- Name:
- Nickname:
- Alignment:
- Age (minimum of 5):
- Gender:
- Species:
- Stat (You have 20 Stat Points to place. Then roll 10d6. Now place the numbers on your stats, first dice is STR and so on and so forth.):
- STR (Strength) = How strong you are. (10 STR = +1% END)
- END (Endurance) = Basically your life.
- WIS (Wisdom) = Your wits and sanity. (1 WIS = +1% LCK on Investigation/Perception Rolls)
- INT (Intelligence) = Astute Observation, and your know how. (1 INT = +1% on Investigation/Perception Rolls and +1% MNP)
- DEX (Dexterity) = How fast your reflexes are. (10 DEX = -1% Cast Time)
- AGI (Agility) = How fast you are. (10 AGI = -1% Cast Time)
- ACC (Accuracy) = How accurate are you. (5 DEX and 5 AGI = +1% ACC, 10 ACC = +1 Boost to Investigation/Perception Rolls)
- CHR (Charisma) = Handsome, or authority.
- LCK (Probability of Luck) = Your luckiness. (1 LCK = +0.5% Probability Rolls)
- MNP (Mana Pool) = Your Mana. (1 MNP = 1% Mana)
- Personality:
- History (optional, but if you want History Bonus, then you may make one):
- Likes:
- Dislikes:
- Power/s:
- Skill/s:
- Drawback/s:
- Other:
- Appearance(s):
- Relevant Pic/Referred Image (Optional):
Choose three powers. Two powers will grant you +1 CP, one power will grant you +2 CP, no power at all will grant you a unique skill called "Badass Normality". Only one power per categories can be chosen. Powers can only be used twice per day.
- Ruler
- Voice of the People - Your Charisma exceeds what everyone thought what you have. Your very voice could sway the public and you may notice that it is easier to form alliances with diplomacy. Every 10 CHR, you can persuade people to stand down. Useful for snuffing out rebellions or making them.
- Construct - You have gained the power to create living things out of inanimate objects. You can animate two objects now. But you can increase that every 10 INT you have. The animated objects will have the same powers and stats as you have.
- Domain - You have a domain. Choose an element, an attribute or an aspect. You are the most powerful in that and you could do anything to those related to it. Your growth on those outside your domains are severely hampered, basically if you have the Domain of Strength then you will get half of everything other than STR.
- Finish Arc 1
- Finish Arc 2
- Finish Arc 3
- Ranger
- What Comes Around - Goes around. Your projectiles will always ricochet to the most probable angle to target your foes. You should try dodging though unless you have protective skin or armor to protect you.
- Pierce - 50%, your projectiles pierces the targets or objects. You should be careful, you might hit something important.
- Home - Your projectiles homes to your targets. Go do a Robin Hood or an Odysseus to blow their minds out.
- Finish Arc 2
- Finish Arc 3
- Finish Arc 4
- Closer (close-range fighter, not the Closer from that certain game)
- GET OVER HERE - Whether through objects such as ropes, or sheer awesomeness, you can drag someone to your range and stun them immediately. Distance will increase per STR and INT, grabbing them is another matter as it requires STR and END. Current Distance is 10 meters.
- Good Ole Fisticuffs - Your fighting prowess in the unarmed combat is surprisingly remarkable. You can very well make the Monks of old to awe at your very movements.
- To Kill a Mocking God - You felt something. Somehow you can kill those of deific natures or immortals. Regenerations will fail in your very attacks and they will need to heal naturally to regain the immortality on the parts you've wounded. Your foes' Domains would fail immediately whenever you are around the area for one kilometer.
- Touchy - You have learned the art of the Touchy. A legendary arts lost in space and time. You can do the impossible with it. You can inflict flame damage by making your fists on fire. You can pinpoint the nerves of the enemy and put them to stop or probably make them asplode. However, if you managed to get your STR to 100, you can now use the FIST OF GODS to destroy your opponent instantly, but with a cost to make all of your stats 50% until the next three days.
- Finish Arc 6
- Sorcery
- Magical God (Require 100 INT to activate) - You are a god, or perhaps likened to one. Your skills in manipulating Mana is completely off the tiers. Your Mana is always full, but you can't cast anything higher or complex than it.
- Elementalist - You can only get one element, just as what they said. Well, not for long you've discovered something. You are not limited to one element. You have all the elements.
- Pact - You made pact with a spirit, demon, etc... This will allow you to tap into their powers. However, you must take the Pact Drawback.
- Finish Arc 2
- Finish Arc 4
- Wildcard
- The Wild Card (Uses all three Power Slots) - Go to the Powers Wiki then press Random Page. That's your power.
You have 3 Character Points (CP) to use here. Skills are always level one when chosen here. Skills will level-up if you use them twice. (Basically you need to use it twice, then you leveled it up. Then it will need to be used 4 times to level it up. Maximum of level ten. Passive skills will instead grow up with your levels.)
- Innate Power (Free) - Your racial powers from your own race.
- System (Free) - Choose a system from any franchise, fic, etc... You now have it. However, please put a link to that magic system's source or give the basics. This also can be used to get Magic Systems.
- Badass Normality (You must choose no Powers at the Powers List) - Somehow, you felt weird by the people around you. They said magic, powers, and stuff like that. You are confused by them. They might be chuuni? Bah, it doesn't matter. You will notice that powers, whether magic or not, will always fail a lot (50%).
- Ante-Magicka (Free, Mandatory for those who took Systems without or outright nullifies Magic) - You don't have mana in you as your very nature strangely nullifies them. You are also resistant to magic-based attacks and spells. Also you might stay away from magical stuff, if I were you. (All magical things whether plants or animals, will have their HP drained whenever you are around)
- Magic (0 CP, 1 CP if you want the Advanced Status, 2 CP if you want the Master Status) - You are a Magician of your craft. Whether Blood, Flame, or any element including those theoretical, you have the practice to it. Space, Time, Rift/Boundaries, Singularity and Quantum are very rare. If you take any of them, then get the Most Wanted Drawback without any points.
- Stat Increase (2 CP) - Grants 10 free stats.
- Fortuna (2 CP) - Allows you to level up faster. (Grants permanent 100% experience gain.)
- Strength of the X (3 CP) - X could be changed into an aspect, power, skill or element. When you are in your element, then your stats are boosted by 100%. However, you are not resistant to them, so you might want to get that first...
- Overflowing Spirit (5 CP) - Gives you the Spirit Stat and the Spirit Counter. Spirit Counter will increase it's values per 1% of the Spirit Stats. Upon filling up the Spirit Counter, you can do an impossible thing (basically the equivalent of Nat 20 or INFINITE HAXXOR DAMAGE) on your turn. Spirit Stat will turn to 0 the moment the Spirit Counter is used. Be warned, your soul will shine like a beacon, and you don't want that kind of attention around here. However, you can never use spells or any elements at all. You have to uphold his legacy, after all.
- Finish Arc 0
- Finish Arc 2
- Finish Arc 3
- Finish Arc 4
Choose as many as you want, but you can't take the same drawback again and again ad infinitum.
- Swearer (+1 CP) - Causes you to swear... A LOT.
- Pint-Sized (+1 CP, temporary for Age 5 - 12) - You are either short, or you have a minor case of dwarfism. You will never grow taller if you chose this beyond age 12.
- Most Wanted (+1 CP) - One of the Factions out there wants you dead.
- Pact (+1 CP) - You made pact with something. They want you to do something that will appease them.
- Cursed With Hatred (+2 CP) - Welp. Someone cursed you that made yourself be the ire of anyone with hate in your vicinity. Expect everyone going after you if you stay there around a kilometer. If you take this again, then it will went up a kilometer again, ad infinitum.
- Ante-Magicka (+2 CP, Mandatory for those who took Systems without or outright nullifies Magic) - Your outright violation of laws caused one hell of a problem for everyone with Magic or Mana. They hate you, a little bit. (-5% Relations to all those who has Mana or Magic)
- Lost (+3 CP, +2 additional CP if you want to upgrade this) - You are like Roronoa Zoro. You are always lost. If upgraded, then you are like Ryoga Hibiki. You will never get to your destination for the first time as you will pass that several times already.
- Truly Most Wanted (+5 CP) - You've done a very bad thing, or you've done a thing that have gone horribly right. The entire world is out for your guts to spill. Flip a coin every time you meet a faction or a person. If heads, then they want you in it, their own faction or they want you to be their friend in a yandere-esque way. If tails, they want to get rid of you.
Please roll a 1d11 for the city you will start in. On Arc 1, roll the city then roll 1d11 for the worlds. Realms, Planes, Universes and Multiverses are still WIP.
- Cities
- Moorwald
- Vreaggeatis
- Phamethae
- Klaelleanem
- Ajotope
- Aetetopia
- Vaekkiatika
- Plokutuary
- Ioppiorant
- Ullioxus
- Kliocemund
- Worlds
- Iahialas
- Eadeatia
- Ioddomelan
- Phessatope
- Icludolon
- Kruyiather
- Vreobbover
- Pokkecyre
- Aenetall
- Rioxonet
- Chiottaxus
- Planes
- The Golden Expanse
- The Flowing Land
- The Pure Nation
- The Boiling Valley
- The Paralyzed Empire
- The Argent Expanse
- The Floating Plane
- The Pure Expanse
- The Severed Province
- The Obsidian Vale
- The Second Empire
- The Imagined Forest
- The Glowing Isles
- Realms
- The Storm Nexus
- The Transient Universe
- The Treacherous Nexus
- The Onyx Realms
- The Temporary Dominion
- The Immortal Vales
- The Illusion Lands
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- Dimensions
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- Universes
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- Multiverses
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