Much like the last several threads of a similar naming convention the vast majority of you can just ignore this. I’m running a long DnD-esque campaign and I need several threads to track everything safely. If you wish to watch feel free, but otherwise there’s probably not much here for most of you.
Lan
As you close your eyes in Uruk you feel something pull at you, latching itself onto your Core. Instinctively you reach out to find purchase, resisting the unknown force so that you may know what it is first. As your fingers find purchase on what seem like two pairs of… something the pulling grows stronger.
Come.
As the familiar voice sounds in your head one of your “hands” slips immediately losing half it’s grasp, then quickly losing the other… something… your right “hand” had grasped. You are left dangling from just one hand flailing to remain where you are against this insistent force. Then it pulls again.
It is time, come.
Your left “hand” comes free and suddenly you are falling into what looks like an old Muslim town from high above. You orient yourself but quickly come to the realization that this fall is going to hurt whether you land right or not, you’re simply too high up.
You brace yourself as much as you can as the ground rises up to meet you, but right before you’re about to impact you hear the clang of metal on stone and fall through the ground for a moment, before your momentum stops, reverses, and you end up tossed back up to the surface unceremoniously, but undamaged.
“That was a close one,” you hear a man’s voice say from your left. When you turn to look you see a white-haired man, no Servant, in black armor with purple robes holding an oddly familiar giant shield. He’s swirling a steaming cup of something in his other hand, “If I didn’t know better I would say it looked like you just got thrown off the highest tower in the Holy City.” He gestures behind you.
You turn to see an enormous, western-style castled city gleaming white in the not so far off distance and briefly wonder how you had missed that during your fall. Then you receive Alaya’s message, but it’s different this time.
Middle East. 1273 AD. Encroachment. Come.
Michael & Usami
You both get summoned into a scorched land. The ground is warm under your feet and the surrounding vegetation is charred black, but to your backs there appears to be a mountainous region of sorts. In front of you you can vaguely make out what looks to be a group of people on horseback.
Michael gets the message, Neph-il-im offline. You both receive a message from Alaya, though you also feel a foreign presence in the message.
Middle East. 1273 AD. Encroachment. Come.
Seraphina
You feel yourself get dragged away from Uruk suddenly. Much like when you were removed from Rome, there’s not a short time in-between these incarnations there’s no time between them.
As you shake off the disorientation you notice you are standing atop a dune in a vast desert. 10 meters in front of you you see a very flamboyantly dressed man and a Servant with dark skin, red hair, and a massive wheel held over his shoulder. Beyond them is a massive beast of a creature, winged with a mane and a strange mask atop a massive muscular frame.
“You alright sweetie?” The flamboyant man asks, “I hate to impose, but would you mind putting some of those arrows into the big boy over there? I would love to chat, but I don’t think our friend would appreciate our lovely company.”
The dark skinned man laughs, “He means shoot the big thing until it stops moving!” The Servant leaps forward at the creature and clubs it over the head with his giant wheel dazing it then reels back and punches it hard enough you feel the shockwave from where you stand.
In the midst of this you get a message from Alaya, but it is tinged with something else…
Middle East. 1273 AD. Encroachment. Come.
Character sheets:
Castelleus Character Sheet
Class: Lancer Foreigner
Name: Lan Choi
Counterforce Alias: LAN
Gender: Male
Nationality: Chinese
Manifestation Age: 25
Alignment: Neutral Good
Element: Lightning
Origin: Towers & Anchors
Health: 324
Strength: D(25) E(23)
Dexterity: C(27)
Endurance: C(27)
Magecraft: B(29) A(31)
Luck: B(29)
NP:A(5 Burdens)
Equipment: Necronomicon(Roll MP to offset the cost of Skill or Noble Phantasm use. Each successive use per day raises the threshold for the next check. On failure potential loss of sanity. On forced success guaranteed loss of sanity.)
Skills:
Future Prediction E: Once per day, you can evade one damaging attack that is not considered a Noble Phantasm.
Thanks to the fortunetelling potential inherent in the magic crest he had in life, LAN theoretically has the ability to evade attacks and anticipate weaknesses. However, LAN never used his magic for fortunetelling, so this skill is at a very low rank.
Projection (Structure) EX+: Twice per day, can make a choice between one of three spells.
- A “building drop” that does 3d8 damage and leaves behind rubble for 3d8 hours.
- A small wall or tower with 3d8 hit points that last until a full day elapses, or until destroyed. This counts as a building but not as a familiar.
- Summon up to 4 turrets until a full day elapses, or until they are targeted and destroyed. The turrets counts as both a “building” and a “familiar” for the purpose of game mechanics.
Turret
Health: 28
Strength: 0
Agility: 0
Endurance: 14
MP: 18
Luck: 0
On hit: 1d8+MP
Reinforcement (Structure) A: Applies a Bounded Field to a structure that negates up to 50 points of damage. If the Bounded Field is destroyed any overflow damage from the attack is ignored.
Casting time: 1 Active Action. Cannot be stacked but can be re-cast.
Duration: 1 day or until destroyed.
Digitized Will C: Increased threshold for status ailments by 3.
Entity of the Outer Realm(Pierce) : Grants you complete authority over any object capable of piercing physically(lances, rapiers, etc) or conceptually(towers, certain Noble Phantasm). When in contact with such an object any possible interactions become guaranteed with the object and any impossible actions with the object can be performed with a sufficiently high MP Roll(DM’s discretion).
Phase Anomaly: When damage is taken all enemy attack rolls against you for the next round are made at -2. If damage is taken with Phase Anomaly active reduce all enemy damage rolls the following round by -2. These effects stack until you go a round without taking damage upon which they reset.
Noble Phantasms:
Ocean-Anchoring Divine Needle Primary weapon - Bow Staff(3d6+Agility). When activated as a Noble Phantasm, it increases your melee range by 10 meters and will negate one water-based attack within its radius.
Duration: 1 minute
Cost: 1 Burden
The primordial form of Wukong’s Golden Plated Staff, suspended in a state where it remains a “tower” rather than a “weapon”. As a projected fake, it retains the ability to somewhat extend its length and size, especially in settings near water where it can also negate tsunamis. However, it does not have the ability to be miniaturized and concealed.
Justice at World’s End: Choose one of the following Noble Phantasms to cast with reduced Parameters. When choosing a Noble Phantasm other than Rhongomyniad make an Endurance roll vs. MP on success cast you Noble Phantasm of choice. On failure automatically cast Rhongomyniad with double the dice pool.
Ramesseum Tentyris
Deal 3d8+MP Light damage to a single target and pin them for 1 round. If the target does not possess Divinity or originate from the Age of Gods they cannot make a save. Otherwise on a successful competing MP check the target takes half damage and is not pinned.
Affliced area has the properties of the Age of Gods.
Rhongomyniad
[RESTRICTION: REQUIRES THE APPROVAL OF 7 AGENTS OF THE PLANET TO ACTIVATE!!!]
Deals 5d10+MP(2x) damage to a single enemy and 2d10+MP to all entities within 10 meters of the specified target. Damage cannot be negated or mitigated by any defense short of a Divine Noble Phantasm.
Afflicted area has the properties of the Age of Fairies.
System Kerunos
Deal 3d8+MP Electric damage to all entities in a 30 meter area. If enemies originates from the Age of Gods or Fairies they are automatically inflicted with Shock.
Afflicted area has the properties of the Age of Man.
Range: Variable. Dependent on Noble Phantasm chosen.
Duration: Variable. Dependent on Noble Phantasm chosen.
Cost: 3 Burdens
LAN’s true noble phantasm: A reality marble, which projects a pocket dimension that connects to the “end of the world”. In this pocket dimension, LAN has the ability to use divine anchors to pin concepts onto the “world”. Every time he casts this reality marble, he can “fake” one of the following noble phantasms: Ramesseum Tentyris, Rhongomyniad, or System Kerunos. They do not do nearly as much damage as their original incarnations, but the main effect of the spell is to forcefully “anchor” a different age onto a given territory, with potentially crippling effects on enemies that would otherwise be in their “home field.”
Lan's bio
Childhood (2000-2015):
There were five heirs to the Choi family. Mo, Chi, Qing, Lan, and Jin (literally meaning black, red, green, blue, and gold). Sister Mo was responsible but gullible. Sister Chi was capable but jealous. Brother Qing was kind but withdrawn. Brother Lan was scholarly but cowardly. Brother Jin was loyal but violent.
One day, a mysterious magus appeared before the whole family, telling them that there was a way to unite the family crest without ruining it. All the siblings reacted with their own agenda. Mo wanted to unite the crest for the sake of the clan, even if it meant risking the lives of individual heirs. Chi was jealous of Mo and wanted to crest for herself. Qing sensed trouble and tried to flee, but died to an unknown assassin. Jin then accused Chi of foul play without any evidence, and they duelled each other to death. Sensing a greater conspiracy at play, Mo sent Lan far away to the safety of the Clock Tower. Not long after this, Mo died and the clan fell to ruin. The mysterious magus was nowhere to be found.
Clock Tower (2015-2025):
Lan studied in two departments, astromancy and lore. When the Universal Update occurred, each of the 12 departments had its own agenda. Zoology and Botany were unequivocally against it, Astromancy and Lore were the most supportive. Lan had doubts about his department’s leanings, so he hung out more and more in the Modern Magecraft department.
Lan avoided most of the infighting and followed people like Caules and Flat around the world to help ordinary people whose lives were ruined by the upheaval. Eventually, this grew into a movement, and their chief enemies became the “update centres” that were bleeding the planet dry.
The Gaia Movement (2025-2035):
Eventually, the movement became too large and split into two factions. One side simply wanted to help every human get digitized. The other side believed the Age of Will was fundamentally evil. Flat mysteriously disappeared and was never found again. Caules went into hiding after multiple attempts on his life, and Lan was with Caules, serving as a confidante. With both leaders missing or dead, the Gaia movement imploded into anarchic gangs and became easy prey for the update centres’ security forces.
Lan was not against update centres in principle, but the update centre conglomerate, led by Julius Harvey, came for him anyway. Lan met his end in a last stand against Julius, buying time for Caules to upload himself and achieve immortality.
DapperAndDandy Character Sheet
Name: Michael D’Angelo
Nationality: Italian
Element: Wind
Origin: Justice
Alignment: Lawful Good
Age: Appears to be in his mid 20s.
History:
Summary
“St. Michael, protector of the faith, bring back our son to us.”
Michael heard his parents pray this over and over again as they waited to hear back from the police. HIs little brother had been missing over three days now, vanishing when they were out in the city.
And then the call came. His parents wept and wept and wept. Michael could hear it even in his room in the night, pillow over his head to block out the sound and the rest of the world.
St. Michael… why didn’t you answer our prayer? Where were you?
The question haunted him long after he became an adult, long after he’d joined the Church as an Executor thanks to his magic circuits. He did his best as an Executor to slay the unholy things that walked the earth - human and otherwise - like the one that took his brother away from him. But the question still lingered, and the anger and longing for more than what he could do as a mere human.
Then, one day, he made a contract with the world itself.
Rumors spread of the appearance of the Archangel Michael himself in cities and on battlefields, saving innocents and slaying the wicked. And as it did, his spirit origin began to change…
Class: Saber
Health: 324
Strength: B(29)
Agility: C(27)
Endurance: C(27)
MP B(29)
Luck B(29)
NP EX(6 Burdens)
Weapon: Black Keys 3d4+Strength Wind damage. On a success of 7 or greater opponent is knocked back 20 meters. When fighting Spiritual Entities add your MP modifier as well.
Equipment: 5 Gold Keys(Apply Black Key effects to enemies with Divinity, each Gold Key can only be used 5 times.)
Skills:
Innocent Monster(Angelic): In areas where his Noble Phantasm boosts his parameters, he receives additional changes to his physical form, such as a powerful radiance and even wings.
Numeral of the Saint A: As the legendary angel of the sun, when receiving a boost from his Noble Phantasm, Michael receives an additional boost when fighting in daylight. Once per day, he can augment rolls for one stat by +5 for one fight.
Revelation A: A skill to "hear the voice of heavens " and take optimum action; a Skill equivalent to Instinct. However, “Revelation” accommodates all matters related to the achievement of a goal (for instance, choosing the most suitable path while traveling). This allows him to gain advantage on non-combat Luck checks, as well as once per day, gain advantage on a single attack to add +4 to the roll.
Bravery A: The ability to resist mental interference such as pressure, confusion and fascination, as well as increase melee damage. He gains advantage against all mental effects and add a +4 to all rolls when at or below 25% of your maximum health.
Rapha-El: Hands of Restoration: Once per day, restores a single ally within physical contact to their ideal physical or mental condition. (Requires an Active Action)
Uri-El: My Light Guards the Gate: Any number of times per day stand your ground and allow only those you deem worthy to pass your position. The gate extends to sightline in all directions from directly behind you and faces in the direction you face. This lasts as long as you remain conscious and immobile. (Requires an Active Action.)
Noble Phantasm:
Mi-Ka-El: Who is Like God?
His spirit origin has changed as a result of accumulating and synchronizing with myths of the Archangel Michael. When summoned into areas where his legend is strong and people are devout, he receives a +1 to all parameters. However, in areas of agnosticism or indifference, his parameters remain unchanged. In areas where strong myths other than his own exist, he receives a -1 in all parameters.
Neph-il-im: I Carry The Faith
His spirit origin has changed as a result of accumulating and synchronizing with myths of the Archangel discoving who Michael truly is. When summoned into areas where the faith is strong he receives a +1 to all parameters. In areas of agnosticism or indifference his parameters remain unchanged, however he can expend a Burden to become the faith and gain access to his increase Parameters for 1 fight. In areas where strong myths other than his own exist he is himself no stronger, but no weaker; Michael knows the truth and has embraced it, he will no longer let doubt weaken him.
Deus Ex: Felling Blade of Revelation - Anti-Personnel NP
Can only be activated as long as his first Noble Phantasm is provided neutral or boosted parameters. When activated, his Black Key becomes engulfed in light and increases in length to twice his height, which he hurtles like a spear down on the target in a devastating burst of mana. Thanks to the legends of Michael slaying the Dragon in Revelations, the attack deals additional damage against those with the Dragon-trait or Evil-alignment. Michael deals 5d10+MP&Strength to all enemies within 3 meters of his target. Double the damage if the enemy is Draconic or Evil. Quadruple the damage if the enemy is both.
Range: 25 meters.
Cost: 3 Burdens(Cost reduced to 2 if “Mi-Ka-El: Who is Like God?” is active)
Emprisk Character Sheet
Name: Usami Haru
Race: ?
Nationality: Japanese
Element: Wind
Origin: Solving
Age: 17
Alignment: Lawful Weird Good
Specializations: Runes, Working out Mysteries and sewing
Class: Avenger
Health: 300
Strength: E(23)
Dexterity: C(27)
Endurance: D(25)
MP: A-(31)
Luck: D(25)
NP: B(4 Burdens)
Avenger B-: Reduce NP Cost by 1 when in combat with your grudge, but if you grudge misses by 3 or less your nearest ally takes the damage meant for you.
Inherent Insight A: Gain advantage when trying to discern the truth. Assign a +4 to this roll once per day.
Territory Creation A+: Designate a 50 meter area as territory. When inside your own territory add 1 to all your rolls.
Runecraft A-: Replaces your weaponry with the following Runes:
List of Runes
Bounded Field: Level 3 - Applies specific effects over a limited area, theoretically unlimited. Maximum of 7 effects.
Casting time: 5 minutes per effect.
Area: Up to 50 meters in diameter.
Duration: Indefinite unless destroyed.
Barkano: Level 3 - Allows tracking through use of a single inscribed item placed on the target. Rune has no magical presence and can only be spotted on close inspection of the item in question.
Casting time: 1 minute.
Range: 10 kilometers.
Duration: Until item is destroyed.
Gandr: Level 3 - Launch a projectile that deals 3d6+MP on hit.
Casting time: 1 Active Action.
Range: 20 meters.
Ath nGabla: Level 3 - Targets cannot hide or flee until one side is dead or both agree to leave. This does not apply to one target of your choosing.
Casting time: 1 minute. Can be prepared in advance.
Range: 10 meters.
Duration: 2 hours.
Kenaz: Level 2 - Enhance two senses for up to one minute. Enhances senses have advantage when used to perform a check.
Casting time: 1 Active Action.
Range: Touch.
Duration: 10 minutes.
Noble Phantasms:
Party of the Hero!: Gives allies advantage versus those Usami considers enemies for three rounds as well as a +2 on all rolls.
Range: All allies in sight
Cost: 1 Burden
Rank: B
“In the name of the Hero… Destroy evil!”
I will surpass your expectations!: Any attack or effect that would normally force Usami to commit self-harm has no effect and instead rebounds back onto the caster.
Range: Self
Duration: Always active
Cost: None
Rank: B
[REDACTED] hurt her one last time for her own good, but [REDACTED} gave her the strength to carry on.
Bio: Insane or scarily competent? Can’t it be both? Much like the girl herself, she has very odd ways of doing things. From drinking beverages like a bird to making her own costumes. But underneath it all is a girl who values two things above all else: her vengeance, and the only person who bothered to try and make friends with her as children. It’s not always clear which she values more but she doesn’t sweat the small stuff.
If you manage to tolerate her eccentrics and get through her metaphorical mask, there is not a more loyal and loving young woman in the world.
Alternate Class
Caster
HP: 276
Strength: E(23)
Agility: C(27)
Endurance: E(23)
MP: A+(31)
Luck: D(25)
NP: A(5 Burdens)
Equipment: Mercury’s Gloves(Allows the instant formation of a 3 effect Bounded Field and advantage on MP checks to instantly apply additional effects.)
Skills:
Item Construction B-(Modern): Twenty times per day summon a modern construct.
Modern Constructs
Computer
Cell phone
Walkie Talkie
Spotlight
Laser designator
Motorcycle(Fueled)
Car(Seats 4-6)(Fueled)
(Items do not require power sources and will connect regardless of time period but have a function duration of 4 hours once created.)
Alchemic Elemental Reinforcement C: Generate an alchemic flask every day. When used this flask will coat your body in your element allowing you to deal 3d6+MP elemental damage on hit. Additionally any time you are hit in melee the enemy must roll Luck(DC13) to avoid being inflict with a status ailment and all physical checks are performed using MP while active. This effect lasts 1 minute. Flasks may be stored if not used that day up to a maximum of 10. Limit 3 uses per day.
Inherent Insight A: Gain advantage when trying to discern the truth. Assign a +4 to this roll once per day.
Territory Creation A+: Designate a 50 meter area as territory. When inside your own territory add 1 to all your rolls.
Runecraft A-: Replaces your weaponry with the following Runes:
List of Runes
Bounded Field: Level 3 - Applies specific effects over a limited area, theoretically unlimited. Maximum of 7 effects.
Casting time: 5 minutes per effect.
Area: Up to 50 meters in diameter.
Duration: Indefinite unless destroyed.
Barkano: Level 3 - Allows tracking through use of a single inscribed item placed on the target. Rune has no magical presence and can only be spotted on close inspection of the item in question.
Casting time: 1 minute.
Range: 10 kilometers.
Duration: Until item is destroyed.
Gandr: Level 3 - Launch a projectile that deals 3d6+MP on hit.
Casting time: 1 Active Action.
Range: 20 meters.
Ath nGabla: Level 3 - Targets cannot hide or flee until one side is dead or both agree to leave. This does not apply to one target of your choosing.
Casting time: 1 minute. Can be prepared in advance.
Range: 10 meters.
Duration: 2 hours.
Kenaz: Level 2 - Enhance two senses for up to one minute. Enhances senses have advantage when used to perform a check.
Casting time: 1 Active Action.
Range: Touch.
Duration: 10 minutes.
Noble Phantasms:
Party of the Hero!: Gives allies advantage versus those Usami considers enemies for three rounds as well as a +2 on all rolls.
Range: All allies in sight
Cost: 1 Burden
Rank: B
“In the name of the Hero… Destroy evil!”
I will surpass your expectations!: Any attack or effect that would normally force Usami to commit self-harm has no effect and instead rebounds back onto the caster.
Range: Self
Duration: Always active
Cost: None
Rank: B
[REDACTED] hurt her one last time for her own good, but [REDACTED} gave her the strength to carry on.
Mysty Character Sheet
Name: Seraphina
Race: Israelite
Nationality: Levite
Origin: Vigilance
Element: Fire
Age: 18
Alignment: Chaotic Good
Specialization: Sniper
Health: 324
Strength: B(29)
Agility: A(31)
Endurance: C(27)
MP: B(29)
Luck: D(25)
NP: C(3 Burdens)
Primary Weapon: Bow of the Fiery Serpent(2d6+Agility fire damage)
Equipment: 30 Golden Arrows(Deal double damage against Divine enemies.)
90 Unstable Arrows(When placed into contact with another mana source deal 1d6+6+mana source’s MP modifier damage in a 3 meter area.)
Passives
Independent Action D: Replenish Burdens twice per day without Consulting Alaya.
Presence Concealment B: Automatically enter Stealth during combat 4 times per day. When attacking from Stealth gain advantage.
Seraph C: When any new enemy is set alight add +1d6 on all damage rolls, or upon request double movement speed instead and once per day add +3 to any roll.
Holy Fire EX: Reduce threshold to Burn an enemy by 6.
Passover: Deduct 2 from damage rolls against all allies in sight 3 times. If Seraphina is in Seraph mode this upgrade to complete damage negation 3 times. Must be activated.
Devoción Flameante A: Alters melee strikes to deal 2d8+MP fire damage.
Noble Phantasms
Purified Eye - You possess both normal and Infrared Vision
Range: Sight
Duration: Always active
Cost: None
Ebenezer - Determine the exact species and parameter or any creatures in range.
Range: 50 meters
Duration: 10 minutes
Cost: 1 Burden
Wrath of Elohim - Deal 8d6+Agility fire damage to a single target and Burn them. Double the damage if undetected.
Range: 50 meters
Duration: 1 Attack
Cost: 2 Burdens(Can be used so long as any Burdens remain.)
Historical setting:
While Israel reclaimed the land of Abraham’s inheritance, the tabernacle with the Arc was located at Shiloh. During the time of the young Prophet Samuel and the head priest Eli, there was a battle with the Philistines a day’s journey away ar Ebenezer (stone of help/divine aid). Isreal was fairing poorly so brought out the Arc for aid like in the battle of Jericho. Israel lost badly and the Philistines captured the Arc and kept it for 7 months before getting tired of the constant plagues that occurred in each city they tried to store it and returned it to Israel.
Bio:
Born Sarah of the tribe of Levi, she spent her time caring for her siblings while father officiated in the tabernacle, and sneaking out to practice archery with her secret boyfriend from the tribe of Zebulon.
Then the Philistines attacked, and were winning. Father was detailed to be a bearer bringing the holy Arc of the Covenant into battle, and her boyfriend was called up from reserve to join the honor guard. News came back of defeat and death. Didn’t want to believe it and snuck out to search for father and boyfriend herself. She found crows with a scrap of Levitical robes and tracked down the source. Cried out when she found bloody crow pecked bodies still clutching the broken pole of the Arc and a familiar bow. Her grief gave her away to philistinian scavengers nearby.
Outnumbered and without arrows, she called up to heaven for aid, and a Seraphim decended from heaven on fiery wings directly onto Sarah. In sudden fear she lashed out and fire engulfed her. When her vision cleared, the men were burnt to a crisp, as was the remains of the Israelite dead around her. then she realized she and the bow were on fire, but not getting burned.
She couldn’t return home and risk burning everyone, so fled to the wilderness with the bow. After a long time of practice, and burned out campsites, she began to control the power of the burning one. She no longer visibly burned, except for her right eye, which she kept covered. But she remained sensitive to heat and was able to sense when other sources of heat were near. With her right eye uncovered, she could determine who deserved the wrath of heaven. And with her new bow she could imbue it with her Heavenly fire and strike down her targets.
Reborn in fire, she changed her name to Seraphina, and took to stalking the Philistines who invaded her home and secretly struck down their commanders from the shadows and delighted when they screamed about how it was fire from Elohim himself.
Then counterforce recruited.