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Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon Apr 29, 2019 7:25 am
Militia Classes
 
PostPosted: Mon Apr 29, 2019 7:26 am
Path of the Titan


tab Description:
tab Where the Arcanist harnesses the raw power of Mana to generate and alter creation, and the Illusions redefines the meaning of Reality, the Titan uses their mana and stamina in tandem to elicit changes to their anatomy and dominate their foes with unarmed combat. Often utilizing only hand wraps, gauntlets, and other weights with which they augment their body's natural ability to devastate, the Titan rains down blows from their natural forms to shatter, maim, and kill. Those who walk the path of defense learn instead to alter their anatomy to take increased rates of damage, or reduce that which afflicts them to survive and tank attacks coming their way. Some even go so far as to master their unarmed arts, blending it perfectly to create magical effects that uniquely affect themselves in ways no normal person could do.
tab Mechanically speaking, the Titan is the unarmed combatant whose techniques and spells uniquely affect their anatomy to elicit results. While the majority of these will fall under the purview of Unarmed Styles, Martial Talents can also be used on an individual, unique basis to alter and enhance their bodies in additional ways, such as changing the material of their limbs, changing its size, or changing the entire body into another form to dominate. The Titan gains, too, the ability listed below as Martial Sage, granting them the ability to channel mana into their bodies and unleash Spells through their movements. While all Titans are granted this benefit not all of them use it, as it is not required to utilize their Style techniques.


tab Notes / Reminders:
Casting Methods:
tab → Martial Movements
tab → Hand Seals
tab → Object Medium
tab → Prayer


tab tab D - r a n k
Quote:
tab Disciplines:
Berserker: Harnessing the mindless fury of rage, the Berserker gains the ability to throw themselves mentally into a Fury that physically changes their body. By reserving forty [40] Stamina, with a decrease in cost of ten [10] Stamina per two [2] Experience ranks starting at D-rank, the Berserker lets their natural instincts and fury take over. When selecting this Discipline the Berserker selects one [1] of the following properties at D-rank that is triggered upon entering a Fury. While in a Fury, Illusions used against the Berserker acts as one [1] rank stronger. Both activating and deactivating the Fury takes one [1] activation. More effects become available upon taking the B-rank Advanced Training discipline, at which point the character may choose one [1] additional effect.
    Breaker: While in a Fury, this bonus doubles all Durability damage inflicted by physical attacks against armor.
    Implacable: While in a Fury the Berserker becomes immovable, and cannot be knocked back by physical or spiritual attacks (such as mighty gusts of wind) up to two [2] ranks higher than the user’s experience rank. Furthermore, grappling attacks used against the user act as one [1] rank weaker.

Brawler: The physical attacks of the Brawler overwhelm physical attacks of the same rank, as well as overwhelm Power and Agility of equal number in a tie. Furthermore, by reserving forty [40] Mana, the Brawler gains the ability to choose to make their attacks count as Simple, Spiritual, or Complex as they desire. This cost is reduced by ten point [10] per two [2] experience ranks, starting at D-rank. It takes one [1] activation to change the type of the attack, and all following attacks will count as that type until another activation is used to either change the type or disable the ability.

Maelstrom: With fists as fast as lightning and impacts that can erupt in fire, the Maelstrom is the Titan user who learns to channel their elements through their body. By reserving a cost of forty [40] mana, with a reduction of ten [10] per two [2] experience ranks starting at D-rank, the Maelstrom may add one of the following benefits to their bodies. Activating and deactivating these abilities takes one [1] activation, and only one [1] effect can be active at once.
    Unarmed Strikes: The user selects one [1] of their elements and cause it to burst into life upon their extremities. As a result, the limb deals additional D-rank spiritual damage of that element when striking. This will scale up once per two [2] experience ranks, starting at D-rank, meaning at S-rank the additional damage would be B-rank.
    Body Enhancement: Once triggered, the user channels one [1] of their elements into their flesh, causing it to take on properties similar to their element in some fashion. While this is triggered the body begins to generate an aura of that element, granting a Complex defense shield made up of the selected element. As per the rules of Complex techniques, any technique made against it will find itself reduced by one [1] rank, while the remaining half may follow through. That said, however, the elemental aura retaliates, thus dealing half of the total damage provided by the coming attack back upon the originator ([2] ranks lower than the original attack) in the element of the aura. This retaliation is specific to melee range.

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] more Stage Talents per Post.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +07 ] 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 Titan. 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 Stage Talents per Post.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +04 ] Stages of Learning.

tab tab B - r a n k
Quote:
tab Disciplines:
Advanced Training: This Discipline can be taken twice. Gain one [1] point to either your Power or Agility stat. Also gain two [2] Proficiency Points, or three [3] Custom Martial Talents that can be used to affect changes in the body for effect. Additionally, if the Berserker Discipline was taken, either the second D-rank effect or one [1] of the following (see spoiler) effects may be taken. Each effect can only be taken once.
    Size Increase: The user is able to increase their body mass by half again [1.5x] its normal proportions. They take a one [1] rank decrease to their physical speed but gain a one and a half [1.5] rank increase to their physical strength, though this increase would further grow by one half [.5] rank per two [2] experience ranks, starting at D-rank.
    Steel Flesh: The user's flesh gains a D-rank Defense, Scale [4], with the bonus increasing by one [1] rank per two [2] experience ranks, starting at D-rank.
    Totemic Fury: The user takes on an animalistic appearance when they enter a Fury. Gain two [2] custom Animal Attributes, which must be applied for as custom “techniques”, that dictate animal features attained. Gain one [1] additional attribute every two [2] experience ranks, starting at D-rank.


Molecular Change: An unusual and nearly iconic ability of the Titan, Molecular Change allows the Titan to select up to three changes to their physical body when their particular "mode" is activated from their D - ranked Disciplines. These changes can effect the structure of the body and can include things such as growing fangs, claws, and their legs becoming catlike, or can go so far as to turning one's flesh into stone, their eyes cat-like, and their arms to double in size. These alterations once selected cannot be changed, and must be approved by a member of the Approval team.

Mass Shift: A Discipline that allows the alteration of one's mass, the Titan changes where their mass is located to allow themselves to strengthen parts of their anatomy at the expense of others. Using this, the Titan may shift Speed Rank to Strength Rank in one half [1/2] rank increments, up to a max of four [4] points. An example being making your attacks three [3] ranks lower in Speed, making them slower, but increasing the Strength by an equal amount, causing the damage to be incredible. Damage or Speed cannot exceed S-rank. It takes no activation to accomplish this, however, it can only be changed once [1] every post, and no more.


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 Stage Talents per Post.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +05 ] 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 Titan. 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 Stage Talents per Post.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +04 ] Stages of Learning.

tab tab S - r a n k
Quote:
tab Disciplines:
Body of War:A true master of the Unarmed arts, the character gains the understanding and know-how to create S+ ranked techniques. Taking this discipline bestows the character with three [3] custom S+ ranked technique slots. These techniques must be at least half based [50%] on Body Alteration or Use.

Grotesque: The full alteration of one's anatomy is an extreme form of the Titan discipline. The Grotesque represents the pinnacle of transformative martial talents, granting the Titan the ability to take on an "alter ego" of sorts, a secondary form that can be of monstrous shape and size. This shape can only be entered during the "mode" the Titan takes at D-rank, and lasts for the same duration. When taking this Discipline the character gains a unique Grotesque Talent that can be submitted as a custom talent to indicate the changes that can be made. Please note, the Grotesque need not be human, but should be humanoid in shape.

Mutagenic: The body of the Titan is built to surpass the bounds of human limitation. Sometimes this is monstrous, but others learn the art of mutagenics and learn to adapt while appearing human still. By taking this discipline the Titan learns to adapt smaller, more refined mutagens that can excreted in their blood and mixed with water to create elixirs. Once consumed these cause temporary changes within the body, small things such as amplifying muscle strength, changing perception, or granting natural resistances to effects. The Titan gains five [5] Mutagenic customs they can submit that they may then create as they desire through the above steps.

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 Stage Talents per Post.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +01 ] Arcanist Spells slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +05 ] 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 7:27 am
Path of the Tracker


tab Description:
tab Bounty hunters, rangers, detectives, assassins, the Tracker embodies them all to one degree or another. Some enemies are known for their ability to hide, to move quietly, to hunt and follow those who do not wish to be followed with skill that makes it difficult to detect them. To fight this the Tracker learns to hunt and follow with little more than their physical forms, more than their normal senses. What they do border on the supernatural, able to find and locate targets using trails that all would say are impossible to find.
tab Mechanically speaking, the Tracker fills the role of a hunter, a scout, and what was once known as a Sensor type Character. Their magic focuses on helping them hunt down and ensnare their foes, while also allowing their senses to be increased to inhuman levels that it mimics known psychic phenomena.


tab Notes:
Casting Method:
tab → Ritual
tab → Magic Circle
tab → Talisman
tab → Object Medium
• Sensory spells are the sole purview of the Path of the Tracker. As such, only they gain access to these spells.
• A Tracker is defined by their Focus, one of the five senses that may be selected through which all Trackers hunt. The Focuses are Sight, Scent, Sound, Taste, and Touch, each granting a sort of sixth sense-level ability to detecting even the faintest trace of their prey. Each Tracker receives one [1] Focus, though specialization, and a Discipline further down the line, may increase the number of Focuses the Tracker uses.
• Tracking is not a matter of omniscience. A trail that has been erased, or hunting someone with which there is no trail, such as those who teleport or use space-time techniques to move, becomes all but impossible to track, as trails are everything. Still, ask questions, be specific in details, and a Tracker may yet find details that would not be otherwise available [i.e. contact a Battle Moderator for more information].


tab tab D - r a n k
Quote:
tab Disciplines:
Assassin: A specialist in hunting prey and striking from the shadows, the Assassin learns to specialize in using magic to obscure their presence and attack with precision. Beginning at D - rank, the Assassin is granted four [4] additional Illusion spells and two [2] Stealth-based Arcanist spells per Experience Rank, with such stealth effects being increased by one [1] rank in strength while maintaining their base cost. Furthermore, an Assassin that has spent at least three [3] posts studying a target may increase the Speed or Strength of their attacks against that target by one [1] rank for the next five [5] posts, after which the counter resets. The choice must be made before the first strike. The post requirement for studying decreases by one [1] at B and S - rank, to a minimum of one [1] post.

Oracle: Less focused on individuals and more specializing in the field of long distance viewing, the Oracle learns to cast their senses far and wide from their bodies, allowing them to act as if they are in a different location up to one [1] mile per experience rank, beginning at D - rank. To do this without a medium they must concentrate for three [3] full posts, during which they select a location within their limits. After the concentration limit passes they are able to perceive with their Focus as if in that location, and experience it as if they are there. If a medium is used, such as a reflective surface for sight, cupping their ears for sound, etc, it is reduced to one [1] post in time required for focus. Furthermore, the Oracle is granted four [4] more Sensory spells per Experience Rank, able to use any excess slots not filled by Guild spells as Custom Spells.

Ranger: Riding the fence of the Tracker disciplines is the Ranger, focusing neither in stealth nor in sensory, but using a blend of both.The Ranged gains the unique ability to designate Prey, up to one [1] per two [2] Experience Ranks, by using their Focus to get a "clue" to their essence. Once designated, all skills used in finding their Prey is increased by four [4] points, and all techniques used in locating them are increased by one [1] rank and step. Furthermore, the Ranger is granted one [1] additional Focus, along with four [4] Arcanist spells that deal with Traps or Capturing effects per Experience 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 Tracker Talent per paragraph.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +07 ] Tracker Talent.
tab tab tab • [ +05 ] Skill points.
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +00 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +02 ] 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 Tracker. 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 Tracker Talents per paragraph.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +05 ] Tracker Talents.
tab tab tab • [ +03 ] 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:
Punisher: The Punisher is the next step in a line of Disciplines designed to punish those who would Sense the Tracker. First and foremost, the Tracker immediately becomes aware of any Sensory technique being utilized upon them that is one [1] rank lower than their Experience Rank. Secondly, if they do sense this, the Punisher is able to utilize the true power of this Discipline. By expending one and a half [1.5x] times the technique's cost, the Tracker is able to immediately inflict pain upon the individual, equal to the cost of the Sensory technique, who was sensing them. Doing so ensures that only half [1/2] of the technique's intended information is received. This damage cannot be reduced by Defense or Dodge.

Lasting Impression: Tracking is often a personal affair, something that takes long hours and exacting work to accomplish properly. This sort of intimacy creates a Lasting Impression within the psyche and muscle memory of the Tracker. As such, when selecting this discipline, the Tracker selects up to three individuals they have tracked before, whether PC or NPC, and memorize what it meant to Track them. From this point on if the Tracker crosses the path of the selected individuals the Tracker will immediately detect their presence, though only within ten [10] meters. This is limited by the Focus selected. If the Focus is Scent, as an example, then the Tracker must detect that trail only if a Scent was left behind. This Impression can be forgotten and another selected to take its place only if a full rest cycle is taken after taking in the new trail to be Imprinted.

Augury: A powerful talent for when one loses the trail of their prey, the Augury is a Discipline that allows a Tracker to "toss the dice" on their senses. By focusing for a moment and closing one's eyes the Tracker hones their Mana within their self and lets their senses wander. Generate a number between one [1] and six [6], reducing the result of the number by one [1] if the prey is actively attempting to obscure their trail. If the number is an odd number, open opening their eyes the Tracker will have found a clue that was somehow missed before. This can only be done once [1] per rest cycle.


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] Tracker Talents per paragraph.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +05 ] Tracker Talents.
tab tab tab • [ +03 ] Skill points.
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +01 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +01 ] 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 Tracker. 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 Tracker Talents per paragraph.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +05 ] Tracker Talents.
tab tab tab • [ +03 ] Skill points.
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +01 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Exalted Tracker: Known as the best of the best, the Exalted Tracker is one who has learned the spells and talents that transcend what normal Trackers can dream of doing. By taking this discipline the Exalted Tracker gains access to three [3] S+ - rank abilities that must at least half-way require being a Tracker to learn.

Clairvoyant: Trackers are known at times to take a more refined path, one where physical tracking is all but forgotten in favor of deep, mystical resources to find that which they hunt. The Clairvoyant learns to harness the natural forces of their mana elements and call out to the void to gain knowledge from sources that bear no name. By taking this Discipline the character is granted six [6] Spells of supernatural origin that may be used to create Custom Clairvoyance Spells which require the use of their elements, and natural sources of them, to gain great insight. Given they require actual sources of the element to use it, these spells are granted greater leeway in the scope and depth of knowledge they may obtain, though they max out at S - rank.

Shadow: The quintessential assassin, that which sleeps in the shadows and which bathes in their monochrome existence, the Shadow is the extremist who masters the magic to hide themselves from others in their hunt. Firstly, all spells and abilities that grant stealth effects are reduced in cost by two [2], but from their time spent practicing stealth they have learned to mask their presence. Any spell or effect that hunts targets in stealth will find it more difficult to do so, as the spell is lessened in effect by two [2] ranks in favor of the Shadow. Furthermore, striking from the darkness is considered the superior maneuver, and as such when striking from a stealthed position the Shadow ignores two [2] ranks of Defense, their opponents armor immediately being counted as weaker than it is.


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 Tracker Talents per paragraph.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +05 ] Tracker Talents.
tab tab tab • [ +03 ] Skill points.
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +01 ] Stages of Learning.

Royal Taorito
05.10.19: Somnus Aeternam: Removed Shinobi and replaced with character.Edit Log:



© 2017-19 Shattered Past
 
PostPosted: Mon Apr 29, 2019 7:28 am
Path of the Warrior


tab Description:
tab Known as the Warrior, those who select this path learn to harness the magic of weapon-craft, blending magic and weapon-play in equal measures to devastate opponents on the battlefield. Ranging from the melee range of sword, axes, and hammers to the long range of bow and ballistae, the Warrior focuses on training that fuses spirit and weapon in a brutal display of dominance. Despite the old sayings, Warriors very much exemplify the belief that a weapon is little more than an extension of their own might and will, with the disciplines of the Warrior split between pouring the elements of their souls into their blades, to raging the battlefield with crazed, repetitive attacks that chain together without pause, to spending their time disciplining their mind and bodies so that every attack is not only well placed but perfectly so to deal lethal amounts of damage with as little expenditure as possible.
tab Mechanically speaking, the Warrior serves the role of a magical knight, blending mana and weapon for devastating effect. It wouldn't be incorrect to say that without a weapon in hand a Warrior is less than even a Titan, for everything about them comes from a weapon in their hand. It might well be noticed that the spell/talent progression of the Warrior matches that of the Titan, and this is no mistake, for a Warrior and Titan's path need not be opposite, and in fact blend well for devastating effect.


tab Notes:
tab Casting Type:
tab → Weapon Medium
tab → Object Medium
tab → Magic Circles
tab → Performance


tab tab D - r a n k
Quote:
tab Disciplines:
Juggernaut The Juggernaut utilizes posture, breathing, and precise movement to fight. When selecting this discipline the Juggernaut gains access to one [1] of the following three “Words”, which can be activated by setting aside a reserve of forty [40] mana. This cost reduces by ten [10] mana per two [2] experience ranks, starting at D-rank. The character may invest a second point into this Discipline at B rank to select a second word. There is no duration for their effects, and can be maintained indefinitely until switching to another. However, it takes one [1] activation to activate the new effect. Only one [1] can be active at any time.
    The Word of Wisdom: By focusing one’s mind through measured breathing, the Word of Wisdom keeps the user’s heart beating in the same, steady level and clears the mind of distraction. In this state, emotional based effects are reduced by one [1] rank in strength, and strikes become more precise, granting [1] rank increase to the Damage rank of an attack.
    The Word of Valiance: Focusing one’s body by tightening the muscles and readying yourself for what might come is the heart of the Word of Valiance. Choose one effect upon activation: Increase the Defense of one [1] Weapon or Armor by a D-rank amount or increase your Dodge bonus by a D-rank amount. This bonus increases by one [1] rank per two [2] experience ranks, starting at D-rank.
    The Word of Restoration: A combination of breathing and careful movement, the Word causes one’s natural mana and Stamina reserves to recover more quickly. Your recovery rate increases by one [1] step. Likewise, healing techniques used on you are considered one [1] rank stronger in effectiveness, and natural healing time is reduced by one fourth [25%].

Brute: The character gains the ability to wield over-sized weapons without the Intensive Weaponry proficiency. Likewise, by reserving [40] mana, with a decrease in cost of ten [10] mana per two [2] experience ranks starting at D-rank, the Brute is able to either wield over-sized weapons with one [1] hand or wear any armor without penalty. The choice is made upon activation, and cannot be changed until the ability is reactivated. Takes one [1] activation to activate and deactivate.

Armamentalist: The quintessential “elemental knight”, taking the path of the Armamentalist allows one the benefit of adding elemental effects to their weapons and armor. By reserving a cost of [40] mana, with a reduction of ten [10] mana per two [2] experience ranks starting at D-rank, the character may add on of the following benefits to their equipment. Activating and deactivating these abilities takes one [1] activation, and only one [1] effect can be active at once.
    Weaponry: The character chooses one [1] of their elements and cause it to burst into life upon their weapon. This causes the weapon to deal additional D-rank spiritual damage of that element when striking. This will scale up once per two [2] experience ranks, starting at D-rank, meaning at S-rank the additional damage would be B-rank.
    Armor: The character may selected one [1] of their elements and harden themselves against its effects, granting a D-ranked Defense without a scale against that element. This increases by one [1] rank per two [2] experience ranks, starting at D-rank. Affects all armor worn. This does not prevent the armor from taking durability damage. If the armor is removed or destroyed, the effect ends on those pieces.


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 Stage Talent per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +07 ] 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 Warrior. 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 Stage Talents per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +04 ] Stages of Learning.

tab B - r a n k
Quote:
tab Disciplines:
Spiritual Armament: Without their Armament a Warrior is faced with scenario that is all but certain to end in death. To counter this, the Path of the Warrior developed the Spiritual Armament, the ability to manifest a weapon or armor made entirely of mana that appears made entirely of an element they possess or pure Mana itself. In the case of a weapon, the Warrior may summon one [1] weapon they are Proficient in, though it must be a size and shape they are normally able to wield. If an armor, they are able to summon either a D - ranked armor with twelve [12] Durability, or a higher armor, with each Rank increase of Defense reducing the Durability by four [4] points. While the actual equipment summoned may change each time, upon selecting this Discipline the Warrior must select Armor or Weapon, and they cannot change this again. Selecting this Discipline a second time, or utilizing a Personal Attribute, may grant you the opposite selection.

Breathing Ritual: Breathing is central to the circulation of blood, and the control of the body's natural movements. Those who take this discipline are granted four [4] "Breathing Mode" custom Talents that can augment their natural abilities. If using a Breathing Ritual the Warrior is always considered "in Stance" for the purpose of Styles.

Battle Rush: More akin to a spell or talent than a Discipline, the Battle Rush is considered a unique movement ability that is usable once [1] per opponent, and only as the opening move. During the opening movement of the conflict initiates the Warrior may immediately close the distance between and opponent and themselves as part of another activation or attack, appearing within striking distance as long as they have clear line of sight between opponent and themselves. This cannot be activated alone, not even for a cost, as the attack must be a melee strike of some sort.


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 Stage Talents per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +04 ] 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 Warrior. 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 Stage Talents per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +02 ] Arcanist Spells slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +05 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Radningar: Known for their fierce battle abilities and for the terror they inspire in their opponents, the Radningar has mastered the art of fighting with wild, savage abandon. If Brute was previously selected there now is no cost to the ability to wield oversized weapons. If not previously selected, the benefit is still gained. If they attack first in combat they gain a Fury bonus, granting their attacks a one [1] rank increase in Strength and Speed for the first three [3] posts. Furthermore, the Radningar gains the ability to call forth a minor group of NPCs that will serve as their soldiers until death claims them. The NPCs will begin at D - rank and gain experience at double the rate of a normal character. Whenever the Radningar gains experience so, too, do their soldiers. They max out, progression wise, at B - rank, and they must always select at least one [1] Physical Class. RPCs cannot fall into this benefit, even if Personal Attributes are used.

Soulbound Sage: The Armament is the center of a Warrior's life, be it armor, weapon, or other item. It is the foundation upon which their training and their combat revolves and thrives. The Soulbound Sage is one who has reached that pinnacle, and is thus granted one [1] powerful Soulbound Armament. These armaments are completely indestructible, and are granted three [3] Greater abilities that can be split into two [2] Moderate abilities per Greater Ability, or four [4] Minor Abilities per Greater Ability burned. While using these Armaments the Warrior is always considered in Stance for a Style, and always proficient, even if proficiency wasn't originally utilized. Please note that Soulbound Armor will deteriorate during use, but will regenerate over time, rebuilding itself at a rate of one [1] Durability per three [3] Posts as a base.

Master Warrior: The pinnacle of the Path of the Warrior, the Master Warrior is granted three [3] Custom S+ - ranked Talents or Spells that define their mastery of being a Warrior. As such, the customs must have more than half to do with this class.


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 Stage Talents per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +00 ] Arcanist Spells slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +04 ] Stages of Learning.

Royal Taorito
Somnus Aeternam: 05.10.19 - Reworded Juggernaut to allow it to be taken a second time at B rank and removed mention of the old Advanceded Training Discipline that is no longer available. -- Removed mentions of chakra and replaced with ManaEdit 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 7:29 am
Path of the Skald


tab Description:
tab In the days of yore it was said that stories, rather than being written upon the flesh of ancient trees with the blood squeezed from the bodies of flowers, were spread by song and dance. That men and women of the ancient world would spread through word and performance what came before to inspire hope or terror into the hearts of their witnesses. So, too, were the stories of these figures knowing knowledge once forbidden to the likes of men, their abilities allowing them to treat the corruption that spreads within the mind, body, and soul of those who come too close to the supernatural and evil. Little is known about them in latter days, when books an machinery took the need for such methods of learning away from man, reminding the future generations of the deeds of their forebears with passionless knowledge.
tab The Skald, however, never forgot.
tab A mixture of the quintessential Bard and Druid, the Skald is a performer who uses their arts to inspire their allies, to demoralize their foes, and to treat the accursed affliction known as Corruption that spreads from the torturous machinations of the evil underbelly of the world. Illusions that ensnare the mind and leave lasting harm on mind and body alike, foul temples where crimes against mankind are left unchecked, and the evil of the Echoes are the enemies, or ally, of the Skald, and it is these that have made the Skald a continued necessity, and asset, in this new world. The Skald is the best class you can be if you desire to use the power of your performances to interact with the primal world and either help your allies or hinder your foes. If you wish to heal the afflictions of the spirit, the mind, or the body, and be the foe of every Illusionist in this guild, then look no further.


tab Notes:
tab Casting Type:
tab → Performance
tab → Magic Circles
tab → Chanting
tab → Weapon Medium
tab • Skalds work off of the three [3] types of techniques unique to their kind: Resonance techniques, Dissonance techniques, and Harmonic techniques. While they all can be broken down into Buff/Support, Debuff/Damage, and Healing, it is important to remember that the Skald directly weaponizes the power of sound and performance, meaning that sonic based abilities are also supported.
tab • Skald is one of the two [2] Healing classes within Shattered Past. The other, Medic, treats mana related injuries or status effects, while the Skalds handle the spiritual and mental side of life to combat Corruption and other debilitating mental/spiritual status effects. Both treat the more mundane injuries of the world otherwise, and gain access to the Physician skills.
tab • Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


tab tab D - r a n k
Quote:
tab Disciplines:
Bard: Skalds that focus on their performances that greant a positive or negative effect, the Bard specializes in one of two schools: Resonance, or Dissonance. Once selected the choice cannot be unmade. Firstly, all aspects of the selected school as increased by one [1] full rank in effect, strength, and speed. Furthermore, upkeep costs for the selected school are halved [1/2] as long as the Bard is able to focus entirely on their spells. A Bard automatically is granted the Casting Method of Performance in addition to whatever was selected by the Skald. If Performance was already selected add one [1] more.

Warden: The Skald of Battle, the Warden gains the unique ability to select one [1] Skald Talent or Spell every two [2] Ranks beginning at D - rank and convert this into an Aura. Doing so requires reserving the cost of the technique from the requisite energy pool, making it where that energy cannot be regenerated or used until after the ability is released. During this time there is no duration, instead only remaining on the Warden. This aura, if a positive effect, may be generated anywhere from one [1] to twenty [20] meters out, granting the effects at half strength [1/2] to all allies within this field. The aura's area of effect must be selected at the time of activation. If the effect is negative the same rules apply, though in this case only enemies are affected. Secondly, increase the number of Proficiencies gained to one [1] per two [2] Experience Ranks.

Omen: The Harmonics focus of the Skalds, the Omen hyper-focuses on recovery abilities. Firstly, the Skald may perform Harmonics and change their effect to include an area between one [1] and twenty [20] meters in radius, affecting all who the Omen intends to help. If the Harmonic Ability already includes an area of effect the range instead is doubles [2x]. Secondly, the Omen gains the innate ability to sense and detect Corruption, as well as gain a general feel for just how much, and which of the three [3] types, the afflcited has. This sense of supernatural in original, and "pings" up to fifty [50 meters in radius, with an additional ten [10] meters per Experience Rank. Finally, the Omen is granted an additional two [2] Skills per Experience Rank beyond D - rank specifically for medical-based skills.


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 Skald Talent // Spell Per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +07 ] Skald Talent // Spell slots.
tab tab tab • [ +06 ] Skill points.
tab tab tab • [ +00 ] 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 Skald. 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 twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Two [2] More Skald Talents // Spells Per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +06 ] Skald Talent // Spell slots.
tab tab tab • [ +04 ] Skill points.
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:
Bondmate: By forming a bond with the spirit of an item or person a Skald is able utilize this bond to increase both parties in some fashion. There are four [4] options, and one [1] must be selected at time of bonding. These effects are chosen at the time of the bonding ceremony, and cannot be changed until another is performed. Effects cannot be selected more than once. The Bonding effects must be rekindled every twenty [20] posts or the effects fade. If one both both perish or run out of Mana or Stamina, the bond stops. The Bonding Ceremony takes two [2] posts to initiate. The options are the following:
Quote:
tab ○ The bond allows Collaboration with person or item without any need for training up to one [1] rank lower than the highest rank's Experience Rank.
tab ○ The bond grants a recovery bonus of fifty percent [50%] to all recovery techniques to Mana or Stamina recovery.
tab ○ Grants an increase of spell or talent effects that utilize both parties by one [1] rank and step.
tab ○ Grants the ability to act distribute damage taken between both parties, decided upon at any time.


Battle Meditation: Fighting can take a toll on most, but some thrive on it. These Skalds learn that they can only truly think, concentrate, and in fact become revitalized while within a hurricane of force that the Battle Meditation. The first point invested into this Discipline the Skald may select one [1] performance type that, when utilized to complete a technique, grants an increased Mana and Stamina regeneration of one [1] step for the next one [1] Post per Experience Rank. The counter for this will reset for each ability used with a performance.

Melodic Harmony: While increasing the powers of one's allies and destroying the capabilities of one's enemies are a large part of the Skald's job Corruption, both healing and granting it, is arguably just as important. Melodic Harmony is the discipline that makes any spell that either heals or grants Corruption to see a unique change as long as they are used while using a Performance, even if Performance is usually not listed in the Casting Types the Skald has selected. The Skald is granted three [3] Custom Talents that may be automatically added as a buff or debuff to a target so healed without additional cost. As there is no cost these Talents may well be of lesser strength than others made of their rank, but these can also only be added on during the Melodic Harmony usage. As such, they are called Custom Melodies. Additionally, if using Medical Skills to treat any injury or malady while Performing, the skill is counted as two [2] points higher, or reduce length of treatment, whichever benefits more.


tab tab Energy ○ Pool ○ Increases:
tab tab tab • { 50 } Total [Divided as Desired, at least twenty five [25] points to either]
tab tab Passive ○ Benefits:
tab tab tab • Learn Three [3] More Skald Talents // Spells Per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Skald Talent // Spell slots.
tab tab tab • [ +04 ] Skill points.
tab tab tab • [ +00 ] Arcanist Spell slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +02 ] 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 Skald. 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 Skald Talents // Spells Per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +05 ] Skald Talent // Spell slots.
tab tab tab • [ +04 ] Skill points.
tab tab tab • [ +00 ] Arcanist Spell slots.
tab tab tab • [ +00 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab S - r a n k
Quote:
tab Disciplines:
Legendary Skald: Sung far and wide as the greatest of Skalds to exist, the Legendary Skalds gain access to making the most powerful of Skald Abilities that can change the course of histories. In this case, selecting this Discipline grants access to three [3] S+ - ranked Abilities that the Skald may make. Due to their nature, the ability must have at least half to do with being a Skald for it to count.

Harbinger: The Skald acts as the sole combatant of the Corruption of the Echoes, using their magic to obliterate it or to spread it as they see fit. Some take that to the extreme. Called Harbinger of the Echoes if they support the Corruption, or Harbinger of the Elders if they stand opposed, the Harbinger epitomizes the ancient struggle between two opposing factions that supposedly began at the end of time. By selecting this Discipline the Skald gains the ability to passively use their Performance to create an Aura around them, so that those who experience their performance within one hundred [100] meters are assailed by one of two forces. Both songs do not require an Activation to utilize, as long as an Ability is activated every turn. If an Ability is not, one [1] Activation must be utilized to upkeep the performance.
tab tab → If of the Echoes, the Harbinger's Dirge immediately makes all Afflictions two [2] steps more dangerous, stopping short of the final step (which often grants death). Furthermore, any Dissonance ability they utilize will no longer require an upkeep for its effects, though this only affects costs of upkeep from the energy pool. Furthermore, the area of effect or number of targets that can be selected for those Dissonance abilities is doubled [2x], whichever is better. The Dirge is a physical pain, and has a passive fear effect that does not compel terror, but there are few except the Dead themselves who are immune to feeling the discomfort and fear of the Echoes' call. Due to this effect anyone who attempts to recover Mana or Stamina finds the amount reduced by two [2], potentially stopping them entirely from recuperating.
tab tab → If of the Elders, the Harbinger's Anthem immediately reduces the effects of all Afflictions by two [2] steps, reducing its overall power but also halting all increase in Corruption rates while within its radius. Furthermore, any Resonance spell cast within the Aura will immediately have its area of effect or the number of targets doubled [2x]. The Harbinger's Anthem is a call to battle, to recovery, to continue to struggle in the face of adversity. While not a compulsion effect, none but the dead may ignore the uplifting sensation, the desire to move mountains and make something of themselves. To those who are resting, or attempting to recuperate their Mana and Stamina, they find their regeneration increased by two [2] steps, potentially allowing a quick name to grant full restoration.

Druid: Known as the specialist in the art of Harmony, the Druid is a Discipline divided in ethos. Said to be the title of those who most diligently practice healing, the Druid is less known, perhaps for good reason, for being a master of Corruption. When selecting this discipline the Druid decides which side they will take, be it Healing or Corruption. Once made the decision cannot be changed, but from that day forward the Druid epitomizes their version of the Art of Harmony, and are granted the following effects.
tab tab Corrupting Influence: Firstly, all healing magic spells may, at any time, be reversed to do their exact opposites without the need of extra training. If spells are changed in this manner, increase the spell's duration, strength, or speed by one [1] rank. Secondly, select one of the three [1/3] types of Corruption, and any Harmony spell cast will grant one [1] point of Corruption for that type automatically. This cannot push someone beyond the last Tier of effects. Furthermore, the Druid is granted two [2] Custom Alterations, which are a physical, spiritual, or psychological change based on Corruption the Druid may make that represents their close ties to the evil power.
tab tab Purifying Influence: All Harmonic spells are doubled in effect and in potency, able to affect one [1] rank higher injuries as if they were all one [1] rank weaker. Secondly, select one of the three [1/3] types of Corruption. From this point forward the mere presence of the Druid causes the Corruption to flee, reducing the count of that type of Corruption by one [1] per post spent within ten [10] meters of an infected subject. The Druid does not detect this, however. Finally, the Druid is granted two [2] Custom Spells that may be automatically cast on anyone coming into their presence, though it must be a positive or neutral effect.


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 Skald Talents // Spells Per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +06 ] Skald Talent // Spell slots.
tab tab tab • [ +04 ] Skill points.
tab tab tab • [ +01 ] 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 7:30 am
Path of the Beastmaster


tab Description:
tab Born of a kinship between man and animal, master and monster, the Beastmaster learns early on that there is more to them than the average person. People are more alien than pets and companions with more legs than two, and where one may perish two or more may succeed. These tenants of thought are often central to those who walk the Path of the Beastmaster, though by no means are they destined to think this way. In point of fact this Path is often seen as the least defined of Paths as anyone may take it and use its strength and powers as their own. A familiar for the Arcanist to defend them while they bombard from a distance. The Knight who wishes a closer and more meaningful bond with their mount. A Tracker who needs eyes in the sky to stalk their pray. This and more may lead many down the Path of the Beastmaster for reasons innumerable.
tab As far as Mechanics are concerned the Beastmaster is recognized as a difficult opponent because of the sheer numbers that they represent. At times able to field more than ten combatants to their opponents’ one, special mechanics exist to even the playing field while still maintaining the strength in numbers approach. These will be covered under Combat Regulations.


tab Beastmaster Pet Rules:
• Companions of custom design must be submitted with the following guidelines for approval.
• Limitations of Experience Ranks and Mana // Stamina levels are found in the Companion Pet Store.
• Activations are handled differently for Companion owners. Unlike other multigroups, Beastmasters must share their activations with their Companions in every post, with the character able to utilize no more than three [3] of them in any one [1] post. These additional Activations are based on the number of Companions the character physically has instead of the number of CCS they possess. The bonuses, and requirements, are as follows: 1 - 3 Companions ► +0 Activations, 4 - 7 Companions ► +1 Activations, 8+ Companions ► +2 Activations.



tab Notes:
Casting Types:
tab → Primal
tab → Object Medium
tab → Magic Circle
tab → Ritual
• Due to the relatively few Talents and Techniques associated with this class, all Talent and Technique slots earned from this class may be used to create "Class Customs". These are considered Guild Use, meaning that what you create will be added to the guild Talent lists. If, however, a Custom Technique slot is used, they will not be counted in the guild use category.


tab tab D - r a n k
Quote:
tab Disciplines:
Ranger: Born for war and bound to but a single companion, the Ranger is granted a single companion that is as natural or unnatural as desired that grows alongside them. Beginning with four [4] more CCS than the other Disciplines, with an additional point every single Experience Rank, the Ranger customizes this beast to fit their needs and desires. The pet gains three quarters [3/4] of the mana, stamina, and slots that the Ranger does, always rounded up in favor of the Beastmaster. The beast remains at the same rank as the character, beginning its birth and growth at D – rank. This bond, while powerful, focuses growth nearly entirely on the pet, and as such the Ranger gains lest Beast Attributes than its counterparts, gaining one [1] at D – rank and A – rank.

Huntsman: Born to the wild rhythm of the Hunt, the Huntsman finds within themselves the natural instincts of a predator. A natural blend between the Paths of the Tracker and Beastmaster, the Huntsman may select two [2] Tracker Skills that are normally forbidden to them and make them learnable (If the character later gains the Tracker Class, these two options are considered four [4] points higher at all times). Furthermore the Huntsman gains three [3] CCS which may be used only for creating multiple pets. At every other Experience Rank, with the count beginning at E – rank, the Huntsman gains access to one [1] more CCS per pet they have. Hunting alongside one’s companions is what highlights the Huntsman as a Beastmaster. Whenever hunting alongside their companions their Tracking skills are counted as two [2] points higher per companion involved. This close bonding that allows the huntsman to work alongside their companions for additional affect grants them one [1] Beast Attribute every other rank, beginning at D – rank. Each member of the Huntsman’s companion pool is limited in energy pool and technique knowledge as explained in the Custom Companion Shop, as linked above.

Alpha: Few understand the strength of the Pack the way the Alpha does. Born to be the head of a community, the Alpha focuses not on diversity of qualities nor particularly high numbers of companions, and instead focuses on the strength of the Pack as a whole. By selecting this Disciplines the Alpha gains access to three [3] spells per Experience Rank, beginning at D – rank, that are custom to each Beastmaster. These spells are unique in that they are focused entirely on the Pack itself, granting them supernatural abilities or granting buffs to all who are a part of the Pack no matter how distant. Furthermore, the Alpha is able at any time to expend five [5] mana and share the senses of any one [1] Companion, per experience rank, that is a part of their Pack. The Alpha is able to gain access to one companion [1] per Experience Rank, beginning at D – rank with two [2], with a total of six [6] CCS granted to each member of the Pack. The downside is that there is no way outside of Artifacts to increase the number of CCS each Pack Member may attain.


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 of Technique Type of Choice per Post.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +02 ] Proficiency slots.
tab tab tab • [ +04 ] Skill slots.
tab tab tab • [ +03 ] Arcanist Spell slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +03 ] 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 Beastmaster. 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 if of the same as D - rank, otherwise gain One [1] more in another Technique Type.
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 • [ +01 ] Illusion slots.
tab tab tab • [ +01 ] Stages of Learning

tab B - r a n k
Quote:
tab Disciplines:
Communion: Communication is by far the most difficult ability to attain for a Beastmaster, for without mana such connections are generally outside of their reach. However, those who learn the art of Communion perform a series of Rites that is defined by no one but themselves and their packmates. Once completed, the Beastmaster is able to communicate telepathically with their companions with instant transmission of thoughts. Even if the companion still thinks as an animal does, the communication translates itself, though even with this some concepts are truly impossible to translate. Yet the greatest boon of the Communion is the ability to share senses. Up to one [1] sense per Discipline Point invested, and it can be maintained for two posts [2] of time per Discipline Point. This switching can be done for up to five miles [5] per Discipline Point, of which may be invested in this discipline as many times as desired.

Monstrous Desires: When taking this Discipline the Beastmaster is granted two [2] more Companion Slots that must be used for changes to the base animal, as well as receives a two [2] point reduction to all costs for such changes.

Hunter: When selecting this Discipline the beastmaster selects one target [1] they have previously interacted with, and until they have terminated the Hunt that target will be marked as their Prey. From this point forward all techniques or items used to disguise their trail is reduced by one [1] rank, and the Agility of the Hunter will be increased by one [1] as they attempt to gain upon their prey. While this discipline may be selected any number of times as desired the result only increases the number of Prey the Beastmaster may have by one [1] per point invested.


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 of Technique Type of Choice per Post if of the same as D - rank, otherwise gain One [1] more in another Technique Type.
tab tab Technique ○ Limit ○ Increases:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Skill Points
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +02 ] 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 Beastmaster. 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 of Technique Type of Choice per Post if of the same as D - rank, otherwise gain One [1] more in another Technique Type.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +01 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +01 ] Spells slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +02 ] Stages of Learning.

tab tab S - r a n k
Quote:
tab Disciplines:
Lord of the Pack: To master the Pack is to learn to hunt with the pack in perfect synchronization. The Lord of the Pack Discipline grants the ability to use Collaboration abilities with their pets for greater effect. Secondly, it allows the ability to speak telepathically and empathically with all members of their Pact, no matter their distance in the world. Finally, the Lord of the Pack is able to spread all supplemental spells and talents they use to all of their Pack at once, though the effects are halved [1/2] for all affected.

Twin Soul: Some say the line between master and companion blur after years spent together. None know this better than the Twin Soul. The Beastmaster who takes this Disciplines gains one [1] free Twin Soul Custom, which represents a powerful spell that combines the Companion and the Beastmaster into one entity. All stat numbers are stacked atop one another, and the two are considered as one being with two minds, requiring Illusion spells that target an individual only affect one of them and not the other.This Custom defines the form that is taken on the fusion, as well as the benefits of this "mode" of being.

Beastking: Only a few reach this pinnacle, and when they do they unlock spells or talents that few can rival. Taking this disciplines grants three [3] S+ - ranked techniques that must have at least half [1/2] to do with the Beastmaster 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 of Technique Type of Choice per Post if of the same as D - rank, otherwise gain One [1] more in another Technique Type.
tab tab Base ○ Techniques ○ Limits:
tab tab tab • [ +00 ] Proficiency slots.
tab tab tab • [ +02 ] Skill slots.
tab tab tab • [ +03 ] Spells slots.
tab tab tab • [ +03 ] Illusion slots.
tab tab tab • [ +03 ] Stages of Learning.

Royal Taorito
Edit Log:



© 2017-19 Shattered Past
 

Royal Taorito
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Royal Taorito
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  • Cool Cat 500
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PostPosted: Mon Apr 29, 2019 7:30 am
The Path of the Guardian


tab Description:
The staunch bodyguard of a noble, the knight charging into battle alongside his comrades keeping their spirits high, and the Tank of modern-day battle tactics are archetypes of the Guardian class. When someone takes up arms in the defense of another they are taking the Path of the Guardian, whether they know it or not. While protecting others would appear to be the entire purpose of the class keep in mind that sometimes it's about protecting yourself more than another. How can one defend others if they fall to the first blade they meet? As such, the Guardian fits no one playstyle, instead catering to a variety of defense-oriented selections and Path combinations with an innumerable amount of justifications for their actions. The Guardian is the best Path to take if you wish to be the first line of defense or the last one standing when the bombs fall.

tab Notes / Reminders:
Casting Types:
tab → Weapon Medium
tab → Object Medium
tab → Talisman
tab → Martial Movements
• Guardians can be a difficult class to play as there are few abilities to offer a large variety of options in battle. You may often find yourself in a situation where how you use an ability will define you more than what you're using.
• Any defensive spell from any class may be taken with a Guardian Slot, as long as it is up to C - rank (unless a Grimwarden) and only deals with defenses or protections. If it's a defense meant mostly for offense it will not count. If you're not certain about an Ability please speak with the Approval Committee.


tab tab D - r a n k
Quote:
tab Disciplines:
Cavalier: Not just a defender but the leader of men, the Cavalier is the standard on the battlefield, the beacon in the darkness that leads others towards victory. Seen as a leader of men the Cavalier begins plan with three [3] Custom Talents that may be used to form Banner Standards, a type of Talent specific to the Cavalier. These are a form of Morale based Enchantment Affect that is triggered to all Allies who see the standard the Cavalier owns and will continue for one [1] post per every two [2] experience ranks after an ally loses sight of the Banner. The number of custom Banner Standards the Cavalier receives is increased by two [2] per Experience Rank, though the number of Banner Standards that may be utilized at once is one [1] per two [2] Experience Ranks beginning at D – rank. Allies are those who recognize the Cavalier as a force for their side, and who recognize the Banner the Cavalier uses. Each Cavalier must take up a single image, a symbol, that distinguishes them as a Banner that others will see and immediately recognize as a symbol for them. Cavaliers are always affected by their own Standards, and any Ability that is used to try and break the effect of their Banner is reduced by one [1] rank in effectiveness to do so.

Juggernaut: Born to Armor, a walking tank, the Juggernaut masters the ability to manifest their will as an armor upon their bodies. Beginning at D – rank, the Juggernaut may expend fifty [50] Mana or Stamina to summon a set of armor onto their bodies, formed from the will and raw power of their warrior spirit. If the cost is paid in Mana the armor will form in an energy like matter, humming with the natural elements the Juggernaut possesses and defending as a Magical type defense. If Stamina is paid the armor is hard, real, and made of a powerful material that appears as the desired appearance but which cannot be named or used in crafting of any sort, defending against Simple attacks and effects. The appearance of the armor is decided when this discipline is selected, with an appearance for each being created at the same time. This can only be changed one [1] time per Experience Rank, at the time of ranking up. The Armor has its own Defense rating equal to the experience rank of the Juggernaut, though this maxes out at B – Rank, with the Durability being equal to six [6] per Experience Rank. Personal Attributes and Customer Abilities may be used to augment the armor. The armor can be summoned in totality or in part, with the full armor covering all six [6] limbs. If at any time a partial armor is summoned an additional twenty [20] Mana or Stamina may be spent to compound the other limbs defenses onto one [1] or more limbs, stacking the Defense and Durability. For every such “stacking” an additional ten [10] energy is required in cost. I.E. if someone wants to cover just their arms, they could spend twenty [20] energy to increase the Defense of that limb by one [1] rank, using one [1] of the free five [5] limb slots to stack. Each Limb slot so used would increase the rank by one [1], until no more Limb Slots are used. When referring to this summoned armor the Guardians call them Bulwarks.

Grimwarden: A magical specialist in the art of Defense, the Grimwarden is seen as the expert in external defensive manners. While all classes may utilize Guardian spells up to C – rank, the Grimwarden is the sole one able to utilize those B – rank and above. Furthermore, they may select one [1] Defensive Ability and are able to cast that at two [2] ranks less in cost. This one [1] ability may be cast as a Free Actions once per turn of combat [1x]. The Grimwarden is a specialist not only in spell defenses but in natural defenses, gaining the natural ability to restore up to three [3] points of durability to a natural or manmade defense per experience rank in one [1] Action, though this cannot be used to affect Weapons or Body Armor. This costs E – ranked Mana or Stamina to reflect the exertion required for this feat.


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 Stage ability or Guardian Ability per Paragraph.
tab tab Base ○ Jutsu ○ Limits:
tab tab tab • [ +06 ] Guardian Ability slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +01 ] Illusion slots.
tab tab tab • [ +05 ] Skill Points
tab tab tab • [ +02 ] Proficiency Points
tab tab tab • [ +06 ] 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 Guardian.


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 Guardian Abilities or Stage Abilities per Paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +03 ] Guardian Ability slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +03 ] Skill Points
tab tab tab • [ +01 ] Proficiency Points
tab tab tab • [ +04 ] Stages of Learning

tab tab B - r a n k
Quote:
tab Disciplines:
Party Dynamics: When taking this Discipline the Guardian may designate up to one [1] person per Experience Rank that will be considered a part of their “party”. From then on and until the Guardian chooses otherwise the Party may receive up to half [1/2] of any benefit from a Guardian or other Defensive ability cast by the Guardian. The Duration will last half as long, the benefits half as strong, but no additional cost is paid for this benefit. The designation of a Party Member takes three [3] Actions, and as such is best to be done outside of battle.

Intimidation: A natural-born ability of a Guardian the act of Intimidation has one of two [1 of 2] effects depending on the being they are dealing with. As an Action, the Guardian may choose to use a variety of means to begin an Intimidation effect, which will cause the Base Aggro of an NPC to be increased or decreased by five [5], or the positive or negative number will become a Benchmark of five [5], depending on how the target reacts to fear. In the case of Intimidation being used as part of an Ability, the modifier of that ability will be increased or decreased by five [5] points, whichever is most beneficial to the user of the ability. When used as part of an Ability, Intimidation will not cost an Action.

Defense Artistry: Any armor worn or any defense ability used will come with additional benefits, something unique to the Guardian and something unexpected. Immediately gain three [3] custom Augments that will affect any armor worn or defense ability utilized by the Guardian, such as making it where all Shields carried immediately gain spikes that grant Proficiency and can be used as a weapon, or barriers created gain a leech effect when cast. At any one [1] time the character may only have one [1] of these Augments in play per spell or piece of equipment, with no Action required to activate them. If an Upkeep equal in cost to the added Augment is paid per post a second [2nd] ability may be added.


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 Guardian Abilities or Stage Abilities per Paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +03 ] Guardian Ability slots.
tab tab tab • [ +01 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +03 ] Skill Points
tab tab tab • [ +02 ] Proficiency Points
tab tab tab • [ +05 ] 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 Guardian.


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 [4] additional Guardian Abilities or Stage Abilities per Paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +03 ] Guardian Ability slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +03 ] Skill Points
tab tab tab • [ +00 ] Proficiency Points
tab tab tab • [ +05 ] Stages of Learning

tab tab S - r a n k
Quote:
tab Personal Disciplines:
Master Guardian: The pinnacle of the Path of the Guardian, the Master Guardian is granted three [3] Custom S+ - ranked Talents or Spells that define their mastery of being a Guardian. As such, the customs must have more than half to do with this class.

Legendary Defender: Through ritual and deed the Guardian learns to impress their almighty spirit upon any defensive object they themselves possess. Immediately gain one [1] Legendary Property that sits on part with Legendary Equipment made by Artisans that counts as a Custom Ability. This property may be added to any defensive equipment the Guardian possesses by spending nine [9] Actions worth of time (one [1] hour outside of combat) in a ritual to impress their spirit upon the object. Only one [1] such object may be enchanted in this fashion. If the Guardian is a Juggernaut this targeted object may be their Bulwark.

Chevalier: The pinnacle of the warrior brotherhood, the Chevalier is foremost a role model on the battlefield, with the eyes of all upon them to control the flow of battle. When a Chevalier takes to the field the spirits of their mind rise and fall with them. Everyone who the Chevalier considers an “ally” will receive a benefit of one [1] rank reduction in all damage and pain they receive and find themselves able to take an additional Action for free once every two [1/2] posts. Any morale-based Ability used by the Chevalier has its effects immediately doubled free of charge. That said, this comes with a cost. Being the spirit of a side in a fight means if one falls so, too, does the boost their presence normally gives. If a Chevalier falls in battle those former allies gain the Failed Morale status affect, increasing the cost of all abilities they use by one [1] rank from its norm, and they find that their total number of Actions per post falls to two [2]. This can only be overridden by the Chevalier performing some action that shows they are well, and not finished. In short, this requires extraordinary roleplay to pull off mid-battle. In addition, while the positive benefits are active, the Chevalier immediately sets the Benchmark for enemy NPCs aggro towards them as negative ten [-10].


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 [5] additional Guardian Abilities or Stage Abilities per Paragraph.
tab tab Jutsu ○ Limit ○ Increases:
tab tab tab • [ +03 ] Guardian Ability slots.
tab tab tab • [ +02 ] Arcanist Spell slots.
tab tab tab • [ +02 ] Illusion slots.
tab tab tab • [ +03 ] Skill Points
tab tab tab • [ +02 ] Proficiency Points
tab tab tab • [ +04 ] Stages of Learning



Royal Taorito
Edit Log:


© 2017-2020 Shinobi Strike
 
PostPosted: Mon Apr 29, 2019 7:31 am
{PlaceHolder}  

Royal Taorito
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Wrathful Cat

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Royal Taorito
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Wrathful Cat

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PostPosted: Mon Apr 29, 2019 7:33 am
{PlaceHolder}  
PostPosted: Mon Apr 29, 2019 7:34 am
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
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Royal Taorito
Vice Captain

Wrathful Cat

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  • Cool Cat 500
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PostPosted: Mon Apr 29, 2019 7:35 am
--  
PostPosted: Mon Apr 29, 2019 7:36 am
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
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Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
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PostPosted: Mon Apr 29, 2019 7:37 am
--  
PostPosted: Mon Apr 29, 2019 7:37 am
--  

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 7:38 am
--  
Reply
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