Post by The Overseer on Jan 26, 2021 21:52:16 GMT
To write a blurb about Ivea's lore, the diety's within, and the specifics of Cherub existence when in relation to those deities would take a much better writer than the Scribe who was tasked with the writing up of this class summary. In fact if you're taking this class you probably have a much better fundamental understanding of this world than I do. So like, to summarize real quick before I start telling you what super-powers you have. You're a cherub, a piece of your patron Arcane, this means that you have a connection to souls/spirits, and the cycle of life that can't be cut by any normal means. Taking this class means that connection is about to get a lot stronger.
Tier 1:
Arcane Senses - You might already have this ability by your nature of existing, but sometimes classes can be a bit redundant. You can see, sense, and physically interact with souls all based off of Perspicacity. This means that by spending enough time you could see the connections that someone has on their soul, you could attempt to sit down and sense out for souls whose make-up you are familiar with, or you could punch a ghost with your spiritual awareness instead of your physical strength.
Spiritual Awareness - Being more in tune with a god, and the spiritual senses that come with it make you both more aware of your surroundings and make you that tiniest bit more wise than the common folk. Gain a +X to persp where X is the number of tiers you currently have in this class.
Tier 2:
Arcane Heal: Formerly being part of a being that had control over the cycle of life means that you can nudge it in one direction or the other slightly. Using your innate mana pool you can Once Per Encounter channel energy into a target to attempt to give them a minor heal based off of your Persp! (This heal is the kind of thing that can seal up wounds, or halt bleeding.)
Minor Construct Creation: A soul is a very interesting thing especially with how it's structure shifts depending on the universe that the individual comes from, and the species of which they belong to. In some universe for example dog's don't have souls because they can't read the bible, in others they have souls specifically because they can't read the bible! Thankfully none of that matters to you. You have a solid enough understanding of your soul's make-up that when combined with your current domain you can split off tiny pieces of it. Based on Persp you can attempt to split off a piece from your soul to turn it into a construct no bigger than a foot cubed. This construct can be whatever you want assuming it fits the size limitations, and isn't too complex, so no more than 1 moving part. You can only have one split at a time, and be warned that separating your soul from yourself might result in negative reactions if that piece of your soul is destroyed. Action's taken with this item work off of either Persp or Appeal depending on which you desire.
Tier 3:
Virus Blaster - Sometimes simple healing can't really get rid of what's really hurting a person. The processes by which energy can be used to fix a broken arm, or seal up an open gash is very different to those that would need to be used to do something like expel foreign agents from a body. Luckily due to your connection to the Life Cycle you can use the other processes needed to get rid of diseases. This can be through either pushing viruses, and bacterium closer to the death end of the cycle, or by boosting the life side of the cycle in a person's immune system. Once Per Encounter attempt to cure a target of disease based off of Perspicacity.
Caloric Intake Through Manaloric Means: Sometimes finding food is hard. If you're dropped in a desert with nothing to eat for miles. If you're in the middle of the ocean with only salt water to drink. Or, if you're stuck in a prison where they don't feed prisoners because they're only used to having robots. Thankfully when you run out of food digesting in your gut your body has another type of energy it can siphon off of! Instead of starving your body will begin to feast off of your mana reserves like stored up fat.
Tier 4:
Life Drain: Sometimes people who have life aren't always the most deserving of it. Once Per Day use your connection to the cycle of life to drain the life force from another being to make them weaker. This is based off of Perspicacity, and uses the formula for Bardic buffs but instead of adding d10, it subtracts 1d10 from a singular target for 1d2 turns.
Linguistic Penetration Rapid Fire Through My Soul - People say that communication is simply a way for two souls to connect. That language is just a barrier which prevents us from truly understanding one another. Luckily you can ignore this barrier, sort of. When talking to a spirit/ghost/soul you don't have to care about any language barriers! This is more helpful then you would think as quite a few ghosts end up speaking older languages that don't really work with the Archive Auto-translate! If you're trying to do this with a being who isn't like a spirit you'll have to make physical contact! This communication is also silent on your end, and theirs's if they choose.
Tier 5:
Spiritual Augmentation: With domain over souls and the cycle of life you can make a few changes to the physical characteristics of someone's soul to cause various changes to their form/spirit.
Once Per Day choose from the following list, and apply one change to a single target
Spiritual Shielding - This soul cannot be invaded by foreign forces. This prevents things such as demonic possession! This affect only lasts until the end of the day.
Soul Slapper - This alteration allows someone to both be able to see spirits as you can, and to punch them based off of their Persp! This affect only lasts until the end of the day.
Spiritual Seal - This is an inverse of the shielding. Instead of blocking outside influences from coming in it keeps everything that is currently inside inside making the body into a prison for the soul. This can't be used to prevent death, but it can be used to seal a demon into a person or some other equivalent action. This seal only lasts for a day before wearing off.
Appeal of Life - Anyone with a connection to life tends to attracts those who like living. Anyone with a connection to the cycle of life tends to attract those who are into the more spiritual side of philosophy. Anyone who like cool shit tends to be attracted to someone who can make a knife from their soul. Luckily you fall under all three of these categories! Gain +X/2 to Appeal where X is the number of tiers you currently have inside of this class.
Tier 6:
Arcane Heal (Boost): Sometimes just sealing up wounds isn't enough to save someone's life. Sometimes you need to fix a shattered bone, or return someone's cut off finger. This bonus lets you do a heal of a basic level instead of a minor level! It also lets you cast this heal twice per encounter instead of once per encounter!
Tier 7:
Living Objects: There's more things in the world that can have life shoved into them than just the things that are already alive. Once Per Day you can jam an object full of life to make it alive! This doesn't allow it to dance around the room singing songs, or even give any real intelligence, but it does mean that they're easier to use. Once Per Day you can use this ability to give yourself advantage on using an item!
Tier 8:
Exhaustion? I've never met ion her. (Uhh that joke might not work.) - Who needs to become physically exhausted when your body's able to devour mana like others develop calories! Instead of getting tired your body will dig into your mana reserves! This does mean that when you're tired you mana might get drained much faster to combat it.
Tier 9:
Snuff: Life and Death operate in a cycle, and you are part of the continuation of that cycle. Once Per Day This ability allows you to bring a target closer to death by using your magical energies to harm them! This is based off of Persp! This also isn't an instant kill, it just lets you drain a person of some of their life force.
Tier 10:
Reversal of the Cycle: Healing is one thing, but many people are too far gone for proper healing. When the body has lost all signs of life there's only one thing that can be done to save the person. The healer must reverse the cycle of life, and rip the injured back from the very grasps of The Reaper. Once Per Day Attempt to revive a target based off of your perspicacity.
Knowledge of the gods: There are certain things that being what you are allow you to learn, and know. This extra bit of knowledge has made you just a tiny bit smarter in general! Congratz! Gain +X/4 to Intelligence where X is the number of tiers you have in this class.
Tier 11:
Soul Bond: The connection between two souls that a cherub of Arcane can create is a very powerful thing. Once Per Day you can create a soul link with an individual. This allows for a variety of affects! The first is that the two of you can communicate telepathically! The second is that you can choose to take any wounds that the person you're connected to would receive. You can't defend from these wounds if you choose to take them so be careful to not push yourself past what your body can handle by taking the wounds of someone that's stronger than you.
Tier 12:
Living Item (Bonus): You can imbue even more life into an item to give a basic level of awareness of what's happening around it. This isn't enough to make it a sentient being, but it is enough for it to be able to follow basic orders. Once Per Day bring life to an item to have it enter your support slot based on persp. It can only follow basic orders like movement, or pulling a lever on command. It's stats are based off of your persp for doing things, and your appeal for defenses. If the item is broken at any point then the item dies. It's life also leaves it's form at the end of the day. Certain items might be much harder to use this on then others especially if they're bigger, or magical in nature.
Tier 13:
Snuff (Bonus): That life you drain off of a target has to go somewhere. It just evaporation into the ether wouldn't exactly be a good a thing for the balance of the cycle of life and death. Once Per Day When using Snuff about half of the life energy you drain off of someone will be converted into healing energy. This healing energy is normally directed at yourself, but can be shifted to the person who you currently have a soul bond with. If you want to forgo any healing however you can instead choose to use this life energy to refuel a cast of Snuff allowing you to use it a second time on the same day.
Tier 14:
Linguistic Penetration Rapid Fire Through My Soul (Bonus): The ability to talk directly to a being's soul has certain affects that are exclusive to it when compared to having a discussion with a person through a more conventional language. The first of these is that when you are in direct communication with an individuals soul you are able to tell if they are attempting to deceive you. The second is that while in this state of direct communication you can see what types of bonds this person's soul shares with those around them. This is something like knowing two people are related, or friends, this won't necessarily tell you intricate details about those relationships however. The third is a bit less moral. Once Per Day you can attempt to bypass a person's mind to directly command their soul to take a single action. Doing this like is based off of persp as are any other soul chatting actions. This will automatically fail if the action would directly harm themselves, or the thing they care most about.
Tier 15:
Spiritual Augmentation (Bonus): Through the increased knowledge of your domain you have managed to learn a couple more interesting things about the alteration of another being's soul. With this new gain skill you can now use spiritual augmentation three times a day! Each use is single target, but all three uses can be applied to the same target if you so desire. Also you have learned a few more possibilities for augmentation.
Berserker: Supersede the brain's control of the body and hand it instead to the spirit while distancing the spirit and the physical form. When the target falls into critical condition they will be able to act as normal due to their soul being able to ignore the pain their body is in. This doesn't apply if the soul is in critical condition. Also be careful about pushing the physical body too far, even if it's possible to act in critical, it is not always wise.
Astral Projection: Create a tether between the physical form, and the soul. This tether is able to stretch infinitely. Then give the soul the ability to step out of the body. While under the affects of this augmentation a target can astral project out of their physical form. If the tether is snapped while in this state then the soul might be lost forever so be careful with it! To return to the physical form the soul must follow the tether back to the physical bodies location. The physical body cannot be controlled while in this state.
Cycle of Death: Push a person's soul closer to the death side of the cycle, and allow it to just sit at that brink. The energy found at the edge of death allows them to gain advantage on all rolls aimed to kill something! It also gives them disadvantage on all defenses against things trying to kill them!
Cycle of Life: Push a person's soul closer to the beginning, before the mark of death had even began to appear upon their soul. The energy found at the brink of life allows them to gain advantage on all defensive rolls, or rolls to heal themselves, but gives disadvantage on all rolls meant to damage others. (Cycle of Death, and Cycle of Life cancel each other out if put on the same target.)
Spiritual Brethren: This augment makes it so that all forces be they mystical, scientific, whimsical, natural, psionical, or spiritual will recognize the augmented target as a being of undeath. If for whatever reason you need convince someone that your very much alive friend is like a zombie, or a ghost. This doesn't affect a person's sight however, just anything they would use to test or sense for that sort of thing.
Class Mastery: Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 1.5x multiplier to its number of successes (Or whatever we agreed it is, I can never fucking remember)
Tier 16:
Egotistic Death & Revival: You are a being of the cycle of life and death. You are a being that can turn it back and forth on a whim. You are a being that decides when things live and when things die. Thus it only makes sense that you would be able to control which part of that cycle you choose to reside upon at any given moment. Just don't do it too often or the powers that be might get a bit mad at you for going all power hungry. Once Per three Missions Auto-Revive yourself to just above critical condition. Once Per Mission Auto-Kill yourself.
Tier 17:
Rip and Tear: Astral Projection is an ancient art of allowing one's soul to leave your body so that it may explore the far off reaches of the galaxy while the physical form remains in a place of relative peace. A German suplex is a wrestling hold in which a wrestler grasps his opponent round the waist from behind and carries him backwards, which Karl Gotch, a Belgian wrestler of German-Hungarian decent invented in the late 50's in Japan. Originally named the Atomic Suplex by Gotch, his Japanese employers soon changed it to German Suplex amid connotations of nuclear destruction in the early 50's being a no-go. By fusing these two pieces of knowledge with your natural abilities as Arcane's Cherub you have gained the power to force someone to Astral Project! Once Per Week Suplex someone's soul out of their body, and force them into the astral plane based on persp. While in the astral plane they gain disadvantage to resisting any of your abilities.
TIER 18:
Soul Bond [Bonus]: Sometimes you don't think to create a link with a person before it's too late. Sometimes you only notice that someone needs your help when you see the bullet mere milimeter's from their head. Sometimes you've already been linked to someone else and don't have the strength to forge a second bond. These are no longer an issue! From now on you can use Soul Bond on up to two targets, and can use it as an instant interrupt! The worst an attack like this can do to you is kill you, and even if the attack was enough to kill several people there won't be any spillover damage to the bond targets.
Tier 19:
Spiritual Augmentation (True Bonus): You have learned a few more soul manipulations. You now have a maximum of six usages of Spiritual Augmentation in a day.
Life - Costs Two uses. Places a trigger on the targets soul that will burn through their spiritual energy in order to heal their physical form upon entering into critical condition. Only works once Per Target Per Day.
Death - Can be applied to an unwilling target. Transfers the remaining physical energy of a target into their soul upon the target entering critical condition. This will kill most things, but depending on how much energy is transferred into the soul it sometimes leaves a fucking nasty ghost around.
Custom Slot - This is your class, your skills, and your knowledge. Not everything is learned. Somethings are created. Come up with a custom Augmentation, and submit it for approval!
Tier 20:
Create Life: You can imbue life into an object to vaguely bring it to some state of animation, but that is something much different than truly bringing something to the level of life which you hold. Once Per Month you can create a true soul and imbue it into an object. That object will come to life with full sapience, and the personality which you designed for it when creating it's soul. It will have up to three of your soul augmentations permanently equipped of your choice. Certain items will also naturally have abilities based on the item that they are. Item includes anything which doesn't currently already have a soul inside of it. This can include a dead body.