Trail 50: A Friendly Day Full of Ups and Downs.
--- Jon ---
“Alright, that should just about do it.” His Ma nodded, stepping away from a machine. “How’re the cameras looking?”
“Everything is looking good.” He told her, his eyes flickering between the two dozen or so cameras set up around the station. “Though I’ve got to wonder, why wasn't the station rigged with this many cameras in the first place?”
“They claim it's because all of the important parts are covered by the cameras they have and having more would needlessly split the security’s attention.” His Ma answered before explaining that, “The real reason is that before I brought internal affairs down on this place like a sledgehammer, the cops wanted a way to avoid getting caught doing shady shit such as forcing confessions from the uninvolved or accepting bribes to release arrests before interrogations.”
“Which explains why there are no cameras outside of the interrogation rooms, and the ones inside them conveniently avoid recording half of the room.” He frowned.
“Yeah, those things are hard built at those angles. I'd actually have to take a sledgehammer to them to get them changed.” His Ma sighed. “On the plus side, at the very least I got them to put cameras throughout the holding cells. So inmates aren’t getting any more… unexpected visits at least.”
“I guess that’s something.” He shrugged, before frowning as he went over the controls. “Hey, did we mark the ones we aren’t supposed to use on kids?”
His Ma blinked. “We’re letting kids run this thing?”
“We always let kids run these! That’s why I made the color chart!” He reminded her because, (How could she forget that?!)
His Ma glanced at the trap map they’d set up, and that he’d then covered in colored outlines. “I thought that was to measure the scariest traps?”
“It is!” He nodded. “That way we know what not to send the kids into.”
“Again, I was mostly intending to use this to scare my co-workers into submission.” His ma pointed out.
“Just… just give me those colored markers.” He told her, running a hand down his face.
Scene Consequences
-Thanks to helping(/restraining) Ma’s haunted house gained 1XP to Psych Warfare and Childcare.
--*Skill Level Up* Psych Warfare Lv. 5 (0/12)
--Currently: Trap Making Lv. 7 (8/16)
---
Their current project had originally spiraled out of some conversation they’d had about using magic as a cooking implement, at which point he’d brought up a small enchanted oven he’d once made at camp with Miss Edna. From there Daisy had proposed creating something smaller and more situational, while Travis had helped him refine his [Warm] enchantment with a weak [Water] enchantment that would allow it to recycle and reheat any moisture trapped within the paper.
After applying this enchantment to a few dozen sheets of baking paper they proceeded to make a simple dough that they broke into different batches and rolled around until they became smooth little balls of dough before wrapping them in the baking paper and setting the enchantments off.
Roughly an hour later they had more than a dozen steamed buns, cooked at various ratios to get the recipe just right.
“It’s a shame we’ll have to toss half of these batches for being over or undercooked though.” Travis frowned looking at the buns that hadn’t worked out as intended.
“Hmm, if we recook the undercooked ones, I could hand them out to some of the homeless people around my neighborhood on my way home.” He offered. “That’s what I made too many things to eat myself.”
“Ah, that’s so sweet!” Daisy smiled before clapping. “Ooh, if we’re going to do that we should go all out and give them a real treat. Let’s make another batch but fill this one with meats, jellies, and veggies!”
“You going to be okay doing that on your own?” Travis asked. “I know some of the city’s homeless can be a bit rough, if they’re in Dealer territory.”
“If I’m the one giving them food I doubt there will be too much of a problem.” He shrugged. “Besides, I'm technically in Mad Dog territory so there are fewer drugs on my street corner.”
“If we get Tru involved I’m sure he and his people would love to help. After all, a lot of his guys are homeless people he took off the streets.” Daisy told them.
“Maybe, but I’m not sure if I want to get him involved in organizing this kind of thing.” Travis admitted with a grimace. “If you remember he tends to escalate things like this until they go out of control.”
“That’s why I’ll call his mom to organize instead.” Daisy assured them.
“Well, if my Ma was involved I’d be on my best behavior.” He shrugged taking a bite out of another steamed bun.
Scene Consequences
-For attending cooking club gained 1XP to Cooking and Enchanting.
--Currently: Cooking Lv. 9 (9/20) and Enchanting Lv. 4 (9/10)
---
“Oh, shit!” Noctis cursed before immediately leaping away to a small patch of shadows.
“W-what’s wrong?” He asked, heart pounding as he watched the monster pat at his smoking arm.
You might be reading a pirated copy. Look for the official release to support the author.
“Fuck, it’s the daylight.” He answered glaring at the sky before turning his gaze onto Jon. “Why would you summon me in daylight?”
“Uh, why wouldn’t I?” He frowned in a mix of concern and confusion.
“I’m a ‘monster under the bed’.” Noctis rolled his eyes, as if that explained everything. When he eventually realized it didn’t, he elaborated. “My people only come out at night, and light wards us off. Broad daylight outright burns our skin. If not for wearing a second skin I’d be covered in burns right now.”
“Oh, that’s bad.” He couldn’t help but grimace. “If you want Pix can patch you up? She’s got healing magic?” He offered, causing his little fairy friend to perk up at her name call.
“Nah, don’t need that. Will heal before the sunsets.” Noctis dismissed before looking around the park clearing. “So, uh, why exactly did you summon me? Doesn’t look like anything is going on.”
“I figured I should uh, get to know you before asking you to fight for me?” He tried to explain, only realizing how bad it sounded after he said it.
Noctis gave a snort of amusement. “Yeah, you don’t need to bother. As long as you point me at some creep hurting kids, you don’t really gotta offer me much else.”
“Oh, but uh, isn’t there something you want for your help or something I can offer you as thanks?” He asked.
“A child killer’s head on a silver platter?” Noctis shrugged before shaking his head. “Like I said, all that really matters to me is protecting kids. I don’t really need anything else from you, beyond knowing there’s another Bogeyman out there keeping them safe.”
“Oh, that’s… Hmm…” He frowned.
Eventually Noctis gave him a sigh. “Look I get what you’re trying to do here being all friendly and junk, but at the end of the day there’s only one thing I want.”
His eyes narrowed a bit. “And that is?”
“To watch those monsters bleed.” The monster answered with an inhuman growl as he showed off his many, many teeth.
Noctis licked his teeth, tucking them away as his mouth returned to normal. “Honestly, I’m not looking for any of this kumbaya garbage. I’m not looking for a friend, I’m just looking for someone who isn’t afraid to get their hands dirty for those who don’t even know what that means.”
“That’s…”
The monster gave the clearing another once over, before giving him a look. “If there are no kids in danger, and we’re not going to be terrorizing any creeps I’m going to go ahead and head back before I get a sunburn.”
“I, uh… Alright… I guess…” He stuttered out, not really sure what else there was to say as he began to dismiss the monster.
“Cool.” Noctis nodded before pointing a finger gun at him. “And don’t forget if you do run into any creeps make sure I’m at the top of your summoning list.”
“I… right.” He nodded back as the monster dissipated into a swirl of magical motes.
Pix landed on his shoulder with a curious look, picking up on his mood.
“Well that was a bust.” He sighed.
Scene Consequences
-Jon understands Noctis a bit better.
---
After that trainwreck, he decided that instead of simply letting the day go to waste, he’d instead try summoning a spirit as described by his Arcane Shamanism with the time he’d set aside for trying to befriend Noctis. The only problem was that after several hours this was proving just as difficult for him, as befriending the self-proclaimed monster.
“What am I getting wrong here?” He asked the world around him as he went over his notes while staring at the Spell Circuit he’d put together based on said notes.
Pix gave him a shrug for whatever that was worth.
“Right…” He sighed, deciding to go over everything once more. “So, from the looks of it I’m supposed to manipulate my magic in a way that attracts the spirits to me. At which point I entice the spirit into working with me, which the effectiveness of is dependent on which spirits I end up summoning.”
His books had gone a fair bit more into it than that, but he could on some level understand why Arcane Shamanism was considered one of the more advanced forms of magic. At least in comparison to what he’d already been studying.
“So the first step is figuring out how my magic can attract a spirit.” He told himself, having figured that out a fair bit ago, but still drawing a blank on just how to do that. “Any ideas Pix?”
Pix tilted her head and closed her eyes in thought for a moment before leaping into the air and landing on the spell circuit where she began to glow the way she did whenever using her magic.
After a few seconds of this the circuit began to eat her magic and give off little motes of green light, something that the book assured him was a sign that the circuit was working properly.
(Okay, she’s channeling her magic into the circuit.) He observed with a frown. (I did the same thing, but when I did it there wasn’t any magic involved. So what’s she doing differently?)
Watching on he noticed several of the motes beginning to coalesce into a larger mote before taking on the shape of a small chubby insect creature wearing a loose coat and hat made of leaves.
The creature -that he assumed was a nature spirit- looked around curiously before gently inching through the air towards the little fairy, revealing that the creature just barely came up to her hip when put next to each other.
Pix leapt into the air before doing a loop-de-loop as she began to chirp happily, to both him and the nature spirit that was looking increasingly overwhelmed.
Looking between the pair and the circle, what he was doing wrong eventually clicked in his head.
“I’m supposed to add a magical affinity to the circuit.” He couldn’t help but groan before giving the magic circle another once over and quickly finding the section where a generic ‘determine affinity’ type of symbology was used.
Meaning that for people with an innate form of magic -(such as Pix)- the circuit would naturally draw spirits based on the user’s affinity, but because he was a Practitioner filtering his magic through the circuit it couldn’t determine his actual affinity. Or at the very least there were no spirits connected to the concepts of [Hunter], [Moon], or [Defender] present in the circuit’s search range.
“Alright, that’s a significantly easier fix than I was expecting…” He sighed, before realizing he had a curious observer in the nature spirit.
“Well, hello there little guy.” He greeted the spirit with a little wave earning a two armed wave in return. “My name’s Jon, uh, what’s yours?”
The spirit stared at him curiously with a tilt of its head, seemingly not understanding him. (Which it probably doesn't, given how the spirit isn’t human, and thus has no reason to know English.)
Giving the little spirit another once over he decided, “I’m going to call you Leaf. How’s that sound?”
Leaf gave him a little bobble of its head, perhaps not understanding the meaning of his words but at least picking up on the friendly tone he was using.
“Well, then Leaf, it’s nice to meet you.” He told the little spirit, holding his hand out towards it.
Leaf gave him another little head bobble before grabbing one of his fingers with four of the spirit’s little hands and shaking it.
Scene Consequences
-With Pix’s assistance Jon not only met but also befriended [Young Nature spirit] Leaf.
--Leaf will respond to Jon’s call so long as he is in the Forest Park.
-Jon can now seek out spirits of Affinities he knows. (Note: Some affinities may be harder to find, or beyond Jon’s level to keep calm.)
-A/N: Max number of spirits at a time and the distance they’re willing to go from their home are based on Skill Level, Perks, and relationship with a particular spirit.
--Current Capacity: (Shamanism + Occult = 10) Levels of Spirit.
--Current Distance: 100 Meters */ Relationship Level. (Negative = Divide.)
-Gained 1XP to Arcane Shamanism
--Currently: Lv. 3 (2/8)
-Pix has gained a level in Magical Assistant. (Lv. 7 > Lv. 8)
Thank you:
-James Walsh
-Rush99999
-Kcx1
Since it's turn 50 here's a look at Jon and Co's Character Sheets
Jon Whitaker
Physical Health: Very Good
Mental Health: Fair
Max Stamina: 4
Max Focus: 5
MP: 6/25 (+3/Turn)
CC: 10/13
Ammo/Consumables
-Archery
-Trick Arrows: 1 Charges
-Potion Arrows: 5 Charges
-Molotovs: 5 Charges
-Acidic Molotovs: 2 Charges
-MP Regen: 4 Charges
-Spell Scripts: 0 Charges
Skills
Childcare: Lv. 7 (7/16)
Cooking: Lv. 9 (8/20)
First Aid: Lv. 9 (11/20)
Archery: Lv. 7 (14/16)
Awareness: Lv. 9 (0/20)
Combat: Lv. 7 (9/16)
Knives: Lv. 4 (5/10)
Mobility: Lv. 7 (1/16)
Psych Warfare: Lv. 4 (9/10)
Stealth: Lv. 7 (8/16)
Throwing: Lv. 3 (7/8)
Trap Making: Lv. 9 (10/20)
Firearms: Lv. 2 (1/6)
Arcane Shamanism: Lv. 3 (1/8)
Contracting: Summons: Lv. 6 (4/14)
Contracting: Dealmaking: Lv. 3 (3/8)
Enchanting: Lv. 4 (8/10)
Occult: Lv. 7 (15/16)
Potion Making: Lv. 7 (4/16)
Script Craft: Lv. 4 (4/10)
Computers: Lv. 1 (1/4)
Perks
Physical Conditioning (I):
-Take a rank in Physical Conditioning increasing Stamina and max Physical Health by a small amount each rank.
Mental Conditioning (II):
-Take a rank in Mental Conditioning increasing Focus and Mental abilities by a small amount each rank.
Sharpened Edge(I):
-Slightly lowers Crit threshold for all Knife attacks.
Basic Self-Care:
-Can heal self for a small amount outside of combat so long as health is it at a minimum threshold based on First Aid skill level. (Costs 1 Focus & 1 Stamina)
Slight of Hand:
-Can more easily pocket, palm, and place objects within arm's reach without being caught. (Costs 1 Focus)
Sprinter's Run:
-Can preform a mobility action as if Mobility was a full rank higher. (Costs 1 Stamina.)
Warp Summon:
-Due to experience with the summon process learn how to teleport active summons to our side for 1MP instead of their full summons cost.
Contracting Circuits (F):
-Jon can spend 10MP to summon any known (F) Rank creature and contract it.
Hit and Run: (Costs 1 Stamina) After performing any attack, spend a point of stamina to perform a move action as if you had full AP. (Requires Lv. 5 Mobility and Combat skill.)
Identify Potion: Spend 1 Focus to identify any potion whose level is below (Occult Lv. + Potions Lv.).
Spatial Awareness:
-All ranged actions gain a small bonus. (Unlocked by having a Ranged Skill and a Perception Skill both over Lv. 5)
Medicinal Knowledge:
-Healing [Potions] are mildly more effective. (Unlocked by having a Medical Skill and a Chem Skill both over Lv. 5)
Disable Traps:
-If a trap is discovered, it can be disabled without triggering it so long as the prerequisite skill levels are met.
Basic Environ Reading:
-Can passively detect, note, and possibly use all non-hidden environmental threats.
Phenomenon Codex:
-Can identify supernatural phenomenon, the amount of information known about said phenomenon (including how to use and break it) is based on current Occult level.
Disenchantment:
-Can now remove enchantments valued at a level less than or equal to current Enchanting level.
Hidden Traps:
-Having a better understanding of Traps and Stealth makes it easier to set them in a way that keeps people from noticing them. (Unlocked by having a Stealth Skill and a Trap Skill both over Lv. 5)
Quick Traps:
-Can set traps as a quick action. (Costs 1 Focus and these traps are only at half of the skill level.)
Drugged Cooking:
-Can slip a single potion into any dish without eaters realizing it. (Unlocked by having a Chem Skill and a Cooking Skill both over Lv. 5)
Psychological Exploitation (I)
-Anyone this character targets loses a small amount of Willpower for each rank while targeted.
Silent Steps:
-Can now move at full speed while stealthed without a Stealth penalty. (Note: Penalties for other actions will still trigger.)
Guerilla Tactics:
-If Stealth is broken, after taking down an opponent, perform a Stealth check to disengage and re-enter Stealth. (Costs 1 Focus)
Calming Presence:
-Can more easily calm down children who are overly stressed.
Empathy:
-It's easier to determine the current emotions of whoever you're dealing with, and how to deal with them. (Unlocked by having a Caretaker Skill and a Perception Skill both over Lv. 5)
Arrow Crafting:
-Being used to working with their hands as well as arrows, this character can create and customize arrows with a few basic supplies. (Options Based on Various Crafting Skills.) (Unlocked by having Archery and a Crafting Skill (Trap) both over Lv. 5)
Flavorful Cooking:
-Slightly increases Reputation gains with people who eat this character's cooking, while also increasing their likelihood of finishing a meal.
Basic Packaging:
-Increases the number of Potions produced at a time by x1.5.
Reusable Scripts(I):
-Allows a Spell Script made by Jon to be used (I) extra time regardless of user.
Magic
Primary
-Hunter
--Stalk, Track, Pack
Secondary
-Defender
--Guard
--Fortify
-Moon
--Moonlight
---Reflection
--New Moon
---Shadows
Learned
-Heat
--Warm, Cool
-Ice
-Wind
General Enchantments
-Recall (2)
-Self-Cleaning (2)
Equipment
Defense+2
Targeted Stealth+3
Arrow Accuracy+2
---
Combat Knife
-Enchantments: 2/5
--Recall
Quartermaster's Axe
-Enchantments: 6/11
--Recall
--Blade of Light (Rank E): Axe now deals an additional 2 points of Light Damage on attacks and applies stacks of [Blind] on Crits.
---Blind- Decrease a unit's Reflex Stat by 1 for every Stack of this Debuff. (Remove 1 Stack each turn.)
--Dragon's Fury (Rank E): Every attack against the same unit increases base damage against that unit by 1 up to a maximum of (E=2), resetting when another unit is attacked. Additionally increase base damage by 1 up to a maximum of (E=2) for each unit defeated in this combat, resetting when combat ends.
Jill's Bow
-Enchantments: 4/11
--Recall
--Tracking Shot (E-Rank): Arrows fired from this bow are less likely to miss.
Helmet
-Passives
--Defense +2
--Full Mask: Greatly increase anonymity but decreases Social.
-Enchantments: 3/11
--Protection: (D-Rank): Reduces damage by a fair amount.
Miss Edna's Scarf
-Enchantments ??/??
--Temperature Regulation
--??? Enchantment(s)
LED Clip-On
-Enchantments (4/5)
--Tracker's Light (C-Rank): With a target's image in mind, light from this object will passively draw attention to anything related to that target. (+4 to finding a target's tracks within light. (Scales with light visibility))
Throwing Knives
-Passive: +2 when used for Throwing, but -2 when used as Combat Knives.
-Enchantment (0/5)
Inventory
Books
Miss Edna's Books
-Grants a small bonus to the training of all Basic Magic skills up to Lv. 5.
-Allows the learning of most Basic concepts related to [Hunter] [Defender] and [Moon].
De Sade's Dark Knowledge
-Allows the learning of any 'Offensive' concept of magic related to [Hunter] [Defender] and [Moon].
-Grants a bonus to training Occult, Demonology, Necromancy, Contracting, and Flesh Sculpting until Lv. 10.
-These books are probably illegal to own.
Arcane Affinities for an Arcane Apprentice
-Can be used to learn the General Concepts: Magic, Fire, Ice, Wind, Stone, Electricity, Light, and Shadows. (Note: These may take longer to learn than Concepts Jon has a true affinity for.)
-At Occult Lv. 10 can be used to learn ??? Perk if not already known.
Contractor's Creature Compendium
-Reading this book counts as training to both Occult and Contracting: Summons until both are Lv. 5. (Note: Other Book Bonuses do not stack with this.)
-If Occult or Contracting is Lv. 5 or higher, grants [Creature Codex] perk if read at least 5 times. (Currently read 1/5 times.)
The Layman's Shaman
-Reading this book allows a training bonus to Shamanism until Lv. 5.
-If read while Lv. 5 grants the [Charge Spirit] ability. (Note: If level up is through this book, it counts as fulfilling this condition.)
Supplies
Potion Ingredients
-Anima-Enhanced Plants
-Mystical Medicinal Herbs of Blackwell
-Poisonous Plants of Blackwell
Spell Scripts
-Shield Script: When script is used for the next (Script Rank + Occult Rank) minutes, the next hit taken by the target is nullified. (Note: This spell can be overwhelmed if damage is greater than (Script Rank * 3 + Occult Level) or if multiple hits are taken at once.)
-Tracker's Eye: When script is used for the next (Script Rank + Occult Rank) minutes, the user's perception is increased by a small amount for all search and tracking actions. (Bonus is based on (Script Rank + Occult Rank))
-(Makeshift) MP Charge: Allows a character to instantly regenerate MP equal to their current MP Regen. (Can only be use once per turn per character)
-Moonlit Double: Creates a hard light double with all stats greatly reduced. Physical and Reflexive stats will grow stronger the closer it is to the Full Moon when used, matching users stats on the day of. (Note: This Script cannot be used on the day of New Moon.)
Enchantments
-??? Ring Enchantment (Requires: Light-related affinity and Ring)
Potions
-Healing Salve (1 Medicinal Herb): Reduces scarring, removes skin deep poisons and burns, and heals for a small amount.
-Poison Coating (1 Poisonous Plant): Creates a poison that can be added to any weapon, increasing it's lethality for several hours.
-Tranquilizer Serum (1 Anima-Enhanced Plant, and 1 Poisonous Plant): Knocks target out shortly after ingestion, or exposure to bloodstream.
-Basic MP Regen Potion (2 Anima-Enhanced Plants, 1 Mystical Medicinal Herb, (5-Skill Rank), and 1 Magic Assist): Increase MP Regen by (1*Potion Rank) for 3 Days.
Key
Basic Arcane Ring
-Can measure a touchable target's magic capacity and affinities.
-Can record and verify own development in magical skills.
Witch's Compass (Rank: B+)
-Compass will only work for Jon and those he willingly hands it to.
-Compass will point in the direction of Jon's current goal.
--(Note: Requires Will Check and 1 Focus to use, with the check getting harder the closer it is and the less information we have. Roughly a 2km limit.)
-Compass provides a small map of the area within 50m.
-Map will mark those who currently mean Jon harm within its radius.
Misc
Silver Rings (x3)- Rings with a higher enchanting capacity than normal. (Ring Enchanting Capacity x2)
Traits
(Severe) Psionic Scarring
-This character is extremely resistant to any telepathic or precognitive abilities.
Guardian of Childhood
-This character will do whatever it takes to protect a child. Even defy god and the devil both if that's what it takes.
Wild Child:
-This person has developed such a connection with nature that other animals have begun to recognize him as a Beast of the wild.
Nightmarish:
-Slightly increases all checks when applying Fear effects, as well as increasing offensive checks against enemies who are under Fear effects.
An Insane Beast or A Mad Man, Still A Hunter of Monsters
-Evolved From: Mad Hunter of The Dark Ones
-Gain an additional D6 on all checks against enemies who can be morally considered 'monsters'.
-Gain an additional D6 to all Hunting Checks.
-Jon can now switch masks between the Insane Beast and the Mad Man, spending a small amount of mental health for each change.
--Insane Beast: Gain an additional D6 to all melee combat checks, and another D6 for deciding crits and their damage.
--Mad Man: Gain an additional D6 to all ranged combat checks, and a D6 to the effectiveness of all traps, tools, and potions.
Pix
Physical Health: Very Good
Mental Health: Good
MP: 4/20 (+2 (+2)/Turn)
Skills/Powers
Magical Assistant: Lv. 8
Illusionary Traps: Lv. 1
Minion Management: Lv. 1
Light Scripts: Lv. 2
Mending: Lv. 9
Deception: Lv. 6
Nature Manipulation: Lv. 6
Zapping: Lv. 6
Affinities
-Nature (Primary)
--Mending
-Light
-Mischief
Known Spells
-Light Bang (Script): Create a large blast of light stunning nearby enemies, deals light damage to all enemies hit equal to half of Zap level.
-Giga-Zap (Script): Drain all MP to deal Light damage equal to MP * Zap level.
Equipment
Doll Clothes
-Special: Slightly increases wearer's charm to anyone who realizes what these are.
-Enchantments: 4/4
--Self-Cleaning
--Protection (E-Rank): Reduces damage to wearer by a small amount.[/SLIDE]
Traits
Mischievous
-This character enjoys causing trouble for others, outsmarting their enemies, and embarrassing their allies.
Gluttonous
-This character builds reputation faster when presented with food, and has trouble making choices against food.
Wolf
Physical Health: Very Good
Mental Health: Very Good
MP: ??/?? (+?/Turn)
Summon Cost: 2 MP
Maintenance Cost: 1MP/Scene
Skills
Survival: Lv. 7
Tracking: Lv. 7
Wind Manipulation: Lv. 5
Wolf Combat: Lv. 8
Powers
Acceleration: Lv. 11
-Increases Speed and/or Agility by up to Power Level. (MP Cost based on Rank of used Acceleration. Cost doubled when boosting both Speed and Agility)
Wolf Pack: Lv. 3
-Wolf can create duplicates of herself at a cost of 1 MP per scene to create and maintain them. These wolves share her stats and skills, but have reduced health, Mental, and Social stats.
-Current Limit: 3
Magic
(Jon's Occult is not high enough to accurately determine all of Wolf's Affinities, only ballpark them.)
-Wolf
-Moon (?)
-Wind
Equipment
Survivor's Knife: An odd knife Wolf carries around.
-Special: Knife cannot be damaged by mundane or mystical means.
-Enchantments: 0/4
Traits
Pack Mentality
-This person sees people in their life as their pack and will do whatever it takes to protect or aid them.
Wolf Physiology
-Being a Mystical Wolf this unit has enhanced Speed and Agility, as well as a heightened sensory system.
Melon
Physical Health: Very Good
Mental Health: Very Good
MP: ??/?? (+?/Turn)
Summon Cost: 0 MP
Maintenance Cost: 0 MP/Scene
Skills
Adorableness Lv. 20
Magic
(Affinity-less) Magic
??? Conceptual Affinity
??? Mental Affinity
Equipment
Bow of the Contracted Flufflepuff: A Bow signifying that this Flufflepuff stands above others of its kind by being personally contracted to a magic user.
-Passively Grants Leadership of all nearby Flufflepuffs, unless they decide to work with another flufflepuff with an accessory of their own.
Traits
Magically Indestructible: As long as there is (+)magic in the environment this unit is indestructible.
Noctis
Name: Noctis Sullivan
Species: Nightmarian (Horror)
Physical Health: Very Good
Mental Health: Fair
Summon Cost: 2 MP
Maintenance Cost: 1 MP/Scene
Skills
Childcare: Lv. 14
Scare Tactics: Lv. 12
-Increases the effectiveness of all skills and abilities when applying a fear effect.
-Increases resistance to all mental debuffs by skill level.
Nightmarish Combat: Lv. 6
-This skill is twice as effective against enemies suffering from [Fear] effects.
-Half the effectiveness of this skill on enemies without a fear effect.
Sneakiness: Lv. 10
Powers
Horrifying Visage Lv. 10
-Perform a Will check against an enemies Will applying this power's level to your end.
--If the enemy save fails apply Intimidated.
--If the enemy save fails by 5 or more apply Frightened.
--If the enemy save fails by 10 or more apply Terrified.
-Ability range is equal to power level meters.
-Can affect multiple units, but each unit targeted reduces max range by 1 to a minimum of 1.
Horrifying Construct Lv. 5
-Create small constructs from mouth up to power level in quantity, each with 1 PHP, 1 Range, and 1 ATK.
Shifting Physiology Lv. 12
-Increase Max Melee range by skill rank meters.
-Add this skill to all checks using the Agility or Dexterity stats.
-Add skill rank to Charm stat when dealing with Children.
-Add skill rank to Fear checks when dealing with anyone else.
-Increase Max Physical Health based on Skill rank.
Equipment
Second Hand Skin
-Reduces passive light damage.
-Skin can be damaged.
--Gain a bonus to fear checks the more damaged skin becomes. (Bonus is removed if durability hits 0.)
Monstrous Clothes
-Reduces all damage by a slight amount.
-Increase all Fear effect checks by a slight amount.
Traits
Nightmarian: As a member of the Nightmarian species this creature gains strengths and weaknesses based on their unique culture and physiology.
-Damage from all [Light] sources is doubled.
-Takes passive damage from Sunlight.
-Damage all [Shadow] damage is halved.
-[Fear] effects cause [Exhilarating Fear] instead.
--Each stack of [Exhilarating Fear] increases Speed, Strength, Agility, Dexterity, Perception, and Charm by 1.
-This unit can cause no harm to a [Child] unit.
Nightmarian (Horror): A sub-species of Nightmarian known for their more flexible physiologies.
-Unlocks the Horror skill tree for this unit.
-Automatically unlocks the Shifting Physiology power.
-Adds a D6 when applying a fear effect to a single target.
Guardian of Childhood
-This character will do whatever it takes to protect a child. Even become a monster ostracized and hated for crossing the line.
-Auto-Win all Willpower checks when defending a child.