Halloween Horror (Epilogue): Dawn After The Nightmare
--- Val ---
Consciousness slowly returned to her as she found her head resting in Artemis’s lap. (Not bad.)
More bad was all of the flashing lights she could see nearby, which following her duende’s gaze led her to Audrey having a heated exchange with the Sanctuary reinforcements that had finally arrived. Their soldiers and several bulky vehicles clearly visible all over the little courtyard they’d fought (and kicked the ass of) the Halloween Horror in.
“What’s goin’ on?” She mumbled out, her mouth feeling dry.
Artemis blinked before looking down at her. “You’re awake?”
“Yeah… how long was I out?” She asked, not bothering to get up from where she laid.
“About twenty-thirty minutes.” Artemis frowned. “I’ve been healing you as my magic comes back, but it’s not enough to deal with… everything wrong with you at the moment.”
She vaguely nodded at that because it definitely felt like she still had a lot wrong with her.
(“There’s an understatement…”) The Scarecrow laughed within her mind.
(“Good to see you’re okay.”) She told her pet Demon, her eyes drifting over the nearby shadows in search of him.
(“Didn’t feel like splitting a meal with the Horror, so I left before the soldiers could see me.”) Espanta explained when she couldn’t spot him anywhere.
“Right… how long they been here?” She wondered aloud, not caring if her Demon or her duende answered her.
“Maybe ten, fifteen minutes.” Artemis answered. “Apparently between their team being killed, the surge of Creeps in the area, and us detonating those Soul Shards had them send everyone they could this way.”
“And of course they only get here after we deal with the Demon.” She scoffed. “Just like the cops to be late when you actually want them here.”
“Yeah…” Artemis absentmindedly agreed watching Audrey arguing with a Sanctuary soldier in a different uniform than the rest.
“What’s going on there?” She asked, pretty sure that whatever that was couldn’t be a good thing for us.
Artemis gave her a wry grin. “Apparently they think we’re responsible for the Horror getting loose.”
“What?” She hissed, half because of her rage and half because she felt something pull in her side. “We did their fucking jobs!”
“Yeah, I’m thinking we should’ve left when Whitaker did.” Artemis admitted.
“He didn’t bother sticking around after the fight?” She frowned.
Artemis shrugged. “He stuck around until we heard the Sanctuary sirens then he… dipped.”
“Yeah… can’t blame him for that.” She sighed, knowing that she’d have done the same if she was conscious at the time. (“Espanta, why couldn’t you take me with you?”)
(“Your laying with your head in the elf’s lap.”) Her Demon pointed out with dry amusement.
(“... You are forgiven for abandoning me.”)
“So… How much you want to bet we’re spending the rest of the night down at the station?”
--- Artemis ---
(That was a fool’s bet.) She couldn’t help but think wryly as she found herself once more sitting in an interrogation room waiting for an officer to come in and question her about the story she’d already repeated four times.
But she’d repeat it as many times as she had to, after all even Sanctuary didn’t believe her, they’d done nothing wrong and she had nothing to hide. (Well, aside from that thing Audrey asked me and Jon to do.)
She was pretty sure they only agreed to that due to how exhausted they both were, but if it worked out it would work out lucratively for all of them. (As long as Whitaker doesn’t fuck us over anyway.)
Admittedly, she wasn’t holding her breath on that one but between being screwed over by him and screwed over by Sanctuary she’d prefer he be the one to do it. That way she’d have irrefutable proof of his two-faced nature for Audrey and Val.
An officer opened the door to the room and leaned in to tell her, “Ms. Foster, someone is here to see you.”
That… made her frown, there weren’t too many people that would warrant that. Since this was an official debriefing inviting a lawyer was highly suspect and largely unnecessary given the lack of official charges against them. It also couldn’t be her parents due to her being an official employee under Audrey’s Hunter License as well as of working age. (Unless they actually are charging me with something…)
Rather than either of her parents entering the room she instead found a tall dark haired woman seemingly in her early forties despite looking nearly the same for the entire decade that Artemis had known her. “Miss Edme!”
“Artemis, it's good to see you too.” Her mentor smiled before sighing. “Though I do wish it was anywhere other than a Sanctuary interrogation room.”
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Despite knowing she’d done nothing wrong she couldn’t help but be bashful about that. “I um, I thought you were out of town?”
“I was, though there was a… complication while I was there, so I decided it best to leave a bit early. Which given the state of things was probably a good idea all things considered.” Miss Edme explained with a grimace. “Based on what I’ve been told, the Horror escaped its seal, forcing you and the other girls to fight it?”
“Yes, though I think in doing so I’ve also discovered why the seals seem to be getting weaker.” She told her mentor.
“You have?” Miss Edme blinked, before smiling. “I suppose I should expect nothing less from my greatest student than to solve a complex problem so easily. Why don’t you tell me everything, my dear?”
She couldn’t help but squirm as a heat filled her cheeks, before coughing into her hand as she pushed through the embarrassment and began relaying the events of the night to her mentor. Knowing full well her mentor would take care of everything with ease.
--- Audrey ---
Stepping out of the station she checked her phone, already half aware of the time thanks to the rising sun. “Well, that was a waste of several hours that could’ve been spent asleep.”
“I’m just glad Miss Edme got them to release us before her meeting with the local Captain.” Artemis shrugged, looking as exhausted as the rest of them. “Otherwise we’d be stuck her for even longer.”
“True.” She had to admit, Artemis’s connection to the Delacroix family was one of their greatest resources. “Still would’ve been better if they’d just listened to us at the start.”
“Let’s be honest, even if they believed us from the get go, odds are we would’ve been dragged into an interrogation room.” Artemis pointed out. “An incident this big was bound to result in them needing questions answered, regardless of who was still sitting there.”
“Don’t care one way or another, just glad we’re out of there.” Val chimed in, before giving her a look. “Don’t suppose they told you how much we’re making from stomping that pendejo?”
(And that is the real kicker tonight.) “Apparently, we aren’t getting paid for fighting the Horror.” She smiled bitterly.
“The fuck?” Val frowned. “Half the city would be dead if we didn’t pin that cabrón down! And duende found what those idiotas were doing wrong with the seal! That’s double pay minimum!”
“Hunters get paid for the kill, and we didn’t kill the Horror.” She pointed out wryly, the words bitter in her mouth.
“Oh, that’s fucking bullshit!” Val growled, turning back towards the Sanctuary building they’d just left.
“Don’t. It’s not worth it.” Artemis told the other girl, grabbing her by her arm.
Val glared for a moment before pulling arm free. “We’re at least getting paid for all the Creeps we killed, sí?”
“Yeah, though they wouldn’t let me claim all of the ones Jon killed all over the place since he wasn’t with us.” She explained, only briefly wondering if she’d made the right call on that before steeling herself knowing that Sanctuary would’ve screwed them over on it. “I just barely got them to count everything we killed in that courtyard.”
“And what’s that bring the total up to?” Artemis asked, while Val cursed those ‘pinche putas’ for ripping them off.
“Well, between what we had before, the few the Scarecrow picked off without us, and the ones we dealt with fighting the Horror we’ve got a grand total of one hundred and nineteen kills.” She answered feeling mildly proud of that fact. “Equalling just as many grand.”
“That’s almost twenty grand more than our goal.” Artemis blinked, looking notably more chipper than before.
“Would’ve been more if these cabrónes hadn’t fucked us.” Val spat.
“It’s also less since I plan on giving Jon half of that surplus.” She sighed, knowing how that would probably go over.
Despite what she was expecting Artemis only had a look of distaste rather than her expected outburst and Val, while frustrated, merely shrugged. “He fought, he bled, he deserves to get paid too.”
“Well, if we’re lucky I’ll be able to up that pay day by a fair bit for all of us.” She consoled the girls. (Just going to have to remember to talk to Jon about that package he’s carrying.)
--- Jon ---
Tossing his pack and all of its contents into the corner of his room he couldn’t but frown in irritation before finally remembering that the reason his eyes were so irritated was because he still had the refractory lenses on from the haunted house and taking them out. (Much better.)
Trudging through his house he tossed his jacket onto his bed and started towards the shower, knowing that if he wanted the hospital to let him in to see his Ma he’d have to wash off all of the mud and blood currently caking him. (Not that that would stop me if I couldn’t…) (It’s just a fight I can avoid right now.)
Checking his phone again -the screen cracked but still half usable- revealed the text from Garcia telling him which hospital his Ma was in, as well as a newer text telling him that Miss Edna would be in the city in just a couple of hours.
(Mmm, I hope she isn’t rushing because of me…) He’d hate to be an inconvenience.
Sighing as he turned the water on and undressed, he couldn’t help but contemplate how the night had gone after everything with his Ma. On the plus side, he was pretty sure he’d slaughtered enough of his prey to help his Ma’s recovery some, (but I’m going to have to talk to Ma to know for sure.)
Unfortunately, he’d failed to blow the horror’s skull off with his arrow (stupid, stupid, stupid) -Something he was fairly sure would’ve completely healed his Ma. (stupid, stupid, stupid)- and Val despite her best efforts had only managed to damage the Demon enough to force it back into its seal. (And I spent so much time convincing Artemis to go for a kill shot too…)
He was fully aware that the other practitioner’s plan of using the moon to burn the Horror into submission would’ve worked, but he didn’t want it to submit, he wanted it to scream its last breath.
At the very least he was confident that now that the Horror had been worn down and its true threat revealed, someone with the power to would put it down like a rabid beast. (After all, Miss Edna and DeSade could easily kill it so I’m sure they can find someone on that level easily enough. If not I’ll rip the seal open and slaughter it and them myself.)
Of course that was just if the idiots can’t do their job, his actual priority was making sure that everything was perfectly put together for his Ma when she got home that way she had absolutely nothing to stress about in the morning. (Speaking of, I should clean the entire house while I wait for the hospital’s visiting hours. That way everything is nice and tidy when I bring her home.)
After drying himself and Pix off he went ahead and got started on that, though he did take a moment to pet a worried Brutus and assure him that his Ma would be alright even if he had to sacrifice a god or two to make it so.
“Everything will be alright boy, I promise.” He smiled insanely. “Ma is just a little hurt right now, but she’ll be right as rain by morning. You know her, she’s far too stubborn to die like I have. In fact if she died she’d probably kick death’s butt and come right on back, and if she doesn’t I will.”
(I’m sure I can get the Cheshire to arrange that fight for me.)
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Hunt Breakdown
Note: This only applies to Jon, not the Southside Coven.
-For playing the role of Hunter, gained 1XP to Stealth and Psych Warfare.
-Jon spent magic summoning Noctis, gained 1XP to Contracting: Summons.
-Noctis appreciated you summoning him for a haunted house.
-For competing in a scaring competition with the bogeyman gained 1XP to Psych Warfare.
-Noctis is mad his fun was ended early.
-Jon has learned more about Nightmarian biology and culture.
-New Skill: [Beast’s Claws] at Lv. 1 (0/4)
--This skill is only active while Jon is in his Beast Stance.
--Jon’s unarmed attacks count as Claw attacks while still applying stacks of [Stun] on Crits.
--This skill does not add dice to an attack’s accuracy, but it does increase a melee attacks' damage by Skill Level, this bonus is doubled for Takedowns.
-For unlocking a new combat skill gained 1XP to Combat.
--Due to overlap with Combat gained 7XP to Beast’s Claws.
-The kids appreciate Jon protecting them and keeping them safe.
-For keeping the kids calm in a crisis Jon gained 1 XP to Childcare.
-The ??????’s power does not lower Jon’s Mental Health, but makes him more susceptible to Mental Damage.
-Gained 1XP to [Beast’s Claws] for killing the Creep before it could harm the child.
-Jon has gained a [Frightening] Reputation with the Adults present.
-Jon has gained a [Heroic] Reputation with the Children present.
-Gained 1 XP to Awareness for feeling and resisting the ??????’s influence.
-Pix has rejoined the party.
-Jon has gained a [Bloody] Reputation with the local police.
-Jon’s Ma is proud of him.
-Jon’s Ma has joined as a temporary party member.
-Jon’s Ma has been critically injured.
-Jon’s Ma loves him.
-Jon’s Mental Health is depleted.
-Catatonic status negated by Miss Edna.
-Jon Frenzies.
-Jon gains (D6 = 6 + Crit D6 = 5 = 11) XP to Beast’s Claws.
--Jon Slaughters Creeps throughout the city.
--The constant fighting drains Pix’s magic.
-Jon gained 1XP to Combat, Mobility, and Beast’s Claws for fighting the Horror with Val.
-Val’s respect for Jon has increased.
-Jon gained an additional 1XP to Mobility for fighting the Horror by himself.
-The Horror unleashes its full power.
--Pix drains Jon’s magic to keep him alive.
---Pix has gained a level in Mending.
--Jon has been knocked out by Horror’s beatdown.
-Pix gained the Thievery skill at Lv. 1.
-Pix gained a level in Magical Assistant.
-For discussing how to deal with the Demon with the southside coven, Jon gained the [Demonology] skill at Lv. 1 (0/4).
--Demonology grants +Skill Level to all checks involving Angels, Demons, Gods, and similar.
-For learning a new magic skill gained 1 XP to Occult.
-Thanks to Overlap with Occult skill gained 8 XP to Demonology.
-For collaborating with Artemis to create a means of defeating the Horror gained 1XP to Potions, Script Craft, Occult, Enchanting, and Demonology.
-Due to extensively working together Artemis has gone from fearing Jon to simply not trusting him.
-For convincing Artemis to kill the Horror rather than wear it down, gained 1XP to Contracting: Dealmaking.
-Gained 1XP to Archery for shooting the Horror in the middle of the rain, while injured, and avoiding allies.
-Gained 1XP to Demonology for helping re-seal the Halloween Horror.
-Audrey gave Jon ??????? ??? for safekeeping.
-Gained 1XP to Stealth for escaping before Sanctuary arrived.
New Skills:
-Beast’s Claws at Lv. 4 (2/10)
--This skill is only active while Jon is in his Beast Stance.
--Jon’s unarmed attacks count as Claw attacks while still applying stacks of [Stun] on Crits.
--This skill does not add dice to an attack’s accuracy, but it does increase a melee attacks' damage by Skill Level, this bonus is doubled for Takedowns.
-Demonology at Lv. 3 (0/8)
--Demonology grants +Skill Level to all checks involving Angels, Demons, Gods, and similar.
XP Gains
-Gained 20 XP to Beast’s Claws.
--Already applied.
-Gained 10 XP to Demonology.
--Already applied.
-Gained 2 XP to Combat.
--Currently: Lv. 7 (10/16)
-Gained 2 XP to Mobility.
--Currently: Lv. 7 (3/16)
-Gained 2 XP to Occultism.
--*Skill Level Up* Occultism Lv. 8 (1/18)
-Gained 2 XP to Psych Warfare
--Currently: Lv. 5 (4/12)
-Gained 2 XP to Stealth.
--Currently: Lv. 7 (10/16)
-Gained 1 XP to Archery.
--Currently: Lv. 7 (15/16)
-Gained 1 XP to Awareness.
--Currently: Lv. 9 (1/20)
-Gained 1 XP to Childcare.
--Currently: Lv. 7 (9/16)
-Gained 1 XP to Contracting: Dealmaking.
--Currently: Lv. 3 (4/8)
-Gained 1 XP to Contracting: Summons.
--Currently: Lv. 6 (5/14)
-Gained 1 XP to Enchanting.
--*Skill Level Up* Enchanting Lv. 5 (0/12)
-Gained 1 XP to Potions.
--Currently: Lv. 7 (5/16)
-Gained 1 XP to Script Craft.
--Currently: Lv. 4 (5/10)
Total XP Gains: 48 XP.
*True XP Gains: 33 XP.
A/N: Due to 15 of this being overlap bonus XP for learning 2 new skills in one event, so the total XP gains are mildly inflated with the true XP gain being 33. (Note: Occult and Combat grant bonus XP to completely new skills of magic and combat respectively.)
Note: Omake bonus of +5 Contracting: Dealmaking and +1XP to Enchanting. So
-Contracting: Dealmaking
--*Skill Rank Up* Dealmaking Lv. 4 (1/10)
-Enchanting
--Currently: Lv. 5 (1/12)
Pix’s Gains
-New Skill:
--Thievery at Lv. 1.
-Level Ups:
--Mending Lv. 10
--Magical Assistant Lv. 9
---
Set: The Huntsman’s Quest (14 Masks, 7 Other)
-Name: Jon Whitaker
--Alignment: Rogue
--Classes: Scrapper, Infiltrator, Practitioner
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic and 1 Morale
--Guardian of Childhood: This unit is a [Guardian of Childhood] and cannot deal damage to [Child] units, but automatically uses [Protect] and [Counter] on any attack against an allied [Child] if possible.
--Pix the Fairy (Costs 1 Magic) As a quick action, heal a unit within Range for 5 HP.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- Gain Hidden. (This unit cannot be directly targeted by any enemy attack, skill, or ability. This effect is lost the next time this unit attacks or uses an ability.)
-Level Up Name: The Huntsman of Blackwell
--Level Up Condition:
--Alignment: Anti-Hero
--Classes: Marksman, Puppeteer
--HP: 5
--Atk: 0
--Spd: 10
--Armor: 0
--Range: 1
--Move: 0
--Resources: None
--Horde Breaker: This unit deals an additional 5 damage whenever they do damage to a Minion unit. The first attack this unit does against a Minion unit each Turn is a Quick Action.
--Contracted Summoner: Reduce the Cost of all Magic Minions by 1 for this unit. This unit can spend 1 Magic to search your deck for a Magic based Minion before paying its cost and playing it.
-Level Up Name: The Beast of Blackwell
--Level Up Condition: Jon Whitaker deals a deathblow to any unit, or is afflicted with a Mental debuff.
--Alignment: Anti-Villain
--Classes: Dark Practitioner
--HP: 5
--Atk: 0
--Spd: 5
--Armor: 0
--Range: 0
--Move: 0
--Resources: 0
--Insanity Consuming: This card can use Morale as if it were Madness. Additionally, this unit is immune to Mental Debuffs.
-- Rip And Tear: All melee attacks and abilities by this unit apply a stack of Bleeding, if a unit is already Bleeding deal an additional 5 damage.
--Dark Beast: Reduce the Cost of all [Dark Practitioner] Cards by 1. This unit can spend 1 Magic to search your Deck for any [Dark Practitioner] Card before paying its cost and playing it.
-Name: Pix, The Fairy
--Alignment: Rogue
--Classes: Blaster, Medic, Fairy
--HP: 10
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 2
--Resources: 2 Magic
--Separate But Still Together: This Unit can only be played if Jon Whitaker is on the board. While this unit is active [Jon Whitaker] cannot use his [Pix The Fairy] ability.
--Partners (Jon Whitaker) This unit is Partners with Jon Whitaker. Whenever Jon attacks Pix can spend 1 Morale to perform a [Follow-Up] if possible, additionally whenever Pix attacks Jon can spend 1 Morale to perform a [Follow-Up] to her if possible.
--Flighty Flier: Whenever this unit is attacked, flip a Coin. If you call it correctly, your opponent’s attack misses. Additionally, this unit can spend 1 Morale to Move as a Quick Action.
--Mend (Costs 1 Magic) Restore 10HP to an ally within Melee and remove [Poison].
--Distraction (Costs 1 Magic) As a Quick Action, add [Blind] to a unit within Range.
-Name: Minerva Whitaker
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Marksman, Tactician
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Morale
--Ma Whitaker: If another unit with [Whitaker] in their name is attacked Minerva will automatically [Protect] them if possible. She can then spend 1 Morale to [Counter] if possible, regardless of whether or not she managed to [Protect] them.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.
-Name: Ying Zhang
--Alignment: Hero
--Classes: Scrapper, Bruiser, Blaster
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic and 1 Madness
--Mad-Corrupted Incarnate (Dragon): This unit can use Madness as if it were Magic. Additionally this unit counts as both an [Arcane (Incarnate)] and a [Dragon].
--Storm Incarnate: Ying is healed by [Electric] damage and can use Magic for any Skill Card with the [Electric] or [Wind] affinity regardless of resource. However Ying cannot use any card with an affinity other than [Electric] or [Wind].
-Name: Noctis Sullivan
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Nightmarian (Horror)
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Magic
--Nightmarian (Horror): This unit’s Attacks and Abilities apply [Fear] to the target, and apply it for an additional Round. Additionally, this unit can attack units with [Fear] from +1 Range away but takes +5 Damage from [Light] attacks. (Units with [Fear] have to pay 1 additional Morale to Play a Card, but lose [Fear] if not re-applied by the end of the Next Round.)
--Guardian of Childhood: This unit is a [Guardian of Childhood] and cannot deal damage to [Child] units, but automatically uses [Protect] and [Counter] on any attack against an allied [Child] if possible.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.
-Level Up Name: The Boogieman
--Level Up Condition: 3 or more enemy units are afflicted with [Fear].
--Classes: None
--HP: 5
--Atk: 5
--Spd: 10
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Beware, Beware: This unit now applies [Fear] to all Enemies within Range at the start of each Turn. (This includes those in Range due to Nightmarian (Horror).)
--The Boogieman’s Scare (1 Magic) Move to a space Adjacent an enemy within Range before attacking them, if this unit is afflicted by [Fear] deal an additional 5 Damage. Additionally, if this ability Breaks [Hidden] it does double Damage.
-Name: Charee ‘Cherri’ B’omma
--Alignment: Rogue
--Classes: Scrapper, Marksman, Infiltrator, Practitioner
--HP: 20
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Inferni (Imp): The first time this unit moves each turn it is a Quick Action. If this unit moves, reduce the cost of the next Skill Card she plays this Turn by 1.
--Ambush (Costs 1 Morale) Quick Action- This unit gains [Hidden].
--Explosive’s Expert (Costs 1 Morale) As a Quick Action, search your Deck for any [Explosives] Card, before revealing it to your opponent and adding it to your hand.
---
Sub-Set: Beasts of Blackwell
-Name: Edna Donovan
--Alignment: Anti-Hero
--Classes: Blaster, Arcane, Practitioner
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Arcane Practitioner: All Practitioner Cards cost 1 less for this unit to play. This unit can spend 1 Magic to search your deck for any Practitioner Card before paying its cost and playing it.
--Enchantress (1 Magic) As a Quick Action, search your Deck for any [Enchantment] Card, reveal it to your opponent and add it to your hand.
--Potioneer (1 Magic) As a Quick Action, search your Deck for a [Potions] card, reveal it to your opponent and add it to your hand.
-Level Up Name: Mistress of Magic
--Level Up Condition: Your team has used a Potion, an Enchantment, and a Practitioner Card in one Round.
--Classes:
--HP: 0
--Atk: 0
--Spd: 15
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Master Enchantress: Reduce the cost of [Enchantment] Cards by 1 for this unit.
--Potion Mistress: Reduce the cost of Potions by 1 for this unit.
--Magical Mastery: Once per Turn this unit can turn any Magic Card into a Quick Action if it’s not already. If it is already a Quick Action, reduce its cost by 1.
-Name: Quartermaster Rogers
--Alignment: Rogue
--Classes: Scrapper, Bruiser, Slasher (Hunter)
--HP: 35
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Malice
--Always Stocked: Once per Turn when a [Brew] Card would be sent to the Discard pile from Playing it or being Discarded you can instead return it to your Hand.
--Horde Breaker: This unit deals an additional 5 damage whenever they do damage to a Minion unit. The first attack this unit does against a Minion unit each Turn is a Quick Action.
--Drink The Pain Away (Costs 1 Malice) As a Quick Action search your Deck and Discard pile for a [Brew] Card, reveal it to your opponent and add it to your Hand.
--Fire and Booze (Costs 1 Malice) Discard a [Brew] Card from Hand, select a Space within Range+1. Any unit within this Space or one of its Adjacent spaces takes 5 Fire Damage and gains [Burning].
-Name: Alexander De Sade
--Alignment: Anti-Villain
--Classes: Blaster, Tactician, Puppeteer, Dark Practitioner
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Dark Lord: Reduce the cost of any [Dark Practitioner] this unit plays by 1. Additionally, this unit can spend 1 Magic to search your Deck for any [Dark Practitioner] Card before paying its cost and playing it.
--Legacy of Desade: At the start of each Round this unit generates 1 Magic for every unit afflicted with [Pain] and every unit afflicted takes 1 damage for every stack of [Pain].
--Inflict Pain (Costs 1 Magic) Select a unit with Range, deal 5 Damage and apply a stack of [Pain]. (Units afflicted with Pain cannot use Quick Actions or Reactions, remove 1 Stack whenever this unit does not take Damage between Turns.)
-Level Up Name: The Sadistic Protector of Man
--Level Up Condition: Have at least 3 stacks of Pain active on your enemies.
--Classes:
--HP: 5
--Atk: 0
--Spd: 0
--Armor: 0
--Range: 1
--Move: 0
--Resources: 1 Magic
--Your Pain, My Gain: DeSade regains 1 HP for every point of damage inflicted by [Legacy of DeSade]’s natural Trigger. Additionally, once per Turn Inflict Pain can be cast as a Quick Action.
--Their Suffering Will Save You (Costs 2 Magic) Select an Ally Unit then trigger [Legacy of DeSade]’s damage aspect and heal this unit for every point of damage inflicted.
--Make Them Suffer (Costs X Magic) Trigger [Legacy of DeSade]’s damage aspect once for every Magic spent on this ability.
-Name: The Corrupted Beast of Blackwell
--Alignment: Villain
--Classes: Medic, Slaver
--HP: 20
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 0
--Resources: 1 Madness
--Power in Corruption: At the start of each turn this unit generates 1 Madness for every [Corrupted] unit in play. Additionally, once per Turn, the Beast can spend 1 Madness to turn another ability into a Quick Action.
--Create Corrupted (1 Madness): Create a Corrupted Corpse with 10 HP, 5 Atk, 35 Speed, 0 Armor, 1 Range, and 1 Move. These units count as [Corrupted].
--Corrupting Influence (1 Madness) Pick an enemy unit within Range, then take control of it until the end of its next turn. This unit counts as [Corrupted].
--Corrupting Waters (1 Madness) Restore 5 HP to a unit within Range, this unit becomes [Corrupted] for the rest of the game. If the unit is already [Corrupted] they gain 5 Atk until the end of the next Round.
---
Sub-Set: Southside Coven
-Name: Valentina Alejo
--Alignment: Anti-Hero
--Classes: Scrapper, Blaster, Practitioner, Puppeteer
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Coven Combat Specialist: This unit is part of the Southside Coven. When this unit uses a [Spell Script] you can return the spell to your hand instead of discarding it. This ability can trigger a number of times equal to the number of Southside Coven members on your team each Round.
--Contracted: The Scarecrow: This unit cannot summon any minions except for [The Scarecrow] and is immune to [Fear]. On her turn Valentina can spend [3 Magic] to search your deck, hand, and discard pile for a minion named [The Scarecrow] and summon it.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
-Name: The Scarecrow
--Card Cost: 3 Magic
--Card Type: Minion (Contracted Summons)
--Classes: Demon, Bruiser, Guardian
--HP: 66
--Atk: 6
--Spd: 33
--Armor: 0
--Range: 2
--Move: 2
--Contracted Demon: This minion can only be played by a Mask with [Contracted: The Scarecrow]. Should this Mask be defeated so is this minion.
--Fear Demon: Attacks and abilities by this unit apply [Fear], if the enemy already has [Fear] they take an additional 5 damage.
--Fear Eater: This unit is immune to [Fear]. At the start of each round this unit generates 1 Magic for every unit afflicted with [Fear] before healing for the same amount.
--Protect Contractor (1 Morale): Reaction- When a unit with [Contracted: The Scarecrow] is damaged within movement range, this unit can take damage in their place and then [Counter] if the enemy is within attack range.
-Name: Artemis Foster
--Alignment: Anti-Hero
--Classes: Blaster, Arcane, Practitioner, Tactician
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Coven Jack of Trades: This unit is a member of the Southside Coven. As a Quick Action, spend 1 Magic to search your Deck for any non-Minion Magic card with a magic cost up to the number of Southside Coven members in play before revealing it to your opponent and adding it to your hand.
--Mystical Options (Costs 1 Magic) Look at the top two cards of your deck, add one to your hand and discard the other.
-Name: Audrey Meadows
--Alignment: Rogue
--Classes: Arcane, Bruiser, Tactician
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 1
--Range: 2
--Move: 1
--Resources: 2 Magic
--Coven Potions Mistress: This unit is a member of the Southside Coven. Whenever a member of the [Southside Coven] uses a [Potion] consumable, the card is turned into an Op card instead of being discarded. These Op cards will be discarded if used by someone outside the Southside Coven.
--Stranglethorn Vines (Costs 2 Magic) Pick a target within Range and apply [Stranglethorn]. Units with Stranglethorn take 5 Damage at the start of each Round and cannot move or use Quick Actions. This Debuff is removed if another unit uses their action to help, the afflicted unit uses a Skill to Move, or they use an ability with the Fire Affinity.
-Name: Edme De La Croix
--Alignment: Hero
--Classes: Blaster, Puppeteer, Arcane, Practitioner
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Magical Mentor: The first time an allied unit would use a Magic Card each Round, reduce its Cost by 1. (This does not apply to Edme.)
--Enchantress (1 Magic) As a Quick Action, search your Deck for any [Enchantment] Card, reveal it to your opponent and add it to your hand.
--Summoning Ritual (Costs 1 Magic) Search your Deck for a Magic Minion Card before paying its Cost and Playing it.
-Level Up Name: Coven Mentor
--Level Up Condition: Have at least 1 member of the [Southside Coven] in Play.
--Classes: Tactician
--HP: 5
--Atk: 0
--Spd: 5
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Coven Mentor: This unit is an honorary member of the [Southside Coven].
--You Can Do It Dear! (1 Morale) As a Quick Action, Edme encourages another unit to take her Turn in her place.
For Ranking Up a Skill Please Choose a Perk