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Ergo War

Enduring Guildsman

PostPosted: Fri May 22, 2020 11:34 am
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________Personal Identification
Name: Meissa (Miyamoto Bastet)
Age: 15
Race: Human
• Can unlock one [1] class-specific skill. This acts as having one [1] rank in that skill.
Physical Description: 5'3", 120 lbs., female. A form of albinism leaves her with snowy hair and complexion, leading her to cover up in robes whenever possible. Her dark blue eyes are almost always hidden behind a blindfold or some other kind of eyewear. Her standard outfit is a white cloak over a set of black reinforced clothing and a blindfold made of a strip of black cloth with subtle blue embroidery.
Fears: Being unmoored from something she can call "normal", powerlessness in a situation where she sees a path to a better resolution, things that defy explanation.
Personality: Straightforward and direct, with a demeanor that could be generously described as "grumpy". She's not particularly disposed toward humor. She is very concerned with respect being shown to people she thinks have earned it, though she doesn't particularly care much for most formalized hierarchies. Those who have worked with her find it difficult to say whether she's a slave to innovation or simply unpredictable.
History:
tab A woman from the former Sand Village during the Era of Division. During her time there, she accumulated prestige and power in equal measure, serving as the guinea pig for their ANBU program, raising a crop of students, and eventually succeeding her uncle as Kage. After a few years in power, she passed her duties on to a successor named Ayame and began pursuing activities that would have been difficult in her previous role, though she officially remained an active part of the military structure.
tab Throughout her career she was considered an expert in seals and personally sealed Bijuu several times, on occasion even being summoned to other lands to perform the rites. She was a central player in many of the Sand's interactions with the UHV, which is to say that she often found herself in pitched combat with them, including the failed invasion of the Sand by the UHV's "Star" divison. Of the major incidents that occurred in the Wind Country over the years, she was involved in resolving almost all of them, from the attack of sentient pollen monsters, to an attempted coup by a group of undying cultists, to naval excursions off the southern coasts, to the various invasions by the UHV and other miscellaneous entities. Her non-combat position in the military's hierarchy was "Head of Research and Development", but her activities under that title were a mystery to anyone outside the department in question. She had a few students over the years and found great satisfaction in helping them grow into people she could trust to protect the Village if she had to leave. Yet, for all the happiness it gave her to see her students succeed, losses hit her even harder, gradually driving her away from the role of teacher.
tab Unlike her professional life, her personal life was fairly calm. Her family maintained a fairly expensive piece of property on the outskirts of the Sand's residential district, where she spent much of her time isolated in the family workshop, her personal study, or tending to a small gaggle of cats. Her skills as a tailor and a creator of pseudo-spiritual marbles called "Variable Marbles" meant she never wanted for distractions. When those didn't suffice, she would head out into the desert and start mining, at first for materials and later for lost ruins. Her discovery of the tomb of a Ninshuu Sage marked the start of a spree of fairly high-profile discoveries of cultural artifacts across the world. The artifacts that she uncovered were numerous, including a necklace of magatama that were exceptionally powerful proto-Variable Marbles and the petrified remains of some titanic humanoid creatures buried near the coast of the Wind Country. She was eventually anointed a Sage of Ninshuu herself for her discoveries, but that was pretty much the only thing she retained from all her discoveries, as she elected to send everything but the magatama necklace back to their home countries. The saint's body was sealed into a small shrine at the heart of the residential district.
tab All of that goes to say her romantic life was nonexistent and her social life wasn't much better. Familial interactions weren't much more common; over the course of her career she adopted a few orphaned children, some of whom went on to be fairly successful in the military and civilian spheres. While she wasn't what could be called a "warm" mother figure, she did a competent enough job to ensure her kids were happy. She was also known to go around solving minor issues that developed in the village--such as littering--and taking on students at random intervals. Despite not being a puppeteer, she was the owner of a shop dealing in puppets and puppet accessories, which came about when she looked at the simplistic puppets of the day and decided she could make a mint manufacturing them. All told, she lived a surprisingly relaxing life.
tab She disappeared shortly after the beginning of what came to be called the Era of Attention. The exact circumstances of her disappearance are uncertain and made only more confusing when she showed up in the modern day, now younger and lacking many of the skills she'd developed over the course of her lifetime. For multiple reasons, she now goes by the name of Meissa.
Personal Attributes:
      • Overflowing Chain: Meissa can choose to redirect her prodigious mana recovery to the creation of a semi-liquid jewel containing up to 50 Mana. Once created, this jewel can be handled like a standard physical object with the consistency of stone but with an odd tendency to ripple when touched. It can also be placed in orbit around a part of her body, where it will stay until directed otherwise. If consumed, the jewel will burst into an easily-swallowed liquid, restoring its Mana capacity in either Mana or Stamina to the the consumer. Up to 20 of these jewels can exist at any one time. Once at least 10 are in existence, they can be manipulated at will within 30 meters of Meissa and can be used to attack or defend, consuming Mana from the bead(s) as necessary. The maximum capacity of each bead is increased by 50 and the maximum number of beads increases by 5 every two ranks starting at D.
      • Queen's Right: Meissa can embed the jewels from the Overflowing Chain into objects. After at least one post, she then can retrieve the jewel to gain highly-detailed knowledge of the item and its contents (if any), though her understanding of this new knowledge is limited to concepts she is already familiar with (i.e. she wouldn't be able to figure out how a piece of totally alien technology works, but she may be able to recognize familiar aspects about it). A representation of any object Meissa has analyzed in this way can be recreated in perfect detail by temporarily transforming a jewel from the Overflowing Chain, allowing it to be picked apart and researched as if it were actually present.
      • Unconventional Thinker: +1 Discipline Point.
      • [Survival] Native of the Wind: In areas suffering from water scarcity, high winds, sandstorms, and/or other desert-like conditions, Meissa's Survival skill is treated as being two points higher.
      • [Knowledge (Arcane, Engineering)] Overflowing Senses: Meissa can extend her senses to any number of the jewels of the Overflowing Chain and cause them to actively carry information to and from the user. This allows her to gain sensory information as though she were actually interacting with an object even when that would be dangerous (such as tasting for poison or testing if something is hot). If a jewel is embedded in another entity (be it object or person) she can perceive things from its point of view. As a side-effect of this ability, entities with a jewel embedded into them can communicate with each other mentally until the jewel is removed. These effects only persist as long as she remains within 3 meters of the target.
      • [Knowledge (Arcane, Engineering)] Meditative Dowsing: By meditating, Meissa can feel the general direction and distance of any artifacts within the same thread.
      • Custom Style Contest, 2nd Place Reward: +1 PA, +1 Discipline Point
      tab • (PA) Void Spirit: Possessing mana that disturbs spirits less than others, Meissa can interact with spirits of any element, not just those matching her own elemental affinities.
      tab • (Discipline) Savior to the Fallen (Locked until C-Rank): See below.
      • Custom Evo Contest Entry (10 entries): +10 free slots, +1 Greater PA.
      tab White Canvas: Meissa is able to draw on the elemental affinities of spirits she has contracted with, becoming temporarily able to use techniques of their element. She gains 10 slots and can fill them with techniques of any element, with the limitation that they are only able to be used when she is contracted with a spirit possessing the same element.


________Capabilities
Experience Rank: D (3725/5000)
E-Rank
• Passive: 200 EXP
• Learn a Technique (x3): 300 EXP [-]

D-Rank
• Passive: 1425 EXP
• Learn a Technique (x6): 600 EXP [-] [-]
• Servus Discovery Mission: 1000 EXP [-]
• Deer Catching Mission: 200 EXP [-]

Classes:
      • Medium (Wood)
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:
      Investor - 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.
      • [Custom Medium Discipline] Totemic Sculptor: A strange sort of medium that calls on the remains of monsters to imbue the entities they call forth with the abilities those monsters possessed. By affixing parts taken from monstrous beings to a focus, the medium is able to add traits the monsters had to the entity that inhabits that focus at a rate of one trait per part affixed. At base, two parts may be attached to a focus, increasing by one part per additional Discipline Point put into this discipline.
      • [Custom Medium Discipline] Savior to the Fallen (Locked until C-Rank): A narrow specialization of Medium, a Savior to the Fallen is able to forge contracts with spirits that have been worn down and works to restore them to their full glory. These spirits, being unstable, rely on their Savior and permanently reside in a shikigami; they thus function closer to a familiar than a typical contracted spirit (see the spoiler below for more details). This spirit can cast any spells of its element or Shaman spells its Savior knows up to its rank. If it lands a finishing blow on another spirit, it can consume part of its foe to increase its abilities, making itself more "whole". Consuming a spirit at or above its rank will cause the damaged spirit to increase its rank by one.
      tab • To determine if a spirit is damaged: Roll a 10-sided die. If the result is 1, the spirit is damaged and can be made into a familiar. For each additional time this discipline is taken, the maximum number of spirit familiars the user has access to increases by one.
      Overview:
      Once contracted, a Shard Familiar is granted two [2] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Whenever the Shard Familiar ranks up, it gains another two [2] Attribute points to allocate. In addition, it can add an element possessed by one of the spirits it consumed to its own.

      Stats
      Power → Grants a physical boost to the familiar. 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 Medium's rank (i.e. If the Medium 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, though its malleable nature means this isn't necessarily the case.
      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. 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.

Archetype: Mystic
• [2] additional Spell slots (E, D; total +4 slots)
• Half [.5] rank increase to spiritual strength (E; total +0.5 rank)
• [5] Mana reduction to cost of Spells and Spiritual attacks (minimum of [5])
Stats:
      Power: 2
      Agility: 3
      Intelligence: 4
      Mana: 5

Default Casting Method: Vocal/Somatic, Magic Circles
Stamina Pool: 150
Mana Pool: 350
      Materialization: Blue-black text of unidentifiable origin that clings to her skin. When agitated, characters will congregate around her eyes, ears, and fingertips, and in very extreme states of upset may even appear on her breath.
      Elements:
      tab • Wind
      tab • Earth

Reductions:
      Arcanist Spells: +1 learned/paragraph

Evolutionary Traits (Evo's):
• Blindsight || 2
→ When vision is impaired by any means, including simply closing one's eyes, the character can "see" in monochrome in all directions up to one hundred [100] meters per Experience Rank. This is an automatic process that sees through any non-living material up to one [1] meter thick. This effect can be activated at any time without blockage by paying five [5] Mana or Stamina, at which time the eyes' colors reverse. This may be maintained as long as desired.
• Mana Font (x3) || 2 (6)
→ Born with a natural font of mana within you, begin with a passive bonus that increases all mana regeneration by one [1] step. If regeneration is normally impossible then gain a passive regeneration of fifteen [1] mana per post. Normal restoration rules trump this base.
• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x].
Skills ► [13 // 13]
      • [Human] Hunting, Monsters: 1
      • [Skilled Practitioner] Systematic Repair (Puppets): 1
      • [Skilled Practitioner] Functional Adaptation: 1
      • Gathering: 2 (-1 paragraph)
      • Farming: 1 (-1 paragraph)
      • Survival: 3 (-1 paragraph, +1 minor personal attribute)
      tab • Know how to properly perform CPR, and have a basic knowledge of common medicines.
      tab • Knows the right type of fire for different uses. Can identify poisonous mushrooms. Accurately determine north from position of the sun, and can locate constellations at night. Can make basic items like baskets and rope with little effort, and know now to stave off heat and cold.
      • Knowledge (Arcane, Engineering): 5 (-5 paragraphs, +2 minor personal attributes)

Proficiencies ► [03 // 03]
      • Unarmed Combat (Defensive) [E-D]
      • Senbon [E-D]
      • Unarmed Combat (Offensive) [E-D]

________Possessions
Repertoire:
      Arcanist Spells: 08 // 12
      Illusionist Spells: 00 // 03
      Stages of Learning: 00 // 00
      Medium Spells: 08 // 08
      Free Slots: 00 // 10
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Senbon x30
      • Reinforced Clothing [ D-Ranked, Scale 5 ]
      • Backpack
      • Skinning Knife
      • Oiled Waterskin
      • Blanket
      • Bedroll
      • Journal x2
      • Pen x2
      • Weather Clothing
      • Mess Kit
      • Sewing Needle
      • 890 Ryou
      • Instructional disks: Shield of Quills, Spiral Sphere, Aerial Rebuke, Sand Prison Burial, Sand Coffin. [-]
      • Steel combat wire (Segments: 28m, 2m) [-]


________Library
Starting Technique:
      • [C/-/-] Silent Steps (Starting technique)

Void:
      • [E/-/-] Shadowing Stealth [-]
      • [E/-/-] Flash Bomb [-]
      • [E/-/-] Illusion Clone [-]
      • [E/-/-] Shapeshift [-]
      • [E/-/-] Quick Escape [-]
      • [E/-/-] Substitution [-]
      • [E/X/-] Barrier Shatter [-]
      • [E/-/-] Feigning Sleep [-]
      • [X/X/-] String Reeling [-]
      • [X/X/X] Roof Tile Shuriken [-]
      • [X/X/X] Toothpick [-]
      • [X/X/X] Act of Tree Walking [-]
      • [X/X/X] Act of Water Walking [-]

      • [X/X/X] Release [-]
      • [X/X/X] Pattern Links [-]

Wind:
      • [E/E/E] Wind Clone [-]
      • [E/-/-] Wind Levitation [-]
      • [E/E/E] Vacuum Sword [-]
      • [E/E/E] Projectile Control [-]

      • [D/-/-] Dust Wind [-]
      • [D/-/D] Propelling Winds [-]
      • [C/B/D] Great Breakthrough [-]
      • [C/C/C] Gale Wind Palm [-]

Earth:
      • [E/-/-] The Third Eye [-]
      • [E/-/-] Rock Throw [-]
      • [E/D/-] Stone Bracers [-]
      • [E/-/-] Dust Clone [-]
      • [E/-/-] Earth Military Movement [-]
      • [X/-/X] Swift Earth [-]

      • [X/X/-] Rock Shield [-]
      • [C/-/-] Earth Tremor Sense [-]

Medium:
      • Sight [E/Permanent/-] [-]
      • Investiture [E/Permanent/-] [-]
      • Shikigami [D/-/-] [-]
      • Burst Wave [D/-/-] [-]
      • Celestial Motes [X/-/-] [-]
      • Renewal [D/5 posts/-] [-]
      • Thrall of Protection [D/-/-] [-]
      • Homeward Bound [C/-/-] [-]
      • Snare [C-A/-/-] [-]
      • Thrall of Life [C/-/-] [-]
 
PostPosted: Mon Jul 13, 2020 6:45 pm
Customs

__________________Meissa|
Character: Meissa
Technique Name: Jewelcraft
Rank: X :: Spiritual
Element: Void
Description: Generates up to 5 jewels of the Overflowing Chain based on how much Mana is used. It takes a minimum of 5 Mana to create a jewel. These jewels contain however much Mana was used to create them by default, but can be filled by paying more mana later. Any extra mana can be split amongst the jewels as desired. These jewels do not count against the maximum number of jewels that the Overflowing Chain can contain, but they only last 4 posts.

Character: Meissa
Technique Name: Heavenly Transformation
Rank: D :: Spiritual
Element: Void
Description: The user instructs an entity constructed from Mana to take on a specific form, turning it into an item the user is intimately familiar with. This can be used to generate weapons, armor, tools, or other items that behave as normal. Lasts 4 posts, after which the affected Mana object returns to its normal state. This transformation can be maintained for half its cost per post afterward.

Character: Meissa
Technique Name: Hollow Gem
Rank: X :: Spiritual
Element: Void
Description: Generates a jewel similar to the ones in the Overflowing Chain, but completely empty. This jewel does not count toward the maximum number of jewels that the Overflowing Chain can contain. It will passively absorb mana within 10 meters of itself, though not at a rate high enough to affect mana that has been properly shaped into a technique. If two Mana-containing techniques clash within 10 meters of this jewel, any imbalance in the Mana contained in each technique is absorbed by it (i.e. if a 40 mana technique hits a 30 mana technique, the remaining 10 mana is absorbed). The jewel can only store an amount of Mana equal to the amount used to create it; any more, and it will shatter. If more than one of these jewels is in range, the excess Mana is split amongst them. After 1 post, this mana is automatically used to refuel other jewels in the Overflowing Chain. Any Mana contained in a jewel created by Jewelcraft is absorbed at the end of that jewel's lifespan. Lasts 4 posts, but can be sustained past that point for half its cost per post.

Character: Meissa
Technique Name: Overflowing Chain: Offensive Weave
Rank: X
Element: Void
Description: A repurposing of some or all of the jewels contained in the Overflowing Chain, typically for offensive purposes. When this technique is activated, the specified jewels will energize and begin to move with a force that makes them useful as weapons. The exact form this attack takes is left up to the user, but the most basic form is reminiscent of a whip, with the individual jewels serving as waypoints along the length of the chain. Jewels embedded in objects can be used as part of this attack, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. Movement of the jewels is limited to the standard range that the user can manipulate them in. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything struck by one of the jewels used in this attack is analyzed as though the jewel had been embedded in it.

Character: Meissa
Technique Name: Overflowing Chain: Defensive Weave
Rank: X
Element: Void
Description: A repurposing of some or all of the jewels contained in the Overflowing Chain, typically for defensive purposes. When this technique is activated, the specified jewels will emit mana, forming a solid surface sturdy enough to block incoming attacks of this technique's rank or lower. If multiple jewels are used, a solid barrier can be created that runs between them. Jewels embedded in objects can be used as part of this defense, which causes those items to behave as the jewel would and causes the technique to be counted as complex, though its cost is unaltered. The speed of this technique can be reduced to increase its strength by the same amount and vice-versa, though neither may drop below E-Rank. Anything blocked by this technique is analyzed as though the jewel had been embedded in it.




__________________Submitted to Guild|
Character: Meissa
Talent Name: Secret Signal
Rank: E :: Simple
Association: Adventurer
Duration // Upkeep: [3] posts
Element: N/A
Requirement(s): Adventurer Class
Description: By giving a secret signal of some sort (be it a code word, hand signal, or something else), the user alerts their allies that something is amiss. For three [3] posts following, allies able to perceive the warning spend five [5] less stamina to evade per two [2] experience ranks of the user, starting at E-Rank.

Character: Meissa
Talent Name: Hidden Glyph
Rank: E :: Spiritual
Association: Adventurer
Duration // Upkeep: Lasts until the glyph is removed
Element: N/A
Requirement(s): Adventurer Class
Description: The user folds their mana into a special glyph on a nearby surface. This glyph, along with any text written next to it, disappears when the user is more than 10 meters from it. Those of the Adventurer class can detect the placement of another's glyph if they are within 2 meters of it. Glyphs can be willed to disappear across any distance and will disappear naturally if exposed to the elements or if the surface they're on is moved.

Character: Meissa
Talent Name: Backtrack
Rank: D :: Simple or Spiritual
Association: Adventurer
Duration // Upkeep: [8] posts // [5] mana or stamina
Element: N/A
Requirement(s): Adventurer Class
Description: The user marks the path they've taken somehow, such as marking objects with chalk, breaking branches, or leaving behind a small amount of mana in certain spots. Later, they can follow these markers back without getting lost. These markers are difficult for anyone not of the Adventurer or Tracker classes to discover. Can be paid for with either stamina or mana.

Character: Meissa
Talent Name: Rope Latch
Rank: X [Learned as D] :: Spiritual
Association: Adventurer
Duration // Upkeep: None
Element: N/A
Requirement(s): Adventurer Class
Description: The user tosses a length of rope at something. If it hits, a portion of the rope will snake around the object and grip it tightly. Can be used to bind creatures. This binding is strong enough to hold the user's weight starting at D-Rank. Can be used to bind creatures. This binding is strong enough to hold 50 lbs. per rank without slipping.

Character: Meissa
Talent Name: Homecoming
Rank: C :: Spiritual
Association: Adventurer
Duration // Upkeep: None
Element: N/A
Requirement(s): Adventurer Class
Description: The user warps to a spot they marked with a Hidden Glyph within 1 mile. Any allies within 2 meters can come with the user for 5 addtional mana per extra person. The chosen glyph will glow visibly for several seconds prior to transportation, warning even those who would normally not be able to see it. Cannot be used in battle.

Character: Meissa
Talent Name: Traversal
Rank: C :: Simple
Association: Adventurer
Duration // Upkeep: [2] posts // [10] Stamina
Element: N/A
Requirement(s): Adventurer Class
Description: The user crosses treacherous terrain and scales obstacles with ease, suffering no movement penalties for doing so. As long as they remain within 3 meters of the user or someone else following the user, any allies can follow with the same benefit without paying a cost to do so.

Character: Meissa
Talent Name: Workhorse
Rank: E :: Training
Association: Gatherer
Duration // Upkeep: None
Element: N/A
Requirement(s): Gatherer Class
Description: The user acclimates to hard work and traveling long distances, reducing any fatigue they might feel when traveling with a heavy load. Their skin toughens as well, reducing the severity of any injuries they may sustain while working. This training can be achieved naturally by using the Gathering skill 3 times.

Character: Meissa
Talent Name: Emergency Stockpile
Rank: E :: Simple
Association: Gatherer
Duration // Upkeep: None
Element: N/A
Requirement(s): Gatherer Class
Description: The user creates a small hole in the ground or some other natural feature of the landscape. Gathered materials placed in this hole will last for quite a while and won't be found by wild animals, making it perfect for storing gathered food. This hole cannot be discovered by those lower than the user's experience rank without sensory techniques unless they are of the Gatherer or Tracker class.

Character: Meissa
Talent Name: Dowsing
Rank: D :: Complex
Association: Gatherer
Duration // Upkeep: 2 posts // [5] mana
Element: N/A
Requirement(s): Gatherer Class
Description: The user holds an item loosely enough to allow it to move freely without leaving their grasp, then stimulates the item with a small amount of mana. The item will then orient itself to point toward the nearest deposit of the desired material within 1 kilometer.

Character: Meissa
Talent Name: Field Repair
Rank: D :: Simple
Association: Gatherer
Duration // Upkeep: None
Element: N/A
Requirement(s): Gatherer or Tracker Class
Description: The user performs an emergency repair on one of their tools using materials found in their surroundings. Using a tool repaired this way decreases yield by one step when using the Gathering skill. Every time a tool is repaired this way, its maximum durability is lowered by 1/4.

Character: Meissa
Talent Name: Preservation
Rank: C :: Complex
Association: Gatherer
Duration // Upkeep: 5 posts // [5] mana
Element: N/A
Requirement(s): Gatherer Class
Description: After filling a container with materials, the user closes it and seals it shut with a puff of mana. The materials inside the container won't decay as long as the container remains sealed this way.

Character: Meissa
Talent Name: Dynamo
Rank: C :: Simple
Association: Gatherer
Duration // Upkeep: 3 posts // None
Element: N/A
Requirement(s): Gatherer Class
Description: When exposed to a hazard--be it excessive heat from the daytime sun, poison from a poorly-picked berry, etc.--the user can slow the progress of the hazard through their system through the almighty power of guts. The progression of any hazards through their system is delayed by 3 posts when they do this. Once this has passed, this technique cannot be used again for another 4 posts.

Character: Meissa
Talent Name: Tracing
Rank: E
Association: None
Duration // Upkeep: 2 posts // None
Element: N/A
Requirement(s): Knowledge 1
Description: By placing a piece of parchment over an object and giving the paper a spark of mana, the user transfers a tracing of that object to the paper. This is able to pick up text and pictures as well. Placing an empty scroll (or book or other recording device) next to another of the same type and using this technique will copy the contents. Objects contained in seals are not transferred, though an unactivated copy of the seal is. Once activated, this technique automatically transfers the contents over the course of 2 posts.

Character: Meissa
Talent Name: Percussive Investigation
Rank: X (Learned as E)
Association: None
Duration // Upkeep: None
Element: N/A
Requirement(s): Knowledge 2
Description: The user places their hand on container. By tapping, moving, or discharging Mana into the container, the user gets a feel for its contents. The cost of this technique matches the complexity of the container being investigated (defaults to E-Rank for unspecified containers) and can be paid with either mana or stamina. Can be used on a seal to determine what sorts of objects are inside it, in which case this technique's cost is equal to the rank of the seal and must be paid with mana.

Character: Meissa
Talent Name: Flashbulb Memory
Rank: D
Association: None
Duration // Upkeep: None
Element: N/A
Requirement(s): Knowledge 3
Description: The user charges a writing utensil with mana and touches it to another object, called a "key". The key can be activated at any time by providing it with a miniscule amount of mana, at which point the writing utensil will immediately create an image of whatever is in front of the key on the nearest writable surface. A key can be used up to 12 times before becoming inert. Only physical objects are rendered in the image.

Character: Meissa
Talent Name: Mental Stimulation
Rank: X (Learned as C)
Association: None
Duration // Upkeep: None
Element: N/A
Requirement(s): Knowledge 4
Description: Through careful observation, the user gains an understanding of how an item is used. After watching an item (including weapons) be used for at least 3 posts, the user can use it as if they had a perfect understanding of it for the following 3 posts. The user is treated as having proficiency in an observed weapon. This technique fails if the user cannot observe the target item for the full observation period, though they can still engage in combat as normal. This technique's rank matches the experience rank or skill rank required to operate the item or use the weapon (skill rank 0 is E-Rank, 1 is D-Rank, etc.), whichever is higher. Paid for with stamina.

Character: Meissa
Talent Name: Battlefield Analysis
Rank: B
Association: None
Duration // Upkeep: 2 posts // None
Element: N/A
Requirement(s): Knowledge 5
Description: Through careful observation, the user takes in the whole of an enemy's movements and behaviors, picking them apart for any weaknesses. Locating weaknesses takes 1 post per rank of the target above the user's experience rank, during which time they can take other actions as long as they can continue to observe the target. Any attacks exploiting weaknesses uncovered this way will deal 1 extra rank of damage. This technique is paid for with stamina. Observation posts do not need to be consecutive.
 

Ergo War

Enduring Guildsman


Ergo War

Enduring Guildsman

PostPosted: Tue Aug 03, 2021 11:52 am
Misc. Rewards


WIP. Porting these over from local storage so they're easier to track.


+1 PA, +1 DP, +10 Slots, +1 Greater PA


Savior to the Fallen: A narrow specialization of Medium, a Savior to the Fallen is able to forge contracts with spirits that have been worn down and works to restore them to their full glory. These spirits, being unstable, rely on their Savior and permanently reside in a shikigami; they thus function closer to a familiar than a typical contracted spirit (see the spoiler below for more details). This spirit can cast any spells of its element or Shaman spells its Savior knows up to its rank. If it lands a finishing blow on another spirit, it can consume part of its foe to increase its abilities, making itself more "whole". Consuming a spirit at or above its rank will cause the damaged spirit to increase its rank by one.
tab • To determine if a spirit is damaged: Roll a 10-sided die. If the result is 1, the spirit is damaged and can be made into a familiar. For each additional time this discipline is taken, the maximum number of spirit familiars the user has access to increases by one.
Overview:
Once contracted, a Shard Familiar is granted two [2] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Whenever the Shard Familiar ranks up, it gains another two [2] Attribute points to allocate. In addition, it can add an element possessed by one of the spirits it consumed to its own.

Stats
Power → Grants a physical boost to the familiar. 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 Medium's rank (i.e. If the Medium 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, though its malleable nature means this isn't necessarily the case.
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. 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.









Style Contest:
2. Second Place: Receives $10 in "cash" from guild leadership, or 1 Personal Attribute and 1 Discipline Point per Character following above rules. Either of the above may be exchanged for 10 Random Scrolls/10 Slots of Choice from B - S rank.
Void Spirit: Possessing mana that disturbs spirits less than others, Meissa can interact with spirits of any element, not just those matching her own elemental affinities.


Evo Contest:
1. First Place: Receives $15 in "cash" from guild leadership, or 1 Personal Attribute, and 10 random scrolls from B to S - rank/10 Slots of Choice for your library. 1 Bonus Discipline Point, can be used to purchase existing C - A rank disciplines, or make a custom one. Reward is per character.
White Canvas: Meissa is able to draw on the elemental affinities of spirits she has contracted with, becoming temporarily able to use techniques of their element. She gains 10 slots and can fill them with techniques of any element, with the limitation that they are only able to be used when she is contracted with a spirit possessing the same element.


Race contest (TODO):
2. Second Place: Receives $10 in "cash" from guild leadership, or 1 Personal Attribute and 1 Discipline Point per Character following above rules. Either of the above may be exchanged for 10 random scrolls from B to S - rank/10 Slots of Choice for your library
Worldly Influence: Meissa's abilities cannot be fully negated unless specifically targeted, instead losing [1] rank of effectiveness and requiring their upkeep cost (if any) be paid every post the negation is in effect. They are still affected by targeted interference as normal.

Class contest (TODO):
1. First Place: Receives $15 in "cash" from guild leadership, or 1 Personal Attribute, and 10 random scrolls from B to S - rank/10 Slots of Choice for your library. 1 Bonus Discipline Point, can be used to purchase existing C - A rank disciplines, or make a custom one. Reward is per character.





Grants from Submitting Techniques:
= 30 free posts
= 9 E-C rank scrolls
= 2 major PAs
= +1 S-Ranked Discipline
 
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