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 Character Class: The Elect

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Caustic_Clown




Posts : 593
Join date : 2013-06-28

Character Class: The Elect Empty
PostSubject: Character Class: The Elect   Character Class: The Elect EmptyFri Feb 16, 2018 5:00 pm

Description: In an empire long forgotten, the leadership of the nation was not simply herited through bloodline or fought for in bloodshed, but was gained through a casting of votes by its citizens. These leaders were called the Elect, and they were said to channel the very will of the people into powerful magic. The once mighty country crumbled over the generations, lost in a mire of corruption and moral decay instigated by the midara.

Still, not all of its ways were lost, as there are still individuals out there who believe that true power comes through solidarity with the smallfolk. They emulate the traditions of old, gaining the faith of the people through careful canvassing and bombastic promises.  Whether they are met with approval or ire, the feelings they receive pool into a fount of magic they can use at their leisure.

Mechanism: Canvassing and Popularity
If a character becomes an Elect, he or she will start out at Neutral popularity. In between each quest or battle, there is opportunity to canvas: the character talks to the citizens and tries to convert them towards whatever cause he or she fights for. Make a roll. On a success, they win hearts and their popularity rises by one level. On a failure, they bungle and it drops by one level. A critical success make their  popularity rise by two levels, a critical failure drops it by two levels. The popularity level corresponds to certain Mandate Magic the character can use, and this is a tricky balance. As the character grows in power, he or she can use Mandate Magic above or below their current popularity level, so remaining in the middle range gives access to the widest variety. However, the Mandate Magic at both extremes of the possible popularity level is stronger than the one in the middle. If you're satisfied with your current level and abilities, stopping with canvassing might be the wisest option.

Popularity Level and Corresponding Mandate Magic:
Exalted-The People's Blessing
Loved-Thunderous Applause
Liked-Three Cheers
Neutral-Forgettable Face
Disliked-Enraging Rhetoric
Hated-Garbage Barrage
Reviled-Iron Fist

The People's Blessing (action): Costs 3 Willpower to use. The sheer adoration of the populace fills the character with energy. He or she will regenerate 0.5 Stamina and 0.5 Willpower for the following four turns, and the next action that has a cost in Willpower or Stamina is free to use instead. Can only be used once every four turns.

Thunderous Applause (action): Costs 2 Willpower to use. A deafening applause of an enthusiastic audience sounds across the battlefield. All enemies that fail their roll sustain 1 Stamina or Willpower damage (user's choice) from shockwaves or blows to morale. Can only be used once every two turns.

Three Cheers (action): Costs 1 Willpower to use. A few hearty shouts of encouragement dispel any Mental Debuffs on the party upon a success.

Forgettable Face (action): Free action. The unremarkable character of the adventurer causes enemies to overlook him or her, and target other creatures on the battlefield instead.

Enraging Rhetoric (action): Costs 1 Willpower to use. The character gives a short speech to the target that expertly pushes all of their political buttons. On a succesful roll, the target becomes Berserk for 2 turns, automatically using Stamina attacks against the user for 2 turns. This is a Mental Debuff.

Garbage Barrage (action): Costs 2 Willpower to use. Rotten eggs, shoes and abuse are hurled at the enemy party from out of nowhere. All enemies that fail their roll roll another 1d6. Upon a 1 or 2, they take a heavy object to the head, sustaining 1 Stamina damage. Upon a 3 or 4, they sustain 1 Willpower damage from the vulgar invective. Upon a 5 or 6, they get Sickened from the rotten produce for 2 turns, making abilities with a Willpower cost need twice the amount to work. This is a Mental Debuff. Can only be used once every two turns.

Iron Fist (action): Costs 3 Willpower to use. A symbol of a tyrant ruler appears on the hand of the character, making his or her attacks do 0.5 more Stamina damage for 3 turns, and Stunning any target upon a success (Physical Debuff, target can't take action for one round). This is a Physical Buff. Can only be used once every four turns.

Mechanism: Legacies

The Elect models his or her path after that of a legendary predecessor. This grants unique abilities at various levels. Once chosen, a legacy cannot be changed.

Legacies:

The Charmer was the Elect who ruled during the time in which the unnamed empire first discovered the existence of midara. He made contact with the species, and pursued a course of peaceful co-existence, quashing any rumours about the illicit behaviour and dangerous charms of the creatures. Later, he was found to have taken on several midara mistresses himself, who manipulated his decisions. The populace nearly unanimously deposed him. Still, his virility was grudginly admired.
1st ability: Carnal Charm (action): A glamour surrounds the character, make him or her appear more charming. Reduces Stamina attack by 0.5 and boosts Willpower attack by 0.5 for three turns. Can only be used once every four turns.
2nd ability: Call For Company (action): Costs 2 Willpower. A true Elect is never alone. The character calls back a dispelled familiar. Can only be used once per familiar per battle.
3rd ability: Mandate Breach (action): Costs 3 Willpower. Upon a success, The Elect and the target are whisked away to an oval bedroom, where the character proceeds to use all his or her lovemaking skills to inflict a massive 5 Willpower damage upon the target. Regardless of whether or not the action succeeds, the character loses access to all Mandate Magic for the following three turns. Can only be used once every five turns.

The Crusader was The Elect who came in power after the Charmer was deposed. He rallied the empire into action against the midara, and led an incursion into their territory in order to avenge the corruption of the previous leader. The campaign ended in a disaster, with many of the nation's most able men lost to the charms of the creatures, while the treasury grew emptier and emptier. When it was found out this Elect and his inner circle had enriched themselves on the spoils of the war, he too was deposed, though his martial prowess was never called into question.
1st ability: Obstinate Zeal (action): The character's single-minded focus dulls their mind, cutting all received Willpower damage in half (rounded up to the nearest .5), but making all rolls for own actions at a disadvantage for three turns. Can only be used once every four turns.
2nd ability: Artful Dodge (action): Costs 2 Willpower. The character's instincts in dodging all kinds of weaponry and assorted thrown objects work well in a tight spot. All attacks targeting the character during the next enemy turn are made at a disadvantage, and the character may make a free Stamina attack on any enemy that misses with an attack.
3rd ability: Sharing The Spoils (action): Costs 3 Willpower.
The Deceiver
1-Sudden Strike
2-Arms Grab
3-Change
The Despot:
1-Sow Discord
2-Lockup
3-Wall

Mechanism: Levels
Can be ignored entirely by simply saying a character starts at a certain level. A character rises in level by winning battles or quests. Each level corresponds to access to the following abilities:

Level 1:
Eagle Familiar (1 Stamina, 0.5 Stamina Attack, Flying, advantage on dodging)
Level 2:
Mandate Magic of current level
Level 3:
First Legacy ability
Level 4:
Unfettered Freedom (immune to Binding debuffs)
Level 5:
Mandate Magic of current level and one level above and below
Level 6:
Second Legacy ability
Level 7:
Bodyguard Familiar (2 Stamina, all attacks targeting the Elect hit the Bodyguard instead)
Level 8:
Third Legacy ability
Level 9:
Mandate Magic of current level and two levels above and below
Level 10:
Poll Fixing (freely switch popularity level between battles)
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Character Class: The Elect
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