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A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Callisto, Neko Bartender

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Mizuhashi




Posts : 1975
Join date : 2018-04-22

Callisto, Neko Bartender Empty
PostSubject: Callisto, Neko Bartender   Callisto, Neko Bartender EmptySat Jan 12, 2019 7:38 pm

Callisto, Neko Bartender UUPBu5g

There isn't really much of a story behind Callisto, he is a (a)typical bartender that knows how to take care of himself whether it is wits, finance, or if things gets rowdy. He is the owner and tender of the Lucky Paw tavern, always willing to serve drinks (though will cut you off if he sees you had too much), an ear, or even an advice. However, behind this rather upbeat and plucky bartender lies some odd phenomenon. His customers sometime end up with a good turn of luck. Conversely, those that try to pick a fight (or forcefully charm) in the bar or even Callisto himself tends to find themselves in a string of misfortune, even mid battle, creating much superstition about him. He simply dismisses it with a shrug.

Callisto is a pretty small guy, only standing 5'2". He has black hair with a pair of black cat ears peeking from the top. His eyes of a shade of grey-blue with his bang usually covering over one eye. Often he wears a black jacket, black choker, black gloves, matching leather pants, and boots. Despite his leather and "bad-ass look", he is a pretty laid back guy and rare worries about anything, often just taking things in strides and going with the flow.

Passive:
Black Cat- Whether it is due to subtle actions, skills, or just plain bad luck. Things tend to go wrong whenever people try to fight Callisto. Conversely, things seems to go better than expected for him and anyone he considers a friend. People accuse him of witchcraft but he simply shrugs and says it’s Karma (despite that he isn’t exactly a saint).

If an enemy rolls an attack with the number with a 9, they must make a successful roll or their action is degraded. Multi-hit attacks are mechanically separate for Black Cat (rolling a failed 9 will not cancel the entire attack if it crit fails, what comes before will occur before the crit fail occurs).
Any time Callisto rolls a 1, make a roll. A success turns will upgrade his action.

If Callisto rolls a 19 or 91 in an attack, the attack automatically crits regardless of any other factor.

Note: Upgrade or degraded action to slide back or forth along these result.
Critical Fail - Fail - Success - Critical Success
This means Fail is upgraded will be success and a Fail is degraded to a Critical Fail

Active:
Fast step- Callisto launches himself into the air and right on top of his enemy and kicks downward 3 times before bouncing off from the last impact. An aura of blackness will appear occasionally whenever he kicks his opponent causing a greater impact or cursing them.

Deals 1 damage, 3 times.
If he rolls a 9, deal 3 damage on that hit.
If he rolls a 1, cause the enemy to suffer from disadvantage attack for 2 turns.

Quick Time- Callisto gather a brief force within his fist and fires it with a very fast job to the face. The result is a bruised and dazed enemy. The move is pretty safe to use as well as it doesn’t commit much energy and is able to avoid more unfortunate circumstances.

Deals 2 damage and causes enemy to lose 1 damage. This move cannot natural crit fail.
If he rolls a 9, Deal 4 damage
If he rolls a 1, Causes enemy to lose 2 damage and cause their move to lose all secondary effects.

Pain Mark- Callisto is pretty adept at striking the weak point of the body. While he is no slouch in the strength department despite his size, he doesn’t have a lot of leverage due to his small stature. Attack at a weak area of the body with a knife hand strike.

Deal 3 damage and causes Callisto to gain a buff that lets him adjust the number of an enemy roll by 2.
If he rolls a 9, this buff also allows to adjust his own roll by 2.
If he rolls a 1, this buff also allows to adjust roll by 2 (or 4 if he rolls a 9 as well).

Trick Play- Callisto doesn’t always lead off with an attack. Sometimes, he throws fake outs to cause the enemy’s defense to get triggered. This intent exploits this reflex to force enemies into an accident after they get hit with a jab afterwards.

Deal 2 damage and cause enemy to gain debuff for 3 turns that causes them to make another roll only for triggering Black Cat (9).
If he rolls a 9, he makes gains a buff that lets him make another roll for Black Cat (1)for 3 turns.
If he rolls a 1, the buff extends to to 6 turns.

Macavity- While looking to be a simple roundhouse, a closer observation will note that there is a black aura that briefly surrounds him as he performs the kick. This causes the attack to become cursed, enervating the target and making them more prone to accidents.

Deal 2 damage that ignores enemy advantage, enemy defensive buffs, or his disadvantage. Will flip his disadvantage to advantage or flip enemy advantage to disadvantage for 1 turn. Also cancels all defensive buffs on enemy.
If he rolls a 9, he will gain advantage and enemy gain disadvantage regardless of previous status.
If he rolls a 1, the effects extends to 2 turns.

Broken Mirror- For some reason, he swings a hand mirror at the enemies which shatters on impact. Why he always have a mirror at hand or why he is using one in the first place is a mystery but it does lead to some rather superstitious whispering of him.

Deals 2 damage and causes enemy to gain Mirror's Curse debuff for 2 turns which causes them to take 2 damage if they crit fail. Also If the enemy rolls a 7 on their next attack, it becomes a crit fails.
If he rolls a 9, he gains the Lucky Clover buff that causes him to gain 3 life if he crit success.
If he rolls a 1, they gain a Curse stack that causes their dice to move back -10 to a minimum of 1.

Pinwheel (channeling)- Callisto starts to break dance around the field and ends up spinning around like a hyperactive feline top. The move seems rather spontaneous and odd to do in a battle but anyone that tries to attack him finds that they are going to get pummeled by all 4 limbs from a spinning dancing cat.

Callisto goes into a state that any enemies attacking Callisto must make a roll or take 3 damage which occurs before their attack. Pinwheel ends if Callisto gets hit twice.
If he rolls a 9, he can perform a basic 2 damage attack while in Pinwheel state.
If he rolls a 1, getting hit by Pinwheel will interrupt enemy attack.

Misfortune Absorbtion- Callisto draws a sign in the air briefly. Nothing appears to happen but he takes the bad luck and misfortune of others into himself. Perhaps this is where the myth of the black cat around him is from?

Remove all disadvantage from all allies (rolled separately) and gives disadvantage to himself. Also grants them 3 turns of disadvantage immunity. Can only be used twice a battle.
If he rolls a 9, he is immune to disadvantage negative effect but retains the debuff (roll only the first dice).
If he rolls a 1, random enemies will take the disadvantage. The number of targets depends on the amount of disadvantage removed from allies.

Eye for an Eye- Callisto tries to be cool and calm about situations which also includes fight. However he can get downright vicious if he needs to, in which, he performs a rather brutal beatdown with punches, kicks to the guts, throat jabs and slamming their down to the ground.

Deal 1 damage + total damage that he took the previous round to a max of 6 total.
If he rolls a 9, he gains a damage reduction equal to half the damage he took last round.
If he rolls a 1, deals 3 extra damage and the damage cap is removed.

9 lives- “Cats having 9 lives is a myth, I just got a second wind.”

Heals Callisto for 9 damage. Only enabled if anyone rolls 09 or 99 and disabled once he uses it.
If he rolls a 9, he gains +1 damage for the entire fight.
If he rolls a 1, a random enemy takes 9 damage.
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