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Shattered Past: Rise of the Lost

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A Story of Personal Conquest and Rediscovery 

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Royal Taorito
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PostPosted: Mon Apr 29, 2019 5:02 am
Character Classes
The Shattered Paths


Description
tab Known as Paths, the character classes of Shattered Past represent the broken and recovered knowledge of the ancient days of Human and Shinobi Supremacy, altered by the Sundering to include Magic. From the elemental power of the Arcanist to the weapon supremacy of the Warrior, the Paths represent the numerous skills, fields, and knowledge that every character uses to traverse the walks of creation. Below you will find links to each class, broken into one of three categories: Spellslinger, Militia, and Tactician. These represent the type of class as a whole, and the role they most often play, and only serve to help pick a Path that best fits the role an individual member, and their character, may choose to walk. They are described as follows:
tab tab Spellslinger → Paths that fall into this category are known for their overwhelming reliance on Spells and that energy which fuels it, Mana. These classes frequently can be seen as the "mage" classes.
tab tab Militia → Paths that fall into this category are known for their overwhelming reliance on Talents, Proficiencies, and other abilities that are primarily melee focused, or reliant on items to combat their opponents. These are primarily seen as the "fighter" type classes.
tab tab Tactician → Paths that fall into this category are those that fall somewhere between Militia and Spellslinger, or rely on an entirely different source for their strengths and skills. These are often filled with more skilled classes that have to think or use other means to work their trade. These are primarily seen as "Rogue" or "Civilian" classes.
tab Below you will find information on the character progression, what steps to take, and a table of contents for the classes themselves.


Experience, Ranks, and Progression
tab E - rank → || Starts at 0 Experience || ► Most characters begin here, starting out with zero [0] Experience Points, no classes, but with benefits bestowed by their Archetypes.
tab D - rank → || Starts at 500 Experience || ► Selects First [1st] Class & One [1] D - ranked Discipline// Characters may begin at D - rank. See Archetypes for details how their starter packs change.
tab C - rank → || Starts at 5,000 Experience || ► Select Second [2nd] Class // Stack all energy, passive benefits, and slot gains from all classes. Choose one [1] D - ranked Discipline from the Second [2] Class, and gain benefits from both classes' C - ranked Disciplines.
tab B - rank → || Starts at 12,500 Experience || ► Select B - ranked Disciplines from both classes. Stack all energy, passive benefits, and slots gains from all classes.
tab A - rank → || Starts at 30,000 Experience || ► Select Third [3rd] Class // Stack all energy, passive benefits, and slot gains from all classes. Choose one [1] D - ranked Discipline from the Third [3rd] Class, and gain benefits from all Disciplines from D through A - rank for all classes.
tab S - rank → || Starts at 75,000 Experience || ► Stack all energy, passive benefits, and slot gains from all classes. Choose one [1] S - ranked Discipline from the available S - ranked Disciplines for all classes.


Table of Pathways
• Spellslinger Paths
• Militia Paths
• Tactician Paths


Notes
• All characters are granted one [1] free redo for their character where they can change class, race, anything about their character, and keep all gear, experience, and bonuses accrued from Events.
• Every time there is a major guild system change in the announcement a free redo will be given. These are not cumulative, where if you did not redo in the last five [5] changes that grants you six [6] redos. Every time an update comes out you have till the next update to redo the character and make changes as desired.


Energy Pools
tab As might be noted, under Energy Pools for each path and each rank is a total number of energy, followed by a minimum. Each character now gets to freely determine the amount of Mana or Stamina they have, as long as the totals equal up to the value provided, and a minimum number as written must be added to each pool. These numbers can only be in multiples of five [5], and as such cannot end with any number besides a five [5] or zero [5]. These pools are added cumulatively.
 
PostPosted: Mon Apr 29, 2019 7:13 am
Spellslinger Classes
 

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PostPosted: Mon Apr 29, 2019 7:14 am
The Path of the Arcanist


tab Description:
tab Masters of the elemental worlds, harbingers of arcane destruction and unfathomable creation, the Arcanist is the class that harnesses the overwhelming flow of the world's natural Mana to create Spells of tremendous force. Moreso than others the Arcanist focuses on the secrets of Mana and Spell Structure to learn how to change the natural world, and to summon it to their command. Mage, Wizard, Witch, the names and titles of the Arcanist are many in number, but all mean the same thing: master of the Arcane forces of creation.
tab Functionally speaking, the Arcanist is the class with the most access to Spells, splitting them between their elemental pools and unleashing them with their impressively deep reservoirs of mana. This is made up for, however, by a severe lack in stamina. While Arcanist warriors aren't uncommon, and in fact have been shown many time in theory by the power of the Knight, selecting this Path makes it difficult to accomplish without branching off into another Path at C - rank or A - rank. When it comes to versatility of magic, to harnessing raw arcane power, there are none as powerful and adaptive as the Arcanist.


tab Notes / Reminders:
Casting Types:
tab → Chanting
tab → Magic Circles
tab → Hand Seals
tab → Object Medium
• An Arcanist may not pick the Naturalist Discipline as well as the Elementalist discipline. They are opposed in the teachings of the Path of the Arcanist.
• An Arcanist who selects this class a third time is granted no additional D - ranked Discipline, and instead gain one Greater Personal Attribute and an additional Discipline Point for their pool.


tab tab D - r a n k
Quote:
tab Disciplines:
Artillerist: These characters only have access to one [1] element, instead of the usual two. The chosen element overpowers mana-based spells of the same rank, except when pitted against the element that it is weak against. In that case, they interact as two equally powered techniques, cancelling each other out. The discipline also grants an extra six [6] Spell slots per experience rank, including the rank this discipline is taken.

Elementalist: These characters start with two [2] elements, with spell slots mirrored across both elements. These elements do not gain any extra strengths on their own, but the user can perform ‘Self-Collaboration’ spells. This allows the user to cast two [2] spells in one [1] activation as a single spell, which may increase the effect by [1] rank and combine the effects when applicable. The user must still pay for both original spells.

Naturalist: The character starts with access to no mana elements, except for Void. However, the Naturalist mirrors slots across the five [5] main elements, and they are then able to use that spell by drawing from nature around them--assuming the appropriate element is readily available. This works for Born spells, which take up slots from one of the parent elements needed to take the Evo, and is limited to elemental Evos. They are unable to combine existing elements into Evo-based elements; those elements must be readily available. The discipline also grants an extra one [1] Spell slots per experience rank, including the rank this discipline is taken.


tab tab Base ○ Energy ○ Pools:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty-five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn [1] additional Arcanist Spell per paragraph.
tab tab Base ○ Spell ○ Limits:
tab tab tab • [ +06 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +04 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Personal Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Arcanist. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn [2] additional Arcanist Spells per paragraph.
tab tab Spell ○ Limit ○ Increases:
tab tab tab • [ +04 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +00 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab B - r a n k
Quote:
tab Disciplines:
Affinity: Select one [1] element of choice from the elements the character knows. The Arcanist gains an affinity for this element, giving them the ability to call forth a small creature called a Familiar from an available source of the chosen element. These Familiars are sentient and take on a unique shape of the Arcanist's design at the time of summoning, depending on its stats, as written below. A Familiar may be summoned at any time for fifteen [15] Mana, and will remain until dismissed or killed. See the spoiler for more information on Familiars.
Overview:
Familiars are a species of beings born of the natural elements and an Arcanist's mana, infused with the will of the creator to shape life. A Familiar is born of the elemental chaos and retains properties as such, from being able to cast spells or shapeshift, etc. Upon creation an Arcanist is granted ten [10] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Only one [1] Familiar may be in existence at a time, and each time this discipline is taken a new element is selected, or another of the same element may be created. Once a Familiar's stats and personality are set, they cannot be changed.

Stats
Power → Grants a physical boost to the creature. Starting out anywhere from six inches to two feet in height, the Familiar gains an additional foot in height every point above two [2] that it has. Furthermore, after [4] points, the Familiar gains a number of Proficiency Points and Stages of Learning equal to a Warrior or Titan of half the Arcanist's rank (i.e. If the Arcanist is B-rank, the Familiar would gain the slots of a D-rank Warrior or Titan). Familiars with high Power often are brutish, large, and simplistic in design, such as armadillos.
Agility → Grants a physical boost to the creature, making it faster and harder to hit. Starting out able to move about as fast as any creature of its size, and with two [2] limbs for movement, for every point above two [2] another pair of limbs may be added. Ergo, to make a humanoid familiar, three [3] points would be needed to maintain a pair of arms and legs. Furthermore, for each pair of legs the creature can run and maneuver faster, doubling per point spent. Size will limit speed the same way it does in real life. Familiars with high Agility often have lots of legs or tentacles with twisted shapes.
Intelligence: Ranging from one [1] to six [6] Intelligence determines the ability for the Familiar to think like a person. One [1] is like an animal, a pet, while six [6] grants human level intelligence. At one [1] Intelligence, the Familiar has [1] activation per post. At four [4] and six [6] points, the Familiar gains an additional activation that can be used the same ways as any other character, capping at three [3]. Familiars with high Intelligence tend to look closer to humanoid in shape, with modifications that make them look not human, such as a ball of fire with robes orbiting it where the abdomen would be.
Mana: Determines the Familiar's ability and wellspring of natural Mana. Birthed from an element, it cannot have more than its own birth element, but for every point of Mana that it has the Familiar gains fifty [50] energy points to allot between Mana and Stamina. Furthermore, for every point above two [2] in Mana attained the Familiar is granted five [5] Spell slots which may be split as desired between Arcanist and Illusion spells. Familiars with high Mana content tend to be of strange composition or appearance, such as a small trail of crystals or a small galaxy replication.


Physical Cross-Training: Gain five [5] Stages of Learning, four [4] Skill Points, or two [2] Proficiency Points. Can be taken more than once.

Wellspring: Gain one [1] additional element, and mirror Spell slots for that new element. In the case of characters with the Naturalist discipline, they instead gain ten [10] additional Spell slots.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn three [3] additional Arcanist Spells per paragraph.
tab tab Spell ○ Limit ○ Increases:
tab tab tab • [ +04 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Arcanist. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn four [4] additional Arcanist Spells per paragraph.
tab tab Spell ○ Limit ○ Increases:
tab tab tab • [ +04 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points.
tab tab tab • [ +00 ] Stages of Learning.


tab tab S - r a n k
Quote:
tab Disciplines:
Spell Adept: A true master of your craft, a character receives an additional Element, as well as a small extra amount of Spell Slots. This culminates in a number of Spell slots being given equal to one-fourth [1/4] the current total of Spell slots, after mirroring, bestowed by the Arcanist Class. If Naturalist was selected the total spell slots granted increase to one-half [1/2] instead of one-quarter [1/4].

Spell Savant: Through possible years of study, or perhaps simply a level of understanding that few in the world will ever know, you find yourself able to physically interact with techniques associated with your elements as well as natural Mana Effects related to the character's elements and determine its composition. This is defined as knowing how much mana is within the technique, any augments used on this specific technique, and generally how long ago it was used, if not immediately apparent. If an "intent" was made for the technique, such as a Trigger, this will also be revealed. This takes no activation, but only works on Arcanist spells of elements the user knows.

Spell Master: The character who chooses mastery of the Spell arts delve deep into the mysteries and laws behind the construction of Spell in an ever-greater search for the "Ultimate Spell". This search teaches them that in rare cases a powerful technique may be sculpted, called S+. By taking this route of mastery the character unlocks three [3] S+ ranked Custom Spell slots, allowing for the creation of Spell with power that can be terrain-altering.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either].
tab tab Passive ○ Benefits:
tab tab tab • Learn five [5] additional Arcanist Spells per paragraph.
tab tab Spell ○ Limit ○ Increases:
tab tab tab • [ +03 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning



Royal Taorito
Edit Log:
• Lanfaer || 9/3/19 @ 10:42am || → Changed Naturalist Slots to mirror across all five elements, with Evo elements taking up slots from the parent element slots. Also reduced number of "bonus slots" per experience rank to 1 instead of 6. Before, at C - rank, a character would have 32 techniques across the board to use. With the new change, it would be 17 techniques per element by C - rank. Also added that Elementalist mirrors slots across their elements.


© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 7:15 am
The Path of the Illusionist


tab Description:
Illusion ( Illusionary/Mental techniques ) refers to any technique that utilizes mana, requires handsigns, and has results that affect the target's mind in some way, whether directly through Enchantment or indirectly through Illusions. The Illusionists rely on creative and underhanded methods to apply their Illusion to their opponent in order to inflict horrid mental and internal results, granting them terrible Afflictions that can ravage the mind and sunder the spirit. If the Arcanist is a master of the physical world through its magic then the Illusionist is a master of the ephemeral world.
tab In mechanical terms, the Illusionist is the master of Illusion, bending and twisting the definition of reality to those Afflicted by their spells. Like the Arcanist the Illusionist has a larger pool of mana than other classes, focusing less on the physical world and worrying more about bending the will of others’ to their own. While physical warriors and combatants are not commonly seen alongside the Path of the Illusionist it does happen, and those warriors are known most for mastering the art of deception when bringing their weaponry and spells to bear.

tab Notes / Reminders:
Casting Types:
tab → Hand Seals
tab → Object Medium
tab → Magic Circles
tab → Performance


tab tab D - r a n k
Quote:
tab Disciplines:
Predationist: Named after the act of attacking and plundering, the Predationist is an Illusionist who weaponizes and preys on the perceptions of others. When selecting this Discipline the character gains one [1] custom Affliction that they must submit to Custom Techniques. This Affliction can be a mental or physical affliction, and represents the Corruption inherent within the character's illusions. This Custom Affliction is applied to any technique that has it's cost increased by ten [10] mana. When the duration of the illusion runs its course, the user will attain one [1] point of the associated Corruption type.

Magician: Smoke and mirrors was once the hallmark of a true "magician" before magic changed everything. When selecting this Discipline you may select one to three [1-3] "props" which may be utilized as mediums for illusions. If used these props increase the Base Duration of the technique by two [2] posts, as well as causes the cost for Release to be increased by one [1] rank. Furthermore, once per rest cycle, the Magician is able to cast one [1] Illusion spell that they know from each prop without the need for Mana. Each prop's spell is chosen upon waking, and it cannot be changed until the Magician sleeps again.

Conjurer: What makes an Illusionist deadly is the warping of the definition of reality itself. When facing an Illusionist you never know what's "real". The Conjurer only makes that worse. A specialist in the field of Illusory spells, the Conjurer pours Corruption into their spells, spilling the Echoes into the illusions and giving them a semblance of life. Damage inflicted by these illusions is real, such as sword blades leaving gashes on flesh. They can kill. However, this comes at a cost. Firstly, such illusions have their strength and power spread across them, meaning the more the illusion does, the less power each individual does. Secondly, these illusions last half as long [1/2], and their upkeep cost is likewise increased by half [1/2] .


tab tab Base ○ Energy ○ Pools:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn one [1] additional Illusion Spells per paragraph.
tab tab Base ○ Jutsu ○ Limits:
tab tab tab • [ +04 ] Arcanist Spell slots.
tab tab tab • [ +12 ] Illusion slots.
tab tab tab • [ +04 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Personal Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Illusionist. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn two [2] additional Illusion Spells per paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +06 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab B - r a n k
Quote:
tab Disciplines:
Proxy: Birthed of Mana, these creatures have limited sentience and are connected to the Illusionist Mana network. They have but one purpose: each one may hold and maintain one [1] illusion spell's upkeep for the character, using the character’s Mana pools but freeing up the user’s activations. Selecting this discipline grants the ability to conjure, for five [5] Mana a piece, up to two [2] Proxies, with an additional one [1] at C-rank and S-rank. At S - rank this would grant four [4] Proxies. Each Proxy can hold one [1] upkeep at a time.

Inception: The character chooses one [1] sense. They may apply this sense as a secondary sense to any technique, and whenever that sense is used as a primary sense, the technique acts as one [1] rank higher in strength. Keep in mind that in order for the sense chosen to be effective within an illusion, it needs to make sense with the illusion being cast.

Dream Eater: The magic to redefine reality is not only a way of life, but a sustenance. The Dream Eater learns to break illusions of many varieties, including their own, and devour what remains. When using Release to break an Illusion effect the Dream Eater gains half [1/2] of the mana spent in the spell as regenerative bonus into both their mana and stamina pools. Furthermore they may select one [1] sense used in the spell and apply it, for free, to the next illusion spell they cast. Just like the Inception discipline, it is best to keep in mind the application of the sense in the illusion the character casts.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn [3] additional Illusion Spells per paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +06 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +00 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.


tab tab A - r a n k
Quote:
tab Personal Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Illusionist. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn four [4] additional Illusion Spells per paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +06 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.

tab tab S - r a n k
Quote:
tab Personal Disciplines:
Nightmare Architect: A master of conjuring horrific imagery and pushing the sanity of their victims to the breaking point, the Nightmare Architect learns to harness Fear and corrupting spells that break the minds of those afflicted in new ways. Firstly, they may change the themes and imagery of any spell they know to become twisted in their arts. Secondly, the Nightmare Architect becomes something somewhat less than human, and more in touch with Fear. By making eye contact with a target the Architect can activate any fear-based Illusion without the need of any medium, though this can only work on spells up to B - rank in strength.

Dream Weaver: Masters of Illusions, the Dream Weaver learns to look beyond the normal and redefine Illusion magic as it stands. These Illusionist learn to craft the forbidden arts, S+ - ranked techniques, gaining a total of three [3] techniques, the utilization of which has been known to redefine reality in its totality within an enormous swathe of land.

Receptacle of Echoes: The corrupting influence of the Echoes goes hand in hand with the twisting of perception that is Illusion magic. It is often at the forefront of the mind just how far an Illusionist may toe that line before crossing it, for once the decision is made it cannot be unmade. A Receptacle of Echoes selects three [3] Afflictions, whether custom or not, and grant these Afflictions through contact. All spells, unless otherwise desired, grant these Afflictions. Any spell of the Enchantment school grants one [1] Mental Corruption to the intended target, spreading the infection of madness with it.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn five [5] additional Illusion Spells per paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +06 ] Illusion slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +00 ] Proficiency Points
tab tab tab • [ +00 ] Stages of Learning.


Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Apr 29, 2019 7:16 am
Path of the Medic


tab Description:
tab Wherever there is violence, sickness, and death there shall always be a need for those who practice the arts of recovery and destruction. The Medic serves as the battlefield healer or triage doctor who works to bring others back from the brink of death, to fight ungodly magical plagues and to tend to the broken bodies of those who bear the worst of luck. Often ridiculed or seen as the least worthy of note the Medic often serves a role that others choose to ignore or fail to recognize at their own risk. Many fail to recognize that those who can stitch together muscle and bone, who can treat or cure magical plagues and who can be the last line of defense between a warrior and death can also just as easily reverse that course.
tab Mechanically speaking, the Medic serves as the primary treater of mana-born injuries and the source of mana-born healing of the physical realm. As such it does not treat Afflictions or Corruption, though it is the Path most likely to take a formal education in the Physician skills.


tab Notes:
Casting Types:
tab → Prayer
tab → Performance
tab → Talisman
tab → Magic Circles
• Healing Spells can be learned only by those of the Path of the Medic.
• As spells, Healing Spells get the same bonuses/reductions as Arcanist and Illusionist spells the character may already have, if any.
• Any boosts to Harmonic effects do not affect Healing Spells as they are fundamentally different things.
• Healing Spells gain their own limitation numbers, as displayed in each rank.


tab tab D - r a n k
Quote:
tab Disciplines:
Pharmacist: The "Mad Doctor" of the trio, the Pharmacist works to make chemical potions mixed with mana that can generate spell-like effects in unique ways. When taking the Pharmacist path the Medic gains access to creating "Elixirs", a brew wholly unique to this discipline that allows them to replicate any buff or debuff Spell effect , whether stamina or mana based, that they know into a liquid that they can consume to activate. There is no limit to just how many Elixirs a Pharmacist may have, but the rules are as follows for creating them.
Elixirs
To create an Elixir the Pharmacist must spend mana associated with the element or unique flair required for the base technique equal to the rank necessary to cast the spell, and place it within purified water. Then they must place a drop of their own blood into the concoction and mix it in any manner they choose. The Pharmacist will also need to have a Potionmaking (for healing effects) or Poisonmaking (for toxic effects) skill equal to the Rank of the effect (i.e. 5 for A - rank). These always generate one [1] use per vial worth of liquid produced, with only one [1] vial worth able to be produced per Experience Rank beginning at D - rank. All Elixirs that are drunk grant the ability to use the stored technique/ability, no matter personal elements, but it must be utilized within one [1] post per Experience Rank of drinking it or the stored energy is wasted. Drinking the Elixir takes one [1] Activation, and if the effect is utilized within the next action it will count as the same activation. If the stored spell can be utilized on another the Pharmacist may confer this effect unto another as long as they are within range of the stored spell. These Elixirs may be drank by anyone or only by the Pharmacist, the choice of which must be made upon creation and cannot be changed later.


Saint: The Saint path grants the ability to heal with a touch, something relatively rare in the Path of the Medic. No handsigns, no magic circles, no rituals, just a touch to activate. The Saint is granted one [1] spell per Experience Rank, beginning at E - rank, that can be used without paying a cost. This is specific to Healing spells that have a positive effect. If, instead, the effect is Negative in nature, these Spells can be used at only half cost [1/2] without any weakening in strength or viability. The Saint gains an automatic aura that generates feelings of peace and safety (for those who favor positive, beneficial effects) or unease and danger (in those who favor negative, destructive effects). This aura can be suppressed and is not a technique in and of itself, instead merely being an outward manifestation of their dispositions. In other words it cannot force reactions, but can definitely influence them.

General Practitioner: While some Medics specialize in one Practice of medicine over another, others see the value in spreading their knowledge to the most fields they possibly can. These General Practitioners give up the ability to go past the fourth [4th] tier of Skills with all Physician Practices, and in exchange receives an additional two [2] Skill Points per Experience Rank beginning at D - rank that must be utilized to spread their knowledge among the different Practices. Treatments take one [1] step longer to perform, but in exchange they have a better chance of identifying an illness they witness or experience.



tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn one [1] more Healing Spell per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +10 ] Healing Spell slots.
tab tab tab • [ +06 ] Skill points.
tab tab tab • [ +01 ] Proficiency slot.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning..

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Medic. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.

tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn two [2] more Healing Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +08 ] Healing Spell slots.
tab tab tab • [ +04 ] Skill points.
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +01 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Field Triage: Sometimes, the call for medical treatment can come fast and hard with significant hurdles to overcome just to reach the patient, let alone administer treatment. As such, Medics may learn the art of Field Triage, which allows the user to character to gain one additional [1] Activation per post which can only be utilized to activate a Medical Spell that either immediately heals, or immediately harms, the target. Utilizing this activation reduces the techniques effectiveness by half [1/2] rank. This can be taken only once [1x].

Instant Diagnoses: The hallmark of a true Medic is to be able to tell with a glance just exactly what afflicts someone. In many cases the cause might be obvious (such as a broken bone), but others are less so, such as a virus or disease. For those who select this Discipline it becomes less of a burden. For a simple ten [10] mana points the Medic is able to cast Status upon anyone within their sight and immediately recognize that which they've seen before. Eye contact with the intended target replaces physical movements for activation of this spell. As a base, this will only work on a Hazard of Tier Three [3] or lower in Threat.

Cross Training: The best medics are those who survive on the field of battle. While most invest time and energy into learning exclusively the arts of the medic, some realize that branching out might help alleviate the stress of combat. As such, by taking this Discipline, the character gains one of two options: four [4] Stages of Learning of Unarmed or Weapon Styles, or any combination of ten [10] Spells between Arcanist and Illusionist types. Once made the choice cannot be unmade, so choose wisely. This can be taken multiple times, with no limit.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn three [3] more Healing Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +08 ] Healing Spell slots.
tab tab tab • [ +03 ] Skill points.
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Medic. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn four [4] more Healing Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +08 ] Healing Spell slots.
tab tab tab • [ +04 ] Skill points.
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Sage: The power of the Sage is either awe inspiring or terrifying, with no in between. By becoming a Sage the Medic is able to create three [3] S+ - ranked techniques, which can be easily mistaken for a miracle or a catastrophe with equal ease.

Diagnostician: As the saying goes, "knowing is half the battle". A Diagnostician specializes in identifying and recognizing sicknesses, injuries, and knowing best how to address them in a rapid manner. By taking this discipline the Medic is able to identify any hazard, the level of injury, and the effects that are currently upon the targets of those they look at. Furthermore, they are able to gain a complete profile of their physical health, though not their spiritual, thus stopping them from identifying Corruption levels but not the effects triggered by high levels of it. This knowledge can be garnered not only from sight, but by touch, though only medical information is able to be attained this way.

Plague Doctor: The opposite side of the Medical field is the destruction of a target's body. In this sense the Plague Doctor is an opposite of what traditional Medics stand for, but that doesn't mean they aren't medics. Using the knowledge and abilities they have the Doctor gains access to three [3] special custom techniques called Plagues which spread illness to those afflicted. From this point forward the Plague Doctor is able to bestow their plague through any medical technique they possess, or through previous disciplines that affect others.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn five [5] more Healing Spells per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +08 ] Healing Spell slots.
tab tab tab • [ +03 ] Skill points.
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 7:17 am
Path of the Medium


tab Description:
tab There are those in life who are more in touch with the many Entities that roam this world. Sprites, Fades, and Shards make up the inhabitants of the Spiritual World and the Land of the Dead, and through the Medium they are able to manifest in a variety of ways to grant powers to, and through, them. The Medium in times past were seen as witches, abhorred by the masses for their supernatural ways, for none could see what they could, could hear or experience the desires and voices of the Dead. As such they were feared, and the practice of the magic was brought underground during the time of the Shinobi. In the new world, however, this has changed. Once the beings of the Spiritual Worlds walked unseen, yet not they inhabit the world of the living in a variety of ways. What was once rare has become common place, and so the magic of the Medium has come at last to the world as a power house all its own, an authority on spiritual matters.
tab Mechanically speaking, the Medium selects one of three types of the dead: Shards, Fades, or Sprites. Once selected the Medium is able to harness these spiritual entities and generate different effects based on the type of Medium they choose to be. While the Medium can and will stand on its own as an individual class, the Medium also serves as a perfect "mixer", as it blends with nearly any other class for a variety of unique, powerful effects. With few exceptions, the Medium requires perhaps the most personal creativity, with anyone selecting it able to customize their spells and abilities to fit their needs.


tab Notes:
tab Casting Type:
tab → Chanting
tab → Prayer
tab → Object Medium
tab → Weapon Medium
tab • Mediums must select a Focus that is influenced by their Disciplines, and this focus must be listed next to their Class on their Profile. An example would be "Medium (Iron)", or if multiple would be "Medium (Iron, Katana, Steel)", etc. A Medium may only have one [1] Focus at D - rank, and gains a second [2] at A - rank. This can be further increased by Disciplines and Personal Attributes.
tab Difficulty: Expert. Please be advised that the Medium is one of two classes that heavily rely on the ability of the role player to customize their content, as the Medium is by and large a class shaped by the will and imagination of their user. As such, while the Moderation Teams will do their best to assist, the majority of the time you will be creating your own content to define just who your character is, and what they are capable of, nearly constantly.


tab Terminology:
tab • Focus
tab tab tab → A Focus is a material that may be utilized by the Medium to create a Shikigami. Wood, Iron, Steel, Stone, the material must be Shaped into an object or shape that best fits what the Shikigami will look like. The Shikigami inhabits the Focus, and once unsummoned it returns to the original shape.
tab • Shape
tab tab tab → The actual shape of the material Focus. An example would be to take a piece of paper and cut it into the shape of a human being. Another would be a Sword, a Shield, a set of Armor, etc. When possessing the Shikigami the inhabit and form a body as close to the Shape as possible.
tab • Fade
tab tab tab → A Fade is a spirit that inhabits the Echoes // The Darkness Plane, and the closest equivilent in popular media would be a demon or poltergeist. To summon a Fade the Focus must be of vile nature, such as parts of a body, guts, or an act of blood or violence must take place during or just before.
tab • Sprite
tab tab tab → Elemental creatures who are less than full spirits. Closely tied with the elements and the natural forces of the world, Sprites are easy to summon with any type of focus.
tab • Shard
tab tab tab → Known as the spirits of those who have died and who are but a shard of themselves, these are the dead who have not ascended to a new form. As such they are rife with emotion, with their emotions expressed more powerfully than any other, as their souls begin to call out for Ascendance. As such a Shard is more often willing to leave the land of the Dead for a moment to avoid those who would harvest their emotions for currency. For more information see the appropriate section of the World Lore.
tab • Guide
tab tab tab → Assumers are different than others as instead of summoning their entities to them they instead begin with one. A Guide is manifested as the inner desires of the Assumer call forth into Death for a kin to follow them. In many cases these mirror the Familiars commonly seen in Witches. Guides have a limited level of sapience and sentience that grows as the Assumer does, beginning as little more than an animal at D - rank and becoming like another person at S - rank. In all cases an Assumer's guide selects a Class ad D - rank. They only get one, but this defines the progression of the Guide as it increases in abilities. The Guide will always remain one [1] rank behind the Assumer in strength, and as such will not evolve any further until B - rank of the Assumer. These Guides gain exactly half of the technique slots, and benefits, that a full fledged character may obtain but in exchange they may manifest in this world, or the world of the Dead, as they desire. If they utilize their owner as a Focus they will gain the benefits any member of the Dead would from that contract, as well as impart their knowledge upon their host. A Guide will never obtain a bloodline, as they are manifestations made from the gathered remnants of former dead. These are functionally NPCs that the Assumer may control as they desire.


tab tab D - r a n k
Quote:
tab Disciplines:
Investor: Of the three types of Mediums the Investor is perhaps the most well known variant. The Investor utilizes their mana and spirit to coax entities from the confines of Death into the Living World to possess their prepared Focuses in order to manifest upon the earth. The cost to maintain their forms is equal to the rank of the spirit summoned every other post (i.e. S - rank would cost 180 Mana every 2 Posts). In essence they are Summoners, shaping the entities they summon into monsters of war or into companions for life. Often this is a random process, screaming into the void to see what responds, but to those lucky few who earn the love and loyalty of an entity they will find the eldritch force answering their call every single time. Once the call is answered the Investor has but a moment to register the scale of what they're summoning and to decide to negate the summon before it takes effect, allowing a moment to decide if the drain that comes with the summon would be worth the damage it might inflict. Below are the three types of Investor, defined not by the Focus they utilize but by the entity they summon and the methods used.
Investor Types

        Shaman: Shamans are a strange sort, in some ways less human than any channeler, for they are in tune with the natural spirits of the world. Creatures of the natural elements, of concepts that existed before the age of man. Like other Mediums, a Shaman is able to summon forth Shikigami through the use of rituals. Unlike the other types, however, a Shaman conjures forth the raw spiritual energy of the natural world to fill their Dolls. When summoning a spirit to fill the doll a Shaman generates a number between one and one hundred [1 - 100] to determine the strength of the spirit that inhabits it. [1 - 30] grants an E - ranked spirit. [31 - 60] will summon a C - rank, while [61-80] brings forth a B - rank spirit. A - ranks are summoned at [81 - 95], and the most powerful of spirits are summoned at [96 - 100], as they are S - rank in strength. The elemental that is summoned can only be of the element the Shaman possesses, and a number is generated equal to the number of elements possessed (excluding Maruton) to determine which element it is. This includes combination elements through bloodlines. Due to the positive nature that Sprites showcase the Shaman finds their positivity helps stave off the influence of Corruption, reducing all three [3] Corruption Types by one [1] for every five [5] summonings that take place successfully. Read Medium rules for more information on controlling Shikigami.

        Channeler: Channelers are an odd, outcast sort, more for the spirits they deal with than for any other particular reason. Where a Shaman handles the natural forces of the world, and the Fury handles the dark beasts that haunt the heart of Man, the Channeler instead handles those spirits who remain of the Dead. First and Foremost, a channeler is able to see the dead with little concentration, though the "louder" spirits are more difficult to ignore. Channeling the dead is a slightly easier task than the power of the Shaman, for the dead nearly always wish to touch the realm of flesh again. However, this causes an inverse from the Shaman: the more powerful spirits are the first to respond, often granting great strength for immeasureable risk. When summoning a spirit to fill the shikigami a Channeler generates a number between one and one hundred [1 - 100] to determine the strength of the spirit that inhabits it. [1 - 20] grants an E - ranked spirit. [21 - 35] will summon a C - rank, while [36-55] brings forth a B - rank spirit. A - ranks are summoned at [56 - 75], and the most powerful of spirits are summoned at [76 - 100], as they are S - rank in strength. Generate a number between [1] and [5] to determine which element the spirit manefests as. Almost universally, the Dead tend to cause their bodies to rot and decay, thus causing the base cost of their upkeep being increased by a factor of twenty five percent [1/4].

        Fury: A Fury is the embodiment of the negative forces of creation. Where the Shaman deals with elemental sprites and beings of the natural world, and the Channeler speaks and channels the power of those who have passed beyond, the Fury instead reaches for the most dangerous of forces. Called Fades by many who study them, the Fury reaches out to the creatures born of negative emotion and death from a place called the Echoes, or the Darkness Plane by some. These Fades are those who have done terrible things in life, and corrupt the world they come in contact with. The Rituals to summon a Fade often require blood sacrifice, or pain, and these spirits come with twisted, horrifying visages. However, their ability to summon beings of power mirror those of the Shaman. When summoning a Fade to fill the shikigami a Fury generates a number between one and one hundred [1 - 100] to determine the strength of the Fade that inhabits it. [1 - 30] grants an E - ranked Fade. [31 - 60] will summon a C - rank, while [61-80] brings forth a B - rank Fade. A - ranks are summoned at [81 - 95], and the most powerful of Fades are summoned at [96 - 100], as they are S - rank in strength. The Fade that is summoned can only be of the element the Fury possesses, and a number is generated equal to the number of elements possessed (excluding Maruton) to determine which element it is. This includes combination elements through bloodlines.These creatures are by far the most difficult to control due to their crazed and violent nature, but come with extra abilities for it, often times displaying abilities that warp the world around them. In exchange for this insanity the Fury opens their body to the power of the Echoes, granting one [1] Physical, Mental, or Spiritual Corruption for every five [5] summons they complete, the type of which is determined by the Fade that is summoned. At each twenty [20], the Fury gains one [1] random Affliction, but upon death there one [1] step increase in the chance to rise as an Undead. See above for more details.


Exorcist: Of the Mediums of the world none know the art of war as much as the Exorcist. While the Investors use Focuses to birth dolls and the Assumers take on the trappings of the ephemeral it is the Exorcists who focus on bonding the ephemeral to weapons, armor, and other items as armaments of war. Depending on the type of being bonded the objects gain abilities and powers that augment physical characteristics to match the nature of the being. This is done through their Technique pool, which requires specific types of Entities to bond. These Entities provide additional benefits uniquely, as provided upon the summoning and / or bonding of the entity. An Exorcist may bond one [1] being per experience rank, though they may apply multiple beings in a single armament. An important additional note is that instead of the Ninjutsu and Genjutsu gains, the Exorcist gains three [3] Stages of Learning and five [5] Proficiency Points at D - rank, and three [3] Proficiency Points and two [2] Stages of Learning every additional rank. Below are the three types and their rules and limitations.

Exorcist Types
      • Bonewalker - Exorcists of the dead, Bonewalkers take the dead and dying and put them into armaments. Each armaments abilities are based off of the technique the Exorcist utilizes, though each will bestow a minor trait that is individual among the Dead that is used. Upon reaching C - rank, the Bonewalker is able to use their blood to summon their armaments to themselves, no matter the container, as well as store them somewhere in Death. Utilizing the dead as fuel for their efforts it is but one of a pair of unique attributes. The dead whisper to the Bonewalker, telling them secrets long lost to mankind, thus allowing them to gain one [1] Custom per experience rank called a Deadchant that mimics the abilities of any class, any element. This means the technique can be from anywhere, whether the character meets the requirements or not, though rank limitations are excluded from this. These are techniques, however, meaning a cost is required to maintain these mimicked abilities or learning.
      • Shadeknight - Exorcists of the Fade, a Shadeknight utilizes the corrupted power of the fallen to imbue their armaments with corruption and impurity. Like the Bonewalker and Warlock, they are able to alter the physical forms of their armaments to fit the nature and power of the Fade, along with a small attribute unique to every individual being. Upon reaching C - rank, the Shadeknight is able to utilize their fell power to place an armament in a pocket somewhere in the Echoes, while using that same ability to summon their armaments from wherever it may be. While the ability to chain Fades to their will is the iconic ability of the Shadeknight it is but one of a pair of unique abilities they wield. They have the unique ability to channel the fell energy of the Fade and rain curses upon their foes. At each Experience Rank the Shadeknight gains two [2] custom slots that are used to create Curses. These can range from debilitation effects to true Afflictions, and their transmission and design can range with it.
      • Warlock - Exorcists associated with Sprites, a Warlock utilizes the essence of their ephemeral allies to imbue purity and elemental fury into their armaments. Like the Bonewalker and Shadeknight, the Warlock alters the physical properties of their armaments with the power and property of Sprites, though each individual Sprite will also bestow a small property unique to them. Upon reaching C - rank, the Warlock is able to use light and purity to place armaments within the Elemental Font, while using the same method to bring those armaments to themselves, equipped, from any container. Like the previous Exorcist types the Warlock has its own unique property in the form of custom Aura techniques, gained at a rate of two [2] per Experience Rank. These auras can bestow positive supplemental effects to those allies within the radius and the Warlock themselves, or cause effects to occur within the radius.


Assumer: Few understand what it means to be someone, or something, as an Assumer. These Mediums through different Focuses bond with their Guides and assume the form of another, physically changing themselves into something else entirely. Notice the mention of the Guide? Unlike Exorcists that force bond entities into armaments and the Investors coerce beings into designated forms an Assumer makes a spiritual bond with one entity, be it Dead, Sprite, or Fade. These beings begin as primordial entities with limitied sapience, gaining a personality and further intelligence as the Assumer gains Experience Ranks. By the time C - Rank is attained the entity will have their own personality. By pulling the being into themselves through a minor ritual unique to each Assumer their flesh and soul are suffused with the appropriate energy to allow them to utilize their Focus to become a new shape. The limitations, rules, and abilities of each type of Assumer is below.
Assumer Types

      • Corpsewalker - Born of the fascination with the dead, a Corpsewalker bonds a entity to themselves, giving the being a name and shape. The dead possess this spiritual form from the moment the contract is brokered and develops as time progresses. Yet the truth of the Corpsewalker's power becomes more evident when the entity becomes a Focus and bonds with their comrade, altering their body and soul into an amalgamation of living and dead. The next dead body they touch they assume the flesh of, gaining the physical properties of the body and even, at later ranks, the memories of the form. This process, the ritual, is unique to each individual and as such every Corpsewalker's first technique is this Talent. At D - Rank, the Corpsewalker takes on the Strength and Agility stats of the form, maintaining the Intelligence and Mana stats of their original form. At C - rank this assumption bestows the ability to use the elements the body had. At B - Rank the Corpsewalker gains the knowledge of all techniques the body had up to their learning limit. At A - rank the Assumer gains the ability to access memories of the body, thus allowing them to act more like the body minus the instinctual traits. At S - rank the Assumer is able to, for all intent and purpose, become the original for the body they assume, thus being able to mimic it in totality. As bodies do atrophy over time the maximum time a body can be dead and remain possessable is one [1] day per Experiemce Rank, and the body may be maintained for f ive [5] posts per Experience Rank.
      • Soulskinner - Unlike the corpse lovers from the previous entry a Soulskinner molds their Entity to themselves and bond them in a bizarre ritual that strips the flesh from another being, living or dead, and converts it into a kind of cloak. These cloaks, the Focus for the Soulskinner, can then be bonded to the flesh of the Assumer and allows them to become the shape the cloak is born from. Unlike the Corpsewalker, the Soulskinner can never truly become the person, but they exchange the depth of the transformation for the ability to create a variety of Focuses that keep until finally used. These Focuses are an unusual mana construct, and once stripped from the body of the creature it begins to whither away at a rate of two [2] posts per Experience Rank once used, with them lasting a nearly indefinite time before use. At D - rank, the Soulskinner gains half of the bodies Strength and Agility stat added onto their own. At C - rank, this becomes a totality. At B Rank, the Soulskinner gains the elements of the form and one of the nautral abilities it has, and at A - rank they gain all natural abilities. At S - rank, the Soulskinner is able to add one [1] unique trait to each Focus when crafted, giving it a physical change of some sort.
      • Ravagers - The Ravagers as they are called are considered one of the most grotesque of the Medium types, for while Corpsewalkers claim the body of the deceased, and the Soulskinner takes the skin and wears their form like a cloak, the Ravagers devour the meat and bones of others to alter their physical bodies. Abominations even by Assumer standards, the Ravager's bondmates are often malicious and vindictive, inciting the Ravager to ever more grotesque actions, as the final result of eating the raw flesh of another could only be the degredation of the mind. The Focus of a Ravager is often an ornament of some kind that they always wear, and by pressing it to themselves they meld with their entities in a burst ritual that turns the Ravager into a nightmarish beast for one [1] post, during which they must consume at least one mouthful of matter from that which they desire to become. Unlike the other two, Ravagers create Talents that spawn aberations within their bodies, sprouting growths or altering what already exists to hideous standards that grant mundane and/ or mystical features. The number of Talents is equal to three [3] per Experience Rank, and each requires a particula medium be devoured, such as two ring fingers from a human, a mouthful of bone meal from a feline, etc. These are always granted an additional abikity based off of the origin of the medium, of course, decided by the Adventure Master in question. These can often cause growths similar to the origin's original form.



tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn One [1] More Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +08 ] Medium Spells.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +03 ] Arcanist Spells slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Medium. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Two [2] More of Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +06 ] Medium Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Call to the Spheres: Mediums specialize in summoning entities from the realms of the Dead for their own gain and power, but this can be a crapshoot when it comes to what hears their call. The Medium who chooses this discipline is instead able to determine the type of spirit they summon by one [1] factor, which is selected when the call goes out. In essence, the Medium can send out a call for an entity with a particular element, a particular type of Sprite/Fade, or a particular Experience Rank in power. Each time a spell is cast to summon forth an entity this discipline can be used, but it must be written that it's being used and what factor is being called forth.

Investiture: A rare discipline for some Mediums to take, Investiture allows the Medium to designate one [1] Focus in possession per two [2] Experience Ranks after D - rank that can be "unlocked". These Focuses become known as Fetishes, and are able to be gifted to others to use for a time. These Fetishes work the same way the Medium's Focuses would if the giftee had had their Discipline, but at a worse cost. Using a Fetish requires the appropriate rank of Mana, but the cost is mirrored in Stamina, requiring double the cost as their spirit takes the place of trained Disciplines from the Path of the Medium to harness these powers. These gifts can be negated as desired by the Medium, no matter the distance between them. The total number of Fetishes allowed to exist at once can be doubled with a second Discipline point invested, or through the application of Personal Attributes.

Cross Performance: Taking this discipline allows the Medium to select one [1] other D - ranked Discipline and gain half [1/2] of the discipline spell slots of that discipline's progression. I.e. a Shaman may pick Bone Knight, and thus be granted half [1/2] the number of Bone Chants they would otherwise have.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Three [3] More Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Medium Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +05 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Medium. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Four [4] More Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +06 ] Medium Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Invoker: A specialist in the Path of the Medium, the Invoker learns to harness powerful magic that act as defining moments of their careers. Known as S+ - Ranked spells, the Invoker gains access to three [3] that must by definition by at least half [1/2] way require the Invoker to be a Medium to use them.

Variable: The name of the game for Mediums is perseverance and creativity. As such, each Medium may well find themselves redefining what it means to be a Medium by the time they reach this file step in the Path of the Medium. As such, if Invoker is not selected, the Medium is granted one [1] Custom S - ranked Discipline they may submit that will help them define who they are as Mediums. This Discipline is given much leeway, but must always focus around being a Medium, and serve as the "capstone" of the Medium Path.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Five [5] More Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +06 ] Medium Spells.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +03 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
or any other media outlet both online and offline.*  

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PostPosted: Mon Apr 29, 2019 7:18 am
Path of the Inquisitor


tab Description:
tab Known for their dedication to rooting out the truth, to discovering lost information that others fought with extreme prejudice to hide, the Inquisitor hunts down that which should remain hidden for their own benefit. Also called Spies, the Inquisitor serves as a combination of a Researcher and a Merchant class, mastering the art of communication for both economic and personal profit while honing their senses to counteract measures to disguise the truth and hide information. From Genjutsu, to puzzles and locks, the Inquisitor finds purpose in bringing the truth to light or, in the case of some, using their expertise to hide and hinder others.
tab Mechanically speaking, the Inquisitor utilizes skills and spells that break down locks and crack codes while also gaining the benefit of a silver tongue, communicating easier with NPCs and RPCs who might well prefer to remain silent. Whatever their methods, the Inquisitor is a seeker of knowledge and understanding, and either use that to seek out the truth or bury it where none may find it.


tab Notes:
tab Casting Type:
tab → Prayer
tab → Runes/Glyphs
tab → Object Medium - [i.e. Holy Symbol, Badge, etc]
tab → Magic Circles
tab • The Inquisitor’s abilities focus on one of two sides of the same coin: Revelation and Obfuscation. The former school deals with abilities and techniques that break down things that hide things, and the latter opposes it, focusing on hiding things. All Inquisitors must pick a side when selecting this Path.


tab tab D - r a n k
Quote:
tab Disciplines:
Researcher: Knowledge is power, and the Researcher represents the Path of those who truly understand that. A specialist in finding information in the most difficult of places, the Researcher is a master of the written word, able to crack codes and written/drawn riddles with equal ease. Some items defy knowledge and require a Decryption score to learn their secrets, ranging in scale from zero [0] to five [5], with the former representing anything that doesn’t currently have a score. Through research that takes one [1] post for every two [2] Encryption ratings, the Researcher is able to crack these secrets. Alternatively, they may use their own knowledge to Encrypt things, making it near impossible to break. The Researcher is able to Encrypt/Decrypt up to Level One [1] at D – rank, and the level increases for every experience Rank they possess. Furthermore, depending on the Researcher’s original choice, Illusions, Arcanist Spells, or other abilities that hide the truth of the written or artistic form will be one [1] rank less in strength when viewed by a researcher, with any spell they know gaining one [1] rank in strength if used to obscure. In favor of this, the Inquisitor gains four [4] Arcanist and Illusion spells per Experience Rank, though it must deal with either obscuring or revealing things.

Interrogator: Learning to speak and work with anyone is essential not just to research information but to convince others to surrender what is desired from them. Those born with the gift of gab are called Interrogators, and they specialize in magic that persuade others to their cause. Firstly, for a small cost of forty [40] mana, the Interrogator may activate an Aura effect based on their allegiance that stretches for thirty [30] meters in radius. If they are sworn to Revelation their Aura makes it impossible for others to outright lie within its presence, and any Illusionist or Arcanist spell cast to allow for deception is immediately counted as two [2] ranks less, with the spell dying instantly if reduced below E – rank. If, however, obfuscation is chosen, people within the aura can only lie, unable to tell the truth at all. In accordance any spell that deceives or disguises something is counted as two [2] ranks higher, up to S – rank in strength. Furthermore, an Interrogator gains access to four [4] Illusion spells per experience rank, with the spells for those tied to Revelation having the opposite effect and countering other Illusions.

Absolver: A powerful researcher whose focus lies entirely on Illusion magic or Arcanist spells that deceive and sunder the mind, the Absolver consumes the raw magic of such spells and harnesses it for their own ends. An Absolver who knows they are engaging with such an effect may pay the cost of Release to break through the spell, but instead of the spell sundering the Absolver consumes the magic that was cast, recuperating half [1/2] the cost of the spell cast back into their own bodies. For the next three [3] posts after this takes place the Absolver may cast their own spell from the path they have sworn to and the cost of that spell will be reduced by one [1] rank.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 300 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn one [1] more Arcanist or Illusion Spell per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +03 ] Arcanist Spell slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab tab C - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Inquisitor. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn another Arcanist or Illusion Spell per Post. Can be different from previous selection.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Conman: Despite the name, the Conman is not always lying. The name comes from the fear that most people have who meet one, for they often fall into the web of charisma that defines them. A Conman may select one [1] race at B - rank, and one [1] at S - rank, that they learn to speak and work with easier than any other. All interactions with Non-Player Characters from these races work more in the Conman's favor, for they find that the Conman is trustworthy, and less likely to have ulterior motives. When dealing with Roleplay Characters of that race any Personal Attribute, Discipline, or Ability that would help them discern the truth of the Conman's motives will find it more difficult, with the effects requiring twice the cost [2x] to discover anything, and the first two being defeated entirely.

Archeologist: Within the world there are arcane, powerful objects of such rarity and ability that they became classified as Artifacts. These things are not of this world, or represent facets of creation so obscure as to be impossible to recognize. What is more is that they all come with a price. However, the Archeologist learns to avoid this, allowing them to negate most negative consequences of one [1] Artifact for every two [2] Experience Ranks. Please see Event Coordination staff to find if any particular artifact the Archeologist has is affected by this Discipline.

Archivist: The truth student of knowledge and in depth research, the preserver of the ancient world, every time this discipline is chosen the Archivist is able to gain access to one [1] of the techniques below. Training must still be performed to be able to use it.
      • Archive → D - rank
        tab → This technique allows for the creation of an Archive by selecting one container, from a book to a rolling case or a sack. From that point on the character is able to store texts, and items, within the confines of the Archive for later recovery. The allowable numbers for this technique increase with rank, but begin at twenty [20] texts, fifteen [15] small items, ten [10] medium items, or five [5]. A key point of note is that each Archive is bound by a specific set of actions or keywords that are designed upon its creation and cannot be changed without closing, and then opening, another Archive, though this will destroy permanently anything within the Archive at the time. When retrieving an item from the Archive, the Archivist must simply think of the item when opening it, and that object or text will be readily available for further use. The duration of an Archive is permanent until it is destroyed, or until it is closed by the Archivist who created it.
      • Defining Eye → C - rank
        tab → Catching details can mean the difference between a find and a flop. When active this technique lasts for five [5] posts before an upkeep is required. Once used, the Defining Eye highlights differences in the immediate area of the sight in question, recognizing any difference from the uniformity around it by highlighting it to the user's eye in the color of their own mana/energy. This can assist with recognizing codes, hidden doors, etc. However, this will only work if the DC of a hidden object or service is no higher than six [6] points above the current skill the Archivist possesses.
      • Flash of Insight → A - rank
        tab → Gives a mental image of the location of a valuable treasure up to thirty [30] meters away per Experience Rank. This will only reveal the container or area it is in, not the item itself, and only reveals ten [3] meters per experience rank.



tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn another Arcanist or Illusion Spell per Post. Can be different from previous selections.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab A - r a n k
Quote:
tab Disciplines:
• At this rank the character is granted one [1] Personal Discipline that can be used to create a Discipline that best works for the character. These are similar in nature to a Personal Attribute but with more structured limitations, allowing for more effect but requiring that the Discipline must be one that fits the class it originates from. In this case it is Inquisitor. If a personal discipline does not suit your fancy you may instead save this point and invest it into another B - rank discipline for diversity of make one stronger.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn another Arcanist or Illusion Spell per Post. Can be different from previous selections.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
• An Inquisitor up to this point has had defining lines for what it means to be one. However, the Path of the Inquisitor is one of a few with a more diverse, open-ended look at S - ranked disciplines. The Inquisitor is granted one [1] Custom S - ranked Discipline they may submit that will help them define who they are as Inquisitors. This Discipline is given much leeway, but must always focus around being an Inquisitor, and serve as the "capstone" of the Inquisitor Path.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least ten [10] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn another Arcanist or Illusion Spell per Post. Can be different from previous selections.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +00 ] Stages of Learning.

Royal Taorito
05.10.19: Somnus Aeternam: Removed mention of Chakra and replaced with mana/energy.Edit Log:



© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 7:19 am
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PostPosted: Mon Apr 29, 2019 7:20 am
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PostPosted: Mon Apr 29, 2019 7:20 am
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PostPosted: Mon Apr 29, 2019 7:21 am
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PostPosted: Mon Apr 29, 2019 7:22 am
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PostPosted: Mon Apr 29, 2019 7:23 am
--  
PostPosted: Mon Apr 29, 2019 7:24 am
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PostPosted: Mon Apr 29, 2019 7:25 am
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Fundamentals :: Character Creation Knowledge ||→ {2}

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