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"Rotten Dozen": Starved
Eccentric Moogrr * Member Since 2011-08-18
posté July 17, 2013, 00:23:04 | #1
"Rotten Dozen": Starved Waste not want not

The general feature of the day is damage bonus against summons, the offense version of resistance against summons from Forgotten. This characteristic functions the same as an elemental damage bonus for all elements but only applies to damage dealt to summons.

Backstory

Among the slums and abandoned shacks shoddily thrown together by nomads dwell the putrid remains of humanity, living as animals; though they would often prey upon any animals which dared enter their territory in a moldy alleyway or beneath a pile of garbage. Starved is a perfect example of such a pathetic creature, barely human enough to receive pity yet cannibalistic and desperate enough to devour anything which so much as seemed to have flesh to consume. A few mercenaries have attempted to eliminate Starved only to find the bounty beyond their capabilities, rarely escaping with all of their limbs. No attempts to reason with the degenerate have succeeded.

Rumor has it that Starved was the experiment of a deranged doctor who experimented on the slum inhabitants, seeing as no one would miss a few rats among the sewage. The strongest evidence for this, other than Starved being the only slum inhabitant to be named by the normal folk, is his inhumane ability to digest any substance he swallows. His jaw was strong enough to crush bone and metal, his fleshy digestive organs somehow strong enough to resist splinters of bone and metal edges. Fortunately no one has bared witness to what happens when any of it comes from the other end.

After having been driven out of his latest hunting ground and the sewage dried off in the blazing sun, Starved wandered through the desert. There were barely enough lost animals and travelers to sustain him. During the day he would burrow into the sand to escape the heat and during the night his body was heated enough from the day to keep himself mobile while the air was mercilessly frigid.

On one of these many nights Starved caught sight of an unfamiliar scent and saw a humanoid figure walking through the night. Starved recognized the scent of human gore, but it was somewhat aged; the kill was made days ago. Oddly enough the person moving lacked the scent of life which Starved was too familiar with and instead gave off an unfamiliar odor.

"Thirst" branch (water)

Quench- You should start carrying a bottle for the road in case you find a source of water or blood.
  • 3AP
  • 1 range
  • the Starved loses lock with every use
  • lv0 3steal, -5 lock
    • lv0 crit: 5steal, -7 lock
  • lv100 41steal, -20 lock
    • lv100 crit: 62steal, -30 lock
  • lv200 79steal, -35lock
    • lv200 crit: 119steal, -53lock

Bloodbath- Starved reduces his own resistance to AP loss to share the penalty with nearby enemies. All you need is a friendly Xelor to draining enemies of their AP so the rest of your team can crush them.
  • 4AP1MP
  • 0 range
  • attacks all adjacent targets
  • the Starved and targets in the area of effect receive -AP loss resist
  • if nothing is in the area of effect, heals the Starved (you still suffer -AP loss resist)
  • lv0 3steal, -2% AP loss resist; 3heals
    • lv0 crit: 5steal, -3% AP loss resist; 5heals
  • lv100 32steal, -20% AP loss resist; 32heals
    • lv100 crit: 48steal, -30% AP loss resist; 48heals
  • lv200 61steal, -38% AP loss resist; 61heals
    • lv200 crit: 92steal, -57% AP loss resist; 92heals

Suffocation- A meager attempt to quickly incapacitate the foe, this attack is actually a means for Starved to heal itself based on AP lost by the target.
  • 2AP, all MP
  • 1 range
  • one use per turn
  • must be used on a target
  • heals the Starved per AP loss the target has suffered since their last turn
  • MP spent on this spell determines the maximum amount of heals from having lost AP; 1:1 rate (spending 3MP limits the healing effect of this spell to healing for the loss of 3AP)
  • if used on an ally:
    • heals the target per AP they have lost since their last turn
    • does not damage the target ally
  • lv0 2damage, 2heals per AP lost and MP spent
    • lv0 crit: 3damage, 3heals per AP lost and MP spent
  • lv100 20damage, 20heals per AP lost and MP spent
    • lv100 crit: 30damage, 30heals per AP lost and MP spent
  • lv200 38damage, 38heals per AP lost and MP spent
    • lv200 crit: 57damage, 57heals per AP lost and MP spent

Spit in the Eyes- Show your enemies you have no respect for their AP removal rate, or increasing it by spitting at your allies.
  • 5AP
  • 1 range
  • reduces AP removal success rate for the target
  • if used on an ally:
    • does not damage the target ally
    • inflicts a bonus to AP removal rate instead of a penalty
  • lv0 5damage, -3% AP removal rate; +3% AP removal rate on an ally
    • lv0 crit: 7damage, -5% AP removal rate; +5% AP removal rate on an ally
  • lv100 70damage, -30% AP removal rate; +30% AP removal rate on an ally
    • lv100 crit: 105damage, -45% AP removal rate; +45% AP removal rate on an ally
  • lv200 135damage, -57% AP removal rate; +57% AP removal rate on an ally
    • lv200 crit: 203damage, -86% AP removal rate; +86% AP removal rate on an ally

Dry Tears- Starved feigns the need for help to lure unsuspecting strangers, then viciously attacks while attempting to remove AP by biting them on the arm.
  • 2AP1MP
  • 1 range
  • up to two uses per target per turn
  • gives the target 10 levels of Hyperaction (per use, after the attack and chance to remove AP occur)
    • AP loss causes gain of Hyperaction but this spell will give additional levels regardless of whether AP is lost
  • lv0 3damage, 10% chance -1AP
    • lv0 crit: 5damage, 15% chance -1AP
  • lv100 36damage, 60% chance -1AP
    • lv100 crit: 54damage, 90% chance -1AP
  • lv150 53damage, 80% chance -1AP, 5% chance -1AP
    • lv150 crit: 80damage, 120% chance -1AP, 7% chance -1AP
  • lv200 69damage, 100% chance -1AP, 50% chance -1AP
    • lv200 crit: 104damage, 150% chance -1AP, 75% chance -1AP

"Hunger" branch (earth)

Stay Hungry- Starved feels the fire and explosion when Desperado rides by his burrow, but when Predator is following close behind the hunter becomes the hunted between two infamous mercenaries.
  • 5AP
  • 1 range
  • must be used on a target
  • the Starved gains teleport resistance per use
  • lv0 5damage, +5% teleport resist
    • lv0 crit: 7damage, +7% teleport resist
  • lv100 60damage, +30% teleport resist
    • lv100 crit: 90damage, +45% teleport resist
  • lv200 115damage, +55% teleport resist
    • lv200 crit: 173damage, +83% teleport resist

Envious Teeth- Starved had always been jealous of how easily Gaunt hunts massive animals, his hunger trying to get the better of him while watching the beast who never hesitates to crush the skull of anything that dared to steal his meal.
  • 3AP
  • 1 range
  • one use per turn
  • must be cast on a target
  • +earth damage if the target has a higher earth damage bonus than the Starved
  • +earth damage if the target has more (current) health than the Starved
  • +earth damage if the target has dealt a critical hit since their last turn
    • all three bonuses may apply at once and are in effect before this spell damages
    • all bonuses give the same amount of earth damage bonus and are based on spell level
    • these bonuses last for the whole turn and will apply to other earth attacks used by the Starved during the same turn as they are gained
  • lv0 3damage, +1% earth damage
    • lv0 crit: 5damage, +2% earth damage
  • lv100 27damage, +20% earth damage
    • lv100 crit: 41damage, +30% earth damage
  • lv200 51damage, +39% earth damage
    • lv200 crit: 76damage, +59% earth damage

Fresh Flesh- If you want minimal portions and unfriendly service, go to a deli. If you want it done right, do it yourself; using the deli staff as lunch meat.
  • 6AP
  • 1 range
  • one use per target per turn
  • deals more damage the closer the target is to full health
  • lv0 8damage * target health %
    • lv0 crit: 12damage * target health %
  • lv100 102damage * target health %
    • lv100 crit: 153damage * target health %
  • lv200 196damage * target health %
    • lv200 crit: 294damage * target health %

Rotten Meat- At least it tastes better than sand, though dirt would be a greater improvement.
  • 4AP
  • 1 range
  • one use per target per turn
  • inflicts "Atrophy":
    • a percentage of heals received by the inflicted become health loss for both the afflicted and the healer
    • if the afflicted heals itself, causes health loss twice per heal attempt
    • the rate of heals transformed into health loss with spell level
    • does not stack
    • the level of the state is based on spell level
    • max lv200
    • 0.2% of heals become health loss for the afflicted and the healer per level (40% at lv200)
  • lv0 3damage
    • lv0 crit: 5damage
  • lv100 28damage
    • lv100 crit: 42damage
  • lv200 53damage
    • lv200 crit: 80damage

Frenzied Feast- Who cares about table manners, this is a party! Go crazy! Tear people limb from limb while they scream in terror and agony!
  • all AP and 1WP
  • 1 range
  • one use per turn
  • must be used on a target
  • +damage for this attack per enemy currently in battle (includes the target and summons), the bonus increases with spell level
  • lv0 2damage per AP, +2% damage per enemy
    • lv0 crit: 3damage per AP, +3% damage per enemy
  • lv100 12damage per AP, +20% damage per enemy
    • lv100 crit: 18damage per AP, +30% damage per enemy
  • lv200 22damage per AP, +38% damage per enemy
    • lv200 crit: 33damage per AP, +57% damage per enemy

"Empty" branch (air)
Unlike the normal elemental abilities of Starved, the air spells may only be used if the Starved has not received an attack bonus or have been healed since your last turn. Attack bonuses include elemental damage buffs, crit damage, spell levels, crit rate, backstab damage, and willpower. The first restriction does not include bonuses to damage against summons.

Parched Throat- You would kill for something to drink; in fact, you saw a few wandering children outside the barricaded houses not long ago....
  • 4AP1MP
  • 1 range
  • if the target has healed since their last turn, attacks again for no cost
  • lv0 3damage
    • lv0 crit: 5damage
  • lv100 38damage
    • lv100 crit: 57damage
  • lv200 73damage
    • lv200 crit: 110damage

Roaring Stomach- One of these days Forgotten and Starved ought to join the circus in the freak show. Starved can struggle against the urge to bite the head off anyone teasing his taste buds with their succulent noggin while Forgotten stages adorable puppet shows where the puppets viciously cannibalize each other.
  • 2AP2MP
  • 1 range
  • one use per target per turn
  • converts air resist to air damage on the target
    • the maximum amount of air resist transformed into air damage increases with spell level
    • will not cause air resist to become negative
  • if used on an ally:
    • does not damage the target ally
    • converts air damage to air resist (using the same rate as air resist converted to air damage based on spell level)
  • lv0 3damage, up to 5% air resist converted into air damage; up to 5% air damage converted to air resist for an ally
    • lv0 crit: 5damage, up to 7% air resist converted into air damage; up to 7% air damage converted to air resist for an ally
  • lv100 40damage, up to 100% air resist converted to air damage; up to 100% air damage converted to air resist for an ally
    • lv100 crit: 60damage, up to 150% air resist converted into air damage; up to 150% air damage converted to air resist for an ally
  • lv200 77damage, up to 195% air resist converted into air damage; up to 195% air damage converted into air resist for an ally
    • lv200 crit: 116damage, up to 293% air resist converted into air damage; up to 293% air damage converted into air resist for an ally

Seeking Salivation- Your mouth is so dry you would be willing to suck the barely satisfying drool out of a rotting corpse after having devoured large chunks of it not long ago.
  • 6AP, all MP
  • 1 range
  • inflicts one level of Incurable for every MP spent
  • lv0 6damage
    • lv0 crit: 9damage
  • lv100 85damage
    • lv100 crit: 128damage
  • lv200 164damage
    • lv200 crit: 246damage

Love Bites- Starved has been spotted within a few miles of town. Before going to bed lock all windows, doors, closets, and fill the space beneath your bed with anything not being used to barricade all entrances.
  • all AP
  • 1 range
  • one use per turn
  • triggers Incurable state on the target
  • base spell damage increases by 1 for every level of Incurable triggered
    • example: if the target has lv10 Incurable and this spell is lv100, 7damage per AP becomes 17damage per AP
  • spell level increases the maximum amount of Incurable triggerable
  • lv0 1damage per AP, maximum of lv1 Incurable triggered
    • lv0 crit: 2damage per AP, maximum of lv2 Incurable triggered
  • lv100 7damage per AP, maximum of lv5 Incurable triggered
    • lv100 crit: 10damage per AP, maximum of lv7 Incurable triggered
  • lv200 13damage per AP, maximum lv10 Incurable triggered
    • lv200 20damage per AP, maximum of lv10 Incurable triggered

Broken Jaw- Fear Incarnate for Starved is becoming unable to rend flesh from those struggling to resist him. Two things remind Starved of having his jaw broken: not having enough AP to fight back, and taking a critical hit to the mouth which smashes his teeth.
  • 4AP2MP
  • 1 range
  • one use per turn
  • if the Starved has been damaged by a critical hit since your last turn, attacks again for no cost
  • if the Starved has lost 30% or more of its total AP since your last turn, attacks again for no cost
  • lv0 3damage
    • lv0 crit: 5damage
  • lv100 32damage
    • lv100 crit: 48damage
  • lv200 61damage
    • lv200 crit: 92damage

Active specialties

Napkin- Please use them. A lot of them. Your skin is stained with the blood and gore of your past meals ranging from days to months ago. Take a bath in the river- actually, that would poison one of the few remaining water sources. Stick to wiping it off yourself.
  • 0-1 range
  • one use per target per turn
  • must be used on an ally (or yourself)
  • removes all states which decrease the healing rate of the target
  • removes all unstackable single effect penalty states (states which only have one effect; Blindness, Stunned, etc.) and gives +heals per state removed
  • maximum of +30heals
0. costs 5AP1WP, +1heals
  1. costs 5AP1WP, +2heals
  2. costs 4AP1WP, +3heals
  3. costs 4AP1WP, +4heals
  4. costs 4AP1WP, +5heals
  5. costs 3AP1WP, +6heals
  6. costs 3AP1WP, +7heals
  7. costs 3AP1WP, +8heals
  8. costs 2AP1WP, +9heals
  9. costs 1AP1WP, +10heals

Shelter- No one minds a crazy subcreature making their home in the dirt, but when that freak grabs their leg and bites at their toes it gets a blade to the head. The exception to this situation is when the freak is elsewhere and the passerby falls into the shelter.
  • costs 5AP2MP1WP
  • 1 range
  • one use per battle
  • creates a permanent shelter space (1x1) which grants bonuses and stabilizes the Starved while inside of it
  • allies who enter the shelter receive a reduced bonus
  • enemies who enter the shelter become stabilized for one turn and suffer a resist penalty for one turn; next turn the enemy is placed one unoccupied space away from the shelter at the start of the turn
  • the Starved and their allies may enter and exit the shelter freely (the shelter is essentially a glyph)
  • may not block the way
  • may not create the shelter directly on a target
  • blocks movement path for summons
  • the shelter may not be moved or destroyed
0. +2heals and +1willpower for the Starved or +1heals for an ally; -5% resist for an enemy
  1. +4heals and +2willpower for the Starved or +2heals and +1willpower for an ally; -10% resist for an enemy
  2. +6heals and +3willpower for the Starved or +3heals and +1willpower for an ally; -15% resist for an enemy
  3. +8heals and +4willpower for the Starved or +4heals and +2willpower for an ally; -20% resist for an enemy
  4. +10heals and +5willpower for the Starved or +5heals and +2willpower for an ally; -25% resist for an enemy
  5. +12heals and +6willpower for the Starved or +6heals and +3willpower for an ally; -30% resist for an enemy
  6. +14heals and +7willpower for the Starved or +7heals and +3willpower for an ally; -35% resist for an enemy
  7. +16heals and +8willpower for the Starved or +8heals and +4willpower for an ally; -40% resist for an enemy
  8. +18heals and +9willpower for the Starved or +9heals and +4willpower for an ally; -45% resist for an enemy
  9. +20heals and +10willpower for the Starved or +10heals and +5willpower for an ally; -50% resist for an enemy

Hibernation- By sleeping away his AP and MP, Starved can finally sleep in- unless some Iop runs in and wakes him up, which would unleash the sleep deprived terror that defies attempts to repel it.
  • spends all AP and MP
  • 0 range
  • may not be cast while being carried
  • if cast while the Starved is occupying their shelter, doubles levels of Hyperaction and Hypermovement (from suffering AP/MP loss)
  • gives the Starved a bonus to AP loss resist per MP spent
  • for every AP spent, +1lv "Relaxed" state:
    • does not expire
    • no effects
    • all levels of Relaxed state are removed if the Starved inflicts damage
    • stackable to 5
    • once Relaxed state reaches lv5, transforms into +1lv "Slumber"
  • once Relaxed state is converted to Slumber, the Starved may still receive levels of Relaxed state to gain more levels of Slumber
    • example: spending 10AP causes +10lv Relaxed, which transforms into +2lv Slumber
  • "Slumber" state:
    • does not expire
    • stackable to 10
    • -10% resistance to heals per level (doubles healing received at lv10)
    • +8% push and pull resistance per level
    • -0.5 MP per level
    • -10% final damage dealt per level (the Starved will not inflict damage at lv10)
    • if the Starved is teleported/repositioned (excludes push/pull, includes teleportation and being picked up and thrown by a Pandawa) transforms all levels of Slumber into Rude Awakening
    • reduces heal resistance received per level of Slumber (increases with spell level)
  • "Rude Awakening" state:
    • lasts one turn
    • stackable to lv10
    • removes all levels of Relaxed state
    • +10% resistance to states which force the afflicted to skip their turn (Stunned, Sleepy) per level
    • the Starved may not use the Hibernation specialty while this state is in effect
    • if an enemy adjacent to the Starved attempts to push the Starved away or teleport itself away, +1lv Rude Awakening to the Starved for the next turn
    • when the Starved is pushed, pulled, or teleported by an enemy the Starved will deflect the repositioning effect and lose one level of Rude Awakening per deflected repositioning attempt; the maximum amount of repositioning deflections increases with spell level
0. +1% AP loss resist per MP spent, reduces heal resistance received by 1% per level of Slumber, maximum of 1 reposition deflection during Rude Awakening
  1. +2% AP loss resist per MP spent, reduces heal resistance received by 2% per level of Slumber maximum of 2 reposition deflection during Rude Awakening
  2. +3% AP loss resist per MP spent, reduces heal resistance received by 3% per level of Slumber, maximum of 3 reposition deflections during Rude Awakening
  3. +4% AP loss resist per MP spent, reduces heal resistance received by 4% per level of Slumber, maximum of 4 reposition deflections during Rude Awakening
  4. +5% AP loss resist per MP spent, reduces heal resistance received by 5% per level of Slumber, maximum of 5 reposition deflections during Rude Awakening
  5. +6% AP loss resist per MP spent, reduces heal resistance received by 6% per level of Slumber, maximum of 6 reposition deflections during Rude Awakening
  6. +7% AP loss resist per MP spent, reduces heal resistance received by 7% per level of Slumber, maximum of 7 reposition deflections during Rude Awakening
  7. +8% AP loss resist per MP spent, reduces heal resistance received by 8% per level of Slumber, maximum of 8 reposition deflections during Rude Awakening
  8. +9% AP loss resist per MP spent, reduces heal resistance received by 9% per level of Slumber, maximum of 9 reposition deflections during Rude Awakening
  9. +10% AP loss resist per MP spent, reduces heal resistance received by 10% per level of Slumber, maximum of 10 reposition deflections during Rude Awakening

Beastz For Breakfast- When an enemy summon is nearby Starved clings to it, continuously biting the helpless creature with increased damage and resistance against summons, becoming bount to the summon, and gaining resistance when the summoner tries to remove the Starved from their summon.
  • costs 2AP2MP
  • 1 range
  • must be used on a summon (with its own health bar)
  • the Starved becomes bound to the summon until the summon is removed from battle
  • if the Starved becomes KO, they will stay bound to the summon until removed from battle
  • the Starved and bound summon will not lock each other
  • the Starved receives bonuses to resistance and damage against summons
  • the Starved gains resistance when attacked by the summoner (which summoned the summon you used this specialty on)
0. +5% damage and resist against summons, +2% resist per attack from the summoner
  1. +10% damage and resist against summons, +3% resist per attack from the summoner
  2. +15% damage and resist against summons, +4% resist per attack from the summoner
  3. +20% damage and resist against summons, +6% resist per attack from the summoner
  4. +25% damage and resist against summons, +8% resist per attack from the summoner
  5. +30% damage and resist against summons, +10% resist per attack from the summoner
  6. +35% damage and resist against summons, +12% resist per attack from the summoner
  7. +40% damage and resist against summons, +15% resist per attack from the summoner
  8. +45% damage and resist against summons, +17% resist per attack from the summoner
  9. +50% damage and resist against summons, +20% resist per attack from the summoner

Eat Some More- Even after eating sixty million tons of meat, Starved is only satisfied when his health is restored by cannibalizing his enemies.
  • costs 1WP
  • 0 range
  • one use per turn
  • the Starved gains damage, loses resists, and heals a percentage of damage dealt (heals modifiable)
0. +3% damage and -5% resist, 0% of damage dealt is healed to the Starved
  1. +5% damage and -10% resist, 0% of damage dealt is healed to the Starved
  2. +5% damage and -10% resist, 1% of damage dealt is healed to the Starved
  3. +10% damage and -10% resist, 1% of damage dealt is healed to the Starved
  4. +15% damage and -15% resist, 2% of damage dealt is healed to the Starved
  5. +15% damage and -20% resist, 2% of damage dealt is healed to the Starved
  6. +20% damage and -25% resist, 3% of damage dealt is healed to the Starved
  7. +25% damage and -30% resist, 3% of damage dealt is healed to the Starved
  8. +30% damage and -40% resist, 4% of damage dealt is healed to the Starved
  9. +40% damage and -50% resist, 5% of damage dealt is healed to the Starved

Passive specialties

Grateful Guest- Starved shows his gratitude to Halberd and Predator for sharing their hunt by ripping a leg off, running off to a corner, and savagely devouring it. When Starved consumes all flesh on the leg he stalks back to the campfire while the others are asleep to search for any scraps, including drops of blood on clothing they may still be wearing.
  • for every AP the Starved spends to damage an enemy, all allies receive 1 level of Hyperaction
  • for every MP the Starved spends to damage an enemy, all allies receive 1 level of Hypermovement
    • Hyperaction and Hypermovement given to allies is not also received by the Starved
  • for every AP the Starved spends to damage an enemy, the damaged enemy loses 1 level of Hyperaction
  • for every MP the Starved spends to damage an enemy, the damaged enemy loses 1 level of Hypermovement
  • the maximum amount of Hyperaction/Hypermovement gained/lost increases by 1.5 per level per target (up to +/- lv30 Hyperaction/Hypermovement per turn at max rank)

The Mad Butcher- Starved occasionally imagines how life would have been if he took a butchery job long ago, keeping him out of the slums and constantly among massive chunks of flesh; he then realizes if his insane carnivorous instincts were given to a butcher countless would be cut into pieces and stored among the cattle meats. Fortunately there are more than enough disciples of Osamodas walking around with their delicious animal friends.
  • the Starved deals increased damage against summons and heals from damaging summons
  • +5% damage against summons per level (+100% at max rank)
  • 1% of damage dealt to enemy summons is healed to the Starved per level (heals 20% of damage dealt to summons at max rank)
  • 2.5% of damage dealt to ally summons is healed to the Starved per level (50% at max rank)
  • when a steal attack is used on the Starved, reduces the health restored by the attacker by 2.5% proportionally per level (steal attacks will only heal 25% of the damage dealt to the attacker at max rank)

Rust Layered Rib Cage- After years of devouring the most stomach wrenching material and sleeping out in the cold, Starved is more difficult to kill than the average scavenger. Unfortunately a critical strike is more threatening to his rusty bones.
  • +1% max health per level (+20% max health at max rank)
  • reduces heal resistance accumulated by the Starved by 2.5% per level (heal resist received is halved at max rank)
  • when the Starved is damaged by a critical hit, -1% crit resist to the Starved per level (-20% crit resist per crit received at max rank)

Droughted Oasis- Is this the real life? Or just a fantasy? Caught in a sandpit, no escape from Predator.
  • when health is stolen from the Starved (steal attack type) or the Starved is damaged by heals (Zombification, etc.), the Starved gains MP based on the percentage of health lost
    • +1MP every 5% total health lost from steal or heal damage
    • the MP gain lasts until the health lost is healed back
    • the maximum MP gain increases by 0.25 per level (up to +5MP at max rank)
  • when the Starved is damaged by counterattack or reflect damage, +0.5heals per level (applies per counter/reflect attack; +10heals at max rank); up to +20heals

Mystery Meat- You never know what you might get, so dig in! If it turns out to be spoiled, the ditch created to find it can be used as your grave.
  • if the Starved defeats an enemy summon and the Starved occupies the same space where the summon last occupied by the start of your next turn:
    • the Starved gains some of the AP and MP of the deceased summon
    • the Starved receives the last penalty applied to the summon
  • the Starved gains 5% of the AP and MP the summon had per level (you get all their AP and MP at max rank)

I ran out of things to say about feedback. The next of the Rotten Dozen is Predator, the mercenary who acts before speaking and hates almost everyone.

For those with an appetite for more:


September 19, 2013

Hibernation has been significantly updated. The specialty used to give the Starved a bonus to push and pull resistance for the turn used then on the next turn a reduction to resistance to heals and a bonus to heals (characteristic), but now has a unique system of three states. This system was inspired by the Under Pressure-Overheating-Cooling states system planned for the upcoming Foggernaut revamp, but instead of giving the user a damage bonus allows the Starved to withdraw from battle in a corner to fully restore its health.

March 16, 2014

Rust Layered Rib Cage will decrease heal resistance accumulated from being healed instead of decreasing the efficacy of heal reducing states. This spell will also apply -crit resist to the Starved when damaged by a critical hit.

Mystery Meat has been overhauled. Instead of giving/taking AP, MP, dodge, and lock (and possibly gaining WP) this spell causes the Starved to gain AP and MP for killing summons and standing where it died so the freak can eat its corpse while no one is looking.


This post has been edited by Kakenshu - March 17, 2014, 05:29:17.
Reason for edit : Took a snack break