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Chapter 2 by Beyt_Sensei Beyt_Sensei

Your Monster

Doppelgänger

Core: Arcane

You will look like you either crawled out of the deep sea, or fell with a meteor. These are the wizards of monsterkind. It’s been millenia and human bitches, er, witches still haven’t learned that summoning one of your kind is a one-way ticket to tentacletown.

Perk: Mindbend

You are eldritch and strange. Reproduction is but another means to unknowable ends. You seem to loom larger than the cosmos, something beyond mankind. It’s easy to become enraptured by your slimy touch, lose oneself in the horrors behind your many eyes.

Humans you mate with will begin to grow obsessed with you, obeying your orders. This effect is greater the more intelligent your victim is.

Also grants a 20% boost to all your spells

Size: Human (200 lbs of mass)

Roughly human sized, maybe a fair bit bigger and weightier. Big enough to be intimidating, but able to utilize common infrastructure.

Perk: Old Shoes

The similarity in size to your old body will keep the full potential of your old soul; lending you another class and granting a 100% boost to class experience.

Cheat: Hybridization

You can select another monster family to be an hybrid of and gain it’s perk

Family: Slime/Devil Hybrid (Doppelgänger)

Perk: The Magic Blob

You gain the ability to leach magic from your enemies. You start by being able to drain all of a novice mage’s mana within a minute of contact. This ability grows with you. Your defense against spells is augmented 300%.

Perk: Child of The Black Night

The power of Melanoche sets your veins alight granting you a 50% increase to physical attack and defense, 200% increase of your spell’s power, and 600% boost to your Dark Spells.

Package: Standard

Add-ons: Mindbreak, Breeding

Monster Power: Status Effect

The hair of Melanoche makes you immune to paralysis, poison, petrification, and other hazardous status effects. The hair of Carnachias bestows you the ability to inflict those self same abilities on others. Spells that turn humans into fleshlights and meatballs are included, as well as mind control.

Class: Assassin/Ranger (Old Shoes)

Assassins are a versatile class. They have aptitude with both range and melee with a focus on stealth and quick kills. You start with the ability to become shrouded in magical darkness for an hour. This renders your movement silent and grants you a minute-long buff that doubles your physical strength. You also gain the ability to concoct lethal toxins to apply to your weapons or claws.

Rangers are a strange class that grow in power with their knowledge of their opponents and the land. You start out with the Lore of Elves and the Lore of Forests. You have an attack that debuffs the defense of races whose Lore you know; you also have a 50% physical attack and speed buff for yourself in terrain you know the Lore of.

NOTES

Hybridization is essentially a pass to create your own monster family. While devil is one of the easiest families to hybridize, slime is likely the most difficult. With a liquid form and the mitosis ability, slimes have close to no similarities to any other family. It is no surprise that both Dark and Light have agreed to cull them. For ease of understanding, the nature of the hybridization will be clarified here.

While often possessing a physical form, the majority of devil flesh has been replaced with slime. However, the form remains devilish through it’s cunning and aggression, which stands at odds with the slime’s nature as an ambush predator. This creature will often mold its flesh into limbs and maintain it’s form with “skin and bones” of dark, devilish energy. For simplicity, though it never casts a spell, the creature uses its incredible propensity for Dark Magic to hold itself together with a magical aura.

This malleable nature does lead to a small degree of shapeshifting, though this is not necessarily a perfect disguise. There is no way for the “Doppelgänger” to change its natural murky black color without illusion magic. Even with a visual facade, close physical inspection such as a direct touch or an attack will disturb the Doppelgänger’s liquid nature. The nature of this disguise is to provide an adjustable form to avoid general detection as well as full use of the tentacles provided by the standard package. Additionally, rapidly adjusting your form may allow you to perform incredible physical feats. These may include great leaps and disjointed bludgeoning attacks as you adjust the pressure you exert to keep your form.

The sense of identity provided by the devil prevents the Doppelgänger from undergoing mitosis unless they obtain the Broodsire Monster Power. With that in mind, said Monster Power is easier to achieve. The physical composition of the slime prevents the production of sperm. Any attempts at impregnation result in piles of inert goo that count towards the requirement of Broodsire. The deposition of essence is not limitless. You must feed to continue to deposit for extended periods. After obtaining Broodsire, slime deposits may be a part of mitosis.

This culminates in a monster best described as relentless. The nature of the slime gives the monster the patience to remain still for long periods of time, while the thirst of the devil impels it to great speed and ferocity. The ranger class synergizes with the devil to make Doppelgänger shrewd. The assassin class draws deeply on the slime’s natural stealth to enhance its own prowess. An intense, alien hunter, Doppelgänger is hungry to fulfill the will of the Dark.

Story Start

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