Loophole - Level 16 Perfect Planner (Level 16 stat points not yet applied)
Health Points (Non-Buffed) Stamina Points (Non-Buffed) 3300 4900Current General Stats
Strength Toughness Dexterity Luck Style Intelligence Charisma Ingenuity Base 17 7 9 32 6 12 9 8 Equipped 44 28 37(55) 40(60) 18 12 10 8(16) Conditional ----- +2 ----- ----- ----- ----- ----- -----(denotes score increase from Pendant of Paramount Ascension)
Current Equipment
Weapon SnakeBite's Legacy: +5 Strength, +5 Style, +3 Dexterity; Hidden Upgrade Head Hood of Swiftness: +5 Dexterity (Set Bonus with Cloak of Swiftness: See Item) Face The Mask of Strategic Fortitude: +10 Toughness, +3 Style; Who's That, Mental Fortress, Infrared Vision (Mod) Back Cloak of Swiftness: +5 Dexterity (Set Bonus with Hood of Swiftness: +5 Dexterity; Quick Wit) Chest (Overshirt) Fortune's Guardian Jacket: +6 Luck, +3 Toughness, +2 Toughness (Mod); Lucky Charm; Activated Ability: Fortune's Shield Chest (Undershirt) Spotter's Tank: +1 Dexterity, +1 Luck, +2 Toughness (Mod); Team Player - Minor Leagues Belt Belt of the Action Hero: +4 Dexterity, +3 Strength, +2 Style; Action Star Legs Durable Denim Pants: +4 Toughness, +3 Strength Wrists Serpent's Fang Bracers: +5 Strength; Activated Ability: Venomous Strike Hands Steel Wrappers: +8 Strength, +2 Dexterity; Metallic Momentum Feet Nutcracker Stompers: +1 Charisma, +1 Style, +1 Dexterity (Mod); Steadyfoot Neck Pendant of Paramount Ascension: 50% Increase to Luck and Dexterity, Lowest Stat (Currently Ingenuity) Doubled; Catch Up Ring Gambler's Ring: +1 Luck Ring Championship Ring: +3 Strength, +2 Dexterity. +1 Style; ChampionFeatures:
Who's That: This feature subtly alters the perception of people who are not aware of your Secret Identity, meaning that even though this mask is barely covering any part of your face, even your closest friends won't put two and two together when they see you in costume. Mental Fortress: This feature provides the wearer a 25% resistance to all psychic and mental based attacks. Additionally, you are immune to Mind Control effects while the associated gear is equipped. Quick Wit: Halve the remaining cooldown on a single ability (1 hour cooldown) Lucky Charm: This feature slightly increases the drop rate of rare items and loot. There is a 15% chance for received loot boxes to be upgraded by 1 tier. This feature has a 12 hour cooldown upon being triggered. Team Player - Minor Leagues: This feature provides a 3% increase in damage when you're in either a Temporary Team-Up or a Squad. This bonus is increased by an additional 3% for each additional person in your team, up to a maximum of 15%. Action Star: Adds 2 Activated Ability slots, 1 Passive Ability slot, and 1 Movement Ability slot to all Action Bar loadouts. Metallic Momentum: Consecutive punches in rapid succession build up your momentum, increasing your attack speed by 2% for every landed blow until you stop attacking for 3 seconds. This has a maximum increase of 20%. Steadyfoot: This feature grants you exceptional balance and stability, making it incredibly difficult for opponents to knock you off your feet when they are firmly planted. When activated you gain an additional +2 to Toughness and +2 to Stability for 15 seconds from the time your feet are planted and grants an additional 5% damage to any counter strike thrown. Catch Up: Each time you level while wearing this item, your lowest stat (before equipment modifiers) will increase by 1 point. This does not affect your normally distributable stat points from leveling up. Champion: This feature grants you a bonus to your base damage based on your position on your wave's leaderboard. Starting at Rank 10, receive a 5% increase to your physical damage for each additional rank (5% at Rank 10, 10% at Rank 9 and so on.) If you are the Top Rank on your Leaderboard, this increases to a total of 60% increased damage and you gain the additional feature Champion's Presence. Current Rank 1. Current Bonus Damage: 62%Champion's Presence: Any enemy within 20 feet of you suffers a 10% reduction in their damage output and movement speed, while team members within the same range receive a 5% boost to their own damage and speed.
Powerset Descriptors
Primary Power Secondary Power Hidden Power Local Area Manipulation Super Luck Timekeeper Current Level: 5 Current Level: 3 Current Level: 1 Creates a permanent zone in a 19-foot radius around body. Allows for a variety of effects based on General Understanding Subtly affect the Luck of everything within your Local Area Zone by .3% for every 1 point of luck that you have. Events and outcomes within your vicinity have a higher chance of unfolding advantageously for you You now have access to a Time Bank. This Time Bank has a maximum capacity of 15 minutes and refills once daily at 6:00 PM EST. Activated Ability: Area Sense Activated Ability: Luck Bomb Activated Ability: Timekeeper's ControlWhile directly focusing on your local area, you now have the ability to feel anything residing within it. Items felt are not precisely identified.
Holding Still Variant Duration: As Long As Holding Still. Cooldown: None. Cost: None
Moving Variant Duration: As long as desired. Cannot use another ability while activated. Cooldown: Half the time activated while moving. Cost: None
Consciously invoke a surge of good fortune, increasing the likelihood of a positive outcome for a specific action or event.Duration: Null Cooldown: 24 Hours Cost: None
At any time you may use up to 5 minutes of this bank to rewind time, not just in your Local Area, but everywhere. Only yourself, your P.A.I. and Axio will retain knowledge of events that happened before your rewind.Temporal Sickness will start to take effect once you have utilized Timekeeper's Control more than 20 times in a concurrent 5 minute period. These effects will include the nausea you are feeling as well as a 10% decrease to your Dexterity stat. Each further use of the skill increases that amount by .5% for each use and resets the time until this sickness falls off. If this decrease reaches 25%, you will immediately fall into that catatonic state for 24 hours. If you do not reach 25%, the Temporal Sickness will fall off after you go 10 minutes without utilizing Timekeeper's Control.
(See Book 2, Chapter 25 for full description of durations and limitations)
Currently Active Main Action Bar Activated Abilities
Ability Level Description Augmentations Float Like A Butterfly 4 Grants an increased chance to dodge hand-to-hand combat strikes of 10% plus 1% for every point of Luck. This story originates from Royal Road. Ensure the author gets the support they deserve by reading it there. Duration: 25 seconds Cooldown: 5 minutes Cost: 5% Stamina N/A Sting Like A Bee 3 Gain a 2% chance (increasing by 2% for every 1 point of Luck) for the next 3 Unarmed Strikes to strike Weak Spots and inflict 35% increased damage. Additional effects may also occur.Augmented: Passive: All of your Unarmed Strikes now have a 1% chance (increasing by 1% for every 1 point of Luck you have) to strike Weak Spots, dealing the same damage as the activated version. This Passive Ability does not stack with the activated version and is not in effect while the ability is on cooldown.
Duration: None Cooldown: 2 minutes and 30 seconds. Cost: 5% Stamina
Time Adjustment (Duration eliminator) Passive Upgrade (Passive Modifier)(Locked from Further Augmentation until Level 24)
Center of the Universe 3Create a Gravitational Force within your entire Local Area centered on yourself, drawing in either all enemies or all non-biological objects with an initial pull of 7 meters per second, diminishing in strength the further from you they are. This ability can be strengthened by 1 meter per second for matching cost, up to a maximum of 70 meters per second in strength.
Duration: None Cooldown: None Cost: 5 Stamina per second + 1 Stamina per second for each additional meter per second in strength being used.
Burst Mode (Maximum Strength Activation)
(Locked from Further Augmentation until Level 20)
Launchpad 2 While utilizing Center of the Universe, activate this ability to create a gravitational shockwave that pulses out from your location dealing damage equal to the numerical value of the total gravitational pull non-friendly targets are experiencing times 3 and stun each affected target for 20 seconds. Simultaneously launch yourself upwards a distance equal to the highest amount of damage you will deliver in feet.If a punch or physical based ability is thrown while traveling upwards, double the damage delivered.
Temporarily takes Earthbound Impact off cooldown for 10 seconds with any remaining cooldown added if the ability is reused.
Duration: N/A Cooldown: 30 minutes Cost: 17.5% Stamina
N/A Earthbound Impact 2 Rapidly Descend to the ground, increasing at a speed of 1.5 mph per foot dropped up to a maximum of 200 mph. All enemies caught within your zone upon impact with a surface will take damage equal to your speed traveling before impact times 10.Duration: None Cooldown: 10 minutes Cost: 10% Stamina
N/A Quantum Echostrike 1When this ability is activated, your next physical strike against an opponent or object will cause a quantum shockwave, echoing out to all identical targets within 5 feet of them. When there are only 3 targets, enemies will take 80% of that initial strike's total damage. For each additional opponent in the affected range, lower the total damage that all affected enemies take by 10% less damage, to a minimum of 30% applied damage. If there are associated effects that come with an attack, replicate these effects to all targets affected by this ability.
Duration: N/A Cooldown: 30 seconds if thrown with Activated Ability OR 10 seconds if thrown without. Cost: 50% the cost of the next activated ability OR 5% if strike is thrown without activating an ability
Temporal Afterstrike (Additional strike damage)(Locked from Further Augmentation until Level 22)
Gravity Punch 4 Rapidly compress gravity directly around your fist before you throw a punch. Damage dealt is increased from your base attack by 80% for each 5% of your Stamina used. An attack utilizing 25% of your stamina will cause the enemy to be knocked back by 15 feet and an additional 5 feet for each additional 5% of your stamina. Augmented: For each 5% used Above 50%, damage is increased by 160%.Duration: None Cooldown: 5 seconds. Cost: Up to Max Stamina
Limit Breaker (50% cap bypass)(Locked from Further Augmentation until Level 18)
Paradox Chain 1If activated within 5 seconds of landing a physical strike, create a Quantum Echo that strikes the same opponent from any direction of your choosing, dealing 100% of the original strike's damage and all associated effects. This ability can be reactivated up to 4 times, losing 20% of the original strike's damage with each activation.
Duration: None Cooldown: 30 Minutes starting 5 seconds after last activation. Cost: 10% First Activation, 20% Subsequent Activations
N/A
Quantum Overclock 2Instantly refills and overfills your Stamina to 130% capacity, after 15 seconds you regain 50% of your Stamina and one instance of the Exhausted debuff is applied, reducing your natural Stamina and Health regeneration by 25% for 30 minutes. If you do not already have an Exhausted debuff when you activate this ability, refresh the cooldown on all abilities with cooldowns 10 minutes or less.
Note: This ability cannot be used if you have two or more instances of the Exhausted debuff.
Duration: N/A Cooldown: 15 Seconds Cost: N/A
N/A Fun House 2 Creates 4 afterimages of yourself in randomized locations within your Local Area that will mirror your visible movements. You may choose to turn invisible for up to 10 seconds when you activate this ability and leave a 5th afterimage in your place.Duration: Until all Afterimages have left Local Area or been destroyed Cooldown: 10 minutes Cost: 10% Stamina
Recording (preset paths for afterimages) Bypass 1After activating this ability, the next strike you throw will bypass any singular, continuously connected solid surface within your local area to strike a valid target. You must know where the target is in order for this strike to land.
Duration: N/A Cooldown: 5 Minutes Cost: Distance, in feet, your strike traveled times 10 points of Stamina
N/A
Passive Bar
Ability Ability Level Description Augmentations Defy the Odds 1 Gain a 1% chance for every point of luck you have minus the enemy's total luck to bypass any resistances they have. This chance is tripled if you are Hidden from the enemy. N/A Misfortune Abound 3 While in combat, cause all enemies within your local area to have a chance equal to 2% for every 1 point of Luck you have minus their current level for something "bad" to happen to them. This has a maximum effective chance for negative effects of 85%, any additional amount over this limit increase potential damage by .10% for each 1% overflow. After this ability procs, no further enemies can be affected by this ability for at least 15 seconds. "Bad" outcomes include but are not limited to: Tripping over shoelaces, getting dust in eyes, losing grip on their weapon, stepping into an environmental hazard, or accidentally targeting their ally. Damage applied from any of these outcomes is amplified by (base level) 25%. This ability has not been Augmented. N/A Misfire 1 Whenever an enemy attempts to use a firearm against you, there is a chance equal to 5% for every 1 point in difference between your and your opponent's luck stat, minus their current level, that their weapon will misfire, causing blowback damage to the user! Affected shooters will take damage equal to twice their weapons standard damage. N/A Area Sense: Mechanical Specialty 1 You can now perfectly identify any base mechanical components within your local area while your Area Sense is activated. Bolts, gears, bands, if it goes into something mechanical, you can identify it in your zone. N/AMovement Bar
Ability Ability Level Description Augmentations Personal Gravity Laws 4 This ability allows you to shift your own relation to Gravity, allowing you to freely float within your Local Area, moving freely within it. Because of the fact that your Local Area moves centered directly on your body, this allows you to create a flight like effect by subtly and effortlessly controlling the strength of the gravitational pull on your body within your area. This ability has no maximum speed but does not alter your personal perception to be faster than normal.Duration: As long as you have Stamina. Cost: This ability drains your stamina at a rate of 4.25 stamina points per second while floating. For every 10 miles per hour of additional speed, the stamina drain increases by 5%.
N/A Echo Step 1 This ability allows you to teleport to a location within your area that you can visibly see OR to anywhere you have an active afterimage. After activating this ability, leave behind an afterimage in your place. This afterimage lasts for up to 5 seconds or until an opponent comes in contact with it, at which point the afterimage will explode, applying the Staggered debuff to all enemies caught in the explosion and dealing 350 points of damage.Duration: N/A Cost: 500 points of Stamina per jump unless you are jumping to a location where a version of you (i.e. an afterimage) already exists, which reduces the cost of this ability by 90%
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