Light-Bearer, Reign of Shadows.

[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)

This can be a bit difficult to play, because we would be without the benefits of Precogs and so on, but it would prevent the Fate Manipulation part, which my gut tells me that will be a lot more difficult to avoid a bad ending without this. Reason for that: Why we should continue if they can manipulate the ending we end up doing?

And the reason for the second one is that it's very useful this skill, more than the one which prevent you being dead. The one preventing your death sounds good in principle, but it have it's limit, and we may not use this if we play correctly. This skill is very useful, since it let us flee in an instant, with the people we want, and if we know someone is in danger we can go instantly to help, between other useful things as using this in combat to attack the enemy from behind or surprise, and so on.
 
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[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)

What @Grothnack says makes sense but I might still change my vote to undying if there's a solid argument for it
 
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[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

This can be a bit difficult to play, because we would be without the benefits of Precogs and so on, but it would prevent the Fate Manipulation part, which my gut tells me that will be a lot more difficult to avoid a bad ending without this. Reason for that: Why we should continue if they can manipulate the ending we end up doing?
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

What @Grothnack says makes sense but I might still change my vote to undying if there's a solid argument for it
...*cough*
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
[X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.

Because we can all agree, fuck precogs fucking with our free will. I think we can all agree not looking into the future is a fine price if the bastards that heavily use this stuff wil go: ...wel shit.
Going for time warden Because it is interresting. Bending time over our knee is always fun.
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
[X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.

THE WORLD
 
[X]-Spar: You, Thomas, Sam, and Alice will spar while Will, Alexandra, and Celica will watch. (Fun, chance of improving martial skill, Alexandra always carries a few healing potions for just such occasions.)

"How about a spar? Thomas, Sam, Alice, and I can have a little scrap and Alexandra, Celica, and Will can watch us kick each other's butt. That sound good to you guys?" You look towards your friends for a response. Thomas grins and cracks his knuckles, "Bring it on!" He says while Sam looks just as eager. Alice shrugs and says "Why not, I could go for the exercise." Alexandra just shakes her in exasperation while Celica says her brother Will beat all of you up. Will gives you a flat that conveys that he expected you to suggest that. Course of action set, the seven of you plus one wolf head over to what you had called the sparring ground, a empty space that no one ever seemed to use for some odd reason. You weren't going to look a gift horse in the mouth though, so you never questioned it.

You, Thomas, Alice, and Sam entered the sparring "ring" while Alexandra, Will, Celica, and Fang sat in the sidelines. You circle each other, waiting for one of you to make the first move. You were more focused on Sam as he seemed to target you for his first strike. You focused on him so much you almost missed the kick aimed at your head!

DODGE! Adam: 1d20=18 vs Alice: 1d20=20. Hit! -2 Hp.

You try to dodge but are too slow and get hit hard. You spun as you recovered and used your momentum to launch a kick of your own to her side. For a moment it looked like it would connect...

STRIKE! Adam: 1d20=16 vs Alice: 1d20=19. Miss!

Only for her to twist out of the way at the last second with almost unnatural grace. You saw out of corner of your eye that Thomas and Sam seemed evenly matched- OHGODSTHATSAFOOTHEADINGSTRAIGHTFORYOURFACE!

DODGE! Adam: 1d20= vs Alice: 1d20=14. Dodged!

You tilt back to far that the kick misses you and spring back into a fighting position. Alice looks ready to strike again but you won't give her the chance! You rush forwards with a punch ready to hit!

STRIKE! Adam: 1d20=18 vs Alice: 1d20=13. Hit! Alice -2 Hp!

You land your fist right in her gut, causing a rush of air to leave her lungs. You step back and wonder if you might have put too much force in that punch.

DODGE! Adam: 1d20=19 vs Alice: 1d20=13. Dodged!

Only to jump back in alarm to narrowly dodge a kick aimed for your own stomach. Tricky, real tricky Alice, you shouldn't have doubted her resilience! You had bad habit of underestimating just how tough she was in spars, which let more often than not to her kicking your butt across the ring. Wait is that Thomas coming strait towards you?!

DODGE! Adam: 1d20=5 vs FLYING THOMAS: 1d20=10. Hit! You and Thomas -2 Hp.

It turns out it was as Thomas hit you and both of you were sent to the ground. Huh, that actually hurt! Also how did Sam manage to send Thomas flying, the guy wasn't exactly know for strength. "Tom, would you kindly get off of me?" You asked Thomas and he got of you, letting you stand up so you could fight your respective advisories. "Well, I didn't expect that. But even with such a set back-" "Hey!" "-I will win this fight!" I said ignoring Thomas's yell of irritation and went on the offensive. It would seem Alice of the same mind and launched an attack of her own!

CLASH! Adam: 1d20=20! Vs Alice: 1d20=8. Crit! You Won by 12! Alice -6 Hp.

You attack landed first and with great force, sending her spinning as momentum was reversed. She seemed surprised by the power behind your attack and was stunned. You decide to press the advantage!

STRIKE! Auto-Win due to Stunned Opponent. Alice -2 Hp! Alice is out of the ring!

You give a solid strike to her chest and managed to knock her out of the ring! You won your battle! Alice shakes her head to clear away an dizziness and gives you three claps, congratulating you on your victory. You turn to see Sam knockout Thomas with a strong gut punch. As Celica dragged off her brother and told him he'd win next time, you squared off with your rival. The both of you had taken some good hits from your opponents, but now the two of you got ready to go all out! You charged each other, fists ready to strike!

ALL-OUT CLASH! Adam: 1d20+5=25 vs Sam: 1d20+5=25. CRIT CLASH! Adam and Sam -4 Hp!

Both your punches land and both your heads snap back from the force. But you both plant your feet firmly on the ground and yell as another attack was launched with equal power. Unnoticed to everyone, your fist glowed with red light while Sam's sparked with yellow electricity.

ALL-OUT CLASH! Adam: 1d20+5=25!!! vs Sam: 1d20+5=25!!! CRIT CLASH! TWICE CRITICAL! DOUBLE T.K.O.!!!

The force of blows was so great you both went flying away from each because of the impact. You blackout for about a half a minute before snapping back awake as you felt a healing potion take effect. You blink some spots out of your vision and shake the rest out before looking towards your friends. You saw a massive bruise on Sam's face fade away as his own healing potion fixed him up. Thomas was moaning over missing such an epic pair of punches, Celica and Alexandra looked at you and Sam with some concern, while Alice slapped the back of your head. "Ow! What was that for?" You ask while rubbing the back of your head as the potion healed your new injury. "That was for holding back against me you dumb fool." Was all Alice said before turning around and huffing. You were just confused, did she think you were holding back on her on purpose? You had no idea you had that kind of strength. If you did...actually you probably would hold back. You stand up and apologize for the perceived slight, while explaining you had no idea you were that strong. Alice sighs and accepts the apology while saying sorry for smacking the back of your head.

You think that's enough sparring for today.

Skill Increase?...Yes, Martial is now Apprentice Level (0/4 Skill Ups/Points to Adept).

You felt Something grow brighter in your Soul.


It was noon when the ceremony/celebration began. You were with your family as guests of honor since your family had deep ties to the Order of The Radiant Sword. You sat all dressed up in some fancy clothes mom had gotten for such formal occasions. You never really got a chance to wear it since such events were rare. You saw your friends amongst the crowd when suddenly your dad walk on to miniature stage that was set up a few hours earlier. He was glad in the golden armor of a Paladin with a deep azure cape on his shoulder that glimmers in the light of the Sun at its Zenith. He began his speech. "Friends, Family, Ladies and Gentlemen of Light's Rest. We are all gathered here to welcome a new soul to the station of Paladin." He started, "We are gathered to bare witness to a young man pledge himself in the service of the Gods and to the Heavens Eternal, for him to give of himself in order to be the shield that protects the innocent and the sword by which evil is struck down, to be a light that shall stand against the darkness of this world. Let us now welcome the one who would be all of these things, my eldest son, Alphonse Hoenheim Black!"

The crowd began to applaud as Al stepped up next to dad on stage wearing golden armor but lacking a cape. "Kneel." Dad said as he picked up a silvery blade with winged crossguard. Al kneeled and bowed his head. "Do you, Alponse Hoenheim Black, swear to before the people of Light's Rest and to the Gods and to Heavens Eternal, to be a warrior of righteousness. To uphold the virtues of our Order, to abide by the laws of our kingdom as laid out by the Gods above at its founding?" Dad said.

"I do swear." Said Al and you saw his armor and the sword start to glow, and everything seemed to be a little brighter.

"Do you swear to be an exemplar of all that is good and to be the bane to all that is evil. Do accept the duty and responsibility that comes with becoming a Paladin, and all the rights and privileges that come with? Do you accept the burdens and blessings that shall be placed upon you?" Dad asked, even though he knew the answer.

"I do swear and accept." Al said and a white cape materialized as dad tapped his shoulders with the flat of the blade.

"Then by the power given to me by my Order and by the Gods and by Heavens Eternal, I name you Ser Alphonse Hoenheim Black, a Paladin of The Order of The Radiant Sword. Rise, and take your sword." Al rose and took the sword as dad gave it to him, and as my brother raised his sword to the sun, the crowd's applause was like thunder.

After the ceremony you meet up with your dad and Al, your mom giving your brother a hug. "I am so, so proud of you Alphonse." Mom said as he hugs her back. Your friends come up soon and they all congratulate your Al. "So, how's it feel?" You ask. "Honestly, incredible. It's like I've become something greater than I had thought possible." Al said.

You all start to move to join the celebration when suddenly dark oily clouds cover the sky and blocked the sun. The clouds open up to show a red sky and a black moon, and people started to scream as creatures began to suddenly just appear in the town. They were tall and had long arms and legs, they were pitch black, possessed four burning white eyes filled with pure hatred, a reptilian tail and two spike coming from their backs, with curled ram horns on their head. A feeling of dread forming in the pit of your stomach, you realized that these where same monsters from your dream, no, your nightmare.

The guards and dad moved to fight these monsters immediately, Al began to guide people to the safe house meant for invasions from armies from other kingdoms. In the chaos your separated from your mom and friends. You stumble through the crowd, trying your best not to be trampled. A family had grabs you and pulls you out of the panicking crowd. You turn to see your friends and Fang. "Guys! We gotta get out of here!" You said quickly as you saw the guards were being pushed back and Al having to join the fighting to keep the monsters away from the crowd. It seemed like only Dad and Al were the only ones actually hurting these things. You hear Fang growl and turn to see one of the monsters appear next to your group.

Fang jumped at the monster with fangs bared and ready to tear into it, only for it to swipe its hand and throw Fang back to the ground with four claw wounds on his chest. Alexandra screamed "No!" and went to Fang' s side, trying to stop the bleeding. Tom runs up to guard her as do the rest of you.

'This is how I die.' You thought, 'At the claws of a demon made out pure evil and malice, but...' You narrow your eye and glare defiantly towards the Umbra Malem. "...I WON'T GO DOWN WITHOUT A FIGHT!" You yelled as you felt something inside you click.

And then your mind, body, and soul were engulfed in Crimson Light.

....
.........
...........where we're you?

THOU ART I, AS I AM THOU.

Who....?

FROM THY WILL AND THE LIGHT OF THY SOUL, I HAVE AWOKEN AND COME FORTH.

What...Is this?

Wait...I...remember.

Alphonse was just made a Paladin, and everyone was heading to the celebration...

...but then...The Umbra...

BY OUR WILL SHALL FATE BE BROKEN.

They were attacking everyone!

They hurt Fang!

BY OUR WILL SHALL DEATH BE DENIED.

They were going to hurt everyone, kill everyone!

I can't let them do that! I WON'T let them do that!

I WILL STOP THEM!

BY OUR WILL, SPACE AND TIME SHALL KNEEL BEFORE US!

I/WE SHALL PURGE THE SHADOWS OF EVIL FROM THIS WORLD!

CHOOSE TWO:
[]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)

[]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.

[]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)


You have Gained: Sword of Thy Soul.
You have Gained: The Red Light.
COMBO BREAKER!!!
also when we got the Red light was thinking more this
"With blood and rage of crimson red,

Ripped from a corpse so freshly dead,

Together with our hellish hate,

We'll burn you all--that is your fate!"
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
[X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)

Definitely voting for Unbound.
For the second, I picked Shifter because the argument for this makes sense but I am tempted to vote for Undying as well as I just like the flavor of it. But for now, I think having an escape plan in case of things going FUBAR is more important.
 
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)

[X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
Let's see what we've got so far...
Adhoc vote count started by ShieldCrown on Jun 8, 2017 at 6:03 PM, finished with 37 posts and 8 votes.

  • [X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
    [X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
    [X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
    [X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)

Adhoc vote count started by ShieldCrown on Jun 8, 2017 at 6:05 PM, finished with 37 posts and 8 votes.

  • [X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
    [X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
    [X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
    [X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
Well...this is odd, I'm almost certain that the tally program isn't supposed to do...this.

So Unbound is certainly a winner, with the Time and Space manipulation powers being tied, and Undying being just one vote behind!

The vote will close in three hours, so who knows, the next tally might have different results.
Adhoc vote count started by ShieldCrown on Jun 8, 2017 at 6:05 PM, finished with 37 posts and 8 votes.

  • [X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
    [X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
    [X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
    [X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
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[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)

[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
 
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[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
Pick two my dear voter.
Adhoc vote count started by ShieldCrown on Jun 8, 2017 at 9:15 PM, finished with 43 posts and 9 votes.

  • [X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
    [X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
    [X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
    [X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
Unsurprisingly, Unbound is still a clear winner! And the tie is broken, you guys get teleportation powers!

Now, don't think that the other options are gone for good. You will given the chance to pick them again when you "level up", which can be done by collecting EXP. You gain EXP by murdering the absolute crap out of Umbra Malem and by winning battles in general, succeeding at tasks such as fishing, crafting, persuading, etc., and of course, by completing Side Quests! You'll gain a new option after every two Level Ups, so for example when you reach Level 3, you will be given a new option to select! On level ups you will also be given three Skill Points to spend on upgrading existing Skills, or buying new ones!

Now then, time to write up a Turn!
Adhoc vote count started by ShieldCrown on Jun 8, 2017 at 9:15 PM, finished with 43 posts and 9 votes.

  • [X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
    [X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)
    [X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.
    [X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
 
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The Destined Day, Part 3: Let There Be Light.
[X]-Unbound: By The Light of Thy Soul, Thou art unbound from the Threads of Fate. (Nullifies all attempts to view your future, and the future of your Companions. Nullifies all benefits from Precogs, Future Sight, Clairvoyance, and Fate Manipulation.)
[X]-Shifter of Space: By The Light of Thy Soul, Even the farthest of destinations seem closer. (For 4 Lp you can teleport short distances. For 10 Lp you can travel to any place you can visualize in your mind. You can also teleport other people for same cost. Teleporting multiple people adds half the ability cost per person.)


You open your eyes and are filled with overwhelming power, the likes of which that you have never felt before in your life. In your hands is a solid red long-sword that seemed to twist the space around the blade, and you felt like some previously unknown weight was now lifted from your soul. You felt free of some bindings that you had never realized existed. Your very form seemed encased in red Light, shining bright like a star. You tightened your grip on your weapon, one forged from your very soul and was an extension of your being, and stared at the soulless monsters that threaten your friends, your family, and your home. They stepped back, their burning eyes wide with shock and what you knew to be fear. You felt other Lights, and you spare a glance to where you sense them. You saw your friends, each engulf in their own Light and wielded soul forged weapons of their own.

Tom wore a pair of orange gauntlets that were engulfed in fire, his Light burning bright. Sam wielded a yellow one handed crossbow that crackles with lightning, his eyes glowed and sparked as he took aim. Alexandra had a green kite shield and her hands rested on Fang, glowing with the same colored Light that seemed to be healing the wolf and making him...bigger. Alice has a pair of blue greaves that covered her shins and feet, you noticed that nearby metal was acting oddly around. Will was holding a large tome of royal purple and various rocks began to orbit him. Celica was holding a cyan knife that seemed to be very ghost like and the air around her chilled.

It would seem your friends also held powers of the same as your own, but had manifested differently. The Umbra seem to be gathering their wits, so you lead the charge before they can fully recover, with most of your friends close behind!

STRIKE! Light-Bearers vs Umbra Imps (x4)
Adam: 1d20+2(Sword)+4(Surprise)=14 vs Umbra Imp 1: 1d20-4(Surprise)=0. Hit! Artificial Crit Fail for Imp! Imp -8 hp! Imp at 2 Hp!
Tom: 1d20+2(Gauntlets)+4(Surprise)=25! Vs Umbra Imp 2: 1d20-4(Surprise)=8. Hit! Artificial Critical Hit! Imp -8 Hp! Imp at 2 Hp!
Sam: 1d20+2(Crossbow)+4(Surprise)=20! Vs Umbra Imp 3: 1d20-4(Surprise)=9. Hit! Artificial Critical! Imp -8 Hp! Imp at 2 Hp!
Alice: 1d20+2(Greaves)+4(Surprise)=22! Vs Umbra Imp 4: 1d20-4(Surprise)=12. Hit! Artificial Critical! Imp -8 Hp! Imp at 2 Hp!
Celica: 1d20+2(Knife)=13 vs Umbra Imp 2: 1d20=12. Hit! Imp -4 Hp. Imp 2 Slain!
Will: 1d20+2(Tome)=17 vs Umbra Imp 1: 1d20=9. Hit! Imp -4 Hp. Imp 1 Slain!
...WTF?

You slash into the Umbra, who was so shocked by the attack they tripped into your attack, dealing great damage as your blade cut deep into the monster. Will aided you by unleashing a beam of purple Light from his Tome, blasting away the Umbra's head. The headless corpse fell to the ground and turned into dark oily smoke that faded away quickly. Tom and Celica double teamed the second Umbra, and Tom beat the crap out of the thing until it was just a twitching and burnt broken body, with Celica stabbing it in the head to finish it off. Alice kicked the third one so hard you saw its chest cave in as it was launched away from her by the force of the kick. Sam shoot the forth one full of bolts until it somewhat resembled a pin-cushion with how they stuck out of it. You...actually almost felt bad for them with how easily you were beating them.

Almost.

As they undoubtedly realized that they were certainly going to die if they continued to fight you and your friends, and showing some self-preservation instinct, they went to flee. Too bad for them you weren't feeling particularly merciful today, and tested out your new power. A twist in space and you brought the two Imps back to your group.

FINISH THEM!
Adam: 1d20+2(Sword)=22 vs Umbra Imp: 1d20=1.... Hit! Natural Critical Success for Adam! Natural Critical Fail for Imp. Imp dies.
Fang: 1d20=18 vs Imp: 1d20=2. Hit. Fang rips its head off.

...I think I need new dice...

The Imp gives you a wide eyed look of terror before you cleave it in two down the middle with shocking ease. The other one, having see its comrade be cleaning bisected almost made another run for it before a large blur relieved it of its head. The blur was a now horse sized Fang with glowing emerald eyes, the Imps head firmly in his jaws. Fang bites down and crushes the head, a glint of satisfaction in his eyes as the Imp's body bursts into smoke immediately afterwards.

Well...that was horrifically easy for you all, you kinda thought that would be a challenge. Also Fang was now a Dire Wolf, which you found to be somewhat terrifying in its own right. You then remember that there were even more Imps attacking and so you and your friends of to fight and save your home.

You were brutally and terrifyingly successful in your endeavor.


QM Note: So, um...normally I would detail the other three battles you had, but you all just kept getting Crits or really high rolls while the Umbra just kept rolling shit that I'm going to need to get new dice, because this is quite frankly bullshit. So I'm going to skip to the aftermath of this... one sided slaughter. (JFC WTF?)


You were pretty sure that you and your friends broke someone somewhere with the..."battle" you had with the Umbra. When the last of the Umbra were slain, with Tom beating it to death with its own gods damned skull, the red skies returned to their natural blue hue and the sun retook its rightful place. Surprisingly still, no one had died to the Umbra! Sure, many of the town guards were injured, but Alexandra could fix them up good as new now with her Light.

The reaction the townsfolk had was rather...odd though.


Choose One:

[]- Worship: They were convinced that you were somehow the Gods upon the earth, either as their Avatars or direct Mortal Incarnations. (You...get a cult....good luck with that.)
[]- Awe: They were amazed by your power and believed you to be Chosen by The Gods for some great task, properly related to the Umbra. (Townsfolk willing to help you out, Pious towns more likely to help you out, can request Paladin support.)
[]- Normal: They didn't treat you any different than before, dispite your powers you were still the kids they saw grow up and help raise. (Townsfolk willing to help you out, powers less likely to go to your head.)
[]- Slightly Fearful: You were very brutal in how you dispatched the Umbra, and this has led to some unease to form in the townsfolk, your families are unchanged in how they see you though. (Townsfolk still willing to help you, but now out of fear. Your Light feels..."darker" yet you feel...more powerful.)

Due to your absolutely bullshit rolls, you managed to level up! Pick a Power and you can either spent your Skill Points now, or Save them for later.

Powers:

[]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)

[]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.)

Skill Points: 3 Sp.
[]- Save.
[]- Spend.
-[] Improve (Insert Skill Name).
-[] Buy Skill: Athletics-1Sp, Intimidate-1Sp, Magic (Elemental)-1Sp, Magic (Holy)-1Sp, Magic (Arcane)-1Sp, Magic (Enchanting)-1Sp.

QM Note: This Turn...just...WTF?
 
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[X]- Slightly Fearful: You were very brutal in his you dispatched the Umbra, and this has led to some unease to form in the townsfolk, your families are unchanged in how they see you though. (Townsfolk still willing to help you, but now out of fear. Your Light feels..."darker" yet you feel...more powerful.)
[X]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.)
[X]- Save.
 
[x]- Worship

[x]-Undying

-[x] Improve-Shifter of Space

I'm liking these dice a lot
 
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[X]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
[X]- Spend.
-[X] Improve (Stealth).
-[X] Buy Skill: Athletics-1Sp
 
plan: new powers, same kids
[x]- Normal: They didn't treat you any different than before, dispite your powers you were still the kids they saw grow up and help raise. (Townsfolk willing to help you out, powers less likely to go to your head.)
[x]-Undying: By The Light of Thy Soul, Death has lost its hold on thee. (Immune to Instant Death Effects, When all Hp is gone half of your Lp will be spent to bring you back to full Hp.)
[x]- Save.

so yeah, I would rather our character and his friends don't become arrogant a**hole
 
[x]- Normal: They didn't treat you any different than before, dispite your powers you were still the kids they saw grow up and help raise. (Townsfolk willing to help you out, powers less likely to go to your head.)
[x]-Time's Warden: By The Light of Thy Soul, The Sands of Time are yours to command. (For 2 Lp you can slow Time, with 1 Lp for upkeep for each round of combat. 5 Lp stops Time, with a 5 Lp upkeep per round.)
[x]- Save.
 
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