~X~
Starting Points: +30
You:
Female
Insert
Age: Teen
- 16 years old
Race: Dark Elf (Cost: -15) [15]
Familia: Loki Familia
- Free: Serpent Tounge (Boon)
Era: Canon
- Three years before the start of Canon
~X~
Location:
Remote Village (Gain: +10) [25]
This village town is further away from civilization and trade routes. Its location is more rough and dangerous than others, with wild monster attacks being a bit more commonplace.
It's at least a week's travel distance from Orario.
Lone Survivor (Gain: +5) [30]
You awake wounded and dirty but otherwise in well-enough shape. You're the last survivor of the location after it suffered a tragic monster attack it was caught utterly unprepared for.
- Free Danger Sense [Boon]
~X~
Drawbacks:
Alias: (Gain: +5) [35]
An alias is a second name given to all adventurers during the Denatus by the Gods once they reach Level 2. An alias can potentially change every time an adventurer levels up. Certain Gods take advantage of the naming process to give chuunibyou type aliases to adventurers from weaker familia for entertainment purposes.
With this drawback, it is ensured that your alias will always be especially chuunibyou or otherwise something you'd find cringe or embarrassing. It will be possible to circumvent this by enforcing your own "brand" to the public, but it will take time and effort.
Monster Feria: (Gain: +5) [40]
Every year in Orario, the Ganesha Familia hosts the Monster Feria. During one of these events, when you are present in Orario, one of the more dangerous monsters used in the event will break free and somehow find its way to attack you.
You won't remember having this drawback, so this cannot be actively avoided, and events will conspire to ensure you are in a position to be involved.
War Game: (Gain: +10) [50]
Sometime within a year of joining your familia, they will be challenged to a wargame. You will have to take part in it.
Cripple: (Gain: +15) [65]
You're missing a limb. At the smallest, you're missing a hand but either way, you're short an appendage.
Fortunately, the world of Danmachi has rather advanced prostheses, but they are costly.
- Left Arm
Special: (Gain: +10) [75]
The Gods can instinctively sense there is something unique or special about you that makes you stand out from the natives. This won't let them discover your outsider nature, but it will make them more curious.
For some Gods, this will not pose an issue, or can even be beneficial to you for joining a familia. However, not all Gods are the same and some might take extreme measures to get you into their familia or otherwise obtain you in some way. Unless you're part of a powerful familia this could be dangerous.
High Grade (Gain: +10) [85]
Normally, in order to rank/level up, one must have at least a D rank in one basic stat which is 500-599.
You, however, require at least three B's 700-799.
- Gain +1 Free Talent and Skill
~X~
Boon: (5 Free Boons)
These are unique boons that give you an advantage in some way. None of these require an active falna and are part of your base build.
…
High Constitution: (Cost: -1 Free Boon) [85]
Your body's overall resilience and durability are greatly increased.
This means you will tire less easily, heal a little quicker, have an increased threshold for pain or discomfort, and be far less likely to get any type of sickness or disease.
Should you be poisoned directly even if it should be otherwise fatal you will have a high chance to survive and recover from it, even if it will leave you bedridden for a considerable time.
- Discounts High Recovery
- Discounts Iron Samson [Skill]
High Recovery (Cost: -1 Free Boon) (Gain: +1 Boon Token) [85]
You recover from injuries, even devastating ones, at far greater ease and pace than others.
What would have left a normal man bedridden for months you will walk off in weeks.
Bandaged wounds that would take weeks for others to heal will only take you days.
- Discounts Second Wind [Skill]
- [Discounted by High Constitution]
Longevity: (Cost: -1 Boon Token) [85]
Required: High Constitution
Required: High Recovery
You are naturally very long-lived and will maintain your youth for hundreds of years, similar to the Elven race.
If you are an elf this will further enhance your natural lifespan to near-immortal levels.
Sharp Wit: (Cost: -1 Free Boon) [85]
You will have a very high intelligence compared to the average citizen.
This does not make you a genius or prodigy, but you will have a far greater memory than most and find it easier to retain and comprehend information and make quicker deductions.
- Discounts Academics and Strategist [Talent]
Iron Will: (Cost: -1 Free Boon) [85]
You will have a near unshakable will that will not falter as long as you have set yourself a goal to achieve.
A fringe benefit of this includes a higher pain tolerance and patience as long as you are determined to continue towards your goal.
Arcane Mind: (Cost: -1 Free Boon) [85]
"Mind" in Danmachi measures the "mental fatigue" of the user. Certain abilities and magic when cast use up mind, and should you ever run too low you will enter a "mind down" state and faint.
People naturally can have only three magic slots, with most never having any magic appear.
With this boon, your mind is exceptionally durable, able to endure at least twice as long. You also now have unlimited spell slots.
- Discounts Magic [Talent]
- Combine with Magic [Talent] to discount Arcanist [Skill]
Danger Sense: (Cost: Free [Scenario]) [85]
You will have an innate sense of danger that borders on the line of precognition.
You will instinctively detect danger coming your way as well as from what general direction moments before it occurs with a brief flash of hyper-aware focus. This has a "cooldown" time of five minutes.
Attractive: (Cost: -10) [75]
You will be widely regarded as attractive. Even facial scarring will be more likely to only add to your rogue charm rather than outright making you displeasing to the eyes.
There is a certain nearly otherworldly aura about you that makes you stand out from others. Even dirt, sweat, and grime tend to flow off you with ease, keeping you in an almost photogenic fashion despite it.
- Discounts Charisma
Charisma: (Cost: -5) [70]
You'll have an innate knack for making friends and swaying people to your side. Even your enemies are likely to gain some respect towards you.
- Discounts Brotherhood [Skill]
- [Discounted by Attractive]
Prodigy: (Cost: -10) [60]
Choose three of your selected talents. You will be imbued with 10 years of dedicated experience and knowledge in the relative field.
As a result of this, your chosen talents are guaranteed to unlock a relevant corresponding ability when you receive your falna.
- Discounts Rising Star
- Chosen Talents: Swordsman, Magic, and Thief
Rising Star: (Cost: -5) [55]
You will always be able to improve yourself the more adventures and epic deeds you actively take part in.
You will always gain two Personal Skills and Development Abilities upon rank-up and have at least five to choose from.
- Discounts Limit Breaker
- [Discounted by Prodigy]
Limit Breaker: (Cost: -5) [50]
For most people, S RANK is the highest rank they can ever achieve in their stats. For you, this is no longer true. You have broken through the shackles that bind you and can now grow indefinitely.
While you are free from your limits, the practicality of leveling will still exist, as at a certain point it is just not feasible to keep grinding experience without leveling up.
- [Discounted by Rising Star]
Serpent Tounge: (Cost: Free [Familia]) [50]
You have an uncanny ability to sense when someone is being dishonest with you. While not quite as potent as the lie detection of Gods, it is not far off.
Similarly, your lies and falsehoods will not trigger any lie detection spells, enchantments, or even the gods' own ability. This does not mean they cannot detect your lies through reasonable deduction, however.
~X~
Gear: (8 Free Gear) [50]
When applicable you will begin your journey with the selected items and gear chosen here on your person. Should that not be feasible in your starting circumstances, then they will be placed in a safe place near your starting location that you will be able to easily access and is guaranteed to be left undiscovered and undisturbed by others.
You can opt to have other gear stashed in this way as well if you do not wish to immediately have it on your person.
If you've chosen "Insert" as your method of entry, you can incorporate your gear's existence to be explained in your character's history to further excuse your possession of said gear.
…
Sword: (Cost: -1 Free Gear) [50]
An expertly crafted steel blade. It is enchanted to retain its edge. You are free to decide on what style or make of blade you prefer, from longsword to spear.
Sword Ex: (Cost: -5) [45]
Your sword is further strengthened and imbued with the Durandal trait. This makes it nearly unbreakable and immune to acid.
Sword [Living]: (Cost: -5) [40]
Your sword is even further elevated in rarity and becomes a living weapon. It now becomes stronger according to your status. Living weapons can self-repair over time, so long as they are not completely destroyed.
Bag of Holding: (Cost: -1 Free Gear) [40]
A small bag that can comfortably fit tied to your hip. Despite its small size looking to hold no more than a handful of coins, this bag is enchanted to allow it to hold up to 10 times its size, without any added weight.
Despite this property of being able to hold more than its size suggests, objects will still have to physically fit into the bag to be stored.
Can automatically collect monster stones and drops from monsters you have personally slain, so long as it fits. Monster stones that have been destroyed by you while the monster was alive will reform within the bag.
Ring of Aliment: (Cost: -1 Free Gear) [40]
A special enchanted ring that grants the wearer near-immunity to curses or anti-status.
Flask: (Cost: -1 Free Gear) [40]
This unique flask or gourd can hold many times the content of liquid that its small size would suggest. Any stored liquid can be kept cool or hot according to your will.
Can also purify water stored within to ensure it is safe and drinkable.
Bag of Valis: (Cost: -1 Free Gear) [40]
Valis is the currency used in Orario. One can buy materials for one meal at 50 valis, and a more expensive meal at a bar for 300 valis. A dagger costs 3,600 valis, armor costs 5,000 valis, and the lowest rank potion costs 500 valis. A party of five Level 1 adventurers can make around 25,000 valis a day, and at 800,000 valis one can buy a good house.
You have a small enchanted bag that holds 500,000 valis. This bag is deceptively small and lightweight for how much it holds and cannot be used to store anything else besides the initial valis it comes with.
Wanderer Cloak: (Cost: -1 Free Gear) [40]
This simple but well-maintained cloak has multiple enchantments. When worn it will keep the wearer at a comfortable temperature, so long as the weather is not too extreme.
If worn with the hood up your presence will be unremarkable and unnoticed so long as you're not actively drawing attention or being actively sought.
This can help ensure you can travel undisturbed by all but the most observant and vigilant, regardless of any notable qualities you might have.
Self-Filling Map: (Cost: -1 Free Gear) [40]
A unique piece of enchanted parchment that fills out a map of your area as you explore it from a radius of half a mile. You will be able to zoom in and out on the map and mark spots of interest.
How the map displays these functions to you can vary but it is guaranteed to be in a manner and method that you would find understandable and intuitive to understand.
If you add a drop of blood to the map it will be able to accurately track the location of whomever the blood came from.
Tattoos: (Cost: -1 Free Gear) [40]
A series of tattoos on your body that will magically protect you from one lethal attack. This protection will recharge after a week.
The more extensive the coverage of your tattoos the faster they will recharge, capable of lowering their time down to a day. You can control the size, coverage, and design of the tattoos.
If you have an animal companion your tattoos can symbolically connect to them to offer them this protection instead.
~X~
Talents: (7 Free Talents)
There are some born naturally gifted in certain areas. Having a talent will not supplant learning and experience, but it will enable you to absorb relevant teachings far easier and quicker than most. Having a talent in a certain field can also influence the type of options your Falna will provide when it unlocks or levels up.
If you choose the "Insert" option, your starting scenario can grant you a degree of knowledge and skill in the chosen talents where applicable to fit in your character's historical background.
When you use your Free Talent choice on a talent that has been discounted by another choice you will receive a Token. Two tokens can be used to purchase another talent for free.
…
Swordsman: (Cost: -1 Free Talent) [40]
You have a natural affinity for wielding a blade as an extension of yourself. How to balance the weight, how to swing to strike, how to move to parry, these all come naturally to you.
This can include other melee weapons such as spears, axes, or maces. However, each will have its own learning curve.
- Discounts Weapon Empowerment [Skill]
Cooking: (Cost: -1 Free Talent) [40]
You are an exquisite cook, able to intuitively grasp the best ratio of spices to use in meals to bring out their flavor or know just how long to let them cook for the best taste.
Strategist: (Cost: -1 Free Talent) (Gain: +1 Talent Token) [40]
You have a keen mind for strategy, are able to plan far in advance and predict certain actions to a degree to ensure optimum results in your favor.
- [Discounted by Sharp Wiit [Boon]]
Teaching: (Cost: -1 Free Talent) [40]
You have an innate talent for teaching others what you know.
Survival: (Cost: -1 Free Talent) [40]
You have a natural affinity towards surviving in the wild and scavenging off the land.
From tracking down prey, setting traps, or even identifying useful or harmful plants, it all seems simple for you.
- Discounts Predator [Skill]
Thief: (Cost: -1 Free Talent) [40]
You have a natural talent for skullduggery and stealth. You're remarkedly nimble with a light step and deft fingers.
You're capable of impressive feats of parkour and acrobatics, with impeccable balance and grace.
- Discounts Deftly Fleeting [Skill]
Academics: (Cost: -1 Free Talent) (Gain: +1 Talent Token) [40]
When it comes to matters of academics and learning, you're a natural. You'll have a higher reading comprehension than most and a far greater innate memory recall and retention.
- [Discounted by Sharp Wit [Boon]]
Magic: (Cost: Free: [Race: Dark Elf]) [40]
You have a natural knack for the mystic arts. You can learn magic at a quicker rate and with easier progress than others. You also have a higher control than most and as such are less likely to suffer backfire from spell failure.
- Combine with Arcane Mind [Boon] to discount Arcanist [Skill]
Magic: Offense: (Cost: -1 Talent Token) [40]
You have a natural talent for picking up offensive-based magics. This influences the direction your falna will go for potential magic unlocks as well as your own affinity for this type of magic.
Magic: Defensive: (Cost: -1 Talent Token)
You have a natural talent for picking up defensive magics. This influences the direction your falna will go for potential magic unlocks as well as your own affinity for this type of magic.
Magic: Utility: (Cost: -5) [35]
You have a natural talent for picking up utility magics. This influences the direction your falna will go for potential magic unlocks as well as your own affinity for this type of magic.
~X~
Skills: (5 Free Skills)
Skills are inherent abilities that can be discovered by those who have received a falna. Your chosen Skills are guaranteed to show up once your falna is unlocked.
When you use your Free Skill choice on a skill that has been discounted by another choice you will receive a Token. Two tokens can be used to purchase another skill for free.
…
Heroic Spirit: (Cost: -1 Free Skill) [35]
Provides high resistance to abnormal status. Strengthens the effects of Skills and Magic when facing adversity.
Effects rise with the threat level of encounter.
Iron Samson: (Cost: -5) [30]
Raises the user's strength and endurance stat by a large amount.
Increases your physical defense.
- [Discounted by High Constitution [Boon]
Deftly Fleeting: (Cost: -5) [25]
Raises the user's agility and dexterity stat by a large amount.
Attacks against you are more likely to miss when viable.
- [Discounted by Thief [Talent]
Arcanist: (Cost: -5) [20]
You learn magic at a higher efficiency and rate than others and can perform it with larger effects and power.
Passively regenerates Mind.
- [Discounted by Magic [Talent] + Arcane Mind [Boon]
Lone Hunter: (Cost: -1 Free Skill) [20]
Greatly increases your excelia gain when fighting alone. Scales according to level difference and further increase if you are outnumbered.
Slayer: (Cost: -1 Free Skill) [20]
Every time you slay an enemy your wounds and fatigue will minorly heal. If you are well-rested and fully healed, you will instead gain extra excelia.
Your recovery and excelia gain can further scale upwards relative to how brutally you slay your target.
Weapon Empowerment: (Cost: -5) [15]
You can empower your weapons with your mind or magic to be sharper and more durable. If you know any magical attacks you can channel them through your weapon.
- [Discounted by Swordsman [Talent]]
Brotherhood: (Cost: -5) [10]
When fighting alongside at least two other members of the same familia you and your familia will gain a boost to stamina, speed, and strength, and will have better cooperative awareness of each other.
Passively boosts the status of familia members in a certain area around the user. The amount boosted and the number of targets is dependent on the user's level
- [Discounted by Charisma [Boon]]
Relentless: (Cost: 1 Free Skill) [10]
Your stamina will never run out from the activity of fighting or battle. You can still get tired normally, or even through strenuous activity, but as long as you are in combat you will have inexhaustible stamina.
Second Wind: (Cost: -5) [5]
Once during an instance of combat, you can completely restore your stamina, mind and heal any wounds, status ailments, or curses on yourself.
Can only be used once every thirty minutes.
- [Discounted by High Recovery [Boon]]
Predator: (Cost: -5) [0]
You gain a general sense of the locations of all living beings and monsters within your immediate vicinity. You can focus on a specific target to mark as your prey. Your stats will increase greatly when attacking your marked target.
Can fuel with mind to increase the radius of your search.
- [Discounted by Survival [Talent]
Arcane Tier: (Cost: 1 Free Skill) [0]
This spell summons around the caster a series of runic arrays and spell matrixes. The caster can then "program" the spell arrays to cast any type of magic, so long as their understanding of magic is sufficient enough to know how.
What spells can be crafted and at what speed is entirely dependent on the caster's knowledge and understanding of magic as well as their own reserves.
Due to these requirements, this spell could be very dangerous to the caster should they try to cast a spell they do not understand or have otherwise made a mistake in their design. Failure could be as little as a failed casting or as dangerous as a catastrophic magical cascade backfire.
Special bonus to skill unlocked with Arcane Mind [Boon], Magic [Talent], and Arcanist [Skill]
Merlin:
Your instinctive grasp of the arcane mysterious is further improved upon. You'll intuitively know how to program the most basic and standard of magic spells such as fireball, to use as a foundational knowledge of further spell creation.
You can now attune your spell matrix to pre-set skills you have previously learned far more quickly, and greatly increase the casting speed of learned spells.
~X~
Four Free Compensation
(No seriously, what? I don't know how this happened but it did.)
Another Adventure [Boon]: (Given for free regardless)
Should you survive ten years beyond the canonical start of the story you can open a one-time portal for one minute to any fictional anime world of your choosing.
Anyone who crosses over will retain their current abilities and be de-aged to their teenage years. Powers will work the same and not be impeded by the new world's rules, but technology taken may no longer function correctly if the rules that govern that reality are incompatible. You can no longer update your Falna unless your God travels with you.
If by this time you have reached level 8 you can fill out any CYOA created by this author upon crossing the portal. Any CYOA-granted Gear from previous CYOAs will carry over and function properly.
Brawler [Talent]:
Fisticuffs. Brawling. Wrestling. Slugging it out. Whatever you want to call it, you have a natural talent for fighting barehanded. Whereas others reach for a sword, you're bashing in teeth.
Beyond just a better instinct, you'll excel at being able to knock others unconscious with one savage blow and know how to move your own body reflexively to avoid taking critical damage.
Blacksmith [Talent]:
You have a keen grasp of forging and shaping metals. it will not take you much trial and error to learn the best methods to ensure your work is fine and you will be able to easily identify most minerals that you've had previous contact with.
You'll also have a good eye for details when it comes to spotting imperfections in forged armor and weapons.
Thu'um [Skill]:
Greatly increases the power of any skill or magic cast that has three or fewer words in its chant. Must have at least a one-word chant.
Magic learned will heavily lean towards three-word chants, with longer chant spells becoming castable with three-word chants but at a decreased power. You can now move while casting, albeit with some difficulty.
Dovah Chant [Skill]:
You can extend the chant length of your spells, which increases the effects of the user's magic, attack range, and the power of the magic by a large amount based on the chant length.
Destruction magic will have further increased damage, radius, and range.
