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 BLAZE

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Nuo




Posts : 27
$ : 15

BLAZE Empty
PostSubject: BLAZE   BLAZE EmptyTue Dec 10, 2019 7:53 pm

Azmot

STATS

HP 2
STR 1
DEX 1

SKILL TREE

A: When this user casts a spell with HP, the user involuntarily looses 1 HP and the spell gains 1 HP. HP lost this way cannot be restored while the spell still exists.

B: The user can stick to surfaces, allowing them to take movement actions up walls and across ceilings. Because of this sticky attribute, the user gets a +2 on rolls to avoid being tripped, pushed, and disarmed.

C: The user can secrete six feet of rope with two sticky ends from their mouth. When attatched on one end, it can hold three hundred pounds. When attatched on two ends, it can hold four hundred pounds. Otherwise, it is normal rope. The user can dedicate multiple posts to extend the length of the rope by six feet for each post, though it doesn't increase the strength of the rope.

SLOTS

1: The user summons an exoskeleton around their body. This skeleton replaces the user's stats while donned. Also, the user loses their normal sense of vision, and replaces it with a 360 degree version. STATS: HP (1), DEX (2), STR (1).

2: The user touches a summon and restores it by 1 HP. CD: 3 posts.

3: The user touches a summon and gives it +5 STR/+5 DEX until they land an attack or evade an attack. CD: 4 posts.

XXXX
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Nuo




Posts : 27
$ : 15

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyTue Dec 10, 2019 7:53 pm

Belphomet

STATS

HP 5
STR 4
DEX 0

SKILL TREE

A: The user gains +1 to DEX for each point of HP missing (to a maximum total of 5.)

B: The user's body is demonic in nature. They move faster in darkness, granting +20 feet of movement in a post as long as their entire movement evades direct or indirect sunlight.

B2: The user has mystical blood, infusing his magics for a price. By sacricing 1 HP, the user cuts the cooldown in half.

C: The user creates a 30 foot sphere of night at a point he can see.

C2: The user has minor control over black flames, in which he can conjure a 1 foot sphere at any empty point within 30 feet. It reacts to it's surroundings normally as per a normal flame, except it produces no light.

SLOTS

1: The user throws a fiery bolt. When it connects, deal 20 damage. If it misses by less than 6, deal 10 instead. CD: 10

2: The user imbues themself with demonic strength, giving them +4 STR/+4 DEX for 5 posts. CD: 10

3: The user heals 3 HP to themself only. CD: 6 posts.
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyThu Dec 12, 2019 4:37 pm

HIVE

CON 2
DEX 1
PWR 1

ALTER
For each summon active, the dominant avatar gets a +1 in that summon's highest stat.

BIOLOGICAL 1
The user's summons come from it's own flesh, and each share a hive mind linked with the host. They share senses, thoughts, emotions, and slots. Mind-affecting abilities that effect a being in the hive-mind translate to all creatures in that hive-mind. The creature with the most stats is considered the dominant avatar, for the purposes of abilities that specifically address this feature.

BIOLOGICAL 2
All non-dominant avatars are considered a summon, and can be dismissed and affected otherwise as such. The dominate avatar is considered the player character. If the original character player is not the dominate avatar, then they use the slot of the summon that replaced them for abilities that view, alter, and otherwise affect slotted abilities.

SLOTS

--Magurgle: A fishious humanoid standing 6 feet tall. Can breathe underwater, withstand the deepest underwater pressures, and move in water as easily as it can on land.

CON 2
DEX 1
PWR 1

--Avern: A winged monster standing 6 feet tall. Can withstand any altitude and fly as fast as it can move on land.

CON 1
DEX 2
PWR 1

--Vullo: A giant, horrible mole-thing standing 6 feet tall. Can withstand any amount of pressure that being under the earth generates and can move through natural earthen surfaces like a fish does water.

CON 1
DEX 1
PWR 2
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptySat Dec 14, 2019 12:36 am

???

HP 1
HC 2
PC 1

ALTER
Death is weary to claim the user. The first time they would be slain each topic, they are instead reduced to 0 HP.

BIOLOGICAL 1
The user is kept stable by a nanosuit that automatically envelops them when they feel danger. This nanosuit originates from a ring around the user's neck, which can be broken to negate its related abilities. It does not run on electricity, and is organic in nature.  While at 0 HP, they can act as if their HP was a positive value.

BIOLOGICAL 2
The nanosuit detects imminent danger and responds. While the user is at 0 HP, they get a +1 to HC and PC.

SLOTS

--Magika Circuit: When the user's HP reaches 0, their nanosuit ignites a special technology from within. HC and PC increase by 1.

--Abjuration Protocol: When the user's HP reaches 0 for the first time in a topic, their nanosuit creates a protective film around their body. The next time they are hit by an attack and damaged, they gain 1 HP.

--Mystic Celerity: While the user is at 0 HP, the nanosuit delivers doses of adrenaline to the user, causing a loss of reason and increased aggression. Also, it allows them to take an extra action each turn.
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyMon Dec 16, 2019 2:57 am

HILBERT

HP 1
HC 1
PC 2

ALTER
The user is entwined with the concept of infinity. They roll twice when using a D2, and use the lowest result.

BIOLOGICAL 1
The user is steeped in powerful time magic, permeating their very being, and as such they are extremely unstable. At the end of each of their posts, they roll a D2. If it is a 1, they gain 1 HP. Otherwise, they take 1 damage.

BIOLOGICAL 2
Whenever the user makes a d20 roll, they also roll a D2. On a 1, they gain a +1 to that roll. Otherwise, they get a -1 to that roll.

SLOTS

--Hyperwebster
The user is in possession of a quantum brain, which holds an infinite codex called the Hyperwebster. By delving into this realm of knowledge as an affected action, they can ask a question about or make a general inquiry on a subject. Once a question is asked, it cannot be asked again in that topic. The user then rolls a D2. If the result is 1, they are awarded truthful and descriptive information about the subject. Otherwise, they are given a seemingly accurate lie. The user does not know whether the result was truthful or not.

--Banach-Tarski Paradox
The user touches an item or object. They roll a d2. On a 1, the item is duplicated in the nearest empty space to the user. Otherwise, the item is destroyed. CD: 5

--Zero-Nine Lives
When the users HP reaches 0, they roll a d2. On a 1, they disappear from time for the rest of the topic. Otherwise, they die.
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyTue Dec 17, 2019 1:26 am

Azmot

HP 4
HC 3
PC 3

---

ALTER
If the user has a summon active, they get an extra action.

BIOLOGICAL 1
The user has strings integrated into their body. They can make attacks at a range of 30 feet, and have strength and evasiveness equal to his own. They can be cut easily, and any fire-based attacks travel along the string and deal damage to the user at the beginning of his next post (as if he had been hit with the original attack).

BIOLOGICAL 2
The user's summons come from it's own flesh, and each share a hive mind linked with the host. They share senses, thoughts, emotions, and slots. Mind-affecting abilities that effect a being in the hive-mind translate to all creatures in that hive-mind.

---

SLOTS

{}Skittering Horrors (Summon, Affected, PC vs HP)
HP: 1, HC: 5, PC: 3
A small mound of demonic ants that occupy a 3x3x3 ft cube (approximate shape). Any creature hit by their physical attack is infected with a noxious aura (Roll summon's PC versus targets HP). If they fail the check, they cannot take movement actions until the beginning of their next turn.

{}Curtain of Failed Phylacteries (Summon, Affected)
HP: 5, Hc: 4, PC: 0
A translucent, curtain-like monster of roiling shapes and faces that occupy a 1x20x60 rectangle (approximate shape). It makes physical attacks by extending violent shapes from its body and moves by floating at its height (but cannot fly or move over non-solid surfaces). Creatures not recognized by the hive mind are attacked if they try to make a movement through it, and if they are hit, there movement is halted by the numerous shapes.

{}Void Mine (Spell, Affected)
The user designates a point within 30 feet of them and places a glowing sphere on the ground. The next creature to make a movement in a ten foot radius of the sphere is attacked by this spell as it detonates dark energy. CD: 2 posts.

{}Anti-life Shell (Enchantment, Affected)
The user creates a two-layer enchantment extending out 60 feet from himself (this point is static at the point of casting and does not move with the user). At the end of each of the user's posts, every creature in the 31-60 foot range is attacked. For every point of damage dealt, a random creature in the 0-30 foot range is healed by 1 HP. Duration: 3 posts. CD: 10

{}Extract of Ruin (Item, Affected, Mind-Affecting)
A red gem the user wears of crystallized essence. When broken with an affected action, they are instilled with violent nightmares. This subjection to fear gives them +3 to HC but -1 to PC for 10 posts.
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyWed Dec 18, 2019 2:07 pm

TIBALT

BLAZE Tumblr_o5nrr7DnGd1tophcho1_500

ALTER
When the user rolls initiative, they also roll 5d8. Each result represents a "card" that has a value equal to one of the dice rolled. He has a handsize of 5, and can hold no more cards than that. Each time they make a roll, a random card is expended and they gain a bonus to that roll equal to the value of the card. The cards are intangible, but visible, floating around the user's immediate area.

ALTER 2
The user's first action each turn that interacts with his "cards" does not take up his action for the turn.

ALTER
The user's handsize increases to 10 (they roll 10d8 instead of 5d8 when rolling initiative, and can hold up to 10 cards.)

Faustian Bargain, Bestow
The user curses somebody with any number of cards he holds within 30 feet. They use one roll to dodge all cards, if they so desire. On a failure, the cards float around them. Each time they make a roll, a random card is expended and they gain a bonus to that roll equal to the value of the card. CD: 1

Faustian Bargain, Curse
The user curses somebody with any number of cards he holds within 30 feet. They use one roll to dodge all cards, if they so desire. On a failure, the cards float around them. Each time they make a roll, a random card is expended and they gain a negative to that roll equal to the value of the card. CD: 1

Jackpot
Automatically activates when the user is holding 3 cards with a value of "6". For the rest of the topic, they get +4 HC and +4 PC, and those cards are expended. (For clarity, this doesn't use an action.)

Mulligan
The user rerolls all cards they're holding with a value of "5" or less. CD: 1

Trade-In
The user expends a card and gains 1 point of HP equal to it's value divided by 2 (rounding down, minimum of 0). CD: 6

Refresh
The user generates cards until their hand is full. CD: 6

All In
The user expends every card to attack someone in a 120 ft range. This attack gains a bonus to PC equal to the combined value of the cards (up to 10.) CD: 3

Chips Down
The user expends a card and reduces a cooldown of one of their abilities equal to it's value. CD: 3

Sleeved Ace
The user doubles the value of all cards that are "3" or less. CD: 1

Red Hand
The user gains a bonus to HC equal to the amount of cards they're holding.

Dead Man
If the user is ever holding no cards, they automatically generate a "4" card.

Flush
If the user is holding cards with values from "1" to "8", they remove a random status effect at the beginning of each post.
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Synwithawe




Posts : 7
$ : 9

BLAZE Empty
PostSubject: Re: BLAZE   BLAZE EmptyFri Dec 20, 2019 1:54 am

Negation Character

A1
This ability curses the initiative roll. Anyone who rolls initiative with this character (including rolls made after the original) also rolls a d2. The first action on each post of a character who rolled a "1" is negated.

(When an action is negated, the person performs the action right before it's completed. Then, they are returned to their position from before the action, having wasted their time. Negated actions do not incur costs such as cooldown or the like.)

A2
The user has their first action negated each turn.

A3
When the user negates a spell with a once per topic effect, the negated spell becomes a once per topic effect.


S1
Enchantment, Triggered
Activates when the user has an action negated 3 turns in a row. They gain 1 temporary HP (it is deducted before regular HP) that lasts for 10 posts.

S2
Enchantment, Triggered
Activates when the user has an action negated 4 turns in a row. They gain +3 PC and +3 HC.

S3
Enchantment, Triggered
Activates when the user has an action negated for 5 turns in a row. They heal themself 1 HP.

S4
Enchantment, Triggered
Activates when the user has an action negated for 6 turns in a row. They gain an extra turn at the end of the round.

S5
Enchantment, Triggered
Activates once per topic when the user fails a check against a spell that dispels his enchantment(s). The spellcaster rolls a d2; on a one, that spell is negated.

S6
Enchantment, Triggered
Activates once per topic when the user fails an HC check to avoid a spell that deals damage. The spellcaster rolls a d2; on a one, that spell is negated.

S7
Enchantment, Triggered
Activates once per topic when the user fails an HC check against a spell that instills a status effect. The spellcaster rolls a d2; on a one, that spell is negated.

S8
Enchantment, Triggered
Activates once per topic when the user fails an HC check against a spell that inflicts a debuff. The spellcaster rolls a d2; on a one, that spell is negated.

S9
Enchantment, Triggered
Activates once per topic when the user fails an HC check against a spell that targets one of his items. The spellcaster rolls a d2; on a one, that spell is negated.

S10
Item, Earings
Once per turn, whenever the user has an action negated, they gain an extra action.

S11
Item, Gloves
Opponents have disadvantage on d2 rolls imposed by the holder's triggered enchantments.

S12
Spell
Each person unaffected by A1 in a 30 foot radius rolls a new saving throw against the effect. CD: 2 posts.
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