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Silkenfist
2007-02-22, 05:18 AM
The same deal as my R,A,F support thread. I need a central point for the current cast of characters with and without discarded abilities - which will take four posts en suite. Please don't close this topic and please don't reply to it and it will gently disappear from the front page.

The same deal as my R,A,F support thread. I need a central point for the current cast of characters with and without discarded abilities - which will take four posts en suite. Please don't close this topic and please don't reply to it and it will gently disappear from the front page.

Part One of the Final Cast of Characters


Assassins: Chaotic Neutral, Male, 12 HP, Initiative +3
Frontloader Attack: (attack) Deals 2 damage to any target.
Poisoned Shuriken: (attack) Deals 1 damage to target character and 1 damage at the beginning of the next four rounds.
Assassination: (passive) Whenever Assassins deal lethal damage to a player character, they gain 3 HP
Explosive Determination: (passive) Attacks from Assassins can’t be prevented by effects or abilities. (This doesn’t prevent the Assassins from losing their actions, though)

Bandit King: True Neural, Male, 16 HP, Initiative +6
Sword Attack: (attack) Deals 2 damage to any target.
Seize Opportunity: (attack) Deals 4 damage to target character with 4 or less hit points.
Parry: Until the end of this round, whenever a player attacks Bandit King, the damage is dealt to the attacker instead.
Rule of Leadership: (passive) Whenever Bandit King is dealt 4 or more damage in one attack, the attacker may choose his next action. All attacks of Bandit King are enhanced by 1

Belkar: Chaotic Evil, Male, 16 HP, Initiative +6
Dagger Attack: (attack) Deals 2 damage to any target.
Homicidal Maniac: (passive) At the beginning of a round, whenever a player character has less than 3 HP, Belkar must choose to attack it.
Combat Glee: (passive) Whenever Belkar is attacked, he gains an additional action next round.
Lawful stupid: (passive) Belkar’s attacks against Lawful characters are enhanced by 1.

Black Dragon: Chaotic Evil, Male, 24 HP, Initiative +5
Bite Attack: (attack) Deals 3 damage to any target
The Old Suggestion Trick: Lasting effects on Black Dragon last an additional round.
Heavy Scales: The first two damage dealt to Black Dragon each round are prevented.
Retribution: Deals 5 damage to target character that attacked Black Dragon last round.

Celia: Neutral Good, Female, 15 HP, Initiative +2
Thunder: (attack) Deals 2 damage to any target
Not a Booty Talisman: Target good character gains an additional action next round
New line of career: Choose an ability of a character. Celia gains that ability and loses New line of career.
Rune Guardian: (passive) Attacks of good characters against Celia are decreased by 1. Attacks of evil characters against Celia are enhanced by 1.

Chief: Lawful Good, Male, 8 HP, Initiative 0
Sword Attack: (attack) Target character is dealt 1 damage.
Law Enforcement: (passive) Attacks against chaotic characters are enhanced by 1. Attacks against evil characters are enhanced by 1. (The effects can stack)
Arrest: Target character loses all actions until the end of next round.
Successor: (passive) When Chief dies, continue the game with the character Rookie. Rookie is a carbon copy of Chief, except that he starts the game with half of Chief’s starting hit points and does not have the ability Successor

Demon Roaches: Neutral Evil, Indefinite, 6 HP, Initiative 0
Firebreathing: (attack) Deals 1 damage to any target
Low Profile: Demon Roaches can’t be attacked by characters with Initiative more than 4 away from them.
Roaches’ Fortitude: Demon Roaches don’t die when they are dealt lethal damage. At the end of each round, if Demon Roaches are below 1 HP, they die.
Scavenging: Whenever another character gains HP, Demon Roaches gain 1 HP. They can’t gain more than twice your starting HP that way.

Disguised Roy: Lawful Good, Female, 20 HP, Initiative 0
Hammer Attack: (attack) Deals 2 damage to any target
Evacuate: Prevent all attacks against up to three target characters until the end of this round
Call it woman’s intuition: Choose an ability of target character. That character can’t use the ability until end of next round.
Lead Astray: Disguised Roy can’t be targeted with non-attacking abilities until the end of next round.

Durkon: Lawful Good, Male, 18 HP, Initiative 0
Hammer Attack: (attack) Deals 2 damage to any target.
Walking Band-Aids: Target character other than Durkon gains 4 HP.
ThorPrayer: Durkon gains two additional actions next round. These actions may only be used for Walking Band-Aids or Remove Curse.
Thor’s Might: Durkon gains 10 HP and his next attack is enhanced by 4. At the end of the next two rounds, Durkon loses 10 HP.

Elan: Chaotic Good, Male, 13 HP, Initiative +3
Rapier Attack: (attack) Deals 1 damage to any target.
Bard’s Song: Target character’s next attack is doubled.
Seize the dramatic moment: (attack) Deals 3 damage to target character with Initiative value not more than 3 away from Elan’s (If Elan’s Initiative is 12, he can target all characters with Initiative from 9 to 15)
Look at me, I’m a wizard: At the beginning of the game, Elan randomly gains one of the other character’s active abilities. Whenever he uses that ability he uses it and another one is randomly chosen in its place.

Eugene: True Neutral, Male, 14 HP, Initiative -3
Magic Attack: (attack) Deals 1 damage to any target
Prophecy: Choose two target characters. Next round, when the first chosen character attacks the second, the attack is doubled.
Grudge: (passive) At the beginning of the game, name a character. If that character dies, you gain your amount of starting HP.
Play the Ghostly Field: (passive) Whenever a female character dies, Eugene loses all actions until the end of the round

Haley: Chaotic Good, Female, 10 HP, Initiative +5
Shortbow Attack: (attack) Deals 2 damage to any target
Sneak Attack. Bitch: (attack) Deals 3 damage to any character that has not acted this round yet.
Evasion: (passive) Characters with initiative 10 or more later than Haley can’t attack or target her.
Mine, Mine, Mine: (passive) Whenever Haley deals lethal damage to a player character, she gains 3 HP

Hilgya: Chaotic Neutral, Female, 17 HP, Initiative 0
Melee Attack: (attack) Deals 1 damage to any target.
Restoration: End all lasting effects on target character.
Cure Wounds: Target other character gains 4 HP.
Sanctuary: Hilgya can’t be attacked until the end of next round.

Hinjo: Lawful Good, Male, 17 HP, Initiative +2
Katana Attack: (attack) Deals 2 damage to any target.
Heir to the Throne: Choose a character that died not more than round ago. Hinjo gains an ability of that character permanently and loses Heir to the Throne.
Heal: Target character gains 2 HP.
Integrity: (passive) Hinjo’s actions can’t be chosen by another player.

Julia: True Neutral, Female, 9 HP, Initiative +1
Missile Attack: (attack) Deals 2 damage to any target.
Look: Boobies: Choose target male character’s next action.
Attention Seeker: (passive) Whenever Julia is targeted with a non-attacking ability, she gains 2 HP.
Damsel in Distress: (passive) Whenever Julia is attacked, if she still has an action in the round, she loses that action instead of taking damage.

Julio: Chaotic Good, Male, 15 HP, Initiative +4
Swashbuckle: (attack) Deals 2 damage to target character. If it has more HP than Julio, deal 3 damage to it instead.
Ladie’s Man: (passive) Attacks from Female characters against Julio are halved.
Mentorship: Target character gains an action if they share an alignment with Julio. If they share two alignments, the target gains 2 HP in addition.
Lift to Azure City: (passive) Whenever Julio targets another character with a non-attacking action, that character acts at the beginning of the next round.

The Lawyers: Lawful Neutral, Male, 14 HP, Initiative -5
If with the boot you’ve been kicked…: (attack) Deals 1 damage to any target.
Cease and Desist: Target character loses one non-attacking, non-generating ability of your choice permanently. Can’t be used more than once against each character.
Restraining Order: Non-chaotic characters can’t attack the Lawyers until the end of next round.
Scapegoat: (passive) At the end of each round, if the Lawyers are below 7 HP, their HP become 7, their name changes to Mr Jones and they lose this ability.

Leeky: Neutral Evil, Male, 12 HP, Initiative +1
Firestorm: (attack) Deals 2 damage, divided as you choose to any number of characters.
Summon Tree Servant: (generating) Creates a tree NPC with 3 HP and an attack that deals 1 damage. You can’t summon a Tree if more than two are existing already.
Heal: Target non-good character gains 2 HP.
Send the animal companion: (passive) Whenever a character attacks Leeky, it is dealt 1 damage.

Lord Shojo: Chaotic Good, Male, 10 HP, Initiative -2
Sapphire Guard: (generating) Create a Paladin NPC with 4 HP and an attack that deals 1 damage. You can’t create another NPC if there already is one alive.
Gift Coupon: Target character gains an additional action next round.
Sapphire Guard Agenda: (passive) When there are no non-Lawful player characters other than Lord Shojo alive, he wins the game.
Royal Command: Choose target Lawful character’s next action.

Silkenfist
2007-02-22, 05:23 AM
Part Two of the Final Cast of Characters

Miko: Lawful Good: Female, 16 HP, Initiative +4
Katana Attack: (attack) Deals 3 damage to any target.
Smite Evil: (attack) Deals 4 damage to any evil character.
Lay on Hands: Target good character gains 2 HP.
Fallen: (attack) Deals 6 damage to target non-evil character. Miko loses this ability and becomes evil permanently.

Monster in the Darkness: Neutral Evil, Indefinite, 10 HP, Initiative -2
Gluttony: The Monster gains 1 HP. Then, if it has 25 or more HP, it wins the game.
Damage Reduction: (passive) The first five damage dealt to the Monster each round are prevented. (Tradeoff: -2 HP)
Vengeful Strike: (attack) Deals 5 damage to any character that had attacked the Monster in one of the previous rounds.
Freak Out: Target character can’t attack the Monster until the end of the next turn.

Nale: Lawful Evil, Male, 15 HP, Initiative +3
Longsword Attack: (attack) Deals 2 damage to any target.
Charm Person: Choose target character’s next action.
Masterplan: (attack) Name a character and an action. If the character had used or use that action in the round, they are dealt 5 damage.
Inevitable Betrayal? Check: (passive) All attacks of the Linear Guild against the OOTS are enhanced by 1.

Oracle: True Neutral, Male, 9 HP, Initiative -2
Test of Body: (generating) Create a Hydra NPC with 5 HP and a melee attack that deals 2 damage. You can't use this ability if there is a Hydra in play already.
Benevolent Prophecy: Name another character and one of its abilities. The next round, that character may use that ability at the beginning of the round without spending an action.
Malevolent Prophecy: Name a character and an ability. Until the end of next round, whenever they use that ability, they are dealt 3 damage.
Field of Memory Loss: (passive) Whenever a character attacks The Oracle, they can’t attack it again until the end of next round.

Pompey: Neutral Evil, Male, 11 HP, Initiative 0
Summon Monster: (generating) Create a Centipede NPC with 1 HP and an attack that deals 1 damage. If there is no Centipede NPC in play, create two Centipedes instead.
Buff Spells: Target character’s next attack is enhanced by 2. If it is female, the attack is enhanced by 4 instead.
Petty Vengeance: Deals 3 damage to target character that attacked Pompey last round.
Surrender: Pompey loses all actions and can’t be dealt damage until the end of next round.

Redcloak: Lawful Evil, Male, 13 HP, Initiative +1
Harm: (attack) Deals 2 damage to any target.
Heal: Target evil character gains 2 HP.
Hobgoblin Commander: (generating) Create a Hobgoblin NPC with 1 HP and an attack that deals 1 damage to any non-evil target.
Raise Dead: Target character is returned to life with 1 HP. You may choose their next action.

Roy: Lawful Good, Male, 20 HP, Initiative +1
Greatsword Attack: (attack) Deals 3 damage to any target.
Meat Shield: Choose up to three target characters other than Roy. Until the end of next turn, whenever they would be dealt damage, instead prevent that damage and Roy loses 1 HP.
Family Legacy: (passive) Roy’s attacks against evil characters are enhanced by 1.
Grab your Bizarro Twins: (passive) All attacks of the OOTS against the Linear Guild are enhanced by 1

Sabine: Chaotic Evil, Female, 16 HP, Initiative +3
Life Drain: (attack) Deals 2 damage to any target. Sabine gains 1 HP
Energy Drain: (attack) Deals 2 damage to any target. It loses all actions until the end of this round.
Damage Reduction: (passive) The first two damage dealt to Sabine each round are prevented.
Tactical Escape: (passive) Whenever Sabine is dealt more than 2 damage in one round, prevent all further attacks against her until the end of that round.


Samantha: Chaotic Evil, Female, 11 HP, Initiative 0
Missile Attack: (attack) Deals 2 damage to any target.
Usurpation: Choose target character, than exchange Usurpation with one ability of them.
Send in the Bandits: (generating) Create a Bandit NPC with 1 HP and an attack that deals 1 damage.
Chain Lightning: (attack) Deals 2 damage to target character and the two characters acting right before and right after it. (Characters acting simultaneously will be included additionally)

Swashbuckling Elan: Chaotic Good, Male, 13 HP, Initiative +3
Taunting Attack: (attack) Deals 3 damage to any target.
Intervene: Prevent all attacks against target character until end of next round.
Ride to Azure City: Next round, all of Elan’s actions take place at the beginning of the round.
Teletubby Illusion: Target character loses all actions until the end of this round

Teen Goblins: Neutral Good, Indefinite, 10 HP, Initiative 0
Club Attack: (attack) Deals 2 damage to any target
Escape Route: Prevent all attacks against up to three target characters until the end of this round.
Youthful Spite: (passive) Teen Goblins’ actions can’t be controlled by other characters.
Field of Toxic Fumes: (passive) Whenever a character attacks Teen Goblins, they lose their next action.

Thog: Chaotic Evil, Male, 23 HP, Initiative +4
Greataxe Attack: (attack) Deals 3 damage to any target
Influencable: (passive) Lasting effects against Thog last an additional round
Keep pretty girls away from Thog: (passive) Attacks from Thog against female characters are halved. Attacks from female characters against Thog are doubled
Thog Rage: (attack) Thog deals 5 damage to target character and 1 damage to himself.

Thor: Chaotic Good, Male, X HP, Initiative -1
(Thor’s starting HP are equal to the number of other good characters in the game)
Thor’s Hammer: (attack) Deals 3 damage to any target
Thor’s Thunder: Deals 1 damage to each character in the game.
Grant Spells: Up to two other target good characters gain an additional action next round. The actions can’t be used for attacks.
Asengard Agenda: (passive) At the end of each turn, if no non-good characters are alive, Thor wins the game.

Trigak: Neutral Evil, Male, 16 HP, Initiative 0
Tri-headed Attack: (attack) Deals 1 damage to each of three targets.
Breath Attack:(attack) Deals 2 damage to target character and the two characters acting right before and right after it. (Characters acting simultaneously will be included additionally)
Not a playa: (passive) Attacks from Trigak can’t be prevented by effects or abilities.
Minion: Attacks against good characters are enhanced by 1.

Vaarsuvius: True Neutral, Indefinite, 11 HP, Initiative -3
Missile Attack: (attack) Deals 2 damage to any target
Insightful Advice: Target character gains an additional action next round.
Explosive Runes: The character acting after Vaarsuvius is dealt 4 damage
Evan’s Spiked Tentacles of Forced Intrusion: (attack) Deals 4 damage to target character with more HP than Vaarsuvius. They lose all actions until the end of this round.

Windstriker: Lawful Good, Indefinite, 20 HP, Initiative +2
Hoof Attack: (attack) Deals 2 damage to any target.
Grapple: Target character loses all actions until the end of next round.
Mount: Target other character’s initiative value is permanently enhanced by 1.
Animal Companion: Target character gains an additional action next round if they share one alignment with Windstriker. If they share two alignments with Windstriker, their attacks next round are enhanced by 1 in addition.

Xykon: Lawful Evil, Male, 11 HP, Initiative -1
Symbol of Pain: (attack) Deals 1 damage to any target and 1 damage at the beginning of each following round until one of them dies or a new target is chosen.
Masterplan: (attack) Name a character and an action. If the character had used or use that action in the round, they are dealt 5 damage
Set Trap: The next character to attack Xykon is dealt 4 damage. (Doesn't count as attack)
His soul-hidey place: (passive) When Xykon dies, choose an evil character. At the end of the next two rounds, if the chosen character is still alive, Xykon returns to live with half of his starting HP, rounded up

Yikyik: Chaotic Evil, Male, 7 HP, Initiative +2
Shortsword Attack: (attack) Deals 2 damage to any target.
Combat Reflexes. Asswipe: (passive) Whenever Yikyik is attacked, the attacker is dealt 1 damage.
Vengeful Son: (passive) When Yikyik dies, its player continues the game with the character Yokyok. Yokyok is a copy of Yikyik, except that he is Chaotic Neutral and does not have the ability Vengeful Son.
Distraction: Deals 1 damage to target character. That character loses all actions until the end of this round.

Zz’dtri: True Neutral, Male, 12 HP, Initiative -1
Lightning Attack: (attack) Deals 2 damage to any target.
Flesh to Stone: Target character loses all actions and can’t be attacked or targeted until the end of the next three rounds
Man of Few Words: (passive) At the end of each round, if ZZ’dtri wasn’t attacked or targeted that round, he gains 2 HP.
Evan’s Spiked Tentacles of Forced Intrusion: (attack) Deals 4 damage to target character with more HP than Zz'dtri. They lose all actions until the end of this round.

Silkenfist
2007-02-22, 05:24 AM
The Original Cast without discarded abilities: Part One

Roy: Lawful Good, Male, 20 HP, Initiative +1
Greatsword Attack: (attack) Deals 3 damage to any target.
Meat Shield: Choose up to three target characters other than Roy. Until the end of next turn, whenever they would be dealt damage, instead prevent that damage and Roy loses 1 HP.
Family Legacy: (passive) Roy’s attacks against evil characters are enhanced by 1.
Engage in Duel: Choose target character. That character must attack Roy if possible until one of them is dead or Roy chooses another character with this ability.
Don the Belt: Roy becomes Female permanently
Grab your Bizarro Twins: (passive) All attacks of the OOTS against the Linear Guild are enhanced by 1

Elan: Chaotic Good, Male, 13 HP, Initiative +3
Rapier Attack: (attack) Deals 1 damage to any target.
Bard’s Song: Target character’s next attack is doubled.
Seize the dramatic moment: (attack) Deals 3 damage to target character with Initiative value not more than 3 away from Elan’s (If Elan’s Initiative is 12, he can target all characters with Initiative from 9 to 15)
Look at me, I’m a wizard: At the beginning of the game, Elan randomly gains one of the other character’s active abilities. Whenever he uses that ability he uses it and another one is randomly chosen in its place.
Disguise Self: Elan can’t be attacked or targeted until the end of next round. (Tradeoff: -1 HP, Initiative -1)
Annoy: Target Lawful character’s initiative value is permanently lowered by 1.

Haley: Chaotic Good, Female, 12 HP, Initiative +5
Shortbow Attack: (attack) Deals 2 damage to any target
Sneak Attack. Bitch: (attack) Deals 3 damage to any character that has not acted this round yet.
Evasion: (passive) Characters with initiative 10 or more later than Haley can’t attack or target her.
Leave my guys alone: (passive) Whenever Haley attacks a female character, that character loses all actions until the end of the round. (Tradeoff: Initiative -2)
Mine, Mine, Mine: (passive) Whenever Haley deals lethal damage to a player character, she gains 3 HP (Tradeoff: -2 HP)
Manyshot: (passive) Haley may split the damage of her attack between any number of characters.

Durkon: Lawful Good, Male, 18 HP, Initiative 0
Hammer Attack: (attack) Deals 2 damage to any target.
Heavy Armor: (passive) Prevent the first 2 damage dealt to Durkon each round (Tradeoff: Durkon must declare his actions openly).
Walking Band-Aids: Target character other than Durkon gains 4 HP.
Remove Curse: End all lasting effects on target character.
ThorPrayer: Durkon gains two additional actions next round. These actions may only be used for Walking Band-Aids or Remove Curse.
Thor’s Might: Durkon gains 10 HP and his next attack is enhanced by 4. At the end of the next two rounds, Durkon loses 10 HP.

Vaarsuvius: True Neutral, Indefinite, 11 HP, Initiative -1
Missile Attack: (attack) Deals 2 damage to any target
Insightful Advice: Target character gains an additional action next round.
Gender Ambiguity: (passive) Vaarsuvius counts as either gender, however it is beneficial for the elf. (Tradeoff: +3 HP)
Explosive Runes: The character acting after Vaarsuvius is dealt 4 damage (Tradeoff: Initiative -2)
Dispel Magic: End all lasting effects on target character.
Evan’s Spiked Tentacles of Forced Intrusion: (attack) Deals 4 damage to target character with more HP than Vaarsuvius. They lose all actions until the end of this round.

Belkar: Chaotic Evil, Male, 15 HP, Initiative +3
Dagger Attack: (attack) Deals 2 damage to any target.
Homicidal Maniac: (passive) At the beginning of a round, whenever a player character has less than 3 HP, Belkar must choose to attack it. (Tradeoff: HP +1, Initiative +3)
Combat Glee: (passive) Whenever Belkar is attacked, he gains an additional action next round.
Provoke: Target character must attack Belkar next round.
Kobold Hunt: Choose a character. Until the end of next round, whenever another character attacks them, they gain 1 HP.
Lawful stupid: (passive) Belkar’s attacks against Lawful characters are enhanced by 1.

Nale: Lawful Evil, Male, 15 HP, Initiative +3
Longsword Attack: (attack) Deals 2 damage to any target.
Charm Person: Choose target character’s next action.
Sneak Attack: (attack) Deals 3 damage to any character that has not acted this round yet.
Masterplan: (attack) Name a character and an action. If the character had used or use that action in the round, they are dealt 5 damage.
Inevitable Betrayal? Check: (passive) All attacks of the Linear Guild against the OOTS are enhanced by 1.
Go all Bond Villain: (passive) Nale must declare his options openly. (Tradeoff: All attacks of Nale are enhanced by 1)

Miko: Lawful Good: Female, 16 HP, Initiative +4
Katana Attack: (attack) Deals 3 damage to any target.
Smite Evil: (attack) Deals 4 damage to any evil character.
Lay on Hands: Target good character gains 2 HP.
Target Fixation: (passive) At the beginning of the game, choose three target characters. You can’t attack characters other than these. Whenever one of the characters dies, you choose another one to replace it. (Tradeoff: +3 Initiative)
Fallen: (attack) Deals 6 damage to target non-evil character. Miko loses this ability and becomes evil permanently.
Spartany: (passive) Miko can’t gain more than 1 HP through a single effect (Tradeoff: +2 HP)

Sabine: Chaotic Evil, Female, 16 HP, Initiative +3
Life Drain: (attack) Deals 2 damage to any target. Sabine gains 1 HP
Energy Drain: (attack) Deals 2 damage to any target. It loses all actions until the end of this round.
Damage Reduction: (passive) The first two damage dealt to Sabine each round are prevented.
Tactical Escape: (passive) Whenever Sabine is dealt more than 2 damage in one round, prevent all further attacks against her until the end of that round.
Arch Enemy: Choose a character: All attacks against that character are enhanced by 1.
Shapeshift into Disguise:Sabine loses all abilities and can’t be attacked until the end of the next two rounds.

Thog: Chaotic Evil, Male, 20 HP, Initiative +1
Greataxe Attack: (attack) Deals 3 damage to any target
Thog Improvise: (attack) Deals 1 damage to any target. You can use this ability even if Thog would have lost his action otherwise.
Influencable: (passive) Lasting effects against Thog last an additional round (Tradeoff: Initative +3)
Bull Rush Tackle Hug: (attack) Deals 1 damage to target character. They lose all actions until the end of next round.
Keep pretty girls away from Thog: (passive) Attacks from Thog against female characters are halved. Attacks from female characters against Thog are doubled (Tradeoff: HP +6)
Thog Rage: (attack) Thog deals 5 damage to target character and 1 damage to himself. (Tradeoff: -3 HP)

Xykon: Lawful Evil, Male, 17 HP, Initiative -1
Symbol of Pain: (attack= Deals 1 damage to any target and 1 damage at the beginning of each following round until one of them dies or a new target is chosen.
Sacrificing Minions: (attack) Deals 1 damage to target character for every three dead evil player characters (rounded up.).
Masterplan: (attack) Name a character and an action. If the character had used or use that action in the round, they are dealt 5 damage
Moderately Escapable Forcecage: Target character loses all actions until the end of next turn.
Set Trap: The next character to attack Xykon is dealt 4 damage. (Tradeoff: -3 HP)(Doesn't count as attack)
His soul-hidey place: (passive) When Xykon dies, choose an evil character. At the end of the next two rounds, if the chosen character is still alive, Xykon returns to live with half of his starting HP, rounded up (Tradeoff: -3 HP).

Redcloak: Lawful Evil, Male, 13 HP, Initiative +1
Harm: (attack) Deals 2 damage to any target.
Heal: Target evil character gains 2 HP.
Hobgoblin Commander: (generating) Create a Hobgoblin NPC with 1 HP and an attack that deals 1 damage to any non-evil target.
Grudge: (passive) Attacks against good characters are enhanced by 1.
Raise Dead: Target character is returned to life with 1 HP. You may choose their next action.
Loyal Minion: (passive) Attacks from Redcloak and characters controlled by him against evil characters are halved. (Tradein: +3 HP)

Monster in the Darkness: Neutral Evil, Indefinite, 12 HP, Initiative -2
Gluttony: The Monster gains 1 HP. Then, if it has 25 or more HP, it wins the game.
Damage Reduction: (passive) The first five damage dealt to the Monster each round are prevented. (Tradeoff: -2 HP)
Vengeful Strike: (attack) Deals 5 damage to any character that had attacked the Monster in one of the previous rounds.
Freak Out: Target character can’t attack the Monster until the end of the next turn.
Mysterious Identity: Monster in the Darkness gains the Alignment and Gender of target character and loses this ability.
Tasty Paper: Prevent the next non-attacking action that would happen this round.

Lord Shojo: Chaotic Good, Male, 10 HP, Initiative -2
Sapphire Guard: (generating) Create a Paladin NPC with 4 HP and an attack that deals 1 damage. You can’t create another NPC if there already is one alive.
Feign Role: Choose a new alignment for Lord Shojo permanently. He loses this ability.
Devoted Servitude: (passive) Whenever Lord Shojo would be dealt damage, if there is a Paladin NPC in play, the damage is dealt to the Paladin instead. (Tradeoff: -3 HP)
Gift Coupon: Target character gains an additional action next round.
Royal Command: Choose target Lawful character’s next action.
Sapphire Guard Agenda: (passive) When there are no non-Lawful player characters other than Lord Shojo alive, he wins the game.

Celia: Neutral Good, Female, 12 HP, Initiative +1
Thunder: (attack) Deals 2 damage to any target
Level Bypass: Exchange the Initiative values of two target characters (This ability takes place at the beginning of the round)
Not a Booty Talisman: Target good character gains an additional action next round
New line of career: Choose an ability of a character. Celia gains that ability and loses New line of career.
Desperate Defense: Target character can’t be the target of non-attacking abilities until the end of next round
Rune Guardian: (passive) Attacks of good characters against Celia are decreased by 1. Attacks of evil characters against Celia are enhanced by 1. (Tradein: +3 HP, +1 Initiative)

Hinjo: Lawful Good, Male, 17 HP, Initiative +2
Katana Attack: (attack) Deals 2 damage to any target.
Intercept: Prevent all attacks against target character until the end of next round.
Heir to the Throne: Choose a character that died not more than round ago. Hinjo gains an ability of that character permanently and loses Heir to the Throne.
Heal: Target character gains 2 HP.
Integrity: (passive) Hinjo’s actions can’t be chosen by another player.
Defense Commander: (passive) Attacks against Hinjo are decreased by 1. (Tradeoff: -4 HP)

Julia: True Neutral, Female, 11 HP, Initiative +1
Missile Attack: (attack) Deals 2 damage to any target.
Look: Boobies: Choose target male character’s next action. (Tradeoff: Initiative -2)
Attention Seeker: (passive) Whenever Julia is targeted with a non-attacking ability, she gains 2 HP.
Adventurers to the Rescue: Choose target character that attacked Julia last round. Until the end of next round, attacks against that character are enhanced by 1.
Damsel in Distress: (passive) Whenever Julia is attacked, if she still has an action in the round, she loses that action instead of taking damage. (Tradeoff: -2 HP, Initiative +2)
Escape: (passive) At the end of each round, all lasting effects on Julia end.

Leeky: Neutral Evil, Male, 12 HP, Initiative +1
Firestorm: (attack) Deals 2 damage, divided as you choose to any number of characters.
Summon Tree Servant: (generating) Creates a tree NPC with 3 HP and an attack that deals 1 damage. You can’t summon a Tree if more than two are existing already.
Dire Bear Form: Leeky gains 10 HP and loses all abilities in exchange for a Claw attack that deals 3 damage. At the end of the next three rounds, Leeky loses 10 HP and the abilities are shifted back.
Protection: Target other character gains Damage Reduction for 2 damage until the end of the next two rounds.
Heal: Target non-good character gains 2 HP.
Send the animal companion: (passive) Whenever a character attacks Leeky, it is dealt 1 damage.

Pompey: Neutral Evil, Male, 11 HP, Initiative 0
Summon Monster: (generating) Create a Centipede NPC with 1 HP and an attack that deals 1 damage. If there is no Centipede NPC in play, create two Centipedes instead.
Buff Spells: Target character’s next attack is enhanced by 2. If it is female, the attack is enhanced by 4 instead.
Disgust: (passive) Pompey can’t be targeted by female characters with non-attacking abilities.
Guard the Hostage: All lasting effects on target non-evil character are extended for one round.
Petty Vengeance: Deals 3 damage to target character that attacked Pompey last round.
Surrender: Pompey loses all actions and can’t be dealt damage until the end of next round.

Julio: Chaotic Good, Male, 15 HP, Initiative +4
Swashbuckle: (attack) Deals 2 damage to target character. If it has more HP than Julio, deal 3 damage to it instead.
Ladie’s Man: (passive) Attacks from Female characters against Julio are halved.
Wanted Criminal: (passive) Whenever Julio attacks or is attacked by a Lawful character, they are each dealt 1 damage in addition.
Mentorship: Target character gains an action if they share an alignment with Julio. If they share two alignments, the target gains 2 HP in addition.
Training Montage: Target other character’s Initiative is permanently enhanced by 2.
Lift to Azure City: (passive) Whenever Julio targets another character with a non-attacking action, that character acts at the beginning of the next round.

Silkenfist
2007-02-22, 05:25 AM
The Original Cast: Part Two

Samantha: Chaotic Evil, Female, 11 HP, Initiative 0
Missile Attack: (attack) Deals 2 damage to any target.
Hold Person: Target character loses all actions until the end of next round.
Usurpation: Choose target character, than exchange Usurpation with one ability of them.
Capture Handsome Guys: Target male character loses all actions and can’t be attacked until the end of the round.
Send in the Bandits: (generating) Create a Bandit NPC with 1 HP and an attack that deals 1 damage.
Chain Lightning: (attack) Deals 2 damage to target character and the two characters acting right before and right after it. (Characters acting simultaneously will be included additionally)

The Lawyers: Lawful Neutral, Male, 14 HP, Initiative -2
If with the boot you’ve been kicked…: (attack) Deals 1 damage to any target.
Cease and Desist: Target character loses one non-attacking, non-generating ability of your choice permanently. Can’t be used more than once against each character. (Tradeoff: Initiative -3)
Call Witness: Up to two target characters that were dealt damage last round, gain an additional action next round.
Scapegoat: (passive) At the end of each round, if the Lawyers are below 7 HP, their HP become 7, their name changes to Mr Jones and they lose this ability.
Restraining Order: Non-chaotic characters can’t attack the Lawyers until the end of next round.
We’re off to see the Wizard: Remove target NPC from the game.

Zz’dtri: Neutral Evil, Male, 12 HP, Initiative -1
Lightning Attack: (attack) Deals 2 damage to any target.
Spell Resistance: (passive) Can’t be targeted by non-attacking abilities.
Flesh to Stone: Target character loses all actions and can’t be attacked or targeted until the end of the next three rounds
Man of Few Words: (passive) At the end of each round, if ZZ’dtri wasn’t attacked or targeted that round, he gains 2 HP.
Violation of Intellectual Property: Zz’dtri gains the alignment and one ability of your choice of target character. Zz’dtri loses Violation of Intellectual Property.
House-ruled Fly Spell: Up to three target characters can’t be attacked until the end of this round. (Tradein: -2 HP, Initiative +3)

Hilgya: Chaotic Neutral, Female, 17 HP, Initiative 0
Melee Attack: (attack) Deals 1 damage to any target.
Restoration: End all lasting effects on target character.
Cure Wounds: Target other character gains 4 HP.
Servant of Loki: (passive) All attacks of chaotic characters and NPC’s against Hilgya are halved (rounded up)
Sanctuary: Hilgya can’t be attacked until the end of next round.
Shift of Conscience: Choose a new alignment for Hilgya among the Good-Evil axis.

The Oracle: True Neutral, Male, 9 HP, Initiative -2
Test of Body: (generating) Create a Hydra NPC with 5 HP and a melee attack that deals 2 damage. You can't use this ability if there is a Hydra in play already.
Test of Heart: (passive) Whenever characters with less than 6 HP attack the Oracle, prevent that damage and the attacker gains 1 HP instead.
Benevolent Prophecy: Name another character and one of its abilities. The next round, that character may use that ability at the beginning of the round without spending an action.
Malevolent Prophecy: Name a character and an ability. Until the end of next round, whenever they use that ability, they are dealt 3 damage.
Field of Memory Loss: (passive) Whenever a character attacks The Oracle, they can’t attack it again until the end of next round.
Inconclusive Answer: (passive) Whenever The Oracle’s action would be chosen by another character, it may pay 2 HP to choose it himself instead.

Yikyik: Chaotic Evil, Male, 10 HP, Initiative +2
Shortsword Attack: (attack) Deals 2 damage to any target.
Combat Reflexes. Asswipe: (passive) Whenever Yikyik is attacked, the attacker is dealt 1 damage.
Vengeful Son: (passive) When Yikyik dies, its player continues the game with the character Yokyok. Yokyok is a copy of Yikyik, except that he is Chaotic Neutral and does not have the ability Vengeful Son. (Tradeoff: -3 HP)
Pursue: (passive) Whenever Yikyik attacks a character, all further attacks against that character are enhanced by 1.
Provoke: Deals 1 damage to target character. They must attack Yikyik next round if possible.
Distraction: Deals 1 damage to target character. That character loses all actions until the end of this round.

Bandit King: True Neural, Male, 16 HP, Initiative +4
Sword Attack: (attack) Deals 2 damage to any target.
Seize Opportunity: (attack) Deals 4 damage to target character with 4 or less hit points.
Rule of Leadership: (passive) Whenever Bandit King is dealt 4 or more damage in one attack, the attacker may choose his next action (Tradeoff: All attacks of Bandit King are enhanced by 1, Initiative +2)
Parry: Until the end of this round, whenever a player attacks Bandit King, the damage is dealt to the attacker instead.
Robin Hood Style: (passive) Attacks against characters with more hit points than Bandit King are enhanced by 1. Attacks against characters with fewer hit points are decreased by 1.
Ambush: (attack) Target character is dealt 1 damage for every three chaotic characters acting before it this round. You can’t deal more than 3 damage this way.

Chief: Lawful Good, Male, 12 HP, Initiative 0
Sword Attack: (attack) Target character is dealt 1 damage.
Law Enforcement: (passive) Attacks against chaotic characters are enhanced by 1. Attacks against evil characters are enhanced by 1. (The effects can stack)
SWAT team: (passive) Attacks from NPC’s against Chief are halved (rounded down)
Arrest: Target character loses all actions until the end of next round.
Successor: (passive) When Chief dies, continue the game with the character Rookie. Rookie is a carbon copy of Chief, except that he starts the game with half of Chief’s starting hit points and does not have the ability Successor (Tradeoff: -4 HP)
Background character: (passive) For effects and abilities, Chief is treated like a NPC (Tradeoff: +2 HP)

Swashbuckling Elan: Chaotic Good, Male, 13 HP, Initiative +3
Taunting Attack: (attack) Deals 3 damage to any target.
Escape: (passive) At the end of each round, end all lasting effects on Swashbuckling Elan
Intervene: Prevent all attacks against target character until end of next round.
Ride to Azure City: Next round, all of Elan’s actions take place at the beginning of the round.
Insult: Target character’s attacks are halved until the end of next round.
Teletubby Illusion: Target character loses all actions until the end of this round

Disguised Roy: Lawful Good, Female, 20 HP, Initiative +2
Hammer Attack: (attack) Deals 2 damage to any target
Attract: (passive) Attacks from male characters against Disguised Roy are halved.
Evacuate: Prevent all attacks against up to three target characters until the end of this round (Tradeoff: Initiative -2)
Hooker Attack: (passive) When Disguised Roy attacks a character, all further attacks from female characters against that target are enhanced by 1 until the end of this round.
Call it woman’s intuition: Choose an ability of target character. That character can’t use the ability until end of next round.
Lead Astray: Disguised Roy can’t be targeted with non-attacking abilities until the end of next round.

Assassins: Chaotic Neutral, Male, 16 HP, Initiative +3
Frontloader Attack: (attack) Deals 2 damage to any target.
Poisoned Shuriken: (attack) Deals 1 damage to target character and 1 damage at the beginning of the next four rounds.
Arsonist: (passive) Whenever Assassins are attacked, all characters with Initiative not more than 3 away from them are dealt 1 damage. (Tradeoff: +2 HP, Initiative -2)
Assassination: (passive) Whenever Assassins deal lethal damage to a player character, they gain 3 HP (Tradeoff: -4 HP)
Explosive Determination: (passive) Attacks from Assassins can’t be prevented by effects or abilities. (This doesn’t prevent the Assassins from losing their actions, though)
Half-hearted escape: Assassins can’t be attacked by male characters until the end of next round.

Eugene: True Neutral, Male, 10 HP, Initiative -3
Magic Attack: (attack) Deals 1 damage to any target
Family Legacy: (passive) When Eugene is dealt lethal damage, all attacks against his attacker are enhanced by 1 until the end of next round.
Impersonate: Choose target character. Until end of next round, all attacks and abilities targeting that character target Eugene instead and vice versa (Tradeoff: Initiative +2, -2 HP)
Prophecy: Choose two target characters. Next round, when the first chosen character attacks the second, the attack is doubled.
Grudge: (passive) At the beginning of the game, name a character. If that character dies, you gain your amount of starting HP.
Play the Ghostly Field: (passive) Whenever a female character dies, Eugene loses all actions until the end of the round (Tradeoff: +4 HP)

Trigak: Neutral Evil, Male, 24 HP, Initiative 0
Tri-headed Attack: (attack) Deals 1 damage to each of three targets.
Breath Attack: (attack) Deals 2 damage to target character and the two characters acting right before and right after it. (Characters acting simultaneously will be included additionally) (Tradeoff: -5 HP)
Not a playa: (passive) Attacks from Trigak can’t be prevented by effects or abilities.
Track back: (passive) When Trigak is dealt lethal damage, the attacker’s next attack is doubled (Tradeoff: Initiative +3)
Test Subject: Whenever a player character attacks Trigak for the first time, the attack is enhanced by 2. All further attacks by the same characters are halved (rounded up)
Minion: Attacks against good characters are enhanced by 1. (Tradeoff: -3 HP)

Black Dragon: Chaotic Evil, Male, 24 HP, Initiative 0
Bite Attack: (attack) Deals 3 damage to any target
Magical Darkness: (passive) In the first X rounds of the game, Black Dragon can’t be attacked. (Tradeoff: - 2X HP)
Hoard: When Black Dragon is dealt lethal damage, all characters that attacked Black Dragon that round, gain 6 HP. (Tradeoff: Black Dragon’s attacks are enhanced by 1)
The Old Suggestion Trick: Lasting effects on Black Dragon last an additional round (Tradeoff: Initiative +5)
Heavy Scales: The first two damage dealt to Black Dragon each round are prevented.
Retribution: Deals 5 damage to target character that attacked Black Dragon last round.

Windstriker: Lawful Good, Indefinite, 20 HP, Initiative +2
Hoof Attack: (attack) Deals 2 damage to any target.
Grapple: Target character loses all actions until the end of next round.
Retreat to the Celestial Realms: At the end of the round, Windstriker is removed from the game. At the end of next round, Windstriker returns to the game with half of its starting HP.
Mount: Target other character’s initiative value is permanently enhanced by 1.
Sapphire Steed: (passive) Attack against evil characters are enhanced by 1. Attacks against good characters are decreased by 1.
Animal Companion: Target character gains an additional action next round if they share one alignment with Windstriker. If they share two alignments with Windstriker, their attacks next round are enhanced by 1 in addition.

Teen Goblins: Neutral Good, Indefinite, 10 HP, Initiative 0
Club Attack: (attack) Deals 2 damage to any target
Escape Route: Prevent all attacks against up to three target characters until the end of this round.
Youthful Spite: (passive) Teen Goblins’ actions can’t be controlled by other characters.
Multiple Betrayal: (passive) At the beginning of the game, choose one: Attacks against evil characters are enhanced by 1 and attacks against good characters are decreased by 1 or vice versa.
Change of Phase: Switch good and evil in your Betrayal settings. Only possible if you have Multiple Betrayal.
Field of Toxic Fumes: (passive) Whenever a character attacks Teen Goblins, they lose their next action.

Demon Roaches: Neutral Evil, Indefinite, 6 HP, Initiative -3
Firebreathing: (attack) Deals 1 damage to any target
Scavenging: Whenever another character gains HP, Demon Roaches gain 1 HP. They can’t gain more than twice your starting HP that way.
Low Profile: Demon Roaches can’t be attacked by characters with Initiative more than 4 away from them. (Tradeoff: Initiative +3)
Different Playing Field: (passive) Demon Roaches can’t be targeted with non-attacking actions.
Betting Agency: Name a character: If the character dies until the end of next round, Demon Roaches gain 3 HP. Otherwise they lose 3 HP.
Roaches’ Fortitude: Demon Roaches don’t die when they are dealt lethal damage. At the end of each round, if Demon Roaches are below 1 HP, they die.

Thor: Chaotic Good, Male, X HP, Ini -1
(Thor’s starting HP are equal to the number of other good characters in the game)
Thor’s Hammer: (attack) Deals 3 damage to any target
Thor’s Thunder: Deals 1 damage to each character in the game.
Strength of the believers: (passive) At the end of each turn, Thor’s HP becomes equal to the number of Good characters alive.
Grant Spells: Up to two other target good characters gain an additional action next round. The actions can’t be used for attacks. (Tradeoff: Initiative -3)
Divine Barrier: (passive) All attacks from or against Thor are halved (rounded up)
Asengard Agenda: (passive) At the end of each turn, if no non-good characters are alive, Thor wins the game