Full Character Sheet and [Skill] descriptions (not a Chapter)

Name:Apocalypse Redux Author:
Full Character Sheet and [Skill] descriptions (not a Chapter)

Name: Isaac Thoma

Class: Hildebrand’s Heir

Species: High Human

Level: 99

XP: 17,135/50,000

Health Status: Healthy

Mana: 2,000/2,000

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Fortitude

210

Perception

350

Strength

210

Agility

400

Magic Power

210

Magic Regeneration

365

Free Points: 0 Stat, 1 Skill

Aura

Aura of the Crimson Dawn (short range, combat, blood, regeneration)

Aura of the Desperate Seeker (long range, sensory, mental, projection)

Central Skills

Form of Horror XXIV

The Chosen Weapon XXVIII

I Am The Sword X

Grave of Swords XX

Armory of Ancient Times XVII

Legacy of a True Warrior XII

Skills

Hundred Faces XXVI

Stealth XXIX

Power Strike XXX

Piercing Strike XXX

Sundering Strike XXX

Blades XXIX

Sneak XXVII

Sweeping Strike XVII

Far Strike XXVII

Manifold Strike XX

Hunter’s Gaze XXX

Phantom Step XIX

Unknown Fear XXV

Bestial Regeneration XXVII

Undying Focus XXIII

Tools of Terror XIX

Fleeting Presence XVII

Crippling Blow XVIII

Absolute Blade Mastery XVII

Compounded Impact XVI

True Cut VIII

Legendary Blow XV

Fully Geared X

Knightly Leader XIV

Analyze Person IX

Continent Strider III

Burden of Power IV

Expert’s Insight I

General Skills

Gralloch XII

Alchemy XII

Death’s Embrace VIII

Bloodline of the Survivor (Empower Relatives)

Advanced Bureaucracy VI

Police Procedure V

Aspects

Aspect Skills

Arcane Poltergeist (3 stack)

Flight of the Poltergeist

Ephemeral Form

Haunting Pursuit

Greater Hydra (3 stack)

Hydra’s Regeneration

Redundant Organs

Ignore Injury

Megalodon (2 stack)

Shark’s Body

Wave Charge

Twilight Weaver (3 stack)

Lesser Illusion

Perception Interdiction

Warp Wave

Razor Apparition (3 stack)

Remote Wielding

Immortal Blades

Razor Trails

Acid Drake

Drake’s Heart

Least Demon Lord (2 Stack)

Moment of Immortality

Grand Hellflame

Class Central Skills

Form of Horror (legendary, Level XX)

There are many sides to the Undying Wraith. The impression they broadcast out into the world and show others, the hole in the world no one will ever perceive before it devours them, and lastly, the face someone only sees in the moment of their death.

The form granted by this Skill. A monstrous alternate body based on the user’s Aspects.

Current Aspects: Aspect of the Poltergeist, Aspect of the Greater Hydra, Aspect of the Megalodon, Aspect of the Fata Morgana, Aspect of the Blade Tempest, Aspect of the Acid Drake

If the user also has the Skill The Chosen Weapon, this weapon will be incorporated into the user’s new form.

Furthermore, while in this form the user’s Strength and Fortitude are increased by 45 % while Agility and Perception are increased by 70 %. Magic Power and Magic Regeneration will remain unchanged.

This Skill can only be activated once every hour and lasts for 300 seconds. It also requires 1,000 mana to use, which it siphons off from the user’s mana regeneration so long as the mana pool is full.

In addition, the user can now create a second form while drawing only on the Aspects they wish to use, customizing it for specific purposes. Once set, this form can only be changed after removing the previous form, which takes 24 hours. Additional Slots are unlocked at Skill Levels fifteen and twenty.

After countless battles where the user has used this Skill to annihilate foes that should have been well beyond his capabilities, it has been increased to a level of power worthy of its own legend. The user may now transform into any non-Boss creature whose Aspect he holds and has a Level that does not exceed his by more than 10 (more powerful creatures may suffer from a shortened duration). In addition, the user may manifest body parts of the monsters for a cost dependent on the specific body part copied on their normal body.

Current Forms:

Aspect Amalgam

King of the Sea

Ruler of the Airspace

Perfect Amalgam

The Chosen Weapon (epic, Level XX)

There are many things that determine the power of a warrior. Training. Physical Prowess. Skill. Raw Talent.

But there is one more thing. A weapon. Having the right one to carry into battle can be the difference between life and death.

And that is what this Skill is all about. The user may choose a single weapon and make it soulbound. This weapon then becomes a part of them, inextricably and eternally bound together, able to be summoned at will, and will never harm its user.

As this Skill’s Level grows, new forms and abilities will be gained.

In addition, consecrating this weapon in the blood of legendary foes will grant it new strength and powers.

The chosen Weapon has its own mana pool to use its own Skills, separate from the user’s, drawing power from the environment. However, the user may also choose to divert their mana regeneration to refill this pool once their own is full. It starts out with a pool of 100, then increases by 10 with every Level in this Skill.

Based on the user’s Level in the Blade Skill, The Chosen Weapon (Old Reliable), gains a new ability for every Aspect the user holds.

This weapon may now absorb two (one remaining) additional weapons to be used as an alternate form for The Chosen Weapon. This number will increase by one with every [Class] Evolution.

I Am The Sword (legendary, Level X)

In the right hands, a sword can be a devastating weapon. But sometimes, the hands themselves can be a weapon far more dangerous than any mere hunk of metal.

And with this Skill, both is the case. For 0.1 seconds, increasing by 0.01 seconds per Level, the user’s form will become indestructible, immoveable, and inviolable while their momentum will be maintained for that period, tearing through or pushing aside anything in their path while this Skill is active. In addition, the user’s static body acts as a blade, far more likely to cut through instead of push away the target, and Skills that require a blade can be used upon it.

This Skill can only be activated every 60 min and cost requires 750 mana to use, which it siphons off from the user’s mana regeneration so long as the user’s mana pool is full.

Cost: Major Stamina Drain, 1,000 banked mana

Grave of Swords (legendary, Level XX)

A vast field, countless blades thrust into the dirt, each one representing a warrior who fell in battle within this space

This is the Grave of Swords, each one containing the power and knowledge of a specific foe, so the user may fight them over and over again, or be used as fuel to enhance this space.

Upon activation of this ability, both the user and one target will be transported to another plane (current size: circle with a 50 meter diameter) for a one minute per Level in this Skill. The target must be either in contact with user or the user’s soulbound weapon when this Skill is activated for it to take effect, though.

The Skill ends if one combatant dies, it hits its time limit, or is deactivated by the user, any leftover mana will be refunded and placed in the Skill’s pool.

When an enemy dies within this Skill, a new blade is thrust into these hallowed grounds, containing a record of the fight, the fallen, and a measure of its power. With it, the user may choose to fight against the old foe once more for training purposes, experimenting with new tactics and moves without danger.

However, the weapons store the remnant life force of the monster, which can be used as additional fuel for this Skill as its cost increases with the strength of the other participant (+5 mana per opponent Level over the user’s, +50 for each Tier barrier between the user’s Level and the monster’s, overall cost doubled for Bosses, tripled for Raid Bosses and quintupled for World Bosses)

This Skill can only be activated every 5 hours, cost requires 1,500 mana to use, which it either siphons off from the user’s mana regeneration so long as the user’s mana pool is full or draws from the swords themselves. Cooldown can be bypassed by paying double the normal activation cost from the stored blades.

After countless fights where the user has sealed powerful foes within to protect his allies, this Skill has evolved to further enhance the isolating power of Grave of Swords. It can now be used to seal of a part of the battlefield, creating an incredibly durable spherical barrier around the user, with a radius of 50 meters (it increases automatically for larger, singular foes, according to the same rules as the regular use of this Skill). The user may choose to banish any person in their Party from this zone to protect them, but enemies cannot be forcibly removed.

(Note: inanimate objects overlapping the barrier will not be damaged, living beings will either be pushed into or out of the Grave of Swords if they overlap the barrier during its creation, depending on where the majority of their body is)

Furthermore, this Skill has gained an additional effect due to a high degree of synergy with the Class Hildebrand’s Heir. When using the Grave of Swords to train against enemies trapped within, the user may choose to take along up to five other people.

Cost: 1,500 banked mana base cost for combat purposed, cost increases with target’s power, increase must be paid from stored blades or the user’s mana pool

Armory of Ancient Times (legendary, Level X)

They had some good stuff back in the time of legends, didn’t they? Legendary swords, cloaks of invisibility, rings and belts that granted the strength of ten men ... all that good stuff. But we don’t have that stuff anymore, they were either lost to history or they never existed in the first place. But with this Skill, it doesn’t really matter which of those is true, because Hildebrand’s Heir is able to summon anything he wants, so long as Hildebrand once held it, such as his sword Balmung, once wielded by Siegfried.

You may summon multiple weapons (or objects) at a time, and doing so will reserve 100 points of your mana to maintain it unless you can find alternative ways of sustaining it for the first, with the cost doubling with every additional summon.

As you learn more about Hildebrand’s legend, you’ll learn more about what you can summon.

Currently available gear: Balmung, Nagelring, Eckesachs, Mimung, assorted mundane gear, Laurin’s Ring, Hildegrim ...

Legacy of a True Warrior (legendary, Level X)

Once upon a time, there was a man. A warrior, teacher to a legendary king, and his companion in all his adventures. And now, you hold that man’s legacy. His knowledge, his skills, his experience in combat both figurative and literal. Not only that, but all of that experience has been improved by the knowledge of how to apply it to a world with the [System].

But even though Hildebrand’s personal achievements are hardly small, they pale in comparison to what his student achieved. As such, the core of this inheritance is all about training others.

Anyone you train will pick up all lessons at a vastly accelerated pace, a pace that will increase even further if the training is related to knightly endeavors, such as horse riding, medieval politics, or combat with traditional weapons (sword/axe/bow/spear).

But that is only the beginning of what you are now capable of. You may now impart the following Skills onto your students (these are weaker versions of your Class Skills, they can only be taught if you have the Skill yourself):

-Knightly Discipline (downgrade from Knightly Leader, enhances group coordination)

-Epic Blow (downgraded from Legendary Blow, allows the stacking of multiple identical Strike/Shot/Blows)

-Phantom Armor (downgrade from Fully Geared, allows for the storage of a single set of armor in an extradimensional space)

-Veteran’s Knowledge (downgrade from Expert’s Insight, grants overall knowledge and the occasional flash of insight)

You may only teach 5 Skills per week, the number increases by one per Level in Legacy of a True Warrior.

The historical definition of a knight is a lesser nobleman who maintains his own set of heavy armor and a warhorse. Therefore, a knight without his armor is no knight at all. And as sturdy as armor is, it can break, get stolen or simply fall apart if it gets too old.

If you want your armor to survive for more than a couple of fights, this Skill is essential. It allows the user to store four full outfits in an extradimensional storage and dress themselves with a mere thought. Armor and clothing is cleaned upon being stored and damage is repaired so long as the required materials needed to replace removed parts are provided.

Equipped armor can be reinforced using mana.

Cost: 10 mana to store/equip/switch outfits, 5 mana per second to repair clothing, 50 mana per minute to reinforce armor

Burden of Power (legendary)

Heavy is the head that wears the crown, or so the saying goes. And it’s true, only fools see the crown as something that turns one’s life into a great and wonderful paradise. If one fulfills even a fraction of the responsibilities that leading a country requires, then one’s life will be filled with hard work. This is the Burden of Power.

When this Skill is activated, that burden shows in your Aura, a tangible thing for all to see, experience and be impacted by. It can either be used to focus attention on yourself and demonstrate your status as a leader, or you can now temporarily offload a small amount of that burden upon your foes and watch them crumble.

Cost:

Auric Infusion, Aura of the Crimson Dawn: 20 mana per minute

Auric Infusion, Aura of the Desperate Seeker: 50 mana per minute

Warning: Using two Auric Infusion Skills simultaneously will increase the overall cost by fifty percent

Analyze Person (legendary)

Politicians, managers, hucksters. All kinds of people have all sorts of insights into the human condition, and the associated Classes have a myriad of Skills to help them with that, each one purpose built for a specific kind of analysis, giving them the exact kind of knowledge needed to do what they do.

This Skill, on the other hand, is the distillation of a lifetime of experience reading people, empowered to a supernatural degree. It might not have the power of a focused Skill and therefore falls far short of the combined abilities of a social Class, but it doesn’t have to match the might of an entire Class because that is not its purpose.

This is a Skill that makes your current social skills useful in a world where magic can interfere with social interactions, as well as empowering said social skills with a lifetime’s worth of experience. In addition, it allows for a degree of insight into what Skills are interfering with your mind/arguments. In addition, blocking hostile social Skills will be easier and will work with a smaller Level gap than normal.

Continent Strider (legendary)

In olden times, it could take months or years to go from city to city, from country to country. Modern technology has shrunken the world somewhat, but it still takes quite a while to move significant distances.

This Skill not only removes the need for modern technology to travel vast distances in a reasonable timeframe, but further boosts the travel speed while moving on foot. Your movement speed on foot or horseback will increase exponentially with this Skill active.

Continent Strider cannot be activated in combat or while fleeing combat, it is purely a utility Skill.

This Skill can be applied to all party members so long as said party members are within 100 meters of the user and the user is the party leader.

Cost: 500 mana per hour, plus 100 per party member

General Skills

Gralloch (common, Level X)

This Skill is quintessential for a hunter after the hunt is done. It teaches the User how to properly skin and clean a kill, separate out the important and valuable parts and reduces the risk of accidentally damaging any organs.

It also points out some basic uses for the harvested parts.

Alchemy (common, Level X)

When combining things with magical properties, many things may happen, some good, some bad, some just plain explosive.

This Skill is a catch all that supports these kinds of pursuits by granting basic knowledge and making its further acquisition easier.

It will also highlight useful alchemical ingredients and give information about their most common uses.

Death’s Embrace (epic)

A hug is nice, isn’t it? The warm embrace of a loved one, assuring you that you are not alone in this world, that you are loved ... yeah, this isn’t that. This is the cold embrace of skeletal arms wrapped around you, bones poking into you as the deathly cold that radiates from them saps your life force.

This terrifying effect can be created in one of two ways.

The first of these is to infuse you Aura with this Skill, increasing its ability to inflict damage, temporarily reducing an opponent’s regenerative ability and physical Stats upon dealing damage. This has an ongoing cost of 50 mana per minute for the Aura of the Desperate Seeker and 20 mana per minute for the Aura of the Crimson Dawn.

The second fills the space around the caster with a dark miasma that weakens any designated enemy to a degree proportional to the amount of mana invested. The target area is a circle with a diameter of 20 meters centered on the user and does not move with them, remaining where it was first cast. This costs 20 mana to activate, as well as thirty mana per minute as upkeep, and will reduce all Stats of affected enemies by 5. Investing an additional 20 points of mana will further reduce your opponents’ Stats by 10. Each set of twenty mana invested beyond that will be ten percent less effective, additively.

Cost:

Auric Infusion, Aura of the Crimson Dawn: 20 mana per minute

Auric Infusion, Aura of the Desperate Seeker: 50 mana per minute

Area Debuff: 30 mana to activate, 20 mana per minute of use, more mana may be infused at will

Warning: Using two Auric Infusion Skills simultaneously will increase the overall cost by fifty percent

Advanced Bureaucracy (uncommon)

As the saying goes, money makes the world go round. But what makes money move? Bureaucracy.

And that is what this Skill is all about. It grants you a high degree of awareness into the rules that govern what you are doing at the moment (this effect can be toggled on and off), and allows you to integrate your bureaucratical tasks into the System, creating task lists, taking inventory without having to be physically present once it was taken in-person, and so on.

But as you continue to hack your path through the jungles of paperwork, this [Skill] is capable of extending to cover new applications.

Police Procedure (common)

This Skill represents the core knowledge that any member of law enforcement should know. When to exercise caution, in what few situations violence is acceptable, and when, and more importantly, how to exercise restraint.

In addition, this Skill acts as a repository for all law enforcement procedures taught to its user, ensuring they are retained and the knowledge is available when it is needed.

Bloodline of the Hellborn Survivor (legendary)

The legacy of a warrior who lived through countless battles, countless injuries, countless tragedies, someone who came through it all completely intact. And that is what this Bloodline represents.

As its first holder was a High Human, all others also gain this powerful Race. In addition to this, it grants countless Skills useful to surviving attacks.

Firstly, it comes with extraordinary regenerative capabilities, which even extend to injuries to the brain, a separate mana storage to power said regeneration and the power for organs to take over the function of other, damaged ones. And when all of that proves insufficient, the body will temporarily gain the power to ignore nearly all injuries. Starting once they have reached the age of majority, they also gain significant resistance to pain.

Secondly, the holder of this bloodline has the ability to phase through solid objects, granting them the mobility needed to escape all confinement.

Thirdly, it automatically grants a preternatural level of skill with all bladed weapons, as well as stealth.

In addition, this Bloodline makes analyzing its holders nearly impossible.

However, there is more to this Bloodline than mere survivability. Its holders may wield the very Hellfire that forged its progenitor, but only in the most dire of circumstances, with their parents’ permission, or if they have reached the age of majority.

Lastly, anyone in possession of this Bloodline is able to use it to signal distress to anyone else who hold it once a year.

Finalize Bloodline Y/N?

(Hydra’s Regeneration, Redundant Organs, Phasing, Unknown Fear, Blades, Sneak, Undying Will, Moment of Immortality, Blades, Sneak, Bestial Regeneration)

Aspect Skills

Flight of the Poltergeist (epic)

Once you are dead, you are free. Free from responsibilities, free from death, free from gravity.

With this Skill, you gain a Poltergeist’s ability to nullify gravity and take to the air, nullify the effect of wind and air resistance to avoid being blown away like a leaf in a hurricane by the slightest breeze and start to accelerate yourself at a constant rate of 1 m/s^2 for a maximum speed of 150 m/s.

Cost: 1 mana per second per active effect (air resistance nullification, gravity nullification or telekinetic self-acceleration)

Ephemeral Form (epic)

Walls, fortresses, even bunkers that sit at the heart of a mountain, none of these can stop an Ephemeral being. The only thing able to damage such a being is raw mana or Skills fueled by it.

But transforming would be rather risky if an errant Spell would tear through them, wouldn’t it? That’s why true powerhouses among the Ephemeral are able to spend additional mana to reinforce their bodies and mitigate said vulnerability to some degree.

While shifted, the user of this Skill can choose to treat objects as physical and interact with them normally or treat them as though they didn’t exist.

Cost: 10 mana for activation, 5 mana per second of upkeep, upkeep can be increased up to 50 mana per second to resist foreign mana

Haunting Pursuit (epic)

It doesn’t matter where you try to run, where you try to hide, what you try to use as a shield. Nothing will stop the Arcane Poltergeist when it has decided to kill you. This is the power of the dead’s unending hatred for the living, the need to tear them apart and bathe in their entrails.

This Skill makes its user aware of all living beings around themselves in a radius of a hundred meters for 5 mana per minute, and can give more precise locations the more mana is invested, up to a maximum of 100 per minute.

One the user has chosen a target, they can spend another 50 points of mana to mark them, gaining the ability to track them precisely so long as they remain withing 10 km, as well as knowing the most direct route to reaching them.

Cost: 5-100 mana per minute for a passive scan, 50 points per mark per hour

Hydra’s Regeneration (epic)

This Skill allows the User to rapidly regenerate from injuries at the cost of mana. Regenerating large amounts of flesh may be uncomfortable.

Cost: 5-25 per second of use, 50 mana per kilogram of flesh restored

Redundant Organs (epic)

This is a passive Skill that allows the user’s organs to take over each other’s responsibilities, within reason, increasing all their overall performance by creating a vast network of redundancies. A liver that pumps blood, kidneys that remove alcohol, a pituitary gland that produces insulin. These effects will never be as strong as the original function, but it will massively reduce the debilitating consequences of any injuries.

Ignore Injury (epic)

There are Skills to mitigate the effect of certain injuries, there are Skills to fix such injuries without the services of a healer. And then, there’s this Skill, which lets the user act as though they’d never even been injured in the first place.

While this Skill is active (can be toggled on and off at will), the user is able to completely ignore any and all injuries, but all actions that would be impeded by injuries grow more difficult and draining. Moving broken toe will be about as difficult as picking up one’s phone while moving the same toe with a severed spinal cord might be as difficult as carrying a mountain.

Shark’s Body (epic)

There are plenty of Skills to let one breathe underwater, but for most of them, that’s all they do.

This one is a little different, in addition to gaining the ability to survive the lack of gaseous oxygen and the crushing weight of the ocean overhead, it gives the user an additional form, said form being a shark-human hybrid, complete with sharkskin, as well as webbed hands and feet, electromagnetic senses, and an improved sense of smell.

Clothing worn in the human form will vanish with the human form, though some articles of clothing may be kept on.

(The passive effect of the Gills Skill will continue to work even if this Skill is not active.)

Cost: 7 mana to transform, 1 mana per minute to maintain transformation

Wave Charge (epic)

There is a charge, and then there is a charge, something that isn’t merely the act of rushing forward at an enemy.

Activating this Skill will fling the user forward, running at a chosen target, without needing a solid surface to jump off of. In addition, it ignores all kinds of non-solid resistance.

Cost: 15 mana

Lesser Illusion (epic)

When first using this Skill, the user must choose a two subjects to create an illusion of (specific person, object, creature, etc.). From that point onwards, the user may create an illusionary version of them at will (the illusions will update to match the chosen subjects).

In addition, the user may directly create illusions based solely on their imagination, though it will require a high degree of focus and concentration, with the cost scaling with the area of manipulated space.

Cost (preset illusion): 15 mana per activation, 1 mana per second of upkeep

Cost (direct manipulation): 50 mana per minute per cubic meter

Perception Interdiction (epic)

This Skill allows the user to create a five-meter diameter sphere in which enhanced senses function considerably more poorly, reducing their effective power by the equivalent of 1 point of Perception per 10 mana invested.

In addition, the user may infuse a room with this energy, creating a stationary effect that will last so long as the user does not dismiss it, continues to pay the upkeep cost and remains within 100 kilometers of the room. The cost is identical to the first effect, but increases if the room’s size exceeds 125 π m3.

Cost: activation cost variable, upkeep cost 1/5 of activation cost per minute

Warp Wave (epic)

Up, down, left, right, what’s it all mean? Nothing!

This Skill emits a blast of energy that impacts nearby enemies and disorients them by messing with their senses, even inflicting synesthesia or swapping the sensory inputs between identical sensory organs. The power of this Skill increases against weaker enemies, as well as those whose Aura has been suppressed.

Cost: 50 mana

Drake’s Heart (uncommon)

Within your breast now beats the heart of the most legendary of beasts. A dragon (technically, a Drake does qualify as a type dragon, but has nowhere near the same level of power).

This confers a few benefits. First off, it provides a certain degree of resistance to the element wielded by the Drake that provided the Aspect. In addition, it grants a sliver of draconic vitality, increasing resistance to diseases, as well as the user’s longevity.

Moment of Immortality (legendary)

What kind of monster can have its guts hanging out, be bleeding from countless arterial wounds, and still be fighting? One with this Skill, that’s what.

Moment of Immortality activates automatically when it is needed, granting the user the ability to survive with massive bloodloss and without a complete set of internal organs. In fact, few things short of being pulverized will be able to kill the Skill user while it is active, but it is by no means a perfect defense.

Moment of Immortality lasts for twenty seconds and can only be activated every 168 hours.

Grand Hellflame (epic)

The flickering flame of a candle. A crackling fire in the fireplace. The burning heat of a blacksmith’s forge. An welding torch. Sure, all of those things could be considered ‘fire’, but don’t really seem like they deserve the moniker compared to what this Skill can produce.

The holder of this Skill can wield the fires of hell, in their full all-consuming, life-force destroying glory, while gaining complete immunity to any and all fires up to and including this Skill’s power level.

Cost: 100 per second to generate, 10-50 per second to control, 200 to extinguish all fires caused by generated flame

Auras

Aura of the Crimson Dawn (short range, combat, blood/renewal/combat)

When the System descended, it brought war with it. War, conflict, bloodshed. Some people drowned in it, their lives ending in one of a myriad of horrible ways. Others, though, they survived and rose back up, stronger than ever.

A phoenix, rising from the ocean of blood that covers the battlefield and taking flight among the pillars of smoke that rise from the field of corpses, reborn anew in the crucible of blood and steel to take war to take war to the very heavens themselves.

This Aura allows the user to wreath themselves in an aura of blood and violence, projecting hardened slabs of crimson energy around themselves, to be used as a means of attack and defense, as well as to enhance the user’s stats by up to 10% (this can be increased through practice).

However, while this Aura is active, the user embodies the very spirit of a phoenix emerging from the ocean of blood that covers the battlefield, healing in the midst of a storm of violence, constantly increasing as conflict continues and escalates, and as more blood and more blood soaks the soil underfoot.

If the user wants to, it can also show those who sense it the entirety of what the user has killed, demonstrating their power and achievements to all those who would dare to face them on the field of battle.

Cost: standard (10 mana per minute), cannot be overcharged with mana, projections cost vary between 5-20 mana per second or spilled blood

Aura of the Desperate Seeker (very long range, sensory, mental/emotion)

We all search for things in this life. Money, wealth, power, freedom, those are the common ones. But others seek knowledge instead, be that for knowledges sake, slowly and methodically uncovering all the secrets the world holds, or to achieve some goal, desperately searching for the solution, clawing at the world to make it release its secrets.

This Aura embodies the spirits of the latter, of grabbing reality itself by the collar and shaking it until it gives up all that delicious information.

It is a sensory Aura that given the user information about anything it touches, and can be focused to further enhance the amount of information it gives. It may also be used in conjunction with Inspect and its upgrades to gain information on monsters and other people without needing direct line of site on them, so long as they are within the Aura’s range.

Lastly, this Aura may be infused with the frantic, manic energy of desperation and can be used as a (weak) mental attack.

Cost: standard (10 mana per minute), can be overcharged with up to 25 mana per minute to enhance information defense penetration and secondary mental effects.

Equipment

Weapon: Old Reliable

Once merely an ordinary Ka-Bar, this weapon has been refined and strengthened by the Skills of a Rogue, bathed in the blood of countless powerful monsters and finally claimed as The Chosen Weapon of an Undying Wraith, transcending its old purpose and limitations.

Ever-growing with its wielder, the Old Reliable will not only gain strength, but entirely new powers as it is used in legendary battles and bathed in the blood of the enemies that fall in them.

Mana Pool: 310/310

Forms: Ka-Bar, Kriegsmesser, Zweihänder, Balmung, Giant Sword

Skills:

To Me: Calls Old Reliable back into the wielder’s hand in a straight line, costs 10 mana, at a range of a maximum of 10 meters.

Always Armed: Teleports Old Reliable into the wielder’s hand from anywhere in the universe. The minimum cost is 50 and scales with distance and interfering effects.

Eternity: Old Reliable is as eternal as its wielder. So long as he is alive, this weapon has the opportunity to be reborn. Doing so will require all of the materials used to build it in the first place, as well as 500 mana. This cost will have to be paid by an external source.

Shapeshift: Old Reliable can now shift between Forms at will, every shift costing 1 mana.

Duplicate: This Skill calls out as many of Old Reliable’s forms as the user wants, having them exist simultaneously until it ends. This costs 10 mana to activate and 1 mana per minute for every manifested weapon.

Aspect Infusion: This gives Old Reliable a variation on each form based on the user’s Aspects (Greater Hydra: Venomsteel, Megalodon: Boneblade, Poltergeist: Astral Dagger, Fata Morgana: Invisible Blade, Blade Tempest: Quintuple Threat, Acid Drake: Corrosive Saber, Least Demon Lord: Hellblade). This costs 15 mana each time a new Aspect is infused, and 10 mana per minute of keeping it active. Only one Aspect can be active at a time.

Starfang: This infuses the blade with the power of the sun itself, superheating it. This heat will only damage the user, the environment or other individuals if the user wills it. This costs 5 points of mana for a single strike or 50 points of mana to sustain for thirty seconds.

Grand Hellflame: The blade wreaths itself in the flames of hell, barely restraining their hunger for flesh and life. This costs 15 points of mana per strike or 100 to sustain for twenty seconds. The wielder of Old Reliable can extinguish all fires started by this ability by spending 100 points of either the blades or his own mana.

Balmung

A legendary blade, forged from the broken halves of a legendary weapon. Upon being reforged, it brought low the dragon Fafnir, and eventually won its wielder a kingdom.

When Siegfried was eventually slain by the treasonous Hagen, the traitor continued to wield the weapon until he too died in the battle at the court of king Etzel, captured by Dietrich and subsequently executed by Kriemhild. When she too died, the blade passed on to Hildebrand.

And from the hands of that warrior of ancient myth, this peerless blade passed onto Isaac Thoma, the Auric Sage, the man who fought a monster that killed an army to a standstill for five minutes.

No armor without comparable pedigree can withstand Balmung’s blows, no foe can survive its bite so long as its wielder is capable of wielding it properly.

(this is a summoned weapon)