Z
Zyxis Ouroboros ReArchtype
Guest
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.
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
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.
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)
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.
EVERY SINGLE PERSON HAS HAD ISSUES WITH THIS, SO I AM GOING TO DO MY BEST TO CLEAR THIS UP. AGAIN. JOBS AND CLASSES USE THE SAME LIST.
AS AN EXAMPLE, THIS IS WHAT YOUR JOBS AND CLASSES COULD LOOK LIKE:
PRIMARY JOB: WARRIOR
SECONDARY JOB: ROGUE
TERTIARY JOB: MARTIAL ARTIST
CLASSES:
WARRIOR: (INSERT CLASS STATS)
ROGUE: (INSERT CLASS STATS)
MARTIAL ARTIST: (INSERT CLASS STATS)
MARKSMAN:(INSERT CLASS STATS)
HEALER: (INSERT CLASS STATS)
MAGE: (INSERT CLASS STATS)
BRAINIAC: (INSERT CLASS STATS)
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.
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.
EVERY SINGLE PERSON HAS HAD ISSUES WITH THIS, SO I AM GOING TO DO MY BEST TO CLEAR THIS UP. AGAIN. JOBS AND CLASSES USE THE SAME LIST.
AS AN EXAMPLE, THIS IS WHAT YOUR JOBS AND CLASSES COULD LOOK LIKE:
PRIMARY JOB: WARRIOR
SECONDARY JOB: ROGUE
TERTIARY JOB: MARTIAL ARTIST
CLASSES:
WARRIOR: (INSERT CLASS STATS)
ROGUE: (INSERT CLASS STATS)
MARTIAL ARTIST: (INSERT CLASS STATS)
MARKSMAN:(INSERT CLASS STATS)
HEALER: (INSERT CLASS STATS)
MAGE: (INSERT CLASS STATS)
BRAINIAC: (INSERT CLASS STATS)
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.
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.
Air
Ash
Blood
Bone
Corrosion
Crystal
Darkness
Dust
Earth
Electricity
Fabric
Fire
Flora
Glass
Ice
Light
Magma
Metal
Oil
Rubber
Salt
Snow
Soap
Toxin
Water
Wood
etc. (Consult a GM)
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.
Air
Ash
Blood
Bone
Corrosion
Crystal
Darkness
Dust
Earth
Electricity
Fabric
Fire
Flora
Glass
Ice
Light
Magma
Metal
Oil
Rubber
Salt
Snow
Soap
Toxin
Water
Wood
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.
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.
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
Name:
Level: 70
Race:
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)
Weapon:
Pets: (Starter, or obtained in the future. Any magical, or regular beast is fine, so long as they aren't OP)
Likes:
Dislikes:
Hobbies:
Skills:
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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