Blood Master
All things come back to blood. Blood is life. Blood is power, and power
surges within you with every beat of your heart… and the hearts of those around
you.
Basic Path 15 points.
Celerity. You can
make yourself move more swiftly by increasing the speed of the blood inside
you.
Enhanced
Constitution. You are more resilient than other people and you heal even
more swiftly than normal, much like Wolverine or Deadpool.
Blood Control.
You can manipulate blood around you. It is more difficult if it’s inside
someone, but possible. You can use this for little bits of magic and to do
terrible things to the person you are affecting. You control blood somewhat
like a water bender.
Anemia. You can
make someone more likely to bleed. If you focus and concentrate, you can make
them hemorrhage.
Blood Syphon. You
force the blood out of someone and use it to enhance your own power or heal
yourself while damaging them. This is very difficult at this level, and will
only enhance things a bit for a short time.
Gift of the Blood:
You can take one power from any other blood path for free.
Advanced 40 Points.
Sanguine Surge:
You unleash the true potential hidden in your blood. You gain a +10 bonus to
all stats.
Blood Puppet: You
can control people by manipulating their blood, either forcing them to move,
making them blackout, causing strokes, etc.
Shape Shift Blood:
You can shape shift creatures and artifacts from your blood, granting them
extra abilities and giving yourself extra control over them.
Blood Step: Your
blood surges through you and breaks down barriers in reality, allowing you to
pass through to other places. You can teleport short distances. You cannot take
others with you.
Blood of
the Wraith
The shadows sing to you, call you, beckon you and flow through you.
They grant you great and terrible power.
Basic path 15 points.
Pull Shadow. You
can manipulate shadow, drawing it to you from a distance.
Manipulate Shadow.
You can bend shadow like an elemental bends the elements. You have to have a
shadow to work with and cannot create shadow and your ability is limited. You
cannot make anything solid with shadow or anything permanent out of shadow.
Darksight. You
can see very well in near perfect darkness. Magical darkness still blinds you.
Whispers in the Dark.
You can speak through shadows to other people, or leave messages for others to
find.
Chill of the Night.
You can make things very cold, and even produce cold in such abundance as to
use it as an attack.
Shroud: You pull
the shadows tightly around you, blinding all but yourself as you make your
escape.
Advanced 40 points.
Solid Night: You
can now make shadow a solid, shooting it out as a weapon, or forming weapons of
pure necrotic cold to attack with.
Shadow Step: You
can teleport short distances through shadow. You cannot take others with you.
Create Shadows:
You no longer need shadows around you and create bits of shadow and darkness
around you.
Abyssal Tie: You
have a small connection to the original shadow, the original nothing, the
Abyss.
Bestial
Wrath
You have coursing through the blood of powerful and ancient bestial
spirits. Invoking them allows you gain more speed, sight beyond sight, enhanced
strength and senses, and even more…
Basic Path 15 points.
Strength of the Lion.
Your Strength is greatly enhanced. You are stronger than the average person and
each point in Strength essentially equals 2 points. This stacks with other
abilities like this.
Feline Grace. You
move swiftly, elegantly and easily. You almost never stumble and can balance
easily.
Enhanced Senses.
You can pick up a scent trail, see in the dark, hear better, etc.
Thick Skinned.
You take less damage than normal and are harder to hit and damage.
Lizard’s Luck.
You regenerate much more quickly.
Scaled Armor: You
are considered to be wearing armor that is Resistant to Firearms.
Advanced 40 points.
Immunity to Poisons:
You are immune to poisons.
Bestial Stamina:
You almost never tire, and can run practically forever, despite your Endurance.
Poison Spit: You
can shoot poison from your mouth that can stun, slow, weaken, daze, and more.
It can even blind if you desire.
Nature’s Way: You
can teleport short distances, stepping through the Feywild.
Demon
Touched
Darkness haunts you, calls to you, and fills you with ancient and
terrible power…
Basic Path 10 points.
Holy Vulnerability:
You are highly vulnerable to holy and radiant attacks.
Black Immunity.
You are immune to disease and poisons.
Fel Fire. You can
summon and throw fel fire, which burns and deals necrotic damage.
Hell Swarm. You
summon a swarm of tiny demonic minions to attack your foes.
Necrotic Infection. You
can infect people with dark necrotic diseases that eat away at their flesh.
Black Weapon: You
reach into the air before you and from the black pits of the Fel, you produce a
magnificent weapon to suit your needs. This weapon deals cold and necrotic
damage, and is imbued with deadly damage as well. It lasts a short time before
it fades back to its true realm.
Advanced 35
Demonic Minion:
You gain 24 points to create a permanent
demonic minion for you to summon at your will or keep out all the time.
Blackfire: You
gain the terrible blackfire, that devours all living things in its wake.
Lord of Lies: You
are a great liar, and gain a +10 to bluff checks. If you’re good enough, maybe,
just maybe, reality will believe you too.
Pestilence: You
can create and spread disease easily among your foes.
Descended
of the Oracle
You are gifted, or cursed, with visions that attack you; grab you and
hold you when you least expect them. They show you things you do not wish to
see, force you to live the lives of others. They also contain great power that
grants you a measure of power over time itself.
Basic Path 10 points.
Uncontrollable
Visions. You are assaulted with uncontrollable visions of future events,
living them in a third person view, or directly as the victim, feeling their
pain, hate, rage, love, joy, etc as they do. You do not know when the event
will happen and, at the beginning, you can only see the future, or what may
come to pass. As you grow in your power, you gain the ability to see into the
past, whether you want to or not, and eventually, you will be able to guide
your visions and see what you want, when you want.
Burst of Insight.
You are given to little bursts of knowledge that can help you avoid danger.
This can also warn you like a danger sense if someone intends to hurt you.
Time Displacement.
You can slow and speed time around you in small doses, perhaps nearly freezing
an enemy nearly solid to destroy them, speeding yourself or an ally to do more
damage more quickly.
Replay. You can
rewind time to an extent, in very small increments, and then replay them with
the hope of a different outcome. Only
you and your allies are aware of the time change, unless there is another
Oracle, as they can detect the time shift as well.
The Question: You
need answers now. You must look deep within yourself to find the answers you
seek. You can ask questions to the ether and then tap into the Oracle that
lives inside you to find the answers. There will be DC’s and the more specific
and difficult the question, the higher the DC.
Touch the Past:
You turn the object over in your hands, close your eyes. Suddenly you see who
held this and a small portion of the time they spent with it.
Advanced 35 points.
The Oracle: You
have your visions under control. You can enter them at will and find what you
need, when you need.
Master of the Mind:
You are very nearly living mental energy. You gain a +20 to Psyche.
Everywhere at Once:
You can step through reality, and, to an extent, time to be nearly everywhere
at once for a short time, granting yourself extra “allies” of yourself for
battle. You can also use this simply to teleport short distances if you desire.
Voice of The Oracle:
Time speaks, reality listens. Your voice is now a weapon, and you can, if you
try really hard, make a statement become reality.
Light of the
Ancients
The Light, the force of good throughout the whole of creation, flows
through you, granting you strength, peace, and the ability to heal.
10 points.
Necrotic Vulnerability:
You are highly vulnerable to necrotic and unholy attacks.
Discerning Ear.
It is very difficult to lie to you as you can generally tell when someone is
lying to you.
Light of the Divine.
You gain the ability to channel and direct holy energy in small ways, generally
for attacks or healing.
Steel Mind. You
are immune to charm and illusions.
Circle of Protection.
With a quick thought, you surround yourself and your allies with pure holy energy,
blocking all attacks for a short time.
True Faith. You
are certain the Light protects those who are faithful, and all holy artifacts
are weapons against evil in your hands, and can even grant peace and healing to
allies because of your belief and power.
Advanced 35 points.
Rewards of the
Faithful. You gain a +10 bonus to two stats of your choice.
Hear the Truth.
It is almost impossible to lie to you and instead, you generally hear what
someone means rather than what they say.
Withering Visage.
Most unholy, undead, or evil creatures cannot even stand to be near you, or
wither and burn when they get too close.
Regeneration. You
regenerate very quickly, healing even near fatal wounds in a matter of minutes
or less.
Might of the Dragon
The power of ancient dragons flows through your blood, granting you
amazing abilities.
15 points.
Dragon’s Breath.
You have a draconic breath weapon. You choose what kind at the beginning of
your character creation and stick with it.
Tough Hide. You
are considered to be wearing armor that has Resistant to Firearms.
Draconic Might.
You are stronger than most people, having slightly more than one point for each
point in Strength.
Blast of the Arcane.
You have very limited magic, things like lightning bolt, fireball, ice lance,
etc.
Eyes of the Dragon.
You can see through illusions, including magical darkness.
Great Power. Your
attacks hit several creatures instead of just one. No matter what your attack
does, it always hits more than it normally would.
Advanced 40 points.
Protection of the
Ancients. You are considered to be wearing armor that has Invulnerable to
All Conventional Weapons.
Shape Shifting.
You gain basic shape shifting. If you already have shape shifting, you gain
Advanced. If you have Advanced, you gain 30 points to spend as you see fit.
Song of Chaos
The song? Can’t you hear it? It’s so wondrous! So beautiful! So
horrendous! Let us dance before the rain comes! The rain? You cannot see it
either? You fools! It rains blood!
10 points.
Minor Madness.
You are tied to the chaos. You hear voices in the night, in the day, and all
the time. They can be loud, they can be quiet, but you can never get rid of
them.
Hear the Words. Listening
to the voices that surround you, you can find truth. This requires a DC, and
basically you ask a question to the GM and hope for the best response.
Gleam of the Red Eye.
Your eyes glow with an unnatural light, scaring even the most demonic of
creatures.
Flux. I reject
your reality and substitute my own. You can bend small bits of reality to your
will. For example, you can jump and not come down, or step down imaginary
stairs, but not climb them. You can reach into a mirror and pull out something
you can see on the other side to make a duplicate, and so on. Use your
imagination here, but remember, it’s limited and minor, almost cartoonish and
can sometimes bite you in the butt. As you level, it will become stronger. If
you are a chaos wizard it is also stronger.
Out of Thin Air.
You can pull cartoonish objects out of thin air. They will never have true
power, and can be as silly or as serious as you want. For example, you could
pull out a direbear to throw at an enemy if you like, or a flamethrower, etc.
Fixed Dice. You
can change one event per day, rewinding it to give it a second chance or
re-rolling a bad die roll.
Advanced 35 points.
Infect. You can
now infect others with some sort of madness for a short time, causing them to
stop whatever they’re doing and go mad for a bit.
Ally from the Rift.
You break reality wide open, and summon an ally from a different plane. They
come and aid you for a short time, either in battle or with something else you
might need.
Fixed Dice. Once
per day, you can make any roll, either by you or the GM, a natural 20 and
automatic success.
“So how are you
holding up? Because I’M A POTATO.” This is your basic polymorph spell, and
doesn’t last forever, but you can use your imagination and have some fun here.
Touch
of the Arcane
The arcane swirls about you, dancing, laughing, calling to you and
granting you incredible power.
Basic path 15 points.
Summon Magic. You
can call forth minor magical spells. You can summon forth fireballs, bolts of
lightning, great storms, etc. None of it is terribly powerful, but it is by no
means weak.
Power Words. You
gain 10 free power words. You can create your own or take them and modify them
from the Amber book.
Arcane Step. You
can teleport short distances. You cannot take others with you.
Arcane Brilliance.
You gain a +5 bonus to Psyche.
Eldritch Blast.
You summon a great deal of magical energy and blast it at a foe, dealing heavy
damage of all types at once. This attack is not fast, and you can tire easily
using it, but it is VERY effective against nearly all foes.
Arcane Armor. You
are considered to be wearing armor that has Resistance to Firearms.
Advanced 40 points.
Power Surge. You
gain +10 to your Psyche and all your abilities are increased. You are now as
good with magic as a basic path Sorcerer/Mage.
Arcane Defense.
You are considered to be wearing armor that is Invulnerable to All Conventional
Weapons.
Spellweave. You
create your own spells from primal magic. Feel free to have fun with this, and
I’ll limit when I need.
Counterspell. You
stop magic as it’s being cast, or disrupt a spell after it’s been cast. Doesn’t
work all the time, but it can silence someone and it’s a great defensive
maneuver.
Trickster
Life is a short
joke, and death is the punchline. You laugh anyway, because you know secrets
they’ll never learn…
Basic path 15
points.
Jaunt. You can step through reality
and teleport short distances. You cannot take others with you.
Is it Real? You can cast illusions,
auditory, visual, or both. They last for a short time and do as you wish, but
are not solid. They can be very convincing however, and you can roll a Bluff
check with a +5 bonus to see if someone can see through them.
Secret Knowledge. You know things you’re not
supposed to. Shhh… you’ll never tell. You gain a +10 bonus to knowledge checks
and the GM will occasionally help your character be smarter than they really
are and find hidden things or grant special knowledge.
Quick Learner. You find your way easily in new
places, having a nearly eidetic memory. You also pick up on customs, languages
and currencies very fast as well.
Vanish. You can simply turn invisible
for a short time, fading from sight in front of any number of people.
In Your Favor. You can have a small effect on
random events. For example, you can make a dice roll land in your favor, or
have a card come up that you need, affecting probability in very small ways. If
you really try, you can get lucky and perhaps find a horse around a corner, or
a sword lying about when you have no weapon.
Advanced 40
points.
Power Break. You can, not easily, but with
some foresight, disrupt power sent at you, cancelling spells, breaking necrotic
energy, etc. It’s not fast, and it’s not pretty, but you can do it.
Hidden Ally. You can step aside and let an
ally from a different realm leap out and aid you in battle or in other
emergencies. They stay only a short while before fading back to their own
reality.
Solid Light. Your illusions can be solid
now, and as whole and real as anything else. They still do not last for great
periods of time, and the more you make the more it wears on you.
Truth Be Told… You can, only once per day,
make a die roll hit where you want it no matter whose rolling, or make a
statement that becomes truth. Be careful what you wish for…
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