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Beastborne

Page 99

by James T Callum


  +10% High-Quality rate.

  -10% CP cost.

  Essence Imbuement

  While others must slay or find their raw materials, you are capable of creating it. This comes with a number of additional features - and drawbacks - with Essence Imbuement. You can specifically aim to create bones of monsters with whom you have at least 100% Monster Affinity.

  Construction

  Level 5

  Integral for any soul seeking to live with a roof over their head, Construction allows for the creation of assembled parts into a building or structure. In whole or in part, Construction requires the ability to properly read and understand Building Schematics in order to create a structure.

  Foraging

  Level 0

  The bounty of the land is ripe for the picking as a Forager. Whether it’s gathering wild resources found throughout the world or chopping down towering trees to extract valuable heartwood, Foraging allows you to gather the natural materials of the world.

  Tactician

  Level 13

  +1% Planning efficacy.

  +1% Ambush & Trap success.

  -0.5% CP cost of Building Schematics.

  +0.5% Building Schematic parameters.

  Tacticians ply their trade in a wide variety of ways. From civil engineering projects to plotting the ambush and downfall of enemy troops, a Tactician wears many hats. A difficult skill to come by, often requiring high Leadership for the worldview afforded one in such a position, Tacticians gain perks every 5 Levels instead of the typical 10.

  Tactician Perks

  Cruel Machinations

  Trapmaking is a curious art, one which its creator rarely sees the fruits of their labor. By making modifications to the designs of traps you create or oversee, you increase the Critical Hit chance of each trap. Additionally, you gain a portion of the EXP that would have been gained if you slew the creature yourself.

  Lv.2: +10% Critical Hit chance | 15% EXP gained.

  [Social Skills]

  Deception

  Level 7

  +7% Deception success.

  +3.5% Deception awareness.

  -3.5% Reputation loss.

  +1.5% Deception success for each person you have told the same lie to.

  The favorite skill of dark elves and conniving merchants alike, Deception affords you the ability to weave your own truth. The dark elves have a saying, “when all around you is a web of lies, the truth is what you choose to make.” Those skilled in Deception are able to make their own realities and furthermore, convince others of their veracity.

  Exploration

  Level 14

  +140% Faster drawing speed.

  +42% Discoverable range.

  +7.0% Hidden location discovery (Explorer).

  The Exploration skill allows you to discern differences in the environment and keep track of your position on your Explorer’s Map. The higher your Exploration skill, the more detailed and accurate your map will become.

  At low Levels the map will be vague and inaccurate, often with little more than the area’s name. As your skill progresses, the detail becomes greater and your position relative to your surroundings becomes clear.

  Exploration Perks

  Explorer

  As an explorer, your passion is finding new places and hidden nooks. Your ability to find hidden areas increases by 0.5% per Exploration Level. In addition, you gain Experience Points every time you discover a new location.

  Intimidation

  Level 4

  +4% Intimidation success.

  +5.0% Pacification chance.

  While others would convince, you take a more direct approach. Threats are only threats if you don’t make good on them. And by putting the fear of the Gods into an otherwise stalwart soul, you have embarked upon the ignoble art of getting your way by more direct means.

  Leadership

  Level 29

  +29% Party damage.

  +58% Leadership efficacy.

  Some are born to follow, others to lead. Whether intentionally or not, you have shown ambition and a willingness to direct people and walk alongside them toward a shared goal.

  Leadership Perks

  Party Tactics

  When fighting with a party, each member of your party gains an additional 2% bonus to damage, defense, and healing per member within your party communication range.

  Hastened Destruction: 1/3

  Requires: Party Tactics Lv.1

  Increases Ultimate generation of all party members by 10%.

  Leadership Traits

  Commanding Presence

  Effectively coordinating those in your group has made commands and tactics second-nature, allowing you to add another member to your party so long as you remain its Leader.

  Party Members +1 (6 Total).

  Persuasion

  Level 17

  +17% Persuasion success.

  +8.5% Antagonistic persuasion success.

  +15% Reputation gain.

  -6% Reputation loss.

  All civilizations are founded on the principles of compromise. You have taken the first steps along the road of making sure that others compromise more than you.

  Persuasion Perks

  Friendly

  Through long hours of persuading people to see your side of things you have picked up how to appear friendly to many races and cultures even if you don't speak the language.

  Lv1: +20% Persuasion success against non-aggressive entities.

  Mercantile

  Level 2

  +2% Sale price over buyer’s skill.

  -1.0% Purchase price over seller’s skill.

  Trade is the lifeblood of all civilized nations. More important than land, deadlier than any war, trading can make or break a nation.

  [Languages]

  Common

  Deep Speech

  Hal’s Spells & Abilities

  [Spells & Abilities]

  Beastborne

  Even among the lost order of Chimera Knights, there was a whisper and a rumor of something greater. A form of Beast Magic given physical form on the most fundamental levels. Many Chimera Knights died pursuing their desires to attain the title of Beastborne. Wielders of the most powerful Beast Magic, the Beastborne walk the razor’s edge between their humanity and becoming another terror that stalks the stars.

  Arcana Killer

  Gives you an edge when fighting Arcana Family monsters, increasing damage dealt while decreasing damage taken. Adds a chance to Intimidate Arcana.

  Beast Killer

  Gives you an edge when fighting Beast Family monsters, increasing damage dealt while decreasing damage taken. Adds a chance to Intimidate Beasts.

  Clear Mind

  Sacrifice a third of your HP, SP, and MP to reduce Strain to 0.

  Limit once per day.

  Deep Magic

  Alters the Elemental and Monster properties of unassociated held weapons to include currently attuned Essence.

  Lv1: Adds Elemental & Monster Properties to weaponry.

  Lv2: Includes Weaponskills and Abilities.

  Lv3: Includes Spells.

  Edge of Disaster

  Every point of Strain acts as a point of Haste, increasing your movement and attack speed.

  Essence Deflection

  Utilizing pure essence (requires tier 3 or higher), you are able to filter offensive magic through the essence, reducing their incoming damage.

  Regenerative Prowess

  +25% HP, SP, and MP Regeneration.

  Splice

  The core of what it means to be a Beastborne is their capacity to take the essences they’ve acquired and mix them into an entirely new form, never before seen. Monster Attunements are only active while Splicing the given Monster Family.

  Essences: 2

  Splice II

  Splice can now utilize three separate monster essences at once. Stacking multiple essences from the same family increases the effectiveness of both essences and the spells of that fami
ly.

  Essences: 3

  Undead Killer

  Gives you an edge when fighting Undead Family monsters, increasing damage dealt while decreasing damage taken. Adds a chance to Intimidate Undead.

  Beast Magic

  Blinding Spit

  Eject a gob of chemically unstable ooze that explodes into a blinding flash upon impact.

  Additional Effects: Blind, Enmity Up

  School: Beast Magic

  Type: Magical (Dark)

  Family: Aberration (Undead)

  MP: 50

  BP: 2

  Strain: 2

  Damage: 8

  Bomb Toss II

  Throw a goblin-bomb at the enemy dealing Area of Effect (AOE) fire damage.

  School: Beast Magic.

  Type: Magical (Fire).

  Family: Goblin (Beastmen).

  MP: 40

  BP: 2

  Strain: 1

  Damage: 16 (AOE).

  Divebomb

  Summon a phantom of a diving bird of prey to fall upon your enemies and gore them with a devastating attack.

  School: Beast Magic.

  Type: Physical (Piercing).

  Family: Aberration (Undead/Bird).

  MP: 75

  BP: 3

  Strain: 5

  Damage: 18

  Attributes: Physical (Piercing).

  Drill Branch

  Summon spiraling branches to pierce through the toughest hide and gore your opponents. By continuing to channel mana into the spell, you can continue the spell indefinitely. Partially ignores DEF.

  School: Beast Magic.

  Type: Physical (Piercing).

  Family: Treant (Plantoid).

  MP: 35

  BP: 3

  Strain: 2

  Damage: 10

  Empty Vessel

  Each Beastborne is unique. Those that follow the Azure path accept the risk of Strain but are not without the tools to handle the dangerous influx of corrupting magic. Once per day, you focus on the way your body was before becoming a Beastborne. Holding that image, you purge all Strain from yourself, becoming an empty vessel once more.

  Feather Barrier

  Grant yourself a portion of the wind that lifts a bird into the sky and away from the dangers around them. When using Feather Barrier, any uses of Divebomb will be empowered. Increases Evasion.

  School: Beast Magic

  Type: Magical (Wind).

  Family: Aberration (Undead/Bird).

  MP: 65

  BP: 2

  Strain: 3

  Duration: 10 minutes

  Synergy: Divebomb: -33% MP | +2 Damage.

  Goblin Rush II

  Lunge forward, launching a frantic series of critical attacks.

  School: Beast Magic

  Type: Physical (Slashing)

  Family: Goblin (Beastmen)

  MP: 35

  BP: 3

  Strain: 2

  Damage: 30

  Shifting Mask

  Take on the appearance of another, altering every aspect of your body, including clothes and items.

  School: Beast Magic.

  Type: Magical (Dark).

  Family: Eldritch (Soul of Shae’kathoth).

  MP: 200

  BP: 5

  Strain: 10

  Duration: 1 hour.

  Soul Absorption

  Certain unique creatures possess inordinately robust abilities and boast knowledge far beyond their kin. These entities, once defeated, can have their specific essence absorbed, providing unique boons and abilities found only within that creature. Due to the nature of these souls, only one can be set at any given time. And a full day must pass before another soul can be set in its place.

  Soul Drain

  By touching an opponent, you are capable of draining their resources and stats. The more types you drain the less potent the spell becomes and there is a higher chance for resists. Drained stats and resources are removed from the afflicted and temporarily added to you.

  School: Beast Magic.

  Type: Magical (Dark).

  Family: Eldritch (Soul of Shae’kathoth).

  MP: 120

  BP: 5

  Strain: 7

  Duration: 1 hour.

  Spellshaping

  The chief trait of Azure Fate is the empowerment by greater control and efficiency. With this trait, any spell from any discipline is capable of being controlled and shaped in a different manner than its original invocation describes. A Firestorm spell that incinerates a 10ft radius is sloppy magic that can hurt friend and foe alike. Spellshaping allows that same spell to be molded, avoiding friends while annihilating foes.

  Enfeebling

  Bloodrake II

  School: Enfeebling

  MP: 45

  Damage: 3

  Bleed Damage: 6

  Range: 12.5ft Radius

  Binds target(s) with bladed, spiked spectral chains, rooting them to the spot and inflicting heavy Bleed damage. Damage inflicted upon them does not break the spell. Must be touching the same surface as the creature stands upon.

  Enchainment III

  School: Enfeebling

  MP: 18

  Range: 12.5ft Radius

  Binds target(s) with spectral chains, rooting them to the spot. Any damage inflicted upon them once bound breaks the chains. Must be touching the same surface as the creature stands upon.

  Founder Sigils

  Dominate II

  By infusing your will onto the very weave of reality, you can now dominate creatures, taking their semi-sentience for your own.

  Cost: Unknown (Variable?).

  Limit: 25

  Rend

  By focusing on the weave that makes all things, you can now channel the Sigil of Unmaking and rip the weave at its most basic level.

  Cost: 250 EXP

  Innate

  Assimilation II

  By redirecting the flow of vital energies, you are able to convert one resource (HP, MP, SP) for another at a reduced rate.

  Resource Output Conversion

  HP: 55%

  SP: 75%

  MP: 80%

  Empathy

  Allows Hal to share buffs with anybody he possesses Sympathy with.

  Mana Investiture II

  By focusing your Mana on a given object, you are capable of investing your Mana into the object to store, dominate, destroy, or alter its composition.

  MP Cost: Variable.

  Casting Time: Instant.

  Recast: Instant.

  Stalwart Soul

  For the purposes of overcoming resistance to negative status effects, all attributes are considered double their actual value.

  Item-Based

  Blessing of the Flame

  +25% Fire Resistance.

  -25% Water Resistance.

  Partial Immunity to Fire.

  Resistance to Corruption.

  Explorer's Map

  Auto-updating Legendary Quality map.

  Manatree

  Manashield

  A remnant of the Manatree’s own power to repel the worst of the Manastorms, this ability affords you a portion of a Manatree’s protections against an oncoming Manastorm. It is not powerful enough to repel monsters but it will weaken them.

  Casting Time: 10 minutes.

  Duration: 8 hours.

  Radius: 20ft.

  Applies Area Effect: Manatree’s Wrath.

  All creatures within the effective radius of the Manashield move 10% slower and have their DEF and MDEF reduced by 10%.

  Manatorpor

  By focusing your attunement with the Manatree’s essence inside, you have gained the ability to create a magical bubble. All enemies that enter this bubble of magic will be dramatically slowed, their movements sluggish as if in a thick gel. All stamina costs of enemies caught within manatorpor’s range are doubled.

  Casting within the influence of a friendly Manatree doubles range and duration.

  School: Manatree

  Rang
e: 30ft radius.

  Duration: 100 minutes.

  Cost: 208 MP.

  Monster Attunements

  Aberration

  Blades of Bone

  Requirement: Sturdy Hide

  Aberrations are known for their frightening visage, and part of that terror-inducing façade is their ability to make weapons out of organic matter. With Blades of Bone, you too can create weapons made of bone sharpened to a razor's edge. Serrated blades, brutal axes, and spears of bone are yours to command at will.

  MP cost is dependent on the complexity and strength of the weapon. Strength, durability, and overall capacity to create an osseous weapon are dependent upon INT, CHR, aberration attunement, and the Skill Level of the type of weapon you wish to create.

  At any time while wielding an ossified weapon you may sacrifice MP or HP to restore its durability.

  Bone Armor

  Requirement: Sturdy Hide

  An Aberration is a walking armory, capable of supplying itself with both shield and sword at a moment's notice. With Bone Armor, you can adapt the defensive prowess of an Aberration to your own ends. You can choose to sacrifice HP, MP, or SP to create bones that erupt from your body and provide additional protection.

 

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