Remnant

Individuals who follow a religion that has long been forgotten by a world, and come from an ancestry that claims to have once ruled that same world. Now, a small dwindling remnant of its former self, these followers remain steadfast, while their god has been destroyed, its fragments still remain, and each fragment of their god is more than powerful enough to grant them otherworldly powers as long as they are appeased.

Fragment of Oaths ★

  A fragment that values the weight of words and promises, and rewards his followers who carry through with such.   150% magic empowerment  

⦿ Oaths

  Can declare "Oaths", these Oaths are written upon the users body in an ancient and unknown language. The Oath will grant the user temporary power when they are in the process of an action that strives toward their oath (with the amount of power depending on how crucial the process is to the oath), additionally, the user will gain a permanent power/reward when completing the oath. However, should the user fail their oath they will suffer a punishment depending on the difficulty of the oath, the location of the Oath on the user's body will often hint at the possible punishment, a minor oath would likely just remove some skin that would regrow, but an oath to "save a country from destruction" would be located around the user's heart. The powers given to the user will often take the form of unlocking magical prowess, in simple terms this magic is a mixture of conjuration and physical enhancement magic.   Alongside regular Oaths, the user can also declare upon themselves a permanent "Restriction" being an act they uphold to never commit, in return for upholding this they will gain benefits depending on the difficulty of the restriction. For example, a restriction of "I will never kill" could lead to the user gaining a blessing making their skin equivalent to medium armor.  
  • Mechanically the player would create magical powers suiting the class, and certain powers would be unlocked when fulfilling an oath, some may be permanently unlocked upon completing an oath. (the "magical power" of each skill is determined when making the skill, such as deciding a certain skill to have "15 MP" when unlocked)
  • The difficulty of Oaths can drop depending on the situation, for example, if the user were to declare an oath to kill someone, as they are planning to kill someone and have a good plan to kill the individual, the difficult would be lowered considerably.
  • -mechanically the blessing for restrictions can be suggested but not guaranteed   ▣ The user starts with two Oath slots initially, and gains an oath slot for every 5 soul. (restrictions take up an oath slot)   ▣ The user can declare a timeframe for an oath when making the oath, which can raise the difficulty and thus the reward/power gained, for example, saying "i will kill a councilor" would be regarded as a moderate difficulty oath due to the ability to take as much time as possible, but declaring "i will kill a councilor within a month" would raise the power and difficulty tremendously (according to the user's power of course).   ▣ The user cannot invest into Magical Power, however, magical powers gained through a reward of the oaths have a set Magical Power based on the difficulty of the oath that lead to gaining the magical power. The user has essentially unlimited reserves for the magic that he can use during oaths or the ones gained as a reward. Additionally, the magical powers the user gains temporary access to can be in a buffed or debuffed version depending on the importance of the process they are performing to the oath.   ▣ Extreme oaths such as "I will save the world" can grant extraordinary blessings during crucial fights, such as a fourth fatigue, a temporary free burn fate, and others. However, such oaths are more effective the longer the user has them (aka declaring the oath 1 year before "saving the world" would only be 25% as effective as declaring it 5 years before)  

    Fragment of Reincarnation ✦

      A magnanimous fragment which wishes for their followers to learn and experience their greatest ancestors.  

    ⦿ Reincarnation

     
  • can transform into a previous life for an hour, gaining all the abilities and stats of the previous life (rearranging their stats to better fit the reincarnation). After the reincarnation finishes the user may take take one skill from the previous life to become permanently their own (excluding secret knight arts and any skill/ability which requires magic, although one can still temporarily use magic when transformed into a magician).
  • When transforming into a reincarnation the user gains stats equal to their current attribute points +5, this means that often they won't perfectly be able to have the stats of the reincarnation, as such, in the case where the amount of attribute points is insufficient, they fill in the stats as if they were the ancestor. (for example, if they were to transform into a knight ancestor that focused on Physical Power and Vitality, the character would need to funnel most of their stats into Physical Power and Vitality as if they were the ancestor in question).
  • ▣ The character has to spend fate in order to use the skills of their past life, however, different skills have different amount of uses per spent fate, if a skill is between 0.25 - 0.75 it has 5 uses, if a skill is between 1 - 1.5 it has 3 uses, if a skill is between 1.75 - 2 it has 1 use (if a skill has split attribute combine the split to dictate where it falls).   ▣ The character starts with 5 reincarnations, and can utilize an additional reincarnation every 20 event points   ▣ After 5 reincarnations, the character can attempt to call upon the used or "banished" reincarnations, however, this has a chance for calling upon useless reincarnations that the user has no use for, additionally, even should this succeed, the banished reincarnation will be chosen at random (the chances are roughly 75% for the banished reincarnations and 25% for useless ones). Another thing to keep note of, is that a character utilized from the banish pool does not bestow the character a skill after it ends. This banish pool can be drawn upon once a day.  
  • Reincarnations are up to the player to create, It should be noted that the player will need to constantly update the reincarnation sheet of choosing as they progress due to increased stats and the like. However, the GM may decide to interfere if a player decides to make all their ancestors one sole class (such as having 15 spirit contractor ancestors) or is otherwise abusing the system.
  • Fragment of Corruption ✦

      A Twisted Fragment that adores the decay and corruption of the biological and inanimate alike.   75% magic empowerment  

    ⦿ Corruption Magic

      has magic revolving around corruption and decay, it can even affect the user to give them temporary yet devastating buffs that becomes debuffs, alongside magic the becomes more destructive the longer its active. When using the buff magic, the caster has to buff at least 2 attributes. Additionally, buff magic can only be used on the caster. An example of how the buffing oneself with magic works is : one could use magic to give themselves +4 PP & Dex for 2 turns, however, after 2 turns, the buff is removed and the character additionally gains a -4 PP & Dex debuff. Debuff oriented magic works the opposite of buff magic, for example, you could use debuff magic to make an opponent vulnerable to slashing attacks for 3 turns, however, after 3 turns, they would then become resistant to slashing attacks. for offensive magic, the magic is required to have an extremely minor starting effect, however, the magical effect becomes more powerful the longer the caster is nearby the opponent (nearby being 3 meters or less). For example, if one were to use damage oriented magic at 10 MP, initially the damage would be equivalent to 1MP from a minor spirit contractor, after 1 turn it would inflict damage equal to 2MP, after another turn it would equal 4 MP, and this would continue for a total of 5 turns eventually dealing damage equivalent to 16 MP.  
  • Offensive magic progresses at the start of the caster's turn.
  • ▣ Has reserves similar to that of spirit contractors (aka gains 20 reserves per point of soul)