Elfen Lied: Lucy and the Four Unseen Hands of Awesome [Archive] - Wizards Community

Post/Author/DateTimePost
Wylantern

10-24-07, 10:38 PM
Anyone ever try to stat a Diclonus?

Four invisible arms, each 2 meters long. I think they're two dimensional or just really thin so they can cut things and they're really strong, able to withstand bullets.

They only thing that really downed her was an anti-tank shell to the head, or other more powerful Diclonus.

Man, I want to play a Diclonus now!
WitchCirce

10-25-07, 07:13 PM
I think, for the cutting bit, it's something like they vibrate at a frequency high enough to allow them to slice cleanly through solid objects. That's what I remember from the anime.

ANYway... I don't know, something as powerful as a Diclonius would probably have to have a serious LA adjustment to keep it from becoming too powerful and totally wrecking the game for the other players.
Mr_Arcane

10-25-07, 07:23 PM
Let me see, this might be a tough one.

-Humanoid (Human) or Abberation without darkvisoin
-medium size, 30ft speed
-4 1d8 natural attacks, doing slashing damage with a 10ft reach. Deals full damage to objects and gives the effect of a Mage Hand spell out to 10ft. These hands can't use manufactured weapons
-+4 deflection bonus to AC.
-LA ~2 or 3

This is off the top of my head.
WitchCirce

10-25-07, 07:32 PM
Let me see, this might be a tough one.

-Humanoid (Human) or Abberation without darkvisoin
-medium size, 30ft speed
-4 1d8 natural attacks, doing slashing damage with a 10ft reach. Deals full damage to objects and gives the effect of a Mage Hand spell out to 10ft. These hands can't use manufactured weapons
-+4 deflection bonus to AC.
-LA ~2 or 3

This is off the top of my head.

10 feet is closer to three meters than Lucy's two, but I suppose it balances out because in the series there were some that had like a six meter range.

Does not being able to use manufactured weapons count for throwing things? Lucy did that a lot in the series...
Considering that there are four extra hands and it's really freaking tough to kill a Diclonus, I'd say probably a bonus to CON and DEX... maybe with a STR penalty and a slight CHA penalty because of the horns... that would sort of balance out the four 1d8 natural attacks, don't you think?
Then again, I don't know much about building races. Maybe with some penalties you could make it an even LA 2 instead of a possible 3, is just what I'm thinking.
InkBlot

10-25-07, 08:45 PM
Have you guys ever heard of psionics? The Expanded Psionic Handbook? (http://www.wizards.com/default.asp?x=products/dndacc/966660000) This is the kind of thing the XPH was written to cover!

You could play a character like Lucy as a human wilder (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicWilder.html) with psionic talent as her human bonus feats, and powers such as far hand, inertial armor, force screen, energy ray (sonic), concussion blast, telekinetic thrust, telekinetic force, and telekinetic maneuver. The phrenic (http://www.systemreferencedocuments.org/35/sovelior_sage/psionicMonsters.html#phenric-creature) template covers creatures who have mutated to develop fearsome psionic abilities, such as diclonus, but focuses more on telepathic offenses than psychokinetic ones. The Psionics board can help, and has done many anime-D&D conversions using psionics (notably Witch Hunter Robin and Naruto). The New DM's And Player's Guide To Psionics (http://forums.gleemax.com/showthread.php?t=486266) and the New 3.5 Psionics FAQ (http://forums.gleemax.com/showthread.php?t=638776) are good reference guides, but don't be afraid to ask questions!
Mr_Arcane

10-25-07, 09:27 PM
Like I said, its a sugestion off the top of my head.

I can tell someone likes the XPH. Anyway, it does present all the stuff you claim and more, but this is Lucy for those of us who hate psionics or don't have access to a XPH. Dont know how you can hate the XPH though.
The_Cheeseman

10-26-07, 02:45 PM
I have considered this myself, actually. Let me take a stab at it...

Vectors (Su): Diclonius possess telekinetic abilities that allow them to manipulate objects and exert physical force from a distance. These powers manifest in the form of quasi-real, invisible or translucent appendages that extrude from the diclonius' upper back.

An individual diclonius usually has 4 or more vectors, with a range of 10 feet or greater. Each of these vectors acts as an additional appendage with a natural reach equal to the vector's range. A diclonius may wield weapons in each of its vectors, subject to the normal restrictions for multiweapon fighting.

As a standard action, a diclonius can use one of its vectors as described in the telekinesis spell, as if cast by a sorcerer with a caster level equal to the diclonius' Hit Dice. The diclonius does not need to concentrate to maintain this ability.

Alternatively, a diclonius can use its vectors as primary natural weapons that deal 1d8 points of bludgeoning, piercing, or slashing damage per hit. For the purpose of attack and damage rolls for these attacks, use the diclonius' Charisma modifier in place of its Strength or Dexterity modifier. Vectors are treated in all ways as force effects; they cannot be damaged physically, and they automatically overcome any form of extraordinary damage reduction (but not supernatural damage reduction).

As a free action, a diclonius can render one or more of its vectors incorporeal, allowing them to pass through physical objects (but not force effects, such as other vectors).

Vector Deflection (Ex) A diclonius can use its vectors to shield it from ranged attacks. A diclonius must have at least one vector free (holding nothing) to use this ability. When it would normally be hit with a ranged weapon, it may deflect it so that it takes no damage from it. The diclonius must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Vector Rend (Ex) If a diclonius hits an opponent with two or more of its vectors in the same round, it may automatically rend the opponent. This rending deals additional damage equal to 2d8 plus 1 ½ times the diclonius' Charisma modifier. A diclonius can only rend once per round, regardless of how many successful attacks it makes.
8headeddragon

11-19-07, 02:58 AM
Ah, I've spent like two years trying to think of ways to make one within the limitations of the system. The best I came up with was to make a tiefling that would eventually PrC into Master of the Unseen Hand from CW. A Ring of Telekinesis would be a must as soon as she could afford it, and with creative liberty I could add some weapons with the Wounding enhancement on them. Psionics occured to me, but it was only within the past couple of months that I started really learning about them.

I really like what The Cheeseman came up with but I can only wonder how much LA it would require.