The Legend of Spyro/Skylanders Also Known As L.O.S.S. (Legend of Spyro and Skylanders)

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The Legend of Spyro/Skylanders Also Known As L.O.S.S. (Legend of Spyro and Skylanders) The legend Of Spyro/Skylanders also known as L.O.S.S. (Legend of Spyro and Skylanders) WELCOME TO THE REALM OF DRAGONS! Your adventure begins just after Spyro departs the Dragonfly village to discover his destiny as the purple dragon. You have 1 year of prep time as the plot gets rolling. Then 5 years of utter hell as the Dark Master is let loose on the world with no one to oppose him (Spyro and Cynder are sealed away in the ruins of the Mountain of Malefore the Dark Masters former prison). The next year will be spent surviving as well when the world finally starts to end and it’s restored. The Next 3 will be spent exploring a brand new land called Skylands and join a team of heroes known as the Skylanders fighting off a new villain named Kaos a human portal master who from his realm Kaos Kastle sends his minions to do his bidding like 3 times he sends the skylanders to a realm far away only to be brought back by another young Portal Master. Or not the last 3 years will be spent up to you but don’t expect things to be easy these villains have a wide spread reach and can ruin your fun if you’re not careful. Here’s +1000cp to spend to your liking. Starting Place (1d8-1 or pay 100cp to choose): Refugee camp, Dragon City, Abandoned temple, Warfang, Cheetah village, Ape settlement, Free choice Age: Roll for age. 1d8+15 16-23 Origin has two parts a choice of species and Background. Races (50cp can remain human for free): Human (only available as a drop-in option, exceedingly has discounts on nearly everything equipment based), Dragon (gets a choice of elements, has to pay to not be useless in a non-combat situation), Ape(second most limiting options, tough but clumsy and stiff, access to the most advanced magitech), Mole (access to steam punk tech, frail, allows for building like a tech genius, second most options open), Cheetah (access to conventional personal weaponry, third most varied option, fast and flexible). Background (50cp accept for drop-in): Displaced Refugee, hermit, war-veteran, fresh recruit, drop-in, aristocrat, wanderer Gender: Duh. 50 cp to change gender Skills: Martial training (get training in your new bodies abilities) 100cp, Magitech training (gain knowledge into the methods of using magical power sources for great machines, with enough training can allow you to make powerful machines in record time) 200cp, discount ape/human/mole Meditation (Clears the mind and soul of distractions. For every hour of meditation grants 5 hours of improved healing and vitality) 100cp, discount human/ape Elemental Training, (grants skills and techniques to using elemental attacks, grants the ability to use a fury attack a massive desperation move that can be used to repair or destroy the world around you, can only be taken with elementalism)300cp, free Dragon discount human Flight training (allows for ease of flight, and piloting skills) 150cp, discount war-veteran/aristocrat History buff (knowledge of various places and ancient tech/magic long lost to the sands of time even the darkmasters method of making golems and curses) 100cp discount hermit Abilities: Elemtalism (dragons get this for free) Choice of 2 (or 3 for an extra 200 cp) elements (Earth, wind, water, fire, ice, wind, fear, shadow, convexity, electricity) 200cp per choice for other races (can be chosen 3 times) Dexterity (dragons gain a semi-quadruped like body with opposable thumbs, non-dragons gain a significant boost to balance and hand-eye coordination)100cp, Free Mole Discount Ape/cheetah Iron body (you become very hard to kill able to take bone breaking force and pressure with surprising ease, doesn’t stop the pain however) 150cp, free Ape, discount Dragon Unbreakable will(It’s almost impossible to break your resolve you can always get right back up and keep fighting at least in spirit anyway) 200cp, free Dragon, discount Ape Unnatural strength and size (You are unusually big and strong for someone of your race)200cp, free drop-in Silver tongue (makes you more convincing /hard to read)100cp, discount human Perception (easy reading of body language, see through most illusions), discount Ape Quick reflexes (Faster reaction time) 100cp, free Cheetah Supernatural senses 150cp, (able to sense massive energy, smell, and taste their energy type, different types have different tastes and smell) discount Ape/cheetah Elemental synergy (makes it much easier to master new existing elements, and create new elements within a reasonable amount of time) 600cp Discount Human/Dragon Elementalism: All Dragons can wield at least one element, they can use more than 1 but never greater than 2. You however are special obviously you can wield up to 3 (eventually or you purchase). Purple Dragons can wield up to 4 or more without much issue and can learn or invent new ones with ease but lack the specialization that a dedicated user would have. Fire: One of the more common elements, the ability to control their internal temperature, become hot enough to boil water. They have a strong heat resistance and cannot be burnt by traditional fire even swimming through magma without issue. They can explode into a magnificent display of burning death as their fury attack Water: Water dragons have been making a return after going into hiding during Malefores final assault. They can spew out water at high pressure, they can artificially create adrenaline by increasing their blood pumping exponentially. They have surprising control over their body water levels. They can breathe underwater and withstand 10,000 leagues under the sea with enough training. They can pull the moisture out of the air itself to create a raging whirlpool of water as a fury attack. Ice: A common element, the ability to control their body temperature, becoming cold enough to freeze water. They have a strong cold resistance and cannot be imprisoned by ice. You can breathe a beam of ice. They aren’t affected by subzero temperatures with training. They can generate a blizzard with ice pillars all around them as a fury attack Wind: One of the rare new elements that sprung up after The Dark Masters defeat. They have the ability to manipulate the air itself, they can fly at mach 2 with magic can reach it without making a sound with extensive training. They are unaffected by sudden changes in pressure and can need very little air to survive. They can ignore the laws of physics with protective barrier of magical air. Their attacks can be much faster by removing friction. With enough skill and precision can create sounds of deafening frequency or more intricate attacks. Their fury attack is a typhoon of cutting blades of wind. Earth: Third most common element. Sturdy and unmoving they have a strong resistance to being knocked off balance magically anchoring themselves to the earth. Can create giant constructs (drills, flails, hammers) from the mouth or body able to smash and move earth around with ease. This element eventually will be able to handle blunt force trauma without faltering or even flinching. They can burrow through the earth at amazing speed, Earth users have magically enhanced strength, are immune to being turned to stone. Using the power of earth they can cause seismic distortion calling down meteor constructs from the sky to make the earth twist and distort as their fury. Lightning: Is the fourth most common element. Cannot be paralyzed or have their nervous system messed with. They can fuck with others nervous system even creating hallucinations and weird things like crossing senses like tasting color or seeing sound or light up some ones pain receptors like a Christmas tree or inducing seizures. They can create bursts of thunder after every lightning attack. They can absorb and redirect any electrical attack with training. They can accelerate their thought process 10 fold though after a while it becomes hard to control, they have exceedingly fast often jumpy reflexes .They can summon thunderstorms at will calling down lighting capable of disintegrating matter completely fueling the subsequent burst of thunder after as their fury. Shadow: A rare element of the Dark Masters own design. The ability to muffle sound and literally hide in the shadows, it can generate darkness and can travel through objects just by coating it in shadows. Coating themselves in darkness makes them selectively intangible. They are floaty and agile able to gracefully dodge and weave. Can create a massive implosion of darkness as their fury. Fear: Another one of the Dark Masters sinister elements. The ability to manifest an emotion into an element. They emit a supersonic scream that can cause the opponent crippling fear they can even induce a heart attack if it’s bad enough. A natural aura of fear pervades them and can be activated at will. The dragon becomes exceedingly resilient to magically induced fear. Their fury is a massive pillar of energy looking like the twisted faces of the damned, screams of a thousand suffering people can be heard all who see and hear will be rooted to the spot in unending agony as they relive their greatest fear filled with supernatural terror. Convexity: The rarest of all elements as only 3 known dragons can wield it. This element is about raw uncontrolled energy. Shooting pulsating beams of damaging energy. It can be focused or spread for maximum damage. Users of this element can disintegrate nearly anything to ashes with ease. It can interrupt attacks and disrupt energy around it. It can also be used to create energy barriers to protect from magical effects .
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