Monday, December 10, 2012

My Role Play: Blood Paths

Blood Paths were a way to offer more abilities or bits of abilities if someone didn't want a full class, or just a way to enhance powers and other abilities. They're short and sweet, and I might like to make more of them if I get any ideas.



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…

No comments:

Post a Comment