Makeover Mimic and Fashionista (Alpha 0.1)
Added 2022-03-29 02:49:18 +0000 UTCMakeover Mimic
Like traditional Mimics that can be found in dungeons throughout the realm, Makeover Mimics are shapeshifting monsters that appear indistinguishable from a chest at first glance. Makeover Mimics are notable large and tall, looking to be quite heavy to an observer. Upon being touched by an unsuspecting adventurer, this monster reveals its true form, now resembling a living wardrobe with doors lines with teeth, attempting to force as many humanoid creatures inside itself as it can.
After being forced inside of one of these creatures, those unfortunate enough to escape its maw are subjected to the makeover of a lifetime. If given enough time, a Makeover Mimic can make even the most hardened of warriors appear more suited to a beauty pageant (or a brothel) than a battlefield. If its any conciliation, those who enter the Makeover Mimic come out smelling of the most expensive perfumes.
Makeover Mimics can be found in the depths of dungeons and within the lairs of beings that love to feminize and bimbofy adventurers such as the lairs of powerful Fairies or a Bliss-Born Dragon.
Makeover Mimic
Movement: 1
Combat Stats:
HP: 105
Will: 35
MP: 0
Strength: 12
Mind: 1
Defense: 8
Resolve: 1
Finesse: 6
Speed: 6
Utility Stats:
Awareness: 0
Diplomacy: 0
Knowledge: 0
Physicality: +5
Subtlety: +10
Resistances And Weaknesses: The Makeover Mimic is resistant to Psychic damage. Additionally, it is immune to mind-altering effects, and all mental status effects.
Inventory:
None
Abilities:
Object Mimicry: At the start of its turn, the Makeover Mimic can reduce its speed to 0, altering its appearance to be completely indistinguishable from an ordinary chest. While this effect is active, spells that detect life will still detect the Makeover Mimic. If the Makeover Mimic is touched or targeted by a melee attack while this effect is active, it can immediately target that creature with Engulfing Makeover without the use of actions. Additionally, if a creature uses a one-handed action to make an Awareness roll, a total result of 10 or greater will discern that the chest is alive. If the mimic is touched or targeted by a spell or attack, this effect immediately ends.
Tendril Lash:
Action: One-Handed
Range: 1-4
Accuracy Dice: 1d8
Damage: 2d8 +Strength
Damage Type: Physical
Additional Effect: The Makeover Mimic lashes out with one of its interior tendrils, attempting to grab its target in the process. If this attack hits, the target must roll 1d6, adding their choice of Strength or Finesse. If the total is less than 14, that target is bound by this tendril. While bound this way, a creature may still move and take actions, but it may not move more than 4 spaces away from the Makeover Mimic. A creature (including the bound creature) may make a two-handed action to attempt to unbind that creature. To do so, they must roll 1d6, adding their Strength. If the total is 14 or higher, the target is freed.
Engulfing Makeover: As a two-handed action, the Makeover Mimic pulls all creatures bound by its Tendril Lash into its interior. Creatures inside the Mimic count as blinded. At the beginning of an affected creature's turn, that creature sustains 2d6 poison damage. This damage cannot be reduced or prevented through means other than poison damage resistance or immunity. Then, that creature must roll 1d6, adding their defense. If the total is 14 or more, that creature escapes to the closest unoccupied space to the Mimic. If the total roll is 13 or less, the suffer an effect on the table below based on how many times they'd failed this roll. If a creature does not suffer each of these effects but is later targeted by Engulfing Makeover, the Makeover continues where it left off. If a creature fails this roll three times and concludes its makeover, it is spat out by the Makeover Mimic, which will then ignore that creature.
First Turn: All non-magical clothing and armor the target is wearing dissolves. Magical clothing and armor worn by the target is unequipped and spit out by the Makeover Mimic. Living Armor cannot be unattached this way.
Second Turn: The target is equipped with a randomly selected outfit from the Makeover Outfit Chart. An outfit equipped to a creature this way is cursed and can only be removed via a ritual of purification. While a creature is wearing a cursed outfit produced by the mimic, they are incapable of equipping other clothes or armor.
Third turn: The target's face is done up in durable, curse makeup that matches their outfit that cannot be removed by any means other than a Ritual of Purification. Additionally, the target becomes female if they aren't already. If a target is transformed this way, this transformation may be undone by a ritual of purification. However, if this transformation is not undone within 30 days, this transformation is permanent.
Fasionista
Toting shades of skin such as blue, purple, and red, and devilish horns upon their heads. While they may appear quite attractive, these beings are each in service to powerful corrupting demons such as the Perverter of Form.
Fashionistas can be identified for their over the top outfits that can be easily spotted in a crowd, and they want nothing more than to share their fashion sense with the world. Using their Makeover Beam, a Fashionista can completely transform a target's clothing and armor, turning one's outfit into a cursed replica or the Fashionista's. In some circumstances, this beam can go haywire, even transforming it's target's body into a copy of that of the fashionista! No matter what form a Fashionista may come in, and no matter their outfit, they carry themselves with the utmost confidence and sass. While these fiends can be found in the lairs of the demons they serve, they often travel to outposts and even large towns under the guise of traveling performers, attempting to gain the trust of others before giving them a new image. After transforming a target's image, they will almost always attempt to flee the scene while the target is still in shock.
Fashionista
Movement: 5
Combat Stats:
HP: 28
Will: 32
MP: 40
Strength: 6
Mind: 8
Defense: 8
Resolve: 6
Finesse: 10
Speed: 6
Utility Stats:
Awareness: +2
Diplomacy: +3
Knowledge: 0
Physicality: -2
Subtlety: 0
Resistances And Weaknesses: The Fashionista is resistant to dark and fire damage and is vulnerable to light and cold damage.
Inventory:
One outfit from Makeover Outfit Chart (chosen by the GM)
Abilities:
Demon Casting: The Fashionista knows two spells from the Arcanist spell list with a combined MP cost no greater than 20.
Curse-Blooded: The Fashionista ignores penalties imposed by curses and cursed items. Additionally, it can freely unequip cursed items from itself and others.
Talon-Nails:
Action: One-Handed
Range: 1
Accuracy Dice: 2d4
Damage: 2d4 +Strength
Damage Type: Physical
Makeover Beam:
Action: Two-Handed
MP Cost:
Range: 1-9
Accuracy Dice: 1d12
Damage: 2d4 +Strength
Damage Type: None
Additional Effect: The Fashionista fires a glowing cyan beam at a target. That target must roll 1d8, adding their finesse. If the total is 14 or greater, this beam has no effect. On a roll of 13 or lower, all non-magical clothing and armor worn by the target is destroyed and all magical clothing and armor worn by the target is instantly unequipped. That creature is immediately equipped with an identical copy of the outfit currently equipped to the Fashionista. As a cursed item, this outfit can only be removed by a ritual of purification. If a creature fails this roll with an unmodified roll of 1, that creature's body visually becomes a copy of that of the fashionista without the benefits of demonic blood. An affected target becomes female if they aren't already and they gain vulnerability to Light and Cold damage. While a cursed outfit from a Fashionista may be removed via any ritual of purification, a creature's body that is transformed this way only returns to its original state if they undergo a ritual of purification performed by an angel, demigod, or god.
Makeover Outfit Chart:
Some Monsters and Transformative effects may reference the Makeover Outfit Chart. If an effect would produce an outfit from this chart, roll 1d12 and gain the corresponding outfit.
1. Maid Outfit: A revealing outfit befitting of the stereotypical "Sexy Maid." As long as a creature wears this outfit, at the beginning of every dawn, one of their non-Maid class levels is replaced with a level of Maid. When this outfit is removed from a creature, these Maid levels are removed and that creature regains all class levels that had been replaced.
2. Bunny Outfit: A highly sexualized bunny outfit typically worn by waitresses in the realm's Casinos. The outfit's color or pattern is determined at random, by the GM, or it is the same color as the outfit the creature was wearing prior. As long as a creature wears this outfit, at the beginning of every dawn, one of their non-Bunny class levels is replaced with a level of Bunny. When this outfit is removed from a creature, these Bunny levels are removed and that creature regains all class levels that had been replaced.
3. Ballerina Tutu: A tight dancer's leotard paired with a wide, puffy tutu. As long as a creature wears this outfit, at the beginning of every dawn, one of their non-Ballerina class levels is replaced with a level of Ballerina. When this outfit is removed from a creature, these Ballerina levels are removed and that creature regains all class levels that had been replaced.
4. Tavern Wench Outfit: An outfit commonly worn by barmaids and tavern wenches across the realm. As long as a creature wears this outfit, at the beginning of every dawn, one of their non-Wench class levels is replaced with a level of Wench. When this outfit is removed from a creature, these Wench levels are removed and that creature regains all class levels that had been replaced.
5. Humiliating Class Outfit Parody: A humiliating and over-sexy parody of an outfit traditionally worn by adventures of various classes, often riddled with degrading comments that pertain to a given class. For example, an Arcanist variant of this outfit may read "DARK MAGIC WHORE" across the wearer's ass. Often made up of incredibly thin material and body paint, leaving very little to the imagination. A creature wearing this outfit gets -2 to their Mind and -2 to their Resolve. Additionally, that creature adds +5 to all diplomacy rolls made to seduce another creature.
6. Sexy Class Outfit Parody: A sexualized and revealing parody of an outfit traditionally worn by adventurers of a given class. They resemble a slutty costume of an outfit rather than an outfit itself. A creature wearing this outfit gets -1 to their Mind and -1 to their Resolve. Additionally, that creature adds +3 to all diplomacy rolls made to seduce another creature.
7. Class Outfit Parody: An overly feminine parody of an outfit traditionally worn by a given class, primarily made up of shades of pink. While it doesn't offer any defensive benefits, a creature wearing this outfit adds +3 to all diplomacy rolls made to seduce another creature.
8. Revealing Swimsuit: A skimpy garment meant for swimming such as a bikini or revealing monokini. A creature wearing this outfit adds +2 to all diplomacy rolls made to seduce another creature, +2 to all physicality rolls made to swim in harsh waters, and their swimming speed increases by +2.
9. Catsuit: A tight cat suit (color randomly selected between black, pink, or leopard print) with matching fake cat ears and a tail. While worn, a creature has +1 Speed, +1 Finesse, and gains the ability to communicate basic thoughts and ideas with cats.
10, Chainmail Bikini: A skimpy bikini made of chainmail. Despite its appearance, this outfit offers the same benefit as wearing basic Light Armor.
11. Sultry Sequin Dress: A luxurious, form-fitting dress made of a crystalline material. In addition to offering the same benefit as light armor, if the curse on this dress is lifted, it may be sold for 1,000 gold pieces.
12. Queen's Apparel: A massive ensemble made up of numberous elaborate layers and petticoats befitting of a queen. While worn, the wearer's movement is reduced by -1, their mind is increased by +1, their resolve is increased by +1, and diplomacy rolls made to issue orders to other gain an additional +5 bonus.