Rogue Ascension B5C0. Series Recap, Profile Powers, and Glossary
Added 2023-12-19 19:46:48 +0000 UTCJoey was still reeling from the emotional whiplash of thinking May and Curi dead when he actually saved them in the nick of time. He was also getting epic concentrations of siren charm that might enthrall him at any moment from May’s kisses to his cheek. It was a wonder how he’d gotten here. Looking back, his impressive list of accomplishments were unbelievable to even him.
One:
Joey arrived at Multiverse Z as a Great Adventurer with no tutorial, choosing the path of the Shade Dragon Rogue. Using a mix of shadow, necromancy, and dragon magic, he killed monsters for a kraken named Curi while getting transported.
The two became fast friends as they ventured through the tides, met war sirens, met the incredible but tyrannical War Siren Princess Maylolee Suzuki, and embarked on quests to help the princess and her people.
Joey gained new shady dragon magic, slaughtered countless monsters, ran away from a devil, gained new friends, and uprooted the establishment at New Zam City as part of a plot to gather the best adventurers.
This was when the hunt for Joey Eclipse and the unbelievable reward started. Joey fled a city filled with adventurers greedy for coins with his Renegades and Battlemaid.
Two:
Joey, his battlemaid, and the renegades slaughtered beasts to reach a northern temple containing secrets of devils. Joey scouted ahead and got captured by Domer’s army of steady adventurers who used a mystical moon trap.
He later escaped, delved deep into the temple, swam through a large underwater section, and reached a secret temple where he slew Domer and found a devil and the entrance to a dungeon. Inside the sand spire dungeon, Joey’s shady dragon magic grew further, and he met a friendly but mysterious dungeon guide called Mike.
Together they avoided buzzard swarms, slaughtered the spider assassin queen in the spider tunnels, and entered Hieroglyph City where Joey had to engage in politics: removing or killing the competition of the Hieroglyph Prince.
Joey crossed the point of no return with his shady dragon magic and was going down a dark path. Mike revealed himself to be a big deal and reduced the dragon price – the curse – of Joey’s shady dragon powers so Joey could function better. After helping the Hieroglyph Prince, Joey gained a way to access the sand spire and loads of equipment, skill books, and more.
Three:
Joey crossed the massive desert of the sand spire dungeon on the back of a giant millipede hauling a bunch of Joey’s cargo. With the help of his nonsensical shadow clones – gang, gang – Joey bested hordes of beasts and monsters and denizen bandits working with monsters.
He survived nightmarish creatures at the bottom of massive pits and braved superstorms that nearly crushed him and his giant millipede caravan. Throughout the journey, Joey’s skills maxed out one by one, granting him upgrades with skill attachments. At the same time, Joey tapped into a mysterious power inside of him through meditation and uncontrolled essence release. He turned the area around him black and white with inner light he didn’t understand.
After blasting their way through a spire grave filled with undead minions of the dungeon boss, Joey’s giant millipede friend died. He also found Mike waiting for him. Joey and Mike had a rocky reunion before transitioning into impossible dimension-bending scenarios where Mike taught Joey about fated essence and true magic. Then Mike helped Joey open his nine gates the best way possible: through meditation and intense action that pushed Joey to the edge.
Joey opened his gates after winning a duel with Lightning-God Mike. He advanced to high foundational rank and celebrated with Mike and his new primordial mom, Fuzzy – who adopted him just because she wanted. He learned of his tricky situation as oathbound, which was secretly placed upon him by the primordial known as Brit (the Bully). Then Joey entered the sand spire, fought its floor bosses, looted them for new items, and climbed up. He fought more monster hordes and more bosses until he finally defeated the sand spire boss in an epic beam-o-war battle that smashed the entire spire.
Joey became the first adventurer of the Tidal Moon Realm to both find a dungeon and defeat it. He became a dungeon master, gained new abilities, and learned a lot from his primordial friend Mike and his new primordial mom Fuzzy. After Joey created the first version of his Shade Desert Dungeon, he reentered the Tidal Moon Realm.
And was greeted by a divine event refereed by Lord Tidal Moon himself. It was called the Joey Eclipse Bounty Hunt War, marking Joey himself as part of Multiverse Z history. The prize had 25 Multiverse Gold Coins, with no taxes or fees involved if saved in the Multiverse Bank. It was up for grabs if an adventurer could capture Joey within 14 nights. Or they could kill him and receive half the reward.
Joey let himself go wild. Running through the jungle. Slaughtering steady adventurers who unwisely tried to attack him. Sparing and protecting a single nobody man named Albert, and then taking on a duel against his first great adventurer after Princess Maylolee Suzuki – who he should message sooner or later since he could easily do so as dungeon master.
Either way, Joey had the Sword Saint Warrior aiming to kill him. And because of Joey’s oathbound nature and goals to gather the best adventurers around, Joey had to handicap himself and risk death under the blade of Sword Saint.
Four:
Joey’s return to the Tidal Moon Realm popped off with him defeating and adding Steven Byrne, the Sword Saint Warrior to his hoard. After learning of the fate of his imprisoned Renegades, Joey, Steven, and a random steady warrior Joey spared called Albert hatched a plan to break out the first members of Joey’s Renegades.
Joey sneaks through the Unstoppable Army’s camp, using every roguish tactic he had on him. Because of his dungeon master singularity, he can carry as many items as needed in a seemingly infinite inventory. He finds Liam first, giving the man hope that he can still be a Renegade. Then Joey found Emelia second and promised to accomplish a perfect stealth run. Next up came Nate, after Joey had a near run-in with the mysterious Blood Cat Cleric. After finding Nate during his prison workout, Joey found Battlemaid Mollysea with the Unstoppable Six.
The Unstoppable Six comprise the perfect great adventurer team up: one rogue, one warrior, one tamer, one mage, one archer, and one cleric to lead them. Joey would’ve added them to his hoard if there wasn’t one issue: they wanted to butcher Mollysea as a plot to find Joey so they could kill him and receive the bounty of gold coins.
Joey breaks Mollysea and everyone else out during a beast wave. He secured the perfect stealth run with his Renegades. Then he turns around and takes Mollysea on a trip back to the Unstoppable Army to slaughter them and nearly all of their great adventurers, leaving only the Time Magpie Rogue to escape.
After the Great Genocide, Joey and his Renegades head west into the swamps of Zambwi Land. They focus on some hard training for nearly two weeks. Raising the levels of the steady adventurers. Sharpening Joey’s true magic abilities as well as relearning to mix them up with his great adventurer profile. This gave them time for the group to relearn to work together and pick up some new tricks – Emelia’s grown more intelligent from studying glyph rituals, the men trained their bodies for greater muscular growth and hidden body bonuses, and Mollysea advanced her many abilities.
Then on the final day of the historic Joey Eclipse Bounty Hunt War, Rosie O’Kelly, the Blood Cat Cleric showed up with trouble on her heels. The Naga Assassins and Domer. The 100 Supreme Specialists and the Second Siren, the second strongest siren behind Princess Maylolee Suzuki. Joey was put in a tough position that could ruin his relationship with the princess for choosing to save the naga assassins who lay down their arms and asked for his protection. So he flips the script. He fights the supreme specialists nonlethally and adds them to the hoard.
Then he ends up fighting Lord Huggy Zhou, the Realm Lord of the Tidal Moon Realm. And somehow eked out a victory despite going up against the awful might of a multiverse regressor profile enhanced by divinity. Despite the hard and brutal fight, Joey comes out victorious in his own bounty hunt war and gains many new abilities along with adding new overpowered allies to his hoard, getting a mysterious legendary sword, and becoming prince of Zambwi Land and New Zam City.
Of course, all good things come with a price in Multiverse Z. Joey and his 230 Renegades had to travel back southeast to New Zam City and take over. But Joey has never faced politics before. Forced to cultivate to find an answer to this new challenge, Joey realized the answer was to do more of the same but with extra nuance. He enters New Zam City with a small surgical strike team – him, Steven, Rosie, Nate, Emelia, Liam – and sweeps through multiple issues while using his people where they were best suited. Everything nearly ran perfect until they ran into a snag – the Strong Man Army had set up a magical trap lair with a bomb.
After a difficulty progression gauntlet to defeat the Strong Man Faker and put to rest the magic lair of system-exploit actions, Joey takes control of New Zam City fully. Everything seems swell. Until he received a message from May. The smiling devil was going to kill her and Curi. Joey flew out. He squashed his beef with Lord Tidal Moon for divine guidance. He caught the smiling devil and fulfilled his promise, finally able to say goodbye to Muragale, Milhiss, Mormelt, and Mavolts. And he saved May, Curi, and May’s attendant while claiming a new Hidden Z Achievement: Hero of Dark Greatness.
Next Up:
Joey has a lot on his plate. Meetings to fortify his rule and the foundations of his upward rise. The preparations for the raid against the Dread Whale. Finding the Time Magpie Rogue to add her to the hoard and finding the real Strong Man to kill him. There’s so much to do and Joey wants to get it all done within 83 days before the Dread Whale Raid.
With so much riding on him, can Joey Eclipse balance the weight of so much responsibility? Will he be strong enough for the challenges to come? The Dread Whale is making moves. And the Strong Man Mage has the power to cultivate fate just like Joey now.
We shall see.
PROFILE:
Great Adventurer: Joey Eclipse
Race: Superior Human - Shade Dragon Wings (Superior)
Age: 18
Path: Shade Dragon Rogue lvl 100
Singularities: Hidden Z Achievement Hunter (Unique/2%), Dungeon Master (Unique/Level 75+), Tidal Moon Prince (Unique/Zambwi Land), Blessing of the Assistant Primordial (Unique), Nonlethal Enforcer (Unique), Dragon Kingship (Epic), Dragon Wrath (Superior), Dragon Desire (Basic), Magical Mass Killer (Basic), Multiverse Z Scrapper (Basic), Slay The Dread Whale! (Great Quest/Part 1), High Moon Achievement List (Great Quest/6 Complete), First Ascension (Level 100 Ascension).
Skills: Analyze + Major Item (Basic/Maxed), Chaos Finder + Chaos Attunement (Basic/Maxed), Danger Sense + Adrenaline Rush (Basic/Maxed), Meditative Stasis + Double Essence (Basic/Maxed), Roll With The Hits + Durability (Basic/Maxed), Assassin Grappling + Vital Sensor (Basic/Maxed), Scenic Discoverer + True Adventurer (Basic/Maxed), Hands of the Fade + Human Weapon (Basic/Maxed), Headhunter + Critical Head Strike (Basic/Maxed), Dominator + Added Toughness (Basic/Maxed), Monstrous Momentum + Healthmonger (Basic/Maxed), Armor Piercer + Double Penetration (Basic/Maxed), Short Sword Finesse + End Them Rightly (Basic/Maxed), Combat Acrobatics + Minor Air Manipulation (Basic/Maxed), Slick Knife Tricks + Lucky Edge (Basic/Maxed), Combat Swimming + Moderate Water Manipulation (Basic/Maxed), Glyphlock Hitman + Luck Shot (Basic/Maxed), Glyph Luck lvl 23 (Basic), Scope Eye lvl 23 (Basic).
Spells: Dark Dash lvl 12 (Superior), Shade Dragon Tail lvl 5 (Epic), Shadow Clone Magic lvl 1 (Epic), Shade Dragon Breath lvl 1 (Epic), Shade Dragon Head lvl 1 (Epic), Shade Dragon Mirror Eye lvl 7 (Legendary).
Semblances: Dungeon Boss Shadow Crab Chief lvl 125 (Al Bruce Crabton), Giant Millipede Caravan Driver lvl 100 (Little Happy Man).
Essence: 8200 (+75%): 14350/14350 EP
Mind: 272 (+2/level)
Body: 272 (+2/level)
Spirit: 276 (+1/level)
Free: 0 (+3/level)
Special Stuff: War Prince Kunais (Superior/4), Solar Beam Pistol (Superior/1), Centipede Twilight Stalker Outfit (Superior/1), Giant Apostle Glaive (Superior/1), Infected Centipede Headwear (Superior/1), Web Pistol (Basic/1), Princely Crown of Supremacy (Superior/1), Bad Man’s Meat Cleaver (Superior/1), ???? (Legendary/1), and much more…
MAJOR ABILITIES/SINGULARITIES:
[Shade Dragon Wings (Superior): This racial ability is as strong as your path level and stats. There are two activation settings. The first setting conjures shady ghost wings that can spread some dread with a touch. The second setting solidifies the wings and grants you some magical flight.]
[Shade Dragon Rogue (Path): This path might be one of a kind. Shade grants shadowy, necromantic, and dark powers. Dragon grants incredible power at the cost of emboldened vices. Rogue improves on focus, agility, fortune while having an affinity for short blades, stealth, and dishonesty.]
[Hidden Z Achievement Hunter (Unique/2%): There are hidden achievements all around Multiverse Z. Like easter eggs. Or special conditions. Each time you achieve one, your overall power and power supply inside and outside of your profile is raised by 1%. This applies after all other buffs and debuffs are applied. You’ve collected the (1) God Non-Slayer and (2) Hero of Dark Greatness achievements. You have a 2% power boost after all buffs and debuffs.]
[Dungeon Master (Unique/Level 75+): You’re the master of the Shade Desert Dungeon, Level 75+. You can utilize a dungeon system menu with tabs to administer your dungeon and receive dungeon system messages and alerts. Take care of your dungeon and invite adventurers to build up DP. You gain the ability to use the dungeon dimensional storage along with other perks that are disclosed in your dungeon master menu.]
[Tidal Moon Prince (Unique/Zambwi): You’re the ruler of New Zam City and the Zambwi Land territories. While acting in a princely manner befitting of a ruler, you can assign quests for experience, intuitively read matters of political importance, sense the motley aura of all under your rulership, and gain large and subtle benefits befitting of your position as one of the Tidal Moon Realm’s Princes and Princesses. Consequently, you may draw the ire of affluent antagonists, beasts, monsters, territorial challengers, and more.]
[Blessing of the Assistant Primordial (Unique): Once every three days you can pray to the Assistant Primordial for one of two abilities. Aura: you extend a pleasant aura that lifts the spirits of many allies around you and makes it easier for them to help each other. Summon: a servant of the Assistant Primordial appears to give aid and support similar to a cleric. These abilities are tailored to your sphere of power and have a limited duration based on your level multiplied by one minute: 100 minute duration. You can only use one primordial blessing a day.]
[Nonlethal Enforcer (Unique): Spare 250 lives during combat and receive a 25% additive buff to your essence for the next three days.]
[Dragon Kingship (Epic): Your kingly pride as a dragon refuses efforts to put you down. Gain a 200% buff to your willpower, strength, and intellect when under unwanted influence or disrespect.]
[Dragon Wrath (Superior): Those who draw your wrath must suffer for their folly. Gain a 50% buff to your fire related attacks when burning targets wrathfully. Remain wrathful and have a 50% cost reduction to fire-related magic and minor fire manipulation. You’ll gain better instincts and control over fire, which is limited in a range near your body and gear.]
[Dragon Desire (Basic): Your desires are irresistible. You’ll find it easier to convince others to desire the same things when you desire hard enough. And you get 50% buff to willpower and alignment.]
[Magical Mass Killer (Basic): Kill over a thousand enemies in a short time period and enjoy the benefit of an extra 25% of added essence for the next three days. This refreshes each time you kill over a thousand enemies in a short time period.]
[Multiverse Z Scrapper (Basic): Your fighting abilities get an additive 5% buff when faced with overtly stronger enemies overall. Your fighting abilities get a deductive 5% debuff when faced with overtly weaker enemies overall.]
SKILLS:
[Analyze (Basic/Maxed): Some levels, qualities, creatures, text, languages, and signs can be analyzed through a system message. Your profile runes can be examined deeper. Knowledge isn’t always power. But it’s nice to know which ancient dungeon pathway has a sign saying “safety is this way” and which one says “you’re going to die if you go this way.” ] + [Major Item: People can have some good stuff on them. Normally, you can’t use Analyze on their stuff. With this, you can. Might be great if you got sticky fingers or if you want to know the name of their fancy fits.]
[Chaos Finder (Basic/Maxed): You will passively notice weaknesses and exploits that can produce chaos for your enemies. The chaos will better your focus, too. You have two types of adventurers. They’re both a pain. But I deal better with the orderly ones. It’s hard predicting the ones who thrive in chaos.] + [Chaos Attunement: Become attune with chaos. Incorporate it into your body. Punch your enemies with the sparks of probability.]
[Danger Sense (Basic/Maxed): Use all six senses to notice any strange things happening around you. These can be threats. Or it can be your paranoia acting up. Figure it out quickly, and feel better prepared. He’s gone paranoid, mate. I’m telling you, he keeps thinking people are out to get him. Yes, yes, he survived thirteen assassination attempts, but surely he can relax a little.] + [Adrenaline Rush: Your heart is pounding. The blood boils. Become like your primal ancestors and grow fiercer, more desperate, while under danger.]
[Meditative Stasis (Basic/Maxed): Enter a stasis that reduces your bodily needs, clears clutter from your mind, and incrementally increases overall recovery. Even when time seems to flow faster, you can exit stasis instantly. Monks told me I need to slow things down. Get in touch with myself to be my better self. I’ve tried it out. Now time seems weirdly liquid. It’s a little freaky, but I can’t stop doing it.] + [Double Essence: Recover twice as much essence when meditating.]
[Roll With The Hits (Basic/Maxed): The attacks are coming. And you can’t avoid them all. Endure what you can. Lessen the damages with deceptive movements. I could’ve sworn I was hitting this guy with everything I have. But then my sword arm gets tired and he attacks like he’s never been hit!] + [Durability: You are toughened when rolling with hits, making it easier to avoid large amounts of damage.]
[Assassin Grappling (Basic/Maxed): Get in and out of grappling situations with the intent to kill or severely harm a target. This works better while on the move, keeping your momentum. I watched this big warrior attack this little man in rags. The little man became a blur of action and jumped the warrior, crawling all over. What I saw next still haunts me to this day.] + [Vital Point Sensor: When you physically contact an enemy, you can sense their vital points. Striking any of these points can deliver critical damage if not outright kill the target.]
[Scenic Discoverer (Basic/Maxed): You’ll passively sense areas of opportunity for a great scenic view. It could lead you to interesting locations. Part of the fun with this adventuring business is the views. No matter how detailed the tales, seeing is believing.] + [True Adventurer: The journey is half the adventure. Activate to recover a small percentage of your losses in health, stamina, and essence from during a journey to a particularly scenic location. Can only be used once every three days.]
[Hands of the Fade (Basic/Maxed): Strike hard and fast when going from armed to unarmed. Palms and backhands work best. “Heh, heh, heh. We took away all of your weapons. And the room is bare, so no makeshift weapons. Now you’re dead meat!” These were the last words of a villain before receiving a backhand that shattered his skull.] + [Human Weapon: You don’t need a weapon to be a weapon, modifying this skill. Any time you transition from soft to hard maneuvers while unarmed, Hands of the Fade’s full effect activates.]
[Headhunter (Basic/Maxed): Sharpen your aim and strike true. Your attacks to the head will hit a little harder as you grow more confident. If you’re going to kill a man. Do him a favor and aim for the head. I’ve died quite a few times, and I rather go instantly.] + [Critical Head Strike: When you strike an enemy’s head while having a clear advantage over them, the damage will be doubled.]
[Dominator (Basic/Maxed): Exude a dominating air with your expressions, words, and actions. The more dominant you are, the greater the effect. You may notice your willpower and alignment improving a little. I was facing this immense and scary black knight. I thought I was going to die. But then the hero arrives. In a pink dress. Me and the black knight started acting like wimps. I still have nightmares of that pink dress.] + [Added Toughness: You now can increase your toughness slightly based on how dominant you are.]
[Monstrous Momentum (Basic/Maxed): You don’t know how to stop. Especially when killing and scaring your enemies. Keep up this brutal momentum and see your endurance raised little by little passively. I didn’t think one man could make a difference against an army. It ain’t possible, I said. Then I watched him start butchering them. And he wouldn’t stop until he was all out of essence. That was enough to win the battle.] + [Healthmonger: Deliberating effects on your health, such as poisons, diseases, paralysis, will grow weaker as you keep up the momentum. This is stronger while you’re healthy or close to max health.]
[Armor Piercer (Basic/Maxed): Thrust with power and pierce the obstacle in your way. Works best if you target a weak point unless you keep thrusting to make one. There was once a warrior who spoke proudly of his lance. He wielded a hammer, however, so I spoke to correct him. Consequently, he corrected me with a tale of how he had been stripped bare and had to best a female orc with his lance.] + [Double Penetration: Your penetration power is doubled when striking a weak point.]
[Short Sword Finesse (Basic/Maxed): Take your short sword proficiency a step further by attacking with grace and cunning. Spot gaps in your opponent’s style and finesse your blade into openings with more ease. You think yourself a fancy swordsman, huh? Well, if you can swing as much as you can talk, you might have more steel to your skill than expected.] + [End Them Rightly: Strike three or more times with a variable combination attack before throwing your sword as a finishing move. The damage delivered is tripled if the sword lands.]
[Combat Acrobatics (Basic/Maxed): Make aerial maneuvers in a fight more effective. Strike and dodge with more power and control. I laughed myself unconscious when I heard some flippy man was entering a tournament. Then it turned out the stages had elevated platforms and different level beams. The flippy man stopped being a joke.] + [Minor Air Manipulation: You’ll gain better instincts and control over air while performing acrobatic moves. Minor elemental manipulation is limited to the surface of your body and gear or a few inches beyond that. You may lack power, but you’ll make up for it with flexibility.]
[Slick Knife Tricks (Basic/Maxed): In your hand, the knife is both an arsenal and a tool for showing off your dexterity. It only looks stupid if you fail. I don’t get people sometimes. Beasts have their claws and use them as they should. But give a person a knife, and it’s now an arrow, a can opener, a boomerang, and everything else but a knife.] + [Lucky Edge Attachment: Enhance the edge of your knife based on a small but potent percentage of your fortune and fortune-enhancing powers.]
[Combat Swimming (Basic/Maxed): Attack and defend with more effectiveness while in the water. Your movements will feel less burdened. Even a land lover can fight the creatures of the deep if they have the aptitude for it.] + [Moderate Water Manipulation Attachment: If you are around water, you can manipulate it up to twenty feet away based on your movements. Your control won’t be as fine-tuned as actual water magic users, but if you incorporate the element with your natural combat style, especially while swimming, you might find it uniquely suitable.]
[Glyphlock Hitman (Basic/Maxed): Within 8 feet, your success rate when firing glyphlock guns becomes 16% higher. This doesn’t change. Within 24 feet (which won’t change), your aim and reaction will be admirable while having room for improvement. And don’t forget, you can always pistol whip. Why are there magic flintlocks? What are we now? Pirates traversing the Caribbean? At the very least, these things are more likely to fail or miss a shot than do any good. They’re faulty things, really. A trap for newbies.] + [Luck Shot Attachment: Fortune smiles upon you. Your aim is sharper. Glyphlock Hitman’s range limits increase depending on your fortune and fortune-related powers. And your shots are more likely to deal more critical damage while slightly increasing the damage of those crits depending on how fortunate you are.]
[Glyph Luck (Basic): Any contraption or magical ability that has a percentage of success or failure will be manipulated more in your favor. It’s a slight adjustment, but every little bit can help. There are mages that are more insane than intelligent. They play with forces they shouldn’t touch. I hope they lose their fingers so the rest of us stay safe.]
[Scope Eye (Basic): Focus using one eye for enhanced vision similar to a scope. Stay still to draw an accurate bead on a target. It ain’t fair that archers can sit back and shoot the rest of us. Here’s an idea, let’s give them a taste of their own medicine.]
SPELLS:
[Dark Dash (Superior): Release darkness in a burst from your lower legs. Propel yourself like a projectile. The more darkness, the more potent. Wait a minute. Isn’t this fire dash but with darkness instead? Ah, whatever. Dark types are too busy brooding to dash around like crazies.]
[Shade Dragon Tail (Epic): A ghostly dragon tail extends from your tailbone. Most won’t notice it while it’s passively there. Channel your essence to actively use its power, flexibility, and reach. Beware of the dragon price for power. Have you ever been struck by a dragon’s tail? Most don’t see it coming. This version is so sinister the lords and ladies should ban it. ]
[Shadow Clone Magic (Epic): Conjure copies of yourself. They will have less of your potency but can use your abilities, copy some of your gear, and think independently and as a team. Oh, goodness gracious, you really can’t get enough of yourself, huh? Well, at least we know who will trigger the traps. You, yourself, and your reflection.]
[Shade Dragon Breath (Epic): Inhale deeply to charge this power. The longer you charge it, the greater the power unleashed. Then exhale. Physical obstacles without magic are to be ignored. Magic and essence will attract your flame, but you will suffer the dragon price. It was eating me from the inside out. My essence was oil for its shadowy embers. Oh, lord, I still remember the pain to this day.]
[Shade Dragon Head (Epic): Why only have one head when two can be even more ferocious? Though, this head can be a little disagreeable sometimes. Learn its nature and tame it. It can use some of your powers, change size, and shift from immaterial to material and back. Oh, and beware of the dragon price. I swear on my grandnanny’s grave I hacked the head off that terrible dragon. One stroke of my sword, and that was the end of it. And then the next day I wake up to a village in flames, and the dragon’s head is in the air flying without a body!]
[Shade Dragon Mirror Eye (Legendary): Gain a ferocious dark eye of draconic malevolence. A visible spell used against you while under witness of this eye will have their power reduced. For an extra cost, a shaded version of the same spell but stronger can be reflected back at the target. Pay the dragon price. The eye of a dragon is a terrible thing to behold. Take one look and see your own soul devoured and replaced by the dragon’s evil will.]
TRUE MAGIC:
Dense core, tough channels, explosive gates. Shockwave attacks, rapid burst movements, explosive healing, reactive armor, short rocket flight, body enhancement. Fated essence can max out at 6:1 of Joey’s cold essence. Cultivates black and white lights and appears to alter reality like a scratched out sketch page.
JOEY’S OATH:
I refuse to lose.
Glossary:
[Class: Separated between six adventurer-based roles, only humans or humanoid creatures can have classes. This ranges from rogue, warrior, mage, cleric, archer, tamer, covering various facets of adventurism and can make for a balanced team when all are included.]
[Rogue: focused mind, agile body, fortunate spirit with class affinities for short blades, stealth, and dishonesty.]
[Warrior: focused mind, strong body, willful spirit with class affinities for heavy weapons, endurance, and intimidation.]
[Mage: intellectual mind, agile body, willful spirit with class affinities for sticks, acrobatics, and magic.]
[Cleric: perceptive mind, tough body, aligned spirit with class affinities for support, truth, and spirituality.]
[Archer: perceptive mind, strong body, fortunate spirit with class affinities for range, dexterity, and teamwork.]
[Tamer: perceptive mind, tough body, willful spirit with class affinities for grappling, hunting, and semblance.]
[Path: A combination of unique themes/elements, spirit creatures/archetypes, and a class. All great adventurers have paths that grant them extraordinary power above that of a steady adventurer who only has a class.]
[Race: Whether human, denizen, monster, or beast, your race can influence your growth or be influenced by other factors and evolve. Evolutions may grant other powers or benefits or can come with hidden costs.]
[Singularities: This is a special section for buffs, permanent debuffs, short-term abilities, and specific system-based information such as quests.]
[Skills: These abilities can be learned from books, mentorship, or dedicated practice. They are subtle abilities that are general or specific to classes.]
[Spells: These are personal powers of your class or path. These are raised from within you or gained through special circumstances.]
[Semblances: You need not always face a battle alone. With good fortune, a semblance would arise from the death of an enemy creature.]
[Essence: Your inner power source made from your Mind, Body, and Spirit stats. Used for fueling offensive, defensive, and utility based abilities. Might have extra uses for you to explore.]
[Mind: This stat governs intellect, focus, perception, and essence control.]
[Body: This stat governs toughness, strength, agility, and essence recovery.]
[Spirit: This stat governs willpower, fortune, alignment, and essence power.]
[Free: Use these points to raise any main stat.]
[Special Stuff: Notable items and weapons with magic that you have on your person or in a special inventory.]