Name: Rainbow
Age: 2 (Installed as traffic lights in 2003. Destroyed in 2026. Reanimated in 2043, whereupon it lived for 2 years.)
Gender: None. Answers to all pronouns if you say it in a positive enough voice.
Race: Intersection
Appearance:
A large, spider-like being composed of the mangled, rusted, charred remains of an intersection. Highway Haunter is both fairly simple and fairly difficult to read. It’s emotional state is usually determined by what color the main streetlight of it’s face is displaying, with green usually indicating happiness and other positive emotions, yellow indicating fear and confusion, and red indicating anger, pain, and rage. Highway Haunter is around 15 feet tall if it stands as tall as it can, but can crouch much lower if it wants to. A street sign reading “Rainbow” is attached to one of it’s legs, and a stop sign mirrors it.
Personality: Highway Haunter has the personality of a large, curious, somewhat stupid dog. It does quite like people, and is fiercely loyal to those that care for it and show it affection. It is, however, also capable of extreme violence when angered, easily impaling enemies on it’s spindly legs. Every so often, Highway haunter will regress to it’s original purpose as a traffic light and will attempt to regulate who can come and go on an intersection if it’s brought to one.
Perks:
Green Light: Green means go.
Whenever Highway Haunter uses a Green action, all allies gain +5 init until the start of it’s next turn. Green actions are abilities that have no base cooldown.
Yellow Light: This will be your only warning.
Whenever Highway Haunter uses a Yellow action, the cooldown on it’s Red abilities goes down by 1. Yellow actions always have moderate base cooldown.
Red Light: It’s time to stop.
Whenever Highway Haunter uses a Red action, it’s attacks deal 2x damage on enemies with a faster init than it until the end of it’s next turn. Red actions always have high base cooldown.
Level 6
HP: 84
Init: 9
Str: 5
Dex: 12
Int: 0
Con:7
Syn: 10
Actions:
Green Actions:
Hurry up, would you?:
Highway Haunter remembers the strange rituals men once had, where they would honk and swear for being too slow to notice the green light.
Target 1 Enemy. Until the end of Highway Haunter’s next turn, they gain +5 init, but they all of the dice they roll become one lower. (d20s become d12s, d12s become d10s, etc.)
Level 2: Target 2 enemies.
Level 3: Add a -Syn to all damage rolls dealt by those enemies. The enemies gain +7 Init.
Current Form: Target up to 2 enemies. They gain +7 init, but all dice they roll become one size smaller, and they subtract Rainbow’s SYN from all damage they deal until the end of Rainbow’s next turn.
Leap:
Highway Haunter leaps through the air and impales those who would dare run the red light. It’s what it’s manufacturers would’ve wanted, right?
Deals Dex damage. Deals 1.5x damage against enemies with a higher init.
Level 2: Deals 1d6 + Dex damage.
Level 3: Deals 2d6 + Dex damage.
Level 4: Deals 3d6 + Dex damage.
Current Form: Deals 3d6 + Dex damage. Deals 1.5x damage against enemies with a higher init.
Yellow Actions:
Stay in your lane!:
Highway haunter grabs an enemy with it’s spindly legs and tosses it away!
Target 1 enemy that made an attack on an ally this turn. It is tossed far away, and can no longer attack the same ally during it’s next turn. 3 turn cooldown.
Level 2: That enemy cannot attack that same ally or Highway haunter during it’s next turn.
Level 3: The thrown enemy takes damage equal to 1/4th the damage inflicted to the ally during it’s last attack.
Level 4: The thrown enemy takes damage equal to ½ the damage inflicted to the ally during it’s last attack.
Current Form: Target 1 enemy that made an attack on an ally this turn. It is tossed far away, taking damage equal to ½ the damage inflicted to highway haunter’s ally during that attack. It cannot attack Highway Haunter or that ally until after it’s next turn. 3 turn cooldown.
Missing the Light:
Highway Haunter returns to it’s duty as a traffic light for a moment to refocus it’s energy.
Reduce the init of all enemies by 5 until Highway Haunter’s next turn. Highway Haunter gains 1d8 + Syn HP. 3 turn cooldown.
Level 2: Highway Haunter gains 2d8 + SYN HP.
Current form: Reduce the init of all enemies by 5 until highway Haunter’s next turn. Highway haunter gains 2d8 + SYN HP. 3 turn cooldown.
Red Abilities:
STOP!:
Do not skip the red light. FOR THE LOVE OF GOD DO NOT SKIP THE RED LIGHT!
For each ally or enemy that attacks before Highway Haunter’s next turn, Highway haunter gains +5 to it’s next damage roll and 2 DR until the end of it’s next turn. For each ally or enemy that chooses not to attack before highway haunter’s next turn, highway haunter loses 5 to it’s next damage roll.
Level 2: Highway Haunter gains +6 for each character that attacks before it’s next turn.
Level 3: Highway Haunter gains +7 for each character that attacks before it’s next turn.
Level 4: Highway Haunter gains +8 for each character that attacks before it’s next turn.
Level 5: Highway Haunter gains 3 DR until the end of it’s next turn for each character that attacks before it’s next turn.
Level 6: Highway Haunter gains +9 for each character that attacks before it’s next turn.
Level 7: Highway Haunter gains +10 for each character that attacks before it’s next turn.
Current Form: For each character that attacks before Highway Haunter’s next turn, Highway Haunter gains +10 to it’s first attack next turn, and 3 DR until the start of it’s next turn. For each character that chooses not to attack before Highway Haunter’s next turn, he loses 5 damage from the next damage roll they make.
Equipment
Wall Climber (Trick): Highway Haunter can climb on walls and ceilings with little issue. Gives -3 init in combat.
Level 2: Highway Haunter can carry people on it’s back while climbing walls and ceilings.
Level 3: Ignore the weight penalties caused by carrying people on it’s back.
Meaningful Lights (Trick): Highway Haunter’s emotional state is easily read by others, even if they might otherwise miss it due to it’s slightly alien form. People naturally understand Highway Haunter’s emotional state, as written in any scene he is RP’d in. Failing that, you can PM and ask, and your character will know by default how Highway Haunter feels about things.
Level 2: Highway Haunter’s anger is transmitted extra clearly, and may serve to intimidate people out of combat.
Silent Step (Trick):
Highway haunter moves shockingly quietly. Has no effect in combat.
Level 2: Highway Haunter moves with complete silence, only causing sounds when it wants to.
Internal Clock (Trick)
Highway Haunter was once in perfect sync with an entire city. While that beautiful harmony is long gone, it still recalls it's part in the orchestra. Has no effect in combat.
Level 1: Highway Haunter always knows what time it is in it's own internal clock, and thus always knows how much time has passed even if there are no clocks around.
Name: Sabots
Age: 453
Gender: Male
Race: Familiar (Dahu)
Appearance: Sabots appears to be a Dahu, a mythological species of goat with one pair of legs significantly shorter than the other. In Sabots' case, his left legs are far shorter than his right. He counteracts this quirk of his biology by wearing long, wooden stilts that even out his gait and allow him to walk on land, albeit slightly unsteadily. His horns are fairly straight, with only a slight backwards curve near the top, and his fur is tan on top with a white belly and inner limbs. His eyes are a light brown. He wears no clothes, save a highly advanced protective charm with dangles from his neck.
Personality: Gentleman. Explorer. Mentor to some of the greatest magical talent of the last three centuries. Sabots is many things, but chief among them a scholar. Sabots has seen countless things in his travels, and has used those experiences to come out a stronger person. That said, he is extremely cagey about who, exactly, he is the familiar of, and can become incredibly curt and even downright rude if the issue is pushed. Sabots loves learning, and is particularly interested in the fields of magical biology, natural sciences, history, mundane biology, and psychology. He can come across as arrogant, at times, but that arrogance is usually rooted in him knowing the truth.
Perks
Arcane Familiarity Level 2:
Being a familiar, Sabots possesses an incredibly large mana pool that he cannot access on his own. This energy is borrowed from his master, wherever or whoever that person is.
Grants the Perk-backed action "Temporary Bond."
Le Dernier Cadeau Level 2:
The amulet around Sabots' neck is nearly as much of a touchy subject as whoever his master is. Whatever it is, it is certainly powerful.
Grants the item "The Last Gift"
Flaw:
Pathetic Old Goat:
Being a Dahu is tough. No matter how much muscle Sabots packs on, or how much he trains, his body just isn't suited to combat.
Sabots does 50% less damage on all attacks.
38/38
Level 6
HP: 60
Init: 0
Strength: 8
Dexterity: 0
Intelligence: 14
Constitution: 5
Synergy: 11
Actions:
20/20 Ap
Temporary Bond (Perk-Backed)
The bond between a master and a familiar is a powerful thing, and something that can only usually be done between one wizard and one familiar. But, with time and practice, some familiars can share their strength with whomever they so choose.
Target 1 ally. Their magical actions have 1 less cooldown and cost 25% less meter where applicable until this move is used on another ally.
Level 2: 2 less cooldown
Level 3: They add INT to the rolls of all magical actions they take.
Current Effect: Target 1 ally. Their magical actions have 2 less cooldown cost 25% less meter (where applicable), and they add Sabots INT to the rolls of all magical actions they take.
Magical Conduit (Passive):
Sabots' aptitude as a teacher didn't come just from his demeanor and knowledge. The students were actually more powerful with him around.
Add Syn/5 to all allied magical attacks
Level 2: Add Syn/4 to all allied magical attacks.
Level 3: Add Syn/3 to all allied magical attacks.
Current effect: Add SYN/3 to all Allied Magical attacks.
Headbutt:
Such behavior is unbecoming of a gentleman.
Deals 1d6 + Str damage.
Current Effect: Deals 1d6 + Str damage.
Typeshift:
Familiars can exercise a small amount of power over the spells they empower to produce a variety of effects.
Target 1 ally and 1 enemy: the next magical attack that ally makes on an enemy of that type is shifted to a type of Sabot's choice. 2 turn cooldown.
Level 2: If the attack type shifted in this way is super-effective, deals an additional INT damage.
Level 3: Can be cast as a quick action when an ally casts a spell to instead instantly type shift it without having to wait for Sabots' init.
Current Effect: Do one of the following:
-Target 1 ally and 1 enemy: the next magical attack that ally makes on an enemy of that type is shifted to a type of Sabot's choice.
-Can be cast as a quick action when an ally casts a spell to instead instantly type shift it without having to wait for Sabots' init.
In either case, if the attack is super effective, it does INT more damage. 2 turn cooldown.
Recall:
“Hmm. Yes, fascinating. You know, I’ve seen one of these before on my adventures in the Amazon!”
Level 1: Target 1 creature. If it is not magical in nature, nothing occurs. If it is magical, Sabots knows what it is, as well as one of it’s weaknesses, and knows a small amount of useless fluff about them..
Level 2: Sabots also knows that creatures immunities, if any.
Level 3: Sabots knows all of that creatures weaknesses.
Current Effect: Target 1 creature. If it is not in any way magical, nothing happens. If it is magical, Sabots knows all of it’s weaknesses and immunities and a small amount of fluff about them.
Manacharge:
I dont know what all this stuff is, but let's see if we can't power it up anyway in the name of science!
Target 1 allied weapon: it now is considered magical, and deals magical damage for the next 2 turns. 2 turn cooldown
Level 2: Manacharged weapons have dice that are one size bigger (Max 12).
Current effect: Target 1 allied weapon: it now is considered magical, and deals magical damage for the next 2 turns. Weapons charged in this way have dice that are one size larger. 2 turn cooldown.
Arcane Overflow: I say, I might just have to push something to it’s breaking point if we hope to get out of here.
Target 1 allied Magical item. This turn, it is twice as effective, but it does not function for the rest of combat. (Example: A magical weapon that normally deals 4d6 damage instead deals 8d6 damage. Does not double modifiers.)
Level 2: Target 1 allied Magical item. This turn, it is twice as effective, but it does not function for the next 3 turns. (Example: A magical weapon that normally deals 4d6 damage instead deals 8d6 damage. Does not double modifiers.)
Current Effect: Target 1 Magical item on the field. This turn, it is twice as effective, but it does not function for the next 3 turns. (Example: A magical weapon that normally deals 4d6 damage instead deals 8d6 damage. Does not double modifiers.)
Inspiring Speech: Tally-ho! We’ll win this day, chaps!
Roll 1d10. Distribute that number to allies as temporary HP or as a damage bonus to their next attack as the DM sees fit.
Level 2: 1d10 + Int/3
Level 3: 1d10 + Int/2
Current effect: Roll 1d10 + Int/2. Distribute that number to allies either as temporary HP or as bonus damage to their next attack as the DM sees fit. (For example, if there ends up being 10 points, character A can get 5 Temp HP, character B can get 2 bonus damage to their next attack, and character c can get 2 Temp HP.)
Equipment:
The Last Gift (Perk-backed):
A powerful protective charm made with a significant amount of love and care. Who knows where it came from.
Weight 8
Blocks the first attack that hits Sabots each turn.
Level 2: Block all attacks that hit Sabots until he is hit with an attack that deals 5 or more damage, which is also blocked and breaks the effect.
Level 3: 10 or more damage.
Level 4: 15 or more damage.
Level 5: 20 or more damage.
Current effect: Block all attacks that deal less than 20 damage. If hit by an attack that deals more than 20 damage, that attack is also blocked, but this item is deactivated for the rest of the turn.
Mountainside Mover (Trick):
Being a Dahu, Sabots is well adapted to moving on the sides of mountains and hills, and very few other locales.
While moving on mountainous or hilly terrain, Sabots’ dexterity is instead treated as 4 (This only effects init and checks, and not attack modifiers.)
Level 2: Dexterity is instead treated as 8
Level 3: Dexterity is instead treated as 12.
Current Effect:While moving on mountainous or hilly terrain, Sabots’ dexterity is instead treated as 12. (This only effects init and checks, and not attack modifiers.)