Image](http://i.imgur.com/uRAr49L.gif)
![Image](http://i.imgur.com/uRAr49L.gif)
![Image](http://i.imgur.com/uRAr49L.gif)
In 'Phase 2', Sephiroth's single wing shoots from inside of his coat to his right, double his arm's length with long black feathers.
Weapon of Choice: Masamune (8000 hp)
Hp: 166600
Mp: 5000
Physical Soak: 4000
Mental Soak: 14000
Dodge Roll: 1d170+82 (Dodge), 1d180+87 (Block)**
Attack Behavior: Phase 1 - >100000 hp
1d7
1: Single Attack - a single swing of the Masamune in an arcing strike towards a single enemy. (1d170+82)
2, 3, 4: Reaper - a series of attacks with Masamune, each strike pushes an enemy back with bursts of spiritual energy off of the blade. (1d170+82, 1d3 hits)
5: Fervent Blow - an arcing swing of Masamune produces a series of blade-shaped energy blasts that streak towards an enemy. (1d180+87, 1d8 hits, 4000 damage apiece, if 4+ strike, Knockback [1 Area])
6: Oblivion - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the multiple cuts of the weapon at a single opponent. (1d190+92, 1d7 hits)
7: Draw Slash - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the wide arcing swing of the enormous weapon that strikes multiple enemies. (1d190+92, all targets, 1 hit, Knockback [1 area] if struck)
Phase 2 - > 100000-50001 hp
(1d220+107 to Block)
1d8
1: Single Attack - a single swing of the Masamune in an arcing strike towards a single enemy. (1d190+92)
2, 3, 4: Reaper - a series of attacks with Masamune, each strike pushes an enemy back with bursts of spiritual energy off of the blade. (1d190+92, 1d3 hits)
5: Shadow Flare - an array of black and purple spheres of energy appear around a target before converging together, causing a chain of explosions. (1d200+97, 1d4 hits, 8,000 magical damage apiece)
6: Hell's Gate - Sephiroth jumps into the air (unless already above target) and turns the Masamune to point downwards before blazing towards a single target to impale with the sword. (1d190+92, 12000 damage)
7: Heartless Angel - Sephiroth rises 2 Areas into the air with his arms and wing spread wide, closing his eyes. A dark energy surrounds him and begins to gather power. Over the next 3 rounds, he will gather power. On the 3rd round, he will execute the attack, which surrounds all targets with the same energy before sapping them of all of theirs, reducing all targets to 1 HP. To interrupt the attack, Sephiroth must be struck before execution. (Charge for 3 rounds, roll 1d170+83 on 3rd round. Use Dodge roll specified only.)
8: Pale Horse - a flash of light and magical energy turns an entire battlefield negatively colored for several moments before reverting back. (1d170+83, 1 hp, all targets if struck must roll 1d100.
100-76: No effect.
75-51: Acute Disease
50-26: Acute Disease, Moderate Confuse
25-11: Acute Disease, Moderate Confuse, Mild Berserk
10-0: Acute Disease, Moderate Confuse, Mild Berserk, Acute Transform
Phase 3 - > Under 50,000
(1d260+127 to block)
1d10
1, 2: Oblivion - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the multiple cuts of the weapon at a single opponent. (1d230+112, 1d7 hits)
4, 5: Draw Slash - a teleport-speed dash combined with a single swing of Masamune is only an illusion to the wide arcing swing of the enormous weapon that strikes multiple enemies. (1d230+112, 1d7 targets, 1 hit, Knockback [1 area] if struck)
7: Octaslash - a series of blitzing cuts with Masamune. "Vanish." (1d210+102, 1d8 hits, 12,000 damage apiece)
8: Shadow Flare Ex - an array of black and purple spheres of energy appear around all targets before converging together, causing a chain of explosions. (1d220+107, all targets, 1d4 hits, 5000 magical damage apiece)
9: Super Nova - Sephiroth disappears before the battlefield darkens completely, leaving all targets in a void. A series of mathematical calculations begin to appear in the area along with what are obviously magical incantations, before a flash of light forms and begins to expand outwards towards all enemies, rippling outwards with fire in a massive explosion comparable to the detonation of a star. (1d170+80, 25,000 magical damage, all targets)
10: Pale Horse - a flash of light and magical energy turns an entire battlefield negatively colored for several moments before reverting back. (1d170+83, 1 hp, all targets if struck must roll 1d100.
100-76: No effect.
75-51: Acute Disease
50-26: Acute Disease, Moderate Confuse
25-11: Acute Disease, Moderate Confuse, Mild Berserk
10-0: Acute Disease, Moderate Confuse, Mild Berserk, Acute Transform
![Image](http://i.imgur.com/jl4H7.gif)
** SPECIAL **
FLIGHT RULES ARE VERY IMPORTANT FOR THIS BATTLE.
When blocking attacks, if Sephiroth rolls 20 or more higher than the attack, he will perform the following:
Special: Scintilla - blocks an attack, only to swing Masamune forth once to slash an illusory one time, dealing multiple cuts with the weapon, before swinging it once more to slam an enemy backwards. (1d130+62 [affected by Phases), 1d3+1 hits, 6000 damage apiece, Knockback [1 Area])
(Phase 1: 1d130+62)
(Phase 2: 1d170+82)
(Phase 3: 1d210+102)
Special: Air Trick - Allows a character to counterattack ranged attacks by disappearing and reappearing above the target, granting "Sneak Attack" bonuses when performed. This occurs on a critical dodge against ranged attacks.
When fighting an enemy that flies and attempts to get above Sephiroth, add the following attack to Phase 1 and Phase 2 behavior rolls
Special: Heaven's Light - An upwards jump and swing with Masamune that strikes an enemy, then slams them towards the ground. (1d130+62 [affected by Phases], 9000 damage, Knockdown)
(Phase 1: 1d130+62)
(Phase 2: 1d170+82)
![Image](http://i.imgur.com/jl4H7.gif)
__________________________________________________________________________
If Sephiroth is challenged with any technical modifiers applied (One hit challenge, extreme, etc), an additional entry is made in Phase 2, shifting Heartless Angel and Pale Horse down to slots 9 and 10 respectively.
7, 8: Materia - A group of floating crystals, the size of a small human that float around Sephiroth, and attack his target. They have their own health and attacks when summoned, and are added into the init.
Inits: 1d100 (all)
Firaga - A large red floating crystal that has the element of flame.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d130+60 (Half Damage from Fire-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Firaga - Using the firaga spell, three balls of red flame expel from the materia, able to smash into the target. 1d160+76, 1d3 hits, 7500 dmg
3. No action
Thundaga - A large yellow floating crystal with the element of electricity.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d90+40 (Half Damage from Lightning-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Thundaga - Using the thundaga spell, a high charged bolt of electricity slams into the target at hand. 1d160+76 12,000 dmg
3. No action
Blizzaga - A large royal-blue floating crystal with the element of ice.
Health: 30,000
Physical Soak: 2000
Magical Soak: 4000
Dodge Roll: 1d90+40 (Half Damage from ice-based attacks)
1. Bash - The crystal smacks into the side of its target, instead of using a spell taking health the 'old fashioned' way. 1d150+74, 5000 dmg
2. Blizzaga - Using the blizzaga spell, a large icy blue crystal forms over the targets head, crashing down to shatter over-top. 1d160+76, 10,000 dmg
3. No action
Curaga - A large green floating crystal with the ability to heal.
Health: 40,000
Physical Soak: 2000
Magical Soak: 4000
![Image](http://i.imgur.com/uRAr49L.gif)
1. Curaga - The crystal targets Sephiroth and cures him for 30% max HP (49,980 HP)
2. No action
![Image](http://i.imgur.com/jl4H7.gif)
![Image](http://i.imgur.com/jl4H7.gif)
![Image](http://i.imgur.com/jl4H7.gif)
![Image](http://i.imgur.com/jl4H7.gif)