Majors and Minors: Some choices require you to select a Major; a Major is the aspect of the choice you truly specialize in and are the most exceptional at, while Minors are whatever else you invest in; you are good in their use, but not as good as a Major. Think of the Minor versions as the baseline for those abilities, and not the Major.

Purity: One of your chosen abilities is a cut above the rest in strength and ease of use; this is your Signature. The Signature you can select is dependent on your selected Purity, and you can only have one Purity. You get 1 point to spend on Purity; you can spend more, and for every point you put into Purity, you get a small increase in your strength, stamina, and skill, along with an extra bonus based on the Purity.

OPTION 1: You have 24 points
OPTION 2: You have 30 points
OPTION 3: You have 36 points

CRUSHER:

Those with the Crusher Class are martial beasts, excelling at pure physical might. They can utilize their vital energy, an energy born from pure fighting spirit, to enhance themselves with some techniques.

Conditioning:

These options cost 3 points

  • Guts
    You are supernaturally adept at surviving injuries, and your body can somehow still function even when your bones are cracked, muscles are torn, and guts are spilled. Only total destruction of your head can kill you. This also comes with immense pain resistance.
    This option can be chosen for Purity of Berserker.
  • Thunderclap
    By clapping your hands together, you can produce a powerful shockwave. With effort, you could even direct this shockwave into a focused projectile, instead of an indiscriminate attack.
  • Mane
    Your hair is supernaturally sharp, and can be hardened at will. You may use this to form needles of hair for projectiles, or as an extra layer of defense. Naturally, it's more effective the hairier you are.
  • Circulation
    You have control over your bloodflow; by speeding it up, you can become vastly physically stronger and faster. This drains your stamina, and pushing too hard can result in ruptured blood vessels, but the boost is worthwhile. You can also slow it down to "hibernate", but that doesn't accomplish much.
    This option be chosen for Purity of Berserker.
  • Spur
    Your bones become supernaturally tough, and besides the obvious effects of being able to hit harder and take more damage, parts of your body like your ankles or elbows become sharp, on par with weaponry. This also affects your teeth and nails.
  • Hide
    Your skin becomes supernaturally tough. While poisons, acid, and other substances can still seep in through your skin, it becomes much harder to actually break. Moreover, your skin is able to "tense" itself, letting you grip with any part of your body and climb surfaces like a gecko.
  • Roar
    Your lungs and throat muscles can produce earthshaking noises. Like Thunderclap, you can focus this to hit something directly, or let your shriek shake everything around you. Weaker than Thunderclap, but can be used with your hands full, and can also be sustained for longer periods.
  • Spout
    A gross but strangely effective ability; you can spit with incredible force. While you could just use your saliva to fire off a powerful bullet, finding another source of ammo to shoot can prove even more effective.
  • Passion
    Through sheer force of will and emotion, you can burst into burning flames. Harmless to you, these flames burn with incredible heat, and give explosive power to your physical attacks.
  • Idealization
    A bizarre technique relating to your muscle-mass; by focusing, you can increase or decrease it as you see fit. By decreasing your muscle-mass, you gain greater speed, stamina, and flexibility. By increasing your muscle-mass, you in increase in weight, strength, and defense.

Valiant Weapon Styles:

These options cost 3 points
Choose one to be Major, additional choices are Minor

  • Focused Nail
    This is the art of using the one-handed weapon. From the club, to the shortsword, to the hand-axe, to the dagger, any weapon similar to those with a short-to-medium length that you wield in one hand belongs to this category. The Focused Nail Style is immensely flexible, and ready to handle any situation.
  • Relentless Hammer
    This is the art of using the two-handed weapon. Claymores, battleaxes, scythes, warhammers, and any similar weapons belong to this style. The Relentless Hammer Style combines reach and pure strength to crush opponents.
  • Twin Arms
    This is the art of wielding two one-handed weapons at once. Dual wielding shortswords, axes, daggers, tonfa, or even pairing unique weapons together, like a sword and shield, is what the Twin Arms Style pertains to. Users of this Style are like a chaotic yet directed hurricane, slashing and smashing their foes.
  • Reach Spire
    This is the art of wielding a polearm. Spears, lances, halberds, and even long, blunt staves are your domain. The Reach Spire Style combines strength, speed, and distance to destroy opponents.
  • Yelling Chain
    This is the art of wielding a whip-like weapon. Beyond just whips, this also includes flails. The Yelling Chain is as unpredictable as it is unique, and can strike from range and at bizarre angles to destroy opponents.
  • Drawn Thunder
    This is the art of wielding a heavy ranged weapon. While you may first think of a massive crossbow, this also includes something like a bow with a ridiculous draw strength. Unparalleled in range, but requires precision and patience.
  • Arch Shot
    This is the art of wielding heavy weapons meant to be thrown. Huge boomerangs, javelins, and even iron spheres you chuck at opponents characterizes the Arch Shot Style. It carries lower strength than some other Styles, but some of the greatest flexibility in how you can approach combat.
  • Fighting Beast (See Fighting Beast Styles, your specialized Fighting Beast Style must be chosen instead of Fighting Beast for Purity of Duelist)
    At first glance, a weapon neglected; in truth, this is the style of using bare fists and body alone to do combat. Utilize a vicious martial art you specialize in to bring down foes; while you specialize in the main one you purchased, you can purchase others as well. You are adept in quickly switching Styles from moment to moment while using a Fighting Beast Style, moreso than you would be using other Styles.

Fighting Beast Styles:

These options cost 1 point each; they are available after purchasing Fighting Beast, and you can select one for free

  • Bear Crusher
    A Style revolving around striking fast and hard with primarily your fists, akin to boxing.
  • Mantis Claw
    A Style revolving around redirection and crushing grip with primarily just a few of your fingers, akin to aikido.
  • Lazy Gorilla
    A Style revolving around unpredictable swaying and striking from odd angles, akin to a form of drunken fist.
  • Crocodile Roll
    A Style revolving around grappling, wrestling, and throwing your opponent, akin to judo.
  • Slicing Tiger
    A Style revolving around chops, and using your knees and elbows to deliver slashing blows, fast enough to even cut your opponent.
  • Falcon Dive
    A Style revolving around explosively acrobatic manuevers, aerial dives and kicks, and rising uppercuts.
  • Stonefish Watch
    A Style revolving around taking a defensive stance to perfectly counter whatever your opponent tries to pull, with decisive strikes aimed at their openings.

Weapon Arts:

These options cost 4 points

  • Metronome
    If you attack your opponent the same way again and again, you will find that very attack doing more and more damage, before eventually plateauing.
  • Flail
    A method designed to hit evasive or hidden opponents; seemingly random flailing, it's actually perfectly designed to cover all possible areas of escape and smash anyone nearby even if they are unseen, helping you find and corner any prey.
  • Wind-Up
    A reliable yet predictable method of winding-up your attacks combining offense with defense; while readying an attack, you know how to best position yourself and your weapon to reduce damage before launching a counter-assault.
  • Man-at-Arms
    No matter what weapon you find ends in your hands, you will have the foresight to use it to at least some degree of effectiveness, no matter how unwieldy, obtuse, or inoffensive it is. Perfect for scrappy and resourceful fighters.
  • Trance
    By focusing for just a moment to enter a trance state, and typically by sheathing your weapon, you can use the principles of iaido to unleash a blazing fast and explosively powerful draw attack, no matter what your weapon actually is. Iconically performed with a katana.
  • Linger
    A method of focusing vital energy into your weapon that gives it an afterimage; this afterimage is still harmful, acting as if your weapon was still there against all that touch it. This gives you some extra elbow room and area control in dealing with opponents; from blocking attacks that would have went through that you barely missed, to hurting opponents that evaded your attack yet still moved through your weapon's path.
  • Kendo (Requires Focused Nail)
    A Weapon Art exclusively for the Focused Nail Style. Typically, you only wield your weapon with one hand; utilizing Kendo, you grip your weapon with both! Vital energy flows through you, and your gain amazing power for a short while, although it's exhausting to use.
  • Aether (Requires Relentless Hammer)
    A Weapon Art exclusively for the Relentless Hammer Style. By plunging your weapon into the ground, you become the epicenter of a great burst of vital energy. Telegraphed, slow, and only truly effective on enemies close to you, but devastatingly, monstrously powerful.
  • Shoryugeki (Requires Twin Arms)
    A Weapon Art exclusively for the Twin Arms Style. Combining a perfect offense with a perfect defense, you move in with the weapon in one hand to deflect and absorb blows, and the other to deal a single, massive attack. Exhausting, but quite effective in both endeavors.
  • Jump (Requires Reach Spire)
    A Weapon Art exclusively for the Reach Spire Style. Throw caution to the wind, and, traditionally, leap into the air to gather momentum for a devastatingly fast and powerful but decently telegraphed attack. Again, traditionally leap into the air to plummet onto a foe below; you can use other methods to generate momentum as you see fit, such as just readying yourself for a blisteringly fast dash. As long as you throw caution to the wind.
  • Hurricane (Requires Yelling Chain)
    A Weapon Art designed for the Yelling Chain Style. Using vital energy, you can augment the length of your weapon to any you can muster the stamina for. While augmented, it gains great strength, and you can whirl it around like a great storm to manage even greater centrifugal force, according to its length. Unsuitable to be used for long periods of time.
  • Sidewinder (Requires Drawn Thunder)
    A Weapon Art designed for the Drawn Thunder Style. It requires the greatest focus and is the most exhausting out of any Weapon Art to perform, but combines great strength with speed and range. A purely unstoppable projectile of vital energy that pierces anyhing in its path; keep in mind that while the projectile does pierce through anything, that doesn't mean it actually destroys the matter it pierces if said matter is too durable, such as the flesh of a powerful foe; merely causing damage, even internally, but leaving it in-tact as it passes through anyway. It also loses energy as it pierces through objects of greater resistance until eventually dissipating, meaning guarding still helps against its effects.
  • Domination (Requires Arch Shot)
    A Weapon Art designed for the Arch Shot Style. By unleashing all of your might, you hurl a powerful projectile that denies all others in its path; this projectile is amazingly adept at blasting through others, knocking the energy out of whatever it hits. Suited for winning 'clashes' of attacks and knocking the wind out of opponents, tiring them, but it is tiring to use itself.
  • Backbreaker (Requires Fighting Beast)
    A Weapon Art desigined for the Fighting Beast Style. A ridiculously powerful but completely reckless attack, this technique expends tons of your vital energy to use, and in exchange for being likely the single most powerful Weapon Art, its use shatters your very bones and tears your muscles. If you use this to win a fight, you'll likely have to drag yourself away if you can't get any help.

Extreme Conditioning:

These options cost 4 points

  • Sky Quake (Requires Thunderclap)
    The ultimate evolution of Thunderclap, this allows you to create vibrations and shockwaves with any part of your body. Merely by clenching your grip, you could unleash a powerful shockwave of kinetic energy through any medium; even the air itself.
  • Fern Dance (Requires Spur)
    The ultimate evolution of Spur, you gain ridiculous control over your skeletal structure. Besides being able to strengthen your bones even further or soften them to become malleable, you can harmlessly grow your bones through your skin and muscle to form weapons: anything from simple claws to massive lances and armor.
  • Vine Prison (Requires Mane)
    The ultimate evolution of Mane, you gain ridiculous control over your hair. Beyond just hardening and sharpening it, you can vastly increase your hair growth, and even directly control each individual hair strand with amazing dexterity and ease. The only limit to your hair growth is your stamina, and you can overwhelm your opponents with sharpened spears of quils or powerful tendrils.
  • Bulk Up (Requires Idealization)
    The ultimate evolution of Idealization. While previously you could already increase your muscle mass, with this technique, you can conserve energy over long periods of time to achive much higher muscle mass and an even more powerful transformation, granting obscene strength, durability, and speed. This muscle mass can be concentrated so that you don't appear as a grotesque abomination.
  • Sting Ripper (Requires Spout)
    The ultimate evolution of Spout, this technique allows you to propel extremely powerful high-velocity fluids, moving so fast and filled with so much vital energy they appear as a laser. While you could use this via your mouth, you could use your veins, bursting your skin with your blood, or even your eyes, unleashing the pressurized high-energy fluid from your pupils.
  • Hot-Blooded Youth (Requires Passion)
    The ultimate evolution of Passion, this technique allows you to explosively enhance your speed and power; at a cost. By literally boiling your blood, causing red steam to seep through your skin and even turning your body pinkish-red, you gain incredibly strength. Using this saps your lifeforce and can easily result in total exhaustion or death, but the power boost is incredible.
  • Dragon Breath (Requires Roar)
    The ultimate evolution of Roar, this technique enhances your lungs even further, allowing you to unleash a powerful whirlwind or even more extreme shout, each with devastating strength. The increased lung capacity also allows you to draw things in with your breath, although that is certainly a more niche application. The whirlwind is exceptionally good at enhancing other attacks you can unleash with your mouth, such as making a powerful flame breath if you could produce fire.
  • Dark Alloy (Requires Hide)
    The ultimate evolution of Hide, this technique enhances your skin's defensive properties to an immense level. Beyond merely enhancing your skin, it can shimmer as if oiled; while shimmering, your skin loses friction, and causes attacks to slide off and bounce away. This defensive technique allows you to rebound any attack, but it requires great timing, and is exhausting to use; best saved as a trump card to counter an opponent's powerful attack.

Heart:

These options cost 8 points; you can only choose one
Hearts are unique abilities that you can only have one of; they are integral to your soul, emotions, and very being. They do not use your stamina; instead, they have a seperate, unique reserve that they draw from, and refills accordingly.

  • Heart of Wrath
    Your very heart is infused with rage. As you grow in anger, you generate an explosive energy taking the form of burning heat and crimson lightning that you can use to greatly augment your attacks and defense, or even to blast it in its pure state. Using your rage energy exhausts your reserves proportionally, but they can and will refill as you fight, growing angrier. Your wrath dwindles out of battle.
  • Heart of Pride
    Your very heart is infused with pride. Refusing to kneel, your heart exudes a heavenly light that bolsters your defense; the warm light not only provides some protection, but anything or anyone it covers cannot be fully destroyed until the light fades. This pride extends to anything you see fit to cover, friend or weapon, but it drains its reserves accordingly. Your pride slowly recovers out of battle.
  • Heart of Sloth
    Your very heart is infused with sloth. A thin aura surrounds you without any input of your own, and anything attempting to pass through it slows depending on the differences in strength between you and the aggressor. You immediately know when something touches the aura, making sneak attacks more difficult against you. Attacks equal in strength to you will slow a noticable amount, being weakened, while things vastly weaker to you will stop completely. This aura is completely passive, and never runs out.
  • Heart of Greed
    Your very heart is infused with greed. Your desire to take and conquer manifests as black lightning or cold aura, and can be freely wielded as you see fit. Furthermore, this energy has a sapping, weakening effect on things it hits. As you augment your attacks with or let loose waves of this greedy energy, your reserves empty. Your greed quickly recovers when out of battle.
  • Heart of Gluttony
    Your very heart is infused with gluttony. Attuned to punishment, you can spend your gluttonous energy to adapt to damage you take; you can accurately feel how much of the reserve you can allocate per adaption, and the more energy you allocate, the more resistant you become. Spending all of your energy at once will make you greatly resistant to a form of damage, although still not quite immune. These adaptations wear off as your gluttony recovers out of battle, but linger for a small time. As an added bonus, no amount of pain alone can bring you down.
  • Heart of Freedom
    Your very heart is infused with freedom. Chaotic and unbound, as you use your free spirit to power yourself, you become impossible to stop. By spending your reserves, you can deny effects and forces that would slow you down or weaken you, proportionately to the strength of the opposing effects, barreling down opponents in an unstoppable rush. You'll still take damage, but won't be stopped. You're a juggernaut, bitch. Your free spirit quickly recovers out of battle.
  • Heart of Judgement
    Your very heart is infused with judgement. Your being shines with an almost divine nature, and you can manifest a huge, astral form for battle, to bring your own judgement onto your foes. You can expend some of your judgement to just manifest limbs for attack, ribs for defense, or even more judgement to manifest an entire upper body, but you can expend the full reserve all at once to manifest the entire astral form. Your judgement quickly recovers out of battle.
  • Heart of Envy
    Your heart is infused with envy. The desire within you can manifest as a small, draining vortex, and by absorbing physical matter from your surroundings, you can gain its properties, and literally become the material. Absorbing rock or metal will make you hard and resistant, while absorbing water or sand will make you soft and fluid, having full control over your being. Taking on a form from your surroundings drains your envy as you wield it. Be wary to not be seperated before your envy runs out, or else. Your envy slowly recovers out of battle.
  • Heart of Lust
    Your heart is infused with lust. As you do battle, and do more and more damage, your bloodlust grows, increasing your strength. As the reserves of your lust fill to the brim, and your power reaches its climax, you can unleash a powerful surge of energy, taking the form of pink or white lightning or aura, draining your reserve. If not depleted, your stored lust dwindles out of battle.
  • Heart of Whimsy
    Your heart is infused with a playful whimsy. There is a song within you, and by fighting along to its beat, your whimsy grows and flares. Guarding. dodging, and of course, attacking to your unique rhythm makes you predictable, but grants surges in stamina and strength as you hit beats; as your whimsy and "combo" grows, so does the strength of the surges. Your whimsy dwindles out of battle.

Purity:

  • Purity of Sōhei
    Select a Conditioning or Extreme Conditioning as your Signature. This also comes with a bonus in stamina.
  • Purity of Duelist
    Select a Valiant Weapon Style or Weapon Art as your Signature. This also comes with a bonus in skill.
  • Purity of Berserker
    Select a Heart as your Signature. This also comes with a bonus in strength.

SHOCKER

Those with the Shocker Class are elementalist magicians, excelling at utilizing the 10 elements of the Tower. They can utilize their mana, inherent magical energy, to weave their elements into many shapes and forms. A Shocker MUST have at least one chosen Element in order to choose other options in the Shocker Class; a Caller's Order Production Substance can substitute as an Element for this requirement.

Elements:

These options cost 3 points
Choose one to be Major, additional choices are Minor
Each Element provides basic control over it, and allows you to produce it, fire blasts or streams of it, and create rudimentary barriers or other non-complex, short-lived shapes with it.

  • Fire
    From burning flames to pure heat, Fire is the Element attuned to the Lava Floor Theme. Typically red, but the flames you control can be any color you choose. One of the Energy Elements; they are more destructive and carry greater raw power, but molding them is more difficult and less effective.
  • Lightning
    Lightning manifests as colorful sparks or shocking voltage, and is attuned to the Forest Floor Theme. Typically blue or yellow, but the electricity you control can be any color. One of the Energy Elements, and is both the most destructive and the hardest to mold, tying with Sound.
  • Ice
    Beyond frozen water, Ice also manifests as pure chill and cold, and is attuned to the Snow Floor Theme. One of the Energy Elements, but is easier to mold, in exchange for being slightly less destructive.
  • Sound
    Sound manifests as shockwaves and vibrations of sonic energy, and is attuned to the Metal Floor Theme. Typically pink or green, but the sonic waves can be any color you like. One of the Energy Elements, and is both the most destructive and the hardest to mold, tying with Lightning.
  • Light
    Light manifests as pure beams and rays of brilliant light energy, and is attuned to the Space Floor Theme. Typically yellow, but the rays can be any color you choose. One of the Energy Elements.
    This option be chosen for Purity of Jester.
  • Earth
    Earth manifests as anything from stone, colorful crystal, sand, dirt, or metal, and is attuned to the Desert Floor Theme. One of the Physical Elements; they are easier and more effective to mold, but are less destructive and carry less raw power.
  • Water
    Water manifests as pure or salty liquid water, and is attuned to the Ocean Floor Theme. One of the Physical Elements, and is both the easiest to mold and least destructive, tying with Acid.
  • Wind
    Wind manifests as slashing, forceful whirlwinds and powerful tornadoes, and is attuned to the Sky Floor Theme. Typically green, but the winds can be any color you choose. One of the Physical Elements, but is more destructive, in exchange for being slightly less easy to mold.
  • Acid
    Acid manifests as dissolving, non-biological acid or even bases, and is attuned to the Mountain Floor Theme. Typically green or purple, but the acid can be any color you choose. One of the Physical Elements, and is both the easiest to mold and least destructive, tying with Water.
  • Dark
    Dark manifests as wispy, ethereal, murky shadows, and is attuned to the Ruins Floor Theme. One of the Physical Elements.
    This option be chosen for Purity of Jester.

Outputs:

These options cost 3 points

  • Crystal
    You can create crystalized, pure, elemental mana of an Element you control. This crystalized mana doesn't last very long, but can be used by you for some techniques or even your allies as a battery to augment their attacks; harnessing it or even consuming it to gain the crystal's Element.
  • Runes
    You can inscribe runes onto objects, a technique using an Element sealed within the rune; these will trigger based on circumstances you decide upon creating the rune. Could be used as mines, or have the runes inscribed upon a shield or armor to create a reactive defense. Runes become unstable when close together, so attempting to make a superbomb by covering an object with many runes or make an easy-to-use spellbook full of runes is impossible. Creating a rune in the midst of combat is possible, but difficult. Runes with more powerful techniques are more unstable, so frontloading your most powerful attack into a rune you intend to take with you may backfire spectacularly.
  • Familiar
    With time and effort, you can make golem-like beings out of an Element you control. These familiars are not sentient, and have trouble following complex commands, but follow any simple order given to the best of their ability, trying to stay closest to obvious intentions; such as "attack the enemy", "guard this area", or "follow me and attack on command". Stronger golems require more regular maintenance, and time and effort to make.
  • Armory
    While you could previously shape simple, shortlasting weapons with your Element alone, this is much more effective in the creation of objects. Weaponry and armor can be created that are more durable, more powerful, and last a good deal longer than previously, as long as you can sustain the mana. The amount of weaponry you can create is also great, possibly arming your friends or a dozen arrows to fire at once.
  • Flash
    By designating a destination with a point of elemental mana, you can flow to it with a burst of mana at great speeds; the cost of stamina is low, making this useful for dodging, albeit predictable. Although possible, it is difficult to create paths that are not a singular straight line. Curves are particularly hard, and generally not worth the effort.
  • Prediction
    A bizarre technique related to Scry revolving around using elemental mana to generate a prediction of the future; true future sight is impossible, but elemental mana can be used to calculate the most likely events by analyzing the current effects on ambient mana in the vicinity; the more accurate the prediction, the faster you want it completed, the size of area you're predicting, and the faster you get it are all impacted by each other and the amount of mana you use for the prediction. Generally, you'll have to make concessions.
  • Scry
    A technique related to absorbing information from ambient mana via your own elemental mana, similar to Prediction; instead of feeding the gathered information into a system of elemental mana, you feed it into yourself, letting you see and hear over long distances. Those experienced with scrying can tell when it is being used in an area they are in, due to the subtle, unique influence of elemental mana used in this manner.
  • Sleuth
    This allows you to detect mana on a far better scale than what you could without it; you can both detect the lingering traces of where mana was just used, and when mana is being used imperceptibly, such as subtle changes in an opponent's mana suggesting that they're up to something. Used via elemental mana being focused behind your eye; an eye-esque organ is still required to see, even with Sleuth.
  • Disenchant
    By utilizing elemental mana in a subversive way, you can destabilize other forms of elemental mana and techniques using them, nullifying them. Requires expelling the same amount of elemental mana that was used for the technique in question. Useful for dealing with Familiar and Runes.
  • Fusion
    This technique allows to completely fuse any elements you control into a new element; a combination of the two fused elements. You can create Steam by fusing Fire and Water, or Sandstorm by combining Earth and Wind; fusions don't necessarily have to be those listed above, or even supposedly compatible. You could fuse Light and Dark or Fire and Ice. The fusion gains properties of the elements used, and greater strength, but is draining to use.

Speciality:

These options cost 4 points

  • Bullet Hail
    By scattering your elemental mana across a wide range, you can manifest an entire fleet of spears, orbs, or blasts of elemental mana. Known by some as a 'danmaku', this technique is supremely hard to dodge, due to speed and the sheer amount of area this attack covers. You could even directly encircle your opponent for an omnidirectional attack. The stamina drain is managable in small bursts over a small distance, but exhaustive when you increase the scale.
  • Mythical Weapon
    Unlike Armory, which allows you to make weaponry and armor as you see fit, you only get one signature item you can form with this technique, although this item could change along with your psyche over time. Your Mythical Weapon is one that is directly entwined with your soul; at any moment, even if disarmed, your Mythical Weapon can teleport to your person. Beyond having greater power and durability than a normal weapon, merely waving it around can launch powerful waves of elemental mana. A trump card that's exhaustive to use.
  • Pseudo Brain
    A bizarre technique taking ideas from Familiar and Prediction, the Pseudo Brain is a whirling, calculating nexus of elemental mana. The Pseudo Brain, instead of having its own pool of mana like a Familiar, is directly connected to your own, and can be produced almost instantly. It directly aids and micromanages your elemental mana capacity, not only optimizing the consumption and potency of your attacks, but providing a form of automatic defense, as barriers are formed to protect you from attacks that you miss. Be wary; a clever opponent will target the Pseudo Brain itself. A destroyed Pseudo Brain will take time out of battle to regenerate.
  • Focus Blaster
    Effectively, the Shocker equivalent to Crusher's Sidewinder; by charging your elemental mana for a period of time, you can unleash a massive burst in the form of a blast or beam. Exceptionally powerful, but exceptionally exhaustive. It doesn't carry Sidewinder's piercing potential, nor its unstoppable properties, but it rivals it in sheer power and range.
  • Plume Wash
    By forming a thin, delicate beam of elemental mana, you can infuse it directly into the area the line hits. After a moment, the infused energy will plume out into great geysers of elemenal mana. Beyond being stylish, it has similar destructive power to Focus Blaster, featuring greater speed in initiating the technique, but the time for the offensive portion to begin leaves a little to be desired. Moreover, a wall, ceiling, or the actual floor needs to be nearby the opponent when it connects; you could face difficulties with aerial-inclined opponents. It is also slightly less exhaustive, but not in comparison to other Specialities.
  • Murder Branch
    By focusing an exhaustive deal of elemental mana onto your skin, you can extend tendrils of sharpened elemental mana that branch off from each other over a wide area. These seek to pierce through opponents with surprising force, and while it's exhaustive to use, it's effective at dealing with many opponents at once.
  • Diamond Fortress
    Instead of an offensive technique, this is a defensive one; while not suited for dealing damage at all, it 'hits' far above your weighclass. A massively durable defensive barrier, it is nigh impenetrable. You can't support it for long, or use it likely even more than once without resting, but being able to effectively deny any attack around your potency is immensely useful.
  • Embrace Chaos
    A risky technique; while it results in a constant drain of stamina while in use, you essentially remove the limiters your body has on manipulating elemental mana. This results in increased power and skill over your elemental usage, and a deep aura of elemental energy, ensuring that you won't be missed. This aura coats your body, enabling you to move faster and hit harder. You can only use this form for a short time, and trying to use another Speciality while using it could literally kill you from exhaustion.
  • Magus Domain
    A technique similar to Scry and Sleuth, involving extending your elemental mana over a wide distance; extending it in a circular radius around yourself, the area within becomes your Magus Domain. In your Domain, you become more sensitive to minute fluctuations in mana, gaining intel on everything going on within it. Your Domain also features an entrapping barrier; this barrier could be broken with a great amount of force, but it'd take a lot of effort to do so. Finally, the elemental mana you extend is 'poisonous' to enemies, functioning almost like fiberglass in the air; it inflicts constant, slight damage against them, wearing them down over time. Less exhaustive than some other Specialities.
  • Loop Hole
    A supportive technique; you can form hovering lens of elemental mana. These lens enhance anything that passes through them with the respective elemental mana; beyond using them to augment your own attacks, applying a Fusion-esque effect to other forms of elemental mana or merely enhancing the same type, your allies can make use of them as well. You could even create smaller, irregular lens that coat an ally's weapon or fists, like a film of soap or oil. Less exhaustive than other Specialities.
  • Chain Net
    While simple, short-lived threads and bindings could already be created with basic elemental manipulation, this technique allows the creation of far more powerful chains and bindings. Moreover, these chains have a dampening effect, draining the strength, and if the opponent is sufficiently weakened, preventing them from using any of their abilities at all. Beyond being a useful fight-winning trump card in its own right, its also useful for restraining people you need alive for whatever reason. Less exhaustive than other Specialities.
  • Clone Body
    By forming your elemental mana into the shape it knows best: your own body; you can create a visually indistinguishable clone of yourself, even capable of speech. Power wise, the clone is merely made of elemental mana doing its best to look like you; it is incapable of performing any abilities or skills you have. However, even to Sleuth or other detection abilities, it is impossible to tell from you. The clone can take some punishment, but will explode into a burst of elemental mana upon either taking enough damage, or on command. Exhaustive.

Bizarre Elements:

These options cost 8 points; you can only choose one
Bizarre Elements are unique manifestations of elemental mana that you can only have one of; they are unstable and aren't synergestic, and can't be used like normal elements for Outputs or Specialities; they can seemingly only be used by themselves in their purest forms.

  • Scissor
    Purely offensive, cutting force; you can unleash rending shockwaves in wide cleaves or fine nets that at least attempt to cut anything. More than just dividing physical objects, the cutting force will cut even wind, heat, light, cold, or any form of elemental mana. Like Disenchant, it can negate elemental techniques that were cut finely enough. Not suitable for defensive barriers or even forming small objects to be held.
  • Misfortune
    Less like an Element, and more like a curse manifested; Misfortune is literal bad luck. A blackish red, crackling energy, the curse doesn't exactly function like other elements; it instead functions closer to Prediction, as the mana calculates the area itself in order to find the best way to cause damage with the surroundings as efficiently as possible. Best cast by unleashing the bad luck into the ground so it can seek out targets, it supercharges the environment; loose stalagmites falling with far more damage than they should, or a dying tree falling with immense force onto a foe. 'Impossible' accidents are made to happen in absence of more plausible ones, but they are much less powerful than their brethren according to how implausible they are; a rotting log bursting explosively with maggots, or a spontaneous tornado in an empty field.
  • Time
    Control over this Bizarre Element manifests in two forms, offensive and mainly supportive; the offensive version is by forming clock-hand-esque polearms out of chronal energy. These 'hands' adequately function as spears or arrows, and attempt to age what they hit into dust. The effect isn't immediate, but persistant use will age accordingly. The second effect is by creating a 'bubble' of time, manifested around yourself. In this bubble, you can slow down or speed up time, with yourself unaffacted if you so choose. Time is unaffected outside of the bubble, and the bubble's size is determined by how much mana you spent creating it, and large bubbles are exhaustive. Speeding up or slowing down time with greater potency also requires a good deal of mana.
  • Gravity
    This Bizarre Element allows you to strengthen and weaken gravity, change its direction, and create small singularities. By making a 'pillar' of gravity, a cylindrical column of light, you can intensify it to crushing levels or make it non-existent. Gravity will also follow the direction of the pillar, in the direction its focused on; a horizontal pillar would change the flow of gravity in a horizontal direction. Finally, you can create small singularities, them drawing matter around themselves to form planetoids, the size depending on strength put into the singularity. These planetoids are as light as a feather to you, controlled by your mind.
  • Void
    This Bizarre Element manifests as hungry, ghostly sprites; they literally consume elemental mana, energy, and matter, hungrily absorbing them via their mouthes. Their strength of what they can consume depends on the amount of elemental mana they were fed upon conception. Moreover, and uniquely they are self-sustaining, and once created, they drain no further mana. Keep in mind, they can only do this as long as they have something to absorb; if they have nothing left to eat, they will disappate. They are also a bit fragile, and being attacked on their main body will greatly hasten disappation.
  • Cube
    Manifesting as a color tied to your soul, this appropiately named Bizarre Element takes the form of perfect cubes, without a single imperfection, crack, or bump. The cubes are fundamentally indestructible by any means to actual force, only able to be negated via Disenchant or similar means. When taking damage, the cubes will instead glow vibrantly and disperse the force across the face that was hit; this drains your stamina according to the force that they dispersed, but the cubes themselves do not cost much stamina to create. Completely harmless as projectiles, but any dispersed force could hit an unsuspecting opponent, albeit at a fraction of its source.
  • Explosion
    This Bizarre Element is incredibly literal; it manifests as pure explosive force, with zero other uses or properties. Explosions manifesting directly from your hands, they are most effective at close range. The size and strength of the explosions are dictated by the amount of mana you used in creating them, and can be used in rapid succession. You could even use the explosions as propellant, giving this supposedly purely offensive technique some utility.
  • Charge
    Manifesting as two opposite colored spheres, you gain 'positive' and 'negative' charges with this Bizarre Element. Beyond functioning as burning plasma, each charge can 'magnetize' physical matter, harmlessly if you wish; charges and magnetized objects attract the opposite and repel themselves. The strength of the attraction and repellance is determined by how much stamina you used in forming the individual charge, and the magnetization wears off after some time.
  • Depth
    Via an inky substance, you can bend space by creating 'gates', or portals from one place to the next. Each gate of ink needs to have a parallel gate that it connects to, and their distance, size, and duration is determined by the stamina used in creating them. The gates have two modes; active and inactive. Active portals function as intended, but inactive portals instead lead to a small pocket dimension, filled with inky tendrils that relentlessly assault whatever is within it with force according to the mana used in their creation. A gate being active or inactive is only apparent under close investigation, and can be changed at whim.
  • Bounce
    Manifesting as durable, squishy, rubbery spheres, this Bizarre Element has one simple property; it simply never stops bouncing until it runs out of mana. Having a duration correlating to the amount of mana set when created, it retains its immensely bouncy nature until it runs out. It connects with great force, also decided by the amount of mana put into it, with anything it touches, making it a dangerous hazard for everyone involved, but taking that risk can be quite rewarding.

Purity:

  • Purity of Sorcerer
    Select an Element as your Signature. This also comes with a bonus in strength.
  • Purity of Jester
    Select an Output or Speciality as your Signature. This also comes with a bonus in stamina.
  • Purity of Trickster
    Select a Bizarre Element as your Signature. This also comes with a bonus in skill.
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Pub: 11 Jan 2026 02:44 UTC

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