Post by cvasquez on Oct 20, 2020 16:00:55 GMT
Then God said, "Take your son, your only son, whom you love—Isaac—and go to the region of Moriah. Sacrifice him there as a burnt offering on a mountain I will show you" (Genesis 22:2 NIV).
And just like that, you were no longer your mother's son. It turns out that your entire life, you'd been one delusional vision from being a sacrifical lamb for her to offer in her fanatical devotion. The only chance you have is to delve deep into the underworld, and face your greatest fears in the darkness below. All you'll have is your wits and a little bit of chance to guide you. Good luck.
Tier 1
Tears Up - The sadness that rocks you to your very core isn't just life destroying to you, its life destroying to your enemies too! As a basic attack you may now fire off projectile tears based off appeal. By default, your tears are able to reach about 15 feet in front of you.
Costume Party - What's life without a little imagination? At the beginning of each mission, day, or bounty, roll a 1d6 to see who you'll be pretending to be today.
1. You got... nothing! - No changes
2. You got... a wig! - +2 vitality, -1 deftness
3. You got... a fez! - +2 appeal, -1 vitality
4. You got... an eyepatch! - +1 luck, +1 deftness, -1 perspicacity
5. You got... a sweatband! - +1 robustness, +1 appeal, -1 intelligence
6. You got... black lipstick! - +1 deftness, +1 intelligence, -1 appeal
7. You got... a marker! - -1 luck
Tier 2
Deck of Cards - Reusable card generator. Once per encounter, you may pull a card from this deck as a simple action. Roll a 1d5 to see what card you pull. Using this card counts as another simple action.
1. The Lovers - Heals a target's basic wounds.
2. The High Priestess - When used, roll a 1d2 to see who Mom's foot will stomp on, you or the target. 1= You, 2= target
3. The Tower - Fill the battlefield with live bombs that will explode five seconds after you use this card.
4. The Fool - Teleports you and anyone you're in physical contact with to the mission's starting location
5. The Devil - +5 to all attacks for one turn.
Roguelike - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you. You may choose not to take the item you roll, but you may not roll to get a new one. To help you meet your luck requirements, you get a one point boost to luck.
Luck Requirement: 0
Roll: 1d7
1. Breakfast - HP up - +1 vitality
2. Pentagram - DMG up - +1 appeal
3. Wooden Spoon - Speed up - +1 deftness
4. Mom's Heels - Range up - +5 feet
5. Wire Coat Hanger - Tears up - +1 to attack rolls
6. Luck Foot - Luck up - +1 luck
7. Magic 8 Ball - Shot speed up - -1 to target's dodge roll, spawns random tarot card (look at Deck of Cards for list)
Tier 3
Resourceful - An adventurer is nothing without their kit. At the beginning of each mission, day, or bounty, you are given two bombs and one key to use as you wish. The key is able to open any lock and attacks with the bombs are based off deftness. Bombs explode 5 seconds after they're placed.
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you. You may choose not to take the item you roll, but you may not roll to get a new one.
Luck Requirement: 40
Roll: 1d9
1. Magneto - Item snatcher - You may now make items move towards you slowly.
2. Infamy - Damage reduction - When you are successfully hit, roll luck. If 95 or higher, the attack is nullified.
3. The Ladder - Building bridges - Automatically creates a ladder across gaps when you walk across them.
4. Missingno - Syntax error - At the beginning of each encounter, reroll all of your items except for this one.
5. Scapular - You have been blessed - If you are knocked into critical condition, gives you a spirit heart (You will automatically negate the next attack that hits you. Stacks up to three). This effect can only resolve once per day, mission, or bounty.
6. The Black Bean - Toot on touch - When you are damaged, you release a cloud of noxious gas that poisons any targets in melee range to you.
7. Guppy's Tail - Cursed? - Enemies are more likely to drop loot when defeated.
8. PHD - Better pills - Removes all negative effects from consumables, cannot be poisoned.
9. Gnawed Leaf - Unbreakable - If you choose to forgo doing anything on your turn, you'll turn into a nearly unbreakable statue until your next turn.
Tier 4
"The Same Could Be Said of All Religious Weapons" - Combat with the beasts of hell has given you a new appreciation for the holy. Whenever using a weapon of religious significance, you gain a two point bonus to all attacks with it and a one point boost to vitality.
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you. You may choose not to take the item you roll, but you may not roll to get a new one.
Luck Requirement: 25
Roll: 1d12
1. Cricket's Head - DMG up - +2 appeal
2. Meat! - DMG + HP up - +1 appeal, +1 vitality
3. Placenta - HP up + regen - +1 vitality, gradual health regen (roll vitality at the start of each turn to see how much)
4. Stigmata - DMG + HP up - +1 appeal, +1 vitality
5. Raw Liver - HP up - +2 vitality
6. The Belt - Speed up - +2 deftness
7. Squeezy - Tears up - +1 to attack rolls and gives you a spirit heart (You will automatically negate the next attack that hits you. Stacks up to three)
8. Mom's Lipstick - Range up - +10 feet
9. Sad Onion - Tears up - +2 to attack rolls
10. Lucky Scab - HP + Luck up - +1 vitality, +1 luck
11. Speed Ball - Speed + shot speed up - +1 deftness, -1 to target's dodge roll
12. Lunch - HP up - +2 vitality
Tier 5
Wrath of the Lamb (Unique) - The sacrificial lamb fights back! Once per day, mission, or bounty, release a 4-way brimstone shot that windmills around you. Based off of appeal.
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you. You may choose not to take the item you roll, but you may not roll to get a new one. NOTE: All items from this tier are active items, and using them counts as a main action unless otherwise stated.
Luck Requirement: 65
Roll: 1d20
1. Telepathy for Dummies - Temporary psychic shot - Once per encounter, your next tear attack is sure to hit your target.
2. Guppy's Head - Reusable fly hive - Once per encounter, spawns flies that do extra damage with your next attack (roll 1.5x appeal for your next attack)
3. Butterbean - Reusable knockback - Knockback enemies a little. Recharges after one turn.
4. Remote Detonator - Remote bomb detonation - +5 bombs, you may now use this as a simple action to detonate your bombs. They will no longer naturally explode.
5. Blood Rights - Mass enemy damage at a cost - Hurt yourself (based on robustness) to deal damage to all enemies
6. Mom's Pad - Gross... - Once per encounter, use to make enemies not target you for one turn
7. Guppy's Paw - Soul converter - Sacrifice 5 vitality for one spirit heart (You will automatically negate the next attack that hits you. Stacks up to three). This vitality cannot be regenerated by any means until the mission, day, or bounty ends.
8. Mr. Boom - Reusable bomb buddy - Once per encounter, drop a bomb that uses 1.5x deftness for its attack roll and has a bigger radius. This bomb is affected by other bomb synergies you may get.
9. Dad's Key - Opens all doors... - Once per enocunter, use to open any lock
10. Unicorn Stump - You feel stumped - Gain invincibility until the end of your turn. Recharges after one turn.
11. Blue Candle - Reusable flame - Fire blue flames based on deftness. Flames linger for one turn and can also be used to block projectile attacks. Recharges after one turn.
12. Anarchist's Cookbook - Summon bombs - Once per encounter, randomly fill the battlefield with live bombs that explode 5 seconds after you use this card
13. The Bible - Temporary flight - Once per encounter, gain angel wings for three turns.
14. Dead Sea Scrolls - It's a mystery - Once per encounter, use a random item effect from this list (roll a 1d20 when used to see what).
15. Lemon Mishap - Oops... - Once per encounter, release a 5 foot radius pool of acidic yellow liquid that hurts anyone who steps in it. Lasts for one turn.
16. Pinking Shears - Cut and run - Once per day, mission, or bounty, cut your head off. Your head can fly and shoot tears, while your body goes on its volition and attacks random targets.
17. Teleport - Teleport! - Once per encounter, randomly teleport away.
18. Shoop da Woop - BLLLARRRRGGG! - Once per encounter, fire a piercing laser that uses 1.5x vitality.
19. Mom's Bra - Mass fear - Once per day, mission, or bounty, attempt to stun all targets based off appeal.
20. Converter - Convert your soul - Sacrifice a spirit heart for a five point boost to vitality.
Tier 6
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you.
Luck Requirement: 75
Roll: 1d12
1. Soy Milk - DMG Down + Tears Way Up - You are able to do two tear attacks in one turn, but they use 3/4s of your appeal. You are not able to use normal tear attacks however.
2. Technology - Laser Tears - You are able to shoot a laser based off intelligence instead of tears. This laser is able to pierce through enemies.
3. Mom's Contact - Freeze Effect - Your tears now have a small freeze chance upon impact (Roll luck. If 80 or above, target is frozen for one turn). This effect may not resolve twice on the same target however.
4. Ball of Tar - Sticky feet... - Your tears now have a small chance to reduce a target's deftness (Roll luck. If 70 or above, target's deftness is reduced by half for one turn). This effect may not resolve twice on the same target however.
5. 20/20 - Double shot - You may now do two basic tear attacks in one turn.
6. Cupid's Arrow - Piercing shots - Your tears are now able to pierce through enemies.
7. Ipecac - Explosive shots - Your tears become arcing poison bombs. These tears are now capable of hitting multiple targets and have a five point bonus to their roll, but are very easily able to hit you as well in the explosion.
8. Lost Contact - Shielded tears - You are now able to attempt to use your tears to block projectile attacks.
9. Cursed Eye - Cursed charge shot - You are now able to charge up your tears for up to three turns to shoot up to four tears (you may not fire off a normal tear attack. You must charge for at least one turn to fire two tears). However, if you are successfully hit while charging you are randomly teleported and your charge is nullified.
10. Mom's Eye - Eye in the back of your head - You may shoot tears out of the back of your head in addition to out of your eyes.
11. Tiny Planet - Orbiting tears + range up - You now no longer normally shoot tears. Instead, they orbit around you when you fire them off for a few seconds.
12. Monstro's Lung - Charged attack - You now charge up your tears for a turn to release a barrage of tears capable of hitting multiple targets. You are not capable of releasing normal tears.
Tier 7
Resourceful (Bonus) - Let the power of resources guide your path. At the beginning of each day, mission, or bounty, roll luck (use the same roll as the one you use for roguelike). If you beat the luck requirement, you are able to roll to see what item this gives you. You may choose not to take the item you roll, but you may not roll to get a new one.
Luck Requirement: 50
Roll: 1d10
1. Pyromaniac - Hurts so good +5 bombs - Your own explosions don't hurt you, +5 to rolls defending from explosions, +5 bombs
2. Mr. Mega - Blast damage - Bombs use 1.5x deftness, increased explosion radius, +5 bombs
3. Hot Bombs - Burning blast +5 bombs - Bombs leave behind flames that linger for one turn, +5 bombs
4. Bob's Curse - Poison bombs - Bombs have a high chance to poison those it hits (Roll luck. Above 40, target is poisoned). +5 bombs
5. Butt Bombs - Toxic blast +5 bombs - Bombs have a chance to confuse all enemies (Roll luck. Above 70, enemies are confused). +5 bombs
6. BOOM! - Ten bombs - +10 bombs
7. Pyro - 99 bombs - +99 bombs
8. Latch Key - Luck up - +1 luck, +2 keys
9. Mom's Key - Less is more now +2 keys - +2 keys, better loot from enemies or treasure chests
10. Skeleton Key - 99 keys - +99 keys
Tier 8
Costume Party (Bonus) - Time to bring your imagination to the next level! All of your costumes have been upgraded to give a new bonus!
1. The D6 - Reroll your destiny - Once per day, mission, or encounter, reroll a roll. You must take the second option, even if its lower.
2. The Yum Heart - Reusable regeneration - Once per encounter, use this to heal your basic wounds as a simple action.
3. Book of Belial - Temporary DMG up - Once per encounter, +5 to all attacks for one turn
4. Luck Foot - Luck up - +2 luck
5. Bloody Lust - RAGE! - Whenever you take damage, +1 to appeal (Up to +5)
6. Whore of Babylon - Curse up - When knocked into critical condition, your appeal is increased by two instead of reduced to one.
7. Lazarus' Rags - Eternal Life? - When you die, you come back with +1 appeal, +1 deftness, +1 luck, -1 vitality
Tier 9
Rebirth - Let the power of rebirth guide your path. At the beginning of each day, mission, or bounty, roll luck (use the same roll as roguelike). If you beat the luck requirement, you are able to roll to see what item this gives you.
Luck Requirement: 85
Roll: 1d5
1. 1-Up - Extra life - Once per day, mission, or bounty, if you're killed, revive at full health
2. Dead Cat - 9 lives - When killed, you will revive 8 times. However, each time you revive you will die again upon one successful hit.
3. Judas' Shadow - Sweet revenge - When killed, you will revive as dark Judas. +5 to all attack rolls, and you have two black spirit hearts (You will automatically negate the next attack that hits you. Stacks up to three. When lost, does damage to all enemies). When these are lost, you are killed.
4. Ankh - Eternal life? - When killed, you will revive as Blue Baby. You have three spirit hearts (You will automatically negate the next attack that hits you. Stacks up to three). When these are lost, you are killed.
5. Guppy's Collar - Eternal life? - When you die, roll luck. If 50 or above, you revive just above critical condition. This effect can resolve as much as possible.
Tier 10
Wrath of the Lamb (Unique Bonus) - WRAAAAATH. You get a ten point boost to your roll for this attack.
Tier 11
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for a tier of roguelike, you are able to roll to see what item it gives you.
NOTE: If you take any items for this tier, you may not take any devil room items.
Luck Requirement: 85
Roll: 1d7
1. The Body - I feel all - +3 vitality
2. The Soul - I am all - You gain a spirit heart (You will automatically negate the next attack that hits you. Stack up to three), +2 to dodging projectiles.
3. Dead Dove - Flight + spectral tears - Ability to fly, spectral tears (can fire through obstacles).
4. The Halo - All stats up - +1 to all stats.
5. Holy Grail - Flight + HP up - Ability to fly, +1 vitality.
6. Holy Mantle - Holy shield - Once per encounter, negates the first attack that hits you.
7. The Wafer - Damage resistance - Enemies get -5 to all rolls against you.
Tier 12
The Dice - REEEEEEEEEEERROLL! Once per day, mission, or encounter, reroll all of the items you got from this class.
Tier 13
Roguelike (Bonus) - Let the power of chaos guide your path. At the beginning of each day, mission, or bounty, roll luck. If you beat the luck requirement for tier of roguelike, you are able to roll to see what item it gives you.
Luck Requirement: 25
Roll: 1d12
1. Magic Mushroom - All stats up - +1 to all stats
2. Small Rock - DMG up - +1 appeal, +1 to attack rolls
3. Screw - Tears + shot speed up - +1 to attack rolls, -1 to target's dodge roll
4. Super Bandage - +2 hearts - +1 vitality, you gain a spirit heart (You will automatically negate the next attack that hits you. Stack up to three)
5. A Snack - HP up - +1 vitality
6. Roid Rage - Speed and range up - +1 deftness, +5 feet
7. Steven - DMG up - +1 appeal
8. Synthoil - DMG up + range - +1 appeal, +5 feet
9. Old Bandage - HP up - +1 vitality, when hit chance to drop hearts (roll luck. If 50 or above, heart drops. It is a very basic heal)
10. Blue Cap - HP + tears + shot speed down - +1 vitality, +1 to attack rolls, +1 to target's dodge roll
11. Caffeine Pill - Speed up + size down - +1 deftness, you are 75% smaller, you get a pill (roll luck to see effect)
12. Experimental Treatment - +1 to all stats, all stats switched around