Post by demonicparadise on Mar 23, 2021 22:38:08 GMT
[PTabbedContent=Alexander Varias]
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[PTab=Resource Information]
Name: Alexander Varias
Age: 129
DOB: 28th of Drakis, 1481
Level: 32
Level EXP: 25%
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[PTab=Race]
World: Acrea - Draconic Dark Elf Vampire
93/93 Race Points Invested
( powerlisting.fandom.com/wiki/Vampire_Physiology )
Vampiric Physiology Supernatural Speed: You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds.
Empty Racial Slot:
Empty Racial Slot:
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Empty Racial Slot:
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Empty Racial Slot:
True Racial Slot:
Draconic Blood: Having been born with the ability to summon your wings, you gain the ability to fly. Your scales are as hard as brass and have the same color of the aforementioned metal, while the leathery skin branching the fingers of your wings has the consistency of thick cured cow leather. Once per encounter you can use this ability to use your flight to give you some benefits.
e.g.
Fly faster than the average run speed.
Carry something heavier than you would normally be able to carry while standing.
ETC.
With the Biomechanical increase to your wings, you have a 1d2 chance of this ability not being consumed on use. It is not consumed on a 1.
High Mage of the Pheonix: Soul Crystal (1 per day ability): You have a crystal pendant that, like the other creatures of your world, is the physical manifestation of your soul. It is how you channel magic. Your soul is orange, and as such your soul magic is permanently tied to fire. Without training, you can force a magic surge from it once per day in the form of a ball of fire centered on yourself. You are immune to any fire that you personally create with Magic due to your tie to the magic of your soul. This ability is tied to Appeal.
Dragon's Breath: The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channeling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
Brass Dragon Physiology - Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
Draconic Physiology - Heat Absorption: A dragon's body is made to resist the elements in ways that mere mortals can't even begin to comprehend. You are a master of heat and it will bend to your will even if you have to swallow it whole to make it do so. Once Per Encounter absorb the heat from something that you are in physical contact with based off of Appeal! Failure to properly absorb it might have burning hot side-effects! (This can be used as an instant interrupt!)
Brass Dragon Physiology - Draconic Presence - As a brass dragon your existence DEMANDS attention and exudes power and authority! Which means that people typically want to kill you first. No matter how you try to hide, you're always in the line of sight of the local baddies. You tend to draw aggro whether you like it or not.
Draconic Presence Bonus - After a target has been drawn in by your aggro, they are frightened and cannot move closer to you until they save against your appeal.
Old True Racial - True Draconic Awakening (Once per day): The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities-
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favor. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
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[PTab=Extra]
-UNKNOWN-
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[PTab=Infinity Ability]
-UNKNOWN-
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[PTab=Transforms]
- Lesser Aspect of Life -
Life suffuses your entire being, throwing your every cell into overdrive as life blossoms forth from you. Your body is the catalyst from which life itself is born, and you bring your gift to everyone around you.
Robustness: +5
Deftness: +5
Vitality: +15
Intelligence: +10
Perspicacity: +5
Appeal: +35
| Abilities |
Perfect Biokinesis - You can perfectly manipulate organic materials, allowing you to do what you wish with Life based on appeal.
Biogenesis - Using the reality-bending forces within you, you are able to create lower complexity forms of Life based on appeal.
Lively Infusion - Bring existing life to its pinnacle, allowing you to heal a target (living or dead) based on appeal. Keep in mind that when reviving the dead that the balance of the life cycle must be maintained or there will be dire consequences.
| Trigger Events |
Location - A place absolutely flowing with life energy
Battle - If every other member of your party has died, If an Aspect-Level or greater BOP challenges your party
Who - An Aspect of Life or greater, Death, Overseer, DM
True Racial - True Draconic Awakening (Once per day): The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities-
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favor. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
Musicform (True Unique) - When you play your music, you feel your body slip away. If you simply give into that feeling... Once per day, mission, or bounty, take the form of a music elemental. While in this form, you gain a ten point bonus to appeal, you are immune to physical damage, and may attempt to manipulate soundwaves. You may not make physical attacks in this form. This form lasts 1d2+1 turns.
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[PTab=Misc]
Cooldowns
N/A
Color Codes
Robustness - a81d1d
Deftness - 422ddd
Vitality - d38613
Intelligence - 14a837
Perspicacity - 842f99
Appeal - ee38d1
Luck - e3ec06
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[PTab=History]
Alexander was born an Orphan.
He and his twin brother were born to a mother that died in childbirth, and the two of them grew up in an orphanage run by the Order of the Holy Aurum. With the brother's being identical twins, and finding it difficult to find a family willing to take the both of them, the boys were kept by the Order. As is tradition in the Order, the two of them were taken on their first pilgramage when they were 12, making their way to the Cave of Souls, where they collected the crystals that held their souls. Nicolai's was Blue, giving him power over water, ice, and illusions. Alexander's was orange, giving him power over Fire and Light. Both the presence and absence of.
The two of them continued to grow, introducing classes into their curriculum designed to help them control and master their newfound magic, and the young boys slowly became prodigies in their individual colors, Alexander's impulsiveness and persuasiveness pushing Nicolai farther than he would have gone on his own, and Nicolai's knack for research and tactics managing to tone down and guide Alexander as they made their way through the world.
They were 115 when they first attempted the trials that would allow them to challenge the current ruling High Magi of Water and Fire. 124 when they finally succeeded in defeating them, and took their place on the High Mage Council of Acrea.
They hadn't been on the Council a Year when they met The Archetect for the first time.
One of the responsibilities of the High Council was to handle missions they couldn't in good confidence assign to their armies. So when a surge of powerful magical energy was detected deep within the swamps of southern Acrea, Alexander and Nicolai agreed to investigate as one of their early missions, after all, it was important for them to become familiar with their responsibilities as leaders of their country.
Avoiding the undead crawling the swamps was more of an inconvenience than a challenge. Traversing the inside of the stone Manor was more difficult. Alexander met, was nearly killed by, then befriended a cursed entity named Bayl'ok. It was this creature that took them to the source of the magical surge.
This is where they encountered the Archetect.
Alexander attempted to hold off the Archetect's undead while Nicolai went to interrupt the ritual. Unaware of the trap hidden within it, Nicolai was pulled through a portal and in his place, a creature that would be an ingredient to the undoing of their country. The Archetect fused with the creature, and as the lesser forms of life around them started to die in the mere presence of the monstrosity, they fled.
Upon the return of the Twins and their report, the council began putting together plans on what to do about the creature, and in the midst of this, Nicolai began researching how he could help Bayl'ok and lift the curse on the creature. It wasn't long before they managed to lift the curse, and Bayl'ok turned back into a baby girl named Bailey Oakwood. The Boys adopted her, and kept her safe while they planned to stop the destruction of their country.
The plan to take the creature down boiled down to a simple thing. Each of the council members was to find their own champion, and over the course of the following 4 years, they succeeded, and engaged with the Monstrosity. 16 of the strongest creatures in the world and an army of thousands of men and women.
The plan itself, however, failed.
In a last ditch effort, Nicolai created a portal to another world, and as he was saying goodbye to Bailey, Alexander jumped through, and the portal closed.
Alexander tumbled through the portal, feeling his strength and magic stripped from him as the portal used his own magic to jettison him to the other side. He wasn't sure if he was going to make it, curled into a ball as time and space ripped around him. Eventually, he felt himself hit solid ground, unceremoniously whipped into the floor as the spinning stopped, and he felt the pull of magic stop, leaving him with the barest essences of magic he had from simply being alive.
Disoriented, covered in his own blood as well as that of his friends and enemies, and his clothes in a torn an tattered mess, any magic they had woven in them having been ripped from the very fibers, Alexander stood, and as he realized he didn't recognize where he was, his face lit up.
"I survived!! Holy fuck I made it!"
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[PTab=Vocation]
MD - Magical Doctor (Intern) - We help people... help people. Here at St. Merlin's we specialize in treating the most grievous of injuries, both mundane and magical. Join our team of highly-trained professional and take your first step towards the career of your dreams.
AVERAGE PAY - 3000
DANGER TIER 2 - Careful
Level MAX - MAX%
Traveling Battle Medic - There is an infinite number of Archive teams with no healer to call their own. If you're interested in seeing new places, helping people across the multiverse, and empowering the creation of more stories ever lasting, this is the job for you!
AVERAGE PAY - 20000
DANGER TIER 5.5 - DEADLY+
LEVEL 11 - 83%
Shift 001:
REWARDS:
486 EXP
3000 PAGES
Lab Coat of Internship - St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll luck. You may find medical supplies pertinent to your current situation.
Shift 002:
REWARDS:
250 EXP
3000 PAGES
Broken Sonic Screwdriver - After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed?
ALEX HAS HIT VOCATION LEVEL 5
YOU GAIN THE VOCATIONAL ABILITY:
Stabilize: Clear! Once per encounter, automatically succeed at bringing a target out of critical condition.
Shift 003:
REWARDS:
364 EXP
4050 PAGES
ALEX HAS HIT VOCATION LEVEL 10
YOU GAIN THE VOCATIONAL ABILITY:
Diagnostic: How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence.
Shift 004:
REWARDS:
264 EXP
3000 PAGES
What Even Is A Hospital?: You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines.
Shift 005:
REWARDS:
250 EXP
4050 PAGES
ALEX HAS HIT LEVEL 15
ALEX GAINS THE VOCATIONAL ABILITY:
Enerstor (TM): Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence.
Shift 006:
REWARDS:
459 EXP
3000 PAGES
ALEX HAS HIT LEVEL 20
ALEX RECEIVES THE VOCATIONAL ABILITY:
Ebb and Flow: Once per day, enhance OR inhibit a target's specific energy system.
Shift 007:
REWARDS:
250 EXP
4050 PAGES
Pyrophobia (SCARRED) - You've faced your fear of flames head-on in the realm of thought and mind. You no longer have to roll when using fire abilities. You may always feel nervous or jumpy when using flame-based abilities, but it will not stop you from acting any longer. As long as nothing traumatic happens to reawaken your fears...
Shift 008:
REWARDS:
469 EXP
4050 PAGES
LEVEL 25
ALEXANDER HAS HIT MAX LEVEL AS AN MD - MAGICAL DOCTOR (INTERN)
ALEX GAINS THE MAX VOCATIONAL ABILITY OF MD, REPRESENTING HIS MASTERY OF THE MEDICAL ARTS:
IMMOR-TECH: +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends.
Shift 009:
INTERVIEW FOR PROMOTION TO TRAVELING BATTLE MEDIC
REWARDS:
PROMOTED
20,000 Pages - Courtesy of Alarissa Godslayer, Grandeur, Leon Spark, and Kendra Lombardi
Traits Received:
Hearing Impaired: Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing.
Items Received:
Letter from Grandeur: You keep this in your hoard
Shift 010:
REWARDS:
433 EXP
PAGES 20,000
The "I Scream" Launcher - Weapon: +2 Deftness, This bad boy fires a near infinite supply of ice cream at wherever you want ice cream thrown at high velocity. Attacks with this are based on deftness. It normally shoots vanilla, chocolate, and strawberry, but once per day you can choose ANY flavor for the ice cream to be. And we do mean ANY flavor. War is hell.
Shift 011:
REWARDS:
250 EXP
PAGES 30,000
ALEX HAS HIT LEVEL 5! ALEX GAINS THE FOLLOWING VOCATIONAL ABILITY:
Do Some Harm - When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on intelligence.
Items Recieved:
Revolver of Mundanity - Weapon - +4 Deftness, A very simple and unassuming revolver that's polished to a shine. This gun has been incredibly well taken care of. The initials AV have been cleanly carved into one side of the handle, while a small globe of Acrea is carved into the other. Once per day, mission, or bounty, on a successful basic attack with this revolver the target will have any transmundane abilities they possess sealed away, making them as strong as a baseline human for 1d2 turns. Doing this will make YOU as strong as a baseline human for the same amount of time.
Files written by Dr. Paul Brennan on "Alexander Varias", "Paul Brennan", "The Cosmic Aspect of Transmundanity", "Divinity Shard", "Project Utopia Logbook", "Florence", "MUTT", "Pace Windtrotter", "Amelian Koester", "Nicolai Varias", and "Bailey Oakwood-Varias".
Shift 012:
Rewards:
250 EXP
PAGES 20,000
Items Received:
Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
Shift 013:
Rewards:
250 EXP
PAGES 30,000
ALEX HAS HIT LEVEL 10. ALEX GAINS THE VOCATIONAL ABILITY:
Take Some Harm - An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack..
Shift 014:
250 EXP
PAGES 20,000
Shift 015:
Rewards:
250 EXP
PAGES 20000
ALEX HAS HIT LEVEL 15. ALEX GAINS THE VOCATIONAL ABILITY:
The Hymn of the Insensate - Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first.
Shift 016:
Rewards:
451 EXP
PAGES 20,000
ALEX HAS HIT LEVEL 20. ALEX GAINS THE VOCATIONAL ABILITY:
Medi-Gun - A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on intelligence! And finally, once per encounter you can have the nano-machines within the gun create a drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply!
(Pages Earned from Magical Doctor 28200)
(Pages Earned from Travelling Battle Medic 188200)
(Total pages earned from Vocations 168200 as of Shift 15)
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[PTab=Worlds Visited/Sessions Attended]
Worlds Visited:
Pokemon x3
Resident Evil 4
Ultimate Ninja Warrior
New Silvado
Domain of the Moon and Sun (Soluna) x3
Station 420X
Merminal
The Grandest Piano
Buffy the Vampire Slayer
The Arena x2
Termate
Acrea
Hell
Faerune
Enter the Gungeon x2
Domain of Friendship and Ingenuity
NeoVas
Fate's Bounty
My Hero Acadamia
One Piece
Disboard
Attack on Titan
SCP Foundation
Marvel
Twilight Princess
Heaven
Ocarina of Time
Shining Hills
Animal Crossing
Prism's SBURB
R'lyeh
Jak and Daxter 2
Sonic Adventure
Ho-Ho-Homeworld
Kingdom Hearts: Radiant Garden
Hotel California
Digimon
The Drifter
Land of Drakes and Heroes
Alien Isolation
Mystery Dungeon
Skyward Sword
Land of Cops and Bank Robberies
Land of Shadows and Oaths
SOMA
Pio's Castle
Dark Souls
Monster Hunter Stories
Sessions Attended Breakdown:
( docs.google.com/document/d/1fLn2XlbCbt1EGJgFHrmL1W6gpZ4RQYjRhS_YrvjugU0/edit?usp=sharing )
Training 001 - Johann
The Harmonic Void - You take with Johann taught you and fill every song play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
Training 002 - Villentrentenmerth
Dragon's Breath- The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channelling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
Training 003 - Villentrentenmerth
Brass Dragon Physiology - Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
Training 004 - Elite Four Lance
Gyarados Abilities
Wild Heart (Bonus): This pokemon was born wild, and its gonna stay that way. When this pokemon attempts to make a support action, roll a 1d100. On a 50 and above, it performs the action. 49-26, it does nothing. 25 and below, it may attempt to attack your party! This pokemon may not choose you as a target for its attacks.
Outrage (Dragon): The user rampages and attacks a random target for 1d2+1 turns. This attack receives a 1.5x multiplier to successes. The user becomes confused at the end of this period.
Training 005 - Parsnik Snakes
Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on appeal.
Training 006 - Ryan Reynolds Prism Synergy
Bond of Data: +1 Intelligence, You find yourself synergistically bonded with a certain digi-poke chaos wizard. +5 to any and all rolls relating to Sebastian Prism. This does not include any rolls relating to a group INCLUDING Prism.
Training 007 - Villentrenenmerth
True Racial- True Draconic Awakening (Once per day): The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities-
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favour. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
Training 008 - Morticia
Passive Eldritch Resistance: You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
Training 009 - Silent Whisper
Psionically Awakened: You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on intelligence. Don't overwork your baby brain though!
Psionic Perception: Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
Training 010 - Alarissa
Turned - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent.
Vampiric Physiology Supernatural Speed- You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds.
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+5 to medical rolls
Roll an additional die on rolls relating to Draconic Bard Class
+2 to parkour
+5 to rolls relating to Prism
+5 to rolls against Prism
+2 to rolls against allies
+3 to flying rolls
+3 to vampiric racial rolls
[PTabbedContent=Abilities]
[PTab=Universal Abilities]
Active Abilities
-Impulsive Thrillseeker (Once Per Day): Your twin brother was your voice of reason growing up. Without him to regulate your impulsive and reckless nature, you're much more likely to do things immediately as they come to mind. Once per day you can roll Luck to replace the skill that would be used in the moment of Impulse.
-Impulsive Thrillseeker (Bonus): You have established a goto impulsive move, the ol' swoop and grab. When using Impulsive Thrillseeker to dive while flying and grab someone on the ground, you gain advantage on your Luck roll (You may roll twice and take the higher result).
-Carrot Barrage: Once per day, summon the robotic rabbit you worked so hard to capture to unleash a barrage of carrot heat seeking missiles on your opponents. Based on Appeal.
-Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on Appeal.
-Spark of Life: Once EVER, bring any number of targets to perfect health, living or dead.
Passive Abilities
-Charismatic Leader: Due to your being bound to fire, you attempt to use your magic only when absolutely necessary and will attempt to befriend almost anyone or anything. As such, you've become exceedingly charismatic. +2 to Appeal
-Preliminary Ninja Warrior: +1 to Robustness/Deftness/Vitality. +2 to Parkour. You get the feeling that this might be the start of becoming the Ultimate Ninja Warrior, or it might just be a one off. Who knows?
-Medic: You have healed the sick and injured when no one else could. Those people could not have survived without you, and you must continue helping others. You gain a 5 point bonus to medical rolls.
-Heart Container: +5 Vitality, A container full of pure life energy. As an Archive agent, you are only able to benefit from the health benefits of ONE Health Container.
-Passive Eldritch Resistance - You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
-Psionically Awakened - You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on intelligence. Don't overwork your baby brain though!
-Psionic Perception - Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
-P.R.I.S.M. Hunter: You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.
-Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes: A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice! ( Luck )
-Sylph Of Life!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
-Mind Reader: Open your mind's ear and listen in on what other people actually think about you! Get a new jacket and you're unsure if people actually like it? Just read their mind and find out! Based on intelligence.
-Rise of the Phoenix - You were once one of, if not THE, most powerful fire mages on your entire planet. And one for one fleeting moment, you can feel some of that lost power again. Once per month, activate this ability as a simple action. Any fire spells you cast this turn gain a 2x multiplier to its number of successes!
Vocational Abilities
-Stabilize: Clear! Once per encounter, automatically succeed at bringing a target out of critical condition.
-Diagnostic: How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence.
-What Even Is A Hospital?: You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines.
-Enerstor (TM): Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence.
-Ebb and Flow: Once per day, enhance OR inhibit a target's specific energy system.
-IMMOR-TECH: +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends.
-Do Some Harm - When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on intelligence.
-Take Some Harm: An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack..
-The Hymn of the Insensate: Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first.
-Medi-Gun: A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on intelligence! And finally, once per encounter you can have the nano-machines within the gun createa drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply!
Racial Abilities
-Vampiric Physiology Supernatural Speed - You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds. ( powerlisting.fandom.com/wiki/Supernatural_Speed )
-Soul Bond: Once Per Encounter, reach across the connected part of your soul to empower you (Pending revise)
Holiday Abilites
-Archive Halloween 2020!: This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice (Appeal) and Once Per Month create an average sized Jack-O-Lantern.
-Christmas Heroes 2020: +1 to a stat of your choice (Intelligence), The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail!
Metaserums
-Metaserum: +1 Appeal You gain the super power SPINE COMBAT ( powerlisting.fandom.com/wiki/Spine_Combat )
-Metaserum: +1 Vitality You gain the super power PEAK HUMAN FLEXIBILITY ( powerlisting.fandom.com/wiki/Peak_Human_Flexibility ) +5 Deftness
-Metaserum: +1 Intelligence You gain the super power TEMPORAL RELOAD ( powerlisting.fandom.com/wiki/Temporal_Reload )
-Metaserum: +1 Deftness You gain the super power ELEMENTAL ENERGY ATTACKS ( powerlisting.fandom.com/wiki/Elemental_Energy_Attacks )
-Metaserum: +1 Luck You gain the super power TRECHERY INDUCEMENT ( powerlisting.fandom.com/wiki/Treachery_Inducement )
Stand
- Soldier Poet King - Failure Manipulation: A Small Tin Soldier that reads a Poem describing how the Target Fails. Uses Vitality and has a Range of 6 feet.
Retired
-Draconic Blood: Having been born with the ability to summon your wings, you gain the ability to fly. Your scales are as hard as brass and have the same color of the aforementioned metal, while the leathery skin branching the fingers of your wings has the consistency of thick cured cow leather. Once per encounter you can use this ability to use your flight to give you some benefits. e.g. Fly faster than the average run speed or Carry something heavier than you would normally be able to carry while standing, ETC.
-With the Biomechanical increase to your wings, you have a 1d2 chance of this ability not being consumed on use. It is not consumed on a 1.
-High Mage of the Pheonix: Soul Crystal (1 per day ability): You have a crystal pendant that, like the other creatures of your world, is the physical manifestation of your soul. It is how you channel magic. Your soul is orange, and as such your soul magic is permanently tied to fire. Without training, you can force a magic surge from it once per day in the form of a ball of fire centered on yourself. You are immune to any fire that you personally create with Magic due to your tie to the magic of your soul. This ability is tied to Appeal.
-Dragon's Breath: The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channeling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
-[Brass Dragon Physiology] Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
-Draconic Physiology Heat Absorption - A dragon's body is made to resist the elements in ways that mere mortals can't even begin to comprehend. You are a master of heat and it will bend to your will even if you have to swallow it whole to make it do so. Once Per Encounter absorb the heat from something that you are in physical contact with based off of Appeal! Failure to properly absorb it might have burning hot side-effects! (This can be used as an instant interrupt!)
-Brass Dragon Physiology - Draconic Presence: As a brass dragon your existence DEMANDS attention and exudes power and authority! Which means that people typically want to kill you first. No matter how you try to hide, you're always in the line of sight of the local baddies. You tend to draw aggro whether you like it or not.
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[PTab=Boons]
Minor Boons
-Minor Boon of the Goddess of The Hunt, Seasons, and Biomechanics - Beginner Biomechanization: Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose. (Changed Wings: +1 to Deftness, added boosters, no longer can be fatigued by flying.)
-Minor Boon of the God of X-TREME Sports!: Once Per Day summon a divine instrument of sporting. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours.
-Minor Boon of The God of the Pre-Written Word Gumbaloo - +1 Appeal +1 Deftness +1 Persp Once Per Day - Give a minor wound to an individual that they will have received earlier in the morning. Something like a cut, or a small bruise. They will know that the wound didn’t exist before, and also have memories of the wound having happened to them earlier in the day.
-Minor Boon of The God of Heroism - Spark of Heroism - Once EVER, use this ability to gain your superpower from the God of Heroism mission. Biokinesis, Using the divine power of The God of Heroism, you have gained the ability to psionically manipulate living matter based on intelligence. At your current stage, it is much easier to manipulate your own biomass than that of others. ( powerlisting.fandom.com/wiki/Organic_Manipulation )
Lesser Boons
-The Lesser Boon of The Grand Conductor: +1 Deftness, +1 Perspicacity, +1 Appeal, A Symphonic Prayer - Once per day, play a song and... something will happen. Roll luck.
-Lesser Boon of Keishi Lord of the Broken Sword: +1 to Robustness, Vitality, and Perspicacity. Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponent's sword with your own broken sword. This works off of whatever stat your broken sword works off of.
-Lesser Boon of Kalibur: +1 Deftness, +1 Luck, +1 Perspicacity - RNG - Randomly Numbered Gun: Once Per Day Mission/Day/Bounty roll luck to summon a random gun. This gun disappears at the end of the day.
-Lesser Boon of the Goddess of Neon and Glass: +1 Appeal, +1 Intelligence, +1 Luck. Neon Messenger - Once Per Day create a message that looks like a gigantic neon sign. Might be easier to see during night.
-The Lesser Boon of The Goddess of Villainy - +1 Robustness, Deftness, Intelligence, Spark of Villainy - Once EVER, use this ability to permanently gain a much more powerful version of your superpower from The God of Heroism mission.
-Lesser Boon of The Drifter - +3 to Intelligence, Perspicacity, and Appeal, +1 to others,
Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!)
Journey [The Magician] - Once per day, activate this ability to gain a +2 point bonus to your next performance check.
Journey [The High Priestess] - Once per day, activate this ability to: Gain a +2 point bonus to your next performance check and Gain a +2 to your next combat-related roll
Journey [The Empress] - Once per day, activate this ability to: Gain a +3 point bonus to your next performance check and Gain a +3 to your next combat-related roll
Journey [The Emperor] - Once per day, activate this ability to: Gain a +4 point bonus to your next performance check, Gain a +4 to your next combat-related roll and Gain a +4 point bonus to your next diplomacy-based roll.
Journey [The Hierophant]: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and Give a target (excluding yourself) a 1.1x multiplier to their next roll, whatever it is.
Journey [The Lovers] - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and Give a target AND yourself a 1.1x multiplier to their/your next roll, whatever it is.
Journey [The Chariot] - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll. Give a target and yourself a 1.1x multiplier to their/your next roll, whatever it is. Give yourself a basic physical heal.
Loss (The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)
Boons
-Boon of the God of Friendship and Ingenuity: +X/2 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 5, minor stat boost caps at 2), Friendship Circle (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempt to freeze time with ice magic. More complex applications of this ability may require an intelligence check and/or a performance check.) (X=11)
-The Boon of The Life Cycle: +1 Vitality, +1 Perspicacity, The Thin Line - Once per day, use your normal abilities and stats for one action while in critical condition
-Boon of The Mistress of Fate: +3 to Vitality, Intelligence, and Luck, +1 to others, Simplified Fate (Once per day, mission, or bounty, target luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome. Based on luck.)
Greater Boons
-The Greater Boon of the Goddess of the Moon and Sun - +4 Vitality, Perspicacity, and Luck, +2 to others, Metaturnal Manipulation (If it is daytime, this ability gives you pyrokinesis. If it is nighttime, this ability gives you hydrokinesis. Both are based on perspicacity), Photokinesis (You may attempt to manipulate light based on perspicacity.)
-Greater Boon of The Titan of Combat and Bloodshed: +4 to all stats, Showboat (Once per day while fighting in an arena/coliseum/etc, roll appeal after a successful hit. You may get a reward from the crowd depending on how well you did! More flashy and big attacks will lead to bigger and better opportunities to showboat!)
Major Boons
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[PTab=Traits]
Traits
-Killer: You have taken the life of another sentient being.
-Friend Killer: You have killed one of your friends. +2 to rolls against allies.
-Pyrophobic: The thought of fire brings back bad memories... When attempting to use fire-related abilities, roll a 1d100+Perspicacity. If you roll under 50, your trauma is too much to bear and you cannot continue with your action.
-Reunited: You're back with the ones you love. But what about everyone you left behind? +2 Appeal
-Watched: You feel like you're being watched...
-World Ender: Whether through direct action, being manipulated by an outside force, or a complete accident, an action you've taken has led to an apocalyptic scenario that has completely changed the face of a planet forever.
-Hearing Impaired: Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing.
-Turned - A vampire has bitten you, permanently turning you into one of their own and linking the two of you forever. You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Particularly strong emotions from either party may also involuntarily bleed over through the link... (https://powerlisting.fandom.com/wiki/Faerie-Vampire_Physiology)
-Turned - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent. ( More powerful version of powerlisting.fandom.com/wiki/Vampire_Physiology with possibility to become a Vampire Lord )
-Cannibal - You have transgressed one of the most deeply held taboos by almost every sapient life form in the multiverse. You have either eaten another member of your species or a member of a species that is incredibly morphologically similar to your own (For example, an elf eating a human or vice versa).
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[PTab=Draconic Bard]
The music of the dragons is an ancient and powerful thing, one with great and terrible power if used properly. Or improperly.
Tier 1
Draconic Inspiration: Let the fury of the dragons flow through your music and empower your allies. Once per encounter, you may attempt to improve either the physical or mental abilities of your allies in earshot for 1d2 turns. Based on Appeal.
Silver Forked Tongue: A voice sweet as honey and flame breath as hot as hell itself as all you really need to get people to listen to your music. It isn't hard. You gain +X to Appeal where X is equal to your tiers in this class.
Tier 2
Bolero of Fire: Look out, this track is fire. Once per encounter, enemies within earshot will be set ablaze. Based on Appeal.
Instrumental: You know a thing or six about music. You are now proficient in any and all mundane instruments, and find it much easier to learn magical or technologically advanced ones.
Tier 3
Discordant Blast: Utilize the power of chaos and disharmony to your advantage. You may play a discordant and loud "song" and attempt to manipulate the soundwaves to deal force damage to a target. Based on Appeal.
Flight of the Dragons: No, it isn't Flight of the Valkyries because this is a class about dragons, get it right. While you are actively playing this song, your allies in earshot gain the ability to fly. If you are interrupted for any reason whatsoever, they IMMEDIATELY lose this ability.
Tier 4
Drake's Lament: Runnin' in the six with my woes. Once per encounter, you may attempt to mildly heal all allies in earshot with the power of soothing chill tunes. Based on Appeal.
Amplifier: A dragon's roar can be heard for miles around. Why should their music be any different. Once per encounter, as a basic action you may attempt to boost the sound of your next song. Based on Appeal.
Tier 5
A Song of Ice and Fire (Unique): They say there is power in a bard's song, that the music they play can touch the very heart of the universe. Once per day, mission, or bounty, you may play a song that reaches to the heart of the Plane of Music and summons forth a dragon made up of music itself for 1d3 turns.
Quick Claw: You've got some fast claws there, just be careful not to cut a string. You gain +X/2 to Deftness, where X is your tiers in this class. Rounds down.
Tier 6
Chromatic Scales: Get it? Once per encounter, your allies within earshot gain the protection of dragon scale, giving them protection against damage and resistance to fire. Based on Appeal. Lasts 1d2 turns.
Tier 7
Draconic Inspiration (Bonus): The power of music suffuses your body, but now the power of the dragons suffuses your music. When casting Draconic Inspiration, you no longer have to choose between mental and physical bonues, your allies benefit from both.
Tier 8
Draconian Symphony: A solo can be beautiful, but the power of an entire orchestra simply cannot be ignored. Once per encounter, you may attempt to empower a bardic spell based on the number of people playing along with you. It should be noted that these people do not need to be bards in any capacity, but must be able to play their instrument well.
Tier 9
The Serpent's Waltz: Dance with me, won't you? Once per day, mission, or bounty, you may attempt to charm a target within earshot to perform one action against its will. The more "out of character" an action is, the more difficult it may be to force them to do it. Based on Appeal.
Tier 10
A Song of Ice and Fire (Unique Bonus): A duet would be so lovely, wouldn't you agree? While your music elemental is present, you may use your main action to play a song that empowers its attack for that turn.
Draconic Wisdom: Feel the knowledge of the ages wash over you... You gain +X/4 to Perspicacity, where X is equal to your tiers in this class. Rounds down.
Tier 11
Duet: The melodies blend so beautifully... When you cast Draconic Inspiration, you may play another buffing song at the same time. This consumes both of these abilities limited charges.
Tier 12
Plague of Claws: Not everyone is the biggest fan of music, especially whatever genre this song is. Once per day, mission, or bounty, choose a target within earshot. This target is the only one able to hear this song. As the song plays, lacerations appear all over the targets body - lacerations remarkably similar to those inflicted by dragon claws. Even after you stop playing, this effect will continue until the target either expires or saves. Based on Appeal.
Tier 13
Drake's Lament (Bonus): I don't know any other Drake lyrics besides the one in that last ability, sorry. The healing power of this song is dramatically increased. In addition, once per WEEK, you may use this song to attempt to revive the dead within "earshot". This effect will not work if the target is more than 10 minutes deceased or if its fatal injuries were too grievous.
Tier 14
The Serpent's Waltz (Bonus): The passion of your music increases in a fever pitch and everyone in inclined... well, forced to give you their full undivided attention. You may now attempt to charm a group of targets to perform a single simple task.
Tier 15
Musicform (True Unique) - When you play your music, you feel your body slip away. If you simply give into that feeling... Once per day, mission, or bounty, take the form of a music elemental. While in this form, you gain a ten point bonus to appeal, you are immune to physical damage, and may attempt to manipulate soundwaves. You may not make physical attacks in this form. This form lasts 1d2+1 turns.
Class Mastery - You gain a 1.5x multiplier on your total number of successes for all class-related rolls once per encounter.
Tier 16
Power Word - Song: This one is a draconic bard original. You may create a custom song with an effect of your choosing. You may switch this song freely as long as you are not on a mission. This ability must be approved by an Overseer before it is cleared for field use.
Training
The Harmonic Void: You take what Johann taught you and fill every song you play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
Custom Songs List
Florence's Lullaby: This song, when played around someone trapped within a transformation, gives the option to the host to take back control. Successes from this song will be added to the Host's Successes from attempts to break free of the Transform. This cannot be used to forcibly make someone drop a Transform if the Host does not wish for it to happen. Based on Appeal.
Freebird: Play Freebird!! Once per encounter, summon an ethereal piano that persists until dismissed.
Kur's Draconic Fortune: Certain dragons are known as symbols of luck and fortune. That certainly applies here, right? Once per encounter, play a song that specifically boosts the luck stat. For every 2 successes you get with this song, add +1 to your Luck stat. Lasts 1d2 turns.
Hopes, Dreams, and Memories: Once per day. Inspired by a certain Monster, the effect of this song is based on intent, and only effects a single target. Should the intent of the target be neutral or positive, this song heals, and is capable of healing hate and damage caused by hate, even as far down as the soul, but can only heal either hate or injury in a single use. Based on Appeal. Should the intent of the target be negative or violent, the song can nullify aggression in the target for 1d2 turns. This nulled aggression is returned should the target be harmed by the player of the song or their allies. Based on Appeal vs Target’s Perspicacity.
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[PTab=Sylph of Life]
(Placeholder)
Tier 1
Mend - Basic heal to a single target based on appeal.
God Tier - +X to appeal, God Tier Pajamas
Tier 2
Shield of Optimism - Once per encounter, target becomes immune to status effects for 1d3 turns. This target may not be yourself.
Sylladex Shenanigans - You gain a sylladex of your choosing
Tier 3
Overflow - Once per day, target becomes overwhelmed with optimism and happy thoughts and cannot act until save. Based on appeal.
Flight - Flight based on appeal
Tier 4
Mend (Bonus) - Once per encounter advanced heal. This can regrow limbs.
Life Sense - Attempt to detect nearby life signs based on appeal
Tier 5
Life Bringer (Unique) - Once per day, bring a target back from the dead to perfect health. You may not use your abilities from this class for the rest of that encounter.
Knowledge of Life - +X/2 to intelligence
Tier 6
Spontaneous Generation - Attempt to create a virus in a target's body based on appeal
Tier 7
Mend (Bonus) - As a simple action once per turn, very mildly heal all party members based on appeal
Tier 8
Lively Encouragement - Once per day, wildly encourage the growth of target living thing based on appeal
Tier 9
Inversion - Prince of Doom - Once per week, sacrifice yourself. You may not be revived in anyway for the rest of this mission. All of your party members gain a 1.5x multiplier to the successes of their attack rolls for the rest of this encounter.
Tier 10
Life Bringer (Unique Bonus) - Once per day, target cannot die as long as any part of their body is still intact as long as you are actively casting this spell. You must choose to sacrifice your entire next turn to continue casting this.
Life Finds A Way - +X/4 to vitality
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[PTab=Overseer]
You've begun your climb to become a member of one the most powerful groups in the multiverse; The Overseers. Your interdimensional journey begins here.
Tier 1
Folding - A nearly imperceptible form of teleportation called "folding" is available to all OS. "Folding" is the process of using a nearly infinite source to fold time and space in on itself. While connected to an infinite source of power you may use this freely and without rolling. However, when out in the field you must rely on your own power, based on a performance check. The portal will be powered by your most prevalent energy type.
Empowered Form - You feel the universe spread through your body, empowering your every muscle. You gain X to a stat of your choosing, where X is equal to your number of tiers in this class. (Appeal)
Tier 2
Universal Empowerment - Use your newfound tesseract-creating abilities to force a universe to bestow upon you any and all of the knowledge it may hold. Once per day, mission, or bounty, you may open a rift to a universe of your choice. This allows you to use any universal abilities from that multiverse for 1d2+1 turns.
Universal Constant - You are starting to become an engrained part of the multiverse. Weapons of a non-magical or advanced technological standing seem to hardly affect you at all any more.
Tier 3
Research - The Archive holds a treasure trove of knowledge. It is an infinite spring of potential, and as an Overseer you may tap that spring. As long as you are connected to your infinite source of power, you may freely read the personal book of any one target. Out in the field, you may only do this once per day.
Overseer Physiology - Your power source flows through you, gifting you with a smidgen of the immense power it wields. While connected to an infinite source of energy, you may add your class level of "Overseer" to ALL of your stats.
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[PTab=Speedy Seducer]
Tier 1
The Law of Seduction - There are certain laws of reality that will always refuse to break to the whims of mere mortals. Gravity, Force, Space, Time, Entropy, and Speed. One cannot simply ask gravity nicely to not affect them. Time moves forwards no matter what the human begging it to do otherwise says. Entropy works to bring the universe to it's end without pause. Speed will work the same no matter how charming you are! But like, the speed force? Kinda hot ngl, and I think it's been eyeing you up. So maybe this law will bend. You can roll appeal for movement rolls.
Primal Tempter - You tempted a base law of the universe into the sin of lust. Gain +X to Appeal where X is the number of tiers in this class.
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[PTab=Extra]
N/A
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[Ptab=Item Abilities]
Hero's Songbook - List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try!
- Ocarina of Time Songs (https://www.zeldadungeon.net/wiki/Ocarina_of_Time_Songs)
- Majora's Mask Songs (https://www.zeldadungeon.net/Zelda06Songs.php)
You might have to undergo training to unlock the magic held within the songs that manipulate time...
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[PTabbedContent=Inventory]
[PTab= Equipment]
Helmet
-Helmet of The Blood-Crazed: +2 Perspicacity, +2 Vitality, A helmet once worn by a gang who dominated the arena, famous for their psionic resistance. It's said it was forged in the heart of a dwarf star... While you have this helmet equipped, your mind is incapable of being read and you gain advantage against attempts to manipulate your psyche!
Shoulder Pads
-Robo Wing Subwoofers - Shoulder Pads: +2 Appeal, +1 Deftness, An upgrade for your robotic dragon wings to make them sick as hell. Once per day, mission, or bounty, if you are unconscious, dead, or otherwise incapable of playing music, your wings may be able to autonomously play a recording of one of your bardic songs. The effect will not be as strong as playing it yourself, but it will definitely still get the job done in a pinch! You also gain a +3 point bonus to flying!
Torso
Hegemony Armor - Torso - +2 Vitality +1 Deftness - This armor is designed to take blasts of bullet, lazer, and fish! It's also designed to be highly mobile so that the many gunslingers the Hegemony employs aren't restricted in their actions!
Belt
-A Carved Shark Totem: This totem is connected to a string, and carved by hand to look like a Whale Shark. When worn it causes sharks, and shark like creatures to not become agitated by your presence unless you make a hostile action against them. +1 Perspicacity.
Gloves
-The Hand of Fate - Glove: +1 Intelligence, A clock inset on the back of a single glove. Once per day, this allows you to give yourself advantage on a target roll.
Pants
-Bulletproof Greaves - Pants: +2 Vitality, US Military kevlar leg protection, capable of protecting your legs from bullets.
Boots
-Candy Cane Stockings - Boots: +2 Appeal, +2 Deftness, Some stylin' socks that make you look like one of those poles outside of barber shops.
-Leather Boots: These boots have a Silver accent to them.
Ring L
-Indigo Lantern Ring - RING: +2 Appeal, At the beginning of each mission, pick a different color ring. You have the powers of this ring for the duration of the mission.
Ring 2L
-Ring of Madness: +2 Appeal, +1 Perspicacity, A gem with an infinite number of sides. Staring into it for too long has driven many mad...
Ring R
-Claudine - Ring: +2 Appeal, "This Black Diamond ring in 14K Black Gold has intricate details that will enchant you no matter which angle you look at it. Delicate petals reach up to the stone from the engraved style shank. Sweet ribbons wrap around to the front completing the antique style of this ring. Black Diamonds are completely opaque giving it a mystic and captivating blackshade." This ring was found in the wreckage of the restaurant. Aww, looks like someone was planning to propose tonight and lost the ring in the chaos
Ring 2R
Accessory 1
-Party Picture - Accessory: +2 Appeal. A memory of that time you had a really cool party! All of the villagers are there, and so it Villager, Isabelle, and Snake!
Accessory 2
-The Ocean's Heart - ACCESSORY: A blood-stained pendant passed down from generation to generation and captain to captain. While equipped you can manipulate the weather based on intelligence! Perfect for ensuring clear skies for a safe voyage.
Main Weapon
-Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
Offhand
-Ganondorf's Ocarina - Weapon: +2 Robustness, +2 Appeal, An ocarina overflowing with the dark energies of the wielder of the Triforce of Power. Once per week, use this ocarina to take on the form of Calamity Ganon. Controlling all of this power may be INCREDIBLY dangerous however...
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[PTab= Currency]
Pages: 298,475
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[PTab= Consumables]
Food/Drink
-Acrean Ashenfield Ginger Tea (4 uses): A rare tea from Acrea. 0 servings remain. You want a Refill...
Phsyical Heals
Energy Heals
Status Removers
Revival Items
Other
-Holy Water - Consumable Blessed water that's known for being effective against certain kinds of demonic, and undead entities.
-Enhanced-Zombie Virus: This virus only affects people who were already infected with the prior zombie virus. A smart enough person might be able to figure out how to use it to change your race into an Enhanced Zombie if you so wished.
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[PTab= Tools]
Fuel/Batteries
Information/Books
-The Journey of Freyis: A book detailing the heroic adventures of Freyis before he ascended to godhood. Keishi shows up half way through, breaks his sword with an already broken sword, and then becomes friends with him.
-Tome of Maps: While looking for your brother, you picked up a Tome filled with Maps of Acrea. You have a decent collection of maps of your home now.
-Alexander's Life Book: A detailed description of the events that happened throughout your life.
-Alexander's Racial Book: A detailed description of your race.
-Alexander's Acrea Book: A detailed description of Acrea.
-Hero's Songbook: List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try!
Explosives
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[PTab= Crafting Materials]
N/A
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[PTab= Miscellaneous]
-Leather Bound Journal embedded with Orange Gem: A journal you had made when you became High Mage of the Pheonix. It has descriptions of your adventures in them written by your own hand.
-Old Rod: A beaten up looking fishing rod made from wood with a plastic lure. Unlike most fishing rods this one does a decent job at catching fish even without any bait attached. It’s only able to properly reel in weaker species of fish though.
-Umbrella Corperation ID: It has the picture of the Zombie you killed on it. You have no idea what it's for beyond that.
-Broken Sonic Screwdriver: After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed?
-A Deck of Cards: A deck of cards with The Gambler's picture for every face card. You imagine now that he's no longer the reigning champ, this is about to seriously depreciate in value.
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[PTab= Phone Numbers]
Phone Numbers from Outside the Archive:
-Artix (Adam): You met him in the world of American Ninja Warrior! He wants you to play music with him sometime.
Phone Numbers from Inside the Archive:
-THE FORGE: Please call in when you have suitable pages! (CANT BE USED UNTIL 1 MILLION PAGES IS REACHED.)
-Lexi: Emily's mother. You met them at the hospital and plan to join them for dinner after your next shift.
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[PTab= Key Items]
N/A
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[PTab= Ammunition]
-2 Crossbow Bolts: Nothing special about these, they're the ones you brought from Acrea to go in your crossbow.
-5 Blessed Crossbow Bolts: Bolts designed specifically to fight Vampires.
-25 Silvered Crossbow Bolts: Bolts specifically designed to fight Demons
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[PTab= Unequipped Equipment]
-Bowie Knife: A standard issue Bowie Knife that while showing it's age, is still sturdy enough to be an effective weapon. You managed to finish off a Zombie with this Knife in the mission you got it in. You felt pretty cool.
-Pheonix Dagger: Standard Issue Acrean Decorative Dagger to the High Mage of the Pheonix
-Ornate Red Tunic: This was gifted to you when you became a Member of the Council.
-Medieval Shirt: This shirt was designed to accommodate people with wings such as yours.
-Standard Issue Acrean Crossbow: Basic medieval crossbow you brought from home.
-Dragon Violin: You received this Violin when you took the Draconic Bard class. It has the silhouette of a dragon carved into it.
-Silver Scarf: This scarf was given to you by your brother. He wears the matching one as a belt.
-Ocarina of Time - Weapon/Tool: The instrument wielded by the fabled Hero of Time. When used, you can play any of the songs played by the Hero of Time and attempt to use their effects with Appeal and a Performance Check. You do not currently possess the skill to manipulate time with this instrument. +1 to Appea
-Orange Pheonix Soul Gem Necklace: This necklace is attached to your soul and is the source of your magic. You don't need to be near it to cast magic, but if destroyed, bad things could happen.
-Elder Lich Flute: Puchased from the Galactic Smithy, this Flute carved from the bones of an Elder Lich is very difficult to break and produces a lovely sound. Produces various necrotic effects when played.
-Satyr's Panflute: +2 Appeal - This flute carries with it the wild party energy of the mighty Satyr! Once Per Day play a song that can get a singular target lightly intoxicated! +4 to any buff based songs played on this instrument
-Lab Coat of Internship: St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll luck. You may find medical supplies pertinent to your current situation.
-Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes: A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice!
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[PTab= Dragon's Hoard]
What is this? No one else has this what the hell is this section? This is your Dragon Hoard! As a creature with a Draconic bloodline, occasionally you come across objects that your Draconic Instincts demand to be hoarded. You currently store these in a corner in your room and are likely to become defensive if someone attempts to take from it. These can be shinies, things that hold emotional importance to you, or just things that you find confusing or interesting. You know, conversation starters!
-Sack of 10 Decently Large Gold Coins: A small sack of solid gold coins. Dragon brain says hoard. Hoard the shiny. Each coin has a base value of 40 pages
-Gold Chicken Egg: This egg appears to have healing properties. Maybe it has another use?
-A Vial of Ashes: Ashes taken from the remains of the first and last settlement of The Children of the Sun God. The Site of your Greatest Sin.
-A Camera: A film camera left behind after a lot of chaos at The Lake of Rage. Its a little wet, but with some TLC you could probably get it working again.
-Purple Rupee: A purple Rupee is worth 50 Rupees. It has a place in your hoard.
-Undertale Waterfall glowing crystals in a small padded box with “The Stars of The Underground.” on the lid and a little note on the inside that says “A long time ago, Monsters would whisper their wishes to the stars in the sky. If you hoped with all your heart, your wish would come true.
-Satyr's Panflute - +2 Appeal - This flute carries with it the wild party energy of the mighty Satyr! Once Per Day play a song that can get a singular target lightly intoxicated! +4 to any buff based songs played on this instrument.
-It's at this point that she retrieves a little wooden carving from her hammer space, roughly the size of a tennis ball, the shape of a crouching harpy with wings curling out at either side, the tips resting near her front. Engraved along the bottom of the figure, it reads- "A Harpy, for the Dragon's bounty."
-Torban of Truth - +1 Vitality, +1 Appeal, A torban made of superior quality wood that makes you feel like being honest.
-Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
-Revolver of Mundanity - Weapon - +4 Deftness, A very simple and unassuming revolver that's polished to a shine. This gun has been incredibly well taken care of. The initials AV have been cleanly carved into one side of the handle, while a small globe of Acrea is carved into the other. Once per day, mission, or bounty, on a successful basic attack with this revolver the target will have any transmundane abilities they possess sealed away, making them as strong as a baseline human for 1d2 turns. Doing this will make YOU as strong as a baseline human for the same amount of time.
-An embroidery patch depicting a fiery pheonix, wings spread, with a visual of a soundwave across the wingspan. "Burn ever brighter, undying hope, dear Strelitzia."
-Inside is a nine inch tall wooden carving of his full dragon form, sitting proudly atop a wooden base carved to look like the courtyard's tiling. A small card inside reads- "A personal memento for the dragon's horde."
-The Dragon's Heartland - Miscellaneous: An incredibly lifelike rendition of Acrea's capital city and it's inhabitants, formed from the memory of it's weeping Phoenix. Perhaps in the right place, at the right time, this item will assist in restoring some of what was lost.
-A handmade bandana with the Ivean symbol of the Blaze upon it. A Gift from Ame
-Undertale Waterfall glowing crystals contained in a small padded box with “The Stars of The Underground.” on the lid and a little note on the inside that says “A long time ago, Monsters would whisper their wishes to the stars in the sky. If you hoped with all your heart, your wish would come true.” A gift from Puppy
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[PTab=Photograph]
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[PTab=Resource Information]
Name: Alexander Varias
Age: 129
DOB: 28th of Drakis, 1481
Level: 32
Level EXP: 25%
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[PTab=Race]
World: Acrea - Draconic Dark Elf Vampire
93/93 Race Points Invested
( powerlisting.fandom.com/wiki/Vampire_Physiology )
Vampiric Physiology Supernatural Speed: You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds.
Empty Racial Slot:
Empty Racial Slot:
Empty Racial Slot:
Empty Racial Slot:
Empty Racial Slot:
Empty Racial Slot:
Empty Racial Slot:
True Racial Slot:
e.g.
Fly faster than the average run speed.
Carry something heavier than you would normally be able to carry while standing.
ETC.
With the Biomechanical increase to your wings, you have a 1d2 chance of this ability not being consumed on use. It is not consumed on a 1.
Draconic Presence Bonus - After a target has been drawn in by your aggro, they are frightened and cannot move closer to you until they save against your appeal.
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favor. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
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[PTab=Extra]
-UNKNOWN-
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[PTab=Infinity Ability]
-UNKNOWN-
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[PTab=Transforms]
- Lesser Aspect of Life -
Life suffuses your entire being, throwing your every cell into overdrive as life blossoms forth from you. Your body is the catalyst from which life itself is born, and you bring your gift to everyone around you.
Robustness: +5
Deftness: +5
Vitality: +15
Intelligence: +10
Perspicacity: +5
Appeal: +35
| Abilities |
Perfect Biokinesis - You can perfectly manipulate organic materials, allowing you to do what you wish with Life based on appeal.
Biogenesis - Using the reality-bending forces within you, you are able to create lower complexity forms of Life based on appeal.
Lively Infusion - Bring existing life to its pinnacle, allowing you to heal a target (living or dead) based on appeal. Keep in mind that when reviving the dead that the balance of the life cycle must be maintained or there will be dire consequences.
| Trigger Events |
Location - A place absolutely flowing with life energy
Battle - If every other member of your party has died, If an Aspect-Level or greater BOP challenges your party
Who - An Aspect of Life or greater, Death, Overseer, DM
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favor. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
Musicform (True Unique) - When you play your music, you feel your body slip away. If you simply give into that feeling... Once per day, mission, or bounty, take the form of a music elemental. While in this form, you gain a ten point bonus to appeal, you are immune to physical damage, and may attempt to manipulate soundwaves. You may not make physical attacks in this form. This form lasts 1d2+1 turns.
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[PTab=Misc]
Cooldowns
N/A
Color Codes
Robustness - a81d1d
Deftness - 422ddd
Vitality - d38613
Intelligence - 14a837
Perspicacity - 842f99
Appeal - ee38d1
Luck - e3ec06
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[PTab=History]
Alexander was born an Orphan.
He and his twin brother were born to a mother that died in childbirth, and the two of them grew up in an orphanage run by the Order of the Holy Aurum. With the brother's being identical twins, and finding it difficult to find a family willing to take the both of them, the boys were kept by the Order. As is tradition in the Order, the two of them were taken on their first pilgramage when they were 12, making their way to the Cave of Souls, where they collected the crystals that held their souls. Nicolai's was Blue, giving him power over water, ice, and illusions. Alexander's was orange, giving him power over Fire and Light. Both the presence and absence of.
The two of them continued to grow, introducing classes into their curriculum designed to help them control and master their newfound magic, and the young boys slowly became prodigies in their individual colors, Alexander's impulsiveness and persuasiveness pushing Nicolai farther than he would have gone on his own, and Nicolai's knack for research and tactics managing to tone down and guide Alexander as they made their way through the world.
They were 115 when they first attempted the trials that would allow them to challenge the current ruling High Magi of Water and Fire. 124 when they finally succeeded in defeating them, and took their place on the High Mage Council of Acrea.
They hadn't been on the Council a Year when they met The Archetect for the first time.
One of the responsibilities of the High Council was to handle missions they couldn't in good confidence assign to their armies. So when a surge of powerful magical energy was detected deep within the swamps of southern Acrea, Alexander and Nicolai agreed to investigate as one of their early missions, after all, it was important for them to become familiar with their responsibilities as leaders of their country.
Avoiding the undead crawling the swamps was more of an inconvenience than a challenge. Traversing the inside of the stone Manor was more difficult. Alexander met, was nearly killed by, then befriended a cursed entity named Bayl'ok. It was this creature that took them to the source of the magical surge.
This is where they encountered the Archetect.
Alexander attempted to hold off the Archetect's undead while Nicolai went to interrupt the ritual. Unaware of the trap hidden within it, Nicolai was pulled through a portal and in his place, a creature that would be an ingredient to the undoing of their country. The Archetect fused with the creature, and as the lesser forms of life around them started to die in the mere presence of the monstrosity, they fled.
Upon the return of the Twins and their report, the council began putting together plans on what to do about the creature, and in the midst of this, Nicolai began researching how he could help Bayl'ok and lift the curse on the creature. It wasn't long before they managed to lift the curse, and Bayl'ok turned back into a baby girl named Bailey Oakwood. The Boys adopted her, and kept her safe while they planned to stop the destruction of their country.
The plan to take the creature down boiled down to a simple thing. Each of the council members was to find their own champion, and over the course of the following 4 years, they succeeded, and engaged with the Monstrosity. 16 of the strongest creatures in the world and an army of thousands of men and women.
The plan itself, however, failed.
In a last ditch effort, Nicolai created a portal to another world, and as he was saying goodbye to Bailey, Alexander jumped through, and the portal closed.
Alexander tumbled through the portal, feeling his strength and magic stripped from him as the portal used his own magic to jettison him to the other side. He wasn't sure if he was going to make it, curled into a ball as time and space ripped around him. Eventually, he felt himself hit solid ground, unceremoniously whipped into the floor as the spinning stopped, and he felt the pull of magic stop, leaving him with the barest essences of magic he had from simply being alive.
Disoriented, covered in his own blood as well as that of his friends and enemies, and his clothes in a torn an tattered mess, any magic they had woven in them having been ripped from the very fibers, Alexander stood, and as he realized he didn't recognize where he was, his face lit up.
"I survived!! Holy fuck I made it!"
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[PTab=Vocation]
MD - Magical Doctor (Intern) - We help people... help people. Here at St. Merlin's we specialize in treating the most grievous of injuries, both mundane and magical. Join our team of highly-trained professional and take your first step towards the career of your dreams.
AVERAGE PAY - 3000
DANGER TIER 2 - Careful
Level MAX - MAX%
Traveling Battle Medic - There is an infinite number of Archive teams with no healer to call their own. If you're interested in seeing new places, helping people across the multiverse, and empowering the creation of more stories ever lasting, this is the job for you!
AVERAGE PAY - 20000
DANGER TIER 5.5 - DEADLY+
LEVEL 11 - 83%
Shift 001:
REWARDS:
486 EXP
3000 PAGES
Lab Coat of Internship - St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll luck. You may find medical supplies pertinent to your current situation.
Shift 002:
REWARDS:
250 EXP
3000 PAGES
Broken Sonic Screwdriver - After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed?
ALEX HAS HIT VOCATION LEVEL 5
YOU GAIN THE VOCATIONAL ABILITY:
Stabilize: Clear! Once per encounter, automatically succeed at bringing a target out of critical condition.
Shift 003:
REWARDS:
364 EXP
4050 PAGES
ALEX HAS HIT VOCATION LEVEL 10
YOU GAIN THE VOCATIONAL ABILITY:
Diagnostic: How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence.
Shift 004:
REWARDS:
264 EXP
3000 PAGES
What Even Is A Hospital?: You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines.
Shift 005:
REWARDS:
250 EXP
4050 PAGES
ALEX HAS HIT LEVEL 15
ALEX GAINS THE VOCATIONAL ABILITY:
Enerstor (TM): Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence.
Shift 006:
REWARDS:
459 EXP
3000 PAGES
ALEX HAS HIT LEVEL 20
ALEX RECEIVES THE VOCATIONAL ABILITY:
Ebb and Flow: Once per day, enhance OR inhibit a target's specific energy system.
Shift 007:
REWARDS:
250 EXP
4050 PAGES
Pyrophobia (SCARRED) - You've faced your fear of flames head-on in the realm of thought and mind. You no longer have to roll when using fire abilities. You may always feel nervous or jumpy when using flame-based abilities, but it will not stop you from acting any longer. As long as nothing traumatic happens to reawaken your fears...
Shift 008:
REWARDS:
469 EXP
4050 PAGES
LEVEL 25
ALEXANDER HAS HIT MAX LEVEL AS AN MD - MAGICAL DOCTOR (INTERN)
ALEX GAINS THE MAX VOCATIONAL ABILITY OF MD, REPRESENTING HIS MASTERY OF THE MEDICAL ARTS:
IMMOR-TECH: +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends.
Shift 009:
INTERVIEW FOR PROMOTION TO TRAVELING BATTLE MEDIC
REWARDS:
PROMOTED
20,000 Pages - Courtesy of Alarissa Godslayer, Grandeur, Leon Spark, and Kendra Lombardi
Traits Received:
Hearing Impaired: Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing.
Items Received:
Letter from Grandeur: You keep this in your hoard
Shift 010:
REWARDS:
433 EXP
PAGES 20,000
The "I Scream" Launcher - Weapon: +2 Deftness, This bad boy fires a near infinite supply of ice cream at wherever you want ice cream thrown at high velocity. Attacks with this are based on deftness. It normally shoots vanilla, chocolate, and strawberry, but once per day you can choose ANY flavor for the ice cream to be. And we do mean ANY flavor. War is hell.
Shift 011:
REWARDS:
250 EXP
PAGES 30,000
ALEX HAS HIT LEVEL 5! ALEX GAINS THE FOLLOWING VOCATIONAL ABILITY:
Do Some Harm - When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on intelligence.
Items Recieved:
Revolver of Mundanity - Weapon - +4 Deftness, A very simple and unassuming revolver that's polished to a shine. This gun has been incredibly well taken care of. The initials AV have been cleanly carved into one side of the handle, while a small globe of Acrea is carved into the other. Once per day, mission, or bounty, on a successful basic attack with this revolver the target will have any transmundane abilities they possess sealed away, making them as strong as a baseline human for 1d2 turns. Doing this will make YOU as strong as a baseline human for the same amount of time.
Files written by Dr. Paul Brennan on "Alexander Varias", "Paul Brennan", "The Cosmic Aspect of Transmundanity", "Divinity Shard", "Project Utopia Logbook", "Florence", "MUTT", "Pace Windtrotter", "Amelian Koester", "Nicolai Varias", and "Bailey Oakwood-Varias".
Shift 012:
Rewards:
250 EXP
PAGES 20,000
Items Received:
Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
Shift 013:
Rewards:
250 EXP
PAGES 30,000
ALEX HAS HIT LEVEL 10. ALEX GAINS THE VOCATIONAL ABILITY:
Take Some Harm - An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack..
Shift 014:
250 EXP
PAGES 20,000
Shift 015:
Rewards:
250 EXP
PAGES 20000
ALEX HAS HIT LEVEL 15. ALEX GAINS THE VOCATIONAL ABILITY:
The Hymn of the Insensate - Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first.
Shift 016:
Rewards:
451 EXP
PAGES 20,000
ALEX HAS HIT LEVEL 20. ALEX GAINS THE VOCATIONAL ABILITY:
Medi-Gun - A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on intelligence! And finally, once per encounter you can have the nano-machines within the gun create a drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply!
(Pages Earned from Magical Doctor 28200)
(Pages Earned from Travelling Battle Medic 188200)
(Total pages earned from Vocations 168200 as of Shift 15)
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[PTab=Worlds Visited/Sessions Attended]
Worlds Visited:
Pokemon x3
Resident Evil 4
Ultimate Ninja Warrior
New Silvado
Domain of the Moon and Sun (Soluna) x3
Station 420X
Merminal
The Grandest Piano
Buffy the Vampire Slayer
The Arena x2
Termate
Acrea
Hell
Faerune
Enter the Gungeon x2
Domain of Friendship and Ingenuity
NeoVas
Fate's Bounty
My Hero Acadamia
One Piece
Disboard
Attack on Titan
SCP Foundation
Marvel
Twilight Princess
Heaven
Ocarina of Time
Shining Hills
Animal Crossing
Prism's SBURB
R'lyeh
Jak and Daxter 2
Sonic Adventure
Ho-Ho-Homeworld
Kingdom Hearts: Radiant Garden
Hotel California
Digimon
The Drifter
Land of Drakes and Heroes
Alien Isolation
Mystery Dungeon
Skyward Sword
Land of Cops and Bank Robberies
Land of Shadows and Oaths
SOMA
Pio's Castle
Dark Souls
Monster Hunter Stories
Sessions Attended Breakdown:
( docs.google.com/document/d/1fLn2XlbCbt1EGJgFHrmL1W6gpZ4RQYjRhS_YrvjugU0/edit?usp=sharing )
Training 001 - Johann
The Harmonic Void - You take with Johann taught you and fill every song play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
Training 002 - Villentrentenmerth
Dragon's Breath- The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channelling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
Training 003 - Villentrentenmerth
Brass Dragon Physiology - Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
Training 004 - Elite Four Lance
Gyarados Abilities
Wild Heart (Bonus): This pokemon was born wild, and its gonna stay that way. When this pokemon attempts to make a support action, roll a 1d100. On a 50 and above, it performs the action. 49-26, it does nothing. 25 and below, it may attempt to attack your party! This pokemon may not choose you as a target for its attacks.
Outrage (Dragon): The user rampages and attacks a random target for 1d2+1 turns. This attack receives a 1.5x multiplier to successes. The user becomes confused at the end of this period.
Training 005 - Parsnik Snakes
Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on appeal.
Training 006 - Ryan Reynolds Prism Synergy
Bond of Data: +1 Intelligence, You find yourself synergistically bonded with a certain digi-poke chaos wizard. +5 to any and all rolls relating to Sebastian Prism. This does not include any rolls relating to a group INCLUDING Prism.
Training 007 - Villentrenenmerth
True Racial- True Draconic Awakening (Once per day): The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities-
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favour. Roll appeal, enemies who fail a perspicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
Training 008 - Morticia
Passive Eldritch Resistance: You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
Training 009 - Silent Whisper
Psionically Awakened: You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on intelligence. Don't overwork your baby brain though!
Psionic Perception: Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
Training 010 - Alarissa
Turned - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent.
Vampiric Physiology Supernatural Speed- You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds.
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Stats
Stat | Racial Stat Starting Allocation | Racial Cap | Universals/ Traits/ Boons | Equipment | Class Points | Total |
Robustness | 2 | 3/20 | 13 | 2 | 0/4 | 24 #5d10+4 |
Deftness | 2 | 8/25 | 23 | 5 | 8/4 | 50 #11d10 |
Vitality | 3 | 3/45 | 22 | 7 | 0/4 | 39 #8d10+4 |
Intelligence | 0 | 10/10 | 26 | 1 | 2/4 | 43 #9d10+3 |
Perspicacity | 2 | 8/25 | 19 | 6 | 4/4 | 43 #9d10+3 |
Appeal | 4 | 30/60 | 24 | 16 | 16/5/4/1/4 | 103 #21d10+3 |
Luck | 3 | 4/20 | 18 | 0 | 0/4 | 29 #1d100+29 |
+5 to medical rolls
Roll an additional die on rolls relating to Draconic Bard Class
+2 to parkour
+5 to rolls relating to Prism
+5 to rolls against Prism
+2 to rolls against allies
+3 to flying rolls
+3 to vampiric racial rolls
[PTabbedContent=Abilities]
[PTab=Universal Abilities]
Active Abilities
-Impulsive Thrillseeker (Once Per Day): Your twin brother was your voice of reason growing up. Without him to regulate your impulsive and reckless nature, you're much more likely to do things immediately as they come to mind. Once per day you can roll Luck to replace the skill that would be used in the moment of Impulse.
-Impulsive Thrillseeker (Bonus): You have established a goto impulsive move, the ol' swoop and grab. When using Impulsive Thrillseeker to dive while flying and grab someone on the ground, you gain advantage on your Luck roll (You may roll twice and take the higher result).
-Carrot Barrage: Once per day, summon the robotic rabbit you worked so hard to capture to unleash a barrage of carrot heat seeking missiles on your opponents. Based on Appeal.
-Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on Appeal.
Passive Abilities
-Charismatic Leader: Due to your being bound to fire, you attempt to use your magic only when absolutely necessary and will attempt to befriend almost anyone or anything. As such, you've become exceedingly charismatic. +2 to Appeal
-Preliminary Ninja Warrior: +1 to Robustness/Deftness/Vitality. +2 to Parkour. You get the feeling that this might be the start of becoming the Ultimate Ninja Warrior, or it might just be a one off. Who knows?
-Medic: You have healed the sick and injured when no one else could. Those people could not have survived without you, and you must continue helping others. You gain a 5 point bonus to medical rolls.
-Heart Container: +5 Vitality, A container full of pure life energy. As an Archive agent, you are only able to benefit from the health benefits of ONE Health Container.
-Passive Eldritch Resistance - You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
-Psionically Awakened - You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on intelligence. Don't overwork your baby brain though!
-Psionic Perception - Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
-P.R.I.S.M. Hunter: You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.
-Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes: A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice! ( Luck )
-Sylph Of Life!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
-Mind Reader: Open your mind's ear and listen in on what other people actually think about you! Get a new jacket and you're unsure if people actually like it? Just read their mind and find out! Based on intelligence.
-Rise of the Phoenix - You were once one of, if not THE, most powerful fire mages on your entire planet. And one for one fleeting moment, you can feel some of that lost power again. Once per month, activate this ability as a simple action. Any fire spells you cast this turn gain a 2x multiplier to its number of successes!
Vocational Abilities
-Stabilize: Clear! Once per encounter, automatically succeed at bringing a target out of critical condition.
-Diagnostic: How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence.
-What Even Is A Hospital?: You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines.
-Enerstor (TM): Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence.
-Ebb and Flow: Once per day, enhance OR inhibit a target's specific energy system.
-IMMOR-TECH: +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends.
-Do Some Harm - When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on intelligence.
-Take Some Harm: An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack..
-The Hymn of the Insensate: Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first.
-Medi-Gun: A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on intelligence! And finally, once per encounter you can have the nano-machines within the gun createa drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply!
Racial Abilities
-Vampiric Physiology Supernatural Speed - You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds. ( powerlisting.fandom.com/wiki/Supernatural_Speed )
-Soul Bond: Once Per Encounter, reach across the connected part of your soul to empower you (Pending revise)
Holiday Abilites
-Archive Halloween 2020!: This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice (Appeal) and Once Per Month create an average sized Jack-O-Lantern.
-Christmas Heroes 2020: +1 to a stat of your choice (Intelligence), The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail!
Metaserums
-Metaserum: +1 Appeal You gain the super power SPINE COMBAT ( powerlisting.fandom.com/wiki/Spine_Combat )
-Metaserum: +1 Vitality You gain the super power PEAK HUMAN FLEXIBILITY ( powerlisting.fandom.com/wiki/Peak_Human_Flexibility ) +5 Deftness
-Metaserum: +1 Intelligence You gain the super power TEMPORAL RELOAD ( powerlisting.fandom.com/wiki/Temporal_Reload )
-Metaserum: +1 Deftness You gain the super power ELEMENTAL ENERGY ATTACKS ( powerlisting.fandom.com/wiki/Elemental_Energy_Attacks )
-Metaserum: +1 Luck You gain the super power TRECHERY INDUCEMENT ( powerlisting.fandom.com/wiki/Treachery_Inducement )
Stand
- Soldier Poet King - Failure Manipulation: A Small Tin Soldier that reads a Poem describing how the Target Fails. Uses Vitality and has a Range of 6 feet.
-Draconic Blood: Having been born with the ability to summon your wings, you gain the ability to fly. Your scales are as hard as brass and have the same color of the aforementioned metal, while the leathery skin branching the fingers of your wings has the consistency of thick cured cow leather. Once per encounter you can use this ability to use your flight to give you some benefits. e.g. Fly faster than the average run speed or Carry something heavier than you would normally be able to carry while standing, ETC.
-With the Biomechanical increase to your wings, you have a 1d2 chance of this ability not being consumed on use. It is not consumed on a 1.
-High Mage of the Pheonix: Soul Crystal (1 per day ability): You have a crystal pendant that, like the other creatures of your world, is the physical manifestation of your soul. It is how you channel magic. Your soul is orange, and as such your soul magic is permanently tied to fire. Without training, you can force a magic surge from it once per day in the form of a ball of fire centered on yourself. You are immune to any fire that you personally create with Magic due to your tie to the magic of your soul. This ability is tied to Appeal.
-Dragon's Breath: The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channeling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
-[Brass Dragon Physiology] Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
-Draconic Physiology Heat Absorption - A dragon's body is made to resist the elements in ways that mere mortals can't even begin to comprehend. You are a master of heat and it will bend to your will even if you have to swallow it whole to make it do so. Once Per Encounter absorb the heat from something that you are in physical contact with based off of Appeal! Failure to properly absorb it might have burning hot side-effects! (This can be used as an instant interrupt!)
-Brass Dragon Physiology - Draconic Presence: As a brass dragon your existence DEMANDS attention and exudes power and authority! Which means that people typically want to kill you first. No matter how you try to hide, you're always in the line of sight of the local baddies. You tend to draw aggro whether you like it or not.
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[PTab=Boons]
Minor Boons
-Minor Boon of the Goddess of The Hunt, Seasons, and Biomechanics - Beginner Biomechanization: Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose. (Changed Wings: +1 to Deftness, added boosters, no longer can be fatigued by flying.)
-Minor Boon of the God of X-TREME Sports!: Once Per Day summon a divine instrument of sporting. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours.
-Minor Boon of The God of the Pre-Written Word Gumbaloo - +1 Appeal +1 Deftness +1 Persp Once Per Day - Give a minor wound to an individual that they will have received earlier in the morning. Something like a cut, or a small bruise. They will know that the wound didn’t exist before, and also have memories of the wound having happened to them earlier in the day.
-Minor Boon of The God of Heroism - Spark of Heroism - Once EVER, use this ability to gain your superpower from the God of Heroism mission. Biokinesis, Using the divine power of The God of Heroism, you have gained the ability to psionically manipulate living matter based on intelligence. At your current stage, it is much easier to manipulate your own biomass than that of others. ( powerlisting.fandom.com/wiki/Organic_Manipulation )
Lesser Boons
-The Lesser Boon of The Grand Conductor: +1 Deftness, +1 Perspicacity, +1 Appeal, A Symphonic Prayer - Once per day, play a song and... something will happen. Roll luck.
-Lesser Boon of Keishi Lord of the Broken Sword: +1 to Robustness, Vitality, and Perspicacity. Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponent's sword with your own broken sword. This works off of whatever stat your broken sword works off of.
-Lesser Boon of Kalibur: +1 Deftness, +1 Luck, +1 Perspicacity - RNG - Randomly Numbered Gun: Once Per Day Mission/Day/Bounty roll luck to summon a random gun. This gun disappears at the end of the day.
-Lesser Boon of the Goddess of Neon and Glass: +1 Appeal, +1 Intelligence, +1 Luck. Neon Messenger - Once Per Day create a message that looks like a gigantic neon sign. Might be easier to see during night.
-Lesser Boon of The Drifter - +3 to Intelligence, Perspicacity, and Appeal, +1 to others,
Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!)
Journey [The Chariot] - Once per day, activate this ability to: Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll. Give a target and yourself a 1.1x multiplier to their/your next roll, whatever it is. Give yourself a basic physical heal.
Loss (The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)
Boons
-Boon of the God of Friendship and Ingenuity: +X/2 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 5, minor stat boost caps at 2), Friendship Circle (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempt to freeze time with ice magic. More complex applications of this ability may require an intelligence check and/or a performance check.) (X=11)
-The Boon of The Life Cycle: +1 Vitality, +1 Perspicacity, The Thin Line - Once per day, use your normal abilities and stats for one action while in critical condition
-Boon of The Mistress of Fate: +3 to Vitality, Intelligence, and Luck, +1 to others, Simplified Fate (Once per day, mission, or bounty, target luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome. Based on luck.)
Greater Boons
-The Greater Boon of the Goddess of the Moon and Sun - +4 Vitality, Perspicacity, and Luck, +2 to others, Metaturnal Manipulation (If it is daytime, this ability gives you pyrokinesis. If it is nighttime, this ability gives you hydrokinesis. Both are based on perspicacity), Photokinesis (You may attempt to manipulate light based on perspicacity.)
-Greater Boon of The Titan of Combat and Bloodshed: +4 to all stats, Showboat (Once per day while fighting in an arena/coliseum/etc, roll appeal after a successful hit. You may get a reward from the crowd depending on how well you did! More flashy and big attacks will lead to bigger and better opportunities to showboat!)
Major Boons
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[PTab=Traits]
Traits
-Killer: You have taken the life of another sentient being.
-Friend Killer: You have killed one of your friends. +2 to rolls against allies.
-Reunited: You're back with the ones you love. But what about everyone you left behind? +2 Appeal
-Watched: You feel like you're being watched...
-World Ender: Whether through direct action, being manipulated by an outside force, or a complete accident, an action you've taken has led to an apocalyptic scenario that has completely changed the face of a planet forever.
-Hearing Impaired: Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing.
-Turned - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent. ( More powerful version of powerlisting.fandom.com/wiki/Vampire_Physiology with possibility to become a Vampire Lord )
-Cannibal - You have transgressed one of the most deeply held taboos by almost every sapient life form in the multiverse. You have either eaten another member of your species or a member of a species that is incredibly morphologically similar to your own (For example, an elf eating a human or vice versa).
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[PTab=Draconic Bard]
The music of the dragons is an ancient and powerful thing, one with great and terrible power if used properly. Or improperly.
Tier 1
Draconic Inspiration: Let the fury of the dragons flow through your music and empower your allies. Once per encounter, you may attempt to improve either the physical or mental abilities of your allies in earshot for 1d2 turns. Based on Appeal.
Silver Forked Tongue: A voice sweet as honey and flame breath as hot as hell itself as all you really need to get people to listen to your music. It isn't hard. You gain +X to Appeal where X is equal to your tiers in this class.
Tier 2
Bolero of Fire: Look out, this track is fire. Once per encounter, enemies within earshot will be set ablaze. Based on Appeal.
Instrumental: You know a thing or six about music. You are now proficient in any and all mundane instruments, and find it much easier to learn magical or technologically advanced ones.
Tier 3
Discordant Blast: Utilize the power of chaos and disharmony to your advantage. You may play a discordant and loud "song" and attempt to manipulate the soundwaves to deal force damage to a target. Based on Appeal.
Flight of the Dragons: No, it isn't Flight of the Valkyries because this is a class about dragons, get it right. While you are actively playing this song, your allies in earshot gain the ability to fly. If you are interrupted for any reason whatsoever, they IMMEDIATELY lose this ability.
Tier 4
Drake's Lament: Runnin' in the six with my woes. Once per encounter, you may attempt to mildly heal all allies in earshot with the power of soothing chill tunes. Based on Appeal.
Amplifier: A dragon's roar can be heard for miles around. Why should their music be any different. Once per encounter, as a basic action you may attempt to boost the sound of your next song. Based on Appeal.
Tier 5
A Song of Ice and Fire (Unique): They say there is power in a bard's song, that the music they play can touch the very heart of the universe. Once per day, mission, or bounty, you may play a song that reaches to the heart of the Plane of Music and summons forth a dragon made up of music itself for 1d3 turns.
Quick Claw: You've got some fast claws there, just be careful not to cut a string. You gain +X/2 to Deftness, where X is your tiers in this class. Rounds down.
Tier 6
Chromatic Scales: Get it? Once per encounter, your allies within earshot gain the protection of dragon scale, giving them protection against damage and resistance to fire. Based on Appeal. Lasts 1d2 turns.
Tier 7
Draconic Inspiration (Bonus): The power of music suffuses your body, but now the power of the dragons suffuses your music. When casting Draconic Inspiration, you no longer have to choose between mental and physical bonues, your allies benefit from both.
Tier 8
Draconian Symphony: A solo can be beautiful, but the power of an entire orchestra simply cannot be ignored. Once per encounter, you may attempt to empower a bardic spell based on the number of people playing along with you. It should be noted that these people do not need to be bards in any capacity, but must be able to play their instrument well.
Tier 9
The Serpent's Waltz: Dance with me, won't you? Once per day, mission, or bounty, you may attempt to charm a target within earshot to perform one action against its will. The more "out of character" an action is, the more difficult it may be to force them to do it. Based on Appeal.
Tier 10
A Song of Ice and Fire (Unique Bonus): A duet would be so lovely, wouldn't you agree? While your music elemental is present, you may use your main action to play a song that empowers its attack for that turn.
Draconic Wisdom: Feel the knowledge of the ages wash over you... You gain +X/4 to Perspicacity, where X is equal to your tiers in this class. Rounds down.
Tier 11
Duet: The melodies blend so beautifully... When you cast Draconic Inspiration, you may play another buffing song at the same time. This consumes both of these abilities limited charges.
Tier 12
Plague of Claws: Not everyone is the biggest fan of music, especially whatever genre this song is. Once per day, mission, or bounty, choose a target within earshot. This target is the only one able to hear this song. As the song plays, lacerations appear all over the targets body - lacerations remarkably similar to those inflicted by dragon claws. Even after you stop playing, this effect will continue until the target either expires or saves. Based on Appeal.
Tier 13
Drake's Lament (Bonus): I don't know any other Drake lyrics besides the one in that last ability, sorry. The healing power of this song is dramatically increased. In addition, once per WEEK, you may use this song to attempt to revive the dead within "earshot". This effect will not work if the target is more than 10 minutes deceased or if its fatal injuries were too grievous.
Tier 14
The Serpent's Waltz (Bonus): The passion of your music increases in a fever pitch and everyone in inclined... well, forced to give you their full undivided attention. You may now attempt to charm a group of targets to perform a single simple task.
Tier 15
Musicform (True Unique) - When you play your music, you feel your body slip away. If you simply give into that feeling... Once per day, mission, or bounty, take the form of a music elemental. While in this form, you gain a ten point bonus to appeal, you are immune to physical damage, and may attempt to manipulate soundwaves. You may not make physical attacks in this form. This form lasts 1d2+1 turns.
Class Mastery - You gain a 1.5x multiplier on your total number of successes for all class-related rolls once per encounter.
Tier 16
Power Word - Song: This one is a draconic bard original. You may create a custom song with an effect of your choosing. You may switch this song freely as long as you are not on a mission. This ability must be approved by an Overseer before it is cleared for field use.
Training
The Harmonic Void: You take what Johann taught you and fill every song you play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
Custom Songs List
Florence's Lullaby: This song, when played around someone trapped within a transformation, gives the option to the host to take back control. Successes from this song will be added to the Host's Successes from attempts to break free of the Transform. This cannot be used to forcibly make someone drop a Transform if the Host does not wish for it to happen. Based on Appeal.
Freebird: Play Freebird!! Once per encounter, summon an ethereal piano that persists until dismissed.
Kur's Draconic Fortune: Certain dragons are known as symbols of luck and fortune. That certainly applies here, right? Once per encounter, play a song that specifically boosts the luck stat. For every 2 successes you get with this song, add +1 to your Luck stat. Lasts 1d2 turns.
Hopes, Dreams, and Memories: Once per day. Inspired by a certain Monster, the effect of this song is based on intent, and only effects a single target. Should the intent of the target be neutral or positive, this song heals, and is capable of healing hate and damage caused by hate, even as far down as the soul, but can only heal either hate or injury in a single use. Based on Appeal. Should the intent of the target be negative or violent, the song can nullify aggression in the target for 1d2 turns. This nulled aggression is returned should the target be harmed by the player of the song or their allies. Based on Appeal vs Target’s Perspicacity.
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[PTab=Sylph of Life]
(Placeholder)
Tier 1
Mend - Basic heal to a single target based on appeal.
God Tier - +X to appeal, God Tier Pajamas
Tier 2
Shield of Optimism - Once per encounter, target becomes immune to status effects for 1d3 turns. This target may not be yourself.
Sylladex Shenanigans - You gain a sylladex of your choosing
Tier 3
Overflow - Once per day, target becomes overwhelmed with optimism and happy thoughts and cannot act until save. Based on appeal.
Flight - Flight based on appeal
Tier 4
Mend (Bonus) - Once per encounter advanced heal. This can regrow limbs.
Life Sense - Attempt to detect nearby life signs based on appeal
Tier 5
Life Bringer (Unique) - Once per day, bring a target back from the dead to perfect health. You may not use your abilities from this class for the rest of that encounter.
Knowledge of Life - +X/2 to intelligence
Spontaneous Generation - Attempt to create a virus in a target's body based on appeal
Mend (Bonus) - As a simple action once per turn, very mildly heal all party members based on appeal
Lively Encouragement - Once per day, wildly encourage the growth of target living thing based on appeal
Inversion - Prince of Doom - Once per week, sacrifice yourself. You may not be revived in anyway for the rest of this mission. All of your party members gain a 1.5x multiplier to the successes of their attack rolls for the rest of this encounter.
Life Bringer (Unique Bonus) - Once per day, target cannot die as long as any part of their body is still intact as long as you are actively casting this spell. You must choose to sacrifice your entire next turn to continue casting this.
Life Finds A Way - +X/4 to vitality
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[PTab=Overseer]
You've begun your climb to become a member of one the most powerful groups in the multiverse; The Overseers. Your interdimensional journey begins here.
Tier 1
Folding - A nearly imperceptible form of teleportation called "folding" is available to all OS. "Folding" is the process of using a nearly infinite source to fold time and space in on itself. While connected to an infinite source of power you may use this freely and without rolling. However, when out in the field you must rely on your own power, based on a performance check. The portal will be powered by your most prevalent energy type.
Empowered Form - You feel the universe spread through your body, empowering your every muscle. You gain X to a stat of your choosing, where X is equal to your number of tiers in this class. (Appeal)
Tier 2
Universal Empowerment - Use your newfound tesseract-creating abilities to force a universe to bestow upon you any and all of the knowledge it may hold. Once per day, mission, or bounty, you may open a rift to a universe of your choice. This allows you to use any universal abilities from that multiverse for 1d2+1 turns.
Universal Constant - You are starting to become an engrained part of the multiverse. Weapons of a non-magical or advanced technological standing seem to hardly affect you at all any more.
Tier 3
Research - The Archive holds a treasure trove of knowledge. It is an infinite spring of potential, and as an Overseer you may tap that spring. As long as you are connected to your infinite source of power, you may freely read the personal book of any one target. Out in the field, you may only do this once per day.
Overseer Physiology - Your power source flows through you, gifting you with a smidgen of the immense power it wields. While connected to an infinite source of energy, you may add your class level of "Overseer" to ALL of your stats.
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[PTab=Speedy Seducer]
Tier 1
The Law of Seduction - There are certain laws of reality that will always refuse to break to the whims of mere mortals. Gravity, Force, Space, Time, Entropy, and Speed. One cannot simply ask gravity nicely to not affect them. Time moves forwards no matter what the human begging it to do otherwise says. Entropy works to bring the universe to it's end without pause. Speed will work the same no matter how charming you are! But like, the speed force? Kinda hot ngl, and I think it's been eyeing you up. So maybe this law will bend. You can roll appeal for movement rolls.
Primal Tempter - You tempted a base law of the universe into the sin of lust. Gain +X to Appeal where X is the number of tiers in this class.
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[PTab=Extra]
N/A
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[Ptab=Item Abilities]
Hero's Songbook - List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try!
- Ocarina of Time Songs (https://www.zeldadungeon.net/wiki/Ocarina_of_Time_Songs)
- Majora's Mask Songs (https://www.zeldadungeon.net/Zelda06Songs.php)
You might have to undergo training to unlock the magic held within the songs that manipulate time...
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[PTabbedContent=Inventory]
[PTab= Equipment]
Helmet
-Helmet of The Blood-Crazed: +2 Perspicacity, +2 Vitality, A helmet once worn by a gang who dominated the arena, famous for their psionic resistance. It's said it was forged in the heart of a dwarf star... While you have this helmet equipped, your mind is incapable of being read and you gain advantage against attempts to manipulate your psyche!
Shoulder Pads
-Robo Wing Subwoofers - Shoulder Pads: +2 Appeal, +1 Deftness, An upgrade for your robotic dragon wings to make them sick as hell. Once per day, mission, or bounty, if you are unconscious, dead, or otherwise incapable of playing music, your wings may be able to autonomously play a recording of one of your bardic songs. The effect will not be as strong as playing it yourself, but it will definitely still get the job done in a pinch! You also gain a +3 point bonus to flying!
Torso
Hegemony Armor - Torso - +2 Vitality +1 Deftness - This armor is designed to take blasts of bullet, lazer, and fish! It's also designed to be highly mobile so that the many gunslingers the Hegemony employs aren't restricted in their actions!
Belt
-A Carved Shark Totem: This totem is connected to a string, and carved by hand to look like a Whale Shark. When worn it causes sharks, and shark like creatures to not become agitated by your presence unless you make a hostile action against them. +1 Perspicacity.
Gloves
-The Hand of Fate - Glove: +1 Intelligence, A clock inset on the back of a single glove. Once per day, this allows you to give yourself advantage on a target roll.
Pants
-Bulletproof Greaves - Pants: +2 Vitality, US Military kevlar leg protection, capable of protecting your legs from bullets.
Boots
-Candy Cane Stockings - Boots: +2 Appeal, +2 Deftness, Some stylin' socks that make you look like one of those poles outside of barber shops.
-Leather Boots: These boots have a Silver accent to them.
Ring L
-Indigo Lantern Ring - RING: +2 Appeal, At the beginning of each mission, pick a different color ring. You have the powers of this ring for the duration of the mission.
Ring 2L
-Ring of Madness: +2 Appeal, +1 Perspicacity, A gem with an infinite number of sides. Staring into it for too long has driven many mad...
Ring R
-Claudine - Ring: +2 Appeal, "This Black Diamond ring in 14K Black Gold has intricate details that will enchant you no matter which angle you look at it. Delicate petals reach up to the stone from the engraved style shank. Sweet ribbons wrap around to the front completing the antique style of this ring. Black Diamonds are completely opaque giving it a mystic and captivating blackshade." This ring was found in the wreckage of the restaurant. Aww, looks like someone was planning to propose tonight and lost the ring in the chaos
Ring 2R
Accessory 1
-Party Picture - Accessory: +2 Appeal. A memory of that time you had a really cool party! All of the villagers are there, and so it Villager, Isabelle, and Snake!
Accessory 2
-The Ocean's Heart - ACCESSORY: A blood-stained pendant passed down from generation to generation and captain to captain. While equipped you can manipulate the weather based on intelligence! Perfect for ensuring clear skies for a safe voyage.
Main Weapon
-Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
Offhand
-Ganondorf's Ocarina - Weapon: +2 Robustness, +2 Appeal, An ocarina overflowing with the dark energies of the wielder of the Triforce of Power. Once per week, use this ocarina to take on the form of Calamity Ganon. Controlling all of this power may be INCREDIBLY dangerous however...
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[PTab= Currency]
Pages: 298,475
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[PTab= Consumables]
Food/Drink
-Acrean Ashenfield Ginger Tea (4 uses): A rare tea from Acrea. 0 servings remain. You want a Refill...
Phsyical Heals
Energy Heals
Status Removers
Revival Items
Other
-Holy Water - Consumable Blessed water that's known for being effective against certain kinds of demonic, and undead entities.
-Enhanced-Zombie Virus: This virus only affects people who were already infected with the prior zombie virus. A smart enough person might be able to figure out how to use it to change your race into an Enhanced Zombie if you so wished.
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[PTab= Tools]
Fuel/Batteries
Information/Books
-The Journey of Freyis: A book detailing the heroic adventures of Freyis before he ascended to godhood. Keishi shows up half way through, breaks his sword with an already broken sword, and then becomes friends with him.
-Tome of Maps: While looking for your brother, you picked up a Tome filled with Maps of Acrea. You have a decent collection of maps of your home now.
-Alexander's Life Book: A detailed description of the events that happened throughout your life.
-Alexander's Racial Book: A detailed description of your race.
-Alexander's Acrea Book: A detailed description of Acrea.
-Hero's Songbook: List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try!
Explosives
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[PTab= Crafting Materials]
N/A
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[PTab= Miscellaneous]
-Leather Bound Journal embedded with Orange Gem: A journal you had made when you became High Mage of the Pheonix. It has descriptions of your adventures in them written by your own hand.
-Old Rod: A beaten up looking fishing rod made from wood with a plastic lure. Unlike most fishing rods this one does a decent job at catching fish even without any bait attached. It’s only able to properly reel in weaker species of fish though.
-Umbrella Corperation ID: It has the picture of the Zombie you killed on it. You have no idea what it's for beyond that.
-Broken Sonic Screwdriver: After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed?
-A Deck of Cards: A deck of cards with The Gambler's picture for every face card. You imagine now that he's no longer the reigning champ, this is about to seriously depreciate in value.
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[PTab= Phone Numbers]
Phone Numbers from Outside the Archive:
-Artix (Adam): You met him in the world of American Ninja Warrior! He wants you to play music with him sometime.
Phone Numbers from Inside the Archive:
-THE FORGE: Please call in when you have suitable pages! (CANT BE USED UNTIL 1 MILLION PAGES IS REACHED.)
-Lexi: Emily's mother. You met them at the hospital and plan to join them for dinner after your next shift.
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[PTab= Key Items]
N/A
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[PTab= Ammunition]
-2 Crossbow Bolts: Nothing special about these, they're the ones you brought from Acrea to go in your crossbow.
-5 Blessed Crossbow Bolts: Bolts designed specifically to fight Vampires.
-25 Silvered Crossbow Bolts: Bolts specifically designed to fight Demons
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[PTab= Unequipped Equipment]
-Bowie Knife: A standard issue Bowie Knife that while showing it's age, is still sturdy enough to be an effective weapon. You managed to finish off a Zombie with this Knife in the mission you got it in. You felt pretty cool.
-Pheonix Dagger: Standard Issue Acrean Decorative Dagger to the High Mage of the Pheonix
-Ornate Red Tunic: This was gifted to you when you became a Member of the Council.
-Medieval Shirt: This shirt was designed to accommodate people with wings such as yours.
-Standard Issue Acrean Crossbow: Basic medieval crossbow you brought from home.
-Dragon Violin: You received this Violin when you took the Draconic Bard class. It has the silhouette of a dragon carved into it.
-Silver Scarf: This scarf was given to you by your brother. He wears the matching one as a belt.
-Ocarina of Time - Weapon/Tool: The instrument wielded by the fabled Hero of Time. When used, you can play any of the songs played by the Hero of Time and attempt to use their effects with Appeal and a Performance Check. You do not currently possess the skill to manipulate time with this instrument. +1 to Appea
-Orange Pheonix Soul Gem Necklace: This necklace is attached to your soul and is the source of your magic. You don't need to be near it to cast magic, but if destroyed, bad things could happen.
-Elder Lich Flute: Puchased from the Galactic Smithy, this Flute carved from the bones of an Elder Lich is very difficult to break and produces a lovely sound. Produces various necrotic effects when played.
-Satyr's Panflute: +2 Appeal - This flute carries with it the wild party energy of the mighty Satyr! Once Per Day play a song that can get a singular target lightly intoxicated! +4 to any buff based songs played on this instrument
-Lab Coat of Internship: St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll luck. You may find medical supplies pertinent to your current situation.
-Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes: A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice!
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[PTab= Dragon's Hoard]
What is this? No one else has this what the hell is this section? This is your Dragon Hoard! As a creature with a Draconic bloodline, occasionally you come across objects that your Draconic Instincts demand to be hoarded. You currently store these in a corner in your room and are likely to become defensive if someone attempts to take from it. These can be shinies, things that hold emotional importance to you, or just things that you find confusing or interesting. You know, conversation starters!
-Sack of 10 Decently Large Gold Coins: A small sack of solid gold coins. Dragon brain says hoard. Hoard the shiny. Each coin has a base value of 40 pages
-Gold Chicken Egg: This egg appears to have healing properties. Maybe it has another use?
-A Vial of Ashes: Ashes taken from the remains of the first and last settlement of The Children of the Sun God. The Site of your Greatest Sin.
-A Camera: A film camera left behind after a lot of chaos at The Lake of Rage. Its a little wet, but with some TLC you could probably get it working again.
-Purple Rupee: A purple Rupee is worth 50 Rupees. It has a place in your hoard.
-Undertale Waterfall glowing crystals in a small padded box with “The Stars of The Underground.” on the lid and a little note on the inside that says “A long time ago, Monsters would whisper their wishes to the stars in the sky. If you hoped with all your heart, your wish would come true.
-Satyr's Panflute - +2 Appeal - This flute carries with it the wild party energy of the mighty Satyr! Once Per Day play a song that can get a singular target lightly intoxicated! +4 to any buff based songs played on this instrument.
-It's at this point that she retrieves a little wooden carving from her hammer space, roughly the size of a tennis ball, the shape of a crouching harpy with wings curling out at either side, the tips resting near her front. Engraved along the bottom of the figure, it reads- "A Harpy, for the Dragon's bounty."
-Torban of Truth - +1 Vitality, +1 Appeal, A torban made of superior quality wood that makes you feel like being honest.
-Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perspicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
-Revolver of Mundanity - Weapon - +4 Deftness, A very simple and unassuming revolver that's polished to a shine. This gun has been incredibly well taken care of. The initials AV have been cleanly carved into one side of the handle, while a small globe of Acrea is carved into the other. Once per day, mission, or bounty, on a successful basic attack with this revolver the target will have any transmundane abilities they possess sealed away, making them as strong as a baseline human for 1d2 turns. Doing this will make YOU as strong as a baseline human for the same amount of time.
-An embroidery patch depicting a fiery pheonix, wings spread, with a visual of a soundwave across the wingspan. "Burn ever brighter, undying hope, dear Strelitzia."
-Inside is a nine inch tall wooden carving of his full dragon form, sitting proudly atop a wooden base carved to look like the courtyard's tiling. A small card inside reads- "A personal memento for the dragon's horde."
-The Dragon's Heartland - Miscellaneous: An incredibly lifelike rendition of Acrea's capital city and it's inhabitants, formed from the memory of it's weeping Phoenix. Perhaps in the right place, at the right time, this item will assist in restoring some of what was lost.
-A handmade bandana with the Ivean symbol of the Blaze upon it. A Gift from Ame
-Undertale Waterfall glowing crystals contained in a small padded box with “The Stars of The Underground.” on the lid and a little note on the inside that says “A long time ago, Monsters would whisper their wishes to the stars in the sky. If you hoped with all your heart, your wish would come true.” A gift from Puppy
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