Difference between revisions of "Dreadnaut"

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{{Basepower|name=Dreadnaut|desc=When push comes to shove, you'll imbue yourself with the tenacity of beasts from... 'other' places. It is uncertain what sort of foul influence affects you when this is channeled, but with an increase in stature and nightmarish aura you are also imbued with the resilience of those eternally regenerating netherfiends from the realms best left unmentioned. Beware, however... it is very difficult to heal such an alien body, and your alterations certainly aren't helping this matter. <br> <br>       This is a transformative ability. Having it active means surrendering yourself to the vile influences of the otherworld, letting them reform and reshape you to your benefit, and detriment. Barring the preventative effects of any perks or other mechanics that prevent stature growth, your appearance while channeling this much resembles your base, albeit graced with a multitude of minor physical traits more befitting a mutant aberration. Perhaps you grow horns? Long sickly-tinted fangs? Maybe your eyes start glowing or your hands grow some vicious looking claws? Go crazy, just not /too/ crazy.|powertype=Toggle Buff|target=Self NoAoE|energy=12|charge=200|cooldown=2500|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of RadiationDamageImmunity at magnitude 6 for 2 rounds.<br>100% chance of NegativeDamageImmunity at magnitude 6 for 2 rounds.<br>100% chance of MaxHP at magnitude 6 for 2 rounds.<br>100% chance of Knockdownresist at magnitude 6 for 2 rounds.<br>100% chance of Growing at magnitude 1 for 2 rounds.<br>100% chance of Height at magnitude 2 for 2 rounds.<br>100% chance of Exposed at magnitude 1 for 2 rounds.<br>100% chance of Healgain at magnitude -9 for 2 rounds.<br>|Upgrades=}}[[Category:Exposed inflicting base powers]][[Category:Growing inflicting base powers]][[Category:Healgain inflicting base powers]][[Category:Height inflicting base powers]][[Category:Knockdownresist inflicting base powers]][[Category:Maxhp inflicting base powers]][[Category:Negativedamageimmunity inflicting base powers]][[Category:Radiationdamageimmunity inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]]
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{{Basepower|name=Dreadnaut|desc=When push comes to shove, you'll imbue yourself with the tenacity of beasts from... 'other' places. It is uncertain what sort of foul influence affects you when this is channeled, but with an increase in stature and nightmarish aura you are also imbued with the resilience of those eternally regenerating netherfiends from the realms best left unmentioned. Beware, however... it is very difficult to heal such an alien body, and your alterations certainly aren't helping this matter. <br> <br> Your bones crackle, joints pop and tissues tear violently and excruciatingly during the sudden transformative process. Having it active means surrendering yourself to the vile influences of the otherworld, letting them reform and reshape you to your benefit, and detriment. Additionally toggling this off is /always/ a taxing process, both mentally and physically as it takes a great deal of willpower to rebuke the curse that'd been bolstering you up until that point, and a great deal of endurance to suffer the transformative pains and aches once again.<br> <br> Barring the preventative effects of any perks or other mechanics that prevent stature growth, your appearance while channeling this much resembles your base, albeit "graced" with a multitude of minor physical traits more befitting a mutant aberration. Perhaps you grow horns? Long sickly-tinted fangs? Maybe your eyes start glowing or your hands grow some vicious looking claws? You might even sprout extra eys, ears, horns, or other such small bits of anatomy in places where they usually wouldn't be found! Go crazy, just not /too/ crazy.|powertype=Toggle Buff|target=Self NoAoE|energy=12|charge=200|cooldown=2500|accuracy=75%|damageamount=0|damagetype=Healing|Status=100% chance of DamageResist at magnitude 1 for 2 rounds.<br>100% chance of MaxHP at magnitude 6 for 2 rounds.<br>100% chance of DebuffResist at magnitude 6 for 2 rounds.<br>100% chance of Growing at magnitude 1 for 2 rounds.<br>100% chance of Height at magnitude 2 for 2 rounds.<br>100% chance of Exposed at magnitude 1 for 2 rounds.<br>100% chance of Healgain at magnitude -15 for 2 rounds.<br>|Upgrades=}}[[Category:Damageresist inflicting base powers]][[Category:Debuffresist inflicting base powers]][[Category:Exposed inflicting base powers]][[Category:Growing inflicting base powers]][[Category:Healgain inflicting base powers]][[Category:Height inflicting base powers]][[Category:Maxhp inflicting base powers]][[Category:Toggle base power]][[Category:Friendly base powers]]

Revision as of 00:06, 19 October 2021

Dreadnaut stats
Type Toggle Buff Target Self NoAoE
Description When push comes to shove, you'll imbue yourself with the tenacity of beasts from... 'other' places. It is uncertain what sort of foul influence affects you when this is channeled, but with an increase in stature and nightmarish aura you are also imbued with the resilience of those eternally regenerating netherfiends from the realms best left unmentioned. Beware, however... it is very difficult to heal such an alien body, and your alterations certainly aren't helping this matter.

Your bones crackle, joints pop and tissues tear violently and excruciatingly during the sudden transformative process. Having it active means surrendering yourself to the vile influences of the otherworld, letting them reform and reshape you to your benefit, and detriment. Additionally toggling this off is /always/ a taxing process, both mentally and physically as it takes a great deal of willpower to rebuke the curse that'd been bolstering you up until that point, and a great deal of endurance to suffer the transformative pains and aches once again.

Barring the preventative effects of any perks or other mechanics that prevent stature growth, your appearance while channeling this much resembles your base, albeit "graced" with a multitude of minor physical traits more befitting a mutant aberration. Perhaps you grow horns? Long sickly-tinted fangs? Maybe your eyes start glowing or your hands grow some vicious looking claws? You might even sprout extra eys, ears, horns, or other such small bits of anatomy in places where they usually wouldn't be found! Go crazy, just not /too/ crazy.
Cooldown 2500 Charge time 200
Energy 12 Accuracy 75%
Damage 0 Healing at level 0
Statuses
100% chance of DamageResist at magnitude 1 for 2 rounds.
100% chance of MaxHP at magnitude 6 for 2 rounds.
100% chance of DebuffResist at magnitude 6 for 2 rounds.
100% chance of Growing at magnitude 1 for 2 rounds.
100% chance of Height at magnitude 2 for 2 rounds.
100% chance of Exposed at magnitude 1 for 2 rounds.
100% chance of Healgain at magnitude -15 for 2 rounds.
Training Upgrades
Secondary Effects
Secondary Damage No damage at level 0
Secondary Type None Secondary Target None
Secondary Statuses
No Secondary Statuses

Dreadnaut/Extra Notes Edit notes

Mutant powers Based on this power: