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Post by yungbubbleguts on Apr 26, 2021 17:21:30 GMT
[THIS DOSSIER IS PRIVATIZED]Name: Andras Age: 30 Alias: Lord Necrofang Race: Half-Dead Homeworld: Chronicles of Riddick (2592 AD) Level: 20 EXP: 27% Pages: 53,000
[RACIALS]
Half-Dead Physiology [Super Strength] - The Power of the Underverse flows through your veins and strengthens your every muscle fiber. Tremble in fear mortals, for Lord Necrofang has arrived! You now possess the superpower "Enhanced Strength" (https://powerlisting.fandom.com/wiki/Peak_Human_Strength/Enhanced). Your current limit is approximately 10,000 pounds (with concerted effort!), but this can be increased with experience and training. Pushing this limit will require a performance check.
Half-Dead Physiology [Super Speed] - For you, it's more fair to call super speed "normal speed", and to call normal speed "standing still". You now possess the superpower "Enhanced Speed" (https://powerlisting.fandom.com/wiki/Peak_Human_Speed/Enhanced). Your current limit is approximately 400 MPH (with concerted effort!), but this can be increased with experience and training. Pushing this limit will require a performance check.
[UNIVERSALS]
Assassin's Expertise Your proficiency to use a wide variety of weapons and to craft traps given the materials, whatever they may be, are second to none as you have been killing for quite some time. You are proficient with all mundane Earth weaponry and traps. In addition, it is easier for you to understand and use highly technologically or magically advanced weapons and traps as well!
Venom-gineer Why work harder if you can work smarter, dirty your hands less so to speak. Your many years of concocting various types of poisons using harsh chemicals, animal venom and the like has given you quite the knack with making horribly crippling poisons (given the proper materials, of course). Your time around all of these chemicals has also made you almost completely immune to any kinds of poison (You may find some poisons too powerful even for your advanced body chemistry however!)
Art Appreciation +1 Appeal You have a discerning taste for the finer things in life. You get a +3 point bonus to rolls relating to art. [TRAITS]
Mark of ??? - You have been gifted with the power of vision by an unknown entity you found on the dark web behind at least seven proxies. Maybe more. You are able to access the information contained within the privatized dossiers of those on your team.
[BACKSTORY]
Raised by the streets in absolute squalor, Andras had not a thing to their name, not but his first name and the unpleasantness of not knowing where their next meal would come from. As a teenager, Andras had turned to petty theft and conning people he deemed as marks. As the years went by Andras only became more skilled in their underhanded ways but it wasn't bringing them happiness nor was it supplying him with the means of survival anymore. At this point of their early twenties Andras decided to place themselves in a life of incarceration, thinking that this would allow them to have shelter and meals though he was only able to be caught and released for petty things not able to find a home behind bars for long due to the nature of the crimes. Andras then jumped from crime to crime, progressively becoming worse in nature and instead of letting themselves be caught, they enjoyed it, they became addicted to the rush and became so good at thievery that it was becoming dull.
However, there then was a moment to where they ended up mixing up with a group who were an organized crime family, and they assigned them to take their first life as a mercenary job. This lead them down a path of becoming one of the most skilled assassins in the known universe. Hand to hand combat, a skilled weapon wielder, skilled at creating and using crippling poisons and toxins to the point where they became immune to them. He gained notoriety across the galaxy for this style of killing as clearly he was able to tear them apart with their hands but why bother if a venom can wipe out an entire group without having to move as much. Work smarter, not harder.
However, every dog has their day, leading Andras to eventually be caught and placed in a Triple-Max security known as The Crematoria Slam Facility, on the most inhospitable planet in the universe, located in the Igneon System. Andras spent about a year in this system gaining the title Andras the Hellhound as they befriended the Hellhounds in the prison that were meant to keep the inmates in line.
During this time the current Lord Marshal of the Necromonger Empire came to Creamtoria in search of Andras based on the stories about them that made waves through the universe. The Lord Marshall confronted Andras and offered them true power, to cross the threshold, to enter the Underverse. Andras was mystified but intrigued but joined. He took a hellhound with him as it was the only true friend he had made in his life, another animal, just like him he thought.
Another few years passed as Andras became a key figure of the Necromonger Empire, gaining some soul power, preaching the word of Necroism and plotting on becoming the next Lord Marshall by killing the current one. They were known as one of the most powerful Necromongers and the right hand to the Lord Marshall. They have their own group of warriors that they handpicked that is known as The Necrofang Pack. The pack refer to them as Lord Necrofang. "You keep what you kill", a law they would keep on their mind everyday until the right moment to strike presented itself and they can become the Lord Marshall. For now visiting the Underverse and gaining soul power gave him exactly what he needed to prepare his next moves to execute his grand plan.WORLDS VISITED
UNIVERSE | MISSION TYPE | THE BONEYARD [DOG] | FAITH | MUSEUM OF VANITY [PERSONA] | HOLOGRAPHIC | AMAZING WORLD OF GUMBALL | HOLOGRAPHIC | DANNY PHANTOM | HOLOGRAPHIC |
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Post by yungbubbleguts on Apr 26, 2021 17:32:08 GMT
[STATS]
| START | RACIALS | RACIAL CAP | LEVEL UP | UNIVERSAL | EQUIP | TRAITS | BOONS | VOCATION | CLASS | TOTAL | ROLL | ROBUSTNESS | 5 | | | 15 | | | | 5 | | 15 | 40 |
| DEFTNESS | 5 | | | 20 | | | | 5 | | | 30 |
| VITALITY |
| | | 9 | | 2 | | 5 | | 4 | 20 |
| INTELLIGENCE |
| | | 2 | | | | 3 | | | 5 |
| PERSPICACITY | 5 | | | 13 | | | | 7 | | 15 | 40 |
| APPEAL |
| | | 1 | 1 | | | 5 | | | 7 |
| LUCK |
| | | | | 2 | | 3 | | | 5 |
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Post by yungbubbleguts on Apr 26, 2021 22:13:21 GMT
[INVENTORY]
[ITEMS]
| DESCRIPTION AND EFFECTS | A Dog's Purpose
| An incredibly famous book about how to make dogs incredibly powerful and able to take down all who oppose them. Unrelated to the other book of the same name. Once EVER, read this book to a target dog. They'll gain a random superpower if they're smart enough to understand your instruction!
| Sayuri
| The true version of a famous painting that contains the gentle love a dying mother held for the son she knew she'd never see grow up. This painting was the first painting Madarame ever plagiarized after he let its true artist die. The treasure of Madarame's palace and the source of his distorted desires. Simply looking at this painting fills you with a feeling of kindness and warmth. You wonder if it'll have a special effect on your heart when hung in your home...
| Necro Spineblade
| The larger of the two Necromonger knives. Bordering closely to a Bowie knife, it is characterized by several claws lining the base of the blade.
| Necro Saberclaw
| A small combat knife effective in close encounters and throwing.
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[EQUIPMENT]
SLOT | ITEM | STATS | EFFECTS & ABILITIES | HEAD |
| | | SHOULDERS | Bag of Bone Holding
| +2 Vitality, +2 Luck | An infinite backpack with infinite carrying space! The only caveat is it only carries bones. But it does come prefilled! This bag contains an infinite amount of mundane bones from baseline Earth animals. You will also be able to manipulate these bones based on vitality! | TORSO |
| | | BELT |
| | | PANTS |
| | | GLOVES |
| | | BOOTS |
| | | RING 1 |
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Post by yungbubbleguts on May 9, 2021 17:18:10 GMT
[BOONS]
| STATS | EFFECTS | Greater Boon of Dog | +4 Deftness, Perspicacity, Appeal, +2 to others | Domestication Once per day, use this ability to calm a target canine. This succeeds instantly, as long as you have not directly harmed the target. Doing this will also give you advantage on recruiting the canine it is used on!
Barbarian Woof Once per day, bark at the top of your lungs in an incredibly intimidating manner based on appeal. This bark affects all targets within earshot. If successful, target is inflicted with fear. | Boon of The God-King Malachor Monarch of Death, Bone, and Judgement | +3 to Robustness, Vitality, Perspicacity, +1 to others | Judge Once per day, summon a set of golden scales to judge a target as a simple action. If the target has killed a sapient creature for whatever reason, they are inflicted with the status effect "Judged". This effect gives the user advantage on attacks on this target. This effect lasts for 1d2+1 turns.
Jury Once per week, create a living skeleton with a spectral scythe as your support. Its actions are based on your vitality. It will follow any commands unquestioningly, including obviously suicidal or incredibly dangerous ones. This skeleton gets a 2x multiplier to attacks against a target inflicted with the "Judged" status effect. |
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Post by yungbubbleguts on May 28, 2021 3:19:48 GMT
Tier 1 Hunter's Prowess - They'll never know what hit them. Unless they have eyes and see you stabbing them repeatedly. You may now perform two basic melee attacks for the cost of one main action. Strength of the Wild - You've gone through some pretty intense training to get pecs THIS jacked. You gain +X to robustness, where X is equal to your tiers in this class.
Tier 2 Hunter's Cry - No good hunter would be caught dead without their animal companion, because they're the cutest, fluffiest killing machine ever seen by man. Yes they are! Once per encounter, use a main action to support the next action a target support animal takes based on perspicacity. This action will directly add your roll's successes onto their roll. Master of the Hunt - Some animals are your friends, others are dinner for that night. It's a complex relationship. You gain advantage to any and all hostile rolls against a creature that may be described as a beast or animal (excluding humans, but not excluding beastkin).
Tier 3 Play Dead - Nope, no incredibly skilled hunters here, just a dead body. Move along, officer! You may now attempt to pass yourself off as a dead body, and you can do so VERY convincingly. You are even able to slow your breaths and heartbeat to be virtually undetectable to anyone besides a medical professional. Based on perspicacity. Once per encounter, you may use this as an immediate reaction to taking damage from an enemy attack. Wild Venom - Spiders are such good hunters because they use poison with their horribly sharp implements, and we could all stand to learn a bit from the majestic spider. Once per encounter, apply poison to your melee weapons as a simple action. On a successful hit with a basic melee attack, target is inflicted with a random status effect from the following list: 1. Weakness - Target becomes physically weaker and rolls with disadvantage on any physical rolls. 2. Forgetfulness - Target becomes forgetful and rolls with disadvantage on any mental rolls. 3. Unlucky - Target becomes down on their luck and rolls with disadvantage on any luck rolls. 4. Berserk - Target becomes mindlessly enraged and will attempt a basic attack against a random target on the battlefield based on a 1dX (Where X is the number of targets there are). 5. Cursed - Target must roll wild magic with their next spell and cyber surge with their next use of technology. 6. Fear - Target cannot approach what they are afraid of without a perspicacity save and get disadvantage on ranged attacks. 7. Sleep - Target falls asleep (if capable of sleeping). Physical attacks against sleeping targets do extra damage and gain advantage, but immediately wake the sleeping target on a successful hit. 8. Poison - Target is poisoned, must roll vitality at the beginning of their turn for damage dealt until the poison is dealt with. 9. Immobilized - Target is unable to use their movement action on their next turn. 10. Regen - Target is mildly regenerating health, must roll vitality at the beginning of their turn for damage restored until end of effect.
Tier 4 Hunter's Prowess (Bonus) - You've got really big knives and you know how to use them. Once per day, your next basic melee attack may now affect all targets in melee range of you. This applies to both the attacks of a double attack. Lying in Wait - Curious is the trap-maker's art... his efficacy unwitnessed by his own eyes. And your traps are way more efficacious than most peoples! Once per day, you can enchant a target trap that you've already placed. You can make this target either invisible OR do additional damage to whoever triggers it.
Tier 5 Brutal Hunt (Unique) - The hunt is on. Once per day, activate this ability as a simple action. For the duration of this effect, you get a 1.5x multiplier to your melee attacks, a 0.25x multiplier to your defensive rolls, and you draw aggro from enemies. This effect lasts for 1d2 turns. Wisdom of the Wild - If you ain't wise, forget about the surviving part of being a "Survival Hunter". You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Tier 6 Open Vein - You've noticed that if you slice your knife in juuuuust the right place, more of that red stuff comes out - which is good for you and very bad for whoever you're fighting. On a successful basic attack hit, you have a small chance to cause your target to profusely bleed. Effect based on luck, procs above 75. This effect cannot resolve twice on the same target.
Tier 7 Hunter's Prowess (Bonus) - Life really is better with cuddly deadly buddies. Once per encounter, you may have a target support animal attack with your basic melee attack as a free action. This attack does NOT consume your support action.
Tier 8 Natural Camouflage - You know a handy little spell that turns you almost completely invisible! Very handy for hunting, or just trying to get out of getting caught by the cops committing crimes, whatever. Once per day, become invisible based on perspicacity as a simple action. If you do anything that constitutes a main action, the invisibility is immediately cancelled.
Tier 9 Wildfire Bomb - Subtlety is good and all, but sometimes you just need everything around you to burn down to nothing but ash and cinders. Once per day, manufacture a powerful wildfire bomb, a small grenade that explodes into a huge burst of flame upon detonation. Manufacturing the bomb is a simple action.
Tier 10 Brutal Hunt (Unique Bonus) - You feel you'd be able to get an lot more done if you just... stabbed more. While the Brutal Hunt effect is active, you now only get a 0.5x multiplier to defensive rolls, and can perform THREE basic melee attacks for the price of a single main action! Fight or Flight - Sometimes even the best hunters go up against something waaaaay stronger than them. In those cases, you got two choices - fight or flight. You gain a +X/4 bonus to either vitality or deftness (your choice), where X is equal to your tiers in this class.
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Post by yungbubbleguts on Jul 12, 2021 10:03:13 GMT
Lord Marshal [NECROMONGER ONLY] Lord Marshal is the title of the ruler of the Necromongers, The One Rank that cannot be superseded. It is the task of the Lord Marshal to wage a crusade against humanity and bring all converts to the Underverse. You've got some big shoes to fill if this is the path you wish to walk. Hope you've got what it takes.
Tier 1 Lord Marshal Physiology - Ever since the first of the Lord Marshals traveled to The Underverse, those of your rank have always been miles ahead of the power of your standard Necromonger. Your access to soulpower gives you the ability to survive in the vacuum of space, survive underwater, and makes it so you no longer have to eat or drink. You also cannot die from aging. Regal Pedigree - Hail to the king. You gain +X to your choice between robustness or perspicacity, where X is equal to your tiers in this class.
Tier 2 Soulfire - You're so overflowing with Soulpower that it's literally leaking out of your hands. Well, it's being fired from your hands at high speed as a blast of pure spiritual energy. You are now able to fire energy blasts from your hands based on robustness or perspicacity. Spirit Wallet - As a lord of souls, you need to have somewhere to store all the souls you rule over! After you kill a target whose soul is weaker than yours, you are able to remove and store their soul in a "Spirit Wallet" for later usage as an immediate free action. At the moment you have no uses for these soul other than keeping them as trophies, but you will certainly find uses as you develop your abilities further. You currently may keep three souls at a time. Make sure to keep track of where the soul is from, as this may affect certain abilities!
Tier 3 Spiri-Chomp - Souls have a very particular taste. Just imagine eating the very fabric of someone's entire being and it should make sense. Once per day, you can attempt to completely consume the soul of a target you have just killed within the last turn or a target in your "Spirit Wallet". Doing this will give you a mild energy and physical heal based on the strength of the consumed soul, as well as prevent the target from ever being revived for any reason. It also means they will never go to any afterlife as their identity is completely vaporized and subsumed into your soul, if you care about that. This will not work when used on someone with a stronger soul than you. In fact, you risk having your soul consumed for trying! Pick your targets carefully. Based on perspicacity. Royal Decree - The commands of a Lord Marshal are difficult to resist, mostly because of the insane amounts of power they wield, and not often related to their actual charisma in the slightest. You are able to inhumanly modulate your voice with Soulpower, allowing you to make it incredibly loud. Once per encounter, this also allows you to use perspicacity in place of appeal for a persuasion check!
Tier 4 Soulpowerful - You have fists of pure iron! Probably… not literally, though. Once per day, you may empower a physical action with your soulpower. This makes the action much more effective than usual, and allows you to roll perspicacity in addition to the original stat for the action, adding the number of successes on to the original roll! Soul-ly Independent - Bad pun, sorry. Your soul is now able to detach from your body completely! It may detach as a simple action. While seperated, your body can teleport to wherever your soul is as a movement action - even if it's somewhere your body wouldn't have been able to get otherwise! Doing this automatically recombines your body and soul. You may find more uses for this if you're clever! Just be careful, if your body is damaged while you're outside of it, terrible things can happen! And don't get me started on what happens if some upstart ghost decides they wanna move in on your vacant property...
Tier 5 Perfect Integration (Unique) - The Lord Marshals are perfect, absolutely no possible way to improve upon them whatsoever… is what you tell everyone else. In fact, you know damn well you aren't perfect. But… you can get closer than anyone else. Either using a soul from your "Spirit Wallet" or the soul of a target you've just killed within the last turn (target soul must be weaker than yours), you're able to absorb and perfectly integrate a target's abilities into your own body, giving you access to their powers for 1d2+1 turns. This consumes the soul used in the process. Regal Pedigree (Bonus) - For real though - hail to the king. You gain +X/2 to the option you did not choose on the first tier, where X is equal to your tiers in this class. Rounds down.
Tier 6 Instant Regeneration - Once per day, automatically heal back all of the damage of an incoming attack as long it does not completely destroy you. It's like negating an attack, but you still feel all of the pain of the impact. This still counts as a successful hit on you for the purposes of abilities that trigger when you are hit (either for you or the enemy). Certain attacks may not be negated in this manner.
Tier 7 Eyeshine - Just like Riddick, you are able to see perfectly in pitch darkness. Unlike Riddick, you are not affected by intense lights anymore than a normal person is. They should write Chronicles about YOU, not Vin Diesel.
Tier 8 Spiritual Empowerment - This could very easily be a super boring ability about finding yourself and empowering your spirit in a metaphorical sense. Instead, once per three missions you can consume a soul from your "Spirit Wallet" or a target you just killed within the last turn (target soul must be weaker than yours) to gain a roll multiplier on an action based on the strength of the soul consumed!
Tier 9 Wrath of the Furyans - The power of all the Lord Marshals flow through you, and that includes one Mr. Riddick Diesel. Once per day, explode in a violent burst of blue energy that affects ALL targets within a 50 foot radius based on perspicacity or robustness. This attack generates in a sphere, meaning it attacks targets 50 feet above and below you (assuming nothing is blocking the attack, like the ground).
Tier 10 Perfect Integration (Unique Bonus) - Are you the kind of Lord Marshal who prefers one marshmallow now or two marshmallows in ten minutes? That'll probably determine how much you use this ability. Once per week, you may use this ability to perfectly integrate a target's soul (from your wallet or from a target you killed in the last turn) into yours PERMANENTLY, giving you a universal based on the soul consumed! However, you lose access to all abilities related to "Soulpower" for 1d2+1 turns as your soul adjusts to this new power. Cannot be used in the last five seconds of a mission. Royal Pedigree (Bonus) - Why aren't you hailing??? +X/4 to vitality, where X is equal to your tiers in this class. Rounds down.
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