(Make sure you read the latest posts before lookin')
P O W E R U P
-All Non-Natives have learned a reasonable level of mastery over their magical affinities, allowing them to cast a much broader number of spells.
-Some Non-Natives have multiple paths they can take. they may take one path and gain the associated bonuses with it.
-Paths that reward fewer Life energy/Flow upgrades make up for it with abstract magics or better physical fighting abilities. Keep in mind that having a high letter grade doesn't necessarily equate to a higher level of mastery. A C/C mage will be able to outclass a B/B or even an A/A "spell sword" in terms of magical ability.
-If it says you can apply letter grades to "Life energy OR Flow," you may distribute the letter grade improvements between them. Grades are E,D,C,B,A,S, and cannot be raised any higher. You may not split letter grades to create a + or -.
-Signature spells show an area of specialization or style that not all spell casters of an affinity can use. These can be difficult tricks or sub elements. Quill's molten blade is a signature spell.
-Arts are less versatile than Signature Spells, but make up for it with their power. Arts create powerful effects like finishing moves and enchanted weapons. such abilities require a lot of focus and mana, and tend to leave the user vulnerable or unable to use other spells for a time.
-If you don't like any of your paths, or have your own ideas, you can talk with your GM.
-Some Non-Natives have multiple paths they can take. they may take one path and gain the associated bonuses with it.
-Paths that reward fewer Life energy/Flow upgrades make up for it with abstract magics or better physical fighting abilities. Keep in mind that having a high letter grade doesn't necessarily equate to a higher level of mastery. A C/C mage will be able to outclass a B/B or even an A/A "spell sword" in terms of magical ability.
-If it says you can apply letter grades to "Life energy OR Flow," you may distribute the letter grade improvements between them. Grades are E,D,C,B,A,S, and cannot be raised any higher. You may not split letter grades to create a + or -.
-Signature spells show an area of specialization or style that not all spell casters of an affinity can use. These can be difficult tricks or sub elements. Quill's molten blade is a signature spell.
-Arts are less versatile than Signature Spells, but make up for it with their power. Arts create powerful effects like finishing moves and enchanted weapons. such abilities require a lot of focus and mana, and tend to leave the user vulnerable or unable to use other spells for a time.
-If you don't like any of your paths, or have your own ideas, you can talk with your GM.
Chieko Okawa
Chieko is deep in Demihuman bandit territory, exactly where no hero wants to be. However, she has many willing trainers here, and hasn't been asked to do anything as far as seeing the future goes. With her ability to learn bolstered, it might be worth it to train with these ruffians an emerge a glorious hero!
Path of Chiyo
Description: With Chiyo as Chieko's primary trainer, she'll learn a lot of martial abilities. Chiyo's Divine blessing gives her access to a wealth of martial arts masters that she can dump onto her. Taking this path will make Chieko a martial master who's proficient with their bare hands and short blades, and she'll have a bit of utility from her fire magic.
Stat Changes: Life energy OR Flow goes up 1 full letter grade
Abstract Magics: Add 1 Art (after GM approval)
Stat Changes: Life energy OR Flow goes up 1 full letter grade
Abstract Magics: Add 1 Art (after GM approval)
Path of Quill
Description: With Quill as her primary trainer, Chieko will learn how to weave spell and blade (or club) together. Quill's mastered unique spells that she incorporates into her physical attacks. Chieko's magic will play a greater role in her fighting style, but she'll use them in tandem with her new marshal abilities.
Stat Changes: Life energy OR Flow goes up 2 full letter grades
Abstract Magics: Add 1 Signature Spell (after GM approval)
Stat Changes: Life energy OR Flow goes up 2 full letter grades
Abstract Magics: Add 1 Signature Spell (after GM approval)
Path of Elder Sibling
Description: Why settle for anything less than the very top of the organisation? Chieko is unable to inherit Fritzi's Authority, but there are few spell casters that share in her mystical might. Chieko could become one of them.
Stat Changes: Life energy OR Flow goes up 3 full letter grades
Abstract Magics: Add 1 Signature Spell (after GM approval)
Stat Changes: Life energy OR Flow goes up 3 full letter grades
Abstract Magics: Add 1 Signature Spell (after GM approval)
Path of Fritzi
Description: An alternate Path of Elder Sibling with less focus on gimmicks and more on pure mystic might.
Stat Changes: Life energy OR Flow goes up 4 full letter grades
Abstract Magics: None
Stat Changes: Life energy OR Flow goes up 4 full letter grades
Abstract Magics: None
Alistair Archibald
Alistair is a very capable learner, and has dedicated himself to mastering the art of magic, as he knows he will never be able to punch through that stone faced woman's, well, face. But Alistair has a lot to learn, and he needs to choose what he wants to learn to optimize his power.
Path of Water
Description: Water is a versatile power, capable of healing and harming. If Alistair wishes to make his affinity with water stronger, he can go see Doctor Donovan or Mono to learn a bit more about how to awaken this versatile power. between the two of them, he will no doubt become a versatile mage capable of doing various things on the battlefield.
Stat Changes: Life energy goes up 2 full letter grades and Flow goes up 1
Abstract Magics: Add 1 water based Signature Spell (after GM approval)
Stat Changes: Life energy goes up 2 full letter grades and Flow goes up 1
Abstract Magics: Add 1 water based Signature Spell (after GM approval)
Path of Darkness
Description: Darkness is also a versatile power, is a versatile power, but lends itself more to harming and bewildering the enemy. Irene used it to set up easy take downs for Vasilis. If Alistair desires a more offensive based kit, he could instead choose to focus on his dark affinity.
Stat Changes: Life energy and Flow goes up 1 full letter grade
Abstract Magics: Add 1 Darkness based Art (after GM approval)
Stat Changes: Life energy and Flow goes up 1 full letter grade
Abstract Magics: Add 1 Darkness based Art (after GM approval)
Path of the Bad Chad
Description: Since Alistair has both of these powers, he might as well try to use both of them to the best of his ability.
Stat Changes: Life energy and Flow goes up 2 full letter grades
Abstract Magics: None
Stat Changes: Life energy and Flow goes up 2 full letter grades
Abstract Magics: None
Path of the Rad Chad
Description: Alternate Bad Chad path instead focusing on utility over power.
Stat Changes: Life energy OR Flow goes up 1 full letter grade
Abstract Magics: Gain 1 Dark Art and 1 Water Signature Spell (after GM approval)
Stat Changes: Life energy OR Flow goes up 1 full letter grade
Abstract Magics: Gain 1 Dark Art and 1 Water Signature Spell (after GM approval)
Flame Brooks
Od Laguna has decided to grant Flame Brooks power.
Path of Radiance
Description: Flame has decided to immediately go to work perfecting his magic and being an avatar of flames.
Stat Changes: Life energy OR Flow goes up 3 full letter grades
Abstract Magics:Divine Protection of Brilliant Radiance: Flame can emit a soft glow that illuminates anything around him and lightly obscures his features. He can also momentarily flash a blinding light in all directions, but this causes Brilliant Radiance to go on cooldown for a few hours.
Stat Changes: Life energy OR Flow goes up 3 full letter grades
Abstract Magics:Divine Protection of Brilliant Radiance: Flame can emit a soft glow that illuminates anything around him and lightly obscures his features. He can also momentarily flash a blinding light in all directions, but this causes Brilliant Radiance to go on cooldown for a few hours.
Ashton Andrews
Od Laguna has decided to grant Ashton Andrews power.
Path of Ideal Self
Description: Ashton has gone to work learning how to best use his head to make the most of his divinely granted gifts.
Stat Changes: Life energy OR Flow goes up 2 full letter grades
Abstract Magics:Divine Protection of Ideal Self: Ashton can transform into his "ideal self," which looks and sounds different enough from his true self that people will not recognize him unless he transforms in front of them. He also gains a boost to his physical prowess, and he is always in perfect condition. If his ideal self is wounded, he immediately reverts to his real self, and takes the blow.
Stat Changes: Life energy OR Flow goes up 2 full letter grades
Abstract Magics:Divine Protection of Ideal Self: Ashton can transform into his "ideal self," which looks and sounds different enough from his true self that people will not recognize him unless he transforms in front of them. He also gains a boost to his physical prowess, and he is always in perfect condition. If his ideal self is wounded, he immediately reverts to his real self, and takes the blow.
Aerith Hastings
Aerith has chosen to give herself to a witch, and is submerged in their power.
Path of Joy
Description: She's a mega THOT, and got a big thing in her big box. That is to say that instead of training, she bathed in the love of Vainglory and took on the power of her only virtue.
Stat Changes: Life energy and Flow goes up 1 full letter grade
Abstract Magics:Authority of Wit: Aerith can force people to laugh at her jokes. If she tells someone a joke, she can cause them to break into uncontrollable laughter, as if they've gone insane. This can make it harder to focus on tasks or even breathe. They do not need to find the joke funny or even understand it. While it's impossible to kill someone directly with wit, they will lose contentiousness if they are under its effects too long. In order for the laughing to persist, they must be within twenty feet of Aerith, and she can't effect more than one person at a time.
Stat Changes: Life energy and Flow goes up 1 full letter grade
Abstract Magics:Authority of Wit: Aerith can force people to laugh at her jokes. If she tells someone a joke, she can cause them to break into uncontrollable laughter, as if they've gone insane. This can make it harder to focus on tasks or even breathe. They do not need to find the joke funny or even understand it. While it's impossible to kill someone directly with wit, they will lose contentiousness if they are under its effects too long. In order for the laughing to persist, they must be within twenty feet of Aerith, and she can't effect more than one person at a time.
Natives
All Natives without a DB may grant themselves a piece of magical equipment that they acquired some time over the time skip. Aer, Aki, Mirt, and Elque qualify for such devices. Equipment will need GM approval before it can be added to your character sheet.
Other Natives may be able to negotiate for a lesser magical trinket.
Other Natives may be able to negotiate for a lesser magical trinket.