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
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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