Quinn Darcii Character Switch

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Malloki Tuwile

The Mad
Level 3
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€9,384
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Are you spending 50 Tokens? Yes

Has it been at least 6 months since your last switch? Yes

How much essence will this new character have? 7920

New Character Name: Malloki Tuwile

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

Starting Location? Opealon

Character Behavior
Derranged Instigator

Malloki is absolutely out of his gourd when it comes to interactions with people. He lives for the thrill of the kill at all cost, especially if it means he is the one to die beside his current victim. His love for pain (both receiving and in sharing) and the means to "Fight" require someone else to throw the first blow, so he often antagonizes his target to come to blows. When that fails, he has little else in the repertoire, both in combat perspective and social. When not bringing lambs to the slaughter with a violent game of Pattycake, he tends to be awkward, weird or outright crazy in his attempts at socialization.

Physical Description:

1-keanu-reeves-fan-art-1561493715615.jpg

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.

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 Opealon. Who would think to 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…

Opealon was good. Strange 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:


Living Voodoo

Damage 5 (Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
250/rank x 5 Ranks
Subtotal: 1250

Damage 5 (Ongoing Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank x 5 Ranks
Subtotal: 1750

Debuff 5 (Protection (Appear On Target, reduced Evasion-based Protection) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Trigger (+50/rank)
-- Indiscriminate (-50/rank)
350/rank x 5 Ranks
Subtotal: 1750

Debuff 5 (Protection (Bypass Physical External Armor)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
-- Trigger (+50/rank)
325/rank x 5 Ranks
Subtotal: 1625

Debuff 1 (Healing v. Voodoo) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 350

Total: 6725

Malloki is a unique creature, in that his grandest and most heavily employed “gift” is the common concept of a “voodoo doll.” When a creature willfully harms Malloki, Living Voodoo inflicts a matching wound upon the attacker. This is “Voodoo” damage, which is a specific form of Occult magic. The damage returned to the attacker is limited to the power of the attack itself (regardless of how much damage was inflicted upon Malloki.)

The returned damage may replicate “burst” damage (such as a single cut from a sword) or damage over time, such as being lit on fire. However, if the harmful effect has an area of effect, this is not replicated by Living Voodoo - only the attacker is targeted. Though the wound appears similar to that which is inflicted upon Malloki, this is in visual alone. No other visual effects occur, such as the appearance of fire on the attacker if Malloki is set ablaze.

Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

This refers to a physical body that is not made of flesh, or has a higher density, greater sheer force resistance or is otherwise altered beyond what could be conceived as physically possible. Some examples include;

Any robotic creature. Exoskeleton/armor plating would be considered a viable defense against Voodoo damage, as this armor is (most likely) permanently attached and thus is considered "skin." Internal structures are most likely also more durable than human organs.

Elementals/golems/constructs that have natural armor, such as being made of stone or sand.

Goo-people?
A form of protection that seeks to reduce "energy types" that include any of the following key terms will function normally.
Key terms; Magical energies, Dark forces, Hostile magic/forces, Occult

Holy protection on armor makes armor work... How? Magic. Interference or something. Holy magic pushes away the occult. Good guys always win. Plot armor. Divine protection included.

This does not include SHIELDS or SWORDS used to deflect unless they have some sort of AOE aura or something. This is primarily for worn armor.

In addition, wounds inflicted by Voodoo are particularly difficult to heal.

Reputation of Unyielding Carnage

Level 1 Affinity: Immortality

Healing 2 (200/rank)
-- Ongoing (+100/rank)
-- Side Effect (-50/rank)
-- Weakness (-25/rank) (Holy)
225/rank
Subtotal: 450

Endurance 6 (100/rank)
Subtotal: 600

Nonbiological Anatomy (300)
Subtotal: 300

Total: 1350
Malloki's tactic of absorbing copious damage and returning it means that he had a habit of dying... repeatedly... After his second run in Dante's Abyss, he was gifted with the boon of defense, and a more reliable healing method. This is not to say he suffers any less damage. He has no armor, nor has his skin hardened into a natural carapace. He simply endures more pain, lives with less blood, and can survive damaged organs- be it lungs, heart, or even brain...

Healing is swift, but can be finite. Calories, minerals, vitamins, all that it takes to normally heal is still required to some degree. Excessive amounts of healing can lead to malnutrition, even symptoms of advance starvation, low blood sugar, mineral deficit and so on. In general... prolonged fights can leave Malloki on death's door, even in victory. Bring snacks!

Once upon a time, it took great effort to return Malloki to life... now, he has acquired enough power to become self-sustaining. Malloki is an odd form of immortal - a lich without a phylactery... Worse still, each death still means a visit with Dolloki - meaning he often returns better equipped.


Eye for Power

Sense (Power Level) 6 (100/rank)
-- Ongoing (+100/rank)
-- Limited (-50/rank) (Can’t sense those with less Essence spent than himself)
50/rank
total: 300
Malloki’s adventure into DA was brief but insightful. The power to locate others is immensely useful. Eye for Power is an ability that is inspired by the Global Positioning System that Malloki received from his delve into Dante’s Abyss.

Malloki can sense all beings of power around him up to one thousand feet, no matter the obstacles in between him and the target, and gauge their power relative to his own. Those of lesser overall might than Malloki do not appear on his senses, while those far superior will appear like bright light so to speak.

(Note; The Summon ability counts towards the main body - but the Summon’s specific abilities will gauge whether it is visible, and/or how bright it will appear.)


TOTAL SPENT ESSENCE: 8.355
CURRENT ESSENCE: 8,547
 
Last edited:

Ridley

The Reigning Wyrm
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Heya Malloki! Nice to see ya back.

I’m currently going over your abilities, and will be working with ya to get them usable on the site:

Regarding living voodoo:

-On your damage effect, you have limited listed due to the ability only reflecting the same amount of damage inflicted on you - while this is good flavor, it doesn’t fit the limited modifier, which needs to take away half the ability’s usefulness roughly, and is meant to show situations where the ability doesn’t work or can’t be used, rather than simply variably reducing the damage of an attack.

In short, limited doesn’t work in this fashion. This is also true regarding the ongoing damage modifier.

-on your ongoing damage effect:

-Besides the limited modifier not applying, the finite modifier also doesn’t apply. This modifier is meant to apply to things like the bullets of a gun or the durability of a waning force field, forcing you to spend a narratively significant amount of time to regain supplies in order to use the ability again.

Debuff - Protection

It appears there was an error in communication regarding the issue with protection. Put simply, Debuffs need to target specific types of protection - Armour, natural resilience, energy shields, magical protection, etc - Rather than simply the protection effect entirely. This is to avoid people treating protection debuffs as additional damage ranks.

This restriction does not, however, apply to Healing debuffs, so you’re actually good there.

Lastly, as stated above, Finite is not a valid modifier for these effects

------
Reputation of Unyielding carnage:

As this is written, you have not explained the reasoning for the master skill, “Malloki Madness”. Currently it would require a proper explanation as to why this is a field of knowledge at all.

I am unsure of the side effect for your healing as written, though I imagine it has something to do with the calorie count, as I recall you bringing that up before.

Protection 2’s side effect would actually be better treated as a weakness or as a better use of the ‘limited’ modifier if I’m reading it correctly. I would prefer a rewrite of how the ability actually ‘protects’ Malloki here, but from what i’m currently reading, it might actually be better to flavor this with ranks of endurance, instead, if he’s merely able to take more punishment rather than block more of it.

-----
Hex of Puppeteer
-I will get back to you on this one, as it requires a bit of deliberation on our parts to properly handle this one.


-----
Eye for power:

This is relatively fine, however, this is more a ‘weakness’ than a ‘limited’ modifier.
 

Malloki Tuwile

The Mad
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Heya Malloki! Nice to see ya back.

I’m currently going over your abilities, and will be working with ya to get them usable on the site:

Regarding living voodoo:

-On your damage effect, you have limited listed due to the ability only reflecting the same amount of damage inflicted on you - while this is good flavor, it doesn’t fit the limited modifier, which needs to take away half the ability’s usefulness roughly, and is meant to show situations where the ability doesn’t work or can’t be used, rather than simply variably reducing the damage of an attack.

In short, limited doesn’t work in this fashion. This is also true regarding the ongoing damage modifier.

-on your ongoing damage effect:

-Besides the limited modifier not applying, the finite modifier also doesn’t apply. This modifier is meant to apply to things like the bullets of a gun or the durability of a waning force field, forcing you to spend a narratively significant amount of time to regain supplies in order to use the ability again.

Debuff - Protection

It appears there was an error in communication regarding the issue with protection. Put simply, Debuffs need to target specific types of protection - Armour, natural resilience, energy shields, magical protection, etc - Rather than simply the protection effect entirely. This is to avoid people treating protection debuffs as additional damage ranks.

This restriction does not, however, apply to Healing debuffs, so you’re actually good there.

Lastly, as stated above, Finite is not a valid modifier for these effects

Starting with Living Voodoo, the bread and butter of Malloki, I've simplified the above into a checklist:

Damage is not "Limited"
This negative modifier can simply be removed, though I would like to put forward that the limited modifier in this case is covering downsides that I don't know how to better place;
1. Damage output is on a Trigger which requires damage input. This is similar to using "Side effect (effect deals damage to user)" but damage is what triggers, not because of use.
2. Damage output is limited to the amount of input, meaning if the damage is 0, Living Voodoo doesn't even trigger. Even if the ability would still be very hostile in nature.


Ongoing not Finite
Again, I will willingly remove this one, but it is a fringe case situation that I will argue for. I can make the wording more detailed, but all the Finite modifiers share the same clause; duration of any ongoing damage or 30 seconds, whichever is LESS. To break that down;
1. If a Damage effect has a duration of 60 seconds Ongoing with no Concentration effect (IE set and forget spells) then the ongoing damage and debuffs last only 30 seconds.
2. If the above scenario involves Ongoing Concentration, the target is maintained, thus the duration of Living Voodoo exists for as long as concentration. This was the original intent, but wording this felt clunky.
3. In the event that Hex of Puppeteer fails, simply not dealing direct damage will time out the ongoing damage and debuffs.

Counteroffer: Reduce the duration to 5 seconds, so it's more likely to time out and avoid retriggering.


Debuff: Protection
This is one of the big things that bit me in the butt with the original Malloki. There are an infinite number of ways to word Protection, and originally I was going to work with each writer to figure out if it's something Voodoo could "appear under." The best I can do is just buy the effect repeatedly for every conceivable Protection type that could not protect against Voodoo...
1. Physical/manufactured Armor; Voodoo appears underneath the armor, as there is no "line of effect" even if Voodoo damage is supposed to represent ballistic damage.
2. Energy Shields; similar to physical armor, Voodoo just appears beneath it.
3. Agility/deflection-based; With no line of effect requirement, it can't be dodged or deflected.

Things that might work to reduce Voodoo damage;
1. Natural armor, at least in part. Such as "dense flesh" or tough skin. However, this would protect only as deep as that protection goes - armored flesh would not stop internal damage, as it just "appears" instead of "happens" - if that makes sense. A bullet doesn't penetrate, the entire wound is just there. If Natural Armor is full-body density or something, it would be universally effective.
2. Protection from Evil magic. I'd legit just let this be a trump card, even if its an enchantment on the armor. Don't see it very often.
3. Magical resistance, though it must be granted to the target - a shield that blocks magic is useless if it doesn't grant the holder a general magical resistance. Still very situational.
4. Flavor-wise, just different biology might make Protection work better. For example, Voodoo vs a robot won't be the same as Voodoo vs a rabid squirrel.

Reputation of Unyielding carnage:

As this is written, you have not explained the reasoning for the master skill, “Malloki Madness”. Currently it would require a proper explanation as to why this is a field of knowledge at all.

I am unsure of the side effect for your healing as written, though I imagine it has something to do with the calorie count, as I recall you bringing that up before.

Protection 2’s side effect would actually be better treated as a weakness or as a better use of the ‘limited’ modifier if I’m reading it correctly. I would prefer a rewrite of how the ability actually ‘protects’ Malloki here, but from what i’m currently reading, it might actually be better to flavor this with ranks of endurance, instead, if he’s merely able to take more punishment rather than block more of it.

Malloki Madness
I have no idea what I was going for, probably added that in the mark up phase and entirely forgot about it when I went and actually fleshed out the ability. Maybe I was thinking of using it as a marker of fame? I donno.

Healing Energy
Yea, it is a calorie situation. The original wording was a bit bulkier if I remember, but effectively its 100 calories per damage healed. So being smacked by five Damage 5 attacks, reduced to 3 because of protection, means Malloki must heal 5(5-2)*100= 1500 calories worth of damage. In combat it won't be an exact science like this, but it helps add "reliable" limitations to how much he can heal.

How does Protection work?
In short... you hit it on the nose, and that's why Endurance is in the same ability with it. He doesn't actually have traditional protection, it's just a representation of being less phased/able to push through/et cetera. In retrospect, should probably add the organs don't matter adaptation. Surviving this way isn't "logical" it just "is."


Reputation of Unyielding Carnage
Level 1 Affinity: Immortality

Healing 2 (200/rank)
-- Ongoing (+100/rank)
-- Side Effect (-50/rank)
-- Weakness (-25/rank) (Holy)
225/rank
Subtotal: 450

Protection 2 (100/rank)
-- Ongoing (+100/rank)
-- Weakness (-25/rank) (Holy)
-- Side Effect -50/rank) (Feels full damage, potentially still debilitating)
175/rank
Subtotal: 350

Endurance 2 (100/rank)
Subtotal: 200

Nonbiological Anatomy (300)
Subtotal: 300

Total: 1300

Malloki's tactic of absorbing copious damage and returning it means that he had a habit of dying... repeatedly... After his second run in Dante's Abyss, he was gifted with the boon of defense, and a more reliable healing method. This is not to say he suffers any less damage. He has no armor, nor has his skin hardened into a natural carapace. He simply endures more pain, lives with less blood, and can survive damaged organs- be it lungs, heart, or even brain...

Once upon a time, it took great effort to return Malloki to life... now, he has acquired enough power to become self-sustaining. Malloki is an odd form of immortal - a lich without a phylactery... Worse still, each death still means a visit with Dolloki - meaning he often returns better equipped.
 

Ridley

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Damage is not "Limited"
This negative modifier can simply be removed, though I would like to put forward that the limited modifier in this case is covering downsides that I don't know how to better place;
1. Damage output is on a Trigger which requires damage input. This is similar to using "Side effect (effect deals damage to user)" but damage is what triggers, not because of use.
2. Damage output is limited to the amount of input, meaning if the damage is 0, Living Voodoo doesn't even trigger. Even if the ability would still be very hostile in nature.
1. 'Trigger' has quite a few advantages in it's own right compared to simply happening when the user chooses to use the ability - a set of landmines, for instance, can be very useful as a trigger and allow for narrative power that a simple explosive round cannot. It's not viewed as a disadvantage to have this set as a trigger, but the opposite, given it's a positive modifier in the first place. Therefore, this does not by itself cause a limited modifier.
2. Damage output being limited to the amount of input is fine, but has nothing to do with the limited modifier's actual wording. This is a modifier that is meant to show that your ability does not work for it's intended purpose in certain situations, roughly half the time of use-case, and thus does not count here, given Living voodoo works at it's job roughly all the time on it's trigger - there are ways around it, but they don't ignore the ability, they're simply out of it's scope. a More reasonable limited modifier would be having several types of damage that it doesn't reflect.

Lastly, while I can understand moves having downsides that are difficult to work into an ability, we don't do substitutions to allow for an exotic downside here unfortunately. At that point your move is no longer legible from the effects and the understanding of what modifiers do what is skewed and no longer has a consistent meaning. it makes the site harder to navigate and your move difficult to comprehend for other writers.

Ongoing not Finite
Again, I will willingly remove this one, but it is a fringe case situation that I will argue for. I can make the wording more detailed, but all the Finite modifiers share the same clause; duration of any ongoing damage or 30 seconds, whichever is LESS. To break that down;
1. If a Damage effect has a duration of 60 seconds Ongoing with no Concentration effect (IE set and forget spells) then the ongoing damage and debuffs last only 30 seconds.
2. If the above scenario involves Ongoing Concentration, the target is maintained, thus the duration of Living Voodoo exists for as long as concentration. This was the original intent, but wording this felt clunky.
3. In the event that Hex of Puppeteer fails, simply not dealing direct damage will time out the ongoing damage and debuffs.

Counteroffer: Reduce the duration to 5 seconds, so it's more likely to time out and avoid retriggering.

This... doesn't work.
to quote this really quick here:
You can regain the use of these Effects by reloading, recharging, fueling up, or doing something else, but it must take a narratively significant amount of time where you are focused exclusively on replenishing your supplies.
.
Your finite is simply defining the terms of your ongoing damage, which in the end is still putting the timer you have ahead of someone with a sword and no modifiers at all on their damage. again, to quote the actual rules page:
An Ongoing Effect continues to function until it is defeated, overcome, dismissed, or run its natural course.
"run it's natural course" would fit your ability here.
you have no point where you need to spend time narratively recharging this ability for it to continue to function, so it does not qualify whatsoever.

Debuff: Protection
This is one of the big things that bit me in the butt with the original Malloki. There are an infinite number of ways to word Protection, and originally I was going to work with each writer to figure out if it's something Voodoo could "appear under." The best I can do is just buy the effect repeatedly for every conceivable Protection type that could not protect against Voodoo...
1. Physical/manufactured Armor; Voodoo appears underneath the armor, as there is no "line of effect" even if Voodoo damage is supposed to represent ballistic damage.
2. Energy Shields; similar to physical armor, Voodoo just appears beneath it.
3. Agility/deflection-based; With no line of effect requirement, it can't be dodged or deflected.
you could buy these things, that would help you out.

1. Natural armor, at least in part. Such as "dense flesh" or tough skin. However, this would protect only as deep as that protection goes - armored flesh would not stop internal damage, as it just "appears" instead of "happens" - if that makes sense. A bullet doesn't penetrate, the entire wound is just there. If Natural Armor is full-body density or something, it would be universally effective.
To not get too nerdy, most things that are bigger or stronger tend to have more proportionally tough bodily features, particularly with bigger animals, due to the fact that just being big puts strain on the body, so depending on the type of resilience or if it's just a real big boi, you'd have a harder time. that's mostly going to only matter if you fight godzilla though.

List is overall helpful there, but yeah, you're gonna have to get 3 debuffs if you want that to work as intended.

Reputation of Unyielding Carnage
the only problem with this one is that the way you've worded it, his protection... isn't. protection directly reduces damage you take from effects, countering out what the damage does. The thing Malloki actually has here the way you've titled it is incredible endurance - which would also be a lot cheaper to take more ranks of - so if you want to go that route get Mall all the way up to endurance 6 so he can do things like survive the loss of a limb or ridiculous blood loss and just keep on trucking, since that's more what that's meant for. it'd also show his general ability to survive harsh conditions, which seems to be a part of the character too.

Healing side effect seems fine.
 
Last edited:

Magnus Might

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Living Voodoo​

Damage 5 (Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
250/rank
Subtotal: 1250

Damage 5 (Ongoing Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 1750

Debuff 5 (Protection (cannot be blocked)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
300/rank
Subtotal: 1500

Debuff 5 (Protection (cannot be evaded)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
300/rank
Subtotal: 1500

Debuff 1 (Healing v. Voodoo) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 350

Total: 6350 with both damage effects
OR: 5100 with only ongoing damage effect

Malloki is a unique creature, in that his grandest and most heavily employed “gift” is the common concept of a “voodoo doll.” When a creature willfully harms Malloki, Living Voodoo inflicts a matching wound upon the attacker. This is “Voodoo” damage, which is a specific form of Occult magic. The damage returned to the attacker is limited to the power of the attack itself (regardless of how much damage was inflicted upon Malloki.)

The returned damage may replicate “burst” damage (such as a single cut from a sword) or damage over time, such as being lit on fire. However, if the harmful effect has an area of effect, this is not replicated by Living Voodoo - only the attacker is targeted. Though the wound appears similar to that which is inflicted upon Malloki, this is in visual alone. No other visual effects occur, such as the appearance of fire on the attacker if Malloki is set ablaze.

Voodoo damage is not a projectile, simply appearing on the triggering victim's body. As such, it cannot be blocked by mundane means, such as adorned armor or shield (protection effect 1), nor can it be evaded (protection effect 2.) The primary means of defending from Voodoo include methods of energy dampening, holy protection, antimagic or natural armor, including non-biological composition.
This refers to a physical body that is not made of flesh, or has a higher density, greater sheer force resistance or is otherwise altered beyond what could be conceived as physically possible. Some examples include;

Any robotic creature. Exoskeleton/armor plating would be considered a viable defense against Voodoo damage, as this armor is (most likely) permanently attached and thus is considered "skin." Internal structures are most likely also more durable than human organs.

Elementals/golems/constructs that have a natural armor, such as being made of stone or sand.

Goo-people?
A form of protection that seeks to reduce "energy types" that include any of the following key terms will function normally.
Key terms; Magical energies, Dark forces, Hostile magic/forces, Occult

Holy protection on armor makes armor work... How? Magic. Interference or something. Holy magic pushes away the occult. Good guys always win. Plot armor. Divine protection included.

This does not include SHIELDS or SWORDS used to deflect unless they have some sort of AOE aura or something. This is primarily for worn armor.

In addition, wounds inflicted by Voodoo are particularly difficult to heal.
[/spoiler]

I was talking to a few people about it, and had a few follow-up questions;
  1. A few people have said the two damage types are redundant, that the "Ongoing" would be enough to do both. True or false?
  2. The debuffs for protection worded specifically for "cannot be blocked" and "cannot be evaded" to represent appearing on target. It then addressed armor as "adorned" and later clarifies that armor on a robot can be considered part of its non-biological composition, thus immune to the debuff. Would this work, being it is very specific, and is detailed in spoiler tags.
[/spoiler]
Revised Protection
Reputation of Unyielding Carnage
Level 1 Affinity: Immortality

Healing 2 (200/rank)
-- Ongoing (+100/rank)
-- Side Effect (-50/rank)
-- Weakness (-25/rank) (Holy)
225/rank
Subtotal: 450

Endurance 6 (100/rank)
Subtotal: 600

Nonbiological Anatomy (300)
Subtotal: 300

Total: 1350
Malloki's tactic of absorbing copious damage and returning it means that he had a habit of dying... repeatedly... After his second run in Dante's Abyss, he was gifted with the boon of defense, and a more reliable healing method. This is not to say he suffers any less damage. He has no armor, nor has his skin hardened into a natural carapace. He simply endures more pain, lives with less blood, and can survive damaged organs- be it lungs, heart, or even brain...

Once upon a time, it took great effort to return Malloki to life... now, he has acquired enough power to become self-sustaining. Malloki is an odd form of immortal - a lich without a phylactery... Worse still, each death still means a visit with Dolloki - meaning he often returns better equipped.

Eye for Power (Untouched)

Eye for Power​

Sense (Power Level) 6 (100/rank)
-- Ongoing (+100/rank)
-- Limited (-50/rank) (Can’t sense those with less Essence spent than himself)
50/rank
total: 300

Malloki’s adventure into DA was brief but insightful. The power to locate others is immensely useful. Eye for Power is an ability that is inspired by the Global Positioning System that Malloki received from his delve into Dante’s Abyss.

Malloki can sense all beings of power around him up to one thousand feet, no matter the obstacles in between him and the target, and gauge their power relative to his own. Those of lesser overall might than Malloki do not appear on his senses, while those far superior will appear like bright light so to speak.

(Note; The Summon ability counts towards the main body - but the Summon’s specific abilities will gauge whether it is visible, and/or how bright it will appear.)


Removing Hex of the Puppeteer for now.

Total spent: 8000 with both damage effect
OR 6750 with only the ongoing damage effect[/spoiler][/spoiler][/spoiler]
 

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I was talking to a few people about it, and had a few follow-up questions;
  1. A few people have said the two damage types are redundant, that the "Ongoing" would be enough to do both. True or false?
  2. The debuffs for protection worded specifically for "cannot be blocked" and "cannot be evaded" to represent appearing on target. It then addressed armor as "adorned" and later clarifies that armor on a robot can be considered part of its non-biological composition, thus immune to the debuff. Would this work, being it is very specific, and is detailed in spoiler tags.
Point 1: as far as I Know you'd want both but I'll check back on you on the subject when I have more information. EDIT: Have checked in, you need both if you want both.
Point 2: 'Cannot be blocked' and 'cannot be evaded' doesn't really work as a debuff and I cannot accept them. This is in good part due to the fact that what counts as 'blocking' or 'evading' are nebulous at best and spans a lot of different things. Things like 'blocking with one's arm', which could be natural resilience, or 'evading with one's ability to slip in and out of space-time', are the two things I can point out off the top of my head to show the difference in terms of how effects would help out here. with something like 'armour', it is both far easier to define and far easier to actually work with. Thus, please list your debuffs in terms of what specific forms of protection it negates.

Reputation of Unyielding Carnage
looks good to me. so does Eye for Power.
 
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Living Voodoo​

Damage 5 (Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
250/rank
Subtotal: 1250

Damage 5 (Ongoing Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 1750

Debuff 5 (Protection (Bypass Physical External Armor)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
300/rank
Subtotal: 1500

Debuff 5 (Protection (Appear On Target, reduced Evasion-based Protection) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
300/rank
Subtotal: 1500

Debuff 1 (Healing v. Voodoo) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 350

Total: 6350 with both damage effects
OR: 5100 with only ongoing damage effect

Malloki is a unique creature, in that his grandest and most heavily employed “gift” is the common concept of a “voodoo doll.” When a creature willfully harms Malloki, Living Voodoo inflicts a matching wound upon the attacker. This is “Voodoo” damage, which is a specific form of Occult magic. The damage returned to the attacker is limited to the power of the attack itself (regardless of how much damage was inflicted upon Malloki.)

The returned damage may replicate “burst” damage (such as a single cut from a sword) or damage over time, such as being lit on fire. However, if the harmful effect has an area of effect, this is not replicated by Living Voodoo - only the attacker is targeted. Though the wound appears similar to that which is inflicted upon Malloki, this is in visual alone. No other visual effects occur, such as the appearance of fire on the attacker if Malloki is set ablaze.

Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

This refers to a physical body that is not made of flesh, or has a higher density, greater sheer force resistance or is otherwise altered beyond what could be conceived as physically possible. Some examples include;

Any robotic creature. Exoskeleton/armor plating would be considered a viable defense against Voodoo damage, as this armor is (most likely) permanently attached and thus is considered "skin." Internal structures are most likely also more durable than human organs.

Elementals/golems/constructs that have natural armor, such as being made of stone or sand.

Goo-people?
A form of protection that seeks to reduce "energy types" that include any of the following key terms will function normally.
Key terms; Magical energies, Dark forces, Hostile magic/forces, Occult

Holy protection on armor makes armor work... How? Magic. Interference or something. Holy magic pushes away the occult. Good guys always win. Plot armor. Divine protection included.

This does not include SHIELDS or SWORDS used to deflect unless they have some sort of AOE aura or something. This is primarily for worn armor.

In addition, wounds inflicted by Voodoo are particularly difficult to heal.
 

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This looks mostly correct. however, triggered would also need to be on the debuffs (or indiscriminate taken off), as they follow the same trigger as the damage does. otherwise it'd be indiscriminately affecting everyone, which'd require an AoE to justify indiscriminate.
 

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Living Voodoo

Damage 5 (Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
250/rank
Subtotal: 1250

Damage 5 (Ongoing Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 1750

Debuff 5 (Protection (Bypass Physical External Armor)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 1750

Debuff 5 (Protection (Appear On Target, reduced Evasion-based Protection) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
350/rank
Subtotal: 1750

Debuff 1 (Healing v. Voodoo) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 350

Total: 6850 with both damage effects
OR: 5100 with only ongoing damage effect

Malloki is a unique creature, in that his grandest and most heavily employed “gift” is the common concept of a “voodoo doll.” When a creature willfully harms Malloki, Living Voodoo inflicts a matching wound upon the attacker. This is “Voodoo” damage, which is a specific form of Occult magic. The damage returned to the attacker is limited to the power of the attack itself (regardless of how much damage was inflicted upon Malloki.)

The returned damage may replicate “burst” damage (such as a single cut from a sword) or damage over time, such as being lit on fire. However, if the harmful effect has an area of effect, this is not replicated by Living Voodoo - only the attacker is targeted. Though the wound appears similar to that which is inflicted upon Malloki, this is in visual alone. No other visual effects occur, such as the appearance of fire on the attacker if Malloki is set ablaze.

Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

This refers to a physical body that is not made of flesh, or has a higher density, greater sheer force resistance or is otherwise altered beyond what could be conceived as physically possible. Some examples include;

Any robotic creature. Exoskeleton/armor plating would be considered a viable defense against Voodoo damage, as this armor is (most likely) permanently attached and thus is considered "skin." Internal structures are most likely also more durable than human organs.

Elementals/golems/constructs that have natural armor, such as being made of stone or sand.

Goo-people?
A form of protection that seeks to reduce "energy types" that include any of the following key terms will function normally.
Key terms; Magical energies, Dark forces, Hostile magic/forces, Occult

Holy protection on armor makes armor work... How? Magic. Interference or something. Holy magic pushes away the occult. Good guys always win. Plot armor. Divine protection included.

This does not include SHIELDS or SWORDS used to deflect unless they have some sort of AOE aura or something. This is primarily for worn armor.

In addition, wounds inflicted by Voodoo are particularly difficult to heal.

Reputation of Unyielding Carnage

Level 1 Affinity: Immortality

Healing 2 (200/rank)
-- Ongoing (+100/rank)
-- Side Effect (-50/rank)
-- Weakness (-25/rank) (Holy)
225/rank
Subtotal: 450

Endurance 6 (100/rank)
Subtotal: 600

Nonbiological Anatomy (300)
Subtotal: 300

Total: 1350
Malloki's tactic of absorbing copious damage and returning it means that he had a habit of dying... repeatedly... After his second run in Dante's Abyss, he was gifted with the boon of defense, and a more reliable healing method. This is not to say he suffers any less damage. He has no armor, nor has his skin hardened into a natural carapace. He simply endures more pain, lives with less blood, and can survive damaged organs- be it lungs, heart, or even brain...

Healing is swift, but can be finite. Calories, minerals, vitamins, all that it takes to normally heal is still required to some degree. Excessive amounts of healing can lead to malnutrition, even symptoms of advance starvation, low blood sugar, mineral deficit and so on. In general... prolonged fights can leave Malloki on death's door, even in victory. Bring snacks!

Once upon a time, it took great effort to return Malloki to life... now, he has acquired enough power to become self-sustaining. Malloki is an odd form of immortal - a lich without a phylactery... Worse still, each death still means a visit with Dolloki - meaning he often returns better equipped.


Eye for Power

Sense (Power Level) 6 (100/rank)
-- Ongoing (+100/rank)
-- Limited (-50/rank) (Can’t sense those with less Essence spent than himself)
50/rank
total: 300
Malloki’s adventure into DA was brief but insightful. The power to locate others is immensely useful. Eye for Power is an ability that is inspired by the Global Positioning System that Malloki received from his delve into Dante’s Abyss.

Malloki can sense all beings of power around him up to one thousand feet, no matter the obstacles in between him and the target, and gauge their power relative to his own. Those of lesser overall might than Malloki do not appear on his senses, while those far superior will appear like bright light so to speak.

(Note; The Summon ability counts towards the main body - but the Summon’s specific abilities will gauge whether it is visible, and/or how bright it will appear.)


TOTAL SPENT ESSENCE: 300 + 1,350 + 6,850 = 8,500
CURRENT ESSENCE: 8,547
 

Ridley

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Debuff 5 (Protection (Appear On Target, reduced Evasion-based Protection) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
350/rank
okay, we are so close, and it has been a year so if I'm missing something remind me - this is the last problem I have, and it's merely wondering what the "weakness" modifier on this protection debuff is.
 

Malloki Tuwile

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Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

Both of the Spoilers add a bit more information on what the debuff specifically does not work on. This actually should be on the other Debuff against Protection too (I just now spotted that it was not.) Honestly, 7/10 targets might have a solid chance of ignoring the "armor piercing" effects.
 

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Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

Both of the Spoilers add a bit more information on what the debuff specifically does not work on. This actually should be on the other Debuff against Protection too (I just now spotted that it was not.) Honestly, 7/10 targets might have a solid chance of ignoring the "armor piercing" effects.
This does not really affect it's capabilities with debuffing evasion-based protection, is the thing that I'm questioning. since that's not really involved with evasion in the slightest.
 

Malloki Tuwile

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I suppose I worded it poorly. " Appearing on what is considered the victim's "body" " is representing it just appears on target, and it isn't exactly easy to "outpace" the effect. I've struggled with this for a while, but basically Hollywood Voodoo doll cause and effect, you can't outrun it like Flash outruns a bullet, and it appears beneath adorned armor to the actual body - but those natural defenses are still effective.

Otherwise, I'd have to turn everything into some force that can be avoided, and I'm not even sure how that would visually function either.

I deeply apologize for this.
 

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I suppose I worded it poorly. " Appearing on what is considered the victim's "body" " is representing it just appears on target, and it isn't exactly easy to "outpace" the effect. I've struggled with this for a while, but basically Hollywood Voodoo doll cause and effect, you can't outrun it like Flash outruns a bullet, and it appears beneath adorned armor to the actual body - but those natural defenses are still effective.

Otherwise, I'd have to turn everything into some force that can be avoided, and I'm not even sure how that would visually function either.

I deeply apologize for this.
This is really not addressing my concern, which is - how are these other protections affecting this avoidance-based debuff effect as a weakness modifier? I cannot find that holy-based avoidance is a general enough weakness to merit a weakness modifier for that effect, specifically.
 

Malloki Tuwile

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I see your point now. I'm sorry, it took me a minute, for some reason my brain thought you were saying the weakness didn't apply to the armor piercing one! I did mention it could go on there but I didn't think it through (I think I had mentally combined the two Debuffs). You're right, it wouldn't apply to Evasion debuff.
 

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Living Voodoo

Damage 5 (Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
250/rank x 5 Ranks
Subtotal: 1250

Damage 5 (Ongoing Voodoo Damage) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
350/rank x 5 Ranks
Subtotal: 1750

Debuff 5 (Protection (Appear On Target, reduced Evasion-based Protection) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Trigger (+50/rank)
-- Indiscriminate (-50/rank)
350/rank x 5 Ranks
Subtotal: 1750

Debuff 5 (Protection (Bypass Physical External Armor)) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Indiscriminate (-50/rank)
-- Weakness (-25/rank)
-- Trigger (+50/rank)
325/rank x 5 Ranks
Subtotal: 1645

Debuff 1 (Healing v. Voodoo) (100/rank)
-- Ranged (+50/rank)
-- Indirect (+100/rank)
-- Ongoing (+100/rank)
-- Triggered (+50/rank) (Taking damage)
-- Indiscriminate (-50/rank)
350/rank
Subtotal: 350

Total: 6725

Malloki is a unique creature, in that his grandest and most heavily employed “gift” is the common concept of a “voodoo doll.” When a creature willfully harms Malloki, Living Voodoo inflicts a matching wound upon the attacker. This is “Voodoo” damage, which is a specific form of Occult magic. The damage returned to the attacker is limited to the power of the attack itself (regardless of how much damage was inflicted upon Malloki.)

The returned damage may replicate “burst” damage (such as a single cut from a sword) or damage over time, such as being lit on fire. However, if the harmful effect has an area of effect, this is not replicated by Living Voodoo - only the attacker is targeted. Though the wound appears similar to that which is inflicted upon Malloki, this is in visual alone. No other visual effects occur, such as the appearance of fire on the attacker if Malloki is set ablaze.

Voodoo targetting is neither ray, beam nor projectile. It bypasses most forms of adorned armor, appearing on what is considered the victim's "body." It cannot be blocked by shield or blade in the same manner. In addition, it cannot be sidestepped, outran or teleported away from once triggered, due to its instantaneous nature. Protection that involves durability of flesh, or a body of non-biological matter can reduce voodoo damage accordingly. Holy armor, energy dampening, antimagic and other similar effects can interfere with the damage as well as normal.

This refers to a physical body that is not made of flesh, or has a higher density, greater sheer force resistance or is otherwise altered beyond what could be conceived as physically possible. Some examples include;

Any robotic creature. Exoskeleton/armor plating would be considered a viable defense against Voodoo damage, as this armor is (most likely) permanently attached and thus is considered "skin." Internal structures are most likely also more durable than human organs.

Elementals/golems/constructs that have natural armor, such as being made of stone or sand.

Goo-people?
A form of protection that seeks to reduce "energy types" that include any of the following key terms will function normally.
Key terms; Magical energies, Dark forces, Hostile magic/forces, Occult

Holy protection on armor makes armor work... How? Magic. Interference or something. Holy magic pushes away the occult. Good guys always win. Plot armor. Divine protection included.

This does not include SHIELDS or SWORDS used to deflect unless they have some sort of AOE aura or something. This is primarily for worn armor.

In addition, wounds inflicted by Voodoo are particularly difficult to heal.

Reputation of Unyielding Carnage

Level 1 Affinity: Immortality

Healing 2 (200/rank)
-- Ongoing (+100/rank)
-- Side Effect (-50/rank)
-- Weakness (-25/rank) (Holy)
225/rank
Subtotal: 450

Endurance 6 (100/rank)
Subtotal: 600

Nonbiological Anatomy (300)
Subtotal: 300

Total: 1350
Malloki's tactic of absorbing copious damage and returning it means that he had a habit of dying... repeatedly... After his second run in Dante's Abyss, he was gifted with the boon of defense, and a more reliable healing method. This is not to say he suffers any less damage. He has no armor, nor has his skin hardened into a natural carapace. He simply endures more pain, lives with less blood, and can survive damaged organs- be it lungs, heart, or even brain...

Healing is swift, but can be finite. Calories, minerals, vitamins, all that it takes to normally heal is still required to some degree. Excessive amounts of healing can lead to malnutrition, even symptoms of advance starvation, low blood sugar, mineral deficit and so on. In general... prolonged fights can leave Malloki on death's door, even in victory. Bring snacks!

Once upon a time, it took great effort to return Malloki to life... now, he has acquired enough power to become self-sustaining. Malloki is an odd form of immortal - a lich without a phylactery... Worse still, each death still means a visit with Dolloki - meaning he often returns better equipped.


Eye for Power

Sense (Power Level) 6 (100/rank)
-- Ongoing (+100/rank)
-- Limited (-50/rank) (Can’t sense those with less Essence spent than himself)
50/rank
total: 300
Malloki’s adventure into DA was brief but insightful. The power to locate others is immensely useful. Eye for Power is an ability that is inspired by the Global Positioning System that Malloki received from his delve into Dante’s Abyss.

Malloki can sense all beings of power around him up to one thousand feet, no matter the obstacles in between him and the target, and gauge their power relative to his own. Those of lesser overall might than Malloki do not appear on his senses, while those far superior will appear like bright light so to speak.

(Note; The Summon ability counts towards the main body - but the Summon’s specific abilities will gauge whether it is visible, and/or how bright it will appear.)


TOTAL SPENT ESSENCE: 8.375
CURRENT ESSENCE: 8,547





Also recalculated the math on the Debuffs, they seemed to be inaccurate from the start. Feel free to check over, lawd knows I dun made enough mistakes to cause doubt. XD
 
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alright, apologis for the late response, have not been feeling well due to recent surgeries.

to quote myself from earlier regarding the debuffs:
This looks mostly correct. however, triggered would also need to be on the debuffs (or indiscriminate taken off), as they follow the same trigger as the damage does. otherwise it'd be indiscriminately affecting everyone, which'd require an AoE to justify indiscriminate.
 

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Please re-check the previous post, it has been edited to add Trigger to both the Debuffs that did not have it. Effect cost/rank, Effect Subtotal, Ability Total and Total Spent have been adjusted accordingly.
 

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you made a small mistake on the numbering - your 'bypass physical external armor' debuff should be 1625 but is written as 1645.
Other than that, seems good to me. Edit your original post to show what you have, and I can take a look at approving it.
 
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