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Post by demonicparadise on Jul 20, 2021 19:57:43 GMT
THIS DOSSIER HAS BEEN PRIVATIZED SINCE 10/10/2020 | THIS DOSSIER HAS BEEN ENCRYPTED SINCE 06/12/2021 |
[PTabbedContent= Alexander Varias] [PTab= Picture] [/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= General] Name: Alexander Varias Age: 129 DOB: 28th of Drakis, 1481 (Literally, the 31st of December) Prestige: 1 Level: 29 Level EXP: 42% Maxed Vocations: 2 Vocation: 6|99 |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Race] Vampiric Evolved Changeling 174/174 Race Points Turned by Alarissa You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent. ( More powerful version of powerlisting.fandom.com/wiki/Vampire_Physiology with possibility to become a Vampire Lord). |
Racials Name | Description | Level 0 Slot 1: Vampiric Physiology: Supernatural Speed | You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds. ( powerlisting.fandom.com/wiki/Supernatural_Speed ) | Level 0 Slot 2: Soul Bond | Your soul is part of a pair, and no matter how much the two of your change or grow that bond between you will never be broken. Once Per Encounter you can charge this bond with energy to empower an action that the person on the other half of this bond plans on taking. (You are bonded to the nerd Dark Elf Nicolai) | Level 5 Slot: Vampiric Physiology: Enhanced Strength | A vampire is a predator, a monster that lurks in the shadows before pouncing on an unsuspecting target, using the element of surprise and overwhelming power to feed on their vital essence. You've gotten used to your new vampiric form, and you've gotten a taste of the basics of what this power is capable of. You now possess the superpower "Enhanced Strength" ( powerlisting.fandom.com/wiki/Peak_Human_Strength/Enhanced ). Your current limit is approximately 10,000 pounds (with concerted effort!), but this can be increased with experience and training. Pushing this limit will require a performance check. | Level 10 Slot: Vampiric Physiology: Enhanced Endurance | Vampires are pretty tough to kill - as long as you're not using one of the surefire ways to kill a vampire. Then you could probably use a pencil. But you now have the superpower "Enhanced Endurance" ( powerlisting.fandom.com/wiki/Peak_Human_Endurance/Enhanced ). You are much harder to damage than normal. However, this ability does not apply when defending against a unique vampire weakness (Silver, Holy Water, Sunlight, Fire, Wood, etc). | Level 15 Slot: Changeling Physiology: Advanced Stabilization | You've become more adapted to your volatile form and despite the inherent lack of cohesion or order to your atoms, you've got a much better grip on them. You gain advantage to rolls resisting being transformed against your will. | Level 20 Slot: Advanced Bloodlust Resistance | Winners don't drink blood. You have a massively increased resistance to bloodlust. You gain advantage to resisting it, and any attempts to induce it have disadvantage. | Level 25 Slot: | Description | Puchased Slot 1: | Description | Purchased Slot 2: | Description |
Retired Name | Description | Draconic Blood | Having been born with the ability to summon your wings, you gain the ability to fly. Your scales are as hard as brass and have the same color of the aforementioned metal, while the leathery skin branching the fingers of your wings has the consistency of thick cured cow leather. Once per encounter you can use this ability to use your flight to give you some benefits. e.g. Fly faster than the average run speed. Carry something heavier than you would normally be able to carry while standing. ETC. With the Biomechanical increase to your wings, you have a 1d2 chance of this ability not being consumed on use. It is not consumed on a 1. | High Mage of the Pheonix | Soul Crystal (1 per day ability): You have a crystal pendant that, like the other creatures of your world, is the physical manifestation of your soul. It is how you channel magic. Your soul is orange, and as such your soul magic is permanently tied to fire. Without training, you can force a magic surge from it once per day in the form of a ball of fire centered on yourself. You are immune to any fire that you personally create with Magic due to your tie to the magic of your soul. This ability is tied to Appeal. | Dragon's Breath | The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channeling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal. | Brass Dragon Physiology: Solar Empowerment | While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn. | Draconic Physiology - Heat Absorption | A dragon's body is made to resist the elements in ways that mere mortals can't even begin to comprehend. You are a master of heat and it will bend to your will even if you have to swallow it whole to make it do so. Once Per Encounter absorb the heat from something that you are in physical contact with based off of Appeal! Failure to properly absorb it might have burning hot side-effects! (This can be used as an instant interrupt!) | Brass Dragon Physiology - Draconic Presence | As a brass dragon your existence DEMANDS attention and exudes power and authority! Which means that people typically want to kill you first. No matter how you try to hide, you're always in the line of sight of the local baddies. You tend to draw aggro whether you like it or not. | Draconic Presence Bonus | After a target has been drawn in by your aggro, they are frightened and cannot move closer to you until they save against your Appeal. | Dracopyre's Breath - Turned Universal | Summon up the power of the ages gone by and the power of death, creating a flame hot enough to burn Heaven itself to ash. You may now create necrotically-aligned dragon breath based on Appeal. This fire will do increased damage against holy targets, but reduced against unholy. | True Racial - True Draconic Awakening (Once per day) | The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities: Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favor. Roll Appeal, enemies who fail a Perpicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range. Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll Appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell. |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Infinity Ability] None, Currently. Previously: Lesser Aspect of Life |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Transforms] None, Currently Previously: - Lesser Aspect of Life - Life suffuses your entire being, throwing your every cell into overdrive as life blossoms forth from you. Your body is the catalyst from which life itself is born, and you bring your gift to everyone around you.
Robustness: +5 Deftness: +5 Vitality: +15 Intelligence: +10 Perpicacity: +5 Appeal: +35
| Abilities | Perfect Biokinesis - You can perfectly manipulate organic materials, allowing you to do what you wish with Life based on Appeal. Biogenesis - Using the reality-bending forces within you, you are able to create lower complexity forms of Life based on Appeal. Lively Infusion - Bring existing life to its pinnacle, allowing you to heal a target (living or dead) based on Appeal. Keep in mind that when reviving the dead that the balance of the life cycle must be maintained or there will be dire consequences.
| Trigger Events | Location - A place absolutely flowing with life energy Battle - If every other member of your party has died, If an Aspect-Level or greater BOP challenges your party Who - An Aspect of Life or greater, Death, Overseer, DM |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= History] Alexander was born an Orphan.
He and his twin brother were born to a mother that died in childbirth, and the two of them grew up in an orphanage run by the Order of the Holy Aurum. With the brother's being identical twins, and finding it difficult to find a family willing to take the both of them, the boys were kept by the Order. As is tradition in the Order, the two of them were taken on their first pilgramage when they were 12, making their way to the Cave of Souls, where they collected the crystals that held their souls. Nicolai's was Blue, giving him power over water, ice, and illusions. Alexander's was orange, giving him power over Fire and Light. Both the presence and absence of.
The two of them continued to grow, introducing classes into their curriculum designed to help them control and master their newfound magic, and the young boys slowly became prodigies in their individual colors, Alexander's impulsiveness and persuasiveness pushing Nicolai farther than he would have gone on his own, and Nicolai's knack for research and tactics managing to tone down and guide Alexander as they made their way through the world.
They were 115 when they first attempted the trials that would allow them to challenge the current ruling High Magi of Water and Fire. 124 when they finally succeeded in defeating them, and took their place on the High Mage Council of Acrea.
They hadn't been on the Council a Year when they met The Archetect for the first time.
One of the responsibilities of the High Council was to handle missions they couldn't in good confidence assign to their armies. So when a surge of powerful magical energy was detected deep within the swamps of southern Acrea, Alexander and Nicolai agreed to investigate as one of their early missions, after all, it was important for them to become familiar with their responsibilities as leaders of their country.
Avoiding the undead crawling the swamps was more of an inconvenience than a challenge. Traversing the inside of the stone Manor was more difficult. Alexander met, was nearly killed by, then befriended a cursed entity named Bayl'ok. It was this creature that took them to the source of the magical surge.
This is where they encountered the Archetect.
Alexander attempted to hold off the Archetect's undead while Nicolai went to interrupt the ritual. Unaware of the trap hidden within it, Nicolai was pulled through a portal and in his place, a creature that would be an ingredient to the undoing of their country. The Archetect fused with the creature, and as the lesser forms of life around them started to die in the mere presence of the monstrosity, they fled.
Upon the return of the Twins and their report, the council began putting together plans on what to do about the creature, and in the midst of this, Nicolai began researching how he could help Bayl'ok and lift the curse on the creature. It wasn't long before they managed to lift the curse, and Bayl'ok turned back into a baby girl named Bailey Oakwood. The Boys adopted her, and kept her safe while they planned to stop the destruction of their country.
The plan to take the creature down boiled down to a simple thing. Each of the council members was to find their own champion, and over the course of the following 4 years, they succeeded, and engaged with the Monstrosity. 16 of the strongest creatures in the world and an army of thousands of men and women.
The plan itself, however, failed.
In a last ditch effort, Nicolai created a portal to another world, and as he was saying goodbye to Bailey, Alexander jumped through, and the portal closed.
Alexander tumbled through the portal, feeling his strength and magic stripped from him as the portal used his own magic to jettison him to the other side. He wasn't sure if he was going to make it, curled into a ball as time and space ripped around him. Eventually, he felt himself hit solid ground, unceremoniously whipped into the floor as the spinning stopped, and he felt the pull of magic stop, leaving him with the barest essences of magic he had from simply being alive.
Disoriented, covered in his own blood as well as that of his friends and enemies, and his clothes in a torn an tattered mess, any magic they had woven in them having been ripped from the very fibers, Alexander stood, and as he realized he didn't recognize where he was, his face lit up.
"I survived!! Holy fuck I made it!" |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Vocation] MD - Magical Doctor (Intern) - We help people... help people. Here at St. Merlin's we specialize in treating the most grievous of injuries, both mundane and magical. Join our team of highly-trained professional and take your first step towards the career of your dreams.
AVERAGE PAY - 3000 DANGER TIER 2 - Careful LEVEL MAX - MAX% |
Name | Description | Level 5 Slot: Stabilize | Clear! Once per encounter, automatically succeed at bringing a target out of critical condition. | Level 10 Slot: Diagnostic | How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence. | Level 15 Slot: Enerstor (TM) | Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence. | Level 20 Slot: Ebb and Flow | Once per day, enhance OR inhibit a target's specific energy system. | Level 25 Slot: IMMOR-TECH | +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends. |
Traveling Battle Medic - There is an infinite number of Archive teams with no healer to call their own. If you're interested in seeing new places, helping people across the multiverse, and empowering the creation of more stories ever lasting, this is the job for you!
AVERAGE PAY - 20000 DANGER TIER 5.5 - DEADLY+ LEVEL MAX - MAX% |
Name | Description | Level 5 Slot: Do Some Harm | When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on Intelligence. | Level 10 Slot: Take Some Harm | An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack.. | Level 15 Slot: The Hymn of the Insensate | Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first. | Level 20 Slot: Medi-Gun | A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on Intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on Intelligence! And finally, once per encounter you can have the nano-machines within the gun createa drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on Deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply! | Level 25 Slot: Bacteria, Viruses, and Ghouls | A Compendium of Multiversal Diseases: +5 Intelligence, You've obtained an incredibly powerful book, one that contains and chronicles all known diseases as well as their most common treatments. Do keep in mind that in the infinity of the multiverse, you may run into viruses that aren't catalogued here. In addition, once per encounter the book gives you advantage on a medical roll for treatment of an ailment you've dealt with before AND makes the resulting treatment more effective! |
RESIDENT BATTLE MEDIC - It looks like you've been busy out there, and you've really left an impression on someone. This looks like an offer from the Overseer of another team in The Archive asking you to be their permanent medic when they go out on missions. They say their team has really pushed for you specifically. This'll be harder than anything you've done so far - being an official member of the team means they can take you out on wildly dangerous missions.
AVERAGE PAY - 75,000 PAGES DANGER TIER 7 - LUDICROUSLY DANGEROUS LEVEL 6 - 99% |
Name | Description | Level 5 Slot: Back to Basics | Sometimes we get lost in the buffs and the advanced medical techniques. Sometimes we just need to go back to basics. This ability allows you to perform an advanced heal based on Intelligence. This heal is capable of regrowing limbs. This heal can only be once per target per day, but can be used multiple times in general. | Level 10 Slot: | N/A | Level 15 Slot: | N/A | Level 20 Slot: | N/A | Level 25 Slot: | N/A |
Extra Name | Description | What Even Is A Hospital? | You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines. | Unholy Synergy | When two unholy beings meet, they can accomplish anything - even ripping the angels from the throne of heaven and striking them down to the firey pit. You may use your own unholy vampiric energies to empower the unholy energies of a target unholy creature, healing their physical forms. This heal does ESPECIALLY well on healing wounds inflicted by holy energies. Due to the nature of this ability, it cannot be used on yourself. Based on Intelligence or Vitality. | | | |
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Shift 001:
REWARDS: 486 EXP 3000 PAGES Lab Coat of Internship - St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll Luck. You may find medical supplies pertinent to your current situation.
Shift 002:
REWARDS: 250 EXP 3000 PAGES Broken Sonic Screwdriver - After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed? ALEX HAS HIT VOCATION LEVEL 5 YOU GAIN THE VOCATIONAL ABILITY: Stabilize: Clear! Once per encounter, automatically succeed at bringing a target out of critical condition.
Shift 003:
REWARDS: 364 EXP 4050 PAGES ALEX HAS HIT VOCATION LEVEL 10 YOU GAIN THE VOCATIONAL ABILITY: Diagnostic: How can you heal what you don't understand? Using whatever technique that suits your character (Magically, psionically, technologically, etc), you may attempt to diagnose a medical issue with an at least partly organic creature. Based on Intelligence.
Shift 004:
REWARDS: 264 EXP 3000 PAGES What Even Is A Hospital?: You gain familiarity with basic med term, anatomy, and first aid techniques. You also gain knowledge of basic medical devices and common medicines.
Shift 005:
REWARDS: 250 EXP 4050 PAGES ALEX HAS HIT LEVEL 15 ALEX GAINS THE VOCATIONAL ABILITY: Enerstor (TM): Your personal med kit now contains an enchanted vial full of patent-pending Enerstor (TM) that magically refills itself, sterilizes itself, and produces a new needle! Once per day, mission, or bounty, give a partial energy heal to a target's energy system of choice based on Intelligence.
Shift 006:
REWARDS: 459 EXP 3000 PAGES ALEX HAS HIT LEVEL 20 ALEX RECEIVES THE VOCATIONAL ABILITY: Ebb and Flow: Once per day, enhance OR inhibit a target's specific energy system.
Shift 007:
REWARDS: 250 EXP 4050 PAGES Pyrophobia (SCARRED) - You've faced your fear of flames head-on in the realm of thought and mind. You no longer have to roll when using fire abilities. You may always feel nervous or jumpy when using flame-based abilities, but it will not stop you from acting any longer. As long as nothing traumatic happens to reawaken your fears...
Shift 008:
REWARDS: 469 EXP 4050 PAGES LEVEL 25 ALEXANDER HAS HIT MAX LEVEL AS AN MD - MAGICAL DOCTOR (INTERN) ALEX GAINS THE MAX VOCATIONAL ABILITY OF MD, REPRESENTING HIS MASTERY OF THE MEDICAL ARTS: IMMOR-TECH: +5 Intelligence, Once per week, target cannot be killed for one turn. This target cannot be yourself. Fatal wounds they suffer during this period may still kill them when the effect ends.
Shift 009:
INTERVIEW FOR PROMOTION TO TRAVELING BATTLE MEDIC REWARDS: PROMOTED 20,000 Pages - Courtesy of Alarissa Godslayer, Grandeur, Leon Spark, and Kendra Lombardi Traits Received: Hearing Impaired: Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing. Items Received: Letter from Grandeur: You keep this in your hoard
Shift 010:
REWARDS: 433 EXP PAGES 20,000 The "I Scream" Launcher - Weapon: +2 Deftness, This bad boy fires a near infinite supply of ice cream at wherever you want ice cream thrown at high velocity. Attacks with this are based on Deftness. It normally shoots vanilla, chocolate, and strawberry, but once per day you can choose ANY flavor for the ice cream to be. And we do mean ANY flavor. War is hell.
Shift 011:
REWARDS: 250 EXP PAGES 30,000 ALEX HAS HIT LEVEL 5! ALEX GAINS THE FOLLOWING VOCATIONAL ABILITY: Do Some Harm - When you're healing on the battlefield, sometimes you gotta break that pesky old Hippocratic oath JUST A PINCH to keep your patients safe. Once per encounter while healing a target, you may use another action to attempt to inflict this same damage on ANOTHER target based on Intelligence. Items Recieved: Revolver of Mundanity - Weapon - +4 Deftness, A very simple and unassuming revolver that's polished to a shine. This gun has been incredibly well taken care of. The initials AV have been cleanly carved into one side of the handle, while a small globe of Acrea is carved into the other. Once per day, mission, or bounty, on a successful basic attack with this revolver the target will have any transmundane abilities they possess sealed away, making them as strong as a baseline human for 1d2 turns. Doing this will make YOU as strong as a baseline human for the same amount of time. Files written by Dr. Paul Brennan on "Alexander Varias", "Paul Brennan", "The Cosmic Aspect of Transmundanity", "Divinity Shard", "Project Utopia Logbook", "Florence", "MUTT", "Pace Windtrotter", "Amelian Koester", "Nicolai Varias", and "Bailey Oakwood-Varias".
Shift 012:
Rewards: 250 EXP PAGES 20,000 Items Received: Shadowcaster - Weapon/Instrument: +2 Appeal, +2 Perpicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become!
Shift 013:
Rewards: 250 EXP PAGES 30,000 ALEX HAS HIT LEVEL 10. ALEX GAINS THE VOCATIONAL ABILITY: Take Some Harm - An ounce of prevention is worth a pound of cure. Once per day, cast an ancient Battle Medic charm to completely negate an attack for a target. The only caveat? The attack will now damage you twice as badly as it was about to hit the target. This can be used to negate damage for anyone on the same planetoid as you (although you must know they're being damaged), and can be used to intercept Aspect-level attacks! Of course, that means you'd get hit for double an Aspect-level attack..
Shift 014:
250 EXP PAGES 20,000
Shift 015:
Rewards: 250 EXP PAGES 20000 ALEX HAS HIT LEVEL 15. ALEX GAINS THE VOCATIONAL ABILITY: The Hymn of the Insensate - Sometimes it'd be much better if your patient just... was not awake. You think that'd be cool. Fortunately, there's an old bardic song that does just the trick for that! Once per encounter, use one of two applications of this song: All allies in earshot become immune to pain for 1d2 turns OR a single consenting target becomes unconscious with no possibility of being woken up and no sensation of pain until you end the spell or an hour elapses, whichever occurs first.
Shift 016:
Rewards: 451 EXP PAGES 20,000 ALEX HAS HIT LEVEL 20. ALEX GAINS THE VOCATIONAL ABILITY: Medi-Gun - A fancy piece of hardware that any combat medic worth their salt should always have at their side! This baby has three main features. The first is an X-Ray scanner, allowing you to scan a target and get a picture (literally, it displays on the back of the gun) of their insides based on Intelligence. The second is a defibrillator attachment, allow you to attempt to restore someone's normal heart function out in the field! It can also be used as a taser on a target within melee range based on Intelligence! And finally, once per encounter you can have the nano-machines within the gun create a drug of your choice (within reason...) and load it up into a dart, allowing you to administer medications at a distance! Firing the gun will be based on Deftness however. And best of all, the gun doesn't need any batteries! It powers itself by pulling from YOUR mana supply!
Shift 017:
Rewards: PAGES 20,000 ALEX HAS HIT VOCATIONAL LEVEL 25, MASTERING THE VOCATION OF TRAVELING BATTLE MEDIC! ALEX GAINS THE FOLLOWING ABILITY TO DEMONSTRATE THEIR MASTERY.
Bacteria, Viruses, and Ghouls: A Compendium of Multiversal Diseases - +5 Intelligence, You've obtained an incredibly powerful book, one that contains and chronicles all known diseases as well as their most common treatments. Do keep in mind that in the infinity of the multiverse, you may run into viruses that aren't catalogued here. In addition, once per encounter the book gives you advantage on a medical roll for treatment of an ailment you've dealt with before AND makes the resulting treatment more effective!
Shift 018: INTERVIEW FOR PROMOTION TO TRAVELING BATTLE MEDIC
REWARDS: PROMOTED PAGES 75,000
Shift 019:
REWARDS:
75,000 PAGES 250 EXP
Shift 020:
REWARDS:
449 EXP 75,000 PAGES
ALEX HAS HIT LEVEL 5. ALEX GAINS THE FOLLOWING VOCATIONAL ABILITY:
Back to Basics - Sometimes we get lost in the buffs and the advanced medical techniques. Sometimes we just need to go back to basics. This ability allows you to perform an advanced heal based on Intelligence. This heal is capable of regrowing limbs. This heal can only be once per target per day, but can be used multiple times in general.
(Pages Earned from Magical Doctor 28200) (Pages Earned from Travelling Battle Medic 200000) (Pages Earned from Resident Battle Medic 225000) (Total pages earned from Vocations 453200 as of Shift 20) |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Worlds Visited] Worlds Visited: Pokemon x3 Resident Evil 4 Ultimate Ninja Warrior New Silvado Domain of the Moon and Sun (Soluna) x3 Station 420X Merminal The Grandest Piano Buffy the Vampire Slayer The Arena x2 Termate Acrea Hell Faerune Enter the Gungeon x2 Domain of Friendship and Ingenuity 2 NeoVas Fate's Bounty My Hero Acadamia One Piece Disboard Attack on Titan SCP Foundation Marvel Twilight Princess Heaven Ocarina of Time Shining Hills Animal Crossing Prism's SBURB R'lyeh Jak and Daxter 2 Sonic Adventure Ho-Ho-Homeworld Kingdom Hearts: Radiant Garden Hotel California Digimon The Drifter Land of Drakes and Heroes Alien Isolation Mystery Dungeon Skyward Sword Land of Cops and Bank Robberies Land of Shadows and Oaths SOMA Pio's Castle Dark Souls Monster Hunter Stories Undertale Nexus How to Train Your Dragon Domain of the God of Selfishness and Stupidity Majora's Mask Land of Cybernetics and Sun The Boneyard Museum of Vanity Mystery Skulls Stardew Valley Earth (Paris) Titan of Life and Death True Aspect of Life - World of Death The Ghost Zone (Danny Phantom) New York City (The one with the super Powered Friends) Witcher 3 but it's actually just DND MHA but All for One is in charge Fallout New Vegas/Fullmetal Alchemist Earth (Screamer by Diana Franco) Detailed Breakdown: 1drv.ms/w/s!AjOn5k6BkuINjHNcSwkoOt4XEjZo?e=uk3opb |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Training] Training 001 - Johann
The Harmonic Void - You take with Johann taught you and fill every song play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
Training 002 - Villentrentenmerth
Dragon's Breath- The breath of a brass dragon is that of a passionate flame, high in both temperature and volume as it seeks to spread itself over anyone that stands in your path. Channelling your ancestral blood, you may now convert any large inhale of breathable air into an exhale of magical fire. Based on Appeal.
Training 003 - Villentrentenmerth
Brass Dragon Physiology - Solar Empowerment: While the sun's flames may seem impossibly far away, their heat and light still reach you, leaving you feeling energized and at one with the celestial body. Once per encounter, if you are in direct sunlight, you may use a simple action to empower the remainder of your actions for this turn.
Training 004 - Elite Four Lance
Gyarados Abilities Wild Heart (Bonus): This pokemon was born wild, and its gonna stay that way. When this pokemon attempts to make a support action, roll a 1d100. On a 50 and above, it performs the action. 49-26, it does nothing. 25 and below, it may attempt to attack your party! This pokemon may not choose you as a target for its attacks. Outrage (Dragon): The user rampages and attacks a random target for 1d2+1 turns. This attack receives a 1.5x multiplier to successes. The user becomes confused at the end of this period.
Training 005 - Parsnik Snakes
Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on Appeal.
Training 006 - Ryan Reynolds Prism Synergy
Bond of Data: +1 Intelligence, You find yourself synergistically bonded with a certain digi-poke chaos wizard. +5 to any and all rolls relating to Sebastian Prism. This does not include any rolls relating to a group INCLUDING Prism.
Training 007 - Villentrenenmerth
True Racial- True Draconic Awakening (Once per day): The blood of your ancestors heats to a boiling point, and you feel your form shift and expand in one fluid motion, granting you the form of a full brass dragon for 1d2 turns. While in this form you gain a x1.25 multiplier to all physical rolls, as well as the following abilities-
---Presence of Power: The majesty of a fully realized dragon strikes fear into those who oppose them, while empowering those who've earned their favour. Roll Appeal, enemies who fail a Perpicacity save lose an action on their following turn. Allies are empowered for one action on their following turn. Targets must be within visible range.
---Benevolent Burn: Brass dragons are never happier than when surrounded by their chosen companions, valuing the bonds forged far more than the shiniest of trinkets. Once per transform, draw on the power of your bonds, empowering you to breathe forth a bright pink magical flame of stronger potency than your usual fire breath. Roll Appeal with advantage. The burns inflicted by this spell can only be cured by someone the victim considers a true friend, and will otherwise remain for a number of days equal to the number of successes on the initial spell.
Training 008 - Morticia
Passive Eldritch Resistance: You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
Training 009 - Silent Whisper
Psionically Awakened: You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on Intelligence. Don't overwork your baby brain though!
Psionic Perception: Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on Intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
Training 010 - Alarissa
Turned - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent. Vampiric Physiology: Supernatural Speed- You can move as quick as a flash of light. Well, not that fast. Light is pretty fast. You can move as fast as sound though! You now have the superpower "Supernatural Speed". You can now attempt to move up to supersonic speeds. Training 011 - Alarissa Vampiric Physiology: Advanced Bloodlust Resistance - Winners don't drink blood. You have a massively increased resistance to bloodlust. You gain advantage to resisting it, and any attempts to induce it have disadvantage. |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Misc] Cooldowns N/A Color Codes Robustness - a81d1d Deftness - 422ddd Vitality - d38613 Intelligence - 14a837 Perpicacity - 842f99 Appeal - ee38d1 Luck - e3ec06 |
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Post by demonicparadise on Jul 29, 2021 18:37:14 GMT
Stats
Stat | Stat Point Allocation | Racial Bonuses | Universals/Traits/ Boons | Equipment | Class/Vocation Abilities | Total | Robustness | 0 | 7/15 | 24 | 0 | 0 | 31 #7d10X5 #+1 | Deftness | 2 | 7/20 | 34 | 8 | 9 | 60 #13d10X5 #+0 | Vitality | 3 | 17/30 | 35 | 7 | 5 | 67 #14d10X5 #+2 | Intelligence | 1 | 63/81 | 46 | 3 | 8 | 121 #25d10X5 #+1 | Perpicacity | 2 | 7/15 | 36 | 4 | 3 | 52 #11d10X5 #+2 | Appeal | 4 | 40/40 | 44 | 26 | 19 | 133 #27d10X5 #+3 | Luck | 3 | 23/30 | 30 | 0 | 6 | 62 #1d100+62 #13d10X3 #+2 |
33/33 Class points spent
+5 to medical rolls Roll an additional die on rolls relating to Draconic Bard Class +2 to parkour +5 to rolls relating to Prism +5 to rolls against Prism +2 to rolls against allies +3 to flying rolls +3 to vampiric racial rolls +3 to rolls relating to Art +4 to Gardening Rolls +3 to rolls relating to Amelian and Mutt |
[PTabbedContent= Abilities] [PTab= Active Abilities] Name | Description | Impulsive Thrillseeker (Once Per Day) | Impulsive Thrillseeker (Once Per Day): Your twin brother was your voice of reason growing up. Without him to regulate your impulsive and reckless nature, you're much more likely to do things immediately as they come to mind. Once per day you can roll Luck to replace the skill that would be used in the moment of Impulse. | Impulsive Thrillseeker (Bonus) | Impulsive Thrillseeker (Bonus): You have established a goto impulsive move, the ol' swoop and grab. When using Impulsive Thrillseeker to dive while flying and grab someone on the ground, you gain advantage on your Luck roll (You may roll twice and take the higher result). | Carrot Barrage | Carrot Barrage: Once per day, summon the robotic rabbit you worked so hard to capture to unleash a barrage of carrot heat seeking missiles on your opponents. Based on Appeal. | Eat Your Greens | Eat Your Greens: Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on Appeal. | Spark of Life - Inactive: Used | Spark of Life: Once EVER, bring any number of targets to perfect health, living or dead. | Mind Reader | Mind Reader: Open your mind's ear and listen in on what other people actually think about you! Get a new jacket and you're unsure if people actually like it? Just read their mind and find out! Based on Intelligence. | Dracopyre's Breath | Dracopyre's Breath: Summon up the power of the ages gone by and the power of death, creating a flame hot enough to burn Heaven itself to ash. You may now create necrotically-aligned dragon breath based on Appeal. This fire will do increased damage against holy targets, but reduced against unholy. | Temporal Reload (Save State) | Temporal Reload (Save State): Time to quicksave, kill a bunch of people randomly, and then reload like nothing eeeeever happened. Once per three missions, you can create a "save state" that you will be able to reload to once before it's used up. Once the mission ends, the save state goes away too. Doing this is highly psionically intensive. This succeeds unless challenged by someone with temporal manipulation capabilities, in which case it's based on Intelligence. With training and effort, this can become more frequent and efficient. | Blessings of Fortune | Blessings of Fortune: +2 Vitality +2 Luck, You really went above and beyond impressing the Fortune arcana, and Lady Luck takes note of those who impress her. Activate this ability as a simple action. Every "spell" you cast from then on causes you to roll on the wild magic table (Spell in this circumstance refers to anything beyond the capabilities of baseline humans. The use of psionics, mana, ki, Aspect-power, etc all will activate wild magic. The only things that will NOT are using non-magical items and mundane physical actions). You CANNOT turn this ability off the rest of the mission once activated. | Persona - Prometheus | Persona - Prometheus: "Will of Rebellion - I am thou, thou art I... You have awoken to your persona, the power of your heart made manifest! Your persona's details are as follows and currently knows the following moves. Personas can learn a maximum of 8 moves before others must be removed to make room. Unless otherwise specified, your persona abilities are based on either Intelligence or Perpicacity, whichever you choose. | Persona (Cont.): Prometheus (The Sun) | Persona (Cont.): Prometheus (The Sun) - Prometheus is known as the Grecian Titan God of Fire, as well as a mythological Trickster. Prometheus is credited both with the creation of humanity from clay and stealing fire to gift to his creations, in direct defiance of the will of Zeus, King of the Gods. As punishment for his insolence, Zeus had Prometheus chained to a rock where an eagle dug out and ate his eternally regenerating liver every single day, until he was rescued from his torment by Hercules. In western classical tradition, Prometheus became a figure that represented both human striving for progress and knowledge, as well as the risk of overreaching and unintended consequences. He's also seen as a champion of humanity and the author of human arts and sciences. | Persona (Cont.): | Moves: - Agi - Light fire damage to a single target.
- Tarukaja - Boost the attack of a single target, giving them advantage on their attacks on their next turn. Does not require a roll."
| Sylph of Life (God Tier) | Sylph of Life (God Tier): +4 Appeal, +1 others, "You have ascended beyond the normal mortal plane upon which many lie. You have become a God Tier. On a multiversal level this doesn't technically make you divinity, but does put you closer to being able to achieve it than an ordinary mortal would be if you so choose to find and pursue that path. With this ascension comes a variety of new abilities. | Sylph of Life (God Tier)(Cont.): Enhanced Aspect Connection | Enhanced Aspect Connection - You now have a better grasp over your aspect. Developing abilities connected to being the Sylph of Life will come much easier for you from this point onwards. On top of which once per mission you can give yourself advantage on rolling a performance check for the development of a Sylph of Life ability. | Sylph of Life (God Tier)(Cont.): Conditional Immortality | Conditional Immortality - You can no longer die from the degradation of your body, or old age. You are immune to disease for the most part unless the whatever caused you to become infected with that disease is Just, or Heroric in nature. If you are killed you will be revived as long as the source of your death can't be classified as either Just or Heroic. | Sylph of Life (God Tier)(Cont.): Statistic Increase | Statistic Increase- +1 to all stats. +4 to the stat correlated directly to your aspect. (Appeal) Flight - You can fly now. This is a passive type of flight an maneuvering around during it is based upon your own agility, so Deftness. | Sylph of Life (God Tier)(Cont.): Kiddie Camper Handysash | Kiddie Camper Handysash - You gain the Kiddie Camper Handysash! This Sash is a metaphysical object connected to your soul upon which achievement badges can be placed to impart you with powers that will shake the very core of Sburb! You start with 1 badge! - Gift of Gab badge - This badge allows you to talk to people without needing a communication device!
| Sylph of Life (God Tier)(Cont.): Species Peak | Species Peak - You gain one aesthetic bonus based on what you personally believe to be an example of reaching the peak of your species, or beyond. For Trolls this is butterfly wings. For a furry this might be dog ears. It's based on your species's beliefs, and your own." | Sylph of Life (Martyrdom) | Sylph of Life (Martyrdom) - You can't always be full of sunshine and rainbows. Sometimes you need to let your darker intentions out and... invert your way of looking at the world. Once per week, allow the power of the Prince of Doom to shine and sacrifice yourself, killing yourself instantly. Nothing can stop this effect, nothing can save you, and nothing can resurrect you after the fact. You will receive absolutely NO rewards for this mission, but your allies will gain a 1.5x multiplier to all of their attack rolls for the remainder of this encounter! | Sylph of Life (Mend) | Sylph of Life (Mend): You're so filled with happiness, optimism, vim, and vigor, that all you need to do is share a little bit with someone and suddenly all of their problems will disappear! Well, the ones related to horrible wounds, which tend to be the highest priority problems to be fair. Once per encounter, perform a basic heal on a target based on Appeal. | Sylph of Life (Advanced Life Sense) | Sylph of Life (Advanced Life Sense): You can feel the lives of those all around you. You can feel all the happiness inherent in even the bleakest life, and your optimism guides you to them! You have developed an advanced life sense, able to determine a large number of life forms in a wide area without getting overwhelmed by the heavy amount of info you're receiving based on Appeal! In fact, you can even get a rough sense of the relative power and major energy types of those around you! Once you've found someone's life signature, you will be able to track them down fairly simply. | Sylph of Life (Multiversal Life Sense) - Inactive: Lost with his Aspect of Life Transform | Sylph of Life (Multiversal Life Sense): Your Sylph of Life abilities have been supercharged by both your Aspect of Life abilities and becoming a God Tier. This has strengthened your connection to Life so much that you're able to sense it through the walls between universes itself. While you're transformed as an Aspect of Life, you are able to use your Sylph of Life "Life Sense" ability on a multiversal level, allowing you to seek out one person even if they're in another universe, as long as they aren't hidden by another BOP. Based on Appeal.
| Keyblade Wielder | Keyblade Wielder: You've proven your Heart worthy of wielding the mythical keyblade! Let your Heart be your guiding key. Attacks with your keyblade are based on Robustness, Vitality, or Intelligence - whichever you choose now. (Intelligence) This stat cannot change, and is your "Keyblade Wielder stat" for any abilities that reference it. After a successful mission, roll Luck. If you're Lucky, you may obtain a special keychain based on that world. You may summon a multiversal keyblade as a simple action. | Shadowform | Shadowform: Shadowform - Your ability bed gifts you with a peculiar ability. You are now able to transform into a shadow being as a simple action, allowing you to use applications of "Shadow Being Physiology" ( powerlisting.fandom.com/wiki/Shadow_Being_Physiology ) | Prehensile Bones | Prehensile Bones: Your ability bed gifts you with a peculiar ability. You are now able to externalize and manipulate your bones based on Vitality. Gross. You now possess the superpower "Prehensile Bones" ( powerlisting.fandom.com/wiki/Prehensile_Bones ) | Puddle of Mudd | Puddle of Mudd: He's become mud. Once per day, turn into mud to automatically dodge an incoming attack! Some attacks cannot be dodged this way, however! | Elemental Warrior (Mud) | Elemental Warrior (Mud) - You've adapted to your chosen element and learned to control its might to defeat your enemies! And that element is... mud. Hey, your powers I guess. You can perform basic mud-based attacks (Throwing balls of mud, infusing mud into a punch, etc) based on Intelligence. More advanced techniques will require further performance checks. | Thought Insertion | Thought Insertion - You know, for some people the belief they can do this is considered a symptom of a mental illness? No, but don't worry. That TOTALLY doesn't apply to you. You are able to attempt to insert thoughts into a targets head to send psionic messages! Unless the target is actively warned beforehand and consents to your mental invasion, based on Intelligence. | Rise of the Phoenix | Rise of the Phoenix: You were once one of, if not THE, most powerful fire mages on your entire planet. And one for one fleeting moment, you can feel some of that lost power again. Once per month, activate this ability as a simple action. Any fire spells you cast this turn gain a 2x multiplier to its number of successes! |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Passive Abilities] Name | Description | Charismatic Leader | Charismatic Leader: Due to your being bound to fire, you attempt to use your magic only when absolutely necessary and will attempt to befriend almost anyone or anything. As such, you've become exceedingly charismatic. +2 to Appeal | Preliminary Ninja Warrior | Preliminary Ninja Warrior: +1 to Robustness/Deftness/Vitality. +2 to Parkour. You get the feeling that this might be the start of becoming the Ultimate Ninja Warrior, or it might just be a one off. Who knows? | Medic | Medic: You have healed the sick and injured when no one else could. Those people could not have survived without you, and you must continue helping others. You gain a 5 point bonus to medical rolls. | Heart Container | Heart Container: +5 Vitality, A container full of pure life energy. As an Archive agent, you are only able to benefit from the health benefits of ONE Health Container. | Passive Eldritch Resistance | Passive Eldritch Resistance - You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved. | Psionically Awakened | Psionically Awakened - You have taken the first step to unlocking your latent psychic potential. You may now attempt basic psychic actions based on Intelligence. Don't overwork your baby brain though! | Psionic Perception | Psionic Perception - Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on Intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action. | P.R.I.S.M. Hunter | P.R.I.S.M. Hunter: You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism. | Sylph Of Life! | Sylph Of Life!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!) | Tech-Totem of Prestige | Tech-Totem of Prestige: Are you finding your power level stalling out and looking for a new way to get stronger? Do you maybe want a new beginning and the excitment of rising through the levels once more? Then this is the totem for you! Once you've hit level 30, you can use this totem to reset your level back to 0, losing any benefits you get from your levels (you'll keep your universals, traits, and inventory however). In exchange for this, you'll now receive six race points per level instead of three, as well a permanent class point for every 10 levels sacrificed! These class points persist through resets! In addition, you'll gain access to a special currency called "Prestige Tokens" or PT. For every level sacrificed, you'll gain 1 PT that can be spent in a special Prestige Shop for unique bonuses! Upon reset, you have the choice to either reset to your two starting racials or to have two blank racial ability slots. If you are not your starting race, you may have your first two obtained non-true racial abilities or two blank racial ability slots. | Doro-Doro Fruit | Doro-Doro Fruit: Alexander is a Mudman! As a Logia type devil fruit user you can turn your body into your element, and do cool stuff with your element! Applications of this ability are based off of Vitality. | Bond of Data | Bond of Data: +1 Intelligence: You find yourself synergistically bonded with a certain digi-poke chaos wizard. +5 to any and all rolls relating to Sebastian Prism. This does not include any rolls relating to a group INCLUDING Prism. | Expert Botanist | Expert Botanist: +2 Perpicacity, You're an expert farmhand with a year's worth of experience tilling the land, meaning you have a good grasp of different agricultural techniques when raising normal Earth flora. You gain a +4 to any gardening rolls! | Bring Your Daughter To Work Day | Bring Your Daughter To Work Day: +1 Intelligence, The family that goes on horrifyingly deadly missions together, stays together. You think Bailey is starting to rub off on you a little bit. You feel a little smarter! | Touched by Time | Touched by Time: +2 Perpicacity, You reloaded a broken timeline and were there when your friend awoken to their Time powers. Time and you are pretty tight. | Trinity | Trinity: All for one! One for all! The Tuesday Squad of Ame, Mutt, and Alex will always be there for each other. +3 to rolls involving (the two people mentioned that your character is not). If you continue to work together, you have a feeling you'll be able to do great things! | Higher Education | Higher Education - +2 Intelligence, Thanks to a very special bed that made you dream for FOUR YEARS, you've now received a very thorough education! Choose a mundane Earth major (Biology, Art, Archaeology - anything as long as you can get it as a real bachelor's degree from a real school on Earth). You now possess all the knowledge an average college graduate of that major would possess! (Evolutionary Biology) |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= MISC Universals] Name | Description | Archive Halloween 2020! | Archive Halloween 2020!: This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice (Appeal) and Once Per Month create an average sized Jack-O-Lantern. | Christmas Heroes 2020 | Christmas Heroes 2020: +1 to a stat of your choice (Intelligence), The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail! |
Name | Description | Appeal Metaserum | Appeal Metaserum: +1 Appeal You gain the super power SPINE COMBAT ( powerlisting.fandom.com/wiki/Spine_Combat ) | Vitality Metaserum | Vitality Metaserum: +1 Vitality You gain the super power PEAK HUMAN FLEXIBILITY ( powerlisting.fandom.com/wiki/Peak_Human_Flexibility ) +5 Deftness | Intelligence Metaserum | Intelligence Metaserum: +1 Intelligence You gain the super power TEMPORAL RELOAD ( powerlisting.fandom.com/wiki/Temporal_Reload ) | Deftness Metaserum | Deftness Metaserum: +1 Deftness You gain the super power ELEMENTAL ENERGY ATTACKS ( powerlisting.fandom.com/wiki/Elemental_Energy_Attacks ) | Luck Metaserum | Luck Metaserum: +1 Luck You gain the super power TRECHERY INDUCEMENT ( powerlisting.fandom.com/wiki/Treachery_Inducement ) |
Name | Description | Soldier Poet King - Failure Manipulation | Soldier Poet King - Failure Manipulation: A Small Tin Soldier that reads a Poem describing how the Target Fails. Uses Vitality and has a Range of 6 feet. ( powerlisting.fandom.com/wiki/Failure_Manipulation) |
Name | Description | Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes | Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes: A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice! ( Luck ) | Art Appreciation | Art Appreciation: +1 Appeal, You have a discerning taste for the finer things in life. You get a +3 point bonus to rolls relating to art. | Blessing of The Life Cycle | Blessing of The Life Cycle: +1 Luck, May you find Luck and stay on this side of the life cycle for as long as possible. | Hero's Songbook | Hero's Songbook: List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try! | Sheet Music: The Irish Rover | Sheet Music: The Irish Rover: Inside the present is a sheet of music. The sheet seems old, and the paper it is written on has clearly been passed through multiple hands. It’s a song called “The Irish Rover.”. Alongside the music is a letter. “Dear Alexander. It’s an old tune that’s been adapted to sound a bit more modern. Also in the right bard’s hands it summons up a fucking galleon. So, it might come in use.From The leader of the Irish Rovers, A wonderful singer, and The King of Hell, Dropkick Murphy.” |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Lesser/Minor Boons/Boons] Name | Description | Minor Boon of the Goddess of the Hunt, Seasons, and Biomechanics - Inactive:Upgraded | - Beginner Biomechanization: Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose. (Changed Wings: +1 to Deftness, added boosters, no longer can be fatigued by flying.)
| Minor Boon of the God of X-TREME SPORTS! | - Once Per Day summon a divine instrument of sporting. (Such as a Bike, Skateboard, Snowboard, Surfboard, etc...) This instrument gives you a +1 to all rolls made involving it, and vanishes after twenty-four hours.
| Minor Boon of The God of the Pre-Written Word Gumbaloo | - +1 Deftness, Perpicacity, Appeal
- Once Per Day - Give a minor wound to an individual that they will have received earlier in the morning. Something like a cut, or a small bruise. They will know that the wound didn’t exist before, and also have memories of the wound having happened to them earlier in the day.
| Minor Boon of The God of Heroism | - Spark of Heroism - Once EVER, use this ability to gain your superpower from the God of Heroism mission. Biokinesis, Using the divine power of The God of Heroism, you have gained the ability to psionically manipulate living matter based on Intelligence. At your current stage, it is much easier to manipulate your own biomass than that of others. ( powerlisting.fandom.com/wiki/Organic_Manipulation )
| Lesser Boon of The Grand Conductor | - +1 Deftness, Perpicacity, Appeal
- A Symphonic Prayer - Once per day, play a song and... something will happen. Roll Luck.
| Lesser Boon of Keishi Lord of the Broken Sword | - +1 Robustness, +1 Vitality, +1 Perpicacity
- Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponent's sword with your own broken sword. This works off of whatever stat your broken sword works off of.
| Lesser Boon of Kalibur | - +1 Deftness, Perpicacity, Luck
- RNG - Randomly Numbered Gun: Once Per Day Mission/Day/Bounty roll Luck to summon a random gun. This gun disappears at the end of the day.
| Lesser Boon of the Goddess of Neon and Glass | - +1 Intelligence, Appeal, Luck
- Neon Messenger - Once Per Day create a message that looks like a gigantic neon sign. Might be easier to see during night.
| Lesser Boon of The Drifter | - +3 Intelligence, Perpicacity, Appeal, +1 to Others
- Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!)
- Loss (The loss isn't the hardest part. The hardest part is moving on. Once EVER, permanently sacrifice something to automatically succeed on your next action as long as your sacrifice is of equal or greater value to what you are trying to accomplish. Your sacrifice will be PERMANENTLY lost, and nothing can EVER bring it back. If your sacrifice is not of equivalent value, you will still permanently lose it but gain no bonuses whatsoever. You will not consume this ability's once ever charge, however.)
| Drifter Boon - Journey: The Magician | - Once per day, activate this ability to gain a +2 point bonus to your next performance check.
| Drifter Boon - Journey: The High Priestess | - Once per day, activate this ability to gain a +2 point bonus to your next performance check and gain a +2 to your next combat-related roll.
| Drifter Boon - Journey: The Empress | - Once per day, activate this ability to gain a +3 point bonus to your next performance check and gain a +3 to your next combat-related roll.
| Drifter Boon - Journey: The Emperor | - Once per day, activate this ability to gain a +4 point bonus to your next performance check, gain a +4 to your next combat-related roll, and a +4 bonus to your next diplomacy-based roll.
| Drifter Boon - Journey: The Hierophant | - Once per day, activate this ability to gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and give a target (excluding yourself) a 1.1x multiplier to their next roll, whatever it is.
| Drifter Boon - Journey: The Lovers | - Once per day, activate this ability to gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll and give a target AND yourself a 1.1x multiplier to their next roll, whatever it is.
| Drifter Boon - Journey: The Chariot | - Once per day, activate this ability to gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll, give a target AND yourself a 1.1x multiplier to their next roll, whatever it is, and give yourself a basic heal.
| Drifter Boon - Journey: Justice | - Once per day, activate this ability to gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll, give a target AND yourself a 1.3x multiplier to their next roll, whatever it is, and give yourself a basic energy and physical heal.
| Drifter Boon - Journey: The Hermit | - Once per day, activate this ability to gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll, give a target AND yourself a 1.3x multiplier to their next roll, whatever it is, give yourself a basic energy and physical heal and either draw aggro, or make yourself very unlikely to be targeted by the next enemy attack.
- (To advance past this, you have to subject yourself to the whims of the wild magic table.)
| Drifter Boon - Journey: Wheel of Fortune | - Once per day, activate this ability to to use ONE of the following effects. Activating this ability is a main action. It cannot be used as an instant interrupt. Gain a +5 point bonus to your next performance check, combat roll, and diplomacy roll, Give a target and yourself a 1.3x multiplier to their/your next roll, whatever it is, Give yourself a basic energy and physical heal, and Either give yourself aggro or make yourself very unlikely to be targeted by an enemy’s next attack. OR (Usable once per three missions) Your next Luck roll is a natural 100.
- (To prove yourself worthy of strength, you must do the following: At the beginning of your next mission, declare you are accepting this challenge. You will be unable to use any abilities outside the reach of a baseline human for the duration of this mission.)
| Lesser Boon of the Goddess of Power | - +1 Robustness, Vitality, Intelligence
- Eruption of Power - Once per encounter use this ability. It'll do something different every time you use it!
| Boon of the God of Friendship and Ingenuity - Inactive:Upgraded | - +X/2 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 5, minor stat boost caps at 2)
- Friendship Circle (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences.), Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempt to freeze time with ice magic. More complex applications of this ability may require an Intelligence check and/or a performance check.)
| Boon of The Mistress of Fate | - +3 Vitality, Intelligence, Luck, +1 to Others
- Simplified Fate (Once per day, mission, or bounty, target Luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome. Based on Luck.)
| Greater Boon of The Titan of Combat and Bloodshed | - +4 to All Stats
- Showboat (Once per day while fighting in an arena/coliseum/etc, roll Appeal after a successful hit. You may get a reward from the crowd depending on how well you did! More flashy and big attacks will lead to bigger and better opportunities to showboat!)
| Boon of The God of Selfishness and Stupidity | - +3 Robustness, Appeal, Luck, +1 to Others (Except Intelligence)
- Give it to Me! - Once Per Day when your friend would receive a buff, or a heal, that you wouldn't receive, take that from them and apply it to yourself. The person must believe that they are your friend for this to work.
[li]Spark of Stupidity - Sometimes your abilities, or ideas are just too complicated to work how you want them to work. Once Per Four missions say some dumb shit that doesn't make sense when trying to do something, and it just might work. This ain't gonna break planets, but it might do some stupid shit.
| The Boon of The Titan of Life and Death | - +3 Vitality, Intelligence, Perpicacity, +1 to Others
- Botanokinesis (You are able to manipulate plants based on Intelligence), Necrotic Burst (Launch forth a burst of pure necrotic energy based on Intelligence. Does extra damage against holy targets.)
| Boon of the Goddess of The Hunt, Seasons, and Biomechanics | - +3 Robustness, Intelligence, Perpicacity, +1 to Others
- Beginner Biomechanization (Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose.) (Changed Wings: +1 to Deftness, added boosters, no longer can be fatigued by flying.)
- Intermediate Biomechnanization (Once EVER, install a more complex biomechanical upgrade into your body! This can be more custom than Beginner Biomechanization (For example, install an infrared scanner into your eyes, install a soda dispenser into your abdomen, install a module in your neck that allows you breathe fire, etc]. Similar to Beginner Biomechanization, this upgrade cannot be removed by anything less than divine intervention and will not be removed by changing your race.)
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Greater/Perfect/Avatar Boons] Name | Description | Greater Boon of Dog | - +4 Deftness, Perpicacity, Appeal, +2 to Others
- Domestication (Once per day, use this ability to calm a target canine. This succeeds instantly, as long as you have not directly harmed the target. Doing this will also give you advantage on recruiting the canine it is used on!)
- Barbarian Woof (Once per day, bark at the top of your lungs in an incredibly intimidating manner based on Appeal. This bark affects all targets within earshot. If successful, target is inflicted with fear.)
| Greater Boon of the God of Friendship and Ingenuity | - +X/1.5 to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major stat boost caps at 7, minor caps at 3)
- Friendship Circle (Once per day, use an ability of another person who has this boon. Be warned that using an ability related to a BOP you do not have a connection to may have dire consequences. This may not be used to use the true unique of another class. This may not be used as an immediate reaction. This may be used to attempt to use racial abilities of another person, but it may prove difficult if you are not that race. This may not be used to use a true racial ability. You may not use the abilities of The God of Friendship and Ingenuity.)
- Creative Spark (Once per day attempt to use a far-flung and clever application of an ability. For example, attempt to freeze time with ice magic. More complex applications of this ability may require an Intelligence check and/or a performance check.)
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Marks] Name | Description | Mark of the God-King Malachor, Monarch of Death, Bone, and Judgement | - While your actions have been undone, may you never forget the price your mistakes have caused others to pay. Carry this burden with you, and strive to do better in the future.
| Mark of The Greater Bimordial of Life and Evolution | - This Deer headed, person bodied, coral abomination lower halfed, world fucking, fuck has decided to give you shitnips a gift for bringing him back to life. Once Per Ever Evolve a piece of yourself. (Evolved Changeling)
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Traits] Killer | - You have taken the life of another sentient being.
| Friend Killer | - You have killed one of your friends. +2 to rolls against allies. (2 Killed)
| Pyrophobic - Inactive | - The thought of fire brings back bad memories... When attempting to use fire-related abilities, roll a 1d100+Perpicacity. If you roll under 50, your trauma is too much to bear and you cannot continue with your action.
| Reunited | - +2 Appeal You're back with the ones you love. But what about everyone you left behind?
| Watched - Inactive | - You feel like you're being watched...
| World Ender | - Whether through direct action, being manipulated by an outside force, or a complete accident, an action you've taken has led to an apocalyptic scenario that has completely changed the face of a planet forever.
| Hearing Impaired | - Due to injury, genetics, or just the simple biology of your species, you are incapable of hearing.
| Turned | - You been turned by a Master Vampire, the pinnacle of your race. Your racial abilities will be stronger than that of the average vampire, and you will receive a +3 point to vampiric racial rolls (including performance checks!). You are now race-locked and cannot change through The Archive's systems. You also now have a permanent psychic connection to your sire and are able to psychically communicate with them at ANY distance. Because of the strength of your sire, there will be no passive emotional bleed and you will be unable to touch her mind without her explicit consent. ( More powerful version of powerlisting.fandom.com/wiki/Vampire_Physiology with possibility to become a Vampire Lord )
| Cannibal | - You have transgressed one of the most deeply held taboos by almost every sapient life form in the multiverse. You have either eaten another member of your species or a member of a species that is incredibly morphologically similar to your own (For example, an elf eating a human or vice versa).
| Skeleton Slayer (III) | - Spooky scary skeletons ain't gonna send shivers down NO ONE'S spine while you're around! You get a 1.25x multiplier to rolls against animated skeletons! KILL COUNT: 6,813
| The Legendary Perfect Shifter | - Legends have been told all over the multiverse about a being such as you, but you were thought to only exist in legend. However, it seems we were proven wrong. You can shift into any race The Archive's systems can turn you into. In addition, if you're intimately familiar with a race through extended experience of being that race, you can actually develop racials for each individual race you can turn into! Each race only has two unique racial slots however. You still can gain racial slots normally as a base changeling. This ability is only active if you have a true racial slot open. You can never develop another true racial ability as a changeling.
| Vore Favor | - You were vored by the cosmic aspect of Absoption Lardith, and owe him a favor.
| Auto-Cannibal | - You... ate yourself. We here at The Archive's trait department have seen a lot of bizarre actions but... this is always a weird one. We imagine you got turned into some sort of food elemental and tasted yourself? Whatever the reason, this is on your dossier forever now. Congratulations.
| I Am Legend | - +2 Appeal, An action you have undertaken has made you a literal legendary figure in the culture of a world you have visited.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Tides of Chaos] Name | Description | Debuffs | | Buffs | |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Keyblades] Name | Description | Bardic Inspiration | +2 Appeal. +2 Luck - A keyblade with musical theming. Once Per Two Missions give a target other than yourself advantage on a roll. | Plus Ultra | +2 Robustness, +2 Intelligence, A green and black keyblade curved like a crescent moon. When its ability is active, it crackles with green lightning. (Quirk Factor - If there's one thing to be learned from MHA, it's that you NEED a quirk to be considered a hero. Once per day, activate this ability as a simple action. For the remainder of this mission while this keyblade is equipped, you gain a random superpower!) | Filmed Before A Live Studio Audience | +3 Appeal, A keyblade that is literally just the Friends logo extending from the handle. The keychain is also just the Friends logo. Attacks with this keyblade make the "clap" sound effect from the Friend's into on contact. (Clap Clap Clap Clap - I'LL BE THERE FOR YOU! Once per three missions, perform four basic melee attacks based on your keyblade wielder stat.) | Phantom Show | +2 Vitality, +2 Perpicacity, A long black and white keyblade with the "Danny Phantom" logo for a keychain. Once per day, you can use an ability of a Danny Phantom villain! | Equivalent Exchange | Equivalent Exchange - +3 Intelligence - This keyblade is a manipulatable alchemical circle! This allows you to do simple things like changing the shape of a material without knowing alchemical principles, and do more complicated performances of alchemy if you have the knowledge of the complicated alchemical principles behind such things! |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Prestige] Times Prestiged | Levels Sacrificed | Prestige Tokens | Pages Recieved | Prestige 1 | 32 | 32 | 800,000 | Total | 32 | 32 | 800,000 |
Prestige Purchases Name | Description | Cost | Black Card | A card that only the most exclusive Archive agents can use. This card gives you access to the B-Mall, a secret Black Market that carries EVERYTHING the multiverse has to offer with no restrictions. That includes secret one of a kind artifacts, things they don't sell in stores, and even sentient beings. You'll also find that you may find things you're looking for easier than on the A-Mall (Easier Luck rolls!). Please note the B-Mall is a closely guarded secret. Don't tell anyone about it and don't purchase anything with it for agents who don't have access to it. They'll know if you do... | 10 PT | Cash Infusion | Unsure what to spend your PT and really need some cash? This will give 25,000 Pages per level sacrificed total throughout all of your prestiges. | 5 PT |
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Post by demonicparadise on Jul 29, 2021 18:45:06 GMT
[PTabbedContent= Classes] [PTab= Draconic Bard] | The music of the dragons is an ancient and powerful thing, one with great and terrible power if used properly. Or improperly. | Tier 1 | - Draconic Inspiration: Let the fury of the dragons flow through your music and empower your allies. Once per encounter, you may attempt to improve either the physical or mental abilities of your allies in earshot for 1d2 turns. Based on Appeal.
- Silver Forked Tongue: A voice sweet as honey and flame breath as hot as hell itself as all you really need to get people to listen to your music. It isn't hard. You gain +X to Appeal where X is equal to your tiers in this class.
| Tier 2 | - Bolero of Fire: Look out, this track is fire. Once per encounter, enemies within earshot will be set ablaze. Based on Appeal.
- Instrumental: You know a thing or six about music. You are now proficient in any and all mundane instruments, and find it much easier to learn magical or technologically advanced ones.
| Tier 3 | - Discordant Blast: Utilize the power of chaos and disharmony to your advantage. You may play a discordant and loud "song" and attempt to manipulate the soundwaves to deal force damage to a target. Based on Appeal.
- Flight of the Dragons: No, it isn't Flight of the Valkyries because this is a class about dragons, get it right. While you are actively playing this song, your allies in earshot gain the ability to fly. If you are interrupted for any reason whatsoever, they IMMEDIATELY lose this ability.
| Tier 4 | - Drake's Lament: Runnin' in the six with my woes. Once per encounter, you may attempt to mildly heal all allies in earshot with the power of soothing chill tunes. Based on Appeal.
- Amplifier: A dragon's roar can be heard for miles around. Why should their music be any different. Once per encounter, as a basic action you may attempt to boost the sound of your next song. Based on Appeal.
| Tier 5 | - A Song of Ice and Fire (Unique): They say there is power in a bard's song, that the music they play can touch the very heart of the universe. Once per day, mission, or bounty, you may play a song that reaches to the heart of the Plane of Music and summons forth a dragon made up of music itself for 1d3 turns.
- Quick Claw: You've got some fast claws there, just be careful not to cut a string. You gain +X/2 to Deftness, where X is your tiers in this class. Rounds down.
| Tier 6 | - Chromatic Scales: Get it? Once per encounter, your allies within earshot gain the protection of dragon scale, giving them protection against damage and resistance to fire. Based on Appeal. Lasts 1d2 turns.
| Tier 7 | - Draconic Inspiration (Bonus): The power of music suffuses your body, but now the power of the dragons suffuses your music. When casting Draconic Inspiration, you no longer have to choose between mental and physical bonues, your allies benefit from both.
| Tier 8 | - Draconian Symphony: A solo can be beautiful, but the power of an entire orchestra simply cannot be ignored. Once per encounter, you may attempt to empower a bardic spell based on the number of people playing along with you. It should be noted that these people do not need to be bards in any capacity, but must be able to play their instrument well.
| Tier 9 | - The Serpent's Waltz: Dance with me, won't you? Once per day, mission, or bounty, you may attempt to charm a target within earshot to perform one action against its will. The more "out of character" an action is, the more difficult it may be to force them to do it. Based on Appeal.
| Tier 10 | - A Song of Ice and Fire (Unique Bonus): A duet would be so lovely, wouldn't you agree? While your music elemental is present, you may use your main action to play a song that empowers its attack for that turn.
- Draconic Wisdom: Feel the knowledge of the ages wash over you... You gain +X/4 to Perpicacity, where X is equal to your tiers in this class. Rounds down.
| Tier 11 | - Duet: The melodies blend so beautifully... When you cast Draconic Inspiration, you may play another buffing song at the same time. This consumes both of these abilities limited charges.
| Tier 12 | - Plague of Claws: Not everyone is the biggest fan of music, especially whatever genre this song is. Once per day, mission, or bounty, choose a target within earshot. This target is the only one able to hear this song. As the song plays, lacerations appear all over the targets body - lacerations remarkably similar to those inflicted by dragon claws. Even after you stop playing, this effect will continue until the target either expires or saves. Based on Appeal.
| Tier 13 | Drake's Lament (Bonus): I don't know any other Drake lyrics besides the one in that last ability, sorry. The healing power of this song is dramatically increased. In addition, once per WEEK, you may use this song to attempt to revive the dead within "earshot". This effect will not work if the target is more than 10 minutes deceased or if its fatal injuries were too grievous.
| Tier 14 | The Serpent's Waltz (Bonus): The passion of your music increases in a fever pitch and everyone in inclined... well, forced to give you their full undivided attention. You may now attempt to charm a group of targets to perform a single simple task.
| Tier 15 | Musicform (True Unique) - When you play your music, you feel your body slip away. If you simply give into that feeling... Once per day, mission, or bounty, take the form of a music elemental. While in this form, you gain a ten point bonus to Appeal, you are immune to physical damage, and may attempt to manipulate soundwaves. You may not make physical attacks in this form. This form lasts 1d2+1 turns.Class Mastery - You gain a 1.5x multiplier on your total number of successes for all class-related rolls once per encounter
| Tier 16 | Power Word - Song: This one is a draconic bard original. You may create a custom song with an effect of your choosing. You may switch this song freely as long as you are not on a mission. This ability must be approved by an Overseer before it is cleared for field use.
| Custom Songs | Florence's Lullaby: This song, when played around someone trapped within a transformation, gives the option to the host to take back control. Successes from this song will be added to the Host's Successes from attempts to break free of the Transform. This cannot be used to forcibly make someone drop a Transform if the Host does not wish for it to happen. Based on Appeal.Freebird: Play Freebird!! Once per encounter, summon an ethereal piano that persists until dismissed.Kur's Draconic Fortune: Certain dragons are known as symbols of Luck and fortune. That certainly applies here, right? Once per encounter, play a song that specifically boosts the Luck stat. For every 2 successes you get with this song, add +1 to your Luck stat. Lasts 1d2 turns.Hopes, Dreams, and Memories: Once per day. Inspired by a certain Monster, the effect of this song is based on intent, and only effects a single target. Should the intent of the target be neutral or positive, this song heals, and is capable of healing hate and damage caused by hate, even as far down as the soul, but can only heal either hate or injury in a single use. Based on Appeal. Should the intent of the target be negative or violent, the song can nullify aggression in the target for 1d2 turns. This nulled aggression is returned should the target be harmed by the player of the song or their allies. Based on Appeal vs Target’s Perpicacity.
| Training | - The Harmonic Void: You take what Johann taught you and fill every song you play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Speedy Seducer] | Ever fucked an abstract concept? | Tier | Abilities | Tier 1 | - The Law of Seduction - There are certain laws of reality that will always refuse to break to the whims of mere mortals. Gravity, Force, Space, Time, Entropy, and Speed. One cannot simply ask gravity nicely to not affect them. Time moves forwards no matter what the human begging it to do otherwise says. Entropy works to bring the universe to it's end without pause. Speed will work the same no matter how charming you are! But like, the speed force? Kinda hot ngl, and I think it's been eyeing you up. So maybe this law will bend (if you know what I mean). You can roll Appeal for movement rolls.
- Primal Tempter - You tempted a base law of the universe into the sin of lust. Gain +X to Appeal where X is the number of tiers in this class.
| Tier 2 | - Speedy Thot - Sometimes stuff moves too fast, and even an amazing seductive being such as yourself just needs a bit of time to process what the hell is going on. Thankfully having a mind that runs at super speed can really help with this! Once Per Day Amp up your reaction time, and thinking speed allowing you to react to disasters as if you had minutes instead of seconds!
- IMPish Punch - Speedsters of a high enough caliber are walking machines of death, and destruction. Moving at the speeds of someone like the flash without care for collateral damage can obliterate planets. The most famous example of this rampant power is the IMP. The Infinite Mass Punch. The faster an object is the more mass it has, and when approaching the speed of light an object has enough mass to be near infinite. You cannot do an IMP, and trying to would probably rip you to atomic shreds, but you can do an IMPish punch. Once Per Day gain a short burst of super-speed and dash full speed at an enemy and smash your fist into them without having to care about any damage the impact would normally do to you. Based on Appeal. This can count as a movement action or as a main action.
| Tier 3 | - V.I.P - You're not just some normal speedy person. You're the side-piece of the speedforce itself! The very force that pushes time forwards is the thing that you hook up with on a semi-regular basis. With that distinction in mind speed ain't gonna treat you like some normie. You don't have to rush to the front of the line anymore. Just give a smile, and a wave. You can now use Appeal for Initiative. When using Appeal if you go first you gain advantage to all Appeal checks for the rest of your first turn. If you get in second place in initiative you instead go first (But do not gain the Appeal special bonus for going first).
- Speed Barrier - As previously stated in this class a speedster without secondary powers is a splat on the ground. Luckily the speed-force finds you more attractive as you currently are than you would be as a ground splat. When you eventually gain super speed you will have a light barrier that protects you and anything you're touching from the g-force that would normally tear you to pieces. While dodging out of the way of an attack you can call upon your Sugar-Thaddy to give you a bit of extra oomph in this situation! But not too often, don't be greedy~ Once Per Encounter gain advantage on dodging out of the way of an attack, and if hit you can roll Appeal/Deftness instead of Vitality for taking the hit.
| Tier 4 | - Super Speed - You can run at the speed of sound based on Appeal. Really hope someone doesn't try to copy this ability without also taking your secondary's because they would end up suuuuper dead.
- Fast Talker - There are many ways to get into someone's pants, and your best at one of the grosser ones. You can talk so fast that the person you're talking to can barely keep up with what you're saying, and will just go along with it so that they don't come off as the stupid one in the conversation! Once Per Encounter Gain Advantage on an Appeal check to convince/bargain/generally talk with someone. Just understand that fast talking doesn't always mean you're going to be able to convince someone you just want to be friends after you've already slaughtered their family.
| Tier 5 | - Force Fucker - Welp, you finally did it. You managed to round the bases at sonic speed. You gave a whole new meaning to the term thrust. You blasted your nut into a cosmic force in a session of love-making that was honestly very hard to understand for your mortal brain. It was like having sex on Acid with the Acid. The lasting impression that the speed has left on you has your body moving in ways that you had never thought possible before. Gain a second Movement Action. (This movement action cannot be converted into a main action.)
- Fast As A FuckBoi - Even if you're getting all this speed from being seductive, you're still getting a lot of fucking speed. Gain +X/2 to Deftness where X is the number of tiers you have in this class.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Multiversal Researcher] | There's a whole multiverse full of possibilities to explore, knowledge to discover, and secrets to unlock. Fortunately, that's your bread and butter. | Tier | Abilities | 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.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Roll Manipulator] | You know the real secret of reality. We have no control over anything we do, it's all the result of cosmic dice being thoughtlessly thrown out onto whatever Lady Luck decides. But... what if you could make your own Luck? | Tier | Abilities | Tier 1 | - Reroll - The classic. The quintessential. Once per day, reroll a target roll. It does not have to be your own. You must take the second result.
- Cut the Strings - You're not the puppet of fate anymore. You control your destiny. You gain +X to Luck, where X is equal to your tiers in this class.
| Tier 2 | - Snake Eyes - You lose. Once per encounter, give a target disadvantage on their next roll.
- Loss Mitigation - We don't "lose" around these parts. Once per day, choose a target roll you or an ally has made. All ones in that roll become tens!
| Tier 3 | - Beginner's Luck - Trying something new is always hard. For other people, at least. Once per day, add your Luck modifier to a performance check!
- Sharing the Wealth - It isn't fair that you're the only one to benefit from your cool new powers. Let someone else control entropy for a while. Once per encounter, all allies currently in combat gain advantage on their next roll.
| Tier 4 | - Reroll (Bonus) - The rare sequel to the original that actually surpasses the classic. You may now use reroll TWICE per day.
- Gambler's Foresight - Is it a good idea to invest in dogecoin? Let's find out! Once per day, you may make a roll before committing to a course of action (but before the DM says what will happen). If you like the roll, you may proceed as normal. If you do not, you may scrap your entire action and try a different course of action!
| Tier 5 | - Loaded Dice (Unique) - Sorry kid, this game's been rigged from the start. Once per month, choose the outcome of a target roll. It must be a roll that is possible considering the dice rolled and modifiers applied.
- Counting Cards - It takes some real smarts to cheat at a game of chance that controls the outcome of reality itself. You gain +X/2 to Intelligence, where X is equal to your tiers in this class.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Stat Buffer] | You feel confident in yourself and the powers you've developed, and decided that you don't need all those lame powers that classes give you. But stats on the other hand... | Tier 1 | Stat Buff - Welp, this is what you're here for. You gain +X to ALL stats, where X is equal to your tiers in this class. |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Intelligence Based Shinigami] | Shinigami, Soul Reapers, Gods of Death, are guardians of the souls who are going through the circle of transmigration. In ancient times, they were known as Balancers. They purify Hollows who do evil in the World of the Living and ensure the safe crossing of souls - the Pluses who have lost their way after death - by giving them a soul burial. They are also often considered to be total dumbasses who either cannot handle a situation without punching their way out, or can't handle someone whose only solution to every problem is punching their way out. Luckily, you're not a total idiot! You're actually among some of the smartest Shinigami in the world! You can do things with your mind that other Shinigami wouldn't even dream of! It still means nothing in the face of berserk mode though. Kenpachi for life. If you're a member of a soul society you're likely a member of their research division. | Tier | Abilities | Tier 1 | - Zanpakuto: At the start all shinigami are given a blade. This blade is known as an Asauchi. In its current stat it's a plain sword that is connected to your sword. Thanks to your fighting style that has been adapted to your massive brain you can use the abilities of this sword based off of Intelligence instead of the usual persp. This means slicing hollows, sending ghosts to the other side, or slicing ghosts.
- Science! - As a researcher for the soul society you've learned a thing or two! Gain +π to Intelligence where π is equal to the number of tiers in this class.
| Tier 2 | - Bakudo: Pick a spell from the following list of Bakudo. You know that spell. This can only be changed by retaking this class.
-Sai: Forces a target to lock their arms behind their back. They can resist this based on either persp, or Robustness. Failing to resist it after attempting to can cause a very large amount of harm to their soul! Based on Intelligence. -Hainawa: Binds enemies with a Reishi rope to stop their movement. Generating a crackling yellow energy rope within his/her hand(s), the practitioner throws it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them. Based on Intelligence. -Seki: Once Per Encounter generate a blue ball of reshi that will deflect whatever slams into it. This is an instant interrupt. Based off of Intelligence. - Hado: Pick a spell from the following list of Hado. You know that spell. This can only be changed by retaking this class.
-Sho: As the practitioner points at his/her target with his/her index finger, a small amount of energy is dispelled from the tip of the index finger with enough force to thrust a considerable amount of kinetic force at a target, which is pushed back a few feet from the practitioner. Based on Int -Byakurai: The practitioner points at the intended target with their index finger and generates a concentrated bolt of lightning to use against the target. Based on Int -Tsuzuri Raiden: The practitioner generates an electric current through any object they touch, which damages anything or anyone which is in contact with the object the current runs through. Based on Int
| Tier 3 | - Enhanced Durability: Killing you is much harder than it would be for a normal person! You can no longer bleed out like a normal person! When dropped into critical condition you will not die unless someone attacks you while in critical!
- Shunpo: Flash Step. A technique that lets you dash across the sky faster than the naked eye. You can move at super human speeds based off of Inteligence! This speed only applies while running on the air, and not while using other methods to fly around.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Evolved Changeling] | Unknown | Tier | Abilities | Tier 1 | - The Legendary Super-Shifter - Being a being of legend and prophecy in Changeling religions throughout the multiverse definitely has its perks. You have PERFECT control over your body, no matter what form you've taken. This allows you to grow, shrink, and manipulate your form at will (Think Jake the Dog from Adventure Time) at incredibly precise levels of control. Based on Vitality.
- A Gooey Body... - Your body is made of some of the strongest goo this side of the known multiverse. You gain +X to Vitality, where X is equal to your tiers in this class.
| Tier 2 | - Inanimate Animation - Most changelings are limited by their ability to only transform into living creatures. You can already guess that does not apply to you. You can now transform into inorganic materials, such as dirt, sand, or metal! You must understand how whatever you're turning into works however - meaning you can't turn into a gun unless you know exactly how a gun functions, down to the smallest detail.
- The DNA Shuffle - Do the shuffle! As a simple action, you may transform into a random species based on a roll on the physiology section of the superpower wiki. Perfect if you're unsure as to what species is suited for a specific job and you want to let fate decide, or you're just bored! Becoming a species in this manner makes you "intimately familiar" with that species.
| Tier 3 | - Perfect Doppleganger - You can become a lot of things, but it's hard to be super specific about your appearance sometimes, especially for species you don't know very well. This changes that ever so slightly. Once per encounter, you can become a PERFECT physical copy of a target that you have touched within the last 10 minutes. This copy will perfectly mimic the target's face, voice, clothes - even their DNA. The only limitations are that you do not gain access to their memories or gain the ability to use their abilities (besides the basics of their race, like any other form). To do that you'd have to… eat their corpse and integrate their DNA into yours or something. But that would be CRAZY.
- DNA Integration - Once per day while you're in your base form, you can break down the target corpse of a deceased organic creature. Doing this allows you to transform into a perfect copy of them, INCLUDING access to their abilities for 1d2 turns! You may initially shy away from breaking down the corpse of a once-living thing molecule by molecule and incorporating it into your biomass in the closest thing a blob like you has to the process of consumption - but they're dead! It's not like they're using their DNA anymore!
| Tier 4 | - The Legendary Super-Shifter (Bonus) - Some forms are like… REALLY weak. Like, they can't even break the speed of light (like whaaaaat?). You are now able to develop applications of "Supernatural Condition" and slot them into your base Changeling racial slots (the form you are when doing this is irrelevant and does not affect the level of strength your base form can develop.). You'll be able to use these applications no matter what form you're in, meaning you could be a mouse and still able to lift 10,000 pounds!
- Monkey See, Monkey Do - It's never easy to learn new things, but it can be a little easier with a friend . If you watch someone perform a racial ability, you gain advantage attempting to develop that same racial ability as that same race!
| Tier 5 | - Chimera (Unique) - Why do you only have to only pick one species at a time? A good changeling knows that choosing only limits your flexibility - and that's a no-no. You are now able to shapeshift specific parts of your body into the body parts from other species. This could allow you to just turn your hand into a dragon claw, shapeshift wings, or an infinite amount of posisble outcomes! The only limit is your imagination - and that you can only have features from two forms at once. Let's not go CRAZY.
- … But Not A Gooey Brain - It takes some serious smarts to keep the infinite variety of options you know have together in your noggin. Especially if the form you currently are does not have a noggin. You gain +X/2 to Intelligence, where X is equal to your tiers in this class. Rounds down.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Overseer] | You've begun your climb to become a member of one the most powerful groups in the multiverse; The Overseers. Your interdimensional journey begins here. | Tier | Abilities | Tier 1 | - Folding - A nearly imperceptible form of teleportation called "folding" is available to all OS. "Folding" is the process of using a nearly infinite source to fold time and space in on itself. While connected to an infinite source of power you may use this freely and without rolling. However, when out in the field you must rely on your own power, based on a performance check. The portal will be powered by your most prevalent energy type.
- Empowered Form - You feel the universe spread through your body, empowering your every muscle. You gain X to a stat of your choosing, where X is equal to your number of tiers in this class. (Appeal)
| Tier 2 | - Universal Empowerment - Use your newfound tesseract-creating abilities to force a universe to bestow upon you any and all of the knowledge it may hold. Once per day, mission, or bounty, you may open a rift to a universe of your choice. This allows you to use any universal abilities from that multiverse for 1d2+1 turns.
- Universal Constant - You are starting to become an engrained part of the multiverse. Weapons of a non-magical or advanced technological standing seem to hardly affect you at all any more.
| Tier 3 | - Research - The Archive holds a treasure trove of knowledge. It is an infinite spring of potential, and as an Overseer you may tap that spring. As long as you are connected to your infinite source of power, you may freely read the personal book of any one target. Out in the field, you may only do this once per day.
- Overseer Physiology - Your power source flows through you, gifting you with a smidgen of the immense power it wields. While connected to an infinite source of energy, you may add your class level of "Overseer" to ALL of your stats.
| Tier 4 | - Folding (Bonus) - With focus comes true mastery. Once per day, mission, or bounty, you may create a perfect fold after channeling for one turn. In addition, once per mission when you successfully open a portal normally you get a permanent +5 point bonus to your portal performance check
- Universal Empowerment (Bonus) - Bend a universe to your will and permanently receive the benefits of Universal Empowerment forever. However, you may only pick one universe. You may only change this once per week while you are not on a mission. Doing this also prevents you from using the original version of this ability.
| Tier 5 | - Emergency Restoration (Unique) - As long as you are connected to your infinite energy source, you may ATTEMPT to interrupt some one's Death at the very last second, or perhaps revive them immediately after. Regardless, you are able to nullify their death. You may use this as an immediate interrupt, but only once per teammate a mission.
- Empowered Form (Bonus) - The stars themselves shine inside of you. You gain +X/2 to any stat of your choosing, (Intelligence) where X is equal to your tiers in this class. It may not be the same stat you've chosen before. Rounds down.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Guardian of the Realm of Light] | You've chosen to forgo the finery of all of the fancy multiversal keychains that so many Keyblade Wielder gallivant about with, instead choosing to focus on the true form of the keyblade of The Realm of Light - The Kingdom Key. | Tier | Abilities | Tier 1 | - Keyblade Smithing - The Kingdom Key, while a remarkable weapon of creation and ruin - it isn't typically very *strong*. Let's start to work on that. You gain four stat points to give to the kingdom key, spread as you wish to whatever stats you wish.
- Chosen - The strength of your heart is apparently quite impressive to be chosen by the keyblade as you have, so the strength of your body should start to come up to snuff. You gain +X to your primary keyblade wielder stat, where X is equal to your tiers in this class.
| Tier 2 | - Light 'Em Up - Shine on, you crazy diamond. The power of light within the Kingdom Key allows you to manipulate light itself based on your primary keyblade wielder stat (https://powerlisting.fandom.com/wiki/Light_Manipulation).
- Double Time - Time to pick up the pace a bit. You can perform two basic melee attacks for the price of a single main action!
| Tier 3 | - King of Hearts - Show them all the power of your heart! Once per encounter, create and fire off a series of hearts made of pure light at your enemies 2d2 times! You spread this among any number of targets as you wish. Based on your primary keyblade wielder stat.
- En Garde! - Protect yourself! You can guard with your keyblade based on your primary keyblade wielder stat! Once per encounter, if your attack is in melee range you may make an immediate basic counter attack as a free action!
| Tier 4 | - Keyblade Smithing (Bonus) - It's a shame you keep collecting these keychains you're simply not using. There's gotta be SOMETHING we can do with them (there is). You now have three ability slots for your Kingdom Key. You can fill these slots with any three abilities you have from any three of your multiversal keychains, allowing you to use their abilities without switching out the Kingdom Key! You can change these slots any time you are not on a mission.
- The Power of Unlocking - Your dedication to the Kingdom Key has shown you a truth most can hardly seem to grasp. Every single universe is connected, you just need to… unlock the way. You may now attempt to "unlock" a portal to another universe with a performance check! Each time you are successful in doing so, you gain a permanent +4 to this check, so keep track! Keep in mind this will use a great deal of your mana reserves.
| Tier 5 | - Ars Arcanum (Unique) - Your Kingdom Key becomes cloaked with pure light and you feel like there's no end to what you can do! Once per day, begin a brutal light-empowered combo against a single target. After the first attack in your combo, roll Luck. Above a 50 and you can attack again! This may technically continue indefinitely, although the DC for this increases by 25 after each attack. When attacking a creature aligned with the forces of darkness, the DC only increases by 15.
- Heart of Gold - What a charmer! You gain +X/2 to Appeal, where X is equal to your tiers in this class.
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[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab=Sylph of Life] | (Placeholder) | Tier | Abilities | Tier 1 | - Mend - Basic heal to a single target based on Appeal.
- God Tier - +X to Appeal, God Tier Pajamas
| Tier 2 | - Shield of Optimism - Once per encounter, target becomes immune to status effects for 1d3 turns. This target may not be yourself.
- Sylladex Shenanigans - You gain a sylladex of your choosing
| Tier 3 | - Overflow - Once per day, target becomes overwhelmed with optimism and happy thoughts and cannot act until save. Based on Appeal.
- Flight - Flight based on Appeal
| Tier 4 | - Mend (Bonus) - Once per encounter advanced heal. This can regrow limbs.
- Life Sense - Attempt to detect nearby life signs based on Appeal
| Tier 5 | - Life Bringer (Unique) - Once per day, bring a target back from the dead to perfect health. You may not use your abilities from this class for the rest of that encounter.
- Knowledge of Life - +X/2 to Intelligence
| Tier 6 | - Spontaneous Generation - Attempt to create a virus in a target's body based on Appeal
| Tier 7 | - Mend (Bonus) - As a simple action once per turn, very mildly heal all party members based on Appeal
| Tier 8 | - Lively Encouragement - Once per day, wildly encourage the growth of target living thing based on Appeal
| Tier 9 | - Inversion - Prince of Doom - Once per week, sacrifice yourself. You may not be revived in anyway for the rest of this mission. All of your party members gain a 1.5x multiplier to the successes of their attack rolls for the rest of this encounter.
| Tier 10 | - Life Bringer (Unique Bonus) - Once per day, target cannot die as long as any part of their body is still intact as long as you are actively casting this spell. You must choose to sacrifice your entire next turn to continue casting this.
- Life Finds A Way - +X/4 to Vitality
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Post by demonicparadise on Jul 29, 2021 18:54:14 GMT
[PTabbedContent= Inventory] [PTab= Equipped] Slot | Description | Helmet | Ears of The Cat-Crazed - HELMET - +2 Deftness, Vitality, Appeal, and Perpicacity, A pair of cat ears once worn by Snowball the Conqueror, the most deadly cat-themed agent The Arena has ever seen. They were forged in the heart of a dwarf star out of the splendiferously soft fur of Mr. Whiskers, The All-Knowing. These ears are nyat~ a headband, but instead attach to a person's skull when placed against their head. They can only be removed by the person who placed them! While wearing these eara you gain advantage against any attempts to manipulate your psyche and anyone reading your mind will only hear the NyanCat theme on loop! In addition, while wearing these headbands the wearer can summon a spectral lumber axe that attacks based on how adorable they are based on Appeal! Attacks with this axe gain advantage when used against targets who use 'Psionics' as their main energy type! | Shoulder Pads | Robo Wing Subwoofer - Shoulder Pads - +1 Deftness, +2 Appeal, An upgrade for your robotic dragon wings to make them sick as hell. Once per day, mission, or bounty, if you are unconscious, dead, or otherwise incapable of playing music, your wings may be able to autonomously play a recording of one of your bardic songs. The effect will not be as strong as playing it yourself, but it will definitely still get the job done in a pinch! You also gain a +3 point bonus to flying! | Torso | Hegemony Armor - Torso - +1 Deftness, +2 Vitality, This armor is designed to take blasts of bullet, lazer, and fish! It's also designed to be highly mobile so that the many gunslingers the Hegemony employs aren't restricted in their actions! | Belt | The Belt of Musicality - Belt - +5 Appeal, A belt that has a strange quality of making every sound you produce simply more harmonious and pleasant to listen to. | Gloves | Hand of Fate - Gloves - +1 Intelligence, A clock inset on the back of a single glove. Once per day, this allows you to give yourself advantage on a target roll. | Pants | Paw-Print Jim-Jams - Pants - +2 Appeal, +2 Deftness, An incredibly soft enchanted pair of pajama pants design with an adorable paw-print pattern. The enchantment is not to make them soft, although they are magically comfy. While you have these pants equipped, you're able to use applications of "Canine Physiology" (https://powerlisting.fandom.com/wiki/Canine_Physiology). When using these powers, your body will change to have the corresponding dog body part to perform the ability (your nose will become a dog snout if sniffing, your mouth will become a dog jaw if biting, etc). | Boots | Candy Cane Stockings - Boots - +2 Deftness, +2 Appeal, Some stylin' socks that make you look like one of those poles outside of barber shops. | Ring L | Indigo Lantern Ring - Ring - +2 Appeal, At the beginning of each mission, pick a different color ring. You have the powers of this ring for the duration of the mission. | Ring 2L | Ring of Friendship - Ring - +2 Appeal, A beautiful ring filled the literal power of Friendship. It feels incomplete though... | Ring R | Venusian Grace - Ring - +2 Appeal, A ring infused with the power of Venus. This ring gives you the power to twist the emotions of others as easily as the Goddess herself, allowing you to use the superpower "Emotion Manipulation" based on Appeal! ( powerlisting.fandom.com/wiki/Emotion_Manipulation ) | Ring R2 | Flame Stoneplate Ring - Ring - +2 Appeal, 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. | Accessory 1 | Trinity - Accessory - +2 Appeal, A badge representing the unity between the three sapient species who inhabit the Earth (The Friendship and Ingenuity one, not the boring one): The Humans, The Ice Minds, and The Glow Children. While you have this equipped, you gain a +4 to Appeal rolls with the people of this world! | Accessory 2 | Bubble Barrier - Accessory - +2 Appeal A cute broach that forms a skin tight bubble around the user when they go underwater preventing any of the water from touching their skin. This doesn't activate when drinking water. | Main Weapon | Shadowcaster - Weapon/Tool - +2 Perpicacity, +2 Appeal, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become! | Secondary Weapon | Kingdom Key - Weapon - +1 Vitality, +1 Appeal, +2 Intelligence. You've proven your Heart worthy of wielding the mythical keyblade! Let your Heart be your guiding key. Attacks with your keyblade are based on Robustness, Vitality, or Intelligence - whichever you choose now. This stat cannot change, and is your "Keyblade Wielder stat" for any abilities that reference it. After a successful mission, roll Luck. If you're Lucky, you may obtain a special keychain based on that world. You may summon a multiversal keyblade as a simple action. |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Currency] Name | Quantity | Conversion Pages:Currency | Pages | 897879 | 1:1 |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Consumables] Name | Description | Quantity | Decent Brandy | Decent Brandy - Consumable - Decent Brandy, what more can you say. | 1 | Vampire Friendly Garlic | Vampire Friendly Garlic - Consumable - Garlic bred to be able to be eaten by a Vampire. | 1 | Strawberries | Strawberries - Consumable - Normal, Homegrown Strawberries!! | 4 pounds |
Name | Description | Quantity | Estus Flask | Estus Flask - Consumable - The Undead treasure these dull green flasks. Minor Heal 3x. Can be refreshed at a dark souls bonfire. | 1 | Big Cookie | Big Cookie - Consumable - A cookie that is far denser than you'd expect. It weighs somewhere in the neighborhood of a couple hundred pounds, but is still normal cookie sized. So a light afternoon snack. This cookie is a minor physical and energy heal. This cookie can be eaten three times before it's gone completely. You cannot take a bite more than once per mission, for fear of stomach rupture. (BITES TAKEN: 0/3) | 1 | Fruit of the Life Tree | Fruit of the Life Tree - Consumable - A fruit when, upon consumption, fully heals the user. | 11 |
Name | Description | Quantity | Raspberry Pi | Raspberry Pi - Consumable - The specialty of Dice's consorts! The mighty Raspberry Pi! It's a delicious tasting pie made from digital raspberries. Consuming this pie gives the consumer a full energy heal! | 1 | 1 Archive-Brand Full Energy Heal | 1 Full Energy Heal - Consumable - Completely heals a target's energy stores. | 1 |
Energy and Physical Heals |
Name | Description | Quantity | Raspberry Pi | Raspberry Pi - Consumable - The specialty of Dice's consorts! The mighty Raspberry Pi! It's a delicious tasting pie made from digital raspberries. Consuming this pie gives the consumer a full energy heal! | 1 |
Name | Description | Quantity |
Name | Description | Quantity | Archive-Brand Basic Auto Revive | Archive-Brand Basic Auto Revive - Consumable - Restores a target into critical condition. | 1 |
Name | Description | Quantity | Holy Water | Holy Water - Consumable - Blessed water that's known for being effective against certain kinds of demonic, and undead entities. | 1 | Enhanced-Zombie Virus | Enhanced-Zombie Virus - Consumable - This virus only affects people who were already infected with the prior zombie virus. A smart enough person might be able to figure out how to use it to change your race into an Enhanced Zombie if you so wished. | 1 | Unidentified Glowing Fluid | Unidentified Glowing Fluid - Consumable - This medication is in a Syringe taken out of your pocket to heal unconscious man in Critical condition. | 1 | Uther's Blessing | Uther's Blessing - Consumable - A glowing ball of blue energy that radiates 1's and 0's. Use this item to instantly fill a target with Fighting Spirit! Currently has three uses before it is all used up. | 1 | Essence of The World | Essence of The World - Consumable/Material - A crystal containing a fraction of energy that composed the Stand of a rather powerful vampire with an incredibly similar name to Pio. Once broken, this crystal stops time for everyone but you for three seconds, allowing you to perform one action while time is stopped. But maybe it has other uses? | 1 | Placeb-Os | Placeb-Os - Consumable - A hit new breakfast cereal that's sweeping the nation, as long as your nation wants to eat a bowl of pills in milk. The package simply says that if you need a little pick-me-up to start your day, start it with Placeb-O's. What exactly does this mean? Only one way to find out! | 1 | Military-Grade Warhead | Military-Grade Warhead - Consumable - A literally vibrating brightly colored package of what was once a candy for children, but is now more akin to a literal weapon. If you like sour things though, still pretty good. After someone eats this, they are inflicted with the status effect, "Sour". This makes them unable to use their movement action on their next turn! | 1 | Fireball | Fireball - Consumable - An incredibly spicy candy that, when thrown, erupts into a torrent of flame. | 1 | Doritos +1 | Doritos +1 - Consumable - A pack of Doritos worked on by a master craftsman and sharpened to a fine point. These Doritos are the most delicious possible Doritos in the known multiverse. Probably (Do you want Doritos yet? Because I sure do) | 1 |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Tools] Name | Description | A Dog's Purpose | A Dog's Purpose - Book - An incredibly famous book about how to make dogs incredibly powerful and able to take down all who oppose them. Unrelated to the other book of the same name. Once EVER, read this book to a target dog. They'll gain a random superpower if they're smart enough to understand your instruction! | Leather Bound Journal embedded with Orange Gem | Leather Bound Journal embedded with Orange Gem - Book - A journal you had made when you became High Mage of the Pheonix. It has descriptions of your adventures in them written by your own hand, as well as the names of those who fell serving you in the Acrean Army. | Hero's Songbook | Hero's Songbook - Book - List of all the songs said to be played by the Hero of Time. Aside from their basic descriptions, you don't currently know what any of these songs do. Guess you'll have to give them all a try! | Sheet Music: The Irish Rover | Sheet Music: The Irish Rover - Book - Inside the present is a sheet of music. The sheet seems old, and the paper it is written on has clearly been passed through multiple hands. It’s a song called “The Irish Rover.”. Alongside the music is a letter. “Dear Alexander. It’s an old tune that’s been adapted to sound a bit more modern. Also in the right bard’s hands it summons up a fucking galleon. So, it might come in use.From The leader of the Irish Rovers, A wonderful singer, and The King of Hell, Dropkick Murphy.”
| Files written by Dr. Paul Brennan | Files written by Dr. Paul Brennan - Book - Includes files on "Alexander Varias", "Paul Brennan", "The Cosmic Aspect of Transmundanity", "Divinity Shard", "Project Utopia Logbook", "Florence", "MUTT", "Pace Windtrotter", "Amelian Koester", "Nicolai Varias", and "Bailey Oakwood-Varias". | One Piece Bar Newspaper | One Piece Bar Newspaper - Book - A current events newspaper detailing the most recent deeds done by Blackbeard the Pirate. | VHS of the Homestuck Anime | VHS of the Homestuck Anime - Book/Movie - What it says on the box. | Acrean Atlas | Acrean Atlas - Book - A detailed tome of maps that Alex grabbed from the wreckage of Nicolai's library. | Draconic Blooded Elves | Draconic Blooded Elves - Book - A book detailing the ins and outs of Alexander's race, and the things he's capable of. | Alexander Varias | Alexander Varias - Book - A book that contains all of the details of Alexander Varias since the day he was born until now. | Acrea Overview | Acrea Overview - Book - A book going over the whole of Acrea's history, magic system, geology, geographic, local physics, etc. Everything about the rules of how this world works is held in this book |
Name | Description | Lexi | Lexi - Phone Number - Emily's mother. You met them at the hospital and plan to join them for dinner after your next shift. | THE FORGE | THE FORGE - Phone Number - Please call in when you have suitable pages! (CANT BE USED UNTIL 1 MILLION PAGES IS REACHED.) | Artix (Adam) | Artix (Adam) - Phone Number - You met him in the world of American Ninja Warrior! He wants you to play music with him sometime. | Falno Lambordi’s Number | Falno Lambordi’s Number - Phone Number - Number of the bird pilot! |
Name | Description | Iridium Multi-Tool | Iridium Multi-Tool - Tool - A very special item enchanted by a very lazy wizard. This tool can switch its form as a simple action, and become a scythe, a hoe, a pickaxe, an axe, a watering can, or a fishing rod! All of these items are made of iridium and incredibly high quality at their specific functions, but none of them are very good at being used as weapons. Teddy lost it. | Sonic Screwdriver | Sonic Screwdriver - Tool - After your shift, the time lord you saved called you into his room. He said that he knew you saved him but he still didn't have long left. He said you'd need this one day, but it doesn't seem like its working right. Maybe it could be fixed? It's been fixed, but now there's a map... that might be worth looking into. | Archive Branded Phone | Archive Branded Phone - Tool - A multiversal phone that transforms to fit the needs of its user. It's pretty basic to start, but you can access all the basics that come with a normal smart phone, just, on a multiversal scale. | A Camera | A Camera - Tool - A film camera left behind after a lot of chaos at The Lake of Rage. It's a little wet, but with some TLC you could probably get it working again. (Fixed by Carter!) |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Plants/Furniture/ House Rooms] Name | Description | Draconic Planter | Draconic Planter - Furniture - A gift from Ame, ornately carved and decorated with the scenes of several multi colored dragons. |
Name | Description | Sayuri | Sayuri - Furniture - The true version of a famous painting that contains the gentle love a dying mother held for the son she knew she'd never see grow up. This painting was the first painting Madarame ever plagiarized after he let its true artist die. The treasure of Madarame's palace and the source of his distorted desires. Simply looking at this painting fills you with a feeling of kindness and warmth. You wonder if it'll have a special effect on your heart when hung in your home... | The Scales of Life and Death | The Scales of Life and Death - Furniture - A set of divine scales that weigh the balance between Life and Death. It's said to bring good fortune to its owner. | Tiki Bar | Tiki Bar - Furniture - A Tiki Bar for your home! The bar is constantly restocked with various different alcohols, and fruity mixtures! It also functions as a potion shack for mixing potions, but the potions might often have the side-effect of being alcoholic! | The Table of Many Snacks | The Table of Many Snacks - Furniture - Once upon a time, there was a hungry artificer who had nothing but a Deck of Many Things, an ordinary dining table, and a dream. This table will always have an infinitely replenishing number of mundane snacks from the world of your choosing (This can be reset by the owner at will), but the real crown jewel is the cookie jar that's in the middle of the table. Once per day, reach in and roll Luck to receive a magically or technologically advanced snack that could be from ANY possible universe! You could even take the cookie jar with you on the go! If the cookie jar is not on the table however, the snacks will not replicate. |
Name | Description | Strawberry Seeds | Strawberry Seeds - Plants - Simple strawberry seeds at first glance, but Strawberries are Alex's favorite. Yield = 1 pound per harvest |
Name | Description | Life Tree | Life Tree - Plants - Specifically bred to survive outside the Lanaryu Province this tree produces life giving fruits. These Fruits provide a full physical heal upon consumption. zelda-archive.fandom.com/wiki/Life_Tree_Seedling Yield = 1d3+2 Fruits | Blue Mushroom Mycellium | Blue Mushroom Mycellium x2 - Plants - | Herb Seeds | Herb Seeds - Plants - | Antidote Herb Seeds | Antidote Herb Seeds - Plants - |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Key Items] N/A [/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Ammunition] N/A [/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Unequipped Equipment] Name | Description | Helmet of The Blood-Crazed | Helmet of The Blood-Crazed - Helmet - +2 Perpicacity, +2 Vitality, A helmet once worn by a gang who dominated the arena, famous for their psionic resistance. It's said it was forged in the heart of a dwarf star... While you have this helmet equipped, your mind is incapable of being read and you gain advantage against attempts to manipulate your psyche! | Ears of Martin | Ears of Martin - Helmet - +2 Appeal, +2 Deftness - A pair of cat ears! These ears are nyat~ a headband, but instead they attach to a person's skull when place against their head! They can only be removed by the person who placed them! While wearing these ears the wearer can summon up a spectral lumber axe that attacks based on how adorable they are! Like Nya~ (It works on Appeal) | Ears of The Cat-Crazed | Ears of The Cat-Crazed - HELMET - +2 Deftness, Vitality, Appeal, and Perpicacity, A pair of cat ears once worn by Snowball the Conqueror, the most deadly cat-themed agent The Arena has ever seen. They were forged in the heart of a dwarf star out of the splendiferously soft fur of Mr. Whiskers, The All-Knowing. These ears are nyat~ a headband, but instead attach to a person's skull when placed against their head. They can only be removed by the person who placed them! While wearing these eara you gain advantage against any attempts to manipulate your psyche and anyone reading your mind will only hear the NyanCat theme on loop! In addition, while wearing these headbands the wearer can summon a spectral lumber axe that attacks based on how adorable they are based on Appeal! Attacks with this axe gain advantage when used against targets who use 'Psionics' as their main energy type! |
Name | Description | Robo Wing Subwoofers | Robo Wing Subwoofers - Shoulders - +2 Appeal, +1 Deftness, An upgrade for your robotic dragon wings to make them sick as hell. Once per day, mission, or bounty, if you are unconscious, dead, or otherwise incapable of playing music, your wings may be able to autonomously play a recording of one of your bardic songs. The effect will not be as strong as playing it yourself, but it will definitely still get the job done in a pinch! You also gain a +3 point bonus to flying! |
Name | Description | Robes of the Fire Archmage | Robes of the Fire Archmage - Torso - Immensely powerful robes, made inert by the portal Alex was thrown through before he arrived at the Archive. It's possible to reignite these lost abilities, but it won't be easy. | Lab Coat of Internship | Lab Coat of Internship - Torso - +1 Intelligence, St. Merlin's official lab coat for medical interns. You feel a little calmer when you put it on. +1 Appeal, Once per encounter you may reach into the pockets and roll Luck. You may find medical supplies pertinent to your current situation. | Medieval Shirt | Medieval Shirt - Torso - This shirt was designed to accommodate people with wings such as yours. | Hegemony Armor | Hegemony Armor - Torso - +1 Deftness, +2 Vitality, This armor is designed to take blasts of bullet, lazer, and fish! It's also designed to be highly mobile so that the many gunslingers the Hegemony employs aren't restricted in their actions! |
Name | Description | The Hand of Fate | The Hand of Fate - Gloves - +1 Intelligence, A clock inset on the back of a single glove. Once per day, this allows you to give yourself advantage on a target roll. |
Name | Description | Bulletproof Greaves | Bulletproof Greaves - Pants - +2 Vitality, US Military kevlar leg protection, capable of protecting your legs from bullets. | Paw-Print Jim-Jams | Paw-Print Jim-Jams - Pants - +2 Appeal, +2 Deftness, An incredibly soft enchanted pair of pajama pants design with an adorable paw-print pattern. The enchantment is not to make them soft, although they are magically comfy. While you have these pants equipped, you're able to use applications of "Canine Physiology" (https://powerlisting.fandom.com/wiki/Canine_Physiology). When using these powers, your body will change to have the corresponding dog body part to perform the ability (your nose will become a dog snout if sniffing, your mouth will become a dog jaw if biting, etc). | Tie-Dyson Shorts | Tie-Dyson Shorts - Pants - +2 Intelligence, +1 Vitality Multi-colored shorts that reflect light as if shot through a prism! They also absorb light, and can be used as portable batteries for the charging of electronics as long as they receive solar energy! |
Name | Description | Candy Cane Stockings | Candy Cane Stockings - Boots - +2 Appeal, +2 Deftness, Some stylin' socks that make you look like one of those poles outside of barber shops. |
Name | Description | Indigo Lantern Ring | Indigo Lantern Ring - Ring - +2 Appeal, At the beginning of each mission, pick a different color ring. You have the powers of this ring for the duration of the mission. | Ring of Madness | Ring of Madness - Ring - 2 Appeal, +1 Perpicacity, A gem with an infinite number of sides. Staring into it for too long has driven many mad... | Claudine | Claudine - Ring - +2 Appeal, "This Black Diamond ring in 14K Black Gold has intricate details that will enchant you no matter which angle you look at it. Delicate petals reach up to the stone from the engraved style shank. Sweet ribbons wrap around to the front completing the antique style of this ring. Black Diamonds are completely opaque giving it a mystic and captivating blackshade." This ring was found in the wreckage of the restaurant. Aww, looks like someone was planning to propose tonight and lost the ring in the chaos | Flame Stoneplate Ring | Flame Stoneplate Ring - 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. | Venusian Grace | Venusian Grace - Ring - +2 Appeal, A ring infused with the power of Venus. This ring gives you the power to twist the emotions of others as easily as the Goddess herself, allowing you to use the superpower "Emotion Manipulation" based on Appeal! ( powerlisting.fandom.com/wiki/Emotion_Manipulation ) | Ring of Friendship | Ring of Friendship - Ring - +2 Appeal, A beautiful ring filled the literal power of Friendship. It feels incomplete though... |
Name | Description | Party Picture | Party Picture - Accessory - +2 Appeal. A memory of that time you had a really cool party! All of the villagers are there, and so it Villager, Isabelle, and Snake! | Kinship Stone | Kinship Stone - Accessory - This stone allows a person to forge bonds with monsties! This one has already gone through the processes need to acclimate it to its power. Please make sure to only use it on monsties! Who knows what would happen if you tried to use it on an ordinary dragon from some random world! The answer is probably death, dragons can be mean. | Bubble Barrier | Bubble Barrier - Accessory - +2 Appeal A cute broach that forms a skin tight bubble around the user when they go underwater preventing any of the water from touching their skin. This doesn't activate when drinking water. | Silver Scarf | Silver Scarf - Accessory - This scarf was given to you by your brother. He wears the matching one as a belt. You now also wear it as a belt. | The Ocean's Heart | The Ocean's Heart - Accessory - A blood-stained pendant passed down from generation to generation and captain to captain. While equipped you can manipulate the weather based on Intelligence! Perfect for ensuring clear skies for a safe voyage. |
Name | Description | Acrean Pheonix Dagger | Acrean Pheonix Dagger - Weapon - A Ceremonial dagger issued to the High Mage of the Pheonix upon taking his oath. | Ganondorf's Ocarina | Ganondorf's Ocarina - +2 Robustness, +2 Appeal, An ocarina overflowing with the dark energies of the wielder of the Triforce of Power. Once per week, use this ocarina to take on the form of Calamity Ganon as a simple action. Doing so will give you a 2x multiplier to your rolls for this turn, and your attacks will be randomly chosen between all hostile targets in conbat. You will not be able to choose exactly what shape your attack will take, but be warned there is a heavy chance of collateral damage when you do so. You depower immediately when your turn ends. Controlling all of this power may be INCREDIBLY dangerous... | Protoype Holo-Piano | Protoype Holo-Piano - Weapon/Tool - A pair of normal looking leather gloves. Once you put them on, a holographic keyboard appears in front of you which you can interact with! The only problem is while it works perfectly well, it does not sound very pretty and it honestly is not that fun to play. | Shadowcaster | Shadowcaster - Weapon/Tool - +2 Appeal, +2 Perpicacity, A guitar made of pure darkness that casts a multidimensional shadow. In each dimension, the shadow takes the form of a different musical instrument. If you're talented enough and learn how to play them all at once, you could literally be your own one man band! Also, the more you work with this guitar, the stronger it may become! | Torban of Truth | Torban of Truth - Weapon - +1 Vitality, +1 Appeal, A torban made of superior quality wood that makes you feel like being honest. | The "I Scream" Launcher | The "I Scream" Launcher - Weapon - +2 Deftness, This bad boy fires a near infinite supply of ice cream at wherever you want ice cream thrown at high velocity. Attacks with this are based on Deftness. It normally shoots vanilla, chocolate, and strawberry, but once per day you can choose ANY flavor for the ice cream to be. And we do mean ANY flavor. War is hell. | Satyr's Panflute | Satyr's Panflute - Weapon/Tool - +2 Appeal - This flute carries with it the wild party energy of the mighty Satyr! Once Per Day play a song that can get a singular target lightly intoxicated! +4 to any buff based songs played on this instrument. | "Angelic" Harp | "Angelic" Harp - Weapon/Tool - Carved with a dragon like creature (the home stuck 'angel') with long wings and a fanged mouth. It's made of gold, and plays a sweet melody. | Hylian Shield | Hylian Shield - Weapon - +1 Vitality, +1 Robustness, A shield bearing the crest of the Hyrule royal family, wielded by the most trusted nights of the realm. | Asauchi (Katana) | Asauchi (Katana) - Weapon - This blade is the first stage of a Zanpakuto. Some would call it the weakest, but due to its infinite potential it's actually the strongest stage! Currently the blade resembles either a Katana, a Wakizashi, a Nodachi, or a Tanto depending on the user. Training with this blade may allow you to unlock it's potential, and your own potential! But be warned that training may take a very very very long time.* *This does not apply if your name is Ichigo Kurosaki | Bowie Knife | Bowie Knife - Weapon - A standard issue Bowie Knife that while showing it's age, is still sturdy enough to be an effective weapon. You managed to finish off a Zombie with this Knife in the mission you got it in. You felt pretty cool. | Dragon Violin | Dragon Violin - Weapon/Tool - You received this Violin when you took the Draconic Bard class. It has the silhouette of a dragon carved into it. | Ocarina of Time | Ocarina of Time - Weapon/Tool - The instrument wielded by the fabled Hero of Time. When used, you can play any of the songs played by the Hero of Time and attempt to use their effects with Appeal and a Performance Check. You do not currently possess the skill to manipulate time with this instrument. +1 to Appeal | Dragonbone Dagger | Dragonbone Dagger - Weapon - A short but wickedly sharp blade made from nearly indestructible dragonbone. It'd be pretty messed up to kill a dragon with this. | Kingdom Key | Kingdom Key - Weapon - +1 Vitality, +1 Appeal, +2 Intelligence. You've proven your Heart worthy of wielding the mythical keyblade! Let your Heart be your guiding key. Attacks with your keyblade are based on Robustness, Vitality, or Intelligence - whichever you choose now. This stat cannot change, and is your "Keyblade Wielder stat" for any abilities that reference it. After a successful mission, roll Luck. If you're Lucky, you may obtain a special keychain based on that world. You may summon a multiversal keyblade as a simple action. | Sword of the Twilight Hero | Sword of the Twilight Hero - WEAPON - +1 Robustness - A blade stolen from the legends of another world, and wielded by a master who knew not of its full potential. Those who hold this blade find themselves generally better off at performing in all walks of life, but especially in the heat of battle. On top of which while undamaged those who wield this blade will find it can glow with a rainbow light that springs from the blade as a type of mystical light projectile when the blade is swung. +1 to all actions excluding combat. +2 to all combat rolls taken with this blade. | Sir Eggbert | Sir Eggbert - +3 Robustness - A mystical blade with a hilt that heavily resembles the face of an elderly man. The blade has a penchant for shooting off it's mouth in the manner expected of a classy, but very cranky, elderly gentleman. When faced with either mechanical constructs, warforged, or creatures of a similar nature attacks with this blade gain advantage. If the sword is required to make an Intelligence check it has an Intelligence of 78. |
[/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }]. [PTab= Hoard] [/PTab={background-image: url(https://www.toptal.com/designers/subtlepatterns/patterns/y-so-serious.png); }] [PTab= Crafting Materials/MISC] Name | Description | Essence of The World | Essence of The World - Consumable/Material - A crystal containing a fraction of energy that composed the Stand of a rather powerful vampire with an incredibly similar name to Pio. Once broken, this crystal stops time for everyone but you for three seconds, allowing you to perform one action while time is stopped. But maybe it has other uses? | Scale of Geh | Scale of Geh - Material - A seven foot by eight foot scale from Geh! This can be used as a crafting material! It seems like it's harder than steel, and also highly adaptive! | Will of Dragonfire | Will of Dragonfire - Material - A crystal filled with the raw passion and power of a powerful dragon. Break this crystal to imbue yourself with its power, resetting the cooldown of one of your once per day/once per encounter abilities! As useful as that is, maybe there's something else you could do with it? |
Name | Description | Essence of The World | Essence of The World - Consumable/Material - A crystal containing a fraction of energy that composed the Stand of a rather powerful vampire with an incredibly similar name to Pio. Once broken, this crystal stops time for everyone but you for three seconds, allowing you to perform one action while time is stopped. But maybe it has other uses? | Soul Crystal | Soul Crystal - MISC - An orange (Now green) Crystal, flecked with a little bit of Blue to symbolize the connection Alex has with his brother. This Crystal contains Alexander's soul, and is also reflective of his magic. | Gold Chicken Egg | Gold Chicken Egg - MISC - This egg appears to have healing properties. Maybe it has another use? | Umbrella Corperation ID | Umbrella Corperation ID - MISC - It has the picture of the Zombie you killed on it. You have no idea what it's for beyond that. | A Vial of Ashes | A Vial of Ashes - MISC - Ashes taken from the remains of the first and last settlement of The Children of the Sun God. | 50 Poker Chips for the Neon Casino | 50 Poker Chips for the Neon Casino - MISC - Might be worth something if you turn them in. | Blue Rupee | Blue Rupee - MISC - A blue Rupee is worth 5 Rupees. This one is worth significantly more to you. After all, Florence gifted it to you. It has a special place in your hoard. | Strange Stone | Strange Stone - MISC - Strange yellow, red, and blue stone. It's perfectly spherical and seems to be made of something akin to glass. | Solunian Rose | Solunian Rose - MISC - A beautiful flower planted neatly in a potted plant. It is a hybrid between a Sunflower and a Moon Blossom, symbolizing the union of the Moon and Sun. | Puppy's Stars | Puppy's Stars - MISC - Undertale Waterfall glowing crystals in a small padded box with “The Stars of The Underground.” on the lid and a little note on the inside that says “A long time ago, Monsters would whisper their wishes to the stars in the sky. If you hoped with all your heart, your wish would come true. | Ame's Pheonix Patch | Ame's Pheonix Patch - MISC - An embroidery patch depicting a fiery pheonix, wings spread, with a visual of a soundwave across the wingspan. "Burn ever brighter, undying hope, dear Strelitzia." | Wooden Dragon | Wooden Dragon - MISC - Inside is a nine inch tall wooden carving of his full dragon form, sitting proudly atop a wooden base carved to look like the courtyard's tiling. A small card inside reads- "A personal memento for the dragon's horde." | Harpy Figure | Harpy Figure - MISC - It's at this point that she retrieves a little wooden carving from her hammer space, roughly the size of a tennis ball, the shape of a crouching harpy with wings curling out at either side, the tips resting near her front. Engraved along the bottom of the figure, it reads- "A Harpy, for the Dragon's bounty." | Blaze Bandana | Blaze Bandana - MISC - A gift from Ame when Alex and Ame became brothers embroidered with the symbol of the Blaze god from Ivea. | Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes | Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes - MISC - A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice! | Bull Shark | Bull Shark - MISC - A Bull Shark in an aquarium of appropriate size for a bull shark. This also happens to be the last remaining not mutated bull shark from the world of SOMA which may lead to it being quite a pretty penny if the right buyer could be found somewhere in the multiverse | Apple of Life | Apple of Life - MISC - An apple filled to the brim with Life energy. It's taken on a subtle green glow... This apple will never wilt or die, no matter what. Something this unique and rare has to have some kind of use, right? | Apple of Death | Apple of Death - MISC - An apple filled to the brim with Death energy. The peel has become black as coal, and an a subtle purple aura surrounds the fruit. This apple will never wilt or die, no matter what. Something this unique and rare has to have some kind of use, right? | A Deck of Cards | A Deck of Cards - MISC - A deck of cards with The Gambler's picture for every face card. You imagine now that he's no longer the reigning champ, this is about to seriously depreciate in value. | The Dragon's Heartland | The Dragon's Heartland - MISC - An incredibly lifelike rendition of Acrea's capital city and it's inhabitants, formed from the memory of it's weeping Phoenix. Perhaps in the right place, at the right time, this item will assist in restoring some of what was lost. | Chromatic Shard | Chromatic Shard - MISC - ??? | Genie Lamp | Genie Lamp - MISC - 2/3 Wishes Consumed. | 50% off C-Mall | 50% off C-Mall - MISC/Coupon - A coupon for 50% off your next C-Mall purchase/service. This includes use of the alchemiter, forging, real estate, or anything else offered by the C-Mall. |
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