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  1. Simon
  2. Class: Nascent Demon
  3. Attributes: Transmigrator, Fell-Shrouded
  4. Level: 13
  5. HP: 109 / 230
  6. MP: 151 / 220
  7. Strength: 22
  8. Dexterity: 26
  9. Vitality: 23
  10. Intelligence: 22
  11. Unspent Points: 0
  12.  
  13. --
  14.  
  15. Traits
  16.  
  17. System Integration
  18. -To facilitate growth and ease of use, your abilities and personal parameters have been integrated into a game-centric system.
  19.  
  20. Transmigrator's Body
  21. -Your body has become like that of a fictional game character. Grievous wounds will not affect your combat efficacy. You barely bleed from injuries, slowly regenerate over time, and will completely restore to full health after a good night's sleep. Lastly, you will only die when your HP reaches zero.
  22.  
  23. Sworn to Secrecy
  24. -The existence of other worlds, and the transmigration process in general, cannot be revealed in any capacity to the natives of Valtia. Your clothing has been replaced by Valtia-appropriate attire, and incongruent off-world items have been removed from your person.
  25.  
  26. Universal Translator
  27. -Gain the capacity to understand all written and spoken languages in Valtia. Your speech and writing will automatically be translated to natives.
  28.  
  29. Inventory
  30. -You may place inanimate items within touch range into a dimensional storage container. Items in storage can be produced at will. Limit of 100 pounds or 250 cubic feet of storage.
  31.  
  32. Heroic Valor
  33. -Gain additional Experience when performing acts of significant goodness and heroism.
  34.  
  35. Fell-Touched
  36. -Boosts all parameters. Unlocks additional Class options. Allows for partial demonic transformation. Some side effects may occur.
  37.  
  38. --
  39.  
  40. Active Skills
  41.  
  42. Identify (Rank MAX)
  43. -Transmigration bonus. Use on non-living objects to receive a short description of their attributes.
  44.  
  45. Power Smash (Rank 1)
  46. -Increase the effectiveness of your next unarmed physical melee attack. 15-minute cooldown.
  47.  
  48. --
  49.  
  50. Passive Skills
  51.  
  52. Intimidation (Rank 2)
  53. -Sightly raises your persuasive prowess – as long as the person is scared of you.
  54.  
  55. Grappling (Rank 2)
  56. -Increases grip strength.
  57.  
  58. --
  59.  
  60. Demonic Skills
  61.  
  62. Demonic Shapeshift [Right Arm] (Rank MAX)
  63. -Your right arm now houses Fell power, which can be unleashed by assuming its true form. When this arm is Shapeshifted, your latent Demonic Skills become usable. Shapeshifting may be performed at will and costs no MP.
  64.  
  65. Fell Harvest (Rank 2)
  66. -When holding a person or creature in your Shapeshifted Arm's clutches, you may drain their life force. Draining them to the point of death will increase a chosen stat by 2 points.
  67.  
  68. -As this ability evolves, more stat points shall be gained per death-drain.
  69.  
  70. Subjugate Territory (Rank 2)
  71. -A unique demonic ability gained by subsuming mana from Kirkelas the Conqueror. If the established leader or governing body of a village, town, city, or any similar settlement yields authority to you, then you are granted authority of the aforementioned area.
  72.  
  73. -Native residents of this area will feel partially compelled to follow your orders. This authority cannot be revoked except by your death, or after one hundred years have passed without a renewal of authority.
  74.  
  75. -Your stats are dramatically increased while within a subjugated territory.
  76.  
  77. -As this ability evolves, more benefits shall be gained.
  78.  
  79. Channel Essence (Rank 1)
  80. -Whether by overwhelming force or binding Contacts, the core essence of Demonkind is to exert control. Demonic magic is an extension of that edict. At a cost to your MP, it shall take your will and enforce it upon reality.
  81.  
  82. -As your Level increases, and your reserve of mana swells, so too will the effect of channeling essence.
  83.  
  84. -This Skill is variable and can take a variety of forms. More types of Channel Essence will be learned as your proficiency with demonic magic grows. The system has split these sub-abilities into separate categories for readability and ease of use.
  85.  
  86. Channel Essence: Kill
  87. -A projectile that instantly kills its target – when provided with sufficient mana. Weaker versions will sap the target's stamina and willpower. The Skill's effect may be resisted by those with high Levels or high mana.
  88.  
  89. Channel Essence: Barrier [Unlearned]
  90. -???
  91.  
  92. Channel Essence: Landmine [Unlearned]
  93. -???
  94.  
  95. Channel Essence: ??? [Unknown]
  96. -???
  97.  
  98. Contract (Rank MAX)
  99. -Enact a binding magical Contract between the user and one Contractee. If accepted by both parties, they will be impelled to follow the Contract's terms, penalties, and conditions – which may be anything that the signers have agreed to.
  100.  
  101. -Contracts must be willingly accepted. Any Contract signed under magical compulsion, or forced onto someone by direct threats to their person, shall be automatically voided.
  102.  
  103. -Note that 'willingly' does not mean 'happily'. If a Contractee is desperate enough to accept an unfair deal because they've been caught in a precarious situation, then too bad! The Contract is still valid.
  104.  
  105. -Contracts can also be nullified if both parties willingly agree to do so.
  106.  
  107. -There is no limit to the number of Contracts that a user may have going at any given time.
  108.  
  109. -Unless renewed, the magic empowering a Contract will naturally dissipate over time, voiding the Contract after 100 years have passed.
  110.  
  111. -During instances where the user has enacted multiple conflicting Contracts, additional penalties shall be incurred.
  112.  
  113. Sin Scry (Rank MAX)
  114. -When used on a sentient creature, this Skill will show the worst sins they have committed to you.
  115.  
  116. -There is no cooldown limit, but...take care. Not all is meant to be known or seen.
  117.  
  118. Grant Boon (Rank 1)
  119. -A demonic Boon may be granted to any human of the Boon-granter's choosing.
  120.  
  121. -As such, this new Boon-bearer shall be endowed with power reasonably similar to the Boon-granter. The Boon-granter will not be weakened in exchange.
  122.  
  123. -The Boon-bearer's power will also grow in accordance with the Boon-granter's, albeit at a reduced rate. It would be uncouth for a subordinate to exceed their superior.
  124.  
  125. -At the Boon-granter's discretion, Boons may either be tied to a Contract, or given without the need for one.
  126.  
  127. -Boons can be rescinded, although this process will require a full 10 seconds of concentration on the part of the Boon-granter. If a Boon is rescinded, the Boon-bearer shall lose whatever power they have accrued that is directly related to the Boon.
  128.  
  129. -If a Boon is reinstated after being rescinded, the Boon-bearer will regain all of their lost power.
  130.  
  131. -Only three separate Boons may be granted. A single Boon is allowed per bearer.
  132.  
  133. -As this ability evolves, more benefits shall be gained.
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