M.H.B.W

When the War Started, the first to fight was the God of Hope, known as the Baroque Clad, a scholar and inventor who led races to wisdom and enlightenment. He ordered his people to march against the demon menace, giants, cyclops, dwarves, even trolls and goblins, lowly as they were, they were still his people, joined the war efforts. However, he was caught off guard by the sudden apparition of the Dragon Goddess, who defeated and caged him, his essence stolen. It allowed the Demon Lord to gain access to the flames of creation, and he robbed the world of the power to invent and advance past the Stone Age, striking a deep wound in all of his enemies. However, before the Baroque Clad lost all of its power, it made the Blueprints. Arcane and intricate designs, with all of his knowledge about manufacturing and invention. However, those blueprints were scattered across the world, lying in deep dungeons and ruins...

After the Baroque Clad, the Wyld Daughter, the goddess of magic, sensed her imminent defeat at the hands of the Demon Lord. To avoid this, she chose to kill herself. She invented a magic that killed her body, but left her eternal soul intact. She managed to protect her realm from being stolen, but this was not enough to stop the demons from seizing control of a sizable portion of magics and magical knowledge. Even after her body's death, she remained active in the war efforts. She gave life and soul to inanimate objects, to dolls, golems, and automatons, turning the objects into living, thinking beings, giving life to what never had life, to help against the Demon's army.

In the depths of the sea, the Demon Lord was almost stopped by the efforts of the Godly Grandmother, who almost ended him right there in her palace, before she was unmade into foam, her ego dying, and her divine self reborn as the Mother of Abyss. Her people lost, aimless, but unbroken, remained stubborn until this very day, living in the harshest of places, but protected by the echoes of their Grandmother's existence. They remain to this day, protecting the leftovers of civilizations, in hopes of avenging their changed goddess. The wise elves, the beautiful mermaids, and the playful fairies all aligned in one goal: to slay the demon lord, and with their century-long lives, they would come with plans, ways, to end it, at all costs, for their grandmother...

One of the last ones to fall, the Sun, the Spirit, and the Son. The god of humans. He gathered his people, the weakest on all accounts, but untaunted by the demons, and full of fortitude and will. They fought bravely, as the Sun made his way across armies of dragons and demons. He came the closest to falling the Dragon Goddess, her maw split open by his hands, but before he could claim the fatal blow, he was stabbed in his back by the Demon Lord, who shattered him, but ever undaunted, the Sun placed his fragments in every human, now, and forevermore he lives with his people, his powers and domain unclaimed by the demons.

Lastly, the Caronte watched the war unfold, and made a gambit. He reaped his own immortal soul, but his body remained, now made eternal and indestructible. This gambit allowed the worshippers of the god, past and during the war, and even now, to be revived as the Risen. The warriors of the gods felled, able to fight again for their fallen patrons. With his gambit in motion, five champions rose first, the strongest known as the "Apostates", their goal aligned with the late Caronte, but unknown to all else.

You are the Risen, a resurrected warrior. You have only a fragment of the powers you once had in life, but it has the possibility of earning your strength back. By slaying enemies and the acquisition of blueprints, you regain part of your strength, a little closer to your full potential again. This also allows you to grow beyond your prime with enough time and enemies slain. Rejoice, for you are worth an angel of death.

Now the world has been made into a dangerous wild wasteland, filled with monsters, creatures of the Lone Wanderer. What remained of civilization was to adapt against those creatures, and to explore the ruins of the old world in hopes of glory, resources, and vaunted blueprints and gear. Tribes, traveling bands, and many such organizations exist now, deep in the wilds. From man-eating wolves, to murderous goblin thieves, and even lowly undead, brought back by foul magic, there is no such thing as a safe place, except for Anfitrian.

Anfitrian is the last, or one of the few, large cities remaining. It sits on a huge peninsula, shielded by hills and mountains and a large body of water, with underwater temples that shield the peninsula and its cities with camouflage magic, hiding it away from the eyes of the dragons and demons. The peninsula has one special leyline that attracts the souls of the dead; atop the leyline was built a cemetery. In this cemetery, the souls of worshippers can gather and be resurrected, back to life as the Risen, to fight once more. Although there are other places where the dead can rise once more, Anfitrian is just the brightest beacon to those lost souls, bringing them back to life for a second shot at living, and maybe even slaying the demon lord. Although a word of caution shall be muttered: the dead can only be Risen once, after their second death, they are eternally lost in the Astral Realm.

Anfitrian works on barter, as most forms of coins and economies collapsed after the Fell God of Hope was captured. They work tirelessly day and night, producing supplies from blueprints and searching for more in dungeons and ruins, although they can never expand outside of the peninsula, lest demons destroy their advanced outposts and cities. Although with enough hope and a dauntless few, outposts could be established by others. Alas, this is a matter you should take into your own hands as a Risen.

The war is far from over, and one still stands against the Demon Lord and Dragon Goddess. The Beast God, the Lone Wanderer. A force of nature more than it is a god, uncaring, animalistic, and unrelenting in his pursuit against those who threaten his domain. He stalled the war until now, keeping the demon and dragon army on a stalemate, as both him, and his enemies, wait for a sign to finally break the stillness that overcame the war.

Old Rules: play the cyoa with the old rules

Select one god to Worship, you start with 2 points to spend on their perks or blessings, and 4 General Perks.

New Rules: Use the new rules to play the CYOA
You start with 6 Divine Tokens of your patron, which are used to buy god perks and blessings, given by the god you chose to worship, and 10 general tokens.
There are two powers granted by a god: perks and blessings. Ex: if it turns you into a woman, it's a perk; if it allows you to turn others into women, it's a blessing.

  1. M.H.B.W
    1. Gods:
      1. The Fell God of Hope
      2. The Bound Perished One:
      3. The Unmade Goddess:
      4. Broken Sun:
      5. Reaped Caronte:
      6. Beast God:
      7. General perks:
  2. Job:
    1. Basic Feats: All basic feats cost 1 Prowess.
    2. Advanced Feats: All Advanced Feats cost 2 Prowess.
    3. Master Feats: All Master Feats cost 3 Prowess.
    4. Magic:
      1. Normal Magic:
      2. Fell God of Hope Magic:
      3. Unmade Goddess:
      4. Broken Sun:
      5. Reaped Caronte:
      6. Beast God:
  3. Bound Perished One: Bound Perished One Worshippers have 1 of those magics for free.
  4. Items: You will start with 2 gears and 3 burial gifts.
    1. Basic: Basic costs 1 point
    2. Advanced: Costs 2 points
    3. Master: Cost 3 Points
  5. Drawbacks: Drawbacks: Can only be taken once. You can only have up to 3 God Drawbacks, and 2 General Ones. You can take drawbacks from other gods, gaining their favor to buy their Perks/Blessings/Magic.
    1. General: Bound Perished One Worshippers can trade General Drawbacks Rewards for Divine Tokens for The Bound One, 1 General Magic, or 1 Bound Perished One’s Magic. Drawbacks benefits do not nulify each other.
    2. Fell God of Hope:
    3. Unmade Goddess:
    4. Broken Sun:
    5. Reaped Caronte:
    6. Beast God:
    7. Bound Perished One: Can only be taken by non-Bound Perished One Worshippers, excluding Demons and Dragons, who cannot take them. All drawbacks grant 1 magic from the Bound Perished One.
  6. Lore:
    1. Mortal Realm:
    2. Astral Realm:
    3. Purgatory:
    4. Monsters:
  7. The Thirteen Archdukes:
  8. Factions:
    1. The First Apostates:
    2. Anfitrian Council:
    3. The Starcrossed Hammer Guild:
    4. Holders of the Candle Order:
    5. The Boar’s Farmers Guild:
    6. The Merchantile Guild:
    7. The Hade’s Magic Tower:
    8. The Noble Houses:
    9. Underbelly:
    10. The Wild Hunters:
    11. Traveling Circus:
    12. T.F.K.A
    13. Cult of the Ending:

Gods:

All the five Patrons (Fell God of Hope, Bound Perished One, Unmade Goddess, Broken Sun, Caronte and Beast God) gain The Death.

+The Death (Exclusive): As a Risen, or Worshipper of the Beast God, you can become stronger by eating the essence of fallen demons and dragons. While their permanent death as of now is nearly impossible, by devouring their essence, you can drastically slow their resurrection, and seek means of sealing said demons and dragons in the meantime. Blueprints also carry “essence” that can be absorbed by you, increasing your power.

"Eternities have passed, but never drop the sword. Shoulder my infinite hatred, and thus I give you the way to end the Wicked Dragon."
The Fell God of Hope
+Gain a Heart Forged Gear

Heart Forged Gear: A Gear that has been bestowed by the Fell God of Hope, moments before he fell to the Dragon Goddess. As one of his chosen ones. You have been chosen to receive one as well. Take one Trait, one Forging, and one Material. They are Heartfelt ones now.
Ex: Loyalty's Reward (trait: Loyalty): Your gear can fight on its own alongside you. It can automatically parry attacks coming from your blindspots, or make attacks that should never hit land on your enemies, pushing itself beyond its limits to connect blows.
Trickster Metal (material: Mischief Alloy): This metal can change its properties on the fly, becoming heavier, lighter, developing new powers temporarily, or losing old ones just to screw with you or your enemy. It makes combat chaotic, but also makes the gear unpredictable in its capabilities and powers.
Doppelganger (forging: Dual): This gear can make a clone out yourself to wield its spare copy, effectively doubling your combat power. The clone is less durable than you, but it has nearly all of your offensive combat prowess, or it can be ungodly durable, but have less attack power.

+Resistance: You are naturally more resistant to corruptive forces and mental interference.
+Bigger physical strength and combat prowess
+As a worshipper of the Fell God of Hope, you can be either: Dwarves, Giants, Cyclops, Goblins, Trolls, and other such beings.

Old Rules:

+2 Additional Items
+2 Items are of better quality
+Bigger physical strength and combat prowess

"The chain on a dead body, still fresh as ever, even as coagulated rotten blood drops. Those chains, pristine and white."
The Bound Perished One
+1 Touched Magic (Cannot be used on Godless Magic)

Touched Magic: A magic that has been touched by the Bound Perished One herself, ascending it to a new degree, and unleashing a raw, unknown potential unique to yourself and how you view that magic. Ex: A Ninth Circle magic that changes the scenery into a frozen hellscape, converting the very scenery itself into a place devoid of motion and heat.

+You have a bigger mana pool than others. +1 Mana Pool Stage
+As a worshipper of the Perished One, you have never died, but rather are a doll, golem, artificial life, or a fetus that was unborn or stillborn brought to life as a new being. You were remade perfectly when she gave you life, making you a perfect being in her eyes. Cannot take Bound Perished One Drawbacks

Old Rules:

+1 Free General Magic
+1 Free Basic and Advanced Magic Feat
+You have a bigger mana pool than others

"The flow of time has stopped forever, but one river still rages, its stream dauntless and young."
The Unmade Goddess
+1 Trascendental Feat

Choose One Feat for free. That feat has reached a Transcendental State, where it has evolved into a unique, more powerful form of itself, branching from its origin. Independent of the level of the feat, all Transcendental Feats are roughly on the same level.
Example: Divine Hands (Hollow Blade Style): You can turn everything you touch into a deadly weapon in the likes that can hurt even the scales of dragons, and pierce the thickest monster’s hide, even simple items can become dreadful tools of slaughter in your hands, they may not be fancy, but they are many.
Slippery: You cannot drown, or be asphyxiated. Your body is also more resistant to cuts and slashes. Longer life span.

+You are more skillful than others in everything you do.
+As a worshipper of the Unmade Goddess, you can be either: A fairy, an elf, a mermaid, a merman, a drow, or other such creatures.

Old Rules:

+1 General Perk
+Choose one of the Slashing Basic Feats for free
+You are more skillful than others in everything you do.

"None shall wield greater wrath, raging infinitely as the skies finally cracked, and the son faced the wicked Star."
The Broken Sun
+Holy Spirit: An indomitable flame lives within you. This flame fuels your every move and self. You can tap into the Broken Sun’s fragment within you in your moments of great need, and emotional distress, it allows you to become your “perfect self”, the perfect mirror of humanity within you, gaining a golden halo, and being enveloped by the sun’s flames around you. Your powers become divine, as you become a minor deity while this form lasts. It takes a lot out of your body, mind, and spirit, and cannot be accessed freely.
+Human Spirit: You can squeeze every last drop of your potential in your trials. Whereas others can only muster 110%, you can go to yours 120%.
+You can fuel all of your powers with Faith and Determination, independent of whether they are magic or not.
+As a worshipper of the Broken Sun, you are human.

Old Rules:

+Gain Roughish Build for free. You can buy an additional Roughish Build for a total of 3 Roughish Builds.
+Gain Hand-to-Hand Combat Basic Feat for free.
+You can fuel all of your powers with Faith and Determination, independent of whether they are magic or not.

"The scythe is broken, souls scattered in time and space, but in this endless war, you have been called by Him."
The Reaped Caronte
+Start with Reaper Form:

Reaper Form: As one touched by the Reaped Caronte, you have been bestowed power, resistances, and immunities far greater than those of normal undead. Temporarily, you can assume what is known as “The Reaper Form”, becoming an entity of death and demise, like the Caronte himself. This form allows you to ignore all physical obstacles in your path, flight, and even the power to reap your enemies soul freely once you kill them. All your powers and capabilities become optimized to fit your Reaper Form as well. The form takes a lot out of you after it ends, and requires a long time of rest before it can be used again.

+You can take for free 1 perk from other gods, save for Bound Perished One.
+As a worshipper of the Reaped Caronte, you can be of any race of the other gods, but resurrected as an undead. You gain the third benefit of their line.

Old Rules:

Simply remove Reaper Form.

“You are a beast, maybe you are more humanoid than some of your peers, or maybe even more monstrous. It matters none, as your essence show what lies in you.”
Beast God:
+Gain Beastking

Beastking: You are one powerful monster or beast, not just the rank and file creatures killed by Anfitrian daily. You have one special ability related to the type of beast you are.
Beastking (acidic): Your stomach is so powerful that it can nearly corrode anything; even things such as mithril and titanium stand no chance. Furthermore, you can spread your stomach acid innately throughout your body, making your very presence corrosive. You are a menace to everyone who needs to rely on weapons and equipment.

+Your physical power is akin to a wild animal, and you can even have special properties, such as spewing flames from your mouth, or having fur as hard as steel.
+As a beast, you are immune to most diseases and afflictions that would affect most people, and innately grow stronger the older you get, your only limitation being your habitat, and how much food you can get in it.
+As a worshipper of the Beast God, you are some type of beast, monstrous, or an anthropomorphic beastly monster.

Old Rules:

+You can take one additional Patron-Drawback and one more general drawback.
+Gain Survivalist and Iron Stomach.
+Gain and Upgrade Beast-Kin Perk for free
Upgraded Version: You are no longer just someone with the blood of a beast; you are a full-blown beast. Your physical power is akin to a wild animal, and you can even have special properties, such as spewing flames from your mouth, or have fur as hard as steel.

The Fell God of Hope

Perks:

Slayer (3): You have an innate instinct to hunt monsters and dragons. You can hear their heartbeats and wingbeats from miles away, and know the weak spots in a monster's body. You are also unable to be taken by surprise by a monster or animal, as you can sense their actions before they even do anything.

Hansel and Gretel (2): You have a natural protection against magic, making you resilient against most spell effects. You can resist curses and mental effects such as corruption more easily, and even powers that can corrupt you into another being, such as a demon, can be halted.

Musicians of Bremen (3): It allows you to fuse your equipment to your body and use it as part of yourself. This fusion gives you perfect awareness and understanding of your equipment capabilities, beyond what a master can understand of their equipment. If used on a Gear with Fusion, it allows you to access a more powerful form of your fusion.

Like a Puss (1): You are very lucky, to the point that fate seems to bend itself to you, to allow your exploits to happen, and the "ideal" outcome to come easier to you. You are always at the right place, at the right time. Fulfilling your objectives still takes effort, even if they are a little easier to pull out.

Hopes and Dreams (2): Using your hope and happiness as fuel allows you to enhance any equipment you own, as well as your blessings. It can also fend off corruption and restore corrupted objects or other people to a degree, as long as they are not completely lost.

The Perfect Weapon (3): You have been molded by the Fell God of Hope to be his perfect weapon, in a way or another. Your body has been optimized for fighting against dragons and beasts. If your bone twists, it will forcefully realign itself to keep you fighting, if you are bleeding out, your body will metabolize the blood to give you as much energy as it can before you run out. You are a weapon, as much as you are a person.

Unrelenting Wrath (3): In a fight, you are like a hurricane, unstoppable, adaptable. No matter the scenario, the battlefield or the foes, you can adapt your fighting style on the fly, never going below your 100% fighting prowess, no matter the circumstances.

Beautifully Terrifying (1): You are beautiful. To the point where others will hesitate to hurt you, even if you are captured by demons, they will not immediately hurt or kill you, giving you time to prepare an escape. On the other hand, you can be terrifyingly ugly to the point it stuns others into terror, even demons, as they will want to avoid you, and not stand around to confirm any kills.

Embodiment of Self (2): You can innately embody an aspect to yourself, such as having hair as bright as gold, and as long as a rope that can act like aurichalcite, malleable amd magic, or your very presence exuding poisonous malice, able to naturally produce magical and noxious poisons, with power to infect the land.

Blessings:

Seven Dwarves (1): The power to listen to Earth, you know where water and rivers are, what is happening around you. It gives you near-perfect awareness of your surroundings, and all things in it, from the smallest pebble, to the footsteps of a squirrel over a tree.

The Anger of a Sparrow (1): Misfortunes will happen to objects of your hate and spite, their blows will be slightly off the mark, or they will have a breach in their posture, or the weather will stop them. Luck is not on their side.

Needles, Thread, and Rocks (2): If you are deceived, either in combat or out of it, you can make your target heavy and sluggish, and any wound inflicted on them will hurt and bleed, based on the degree of damage caused by the deception. You are to be actively deceived, unaware of your enemy's plots. It is automatically activated.

Grandmother Blue (2): Once per night every month, you may reverse any ill effect afflicting your friends and their wounds, and revitalize their strength. It can also reverse the death of those who died recently if they are in your vicinity. They also become stronger until the clock hits midnight.

To Rescue a Princess (2): Power becomes stronger when you have something to protect, and this is doubly true for those favored by the Fell God of Hope. When your friends are in dire need, or you have to protect multiple people, you suddenly become stronger, faster, and more reliable in your duties and abilities.

Curse Breaker (3): You have an innate ability to deny, break, or otherwise weaken a curse upon people or things. You are also immune to being cursed yourself, should it ever happen. You can grow through a sea of malice and hatred and come out unscathed.

Witch Hunt (3): Although on the same side, it is undeniable that magic is one of the greatest weapons demons have. The greater your mana pool and skill, the stronger you are against mages with an inferior pool and skill. Should their magical prowess and skill overshadow yours, you can enter a special mode, where you deactivate all of your mana, but on the other hand, you become an unstoppable physical force capable of enduring most magics.

Whimsical View (1): While innovation is nearly dead, it does not mean it has ceased completely. You can enchant objects with the power of the Fell God of Hope, turning them into sentient, talking objects, such as a mirror or a kettle. There are no limits to how many they can make, but those objects will not get any stronger than they should be.

The Bound Perished One:

Perks:

Through the Looking Glass (1): You are not completely here. You can vanish from sight, and enter into the mind of others, even demons, and can enter mind battles against them, or just stay lodged in their mind.

Malformed Vessel (3): You are a mix-and-match of parts, and can easily detach your body parts like a ready-to-assemble doll. You can release your spirit into physical form from any orifice of your body; it can physically hurt objects, but if it is somehow damaged, it hurts your soul.

A Broken Mirror (2): You can fragment your mind as much as you need, and each fragment can have its own personality, knowledge, and mental skills, making your mind work many times faster than anyone else without this perk.

Truer Games (2): Those are sets of limitations, physical or mental, you can place on yourself as if it were a game. You can force the same limitations you have on the enemy, as well as the rules of the "game". They have no choice on whether they agree or not; once you set the game, they are forced to play, or kill you before it is set. However, the rules must be fair for both you and the enemy, as no one should have unfair advantages, considering both your and your enemy’s capabilities and skills.

Grinning Heart (1): You are great at guessing. You can guess people's problems or what they feel. You can have premonitions of those around you, and the degree to which they appear may vary. You cannot have your outcome predicted by you or anyone else.

Perfected One (2): While your kin has been made by the same goddess, you are one who was crafted by her very own hands. Your body is unquestionably perfect. You do not require food, water, or sleep, are immune to all poisons and toxins. You are also immune to powers and abilities that stop one’s body from healing. Cannot take Every Wound drawback.

Goddess Heart (3): To be made by a goddess is to be special. Within you, you have a heart. It is no normal heart. It makes your mana act as a strong fuel; the difference between it is like the lowly brass, to the stainless steel. It makes your mana unwieldy, but extremely powerful. Even if you are not a mage, its intensity is enough to burn the flesh out of a man’s skeleton in seconds. One can only wonder what it does to magic.

Pieces on the board (2): You are a pawn, but this is not a bad thing. You can become anything. You gain a knight, rook, and bishop mode.
As a knight, it makes your powers become more versatile and unpredictable in your powers, having more versatility in them.
As a rook, your body becomes stronger and more durable, allowing you to resist and avoid bigger physical damage.
As a Bishop, it optimizes your everything towards magic, making your body weaker, but on the flip side, you can deliver powerful magics. You can change modes at will.

Maddening (2): This is a strange thing. Your body does not fully comply to the laws of the world. You can float as you see fit, and cause madness to sweep out of you, making people go mad and hallucinate in your vicinity, forcing them to see a distorted version of reality, inducing madness. You can control what they see and feel while going crazy.

Blessings:

Head Attached (3): You can challenge death, even if your head is destroyed, or your body annihilated, if a piece of you remains, you can come back to life by possessing another vessel. With a Malformed Vessel, you can become nearly unkillable.

Cold hands of Faith (2): You can snuff flames by your presence, you produce unnatural amounts of cold and can suck the air, making it harder for demonic flames and their powers to work around you.

To kill Time (3): You can slow time around yourself for a few seconds as if you snuffed its flame. This allows you to react to what you couldn't or hit foes that would be too hard normally. You can freeze time every couple of minutes.

Teatime (2): You can increase the sizes of things relative to yourself, making them as small as a gnome, or as tall as a giant, using your relative size to theirs. If they are far too big or small, it may not have any effect.

Hollowed Self (1): You can store stuff inside of your body; it acts as a sort of minor pocket dimension where you can store most, if not all, of your stuff if you so want.

Kaleidoscopic Perspective (3): This is a special power, granted only to some favorites of the Perished Bound One. You can channel within yourself different variations of yourself from different dimensions, essentially boosting your capabilities and powers by severalfold while it is active, as you are a conduit for multiple “you” to act at the same time. However, once it ends, all the burden will come back to you, multiplied by the effort of how many copies of yourself you used.

Death;Rebirth (2): A strange blessing. It is unfair that others get a second shot while you are at your first. This blessing rectified that. Should you ever die, you will come back again immediately, twice as strong as before, and enlightened by your resurrection.

Hijacking the Game (3): While many use magic, the Bound Perished One is the one who made it possible. This blessing allows you to hijack someone else's magic temporarily, make them miss, or send their magic against them should you outclass them.

Spades and Hearts (3): Karma is a bitch, isn't it? You can trade bad and good karma for special effects. Good karma can be traded for a blessed defense, which can endure grievous attacks, even those who target the soul and the mind. Bad karma can be traded for a special magic, which always goes towards a target's neck, and ignores attempts to deflect or defend against it, relying on the target’s innate resilience to resist it. Both effects are described at their maximum, which requires loads of karma sacrificed to be executed.

The Unmade Goddess:

Perks:

Float Like Foam (1): Thoughts are unraveling. You can sacrifice your thoughts and memories for attacks that break the world's laws, such as omnidirectional slashes made by a single stroke, or cuts through space. The more you sacrifice, the stronger your powers and attacks become, until you dissolve into foam. Before losing yourself completely, you will be like a force of nature.

Fleeting as the Currents (1): Matter and form are fleeting. You use bits of your body, such as your blood, and maybe a limb, to unleash devastating currents of water against your enemies. You can control every movement of the current at a small expense of sacrificing a bit of yourself every time you use it. It can be used with other perks and blessings to enhance them.

Voice of a Mermaid (2): You can sing beautiful songs, alluring the strong and faint of heart alike. It can hurt them just by hearing your voice, or heal their wounds and boost their strength. You can choose who is hurt or benefited by your songs at will.

The Heart's Weakness (3): Everyone has a weakness. You can see them as glaring red spots, and your movements are steadfast against them as if your movements were guided by a higher end to never miss those red spots.

Adamantine Scales (2): Your body possesses extremely hard scales, able to deflect all but the mightiest attacks against it. They are as sharp as a sword, too, making you akin to an armored beast.

To Avenge Mother (3): To lose one’s mother is the greatest hurt they can feel. You felt it in your heart. Against Demons, you become unstoppable, as if the Unmade Goddess, before her ego death, guided you. You can become a blur on the battlefield, or become so stubbornly determined that attacks simply fail to hurt you, or deliver fatal attacks left and right. This is fueled by your love, hatred, and longing for the Unmade Goddess, the greatest despair, the greater the motivation.

Hydrophile Body (3): Your body can heal by touching water or being submerged in water. This can heal you from near-fatal wounds to a pristine state. The only surefire way of killing you if you are in a water body is to deliver an attack that instantly kills you, or destroy the entire body of water.

Unrelenting Mind (1): While others can get lost in vain desire and whims, you cannot. You always have an acute understanding and knowledge of what you need, to such a point that physical and even magical temptations are useless to you. You are nearly immune to temptation.

Naga (3): You have been cursed by the Unmade Goddess in a rather interesting way. You are partially an eel, making you a terrifying creature, as your gaze can also start to turn others who stare at you into stone.

Blessings:

Beloved of the Ocean (1): You can force close bodies of water to become unfathomably deep, like the darkest pitch of the abyss, and from within those bodies of water, tentacles, fins and sails can sprout to attack your enemies, bringing the mighty of the monsters that reside within the ocean depths to the surface, or close to it.

Siren (1): An angelic voice comes out of your lips. Your words carry power, able to make nature itself move, such as trees bending at your command, or winds able to demolish houses, ushering forth at your singing.

Monster Speak (2): You can command smaller monsters at will, not to the same scale as demons, of course. If those monsters are water-bound, such as creatures from lakes, ponds, the ocean, or seas, you can outright overwrite the demon's control over said monsters.

The Yearning for Childhood (2): People only have one life, or so they think. In the case you die, your body will be swallowed by water, no matter where you are, and you will be reincarnated as a new being. Your memories will carry over, but not your personality, unfortunately, but you don't have to fear death, as the water will unmake you, only to birth you once more.

The Tempest of Hearts (2): Within you lies a storm, almost literally. You are nearly immune to electricity and generate ungodly amounts of it to fry your enemies. You can also predict storms with 100% certainty.

Headhunter (2): In a way, a small part of the Unmade Goddess still remains in this world; you are proof of it. By besting enemies, or proving yourself to be superior to others in your chosen field of obsession. Either way, the more you beat others, the better you become, as if your patron nodded her head with approval at your actions.

Abyssal (2): Rather than rejecting your goddess's new self, you embraced it. You are an abyssal version of yourself. Everything you have has been changed to fit the abyss, magic has crushing pressure to it, your songs have an overwhelming ability to burst eardrums, but never being heard, you can fight strangely, in a way no one even knows as of now. You are a beast of the abyss.

Kiss of Death (3): A blessing most wicked. Either by physical contact or by using something to touch another person, you can mark someone. You always know their location, and should you touch them 2 more times, for a total of 3, a grievous and unavoidable blow will be delivered to their body. After the third touch, you need to reaply the mark to hurt them again, repeating the cycle.

The Currents’ Box (3): A metaphorical box that holds three animal-like water elementals, spirits of nature aligned with the Unmade Goddess. They are powerful and nearly invulnerable to most physical attacks, as they are made of water, and can use a multitude of water magics. Should they be defeated, they will return to the box and regenerate with time.

Broken Sun:

Perks:

The Vow of Ending (3): When the Devil brought the Sun low, it released four catastrophes upon the Devil's kin.
You can embody one of the three known catastrophes
The catastrophe of the body causes rot and bleeding to fester off healthy flesh, making healthy demons into bloated, blistering messes if they are hit by you.
The catastrophe of the soul, causes someone's insides to swell and then explode, as the sins in their spirit weigh them down, and expand into fetid fumes.
The catastrophe of the mind, which atrophies their brain, hinders higher-level thinking and magic usage. The last catastrophe is yet to be unleashed.

The Vow of Self (2): A covenant made by the Sun with its people. It allows one to sprout wings, and fly to the heavens, unhindered by the sun. By basking in the light, they may rain down divine smite, fueled by the sun, on their enemies.

The Salt (3): The wrath of heaven made incarnate. It allows one to weigh the sins of someone, and start to slowly turn them into salt if they are near the user when it is used. It also makes their powers and attacks turn into salt.

Dominions (2): By praying and doing good deeds, you may call upon the remnants of the Broken Sun, angelic beings with holy power, able to heal plague and hurt demons with their presence.

To Bring Down Their temples (3): Holy scriptures were tattooed on your skin. Those holy scriptures, once read by you, can unleash a raging power from within you. This power can make any demonic equipment come undone in your presence, their armor will fail to protect them from you, and their weapons will never strike you true.

Golden Halo (1): You have gained a halo over your head. This halo allows you to listen to others' thoughts and decipher their emotions. Not only that, but the halo allows for one to store their emotions, or the emotions of others, within it. Then it can convert said emotion into physicalor 1 Magical power, amplifying your physical poweror 1 Magic through it.

Scarred (1): Your body’s scars are the marks of a proud life. For every time you are wounded, you become stronger momentarily. For every wound that heals, you become slightly stronger. There is a ceiling to it, but it will be very hard to reach. It is amplified by Battle Wounds drawback.

Bring down their walls (2): To call you a demolitionist is an understatement. You have a special knock to bring down structures. Walls cannot hold you true, and any building can be damaged or destroyed if you apply yourself enough. You can even break through magical protections, wards, and clairvoyance if they are tied to a building or structure.

Divine Might (2): A sparkle of divinity, bigger than your peers, shines in you. You can externalize the power of your Broken Sun shard, divine bright light coating your body as you deliver smiting with your fists and kicks.

Blessings:

Blessed Limbs (3): Blessing to the body, giving great martial knowledge to the one blessed, enough to allow one to wrestle down demons, and enough skill to fight even greater foes.

Your Sin (2): You can take the hurt and sins of others into your soul. Once enough sin is gathered, it can take physical form as a red aura around you. This aura is corrosive and aggressive to all around you, and it can hurt the souls of your foes.

Vengeance Isn't Yours (3): A wicked power, once an enemy is weakened and crippled, your body can become overwhelmed by bloodlust, and immediate move for a killing blow, you do not have an option in this. Your very being is overwhelmed by bloodlust and violence, if they are nearly down, you will move to kill them. This makes you stronger as your enemies weaken, your very aura making them sicker and frailer, until you get a chance to finish it all.

Revelations (2): By eating the flesh of demons and dragons, you can become stronger, you have been blessed to survive the cataclysm to fight on the frontlines on the last day by eating the demon's sinful flesh.

Abaddon (3): Once you are near death, you can call upon the Sun's very own darkness, as a veil of darkness bleeds off into reality. A wicked shadow comes to you and brings death to everything on the battlefield, be it friend, foe, innocent, or sinner. Only those who wear a token of your friendship to them, be it a handkerchief, a toy, or your blood, will be spared from doom.

Virtues (1): By meditating and engaging in acts of virtue and good, you can heal yourself. Not only on a surface level, but on a deeper one as well. You can even heal damage to your soul, as long as you meditate diligently and have an upstanding moral character.

Sevenfold (1): You can set up seven seals on yourself. Once those seals are broken, you become stronger, and your enemy weaker. When the conditions are fulfilled, your enemy will receive all the hurt, all the damage they have done to you, multiplied sevenfold, and you will be restored to a pristine state, as if you were never hurt. Has to take Punished Drawback for no benefits.

Chariot of Fire (2): This blessing summons a chariot with flaming horses, driven by two angelic beings. It can act independently of you and attack enemies by ramming into them, or by attacks from the angels themselves. The Chariot burns with supernatural heat. With time and control, you may summon more than one chariot.

Shadow of Death (3): Fate conspiracies for you. Should you face a situation of certain death, fate will bend backwards to guarantee your survival, until it is no longer possible. Do not throw your life away wastefully, as fate will only save you for so long. Waste your chances and you will die an undignified death. Incompatible with Prophecy Drawback.

Reaped Caronte:

Perks:

The Body (Free, Acquired Automatically, cannot be taken with The Mind): Your body is no longer alive, making you immune to most deadly attacks. It is kept alive by a phylactery. Only by destroying your body or the phylactery may you die.

The Mind (Free, acquired automatically, cannot be taken with The Body): You are a soul with no body. You are nearly immortal save for attacks that target your soul, but on the other hand, your presence within the Mortal Realm is flimsy; only through strong magics, at night, or in places connected with the Astral Realm may you interact with the physical world in full.

Midnight One (Free, acquired automatically): You are very weak during the day, as an undead, you lack the same power you had as a living person, even if it is compensated in other ways. Either way, you take more damage, are weaker, and your magic is more flimsy in the day, but you become strong at night, maybe a little less or a little more than the time you were alive.

Fake Courage (1, requires one Perk/Blessing from Broken Sun): You can overlap your soul with yourself and your equipment, making for a moment you return to life, or something close to it, even if you were to be a ghost, it would manifest something akin to a body to you. Once you do this, you will regain the power and ability akin to the time you were alive, removing the restrictions and weaknesses you may have had as an undead. This mode is only maintained by your concentration and will, and it WILL deplete those things the longer you use your body.

A Lifetime of Skill (1, Requires one Perk/Blessing from Unmade Goddess and Fell God of Hope to be purchased): You have unmatched skill in combat, granted by dying once and being resurrected as a follower of the Reaped Caronte. You are more skillful in your combat style than the living, as you are on your second run of life. You are like a statue given life in how fluid and perfect your movements have become.

The Lord (2): You have a unique ability to consume the dead, adding their power to you. By adding corpses and skeletons to yourself, you can become even stronger. Your phylactery, should you have one, also becomes stronger, adding a layer upon itself with every body you add. Only by destroying all layers and the phylactery itself may you die.
Should you be a Ghost, you can go over the body of the recently deceased and add the fragments of their spirits upon yourself, adding a spiritual mass to yourself. With enough spiritual mass, you can overlap the Astral Realm and the Mortal Realm, making you able to act freely and with fewer restrictions.

The Horseman (3): You can freely tread between the Astral and Mortal Realm, switching the planes of battle at will. You cannot attack people while on the Astral Realm, but they cannot normally attack you either, unless wielding attacks that hurt the soul. However, you can drag other people with you to the Astral Realm, where you can wound their souls and destroy them permanently if they are killed there; however, you can also be killed that way. You can eat the soul of those you kill in this realm, and you do not need their consent either to drag them there.

The Raven (2): Form is subjective to the undead. You can freely shape your form as you see fit. Becoming a swarm of ravens with razor-sharp claws and beaks is possible, as it is to become a cloud of shadowy piranhas and strip your enemies down to their bones. Form and shape are not certain with you, a suggestion at best.

Bad Time (1): Demons have reaped many lives unjustly, now it is up to you to set the record straight, as your new patron has stalled for long enough. The more a demon has killed, the better you are against it, as if their kill count tailored you against them. Of course, the boost has limits, and it won’t be enough against sufficiently strong foes, but it is something.

The Gambit (3): The Thanatos Gambit, the one used by the Reaped Caronte. You carry part of this will, an essential part to pull off the gambit. You have wisdom and knowledge about the gods, all of them. Things not even their most fervent worshippers should know, things no one should know. Your knowledge allows you to copy 1 blessing or perk a worshipper has. The copy is slightly weaker than the original, but you have great control over it. You can discard a copy to get another blessing or perk. You can only have 1 copy at any given time.

Beacon (2): You act as a beacon to others. In this case, others are the souls of the dead. You are like a living, breathing lure to them. Souls gather around you, like schools of fish. In places like Anfitrian, those souls can even be brought back to life, as they are the souls of fallen worshippers, awaiting in limbo to be risen once more, and you are their guiding light from the depths of the abyss. It can only bring attract those who are yet to be revived; those who have been revived and died again are too far gone to be brought back again. Only works on Worshippers of the five patrons against the Demon Lord.

Blessing:

Yellow Brick Road (1): It is the power to manifest a metaphorical "road" to use against your enemies. This road weighs down their sins and virtues; the more sins they have, the hotter the road becomes until it becomes a road of fire and brimstone. If they are virtuous, their movements are lightened until they can no longer control themselves properly, too light to make meaningful movements. Either way, you can control your surroundings on the Road, manifesting hellish flames, or making your foes too light to make their attacks matter.

Little Match Flame (1): You can fuel your power with your soul, or the life force of others, you can destroy everything down your path, capable of annihilating the living, and destroying the dead with its power, and turning them into more fuel. It works great with weapons, as you can force your destructive power onto the weapon itself. Beware that if you cannot reach a viable target, the dead or the living, you will turn on yourself for fuel.

To Deny Oneself (2): Once per day, you may nullify any lethal attack you receive, effectively cheating death. It only works once and can only deal with one attack, so use it carefully.

Sleepy Hollow (2): Your mere presence can cause others to grow crazy and fearful; even the mighty dragons and scornful demons can tremble in their boots while before you, your presence is like the presence of death itself, heralding demise where you dread. This can soften all attacks, and make your blows even stronger, as they can cause decay with touch, and spread a blightful wither on its target, making them decay as if it were a disease.

Vampirism (3): It's close to a magical disease rather than an ordinary blessing. By drinking and consuming blood, the blessed can become stronger, have a peak close to what they had in life, or even greater, and boast of great regeneration and power. However, those who had their blood drunk can become vampires, creatures halfway between the living and the undead. They have innately the same ability as this magic, but cannot control it, having a never-ending thirst for blood, a weakness to sunlight, and having their life force forcefully turned into mana.

Hoard Souls (3): As a creature of the other side, you make contracts with the living, more than mere magic, but something that bonds someone’s soul until they die. You can give mortals more strength, glory, and power, and in trade, you get their soul once they die. This contract also makes you stronger, and when your contractor dies, you become even stronger, as their soul becomes yours.

Death Sensitive (2): You know someone’s natural death by looking at them, unless they somehow have a way out of the wheel of fate, you know when they are going to die, and not only that, you also become stronger when you face opponents near their death. Of course, you can make the process quicker, if your opponent is wounded, poisoned or weakened, you also become stronger against them, making their death near inevitable against you.

Gravestone King (1): You are intimately knowledgeable of funerary rites. You can emerge from Graves in cemeteries, as long as they are not dragon or demon-corrupted. No matter the distance, as long as it is a Grave in a cemetery of sorts, you can instantly go to it. The way back, however, is not covered here.

Debauchery Tea Party (3): Being alone as an undead sucks, doesn’t it? Well, you are not alone, sometimes. By sacrificing something dear, or extreme emotional distress, you may now summon your former closest comrades and allies who have died, in a pseudo-resurrection. They are not as strong as they were when alive, and last only for a bit, but they add a great deal of firepower.

Beast God:

Perks:

2/3 Divine (2, Beast God Patron Exclusive): The Beast God is still alive. It can empower you directly, as it has yet to be defeated. Somehow, you are closely related to the Beast God, making you more divine than your peers, a demigod among mortals. All your racial properties, perks, blessings, and magic are enhanced. General or from a Patron.

Calamity (3): Rather than a normal worshipper of the Beast God, you have been ascended into something… more dreadful. A calamity. Your presence is destructive to nature itself, tearing trees from the root, and causing disease and sickness to spread in your presence. You herald Calamity and Misery. The exact details are up to you. You are also prone to violence.

Elder (1): With age comes frailty and weakness, but this is not your case. You are an Elderly worshipper of the Beast God, someone who has survived for ages. Your form is primitive, crude, but more powerful than those who came after you. Your teeth are sharper, and your beastly powers even more so. A breath of fire now burns as hot as Greek fire, or you can spew venom so powerful it corrodes nearly anything that touches it. As well as a bigger size and rougher appearance.

Grim Nightmare (1): You were born of the night and embody its darkness. Unlike demons or dragons, who only borrow it, you are the nightmare lurking in the night, draining light, hope, and strength from your enemies until they’re powerless husks. You feed on what you take from them, growing stronger to utterly destroy them.

Echidna (2): The power to sire monsters. If your blood is spilled on a plant, soon the plant will grow to become a monster on its own, under your command. If your limb is chopped, it will grow life and become a new beast to terrorize your foes. You can sire new monsters and beasts in many ways, either by bleeding or the old-fashioned way. The monsters you sire can fuse with you to become an even bigger threat.

Spirit Beast (2): Rather than a normal monster, you are a spirit beast. A creature that uses innate magical abilities to do their binding, such as strange blue flames that burn with unnatural heat, or a nearly indestructible body, as long as you have water inside your head. Anyway, you have a strange, outright unnatural ability, and are more civilized than your beastly peers.

Natural Weapons (1): While all beasts have natural weapons, you take this a step further. Literally. You can grow some sort of organic weapon out of you, such as swords, spears, and other such things. It is no different than growing a nail, and it carries all the traits you have.

The Pride of the Beast (2): All beasts have to overcome the rules of nature and win the decisive battle of a predator on the verge of death against its prey. As long as you keep your pride as a beast, you can develop new forms, alternative forms of yourself, such as a bipedal one, or one that looks like a centipede. Either way, you can adapt and evolve in battle, not allowing the rules of nature to take you down.

Ruler (3): You have the body of a ruler, a type of monster that is special in its uniqueness. Such as an armored beast resembling a dragon, a sea serpent that can swallow whole islands and cause tsunamis by moving, or a giant garuda in the skies. Either way, as a Ruler, you have an innate element, such as fire, water, earth, metal, etc, and can produce it at will, even converting your surroundings into it, and more than that, within your element, you become nearly unstoppable, as you become an avatar of what you embody.

Blessings:

Veni, Vidi, Vici (1): Beasts can inhabit anywhere. There is no field, no biome that you can't survive in. If you are on a volcano ready to explode, or get used to the crushing depths of the sea, you will adapt yourself to know how to tread in this environment. It does not prevent damage; someone who casts a fireball on you will hurt you, while an impact will still hurt you in the depths of the sea, but the biomes themselves do not hinder or harm you.

Deep Rest (1): After a great battle or the winter, it is natural to rest. You can enter a state of hibernation, where your bodily functions slow down, but you become resistant to damage, and can use your powers in a more defensive-oriented fashion. While resting, you will heal all wounds you have, if they can be healed. The time in hibernation is correlated to how serious the wounds are in your body.

Shedding the Mortal Coil (3): When your body is broken, you may burst apart into a storm of lesser beasts, crows, wolves, centipedes, things with no name. You scatter. You hide. You crawl. In time, you reassemble, reformed and healed, somewhere distant. Death itself struggles to claim you.

Monarch of Carion (2): Your very presence draws scavengers and parasites. Flies, rats, fungus, and worse follow in your wake. Wounds inflicted by you fester. Bodies you slay rot faster than they should. You do not control the decay, but it favors you. In some places, people whisper that death walks where you pass.

Burden of the Wild Crown (3): You carry the invisible mark of the apex predator. All natural creatures recognize it: birds go silent, wolves bow, and monsters hesitate. If you command them, most obey, unless they are sacred, mad, or touched by a rival god. Beasts are not your pets. They are your kin, and you are their king.

Lycantropy (2): Many more should enjoy the powers of the Beast God. By biting someone, you can spread a curse to them, like a magical disease, turning them into werecreatures based on what you are. Once, a few nights, they can lose all control of their body and become powerful beasts under your command, and while not transformed, you can still have sway and control over their impulses and thoughts. Your minions, however, have an innate weakness to holy and sacred objects.

Black Antlers, Broken Crown (3): When you pass, life rots and reshapes behind you. Grass blackens. Trees grow in twisted directions. Small predators follow your scent like pilgrims. You are a herald of ecosystem collapse and rebirth. You can control those new ecosystems, their cycles of death and rebirth within your hands, as they can be released like a never-ending swarm of death and life, bringing the ending to several more ecosystems, as well as their rebirth.

Defiant Rebel (3): You have broken free from the Beast God's grasp and fallen into another god's embrace. Choose a patron. You can fuse one perk or blessing of them into your beastking perk, denoting that you have renounced the Lone Wanderer and chosen to forge your own path away from it.

Beyond Heart (2): While many certainly are sentient, not many can be said to have a “heart”, but you are an exception. Even if you were to be a mindless beast, you have something few others have. A true heart. A still beating heart full of passion and empathy. It gives you an innate charisma and understanding towards others, and furthermore, a special power to gather divinity to yourself, much like how a dam holds water. You can tap into that divinity to enhance your blows.

General perks:

Everyday abilities, not tied to a god.

Veteran (2): While all heroes are definitive great warriors, you are a cut above them. You were already a veteran by the time you died, and you are an even better one now that you are revived. Your skill is above your peers, as are your wisdom and experience. Gain 3 prowess. In old Rules, Gain either 2 Basic Feats or 2 Advanced. Can be brought twice in the Old Rules. for +2 Basic Feats and +2 Advanced Feats.

War-Hero (2, requires Veteran, ignore the requirement if in the Old Rules): Above a Veteran, you were a War-Hero, the peak of combat prowess and abilities, someone who stood side by side with your god at the time. Few can say they match your skills and prowess. +3 Prowess, or +1 Master Feat in Old Rules. Can be bought twice in the Old Rules.

Roughish Build (2): You were built differently from the others. You can be: Stronger, faster, tougher, or more durable than your peers. You have one physical ability taken to its logical extreme for your species. It can be bought twice.

Adaptable (3): Poisons, toxins, diseases, temperatures, are little to no hindrance to you. You can thread through toxic swamps with no fear of being poisoned in the foreseeable future, and go through subzero temperatures bare-naked with no problems, or stand in a desert without worrying about dehydration for the rest of the day.

Survivalist (1): You know how to live off the land, hunt and kill with your bare hands if needed, and identify edible plants or poisonous ones at a glance. You can chart paths through deadly forests, frozen wastes, swamps, deserts, and other untamed regions, and you rarely get lost. Setting traps, detecting dangers, and slipping through the wild unnoticed are second nature to you. While others die in the dirt, you come back with a map and maybe dinner.

Spelunking (2): You have an extensive knowledge of dungeons and the cities that were buried by the wars against the Demons. You have a keen sense for traps and blueprints, able to get the most mileage out of those places. You also have a great navigation sense, able to make mental maps of dungeons on the fly, and not get lost.

Builder (1): While it is impossible to invent or construct anything new, there are still uses for builders. You know how to replicate the wanted blueprints and follow them to a T. You are a highly valuable member of the Anfitrian, and people will risk their necks to get you back, as those who know how to follow the blueprints are rare and highly valuable. You are one of the few people with the power to actually reinvent the weapon manufacturing, the spark of creation, as long as it may take, but you can do it.

Healer (2): You have some medical knowledge, one of the few things demons have not taken away. As a sort of legacy of the Unmade Goddess, you can use and even make medical supplies to help others. What can be used to heal can also be used to kill, as you know how to produce deadly poisons and where to hit the body of enemies for more damage.

Bright Soul (1): You have something nearly lost to this world: Hope, charisma, as if Archangels danced around you. You can heal the hearts of people by showing them some hope, compassion, and kindness, and convince others to take action and get out of their sadness and melancholy. You can lead people, rallying beggars and strangers into a semi-unified army of defiant revolutionaries.

Grave Humor (1): In a dead world, your wit is still alive. Whether it's gallows humor, absurd defiance, or biting sarcasm, your ability to joke in the face of death inspires allies and unsettles enemies. You reduce morale loss in your group and can even use humor to mask terror, pain, or doubt.

Tactical Mind (2): You were a great strategist in your past life, and it has carried over to your new one. You can make elaborate plans and strategies to deal with demon attacks, raids, and overall exploration of the dungeons. You are one of the few people with knowledge, skill, and experience with large war stages, rather than the usual skirmish battles for the Anfitrian, or while exploring.

Librarian of Babel (2): The world has lost a great deal of culture. You had great contact with what is considered lost cultures. You have in-depth knowledge of how the world, society, architecture, and people used to operate before, and you can spread this knowledge, in hopes of triggering cultural advancement in a stagnant city. You can recognize forgotten magics and figure out the abilities and powers of your enemies quickly.

Ignition (2): You can trigger yourself into a state known as Ignition, burning away the mana within you for great power, for a limited time. This technique actively hurts you while active, but you are far stronger while using it. A double-edged sword.

Hoarder (2): You were a hoarder in your previous life, and now in this life, you have come with some extras. +2 Additional Starting Items.

Master Chef (1): This makes you into a great cook, by the standards of Anfitrian. You can make five-star course meals with bare-bones ingredients, and make them taste excellent. The food you cook can make others stronger, faster, heal wounds faster, regain stamina, and have a myriad of other effects, depending on the ingredients you use.

Lockpicking (1): You are a kind of petty thief, or a master thief. Either way, you are one hell of a lockpicker, there are few locks, mechanicalor 1 Magic, that you can’t pick given enough time, and also have your way to steal people’s goods and possessions.

Demon-Kin (2): Whether cursed, chosen, or experimented on, you bear the mark of the enemy. Some part of you, eyes, blood, or soul. Resonates with demonic essence. You can resist minor magic attacks and blessings from deities and walk among lesser demons without immediately being attacked. But beware, this gift brings suspicion from allies, and something dark watches over you.

Beast-Kin (2): You have the blood of monsters and beasts coursing through your veins, which makes your body take in animal traits, and be physically stronger than the normal, as well as enhancing all of your senses and tolerance towards pain and toxins.

Bone Collector (1): You have an eerie understanding of anatomy, death, and the remains left behind. You can harvest materials from corpses, beasts, or humans for tools, weapons, or rituals. You can identify how something died at a glance and leave no trace of your kills, and acquire equipment from the dead. In a world this dead, you’ve become something like a gravedigger, surgeon, and butcher all at once.

Reckless Disposition (3): You can endure a lot of heat before going down. Either you are too used to the pain, or reckless, but whatever your problem is, it is not going to stop so soon. You are a lot more resistant to pain than others would think.

Eccentrism (1): You are an odd one, maybe you were resurrected after thousand of years have passed, or you are plain weird, but either way, you have a great impression upon others, and think differently from them, to the point where making new abilities derived from the ones you have, or just thinking of new ways of using them comes as second nature.

Iron Gut (1): Your stomach is a war machine. Rotting meat, raw fungus, strange mutant fruit—you can eat it, and it won’t kill you. Even demonic food can be eaten without fatal side effects. Not only do you survive, but you can sense whether food or drink is poisoned or tampered with just by smell or taste.

Graftable (3): This body of yours is strange. It can accept all kinds of flesh into it, even if it comes from a different species. You can stitch yourself together with the arm of a dragon, hold your guts still with a rope around your belly, and sew in any patches of missing skin with anything you find. While undesirable, you can also put inorganic matter into you, such as metals and rocks.

Bubbling (2): Mana runs strange and funky inside of you. It sweeps out with every moment you do, burning your mana quickly, but on the other hand, you can use that mana as if it were an explosive force behind your blows, making them even stronger in anything you use. However, the usage of magic may become tiresome, since you are constantly burning away.

Psy Flow (3): Emotions are a strong weapon. You can wield your emotions as weapons. You can use your mind to execute supernatural effects, such as releasing shockwaves and frying the minds of people. Telepathy is also on the table.

Cultist (3): You are a demon cultist, hidden in plain sight. You have betrayed everyone, even your deity, and none are wiser about your true whereabouts and intentions. May the fallen gods have mercy on Anfitrian. You can spend up to 3 of your Divine Tokens on Demon Perks, Blessingsor 1 Magics.

Skittish (1): You are a master at twisting words and situations; some may even call you a manipulator, but this is a topic for later. You are a master at semantics and using others’ words against them, puppeteering others with words and actions, sometimes without even appearing on the field to get your will across.

Salt-Eyed (2): You’ve stared too long into the sea or the void, and it stared back. You're immune to illusions that affect the eyes, and hard to trick you in general. Your gaze is unsettling. Sometimes, people flinch when you look at them too long.

Whispers in the Bone (1): Sometimes you hear whispers when holding a skull, or dreams that lead you to buried truths. You're not sure if it's magic, ghosts, or madness, but the knowledge you get is real. You can uncover secrets from the dead.

Grudge-Bound (2): You don’t forget, and your hatred sharpens you. When facing an enemy who has harmed you or your people before, your strength, speed, and clarity spike. Your wounds hurt less when your enemy is close. Revenge might not heal, but it sure keeps you standing.

True Name (3): You know the true name of a god. You can speak it any moment, but, keep in mind, saying the name of a god, even those who have fallen and died, is a great taboo, and it will warrant divine punishment in the form of total and utter annihilation of you and everything in at least a few miles.

Cultist of the End (3): You are a cultist of the end, there is no denying it. May the gods hlep us all, one of them got a hold in Anfitirian. Allows you to buy 1 Godless Magi. Cannot be taken by Godless.

Job:

A job is your "class", your combat style, and abilities.
It has "feats, which are the things you are good at.
Feats range from Basic, which are the average abilities, and Advanced, which are the abilities granted to someone of great skill and mastery, lastly, there is Master, which is the highest form of Feat, something akin to a legendary skill.
You can buy feats using Prowess, you start with 8 Prowess.

Basic Feats: All basic feats cost 1 Prowess.

Hand-to-Hand Combat: You are good at hand-to-hand combat, be it kickboxing, muay thai, or something else. You are as good as a trained professional in your chosen hand-to-hand combat style.

Gust Arts: Your style is focused on extracting the most out of your moves. Total action economy, you are not graceful or brutal, just efficiency. You extract 100% out of your moves. You know how to outmaneuver your foes and exploit small, hard-to-hit gaps that couldn't be exploited normally.

Butcher Slashing Arts: Scratch things such as subtlety and nuance. You are focused on attacking, and attacking, butchering your foes with powerful and wide attacks, uncaring if they are chopped messily or brutalized, as long as they are dead.

Graceful Arts: Contrary to a swine that only attacks and attacks, uncaring of subtlety, you are different. You attack with grace, attack swiftly and quickly, to subdue your enemies quickly, or leave them alive, or just cripple. You display great control rather than unnecessary brutality.

Seedling Morning: Multiple attacks are ahrd to pull off, but you are different. While others can just do one move, you can do two; your hands are quicker and more dexterous than those of others, with speed and skill to pull off multiple attacks simultaneously, while others would fail.

Small Shield Arts: Defense is as needed as attack. You are a master at using a shield to parry or deflect blows, sacrificing a little dexterity for the sake of with your foes with greater ease, as you are not entirely defenseless.

Medium Shield Arts: Rather than using a small shield, you prefer something with a bigger OOMPH to it. Such as a kite shield and other such shields, with a bigger focus on defense rather than dodging or parrying attacks. Stand your ground, and grind your enemies.

Just Dodge: Rather than focusing on equipment to bolster your defense, you focus on other things, such as dodging out of the way and keeping your distance. Better to stand free than rely on something as flimsy as a shield or armor.

Short Bow Arts: You are a good archer with a short bow, perfect for hunting and dealing with foes from a medium distance. Also includes Short Crossbows.

Medium Bow Arts: Rather than a short bow, you use medium bows. They are slower and have a heavier draw to their string, but on the other hand, they can punch harder with their arrows and deal more damage.

Frenzy Style: Rather than relying on things such as control and peace of mind, you can give it all to rage and murderous intent, turning yourself into a killing machine, or well, you think you can become a killing machine. Your mileage may vary.

Mage: While many can use magic, few can be said to be "Mages". You not only know magic, but also know how to use it, be it as a form of zealous faith chant, or a more "academic" and controlled approach to it, making your magic stronger, more controllable than those who are not mages.

Dirty Tricks: Kick them in the balls, throw sand in their eyes. While everyone can cheat in a fight, you are a master cheetah. You can conceal your tactics and underhanded moves better than most, and make them more effective in the long run, even fooling the eyes of trained foes, such is your skill in playing dirty.

Blunt Trauma: While cutting and thrusting, weapons are common, you use something a little heavier, such as hammers and maces. While any hit with such weapons will hurt, you can make them hurt even more, such as spotting which weak spots are better to smash, and wielding such brutish weapons with frightening efficacy.

Peace of Mind: You tend to stay a lot calmer in battle, rather than being prone to panicking and anxiety, you steel yourself. Drinking a warm cup of tea and fighting to the death are nearly the same thing for you; your mind is already prepared for the inevitable if it comes to pass.

Drunken Style: Your style is a lot more floppy, clumsy, than ordinary fighting styles in the eyes of the untrained. However, you use clever tricks and deception to trick your foes, fighting with skillful ungrace, not unlike a drunkard. You can fool your enemies with dodges on the nick of time, and hit them where they least expect it. Whether you are drunk or not is up to you.

Last Breath Style: You get more dangerous the closer you are to death. Wounded? Bleeding? On one knee? That’s when you really start fighting. Your reflexes sharpen, your hits get meaner, and your foes start to wonder if killing you was a mistake.

Hollow Blade Style: You use weapons with strange balance, long reach, wide arcs, or deceptive frames. You specialize in trick weapons, hidden blades, or things not meant to be wielded "normally." You’re hard to read, and even harder to disarm.

Offbeat Rhythm: You fight to your own strange tempo—slightly off, unpredictable, impossible to read. You strike between heartbeats, pause when others would attack, move when others freeze. This “wrongness” makes you hard to counter or predict.

Rune Tattoo: You can have many magics tattooed in your body, acting as slots to hold magic for later use without needing to cast it or use mana beyond just activating the tattoo, which is little. You can only slot magics you know, but others can place their spells in your slots.

Meditation: Meditation is not a rare thing, but it is hard to pull off. You know how to meditate, which can enhance your physical skills or your magic, the longer you meditate, giving you an edge in combat.

Dash: An extremely quick movement towards a direction. Regardless of how fast you actually are, you know how to tackle towards one direction extremely quickly, allowing you to createto place or cut distance between you and your enemies.

Advanced Feats: All Advanced Feats cost 2 Prowess.

Master CQC Mastery (Requires Hand to Hand Combat): Your skills are in the likes of the best of the best in combat, such as a Shaolin Combat raised from childhood with discipline and control, or the greatest fighters in a given sport. You are a monster in combat.

Brutal CQC Mastery (Hand to Hand Combat, cannot be taken with Master CQC): Rather than control, you focus entirely on the brutality of melee combat. You extract more than one hundred percent out of your muscles, bones, and blows, to make each attack the most brutal you can, without caring about the damage you take, just the one you dish out. You become a juggernaut of violence on the battlefield.

Vendaval Arts (Requires Gust Arts): Your attack is like the eye of the storm, with impeccable precision, and able to funnel all of your power in a single, destructive point to maximize your damage potential to punch through the thickest monster hide or metal.

Vicious Arts (Requires Butcher Arts, cannot be taken with Slaughterer Slashing Arts): You are a monster with a hell of killing intent in the way you fight, with so much bloodlust that it fuels your attacks and moves to a great degree, making them stronger, more destructive, dismantling things in your path, friend and foe alike.

Slaughterer Arts (Requires Butcher Arts, cannot be taken with Vicious Arts): A unique take on the viciousness of a butcher. This technique uses blood spilled from yourself or your foes to fuel your movements, turning the battlefield bloody as your techniques, movement, and style become stronger with each drop of blood.

Serene Arts (Requires Graceful Slashing Arts): You can cleave a leaf in two while it is being carried by the beak of a bird, flying behind a man. You can attack through your intended target, able to discern between friend and foe with your blows, and hurt only those whom you want to hurt. Your moves are serene, graceful, turning swordplay into a dance, a form of art where you control the battlefield with your movement.

Sprouting Noon (Requires Morning Seedling): You can do various movements nearly at the same time, such as executing a single slash in the eyes of others, when in truth you slashed your foe to pieces, or just turned his body into a bloody pulp with your hits, needing a few seconds for the body finally understand what happened to it.

Wraith (Requires Just Dodge): Your movements are quick, and you are quick on your feet. You can dodge attacks and predict their patterns with ease, requiring a foe to be faster than you to bypass your guard. As long as you wear light armor, or little to no armor, you can deal with most foes' attacks, dodge, or at least minimize their damage.

Grazer (Requires Just Dodge, cannot be taken with Wraith): Instead of moving away from attacks, you move into your enemy’s attacks, dodging them by the skin of your neck. It makes any mistake more dangerous, as a wrong movement can spell your doom and death, but on the other end, each time you graze your enemy’s attacks, adrenaline rushes through your system, allowing you to capitalize on small openings no one else could, and land stronger, critical blows.

Medium Armor Mastery: You can wield chest plates, sabatons, and heavier armor with ease. While it will make a dent on your movement, and it will reduce it by a little, you can adapt quickly to those armors, able to fight with more dexterity and movement range than most.

LongBow Mastery (Requires any of the Basic Bow Masteries): You are a master of a LongBow, a stronger, better, and far harder to use bow. It has a lot more power to it than normal bows, which makes you far more dangerous than normal, since you can wield those long bows with a speed and precision that few others have.

Faith-Caster (Requires Mage): You are someone who uses your face and determination to cast magic. It makes your magic stronger as long as you keep a zealous faith and unwavering will in what you do. As you are a specialized type of magic caster, your magic works like miracles, without a clear source or foundation behind it. They just work. Works better with Broken Sun, Fell God of Hope, and Perished One.

Academic Mage (Requires Mage): You are someone who studies magic as a philosophy, or maybe science, or any other fancy terms that suit you. Anyhow, you use your understanding of magic to cast, precision, mind, and ideas working in tandem to make your magic work. As long as you believe you have the skill necessary and understand what you are doing, you can make powerful and complex magics, akin to formulas made with magic circles. Works better with Unmade Goddess and Perished One.

Warforged (Requires Blunt Trauma, cannot be taken with Acrobat): You are a master of blunt weapons, with a swing of them, you can crack the ground, and with another swing, you can make a crater. You are a fearsome force of nature when wielding a blunt weapon.

Acrobat (Requires Blunt Trauma, cannot be taken with Warforged): A blunt weapon is more than an instrument of destruction, and you know that. You can use your blunt weapons as a means of transport, using them to climb up places with swift acrobatic movements, or just using them to hit the ground and fling yourself and it towards somewhere. You are a lot more acrobatic than your weapon would otherwise suggest.

Combat Rakehell (Requires Offbeat Rhythm and Frenzy Style or Last Breath Style): Adrenaline makes you go. While others get happy as they drink, eat, or engage in debauchery, you get your fix somewhere else. Entertaining Combat heightens your senses, it focuses your mind, concentrates your mind on the task at hand, as your body gets stronger and more responsive, as if under the effects of several battle drugs.

Dead Calm (Requires Peace of Mind and Meditation, incompatible with Combat Rakehell and Frenzy Style): A thousand will fall beside you, ten thousand at your right, but you won’t be hit. Your calm in combat is of such a level that you passively parry and deflect blows most of the time, and there isn’t anything really able to shake you out of your boots. Your attacks are mechanically precise, and enemies will find no opening in you and your style, as there is none to be had.

Iron Fist (Requires Any CQC Mastery, and Ki Master): While Ki is certainly handy, it is only used at its fullest on the hands of a martial artist. You can focus your ki inwards, given the already versatile ki a greater explosive power on your melee attacks, your blows focusing all of your ki in small focal points, allowing more control and output of it in combat. If your skill hardened before, it is now like steel, and if your fists could crush a man’s skull, now they can obliterate a bear’s torso at its bare minimum.

Brother (Requires Frenzy Style, Last Breath Style, and Ultra Great Weapon Mastery): You fight like a hurricane. You wield something too big to be called a weapon, looking more like a great hunk of iron. You are possessed of indomitable will and spirit, as well as strength. You can become a true berserker upon the battlefield, too filled with adrenaline to feel pain, too motivated by rage to stop. Many foes will fall to you, as your weapon can clear whole crowds with a few swings.

Hidden Threat (Requires Assassination, Stealth, and Ki Master. Incompatible with Iron Fist): Rather than relying on external destruction, you can focus your ki inwards… inside others. This is the ability to cause internal damage inside of someone, your punches hurting their internal organs and vital points, rather than their outside, making it a perfect assassination ability, and the usage of ki guarantees that only other ki masters could ever find you were the killer.

Totem Master (Requires Spirit Wielder and Beast Master): While training animals is good, so is embodying their aspects. You know not only how to imbue yourself with the powers of the wild, but also how to imbue your pets. A lion with the bite power of a crocodile, or a Bear with the speed of a cheetah, those are within your domain, as you can also imbue your beasts with those spiritual powers.

Party Spirit (Requires War Ballad and Spirit Wielder): Hoarding and not sharing is a bad attitude, and you know it. When you sing your tunes, when you play your instrument, you can not only embody the power of a beast, but can also share this power with others who listen to your song. Imbuing them with the power of wild beasts, sharing your ability with others.

Spellblade (Requires mage and any other melee-related Feats): You are a Spellblade, someone who mixes melee combat with magic in what you do. You are a mixed bag of effects and efficacy, taking in a little out of mage, and a little out of a fighter to make things work. You may not be better than both in their chosen fields, but you are more adaptable and have a wider skill range.

Longshot (Requires Mage, and any ranged related Feats): You can use magic to enhance your shots, making arrows even more dangerous, as they can be coated in magic, fire arrows, acidic arrows, and other such effects are very well within your range. It also stretches the effective range of a bow and arrow, and the damage they can do.

Stealth: You are surprisingly stealthy, able to hide in the most awful places possible as long as it means you stay undetected. Blending with shadows, hiding in dumpsters and boxes, all is fair game.

Assassination: While anyone can kill, few can do a well-planned murder. You are among those few. You know not only how to plan attacks, but also how to execute them, account for unforeseen circumstances, and murder your target. You are not the best frontline fighter, maybe, but few can match you in backstabbing and taking out foes silently.

Ki Master: A forgotten art, the art of utilizing one's life force. You can draw on that life force to enhance your attacks, heal wounds, or harden your skin. It can even coat things such as weapons and equipment. If you concentrate a little, you can even do things like releasing damaging energy balls or releasing shockwaves out of your punches and kicks. If you are undead, you can also use this, somehow.

Great Shield Arts: Using such towering shields is hard, and you can attest to it. You can wield shields as big as yourself with little to no hindrance, a defense akin to a fortress wall. Breaking your posture is a hard endeavor as long as you are behind this massive shield.

Beast Master: Instead of doing everything yourself, you can call upon beasts you have tamed, using them to aid you in combat. Instead of raw power, you use monsters to do your binding. This also includes animal husbandry, beast taming, and breeding for better traits and skills out of your beasts.

Devotion (Cannot be taken with Weapon Master): You have devoted yourself to a single weapon. You are a poor wielder of anything but your chosen weapon. This chosen weapon is powerful in your hands, far more powerful than they had any right to be.

Weapon Master (Cannot be taken with Devotion): Rather than devoting yourself to one weapon, you choose to be adaptable. You can wield any weapon with near flawless efficacy, even if you are not a master of its usage. You can ditch and use weapons on the fly, guaranteeing you will not be disarmed until there is no usable weapon in your reach.

Dual Wielding: Dual wielding a hard thing if it's not sword and shield, and other such pairing weapons. Either way, you are a master at dual wielding, even if it is dumb things such as two great hammers, or two tower shields. Either way, few can match your dexterity and skill in dual-wielding.

Ultra Great Weapon Mastery: Rather than a normal weapon, you use something massive. A weapon as big as yourself. You can wield it with nearly no restrictions and make people gasp in awe as you wield something gigantic relative to your size. A two-meter sword? No problem. A giant heap of iron? Even less of a problem. You also know how to maneuver and use such a massive weapon as a means of movement, too.

Spirit Wielder: You are a Spirit Wielder. You can call upon the power of animals and beasts to enhance yourself in battle. You can gain the speed and pack mentality of a wolf, the jaws and brute force of a bear. This is not magic, but something else. The only limitation is that you have to wear, or have, an animal's remains of the animal you want to embody.

Code of Honor: You have been formally trained by great people, and it shows. Those people bestowed you with wisdom, knowledge, and skills. It enhances Weapon Master, Devotion, All Slashing Arts, All Blunt, All Shields, and All Armor Feats. You are even better at their usage than you should be otherwise.

War Ballad: You are something of a musician yourself. You can use songs and tunes to enhance those around you, making them stronger, better, heal faster, or somehow get rid of harmful effects. You can even debuff your enemies, making them trip, have less concentration, or even weaken their muscles and defenses.

Momentum Fighter: Your attacks are not isolated; they’re chained. The more you move, the harder you hit. Every dodge, parry, or swing leads into the next. You know how to flow through battle, building pressure until you’re unstoppable.

Apprentice: You cannot take any other Master Feat in full, but you can choose up to 8 advanced feats, independent of restrictions. You are below average in them, not having their abilities in full, but you can use all of them at once.

Master Feats: All Master Feats cost 3 Prowess.

Complete Mastery (Requires one Advanced Feat to be upgraded): You are a true master of your skills, someone unmatched in your chosen field.

Centralized Power (Requires any CQC Mastery, cannot be taken with Full Power): Rather than letting all power out, it concentrates on a single point. You can store all your strength and momentum and then release it into a focal point against your target, releasing all that power at once in a small area, all but annihilating defense and resistance.

Full Power (Requires any CQC Mastery, cannot be taken with Centralized Power): Rather than focusing all your power, you release it. Your fists can release deadly busts of highly pressured air, or just a vacuum should you be strong enough, increasing drastically your range as you wield your strength like a weapon.

Typhoon Arts (Requires Vendaval Arts): Arts that have reached their pinnacle. An attack so precise and destructive that can pierce the eye of a hurricane and unmake it, metaphorically. There is no gap, no weak point or fissure too small for you to exploit to land a critical hit. You can attack so quickly, precisely and with such strength that flames burst and water becomes steam.

Bloodhound (Requires Vicious or Slaughterer Arts or Combat Rakehell): You are a bloodhound; you can manifest your bloodlust as a physical thing, damaging everyone and everything around you as you become an embodiment of destructive power, like a raging flood or a meteor.

Peaceful Flower (Requires Serene Slashing Arts or Dead Calm): You are like a peaceful flower. You can use your serenity to unleash attacks aimed at your foes, and only them, ignoring all physical and magical barriers to hit them nearly automatically as long as you perceive them as an enemy. You hurt only what you want to hurt.

Flowering Night (Requires Sprouting Noon): You can make multiple movements at once, such as attacking thrice with an ultra greatsword, or ten times with a spear. It makes your attacks hard to dodge and to protect, since the foes have to account for multiple attacks at once.

Archmage (Requires Any Non-Faith Mage Feat): You have become an archmage, your magical knowledge and skills nearly unmatched by your strange and overwhelming prowess with magic. You can evoke magic with great and complex systems and formulas, to utterly abhorrent extents, making you a formidable battery of magic.

Bishop (Requires Faith-Based Mage Feat): You are a true miracle operator, your canticles and prayers are like the wrath of your chosen deity given form. You are the rock of their church, and should stay unshakable for their religion.

Hexblade (Requires Spellblade): You are both a saint of the blade and a great magus on your own right. As far as ability with both goes, you stand unrivaled and unmatched. You are not as destructive as a Bloodhound, and not as dexterous as a Peaceful Flower in the art of the blade, but you compensate for it with magic. Unleashing powerful spells as you dance with your blade, surpassing both raw mages and melee combatants when you unify both of your skills.

Rain of Arrows (Requires any bow mastery): You can make rain arrows. Your speed and dexterity with a bow surpass all, whereas a normal bowman will be shooting one arrow, you will be unleashing a volley of dozens against your targets. No matter where they will hide, for you can hide the sun with arrows.

Forged in Thunder (Requires Warbow Mastery, cannot be taken with Rain of Arrows): Rather than focusing all of your power in a volley of arrows, you instead opt for stronger, more destructive arrows. Too heavy to be deflected, too powerful to be blocked by most shields. Those arrows are heavy as battering rams, and sharper than harpoons. You trade quantity for monstrous arrows.

Heavy Armor Mastery: You are a master of heavy armor, to such an absurd point that it can no longer hinder your movements; it is like wearing a second skin made of solid plates, with no damage done to your movements. You could do things such as ninja flips or high acrobatics while hearing full plate armor.

Dynamic Fighter: You can move like a hurricane while fighting, keeping your attention on multiple foes and reacting to their movements as if it were only one enemy. You have a near-perfect perception of the battlefield and can react accordingly, controlling the area around you as you dispatch the enemies in your vicinity.

Enlightenment (requires Ki): You have achieved some sort of enlightenment, making your ki stronger, and your control over it masterful, as it allows you to release powerful energy blasts against your enemies, heal others, and even make barriers throughout whole buildings and places.

Bajiquan (Requires Iron Fist, cannot be taken with Internal Annihilation): You have a hell of a strong fist and ki mastery. This makes one capable of fully internalizing their ki, to the point where their fists can release great bursts of energy and strengthen the body far past its bodily limits.

Internal Annihilation (Requires Hidden Threat, cannot be taken with Banjiquan): A deadly art which focuses on the complete annihilation of a target's inwards. Furthermore, it has been perfected to not only damage their body, but their ki pathways. Wounds and damage done with this technique seldom heal as the pathway leading to the wound is destroyed, and only the best healers or organ transplant can reverse the damage, most of the time.

Seal Sorcerer (Requires Magic-Based Feats): You are a seal master. You can use seals to deal with enemies, seal things within your seals, such as effects like fireballs, poison mists, and even diseases. You can seal whole buildings with seals given enough time. You can also seal enemy abilities and their weapons.

Extreme Devotion (requires Devotion): Your devotion has advanced to such a point that you and your chosen weapon are like one, sharing one mind and soul, and it is strengthened to such a point that shouldn’t be possible, yet it is.

Bladed Mirage: You move faster than the eye can follow, leaving ghostly afterimages behind you with every step or strike. These illusions confuse enemies and mask your true position, making you seem like you're everywhere at once, cutting before they can even raise their guard.

Unbreakable Wall: You are not moved. You are not broken. While others dodge or evade, you endure. Your form is harder to damage, and you don’t even flinch at damage. You are like a fortress given life, able to shrug off blows that would crack and break any lesser being.

Ghost Step (Requires Assassination and Stealth): You fight like a shadow in motion. Your footwork is silent, your presence flickers between forms. You move so smoothly, so flawlessly that it is like seeing air move, only the sharpest of foes can detect you, but any lesser one will be open to at least one sneaky and deadly hit from you.

Duelist: You are the perfect one-on-one fighter. Against a single foe, you gain clarity. You study them, pressure them, and eventually dismantle them. Even opponents far stronger than you fall, piece by piece, under your focused, merciless attention.

Magic:

Magic is the supernatural power to bend reality to one’s will, bringing forth effects upon it. Magic is ultimately about either sacrifice or the Patronage of a bigger deity. Mages, also known as Academic Mages in some circles, are those who useunderstanding, philosophy, and bargaining to fuel magic, trading in the power of their soul, mind, and philosophy, also known as mana, into an effect they desire.
Faith Mages use their favor and affinity with a divinity to cast magic, seeking to appease them to summon effects, using their mana as a mediator between them and their deity.
One thing both types of mages share is the usage of sacrifices, either literal sacrifices or using something of value, such as gold, vials, alchemical reactions, and other such things that can hold value to bolster their magic.

Mana Pool dictates how long you can go on sacrificing, commuting, or just expending it to make your magic stronger with metamagic and other such effects.

Mana Skill dictates how good you are at Magic.

You start with 2 Mana Points if you have one magic, which can be used to upgrade your Mana Pool or your Mana Skill.

You gain 2 Mana points with magic feats, up to three magic feats for a maximum total of 6 points.

Mana Pool goes from Level 0 to 6. Level 0 Pool is the smallest amount possible, a very small pool, while 6 is the largest mana pool possible.

Mana Skill goes from Level 0 to 6. Level 0 is no control over magic, while Level 6 is an impeccable control.

One can be an Archmage or Bishop because their mana pool is just so damn large they can spam their attacks without remorse, or because they have skills and abilities intricate and mastered through experience and knowledge.

You start with 2 general magic by default if you have a magic feat, where you can spend it on your patron's magic or general magic. Magical Feats add one more magic you can buy, up to a total maximum of 3.

Normal Magic:

Perished One’s Worshippers start with 1 Free General Magic. You gain 1 Magic to spend on general magic or your patron’s magics for each magic feat you have in each class. Example: You can only have +1 magic for Basic Feat, +1 for Advanced Feat, and +1 for Master Feat

Foundation Missile (Free, automatically acquired): A simple magic, and one of the most widespread ones. It allows one to condense their mana into missile-like forms, shooting projectiles against their enemies. It is uncouth and simple, but it can be effective to overwhelm their foes.

Foundation Barrier (Free, automatically acquired): A simple magic, and one of the most widespread ones. It allows one to make barriers, and with time, they can even automate their usage of this magic to block hits the moment they become a danger, rather than wait for them to hit you.

Foundation Metamagic (Free, automatically acquired for Academic Mages): This allows one the usage of complex thoughts to strengthen their magic, such as philosophy, academic formulas, and other such things, like using a recipe to turn iron into gold to strengthen their magic and give it more effects. It is the usage of academic ideas to strengthen magic.

Foundation Theology (Free, automatically acquired for Faith Mages): This is the power to allow one to fuel their magic with theology and faith. By immersing oneself in the study of myths, religion, and their deity, a Faith Mage can use the stories they heard and learned to strengthen their magic and call upon greater feats by their God.

Magical Alchemy: The power to use Alchemy, a lost art that allows one to turn things into others, respecting the law of equivalent exchange, as one thing can only be turned into an object of equal value to it. Alchemy is also great for the production of medicine, potions, and other such mystical concoctions, even food.

Metamagic D.E.E.P: One step above common metamagic. It is akin to running an entire academy worth of philosophers inside your head, each one of them running a theory and philosophy at the same time, and in turn allowing greater control of magic, to such a point where one can turn magic weaker, wider, stronger, or even alter it into an entire different magic using their metamagic alone.

Foundation Malkuth: The foundation of the Kingdom. It allows one to make and even reimagine magic that they can understand and execute, a great power thought to be lost, but for the blessing of the Perished Goddess of Trickery, it is made possible. Even if one has no affinity to other magics but the foundational ones, they will be able to create elaborate spells that work only with their mana and the most basic concepts of magic.

The Dark Moon: It's a type of magic that manipulates the mind through illusions, hypnosis, and mind control. While complex minds may resist, and instinct-driven individuals are nearly immune to direct control, the magic excels at altering perception through environmental illusions, and these environmental illusions are nearly impossible to detect or counter unless the target is also skilled in illusion magic.

Pocket Alterations: A type of magic that can alter the space slightly, such as allowing for one to make pocket dimensions on places such as trees or walls that can store up to a grown-up human’s body. It can also be used to go through walls, doors, or to hide from enemies.

Familiars: A lost art, only known to those fell who are brought to life by the legacy of the Perished One. It allows one to make artificial life, not unlike homunculi. Those artificial life can hold mana as if they were batteries, and act as extensions of the caster, allowing them to cast wherever the familiar are, and use the familiar as their eyes and ears. It has some interesting implications with Alchemy.

Mana Web: A strange magic, and one of the niche ones. It allows someone to externalize mana as a physical object into the outside world, be it as a liquid, a solid, or even a gas. This way allows the mage to cast their spells remotely, or use each fragment of their physical mana to cast a different spell, micromanaging how they spend every drop of their mana. They can also use this physical mana to attack or hurt others, making them like swords, monofilament wires, and other such applications.

Mana Crunch: A self-sustaining ability. It allows a mage to replenish their body with mana rather than with food and water, making them keep going as long as they have mana. On the other hand, mana used to sustain the body replenishes itself slower than normal, making it unviable if the mage is active in combat, or has a small or normal-sized mana pool.

Ninth Cycle: This magic can halt the process of things, such as making time move slowly, or reducing the heat of things, the movement of someone, etc. It can be used for a myriad of things, such as “freezing” a river in place, neutralizing its raging stream, or even unleashing waves of sheer cold that can cut and brittle enemies and obstacles. It can even be used to halt someone's aging, in the same vein and rules as Mana Crunch.

Far-seeing: Many cursed their lack of sight and limited vision throughout time. This magic was born because of this. It allows one to see far away with the use of mana, enhancing their vision greatly. With catalysts such as mirrors and crystal balls, one can see far away with just magic, far beyond their vision.

Royalty's rules: A magic that imposes rules on the caster. Once they impose a rule over themselves, they get stronger as long as they don't break the rule. The more rules, the greater the growth in power. As long as the magic is active, the caster becomes even stronger as long as their target believes the caster is superior to them.

Grinning Cat's View: This magic allows one to turn their body into a near-transparent smoke, which also doubles as a pseudo-invisibility. As smoke, the user is nearly immune to damage, and can move as they want, unhindered and unbothered by nearly anything. However, it costs mana for every limb you turn into smoke, and staying as full body smoke hemorrhages mana.

Red Queen: By marking a place with ritual, paints, objects, etc, it can make a dominion, a zone where one is stronger and has near complete control and awareness of it while inside of it. Not only does it make its caster stronger while inside of it, but it also passively replenishes their mana faster than normal. They need to redo their rituals to keep their dominion.

Rabbit Hole: A magic that can connect point A to point B. By using rituals and the sacrifice of something dear, one can make a portal in their current location, and another portal where the mage wants, connecting both places together, allowing for faster travel. However, each travel costs mana proportional to the distance traveled. The mage can have as many portals as they want. It can also connect to pocket dimensions.

Glass Watch: A magic that turns mana into “time”, but not in the Mortal Realm. It turns mana into time in the Astral Realm, allowing the living to walk to the Astral Realm, or allowing Ghosts to walk on the Mortal Realm. It also allows its casters to hurt and damage the souls of their enemies, since they now exist in the Astral Realm.

Dreamscape: The Perished One loved to watch dreams and thoughts, so she made this magic so her followers could do the same. It makes one able to peer into the dreams of thoughts of other things, even inanimate objects. It makes one better able to fight illusions and mental corruption better too.

Elemental: While gods do have a stronger version of their respective elements, this does not mean they hoard all the usage of said elements. Even without the blessing of a god, you are able to use one or more of the four basic elements: water, air, earth, and fire. High Mana Skill means you either are better at the usage of your chosen element, or can use multiple at the expense of a lower skill ceiling.

Composite Elemental (Requires Elemental): You can control your element to the point where it branches to become its own thing. You can manipulate and create lightning, or maybe unify earth and fire to make lava, etc. Beware, it still scales on skill scaling and has the same restrictions as Elemental: you can branch a single element into its own thing, or fuse multiple elements where you are weaker to create a new one. Versatility against specialty.

Telepathy: A magic that allows one to communicate through great distances by making a mental link with someone, relaying information from afar, as well as thoughts and emotions. It can also be used to coordinate whole armies by establishing a mental link with all soldiers, making the army act flawlessly as they can coordinate all of their thoughts. Scales with Mana Skill for finesse, control, and number of people affected, and with Mana Pool for how far it can go.

Weapon Enchant: A simple magic that allows a mage to temporary imbue a weapon with a magic or spell. It works simillary to Rune Carved, but has no restriction or limitations aside from the spell used to imbue the weapon with. Works better if one has a big repertoire of magics.

Enchant Object: It allows one to place, permanently, spells within an object, in a similar manner to Rune Carving. Although this requires extensive usage of resources, materials, and time to imbue a spell, and each subsequent spell enchanted into an object takes twice as many resources. It is mainly used to produce pocket mirrors with Telepathy and Far-Seeing spells for contact with others over great distances. Spells requires maintenace to not lose strength in the object.

Fell God of Hope Magic:

Fire Clap: The power to manipulate fire was used a lot by the worshippers of the Fell God of Hope. It allows one not only to produce fire, but also to manipulate it and its state, control fire as if it were a stream of water, turn it into fearsome dragons, and other such things.

Altered Beast: Fell God of Hope was not someone to hate nature; rather, he liked it. This allows someone to turn into beasts, such as gigantic bears with claws made of metal, or birds with the power to release lightning. The better someone is with magic, the more complex and stronger the Beast they can transform into.

Titan Clap: Some of the most fervent worshippers of the Fell God of Hope lived as one with the Earth. It makes sense that the Fell God would make use of it in his magics and rites. This allows a mage to control and manipulate Earth, communicating with the Earth, and animals and monsters that thrive off it. A mage can make chasms on the ground, make it soften, harden, or make constructs jump out of it.

Starfall: The fury of the stars. It is a purely offensive magic. It extracts powers from the stars during the night, and from the sun itself during the day, to release blasts of fiery energy that fall towards the Earth like meteors of raw might and destruction.

Bloodlusted Stride: The grudge of the Fell God. It allows one to use mana in a way that it is converted into blood. The more blood one has on their body, the faster, stronger they become. They can even manipulate blood in a manner that lets them glide in the air, using blood as ladders for movement. The stronger you rage, the stronger the stride.

Weapon Ignition: A strange magic, innate to those favored by the Fell God. It allows one to “ignite” a weapon’s essence, bringing their true, hidden power to the surface, greatly strengthening any equipment ignited by it. It consumes an enormous amount of mana, concentration, and devotion to the Fell God to be used.

Eye of the Beholder: A magic few would associate with the Fell God. It allows one to change their appearance, embellish it, and almost become a new person. It is great to fool others or show someone their true essence. Besides aesthetic changes, it also enhances all good attributes of a person to a degree. The more resources and devotion pour into it, the stronger it becomes.

To Slay a Dragon: The hatred of the Fell God for the dragons persists to this day. It grants the user a part of his hatred, materialized in the form of a weapon that suits the user. This weapon is guided towards one enemy you hate the most at the current moment, and it hurts them greatly, even if they manage to dodge or block it.

Wild Nature: A magic that allows one to control the growth of plants and their strength. It allows one to turn trees into powerful forces with strength to wrestle giants, or make extremely poisonous flowers bloom out of normal plants. Extremely useful if one is creative.

Effect Reversal: A magic that forms a shield to protect the user against maledictions and harmful effects. However, this is not the best usage of it. When used in the moment a harmful effect, be it magic, curses, or something else, is cast against the mage, it can return the effects to the malediction’s caster, and amplify it tenfold.

Dwarven Curse: There are many bastards who use items that they should not have, demons who wield powers they shouldn’t wield. This allows one to place curses in equipment, using the hatred of the Fell God of Hope to fuel their magic, making items weaker, or just unusuble as long as their hatred keeps burning. The curses take a while to take effect, so you need to keep the magic up as you curse the object before it takes hold.

Goldilocks Zone: A special magic born of a place of care. It allows one to nullify a blow in a one in three chance. The nullified attack will not consume your mana, but hits that are not blocked by the magic will consume part of your mana, softening the blows when the magic cannot nullify it.

Unmade Goddess:

Water Call: As patron of the seas and oceans, the Unmade Goddess had the power to control water, and those with her favor can control it as well. From making powerful blades of water, freezing water into ice, or heating it into deadly steam, water is under your control, and you can produce water with mana as well.

Dead Sea: A magic that calms the hearts of all those around the user, from enemy to friend. It calms them into a state of near serenity, where they are more susceptible to blows or attacks, as their minds are overwhelmed by a peaceful and beautiful sentiment. It can also be used to lessen trauma and hurt to others.

Heartfelt Call: With this magic, one can use their magic, voice, and instruments to their advantage, such as singing shockwaves, slashing air waves, or just as a form of damaging foes, or using it to bolster their allies, such as making barriers or even healing. Back before she was Unmade, there were many War Balladists who used it to bolster their songs even further.

Weather Storm: While she was beautiful and composed, the Unmade Goddess was also afflicted by mood swings and intolerance. Channeling the volatile spirit of the Unmade Goddess, the mage gains minor control over the weather. They can part clouds to summon sunlight or call forth storms at will. This power allows them to direct weather effects strategically, such as conjuring a lightning storm to strike enemies. It's storms also enhance all blessings and abilities linked to the Unmade Goddess.

Bubbly Foam: A purely defensive magic tied to the Unmade Goddess. It allows one to turn attacks into foam and control said foam, making it harden like coral reefs. It consumes mana proportional to the attack it is nullifying, and if it's too powerful for the mage to deal with, or just too strong, it will only partially block it. However, the mage can also control the coral shells, making them explode or attack on demand.

The Mirror: A facsimile of a mirror said to be owned by the Unmade Goddess. It allows one to reverse effects with magic, such as making fire cold, ice hot, and other such things. It can also affect the hearts of people, turning their personalities into apathetic husks and sapping away their will to fight. It manifests as frost over their bodies, which will devour their bodies until they become statues of solid ice. Only by defeating the caster or overcoming the freezing effect with their own will can they reverse it.

Seeing Red: A strange magic. It forces the target to see what they most desire, the greatest target of their infatuation and greed, making them go mad over it, triggering a rampage. Only with great will and self-awareness may they overcome this desire, but un til then, their movements and attacks were wide open to the caster, as they are enthralled by the magic, allowing for critical and deadly blows to be delivered by the mage.

Tidal Crash: A simple, yet destructive magic. It opens a portal to the innermost sea, an endless abyss, which spills water currents with such force that it can flood cities and destroy everything down its path. A last hail mary type of attack, meant to take everything down with the mage who casts it.

Superior One: A nasty magic. As long as you manage to keep dodging your foes’ attacks, and this magic is active, you will sap away their stamina and strength, and even mana, weakening their attacks and themselves as you keep dodging their blows.

Self-Confidence: Your self-confidence fuels your power. As long as you believe yourself to be doing good, be in a good appearance, and are the focus of attention of everyone, and have mana to spare, you will become exponentially stronger until you run out of mana.

Waterboosted Stride: Your control voer water is suberb. To the point you can summon it as some type of hoverboard, allowing you to fly on low altitudes and make impossible maneuvers, as water holds your feet glued to it, and can only let go if you wish so. Your movement is exponentially increased, as you can move in all directions as long as you keep this magic active. Beware of hot enviroments.

Deadman Tales: This magic reveals the location of hidden treasures and loot, even if someone tries their darndest hard to keep them secret. This magic allows one to localize and determine the value and quality of any loot or treasure they fancy. It can only reveal and show what the user considers “treasure.”

Broken Sun:

Miracles: As the hoarder of miracles, the Broken Sun was used to use his powers for grandiose things in the name of his worshippers, like parting the sea, or crushing city walls, and even sending meteors. Even as shattered as he has become, you can still operate miracles like that, turning the tides of an impossible task into something “possible” (as long as it does not concern itself with the domain of another god), even if improbable, but even a faith as small as a mustard seed can shake mountains.

Healing Hands: A true healing magic, granted only to those who have been awarded the recognition of the Broken Sun. This magic allows one to heal wounds, purify poisons, clean water, and perform other such operations related to “healing”.

To Slay a Thousand: A strange magic that operates on the body rather than performing an effect in the material world. What it makes is simple: it allows the user to turn anything they hold into a “lethal weapon” for as long as the magic is in effect, turning even a donkey's jaw into a weapon to be reckoned with. It also boosts all of the user’s physical capabilities.

Prophecy: A power that allows one to see the world differently, peering at what will happen rather than what is happening. Those views can appear in dreams, or even as flashes of light in the users vision, but they can tell what is going to happen with varying qualities, there is no real way to master this magic, but it can be used to peer into the future, a rare power to have in this world.

Radiant Victory: A magic that strengthens the mage under the sunlight. The higher the sun is in the sky, the stronger they are while the magic is active. It enhances all of their attributes, from physical power to the power of their blessings. However, it is nigh useless during the night.

Dolorous Stroke: Wicked magic used to deliver painful blows to the enemies of the Broken Sun, the most hurtful strike ever. It coats the object that will hit someone else, and makes thorns grow out of it. This attack is as painful as being killed, and even something like total pain tolerance can only lessen the hurt of this magic, but not eliminate it.

Name Convention: By giving a name to things, you give them meaning. This magic operates on this logic: by granting names to things, you can strengthen them by spending mana on them, and if they are people, they can spend their own mana to strengthen themselves. You have no control over them, however, if the target is a demon, and you learn of its true name, you can take control of it completely.

Hypocrisy: A magic that works on the principle of betrayal. If the target has ever betrayed someone, a thorn will grow in them, and so on for every person they betray. It weakens their abilities and strengths, leaving them open to damage. If the target has betrayed the mage in question, they will also receive the damage the mage takes. However, this magic affects everyone on the battlefield, including its caster. The degree of penalty the target receives is relative to the target’s abilities as a mage and the difference in power between them and their target.

Lion of Judah: A holy magic passed down to the people of the Broken Sun. It allows one to channel the inner strength and perseverance of his lineage. It augments physical strength, charisma, and gives holy attributes to yourself and your attire as long as the magic is kept.

Ten Rings: Wisdom and common sense, while not rare, are not a common sight to behold. This magic drastically augments one's perception, attention and wisdom as long as the magic is kept. It allows one to notice and see details few would see, and to acquire wisdom to see unseen paths.

Gift of Multiplication: A simple but effective magic. It allows one to generate food and water for others. It can give great nutrition and satisfy nearly all thirst. The higher your Mana Skill, the greater the food's quality, and higher Mana Pool allows for more food to be created.

Mirror of Souls: A magic that weighs a target's pride and arrogance against them. It releases powerful, nearly unavoidable magic blasts if the target is consumed by pride. The bigger the pride, the bigger the fall.

Reaped Caronte:

Arise Ye Restless Soul: Emissaries of death, as well as those who wield its favor can bring the restless dead back to life as undead, creatures who lie beyond the grasp of life, bir unable to die. They control their undead too, having them as disposable body puppets or companions in possible undeath.

A soul can be cut: Something almost unique to ones favored by Caronte. They can wield the power to hurt souls with their magic, coating themselves and objects with the essence of the Reaper.

Unease Time: A strange magic with the power to rewind places to an earlier state, such as restoring a Broken bridge to its former glory, or bringing a body temporarily back to life, to interrogate them before they die again. The rewind lasts as long as the user has mana. It can also rewind the undead to a more powerful state.

The spin of a coin: May a coin land on its edge. This magic can favor one's luck, or unluck, amplifying the chances of something good happening to the caster, while boosting the unluck of their enemies, leading to accidents mid-battle or in combat. The luck amplification and duration of its effects last as long as the mage has mana to pour on it.

Possession: The ability to possess something through magic. Even without a soul, those chosen by death can freely possess objects, and even living beings with a weak will, vastly weaker than the mage, or on verge of death, allowing the mage to use the object as a catalyst for casting their magic, spare bodies, or more bodies for casting rituals and whatnot.

Locust Sacrament: Death Magic of the highest degree, it allows one to summon a swarm of black locusts that devour everything on their path. Its strength, duration, and the size of the swarm are determined by the mage's skill with magic and mana pool, and their target. To cast against a squad of soldiers will be vastly cheaper than casting it against a speck of dust. Its strength can be regulated to only harass your enemies, to strip the flesh out of their bones, to devour even their bones.

Life Bargain: A magic that normally wouldn't be under the Reaped Caronte's repertoire. It is simple: it allows one to transfer lifeforce between one being to the other. However, since most users of this magic are already dead, they can forcefully force their “undeadness” into their victims, killing them from inside, or sucking out their life-force. Without external help, you cannot use or do anything but transfer life-force. However, it is stored indefinitely within the undead. The potency of the magic and the quantity of energy transferred/stolen are dictated by the difference in power between the mage and the target.

Impersonation: It allows the mage to call upon the spirits of the dead and temporarily fuse with them, gaining their knowledge and abilities. The duration of the fusion and the strength of the spirit called are reliant on the mage's skill.

Death Scythe: A simple but powerful magic. It summons a giant scythe upon your enemies. It causes a great blast near the area of impact, as well as plagues and wither. Those not killed by the impact are crippled by the wither.

Soul Blast: It summons an aura of souls around the damage. It shreds anything material, and even magic, that comes in contact with it. Its potency increases with Mana Skill. It effectively turns the mage into a projectile.

Obol’s Toll: You can reap off the debt out of someone in the form of their guilt, the sins they regret, or even karma they acquired by breaking promises. You can use this magic to “yank” those “debts” out of a person in the form of coins. The more they regret, or promises they have broken, the more coins you have. You can use those coins as sacrifices for magics with a great toll, or to bypass magical barriers without breaking them.

Hungry Rift: By using a physical medium, you may hit the ground to release a burst of souls. Those souls are extremely hungry, and will stop at nothing to rip people apart, trapping them in ghostly fetters, holding them in place as they to drag their victims ot the astral realm, leaving them open to attacks. Scales with Mana Pool.

Beast God:

Grave of All Songs: You emit a hum, low and dreadful, that drains hope from the air. Music dies. Voices crack. Prayers cannot rise. Under this effect, enemies grow disoriented and feel as if the world itself rejects them. It is the sound of extinction, and even the bravest know it.

To rust creation: Everything more advanced than leather clothes, and sticks and stones gets rusted in once the magic activates, actively targeting all things more advanced than caveman tools and technology, turning the equipment and gears of demons near useless as they rust away. Beware not to damage the gear of your allies, should you want to be accepted in Anfitrian.

Nemean Skin: Flesh hardens into a primordial hide immune to elemental forces and magic for a short time. Projectiles bounce, spells fizzle, and regeneration accelerates. It makes tools, gears, extremely weak against the mage, needing brute physical force to be ignored, or the magic dispelled somehow. Ideal for tanking massive blows.

To Stalk: Prey cannot outrun you. They cannot. You can move through shadows in your vicinity, stalking your prey from a place they cannot outrun or escape. You will always be behind them, ready to engage. The distance you can move is dictated by your skill as a mage and your mana pool.

Wild Weather: While there are magics such as the Weather Storm that allow one to control the weather, this one works differently. As a magic that hails from the Lone Wanderer, it makes one embody weather, such as a sunny day giving firepower, or a storm to release lightning from one’s body. Rather than externalize the weather, it internalizes it. The surroundings are also slightly affected by the weather internalized.

Pack Call: While there are lonesome beasts out there, many also fight in packs. This magic allows one to summon a pack of ghostly beasts related to the caster, such as deceased family or closely related monsters. The ghosts only last for a while, but are powerful enough to tip the odds overwhelmingly in the mage’s favor against enemies of similar level.

Wild Chase: A power deeply connected to the Wild Hunt and the Lone Wanderer. It makes the mage consume the bodies and ego of everything they kill, be it plants, people, or other beasts. Those are converted into extreme power as the mage continues to consume. The longer the magic is used, the greater is the mana consumption, to the point where even the energy conversion fails, and your magic collapses. On the other hand, everything on your path is a source of energy while the magic lasts.

Beast Whisper: A truly wicked magic. It is used to open one’s mind to the calls and whispers of the Beast God. It is used to drive someone insane, and eventually leads to grave and overwhelming mutations, turning the enemy into a blob of flesh. Strong will and determination can fight off those whispers, but it requires great effort. The mage who casts this magic is also open to having the whispers enter their mind.

Blood Scent: This magic works like both a poison and mark, by hurting someone, you can apply a little bit of your own mana into the wound, the wound grows infected, weakened, or just withers into a weak spot you can exploit, turning blows that would be harmless into painful attacks, and most deadly attacks into sure kill. The victim can fight your mark with their own mana and mana skill, however. The mark only lasts as long as you keep the magic up.

Worst Fear Manifest: It starts as an ilusory magic, manifesting something truly dreadful to your foe, it may be their greatest fear, or the worst outcome they have in their mind, it will manifest in their mind through you. And then, you will start embodying that fear they have, the worst outcome in their minds, becoming more powerful and tailored to your foe. The longer the magic is kept up, the stronger it is, but also is the mana consumption.

Perfect Entropy: When active, this magic consumes all of the user’s blood that spills in wounds, transforming it into energy, not wasting a single bit of it in needlessly blood loss. Every wound, rather than weakening you, strengthens you temporarily as you cannot bleed or be halted from your wounds, sans outright dismemberment. However, you can still die of hemorrhage or by running out of blood, as it just turns it into power, but not outright stop the bleeding.

Old Blood Memory: A magic that recalls what the mind forgets. It can access skills, movements, and patterns of beasts long gone, the crushing power of a tarrasque, the blinding speed and surprise of a Terror Bird's sweep, the deadly and unseen jaws of a Cu Sith. It allows one to tap into the power of those ancient bloodlines, temporarily gaining their powers and abilities over theirs.

Bound Perished One: Bound Perished One Worshippers have 1 of those magics for free.

“This is mine, and for you to take, my children. And of course, those willing to hurt themselves, to hurl themselves at my feet for a speck of my power. Those are my magic, my trials.”

Unperishable Chains: It summons a small fragment of the chain used to bind the goddess’s corpse. It is summoned as a miniaturized version of the chain. If it pierces or coils around something, it freezes them, as if they were stopped in time, from objects to people. It also causes effects such as poison, blood loss, and even the act of dying to cease as long as the chains make contact with the target. The stronger the target, the more mana it takes to hold them with the chain.

True Death: A magic developed by the Bound Perished One herself. It kills a body, permanently. Of course, since you are just a mortal, it is but a facsimile of her morbid miracle. It allows you to disassociate the soul and the body of those you kill, essentially making their soul lost forever into the limbo of the afterlife, and their corpse an eternally rotting husk.

Egomania (Cannot be used for Touched Magic, exclusive to Bound Perished One Worshippers): A spell that unlocks the path to Godhood, one that the Bound Perished One developed for her followers, so it costs two spells for those who lack her favor. It means that as long as you gather a following, a cult, you can passively gain mana and energy for them, and with time, even divine power, allowing one’s ascension to godhood. Contrary to other spells, it only needs to be cast once if you have a large following; after that, it becomes self-sustainable.

The Depths of Magic: It can be said to be the true essence of magic; rather than following one of the two known paths, it is the knowledge to make your own path. A step beyond Metamagic D.E.E.P., and one that allows you to tamper with the very essence of magic and its inner workings, as far as your magic goes, that is. It scales solely with skill, which allows you to make your magic unpredictable and new, even to those with experience and skill.

Time Slayer: Time is such a fickle thing, isn’t it? Well, this magic was made to mess with it. As a goddess of mischief, the Bound Perished One was not above pranking others. This magic allows one to remove literal minutes of someone’s memory, not mind control, but straight up deleting minutes at a time, leaving nothing but a blank void in their minds.

M.I.S.T: A truly curious magic. It allows one to forcefully pull other copies of themselves from parallel timelines, in essence allowing for multiple issues of someone to fight at once, multiplying their power manifold. If taken with Kaleidoscopic Perspective, the copies can also use it and stack their powers even more.

Null;Presence: The darker side of the moon. A magic that hides one’s magic and presence while it is active, with minimal cost in their mana. Scales with Mana Skill, lower mana skill can provide a flawed hiding, with mana fluctuations, or show you like a mirage to others. With high Mana Skill, it is like you don’t even exist.

Castles on the Moon (Exclusive to Bound Perished One Risen, cannot be taken with any Cultist): All gods but two had palaces, but all save for two have been broken, defiled, and rusted by the demons and dragons. A castle residing on the moon, beyond the reach of all. The castle of the daughter of the wild. You can access your goddess’s castle, where chains bind her decaying body. It is an impregnable fortress where no evil can grow or reside, a safe place for all of her wayward foster children to commune and reach, should they want.

Moonlight Children: The world is full of mysteries, realms hidden from the eyes of the Demon Lord and the fallen gods. She knows these secrets and has bestowed them upon you. You can fall into hidden realms, places not even the watching eyes of demons can find. The cradles of gods to be, or their graves, and the pocket spaces of minor deities, who wish to remain protected from the onslaught. This magic can reveal any secret, as long as it is one the Bound Perished One knows.

A Frozen Miracle (Cannot be used for Touched Magic): A frozen miracle, stored by the Bound Perished One. It holds a fragment of the domain of other gods. It can blur the lines, allowing a skilled blacksmith you deem worth to make an item, or even make a new creation, innovate, or granting skill and swordplay to wound an Archduke at the cost of your life, or divine might to slit a dragon’s maw asunder. However, this magic can only be used once. It only has the domains of the Fell God of Hope, Unmade Goddess, and Broken Sun. Make it count.

CHEAT: The Bound Perished One was not a fan of losing. This magic allows one to cheat any kind of rule, vow, or geass they have. It can forcefully activate the effect of a vow or rule made by a blessing, perk, or magic, but with no downsides. You do not need to fulfill the conditions, just use the magic to bypass them. The magic can nullify a vow once before it needs to recharge for a few days.

All Is End: A simple magic. It opens a portal to the depths of space, far beneath the deepest. So violent it will tear apart everything down on its path, sucking all to an inevitable darkness nothing can escape.

Items: You will start with 2 gears and 3 burial gifts.

Gear is your starting equipment, ranging from weapons to armor, and other such items
They are classified in Basic>Advanced>Master Gear Material, Forging and Traits
You can sacrifice 1 Gear to boost an item to the next tier. Basic becomes Advanced, Advanced becomes Master.
Basic Gears can have up to 1 Main Material, which is what the gear is primarily made of, and 2 secondary materials that complement it.
Advanced can have up to 1 Main Material and 3 secondaries.
Master can have up to 2 Main materials and 2 secondaries.
Composite any other material as a secondary or tertiary main material based on the level of the Gear. If you have Advanced Gear, you can take up a third advanced material as the main material.
Basic have up to 12 Resources to spend on Material, Forging, and Traits.
Advanced have up to 15 Resources to spend on Material, Forging, and Traits.
Master have up to 18 Resources to spend on Material, Forging, and Traits.
Heartfelt have up to 21 Resources to spend on Material, Forging, and Traits.

Old Rules: Basic: You can take 3 Basic Materials, 2 Basic Forging, and 3 Basic Traits.
Advanced: You can take up to 2 materials from Advanced, and 2 from Basic. You can take 1 Advanced Forging and 1 Basic Forging. You can take 2 Traits from Advanced and 2 from Basic.
Master: You can choose 2 Master Materials and 2 Advanced, 2 Master Forging, 1 Advanced and 1 Basic Forging, 2 Master Traits, 1 Advanced, and 1 Basic Trait.

Basic: Basic costs 1 point

Material:

Mithril: A well-crafted alloy with unique patterns. Stronger than normal steel, and more resistant to corrosion. Balances durability, resistance, and lightweight. It's sharp, durable, and is not affected by corrosion.

Bedrock: A strange, heavy stone. It is incredibly dense and heavy, but on the other hand, it is ungodly durable. It has an unbearable weight.

Ignition Metal: A metal that reacts strongly to everything, igniting in flames and even causing explosions in some cases. Can catch fire and trigger explosions, high resistance.

Mischief Alloy: A mysterious alloy that sometimes substitutes for other materials while forging equipment. It makes any gear with it act as if it were alive, able to react to enemies' actions, and even take action to fool and bamboozle them mid-battle. It can, and will, act independently of you if it feels like it, causing mischief.

Tear Crystal: A crystal that blooms like flowers in the deepest seas and oceans. It bleeds water infused with mana, this mana can be easily controlled by mages, and used to enhance spells or store energy. Great for mages and Unmade Goddess followers. Generates water and mana.

Ashes to Ashes: Ashes gathered from places where gods died. It enhances all powers related to gods, from magic, blessings, and perks. Requires constant upkeep in the form of prayers, rituals, and worship. Boosts divine powers.

Bladed wood: A strange type of wood. Each time it splinters, it grows branches that act like blades, and it can grow indefinitely as long as it has nutrients to do so. Forests of Bladed Woods are like sharp canyons with blades springing out of everything. It can be split into blades.

Orichalcum: A pink metal. When fed with mana, it can spring to life, releasing petal-like structures which attack the enemy of its wielder. Can release additional attacks.

Sharp Wood: A strange type of wood. It is ungodly sharp and durable for wood. Extremely High Durability, but if it breaks, it will break forever. Unnaturally sharp.

Freeze Breath: A type of metal that absorbs heat, creating ice. Can create ice.

Broken Fractal: It's glass with the ability to reflect the deepest thoughts and instincts of the mind of people around them. It can overwhelm one's mind by unburying its unconscious. Can mind attack enemies.

Charge Metal: A strange metal with the ability to store energy within it, be it kinetic energy or Magic. Can release the energy absorbed and amplified.

Monster Parts: Rather than being made from metal or wood, his weapon was made from parts of monsters and living beings. It can make the weapon become stronger on its own.

Grumpy Metal: A metal from the extinct dwarven mines and forges. It acts as if it has a mind of its own, looking caked with rust. It can self combust to remove the rust, becoming more powerful. It also has a mind of its own, treating disrepair and clashing with other weapons as grudges, making its flames become more powerful.

Elven Metal: A rare metal from the times before the war. It is light weight and sharp, and can hide the presence of the gear. Unless it is used, the gear in eyes of anyone would be seem as “inconspicuous” and not a danger, until it is used to do harm. Even magics and sharp senses fial to detect it most of the time.

Blood Brass: A brass drenched in blood while it was forged. It actively seeks blood, and make it grows stronger with each drink, until it becomes drunk on blood, making the gear stronger for a while.

Basic Forging:

Giant Blade: Your weapon is an Ultra Great one in size.

Tiny: Rather than a great size, this weapon has been optimized for a smaller form, halving its durability, but also halving its weight.

Composite: Choose an additional main material.

Dual: This gear was made with a twin in mind, giving you an additional copy of this gear.

Compressed Role: This gear can transform into other things, such as a shield becoming a bow, or a sword extending into a spear.

Divided: If your weapon comes to break, it can still be used and wielded effectively. Interacts and combos with Compressed Role. If your weapon breaks, it can be separated into a separate weapon form.

(Old Rules Only) Relic Gear: This gear has a long history, almost like it had lived a life of its own. Gain one additional Trait.

Fleshy Bits: Your gear has been forged with the meat and tendons of something. It grants it a minor self-repairing ability. Combos with Monster Parts.

(Old Rules) Repaired: This gear has been repaired a lot of times, making it easy to repair it even with subpar materials, without losing its original qualities. Gain an Additional Material.

Traits:

Bloodstained: The story of this gear is drenched in violence, making it thirst for blood, aligning itself to hurt others.

Grudge: This weapon holds a grudge towards someone or something, making it more effective against its intended targets.

Elementary: An elemental power has been attached to this weapon, such as fire, ice, etc. It interacts with and enhances elemental materials. Freeze breath with a fire element can generate boiling steam, etc.

Mage Optimized: This gear has been optimized for mages, making it the best for activities such as channeling faith or thoughts for casting.

Floating: Depending on the gear's weight, you can make it float, or lessen its weight if it is too heavy.

Meteor: This is simple, it can make your gear heavier on demand, to suddenly enhance your strikes, or to crush an unaware enemy.

Cursed: Your weapon has been Cursed, making it an active hindrance to you, but on the other hand, more deadly to the enemy. Curses scale with Gear quality.
Curses ex:
Curse of Miasma: Vastly improved slashing and piercing power, bleeding caused by this weapon deteriorates into hemorrhages. It will actively attack your mind and try to take control of your body.
Curse of Ruination: Your body is vastly weaker to damage, however, it can cause targets hit by it to age drastically with each hit.
Curse of Grim: Your armor makes you immune to all kinds of bleeding and internal damage. Your soul is greatly weakened and vulnerable to soul-based attacks.
Curse of Berserk: This armor won't let you stop fighting, it will forcefully mend broken bones and flesh, but will drink your blood until there is nothing left, and age you prematurely.

Blessings: Blessings are like Curses, but weaker and without drawbacks. Blessings can be used with restrictions, which hinders their activation, but in turn makes the blessing stronger. Blessings scale with Gear quality.
Blessings ex:
Blessing of Mana: Thus, Gear has been blessed to deal minor amounts of magic attack with raw mana with each hit.
Blessing of Healing Water: A blessing that can make the Gear release holy water out of it, curing wounds. However, it can only be used once per day, on someone guilty of their sins and striving to be better.

Loyal: Your weapon is loyal; it will refuse to be used by others, and it will take a lot for anyone to break its spirit to wield it.

Projectile: Your gear can take in mana to release a projectile out of it, giving it a bigger effective range

Advanced: Costs 2 points

Materials:

Titanium: A special metal with great endurance and power. It resonates greatly with any other material and traits. Great sharpness resonates with traits and other materials.

Meteoric Iron: A piece of metal that came out of this world. It has great magical properties, and has a unique magic to it, channeling the power of the stars to it, stars far more distant than the ones the magic of the Fell God of Hope interacts with. Has cosmic magic attached to it.

Aurichalcite: A strange green-blue mineral. It has great resonance with magic and alchemy in general. It can change properties on the fly if used by a mage, becoming as heavy, durable, and resistant as it needs to be, as long as it keeps being fueled by mana. Beware, it can be hijacked by other mages, so you should always keep a tight grip on a gear with this. Great magical compatibility.

Juniper: A sacred wood, used to repel darkness and demons. It has great power against Demons and their magic, acting as a ward against them, and lessening their powers. Weakens demons and does more damage to them.

Acacia: a mystical wood with the power of healing, both of itself and the user. It can repair the weapon and the user once they are out of battle, or in heavy danger, mending wounds and realigning bones if needed. Also passively restores stamina.

Obsidian: Brittle, but ungodly sharp. This stone may not look like much, but its sharp edges can cut through nearly anything. Ungodly Sharp, more than it has any right to be, but brittle

Choleric Essence: Something immaterial that rots other things by its mere presence, more like an effect than a material. It causes wither and decay to happen to anything near it, including other materials that may compose the gear Causes everything else but itself to decay.

Plague Stone: A stone that houses harmful plagues and substances, poisoning and spreading disease to those who come in contact with it. Has poisonous and disease-like effects.

Stained Steel: A black steel with the power to absorb mana and repel magic, making a great item for those who expect to fight many mages or creatures with magic. Repels magic.

Void Mantle: A mass of nothingness that can be shaped and controlled, being amorphous. Possesses no attributes of its own, besides how malleable it is. Great for making amorphous weapons. Makes other materials as amorphous as it is.

Nightmare Essence: A strange material that behaves like glass but has the texture of metal. It causes harm to the mind instead of the body, whereas other gears can kill or affect the body; it has been made to affect the mind, causing the collapse of the mind instead of bodily death. Attacks the mind rather than the body.

Faraway Metal: A metal native to the land of Demons. Powerful and demonic, it has a natural aura of corruption around it. It can corrupt other effects and materials into a darker, more powerful form, which strengthens all of their aspects, but on the other hand, starts to corrupt you as well. Turn other powers edgier and more powerful.

Lapis Lazuli: A magical stone that holds magic within it, acting as a battery and amplification towards mana. Very brittle, but can store vast amounts of mana within it. Battery and amplifier of mana, but extremely fragile.

Treated Dwarven Metal: A relic in Anfitrian, and everywhere in the world. A dwarf metal treated to its perfection. It can absorb the properties and abilities of other metals if exposed to it, without the damaging the sample it took the properties from. However, those abilities are temporarily. It can also perform self-repair on the gear if needed, restoring it slowly.

Elven-Treated Metal: An ancient, nearly unreplacable metal made by elves and fairies long ago. It has an unnatural lightweightness to it, and just a flick of it can release deadly amounts of wind. A sword with it may cut with a movement, meanwhile a hammer can released explosive gusts after it clashes with something.

Blood Forged: This metal has been extracted out of blood of thousands of people, and perfected into a single thing. It can freely become blood at your will, and be manipulated as such, behaving like a controllable jet of raw blood, but with properties of metal.

Forging:

Giant/Dwarven Forged: Your gear has been forged by dwarven or giants back in their days of glory. It is not exactly of a superior craft of theirs, but has been made using technologies now non-existent or unusable. It boasts of better structure, resistance, and efficacy in its purpose. It gives a gear the power to adapt tiself to new users or situations, slightly making adjustments throughout the whole weapon.

Sacrificed: Someone has been sacrificed to make this weapon, allowing it to draw greater power, as it was forged in the blood and tears of a poor soul, allowing it to reach a level higher than its peers.

Alchemical: Your weapon has been alchemically changed, making it interact with magic better. It can rust magic locks, break through magic barriers with an easier time, or just tawrting with magical effects on general. It is not anti-magic on its own, but it can interact more easily with magical effects, in plain sight or hidden.

Size Difference: A power that allows a weapon to vastly grow in size rapidly, turning a rapier into a sarissa in length. Alternatively, it can become as small as a toothpick. You can only pick if it increases or decreases in size. It can be bought twice for both effects.

Folded a Thousand Times: A blade folded a thousand times, removing traces of impurity and flaws from it. It is resistant to corruption and far more resistant to corrosion and damage over time, making it far more sturdy and reliable than its peers.

All-kinds-of-Fur: Somehow, your weapon has become a living, breathing being. More than a weapon, it is alive. It can decide to act and attack on its own, as well as in following your commands, giving it both a beastly and a weapon form for you to use.

Rune Carved: Strange patterns have been carved into your weapon. It allows the weapon to hold magic. Allows you to buy one magic from the General or God specific magics. It can be bought multiple times for more magic.

Magic Tempered: Your gear has been tempered with magic dust, making it naturally have a better affinity to magic, as well as passively using mana to execute magical effects. Stacks with similar effects.

Trait:

Crown of Thorns: Your gear has come in contact with the followers of the Sun before it was broken. It can weigh the sins and guilt of your enemies, growing a thorn for each sin unrepentant, for each atrocity committed, making it more effective against the heretics and infidels.

Deadly Poison: Your gear has been permanently coated with poison, deadly and with few antidotes for it. It is so dangerous that it can cause near instant death to beings short of a resurrected follower of a God or a ranked demon.

The Blessed Lady: A sign of recognition of the fairies and elves back when their goddess was still whole. It denotes a dignified weapon or magnificent armor. It allows weapons to grow sharper, stronger, and more deadly with time, and for armors to become more resistant, their powers and worth increasing over time.

Rhythm Game: The more it is hit, or the more it hits, the stronger it becomes, as some sort of combo that increases its properties the longer it is unbroken. The power increased and diminished over time, as the combo goes on longer and longer.

Soulcut: This gear can do minor damage to the soul of its opponents or resist against soul-based damage.

Shadow Bringer: The forbidden power to manipulate shadows and darkness, weaving both as if it were some sort of wicked liquid metal, turning into spikes, or sharp blades, or a sea of darkness. The only limit is how much darkness can be used at any given time. If added with something with magical properties, darkness can be made with magic.

Thinking: This gear has a personality of its own; it may not have a soul, but it has a mind. It can alternate freely between being a gear and a human-like body, or the body of your race.

Illusionism: This gear can use wicked illusionism to trick others, such as fooling their minds to see the wielder as something else, or fooling their senses mid-battle.

Gear Eater: This gear can eat other gears to become stronger, increasing its power with each devoured equipment, until it reaches a plateau, wherever it may be.

Spirit Owner: This gear has trapped the souls of others before, using their souls to fuel its own power, and that of its wielder, so when the wielder dies, it may join the other souls trapped within it.

Evolving: Your gear has a soul, which allows it to grow stronger over time, like a living being. Depending on your choices, it is indeed a living being.

Master: Cost 3 Points

Material:

Adamantine: A nigh indestructible material. It has nothing special, aside from its durability.

Sacred Fig: Part of a dried holy fig turned into material. It grants the user peace and clarity of mind, as well as a humongous increase in their magical power and skill with magic. Their mind also becomes nearly impervious to mental damage while using the gear with the fig in it Near mental damage immunity, great increases to magical power and skill.

Titan Parts: The body of a monster turned into a weapon, but not the average monster, but something titanic, with great size and power. This monster was something of a legend, its power and blood still running through the weapon. Can boost one other material OR trait to Master level.

Phoenix Ash: The ashes of a slain phoenix. While it can never reform itself, its ashes, it can always resurrect a gear. It also adds powerful flames to the gear made out of it, acting as a sea of flames you can call upon at will. It will always restore itself when it breaks. It can spontaneously cause a sea of flames to burst. Can only be taken if you choose no other Master Material.

Coral of the Deep: A coral extracted from the abyssal depths. It carries powerful, raging magic that acts as the abyssal currents with the power to rip a man apart, emulating it through magic. It can turn air, or even water, into powerful waves that carry on the warriors’ will to destroy their enemies.

Uru: Your gear has been made of a strange rock, said to have fallen from the moon. This rock can release godly amounts of electricity, and even discharge it like lightning coming out of it. Godly amounts of electricity.

Philosopher’s Stone: The highest point of alchemy and academic magic as a whole. It grants the mage an increased mana pool, magic skill, and the power to reproduce at least a facsimile of any magic they can see and understand, as long as it is not faith-based magics.

Sun-sword shard: A fragment of the broken sword of the Fell God of Hope. It burns with radiant heat and shines like the sun. It can release destructive blasts of energy with its innate power.

Reaper’s Scythe Remnant: When Caronte reaped himself, his scythe broke and was scattered into the ether. Somehow, you have come across one of its remnants. It has the power of permanently killing anything struck down by it.

Forging:

Maiden Sacrificed: Not only has your gear been forged with sacrifice, but someone pure of heart and soul died to make it happen, enhancing the gear, akin to an equipment of legend, as well as carrying the person’s soul within the weapon, acting as a ward against corruptive effects, illusions and mind control. She can also extend her will onto the gear

Sanctified: This weapon has been sanctified by a divinity, giving it a holy status that allows it to hurt demons even more effectively and causes all of its properties to take on a “holy” attribute.

Eclipsed: Somehow, your gear has been forged under an eclipse. Pick up another Master Material, except Phoenix Ash, and invert its properties. Now your weapon has both it and its original material as primary materials.

Mastercrafted: Crafted by a legendary smith. Perfect balance, no flaws, near-mythic precision in its design and powers. Allows one Basic or Advanced Trait to be upgraded into a Master Trait.

Dragon Tempered: Your gear has been tempered in the crushed scales and spilled blood of dragons, which makes them take on the Draconic Trait of Dominance, making your gear passively release an overwhelming aura of oppression, which weakens everything near its presence save for you.

Traits:

Awakening: Your gear can awaken to its true potential, its true form scattering its previous form, getting rid of all brakes on its power for a limited time, showing the true power of a Master Gear.

Fusion Form: Rather than being separate entities, your master weapon can fuse with you, both you and the weapon becoming one entity, stronger than you would be separated, stronger than the sum of both of your parts.

Reality Bending: Your gear has a special power; it can distort its surroundings to become something else. It forges its own form of “inner world”, based on what the traits, forging and materials it is made of, making a field where all of its functions can shine the brightest.

Beyond the Void: Beyond the abyss, something else lies. A sort of unknown, barely understood power. Your weapon can call upon the unknown, something beyond the gods and demon lords, a thing that has no defense of just yet, whatever it may be.

Fate Split: Fate, the threads of the weavers, are unmade by this gear. As long as you can use it, you are an outside factor towards fate and divination, existing outside of it for all intents and purposes, and more than able to affect it beyond what others can do.

Malice Eater: This weapon can carry the karma of those it kills, feeding on bad karma and becoming stronger by eating, carrying on the souls, memories, and evil of those killed by it. In turn, it makes the weapon stronger, coated in a malice so deep it can even reach gods one day, given enough evil beings killed by it. Good thing you are in a war against demons of all things.

Soul Bound: Your weapon has been soul bound, which, in other words, gives it the property to exist both in the Mortal Realm and the Astral Realm, giving all of its traits and properties a “soul” property.

Burial Gifts: Those are what would amount to trinkets of your past life that carried over. You can make design them as however you wish. You receive 3 of them.
Examples:

Mirror Watch: A pocket watch that shows what has happened to its owner, showing their past life and struggles, as well as storing important memories, in case the owner ever forgets them.

Vitality Ring: A ring that boosts the stamina and the vitality of its owner, making them more lively.

Herbal Bag: A bag made to store away herbs and medicine, having many compartments and jars to isolate poisonous ingredients from helpful ones, deceitfully large inside despite its small exterior.

Sturdy Chariot: A chariot that moves on its own, able to cross deadly swamps or the freezing peaks of a mountain range.

A pet: A small pet of yours that has been resurrected with you. They can be a little special and have some abilities, but not to the point where they are on the same level as even a basic gear.

Ornamental Sword: A blade that reminds you of your past, of the times before you died, before the world went to hell, and the demons defeated most gods. It gives you hope and strength of mind, soothing your doubts and pains away.

Blueprint: A blueprint of something inconsequential, such as a pattern of a sword like a cutlass or a messer, or other such “inconsequential” objects.

Music Box: A small music box, the size of a pocket watch. It blares and blasts its tunes anytime it is wind up, overwhelming places with your choice of music. Perfect for epic moments on battlefields.

Head, Eye, Claw: You have a bird that always knows when someone lies, you have a bird with perfect vision over anything below it when it flies, and a bird that always knows when someone has wronged you.

Notes from the Past: You still owe a notebook you wrote before your death, detailing how the world was before your passing. It can work to show the new generations what the world used to look like.

Drawbacks: Drawbacks: Can only be taken once. You can only have up to 3 God Drawbacks, and 2 General Ones. You can take drawbacks from other gods, gaining their favor to buy their Perks/Blessings/Magic.

Old Rules: The Patron you took a drawback from gives 1 Perk, Blessing, or Magic from their ranks. Except for Bound Perished One, who can only give Magic from her roster.

General: Bound Perished One Worshippers can trade General Drawbacks Rewards for Divine Tokens for The Bound One, 1 General Magic, or 1 Bound Perished One’s Magic. Drawbacks benefits do not nulify each other.

Battle Wounds: You have been wounded in battle, losing a limb or two that cannot regenerate or be replaced, no matter what you do. Gain 1 Gear.

The Traumas of the Past Future: Rather than your body, your mind has been carried by something, making you fearful, doubtful of your purpose and live. Gain 2 General Tokens. Old Rules: Gain 1 General Perk.

Demon Marked: You have been Marked by Demons, making them beeline towards your location if you are near them. They have you, they have your scent. They will take your life, or try to. Gain One Advanced Feat.

DumDum: You are not someone keen in the mind; in fact, you may have a little brain damage. Hard thoughts do not form at all in your mind, and you have trouble keeping attention and remembering things, but you know how to live in the moment, giving your all. Gain 1 General Token. Old Rules: Gain 1 General Perk.

Bad Person: You are a bad person. A truly unredemable rapscallion with few to no qualities that make you endearing to others. Good luck making friends while being an asshole. Loses 3 General Tokens and 1 Gear. Gain 1 Master Feat. Old Rules: Loses 1 General Perk and 1 Gear. Gain 1 Master Feat.

Infamous: You have a degree of infamy. If it is well rewarded or not, others do not know. People avoid you like the plague and will not share what they have with you, making supplies hard to come by, unless you gather them yourself. Lose 1 Gear and 1 Burial Gift. Gain 2 Advanced Feats.

Loose Hands: Equipment tends to break or mysteriously vanish when it comes in contact with you. For this reason, you'd better have a stronger body to compensate for your lack of weapons. Gain Roughish Build for free (It ignores the cap), gain 1 Advanced Feat and 2 Basic Feats, lose 1 Gear.

Frail Body: Your body is frailer than most, making you weaker to damage, but on the other hand, because your body is weak, you can compensate for it by being nimbler than most, and having magical ability. Gain 1 Basic Feat, and 1 Free General Magic OR your Patron Magic

Soul-bound: You had your soul, or somehow were forcefully bound to another creature. They have you on a leash and can control how much force you can use and how readily available your power is. They have you around their pinky finger. Gain 3 General Token and one Advanced Feat. Old Rules: Gain 1 General Perk.

Warbound: War has left its scars on you. You are barely a functional person outside of combat, but once you enter it, you can become a beast tailor-made for slaughter. Whether you fight the void and depression left in your heart by war or embrace it to become a slayer is up to you. Gain 1 Master Feat, Gain Reckless Disposition, Gain, Lose 4 General Token. Old Rules: Lose 1 General Perk.

Bombastic: Some people were born to be mages, some weren’t, but still try anyway. You belong to the latter. Any magic you use will end catastrophically wrong, overcharged, becoming explosions, overally dangerous, but on the other side, you can still cast them anyway. Whether it is going to be a blessing for you or just something useless is yet to be seen. Gain 1 General Magic and 1 Magic Feat. Lose 2 General Tokens. Old Rules: Lose 1 General Perk.

Fell God of Hope:

Unending Anger: You have been cursed with unending anger by the God of Hope. This makes you prone to violent outbursts and destruction at the first opportunity. You cannot control this anger; the best you can do is hold back. Gain 2 Divine Token or 1 Magic from the Fell God of Hope.

Eternal Nightmare: Every time you sleep, you are dragged to a realm of darkness where you must fight countless demons each night. This will never end, not until the Fell God of Hope is freed of his prison. You can always see him on the edge of your vision, but always out of reach. The damage you suffer in the nightmare is transferred to your real body. Gain 3 Divine Token or 1 Magic from the Fell God of Hope.

Dwarven Greed: The greed of a dwarf runs in you. You are a terrible kleptomaniac who will try to take everything you find worthy with you, no matter if it is bolted to the ground or not. This is not an urge, but an integral part of your personality. It cannot be controlled or held back. Gain 1 Divine Token or 1 Magic from the Fell God of Hope and 1 Gear.

Cyclops Senses: The depth perception, hearing, and vision of you have been impaired beyond the norm. You can barely see, and are very clumsy in your movements, making you not only slower, but kind of a slowpoke. Gain 3 Divine Token or 1 Magic from the Fell God of Hope.

Ablaze: Your body catches fire, in a literal sense. You are constantly on fire, and it not only damages you but also causes excruciating pain. Gain 3 Divine Token or 1 Magic from the Fell God of Hope.

Always Bothered: You always see things half full, or they are a little half empty. Know what? Not even a full cup would be right in your eyes. You are always bothered with something, and nothing seems quite right. While those things are small, they will pile up, and drive you up crazy or mad with stress. It literally is everything in your life that doesnt seem to add up. Good luck. Gain 1 Divine Token or 1 Magic from the Fell God of Hope.

Only the best: One good thing: you are a someone with a radiant personality with a modicum of charisma. Now, for the bad thing: You aren an ass who gives off a know it all attitude and air, besides acting obnoxiously and as if you know better than everyone, as if you are better than everyone. Good luck making a friend being this kind of ass. Gain 1 Divine Token or 1 Magic from the Fell God of Hope.

First in Danger: This is as much as of a warning as it is a drawback. You cannot see or sense danger without having a supernatural, overwhelming urge to throw yourself at it. You will be the first to hurl yourself at anything that looks slightly danger, and will be the last to retreat, should you even be able to do so. It can be bloodlust, an unbridled sense of honor, or maybe just the desire to be a hero of justice, but expect yourself to always be joining battles and struggles you really shouldn’t. Gain 3 Divine Tokens or 1 Magic from the Fell God of Hope.

Fairy Whimsical Days: Your life feels and read like a fairytale in your head. You have trouble discerning on what is real, or just a byproduct of your hyper active, colorful mind. People become simplified, slightly cute plushies in your eyes, blood and viscera glister like red jam, and the ambient feels lively like a cartoonish set piece as people speak in cutesy or overly elaborated tone and act outlandish. It requires a monumental force of will to see things beyond your fairy-tale blinded eyes. Gain 2 Divine Tokens or Magic from the Fell God of Hope.

Haunted: You are haunted by your past, the screams for help, the echoes of your past, the echoes of what you couldn’t save, and those you failed to protect. More than echoes, they are by your side, whispering, cutting away your flesh. You are haunted by the ghosts of all those you failed to protect, and nothing, from the Fell God of Hope’s powers to Caronte’s can make them stop or relent. Only by atoning, and repaying all the the lives of those you failed can you ease the burden and let those spirits ailing you heal and pass on. Gain 2 Divine Tokens or 1 Magic from the Fell God of Hope.

Unmade Goddess:

Broken Love: You have loved someone in the past, so much that without them, your life is not worth living. Sadly, they are no longer with you. Suicidal thoughts, depression, are constantly running in your head, your movements are kind of slower towards fatal or grievous attacks, while you can catch yourself in time, mostly, those thoughts are still overwhelming and swarming your head, needing constant vigilance so you don’t kill yourself. Gain 2 Divine Token or 1 Magic from the Unmade Goddess.

Alien Thoughts: Your mind is like an alien landscape for most people. It is nearly impossible for a normal person to comprehend your thoughts and what goes on inside your head. It is like comparing apples to oranges, and even then, it will be more distant than that. Gain 1 Divine Token or 1 Magic from the Unmade Goddess.

To be Unmade In Bliss: Your body is slowly but steadily fading away, much like the Unmade Goddess herself. You are guaranteed to one day fade away, but until then, you will have to fight on but your waning form, and the enemies that lie ahead. Gain 3 Divine Token or 1 Magic from the Unmade Goddess.

The Fear of Bloodlines: The Unmade Goddess left children behind, many forced to carry a terrible burden after her death. You have been cursed to never have a family. Everyone you consider family will have a horrible death, and all of your biological descendants and family, should you have one, will also die, to avoid you leaving anyone to carry the burden of your name. Gain 3 Divine Token or 1 Magic from the Unmade Goddess.

The Limelight: The real reason as to why the Unmade Goddess fought the Demon Lord. She wanted the spotlight, the attention, the glory of her greatest performance to be etched in History. Sadly, it didn’t work, and she faded into foam. Like her, you have a craving for attention, for approval. You need the glory, and have no concerns over throwing others under the bus, possibly killing them or leading to their demise, as long as you get the audience and attention of everyone. Gain 2 Divine Token or 1 Magic from the Unmade Goddess.

Yearning: She wants you, and she won't stop until she has you. The Mother of Abyss desires you, she will have you at all costs. Even if it is useless, she will hurl her abyssal servants at Anfitrian or anywhere you are at, even sending them to tread on land. If you ever find yourself close to the sea, or anywhere deeper than a pond, she will send her biggest monsters to drag you to the abyssal trenches. There is nowhere safe as long as you are closer to deep bodies of water. Gain 3 Divine Token or 1 Magic from the Unmade Goddess.

Highlight Highlife: Even if the world has ended, people should recognize how great you are! You cannot live, less fight, if you do not feel like you are a high life. You know yourself to be a noble, even if those peasants fail to see. If people try to humiliate you, or you are not treated “right”, you will throw a tantrum. Gain 2 Divine Token or 1 Magic from the Unmade Goddess

Cursed by Water: Should you touch water with nothing but your lips, you will fall ill and lose strength. The Unmade Goddess has cursed you to such a point that even the smallest contact with water can greatly decrease your strength and well-being. This also makes even baths a potential case for drowning or being bedridden for weeks. Gain 2 Divine Token or 1 Magic from the Unmade Goddess.

No Worries: You have a zero sense of worry. If anything bad happens, you will just procrastinate it, because you know you can fix it later, or that you have the skill to deal with problems. It can lead to problems blowing up in your face because you simply couldn’t be bothered to deal with it, because it “was not important”. It is nearly impossible to make you get out of your ass for anything, since nothing is “important”. Gain 1 Divine Token or 1 Magic from the Unmade Goddess.

Host: You have become a host of abyssal parasites. They live within you, they eat away at your flesh, and use you as a breeding ground for their kin. It is a pain, and there is nothing able to cure you out of those paraistes short of death. They will live through you until you die. Gain 2 Divine Token or 1 Magic from the Unmade Goddess.

Broken Sun:

To Carry Others’ Crosses: You have a big heart, and this makes you a big softy for other people. You need to fix their problems, you need to carry their burdens, even on a metaphysical level, forcing you to take on their negativity and helping others at every turn, even going against your best interests. Gain 2 Divine Token or 1 Magic from the Broken Sun.

Every Wound, Ever Mistake: Your wounds won’t heal, ever. Good luck surviving. Gain Roughish Build (Goes past the Cap), Adaptable, and 1 Divine Token of the Broken Sun.

Zealot: You are a big zealot, to the point that people committing acts of minor crimes in the eyes of the Broken Sun are worthy of severe punishment in your opinion, and you are going to punish them based on your views. You are problematic and hard to deal with because of your unrelenting zeal. Gain 2 Divine Token or 1 Magic from the Broken Sun.

Punished: You have been punished by the Broken Sun before he was Broken. You carry a seal that shows your crime, shows what you have done to deserve this. The Seal makes other Broken Sun worshippers wary of you, and it weakens you because of the sins of the past, making you more susceptible to pain and misery. Gain 1 Divine Token or 1 Magic from the Broken Sun.

Prophecy: You will accomplish great things. There is only one problem: you will die in a painful, miserable way, and it is unavoidable. Like a prophecy meant to be fulfilled, and there is no way to hide from it, even with methods that would hinder destiny otherwise. Gain 3 Divine Token or 1 Magic from the Broken Sun.

To Never Cheat: You cannot go back on your word or vows. Everything you say, and promise, shall be taken to their fullest, either in the letter or spirit of your words. Should you ever cheat, or lie, or break a promise or vow, your body and soul will endure great pain. Gain 2 Divine Token or 1 Magic from the Broken Sun.

Binding of Isaac: The greater good comes with a great cost. You have a struggle with great decisions, especially between your personal gain against the gain of the multitudes. You will always try to take the route to the “Greater good”, even if it hurts you and those you love, no matter the cost. Gain 1 Divine Token or 1 Magic from the Broken Sun.

Heaven’s Trial: The world is harsher for you. All enemies are smarter, stronger, and crueler in your presence because you are being tested by higher forces, but with each victory, a greater foe down on your journey will be weakened. Brace yourself for the storm, and overcome it. Gain 3 Divine Token or 1 Magic from the Broken Sun.

To Avoid all Vices: You cannot indulge in any vices. Should you overeat, you will be puking your guts out, figuratively; should you drink too much alcohol, chaos you cannot take back will happen in your life; should you lust too much… bad things will happen to you. Be sure to keep your head straight at all times. Gain 1 Divine Token or 1 Magic from the Broken Sun.

Bearer of the Cross: You gather the misfortune of all of those around you, whether you wish it or not. You will gather all of their misfortune and bad things, to the point it becomes pathological, and your body starts to crumble under the weight of negativity and bad karma. Should it be paired with Carry Others' Crosses, you will develop an extreme martyr complex. Gain 3 Divine Token or 1 Magic from the Broken Sun.

Reaped Caronte:

Decay and Ruin: Your body is constantly rotting, you can feel your muscles atrophy, your blood rushes to your feet, your organs wither from inside. You can eat flesh, especially the brains of sentient and living races, to stop your rot temporarily, but it will always come back. Even worse, you feel the pain of being dead and rotting every single time. If you are a Spirit, you need to eat souls, but if you don’t, you will disappear into the ether, permanently. Gain 3 Divine Token or 1 Magic from the Reaped Caronte.

Between Two Worlds: Good news, you can switch between the Mortal Realm and the Astral Realm at will. Bad news: Your time in both is limited. If you have a timelimit of a few minutes in the Mortal Realm before you are forcefully pulled to the Astral Realm, and need to wait until you can return to the Mortal Realm, and if you stay too much in the Astral Realm, you will be welcomed by the Reaper’s Shade, a creature that crushes wandering spirits, a death echo of the Caronte. Gain 2 Divine Token or 1 Magic from the Reaped Caronte.

Crushed Pearls: You cannot experience joy, any emotion or sensation. You have been reduced to a true being of the Astral Realm as far as mentality goes. You don’t care about life and death anymore, and cannto feel sympathy for anything, and live only for your mission. It is a complete ego death, a husk with the memories of who you used to be roams around, aiming to kill the Demon Lord. Gain 2 Divine Token or 1 Magic from the Reaped Caronte.

Homicidal: Rather than not caring about the living, you pity them. So much you think they should die, so they can go to the Astral Realm and become undead. You can contain this urge, but if you see someone on their deathbed or dying, you will kill them. You also will kill the weak and vulnerable if given the chance. Gain 1 Divine Token or 1 Magic from the Reaped Caronte.

NG+7: Your allies do not recognize your existence, but your enemies do. You will never have the help of anyone else, but will have to fix all problems on your own. Your enemies are also aware of your weakness, somehow. Gain 3 Divine Token or 1 Magic from the Reaped Caronte.

Setpiece: The world is like a stage. You fail to see people as people, but rather as actors on a show, and you are both the audience and the director, both the consumer and the one who guides the show. People are naught but marionettes in your hands, you may sympathize with, understand them, but at the end of the day, they are puppets you need to guide. Their lives are only as worth as the role they play. Gain 1 Divine Token or 1 Magic from the Reaped Caronte.

Reckoning: Dying is an inexplicable, excruciating experience. You have been thoroughly traumatized by being brought back as an undead. Something died inside you. You are utterly numb to tthe pain and touch of others, but are deeply afraid and terrified of getting hurt and dying again, to the point it can become paralyzing fear. Gain 1 Divine Token or 1 Magic from the Reaped Caronte.

Shackled: Something holds you back from reaching your true potential. May it be the lost ties of your past, or maybe a feeling of unworthiness of being brought back as an undead. Either way, you have invisible chains tied to your limbs and will, it shackles you down, and prevents you from giving your all. One day those shackles may break, but it is not today. Gain 2 Divine Token or 2 Magic from the Reaped Caronte.

Invited: You cannot invade houses unless you are invited to them; abandoned dungeons and whatnot are free game, but anywhere that houses a person, or multiple people, you cannot enter without express invitation. However, if you get an ally inside of it, things may change. Either way, you can’t just anyone’s home and break their vases because you feel like it. Gain 2 Divine Token or 2 Magic from the Reaped Caronte.

Lesser Undead: Somehow, you have been transformed into a lower undead. You cannot touch water, as it acts like acid that quickly dissolves your body. Sunlight sears and burns your flesh, not just weakening you. Impalement can make you stop working entirely, entering a state of limbo until sunlight or water melts you, or when what impaled you is removed. Gain 3 Divine Token or 2 Magic from the Reaped Caronte.

Beast God:

True Beast: There is no mind, no inner voice or personality inside you. You are a thing, a force of nature, savage and wild like an Earthquake. May friend or foe fear you in equal measure. Gain 1 Divine Token or 1 Magic from the Beast God.

Endless Hunger: An endless hunger hums inside your stomach. You may never be truly sated. You are always thirsty, you are always hungry, you always want more of something. Nothing can satiate you. The longer you go without sating your urges, the closer you are thrown into insanity, until you satiate your wicked desires. Gain 2 Divine Token or 1 Magic from the Beast God.

Formless Flesh: Your body is formless, you cannot hold a steady form, and is always a shifting mass of tendons, bones, and organs.. Mouths open where no mouths should be. Bone erupts from your spine. Eyes blink along your limbs. You are just a mass of meat with a conscience, with all the pains, hurt, and nightmares it entails. Gain 3 Divine Token or 1 Magic from the Beast God.

Dreams of the Deep Rest: You crave hibernation as others crave sleep. The longer you stay awake, the more the world feels wrong. Your instincts urge you to bury yourself, to rest for weeks, years, centuries. When you sleep, great things happen. But every time you do, the world has changed without you. Gain 2 Divine Token or 1 Magic from the Beast God.

Marks of Savagery: You are incompatible with modern society and how it works. You cannot live within the cities and villages made by the remnants of civilization. Even a tribe is something that comes close to pushing your buttons. You earn for the wilderness, you yearn for the cradle of nature, and it is hard to sell on anything else. Gain 2 Divine Token or 1 Magic from the Beast God, lose 1 Gear.

Scars of Wilderness: You have been marked by monsters and beasts alike as their enemy. While those with sapience may resist the urge to tear you to pieces, they are brutal and relentless, and will flock towards you like moths to the flame should you ever come near them. Gain 2 Divine Token or 1 Magic from your Chosen Patron, or 3 Divine Tokens or 1 Magic from the Beast God.

Domesticated: You have somehow been domesticated. This makes you more docile in certain situations and very willing to accept others from those you see as your “master.” The catch is that you cannot disobey their will and commands. You are bound to their will, and should they wish, you are an extension of their will. Should they ever want to dispose of you… You will stand your ground and accept your demise. Gain 3 Divine Token or 1 Magic from the Beast God.

Oh, shiny!: Your instincts are well developed, eyes that see things in slow motion, or ears that hear even heartbeats, but on the other hand, you are easily distracted. A ball flying past you, or a reflection of light, can shatter your attention completely, even in the heat of battle. Lose 2 General Tokens, Gain 2 Divine Token or 1 Magic from the Beast God and 1 Gear.

Beast of Malice: Malice fuels you. Malice calls your name. There is not a single bone of goodness in you. While demons are elaborately cruel, and dragons rejoice in their brutality, you are far worse than them. You thrive in primal despair, the darkness of the unknown, and the cruelties demons can barely fathom; the evils mother nature has built in you are unique. Gain 2 Divine Token or 1 Magic from the Beast God. Incompatible with Clumsy Beast.

Clumsy Beast: Evil as you try to be, you cannot be. You are clumsy, and always blow your chances of being evil by revealing your intentions or how to defeat you, or just giving your victims too many chances to escape. You are not harmless, far from it, but you are not evil. Gain 1 Divine Token or 1 Magic from the Beast God. Incompatible with Beast of Malice.

Youngling: Rather than being an adult beast, you are a youngling, a beast too young to have experienced the true horrors of survival and fights, but full of potential. Beware not to have your light snuffed out early. Gain 3 Divine Token or 1 Magic from the Beast God. Cannot take Elder Perk.

Bound Perished One: Can only be taken by non-Bound Perished One Worshippers, excluding Demons and Dragons, who cannot take them. All drawbacks grant 1 magic from the Bound Perished One.

Insanity of the Moon: As the moon goddess, it is no surprise that she can cause insanity. You are delusional, completely insane, and out of it. Hallucinating and going mad by the second. It is only a matter of time before dementia sets in.

Deformities: It is so cruel that this world sows so much chaos into someone’s life, but worry not, she is here to fix it. The Bound Perished One has deformed your body to fit her views of what you should be. Maybe your skin is constantly growing and melting off your muscles like a cancer, or your leg has swollen so much it looks more like a stiff pillar. Either way, you are horribly deformed, and it hinders everything.

Mana Sickness: You gain +1 Level of Mana Pool. Now, on the negatives. Your mana is crystallizing in your body, in your blood. It infects and spreads in your flesh, as a kind of literal mana cancer, it will soon hurt your internal organs, and then start to eat away your bones, and then your nerves. Healing magic and medics can only do so much to help you. You are terminally ill.

Unserious: You cannot tell a single truth to save your life. You are a pathological liar and have an out-of-control need to prank others. You are a huge nuisance, and will be excluded from every activity in Anfitrian, as you are completely reliably unreliable.

Shattered State of Mind: When you enter a high emotional stress, you will split into different copies of yourself, each representing an aspect of your personality, alongside having a fraction of your powers and magics. You will be left bereft of anything when you split, and will need to convince, or otherwise defeat, your emotional aspects to regain your powers and magics.

Lore:

The planes were being inhabited to one extent or another.

There are monsters.

Mortal Realm:

What can be called the “default” realm, or Overworld, is where the living inhabit, period. It is a place where the physical laws rule, most of the time. Most races and followers of gods reside in this realm, doing the bidding of their patrons and overlords.

The main city still standing is Anfitrian, a city surrounded by mountains in the coast of the continent, a fortified location protected by multiple water temples dedicated to the Unmade Goddess, and powerful camouflage spells to keep them concealed to the dragons. It has a big cemetery dedicated to the worshippers of the fallen gods, where they may resurrect and pass a trial to enter the city.

The forces of the Beast God wage war against the dragons and demons in the continent west of Anfitrian, although a stray beast worshipper and monster may find themselves in Anfitrian from time to time.

Astral Realm:

The Astral Realm is a direct mirror of the Mortal Realm. Its shape and form are affected by the state of the Mortal Realm, it is never a clear reflection, but a muddy, twisted one most of the time, however, the degree of distortion may vary. As of the current time, the Astral Realm is “stable” and even “peaceful”, being an eerie, silent limbo for lost souls and those who failed to depart.

However, the Astral Realm is immutable within itself. There is no destruction aside from souls being destroyed, released, or eaten by something; doors and momentum are basically nonexistent, so it is hard to move around inside buildings and other such locations inside the Astral Realm.

Lost souls, creatures beyond mortal understanding, and creatures from outright fairy tale and imagination exist within the Astral Realm.

Purgatory:

A side-realm, a place overrun by demons. The place is a barren wasteland of brimstone and fire, after the demons exhausted everything they had inside the realm, as they went to the extremes of their pleasures and euphoria. The fires within it burn unnaturally, as the realm no longer has any time of rule or law to stop it from reaching mind-bending levels of insanity inside of it.

Wretched demons spawn from the fire of Purgatory, twisted, bended, or nearly perfected born from the fires.

Monsters:

Monsters are specialor 1 Magical creatures aligned with the Beast God, period, they are violent and brutal, and most of a time lack a mind of their own.

However, gods can also claim and align monsters with them, breaking off their connections with the Beast God.

Monsters wield valuable materials by existing, nearly every part of them having a use.

Monsters with a conscience are called beasts, but most use monsters and beasts as interchangeable terms.

The Thirteen Archdukes:

The demons and dragons that stand atop even the Generals of the conjoined army of both deities. They are beings of ultimate power and destruction, their power so vast it cannot be placed in words, and how far it reaches. Thirteen they are, and the strongest they remain.

1-Belial - A demon of unmatched darkness and power, so grim and deep that his mere presence bloats out the sun. He remains the strongest Archduke to this day.
2-The Snake - A dragon of known name, with seven heads and tails. It inhabits eight valleys with its body, and in war was said to release seven breaths that brought the end to several armies. Its scales remain pristine as ever, no known weapon can pierce its body.
3-The Third is unknown, as it was slain at the last resistance against the Demon and Dragon Hordes. The alliance between the last Dwarven Kings, the Mirage Towers, and human nations managed to put an end to it, but they were all wiped out in the battle
4-Tiamat - A plant-like dragon with the power to release venomous and destructive fires that spread more like a tree’s roots than flames. Boasts great regeneration and power to make Kobolds fill entire armies daily.
5-Vine - The demon lord’s staunchest advocate has made a myriad of towers and fortresses across the world in the Demon Lord’s name, one of which fortresses is a part of him, sharing a shard of his soul, keeping watch over his Lord’s world.
6-Baal: A demon of flames and destruction. Every time he appears, hellfire and brimstone soon follow, scorching the earth clean of life. Due to how destructive his presence is, few records exist of what he looks like and what other powers he has.
7-Seventh - Has been felled by an Worshipper in the past, his name stripped from the annals of history.
8-The Lune - A dragon that only attacks at night, bringing mayhem and demise when he does appear. He is so fast that no one has ever laid eyes on him, just the destruction he brings, just the ball of fire coming down from heaven.
9-Unknown, just the knowledge of its seat exists, and that it represents “Lordship.”
10-Asmodeus - The Demon of Lust. She is known as the mother of demons, and the demon army can take as many losses as it can. She has yet to be wounded, and thus believes herself to be invincible, as “no mortal or immortal has gone over her charm”. She is yet to be proven wrong about her self-esteem and arrogance.
11- Used to be a powerful dragon, but it was shattered by a mighty Cyclops. Now both are shadows of their former selves.
12-Astaroth - A demon that uses the moon and stars to talk. He is known to have invented astrology and is one of the few beings with knowledge of what may lie beyond the stars.
13-The Great Beast - A brutal dragon as large as an archipelago, with massive, active volcanoes on its back. It is mindless, but its humongous size and resistance made it earn a seat as Archduke, even if it doesn’t know what it means, or even what hierarchy is.

Factions:

The First Apostates:

Five beings, who stood deathless since the war started. They are the first to rise again, They are five undead warriors who try to make the plan of the Caronte real. They are not aligned with any faction, but sometimes can help Anfitrian in dealing with demons and dragons, but ultimately, their plans and machinations are their own.

They explore depths unexplored by all, and delve into the deepest abyss in search of what can make their agenda true, no matter the price, the hurt, or the extent of what they must sacrifice to make it real.

Anfitrian Council:

A council composed by the powerful people of Anfitrian. It has three seats for the representatives of the gods. One giant alive since the start of the war against the Demon Lord, the strongest giant for at least a thousand years. The Great Chieftress of the Mermaids, the ones who protected the water temples surrounding Anfitrian, and the current representative of humanity, a champion of the Broken God born on this era.
All the other seats are held by the guilds, the nobles and other people of importance and interest within Anfitrian.

The Starcrossed Hammer Guild:

A guild that oversees all affairs regarding the usage of blueprints and the manufacturing of gears and materials. They compose most of the workforce within Anfitrian, and are always busy trying to adapt Blueprints, or make items described in them. Their Guildmaster holds a seat on the council

Holders of the Candle Order:

An order of nuns devoted to the Fell God of Hope. They oversee the usage of resources in a dungeon and ruins exploration. They take an interest in every loot taken back to Anfitrian and reinvest it in more supplies. They also run orphanages and asylums for people, treating the wounds on the mind as well as the ones on the body. Their leader holds a seat on the council.

The Boar’s Farmers Guild:

A guild that oversees the production of food across the Anfitrian’s peninsula. Using magics to enrich the soil, predicting the weather patterns, the distribution of food, and the best ways they can use to manufacture it. They oversee both animal and plant farming, and hold an iron grip on Anfitrian, since they are an essential part of the Peninsula’s infrastructure. Their leader holds a seat on the council.

The Merchantile Guild:

They may not be adventurers, but they go exploring. Rather than delving deep into the dungeons, they seek villages and territories outside of Anfitrian, and barter with them for strange and exotic resources, or artifacts that cannot be easily obtained. After their caravans return to Anfitrian, they bring in great wonders, and move the entire economy of the Peninsula. Despite their bravery and exploration of outside territories, they do not hold a seat on the council

The Hade’s Magic Tower:

A family that picked up the slack after the Mirage Towers fell. They oversee the production of magical scrolls, study of magics, and help the Starcrossed Hammer Guild in the production of enchanted artifacts and items. There are lots of shady tales and songs about them, but nothing has been proved. They have a seat for the Magic Tower’s leader, and for Hade’s noble house.

The Noble Houses:

Nobles who helped found Anfitrian. While some do not have actual power, the symbol and meaning behind their position as founders of Anfitrian gives them a lot of way and sway in Anfitrian, making them important people to the dismay of those who fought to get there. Some are even Guildmasters. Every Noble House’s patriarch has a seat on the council, but in extreme circumstances, their Matriarch may get a seat instead.

Underbelly:

Outlaws, whores, murders and thieves that hide within Anfitrian. They control the underworld throughout the city and the satellite towns around the peninsula. Surprisingly, they have a lot of sway with the common folk, the poor, and the sick, making them an unspoken power within the Peninsula, enough to challenge the guilds and council from the shadows. Sometimes, in some situations, their approval matters more than that of the Council.

The Wild Hunters:

A massive beast named Wild Hunt moves. Its size is like a moving city, that devours anything in its path, a mass of teeth, jaws, and fur, always moving forward. Worse of all, it can spawn monsters spontaneously. Yet for whatever reason, those monsters decide to follow the Wild Hunt.

Those monsters are surprisingly eloquent and civilized, as they have created a tribe dedicated to worship the Wild Hunt. Those Wild Hunters accept any and all in their midst, as long as they are not dragon and demojns, and forgo their previous allegiance to worship the Wild Hunt.

They trade in parts of the Wild Hunt with outsiders, as well as equipment they scavenge from killed demons and worshippers, and relics here and there. Overall, they are on the side of Anfitrian for the time being.

Traveling Circus:

A bunch of exiled demons, brandished because they were too uppity about the status quo. They make performances and trade in demonic goods and relics with those who are willing to spend some coin. However, they are still demons and engage in brutal acts and cruelty frequently. If they fancy it, they will try to turn you and your allies into gruesome performances.

Should you not fancy them, you can find those demons to be semi-reliable in what they sell, as equipment of demonic quality is rare to come by in Anfitrian.

Besides this, they are a happy bunch, using skintight black clothes, laughing and smiling all the way in their performances, with weird clown make-up. Do not upset them.

T.F.K.A

The Free Kobold Army. After their dragon lord fell, those kobolds became free of their duties to the dragons. Rather than submit themselves again, they banded together and explored the wilderness until they found an ancient, and derelict, dwarven fortress inside a super volcano.

They dug in there, and started bulding an army. Using their nature as kobolds to produce weapons, equipment, gear, and prepare to war against the Dragons. They know they will all die, but they rather die as free warriors, than slaves.

They mass produce tools and equipment, but are too far away from Anfitrian to be allies with them. Should a trade route be made, they could reignite Anfitrian into a force able to wage war.

Those kobolds are a proud and stubborn bunch, remembering their origins as slaves, and their rebirth as warriors after they survival and conquering of the dwarven fortress.

Cult of the Ending:

A cult that seeks to birth a world without the taint of gods and their petty squabbles. How do they aim to achieve such a dream? By annihilating the current world, leaving a world of naught but ash and dust. They will sap away all energy, all power, everything the current world has to give, and make a world in their image.

The places they affect become ruined, coated in dust, as all energy is taken out of that part of the world, filling their dark agenda. They are everywhere, in all races, for all who seek to break free of the cycle the world got stuck in.

Even the higher-ups at Anfitrian fear their ilk has infiltrated them.

They plan to leave the Demon Lord and gods on the ruined world, fighting over nothing in the middle of nowhere at the end of time, as they rejoice in a new paradise.

Edit

Pub: 01 Jul 2025 15:45 UTC

Edit: 01 Jul 2025 15:54 UTC

Views: 73