Post by jen on Aug 14, 2020 13:21:24 GMT
[THIS SHEET IS PRIVATIZED]
BASIC INFO
NAME: Florence or "Flo"
RACE: Werebeast (Asiatic Golden Cat variant, simply referred to as 'Golden Cat' on Disboard).
AGE: 130 (October 6th)
HOME WORLD: Disboard
LVL: 29|39%
PAGES: 266,200
ROOM: Two modern bedrooms, one modern bathroom, one advanced kitchen with Chef Morimoto's monthly kitchen stocking service (2500, last paid 18/1/2021), one dining room, one advanced living room, Gym, Library, custom locks, two fish farms (Rainbow Trout, Cherry Salmon. 125 fish each), 4xGarden.
RACIAL POINTS: 0
STATS:
Stat name | Start | Race | Race cap | Equipment | Universals | Class | Total | Roll |
Robustness | 5 | 12 | 40 | 1 | 18 | 0 | 34 | 7d10+4 |
Deftness | 5 | 7 | 30 | 2 | 19 | 0 | 33 | 7d10+3 |
Vitality | 0 | 8 | 15 | 6 | 19 | 7 | 40 | 9d10 |
Intelligence | 0 | 0 | 15 | 2 | 28 | 0 | 30 | 7d10 |
Perspicacity | 5 | 30 | 60 | 13 | 25 | 25 | 99 | 20d10+4 |
Appeal | 0 | 0 | 25 | 4 | 16 | 8 | 29 | 6d10+3 |
Luck | 0 | 0 | 25 | 0 | 17 | 0 | 17 | 1d100+17 |
WORLDS VISITED: Steven Universe Gone Wrong, Beastars, One Piece, Pokemon (Kanto), Resident Evil 4, (Minecraft for 30 seconds), American Ninja Warrior, The Domain of the Moon and Sun, New Silvado, Station 420X, Madoka Magica, Mernimal, (Unnamed God Destiny, where Florence made her destruction contract), The Grandest Piano, Buffy The Vampire Slayer, The Arena, Termate, Hell, Faerune, Domain of Friendship and Ingenuity, NeoVas, Fors,
SAPIENT BEINGS EATEN: Bear janitor from Beastars, Bananawani man from One Piece,
VOCATION: Witcher’s Apprentice | Average Pay 3100, Danger 3 | Level 13 - 11%
Traverse medieval lands in search of frightening beasts and snarling monsters you’d never conjure up in your wildest dreams. Under the wing of an experienced, albeit wearied Witcher, you’ll learn to track and slay beasts that torment villages and kingdoms alike. Known for their intelligence and wisdom, Witchers fight smart by studying their prey, and harvest their kills to concoct oils and brews that are incredibly effective against monsters.
VOCATION: Witcher’s Apprentice | Average Pay 3100, Danger 3 | Level 13 - 11%
Traverse medieval lands in search of frightening beasts and snarling monsters you’d never conjure up in your wildest dreams. Under the wing of an experienced, albeit wearied Witcher, you’ll learn to track and slay beasts that torment villages and kingdoms alike. Known for their intelligence and wisdom, Witchers fight smart by studying their prey, and harvest their kills to concoct oils and brews that are incredibly effective against monsters.
[NEW: Level 5] Beastly Forager
After slaying beasts, you can always collect at least one key ingredient(s) off their bodies as a basic action for crafting potions, oils, and more. This can also be done during a 5 second counter. You always have a vial or baggie to hold your ingredients, though they may not be suitable for extremely unstable substances (i.e. concentrated void).
You can also attempt to harvest a mutagen after receiving the 'Mutagen Apothecarist' ability.
It might take some trial and error to figure out what you're cooking up, but you'll never be race-changed or poisoned by your concoctions.
[NEW] Level 10: Mutated Apothecarist
Once per encounter, you can harvest a single mutagen from a slain beast (non-human). Out of combat, you can add mutagens to potions you brew to enhance them as follows:
Red Mutagen » +5 to Robustness and Vitality
Obtained from monsters of physical power, such as vampires, werewolves, and griffins.
Blue Mutagen » +5 to Intelligence and Perspicacity
Obtained from entities of mystic prowess, such as specters, godlings, and banshees.
Green Mutagen » +5 to Vitality and Deftness
Obtained from beasts of nature and decay, such as treants, golems, and rotfiends.
Pink Mutagen » +5 to Appeal and Luck
Obtained from trickster figures, such as succubi, dopplers, and sirens.
Stat enhancements last as long as the potion or brew the mutagen is added to lasts- typically an encounter.
Note: If you harvest a mutagen during a mission, ask Jacob rather than your DM for what color it is. Stat boosts may be subject to nerf upon review by a DM.
After slaying beasts, you can always collect at least one key ingredient(s) off their bodies as a basic action for crafting potions, oils, and more. This can also be done during a 5 second counter. You always have a vial or baggie to hold your ingredients, though they may not be suitable for extremely unstable substances (i.e. concentrated void).
You can also attempt to harvest a mutagen after receiving the 'Mutagen Apothecarist' ability.
It might take some trial and error to figure out what you're cooking up, but you'll never be race-changed or poisoned by your concoctions.
[NEW] Level 10: Mutated Apothecarist
Once per encounter, you can harvest a single mutagen from a slain beast (non-human). Out of combat, you can add mutagens to potions you brew to enhance them as follows:
Red Mutagen » +5 to Robustness and Vitality
Obtained from monsters of physical power, such as vampires, werewolves, and griffins.
Blue Mutagen » +5 to Intelligence and Perspicacity
Obtained from entities of mystic prowess, such as specters, godlings, and banshees.
Green Mutagen » +5 to Vitality and Deftness
Obtained from beasts of nature and decay, such as treants, golems, and rotfiends.
Pink Mutagen » +5 to Appeal and Luck
Obtained from trickster figures, such as succubi, dopplers, and sirens.
Stat enhancements last as long as the potion or brew the mutagen is added to lasts- typically an encounter.
Note: If you harvest a mutagen during a mission, ask Jacob rather than your DM for what color it is. Stat boosts may be subject to nerf upon review by a DM.
APPEARANCE:
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HISTORY:
During Disboard's great war, Florence fought alongside fellow Werebeast clansmen to maintain territorial control over the eastern front, utilizing their race's superior physical attributes to brute force various victories against more magically inclined opponents. Where others grew exhausted or homesick the longer their campaign dragged on, Flo found herself flourishing. Seemingly addicted to the thrill of hunting down a target equally as intelligent as herself, she honed her bestial instincts and skills as a huntress over many years of ongoing conflict, eventually picked by her superiors to partake in assassinating various high profile targets, trusting that if it became a war of attrition Florence would stalk her prey relentlessly- And so she did, returning from each mission with proof of her perished target at best, and at worst the head of her target's advisor or second in command. As far as she was concerned, her own people were the only ones of personal interest, and she was willing to claw the throats of entire armies to extinction if it allowed her to feel the true thrill of the hunt.
Times change, and as the war came to a close, a new series of rules were put in place by the one true god- Tet's ten pledges. While most innocents of the world rejoiced at the news that violence was no longer an option, Flo's whole way of life crumbled around her, a skilled killer only needed for her worth in fish and game animals as opposed to the position of whoever's head she could deliver. Never again would she get to relive her personal glory days, and as global military forces were all but disbanded, the lone woman found herself lacking both allies and purpose, eventually settling down on one of the many islands making up the eastern federation's territory and making a living as a hunter-gatherer for the local village. After half a century with no means to practice, Flo's skills as an assassin have dulled tremendously, her current prey lacking the same cunning as the targets of old, the warm and welcoming village doing little to soothe the wound she felt Tet's rules had dealt her. Despite giving in to the ways of the new world, she still holds hope that some day, through some means, the call to arms will ring out once more and allow her to truly live.
EQUIPMENT:
Slot | Item | Stats | Effects/Abilities |
Helmet | monocle | +1 persp | OPD detect nearby traps |
Shoulder Pads | Cape of the rusted | +2 int | remote interface with tech |
Torso | Allmight hoodie | +2 Vit | |
Belt | Belt of sun and moon | +2 persp | |
Gloves | Hand of fate | +1 int | opd advantage on a roll |
Pants | Leggings of power | +2 vit +1 rob | very nice denim, doesn't stain easy |
Boots | Boots of striding and springing | +1 deft | |
Ring | Glistening Jade Ring | +2 persp | |
Ring | Platinum Ring of Sheetghosts | +1 persp | see ghosts but as sheet ghosts |
Ring | Ring of Madness | +2 App +1 Persp | |
Ring | Nanite Medal | +1 persp | |
Accessory | Totem | +1 persp | Pacifies sharks unless attacked |
Accessory | EDC Badge | +2 persp +2 vit | Eldritch attempts to control your mind are disadvantaged |
Main Weapon | Wand of Antediluvian | +2 App +2 Persp | OPD avantage on developing Eldritch Abilities |
Secondary Weapon | The Honeybee | +1 deft | ground to air missile launcher |
HAMMER SPACE INVENTORY: Hammer Space connection with associated management app for 25k. This Hammer Space can hold up to a thousand items, but none of them can be something that you wouldn't physically be able to put into it. So you have to be able to lift the item, and it can't be bigger than like, a horse. Items of the same type also stack. Like a bundle of arrows would only be one item. Or multiple unfilled pokeballs.
For the next five minutes there's a 75% off special to make it only cost 6250 pages. The special comes with the clause that you have to wear a hat with the companies name on it during your next mission. The Hat has flashing lights that read 'HAMMERSPACE INC! BETTER THAN HAMMERSPACE CO!'
For the next five minutes there's a 75% off special to make it only cost 6250 pages. The special comes with the clause that you have to wear a hat with the companies name on it during your next mission. The Hat has flashing lights that read 'HAMMERSPACE INC! BETTER THAN HAMMERSPACE CO!'
(Current Hammerspace contents: docs.google.com/document/d/1HIk-a4CGCB2-uOpBYNSnIPxGK6tyt1-hL0D4nAdNpkA/edit?usp=sharing )
CLASSES
Magical Girl- Doppel Variant: (15 tiers)
-->Tier 1<--
-The Hourglass Effect: Magical Girls hold an unlimited potential for growth within themselves, their magic whimsical and beholden to both the user's desires and the theme she chose. No magic comes for free, however, as for every action a magical girl takes with her power, 'despair' begins to accumulate within her, a type of energy utilized by those who become witches, as if one energy converts directly into the other. The conversion will reverse and replenish the Magical Girl's reserves over time, as if one were tipping the hourglass back in her favour. Your chosen theme is combat.
-Two Sides Of The Same Coin: Rather than give into despair and become a witch, this classification of Magical Girl is capable of connecting with her inner demons as they begin bubbling to the surface, balancing the good with the bad to become more powerful at best, and struggling with each other for control over the doppel's manifestation at worst. Gain X to Perspicacity where X is the level of this class.
-->Tier 2<--
-Weapon Manifestation: What's your theme good for if you can't even summon up a weapon? Channel your magical girl power into a solid form, creating a weapon that fits your personal needs and desires. Rolls for this weapon use your associated stat. You may decide on one specific weapon, for now... [Great Axe]
-Flowering Fist- Once Per Day: Channeling MGP straight into your fist allows you to manifest a ghostly gauntlet in the form of bright green combat wraps and solid jade pieces, a blooming nasturtium flower emblazoned on the back, empowering you for a single souped up punch before wilting away. This attack grants an additional success to your roll.
-->Tier 3<--
-Blooming Blockade: Ghostly flower buds rapidly manifest and bloom before you, interlinking with each other to form a semi transparent barrier out of MGP. This ability may be used as an immediate interrupt once per encounter.
-Beacon Of Hope: Magical girls are recognized as symbols of femininity and hope on an almost multiversal level (Except for those few who know better...), and thus, those you interact with on a superficial level are more likely to take your words at face value, as they expect you hold justice in your heart and trust there's no malice behind the light in your eyes.
-->Tier 4<--
-Two Sides Of The Same Coin BOOST: Is it me, or have you grown more efficient at managing how much energy you use? Waste not want not, good for you!
-Battle Bindings: Will your magic to form into enchanted combat wraps, apparating to bind whatever target you've cast them on be it an enemy or a bunch of grocery bags that need to be wrapped up. Always tied off with a sprightly, bouncy bow. Neat!
-->Tier 5<--
-Unique- Doppel Manifestation- Once Per Day: Despair builds and swells, slowly bubbling it's way to the surface as you use up and convert more of your energy, a pooling feeling of dread settling in your belly as you wonder- Will this consume me? Suddenly, a voice reaches you from within, and after a few snide remarks and rough comments you realize it's your witch. It's time, she says, for the two of you to work together and unleash a little devastation... As a treat. Currently, you can only manifest a third of your Doppel's true potential while remaining in control, but perhaps that will change through continued growth.
---> Doppel transform: For 1d2+1 turns a smaller, possibly cuter version of your witch manifests from within you, connected directly to your body in one way or another. You gain +5 to Perspicacity and +2 to Vitality for the duration of the transformation, as well as two active and one passive skill based on your witch. Activating this skill will tip 30% despair back in the magical girl's favor, somewhat refreshing her MGP reserves, though she loses a main action during the turn following deactivation as she takes the necessary time to compose herself- Channeling something that represents the opposite of your very being can be psychologically taxing. Your witch is Blumenflügel, and her theme is Conquest.
------> Offensive Skill- Feder Hagel: A multi target attack where the witch portion of your doppel bathes an area in a hail of blade-like feathers. 1d2+1 to determine number of targets hit. (Based on Perspicacity)
------> Offensive Skill- Voreyeurism: The eye in Blumenflügel's mouth is always searching for it's next meal, darting across the battlefield as it scans for future conquests. Pity the poor soul that crosses her path, as they will soon find themselves impaled between two rows of sharp fangs, swallowed down in one go to feed her never ending appetite. (Based on Perspicacity)
------> Passive Skill- Recruitment: What's a conqueror without a personal army? For every intelligent being the witch portion of your doppel form consumes, strange disfigured minions form from her feathers or petals, shambling along to do your bidding. They aren't overly strong or intelligent, fading away the instant your transform is deactivated, but can be quite a nuisance in large quantities. Roll 1dX where X is the maximum number of minions your DM decides could be formed from the person consumed. All minions act as a single minded entity on their turn, which is always at the end of turn order.
-The Hourglass Effect- BOOST: The thrill of combat may be what you live for, but physical injuries don't just fade through sheer willpower (At least, not for you). It's time to toughen up. Gain X to Vitality where X is this class's level divided by 2.
-->Tier 6<--
-You're Just Not Made For Fighting- Once Per Day: Now we're getting to the more whimsical applications of thematic magic. Have you ever tried to suck the combat prowess right out of someone? No? Well now you can. Weaken your enemy by robbing them of one dice in each of their stats when successful, keeping some of their hard earned numbers just out of reach until you choose to undo the spell, or until they uhh... expire. This effect is represented by the loss of muscle mass on an enemy's body, or the shrinking of their form- Depending on what their form actually is.
-->Tier 7<--
-Fight On, Soldier!- Once Per Encounter: You can't return to the heat of battle with injuries like those... Summon forth soothing MGP bandages to patch up one target, curing both inner and outer wounds as the magic flows through them in an instant.
-->Tier 8<--
No Pain, No Gain: A little scrape never hurt anyone, right? Well it's a good thing you're unbothered by pain, otherwise stuffing your fist through someone's sternum might incapacitate you, just a bit..... You are no longer affected by pain.
-->Tier 9<--
Diluvium- Once Per Day: A hail of bullets, a flurry of swords, or even a swarm of staves. Summon a multitude of your chosen weapon to be magically launched at your enemies. These projectiles follow your will, homing in on those you wish to strike down while avoiding anyone you don't consider a target. Enemies must roll a 1d2 to see how many weapons target them specifically. Enemies must be within range of sight to be affected. Maximum 6 targets.
-->Tier 10<--
Unique- Doppel Manifestation- Upgrade: As you become more in tune with your internal balance, it becomes easier to find a common ground with your witch, allowing you to now draw out 60% of your Doppel's true potential.
------>Doppel Transform: For 1d2+1 turns, a much more substantial version of your doppel forms from within you. You gain +8 perspicacity, +5 Vitality and +2 Appeal for the duration of the transformation. The prior 30% MGP refresh is now 60%, though it still costs a main action on the turn following de-transformation to recover from the shock of wielding such dreadful power.
------>Feder Hagel: 1d3+1 to determine number of targets.
------>Voreyeurism: Blumenflügel's stomach is like a black hole, pulling enemies towards her gaping maw like a violent, toothy vacuum. This attack can now be used at range, and gains an additional success.
------>Recruitment: Whenever a minimum of four minions are present, said four will combine into a super minion. These guys are only a little tougher than the standard bumbling bundle of plantstems and teeth, however, unlike their weaker brethren, super minions can remain in battle until combat ends, as opposed to dissipating as soon as the doppel transformation is over. (Strength equal to two minions combined)
The Hourglass Effect- BOOST: Magical girls have to be at least a little bit cute, right? Gain X to appeal where X is the number of levels in this class divided by four.
Diluvium- Once Per Day: A hail of bullets, a flurry of swords, or even a swarm of staves. Summon a multitude of your chosen weapon to be magically launched at your enemies. These projectiles follow your will, homing in on those you wish to strike down while avoiding anyone you don't consider a target. Enemies must roll a 1d2 to see how many weapons target them specifically. Enemies must be within range of sight to be affected. Maximum 6 targets.
-->Tier 10<--
Unique- Doppel Manifestation- Upgrade: As you become more in tune with your internal balance, it becomes easier to find a common ground with your witch, allowing you to now draw out 60% of your Doppel's true potential.
------>Doppel Transform: For 1d2+1 turns, a much more substantial version of your doppel forms from within you. You gain +8 perspicacity, +5 Vitality and +2 Appeal for the duration of the transformation. The prior 30% MGP refresh is now 60%, though it still costs a main action on the turn following de-transformation to recover from the shock of wielding such dreadful power.
------>Feder Hagel: 1d3+1 to determine number of targets.
------>Voreyeurism: Blumenflügel's stomach is like a black hole, pulling enemies towards her gaping maw like a violent, toothy vacuum. This attack can now be used at range, and gains an additional success.
------>Recruitment: Whenever a minimum of four minions are present, said four will combine into a super minion. These guys are only a little tougher than the standard bumbling bundle of plantstems and teeth, however, unlike their weaker brethren, super minions can remain in battle until combat ends, as opposed to dissipating as soon as the doppel transformation is over. (Strength equal to two minions combined)
The Hourglass Effect- BOOST: Magical girls have to be at least a little bit cute, right? Gain X to appeal where X is the number of levels in this class divided by four.
-->Tier 11<--
-The Hourglass Effect- BOOST: A magical girl's true potential lies in the vast flexibility of their magic, using clever wordplay and conceptualization as a way of manifesting their desired effects. More whimsical and wacky applications of your magic are more likely to succeed. The more outlandish of an application, the more difficult it may be.
-->Tier 12<--
Combative Concentration: Once per encounter, a ghostly green flower cannon manifests in front of your outstretched hand, firing off a beam of weaponized MGP towards your intended target, nasturtium petals scattering elegantly in the beam's wake. You may sacrifice your movement action to further charge this attack's MGP concentration.
-The Hourglass Effect- BOOST: A magical girl's true potential lies in the vast flexibility of their magic, using clever wordplay and conceptualization as a way of manifesting their desired effects. More whimsical and wacky applications of your magic are more likely to succeed. The more outlandish of an application, the more difficult it may be.
-->Tier 12<--
Combative Concentration: Once per encounter, a ghostly green flower cannon manifests in front of your outstretched hand, firing off a beam of weaponized MGP towards your intended target, nasturtium petals scattering elegantly in the beam's wake. You may sacrifice your movement action to further charge this attack's MGP concentration.
-->Tier 13<--
Weapon Manifestation- BOOST: Boy, I bet you're really tired of using that golf club you chose as a joke, huh... Not to worry, you can now select one more weapon. Weapons can also now be summoned at will, rather than costing an action. [Great Axe, Laser Rifle]
-->Tier 14<--
Diluvium- Once Per Day- BOOST: The rains fall heavier than ever. You may now cast Diluvium once per day for each of your associated weapons. 1d2+1 hits per target, 8 targets maximum.
-->Tier 15<--
True Unique- Mankai (Full Bloom)- Once Per Day:Channeling your theme, you are able to empower yourself with a form built for combat. Streaks of rainbow light converge around you, before exploding outwards to form an aura the shape and colour of your associated flower, petals dancing in the wind and falling to the ground below. Flowers thrive on the battlefield, and you are now in Full Bloom.
--->Mankai Transform: For 1d2+1 turns, your magical girl outfit changes to closer resemble a traditional Miko's, and various mechanical protrusions spawn from the golden ring that now floats at your back- [Insert flavour text based on associated weapons]. You gain +10 Perspicacity and +5 Deftness for the duration of this transform, as well as the ability to levitate/fly at high speeds, unencumbered by your current mass. This form's offensive capabilities are based on this class's limited use attacks.
----->Sange (Wilt): This transform may be activated either at will or forcibly once per day without consequences. However, in response to a situation that would kill or critical condition you, Mankai will forcibly activate one extra time, in exchange for a personal sacrifice, a testament of your devotion to combat. Roll luck to determine what kind of physical penalty is applied once the transformation ends. Your Magical Girl outfit will change in order to compensate for this loss only while engaging in combat, and the hindrance will otherwise remain incurable until the end of the mission. As your physical form wilts, your attunement with combat blooms ever brighter.
[NOTE: MAY NOT BE USED IN CONJUNCTION WITH THE DOPPEL TRANSFORMATION]
Class Mastery: Once per encounter, use a simple action to empower the rest of your turn, gaining 1.5X to class based rolls.
Eldritch Entity (Bare bones placeholder) (9 tiers)
Tier 1
Psyche Manipulation - You may attempt read a target's thoughts. Once per encounter, you can implant a thought into their head
Eldritch Energies - +X to Perspicacity
Tier 2
Tentacle Projection - You grapple a target at range and attempt them to bring them into melee range based on persp
Shield of the Elders - Once per day, negate an incoming magic attack
Tier 3
Psyche Manipulation (B) - Once per day you can command a target to do something against their will based on persp
Eldritch Blast - Basic ranged attack based on persp
Tier 4
Minion Summons - Once per day, summon a target that you have made a successful contract with
Malleable Anatomy - You may shapeshift yourself into different forms
Tier 5
Perception Control - Once per day, you may attempt to change a target's perception of reality to be exactly what you choose it to be based on persp. To break out, target must roll higher than 60 on a 1d100+perspicacity. The DC will lower by 20 every turn this effect is active.
Eldritch Energies (B) - +X/2 to appeal
Tier 6
Phaseshift - Reaching deep down into your inner self, you've made a realization - walls are for CHUMPS. You may now attempt to use your fifth-dimensional nature to phase through solid inorganic matter. If the matter is not reinforced, magically or otherwise, this automatically succeeds. If it is reinforced, this is based on perspicacity.
Tier 7
Psyche Manipulation (Bonus) - Who put all these memories in here? Time for some spring cleaning. Once per day, mission, or bounty, you may attempt to make a target completely forget a target memory (excluding basic functions necessary for life, including breathing, eating, drinking, etc) based on perspicacity until save. For some examples, this can include memories such as why they are currently fighting, what their name is, or in their combat training.
Tier 8
Tentacle Projection (Bonus) - That's just nasty. You may always have up to four tentacles projected that can perform tasks for you at range (up to 50 feet away) based on perspicacity.
Tier 9
Eldritch Fabrication - The mysteries of the occult call to unsuspecting mortals, drawing them towards their doom. Once per week, create an eldritch artifact of your choice. Any target who interacts with it must roll versus your perspicacity. If they fail, they are automatically placed under your thrall and into a contract with you. This effect may only resolve once per artifact. This process is heavily energy intensive.
Tier 1
Psyche Manipulation - You may attempt read a target's thoughts. Once per encounter, you can implant a thought into their head
Eldritch Energies - +X to Perspicacity
Tier 2
Tentacle Projection - You grapple a target at range and attempt them to bring them into melee range based on persp
Shield of the Elders - Once per day, negate an incoming magic attack
Tier 3
Psyche Manipulation (B) - Once per day you can command a target to do something against their will based on persp
Eldritch Blast - Basic ranged attack based on persp
Tier 4
Minion Summons - Once per day, summon a target that you have made a successful contract with
Malleable Anatomy - You may shapeshift yourself into different forms
Tier 5
Perception Control - Once per day, you may attempt to change a target's perception of reality to be exactly what you choose it to be based on persp. To break out, target must roll higher than 60 on a 1d100+perspicacity. The DC will lower by 20 every turn this effect is active.
Eldritch Energies (B) - +X/2 to appeal
Tier 6
Phaseshift - Reaching deep down into your inner self, you've made a realization - walls are for CHUMPS. You may now attempt to use your fifth-dimensional nature to phase through solid inorganic matter. If the matter is not reinforced, magically or otherwise, this automatically succeeds. If it is reinforced, this is based on perspicacity.
Tier 7
Psyche Manipulation (Bonus) - Who put all these memories in here? Time for some spring cleaning. Once per day, mission, or bounty, you may attempt to make a target completely forget a target memory (excluding basic functions necessary for life, including breathing, eating, drinking, etc) based on perspicacity until save. For some examples, this can include memories such as why they are currently fighting, what their name is, or in their combat training.
Tier 8
Tentacle Projection (Bonus) - That's just nasty. You may always have up to four tentacles projected that can perform tasks for you at range (up to 50 feet away) based on perspicacity.
Tier 9
Eldritch Fabrication - The mysteries of the occult call to unsuspecting mortals, drawing them towards their doom. Once per week, create an eldritch artifact of your choice. Any target who interacts with it must roll versus your perspicacity. If they fail, they are automatically placed under your thrall and into a contract with you. This effect may only resolve once per artifact. This process is heavily energy intensive.
RACE
Eldritch Werebeast: The 14th rank of The Ixseed of Disboard, Werebeasts are a race of humanoid beings with animal features that vary between individuals. This specific subspecies has all the capabilities of the vanilla variety, but has been grotesquely altered by the horrific primordial powers of The Old Ones in ways no mortal can fully comprehend, granting them access to bizarre and surreal abilities that no normal Werebeast would consider possible. Every Eldritch Werebeast hears the quiet but incessant whispering of their patron Old One. It is said that if they focus on this whispering for too long, they'll become lost in the throes of Lovecraftian horror as they perceive the incomprehensible truth they speak.
Inner Elemental: While Werebeasts may be unable to outwardly use magic, that doesn't mean they lack it entirely, as their internal elemental pathways are still active and responsive to their host's mentality. As such, diseases and other such ailments can be overcome by sheer force of will alone. The trenches of war are a putrid place, so through constant exposure and years of struggling through the muck, Florence has an enhanced immunity against poisons and infectious agents. [Immune to mild poison/disease, resistant to moderate.]
Acute Magical Awareness: The ability to sense magic allows Werebeasts to be aware of their enemies well before visual contact is established, and after honing this ability through both all out warfare and stealth missions alike to distinguish friend from foe and weed out hidden enemies, Florence and her brethren can use this extra sense in place of sight to gain an accurate read on the world around them- With the exception, of course, of anything that doesn't contain or interact with magical energies. [Accurate radius of 5km/3.1 Miles, still sensitive to powerful presences beyond that range but unable to lock on or accurately read them. ] With this ability, you may now sense for eldritch energies as well.
Eldritch Werebeast Physiology [Supernatural Strength]: You feel the horrors within you rage and your psyche crack. You gain the superpower Superhuman Strength (https://powerlisting.fandom.com/wiki/Peak_Human_Strength/Supernatural) and may attempt to perform feats of strength beyond the realm of a normal human. More impressive feats of strength may require a performance check. You may give into your eldritch blood and now use perspicacity for your super strength. (Type I: Being able to lift from large tanks to large airplanes, and able to lift massive boulders and locomotives. This may grow stronger through development and training)
Eldritch Werebeast Physiology [Supernatural Vision]: As a werebeast you can see things normal people simply can't. As an eldritch abomination, you can see things normal werebeasts cannot even dream of. You gain the superpower "Supernatural Vision" (https://powerlisting.fandom.com/wiki/Supernatural_Vision). You are able to pick out incredibly minute visual details from very far away. You can use this for a multitude of abilities, including enhanced perception checks, seeing things you'd normally need a microscope to see, and watching someone's body movements close enough to predict what they're going to do before they do it. The more powerful the application, the harder it will be to perform. You may also now peer into the veil and see into the fourth dimension. The things you see in there... This also will allow you to easily navigate non-Euclidean geometry. Based on perspicacity.
Charge: You're an immovable object with unstoppable force. You may pounce at a target, closing the distance between you and them and performing a basic melee attack at the cost of one action.
Eldritch Defense: While you're a nigh-infinite impossible to comprehend fifth-dimensional being now, if your third-dimensional body dies that's still preeeetty much the ball game. So you gotta keep that safe! You currently have two defensive applications of your eldritch nature:
- Bizarro Barrier - Create a shell of eldritch energies that coats your skin based on perspicacity, defending you from harm!
- Blink - Oh no, you're over there. See? You may now attempt to dodge an attack by warping to another spot within sight (although it isn't technically warping but for ease of language it basically is) based on perspicacity.
Sucker Shot: Your fifth-dimensional nature means you don't always have to telgraph your attacks so clearly, or even to have them make logical or consisistent sense. Once per encounter, summon forth an eldritch blast that strikes from an opponent's blindspot. Almost all targets will be completely unable to sense the attack and to actually dodge, instead being forced to tank the hit. You do not have to make any physical indications you are casting this whatsoever, making it perfect for sneak attacks.
Eldritch Defense: While you're a nigh-infinite impossible to comprehend fifth-dimensional being now, if your third-dimensional body dies that's still preeeetty much the ball game. So you gotta keep that safe! You currently have two defensive applications of your eldritch nature:
- Bizarro Barrier - Create a shell of eldritch energies that coats your skin based on perspicacity, defending you from harm!
- Blink - Oh no, you're over there. See? You may now attempt to dodge an attack by warping to another spot within sight (although it isn't technically warping but for ease of language it basically is) based on perspicacity.
Sucker Shot: Your fifth-dimensional nature means you don't always have to telgraph your attacks so clearly, or even to have them make logical or consisistent sense. Once per encounter, summon forth an eldritch blast that strikes from an opponent's blindspot. Almost all targets will be completely unable to sense the attack and to actually dodge, instead being forced to tank the hit. You do not have to make any physical indications you are casting this whatsoever, making it perfect for sneak attacks.
Empty Racial Slots: 0
True Racial - True Eldritch Blood Destruction:Once per day, mission, or bounty, let loose the primordial energies within you and suffuse your body with impossible energy. Show the world that the time of man is over. The time of monsters and fear is at hand. You have complete control of your actions in this form, as long as your actions with this power do not contradict the unknowable goals of Cthulhu. Successes for physical attacks gain a 1.5x multiplier. Physical attacks may be performed with perspicacity. Lasts for 1d2 turns.
UNIVERSALS
Hunter's Endurance: While your body may not be the toughest out there, years of slowly stalking your next victim have acclimated you to perpetual motion both physically and mentally, allowing you to tirelessly slink after your prey while watching, waiting... +5 to resisting fatigue.
Glory Day Remnants: It's been a long time since the great war, but that doesn't mean all of your skills have faded, or that your body completely atrophied over the last half a century. +1 to Deftness and Robustness.
Minor Boon of the Goddess of The Hunt, Seasons, and Biomechanics - Beginner Biomechanization: Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose. Heart, +1 to Vitality. Heart pumps 100% more efficiently, harder to die of bloodloss, more resistant to cardiac disease.
Boon of the Goddess of The Hunt, Seasons, and Biomechanics - +3 Robustness, Intelligence, Perspicacity,
---Beginner Biomechanization (Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose.) Heart, +1 to Vitality. Heart pumps 100% more efficiently, harder to die of bloodloss, more resistant to cardiac disease.
---Intermediate Biomechnanization (Once EVER, install a more complex biomechanical upgrade into your body! This can be more custom than Beginner Biomechanization [For example, install an infrared scanner into your eyes, install a soda dispenser into your abdomen, install a module in your neck that allows you breathe fire, etc]. Similar to Beginner Biomechanization, this upgrade cannot be removed by anything less than divine intervention and will not be removed by changing your race.) Self-Repairing Cardiac Tissue - +1 Vitality, You've got an army of nanobots working 'round the clock to make sure your ticker is always in tip-top shape. As long as your heart is not completely destroyed, they will be able to repair your cardiac tissue over time.
Minor Boon of the God of X-TREME Sports!: Once Per Day, summon a divine instrument of sporting. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours.
Lesser Boon of King Karp, Lord of the Gilled, Legionnaire of The God King Aquanos: +1 to Deftness, +1 to Perspicacity +1 to Luck - Gilled: Having this boon means that you can breathe underwater as if you had gills!
Lesser Boon of The God of The Night: +1 Vitality, Intelligence, and Perspicacity, Spacewalk: You can survive in the vacuum of space.
Lesser Boon of King Karp, Lord of the Gilled, Legionnaire of The God King Aquanos: +1 to Deftness, +1 to Perspicacity +1 to Luck - Gilled: Having this boon means that you can breathe underwater as if you had gills!
Lesser Boon of The God of The Night: +1 Vitality, Intelligence, and Perspicacity, Spacewalk: You can survive in the vacuum of space.
Lesser Boon of The Grand Conductor: +1 Deftness, +1 Perspicacity, +1 Appeal, A Symphonic Prayer - Once per day, play a song and... something will happen. Roll luck.
Greater Boon of The Titan of Combat and Bloodshed: +4 to all stats, Showboat (Once per day while fighting in an arena/coliseum/etc, roll appeal after a successful hit. You may get a reward from the crowd depending on how well you did! More flashy and big attacks will lead to bigger and better opportunities to showboat!
Greater Boon of The Titan of Combat and Bloodshed: +4 to all stats, Showboat (Once per day while fighting in an arena/coliseum/etc, roll appeal after a successful hit. You may get a reward from the crowd depending on how well you did! More flashy and big attacks will lead to bigger and better opportunities to showboat!
Boon of the God of Friendship and Ingenuity: +X/2 to Appeal, Intellgence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 5, minor stat boost caps at 2), Friendship Circle (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences. This may not be used to use the true unique of another class. This may not be used as an immediate reaction. This may be used to attempt to use racial abilities of another person, but it may prove difficult if you are not that race. This may not be used to use a true racial ability.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempt to freeze time with ice magic. More complex applications of this ability may require an intelligence check and/or a performance check.)
Lesser Boon of Keishi Lord of the Broken Sword: +1 to Robustness, Vitality, and Perspicacity. Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponents sword with your own broken sword. This works off of whatever stat your broken sword works off of.
Lesser boon of Xire Lord of Rebirth, Fire, and Phoenixes: +1 Int, +1 Deftness, +1 Persp. Once per day attempt Pyromancy based on either Persp or Int.
STAND ABILITY: Architecture Magic
Lesser Boon of Keishi Lord of the Broken Sword: +1 to Robustness, Vitality, and Perspicacity. Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponents sword with your own broken sword. This works off of whatever stat your broken sword works off of.
Lesser boon of Xire Lord of Rebirth, Fire, and Phoenixes: +1 Int, +1 Deftness, +1 Persp. Once per day attempt Pyromancy based on either Persp or Int.
Stand: STAND USER: Florence
STAND NAME: [Magia]STAND ABILITY: Architecture Magic
"A man formed entirely out of rebar, clothed in wizard's robes and hat, holding a staff with a glowing crystal orb at either end. Criticizes Florence's design tastes with a posh British accent." (17 uses so far)
Lesser Boon of Kalibur: +1 Deft, +1 Luck, +1 Persp- RNG - Randomly Numbered Gun: Once Per Day Mission/Day/Bounty roll luck to summon a random gun. This gun disappears at the end of the day.
The Boon of The Life Cycle: +1 Vitality, +1 Perspicacity, The Thin Line - Once per day, use your normal abilities and stats for one action while in critical condition
The Greater Boon of the Goddess of the Moon and Sun: +4 Vitality, Perspicacity, and Luck, +2 to others, Metaturnal Manipulation (If it is daytime, this ability gives you pyrokinesis. If it is nighttime, this ability gives you hydrokinesis. Both are based on perspicacity), Photokinesis (You may attempt to manipulate light based on perspicacity.)
FISH FARMING EXPERT: You can construct small fish farms for mundane fish designed to host 125 fish at most with ease, and you gain a +8 bonus to constructing more complicated farms!
Lesser Boon of the Goddess of Neon and Glass: +1 Appeal, +1 Int, +1 Luck. Neon Messenger - Once Per Day create a message that looks like a gigantic neon sign. Might be easier to see during night.
Boon of The Mistress of Fate: +3 to Vitality, Intelligence, and Luck, +1 to others, Simplified Fate (Once per day, mission, or bounty, target luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome. Based on luck.)
Minor boon of The Dark Lord Gumbaloo: +1 to Perspicacity, +1 to Intelligence, +1 to Appeal.
UmbraKinetic travel: - The ability to travel through shadows has been granted to you by The Dark Lord. Currently the boon only allows you to travel between shadows that are within 50 yards of each other (½ of a football field)(This cannot be used as an instant interrupt.)
Minor boon of The Dark Lord Gumbaloo: +1 to Perspicacity, +1 to Intelligence, +1 to Appeal.
UmbraKinetic travel: - The ability to travel through shadows has been granted to you by The Dark Lord. Currently the boon only allows you to travel between shadows that are within 50 yards of each other (½ of a football field)(This cannot be used as an instant interrupt.)
Bonds of Monsters: +1 Perspicacity, Your bonds with a skeletal monster has meant a lot to you.
The Lesser Boon of The Goddess of Power: +1 Robustness, +1 Vitality, +1 Intelligence, Eruption of Power - Once per encounter use this ability. It'll do something different every time you use it!
Lesser Boon of The Goddess of Stars, Steel, and Poetry: +1 Robustness, Vitality, and Intelligence, Pyrokinesis (You gain the ability to generate and manipulate flames. If you do it well enough, the flames can reach the heat of the stars themselves. Based on intelligence.)
Honorary Junior Super Sleuth: +2 Intelligence, You cracked the case Sherlock! You feel like it was very, very long case for some reason however...
Lesser Boon of The Goddess of Stars, Steel, and Poetry: +1 Robustness, Vitality, and Intelligence, Pyrokinesis (You gain the ability to generate and manipulate flames. If you do it well enough, the flames can reach the heat of the stars themselves. Based on intelligence.)
Honorary Junior Super Sleuth: +2 Intelligence, You cracked the case Sherlock! You feel like it was very, very long case for some reason however...
Lesser Boon of Mayhem and Excitement: +1 to Robustness, Deftness, Appeal, Excitement Inducement - Once per encounter, fill a target with uncontrollable excitement based on appeal.
Rune of Protection: As long as this rune holds, the Old Ones can not take control of or warp your ideals again.
Rune of Protection: As long as this rune holds, the Old Ones can not take control of or warp your ideals again.
Christmas Heroes 2020 : +1 to a stat of your choice, The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail! (Persp)
Neutral Eldritch Sorcerer: You have made a pact with yourself, allowing you to utilize your own power to fuel eldritch magic without ANY outside influence. While this may not be as powerful, it is much more controlled and refined.
TRAITS
Mark of The God of the Sun - Trait - You have been permanently branded as a traitor, heretic, and enemy of The God of the Sun.
Killer - Trait - You have taken the life of another sentient being.
Avatar Slayer - Trait - The mightiest agents of the Divine have fought against you and you've come out victorious every time. The Gods themselves tremble at the mere mention of your name. You gain a 10 point bonus to rolls against Avatars.
Avatar Slayer - Trait - The mightiest agents of the Divine have fought against you and you've come out victorious every time. The Gods themselves tremble at the mere mention of your name. You gain a 10 point bonus to rolls against Avatars.
Child Killer (V) - Trait - You are bathed in the blood of the innocent. You gain a 1.75x multiplier to hostile actions against children.
Overdrive - Trait - You tend to go HAM sometimes.
Godbrand - Trait - You've been blessed with the gifts of the divine. However, even when their effects are inactive, their power isn't gone. Each boon you receive places a tattoo on your body that glows while its effect is active. The more powerful the boon, the bigger and more ornate the tattoo. Even if these tattoos are completely hidden through magical means, any god worth their salt will be able to feel the influence of other gods upon you and may react accordingly.
The Lesser Aspect of Destruction - You become one with the multiverse. You are destruction.
- Eldritch Aspect of Destruction-
Robustness: +20
Deftness: +20
Vitality: +15
Intelligence: +25
Perspicacity: +50
Appeal: +30
| Abilities |
Absolute Destruction - Reality cannot stand in your way any longer. You may attempt to completely and utterly annihilate a target down to the atomic level. Based on perspicacity.
Flicker - It's just like flipping a light switch. Completely destroy a target, only for it to be rebuilt exactly as it was at the moment of destruction 1d2 turns later. Based on perspicacity.
Eldritch Contract - As the patron of your own fate, you can now control the fate of others. While you are transformed, you may strike a deal with a target. This may include giving a target a portion of your power. You may choose the terms of the deal, as well as punishments for failing to fulfill these terms.. Both you and the target must agree to the contract.
| Trigger Events |
Location - A place that has been utterly destroyed and will never come back, The Sunken City of R'hlyeh
Battle - If a BOP of aspect-level or greater contests your team, If you are killed fighting an entity with a direct connection to The Old Ones.
Who - An Aspect of Destruction or greater, The Old Ones, DM
Aspect Slayer - You have killed an ingrained part of the multiverse. You gain a +10 to hostile actions towards aspects.
ADDICTED - Cheer's a really nice dude, and you like being around him! What everyone says about him is clearly lie! He would never betray you! [Obsolete, here for posterity]
Archive Halloween 2020!: This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice and Once Per Month create an average sized Jack-O-Lantern. [Persp]
Rescued: +2 Perspicacity, They actually came for you. You trusted in your friends and they really did save you. But what about everyone else still suffering in Disboard?
Archive Halloween 2020!: This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice and Once Per Month create an average sized Jack-O-Lantern. [Persp]
Rescued: +2 Perspicacity, They actually came for you. You trusted in your friends and they really did save you. But what about everyone else still suffering in Disboard?
Eldritch Soul: The howling of the abyss calls to you. It is so incredibly powerful, a dark and putrid noise that simultaneously heralds the birth and death of reality. You don't understand how you couldn't hear it before. You hear it everywhere now, a low imperceptible tone that whispers at the back of your mind. You gain the power, "Eldritch Soul" (https://powerlisting.fandom.com/wiki/Eldritch_Soul) as your spiritual energies are overwhelmed and merged with those of The Old Ones. This will allow you to cast powerful Eldritch Magic and grant you access to abilities many may find, "unnantural". You are now considered an eldritch abomination. Any race you change to will be an eldritch version of that race. You now may receive certain tasks from The Old Ones. If you complete them, your powers will only grow...
---Madness Inducement: Once per day, show a target the glimpse of true anti-reality that you have witnessed based on perspicacity or appeal. If successful, this may drive a target completely insane. If the target is a normal human with no psionic resistance, this automatically succeeds and does not consume your once per day charge.
---Eldritch Elimination: The Old Ones are beings intrinsically linked with the Void itself. Some argue they come before the Void but... that can't be possible, right? If a target is in critical condition, instead of simply killing them you may attempt to void them out of existence using eldritch magic. If successful, the target cannot be revived by any means and will not be remembered as ever existing by anyone who is not considered a universal constant. Based on perspicacity. This ability will take two main actions to fully charge.
Alien Psychology: You no longer view the world as the mortals do. You see the bigger picture now, you mind works in ways that are truly impossible to fully comprehend. You gain the power "Alien Mind" (https://powerlisting.fandom.com/wiki/Alien_Mind).
World Ender - Whether through direct action, being manipulated by an outside force, or a complete accident, an action you've taken has led to an apocalyptic scenario that has completely changed the face of a planet forever. (2)
Planet Killer (III) - You are responsible for the death of living things residing upon or destruction of at least 100 planets with significant levels of civilization. Gain 1.25x to actions related to the death of a planet. (This multiplyer doesn’t apply to defenses against these actions.)
Genocidal (V) - You are responsible for the deaths of at least 10 billion sapient life forms. You gain a 1.75x bonus to hostile rolls that will affect a large number of sapient lives, accidentally or otherwise. In the context of this ability, a large number is greater than one hundred. (KILLS: MAX COUNT) (Commit Genocide three more unique times to unlock next tier!)
Friend Killer (I) - Being your friend is dangerous. You gain a +5 to hostile actions against your friends.
Mark of Transmundanity - A mark etched into the fabrics of your personal story that represents everything special and unique about the universe. You are now protected from the normalizing effects of the Cosmic Aspect of Mundanity.
Independence - -2 Perspicacity, -2 Vitality, The traumatic and violent way in which the influence of the old ones was torn from your body has left PERMANENT scars on your body and your psyche... but your mind is your own once more. It's been changed and permanently twisted; but it belongs to you.
Divinity Touched - +2 Intelligence, You've witnessed a beautiful thing that's never been seen in all of the multiverse, a shard made of pure divine energy. It's left an impact.
The Archive Mid-Season Finale Survivor - +1 to all stats, A feeling of warmth and happiness flow through your body as the power of the transmundane washes over you. You may now summon a small rainbow-colored pin with the letters "BB" on the front. This pin may not be removed from your body at any point. Thanks for playing!
P.R.I.S.M. Hunter: You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.