Wielder: Tsubasa Kageyama
Purchase Proof: Here.
What does it take to be an adventurer? There are those who have greatness thrust upon them, those who choose greatness, and those in the middle, who stride merrily along until greatness happens their way, or doesn’t. It is not the fate of all who wander to become lost. Some return home to their hearths, become shop owners and tell tales of their deeds or misdeeds.
The adventurer’s spirit is bequeathed upon those who travel for travel’s sake. For whom the adventure is the story. Gaining experience and riches to bring home, surviving harrowing situations and coming home to tell the tales. As long as there is something to bring home and tales of wonder to spread to younger generations, the adventurer’s spirit will live on.
- Plot Abilities:
• Hero’s Welcome - The Adventurers are known far and wide by locals, particularly other troubadours and travelers. It’s easier for the Adventurer to find lodgings or a welcoming presence when traveling. Additionally, there is a higher chance of Adventurers picking up famous titles and nicknames.
• They Know Me Here - The Adventurer is more likely to be well welcomed by cities and towns they have visited before, receiving renown more quickly than other mages might. Additionally, if attempting to travel in secret, it is more likely that locals will assist in hiding the Adventurer.
• Trading in Stories - The Adventurer is good at telling stories but is also great at gathering information. He has a chance to know something about other Mages of renown. The higher ranked the mage, the greater the chance. (OOC Permission required; Other PC decides what is known.)
- Wealth of Heart, Wealth of Hearth:
- • Wealth of Heart, Wealth of Hearth - The main goal of an Adventurer is to gather currency and gain reputation. Those blessed by the Adventurer’s Spirit grant an additional +25% Jewels to all allies who join them on a job, while the Adventurer themselves gain +75% to Jewels.
- • Action-Packed! - Those with the Adventurer’s Spirit always seem to somehow be caught off guard in a fight, but recoup themselves as quickly as possible. The Adventurer’s Spirit reduces all of the Adventurer’s resistances to 0, but after two rounds of combat it grants the Adventurer an additional 20% to physical and magical damage resistance (still capping at 50%).
- Live to Tell the Tale:
- • Live to Tell the Tale - The Adventurer’s tales always contain some type of hardiness that seems almost superhuman. Especially when things seem their darkest, the Adventurer seems to gather up some unknown force to keep going. For a little bit, at least. In reaction to the Adventurer’s HP reaching 25% or lower, a [Rank Level, Burst Range, Duration and Speed, up to S+] Shield covers the Adventurer and the Adventurer gains a +5% HP Regen (Cap rules apply) per round, until their HP reaches 75% or falls to 0. This only happens once per thread.
——Hero Shot - Active immediately and only after Live to Tell the Tale is activated…, the Adventurer makes a desperate, dramatic attack dealing an additional +50% buff to spell damage with a single target spell. This is exhausting, however and the Adventurer can’t use offensive spells the round after.
- Greatest Escape!:
- • Greatest Escape! -The speed of an Adventurer always seems to match the story they’re telling. To travel distances near and far, the Adventurer’s movement and spell speed are respectively increased by 75%. Additionally, at the start of the fourth round, the Adventurer spurs his allies on, casting an AOE buff of [Rank Buff %, AOE, Speed, Range and Duration, ranking up to S]. It is here that listeners of tales may think that the Adventurer is embellishing the tale, but we all know what did and didn't happen.
Last edited by Tsubasa Kageyama on 19th April 2020, 8:27 am; edited 2 times in total (Reason for editing : Adjusting as instructed)