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Malloki Tuwile

The Mad
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Are you spending 50 Tokens? Yes

Has it been at least 6 months since your last switch? No

How much essence will this new character have? 2856

New Character Name: Malloki Tuwile

Is this character an OC or a Canon character? Original Character

Starting Location? Kraw

Character Behavior
Masochistic Pacifist

Rarely does Malloki actively bring harm to a creature. If something needs to vanish, he simply instigates a fight and lets the natural order of things work it out. He is the party's ultimate Tank and DPS, but beware the friendly-fire! Outside of a fight, he is as tame as a kitten.

Physical Description:

Malloki stands at six foot with a fit-but-still-lanky frame. His morning jogs long before his life of running helped build up muscle tone, but his healing-burns-calories boon and curse keeps the man at nearly zero percent body fat. His abs may be nothing to write home about, but they exist. The same healing ability often does not heal wounds entirely, leaving numerous "fresh" scars looking years old, very faded across his tanned skin.

He has recently foregone shaving and haircuts, leaving a scraggly dark mocha beard of just under an inch to dominate his face. Long, wavy hair is often pulled back and tied in a loose ponytail, namely to keep it out of his face. It is not uncommon to find both caked in a bit of blood from his particular type of hunting.

Character History:

Nicknamed “Living Voodoo,” Malloki is a self-proclaimed pacifist with a greater death tole than some small wars.

The death-toll is a relatively new development. Not even a year ago, this ordinary man was down on his luck and in need of a job. So… he accepted an offer from a researcher as an assistant. It was the pay that swayed him, not the potential fame for whatever this “researcher” was on about. Unfortunately, it was this desperation that the researcher really needed.

Malloki quickly “vanished” from the public eye, where he was subjected to experimentation as the so-called “researcher” sought to perfect his own version of the voodoo doll. A soul that could bind to anyone, many people even, and transmit pain and senses. It was the ultimate tool of warfare.

Dr. Vahst Throm, a warmonger in mind, heart and soul, drove Malloki to the point of breaking day in and day out, then healed him so that the next day he would be new and fresh. Of course, he did so merely by healing the “voodoo doll mark two” just to see the potential ally-benefits.

Days turned to months. Eventually Malloki’s mind snapped. Unlike some, who claim immunity to pain through exposure, Malloki’s reaction was to laugh it off. Laugh like it doesn’t hurt. Laugh like he is not nearly dying every day. Ha!

The “good doctor” gathered priceless data as desired, but it was his focus on practical use in war - on others - that blinded him to the doll itself. He noticed the doll’s effect growing weaker, needing to be “recharged” quite often, but he attributed it to the transfer of damage, healing and sensation. Not once did he consider that which powered the doll was simply leaking.

Never did he think the doll was constantly dripping its magic into the only creature it was bound to for so long. Like osmosis, that which enchanted the doll would enchant Malloki himself, and the enchantment grew as the doll was constantly recharged to greater and greater potency.

Only when Malloki’s incessant laughing angered the researcher did they both realize. Dr. Throm decided a new test subject was needed. This one was too far gone. To dispose of the body, he induced a lethal injection to eat away at the young man’s insides. The death was supposed to be quick, but painless was not high on Throm’s to-do list.

Instead of keeling over, Malloki burst into a dark, crackling miasmic aura and the good doctor fell to the ground in a short-lived agony.

Standing over a corpse, Malloki entered fight or flight for the first time in quite a while. What to do? Surely he would be blamed for this. Would they understand? Would anyone? Did HE even understand? The answer to the last question was no, so it was not a stretch to assume that was the answer to all the rest.

He fled. As he ran from place to place, world to world, memories started fading. Not of his torture, but of anything before it. The humble life of poverty became a distant dream. His parents, his siblings, his wife and children… Did he have any of those things? He remembered only the faces of people he once knew.

His running ended on Kraw. Who would dare look for him there? Where they even looking? Not once in the two months of fleeing had he ever actually been chased in a physical sense. Despite constantly looking over his shoulder, he could only suspect that the eyes glancing his way were malicious. Even that cute three-eyed woman with a shy smile could have been a bounty hunter…

Kraw was good. It was savage, yes, but it had everything he needed to survive, at least till the heat dies down. It should be fine until the heat dies down -- if there ever was any "heat" that is.

Abilities/Skills:

HEX

If a creature deals damage to Malloki. This is not with intent, Malloki cannot stop this trigger, nor can he end the effects of a hex early. It matters not location nor obstacles between Malloki and the attacker, the Hex occurs regardless. The effects of the Hex only last thirty seconds, after which the effectiveness rapidly drops. However, any damage during the duration of the Hex refreshes the Hex.

Malloki can concentrate on one instance of Hex at a time to maintain it beyond the mark of thirty seconds. Though his concentration on maintaining a hex is relatively easy to break, doing so via damage just leads to a refreshing of the Hex. Though, multi-target combat can make this very tricky to employ.

There are three parts of the Hex, all of which share the above clause, but have unique effects. Cripple Healing, Pierce Defenses, and Frenzy.

Cripple Healing:
Any effect that would heal a Hexed creature is reduced, if not outright negated. If a creature has a healing effect that is reduced by the Hex, Malloki emits a deep, crackling-static hum. The more healing reduced (especially for multiple targets) the more the sound crackles and the further it can be heard.

Pierce Defenses:
Whether a creature defends itself via shield, tough skin, or magic shield, while Hexed the ability to protect itself is reduced. This aspect is double-edged, in that any effect that would boost Malloki's defenses is shut down - even if they originate from an ally or consumable item.

Frenzy:
A particularly nasty trifecta, the Frenzy aspect of the Hex compels a creature to continue attacking Malloki. This aspect of Hex can lead to Hex constantly being refreshed on the attacker. Beyond "Attack Malloki" the means of a creature's combat are outside of Malloki's control. This can lead to non-damaging abilities (where damage is what Malloki wants.)

There is a limit to what can be Frenzied; in particular, targets over 800 pounds (363 kilograms) can outright resist this, and creatures are capable of physically overpowering this with great physical strength. Victims effectively become puppets. Too heavy, the strings break. Too strong, they can pull against their strings and resist the Frenzy.

Abilities of a Frenzied creature are almost drawn to Malloki - even effects he would rather avoid. Unruly weapons, for example, always seem to strike true.

Debuff (100) (Healing) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Crackling Sound)
--Concentration (-50)
Subtotal: 600

Debuff (100) (Protection) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Finite (-50)
--Side Effect (-50) (Negates Protection on self)
--Concentration (-50)
Subtotal: 600

Move Object (100) 4
--Ongoing (+100)
--Ranged (+50)
--Indirect (+100)
--Triggered (+50)
--Chaotic (-50)
--Indiscriminate (-50)
--Finite (-50)
--Limited (-50) (Can be resisted)
--Side Effect (-50) (Easier to hit)
--Concentration (-50)
100/rank
Subtotal: 400

Total: 1600

Living Voodoo
Like a true Voodoo Doll, whenever Malloki takes damage from any source, some or all of that damage is returned to the attacker. The damage resembles the damage dealt, specifically the appearance of the wounds. The amount of damage returned is limited to the damage taken by Malloki.

Soon after taking damage, Malloki automatically heals some of the damage taken. He can only heal for the amount of damage taken; meaning any leftover must be healed by other means. Healing is not effortless. The rapid healing burns calories and can leave Malloki starving if a fight persists too long. He is often forced to carry high-calorie snacks into a battlefield, but even then he can only eat so much and digest so fast.

Damage inflicted by Living Voodoo specifically triggers after Hex.

Damage (100) Rank 3
--Ranged (+50)
--Indirect (+100)
--Trigger (+50)
--Limited (-50) (to damage taken)
--Indiscriminate (-50)
Subtotal: 600

Healing (200) Rank 4
--Trigger (+50)
--Limited (-50)
--Finite (-50)
Subtotal: 600

Total: 1200


Total Essence Spent: 2800 (out of 2856)
 
Last edited:

Arthur Morgan

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Heyo! Awesome character concept. So, a couple things here, we’re going to make this work!

HEX

For starters, I think that Cripple Healing, Pierce Defenses, and Frenzy should be split into individual abilities. There is nothing in the rules stating that they cannot still trigger at the same time, so it would be a good idea to divide them into their own abilities for ease of understanding. However, the approach I’m taking below still refers to them as Effects under the umbrella of a single ability, so keep that in mind if you intend to split them up.

All of the Effects listed under the “Hex” ability should have the Chaotic modifier added to them, since their activation after Malloki is damaged is uncontrollable.

This Concentration aspect of your ability isn’t really possible with the way your Ability is currently written: “Malloki can concentrate on one instance of Hex at a time to maintain it beyond the mark of thirty seconds.” Your use of Concentration in this context does not actually make the ability more difficult to use, it simply provides an additional tactical option, and therefore should not be reducing its cost.

In addition, your Finite modifier doesn’t really apply if your Ability’s Effects are all Ongoing and he doesn’t need to recharge for a narratively significant amount of time.

For “Cripple Healing” - Given the nature of this ability, a crackling sound doesn’t create a very significant Side Effect that will have a negative impact on Malloki. Honestly, it’s at worst a neutral occurrence (i.e., it’s just what the ability sounds like).

For “Frenzy” - I would say this is also a Debuff, as it forces an opponent to continue attacking against their will. However, since the efficacy of this ability depends on the weight of an attacker (they are essentially puppets), the ability still needs Move Object. So you could essentially create another Debuff effect (called something like Loss of Bodily Autonomy) under your “Hex” ability with pretty much the same modifiers as your other Debuffs, but also keep your Move Object effect.

Also for “Frenzy” - The Limited modifier of your Move Object effect, which is essentially "Only works on characters under 800lbs/with low physical strength” needs clarification. I do not think that the “targets over 800 pounds can outright resist this” thing is necessarily a valid example of Limited, since that limitation is determined by your rank of Move Object and is already implicit in that Effect’s cost. I would change this to be solely about the strength of your character’s opponent, and also clarify exactly how much strength you think would be needed to break free.

LIVING VOODOO

This ability has the Ranged and Indiscriminate modifier, so in the description please add a note saying that even Damage taken from attackers at range or behind obstacles can trigger this Effect. You could word it like this, “whenever Malloki takes damage from any source (including at range or from behind some barrier)...” etc etc.

The Damage effect has Limited listed as a negative modifier, and I’m assuming that Limited modifier refers to this from your description- “The amount of damage returned is limited to the damage taken by Malloki”. This is not Limited, because Limited refers to effects usable only in certain situations or those usable only on certain things.

The Healing effect also had Limited listed as a negative modifier. I’m guessing that your Limited modifier refers to this- “He can only heal for the amount of damage taken; meaning any leftover must be healed by other means.” Unfortunately, this is actually just how the Healing effect functions and would not really qualify as a modifier, since each rank of the Healing effect heals about as much as the Damage effect causes by default.

Also, in your description you say that “The rapid healing burns calories and can leave Malloki starving if a fight persists too long”. This is a Side Effect that you could add under your Healing effect as a negative modifier.

In addition, for the Finite modifier under healing, I'd try to be more specific about how often this ability needs to be recharged (I know it varies, but maybe say something like "at least once per fight where he sustains significant damage").

Once again, if you have any questions, don’t hesitate to ask either here or in the Discord #smol-questions channel.
 

Malloki Tuwile

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Hex: Crippling Defenses
Debuff (100) (Healing) Rank 3
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Side Effect (-50) (Impossible Stealth)
--Chaotic (-50)

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

Any effect that would heal a Hexed creature is reduced, if not outright negated. If a creature has a healing effect that is reduced by the Hex, Malloki emits a deep, crackling-static hum. The more healing reduced (especially for multiple targets) the more the sound crackles and the further it can be heard. This cannot be concealed, making Stealth impossible.

(To calculate the range of the sound, add up all the ranks of Healing and use the equal rank of Senses to measure radius.)

Hex: Pierce Defenses
Debuff (100) (Protection)
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Side Effect (-50) (Negates Protection on self)
--Chaotic (-50)

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

Whether a creature defends itself via shield, tough skin, or magic shield, while Hexed the ability to protect itself is reduced. This aspect is double-edged, in that any effect that would boost Malloki's defenses is shut down - even if they originate from an ally or consumable item.

Hex: Puppeteer’s Frenzy
Move Object (100) 4
--Ongoing (+100)
--Ranged (+50)
--Indirect (+100)
--Triggered (+50)
--Chaotic (-50) (Uncontrollable by Malloki)
--Indiscriminate (-50)
--Limited (-50) (Can be resisted by stronger opponent)
--Side Effect (-50) (Easier to hit)
200


Debuff (100)
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Side Effect (-50) (All abilities of Hexed target have increased accuracy against Malloki, desired or not)

--Side Effect (-50) (Increases opponent’s accuracy on Malloki)
--Chaotic (-50)

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

When a creature is “Frenzied,” it is physically compelled to attack Malloki. The target is compelled, but not directly under Malloki’s control - meaning non-damaging abilities may be used when damage is clearly more desirable.

There is a hard limit on what can be Frenzied. This is a “puppeteer-like” ability that controls the body (from limbs to the very vocal cords to cast verbal spells.) The hard-limit is 800 pounds (or 363 kilograms.) Opponents with their own strength can resist this ability, like a sentient puppet pulling at their own strings, reducing the fluidity and strength of compelled movements. This is not exactly a means to “break free” but rather to “fight back” becoming a contest of strength between the target and the Puppeteer.

Abilities employed by a Frenzied target are almost drawn to Malloki - even effects he would rather avoid. Unruly weapons, for example, always seem to strike true.


Living Voodoo
Like a true Voodoo Doll, whenever Malloki takes damage from any source (including from creatures hidden, at range or behind obstacles), some or all of that damage is returned to the attacker. The damage resembles the damage dealt, specifically the appearance of the wounds. The amount of damage returned is limited to the damage taken by Malloki. Soon after taking damage, Malloki automatically heals some of the damage taken.

The rapid healing burns calories. While this seems beneficial, prolonged fights can leave Malloki not only unable to maintain healing, but physically starving. Roughly, a cut by a small knife takes around 50 calories to heal. At any given time without prior preparation, Malloki’s diet usually alots him two to three thousand calories over the point of “starvation.” While this seems like a lot to work with, the cost per severity increases quadratically.

He has no means of rapid digestion, meaning one or more times per a single fight he may need to eat even before this limit is reached - often in the fast-digesting form of candies or pastries if available. Meats, though more valuable, are far slower to digest and provide usable calories.

Damage inflicted by Living Voodoo specifically triggers after Hex.

(Essentially, I take the estimated value of the damage past protections (which is rank 0 due to Hex: Pierce Defenses and multiply by 50 for the calory cost to heal (capped at Healing ranks.))

Damage (100)
--Ranged (+50)
--Indirect (+100)
--Trigger (+50)
--Indiscriminate (-50)

Healing (200)
--Trigger (+50)
--Finite (-50)


NOTE
I left out all ranks, for the moment more worried about worshipping the effects than the cost.
 

Elise

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I've been helping to workshop this move, so I'm taking point for now.

For “Hex: Crippling Defenses” - For the Side Effect of Impossible Stealth. Once again, the crackling sound doesn’t seem to be a very negative outcome for your character. Not being able to hide because of a loud crackling sound after you’ve already been attacked and are likely being actively pursued/observed doesn’t seem very bad. This is doubly true since your character is built around drawing as much attention and as many attacks as possible.


For “Hex: Puppeteer’s Frenzy” - You have your Debuff’s Side Effect duplicated on the modifiers list, so might wanna fix that.


In addition, on the Move Object effect you state that there is no hard limit to being frenzied. But, you have the Limited modifier listed here. Keep in mind that the Limited modifier only applies in cases where you can say this ability “Only works on _” or “Only works when/while _”. The limits of your rank of Move Object cannot be your Limited modifier, because the limitation you currently have in your description is included in the Move Object cost.


For “Living Voodoo” - After closer review, I also think this ability should have the Mimic effect attached, since it is replicating the exact physical wounds dealt to Malloki on their bodies. You could just make the appearance of the Damage not be exact, though, to avoid needing Mimic. While this may seem like a semantic issue, ‘reflect’ type abilities have always required Mimic to function properly, and we choose to uphold that precedent.


Your Healing effect here also needs the Ongoing modifier, since once triggered it just continues to heal him without him needing to focus on it.


In addition, I think you may have misunderstood the previous question about your Healing effect’s Finite modifier based on what you described about the calories. For example, and to make what I’m asking for more transparent, the Healing effect here should essentially go like this:


“Using a reservoir of energy in the form of calories, Malloki heals himself automatically. While beneficial in the short term, long term use exhausts his reservoir, which in turn begins to exhaust his body. He may slow as the calories are consumed, however draining the energy too low may result in loss of functions, fainting, or a complete loss of consciousness. Refilling his reservoir takes time and rations. Retrieving the rations takes X amount of time, and consuming the rations takes X amount of time. More rations cannot be retrieved until the current ration is consumed.”


Of course, you can reword as needed, but that’s the spirit of what I (and others writing with you) need to know. The bottom line is that the Finite modifier means that that the ability can only be used a certain number of times, or for a specific duration, until the character needs to make a specific effort of replenishing it. While you may desire to calculate caloric intake and metabolic processing, other writers need a more integral metric for measuring how much punishment Malloki can take. This is to help avoid disputes with the functionalities of any given ability.

I would also encourage you to review the Focus mechanic that is accessible of all Multerra characters. If there are times when you feel the functionality of a given ability needs to be extended or intensified, you do have the prerogative of using Focus levels to push the envelope of a character’s standard ability.
 

Malloki Tuwile

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Specifically in regards to requiring Mimic: the ability would mean breaking the one hard rule of Mimic. "You must copy the entire Ability, not only Effects within an Ability, and it must operate exactly as it does for the target."

Living Voodoo specifically ONLY copies damage and makes wounds LOOK like what was intended. Imagine a vine growth with thorns that deal damage and entangle. Malloki would ONLY deal damage, and it would just LOOK like thorn cuts. So my suggestion is Illusion. This is purely an aesthetic design.
 

Elise

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Our concern, however, is that this could be used to exploit defensive gaps in characters based on their own ability limitations or weaknesses.

Consider a wizard who shoots fire bolts, and has a forcefield that can only be overcome by fire damage. Does the voodoo effect go through the Protecting shield since it imitates the wounds caused by the fire attack? Or does the redirected damage not manifest because the origin source is not powerful enough to overcome the conjured Protection?

The way your ability is written creates a very wobbly shrug-zone of cause and effect, and we need to clarify these hazy interactions now so they don't create salt during heated combat scenes.

If you specified that more clearly in the ability description how the voodoo damage manifests, whether or not it carries the descriptive flags of the offending ability, and so forth, it would be helpful to people writing with you.

Please let us know when you have a new draft ready. Thanks!
 

Malloki Tuwile

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Hex: Crippling Healing
Debuff (100) (Healing) Rank 1
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Chaotic (-50)
Total: 300

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

Any effect that would heal a Hexed creature is reduced, if not outright negated.

Removed Side Effect. It was more intended for accidentally aggroing a potential ally and needing to break the cycle, but I don’t know if it would happen often enough to argue about it.


Hex: Pierce Defenses
Debuff (100) (Protection) Rank 2
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Side Effect (-50) (Negates Protection on self)
--Chaotic (-50)
Total: 500

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

Whether a creature defends itself via shield, tough skin, or magic shield, while Hexed the ability to protect itself is reduced. This aspect is double-edged, in that any effect that would boost Malloki's defenses is shut down - even if they originate from an ally or consumable item.


Hex: Puppeteer’s Frenzy
Move Object (100) Rank 2
--Ongoing (+100)
--Ranged (+50)
--Indirect (+100)
--Triggered (+50)
--Chaotic (-50) (Uncontrollable by Malloki)
--Indiscriminate (-50)
--Limited (-50) (Only works on weaker targets)
--Side Effect (-50) (Easier to hit)
Total: 400


Debuff (100) Rank 2
--Ranged (+50)
--Indirect (+100)
--Ongoing (+100)
--Triggered (+50)
--Indiscriminate (-50)
--Side Effect (-50) (All abilities of Hexed target have increased accuracy against Malloki, desired or not)
--Chaotic (-50)
Total: 500

When Malloki is harmed, the attacker is immediately Hexed whether Malloki wishes it or not. This hex lasts for thirty seconds before its effectiveness decreases rapidly. However, any additional damage dealt by the same attacker refreshes the Hex.

When a creature is “Frenzied,” it is physically compelled to attack Malloki. The target is compelled, but not directly under Malloki’s control - meaning non-damaging abilities may be used when damage is clearly more desirable.

There is a hard limit on what can be Frenzied. This is a “puppeteer-like” ability that controls the body (from limbs to the very vocal cords to cast verbal spells.) The hard-limit is 800 pounds (or 363 kilograms.) Opponents with their own strength can resist this ability. If their own strength and weight outmatches the Puppateer’s control, the effect fails. (Using their own ranks of Move Object to reduce the top weight the Puppeteer can control.)

Abilities employed by a Frenzied target are almost drawn to Malloki - even effects he would rather avoid. Unruly weapons, for example, always seem to strike true. Victims are fully aware during this purely physical manipulation.


Living Voodoo
Damage (100) Rank 2
--Ranged (+50)
--Indirect (+100)
--Trigger (+50)
--Indiscriminate (-50)
Total: 500

Healing (200) Rank 4
--Trigger (+50)
--Finite (-50)
--Side Effect (-50) (Starvation symptoms)
Total: 600

Like a true Voodoo Doll, whenever Malloki takes damage from any source (including from creatures hidden, at range or behind obstacles), some or all of that damage is returned to the attacker. Soon after taking damage, Malloki automatically heals some of the damage taken.

The damage resembles the damage dealt, specifically the appearance of the wounds. While the wounds appear similar, the damage type (and thus any advantage or disadvantage) is lost. This “Voodoo” damage is a force all its own, no matter its appearance. The amount of damage returned is limited to the damage taken by Malloki.

The rapid healing burns calories. While this seems beneficial, prolonged fights can leave Malloki not only unable to maintain healing, but physically starving. Roughly, a cut by a small knife takes around 50 calories to heal. At any given time without prior preparation, Malloki’s diet usually alots him two to three thousand calories over the point of “starvation.” While this seems like a lot to work with, the cost per severity increases quadratically.

As he nears the point of starvation, his movements become sluggish, but dropping too low he can suffer from dizziness, loss of functions, or even complete loss of consciousness. Refilling his calories is a simple means of eating, which can take as little as thirty seconds to consume. Actually digesting enough to gain calories, however, can take up to a minute beyond actually getting the ration down, and is best done BEFORE his calories hit the danger-threshold of 600 or lower. Even then, the gaining of calories through digestion is more of a trickle, rather than a full reset.

Damage inflicted by Living Voodoo specifically triggers after Hex.

(Essentially, I take the estimated value of the damage past protections (which is rank 0 due to Hex: Pierce Defenses and multiply by 50 for the calory cost to heal (capped at Healing ranks.))



TOTAL ESSENCE SPENT: 2800
 
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Elise

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With the rank specified, Cripple Healing should cost a total of 600, which is over your Essence cap.

Please reduce the Debuff Rank to 1, which will bring your Essence total to 2,700.
 
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