Deviant's Masquerade: Get Ink'd (A Toon Villan's Tale) [Transfer to SV Complete]

Thank You:
-Rush99999
-Kcx1
-MosQuito

A/N: Opening the voting early, since this whole event is taking longer than I thought. So just as a reminder the votes will be from Spacebattles, Royal Road (where applicable), and now Sufficient Velocity as well.

What do we do with the girl now?
[]-Find somewhere to drop her off, she's a Deviant she can walk it off
(probably) and it's getting late.
[]-Stick with her even if it's getting late, it's probably not a good idea to leave her alone in this state.
(Hopefully, she's got a healing factor or something.)
[]-Take her back to the Crossing, sure we'll have to explain (by which I mean lie, because of course we're not telling the truth) about how we met her but she needs help.
[]-Uh, the Malice Vials are supposed to have healing properties, right?
(And since she's already a Deviant it should be fine if she takes Deviant drugs.)
 
[X]-Stick with her even if it's getting late, it's probably not a good idea to leave her alone in this state. (Hopefully, she's got a healing factor or something.)
 
Side Project: Deviant's Masquerade: The Card Game (Card List #1)
Side Project: Deviant's Masquerade The Card Game (Card List #1)

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A/N: Okay, way back before I started doing the Quests I came up with this Card/Board Game that I had the characters play in story (and grind that arc into a dead halt) that popped up occasionally in story.

Anyway, on the Patreon I had an option for having me make a list of Cards that would be in the game. Or at least the game if I ever made it in our world.

So that's what this is, a list of Cards that would be in that game containing several hidden bits of lore or a maybe interesting Card Game for anyone willing to dig through it.

(End Note: I'm aware I may have missed a few Characters and Cards but this doc is nearing 25k words with about 225 Cards at this point so I'm calling it.)

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Game Rules
-The game takes place on two 3x3 grids, with each player having control of 1.
-At the start of the game each Player picks 3 Mask Cards for the game, and sets each unit on any free space on their side of the board.
-Each Round lasts until every unit in play has taken a Turn, with Turn order being based on each unit's Speed value.
--If two opposing units have the same value then the last player to have a Turn goes second.
--If two allied units have the same value then their player can select which goes first.
-At the Start of each Round both players Draw a Card, plus an additional Card for every Mask they've lost as well as generate Resources for that Round.
-When a Player gets down to their final Mask that Mask takes a Final Stand and begins producing Twice as many resources as well as gaining 2 Turns each Round.
-Players go back and forth until all Masks are defeated for a respective player, with the player of the last standing Mask winning.
--Note: The game does not end when a Player runs out of Cards.

-Each unit on their Turn is capable of performing the following Actions:
--[Moving] their Move value
--Performing a Basic Attack, dealing their [Atk] value to any unit within [Range] spaces of them.
--Triggering one of their Card Abilities.
--Play a Card.
--Trigger an Op or Structure.
--Pass, causing them to generate twice as many Resources on the next Turn.

-Deck Rules
--Heroes will not work with Villains.
--Anti-Heroes and Anti-Villains will work together, but still count as Heroes and Villains respectively.
--Rogues will work with anyone but do not count as Heroes or Villains.
--Your Deck Must have a minimum of 30 Cards excluding your Masks, and can have no more than a Maximum of 50 Cards.
--You can only have 1 Copy of each Mask unless otherwise stated.
--You can only have 2 Copies of every other Card unless otherwise stated.

-Playable Card Types Include
--Skills which trigger a specific effect and gain bonus effects depending on a Mask Card's classes.
--Consumables which are similar to Skill Cards but don't change based on classes.
--Minions which are new units to fight for you, but consume resources as upkeep at the start of each Round. (If Minion's Spd Turn has passed at summoning they get an immediate Turn, otherwise they must wait for their actual Turn placement.)
--Equipment Cards which raise an equipped unit's stats or offer more abilities. Each unit can only equip 1 Card unless an ability or effect says otherwise.
--Op Cards which allow you to trigger a repeating effect in exchange for consuming a unit's Turn.
--Structure Cards have HP like units but have no upkeep and generate a constant effect until destroyed.
--Location Cards which have a passive effect that lasts until removed, but each player can only have 1 Location active at a time.
--Level UPs Cards which require you complete a specific condition in a given Round but allow you to upgrade a Mask Unit with better stats and new abilities.

-Terms/Tags
--Quick Action- This action does not use up a character's Turn. If a unit cannot use Quick Actions, then they can still use this Action but doing so will use their Turn.
--Reaction- This Action can be performed outside of a unit's normal Turn without using their Turn, if a specific condition is met first.
--Counter- If an attacking unit is within Range, this unit can attack them without using their Action.
--Follow-Up- If an ally attacks a unit within this unit's Range, this unit can attack them without using their Action.
--Protect- If an ally unit within Move is about to be attacked this unit can take the attack in their place.

-Physical Debuffs
--Burning- This unit takes 1 Fire Damage at the start of each Round, and has all incoming Healing reduced by 1. (Effect stacks up to 3 times, but lasts indefinitely.)
--Bleeding- Whenever this unit Acts they take 1 Damage. (Effect has no limit, but when applied 1 stack is nulled for every point of Armor on a unit. Additionally 1 Stack is removed for every 2 HP a unit heals.)
--Poison- This unit takes 1 Damage at the start of each Round, and cannot use Quick Actions. (Effect has no limit, but when applied 1 stack is nulled for every point of Armor on a unit.)
--Freezing- This unit cannot use Quick Actions, and loses 5 Speed per stack. (Unlimited stacks but 1 falls off at the end of each of this unit's Turns.)
--Blinded- Whenever this unit targets another unit, flip a coin to decide whether it works or misses.
--Stunned- This unit cannot Act until the end of their Next Turn.

-Mental Debuffs
--Fear- Increase the cost of all non-Passive Cards and Abilities by 1 Morale, this lasts until the end of the next Round unless reapplied.
--Pain- This unit cannot use Quick Actions or Reactions. (Can be stacked, butremove 1 Stack whenever this unit does not take Damage between Turns.)
--Mind Control- This unit is under your opponent's Control until the end of their next Turn.
--Charmed- A unit cannot attack or target the unit that Charmed them.

-External Debuffs
--Snared- This unit cannot Move or use Quick Actions until the effect is ended. (Transport negates and removes this.)


Balancing Rules
Each Character/Legend/Mask Card has 200 points of potential, with each of their Level Up cards being equal to an additional 75 points of potential.
Minion cards have 75 points of potential for every Resource they cost to play.
Potential conversion is:
-Name: No Cost
--Alignment: No Cost
--Classes: 5 for 1.
---Exception: If a unit has a main class, they can get another subclass cheaper.
--HP: 1 for 1.
--Atk: 2 for 1.
--Spd: 1 for 1.
--Armor: 10 for 1.
--Range: 10 for 1.
--Move: 10 for 1.
--Resources: 20 for 1.
---Exception: Morale costs 15 for 1. (Since anything can be used for neutral but Morale is just Morale. And Morale abilities are scaled slightly weaker.)
-Abilities 20 for 1.
--Cost reduced to 10 if ability requires a resource. (Potential value is still 20 but +10 for each additional resource without raising base cost.)
---Minion making abilities still count as 20, since ability minions don't have upkeep.
--Abilities should cost around 20 points of potential based on how they're used, with repeating effects equaling roughly 10 points per use.
--Double edged abilities gain an additional 10 points of potential for every 10 in detriment, without affecting base cost.
--Faction Abilities function differently based on the number of faction members present. (Approximately: 1=10 and 3=40) Claiming faction membership does not affect ability value.
-Playable cards have similar rules to the above, with one use cards having 20 effect potential per resource conversion, and lasting cards having +10 per resource due to effect permanence.
-Debuff immunity starts at 5 but you can get 3 for 10 if lore allows.
---

Cards: 110 Masks, 115 Other
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Set: Hacking Reality (1 Mask, 5 Other)

-Name: Maya Williams
--Alignment: Hero
--Classes: Bruiser, Blaster, Puppeteer, M.A.D.
--HP: 25
--Atk: 5
--Spd: 35
--Armor: 1
--Range: 1
--Move: 1
--Resources: 2 Tech
--Reality Hacker: Maya can use Tech as the resource for any Skill Card with an elemental affinity, other Class restrictions still apply.
--Deploy DM (Costs 1 Tech) As a Quick Action, Maya deploys a Drone Minion with 5 HP, 0 Atk, 35 Speed, 0 Armor, 0 Range, and 1 Move.
--Inventive (Costs 1 Tech) Search your Deck for any Tech Card before paying its Cost and Playing it.


-Card Name: COMP
--Card Cost: 1 Tech
--Card Type: Equipment
--Requirements: M.A.D.
--Personal Gear (Maya Williams): This unit can only be equipped by Maya Williams, and does not take an Equip Slot.
--Reality Hacking Interface: Whenever Maya uses Reality Hacker, reduce the cost of the used Skill Card by 1.

-Card Name: Hand Cannons
--Card Cost: 2 Tech
--Card Type: Equipment
--Requirements: M.A.D.
--Electric Burst (Costs 1 Tech) Deal 5 Electric Damage to a target within Melee and apply [Paralyzed] until the end of the next Round. Paralyzed units cannot Move or use Quick Actions.
--Sonic Burst (Costs 1 Tech) Deal 5 Damage to a target within Melee and knocking them back 1 Space.
--Flame Burst (Costs 1 Tech) Deal 5 Fire Damage to a target within Melee and apply a stack of [Burning]. Each stack deals 1 point of Fire Damage and reduces healing by 1.
--Flash Burst (Costs 1 Tech) Deal 5 Light Damage to a target within Melee and apply [Blinded] until the end of their next Turn. Whenever a Blinded unit attacks or uses a Skill they have to flip a coin, if they call it wrong their attack or Skill misses.

-Card Name: Heavy Weight
--Card Cost: 1 Tech
--Card Type: Equipment
--Requirements: M.A.D., Bruiser
--Melee Weapon: Increase the equipped unit's Melee Damage by 5.

-Card Name: Little Critter Minions
--Card Cost: 1 Tech
--Card Type: Minion
--Requirements: Maya Williams
--Classes: None
--HP: 5
--Atk: 0
--Spd: 40
--Armor: 0
--Range: 0
--Move: 2
--Lab Helpers: Reduce the cost of all non-Skill Tech Cards played by Maya Williams by 1.

-Card Name: Informant Network ()
--Card Cost: 1 Tech
--Card Type: Op
--Requirements: M.A.D.
--While Active any unit can use this Op Card to spend 1 Morale to look at the top Card of you or your Opponent's Deck (but not both) and decide whether to leave it on top or send it to the bottom of the Deck.
--Experience Intel Gathering: If this Op is used by a [Tactician] or an [Overwatch] you can use this effect on Both you and your Opponent's Deck in 1 Action. (But you still have to do it 1 Deck at a time.)



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Set: The Huntsman's Quest (14 Masks, 7 Other)

-Name: Jon Whitaker
--Alignment: Rogue
--Classes: Scrapper, Infiltrator, Practitioner
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic and 1 Morale
--Guardian of Childhood: This unit is a [Guardian of Childhood] and cannot deal damage to [Child] units, but automatically uses [Protect] and [Counter] on any attack against an allied [Child] if possible.
--Pix the Fairy (Costs 1 Magic) As a quick action, heal a unit within Range for 5 HP.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- Gain Hidden. (This unit cannot be directly targeted by any enemy attack, skill, or ability. This effect is lost the next time this unit attacks or uses an ability.)

-Level Up Name: The Huntsman of Blackwell
--Level Up Condition:
--Alignment: Anti-Hero
--Classes: Marksman, Puppeteer
--HP: 5
--Atk: 0
--Spd: 10
--Armor: 0
--Range: 1
--Move: 0
--Resources: None
--Horde Breaker: This unit deals an additional 5 damage whenever they do damage to a Minion unit. The first attack this unit does against a Minion unit each Turn is a Quick Action.
--Contracted Summoner: Reduce the Cost of all Magic Minions by 1 for this unit. This unit can spend 1 Magic to search your deck for a Magic based Minion before paying its cost and playing it.

-Level Up Name: The Beast of Blackwell
--Level Up Condition: Jon Whitaker deals a deathblow to any unit, or is afflicted with a Mental debuff.
--Alignment: Anti-Villain
--Classes: Dark Practitioner
--HP: 5
--Atk: 0
--Spd: 5
--Armor: 0
--Range: 0
--Move: 0
--Resources: 0
--Insanity Consuming: This card can use Morale as if it were Madness. Additionally, this unit is immune to Mental Debuffs.
-- Rip And Tear: All melee attacks and abilities by this unit apply a stack of Bleeding, if a unit is already Bleeding deal an additional 5 damage.
--Dark Beast: Reduce the Cost of all [Dark Practitioner] Cards by 1. This unit can spend 1 Magic to search your Deck for any [Dark Practitioner] Card before paying its cost and playing it.


-Card Name: Pix, The Fairy
--Alignment: Rogue
--Classes: Blaster, Medic, Fairy
--HP: 10
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 2
--Resources: 2 Magic
--Separate But Still Together: This Unit can only be played if Jon Whitaker is on the board. While this unit is active [Jon Whitaker] cannot use his [Pix The Fairy] ability.
--Partners (Jon Whitaker) This unit is Partners with Jon Whitaker. Whenever Jon attacks Pix can spend 1 Morale to perform a [Follow-Up] if possible, additionally whenever Pix attacks Jon can spend 1 Morale to perform a [Follow-Up] to her if possible.
--Flighty Flier: Whenever this unit is attacked, flip a Coin. If you call it correctly, your opponent's attack misses. Additionally, this unit can spend 1 Morale to Move as a Quick Action.
--Mend (Costs 1 Magic) Restore 10HP to an ally within Melee and remove [Poison].
--Distraction (Costs 1 Magic) As a Quick Action, add [Blind] to a unit within Range.


-Name: Minerva Whitaker
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Marksman, Tactician
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Morale
--Ma Whitaker: If another unit with [Whitaker] in their name is attacked Minerva will automatically [Protect] them if possible. She can then spend 1 Morale to [Counter] if possible, regardless of whether or not she managed to [Protect] them.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.


-Name: Ying Zhang
--Alignment: Hero
--Classes: Scrapper, Bruiser, Blaster
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic and 1 Madness
--Mad-Corrupted Incarnate (Dragon): This unit can use Madness as if it were Magic. Additionally this unit counts as both an [Arcane (Incarnate)] and a [Dragon].
--Storm Incarnate: Ying is healed by [Electric] damage and can use Magic for any Skill Card with the [Electric] or [Wind] affinity regardless of resource. However Ying cannot use any card with an affinity other than [Electric] or [Wind].


-Name: Noctis Sullivan
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Nightmarian (Horror)
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Magic
--Nightmarian (Horror): This unit's Attacks and Abilities apply [Fear] to the target, and apply it for an additional Round. Additionally, this unit can attack units with [Fear] from +1 Range away but takes +5 Damage from [Light] attacks. (Units with [Fear] have to pay 1 additional Morale to Play a Card, but lose [Fear] if not re-applied by the end of the Next Round.)
--Guardian of Childhood: This unit is a [Guardian of Childhood] and cannot deal damage to [Child] units, but automatically uses [Protect] and [Counter] on any attack against an allied [Child] if possible.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.

-Level Up Name: The Boogieman
--Level Up Condition: 3 or more enemy units are afflicted with [Fear].
--Classes: None
--HP: 5
--Atk: 5
--Spd: 10
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Beware, Beware: This unit now applies [Fear] to all Enemies within Range at the start of each Turn. (This includes those in Range due to Nightmarian (Horror).)
--The Boogieman's Scare (1 Magic) Move to a space Adjacent an enemy within Range before attacking them, if this unit is afflicted by [Fear] deal an additional 5 Damage. Additionally, if this ability Breaks [Hidden] it does double Damage.


-Name: Charee 'Cherri' B'omma
--Alignment: Rogue
--Classes: Scrapper, Marksman, Infiltrator, Practitioner
--HP: 20
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Inferni (Imp): The first time this unit moves each turn it is a Quick Action. If this unit moves, reduce the cost of the next Skill Card she plays this Turn by 1.
--Ambush (Costs 1 Morale) Quick Action- This unit gains [Hidden].
--Explosive's Expert (Costs 1 Morale) As a Quick Action, search your Deck for any [Explosives] Card, before revealing it to your opponent and adding it to your hand.


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Sub-Set: Beasts of Blackwell

-Name: Edna Donovan
--Alignment: Anti-Hero
--Classes: Blaster, Arcane, Practitioner
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Arcane Practitioner: All Practitioner Cards cost 1 less for this unit to play. This unit can spend 1 Magic to search your deck for any Practitioner Card before paying its cost and playing it.
--Enchantress (1 Magic) As a Quick Action, search your Deck for any [Enchantment] Card, reveal it to your opponent and add it to your hand.
--Potioneer (1 Magic) As a Quick Action, search your Deck for a [Potions] card, reveal it to your opponent and add it to your hand.

-Level Up Name: Mistress of Magic
--Level Up Condition: Your team has used a Potion, an Enchantment, and a Practitioner Card in one Round.
--Classes:
--HP: 0
--Atk: 0
--Spd: 15
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Master Enchantress: Reduce the cost of [Enchantment] Cards by 1 for this unit.
--Potion Mistress: Reduce the cost of Potions by 1 for this unit.
--Magical Mastery: Once per Turn this unit can turn any Magic Card into a Quick Action if it's not already. If it is already a Quick Action, reduce its cost by 1.


-Name: Quartermaster Rogers
--Alignment: Rogue
--Classes: Scrapper, Bruiser, Slasher (Hunter)
--HP: 35
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Malice
--Always Stocked: Once per Turn when a [Brew] Card would be sent to the Discard pile from Playing it or being Discarded you can instead return it to your Hand.
--Horde Breaker: This unit deals an additional 5 damage whenever they do damage to a Minion unit. The first attack this unit does against a Minion unit each Turn is a Quick Action.
--Drink The Pain Away (Costs 1 Malice) As a Quick Action search your Deck and Discard pile for a [Brew] Card, reveal it to your opponent and add it to your Hand.
--Fire and Booze (Costs 1 Malice) Discard a [Brew] Card from Hand, select a Space within Range+1. Any unit within this Space or one of its Adjacent spaces takes 5 Fire Damage and gains [Burning].


-Name: Alexander De Sade
--Alignment: Anti-Villain
--Classes: Blaster, Tactician, Puppeteer, Dark Practitioner
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Dark Lord: Reduce the cost of any [Dark Practitioner] this unit plays by 1. Additionally, this unit can spend 1 Magic to search your Deck for any [Dark Practitioner] Card before paying its cost and playing it.
--Legacy of Desade: At the start of each Round this unit generates 1 Magic for every unit afflicted with [Pain] and every unit afflicted takes 1 damage for every stack of [Pain].
--Inflict Pain (Costs 1 Magic) Select a unit with Range, deal 5 Damage and apply a stack of [Pain]. (Units afflicted with Pain cannot use Quick Actions or Reactions, remove 1 Stack whenever this unit does not take Damage between Turns.)

-Level Up Name: The Sadistic Protector of Man
--Level Up Condition: Have at least 3 stacks of Pain active on your enemies.
--Classes:
--HP: 5
--Atk: 0
--Spd: 0
--Armor: 0
--Range: 1
--Move: 0
--Resources: 1 Magic
--Your Pain, My Gain: DeSade regains 1 HP for every point of damage inflicted by [Legacy of DeSade]'s natural Trigger. Additionally, once per Turn Inflict Pain can be cast as a Quick Action.
--Their Suffering Will Save You (Costs 2 Magic) Select an Ally Unit then trigger [Legacy of DeSade]'s damage aspect and heal this unit for every point of damage inflicted.
--Make Them Suffer (Costs X Magic) Trigger [Legacy of DeSade]'s damage aspect once for every Magic spent on this ability.


-Name: The Corrupted Beast of Blackwell
--Alignment: Villain
--Classes: Medic, Slaver
--HP: 20
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 0
--Resources: 1 Madness
--Power in Corruption: At the start of each turn this unit generates 1 Madness for every [Corrupted] unit in play. Additionally, once per Turn, the Beast can spend 1 Madness to turn another ability into a Quick Action.
--Create Corrupted (1 Madness): Create a Corrupted Corpse with 10 HP, 5 Atk, 35 Speed, 0 Armor, 1 Range, and 1 Move. These units count as [Corrupted].
--Corrupting Influence (1 Madness) Pick an enemy unit within Range, then take control of it until the end of its next turn. This unit counts as [Corrupted].
--Corrupting Waters (1 Madness) Restore 5 HP to a unit within Range, this unit becomes [Corrupted] for the rest of the game. If the unit is already [Corrupted] they gain 5 Atk until the end of the next Round.



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Sub-Set: Southside Coven

-Name: Valentina Alejo
--Alignment: Anti-Hero
--Classes: Scrapper, Blaster, Practitioner, Puppeteer
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Coven Combat Specialist: This unit is part of the Southside Coven. When this unit uses a [Spell Script] you can return the spell to your hand instead of discarding it. This ability can trigger a number of times equal to the number of Southside Coven members on your team each Round.
--Contracted: The Scarecrow: This unit cannot summon any minions except for [The Scarecrow] and is immune to [Fear]. On her turn Valentina can spend [3 Magic] to search your deck, hand, and discard pile for a minion named [The Scarecrow] and summon it.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: The Scarecrow
--Card Cost: 3 Magic
--Card Type: Minion (Contracted Summons)
--Classes: Demon, Bruiser, Guardian
--HP: 66
--Atk: 6
--Spd: 33
--Armor: 0
--Range: 2
--Move: 2
--Contracted Demon: This minion can only be played by a Mask with [Contracted: The Scarecrow]. Should this Mask be defeated so is this minion.
--Fear Demon: Attacks and abilities by this unit apply [Fear], if the enemy already has [Fear] they take an additional 5 damage.
--Fear Eater: This unit is immune to [Fear]. At the start of each round this unit generates 1 Magic for every unit afflicted with [Fear] before healing for the same amount.
--Protect Contractor (1 Morale): Reaction- When a unit with [Contracted: The Scarecrow] is damaged within movement range, this unit can take damage in their place and then [Counter] if the enemy is within attack range.


-Name: Artemis Foster
--Alignment: Anti-Hero
--Classes: Blaster, Arcane, Practitioner, Tactician
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Coven Jack of Trades: This unit is a member of the Southside Coven. As a Quick Action, spend 1 Magic to search your Deck for any non-Minion Magic card with a magic cost up to the number of Southside Coven members in play before revealing it to your opponent and adding it to your hand.
--Mystical Options (Costs 1 Magic) Look at the top two cards of your deck, add one to your hand and discard the other.


-Name: Audrey Meadows
--Alignment: Rogue
--Classes: Arcane, Bruiser, Tactician
--HP: 30
--Atk: 5
--Spd: 35
--Armor: 1
--Range: 2
--Move: 1
--Resources: 2 Magic
--Coven Potions Mistress: This unit is a member of the Southside Coven. Whenever a member of the [Southside Coven] uses a [Potion] consumable, the card is turned into an Op card instead of being discarded. These Op cards will be discarded if used by someone outside the Southside Coven.
--Stranglethorn Vines (Costs 2 Magic) Pick a target within Range and apply [Stranglethorn]. Units with Stranglethorn take 5 Damage at the start of each Round and cannot move or use Quick Actions. This Debuff is removed if another unit uses their action to help, the afflicted unit uses a Skill to Move, or they use an ability with the Fire Affinity.


-Name: Edme De La Croix
--Alignment: Hero
--Classes: Blaster, Puppeteer, Arcane, Practitioner
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Magical Mentor: The first time an allied unit would use a Magic Card each Round, reduce its Cost by 1. (This does not apply to Edme.)
--Enchantress (1 Magic) As a Quick Action, search your Deck for any [Enchantment] Card, reveal it to your opponent and add it to your hand.
--Summoning Ritual (Costs 1 Magic) Search your Deck for a Magic Minion Card before paying its Cost and Playing it.

-Level Up Name: Coven Mentor
--Level Up Condition: Have at least 1 member of the [Southside Coven] in Play.
--Classes: Tactician
--HP: 5
--Atk: 0
--Spd: 5
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Magic
--Coven Mentor: This unit is an honorary member of the [Southside Coven].
--You Can Do It Dear! (1 Morale) As a Quick Action, Edme encourages another unit to take her Turn in her place.



---
Set: Get Ink'd (5 Masks, 8 Other)

-Name: Joshua Durand
--Alignment: Anti-Villain
--Classes: Wonderlander, Bruiser
--HP: 45
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Madness and 1 Malice.
--Mal-Corrupted Wonderlander (Ink Stained): This unit can use Malice as if it were Madness, but takes double damage from [Fire] Damage.
--Boss of the Cartoon Cabaret: This unit is a member of the Cartoon Cabaret. This unit can spend 1 Madness to search your deck for any card with [Dream of the Cartoon Cabaret], before paying its cost and playing it. This cost is reduced by 1 for every member of the Cartoon Cabaret other than Joshua Durand.
--Toon Hands (Costs 1 Madness) As a Quick Action, increase Joshua's Range by 1 and Atk by 5 for the rest of the Turn.
--Ink Tag (Costs 1 Malice) As a Quick Action, this unit applies a stack of [Ink Stains] to an enemy within range. Each stack reduces a unit's Speed by 5.

-Level Up Name: Boss of the Cartoon Cabaret
--Level Up Condition: Have at least 1 other member of the Cartoon Cabaret in play.
--Classes: Tactician, Puppeteer
--HP: 5
--Atk: 0
--Spd: 10
--Armor: 0
--Range: 1
--Move: 0
--Resources: 1 Madness
--Get 'em boys. (Costs 1 Madness) Within your range create an Ink minion with 20HP, 5 Atk, 25 Speed, 1 Range, 1 Move, and no armor. All of these units count as part of the Cartoon Cabaret.

-Level Up Name: The Ink Machine
--Level Up Condition: There are 15 stacks of [Ink] in play.
--Classes: None
--HP: 15
--Atk: 5
--Spd: 0
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Malice
--Malicious Healing (Costs X Malice): This unit heals for 5HP for every point of Malice spent on this ability, before removing all Physical debuffs except for Burning.
--Drowning in Ink (Costs 1 Malice): Convert all Ink stacks on an enemy within range into damage.


-Name: Christian Durand
--Alignment: Hero
--Classes: Scrapper, Bruiser, Tactician, Stylist
--HP: 35
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Madness
--Big Brother: This unit is brothers with Joshua Durand. This unit can be played on any team with Joshua Durand regardless of Alignment rules. Additionally, this unit can spend 1 Morale whenever Joshua is about to take damage to [Protect] him.
--Rule of Cool: Whenever this unit would take damage flip a coin, if called correctly the attack is avoided. Whenever this unit would perform a basic attack flip a coin, if called correctly perform an immediate [Follow-Up]. This unit can spend 1 Madness to re-flip a coin.


-Level Up Name: Styles Fleeting
--Level Up Condition: Successfully use Rule of Cool twice in a single Round.
--Alignment: Hero
--Classes: N/A
--HP: 5
--Atk: 0
--Spd: 10
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Madness
--Stylish Stylist's Style: Whenever you successfully use [Rule of Cool] gain a stack of [Style]. You can consume 1 stack of Style in place of Madness to re-flip a Coin.
--Aggressive Style: [Rule of Cool] now also performs a [Counter] regardless of range, if you win the defensive coin flip.


-Name: Madeline 'Maddie' Thomas
--Alignment: Anti-Hero
--Classes: Scrapper, Overwatch, Medic
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Livin La Vida Loca: All allied units can convert Morale into Madness.
--Partners (Christian Durand) This unit is Partners with Christian Durand. Whenever Christian attacks Maddie can spend 1 Morale to perform a [Follow-Up] if possible, additionally whenever Maddie attacks Christian can spend 1 Morale to perform a [Follow-Up] to her if possible.
--First-Aid (Costs 1 Morale) Restore 10HP to an ally unit within Melee Range.


-Name: The Cartoon Cabaret
--Card Cost: 2 Madness
--Card Type: Location (Wonderland)
--Dream of the Cartoon Cabaret: This dream is part of the Cartoon Cabaret and can only be played by a member of the Cartoon Cabaret. If all Masks of the Cartoon Cabaret are defeated, destroy this Card.
--While this location is in play
---Any Card with [Dream of the Cartoon Cabaret] costs 1 less Madness to a minimum of 0 Madness to play.
---Any Minion with [Dream of the Cartoon Cabaret] has no upkeep cost.

-Card Name: The Ink Machine
--Card Cost: 1 Madness and 1 Malice
--Card Type: Structure
--Requirement: Wonderlander
--HP: 20
--Dream of the Cartoon Cabaret: This dream is part of the Cartoon Cabaret and can only be played by a member of the Cartoon Cabaret. If all Masks of the Cartoon Cabaret are defeated, destroy this unit.
--Ink Machine: While this structure is active the basic attacks of all Cartoon Cabaret members apply stacks of [Ink] equal to their base attack. For each stack of Ink reduce the target's Speed by 1 to a minimum of 1. (This stacks with other applications of [Ink].)
--Feed The Machine (Costs 1 Malice) Deal damage to an enemy adjacent to The Ink Machine equal to the number of [Ink] stacks on them. (This ability can be used by any ally unit.)


-Card Name: The Cartoon Bar
--Card Cost: 1 Madness
--Card Type: Op
--Requirement: Wonderlander
--Dream of the Cartoon Cabaret: This dream is part of the Cartoon Cabaret and can only be played by a member of the Cartoon Cabaret. If all Masks of the Cartoon Cabaret are defeated, destroy this unit.
--Fully Stocked (Passive) If the [Cartoon Cabaret] is in play Consumable (Brews) are not destroyed upon use, but instead become Op Cards.
--Bartender Active (Costs 0 Madness) Until the end of the next Round all (Brew) Cards become Quick Actions.

-Card Name: Spirit Raising Spirits
--Card Cost: 1 Madness
--Card Type: Consumable (Brew)
--Dream of the Cartoon Cabaret: This dream is part of the Cartoon Cabaret and can only be played by a member of the Cartoon Cabaret. If all Masks of the Cartoon Cabaret are defeated, destroy this unit.
--Restore 10 HP to a unit.


Minion Card

-Card Name: Avery Jones, Manager of the Cartoon Cabaret
--Card Cost: 2 Madness
--Card Type: Minion (Boss Dream)
--Requirement: N/A
--Classes: Overwatch
--HP: 25
--Atk: 0
--Spd: 75
--Armor: 0
--Range: 1
--Move: 1
–[Boss Dream of the Cartoon Cabaret]: This unit is part of the Cartoon Cabaret and can only be played by a member of the Cartoon Cabaret. If all Masks of the Cartoon Cabaret are defeated, so is this unit. You may only have 1 copy of this Card in play at a time.
--Cabaret Manager: (Costs 1 Madness) Search your deck for any card with the [Cartoon Cabaret] tag in its description, reveal it to your opponent and add it to your hand before shuffling your deck. You can spend a second point of Madness and the card's cost to play it immediately.



---
Sub-Set: Get Ink'd Possible Persons of Interest

-Name: Fiona Steele
--Alignment: Hero
--Classes: Scrapper, Tactician, Arcane (Incarnate)
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 2
--Resources: 2 Magic
--Encouragement and Compassion: Due to kindness and understanding all allied units have their alignment shifted 1 towards Hero for the rest of the game.
--Sword Incarnate: This unit cannot play any non-Morale Skill or Minion Cards unless they have [Sword] or [Blade] in their name, but reduces the cost of any Card that fits that criteria by 1 and can use Magic as the resource for said Cards.
--Swordsmith (Costs 1 Magic) As a Quick Action, search your Deck and Discard pile for any Card with [Sword] or [Blade] in its name, or any [Equipment (Weapon/Sword)] Card before paying its cost and playing it and/or equipping it.


-Name: Cameron Ericson
--Alignment: Anti-Hero
--Classes: Blaster, Bruiser, Psychic
--HP: 30
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Psionics
--Fractured Psionic: This unit can use Psionic as if it were Magic or Madness.
--Mind Split And Focused (Costs 1 Psionic) Reaction- When this unit plays a [Psionic] or [Magic] Skill Card Turn it into a Quick Action.


---
Set: The Gamer's guild (3 Masks, 4 Other)

-Name: The GM
--Alignment: Rogue
--Classes: Puppeteer, Overwatch, Wonderlander
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 3
--Move: 1
--Resources: 0
--Guild GM: This unit is a member of the Gamer's Guild. This unit generates 1 Madness for every member of the Gamer's Guild in play.
--Veteran Wonderlander: The first time this unit plays a Madness Card each round, that Card becomes a Quick Action.
--Level Up (Costs 1 Madness) As a Quick Action, pick a Minion or Equipment card currently in play. Search your deck for a version that costs up to 1 more Morale and replace the chosen card. 2 Morale equals 1 Madness for this ability.


-Name: DJ Decker
--Alignment: Rogue
--Classes: Puppeteer, Blaster, Arcane
--HP: 20
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic and 1 Madness
--Mad-Corrupted Arcane: This unit can use Magic and Madness interchangeably.
--Gamer Guild Musicmaster: This unit is a member of the Gamer's Guild. Whenever you trigger a Magic spell effect, increase the Speed of all Gamer Guild members by 10 until the end of the next Round.


-Name: TPK
--Alignment: Rogue
--Classes: Scrapper, Bruiser
--HP: 45
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Madness
--Gamer Guild Battlemaster: This unit is a member of the Gamer's Guild. As a Quick Action, spend 1 Madness to search your deck for an Equipment card with a cost up to the number of Gamer's Guild members in play and equip it to an allied unit.
--Battle Frenzy: Any time TPK takes damage she gains 1 stack of [Frenzy]. She can consume a stack of [Frenzy] to [Counter] a melee attack against her, Move 1 space as a Quick Action, or to turn a Basic Attack into a Quick Action.


Sub-Set: Gamer's Guild Cards
-Card Name: Spell Amp
--Card Cost: 1 Magic
--Card Type: Construct
--Requirement: None
--HP: 10
--Anytime a unit casts a Magic spell you can repay the spell's cost to cast it again. (Only works once per Spell Amp.)
-Card Name: Maddening Spell Amp
--Card Cost: 1 Magic and 1 Madness
--Card Type: Construct
--Requirement: None
--HP: 20
--Anytime a unit casts a Magic spell you can repay the spell's cost to cast it again. (Only works once per Spell Amp.)
--As long as this construct stands Madness abilities now count as Magic spells.


-Card Name: Beat Bears
--Card Cost: 1 Madness and 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Bruiser
--HP: 45
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--[Dream of the Gamer's Guild] This unit can only be played by a member of the Gamer's Guild.
--Bounce Them Out of Here (Costs 1 Morale) Attack a unit within Melee and then knock them back 1 Space, if they can't be moved they take an additional 5 Damage instead.


-Card Name: Beatz the Bear
--Card Cost: 2 Madness
--Card Type: Minion
--Requirements: None
--Classes: Bruiser, Guardian
--HP: 45
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--[Boss Dream of the Gamer's Guild] This unit counts as a Member of the Gamers Guild and can only be played by a member of the Gamer's Guild, if there are no members of the Gamer's Guild in play this unit is defeated. You may only have 1 copy of this Card in play at a time.
--Gamer Guild Bodyguard: This unit automatically protects allied units within Move+1 if they are a member of the Gamer's Guild.
--Bounce Them Out of Here (Costs 1 Morale) Attack a unit within Melee and then knock them back 1 Space, if they can't be moved they take an additional 5 Damage instead.


---
Set: Quest Rogues (3 Masks)

-Name: Zylah
--Alignment: Rogue
--Classes: Scrapper, Blaster, Infiltrator, Mal-Corrupted
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Malice
--Shadow Dancer: Whenever this unit would take damage flip a coin, if called correctly the attack is avoided. Additionally, whenever this unit would perform a basic attack flip a coin, if called correctly perform an immediate [Follow-Up]. You can consume 1 [Shadow Token] to reflip a coin.
--Shadow Regalia (1 Malice) As a Quick Action, gain 1 [Shadow Token] increasing this unit's Speed by 5.
--Lashing Shadows (1 Malice) Deal Atk Shadow Damage to a unit within Range+1. You can consume X Shadow Tokens to deal an additional 5 Damage per Token consumed.


-Name: Andre
--Alignment: Rogue
--Classes: Bruiser, Tactician, Traveler (Orkin)
--HP: 50
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Orkin Hide: This unit is immune to [Bleeding], [Poison], and [Stun]. Additionally, this unit removes 1 stack of [Burning] each Round.
--Guarded Block (Costs 1 Morale) Reaction- When this unit is attacked, they gain 5 Armor for the duration of the attack.
--Counter Blows (Costs 1 Morale) Reaction- After taking damage this unit can perform a [Counter] attack if possible.


-Name: Tru Grit
--Alignment: Rogue
--Classes: Scrapper, Bruiser
--HP: 40
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic
--True Grit: This unit generates 1 stack of Grit every Turn, as well as an additional stack every time they use a Skill Card. For every stack this unit's basic attacks deal 1 more damage and they take 1 less damage from all enemies. 1 Stack falls off at the end of each Round.
--Street Brawler: Whenever this unit attacks or is attacked by an enemy unit this unit gains a stack of [Grit].
--Grit Your Teeth And Grin (1 Magic) As a Quick Action, consume all stacks of Grit and then regain 5 HP for each stack removed this way.
--Showstopper (1 Magic) Deal 5 Damage to a unit in range for every stack of Grit on this unit, then remove all stacks of Grit.


---
Set: And All The Sinners Saints (17 Masks, 5 Other)

-Name: Mercer
--Alignment: Anti-Hero
--Classes: Scrapper, Marksman, Infiltrator
--HP: 30
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Morale
--Vengeful Vigil: This unit is a Vigil. Whenever an ally Vigil -including this unit- is attacked this unit can spend (1 Morale) to perform a [Counter] if the attacker is within range.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Experienced (Costs 1 Morale) Reaction- When an enemy unit plays a non-Morale Skill Card increase the cost by 1.

-Level Up: The Demon of Saint's Way
--Level Up Condition: Used Vengeful Vigil twice in one Round.
--Alignment: Anti-Hero
--Classes: Bruiser
--HP: 5
--Atk: 5
--Spd: 5
--Armor: 0
--Range: 1
--Move: 0
--Resources: 0
--Protective Rage: Whenever an allied unit -including Mercer- takes damage Mercer gains a Rage Token. He can consume these tokens in place of Morale for any ability native to his Card(s).
--Undying Rage: Once per round when Mercer should be defeated he can consume all Rage Tokens to regain 5 HP per token.

-Level Up: The Saint of Sinner's Way
--Level Up Condition: Mercer has used [Protect] on another unit.
--Classes: Guardian
--HP: 10
--Atk: 0
--Spd: 10
--Armor: 1
--Range: 0
--Move: 1
--Resources: 0
--Saint's Protect: Reaction- When an allied unit within movement range is damaged, this unit can take damage in their place. (This ability costs no Morale.)
--First Aid (Costs 1 Morale): Restore 10 HP to an ally unit within Melee range.

-Level Up: The Demon Saint of the Way
--Level Up Condition: Mercer has both the [Demon of Saint's Way] and [Saint of Sinner's Way] titles active.
--Classes: N/A
--HP: 0
--Atk: 0
--Spd: 0
--Armor: 1
--Range: 0
--Move: 1
--Resources: 1 Morale
--Endless Rage: Mercer gains 1 Rage Token at the start of each of his Turns.
--The Way of Death and Violence (Costs X Morale) This ability deals damage equal to 5 times the number of Morale and Rage Tokens consumed by this ability. If this ability brings a unit's HP to 0 that unit is [Executed] and any restorative abilities are negated.


-Name: Scarlet
--Alignment: Anti-Hero
--Classes: Bruiser, Blaster, Infiltrator, Malcontent
--HP: 30
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Malice
--Adaptive: Whenever Scarlet takes elemental damage she gains an affinity token based on the damage's affinity. She then takes no damage from that affinity and can use Malice as payment for any skill card of that affinity. Scarlet can only have one of these tokens at a time.
--Malicious Shifting: At the start of every Round Scarlet gains 1 stack of [Malice Shifting] and heals 2 HP for every stack. Additionally, for each stack she gains 1 Atk and 1 Speed.
--Ambush (1 Morale): Quick Action- Gain Hidden. (This unit cannot be directly targeted by any enemy attack, skill, or ability. This effect is lost the next time this unit attacks or uses an ability.)


-Name: Bell
--Alignment: Anti-Hero.
--Classes: Puppeteer, Blaster, Overwatch, Malcontent
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Malice
--The Shadow Legion: Bell and all of her Shadow Echoes gain 5 Speed for every Echo in play. Additionally, her first use of [Her Other-Selves] each round becomes a Quick Action.
--Her Other-Selves (Costs 1 Malice) Create a Shadow Echo with 5 HP, 5 Atk, 40 Speed, 0 Armor, 1 Range, and 1 Move.


-Name: Lily White
--Alignment: Rogue
--Classes: Puppeteer, Medic, Psychic, Eldritch, Child
--HP: 20
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Madness
--Princess of the Mists: Every space within this unit's Range becomes coated in Mists. As long as a [Creature of the Mists] is on one of these Spaces reduce its upkeep by 1.
--Healing Mists (Costs 1 Madness) Restore 10 HP to a unit within Range.
--Monsters of the Mists (Costs 1 Madness) Search your Deck for a [Creature of the Mists] Minion before paying its cost and playing it.


-Name: Dread Knight of the Mists.
--Card Cost: 3 Madness
--Card Type: Minion (Creature of the Mists)
--Classes: Bruiser, Guardian
--HP: 60
--Atk: 5
--Spd: 25
--Armor: 2
--Range: 1
--Move: 3
--Bound Knight: Lily White: This unit is bound to Lily White and can only be played by her, and will be dismissed upon her defeat. Reduce this unit's upkeep by 2 as long as it is within 1 Space of Lily White at the End of the Round.
--Sworn Knight: This unit auto-protects Lily White and can spend 1 Madness to Move to a space adjacent to the attacker if possible, before he [Counters] the attack.
--Dread Knight: This unit's attacks apply [Fear] if the unit already has [Fear] it takes an additional 5 Damage instead. This unit becomes [Hidden] at the end of his Turn if adjacent to Lily White.


Mercer Cards
-Card Name: Renegade's Rhapsody Revolver
--Card Cost: 2 Morale
--Card Type: Equipment (Weapon/Gun)
--Requirements: Mercer
--Twin Weapons: A second of this weapon can be equipped to the equipped unit, if there is a second weapon this weapon's first use/basic attack is a Quick Action each Turn.
--Concussive Rounds: Whenever this unit performs a basic attack flip a Coin if called correctly Stun the target.
--Alternative Ammunition (Costs 1 Morale) As a Quick Action, search your Deck for an [Ammo] Card before paying its cost and equipping it to this unit.


---
Sub-Set: The Vigils

-Name: Vigilance
--Alignment: Hero
--Classes: Scrapper, Infiltrator, Tactician
--HP: 30
--Atk: 5
--Spd: 45
--Armor: 1
--Range: 1
--Move: 1
--Resources: 1 Morale
--True Vigil: This unit is a Vigil. For every Vigil on your team, generate an additional unit of Morale each round.
--Experienced (Costs 1 Morale) Reaction- When an enemy unit plays a non-Morale Skill Card increase the cost by 1.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--A Change of Plans (1 Morale): As a Quick Action, Discard a Card then Draw.


-Name: Safeguard
--Alignment: Hero
--Classes: Scrapper, Guardian, Infiltrator
--HP: 30
--Atk: 5
--Spd: 45
--Armor: 1
--Range: 1
--Move: 1
--Resources: 2 Morale
--Protective Vigil: This unit is a Vigil. If a unit within [Move] range is about to be attacked, this unit can spend [1 Morale] to [Protect] them. If the unit is a [Vigil] this ability can reach 1 space further and costs no Morale.
--Guarded Block (Costs 1 Morale) Reaction- When this unit would take damage, they gain 5 Armor for the duration of the attack.
--Momentum (Costs 1 Morale) Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Nightwatch
--Alignment: Hero
--Classes: Overwatch, Tactician
--HP: 20
--Atk: 5
--Spd: 75
--Armor: 0
--Range: 1
--Move: 0
--Resources: 1 Morale and 1 Tech.
--Calculating Vigil: This card is a Vigil. As a quick action spend 1 Morale to look at a number of cards on top of your deck equal to the number of Vigils on your team. Then return these cards in any order.
--Limiting Options (Costs 1 Morale): Look at the the top card of your Opponent's Deck and decide whether to leave it or Discard it.
--Opening Options (Costs 1 Morale): Draw a card.


-Name: Swansong
--Alignment: Hero
--Classes: Scrapper, Infiltrator
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Resources: 2 Morale
--Bloody Vigil: This unit is a Vigil. This unit's attacks and abilities apply 1 Stack of Bleeding for every Vigil on your team.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.


-Name: Hard Knocks
--Alignment: Hero
--Classes: Scrapper, Infiltrator
--HP: 30
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 2
--Resources: 2 Morale
--Streetwise Vigil: This unit is a Vigil. As a quick action, spend 1 Morale to look at a number of cards on the top of your opponent's deck equal to the number of Vigils on your team. You can then return these cards to the top of their deck in any order.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- This unit gains [Hidden].


-Name: Virtue [3rd Edition]
--Alignment: Hero
--Classes: Scrapper, Infiltrator, Scout
--HP: 25
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Cooperative Vigil: This unit is a Vigil. Whenever an ally attacks, this unit can spend 1 Morale to perform a basic follow-up attack if the target was within Range. If the allied unit is a Vigil then Virtue can also move before checking for the follow-up range. (If target is still outside of range )
--The Virtue Legacy: You can have more than 1 copy of this Mask on your team. Additionally, on this unit's turn you can search your deck and hand for 1 Safeguard, Virtue (The Second), or Virtue (The Third) and then replace this Virtue with the chosen Mask. The new card retains this card's abilities but not their stats. (This ability can only be used once.)


-Name: Virtue (The Second)
--Alignment: Hero
--Classes: Scrapper, Infiltrator, Guardian, Scout
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Heroic Vigil: This card is a Vigil. When an allied unit would be defeated, this unit can sacrifice himself to save them by giving them all of his own HP. If the unit was a Vigil their HP is fully restored instead and they generate an additional point of Morale from now on.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Protect (1 Morale): Reaction- When an allied unit within movement range is damaged, this unit can take damage in their place.


-Name: Virtue (The Third)
--Alignment: Hero
--Classes:
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Morale and 1 Tech
--Technological Vigil: This unit is a Vigil. All Vigils can use Morale as if it's Tech.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--The V Drone (Costs 1 Tech) Within your Range create 1 [V Drone] Minion with 10 HP, 0 Atk, 35 Spd, 1 Move, 1 Range, and 0 Armor. This Minion counts as a Vigil and is immune to Mental Debuffs. (You can only have 1 [V Drone] in play at a time.)

-Card Name: The V Insignia
--Card Cost: 1 Morale
--Card Type: Equipment
--Requirements: Heroic Alignment
--The equipped unit becomes an Honorary [Vigil] and is now affected by all Vigil Faction abilities.



---
Sub-Set: Sinners of the Way

-Name: Crawk
--Alignment: Rogue
--Classes: Bruiser, Scrapper, Traveler
--HP: 45
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Morale
--Amphibios: This unit is immune to damage from the Water affinity.
--Brothers (Baki): This unit is brothers with Baki. Whenever this unit's brother attacks this unit can spend 1 Morale to perform a Follow-Up if possible. Whenever this unit's brother is attacked this unit can spend 1 Morale to Counter or Protect (only one) if possible.
--Street Brawler: Whenever this unit attacks or is attacked by an enemy unit this unit gains a stack of [Grit]. For every stack this unit's basic attacks deal 1 more damage and they take 1 less damage from all enemies. 1 Stack of Grit falls off at the end of each round.


-Name: Baki
--Alignment: Rogue
--Classes: Bruiser, Blaster, Traveler, Practitioner
--HP: 40
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic
--Amphibios Mage: This unit is immune to damage from the Water affinity. Additionally, reduce the cost of [Water] affinity spells this unit uses by 1.
--Brothers (Crawk): This unit is brothers with Baki. Whenever this unit's brother attacks this unit can spend 1 Morale to perform a Follow-Up if possible. Whenever this unit's brother is about to take damage this unit can spend 1 Morale to Counter after or Protect before (only one) if possible.
--Water Blast (1 Magic) Fire a wave of water dealing 5 damage of the [Water] affinity and knocking an enemy back by 1 Square.


-Name: Rojo
--Alignment: Anti-Villain
--Classes: Blaster, Scrapper, Arcane
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 2
--Resources: 2 Magic
--The DBK Standard: This unit is a member of the DBK crime family. Whenever an enemy unit with less resources than the number of DBK members in play uses a Skill card, raise the card's cost by 1 Morale for being mediocre.
--Dominion of Flame: This unit is immune to Fire damage. Additionally, this card can use Magic in place of any resource for any [Fire] affinity card.
--Hot Blooded (1 Magic): As a Quick Action, Rojo gains 1 stack of [Blazing Blood]. He can then consume one of these stacks to either turn a movement into a Quick Action or add 5 Fire Damage to his next attack.


-Name: Clockwork
--Alignment: Rogue
--Classes: Eldritch, Puppeteer
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 3 Madness
--Not Quite Human: This unit is immune to all Physical and Mental Debuffs.
--Inspiration In Insanity: This unit can use Madness as a currency for any Equipment card. Additionally, this unit can spend 1 Madness to search your Deck for any Equipment card, before paying its cost and equipping it to any allied unit.



---
Sub-Set: Villains of The Way

-Name: Killian Jones
--Alignment: Villain
--Classes: Bruiser, Deadman (Corpse)
--HP: 55
--Atk: 10
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Ectoplasm
--Killer Cannibal: Whenever this unit defeats another unit he regenerates 10 HP. Additionally this unit can attack ally units.
--Chainbound (1 Morale) As a Quick Action grab any unit within Range+1 and move them to an adjacent space.
--Concussing Blows (Costs 1 Morale) This unit attacks a unit dealing ATK Damage and applying [Stun] until the end of their next Turn. A Stunned unit cannot Act.


-Name: Bedlam
--Alignment: Villain
--Classes: Tactician, Overwatch, Puppeteer, Slaver
--HP: 20
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Madness
--Hero's Breaking Point: Bedlam can be played with any Heroic Aligned Mask, these Masks count as Villains for the rest of the game. This ability does not apply to any unit that counts as a Vigil.
--Break, Break, Break Their Minds (Costs 2 Madness) Pick any unit within Range and take control of it until the end of their next Turn. When the controlled unit is not under your control they gain the [Broken] Debuff until 1 Turn has passed with them outside your control. [Broken] units cannot play Cards, use Quick Actions, or use their Abilities. Vigils immediately break out of control, but still receive [Broken] Debuff.


---
Set: The Donovan Family (11 Masks)

-Name: Samuel Donovan
--Alignment: Anti-Hero
--Classes: Bruiser, Tactician, Overwatch
--HP: 35
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Malice
--Family, First, Foremost, Forever: All units with Donovan in their name, or who are members of the [Donovan Family] generate an additional Morale each Round.
--Too Old For This (1 Morale) As a Quick Action, Sam annoys, guilts, bribes, blackmails, or otherwise coerces an allied unit to take his Turn for him.
--Make Mischief (1 Malice) Reaction- After using [Too Old For This], without looking, pick a Card from your opponent's Hand and move it to the top of their Deck.


-Name: Jericho King
--Alignment: Anti-Villain
--Classes: Scrapper, Tactician
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Touched By Madness: This card can use Morale as if it were Madness. Additionally, this unit is immune to Mental Debuffs.
--A Change of Plans (1 Morale): As a Quick Action, Discard a Card then Draw.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Aiden Castiel Donovan Caine
--Alignment: Anti-Hero
--Classes: Scrapper, Bruiser, Blaster, Marksman
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Malice and 1 Morale
--Flamebound: While this unit is active, [Burning] for all enemy units is treated as if there are twice as many stacks when triggered for Damage or Healing.
--Experienced (Costs 1 Morale) Reaction- When an enemy unit plays a non-Morale Skill Card increase the cost by 1.
--Malice Injection (Costs 1 Malice) As a Quick Action, this unit regains 5 HP. Additionally, this unit can attack [Hidden] units for the rest of this Turn.


-Name: Felix Donovan
--Alignment: Anti-Hero
--Classes: Scrapper, Tactician, (Fractured) Malcontent
--HP: 30
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Malice
--Fractured Malcontent: Xerberos: At the start of the game search your Deck for any [Grace], [Sin], or [Xilef] Mask cards in your Deck and Equip them to this unit. You can then Spend 1 Malice to switch one of these Cards into control and Equip this unit to the new primary. Adjust this character's stats accordingly but Damage and Debuffs carry over.
--Primary Personality (Costs 1 Malice) As a Quick Action, other personalities switch control back to Felix. All personalities can use this ability.
--A Change of Plans (1 Morale): As a Quick Action, Discard a Card then Draw.


-Name: Grace Donovan
--Alignment: Anti-Hero
--Classes: Scrapper, Blaster, (Fractured) Malcontent
--HP: 25
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Malice
--The Ice Dancer: This unit is immune to [Ice] Damage. This unit can play any [Ice] affinity Skill Card using Malice as its payment.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Sin Donovan
--Alignment: Anti-Villain
--Classes: Scrapper, Blaster, Bruiser, (Fractured) Malcontent
--HP: 35
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Malice
--The Unchained Demon: This unit is immune to [Fire] Damage. Whenever this unit Damages another unit he regains 5 HP.
--Cinder Step (1 Malice) As a Quick Action, Transport this unit to a Space within this unit's Range.
--Burning Chains (1 Malice) As a Quick Action grab any unit within Range+1 and move them to an adjacent space before applying a stack of [Burning]. At the start of each Round [Burning] deals 1 point of Fire Damage per stack and reduces all Healing to the unit by the same amount.


-Name: Xilef Donovan
--Alignment: Rogue
--Classes: Tactician, Overwatch, Eldritch, Malcontent
--HP: 50
--Atk: 5
--Spd: 20
--Armor: 0
--Range: 3
--Move: 0
--Resources: 1 Malice and 1 Madness
--Malice and Madness: This unit can use Madness and Malice interchangeably.
--The Ominous Watcher: This unit cannot use Consumables, nor can this unit Play Cards that do not use Malice or Madness. The first time this unit plays a Malice or Madness Card each Round it becomes a Quick Action.
--Glitching Reality (Costs 1 Madness) As a Quick Action, select a space within Range and move this unit there. This ability can be used as a Reaction when this unit is about to take damage.


-Name: Cassandra Donovan
--Alignment: Anti-Hero
--Classes: Scrapper, Puppeteer, Dark Practitioner, Medic
--HP: 35
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic
--Flesh Sculptor: Reduce the upkeep of all [Flesh Sculpted] Minions by 1. Additionally, decrease the cost of all [Flesh Sculpting] Skill Cards by 1 as well.
--Recycling: Whenever a [Flesh Sculpted] Minion is defeated, it leaves behind a [(X) Dark Materials] structure, with X equaling the defeated Minion's Cost. When the structure is within Range this unit can spend 1 Magic to search your Deck for a Minion with a cost of X and play it.
--Mend Flesh (1 Magic) Restore 10 HP to an allied unit within Range and remove any Physical Debuffs other than [Burning].


---
Sub-Set: Donovan Family Associates

-Name: Allison 'Rook' O'herra
--Alignment: Anti-Hero
--Classes: Scrapper, Tactician, Marksman, Cyberpunk
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Tech and 1 Morale
--Still Human: At the start of the game search your Deck for both a [Leg] and a [Spine] Augmentation Costing 1 Tech each and equip them to this unit. These are the only Augmentations this unit can equip for the rest of the game.
--Partners (Jericho King) This unit is Partners with Jericho King. Whenever Jericho King attacks Rook can spend 1 Morale to perform a [Follow-Up] if possible, additionally whenever Rook attacks Jericho can spend 1 Morale to perform a [Follow-Up] to her if possible.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Poppet Jones
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Cyberpunk
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 1
--Range: 1
--Move: 2
--Resources: 1 Tech
--Partners (Aiden Caine) This unit is Partners with Aiden Caine. Whenever Aiden attacks Poppet can spend 1 Morale to perform a [Follow-Up] if possible, additionally whenever Poppet attacks Aiden can spend 1 Morale to perform a [Follow-Up] to her if possible.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (1 Morale): Quick Action- This unit gains Hidden.


-Name: Amelia Steele
--Alignment: Anti-Hero
--Classes: Medic, Marksman, M.A.D.
--HP: 20
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Tech
--Punk Stitchworker: Reduce the Cost of all [Augmentation] Cards by 1 for this unit. This unit can spend 1 Tech to search your deck for any [Augmentation] Card, before paying its cost and equipping it to an allied unit.
--Stitch Them Up (Costs 1 Tech) Restore 10HP to an ally unit within Melee Range, and remove all Physical Debuffs.
--Bartender's Side Hustle (Costs 1 Morale) As a Quick Action, search your Deck for a [Brew] Card before revealing it to your opponent and adding it to your Hand.


---
Set: The Grey Family (5 Masks)

-Name: Solaris Grey
--Alignment: Rogue
--Classes: Scrapper, Bruiser, Marksman, Tactician, Infiltrator
--HP: 35
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Papa Grey: This unit is a member of the Grey Family. Any time another member of the Grey Family would be attacked this unit will automatically [Protect] them if possible. (Note: Move in this case is increased by 1 for the Youngest Greys if no other unit [Protects] them first.) At which point Solaris can spend 1 Morale to [Counter] if possible.
--Experienced (Costs 1 Morale) Reaction- When an enemy unit plays a non-Morale Skill Card increase the cost by 1.
--Soul Injection (Costs 1 Morale) As a Quick Action, this unit regains 5 HP.


-Name: Sophie Grey
--Alignment: Anti-Hero
--Classes: Scrapper, Marksman, Infiltrator, Tactician
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Morale
--Big Sister Grey: This unit is a member of the Grey Family. Whenever another member of the Grey Family is attacked by a unit within Range this unit can spend (2 Morale) to Interrupt the attack and perform a [Counter] thus stopping it.
--Soul Injection (Costs 1 Morale) As a Quick Action, this unit regains 5 HP.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Nico Grey
--Alignment: Anti-Villain
--Classes: Marksman, Bruiser, Puppeteer, M.A.D.
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 1
--Range: 2
--Move: 1
--Resources: 1 Tech
--The Grey Genius: This unit is a member of the Grey Family. Inspired by their family this unit gains 1 additional Tech each Turn for every unit of their family in play.
--Mechanical Genius: Reduce the upkeep of all [Machine] Minions by 1. Additionally, this unit can spend 1 Tech to search your Deck for a [Machine] Minion before paying its cost and playing it.


-Name: Ellie & Luna Grey
--Alignment: Hero
--Classes: Arcane, Blaster, Child
--HP: 20
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Magic
--The Youngest Greys: This unit is part of the Grey family, and can be with any other member of the Grey family regardless of Alignment rules. If this unit is attacked any other member of the Grey Family within their own Move range will [Protect] this unit for free. (If there are two units in range, pick 1 of them to use [Protect].)
--Night and Day: As a Quick Action, Ellie and Luna can switch which of them is the current leader. If Ellie is in charge they gain the [Bruiser] class and 5 Atk, if Luna is in charge they gain the [Puppeteer] class and 1 Range. This ability can be used once per Turn.
--You do this and I'll do that (Costs 1 Morale) Ellie and Luna can turn any Card into a Quick Action by having one of them cast it before triggering [Night and Day].



---
Sub-Set: Grey Family Associates

-Name: General Scalian
--Alignment: Rogue
--Classes: Scrapper, Tactician, Infiltrator, Traveler
--HP: 35
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--New Anima Reptilian: This unit can use Morale in place of Magic for up to 1 unit of Magic, additionally this unit gains 1 Armor and is immune to Poison.
--Mercenary General: Reduce the upkeep of all Minions by 1 Morale. Additionally, this unit can spend 1 Morale to search your Deck for a Minion Card before paying its Cost and Playing it.


---
Set: The Dreamweaver (3 Masks)

-Name: Tempest
--Alignment: Hero
--Classes: Scrapper, Puppeteer, Wonderlander
--HP: 30
--Atk: 5
--Spd: 65
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Madness
--Dreamweaver: All [Dream Woven] cards cost 1 less Madness for this unit to play. This unit can spend 1 Madness to search your deck for a card with [Dream Woven], pay its cost and play it.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Ariel
--Alignment: Anti-Hero
--Classes: Scrapper, Bruiser, Infiltrator, Malcontent
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Malice
--Healing Factor: At the start of each Turn restore 5 HP to this unit.
--Shadow Knight (1 Malice) As a Quick Action, Ariel gains 1 stack of [Shadow Armor]. Each stack increases his Armor by 1.
--Protect (1 Morale): Reaction- When an allied unit within movement range is damaged, this unit can take damage in their place.


-Name: Geneticist
--Alignment: Villain
--Classes: Puppeteer, Medic, Slaver
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Malice
--Dark Corruptor: The first time this unit uses a [Corrupting] ability becomes a Quick Action each Turn.
--Corrupting Influence (1 Malice) Deal Atk damage to an enemy unit within Range, then take control of it until the end of its next turn.
--Corrupting Malice (1 Malice) Restore 5 HP to a unit within Range and increase their Atk by 5 until the end of their next Turn.


---
Set: Legends of the Traveler's Tales (7 Masks, 13 Other)

-Name: Blade
--Alignment: Anti-Hero
--Classes: Scrapper, Marksman, Infiltrator
--HP: 25
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Unbroken Will: This unit is immune to Mental Debuffs.
--Bloody Duelist: Whenever this unit is attacked, flip a coin if you call it correctly, take no damage and [Counter] if possible. This unit can spend 1 Morale to re-flip the coin.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Joanna Brookes
--Alignment: Anti-Hero
--Classes: Scrapper, Bruiser, Guardian, M.A.D.
--HP: 35
--Atk: 5
--Spd: 45
--Armor: 1
--Range: 1
--Move: 1
--Resources: 1 Tech
--Heat Ignition System: This unit gains 1 stack of [Heat] at the start of each Turn up to 5 stacks. Each stack of [Heat] increases her Attack by 2 and her Speed by 5.
--Shield Projector (Costs 1 Tech) Reaction- When an allied unit within Range would take damage they gain a shield blocking 5 Damage for the attack. This ability can be used multiple times in a single Reaction.
--Heat Breaker (Costs 1 Tech) Move this unit up to [Heat] stack squares away, removing 1 stack with each square traveled, before attacking a unit within Melee for Atk. Then consume all stacks of [Heat] to deal an additional 5 Damage per stack.


-Name: Tristan Xavier Sterling
--Alignment: Rogue
--Classes: Infiltrator, Tactician, Puppeteer, Slaver
--HP: 20
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Morale
--The Game of Puppets: Reduce the cost of all [Tactician] and [Puppeteer] Cards this unit plays by 1.
--A Tug of the Strings (1 Morale) Reaction- When an enemy unit is about to act, change their action to a different ability -if they have the resources- or a basic attack. Your opponent can select the new target of both.
--And You Make Them Dance (1 Morale) Reaction- When this unit is targeted by an enemy unit choose another unit within both this unit's Range and the attacking unit's Range (but not the unit themselves) and have that unit take the attack/effect instead.


-Name: Triss and Trevor
--Alignment: Anti-Hero
--Classes: Scrapper, Bruiser, Infiltrator
--HP: 20
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Magic
--The Shadow Duet: This unit cannot play Minion cards. This unit takes no damage from the Shadow affinity and can use Magic to play any Skill Card with a Shadow affinity. Additionally, this unit counts as both an [Arcane] and a [Demon].
--Triss's Skill (1 Magic) Perform a Basic Attack with the Shadow Affinity before gaining Hidden.
--Trevor's Strength (1 Magic) As a Quick Action, select an enemy unit within (Range+1) and move them to an adjacent square. This unit takes an additional 5 damage from any attack or ability with a [Shadow] affinity until the end of the Round.


---
Sub-Set: Chem City Cartel

-Name: Aldrich
--Alignment: Anti-Villain
--Classes: Tactician, Marksman, M.A.D.
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Tech
--The Chem King: This unit is part of the Chem City Cartel. Reduce the cost of [Chem] Cards for any member of the [Chem City Cartel] by 1.
--Make Them Fear You: Attacks and abilities by this unit against enemies apply [Fear], if the enemy already has [Fear] they take an additional 5 damage instead.
--Chem Dealer (Costs 1 Tech) As a Quick Action, search your Deck for a [Chem] card, reveal it to your opponent and add it to your hand.
--Waste Not Want Not (Costs 1 Tech) Reaction- Whenever a [Chem] Card would be added to your Discard pile whether from Use or Discard, return it to your Hand instead.


-Name: Mayhem
--Alignment: Anti-Villain
--Classes: Marksman, Blaster, Tactician, M.A.D.
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Tech
--Chem City Bombers: This unit is part of the Chem City Cartel. Any member of the Chem City Cartel can pay 1 Tech to search your Deck for an [Explosives] Card before paying its cost and playing it.
--Bomb Maker (1 Tech) As a Quick Action, search your Deck for an [Explosives] Card before revealing it to your opponent and adding it to your Hand.
--Game of Booms (X Tech) Reaction- When an [Explosives] Card is played by any unit -including this one- pay the Card's Cost (X) as Tech and create an exact copy before having this Unit play the copy.

-Level Up Name: The Chem Princess
--Level Up Condition: Mayhem played 2 [Chem] Cards in a single Turn.
--Classes: None
--HP: 5
--Atk: 0
--Spd: 10
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Tech
--Chem Blood: This unit is immune to Poison. Additionally, whenever this unit is affected by a [Chem] Card or Poison effect she regains 5 HP.
--Chem Dealer (Costs 1 Tech) As a Quick Action, search your Deck for a [Chem] card, reveal it to your opponent and add it to your hand.
--Waste Not Want Not (Costs 1 Tech) Reaction- Whenever a [Chem] Card would be added to your Discard pile whether from Use or Discard, return it to your Hand instead.


-Name: The Chem Beast
--Alignment: Anti-Villain
--Classes: Bruiser, Scrapper
--HP: 40
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Morale
--Chem City Vigilante: This unit is part of the Chem City Cartel. If a unit within [Move] is about to take damage this unit can spend 1 Morale to [Protect] them. If the unit is part of the [Chem City Cartel] this unit can also [Counter] if possible.
--Chem Beast: This unit is immune to Poison. Additionally, whenever this unit is affected by a [Chem] Card or Poison effect it regains 5 HP.

-Card Name: Restorative Inhalant
--Card Cost: 1 Tech
--Card Type: Consumable (Chem)
--Requirements: None
--As a Quick Action, restore 5HP to the user and remove a stack of [Poison].
--Efficient Use: If used by an M.A.D. you can spend 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Restorative Serum
--Card Cost: 1 Tech
--Card Type: Consumable (Chem)
--Classes: None
--Restore 10 HP to the user and remove any stacks of [Poison].
--Medical Experience: If used by a [Medic] this can be applied to another unit within Range instead.

-Card Name: Primal Inhalant
--Card Cost: 1 Tech
--Card Type: Consumable (Chem)
--Requirements: None
--As a Quick Action, increase the user's Atk by 5 until the end of their Turn.
--Efficient Use: If used by an M.A.D. you can spend 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Primal Serum
--Card Cost: 1 Tech and 1 Morale
--Card Type: Consumable (Chem)
--Requirements: None
--As a Quick Action, increase the user's Atk by 5 until the end of their Turn.

-Card Name: Gas Grenade
--Card Cost: 1 Morale
--Card Type: Consumable (Explosive + Chem)
--Classes: None
--Pick a square within Range. All units within 1 Range of that square gain a stack of [Poison].

-Card Name: Chem Pellets
--Card Cost: 1 Tech
--Card Type: Consumable (Chem)
--Classes: None
--As a Quick Action, pick a unit within Range that unit gains a stack of [Poison].

-Card Name: Gas Canister
--Card Cost: 1 Morale
--Card Type: Structure (Explosive + Chem)
--Classes: None
--HP: 5
--Any unit adjacent to this structure at the start of their Turn gains a stack of [Poison].
--Explosive: If this structure is destroyed by an attack it deals 5 damage to all adjacent units.
--Temporary: This Structure is destroyed at the end of the next Round.


-Card Name: Restorative Fountain
--Card Cost: 1 Tech
--Card Type: Structure (Chem)
--Classes: M.A.D.
--HP: 10
--Any non-Machine unit can use this structure to restore 10 HP.

-Card Name: Poison The Well
--Card Cost: 1 Tech
--Card Type: Op (Chem)
--Classes: None
--1 Morale: Until the user's next turn any time an enemy uses a Consumable or Structure to Heal the affected unit gains a stack of [Poisoned]. Said Consumable or Structure also cannot remove Poison.

-Card Name: Gas Mask
--Card Cost: 1 Morale
--Card Type: Equipment (Mask)
--Classes: None
--This unit is immune to [Poison].


-Card Name: Gang Goon
--Card Cost: 1 Morale
--Card Type: Minion
--Classes: None
--HP: 10
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--No Abilities


-Card Name: Crime City Cartel Goon
--Card Cost: 1 Tech
--Card Type: Minion
--Classes: None
--HP: 10
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--This unit is a member of the Crime City Cartel.


---
Set: The Dead West (2 Masks, 2 Other)

-Name: Wyatt De La Croix
--Alignment: Rogue
--Classes: Marksman, Puppeteer, Medic, Dark Practitioner
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic
--Soulbound: Wretch's Requiem (Costs 1 Magic) Search your hand, deck, and discard pile for the equipment card [Wretch's Requiem] and equip it to this unit.
--By Day His Hands Healed: Spells that restore health cost 1 less Magic for this unit. This unit can spend 1 Magic to heal a unit for 10 HP.
--By Night The Dead Rose: Reduce the upkeep of [Necromancy] Minions by 1. This unit can spend 1 Magic to search your deck for a (Necromancy) Minion, before paying its cost and playing it. This effect is a Quick Action if a unit was defeated over the last Round.

-Card Name: Wretch's Requiem
--Card Cost: 1 Magic
--Card Type: Equipment (Weapon, Gun)
--Soulbound: Wyatt De La Croix: This card can only be equipped to [Wyatt De La Croix].
--Ranged Weapon: While equipped, increase the equipped unit's Range by 1.
--Cerberus Shot (Costs 1 Morale): Attack a unit within range, if that unit produces [Magic] [Ectoplasm] or [Malice] deal double the equipped unit's Atk to them and prevent them from using Skill Cards of their Resource until the end of their next Turn.


-Name: Samuel Grimm
--Alignment: Rogue
--Classes: Marksman, Bruiser, Deadman, Practitioner
--HP: 40
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Ectoplasm
--Dead Arcanist: This unit can use Ectoplasm and Magic interchangeably.
--Soulbound: Reaper's Revenge (1 Ectoplasm) Search your hand, deck, and discard pile for the equipment card [Reaper's Revenge] and equip it to this unit.
--Vengeance (Costs 1 Ectoplasm) After taking damage perform a Counter attack if the attacker is within Range. Give the countered unit [Marked For Vengeance].

-Card Name: Reaper's Revenge
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Weapon, Gun)
--Soulbound: Samuel Grim: This card can only be equipped to Samuel Grim.
--Ranged Weapon: While equipped, increase the equipped unit's Range by 1.
--Elemental Shot (1 Ectoplasm) As a Quick Action, change the affinity of this gun's attacks. If the equipped unit casts a Spell with this affinity increase its damage by 5.


---
Set: Sanctuary (13 Masks, 1 Other)

-Name: Ashlynn Thorne
--Alignment: Hero
--Classes: Marksman, Puppeteer, Arcane
--HP: 25
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Sanctuary Captain: Summoning Specialist: This unit is a member of [Sanctuary]. All Magic Minions played by a Sanctuary unit, themselves count as members of [Sanctuary] and have their upkeep reduced by 1.
--Spell Slinger: This unit's first Magic Skill Card each Turn is a Quick Action.
--Summoning Ritual (Costs 1 Magic) Search your Deck for a Magic Minion Card before paying its Cost and Playing it.


-Name: Kestrel
--Alignment: Anti-Hero
--Classes: Blaster, Infiltrator, Scout, Practitioner, Dark Practitioner
--HP: 20
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Sanctuary's Caged Bird: This unit is a member of Sanctuary. Once per Round when this unit should be defeated you can resurrect them with 5 HP for every Sanctuary unit active on your team. If this effect is triggered Stun this unit until the end of their next Turn.
--Bundle of Trauma: This unit is immune to Mental Debuffs. (He's used to functioning with more of them than you can give.)
--Warp Step (Costs 1 Magic) As a Quick Action, select a space within Range and move this unit there. This ability can be used as a Reaction when this unit is about to take damage.


-Name: Varian Miller
--Alignment: Hero
--Classes: Bruiser, Guardian, Practitioner
--HP: 35
--Atk: 5
--Spd: 40
--Armor: 1
--Range: 1
--Move: 1
--Resources: 1 Magic
--Sanctuary Apprentice Practitioner: This unit is a member of [Sanctuary]. If another member of [Sanctuary] plays a Magic Card, reduce the Cost of Varian's next Spell by 1 until the end of his next Turn. (This stacks up to the number of [Sanctuary] units.)
--Mud Maker: Whenever this unit plays a Magic Skill Card with the [Earth] or [Water] affinity, then this unit can also play a Magic Skill Card of the unused Affinity for 1 less Magic.
--Mud Shield (Costs 1 Magic) Reaction- When an allied unit within Range would take damage they gain a shield blocking 5 Damage from the attack. This ability can be used multiple times in a single reaction.


-Name: Sarah Sionis
--Alignment: Rogue
--Classes: Puppeteer, Slaver, Tactician, Slasher (Social)
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Malice
--Sanctuary's Sionis Slasher Sister: This unit is a member of the [Sionis Family] and [Sanctuary]. Reduce the upkeep of all minions played by units that share a faction with this unit by 1.
--Your Mind, All Mine (1 Malice) Take control of an enemy unit within Range until the end of their next Turn. If this unit is a minion, you can pay a second point of Malice to make this unit yours until they're defeated or you dismiss them. While under your control you can pay their upkeep cost in Malice.



Sub-Set: Rosemary Branch

-Name: Nicholas Stone
--Alignment: Anti-Hero
--Classes: Blaster, Tactician, Practitioner
--HP: 30
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Sanctuary Director: Rosemary Branch: This unit is a member of [Sanctuary] and [Sanctuary Rosemary Branch]. Whenever another member of [Sanctuary Rosemary Branch] is truly defeated this unit begins producing another unit of Magic given how he no longer has to waste effort corralling them.
--Master Alchemist: Reduce the cost of all [Alchemy] Cards by 1. This unit can spend 1 Magic to search your Deck for an [Alchemy] Card before paying its cost and playing it.


-Name: Caleb Cross
--Alignment: Anti-Hero
--Classes: Scrapper, Blaster, Slasher (Hex)
--HP: 25
--Atk: 10
--Spd: 40
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Malice
--Sanctuary Redemption Slasher: This unit is a member of [Sanctuary] and [Sanctuary Rosemary Branch]. All [Sanctuary] units can spend 1 Morale to turn their first attack into a Quick Action each Round (this does not consume other attack Quick Actions). Units from [Sanctuary Rosemary Branch] can use this twice each Round.
--Great Teacher Cross: Reduce the cost of any Skill card played by a [Child] or a member of a [Sanctuary Jr. Agent] on your team by 1. (This does not stack with itself.)
--Malicious Healing (Costs X Malice): This unit heals for 5HP for every point of Malice spent on this ability, before removing all Physical debuffs except for Burning.


-Name: Maxwell Romanov
--Alignment: Anti-Hero
--Classes: Blaster, Tactician, Infiltrator, Psychic, Child (Technically)
--HP: 20
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Psionic
--Sanctuary Time Traveler: This unit is a member of [Sanctuary] and a [Sanctuary Jr Agent]. As a Quick Action, this unit can spend 1 Psychic to look at a number of cards on top of you or your opponent's Deck equal to the number of [Sanctuary] units and [Sanctuary Jr. Agents] in play. (Units with both Factions count as 2 for this ability.)
--Future Adjustments (Costs 1 Psionic) Reaction- Whenever you or your opponent Draw, you can Discard all newly drawn Cards before their owner Draws replacements for them. (None of these Cards are Revealed to the other.)
--Second Mastery of Psionics (Costs 1 Psionic) Reaction- When a Psionic Card would be sent to your Discard Pile instead return it to your Hand.


---
Sub-Set: Sanctuary D.A.R.C

-Name: Philo Sif Erston
--Alignment: Rogue
--Classes: Blaster, Tactician
--HP: 30
--Atk: 5
--Spd: 30
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Sanctuary D.A.R.C. Archivist: This unit is a member of [Sanctuary] and [Sanctuary D.A.R.C.]. This unit can spend 1 Morale to search your Discard pile for a Card with a Cost equal to the number of [Sanctuary] units on your team before adding it to your hand. If you also have three units from [Sanctuary D.A.R.C.] this ability Costs 0 Morale.
--Dark Alchemical Purist: This unit can use no Magic Cards outside of [Alchemy] and [Necromancy] Skill Cards, but can play those Cards regardless of Class restrictions.
--Alchemical Drain (Cost 1 Magic) Deal 5 Damage to a unit within Melee range before restoring 5 HP to this unit.


-Name: Ethan Levi
--Alignment: Anti-Hero
--Classes: Bruiser, Puppeteer, Eldritch
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Madness
--Sanctuary D.A.R.C. The Sane One: This unit is a member of [Sanctuary] and [Sanctuary D.A.R.C.]. All [Sanctuary] Units are immune to Mental Debuffs as long as this Card is in play. All [Sanctuary D.A.R.C.] are capable of 'accidentally' attacking this unit.
--Eldritch Friendship: Once per game when this unit would be defeated, instead search your Hand and Deck for the Level Up Card: Ethan Levi, The Eldritch Vessel and Play it while fully healing this unit.
--Accident Prone (1 Madness) Ethan Levi is terribly clumsy and has an 'unfortunate accident' that has nothing to do with his associates, dealing 10 Damage to himself. This ability is disabled on level up.

-Level Up Name: The Eldritch Vessel
--Level Up Condition: Trigger Eldritch Friendship.
--Alignment: None
--Classes: None
--HP: 15
--Atk: 0
--Spd: 0
--Armor: 0
--Range: 1
--Move: 0
--Resources: 1 Madness
--Eldritch Regeneration (Costs 1 Magic) As a Quick Action, this unit regains 5 HP.
--Eldritch Pull (Costs 1 Madness) As a Quick Action, grab a unit within Range and pull them to an adjacent Space. This ability can also be used on [Hidden] units, removing the effect.
--Eldritch Assault (Costs X Madness) Grab a unit within Melee and deal 10 Damage to them for every Madness spent on this ability. If this attack kills a unit, it also triggers Eldritch Regeneration for free.


---
Sub-Set: Punk Squad #27

-Name: Dulce Flores
--Alignment: Hero
--Classes: Medic, Overwatch, M.A.D.
--HP: 20
--Atk: 5
--Spd: 65
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Tech
--Sanctuary Squad Medic: This unit is a member of [Sanctuary] and [Punk Squad #27]. When using a healing skill on another member of these factions heal an additional 5HP for each faction they share. (This does not apply to self-heals.)
--Punk Medical Manager: All Cards that restore health cost 1 less for this unit. This unit can spend 1 Tech to search your deck for any [Augmentation] Card, pay its cost and equip it to an allied unit.
--First-Aid (Costs 1 Morale) Restore 10HP to an ally unit within Melee Range.


-Name: Tadashi Hamato
--Alignment: Hero
--Classes: Infiltrator, Scrapper, Scout, Cyberpunk
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Resources: 1 Tech
--Sanctuary Squad Surveillance Specialist: This unit is a member of [Sanctuary] and [Punk Squad #27]. As a Quick Action, this unit can spend 1 Morale to look at 1 card in your opponent's hand. This number is increased by 1 card for each unit that shares a faction and 2 for each that shares 2 factions.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.
--Ambush (Costs 1 Morale) Quick Action- This unit gains Hidden.


-Name: Margaret 'Mags' McGee
--Alignment: Anti-Hero
--Classes: Marksman, Blaster, Bruiser, Cyberpunk
--HP: 35
--Atk: 5
--Spd: 35
--Armor: 1
--Range: 1
--Move: 1
--Resources: 1 Tech
--Sanctuary Squad Muscle: This unit is a member of [Sanctuary] and [Punk Squad #27]. Whenever an allied unit that shares a Faction with this unit attacks this unit can spend 1 Morale to perform a Follow-Up attack if the target was within Range or if the allied unit is within Move when attacked this unit can spend 1 Morale to [Protect] them.
--Over Heat System: At the start of each Turn this unit gains 1 stack of [Heat]. Each stack of Heat increases this unit's Atk by 2 and her Speed by 5. When you reach 6 Stacks this unit is Stunned until the end of her next Turn at which point she loses all Stacks and heals for 5 HP.
--Tech Weapon Tinkerer: (Costs 1 Tech) As a Quick Action, look through your Deck and Discard pile for a Tech Equipment Card, pay its cost and equip it to this unit.


-Name: Jason Cobbs
--Alignment: Rogue
--Classes: Puppeteer, Tactician
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Psionic and 1 Tech
--Psy-berpunk: This unit can use Tech as if it were Psionic. Additionally, this unit counts as both a [Psychic] and a [Cyberpunk].
--Punk Squad Wildcard: This unit is a member of [Punk Squad #27]. As a Quick Action, this unit can spend 1 Psionic to discard a number of cards up to the number of [Punk Squad #27] members you have in play, before drawing the same number of cards.
--Neural Accelerator (Costs 1 Tech) Reaction- When this unit plays a [Psionic] or a [Tech] Skill Card Turn it into a Quick Action.


---
Set: Heroes Guild (12 Masks, 0 Other)

Sub-Set: Quest Heroes

-Name: Starlight
--Alignment: Hero
--Classes: Blaster, Guardian, Tactician, Arcane
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Starlit Hero: As long as Starlight is in play, all Heroic units have the Cost of Cards with a [Light] reduced by 1.
--Tracking Star Shot (1 Magic) Deal 5 Light Damage to a unit within Range, ignore Dodge effects and Hidden for this attack.
--Starfield Blitz (3 Magic) Deal 5 Light Damage to all units within Starlight's Range, before applying [Blinded] to all of them until the end of the next Round.


-Name: Puck
--Alignment: Anti-Hero
--Classes: Marksman, Blaster, Infiltrator, Tactician
--HP: 25
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Psionic and 1 Magic
--A Psychic's Magic Trick: This unit can use Psionics as if it were Magic. Additionally, this unit is both a [Psychic] and a [Practitioner].
--Ace Up My Sleeve (1 Magic) Reaction- Search your deck for a Reaction card that fits a situation before paying its cost and playing it. If you can't find a Card then Pass.
--Card Trick (Costs 1 Psychic) As a Quick Action, Draw a card then Discard a card.


-Name: Terraform
--Alignment: Hero
--Classes: Scrapper, Blaster, Tactician, Arcane
--HP: 30
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Magic
--Jr Hero Leader: If a unit is a [Child] and within this unit's Move this unit can [Protect] them. If the unit is also a [Hero] you can trigger [Elemental Fighter] without performing an attack.
--Elemental Fighter: After using a basic attack, this unit can pay the cost for any Magic Skill Card with a [Water] [Earth] [Wind] or [Fire] affinity in your hand and play it.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.


-Name: Stella Star
--Alignment: Hero
--Classes: Blaster, Puppeteer, Guardian, Child
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic.
--True Hero's Starpower: Every Heroic unit -excluding this one- gets +1 Morale each Round for having Stella Star's optimism nearby.
--Pile o' Fluff: Flufflepuffs can move onto units equipping themselves to that unit. If the unit is an Enemy they can no longer use Quick Actions and lose 5 Speed. If the unit is an Ally the Flufflepuff takes damage in their place.
--Friend of Flufflepuffs (1 Magic) As a Quick Action, summon a Flufflepuff with 5 HP, 0 Atk, 35 Speed, 0 Armor, 0 Range, and 1 Move. These Flufflepuffs require 2 Flufflepuffs to perform an Op and cannot use skill cards.


-Name: Shadow Slinger
--Alignment: Anti-Hero
--Classes: Marksman, Blaster, Infiltrator, Arcane
--HP: 20
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 2
--Resources: 1 Magic
--Spell Slinger: This unit's first Magic Skill Card each Turn is a Quick Action.
--Shadow Dash (Costs 1 Magic) As a Quick Action this unit can Move. Additionally, this ability can be used as a Reaction when this unit is about to take damage.


-Name: Iron Golem
--Alignment: Hero
--Classes: Bruiser, Blaster, Guardian, M.A.D.
--HP: 60
--Atk: 5
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Tech
--Power Armor Bulk: This unit has no limit on the number of Equipment Cards they can have, and gains 1 additional Armor for every piece of Equipment attached to him.
--Armor Upgrade: Reduce the cost of Tech Equipment Cards by 1 for this unit. This unit can spend 1 Tech to search your Deck for any Tech Equipment Card before paying its cost and equipping it to this unit.


-Name: Power Flight
--Alignment: Hero
--Classes: Bruiser, Psychic
--HP: 45
--Atk: 5
--Spd: 45
--Armor: 1
--Range: 1
--Move: 2
--Resources: 1 Psionic
--Active Flier: When attacked from outside of Melee Range this unit can flip a coin for every space between her and her attacker, if any of these coins are called correctly the attack is avoided. Additionally, this unit can spend 1 Morale to Move as a Quick Action.
--Concussing Blows (Costs 1 Morale) This unit attacks a unit dealing ATK Damage and applying [Stun] until the end of their next Turn. A Stunned unit cannot Act.



Sub-Set: Hero's Guild (Classic)

-Name: Aurora
--Alignment: Hero
--Classes: Scrapper, Blaster, Guardian, Arcane
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Magic
--Growing Light: At the start of every Turn Aurora gains a stack of [Growing Light] with each stack increasing her Speed by 5. Every 4th Stack also generates an additional Magic each Round.
--Swords of Light (Costs X Magic) Aurora creates X swords of light before attacking enemies within range with them, with each sword dealing 5 Light Damage to whatever unit it hits (this does not have to be 1 unit). She can spend up to her current stacks of [Growing Light] in magic on this ability.
--Light Shield (Costs 1 Magic) Reaction- When an allied unit within Range would take damage they gain a shield blocking 5 Damage from the attack. This ability can be used multiple times in a single reaction.


-Name: The Iron Guardian
--Alignment: Hero
--Classes: Scrapper, Bruiser, Guardian, M.A.D.
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 1
--Range: 1
--Move: 1
--Resources: 2 Tech
--Weapons Master: This unit has no limit on how many Equipment cards he can have equipped.
--Battlesmith (Costs 1 Tech) As a Quick Action, search your Deck for any Tech Equipment Card before paying its cost and equipping it to an allied unit.
--Tech Repair (Costs 1 Tech) Reaction- When a Tech Card would be sent to your Discard Pile instead add it to your Hand.


-Name: Redline
--Alignment: Hero
--Classes: Scrapper, Blaster, Arcane
--HP: 20
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 3
--Resources: 1 Magic
--Faster... Faster. Faster!: At the start of each Turn this unit gains a stack of [Faster], with each stack increasing their Speed by 5. Every 5th Stack also generates an additional Magic at the start of each Round.
--Needle In The Red: At the start of Redline's first Turn each Round he gains an additional Turn for every 40 Speed he has at that point.


-Name: Assessment
--Alignment: Anti-Hero
--Classes: Tactician, Overwatch, Infiltrator, Psychic
--HP: 25
--Atk: 0
--Spd: 55
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Psionic
--Pacifist: This unit will not cause damage to another unit, and will negate any part of a Card he plays that does damage or applies a Physical Debuff. (This does not apply to Minions he plays.)
--Reliable Bodyguard: If this unit has no Minion, this unit can search your Deck for a Morale Minion and play them. This unit has no upkeep as long as it's Assessment's Minion.
--Run and Hide (1 Morale) This unit Moves and then gains [Hidden].
--Limiting Options (1 Morale) Discard the top card of your Opponent's Deck.
--A Change of Plans (1 Morale): As a Quick Action, Discard a Card then Draw.



---
Sub-Set: Hero's Guild (New Gen)

-Name: Network
--Alignment: Anti-Hero
--Classes: Puppeteer, Overwatch, Tactician, M.A.D.
--HP: 20
--Atk: 0
--Spd: 50
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Tech
--Multitasking Engineer: The first time this unit plays a Tech Card or uses a Tech Ability, it becomes a Quick Action.
--Drone Production (1 Tech): Create a 'Tech Drone' Machine with 5 HP, 0 Atk, 30 Spd, 0 Armor, 1 Rng, 2 Move, and an immunity to Mental Debuffs. (This ability triggers [Multitasking Engineer].)
--Opening Options (Costs 1 Morale): Draw a card.



---
Set: General Cards (18 Other)

Sub-Set: General Equipment

-Card Name: Knife
--Card Cost: 1 Morale
--Card Type: Equipment (Weapon)
--Requirements: None
--Slashing Weapon: Equipped Unit's Melee attacks now apply a stack of [Bleeding]. For each stack of [Bleeding] a unit takes 1 Physical Damage every time they Act. Remove a stack for every 2 HP a unit is healed by.
--Small Melee Weapon: If a unit is a [Scrapper] or [Infiltrator] this Card does not use up a character's Equip slot.

-Card Name: Poisoned Knife
--Card Cost: 2 Morale
--Card Type: Equipment (Weapon)
--Requirements: None
--Slashing Weapon: Equipped Unit's Melee attacks now apply a stack of [Bleeding]. For each stack of [Bleeding] a unit takes 1 Physical Damage every time they Act. Remove a stack for every 2 HP a unit is healed by.
--Poisoned Weapon: This Unit's Melee attacks now apply a stack of [Poison]. For each stack of [Poison] a unit takes 1 Physical Damage at the End of each Round and cannot perform Quick Actions. Remove 1 Stack at the Start of each Round.
--Small Melee Weapon: If a unit is a [Scrapper] or [Infiltrator] this Card does not use up a character's Equip slot.

-Card Name: Shotgun
--Card Cost: 1 Morale
--Card Type: Equipment (Weapon/Gun)
--Requirements: None
--Power Weapon: The equipped user's basic attacks deal 5 more Damage.

-Card Name: SMGs
--Card Cost: 1 Morale
--Card Type: Equipment (Weapon/Gun)
--Requirements: None
--Rapid Fire: Each Turn the equipped unit's first basic attack is a Quick Action.

---
Sub-Set: General Consumables

-Card Name: Grenade
--Card Cost: 1 Morale
--Card Type: Consumable (Explosive)
--Classes: None
--Pick a square within Range. Units on that square take 5 Damage.
--If the user is a Blaster any units adjacent to the target Square take 5 Damage as well.

-Card Name: Incendiary Grenade
--Card Cost: 1 Morale
--Card Type: Consumable (Explosive)
--Classes: None
--Pick a square within Range. Units on that square gain a stack of [Burning].
--If the user is a Blaster any units adjacent to the target Square gain a stack of [Burning] as well.

-Card Name: Molotov Cocktail
--Card Cost: 1 Morale
--Card Type: Consumable (Explosive)
--Classes: None
--Pick a unit with Range, deal 5 Fire Damage to this unit before applying a stack of [Burning].


---
Sub-Set: General Skills

-Card Name: Dodge
--Card Cost: 1 Morale
--Card Type: Skill
--Requirements: None
--Reaction- When a unit is attacked, they avoid the attack receiving no damage or debuffs.
--Agile: If this Card is played by a [Scrapper] or an [Infiltrator] you can pay an additional Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Block
--Card Cost: 1 Morale
--Card Type: Skill
--Requirements: None
--Reaction- When a unit is attacked, they gain 5 Armor for the duration of this attack.
--Durable: If this Card is played by a [Bruiser] or a [Guardian] you can pay an additional Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Defensive Counter
--Card Cost: 2 Morale
--Card Type: Skill
--Requirements: None
--Reaction- When a unit is attacked, they gain 5 Armor for the duration of this attack before [Countering] with a basic attack of their own.
--Brawlers: If this Card is played by a [Scrapper] or a [Bruiser] you can pay an additional Morale to return this Card to your Hand instead of the Discard Pile.


---
Sub-Set: Marksman Cards

-Card Name: Auto-Loader
--Card Cost: 1 Morale
--Card Type: Equipment (Utility)
--Requirements: Marksman.
--Support Gear (Gun): This Card does not take an Equip slot as long as the required weapon (Gun) is equipped.
--Ammo Holster: Ammo no longer consumes an Equipment slot.
--Alternative Ammunition (Costs 1 Morale) As a Quick Action, search your Deck for an [Ammo] Card before paying its cost and equipping it to this unit.

-Card Name: Armor Piercing Rounds
--Card Cost: 1 Morale
--Card Type: Equipment (Ammo)
--Requirements: Marksman
--Ammo: This Card does not take up a character's Equipment Slot as long as there isn't another Ammo Card equipped. If the equipping unit has an Ammo Card when this Card is equipped replace it with this one before discarding the old Ammo.
--Pierce: This unit's attacks and Marksman abilities ignore up to 1 Armor on their target.

-Card Name: Anti-Tank Rounds
--Card Cost: 2 Morale
--Card Type: Equipment (Ammo)
--Requirements: Marksman
--Ammo: This Card does not take up a character's Equipment Slot as long as there isn't another Ammo Card equipped. If the equipping unit has an Ammo Card when this Card is equipped replace it with this one before discarding the old Ammo.
--Powerful Pierce: This unit's attacks and Marksman abilities ignore up to 3 Armor on their target.

-Card Name: Anti-Matter Rounds
--Card Cost: 3 Morale
--Card Type: Equipment (Ammo)
--Requirements: Marksman
--Ammo: This Card does not take up a character's Equipment Slot as long as there isn't another Ammo Card equipped. If the equipping unit has an Ammo Card when this Card is equipped replace it with this one before discarding the old Ammo.
--This unit's attacks and Marksman abilities ignore all Armor.

-Card Name: Assault Rifle
--Card Cost: 2 Morale
--Card Type: Equipment (Weapon/Gun)
--Requirements: Marksman
--Rapid Fire: Each Turn the equipped unit's first basic attack is a Quick Action.
--Rifle: The equipped unit gains +1 Range.

-Card Name: Sniper Rifle
--Card Cost: 2 Morale
--Card Type: Equipment (Weapon/Gun)
--Requirements: Marksman
--Rifle: The equipped unit gains +1 Range.
--Scoped: If the attacked unit is at a Range of 3 or more, the equipped unit's basic attacks deal an additional 5 Damage.


---
Sub-Set: Infiltrator Cards

-Card Name: Hidden Blade
--Card Cost: 1 Morale
--Card Type: Skill
--Requirements: Infiltrator
--Deal 5 Damage to a unit within Range, this is doubled if the user is [Hidden].
--Assassin's Skill: This Skill Card does not remove [Hidden] when used.

-Card Name: Strike and Hide
--Card Cost: 1 Morale
--Card Type: Skill
--Requirements: Infiltrator
--Deal 5 Damage to a unit within Range, then gain [Hidden].
--Assassin's Skill: This Skill Card does not remove [Hidden] when used.


---
Set: Magic (2 Masks, 29 Other)

-Name: Memento De La Graves
--Alignment: Rogue
--Classes: Memento
--HP: 40
--Atk: 5
--Spd: 25
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Half-Life: For every 10 HP this unit is missing, generate an additional point of Magic at the start of Each Round.
--Magical Mentor: The first time an allied unit would use a Magic Card each Round, reduce its Cost by 1. (This does not apply to Memento.)
--True Magical Mastery: Memento counts as all Classes for any Magic Card, allowing him to play any Magic Card and trigger any Class Perks for those Cards.
--A Memory of Magic (1 Magic) Search you or your opponent's Discard Pile for a Magic Card before paying its Cost and Playing it. You can pay 1 additional Magic (2 Magic Total) to trigger this ability as a [Reaction] when a unit is about to take Damage.

-Level Up Name: The Half Life King
--Level Up Condition: Memento generates 4 Magic in a Round.
--Classes: None
--HP: 35
--Atk: 5
--Spd: 20
--Armor: 0
--Range: 0
--Move: 0
--Resources: None
--Of Life and Death (4 Magic) Deal 5 Damage to every enemy unit regardless of Range before Healing for the same amount. This ability is Catastrophic and cannot be avoided.


-Name: Molly Abigail Grimm
--Alignment: Anti-Hero
--Classes: Arcane, Practitioner, Dark Practitioner, Medic, Blaster, Puppeteer
--HP: 35
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Magic
--Half-Life: For every 10 HP this unit is missing, generate an additional point of Magic at the start of Each Round.
--Apprentice Contractor (Costs 1 Magic) Search your Deck for a Magic Minion Card before paying its Cost and Playing it.
--Apprentice Spell Caster (Costs 1 Magic) Search your Deck for a Magic Skill Card before paying its Cost and Playing it.


Sub-Set: Magic Equipment

-Card Name: Apprentice Spell Script Bandages
--Card Cost: 1 Magic
--Card Type: Equipment (Utility/Armor)
--Requirements: Practitioner
--Wearable Scripts: For free, you can attach a Spell Script to this Card. As long as that Spell Script is attached the Equipped unit can use that Spell Script as if it were a regular ability without sending it to the Discard pile. You may only have 1 Spell Script attached to this card at a time.

-Card Name: Master's Spell Script Bandages
--Card Cost: 3 Magic
--Card Type: Equipment (Utility/Armor)
--Requirements: Practitioner
--Wearable Scripts: For free, you can attach a Spell Script to this Card. As long as that Spell Script is attached the Equipped unit can use that Spell Script as if it were a regular ability without sending it to the Discard pile. There is no limit on how many Spell Scripts you can attach to this Card.

-Card Name: Basic Practitioner's Talisman
--Card Cost: 1 Magic
--Card Type: Equipment (Talisman)
--Requirements: Practitioner
--Basic Magical Foci: The equipped unit generates 1 additional point of Magic each Round.

-Card Name: Practitioner's Bloody Talisman
--Card Cost: 1 Magic, 1 Morale
--Card Type: Equipment (Talisman)
--Requirements: Practitioner
--Bloody Foci: The equipped unit generates 1 additional point of Magic each Round for every unit with [Bleeding] at the start of that Round. Additionally, reduce the cost of any Magic Skill that involves [Bleeding] by 1 for the Equipped unit.

-Card Name: Practitioner's Vampyric Talisman
--Card Cost: 2 Magic
--Card Type: Equipment (Talisman)
--Requirements: Practitioner
--Bloody Foci: The equipped unit generates 1 additional point of Magic each Round for every unit with [Bleeding] at the start of that Round. Additionally, reduce the cost of any Magic Skill that involves [Bleeding] by 1 for the Equipped unit.
--Vampyric Foci: Whenever the equipped unit casts a spell on a [Bleeding] unit, heal this unit for 2 HP per stack of [Bleeding] upon spell cast. (This triggers Bloody Foci for all applicable Skill Cards.)

-Card Name: Practitioner's Poisonous Talisman
--Card Cost: 1 Magic, 1 Morale
--Card Type: Equipment (Talisman)
--Requirements: Practitioner
--Poisonous Foci: The equipped unit generates 1 additional point of Magic each Round for every unit with [Poisoned] at the start of that Round. Additionally, reduce the cost of any Magic Skill that involves [Poisoned] by 1 for the Equipped unit.

-Card Name: Practitioner's Toxic Talisman
--Card Cost: 2 Magic
--Card Type: Equipment (Talisman)
--Requirements: Practitioner
--Poisonous Foci: The equipped unit generates 1 additional point of Magic each Round for every unit with [Poisoned] at the start of that Round. Additionally, reduce the cost of any Magic Skill that involves [Poisoned] by 1 for the Equipped unit.
--Toxic Foci: Any Magic Skill Card played by the Equipped unit that targets another unit now applies an additional stack of [Poisoned] (regardless of whether or not it already did). (This triggers Poisonous Foci for all applicable Skill Cards.)


Sub-Set: Magic Minions

-Card Name: Corvo, The Crow Who Feasts
--Card Cost: 3
--Card Type: Minion (Summons)
--Requirement: Heroic Alignment
--Classes: Bruiser, Guardian, Scout
--HP: 45
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 2
--Move: 2
--Resources: 0
--The Crow Who Feasts: Whenever this unit defeats another unit it gains a [Growing Murder] Token, each Token can be spent as if it was a unit of Magic for Corvo's abilities and regenerates at the start of the Round.
--Murder & Misery: All of Corvo's attacks and abilities cause a stack of [Crow's Misery] until the end of the next Round. If a unit has 1 stack they can no longer use Quick Actions. At 2 Stacks the unit becomes Stunned until a stack falls off.
--Murder of Crows (1 Magic) Send a flurry of crows after a unit within range dealing 5 Damage. You can spend an additional point of Magic to make this a Quick Action.
--Murder en Mass (3 Magic) Send a flurry of crows after all enemy units regardless of Range dealing 5 Damage. (This ability is [Catastrophic] and cannot be avoided.)

-Name: Bruiser
--Card Cost: 2 Magic
--Card Type: Minion
--Requirement: Heroic Alignment
--Classes: Bruiser, Guardian
--HP: 40
--Atk: 5
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--Orkin Hide: This unit is immune to [Bleeding], [Poison], and [Stun]. Additionally, this unit removes 1 stack of [Burning] each Round.
--Bodyguard: This unit automatically protects allied units when possible.

-Card Name: Flufflepuff
--Card Cost: 1 Magic
--Card Type: Minion
--Requirements: Not-Villain
--Classes: Flufflepuff
--HP: 5
--Atk: 0
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--Not The Brightest Spell: It requires 2 units with this effect to perform an Op and this unit cannot use Skill Cards.
--Magically Indestructible (Costs 1 Magic) Whenever this unit would be defeated, you can nullify the attack instead.
--Cheaper Than Cheap: This unit has no upkeep cost.

-Card Name: Young Fairy
--Card Cost: 1 Magic
--Card Type: Minion
--Requirements: None
--Classes: Medic, Fairy
--HP: 5
--Atk: 0
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--Mend (Costs 1 Magic) Restore 10HP to an ally within Range.

-Card Name: Fairy
--Card Cost: 1 Magic, 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Blaster, Medic, Fairy
--HP: 5
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 1
--Flighty Flier: Whenever this unit is attacked, flip a Coin if you call it correctly, your opponent's attack misses. Additionally, this unit can spend 1 Morale to Move as a Quick Action.
--Mend (Costs 1 Magic) Restore 10HP to an ally within Range.


Sub-Set: Spell Scripts

-Card Name: Blaze Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, Deal 5 Fire damage to a unit within Range.

-Card Name: Ignition Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, apply [Burning] to an enemy unit within Range, causing the unit to take 1 Fire Damage per stack at the start of each Round and reducing their Healing by 1 per stack.

-Card Name: Frost Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, Deal 5 Ice damage to a unit within Range.

-Card Name: Shock Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, Deal 5 Electric damage to a unit within Range.

-Card Name: Flash Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, apply [Blinded] to a unit within Range. Whenever this unit attacks or uses a Skill they have to flip a coin, if they call it wrong their attack or Skill misses.

-Card Name: Vine Snare Script
--Card Cost: 1 Magic
--Card Type: Consumable (Spell Script)
--Restrictions: Practitioner
--As a Quick Action, a unit within Range becomes wrapped in Vines preventing them from moving or using Quick Actions until the end of the next Round.


---
Sub-Set: Sign Craft

-Card Name: Igni Sign
--Card Cost: 1 Magic
--Card Type: Skill (Sign Craft)
--Restrictions: None
--Deal ATK Fire Damage to a unit within Range and apply [Burning], causing the unit to take 1 Fire Damage per stack at the start of each Round and reducing their Healing by 1 per stack.
--Arcane Power: When played by an Arcane, apply 2 stacks of [Burning] instead.
--Experience Hands: When played by a Practitioner, if you have another [Sign Craft] Card in your hand, you can pay its cost to play it and trigger it after this Card.

-Card Name: Force Sign
--Card Cost: 1 Magic
--Card Type: Skill (Sign Craft)
--Restrictions: None
--Deal ATK Wind Damage to a unit within Range and push the unit back a Space if possible. If they cannot be pushed back they take an additional 5 Wind Damage.
--Arcane Power: When played by an Arcane, you can push back the unit twice.
--Experience Hands: When played by a Practitioner, if you have another [Sign Craft] Card in your hand, you can pay its cost to play it and trigger it after this Card.

-Card Name: Frost Sign
--Card Cost: 1 Magic
--Card Type: Skill (Sign Craft)
--Restrictions: None
--Deal ATK Ice Damage to a unit within Range and apply a stack of [Freezing]. Each stack reduces a unit's Speed by 5 and prevents that unit from using Quick Actions, but a unit loses 1 Stack at the end of each of their Turns.
--Arcane Power: When played by an Arcane, apply 2 stacks of [Freezing] instead.
--Experience Hands: When played by a Practitioner, if you have another [Sign Craft] Card in your hand, you can pay its cost to play it and trigger it after this Card.


---
Sub-Set: Necromancy Spells
-Name: Necrotic Touch
--Card Cost: 1 Magic
--Card Type: Skill (Necromancy)
--Requirement: Dark Practitioner
--Effect: Deal ATK Damage to an adjacent enemy, and apply 1 [Necrotic Scarring].
--Note: Each stack of Necrotic Scarring reduces healing on a unit by 2.

-Name: Draining Touch
--Card Cost: 1 Magic
--Card Type: Skill (Necromancy)
--Requirement: Dark Practitioner
--Effect: Deal ATK Damage to an adjacent enemy and then restore that amount to this Card's user.
--Dark Medic: If this Card was played by a [Medic] instead of healing themselves they can heal an ally within Range.
--Medic's Toolkit: If this Card was played by a [Medic] you can pay 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Name: Necrotic Blast
--Card Cost: 1 Magic, 1 Morale
--Card Type: Skill (Necromancy)
--Requirement:Dark Practitioner, (Blaster or Marksman)
--Effect: Pick an enemy within Range + 1, Deal ATK Damage, and apply 1 stack of [Necrotic Scarring].
--Note: Each stack of Necrotic Scarring reduces healing on a unit by 2.
--Arcane Power: If this Card was played by an [Arcane], apply 2 stacks of [Necrotic Scarring] instead.

-Name: Soul Reaver
--Card Cost: 2 Magic
--Card Type: Skill (Necromancy)
--Requirement: Dark Practitioner
--Effect: Pick an enemy within Range then apply 5 Damage for every stack of [Necrotic Scarring] the target has, before restoring that much health to the caster.
--Dark Medic: If this Card was played by a [Medic] instead of healing themselves they can heal an ally within Range.
--Ranged Combat: If this Card was played by a [Blaster] or a [Marksman] increase the Range of this card by 1.

---
Sub-Set: Necromancy Minions

-Card Name: Shambling Dead
--Card Cost: 1 Magic
--Card Type: Minion (Necromancy)
--Requirements: Dark Practitioner
--Classes: None
--HP: 5
--Atk: 5
--Spd: 20
--Armor: 0
--Range: 1
--Move: 1
--Cheap Minion: This unit's Upkeep is reduced by 1.

-Card Name: Walking Dead
--Card Cost: 1 Magic
--Card Type: Minion (Necromancy)
--Requirements: Dark Practitioner
--Classes: None
--HP: 10
--Atk: 5
--Spd: 35
--Armor: 0
--Range: 1
--Move: 1
--No Abilities

-Card Name: Running Dead
--Card Cost: 1 Magic, 1 Morale
--Card Type: Minion (Necromancy)
--Requirements: Dark Practitioner
--Classes: None
--HP: 10
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 2
--Runner: This unit's first Move action each Turn is a Quick Action.

---
Set: Madness (1 Mask, 6 Other)

-Name: The Cheshire Killjoy
--Alignment: Anti-Villain
--Classes: Scrapper, Tactician
--HP: 25
--Atk: 5
--Spd: 55
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Morale
--Touched By Madness: This card can use Morale as if it were Madness. Additionally, this unit is immune to Mental Debuffs.
--Maddening Frenzy: Any time Killjoy takes damage he gains 1 stack of [Frenzy]. He can consume a stack of [Frenzy] to [Counter] a melee attack against him, Move 1 space as a Quick Action, or to turn a Basic Attack into a Quick Action.
--Laugh It Off (1 Madness) As a Quick Action, this unit regains 5HP and removes all physical Debuffs excluding Burning.


Sub-Set: Madness Skill Cards

-Card Name: New Possibilities
--Card Cost: 1 Madness
--Card Type: Skill
--Requirements: None
--As a Quick Action, both you and your opponent Draw a Card.

-Card Name: Russian Roulette
--Card Cost: 1 Madness
--Card Type: Skill
--Requirements: None
--As a Quick Action, both you and your opponent pick a Card from the other's hand without looking at the Cards themselves. The selected Cards are then Discarded.

-Card Name: Gambler's Fortune
--Card Cost: X Madness
--Card Type: Skill
--Requirements: None
--For each Madness spent on this Card flip a Coin and call it. If you call it right, you Draw a Card if you call it wrong, your opponent Draws a Card instead.
--Consolation Prize: If you won no coin flips Draw 1 Card.
--Coin Trick: If this Card is played by a Tactician or Infiltrator, you can spend 1 Madness to re-flip any number of these coins in an attempt to change the results.

-Card Name: Resetting The Board
--Card Cost: 2 Madness
--Card Type: Skill
--Requirements: None
--All Minion and Equipment Cards played over the last Round are dismissed.
--Tactical Exception: If this card is played by a Tactician or Overwatch you can choose one Card to keep on the board.

-Card Name: Changing The Game
--Card Cost: 2 Madness
--Card Type: Skill
--Requirements: None
--Both you and your opponent discard your hands before Drawing 3 Cards each.
--But Stacking The Deck: If this card is played by a Tactician or Overwatch you Draw an extra Card.

-Card Name: Spinning The Table
--Card Cost: 3 Madness
--Card Type: Skill
--Requirements: None
--You and your opponent Discard your hands before Drawing the number of Cards the other held.


---
Set: Tech (1 Mask, 6 Other)

-Name: Diablos (Dio) Ex Machina
--Alignment: Rogue
--Classes: Scrapper, Blaster, Tactician, Artificial
--HP: 40
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Tech
– A Calm Artificial Mind and Body: This unit is immune to Mental Debuffs as well as [Bleeding] and [Poison].
--The Poet in Motion: At the start of each Turn this unit gains 1 stack of [Flow]. Additionally, whenever this unit is attacked you can flip a Coin, if called correctly the attack is avoided. You can spend a stack of [Flow] or a point of Tech to re-flip this coin.
--Momentum (1 Morale): Once per Turn, change any movement or basic attack for this unit into a quick action.

Sub-Set: Tech Equipment

-Card Name: Pulse Shotgun
--Card Cost: 1 Tech
--Card Type: Equipment (Weapon/Tech)
--Requirements: None
--Equipped unit's basic attacks deal 5 more Damage.
--Stunning Weapon: On basic attack's the equipped unit flips a Coin if called correctly apply [Stun] to the target.

-Card Name: Proper Plating
--Card Cost: 1 Tech
--Card Type: Equipment (Upgrade)
--Requirements: M.A.D.
--(Armor) Upgrade: This Card does not take up an Equipment Slot if [Armor] is equipped to the equipping unit.
--The equipped unit gains 1 Armor.

---
Sub-Set: Tech Consumables

-Card Name: Modified Healing Herbs
--Card Cost: 1 Tech
--Card Type: Consumable (Herb)
--Requirements: None
--Restore 10HP to the user while removing any stacks of [Poison].
--Medical Experience: If used by a [Medic] this can be applied to another unit within Range instead.

-Card Name: Regenerative Serum
--Card Cost: 2 Tech
--Card Type: Consumable (Chem)
--Requirements: None
--As a Quick Action, user regains 5 HP.
--Additionally, the user regains 5HP each Turn and is immune to Physical Debuffs until the end of the next Round.
--Medical Experience: If used by a [Medic] this can be applied to another unit within Range instead.


Sub-Set: Tech Ops

-Card Name: Gather Resources
--Card Cost: 1 Morale
--Card Type: Op
--Requirements: None
--Any unit can use this Op to generate 1 Tech for the next Round.
--Recycling Experience: If used by an M.A.D. you can choose to use this point of Tech during the current Round.

Sub-Set: Tech Minions

-Card Name: Worker Drone
--Card Cost: 1 Tech
--Card Type: Minion
--Requirements: M.A.D.
--Classes: None
--HP: 5
--Atk: 0
--Spd: 40
--Armor: 0
--Range: 1
--Move: 1
--Simple Machine: This unit is immune to Mental Debuffs.

---
Set: Psionics (2 Masks, 6 Other)

-Name: Frank Sionis
--Alignment: Villain
--Classes: Psychic, Blaster, Tactician, Slaver
--HP: 30
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 3
--Move: 1
--Resources: 1 Psionic
--Father of the Sionis Family: This unit is a member of the [Sionis Family]. This unit can spend 1 Psionic to search your Deck for a [Slaver] Card before paying its cost and playing it. Additionally, this unit can use [Slaver] Cards on any allied member of the [Sionis] Family if desired.
--Picked Them Off The Streets (Costs 1 Psionic) Summon a [Slaver Victim] with 20 HP, 5 Atk, 25 Spd, 0 Armor, 1 Range, and 1 Move. You can spend an additional Psionic to make this a Quick Action.


-Name: Jacob Sionis
--Alignment: Rogue
--Classes: Tactician, Medic, Psychic, Slaver
--HP: 20
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Psionic
--Sionis Family Caretaker: This unit is a member of the [Sionis Family]. This unit can use Psionic Weaving on any member of the [Sionis Family] within Range excluding [Frank Sionis].
--Psionic Weaving (Costs 1 Psionic) As a Quick Action, this unit regains 5 HP and removes all stacks of Bleeding.
--Psionic Bullets (Costs X Psionic) Fire X Psionic Bullets at units within Range, with each bullet doing 5 Damage. This unit takes 5 Damage for every 2 Bullets fired.


---
Sub-Set: Psionic Skills

-Card Name: Clairvoyance
--Card Cost: 1 Psionic
--Card Type: Skill
--Requirements: None
--Your opponent reveals their hand to you, and keeps it revealed until the end of the Round.
--Acquired Intel: If this Card was played by a [Tactician] or an [Overwatch] this effect supersedes effects that have you pick cards from your opponent's hand without looking.

-Card Name: Future Insights
--Card Cost: 1 Psionic
--Card Type: Skill
--Requirements: Psychic
--Look at the top 3 Cards of your Deck and arrange them in any order, before returning them.
--Predicting The Enemy: If this Card was played by a [Tactician] or an [Overwatch] you can look at the top Cards of your opponent's Deck instead.

-Card Name: Psionic Stitch
--Card Cost: 1 Psionic
--Card Type: Skill
--Requirements: Psychic
--Restore 10 HP to a unit within range.
--Medic's Toolkit: If this Card was played by a [Medic] you can pay 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Mind Control
--Card Cost: 1 Psionic
--Card Type: Skill
--Requirements: Psychic, Slaver
--Take control of an enemy unit until the end of their next Turn.

-Card Name: Psionic Redirection
--Card Cost: 1 Psionic
--Card Type: Skill
--Requirements: Psychic, Slaver
--Reaction- When this unit would be attacked, have the attacker target a unit in both this unit and the attacker's Range.

-Card Name: Mind Melter
--Card Cost: X Psionic
--Card Type: Skill
--Requirements: Psychic
--Deal 5 Damage to a unit in range for every Psionic spent on this Card.


---
Set: Deadmen (3 Masks, 20 Other)

-Name: Papa Bones
--Alignment: Anti-Hero
--Classes: Blaster, Deadman (Skeletal)
--HP: 10
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 1
--Resources: 2 Ectoplasm
--Deadland King: The Bone Daddy: Reduce the Cost of all [Skeletal] Cards by 1 for this unit. This unit can spend 1 Ectoplasm to search your Deck for a [Skeletal] Card before paying its cost and playing it.
--Dead Beat (Costs 1 Ectoplasm) Reaction- Once per Round, at the end of this unit's Turn you can use this ability to grant this unit an immediate Extra Turn.
--Dead Step (Costs 1 Ectoplasm) Instant- This unit Moves. If this ability is used during this unit's Turn this counts as a Quick Action.

-Name: The Phantom King
--Alignment: Anti-Hero
--Classes: Bruiser, Deadman (Revenant)
--HP: 50
--Atk: 10
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--Resources: 2 Ectoplasm
--Deadland King: The Phantom Reaper: Reduce the cost of all [Ectoplasm] Skill Cards by 1. This unit can spend 1 Ectoplasm to search your Deck for a [Ectoplasm] Card before paying its cost and playing it.
--King of the Phantom Court: This unit is a member of [The Phantom Court]. All members of the Phantom Court can play all [Ectoplasm] Skill Cards regardless of other restrictions.

-Name: The Dead Doctor
--Alignment: Villain
--Classes: Bruiser, Medic, Tactician, Slaver, Deadman (Ghoul)
--HP: 25
--Atk: 10
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Ectoplasm
--No One Is Off Limits: At the start of each Round create an [Innocent Victim] with 5 HP, 0 Atk, 35 Spd, 0 Armor, 0 Range, and 1 Move within Range. You have no control over these units but when a Deadman unit you control kills this unit they regain 5 HP.
--Death Is Only The Beginning (Costs 1 Ectoplasm) Kill an [Innocent Victim] within Range. Search your Deck for a Deadman Minion, before paying its cost and playing it. This minion has no upkeep cost.
--Just Getting Started (1 Ectoplasm): Reaction- When this unit performs a Basic Action or uses one of their abilities, turn it into a Quick Action.
--Find 'Volunteers' (Costs 1 Morale) [Trigger No One Is Off Limits] to spawn an [Innocent Victim] within Range. Any of this unit's Minions can use this ability.



Sub-Set: Deadman Equipment

-Card Name: Coagulated Blood
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Coagulated Blood: Equipped units are immune to [Bleeding] and [Poisoned].

-Card Name: Deadened Flesh
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman, Not-Skeletal
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Armored: Equipped unit gains 2 Armor.

-Card Name: Heavy Bones
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman, Not-Spectral
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Reinforced Skeletal Structure: Increase the Equipped unit's Current and Max HP by 10.

-Card Name: Ectoplasmic Core
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Ectoplasmic Core: Equipped unit generates 1 additional Ectoplasm each Turn.

-Card Name: Ice Core
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Ice Core: Reduce the cost of all [Ice] affinity Cards by 1. Additionally, this unit becomes immune to [Ice] Damage and [Freezing].

-Card Name: Fire Core
--Card Cost: 1 Ectoplasm
--Card Type: Equipment (Physiology)
--Requirements: Deadman
--Ectobiology: Deadmen have no limit to the number of Physiology Cards they can equip as long as they are Ectoplasm Cards and do not share a Name.
--Fire Core: Reduce the cost of all [Fire] affinity Cards by 1. Additionally, this unit becomes immune to [Fire] Damage and [Burning].


Sub-Set: Deadman Minions

-Card Name: Death Echo
--Card Cost: 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Deadman (Spectral)
--HP: 5
--Atk: 0
--Spd: 20
--Armor: 0
--Range: 1
--Move: 1
--Death Is Not An Escape: This Card counts as an Ectoplasm Card. Additionally, whenever this unit is Defeated, return it to your Hand.

-Card Name: Weak Spectral
--Card Cost: 1 Ectoplasm
--Card Type: Minion
--Requirements: None
--Classes: Deadman (Spectral)
--HP: 5
--Atk: 5
--Spd: 25
--Armor: 0
--Range: 2
--Move: 1
--No Abilities

-Card Name: Spectral
--Card Cost: 1 Ectoplasm, 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Blaster, Deadman (Spectral)
--HP: 15
--Atk: 5
--Spd: 40
--Armor: 0
--Range: 2
--Move: 2
--Etheral: This unit is immune to Physical Debuffs.

-Card Name: Weak Ghoul
--Card Cost: 1 Ectoplasm
--Card Type: Minion
--Requirements: None
--Classes: Deadman (Ghoul)
--HP: 10
--Atk: 5
--Spd: 30
--Armor: 0
--Range: 1
--Move: 1
--No Abilities

-Card Name: Ghoul
--Card Cost: 1 Ectoplasm, 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Scrapper, Deadman (Ghoul)
--HP: 20
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 1
--Move: 2
--Sprint (1 Morale) As a Quick Action, this unit Moves.

-Card Name: Weak Corpse
--Card Cost: 1 Ectoplasm
--Card Type: Minion
--Requirements: None
--Classes: Deadman (Corpse)
--HP: 20
--Atk: 5
--Spd: 20
--Armor: 0
--Range: 1
--Move: 1
--No Abilities

-Card Name: Corpse
--Card Cost: 1 Ectoplasm, 1 Morale
--Card Type: Minion
--Requirements: None
--Classes: Bruiser, Deadman (Corpse)
--HP: 40
--Atk: 10
--Spd: 25
--Armor: 0
--Range: 1
--Move: 1
--Concussing Blows (Costs 1 Morale) This unit attacks a unit dealing ATK Damage and applying [Stun] until the end of their next Turn. A Stunned unit cannot Act.

-Card Name: Phantom of the Court
--Card Cost: 1 Ectoplasm
--Card Type: Minion (Phantom)
--Requirements: None
--Classes: None
--HP: 5
--Atk: 5
--Spd: 10
--Armor: 0
--Range: 1
--Move: 2
--Phantom of the Court: This unit can only be summoned by a member of [The Phantom Court]. If you have a member of [The Phantom Court] active when this unit is defeated, return this Card to your Hand.
--Phantom Rush: The first time this unit moves each Round becomes a Quick Action.


Sub-Set: Deadman Skill Cards

-Card Name: Hungry
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman
--The user of this Skill does ATK Damage to a unit before healing for the same amount.

-Card Name: Ectoplasmic Blast
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman, Blaster
--The user of this Skill does ATK Damage to a unit within Range+1.

-Card Name: Invisibility
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman (Spectral)
--Reaction- If the user was targeted by an attack or ability, they interrupt the Action and gain [Hidden].
--If the user is an [Infiltrator] this card gains the [Instant] and [Quick Action] properties.

-Card Name: Intangible
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman (Spectral)
--Reaction- If the user would take Damage from an enemy unit, negate that Damage and any secondary effects.

-Card Name: Chilling Touch
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman
--The user of this Skill does ATK [Ice] Damage to a unit within Melee, before applying a stack of [Freezing] to the target. Each stack reduces a unit's Speed by 5 and prevents that unit from using Quick Actions, but a unit loses 1 Stack at the end of each of their Turns.

-Card Name: Chilling Blast
--Card Cost: 1 Ectoplasm
--Card Type: Skill
--Requirements: Deadman, Blaster
--The user of this Skill does ATK [Ice] Damage to a unit within Range, before applying a stack of [Freezing] to the target. Each stack reduces a unit's Speed by 5 and prevents that unit from using Quick Actions, but a unit loses 1 Stack at the end of each of their Turns.


---
Set-Malice (5 Masks, 5 Other)
---
Sub-Set: Slashers
-Name: The Slasher King
--Alignment: Villain
--Classes: Scrapper, Bruiser, Tactician, Slasher
--HP: 45
--Atk: 5
--Spd: 35
--Armor: 1
--Range: 1
--Move: 1
--Resources: 1 Malice
--A True Slasher: This unit counts as all Slasher sub-classes.
--The Slasher Royale: This unit can only be allied with Slashers, but all Slashers under the King's banner -including the king himself- gain 5 Atk as long as the King stands.
--Hail To The King: For each enemy Mask defeated, this unit begins generating 1 additional Malice, and heals for 5HP at the start of each Round.


-Name: Jackie C. Rhodes
--Alignment: Anti-Villain
--Classes: Scrapper, Blaster, Infiltrator, Slasher (Hex)
--HP: 20
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 1
--Resources: 1 Malice
--Bad Blooded Slasher: This unit is a Bad Blood. This unit generates 1 Malice for every unit [Bleeding] at the start of the Round, before healing for the same amount. This unit is immune to [Bleeding].
--Bloody Frenzy: Any time Jackie takes damage he gains 1 stack of [Frenzy]. He can consume a stack of [Frenzy] to [Counter] a melee attack against him, Move 1 space as a Quick Action, or to turn a Basic Attack into a Quick Action.
--Vampyric Blade: This unit's Melee attacks and abilities apply a stack of [Bleeding] and afterwards heals this unit for 2 HP per stack. For each stack of [Bleeding] a unit takes 1 Physical Damage every time they Act. Remove a stack for every 2 HP a unit is healed by.

-Level Up Name: Jack, The Bloody Ripper
--Level Up Condition: There are at least 5 stacks of [Bleeding] in Play.
--Classes: Bruiser, Slasher (Hunter)
--HP: 40
--Atk: 0
--Spd: -10
--Armor: 0
--Range: 0
--Move: 0
--Resources: 1 Malice
--The Bloody Ripper: This unit deals an additional 5 Damage to all [Bleeding] targets. Additionally, [Bleeding] now takes 5 HP healed to remove a stack.

---
Sub-Set: Malcontent

-Name: Samhain The Tallman
--Alignment: Anti-Hero
--Classes: Blaster, Tactician, Malcontent
--HP: 40
--Atk: 5
--Spd: 45
--Armor: 0
--Range: 2
--Move: 1
--Resources: 1 Malice
--Shadow Dominion: This unit is immune to Shadow Damage. Additionally, this card can use Magic in place of any resource for any [Shadow] affinity card.
--Shadow Spears (Costs 1 Malice) Samhain unleashes a flurry of piercing Shadows at a target dealing 5 Shadow Damage at a target within Range+1. This attack ignores 1 Armor.
--Hangman's Forest (Costs X Malice) Target X units on the field before dealing 5 Shadow Damage to each of them. Stun Samhain and all of these units until the end of his next Turn.


-Name: Raimundo Morales
--Alignment: Anti-Hero
--Classes: Scrapper, Infiltrator, Malcontent
--HP: 25
--Atk: 5
--Spd: 50
--Armor: 0
--Range: 1
--Move: 3
--Resources: 1 Malice
--Shadow Walker: Whenever this unit Acts he gains a stack of [Trailing Shadows] increasing his Speed by 5 after completing his action.
--Shifting Shadows: (1 Malice) Reaction- Whenever this unit would take damage flip a coin, if called correctly the attack is avoided. Whenever this unit would perform a basic attack flip a coin, if called correctly perform an immediate [Follow-Up]. You can consume 1 [Shadow Token] to reflip a coin. This only triggers [Shadow Walker] once per use.
--Dive Into Shadows (Costs 1 Malice) Move this unit up to [Trailing Shadows] stack squares away, removing 1 stack with each square traveled, before attacking a unit within Melee for Atk. Then consume all stacks of [Trailing Shadows] to deal an additional 5 Damage per stack.


-Name: Gaslight
--Alignment: Anti-Hero
--Classes: Scrapper, Blaster, Guardian, Infiltrator, (Fractured) Malcontent
--HP: 25
--Atk: 5
--Spd: 60
--Armor: 0
--Range: 2
--Move: 2
--Resources: 2 Malice
--Fractured Lungs: At the end of any turn Gaslight doesn't use his respirator he gains [Wheezing] and cannot use Quick Actions or Reactions until the debuff is removed. If he already has Wheezing when this is triggered he takes 5 Damage regardless of Armor.
--Regenerative Respirator (1 Malice) As a Quick Action this unit regains 5HP, and removes [Wheezing].
--Smoke Dash (1 Malice) As a Quick Action this unit can Move. This ability can be used as a Reaction when this unit is about to take damage. A second point of Malice can be spent to use this ability to move an adjacent ally in either case.


---
Sub-Set: Malice Skill

-Card Name: Terrifying Presence
--Card Cost: 1 Malice
--Card Type: Skill
--Requirements: None
--As a Quick Action, apply [Fear] to a unit within Range.
--(Note: Units with [Fear] have to pay 1 additional Morale to Play a Card, but lose [Fear] if not re-applied by the end of the Next Round.)
--A Frightening Game: If this Card was played by a [Tactician] or an [Infiltrator] you can spend 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Blood Thirsty
--Card Cost: 1 Malice
--Card Type: Skill
--Requirements: Not- Slasher (Social)
--Attack a unit and apply a stack of [Bleeding] to them. If the unit was already [Bleeding], this ability does an additional 5 Damage.
--Violent Tendencies: If this Card was played by a [Scrapper] or a [Bruiser] you can spend 1 Morale to return this Card to your Hand instead of the Discard Pile.

-Card Name: Sadistic Satisfaction
--Card Cost: 1 Malice
--Card Type: Skill
--Requirements: Slasher
--Attack a unit before healing for 5HP.
--Personal Satisfaction: If this Card was played by a [Puppeteer] or [Slaver] you can spend 1 Morale to return this Card to your Hand instead of the Discard pile.

-Card Name: Sadomasochistic
--Card Cost: 2 Malice
--Card Type: Skill
--Requirements: Not- Slasher (Social)
--Reaction- After a unit takes damage they [Counter] if possible and then heal for 5HP if they hit a target.
--Violent Tendencies: If this Card was played by a [Scrapper] or a [Bruiser] you can spend 1 Morale to return this Card to your Hand instead of the Discard Pile.
 
Halloween Episode (Pt. 7): Episode Resolution
Halloween Episode (Pt. 7): Episode Resolution

--- Joshua ---

"So, you're a psychic but you can use magic?" He asked the girl for clarification, because while he wouldn't consider himself an expert on Deviants, he was fairly certain there was supposed to be a difference between Magic and Psionics.

"Sort of…" The girl shrugged, before shaking her head and taking a sip of the soda he'd gotten her. "It's more that I've been corrupted by Anima -which is magic- but that's done this weird thing where I can sort of manipulate Anima the way a kinetic can manipulate fire or force or whatever else. It's not real magic but it's like I can fake magic by willing it into existence."

"I see…" He nodded, because despite the fact that she sounded significantly more lucid than at the start of the conversation -Back when he was just trying to keep her from dozing off with a concussion, which he was pretty sure was bad.- He still had no idea what she was talking about, or how it translated into the giant floaty arm things.

(At the very least me being confused seems to be the whole theme of today's episode.)

While he'd been able to put a few things together, like how the Burning Man was probably a result of someone taking Malice, there were still a number of things that he wasn't so sure about. Such as the girl's powers -which he was trying (and failing) to get an answer on- the vial of what was probably Blue Malice, and most concerningly whatever was making the world turn black and white. (Legitimately thought I'd gone colorblind when it lasted twenty minutes…)

Deciding he was done pondering such unknowable curiosities he instead shifted the conversation with the much more easily understood question of, "How's your head doing?"

"Better than it was an hour ago, but still not one hundred percent." The girl -Cameron as he'd discovered with one of his first questions- answered with a sigh.

"Still better than folks without a healing factor." He reminded her, glad that he'd only gotten any after gaining a healing factor when most injuries became things he could just walk off.

"I know, but it just makes you more aware of how the concussion is messing with your head." Cameron tried to elaborate. "It's like getting buzzed and then immediately sobering up, ya know?"

"I…m not actually sure I can get drunk?" He admitted, not seeing the point in bringing up the fact that he was pretty sure both of them were underage given his whole 'supervillain' thing.

(Eh, still a bit shy of being able to call ourselves a supervillain. Need to put on a bigger show to earn that title, like headline news levels of big.)

"Right, you've probably got your own healing factor with your whole… whatever this is." Cameron nodded, with a hand wave towards him.

"I'm a cartoon character." He explained, having long decided that there was no point in hiding it, just so long as he hid the fact that he was a Wonderlander from everyone. (It'd actually make for a nice bit of misdirection if I can do it right.)

(I'm sure you can.)


"Uh-huh…" The other teen gave him an unimpressed look before shaking her head. "I've got no idea what's up with you Masks and needing to stick to these themes."

"Best guess, it's all about branding." He shrugged, sipping at his own soda. "Stick to a theme and you'll stick in people's memories better."

"Yeah, and you also get predictable in a fight." Cameron pointed out. "Like if you're the cartoon guy, people are going to start using stuff that's… anti-cartoon. Whatever that means."

"It means anti-fun." He sighed as if the thought was shameful, while hoping she couldn't remember how badly his attempt to play with fire went. (Anti-Cartoon might not hurt, but anti-ink will definitely leave a scar or two.)

Cameron rolled her eyes. "Still better to be unknown and unpredictable."

"Then why pick a fight in the middle of a crowd?" He asked, figuring that she was now healed enough to answer that particular question. "I mean, it makes for a decent hero debut if that's what you were after but it's not exactly a good call for keeping your head down."

"And what, let that flaming asshole run roughshod over everyone?" Cameron frowned. "Besides I've had my powers for a couple of years now, and since I'm not looking to be a hero, most of my fights don't even make the rumor mill."

"Oh, you don't want to be a… hero?" He prodded, given how up to this point he'd been planning to ditch her the moment he felt okay leaving her alone. (After all, being seen with a 'hero' will just drag my villainous rep through the mud. (And reputation is everything in this biz.)

"Yeah, no. I don't mind putting an asshole in their place every now and then but I don't go looking for random people on the street to beat up." The other teen told him. "And even if I was looking for a fight, I'd be better off visiting one of Tru Grit's clubs."

"Uh, whose clubs?" He blinked.

"Tru Grit?" Cameron blinked back before giving a huff of amusement. "You must be new if you haven't heard about Tru, he's like the most infamous indie Mask in the city."

Instead of confirming her theory about him, he instead asked, "Well, how infamous is the most infamous?" (Need to know the reviews to beat.)

"He's the head of a small gang, and runs like half a dozen Deviant fight pits throughout the city. What makes him infamous though…" The other teen trailed off and gave him a considering look. "Actually, do you like fighting?"

"Uh, I guess?" He shrugged not actually knowing what that had to do with things. "I mean, I had fun at the Gamer Guild's Dungeon." (If you ignore all the times I got stabbed.)

"Alright…" Cameron nodded thoughtfully as she continued to look at him, before eventually saying, " Fuck it. I owe you one for getting me out of there after the flaming asshole knocked me out. Give me your phone."

"Uh, why?" He asked, not exactly in a hurry to give a stranger his cell while in a mask.

(Joshua, my man. When a pretty girl asks you for your phone you give it to her.) The devil on his shoulder advised as said girl gave him an expectant look. (After all, in the last two weeks you've gotten the GM's number, you got Zylah's number, and the only reason you didn't get that TPK girl's number is because you didn't take the initiative and ask. You can't be so passive when it comes to the beautiful people.)

He ended up giving her his phone…

(Smart boy.)

(Fuck off.)


"I'm entering an address for you, it's one of Tru's fight pits." Cameron explained once she had his phone, before handing it back. "Even if you don't win he's got fairly decent consolation prizes, and unlike the rest this one has walk-in contestants on the weekends."

"Okay…" He nodded, accepting his phone back and noting with mild disappointment that unlike the last few women he'd interacted with she had not actually given him her number.

(Eh, you were due for a swing and a miss.) His ego tried to console him.

(That or you convinced me that those girls' purely platonic interest wasn't.) After all, Zylah was only interested in money, the GM was just excited to meet another Wonderlander, and TPK was- (If you think TPK was platonic, you are as oblivious as the Killjoy is mad.)

Deciding that he was done both with teenage hormones as well as arguing with himself, he instead turned his attention back to Cameron and asked, "What exactly does this have to do with what makes this Tru Grit guy so infamous."

"Look, it's better to see it in person." The other teen assured him with a smile. "And who knows maybe I'll see you there sometime."

(Ah!)

(No, still saying this is platonic. I'm not going to be that creep that turns something into something it's not.)
He'd never been on a date before, or even gotten a second look from… anyone, so he refused to believe he had this kind of luck all of a sudden.

(Well, technically it's not your luck, but I can respect respecting boundaries.)

Cameron coughed into her hand, before pulling out her own phone and looking at it. "Uh, anyway… I appreciate you sticking with me until my head cleared up, but uh, it's getting late so I should probably start heading back home."

He blinked before nodding. "Er, right, right. I uh, I should probably get going too."

"Well, then… see ya around, maybe." Cameron waved as she started walking away.

"Uh, yeah." He waved back, before checking his phone and seeing that it was closer to dawn than dusk. "Oof, yeah. I need to head back home."

Moving towards the crossing, he couldn't help but contemplate the evening, (Scared a few people, went to a teen party, met a cute girl, got into a fight with a Deviant, found some drugs, got a new power, escaped said Deviant, hung out with said cute girl, and got an invite to a fight club.)

He couldn't help but grin when he summed it up like that. "Wonder if every holiday is going to be this fun from now on?"
 
Thank You:
-Rush99999
-Kcx1
-MosQuito
If you want to support this series or the setting in general, check out the patreon page.

-For sneaking out of the house gained 1XP to Thievery.

-For scaring people around town gained 2XP to Scare Tactics.

-For playing with a kid, Doodle gained 1XP for Ink Doodles.

-For making the guards at the party and spotting flaws in their security gained 1XP to Thievery.

-For being involved in the Deviant fight and helping escort the crowd out, gained 1 Terrifying Madness.

-Repeated exposure to the ????????? ??????'s aura has granted 1 Terrifying Madness.

-Cameron disliked you getting in the way of her fight.

-Cameron disliked Joshua asking unnecessary questions in the middle of said fight.

-For using Ink Blots against the Burning Man gained 1XP to them.

-Joshua also discovered his Ink is very flammable.

-For piecing together what happened in the VIP area gained 1 Street Smarts.

-For opening the locked ?????? Case gained 1XP to Thievery.

-Found the Malice Case in the VIP area, gaining (D6-1=3) Red Malice and 1 vial of ???? Malice.

-For learning when not to do it gained 1XP to Taunt.

-New Power Unlocked at Lv. 1: Ink Flow (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances as a Standard Action. (Max Distance= (Ink Flow Lv. + Ink Production Lv.) * meters = 5 Meters)

-For discovering a new Ink Power, gained 1XP to Ink Production.

-For fleeing from the Burning Man through the Train yard gained 1XP to Mobility and Enhanced Acrobatics.

-Consumed 1 Vial of Red Malice, restoring 2 Health States and refilling 1 Break of Ink.

-For figuring out how Ink Flow works gained 1XP to it.

-For taunting at the appropriate time gained 1XP to Taunting.

-Cameron really appreciates you sticking around with her.

-As payment learned location of [Tru Grit's Newcomer Fight Pit].

-For not getting caught having snuck out for the evening gained 1XP to Slyness.
Powers
-New Power Unlocked at Lv. 1: Ink Flow (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action. (Max Distance= (Ink Flow Lv. + Ink Production Lv.) * meters = 5 Meters.)


XP
-Gained 3XP to Thievery.
--Currently: Lv. 3 (6/8)

-Gained 2XP to Scare Tactics
--*Skill Level Up* Scare Tactics Lv. 2 (1/6)

-Gained 2XP to Taunting.
--Currently: Lv. 2 (2/6)

-Gained 1XP to Enhanced Acrobatics.
--Currently: Lv. 2 (2/6)

-Gained 1XP to Ink Blot.
--Currently: Lv. 2 (5/6)

-Gained 1XP to Ink Doodles.
--Currently: Lv. 2 (2/6)

-Gained 1XP to Ink Flow.
--Currently: Lv. 1 (1/4)

-Gained 1XP to Ink Production.
--Currently: Lv. 4 (5/10)

-Gained 1XP to Mobility.
--Currently: Lv. 4 (1/10)

-Gained 1XP to Slyness.
--Currently: Lv. 3 (2/8)

-Gained 1XP to Street Smarts.
--Currently: Lv. 4 (1/10)

Total Gains: 15 XP


Malice
-Gained 2 Vials of (Red) Malice.
-Gained 1 Vial of (Blue) Malice (?).

Madness
-Gained 2 Terrifying Madness.


  • Name: Joshua Durand
    Deviancy: Mal-Corrupted Wonderlander
    -Wonderland: The Cartoon Cabaret

    Physical Health: Poor
    Mental Health: Very Good

    Ink Well: 6/14 (+4 Per Turn)

    Focus: 5/5
    Stamina: 7/7

      • Commercial Break: Meet the Malice Doctor again on Act 31.
      • Cartoon Cabaret: The Grand Re-Opening
        -Get the Cartoon Cabaret to a point where it can open once more.
    • Gamer's Guild Dungeon open until Act 30
    • Skill Ranks and Levels:
      F(1-3)- Novice
      E(4-6)- Beginner
      D(7-9)- Intermediate
      C(10-12)- Professional
      B(13-15)- Expert
      A(16-18)- Master
      S(19-21)- Grand Master

      Note:
      -It takes the next level x2 to level up a skill.
      -At each rank past Novice you'll earn a perk or bonus related to this skill.
      -Skills are ranked by this worlds standards, not reality's.
      -While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
      Brawling- Lv. 4 (8/10)
      -Grants a +(Skill Lv.) to all melee unarmed combat checks.

      Driving- Lv. 3 (3/8)
      -Ability to drive without hitting something. (Unless you're trying to then it's the opposite.)

      Flirt Lv. 2 (1/6)
      -As a Quick Action, use Charm to try and distract an opponent, decreasing their stats for the turn.

      Mobility- Lv. 4 (1/10)
      -Grants a +(Skill Level) to all movement and mobility checks.

      Scare Tactics- Lv. 2 (1/6)
      -Determines the user's ability to inflict Fear based debuffs through either their immediate actions or preset environment.

      Slyness- Lv. 3 (2/8)
      -Grants +(Skill Level) to all checks involving keeping something hidden or determining when someone else is hiding something.

      Street Smarts- Lv. 4 (1/10)
      -Increase Tact, Guile, and Perception when in an Urban context.

      Taunt- Lv. 2 (2/6)
      -Draw a target's attention, with a chance of inflicting enraged. (Enraged increases Physical stats, but decreases Reflexive and Mental stats.)

      Thievery- Lv. 3 (6/8)
      -As swift to pick a lock as I am to pick your pocket.
    • Mental Conditioning (II)- Slightly increases max Focus and Mental Health each tier.

      Physical Conditioning (II)- Slightly increases max Stamina and Physical Health each tier.
    • Note: These are just the powers Josh knows about, and the same rules apply as with skills.
      ---
      Ink
      Ink Production- Lv. 4 (5/10)
      -Produces (Power Level) units of Ink each turn for Ink Well.
      -Deeper Well (I)-Slightly increases max well capacity for each level.

      Ink Blot- Lv. 2 (5/6)
      -Throw a blot of Ink at a target, within [Perception] * 2 meters that deals (X) damage to the target, may be upgraded to inflict status ailments. (X is equal to power level.) (Cost 1 Ink per Use.)

      Ink Doodles- Lv. 2 (2/6)
      -Place an Ink Doodle on a surface that can move along the surface and interact with anything touching the surface.
      -Movement range is ((Power Level) / 2)M.
      -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

      Equip Ink- Lv. 5 (1/10)
      -Create a weapon of Ink that's duration is a number of attacks equal to power level * 2. (Costs 1 Ink per Equip, or weapon change.)
      -Efficient Ink Weapons (I): Increases weapon duration each rank.
      --Ink Whip- Create a whip of ink increasing the range of unmodified melee attacks and allowing multiple enemies to be hit for half damage.
      ---Ink Pull- While using Ink Whip pull one enemy within Ink Whip range into actual melee range. (Costs 1 Ink per Use.)
      --Ink Blade- Condense Equip Ink into a blade, to deal full melee damage + Power Level to a single target.

      Ink Flow- Lv. 1 (1/4) (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action.
      --Max Distance = (Ink Flow Lv. + Ink Production Lv.) * meters = 5 Meters.

      Ink Tags- Lv. 4 (0/10)
      -Cost 1 Ink to Tag. Grants +Power Level to all Hit, Dodge, and Detection checks involving tagged targets.
      -Current distance limit: ((2^Power Level)*2=) 32 Meters.
      -Creeping Ink (I): Tags can move ((I) * Power Level) inches from their placement point.
      -Improved Tag Distance (I): Multiplies Max tag distance by (Rank (I) = 2).

      Hole In The Wall Lv. 2 (0/6)
      -(Costs 1 Ink) Create a Hole that Joshua can pass through in any material. Depth and duration are based on skill level at a rate of 1 Inch/Min per Level. (Note: Lower Depth results in longer duration with a minimum Time of 1 Min.)

      Madness
      Madness Field Lv. 4 (1/10)
      -Causes a random series of events that result in an action in exchange for ???.
      -If there is too little to work with power may inflict harm to self.
      -Domino Effect (I): Madness Field can now be chained to (I) additional target, at half of the initial effect's power.

      Toonification- Lv. 5 (2/12)
      -Toonify objects or creatures for various effects. (Ink Cost and Toonification duration vary depending on target.)
      -Standard Objects gain a Toon Duration equal to power level. (Each use of an item uses 1 duration unit.)
      -That's Not All Folks (I)- Increases Duration modifier to Power Level x 2.

      Toon Hands- Lv. 2 (4/6)
      -(Costs 1 Focus or Stamina) Add power level to the damage of any unarmed attack, power, or ability. (Note: Power or Ability must deal damage in the first place.)

      Toon Time Lv. 2 (0/6)
      -(Costs 1 Focus) Through a mix of Focus and Madness dilate your perception of reality for a short time. (Add Toon Time's Lv. to any skill or power check using a Reflex stat. (Dexterity, Agility, and Perception.))

      General
      Healing Factor- Lv. 4 (3/10)
      -Increases Stamina by Power Level.
      -Increases Max PHP by an amount each level.
      -Increased Recovery Speed (I): Slightly increases recovery speed each turn per level.

      Toon Enhanced Strength- Lv. 2 (2/6)
      -Adds +1 per Power Level to all Strength Checks.

      Enhanced Acrobatics- Lv. 2 (2/6)
      -Grants a +(Power Level) to all Agility checks while performing an acrobatic feat.

      Dangerous Detection Lv. 2 (0/6)
      -Allows the early detection of threats in the immediate vicinity, the higher an enemy's threat level the lower the skill check for this ability to trigger. (Grants bonus to detecting Ambush or determining enemy threat level.)
    • Note: These are powers unlocked through the Wonderland and can only be upgraded by the wonderland.
      ---
      • Bar
        -Spirit Raising Spirits
        --Consume 1 Unit of Madness to Restore 1 Full Health State.

        Stage
        -Stage Presence
        --As long as there is an [Audience] gain a small bonus to all Social stats.

        Dining Hall
        -Increased guest satisfaction and retention once the Cabaret is Open.

        Dressing Room
        -Dressed to Impress
        --Josh can now switch between his normal clothes and his cabaret outfit.

        Projector
        -Cabaret Audience
        --Avery is now more aware of Joshua's adventures.
        --Passively Increases Madness gains once the Cabaret is Open.
      • Cartoon Cabaret Clothing: Formal wear featuring a white dress shirt with black vest, slacks, and dress shoes.
        -Unique Ability: Stage Persona- Grants all costumes (regardless of if this item is equipped) a passive perception filter separating 'Joshua Durand' from '?????' when seen.

        Gifted Ravenous Tailcoat
        -Unique Ability: Ravenous (Madness)- This item can and will attempt to eat all Madness belonging to others, granting a +1 to all checks resisting/defending against (Madness) effects. If the check is successful, grant a random stat boost to this item for free. (Note: This boost cannot upgrade Ravenous.))
        -+2 to Defense
        -+2 Max HP
        -+2 to Stealth checks
        -+1 to Reflex checks

        Classic Toon Gloves
        -Unique Ability: Second Skin- While worn anything this item touches counts as skin contact for the purpose of the wearer's skill, abilities, and powers, even if it doesn't for others.

        Stunning Fedora
        -Unique Ability: Stunning Pose- (Costs 1 Madness of any kind.) Strike a pose and stun all units in range.
    • Buddy the Baseball Bat
      -Size: Standard
      -Increases Blunt damage while equipped.
      -Toonification: Can double duration cost of an action to increase swing damage, range, and knockback based on Toonification power level.

      Toon Pens
      -Size: Small
      -Turns all [Drawing] Powers and Skills into Quick Actions in exchange for doubling their Ink Cost. (Or raising it to 1 in the case of skills.)

      Toon Bandit's Bag
      -Size: Standard
      -Can fit a number of objects in the bag equal to current Toonification Level.
      -Bag will remained Toonified for a number of minutes roughly equal to Toon Duration.
    • Waiter's Reflexes: Gain a small bonus to Dexterity and Agility when moving through crowded spaces.
    • Note: These are what Joshua thinks people think about him.
      ---
      The Cartoon Cabaret
      Avery Jones: The manager of the Cabaret, and a nervous man who just wants to see it restored to its former glory.
      -Sees Josh as his way of saving the Cabaret.

      Home
      Christian Durand: Joshua's elder brother, owner of the Saint's Crossing, and retired hero of Santa Rosa.
      -Loves Josh but is a bit overprotective.
      -Wants him to go out and be more sociable.

      Madeline Thomas: One of Christian's high school friends who now works at the Saint's Crossing.
      -Tries to be a big sister to Josh regardless of if he wants it or not.

      School
      Annette Manning: A rough girl Josh goes to school with.
      -Their friendship is more due to mutual bullying than anything else.
      -He tends to get on her nerves if he spends too much time with her.
      -Her bullies are significantly worse than Josh's.

      ???
      The Malice Doctor
      -Offered Joshua what he's always wanted.
      -Doesn't actually care about Joshua beyond his experiment.

      Zylah, The Shadow Dancer
      -An agent for whatever organization the Malice Doctor works for.
      -Has a series of grudges after their first meeting.
      -Is willing to be a regular training partner with Joshua.

      The Gamer's Guild
      The GM
      -Joshua's fellow Wonderlander. (Which means something.)

      TPK
      -The GM's elder sister
      -A blood knight who loves to fight and flirt.

      Affiliation Unknown
      Cameron
      -An odd Psyhic Joshua met at a party, and proceeded to save from the Burning Man.


Josh: 4 AP

Money: $152
Red Malice Vials: 2
Blue Malice (?) Vials: 1

  • -Holiday is over so back to business.

    -Annette is avoiding us again.

    -Avery is ready and happy to help.

    []-Ask the GM something.
    -[]-Write-In or vote null.
  • Resources
    (Note: 3 Malicious Madness will be passively converted into 1 unit of a different Madness if needed.)
    -Malicious Madness: 3
    -Deceptive Madness: 1
    -Melancholic Madness: 1
    -Raging Madness: 1
    -Laughing Madness: 1
    -Terrifying Madness: 2
    Madness Total: 6 Specific, 3 Malicious (3 of theses = 1 Specific)

    []-Consume Malice Vial for Resources. (Can be chosen multiple times a turn.)
    -(Note: This action costs no AP, but does count towards Vial usage for the turn.)

    []-Upgrade the Bar.
    -[]-Better Spirit Bottles: Increases the number of Health states Healed when spending Madness on Spirit Raising Spirits. (Requires: 2 Joyful Madness)
    -[]-More Stock: Unlocks another drink for the bar, and another power-up for Josh. (Requires: 3 Units of Madness or 1 Specific Madness)

    []-Upgrade the Stage
    -[]-Floor polish: Increases ??? and ??? by a small amount while there is an [Actor] or [Audience] in play. (Requires: 2 Excited Madness)
    -[]-Spotlights: Spend 1 Madness: [Audience] has to perform a Willpower check against Charm stat to look away from [Star] of the show. (Requires: 2 Stunning Madness)
    -[]-Stage Background: Effect Unknown (Requires: 2 ??? and restored Basement Storage)
    -[]-Stage Screen: Effect Unknown (Requires: 2 ??? and restored Projector)

    []-Upgrade the Dining Hall
    -[]-Non-Busted Chairs (Costs 1 (Any) Madness) Improves Guest comfort and retention.
    -[]-Get more Tables (Costs 1 (Any) Madness) Increases Max Guest Capacity.

    []-Upgrade the Dressing Room
    -[]-Unlock a new Outfit or Costume. (Requires: 3 Units of Madness or 1 Specific Madness)
    -[]-Improve Cabaret Clothes.
    --[]-This dapper look needs a hat. (Requires: 2 Units of Madness)
    --[]-We need a (Long Coat or Suit Jacket) if we're going outside. (Requires: 2 Units of Madness)
    --[]-As slick as these Shoes are we need something to keep them clean. (Requires: 2 Units of Madness)

    []-Upgrade the Projector
    -[]-Recording Film Reels. (Requires: 3 ??? Madness)

    []-Restore Basement Storage (Requires: 12 Units of Madness)

    []-Restore Foyer (Requires: 1 Excited Madness and 1 ??? Madness)

    []-Restore the Kitchens (Requires: 1 Hungering Madness)

    []-Funnel a unit of Madness into Doodle.
    -[]-Pick a specific type of Madness.
  • -When consumed Malice Vials cause a temporary boost to all of Josh's powers and stats.

    -Malice Vials can be used as a sub-option on powers to increase the amount of success had when training that power.
    --Each vial increases experience gain for a power by 1D6, or increases progress towards a new power by 1 Per vial.

    -You can use multiple vials on the same action without penalty, but no more than 3 vials per turn in total.
    ---
    []-Experiment with a power.
    -[]-Pick a Power.
    -[]-(Bonus) Pick an experiment.

    []-Train a skill.
    -[]-Pick a skill.

    []-Train with Zylah. (Costs: $200)
    -[]-Pick skill or power to train. (Note: Reveals power to Zylah if she doesn't know already.)

    []-We don't really know anything about this Ink... (Can be chosen multiple times.)
    -[]-Write in an experiment idea. (If you don't write one in I'll randomly pick from my own list.)

    []-We should work on improving our focus. (Mental Conditioning (II) Perk (1/4))
  • []-Library
    -[]-Write in a subject to read or investigate. (Please Note: Not actually guaranteed to take place in school.)
    • []-Well the doctor did say we could pull our own jobs... (4 AP)
      -[]-Pick a target: Mall Jewelry store, 'Rough' Pawn Shop
      (Note: Pulling heists will apply to turn counter.)

      []-Buy Malice Vials ($100)
      -[]-Write in number.

      []-About time for a Meeting with the Malice Doc.
    • (Note: Values and threats are based on current abilities and their accuracy is based on Josh's observational skills.)
      Known Targets:
      Mall Jewelry Store
      -Description: A jewelry store located inside the mall that the Heroes' Guild's Junior Heroes hold a lot of PR events at.
      -Money Value: High
      -Security: Police, Junior Heroes (Day), Serious Heroes (Night)
      --Junior Heroes are guaranteed during the day, and there's a chance of double heroes on the weekends.

      'Rough' Pawn Shop
      -Description: A small pawnshop owned by an M.A.D.
      -Money Value: Low-Medium
      -Security: Whatever an M.A.D. can come up with.
    • []-Write In (Must be relevant to heists.)
  • []-Pull a shift at the Saint's Crossing.

    []-Look into this 'Tru Grit's Fight Pit'. (2 AP)

    []-Wonder what this Blue Vial does? (Consumes Blue Vial)



We have 1 perk to spend on the perk menu.
 
[X] Ask the GM something.
-[X] Is there anything you know about being a Wonderlander that you wish you'd known sooner?

[X] Play around with our Rube Goldberg Field.
-[X] Go for some more very enthusiastic walks around school.

[X] Go see if there's anything interesting for sale at the 'Rough' Pawn Shop.

[X] About time for a Meeting with the Malice Doc.


[X] Increased healing capacity(I)- Slightly increases the bonus HP modifier of this power. (+6Max HP per Level.)
 
Act 31: A Hunger For Knowledge And Power
-Restore the Kitchen (1 Hungering Madness)

-Experiment with Ink Tags and Ink Flow. (Use 1 Malice Vial)

-Meet the Malice Doctor.
---
Act 31: A Hunger For Knowledge And Power


--- Joshua ---

As the Hungering Madness -which made his stomach feel hollow just looking at it- rippled through the Cabaret's kitchen, once dark and rusted utensils regained some of their shine as the dust cleared out and the lights above flickered on.

He pretended not to notice the way Avery perked up and looked around before letting his shoulder fall. An action that even if he hadn't noticed the Cabaret manager doing it before, he was pretty sure Avery had done every time they restored part of the Cabaret.

"Okay." He clapped to draw the Boss Dream's mind from the memory of things lost. "We've got a kitchen now… What exactly does this do for us?"

"Well, if we, um, had someone to staff it…" Avery frowned, running a hand over the counter before shaking his head. "If we staffed it, the kitchen would let us cook up dishes for our guests… Which uh, would make us a little bit of Madness while also getting them to keep coming back if they like the food."

"All of which sounds very good." He nodded, liking the idea of anything that would up his Madness generation beyond his current levels.

"Yeah…" Avery agreed, messing about with the stove and turning on a burner. "Hey, is there anything in the ice box over there?"

Looking to his side and seeing a large metal fridge, he opened it as asked and found the thing empty. "Nope."

"Nothing in the pantry either." Avery sighed, closing a cabinet door. "Was hoping I'd be able to cook something up for you but… looks like we'll have to restock the place if we want anything."

"That's a shame, but it's about par for the course right now." He had to admit, before a thought occurred to him. "Uh, hey, Avery?"

"Yeah, boss?"

"If there's no food… what exactly have you been eating?" Now that the thought had occurred to him he found himself increasingly concerned for his cabaret manager.

"Dreams… don't really need to eat the way you waking folk do." Avery explained as if piecing it together as he went. "We can live off just the, uh, ambient Madness of our Wonderland, though if we leave it the rules do change up a bit which is why the kitchen is so profitable."

"So you don't need to eat at all?" He frowned. "Or maybe what I mean is, there's like no benefits to you eating or problems from not eating?"

"I mean, I can eat but it's more of a… want than a need?" Avery shrugged a little unsurely. "Honestly, it's been long enough that I legitimately can't remember the last time I ate and I'm feeling fine."

"Hmm…" That 'feeling fine' reminded him very much of the drunks who thought they were still sober. (Not the best analogy, but it is like those people who get so used to feeling bad that they can't remember what it's like to feel good.)

"Alright, well if it's a want you've got, then the moment we get this place stocked up I want you on three full meals a day." He told his Boss Dream, before thinking about it a little more. "Same goes for any other Dreams in my employ."

"You really don't have to go that far Boss." Avery tried to assure him.

"Nope. I'm the boss, I make the rules. That's a rule now. You have to eat."

-Wonderland Kitchen has been repaired and can be used to craft Madness Dishes that grant a bonus for the rest of a Turn when consumed. (Note: Dishes cannot be made or consumed mid-event outside of a Rest.)
--When staffed the kitchen will increase customer satisfaction and retention while also slightly increasing Madness income.
---Note: If guests do not like the food available it will instead decrease customer satisfaction and retention. Madness income will be unaffected.

---

Checking his phone and seeing that he had a few hours until his meeting with the Malice Doc, he decided to try testing out his newest power on his way to said meeting.

"Right, okay… so let's see if I've really got this down." He told himself as he stood on the edge of the roof eyeing the next ledge over.

"First focus on the spot… then…" He reached out to his powers looking for whatever sensation was newest, before finding an odd spot that felt almost like fluid flowing between his fingers and, "grab on."

The world around him disappeared in black for a moment as he felt a splash of water ripple over him before immediately drying as the world returned around him and he found himself on the next ledge.

"Oh-ho, this is definitely going to be helpful." He grinned trying to use his power to get to the other side of the rooftop only to find himself coming up a fair bit short.

"What?" He frowned, comparing the distance to what he could remember of the trainyard. "Yeah, no. I remember going a lot further than this the other night… Was that just the malice amping me or…?"

Figuring that it would probably be best to run a few experiments with this power before he tried to use it to make his way to the meeting, he started using his newest power to move around the rooftop making a few mental notes.

"Alright, so without Malice I can jump about… five meters… I think?" He felt like he was pulling that number out of the air, but he also felt like it was right. "Let's see… how can I up that distance?"

(Maybe my tags? I mean I can feel those from a fair distance away, so maybe I can use that to amp my other ranged abilities.)

Thinking about it for a moment and deciding that it couldn't hurt, he placed one of his tags on the roof before making his way to the other side of the rooftop. A fair distance further than he could seemingly flow by default.

Rather than focusing on simply moving, he instead focused on his connection to the ink tag he'd placed down before grabbing the flowing fluid as the world faded to black and finding himself still coming up short of his destination.

"Okay, so that idea was a bust… I guess it's time to try it with the Malice." He told himself, before pulling out a vial of said super serum and sipping it down, starting up that sweet sinful symphony.

"Woo. Now let's try that again, shall we?" He asked no one in particular as he shook out his limbs.

Once more he tried using his (Ink Flow) to move about and found that he could in fact travel a fair bit further than he could without the Malice. "As expected." Though when he tried to latch onto the idea of how far he was going he felt there was some kind of static keeping his thoughts from accurately gauging the value. "Hmm, less expected…"

Deciding to not let that get him down, he instead decided to try his hand at his tag experiment again because some part of him was telling him that he was close to… something there.

Of course given the increase in distance the Malice vial had already given him, he felt it was best to try increasing the distance a little more than he had before. Which is how he found himself about two rooftops over from where he'd laid down his latest tag.

Focusing on both his Ink Tag and the Ink Flow, he grabbed onto both powers as he moved in an attempt to flow to his tag, only to find both of them slipping through his metaphorical fingers.

Only this time with the Malice flowing through him he could actually feel what was going wrong as it happened. First the moment he started flowing through reality he lost track of his Ink Tag thus losing track of where he was trying to go. Then with no actual end destination in sight, the… pressure -lack of a better word- of his Ink Flow increased to a point where he could no longer hold on, spitting him back out into the cold hard reality of the situation.

Not trusting himself to have figured out the problem on his first try, he gave it a few more goes before coming to the hard conclusion that, "Yep, just don't have enough control over these to do this right."

-Power Synergy: Gained +2XP to Ink Tags and Ink Flow.
--For consuming 1 Malice Vial gained (D6 = 5/2)* for 2XP to Ink Tags and 3XP to Ink Flow.
---Malice Chain Bonus: Gained 1 Malicious Madness.
--Total: 4XP to Ink Tags and 5XP to Ink Flow.
---Currently: Ink Tags Lv. 4 (4/10)
---*Power Level Up* Ink Flow Lv. 2 (2/6)

-Potential Perk Revealed: Tagged Flow (Requires: Ink Tag and Ink Flow Lv. 5)

---

With that sad revelation made, he figured there was little he could do to fix the problem beyond training up the powers to a point where he could use them the way he wanted. Something that would've taken significantly more time than he could afford to waste if he didn't want the doc's people knocking him on his ass again.

Which is why rather than any hardcore training he instead made his way to the warehouse for his meeting. (Though I guess using Ink Flow to get here might count as training…)

Stepping inside he found the Doc sitting at the usual table with his usual bodyguard while going over a number of files on the table with a look on his face.

He gave the bodyguard a curious look to see if he was going to tell the Doc he was there and only received a blank look for his trouble.

"Ahem." He coughed.

"Take your seat." The Doc told him without bothering to look up.

With a roll of his eyes he did just that. Though despite remembering what he saw last time he peeked at the doctor's files, he still risked another peek as a small act of rebellion. Most of said pictures were of a cordoned off space around a torn up statue that looked like the site of a Mask fight of some kind, as well as other photos of a number of dead creatures that had been killed in a grisly number of ways.

"Someone had fun last night." He couldn't help but notice as he took his seat.

"More than a little fun." The Doc admitted. "But nothing that ultimately changes your situation."

"And that's being a distraction while you send Zylah out to do your actual dirty work." He remembered. "Got an idea when and where you want this distraction to take place?"

"Due to this event and the other things tied to it, your services won't be necessary for another two weeks." The Malice Doc informed him. "As long as you do it on the given date, the only real restriction on location is that it must be in the downtown area."

"I'm guessing if the area has to be a big enough distraction then it's got to be a place with a lot of foot traffic during the day." He figured, tapping his fingers on the table.

"If you require a better idea of the scale of the distraction we want we do have a few targets of acceptable size." The Doc told him, digging out a file from beneath the rest and handing it to him.

Opening it he found pictures and quick dossiers on, "A bank, a museum, or a… hospital? You want me to rob a hospital?"

"You can't say it won't earn a response." The criminal doctor shrugged. "Besides we're not asking you to harm anyone, just to cause enough of a distraction to draw attention to your location."

"And what exactly could I steal from a hospital that's worth the trouble?" He scoffed.

"Drugs." The Malice Doc answered as if it were obvious before snapping his fingers. "Speaking of."

The bodyguard set a box on the table that likely contained this week's Malice supply.

"Like last time you'll have one week to scout your locations before telling us which location you intend to hit so that we may set up contingencies for you." The Doc told him. "Do you have any questions or will you be taking your leave now?"

He couldn't help but frown at the obvious dismissal.

(I know we've got to listen to him, but are you really going to let him push you around like that?) The devil on his shoulder asked him.

(No. No I'm not.)

"Actually, I did have one thing I wanted to ask you about." He admitted, reaching into his own Malice case and pulling out the vial of what he was more than convinced was Blue Malice. "I got into a fight with a Deviant the other night and found this at the scene."

The Malice Doc gave his bodyguard a curious if unhappy look.

"One of our dealers let a customer OD when shopping for new clients." The guard explained.

"I see… Sloppy." The Doc frowned before turning back to him. "That is a vial of Malice as I'm sure you've surmised given how you're showing it to me. More specifically it is a vial of the Blue Strain that specializes in enhancing the user's more… elementally inclined abilities."

He raised a brow. "Meaning?"

"Meaning for you it would enhance your… ink abilities however those may manifest." The Doc elaborated, before explaining that, "The Red Strain we typically give you is more closely connected to physical enhancements such as your healing factor, enhanced strength, and transformative abilities."

"So what you're saying is if I'd taken this Blue Vial instead of the reds, it would've given me more ink powers instead of the physical ones I've been developing?" He asked, purposely not pointing out all of the ink powers he'd developed in spite of this little manipulation.

"Possibly, though given your relatively newness to your powers it was decided that enhancing your physical abilities would offer a superior foundation to anything the other strains could offer you at this time." The Malice Doc answered.

"So that means there are other strains than red and blue?" He pressed.

The Malice Doctor stared at him for a moment before leaning back saying, "Yes, at the moment there are four core strains. Red, Blue, Green, and Black. Green typically enhances more esoteric abilities, while I've no idea what this would represent for you, in other subjects this would include things such as phasing through walls, creating constructs, or generally disregarding the native physics of our reality."

"Uh-huh…" He nodded, not wanting to admit that he could do all of that in one form or another.

"Black Malice," The Doc continued, "is something we explicitly wanted to avoid exposing you to a pure dosage of until we'd formed a baseline of your natural abilities due to the fact that it most commonly enhances abilities of a more mental acumen. Something that could have truly interesting effects on any dormant Madness abilities you may possess."

He frowned remembering the big point of his experiment was the fact that he was a possible Madness user. "Why not give me that from the get go if you only went after me for my Madness genes?"

"As I said, we require a baseline to know just what you're capable of otherwise we wouldn't be able to properly judge any other Madness potentials we recruit." The Malice Doc explained. "Once we truly know what you're capable of, we'll be able to see how the Black strain interacts with your development."

"What about Blue and Green?" He wondered. "Are those staying off the table too?"

The Malice Doctor paused to observe him once more before shaking his head. "No, if you wish to purchase Blue or Green Malice we will not stop you, given how any influence they have on your Madness abilities should be minimal at best."

"Alright." He nodded, glad he'd gotten something extra out of this little meeting.

"That said, if we're going to start adding other variables to your experiment we're going to need a more thorough understanding of your current physical abilities." The Malice Doc warned him.

"Meaning?"

"I hope you had no other plans for today."

He sighed. "No, this was the last of it."

-Gained 5 Vials of Red Malice.

-Can now buy Blue and Green Malice.

-New Mission: Criminal Distraction: Scout a heist location to perform after Turn 40. Location must be chosen by Turn 36 at the latest.
 
Thank You:
-Rush99999
-Kcx1
-MosQuito
-Apollo108
If you want to support this series or the setting in general, check out the patreon page.

  • Name: Joshua Durand
    Deviancy: Mal-Corrupted Wonderlander
    -Wonderland: The Cartoon Cabaret

    Physical Health: Poor
    Mental Health: Very Good

    Ink Well: 10/14 (+4 Per Turn)

    Focus: 5/5
    Stamina: 8/8

      • Next Job For The Doc: Scout Big Heist Locations and choose one by Act 36 at the latest.
      • Cartoon Cabaret: The Grand Re-Opening
        -Get the Cartoon Cabaret to a point where it can open once more.
        --Fix The Main Facilities
        ---Restore The Stage (Done)
        ---Restore The Dining Hall (Done)
        ---Restore The Projector (Done)
        ---Restore The Dressing Room (Done)
        ---Restore The Foyer
        --Fix Additional Facilities (Optional)
        ---Restore The Basement
        ---Restore The Kitchen
    • None
    • Skill Ranks and Levels:
      F(1-3)- Novice
      E(4-6)- Beginner
      D(7-9)- Intermediate
      C(10-12)- Professional
      B(13-15)- Expert
      A(16-18)- Master
      S(19-21)- Grand Master

      Note:
      -It takes the next level x2 to level up a skill.
      -At each rank past Novice you'll earn a perk or bonus related to this skill.
      -Skills are ranked by this worlds standards, not reality's.
      -While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
      Brawling- Lv. 4 (8/10)
      -Grants a +(Skill Lv.) to all melee unarmed combat checks.

      Driving- Lv. 3 (3/8)
      -Ability to drive without hitting something. (Unless you're trying to then it's the opposite.)

      Flirt Lv. 2 (1/6)
      -As a Quick Action, use Charm to try and distract an opponent, decreasing their stats for the turn.

      Mobility- Lv. 4 (1/10)
      -Grants a +(Skill Level) to all movement and mobility checks.

      Scare Tactics- Lv. 2 (1/6)
      -Determines the user's ability to inflict Fear based debuffs through either their immediate actions or preset environment.

      Slyness- Lv. 3 (2/8)
      -Grants +(Skill Level) to all checks involving keeping something hidden or determining when someone else is hiding something.

      Street Smarts- Lv. 4 (1/10)
      -Increase Tact, Guile, and Perception when in an Urban context.

      Taunt- Lv. 2 (2/6)
      -Draw a target's attention, with a chance of inflicting enraged. (Enraged increases Physical stats, but decreases Reflexive and Mental stats.)

      Thievery- Lv. 3 (6/8)
      -As swift to pick a lock as I am to pick your pocket.
    • Mental Conditioning (II)- Slightly increases max Focus and Mental Health each tier.

      Physical Conditioning (II)- Slightly increases max Stamina and Physical Health each tier.
    • Note: These are just the powers Josh knows about, and the same rules apply as with skills.
      ---
      Ink
      Ink Production- Lv. 4 (5/10)
      -Produces (Power Level) units of Ink each turn for Ink Well.
      -Deeper Well (I)-Slightly increases max well capacity for each level.

      Ink Blot- Lv. 2 (5/6)
      -Throw a blot of Ink at a target, within [Perception] * 2 meters that deals (X) damage to the target, may be upgraded to inflict status ailments. (X is equal to power level.) (Cost 1 Ink per Use.)

      Ink Doodles- Lv. 2 (2/6)
      -Place an Ink Doodle on a surface that can move along the surface and interact with anything touching the surface.
      -Movement range is ((Power Level) / 2)M.
      -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

      Equip Ink- Lv. 5 (1/10)
      -Create a weapon of Ink that's duration is a number of attacks equal to power level * 2. (Costs 1 Ink per Equip, or weapon change.)
      -Efficient Ink Weapons (I): Increases weapon duration each rank.
      --Ink Whip- Create a whip of ink increasing the range of unmodified melee attacks and allowing multiple enemies to be hit for half damage.
      ---Ink Pull- While using Ink Whip pull one enemy within Ink Whip range into actual melee range. (Costs 1 Ink per Use.)
      --Ink Blade- Condense Equip Ink into a blade, to deal full melee damage + Power Level to a single target.

      Ink Flow- Lv. 2 (2/6) (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action.
      --Max Distance = (Ink Flow Lv. + Ink Production Lv.) * meters = 6 Meters.

      Ink Tags- Lv. 4 (4/10)
      -Cost 1 Ink to Tag. Grants +Power Level to all Hit, Dodge, and Detection checks involving tagged targets.
      -Current distance limit: ((2^Power Level)*2=) 32 Meters.
      -Creeping Ink (I): Tags can move ((I) * Power Level) inches from their placement point.
      -Improved Tag Distance (I): Multiplies Max tag distance by (Rank (I) = 2).

      Hole In The Wall Lv. 2 (0/6)
      -(Costs 1 Ink) Create a Hole that Joshua can pass through in any material. Depth and duration are based on skill level at a rate of 1 Inch/Min per Level. (Note: Lower Depth results in longer duration with a minimum Time of 1 Min.)

      Madness
      Madness Field Lv. 4 (1/10)
      -Causes a random series of events that result in an action in exchange for ???.
      -If there is too little to work with power may inflict harm to self.
      -Domino Effect (I): Madness Field can now be chained to (I) additional target, at half of the initial effect's power.

      Toonification- Lv. 5 (2/12)
      -Toonify objects or creatures for various effects. (Ink Cost and Toonification duration vary depending on target.)
      -Standard Objects gain a Toon Duration equal to power level. (Each use of an item uses 1 duration unit.)
      -That's Not All Folks (I)- Increases Duration modifier to Power Level x 2.

      Toon Hands- Lv. 2 (4/6)
      -(Costs 1 Focus or Stamina) Add power level to the damage of any unarmed attack, power, or ability. (Note: Power or Ability must deal damage in the first place.)

      Toon Time Lv. 2 (0/6)
      -(Costs 1 Focus) Through a mix of Focus and Madness dilate your perception of reality for a short time. (Add Toon Time's Lv. to any skill or power check using a Reflex stat. (Dexterity, Agility, and Perception.))

      General
      Healing Factor- Lv. 4 (3/10)
      -Increases Stamina by Power Level.
      -Increases Max PHP by an amount each level.
      -Increased Recovery Speed (I): Slightly increases recovery speed each turn per level.

      Toon Enhanced Strength- Lv. 2 (2/6)
      -Adds +1 per Power Level to all Strength Checks.

      Enhanced Acrobatics- Lv. 2 (2/6)
      -Grants a +(Power Level) to all Agility checks while performing an acrobatic feat.

      Dangerous Detection Lv. 2 (0/6)
      -Allows the early detection of threats in the immediate vicinity, the higher an enemy's threat level the lower the skill check for this ability to trigger. (Grants bonus to detecting Ambush or determining enemy threat level.)
    • Note: These are powers unlocked through the Wonderland and can only be upgraded by the wonderland.
      ---
      • Bar
        -Spirit Raising Spirits
        --Consume 1 Unit of Madness to Restore 1 Full Health State.

        Stage
        -Stage Presence
        --As long as there is an [Audience] gain a small bonus to all Social stats.

        Dining Hall
        -Increased guest satisfaction and retention once the Cabaret is Open.

        Dressing Room
        -Dressed to Impress
        --Josh can now switch between his normal clothes and his cabaret outfit.
        Kitchen
        -Cooking With Madness
        --Can turn Madness into Meals for various bonuses.
        --Meals can be eaten by visitors to the cabaret.

        Projector
        -Cabaret Audience
        --Avery is now more aware of Joshua's adventures.
        --Passively Increases Madness gains once the Cabaret is Open.
      • Cartoon Cabaret Clothing: Formal wear featuring a white dress shirt with black vest, slacks, and dress shoes.
        -Unique Ability: Stage Persona- Grants all costumes (regardless of if this item is equipped) a passive perception filter separating 'Joshua Durand' from '?????' when seen.

        Gifted Ravenous Tailcoat
        -Unique Ability: Ravenous (Madness)- This item can and will attempt to eat all Madness belonging to others, granting a +1 to all checks resisting/defending against (Madness) effects. If the check is successful, grant a random stat boost to this item for free. (Note: This boost cannot upgrade Ravenous.))
        -+2 to Defense
        -+2 Max HP
        -+2 to Stealth checks
        -+1 to Reflex checks

        Classic Toon Gloves
        -Unique Ability: Second Skin- While worn anything this item touches counts as skin contact for the purpose of the wearer's skill, abilities, and powers, even if it doesn't for others.

        Stunning Fedora
        -Unique Ability: Stunning Pose- (Costs 1 Madness of any kind.) Strike a pose and stun all units in range.
    • Buddy the Baseball Bat
      -Size: Standard
      -Increases Blunt damage while equipped.
      -Toonification: Can double duration cost of an action to increase swing damage, range, and knockback based on Toonification power level.

      Toon Pens
      -Size: Small
      -Turns all [Drawing] Powers and Skills into Quick Actions in exchange for doubling their Ink Cost. (Or raising it to 1 in the case of skills.)

      Toon Bandit's Bag
      -Size: Standard
      -Can fit a number of objects in the bag equal to current Toonification Level.
      -Bag will remained Toonified for a number of minutes roughly equal to Toon Duration.
    • Waiter's Reflexes: Gain a small bonus to Dexterity and Agility when moving through crowded spaces.
    • Note: These are what Joshua thinks people think about him.
      ---
      The Cartoon Cabaret
      Avery Jones: The manager of the Cabaret, and a nervous man who just wants to see it restored to its former glory.
      -Sees Josh as his way of saving the Cabaret.

      Home
      Christian Durand: Joshua's elder brother, owner of the Saint's Crossing, and retired hero of Santa Rosa.
      -Loves Josh but is a bit overprotective.
      -Wants him to go out and be more sociable.

      Madeline Thomas: One of Christian's high school friends who now works at the Saint's Crossing.
      -Tries to be a big sister to Josh regardless of if he wants it or not.

      School
      Annette Manning: A rough girl Josh goes to school with.
      -Their friendship is more due to mutual bullying than anything else.
      -He tends to get on her nerves if he spends too much time with her.
      -Her bullies are significantly worse than Josh's.

      ???
      The Malice Doctor
      -Offered Joshua what he's always wanted.
      -Doesn't actually care about Joshua beyond his experiment.

      Zylah, The Shadow Dancer
      -An agent for whatever organization the Malice Doctor works for.
      -Has a series of grudges after their first meeting.
      -Is willing to be a regular training partner with Joshua.

      The Gamer's Guild
      The GM
      -Joshua's fellow Wonderlander. (Which means something.)

      TPK
      -The GM's elder sister
      -A blood knight who loves to fight and flirt.

      Affiliation Unknown
      Cameron
      -An odd Psyhic Joshua met at a party, and proceeded to save from the Burning Man.


Josh: 4 AP

Money: $152
Red Malice Vials: 6
Blue Malice Vials: 1

  • -Holiday is over so back to business.

    -Annette is avoiding us again.

    -Avery is ready and happy to help.

    []-Ask the GM something.
    -[]-Write-In or vote null.
  • Resources
    (Note: 3 Malicious Madness will be passively converted into 1 unit of a different Madness if needed.)
    -Malicious Madness: 1
    -Deceptive Madness: 1
    -Melancholic Madness: 1
    -Raging Madness: 1
    -Laughing Madness: 1
    -Terrifying Madness: 3
    Madness Total: 7 Specific, 1 Malicious (3 of theses = 1 Any Specific)

    []-Consume Malice Vial for Resources. (Can be chosen multiple times a turn.)
    -(Note: This action costs no AP, but does count towards Vial usage for the turn.)

    []-Upgrade the Bar.
    -[]-Better Spirit Bottles: Increases the number of Health states Healed when spending Madness on Spirit Raising Spirits. (Requires: 2 Joyful Madness)
    -[]-More Stock: Unlocks another drink for the bar, and another power-up for Josh. (Requires: 3 Units of Madness or 1 Specific Madness)

    []-Upgrade the Stage
    -[]-Floor polish: Increases ??? and ??? by a small amount while there is an [Actor] or [Audience] in play. (Requires: 2 Excited Madness)
    -[]-Spotlights: Spend 1 Madness: [Audience] has to perform a Willpower check against Charm stat to look away from [Star] of the show. (Requires: 2 Stunning Madness)
    -[]-Stage Background: Effect Unknown (Requires: 2 ??? and restored Basement Storage)
    -[]-Stage Screen: Effect Unknown (Requires: 2 ??? and restored Projector)

    []-Upgrade the Dining Hall
    -[]-Non-Busted Chairs (Costs 1 (Any) Madness) Improves Guest comfort and retention.
    -[]-Get more Tables (Costs 1 (Any) Madness) Increases Max Guest Capacity.

    []-Upgrade the Dressing Room
    -[]-Unlock a new Outfit or Costume. (Requires: 3 Units of Madness or 1 Specific Madness)
    -[]-Improve Cabaret Clothes.
    --[]-This dapper look needs a hat. (Requires: 2 Units of Madness)
    --[]-We need a (Long Coat or Suit Jacket) if we're going outside. (Requires: 2 Units of Madness)
    --[]-As slick as these Shoes are we need something to keep them clean. (Requires: 2 Units of Madness)

    []-Upgrade the Projector
    -[]-Recording Film Reels. (Requires: 3 ??? Madness)
    []-Upgrade the Kitchen
    -[]-Make a meal out of (Write-In a form of Madness)

    []-Restore Basement Storage (Requires: 12 Units of Madness)

    []-Restore Foyer (Requires: 1 Excited Madness and 1 ??? Madness)

    []-Funnel a unit of Madness into Doodle.
    -[]-Pick a specific type of Madness.
  • -When consumed Malice Vials cause a temporary boost to all of Josh's powers and stats.

    -Malice Vials can be used as a sub-option on powers to increase the amount of success had when training that power.
    --Each vial increases experience gain for a power by 1D6, or increases progress towards a new power by 1 Per vial.

    -You can use multiple vials on the same action without penalty, but no more than 3 vials per turn in total.
    ---
    []-Experiment with a power.
    -[]-Pick a Power.
    -[]-(Bonus) Pick an experiment.

    []-Train a skill.
    -[]-Pick a skill.

    []-Train with Zylah. (Costs: $200)
    -[]-Pick skill or power to train. (Note: Reveals power to Zylah if she doesn't know already.)

    []-We don't really know anything about this Ink... (Can be chosen multiple times.)
    -[]-Write in an experiment idea. (If you don't write one in I'll randomly pick from my own list.)

    []-Develop A Perk
    -[]-Pick A Perk (Note: Requires multiple Training Actions for a single Perk, with total based on Perk Tier/Rank.)
  • []-Library
    -[]-Write in a subject to read or investigate. (Please Note: Not actually guaranteed to take place in school.)
    • []-Well the doctor did say we could pull our own jobs... (4 AP)
      -[]-Pick a target: Mall Jewelry store, 'Rough' Pawn Shop
      (Note: Pulling heists will apply to turn counter.)
      []-Scout locations for next job for the Malice Doc.
      -[]-Choose 1: Bank, Museum, or Hospital

      []-Buy Malice Vials ($100)
      -[]-Write in number and color. (Red = Phys, Blue = Magic, Green = Misc., Black = Mental (Locked))

      []-About time for a Meeting with the Malice Doc.
    • (Note: Values and threats are based on current abilities and their accuracy is based on Josh's observational skills.)
      Known Targets:
      Mall Jewelry Store
      -Description: A jewelry store located inside the mall that the Heroes' Guild's Junior Heroes hold a lot of PR events at.
      -Money Value: High
      -Security: Police, Junior Heroes (Day), Serious Heroes (Night)
      --Junior Heroes are guaranteed during the day, and there's a chance of double heroes on the weekends.

      'Rough' Pawn Shop
      -Description: A small pawnshop owned by an M.A.D.
      -Money Value: Low-Medium
      -Security: Whatever an M.A.D. can come up with.
    • []-Write In (Must be relevant to heists.)
  • []-Pull a shift at the Saint's Crossing.

    []-Look into this 'Tru Grit's Fight Pit'. (2 AP)

    []-Wonder what this Blue Vial does? (Consumes Blue Vial)



We have 1 perk to spend on the perk menu.
 
[X] Ask the GM something.
-[X] Is there anything you know about being a Wonderlander that you wish you'd known sooner?

[X] Play around with our Rube Goldberg Field.
-[X] Go for some more very enthusiastic walks around school.

[X] Read the dossiers on your distraction targets more thoroughly.

[X] Wonder what this Blue Vial does? (Consumes Blue Vial)
 
Act 32: Thoughts, Drugs, and Ink
A/N: Okay, today marks the 4 year anniversary of the Deviant's Masquerade setting which -excluding the non-threadmarked lore compendium pages, and removing multi-posted side-stories- now sits at approximately 950k words. A rough difference of 300K from last year.
So first, thank you to everyone who has followed or read any of these stories up to this point.
Second there will be some minor announcements after this chapter so stick around for those, but here is the actual chapter of the day:
---

-Read the dossier more thoroughly.

-Library: Train Drawing

-Ask the GM is there anything you wish you'd known about being a Wonderlander sooner?

-Experiment with power: Ink Production, can we make colored ink?

-What does the Blue Malice do?*

A/N: There was a tie with the last option, so I'll be compromising that by consuming a red and blue Malice on this action. (The double up was for narrative reasons… you won't regret how it turned out…)
---
Act 32: Thoughts, Drugs, and Ink


--- Joshua ---

To put first things first, the moment he was back home and the door to his room was locked, he started flicking through the file the Malice Doc had given him, hoping to figure out something of value from the dossier.

Unfortunately there was very little in the way of actual information about the bank, hospital, or museum beyond a basic floor plan of each, the address and operating hours of said buildings, and a number of photos from the outside of each building. All of which he was fairly sure he could find online with a limited bit of digging.

"Of course these assholes couldn't make it easy for me." He groaned, running a hand down his face as he looked over the limited information before searching each address on his phone.

"Alright, they're all downtown and within a mile of each other… meaning that wherever they're hitting is probably within that mile as well." He figured, before frowning as he moved the map app around a bit and found they were all in the southern part of Downtown. "Or this is on the opposite side of downtown from their real target."

It was hard to place one way or the other, but eventually he simply shook his head. "No, figuring out what they're after doesn't net me anything. If anything it might make me a little 'too smart' for what they want from me. Which would probably end badly…"

(Though knowing what they're after might help us figure out how to get out from under their thumb.) A voice in the back of his head countered calmly.

He tapped his fingers on his desk for a moment, before sighing. "No. Until I've got more resources of my own, my best play is to wait them out for now and just go along with their plans. Once I can hold my own then I can get a little more risky."

With that settled he looked at the photos of his targets once more and quickly went over each one in his head.

(Bank is the most classic of the three and the one most likely to have the biggest payout.) Knowing that he wouldn't steal a million dollars in the age of the credit card, he went ahead and searched how much money banks held in cash before whistling.

"Fifty to two hundred Gs. That's… still a lot." He had to admit, and given what he'd gone through for a couple of grand a few weeks prior was definitely worth whatever risk the security would pose for that much.

(Ah, but shouldn't forget that money isn't the only payout.) He reminded himself as his eyes drifted to the museum. (Place like that is bound to have something interesting on top of a crowd looking to see something amazing… So why not give them a show?)

While he doubted he'd actually find anything of value at the museum, it would be a decent way to build Madness he supposed. "Which will let me get the Cabaret going all the sooner."

The last target, the hospital, was the only one he was ready to veto right out the gate.

(Wait, wait, let's not be hasty.) The devil on his shoulder pleaded.

"What could I possibly get from a hospital that would be worth pissing off everyone in the city." He had to ask himself before grimacing at one of the photos. "I mean fuck, I think this is a children's hospital… or it has a children's wing? Either way kids are involved and that is just asking to be beaten and killed by any Mask in the city."

(True… but what do kids like?)

He considered it for a moment, wondering why his mind was going in this direction before blinking as he whispered. "Cartoons…"

Giving the hospital a more considering look he actually thought about it now. "It would be risky as fuck, but the PR and Madness might just be worth it if I can pull this off."

The question was if he could pull it off.

"I might be better off hitting the bank or the museum for now and trying for the kids show once I'm a little more established." He forced himself to admit, contemplating if he'd be better off tossing the hospital photos in the reserve pile with the pawnshop and jewelry stores.

-Joshua has gained a basic layout of all three target locations.

---

With a lot on his mind as he considered how best to handle the situation with his upcoming heist he decided to try and distract himself with something to do. At first he tried playing a few games, but he wasn't really feeling any of them.

(Doubt the GM gets like this.) He sighed, turning off his system as he gave up on playing a game, before actually considering that thought and pulling out his phone.

You: [You there?]

He waited for a few minutes before eventually a series of ellipses popped on his phone.

GM: [Huh, was scared TPK scared you off with her whole protective big sister act.]

He felt a bit of heat to his face as he remembered just how his interactions with the older girl went, before typing.

You: [What can I say, my act is better than hers.]

GM: [Cocky much.]

You: [It's not arrogance if you can back it up.]

GM: [Fair.]

GM: [Anyway, what's up?]

You: [Honestly, just trying to kill a bit of time.]

GM: [You should play some video games.]

He rolled his eyes.

You: [I was expecting that, but I'm not in the mood for a solo act.]

GM: [Yeah, well as much as I'd like to, I can't really game with you right now.]

GM: [Stuck playing management sim with the rest of the guild after the Haunt.]

He remembered Chris saying something about the Haunt and why he should stay in on Halloween, but he couldn't really recall his brother telling him what the Haunt was actually about. And while he was tempted to find out more, he felt like the fact that the Haunt was over until next year made it kind of pointless to ask, especially when he hadn't run into anything other than the Malice ODing Burning Man.

You: [That mean you don't have time to text, or that you're stuck bored at a desk somewhere?]

It took the GM a minute to respond before eventually texting him.

GM: [More the second than the first.]

GM: [Why? You got something on your mind?]

He considered the question before asking the first one that popped in his mind.

You: [Is there anything about being a Wonderlander you wish you knew sooner?]

He felt like that was a good question. One that would tell him more about the GM while also giving him a little more info about what to do as a month and a half old Wonderlander.

GM: [I don't know I mean I've been a Wonderlander since I was like seven or eight.]

"That is… young." He realized, not sure if that meant the GM was still young or if she had been a Deviant for a long time.

A quick search about the Gamer's Guild had him leaning (thankfully) towards the second, seeing as the guild had been big enough for notoriety for about six years now and it would've taken them a few years to get to that point. (Meaning at the youngest she's probably around my age.) (Good was starting to feel awkward about the flirting.)

Going back to his messages he found that the GM had sent a follow up text while he was distracted.

GM: [I guess I wish I knew I could play my games with other people sooner.]

You: [What do you mean?]

GM: [Well I didn't actually realize I could give other people my power ups until my brother and I got in a tight spot. Once I gave him it I realized I didn't have to play my games with just me and my Dreams. And then I realized I could invite other people to the game and we just sort of grew into the guild we've got today.]

GM: [If I'd known I could play with them sooner, maybe we could've been a family sooner.]

This wasn't the first time the GM had brought up her guild and how much she cared about her whole gang, but it was the first time she called them her family and that… that made something in his chest ache a bit.

(A true crew is family… I miss that…)

-Grown a bit closer to the GM.

---

Sitting in the school library, trying to kill time during his lunch break he found himself idly doodling. Admittedly, without using his ink to bring it to life as he usually did with Doodle. After all, he didn't want to bring any more drawings to life.

(Huh, there's a thought…)

With everything the GM kept telling him about her dreams and guild, as well as Avery's clear loneliness he'd been wanting to make another Dream or two to fill out the Cabaret a bit. The thing was he had no idea how to actually create a Dream beyond accidentally doing so as he did with Doodle. Which made him wonder if, (drawing cartoon characters might be the key to making new Dreams for the Cartoon Cabaret.)

As a new determination filled him, he put his pencil to the page he started drawing out a character in hopes of designing a new cartoon character to add to his Wonderland. And within five minutes he had drawn absolute garbage.

"What the fuck?" He frowned looking at the figure with completely flawed proportions. "Okay, I know for a fact I can draw better than this."

Putting the pen to paper again, this time he focused on drawing the Cartoon Cabaret as he had before and found that he'd created a near perfect replica of his Wonderland. "Okay… Now how do I go from photo-like to… second grade finger painting?"

(Wonder about Avery?)

Considering the idea for a moment, he eventually started drawing the Boss Dream, and just like the Cabaret he managed, Joshua was able to draw Avery in perfect detail.

He stared at his three drawings for a few seconds before something clicked inside of his head. "I can only draw things already in the cabaret… things the old boss made, not me."

(This is going to be a problem.)

(No. This just means we've got to rehearse before we attempt the actual act.)
Some part of him argued. A part he was inclined to agree with after a moment of thought.

"Right… just got to keep at it until I can do it right." He told himself as he once more put pen to paper.

-New Skill: Drawn To Life Lv. 1 (0/4)
--Grant a bonus to all Art skill checks and increase the power of any Wonderland Construct Joshua creates by a small amount each Rank.

---

Once out of school for the day, he considered continuing to chip away at his drawing but dismissed the idea, figuring that he'd seen enough of his abysmal drawing skills for the time being. Which is why he instead found his way to a nice isolated alleyway in the middle of the city where he'd be alone to mess about with a few of his powers.

More specifically the ones involving his Ink.

After his fight with the Burning Man and realizing that he couldn't use his Ink Flow due to a lack of Ink in his system, he decided that that was a problem he'd have to do something to fix before his next outing in black.

Unfortunately, he found that just producing Ink constantly was somewhat boring. Something his very short attention span took exception with.

"This so dull…" He whined. "There's got to be a way to make this more interesting…"

As the black ink dripped between his fingers -A sensation he was sure would drive him mad if not for his Madness giving it a certain rightness.- he couldn't help but notice that all of the ink he'd ever produced was black.

"There's an idea." He thought, sitting up and wiping his ink off of his hands. "Let's see if we can't make some color."

He stared at his hands for a moment.

"Okay, I have no idea how the fuck I'm supposed to do this."

With that acknowledged he reached into his backpack and pulled out a vial of Malice. "But I know something that might."

He downed the vial and tasted the sweet copper and strawberries on his tongue as the symphony of swing began to play in the back of his head.

"Alright, let's see if I can't figure this out." He grinned, staring down at his hand as he began to twist and pull at the parts of his power that let him produce ink.

The Malice in his veins heightened his instinctive connection to his power as he began to twist and pull his ink powers in ways he'd never considered before, ways that allowed him to produce far more ink than any of his previous attempts.

Ink that was still black by the time the Malice's influence began to pull away from him.

"Shit…" He cursed, having really been hoping that would work.

He frowned as he stared at his hand before remembering something important and moving back towards his backpack. Shifting within he pulled out his Malice case before withdrawing a vial, more accurately a blue vial.

"The Doc said you're supposed to enhance my connection to my affinity." He told the little vial. "Let's see if you can't help with my little Ink problem, huh?"

Unlike the vial of Red Malice, Blue had what he thought was an almost tangy (Blue Raspberry) taste, even though he couldn't actually remember what blueberries tasted like outside of this instance. What's more, rather than his usual sweet symphony of swing, he heard something a little more of a… mechanical beat to it. (It's almost like a… heartbeat… or something…)

With this new beat to his Madness he once more reached out to his Ink and found even greater control over it than before as significantly more ink than his previous attempts began to pour out of his hands. "But still no color…"

He frowned, still refusing to give up as he grabbed his power and twisted something. Something that he almost wanted to call a valve when he finished turning it.

His entire body spasmed at the beat became louder and his heart began to pound inside his chest as if it were trying to escape his ribcage. A sensation he thought he'd gotten used to from all of his previous times consuming Malice, only this time it felt like rather than a rapid fire beating it was a slow and powerful beat, his heart taking a sledgehammer to his ribs rather than attempting to break them down.

From his hands the ink poured out, gallons upon gallons, more than enough to form a sizable puddle at his feet as he struggled to adapt to this new sensation.

(Right, okay, need to slow production down.)

He instinctively latched onto the valve once more and began desperately twisting it in the opposite direction as he fell to his knees, the taste of Ink beginning to fill his mouth. As started coughing up ink he finally managed to get the valve to give some, and slowly forced it back to much more manageable level.

Even still it took him several minutes to finally quit hacking up ink, at which point he wiped the side of his mouth, and in between gasping breaths told himself, "Don't turn that valve… more than you can handle…

-Gained (1+2D6=13!) XP to Ink Production from all sources.
--*Power Level Up* Ink Production Lv. 5 (7/10)
--For rolling two Malice Crits gained 2 Malicious Malice.
--For maintaining the Malice Chain gained 1 additional Malicious Malice.
--For rolling a double Crit on the first use of Blue Malice, gained the power upgrade: Deeper Well (II) without any training.
---Each level of Ink Production now increases max Ink by 2.


For Consuming 2 Different types of Malice, Unique Malice Effects Revealed
-Red Malice
--Heal an additional Health State.
--Fully restore Stamina.
--Malice Stat Bonus doubled for Strength and Endurance.

-Blue Malice
--Restore additional Ink.
--Fully restore Focus.
--Malice Stat bonus doubled for Wits and Dexterity.
 
Thank You:
-Rush99999
-Kcx1
-MosQuito
If you want to support this series or the setting in general, check out the patreon page.

  • Name: Joshua Durand
    Deviancy: Mal-Corrupted Wonderlander
    -Wonderland: The Cartoon Cabaret

    Physical Health: Fair
    Mental Health: Very Good

    Ink Well: 14/20 (+4 Per Turn)

    Focus: 5/5
    Stamina: 8/8

      • Next Job For The Doc: Scout Big Heist Locations and choose one by Act 36 at the latest.
      • Cartoon Cabaret: The Grand Re-Opening
        -Get the Cartoon Cabaret to a point where it can open once more.
        --Fix The Main Facilities
        ---Restore The Stage (Done)
        ---Restore The Dining Hall (Done)
        ---Restore The Projector (Done)
        ---Restore The Dressing Room (Done)
        ---Restore The Foyer
        --Fix Additional Facilities (Optional)
        ---Restore The Basement
        ---Restore The Kitchen
    • None
    • Skill Ranks and Levels:
      F(1-3)- Novice
      E(4-6)- Beginner
      D(7-9)- Intermediate
      C(10-12)- Professional
      B(13-15)- Expert
      A(16-18)- Master
      S(19-21)- Grand Master

      Note:
      -It takes the next level x2 to level up a skill.
      -At each rank past Novice you'll earn a perk or bonus related to this skill.
      -Skills are ranked by this worlds standards, not reality's.
      -While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
      Brawling- Lv. 4 (8/10)
      -Grants a +(Skill Lv.) to all melee unarmed combat checks.
      Drawn To Life Lv. 1 (0/4)
      --Grant a bonus to all Art skill checks and increase the power of any Wonderland Construct Joshua creates by a small amount each Rank.

      Driving- Lv. 3 (3/8)
      -Ability to drive without hitting something. (Unless you're trying to then it's the opposite.)

      Flirt Lv. 2 (1/6)
      -As a Quick Action, use Charm to try and distract an opponent, decreasing their stats for the turn.

      Mobility- Lv. 4 (1/10)
      -Grants a +(Skill Level) to all movement and mobility checks.

      Scare Tactics- Lv. 2 (1/6)
      -Determines the user's ability to inflict Fear based debuffs through either their immediate actions or preset environment.

      Slyness- Lv. 3 (2/8)
      -Grants +(Skill Level) to all checks involving keeping something hidden or determining when someone else is hiding something.

      Street Smarts- Lv. 4 (1/10)
      -Increase Tact, Guile, and Perception when in an Urban context.

      Taunt- Lv. 2 (2/6)
      -Draw a target's attention, with a chance of inflicting enraged. (Enraged increases Physical stats, but decreases Reflexive and Mental stats.)

      Thievery- Lv. 3 (6/8)
      -As swift to pick a lock as I am to pick your pocket.
    • Mental Conditioning (II)- Slightly increases max Focus and Mental Health each tier.

      Physical Conditioning (II)- Slightly increases max Stamina and Physical Health each tier.
    • Note: These are just the powers Josh knows about, and the same rules apply as with skills.
      ---
      Ink
      Ink Production- Lv. 5 (7/12)
      -Produces (Power Level) units of Ink each turn for Ink Well.
      -Deeper Well (II)-Mildly increases max well capacity for each level.

      Ink Blot- Lv. 2 (5/6)
      -Throw a blot of Ink at a target, within [Perception] * 2 meters that deals (X) damage to the target, may be upgraded to inflict status ailments. (X is equal to power level.) (Cost 1 Ink per Use.)

      Ink Doodles- Lv. 2 (2/6)
      -Place an Ink Doodle on a surface that can move along the surface and interact with anything touching the surface.
      -Movement range is ((Power Level) / 2)M.
      -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

      Equip Ink- Lv. 5 (1/10)
      -Create a weapon of Ink that's duration is a number of attacks equal to power level * 2. (Costs 1 Ink per Equip, or weapon change.)
      -Efficient Ink Weapons (I): Increases weapon duration each rank.
      --Ink Whip- Create a whip of ink increasing the range of unmodified melee attacks and allowing multiple enemies to be hit for half damage.
      ---Ink Pull- While using Ink Whip pull one enemy within Ink Whip range into actual melee range. (Costs 1 Ink per Use.)
      --Ink Blade- Condense Equip Ink into a blade, to deal full melee damage + Power Level to a single target.

      Ink Flow- Lv. 2 (2/6) (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action.
      --Max Distance = (Ink Flow Lv. + Ink Production Lv.) * meters = 6 Meters.

      Ink Tags- Lv. 4 (4/10)
      -Cost 1 Ink to Tag. Grants +Power Level to all Hit, Dodge, and Detection checks involving tagged targets.
      -Current distance limit: ((2^Power Level)*2=) 32 Meters.
      -Creeping Ink (I): Tags can move ((I) * Power Level) inches from their placement point.
      -Improved Tag Distance (I): Multiplies Max tag distance by (Rank (I) = 2).

      Hole In The Wall Lv. 2 (0/6)
      -(Costs 1 Ink) Create a Hole that Joshua can pass through in any material. Depth and duration are based on skill level at a rate of 1 Inch/Min per Level. (Note: Lower Depth results in longer duration with a minimum Time of 1 Min.)

      Madness
      Madness Field Lv. 4 (1/10)
      -Causes a random series of events that result in an action in exchange for ???.
      -If there is too little to work with power may inflict harm to self.
      -Domino Effect (I): Madness Field can now be chained to (I) additional target, at half of the initial effect's power.

      Toonification- Lv. 5 (2/12)
      -Toonify objects or creatures for various effects. (Ink Cost and Toonification duration vary depending on target.)
      -Standard Objects gain a Toon Duration equal to power level. (Each use of an item uses 1 duration unit.)
      -That's Not All Folks (I)- Increases Duration modifier to Power Level x 2.

      Toon Hands- Lv. 2 (4/6)
      -(Costs 1 Focus or Stamina) Add power level to the damage of any unarmed attack, power, or ability. (Note: Power or Ability must deal damage in the first place.)

      Toon Time Lv. 2 (0/6)
      -(Costs 1 Focus) Through a mix of Focus and Madness dilate your perception of reality for a short time. (Add Toon Time's Lv. to any skill or power check using a Reflex stat. (Dexterity, Agility, and Perception.))

      General
      Healing Factor- Lv. 4 (3/10)
      -Increases Stamina by Power Level.
      -Increases Max PHP by an amount each level.
      -Increased Recovery Speed (I): Slightly increases recovery speed each turn per level.

      Toon Enhanced Strength- Lv. 2 (2/6)
      -Adds +1 per Power Level to all Strength Checks.

      Enhanced Acrobatics- Lv. 2 (2/6)
      -Grants a +(Power Level) to all Agility checks while performing an acrobatic feat.

      Dangerous Detection Lv. 2 (0/6)
      -Allows the early detection of threats in the immediate vicinity, the higher an enemy's threat level the lower the skill check for this ability to trigger. (Grants bonus to detecting Ambush or determining enemy threat level.)
    • Note: These are powers unlocked through the Wonderland and can only be upgraded by the wonderland.
      ---
      • Bar
        -Spirit Raising Spirits
        --Consume 1 Unit of Madness to Restore 1 Full Health State.

        Stage
        -Stage Presence
        --As long as there is an [Audience] gain a small bonus to all Social stats.

        Dining Hall
        -Increased guest satisfaction and retention once the Cabaret is Open.

        Dressing Room
        -Dressed to Impress
        --Josh can now switch between his normal clothes and his cabaret outfit.
        Kitchen
        -Cooking With Madness
        --Can turn Madness into Meals for various bonuses.
        --Meals can be eaten by visitors to the cabaret.

        Projector
        -Cabaret Audience
        --Avery is now more aware of Joshua's adventures.
        --Passively Increases Madness gains once the Cabaret is Open.
      • Cartoon Cabaret Clothing: Formal wear featuring a white dress shirt with black vest, slacks, and dress shoes.
        -Unique Ability: Stage Persona- Grants all costumes (regardless of if this item is equipped) a passive perception filter separating 'Joshua Durand' from '?????' when seen.

        Gifted Ravenous Tailcoat
        -Unique Ability: Ravenous (Madness)- This item can and will attempt to eat all Madness belonging to others, granting a +1 to all checks resisting/defending against (Madness) effects. If the check is successful, grant a random stat boost to this item for free. (Note: This boost cannot upgrade Ravenous.))
        -+2 to Defense
        -+2 Max HP
        -+2 to Stealth checks
        -+1 to Reflex checks

        Classic Toon Gloves
        -Unique Ability: Second Skin- While worn anything this item touches counts as skin contact for the purpose of the wearer's skill, abilities, and powers, even if it doesn't for others.

        Stunning Fedora
        -Unique Ability: Stunning Pose- (Costs 1 Madness of any kind.) Strike a pose and stun all units in range.
    • Buddy the Baseball Bat
      -Size: Standard
      -Increases Blunt damage while equipped.
      -Toonification: Can double duration cost of an action to increase swing damage, range, and knockback based on Toonification power level.

      Toon Pens
      -Size: Small
      -Turns all [Drawing] Powers and Skills into Quick Actions in exchange for doubling their Ink Cost. (Or raising it to 1 in the case of skills.)

      Toon Bandit's Bag
      -Size: Standard
      -Can fit a number of objects in the bag equal to current Toonification Level.
      -Bag will remained Toonified for a number of minutes roughly equal to Toon Duration.
    • Waiter's Reflexes: Gain a small bonus to Dexterity and Agility when moving through crowded spaces.
    • Note: These are what Joshua thinks people think about him.
      ---
      The Cartoon Cabaret
      Avery Jones: The manager of the Cabaret, and a nervous man who just wants to see it restored to its former glory.
      -Sees Josh as his way of saving the Cabaret.

      Home
      Christian Durand: Joshua's elder brother, owner of the Saint's Crossing, and retired hero of Santa Rosa.
      -Loves Josh but is a bit overprotective.
      -Wants him to go out and be more sociable.

      Madeline Thomas: One of Christian's high school friends who now works at the Saint's Crossing.
      -Tries to be a big sister to Josh regardless of if he wants it or not.

      School
      Annette Manning: A rough girl Josh goes to school with.
      -Their friendship is more due to mutual bullying than anything else.
      -He tends to get on her nerves if he spends too much time with her.
      -Her bullies are significantly worse than Josh's.

      ???
      The Malice Doctor
      -Offered Joshua what he's always wanted.
      -Doesn't actually care about Joshua beyond his experiment.

      Zylah, The Shadow Dancer
      -An agent for whatever organization the Malice Doctor works for.
      -Has a series of grudges after their first meeting.
      -Is willing to be a regular training partner with Joshua.

      The Gamer's Guild
      The GM
      -Joshua's fellow Wonderlander. (Which means something.)

      TPK
      -The GM's elder sister
      -A blood knight who loves to fight and flirt.

      Affiliation Unknown
      Cameron
      -An odd Psyhic Joshua met at a party, and proceeded to save from the Burning Man.


Josh: 4 AP

Money: $152
Red Malice Vials: 5
Blue Malice Vials: 0

  • -Holiday is over so back to business.

    -Annette is avoiding us again.

    -Avery is ready and happy to help.

    []-Ask the GM something.
    -[]-Write-In or vote null.
  • Resources
    (Note: 3 Malicious Madness will be passively converted into 1 unit of a different Madness if needed.)
    -Malicious Madness: 4
    -Deceptive Madness: 1
    -Melancholic Madness: 1
    -Raging Madness: 1
    -Laughing Madness: 1
    -Terrifying Madness: 3
    Madness Total: 7 Specific, 1 Malicious (3 of theses = 1 Any Specific)

    []-Consume Malice Vial for Resources. (Can be chosen multiple times a turn.)
    -(Note: This action costs no AP, but does count towards Vial usage for the turn.)

    []-Upgrade the Bar.
    -[]-Better Spirit Bottles: Increases the number of Health states Healed when spending Madness on Spirit Raising Spirits. (Requires: 2 Joyful Madness)
    -[]-More Stock: Unlocks another drink for the bar, and another power-up for Josh. (Requires: 3 Units of Madness or 1 Specific Madness)

    []-Upgrade the Stage
    -[]-Floor polish: Increases ??? and ??? by a small amount while there is an [Actor] or [Audience] in play. (Requires: 2 Excited Madness)
    -[]-Spotlights: Spend 1 Madness: [Audience] has to perform a Willpower check against Charm stat to look away from [Star] of the show. (Requires: 2 Stunning Madness)
    -[]-Stage Background: Effect Unknown (Requires: 2 ??? and restored Basement Storage)
    -[]-Stage Screen: Effect Unknown (Requires: 2 ??? and restored Projector)

    []-Upgrade the Dining Hall
    -[]-Non-Busted Chairs (Costs 1 (Any) Madness) Improves Guest comfort and retention.
    -[]-Get more Tables (Costs 1 (Any) Madness) Increases Max Guest Capacity.

    []-Upgrade the Dressing Room
    -[]-Unlock a new Outfit or Costume. (Requires: 3 Units of Madness or 1 Specific Madness)
    -[]-Improve Cabaret Clothes.
    --[]-This dapper look needs a hat. (Requires: 2 Units of Madness)
    --[]-We need a (Long Coat or Suit Jacket) if we're going outside. (Requires: 2 Units of Madness)
    --[]-As slick as these Shoes are we need something to keep them clean. (Requires: 2 Units of Madness)

    []-Upgrade the Projector
    -[]-Recording Film Reels. (Requires: 3 ??? Madness)
    []-Upgrade the Kitchen
    -[]-Make a meal out of (Write-In a form of Madness)

    []-Restore Basement Storage (Requires: 12 Units of Madness)

    []-Restore Foyer (Requires: 1 Excited Madness and 1 ??? Madness)

    []-Funnel a unit of Madness into Doodle.
    -[]-Pick a specific type of Madness.
  • -When consumed Malice Vials cause a temporary boost to all of Josh's powers and stats.

    -Malice Vials can be used as a sub-option on powers to increase the amount of success had when training that power.
    --Each vial increases experience gain for a power by 1D6, or increases progress towards a new power by 1 Per vial.

    -You can use multiple vials on the same action without penalty, but no more than 3 vials per turn in total.
    ---
    []-Experiment with a power.
    -[]-Pick a Power.
    -[]-(Bonus) Pick an experiment.

    []-Train a skill.
    -[]-Pick a skill.

    []-Train with Zylah. (Costs: $200)
    -[]-Pick skill or power to train. (Note: Reveals power to Zylah if she doesn't know already.)

    []-We don't really know anything about this Ink... (Can be chosen multiple times.)
    -[]-Write in an experiment idea. (If you don't write one in I'll randomly pick from my own list.)

    []-Develop A Perk
    -[]-Pick A Perk (Note: Requires multiple Training Actions for a single Perk, with total based on Perk Tier/Rank.)
  • []-Library
    -[]-Write in a subject to read or investigate. (Please Note: Not actually guaranteed to take place in school.)
    • []-Well the doctor did say we could pull our own jobs... (4 AP)
      -[]-Pick a target: Mall Jewelry store, 'Rough' Pawn Shop
      (Note: Pulling heists will apply to turn counter.)
      []-Scout locations for next job for the Malice Doc.
      -[]-Choose 1: Bank, Museum, or Hospital

      []-Buy Malice Vials ($100)
      -[]-Write in number and color. (Red = Phys, Blue = Magic, Green = Misc., Black = Mental (Locked))

      []-About time for a Meeting with the Malice Doc.
    • (Note: Values and threats are based on current abilities and their accuracy is based on Josh's observational skills.)
      Known Targets:
      Mall Jewelry Store
      -Description: A jewelry store located inside the mall that the Heroes' Guild's Junior Heroes hold a lot of PR events at.
      -Money Value: High
      -Security: Police, Junior Heroes (Day), Serious Heroes (Night)
      --Junior Heroes are guaranteed during the day, and there's a chance of double heroes on the weekends.

      'Rough' Pawn Shop
      -Description: A small pawnshop owned by an M.A.D.
      -Money Value: Low-Medium
      -Security: Whatever an M.A.D. can come up with.
    • []-Investigate a specific heist target.
      -[]-Jewelry Store, Pawn Shop, Museum, Bank, or Hospital.
      []-Write In (Must be relevant to heists.)
  • []-Pull a shift at the Saint's Crossing.

    []-Look into this 'Tru Grit's Fight Pit'. (2 AP)

    []-Wonder what this Blue Vial does? (Consumes Blue Vial)


We have 1 perk to spend on the perk menu.

Now then the main announcement is that I am doing a small contest for each of my stories as celebration for the anniversary.

The rules are simple enough, anyone who enters simply needs to pick a character from a given story and submit a song they think can work as that character's theme, as well as explain why they think that song works for that character.

First place will get 5 Omake points, second 3, and third 1. These can be spent in the usually omake shop ways for each story. (Note: Songs I've submitted such as Godhunter for Jon or Circle the Drain for Val are disqualified, and people who follow on multiple sites can only enter on a single site.)
 
[X]-Scout locations for next job for the Malice Doc.
-[X]-Bank
-[X]-Museum
-[X]-Hospital


[X] Play around with our Rube Goldberg Field.
-[X] Go for some more very enthusiastic walks around school.
-[X] Use Malice
 
Act 33: Close Calls And Getting Closer
Act 33: Close Calls And Getting Closer

--- Joshua ---

(I'm going to be honest. I don't think this is our smartest idea.) A little voice in his head warned him.

"Maybe not…" He admitted as he cracked his neck. "But I should still test this out."

With that said he raised his fists and faced a brick wall before punching it as hard as he could. An impact that caused several cracks to form around his hand, showing that he'd hit it significantly harder than he could've managed before gaining his powers. A fact that filled him with a bit of pride.

Right up until the pain kicked in.

"Motherfu~ucker!" He wailed, gripping his hand as he felt tears begin to pour out of his eyes.

(Yeah… yeah, this is what I was expecting…)

"Ouchies…" He whimpered as his hand seemed to grow and contract slightly. "Right, okay… stronger than normal but… hitting things at full power still hurts…"

Deciding that he would rather not hurt himself again, running these tests he instead downed a vial of Red Malice. Hoping whatever physical enhancements it gave him would let him run these tests unimpeded.

As that sweet symphony kicked on inside of his head he founded his posture and his stance shifting around. "Alright, now let's try this with some proper skill now, eh?"

Rather than hitting the brickwork with all of his strength he delivered a flurry of blows that while weaker than his first one, also notably did nothing to hurt his hands.

"Clearly, the trick is to hit as hard as you can without hurting yourself to wear down your target."

Whatsmore these blows slowly stacked on top of eachother chipping and cracking the brickwork he was wailing on.

"Then once you've worn them down a bit…" He pulled his fist back before driving it forward with enough force to embed it several inches into the stone wall. "You punch straight through their defenses."

Ripping his hand free in one smooth motion, he couldn't help but grimace as he noticed several cuts on his hand as well as several quickly forming bruises on his knuckles. Something he was sure would hurt significantly more if not for the Malice flowing through his veins.

"Yeah… might have the skill to do that, but might also want to build up some calluses first before trying it on my own."

-Synergy: Gained 2XP to Brawling and Toon Enhanced Strength.
--Thanks to Malice Vial gained (D6/2=1) additional XP to each.
--Currently: Toon Enhanced Strength Lv. 2 (5/6)
--*Skill level Up*Brawling Lv. 5 (1/12)

-Ability Revealed: Beatdown Combo (1 Stamina) As a long action, wear down your opponent's defenses with an unarmed combo that deals an additional (Brawling + Toon Enhanced Strength) damage to the target. (Requires: Toon Enhanced Strength and Brawling Lv. 5)

---

Figuring it was best to give his aching hands a bit of a break, he eventually moved on to trying to scout out the targets he'd been given by the Malice Doc. Or at least the targets that wouldn't result in half of the Masks in the city coming down on him for a screw up.

To start off with, he made his way to the bank and made a few laps around it to see if there were any nearby items of note, but ultimately didn't find anything of note with most of the nearby buildings being businesses that he had no actual reference to beyond a single hotel that was way beyond his price range and probably wouldn't rent out to him anyway. (Though I might be able to make something work there if I get someone else to check in for me…)

Depending on how his Ink Flow worked he might be able to use it as a sort of last minute hideout, but that was only if he could work out his range issues first.

Shaking his head, he instead made his way inside of the bank because while he had an idea of its layout thanks to the (really weak) dossiers the Malice Doc had given him, seeing it in person would be significantly more valuable as far as spotting opportunities went.

Inside of the bank was about what he'd expected despite his banking experience being largely limited to movies and such.

Across a large tiled lobby were a series of tellers behind a glass wall -One that he was fairly sure could get through with either his Hole In The Wall or his Ink Flow depending on how things went.- was a series of halls that according to the building layout should lead to the actual vaults. From there there was also a second floor with a number of private offices for anyone seeking a loan or (whatever they use offices for in banks.)

(More crooked things than we can get up to that's for sure.)


"Can I help you?"

Blinking he turned and found a security guard watching him.

(Right of course a big bank would have a security guard.) He realized, a quick once over also reminding him, (A security guard that has a gun on him… Which will be a pain if he's not the only security guard in the building…)

"Well?"

"I don't suppose you've seen this woman rocking a punk aesthetic?" He asked, deflecting things with the first thought that came to mind. "I was supposed to meet my sister outside once she wrapped up some business here, but uh, after… half an hour I've gotten sick of waiting on her and wanted to see what the hold up was."

"No, I haven't seen anyone like that." The security guard admitted with narrowed eyes.

(He's still suspicious, which makes him want to look away.)

(Right, uh, punk aesthetic wards people off in this city…)


"She's wearing this hoodie covered in like neon paint or something. It's supposed to be some weird uniform for her job." He told the guard.

"Neon paint?" The guard frowned before his eyes widened and he turned his eyes darting around the lobby as the man recognized the closest thing the Gamer Guild's had to a uniform.

With security's attention temporarily deflected from him he turned on his heel and started making his way out the exit before the guard could detain him any longer.

(Right, okay going to have to be a little more stealthy if I try to case this place again.)

-Basic information on the Bank job raised.
--Money: High-Very High
--Madness: Very Low-Low
--Threat: Med-High
--Current Bank Heat: Low*
--Point of Interest: Hotel Nearby

*A/N: Heat raises the Threat response of a location and increases on failed security checks, but lowers as Turns pass without being caught. (Which is more difficult the higher the Heat and Threat of a location.)

---

In contrast to the bank that was relatively awkward for an unaccompanied teenager to be wandering around, entering the museum was significantly easier. Especially since said museums seemed to be running a special all month long where anyone with a student ID could get in free and schools were giving free class admissions. (Lucky me.)

And so he sat about through the museum trying to find anything that might be worth stealing. A task that didn't really work out in his favor when he had no idea what any of this was supposed to be, or what was legitimate and what was just a display piece.

He contemplated this for a moment as he followed a tour group through the halls, as while several things looked interesting he had no idea what was a priceless artifact that could sell on the black market and what was a completely worthless plastic replica.

(Actually, do they even put the real stuff on display or is this all fake?) He couldn't help but wonder.

Pulling out his cell phone he searched that question, figuring that asking a curator or any other member of the museum staff would result in him raising a few too many red flags for his first visit.

(Okay, let's see… Museums usually attempt to maintain real artifacts as a matter of reputation, and typically only put replicas on display when the actual artifact is at risk of damage from doing so. That said, due to the rise of Deviant events over the last few years what constitutes as 'at risk of damage' varies from museum to museum depending on the techniques available to them, with many using a mix of spark tech and magic to restore ancient artifacts to pristine condition. It has also allowed the discovery of which artifacts truly are cursed or enchanted in some way, with these objects typically being reappropriated by Sanctuary for the safety of the public.)

"So most things are legit, but anything 'fun' is probably not going to be here…" He figured.

(And if they're involving magic in this they've probably got some way of tracking anything stolen as well.) The devil on his shoulder reminded him.

"True…" He sighed, figuring if worse came to worst he could just steal whatever was in the gift shop register. (But that's so… bleh.) (Yeah, definitely not what the star of the show should be going for.)

"And here we have our newest exhibit!" The tour guide told the crowd with enough enthusiasm to draw his attention back to her. "A series of exhibits on the Voodoo Wars, the infamous gang wars of the prohibition era that up until the rift riots were thought full of superstition and exaggeration, but are now recognized as one of the first publicly known displays of Deviants in the last century."

(Okay, heist or no heist that does sound interesting.) He had to admit.

"For instance here we have the now decommissioned tommy gun of the infamous criminal kingpin, and arguably one of the first masks, the Cheshire Killjoy."

His eyes snapped to the stage where a mannequin was dressed in a old suit and fedora while holding a tommy gun in its hands, but what stood out the most was the half skull mask sitting above a grin that was just a little too wide to be sane, and a little too vicious to be kind as a hauntingly familiar laugh filled the air.

The world snapped into focus and he was once more staring at an old mannequin rather than… whatever he'd just seen.

"Okay… that was… weird…" He admitted, wiping at his nosebleed. "Even for me…"

(...)

-Basic information on the Museum job raised.
--Money: Very Low-Med
--Madness: Med-High
--Threat: Low-Med
--Target of Interest: The Voodoo War Barons Exhibit
 
Act 34: Madness, Family, And Ink Removal
Act 34: Madness, Family, And Ink Removal

--- Joshua ---

Shaking his head, he backed away from the mannequin and the gun he definitely wanted to take a second look at.

He wasn't sure what was going on there but whatever it was had pretty much locked the museum in as his choice of target for the time being. (Meaning I need to focus on looking around this place for an escape route.)

With that goal in mind he turned away from the Cheshire Killjoy's exhibit and moved to follow the rest of the tour group that had begun to leave him behind.

"Over here we'll be passing through a recreation of the famous Last Call bar, the speakeasy base of the Barons made using old photos of the group." The tour guide told them, gesturing to a bar with a number of bottles behind it on their left and a stage on their right, each with a set of stairs going up next to the bar and down by the stage.

What really caught his attention though was the fact that if you ignored the arrangement he could've sworn the bar and stage were more clean versions of the ones in the cabaret. Something that gave him a headache as he mentally compared the two.

(I prefer the Cabaret's layout… It's better if they see the stage the moment they walk in. That's what people are there for… Here the bar was the main attraction, but the stage… They could never take away the power of the stage… So they split it, covered the back wall in pictures of the old gang since the crew… After all, the crew was the most important part of The Baron's Last Call…)

He blinked, before once more wiping the blood from under his nose as they walked through where the wall covered in pictures would've been. (But how did I know the wall would be covered in… Of course it would, heh, every bar covers its empty walls in pictures.)

(...)


He wasn't reassured by that thought in the slightest.

"Now while the Cheshire Killjoy was the leader and founder of the Barons that doesn't change the fact that as one of the first Mask gangs they had a number of infamous individuals in their midst." The tour guide continued, taking them down a hall lined with a number of figures dressed in old timey suits and dresses, all looking like they'd stepped out of an old gangster film.

"Over here we have the famous Deadmen duet Papa Sammy D. Bones and Mama Bridget." His vision turned black and white for a moment as for just a second he swore he saw a skeleton with a single glowing green eye dancing with a beautiful redheaded woman with a pale blue tint to her skin as the sound of old swing filled the air before realizing it was just two mannequins one a skeleton with two eyes and the other a more healthily colored woman with red hair.

He swallowed realizing the weirdness wasn't over just yet.

"Here we have the enforcer and wheel man James Griffith, formerly a member of the rival gang-" A muscular man, with an exasperated but fond smile as he stuck with the boss, still playing bodyguard even if it meant being kicked out of the family.

(Don't stop yet…)


"Former champion boxer Thomas Donovan-" An old man with gray hair but a still solid build as he taught the youngsters how to throw a punch and shoot a gun, his kid cheering in the background.

His feet moved on their own as he put a hand to his face, trying to stop his bleeding nose.

"The second generation witchdoctor Cassandra Jackson-" A dark skinned woman with tattooed skin, keeping their insanity grounded despite seeking bloody vengeance as she hexed entire families in black magic.

(Almost there… Just a little further…)


"And of course we can't forget about the stars of the stage-"

Static filled his ears as he stared at the next exhibit, or rather where the next exhibit should've been.

Standing in front of him was a massive void of black, whatever the exhibit was supposed to show having been covered in scribbled lines of inky black that floated in the air despite a lack of canvas, as if they'd been painted onto reality itself.

"Oh, god!" Someone screamed as the static began to fill his thoughts and the world around him began to spin, before he felt himself start to topple over.

As he fell the floating ink seemed to spread across his vision, completely consuming it as he lost consciousness save for the distant sound of swing and warm laughter that left him longing for what he couldn't have. What he'd never had.

-Joshua has taken heavy damage due to Madness bleed with ????.
-Gained Memory Reel: The Barons (I).
-Attempts to remain in Museum canceled for this Turn.
--- Alt Scene Triggered ---

When he came to, he found himself lying on a couch of some kind.

"Josh!" A voice cried as a blurry figure came into his vision.

"Chris?" He frowned before grimacing as he felt a spike of pain through his head as he moved to sit up. "Wha… what happened?"

His brother grimaced this time before shaking his head. "They said you passed out with a nosebleed. They called an ambulance to come and get you."

"Then… then why aren't we in the hospital?" He asked, looking around what appeared to be a study of some kind.

"Since you looked pretty young they checked your phone for emergency contacts and called me." Chris explained.

"Okay… that explains why you're here but… not why I'm here?" He blinked, feeling something in his head twitch, almost like he was feeling an air current blowing from somewhere nearby. (What is that?) (Killjoy's Gun.) (We're still at the museum…)

"I, uh, I got here before the ambulance." Chris admitted, looking a little uncomfortable with that admission.

"How?" He wondered before realizing, "Oh."

While it rarely came up in practice, neither of them had forgotten that Chris had powers. And when he'd gotten the call about Joshua being hurt, (he must've used them to get here as fast as he could…)

"Yeah…" Chris nodded, not looking happy with the fact he'd used his powers in what was probably a very public manner to get to the museum so quickly, before shaking his head again. "But that doesn't matter. All that matters is whether or not you're okay."

He considered himself for a moment before admitting that, "I've got a headache but not much other than that."

"Should've figured…" Chris mumbled, sounding frustrated as he ran his hand down his face before leaning forward. "Josh I'm going to need you to do me a weird favor."

"O-kay?" He asked more than answered.

"I need you to stay away from this museum." Chris told him.

"Why?" He frowned, pretty sure that he already knew why but wanting his brother to confirm it.

"There's uh… the museum has this cursed object here, and it seems to be interested in you." Chris answered after a moment.

"I thought museums checked to avoid that kind of thing or keep them contained?" He pointed out, already having a few ideas of why the Killjoy's Madness would be interested in him.

"They do but…" Chris pinched the bridge of his nose. "Look Josh, this thing is dangerous and I can't exactly prove it's dangerous without outing myself as a Deviant again. I just, I need you to promise me that you'll stay away from this museum until I… somehow deal with this thing… if I can deal with it…"

Some part of him wanted to argue that (I can't stay away!) but the larger part of him could tell that whatever was going on here was messing with his brother's head. Something he hadn't seen to this extent since…

"Alright… If you don't want me coming here I won't." He (promised)/(lied.)

-Grown a bit closer to Chris.
---

It took him a few days after that mess to get Chris to let him out of the house again, and while he still wasn't quite at a hundred percent his healing factor seemed to have taken care of the worst of the damage brought on by (whatever the fuck happened at the museum.)

Still rather than jumping head first into everything, he decided it'd be best to run a few relatively simple experiments with his Ink. (Experiments I really should've done a lot sooner.)

First was the more easily tracked value of how many tags he could leave active at one time. Which came out to a relatively small four, as demonstrated by the handprints all over the wall.

"Well that's disappointing…" He could've sworn he'd left more tags in a day before, but thinking back he couldn't remember if they all remained active during that time.

Deciding to test that point he started to walk away from his tags, and found to his satisfaction that he could travel much further from them than his early attempts would allow. Though once he crossed a certain threshold he found his connection to the tags had greatly diminished.

Curious about something, he took a few steps back and felt his connections to the tags reestablish themselves. "Good to know."

Walking back out of range, he placed his hand on a nearby wall and found that he could make another tag once the connection to the rest had diminished.

With the confirmation that his tags weren't limited by a number per minute factor, he turned back to his older tags and started walking forward, "Now let's see if I can use this to work in extra- Nope. Only four at a time." He frowned, feeling only three of the four tags he'd placed some distance away.

He tapped his foot as he considered the matter before shaking his head. "If it's anything like distance I should be able to increase my tag limit as I go. Though I guess a Malice vial will confirm or deny that. But first…"

After his encounter with the Burning Man and the discovery that his Ink was explosively flammable, he figured it'd be a good idea to figure out any other weaknesses his Ink may possess. Or at least the ones he could test with a quick detour to a store on his way to his current training site.

Which is why he pulled out a few bottles of water, white-out, ink remover, bleach, and baking soda from his backpack.

"Right, so first thing's first water." He poured some of the water on his nearby tag and noted that while there were a few small trails of ink running from the tag, it was in no way equal to the amount of water he was pouring.

With the confirmation that water wouldn't just wash away one of his tags he started pooling a bit of Ink into the palm of his hand before adding water to the mix and discovering that his Ink mixed in pretty quickly with the water. A quick application of this Inky water to the wall also told him that he could not use it to form a tag, though he was able to place one by producing more ink on the wet wall..

"Okay, so water doesn't stop my ink powers but it does mess with my ink… so probably won't affect my Hole In The Wall either but… might affect my Ink Blot and Equip Ink." He told himself, running a hand through his hair as he tried to figure out if he could reasonably test his moving Ink or the Ink construct without more water than a few bottles could supply. "I'll just test that when it's raining or something."

While he hadn't been caught in it, there'd been some parts of the city damp with an on and off rain the day after Halloween, (meaning I shouldn't have to wait too long on that one for an answer.)

Shaking his head, he forced himself back onto topic as he opened the bottle of white out next and used it to draw over his tag. An effect that he could feel on his connection to the tag as each stroke over the ink shook his connection until it finally snapped when he'd covered about three fourths of the tag.

"Okay, so white out can kill my connection to a tag… though that might just be the fact that I painted over the ink rather than anything involving the white out itself." He admitted, before applying a bit of the white out to his palm and quickly overwhelming it with his Ink. "Yeah, less the white out itself and more the painting over my tags."

Pulling out the ink remover he made a new tag before applying the remover and feeling a similar shakiness to the connection as he did when painting over his tag. Only this time he felt his connection snap after only two swipes with the remover.

"Alright, ink remover can mess up my tags and probably my Hole In The Wall too." He nodded before moving to apply the remover to some loose ink in his hand. "Wait."

He checked the bottle as something occurred to him and found a little warning label telling him not to apply to get the mildly acidic substance on his eyes or skin. Which, now that he thought about it, his hands were starting to itch and burn a little. Not painfully so, but definitely enough to make him wary of dumping the stuff on his hand.

"Right… so just like bleach I am not going to dump this on my hand." He told himself, his self-preservation kicking in for once as he set the bottle back down.

For the final step for this round of testing he made another tag before pouring a bit of bleach over it. Something that while making the Ink run significantly more than water, was not enough to outright kill his connection to the ink.

Pulling out a pack of rags from his backpack he tore one out before scrubbing at the tag a bit, something that did significantly more damage to his tag than simply dumping bleach on it.

"Okay, so if that's how that worked then you'd probably have to actively scrub the ink off to remove it, but at the very least this means nothing should just passively wash it off without a bit of effort." He nodded in satisfaction at his base results before reaching into his backpack once more.

"Now it's just time to see if I can grow out of these issues." He said, twirling a vial of red malice between his fingers.

-Gained (1+D6/2=3) XP to both Ink Tags and Ink Production.
--Currently: Ink Tags Lv. 4 (7/10) and Ink Production Lv. 5 (10/12).
 
Thank You:
-Rush99999
-Kcx1
-MosQuito
If you want to support this series or the setting in general, check out the patreon page.

  • Name: Joshua Durand
    Deviancy: Mal-Corrupted Wonderlander
    -Wonderland: The Cartoon Cabaret

    Physical Health: Fair
    Mental Health: Very Good

    Ink Well: 20/20 (+5 Per Turn)

    Focus: 5/5
    Stamina: 8/8

      • Next Job For The Doc: Scout Big Heist Locations and choose one by Act 36 at the latest.
      • Cartoon Cabaret: The Grand Re-Opening
        -Get the Cartoon Cabaret to a point where it can open once more.
        --Fix The Main Facilities
        ---Restore The Stage (Done)
        ---Restore The Dining Hall (Done)
        ---Restore The Projector (Done)
        ---Restore The Dressing Room (Done)
        ---Restore The Foyer
        --Fix Additional Facilities (Optional)
        ---Restore The Basement
        ---Restore The Kitchen (Done)
    • None
    • Skill Ranks and Levels:
      F(1-3)- Novice
      E(4-6)- Beginner
      D(7-9)- Intermediate
      C(10-12)- Professional
      B(13-15)- Expert
      A(16-18)- Master
      S(19-21)- Grand Master

      Note:
      -It takes the next level x2 to level up a skill.
      -At each rank past Novice you'll earn a perk or bonus related to this skill.
      -Skills are ranked by this worlds standards, not reality's.
      -While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
      Brawling- Lv. 5 (1/12)
      -Grants a +(Skill Lv.) to all melee unarmed combat checks.
      Drawn To Life Lv. 1 (0/4)
      --Grant a bonus to all Art skill checks and increase the power of any Wonderland Construct Joshua creates by a small amount each Rank.

      Driving- Lv. 3 (3/8)
      -Ability to drive without hitting something. (Unless you're trying to then it's the opposite.)

      Flirt Lv. 2 (1/6)
      -As a Quick Action, use Charm to try and distract an opponent, decreasing their stats for the turn.

      Mobility- Lv. 4 (1/10)
      -Grants a +(Skill Level) to all movement and mobility checks.

      Scare Tactics- Lv. 2 (1/6)
      -Determines the user's ability to inflict Fear based debuffs through either their immediate actions or preset environment.

      Slyness- Lv. 3 (2/8)
      -Grants +(Skill Level) to all checks involving keeping something hidden or determining when someone else is hiding something.

      Street Smarts- Lv. 4 (1/10)
      -Increase Tact, Guile, and Perception when in an Urban context.

      Taunt- Lv. 2 (2/6)
      -Draw a target's attention, with a chance of inflicting enraged. (Enraged increases Physical stats, but decreases Reflexive and Mental stats.)

      Thievery- Lv. 3 (6/8)
      -As swift to pick a lock as I am to pick your pocket.
    • Mental Conditioning (II)- Slightly increases max Focus and Mental Health each tier.

      Physical Conditioning (II)- Slightly increases max Stamina and Physical Health each tier.
    • Note: These are just the powers Josh knows about, and the same rules apply as with skills.
      ---
      Ink
      Ink Production- Lv. 5 (10/12)
      -Produces (Power Level) units of Ink each turn for Ink Well.
      -Deeper Well (II)-Mildly increases max well capacity for each level.

      Ink Blot- Lv. 2 (5/6)
      -Throw a blot of Ink at a target, within [Perception] * 2 meters that deals (X) damage to the target, may be upgraded to inflict status ailments. (X is equal to power level.) (Cost 1 Ink per Use.)

      Ink Doodles- Lv. 2 (2/6)
      -Place an Ink Doodle on a surface that can move along the surface and interact with anything touching the surface.
      -Movement range is ((Power Level) / 2)M.
      -Jump Scare (Costs 1 Ink)- Doodle performs a Jump Scare on an unaware target, inflicting [Intimidated] on them.

      Equip Ink- Lv. 5 (1/10)
      -Create a weapon of Ink that's duration is a number of attacks equal to power level * 2. (Costs 1 Ink per Equip, or weapon change.)
      -Efficient Ink Weapons (I): Increases weapon duration each rank.
      --Ink Whip- Create a whip of ink increasing the range of unmodified melee attacks and allowing multiple enemies to be hit for half damage.
      ---Ink Pull- While using Ink Whip pull one enemy within Ink Whip range into actual melee range. (Costs 1 Ink per Use.)
      --Ink Blade- Condense Equip Ink into a blade, to deal full melee damage + Power Level to a single target.

      Ink Flow- Lv. 2 (2/6) (Costs 1 Ink) Flow like the ink of reality to quickly traverse short distances or small spaces as a Quick Action.
      --Max Distance = (Ink Flow Lv. + Ink Production Lv.) * meters = 6 Meters.

      Ink Tags- Lv. 4 (7/10)
      -Cost 1 Ink to Tag. Grants +Power Level to all Hit, Dodge, and Detection checks involving tagged targets.
      -Current distance limit: ((2^Power Level)*2=) 32 Meters.
      -Creeping Ink (I): Tags can move ((I) * Power Level) inches from their placement point.
      -Improved Tag Distance (I): Multiplies Max tag distance by (Rank (I) = 2).

      Hole In The Wall Lv. 2 (0/6)
      -(Costs 1 Ink) Create a Hole that Joshua can pass through in any material. Depth and duration are based on skill level at a rate of 1 Inch/Min per Level. (Note: Lower Depth results in longer duration with a minimum Time of 1 Min.)

      Madness
      Madness Field Lv. 4 (1/10)
      -Causes a random series of events that result in an action in exchange for ???.
      -If there is too little to work with power may inflict harm to self.
      -Domino Effect (I): Madness Field can now be chained to (I) additional target, at half of the initial effect's power.

      Toonification- Lv. 5 (2/12)
      -Toonify objects or creatures for various effects. (Ink Cost and Toonification duration vary depending on target.)
      -Standard Objects gain a Toon Duration equal to power level. (Each use of an item uses 1 duration unit.)
      -That's Not All Folks (I)- Increases Duration modifier to Power Level x 2.

      Toon Hands- Lv. 2 (4/6)
      -(Costs 1 Focus or Stamina) Add power level to the damage of any unarmed attack, power, or ability. (Note: Power or Ability must deal damage in the first place.)

      Toon Time Lv. 2 (0/6)
      -(Costs 1 Focus) Through a mix of Focus and Madness dilate your perception of reality for a short time. (Add Toon Time's Lv. to any skill or power check using a Reflex stat. (Dexterity, Agility, and Perception.))

      General
      Healing Factor- Lv. 4 (3/10)
      -Increases Stamina by Power Level.
      -Increases Max PHP by an amount each level.
      -Increased Recovery Speed (I): Slightly increases recovery speed each turn per level.

      Toon Enhanced Strength- Lv. 2 (5/6)
      -Adds +1 per Power Level to all Strength Checks.

      Enhanced Acrobatics- Lv. 2 (2/6)
      -Grants a +(Power Level) to all Agility checks while performing an acrobatic feat.

      Dangerous Detection Lv. 2 (0/6)
      -Allows the early detection of threats in the immediate vicinity, the higher an enemy's threat level the lower the skill check for this ability to trigger. (Grants bonus to detecting Ambush or determining enemy threat level.)
    • Note: These are powers unlocked through the Wonderland and can only be upgraded by the wonderland.
      ---
      • Bar
        -Spirit Raising Spirits
        --Consume 1 Unit of Madness to Restore 1 Full Health State.

        Stage
        -Stage Presence
        --As long as there is an [Audience] gain a small bonus to all Social stats.

        Dining Hall
        -Increased guest satisfaction and retention once the Cabaret is Open.

        Dressing Room
        -Dressed to Impress
        --Josh can now switch between his normal clothes and his cabaret outfit.
        Kitchen
        -Cooking With Madness
        --Can turn Madness into Meals for various bonuses.
        --Meals can be eaten by visitors to the cabaret.

        Projector
        -Cabaret Audience
        --Avery is now more aware of Joshua's adventures.
        --Passively Increases Madness gains once the Cabaret is Open.
      • Cartoon Cabaret Clothing: Formal wear featuring a white dress shirt with black vest, slacks, and dress shoes.
        -Unique Ability: Stage Persona- Grants all costumes (regardless of if this item is equipped) a passive perception filter separating 'Joshua Durand' from '?????' when seen.

        Gifted Ravenous Tailcoat
        -Unique Ability: Ravenous (Madness)- This item can and will attempt to eat all Madness belonging to others, granting a +1 to all checks resisting/defending against (Madness) effects. If the check is successful, grant a random stat boost to this item for free. (Note: This boost cannot upgrade Ravenous.))
        -+2 to Defense
        -+2 Max HP
        -+2 to Stealth checks
        -+1 to Reflex checks

        Classic Toon Gloves
        -Unique Ability: Second Skin- While worn anything this item touches counts as skin contact for the purpose of the wearer's skill, abilities, and powers, even if it doesn't for others.

        Stunning Fedora
        -Unique Ability: Stunning Pose- (Costs 1 Madness of any kind.) Strike a pose and stun all units in range.
    • Buddy the Baseball Bat
      -Size: Standard
      -Increases Blunt damage while equipped.
      -Toonification: Can double duration cost of an action to increase swing damage, range, and knockback based on Toonification power level.

      Toon Pens
      -Size: Small
      -Turns all [Drawing] Powers and Skills into Quick Actions in exchange for doubling their Ink Cost. (Or raising it to 1 in the case of skills.)

      Toon Bandit's Bag
      -Size: Standard
      -Can fit a number of objects in the bag equal to current Toonification Level.
      -Bag will remained Toonified for a number of minutes roughly equal to Toon Duration.
    • Waiter's Reflexes
      -Gain a small bonus to Dexterity and Agility when moving through crowded spaces.

      Give Me Victory or Death
      -Once you set your mind to something, the risk of death is merely an encouragement for victory rather than a fear of defeat.
      -Gain a slight bonus to Willpower that increases as Health State decreases. (I.E. Very Good = +1, Very Poor = +5.)
    • Note: These are what Joshua thinks people think about him.
      ---
      The Cartoon Cabaret
      Avery Jones: The manager of the Cabaret, and a nervous man who just wants to see it restored to its former glory.
      -Sees Josh as his way of saving the Cabaret.

      Home
      Christian Durand: Joshua's elder brother, owner of the Saint's Crossing, and retired hero of Santa Rosa.
      -Loves Josh but is a bit overprotective.
      -Wants him to go out and be more sociable.

      Madeline Thomas: One of Christian's high school friends who now works at the Saint's Crossing.
      -Tries to be a big sister to Josh regardless of if he wants it or not.

      School
      Annette Manning: A rough girl Josh goes to school with.
      -Their friendship is more due to mutual bullying than anything else.
      -He tends to get on her nerves if he spends too much time with her.
      -Her bullies are significantly worse than Josh's.

      ???
      The Malice Doctor
      -Offered Joshua what he's always wanted.
      -Doesn't actually care about Joshua beyond his experiment.

      Zylah, The Shadow Dancer
      -An agent for whatever organization the Malice Doctor works for.
      -Has a series of grudges after their first meeting.
      -Is willing to be a regular training partner with Joshua.

      The Gamer's Guild
      The GM
      -Joshua's fellow Wonderlander. (Which means something.)

      TPK
      -The GM's elder sister
      -A blood knight who loves to fight and flirt.

      Affiliation Unknown
      Cameron
      -An odd Psyhic Joshua met at a party, and proceeded to save from the Burning Man.


Josh: 4 AP

Money: $152
Red Malice Vials: 2
Blue Malice Vials: 0

  • []-Chris and Maddie are talking about the incident.

    -Annette is avoiding us again.

    -Avery is ready and happy to help.

    []-Ask the GM something.
    -[]-Write-In or vote null.
  • Resources
    (Note: 3 Malicious Madness will be passively converted into 1 unit of a different Madness if needed.)
    -Malicious Madness: 6
    -Deceptive Madness: 1
    -Melancholic Madness: 1
    -Raging Madness: 1
    -Laughing Madness: 1
    -Terrifying Madness: 3

    []-Consume Malice Vial for Resources. (Can be chosen multiple times a turn.)
    -(Note: This action costs no AP, but does count towards Vial usage for the turn.)

    []-Upgrade the Bar.
    -[]-Better Spirit Bottles: Increases the number of Health states Healed when spending Madness on Spirit Raising Spirits. (Requires: 2 Joyful Madness)
    -[]-More Stock: Unlocks another drink for the bar, and another power-up for Josh. (Requires: 3 Units of Madness or 1 Specific Madness)

    []-Upgrade the Stage
    -[]-Floor polish: Increases ??? and ??? by a small amount while there is an [Actor] or [Audience] in play. (Requires: 2 Excited Madness)
    -[]-Spotlights: Spend 1 Madness: [Audience] has to perform a Willpower check against Charm stat to look away from [Star] of the show. (Requires: 2 Stunning Madness)
    -[]-Stage Background: Effect Unknown (Requires: 2 ??? and restored Basement Storage)
    -[]-Stage Screen: Effect Unknown (Requires: 2 ??? and restored Projector)

    []-Upgrade the Dining Hall
    -[]-Non-Busted Chairs (Costs 1 (Any) Madness) Improves Guest comfort and retention.
    -[]-Get more Tables (Costs 1 (Any) Madness) Increases Max Guest Capacity.

    []-Upgrade the Dressing Room
    -[]-Unlock a new Outfit or Costume. (Requires: 3 Units of Madness or 1 Specific Madness)
    -[]-Improve Cabaret Clothes.
    --[]-This dapper look needs a hat. (Requires: 2 Units of Madness)
    --[]-We need a (Long Coat or Suit Jacket) if we're going outside. (Requires: 2 Units of Madness)
    --[]-As slick as these Shoes are we need something to keep them clean. (Requires: 2 Units of Madness)

    []-Upgrade the Projector
    -[]-Recording Film Reels. (Requires: 3 ??? Madness)
    []-Upgrade the Kitchen
    -[]-Make a meal out of (Write-In a form of Madness)

    []-Restore Basement Storage (Requires: 12 Units of Madness)

    []-Restore Foyer (Requires: 1 Excited Madness and 1 ??? Madness)

    []-Funnel a unit of Madness into Doodle.
    -[]-Pick a specific type of Madness.
  • -When consumed Malice Vials cause a temporary boost to all of Josh's powers and stats.

    -Malice Vials can be used as a sub-option on powers to increase the amount of success had when training that power.
    --Each vial increases experience gain for a power by 1D6, or increases progress towards a new power by 1 Per vial.

    -You can use multiple vials on the same action without penalty, but no more than 3 vials per turn in total.
    ---
    []-Experiment with a power.
    -[]-Pick a Power.
    -[]-(Bonus) Pick an experiment.

    []-Train a skill.
    -[]-Pick a skill.

    []-Train with Zylah. (Costs: $200)
    -[]-Pick skill or power to train. (Note: Reveals power to Zylah if she doesn't know already.)

    []-We don't really know anything about this Ink... (Can be chosen multiple times.)
    -[]-Write in an experiment idea. (If you don't write one in I'll randomly pick from my own list.)

    []-Develop A Perk
    -[]-Pick A Perk (Note: Requires multiple Training Actions for a single Perk, with total based on Perk Tier/Rank.)
  • []-Library
    -[]-Write in a subject to read or investigate. (Please Note: Not actually guaranteed to take place in school.)
    • []-Well the doctor did say we could pull our own jobs... (4 AP)
      -[]-Pick a target: Mall Jewelry store, 'Rough' Pawn Shop
      (Note: Pulling heists will apply to turn counter.)
      []-Scout locations for next job for the Malice Doc.
      -[]-Choose 1: Bank, Museum, or Hospital

      []-Buy Malice Vials ($100)
      -[]-Write in number and color. (Red = Phys, Blue = Magic, Green = Misc., Black = Mental (Locked))
    • (Note: Values and threats are based on current abilities and their accuracy is based on Josh's observational skills.)
      Known Targets:
      Mall Jewelry Store
      -Description: A jewelry store located inside the mall that the Heroes' Guild's Junior Heroes hold a lot of PR events at.
      -Money Value: High
      -Security: Police, Junior Heroes (Day), Serious Heroes (Night)
      --Junior Heroes are guaranteed during the day, and there's a chance of double heroes on the weekends.

      'Rough' Pawn Shop
      -Description: A small pawnshop owned by an M.A.D.
      -Money Value: Low-Medium
      -Security: Whatever an M.A.D. can come up with.
      Downtown Bank
      -Description: A bank downtown and near a hotel.
      -Money: High-Very High
      -Madness: Very Low-Low
      -Threat: Med-High
      -Current Bank Heat: Low
      -Point of Interest: Hotel Nearby
      Museum
      -Description: A museum featuring an exhibit on the Voodoo Wars.
      -Money: Very Low-Med
      -Madness: Med-High
      -Threat: Low-Med
      -Target of Interest: The Voodoo War Barons Exhibit
    • []-Investigate a specific heist target.
      -[]-Jewelry Store, Pawn Shop, Museum, Bank, or Hospital.
      []-Write In (Must be relevant to heists.)
  • []-Pull a shift at the Saint's Crossing.

    []-Look into this 'Tru Grit's Fight Pit'. (2 AP)

    []-Okay, maybe we should look into that thing with the Barons.
    -[]-Look them up online.
    []-Maybe we should investigate that flow with the Killjoy's gun?


We have 1 perk to spend on the perk menu.
---

Now for the contest winners: (Or rather spacebattles' winners given how we had no sufficent velocity entrees.)

Let's face it we knew this was going to happen, in first place worth 3 points we have the Bendy And The Ink Machine ReaperofInterest:

View: https://m.youtube.com/watch?v=mre9Vbt9or8
For Joshua.

In second place, for 2 points we have:

As a song for the various puppeteers in Joshua's life.

In third there's a tie between two of Kalibruis 's song's for 1 point

View: https://youtu.be/jpUpX--8ucI
for the darkside of Joshua's powers and


View: https://youtu.be/R7ruixMDol4
as a general song for the cabaret swing and the remnants attached to it.

You guys can/have been spending these points the same way you would any other omake points.
 
[X]-Chris and Maddie are talking about the incident.

[X]-Ask the GM something.
-[X]-Tell her about the incident and ask if anything like that has happened to her.

[X]-Okay, maybe we should look into that thing with the Barons.
-[X]-Look them up online.

[X]-Maybe we should investigate that flow with the Killjoy's gun?
 
[X]-Chris and Maddie are talking about the incident.

[X]-Ask the GM something.
-[X]-Tell her about the incident and ask if anything like that has happened to her.

[X]-Okay, maybe we should look into that thing with the Barons.
-[X]-Look them up online.

[X]-Maybe we should investigate that flow with the Killjoy's gun?
 
Huh, didn't notice this was transferred over here.

[X] Plan Fight Club Flow
-[X]-Chris and Maddie are talking about the incident.
-[X]-Experiment with a power.
--[X] Ink Flow
---[X] How exactly are we moving? Are we teleporting? Moving in a straight line?
---[X] Use a Malice Vial
-[X]-Look into this 'Tru Grit's Fight Pit'. (2 AP)

So this is my plan, and I'm posting it over here for people to see.

The idea is that since we're planning on targeting the museum to grab that tommy gun, we need to know what our brother and Maddie are talking about, since they're likely discussing that. Ink Flow is our primary transportation power, and we don't know enough about how it works, so we're doing some basic experimentation to make sure we don't run into a wall while trying to escape. Finally, since the Malice Doctor will take the gun from us if we can't hide it form.him, we're going to the Fight Pit to both gain some more combat experience, and to gather up some Madness to speed up unlocking the Basement, which in turn unlocks a storage power.
 
Act 35: Past Secrets, Flowing Ink, and Fight Clubs
-Chis and Maddie are talking about something.

-Train Ink Flow, use Malice vial: How is Ink Flow working?

-Investigate the fight club (2 AP)
---
Act 35: Past Secrets, Flowing Ink, and Fight Clubs


--- Joshua ---

After waking up and going through his morning routine, he started making his way downstairs intent on making the most of his weekend by checking out the fight club that had been suggested to him by the girl he'd saved from the Burning Man.

Only just as he started to open the door to the Saint's Crossing he heard Maddie on the other side asking, "And you're sure it's Madness related?"

"Look I know you weren't there but… I could feel this thing from like a mile away." Chris answered, sounding exhausted. "At first I didn't notice it until I was actually in the building but that gun it… the guy who owned it called himself the Cheshire Killjoy."

"Oh, fuck." Maddie cursed, that seemingly being more than some Mask alias to both her and Chris. "Those idiots have no idea what they're sitting on do they?"

"Probably not, otherwise they'd slag the thing down." Chris agreed.

He found himself unconsciously gritting his teeth at the idea that (they'd destroy something that belonged to him!)

"Would that even work?" Maddie asked unsurely. "I mean, if it was owned by a… Jack, and was close enough to actually belong to him that thing has got to be absolutely dripping in Madness."

"It is." Chris admitted. "But at the same time if the Madness is anchored to the gun, and you make it unrecognizable as a gun…"

"You'd cut the anchor." Maddie followed, still not sounding convinced. "It's just… you remember the last time we dealt with a Madness Artifact? If this thing feels threatened… Well, I can do without a reminder that reality is… malleable."

Chris sounded amused as he said, "You do remember how my Rule of Cool works, right?"

"There's a difference between running on a wall or bouncing off a car and the world around you becoming twice as big as all the shadows start whispering and crawling." Maddie pointed out, her voice slightly haunted. "Whatsmore I'd rather not find out what a second hit of Madness like that would do to my head after the first one put me in psych for a month."

"Ah…" Chris audibly grimaced. "Yeah, with your psionic scarring it's probably not a good idea for you to go to the museum either. Otherwise that thing might take an interest in you."

Maddie let out a bitter laugh. "Ha, yeah… Well at least I know my schizophrenia is actually real half of the time…"

"Yeah…"

He moved to step away from the door and take one of the fire exits so they wouldn't know he'd overheard things that… while tangentially aware of, he hadn't quite known any details of. (Details I really need to think about…)

"Speaking of, what do you think set Josh off? I mean he's not a Madness user."

His feet froze.

"Best guess? While he's not a Madness user, he's probably sensitive to it like you were." Chris answered. "If we think about it from a science angle he's probably a carrier for the family Madness gene."

Maddie's laugh was more amused but no less bitter this time. "We both know Madness doesn't care about science or genetics. It cares more about what's interesting than anything else."

"I know, I'm just really hoping it isn't taking an interest in him." Chris sighed. "There's a reason we avoided tapping that glass despite my powers coming from it."

"Because we were smart enough to get out before it drove us insane?" Maddie offered.

"Yeah… that…"

"You think he'll be smart enough to keep away? I mean, Madness is the source of your powers and…" Maddie trailed off.

"And Josh has wanted my powers since he was ten." Chris finished for her. "I know, that's why I didn't tell him this thing was Madness based just that it's cursed and interested in him."

"You don't think he'll figure it out?" Maddie asked. "He's a smart kid and if he puts together that you're doing something when other people aren't he's bound to see the difference between you and them."

"I know but I can't really do anything else about the gun without… opening doors better left closed." Chris admitted in a defeated tone. "As long as he stays away from that museum then… we'll be fine and we can pretend this never happened."

"And if that isn't enough?"

"I protect my little brother, even if that means picking a fight with a god and the guild."

-Joshua has learned details on several things.

---

He flowed across the rooftops trying to keep his head clear of everything brimming within it, his feet occasionally stumbling as he came out of the black off balance.

"Fuck… I can't fight like this…" He groaned, leaning against a billboard as he stared at his hands. "I need to… I need to clear my head… but how? My powers maybe? Yeah, a bit of experimentation." He nodded, trying to think up a power to mess about with.

(Whatever I choose, it can't be something I can hurt myself doing… don't want to risk straining my healing factor before I get into a fight… Also can't be anything that'll burn through my Ink or draw too much attention to test it properly…)

He found himself stretching his legs out, both of them feeling tight despite the fact that he'd used his Ink Flow to cover the parts the leaps and bounds that would've been harder on his body to pull off. (Who'd've thought that teleporting would be hard on the legs… If I'm teleporting…)

"Guess that's as good a place as any to start…" He frowned to himself as it occurred to him that he didn't actually know much about his Ink Flow outside of the fact that it moved him from point A to point B and he needed Ink to make it work. "Right… just a few tests to get my thoughts moving… No, wait… Ink Flow uses ink and I can't… I need to stay topped off if I want to fight today…"

He ran a hand down his face before remembering something and removing a vial of Red Malice from his pocket. "Alright… not the best for Ink but it'll have to do."

Downing the vial quickly he shivered as the taste of copper and strawberries filled his mouth and he began to hear the sweet sweet symphony of swing in his head.

"Right, now how best to test this out?" He wondered, looking down from his perch for a suitable testing ground, the normally lethal height doing next to nothing to frighten him. "Ooh, there's something!"

He tilted his head to the side before hopping off the billboard and after a few moments latching onto his power and feeling the Ink drag him down as the world around him faded to black. When the inky black finally receded he softly landed on the ground at a speed significantly less than he'd been falling just a few moments prior.

"First test, complete. Ink Flow kills any external momentum upon use." Which was good to know if he ever decided he had to jump off a skyscraper and wanted to avoid going splat. (Which I probably would being made of ink and all.)

"Now then second test."
He told himself turning to a nearby fence, half of it boarded over and the other half only with chain link standing after a few of the boards had fallen onto the alley floor. "Can I teleport somewhere in range if I can't see it myself?"

To make sure he had a solid idea of what was on the other side of the fence he peeked through the chainlink before stepping back and imagining the other side of the fence as he stared down the wooden boards.

After a moment he latched onto his power, the world fading to black before abruptly returning to color as he slammed into the wooden boards with a wet smack.

He slowly peeled himself off of the fence, finding that he was sticking to it hard enough to actually stay a few inches off the ground. Whether this was due to toon physics or the fact that the wooden fence was now covered in black ink he wasn't sure, nor was he really in a hurry to test out.

"Right, okay… cannot pass through solids." He accepted, shaking his head out before turning his attention towards the actual chainlink. "What about a hole-y solid?"

Once more he latched onto his flowing power and let the world turn to black, half expecting to slam into the fence only to appear on the other side of the chainlink with little issue.

"Alright, cool… can't teleport through walls but can flow through holes…" He tilted his head as something occurred to him. "Meaning this probably isn't teleportation so much as a dashing? But how can I check… Oh, right phone."

He reached into his pocket for his phone before turning the camera on -Being sure to wink at his toon self in it, and pleasantly surprised to watch a little star pop out of his eye.- before setting the phone against the alley wall and moving around until he had enough space to flow while still being within frame.

With this accomplished he used his Ink Flow to move to the other side of the camera -which he could instinctively tell the location of (neat)- before flowing to a few other points within frame and picking the camera up once he had a suitable sample size.

Upon playing the recording back he found that he wasn't simply disappearing and reappearing as he'd initially thought, but instead was turning into a flowing mass of ink vaguely in the shape of a person before congealing back into himself. "So not a teleport but more of an Ink Dash kind of thing… Though I'm still wondering how the ink is floating rather than dropping to the ground… Eh, not important. Though if I'm turning into ink I wonder if…"

His eyes drifted to a nearby rain pipe, one that led to the roof of the building.

"This is either going to be really awesome or really painful halfway through…"

Inhaling deeply he rushed forward, grabbing onto his power and aiming the flow into the pipe. The world faded to black and when color returned he exploded -quite literally- out of the pipe and into the open air, where he scrambled to latch onto the building rather than falling to the ground several storeys below.

"Okay, so I can do that…" He nodded to himself as he clung to the building's edge. "But just to be safe I should probably work on my range a bit before trying that again."

-Gained (1+D6=4) XP to Ink Flow
--*Power Level Up* Ink Flow Lv. 3 (0/8)

A/N: Note Contest winner's XP will not be applied until after the chosen event, but XP has been locked in.

---

By the time his vial of Malice had worn off and the swing in his head had faded to little more than a memory, it was a fair bit past noon and he decided that if he wanted to see whatever this fight pit had to offer he needed to move it.

After a bit of searching and cutting through the still half totaled trainyard, he found his way in the city's warehouse district where after a bit of searching he found the address that Cameron had given him.

"Alright… So how do I get in?" He couldn't help but wonder after circling the building a couple of times. "Do I just… go through the front door? Or what?"

"Side door is better." A voice answered, causing him to leap several feet into the air with his arms swinging.

He landed in a crouch with his arms in a half guard as he looked at a- (Okay, I've got no idea what this is.)

(Same.)


"Ooh, you got some air there." The man (?) in front of him laughed, his angular face crinkling into a smile that showed off several pointed teeth. "Much higher and you might out jump me."

"Uh, who are you?" He blinked, giving the man -with abs that made him very self conscious- a once over, his eyes particularly locking onto the digitigrade legs that ended clawed (feet paw things).

The traveler snapped his clawed fingers and pointed up. "Oi, my eyes are up here."

"Sorry!" He apologized, snapping his gaze up to the man's feline-like eyes.

"You earthers really don't see too many non-humans do you?" The non-human currently in question asked.

"Uh, not really…" He admitted. (Well unless you count Dreams and Deadmen.)

"Which is weird when everyone sees you hume everywhere." The man told him. "Still, much as I love the looks of awe… Why are you watching that warehouse so closely?"

"I'm uh, a friend invited me to one of Tru Grit's fight clubs?" He admitted, pretty sure the guy in front of him wasn't a hero. "Though I've no idea if they're here."

"Who're you looking for?" The man pressed.

"Uh, a girl named Cameron… Has these floaty arm things she likes to punch stuff with." He tried explaining, figuring that the other teen's 'floaty arm things' were pretty distinctive once you'd seen them. "She, uh, she said the club does walk-ins on the weekends?"

The Traveler gave a huff of amusement. "We do walk-ins on any day of the week, if she said to wait for the weekend then your girl is probably here waiting on you."

He blinked. "Oh…"

(Ha! Told you!)

(Shut up.)


"Come on, let's get you inside for your big date little man." The Traveler laughed before backflipping off of the roof.

He leaned over the edge and spotted the man looking up at him from several storeys below. "Well are you coming?"

"Right, uh…" Rather than possibly breaking and then healing his ankles he instead used his Ink Flow to make his way to the ground.

"Ooh, neat trick." The Traveler admitted, before starting towards the warehouse. "Were you planning on fighting in the tournaments or no?"

"Uh, depends on when the tournaments are?" He hedged.

"Eh, Boss likes to move them around a bit but this one's tournament is in a week or so." The man answered after a moment. "It's also the lowest for Deviants so most have to beat this one to move onto the other tournaments."

"Alright, so if the tournament is in a week then what are the walk-ins?" He wondered.

"Few things." The man shrugged, opening the door to the warehouse with his tail (which he has apparently.) "You can rent a ring to spar, a gym slot to train, or a healer to patch you up. There's also this Bloody Ballroom thing your Arcane came up with, fun but lacks the blood and thrill of a real fight."

"Uh, right…" He nodded, a little unnerved by the faint trace of bloodlust in the predatory looking traveler's words.

"Of course, first you have to prove you deserve to be here." The man told him, gesturing around the open warehouse where he could see several rings along the edge of the pit as well as a small crowd gathered around each.

"And how do I do that?" He asked, pretty sure he already had an idea.

"Well, you can do this the standard way of dueling a guard and seeing if they vouch for you, playing the Bloody Ballroom and seeing how many rounds you can last." The Traveler explained, before raising a clawed finger. "Or since we've got a few tournament goers here and our roster is looking a little full you can duel one of them for their slot. Whether they accept or not is up to them, though."

He glanced around the warehouse once more, noting that while there were people present there wasn't exactly a (real audience) in their numbers. (Guess if they're coming in on a Saturday it'll be a little later in the day…)

None of the people he could see sparring or training looked all that impressive from a first glance, though he doubted they were showing off that much for what was probably a simple warm-up. He did however note a couple of them seemed to be battling monsters that would explode into light when defeated, reminding him a lot of the Gamer Guild's dungeon monsters. (Guess that's the Bloody Ballroom thing.)

Of course none of that mattered quite as much as (putting on a show.)

"So what'll it be kid?" The guard prodded him.
 
Tru Grit's Fight Pits: Entry Test (Pt. 1)- Dealt A Bad Hand
A/N: Alright, random boss encounter wins, so rolling the dice… and, uh, rolling a saving throw… Well, you're f***ed.
---
Tru Grit's Fight Pits: Entry Test (Pt. 1)- Dealt A Bad Hand


--- Joshua ---

"Well, if I need to duel someone for their slot in the tournament… I might as well do that." He shrugged, not really impressed by what little he could see of the other competitors.

"Oh, uh, yeah…" The Traveler rubbed the back of his head as he looked over the other people there. "Just going to have to see if anyone is up for a fight, so give me a minute to see if I can talk anyone into anything."

"Uh, will you be able to talk someone into a fight?" He wondered. "I mean, I doubt anyone is in a hurry to risk their tournament slot."

"Eh, it's a fight pit. I'll find someone." The guard assured him before walking away.

"Right." He clapped his hands together. "So… what now?"

He glanced around a bit wondering what exactly this place had going on, besides the whole fight pit thing that he was waiting on and probably wouldn't actually kick into a gear worth watching until the sun had begun to set. "Fuck, I really did get here too early didn't I?"

(Maybe that Cameron girl is here somewhere?)

"Oh, right!" He'd almost forgotten about that. "But uh, where would she be?"

(Hmm, if we don't know where to go, close your eyes, spin in a circle three times and walk forward.)

That… was an extremely weird idea, but given how he had no better ideas (randomness it is.)

Not caring what the people who saw him thought, he closed his eyes, made a few circles, and started walking forward, and then continued to keep walking forward without ever opening his eyes.

As logically expected, he eventually walked straight into someone.

"Hey, watch where you're g-oh, it's you."

He blinked before finding himself looking at the very person he'd been hoping to find. (Okay, surprised that worked.)

(Madness is weird. Effective but weird.)


"Right, uh, sorry about that." He told her. "Got a little… turned around."

"That's uh, yeah." Cameron shook her head. "No, I'm still a little out of it. I asked the pit's medic to patch me up for anything from that whole mess on Halloween, can get a little disorienting."

"You waited until now to go to a healer?" He frowned. "I mean, if you know where one is why not go as soon as you were able?"

"Medic gives a discount on the weekends." Cameron shrugged. "One of Tru's 'help the people' initiatives so people don't have to take a day off in the middle of the week."

"Right… still haven't seen this infamous Tru Grit." He pointed out.

"Yeah, he only really shows up on tournament days… Speaking of, have you talked to any of the people here about entering the fights?" The other teen asked.

"They said they need to find me a qualifier to test against or something like that I guess." He explained. "The guard said he'd be back in a minute once he found someone for me to fight."

"Ah," Cameron nodded. "Didn't want to take the Ballroom or the guard tests?"

"I live for the audience and the other people here already have theirs built up." He shrugged.

"Huh, in it for the fame then?" Cameron noted, an odd tone to her voice.

"And the fortune." He added with a grin.

"In that case you probably should've picked a fight with Zaum, he's the guy with a tail and no idea how to wear a shirt." Cameron told him. "Guy's also a massive show off, like you I'm guessing, and would've drawn a crowd the size of the ass kicking he would've given you for it."

"Yeah… I don't think I'd want an asskicking to be part of any show I put on." He admitted. (We're the star of the show, not the joke.)

"Well, given how you spent most of Halloween running away, that might be what you're in for, given how everyone here enjoys a good fight." Cameron smirked.

"Fire and I don't mix." He frowned, trying to save what little face he could. "My continued involvement would've made things worse for both of us. And it would've left you without someone to bail you out."

"Won't know if you'll win if you won't fight." Cameron argued, looking around the pit before her eyes locked onto the Traveler guard walking up to them. "But hopefully you'll put up a fight against whoever Zaum found."

"Ah, you found your friend, wonderful." The Traveler -Zaum(?)- smiled as he got closer.

"Uh, yeah…" He nodded, not dense enough to miss the slight tension coming from Cameron. "Uh, did you manage to find someone for me to… fight?"

"Yes, well no, and yes." The Traveler answered. "I couldn't find anyone willing to risk their slot even when I mentioned you saying their wives did deplorable things with farm animals -side note, maybe watch your back when you leave- but I did find a visitor from a different pit for you to fight."

"Okay…" He blinked, wondering how worried he should be about the whole 'watch your back' thing. (Eh, with our mouth we'd have pissed someone off at some point anyway.)

(Fair.)
He had to admit to himself, because he did enjoy doing that.

"So uh, who am I fighting exactly?" He asked, hoping the traveler would clarify that bit.

"He's a fighter from a different pit, but occasionally he'll come to this pit instead. Says his wife knows to find him at the other one, so when it's less about the job and more about blowing off steam he'll borrow our pit's Bloody Ballroom circuits." Zaum explained, leading him -and Cameron, who'd decided to follow- towards what looked to be a wall of light where several small explosions were going off. "He just asked we let him finish the current set before you fight him, that way he doesn't lose his progress when he walks away."

"Oh, that's fine?" (Not like I have any problem fighting someone who's running on low.) (Just means we'll put on a better looking show.)

Something he felt all the more confident about as he noted the dozen or so people standing around this particular fight ring. A number notably greater than what he could make out when looking at the other rings.

They got to the wall of light just in time for it to begin fading as the figure within began to play around with something in his hands before looking up at them with a pair of glowing yellow eyes visible from within a darker than normal shadow cast by the man's brown cowboy hat. "So this the kid?"

"Well, you're fucked." Cameron noted with some amusement, clearly recognizing the man smirking at them from within the ring. "At the very least kicking will put on that show you wanted."

"Eh, I'm sure I can take him." He shrugged, not that concerned given how if worse came to worst he could just consume a bit of Madness to put himself back in the fight.

Cameron gave him a look before shaking her head. "Yeah, sure you can."

He had the distinct impression she didn't mean that.

(I'll just have to show her she's wrong.)

"So kid, you're the one looking to get into Tru's fight pits?" The man asked, smirk never leaving his face as he continued to fiddle with what Josh now realized was a deck of cards.

"Yeah, supposedly I have to fight you as an entry test to join the next tournament or something?" He nodded, feeling a prickling of… something in the back of his mind as the man stared at him before it immediately faded.

The man tilted his head as Josh stepped into the circle. "Ah, a Madness user? You lot are rare in these parts."

He narrowed his eyes, something about the man in front of him being… familiar. "Tell that to the Gamer's Guild, they've got Madness users a dime a dozen."

The man let out a brief chuckle as a wall of light flashed into existence around them. "Fair enough."

After a moment of silence, where he continued to watch the man shuffle his deck of cards all while the feeling of familiarity grew, he eventually found himself asking, "Do I know you?"

"Oof." The man gasped and staggered as if he'd been shot. "I know I'm not wearing my duster to complete the look, but surely I've been round long enough for a youngster such as yourself to recognize me."

He gave the man in his brown cowboy boots, dark pants, white undershirt, and cowboy hat another once over trying to place where he'd seen those glowing eyes and that trimmed beard before.

"Sorry, not too into Masks really." He half-lied, knowing that while he was into Masks -both because he and his brother were Masks- he also wasn't overly familiar with the local Masks. Each one having been a reminder of what he couldn't be prior to getting his powers.

(Might want to rectify that at some point.) Some little part of him noted.

(I'm working on it.) He defended thinking of all the Masks he'd met and how he'd researched the junior heroes' guild.

The Mask -because what else could he be- in front of him gave him a look before smiling. "Again, fair enough kid. Not every Deviant needs want to be a Mask. Actually, it's kind of refreshing to meet a kid your age who doesn't want to be one. Means you got a decent head on your shoulders."

He didn't bother correcting the man's misconception.

"Still makes me wonder what you're doing in a fight club though?" The Mask asked, something to his tone beyond the playful curiosity being projected.

"A pretty girl asked me to come here." He answered, realizing a second later Cameron could probably hear him. (That's good, pretend that was on purpose later.)

The Mask let out a bark of laughter. "I was your age -Hell if I wasn't married.- I'd probably do the same." The man seemed to consider it for a moment. "Then again I do whatever my wife asks, and she is a pretty lady herself if my opinion means anything."

"You're the one married to her." He shrugged.

"And lucky that I am." The Mask nodded, beginning to shuffle his deck more thoroughly as he gave Josh another appraising look. "Alright, since I like ya kid, I'll go ahead and introduce myself all proper like."

The Mask drew a card from the top of his deck before flipping it across his fingers and spinning it into the air. The card seemingly grew in size until it completely cut the man off from view, before shrinking back down as it spun behind the man now wearing a dark brown duster.

"The name's Puck." The Mask introduced himself, swiping the card out of the air as he flipped the entire deck of cards from one hand to the other three feet away. "Puck, The Card Caster"

Despite his general -and admitted- ignorance towards the Masks of the city, even he was aware of who Puck was -even if by name only- given how the man had been a heroic Mask for over a decade. A decade the man had spent dismantling Deviant gangs, arresting Masks, and combating Deviant threats of all sorts. All while out maneuvering and outplaying the numerous enemies coming at him from all angles, the infamous Mask keeping one step ahead of the numerous gangs after his head with little more than a deck of magic cards and smirk on his face.

He stared at the now revealed Hero and could only say, "Well, I'm pucked."
 
Tru Grit's Fight Pits: Entry Test (Pt. 2)- Get Pucked
Tru Grit's Fight Pits: Entry Test (Pt. 2)- Get Pucked

--- Joshua ---

The hero in front of him laughed. "Ha! Would you believe in a decade you're the first one to say that?"

"What can I say, I'm original." He shrugged before grabbing his power and flowing directly in front of Puck, hoping to get a surprise hit in.

"Not as much as you think." The Card Cast told him, easily swaying out of the strike before delivering a knee to his stomach.

(Yeah, technically you're a sequel.)

(Not the time!)


Powering through the blow he threw out a toonified back hand, hoping that the suddenly oversized limb would throw the hero off.

"Well, maybe a little." Puck corrected himself, once more swaying out of the blows strike his feet skating on the ground as if it were covered in ice. "Shapeshifting is a rarity with you Madness types."

The hero threw a glowing card at him and not quite sure what it would do, he dove out of the way, possibly overreacting as he flowed to the otherside of the arena. Something he was more than fine with when the card exploded as it hit the ground behind him.

"Bringing out the fireworks a bit early?" He couldn't help but point out, stalling as he tried to figure out if the explosion was merely concussive or if it had some dangerous (to me at least) heat to it.

"Supposed to put ya through your paces kid, if that was enough to shake ya ya ain't making it very far in this fight." Puck explained, continuing to shuffle his cards as he had been throughout that brief exchange.

Narrowing his eyes at the deck he reached out with his Madness Field hoping to make the hero fumble his deck, while throwing out the hopefully distracting line of, "Dude, I thought you were going to help me impress the girl."

"I am, after all the longer you last the cooler you'll look." Puck assured him.

"The cooler I'll look as you kick my ass?" He scoffed, giving his Madness Field a twist before once more using Ink Flow to rush the hero.

"Don't worry, the cooler I look, the cooler you'll look by association." The Card Caster promised, his eyes narrowing as rather than countering he clapped his deck. "At least if any of your plans work."

He held back a growl as he felt his Madness Field forced away from the deck, (something I didn't even know could happen!)

"That said, you seem to have an interest in my cards so how about I deal you a proper hand." Puck made a quick movement with his fingers that ended with three cards being thrown at Joshua.

"Aren't I supposed to get five cards in poker?" He couldn't help but snark as he used a short range flow to avoid the cards, feeling something from the mundane looking cards as they cut through the strands of ink still in the air.

"What's this? A Texan who's never played hold 'em?" Puck asked, with faux shock.

"If that was the flop then where was my hand?" He argued, being more than familiar with a number of card games Chris would host at the Crossing. "You shorted me one if you dealt them earlier."

Puck laughed, growing a smile. "Really? Well then-" The hero disappeared in a flash of light.

He felt something crawl across his mind from behind him, and was half turned as Puck seemingly drew a blue card from Joshua's coat. "You sure this ain't your card."

The card began to spark as static filled the air and reacting more on instinct than intention he flowed backwards, out of range of the Card Caster's spell.

(So he can teleport… good to know…)

"Oh, not your card?" Puck frowned, canceling whatever spell he'd been casting as he flipped the card across his fingers.

"No, pretty sure I had the Jack of Hearts." He told the hero, rubbing some ink onto his hand.

He ink flowed behind the Card Caster, his hand mid-swipe as he tried to tag the hero, only for his fingers to claw through the air as the man ducked beneath Joshua's hand before kicking out with his leg in a sweep that took him off his feet.

Once more moving more on instinct rather than any sort of skill, his hands shot out before he could hit the ground allowing him to pull off a backflipping handspring back to his feet.

Rather than letting his own surprise at this maneuver show, he instead dusted off his coat and gave the hero a look. "I thought we were playing live hold 'em, not sweeps?"

"It can be both." Puck smirked. "That said, it is time for the Turn."

The hero threw out another card, one that he noticed wasn't glowing as he easily sidestepped it.

"No fancy card tricks on that one?" He frowned in mock disappointment.

"Trick is on the redraw." Puck explained, just as he felt something cut his bicep. "Though its got a few of those."

His eyes shot up as the card came back for a third go at him before he ink flowed a fair bit away from the card's path. Something that did next to nothing as the card merely adjusted its trajectory once more to follow him.

(Are you seriously going to run from a playing card?)

He narrowed his eyes as the card flew at him before swiping at the air with a toonified hand snatching it out of the air. And while the card still bit into his hand for a moment he felt that it was significantly better than if he'd had to dodge it once more.

Shrinking his hand back down to size he had an idea before throwing the card back at the Card Caster. An act that he realized was actually very awkward as the card went wide of his target, "You know that's not how that works." at least until Puck worked his magic and had it return to his hand rather than winding up who knows where.

"I'm aware but I feel it's cheating if anyone other than the dealer holds the community cards." He shrugged, sticking to the theme of his banter even as he cautiously watched Puck flip the card across his fingers.

The hero watched him for a moment before smirking. "You know what I'll give you this one. For your dignity at the very least."

He held back a manic grin as the Card Caster shuffled the tagged card back into the deck. (Alright, not as good as tagging him myself but hopefully that'll do something for me.)

To test his theory out he once more flowed towards Puck, swiping out with his hand in a blow he was sure would miss as he exited the black, the tag already moving before him. Which is why instead, he twirled his wrist and threw his Ink Whip out at the tag held by the hero.

Being so close and already mid-dodge, the hero was unable to avoid his follow-up as the black line of ink connected with the man's shirt.

Knowing this was his chance he quickly pulled Puck towards him before toonifying his hand to hopefully land a powerful blow to the hero; who dropped to his knees and used the pull to skid beneath Josh's blow and stand behind him where the Card Caster twirled another blue card out of his deck before slashing out with it.

A stinging wave of water cut into his back and sent him stumbling forward with a force that he was just barely able to keep from sending him to the ground.

At least until the boot kicked his ass, sending him crashing into the freshly made mud.

"Oof, the river does not look like it'll help your hand, friend." Puck mocked with faux sympathy as Josh wiped the mud from his face.

"Maybe…" He admitted, as he began flexing his Madness field, purposely keeping it from latching onto the hero just yet. "But I think I can still make this hand work for me."

He kicked his legs into the air before flowing as he brought them down, bringing him into a crouch behind Puck as his feet hit the ground. He lashed out with his arm as he stood, letting the line of his whip give the blow a bit more threat than he could manage on his own given the awkward angle.

The moment Puck avoided the upper slash he twisted his arm and brought it down for a follow-up on the other side of the Card Caster forcing the hero to take another step back the moment his foot impacted the mud.

He released his grip on his Madness Field and let it rush the hero's footing causing the man to slip on the mud in a graceless and stumbling maneuver that was the exact opposite of the agility thus far demonstrated by the Card Caster. "Whoa!"

Seeing Puck's glowing eyes widen to comical proportions -(An odd but fun interaction.)- Joshua flexed his wrist to turn his Ink Whip into a knife and rushed forward.

The hero barely managed to avoid Josh's first strike, though at the price of making his slipping and sliding worsen to a notable degree.

A hastily drawn card blocked his second strike despite being sent flying as the hero started to fall on his back.

Not hesitating he flipped his knife around before bringing it down in a one handed stab that would drive itself ever deeper as the hero's back slammed into the ground.

Or rather that's what it would've done if Puck didn't vanish in a flash of light.

Instead he found himself driving the knife into the dirt, before ripping it free with a growl.

"Phew. Not going to lie, almost had me there." Puck told him letting out a breath of relief as the hero stood off to the side with his hands on hips as he nodded to himself.

"What can I say, had a better hand than you thought." He shrugged, putting on a smile as he forced down his annoyance upon catching sight of (the audience watching) behind his opponent. "Shame my four of a kind didn't beat your straight flush." (Down a toilet!)

"Don't worry about it." Puck smirked, his eyes flashing. "After all, you're doing really well for someone who's not a Mask."

"If I was a Mask I'd be wearing one." He pointed out, framing his face with his fingers while completely neglecting to say what happened when he was caught on camera.

"Point." Puck admitted. "Though that does make me wonder where you learned how to fight?"

"I like dangerous women."

Puck froze and for a moment there was no sound from around them before, "Pfft, ha-ha-ha! Kid… you are something else… heh… Tell me, what do you know about dangerous women?"

He laughed, "Heh, I know… plenty…"

(Zylah snarled and raised her heel giving him just a brief moment to consider the fact that, (this is going to hurt) before pain and darkness filled his awareness.)

(("Oh, no. You failed your stealth check.") The GM noted.

"I what now?" He blinked.

The rat king suddenly screeched while pointing its scepter at him, causing two clouds of pixels to swarm through the air before coalescing into a pair of giant rats running straight for him.)

("Ah, done so soon? Ya couldn't keep it up just a bit longer?" TPK pouted as she pulled her hammer back. "I guess you really were all talk.")

("Gah, if you're not going to do anything then stay out of the way!" Cameron told him as she shoved him away and staggered to her feet.)


He stared at his hands in idle horror before looking up to the hero. "Do… Do I have stockholm syndrome?"

Puck's laughter trailed off and another silence surrounded them, this one increasingly awkward.

"Maybe?"
 
Thank you:
-Rush99999
-Kcx1
-MosQuito
If you want to support this series or the setting in general, check out the patreon page.

A/N: Sorry about not updating on this site in a minute, I actually hadn't noticed anyone responded here and so was thinking this might've been a dead site for this quest.
 
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