Novels2Search

Non-chapter: Character charts

Lily, at the end of the mission to rescue her mother, is Level Fifteen. As a pure mortal race, she has no modifiers to level. She has built a hybrid Regeneration and Illusionist Build, with additional mind powers to make herself difficult to be perceived as someone to attack. This helps to compensate for her low Health—she only requires about twice as much trauma to kill as a normal human. She is brilliant and beautiful, with a deep connection to magic in the form of a massive Essence pool.

Lilianae “Lily” Kuvella ap Willowynd, Duchess Willowynd

Level Fifteen

Mind, Wyld

Health

21

Stamina

13

Essence

78

Level Stats

Strength

8

120 pound lifting capacity, -10% melee damage, -6% run speed

Agility

12

-10% enemy hit chance, +10% hit chance with all weapons, +4% running speed

Dexterity

10

+15% base success for crafting and physical skill success rate, 30% chance to raise base weapon damage roll by one step

Endurance

10

-0 base Stamina, -0% Stamina Recovery Rate, -0% base Health Recovery Rate

Toughness

16

+6 base Health, +30% base Health, +30% base Stamina, +0 to resist poison, disease, and physical status effects

Perception

10

Connection

14

+40% Essence recovery rate (17/day)

Capacity

28

+18 Base essence, +180% essence

Appearance

22

Supernaturally attractive. Even the gods take note of your looks.

Non-Level Stats

Intelligence

22

+120% skill acquisition rate, may gain rare and difficult skills. Considered three ranks of imbuing higher for unusual rituals, but not for advancing to the next tier of rituals.

Magic

12

+8% Magic Effects. +1 Maximum affinity.

Charisma

10

Luck

10

The Fates neither dislike nor care for you

Secondary Stats

Wyld Affinity

1

-10% essence cost to all Wyld abilities, +10% effect for all Wyld abilities or +1 to the difficulty to resist.

Birth Perks

Race: High Elf

-2 to Strength, Endurance, and Toughness stats base

+2 to Agility and Magic stats base

Increased chance for Being magics and Wyld magic. Gain an additional ability at Level Two, Ten, and every ten thereafter from one of those magics if possessed.

Lifespan average of four hundred years. Maximum of three perks positive and negative each, with standard chance of inheriting or acquiring at birth.

Rank: Remarkable

May obtain Level 70 without ascension. Access to somewhat rare or upgraded magical abilities.

Brilliant

+8 Intelligence

Bookworm

+50% learn rate of non-physical skills

Beautiful

+8 Appearance

Acquired Perks

Skills

Level

Effect

Academics

16

Solid understanding of history, culture, geography, and important people throughout the world

Special Level 10 skill: Encyclopedia of Magical Phenomena: +5 effective skill level to recognize magical phenomena.

Athletics

6

+18% to run speed, +6 to check to climb or avoid obstacles

Bow

5

+10% to accuracy and damage with bow attacks. +20% critical chance on hit.

Dancing

2

Mild dancing skill. +8% to effective dexterity to impress with dancing.

Dodge

5

+15% to dodge incoming attacks.

Imbuing

10

May use basic minor rituals in magics possessed to create items.

Special Level 10 Skill: Wyld master: May use advanced versions of rituals at the basic skill knowledge.

Instruction

3

+2% increase in someone’s learning rate when learning from you per point difference in your skill ranks

Leadership

4

People consider you to have 8% more status than you do, and if they are followers, are willing to accept conditions 4% worse than baseline without complaint

Natural Sciences

4

You have a soild grasp of basic concepts

Occult

16

You can sense magic that is not concealed that is connected to you, whose area of effect you are in, or that is within 13 feet of you. Your magic powers have 32% greater effect. You can sense the purpose of simple magic, and vaguely discern more complicated magical purposes

Special Level 10 skill: Heal the World: All healing abilities increase by 25% health restored, or in regenerations case, lasts 50% longer.

Seduction

2

People find your attempts to seduce them 4% more favorable than baseline, compared to what they are looking for

Small Blades

5

+20% to hit and parry, +10% to damage, and +10% critical chance with small blades

Survival

2

+6% hunting and foraging

Abilities

Effect

Mind

Personal Dweomer

+2 appearance. May illusion clothing to look like almost any clothing, including accessories, and will always appear clean and well put together.

Intelligent, Rank II

+4 Intelligence

Harmless

Spend an essence, and everyone trying to attack must make a contested intelligence roll (modifier qual to intelligence -10) or pick another valid enemy. Only works in another valid target is present. Lasts a minute per use

Illusionist, Rank III

May create illusions as a large as a wagon, or two person sized, or four dog sized. Each full set of the above requires 3 mana drawdown.

Audible Sense

In addition to visual components, illusions may have auditory components.

Wyld

Regeneration, Rank IV

Heal 7(4 base x1.2 Wyld affinity x1.08 Magic x1.32 occult, rounded) damage per six seconds for 135 seconds (90 seconds x 1.5 special occult skill). Costs 3(4 x.8 wyld affinity, rounded) essence per use.

Wyld Affinity, Rank II

+2 Wyld affinity

Bestial Toughness, Rank II

+8 Toughness

Hugh, at the end of the mission to rescue his mother, is Level Fifteen. As a storm dragon, he has a +4 modifier to his level, so that he is actually Level eleven with 10 magical abilities. Unlike most storm dragons, he has no Air magical abilities, but gains Earth magic. He is far less agile and mobile than most storm dragons as a result, but is tough as nails and nearly impossible to kill. He has a 30 in both Strength and Toughness base, and his health is an astounding 110 without items. With items, it rises to a staggering 130. He has also been developing light crystal claw abilities for damage and some earth molding abilities.

Huetilopoctlicae “Hugh” of the Storm Vale

If you find this story on Amazon, be aware that it has been stolen. Please report the infringement.

Level Eleven(15)

Earth

Health

110

Stamina

36

Essence

14

Level Stats

Strength

30(36)

1080 base pound-lifting capacity[x2 for size], +130% melee damage, +78% running speed [Items raise to 40 stat, 1200, 150% melee damage]

Agility

14(17)

-35% enemy hit chance, +35% hit chance with all weapons, +141% running speed

Dexterity

10

+0% base success for crafting and physical skill success rate, 0% chance to raise base weapon damage roll by one step

Endurance

16(19)

+9 base Stamina, +90% Stamina Recovery Rate, +90% base Health Recovery Rate

Toughness

34

+24 base Health, +120% base Health, +120% base Stamina, +12 to resist poison, disease, and physical status effects. +1 Armor at 20.

Perception

10

Connection

10

Capacity

12

+2 essence, +20% essence

Appearance

10

Neither good-looking nor bad

Non-Level Stats

Intelligence

10

Magic

10

Charisma

14

Base reaction +20%

Luck

10

The Fates neither dislike nor care for you

Secondary Stats

Armor

9

Reduce all incoming damage by 9

Birth Perks

Race: Storm Dragon (Age category 2)

+10 Health, +10 Strength, +4 Endurance, +10 Toughness, +3 Armor. Dragon species.

Lifespan unlimited. Will increase in potency and base Level as they age. Have a Lightning Breath Weapon* and Magical Flight* Cannot gain Levels until Age category 4*.

Base claw damage 1-6, base bite damage 1-8

Rank: Remarkable

May obtain Level 70 without ascension, access to somewhat rare or upgraded magical abilities.

Earthbond

Has Earth Magic instead of Air magic like most Storm Dragons. Can gain levels immediately upon birth. Increases the rarity of Earth abilities available. +1 maximum Earth affinity. Lose flight and breath weapon.

Likeable

+4 Charisma

Acquired Perks

Athletic Tier-1

The huge amount of time you spend working out and training has paid off. +20% effective rank to Strength, Agility, and Endurance, round down.

Skills

Level

Effect

Architecture

4

May engage in basic architecture and building. +8% structure quality.

Athletics

9

+27% to run speed, +9 to check to climb or avoid obstacles

Brawl

14

+28% to accuracy and damage with brawl attacks. +6 check to pin, tackle, or incapacitate.

Special Level Ten Skill: All in: Make a tackle attempt at +10 with a running start, inflicts +100% damage compared to a normal tackle.

Craft[Carve]

6

May carve stone for artistic purposes. +12% art result.

Dodge

7

+21% to dodge incoming attacks.

Leadership

3

People consider you to have 6% more status than you do, and if they are followers, are willing to accept conditions 2% worse than baseline without complaint

Natural Sciences

2

You have a grasp of some basic concepts

Occult

8

You can sense magic that is not concealed that is connected to you, whose area of effect you are in, or that is within 8 feet of you. Your magic powers have 16% greater effect. You can sense the purpose of simple magic, and vaguely discern more complicated magic

Seduction

2

People find your attempts to seduce them 4% more favorable than baseline, compared to what they are looking for

Survival

8

+24% hunting and foraging

Abilities

Effect

Earth

Earthen Resilience, Rank III

+12 Toughness

Rocklike Skin, Rank III

+6 Armor

Sturdy, Rank I

+6 base Health

Crystal Claw, Rank II

Spend 2 essence, hold for 2 essence per minute. +2 base claw damage, +20% critical chance and +1 critical modifier

Move Earth

May spend a mana, and a mana per minute, to mold earth and rock as if it were soft, pliable clay.

Neha is barely leveled at all, having gained only 1 ability and 2 stats past base from her single Level. However, her natural power is extraordinarily high, giving her an extraordinarily high defense to any form of attack except area-of-effect energy attacks. She is also a powerful familiar mage, and will become considerably stronger with time thanks to her grand familiar ability. Will gain ‘age’ one more time, but thereafter will rely on leveling.

For now, she is extraordinarily hard to kill and decently effective in combat, mostly through her familiars.

Nehalynia “Neha” Evans

Level Two(22)

Soul, Wyld, Travel

Health

44

Stamina

35

Essence

150

Level Stats

Strength

10

150 pound lifting capacity

Agility

10

-00% enemy hit chance, +00% hit chance with all weapons, +4% running speed

Dexterity

10

+00% base success for crafting and physical skill success rate, 00% chance to raise base weapon damage roll by one step

Endurance

20

+10 base Stamina, +100% Stamina Recovery Rate, +100% base Health Recovery Rate

Toughness

25

+15 base Health, +75% base Health, +75% base Stamina, +6 to resist poison, disease, and physical status effects

Perception

10

Connection

10

+40% Essence recovery rate (17/day)

Capacity

30

+20 Base essence, +200% essence

Appearance

14

A very cute child

Non-Level Stats

Intelligence

10

+00% skill acquisition rate.

Magic

20

+20% Magic Effects. +2 Maximum affinity.

Charisma

20

+100% perceived status and likeability

Luck

10

The Fates neither dislike nor care for you

Secondary Stats

Soul Affinity

3

-30% essence cost to all Soul abilities, +30% effect for all Soul abilities or +3 to the difficulty to resist.

Wyld Affinity

3

-30% essence cost to all Wyld abilities, +30% effect for all Wyld abilities or +3 to the difficulty to resist.

Travel Affinity

3

-30% essence cost to all Travel abilities, +30% effect for all Travel abilities or +3 to the difficulty to resist.

Birth Perks

Race: Ur-Dryad Juvenile (Ygg’Drasil born, unique)

+20 effective Levels.

+13 Toughness, +10 Endurance, +20 Capacity, +10 Magic, +10 Charisma.

+7 Armor, +20 base essence, +25 to resist corruption on all check types

+3 to max and actual Soul, Wyld, and Travel affinity

Familiar Grandmaster: +2 familiars. +2 familiar Level. +50% gain from all familiar abilities (round down)

Blink Mastery: 90% chance to teleport away from any non-aoe attack directed at you

Phase Touch. Costlessly adds phase damage to base attacks

Phase beam. 5 base travel damage, costs 1 mana. Counts as a Travel power.

Where I Want to Be: Can teleport 10 feet + 5 feet per occult (currently 85 total feet) for 1 essence. For 5 essence, may take others with her if they accept.

Nature Lore: Considered to have a 30 Natural Sciences to identify plants, animals, and familiars.

Lifespan Immortal. Always has three strong positive perks.

Base Magic requirement 2*: N/A penalties

Rank: Natural

May obtain Level 70 without ascension. Access to somewhat rare or upgraded magical abilities.

Cute

+4 Appearance

Intuitive Combatant

+20% accuracy and dodge. +20% critical chance

Anchored to Magic

May exist on any Magic quality world with no penalties

Acquired Perks

Skills

Level

Effect

Athletics

4

+12% to run speed, +4 to check to climb or avoid obstacles

Brawl

4

+8% to accuracy and damage with brawl attacks. +8% critical chance on hit. +2 to pin or escape pin.

Dodge

4

+12% to dodge incoming attacks.

Imbuing

1

May use least rituals in magics possessed to create items

Leadership

1

People consider you to have 2% more status than you do, and if they are followers, are willing to accept conditions 1% worse than baseline without complaint

Natural Sciences

4

You have a solid grasp of basic concepts

Occult

13

You can sense magic that is not concealed that is connected to you, whose area of effect you are in, or that is within 13 feet of you. Your magic powers have 26% greater effect. You can sense the purpose of simple magic, and vaguely discern more complicated magical purposes

Special Level 10 skill: Heal the World: All healing abilities increase by 25% health restored, or in regenerations case, lasts 50% longer.

Survival

10

+20% hunting or foraging. Significant ability to avoid natural obstacles and dangers.

Special Level 10 Skill: Master Forage: Skill considered 10 higher to gain rare or alchemically useful plants and animals

Abilities

Effect

Soul

N/A

Wyld

N/A

Travel

N/A

N/A

Soul/Wyld

Familiar, rank I

+1 familiar

Andul ap Steelcore is Level Fifteen. He has a build focused almost entirely on having more items and better items – and golems. He has built a suit of golem armor that he controls with pressure from his body, almost a modern exosuit. Combined with his armor hardening powers, he is extraordinarily hard to damage, and his stats are significantly increased. He relies on natural dwarven power the rest of the time, as his personal abilities are almost entirely devoid of essence requirement.

Andul ap Steelcore

Level Fourteen

Fire, Metal

Health

30

Stamina

30

Essence

10

Level Stats

Strength

20

300 pounds lifting capacity, +50% damage, +30% run speed

Agility

8

+10% enemy hit chance, -10% hit chance with all weapons, +-6% running speed

Dexterity

10

+0% base success for crafting and physical skill success rate, 00% chance to raise base weapon damage roll by one step

Endurance

20

+10 base Stamina, +100% Stamina Recovery Rate, +100% base Health Recovery Rate

Toughness

20

+10 base Health, +50% base Health, +50% base Stamina, +5 to resist poison, disease, and physical status effects

Perception

10

Connection

10

+00% Essence recovery rate (12/day)

Capacity

10

+00 Base essence, +000% essence

Appearance

10

Decent looking.

Non-Level Stats

Intelligence

20

+100% skill acquisition rate, may gain rare and difficult skills.

Magic

10

+0% Magic Effects. +1 Maximum affinity.

Charisma

10

+00% perceived status and likeability

Luck

10

The Fates neither dislike nor care for you

Secondary Stats

Birth Perks

Race: Mountain Dwarf

+2 Endurance, +2 Toughness, -2 Agility

+2 Base Health and Stamina.

Average Lifespan 200 years.

Rank: Natural

May obtain Level 70 without ascension. Access to somewhat rare or upgraded magical abilities.

Genius

+10 Intelligence

Tinkerer

+50% imbuing skill acquisition rate

Stoic

+4 Toughness Check against pain modifiers. Unusually good at choosing logical paths over emotional ones.

Acquired Perks

Skills

Level

Effect

Athletics

4

+12% to run speed, +4 to check to climb or avoid obstacles

Axe

9

+27% damage, +9% hit with axes

Brawl

4

+8% to accuracy and damage with brawl attacks. +8% critical chance on hit. +2 to pin or escape pin.

Crafting: Clockworks

13

Mastery over crafting mechanical devices

Dodge

4

+12% to dodge incoming attacks.

Heavy Armor

8

+16% armor from worn heavy armor

Imbuing

13

May use major rituals in magics possessed to create items

Natural Sciences

4

You have a solid grasp of basic concepts

Occult

4

You can sense magic that is not concealed that is connected to you, whose area of effect you are in, or that is within 4 feet of you. Your magic powers have 8% greater effect. You can sense the purpose of simple magic, and vaguely discern more complicated magical purposes

Survival

12

+24% hunting or foraging. Significant ability to avoid natural obstacles and dangers.

Special Level 10 Skill: Spelunker: Skill considered 10 higher for all cavern uses

Abilities

Effect

Fire

Fire, rank I

Do 1-3 Damage to a target up to 30 feet away. 1 essence to use.

Metal

Item Mastery, Rank III

Can use an additional three items

Golem Mastery, Rank III

Can control up to six golems at the same time mentally.

Imbuing, Rank III

Can infuse items of up to minor quality

Armor Enhancement, Rank III

+6 to worn armor rating

Harden Metal

Add 25% to metal structural integrity and total strength