Java 218
on July 28, 2021
at 8:00 am
Coffee mug full of holy water for the win!
So vampires have a LOT of powers. Mind control, mist form, bat form, wolf form, immunity to weapons, super strength, super speed. They are essentially the Martian Manhunter of mythological beings (I think I made that same comparison in the Kickman chapter where they fought vampires). But vampires also have a LOT of weaknesses. Holy water, holy ground, holy icons, sunlight, running water… by the way, a wooden stake to the heart is NOT a weakness. That works on everyone. So, no, you cannot take that as a DISAD in Champions or Mutants & Masterminds.
I guess now that the evil creatures are out of the cafe, the sun can come out and the lights back on. The strip has been kind of dark lately.
Dude is one cool-headed badass! It tends to get eclipsed by Java’s antics, but WOW!
Yup. Level 15 barista. I should make stats for that in 5th Ed D&D
I couldn’t resist.
List of feats and abilities for a Level 15 barista:
1. Multi-mug- ability to prepare, and hurl, multiple liquids simultaneously. Allows barista to undertake 2 interactions on a single combat turn, or 3, with disadvantage.
2. Refined taste- barista can discern the origin off any substance by its smell and texture. Barista is unable to eat common rations.
3. Winning Grin- barista is able to use charisma to enhance tips, and loot. Round up the value off any rewards received to the nearest 5GP
4. Artisinal concoction- barista requires half an hour to attune to any kitchen setup, and thereafter may use kitchen as a substitute for alchemy kit. Gets advantage on herbological creations.
5. MoonDear (most definitely not starbucks!) Barista sacrifices all sense of qualify for quantity. Barista may make FOUR attacks in place of one, but without any positive modifiers, whether granted by items, stats, magic or teammates. After using this ability, Barista is suffers disadvantage in any psychological attacks, and takes an extra 1d4 damage from vicious mockery.
6. Jugular java jump- Barista dashes forwards and spills any liquid on a nominated vulnerable point on the target- face, hands, crotch etc. If the liquid is hotter than 60 degrees celsius, or colder than 8 degrees celsius, target must make a DC13 dex saving throw, or drop any weapon they are carrying and howl in surprise and panic. if target fails the throw, barista gets an attack of opportunity.
AND FINALLY:
7. Name of the Cup- If the barista knows a target’s name, they may deliberately belittle them by mispelling or misidentifying them. Barista calls out the new name for the target. Target suffers 1d4 psychological damage for each creature in earshot in front of whom they are embarrassed. At the GM’s discretion, barista may be required to actually come up with a good pun. deaf creatures immune.
That’s great! I award 7 Kick Points to vadan! 1 for each special ability.
If I’d know that I could get that many kick points…
8. The Upsize- once per day, grant a member of the party the ability to take an action as if they were up one level- this can involve a higher ability score, access to a feat or a new class ability.
9. Pulp Free- Barista uses their ability to substitute inferior products to allow a party member to cast a spell or use an abilitty without one core component otherwise requires.
10. Yolo- barista can silently communicate a simple message to anyone within earshot, regardless of noise. All others only hear the word ‘yolo’ echo in their mind.
11. Mocha Mocker- barista attacks the target’s self-identity. Target loses any racial or class modifiers for 1d4 minutes per level of barista, and adopts the race and class indigenous to the area.
12. Apron of futile protection- default equipment. Does not provide any increased armour class or protection from damage, but delays taking heat or fire damage by one turn- you still take the damage, but it’s delayed by one round. Barista can make a dex save to shed the apron and avoid damage. This counts as an action.
13. Name Tag Switch- Barista redirects any psychic or necrotic damage to a party member.
14. Out of Stock, pick again- once per day, as a reaction, barista can force an opponent to undo a successful attack or other action. Target gets to re-do their turn, and has any spell points, manna etc restored. Target cannot re-attempt the same action.
15. Till Takings Thrust- Barista is able to use all their coins and any bag as an improvised weapon, without penalty. Weapon operates as a club, but does 1d6 damage for every pound of coins, per level of barista.
16. Level 20 ability- Mists of Venti- Barista is able to change into a stream of super-hot steam. Whilst steam , barista is invulnerable to all forms of damage except force, cold and psychic damage. Barista can fly. Any being touching the steam suffers damage. Beings with metal armour suffer double damage.
now I’m overly committed to this. Bring on the kickpoints!!!!
Yup, the vampire should have ran when he had the chance.
No one feels threatened by a barista… until it is too late.
OK, so he “merely” happened to have a mug of holy water? I went back a few strips, but couldn’t see where he might have got it. He’s only holding Enrique’s decaf mocha in strip 215.
He says “from the church down the street.” He was walking down the street 3 episodes ago, when he gave Enrique the decaf mocha.
Correct! He was multi-tasking.