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Erelye

Alchemicon.

May 15th, 2017
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  1. Alchemicon: [N] HP: 400,000/400,000. Binary Darkness: IIIII. All The Rest I: IIII. All The Rest II: IIII. Thaumic Coolness: III. Cosmic Gale: III. Volition: II.
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  3. Appearance: A levitating leather-bound book with a gold-bound spine. The cover is marked with a central upside-down pentagram of messy red paint, and its corners are marked with cut arcane jewels.
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  5. PASSIVES:
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  7. Spoils: When the Alchemicon is destroyed, the player/summoner of the entity that dealt the final blow acquires what remains of the tome. It has one primary ability, and a five-turn charge period. The ability, Shadow Manipulator, summons a blade composed of pure darkness known as Lathis for the owner of the tome to use for two turns. Roll a D3 every attack you make. The result of the roll will determine whether Lathis granted standard damage, doubled, or tripled damage that turn.
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  9. SPECIAL ATTACKS:
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  11. Binary Darkness: A five-turn charge. The Alchemicon releases the horrors of the Universal Darkness upon the realm of the living. Four selected entities will be affected by this attack, although which enemy receives which effect is ENTIRELY random. Two of the entities will be restrained by hands of pure shadow clawing at the living, and have a 50% chance to miss with their attacks for two turns. One entity will take heavy damage. The last entity will be essentially cloned in the form of a Shadow version of that very entity, with attacks and HP a quarter of the original's, which can only harm the entity to which it is bound in its creation--that being its original copy.
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  13. All The Rest I: A four-turn charge. From within the deepest depths of the Alchemicon's ancient secrets, a twisted power is called upon. That of Rust. Roll a D3. The resultant number is the amount of players the attack can affect. Then, with that number, select any players of your choosing. Their own personal attacks that turn will have a 50% chance of dealing LESS damage, the more creative they are.
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  15. All The Rest II: A four-turn charge. The cosmos see from above the words of the Alchemicon, and are called to its master's aid. Roll a D3. The resultant number is the amount of players the attack can affect. That number of RANDOM players will be affected by this attack. Each players' attacks that turn have a 50% chance to hit another RANDOM entity.
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  17. Thaumic Coolness: A three-turn charge. The Alchemicon transmutes the air around a selected entity into an odd regenerative gas. Entities that are attacked by or attack this entity, along with the entity proper, acquire a two-turn-long regeneration buff of moderate strength.
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  19. Cosmic Gale: A three-turn charge. The Alchemicon manipulates the winds of both the cosmos and the physical world with alchemic techniques. Roll a D5.
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  21. 1: Nothing occurs.
  22. 2: A random entity takes minor damage.
  23. 3: There is a 25% chance that a random entity's attack will fail.
  24. 4: A random entity takes minor damage, and there is a 25% chance its attack that turn will fail.
  25. 5: Two random entities take minor damage, and a 25% chance for their attack that turn to fail.
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  27. Volition: A two-turn charge. From throughout the alchemical tome, the Alchemicon selects one sigil from a variety of signs inscribed within the thing, and imbues itself with its power. Roll a D8, and apply the resultant symbol's effects for two turns, until the Volition charge cools down back to zero.
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  29. 1: Slime: All entities that are attacked by the Alchemicon are only able to attack the entity they last hit until the sigil wears off.
  30. 2: Lapis Philosophorum: This sigil is only technically active for one attack. The attacked entity has a 25% chance of being handed over to the summoner of the Alchemicon for the remainder of the sigil's duration as a controlled entity. This entity will return to the control of its original summoner when the sigil wears off.
  31. 3: Honey: All entities that attack the Alchemicon instead negate one of the summoner's posts that turn, in lieu of dealing damage to it, for the duration of the effect.
  32. 4: Aequivalens: Once each turn this sigil is active, the Alchemicon can be used to select two entities. For each attack, the two entities selected swap targets, no matter what they are.
  33. 5: Alkahest: Each attack by the Alchemical whilst this sigil is active deals double damage.
  34. 6: Yliaster: If an entity is killed by the Alchemicon whilst this sigil is active, a Prima Materia is spawned. It has 20,000 HP, will instantly disintegrate two turns after its summoning, and deals slightly-lower-than standard damage for an entity of its standing.
  35. 7: The Heirloom: This sigil is only active for one attack. Roll a D3.
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  37. 1: The entity attacked deals double damage next turn.
  38. 2: The entity attacked is afflicted with a random negative status effect.
  39. 3: Nothing happens.
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  41. 8: Jelly: Attacked entities have a 50% of being stunned whilst this sigil is active.
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