A secret organization of Overpowered Slayers, as set forth by the original Harkonnen Kraze Dictation, the Chaingivers exist to do one thing only: to become a living weapon, destroying Overpowered, Overpowered Primevals, and their allies and sycophants.
As part of a Extreme Existence program, the Chaingivers split off almost early on in order to carry out the secret plans of Harkonnen Kraze, Overpowered of Secrets, and as such are answerable only to the highest level leadership of Extreme Existence.
Operating almost to annoy other allied organizations, the Chaingivers have specialized training which maximizes their investigations of Overpowereds, the cults and people who enable them, and their immediate discovery and destruction.
A person who has undergone Chaingiver Training is considered to have undergone Cross Training, and can go on to learn from Interdimensional Martial Arts training.
Hit Dice: d6+Str Score
Skill points: 8+Int Modifier
“All Overpowered Must Sugma”
Requirements: Completed "16.6" mission, +20 Base Attack Bonus, 100 Gnosis, Grapple 100, Dynamic Sorcery 5, Martial Arts Points 250
NOTE: All requirements can be met either raw and with bonuses or through a temporary power up.
NOTE: all abilities are considered supernatural and interdimensional in nature unless otherwise mentioned.
The Chain - One of the core mechanics of the Chaingiver is the Chain, a mystical chain (duh) that, once successfully grappled onto a single target, confers the following blonuses:
· Target: Lifelink (One Way - any damage dealt to the Chaingiver is dealt to the target)
· Chaingiver: +1 Regen x Chaingiver Level
· Chaingiver: +1 Refresh x Chaingiver Level
· Chaingiver’s Elan is set to grappled target
· Chaingiver takes one action during Target’s turn
· Target loses one action during their turn
The Chain must successfully grapple a target, and takes a standard action and 1/10th of total EP to use.
Once grapple is broken (or if the Chaingiver takes more than 1/2 damage from a single attack), the Chain must be cast again.
Nekospace - part of the power of the Chaingiver lays in the manipulation of space and reality. Creating a special pocket dimension, the Chaingiver is able to create their own battlefield, item storage, and fortress.
For now, though, what they get is similar to a portable Place of Power (4):
· User now gains 40x(Wis Score) Energy Points (usable outside of their EP pool) per day
· User now gains 10x(Con Score) Hit Points (usable outside of their HP pool) per day
· If taking damage to either HP or EP, user may (as an immediate reaction) direct it to the Nekospace-held HP or EP
As the Chaingiver grows in strength, they’re able to manipulate this special space (which is considered “always nearby” to them) freely.
Takes a single standard action. The “portal” for the Nekospace must be chosen and set by the user, and only in line of sight.
Cat Lover - The “cat” is the chosen mascot and totem of the Chaingivers, alongside their casual phrase of “I Don’t Give A Fuck.”
So long as the Chaingiver has petted a cat, they may:
· Nekospace: Spellbounce (as if they had the class ability, literally casting Nekospace off of any cat they’ve petted up to a mile away in radius)
· Poison Immunity
· Blonus Negation (may negate one blonus a day)
· Can summon the cat during special attacks
Reversity - once per day, as a standard action, the Chaingiver may completely reverse a single blonus or negative status effect at random. This works only on the user.
Special Attack: Diver Down - 4d8 x Chaingiver Level - an attack that, upon whistling, causes a teleport gate to open, summoning a previously pet cat to streak by and claw the fuck out of the target, ignoring DmR. Can only be used if the user isn’t silenced and the target is Chained.
Special Attack: Das Boot - deals 1d8+Strength Score, knocks target back five feet - literally a front kick that sends the target stumbling backwards. Is gained through successful completion of Chaingiver Training. Part of the training is to only use it on Chained targets (though it can be used on anyone, but with less effectiveness), and can be used if the Chaingiver is flat-footed or surprised.
Nekospace: Battle Radio - allows the user to break meta (once per game session) and change the song to one of their own choosing. The Chaingiver immediately gains +5 to their favored modifier until the end of the song, and gains +20 to their favored attack until the end of combat should the song randomly come up again during the day. Takes a standard action and can only be done while Nekospace is invoked.
AUGMENT: permanently give up 1/5th of your HP and EP total in order to choose a song longer than 3 minutes.
AUGMENT: permanently give up 1/2 of your HP and EP total in order to choose a song longer than 5 minutes.
NOTE: if the GM hates the song, this ability fails and you still have to pay all augments and costs.
Chaingiver Training - Chaingiver Training is a highly specialized regimen similar to the Cross Agent Training of Overpowered in the Extreme Existence organization.
It should be, since Harkonnen Kraze stole it directly from them.
Grants user perfect synchronization with T.D.I.’s and similar tech. Is of masterful level of linguistics, writing, and history of target planet/dimension. Can pass as a common citizen if need be. Is registered with Extreme Existence or allied organizations and has been noted to be in the current dimension, legally active. Diplomatic interdimensional immunity should a political fiasco occur, to be dealt with by the X2 Committee.
Nekospace: Shadow Dimension - grants the user access to the nearby Shadow Dimension, allowing them to invoke the portal for their Nekospace in any Shadow.
NOTE: this doesn’t work on “claimed” Shadows, such as those of the Shadowmaners or “owned” Shadow Dimensions.
The Chain: Marked for Life - while the target has been Chained, the user now gains HP equal to damage dealt to target.
Nekospace: Battlefield - at this point, the Nekospace is a proper, set pocket dimension. The stats of the Battlefield is as follows:
· Up to a mile in radius
· Only Chained targets and user’s party members are allowed into the Nekospace
· Once Chained target is in Nekospace, user’s party is immediately sucked into it without save rolls (up to a mile away from the user)
· All Chained bonuses/blonuses are doubled (before crit)
· While in Battlefield, Nekospace HP and EP bonuses are doubled
· Chained target cannot use teleport/warp/gate/exit or reality/spacial folding abilities
· Outside of combat, acts as an interdimensional storage space (holding up to ECLx10 pounds of weight)
The landscape for the Battlefield must be set upon acquiring this class ability.
The Chain: Marked for Death - target now contains the Marked of Death blonus: “Takes double damage from Special Attacks from any source.”
Special Attack: Quad Angle Slashing - Chaingiver level x 4d8 - launches a series of attacks that ignore AC, overcomes DmR and damages both HP and EP of a Chained target.
The Chain: Synthesis - One of the greatest techniques of the Chaingiver allows them to absorb the Chain directly into their body in a quirky paradox that allows them to occupy the same space, considered an Alternate Form (Chainrider).
Because of this quirk of nature, they gain the ability of The Chain as a touch attack, stacking with other sources of Touch Attack. Upon Chaining a target successfully, the user gains the following bonuses:
· All damage dealt to Chained source are now increased by Chaingiver’s ECL.
· Chaingiver: drains (Chaingiver level) EP at end of each round.
· The Chain can be summoned through any part of the Chaingiver’s body or shadow
· Can ignore the physics of the current reality: wherever they stand is “down” to them, up to their maximum threatened range.
· User is considered an Outsider of their chosen alignment
· Dimensional homepoint shifts to personalized Nekospace
The crucial step to allowing the user to begin to use Synthesis class abilities.
While synthesized with The Chain, the Chain is considered “always” invoked.
Takes a standard action to use, lasts up to 24 hours, and takes a synchronization roll (at +3 advantage).
Mitosis - allows the Chaingiver to split any “fused” item or creature, even themselves. Can be used against hybrid/fused magical creatures (Chimera and other such creatures).
If used in mid-combat, takes a full action round and drains the user’s EP by the amount of damage dealt to HP.
Creatures that have been split in such a way takes at least a week to recover. Rest assured that this process is both gross and painful for both creatures involved.
The Chain: Radar Rider - while The Chain is invoked, the Chaingiver is able to sense any and all connected to the Chained target up to (ECL) miles away. This continues on even if the grapple has been broken.
Magic Synthesis - allows the Chaingiver to combine the effects of two magic spells for a one-time use spell. This cannot be kept or memorized, and must be re-synthesized before use. The effects are set by the GM, but once set can be re-used again later.
NOTE: it’s suggested you keep a list of GM-approved synthesized spells.
Is cast at the highest Dynamic Sorcery (or Chaingiver Level of Dynamic Sorcery, so if Chaingiver Level is 4, then Synthesized spells are cast at a cost of Dynamic Sorcery level 4) known x3, doubled crit (stacks with all effects).
Special Attack: Chainbound - 750 ep - (Chaingiver Level) x 10d8+enemy’s DmR - can only be used on Chained targets, summons up more Chains to bind the target, dealing damage and shutting down all sources of damage reduction (while dealing that much more damage per chain). Each time the Chained target successfully defeats the grapple check necessary to shrug off a Chain, they must do so again, up to the (Chaingiver Level) number of chains.
Weapon Synthesis - allows the user to synthesize any two non-magical weapons. The new weapon bears a combination of both stats and is now considered a magical, enchanted weapon. Can be done only while in Chainrider form and user has synchronized with both weapons first.
Takes a DC check of Craft: Weapon skill vs (Chaingiver ECL)+1d20
Situational penalties can be levied if done during combat.
Nekospace: Randomizer - at this point, the user has a greater connection to the dimensions that are close by. By taking a full round action, the user may synchronize with up to 1d4x(ECL) nearby dimensions and immediately open up a Nekospace portal to each one at random, peppering the current battlefield up to a mile away.
These portals stay open for up to (Chaingiver level) minutes, and once they close the Chaingiver is unable to use EP for up to (ECL) hours.
AUGMENT: if properly trained, the Chaingiver can cast Chain attacks out of each portal as if from their own Nekospace. Each portal counts as an entrance to their Nekospace for they, themselves, but any and all others (including party members) who enter will find themselves in a random nearby dimension.
Skill Synthesis - allows the Chaingiver to synthesize any two known, similar skills for a single check. This can be done once per day, and can only be done while in Chainrider Mode.
GM must agree that both skills can be synthesized.
Soul Synthesis - allows the user to fuse two organic bodies into a single new gestalt creature. This gestalt is formed from the abilities, feats, scores and skills of the two individuals, and allows for feat/ability stacking. This can be done once per day and those involved must be willing. Takes 1d4 days for the fused creature to be able to use their body properly. Can only be done while user is in Chainrider mode.
AUGMENT: during combat, by giving up all current EP and dropping the user down to 10% HP, the user may attempt to fuse together two targeted enemies. One of them MUST be in Chained status. Both individuals involved must overcome a Will Save of user’s ECL+Will Save.
The subsequent fusion is considered a malicious fusion, causing the new hybrid creature to be unable to utilize their full functions at first (Up to 1d4 rounds), but as combat progresses the new fused creature gains access to all scores and abilities of a normal Soul Synthesis-created creature.
If able to escape combat, the new creature will gain full function within (user’s ECL) hours.
The Chain: Iron Maiden - can only be used on Chained Targets who have suffered a successful Chainbound attack. Upon being Chainbound, the user may pay ECL x 1d10 in order to open up (the 1d10 roll) # of Nekospace portals to all within a thirty foot threatened range.
They may make that many Chaining attempts (once per target, complete with bonuses and blonuses involved) as a free, immediate action.
Ability Synthesis - allows the Chaingiver to synthesize any two similar Abilities to create a new, more powerful ability. This can be done to class abilities, earned abilities, or granted/borrowed abilities. Can only be done once per day and the new Ability is a one-time use thing. User must be in Chainrider form.
While you cannot “memorize” the new upgraded Ability, you can keep track of GM-approved effects.
Dimensional Shuffle - allows the Chaingiver to change the Dimensional location of their Nekospace without changing the actual location. This can invoke Interdimensional Sickness in those who have never traveled as such before.
Special Attack Synthesis - allows the Chaingiver to synthesize the effects of any two known Special Attacks for a one-time use Special Attack. While the new Special Attack cannot be memorized, you can keep track of GM-approved effects.
Can be done once per week.
Final Chain - allows the user to use two Chains, targeting two enemies. Confers the usual blonuses and bonuses, which stacks.
Secret Art: Chainbreaker - while in Chainrider Form, so long as there are two successfully Chained targets, user may immediately die as a full-round action.
The two Chained targets also die, immediately.
In a special round (within the current round) at Speed Check 12, the User and both Chained targets must now fight. AC and DmR is ignored, all abilities/skills/special attacks/ability scores/HP and EP are all equalized to the highest individual’s numbers, though the following blonuses occur depending on Elan:
Gnosis - event
100 - HP and EP total halved
300 - Damage dealt halved
600 - Damage taken doubled, lose two actions per turn (at the lowest BaB)
900 - Special attacks cost doubled, lose two actions per turn (at the lowest BaB, affects combos)
1000 - Damage taken doubled, lose six actions per turn
The two combatants who have taken the most damage suffer Permadeath, while the one who has taken the least gets to come back to life (at -9 HP).