Name: Robin Alabi Class: Blue Entomage Level 4
STR
20
AGI
16
+
CON
15
+
BODY
18
+
INT
22
WILL
18
+
AURA
17
+
LOOKS
10
+
PHYSDEF
6
+
MENTDEF
2
+
ENERDDEF
1
+
SPEED
5
RECOV
10
+
REGEN
2
+
PHYSTAM
66
+
MENSTAM
78
+
MANA
10
+
RUN
7
+
SWIM
2
+
LEAP
3
+
SP
16
Skill
Description
Skill Level
Rarity
Learning
You have an easier time following patterns and making logical leaps.
9
P
Perception
Your senses grow more keen, granting a two percent qualitative increase in all perceptive abilities per skill level.
5
C
Bug Taming
You walk the path of taming that which can not be tamed. You may tame bugs. Effectiveness increases with skill level. What qualifies as a "bug" increases with skill level.
3
R
Delay Reaction
You may delay an effect, good or ill, for a duration of no longer than 1 minute/skill level. All delayed effects will occur in full at the end of the duration. Your entire person may be affected, or outside effects with a size of no larger than 1 cubic foot/skill level. Effects with a higher level than the skill will reduce the duration of the delay by 1% per level difference.
5
U
Identify
You may identify the name and function of magical items. Chances of success are based on INT and skill level.
7
U
Bond Insect
You may bond an insect to yourself using mana. The bond will last one minute per mana point spent through the base application of the skill. You may perceive through its senses, though this may be disorienting. It is significantly easier to tame a creature that has been bonded. 3
R
Reinforce Bug
You may channel Mana into a bug, reinforcing it, strengthening it, or for a greater Mana cost, add effects from skills. The effects from skills are unpredictable. The Mana invested is treated as SP for the purposes of reinforcement. The reinforcements given persist one minute per level, to a minimum of one.
3
R
Resist Pain
You can negate pain inflicted upon your person. The amount of pain you can negate is equal to 1% per skill level. This skill may be activated or deactivated at will.
6
P
Engineering
You have an intrinsic understanding of the mechanical functions of your world and beyond. The effect increases with skill level.
8
R
Resist Fear
After exposure to horrors beyond your normal ken, you have grown resistant to fear. You may negate 1% per skill level of any fear to which you are exposed.
5
R
Enchant Object
You may permanently imbue mana into an object of sufficient quality and make. The type of base material or materials used will affect the final outcome. The scope, potential, and power of potential enchantments increases with skill level. This skill does not grant any ability to craft.
1
E
Bushcraft While in the wilderness, you have a slightly easier time finding food and water. Effectiveness rises with skill level. All prior benefits and skill levels will be retained.
2
C
Merged Skills
Imbue Mana
You may reinforce nonliving objects with your mana, increasing their durability/relative strength by 1% per mana point spent. Effect increases marginally with skill level.
Tinker
You may dismantle, repair, or create new objects from other components and parts. Effectiveness of repairs, sabotage, or creations will rise with skill level.
Invent
You may take pieces, components, or other items and use them to create something new. Rate of success of possible inventions rises with increased skill level.
Dismantle
The user gains an intuitive understanding for how to dismantle structures, objects, and artifices. The effect increases with skill level.
Repair
The user gains an intuitive understanding for how to repair structures, objects, and artifices. The effect increases with skill level.
Unlawfully taken from Royal Road, this story should be reported if seen on Amazon.
Trait/Mutation Description Dark Horse You have entered a confrontation with a creature of vasty greater strength and emerged victorious, despite all odds. Information about you that you do not desire to be known to others will slowly disappear from information databases of any kind, excluding biologically-based formats and certain forms of machine-based life. You gain a flat 20% chance [on top of any resistances you may already have] to outright negate any attempts to scry upon your person or immediate environment. +2 AURA, +2 MENTDEF, +2 SP Grasp of the Spider
Your palms and the bottoms of your fingers have grown nigh-invisible hairs. These hairs may be used to cling to objects and surfaces. The effectiveness increases with STR.
Title Description Bonus Peak Human (I) You have reached the limit supportable by the natural human BODY in one of your attributes. Much like the heroes presented in fable, myth, and story, you recover faster than others. +5 RECOV, +1 REGEN
Peak Human (II)
You have reached the limit supportable by the natural human body in two of your attributes. Much like the heroes presented in fable, myth, and story, you approach the human ideal paradigm in physical form.* +1 LOOKS per level, +1 BODY per level
Peak Human (III)
You have reached the limit supportable by the natural human body in three of your attributes. Much like the heroes presented in fable, myth, and story, you tread freely where others dare to crawl.* +2 WILL, +2 RUN, +2 LEAP, +2 SWIM
Lawblessed
You have been blessed by the Ysari. Having been touched by Law itself, you have a greater chance of noticing the order of the world around you. You have a much greater chance of noticing small details. You have a much greater chance of learning skills, abilities, talents, powers, or perks that may be learned through imitation. +5 to Learning. +2 to INT. +4 to Perception
Entomophile
You have gained three bug-related skills and have acquired a familiar! All bug-related skills gain +2 skill levels. Your familiar gains the “Evolving” Trait. Evolutions have a chance of occurring during a molt. Your familiar gains an increased lifespan; the “adult molt” will repeat at a set cycle dependent on species. +1 AURA. +2 SP
Martial Artist
You have created an artset and proven yourself to have the heart of a warrior. You may challenge another Martial Artist to a duel. Upon victory, one of the bonuses received will be increased by one. Upon a defeat, the bonus will decrease by one. If a challenge is refused, all bonuses are lost until the challenge is accepted and the challenged defeated. (The SP bonus is not affected by a refusal.) +2 AURA, +2 AGI, +2 STR, +1 BODY, +1 RUN/LEAP, +1 PHYSDEF, +2 SP Single Slash Slayer You have slain what, to yourself, was a relative titan, and did so in a single blow. The first attack you make against any creature is more likely to cause critical damage. +2 AGI, +2 SP
Class Abilities Reshape Web You may reshape a web (in any form) to another form. Limitations on creations are based on the imagination, AURA, and artistic Skill of the user. This power drains MENSTAM while active. Venom Immunity (I) You have gained a small amount of [universal] immunity to venom. Venoms are marginally less effective against you. Poisons are unaffected. Lesser Armor of the Beetle You may trigger a growth of exoskeletal chitinous armor! The armor is as strong as leather, and will grow stronger with additional levels. The armor provides five PHYSDEF. It remains until dismissed.
Spell: Bind Familiar The user may forge a connection to a creature, binding them together with mana. When the spell is completed, the two are forever linked, until one or both die. The two will share an empathic link. The spell grants no obedience or training, though the familiar bond does reduce the difficulty of training. The familiar will share in the power of the caster. Skills, titles, powers, abilities, changes in the subtype of the caster, certain spells, or similar effects can trigger mutations, evolutions, or changes in the familiar.
Silver Sword Arts
Shining Swipe Invented as a counter to the unstoppable force of a charging quasarbeast, the Shining Swipe leaves behind a shimmering blade of silver. The blade hangs in the air, resisting force with equivalent STR to x2 of the user. Cost: 5 Mana
Motes Madness x2 Creation x1 Intelligence x1
Slay the Slime
You have created an Epic-level threat! The Slime is capable of dissolving most matter and will continue to grow. If the Slime is not slain before it leaves the Laboratory of the Mad Scientist, it will become a Primal-level Threat! Rewards: Slime Slayer title, ???, ???, ???
Magical Items Machete of the Dark (U) This machete was wielded by a guard who was killed in the line of duty and then abandoned into a darkness more absolute than any human has ever known. Unwilling to ever be in the dark again, the machete now glows faintly at all times. If the machete is left in direct sunlight or placed into fire, it will absorb the energy and save it, radiating a brighter, more powerful energy that can be harmful to certain types of creatures. Amalgamatape (Silver) A field-mage’s best friend, amalgamatape can be used to temporarily or permanently combine multiple items into one form. The amalgamatape may be used to adhere two objects to one another. One object must be securely attached to the other for the amalgamatape to function. Once adhered, the user must infuse MANA into the amalgamatape, at a rate of one point per thirty centimeters (1 MANA / 30cm). The MANA will drain at a rate of one point per hour until the MANA is gone, at which point the amalgamatape will dissipate into dust. The amalgamatape may be recharged by infusing additional MANA. If the MANA amount exceeds double the amalgamatape required, the amalgamatape immediately dissipates and the combination of items becomes permanent. The rarity of items created is affected by the type of amalgamatape used.
Akashic Adhesive (L)
The Akashic Adhesive is a exophasic metapolymer alloy of the metaphysical concepts of creation and individuality, as well as ethyl 2-cyanoacrylate. To take effect, the Akashic Adhesive must be applied to two separate objects, which must then be pressed together for twenty seconds. Applied air and/or heat may speed this process. When the Adhesive fully cures, the objects will combine their forms to become a unique object. The rarity of the item created is affected by the rarity and condition of the component items used. The function of the item created is related to the functions of the component items used. Ambient MANA in the local area may affect the end result.
Thermos of The Red-Eyed Chill (UnR)
The Thermos of the Red-Eyed Chill was formed already containing the boundless rage of a multitude of frost spirits. The spirits and their vessel have become one, inflicting their cold rage on the contents. The Thermos of the Red-Eyed Chill may be filled with any liquid and re-sealed. After being sealed, the Thermos may not be opened for six hours. Afterwards, the contents of the Thermos may be imbibed, with the Thermos containing up to twelve doses. When the contents are imbibed, the drinker gains the “Red-Eyed Chill” trait for up to five minutes per dose imbibed. Frequent separate uses of the Thermos of the Red-Eyed Chill can cause WILL damage.
ΔU-Revenant (UnL)
The ΔU-Revenant absorbs energy from local ambient sources (including MANA, at a cost of five per bullet), storing this energy in each chamber as a bullet. The creation of bullets via MANA is instantaneous. In high-energy areas, the formation of each bullet takes one minute plus one minute for each bullet already carried within the cylinder. When in the presence of strong ambient energy capable of absorption, the crystal on the hammer will emit light reflecting the type of energy present. Only empty chambers can be filled with energy. Normal and other magical bullets may still be used.
Imperial Spinneret (UnE)
The Imperial Spinneret generates web strands at a rate of one meter per MANA invested, coiling it similar to rope outside of the Spinneret if unattended. Twice per day, the Imperial Spinneret may spin a web spider no larger than one meter cubed. The spider will obey commands from the creator, regardless of whether they possess the Imperial Spinneret. Created spiders persist for ten hours or until destroyed. Spiders can speak all languages spoken by their creator. They can write in all languages known to their creator, and are capable of passing along messages. Created spiders possess sapience, and grow more intelligent the longer they remain cohesive. The duration of created spiders may be increased through further MANA expenditure.
Aliquam Pack of the Blue Entomage (UnE)
Created underground in a time of desperate determination by the first Blue Entomage of Earth, the Aliquam Pack of the Blue Entomage was crafted to be the ultimate utility for the muti-disciplinary adventurer. Items placed within the Pack will not rot. The main compartment of the Antiquam Pack of the Blue Entomage contains fifteen cubic meters of extradimensional storage space (15m³). The Aliquam Pack of the Blue Entomage contains eight separate pouches that serve as individual storage spaces, each possessing one cubic meter of extradimensional space (1m³). System Coins earned by the wearer will be automatically placed into these pouches, provided there is space within. Other items may be stored within these spaces. The Aliquam Pack of the Blue Entomage is self-repairing and self-cleaning; while this applies to the inside of the Aliquam Pack, it will not clean or repair objects placed within the pack. Objects within the pack are not subject to momentum generator by the pack; they maintain a static presence unless acted upon by an occupant of the pack. The pack does not intake or release air unless opened. Once per day, the Aliquam Pack of the Blue Entomage can transform edible substances placed within it into a coarse meal.
Dagger of the Bloodbrood (R)
The user of this dagger may spend mana to transform any blood spilled within the last minute into spiders. The type of the spiders are chosen by the wielder. Effectiveness, amount of blood transformed into spiders, and power, capability, and potential venom of the spiders created is dependent on the WILL of the user and the amount of mana spent. The user does not possess control of the spiders, though they are dramatically easier to bond, tame, and reinforce. The spiders are permanent, living creatures.
Crystallized Eye of the Regal Jumping Spider (E)
This gem contains the essence of the Regal Jumping Spider.
Serum of Consumptive Recovery (UnU)
Created by a Mad Scientist and abandoned as a failure in the bowels of his lair, this serum will allow the drinker to absorb fresh, non-living biological matter into their person, healing them of an amount of BODY proportional to the matter absorbed. If the source of the absorbed matter is an organism drastically different from the drinker, the drinker risks mutation. This risk increases proportional to the biological differences between the drinker and the absorbed matter. This risk is cumulative per dose. The serum has ten sips.
Linens of the Mad Scientist (UnU)
These linens are the special toiletry of a Mad Scientist, and as such, are not intended for those of sound mind to use. When used on a wound, the wound may recover up to 6 body per use. There are 10 uses per roll. Larger wounds may take more uses. In addition, if the linens are applied by a user with the Mad Science skill, a mutation may be triggered. The chance and severity of mutation rises based upon the Mad Science skill of the user.
Deverran Broom (R)
Typically wielded by priestesses of Deverra, the Deverran Broom is a powerful magical tool in the arsenal of a midwife. Any area cleaned by the Deverran Broom reduces the chance of miscarriage, stillbirth, infection, or other maladies directly associated with the process of birth. This effect will last 4 minutes per level of the Cleaning skill of the user. The Broom may be used as a divine focus for worshippers of Deverra.
Toilet Seat of Seclusion (UnC)
Designed by a paranoid Mad Scientist unable to bear their vision being blocked by walls while using the toilet, the Toilet Seat of Seclusion renders the individual sitting upon it invisible and soundless. The effect requires energy, and is reenergized by a separate localized rune apparatus.
Crystallized Eye of the Mother of Broods (L)
This gem contains the essence of the Mother of Broods.
Unidentified Potion
Dark green bottle with black wooden cork
Unidentified Potion
Cobalt bottle containing a dark blue gas with tiny white specks swirling in a spiral
Unidentified Potion
Clear glass with green liquiod, picture of heart
Unidentified Potion
Clear glass with red powder
Unidentified Potion
short, round bottle with rust-colored swirl of vapor repeatedly rising and settling below the metallic cork
Unidentified Potion
bottle with a wispy iridescent white vapor
Chemistry Equipment
Various assorted enchanted pieces of laboratory equipment, tools, and glassware
Mad Scientist Laboratory Coins
x3965
Crystalline Lab Coat of the Exiled Genius
The Crystalline Lab Coat of the Exiled Genius is a garment worn by a scientist of the highest degree, albeit one not accepted by the moral standards of his peers. After an Experiment, the Labcoat is now composed of crystalline spiderweb silk, with all inherent properties. While worn, the Lab Coat of the Prepared Scientist grants +3 PHYSDEF, as well as access to the Alchemy skill. The Lab Coat may self-repair and self-clean with the infusion of MANA from the wearer. The amount of MANA required scales with the damage or soiling received. The Labcoat provides ENERDEF (Fire) and (Light) +5 and +2 MENTDEF against hypnosis effects that involve light.
Items and Equipment Chemistry Equipment, mundane, various Various gardening equipment x8 Ceramic Screws x2 Ceramic Plates