Post by The Overseer on Sept 3, 2020 20:50:19 GMT
Kur has 1 class point.
Name
Kur
A.K.A Jennifer Surber
A.K.A Jennifer Surber
Age
Physically: 24 Actually: 10,000 plus (Time is hard to measure when you spent a lot of time outside of it.)Race: Reincarnation of Kur
STAMPED
Bank: 15150 Pages
Equipment
SLOT | ITEM | STATS | EFFECTS / ABILITIES |
Helmet | Kurmerian Helm | +1 Vitality | Kurmerian Luck - Once per day gain advantage on a performance check to develop a racial ability |
Shoulder Pads | The Night's Shroud | +1 Luck | A pitch black shroud dotted in stars that feels more powerful in the dark. Once per day, as long as it is night time, you may gain a temporary random superpower that you will have access to as long as you are in moonlight. |
Torso | Kurmerian Cuirass | +2 Vitality | Kurmerian Prowess - Once per week, activate this armor piece's ability as simple action. This gives you access to all applications of Supernatural Body (https://powerlisting.fandom.com/wiki/Supernatural_Body) for 1d2 turns. If you already have access to an application, it will slightly empower it if applicable. (Used 3/9/2021) |
Belt | Batman's Utility Belt | +1 Vitality, +1 Intelligence, +1 Perspicacity | A belt necessary for any caped crusader. This belt contains all of the gear that Batman typically carries around with him! |
Gloves | Claws of The Primordial Dragon | +2 Vitality, Inteligence, Appeal +1 Luck | An ancient pair of meticulously crafted gauntlets forged by the long-dead God of Wind, Cryptids, and the Underworld. Despite the death of their creator, these artifacts have persisted until The End. These gauntlets make your unarmed melee attacks aspect-slaying. If these gauntlets are used to harm a cryptid in cold-blooded, they will turn on their wielder |
Pants | Kurmerian Leggings | +1 Vitality | Kurmerian Reserve - These leggings passively absorb the excess bodily energies you produce while you're at full power. You can draw from this resevoir if need be. Of course, there needs to be energy there in the first place |
Boots | Candy Cane Stockings | +2 Appeal, +2 Deftness,. | +2 Appeal, +2 Deftness, |
Ring | The Royal Arbor Band | +2 Vitality, +2 Appeal | A ring made of magical woods - no need to worry about splinters! While this ring is equipped you are able to magically manipulate trees and wood based on vitality! |
Ring | The Ring of Galeforce Tribulation | +2 Rob +2 Persp +2 Luck | The Ring of Galeforce Tribulation - RING - +2 Robustness, Perspicacity, and Luck, A ring filled with the divine power of Tribulation and the skin-flaying might of a storm. The wearer of this ring gets a +3 to Wind-based rolls. However, this ring has a hidden potential waiting to be unlocked. The bearer of this ring must wear it while being knocked into critical condition by a hurricane. Once done, this ring will be soulbound to its wielder and its true power will be unlocked. (edited) February 23, 2022 |
Ring | The Ring of Invention and Ingenuity | +4 Intelligence | A ring chock full of WAY too much divine energy - new and old. Once per month, this ring allows you to utilize a superpower of your choice (up to DM's discretion) for the remainder of the encounter. This effect is a simple action to activate. How useful this ability will be is all up to your inventiveness and ingenuity. But maybe you'll surprise yourself. After all, necessity is the mother of Invention. |
Ring | Green Lantern Ring | +2 Vitality | It's a Green lantern ring. Powered by Willpower. Now she can fly. |
Accessory | Badge of the Eldritch Defense Corps | +2 Vitality, +2 Perspicacity | You all receive an unmarked package in the mail containing a small red and gold badge marked "EDC". With the package comes a letter thanking you for your service in stopping a reality-ending level Eldritch incursion, and stating you've all been inducted as honorary members of their hallowed ranks. While this badge is equipped, all eldritch attempts to manipulate your mind have disadvantage |
Accessory | Shido's Legislator Pin | +2 INT +1 persp | -The original source of Masoyoshi Shido's distorted desires and the core of his cognitive world. It took the form of a golden wheel to his cruiser-shaped palace, symbolizing his ambition as a leader to "steer" Japan to greatness. |
Main Weapon | Key to the Evershifting | +2 Luck, +2 Intelligence | Chaotic Flashback - Once per month, roll luck. Depending on your roll, something from your past might help you out! (12/3/2021) |
Secondary Weapon | The Vegas Enforcer | +1 Robustness +4 Luck, +3 Vitality, +3 Intelligence, +3 Appeal | The Vegas Enforcer. - Armament - +4 Luck, +3 Vitality, +3 Intelligence, +3 Appeal - A Remington Model 870 made out of dragon parts such as scales, bone, tooth, and claw. The merged for of Lady Luck, and the corpse of a primordial. On either side of the barrel is a massive Axe blade. On the blade are images of Lady Luck dancing like a neon sign outside of a casino. Open hitting a target with this blade those images shift to various slot machine imagery. -Once per MONTH, gain access to the latent divine energy within this axe and attempt to manipulate the domains of wind, cryptids, and the underworld for 1d2 turns as a simple action. This weapon may only be wielded by you, it will refuse to be wielded by anyone else. When this ability is activated roll luck, if above 100 then you can also manipulate the domain of luck, After a successful attack with this gun, the target rolls a 1d100 MINUS your luck bonus. Something very, very unlucky may befall them if they roll low enough. This effect may only resolve once per encounter per target. Attacks with this weapon are based on deftness or luck rolled as a normal stat. This weapon is divinity-slaying. This weapon does not require ammunition to fire. Make sure you take good care of Lady Luck's favorite gun, OK? |
SET BONUSES | KUMERIAN SET BONUS - Kurmerian Helm, Kurmerian Cuirass, Kurmerian Leggings SET BONUS UPGRADE: Kurmerian Attunement (II)- You gain a +5 bonus to all race-related rolls while wearing this armor set, including performance checks. In addition, your armor has adapted to your body chemistry and all the meta-serums you keep pumping into it. Your armor now gives you a superpower when worn! That power is: ( powerlisting.fandom.com/wiki/Illusion-Based_Mind_Control ). This armor set may improve the more it is used. |
Inventory
AMMO | Consumables | Equipment | TOOLS | MATERIALS | MISC | Ammo |
Weasel's Potion Sampler - CONSUMABLES - A set of potions that all taste exactly like brand-name sodas, stored in ziploc bags for some reason. | Darkwing Duck's Gas Gun - Weapon - +2 Deftness, DW's personal sidearm in his battle against crime. Once per encounter, it's able to deploy a cloud of knockout gas or fire a tear grenade! It can always be used as a grappling hook Ring of Narrative - RING - +3 Deftness, A ring filled with the power of Narrative. It feels incomplete... | Loaded Dice Wrist-Mounted Random Number Generator. | A small miniature of a dragon fighting a knight. Packed inside a bag. -Christmas present from Juvi Inside the box is a set of nine, thirty-four centimeter tall, plush toys depicting slightly exaggerated representations of various animals. There is also a plastic novelty sheriff badge. - Christmas present from Alex | |||
13 canon balls | Potion of Twin Souls - CONSUMABLE - A potion for you and your best dragon friend who you want to be bonded with forever and ever and ever with no possible way out ever unless you both die. If you and your dragon each drink halfway, you'll be soulbonded - this gives a +4 to your dragon's racial performance checks and gives you the ability to communicate telepathically, no matter the distance! Please note that your body can only handle one of these potions, so choose wisely! | Hand Axes x2 Ivory and Ivory - Weapon - +2 Luck, A set of two pure ivory six-sided dice with glowing blue pips on each side. If you shake them next to your eye you can hear something sloshing inside them... To attack with these dice, first choose a target then roll a 2d6. Depending on what you get, you might unleash a powerful attack or you might just end up with nothing. Higher rolls tend to be more powerful! The Fearmonger's Sash - BELT - +3 Perspicacity, A belt woven from Fear Flax, a plant that is very well known for the intensely horrific hallucinations it induces in those who consume it. The enchantment placed on this belt combined with the material's inherent Fear-based properties gives you advantage and a 1.2x multiplier to any attacks against a target who is inflicted with the status effect "Fear". In addition, you can literally smell fear based on perspicacity. Perfect for tracking down new victims. They can't hide from you anymore... | Zippo Lighter From Chris has breeze symbol on the side. Ivory Dice Poseidon's Favor - WEAPON/TOOL - +2 Deftness, A fishing rod imbued with the might of the sea. Once per five missions, you get a natural 100 on a fishing luck roll. | The Token of Tribulation - MISCELLANEOUS - A token commemorating your successful completion of a dungeon made by The Goddess of Agony, Fear, and Tribulation. These are pretty rare and thus can fetch a pretty penny if sold... But it's said that something special happens for anyone who collects three of them! As these tokens are defined by Tribulation, they cannot be freely given to another. They may only be either won or traded for. | A Key - After the mission, all of you get a strange brass key in the mail. There is no letter attached and no indication as to what it opens.(edited) [2:13 PM] | |
The Gilded Scales - WEAPON - +2 Perspicacity, A set of glittering golden scales that will never lose their luster. When used as a spell-casting focus, your spells targeting those proven guilty with evidence gain a 1.3x multiplier. The Blade of Trials and Tribulations - +2 Robustness, Perspicacity, and Luck, A ridiculously sharp sword forged in the crucible of many, many difficult challenges. Depending on the challenges you overcome as its wielder, it may become even stronger! The Hand of Fate- Glove - +1 Int - A clock inset on the back of a single glove. Once per day, this allows you to give yourself advantage on a target roll. | THE SPELL BOOK OF JENNIFER RUBY SURBER, The Legend Mage! - BOOK - A beautifully crafted reproduction of the spellbook that was once made by a literal Goddess of Magic chronicling in excruciating detail the mechanics and processes behind virtually every single discipline of magic known throughout the multiverse. This version of the book is made of divine materials and is therefore immune to the Once per month, choose a discipline of magic within this book (Magic types are listed here: docs.google.com/document/d/1DWUweaXeISV0EXy9ZvgZWmwB7j3x0EWIrHndCwSt2KY/edit?usp=sharing ). Once per day, you'll be able to roll intelligence. Once you hit the required number of successes (which will differ depending on the difficulty and complexity of the discipline chosen, but will be on average around 150 total), you'll gain a universal related to that discipline of magic! The book is written in incredibly complex technical terms that feel strangely familiar to you... You feel that only you or someone on a divine-level of magic usage would be able to gain anything from this book | The Heart of Echidna - CRAFTING MATERIAL - The cavern Echidna had been defeated in (that locals have found a strange but friendly monster inside of) contains an incredibly rare gem seen nowhere else on the planet. It seems the gem is filled with the divine power of Monsters. Something like this certainly has a lot of potential in the right hands... [2:40 AM] | ||||
1x Luck Metaserum | Knight's Shield - Weapon - +2 Vitality, A standard-issue knight's shield emblazoned with the symbol of a very famous mouse. You may perform basic melee attacks with this shield based on vitality in addition to guarding with it! Once per day, mission, or bounty, you may use the power of friendship within this shield to teleport in front of an ally and tank an attack for them! You will have advantage on the ensuing vitality roll. The Wand of the Riftmaster - Use this to open a portal to another location in sight! Cannot be used as an instant interrupt. You can open a random portal based on luck! (May also need to roll persp if used for like an attack.) The Gem of Amara - RING - +3 Vitality, An enchanted gem once called the "holy grail" for vampires. While worn by a vampire they no longer have their usual weaknesses, including sunlight, silver, fire, and being staked in the heart. This does NOT make them unkillable, but their usual weaknesses do not affect them any more than they do anyone else. Gun that can shoot medical needles! | Glitched Digivice - OTHER - By all accounts this Digivice appears to be completely nonfunctional. Every button other than the power button just causes random feedback and causes the picture of the egg to distort and shake. But you can't shake the feeling that there's something special about this thing... Crest of 7@(pq9xb3_&) - ACCESSORY - ERROR. DIGIDESTINED CREST NOT FOUND. PLEASE RESTART YOUR DIGITAL WORLD TO FORCE-REBOOT THIS CREST. IF THIS DOES NOT WORK, CALL YOUR SYSTEMADMINMON. | A Statue of The Dancing Hero - OTHER - Legends say that when calamity befell our city and our King was killed, there was a human man who came from the surface, astride one of the Gods themself, and saved our city through the power of his dance. It has posable arms so you can make it T-Pose. The Mole Christmas after the calamity it was the best selling toy in the underground. |
Start | Race | Equipment | Universals | BOONS | Transform | Total | TRANSFORMED TOTALS | |
Robustness | 6 | 0 | 3 | 12 | 19 | 30 | 40 #7d10+4 | 64 #13d10+4 |
Deftness | 5 | 0 | 2 | 16 | 22 | 25 | 45 #9d10+2 | 67 #14d10+2 |
Vitality | 16 | 0 | 18 | 41 | 28 | 50 | 103 #20d10+1 | 146 #30d10+1 |
Intelligence | 4 | 0 | 15 | 42 | 30 | 20 | 90 #19d10 | 100 #21d10 |
Perspicacity | 10 | 0 | 6 | 29 | 24 | 20 | 68 #13d10+2 | 82 #16d10+3 |
Appeal | 4 | 0 | 6 | 19 | 23 | 20 | 51 #10d10+4 | 69 #14d10+4 |
Luck | 0 | 0 | 10 | 59 | 10 | 0 | 79 #1d100+73 | 73 #1d100+73 |
- Universal Abilities -
Is it a ReAlItY BeNdEr? - You have a knack for identifying and hunting down those who manipulate the fabric of reality. Just please don't ask the dm about it twenty-two times. No Surb the chair's not a fucking reality bender. (EXCEPT WHEN IT IS!) +5 against reality benders.
Is it a ReAlItY BeNdEr? (Bonus) - I really shouldn't be encouraging this behavior. You've fought with a couple actual reality benders and you're starting to figure out how their whole thing works. It is incredibly difficult for a reality bender to directly manipulate YOU.
Spiritual awareness - You might have restarted your mind, soul, and body through the usage of the Arcane Arts, but the world can fuck itself straight to hell if it thinks you're going to let yourself get attacked by a thousand invisible fuckers who are pissed that they aren't as good at staying alive as you are. You can see shit in the spiritual realm. +2 Persp
Tenacious Advantage - While they may have the numbers advantage, you've got the stubbornness advantage. While outnumber by hostiles by a factor of at least 5 to 1, you gain an extra die to all your rolls.
Echoes of Power [Enhanced Axemanship] - You've sealed away your power but not your memories, and your muscles remember how to swing an axe like the best in the multiverse. You gain the superpower Enhanced Axemanship (https://powerlisting.fandom.com/wiki/Enhanced_Axemanship).
Enhanced Axemanship (Bonus) - You're getting familiar with your axe. Your bonus is now +7
Environmental Awareness - Duck and cover! +5 to your environmental defense rolls.
Tracker - Following that bunny around has taught you a valuable lesson about hunting. You roll with an additional die when rolling to track something.
Wind Blade - Attempt to create a blade of intense wind pressure with the power of your axe. Based on your axe attack stat.
Batman's Special Sauce - So this is how he got so jacked... You gain a five point bonus to robustness. Fortunately there are absolutely no side effects.
Home Telepathic Toolbox - They gave you your very own telepathic toolbox! You can pull any mundane tool (within reason) from within it. Once per day, attempt to pull something more exciting from the box as a simple action. Who knows what they have in their storage warehouse? All items must be returned to the toolbox or it comes out of your paycheck.
Sterile Air - Being in a world with no life gives you a new appreciation for the world around you. +2 Perspicacity
Void Slayer - Not this again... +5 to rolls against entities aligned with The Void.
KUR: Temper Tantrum - WHY DON'T THINGS JUST GO YOUR GODDAMN WAY. +1 Robustness
KUR: Instrumental - You've been inside a big piano, you think you could figure out how to play one of these bad boys. You now know how to play the piano.
KUR: Crowd Favorite - The crowd loves you! +1 Appeal
KUR: Heartbreaker - The feeling of being that close is etched into your mind, making your grip on life that much stronger. +2 Vitality
KUR: Echoes of Power [Doppel-Fighter] - Striking down another version of yourself brought back some ancient memories... When fighting a copy, clone, mimic, or alternate version of yourself, you gain a five point bonus.
Tenacious Wind Blade - Just keep swinging and swinging and swinging... You may perform two wind blades for one main action. Based on vitality.
Heartbreaker - Doing that to someone's heart helped you realize how to keep your own heart intact. +2 Vitality
Dissolution of Abominations - You learned a lot about economic theory. +2 Intelligence|
: RIOT - BRING DOWN THE ESTABLISHMENT. You gain a +5 to rolls encouraging people to revolt, riot, or attack a target.
STAND USER: Kur.
STAND NAME: [Astronomia]
STAND ABILITY: Ritual Magic
STAND APPEARANCE: A golden coffin from which a multitude of hands appear. The hands can pull out books from within itself that give instructions on how to cast rituals. The summoning of these books is based off of Luck, along side performing most rituals. Cause powered by Stand.
Ritual Adept - You're getting pretty used to ritual magic. You gain a +4 point bonus to ritual based magic.
Keyblade Wielder - You've been trying this for millennia and you've made it clear how much you regret your previous actions. The keyblades have forgiven you. You may summon a multiversal keyblade as a simple action. After a successful mission, roll luck. If you're lucky, you may obtain a special keychain based on that world.)
Tenacious - You've proven your stubbornness can be used for good things. +1 Vitality
Novice Manasteel Artificer - You are able to make and modify basic pieces of equipment out of tech-magic materials.
Technomage Attunement - Being around all this magic and circuitry has gotten your mana attuned to both. You may attempt to perform basic applications of Technological Magic. Based on intelligence.
Down With The Ship - +2 Appeal, Played music until the titanic was about to sink. Metaphorically, speaking.
Just This Once... - +1 Luck, +1 Vitality, Everybody lives.
Running Sessions: 31 stat points straight into luck
4 point into Vitality
The truth in their Rinds: Oh the sights you've seen... They now include mortal souls trapped within the bodies of various melons! +2 Perspicacity.
Flight enthusiast: Hell yeah dude, you got some sick air time! +2 Deftness.
Executioner - You did what had to be done. At least, according to you. Once per encounter, gain advantage on a hostile roll against a target you truly, honestly believe needs to die.
Hopeful Attitude - +5 Luck
No, but the sparrow's call is sweet - +2 Perspicacity, A dreadful howling burns at the back of your brain.
Good Instincts - Once per day, receive a nonspecific warning of danger with a specific action as you start to do it. Declare you use this ability as you say what you are doing.
Finder's Keepers - Losing your staxe made you realize how important this item is to you. It is bonded to your soul, what if you could just... You may summon your armament to your hand as a simple action.
Lucky Start: Use Luck for initiative.
: Back Alley Brawl - +1 Robustness, +1 Vitality, You fought a group of wanna-be supervillains in an alleyway. And won!
: Modern Tech Witch - You used your witchy ways to interact with the thorny world of modern technology. +3 to interacting with modern tech with your tech magic.
Piss-Soaked Interrogator - You made a dude piss himself out of fear to get what you wanted. Way to go? +3 to interrogating a target for information
Emergency Shutdown - Once per day, attempt to magically shut down a piece of machinery based on intelligence. The more advanced the machine, the harder this may be.
KUR: Echoes of Power [Beginner Magic Attunement] - You aren't TECHNICALLY a beginner, but this body is. +3 to magic-related rolls.
KUR: Adept Numismatist - +2 Intelligence, Coins ARE pretty neat, Spider-Man was right!
KUR: Nothing Personnel Kid... - Once per day, utilize the tenacious echoes of your old power to teleport behind a target even while not transformed. This may not be used as an instant interrupt. This can be used as a movement action.
Fingerbang - Racial - Bang! You may attempt to fire a ranged concentrated burst of wind at a target based on vitality. You need to be able to make the "finger gun" motion with your hands to do this.
KUR - Green Lantern Cadet - Welcome to the Green Lantern Corps! In brightest day, in blackest night, etc, etc. You gain a +2 bonus to rolls relating to creating and using willpower constructs.
KUR - Oops - +2 Intelligence. To be fair, you really thought that would work. Sorry Skipper! At least you can always learn from your mistakes.
KUR - Incognito - +1 Appeal. Your quick-thinking saved this world from having a lot of questions about the multiverse. They'll get to that when they're ready, they really need to get indoor plumbing down first. +3 to bluff and deception checks related to maintaining a disguise.
SCP-M Researcher - Universal - You've studied the most anomalous the multiverse, sacrificed God knows how many lives to it, and wrote up a neat little science report. Keep track of how SCP-M articles you write. Something good might happen from writing a lot... You may not necessarily get a bonus for every one you write.
- CURRENT SCP-M ARTICLES WRITTEN: 1
- CURRENT BONUS: +1 to a stat of your choice (Luck BBY)
Analysis - Your experience with the anomalous has made you fairly adept at recognizing the subtleties and secrets of the anomalous when you see them. Once per target, analyze a target anomalous item or entity to gain knowledge about it based on intelligence as a simple action.
Echoes of Power [Cryomancy] - The power of the ice that you wielded in your aspect transform reawakened something deep within you. You are now able to attempt ice magic spells based on intelligence.
Eldritch Purifier - You've removed the pure Eldritch essence from another person. You gain a five point bonus to any rolls involving the Eldritch... but you have been permanently marked as their enemy.
Hey where's Florence? - +2 Perspicacity, Good catch on noticing she left, but you were about 15 minutes late.
Force Sensitive - You find yourself attuned to all the life in the universe. You may now attempt to use basic actions using the force based on intelligence.
Shared Luck - Once per day, mission, or bounty, you may give a target luck roll that you did not make your luck bonus. However, this means that you will not have your luck bonus for YOUR next luck roll.
EVERYONE: Christmas Heroes 2020 - +1 to a stat of your choice (Vitality), The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie as a simple action that, when eaten, causes a target to remember their favorite holiday memories in perfect detail! (7/16/2021)
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.
:Lightsaber Fighter - You've learned a bit about the order of the space wizards. +3 to lightsaber-related rolls.
Christmas Miracle - A little bit of that Christmas magic has rubbed off on you! Once per month, you may manifest a target NPC's ideal Christmas present (if feasible) (1/2/2022)
Lady Luck's Favor - +5 Luck, You embraced the whims of fate quite admirably for someone not irrevocably tied to it like some of your friends. You came so close to dying like 4 separate times. Love to see you back on the wild side soon, Kur.
Scooby Dooby Doo? - +2 Perspicacity, You got into the middle of something you have no business being part of. Just smile, back away slowly, and never speak of this again.
Reckless Riding - Once Per Day roll luck -2 while riding a bike, and something will happen. You will not be damaged directly by the resulting occurrence..
Knowledge is the Ultimate Treat - Take a Universal from anything! Choice: Christopher's Intuitive Aptitude powerlisting.fandom.com/wiki/Intuitive_Aptitude
Elasticity - powerlisting.fandom.com/wiki/Elasticity
: Accidental Polymorph - You switched your species so much in such a short time. You actually feel like you got a feel for it. Once per encounter, you may attempt to change into an animal of your choice as a simple action.
Wild Dabbler - You don't know a special combo of spells anymore. If you really want it, you can just have it. As a simple action, activate this spell to give yourself wild magic until it is turned off.
Merciful - It's probably for the best. You gain advantage to killing something that wants to die.
Fated Hero - +2 Luck, Anywhere Fate needs a hero to protect it, you'll always be there.
Emergency Shutdown - Once per day, attempt to magically shut down a piece of machinery based on intelligence. The more advanced the machine, the harder this may be.
Reporter - +2 Perspicacity, I guess that guy was right, you ARE a reporter!
Honorary Member of the Bomb Squad - +1 Intelligence, It really isn't that hard when you get used to it. Just an explosive device that could kill you and everyone around you in an instant if you mess up. No biggie. You gain a +3 bonus to disarming, investigating, or (worryingly) creating explosive
Will of Rebellion - +2 Vitality, +2 Intelligence, I am thou, thou art I. You have chosen to rebel against fate and fight against tyranny, awakening to your persona, Gilgamesh! You are able to perform the following Persona abilities. Unless stated otherwise, persona abilities are based on intelligence:
- Garu - Light wind damage to one target
- Cleave - Light physical attack to one targt
KUR: Undine Remnants - Your time as a fish person has slightly changed your genetic structure, allowing you to use hydrokinesis based on vitality!
KUR: Lawless Magician - +1 Luck, The chaos is starting to feel so, so good. Embrace it more... Once per encounter, activate this ability as a simple action. For the rest of this encounter, you will roll wild magic twice for every spell you cast. De-activating this costs a main action. The caster now gains a +3 point bonus to ALL rolls while its effect is active
KUR: Phantom Thief - +1 Deftness, +1 Intelligence, You've struck a permanent blow against those rotten adults and helped to change someone's heart!
KUR: Spatial Reasoning - +2 Intelligence, You've gotten pretty good and judging the spaces between things. +5 to rolls measuring things.
KUR: Substitute Hero - +2 Vitality, The hero couldn't be here right now. Please leave a message after the beep.
KUR: Chest Hunter - Kur has become an expert at hunting down chests filled with juicy treasure! +5 to hunting down Treasure Chests.
Heir of Void: 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!)
You Can't See Me - +2 Perspicacity, If you just walk with enough confidence, people will believe you actually are invisible. Maybe. Probably not.
Last Surprise - They'll never see it coming. Once per week, gain advantage on a surprise attack!
Disciple of Hermes - +4 Deftness, Your latest actions have caused a bit of a stir in the divine community. Word's gotten around of your prowess as a messenger of the gods since you gave the Sun God his message. Keep up the good work and maybe something good will happen! Once per day, you may attempt to teleport into the domain of a target God you have some sort of connection to. This cannot be used interdimensionally. This cannot be used during combat or as an instant interrupt. Keep in mind that Gods can be a tad... vindictive if you waste their time though!
Disciple of Hermes (Bonus) - +2 Deftness, Another successful delivery! Keep up the hardwork!
Bursting Power - Your body has become a vessel for tenacity and raw stubbornness to enter the fabric of reality, and the shell that surrounds your tenacious core isn't able to fully contain it anymore. At the beginning of each mission, roll a 1d100. If you get above an 80, you may use one of your transform abilities as a once per day while untransformed.
Urban Pharmacology - You've learned a bit more about drugs from your experiences here. +3 to any chemistry-related rolls.
Boogeyman - You sure showed those children. That kid is gonna have nightmares about you for the rest of their life. Or at the least, you'll come up a lot in therapy. +10 to intimidating children.
Failed Showman - +1 Appeal, WHY ISN'T ANYONE GULLIBLE ENOUGH TO BELIEVE I'M THE AVATAR!
KUR: Ouroborus - +1 Vitality, +1 Perspicacity, You've been at the end and the beginning of an entire universe. This has proven you have both the hardiness and wisdom to make it this far.
Void Inherited - +2 Perspicacity, In an act of true sacrifice, you embraced your destiny as an Heir of Void and inherited... nothing at all. You gain a +3 bonus to all Heir of Void rolls, including performance checks!
KUR: I'm Not A Hero - +2 Vitality, You've made this fact incredibly clear multiple times. If anyone needs a savior to show them mercy or to do something ridiculously heroic - that isn't you. +4 to actions done in the purpose of self-interest that will benefit no one but yourself.
KUR: Big City Living - +1 Perspicacity, You now possess memories of living in a big city for approximately half a year, so you've actually gotten fairly used to dealing with them. +4 to rolls related to navigating or exploring big cities.
KUR: Cryptozoologist - +1 Appeal, As much as you hate having your memories manipulated, you've gotta admit that it was pretty cool getting to work as an honest to God cryptozoologist for a while. You gain a +5 to any and rolls relating to cryptids.
KUR: Memory Magician - Your memory was played with like a cat with a ball of string and you were forced to live in a world where everyone had been subjected to the same exact thing. The good news is that all that exposure to memory magic has made some kind of impression on you, allowing you to attempt applications of "Memory Magic" (https://powerlisting.fandom.com/wiki/Memory_Magic) based on intelligence.(edited)
Wild_Surge.EXE - The future of wild sorcery. As a simple action, you may use this app to roll once on the Wild Magic and once on the Cyber Surge tables! Only usable once per round.
#SoreThumb - No matter how much you try to hide, you're always in the line of sight of the local baddies. There's no science behind it, but you tend to draw aggro whether you like it or not.
Grootslang Rush - Watching the mighty Grootslang, you feel like you've learned to "throw your weight around" a bit better so to speak. Once per encounter, charge at a target based on robustness or vitality. This can be used as a move action!
KUR: Kur-nnected - +2 Vitality, 2 Appeal, +2 Intelligence, You connected your mind with an alternate version of yourself and now it feels like you got double the dragon bullshit up here.
KUR: Child Star - Your ability to impress literal children with your raw power is truly unheard of, an absolute tour de force to witness! You gain a +10 point bonus to rolls impressing children.
Court Jester - +1 Appeal, +1 Luck, HAHAHAHAHAhahahaha never do that shit again.
Heretic - You just pissed off a lot of… Gods? Still unclear. You gain a +4 to any hostile rolls against religious figures, mortal or otherwise.
Journey to the Center of the Earth - Not Earth, dammit. The mission is over and I'm STILL getting that wrong. Your time at the center of a planet that is not Earth has subconsciously reawakened your memory of geomancy! Based on intelligence.
The Disposables - Once per day, mission, or bounty, you may summon a D-Class to do anything for you, no matter how suicidally dangerous it is. They cannot fight, but will follow any command you give them perfectly. Simple action.
: Bonds Never Break - +2 Intelligence, +2 Deftness, You and Chris have known each for hundreds of years at this point, survived horrific trials together, and you're still working together to this day. You gain a +9 to any rolls relating to Christopher, including rolls relating to his planet.
: Ultimatum - You got a little heated and into the moment and cast an incredibly powerful city-leveling spell after your digimon partner died. Unfortunately for everyone but you, the adrenaline associated with this moment burned to memory of how to cast Ultima into your memory permanently. Once per day, cast Ultima based on intelligence. Be warned this spell will consume a LOT of mana.
: Mutator - You singlehandedly changed the face of the genetic development of an entire planet for no real reason other than you thought it was pretty cool. Once per day, you may induce a random mutation in a target based on luck. A low roll will lead to cancerous growths and horrific deformations, a high roll will lead to superpowers. Either way, you mutational powers are still somewhat weak - the effect will only last until the end of the encounter. But with more training...
: Twinspell - Together now! Once per day, choose a friendly target who can cast a spell that you can also cast. You are able to cast it at the same time, making the final effect dramatically more powerful!
Echoes of Power [Path Magic] - +1 Intelligence, Out of all the kinds of magic to come back to mind from the INFINITY of magic you used to know… is this really the one you’re gonna remember? Apparently. You can now attempt “Path Magic” (https://powerlisting.fandom.com/wiki/Path_Magic) based on intelligence.
KUR: Mayoral Swordplay - Your interference with Boring’s mayor’s DNA made him a supernaturally powerful swordsman. After the destruction wrought by the trash monster, the mayor decided he needed to dedicate his life to the defeat of monsters like that and embraced the path of the sword wholeheartedly. He’s transformed Boring, Oregon into the sword capital of the USA - possibly the world. Once per three missions, summon The Mayor (As he now demands to be called by everyone) into your support slot until the end of this encounter.
Mutator [Super Spreader] - The name of this ability could use some work… When "Mutator' is used on targets that are not members of your Archive team, the effects are permanent. In addition, it is now a once per encounter ability.
Savvy Negotiator - You're a pretty sharp customer… So sharp, that you get a 10% discount on any and all purchases you make.
Miguel and The Tale of The Atlantean Rebreather - +3 Vitality, And the cycle begins anew. Plus three vitality for surviving through another cycle of this bullshit. Can't wait for the next time someone gives Miguel another Rebreather.
Nostalgic - +2 Intelligence, You miss the days of just… making cool machines and stuff. Fuck SCPs. TAKE ME BACK MAGITECH ARTIFICING. +3 to artificing rolls.
Scammed - +2 Appeal, It wasn’t strictly a “scam” persay - you got what you wanted. It just disappeared because it was never supposed to exist in the first place. Fortunately, giving up the Claudine helped you realize you’re prettier than ANY black diamond.
Mutator [The Gift That Keeps On Giving] - Oh God. More impetus for you to give more people superpowers. That’s all you needed. Once per three missions, you can use a power you’ve permanently given to an NPC with Mutator for 1d2 turns. (0/3)
[The Mayor - Supernatural Swordmanship]
[Father Elijah - Stellar Physiology]
[Engineer (Blonde MIT girl I just met who turned my lungs into hair after meeting her.) - Quantum String Manipulation (Jamie Bradock)
Good Teacher - +2 Intelligence, That was a really, really nice thing you did for your students, there. You gain a +4 to parenting rolls.
Hydrokinetic Pull - +1 Vitality, You can attempt to grapple and pull a target with hydrokinesis based on vitality. You've got some experience with it now.
Garbage Tarts - +1 Deftness, C'mon dude. I could've eaten those. Once per day, you can summon a box of pop tarts. Your choice of flavor.
Mutator [Friendly Mutations] - +2 Luck, Just keep messin' up those genetic codes like a kitten with a ball of string. Now you can do it with your friends! Once per player character, roll luck to give them a permanent mutation.
Hairy Lungs - +1 Vitality, Eww.
Mooo - +1 Intelligence, That cow is gonna destroy that entire valley and I am HERE for it.
Metastop - As a teacher at Xavier's school, you understand the dangers of your job. You're dealing with children that some would deign to call mortal gods or walking nukes. Which is why you picked up a handy little psionic trick to make things ever so slightly safer. Once per day, you may attempt to negate a target's usage of a superpower based on intelligence versus the target's roll for their ability. Perfect if it's becoming rapidly clear that your student is literally about to explode.
Genderbender: That was uh... You know the first time was an accident, the second and third time? That's a pattern. +2 to rolls that change someone's gender.
Sire of a Bloodline: +2 Vitality, You know what there were certainly possible consequences for fighting that Aspect and you said nah that shit ain't happening and now you've sired children for her daughter. You have no idea what consequences that will lead to. +2 to creating children.
XXX: +1 Appeal, You [REDACTED] and [REDACTED] that Princess's [REDACTED]. You could probably [REDACTED]? Who knows.
KUR: The Puzzle Master - +3 Intelligence, I AM THE PUZZLE MASTER, MASTER OF PUZZLES. FEAR ME, ALL ESOTERIC LOGIC PROBLEMS. (edited)
KUR: Fisherwoman - +1 Deftness, +1 Luck, The Multiversal Lake has taught you the secrets of the hookers, which is what some people call fishermen. Not many people though.
KUR: Ways of the Water - +1 Vitality, All that time near the water has empowered your Undine powers! You gain a +3 to water or fish-based rolls!
Open-Ended - +2 to a stat of your choice, Sometimes we leave things unfinished and you know what? That's OK. You gain a +2 to an action of your choice. Make up whatever story you want for however you got it. (+2 Int, +2 To Convincing demonic entities you are on their side.)
Firebug - Burn baby burn. Disco inferno. You’ve both started and stopped very big fires, and you’ve gotten pretty decent at dealing with them. You gain advantage to defenses against fire-based attacks.
The Answer - +2 Vitality, Oghma has decided to respond to your question with this ability. Once EVER, permanently regain a lost sense. [USED!]
Epicly Gilgamesh - +2 Intelligence, Once per day, you can summon a non-magical copy of the entirety of The Epic of Gilgamesh to do with as you please. Spread the gospel! (edited)
- Boons -
Minor Boon of the Goddess of The Hunt, Seasons, and Biomechanics - Beginner Biomechanization: Once EVER, a part of you will become more biomechanical. This upgrade cannot be removed by anything less than divine intervention. This upgrade will not be removed by changing your race, but may change its presentation depending on your new form. Your bonus will depend on what body part you choose. (Used on my Lungs. I NO LONGER HAVE TO BREATH + 1 Vitality)
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.
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.)
(CURRENTLY USABLE)
(10/5)
Lesser Boon of The God of The Night - +1 Vitality, Intelligence, and Perspicacity, Spacewalk: You can survive in the vacuum of space.
The Lesser Boon of The Grand Conductor - +1 Deftness, +1 Perspicacity, +1 Appeal, A Symphonic Prayer - Once per day, play a song and... something will happen as a simple. Roll luck
The Lesser Boon of The Titan of Combat and Bloodshed - +2 to all stats
EVERYONE: The Boon of The Life Cycle- +1 Vitality, +1 Perspicacity, The Thin Line - Once per day, use your normal abilities and stats for one action while in critical condition
Boon of The Mistress of Fate - +3 to Vitality, Intelligence, and Luck, +1 to others, Simplified Fate (Once per day, mission, or bounty, target luck roll becomes a 1d2. A 1 is a natural 1, a 2 is a natural 100), Vision of Fate (Once per day, attempt to get a vision of a specific outcome as a simple action. 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.
Greater Boon of The God of Tenacity, Heroism, and Humanity - +4 to Robustness, Vitality, and Intelligence, +2 to others, Champion of Humanity (Once per day, activate this ability as a simple action. If your enemy is considered an "Enemy of Humanity", you gain advantage to all combat-based rolls against them.), Tenacious Edge (Once per day, after you miss any kind of attack you may immediately perform a basic attack (ranged or melee) against your original target as a free action.)
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!
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.
Lesser Boon of Lady Luck - + 4 Luck
>Loaded Dice - Once per month, choose the result of a target roll. This ability must be declared before the roll is actually made. (Used 1/7/2021)
>Perfected Luck Defense - You are no longer limited to only two luck defenses per battle, and may use them freely. In addition, your luck defenses now trigger wild magic.
Boon of The Drifter - +4 to Intelligence, Perspicacity, and Appeal, +2 to others, Journey [The Magician] - Once per day, activate this ability to gain a +2 point bonus to your next performance check.
,
Minor Boon of The Goddess of Villainy - +1 Robustness, Deftness, and Intelligence, Once EVER, gain a much more powerful version of one of your superpowers!
"I've been watching your little group quite intently, and I must say that both of you showed such excellent potential for Villainy tonight. Your mugging just to sell candy bars was inspired Kur, as was your performance as the last minute turncoat, Prism. If either of you want to embrace your latent potential for Villainy full time, just give me a jingle "
Lesser Boon of The God of the Cage - +1 Vitality, Perspicacity, and Appeal, Caged Animal (Once per day, create a divine cage around a target for 1d2 turns as a simple action. This prevents them from performing melee attacks or moving!)
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.)
Mark of the Greater Aspect of Tyranny - Once Ever proclaim complete dominion over a group of people and gain a 1.10x multiplier to actions to subjugation against those people.
The Boon of The Powers That Be - +3 to Vitality, Intelligence, and Luck, +1 to others, Smite (Once per day, unleash a blinding burst of divine light that does double damage against the undead and demons based on intelligence.), Vision of Danger (Once per two missions as a simple action, get a vision about a specific target - this will give you information about who they will target with their next attack and what they will do)
he Boon of The Goddess of Agony, Fear, and Tribulation - +3 Robustness, Vitality, and Perspicacity, +1 to others, Fear Itself (Once per encounter as a simple action, attempt to inflict the "Fear" status effect on a target based on perspicacity), Agonizing Power (Once per three missions as a simple action, roll your highest stat [excluding luck] against your vitality. You take the difference in vitality health pool damage - BUT that difference will also be added to the number of successes for your next roll.)
- Racial Abilities -
Vegan Cryptozoology: You are now somewhat more familiar with the mental presences of plant based cryptids. +5 to rolls when using your cryptid powers on or against them.
Aero Aura - With a burst of windy goodness you surround yourself with an aura of wind to do with as you please. You now possess some degree of control over this aura, and can attempt to specify exactly how your wind aura defends against an attack (for example, attempting to catch a knife being thrown at you instead of deflecting it, specifically trying to send an attack in another direction, etc). You may use this aura as an immediate reaction to attacks. Based on intelligence or vitality
Kur's Special Kamehameha - Once per encounter fire a burst of wind energy. You may spend an action charging energy to empower your final attack.
Command and ConKur - Once Per Day Empower yourself to go beyond what is possible by commanding yourself to do something. (GO BEYOND! PLUS ULTRA!)
No Fly Zone - create an area of wind pressure that doesn't allow any hostile targets to fly within it based on wind stat. As a simple action. (Can be used as an instant interrupt.)
Wind Constructs - You gain the superpower Aerokinetic Constructs (https://powerlisting.fandom.com/wiki/Aerokinetic_Constructs). You may attempt to shape the air into different shapes and forms as a simple action. The more complex the shape, the more difficult the necessary roll. Some more complex applications may require a main action to perform. Based on vitality
Draconic Physiology [Supernatural Speed] - You gain the superpower supernatural speed (https://powerlisting.fandom.com/wiki/Peak_Human_Speed/Supernatural). You are able to move at speeds far beyond the realm of a normal human being. More complex applications of this ability may require a performance check. Based on deftness. Currently, you have Type 1 super speed, but this may improve with development and training (Type I: User can move at or beyond supersonic speed.)
Homicidal Vacuum - Once per day, attempt to rip the air out of the target's lungs and create a vacuum around their head.
Gusty Getaway - As an instant interrupt, you may attempt to avoid an attack by shooting a gust of wind to propel yourself to a spot within sight within 100 feet. Based on vitality.
Echoes of Power [Hellfire] - Sending that dude to hell was kind of fucked up. Then bringing him back was pretty fucked too. You can't win this Christmas! You may now attempt to generate streams of hellfire, although you can't really control it once you fire it based on vitality. It tends to do more damage to those with sins crawling on their backs.
Echoes of Power [Hellfire Manipulation] - Your connection with yourself and giving them your memories (The most important relationship in your life is the one with yourself, after all) has actually reminded you of a couple of things yourself! You can now use an advanced version of pyrokinesis called "Hellfire Manipulation" (https://powerlisting.fandom.com/wiki/Hell-Fire_Manipulation) based on vitality. Hellfire has a lot of special properties regular fire doesn't, and it'll be ever so much fun figuring those out! While this doesn't let you create Hellfire (although you do have a less controllable ability for that), you can turn regular fire INTO hellfire!
Cryptid Master - +3 Intelligence, You've proven yourself to have incredible command over cryptids and made one or two yourself. Any cryptid that you are responsible for the creation of must roll their perspicacity against your appeal with disadvantage versus your intelligence or appeal.
] Draconic Fireball - The quintessential draconic classic. You may breath a huge burst of flame at a single target based on vitality. This has a chance to burn the target on a successful hit (Roll luck. Above a 50 and the target is burned).
- Traits -Homicidal Vacuum - Once per day, attempt to rip the air out of the target's lungs and create a vacuum around their head.
Gusty Getaway - As an instant interrupt, you may attempt to avoid an attack by shooting a gust of wind to propel yourself to a spot within sight within 100 feet. Based on vitality.
Echoes of Power [Hellfire] - Sending that dude to hell was kind of fucked up. Then bringing him back was pretty fucked too. You can't win this Christmas! You may now attempt to generate streams of hellfire, although you can't really control it once you fire it based on vitality. It tends to do more damage to those with sins crawling on their backs.
Echoes of Power [Hellfire Manipulation] - Your connection with yourself and giving them your memories (The most important relationship in your life is the one with yourself, after all) has actually reminded you of a couple of things yourself! You can now use an advanced version of pyrokinesis called "Hellfire Manipulation" (https://powerlisting.fandom.com/wiki/Hell-Fire_Manipulation) based on vitality. Hellfire has a lot of special properties regular fire doesn't, and it'll be ever so much fun figuring those out! While this doesn't let you create Hellfire (although you do have a less controllable ability for that), you can turn regular fire INTO hellfire!
Cryptid Master - +3 Intelligence, You've proven yourself to have incredible command over cryptids and made one or two yourself. Any cryptid that you are responsible for the creation of must roll their perspicacity against your appeal with disadvantage versus your intelligence or appeal.
] Draconic Fireball - The quintessential draconic classic. You may breath a huge burst of flame at a single target based on vitality. This has a chance to burn the target on a successful hit (Roll luck. Above a 50 and the target is burned).
-METASERUM-
Luck MetaSerum - powerlisting.fandom.com/wiki/Lie_Inducement +1 Luck, Based off of Int
Vitality MetaSerum - powerlisting.fandom.com/wiki/Artificial_Element_Infusion +1 Vitality, Based off of Int
Intelligence MetaSerum - powerlisting.fandom.com/wiki/Internal_Bodily_Cleansing +1 Int, Based off of Vit
Perspicacity MetaSerum - powerlisting.fandom.com/wiki/Inorganic_Magic +1 Persp
Appeal MetaSerum - powerlisting.fandom.com/wiki/Ricochet_Inducement +1 Appeal
Deftness MetaSerum - powerlisting.fandom.com/wiki/Strong_Heart +1 Deftness
Robustness MetaSerum - powerlisting.fandom.com/wiki/Instant_Angular_Momentum +1 Robustness
Luck MetaSerum - powerlisting.fandom.com/wiki/Lie_Inducement +1 Luck, Based off of Int
Vitality MetaSerum - powerlisting.fandom.com/wiki/Artificial_Element_Infusion +1 Vitality, Based off of Int
Intelligence MetaSerum - powerlisting.fandom.com/wiki/Internal_Bodily_Cleansing +1 Int, Based off of Vit
Perspicacity MetaSerum - powerlisting.fandom.com/wiki/Inorganic_Magic +1 Persp
Appeal MetaSerum - powerlisting.fandom.com/wiki/Ricochet_Inducement +1 Appeal
Deftness MetaSerum - powerlisting.fandom.com/wiki/Strong_Heart +1 Deftness
Robustness MetaSerum - powerlisting.fandom.com/wiki/Instant_Angular_Momentum +1 Robustness
Cannibal (I) - You have transgressed one of the most deeply held taboos by almost every sapient life form in the multiverse. You have either eaten another member of your species or a member of a species that is incredibly morphologically similar to your own (For example, an elf eating a human or vice versa).
Lesser Aspect of Tenacity - You have become one with the universe. You are tenacity.
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
Brutal - When you fight, you fight to win. +2 to attacks aimed with killing intent.
Killer - Trait - You have taken the life of another sentient being.
Tired of Running - Trait - You've been running and hiding for thousands of years. You are sick of it. It's time to stand and fight.
Avatar Slayer - Trait - The mightiest agents of the Divine have fought against you and you've come out victorious every time. The Gods themselves tremble at the mere mention of your name. You gain a 10 point bonus to rolls against Avatars
Dragon Slayer - One of the most feared and powerful creatures in the multiverse has fallen by your hand. You gain a +3 bonus to hostile rolls against dragons. (4 Dragons slain overall.)
KUR: Heartless Slayer (II) - You have used the power of the keyblade to permanently destroy the forces of darkness known as Heartless. You gain a +8 point bonus to all rolls against the Heartless.
- NORMAL HEARTLESS KILLED: 0
- BOSS HEARTLESS KILLED: 1
Demon Slayer (I) - You have slain the physical manifestations of evil that infest the multiverse. Good riddance. You gain a +3 point bonus to slaying demons. Just like any other slayer trait, you must get the final blow for it to count towards your kill count. DEMONS KILLED: 1
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 (+1 to Persp) and Once Per Month create an average sized Jack-O-Lantern.
TRAIT: Revisited - +2 Vitality, You witnessed your defeat at the hands of Gilgamesh. What can your past teach you about your future?
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. (LOCKED TO REINCARNATION OF KUR)
Marked by Death - You completely ignored the warnings of Death himself. Who was that anyway? TEMPORARY - The next time you are in critical condition, you have disadvantage to all rolls, including saving throws, until you are stabilized.
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.
Heroic - In a moment where a friend needed you desperately, you sacrificed something incredibly important to you to save them.
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.
Current Tattoos:
Crescent moon from The Goddess of The Moon on the back of her left palm. (Plan to do a sun symbol on the opposite hand at some point.)
THE CONDUCTOR its a musical note, but when you touch it you hear whatever song the conductor is currently playing (Behind the left ear.)
Goddess of The Hunt, Seasons, and Bio-Mechanics: Sniper rifle with leaves swirling around it the leaves change depending on the season. Currently goes on the upper half of Kur's Right arm.
CHRIS for the minor boon, i think its straight up just the breath symbol when you touch it, the tattoo switches to say "Be clever. Be kind." (Right Ankle)
TRAIT: 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
Heroic - Despite knowing that death is truly the end for you, you bravely risked your life to save an entire planet.
Watched by Superpowers - You feel like you're being watched by some very powerful eyes...
Archive Season 1 Survivor - A pin of a space-ship with bike wheels. It's made so that it works as an interior shot and contains within it chibi versions of all of the Archive members plus Absolute, Jimmy, Vesper, Murphy, and Gumbaloo! +X to a stat of your choice where X is the current season number of the archive. (At this point, we're in season 2!) (Currently +2 Vitality!)
Enemy of The Hegemony - The time of law has ended. Now is the time for all out war.
Christmas 2k21 - +1 to a stat of your choice, Merry Christmas everyone! Thanks for being part of The Archive! Once per month, this universal allows you to summon a fully decorated christmas tree! (Int)
New Years 2k21 - +1 to a stat of your choice, Should oooooold acquaintance beeee forgot... Once per day, you can fire off a firework at a target! It doesn't do much damage, but it sure is pretty (Vit)
Tides of Chaos
The path of a Wild Mage is unpredictable, and can have untold changes, both temporary and permanent. Any permanent changes you receive from Wild Magic will go here, appended to this ability. Permanent changes so far:
Lost my sense of Taste [Since regained!]
-2 robustness
+1 luck
Gained the Power - powerlisting.fandom.com/wiki/Meat_Manipulation
Gotta cast any spell, cast one to give myself a super power. Got - Supernatural Swordsmanship
Description:
Capabilties: See Also: Implausible Fencing Powers and Master Swordsman.
Read more about your random power at: powerlisting.fandom.com/wiki/Supernatural_Swordsmanship
Lost to the Void - Left Arm, Both Feet. (replaced them with robotic prosthetics.)
CLASS - Xavier Institute Staff
Tier 1
Educator Superior - Just as mutants are a clearly superior version of normal humans, you're a clearly superior version of normal teachers. Once per day, you may give a target advantage on a performance check to develop an application of a superpower. This target may NOT be yourself.
Oriented - That orientation video was literally 4 hours long and mostly Professor X showing off he X-Men and yapping on about how this school is the future of both mutants and normal humans and blah blah blah. You at least feel a little brighter now that you've sat through it. You gain +X to intelligence, where X is equal to your tiers in this class.