Microphone Gifts
Added 2023-03-28 20:23:20 +0000 UTCEveryone please celebrate the monster that was created via a combo of power gaming, random chance, and deciding to power up what was already one of the most powerful reflections in terms of stats in the roster.
Mic
Health: 50
Yellow - For Hope - 5
Green - For Me - 3
Purple - For Them - 4
Black - For the Future - 3
Hope Survives the Dark
Reflection
Level 1
Pureflow: Allow your remapped flame to surge through your body. Roll to Dye while colorless to enter the pureflow stance. Doing so consumes your turn in a Conflict. While in this stance, you do not attack once, instead, you may attack up to a number of times equal to your unlocked attribute dice, not including the dice locked in for your swing. When you do this, choose one of your unlocked attribute dice. Add its color as well as its attribute bonus to your current swing. On a successful hit, you do not do damage. Instead you must choose to lock out the selected attribute dice to either deal damage as normal, if you do not perform an effect as if you ignited. Clashes function as normal. You may end this stance at any point to act as if you locked out a dice to trigger the above effect. You may lock out a dice ON TOP of this to either activate an ignite effect OR double the damage dealt. You may additionally end this stance at any time to act as if you ignited an additional time during a clash.
Day/Night Cycle: Redirects an incoming attack by changing one's position with regard to the heavens. Works on all physical attacks, and all attacks performed by a reflection. When attacked, before you Roll to Dye, you may choose to consume the Pureflow stance to redirect the target’s energy at themselves. Instead of rolling versus you, they roll a SECOND time, versus themselves. If the second attack rolls higher than the first, you take the damage of the second attack. If the first attack is greater, they sustain damage as if they were subjected to the first attack. Whenever anyone attacks you while you are Pureflow they can choose to call out your counter at any point after their Roll to Do but before you decide whether or not you’re going to counter. If they are correct (be honest) you lose your stance and the attack automatically succeeds against you. If they are incorrect (again, be honest), gain 3d6 on your Roll to Dye, and reduce damage taken by the result of that 3d6.
Void Dragon: Your body is changing. Burn no longer has hazardous implications for your health. However, if your burn reaches 100, you lose control entering a mindless state. You are always surrounded in an isolation barrier, hiding you from the observation of others. You must willingly allow ESP, cameras, magic, etc to observe you. You do not sustain damage from the environment, and when you die you will not rejoin with the flame of creation. You may spend your burn at any point to perform actions or modify your abilities as follows:
0 burn: exhale all burn as pureflame. Forms a cloud with a radius of 1 for every 30 burn consumed in this way. Creatures can absorb the pureflame as a free action and regain HP equal to 2d6 x the radius of the cloud. They then sustain burn equal to 2x the amount of HP healed.
5 burn: stomp the ground, allowing an attack to target all creatures around you and adding 1d6 damage to the result on a success. Once per attack.
5 burn: cause the flame inside the target to detonate violently, on a successful attack deal 1d6 extra damage and knocking them back in a direction of your choosing a number of spaces equal to the result. Once per attack.
5 burn: attack a distant enemy with your flame by focusing your fire breath into a sniper shot. Add a 50’ range to your attack for every 5 burn spent in this way.
10 burn: take flight, landing at the end of your next turn at a specified location on the current map, this counts as a movement. You may extend the time you spend in the air by spending additional burn. The cost doubles for each turn spent aloft like this 10 -> 20 -> 40 etc. For each turn spent in this way, you may move an additional map of distance. When you land, all creatures within a number of spaces equal to the number of turns you spent aloft must Roll to Dye vs. 10 x the number of turns spent aloft or take 5 x the number of turns spent aloft damage.
10 burn: exhale a cloud of blast flame in front of yourself. Allows an attack to travel a number of spaces equal to the amount of burn spent on it x10 in a 90 degree cone. Add 1d6 to the Roll to Do.
10 burn: complete invisibility. Cloak yourself from sight, gaining a 3d6 bonus on Rolls to Dye to remain hidden. Lasts until you Roll to Do. Lasts one Act, but can be extended by expending additional burn.
20 burn: wreathe your arms in voidnal flame, adding 2d6 to all unarmed attacks until the start of your next act. Does not modify breath attacks, etc.
20 burn: exhale a cloud of voidnal flame, as blast flame, except the attack persists hanging in the air as hazardous terrain a number of Acts beyond your first, one for every 20 flame expended. Whenever a creature either passes through the voidnal flame or begins the Act within it, repeat the original attack versus them. Creatures that are hit by this attack Ignite their Swing.
Level Up: 3000xp or find a purpose for your altered flame
Listening
Condition
Level 1
Listening: Mic can Roll to Do to scan the area, pinging it for threats and points of interest. She may focus this on a singular target to use the equivalent of Arg0s Readout ability. She may Wound herself when using this ability to get significantly more information: the target’s weakness, the frequency of a certain signal, or even the thoughts and feelings of those around her are perceptible to her ears.
Telemetry: Mic is capable of reading the flame of any object she is connected to. She can functionally read the past of an object through contact alone. She is also capable of reading the minds of others through physical contact. By touching things, you may ask Mic to give you a quick reading of its history. Mic has no choice but to listen to objects she is physically connected to.
Level Up: 300xp or train in some way to aid with your condition or obtain technological aid with your condition
Skip [Instantaneous]
ESP
Level 1
Skip Function: Tasks that you have performed before pass by with a breeze! If you have succeeded on a task before, you can repeat that task at a fraction of the speed to whatever level of success you have achieved before. This cannot accelerate tasks that require time to pass such as downloading data or waiting for the weather to change but can accelerate tasks that are only a function of your own performance such as building a desk. Doing so incurs burn based on the length and difficulty of the task. When performing an action you have previously performed, make a Roll to Do before you attempt to perform the action. On a 25+ you perform the action identically and instantly, and sustain 3d6 burn. On a 20+ you perform the action rapidly, but a second roll is required and you sustain 2d6 burn. On a 15+, you perform the action at double the speed you would have otherwise, but must roll to see if you are successful and you sustain 1d6 burn. Anything lower, and your ESP is somehow incompatible with this action.
Repetition: If a creature attacks you two times in a row with the same attribute, you gain 2d6 on all rolls versus that creature to respond to their attack. This bonus increases by 2d6 for every subsequent attack against you. Whenever you use this ability, sustain burn equal to your Swing + the bonuses granted. You lose this bonus if the attacker unlocks and changes attributes.
Boost: Move an additional time with a thunderclap. Sustain 1d6 burn. Can be used up to two times per turn.
Blink: Take a turn immediately. Gain 40 burn. The cost of this ability doubles until the end of the day.
Level Up: 1000xp or find a use for your (accelerated) time that defines you