George:
Soul-Binder Ranger (Epic) Level 34 Attribute Base Bonds Efficiency Total Strength 316 72 140% 543 Dexterity 245 100 150% 517 Endurance 248 156 170% 686 Intelligence 214 19 130% 302 Wisdom 219 29 140% 347 Clarity 151 44 130% 253 Charisma 84 21 130% 136 Health (HP) 476 228 5533 Mana (MP) 272 57 1161 Stamina (SP) 238 62 1890
Traits:
> Perceptive. Effects of Attributes on Perception increased by 50%.
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> Scout’s Duty. For every twenty levels of creatures killed based on intelligence you gathered, you gain 1 Attribute point randomly assigned to Dexterity, Endurance, or Wisdom. Your own kills do not count toward this Trait. This is a Parallel Progression.
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> Bond Synergy. Add ten percent of your base Attributes and resources as a bonus to bonded beasts. Add five percent of the base Attributes and resources of each bonded beast to yours.
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> Extra Bonds. You may have two extra Beast Bonds.
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> Sympathetic Resistances: You and all your bonds share part of their resistances. Immunity is instead shared as high resistance. Energy attacks received by you or your bonds deal half as much damage when it originates from you or your bonds.
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> Soul Magic affinity: You have improved ease to learn, develop, and cast Soul magic.
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> Bond Status: You can see the Status Sheet of your bonds.
Class Experience:
> Discover threats and resources while ranging at a good distance from your group's main shelter.
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> Bond and care for beasts you control.
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> Binding souls, finding new beast types, biomes, and special locations.
Skills:
Scouting, Rank V
> Reduce terrain penalties to movement by R*10%.
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> Increase the effects of Intelligence on tracking by R*10%
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> The error in your estimates of distance, time, and direction lowers by R*9%
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> All of your senses' range, accuracy, and the resistance to distractions, overwhelming input, or hindering debuffs increase by R*7.5%
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> When not in combat, you move R*10% faster without loss of awareness.
Beast Mastery, Rank IV
> If you or your party don't intend to harm non-hostile beasts, their reactions are R*20% more favorable to you.
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> Monsters under your tutelage learn R*10% faster.
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> Beasts under your care heal R*8% faster.
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> Beasts you raise from infancy develop R*10% more of their true potential.
Perks:
> Wilderness Survivor: When in any natural setting, your needs for sustenance are reduced by (25 + Endurance / 10)%, to a maximum of 95%.
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> Beast Bond: You can bond with tame and friendly beasts. Up to 1+sqrt([Endurance+Charisma+Clarity]/200) such bonds may exist at the same time.
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> Rope Mastery: Rope you manipulate may become (100+Endurance)% tougher and harder to cut or burn, or weaker if you will. Knots you tie do not come apart naturally unless you will them so. You deal double damage with whips.
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> Summon Sandpaper: Spend 10 MP to conjure a 0.2sq.m sheet of diamond dust sandpaper with any grain you want. Conjured sandpaper vanishes after 24 hours. Diamond dust cannot be traded or used as either reagents or crafting materials. Attempting to do so will trigger an early dismissal.
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> MP transfer: You and your bonds may move HP between any of you at a ratio of 3 spent MP to 2 gained MP.
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> Heal Bond: Spend MP to heal your bonded creatures you touch. This is a channeled effect and requires concentration.
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William:
Name: William Olɿ Species: Silver-Square-Eyes Phantom-Thief Tityron Rarity: 2xLegendary Level 36 Strength 941 Dexterity 1195 Endurance 2327 Intelligence 260 Wisdom 244 Clarity 145 Charisma 253 Health (HP) 47083 Mana (MP) 1141 Stamina (SP) 1816
Bond Strength: 10%
Traits:
> Chimeric Strength: Like all chimeras, your flesh is 20% stronger for each fused base animal (currently 40%) you are made out of.
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> Weather-Hoof Wool: Your wool has an innate ability to regulate temperature. You treat all environmental temperatures as sqrt(Endurance) degrees Celsius closer to your comfort zone. You take 75% less damage from cold and fire attacks.
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> Capricornucopia: You can store up to sqrt(Endurance+Strength+Clarity) kilograms of mass in a dimensional pocket. Time does not pass inside.
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> Ghoast Mode: You can toggle an immaterial state at will. While immaterial: You exert no pressure upon fluids surrounding you. Physical attacks deal no damage while energy attacks deal 50% more damage. You can move through solid objects and creatures. Attempting to become corporeal again while inside solid matter shunts you to the nearest open space, dealing severe damage to both you and the solid matter as you are shunted.
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> Goathon Hand: You have a spectral fifth limb that is detached from your body. It is invisible and incorporeal but can manipulate objects as well as a hand with half your Strength and Dexterity score can. The Goat Hand can send items it can lift into your Caprinurcopia storage.
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> This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
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> M-Bleathril Horns: Your horns are laced with Mithril, granting them great resilience. They deal double damage to creatures vulnerable to silver, truesilver, and/or mithril. This Mithril reverts to ordinary silver if separated from your body.
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> Square-Cube Eyes: Spend MP to Change the inertia, kinetic energy, and momentum of objects and creatures in your sight.
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> Bleautiful Eyes: Enemies who stare into your square eyes are stunned for sqrt(Strength+Clarity+Charisma+Endurance) milliseconds. They become immune to this effect for the next 24 hours.
Perks:
> Hornficient Parry: Increase your Dexterity score by 50% when parrying with your horns. Attacks and effects successfully parried by your horns deal no damage to you.
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> Hoofect Step: Reduce all penalties by 50% when performing acrobatic jumps.
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> Woolesome Armor: Reduce damage from attacks and effects that touch your wool by 34% before it is applied to your HP. Your wool is immune to burning and corrosion.
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> Impala-ing Horns: Your piercing attacks with your horns have a 10% odds of scoring a critical hit, ignoring the target's HP, if any.
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> Billy Jean is not my Goat: If you so desire, you may appear exactly as an ordinary Tityron.
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> Smooth Goatminal: While immaterial, you may become invisible for a small MP cost.
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> Just Bleat It: You can taunt enemies with a bleat. Enemies suffer a 50% accuracy penalty if they target your allies while you are still active in combat.
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> Beast of Burden: When carrying or pulling heavy loads, you move as if it were 75% lighter. Your carrying capacity is unchanged.
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> Pushcart Expert: When pulling a cart, it has 75% lesser inertia. Wheels ignore 50% of any terrain movement penalties.
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> Luggage Preservation: Luggage in your care is water and oil-proof; it also enjoys Hardness equal to 20% of your Endurance score. Perishables in your care deteriorate sqrt(1+Endurance/50) times slower.
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Sleepy:
Name: Sleepy Species: Wolfertinger Rarity: Legendary Level 32 Strength 321 Dexterity 598 Endurance 689 Intelligence 115 Wisdom 256 Clarity 598 Charisma 49 Health (HP) 4891 Mana (MP) 2687 Stamina (SP) 1735
Bond Strength: 10%
Traits:
> Chimeric Strength: Like all chimeras, your flesh is 20% stronger for each fused base animal (currently 80%) you are made out of.
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> Wolf's Hunger: You can consume up to sqrt(Endurance/10) kilograms of food before your stomach becomes full.
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> Rabbit's Reflexes: Increase your Dexterity score by 50% for evasion purposes.
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> Reindeer's Red Nose: Immune to ice and cold damage. Reduce heat and fire damage received by 50%. When temperatures drop below zero Celsius, your nose starts to glow. An area with a radius of sqrt(Clarity) meters has its temperature set to 5ºC. Ice and Cold attacks that come into contact with this area are weakened by 50%.
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> Hawk's Acrobatics: When flying, double your Dexterity for maneuverability and speed purposes. You require less wingspan to fly.
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> Al-Mi'raj's Impaling Horns: Al attacks made with your horn deal 50% more damage and may cause critical hits.
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> Jackalope's Lightning: Immune to Lightning damage and Stun effects. MP costs for lightning spells are reduced by (N/2)% where N is the percentage of your antlers that remain intact.
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> Wolpertinger's Immunities: Immune to poison and acid damage. Immune to diseases and parasites.
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> Wolfertinger's Tenacity: Reduce bleeding damage by 80%. You may ignore fatal and incapacitating wounds for sqrt(Endurance) seconds. The latter effect has a 4-hour cooldown if you survive.
Perks:
> Last of your Kind: You are the last Wolfertinger alive. Once per day, when dealt a fatal wound, you take only half the physical damage.
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> Fast Budding: Your antlers, fur, and feathers grow sqrt(Endurance/100) times faster if they aren't yet at maximum size.
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> Rejuvenating Sleep: You heal and recover resources sqrt[(Endurance+Clarity)/100] times faster when sleeping. You require sqrt(Endurance/10)% less sustenance while sleeping to a maximum of 75%
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> Ball Lightning: You may cast lightning spells as an AOE effect centered on you. This AOE effect deals 25% less damage to each target.
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> Mostly Harmless: Increase your Charisma by 50% when engaging in non-hostile social interactions.
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Kara:
Silver-Age Vigilante (Epic) Level 37 Attribute Base Efficiency Total Strength 200 130% 260 Dexterity 200 130% 260 Endurance 535 170% 909 Intelligence 110 120% 132 Wisdom 110 120% 132 Clarity 10 110% 11 Charisma 55 110% 60 Health (HP) 777 7839 Mana (MP) 148 343 Stamina (SP) 296 686
Traits:
> "I'm not Batman… yet.": Gained 50 points of Endurance.
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> Alternate Identity. You may have several alternate identities. For each alternate identity, set a shift up or down by up to 20% for each Attribute. The sum of all changes must add to zero. Once set, it cannot be changed without discarding that identity. You have a Vigilante identity for free. For each Sub-Class you have, you gain another identity. Abandoning a subclass means abandoning the respective identity. Switching identities takes 10 seconds and carries a 10-minute cooldown. Switching identities only affects Attribute efficiency and what is stated in other Features.
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> Justice Pays. For every 1000*N levels of wrongdoers you arrest, you gain a new subclass slot. N starts at zero and is equal to the number of subclasses gained by this trait. This is a Parallel Progression.
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> Trait, Cape, and Cowl: you can set an outfit, complete with gear, armor, and weapons for each identity. When you change identities, all currently worn items, including non-storage weapons (thank George for that) held in your hands are sent to a pocket dimension and associated with the swapped identity. The gear associated with the assumed identity is brought forth, if any. Each new identity comes preloaded with basic cotton clothes and leather shoes. If you abandon a subclass, the associated equipment immediately drops to the ground.
Class Experience:
> When creating or handling official documents.
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> When working on a judicial case.
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> When training fellow Guards, keeping the city safe, and refusing corruption. Its harder than it sounds.
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> After delivering a criminal to justice, you gain Experience equal to their kill value. Halve any negative level differences.
Skills:
Stealth Skill, Rank I
> When skulking around, increase the effects of all Attributes, except for Clarity, by R*10% for purposes of avoiding detection.
Notary, Rank VI
> Reduce misinterpretations and mistakes when reading by R*9%.
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> Increase reading speed by R*20%.
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> Increase memory retention of read materials by R*10%
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> The effects of all Attributes are R*25% higher when examining signatures.
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> The effects of Intelligence and Wisdom when checking a document for forgeries or alterations are R*20% higher.
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> The effects of Intelligence and Wisdom when checking coins and banknotes for forgeries or shavings are R*15% higher.
Paralegal, Rank III
> The effects of Intelligence and Wisdom when interpreting legal texts is R*10% higher.
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> The effects of Charisma when arguing in court are R*20% higher.
Investigate. Rank I
> Clues are R*20% easier to spot. No, 100% easier doesn't mean you automatically find them.
Perks:
> Coin Counter: After examining a bunch of coins for 1 second, you know the total value of the currency.
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> Document Handler: Documents you prepare or store are 200% more resistant to fire and water and take 5 minutes longer to either burn or get wet.
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> Bounty Tips: Whenever you process a bounty for someone, you gain 1/10th of the Bounty's Experience.
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> Objection: When raising an objection during judicial proceedings, sqrt(Charisma) seconds must pass before anyone can interrupt you.
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> Surprise Evidence; When presenting novel evidence during judicial proceedings, the impact of said evidence on people's opinions is doubled.
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> Untarnished Badge. Your Guard badge and Uniform are (200+ Endurance)% tougher and cannot be soiled, stained, or dirtied. Your badge is indestructible and mitigates 75% of heart damage dealt to you when worn and displayed by you. While worn, your uniform also self-repairs at a small cost of MP. Your socks are always clean, cool, and dry no matter the circumstances. If you underappreciated the last effect, you are no soldier.
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> Authenticate Document. Gain a 100% bonus to Intelligence and Wisdom to determine if a document is legitimate. You can imprint your MP signature on documents. The difficulty to forge your MP signature increases by (100+ Endurance + Wisdom)%.