Zyxis Ouroboros ReArchtype

Original poster
Alright, let's get the obvious ones out of the way.

All Iwaku rules apply.

No god modding, unless it's for extremely mundane things like surprise tickling out of battle.

No Mary-Sues or Gary-Stus for the love of god.

Players aren't allowed to post in the IC chat until they have been approved, PM one of the Gamemasters for approval.

Only post completed characters, WIP CS can be stored in your own documents.

Players can have 1 main character. This is the character that your Arcs are based around.(Optional CS) Maximum of 5 side characters are introduced for an Arc and are referenced sparingly by the main characters, normally the main's relatives. (No CS) NPCs can be controlled and created by anyone so long as they aren't teachers or the headmistress.

Romance is fine so long as it's not out of nowhere and isn't cheesy.

One-liners are fine sparingly; they should not be your every other post.

If you won't be able to post for a time please tell one of the Gamemasters or the entire chat, no-one wants to talk to a human wall for days.

If you plan to drop out please inform a Gamemaster, we would also like an explanation for why you're dropping out. It's fine if it's not personable, just a vague textbook reason is fine.

Hybrids of more than 2 races are not allowed. Humans, Gods, or Godlings are also not allowed.

Please only use drawings as your characters, if you are unable to find a decent personalization of your character InKouah is willing to provide subpar sketches of your characters. (Look at her profile picture for an example.)

Daily stat gains will be handled by a GM to avoid cheating, all members will be tagged to due to its importance.

If Vivi De La Moon starts something that you think is remotely un-lorefriendly please try your hardest to resist joining her madness. You won't be punished or anything but please don't join the dark side.

Gamemasters: InKouah [Miki, formerly Renya], Random [Ren], and Zyxis Ouroboros ReArchtype [Kheire]

Veteran Members (People who transferred with us to this site): Vivi De La Moon

New Members (Character names will be listed): Valentina D'Maris, Yui Cadis Raizel, Adelaide Peony, Geoffrey Winslow, Persephone Ariatta, Draco Enkidu, Tirien Water Lily, and Viviane

Retired Members (In case references are made, their character names will be listed): Karagi, Diamond, Artix, Qrow, Armeria, Darrenfin, Emori, Aishani, Zentin Tullis, Quin Johnson, Clio D'Maris, Haruhi Takanashi, Azzura, Akio, Luna, Skfwytch, and Evangeline

The multiverse of Panikai is made up of countless dimensions called Regions. Each Region is the size of earth and represents its own mythology from earth. For example, the Region, Graecus, is the land of Greek mythology, Avalon is for medieval sort of mythology such as western dragons and Knights and witches and vampires and such. Basically nearly everything from Elder Scrolls. So on, so forth, and every region has the climates of earth like having a North Pole-like area and its own lands made after the lands spoken of in the mythology itself, and its own sub-dimensions, like Elysium and Tartarus for Graecus. Each Region is separated by a border of Exinessence created by a powerful, manipulative Divine who wanted each Region to grow independently in their own ways. Travel is accepted, but the Region Keepers all make sure of one thing: they will accept your presence, but take responsibilities for your actions and you are not from their place or a part of it unless you were born there.

Level is a measure of how powerful or skilled a person is. (Obviously) Experience is gained through anything that takes skill and/or effort. The more difficult something is the more experience it gives. What that means, is that for every ten levels above you an enemy is, you gain a bonus level for defeating it. You also get one level for surviving a fight and another extra one if you win. You will automatically gain a level upon your birthday. Every level gives 10 stat points. Stat points can also be gained through training, a particularly creative experience, or PVP.

There are many, many races in the huge multiverse of Panikai. Every race has its own abilities and stat multipliers. Each race is rated from 1-5 stars, but with enough effort, even a 1 star can surpass a 5 star. There are trillions of combinations of races. If you can think of a monster or race or anything of the sort from mythology or fantasy or sci-fi, you can most likely use it, but we would appreciate it if you consulted us first to avoid problems. Races can be taken from any mythology and are assigned stat multipliers by the Gamemasters, which is determined by their real life mythology. Hybrids or two races is allowed, but the multipliers are reduced to fit the muddied bloodline, hybrids or three races cause their multipliers to cancel out due to the bloodline being too indistinct. Most racial abilities are restricted until higher ranks, with the exception of multipliers, which progress along further ranks as well.{du}Racial multipliers are to be calculated AFTER you add earned points.{/du}

Upon achieving great feats a character may gain a title. These titles will often come with boons, usually in the form of percentage boosts to certain parameters. Titles give buffs, such as giving the character heightened attack and defense against undead after defeating a huge amount of them. Titles are available after reaching Champion Rank.

Blessings and Curses are gifts or revenge by a high ranked deity upon you. They can be anything from a buff that makes you run faster to a curse that makes it so the blade of every sword you wield breaks in half. Blessings are received from either a quest given by a deity or from having the Acolyte Archetype.

Your Faith stat determines how effective Blessings are on you and how well your patron deity can protect you from the effects of a curse. You do not start with a title, achievement, or blessing.

Rank determines a person's universal power and place in the food chain. It goes like this, from weakest to strongest:

Common (Typical NPCs)

Uncommon (Standard as of starting in the Academy)

Rare (Reach level 100)

Epic (Get a personalized style for each job)

Champion (Achieve a certain kill count[there is a point system behind it])

Legend (Reach level 1,000)

Elder (Complete your Race's trial)

Chaos (Synchronize with your alignment; Become your alignment)

Ultimate (Reach Level 10,000)

Supreme (Reach your race's natural limit)

Eternal/Demigod (This information has been lost to the times)

God (This information has been lost to the times)

S God (This information has been lost to the times)

SS God (This information has been lost to the times)

Ultra-God (This information has been lost to the times)

Myth (This information has been lost to the times)

Ancient (This information has never been disclosed)

Mystic (This information has never been disclosed)

Phantasm (This information has never been disclosed)

Divine (This information has never been disclosed)

Outer (This information has never been disclosed)

Infinite (This information has never been learned)

Jobs are professions that everyone has and are gained based on what skills and actions the character uses often. Doing things that pertain to their jobs is how people level them up and get bonuses. People who possess a Job are called Specialists for that Archetype, which is what the different basic Job/Class categories are collectively called. Those who possess only the Class version are called Students.

Bonuses can be anything from passive buffs to active skills. For a medic, they may be able to dress a wound with minimal materials faster than they normally would be able to and make less mistakes.

For a warrior it would be that their armor feels lighter on them or swing faster or some such battle related thing. Upon reaching a certain level threshold their job can advance.

For a mage that could mean anything from becoming a master of a certain Alignment or becoming a necromancer. Each job must have around thirty abilities and be acquired through some way in the game's story, whether that be studying under a master or from a book. While you can only have 3 jobs, you can take up to 7 classes. Going to classes take up real life time and add points to certain stats. The added points rely on how you fight and use your skills, advancing in Jobs are also reliant on this. Each class can give a maximum of nine points a day. Only one class may be attended a day. Only three points in any one stat can be gained per class.





Starter Jobs and PERMANENT Classes:

Mage- higher spell mod cap for Specialists, ability to cast spells without a core for Students

Warrior- has access to Techniques, which are special melee abilities. Specialists get two per rank, Students get one.

Martial Artist- depends on what kind. Benders are those who cannot use Soul Tools, allowing them to imbue their attacks with aligned Exin. Soul Tools are a manifestation of the user's soul and gain abilities from one halo each rank, the number of abilities gained from a halo increases by one per rank. Students have access to one of their Alignment for their abilities, Specialists have access to all of theirs. Individual abilities can only have one Alignment

Tamer- higher pet cap. +2 for Students, +4 for Specialists.

Healer- can add exin regen to health regen for Specialists, both Students and Specialists can use medkits, which are items that can heal status effects and restore health by using a stat check. (Only ones who can heal others without racial abilities/proficiencies involved)

Musician- music can reach allies across any distance for Specialists. Specialists also get a 50% boost to the success chance of inflicting crowd control effects. Students get a 25% boost. both Students and Specialists can attempt to disrupt mental status effects with their music as well.

Marksman- can mark their targets to track them for Specialists, x2 Ranged Crit Chance for both Specialists and Students

Craftsman- Anyone with the Archetype can craft items, but the two highest item grades are reserved for Specialists, since all their items get a +2 to their grade when rolled.

Puppeteer- higher puppet cap of 6 for Specialists. Students get 3.

Rogue- Invisibility power for Specialists, x2 Stealth chance for both Students and Specialists.

Druid- third starting alignment for Specialists, Gaia Fragment (item manifested from contracted plant) for both Students and Specialists. Students can only have their Gaia Fragment use abilities of one of their Alignments, Specialists can use all of theirs. Individual abilities can only have one Alignment.

Chemist- maxed potion effects and ability to create concoctions mid-battle with materials on hand for Specialists. Students can create potions.

Acolyte- start with a blessing for Specialists and Students, Specialists have halved cost for their Blessings.

Scholar- eighth class for Specialists, Specialists and Students both get access to spellbooks. Each spellbook has access to a single spell with a number of charges determined by the item's quality. Students use the spellbooks at half effectiveness.

Artist- can conjure illusions with prepared art. Specialists get a x2 effectiveness mod.

Esper- Specialists can use telekinesis (replace Strength for Wisdom), mind reading (requires a stat check), telepathy, and minor clairvoyance (see trough walls and over long distances without a stat check). Students get telepathy, telekinesis (halved Wis), minor clairvoyance (requires stat check).

Soothsayer- Students and Specialists can reroll Charisma checks, Specialists have an aura that gives surrounding allies Bravery at halved strength. A stat check can be made to inflict Bravery on surrounding allies at full effectiveness for D6 turns.

Shaman- Use of Spirits. Specialists get 6, Students get 3.

Everyone starts with a minimum of five points in each stat (or -5 for Karma if you're a villainous type) and 65 700 points to invest however you like as long as you don't raise any one stat above two hundred right in the beginning.

Strength determines how much the character can lift or how much force they can put into their blows. It affects melee damage.

Intelligence is a measure of the knowledge of a character, as well as how much Exinessence they have access to.

Wisdom determines how quick thinking the character is, how good they are at problem solving and decision making, as well as how fast their Exinessence regenerates.

Vitality is a measure of how healthy a person is, going down with status effects. It is also Stamina.

Endurance is a measure of how sturdy a character is and determines their physical health.

Constitution is a measure of a character's mental stability and determines defenses against various forms of Exinessence.

Charisma is a measure of how likable and persuasive a person is, determining both attractiveness and how good they are with words.

Dexterity determines how good a character is with their hands and feet, how accurate they can be with said limbs and how good they are at wielding things with them.

Agility determines a character's speed and flexibility. This would influence how well they can dodge.

Perception is how well a character can use their senses and how aware they are of their surroundings.

Luck is a measure of how large of an impact things dependent on chance will have on the character, giving them larger amounts of both good and bad luck with more in one or the other depending on their karma.

Karma is a measure of a person's good and bad deeds, and for everyone in the eyes of themselves and those that rule over them, it will give them a negative or positive point. This determines whether a person's luck is more good or bad as well as being an indicator for their morality.

Faith is a measure of how devout a person is in their religion, how truly they believe and whether they do a good job of acting on it and showing it. Mostly used for Acolytes when they get minor blessings from their patron deities.

Abilities that are unique to your character. Each main character has 3 inherent abilities that are randomly chosen via Superpower Wiki's randomize button. If the abilities are too overpowered we will find a way to nerf it. Gamemaster, InKouah, recommends building your classes and stats off of abilities (Gamemaster Zyxis recommends taking your racial abilities into account as well, especially multipliers).

Alignments are based on your race's native home's climate, usually, but have more to do with your race, and most to do with the person themselves. Alignments can change due to IC circumstances. They determine what types of Exinessence they have a natural affinity with, and what form it manifests as.


etc. (Consult a GM)

Exinessence (Exin, for short) is basically the power used to pull off various feats, different classes can use different Exinessences with different effects. Whereas Exinessence is the power of within and without, Faith is the power of the soul and the divine. Stamina is the energy of the body, going down one by one for standard physical attacks and being depleted heavily for Techniques

You can challenge other students to a battle in the Academy Coliseum IC. If they accept you both can have a few posts for preparation and you can arm yourselves. Any items you equip or put in your inventory during this period can be used in the fight. The battle will be overseen by Gamemaster, Zyxis Ouroboros ReArchtype, and is based on stats, abilities, and creativity. There is also a minor influence by race, but explaining that will give you all an unfair advantage.

Is this related to Omnibus Academy?

No, this RP is ported from another website and the thread format has been changed to match with Iwaku's general criteria.

If all the Jobs evolve uniquely, why are they even there?

If you are not one for PVP or fighting in dungeons it gives us a basic idea on how you will advance, what is in your inventory, and what magical skills you will be proficient in.

Can we change Classes or Jobs after starting the RP?

You cannot change your Jobs, but your Classes can be changed before you get your advanced Jobs.

Can I be the last of my race?

No. This is frankly inconsiderate of the people who want to be the said race if you reserve it for yourself.

Is casual conversation allowed in the OOC chat?

Yes! If all we do is stay serious in the OOC chat and RP chat, most of our veteran (I like the sound of that) RPers would have went insane and flew out into the sun.

Any info InKouah forgot to mention is added here by Zyxis Ouroboros ReArchtype, AKA Zy.

Spells can be modified and new ones can be synthesized using certain aspects of Exinessence manipulation, such as changing the shape, effect, visuals, etc. For example, by changing a simple bolt of Exinessence into an arrow shape, it would travel faster and pierce the enemy better. Certain modifiers are given as a reward for achieving a certain rank. Modifiers are often guarded jealously, as they can be what changes the rise of battle, but can be traded for. Spells are recognizable, what modifiers might do to them are not.

Dungeons started appearing after the Upper Deities went quiet after their petty fighting that destroyed some civilizations and many people in them. People began to build cities around them, as they were good sources of resources. Recently though, the monsters inside have been trying to escape and cause chaos. People are scared, but the adventurers who delve into the dungeons are more suspicious, thinking something must have caused this...

Gates, on the other hand, have begun popping up even more recently, leading to alternate realities, some of them providing challenges and a reward before sending the adventurer home. They are reminiscent of how certain members of the Monster Races go to the Spirit World...

Core bones

By integrating the energies of a core into a bone, a bone can be crystallized into something similar to a core. It can even change an alignment if done to the entire skeleton. It would take time, as unless a high grade core is found, it would take many cores of the same alignment. If done to whole sections of bones, new abilities can be gained. Some sacrifice the opportunity to permanently change an alignment for the opportunity to gain up to six abilities of different alignments or, if all share an alignment, can permanently change an alignment for the user. They are most commonly used by martial artists, as other jobs don't tend to need to improve their body or want to put in the effort. Effects are permanent. Can each add a .5 to the multiplier of a stat.

Monster remains are split into four categories.

Cores: Crystallized point of focus in a monster's body which they channel Exinessence through to use abilities. Used to make/mod various items and other purposes such as allowing those who are not mages to use a single spell-like ability. Some monsters may have more than one, though not often.

Corpse: The natural remains, a dead body that can be used to make gear, such as weapons and armor.

Spirit: The consciousness of a monster, it's soul. This only manifests after 24 hours, from the Halophage. It is the spectral manifestation of the monster.

Halophage: The spiritual remains of a monster's Exinessence and what it used to use it for. Every monster, even undead, have one. They use this to pull in Exinessence, generate it. As the monster grows stronger, more concentric and layered rings appear. No one knows what one looks like when completed, but there are rumors...

Bloodbound Weapons: Weapons that grow with you, becoming more powerful with each rank, sometimes even changing in appearance. Most are restricted to Race or Variants of Races.

Preferably, everything must be done with at least one other person to promote character relations and development.

Character Sheet


Level: 70


Age: 17

Title: (None at creation)

Blessings: (None at creation)

Rank: Uncommon

Primary Job:

Secondary Job:

Tertiary Job:

Classes: (Min.3 Max.7)

Alignments:(Max. 2)

Strength: 5

Intelligence: 5

Vitality: 5

Constitution: 5

Wisdom: 5

Endurance: 5

Dexterity: 5

Agility: 5

Luck: 5

Charisma: 5

Perception: 5

Faith: 5

Karma: 5

Inherent Abilities: (Provided by Gamemasters)

Details: (Completely Optional)


Pets: (Starter, or obtained in the future. Any magical, or regular beast is fine, so long as they aren't OP)





Think of your Character Sheet as if it were a journal. Basically, keep it updated and do not lose it.

OPEN SIGNUPS - Beyond Your Expectations
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Character Template:
Name: Kheire Hecatox
Level: 312
Race: Oni/Faerie
Age: 18
Rank: Rare
Primary Job: Scholar
Secondary Job: Craftsman
Tertiary Job: Shaman
Martial Artist
Alignments: Flora and Metal

Strength: 830 (X2.25) [1,867.5]
Intelligence: 988 (X2) [1,9276]
Vitality: 570 (X2.25) [1,282.5]
Constitution: 783 (X2.25) [1,761.75]
Wisdom: 994 (X2) [1,988]
Endurance: 563 (X2.25) [1,266.75]
Dexterity: 719 (X2.25) [1,617.75]
Agility: 747 (X2.25) [1,680.75]
Luck: 752 (X2) [1,504]
Charisma: 356 (X1.5) [534]
Perception: 772 (X2.25) [1,737]
Faith: 678 (X2) [1,356]
Karma: 300 (X1.5) [450]
Inherent Abilities:
Scanning Vision- The ability to analyze targets upon sight and gain insight into the target.
Taming- The ability to domesticate and train animals and monsters, increasing the speed at which they grow more powerful. This is done through either a battle of wills or communication, depending on the target.
Matter Surfing- User can manipulate/shape matter/energy in a way that increases their ability to move and/or maneuver by granting them abilities they otherwise lack or allowing them to ignore normally needed equipment.
Details: A pariah in his home village with the Fae, he was the child of a rape that ended in making in his mother too weak to live through his birth. His "father" was caught and put to death. He spends most of his time in the forest but tries to maintain his mother's old treehouse. (Faerie live in trees that were formed into houses using magic.)
Weaponry- Infuses magic into his body through ethereal sigil tattoos, which have different functions activated by trigger words. They are covered by bandages in varying shades of blue and purple, usually lilac and teal, which trail behind him when he is matter surfing. They are inscribed with their own alchemical circles for... different... purposes than his sigil tattoos. He learned to do this using his mother's journal, which is all he has left of her, and uses them both as a conduit for his magic and in conjunction with his matter surfing to pull off his own form of martial arts. Also has gloves with wires of different types and a shield that can split into four copies of itself.
1. Sasuke [Kirin] (Electricity and Fire)
2. Legion [Nosoi] (Darkness and Corrosion)
3. Ananta [Salamander] (Ice and Venom)
4. Tankh [Behemoth] (Metal and Earth)
5. Everless [Ziz] (Air and Neon)
6. Gemma [Leviathan] (Water and Bubbles)
1. Misteloph (Tarot deck medium, spirit of fate, takes the form of a representation of the card drawn)
2-6.Octavia, Heimdoll, Scyte, Devereux, and Decales (Arachnid, Aegis, Wyvern, Rodent, & Insect, respectively.)
Misteloph- 1st: Pentacle Suit
Octavia- 1st: Stealth Mode
Heimdoll- 1st: Ward Armor
Scyte- 1st: Scale Manifestation
Decales- 1st: Exoskeleton Manifestation
Devereux- 1st: Multi Bounce
Soul tool: Formless Flower (Plant type soul tool, the first halophage gave it the amorphous abilities of a mimic slime. Devours other plants ravenously and lives on Kheire's essence in a gap between his shoulder blades. )
Likes: Creating things to help people; whether through cooking, blacksmithing, enchanting, etc. He loves his team and all those in the dorms, as he is the dorm advisor. He mothers everyone. He also enjoys training, which he does during every waking moment when not crafting or with others. He loves shiny, valuable things.
Dislikes: Racism, Rape, Violence against children, and unnecessary conflict between those he cares about. He hates being deceived, whether by his surroundings or by people.
Height: 5'4"
Weight: 97 lbs.
Class Stat Gains:
Mage: 2 intelligence, 2 wisdom, 2 constitution, 1 luck, 1 perception
Scholar: 3 intelligence, 3 wisdom, 1 constitution, 1 perception, 1 luck
Puppeteer: 2 dexterity, 1 strength, 2 constitution, 2 endurance, 2 luck
Druid: 2 agility, 1 perception, 1 intelligence, 1 wisdom, 2 vitality, 1 constitution, 1 charisma
Shaman: 2 wisdom, 1 constitution, 3 faith, 1 intelligence, 2 strength
Marksman: 3 perception, 1 strength, 3 dexterity, 2 agility
Craftsman: 2 strength, 2 perception, 2 dexterity, 1 wisdom, 1 constitution, 1 endurance
Martial artist: 1 endurance, 2 vitality, 2 strength, 2 agility, 2 faith
(Hybrid) Racial Perks: x.2 Intelligence During State of Inebriation, Regeneration (0.375%, .75% in fertile area), Anger Empowerment (x1.25 for one person, x1.5 for both. Two is cap. Applies to all stats)
(Oni) Racial Perks: x.2 Mental Stats During State of Inebriation, Infinite Digestive System, Regeneration (0.75% to each depleted stat bar per turn), Environmental Adaptation, Night Vision, Multi-hit, Anger Empowerment (x1.5 for one person, x1.75 for both. Two is cap. Applies to all stats), Invisibility, Flight, Survive a killing blow with 1 health, Spirit Walk (Enter the Spirit Realm), Enhanced Bite
(Faerie) Racial Perks: Regeneration (1%) in fertile area,
(Core Bones) Benefits: increase multiplier to FTH, WIS, INT, and LUK each by .5, give a passive 20% Damage Resistance post-armor and a 30% resistance to mental status effects
1700 Job Ability Points and 10 Style Ability points


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[warning=red]Note that this character has died. [/warning]
Character Template:
Name: Renya R. Squalo
Level: 15
Race: Selkie
Age: 13
Rank: Uncommon
Primary Job: Artist
Secondary Job: Druid
Tertiary Job: Brainiac

Artist: 2 Perception, 1 Charisma, 1 Vitality, 1 Wisdom, 1 Dexterity
Druid: -1 Karma, 1 Agility, 1 Dexterity, 1 Intelligence, 1 Vitality, 1 Faith
Brainiac: 2 Intelligence, 2 Wisdom, 2 Constitution
Soothsayer: 3 Charisma, 1 Perception, 1 Luck
Scholar: 2 Intelligence, 2 Wisdom, 2 Constitution, 1 Perception
Chemist: 2 Perception, 1 Intelligence, 2 Dexterity, 1 Wisdom
Warrior: 2 Dexterity, 2 Agility, 1 Perception, 1 Strength, 1 Endurance, 1 Vitality

Strength: 5 {+8} [13]
Intelligence: 10 {+13} [23]
Vitality: 11 {+14} [25]
Constitution: 9 {+6} [15]
Wisdom: 10 {+8} (x2) [36]
Endurance: 5 {+8} (x2) [26]
Dexterity: 8 {+9} (x2) [34]
Agility: 5 {+15} (x2) [40]
Luck: 15
Charisma: 17 {+6} (x2) [46]
Perception: 17 {+11} (x2) [58]
Faith: 9 {+1} [10]
Karma: 5 {-2} [3]

Alignments: Ice
Inherent Abilities: Shadow cloning, Contract nullification, Heat vision

Details: "Wannabe heroes are adorable…like a small wounded puppy trying to be intimidating. That doesn't stop me from kicking them though." "The war we're fighting isn't rotting. Only the soldiers are."
Height: 6'4
Weapon: Primarily uses magical golems, lined with bone fragments, but can use a bow or a metal rapier in the shape of a swordfish skull.
Pets: a winged Capricorn named Enki
Learned Skills: Fire breathing origami, wet/dry clay golems, paperclip shurikens, plant growth acceleration, aquatic herbology, basic chemistry
Likes: Organic products, Fortune telling, Studying
Dislikes: Chocolate, Bipolar people, Nobles
Hobbies: Painting, Sculpting, Calligraphy, Studying
Inventory: paint, paper, dry clay, wet clay, various seeds, charcoal, chalk, ink, various maps, Enki's Core
Racial Perks: Enlarged lungs, Enhanced Hearing, Cold Resist, Heat Resist, Supernatural Beauty
SA 0001.jpg

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The others should be posted by tomorrow, but only you know when Evangeline's CS will pop up Zyx.
Name: Vivi De La Moon
Level: 265
Race: Nekomata
Age: 17
Blessings: Bloodlust
Rank: Uncommon
Primary Job: Rogue
Secondary Job: Mage
Tertiary Job: Healer

Mage: 2 INT, 2 WIS, 2 CON, 2 PER, 1 LCK

Healer: 2 INT, 2 CON, 2 END, 2 AGL, 1 FTH

Marksman: 2 STR, 1 DEX, 2 PER, 2 AGL, 2 VIT

Rogue: 2 STR, 2 DEX, 1 AGL, 2 CHR, 2 LCK

Druid: 2 INT, 2 CON, 1 WIS, 2 AGL, 2 FTH

Acolyte: 2 END, 1 CON, 2 LCK, 2 CHR, 2 FTH

Martial Artist: 2 STR, 2 VIT, 2 END, 1 DEX, 1 AGL, 1 INT

Strength: 709 (x2)[1,418]
Intelligence: 755 (x2)[1,510]
Vitality: 699 (x2)[1,398]
Constitution: 677
Wisdom: 821 (x2) [1,642]
Endurance: 943
Dexterity: 991 (x2) [1,982]
Agility: 1,197 (x3) [3,591]
Luck: 450
Charisma: 811
Perception: 1,168 (x2) [2,336]
Faith: 458
Karma: 282


Strength: 709 (x4)[2,836]
Intelligence: 755 (x2)[1,510]
Vitality: 699 (x2)[1,398]
Constitution: 677
Wisdom: 821 (x2)(÷2)[821]
Endurance: 943
Dexterity: 991 (x2) [1,982]
Agility: 1,197 (x6) [7,192]
Luck: 450
Charisma: 811
Perception: 1,168 (x2)(÷2)[1,168]
Faith: 458
Karma: 282

Alignments: Fire and Darkness
Inherent Abilities: gylph magic, Multiple brains, Fire blast

Details: "I am disappointed in the amount of killing that is happening. Rectify this." "I realize this is indeed a daunting quest tasked to you. However I believe that with your might you can surpass the challenges ahead, and fucking hit me."
Height: 5'3
Weapon: Halberd (BloodBound Weapon)
Pets: None, 2 slots available
Learned Skills: Trapping magic, Minor Healing Spell, basic medicine, acrobatics, scythe expertise
Hair: (past the hips, blonde, silky, wavy)
Eyes: (huge, round, emerald color)
Interests: Fire, Exploding Things, Genocide, and Adventure
Dislikes: Spiders, Try Hards, Aristocrats, and Emotionless people
Emotions: mostly hyper and happy, but will get serious when feeling like it. Indifferent and inconsiderate to strangers.
Hobbies: cooking, taking care of kids, Healer, Stealing, Assassinating, and blowing things up.
Racial Perks: Night-vision, Enhanced Hearing, Enhanced Flexibility, Beast Form, Enhanced Strength, Necromancy, and Fox Fires.
Wand (L)
Quality: B++
Alignment: Light
A powerful wand alluring enough that it inspired a whole cult of lust demons. Allows the user to cast Light-aligned magic, allows the user to force a WIS vs PER check where the target is Charmed in the event of a success.

10 powerful grenade explosions

Trystite Ceremonial Garb
Velvet Shirt (E)

Quality: B+
Alignment: Light
Core slots: 3
A sleeveless shirt used as ceremonial garb by the Trystia sun cult. Halves incoming Light damage.

Trystite Ceremonial Skirt
Copper Skirt (E)

Quality: B+
Alignment: Fire
Core slots: 3
A short skirt used as ceremonial garb by the Trystia sun cult. Increases CHR by 145%.

Trystite Ceremonial Leggings
Moonstone Socks (E)

Quality: B+
Alignment: Water
Core slots: 3
Thighhighs used as ceremonial garb by the Trystia sun cult. Increases FTH by 145%.

Trystite Ceremonial Undergarment (Upper)
Wool Bra (E)

Quality: B+
Alignment: Flora
Core slots: 3
A bra used as ceremonial garb by the Trystia sun cult. In melee, bound targets must pass a CHR vs WIS check or fall asleep for 1d6 turns.

Trystite Ceremonial Undergarment (Lower)
Fabric Panties (E)

Quality: B+
Alignment: Darkness
Core slots: 3
Underwear used as ceremonial garb by the Trystia sun cult. At range, the wearer can force a target with a direct line of sight to perform a CHR vs WIS check. In the event of failure, the target is inflicted with Charm.

Trystite Ceremonial Gloves
Amber Gloves (E)

Quality: B+
Alignment: Fabric
Core slots: 3
Gloves used as ceremonial garb by the Trystia sun cult. In melee, the wearer touch anywhere on a target's head, forcing them to take a CHR vs WIS check. In the event of failure, the target is inflicted with Drunk for 1d10 turns

2 Exin Powered Ice Blades
Can be at any length depending on how much exin it is charged with.

2 rings
One Master ring and one Serveant ring, master ring kept in a box in pocket and serveant ring on left ring finger.
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Schism Academy opened its doors to gifted monsters after multiple world shattering battles between Deities. Now many generations later the headmistress, Glinda Phantoia, opens the academy doors once again to welcome the new generation. The next generation has shown much promise since their arrival. Kheire has already proved himself as the best Craftsman of his generation with his innovative ideas and astounding skills he is sure to revolutionize the industry in the future. Renya has found her niche in deception and has completed one mission involving the assassination of the corrupt noble, Farvette, whom she was previously betrothed to and is awaiting the discovery of his corpse to obtain his inheritance. Vivi has proven to be a wildcard and even if very few things can keep her attention she is always willing to provide aid when the others need it most. The others have yet to find a place but they are steadily growing stronger. Quin, who was orphaned due to his monster origins, has finally obtained revenge for his family's untimely deaths and overcame his regret. But with this growth comes another group. A group of equally talented individuals handpicked at the top of their class from different dimensions and different schools to join the cream of the crop at Schism Academy.
Character Template:
Name: Emori Foster
Level: 13
Race: vampire mermaid
Age: 13
Rank: Uncommon
Primary Job: Healer
Secondary Job: Musician
Tertiary Job: Artist
Strength: 18
Intelligence: 16
Perception: 15
Vitality: 10
Constitution: 16
Wisdom: 5
Endurance: 9
Dexterity: 9
Agility: 12
Luck: 15
Charisma: 17
Faith: 5
Karma: 10
Alignment: Blood and Water
Inherent Abilities: Fear Empowerment and Strength Concentration
Details: (appearance in picture)
Prefers sweatshirts and skinny jeans.
Healer: 2 vitality, 2 intelligence, 1 constitution, 1 karma
Musician: 2 dexterity, 1 intelligence, 2 charisma, 1 perception
Artist: 2 dexterity, 1 wisdom, 1 charisma, 1 agility
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Name: Ren Vedas
Level: 999
Race: Paramatman (★★☆☆☆)
Age: N/A

Title: N/A
Blessings: N/A
Rank: R

Primary Job: Mage
Secondary Job: Healer → Astronomicon
Tertiary Job: Martial Artist → Bladedancer
Classes: Mage, Healer, Craftsman, Chemist, Soothsayer, Rogue, Martial Artist
Alignments: Light, Fire, Star

Inherent Abilities
Multi Strike - Each physical attack is worth two of the exact same strike.
Food Empathy - Ability to transfer thoughts, emotions, and memories through food.
Camouflage - He can increase the transparency of his form to near invisibility.

Weapon: Magic, Miki Hao Kuin
Pets: N/A
Likes: Learning, meeting people, naps, new experiences, libraries
Dislikes: Being confined to one space for too long, public transport, damaged books, hard work
Hobbies: Travelling, compiling notes, trying new things
Skills: Notetaking, analysis, making friends and overcharging their souls with absurd amounts of power, cooking, kalaripayattu (body, wood, limited blade, limited hand-to-hand)
Racial Perks: Affinity Adaptivity ({1.5}×4, {2}×2; expires 24 hours after being set), Empathy Drive (buff allies in proportion to emotional closeness, up to {1.5}×4, {2}×2, {4}×1)

incomplete entity
Resonance: 1%
contracted - Master (Miki Hao Kuin)

STR: 1870
INT: 2200
VIT: 1400
CON: 1570
WIS: 2800
END: 1520
DEX: 1960
AGL: 1900
LCK: 0

CHR: 1530
PER: 1670
FTH: 5

KRM: 0

Light Beam
Uses until next point: 8



Healing Light
Uses until next point: 9




Sword of Damocles
Uses until next point: 19

Flame Punch
Uses until next point: 18




Uses until next point: 17




Pluit Astra - Nocte Caelum
Uses until next point: 17



Points: 4558
St. Pts: 47

Gain the alignment: Star.

Res Novae
Boost STR, DEX, WIS, PER, AGL by 100%. The boosted character gains one Nova Counter.

Crystal Night
Burn X Nova Counters where X is a number of your choosing. Next turn, all Star-aligned abilities have their assigned mods doubled for each Nova Counter burned.

Stellar Wind
Gain 24 Nova Counters. (3/10 levels)

Whenever you gain or lose Nova Counters, gain an additional action. Only activates once per turn.

Agility gets a +160% modifier when dodging. (8/8 levels)

Dexterity gets a +160% modifier when attacking. (8/8 levels)

Flash Step
Burn 20 INT. Characters targeting you this turn have a -20% hit chance and you have double hit chance on your next turn. Not available while immobilised. Can be used and stacked multiple times per turn.

When dual-wielding, Ren's critical hit chance and number of hits per attack are doubled. In addition, melee attacks are counted as ranged attacks, and burned DEX is recovered at a rate of 2% per turn.

Number of hits per attack is multiplied by 3. (2/3 levels)
Storage Amulet
Amulet (Unranked)
Quality: N/A
Alignment: Neutral
[Amulet that stores items. Creates an inventory.]

Unnamed Muramasa Demon Blade 1
Demonic Sword (X)
Quality: S+
Alignment: Blood/Oil/Flesh
[Demon-possessed sword once forged by the smith Muramasa. The demon inside is perky and catlike in temperament. Every turn wielding, the user must make a saving throw against being inflicted with Berserk (own WIS vs own STR), and will attack self if there are no valid targets. Furthermore, once drawn, the blade cannot be sheathed without drawing blood. If dual-wielded alongside Unnamed Muramasa Demon Blade A, effects activate: ×2 hits per turn, wounds inflicted with this weapon are unhealable for 3 turns, 50% damage pierces magic, self-revival nullified for those killed with this weapon.]

Unnamed Muramasa Demon Blade A
Demonic Sword (X)
Quality: S+
Alignment: Metal/Dust/Hi'hirokane
[Demon-possessed sword once forged by the smith Muramasa. The demon inside is deadpan and sleepy in temperament. Every turn wielding, the user must make a saving throw against being inflicted with Berserk (own WIS vs own STR), and will attack self if there are no valid targets. Furthermore, once drawn, the blade cannot be sheathed without drawing blood. If dual-wielded alongside Unnamed Muramasa Demon Blade 1, effects activate: ×2 hits per turn, wounds inflicted with this weapon are unhealable for 3 turns, 50% damage pierces magic, self-revival nullified for those killed with this weapon.]
Type: Attack
Stage 1
Ranged attack that cannot be dodged. Counts as a physical attack, but with INT/WIS in the place of STR/DEX, and damages the target's CON.

Type: Support (Self-Defense)
Stage 1
Steals LCK of attacker equal to percentage of damage taken.

Type: Attack (Automatic, Self-Defense)
Stage 1
Destroys attacks aimed at Ren if he has an evasion chance of less than 10% and would deal damage greater than the base of the stat that the attack targets.
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The Multiverse will be expanded upon as the story progresses, right now there are regions similar to layered versions of the same world, separated by borders by high ranking deities. Schism Academy is at a point of interconnecting between a few regions. Travel between them isn't too difficult, but most Commoners cannot cross. As such, technological differences should be expected. Each Region is based on different mythologies and such. There are also sub-realms for different regions. I could explain in further detail if needed. ^w^
Name: Valentina D'maris

Level: 357

Race: Veela Hybrid

Age: 17

Title: (N/A)

Blessings: (N/A)

Rank: Rare

Primary Job: Rouge

Secondary Job: Marksman

Tertiary Job: Chemist

Classes: Rouge, Chemist, Marksman, Scholar, Healer, Tamer

Alignments: Fire/Lightning

Runic Tattoos: Stat Boosters (End, Con, Vit.), Item Storage, Exin Storage.

scholar: 3 intelligence, 3 constitution, 3 wisdom
healer: 3 wisdom, 3 vitality, 3 intelligence
tamer: 3 charisma, 2 intelligence, 2 wisdom, 1 constitution, 1 dexterity
rogue: 3 agility, 3 perception, 2 dexterity, 1 charisma
marksman: 3 dexterity, 3 perception, 3 luck
chemist: 3 perception, 2 dexterity, 2 endurance, 2 intelligence

Strength: 272 (x2) 544

Intelligence: 1527

***Vitality: 887

***Constitution: 660

Wisdom: 1551

***Endurance: 494

Dexterity: 1056 {x2.5} 2640

Agility: 1216 {x3.5} 4256

Luck: 593

Charisma: 769 {x2.5} 1922.5 {x1.5} 2883.75

Perception: 1151

Faith: 11

Karma: 117

Inherent Abilities: Empathic Link, Hypnotic Fragrance, Concealed Weapon Proficiency

Details: Not accepted by either Veela race, father (Veela/Balkan Samodiva) died, mother (Slavic Vila) is lost.

Description: Reflective skin, bright blue eyes, white glowing hair

Height: 5'11

Weapon: Grade A throwing knives, poison, dagger. Sniper Rifle (made by Kheire), raiment (given by Lild), staff.

Pets: Zephy the spotted bat (Poison, Darkness), Sammy the dragon (Poison, Corrosion), Archie the metal fan turtle (Wind, Metal)

Likes: Soft things, Pockets, Cool Languages

Dislikes: Disrespect, Prejudice

Skill/Hobbies: Learning Languages, Researching, Marksmanship

Racial Abilities/Perks: Monster Form, Fireballs, Flight, Storm Summoning, Shapeshifting, Unnaturally Attractive, Seductive.

Monster Form:

Base Power of Fireballs Doubled
Perception x1.5
Agility x1.5
Endurance x.75
Wisdom x.75
Constitution x.75

Alternate Forms:
Falcon- x3.75 agl. x3.75 per.
Horse- x2.5 end. x2.5 str. x2.5 agl.
Wolf- x1.5 everything.
Swan- x7.5 chr.
Snake- x3.75 dex, x3.75 wis.

Concealed Weapon Proficiency- x2 damage on dagger and throwing knives

Zeph has healing bombs and Sammy can spend Intelligence to increase melee damage at a rate of 10:1

scarf - chr boost 50% for 10 INT per turn (C)
glove - strength boost 60% for 10 INT per turn (B)
staff - double magic damage, has a fire core focus to boost fire magic by an addition 25% (S)

Fireball (3+ int)
Firedarts (2+ int)
Poison Knives

Poison Mist (Sammy)
Gunfire (3x int)
Lightning Punch (1 int)
Electric Bolts (2+ int)
Poison Transfer

*** These stats are x1.5 when the tattoos are activated


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Name: Aishani
Level: 13
Race: Elf/Apsara
Age: 13
Title: (None at creation)
Blessings: (None at creation)
Rank: Uncommon
Primary Job: mage
Secondary Job: healer
Tertiary Job: Musician
Mage: 2 Wisdom, 1 Constitution, 1 intelligence
Healer: 2 Intelligence, 1 Wisdom, 2 Constitution, 1 Dexterity, 1 Vitality
Musician: 2 Dexterity, 1 Charisma, 1 Karma
Chemist: 2 Dexterity, 1 Intelligence, 1 Endurance
Artist: 2 Dexterity, 1 Intelligence, 1 Faith
Brainiac: 2 Intelligence, 2 Constitution, 2 Wisdom
Scholar: 2 Wisdom, 2 Intelligence, 2 Constitution

Alignments: Water, Wind
Strength: 9
Intelligence: 15 (X1.5)
Vitality: 14
Constitution: 13
Wisdom: 13
Endurance: 8
Dexterity: 8 (X1.5)
Agility: 8 (X1.5)
Luck: 12
Charisma: 13 (X1.5)
Perception: 14
Faith: 7
Karma: 11

Inherent Abilities: (Provided by Gamemasters)
-4th wall awareness
-retractable claws
-limited ability to fly using gravity.
Details: Trained from a young age that you should "Do nothing but please your husband." Wanting nothing to do with that life she ran away from an arranged marriage at age 9 and lived alone for a few years. Deciding that she wanted more for herself she stumbled upon schism academy. The rest is history.
Weapon: Disc, Scepters
Pets: None for now.

Likes/Hobbies: Reading and learning about the world. Being with people Practicing music and dancing. Learning. Entertaining others with her skills in dancing.

Dislikes: Physical activity, callous personalities, close-minded personalities.

Skills: Dancing, playing the flute, reading, seductive intuition (seductiveness)
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The next post will be a mass info dump of all known NPCs. Whether they have been used/mentioned or not, they will be in here. NPC art will never be at the quality of MC characters.
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And because Vivi didn't mention it (I can't for the life of me figure out why) her character has multiple spacial storage tools in the shape of pens.
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Name: Arial Tomogukiri
Level: 13
Race: Cat Beastkin
Age: 13
Titles: None
Blessings: None
Rank: Uncommon
Primary Job: Rogue
Secondary Job: Musician
Tertiary Job: Puppeteer
Classes: Assassin, Puppeteer, Tank
Alignments: Wind and Darkness
Strength: 13
Intelligence: 15
Vitality: 8
Constitution: 5
Wisdom: 8
Endurance: 17
Dexterity: 18 (x2) {36}
Agility: 19 (x2) {38}
Perception: 13 (x2) {26}
Charisma: 5
Karma: 5 (x2) {10}
Luck:5 (x2) {10}
Faith: 5
Weapons: Bow, Daggers and Great Sword, Puppets, Scythe.
Appearance: tanned, decently lengthy brown/black hair and ears, scrawny yet strong, calm and collected, Golden seasonal eyes (Red in Winter, Black in Spring, Green in Autumn. Also known to be high contrast color bling in the right eye), constantly wearing either a hoodie with jeans or a very nice casual shirt and khakis. Gender Fluid.
Likes: Reading, Friends, Spying and Hugs.
Dislikes: Crowds, Lies, Stillness.
Current Emotions: Neutral
Hobbies: Exercise (to the Extreme), Meditation, Music, Art.
Inherent Abilities: Water Projection, Spark Projections, Stone Heart.

(P.S: My updated Character. Sorry for the lateness.)
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[glow=turquoise]Name: LITTUL BLOO
Level: 50
Age: 15 (deceased)
Blessings: [/glow][glow=red]WAAARRGH!!![/glow][glow=turquoise] ([/glow][glow=red]WAAARRGH[/glow][glow=turquoise])[/glow][glow=turquoise][/glow][glow=turquoise]
Rank: UC
Primary Job: Warrior
Secondary Job: Craftsman
Tertiary Job: Musician
Alignments: Metal, Mind[/glow][glow=turquoise][/glow]

Inherent Abilities
Toxikinetic Constructs

Dislikes: WEN ME [/glow][glow=red]WAARRGH[/glow][glow=turquoise]BAND IZ MUCKIN ABOUT
Hobbies: [/glow][glow=red]WAAARRGH[/glow][glow=turquoise]
Skills: [/glow][glow=red]WAAARRGH[/glow][glow=turquoise]

STR: 150
INT: 25
VIT: 120
CON: 40
WIS: 20
END: 150
DEX: 10
AGL: 40
LCK: 5
CHR: 5
PER: 15
FTH: 70
KRM: -15
To explain the unorthodox part, "WAAARRGH" is a term oft used by the members of the "Deff 'Eads" tribe that Bloo is a part of. It was thought to be a dialect-specific roar until recently, but it is now theorised to be an Trollism for the word "war". It is fairly unique to the culture of the Deff 'Eads, and its connotations and meanings are
a) nigh-impossible to explain to anybody outside them
b) really, really unimportant.

WAAARRGH is usually used as a battle cry, which means they invoke it by screaming it as loudly as they can, hence why the Deff 'Eads all have Musician as one of their jobs. Granted, it's not very musical, but it's sound.

In effect, WAAARRGH is as close to a religion as the Deff 'Eads have, and therefore it functions as a blessing. The boisterous, violent Trolls of the Deff 'Eads tribe place their faith in WAAARRGH, and so invoking it uses the Exinessesence of oneself and all the other Trolls joining in to create an artificial meta-existence similar to a war god, sending them into a blood rage and buffing them immensely, with the effects becoming stronger the more WAAARRGH is produced.
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Name: Baki Nobunaga Shimazaki

Level: 70

Race: Oni

Age: 18

Title: (None at creation)

Blessings: (None at creation)

Rank: Uncommon

Primary Job: Martial Artist

Secondary Job: Warrior

Tertiary Job: Mage

Mage: 2 INT, 3 WIS, 1 PER, 1 LCK, 2 CON
Scholar: 3 INT, 2 WIS, 1 PER, 1 FTH, 2 CON
Esper: 2 INT, 2 WIS, 2 PER, 3 CON
Warrior: 2 STR, 3 AGL, 2 VIT, 2 DEX Martial Artist: 2 STR, 3 AGL, 1 DEX, 1 VIT, 1 END, 1 INT
Craftsman: 1 STR, 2 VIT, 2 END, 2 DEX, 2 PER Rogue: 1 STR, 3 AGL, 2 DEX, 3 LCK

Alignments: Salt, Corrosion

Strength: 68 (x2) [136]
Intelligence: 68
Vitality: 68 (x2) [136]
Constitution: 68 (x2) [136]
Wisdom: 68
Endurance: 68 (x2) [136]
Dexterity: 68 (x2) [136]
Agility: 68 (x2) [136]
Luck: 73
Charisma: 5
Perception: 68 (x2) [136]
Faith: 5
Karma: 5

Inherent Abilities:
Blood Clotting: You don't bleed. Takes a turn to use on self or target. Luck
Field Creation: Double Luck for all nearby allies for .5% INT per turn Stealth Combat: 50% increase to both stealth chance and sneak attack damage

Details: ¯\_(ツ)_/¯

Weapon: Cudgel (Oni bloodbound weapon. Ability: Stun on crit.) Pets: None.

Likes: Keeping to himself, observing, learning, and taking notes.

Dislikes: Opening up to people, expressing feelings, being distracted, and overly nosy people.

Hobbies: Reading, solving/uncovering secrets,

Skills: Going unnoticed, excellent memory, and close-quarters combat.
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[BCOLOR=transparent]Clio.png [/BCOLOR]

[BCOLOR=transparent]Name: Clio D'maris[/BCOLOR]

[BCOLOR=transparent]Level: 17[/BCOLOR]

[BCOLOR=transparent]Race: Cyclops/Veela[/BCOLOR]

[BCOLOR=transparent]Age: 13[/BCOLOR]

[BCOLOR=transparent]Title: (None at creation)[/BCOLOR]

[BCOLOR=transparent]Blessings: (None at creation)[/BCOLOR]

[BCOLOR=transparent]Rank: Uncommon[/BCOLOR]

[BCOLOR=transparent]Primary Job: Healer[/BCOLOR]

[BCOLOR=transparent]Secondary Job: Tamer[/BCOLOR]

[BCOLOR=transparent]Tertiary Job: Musician[/BCOLOR]

[BCOLOR=transparent]Classes: Healer, Tamer, Musician, Artist, Scholar.[/BCOLOR]

[BCOLOR=transparent]Alignments: Fire/Earth[/BCOLOR]

[BCOLOR=transparent]Strength: 73 (x1.5) {109.5}[/BCOLOR]

[BCOLOR=transparent]Intelligence: 45[/BCOLOR]

[BCOLOR=transparent]Vitality: 63 (x1.5) {94.5}[/BCOLOR]

[BCOLOR=transparent]Constitution: 51[/BCOLOR]

[BCOLOR=transparent]Wisdom: 40[/BCOLOR]

[BCOLOR=transparent]Endurance: 13 (x1.5) {19.5}[/BCOLOR]

[BCOLOR=transparent]Dexterity: 51 (x1.5) {81.5}[/BCOLOR]

[BCOLOR=transparent]Agility: 34 (x1.5) {51}[/BCOLOR]

[BCOLOR=transparent]Luck: 63[/BCOLOR]

[BCOLOR=transparent]Charisma: 43 (x1.5) {64.5}[/BCOLOR]

[BCOLOR=transparent]Perception: 23 (x2) {46}[/BCOLOR]

[BCOLOR=transparent]Faith: 63[/BCOLOR]

[BCOLOR=transparent]Karma: 13[/BCOLOR]

[BCOLOR=transparent]Inherent Abilities: Gamma Vision, Predator Instinct, Razor Hands[/BCOLOR]

[BCOLOR=transparent]Details: Half siblings with Valentina, they share a father.[/BCOLOR]

[BCOLOR=transparent]Weapon: Greatsword, Spears[/BCOLOR]

[BCOLOR=transparent]Pets: True Owl[/BCOLOR]

[BCOLOR=transparent]Likes: Females, Food, Books, Plants.[/BCOLOR]

[BCOLOR=transparent]Dislikes: Men[/BCOLOR]

[BCOLOR=transparent]Skills/Hobbies: Art, Reading, Staring[/BCOLOR]

Racial Abilities/Perks: Very Strong, Monster Form, Fireballs, High Defense

Training Schedule:
Monday- Tamer
Tuesday- Scholar
Wednesday- Healer
Thursday- Artist
Friday- Musician
Saturday- Scholar
Sunday- Tamer
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Character Sheet

Name: Azzurra

Level: 19

Race: Human turned Living stone/gem (Greenstar Adept, Dungeons and Dragons prestige class)

Age: 13

Title: ---------

Blessings: ----------

Rank: Uncommon

Primary Job: Rogue

Secondary Job: Healer

Tertiary Job: Marksman

  • Craftsman = 3 dexterity, 2 endurance, 1 perception, 1 constitution, 2 strength, 1 agility
  • Artist = 2 perception, 2 charisma, 2 dexterity, 1 luck, 1 vitality, 2 wisdom
  • Tamer = 3 charisma, 3 karma, 3 luck, 1 faith
  • Rogue = 3 dexterity, 3 perception, 3 agility, 1 constitution
  • Healer = 3 vitality, 3 wisdom, 2 intelligence, 2 dexterity
  • Marksman = 3 perception, 2 agility, 2 dexterity, 2 constitution, 1 intelligence
  • Brainiac = 3 constitution, 3 intelligence, 3 wisdom, 1 agility
    Stat gain totals:
    Strength: 2
    Intelligence: 6
    Vitality: 4
    Constitution: 6
    Wisdom: 8
    Endurance: 2
    Dexterity: 12
    Agility: 7
    Luck: 3
    Charisma: 3
    Perception: 12
    Faith: 1
    Karma: 3​
Alignments: Stone/Water
Add Points on: TBD
Strength: 45 (×2) = 90
Intelligence: 207
Vitality: 113 (×2) = 226
Constitution: 162
Wisdom: 185
Endurance: 119 (×2) = 238
Dexterity: 189
Agility: 229
Luck: 81
Charisma: 91
Perception: 339
Faith: 37
Karma: 84
Inherent Abilities:
Photokinetic Regeneration: ×1.5 multiplier to vitality in the light and regain one point of some type of damage per turn in a battle.

Telepathy Negation: can prevent others from using telepathy or having telepathy used on them, essentially cutting off targets ability to psychically interfere with another and rendering another immune to being affected by telepathic intrusions.

Electrical Exoskeleton: can form armor around their body or a shape it from electricity for protection and physical boost, most commonly including raising their speed to inhuman levels​

Looking like a normal human doesn't do Azzurra many favors. At first glance there is nothing that marks her as special. It's not until one gets closer, that they can see that the bands of blue around her neck, ankles and wrists is not in fact jewelry but her actual skin. Over time the crystalline, metallic color will cover her from head to toe. Internally, her organs are changing, becoming in one respect 'hard', and causing several different changes that are not visible. Aside from organs changing, her hearing is becoming super sensitive, forcing her to often wear earplugs or other form of sound block. Her mental awareness is slowly expanding, eventually she will develop telepathy and minor telekinesis abilities. Due to the internal changes, and the composition of the material that is causing those changes, Azzurra is unable to eat regular food and must instead ingest gems or minerals that are blue.
Standing at a nice 4'10 inches, Azzurra is a slim girl with a body build suited for speed and agility, not strength and heavy lifting. By the time she is fully grown, she will reach a whopping five foot and six inches with a small breasted figure. She does not have an hourglass shape, being slightly wider at the hips and narrower at the shoulders. Her hair, once a pretty shade of auburn now has a tint of cystalline and metallic blue to it, though the original color is still there for now. She likes to wear her hair long, and with its gentle curls it flows nicely to her mid-back. Her favored outfits tend to be comfortable but utilitarian. (Secretly she likes wearing renaissance era clothing)​

Trained in hand to hand combat, but prefers long-range weaponry. Is profiecent with bows, and has a Glaive for melee fights.
One sapphire blue, gem feline. Equivalent to living stone (gem, sapphire). Size of a domestic Savannah cat. Is a shapeshifter, but limited to animals only (myth included). Is very intelligent and serves as an adviser to Azzurra. Name: Sappira, Age: unknown, though hinted to be in the thousands.
Strength: 23
Intelligence: 23
Vitality: 18
Constitution: 18
Wisdom: 18
Endurance: 18
Dexterity: 27 (x2)= 54
Agility: 27 (x2)= 54
Luck: 22 (x2)= 44
Charisma: 18
Perception: 22 (x2)= 44
Faith: 18
Karma: 18
Reading, stealing, challenges, Sappira, sapphires, classical music, world music, animals, exploring
Heat, sound, loud noises, heat…being unable to eat her favorite food (Chicken and rice with cream of mushroom sauce), noise…
Stealing, reading, practicing her marksmanship, hanging out with her friends, gymnastics/acrobatics
Stealing, shooting, acrobatics, making things (anything), healing​
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Level: 999
Race: Sword Gheist
Age: 16
Rank: Rare
Job: Warrior
Secondary Job: Marksman
Tertiary Job: Shaman
Alignments: Metal and Crystal

Contracted - Servant(Ren Vedas)

・Warrior: 2 agility, 3 endurance, 2 strength, 3 dexterity
・Scholar: 3 faith, 3 wisdom, 3 constitution
・Chemist: 2 perception, 2 wisdom, 2 endurance, 1 luck, 2 vitality
・Mage: 2 wisdom, 2 intelligence, 3 constitution, 1 perception, 1 luck
・Marksman: 3 perception, 3 dexterity, 1 wisdom, 3 agility
・Shaman: 1 intelligence, 2 wisdom, 1 constitution, 2 endurance, 1 dexterity, 2 charisma, 1 vitality
・Soothsayer: 3 charisma, 2 luck, 1 perception, 1 intelligence

Strength: 542
Intelligence: 364
Vitality: 909
Constitution: 2,198 (x2.5) [5,495]
Wisdom: 1,156
Endurance: 2,198 (x2.5) [5,495]
Dexterity: 3,596 (x2.5) [8,990]
Agility: 2,677 (x2.5) [6,692.5]
Luck: 600
Charisma: 615
Perception: 1,155
Faith: 1,749 (x2.5) [4,372.5]
Karma: 220

Renya (Ice & Clay)
Raiju "Fulmine" (Electric & Light)

3 crystal cores, 1 flora/dark core, diamonds, crystal spiked boots, hooked gauntlets, UC SS quality light armor, E A quality sword, E A quality spear, 5 R HP potions, rope, storage amulet, UC S quality completely innocent harem outfit

Aerial adaptation: (Inherent ability ・ Passive skill) Unaffected by altitude change.

Metal detection: (Inherent ability ・ Active skill) Detects nearby metal, effective on metal constructs.

Crystal spike: (Inherent ability ・ Ranged magic) Deals crystal damage, no catalyst required, 5 per turn.

Gheist abilities: (Racial perk ・ Passive skill) unlocks a slot for gheist abilities per rankup.

Self-reforging: (Racial perk ・ Active skill ・ takes 5 turns) Reshapes sword form and future duplications.

Exin Sense: (Racial perk ・ Active skill) Detects nearby creatures, cannot detect hidden presences.

Contract: (Racial perk ・ Master requirement) Stat points are shared between partners, minor emotion connection, directional sensitivity, limited telepathy.

Weapon form: (Racial perk ・ Active transformation) Limited movement, negate 90% of own physical and magical damage, 10% exin sensing boost.

Runes: (Learned skill ・ Active Skill) Wisdom, Intelligence, Agility, Dexterity, Storage

Sword Rain: (Learned skill ・ Ranged magic ・ 1 INT per copy) {+5 Pow, +6 Num} Deals metal magic damage, 5(16) per turn, inflicts bleeding.

Pierce: (Learned skill ・ Melee ・ 3 Turn cooldown) Attack ignores armor and deals physical damage and metal magic damage, inflicts bleeding.

Barrage: (Learned skill ・ Melee physical ・ Dual wield only) Attack (DEX/oppAGI) times. Hits have halved hit rate.

Sting: (Learned skill ・ Melee physical ・ 3 Turn cooldown) Frontal attack that counts as a sneak attack, chance to stun, inflicts bleeding.

Crystal Skin: (Gheist ability ・ Active transformation ・1 INT per turn) Negate 10% of damage, negate 20% of electricity and light damage, take 20% more magma and fire damage.

Borrowed Soul: (Gheist ability ・ Active skill ・10% FTH per active spirit) Spirits become ghiests for 1d6 turns. They have the stats of the user and can use all abilities, but have 1 hp.
Consecutive strike: (Spirit ability ・ Passive skill) For every successful consecutive melee hit gain 1% STR and AGI, chance to stun.

Electrify Blood: (Spirit ability ・ Active skill) For 4% FTH turns STR, PER, DEX, or AGI are multiplied by 1.5-3. If inflicted with bleeding, melee attacks cause the enemy to take 20% of the damage as electric magic damage.

Cold Aura: (Spirit ability ・ Active skill・ 1 FTH per turn) Reduce burning damage by 50%

Clay Soul: (Spirit ability ・ Active skill・ 5 FTH) User summons (1D3 x 10%FTH) weapons that randomly cause Str/20 or Int/20 damage
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The Nekomata looked to her upper left, staring for a moment before offering the stranger the bag of cookies. "Want one? they're strawberry peanut butter cups..." she muttered as she lead the boy to the back of the library. Renya told her to stop being an idiot and have some decent matters, so she might as well listen before she meets the bad end of her rapier.
I'm guessing 'Renya' only knows what Vivi knows, so that is why she didn't point anything out. I will think of her as having the same conditions as (Future Diary) Yukiteru Amano's Observance Diary, so she cannot 'look' at anything outside Vivi's point of view. (I.E. if we blindfold Vivi and told her the red vase in front of her was green, 'Renya' would also believe the vase was green.)
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