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Chapter 5
by Succuboi
Behold, the roster!
Zeldric Helbore, Half-Incubus Skinwitch
NAME: Zeldric Helbore
Zeldric has little interest in personally ruining people's lives (unless he's being paid to). There's no fun or challenge in getting what he wants from slaves or broken souls. He prefers manipulating people, offering double-edged kindnesses and deceptive bargains that leave his victims worse off than he found them in the long run.
APPEARANCE:
RACE: Half-incubus
PRONOUNS: He/him
GENITALS: large cock, ribbed for her pleasure.
INVENTORY: Tight leather pants. Rapier. Book of magical tattoos. Tattoo artist's needle and inks. Mana-infused ink pen.
ARMOR: 0
STATUS:
LEVEL: 10
XP: 0/1100
FERTILITY: 62
LIBIDO: 10
HORNINESS: 5/10
STIMULATION: 0/100
STATS
HEALTH: 10
STAMINA: 4
WILL: 5
MANA: 10
TRAITS
STRENGTH: 3
QUICKNESS: 2
PRECISION: 5
KNOWLEDGE: 2
CAUTION: 0
SOCIABILITY: 6
ABILITIES:
Incubus Bloodline
The decendants of Incubi gain the following benefits of their infernal bloodline:
- Natural Aphrodisiac -If someone ingests the semen, precum or vaginal juices of a half-Incubus, then their HORNINESS will increase by 3.
- Shapeshift - They can freely shapeshift the sex of their natural form at will without spending MANA.
They can also transform to disguise themselves as any humanoid. This transformation costs 1 MANA to initiate, and a further 1 MANA to maintain for every hour they remain in this form. - Silver Tongue -The half-Incubus can use SOCIABILITY instead of KNOWLEDGE for their spellcasting.
- Infernal Fertility - The half-Incubus's base Fertility is 50
Temporary Tattoo
Using Mana-infused ink, Zeldric can spend MANA to draw a temporary magical tattoo on a creature's skin. These tattoos can create a variety of effects, and last until either they are washed off or made permenant with tattooist's needle, even if the duration of the spell would normally be brief. Inscribing a temporary tattoo takes 1d6 minutes, during which the creature being tattooed must remain still.
- Mark of Turtle's Bastion, 2 MANA. The target gains 2 ARMOR.
- Mark of Bear’s Endurance, 4 MANA. The target gains 2d6 temporary STAMINA points and 2d6 temporary HEALTH points, which the lose when the tattoo fades.
- Mark of Bull’s Strength, 2 MANA. The target gains 1d6 STRENGTH, and their carrying capacity doubles.
- Mark of Cat’s Grace, 2 MANA. The target gains 1d6 QUICKNESS. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
- Mark of Eagle’s Splendor, 2 MANA. The target gains 1d6 SOCIABILITY and 1d6 PRECISION.
- Mark of Fox’s Cunning, 2 MANA. The target gains 1d6 KNOWLEDGE.
- Mark of Owl’s Wisdom, 3 MANA. The target gains 1d6 CAUTION and 2d6 temporary WILL points, which are lost when the spell ends.
- Mark of Bunny's Fecundity, 3 MANA. The target gains 1d6 LIBIDO and 2d6 FERTILITY.
- Mark of Contraception, 2 MANA. The target's FERTILITY is 0 while this mark is on their body.
- Mark of Desire's Edge, 1 MANA. The target cannot orgasm while this mark is on their body. Their STIMULATION will continue to rise past 100, and when the mark is removed they will immediately experience an incredibly intense, world-shaking orgasm.
- Spellmark, 1+ MANA. The artist draws a sigil that infuses the target's skin with a spell the artist knows, spending 1 + the MANA normally required to cast the spell.
Elaborate Tattoos
Your body is a living canvas. You have many magical tattoos across your skin. Any given day, you choose 1d4 of these tattoos to be active, providing you their benefits.
SPELLS:
Charm Person
Level 1
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a WILL saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using 2 MANA or higher, you can target one additional creature for each MANA above 1. The creatures must be within 30 feet of each other when you target them.
Hold Person
Level 2
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
_Choose a humanoid that you can see within range. The target must succeed on a WILL saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another WILL saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using 3 MANA or higher, you can target one additional humanoid for each MANA above 2. The humanoids must be within 30 feet of each other when you target them._
Phantasmal ****
Level 2
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an WILL saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with a KNOWLEDGE check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.
Geas
Level 5
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a WILL saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using 7 MANA, the duration is 1 year. When you cast this spell using 9 MANA, the spell lasts until it is ended by one of the spells mentioned above.
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IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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