Bands Subsystem

### Bands

The Bands System is a system of team attacks used by 1 or more characters acting in tandem. In order for a Band to be used, the player’s of those characters must agree OOC on the use of a band, figure out which band they want to use, and then Declare the Band. As the turn order goes around, each member of the Band being used hold’s their turn, until the final member has theirs. Then the Band is Activated. Bands require an expenditure of Mythic Power from all participants to use.

Bands have a cooldown of 1d3+MP and during that cooldown Bands cannot be used. In order to make a band together, characters must have a bond of sorts, such as being close friends, lovers, or being similarly thematically themed. Characters that repeatedly adventure together to the point they could be considered an adventuring party (Such as the Brazilian Train Comes at Midnight) also qualify for bands. Mythic Power spent on bands cannot be regained by ambrosia or other such items.

Bands are evaluated on a case by case basis. Something that works on one character might be too busted to use on another character

### Feat:

Band Access (Combat, Teamwork)

Benefit: By Taking this feat, the character gains the ability to use special team up abilities called bands, teaming up with other characters with this feat

### Current Bands

Cross Slash (Tekuno and Kai) 1 MP: Kai gains the benefits of Tekuno’s Vital Strike Abilities and imparts some of his Ki to tekuno, adding his base ki blast damage to Tekuno’s weapon, and forms a Ki blade as the two form a V formation with the enemy. Kai and Tekuno charge the enemy, making a single vital striked attack (Kai Augments his Ki blade with the max amount of Ki possible), and forming an X as they go through the enemy to appear on the other side of them.

Sword and Fist (Tekuno and Kai) 2 MP: Kai and Tekuno move to either side of an enemy and power up fully, performing a full attack with double their number of hits and doubling their crit ranges (after improved crit, keen, etc), treating the enemy as if they were flat footed even if they have improved uncanny dodge, and ignoring immunities to precision damage and critical hits.

[Last Word] (Acer, Tekuno, Miyagi, Angel) 4 MP: Angel yells at the group, giving them advice and activating all of his various buffs (but not his action econ buffs) on the members of the Band as well as healing them to full HP. Acer then throws a pair of vital strike bombs at the enemy, dealing damage as normal and sending them flying with an awesome blow maneuver using his intelligence instead of his strength for his cmb as well as inflicting his gloo admixture on them. Miyagi transforms into his Synthesist state and launches Tekuno into the air (You can throw your heavy load 5 feet, which is also the base range for throwing. For every 5 points of Strength you have over the minimum required to lift an object as a heavy load, double the base range) before savaging the enemy with a full attack with double the normal number of hits and doubled crit range (You do not crit on a natural one). Then Tekuno falls out of the sky performing a vital strike that is an automatic crit with an extra 1d6 damage per ten feet fallen, this extra damage is treated as base damage for the purposes of vital strike. Tekuno takes no fall damage. The enemy falls to the ground prone if it survives. After all is said and done Angel walks over and kicks the enemy while it is down, dealing normal damage and inflicting the sickened condition.(edited)

[Crater] (Acer, Tekuno, Miyagi, Angel) 4 MP: Angel yells at the group, giving them advice and activating all of his various buffs (but not his action econ buffs) on the members of the Band as well as healing them to full HP. Acer then throws a vital strike at the enemy, automatically critically hitting if it hits, creating difficult terrain around the enemy and staggering them. Tekuno charges in and performs a vital strike awesome blow that automatically crits though he needs to roll for crit confirmation, sending the enemy into the sky. Miyagi transforms into his Synthesist state and starts savaging the enemy with a full attack with double the normal number of hits and doubled crit range. The enemy falls to the ground prone if it survives. After all is said and done Angel walks over and kicks the enemy while it is down, dealing normal damage and inflicting the sickened condition.

Raging Demon (Kai and Angou) 2 MP: Kai and Angou power up to the max while standing in front of the enemy, and full attack, with Kai doubling his number of attacks, and Angou making his normal number of attacks +1 with each elemental arm. The crit range for these attacks is doubled after improved crit and keen, and ignores all immunities to crits and precision damage. Kai then spends the max amount of ki he can and performs a kamehameha, and Angou performs a kinetic blast of a type of his choosing as a line attack, adding the number of d6s Kai added with his Planet Buster ability to his own Kinetic Blast.

Rock and Rolling Thunder (Angou and Narockro) 5 MP: Angou and Narockro perform a symphony of destruction. Narockro performs all of her metal songs (That she has access to) at once to perform a new song: Symphony of Destruction. Angou performs his Hitman Style - TEKKEN† Combo, World Breaker Combo, Buddha’s Palm Combo, and Wave Event Horizon Combo in rapid Succession (Excepting one’s he doesn’t have access to yet). He gains the Linked Striking Ability on all of his attacks, and his damage goes up by 1d6 per hit made as his hits follow the beat of his wife’s music. All Enemies within Kinetic Blast Range take Vibration, Sonic, Electric, and Heavy metal Blast Damage. At the end Death Metal Triggers