Post by Detaryu on May 16, 2021 23:30:49 GMT
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[PTabbedContent=Gracelyn Koester]
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[PTab=Bio/History]
Name: Gracelyn Marie Koester
Age: 330
DOB: November 15th
Level: 33
Level EXP: 97%
Height: 6'5"
Weight: 250
Gracelyn Marie Koester - A child taken from her father, handed over to the winners of the war for a pretty penny by her own mother. Stolen away from the cruelty of an unloving world by an orphaned Kitsune, she found solace, a small sense of hope, and home in her new friend - her new family. If they had no one else, they would have one another, two children thrown into the great unknown with only the clothes on their back and a prayer no god could hear. Faces came, faces went, and the plea for justice fell on deaf ears as she fought to beg the Monarchy for a better tomorrow. When her brother found himself crashing into her arms, racked with sobs and soaked in blood, crying that their faction had been slain and their dearest friend Cody had been shot, Grace decided it was time to fight with her teeth.
Years of working from the shadows, partnered with Amelian to bottleneck supply routes, destroy camps, strike down key targets without mercy or remorse, burn entire cities if it came down to it - it was all she had. A drive to fight, a drive to eradicate, to erase the wrongs of Ivea by fire and fury. They became a force to be reckoned with, spending years on constant move, unable to settle anywhere safely, seeking shelter at best in inns or abandoned structures, and at worst merely by each other's side. Eventually, the siblings settled in Kawasu, content to pull their strings from somewhere stable. Ame worked the one-on-ones, Grace worked the big picture. She could be amicable with all his friends, but none of them were truly close to her - she could only trust Ame. Only Ame had always been there, never turned on her, thrown her under the bus, and she could only believe his word above all others. To her detriment.
When Amelian vanished without a word to join the Archive, Gracelyn was left alone with Helnyx, a 6 year old Patchwork child the siblings had stolen away from their creator, in a world she would have never dreamed she would have to handle alone. She searched relentlessly, scouring every source of information she could get and every place she could possibly think he'd be hidden, fearing the worst, but he just.. never turned up. And then, the next thing she knows, Ivea's fallen pantheon walks again, the faction she'd known as family is alive, and three Kitsunes she's never even met have been left on her doorstep, which she eventually learns are her brother's biological family. In the midst of her reeling, she feels an immense, sudden presence, and an unfamiliar voice whisper her name.
The Voidborn, an immense serpentine dragon with pitch black, tarry eyes, awaited her in the nothingness. And for the first time in her life since meeting her brother, Grace felt welcome. Inquiries of her home, her life, her family, and what she'd like to be. If she would like to join her predecessor as a whole, or if she would like to remain herself, become something new. But most importantly to Grace, the Voidborn had a message passed along from a Vulkine name she never thought she'd hear again - Cody says Amelian's alive. She made a deal with the Voidborn - to seal away the power she'd come to know, to let her prove herself, become something new entirely, and someday, when she's ready.. She'll come home, and meet with the mother of the infinite nothing once more.
Then the Gods suddenly vanished. The wraiths became seemingly endless, starved and coordinated, enraged and unstoppable. Faces started falling again all around her - even Amelian's family. All she had left was Helnyx - and there was no way in hell she'd lose them, too. After months of fear, desperation, and anger, her brother finally came back. And follow him into the ends of infinity she would - this is still a lot more infinity she was expecting..
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[PTab=Race]
Halfblood Sylvan Wyvern: A Voidling on mother's side, a Sylvan Wyvern on father's. Sylvan Wyverns are frilled reptiles thought to have gone extinct at the end of Ivea's first war, later found to merely be exceptionally rare. Unrelated to Ivea's natural magic alignment system, these wyverns can utilize a biologically fueled flame, creating and withstanding incredible temperatures out of natural adaptation. They were once considered weapons of war, their durability and ferocious temperaments making them ideal beasts of choice. Tough scales, sharp teeth, and with a tough, plated spike of hardened bone at their tails, they're walking weapons.
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Racials:
- Therian - Your power has been sealed, and the once mighty Wyvern has been reduced to something more akin to when she was a mere infant. But as a beastfolk of Ivea, you can shift your body to your animal form. At present, Grace's therian is barely two feet long from nose to tail, half that being her tail itself, but at least she can fly.
- Therian [BONUS] - Once per day, Grace may shift straight to her natural full size rather than her smaller form. (Approximately 13 feet at the shoulder, much like an alligator stood on longer legs [KAPROSUCHUS] and is closer to 90 feet long from nose to end of tail spike. Approximately 1/3rd of this length is tail.)
- Wyvern's Hellfire - Produce bright blue fire breath based on Vitality. These are powered by your own bodily strength, heating your body to ridiculous temperatures. You're pretty used to being on fire inside.
(5 unused slots)
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Stats
(0 class points, 0 racial points)
(+4 to racial performance checks)
(+3 to Void related actions, including performance checks, +4 additional to Void Manipulation excluding performance)
(+5 to unarmed melee attacks)
(+3 to Fire related actions)
(Advantage on Performance Checks)
[PTabbedContent=Abilities]
[PTab=Universal Abilities]
Passive Abilities
Claimed - Ivea's Void incarnate has cradled your soul, and left her mark upon you. You carry a sliver of her very essence, after all.
Bestial Brawler - You're used to fighting with tooth and claw, not sword and shield. +5 to unarmed combat melee attacks.
Bonds of Oath - +1 Perspicacity, +1 Deftness
Thousand-Men Pins – CONSUMABLE [USED] – +5 Robustness, These pins are said to grant their user the strength of a thousand men with a single pin thrust into the skin. Some will use several of these pins, but Archive Agents find they are only ever able to do one. Inserting this pin also gives you the applications of powerlisting.fandom.com/wiki/Peak_Human_Strength or Enhanced Strength if you already have the Peak Human Strength Universal.
Active Abilities
Meta-Serums
Robustness - powerlisting.fandom.com/wiki/Metal_Absorption (Vit?)
Vitality - powerlisting.fandom.com/wiki/Elephant_Physiology (Vit Based)
Size Enhancement - As a simple action, Grace can grow her therian form with this power to the size of the largest land mammal - the gray elephant.
Deftness - powerlisting.fandom.com/wiki/Fruit/Vegetable_Mimicry (Vit Based)
Intelligence - powerlisting.fandom.com/wiki/Anti-Power_Bomb_Generation
Perspicacity - powerlisting.fandom.com/wiki/Heat_Aura
Luck - powerlisting.fandom.com/wiki/Object_Mode
PERFECTED META-SERUM -
powerlisting.fandom.com/wiki/Nothingness_Manipulation - Based on Vit
Ability Learning Bed
December 2021 - Balancing Act - In your dreams, you receive an error message stating, "WARNING: MIN/MAX INSTABILITIES DETECTED. INSTALLING BALANCE PATCH." You gain a +5 to a stat of your choice. HOWEVER, this stat cannot be luck or one of your two highest stats (if luck is one of your two highest stats, then this applies to your two highest excluding luck). [Applied to Intelligence]
New Years Resolution - +1 Vitality, Grace is resolving to spend time figuring out how she relates to her little bit of the Voidborn and how to understand it and work with it, rather than just the angry ‘make things go away’ feeling she’s most attuned to. To help her with this, the ability learning bed has given her a +3 point bonus to rolls relating to Void, including performance checks!
Adept Weaponsmith - We all can use more weapons in our life. For February, you have a dream that gives you the experience needed to adeptly making a single category of weapon. This can be anything from swords, bows, staves, guns, or even bombs! MY CHOSEN WEAPON: Knives
Void Manipulation (Bonus) - Thanks to a magical bed (or to be more precise, a bed so technologically advanced it's indistinguishable FROM magic), you've got a little more experience playing with your Void-y powers. And who says you can't get ahead in life by sleeping? You get a +4 point bonus to rolls for applications of Void Manipulation (excluding performance checks).
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[PTab=Boons]
Minor Boons
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[PTab=Traits]
Twin Souls - Your soul has been forcibly mixed in with that of another that means you'll never, ever have privacy again. You can communicate psionically in the same universe as your bonded and, if you're the dragon in this relationship, you get a +4 to your racial performance checks!
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Killer: You have taken the life of another sentient being. (# Killed = 2)
Mark of Gozer - You have been permanently branded as a traitor, heretic, and enemy of Gozer the Destructor.
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[PTab=Classes]
Baton Pass - You trust your friends implicitly! You know that it isn't always best to hog the spotlight, sometimes you gotta let other people shine! Once per encounter, you may perform a baton pass as a simple action. This passes your main action to one of your allies, and they may do as they see fit with this action. This may also be used to pass to NPC and support characters as well!
Friendly Disposition - Gee aren't you just swell! You gain +X to appeal, where X is equal to your tiers in this class.
-Team Attack: You two have been fighting together for an awful long time, and in many of your movements are almost completely in sync. Using a simple action to communicate to each other, once per encounter you can combine your Support action and main action into a dual attack on a single target that is defended against as though it were a single attack. This can only use basic attacks.
-Learned Behavior: You two spend way too much time together. You’re clearly rubbing off on one another. Gain X to the primary stat of the other person with this class where X is your tiers in this class. For example, if you are Ame and Grace, Ame gains X to Vitality and Grace gains X to Deftness.
-->Tier 2<--
-Supportive Family: Even if you don’t know how to do the thing your sibling loves, even if it makes utterly no sense to you, you can still be supportive! Once per day, you can give your sibling advantage on any roll through the love and support you share for each-other as a free action.
-Protective Strike: Once per encounter, against a target who has attacked your sibling, you can make an attack against the target to draw their attention. Regardless of if this attack hits, roll luck. On a 65 or above, you are inflicted with You Draw Aggro for 1d2 turns.
-->Tier 3<--
-Not on my watch: You really think I’m going to let you hit my brother??? Once per encounter, you can either tank an attack for your sibling ¬or attempt a combined defense with them. This only works for defenses within melee range, and you cannot attempt a combined defense while one of you is Prone, Stunned, Asleep, Immobilized, In Critical or otherwise unable to move.
-Watchful Eye: You two always know what’s going on with each other. Like… Always. It’s kind of creepy. Upon taking this tier, the siblings with class are now able to sense when something is wrong with the other, and are able to determine things like what status effect the other might be under. This also means, in the case that someone is impersonating your sibling, you gain advantage on discerning if this person is an imposter.
-->Tier 4<--
-Team Attack (Bonus): You’ve got this. You two know each other well enough by now to understand each other’s abilities! You can now use more complicated abilities, so long as these abilities are not limited more than Once per Encounter. You cannot use this for Once per Day abilities.
-Empowered Support: Guess what? The support who took this class now has a simple action. Who says they can’t attack and¬ use items. That’s bullshit.
-->Tier 5<--
-Perfect Synchronization: Just because you're siblings doesn't mean you don't have your differences. Turn those differences into your strengths. Once per Day, Mission or Bounty, you may draw upon your own individual powers to strengthen your attacks and combine them into a much more powerful one. Each Sibling rolls their primary stat for this attack, and the number of successes are the addition of the two rolls. The exact effect of this ability changes depending on the siblings that use it.
(In the case of Ame and Grace, this ability draws upon their buried connection to the Oathborn and Voidborn to empower their attack.)
-Symbiosis: People who live together tend to begin to mimic each other. You gain X/2 to the secondary stat of the other character where X is the number of levels invested in this class.
-->Tier 6<--
-Watchful Eye (Bonus): What good is knowing what status effect your sibling is under if you can't do anything about it? Once per encounter, as a simple action you can remove all status effects from your sibling with this class.
-->Tier 7<--
-Not on my watch (Bonus): You know what really sucks? Sometimes life just, draws you away from the people you care about, and you can't be there to protect them. Well fuck that. You no longer have to be within Melee range to defend your sibling with a combined defense. Once Per Day, when witnessing an attack against your sibling and if you have a defense you can attempt to deploy at range, you can attempt to double defend for your sibling.
-->Tier 8<--
-Situational Awareness: It's really nice having an extra pair of eyes. Especially when those extra pair of eyes are really good at communicating with you. Once per encounter, when rolling Perception rolls, you and your sibling roll together, and you add the total of your perception rolls together.
-->Tier 9<--
-Force to be Reckoned With: Those Once Per Days you weren't allowed to touch before? What was up with that, it would have been nice to have access to those earlier. Well, better late than never. Once per 3 missions, you and your sibling can combine the effects of two once per day abilities into a single attack, combining their successes.
-->Tier 10<--
-Perfect Synchronization (Bonus): How do you get more perfect than perfect? Becoming a singular entity, comes to mind. Once per Month, fuse with your sibling for 1d2+1 turns. This form has access to both of your abilities, even the ones hidden deep away, and is capable of attempting, but not developing skills. While in this form, you take the highest stats of both of you, and are able to apply a 1.15x multiplier to one action per turn (be it a main, simple, or free.) Additionally, you are able to attempt to control your hidden nature, however, performance rolls for these attempts are going to be particularly difficult.
-Reliance: You've put quite a lot of tiers in this class, and at this point it's pretty clear, what would you do without each other? You gain X/4 to the tertiary stat of the other character where X is the number of levels invested in this class.
-->Tier 11<--
Team Attack (Bonus): Almost completely in sync is a thing of the past, who needs almost with how much you two have put into eachother? Using this ability no longer consumes your simple when used. Your Support and Main actions however are still consumed.
-->Tier 12<--
Defensive Counter: Working in tandem pays off best when distractions can be taken advantage of. Once per encounter, when an enemy misses an attack on your sibling, you can take advantage of the distraction to make a basic attack.
--> Tier 1 <--
What’s Mine Isn’t Yours - And now you know that’s not for you. As a simple action, inflict a target with the status effect "Marked". This target can be anything with physical mass, living or non-living, as long as they are not larger than you. This target must be within melee range to do this. You may only have one target inflicted with "Marked" at a time. Targets inflicted with "Marked" are MUCH easier to track. In addition, anyone attempting to interact with (attack, steal, etc) your marked target must roll against your vitality. On a failed save, you are aware this action is occurring no matter how secretive it is. This status effect will develop additional effects as this class progresses. This status effect lasts until the target is somehow cleansed of your scent.
Tough As Nails - It takes a healthy animal to survive all these fights. Gain +X to vitality, where X is equal to the tiers you have in this class.
-->Tier 2<--
Warning Snarl - Think about who you're messing with before you cross that line. Once per day, let out an aggressive, guttural roar based on vitality to attempt to inflict "Fear" onto all hostile targets within earshot. If a target had recently attempted to interact with you marked target, they get disadvantage to their roll resisting this effect.
Wild Charge - I can’t kick your teeth in when you’re not within reach. Let’s fix that. Once per encounter, perform a leaping attack that combines a movement action’s worth of distance with your offense. Based on robustness.
-->Tier 3<--
To The Victor... - If you’re dying, you don’t exactly need it anymore. So it’s mine now. On a successful basic melee attack you may roll robustness to attempt to wrestle something away from the target. This may only resolve once per target, per encounter. This can be anything, including their equipment or a part of their body. What you get is based on luck.
Naturally Intimidating - You just look like you’ll tear someone to shreds if they come just a little too close. Anything with a mind, sapient or not, tends to find your intimidation attempts a little more… convincing than usual.
-->Tier 4<--
What’s Mine Isn’t Yours (Bonus) - I said, that's MINE. Are you really not getting this. If someone fails the check to interact with your marked target, you may run between them and the target with the ferocious speed of a feral beast. This allows you to tank an attack for your marked target, or to interrupt an attempt to steal your marked target.
Wild Slash - You've got a pair of vicious claws. Why not use both? You may perform two basic melee attacks for the cost of a single main action.
-->Tier 5<--
Wild Child (Unique) - This is what happens when you tease the lion.. Your mind falls into a feral state, seeking the thrill of the battle. You’re raring to go. Once per day, activate this ability as a simple action. For 1d3 turns, you gain a 1.5x multiplier to your successes for all offensive rolls, as well as a 0.5x multiplier to your successes for all defensive ones. You are unable to use any abilities that require advanced thought (magic, psionics, etc) or communicate fully. While in this state, attempts to calm you down or manipulate your psyche gain disadvantage and a 0.5x multiplier to their roll.
More Bite Than Bark - You need muscle to actually back up your demands that everyone stay away from what’s yours. Gain +X/2 to robustness, where X is equal to the number of tiers you have in this class. Rounds down.
-->Tier 6<--
Marked and Dangerous - You get all those bonuses from rubbing your scent on people, isn't it only fair they get something too? Targets inflicted with "Marked" gain the ability to once per day roll YOUR vitality and add the resulting successes onto a roll they've just made.
-->Tier 7<--
What's Mine Isn't Yours (Bonus) - Home is where the snarl is. Your Archive home becomes your "home territory". This area extends to the edge of the property. In your home territory, you are immediately alerted when foreign smells enter your property (note this ability is olfactory-based and thus is able to be fooled), you gain advantage to ALL rolls while fighting in your home territory, and can perform three basic melee attacks for the cost of one. All targets who live in this home with you as well are automatically marked when combat begins in your home. This doesn't apply to friendly visitors.
-->Tier 8<--
Primal Adrenaline - Nothing’s gonna slow me down, not while there’s a fight at hand. You are no longer hindered by pain. You are still aware of its effects, but it can no longer stop your actions. Within reason. Keep in mind that broken limbs will be much less efficacious than healthy ones, even if pain doesn't hinder. If a part of you is mechanically compromised somehow and simply will not move no matter what, this ability will not help you.
-->Tier 9<--
Ownership - These people are yours. Once per day, mission, or bounty, you are able to apply "Marked" to all friendly targets within combat, meaning they gain all positive effects this status effect applies. When applied in this manner, this effect wears off in three turns.
-->Tier 10<--
Wild Child (Unique Bonus) - Losing is for the weak. And you’re the APEX around here. You've become a legend. And a proper legend needs to act like one! Once per day while in your "Wild Child" form, you can perform a legendary action, allowing you to take a single action in between turns.
Wisdom of the Wild - Living in the wilderness and defending your territory requires situational awareness and sensory precision that human beings simply lack. But you don't. You gain +X/4 to perspicacity, where X is equal to your tiers in this class.
-->Tier 1<--
-Wyvern's Birthright: If there's one thing you've got, it's claws. And teeth, and spikes, and a number of other things that make you expertly equipped for combat. Lets make those a little more effective, shall we? As a Main action, you can use one of your natural born weapons to launch a basic attack at your enemy based on Robustness. In addition, choose an element, on a successful hit, you have a chance to inflict a status effect based on your element on your target based on luck.
-Might of a Wyvern: If there's one thing any kind of dragon is known for, it's their unwavering strength. Gain X to the Robustness where X is the number of Tiers you have in the class.
-->Tier 2<--
-Presence of Royalty: It's intimidating enough to be in the presence of a royal, its a completely different kind of intimidation to be in the presence of a wyvern. Imagine combining the two of them. Once per day, using your influence and presence as a royal wyvern, you can attempt to use one of your physical stats to intimidate your enemy. If you roll high enough, you might be able to convince them to stop the fight all together! Otherwise you just inflict the Fear Status effect on a successful roll.
-Wyvern's Breath: Not all a wyvern's tricks are worn on their skin, some are hidden in their throats. You know, where you breathe from? There are all different kinds of dragons, wyverns, and wyrms. And not all of them breathe fire. When you took this class, you chose an element. That element is now your breath weapon. You can use this breath weapon at will.
-->Tier 3<--
-Iron Scales: It's not anything that can take on a dragon. Once per encounter, as an instant interrupt, harden your scales against an oncoming attack and deflect it like a shield.
-Wyverns senses: The shifting of a lizard through desert sands, a mouse scurrying through the underbrush, a wyvern must be aware of all denizens within its domain. You are able to attempt to use the abilities of Peak Human Senses
-->Tier 4<--
-Wyvern's Birthright (Bonus): What's wrong with having a little bit of skill behind turning your body into a weapon? When using your natural born weaponry, you can make two attacks for a single action.
-Danger Sense: You've been around for a while, and you've been fighting for just as long. You've started catching onto the little cues that come with picking up on dangerous situations. Once per Encounter, when surveying an area, gain advantage on finding traps, or recognizing an ambush before they're set off. To gain this benefit you cannot be blinded, deafened, or incapacitated in any way.
Full Draw: You've overcome the limitations that would cripple most people who forgo accuracy for strength, and are now able to use your bow with Robustness rather than Deftness, however, this does come at the cost of your accuracy. Shots taken where the target is more than 50 feet from your location are at disadvantage.
200lb Draw Weight: We weren't kidding when we said it would be difficult for the average archer to be able to manage a bow like this. You're going to need this. Gain X to Robustness where X is the number of tiers you have in the class.
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[PTabbedContent=Inventory]
[PTab= Equipment]
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[PTab= Currency]
Pages: 469,183
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[PTab= Consumables]
Food/Drink
-Ambrosia - CONSUMABLE - An incredibly rare, powerful, and delicious bottle of divine ambrosia. Typically only reserved for the Gods - as well as those who impress the Gods. This ambrosia has two uses: Drink it while on a mission for a full physical and energy heal, as well as curing any status effects and counting as a full meal OR Drink it off of a mission to purge ONE permanent debuff, disability, or curse!*
-x1 Barrel of All Purpose Pet Rum.
-Collin the Arms Master's Arm.
Physical Heals
-Archive Brand Full Physical Heal x2*
Energy Heals
-Archive Brand Physical Energy Full Heal x1
Status Removers
Revival Items
-Archive Brand Basic Revival Item (revives to critical) x2*
-Archive Brand Basic Auto Revival Item (revives to critical) x1*
Other
--Infinite Rose - A rose filled with the infinite power and potential of Creation itself that will act as a bulwark, protecting its holder from the coming abyss. While this rose is in your inventory, you can remember things that have been taken by The Void, even if you are not a multiversal constant. In addition, if you are successfully hit by an attack based in Void and a part of you would be voided, this rose is voided instead.*
-Vegas in a Box - CONSUMABLE - A magical box made by a disciple of Lady Luck in honor of the saviors of Las Vegas. Once opened, roll a 1d150000+50000, then roll a 1d2. On a 1 you lose that number of pages, on a 2 you gain that number of pages! This can bring you into the negatives if you do not have the pages to cover it.
-Godbuster's Badge - CONSUMABLE - A badge created by an alternate version of the Ghostbusters that killed Gozer and got a taste for bigger prey than regular old ghosts. Just remember that if someone asks you if you're a God, you say YES. Once EVER, this badge is capable of negative a single attack from a divine entity. If you aren't prepared to fight a God, the Godbusters recommend you use that as a chance to RUN!*
-Pinch of Corrupted Dream Dust - When spread across a sleeping person's body, their dreams turn to nightmares. May have additional effects if the user already has abilities related to dreams - currently has three doses.*
-3x Dust of Dreams - Consumable - Place upon the face of a currently dreaming creature to draw out something from their dreams. If it is an item it will be given to you. If it is a creature it will assist you in combat. Items produced by this effect will fade upon the waking of the creature. The same goes for creatures summoned by this effect.
-Shrine Incense - Consumable - Placed to honor the loved ones that have passed, you can light this incense and pray for the souls of the loved and lost. When lit, roll luck, and name the spirit you are praying to, and you may receive a blessing from the spirit in thanks for your wish of peace upon them.
-Training Mission Coupon - A coupon entitling you to one free training mission of your choice (Up to a value of 150,000 pages) for a draconic ability from The Dracomancer. If the price of the mission exceeds this value, you may redeem it for 150,000 pages towards the price and pay the rest out of pocket.
-The Glove - CONSUMABLE - An glove enchanted with the true meaning of sportsmanship and honor. You may throw this glove down at a target and challenge them to a game of your choosing with stakes of your choosing. The target must agree to your terms to begin. Once accepted, the two of you (and ONLY the two of you) will be teleported to an Astral Stadium overseen by a Greater Aspect of Sportsmanship who will ensure fair play and that the terms of the game are properly followed through. Please note that using this on a target stronger than the ref will probably mean they won't have to actually listen - unless they have honor!
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[PTab= Tools]
Fenton Thermos - TOOL - A thermos used for both soup and capturing a single spirit that has been knocked into critical condition.*
The Inko Signal - TOOL - A small flashlight that creates an image of a small budgie with its wings spread, ready for action. Once per three missions, shine the light to summon the Inko Colors to help you with a problem! Please note that while they're not great fighters, they excel at helping with non-combat related issues.*
-Hendrix Walnut Fusion Drum Set - Instrument - Coveted for its smooth percussion and ability to produce sound on a variety of scales, from soft to loud, this set is a must have for any aspiring drummer.
-Sub-Woofer - A device designed to take in animal noises (like woofs, thus the name) and spit out words.
Fuel/Batteries
Information/Books
-A Glu-Ray Copy of Food Fight! (2012)
-A Glu-Ray Copy of The Room
Explosives
Apps -
-HammerSpace connection with associated management app - This Hammer Space can hold up to a thousand items, but none of them can be something that you wouldn't physically be able to put into it. So you have to be able to lift the item, and it can't be bigger than like, a horse. Items of the same type also stack. Like a bundle of arrows would only be one item. Or multiple unfilled pokeballs.
-Pokemon Translator App
-Koester Guild Chest - docs.google.com/document/d/1wzuPlQGgwjmX5nEa-pskNiCBLLCu1-7fuPG0dnrQKPg/edit?usp=sharing
Vehicles
-Ecto-1 - VEHICLE - A modified 1959 Cadillac driven by the Ghostbusters that they'd probably prefer to have back, thank you very much. The car is covered in ghost hunting equipment! Do keep in mind that the car itself is just a normal Cadillac though.
Other
-Compass - A pocket-sized folding compass.
-Pocket watch - A round pocket watch on a metal chain.
-Basic Archive Phone
-Dragon Harness - An incredibly well-crafted harness used to allow a person to safely ride a dragon. While a dragon has this equipped, all of their flight rolls will receive a +10 point bonus!
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[PTab= Crafting Materials]
Ecto-Ranium - CRAFTING MATERIAL - A bizarre and unique element with anti-ghost properties.
-45 pounds of scrap metal*
-Mysterious Scale - CRAFTING MATERIAL - An incredibly hard scale from what must have been an enormous beast. It was found where The Glow Worm (the original progenitor of Monsters on this planet before their rise to sapience) was, before it vanished to God knows where. The Glow Worm, famously, did not have scales. It matches no known animal on this planet. Holding it gives you a bad feeling about things to come...
-Hellfire Crystal - CRAFTING MATERIAL - A shiny rock that's so hot it's almost painful to the touch. It's absolutely brimming with the power of a wyvern's burning blue hellfire breath. This crystal has multiple uses: in crafting it can be used to imbue into a piece of equipment, the Hellfire energy can be siphoned out for whatever purposes you need, and it can even be thrown like a grenade to hit a target with the force of a Wyvern's dragonbreath.
-Stark Reactor - Material - This is a power generator that once it starts running can produce an infinite amount of clean energy! It can only be hooked up to a singular generator, and it only produces that energy at a rate equivalent to a home generator, but will produce it for an infinite amount of time.
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[PTab= Miscellaneous]
Mundane
-Over Shoulder Bag (regular)
-Basic first aid - A leather pouch containing three rolls of bandage wrap, tweezers, a small bottle of rubbing alcohol, and a roll of sturdy twine.
-Dragon's Eggshell - MISC - The soft baby blue eggshell of the white baby Dragon Aithusa
-Kansea's Phone Number from Archive Agent Olympics
Transmundane
-Cosmic Egg - OTHER - An egg created by Chaos for reasons unknown. It's said to hold a mysterious power, that only those who form a bond with Primordial Chaos can unlock.
-Ability Learning Bed - FURNITURE? - Incredibly pricy but incredibly powerful. As long as you have this bed in your home, once a month you'll gain a random universal.
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[PTab= Ammunition]
-Koester Made Arrows (x20) - AMMUNITION - Mundane arrows, the arrowhead made of a Wyvern scale, the fletching of White "Crow" feathers.
-Holy Arrows (x10) - AMMUNITION - Arrows enchanted with the divine energy of Artemis herself! Perfect for hunting unholy or demonic targets!
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[PTab= Unequipped Equipment]
-Glock - You stole a gun from Cytus. Should probably give that back, actually.
-The Wraith's Bow - Alright, so you're not a wraith, but your victims thought you were, so the name stuck. A strong bow, with countless stains from generations of blood, paired with a quiver notched for every monarch you've struck down.
-Survivor's Dagger - A sharp black dagger, handle carved from the bone of a fallen world. The runes in it spell "Hellebore" if translated.
-New Nambu Model 60 - Weapon - +1 Perspicacity, +2 Dexterity, The New Nambu M60 is a double-action revolver chambered in .38 Special based upon Smith & Wesson-style designs. It was designed and produced by Shin-Chuō Industries, later merged with Minebea. "New Nambu" was named after Kijirō Nambu, a notable firearm designer and the founder of Shin-Chuō Industries. This gun is standard issue of Japanese police officers.
-Creation-Touched Sword - WEAPON - A Sword that has been blessed by Creation and able to harm creatures composed of Void.
-HeartBreaker - Weapon - +2 Vitality, +1 Appeal - A silver two-handed maul with a crystalline gem forged into the top.
--Aura of The Heart - The gem itself glows with a radiant red light that provides all creatures within 20 feet +2 Vitality, and +3 to rolls involving healing. This bonus applies to all those who bathe in the light of the weapon be they friend or foe.
--Shattered Heart - Upon hitting a creature with this maul, and getting more than seven nat tens in the roll, the gem on top will shatter giving all allies within forty-five feet a basic heal, and the effects of Aura of The Heart for 1d2 turns.
-Pip-boy of a State Alchemist - Accessory - +2 Int - This pip-boy is used by state alchemists to prove that they are in fact alchemists of the state. This device also functions as a basic computer that can handle inventory management, connect to local radio signals, download maps of the immediate area, map out new areas as they are explored, keep track of quests, provide a minor flashlight, and keep track of various notes gathered along the way. It's screen colors are customizable! Also gain +3 to using FMA styled Alchemy!
-Boots of Heroism and Science +1 Intelligence, +1 Vitality Boots created by a strange spatial anomaly from the intersection of two universes. These boots make the wielder feel more heroic and ready to take down bad guys, as well as more able to study the anomalous and sacrifice death row inmates for scientific purposes.
-A Self Repairing Space Suit.
-Sun Forge Gauntlets - +2 Robustness, +1 Vitality Black metallic gauntlets forged in the heat of the sun. The gauntlets absorb solar energy, and instead of converting it into electrical power they condense the energy into high powered beams of Sunlight. These gauntlets can shoot beams of sunlight based off of the users robustness. The user must have a source of solar energy to charge them. They can only hold one blast if not in sunlight.
-Breeches of John Silver - Pants - +2 Robustness - These pants were once worn by the greatest pirate to ever sail the stars! They haven't been washed since! By donning these pants you feel yourself grow more in tune with your piraty nature! Gain a +5 to piracy rolls, and a +5 to rolls involving cooking.
-Glove of the Thrall - GLOVES - +1 Robustness, +1 Vitality, -2 Intelligence, -2 Perspicacity, A battle worn glove that has been well used in it's time. You don't know much about this glove or its abilities yet, but you are aware that it, in some way, increases your fighting ability, and that it's cursed.
-Worrystone - Accessory - -5 Intelligence An amulet made from a crystallized Panic Attack that helps you ward off mental effects. While you have this equipped, you are immune to mental status effects. This item cannot be equipped or unequipped during a mission.
-Sylvan Wyvern Plushie - Accessory - A small handmade doll, designed to resemble Gracelyn's Therian. Inside the bandanna, "Hellebore" is hand embroidered. This gives a +3 to fire related actions.
-Mundane set of Wyvern Football protective gear
-Archive Olympics Gold Medal - ACCESSORY - +3 to a stat of your choice, A Gold Medal made of pure Goldandium, a metal that's actually legally considered to be made of three times more gold than gold itself! Don't... don't ask how that works. Or think about it too much. Any time you are not on a mission, you are able to change the stat buff this medal gives.
Creation-Touched Shield - WEAPON - A Shield that has been blessed by Creation and able to harm creatures composed of Void.
Bodach in a Box - SUPPORT - You got a present! A horrific dream demon from parts unknown! Just what I always wanted!!! Once per week, summon a Bodach into your support slot! This Bodach is able to put targets to sleep, siphon the life energy from sleeping targets, puppeteer the bodies of sleeping targets, and make a target live their worst fear!
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[PTabbedContent=Gracelyn Koester]
[PTab=Images]
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[PTab=Bio/History]
Name: Gracelyn Marie Koester
Age: 330
DOB: November 15th
Level: 33
Level EXP: 97%
Height: 6'5"
Weight: 250
Gracelyn Marie Koester - A child taken from her father, handed over to the winners of the war for a pretty penny by her own mother. Stolen away from the cruelty of an unloving world by an orphaned Kitsune, she found solace, a small sense of hope, and home in her new friend - her new family. If they had no one else, they would have one another, two children thrown into the great unknown with only the clothes on their back and a prayer no god could hear. Faces came, faces went, and the plea for justice fell on deaf ears as she fought to beg the Monarchy for a better tomorrow. When her brother found himself crashing into her arms, racked with sobs and soaked in blood, crying that their faction had been slain and their dearest friend Cody had been shot, Grace decided it was time to fight with her teeth.
Years of working from the shadows, partnered with Amelian to bottleneck supply routes, destroy camps, strike down key targets without mercy or remorse, burn entire cities if it came down to it - it was all she had. A drive to fight, a drive to eradicate, to erase the wrongs of Ivea by fire and fury. They became a force to be reckoned with, spending years on constant move, unable to settle anywhere safely, seeking shelter at best in inns or abandoned structures, and at worst merely by each other's side. Eventually, the siblings settled in Kawasu, content to pull their strings from somewhere stable. Ame worked the one-on-ones, Grace worked the big picture. She could be amicable with all his friends, but none of them were truly close to her - she could only trust Ame. Only Ame had always been there, never turned on her, thrown her under the bus, and she could only believe his word above all others. To her detriment.
When Amelian vanished without a word to join the Archive, Gracelyn was left alone with Helnyx, a 6 year old Patchwork child the siblings had stolen away from their creator, in a world she would have never dreamed she would have to handle alone. She searched relentlessly, scouring every source of information she could get and every place she could possibly think he'd be hidden, fearing the worst, but he just.. never turned up. And then, the next thing she knows, Ivea's fallen pantheon walks again, the faction she'd known as family is alive, and three Kitsunes she's never even met have been left on her doorstep, which she eventually learns are her brother's biological family. In the midst of her reeling, she feels an immense, sudden presence, and an unfamiliar voice whisper her name.
The Voidborn, an immense serpentine dragon with pitch black, tarry eyes, awaited her in the nothingness. And for the first time in her life since meeting her brother, Grace felt welcome. Inquiries of her home, her life, her family, and what she'd like to be. If she would like to join her predecessor as a whole, or if she would like to remain herself, become something new. But most importantly to Grace, the Voidborn had a message passed along from a Vulkine name she never thought she'd hear again - Cody says Amelian's alive. She made a deal with the Voidborn - to seal away the power she'd come to know, to let her prove herself, become something new entirely, and someday, when she's ready.. She'll come home, and meet with the mother of the infinite nothing once more.
Then the Gods suddenly vanished. The wraiths became seemingly endless, starved and coordinated, enraged and unstoppable. Faces started falling again all around her - even Amelian's family. All she had left was Helnyx - and there was no way in hell she'd lose them, too. After months of fear, desperation, and anger, her brother finally came back. And follow him into the ends of infinity she would - this is still a lot more infinity she was expecting..
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[PTab=Race]
Halfblood Sylvan Wyvern: A Voidling on mother's side, a Sylvan Wyvern on father's. Sylvan Wyverns are frilled reptiles thought to have gone extinct at the end of Ivea's first war, later found to merely be exceptionally rare. Unrelated to Ivea's natural magic alignment system, these wyverns can utilize a biologically fueled flame, creating and withstanding incredible temperatures out of natural adaptation. They were once considered weapons of war, their durability and ferocious temperaments making them ideal beasts of choice. Tough scales, sharp teeth, and with a tough, plated spike of hardened bone at their tails, they're walking weapons.
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Racials:
- Therian - Your power has been sealed, and the once mighty Wyvern has been reduced to something more akin to when she was a mere infant. But as a beastfolk of Ivea, you can shift your body to your animal form. At present, Grace's therian is barely two feet long from nose to tail, half that being her tail itself, but at least she can fly.
- Therian [BONUS] - Once per day, Grace may shift straight to her natural full size rather than her smaller form. (Approximately 13 feet at the shoulder, much like an alligator stood on longer legs [KAPROSUCHUS] and is closer to 90 feet long from nose to end of tail spike. Approximately 1/3rd of this length is tail.)
- Wyvern's Hellfire - Produce bright blue fire breath based on Vitality. These are powered by your own bodily strength, heating your body to ridiculous temperatures. You're pretty used to being on fire inside.
(5 unused slots)
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Stats
Stat Name | Start | Racial | Race Cap | Equipment | Universals/Boons | Class | Total | Roll |
Robustness (s) | 9 | 33 | 60 | 16 | 6 | 10 | 74 | 16d10+4 |
Deftness (a) | 0 | 0 | 25 | 4 | 2 | 9 | 15 | 4d10 |
Vitality (s) | 6 | 57 | 65 | 25 | 2 | 10 | 100 | 21d10 |
Intelligence (a) | 0 | 9 | 25 | 4 | 6 | 9 | 28 | 6d10+3 |
Perspicacity (a) | 0 | 0 | 25 | 0 | 2 | 10 | 12 | 3d10+2 |
Appeal (w) | 0 | 0 | 5 | 0 | 0 | 3 | 3 | 1d10+3 |
Luck (w) | 0 | 0 | 5 | 0 | 1 | 0 | 1 | 1d100 |
(0 class points, 0 racial points)
(+4 to racial performance checks)
(+3 to Void related actions, including performance checks, +4 additional to Void Manipulation excluding performance)
(+5 to unarmed melee attacks)
(+3 to Fire related actions)
(Advantage on Performance Checks)
[PTabbedContent=Abilities]
[PTab=Universal Abilities]
Passive Abilities
Claimed - Ivea's Void incarnate has cradled your soul, and left her mark upon you. You carry a sliver of her very essence, after all.
Bestial Brawler - You're used to fighting with tooth and claw, not sword and shield. +5 to unarmed combat melee attacks.
Bonds of Oath - +1 Perspicacity, +1 Deftness
Thousand-Men Pins – CONSUMABLE [USED] – +5 Robustness, These pins are said to grant their user the strength of a thousand men with a single pin thrust into the skin. Some will use several of these pins, but Archive Agents find they are only ever able to do one. Inserting this pin also gives you the applications of powerlisting.fandom.com/wiki/Peak_Human_Strength or Enhanced Strength if you already have the Peak Human Strength Universal.
Active Abilities
Meta-Serums
Robustness - powerlisting.fandom.com/wiki/Metal_Absorption (Vit?)
Vitality - powerlisting.fandom.com/wiki/Elephant_Physiology (Vit Based)
Size Enhancement - As a simple action, Grace can grow her therian form with this power to the size of the largest land mammal - the gray elephant.
Deftness - powerlisting.fandom.com/wiki/Fruit/Vegetable_Mimicry (Vit Based)
Intelligence - powerlisting.fandom.com/wiki/Anti-Power_Bomb_Generation
Perspicacity - powerlisting.fandom.com/wiki/Heat_Aura
Luck - powerlisting.fandom.com/wiki/Object_Mode
PERFECTED META-SERUM -
powerlisting.fandom.com/wiki/Nothingness_Manipulation - Based on Vit
Ability Learning Bed
December 2021 - Balancing Act - In your dreams, you receive an error message stating, "WARNING: MIN/MAX INSTABILITIES DETECTED. INSTALLING BALANCE PATCH." You gain a +5 to a stat of your choice. HOWEVER, this stat cannot be luck or one of your two highest stats (if luck is one of your two highest stats, then this applies to your two highest excluding luck). [Applied to Intelligence]
New Years Resolution - +1 Vitality, Grace is resolving to spend time figuring out how she relates to her little bit of the Voidborn and how to understand it and work with it, rather than just the angry ‘make things go away’ feeling she’s most attuned to. To help her with this, the ability learning bed has given her a +3 point bonus to rolls relating to Void, including performance checks!
Adept Weaponsmith - We all can use more weapons in our life. For February, you have a dream that gives you the experience needed to adeptly making a single category of weapon. This can be anything from swords, bows, staves, guns, or even bombs! MY CHOSEN WEAPON: Knives
Void Manipulation (Bonus) - Thanks to a magical bed (or to be more precise, a bed so technologically advanced it's indistinguishable FROM magic), you've got a little more experience playing with your Void-y powers. And who says you can't get ahead in life by sleeping? You get a +4 point bonus to rolls for applications of Void Manipulation (excluding performance checks).
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[PTab=Boons]
Minor Boons
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[PTab=Traits]
Twin Souls - Your soul has been forcibly mixed in with that of another that means you'll never, ever have privacy again. You can communicate psionically in the same universe as your bonded and, if you're the dragon in this relationship, you get a +4 to your racial performance checks!
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Killer: You have taken the life of another sentient being. (# Killed = 2)
Mark of Gozer - You have been permanently branded as a traitor, heretic, and enemy of Gozer the Destructor.
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[PTab=Classes]
The Power Of Friendship!
Tier 1Baton Pass - You trust your friends implicitly! You know that it isn't always best to hog the spotlight, sometimes you gotta let other people shine! Once per encounter, you may perform a baton pass as a simple action. This passes your main action to one of your allies, and they may do as they see fit with this action. This may also be used to pass to NPC and support characters as well!
Friendly Disposition - Gee aren't you just swell! You gain +X to appeal, where X is equal to your tiers in this class.
Multiversal Researcher
Tier 1
Research Journal - The most important tool of any researcher worth their salt, a journal to keep their findings in. You gain a journal. This journal can either be technological or magical depending on your choice. You may use this to study a target based on intelligence to learn about it. Depending on your roll, this may give stats, abilities, even weaknesses. This may only be used once per target.
Multiversal Education - The multiverse is the greatest school you could ask for. You gain +X to intelligence, where X is equal to your tiers in this class.
Tier 2
Well Equipped - If you're a true researcher, this will be your favorite ability in this class. Your place of residence has been outfitted with an infinite bookshelf equipped with EVERY mundane book in the known multiverse, from "Goodnight Moon" to "Zyptl's Tales to Tell in the Dark". As a simple action, you may remotely summon one of these books.
Fast Learner - Speedy brain, speedy life. You gain a 15% bonus to experience gain.
Tier 3
Donation - You didn't think you were getting all these abilities for nothing, did you? The Archive has a job for you. Once per day, mission, or bounty, donate an object within melee range to The Archive's research labs. This object must either be unowned or the owner must consent to give it to science. Depending on the item's scientific merit, you may be rewarded.
As Expected - You saw this coming. Once per day, mission, or bounty, reveal that you know this attack was coming all along and had prepared some miraculous way to attempt to stop it. Based on intelligence.
Tier 4
Research Journal (Bonus) - What's the point of all this information if you can't do anything with it? That's what you would say if you didn't understand the merit of obtaining knowledge for knowledge's sake. But you can do things with it too, I guess. Depending on how good your information on a target is, you may gain a buff to your rolls against them.
Learned - NERD. Choose a scientific or pseudo-scientific disclipline (Chemistry, Alchemy, Crypto-Zoology, Car Repair, etc). You gain advanced knowledge in that topic as if you were a professional at the top of your field.
[MILITARY SCIENCE]
Tier 5
Universal Understanding (Unique) - A universe is a complicated thing, but your focus is on MULTIverses, so you've got a bit more on your plate. Universes themselves are child's play. Once per day, mission, or bounty, you may attempt to use any one universal from a world you have been to.
Multiversal Wisdom - The fabric of the universe contains knowledge mortals weren't supposed to understand. But you understand it pretty damn well. You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Tier 6
Well Equipped (Bonus) - Mundane books are too... mundane for someone of your scientific caliber. Got anything better? After each mission, roll a 1d100+intelligence. Based on this roll, you may obtain a rare book from this world. You also may now place other rare and magical books on your infinite bookshelf, and may summon them with a simple action as well.
Tier 7
Research Journal (Bonus) - Who needs a lab? Your journal is able to either technologically or magically analyze samples (organic or inorganic), machines, or magical devices. Depending on your journal's functionality type, it may be better at analyzing technology or magical items respectively.
Tier 8
Self Understanding - Never forget to look within... The greatest subject to study, is yourself............ You gain advantage on performance checks.
Tier 9
Multiversal Simulation - What would happen if I... Once per day, mission, or bounty, you may activate this ability as a simple action. The rest of your turn will be within a perfect simulation of the situation you are currently in. You may do as you wish within this simulation and see how the world reacts. Once you end your turn, you will return to the moment you used this ability (the real world) and may proceed as normal, using the knowledge you've just gained. You may simply state you do everything you did in the simulation if you like how it went. After all, you just practiced it.
Tier 1
Research Journal - The most important tool of any researcher worth their salt, a journal to keep their findings in. You gain a journal. This journal can either be technological or magical depending on your choice. You may use this to study a target based on intelligence to learn about it. Depending on your roll, this may give stats, abilities, even weaknesses. This may only be used once per target.
Multiversal Education - The multiverse is the greatest school you could ask for. You gain +X to intelligence, where X is equal to your tiers in this class.
Tier 2
Well Equipped - If you're a true researcher, this will be your favorite ability in this class. Your place of residence has been outfitted with an infinite bookshelf equipped with EVERY mundane book in the known multiverse, from "Goodnight Moon" to "Zyptl's Tales to Tell in the Dark". As a simple action, you may remotely summon one of these books.
Fast Learner - Speedy brain, speedy life. You gain a 15% bonus to experience gain.
Tier 3
Donation - You didn't think you were getting all these abilities for nothing, did you? The Archive has a job for you. Once per day, mission, or bounty, donate an object within melee range to The Archive's research labs. This object must either be unowned or the owner must consent to give it to science. Depending on the item's scientific merit, you may be rewarded.
As Expected - You saw this coming. Once per day, mission, or bounty, reveal that you know this attack was coming all along and had prepared some miraculous way to attempt to stop it. Based on intelligence.
Tier 4
Research Journal (Bonus) - What's the point of all this information if you can't do anything with it? That's what you would say if you didn't understand the merit of obtaining knowledge for knowledge's sake. But you can do things with it too, I guess. Depending on how good your information on a target is, you may gain a buff to your rolls against them.
Learned - NERD. Choose a scientific or pseudo-scientific disclipline (Chemistry, Alchemy, Crypto-Zoology, Car Repair, etc). You gain advanced knowledge in that topic as if you were a professional at the top of your field.
[MILITARY SCIENCE]
Tier 5
Universal Understanding (Unique) - A universe is a complicated thing, but your focus is on MULTIverses, so you've got a bit more on your plate. Universes themselves are child's play. Once per day, mission, or bounty, you may attempt to use any one universal from a world you have been to.
Multiversal Wisdom - The fabric of the universe contains knowledge mortals weren't supposed to understand. But you understand it pretty damn well. You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Tier 6
Well Equipped (Bonus) - Mundane books are too... mundane for someone of your scientific caliber. Got anything better? After each mission, roll a 1d100+intelligence. Based on this roll, you may obtain a rare book from this world. You also may now place other rare and magical books on your infinite bookshelf, and may summon them with a simple action as well.
Tier 7
Research Journal (Bonus) - Who needs a lab? Your journal is able to either technologically or magically analyze samples (organic or inorganic), machines, or magical devices. Depending on your journal's functionality type, it may be better at analyzing technology or magical items respectively.
Tier 8
Self Understanding - Never forget to look within... The greatest subject to study, is yourself............ You gain advantage on performance checks.
Tier 9
Multiversal Simulation - What would happen if I... Once per day, mission, or bounty, you may activate this ability as a simple action. The rest of your turn will be within a perfect simulation of the situation you are currently in. You may do as you wish within this simulation and see how the world reacts. Once you end your turn, you will return to the moment you used this ability (the real world) and may proceed as normal, using the knowledge you've just gained. You may simply state you do everything you did in the simulation if you like how it went. After all, you just practiced it.
Sibling Resonance
(Requirements: Both beneficiaries of this class must have this class taken to be of any benefit, and one must be a support.)
-->Tier 1<---Team Attack: You two have been fighting together for an awful long time, and in many of your movements are almost completely in sync. Using a simple action to communicate to each other, once per encounter you can combine your Support action and main action into a dual attack on a single target that is defended against as though it were a single attack. This can only use basic attacks.
-Learned Behavior: You two spend way too much time together. You’re clearly rubbing off on one another. Gain X to the primary stat of the other person with this class where X is your tiers in this class. For example, if you are Ame and Grace, Ame gains X to Vitality and Grace gains X to Deftness.
-->Tier 2<--
-Supportive Family: Even if you don’t know how to do the thing your sibling loves, even if it makes utterly no sense to you, you can still be supportive! Once per day, you can give your sibling advantage on any roll through the love and support you share for each-other as a free action.
-Protective Strike: Once per encounter, against a target who has attacked your sibling, you can make an attack against the target to draw their attention. Regardless of if this attack hits, roll luck. On a 65 or above, you are inflicted with You Draw Aggro for 1d2 turns.
-->Tier 3<--
-Not on my watch: You really think I’m going to let you hit my brother??? Once per encounter, you can either tank an attack for your sibling ¬or attempt a combined defense with them. This only works for defenses within melee range, and you cannot attempt a combined defense while one of you is Prone, Stunned, Asleep, Immobilized, In Critical or otherwise unable to move.
-Watchful Eye: You two always know what’s going on with each other. Like… Always. It’s kind of creepy. Upon taking this tier, the siblings with class are now able to sense when something is wrong with the other, and are able to determine things like what status effect the other might be under. This also means, in the case that someone is impersonating your sibling, you gain advantage on discerning if this person is an imposter.
-->Tier 4<--
-Team Attack (Bonus): You’ve got this. You two know each other well enough by now to understand each other’s abilities! You can now use more complicated abilities, so long as these abilities are not limited more than Once per Encounter. You cannot use this for Once per Day abilities.
-Empowered Support: Guess what? The support who took this class now has a simple action. Who says they can’t attack and¬ use items. That’s bullshit.
-->Tier 5<--
-Perfect Synchronization: Just because you're siblings doesn't mean you don't have your differences. Turn those differences into your strengths. Once per Day, Mission or Bounty, you may draw upon your own individual powers to strengthen your attacks and combine them into a much more powerful one. Each Sibling rolls their primary stat for this attack, and the number of successes are the addition of the two rolls. The exact effect of this ability changes depending on the siblings that use it.
(In the case of Ame and Grace, this ability draws upon their buried connection to the Oathborn and Voidborn to empower their attack.)
-Symbiosis: People who live together tend to begin to mimic each other. You gain X/2 to the secondary stat of the other character where X is the number of levels invested in this class.
-->Tier 6<--
-Watchful Eye (Bonus): What good is knowing what status effect your sibling is under if you can't do anything about it? Once per encounter, as a simple action you can remove all status effects from your sibling with this class.
-->Tier 7<--
-Not on my watch (Bonus): You know what really sucks? Sometimes life just, draws you away from the people you care about, and you can't be there to protect them. Well fuck that. You no longer have to be within Melee range to defend your sibling with a combined defense. Once Per Day, when witnessing an attack against your sibling and if you have a defense you can attempt to deploy at range, you can attempt to double defend for your sibling.
-->Tier 8<--
-Situational Awareness: It's really nice having an extra pair of eyes. Especially when those extra pair of eyes are really good at communicating with you. Once per encounter, when rolling Perception rolls, you and your sibling roll together, and you add the total of your perception rolls together.
-->Tier 9<--
-Force to be Reckoned With: Those Once Per Days you weren't allowed to touch before? What was up with that, it would have been nice to have access to those earlier. Well, better late than never. Once per 3 missions, you and your sibling can combine the effects of two once per day abilities into a single attack, combining their successes.
-->Tier 10<--
-Perfect Synchronization (Bonus): How do you get more perfect than perfect? Becoming a singular entity, comes to mind. Once per Month, fuse with your sibling for 1d2+1 turns. This form has access to both of your abilities, even the ones hidden deep away, and is capable of attempting, but not developing skills. While in this form, you take the highest stats of both of you, and are able to apply a 1.15x multiplier to one action per turn (be it a main, simple, or free.) Additionally, you are able to attempt to control your hidden nature, however, performance rolls for these attempts are going to be particularly difficult.
-Reliance: You've put quite a lot of tiers in this class, and at this point it's pretty clear, what would you do without each other? You gain X/4 to the tertiary stat of the other character where X is the number of levels invested in this class.
Team Attack (Bonus): Almost completely in sync is a thing of the past, who needs almost with how much you two have put into eachother? Using this ability no longer consumes your simple when used. Your Support and Main actions however are still consumed.
-->Tier 12<--
Defensive Counter: Working in tandem pays off best when distractions can be taken advantage of. Once per encounter, when an enemy misses an attack on your sibling, you can take advantage of the distraction to make a basic attack.
Territorial Feral Beast
(Prerequisite: To take this class, you must be a beast or beastkin - humans do not count as animals for the purpose of this class.)
--> Tier 1 <--
What’s Mine Isn’t Yours - And now you know that’s not for you. As a simple action, inflict a target with the status effect "Marked". This target can be anything with physical mass, living or non-living, as long as they are not larger than you. This target must be within melee range to do this. You may only have one target inflicted with "Marked" at a time. Targets inflicted with "Marked" are MUCH easier to track. In addition, anyone attempting to interact with (attack, steal, etc) your marked target must roll against your vitality. On a failed save, you are aware this action is occurring no matter how secretive it is. This status effect will develop additional effects as this class progresses. This status effect lasts until the target is somehow cleansed of your scent.
Tough As Nails - It takes a healthy animal to survive all these fights. Gain +X to vitality, where X is equal to the tiers you have in this class.
-->Tier 2<--
Warning Snarl - Think about who you're messing with before you cross that line. Once per day, let out an aggressive, guttural roar based on vitality to attempt to inflict "Fear" onto all hostile targets within earshot. If a target had recently attempted to interact with you marked target, they get disadvantage to their roll resisting this effect.
Wild Charge - I can’t kick your teeth in when you’re not within reach. Let’s fix that. Once per encounter, perform a leaping attack that combines a movement action’s worth of distance with your offense. Based on robustness.
-->Tier 3<--
To The Victor... - If you’re dying, you don’t exactly need it anymore. So it’s mine now. On a successful basic melee attack you may roll robustness to attempt to wrestle something away from the target. This may only resolve once per target, per encounter. This can be anything, including their equipment or a part of their body. What you get is based on luck.
Naturally Intimidating - You just look like you’ll tear someone to shreds if they come just a little too close. Anything with a mind, sapient or not, tends to find your intimidation attempts a little more… convincing than usual.
-->Tier 4<--
What’s Mine Isn’t Yours (Bonus) - I said, that's MINE. Are you really not getting this. If someone fails the check to interact with your marked target, you may run between them and the target with the ferocious speed of a feral beast. This allows you to tank an attack for your marked target, or to interrupt an attempt to steal your marked target.
Wild Slash - You've got a pair of vicious claws. Why not use both? You may perform two basic melee attacks for the cost of a single main action.
-->Tier 5<--
Wild Child (Unique) - This is what happens when you tease the lion.. Your mind falls into a feral state, seeking the thrill of the battle. You’re raring to go. Once per day, activate this ability as a simple action. For 1d3 turns, you gain a 1.5x multiplier to your successes for all offensive rolls, as well as a 0.5x multiplier to your successes for all defensive ones. You are unable to use any abilities that require advanced thought (magic, psionics, etc) or communicate fully. While in this state, attempts to calm you down or manipulate your psyche gain disadvantage and a 0.5x multiplier to their roll.
More Bite Than Bark - You need muscle to actually back up your demands that everyone stay away from what’s yours. Gain +X/2 to robustness, where X is equal to the number of tiers you have in this class. Rounds down.
-->Tier 6<--
Marked and Dangerous - You get all those bonuses from rubbing your scent on people, isn't it only fair they get something too? Targets inflicted with "Marked" gain the ability to once per day roll YOUR vitality and add the resulting successes onto a roll they've just made.
-->Tier 7<--
What's Mine Isn't Yours (Bonus) - Home is where the snarl is. Your Archive home becomes your "home territory". This area extends to the edge of the property. In your home territory, you are immediately alerted when foreign smells enter your property (note this ability is olfactory-based and thus is able to be fooled), you gain advantage to ALL rolls while fighting in your home territory, and can perform three basic melee attacks for the cost of one. All targets who live in this home with you as well are automatically marked when combat begins in your home. This doesn't apply to friendly visitors.
-->Tier 8<--
Primal Adrenaline - Nothing’s gonna slow me down, not while there’s a fight at hand. You are no longer hindered by pain. You are still aware of its effects, but it can no longer stop your actions. Within reason. Keep in mind that broken limbs will be much less efficacious than healthy ones, even if pain doesn't hinder. If a part of you is mechanically compromised somehow and simply will not move no matter what, this ability will not help you.
-->Tier 9<--
Ownership - These people are yours. Once per day, mission, or bounty, you are able to apply "Marked" to all friendly targets within combat, meaning they gain all positive effects this status effect applies. When applied in this manner, this effect wears off in three turns.
-->Tier 10<--
Wild Child (Unique Bonus) - Losing is for the weak. And you’re the APEX around here. You've become a legend. And a proper legend needs to act like one! Once per day while in your "Wild Child" form, you can perform a legendary action, allowing you to take a single action in between turns.
Wisdom of the Wild - Living in the wilderness and defending your territory requires situational awareness and sensory precision that human beings simply lack. But you don't. You gain +X/4 to perspicacity, where X is equal to your tiers in this class.
Sovereign Wyvern
Element Chosen: Poison
Element Chosen: Poison
-->Tier 1<--
-Wyvern's Birthright: If there's one thing you've got, it's claws. And teeth, and spikes, and a number of other things that make you expertly equipped for combat. Lets make those a little more effective, shall we? As a Main action, you can use one of your natural born weapons to launch a basic attack at your enemy based on Robustness. In addition, choose an element, on a successful hit, you have a chance to inflict a status effect based on your element on your target based on luck.
-Might of a Wyvern: If there's one thing any kind of dragon is known for, it's their unwavering strength. Gain X to the Robustness where X is the number of Tiers you have in the class.
-->Tier 2<--
-Presence of Royalty: It's intimidating enough to be in the presence of a royal, its a completely different kind of intimidation to be in the presence of a wyvern. Imagine combining the two of them. Once per day, using your influence and presence as a royal wyvern, you can attempt to use one of your physical stats to intimidate your enemy. If you roll high enough, you might be able to convince them to stop the fight all together! Otherwise you just inflict the Fear Status effect on a successful roll.
-Wyvern's Breath: Not all a wyvern's tricks are worn on their skin, some are hidden in their throats. You know, where you breathe from? There are all different kinds of dragons, wyverns, and wyrms. And not all of them breathe fire. When you took this class, you chose an element. That element is now your breath weapon. You can use this breath weapon at will.
-->Tier 3<--
-Iron Scales: It's not anything that can take on a dragon. Once per encounter, as an instant interrupt, harden your scales against an oncoming attack and deflect it like a shield.
-Wyverns senses: The shifting of a lizard through desert sands, a mouse scurrying through the underbrush, a wyvern must be aware of all denizens within its domain. You are able to attempt to use the abilities of Peak Human Senses
-->Tier 4<--
-Wyvern's Birthright (Bonus): What's wrong with having a little bit of skill behind turning your body into a weapon? When using your natural born weaponry, you can make two attacks for a single action.
-Danger Sense: You've been around for a while, and you've been fighting for just as long. You've started catching onto the little cues that come with picking up on dangerous situations. Once per Encounter, when surveying an area, gain advantage on finding traps, or recognizing an ambush before they're set off. To gain this benefit you cannot be blinded, deafened, or incapacitated in any way.
POWER ARCHER
==TIER 1==Full Draw: You've overcome the limitations that would cripple most people who forgo accuracy for strength, and are now able to use your bow with Robustness rather than Deftness, however, this does come at the cost of your accuracy. Shots taken where the target is more than 50 feet from your location are at disadvantage.
200lb Draw Weight: We weren't kidding when we said it would be difficult for the average archer to be able to manage a bow like this. You're going to need this. Gain X to Robustness where X is the number of tiers you have in the class.
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[PTabbedContent=Inventory]
[PTab= Equipment]
Slot | Item | Stats | Effects/Abilities |
Helmet | Goomble Glass | +2 Intelligence | This top of the shelf piece of equipment put out by the Goomble Multiversal Incorporation acts as a smart phone on your face! Camera, phone calls, texting, all of these things can be controlled through your thoughts while you wear these glasses! Additionally, they kind of make you look like a rich prick. Oh well. As a bonus, these glasses come with a small hammer space for free with purchase of the items that you can access from the glasses that can hold no more than 25 unique items that stack up to 250! This can be increased to 100 unique items that can stack up to 1000 for a small monthly payment of 5k. None of these Items however can be larger than a smart car. ((Items kept in hammerspace are marked with a *)) |
Shoulder Pads | Anti-Magic Antenna | +2 Intelligence | An item recovered from the remains of some big old robots that thought they knew what's best for you. Whether they're right or wrong, they're dead now so it doesn't particularly matter. Once per day, activate this antenna to raise it up above your head. While this antenna is active, all magic rolls in this combat gain disadvantage. This effect lasts for 1d2+1 turns or if the antenna is destroyed, whichever comes first. |
Torso | Thunder Legion Power Armor | +3 Vitality | A set of technologically advanced power armor that improbably appeared in a world that would NEVER create armor like this without outside interference. This armor is made of rather sturdy material, and really helps protect your torso! |
Belt | |||
Gloves | Old Hunter's Gloves | +2 Vitality, +2 Deftness | Old Hunter gauntlets made of brass to protect their weapon-bearing hands. At the time, some hunters believed that certain metals would guard off beast blood. On a night of the hunt, it is no wonder that some resort to superstition. |
Pants | Work Pants | +2 Robustness, +2 Vitality | These pants are just a solid pair of pants that one would might expect to see someone wearing as part of a uniform for a job that requires a lot of manual labor. They are tear proof. |
Boots | Boots of the Kaiju | +2 Robustness, +2 Vitality | A heavy pair of boots that fill every step you take with a sense of gravitas. Once per day, use the power in these boots to grow to be 50 feet tall for 1d2 turns! While in this form your robustness-based attacks gain a 1.5x multiplier, but you will draw aggro from ALL enemies currently in combat. |
Ring | Flame Stoneplate Ring | +2 Vitality | Stoneplates, the symbol of a true knight, grant the strength to face various hardships. The red stoneplate symbolizes fire, and boosts defense against flame. Fire based attacks are at a disadvantage against the wearer of this ring. |
Ring | Caffeine Junkie | +1 Vitality | A ring with an expensive coffee bean inlaid within it instead of a ring. While worn, you cannot be forcibly be put to sleep by magical effects! |
Ring | Inferno Ribbon | N/A | A small decorative ribbon with a warm glow to it, crafted by Amelian. Gives +3 to actions relating to Fire. |
Ring | |||
Accessory | Soror Benevola | +4 Robustness, +4 Vitality | A Koester Family Bandana that's been infused with the power held in the bond between brother and sister by a God of Friendship. While these bandanas are equipped, you will always know where your sibling is and can always psionically communicate with them (unless blocked by an external force), no matter where they are, as long as they are wearing the matching bandana. This enchantment works interdimensionally. This enchantment can be turned off by the wearer as a simple action, so you can still have SOME privacy if you so wish. Just as your relationship will evolve the more time and effort you put into it, so too will this bandana when you and your brother support each other. Keep track of the number of missions you go on together and when you perform an action of support for your sibling at great expense to yourself. The more you work together, the stronger this enchantment will become! You must both be wearing your version of this bandana for these to count. BOND BONUSES: Parent Trap - As long as you are able to see your sibling, you can switch places with them as a movement action. This may be done as an instant interrupt (but if one sibling does it, the other cannot), but will result in you tanking the incoming attack and being unable to block or dodge. Missions: 19 Sacrificial Supports: 1 (Attacks tanked: 1) |
Accessory | A Divine Splinter | +2 Robustness, +2 Vitality | A splinter that you have to stab into yourself to equip. While equipped Once per encounter any attacks made with your body become able to harm divinity for 1d2+1 turns. |
Main Weapon | Saw Cleaver -- The Herald of Artemis | +2 Robustness, +2 Deftness -- +3 Robustness, +3 Vitality | -One of the trick weapons of the workshop, commonly used in the hunting business. This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force. The saw, with its set of blood-letting teeth, has become a symbol of the hunt, and only grows in effectiveness the more grotesquely transformed the beast. You are able to switch the form of this weapon as a simple action. Attacks with this weapon while in its cleaver form gain a 1.3x multiplier against "Monsters". While elongated, your effective melee range is doubled, but you do NOT get this bonus. -A bow lovingly sung into form by the loyal dryads who worshipped Artemis, Goddess of The Hunt. Flowering vines snake around the limbs of the bow, giving this powerful harbinger of death a lovely floral aesthetic. The bowstring is even made of woven unicorn hair, a material which has a surprising amount of tensile strength and durability! However, don't let it's appearance fool you. This is a weapon designed by the followers of a Goddess of The Hunt to kill its quarry as quickly and efficiently as possible. Despite its wooden construction, the bow is ten times stronger and more durable than carbon-steel, and can be used as a VERY effective melee weapon if need be. Anytime you pull back the bowstring without an arrow nocked, a spectral light green arrow generated from the energy of Artemis herself will manifest. These arrows will be mildly more powerful than basic arrows and are completely free! Once per week, you can say a small prayer to Artemis as a simple action to summon a quiver of special arrows from anywhere in the multiverse. Some arrows will be too strong for this while others may be too unique or rare - but many will not be! The number of arrows received will be determined by the strength of the requested arrow - stronger arrows will give you less. No matter where your hunt takes you, this bow will always provide you with the means to take your life into your own hands. ARMAMENT - Longbow with a serrated blade along it. |
Secondary Weapon | Protean Hylian Shield | +3 Vitality, +2 Robustness | A Hylian Shield reinforced with the scale of a Goddess of Monsters. This shield is now functionally unbreakable by any attacks weaker than those of the Goddess herself. In addition, once per day you may attempt to use an ability of a monster who this shield has successfully defended against. |
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[PTab= Currency]
Pages: 469,183
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[PTab= Consumables]
Food/Drink
-Ambrosia - CONSUMABLE - An incredibly rare, powerful, and delicious bottle of divine ambrosia. Typically only reserved for the Gods - as well as those who impress the Gods. This ambrosia has two uses: Drink it while on a mission for a full physical and energy heal, as well as curing any status effects and counting as a full meal OR Drink it off of a mission to purge ONE permanent debuff, disability, or curse!*
-x1 Barrel of All Purpose Pet Rum.
-Collin the Arms Master's Arm.
Physical Heals
-Archive Brand Full Physical Heal x2*
Energy Heals
-Archive Brand Physical Energy Full Heal x1
Status Removers
Revival Items
-Archive Brand Basic Revival Item (revives to critical) x2*
-Archive Brand Basic Auto Revival Item (revives to critical) x1*
Other
--Infinite Rose - A rose filled with the infinite power and potential of Creation itself that will act as a bulwark, protecting its holder from the coming abyss. While this rose is in your inventory, you can remember things that have been taken by The Void, even if you are not a multiversal constant. In addition, if you are successfully hit by an attack based in Void and a part of you would be voided, this rose is voided instead.*
-Vegas in a Box - CONSUMABLE - A magical box made by a disciple of Lady Luck in honor of the saviors of Las Vegas. Once opened, roll a 1d150000+50000, then roll a 1d2. On a 1 you lose that number of pages, on a 2 you gain that number of pages! This can bring you into the negatives if you do not have the pages to cover it.
-Godbuster's Badge - CONSUMABLE - A badge created by an alternate version of the Ghostbusters that killed Gozer and got a taste for bigger prey than regular old ghosts. Just remember that if someone asks you if you're a God, you say YES. Once EVER, this badge is capable of negative a single attack from a divine entity. If you aren't prepared to fight a God, the Godbusters recommend you use that as a chance to RUN!*
-Pinch of Corrupted Dream Dust - When spread across a sleeping person's body, their dreams turn to nightmares. May have additional effects if the user already has abilities related to dreams - currently has three doses.*
-3x Dust of Dreams - Consumable - Place upon the face of a currently dreaming creature to draw out something from their dreams. If it is an item it will be given to you. If it is a creature it will assist you in combat. Items produced by this effect will fade upon the waking of the creature. The same goes for creatures summoned by this effect.
-Shrine Incense - Consumable - Placed to honor the loved ones that have passed, you can light this incense and pray for the souls of the loved and lost. When lit, roll luck, and name the spirit you are praying to, and you may receive a blessing from the spirit in thanks for your wish of peace upon them.
-Training Mission Coupon - A coupon entitling you to one free training mission of your choice (Up to a value of 150,000 pages) for a draconic ability from The Dracomancer. If the price of the mission exceeds this value, you may redeem it for 150,000 pages towards the price and pay the rest out of pocket.
-The Glove - CONSUMABLE - An glove enchanted with the true meaning of sportsmanship and honor. You may throw this glove down at a target and challenge them to a game of your choosing with stakes of your choosing. The target must agree to your terms to begin. Once accepted, the two of you (and ONLY the two of you) will be teleported to an Astral Stadium overseen by a Greater Aspect of Sportsmanship who will ensure fair play and that the terms of the game are properly followed through. Please note that using this on a target stronger than the ref will probably mean they won't have to actually listen - unless they have honor!
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[PTab= Tools]
Fenton Thermos - TOOL - A thermos used for both soup and capturing a single spirit that has been knocked into critical condition.*
The Inko Signal - TOOL - A small flashlight that creates an image of a small budgie with its wings spread, ready for action. Once per three missions, shine the light to summon the Inko Colors to help you with a problem! Please note that while they're not great fighters, they excel at helping with non-combat related issues.*
-Hendrix Walnut Fusion Drum Set - Instrument - Coveted for its smooth percussion and ability to produce sound on a variety of scales, from soft to loud, this set is a must have for any aspiring drummer.
-Sub-Woofer - A device designed to take in animal noises (like woofs, thus the name) and spit out words.
Fuel/Batteries
Information/Books
-A Glu-Ray Copy of Food Fight! (2012)
-A Glu-Ray Copy of The Room
Explosives
Apps -
-HammerSpace connection with associated management app - This Hammer Space can hold up to a thousand items, but none of them can be something that you wouldn't physically be able to put into it. So you have to be able to lift the item, and it can't be bigger than like, a horse. Items of the same type also stack. Like a bundle of arrows would only be one item. Or multiple unfilled pokeballs.
-Pokemon Translator App
-Koester Guild Chest - docs.google.com/document/d/1wzuPlQGgwjmX5nEa-pskNiCBLLCu1-7fuPG0dnrQKPg/edit?usp=sharing
Vehicles
-Ecto-1 - VEHICLE - A modified 1959 Cadillac driven by the Ghostbusters that they'd probably prefer to have back, thank you very much. The car is covered in ghost hunting equipment! Do keep in mind that the car itself is just a normal Cadillac though.
Other
-Compass - A pocket-sized folding compass.
-Pocket watch - A round pocket watch on a metal chain.
-Basic Archive Phone
-Dragon Harness - An incredibly well-crafted harness used to allow a person to safely ride a dragon. While a dragon has this equipped, all of their flight rolls will receive a +10 point bonus!
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[PTab= Crafting Materials]
Ecto-Ranium - CRAFTING MATERIAL - A bizarre and unique element with anti-ghost properties.
-45 pounds of scrap metal*
-Mysterious Scale - CRAFTING MATERIAL - An incredibly hard scale from what must have been an enormous beast. It was found where The Glow Worm (the original progenitor of Monsters on this planet before their rise to sapience) was, before it vanished to God knows where. The Glow Worm, famously, did not have scales. It matches no known animal on this planet. Holding it gives you a bad feeling about things to come...
-Hellfire Crystal - CRAFTING MATERIAL - A shiny rock that's so hot it's almost painful to the touch. It's absolutely brimming with the power of a wyvern's burning blue hellfire breath. This crystal has multiple uses: in crafting it can be used to imbue into a piece of equipment, the Hellfire energy can be siphoned out for whatever purposes you need, and it can even be thrown like a grenade to hit a target with the force of a Wyvern's dragonbreath.
-Stark Reactor - Material - This is a power generator that once it starts running can produce an infinite amount of clean energy! It can only be hooked up to a singular generator, and it only produces that energy at a rate equivalent to a home generator, but will produce it for an infinite amount of time.
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[PTab= Miscellaneous]
Mundane
-Over Shoulder Bag (regular)
-Basic first aid - A leather pouch containing three rolls of bandage wrap, tweezers, a small bottle of rubbing alcohol, and a roll of sturdy twine.
-Dragon's Eggshell - MISC - The soft baby blue eggshell of the white baby Dragon Aithusa
-Kansea's Phone Number from Archive Agent Olympics
Transmundane
-Cosmic Egg - OTHER - An egg created by Chaos for reasons unknown. It's said to hold a mysterious power, that only those who form a bond with Primordial Chaos can unlock.
-Ability Learning Bed - FURNITURE? - Incredibly pricy but incredibly powerful. As long as you have this bed in your home, once a month you'll gain a random universal.
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[PTab= Ammunition]
-Koester Made Arrows (x20) - AMMUNITION - Mundane arrows, the arrowhead made of a Wyvern scale, the fletching of White "Crow" feathers.
-Holy Arrows (x10) - AMMUNITION - Arrows enchanted with the divine energy of Artemis herself! Perfect for hunting unholy or demonic targets!
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[PTab= Unequipped Equipment]
-Glock - You stole a gun from Cytus. Should probably give that back, actually.
-The Wraith's Bow - Alright, so you're not a wraith, but your victims thought you were, so the name stuck. A strong bow, with countless stains from generations of blood, paired with a quiver notched for every monarch you've struck down.
-Survivor's Dagger - A sharp black dagger, handle carved from the bone of a fallen world. The runes in it spell "Hellebore" if translated.
-New Nambu Model 60 - Weapon - +1 Perspicacity, +2 Dexterity, The New Nambu M60 is a double-action revolver chambered in .38 Special based upon Smith & Wesson-style designs. It was designed and produced by Shin-Chuō Industries, later merged with Minebea. "New Nambu" was named after Kijirō Nambu, a notable firearm designer and the founder of Shin-Chuō Industries. This gun is standard issue of Japanese police officers.
-Creation-Touched Sword - WEAPON - A Sword that has been blessed by Creation and able to harm creatures composed of Void.
-HeartBreaker - Weapon - +2 Vitality, +1 Appeal - A silver two-handed maul with a crystalline gem forged into the top.
--Aura of The Heart - The gem itself glows with a radiant red light that provides all creatures within 20 feet +2 Vitality, and +3 to rolls involving healing. This bonus applies to all those who bathe in the light of the weapon be they friend or foe.
--Shattered Heart - Upon hitting a creature with this maul, and getting more than seven nat tens in the roll, the gem on top will shatter giving all allies within forty-five feet a basic heal, and the effects of Aura of The Heart for 1d2 turns.
-Pip-boy of a State Alchemist - Accessory - +2 Int - This pip-boy is used by state alchemists to prove that they are in fact alchemists of the state. This device also functions as a basic computer that can handle inventory management, connect to local radio signals, download maps of the immediate area, map out new areas as they are explored, keep track of quests, provide a minor flashlight, and keep track of various notes gathered along the way. It's screen colors are customizable! Also gain +3 to using FMA styled Alchemy!
-Boots of Heroism and Science +1 Intelligence, +1 Vitality Boots created by a strange spatial anomaly from the intersection of two universes. These boots make the wielder feel more heroic and ready to take down bad guys, as well as more able to study the anomalous and sacrifice death row inmates for scientific purposes.
-A Self Repairing Space Suit.
-Sun Forge Gauntlets - +2 Robustness, +1 Vitality Black metallic gauntlets forged in the heat of the sun. The gauntlets absorb solar energy, and instead of converting it into electrical power they condense the energy into high powered beams of Sunlight. These gauntlets can shoot beams of sunlight based off of the users robustness. The user must have a source of solar energy to charge them. They can only hold one blast if not in sunlight.
-Breeches of John Silver - Pants - +2 Robustness - These pants were once worn by the greatest pirate to ever sail the stars! They haven't been washed since! By donning these pants you feel yourself grow more in tune with your piraty nature! Gain a +5 to piracy rolls, and a +5 to rolls involving cooking.
-Glove of the Thrall - GLOVES - +1 Robustness, +1 Vitality, -2 Intelligence, -2 Perspicacity, A battle worn glove that has been well used in it's time. You don't know much about this glove or its abilities yet, but you are aware that it, in some way, increases your fighting ability, and that it's cursed.
-Worrystone - Accessory - -5 Intelligence An amulet made from a crystallized Panic Attack that helps you ward off mental effects. While you have this equipped, you are immune to mental status effects. This item cannot be equipped or unequipped during a mission.
-Sylvan Wyvern Plushie - Accessory - A small handmade doll, designed to resemble Gracelyn's Therian. Inside the bandanna, "Hellebore" is hand embroidered. This gives a +3 to fire related actions.
-Mundane set of Wyvern Football protective gear
-Archive Olympics Gold Medal - ACCESSORY - +3 to a stat of your choice, A Gold Medal made of pure Goldandium, a metal that's actually legally considered to be made of three times more gold than gold itself! Don't... don't ask how that works. Or think about it too much. Any time you are not on a mission, you are able to change the stat buff this medal gives.
Creation-Touched Shield - WEAPON - A Shield that has been blessed by Creation and able to harm creatures composed of Void.
Bodach in a Box - SUPPORT - You got a present! A horrific dream demon from parts unknown! Just what I always wanted!!! Once per week, summon a Bodach into your support slot! This Bodach is able to put targets to sleep, siphon the life energy from sleeping targets, puppeteer the bodies of sleeping targets, and make a target live their worst fear!
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