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Hero only power!
Demon only power!
Character Creation is here!
Out of Character Chattings
General powers, special attacks, forcefields and weaknesses: See below!
Adaptive combat 2/rank
You learn to adapt to your opponents attacks. Gain +1/rank to the attribute that last damaged you in a fight. On rank 2, 4 and 6 you also gain +1 Stamina.
Analyze Strength 2/rank
Instead of attacking this turn analyze and find a way to counteract one of your opponents more dangerous techniques. Chose an offensive ability an opponent has, for example extra attacks, poison, Corruption, elemental control, etc. Reduce all damage or effects done through these abilities to you by 50% for 1 round/rank.
Heroic sacrifice 1/rank
Single Fight: Increase any ability score of yours by 1 piont, at the cost of 2 Stamina drain. You can use this aiblity 1/rank. (Drain can't be healed or regenerated)
Multi Fight: Intercept an attack ment for an ally. You suffer all of the damage they would have taken (Use their defence roll) and all ill effects of the attack. Your ally is inspired by your sacrifice and gains +1 to all rolls for for 1 round/rank. If this attack defeats you they instead gain +2 to all rolls for 1 round/rank and +1 stamina/rank until the end of the fight, but the corruption the attacker may inflict upon you is increased by 2 points.
Bless: 2/rank
Instead of attacking you focus on empowering yourself or your allies. For one round per rank you or a target of your choice rolls all dices twice and takes the better result.
Berserker Mode: 3 points/rank
You have to keep going! For justice! if your stamina goes to 0 or you'd otherwise be killed you aren't defeated but enter a berserker mode, gaining +1 Physical/rank during which you don't lose. You can't defend(You don't roll the defence dice anymore) or pay stamina. Berserker mode lasts for 1 round/rank and every round you gain -1 to all your attributes if they aren't already at 0.
Equilibrium: 1 point/rank:
For 1 round/rank you can equalize all of a targets attributes. Add them together and divide them by four, the result is equal to all of their attributes. Round up for an ally, down for an enemy. (Note that damage causes a loss of stamina total for the sake of this ability)
Fell the Giants 1/Rank
Once per fight per rank if you are attacked with an attribute thats 10 or higher above your own, or if you are attacked by an enemy with the mastered attack feat for the attribute they use on you, you may roll 1d10 and add it to your defence. If you overcome the enemies roll with this double the cumulative penalty on their attacks.
Determination: 2 points/rank
Each rank of this reduces the rank of a negative debuff on you by 1. (Mind control, corruption, geas, etc.) This automatically applies on the first ability to affect you. Furthermore it adds +1 to Mental on rank 2, 4 and 6.
Quick mastery: 2/rank
A true hero is ready for every situation! For each rank in this ability you can at any time gain +1 to an attribute of your choice, until the end of the fight. On Rank 3 and 5 you also gain +1 Stamina.
Defense mastery: 1 points/rank
You are trained to defend against demons. 1 time/rank each fight you may roll your defense dice twice and pick the better result.
Demonward: 1 point/Rank:
You create hallowed ground around under you and designate one ability your opponent has. You must have seen the demon use that ability at least once. As long as the demonward is active your opponents ability has a 10%/rank chance to fail if used again.
Heroic determination 1 or 3/rank
You have to keep fighting! For everyone! As long as your stamina is under 50% you deal 1/rank more damage with all sucessful attacks (rounded up) For 3 points/rank you also take 50% less damage yourself below 50% Stamina.
Purity: 2 points/rank
Your purity of body allows you to resist an enemies attacks. Purity gives you a 10%/rank chance debuffs on you fail, Furthermore it grants you +1 Stamina on rank 2, 4 and 6.
Ultimate Defence: 2 points/rank
You are under divine protection from the greatest of damage. Any damage dealt to you that would exceed 10-rank points is instead reduced to 10-rank damage total. Each rank reduces this damage treshhold by 1. If you have ultimate defence you can't pick the heal or regeneration general powers or gain the rebirth chrysalis demon power.
Overcharge: 2 points/Rank
You can chose to overcharge yourself, pushing beyond your limits. Every rank of this skill adds another +2 to your Physical ability, but while overcharging you drain 1 Stamina per round. You can end overcharge at any time, but still take that rounds Stamina drain. (Drain can't be healed or regenerated)
You learn to adapt to your opponents attacks. Gain +1/rank to the attribute that last damaged you in a fight. On rank 2, 4 and 6 you also gain +1 Stamina.
Analyze Strength 2/rank
Instead of attacking this turn analyze and find a way to counteract one of your opponents more dangerous techniques. Chose an offensive ability an opponent has, for example extra attacks, poison, Corruption, elemental control, etc. Reduce all damage or effects done through these abilities to you by 50% for 1 round/rank.
Heroic sacrifice 1/rank
Single Fight: Increase any ability score of yours by 1 piont, at the cost of 2 Stamina drain. You can use this aiblity 1/rank. (Drain can't be healed or regenerated)
Multi Fight: Intercept an attack ment for an ally. You suffer all of the damage they would have taken (Use their defence roll) and all ill effects of the attack. Your ally is inspired by your sacrifice and gains +1 to all rolls for for 1 round/rank. If this attack defeats you they instead gain +2 to all rolls for 1 round/rank and +1 stamina/rank until the end of the fight, but the corruption the attacker may inflict upon you is increased by 2 points.
Bless: 2/rank
Instead of attacking you focus on empowering yourself or your allies. For one round per rank you or a target of your choice rolls all dices twice and takes the better result.
Berserker Mode: 3 points/rank
You have to keep going! For justice! if your stamina goes to 0 or you'd otherwise be killed you aren't defeated but enter a berserker mode, gaining +1 Physical/rank during which you don't lose. You can't defend(You don't roll the defence dice anymore) or pay stamina. Berserker mode lasts for 1 round/rank and every round you gain -1 to all your attributes if they aren't already at 0.
Equilibrium: 1 point/rank:
For 1 round/rank you can equalize all of a targets attributes. Add them together and divide them by four, the result is equal to all of their attributes. Round up for an ally, down for an enemy. (Note that damage causes a loss of stamina total for the sake of this ability)
Fell the Giants 1/Rank
Once per fight per rank if you are attacked with an attribute thats 10 or higher above your own, or if you are attacked by an enemy with the mastered attack feat for the attribute they use on you, you may roll 1d10 and add it to your defence. If you overcome the enemies roll with this double the cumulative penalty on their attacks.
Determination: 2 points/rank
Each rank of this reduces the rank of a negative debuff on you by 1. (Mind control, corruption, geas, etc.) This automatically applies on the first ability to affect you. Furthermore it adds +1 to Mental on rank 2, 4 and 6.
Quick mastery: 2/rank
A true hero is ready for every situation! For each rank in this ability you can at any time gain +1 to an attribute of your choice, until the end of the fight. On Rank 3 and 5 you also gain +1 Stamina.
Defense mastery: 1 points/rank
You are trained to defend against demons. 1 time/rank each fight you may roll your defense dice twice and pick the better result.
Demonward: 1 point/Rank:
You create hallowed ground around under you and designate one ability your opponent has. You must have seen the demon use that ability at least once. As long as the demonward is active your opponents ability has a 10%/rank chance to fail if used again.
Heroic determination 1 or 3/rank
You have to keep fighting! For everyone! As long as your stamina is under 50% you deal 1/rank more damage with all sucessful attacks (rounded up) For 3 points/rank you also take 50% less damage yourself below 50% Stamina.
Purity: 2 points/rank
Your purity of body allows you to resist an enemies attacks. Purity gives you a 10%/rank chance debuffs on you fail, Furthermore it grants you +1 Stamina on rank 2, 4 and 6.
Ultimate Defence: 2 points/rank
You are under divine protection from the greatest of damage. Any damage dealt to you that would exceed 10-rank points is instead reduced to 10-rank damage total. Each rank reduces this damage treshhold by 1. If you have ultimate defence you can't pick the heal or regeneration general powers or gain the rebirth chrysalis demon power.
Overcharge: 2 points/Rank
You can chose to overcharge yourself, pushing beyond your limits. Every rank of this skill adds another +2 to your Physical ability, but while overcharging you drain 1 Stamina per round. You can end overcharge at any time, but still take that rounds Stamina drain. (Drain can't be healed or regenerated)
Demon only power!
Analyze Weakness 2/rank
You analyze and find a way to counteract one of your opponents more powerful defences rather than attacking. For 1 round/rank there is a 50% chance your opponent defensive powers like: Defensive stance, Telepathy, Isubstantiality, Forcefield, Determination, etc fail to work. On rank 5 and 6 of this ability you also increase all damage you deal with sucessful attacks by 1.
Grunts: 2 points/rank
You gain lesser troups of your chosing that, lets face it, are not very good at their job. Usually they are just good at getting beaten up by the heroes to show how strong they are. Seriously..
However, using them, 1/rank does exhaust the heroes and lowers the roll of one attack of your choice by 5. You can also pile them on the heroes to increase your own attack, but only for a bonus of 2. You can use grunts only once/turn
Chaos Defence: 1 points/rank
1/rank you can use a random attribute to defend against an attack. Roll 1d4 and defend with the apropriate attribute rolled (1= stamina, 2 physical, etc). If you win the clash you gain +1 to that attribute until the end of the fight and the cumulative penalty of the enemy is doubled.
Curse: 2/rank
Instead of attacking this turn you can curse your target. For one round per rank you or a target of your choice rolls all dices twice and takes the worse result
Corrupt: 2/rank
For demons with such strong corruption they have incorporated it into their combat styles. They can decrease an opponents ability by 1/rank OR inflict 1 rank of a weakness/rank of this ability upon someone, for the remainder of combat(If the weakness gives more than 1 point you have to invest as many ranks of corrupt as the weakness gives to add it) On rank 4 and 5 of corrupt you gain +1 sexual ability, on rank 6 you gain +2 Sexual ability. Corruption can't reduce an ability under 1.
Illusiory double 2 points/rank:
Instead of attacking you create a duplicate of yours that is 10%/rank real. This means it deals only 10%/Rank damage even on sucessful attacks and its abilities have a 100%-10/rank chance to fail. At rank 2 and beyond you can split this between multiple duplicates. (For example, at rank 6 you could have 1 50% and one 10% real double, or 6 10% real doubles) At rank 4 and above, when you'd be defeated, you can switch places with your duplicate. (You incur the % penalty to abilities and damage)
Evolved grunts: 2 points/rank
Your grunts are aligned with one element of your choice, gaining immunity to an element you chose and increasing their usual bonus by an additional dice you roll when using them:
Rank 1 1d2
Rank 2 1d4
Rank 3 1d6
Rank 4 1d8
Rank 5 1d10
Rank 6 1d12
Unnatural features: 2 point/rank
The Demon posseses a useful, but non combat relevant ability like eternal youth, longevity, a moulting ability, a natural pouch, scent glands, secondary eyelids...a cock for females, two cocks for males, pheromones.. Also adds +1 Sexual ability per rank.
Contamination: 1 or 2 points/rank
You can contaminate objects and people. At the cost of 1 point it can corrupt holy weapons, giving an item a 10% chance/rank to fail for 1 round during the fight. At the cost of 2 points you can actually contaminate a heroes power, causing it to not work for one round with a 10% chance/rank. At rank 5 of this ability you gain +1 sexual at rank 6 of this ability you gain +1 sexual and +1 to an ability of your choice.
Manifest desire: 1 point/rank
For 1 round/rank, if your target has a fetish you can conjure a semi-realistic object or creature to affect that fetish, forcing them to take the fetish penalty. (See the Fetish weakness)
Create Poison 2 or 3/rank
You can create a toxin that targets a specific attribute. Upon chosing this ability pick one (Stamina, Physical, Sexual or Mental). When attacking you can chose to lower your attack by 1 for each time you already used poison this fight(aka 0 on first attempt), if you do and still sucessfully deal damage you additionally poison your target, lowering their attribute as indicated below. At the cost of 2 points per rank you can target only a specific attribute, at the cost of 3 you can create an adaptive poison and chose to target a specific ability every time you use the ability.
Rank 1: Lower attribute by 1 every 2 rounds.
Rank 2: Lower attribute by 1 every round
Rank 3: Lower attribute by 1d2 every round.
Rank 4: Lower attribute by 1d3 every round. Gain Poison resistance as bonus.
Rank 5: Lower attribute by 1d4 every round. Gain +1 poison damage on all normal, sucessful attacks.
Rank 6: Lower attribute by 1d4+1 every round. Gain Poison immunity as bonus and +2 damage.
(Rank 7: Lower attribute by 1d6+1)
(Rank 8: Lower Attribute by 2d3+2)
Defile: 3 points/rank
You drain away a heroines power and determination, leaving them helpless through unholy energy and lowering the rank of one abilities they have of your choice to the minimum (rank 1), for 1 round/rank. If the ability already is rank 1 you instead apply a debuff for 2 rounds per rank that says: You lose 1 point of Stamina whenever you use this ability.(notice that certain abilities like Justice transformation and enviromental control are often only activated once and persist through the fight.)
Rebirth Chrysalis: 1/Rank
Single Fight: You can concentrate on creating a protective cocoon rather than attacking. The cocoon restores 1 Stamina/rank. While in the cocoon you deal 50% less damage and take 50% more damage, but otherwise can act freely. You can exit the cocoon after at least 1 round in it has passed.
Multi fight: When defeated you instead enter a stasis in a cocoon, protecting you from all attacks. It is considered to have 10 in all abilities and has 5 stamina/rank. At rank 6 the cocoon also reduces all incoming damage by 20%, rounded down.
If the cocoon is destroyed with you inside of it you are defeated. The Cocoon restores 3 Stamina and 1 of any other stat/turn and if it exists for at least 7- 1/rank rounds you can exit it, with your stamina restored. Can only activate once/fight. You can cocoon others to restore them instead.
Evil General: 4 points/rank
You have a powerful general or assistant doing your bidding. They are completely loyal and will do whatever you need of them. Gain 20 points +15 points/Rank to build a lesser villain completely loyal to you. You have to use these points to buy their Stamina as well as physical, mental and sexual score as well. They can use offensive powers if their mental is 10 or higher, can attack normally if their physical is 10 or higher.
Final form: 2 or 4 points/rank
This isn't even your final form! you are far more intimidating and impressive if they manage to get you MAD!
You need a special condition to activate your final form, for example your stamina dropping to one third or below.
You can maintain your final form for 1 round/rank, basically the equivalent of the Justice Transformation for Demon. At a cost of 2 points this transformation gives the Demon 10 points worth of final form with which to purchase additional abilities and attacks of their choice, at a cost of 4 points it gives them 10 points/rank.
Mind Control: 4 or points/rank
Overpowering a target with your will, the most direct approach, simple and easy. for 1 round/rank you can give the target a command instead of attacking them. They can still attack, unless you command them not to. Suicidal or clearly dangerous commands like 'Surrender and kneel!' 'strip naked!' 'Run into my wall of fire' are not followed, but commands like 'sexually attack me', 'let me see your breasts' 'Sheathe your blade' or 'hold still and ignore what I'm doing with the rope' are.
Additionally you gain +1 Mental/rank.
Swarmform: 2/rank
You transform into a swarm of tiny tentacled or insectoid creatures, 1 for each point of stamina you have left plus the ranks you have in this ability times two. You can't attack or Defend and every attack the heroes destroy 10% of their total attack dice (rounded up) In critters you have. You can still use all your powers and special abilities.
Vampirism: 2/3 points/rank
Your attacks steal your targets energy.
You recover 10%/Rank of the damage you deal, but only while attacking. Rounded up. For 2 points you have to chose one attribute to recover with, at the cost of 3 points you recover with all attributes.
You analyze and find a way to counteract one of your opponents more powerful defences rather than attacking. For 1 round/rank there is a 50% chance your opponent defensive powers like: Defensive stance, Telepathy, Isubstantiality, Forcefield, Determination, etc fail to work. On rank 5 and 6 of this ability you also increase all damage you deal with sucessful attacks by 1.
Grunts: 2 points/rank
You gain lesser troups of your chosing that, lets face it, are not very good at their job. Usually they are just good at getting beaten up by the heroes to show how strong they are. Seriously..
However, using them, 1/rank does exhaust the heroes and lowers the roll of one attack of your choice by 5. You can also pile them on the heroes to increase your own attack, but only for a bonus of 2. You can use grunts only once/turn
Chaos Defence: 1 points/rank
1/rank you can use a random attribute to defend against an attack. Roll 1d4 and defend with the apropriate attribute rolled (1= stamina, 2 physical, etc). If you win the clash you gain +1 to that attribute until the end of the fight and the cumulative penalty of the enemy is doubled.
Curse: 2/rank
Instead of attacking this turn you can curse your target. For one round per rank you or a target of your choice rolls all dices twice and takes the worse result
Corrupt: 2/rank
For demons with such strong corruption they have incorporated it into their combat styles. They can decrease an opponents ability by 1/rank OR inflict 1 rank of a weakness/rank of this ability upon someone, for the remainder of combat(If the weakness gives more than 1 point you have to invest as many ranks of corrupt as the weakness gives to add it) On rank 4 and 5 of corrupt you gain +1 sexual ability, on rank 6 you gain +2 Sexual ability. Corruption can't reduce an ability under 1.
Illusiory double 2 points/rank:
Instead of attacking you create a duplicate of yours that is 10%/rank real. This means it deals only 10%/Rank damage even on sucessful attacks and its abilities have a 100%-10/rank chance to fail. At rank 2 and beyond you can split this between multiple duplicates. (For example, at rank 6 you could have 1 50% and one 10% real double, or 6 10% real doubles) At rank 4 and above, when you'd be defeated, you can switch places with your duplicate. (You incur the % penalty to abilities and damage)
Evolved grunts: 2 points/rank
Your grunts are aligned with one element of your choice, gaining immunity to an element you chose and increasing their usual bonus by an additional dice you roll when using them:
Rank 1 1d2
Rank 2 1d4
Rank 3 1d6
Rank 4 1d8
Rank 5 1d10
Rank 6 1d12
Unnatural features: 2 point/rank
The Demon posseses a useful, but non combat relevant ability like eternal youth, longevity, a moulting ability, a natural pouch, scent glands, secondary eyelids...a cock for females, two cocks for males, pheromones.. Also adds +1 Sexual ability per rank.
Contamination: 1 or 2 points/rank
You can contaminate objects and people. At the cost of 1 point it can corrupt holy weapons, giving an item a 10% chance/rank to fail for 1 round during the fight. At the cost of 2 points you can actually contaminate a heroes power, causing it to not work for one round with a 10% chance/rank. At rank 5 of this ability you gain +1 sexual at rank 6 of this ability you gain +1 sexual and +1 to an ability of your choice.
Manifest desire: 1 point/rank
For 1 round/rank, if your target has a fetish you can conjure a semi-realistic object or creature to affect that fetish, forcing them to take the fetish penalty. (See the Fetish weakness)
Create Poison 2 or 3/rank
You can create a toxin that targets a specific attribute. Upon chosing this ability pick one (Stamina, Physical, Sexual or Mental). When attacking you can chose to lower your attack by 1 for each time you already used poison this fight(aka 0 on first attempt), if you do and still sucessfully deal damage you additionally poison your target, lowering their attribute as indicated below. At the cost of 2 points per rank you can target only a specific attribute, at the cost of 3 you can create an adaptive poison and chose to target a specific ability every time you use the ability.
Rank 1: Lower attribute by 1 every 2 rounds.
Rank 2: Lower attribute by 1 every round
Rank 3: Lower attribute by 1d2 every round.
Rank 4: Lower attribute by 1d3 every round. Gain Poison resistance as bonus.
Rank 5: Lower attribute by 1d4 every round. Gain +1 poison damage on all normal, sucessful attacks.
Rank 6: Lower attribute by 1d4+1 every round. Gain Poison immunity as bonus and +2 damage.
(Rank 7: Lower attribute by 1d6+1)
(Rank 8: Lower Attribute by 2d3+2)
Defile: 3 points/rank
You drain away a heroines power and determination, leaving them helpless through unholy energy and lowering the rank of one abilities they have of your choice to the minimum (rank 1), for 1 round/rank. If the ability already is rank 1 you instead apply a debuff for 2 rounds per rank that says: You lose 1 point of Stamina whenever you use this ability.(notice that certain abilities like Justice transformation and enviromental control are often only activated once and persist through the fight.)
Rebirth Chrysalis: 1/Rank
Single Fight: You can concentrate on creating a protective cocoon rather than attacking. The cocoon restores 1 Stamina/rank. While in the cocoon you deal 50% less damage and take 50% more damage, but otherwise can act freely. You can exit the cocoon after at least 1 round in it has passed.
Multi fight: When defeated you instead enter a stasis in a cocoon, protecting you from all attacks. It is considered to have 10 in all abilities and has 5 stamina/rank. At rank 6 the cocoon also reduces all incoming damage by 20%, rounded down.
If the cocoon is destroyed with you inside of it you are defeated. The Cocoon restores 3 Stamina and 1 of any other stat/turn and if it exists for at least 7- 1/rank rounds you can exit it, with your stamina restored. Can only activate once/fight. You can cocoon others to restore them instead.
Evil General: 4 points/rank
You have a powerful general or assistant doing your bidding. They are completely loyal and will do whatever you need of them. Gain 20 points +15 points/Rank to build a lesser villain completely loyal to you. You have to use these points to buy their Stamina as well as physical, mental and sexual score as well. They can use offensive powers if their mental is 10 or higher, can attack normally if their physical is 10 or higher.
Final form: 2 or 4 points/rank
This isn't even your final form! you are far more intimidating and impressive if they manage to get you MAD!
You need a special condition to activate your final form, for example your stamina dropping to one third or below.
You can maintain your final form for 1 round/rank, basically the equivalent of the Justice Transformation for Demon. At a cost of 2 points this transformation gives the Demon 10 points worth of final form with which to purchase additional abilities and attacks of their choice, at a cost of 4 points it gives them 10 points/rank.
Mind Control: 4 or points/rank
Overpowering a target with your will, the most direct approach, simple and easy. for 1 round/rank you can give the target a command instead of attacking them. They can still attack, unless you command them not to. Suicidal or clearly dangerous commands like 'Surrender and kneel!' 'strip naked!' 'Run into my wall of fire' are not followed, but commands like 'sexually attack me', 'let me see your breasts' 'Sheathe your blade' or 'hold still and ignore what I'm doing with the rope' are.
Additionally you gain +1 Mental/rank.
Swarmform: 2/rank
You transform into a swarm of tiny tentacled or insectoid creatures, 1 for each point of stamina you have left plus the ranks you have in this ability times two. You can't attack or Defend and every attack the heroes destroy 10% of their total attack dice (rounded up) In critters you have. You can still use all your powers and special abilities.
Vampirism: 2/3 points/rank
Your attacks steal your targets energy.
You recover 10%/Rank of the damage you deal, but only while attacking. Rounded up. For 2 points you have to chose one attribute to recover with, at the cost of 3 points you recover with all attributes.
Character Creation is here!
Out of Character Chattings
General powers, special attacks, forcefields and weaknesses: See below!
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