home

search

Appendix A: Level 22

  During the 5 days between the escape and the re-entry, I gained the Magus's Armed subclass ability to cast spells through a weapon, and the Psychic's Telekinetic ability to wield weapons remotely. I also trained with various spells and techniques, mostly the Telekinesis which I trained by using it to float a Sacagawea next to me while I performed various tasks, including back massages.

  The increased proficiency with Telekinesis currently lets me use it on up to three items at once, though they are hard to manipulate independently. Flying them in formation or at least doing the same thing in different directions is about as tricky as I can get with Telekinesis.

  Telekinesis itself is a unique spell in that its capabilities are based on my physical stats. The flight speed is based on my Agility. The accuracy is based on my considerable Dexterity. If I wanted to stab with them that would be based on my Strength. In general, Telekinesis just lets me do what I could normally do, but at a distance. I can't lift a car with it because I can't lift a car. And my knives can't fly at 60 miles per hour because I can't run that fast. Yet.

  The other important thing I picked up was the Level 15 Synergist ability, Double Dip. This let me choose an additional subclass ability from a class I already had. I took Charge Caster, letting me boost the power of attack spells by letting them charge up. The exact amount of this boost is double effect for quintuple cast time. So Flame Thrower, with a 1 second cast time, takes 5 seconds to charge fully. More powerful spells tend to have longer cast times, so this ability leaves you vulnerable if used on more powerful, later tier spells.

  -----

  Note: The rest of this chapter is a run-down of Jun Kyung Han's stats and abilities, and can be skipped.

  Corporal Jun Kyung Han

  Total Level 22

  Avg lvl 6.33

  1st Step Classes

  Mage, level 1

  Fighter, level 1

  Rogue, level 1

  2nd Step Classes

  Charge Barrage Caster, level 3

  System Scout, level 3

  3rd Step Classes

  Hedge Rake, level 3

  Burning Chimerablood Sorcerer, level 4

  Telekinetic Psychic, level 3

  4th Step Class

  Armed Magus, level 3

  5th Step Class

  Synergist (Level 22)

  Free levels: 10

  Class and Subclass abilities:

  Synergist Level 1 - Dabbler. Each time you gain a level, choose another class you qualify for. You gain the benefits of gaining a level in that class. If it's the first time you've chosen that class you instead gain the benefits for starting as that class.

  Synergist Level 15 - Double Dipper. Choose a class you already have a subclass for. You gain an additional subclass of your choice for that class. (Charge Caster was chosen)

  Barrage Caster - You focus on small spells that can be used in quick succession. Basic attack spells cost 1 AP less, to a minimum of 1 AP.

  Charge Caster - You can hold spells before completing the cast to empower them. Charging a spell for 5 times longer than normal results in 2x effect.

  System Scout - You can get basic information about system created items.

  Hedge Rake - Utilize attack spells instead of melee or ranged weapons when using melee or ranged techniques, respectively.

  Burning Chimerablood Sorcerer - Your fire spell damage increases by 25%. While in negative AP your body takes on aspects of the elemental magic you use.

  Armed Magus - You can cast spells on or through your weapons. Spells that are usually touch can become combo spell/techniques.

  Telekinetic Psychic - Gain Telekinesis as a 0 AP spell.

  Physical Attributes

  Strength 15

  Dexterity 52 (+5 from M3 Mongoose)

  Agility 35 (+5 from M3 Mongoose)

  Toughness 20

  Constitution 15

  Mental Attributes

  Intelligence 63

  Memory 18

  Wisdom 8

  Charisma 34

  Reflexes 58 (+5 from M3 Mongoose)

  Support creative writers by reading their stories on Royal Road, not stolen versions.

  Etheric Attributes

  Ki 13

  Spirit 0

  Faith 0

  Arcana 46

  Luck 1

  ---Combat techniques---

  Widened Strike

  Coat a weapon in Ki, effectively making it 25% bigger and easier to hit with. Ends after one minute or when you hit a target.

  Range: held weapon

  Cost: 2 Ki Points

  Proficiency: 3%

  Lunge

  Reach forward with your weapon and slide further than your foe expects. 1 foot further to start, but keep at it and that'll increase.

  Range: 1 foot

  Cost: 1 Ki Point

  Proficiency: 7%

  Parry

  Shields? Nah! You've got a weapon. Block with that. Then kill with it too. Every sword is a multitool. Your grip is 25% stronger and firmer than normal, and your weapons hold up against damage 25% better.

  Proficiency: 0%

  Rallying Disarm

  You lash out at a foe's weapon, disarming them, and powering up your next blow at the same time. If you don't disarm them your energy fades away.

  Cost: 5 Ki Points

  Proficiency 0%

  Lancing Stride

  When on foot, running and even walking attacks have more force behind them. 20% more force, to be exact.

  Proficiency: 1%

  Dirtbag's Enhancement

  Coat your blade with Ki for a time. Attacks with it deal extra sneak attack damage and have a chance to cause temporary blindness.

  Range: 1 held weapon

  Duration: 1 minute

  Cost: 10 Ki Points

  Proficiency: 3%

  ---Mapping techniques---

  Ping

  Send out a sonic wave that rings when it comes into contact with a creature. Doesn't distinguish between friend, foe or ambivalent squirrels.

  Range: 100 feet

  Cost: 1 Ki Point

  Proficiency: 20%

  Minimap

  Create a tiny map in the palm of your hand. It reflects what you yourself have seen. You can use your other hand to pinch to zoom, slide or rotate the map, and even put down markers that are saved between uses.

  Cost: 1 Ki Point

  Duration: 5 minutes

  Proficiency: 1%

  Sacagawea Sense

  You gain a basic radar function that appears in the upper left corner of your vision. It only detects Sacagaweas. This can be configured. This stacks with similar vision mapping techniques.

  Proficiency: 3%

  Compass

  You gain a compass in the upper left corner of your vision. This can be configured. This stacks with similar vision mapping techniques.

  Proficiency: 27%

  Basic Radar

  You gain a basic radar function that appears in the upper left corner of your vision. It only detects moving creatures. This can be configured. This stacks with similar vision mapping techniques.

  Range: 30 feet

  Proficiency: 27%

  ---System Techniques---

  System Scan

  A small white dot will appear next to System generated items and creatures. Looking at the dot reveals the name of the item or creature. This feature reveals more the higher your proficiency is.

  Range: 30 feet

  Proficiency: 147% (increased information)

  ---Fire Spells---

  Flame Shot

  Shoot a small ball of fire like a sling bullet. The longer you hold it the more powerful it gets, but don't expect too much.

  Range: 50 ft

  Cost: 1 Arcana Point

  Proficiency: 35%

  Fire Bat

  Summon a fire bat.

  Duration: 10 minutes

  Cost: 2(3) Arcana Points

  Proficiency: 40%

  Flame Thrower

  A stream of flames shoots from your hand. Quite dangerous, actually.

  Range: 25 ft

  Cost: 1 Arcana Point per second

  Proficiency: 304% (increased damage)

  Rising Ignition

  Touch a foe and they are immediately engulfed in fire.

  Range: touch

  Cost: 5 AP

  Proficiency: 0%

  Burning Blade

  Summon a sword of fire, or add a flame enchantment to an existing weapon.

  Range: touch

  Cost: 15 Arcana Points for 10 minutes

  Proficiency: 6%

  Molotov

  Create a bottle of flames in your hand which explodes when you throw it. Great for rioting. Explodes after 1 minute if not thrown, so watch out for that.

  Range: however far you can chuck a bottle

  Cost: 15 Arcana Points

  Proficiency: 1%

  Flame Shield

  Summon a shield of fire, or add a flame enchantment to an existing shield.

  Range: touch

  Cost: 10 Arcana Points for 10 minutes

  Proficiency: 3%

  Explosive Mote

  Summon a small ball of fire that turns into a big ball of fire when you throw it.

  Duration: 1 minute or impact

  Range: however far you can throw a ball, 10 foot radius explosion

  Cost: 20 Arcana Point per mote

  Proficiency: 1%

  ---Electric Spells---

  Static Snap

  Snap your fingers to charge a digit with static electricity. Touch someone to deliver a jolt. Okay in combat, but great at parties.

  Range: Touch

  Cost: 1 Arcana Point

  Proficiency: 274% (increased damage and possible stun)

  ---Earth Spells---

  Stalagmite Caltrops

  Summon a spot of small stone spikes to stymie suspicious suitors. Also make people's feet bleed.

  Duration: 1 minute

  Range: 30 ft

  Area: 5 ft diameter circle

  Cost: 1(2) Arcana Point

  Proficiency: 59%

  ---Water Spells---

  Hydration

  Touch a creature and fill its stomach with water.

  Range: Touch

  Cost: 1 Arcana Point

  Proficiency: 2%

  Fluid Fist

  Make a big fist of water and smack people with it. You can just pummel away or shoot the fist at a jerk, ending the spell.

  Duration: 10 minutes or shot attack

  Range: Personal / 25 ft

  Cost: 2(3) Arcana Points

  Proficiency: 40%

  Bubble Breath

  You or a friend you touch can breathe underwater. If they are aquatic to begin with, they can breathe air instead.

  Duration: 10 minutes

  Range: touch

  Cost: 5 Arcana Points

  Proficiency 5%

  ---Ice Spells---

  Snowflake Shuriken

  Create a regular sized shuriken made of ice. Throwing it is still up to your physical abilities.

  Duration: 1 minute

  Cost: 1 Arcana Points

  Proficiency: 2%

  Freezing Beam

  You shoot a laser of cold. It's pretty cool.

  Range: 25 feet

  Cost: 1 Arcana Point per second.

  Proficiency: 30%

  Icicle Trap

  Create a six inch wide patch of frost on any flat surface. If someone (even allies) comes in contact with it, an icicle will erupt from the patch, piercing the victim.

  Range: 25 feet

  Duration: 1 Hour

  Cost: 15 Arcana Points

  Proficiency: 1%

  ---Light Spells---

  Yellow Ray

  Emit a yellow light from your hand. Not bright enough to blind people.

  Sustained

  Range: Cone, 30 ft

  Cost: 1 Arcana Point per 10 minutes.

  Proficiency: 7%

  Holo Shield

  A weapon or shield you're holding gains a protective barrier of light around it that absorbs damage.

  Range: touch

  Cost: 1 Arcana Point for 1 minute

  Proficiency: 30%

  ---Dark Spells---

  Dark Mote

  Release a speck of darkness that circles you for 1 minute until you come within 15 ft of a foe, at which point it buries itself in the foe.

  Duration: 1 minute or impact

  Range: Personal / 15ft

  Cost: 1 Arcana Point per mote

  Proficiency: 110% (increased size of mote)

  Shadow Stab

  Your foe steps into shadow, thinking to hide. You pull that shadow into a spike that impales your foe. You laugh maniacally.

  Range: 25 ft

  Cost: 1(2) Arcana Point

  Proficiency: 72%

  ---Mental Spells---

  Psi Spike

  Deal unavoidable, but minute psychic damage to a foe. This is more of a distraction than an actual attack. Alright it's just a headache, but Psi Spike sounds cooler, doesn't it? Increase the AP you spend to increase the pain but not the damage.

  Range: 50 ft

  Cost: 1+ Arcana Points

  Proficiency: 0%

  Psi Shock

  Very briefly stun a foe. Like, really briefly. 0.1 seconds briefly. Increase the AP you spend to increase the range.

  Range: 10 ft

  Cost: 1+ Arcana Point

  Proficiency: 0%

  Telekinesis

  Move up to 1 object at a time, up to 100 ft away from you. You have to touch an object to initiate Telekinesis on it. You use your physical stats to determine its speed, accuracy, strength and the like.

  Range: Touch

  Cost: 5 Arcana Points per minute (reduced to 0 via subclass effect)

  Proficiency: 325% (Increases # of items)

  Psi Barrier

  Shield yourself from mental attacks for a time. Increase the AP you spend to help defend against stronger attacks.

  Range: Self

  Cost: 5+ Arcana Points per minute

  Proficiency: 18%

  Psi Push

  Shove back a target 5ft. Increase the AP you spend to increase the force, increasing the weight or distance of the push.

  Range: 10 ft

  Cost: 10+ Arcana Points

  Proficiency: 6%

  Empathic Wave

  Just checking in, how are you feeling? Okay, well that's how everyone else in a 10 foot radius is about to feel. This is a constant aura effect. Increase the AP you spend to increase the radius.

  Range: 10 ft radius aura

  Cost: 10+ Arcana Points per 1 minute

  Proficiency: 3%

Recommended Popular Novels