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Jester Witch EC concept

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Jun 26th, 2017
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  1. EC: The Jester Witch
  2.  
  3. The Jester Witch is a traveling young woman who is quite true to her name: she is a jester and also a witch... in training. She's also quite good at her two choices of profession due to having spent a long time preparing. She seeks to show the people of Jeroboam a fun, educational time...
  4.  
  5. By beating them up and subjecting them to the whims of chaotic magic which may or may not change their lives forever.
  6.  
  7. First, the Jester Witch declares Wound intent, and the person in control of the Jester Witch states that, if they win, something will happen to the player. Should the player continue to battle, fight as normal. If the Jester Witch is victorious, she will use her finishing move, known as 'Triple Chaos'. Triple Chaos is an RP-only attack that presents the target with a few options:
  8.  
  9. 1. Dodge all but one beam.
  10. 2. Take all the beams at once.
  11. 3. Dev to 'get back up' and dodge them all before resuming the fight.
  12. 4. Have their friends volunteer to take the hits for them.
  13.  
  14. Depending on which beams hit, various things happen to the target! The EC may allow the victim to choose what happens to them from the table, or allow the victim to roll a die to decide randomly. The player will be told which beam does what (in general), as each beam has a different rolling table.
  15.  
  16. Pink Beam: The Transfiguration Ray
  17. This beam specializes in changing a character's appearance, sex, and racial characteristics. These should not influence anything in regards to stats (a human made into a Psuedodemon remains human statistically, for example), but may present interesting RP and development avenues. Roll 1d20 to determine the result. While most of the results say 'permanently', a particularly skilled mage should be able to reverse the effects at a cost.
  18.  
  19. 1-2: Age Down
  20. The character is reduced to teenage or preteen years. If the character is already this age, this beam has no effect.
  21. 3-4: Psuedoneko
  22. The character has cat ears and a tail permanently attached to them. The character may opt to app for advanced hearing as a result.
  23. 5-6: Psuedocanine
  24. The character has wolf ears and a tail permanently attached to them. The character may opt to app for advanced smelling as a result.
  25. 7-8: Psuedodemon
  26. The character develops small horns and a demonic tail. Consider it a 1/16th demon. Purely cosmetic. Maybe Holy does .0000001% more damage?
  27. 9-10: PsuedoSaiyan
  28. The character sprouts a monkey tail and feels a dire need to dye their hair black, while also increasing their aggression somewhat. A level-headed character could likely resist the PsuedoSaiyan transformation's mental compulsions.
  29. 11-12: Gender Swap
  30. The character swaps genders permanently. Get a new playby, fix up your icons.
  31. 13-14: Psuedodragon
  32. The character has horns and a lizardlike tail attached to them. Wings would be a bit much.
  33. 15-16: Psuedomonster
  34. The character gains strange monstrous eyes, claws and more vicious teeth. Cosmetic only, but makes them look super cool!
  35. 17-18: Psuedonamekian/Green Thumb
  36. The character takes on plantlike characteristics, such as green skin and vibrantly colored hair (or become bald in the case of Psuedonamekian). Victim could gain a bit more recovery from this when it's daytime???
  37. 19-20: Age Up
  38. The character is increased to adulthood. If they are already an adult, they grow slightly more mature. Consider beards.
  39. Instincts paired with 'Psuedo' transformations are not required, but encouraged!
  40.  
  41. The Blue Beam: The KABLOOEY ray
  42. This ray just hurts the everliving crap out of whomever gets hit with it. Instant light wounds, but no painful transformations! If you already have light wounds, you're fine.
  43.  
  44. The Green Beam: The Mind Ray
  45. This beam does interesting, small things to a character's brain that all universally wear off within 3d4 OOC days. Roll 1d10 to determine the result.
  46.  
  47. 1: Calm Mind
  48. The character will find themselves chilling out a lot more. They can still take things seriously, but they will be far less prone to outright rage.
  49. 2: Feelin' Sad
  50. The character feels a bit down about things and will tend to be a Negative Nancy most of the time.
  51. 3: Greedy!
  52. The character won't steal from others if they didn't already, but when something is up for grabs, they want all/most of it.
  53. 4: Quick to Anger
  54. The character is noticeably more prone to anger. They shout at people a lot more and are a fair bit more abusive to others!
  55. 5: Scaredy Cat
  56. The character is prone to being spooked easily. Skeletons, undead, monsters and particularly powerful people will make someone afflicted with Scaredy Cat think twice about approaching.
  57. 6: Psuedointellectual
  58. The character believes they are smarter than they really are! ... despite not knowing jack about science or magic.
  59. 7: Feelin' Glad!
  60. The character feels lucky, happy and bright! Every day is a good day and they're a shining optimist!
  61. 8: Feelin' Lewd
  62. This character thinks about the lewder things in life a lot more. 'nuff said.
  63. 9: Racist
  64. The character gains a disdain for races that are not their own. If they already had this as a character trait before, reroll.
  65. 10: Confidence Boost!
  66. The character undergoes no temporary mental changes. Instead, they feel a lot better about themselves and their resolve to fight onward is strengthened.
  67.  
  68. Rewards:
  69. The Jester Witch will carry resources with her, of course, but may also have information on the location of something to undo the transformations she just put on people or some other neat artifact. If she's beaten, she will be happy to share the information on either of them! ... if she's killed, then the information is lost forever. If she is spared, she may become a hireable EC NPC who takes money to go play pranks on other characters.
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