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Final Character Sheet

Final Stats

Name: Isaac Thoma

Class: Challenger of the Apocalypse/Assassin of the Logos Blade (inactive)

Species: Einherjar

Level: 200 (max)

XP: 2,001,781,899

Health Status: Healthy

Mana: 6,850/6,850

Stats (0 Stat points, 16 Skill points/0 Logos Assassin Skill points available)

Fortitude

600 (+20)

Perception

1,050

Strength

700 (+15)

Agility

1,295

Magic Power

685 (+10)

Magic Regeneration

1,050

***

Aura

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

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

Aura of the Eternal Warrior (mid-range, combat/mental/sensory, armament)

Central Skills

Form of Horror XXX

The Chosen Weapon XXX

I Am The Sword XXX

Grave of Swords XXX

Armory of Ancient Times XXX

Legacy of a True Warrior XXX

Divine Fire XXX

Champion of Mankind XXX

Final Defiance XI

Aspects of the End (Speed of Hati, Power of the Behemoth, Wisdom of the Simurgh, Sea of the Leviathan, Primordial Cycle, …) XXX

Skills

Hundred Faces XXX

Stealth XXX

Power Strike XXX

Piercing Strike XXX

Sundering Strike XXX

Blades XXX

Sneak XXX

Sweeping Strike XIX

Far Strike XXX

Manifold Strike XXX

Hunter’s Gaze XXX

Phantom Step XXX

Unknown Fear XXX

Bestial Regeneration XXX

Undying Focus XXX

Tools of Terror XXIX

Fleeting Presence XVIII

Crippling Blow XXIX

Absolute Blade Mastery XXV

Compounded Impact XXV

True Cut XXI

Legendary Blow XXX

Fully Geared XXVI

Knightly Leader XXX

Analyze Person XXX

Continent Strider XXX

Burden of Power XIII

Expert’s Insight XXX

Blessing of Innovation XXVI

Lessons of History XXX

The Meaning of the Name XXIV

Titanic Presence XXI

Fire Soul XX

Book With Seven Seals IX

Call of the Gjallarhorn XVIII

General Skills

Gralloch XVIII

Alchemy XVI

Death’s Embrace VIII

Bloodline of the Hellborne Survivor (Empower Relatives)

Advanced Bureaucracy XV

Police Procedure VIII

Healing VIII

Quest Giver III

Omniglot (5.998 languages known)

Member of the Round Table (Shade: Seon Yoo-jin)

Accumulation of Knowledge (unranked)

Well of Wisdom’s Blessing (unranked)

Enhanced Dragon-Scale Web (unranked)

Crimson Runic Script XII

Unrestricted Speech X

Biomantic Alteration (unranked)

Aspects

Aspect Skills

Archspecter (full stack)

Ephemeral Phase

Ghostly Freedom

Endless Hunting

Spectral Touch

Lernean Hydra (full stack)

Hydra’s Restoration

Adaptive Regeneration

Disposable Organs

Dismiss Injuries

Cosmic Leviathan (full stack)

Stellar Travel

Charging to Infinity

True Environmental Adaptation

Omnidimensional Maneuvering

Reality Filter (full stack)

Reality Shift

Perception End

Set Illusions

Free Illusions

Living Sword (full stack)

All Blade Style

Involable Blades

Annihilating Trails

Unhindered Bladework

Void Dragon (full stack)

Star’s Heart

Infinite Mind

Scales of the Void

Wings of the Void

Leviathan, Prince of Envy (full stack)

Moment of Immortality

Progressive Invulnerability

Mantle of Indomitable Scales

Sea of Damnation

Lord of Time and Space (full stack)

True Spatial Warp

And I Shall Not Be Moved

Cosmos Soul

True Spatial Affinity

Ankou (full stack)

Freedom from Mortal Limits

Eternal Restoration

Implements of True Death

Reaper’s Cloak

Royal Draugr (full stack)

Endurance of the Eternal Warrior

Always Armored

Spectral Plate

Loyalty Past Death

Ymir (full stack)

Burning Storms of Muspelheim

Freezing Winds of Niflheim

Titanic Strength

Progressive Invulnerability

Ziz (full stack)

Wings of the Tempest

Solar Radiance

Moment of Immortality

Progressive Invulnerability

Balor (full stack)

Field of Annihilation

Glare of Obliteration

Moment of Immortality

Progressive Invulnerability

Hundred Faces (common, Level XX)

Ultimately, even the greatest criminal is unable to completely avoid being seen. But what is seen doesn’t have to be the user’s true face. This Skill allows the user to adjust their entire body, within reason, to allow for some degree of anonymity. This will not, however, affect the user’s physical capabilities.

After countless situations where this Skill has been used to hide the user’s true feelings it has evolved to act as a method to hide the user’s emotions as it does their true appearance. It is now far more capable of changing facial expressions to reflect false feelings and these false feelings will also be what emotion-sensing Skills will see.

Cost: 50 mana per minute while adjusting, 15 mana per minute while cloaking emotions

Stealth (common, Level max)

Use magic to shield the user’s form from visual inspection, as well as muffling noise created by the user. Quality of shielding will increase at higher levels.

However, user’s expertise has increased the power of this Skill, allowing it to suppress the user’s smell and prevent the user from leaving physical traces while it is activated.

After countless battles where this Skill was used to stalk and eventually take down prey, be it animal, monster or human, it has evolved to reflect this, the process of the hunt. While in stealth, the user may instill a sense of dread and foreboding in his intended victims with no clear source, ensuring they know there is something hunting them, and even create sounds and flashes of something in the dark at a distance to serve as a distraction.

And now, it has reached the pinnacle of its power, allowing its user to cloak itself from specific search methods to massively increase its power, to the point of hiding even from the most advanced sensors at anything other than point-blank range.

Cost: 1 mana/sec, doubled while secondary power is in effect

Power Strike (common, Level max)

The user’s next blow will hit as though their strength were three times as high.

This Skill may now also be safely used on fists and legs and has a reduced backlash on the user’s body.

After countless battles where this Skill has been used to drive a piercing blade into an enemy’s flesh, it has evolved to ignore the concept of an equal and opposite reaction, driving the cutting edge into the foe while pushing them with vastly reduced strength, massively improving armor penetration.

And now, it has reached the pinnacle of its power, infusing each and every attack with a permanent 20 % increase in impact power, regardless of whether or not this Skill was activated.

Cost: 12 mana per strike

Piercing Strike (common, Level max)

Users weapon is covered with energy, increasing its ability to penetrate armor. This effect lasts for a single strike. Should the weapon in question be stuck within an opponent, the effect will last for 2 sec, allowing for removal of weapon or further cutting.

In addition, it may now be used in ways beyond the original description, lingering on weapons after use, refining them, and being able to be combined with other Skills.

After countless battles where this Skill was used to pierce the very core of an enemy and slay them in a single, swift, strike it has evolved into an even deadlier form. It may now stab through space itself, any thrusting attack empowered with it launching a beam of all-piercing energy at triple the mana cost. In addition, using this Skill will give the user insight into the location of his opponents’ vital organs.

And now, it has reached the pinnacle of its power. It will now linger on any blade it is used upon, constantly providing it a degree of unnatural sharpness that can also cut immaterial things, which will only be further boosted if this Skill is used actively. Using this in conjunction with True Cut will reduce the cost of the other Skill. Lastly, Piercing Strike’s base cost has been reduced while it has also gained the ability to be overcharged. tier

Cost: 5-50 mana per strike, 40 mana per ranged attack

Sundering Strike (common, Level max)

User’s next strike will weaken the targets armor around the point of impact. This damage is permanent until it is fixed/healed. This effect can be stacked until the armor is destroyed.

This Skill can also be toggled to be almost undetectable, destroying any nerves or creature specific equivalent upon impact, or cause maximum pain by directly irritating whatever pain receptors a being might have.

After countless battles where this Skill was used to tear apart the user’s foes, shredding them on a fundamental level until their own movements tore them apart, it has evolved to destroy them, rather than merely weakening them. For an additional 18 mana, this Skill will now inject a weakening, magic based poison that rots an enemy’s flesh and corrodes their defenses until nothing but soup remains.

And now, it has reached the pinnacle of its power. What once merely weakened armor to make follow-up attacks more effective was supercharged to melt flesh wholesale, eventually being used to simply destroy the entirety of a monster’s internal organs.

Now, Sundering Strike is able to disintegrate matter through touch or weapon, though its cost climbs exponentially as the target becomes tougher, has the properties of armor or is intended to be used for defensive purposes.

Cost: 12 mana per strike, 30 mana per poisoning Strike, 100 mana minimum for disintegration (unarmored flesh belonging to a being at your Level)

Blades (common, Level max)

Grants user basic knowledge of using knives, including throwing and non-combat applications.

In addition, the user may repair any bladed weapons in their possession through the application of mana. Any such weapons are also more durable in the user’s hands and if they are not a traditional knife, they will slowly adjust their form to suit such a tool.

After countless battles where the user has obliterated his foes using a soulbound Blade able to gain new abilities from power foes while making extensive use of Aspects, it has gained the ability to infuse the weapon, Old Reliable, with the power of said Aspects to give it new forms.

And now, it has reached the pinnacle of its power. The bearer of this Skill also turned out to be the bearer of truly legendary weapons. Some already had their own mythology while others are busy building one as their wielder does great deeds, but one and all, they belong in the annals of history.

As such, the user’s weapons grow in power as they’re used, though in the case of soulbound weapons that grow with the user already, this Skill merely acts as a significant growth booster.

Sneak (common, Level max)

Grants user basic knowledge of how to move stealthily, from avoiding making noise to reducing visibility. Higher levels of this Skill will allow the user to have an overall lessened impact on the world at large, to the point of near complete invisibility.

This Skill also has an active mode in which the User actively spends mana to reduce their impact on the world.

After countless situations where it was used to hide in plain sight to avoid public attention, this [Skill] has evolved to create a permanent (toggleable) effect that makes supernatural or attention-grabbing displays by the user less obvious. (This effect is powered by ambient mana, a lack of such will require the user to power it themselves)

And now, it has reached the pinnacle of its power, allowing the user to grow progressively harder to see the longer they do not move, to the point where it will take several seconds to spot them even when using obvious and highly-visible long-range attacks.

Sweeping Strike (uncommon, Level 17)

Upon the users next attack, 5 blades of 3+.3n meters in length, where n equals skill level, will extend from the blade, allowing the user to strike at a large area. Spread of blades must be specified by user, maximum spread is 45°. Length of blades may be reduced to reduce mana cost.

The user may also now choose how the blades are spread, it is not necessary for them to be evenly spaced.

Cost: 30 mana + 5 mana/meter

Far Strike (common, Level max)

Upon the User’s next melee attack with a bladed weapon, the blade will extend by 2+0.5n meters where n equals skill level.

In addition, the User may now imbued his weapons with ten mana to create a range enhancing aura for a full minute. This extra reach is 0.5 meters, gaining an additional 0.1n meters, with n being every Level in this Skill over 10.

After countless battles where the user has used this Skill to destroy foes that thought they were safe due to being out of range, this Skill has evolved to grant him even an greater reach. The user may now input more mana at will, with the range doubling with every additional 20 points of mana invested.

Caution: Extremely long blades may give way if engaged along their entire length, this may be mitigated by applying a second Skill to strengthen it (elligble Skills: Piercing Strike, Power Strike).

And now, it has reached the pinnacle of its power, being able to be projected past solid objects, even bypassing non-magical armor, should there be sufficient space available behind said armor.

Cost: 20 mana minimum, no maximum mana investment

Manifold Strike (legendary, Level max)

The user may combine any number of [-Strike] type Skills into a single attack, so long as there is one Skill with a minimum Level of X available for each Skill used below that Level.

In addition, the overall potency of the Skills used increases by 10 %.

After countless situations where this Skill has been used to deal devastating damage using the right combination of lesser Strikes, especially when combined with a second Skill that allows for multiple uses of the same strike, it has evolved to be even more powerful than the sum of its parts. Now, when staking multiple instances of this Skill using Legendary Blow, one may choose which Strike to use how often, modifying proportions as needed to create a truly optimal attack with no mana going to waste.

In addition, the complimentary Skill of Legendary Blow has been enhanced to allow for an additional instance to be applied, for a total maximum of seven possible stacks.

And now, it has reached the pinnacle of its power, passively infusing all Strike-type Skills with the properties of all other Strike-type Skills at no additional cost, unless this is deliberately deactivated.

Cost: Combined cost of individual Skills * 1.20^used Skills

Form of Horror (legendary, Level max)

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.

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 65 % while Agility and Perception are increased by 100 %. 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.

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.

And now, it has reached the pinnacle of its power. The number of customizable forms is increased to 7, which can be freely created/altered while this Skill is inactive. These Forms can draw upon the forms of any monster whose Aspect the user has slotted. The Stat boosts provided by this Skill are increased. Furthermore, the user may freely switch between any of his one standard and seven custom forms while this [Skill] is active. Injuries will transfer between forms, but use of unique biological resources (quills, venoms, acid spray, etc.) will remain limited to the form that utilizes said resources.

Current Forms:

Aspect Amalgam

King of the Sea

Ruler of the Airspace

Perfect Amalgam

Speed Demon

Acid Horror

Death Titan

The Chosen Weapon (epic, Level max)

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 the user has.

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 nine (four remaining) additional weapons to be used as an alternate form for The Chosen Weapon. Weapons may also be removed at a cost of 1,000 mana, once per year.

The Chosen Weapon will never cease being useful to its wielder, never stop growing despite the Skill being maxed out, sharpness and durability endlessly increasing as the user levels.

In addition, every form of this weapon can be summoned separately (not only weapon types, but elemental and Aspect-based versions).

Phantom Step (epic, Level max)

A single step is the beginning of a journey of a thousand miles. And if this Skill’s Level is high enough, then a single step can be a journey of a thousand miles.

You are a phantom in the dark, an unseen shadow that streaks past in the night.

With this Skill, the user can make a single step take them far greater distances than it would normally ever be able to. As a stealth Skill, it is vastly more efficient when used unobserved.

This Skill may now also be used simultaneously with either [Ephemeral Form] or [Stealth].

After countless fights where this Skill has been used to sneak into enemy’s blindspots and facilitate sneak attacks, it has gained the ability to fake a teleport. When teleporting, the user may chose a second location within his range and an illusionary copy of him will appear there as if via teleportation and act as the user would for a single second.

And now, it has reached the pinnacle of its power, gaining the ability to create countless illusions around the user after teleporting, including rendering them invisible or making them look like their foe’s worst nightmare.

Cost: 15 mana to initiate, 2 mana per three meters of unobserved travel, 4 mana per meter of observed travel, with a maximum range of 20 m +5 m per Skill Level

Bestial Regeneration (epic, Level max)

No matter how good a fighter is, injuries are inevitable, given enough time. Therefore, this Skill is as invaluable as it is indisputable that it will find a use.

It allows the user to store excess mana generated by Magic Regeneration for the sole purpose of fueling the user’s regeneration Skills. This pool will be used to automatically heal any injuries sustained unless this Skill is explicitly suppressed and will be used up before any regeneration Skills draw on the user’s mana pool.

This pool’s size is Skill Level*50.

In addition, it may be set to prioritize specific organs and body parts over others.

After countless fights where this Skill has been used to keep its wielder alive through horrific injuries, it has evolved to provide a speed to boost to all of the user’s self-healing powers, with the mana cost increasing proportionally to the boost, with a maximum increase of one hundred percent.

And now, it has reached the pinnacle of its power, empowering the user’s recovery to insane heights. Whenever a certain body part of the user hasn’t been injured for a significant amount of time, regeneration of that body part can be increased by up to 1,000%, with this boost halving every time it is used. The mana cost for empowered regeneration is increased by half as much as the regeneration itself.

Undying Focus (epic, Level max)

No matter what kinds of damage an Undying Wraith suffers, no matter how badly they are injured, one thing will always remain. Their undying willpower.

This Skill grants the user the ability to directly alter their perception of pain, including completely shutting it off.

WARNING! Completely removing one’s sense of pain may lead to injuries going unnoticed!

In addition, it prevents tunnel vision, therefore allowing the user to keep track of their goal without overlooking anything in the process and even block out mental attacks.

Lastly, Undying Focus allows healing and regeneration Skills to heal brain damage and even restore damaged memories without requiring specialized Skills on the part of the healing individual.

Furthermore, this Skill boosts the user’s resistance to hostile aura effects.

After countless battles where this Skill has been used to ignore even horrific injuries and terrible pain, it has evolved to allow the user to remove health seeping and other negative status effects through sheer force of will.

And now, it has reached the pinnacle of its power, becoming able to push out all distractions, all hostile mental attacks (that are not vastly disproportionate in terms of power) and memetic hazards, as long as the user continues to focus on it.

The greater the assault on the user’s mind and sanity, the harder it is to maintain focus. But for so long as focus is maintained, the sanctity of the user’s mind remains intact.

Tools of Terror (epic, Level XX)

An Undying Wraith is never unarmed, eternally equipped with the tools of his slain foes. This Skill allows the user to draw upon the natural weapons once possessed by any creature whose Aspect he holds.

After countless fights where this Skill has been used to create devastating counters, the user may set one body part to be created upon certain conditions being met, without requiring the user’s active input. The cost must still be paid.

Cost: 10 mana per weapon minimum, up to 100 mana for extremely large weapons, 1 mana every second to sustain it

Fleeting Presence (epic, Level XX)

There one moment, gone the next. Completely gone.

This Skill tells the user how to erase all traces of their presence, such as footprints, avoid breaking branches and trampling shrubs.

However, it also stops the user from shedding all the usual traces that all humans leave behind, such as skin and hair cell.

It also prevents the oils found on human fingers from leaving behind fingerprints, though it will not prevent fingerprints from appearing if the user were to touch a material that is easily imprinted upon, such as soft wax, putty or a heavy layer of dust, instead disturbing the material until the fingerprint is no longer visible, but that by itself could be spotted.

Likewise, nothing will transfer from the user’s clothes or shoes to any surfaces, and footprints will be removed, but the signs that something was removed might still be visible.

After countless times when the user has used this Skill to get away with acts of vigilantism, it has evolved to be particularly effective at countering the Skills of law enforcement officers.

Crippling Blow (epic, Level XX)

Striking down a target with a single attack is the sign of a truly excellent Assassin or other stealth based combat Class.

But sometimes, that simply isn’t possible. A foe is too large, too good at regenerating, or simply has more than one point that needs to be targeted in order to kill it. And that’s where this Skill comes in.

Activating this Skill will cripple any mechanism, biological, mechanical or magical, that the user touches and can be projected through armor or hide at a length of up to 5 cm, increasing by 1 cm per Skill Level. This requires the user to focus on the specific thing they want to disrupt (i.e. sensory organs to impede perception, limbs to slow down movement, natural weapons to reduce offensive power, etc.). By default, this Skill is very painful, but that can be increased to near-crippling levels for a slight increase in cost.

After countless times when the user has cut powerful foes down to size, this Skill has evolved to highlight the restrictions it has caused to allies while hindering all foes’ abilities to perceive the damage.

Cost: 20 mana per use minimum, can be increased up to 150 to affect powerful enemies or tough body parts

I Am The Sword (legendary, Level max)

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.

After countless fights where the user has torn through the most vulnerable points of powerful monsters, this Skill has evolved to deal devastating damage to even the gods of destruction that are the Raid and World Bosses.

Upon striking an enemy, the user of this Skill may choose to either enhance penetrative power to go through armor even when the laws of physics dictate that this shouldn’t be possible, or reduce it so that even a relatively fragile enemy can be sent flying.

Furthermore, the damage inflicted by this Skill will increase in different ways depending on the mode used. Maximum penetration will cause the user to disrupt the flesh around themselves as they move through a foe, while going for an impact-based attack will send powerful shockwaves into the enemy’s insides, inflicting internal damage without requiring an armor breach.

And now, it has reached the pinnacle of its power, being able to be cast freely and with far fewer restrictions. For 2,000 points of mana, I Am The Sword may be cast even while it is on cooldown.

Cost: Major Stamina Drain, 1,000 banked mana/2,000 mana

Grave of Swords (legendary, Level max)

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 in combat, 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 other people.

And now, it has reached the pinnacle of its power, becoming a tool to control the battlefield itself.

Firstly, the user may now control the opacity of the Grave, allowing people to see inside, allowing those within to see outside, or both. In addition, they may control whether anyone can take advantage of this sight, or if it is limited to just their party members or even just them alone.

Secondly, the Grave’s location is no longer visible from the outside.

Thirdly, when the Grave is closed by the user’s victory, the user may decide to exit into any safe spot within a kilometer of where it was opened.

And fourthly, the Grave can now be recharged or sustained with mana donated by others.

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

Absolute Blade Mastery (legendary, Level XX)

All throughout history, countless people have staked their lives onto these pieces of metal, living and dying by the blade. Some may have wielded it in anger without any training at all, other spent their entire lives honing their craft without ever having to raise their weapons in a real fight even once.

Yet none of them have ever reached this stage, because they couldn’t. Normally, there is always more to learn. At some point, you will solidly run into the issue of diminishing returns, but your path will never truly end.

And then, there’s this Skill. Might not grant absolute skill with the blade, but it allows the user to truly master it in all of its forms, in two different ways.

Firstly, now any and all skill and experience with any blade carry over to any and all other blades. Never, ever, under any circumstances, will a tiny difference in balance, length or weight screw you up, never again. You can pick up an entirely new type of sword that you’ve never even conceived of, as long as you are a master of some manner of sword, you will also be a master of this one.

Secondly, never again will you cut something you did not mean to cut. You have absolute control over your weapons, you could shave a furious cat actively trying to murder you with a gauntlet sword without ever even so much as inflicting a single scratch, this is the level of fine control you hold now that you have this Skill. Hell, you could wave a chainsaw around in a crowded disco and unless you want to hurt people or destroy objects, the only issue would be the noise.

Lastly, this truly legendary level of skill with the blade can now be shared with others. The secondary effects of this Skill will not be imparted, but proper use of the blade can turn even a blunt pair of scissors into a lethal weapon, and this is what your students will learn.

After countless fights where the user has used this Skill to utilize their skill with the blade on such exotic things as even their hands, it has evolved to gain a new effect. The edge of their hands, their elbows, knees, heels, and any other striking surface become sheathed in energy when used to attack, being protected, gaining a cutting edge/piercing point, Furthermore, the user becomes permanently able to use their skill with blades while fighting hand-to-hand as well. In addition, the user’s blades and aforementioned body parts are capable of bypassing any resistance to physical attacks an enemy might have.

Finally, now that the user has been forged into a blade, the damage of any of their physical attacks can be controlled or negated entirely, allowing them to perfectly control what is damaged or destroyed.

Compounded Impact (legendary, Level X)

When striking at the same place, over and over again, each blow will cut deeper than the last.

With this Skill, a bond will be created between the user’s blade and an opponent, every additional strike hitting harder and harder, drawing an ever increasing amount of mana until even a casual tap contains the force to shred mountains. (Combo resets after 5 seconds of no successful hits)

For an additional cost of 10 mana upfront, the first strike can be enhanced to count as the fifth hit in the series.

Cost: 1 mana, doubles every use, resets after 3 seconds

True Cut (legendary, Level XX)

What can be cut? Paper? Flesh? Bone? Rock? Metal? Air? At what point is something too hard to cut, and can you even cut liquids or gasses? What about things with no physical form to cut?

Well, with this Skill, the answer is that everything can be cut, no matter how hard, no matter how immaterial, no matter how conceptual it may be.

Defenses sundered with a swipe as a magical shield is destroyed in a single swipe or the very concept of armor ceases to function for the brief instant it takes for the target to lose its head.

However, not all uses of this Skill are as grand as that. At its most basic, True Cut can be used directly on the effects of another Skill and cut it, disabling it for a period dependent on the amount of mana invested.

In addition, the Skill “Implements of True Death” can be applied to reinforce True Cut, doubling its mana cost. This will increase the duration of the damage caused by True Cut and make it harder to re-establish destroyed effects.

After countless times when this Skill has been used to carve out the heart of an organization, causing an enemy or their organization to come apart at the seams, it has evolved to highlight the easiest targets, the cheapest to destroy, as well the most important ones to go after.

IMPORTANT: Concepts cannot be destroyed, only damaged, and will return rapidly, possibly instantaneously, and can only be affected in a small area.

WARNING: The cost of this Skill depends on the target and may exceed the user’s mana pool by a significant degree, attempting to overdraw the mana pool will lead to the user’s death.

Cost: variable, depending on type

Armory of Ancient Times (legendary, Level max)

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.

After having one of this Skill’s ancient weapons summoned nigh-permanently, it has evolved so that the user may also permanently summon a single object by paying 2,000 mana upfront. This object will remain without requiring upkeep until it is either broken or dismissed.

And now, it has reached the pinnacle of its power, allowing the user to, once a century, elevate one of their pieces of gear to the status of a legend, taking them beyond the limits of their material properties.

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

Legacy of a True Warrior (legendary, Level max)

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 (downgrade 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.

Skills taught this week 1/35

However, there is one more way the Heir of Master Hildebrand can teach people. After reaching Level 10 in this Skill, the Heir may teach groups of up to five people at a time. This will only grant a rare Skill, rather than an epic one, but only use up a single timeslot. Using a few hours of one-on-one training and 80% of a slot, the Skill can be upgraded to its full power.

In addition, this Skill allows the Heir to seamlessly interface with training Skills used by coworkers.

After countless fights where the user has turned a disparate collection of individuals into capable warriors, forging them into warriors capable of slaying Demon Lords and even Dragons, this Skill has evolved to create an army of legends.

Any individual who walks the same path as the Heir and works with them to achieve their end goals will passively be taught the Skills that Legacy of a True Warrior can grant and these Skills will rapidly level (up to the Heir’s Level in the specific Skill) as long as they continue to support the Heir in their endeavors.

And now, it has reached the pinnacle of its power, granting its user the ability to teach all basic Strike, Blow, Shot, Armor, and military discipline Skills to their trainees. The cost for teaching these [Skills] is one-fifth of the normal cost.

In addition, the user will effectively have access to these Skills at Level thirty, but lack threshold bonuses.

In addition, once per week, the user may temporarily enhance all of their subordinates’ Skills of the above types to the next threshold. This boost will last for six hours.

Legendary Blow (legendary, Level max)

A single blow to shatter mountains, raze city walls or split the sea, these are the things stories are written about and when someone uses this Skill, there is a good chance that too will end up being turned into a story.

When Legendary Blow is activated, the user may use any of their Strike/Blow/Shot Skills up to eight (nine due to Manifold Strike Evolution) times to enhance a single attack, massively increasing its power.

With every Level in this Skill, the cost of component Skills is reduced by 5 %, up to 25%, Levels past that merely boost the already ludicrous levels of power this Skill harbors into the stratosphere.

After countless fights where the user has crushed their enemies using devastating attacks at the cost of most of their mana, this Skill has evolved to allow them to remain combat-ready afterwards.

When Legendary Blow is used to deal the finishing blow and the user still considers themselves to be in combat, the sword is sheathed in another energy field that provides half the enhancement of the death blow that will remain until it is used or dismissed.

And now, it has reached the pinnacle of its power, gaining the ability to double up the number of potential advancements, at triple the mana cost.

Fully Geared (legendary, Level XX)

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 six 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.

In addition, armor equipped with this Skill becomes slightly tougher than it usually would be.

After countless fights where the user has thrown this armor into the path of devastating attacks, last-second switches ruining both a foe’s plans and the armor itself, this Skill has evolved allow the user to constantly swap out not just his armor, but individual armor pieces, continuously altering their equipped armor as is needed, restoring damaged equipment by cannibalizing other sets. All pieces can be returned to their original armor at will, albeit while retaining damage taken.

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

Knightly Leader (legendary, Level max)

Many a tale has been told of a heroic knight, of the dragonslayer, the rightful king who returns from exile to bring peace and prosperity to his home. All of these tales focus on a single individual, the knight, yet that knight is never alone. He has pages, squires, comrades in arm and occasionally, a mentor that’s along for the ride.

This Skill is an essential component of leading a group of your fellows into combat.

Firstly, it allows for the creation of an official, System acknowledged party with all the advantages that entails (knowledge of each other’s health states, locating allies, XP sharing).

Secondly, it allows the user to draw upon all the experience about leading men that Master Hildebrand gathered over the course of his life, and apply it to the situation at hand. (this information has been updated to include the System, Classes and Skills)

Thirdly, any commands given by the user will be able to override irrational panic if necessary.

In addition, the user can remotely talk to party members up to ten kilometers away.

And finally, the user can set up contingencies ahead of time, so orders are issued without the user needing to fully articulate potentially complex statements in the middle of a fight for their lives. These orders can be canceled at any time, should it be necessary, and new ones can always be added though it would be inadvisable if a distraction would endanger them.

After countless fights where the user has used this Skill to lead a disparate collection of people to victory and empower them with new training, it has evolved to vastly empower the user’s ability to turn a collection of random individuals into a solid group.

Anyone who becomes a member of your party can be taught directly using Legacy of a True Warrior, and will gain basic combat and cooperation tactics should they not already have them.

In addition, you gain an innate understanding of the dynamics of the people you lead, where the cracks in the group lie and where your current subordinates are lacking. It will also provide hints as to how these flaws can be compensated for.

And now, Knightly Leader has reached the pinnacle of its power, granting its user a presence unlike any other, one representative of not only you, the leader but also of the people you lead.

If you are in command of a group, you may borrow your subordinates’ Auras, melding them into your own and creating a titanic presence that emanates from the entirety of your formation. The Auras’ costs are doubled for their holders and may be withdrawn from the collective at will.

Each individual Aura may be projected away from its user up to a distance of ten times its original range, but a member of the formation must still be within the standard distance of all component Auras.

Cost: 100 mana to establish, 300 mana per day to sustain

Analyze Person (legendary, Level max)

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.

Stolen from its rightful author, this tale is not meant to be on Amazon; report any sightings.

And now, the user will also gain the ability to see the person underneath whatever Skills and other effects might be changing them, hiding their true selves or otherwise making it so that you are facing a different person than you normally would.

This scanning ability may not work at full strength against effects of significant power.

After countless times where the user has used this Skill to navigate complex political situations, it has gained the ability to automatically highlight all social and political Skills whose effects can be perceived by the user by any means.

And now, it has reached the pinnacle of power, allowing the user to see the reasoning behind almost all official actions, figuring out how even the strangest or most idiotic decisions came about.

Continent Strider (legendary, Level max)

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.

Every day, the user accumulates a pool of movement equal to one hour of travel without using this Skill. This pool has an upper limit of 336 hours, and can be used to open a portal to an important location the user has been before. This portal can carry up to five times the user’s mass per activation and its cost amounts to how long it would have taken the user to make the journey normally, without using Continent Strider’s acceleration feature. Combat utility limitations still apply.

Each use of this portal a day after the first will double the cost each time.

After countless occasions where the user has used this Skill to sneak in travel even amidst hectic emergencies, it has evolved to let them do their travel in segments. Once per month, the user may choose a single journey that they could complete in a month or less, and they may (outside of combat, twice a day) teleport to their last position in that journey, maintaining their movement bonus from Continent Strider.

Once a journey is selected, it cannot be changed for a year, which will remove the ability to teleport to the journey (the user mustn’t be on the journey while doing this) and while on the journey, it cannot be deviated from (including intentionally delaying/moving overly slowly).

And now, it has reached the pinnacle of power, allowing the user to return “home” once per decade, so long as “home” is no more than one year’s travel away. Alternatively, the user may skip up to ten years of travel, but this increases the cooldown to a century.

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

Burden of Power (legendary XIII)

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.

In addition, the user may mark his foes with their Aura, allowing future auric attacks to have a greater effect.

Cost:

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

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

Foe Marking 50 points of mana

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

Expert’s Insight (legendary, Level X)

What separates a soldier who just got out of training from a veteran? A student who just got his degree from a lead engineer? A wizard’s apprentice from an Archmage?

The answer to all those questions is, of course, experience. Some things are taught, yes, but others need to be learned from experience.

Sometimes, said experience takes the form of repeating an action over and over and eventually figuring out a way to make said action more efficient.

In other times, realization comes as a painful realization after a mistake reaps terrible consequences.

Either way, this Skill offers up both a massive pool of experience to the user and vastly improves their experience and Skill Level gain by granting preternatural hindsight. If the user has any knowledge on a subject, they find themselves making connections far more readily and related subjects will be far easier to research. Furthermore, Expert’s Insight acts as a general memory booster.

As with many other Skills in the Hildebrand’s Heir Class, a lesser version of this Skill can be granted to the user’s students using Legacy of a True Warrior.

However, unlike those other Skills, Expert’s Insight does not turn into a lesser version of itself, but rather transforms into a fundamentally different Skill called Veteran’s Knowledge, which allows the user of Expert’s Insight to directly impart their knowledge (note that this is a limited effect, this Skill will not directly put the taught individual on the same level as the user).

In addition, this Skill synergizes with Lessons of History, allowing the user to draw not just upon their own experience, but that of those they witness fighting, albeit at a vastly reduced efficacy.

Divine Fire (legendary, Level max)

Fire. What can it do? Pretty much everything, as long as you’ve got the right kind and are creative enough.

Fire. What can it be? Pretty much anything, as long as you’re not risk-averse when it comes to getting it.

That is where the issue lies. Getting it. Of the countless mystic and mundane flames there are, one can only gain a few if one takes the normal path, that is.

Stealing them … ain’t normal. But it is possible. It is audacious, ludicrous, but possible. And fully in line with the Promethean spirit.

This Skill grants the user the ability to conjure and control mundane flames. Initially.

The real power of the Divine Fire is its ability to absorb and assimilate all other fire, both magical and not. The user becomes immune to all fires they have absorbed (and can extend this protection to objects on their person) and are able to then wield it with the same power and ease as the original fire.

Once conjured, flames fueled by the user’s mana directly can be controlled for free while secondary fires spawned by the initial flame can be directed by spending a negligible amount of mana. All flames can be extinguished for free, be they conjured directly or merely ignited by conjured flames.

All assimilated flames can be used individually or combined to form greater forms of fire, whose patterns can be stored for later use.

The user also grows partially immune to unknown fires based on their similarity to already assimilated flames.

After countless fights where the user has assimilated an enemy’s fires and promptly tore their user to shreds, this Skill has evolved to subsume hostile flames once the user has absorbed a sample not just of the correct type, but the very same flames they’re currently being attacked with. These flames can then be manipulated freely, drawing mana from the controlled fire and progressively extinguishing it in the process.

And now, it has reached the pinnacle of its power. The user gains the ability to exert power over all flames, manipulating all flames around themselves whether they’ve been generated by them, subsumed, or are completely independent.

The control cost for user-generated flames is entirely negated, and the creation cost is reduced by 25%.

For hostile flames, a mana cost will need to be paid. However, it is possible to erase enemy flames by forcing them to cannibalize their own mana after paying a small initial “deposit”.

Cost Patters: Creation cost per second

Standard Flame (6)

Absorbed Flames:

Samadhi Fire (1,600)

Dragon’s Breath (40)

Grand Hellflame (40)

Campfire (2)

Burning Magnesium (11)

Napalm (4)

Stellar Corona (36)

(see full list (2,223)?)

Combined Flames:

Prometheus’ Wrath (2,000)

Drachenbrodem (200)

True Starflame (260)

Combined Elemental Phoenix Disintegration (80)

(see full list (448)?)

Champion of Mankind (legendary, Level max)

Humans are rather weak, aren’t they? Small and fragile despite how much of the planet they’ve conquered, what great things they’ve made, an individual human is still not all that powerful.

Which is why they sometimes need a helping hand. Someone who might give advice, stop powerful foes, or maybe just steal fire from the gods themselves.

This is the Champion of Mankind, humanity’s shield, and the vanguard of their march into a brighter future.

This is a Skill that grants the wielder the power to protect others, adjusted for the situation.

There are four forms this boost can take:

The Leader:

The Leader is the true power behind an army. When the Champion takes command, that fact becomes abundantly clear.

All troops (up to Skill Level times a thousand) under the Leader’s command gain a thirty percent boost to their physical Stats, are automatically empowered by [Veteran’s Knowledge], and gain access to the basic Skills of all standard combat Classes, such as Strikes, Blows, Shots, Healing Skills, and simple Spells.

Furthermore, the Leader temporarily gains a seventy percent boost to their physical Stats, as well as the Skills [Threefold Thoughtstreams], [Simulate Maneuvers], and [Battlefield Map].

The Leader lasts for 1 hour and has a cooldown of ten hours.

The Thinker:

The Thinker is the physically weakest of the Champions, yet also the most impactful, especially in situations where physical force is not the correct answer.

The Thinker gains access to any five regular Skills from scientific/knowledge-based Classes up to and including rare rarity and the third Evolution.

In addition, he gains access to the Skills [Parallel Thoughts] (each thoughtstream costs 1 mana per second from the Skill’s pool), [Simulation] (each simulated second costs 2 mana), and [Mental Celerity].

Lastly, the Thinker can feed Spells using the Skill’s mana at an exchange rate of 2:1.

The Thinker lasts as long as the Skill’s mana lasts (natural drain of 1 mana per second) and imparts a cooldown of one day.

The Vanguard:

The Vanguard is the simplest form of the Champion, but by no means weak. In fact, when it comes to raw combat power, it is utterly unsurpassed. When in Vanguard form, the user’s physical Stats double, they gain a nigh-unbreakable set of armor custom-designed to match their fighting style.

Furthermore, the Vanguard can, at will, draw in all ranged attacks made against nearby allies and even incite enemies to go after them instead.

Lastly, the Vanguard gains temporary access to the [Indomitable Shield], [Unstoppable Momentum] and [Unbreakable Charge] Skills.

The Vanguard lasts for five minutes and has a cooldown of four hours.

The Cleansing Flame:

The Cleansing Flame is exactly what the name implies. The user is wreathed in armor made from the flame they themselves created, known as Prometheus’ Wrath.

Anything up to fifty meters away can be affected by the fire and heat, though the power decreases as the distance increased, and the user can freely exclude the environment and living beings from this damage.

The user also gains a seventy-five percent boost to all physical Stats.

Finally, the user may add the healing aspect of Phoenix fire to their armor, healing select living beings.

The Cleansing Flame lasts for five minutes and has a cooldown of six hours.

***

In addition, the user may switch between forms once after activating this Skill. The cooldown of Champion of Mankind will be increased to three days regardless of which forms are used, and the remaining usage time is dependent on the amount of mana remaining, halved.

After countless fights where the user has fought foes threatening the world as a whole, this Skill has evolved vastly to improve the power of both the user and their allies. The mana pool of this Skill is doubled and upon being triggered at full power, the user may either double the duration of their chosen effect, or grant up to two allies one of this Skill’s effects.

And now, it has reached the pinnacle of its power, allowing its user to activate two forms simultaneously, at tripple the standard cost.

Cost: 6,000 mana stored in a separate Pool/ 12,000 for boosting allies/ 18,000 mana for dual activation

WARNING! This is a Skill meant to protect humanity and will fail when used in the service of ushering in its downfall.

Titanic Presence (legendary XI)

There are certain people who have a certain, well, presence around them. Raw charisma, sexual magnetism, a repulsive stench, it depends on the person, really. Draw the eyes, or make people hurriedly avert their gazes, both are a kind of impact.

When a person holding the power of a Titan enters a room, everyone knows it, as they are capable of wielding not just a single Aura, but two at the same time.

There are obviously significant difficulties attached to using not one, but two incredibly complicated abilities at the same time, which is why the second Aura can be slaved to the first, mimicking its movements. However, that will vastly reduce the power gained by this Skill.

In addition, it allows the user to meld two Auras into a singular, powerful, effect.

Cost for second Aura is equal to that Aura’s basic cost.

Blessing of Innovation (legendary, Level XX)

A lion has teeth that can shatter bones, claws that rend flesh like tissue paper, and the strength to bring down all but the largest of animals in its habitat.

A human has … what exactly? Sweating that allows for long pursuits and bipedal locomotion that allows them to carry stuff in their hands?

Yet it’s man who hunts lions, not the other way around. In fact, Africa’s lions are so badly traumatized that they are terrified of humans and will run from any they see if they can. So why is that the way of the world? Well, as a kindergartener would put it: “lions are stupid”.

The Blessing of Innovation boosts the recipient’s ability to figure out new things, to create new inventions to benefit the world as a whole, to make their mark on civilization itself, for one hour.

(the recipient can be any willing sapient being within 10 meters of the user at the moment of activation or the user themselves)

While active, the recipient may temporarily selectively “forget” certain parts of their knowledge base or randomly remove certain preconceived notions to see their work from different eyes. (All memories and the old mental state will be restored at the end of the Skill’s effect. This can also be done at will and the possibility of restoration cannot be forgotten.)

Furthermore, the recipient may choose to divorce their knowledge from its respective sources, leaving them with nothing but objective fact for the duration of the effect.

Lastly, the user may draw on the knowledge of lesser science and research Classes, borrowing up to three Skills at a time, up to a rarity of rare, and up to the second Evolution.

The Blessing of Innovation can be used once per day to start with and gains an additional maximum charge every five Levels in this Skill. Charges refresh at midnight and do carry over for up to a month.

And now, this Skill has gained the capacity to understand truths that man is not meant to know, and as long as Undying Focus is supporting the user during the learning process, this information cannot hurt them.

After countless occasions where the user has granted others the power of infinite possibilities and indirectly given rise to incredible achievements, this Skill has evolved to vastly increase the chance of world-shaking advancements being made.

The user of this Skill will be able to judge the likelihood of the recipient being able to make significant advancements upon receiving the blessing, and any recipient (including the user) will be shown the best Skills to borrow to achieve the intended goal.

Accumulation of Knowledge (unranked)

This Skill serves as a repository for the knowledge gained via the use of Blessing of Innovation.

As Skills from research and science Classes are borrowed, they will sometimes bring with them new knowledge. Any parts of this information that the user utilizes can be remembered even after the borrowed Skill is lost.

The Accumulation of Knowledge serves as a general knowledge Skill, representing the amount of learning the user has done.

As Blessing of Innovation is used repeatedly, this Skill may unlock new functions.

Lessons of History (legendary, Level max)

Those who don’t study history might be doomed to repeat it, but those who do study history will most likely end up watching someone else repeat it. Sucks, doesn’t it?

History is filled with great examples, both ones to live up to and ones to avoid living down to.

This is a Skill to help turn those lessons into plans of action. It allows the user to uncover things about the past by supporting the discovery of new information based on mere context clues and will then check the veracity of this information.

Once such information about the past is in your hands, the Skill will point to the core lessons to learn from the past and allow these lessons to be communicated clearly and unmistakeably to others.

If you also have The Meaning of the Name, these Skills will work in concert to provide superior results for both and it will run subconsciously beside its sibling Skill.

In addition, the user gains a mental archive of all information gathered by this Skill. This information takes a few seconds to access if it has been forgotten by the user’s main memory, however.

After countless occasions where the user has used this ability to avoid the mistakes of the past from being repeated, this Skill has gained the ability to cause acts of random chance to begin to show people about to repeat mistakes where their actions may lead.

And now, it has reached the pinnacle of its power, becoming practically precognitive in its own right when it comes to the lessons of history being ignored.

The Meaning of the Name (legendary, Level XXIV)

Two Titans.

Prometheus, the forethoughtful, and his brother, Epimetheus, whose name means afterthought.

One who is intelligent avoids mistakes and traps before running straight into them. One whose hindsight might let him avoid making the same mistake twice, but by that point, the damage will already have been done. It should be clear which is the better thing to have.

This Skill grants its user the power held by the Titan that his Class is named after.

Preternatural, nigh-absolute foresight, gained by boosting the user’s pattern recognition ability, mental celerity and temporarily granting them the ability to store all that information.

This process can be done subconsciously for short-term predictions, such as in combat, but anything longer term will both be more expensive and require active attention.

The efficacy of this Skill increases with the amount of information the user has access to, and may produce incorrect results if working off incorrect or incomplete data.

While this Skill does check the veracity of the user-provided info by checking it against all other available information, that is of limited use and may slow down the workings of this Skill if prioritized after the foresight itself or be of extremely limited usefulness if the predictions themselves are prioritized.

In addition, this Skill also provides the user with enhanced cognition, predicition, and pattern recognition even when not being powered by mana.

After countless times when the user has used short-term predictions to overpower their foes in combat, this Skill has evolved to grant its user a weaker yet free version of its short-term effect.

And now, this Skill has reached the pinnacle of its power, enhancing the power of free precognition to half its paid-for power.

Cost: 20 mana per second for short-term predictions (combat), 50 mana per second for long-term predictions

If you also have Lessons of History, these Skills will work in concert to provide superior results for both and it will run subconsciously beside its sibling Skill.

Fire Soul (legendary, Level XX)

You are fire, all the way down the very core of your being, embodying not just the physical flames themselves, but also the idea of it all.

Burning heat, raw destruction, sheer power, creation, alteration, transformation, light, warmth.

This Skill empowers your flames and increases their impact on the world. Pre-existing heat, mana in the environment, and all other available energies bend themselves to enhance your flames, lowering the cost of all fire-related abilities by 35%.

When you use fire, you aren’t wielding magic, you’re manipulating the world itself, truly altering reality.

Your flames grow nigh-immune to standard methods of dispelling and will destroy opposing elements and energies when backed by your will.

Not only that, but all your abilities may be infused with flames for a substantial boost, either in terms of raw power or bringing their nature more in line with that of fire (this depends on the ability in question, not all Skills will gain a full boost from Fire Soul).

In addition, you gain inspiration on how to creatively use your flames.

After countless times when the user has used this power to select the exact correct flame to cause the maximum possible damage to his foes, it has gained the ability to slightly adjust flames to optimize damage for specific foes.

Aspects of the End (legendary, max)

The End Times. Armageddon. The Rapture. Judgement Day. Ragnarök. The End of Days … and everything else.

Be it the impact of a gigantic meteor, divine judgement or celestial wars, there are things out there with the ability to destroy worlds. Nothing is safe from such power.

Yet it is power that can be used to prevent such calamity from coming about. Blow up the asteroid, broker peace between divine factions (if your sword isn’t at someone’s throat, they won’t listen), or maybe just poke out the eye of the chaos god about to devour the planet (something that is within the abilities of your Class as long as you play your cards right), if you dare.

And such power is what this Skill can give you. In its base form, it will merely boost you, doubling your physical Stats and quadrupling your Mana Regeneration while active, stacking (additively) with other boosting Skills.

However, this is merely the beginning of what this Skill can achieve. It can be upgraded to achieve specific things, to harness the power of certain world-ending beings.

The ancient bird who is so old it’s seen the universe end three times over, the snake that swallows the sun to bring about eternal darkness, the biblical sea beast, or maybe even the dragon that is unleashed upon the world on the heels of the four Horsemen. By drawing upon the power of these mighty beings, even telling a dark god where to shove it is not necessarily off the table.

Upon purchase of this Skill, one such aspect will be gained for free (chosen aspect: Speed of Hati), each subsequent aspect must be purchased separately (five Skill points).

This Skill can only be activated for a certain span of time every day, but that time can be distributed across the day however the user wants. This time pool refreshes fully exactly twenty-four hours after the time pool was first used.

Your time pool is calculated as ten seconds per Level in this Skill.

If multiple Aspects of the End are used concurrently, time use is doubled for each one used beyond the original one.

By slaying a monster of the end times, you may gain a lesser version of its power, weaker than one the various upgrades that can be purchased for Aspects of the End, but still significant. Should the associated ability have already been purchased, the weaker power is not gained. Furthermore, each unique monster of apocalyptic power killed by the user will increase the time pool by 10 seconds.

In addition, at the cost of five seconds, the user may supercharge a single blow to inflict devastating damage.

After countless times when the user has used these powers to beat down a Monster of the End Times, when active, this Skill will inflict additional damage to World Bosses, weakening their defenses.

And now, it has reached the pinnacle of its power, (retroactively) doubling the gains via World Boss kills.

Time Pool 720/720 (+420 second bonus for Monster of the End Times kills)

Synergy effect: Undying Wraith

The time pool of Aspects of the End can be used to also supercharge Aspects, taking their Skills to new heights. Regeneration that fixes limbs in milliseconds, phasing that allows even mana to pass through without causing damage (within reason), and more can be achieved.

Power of the Behemoth (Subskill of Aspects of the End)

The mightiest beast of the land, the Behemoth. Eternal, immortal, unstoppable (at least to those whose power does not match those of the gods).

This is the power that this Skill grants.

While it is active, the bearer’s every footstep can make the very Earth shake and shatter the ground with a single stomp, his every punch create storms and a single sweep of a sword create a shockwave to cleave mountains in twain.

But there is more to this Skill than merely brute force. While it is active, it fundamentally alters the way the bearer can apply his physical force.

As long as there is a physical medium to transmit them, the shockwaves caused by the user’s movements can be directed and precisely carry along the attack. A fist of air that hits an enemy a hundred meters away from a punch thrown into empty space, a blade of compressed air unleashed by a simple sword-swipe that can bisect mountains, and a simple stomp can shatter underground structures without having to cause an entire earthquake.

In addition, when grasping an object, this Skill will help compensate for such things as balance, center of gravity, or structural integrity.

Wisdom of the Simurgh (Subskill of Aspects of the End)

An ancient being in possession of impossible wisdom, so old it has seen the destruction of the universe three times over.

When using this Skill, that wisdom passes onto its bearer, granting them an amount of knowledge no human could ever hope to amass, even given a million lifetimes.

The pen is mightier than the sword, and knowledge is what is needed to get the most from one’s pen. Therefore, while this Skill is active, its bearer is the most powerful person in the universe. At least in theory.

Speed of Hati (Subskill of Aspects of the End)

The moon. It has moved across the sky since time immemorial, eternally chased by a wolf seeking to devour it, never tiring, never slowing, always catching up until the beast devours the celestial body during the end of times.

This is the power of a being that can walk on anything, be it solid ground or the empty void of space, move at speeds that exceed the orbital velocity of celestial bodies and devour them whole.

While Speed of Hati is active, the bearer of this Skill can walk on anything, gravity’s hold on him is greatly reduced and he has his speed vastly increased.

In addition, merely by unlocking this Skill, he becomes is immune to all manner of motion sickness, the negative consequences of moving at high speeds do not affect him and the resistance of medium he is moving through becomes less of a factor (while this Skill is in its active form, medium resistance is completely nullified).

Sea of the Leviathan (Subskill of Aspects of the End, gained by killing a Monster of the End Times)

The ocean. Deep, unknowable, and a place that makes it almost impossible to fight without highly specific adaptations.

As such, dumping someone at the bottom of the sea tends to be somewhat problematic for one’s foes.

This Skill summons a 500-meter diameter sphere during which all enemies suffer the negative consequences of being underwater (no breathing without water breathing abilities, weight/resistance of the water, pressure equivalent to a depth of Aspects of the End Level * 50 meters) while granting the user all benefits of underwater combat (swimming in any direction with a body temporarily optimized for underwater existence, ignore all negatives).

Primordial Cycle (Subskill of Aspects of the End, gained by killing a Monster of the End Times)

Realms of ice and fire, and where they met, a giant was born. And from that giant, a world was born.

This is the power of that primordial world.

The user may either manifest an icy cold or flaming hot wind, empowering ice or fire-based Skills.

Book with Seven Seals (legendary)

First, came the white horse, carrying the horseman of Conquest.

Second, there was the horseman of War, astride a red horse, followed by the black horse of Famine and the pale horse of death.

Then, the souls of the slain righteous cry out, the earth shakes, the sun grows dim, the moon becomes drenched in blood, and the very stars fall to the Earth until finally, the very heavens grow silent.

That is when the final battle shall begin.

This is how the Book of Revelations describes the end of the world, giving those who would stand against calamity a way to prepare, to read the signs that foretell the coming apocalypse.

Those who hold this Skill will receive warnings of future calamity, as long as said calamity is apocalyptic in scale. These warnings may come in the form of dreams, short visions or outright prophecy.

These warnings can begin as early as five years before the true beginning of calamity, or grant as little as one month’s warning (this depends on when said calamity becomes nigh-inevitable), and will become increasingly precise and useful with each successive warning.

Receiving warnings does not mean that the world is certain to end without the intervention of this Skill’s bearer, merely that Armageddon is a possible outcome. Nor does a lack of warning indicate that a given situation is guaranteed to not eventually develop into an apocalyptic issue, just that it is unlikely.

However, there are certain constant dangers, which exist permanently and may become very immediate and present threats depending on the situation. As such, you may receive an initial warnings without subsequent additions which persist on the “active prophecy” tab.

This is a powerful ability, but also a heavy burden. It will always be active, cannot be deactivated, and will encompass any world that the bearer cares for.

Those who hold this ability will never be able to rest, never be able to retire, for there will always be danger so long as the universe exists.

Synergy effect: Incarnation of the Promethean Spirit

When the user of this Skill is forewarned of a coming calamity, every science and research Skill they possess will be fed the specific kind of information they need.

Lessons of History will highlight all information from past apocalyptic scenarios that apply to this one.

The Meaning of the Name will continuously gather the information needed to make on-the-spot predictions.

And Blessing of Innovation will highlight where further development is needed.

Prophecy 1: The Wider Existence

A blue orb, lonely,

In a universe old, vast

Beings unknown live

Prophecy 2: Predatory Humanity

Apex

Lonely Peak

New World Order

Social Ossification Begets Revolution

Beware

Call of the Gjallarhorn (legendary)

When gods and giants clash, when the dead sail forth from the underworld upon a ship made from the fingernails of corpses, when the Midgard serpent rises from the depths of the ocean and the sun and moon are devoured by a pair of wolves, Heimdall will blow the Gjallarhorn to signal the start of the final battle.

The Einherjar will descend from Valhalla and the very gods will go to war for the final battle of Ragnarök until, at the very end, the Earth lies devastated and the last survivors of gods and humans are able to rebuild while upon the bones of their enemies.

Yet being able to rebuild requires one to have won first. That’s where this Skill comes in.

Every person willing to honestly fight against an oncoming calamity is boosted by it, gaining Stats equal to the peak of their current Evolution (up to the third), grants them their choice of up to five Skills from any pure-combat Class up to the rare rank and the third Evolution, which they will keep for the full of duration of the conflict.

These Skills will then be boosted up to Level 15 and their users will gain the knowledge of how to use them to their greatest effect.

People in the fourth Evolution will gain five Levels immediately, but have to pay back the XP debt incurred before being able to continue leveling or being able to receive the benefits from this Skill again.

This Skill can be activated once a year, on up to 50,000 individuals per Level of this Skill, but only against threats of apocalyptical nature.

In addition, this Skill may clash with Skills that have similar effects, if so, the stronger boosting Skill will activate and the weaker will not function, refunding the cooldown to the user of the weaker Skill.

Synergy effect: Hildebrand’s Heir

Any person affected by the Call of the Gjallarhorn may choose two of the user’s teachable [Skills] and gain them at the epic rarity and Level 10

Final Defiance (legendary, Level XI)

What can one man do against the Apocalypse, one single fragile human against the fury of the very world?

Fighting, and subsequently dying well is probably the only thing that most people would be able to do.

However, the thing is, there are options to bridge even that gap in power.

Cooperation, vast spells on a continental, or even global scale, perhaps even the power of friendship?

Eh, maybe those work, but this Skill is a surefire option. It continuously accumulates mana while inactive, growing in power, until it discharges in a single explosive burst when it is needed most, the moment when the fate of the very world hangs in the balance.

It cannot be activated for any lesser threats, and automatically triggers in the appropriate situation, discharging all accumulated mana as it runs its course. The rate at which the mana is used can be slowed, possibly even stopped, by the user’s will and determination, but twenty-four hours after this Skill triggers, ninety percent of the remaining mana will be lost.

The fuller the pool is, the more slowly it accumulates (halved with every ten percent progress), and the maximum amount of mana in the pool (one billion) would require around a hundred thousand years to reach.

When this Skill is active, it significantly boosts the users Stats, regeneration, mana pool, as well as decreasing their foes’ defenses and recovery ability (even if you don’t survive, leave them with a few scars to remember you by, why don’t ya?).

Current charge: 77,312,889/1.000.000.000

Synergy effect: Bladewraith

While under the effect of this Skill, the user’s attacks will gain a devastating additional effect, becoming able to sever limbs in ways that cannot be regenerated until Final Defiance ends, even damage Skills and hack out Aspects (at a high mana cost).

Specter Aspect

Ephemeral Phase (legendary)

Once you are dead, nothing can hold you down, no weight, no mortal shackle, no nothing.

There is nothing that can stand in the way of this Skill’s users, who are capable of walking through walls, floors, ceilings, warded buildings, and more besides.

Only direct, heavily mana-empowered attacks can hurt them, and even then, it needs to be a very powerful attack, and the user is able to spend mana to reinforce their form.

Furthermore, fighting while fully phased will be perfectly feasible, weapons and other implements of combat automatically becoming tangible when in a position to hurt a foe that the user wants to attack (in that moment, general animosity will not cause trouble).

Cost: 15 mana for activation, 10 mana per second of upkeep, upkeep can be increased up to 250 mana per second to resist foreign mana

(Einherjar Bonus: massively increased disruption resistance)

Ghostly Freedom (legendary)

Once you are dead, nothing can hold you down, no weight, no mortal shackle, no nothing.

Even gravity will become nothing but a suggestion.

By activating Ghostly Freedom, the user will gain the freedom of an ephemeral being, capable of either reducing their mass, or just removing gravity’s effect upon them, as well as the ability to reduce the drag created by the medium they are moving through.

Furthermore, the user may telekinetically accelerate themselves, at a constant rate of 5 m/s^2 for a maximum speed of 500 m/s.

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

(Einherjar Bonus: Einherjar Bonus: Increased control, maximum speed increased to 1,000 m/s)

Endless Haunting (legendary)

Once one is cursed, one is already dead. No barrier will provide relief, no bunker provide succor.

The holder of this Skill will become an unstoppable pursuer of their foe, unshakeable, ever-present.

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.

Once the user has chosen a target, they can spend another 50 points of mana to mark them (while perceived by the user), gaining the ability to track them precisely so long as they remain within 250 km, as well as knowing the most direct route to reaching them.

Cost: 10-200 mana per minute for a passive scan, 100 points per mark per hour

(Einherjar Bonus: max range increased to 2 kilometers, max tracking range increased to 500 kilometers)

Spectral Touch (legendary)

In many cultures, touching the dead is either forbidden or only allowed for certain individuals.

While there are many reasons one might want to avoid handling dead bodies, this Skill certainly ranks among the best.

When touching a target, the wielder of this Skill will cause the cold of the grave to seep into their very bones, reducing their stamina, capability to resist poisons and diseases, debilitating them after 5-60 seconds, depending on their power relative to the user.

At the same time, drained stamina and recovery ability is fed to the user of this Skill.

Cost: 100 mana per second

(Einherjar Bonus: draining can be projected through weapons)

Hydra Aspect

Hydra’s Restoration (legendary)

Wanna see a magic trick?

Here’s a part of my body, now you see it, now you don’t. Where did it go? Why, I chopped it off, of course. And now it’s back! Awesome, right?

The Skill allows the user to rapidly regenerate from injuries at the cost of mana. Stab-wounds and cuts are easier to repair than anything that destroys or completely removes flesh.

Regenerating large amounts of flesh can be uncomfortable .

Cost: 50-1,250 per second of use, 50 mana per kilogram of flesh restored

Dismiss Injury (legendary)

Getting injured isn’t just painful, it’s also limiting. Even something as simple as damaged abdominal muscles can make standing straight difficult, not to mention the trouble that doing anything with a broken spine causes.

While this Skill is active in its normal mode (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.

However, by paying mana, the user may fashion temporary, phantasmal, flesh that fills in injuries to allow the user to fight at full power. Missing limbs cannot be replaced like that, however, it can be used to bridge missing parts, such as acting as an arm as long as the user’s hand is still present and intact. Up to a quarter of the user’s body can be replaced at once.

Cost: 5-50 mana per second

Disposable Organs (legendary)

Organs are annoyingly important and frustratingly fragile.

Sad, but true.

This Skill enables its user to ensure that the loss of any single organ would not come with the usual negative consequences by ensuring that all of these organs can take over the function of multiple others in case of damage.

Furthermore, this degree of interconnectivity and redundancy enhances the user’s overall metabolism.

Adaptive Regeneration (legendary)

Getting damaged is a pain. Getting set on fire and being progressively more injured is a significantly worse pain.

This Skill ensures that the user will not be washed away in a river of fire or acid, progressively enhancing their resistance to constant sources of damage.

For every 1% of the user’s body that is destroyed, the user grows 1% more resistant to that source of damage for 5 seconds, every time additional damage is taken from the original or a similar source (same monster, accelerant of the same type/brand, or spell-type), the resistance is increased and the timer is reset.

The resistance is gained at a one-second delay.

Cosmic Leviathan Aspect

True Environmental Adaptation (legendary)

In this universe, there is an almost infinite variety of environments and circumstances, and most of them are exceedingly hostile to human survival. Immense heat, a lack of oxygen, and a whole lot of other issues.

This Skill prevents all these issues from affecting the user, including weakening the resistance caused by having to move through mediums of significant density.

However, this Skill is ineffective when such issues are caused by hostile action.

Charging to Infinity (legendary)

The universe is infinitely vast, and light speed is finite. And even then, reaching light speed is physically impossible.

However, you can get close. Damn close.

This Skill allows one to continuously accelerate while gaining significant resistance to relativistic effects until one reaches 99% of light speed.

Cost: 100 mana per second

Stellar Travel (legendary)

The universe is infinitely vast, and light speed is finite.

As such, travelling at any significant speed requires breaching it.

Once beyond a sun’s heliosphere, this Skill may be activated to continuously accelerate until one is moving at 100 times the speed of light, after one hour of acceleration.

While this Skill is active, one may not affect their surroundings, but it can be disrupted by external action.

Cost: 5000 mana per hour

Omnidimensional Maneuvering (legendary)

Zero gravity, microgravity, underwater, ten-times Earth gravity, and more besides.

There are all sorts of environments that one may have to fight in, and combat can vary greatly depending on one’s surroundings.

As such, it is vital to have a Skill which, like this one, allows the user to rapidly and completely adapt to environmental conditions.

Reality Filter Aspect

Perception End (legendary)

A world of superhumans is a world of eavesdroppers and voyeurists. This Skill exists to make sure its user can live in this world while retaining their sanity.

It allows the user to create a twenty-five-meter diameter sphere in which enhanced senses function considerably more poorly, reducing their effective power by the equivalent of 5 points of Perception per 25 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 500 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

Reality Shift (legendary)

There are few things more disorienting than having your world suddenly shift around you, be it via teleportation, rapid movement, and the like.

By emitting a blast of energy that impacts nearby enemies and disorients them by messing with their senses, the user of this Skill can create this effect with ease.

It can even inflict synesthesia or swap 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: 250 mana

Set Illusions (legendary)

There are few ideas more terrifying than the notion that what you see might not be things as they are.

This Skill might not be capable of causing such an effect on its own, but it is perfectly able to cause serious disorientation.

Its user may choose up to three objects or beings and subsequently be able to freely summon illusionary copies of them. These illusions can be altered with such things as equipment, makeup, or paint, but this requires significant focus.

Cost (preset illusion): 25 mana per activation, 2 mana per second of upkeep

Free Illusions (legendary)

There are few ideas more terrifying than the notion that what you see might not be things as they are.

And this Skill allows its user to make that fear a reality, freely creating illusions of anything they can imagine (illusion quality increases with user’s ability to picture what they want to display).

However, creating illusions both large and intricate will require a significant degree of focus.

Anyone thoroughly overwhelmed by this Skill may forever question their reality for so long as they live, if this attack is properly executed.

Cost (direct manipulation): 75 mana per minute per cubic meter

Living Sword Aspect

Inviolable Blades (legendary)

Legendary weapons litter all of history, blades that belonged to kings, and blades that slew said kings. The daggers of assassins that reaped the lives of hundreds. And the works of the greatest blacksmiths, weapons without peer.

But unlike those weapons, the blades wielded by the bearer of this Skill will live so long that they outlive even their own legend, becoming rediscovered again and again, becoming enshrined in myht again and again.

Holding this Skil all but ensures that the user’s blades will live long enough to remain even as they’re being enshrined in myth and legend by making them vastly more durable and ensuring that they will always be found by a worthy wielder, even past the original wielder’s demise, all the while gaining more and more power as their legend grows.

And should against all odds, one of the user’s swords still be destroyed, they will be vastly easier to repair, to the point where complete repair won’t even require either all the original pieces or materials of the required quality, as though the blade wants to become whole again.

All-Blade Style (legendary)

There are so many possible weapons to pick up, so many styles to wield them in.

So many tricks to try, so many stunts to pull.

Yet in the end, there are hard limits as to how much can be done at once, how many blades can be wielded simultaneously.

This Skill allows the user to not only know where all wielded swords are at all time, it also allows them to telekinetically wield these weapons at range.

However, it does not grant a multitasking power, so caution is advised. In addition, proper and safe use of this Skill requires alertness and a lot of practice.

Furthermore, the user may pre-infuse their chosen weapons with mana, allowing them to use their weapons without draining their own mana pool. Alternatively, should the weapons in question have their own mana pool (such as soulbound items), that pool may be drawn upon to provide levitation.

Cost: 5 mana per second of use per kilogram levitated

Annihilating Trails (legendary)

Bladed weapons might vastly increase their user’s capacity for murder and mayhem, yet even the greatest of them come with limitations, especially when it comes to fighting multiple foes, or even a single exceptionally fast enemy. These weapons can only be in so many places at once.

But this Skill allows you to get around these limitations by granting the user the ability to create traps.

Annihilating Trails allows you to leave behind a barely visible trail behind any attack you made, following the movement of the blade’s tip. Anything that brushes against them will be sliced to ribbons.

WARNING: These trails are ephemeral energy and will break if struck with too much force.

Cost: 5 point of mana per centimeter of trail per second, cost doubles every second of an individual trail remaining

Unhindered Bladework (epic)

Bladed weapons are a fantastic force multiplier, however, they might be lost, stuck, or stolen.

As such, this Skill can be considered as being essential to any true swordmaster at the top of their game.

With it, the user’s blades can be easily removed from anything they’re driven into, even solid rock or metal, and can neither be entangled nor gooped up.

A simple ability, yet anyone who cannot see the value in it does not deserve to call themselves a swordsman, let alone anything more.

Void Dragon Aspect

Wings of the Void (legendary)

The world is a vast place. The universe is incomparably vaster, and far harder to move through. After all, there is nothing to push against, nothing to walk on, no proper medium to travel through. And, you know, it’s kinda big.

The Void Dragon is one of the few creatures capable of traversing this place, it’s great wings hurling it through the vast emptiness.

With this Skill, its user will be able to manifest these wings on their back and use them to move and maneuver through space, while also allowing the user to engage “travel mode”, which allows them to constantly accelerate without being affected by relativistic effects or the light speed limit, however, this renders you unable to affect the normal world, and you cannot move through solid objects, though gasses and small rocks are pushed out of your path.

When travel mode is deactivated, the user will revert to their velocity and direction at the moment of activation.

In addition, this effect can be disrupted from the outside.

Cost: 100 points of mana per hour of manifestation, 5,000 points per hour of travel mode

Star’s Heart (legendary)

Within your chest, a star blooms, your every heartbeat an explosion of power that sends fire coursing through your body.

Where you tread, the ground turns to lava (toggleable), and if you want something gone, you may enhance the firepower of your flame magic to great heights. And if you wish, you may channel your inner strength into a fire or breath-based attack, overcharging it with mana and even your physical stamina to unleash devastating power.

Furthermore, the power of a star empowers your heart, and through it, your very life, extending your lifespan by millennia at a minimum and possibly more, depending on other Skills that may empower/synergize with this one.

Scales of the Void (legendary)

Cosmic radiation, micrometeorites, various gasses, the odd supernova or pulsar. Space is kinda dangerous when you think about it, even if you somehow figure out a way to breathe in a place devoid of air.

This Skill might not help with that last one, but it does with all the others.

The Scales of the Void render their bearer immune to all the natural dangers of the void, and grant enhanced heat, radiation and kinetic damage resistance while in outer space.

Furthermore, the user may choose to resist external sources of acceleration to avoid being flung about, although doing so can easily cause damage if too much force is nullified.

Infinite Mind (legendary)

Space is huge. Big enough that trying to wrap one’s mind around the concept is practically enough to give a man an existential crisis.

And there are people who want to navigate that place on their own? Are you sure you’re not talking about the incarnation of the Dunning-Krueger effect there?

Anyway, that’s what this Skill is about.

Firstly, it enables its user to perceive the vastness of space without risk.

Secondly, it helps them to navigate space by allowing them to identify individual stars, granting a solid grasp on orbital mechanics, and everything else needed to navigate between the stars.

Leviathan Aspect

Sea of Damnation (legendary)

Thalassophobia is the fear of deep or large bodies of water, such as the ocean, particularly deep lakes, or other vast and unexplorable nastiness. But the definition of “phobia” is an extreme and irrational fear.

When someone wielding this Skill is angry, that fear suddenly becomes very, very, rational.

Up to 50,000,000,000 (50 billion) liters of water around the user can be made to be incredibly dangerous, making falling in a near-death sentence.

It can be activated once a week, and will be active for one hour after a five-minute ramp-up period.

Aquatic Natural Disaster (legendary)

Transcendent Hellflame (legendary)

Fire. Fundamental to human civilization, yet at the same time, the thing that has destroyed so much of it, burning down buildings and obliterating knowledge as books and manuscripts are reduced to ash and memories.

What this Skill provides … isn’t fire. It is beyond fire.

Transcendent Hellflame is the strongest variant of hellfire that anyone can wield, capable of being selectively targetted at anything the user wants gone, ignoring such petty issues as the target being surrounded by allies/hostages, or even being underwater. As this flame was drawn from the primordial beast known as the Leviathan, it can also be made to completely ignore all forms of water.

No lesser flame will be able to injure the user, and none shall survive being struck down with this weapon normally only used by hell’s greatest.

Cost: 1,000 per second to generate, 50-500 per second to control, 1,250 to extinguish all fires caused by generated flame

Progressive Invulnerability (legendary, four-fold)

The true power of a World Boss, that makes them functionally invulnerable to many kinds of attacks capable of taking down titanic enemies.

Every time you loose a body part (with skin/muscles/bones, ten percent of total volume), all remaining instances of that body part will take a sixteenth (damage is halved four times) as much damage for the next five minutes, this effect compounds.

This Skill can be activated once every month, and will remain in effect for half an hour once triggered.

Mantle of Indomitable Scales (legendary)

The scales of the Leviathan offer some of the greatest degrees of protection of any natural armor, practically requiring divine intervention to break.

This Skill allows the user to cloak themselves in those very same scales, summoning armor that lasts for 24 h or until dismissed.

Cost: 1,000 points of mana

Space Elemental Aspect

True Spatial Warp (legendary)

Space. Vast. Infinite. Beyond humanity’s ability to control. Until now.

This Skill allows one to wield the power of the universe itself, manipulating the fabric of space and time, warping, twisting, and reshaping it.

Cost: variable, 50-1,000 mana per second

Cosmos Soul (legendary)

All of existence, mirrored in a single point. Your soul.

This Skill places you on a wavelength with the universe as a whole, allowing you to sense your surroundings, the flow of energy and gravity as you travel all that there is to see.

True Spatial Affinity (legendary)

There are countless kinds of magic in the world, some common, the ones that jump to mind when someone says “magic”, others less so. Some are veritable mana hogs while others barely take more effort than lifting a finger.

But all of them have a way to become easier to use, namely, affinity Skills.

Spatial Affinity will grant the user an enhanced awareness of when spatial magic is in play, how to use it better and how to use it better. Better versions of this Skill exist and will grant such abilities as a discount on related Skills (45% discount).

Only one Aspect-based True Affinity Skill can be held at a time.

And I Shall Not Be Moved (legendary)

Spatial magic allows one to do many things that would otherwise be impossible, such as teleportation, spatially expanded containers, and more besides. But none of those things are anything you want turned against you.

Yet even should the very foundation of existence be altered, there are those who stand firm in the face of such turmoil, with you being amidst these ranks.

This Skill vastly increases your resistance to hostile teleportation and space-warping effects.

Ankou Aspect

Eternal Restoration (legendary)

Death and taxes, the only certainties in life. And one of those is a human construct.

Death comes for everyone, eventually. Enemies can be fought, as can disease and even old age itself. But whether it comes in the form of an insurmountable foe, random chance or simple carelessness, everyone dies. And when it does, the Ankou (or some other being that fulfills the same role in another culture) will be there to escort the lost soul across the threshold.

But it wouldn’t do for that embodiment of death to carry the damage accumulated across the eons and look like a piece of roadkill, wouldn’t it?

This Skill slowly wears down all effects that reduce the user’s capacity to recover and will remove all injuries exactly twenty-four hours after they occurred (anti-recovery effects may still delay this effect).

(Einherjar Bonus: Injuries will slowly heal, until the 24h mark, at which point the regeneration will be complete)

Freedom from Mortal Limits (legendary)

What can mortals do?

Jump into a lake that’s even slightly toxic? Nope.

Survive even a measly couple of days without breath? Also nope.

Get close to the sun without getting fried by radiation? Not even that?

Let’s face it, mortals are exceedingly fragile, dying to all manner of stupid things, such as a lack of air, toxins, diseases, radiation, even from their own bodies growing in the wrong way.

This Skill grants freedom from all this. Radiation will not affect its user unless it is intense enough to physically burn them, any toxins that have not been created with malicious intent might as well be water and those that were intended as an attack are functionally useless, only diseases specifically built to bypass this Skill will have any affect. The user will never again have to breathe, have issues with an incompatible environment or the like.

In short, the only thing that can kill the user of this Skill is an enemy attack, or an extreme accident along the lines of falling into a star. Most “normal” causes of death have absolutely no chance of befalling them.

(Einherjar Bonus: Aging is slowed by 50%)

Implements of True Death (legendary)

What is Death?

Is the nothingness that comes after one dies?

Is it the headless horseman that rides across the fields in the dark and takes the souls of the dead? Or a scythe? Or perhaps some other manner of physical manifestation of the phenomenon?

In the end, the true nature of Death does not matter, as it is not a mystery for mortals to solve.

What does affect mortals is the many forms it comes in, the devastating weapons that dish it out whenever they are used.

At first, rocks and clubs. Then, spears, bows and other worked but still primitive weapons. Swords, crossbows, catapults, muskets, automatic guns, chemical weapons, bombs, nuclear warheads, biological weapons, magic, artifacts … and finally, the weapons wielded by this Skill’s users.

Any weapon wielded by a user of this Skill becomes an implement of Death and strikes devastating wounds.

For the first ten seconds, all healing is futile, no matter how powerful. Only a god may save the life of one struck down by this Skill during that time.

Once the first ten seconds have passed, self-healing abilities grow useable at vastly reduced power. After thirty seconds, foreign healing effects become useable, likewise at vastly reduced power. And finally, after ten minutes, potions and all other methods of recovery will be able to be used to some small degree.

It will take a full twelve hours for the consequences of being struck by this Skill to wear off.

Should someone die while under the influence of this Skill, no manner of non-divine resurrection will be able to affect them.

Cost: 500 mana per attack

(Einherjar Bonus: 1% of this Skill is always active at no cost unless supressed)

Reaper’s Cloak (legendary)

No one has ever seen the Grim Reaper (at least as far as can be proven).

People die every day, though, tens of thousands of them. And each of those deaths should be an opportunity to catch a glimpse of him, yet he remains an enigma. How?

This Skill is how. When its user kills an enemy that would provide at least some degree of challenge, they may, once per hour, vanish from sight as if they were held a stealth specialized Class equivalent to their current Level and rarity. This cloak cannot be used to attack under, it will immediately fail, it is meant solely for retreating.

It lasts for three minutes upon activation.

(Einherjar Bonus: this Skill may be used every thirty minutes)

Royal Draugr Aspect

Spectral Plate (legendary)

Armor. Can’t live without it, literally, but living with it can be a bit of a pain, can’t it? All that maintenance, the effort of putting it on, how it slows you down, and so on, and so forth. Even most manifested armor is not without its share of issues, namely, the manifestation cost.

This is a Skill meant to alleviate all that. It uses mana to create armor perfectly suited to the wearer, at a variable cost.

At the lowest setting, the armor won’t be particularly durable, but it will be entirely free (maintained by ambient mana).

At the highest setting, it can stop a blow that could crack a mountain in half.

The user may freely choose how much mana to direct into this Skill for the result most useful for their fighting style.

In addition, this armor can be used in conjunction with a physical set for improved protection.

Cost: 0-1,000 mana per hour

(Einherjar Bonus: free armor is considerably more durable)

Endurance of the Eternal Warrior (legendary)

War. War and bloodshed without a break, without slowing down, without end.

No need for rest, no need for food, no need for sleep.

No need for anything other than combat.

A user of this Skill has no limits on their physical stamina and while in combat is able to ignore all other bodily needs.

(Einherjar Bonus: Mental fatigue is reduced)

Loyalty Past Death (legendary)

Few good leaders lead from the front. Why? Because that would increase the risk of them dying and the command-and-control network from falling apart.

Yet this often leaves leaders watching helplessly from the back as their subordinates are slaughtered. Hardly a pleasant prospect.

And that is where this Skill comes in.

It can be activated and for the duration of an entire fight, no subordinate who is killed will truly die unless their physical form is annihilated.

Once the fight ends, the effect of all wounds will come back in full force, however, as far as the universe is concerned, they will only have died the instant the Skill ends.

Cost: 1 month cooldown (max 100 people) or 5,000 mana per subordinate (mana cost can be paid over time and by subordinates)

(Einherjar Bonus: anyone who falls while under the effects of this Skill and subsequently resurected may choose to become an Einherjar)

Always Armored (legendary)

Armor. Nice to have, useful because it can take damage in its wearer’s place. Until said damage wears it down to the point where it is unsuitable to be worn by royalty, or anyone, really.

While the aesthetic aspect cannot be helped by this Skill, the loss of efficiency certainly can be mitigated. Whenever a piece of the user’s armor is destroyed, a lesser spectral version of the missing equipment manifest to cover the gap.

If the user of this Skill is also in possession of the Skill Spectral Plate, then both Skills will synergize to provide optimal protection, with the replacement armor becoming instantly integrated with the original spectral plate.

Always Armored has a variable cost and can be run purely on ambient mana, which will vastly reduce the regeneration rate, or at an extremely high cost for rapid armor repair.

Cost: 0-500 mana per hour

(Einherjar Bonus: free armor recovery is considerably faster)

Aspect of Ymir

Burning Storms of Muspelheim (legendary)

The power of the primordial realm of flame flows through the user of this Skill, allowing them to manifest a 100-meter sphere of Muspelheim flame around themselves, creating a field of death in which they control all flame. This Skill can either wield Muspelheim flames, or any other flame the user is able to use.

Cost: 1,000 mana per second/ double the cost of alternate flames used

Freezing Winds of Niflheim (legendary)

The icy grasp of the primordial realm of frost flows through the user of this Skill, chilling anything the within a hundred meters the user wishes to damage, all they way down to 5 degrees Kelvin.

Cost: 1,000 mana per second

Titanic Strength (legendary)

Power. Raw, unfiltered power.

This is what this Skill offers, sacrificing mana for additional strength, increasing the power of its user based on the amount of mana invested, up to the limits of their mana pool, and stackable with all other boosting Skills, for the duration of a single attack.

Cost: 10 mana per 1% boost up to 50%, 20 points of mana per additional 1% boost up to 100%, 30 points of mana beyond that.

Aspect of Balor

Field of Annihilation (legendary)

When the final piece of cloth covering the cursed eye of Balor is removed, the land is reduced to ash.

Once per month, the holder of this Skill may unleash the same amount of power for 3,000 points of mana, burning all plantlife and destroying most structures within 1-5 kilometers, depending on the number and durability of available targets.

Glare of Obliteration (legendary)

When the final piece of cloth covering the cursed eye of Balor is removed, the land is reduced to ash, and any specific target

Once per month, the holder of this Skill may unleash the same amount of power for 2,500 points of mana, unleashing a devastating beam of power that can obliterate almost anyone struck.

Aspect of Ziz

Wings of the Tempest (legendary)

When the wings of the legendary beast of the skies beat, even the greatest of humanity’s creations cannot stand their power.

This Skill grants the same power to its user, allowing them to either manifest the wings of Ziz, or boost any other manifested wings.

In addition, the user may flap their wings to unleash a devastatingly destructive gale.

Cost: 15 mana per minute for wing manifestation, 500 mana per wing attack

Solar Radiance (epic)

Ziz basks in the glow of the sun, soaking in its heat.

Anyone near a user of this Skill can experience the same, ranging from the gentle warmth of a spring day to the scorching heat of a desert at noon.

This effect spreads through the user’s Aura and can encourage rest, relaxation, healing and plant growth.

Cost: 5-25 mana per second

General Skills

Hunter’s Gaze (epic, Level max)

There are many possible upgrades to the basic Inspect Skill. Some allow for improved examination of details, others are far better at piercing information protection Skills.

This one is different. It loses any ability to gaze past defenses for raw details unless the defenses are very weak, but gains an incredible power at getting rough information on the user’s foes.

Barring an incredible Level disparity, the user will be able to sense whether someone’s Stats are higher, lower or comparable to the User’s, how many Aspects they have and what their overall affinities are.

But by using the information gained via this Skill, an Undying Wraith will be able to deduce anything Inspect could grant, and more.

In addition, this [Skill] allows the user to see mana and sense the purpose of Skills being used in front of him.

After countless fights where this Skill has been used to seek out every secret an enemy held has evolved to see absolutely everything an enemy might try to hide, instantly recognizing passive Skills, all manner of active abilities and slotting them into a newly gained mental library and highlighting any past experiences with similar Skills. Lastly, it gains vastly enhanced Privacy penetration abilities and further grows as the user’s Perception increases.

And now, it has reached the pinnacle of its power, able to read the past Skill use of those that would oppose the person wielding the Hunter’s Gaze.

The more powerful a Skill, the greater and longer lasting an imprint it leaves in its user’s spiritual body. And the more recently it was used, the stronger and clearer said imprint was. Should a foe have used all their Skills recently, this can be read like a book, figuring out the entirety of their Skillset at a glance.

And even should that not be the case, this Skill will still be useful as it provides a vastly improved ability to understand an enemy’s powers and abilities, eventually allowing them to be beaten or countered with contemptuous ease.

Unknown Fear (epic, Level max)

There are many things that people are afraid of. Mostly, those things are definable, specific things. But there is another kind, the fear of the unknown.

With this Skill, the user becomes the embodiment of this fear. An unknowable entity, become fear itself.

It will block out any same Level and rarity Inspection Skills as a matter of course and is boosted by any stealth Skill, gaining strength as if it were one Level higher for every two Levels in a stealth Skill. Further power is gained based on Agility.

In addition, this Skill may now be used to project a false status when Inspect style Skills are used. However, the user of Unknown Fear does not have true control over what the other person sees, they can only switch between showing them whatever they hope to see, something menacing, or merely a blank façade.

After countless fights where this Skill has been used to hide its user’s true nature from warriors and kings, knaves and stalwart defenders of justice, it has evolved to hide even its own attributes. Initially, Unknown Fear merely showed the vast, unknowable abyss to those who dared to Inspect its user, yet that, in itself, could identify them. This kind of all-encompassing darkness is by no means unique to Unknown Fear, but it is hardly a common impression to receive from a failed Inspect.

Now, however, whenever the user chooses to take on a different persona, the feedback likewise subtly shifts to the point where it cannot be connected to them. In addition, it will always take on the same feedback type when the same persona is taken up.

And now, it has reached the pinnacle of its power, cloaking the user in the darkest of shadows, even under the brightest of lights.

When the user is attempting to showcase another persona, pretending to be another, this Skill will actively aid this, impeding the others’ ability to connect both personas.

The human mind picks out specific physical details to lock onto for the purpose of identifying individuals, such as unusual height, shockingly bright hair or clothing, or missing limbsst

However, this Skill will make details shared across personas less visible while highlighting ones unique to a persona.

Well of Wisdom’s Blessing (unranked)

Nine Hazelnuts once fell into a well, the Well of Wisdom. A Salmon ate these hazelnuts, gaining all the knowledge in the world.

And then, humans hunted down this Salmon for its power, devouring it like the monsters they are.

The holders of this Skill gain 75% faster Mana Regeneration.

Upgrading this Skill requires the user to kill and eat stronger versions of the Salmon of Wisdom.

Enhanced Dragonscale Web (unranked)

You are now a dragonslayer, joining a rather exclusive club. But you have taken a step further, not only killing the beast but stealing its power, more specifically, its scales.

Not only that, but you have gone one step further, condensing down the power of the scales to the point where overusing them would be actively dangerous, and carefully applied them to your body to keep it together even in the direst of circumstances.

Crimson Runic Script (legendary)

Blood. The fuel that powers all living things. The fact that it is sometimes referred to as lifeblood just emphasizes this.

But your blood can fuel more than just you,

The Crimson Script is one such avenue to using this great power, allowing the user to unleash devastating attacks.

Tear apart elementals with your bare hands, turn your weapons into implements of doom that will tear apart your foes from the inside if you leave them sticking in their bodies, generate nigh-indestructible barriers (albeit at the cost of your vitality), and more.

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.

Healing (epic)

The quintessential skills of Doctors, Nurses, EMTs and Medical professionals in general, condensed into a single Skill. Healing allows the user to restore the health and physical well-being of others via touch, as well as the user’s own body.

It also helps understand injuries and gauge their severity.

Cost: 15-50 mana per second of healing depending on speed, major physical trauma doubles cost, restoring flesh requires 100 mana per kg created

Omniglot (common)

What is the most important thing in the world when trying to work together with others?

Why communication, of course.

As Sigmund Freud said, “Civilization began the first time an angry person cast a word instead of a rock”.

The Omniglot Skill facilitates communication in all of its forms, allowing the user to rapidly learn all forms of written, spoken and gesture-based languages (seconds to basic understanding, minutes to conversational level, hours to mastery).

In addition, it allows the user to communicate intent along with their actions to avoid cross-cultural misunderstandings.

Quest Giver (rare)

Quests. Either a staple of role playing games, or something you send a knight on if you don’t want them coming back.

This Skill is a little different, though. It allows the user to construct tasks for others to do in exchange for the XP assigned to it. This XP does not have to be spent by the user, it is gathered by the user as they take actions related to leadership and the training of others, then deposited in this Skill where it can only be spent on creating Quests. (these quests cannot be granted to the user)

The maximum amount of XP that can be granted is determined by the System and based on the Quest’s objective difficulty. (if you think you’re getting away with something, you’re probably failing to realize the enormity of the task you’re assigning)

This Skill’s XP pool is equal to 100 times its Level.

Current XP pool: 0/100

Unrestricted Speech (epic)

Communication is the very core of not only modern civilization, but any kind of community in general. Coordination is what allows any number of species to transcend the limitations of any one member, and part of the thing that has made humanity so dominant.

After all, no matter how clever any single human may be, true innovation can only happen by building upon the work of previous generations.

But even the more mundane uses of speech can make an immeasurable difference, facilitating trade and solving conflicts without violence.

This is a Skill that allows its users to manifest the greatest possible form of communication, irrespective of their surroundings or noise pollution.

As long as the user can survive in a given medium, it will carry their voice as far as air would under standard conditions (Earth, Sea Level, air temperature around twenty degrees centigrade), even in the hard vacuum of space.

In addition, when the user raises their voice in situations with significant amounts of environmental noise, their voice will still be clearly understandable, and the most prominent sound to anyone who cares to listen.

This Skill is always active.

Biomantic Alteration (legendary, unranked)

The human body is the product of countless eons of evolution, transforming the earliest vertebrate into an apex predator, wielding both nigh-infinite endurance and an advanced intellect to conquer the world.

But nature can only go so far, change so quickly, incorporate only so many disparate ideas.

This is where biomancy comes in to do what nature could not.

Your body has been enhanced by a master Biomancer at the peak of their power, the Pinnacle Biomanipulator.

As such, you have gained the following adaptations:

1. Subdermal Dragonscale-Weave

2. Weak-Point Transference

3. Sight-Spektrum Expansion

4. Hyper-mobile Skeletal Frame

5. Alternate Nerve-Circulatory System

6. Natural “eaponry

7. Sealed Growth Seams

8. Material Substitution

Alcubierre Bubble (legendary)

The speed of light.

In theory, an absolute rule.

In practice, well, magic exists.

But even when magic is not directly involved, there are ways to … sidestep the issue. Wormholes, for one.

And while no one has built one without the aid of magic, the Alcubierre Drive is also a path to getting around that pesky speed limit.

This is the Skill equivalent of that, the ultimate combination of several Aspect Skills (True Spatial Affinity, True Spatial Warp, Wings of the Void, Stellar Travel, Charging to Infinity) allowing the user to warp space-time around themselves to move at speeds that might technically not surpass light speed, but still allows them to win a race against photons.

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

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

projection) 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.

Aura of the Eternal Warrior (mid range, combat/mental/sensory,

armament)

Fighting, battle, bloodshed. For many, these are but a part of their life, a

passing tragedy that nonetheless only takes up a surprisingly small amount of

time.

A few seconds at the razor’s edge of death, where even a single mistake can

be a warrior’s end, and then, it will be decided, one way or another. However,

there are those who live in conflict, possibly even for conflict. Those who are

eternally striving to beat their foe, be it to chase the high that the risk brings

with it or merely as they fight and endless foe and can never rest.

These are the people who gain this Aura, to empower them on their endless

battles.

The Aura of the Eternal Warrior can be wielded as a shield to protect

Those within or compressed around the wielder’s limbs to act as a weapon

while

slowing down the consequences of any injuries suffered. When used

offensively, this Aura can bypass most “can only be hurt by a certain thing”

defenses.

Cost: high (25 mana per minute), can be overcharged with mana up to 50

mana per minute for an enhanced effect.

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 theyhave

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

distressto anyone else who hold it once a year.

(Hydra’s Regeneration, Redundant Organs, Phasing, Unknown Fear, Blades,

Sneak, Undying Will, Moment of Immortality, Blades, Sneak, Bestial

Regeneration)