Post by Detaryu on Aug 20, 2020 11:06:40 GMT
[This sheet is privatized/encrypted.]
[PTabbedContent=Amelian Koester][PTab=Images]
[/PTab={background-color:#323536;}]
[PTab=Bio/History]
Name: Amelian (Ame) Destel Koester [pronounced Ameyleean Destell Ko-ester]
Age: 900
DOB: March 15th, 231st Star Cycle
Level: 30
Level EXP: 60%
3 PT
(Prestiged a total of 33 levels)
Vocation: Multiversal Mercenary Guild Candidate: Black Orchid Branch - A Guild dedicated to picking up odd jobs around the universe! Anything goes, but obviously some jobs are going to be better than others. As a Candidate, you aren't an official guild member yet, but prove yourself and you may become one! Your job right now is to pick up and complete the jobs the initiated members don't want to do. You'll be representing the Black Orchids, so be sure to do well!
DANGER TIER 3 - HAZARDOUS
AVERAGE PAY - 12,000 PAGES
LVL 22|18%
Height: 7'11" at the head.
Weight: Roughly 265 pounds. Scrawny scrappy bastard.
At the age of 12, the day the beastbloods lost the war with, and started by, the voidlings, Ame was encouraged by his parents to go off on his own adventure. And so he did.
In the next week, he found his now adoptive sister, Grace (a halfblood wyvern), and was inseparable from her since. They've never spent more than a few days apart, learning to support each other's shortcomings and build each other's strengths. Almost everything Ame knows, Grace helped him learn. She had the sense about her to keep his impulsiveness in check and direct his energy to something productive more often than not, and is often what kept his troublemaking tendencies from digging him an early grave in a world unforgiving to the children of beasts. Even with her efforts, Ame still gained himself an early reputation of a scrappy little rascal quick on his feet and quicker to flirt with life and death itself. For those who wanted to seek him out, he could be found in the night scene, his stomping grounds being whatever bars wouldn't kick him out, slinking through parks long after close, and wherever a big enough social presence he could blend in with had gathered. His social nature helped him learn the intricacies of conversation and pulling people's strings in little ways from a young age - taking great interest in being able to learn a room full of faces and what makes them all tick by the end of the evening. To know who had your back, whose strings you could pull a little farther, who you could get a favor from, who you could strike up a deal with - things always present in the back of his mind as he formed new relationships, actual friendship often came second place to more useful priorities, after all, he had Grace, and that was all he ever would need. He could use this to his advantage to slowly work him and Grace into about as comfortable a lifestyle as they could have, knowing their identities was enough to merit wanting their skins on the wall of a highblood somewhere.
Ame was eventually taken under the wing of a small faction - groups that functioned like alliances, communities - and raised as family. Though Grace never formally joined, she was under their wing by extension, and the small group of beasts did their best to help look out for and look after the two adolescents. He was taught how to fight, how to survive around the world that was being built around him to keep him and the rest of the beastbloods caged and inferior, how to take care of himself and his sister. In his early 30s, he took it upon himself to interfere with a passing scene - a few younger voidlings, kicking up trouble for a shy beastblood. What he had meant as a one-off, throw some hands, send the hecklers packing and the innocent party on their way, ended up sticking with him. Days of running into each other turned into meetings over lunch, introductions to Grace, sharing stories of interests and a comfortable trust. Ame had never had a friend quite like this, that just liked his company and found him interesting. Cody turned out to be just as high risk as himself and his sister, revealing by necessity their hidden ancestry of a fallen blood, the starborn's children, the vulkine - a magically attuned race said to have founded the beastbloods as a whole, their strange ability to adapt to environments quickly inside and out leading to a wide range of appearances and skills - and Cody was fortunate enough to pass as another fox, so long as they took appropriate measures to hide telltale features of their eyes, and their antennae. Cody was a follower of Arcane, the angel of spirit, and their particular attunement was to spirits and healing, brought up by the reflex to stop an otherwise fatal wound from dispatching the kitsune. Their bond only furthered over Cody's trust in Ame to keep their secret, and Ame's appreciation for their doting and fussing over even the smallest of his scrapes and bruises, healing touch keeping him at peak condition and boosting his confidence that he was further above physical consequences of his mistakes.
But eventually one of those mistakes was too great. He picked yet another fight, and while the instance was won, revenge sought was greater than he ever could have prepared for, the offender from a much more powerful, dominating faction that saw no problem with snuffing out Ame's found family to teach him a lesson for crossing boundaries that were beyond him. His name was etched into fame with blood, and in his shock, barely was able to rush himself from the scene of his fallen faction to his home, to get Cody, to get Grace, to run. Love is bittersweet, and to love is to lose. Cody was not spared from Ame's consequences, body left before him with the offender's malice. This was the first day Ame took the life of another, prying the remains of his beloved out of shattered hands - a small, glassy stone, said to contain the soul of the vulkine. To his only relief, Grace was beyond a match for her own assailants, and upon reuniting with the only person he had left, Ame fled the main continent to the lesser grounds - the beastlands, a smaller continent populated mostly by the beastbloods, still owned by the highbloods and treated practically like a production site for "domestics."
Time is said to heal all wounds, but no one said anything about the scars. Three centuries past, the weight of his fallen heavy on his shoulders, Ame spent his days passing the time, throwing his weight around in a voluntary fighting ring by daylight to occupy himself and burn off his energy, and hunting the wraiths that prowl and prey on the unprepared by night. Exposure to otherworldly horrors has dulled his sense of visual fear - things are more likely to give him the creepy crawlies or make him queasy than they are to intimidate him after some of the jaws he's pried himself out of. He grew further confident in his ability to handle himself in a fight, though learned through loss after loss that he felt better off keeping Grace close and everyone else at a safe distance, emotionally.
Shortly before being brought to the Archive, Ame and Grace brought a little child, Helnyx, into their lives, rescued from a situation less than fortunate on the mainland. If you ask Ame, and he's willing to tell, you'll be told the highbloods are sick bastards that like to play with their food.
[/PTab={background-color:#323536;}]
[PTab=The Fun Lore]
Voiceclaim:
Smells Like: A cozy pine log cabin, filled with the scent of a hearty broth thick with rosemary, bundled up in lovingly worn leather by a gentle fire.
Nicknames/Alternate Titles:
-Name (giver of name)
-Lillian Stargazer (Parents)
-Cereus (Borrowed from brother)
-14785 (Monarchy)
-Devil's Dealer (Monarchy)
-Reaper's Pet (Monarchy)
-Kubi (Grace)
-Soragoi (Cody)
-Ami (Grace/Cody)
-Wisteria (Alyssum)
-Ga'kane (Alex)
Skills/Strengths:
-Cooking (Prefers to make most things from scratch, can guesstimate/recreate fairly accurately)
-Threadcrafts (Made his own jacket, embroiders, can hand stitch a sturdy seam)
-Linguist (Can communicate in most beastial languages, or pick up on them with a little effort - to a degree, can mimic most animal noises decently)
-Musical (Practiced in acoustic guitar and singing, moderate with ocarina, can pick up and hold a beat/tune)
-Sketch artist (Can jot down most visuals with decent accuracy and speed without a lot of trouble)
-Ambidextrous (He's got two hands, why not make use of both of them?)
-Proficient With Blades (Mostly knives - he's been slicing and dicing since he was 13. He's moderately proficient with a sword.)
-Memory (He'll latch onto any and all information he can get, especially if it's socially relevant.)
-Cold Climate (He's always dressed for sweater weather, plus.. Very furry. If he stops shaving, he grows a thick pelt of fur over several patches of his body.)
Weaknesses:
-Internal Clock (Unless he's actively working with consistently timed tasks, he can't hardly tell the difference between one hour and ten.)
-Swimming (He can keep his head above water, but he's not very fast or fluid.)
-Insomniac (Sleep? Never heard of her. He's used to it, and compensates with caffeine, but struggles to sleep naturally. Thank you, Soporific Touch.)
-Addictive Personality (Once he finds something he likes, he hyperfixates.)
-Biased Priorities (He puts some things above all else.. even when he shouldn't.)
-Hot Climate (Being built for freezing temperatures is great... until you're somewhere hot. He overheats very easily.)
-Well Trained (Having been heavily conditioned, multiple times, he responds almost instantaneously, involuntarily, if you know the right cues or commands.)
-Classic Academics (School isn't his jam, he's here for practical skills. Don't expect him to pull off stellar arithmetic work.)
-Sensitivity (Keen senses and high emotions can be easily overwhelmed.)
Favorite Foods/Drinks:
-Quail/Pheasant/Ground Fowl (and associated eggs)
-Chocolate
-Almost anything with enough caffeine
-Soup.....
-Pine Tea with Honey
Habits:
-Meticulous self groomer
-Keeps careful track of personal debts
-Alternates languages frequently
Notable Previous Jobs from before the Archive:
-Bartender for a dive bar
-Wraith Hunter
-Mercenary
-
Fears/Dislikes:
-Prolonged Isolation
-Sensory Deprivation
-Lack of Agency
-Snake Jaws
-Needles/Injections
-Captivity
-
[/PTab={background-color:#323536;}]
[PTab=Race]
Suneblood (Ivean Kitsune): Ivean kitsunes are humanoid, animal featured, sapient beings. Animalistic instincts may not be the first thing on their brain at all times, but they can still tune into things such as acute olefactory, visual, or auditory senses with practice. As an Ivean race, they have the potential to tap into natural magic stores - spoken of as veins - though it takes a considerable amount of effort. The actual skill depends on the element, and the Beastblood in question, what they're most naturally aligned to.
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Racials:
Acute Olefactory: As a beast, your sense of smell plays a big role. You can pick up on subtle smells that your average joe wouldn't notice! If you know a smell well enough, you can recognize it easier, or even attempt to track it.
Kitsune Physiology [Enhanced Hearing] - Those big ears have gotta have some kinda use. You gain the superpower "Enhanced Hearing" (https://powerlisting.fandom.com/wiki/Peak_Human_Hearing/Enhanced). This lets you hear real good.
Geomagnetic Vision: Foxes are capable of sensing geomagnetic fields, and kitsunes are no exception. This sense can be used both like a built in compass, and like a radar to help compensate for lack of sight, measuring distance of things you can't see based on lining them up with the shadowy ring that is magnetic north in your field of vision.
Psyche Manipulation - The intense spiritual power of the kitsune allows them to warp and manipulate the psyche of mortals as if they were nothing but their playthings. Whether you use this ability for good or evil is up to you. You may attempt to change some aspect of a target's cognition or psyche based on perspicacity. At your current level with this ability, no change you make will be permanent and will return to normal given enough time. The more complex of a change you attempt to make (For example, attempting to completely erase a target's combat history or to change their personality) or the more fundamental of a change you attempt to make (For example, attempting to erase a target's memory of how to breathe or walk), the more difficult it will be.
-SUB-ABILITY: Benevolence Inducement - If someone doesn't wanna be a good guy, just warp their psyche and shove as many good vibes in their brain as it can hold so you can make them a good guy! Once per day, you may ATTEMPT to manipulate the psyche of a target into becoming "benevolent" based on perspicacity. At your current level, these effects will NOT be permanent. Using this on a target creature with no capacity for benevolence and psionic abilities (for example, demons) can go VERY poorly for you. This can be a very dangerous power if used improperly, but nobody ever said changing people's cognition was gonna be easy!
5 unused Racial Skill Slots
TRUE RACIAL: Slot Unlocked, not developed!
[/PTab={background-color:#323536;}]
[PTab=Tsuuki and Tsukii the real MVP(Support)]
Species: Selfsect
Nickname: Tsuuki
Type: Bug
Gender: Male
Nature: Timid
Held Item: Everstone
Pokeball: Luxury Ball
Ability: Dry Skin
Level: 47
10% EXP
(Every 3 levels, stage 2 pokemon gain a +2 to a stat based on their species, then their nature, and one of choice. Stats required are marked below with a +.)
(Last level stats gained at: 46)
Tsuuki gains
+2 Robustness
+2 Deftness
and then +2 of your choice
Stat name | Start (From Meet) | Race | Race cap | Equipment | Universals | Class | Total | Roll |
Robustness (+) | -1 | 26 | ? | 0 | 0 | 0 | 24 | 5d10+4 |
Deftness (+) | 10 | 20 | ? | 0 | 0 | 0 | 30 | 7d10 |
Vitality | 8 | 8 | ? | 0 | 0 | 0 | 16 | 4d10+1 |
Intelligence | 8 | 6 | ? | 0 | 0 | 0 | 14 | 3d10+4 |
Perspicacity | 12 | 0 | ? | 0 | 0 | 0 | 12 | 3d10+2 |
Appeal | 2 | 0 | ? | 0 | 0 | 0 | 2 | 1d10+2 |
Luck | 6 | 0 | ? | 0 | 0 | 0 | 6 | 1d100+6 |
X-Scissor: A powerful robustness based slicing technique using the user's mighty claws! This cut is strong enough to slice through things such as steel or titanium!
Lunge - robustness based attack, once per encounter, after this attack hits (if it does) the opponents robustness is lowered by 1d10 for 1d3 turns.
Stun Spore - Attempt to stun based on INT. Paralysis has a 25% chance to prevent a target from using their main action on a turn. 1d3 turns
Spore - Sends spores out into the air that put people to sleep if inhaled. The strength of the spores is based on INT
[Unequipped, but known moves-]
Leech Life - Robustness based attack. Heals based off of half the number of success difference between this attack and the defensive roll.
Scratch - Robustness based Scratch attack
Poison Powder - Attempt to poison based on INT. At the start of each turn after being poisoned they have to succeed in a roll where the DC is based on the amount of successes on the initial int roll - the amount of turns that have passed or they take like the damage of failure. The poison ends when they succeed.
Rototillier: The user tills the soil around it so that's easier for plants to grow! For the next round after this move is used any actions that could be considered grass aligned (In pokemon terms so plant magic and the like.) gain advantage!
Fury Cutter - Physical slice move that builds up strength with each slice. Starts at minus 1 success, and gains an extra one with each hit capping at plus four.
*Joined at Mount Moon, level 7.
Species: Paraself
Nickname: Tsukii
Type: Grass/Fairy
Gender: Male
Nature: Timid
Held Item: None
Pokeball: Luxury Ball
Ability: Levitate
Level: 47
10% EXP
Tsukii gains
+2 Int
+2 Deftness
and then +2 of your choice.
Robustness: 5 - 2d10
Deftness: 30 - 7d10
Vitality: 8 - 2d10+3
Intelligence: 42 - 9d10+2
Perspicacity: 12 - 3d10+2
Appeal: 2 - 1d10+2
Luck: 6 - 1d100+6
Moves:
Stun Spore - Attempt to stun based on INT. Paralysis has a 25% chance to prevent a target from using their main action on a turn. 1d3 turns
Spore - Sends spores out into the air that put people to sleep if inhaled. The strength of the spores is based on INT
Poison Powder - Attempt to poison based on INT. At the start of each turn after being poisoned they have to succeed in a roll where the DC is based on the amount of successes on the initial int roll - the amount of turns that have passed or they take like the damage of failure. The poison ends when they succeed.
Fairy Lock: Once Per Encounter the user uses their powerful fairy powers to lock everyone in place. This means that no one can leave the area until the end of the next turn!
Unequipped Moves:
Fury Cutter - Physical slice move that builds up strength with each slice. Starts at minus 1 success, and gains an extra one with each hit capping at plus four.
Dazzling Gleam - can hit up to 3 enemies with an INT based fairy type move, once per encounter
Disarming Voice: The User of this lets out a startling cry that deals emotional damage to enemies! This attack is based off of the Appeal stat!
Leech Life - Robustness based attack. Heals based off of half the number of success difference between this attack and the defensive roll.
Scratch - Robustness based Scratch attack
[/PTab={background-color:#323536;}]
[PTab=PC Relationships]
[This includes significant or notable relations to Ame himself, people that he knows enough to find them worth mentioning. Absence from this list does not mean he has a negative opinion, it simply means he doesn't have a strong opinion. NPCs/DM characters not included.]
Pace
Cody "Parnassia" - Partner.
Grace "Hellebore" - Sister!
Puppy "Buppy" - Friend! (Basically family.)
Alex "Strelitzia" - Family! (Views like a brother.)
Carter - Family!
Skipper - Family!
[/PTab={background-color:#323536;}]
[/PTabbedContent={animation:slide; background-color:#315e29; font-weight: bold}]
Stats
Stat Name | Start | Racial | Race Cap | Equipment | Universals/Boons | Class | Total | Roll | Mugenbi | Mugenbi Roll | ||
Robustness (a) | 0 | 0 | 25 | 5 | 26 | 5 | 38 | 8d10+3 | +25 | 13d10+3 | ||
Deftness (s) | 5 | 65 | 65 | 18 | 44 | 5 | 137 | 28d10+2 | +45 | 37d10+2 | ||
Vitality (a) | 0 | 0 | 25 | 7 | 38 | 11 | 56 | 12d10+1 | +25 | 17d10+1 | ||
Intelligence (w) | 0 | 0 | 5 | 3 | 40 (-15) | 4 | 32 | 7d10+2 | +25 | 12d10+2 | ||
Perspicacity (s) | 5 | 60 | 60 | 13 | 50 | 11 | 139 | 28d10+4 | +45 | 37d10+4 | ||
Appeal (a) | 5 | 25 | 25 | 17 | 41 | 7 | 94 | 19d10+4 | +30 | 25d10+4 | ||
Luck (w) | 0 | 0 | 5 | 3 | 22 | 5 | 30 | 1d100+30 | - | 1d100+30 |
(1 class points, 0 racial points)
[Practice makes perfect! Through December 1st, Ame gets +3 to using his Raven's Talon.]
[+8 to kitsune racial performance rolls]
[+3 to rolls relating to art]
[+3 to rolls involving Darkness.]
[+1 to attempting to enchant items, +1 to performance rolls for new types of enchantments.]
[+3 to parkour]
[+4 to GUNS] [Additional +3 if long range]
[+3 to rolls involving Bup and/or Alex]
[+4 to MSPA abilities (homosnak) including performance checks]
[+5 to Raven's Talon performance checks]
[+5 to helping children]
[Advantage to defending against sneak attacks]
[Advantage to appeal rolls meant to distract]
[Advantage to appeal rolls meant to Entourage Support Adopt]
[Advantage to attacks against beastkin/beasts]
[Besides his pokemon and digimon pals, Cody or Grace will be brought along as a support.]
[PTabbedContent=Abilities]
[PTab=Universal Abilities]
Passive Abilities
Bonds of Void - +1 Robustness, +1 Vitality
Silver Tongue- Years of socializing your way into desired situations and out of undesirable with a wide variety of folks has left you fluent in the ways of charming, sweet talking, and persuading to get you what you want. +2 to Appeal.
Solo Act - +3 Perspicacity, You survived without your sister for one full mission, and a part of you realized that it's possible to live without her. Are you going to? NOT ON YOUR GODDAMN LIFE.
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.
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.
CHEATING NINJA WARRIOR:+1 to a stat of your choice. The ninja council has been alerted of your actions, and they are pleased as all good ninja’s cheat. (Deftness chosen)
CHAOTIC CHEATING NINJA WARRIOR - +1 to a stat of your choice, +3 to parkour, Once again you've cheated and succeeded at an obstacle course like a true ninja and once again you've cheated - again, like a true ninja. (Deftness chosen - Again!)
Cybernetic Surge! - +2 Int, +2 Luck Technology sometimes acts weirdly around you. As a simple action, activate this ability. Every use of tech that you make then requires you to make a roll on the Cyber Surge table!
Prayer to the Glitch - Once Per Month upon making a Cyber Surge roll you can choose to be told the result. Afterwards choose to either accept that roll, or roll three more times on the cybersurge table. [COOLDOWN: August 29th]
Cybernetic Right Eye - +1 Persp - This eye can see in night vision, infrared, normal, and also includes a wonderful zoom feature! On top of that it can sense if a being it's looking at carries undead energies.
Cybernetic Right Ear Drum - +1 Persp - You're immune to tinnitus! Gain advantage on defending against auditory based effects! (Things like hypnosis, or memetics. If someone hits you with a sonic boom from point blank range this doesn't apply.)
Blessing of the Zenko (Bonus) - +1 Perspicacity, ??
The Claws Favor - In your efficiency and cruelty in enacting your vengeance upon the parties that deserve the chaos you lay upon them you have gained the attention of the Nogitsune. Once per Day, when faced with an enemy that has earned your vengeance. That has earned their punishment due to their actions, call upon the Nogitsune. Roll Luck. On 100 or higher, the Nogitsune will come to your aid, wreaking havoc in your wake upon your order. For every 15 points above 100, you may give the Nogitsune an additional request, though for all orders or requests, the Nogitsune has the right to refuse. On a successful roll, the cool down for this ability is 2 months.
Beast Tongue- With your life spent mostly communicating with animal folk, you can at least gather the gist of less simple minded beasts' communication, and it goes both ways.
Archive Romantic (Bonus) - Once per day, you may defend for Pace as an immediate interrupt.
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!
Distracting - You learned a lot about taking the heat off your friends and making people focus on you. Very often to your detriment. You gain advantage on appeal rolls related to being a distraction!
Gunpprentice - You have been 'educated' in the ways of the gun! +4 to rolls that involve the usage of guns!
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.
The Huss of Lips - You met with the author of Homestuck itself, and he taught you how to catch the got tiger. You gain a +4 point bonus to ALL MSPA-related ability rolls, including performance checks! This includes abilities related to Jail Break, Problem Sleuth, Homestuck, and Psycholonials. You also gain a +1 to riding horses, being a juggalo, and puppeteering for... some reason.
Meditator (III) - +5 Perspicacity, You've spent a long time contemplating the universe and your place within it. Who you are, why you're here, why you've done the things you've done. You've spent hundreds of year simply... thinking. And that time has made you realize there's so much more to learn. If you are able to sit still and meditate for at least one hour without interruption, your reflection is strong enough to restore your spiritual energy!
Active Abilities
STAND: Adrenaline (Vibration Solidification): You can summon a hoard of bees. And when they sting, they solidify the vibrations they make out of their own wings. You can hold these close to your body to walk atop air vibrations, or send them out. Range of 20 feet. [Based on VIT.]
used 7 times
Adrenaline Guard - Once per encounter, create a shield of solidified vibrations with your stand. Based on vitality.
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 perspicacity, whichever you choose.
Nogitsune [The Tower] - Nogitsune are a variant of the classic legend of the kitsune, the spirit fox. Nogitsune are typically seen as evil spirits, notorious tricksters, and thieves. These cruel foxes use their powers to punish people who possess the worst traits of humanity, including pride, greed, and vanity. It's said they will not shy away from punishing even the most devout priest if they feel they require it.
Moves:
Eiha - Light curse damage to one foe.
Lunge - Light physical damage to one foe.
Maid Of Blood!: 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!)
-Maid of Blood [Bonds of Friendship] - You feel yourself grow closer to your classpect as you develop the following ability. Once per encounter, you can use your Maid of Blood Classpect to forge a connection of friendship between yourself and one other person. This is based on perspicacity.
-Maid of Blood [Hemogenesis] - Splish splash, I was taking a bath. You may attempt to spontaneously create blood as a simple action based on perspicacity! However, at your current level you may find it incredibly resource intensive to make more than a small amount at a time. Conservation of mass, and all that.
-Maid of Blood [Overly Familiar] - As long as you have blood, you're never alone! Not only do you have all your friendly little red blood cells, but now you can make bloody crows! Cool! As a simple action, you are able to create an animal friend out of a small pool of blood into your support slot that will follow your commands. You've chosen your familiar to take the shape of the Yatagarasu, the legendary three-legged crow! It's very fragile however, it won't be able to survive a direct hit. Any actions your familiar takes are based off your perspicacity. It will automatically disperse after using up the energy you give it upon creation (obviously more intensive commands will take more energy).
--Maid of Blood [Overly Familiar] (Bonus) - [INSERT MAID OF BLOOD/MADE OF BLOOD PUN HERE]. Once per day while creating your crow familiar, you may imbue it with some of the qualities of the blood you're using to create it!
Maid of Blood [Blood Skewer] - Because if there's one thing this Maid of Blood needed, it's MORE ways to stab people. You can harden blood into a pinpoint skewer and stab it towards a target based on perspicacity. You can create blood to stab with, but it's less energy-intensive to manipulate existing blood instead.
Raven's Talon Shadow Magic -
Shadow Magic Lockdown - Once Per day, as a simple action, the shadows heed your call and bind your opponents with chains formed from the darkness around themselves. Roll Persp to attempt to shackle an opponent with darkness! They can spend an action to resist it on their turns, or you can spend an action on your turn to reinforce the darkness!
Umbral Shield - Using the power of the Raven's Talon, you are able to create a shield composed of the shadows themselves. When given the proper motivation, they're actually rather tough. Once per encounter, you may create a shadow shield as an instant interrupt for a target based on perspicacity. You are able to make a shield only capable of defending yourself with no limitation (besides energy limitations, of course).
Umbral Skewer - Your knife can stab in more ways than one. Sharpen and toughen the shadows themselves into a fine point, allowing you to create a spike extending from a shadow within vision to a target within melee range of said shadow. Based on perspicacity.
Me and My Tulpa - With the evolution of the Raven's Talon, the shadows around you have been acting... different. Your shadow is now able to literally lift itself off the ground and act as your support. It uses your stats, has access to all of your abilities - as well as some of its own... You cannot directly command this support, but you do choose when it uses your support action.
-Umbral Portal (I) - If you're willing to take a walk on the dark side, you'll be able to cut the number of steps in your daily commute in half. All it takes is the cooperation of the literal shadows themselves! You can create a doorway made of pure shadow that leads to a target shadow within sight. This will also make a matching door in the target shadow. This door cannot be created as an instant interrupt, but lasts until the end of the encounter or until you dispel it. Anything can pass through the portal as if it were a natural door. Momentum is conserved between portals. That means with proper planning, you could put some really interesting combat strategies into play! (If you're confused as to how to use this ability, just think about the portal gun from "Portal". They function almost exactly the same.) With training this portal can become MUCH more powerful - for example, no longer needing shadows, allowing multiple portals, teleporting to shadows out of sight, and even interdimensional travel!
Umbral Portal (II) - This one will cut your daily commute to barely any steps at all. As long as you are INTIMATELY familiar with a location, you create a shadow portal that leads directly there. Typically, this would require you to have at least been there, but an ability that gives you intimate knowledge of a location somehow will also suffice.
Parasitic Hemoarbosis -
-Parasitic Hemoarbosis - +3 Perspicacity, So, there's good news and bad news. The bad news is that you're TECHNICALLY cursed and possessed by a bloodthirsty bonsai tree. The good news is it really isn't that bad of a deal for you! This curse has several effects. You may now attempt to manipulate living trees based on perspicacity. You may now make a sacrifice to your tree friend to attempt to empower the next action you make, with the strength of your bonus being proportional to the size of your sacrifice! And finally, you may now drink the blood of sapient life forms to sustain yourself and restore your physical and energy stores. The more you drink, the stronger the curse gets! The longer you go without drinking, the more of a compulsion to feed you may feel. You've gotta water your bonsai tree, after all.
--Parasitic Hemoarbosis (Bonus) - -5 Intelligence, In the advanced stages of Parasitic Hemoarbosis, affected patients begin to show signs of mental degradation as the parasite leeches off of the host's psionic energies. In observed subjects who have reached this level of parasitism, the parasite's behavior seems to become much more complex and the abilities it displays tend to perform at much higher levels than their simpler counterparts on the Stoker/Mendel Power Scale. Hosts report their parasites begin to display a level of rudimentary sapience at this stage as well, but true sapience is still in question by researchers. Research into this topic is still ongoing.
--Parasitic Hemoarbosis (Bonus) - -10 Intelligence, These things usually kill their hosts by this point... There's no record of them getting this smart. The parasite is now as smart as an average person and its capabilities are even stronger.
-Beginner Parasitic Unity - You've taken the first steps to truly bonding with the parasite forcing you to drink the blood of the living and that is literally feasting on your soul with every passing day. You have opened up a line of communication. It isn't able to understand or to send complex thoughts in the slightest, in fact, they aren't exactly "thoughts" but more impulses your brain interprets as words... but it's your friend goddammit!
-Autonomous Arbosis - This is Yata's body too, you know. They don't particularly want sharp things inside of it or blunt things banging into it, and sometimes you aren't behind the wheel to help out. Once per day, Yata can create hard wooden shields for you while you are unconscious based on perspicacity!
-Parasitic Hemoarbosis [Contagion] - You gotta share the love, don't you? Once per day, spread the parasitic hemoarbosis infection to a target plant as a simple action, effectively making them into a vampire. If it a non-sapient or non-magical plant, this works immediately. If it is sapient or magical in some way, based on perspicacity. You must be physically touching the target to infect them.
-Parasitic Hemoarbosis [Plant Sense] - It takes a plant to see through a plant. Once per encounter, you may attempt to commune with a target plant to get a sense of its surroundings. When doing this on a non-parasitized tree, roll a 1d4. On a 1, the tree is passively infected.
Enchanting Skills -
Basic Enchantment Knowledge - You have the most basic knowledge of how to make enchantments. You don't know a ton of them, but that's what's testing is for! +1 to attempting to enchant items, and +1 to performance rolls for practicing new types of enchantments.
--Basic Enchantment [Darkness] - This Lesser Darkness Enchantment ever so slightly tilts an item into the direction of elemental darkness. It might give a minor visual difference, and will give a +3 to rolls involving darkness. This can only be applied to a mundane item.
Vocational-
VOCATIONAL ABILITIES-
[Lvl5] Beastblood Body language- After working around so many different beastfolk from all corners of the multiverse, you've become familiar with most of their tells and signals, the ways they communicate silently amongst their own kin to express distress or warn of oncoming danger. You may now attempt to understand and mimic the body language of any beastfolk race you come into contact with, whether it be to better communicate with them or blend in as one of their own. Based on Perspicacity.
[Lvl10] Natural Nurturer- Through your work with delicate, recovering children, you have grown adept at figuring out their needs and tending to them. +5 to rolls involving helping children.
[Lvl15] Eyes in the back of your head - You've spent plenty of time working with a multitude of rowdy, rambunctious children, and have grown wise to the ways of the little ambush predators. You now gain advantage when defending against sneak attacks.
[Lvl20] Parental Instincts- To love a child is to put yourself through hell so that they may remain safe. When in critical condition, you may act freely so long as it is for the benefit of at least one specific child (You must either have had visual contact with them, or know of them as a specific individual. Can not be used simply due to the assumed existence of children in a world/location.)
[Lvl25] At All Costs- We give them everything, down to our own flesh and blood. Once per week, so long as even a shred of the individual child remains, you may exchange your life for theirs, bringing them back at full health, including curing any outstanding illnesses or defects they may have been suffering from prior to death.
--
[Lvl5] Desk Monkey- A surprising amount of your time is now spent reviewing and filling in official documents for the house and it's inhabitants... You gain advantage on rolls involving comprehending and filling in complex paperwork.
[Lvl 10] Emergency Foster- When encountering orphaned, abandoned, or just generally hard done by children of beastly nature, you may authorize their relocation into the safety of the Furred Friends franchise. Notify the retrieval agents when you are presently with the child/children, and a rift shall be opened in order to move the child to safety. Who knows, they may even be assigned to live at the home you work for!
[Lvl15] Muscle Memory- You've filed what can only be described as a disgusting amount of paperwork. +3 Deftness.
[Lvl20] Authoritive Figure- You're just that good with kids. Children will follow basic commands so long as you speak to them first. If this goes against someone they're afraid of or determined to obey, you must roll appeal to convince them.
[Lvl25] Child Counselor- You've spent quite a lot of times with children over the past several months, and have learned how to establish a line of trust with them. Once per day, automatically succeed at gaining the trust of a single child, even if they are extremely emotionally distressed. If there is another adult the child trusts saying you are untrustworthy, you must to roll appeal against the other adult.
--
[Lvl5] Wolf Leader Pack Tactics: Once per week, as an simple pick 1 person to be part of your pack and choose a single statx0.25 and add it to your own to be used the next time that stat is rolled. This may not be possible for BOP, but if you manage to pull power from a BOP, doing so may have dire consequences.
[Lvl10] Vulpine Tracker: You've been busy haven't you! A lot of your mercenary missions so far have had a similar theme... find the magician, find the food, find the crown. You're getting pretty good at finding things! Once per day/mission, when having to locate a person, object, or animal, roll advantage when trying to gather information about the location of an unknown subject. The more you already know about the subject, the more useful this new information will be.
[Lvl15] Target Acquired: Mercenaries honestly really need to be efficient in their jobs, they also need to be accurate. Once per month, when on a mission, you're able to use this ability to guide you to your objective. Whether this is the person you're looking for, or something that leads you to them is completely based off of Luck.
[Lvl20] Sharpshooter's Eye: You had a moment after your last mission to talk to Massani for a little bit, and even if it wasn't for very long, he showed you some tricks relating to guns that you might not have been entirely familiar with before. Combined with the zoom feature on your eye, you're now familiar with the bodily stability you need to make long range shots. +3 to rolls relating to long range firearms attacks.
METASERUMS-
Deftness - powerlisting.fandom.com/wiki/Kung_Fu_Intuition
Perspicacity - powerlisting.fandom.com/wiki/Skating_Intuition
Appeal - powerlisting.fandom.com/wiki/Body_Dismemberment (Vit based)
[/PTab={background-color:#323536;}]
[PTab=Boons]
Minor Boons
Minor Boon of the Goddess of The Hunt, Seasons, and Biomechanics - Beginner Biomechanization:
Boon of the Goddess of the Moon and Sun - +3 Vitality, Perspicacity, and Luck, +1 to others, Metaturnal Manipulation - If it is daytime, this ability gives you pyrokinesis. If it is nighttime, this ability gives you hydrokinesis. Both are based on perspicacity, Photokinesis - You may attempt to manipulate light based on perspicacity.
Minor Boon of The God of the Sun - Pyrokinesis - You may attempt to manipulate fire. Based on Intelligence.
Minor Boon of Lutton - Once Per Day use Láspikinesis (Mud Manipulation) based off of your Vitality!
Lesser Boon of King Karp, Lord of the Gilled, Legionnaire of The God King Aquanos - +1 to Deftness, +1 to Perspicacity +1 to Luck - Gilled: Having this boon means that you can breathe underwater as if you had gills!
The Lesser Boon of The Grand Conductor - +1 Deftness, +1 Perspicacity, +1 Appeal, A Symphonic Prayer - Once per day, play a song as a simple action and... something will happen. Roll luck.
Lesser Boon of Keishi Lord of the Broken Sword: +1 to Robustness, Vitality, and Perspicacity. Sword Breaker: You can break any non-mystically reinforced sword you are wielding as a simple action. As a main action Once Per Encounter you can roll to break an opponents sword with your own broken sword. This works off of whatever stat your broken sword works off of.
Lesser Boon of Kalibur +1 Deft, +1 Luck, +1 Persp- RNG - Randomly Numbered Gun: Once Per Day Mission/Day/Bounty as a simple action roll luck to summon a random gun. This gun disappears at the end of the day.
The Boon of The Life Cycle- +1 Vitality, +1 Perspicacity, The Thin Line - Once per day, use your normal abilities and stats for one action while in critical condition.
Perfected Boon of the God of Bonds, Invention, and Narrative - +X to Appeal, Intelligence, and Deftness, +X/2 to others (Where X is the number of players with this Boon, major caps at 10, minor caps at 5.), Perfected Circle of Bonds (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.), Deus Ex Machina (Once per four missions, roll luck. Depending on your roll, an overly convenient plot development may occur to help you out in your current predicament! Or not. This can be used as an instant interrupt. Otherwise it is a simple action.)
Lesser Boon of the Goddess of Neon and Glass: +1 Appeal, +1 Int, +1 Luck. Neon Messenger - Once Per Day as a simple action create a message that looks like a gigantic neon sign. Might be easier to see during night.
Boon of The Mistress of Fate - +3 to Vitality, Intelligence, and Luck, +1 to others, Simplified Fate (Once per day, mission, or bounty, target luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome. Based on luck.)
Lesser boon of the Melon Goddess: +1 Persp, Int and Appeal. Breath of Life (Melon)- Once per day, you may attempt to turn any kind of melon into a living minion as a simple action. Based on Perspicacity.
Minor boon of The Dark Lord Gumbaloo - +1 to Perspicacity, +1 to Intelligence, +1 to Appeal.
UmbraKinetic travel - The ability to travel through shadows as a movement action has been granted to you by The Dark Lord. Currently the boon only allows you to travel between shadows that are within 50 yards of each other (½ of a football field)(This cannot be used as an instant interrupt.) [Once per encounter.]
The Lesser Boon of The Goddess of Power - +1 Robustness, +1 Vitality, +1 Intelligence, Eruption of Power - Once per encounter use this ability as a simple action. It'll do something different every time you use it!
Lesser Boon of The Drifter - +3 to Intelligence, Perspicacity, and Appeal, +1 to others, Journey (Life isn't about the destination. Once per day, activate this ability as a main action. The first time you use it it will do nothing... but it will grow stronger with every concurrent use!), 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.)
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!)
The Boon of The God of Selfishness and Stupidity - +3 Appeal, +3 Robustness, +3 Luck, +0 to Int, +1 to all other stats - 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.
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.
Lesser Boon of The Showstopper - +1 Deftness, Vitality, Appeal, Showmanship (You are now proficient in any and all mundane Earth dances. This doesn't mean you're a master at them, but you can know the basic of any dance you do - which is a start! You also now have perfect pitch!)
The Greater Boon of Chaos - +4 to Deftness, Intelligence, and Luck, +2 to others, Chaotic Fortune (Luck rolls are by their very nature, exciting and mysterious. You never know what's going to happen! But what if you... REALLY didn't know what was going to happen? Once per three missions, choose a target luck roll. This roll becomes a flat 1d100 with no modifiers, and the effects are MASSIVELY amplified. A good roll will be much, much better than normal! And a bad roll will be much, much worse.), Void of Creation (The Primordial Chaos that spawns the universes of the Greek Pantheon is an entity of pure contradiction. It is by definition, an infinite gnawing Void that Creates entire universes. And with this boon, you can embrace a fraction of this power. Once EVER, you may create something that has been taken by the Void... in exchange for sacrificing something else of equivalent value to the Void.)
Boon of The Demiurge of Roads, Road Construction, and Road Integrity - +3 to Vitality, Intelligence, and Perspicacity, +1 to others, Divine Highway Maintenance (Once EVER, fix a road.), Super Cop (If you witness someone breaking a local statute related to the maintenance or protection of the road and those upon it (Including but not limited to speeding, littering, breaking the road without a permit, etc), you may attempt to bring divine punishment upon them based on intelligence.)
Boon of The God of Wood Working - +3 Robustness, +3 Vitality, +3 Appeal, +1 to all other stats. - Divine Toolbox - A woodworker is nothing without the tools of his trade. At any point you can summon forth a woodworking tool made of divine material that is able to shape any type of wood. These tools can't be used as weapons.
Appraisal - The god of Wood Working appreciates woodworking in all of it's forms, and is often pleased to see other's work. This can be anything from the work of amateurs' to the work of a true professional that is trying to approach his level of skill. Once Per Day/Mission you can sacrifice an object you have created through the art of wood working, and receive some type of reward! Usually pages! But sometimes other things.
Boon of the Goddess of Gundeath, Chronology, and Cybernetics - +3 to Deftness, Luck, and Intelligence +1 to others. - I Don't Miss: Once Per Day declare this ability and the next shot you make can't miss. -
Mark - An Evening Star.
Inactive Boons
[/PTab={background-color:#323536; font-weight: bold;}]
[PTab=Traits]
Twin Souls - Your soul has been forcibly mixed in with that of another that means you'll never, ever have privacy again. You can communicate psionically in the same universe as your bonded and, if you'rs the dragon in this relationship, you get a +4 to your racial performance checks!
Perfect Symbiosis - Your biochemistry has been perfectly blended with that of some sort of parasite, turning them from a simple parasite into a symbiote! You will now always be a "Symbiotic" version of whatever race you change to. This allows you to manipulate your body mass and attempt applications of "Superhuman Condition" at higher levels than the level your race is normally capable of. Be warned that attempting to develop these abilities but failing can have very bad consequences.
Champion of Shadow - +3 Deftness, +3 Perspicacity, You've proven yourself in a brutal ritual against an absurdly powerful opponent who pulled out all the stops to take you out. But you came through in the end. The shadows will now be MUCH more receptive to your commands. You also gain a +5 to performance checks with The Raven's Talon and the results of your low performance rolls will no longer be as severe as punishing (the shadows won't attack you anymore!).
Zenko - You have reached the apex of your species and made your choice to align yourself with the benevolent and righteous. Your spiritual energy pool is MUCH larger than that of an average kitsune and you are able to develop more powerful versions of your racial abilities easier! You get a +8 to kitsune racial ability development. You may also attempt to develop racial abilities related to the manipulation and utilization of "Benevolence".(edited)
Parent - You created another sentient life form.
Heroic - In a moment where you could've greatly benefitted yourself, you chose to be kind.
Victor! - You won a tough fought competition of dog racing! Gain +1 to a stat of your choice! (Deftness babey)
Godbrand - You've been blessed with the gifts of the divine. However, even when their effects are inactive, their power isn't gone. Each boon you receive places a tattoo on your body that glows while its effect is active. The more powerful the boon, the bigger and more ornate the tattoo. Even if these tattoos are completely hidden through magical means, any god worth their salt will be able to feel the influence of other gods upon you and may react accordingly.
Watched by the Nogitsune's Claw - You've grabbed someone's attention.
Watched By The Cosmic Knight of Time - Throw another fucking puppet at me and I will make you regret your existence.
Enemies of the Hegemony - You have made a foe of the Hegemony of Man, and they are gunning for you. Luckily, they're gunning for most of the universe so you probably have some time before they actually get to you, maybe.
Mark of Gozer - You have been permanently branded as a traitor, heretic, and enemy of Gozer the Destructor.
Enemy of Graz'zt - You have somehow offended an incredibly powerful Demon Prince and become their enemy. This demon seeks your ruin and will plague your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the demon permanently dies.
Watched by Void - [THIS TRAIT LEFT INTENTIONALLY BLANK]
Mark of Transmundanity - A mark etched into the fabrics of your personal story that represents everything special and unique about the universe. You are now protected from the normalizing effects of the Cosmic Aspect of Mundanity.
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.
Divinity Touched - +2 Intelligence, You've witnessed a beautiful thing that's never been seen in all of the multiverse, a shard made of pure divine energy. It's left an impact.
Relief - +2 Deftness, You finally took care of a certain wraith that's been making your life a living hell for years now. But is that really the last you'll see of her?
Deal of the Gopher Leprechaun - +1 Luck - You made a deal with a Gopher Leprechaun! The general deal was to put in a good word for him, and to free the god Lutton, Lord of Gluttony, Mud, and Behemoths. Word to the wise. Never, Ever, Break a deal with a leprechaun.
Tech-Totem of Sealing - If you're really sure about who you wanna be... Return yourself to your starting race. NOTHING can ever change your race ever again. This cannot be undone.
Pinky-Less - You can never have a left pinky.
Lost to the Void - Parts of your body have been permanently claimed by the endless abyss that separate universes. You might not even remember it happened, but things weren't always this way... Body parts permanently lost to The Void: Left Leg
Vampire Slayer TIER 1 - You have started to fight against the undead menace known across the multiverse as Vampires. +3 while in combat against these undead scoundrel's. (Mark down how many you've killed so far, inform the DM when you get to 5 total. Only counts if you do the finishing blow.) [Ame has killed 1.]
Aspect Slayer - Reality itself trembles before your might. You've extinguished a literal physical embodiment of reality itself. And you have the power to do it again. You gain a +10 point bonus to rolls against aspects! KILL COUNT: 1
Killer - You have taken the life of another sentient being. (# Killed = 7)
Mind Breaker I - It's not every day you get the chance to turn teammates against each other in such a brutal fashion. And let's be honest, you enjoyed it. +5 to rolls relating to malevolent psyche manipulation. (3 victims)
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 and Once Per Month as a simple action create an average sized Jack-O-Lantern. (Vitality Chosen)
Christmas Heroes 2020 - +1 to a stat of your choice, 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 as a simple action, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail! (Appeal Chosen!)
The Archive Mid-Season Finale Survivor - +1 to all stats, A feeling of warmth and happiness flow through your body as the power of the transmundane washes over you. You may now summon a small rainbow-colored pin with the letters "BB" on the front. This pin may not be removed from your body at any point. Thanks for playing!
[/PTab={background-color:#323536;}]
[PTab=Mugenbi no Kitsune]
Mugenbi no Kitsune
You feel the Eye of The Zenko fall upon you, and your body bursts forth in an explosion of light. As the light suffuses every molecule of your body, your mind is filled with thoughts of the worlds your power has helped. Disboard. Berk. Mystery Skulls. The Nowhere Islands. All the lives that you've improved with the wishes you've granted, choosing the simple kindness of helping others over the allure of wealth and power. You aren't naive - you know that reality can be cruel and inhumane. But that doesn't mean that YOU have to be. As these thoughts fill your mind, your body turns into a silhouette of pure light - the only splash of color being the bandanna around your neck. Your number of tails grow to not nine, not ten, but an infinite number of ever-shifting tails waving behind you majestically. The thoughts of those you've helped and those who still need you continue to play over and over your mind. It's time to put all of this power to use.
Robustness - +25
Deftness - +45
Vitality - +25
Intelligence - +25
Perspicacity - +45
Appeal - +30
| Abilities |
Perfected Kitsune Physiology - In this form, your body has been empowered to its absolute pinnacle. While your transform is active, you have access to all of the abilities gifted by the ten potential tails of a baseline kitsune. All of these effects are based on perspicacity (These abilities are as follows: 1. Flight, 2. Dream Manifestation, 3. Psyche Manipulation, 4. Madness Inducement, 5. Shapeshifting, 6. Enhanced Illusions, 7. Spatial Manipulation, 8. Temporal Manipulation, 9. Wish Fulfillment, 10. Reality Manipulation). Wishes made while this transform is active MUST be made selflessly.
Infinite Kitsunebi - The Fox Fire you wielded before doesn't hold a candle to what you're capable of now. On use, roll a 2d2. You are able to create and launch that number of kitsunebi. You are able to split these among all targets in combat as you wish. These kitsunebi are considered God-slaying. Based on perspicacity.
Spirit of Benevolence - The power you wield now is a composite of the happiness and security you've brought to the lives of those you've helped. You may attempt to use a universal from a world that your wishes have helped (For example, attempting to use a PSI power from Mother 3).
Aegis of Benevolence - With the light energy that now suffuses your body, you can make pure benevolence into a solid shield, able to guard you and those you love from all harm. If this shield is used to guard from a creature of pure malevolence or evil, this shield gets a 1.5x multiplier to its roll. This shield can be used as an instant interrupt. Based on perspicacity.
Karma - If you attempt to use the power of this transform to do anything that may be considered a morally bankrupt action, you are immediately de-transformed and sent into critical condition.
| Trigger Events |
Location - A universe which a wish you've made has changed the course of for the better,
Battle - You are the only surviving member of your party, A planet you're on has just had at least 50% of its population slain, A Divine-Level threat challenges your party
Who - The Zenko's Eye, The last surviving member of a dying species, Overseer, DM
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[PTab=Classes]
Agent of The Zenko's Eye
Blade of Beneficence - The truth is that while we may try and solve every issue as peacefully as possible, sometimes… we need to fight. And in those instances you can take comfort in the feeling that you are not alone in your fight. You may charge a weapon you are wielding with beneficent energy, allowing you to use perspicacity for your attacks using it. Charging a weapon is a free action. These weapons must stay on your person to stay infused. In addition, this makes the weapon aspect-slaying if it is not already.
The Power of Beneficence - You've learned that while evil men and women murder and ravage the multiverse in search of power, there is a certain elegance and sacred power to goodness. You gain +X to Perspicacity, where X is equal to your tiers in this class.
Tier 2
Zenko's Kistsunebi - The classic will-o-wisp, empowered for those who embrace the light of the Zenko. While this version of this ability still allows you to create spiritual fireballs based on perspicacity, it also gives you much finer control over spiritual flames than the basic version. You may attempt to make spiritual flame constructs and manipulate them to your will. Still can sear a mean steak.
The Zenko's Sight - The power of the Zenko is able to see much, much more than the average kitsune. In addition to being able to see spirits and spiritual energy, you can also see other types of energy (mana, psionics, ki, etc). And last but not least, you are able to recognize Gods and Aspects, even if they are in hiding (unless their domain has something specifically to do with stealth, detection, etc).
Tier 3
Therian Unity - You have much finer control over your therian form than that of the average kitsune. You may transform into and leave your therian as a simple action with no restrictions.
*Wishes do not automatically succeed (must roll persp), and cannot be granted for himself. Someone must ask him to grant said wish, and he may only grant one per person.
Illusionary Prowess - They'll see what you want them to see… You can create illusions as a simple action based on perspicacity. This includes creating a guise around yourself to make you appear as another species.
Tier 4
Blade of Beneficence (Bonus) - Your control over Beneficence is growing with each passing day. Sometimes it feels as if it flows through your veins instead of blood… You may now make double attacks with your Beneficence-infused weapon. In addition, you get advantage to attacks versus beings of Maleficence or who heavily utilize Maleficent energies (For example, demons, evil spirits, or the nogitsune).
Blessing of The Zenko - The injury of the innocent and good are not something you simply will not allow. You may attempt to heal a target with Beneficent energy based on perspicacity. This will work better on Beneficence-aligned targets and worse on Maleficence-aligned targets.
Tier 5
True Zenko (Unique) - You've done much good in the multiverse, and have truly proven you belong within the ranks of The Zenko's Eye. Thus, you have earned certain privileges lesser members of our ranks can only dream of. You may now manually trigger your "Mugenbi No Kitsune" transform once per month.
The Power of Beneficence (Bonus) - A Zenko must be light on their feet and fast, too fast to be seen by those who wish them harm. You gain +X/2 to your deftness, where X is equal to your tiers in this class.
Tier 6
Zenko's Kitsunebi (Bonus) - Typically, Kitsune only have control over spiritual fire and electricity. However, you are more attuned to the whims of Nature than your average Kitsune. In addition to fire, you can also use your spiritual energy to create and control constructs composed of electricity, rock, water, and wind based on perspicacity.
Tier 7
Blade of Beneficence (Bonus) - Good will always triumph over the legions of darkness. And you will ensure this to be true. When fighting a target aligned with Maleficence, your attacks with your "Blade of Beneficence" gain a 1.5x multiplier to their roll.
Tier 8
Zenkoform - Your body has transcended to a higher state, no other fox could hope to achieve. You are now considered a multiversal constant. Once per encounter, you also gain advantage on developing a Kitsune racial ability.
Tier 9
Coming of Age - Not all Kitsune are blessed with the power and wisdom that age brings - but all agents of The Zenko's Eye are uniquely privileged to at least have the option to. Once EVER, you have been given the chance to meditate alone in The Zenko's Eye's Hyperbolic Time Chamber to allow you to become old enough to naturally have nine tails. While it will pass in minutes in real time, you will experience every day of these years. However, Kitsune are incredibly powerful spiritual beings. Meditating for hundreds of years can have an incredibly profound effect on our kind, even beyond the growth of all nine tails... Please note that this is by no means mandatory. It is simply a choice being offered to assist you in your duties. [Used]
Tier 10
True Zenko (Unique MAXXED) - You may be curious as to what exactly being a member of our ranks entails. You have not been invited to any meetings, not given any orientation, or even seen the faces of your superiors. That is because all The Zenko's Eye asks of you is to travel the multiverse and do good. Fix what has gone wrong, even if it goes against the "natural order". Help the innocent, protect the weak, and do not allow evil to triumph. As long as you do this, you will always have our assistance in your adventures. Once per YEAR, you may request a favor from the ruling council of The Zenko's Eye.
The Power of Beneficence (MAXXED) - The power was within you all along. You gain a +X/4 to appeal, where X is equal to your tiers in this class.
-Team Attack: You two have been fighting together for an awful long time, and in many of your movements are almost completely in sync. Using a simple action to communicate to each other, once per encounter you can combine your Support action and main action into a dual attack on a single target that is defended against as though it were a single attack. This can only use basic attacks.
-Learned Behavior: You two spend way too much time together. You’re clearly rubbing off on one another. Gain X to the primary stat of the other person with this class where X is your tiers in this class. For example, if you are Ame and Grace, Ame gains X to Vitality and Grace gains X to Deftness.
-->Tier 2<--
-Supportive Family: Even if you don’t know how to do the thing your sibling loves, even if it makes utterly no sense to you, you can still be supportive! Once per day, you can give your sibling advantage on any roll through the love and support you share for each-other as a free action.
-Protective Strike: Once per encounter, against a target who has attacked your sibling, you can make an attack against the target to draw their attention. Regardless of if this attack hits, roll luck. On a 65 or above, you are inflicted with You Draw Aggro for 1d2 turns.
-->Tier 3<--
-Not on my watch: You really think I’m going to let you hit my brother??? Once per encounter, you can either tank an attack for your sibling ¬or attempt a combined defense with them. This only works for defenses within melee range, and you cannot attempt a combined defense while one of you is Prone, Stunned, Asleep, Immobilized, In Critical or otherwise unable to move.
-Watchful Eye: You two always know what’s going on with each other. Like… Always. It’s kind of creepy. Upon taking this tier, the siblings with class are now able to sense when something is wrong with the other, and are able to determine things like what status effect the other might be under. This also means, in the case that someone is impersonating your sibling, you gain advantage on discerning if this person is an imposter.
-->Tier 4<--
-Team Attack (Bonus): You’ve got this. You two know each other well enough by now to understand each other’s abilities! You can now use more complicated abilities, so long as these abilities are not limited more than Once per Encounter. You cannot use this for Once per Day abilities.
-Empowered Support: Guess what? The support who took this class now has a simple action. Who says they can’t attack and¬ use items. That’s bullshit.
-->Tier 5<--
-Perfect Synchronization: Just because you're siblings doesn't mean you don't have your differences. Turn those differences into your strengths. Once per Day, Mission or Bounty, you may draw upon your own individual powers to strengthen your attacks and combine them into a much more powerful one. Each Sibling rolls their primary stat for this attack, and the number of successes are the addition of the two rolls. The exact effect of this ability changes depending on the siblings that use it.
(In the case of Ame and Grace, this ability draws upon their buried connection to the Oathborn and Voidborn to empower their attack.)
-Symbiosis: People who live together tend to begin to mimic each other. You gain X/2 to the secondary stat of the other character where X is the number of levels invested in this class.
-->Tier 6<--
-Watchful Eye (Bonus): What good is knowing what status effect your sibling is under if you can't do anything about it? Once per encounter, as a simple action you can remove all status effects from your sibling with this class.
-->Tier 7<--
-Not on my watch (Bonus): You know what really sucks? Sometimes life just, draws you away from the people you care about, and you can't be there to protect them. Well fuck that. You no longer have to be within Melee range to defend your sibling with a combined defense. Once Per Day, when witnessing an attack against your sibling and if you have a defense you can attempt to deploy at range, you can attempt to double defend for your sibling.
-->Tier 8<--
-Situational Awareness: It's really nice having an extra pair of eyes. Especially when those extra pair of eyes are really good at communicating with you. Once per encounter, when rolling Perception rolls, you and your sibling roll together, and you add the total of your perception rolls together.
-->Tier 9<--
-Force to be Reckoned With: Those Once Per Days you weren't allowed to touch before? What was up with that, it would have been nice to have access to those earlier. Well, better late than never. Once per 3 missions, you and your sibling can combine the effects of two once per day abilities into a single attack, combining their successes.
-->Tier 10<--
-Perfect Synchronization (Bonus): How do you get more perfect than perfect? Becoming a singular entity, comes to mind. Once per Month, fuse with your sibling for 1d2+1 turns. This form has access to both of your abilities, even the ones hidden deep away, and is capable of attempting, but not developing skills. While in this form, you take the highest stats of both of you, and are able to apply a 1.15x multiplier to one action per turn (be it a main, simple, or free.) Additionally, you are able to attempt to control your hidden nature, however, performance rolls for these attempts are going to be particularly difficult.
-Reliance: You've put quite a lot of tiers in this class, and at this point it's pretty clear, what would you do without each other? You gain X/4 to the tertiary stat of the other character where X is the number of levels invested in this class.
-->Tier 11<--
Team Attack (Bonus): Almost completely in sync is a thing of the past, who needs almost with how much you two have put into each other? Using this ability no longer consumes your simple when used. Your Support and Main actions however are still consumed.
-->Tier 12<--
Defensive Counter: Working in tandem pays off best when distractions can be taken advantage of. Once per encounter, when an enemy misses an attack on your sibling, you can take advantage of the distraction to make a basic attack.
Tier 1
Blade of Beneficence - The truth is that while we may try and solve every issue as peacefully as possible, sometimes… we need to fight. And in those instances you can take comfort in the feeling that you are not alone in your fight. You may charge a weapon you are wielding with beneficent energy, allowing you to use perspicacity for your attacks using it. Charging a weapon is a free action. These weapons must stay on your person to stay infused. In addition, this makes the weapon aspect-slaying if it is not already.
The Power of Beneficence - You've learned that while evil men and women murder and ravage the multiverse in search of power, there is a certain elegance and sacred power to goodness. You gain +X to Perspicacity, where X is equal to your tiers in this class.
Tier 2
Zenko's Kistsunebi - The classic will-o-wisp, empowered for those who embrace the light of the Zenko. While this version of this ability still allows you to create spiritual fireballs based on perspicacity, it also gives you much finer control over spiritual flames than the basic version. You may attempt to make spiritual flame constructs and manipulate them to your will. Still can sear a mean steak.
The Zenko's Sight - The power of the Zenko is able to see much, much more than the average kitsune. In addition to being able to see spirits and spiritual energy, you can also see other types of energy (mana, psionics, ki, etc). And last but not least, you are able to recognize Gods and Aspects, even if they are in hiding (unless their domain has something specifically to do with stealth, detection, etc).
Tier 3
Therian Unity - You have much finer control over your therian form than that of the average kitsune. You may transform into and leave your therian as a simple action with no restrictions.
*Wishes do not automatically succeed (must roll persp), and cannot be granted for himself. Someone must ask him to grant said wish, and he may only grant one per person.
Illusionary Prowess - They'll see what you want them to see… You can create illusions as a simple action based on perspicacity. This includes creating a guise around yourself to make you appear as another species.
Tier 4
Blade of Beneficence (Bonus) - Your control over Beneficence is growing with each passing day. Sometimes it feels as if it flows through your veins instead of blood… You may now make double attacks with your Beneficence-infused weapon. In addition, you get advantage to attacks versus beings of Maleficence or who heavily utilize Maleficent energies (For example, demons, evil spirits, or the nogitsune).
Blessing of The Zenko - The injury of the innocent and good are not something you simply will not allow. You may attempt to heal a target with Beneficent energy based on perspicacity. This will work better on Beneficence-aligned targets and worse on Maleficence-aligned targets.
Tier 5
True Zenko (Unique) - You've done much good in the multiverse, and have truly proven you belong within the ranks of The Zenko's Eye. Thus, you have earned certain privileges lesser members of our ranks can only dream of. You may now manually trigger your "Mugenbi No Kitsune" transform once per month.
The Power of Beneficence (Bonus) - A Zenko must be light on their feet and fast, too fast to be seen by those who wish them harm. You gain +X/2 to your deftness, where X is equal to your tiers in this class.
Tier 6
Zenko's Kitsunebi (Bonus) - Typically, Kitsune only have control over spiritual fire and electricity. However, you are more attuned to the whims of Nature than your average Kitsune. In addition to fire, you can also use your spiritual energy to create and control constructs composed of electricity, rock, water, and wind based on perspicacity.
Tier 7
Blade of Beneficence (Bonus) - Good will always triumph over the legions of darkness. And you will ensure this to be true. When fighting a target aligned with Maleficence, your attacks with your "Blade of Beneficence" gain a 1.5x multiplier to their roll.
Tier 8
Zenkoform - Your body has transcended to a higher state, no other fox could hope to achieve. You are now considered a multiversal constant. Once per encounter, you also gain advantage on developing a Kitsune racial ability.
Tier 9
Coming of Age - Not all Kitsune are blessed with the power and wisdom that age brings - but all agents of The Zenko's Eye are uniquely privileged to at least have the option to. Once EVER, you have been given the chance to meditate alone in The Zenko's Eye's Hyperbolic Time Chamber to allow you to become old enough to naturally have nine tails. While it will pass in minutes in real time, you will experience every day of these years. However, Kitsune are incredibly powerful spiritual beings. Meditating for hundreds of years can have an incredibly profound effect on our kind, even beyond the growth of all nine tails... Please note that this is by no means mandatory. It is simply a choice being offered to assist you in your duties. [Used]
Tier 10
True Zenko (Unique MAXXED) - You may be curious as to what exactly being a member of our ranks entails. You have not been invited to any meetings, not given any orientation, or even seen the faces of your superiors. That is because all The Zenko's Eye asks of you is to travel the multiverse and do good. Fix what has gone wrong, even if it goes against the "natural order". Help the innocent, protect the weak, and do not allow evil to triumph. As long as you do this, you will always have our assistance in your adventures. Once per YEAR, you may request a favor from the ruling council of The Zenko's Eye.
The Power of Beneficence (MAXXED) - The power was within you all along. You gain a +X/4 to appeal, where X is equal to your tiers in this class.
Friendly Neighborhood Fox
Tier 1
Cunning Linguist - It's funny that you're such a good talker because most of the foxes I've met are much less interested in talking than they are biting and scratching. All insight checks to see if you are lying have disadvantage.
Charming Paw-sonality - Oooo, is that a new pelt? You gain +X to appeal, where X is equal to your tiers in this class.
Tier 2
Talk the Talk - It is a universally known law that all animals except for humans can talk to all other animals. That's just science. This ability gives you the ability to talk to animals if you didn't already. In addition, they'll be much more receptive to your requests than they otherwise would!
Animal Instinct - You don't like the smell of this guy's jib… Dude really needs to wash his jib. Once per day, you automatically know if someone is lying to you. You must declare when you use this ability. Choose wisely!
Tier 3
Who Would Hit a Fox? - They're so soft and fluffy and adorable! You are now able to perform Perfected Appeal Defenses, allowing you to attempt to totally avoid a hit with appeal! When you successfully defend in this manner, your attacker will be MUCH less likely to target you for the remainder of the encounter.
I Would Hit a Fox - They're always laughing at me and they smell terrible, and I need to get a rabies shot if they get within five feet of me. Once per encounter, as an instant interrupt you may attempt to change the target of an attack to you based on appeal. The attacker must be able to see you for this to work, but distance is irrelevant.
Tier 4
Cunning Linguist (Bonus) - Honesty is the best policy. Whenever you are trying to convince someone of something using the absolute honest-to-God truth, you gain advantage to your roll. You do not get this bonus if you are unsure of the truth.
Motivational Speaker - Four "uwu" and seven "what's this? owo" ago… Once per day, you may attempt to give a rousing speech to any number of people within earshot based on appeal (as well as the actual content of the speech). Depending on the quality of it, you may give bonuses to the crowd! The effect of this is heavily up to DM discretion, but may include effects such as buffs, extra actions in combat, or immunity to mental status effects! Keep in mind the effect is NOT magical - you're just that good of a speaker! Inspire the troops!
Tier 5
Art of the Deal (Unique) - You know some of your money's no good here, bud. You get a passive 10% discount on ALL purchases you make.
Charming Paw-sonality (Bonus) - Living in the woods teaches you a lot, like how to start a fire or how to get eaten alive by swarms of bugs. You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Roll Manipulator
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.
Tier 1
Cunning Linguist - It's funny that you're such a good talker because most of the foxes I've met are much less interested in talking than they are biting and scratching. All insight checks to see if you are lying have disadvantage.
Charming Paw-sonality - Oooo, is that a new pelt? You gain +X to appeal, where X is equal to your tiers in this class.
Tier 2
Talk the Talk - It is a universally known law that all animals except for humans can talk to all other animals. That's just science. This ability gives you the ability to talk to animals if you didn't already. In addition, they'll be much more receptive to your requests than they otherwise would!
Animal Instinct - You don't like the smell of this guy's jib… Dude really needs to wash his jib. Once per day, you automatically know if someone is lying to you. You must declare when you use this ability. Choose wisely!
Tier 3
Who Would Hit a Fox? - They're so soft and fluffy and adorable! You are now able to perform Perfected Appeal Defenses, allowing you to attempt to totally avoid a hit with appeal! When you successfully defend in this manner, your attacker will be MUCH less likely to target you for the remainder of the encounter.
I Would Hit a Fox - They're always laughing at me and they smell terrible, and I need to get a rabies shot if they get within five feet of me. Once per encounter, as an instant interrupt you may attempt to change the target of an attack to you based on appeal. The attacker must be able to see you for this to work, but distance is irrelevant.
Tier 4
Cunning Linguist (Bonus) - Honesty is the best policy. Whenever you are trying to convince someone of something using the absolute honest-to-God truth, you gain advantage to your roll. You do not get this bonus if you are unsure of the truth.
Motivational Speaker - Four "uwu" and seven "what's this? owo" ago… Once per day, you may attempt to give a rousing speech to any number of people within earshot based on appeal (as well as the actual content of the speech). Depending on the quality of it, you may give bonuses to the crowd! The effect of this is heavily up to DM discretion, but may include effects such as buffs, extra actions in combat, or immunity to mental status effects! Keep in mind the effect is NOT magical - you're just that good of a speaker! Inspire the troops!
Tier 5
Art of the Deal (Unique) - You know some of your money's no good here, bud. You get a passive 10% discount on ALL purchases you make.
Charming Paw-sonality (Bonus) - Living in the woods teaches you a lot, like how to start a fire or how to get eaten alive by swarms of bugs. You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Roll Manipulator
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.
Sibling Resonance
(Requirements: Both beneficiaries of this class must have this class taken to be of any benefit, and one must be a support.)
-->Tier 1<---Team Attack: You two have been fighting together for an awful long time, and in many of your movements are almost completely in sync. Using a simple action to communicate to each other, once per encounter you can combine your Support action and main action into a dual attack on a single target that is defended against as though it were a single attack. This can only use basic attacks.
-Learned Behavior: You two spend way too much time together. You’re clearly rubbing off on one another. Gain X to the primary stat of the other person with this class where X is your tiers in this class. For example, if you are Ame and Grace, Ame gains X to Vitality and Grace gains X to Deftness.
-->Tier 2<--
-Supportive Family: Even if you don’t know how to do the thing your sibling loves, even if it makes utterly no sense to you, you can still be supportive! Once per day, you can give your sibling advantage on any roll through the love and support you share for each-other as a free action.
-Protective Strike: Once per encounter, against a target who has attacked your sibling, you can make an attack against the target to draw their attention. Regardless of if this attack hits, roll luck. On a 65 or above, you are inflicted with You Draw Aggro for 1d2 turns.
-->Tier 3<--
-Not on my watch: You really think I’m going to let you hit my brother??? Once per encounter, you can either tank an attack for your sibling ¬or attempt a combined defense with them. This only works for defenses within melee range, and you cannot attempt a combined defense while one of you is Prone, Stunned, Asleep, Immobilized, In Critical or otherwise unable to move.
-Watchful Eye: You two always know what’s going on with each other. Like… Always. It’s kind of creepy. Upon taking this tier, the siblings with class are now able to sense when something is wrong with the other, and are able to determine things like what status effect the other might be under. This also means, in the case that someone is impersonating your sibling, you gain advantage on discerning if this person is an imposter.
-->Tier 4<--
-Team Attack (Bonus): You’ve got this. You two know each other well enough by now to understand each other’s abilities! You can now use more complicated abilities, so long as these abilities are not limited more than Once per Encounter. You cannot use this for Once per Day abilities.
-Empowered Support: Guess what? The support who took this class now has a simple action. Who says they can’t attack and¬ use items. That’s bullshit.
-->Tier 5<--
-Perfect Synchronization: Just because you're siblings doesn't mean you don't have your differences. Turn those differences into your strengths. Once per Day, Mission or Bounty, you may draw upon your own individual powers to strengthen your attacks and combine them into a much more powerful one. Each Sibling rolls their primary stat for this attack, and the number of successes are the addition of the two rolls. The exact effect of this ability changes depending on the siblings that use it.
(In the case of Ame and Grace, this ability draws upon their buried connection to the Oathborn and Voidborn to empower their attack.)
-Symbiosis: People who live together tend to begin to mimic each other. You gain X/2 to the secondary stat of the other character where X is the number of levels invested in this class.
-->Tier 6<--
-Watchful Eye (Bonus): What good is knowing what status effect your sibling is under if you can't do anything about it? Once per encounter, as a simple action you can remove all status effects from your sibling with this class.
-->Tier 7<--
-Not on my watch (Bonus): You know what really sucks? Sometimes life just, draws you away from the people you care about, and you can't be there to protect them. Well fuck that. You no longer have to be within Melee range to defend your sibling with a combined defense. Once Per Day, when witnessing an attack against your sibling and if you have a defense you can attempt to deploy at range, you can attempt to double defend for your sibling.
-->Tier 8<--
-Situational Awareness: It's really nice having an extra pair of eyes. Especially when those extra pair of eyes are really good at communicating with you. Once per encounter, when rolling Perception rolls, you and your sibling roll together, and you add the total of your perception rolls together.
-->Tier 9<--
-Force to be Reckoned With: Those Once Per Days you weren't allowed to touch before? What was up with that, it would have been nice to have access to those earlier. Well, better late than never. Once per 3 missions, you and your sibling can combine the effects of two once per day abilities into a single attack, combining their successes.
-->Tier 10<--
-Perfect Synchronization (Bonus): How do you get more perfect than perfect? Becoming a singular entity, comes to mind. Once per Month, fuse with your sibling for 1d2+1 turns. This form has access to both of your abilities, even the ones hidden deep away, and is capable of attempting, but not developing skills. While in this form, you take the highest stats of both of you, and are able to apply a 1.15x multiplier to one action per turn (be it a main, simple, or free.) Additionally, you are able to attempt to control your hidden nature, however, performance rolls for these attempts are going to be particularly difficult.
-Reliance: You've put quite a lot of tiers in this class, and at this point it's pretty clear, what would you do without each other? You gain X/4 to the tertiary stat of the other character where X is the number of levels invested in this class.
-->Tier 11<--
Team Attack (Bonus): Almost completely in sync is a thing of the past, who needs almost with how much you two have put into each other? Using this ability no longer consumes your simple when used. Your Support and Main actions however are still consumed.
Defensive Counter: Working in tandem pays off best when distractions can be taken advantage of. Once per encounter, when an enemy misses an attack on your sibling, you can take advantage of the distraction to make a basic attack.
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[PTabbedContent=Inventory]
[PTab= Equipment]
Slot | Item | Stats | Effects/Abilities |
Helmet | Vulpine Mask Of Time | +2 Appeal | Has a mouth piece that allows you to play music through it, this music sounds like an ocarina. 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. |
Shoulder Pads | OathKeeper's Cloak | OathKeeper's Cloak - Shoulder Pads - A hand crafted cloak made by Amelian Koester during a prolonged period of self reflection and isolation, a testament to growth and personal identity. Gives +3 to rolls involving Darkness. | |
Torso | Hegemony Armor | +2 Vitality, +1 Deftness | This armor is designed to take blasts of bullet, lazer, and fish! It's also designed to be highly mobile so that the many gunslingers the Hegemony employs aren't restricted in their actions! |
Belt | |||
Gloves | Dark D-Power | Yggdrasil, The Mad God, The World Tree, The Bringer of Extermination. This being had many names, and many plans. One of these plans was drawing in humans from the human realm, forcibly equipping them with these devices, and then using them as batteries to fuel his soldiers once it was realized that this was a war that was going to be fought not only among the divine, but also among men. These have been slightly changed since then! They now just function as basic digivices that allow one to forge a bond with a digimon, and send energy down it. Also this digivice works with D-Reapers if you somehow manage to form a bond with a creature the falls under that category. This digivice has been modified to allow storage of the bonded digimon as well as allow the Tamer to use cards to "Digi-Modify" their digimon! | |
Pants | Beating Pants | +2 Deftness | These purple pants are patterned with a plurality of pulsating pulmonary pieces. In other words they’re covered in hearts that actually beat along to some ethereal tune. While wearing these pants you can attempt to sense the heartbeat of something you can see based off of Deftness. |
Boots | Winged Sandals | +3 Deftness | A pair of winged sandals once worn by Hermes, the messenger of the Gods! He threw them away for a pair of Divine Air Jordans. While wearing these sandals, you can run up to 200 MPH with no ill effects AND run on air based on deftness (also known as flying)! |
Ring 1L | Indigo Lantern Ring | +2 Appeal | At the start of each mission, choose a lantern color (Except white or black or ultraviolet) and emulate that ring's abilities. |
Ring 2L | Ring of Bond | +3 Appeal | A ring filled with the power of Bond. It feels incomplete… |
Ring 1R | Lunar Claudine Coin | +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." Once Per Week as a simple action this ring can be activated to coat the current room in magical darkness for 1d2 turns. This ring was stolen from a spider-man that was about to propose to Gwen Stacy. I hope someone doesn't break their back trying to get it back. |
Ring 2R | A Perfect Ring | +2 Vitality, +2 Robustness, +2 Appeal | A ring made of wood, and perfectly suited to explicitly the second finger on your right hand. It can be equipped upon no other finger. |
Accessory | Frater Benevolus | +4 Deftness, +4 Perspicacity | A Koester Family Bandana that's been infused with the power held in the bond between brother and sister by a God of Friendship. While these bandanas are equipped, you will always know where your sibling is and can always psionically communicate with them (unless blocked by an external force), no matter where they are, as long as they are wearing the matching bandana. This enchantment works interdimensionally. This enchantment can be turned off by the wearer as a simple action, so you can still have SOME privacy if you so wish. Just as your relationship will evolve the more time and effort you put into it, so too will this bandana when you and your sister support each other. Keep track of the number of missions you go on together and when you perform an action of support for your sibling at great expense to yourself. The more you work together, the stronger this enchantment will become! You must both be wearing your version of this bandana for these to count. BOND BONUSES: Parent Trap - As long as you are able to see your sibling, you can switch places with them as a movement action. This may be done as an instant interrupt (but if one sibling does it, the other cannot), but will result in you tanking the incoming attack and being unable to block or dodge. Missions: 8 Sacrificial Supports: 1 (Sacrificed life to save: 1) |
Accessory | Inko Bandana | +2 Appeal, +1 Perspicacity | A custom-fit bandana in your choice of pattern or color that identifies you as an official member of the Inko Colors. This may mean something to birds, but probably not to anyone else... Probably. |
Main Weapon | Evolved Raven's Talon | +4 Persp, +4 Deft | A curved and wickedly sharp karambit composed of metal so black that light cannot escape it. It glows with a brilliant purple aura that dazzles your eyes to look at. While you have this knife equipped you are able to remotely manipulate shadows and give them the physical mass to do tasks for you or to attack enemies at range. Attacks with the blade are based on deftness, shadow manipulation is based on perspicacity. If you continue practicing with this blade, you may unlock more secrets... This weapon is Aspect and God Slaying, and considered Holy. |
Secondary Weapon | Kazhi | +4 Persp, +4 Deft, +3 to all others | A karambit forged from the accumulated knowledge and experiences had by Amelian Koester. As long as you have this knife equipped, you get advantage to appeal checks attempting to recruit someone as a support character. This item is soulbound to Amelian Koester, and cannot be given to anyone else or sold on the A-Mall. It is still able to leave your body, but no one but you can pick it up. |
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[PTab= Currency]
Pages: 1,123,900
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[PTab= Consumables]
Food/Drink
-Ritual Wine of Dionysus, God of Winemaking, Insanity, and Festivity - Consumable - Fuck around and find out.
-x1 bottle of "all purpose pet booze" from SPACE
-x2 Barrels of All Purpose Pet Rum
Physical Heals
-Archive Brand Basic Heal (Bruises, Cuts, Broken Limbs) x0
-Archive Brand Advanced Heal (Ability to regrow limbs) x2
-Archive Brand Full Physical Heal x3
- Estus Flask - Item- The Undead treasure these dull green flasks. Minor Heal 3x. Can be refreshed at a dark souls bonfire.
Energy Heals
-Archive Brand Basic Energy Heal (Spiritual) x1
-Archive Brand Full Energy Heal (Spiritual) x1
Status Removers
Revival Items
-Archive Brand Basic Revival Item (revives to critical) x2
-Archive Brand Basic Auto Revival Item (revives to critical) x1
Other
-Lunar Coin - A coin that has the representation of Earth's moon carved into the front. This coin was stolen from a universe's spider-man. Once Per Week flips this coin as a simple action to coat the current room in magical darkness for 1d2 turns. (THANK YOU SKIPPER I LOVE YOU SKIPPER) [Cooldown: September 4th]
-Vegas in a Box - CONSUMABLE - A magical box made by a disciple of Lady Luck in honor of the saviors of Las Vegas. Once opened, roll a 1d150000+50000, then roll a 1d2. On a 1 you lose that number of pages, on a 2 you gain that number of pages! This can bring you into the negatives if you do not have the pages to cover it.
-Godbuster's Badge - CONSUMABLE - A badge created by an alternate version of the Ghostbusters that killed Gozer and got a taste for bigger prey than regular old ghosts. Just remember that if someone asks you if you're a God, you say YES. Once EVER, this badge is capable of negative a single attack from a divine entity. If you aren't prepared to fight a God, the Godbusters recommend you use that as a chance to RUN!
-Psych-ice - CONSUMABLE - A crystallized chunk of pure psionic energy manufactured by the Ice Minds to help hone their psionic abilities. When ingested by the Ice Minds, it's a nice little pick-me-up that helps them focus and wake up. It's commonly used by their kind as an equivalent to coffee in humans, a nice little boost to start their day. For other species, it has a much more pronounced effect that's a lot less like coffee and a lot more like some kind of psychic crystal meth. If you are an Ice Mind, consuming this gives you a +4 to your psionic ability rolls for the remainder of combat, including performance checks. If you are not, consuming this restores all of your psionic energy and gives you a 2x multiplier to all of your psionic abilities for the remainder of the turn it's used. After this turn ends, you'll be unable to use psychic abilities for the remainder of combat and will get disadvantage on mental checks until the start of your next turn.
-Training Mission Coupon - CONSUMABLE - A coupon entitling you to one free training mission of your choice (Up to a value of 150,000 pages) for a draconic ability from The Dracomancer. If the price of the mission exceeds this value, you may redeem it for 150,000 pages towards the price and pay the rest out of pocket.
-Shrine Incense - Consumable - Placed to honor the loved ones that have passed, you can light this incense and pray for the souls of the loved and lost. When lit, roll luck, and name the spirit you are praying to, and you may receive a blessing from the spirit in thanks for your wish of peace upon them.
-Antigravity Sphere - Consumable - A small, fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity of everything within a 30ft cube for 30 seconds.
Fairy Dragon Coffee - Consumable - For one round of combat, the drinker is able to move at super speeds up to the speed of sound, they have +10 to Deftness, they have advantage on Deftness saving throws, and the character can do 3 Actions. But in the next round, the character is unable to move, even to defend.
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[PTab= Tools]
Shape-Shifting Prosthetic - IMPLANT - An ingenious type of prosthetic that acts just like a natural foot, minus physical sensation in the area. This prosthetic has been designed to shapeshift to fit if your body's form shapeshifts.
Spatial Stabilizer - Tool - This gem can be used to stabilize unstable spatial rifts! Specifically the spatial walls from Lizzie's sBurb world, but it will probably work on other spatial anomalies, maybe.
Fenton Thermos - TOOL - A thermos used for both soup and capturing a single spirit that has been knocked into critical condition.
Obliviation Device - TOOL - A very dangerous tool when in the wrong hands - and there aren't exactly many RIGHT hands for this kind of tech. Once per month, you can use this device to wipe a target's memories completely clean for 1d3 turns, excluding memories related to using their powers. [Cooldown: October 13th]
-Milky Dial - Tool - When the middle portion of this shell is pressed it shoots out a stream of semi-malleable cloud that can be walked on or swam through. About a mile of cloud can be generated every day, and the cloud will hang freely in the air.
Apps
-Hammerspace - HammerSpace connection with associated management app. This Hammer Space can hold up to a thousand items, but none of them can be something that you wouldn't physically be able to put into it. So you have to be able to lift the item, and it can't be bigger than like, a horse. Items of the same type also stack. Like a bundle of arrows would only be one item. Or multiple unfilled pokeballs.
-Money Printer - APP - Unfortunately not the kind of money printer you probably wanted. This will allow you to convert your pages into a local currency (which will appear in your hand once the transaction is complete) at a fee of 30% of the total amount converted.
Fuel/Batteries
Information/Books
-Bound Leather Notebook - BOOK - This book is bound to an exact copy held by Morgana Pendragon. You are able to send messages directly to her via this notebook and she is able to do the same for you.
- Plants Around The Multiverse - BOOK - A reference material filled with lots and lots of plants and some basic info about them. And pictures! When you see a plant, you may roll luck as a simple action to see if the book possesses an entry on it! Some rare or undiscovered species will NOT have an entry no matter how well you roll. On the flip side, an incredibly common species is almost guaranteed to have an entry no matter how badly you roll.
- Multiversal Beasts and Where to Find Them - BOOK - A reference material filled with lots and lots of animals and some basic info about them. And pictures! When you see an animal, you may roll luck as a simple action to see if the book possesses an entry on it! Some rare or undiscovered species will NOT have an entry no matter how well you roll. On the flip side, an incredibly common species is almost guaranteed to have an entry no matter how bad your roll is.
Explosives
Vehicles
-Motorcycle that does not require Fuel
-Alponian Solar Cruiser - Vehicle - +3 Deftness - The solar surfer is a sailed one to two person vessel which can surf on the solar winds put out by nearby stellar bodies or other astral phenomena. While riding this surfer the rider feels faster thanks to the fact that it has an engine on the back which makes the rider faster than if they were walking.
Other
-An Advanced Mundane set of thieves tools. That would allow for any mundane thievery.
-Lighter
-Canteen
-Nice Quality Leather Journal
-Wooden Acoustic Guitar
-Cone snail Venom - Causes Paralysis. NeuroToxin. Does not kill someone before they hit the ground. Based on human bodily reactions. - 1500 pages for one dose. (x9)
-Cone Snail Antidote - 2500 pages each (x4)
-Sealable Glass Bottles (x29)
-Basic Sewing Kit with supplies (such as thread/pins, not fabric)
-Makeup Kit/Supplies
-Hygiene Supplies x5
-Camping Tool Set x5
- Ration Component Bag - TOOL - Contains all the ingredients to create a near-endless supply of rations to keep you and your friends going for a long, long time. 30k
- Hygiene Supplies - 500
- Tailor's Kit - TOOL - A portable kit possessing all the tools and materials needed to make basic clothing.
- Sub-Woofer - TOOL - A device designed to take in animal noises (like woofs, thus the name) and spit out words.
- Bag of Pet Holding - TOOL - A bag that can comfortably hold a single animal up to the size of a large dog. The interior is a small room for the animal including food and water. You can put more than one in, but there's no guarantee it'll be comfortable. You must actually physically place the animal in the bag. x3
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[PTab= Crafting Materials]
-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!
-RazeWing Ratha Scale - Crafting Material - A scale from a RazeWing Ratha! This scale can be used for all sorts of things in the hands of a proper blacksmith, or in the hands of a lucky idiot who has no idea what they're doing!
-Mysterious Scale - CRAFTING MATERIAL - An incredibly hard scale from what must have been an enormous beast. It was found where The Glow Worm (the original progenitor of Monsters on this planet before their rise to sapience) was, before it vanished to God knows where. The Glow Worm, famously, did not have scales. It matches no known animal on this planet. Holding it gives you a bad feeling about things to come...
-A Vial of Screamer Titan Blood (x3) - THROWABLE/CRAFTING INGREDIENT - A vial of bubbling purple blood recovered from the corpse of the Screamer Titan. Throw it at a target to cover them in horrific acid! However, maybe you could find a better use for it?
-A Vial of Titan Blood (10 mL) - CRAFTING MATERIAL - Deep within the unfathomable pits of Tartarus lie the remains of the Titans, who once ruled all between heaven and earth. Few traces yet remain of them, due to the thoroughness with which they were dispatched in the war waged by their offspring, the gods who now reside upon Olympus. Yet, those scarce traces do exist, and a terrible power rests within. A mere drop of their ichor, their blood, holds the memory of that catastrophic battle. It is enough to awaken within the weapons of that age a latent power that went dormant once the Titans who defied the gods were utterly defeated. Imbuing a weapon with this may prove incredibly useful!
-Perfectly cut and water smoothed Onyx, about the size of his fist!
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[PTab= Miscellaneous]
Mundane
-Shiny Rock - OTHER - It's a very shiny rock! But it feels like it has some sort of hidden potential just waiting to be unlocked... You have no idea how to do that, though.
-A soulless husk of Dakota's fucking body. Hey, it's fully healed? In a stasis cube.
-Autographed Take On Me Vinyl - A vinyl record signed by all the members of Tears for Fears! Wow!
-White Crow Egg (In appropriate incubator, brood box set aside for later)
Local Man's Mask Hoard.
-Mundane Wooden Arcane's Kitsune Mask (Identical in outward appearance to mask in his reference)
Furniture In House:
-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!
-A Cauldron that a Leprechaun let him have. It once contained potatoes.
-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...
Jim.D.Too's Mutliversal Monthly Munchies Mix - A variety of delicious goodies from across the multiverse:
A monthly food service for a fully grown dragon -
Monthly shipment of oil (for Yata!) -
Horse Food -
Monthly Shipment of soul-less corpses to feed Cerebral Scorpion and BeetleGuesin Silent Death -
Transmundane
-Pint of homestuck Ogre Blood
-A Tape Recorder - ??? - That weird guy with the eyes seemed to leave this behind. Something about it seems both appealing, and unnerving. You can choose to tell it an experience you’ve had that had to do with the supernatural, and fear. Something might happen if you do. Or you could just smash it with a mallet.
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[PTab= Ammunition]
-x40 Throwing Darts
-Arrow of Fey Slaying x1 - Ammunition - An arrow of slaying is a magic weapon meant to slay a particular kind of creature. If a creature belonging to the type, race, or group associated with an arrow of slaying is shot with this arrow, add a 3.0x multiplier to your successes.
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[PTab= Unequipped Equipment]
Weapons -
-Gust of Wind - Weapon - +2 Deftness, +1 Perspicacity, A dark blue pistol with a fox tail carved into the side. Once per day, mission, or bounty, you may have The Breeze guide a missed bullet to its intended target. Bullets fired from this gun are made of pure wind - no ammunition needed!
-The Apple Slice - +1 Deftness, Apple-kinesis - While you have this weapon equipped, you can psionically manipulate apples based on intelligence or perspicacity.
-Needle of Mending - This dagger is given to you in it's hidden shape as a needle. As a simple action you are able to speak the needle's command word to shift it from its needle form to its dagger form or vice versa. In its Dagger form, this weapon is classified as a magic weapon for purposes of overcoming resistance and immunity to non magic damage and you get +1 to sneak attacks. In it's needle form, you can magically fix anything that has been broken so long as you still have all the pieces. If the broken object was magical, this does not restore the magic lost from being broken.
-Firefox - An 'ordinary' flamethrower with a pair of faux fox ears and a tail - and also screams like a fox when fired.
Armor/Other -
-Black Hood - Helmet: +2 Perspicacity, A curious piece of enchanted equipment. While this hood is equipped, your clothes will visually change to a long black trench coat and your face will become impossible to perceive through mundane means. In addition, any attacks you perform while wearing this equipment will become elementally aligned with darkness.
-Golden Earring - ACCESSORY - The wearer of this earring is able to use the superpower "Skin Color Manipulation" (https://powerlisting.fandom.com/wiki/Skin_Color_Manipulation) based on intelligence!
-Fox Finder - Accessory - +2 Persp - This device will point in the direction of any fox, or fox-like creature as long as it has been given a genetic sample of the creature, or they are within 100 feet! This device is multiversal. If the fox is in another universe it will point to the nearest way to transfer universes (This could be a cosmic anomaly, a person, or anything else that can bridge the gap between worlds.)
-Longshot (No stat bonus, Zelda Clawshot but the longer reach version) ((The clawshot was based on deftness so I assume this also is))
-The Holy Britches of The Sacred Pavement - PANTS - +2 Vitality, Intelligence, Perspicacity, Pants made of pure divine pavement. Surprisingly comfortable and easy to move around. They’ll also help protect your legs with the durable strength of The Road.
-Wax Wings - Shoulder Pads - +2 Deftness Too close to the gun. These wings allow you to fly based on deftness, and give you a +5 point bonus to any flying-based rolls made while using them!
-Power Band +2 Robustness -A person wearing this band has their attack increased thanks to the power that lies within. This gives the wearer peak human strength! (If they already had that, or above all it does is give them more Robustness.)
Money Belt - Accessory - Any amount of money may be pressed into a small slot on the front of this belt. The money can be retrieved by tapping it three times and announcing how much is required. The money will automatically be converted into the denomination needed, provided enough money has already been inserted into the belt. Only works with physical money.
Cyber-Horse - SUPPORT - A mechanized horse with a need for speed, but a more pressing need for oats. This robotic horse is able to run as fast as a normal horse and is able to be compressed into a cube for easy storage! This horse does need to eat, and has the same diet as a regular horse. It also likes sugar cubes. Unlike normal horses, this horse is unaffected by rough terrain (and water!) because of its hover hooves and cannot be spooked. ((HER NAME IS CLOVER))
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