The Augment's Code (A Superhero LitRPG)

Codex's Post Book 2 Loophole Update


Loophole - Level 18 Perfect Planner (Level 17 and 18 stat points not yet applied)

Health Points (Non-Buffed) Stamina Points (Non-Buffed) 3300 4900

Current General Stats

Strength Toughness Dexterity Luck Style Intelligence Charisma Ingenuity Base 17 7 11 34 7 13 9 8 Equipped 44 28 43(64) 42(63) 19 13 12 8(16) Conditional ----- ----- ----- ----- ----- ----- ----- -----

(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) 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 Slipstream Sneakers: +5 Dexterity, +3 Charisma, +1 Style; Speed 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; Champion

Features:

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. 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%. Speed: This feature increases your movement speed of ALL types by 15%. 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. This increases at a rate of 1% per day for each day you stay on the leaderboard beginning from the moment you equip this ring for the first time, regardless of at which rank. Current Rank 1. Current Bonus Damage: 63%

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: 5 Current Level: 2 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 .5% 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 16 minutes and refills once daily at 6:00 PM EST. Activated Ability: Area Sense Activated Ability: Luck Bomb Activated Ability: Timekeeper's Control

While 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.

You have an innate understanding that will occur before activating this ability that will give you a rough estimate (rounded to the nearest 5%) of how effective the activation will be before using it based on your desired outcome.

Duration: Null Cooldown: 16 Hours Cost: None

At any time you may use up to 5 minutes and 30 seconds 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 25 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 5 Grants an increased chance to dodge hand-to-hand combat strikes of 10% plus 1% for every point of Luck.

Duration: 30 seconds Cooldown: 5 minutes Cost: 5% Stamina

N/A Sting Like A Bee 4 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 40% 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 3

Create 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 3 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: 15% 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 2

When 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 4 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 9.5% 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 5 Rapidly compress gravity directly around your fist before you throw a punch. Damage dealt is increased from your base attack by 90% 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 180%. The tale has been taken without authorization; if you see it on Amazon, report the incident. Duration: None Cooldown: 5 seconds. Cost: Up to Max Stamina Limit Breaker (50% cap bypass)

Paradox Chain 1

If 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

Schrödinger's Surge 1

Instantly restores your Stamina to 100%, after 15 seconds has elapsed, all excess Stamina from your bar is removed and an 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. The applied Exhausted debuff is accumulative and if it is acquired 4 times in total, you will be rendered unconscious for 24 hours.

Duration: N/A Cooldown: N/A Cost: N/A

N/A Quantum Overclock 3

Instantly refills and overfills your Stamina to 140% 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 Quantum Leapfrog 1

Using your knowledge of entangled states, you form a temporary quantum tether between yourself and one ally within your local zone. Upon activation, you and the target instantly swap physical locations, ignoring intervening obstacles, elevation, or line of sight, so long as both of you are within the same local area zone.

Duration: N/A Cooldown: 1 Minute Cost: 5% Stamina

N/A Decoherence Protocol 1

The moment an explosion starts to go off within your Local Area, you can redirect it to one singular target within your Local Area. The explosion will be delayed for 10 seconds before going off. This ability adds one Exhaustion debuff to your status bar.

Duration: N/A Cooldown: 2 Hours Cost: 35% Stamina

N/A Mirror Image 1 Immediately turn invisible and leave a mirage of yourself in place.

Duration: Invisibility- 10 seconds, Afterimage- 30 seconds Cooldown: 10 minutes Cost: 10% Stamina

N/A (Recording moved to Fun House) 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) Trick of the Light 1

Warp the light within your local area to make yourself practically invisible to the naked eye unless someone is looking directly at you for more than 1 full second.

Duration: 10 Minutes Cooldown: 10 minutes Cost: 15% Stamina

N/A Spectrum Veil 1 Passive Effect: Creates a permanent shimmer directly around your body, causing cameras and telescopic lenses to improperly focus on you. This Passive effect can be disabled but must be reenabled manually. Activated Effect: Warp the light around your body, rendering you invisible to all visible waves of light.]

Duration: Until disabled. Cooldown: N/A Cost: 50 Stamina per second of use for the Activated effect.

N/A Bypass 1

After 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

 

Vibe Anchor 1

You now have access to 3 Vibe Anchors. After identifying a zone, activating this ability will anchor the zone in place, making it locatable by yourself and your allies. When anchored, enemies will no longer gain benefits from Positive Zones and Allies will no longer be negatively affected by Negative Zones.

Duration: No time limit while within your Local Area. Outside of that, zones disappear after a time equal to 30 seconds times the total percentage of the zone, or until you manually release them. Cooldown: Vibe Anchors replenish 1 minute after being dismissed. Cost: 2.5% Stamina to place Anchor.

N/A Burst The Bubble 1

Quickly harness the misaligned energy of a Negative Zone to randomly activate Misfortune Abound's effects on enemies within the Negative Zone. For every 33% of the size of the zone, activate Misfortune Abound on 1 random enemy. After using this ability Misfortune Abound's passive effects are disabled for 2 minutes. Any % of the Negative Zone not used by this ability will remain if the zone was anchored prior to this ability being activated.

Duration: N/A Cooldown: 2 Minutes Cost: 5% Stamina

N/A Pulse Beam 1

Gather the contained energy of up to two dozen light-producing objects within your local area into a critical mass in the palm of your hand at a rate of 40 watts per second. After at least 5 seconds, you may throw any gathered energy forward in a blast that deals damage equal to 10 points per watt of power you gathered. This ability costs Stamina equal to 1 point per every watt of power you gathered and threw. This ability has a cooldown equal to 2 minutes plus an additional 1 second for each watt of power used.

Duration: N/A Cooldown: 2 minutes plus 1 second per watt of power used. Cost: 1 point per watt of power gathered and discharged.

N/A Flash Frame Catch 1

By activating this ability at the exact right moment, you can create a photo-lens barrier between yourself and the bolt. This barrier can hold the incoming attack for less than 2 seconds before you have to either redirect it or the attack explodes, inflicting its damage onto you. Reflected damage, if striking a target, deals 50% of the initial attack's damage.

Duration: N/A Cooldown: N/A Cost: 10% Stamina

N/A Water Into Wine 1

Allows you to turn up to 1 gallon of water within your local area into the wine of your choice! This ability can hold three charges and a single charge is generated every six hours.

Duration: N/A Cooldown: 6 Hours per charge to replenish. Cost: 5% Stamina per charge

N/A Trigger Finger 1

Target a single firearm within your local area and make it fire, regardless if anyone is touching the trigger.

Duration: None Cooldown: 10 seconds Cost: 1% Stamina

N/A Mute Button 1

For a time equal to 5 seconds for every point of Intelligence that you have, silence ALL noise coming into and leaving your local area! It'd be so quiet you could hear a mouse… you know, if you could hear anything at all! You can disable this ability early.

Duration: 5 Seconds for every point of Intelligence Cooldown: 10 Minutes Cost: 10% Stamina

N/A Weighted Clothes 3 When activated, target one random article of clothing on every hostile target within your local area. Evenly distribute 2,500 lbs. of weight between all targeted items. If Pinned, enemies affected take damage equal to 1 point per pound distributed to them minus Strength immediately and 10% of the weight on them minus Strength every 3 seconds for duration.

Duration: 30 seconds Cooldown: 10 minutes Cost: 10% Stamina

Party Mode (Even Weight Distribution)

Entangle 1

Utilize the available plant-life in the world around you to entangle your enemies. The amount of enemies and the length of which you can hold said enemies is determined by the amount of plant-life available within your local area.

Duration: Until deactivated. Cost:100 points of Stamina, times the amount of enemies you are entangling per second. Cooldown: This ability has no cooldown.

N/A Freeze! 1 Rapidly lower the ambient temperature within a concentrated location to freeze a source of unpackaged liquid of any type.

Duration: None Cooldown: 30 Seconds Cost: Variable- 10 points of Stamina per Cubic Foot of liquid initially + 1 point of Stamina per second to maintain the effect.

N/A Ring of Fire 1 Ignite the air in a ring that travels outward from your location at a speed of your choosing, dealing Fire based damage to all objects and targets in your area that are struck by the wave. Damage delivered is equal to 250 points on initial contact and 50 points of damage for each second the target remains within the fire.

Duration: 5 to 30 seconds. Cooldown: 10 minutes. Cost: 5% initial Stamina + 1% for every second you maintain the effect.

N/A

Passive Abilities

Ability Ability Level Description Augmentations Defy the Odds 2 Gain a 1.25% 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%.

Domino Effect (Ability Chaining)

(Locked from further augmentation until Level 26)

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/A Area Sense: Vibe Zone 1 While using your Area Sense, you can now feel localized areas that have particular positive or negative resonances. These Vibe Zones when your ability identifies them, "Activate" for as long as they stay within your Local Area, causing the following effects for all people who stay stationary within them, depending on the variety of resonance you identify modified by the strength of the vibe. Positive/Negative Zone: Grants an increase or decrease to luck stat equal to 50% the total percentage of the positive or negative vibe energy. All abilities cost a percentage equal to 25% of the positive or negative vibe energy. Example: If you identify a 100% Positive Zone, anyone utilizing it gains a 50% increase to their Luck and a 25% decrease to their ability costs, while a negative zone would do the inverse. N/A Pocket Climate 1 This ability allows you to manually set the temperature that you feel in the space around you to whatever you feel is most comfortable in the space directly around your body. N/A

Movement Abilities

Ability Ability Level Description Augmentations Personal Gravity Laws 5 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 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 2 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: 475 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%

N/A

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