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Zagiilios Chronicles: Tale of the Dragon God

A Gamer's Perspective

A Gamer's Perspective

Jan 15, 2022

   As I started going over the information I decided to look at traits first then I moved on to perks. The information seem to be written in a way that made the most sense to me like a tabletop game since I played those the most but in a digital format since I was experienced in that the most.

My Traits read as follows: 

- Magic Supremacy: All spells you cast have an increased range of +50ft, an increased area of effect of +20ft, and deal an extra 5 dice of damage. However you gain -5 in 2 stats of your choice.
- Sword Born: Whenever you use a sword of any kind and make a successful hit with it it will deal an extra 4 dice of damage, but if you try and use any other weapon that is not a sword then you must roll to hit at disadvantage.
- Storm Racer: You gain resistance to lightning damage and your base walking speed is increased by 30ft. You are vulnerable to force damage.
- Dragon Blooded: You are descended from a mighty and powerful Dragon and a portion of the power of the dragon has been passed down to you. You gained immunity in either fire, water, wind, earth, cold, lightning, radiant, necrotic, acid, or poison damage. Your weapon attacks deal 5d6 of that damage type and any spells you cast the deal that type of damage deal an extra 5 dice of damage. You gain -3 to 3 stats of your choice.
- True Mortal: You gain +10 to 3 Stats and +20 to 5 skills. You gain a permanent -5 to AC and you gain vulnerability to one damage type of your choice.

My Perks were as follows:

Lvl 5:
- Transmute Arcane: You gain the ability when you cast a spell to change the damage type of the spell into any other damage type that is not bludgeoning, slashing, or piercing when you first cast it.
- Dragon Stance: This is a fighting style that has been long forgotten that was once to use by the mighty dragons that infuses magic into their attacks automatically while increasing their power and lethality. All unarmed, ranged weapon, and melee weapon attacks deal an extra 10d6 of either fire, water, wind, earth, lightning, cold, poison, or acid damage on a hit. This can be used with spells and other abilities that manifest weapons made out of pure magic like the ability of the Spellblade.
- Arcane Swordsman: Whenever you use an enchanted sword or a sword made purely from magic; it permanently deals 10 extra dice of damage.
Lvl 10:
- Battle Breathing: In your time learning the ways of warfare you have learned how to control yourself even in the most stressful times and be able to use your adrenaline and your train skills to keep you in the fight longer even when it would normally kill you allowing you to use the defeat of your enemies to fuel you further. When you kill an enemy you heal yourself for 50 HP.
- Gale Walker: You are quick like the wind and light as a feather allowing you to gain a +50ft to your walking speed and you take no damage from falls.
- Arcanist Enchanter: You have the ability to enchant anything by directly infusing magic into the item without the need for equipment or components so long as it is an item that you specifically have made. The enchantments are permanent and can only be dispelled with master tier dispelling magic. The enchanting process went down this way takes only one minute.

   After looking over the information I began to scratch my head wondering whether or not this stuff was legit to which of the Voice explained, "Yes. All of this is stuff that you can do in a the way that makes sense for you and this character sheet concept that I have constructed for you to look at is a simple and easy understanding of the limitations as well as capabilities of your power in a way that makes the most sense to you. Again this is not a game world but that doesn't mean that this way of looking at it will hurt for you to be able to understand certain concepts a bit better and to know how much you've been really screwing yourself over. Most of this information you've unlocked simply by how you been brought up and how you've been training yourself. And this is not even all of it. These are just the specific things that I wanted you to look at to see some of the things that you can do. Look at your Race information next."

   The second he says it and I think about it the character sheet transitions over to it and brings up all the relevant information under Race. Firstly I see that it classifies me as Ascended Drakkarrii. It actually goes in-depth on what this is.

   Ascended Drakkarrii are a hybrid of four very specific races. Those being: Dragon, Angel, Demon, and Mage. Each of races that make up this specific hybrid are classified as Mythic tier races. When I look at what Mythic tier is classified as it simply says that they are capable of reaching levels of power that make them a threat to entire solar systems or galaxies. Considering the little bit about what I've been taught about the Cataclysm of Worlds that sounds accurate. It goes on to describe the race as being what happens when Nephilim and a Drakkarrii or a combination of any of the parent races have a child who is an amalgamation of all four. Ascended Drakkarrii are said to be twice as strong as Nephilim and normal Drakkarrii. They are noted as being the perfect amalgamation of the Divine and the Mortal. Overflowing with the powers of heaven, hell, magic and the elements. It classifies them as the closest thing to being born a god outside of being a demigod or a full-fledged God from birth. 

   This actually explains quite a bit about why I'm so much stronger than everybody else despite the fact that I've been mostly raised to be normal and that is what I've desired for myself. Considering how powerful this seems to claim that I can be if I really work hard enough it's no wonder so many would probably fear a hybrid like me. I don't blame them. I am kind of afraid of my potential after reading that myself because that kind of power just seems unreal and unreasonable. 

   In my case it actually references my to parent races and states that I have all of the racial abilities of both of them. It states that this is the case partially from birth and the other part from how I've been raised.

The information read as follows:

Zahelios: Some see them as the cursed spawn of Demons and Half Dragons. Being descended from Dragons and Demons makes the species quite powerful magically and physically and with the other part of their ancestry being that of Elementals, they are feared for good reason. However despite what most people think they live peacefully in their own nation of Tatsutori and even coexist happily alongside the Namoshi. Thanks to their cultures and beliefs they study both magic and warfare. This race is well-known for its extraordinary battlemage armies of samurai.

- Stat Bonus: +5 to Brilliance and Might
- Skill Bonus: +10 to Arcana, Occult, and Seduce
- Elemental Dragon Ancestry: You choose one of the following elementals: fire, water, wind, earth, or lightning. You gain immunity to the damage type of the element that you selected, whenever you cast spells of that elements type they do 5 extra dice of damage, and 3 times per day as a bonus action you gain a breath weapon of a 15ft cone range and all creatures within range must make an Agility save of DC 25 or take 5d6 of the damage type that you chose.
- Demonic Bloodline: Your demonic heritage grants you immunity to unholy damage, a flying speed of 50ft, and when you fight Angels or Eldritch Abominations you deal an extra +3d6 unholy damage to them.
- Spellblade: Thanks to your cultures dedication to magic and swordsmanship you have the ability to create a katana made out of pure magic. You pick two of the following damage types and the blade will deal 2d6 of each damage type: fire, water, wind, earth, lightning, acid, radiant, necrotic, or poison. If one of the damage types that you choose is the same as the element you chose for your Elemental Dragon Ancestry that specific damage type deals 5d6 damage instead but the second damage type still does 2d6 damage for a total 7d6 instead of 4d6.

Sangsaarra: These are the spawn of Angels and Elementals that naturally migrated to the world and placed down roots in the land that is now modern day Warsongshire. Each of them is innately born with a connection to a specific element whether that be fire, water, wind, earth, or lightning. This gives them an innate affinity for Elemancy and thanks to their angelic blood they also have a strong affinity for Vivomancy. They usually rely more heavily on their magic than most other races when it comes to offensive and defensive forms of warfare but when all else fails they are more than willing to bring out their weapons and begin savagely massacring their enemies.

- Stat Bonus: +5 to Brilliance and Endurance
- Skill Bonus: +10 to Spellcraft, Arcana, and Temperance
- Elemental Bloodline: You choose one of the following elementals: fire, water, wind, earth, or lightning. You gain immunity to the damage type of the element that you selected, you gain 2 spells of that elements type, and whenever you cast spells of that elements type they do 5 extra dice of damage.
- Angelic Aspects: As a half angel you gain wings and a halo. Your wings give you a flying speed of 50ft and have aspects of the element that you chose for your Elemental Bloodline in their appearance. You are immune to holy damage. Your halo gives you the power to deal an extra 3 dice of damage to Demons and Undead and your halo is entirely made of the element that you chose for your Elemental Bloodline.
- Holy Weapon: Any weapon while wielded by you gains a +5d6 holy damage as your angelic heritage allows you to imbue it with power.

   I try and look for whatever classifies as a class which is something that's standard in most games of the variety that the character sheet is hinting at and instead of just pulled up Specialization which I guess it is what the character sheet would classify as my class. It's pretty much exactly what I figured it would be. It classifies my specialization as Spellcaster; which if it didn't I would have been surprised especially considering how much magic I have learned and I'm going to spend a good portion of this second life learning.

Everything involving my specialization as a Spellcaster reads as follows including my current level being 10 out of 50:

Lvl 1:
- Stat Bonus: +5 Brilliance, Enlightenment, and Endurance
- Skill Bonus: +10 to Arcana, History, and Spellcraft
- Arcane Knowledge: You gain immunity to one of the following damage types: fire, water, wind, earth, lightning, radiant, necrotic, holy, or unholy. When cast spells that deal damage of the same type as the one that you chose to have immunity in from this ability; all of your spells of that kind deal an additional 5 dice of damage. You gain 3 spells from a school of your choice.
Lvl 5:
- Imbue Arcane: You select one of the following damage types and imbue a single melee weapon to deal an extra 5d10 of that type of damage: fire, water, wind, earth, lightning, radiant, necrotic, acid, poison, force, holy, or unholy. Also for the duration of this ability you can choose to fire out a burst of that same damage type from the weapon you have imbued it to and make a ranged spell attack on a single target that you can see within 100ft and deal the same amount of damage. This lasts for 1 minute and can be used twice per day. This does work with spells and abilities that make weapons out of pure magic like Spellblade.
- You gain 3 spells from a school of your choice.
Lvl 10:
- You gain 3 spells from a school of your choice.
- Runic Overcharge: 3 times per day you can cause a spell that has successfully dealt damage to deal double damage to the target of the spell. This does also work on ranged spell attacks made from your Imbue Arcane ability.

   Immediately I noticed something odd. It is the fact that my specialization says that I should only technically have 9 spells that I should know and then there's the two extra I get from my mom's side of the family that I've inherited the innate eventual learning of, but I know 20 in total. I just ask the voice in my head, "Why is it that I know more spells than I currently should be allowed to based on this general synopsis of what I'm being told my current capabilities are?"

   "Your Legendary Path actually is what's causing you to have extra spells. Look at it and it will explain," he answers and wait for me to look over the information for myself. Scrolling over to it I am greeted with my Legendary Path that apparently is known as the Path of the Dragon Father. From what it says it's supposed to not be a path offered to most Spellcasters, but because of what I am this is the only path open to me. However unlike those other paths this one is of much greater power.

Everything provided by the Path of the Dragon Father reads as follows:

Lvl 10:
- You gain 19 spells that you can pick from whichever schools of your choosing.
- Aspects of the Dragon Father: You gain a +500 to HP, +10 to AC, a new base flying speed and walking speed of 500ft, Dragonvision of 500ft, resistance to one damage type of your choice, and immunity to all non-magical elemental damage.
- Power of the Dragon Father: All spells now gain the following: require no components to successfully cast the spell as you impose your will on the world, all spells deal 20 extra dice of damage or healing, and the range, duration, and area of effect that a spell may have is tripled.

   After looking over the information I can't help but to feel as if I myself might even have to recognize that this is a bit overpowered. It all seems to be focused on out putting the most damage that is possible however it often comes with shortcomings based around my overall capabilities represented by my stats and skills but that is than outweighed by the True Mortal trait which makes up for that at the expense of my overall defense. Kind of like a glass cannon type character that some people play in video games, but then I look at other abilities from my perks. I can see that I have certain skills that try and negate that by keeping me in the fight by healing me every time I'm able to kill an opponent through the perk Battle Breathing. Then there's the certain racial abilities that also make it harder for certain damage types actually affect me in the first place. 

   Speaking on those specific damage types I look at my resistances and immunities and I see that I am immune to all non-magical elemental damage, and all magical fire, lightning, unholy, radiant, and holy damage. I apparently also heal whenever I take fire or lightning damage because I have additional resistance in both of those. All of which is good to know. However it says that I have vulnerability to force and psychic damage which means those two damage types deal twice as much damage to me then normal from what everything on the character sheet is explaining.
constantinevanh
Constantine

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Zagiilios Chronicles: Tale of the Dragon God
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In his last life Leonidas Ashdrake was an amazingly talented scientists and video game designer who pursued many of his great passions in life and became widely known and celebrated for it despite living a lonely loveless life. However, dying unexpectedly on his 50th birthday and without any signs of what could have killed him left him confused about things before he awoke as a newborn baby in a new world that was far different and much more interesting than his previous. Born into a much nicer family then his past life gave him even though they seem to be struggling; he learned of this new world slowly bit by bit and its strange customs and beliefs and fell in love with it deciding that if he would have a second chance at life, he would make the most of it. Now reborn as Tatsuhiro Starcrown, he is making it his mission to pursue his dreams and have all the things that he missed out on in his last life such as a good family, someone to fall in love with, and friends to share in his triumphs and sorrows.
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A Gamer's Perspective

A Gamer's Perspective

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