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The Crimson Sisters, Succubus minions of Myey

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DrgnmastrAlex
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« on: June 27, 2013, 12:21:15 am »

Formerly, there was a trio of divinely powered heroines named "The Glorious Virgins".  These three young women were conscripted from different backgrounds to fight evil and corruption, and were trained at the holy Temple of Telos.  After they had completed their training, they were sent to the Sanctum from this faraway location, where they undertook different missions that separated them for the first time in many years.  Though they did stymie the forces of the Organization for a time, eventually they fell, one by one, to the temptations that the Mistresses had to offer.

First Marian, a holy knight of great power, who traveled to corrupted lands to fight Seczor, a demon who had taken over a kingdom that in fact was her birthright.  She nearly brought him to his knees, but was overcome in the end, becoming a demoness of vengeance.  But she would not remain this way...

Harmony, a powerful cleric, was next, driven by her compassion to search for her friend.  She unwittingly came face to face with one of the more powerful Mistresses in the Organization, Myey, who had taken over a center of knowledge.  Though she fought valiantly, she was eventually seduced by the charms and power that Myey held command over, and became a powerful succubus under her sway: Harmaraxia.  She would later prove integral to freeing Marian from Seczor's control, only to have her newly twisted affection and friendship with Marian drive her to remake Marian into another powerful succubus of Myey, named Samira.  They swore to their new Mistress that they would seek their third, a holy archer named Beatrice, and become reunited as friends, lovers, and thralls under Myey's command.

Beatrice, for her part, fell last, seeking the source of a village's recent mishaps.  In truth, the town had come under the control of a dark angel, and Beatrice, though resistant at first, eventually became this dark angel's herald and high priestess.

Harmaraxia and Samira, following Myey, sought out their friend, and fought both the dark angel and the converted Beatrice.  Stealing the fallen heroine away from the dark angel, Myey turned Beatrice into a new succubus sister, named Cetria.  Reunited, Myey rewarded the three, granting them garb that set them apart from the rest of her forces, and dubbing them "The Crimson Sisters".  Now they serve dutifully, enjoying pleasure, and seeking to bring the world under Myey's sway; for that is what this world deserves~

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« Reply #1 on: June 27, 2013, 12:37:31 am »

Name: Cetria (formerly Beatrice Belatriox)

Age: 26

Gender: Female

Affinity: Abled

Hp: 180  CC: 150

Appearance: Curvaceous and clad in similar garb like Samira and Harmaraxia wear, with short blonde hair and red eyes.

Bio: The third of the female heroines from a faraway land known as "The Glorious Virgins", Beatrice's origins are more akin to most others her age.  She grew up in a small village, where she learned to farm, till, and hunt.  Her father had no sons, but rather than take issue with God or gods, he taught her all he knew about survival.  She grew into a fine hunter, and won a tournament that one of the resident lords was visiting on an excursion.  Enlisting her, it was soon discovered she had the "Eye of the Eagle", an ability that, should she focus for just a bit, allowed her to hit a target with pinpoint precision, regardless of where the target was.  After spending time in this lord's service, he tried taking her for a bride, but she would have none of it, instead running to a local convent and taking a vow of abstinence.  Due to her skill and piety, her vow was rewarded with great power, and she was declared a treasure of the Temple of Telos, alongside Marian and Harmony.  She has never been touched by a man since.

Addenedum: After facing the fallen angel Seraph, Beatrice fell to her power, and became her first Dark Priestess.

Addenedum: Myey, seeking to obtain all three of the "Holy Virgins", brought Harmaraxia and Samira, and successfully took Beatrice, turning her into the third Crimson Sister, Cetria.

Special Attacks/Abilities:

Dark Rapid Shot, 60% chance, deals 15 damage and 5 cc for each bolt; three bolts total.  At a reduced rate of accuracy, Cetria can fire three arrows in rapid succession, almost as if she fired them all at once.  She instills her power, granted by Myey, into these shots, which can inflict darkness and fanatacism into its targets.

Poison Shot, 70% chance, deals 20 damage, and any attacks dealt to affected target deal an extra 3 damage for four rounds.  Does not affect slimes, plants, or non-organic enemies.  Taking a single arrow tipped with a diluted cytotoxin, Cetria fires an accurate shot.  This is not intended to finish off a foe; rather, the poison is a quick-acting agent that begins to break down the foe's blood and immune system, allowing extra damage to be dealt to the target.

Flash Shot, 70% chance, deals 15 damage and blinds a foe, reducing their accuracy by 20% for two turns.  A blinding flash occurs when this kind of arrow hits its target.  However, even if it misses, if the roll to avoid is less than 80%, the flash still goes off, partially blinding any targets in the area and lowering their accuracy by 10% for a turn.

Burst Shot, 70% chance, deals 15 damage, and has a 60% chance of exploding regardless if it hits or not, dealing another 10 damage to anyone within a 10 foot radius of the target.  A more hazardous arrow, Cetria usually only uses this when enemies are grouped together.  A small explosive is strapped to the tip of the arrow, and upon impact, an explosion of gunpowder and volatile chemicals occurs, dealing damage to an area.

Aim, 75% chance, makes next attack 100%.  Cetria takes aim, concentrating on her foe.  This, however, requires her to focus only on her foe. 

Demoness's Rain, 65% chance, only usable when hp is 40 or under.  Her most powerful attack, Cetria fires of a shot of energy that soars high, before splitting into hundreds of bolts of dark energy, hitting all targets and dealing 50 damage and 40 cc.  This attack is unusable after a successful hit, but for every enemy hit, Cetria regains 25 hp, absorbing the lust instilled in them to mend her wounds.   

Steal Soul: Myey, being of outsider origin, cannot truly steal a soul - only win it in a bet or trade. Her minions, borne of this earth, carry no such restriction. As a turn action, they may Drain the soul of a CC-maxed hero, their wills becoming utterly bound to the Succubus in question. Generic Succubi can only carry one soul in this fashion; Converted may only carry two; Myey's leiutenants may carry three. The drain may be applied stealthily, even in front of others (potentially turning them into moles for Myey).

Transformation: As a turn action, a Succubus may begin transform a being whose soul they carry into a Succubus. This is extremely overt when it happens, as dark energy forms around the target's body, remaking them over their next two turns. (Once the transformation has begun, the Succubus is free to act.

Disguise: Myey's Succubi default to the twists of their natural forms, but can shift to any humanoid form - including clothes shifting. If they can somehow catch a group of heroes off-guard, it can be impossible to tell a real person from a Succubus who has copied them. Worse, a Succubus can use most of their moves without blowing such cover.

Smokebombs: All Succubi carry a single smoke bomb with them most of the time. These bombs, however, have a linked teleport spell - anyone caught in the smoke is moved to a random (safe) location within the smoke. Any being with a shapeshifting ability that lets them disguise themselves as others may do so as a free action when a smokebomb is triggered.

Undying: Succubi's souls are not inherently tied to the Material Plane once they are in Myey's hands; thus, they cannot truly die there. A Succubus who is reduced to 0 HP, or who is forced to flee, drops any Drained souls (removing the Drained template and restoring the victim's will over a period of time), but can be restored by Myey more or less freely. (Once one has been turned into a Succubus, the one who turned them ceases to be a part of the equation; only Myey's defeat or a bet can restore their soul at that point.)

Lovely Visage: Seduce, Opening round only, automatic Myey's Succubi are beautiful almost beyond compare. Those not aware of their nature in advance (and with the fashions in some towns Succubi operate in, it's not easy to know ahead of time) start things off partially enspelled already - taking 1d50 CC upon introduction. NPCs not otherwise statted are considered to have a CC max of 10 for this - meaning that a Succubus who walks into a Tavern will be seen as a friend by 80% of the bar's populace - most of the rest just going along. Any NPC charmed in this way will happily defend the Succubus should she be attacked.

Friendship: Seduce, not usable on Heroes A Succubus who needs a specific NPC who managed to resist their visage on meeting under their influence can bring them under the spell with a blown kiss. That person will immediately, against any better judgment, view the Succubus as a friend and someone worth protecting.

Glibess: Few indeed can catch a Succubus' tongue lying. The Succubus will always seem honest, even if spells are used on them to catch lies - though the subject is not compelled to believe the Succubus, particularly if they have counter-evidence.

Friendly Suggestion: Seduce. A Succubus' tongue, when used as a focus for their dark magic, can convince people to believe things, causing them to take a course of action that they otherwise wouldn't - for example, that their friend is actually the Succubus, not the one who is actually in disguise. 65% chance of success, and adds 5 CC if successful. The subject believes and acts upon the suggestion for at least one round.

Forceful Suggestion: Untyped. A Succubus can choose to refuse to be subtle, instead simply forcing her will upon a target. Successful or not, the strike is unlike a Succubus' normal, seductive ways, and partially breaks the Succubus' influence - the target recovers 10 CC. 85% chance of success. The subject is forced to obey the suggestion for one round.

Basic Charm: Seduce A Succubus can, with a blown kiss, wink, or really any romantic gesture at all, get a basic charm hook into a victim. 90% for 10 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Advanced Charm: Seduce Particularly seductive maneuvers on the Succubus' part work more effectively. 80% for 20 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Hypnovision: Seduce Myey's Succubi often abandon subtlety, particularly when in a single individual's isolated presence (or when they get a suitably advantageous position, such as pinning someone against a wall, just out of their friend's earshot). A Succubus who activates their hypnovision and meets the eyes of someone has a 75% chance of transfixing them, dealing 10 CC times the number of turns of Hypnovision completed (so 0 the first turn, then 10, 20, etc.), and denying them actions. The victim has a 20% chance times the number of turns completed (since the first turn is the Succubus's move, that's 20%, then 40, 60, etc.) to break eye contact on their own, and any attack (even unsuccessful) on the Succubus or caster by a third party automatically breaks the spell - however, if the Succubus has dealt at least 20 CC damage through Hypnovision to a subject, they can plant a single suggestion in them after the spell breaks. If the command is not immediate in nature, then the subject will forget the suggestion until it triggers, takes 20 CC damage when it is triggered, usually obviously spacing out while obeying. (Such commands can last for months, allowing for highly-machined schemes.)

Energy Drain: Seduce Myey's Succubi, if kissing someone, can drain some of their energy at will. 10 HP and 10 CC damage, no chance of save. The subject has a percent chance equal to their CC after the damage (or CC percentage if they have a CC max over 100, whichever the hero's player wishes to calcuate) of being rendered passive by this - happily letting the Succubus use their powers on them, unable to act for one turn. This attack can only be used on stunned, transfixed, willing, or grappled targets.

Hypnoflash: Seduce The uniforms Succubi wear look difficult to remove - however, the cups of the corsets over their breasts can fold open at the Succubus' touch (but no other's). This effect only works once per minute (10 rounds), but deals 10 CC damage to anyone who sees even the barest glimpse of their perfect breasts, and has a 50% of transfixing the victim - until an ally uses a turn action to shake them back to awareness or an HP-damaging attack is aimed at them (from anyone), they stand/sit where they were, dumbstruck (cumulative 5% per round of snapping out of it).

Claws: Break Myey's Succubi, being less obviously demonic than Yula's, don't have especially vicious claws - if forced into combat, they prefer to use other techniques. Their basic attack is 90% for a mere 5 HP damage.

Sleep Venom: Break That said, never doubt the claws - or rather, what's attached to them. A Succubus can ready Sleep Venom as a free action on any turn they do not use a Break attack - coating a melee weapon with it, even. After doing so, any melee break attack makes the victim drowsy - they gain a -10% to hit, take 3 more CC damage from any Seduce attacks, and take 5 HP damage per turn as tiredness overcomes them, for three turns.
« Last Edit: June 27, 2013, 12:51:17 am by DrgnmastrAlex » Report Spam   Logged

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« Reply #2 on: June 27, 2013, 12:38:40 am »

Name: Harmaraxia (formerly Harmony Valencia)

Age: 22

Gender: Female

Hp: 150  CC: 180

Appearance: (normal disguise)http://www.gelbooru.com/index.php?page=post&s=view&id=1112208
   (true self) http://danbooru.donmai.us/post/show/637998/bat_wings-breasts-cleavage-demon_girl-gloves-hat-k

Bio: Another of the trio of female heroines from a faraway land known as "The Glorious Virgins", Harmony's upbringing is quite the opposite of her close friend's, Marian.  For one thing, she knew her family up to joining the same church that Marian did, being the illegitimate child of the chancellor.  Joining of her own free will (and to distance herself as far away from her father as possible, since she viewed the man with contempt), Harmony showed an excellent sense of morality, compassion, and justice as an apprentice nun.  By the time she turned 18, she was well-versed in the applications and uses of holy magic, and was considered a shoe-in for filling the spot of Great Mother at the church; the highest position a woman can get, and third in power only to Great Father and Primo.  That is, until the Temple of Telos heard about her, conscripting her to fight off any insidious power that would warp the innocents of their land.  At this time, she met Marian, and the two became inseparable.  In fact, rumor has it that she's using her clout with the Church and her father to get her re-assigned to where Marian is heading...

Addenedum: Now a sexy, twisted version of her former self, Harmaraxia dutifully follows Myey's commands.

Special Attacks/Abilities:

Fate Cure, 80% chance, heals 15 hp and inflicts 10 CC.  Harmaraxia has learned how to ease the suffering and pain of the innocent and the just; however, her power also perverts them from the inside out. 

Fate Blast, 75% chance, deals 20 dark damage (disguised as holy, unless magic user or light-imbued hero passes 60% chance to detect; inflicts an additional 30% damage on a successful hit on all who are powered by light or divinity).  A dark version of the attack spell she used in her previous life, Harmaraxia has disguised this against all but the most keen-sensed of mages and clerics.  Due to its nature, it is more potent on those who follow the light or a god.

Fate Revival, 100% chance on target with 0 hp; if used on a hero, chance is 70%, but inflicts 50 CC (can only be used once per encounter).  Harmaraxia channels the darkness and desire in her to restore a fallen warrior.  It has no other effect on her own allies, but on a hero she's taken a liking to, it tends to cause great corruption and arousal within them.

Fate Fortification, 70% chance, increases target's accuracy, evasion, and damage by 10.  Harmaraxiz can use her power to charge one of her allies with dark energy, improving their skills and power significantly.  This lasts three rounds.

Dark Devotion, 65% chance, only usable when hp is 50 or lower.  Even though the Light of Purity has left her, Harmaraxia has found a power just as great; her connection to Myey.  When nearing the brink, she is supercharged with dark power and her spells are enhanced, letting her heal, fortify, or deal 20 more points in her spells and CC, as well as allowing her to cast twice in a round.  In addition, she cannot take damage while "Dark Devotion" is active.  This lasts for three turns, after which Harmaraxia must take a turn to rest, taking no actions.  This can only be used once per encounter.

Fate Fist, 85% chance, deals 10 damage and 5 cc, and an additional 10 CC if the target is powered by light, gods, or magic.  Most of the abilities she had during her previous life Harmaraxia kept.  Because of the usefulness of this spell, she adapted it to work along the same lines as her Fate Blast, save dealing a little less damage, but around the same amount of corruption to those who would dare target her Queen and sisters.

Steal Soul: Myey, being of outsider origin, cannot truly steal a soul - only win it in a bet or trade. Her minions, borne of this earth, carry no such restriction. As a turn action, they may Drain the soul of a CC-maxed hero, their wills becoming utterly bound to the Succubus in question. Generic Succubi can only carry one soul in this fashion; Converted may only carry two; Myey's leiutenants may carry three. The drain may be applied stealthily, even in front of others (potentially turning them into moles for Myey).

Transformation: As a turn action, a Succubus may begin transform a being whose soul they carry into a Succubus. This is extremely overt when it happens, as dark energy forms around the target's body, remaking them over their next two turns. (Once the transformation has begun, the Succubus is free to act.

Disguise: Myey's Succubi default to the twists of their natural forms, but can shift to any humanoid form - including clothes shifting. If they can somehow catch a group of heroes off-guard, it can be impossible to tell a real person from a Succubus who has copied them. Worse, a Succubus can use most of their moves without blowing such cover.

Smokebombs: All Succubi carry a single smoke bomb with them most of the time. These bombs, however, have a linked teleport spell - anyone caught in the smoke is moved to a random (safe) location within the smoke. Any being with a shapeshifting ability that lets them disguise themselves as others may do so as a free action when a smokebomb is triggered.

Undying: Succubi's souls are not inherently tied to the Material Plane once they are in Myey's hands; thus, they cannot truly die there. A Succubus who is reduced to 0 HP, or who is forced to flee, drops any Drained souls (removing the Drained template and restoring the victim's will over a period of time), but can be restored by Myey more or less freely. (Once one has been turned into a Succubus, the one who turned them ceases to be a part of the equation; only Myey's defeat or a bet can restore their soul at that point.)

Lovely Visage: Seduce, Opening round only, automatic Myey's Succubi are beautiful almost beyond compare. Those not aware of their nature in advance (and with the fashions in some towns Succubi operate in, it's not easy to know ahead of time) start things off partially enspelled already - taking 1d50 CC upon introduction. NPCs not otherwise statted are considered to have a CC max of 10 for this - meaning that a Succubus who walks into a Tavern will be seen as a friend by 80% of the bar's populace - most of the rest just going along. Any NPC charmed in this way will happily defend the Succubus should she be attacked.

Friendship: Seduce, not usable on Heroes A Succubus who needs a specific NPC who managed to resist their visage on meeting under their influence can bring them under the spell with a blown kiss. That person will immediately, against any better judgment, view the Succubus as a friend and someone worth protecting.

Glibess: Few indeed can catch a Succubus' tongue lying. The Succubus will always seem honest, even if spells are used on them to catch lies - though the subject is not compelled to believe the Succubus, particularly if they have counter-evidence.

Friendly Suggestion: Seduce. A Succubus' tongue, when used as a focus for their dark magic, can convince people to believe things, causing them to take a course of action that they otherwise wouldn't - for example, that their friend is actually the Succubus, not the one who is actually in disguise. 65% chance of success, and adds 5 CC if successful. The subject believes and acts upon the suggestion for at least one round.

Forceful Suggestion: Untyped. A Succubus can choose to refuse to be subtle, instead simply forcing her will upon a target. Successful or not, the strike is unlike a Succubus' normal, seductive ways, and partially breaks the Succubus' influence - the target recovers 10 CC. 85% chance of success. The subject is forced to obey the suggestion for one round.

Basic Charm: Seduce A Succubus can, with a blown kiss, wink, or really any romantic gesture at all, get a basic charm hook into a victim. 90% for 10 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Advanced Charm: Seduce Particularly seductive maneuvers on the Succubus' part work more effectively. 80% for 20 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Hypnovision: Seduce Myey's Succubi often abandon subtlety, particularly when in a single individual's isolated presence (or when they get a suitably advantageous position, such as pinning someone against a wall, just out of their friend's earshot). A Succubus who activates their hypnovision and meets the eyes of someone has a 75% chance of transfixing them, dealing 10 CC times the number of turns of Hypnovision completed (so 0 the first turn, then 10, 20, etc.), and denying them actions. The victim has a 20% chance times the number of turns completed (since the first turn is the Succubus's move, that's 20%, then 40, 60, etc.) to break eye contact on their own, and any attack (even unsuccessful) on the Succubus or caster by a third party automatically breaks the spell - however, if the Succubus has dealt at least 20 CC damage through Hypnovision to a subject, they can plant a single suggestion in them after the spell breaks. If the command is not immediate in nature, then the subject will forget the suggestion until it triggers, takes 20 CC damage when it is triggered, usually obviously spacing out while obeying. (Such commands can last for months, allowing for highly-machined schemes.)

Energy Drain: Seduce Myey's Succubi, if kissing someone, can drain some of their energy at will. 10 HP and 10 CC damage, no chance of save. The subject has a percent chance equal to their CC after the damage (or CC percentage if they have a CC max over 100, whichever the hero's player wishes to calcuate) of being rendered passive by this - happily letting the Succubus use their powers on them, unable to act for one turn. This attack can only be used on stunned, transfixed, willing, or grappled targets.

Hypnoflash: Seduce The uniforms Succubi wear look difficult to remove - however, the cups of the corsets over their breasts can fold open at the Succubus' touch (but no other's). This effect only works once per minute (10 rounds), but deals 10 CC damage to anyone who sees even the barest glimpse of their perfect breasts, and has a 50% of transfixing the victim - until an ally uses a turn action to shake them back to awareness or an HP-damaging attack is aimed at them (from anyone), they stand/sit where they were, dumbstruck (cumulative 5% per round of snapping out of it).

Claws: Break Myey's Succubi, being less obviously demonic than Yula's, don't have especially vicious claws - if forced into combat, they prefer to use other techniques. Their basic attack is 90% for a mere 5 HP damage.

Sleep Venom: Break That said, never doubt the claws - or rather, what's attached to them. A Succubus can ready Sleep Venom as a free action on any turn they do not use a Break attack - coating a melee weapon with it, even. After doing so, any melee break attack makes the victim drowsy - they gain a -10% to hit, take 3 more CC damage from any Seduce attacks, and take 5 HP damage per turn as tiredness overcomes them, for three turns.
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« Reply #3 on: June 27, 2013, 12:39:28 am »

Samira (Formerly Marian Cambridge)

Hp: 180  CC: 150

Age: 26

Gender: Female

Appearance: http://danbooru.donmai.us/post/show/453960/ass-demon_girl-garter_belt-hat-julion_-akesuzu-mab (uniform is red instead of black)

Bio: A knight in service to a resident lord who chooses his representatives based on skill and valor instead of image,
Marian exemplifies what her kingdom strives for: valor, compassion, loyalty, and wisdom.  She is one of a few warrior
maidens known in her land as "The Glorious Virgins", for being the epitome of purity in a dark time.  Sent on loan from
her kingdom to the Sanctum, she is a stranger in a strange land, unfamiliar with the customs nor the danger of being such
a hero.  She knows she faces a foe that will seek to turn her into the very things she fights, and is driven all the more
to combat such a menace for the sake of everyone.  Unbeknownst to all save the lord she serves, she is the outcast princess
of a kingdom that was conquered by a demon king.  Hearing tales of a "Seczor" and how he fits into this, she hopes to
eventually defeat him in a glorious battle to the finish.  What she doesn't know is that he, in fact, conquered her
homeland ages ago, and she is the direct descendant of the former rulers of that land.  Her birthright is the lands
that Seczor holds under his sway.

Addenedum: She fought against the forces that Myey brought against Seczor, including what was once her old friend Harmony,
and lost, becoming enthralled and eventually turned into another succubus minion of Myey.  Now harnessing her old abilities
as a swordswoman, Samira serves dutifully.

Toughness (passive): Samira has gained an innate toughness due to her former training and from becoming a demon. 
All attacks deal 5 less damage to her, and she has a 50% chance to resist any stun effect.

Blade Mastery (passive): Samira has regained the knowledge of her old self, and has trained vigorously to improve her already
considerable skills.  All attacks with her sword, or any other bladed weapon, deal an extra 5 hp damage.  In addition, she
has a 20% chance of parrying any attack with a bladed weapon.

Dark Missle, 70% chance, deals 20 damage and 10 CC.  Samira fires a bolt of unholy energy, which damages and corrupts the
target a bit.

Succubus Sting, 65% chance, deals 20 damage and 10 cc.  Samira uses her sword to strike at a vital point on the target, infusing her lust into the blade for the moment it connects with the target, inflicting cc damage.  Has a chance to go critical, doubling the damage, if the target rolls a 20 or lower.

Ecstacy Chains, 70% chance, deals 10 cc and stuns for a turn.  Samira still commands a fraction of the power she held under Seczor's control, and can conjure up chains of pure sizzling lust to ensnare a target.  There is also a 45% chance that the chains will sear some of the inherent lust into the target's skin, dealing 3 cc per turn over five turns.

Bedroom Eyes, 90% chance, deals 5 cc.  Samira gazes lustfully at the target, and ignites the flames of passion within them.  This also has a 50% chance of dealing 3 cc per turn for two turns, as the target's imagination begins to go wild with just what Samira might intend with such a glance.

Fallen Angel, 65% chance, only usable when hp is 50 or lower.  Even though the Light of Purity has left her, Samira has found
a power just as great; her connection to Myey.  When nearing the brink, she is supercharged with dark power and her attacks are enhanced, letting her deal 20 more points of damage in her attacks and 10 more in her CC, as well as allowing her to attack twice in a round.  Black wings, slightly feathered, also grow from her back, allowing her to fly and increasing her evasion by 15%, except against flying enemies.  In addition, she cannot take damage while "Fallen Angel" is active.  This lasts for three turns, after which Samira must take two turns to rest, taking no actions.  This can only be used once per encounter.

Lamia's Kiss (basic attack), 85% chance, deals 10 damage.  Samira's sword, given to her by Myey.  It holds a unique enchantment that increases the target's susceptibility to charms and toxins.  60% chance on hit to increase the damage from a poison or charm effect by 5 points.

Steal Soul: Myey, being of outsider origin, cannot truly steal a soul - only win it in a bet or trade. Her minions, borne of this earth, carry no such restriction. As a turn action, they may Drain the soul of a CC-maxed hero, their wills becoming utterly bound to the Succubus in question. Generic Succubi can only carry one soul in this fashion; Converted may only carry two; Myey's leiutenants may carry three. The drain may be applied stealthily, even in front of others (potentially turning them into moles for Myey).

Transformation: As a turn action, a Succubus may begin transform a being whose soul they carry into a Succubus. This is extremely overt when it happens, as dark energy forms around the target's body, remaking them over their next two turns. (Once the transformation has begun, the Succubus is free to act.

Disguise: Myey's Succubi default to the twists of their natural forms, but can shift to any humanoid form - including clothes shifting. If they can somehow catch a group of heroes off-guard, it can be impossible to tell a real person from a Succubus who has copied them. Worse, a Succubus can use most of their moves without blowing such cover.

Smokebombs: All Succubi carry a single smoke bomb with them most of the time. These bombs, however, have a linked teleport spell - anyone caught in the smoke is moved to a random (safe) location within the smoke. Any being with a shapeshifting ability that lets them disguise themselves as others may do so as a free action when a smokebomb is triggered.

Undying: Succubi's souls are not inherently tied to the Material Plane once they are in Myey's hands; thus, they cannot truly die there. A Succubus who is reduced to 0 HP, or who is forced to flee, drops any Drained souls (removing the Drained template and restoring the victim's will over a period of time), but can be restored by Myey more or less freely. (Once one has been turned into a Succubus, the one who turned them ceases to be a part of the equation; only Myey's defeat or a bet can restore their soul at that point.)

Lovely Visage: Seduce, Opening round only, automatic Myey's Succubi are beautiful almost beyond compare. Those not aware of their nature in advance (and with the fashions in some towns Succubi operate in, it's not easy to know ahead of time) start things off partially enspelled already - taking 1d50 CC upon introduction. NPCs not otherwise statted are considered to have a CC max of 10 for this - meaning that a Succubus who walks into a Tavern will be seen as a friend by 80% of the bar's populace - most of the rest just going along. Any NPC charmed in this way will happily defend the Succubus should she be attacked.

Friendship: Seduce, not usable on Heroes A Succubus who needs a specific NPC who managed to resist their visage on meeting under their influence can bring them under the spell with a blown kiss. That person will immediately, against any better judgment, view the Succubus as a friend and someone worth protecting.

Glibess: Few indeed can catch a Succubus' tongue lying. The Succubus will always seem honest, even if spells are used on them to catch lies - though the subject is not compelled to believe the Succubus, particularly if they have counter-evidence.

Friendly Suggestion: Seduce. A Succubus' tongue, when used as a focus for their dark magic, can convince people to believe things, causing them to take a course of action that they otherwise wouldn't - for example, that their friend is actually the Succubus, not the one who is actually in disguise. 65% chance of success, and adds 5 CC if successful. The subject believes and acts upon the suggestion for at least one round.

Forceful Suggestion: Untyped. A Succubus can choose to refuse to be subtle, instead simply forcing her will upon a target. Successful or not, the strike is unlike a Succubus' normal, seductive ways, and partially breaks the Succubus' influence - the target recovers 10 CC. 85% chance of success. The subject is forced to obey the suggestion for one round.

Basic Charm: Seduce A Succubus can, with a blown kiss, wink, or really any romantic gesture at all, get a basic charm hook into a victim. 90% for 10 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Advanced Charm: Seduce Particularly seductive maneuvers on the Succubus' part work more effectively. 80% for 20 CC damage. Victims unaware of her true nature can't realize what's going on from attacks aimed at them.

Hypnovision: Seduce Myey's Succubi often abandon subtlety, particularly when in a single individual's isolated presence (or when they get a suitably advantageous position, such as pinning someone against a wall, just out of their friend's earshot). A Succubus who activates their hypnovision and meets the eyes of someone has a 75% chance of transfixing them, dealing 10 CC times the number of turns of Hypnovision completed (so 0 the first turn, then 10, 20, etc.), and denying them actions. The victim has a 20% chance times the number of turns completed (since the first turn is the Succubus's move, that's 20%, then 40, 60, etc.) to break eye contact on their own, and any attack (even unsuccessful) on the Succubus or caster by a third party automatically breaks the spell - however, if the Succubus has dealt at least 20 CC damage through Hypnovision to a subject, they can plant a single suggestion in them after the spell breaks. If the command is not immediate in nature, then the subject will forget the suggestion until it triggers, takes 20 CC damage when it is triggered, usually obviously spacing out while obeying. (Such commands can last for months, allowing for highly-machined schemes.)

Energy Drain: Seduce Myey's Succubi, if kissing someone, can drain some of their energy at will. 10 HP and 10 CC damage, no chance of save. The subject has a percent chance equal to their CC after the damage (or CC percentage if they have a CC max over 100, whichever the hero's player wishes to calcuate) of being rendered passive by this - happily letting the Succubus use their powers on them, unable to act for one turn. This attack can only be used on stunned, transfixed, willing, or grappled targets.

Hypnoflash: Seduce The uniforms Succubi wear look difficult to remove - however, the cups of the corsets over their breasts can fold open at the Succubus' touch (but no other's). This effect only works once per minute (10 rounds), but deals 10 CC damage to anyone who sees even the barest glimpse of their perfect breasts, and has a 50% of transfixing the victim - until an ally uses a turn action to shake them back to awareness or an HP-damaging attack is aimed at them (from anyone), they stand/sit where they were, dumbstruck (cumulative 5% per round of snapping out of it).

Claws: Break Myey's Succubi, being less obviously demonic than Yula's, don't have especially vicious claws - if forced into combat, they prefer to use other techniques. Their basic attack is 90% for a mere 5 HP damage.

Sleep Venom: Break That said, never doubt the claws - or rather, what's attached to them. A Succubus can ready Sleep Venom as a free action on any turn they do not use a Break attack - coating a melee weapon with it, even. After doing so, any melee break attack makes the victim drowsy - they gain a -10% to hit, take 3 more CC damage from any Seduce attacks, and take 5 HP damage per turn as tiredness overcomes them, for three turns.
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Can it wait? I'm just finishing up on some callibrations.

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