Fragment
Death has already taken you… and yet here you still stand. Deathborn are created by high level Summoners who walk the path of the Necromancer.  These beings are able to resurrect people… for a price.  Those risen by necromancers become servants to their newfound master and must follow their master’s request, or suffer dire consequences.  Most of these Summoners gather many Servants to aid at increasing their power.  Some may have good intentions, but more times than not the best case scenario is that you’re on a short leash and your hands are tied.  Worst case you are little more than cannon fodder to be summoned on the front lines in battle.  Some Deathborns can break free from their masters, or even become masters themselves!  Your Rebirth Shard is a trinket which your master holds as your leash, but Deathborn who find freedom come to protect this precious gem, as the Rebirth Shard is all that separates you from a trip to the Spirit World… or a 1-way trip down a Spirit Consumer’s gullet.

Those Without A Place:

After a creature passes away in Outerah, their spirits are usually taken to the Spirit World.  However, spirits that aren’t taken can be transmuted into gems before their departure, which is usually the fate that befalls lost souls.  This decomposition solidifies the spirit’s essence, and harnesses this energy to act as a new being as if being reborn.  They become what society calls Fragments.

There are four types of Fragments that players can choose as their character and each are dictated by 2 events.  Does the dead being have a body and how much essence does their soul have?  

  • One with high spiritual presence and no body becomes an Unbound.
  • One with low spiritual presence and no body becomes a Drifter.
  • One with high spiritual presence and has a body becomes an Invyet.
  • One with low spiritual energy and has a body becomes a Deathborn.

Death has already taken you… and yet here you still stand. Deathborn are created by high level Summoners who walk the path of the Necromancer.  These beings are able to resurrect people… for a price.  Those risen by necromancers become servants to their newfound master and must follow their master’s request, or suffer dire consequences.  Most of these Summoners gather many Servants to aid at increasing their power.  Some may have good intentions, but more times than not the best case scenario is that you’re on a short leash and your hands are tied.  Worst case you are little more than cannon fodder to be summoned on the front lines in battle.  Some Deathborns can break free from their masters, or even become masters themselves!  Your Rebirth Shard is a trinket which your master holds as your leash, but Deathborn who find freedom come to protect this precious gem, as the Rebirth Shard is all that separates you from a trip to the Spirit World… or a 1-way trip down a Spirit Consumer’s gullet.

You are dead. Your body was completely destroyed, and your soul is an amalgam of concentrated spirit energy, the shape of an amoeba. In fact you are a little more than a parasite, ready to enter a host’s opening, whether it is their mouth or nose. Unlike other Fragments, Drifters are normally Fragments born from monster and servant units. Rarely a Drifter is formerly another race. Due to being a monster or servant unit, a skill of their past life is usable depending on what they were in their past life.

The stats of the host or the Drifter is used depending on which one is in control.  If the original host’s soul is hostile and dominant, the Drifter is nothing more than a slight buff to the host, effectively being trapped until let go.  If the original host is hostile and recessive, the Drifter is the dominant being which can control the host’s body and do to it as it sees fit.  The original host is trapped within their own body, sealed from it.  However, a Spirituality Save can be issued to the host every time the host’s body is used in a way that is out of the norm of said individual, or upon acting in a purposeful harmful way such as jumping off a cliff.  A host who successfully claims their body back immediately expels the Drifter who gains Guaranteed Asphyxiation(3) in an adjacent Cell, and has them skip their next Turn.  If the host’s soul is friendly the two souls can swap in and out using a Specialty Action, and the Linked Stat’s skill works both ways.

Reborn from a soul gem with the help of high end alchemy and necromantic energies, the Invyet are beings who aren’t quite dead and not fully alive. Though they are classified as fragments, these entities are not incorporeal like the Unbound whom they greatly resemble. The Unbound are incorporeal, but the Invyet have physical bodies and have some semblance of physical needs. Invyet not only retain most of their organic faculties, they possess greater levels of spiritual sensitivity and have an affinity for magic due to how their unique bodies function. Unlike their fragment counterparts, these beings can eat and drink, having stomachs that are said to be blackholes, especially since all of it is used by the body as energy without waste; their bodies exude spirit energy in the form of mist when they need to discharge excess energy gained from what they consume. They have an immune system which resists and destroys viruses, poisons, and they enjoy gradual cellular regrowth. Their heightened circulatory and nervous systems allow for quick reflexes and greater endurance. They are also capable of producing children, as their reproductive and endocrine systems remain intact, though the gestation period is three times as long. This is because the offspring is always an Invyet.

You function differently than normal living creatures since you are actually dead. Unlike the other races that inhabit Outerah’s worlds, the unbound is a plasmatic gelatinous creature composed of Spirit Energy with a small crystal sustaining their life force. It can camouflage to blend in with their surroundings. Using their cell membrane, they can pass through and even absorb liquids or spirit energy. This results in the expansion of their mass. They can move freely on solid surfaces and have no trouble traversing difficult terrain. Unbounds are in a dangerous dance with life and death. As an unbound, you retain your physical appearance and sentience from your previous life; for example, if you were an adept human in life, your appearance as an unbound will be the same. Only those who can sense spirit energy can detect the faint glow radiating from your body. Otherwise none is wiser to you already being dead. Upon death, your shattered crystal is an amalgamation of energy which can condense over decades to form a new crystal, or used as a regent to give another unit holding your crystal one of your past abilities. This ability has 3 charges before the lifeforce is sapped away and it becomes a Blank Gem.

Fragment

  • Initial Attibutes Subrace

    Deathbound: STR:10, AGI:5, VIT:5, INT:15, WIS:20, CHA:10, SPT:15, LUK:20 Drifter: STR:5, AGI:20, VIT:10, INT:5, WIS:10, CHA:10, SPT:10, LUK:25 Invyet: STR:10, AGI:5, VIT:15, INT:10, WIS:15, CHA:10, SPT:15, LUK:15 Unbound: STR:10, AGI:5, VIT:5, INT:10, WIS:20, CHA:10, SPT:25, LUK:10

  • Age ???

    Deathbounds and Unbounds are dead and do not age nor decay in your new form. Drifters are dead. If you lose against a takeover of a hostile unit, you are theoretically worse than dead, in constant libo until that being is killed off, effectively destroying your soul.

  • Size ???

    Your former size is the same as your current size. You're just quite thinner. Your spiritual presence is considered tiny, only able to move a third the distance of a medium sized unit, effectivly counting each cell as 3. However, your host dictates your current size. Unbounds are able to control their size by absorbing or releasing liquids and spirit energy. Your original size is the same as your former life though your actual mass can vary from Tiny to Huge with enough liquids or spirit energy.

  • L.A.W.S Land, Water, Space

    Deathborns are dead and do not need to breathe, allowing them to traverse Land, Water, and Space.  Drifters can traverse the Land and Space as they do not need to breathe. They cannot swim as water is toxic to them. Their spiritual amoeba form can float within the air. Your controlled or shared host on the other is an entirely different story.

  • Languages Humish, Past Race

    You can speak, read and write humish and one language of your former race.

  • Breaks None

    Deathborns are dead and do not need rest.

  • Vision Spirit Vision

    Any being which has a soul can be seen by the Drifter within 10 Cells, allowing their energy to glow their location like a beacon. You can even see a target behind an object no greater than 1 Cell.

  • Deity Bonds Proterius

    Your race's existence was brought forth by Lord Proterius, giving you access to the Digigotcha, Mathematician, Paladin and Soul Knight Classes.

  • Elemental Boons Spirit:0

    Fragments are immune to Spirit attacks, but the attack increases Unbound's size by 1 tier for 1 Round. A Medium sized unit will temporarily become Large-size. Those in an area which cannot hold the increased size will have you expand to maximum radius while causing you to lose all actions besides Chat until your size decreases.

  • Elemental Banes Fire&Light:200

    Unbounds do not have a specific element as a bane. However, any elemental attack, besides Spirit, which hits your soul gem will have you take double damage. A successful ATC Perception check against your PTC or ATC Stealth, depending if you are actively trying to conceal it, will have the opponent know where you are hiding your existence.

  • Elemental Laws Past Life

    Most fragments retain their old element. Invyet are a special case in regards to the Elemental Laws. Because they are reborn beings while still being their own person, they have the option to retain the element from their past life or become attuned to a new one. If you want to keep the elemental affinity from your past life, just roll once. If you want to go with a new one, roll twice; the first roll will be for your past life and the second is for your rebirth. Take the second dice result and this becomes your Invyet’s new element!

Deathborn Skills

Deathborns are able to shed a residue of their spiritual essence and mold it into a beautiful crystalline cube. Called the Rebirth Shard, this is a literal extension of the deathborn’s soul. When a deathborn is slain, they have a chance at cheating death. When the Rebirth Shard has been formed (this counts as an accessory for all deathborn characters), instead of the timer that all other races are subjected to, this miraculous cube acts as a relay point to direct the deathborn’s soul into it. Deathborns who fall in battle have a 25% chance to have their soul redirected into the Rebirth Shard instead of having their souls lift from their bodies; upon a successful percentile check, the deathborn is restored with full health and magic points. Upon your rebirth, the eponymous shard is destroyed and you’ll need to create a new one.

At Level 10, the percentage increases to 50%; at Level 20, the percentage increases to 75%; finally at Level 30, the percentage increases to 100% and is an automatic success. However, the Rebirth Shard is a fragile thing and must be protected at all costs. If it is hit with an ability that causes Shatter or it takes at least 50 damage, the Rebirth Shard is destroyed. If this happens, the deathborn becomes as vulnerable as any other race. And because the Rebirth Shard takes so much power to produce, a deathborn can only create one once every month, so be sure to guard it with your life. Only one Rebirth Shard can be in your possession at any time; no deathborn can have more than one and any attempt to create a second will destroy the pre-existing one.

Because it is an extension of your being, your Rebirth Shard has all of the benefits that you do. Have gear with Soul Gems to boost your spell resistance? That protection is extended to your Rebirth Shard! However, if your socketed gear includes a bonus to hit points, every bonus ten hit points granted by the Soul Gem(s) do not transfer over. Instead, your Rebirth Shard gains 1 HP for every 10 HP worth of soul gem & gear-related buffs that you have. 

Due to not having blood anymore, your bones and muscles can be severed off from your body, but can also be held in place while your body connects the pieces again.  Larger connected parts of your body, such as your arm and hand, are still functional while detached.  A body which becomes too damaged, such as being smoldered to ash, cannot grow back.

When you and your subservient unit (or you and your master, if applicable) are within 3 Cells from each other, both units gain 10% additional damage and damage reduction!  The additional damage/additional reduced damage is calculated at the end.

Drifter Skills

As an amoeba like amalgam of energy you are unable to wear or use gear.  A drifter which is in an inanimate object such as a construct can wear and use gear.  A drifter inside another unit has their gear marked under your stats until you leave the host.

Drifters who are not within a host can charge forward, able to ram through targets if using Sprint in a straight line.  Those in the last Cell of the Rush get Pushed status, while all others within the line gain the Topple effect.  At level 1 the charge deals 1D6 damage and deals 1D4 damage to yourself.  Sprinting still foregoes your Main and Offhand Actions.

  • Level 6 deals 3D6 damage to enemies, and 1D6 to yourself for every unit you hit into.
  • Level 11 deals 4D6 damage to enemies, and 1D8 to yourself for every unit you hit into.
  • Level 16 deals 5D6 damage to enemies, and 2D6 to yourself for every unit you hit into.
  • Level 21 deals 6D6 damage to enemies, and 2D8 to yourself for every unit you hit into.
  • Level 26 deals 8D6 damage to enemies, and 3D6 to yourself for every unit you hit into.
  • Level 31 deals 10D6 damage to enemies, and 3D8 to yourself for every unit you hit into.
  • Level 36 deals 12D6 damage to enemies, and 4D8 to yourself for every unit you hit into.
  • Level 40 deals 15D6 damage to enemies, and 4D10 to yourself for every unit you hit into.

When the host is a willing unit, part of your Core Stat gains transfers to them.  Both you and your teammate can use these points as they see fit. 

  • Level 1 grants 10% of your stats (rounded down) to your teammate’s Core Stats.
  • Level 8 grants 10% of your stats (rounded up) to your teammate’s Core Stats.
  • Level 15 grants 20% of your stats (rounded down) to your teammate’s Core Stats.
  • Level 21 grants 20% of your stats (rounded up) to your teammate’s Core Stats.
  • Level 28 grants 30% of your stats (rounded down) to your teammate’s Core Stats.
  • Level 34 grants 30% of your stats (rounded up) to your teammate’s Core Stats.

When the host is a willing unit, the two of you share both Primary and Tome Class skills.  If the target is not willing you may only use your Primary Class and their Tome Class skills.

Invyet Skills

Choose one skill from the list of your past life (former race) and add it as your Invyet skill.

Invyet can transform into an item of your choice, such as any type of Lance, but can only swap into that specific item.  At level 10, 20, and 30 you’ll have the option to pick a second, third, and fourth item to change into.  The transformation lasts 10 minutes unless held, and the amount of morphs increases with more experience.  The Invyet cannot morph in or out of an item transformation if another creature is equipped with the Invyet, holding their hand, or connected to them by any means.  The Invyet can morph twice at level 1 and it increases by 1 every level divisible by 3, capping out at 12 times.

The elemental wheel flows through your veins, making you able to use this excess mixed energy once per day.  Upon using this skill, it combines all elements into the fusion element, Elemethonol, which allows your attacks to bypass all boons and banes of the skill used.  Usable once per day, and can be used once more at levels 8, 15, 23, and 30.

Unbound Skills

Choose two skills from the list of your past race and add it as your Unbound skills.

Those who are under 10 in Spirituality points do not see you at all.  That’s great for you as you can totally see them! You gain a Plus Charge when interacting with said target, whether you are attacking, stealing, or otherwise manipulating them in some other way.  When your Spirituality Points increase, so does the transparency of your aura.  

  • 55 Points requires 15 points to see you.
  • 85 Points requires 20 points to see you.
  • 105 Points requires 25 points to see you.

You are able to create one soul gem; this is a conduit of your very soul.  This soul gem can be added to an accessory, and used by another unit.  By calling your name followed by the command “Return”, your spirit–you–gets transferred into the soul gem.  When inside the gem, your turn is forfeit if you decide to stay in the gem, but your spirit energy flows into the held weapon of your wielder, allowing it to be attuned to your element and starting at Level 1, your wielder deals 10% more damage.

  • Level 9 allows for an additional 10% damage increase (20%), and makes the item unbreakable.
  • Level 18 upgrades the damage to 50% damage.
  • Level 25 allows for the transfer of the unbound’s elemental resistances to pass to his or her partner.
  • Level 30 allows for the unbound to use an ability while being wielded.  If you use an ability or cast a spell that counts as self-only, your partner also receives this benefit.  Your wielder can request this boon from you; if you accept, this costs your wielder its secondary action.