Alexander the Crafter
Basic Class: Archer 20
Evolved Class: Gunslinger 50 / Rifleman 50 / Mercenary Captain 23
Non-Combat Class: Enchanter 20 / Blacksmith 20 / Master Artificer 32 / Noble 9 / Bioshaper 17
General Skills:
Inspect Item:
You gain the ability to see and conceptualize magical items and the bonuses they grant to their bearer.
Money Maker:
It takes money to make money, and you’re the expert, baby! Whatever you touch turns to gold (not literally) but anything, everything, and everyone you oversee, control, or hire generates more money than they should. How’s that possible? Who knows, but you got the magic, baby, you make it happen!
Tier II: You don’t just generate extra money for your people like the rich moneybag you are! Now you also produce extra of anything gathered or produced by your people. Where does it all come from? Still a mystery! Better not to think about it too closely.
Double Vision:
You grow a second set of eyes, which give you divine insight into the past, present, and future. These eyes only appear when using your second sight and will continually drain your Willpower attribute when in use.
Archer Skills:
Trickster’s Dash:
Dash through the air, ignoring wind resistance until you land. When you dash, you are briefly invisible until your dash ends.
Gambler’s Eye:
You receive a passive boost of 20% to your coordination, your vision is improved, and you gain a sixth sense that reveals when luck may be favoring you.
Swagger:
Your movement speed increases, obstacles bend from your path, and your step is sure and steady. Your movements subtly intimidate others.
Gunslinger Skills:
Duel Me:
At the start of combat, challenge a foe to a duel. The stakes of the duel are randomly selected and may include an attribute point, a percentage of all experience gained, a perk, a mutation, a skill, or an achievement. The first to surrender, retreat, or die loses. The winner of the duel permanently steals the stakes of the duel, and the loser permanently loses the stakes of the duel. This skill may only be used once a day.
Gambler’s Luck (Shared Skill):
You push luck to the limit, changing the odds around you to guarantee a more favorable outcome. Unlocks a new attribute: Luck.
Ace in the Hole:
If you receive a fatal wound, you are instead brought back to life and full healed. This skill has a cooldown of one year.
Duel at Dawn:
Whenever you have an active target of your Duel Me skill, you receive a fifty percent increase to your coordination attribute.
Summon Your Posse:
You may summon any spiritual companions, physical bodies, or bonded creatures you control to your current position. After the skill expires, the beings you summoned are returned to their original locations. This skill has a cooldown of one month.
Misfire:
Intentionally misfire your weapon, releasing six bullets at once in a light spread towards your target. These can be enchanted bullets, and if only one bullet is available a copy of that bullet will fire six times. These bullets have reduced range, and reloading takes three times as long after a misfire.
Rifleman Skills:
Metal Mind (Shared Skill):
Your mind has evolved. You understand metal on a fundamental level and are able to manipulate all forms of metal at will. The distance from which you may manipulate metal and the power and precision of your control scales based on your memory and willpower.
Tier II: Your mind has further evolved, giving you a greater control of all types of metal and metal-like substances. Any item you craft with this skill becomes easier to upgrade and bond with, and when upgrading the item, it has a chance to increase its power by an additional 10%.
Aim True:
Your aim is improved and you may fire further with your guns. Your bullets are not slowed by air resistance or the pull of gravity.
Hardy Campaigner:
You can go longer without needing to eat, drink, or sleep. You no longer feel fatigue from lack of sleep, although you can still die from prolonged sleep deprivation.
Fighting in Formation:
Gain a 1% increase to all your attributes for every ally fighting within 20 feet of you.
Eyes of the Eagle:
You gain several new physical adaptations to your eyes. You gain a wider field of vision and unobstructed vision when underwater. The lenses of your eyes are also capable of rapidly adapting between seeing things near or far or during shifting light conditions. You also gain a +20% increase to your perception attribute.
Focus Your Will (Shared Skill):
You bring to bear all of your willpower to enhance your next attack, granting it a 500% increase in power. Immediately after activating Focus Your Will, you are mentally and physically drained for an amount of time that scales downward based on your willpower and endurance attributes.
Line of Sight:
Anything you can see, you can shoot. Your aim is improved ten-fold, and magical shields and physical barriers are significantly less effective against you as long they don’t obscure vision of your target completely.
Mercenary Captain:
Analyze Battlefield:
Take in an enemy force and learn about their general levels, their equipment, and the morale of their soldiers. Gain an advantage when it comes to skirmishes and battles, as you can see if you’re walking into a high-level fight or not. Or if the enemy is severely demoralized and can be broken with a single charge or attack.
Veteran’s Resistance:
Grants a small bit of resistance to all types of damage, including magic resistance. Acts something like wearing armor—except for spells. Also works to help you resist the effects of more esoteric types of spellcraft, such as scrying, curses, or various other debuffs or negative effects.
Exploit Weakness:
You do ten times as much damage for a single hit if you manage to strike a vulnerable place on a person or monster.
Non-Combat Class Skills:
Enchanting Skills:
Empowered Enchantments:
Your enchantment effects are more powerful.
Resilient Enchantments:
Your enchantments are more durable and resistant to damage caused by distortion.
Blacksmithing Skills:
Efficient Crafting:
You use less resources when you craft.
Crafting in Harmony:
When working with the materials from two or more non-combat classes, you gain an inherent understanding of the materials you are working with. This does not impart the skills of another class, but can give you some insight into how to combine different materials together to maximize their effectiveness.
Master Artificer:
Knowledge of the Ancestors:
Occasionally, you may come across areas of the world, objects, or books which resonate with your Master Artificer class. You gain a sixth sense for finding such things whenever they are near, and taking the time to study them may unlock hidden or lost knowledge, unlocking crafting schematics from ages past.
Artifact Tinkerer:
You gain the ability to modify, improve, or upgrade an existing Artifact.
Artifact Analysis:
You gain the ability to analyze and understand an existing Artifact. The more you study a Pre-System Artifact, the more is revealed to you—and the more likely you are to learn how to copy the magic for yourself.
Bioshaper Skills:
Graft Foreign Object:
You are better able to merge foreign, non-living objects with human flesh, creating a synergistic blend of technology and humanity.
Convert Flesh to Metal:
You may very slowly convert human flesh into a new type of living metal, one that perfectly mimics the human form… with none of the weaknesses.
Noble Skills:
Fertile Fields:
All fields, orchards, apiaries, livestock, fisheries, and vineyards produce slightly more than usual, and of slightly higher quality, whenever you or someone you employ or control oversees the operation.
Perks:
Ptah’s Blessing:
You gain +100 to your Leadership attribute.
Late Bloomer:
The longer you fight an opponent, stay in a dungeon, or focus on a single task, the more powerful you become.
For each minute spent fighting an opponent, you gain a 5% base increase to all of your attributes until one of you is defeated.
For every five hours you spend on a single task, you gain a 10% chance for the final product of your focus to upgrade itself in some way.
For every day you spend inside a dungeon, you receive a 1% increase to all damage you deal and you receive 1% less damage from everything inside the dungeon.
Born at Sea:
The sway of the sea beneath you is a comfort for your very soul. You fight better, sleep better, and level faster whenever your two feet have nothing but the deck of a ship under you, cold, crisp water surrounding you, and the sweet sea air blowing in your hair.
Riding High:
You gain increased proficiency at riding horseback.
Legendary Artificer:
All artifacts that you craft with your Master Artificer class have their power increased fivefold, and cannot be broken or damaged by anything but divine intervention or overwhelming catastrophe.
Evolutions:
Evolution of the Waves:
You and your people have cleansed the oceans and seas of your world from a great corruption. In recognition of your service, you and any sailors, captains, or travelers on the waves will never drown at sea. If they are ever cast adrift, they will be preserved, and find themselves washed ashore somewhere relatively safe and sound. You and your ship captains also gain a sixth sense about the weather, and an instinctive understanding of how to navigate over the waves and how to best battle while captaining a ship. Your most experienced captains may also form bonds with the creatures of the seas and oceans, gaining their loyalty and trust for life.
Transhumanism:
For surpassing the limits of your biological body through technology and innovation, you have been rewarded +10 to all attributes. All magical items you currently have equipped are upgraded one tier. Transhumanism has evolved you into something greater than your mere biology. All of your body modifications are upgraded, allowing them to merge more organically with your previous biology and giving you finer control and understanding of each and every one. This effect is irreversible.
Achievements:
Pirate King:
You have held dominion over the seas for a generation, solidifying your place in history as one of the greatest pirate kings to ever rule. As a reward, any ship you claim through subterfuge, piracy, or war gains the rapid repair attribute, bringing the ship back to at least 50% functionality within two days of capture. This effect can be sped up considerably by your crew assisting in the repairs, but is not mandatory.
Bonded Equipment:
Proteus, the Gun of Infinite Possibilities.
Tier I: Proteus can currently create Penetration Bullets, Explosive Bullets, Stasis Bullets, Confusion Bullets, Darkness Bullets, Holy Bullets, Blinding Bullets, Multi-Bullets, Lifestealer Bullets, Burning Bullets, Freezing Bullets and Monster Killer Bullets.
Tier II: Proteus can be charged up, increasing the power of your selected bullet. The longer you allow the charge to build, the more powerful the effect of your chosen bullet.
Tier III: Proteus can now steal any hostile, magical attack made against you and turn it into a bullet for your revolver. This power lasts for only a single shot, unless you manage to kill your opponent with their own spell. If your opponent dies from your return bullet, Proteus captures their spell permanently and you gain the new bullet as a part of your revolver’s arsenal.
Exodus, Wings of the Automaton:
These unique wings grant the wearer the ability to fly as if they were born to roam the skies above. When extended, they grant a limited, instinctual control over wind and momentum, and when folded inward, they vanish into their own pocket dimension, reducing their size and weight to almost nothing.
Tier II: Your control over wind and momentum has expanded, growing to encompass the air around you as you move. You can now sense patterns in the wind for miles, use the wind to boost your speed and maneuverability, and have an instinctive grasp of all disturbances in the air nearby, alerting you to potential predators or attacks before they can strike.
Machinist’s Hand:
A perfect replica of the human hand - except better.
Equipping this item grants you full control of your new limb, with greater flexibility and control than a normal human hand.
This item grants you a large bonus to strength, endurance, and coordination with your new hand. Only an item or weapon used in this hand gains the benefit of these attribute increases.
Equipping this item makes your right forearm and hand extremely resistant to damage of all types, including spells, magical weapons, and blunt force trauma.
Tier II: You have transcended humanity itself, and your equipment is a reflection of your evolution into something new… and something greater.
Your non-biological body parts have evolved to feel more like a natural part of your body, giving you better control, responsiveness, and strength. These bonuses scale higher depending on how much of your body you modify or replace with technology, magitech, or the equivalent artificial life form.
Current bonus: 7%.
Replace more of your form, or modify it with non-biological attachments, to gain further bonuses. The more your body transcends your weak, biological body the better you will become.
Magical Equipment:
Ring of Forgotten Empires:
Grants the wearer a portion of the power that everyone who has ever worn the ring once possessed. Passive effect but only active at night.
Spatial Satchel:
Holds significantly more equipment than its physical size. Recall an item from the satchel directly into the wearer’s hand or place it anywhere on the wearer’s body. The satchel feels like a natural part of the wearer’s body.
Spatial Backpack:
Holds significantly more equipment than its physical size. Recall an item from the backpack directly into the wearer’s hand or place it anywhere on the wearer’s body. The backpack feels like a natural part of the wearer’s body.
Locket of Protection and Truth-Seeing:
A locket low-powered magical item that grants a small resistance to physical and magical attacks, and grants the wearer the Truth-Seeing skill, allowing them to see through most minor illusions. Additionally, the item also grants the wearer a small increase to resisting mental attacks as well.
Swashbuckler’s Saber:
This magical saber is designed to be paired with a revolver in the other hand. You gain a bonus of +15% to coordination when wielding this sword with a revolver, and the damage dealt for both weapons is increased slightly.
Tier II: You have transcended humanity itself, and your equipment is a reflection of your evolution into something new… and greater.
Your attacks, both ranged and melee, are less likely to miss or be blocked by armor when using this weapon with a revolver in the other hand.
If you strike an enemy with both a bullet and this blade within 5 seconds of each other, you gain a temporary buff to all attributes for 10 seconds.
Magitech Sniper Rifle:
Unifying both technology and magic, this weapon has arcane-assisted aim and deals 25% bonus damage against any vulnerable or unprotected areas struck by bullets from this rifle. In addition, the weapon’s scope automatically adjusts for distance, wind speed, and bullet drop as necessary.