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Chapter 24 by duskdawn duskdawn

What is she even the goddess of?

Night 2 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% Spell Power, +600% Dark Power

Child of Two Worlds: When healed by an effect that doesn't originate from a Nephilim or a potential target of Nephilim's Oversight, 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 11 (Tier II upgrade from Fighter)

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

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

Durability: +1% Physical Defense for each level you have in this class (+11%)

Inspiring Presence: Allies gain +1% Attack and Defense while they can see and/or hear you for each level you have in this class (+11%)

Rally: You can organize your allies more efficiently in the heat of battle. You can shout an order to attack a specific enemy, granting your allies a +50% bonus to their Physical and Magical attack against that target for 1 minute. Cooldown: 1 minute

Taunt: When you taunt an opponent, they are much more likely attack you, rather than your allies. You can taunt two enemies at once. Also, double your defense for 1 minute. Cooldown: 1 minute

Sorcerer 10 (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

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

Novice Spellcasting: +1% Magic Attack for each level you have in this class. (+10%)

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

Nephilim's Oversight: Once per day, you can possess Camilla for up to 1 hour. While you do so, your own body is ****, and Camilla's stats increase to 50% of your own. This ability cannot be removed or suppressed so long as Camilla possesses your Nephilic Blessing

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: 331%

Magical Attack: 210%

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%

What's next?

More fun
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