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Rebel Star: A LitRPG Post-Apocalyptic Space Opera (System Apocalypse Book 8)

Page 36

by Tao Wong

Resolve

  Greater

  Detection

  Altered Space

  A Thousand

  Blades

  Shield Transference

  Soul Shield

  Blink Step

  Army of One

  Sanctum

  Body Swap

  Portal

  John’s Erethran Honor Guard Skills

  Mana Imbue (Level 3)

  Soulbound weapon now permanently imbued with mana to deal more damage on each hit. +20 Base Damage (Mana). Will ignore armor and resistances. Mana regeneration reduced by 15 Mana per minute permanently.

  Blade Strike (Level 5)

  By projecting additional Mana and stamina into a strike, the Erethran Honor Guard’s Soulbound weapon may project a strike up to 50 feet away.

  Cost: 50 Stamina + 50 Mana

  Thousand Steps (Level 1)

  Movement speed for the Honor Guard and allies are increased by 5% while skill is active. This ability is stackable with other movement-related skills.

  Cost: 20 Stamina + 20 Mana per minute

  Altered Space (Level 2)

  The Honor Guard now has access to an extra-dimensional storage location of 30 cubic meters. Items stored must be touched to be willed in and may not include living creatures or items currently affected by auras that are not the Honor Guard’s. Mana regeneration reduced by 10 Mana per minute permanently.

  Two are One (Level 1)

  Effect: Transfer 10% of all damage from Target to Self

  Cost: 5 Mana per second

  The Body’s Resolve (Level 3)

  Effect: Increase natural health regeneration by 35%. On-going health status effects reduced by 33%. Honor Guard may now regenerate lost limbs. Mana regeneration reduced by 15 Mana per minute permanently.

  Greater Detection (Level 1)

  Effect: User may now detect System creatures up to 1 kilometer away. General information about strength level is provided on detection. Stealth skills, Class skills, and ambient mana density will influence the effectiveness of this skill. Mana regeneration reduced by 5 Mana per minute permanently.

  A Thousand Blades (Level 3)

  Creates four duplicate copies of the user’s designated weapon. Duplicate copies deal base damage of copied items. May be combined with Mana Imbue and Shield Transference. Mana Cost: 3 Mana per second

  Soul Shield (Level 4)

  Effect: Creates a manipulable shield to cover the caster’s or target’s body. Shield has 1,500 Hit Points.

  Cost: 250 Mana

  Blink Step (Level 2)

  Effect: Instantaneous teleportation via line-of-sight. May include Spirit’s line of sight. Maximum range—500 meters.

  Cost: 100 Mana

  Portal (Level 5)

  Effect: Creates a 5-meter by 5-meter portal which can connect to a previously traveled location by user. May be used by others. Maximum distance range of portals is 10,000 kilometers.

  Cost: 250 Mana + 100 Mana per minute (minimum cost 350 Mana)

  Army of One (Level 4)

  The Honor Guard’s feared penultimate combat ability, Army of One builds upon previous Skills, allowing the user to unleash an awe-inspiring attack to deal with their enemies. Attack may now be guided around minor obstacles.

  Effect: Army of One allows the projection of (Number of Thousand Blades conjured weapons * 3) Blade Strike attacks up to 500 meters away from user. Each attack deals 5 * Blade Strike Level damage (inclusive of Mana Imbue and Soulbound weapon bonus)

  Cost: 750 Mana

  Sanctum (Level 2)

  An Erethran Honor Guard’s ultimate trump card in safeguarding their target, Sanctum creates a flexible shield that blocks all incoming attacks, hostile teleportations and Skills. At this Level of Skill, the user must specify dimensions of the Sanctum upon use of the Skill. The Sanctum cannot be moved while the Skill is activated.

  Dimensions: Maximum 15 cubic meters.

  Cost: 1,000 Mana

  Duration: 2 minute and 7 seconds

  Paladin of Erethra Skill Tree

  Penetration

  Aura of Chivalry

  Eye of Insight

  Beacon of the Angels

  Vanguard of the Apocalypse

  Eye of the Storm

  Society’s Web

  Judgment of All

  Immovable Object / Unstoppable Force

  Domain

  Shackles of Eternity

  John’s Paladin of Erethra Skills

  Class Skill: Penetration (Level 9 - Evolved)

  Few can face the judgment of a Paladin in direct combat, their ability to bypass even the toughest of defenses a frightening prospect. Reduces Mana Regeneration by 45 permanently.

  Effect: Ignore all armor and defensive Skills and spells by 90%. Increases damage done to shields and structural supports by 175%.

  Secondary Effect: Damage that is resisted by spells, armor, Skills and Resistances is transferred to an Evolved Skill shield at a ratio of 1 to 1.

  Duration: 85 minutes

  Class Skill: Aura of Chivalry (Level 1)

  A Paladin’s very presence can quail weak-hearted enemies and bolster the confidence of allies, whether on the battlefield or in court. The Aura of Chivalry is a double-edged sword however, focusing attention on the Paladin—potentially to their detriment. Increases success rate of Perception checks against Paladin by 10% and reduces stealth and related skills by 10% while active. Reduces Mana Regeneration by 5 Permanently.

  Effect: All enemies must make a Willpower check against intimidation against user’s Charisma. Failure to pass the check will cow enemies. All allies gain a 50% boost in morale for all Willpower checks and a 10% boost in confidence and probability of succeeding in relevant actions.

  Note: Aura may be activated or left-off at will.

  Beacon of the Angels (Level 2)

  User calls down an atmospheric strike from the heavens, dealing damage over a wide area to all enemies within the beacon. The attack takes time to form, but once activated need not be concentrated upon for completion.

  Effect: 1000 Mana Damage done to all enemies, structures and vehicles within the maximum 25-meter column of attack

  Mana Cost: 500 Mana

  Eyes of Insight (Level 1)

  Under the eyes of a Paladin, all untruth and deceptions fall away. Only when the Paladin can see with clarity may he be able to judge effectively. Reduces Mana Regeneration by 5.

  Effect: All Skills, Spells and abilities of a lower grade that obfuscate, hinder or deceive the Paladin are reduced in effectiveness. Level of reduction proportionate to degree of difference in grade and Skill Level.

  Eye of the Storm (Level 1)

  In the middle of the battlefield, the Paladin stands, seeking justice and offering judgment on all enemies. The winds of war will seek to draw both enemies and allies to you, their cruel flurries robbing enemies of their lives and bolstering the health and Mana of allies.

  Effect: Eye of the Storm is an area effect buff and taunt. Psychic winds taunt enemies, forcing a Mental Resistance check to avoid attacking user. Enemies also receive 5 points of damage per second while within the influence of the Skill, with damage decreasing from the epicenter of the Skill. Allies receive a 5% increase in Mana and Health regeneration, decrease in effectiveness from Skill center. Eye of the Storm affects an area of 50 meters around the user.

  Cost: 500 Mana + 20 Mana per second

  Vanguard of the Apocalypse (Level 2)

  Where others flee, the Paladin strides forward. Where the brave dare not advance, the Paladin charges. While the world burns, the Paladin still fights. The Paladin with this Skill is the vanguard of any fight, leading the charge against all of Erethra’s enemies.

  Effect: +45 to all Physical attributes, increases speed by 55% and recovery rates by 35%. This Skill is stackable on top of other attribute and speed boosting Skills or spells.

  Cost: 500 Mana + 10 Stamina per second

  Society’s Web (Level 1)

  Where the Eye
of Insight provides the Paladin an understanding of the lies and mistruths told, Society’s Web shows the Paladin the intricate webs that tie individuals to one another. No alliance, no betrayal, no tangled web of lies will be hidden as each interaction weaves one another closer. While the Skill provides no detailed information, a skilled Paladin can infer much from the Web.

  Effect: Upon activation, the Paladin will see all threads that tie each individual to one another and automatically understand the details of each thread when focused upon.

  Cost: 400 Mana + 200 Mana per minute

  Other Class Skills

  Frenzy (Level 1)

  Effect: When activated, pain is reduced by 80%, damage increased by 30%, stamina regeneration rate increased by 20%. Mana regeneration rate decreased by 10%

  Frenzy will not deactivate until all enemies have been slain. User may not retreat while Frenzy is active.

  Cleave (Level 2)

  Effect: Physical attacks deal 60% more base damage. Effect may be combined with other Class Skills.

  Cost: 25 Mana

  Elemental Strike (Level 1 - Ice)

  Effect: Used to imbue a weapon with freezing damage. Adds +5 Base Damage to attacks and a 10% chance of reducing speed by 5% upon contact. Lasts for 30 seconds.

  Cost: 50 Mana

  Instantaneous Inventory (Maxed)

  Allows user to place or remove any System-recognized item from Inventory if space allows. Includes the automatic arrangement of space in the inventory. User must be touching item.

  Cost: 5 Mana per item

  Shrunken Footsteps (Level 1)

  Reduces System presence of user, increasing the chance of the user evading detection of System-assisted sensing Skills and equipment. Also increases cost of information purchased about user. Reduces Mana Regeneration by 5 permanently.

  Tech Link (Level 2)

  Effect: Tech Link allows user to increase their skill level in using a technological item, increasing input and versatility in usage of said items. Effects vary depending on item. General increase in efficiency of 10%. Mana regeneration rate decreased by 10%

  Designated Technological Items: Neural Link, Hod’s Triple Fused Armor

  Analyze (Level 2)

  Allows user to scan individuals, monsters, and System-registered objects to gather information registered with the System. Detail and level of accuracy of information is dependent on Level and any Skills or Spells in conflict with the ability. Reduces Mana regeneration by 10 permanently.

  Harden (Level 2)

  This Skill reinforces targeted defenses and actively weakens incoming attacks to reduce their penetrating power. A staple Skill of the Turtle Knights of Kiumma, the Harden Skill has frustrated opponents for millennia.

  Effect: Reduces penetrative effects of attacks by 30% on targeted defense.

  Cost: 3 Mana per second

  Quantum Lock (Level 3)

  A staple Skill of the M453-X Mecani-assistants, Quantum Lock blocks stealth attacks and decreases the tactical options of their enemies. While active, the Quantum Lock of the Mecani-assistants excites quantum strings in the affected area for all individuals and Skills.

  Effect: All teleportation, portal, and dimensional Skills and Spells are disrupted while Quantum Lock is in effect. Forceable use of Skills and Spells while Skill is in effect will result in (Used Skill Mana Cost * 4) health in damage. Users may pay a variable amount of additional Mana when activating the Skill to decrease effect of Quantum Lock and decrease damage taken.

  Requirements: 200 Willpower, 200 Intelligence

  Area of Effect: 100-meter radius around user

  Cost: 250 + 50 Mana per Minute

  Elastic Skin (Level 3)

  Elastic Skin is a permanent alteration, allowing the user to receive and absorb a small portion of damage. Damage taken reduced by 7% with 7% of damage absorbed converted to Mana. Mana Regeneration reduced by 15 permanently.

  Fate’s Thread (Level 2)

  The Akashi’so believe that we are all but weavings in the great thread of life. Connected to one another by the great Weaver, there is not one but multiple threads between us all, woven from our interactions and histories. Fate’s Thread is but a Skill expression of this belief. This Skill cannot be dodged but may be blocked. After all, all things are bound together.

  Effect: Fate’s Thread allows the user to bind individuals together by making what is already there apparent. Thread is made physical and may be used to pull, tie and bind.

  Duration: 2 minutes

  Cost: 60 Mana

  Spells

  Improved Minor Healing (IV)

  Effect: Heals 40 Health per casting. Target must be in contact during healing. Cooldown 60 seconds.

  Cost: 20 Mana

  Improved Mana Missile (IV)

  Effect: Creates four missiles out of pure Mana, which can be directed to damage a target. Each dart does 30 damage. Cooldown 10 seconds.

  Cost: 35 Mana

  Enhanced Lightning Strike

  Effect: Call forth the power of the gods, casting lightning. Lightning strike may affect additional targets depending on proximity, charge and other conductive materials on-hand. Does 100 points of electrical damage.

  Lightning Strike may be continuously channeled to increase damage for 10 additional damage per second.

  Cost: 75 Mana.

  Continuous cast cost: 5 Mana / second

  Lightning Strike may be enhanced by using the Elemental Affinity of Electromagnetic Force. Damage increased by 20% per level of affinity

  Greater Regeneration (II)

  Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.

  Duration: 10 minutes

  Cost: 100 Mana

  Firestorm

  Effect: Create a firestorm with a radius of 5 meters. Deals 250 points of fire damage to those caught within. Cooldown 60 seconds.

  Cost: 200 Mana

  Polar Zone

  Effect: Create a thirty-meter diameter blizzard that freezes all targets within one. Does 10 points of freezing damage per minute plus reduces effected individuals speed by 5%. Cooldown 60 seconds.

  Cost: 200 Mana

  Greater Healing (II)

  Effect: Heals 100 Health per casting. Target does not require contact during healing. Cooldown 60 seconds per target.

  Cost: 75 Mana

  Mana Drip (II)

  Effect: Increases natural health regeneration of target by 6%. Only single use of spell effective on a target at a time.

  Duration: 10 minutes

  Cost: 100 Mana

  Freezing Blade

  Effect: Enchants weapon with a slowing effect. A 5% slowing effect is applied on a successful strike. This effect is cumulative and lasts for 1 minute. Cooldown 3 minutes.

  Spell Duration: 1 minute.

  Cost: 150 Mana

  Improved Inferno Strike (II)

  A beam of heat raised to the levels of an inferno, able to melt steel and earth on contact! The perfect spell for those looking to do a lot of damage in a short period of time.

  Effect: Does 200 Points of Heat Damage

  Cost: 150 Mana

  Mud Walls

  Unlike its more common counterpart Earthen Walls, Mud Walls focus is more on dealing slow, suffocating damage and restricting movement on the battlefield.

  Effect: Does 20 Points of Suffocating Damage. -30% Movement Speed

  Duration: 2 Minutes

  Cost: 75 Mana

  Create Water

  Pulls water from the elemental plane of water. Water is pure and the highest form of water available. Conjures 1 liter of water. Cooldown: 1 minute

  Cost: 50 Mana

  Scry

  Allows caster to view a location up to 1.7 kilometers away. Range may be extended through use of additional Mana. Caster will be stationary during this period. It is recommended caster focuses on the scry unless caster has a high level of Intelligence and Perception so as to avoid accidents. Scry m
ay be blocked by equivalent or higher tier spells and Skills. Individuals with high perception in region of Scry may be alerted that the Skill is in use. Cooldown: 1 hour.

  Cost: 25 Mana per minute.

  Scrying Ward

  Blocks scrying spells and their equivalent within 5 meters of caster. Higher level spells may not be blocked, but caster may be alerted about scrying attempts. Cooldown: 10 minutes

  Cost: 50 Mana per minute

  Improved Invisibility

  Hides target’s System information, aura, scent, and visual appearance. Effectiveness of spell is dependent upon Intelligence of caster and any Skills or Spells in conflict with the target.

  Cost: 100 + 50 Mana per minute

  Improved Mana Cage

  While physically weaker than other elemental-based capture spells, Mana Cage has the advantage of being able to restrict all creatures, including semi-solid Spirits, conjured elementals, shadow beasts, and Skill users. Cooldown: 1 minute

  Cost: 200 Mana + 75 Mana per minute

  Improved Flight

  (Fly birdie, fly! - Ali) This spell allows the user to defy gravity, using controlled bursts of Mana to combat gravity and allow the user to fly in even the most challenging of situations. The improved version of this spell allows flight even in zero gravity situations and a higher level of maneuverability. Cooldown: 1 minute

 

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