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Chapter 14 by duskdawn duskdawn

The next morning...

Night 1 Character Sheet

Dusk

Race: Nephilim

Child of the Blazing Heaven: +50% Physical Attack, +50% Physical Defense, +200% Magical Defense, +600% Light Power

Child of the Black Night: +50% Physical Attack, +50% Physical Defense, +200% Magical Attack, +600% Dark Power

Child of Two Worlds: When healed by an effect that doesn't originate from you, suffer psychic damage equal to the amount healed. Conversely, you are able to heal any kind of creature with your healing abilities and spells without causing them pain.

Classes: Knight 2 (Tier II upgrade from Fighter)

Fighter's Legacy: You know how to wield most blades, maces, and polearms

Taunt: When you taunt an opponent, they will more likely attack you. Also, double your defense for 1 minute. Cooldown: 1 minute

Defender's Dash: +25% speed when running/flying toward an ally you can see

Sorcerer 1 (Tier II upgrade from Magic Apprentice)

Magic Apprentice's Legacy: You know the effects of common herbs when consumed, as well as the basics of arcane manipulation

Minor Elemental Control: Can use basic elemental spells

Potion-making: Can make weak, simple potions, provided the materials

Perks

Angelic Protection: Immunity to status effects, mind control, unwilling transformations, and instant-**** effects, +200% Physical Defense, +200% Magical Defense

Aphroditism: When defeating an opponent in a kind of contest where luck is not the determining factor in victory, automatically increase their love for you by 5%, and an additional 5% if it's an overwhelming victory, with halved gains outside of combat, +20% Physical Defense

Breeding: Can impregnate anything that can be impregnated, usually with two offspring, 20% chance to impregnate even a barren womb, all pregnancies you cause will have the duration of 1 month

Final Form: When pressed, you temporarily evolve, providing +700% bonus to all stats. Cooldown: 24 hours

God's Eye: Can view the name, stats, significant history, and attitude toward you when looking at the target

Mind Breaking Aphrodisiac Pheromones: When you are aroused, the target of your arousal (if they are able to smell you) will be more likely to have sex with you, and if they do, they won't be able to think for the duration of the intercourse, and are guaranteed to be in such a state for at least 20 minutes after orgasm

Old Shoes: +100% Class Experience

Philanthrope: +50% all stats when defending humanity, double healing effectiveness when targeting humans

Pure Land: While within 1 mile of Riverbend, gain 10 experience to each class and race per day and gain a 700% bonus to all stats

Templar: +50% all stats when defending a consecrated region or followers of a god

Warmth: When non-violently dealing with humanoids in your true form, cut the detriment of being a monster into a quarter of what it would be. Over time of dealing with the same individual, this detriment will eventually reach zero for that individual. Furthermore, your fertility can be toggled on and off.

Spells

Elemental Bolts: Deal Magical Attack in damage on a hit. Can be Fire, Water, Earth, Air, Light (Angelic Heritage) or Dark (Infernal Heritage)

Heal (Angelic Heritage): Over the course of 1 minute, heal a moderate wound on the target

Humanoid Polymorph: Appear as a humanoid of your choosing, but lose access to all other spells and abilities (buffs and debuffs are still applied as normal)

Recompense (Infernal Heritage): When hit by a melee attack, release a burst of Dark magic that auto-hits, dealing Magical Attack in Damage

Submit: Over the course of 10 minutes, apply a Mark of Submission on a target you can touch. The mark is permanent, and the target must follow your orders. The target does not have to follow an order that would clearly harm themselves or others.

Total Unconditional Bonuses

Physical Attack: 100%

Physical Defense: 320%

Magical Attack: 200%

Magical Defense: 400%

Elemental Attack:

Air: 0% Dark: 600% ****: 0% Earth: 0% Fire: 0% Ice: 0% Life: 0% Light: 600% Lightning: 0% Water: 0%

Elemental Defense:

Air: 0% Dark: 600% ****: 0% Earth: 0% Fire: 0% Ice: 0% Life: 0% Light: 600% Lightning: 0% Water: 0%


So, you might notice some discrepancies from the initial CYOA. The biggest one (imo), is what Power means for the Angel and Devil races. In short, if something boosts Power, it will boost both Attack and Defense of that attribute. Another thing is the Child of Two Worlds feature. In this version of Ruyanei, both the Light and the Dark have healing magic, but they are incompatible with each other. A humanoid's healing magic targeting a monster will be extremely painful, and in most cases, won't work. Being both an Angel and a Devil mitigates the pain aspect slightly, and also makes it so that it will actually heal our MC. It will hurt, but it will work. This feature will evolve a bit over time, but to avoid spoilers, I won't say how. You'll also notice that MC's race gave some additional spells. It felt a bit weird to me that an Angel wouldn't have access to a healing spell, and because I did that, I had to do something for Devil too, so there you go. Not all races will innately have spells, but some of them will.

As I said in the previous chapter, a character sheet for our MC will be provided at the end of every in-world day. If you notice an inconsistency, please let me know! I'm only human, after all.

Now, back to the show

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