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Chapter 7
by Nemo of Utopia
What do you find down the hallway?
A Break Room, But First, A Lot Of Changes To Your Sheet...
It takes 30 minutes of back-breaking labor to get the rogue down the hallway, and you kind of have buyers remorse over not picking Ratling, but you eventually find yourself outside the expected "Break Room".
"Break Rooms" are exactly what they sound like, rooms where the heroes can take a little time to rest inside the dungeon. Supposedly they are built and maintained by 'The Right Honorable Sewer Workers Guild of Ostvale', but you now know they are put there by the game designers. Among the many other benefits of your new level up you have been able to do a cross-correlation between the several months of partial maps of these sewers you've assembled since randomly gaining sapience one night and divine from that data the underlying semi-fractile keys which generate them, meaning that you can now make educated guesses about what you will find where within the entire complex every time it resets from now on just by observing the patterns of mold and mildew on a patch of wall near where you are standing when they re-set the layout. No human could do this, but no human has seven fully synched brains working both in series and parallel simultaneously...
You take a moment as you collapse, exhausted, to check your sheet again, and are shocked by what you find...
NAME: [UNSPECIFIED: Must be Named by an existing Named Character, undertaking a Coming-of-Age Ceremony/Quest, or use of a Name-Stone.]
Species: Rat-King.
Morph: Base.
Level: 11 (XP: 310,259/330,000)
Types: Rat / Dark / Poison / Psychic / Noble
Stats:
Hit Pts: 550/550
Mana Pts: 3300/3300
Stamina Pts: 17/77
Melee Atk: 33
Ranged Atk: 11
Special Atk: 22
Magic Atk: 121
Physical Def: 22
Special Def: 33
Magic Def: 55
Speed: 220
Agility: 66
Toughness: 22
Intelect: 110
Wisdom: 66
Social?: 77
Abilities:
Melee Atacks:
Rat Bite: Compare Your Melee Atk + ([1d100]/2, round up,) to target's Physical Def, if result greater deal (33%, 66%, 100%, 134%, or 167%: Melee Atk: 1/5 chance of each.) damage to target. (May proc bite based specials, see later sections.) Attack autoconfirmed for max damage on helpless targets.
Scratch: Compare Your Melee Atk + 1d100 to target's Physical Def, if result greater deal (20%, 40%, 60%, or 80%: Melee Atk: ¼ Chance of each.) damage to the target. Attack autoconfirmed for max damage on helpless targets.
Special Abilities:
Mundane Poison Immunity: you are completely immune to all mundane poisons, toxins, diseases, etc, be they injection, inhalation, ingestion, or contact. If it deals poison damage or causes a poison effect and is not magical in nature: it will not affect you.
Aura of Leadership: any creature that shares a type with you is treated as +1 step more favorable to your suggestions and proposals while in your presence. This increases to +2 steps if that type is Dark or Psychic, and +3 steps if that type is Rat. Only the most favorable bonus applies from this ability.
Diseased: If you bite a living target, you have an 11% (your lvl %) chance to inflict a "disease" type Poison condition on them dealing 1 to 11 HP per day of unhealable* damage. (Max damage = your lvl.) This sickness manifests as red welts and pustules and is communicable by touching materials contaminated by the pus with an open wound, no matter how small. This is a mundane disease, and it is known as 'Filth Fever'. (All creatures with the 'Rat' type have special immunity to Filth Fever, as they are known carriers. They can be infected, but display no symptoms and suffer no ill effects.)
*(Until the disease is cured by a successful Toughness check vs your Special Atk score at the time of initial infection made once per week, or disease curing magic, or by the disease-causing a fatality and the victim to respawn.)
Powers:
Control Rats 1:
Components: Auditory, Tactile, Token.
Types: Psychic, Mind-Control, Leadership, and Dominion.
Range: 11M (lvl Meters)
Target(s): 1 - 3 ([lvl/3] round down = max targets.) 'Rat' type creatures.
Cost: 100 Mana and 1 Stamina per target per minute.
Description:
By speaking to and touching one or more creatures with the 'Rat' type and secreting on their body a token bearing a tiny crystal of some sort attuned to your psychic powers, you gain the ability to seize control of that creature's body at a later time. The tokens for this power can be as small as a centimeter across and three millimeters thick, and can be made from nearly anything, while the crystal at their core need not be worth more than a copper piece in value and can be of any type as long as it is a type of crystal that is found in nature and is, in fact, a crystal, not glass or metal.
Do note that while you can control the Rat's bodies with this power, you can't share their senses, that is a higher level ability, though they both can be activated at the same time through the same type of tokens.
Also note that using this ability to **** a 'Rat' type character to have sex with you would count as **** and/or ****, conferring the Outlaw, Heretic, Traitor, Excommunicated, Abomination, and/or Walking Deadman statuses on you: you have been warned.
Petty Telekinesis:
Components: Visual, Somatic.
Types: Psychic, Telekinesis, and Obvious.
Range: 11M (lvl Meters)
Target: 1 Unattended Object weighing less than two kilograms that are not warded against magic.
Cost: 1 Mana per second and 1 Stamina per minute.
Description:
You can pick up and move any valid target for this power at a rate of up to 1 Meter Per Second with an acceleration of no more than one cm per second as long as it stays within range of you, all without actually touching it.
This power has some pretty serious limits, however.
1: it can not be used to make any sort of attacks, either directly or indirectly. (Though some clever users have gotten around the second limitation by using it to trigger the start of complex 'Rube Goldberg' type Bobbie traps.)
2: multiple users working together can't lift several smaller objects to pick up a larger one on top of them, allowing smaller objects to be 'pinned down' by heavy things.
3: this power is not eligible for 'combination effect' techniques, so multiple weak psychics can't use it to mimic higher levels of skill.
4: while using this power both you and the object you are moving with telekinesis are surrounded by a flickering aura of colorful energy indicative of your surface mood, which is instantly recognizable to anyone familiar with psykers and a thin but visible stream of this energy connects you and the object.
Ignition Coil:
Components: Visual, Tactile, Material, Concentration.
Types: Psychic, Pyrokinesis, and Obvious.
Range: Touch to initiate, then 11M (lvl Meters) to maintain.
Target: one Flammable Object weighing less than two kilograms that are not warded against magic.
Cost: 100 Mana and 1 - 10 Hit Points to initiate, 1 Mana per second and 1 Stamina per minute to maintain as long as there is fuel.
Description:
By touching a small flammable object with a piece of paper, straw-mat, cotton cloth, or other thin flammable materials and concentrating your mind on fire, you cause them both to spontaneously burst into flames. (This hurts the hand or other appendage holding the 'spill'.)
Thereafter, you can keep the resulting blaze burning as long as it has fuel to consume even in the worst conditions by paying mana and stamina.
However, while you do so, there is an obvious stream of burning psychic energy that connects you to the fire, marking you both as a psychic and the person who is keeping the fire from going out, for good or ill...
This power can be used on attended objects, such as an enemy's clothing, but that's a risky move if you aren't in a situation where they can't get out of range of the power, yet also can't kill you to stop it either. (Though being set on fire and unable to put it out does tend to be extremely distracting...)
Techneques:
Trap Maintenance (Elite Special): You can maintain and reset traps without tools or equipment as long as there are no missing or broken parts. If you need to do things like lubrication and break-pad refinishing, you can summon the needed material into place at a cost of 1 Mana per GP of materials cost, per day you want the repairs/maintenance to last.
Skills:
Basic Tier Skills:
Area Information: Ostvale Sewer System: 235
Art: Color/Light & Dark: 77
Art: Sketches/Stickfigures: 77
Brewing: 77
Charisma: 77
Cooking: 77
Conceal Emotions: 77
Concentration: 77
Mathmatics: 1123
Read Emotional State: 77
Rules: Personal: Ethics: 77
Rules: Personal: Code of Conduct: 9
Rules: Society: Ostvale Sewer Rats: 77
Scent: 77
Search: 222
Stealth: 143
Developed Tier Skills:
Archetecture: 77
Art: Painting: 77
Economics: 77
Code of Law: Ostvale: 77
Leadership: 77
Physics: 77
Sense Motivation: 77
Tracking: 77
Advanced Tier Skills:
Alchemy: 77
Enginering: 77
Guard Toughts: 77
Heraldry: 77
Psionics: 77
Tactics: 77
Specialist Tier Skills:
Double-Think: 77
Mechanical Trap Maintenance: 9
Elite Tier Skills:
[None, yet.]
Equipment:
[You Have No Equipment Slots: Choose The Ratling-Mutant Morph at level 15 and/or Ratling-Psyker*/Ratling Taur-King†/Ratling Emperor‡/Ratling Super-Mutant** Morphs at level 20 to change this.]
*(Follows Ratling Mutant or Rat-King Psyker.)
†(Follows Ratling Mutant or Rattaur-King.)
‡(Follows Ratling Mutant or Rat-Emperor Morphs.)
**(Follows Ratling Mutant Morph only.)
Inventory:
[You have no inventory granting items equipped, and no techniques or special abilities that grant natural slots: thus you have no inventory.]
Wow, quite an update on the sheet front.
You read it over again and note that most of your psychic powers require material components you don't have right now, but they seem relatively easy to acquire...
You also noticed that you have a very high Magic Attack score, but nothing that directly keys off of it, hopefully, something that uses that stat is coming up in the next level or two.
Well, time to check out the Break Room: see if you've found a base of operations or a fight on your hands...
Is The Room Ocupied? (If So By Whom/What?)
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Game Monster
From Creep to Boss
You come into being as a low-level monster, the kind heroes chew through like popcorn. You know the drill, whether you're a player yourself or an artificial intelligence, and you're sick of it. You set out on your own quest: to defeat the heroes at any cost (or at least be an epic boss somewhere down the line).
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Updated on Dec 31, 2024
by ledergmayne1
Created on May 11, 2015
by Cantalope
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