Post by Mari on Sept 20, 2019 15:21:12 GMT -8
Discipline | Stat Pts | MOD |
STR | 6 | -2 |
DEX | 8 | -1 |
CON | 16 | +3 |
INT | 16 | +3 |
WIS | 18 | +4 |
CHA | 14 | +2 |
Dark Witch
Comet Summoner (Puyo Puyo)
Alignment: Chaotic Evil
Motto: "Uhuhuhu..."
Allies/Friends: None!
Enemies/Rivals: None.
Backstory: Wiki Link ...But I know substantially more than the wiki, so here goes! Dark Witch originates from the game Comet Summoner, a spinoff title in the Madou Monogatari / Puyo Puyo series where she served as the game's final boss. Within the context of the game, she is fought by Witch in her dreams and is perceived by Witch as a vision of the future. She is immensely stronger than Witch within the context of the game, and distinctly evil, but appears in no other games after Comet Summoner due to not being real within the context of the series.
...Except for Puyo Puyo Box. However, her presence in that game is left entirely unexplained, leaving her presence there up to speculation.
History On Li: Like many unreal things on Li, Dark Witch's origins started in the mirage. She emerged under mysterious circumstances, carving a path through Li's wastelands and making her way directly to the Life Sphere, apparently knowing exactly where it was. She gave the Life Sphere a false name, and promptly went about disappearing into the city. From there, she sought out a witch's coven and joined it--once again under a false identity, picking up a few odds and ends to serve her needs.
She then opened up a small shop in the black market by moving into an abandoned building, offering potions and cursed trinkets that one might consider ...sketchy. She has largely been living under false identities to keep herself out of any limelight and allow herself to act with impunity. She has been responsible for the disappearances of quite a few people within the life sphere, generally targeting people of some vague interest to her or doling out weird, thematic punishments to people that annoy her.
Meteor: Call down magical meteors from the heavens to smite a foe with great prejudice. Heavily telegraphed due a delay between her incanting her spell and the spell landing. -2 accuracy. (Heavy Wis Attack; Does 30% Damage)
Big Bang: For when stealing Cool's character isn't enough, just steal her schtick too! Using this attack, Dark Witch generates a large explosion with enough power behind it that it causes a chain reaction, meaning it generates smaller explosions around itself. The destructive power of this attack is unparalleled, however it takes a great price out of Dark Witch. This consumes all of Dark Witch's actions, repeating itself for each action consumed. If one or more of the explosions hit, the victim's action count is lowered by 1 that turn. Or, if the target is an NPC, they suffer a 10% reduction to all damage they do that turn. However, Witch suffers 14% recoil and a -2 to her next dodge roll. 3 turn cooldown. (Heavy Wis Attack; Does 32% Damage)
Bomb: If you can't hide an arsenal big enough to level a building in your skirt, why are you even wearing one?? Not even Dark Witch knows what bomb she's going to pull out in the heat of battle, though. They range from marble sized to soccer ball sized, however the heavier ones may cause Dark Witch to struggle slightly throwing them, suffering a -1 accuracy penalty. (Flexible Dex Attack; Does 5-24% Damage)
Poison Nails: Enchanted nail polish allows Dark Witch's nails to extend to about the length of a forearm proportionate to her size, and take on the consistency of razor-sharp daggers. that hook into their victim and cause horrific wounds. Afflicts a status called 'Witch's Poison' that deals 2% damage each turn for every stack of it, up to a maximum of 10%, refreshing its duration of 8-(CON Mod) (Max: 8) each time it is afflicted. Further wounds past that point afflict sickness and mind-melted instead. Dark Witch suffers a -2 to her next dodge roll after using this attack. When used on a grappled or otherwise helpless foe, takes on the mechanics and damage of Big Bang--however, it afflicts mortal wound instead of reducing their damage/actions. (Light Str Attack; Does 18% Damage)
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[PTab=Special Attacks (7)]Magical Broomstick: A trusty flying broomstick that Dark Witch can ride around on! This powerful and seemingly sentient roomstick can carry Dark Witch and anyone who can actually fit on the thing at high speeds, buffing Dark Witch's DEX stat to match her WIS stat while she rides it. It also grants her the ability to use her bomb ability as a free action once each turn. Lasts until Dark Witch loses her balance and falls off. Every time she is hit by an attack while riding it, she must make a CON (physical) or INT (mental) save of 12+ to remain riding it. Once she falls off, the broom has a 3 turn cooldown.
Bestow Curse: Dark Witch makes a magical incantation to afflict a powerful curse upon a victim that can take any form fluffwise. Depending on the exact type of curse she uses, it can afflict the disabled, fear, or charmed status respectively. WIS vs INT. 1 turn cooldown.
Witch of the Woods: Using illusions and a sometimes charming act, Dark Witch often prefers to get the drop on her targets using an inviting and non-threatening facade. By committing fully to her act, Dark Witch gains a +2 to her charisma modifier. However, she suffers a -2 to her dodge roll the first time she is attacked while putting up this act. This bonus ceases to apply if Dark Witch makes more than one non-stealth / sneak attack action on any given turn for the duration of combat. Additionally, Dark Witch can attempt to afflict characters with an all-natural infatuation status that won't raise too many red flags using a persuasion roll, or an all natural fear-status by revealing her evil intentions for the victim, after which she must make an attack immediately or lose the benefits of this ability. However, if these fail they will no longer be work against that specific character for the thread.
Take Down: If Dark Witch successfully makes a stealth or persuasion roll against a target during a turn she did not use any damaging attacks against them, she can follow this up by making a takedown attack against them that auto-hits and has one of the following effects: a 100% chance of stunning the target, a 1.5x damage bonus, or a +4 to maintaining a grapple that decreases down to a +3 and then a +2 on followup turns. This action does not break stealth if at all plausible.
Potion Brewing: Dark Witch can create potions to aid herself and allies. She can carry up to 6 potions on her at any one time, and brewing a new potion to replace a used one takes an action. Because these potions can be hard on the body, trying to drink more than one before 3 turns have passed since the last one wore off will result in a 10% recoil penalty, assuming the potion itself isn't a strictly harmful potion to begin with in which case the penalty is redundant. Potions can be designed to be imbibed, poured or thrown on a target. She carries the following types of potions:
- Polymorph Potion: This potion requires a 'sample' of a character in order to work, such as a hair or DNA sample--or something infused with a lot of their 'presence', such as a scrap of clothing. It can change the drinker's base stats to match the sample character's, excluding stats at Dark Witch's discretion. It can also superficially transform the drinker's body to resemble the sample testers, including their voice and any other physical features. Lasts 3 turns, or indefinitely if either none of the 6 stats are changed and it's just a disguise or if the sample is a player character and all 6 stats are changed. To dispel an unwilling polymorph, the target can attempt an arcane knowledge check using their wisdom stat with a flat threshold of 16+ once per turn.
- Potion of Giant's Strength: This specialized potion of essence afflicts the Mega Status on the person who drinks it, raises their STR and CON stats to +5 for the purposes of rolls, and grants then 5% damage resistance for 3 turns. Additionally, they gain the ability to make an improvised crushing attack for 30% damage at a -2 accuracy penalty and the ability to devour enemies, afflicting the digestion status. However, the drinker suffers the severe fatigue status on the turn following this potion ending.
- Potion of Maddening Power: This potion of concentrated mana and energy is basically analogous to drinking a glass full of hot water mixed with dangerous narcotic stimulants. Due to the raw nature of the energy in this, even robots can absorb it. Grants a +2 to the drinker's offensive rolls and a +8 bonus to all damage done. Additionally, the user may be afflicted with berserk at their/Dark Witch's discretion. Lasts 3 turns. However, the drinker must make a CON roll each turn. If by the end of 3 turns, their rolls add up to less than 40, they take the difference as recoil damage.
- Potion of Undue Release: This bottle of lifegiving energy has incredible restorative properties... at a price. The mixture is psychoactive and causes the person drinking it to feel a potent euphoria, represented by them being afflicted by the infatuation status toward anyone around them, where any form of affection given will change the target of infatuation to that person for the duration of the affection. If the drinker resists any commands given to them or tries to attack someone who is attempting to manipulate them, the effectiveness of the healing for that turn is halved. Heals for a roll of 2dCha+10 each turn for 5 turns that Dark Witch makes when using or giving this potion.
- Potion of Stored Power: This potion requires one to cast a magic/energy attack on it during the brewing process. For physical attacks, a sample of the character can be used as a substitute. This triggers any negative affects associated with the attack in question such as cooldowns or recoil, and the attack becomes 'stored' in the potion. This potion can then be used to unleash that attack as if the user had used it later during a thread. Depending on the attack in question, the potion can be designed as a trap that auto-hits if the victim is foolish enough to drink it.
- Potion of Succulence: Fattening your target up with food is so very slow. This potion will do much better if you're a witch on the go! This potion causes a target to rapidly become fat shortly after drinking or being exposed to it. Any health stealing moves targeting the affected individual heal the attacker for an additional 10 HP and the victim suffers a -2 to all dodge rolls and physical attack rolls for the duration. Also makes the target seem much more appealing to hungry predators. Lasts 3 turns.
- Potion of Withering: This potion takes two forms. The first is reducing the target to a more childish form. The second and more gruesome is that their body rots away where they stand as if they'd rapidly and ungracefully aged. Either way, this lowers the damage they do by 5% and reduces their stat modifiers by 2, or grants everyone a +2 bonus to all rolls against them if they are an NPC. If they're de-aged, this counts as being mini for the purposes of other mechanics that have bonuses against mini foes and Dark Witch can make DEX based grapples if their form is smaller than her. Lasts for 3 turns. However, this debuff will extend indefinitely if the person in question is in physical contact with Dark Witch, until physical contact is broken for an entire turn. However, only the rotting form can affect immortals and other beings to whom age is meaningless.
- Potion of Violent Expulsion: This horrible potion causes the target to violently and uncontrollably throw up during their turn. This does 15% damage and reduces their actions by 1. They must also roll a CON and an INT check of 16+. Failing the CON check results in 15% additional damage being taken. Failing the INT check results in a second action being lost. Failing both afflicts the mind-melted and sickness statuses.
Devour: Calling upon the dark magics that empower her to warp reality to her needs, Dark Witch devours an enemy to absorb their life essense for her own! Afflicts the Digesting status at her discretion. 3 turn cooldown.
Blood Ritual: Dark Witch can use the blood or failing that the negative energies she or her opponent sheds during combat to perform dark rituals in exchange for power! This is measured in 'carnage'. She gains carnage equal to the full damage she takes and half the damage she does, and can gain 100 carnage by performing a sacrifice on a helpless foe that spills enough of their blood to kill or trophy them. She can spend carnage to do the following things once per turn:
- Reduce the cooldown of an attack by 1 turn: 25 carnage
- Boost an attack's damage by 8%: 50 carnage
- Combine the previous two: 70 carnage
- Apply the previous effect to every attack during a turn: 250 carnage
- Supercharge an attack to boost its damage by 2x: 175 carnage
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[PTab=Ultimate Attacks (1)]Lunatic Gaze: Looking into the maw of madness unhinges your mind. For four turns, every character Dark Witch's vicinity is afflicted with the Fear status. Additionally, her gaze becomes a potent psychic force that can briefly overwhelm the minds of anyone who looks at her. Anyone who wants to attack her without looking at her must make a blindness check. Anyone who attacks her without making a blindness check will be stunned at the beginning of Dark Witch's turn. Lastly, anyone KO'd during this time is revived with 30 HP under Dark Witch's control as mind slaves that can take a single action during Dark Witch's turn. However, if Dark Witch does not KO anyone by the end of the final smash, she is One Hit KO'd by a force that disregards all forms of damage reduction including invincibility.
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[PTab=Other Info]Dark Witch's hair is enchanted with magic and can function as an extra prehensile limb.
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Last Edit:
Apr 27, 2020 23:12:27 GMT -8 by Mari