Twist of Fate
Fate has an interesting sense of humor, and a compassionate
way of seeing the world. Somewhere in your deep past, beyond all measure, you
have been given a bit of power, a gift or a curse depending on your point of
view. Will you let this power dominate you and control you? Will you seek out
your humanity and make the gift yours? Only time will tell… These talent lines
give a certain amount of flair and role play difficulty to your character,
offering both role playing challenges and great power. Some things may change
your alignment, your form, or destroy your character entirely. Beware when you
choose a Twist of Fate and choose carefully if you do.
All basic Twist of
Fate paths cost 10 points and Advanced cost 20 points, and that is 20 actual
points, not 10 on top of what you already paid. You can only have one Twist of
Fate. You must at some point purchase Advanced versions of your Twist of Fate
or the GM will force you and that’s never good.
Divine
Spark
You’ve always been
something of an oddity. Your whole life you’ve been just a little bit better, a
little bit faster, a little bit smarter than all those around you. This is
because you are somehow the descendant of a deity. The power of the Gods
themselves courses through your veins. What you choose to do with this power
may shape the destiny of the world…
Basic Effects and Abilities
Great Beauty. You
are gorgeous and people look upon you favorably. People will generally be
predisposed to be nice to you and helpful to you. They will likely be
responsive to things you might suggest.
Arrogance. You’re
the best, period. You can’t lose and you always must be the best. You become
enraged when you lose or are forced to back down or retreat from battle and
must make a save not to throw a major tantrum or to retaliate and continue
attacking even when defeated. Even if you manage to make the save you’ll hate
whoever beat you, even if it’s a lifelong best friend, and you’ll feel the need
to prove your superiority.
Head of the Class.
You’re just better than other people. You can a +10 bonus to all stats and
bonuses to various DC checks as the need arises.
Divine Sight. You
can see through illusions and even in magical darkness. You can generally
discern lies, but not always. You can see people easily, however, and get a
bonus to insight and perception checks.
Divine Mind. You
have limited, but powerful telekinetics. You use it more for punching than for
lifting or guiding. It is more explosion than fine motor skills.
Presence. People
can sense the power in you, and you can intimidate them rather easily. They
also tend to follow you and some will even begin to worship you, seeing that
you are truly something incredible. You gain a bonus to diplomacy and
intimidate checks.
Primal Power. You
start to connect with the powers of the Universe. You find that you can
generate divine energy, that you are creating Light. You can heal with this
power, or destroy. Now more than ever, you must fight to keep your humanity,
and not slip into the easy role of being a God, and dominating man-kind.
Advanced Effects and Abilities
Power of the Divine.
Your attacks hit a large number of targets, like in the beginning of Lord of
the Rings. You gain a +10 bonus to two stats of your choosing.
Stand Apart. They
are mortal. You are more. What are they to you now? Are you a God? Are you a
man? Where do you belong in the grand scheme of things? At this point, you
begin to seek what you might truly be. Do human concerns continue to be a
priority? They are mortal and failing… or are they? You must make more careful
decisions if you wish to retain your humanity and not fall in the darkness or
lose yourself to the powers of Godhood…
Power Surge. You
gain a +5 to all Stats.
Divine Step. You
can now teleport instantly, stepping through reality from one place to another.
You can take a limited number of people with you. You can teleport to different
realms and planes as you see fit.
Divine Weapon.
You gain 20 points to create a holy weapon that is yours. This will be your weapon
of choice and how most people will identify with you and what they will use to
be in your service. Choose wisely.
Holy Presence.
You are a God. Your allies find they’re powers are greatly enhanced by your
presence. Your enemies tremble in fear of your awe inspiring presence.
Final Form. You
have matured. You are now a fledgling God. The question remains, what sort of
God are you? All of your choices have led you to this point, will you be a God
of Light? Or will mortals tremble as a new dark God rises? You may only choose
ONE of the following. Choosing one negates the chance to take any of the
others. The GM may make this decision for you if they feel you have played your
character in one light or another.
Champion of the
People. You stride through the streets and people fall to their knees,
weeping openly with joy and heaping love and adoration on your name. You have
become their God of Mercy and Light, you are their Great Protector. You gain
your own Plane of Existence where you are able to build a world as you see fit
and 10 points to build it. You can empower followers and grant them abilities
and spells, creating Priests or Clerics. You also gain 30 points to create an
Exarch of your choosing who will be your messenger and right hand.
Divine Champion.
Justice must be done, and you will use all your power to bring justice to all
who you judge unworthy. You are clearly not a God of peace, nor are you an evil
God. You are a warrior and you will protect the world and NEVER stop fighting
to hold back the Night. You gain a +10 to all stats. You gain your own Plane of
Existence, and 5 points to build it. You can empower followers and grant them
abilities and spells, creating Paladins or Clerics.
Fel Champion. You
have failed to retain your humanity. You are an evil God and you revel in your
power, blasting humanity and laughing at their pain. You lose your character to
the darkness and must make a new one.
Mark of the Night
Darkness and evil are
everywhere in the world. Unfortunately, it has made a most detrimental impact
in your life. At some point you were infected by something unholy, be this a
demon scratch, a dark God’s touch, a wizard’s tortured vision, a curse or
something else entirely, you are now infected with the Mark of the Night; a
spreading evil that is corrupting your very being. You may find ways to fight
against it, to harness its power for good… or you can embrace the darkness and
enjoy the ride.
Basic
Effects and Abilities
Murderous Intent.
The evil in you always wants to hurt, to maim, to kill. Everyone around you is
alive and that can bother you a lot. You must fight the urge to simply destroy
all living creatures. You must fight this urge for evil at all times, and will
be tempted in story to do various things. Sometimes they might be small, a
simple prank that trips your paladin into a fire pit, or hiding your mage’s
spell book. However, the urges will grow, until you have to make a save not to
be blinded by a murderous rage and attack anything in sight.
Black Tears. The
first stage of the infection causes strange black marks that look similar to
tears to form under your eyes and extend down your cheeks. They are, in fact,
open wounds and they will only become darker and more painful. They mark you as
what you are and those who see your “tears” will know what you are, and look
unfavorably on you, shun you, or worse, may try to kill you.
Face of the Beast.
As you fight against your dark urges and the evil that is trying to destroy
you, you will, occasionally, lose control. When this happens, you gain a bit
more of the beast that dwells within you on the surface. It starts small, of
course. Perhaps your teeth are suddenly sharper, more predatory in nature.
Maybe you have wolfish ears, thicker eyebrows, a more pronounced forehead like
a caveman. It can and will grow over time, granting horns and more. The more
you’re in control, the less that comes out. You can the GM can discuss the
changes as it happens.
Hidden in the Light.
You are allergic to sunlight. The further you descend into the Night, the more
detrimental the sunlight becomes and the less time you can spend in it. At the
start, you can go several hours, so long as your flesh is covered, and have no
problems at all. You are also extra vulnerable to holy, divine, and radiant
energies. They deal a great deal more damage to you than they would an ordinary
person. These things can get better or worse as you progress. You must take
great caution when going out into the world. True Faith is your enemy.
Death Sight. You
can see a black aura around people, all the time. Depending on the darkness,
you know how close death is to them. You can’t do anything about it, but you
always know when someone is going to die.
Growing Pains.
The evil within you wants you to become a bloodthirsty monster. To that end it
twists and breaks within you, causing you great pain. The more you fight, the
more painful these attacks become, seeking you even in sleep. However, there is
a reward for enduring such harships, and from this pain you gain a resistance
to pain, to injury. You gain a +10 bonus to Endurance and the soak ability from
Barbarians and Warriors.
Infectious Strike.
You can now spread infectious diseases and poisons among your foes with your
attacks, no matter what the attack is. The poison and disease won’t last
forever, but can slow, disorient, weaken, etc.
Fire in the Blood.
Your blood is much darker in color than normal blood. Due to its unstable
nature, and the evil within you, you gain limited control over fire and felfire.
You can summon and control these elements to great effect, but they won’t be as
powerful as an elemental, or warlock using these abilities.
Infernal Presence.
You carry a bit of the Fel within you, a living piece of Hell itself. People
can see that. It terrifies them. You can use this to frighten creatures and
people away, or as a bonus to intimidate checks.
Advanced Effects and Abilities
Failing Humanity.
You feel… empty. They laugh around you, sing, dance, love… Can you still feel
those things? Are you even human anymore? It’s been so long, such a horrific
fight. Are you even still human? Feelings begin to numb, emotions begin to
fade. Now you must fight to control the one thing that remains true throughout
your transformation… the bloodlust that thrills through your dreams. Only now,
it’s starting to invade your waking moments. Your character no longer
experiences emotions in a normal fashion. This is to be done by both you and
the GM. They will make things more subdued and you, in turn, should not find
things as frightening, joyful, sad, etc. as they should be. This can be fought,
but it is not easy. The GM will work with you on how this affects you.
Thick Skinned.
You call that an attack? I’ve fought squirrels that hit harder than you! You become
a great deal more resilient and are considered to be wearing armor that has
Impervious to Damage.
Tie to the Fel.
You are tied to the demonic realms and can take power and summon minor
creatures from there. The minor creatures will not last long, but can be useful
for information or in battle. The higher your psyche the stronger they are, the
more you can summon and the longer they will last. Your felfire and normal fire
abilities are also enhanced.
Demonic Control.
You can control demons. You must have a higher psyche than the creature or the
person who controls it. If you dominate it, you can seal it in a black stone
and summon it at will much like a Summoner can use a soul stone.
Final Form: Your
choices, your battles, everything has led you to this point. Did the infection
win? Did you embrace it? Or did you fight it and learn to harness the power,
despite its source? Whatever you have worked for, this is the last of it. You
are what you will be. You may only choose ONE of the following. Choosing one
negates the chance to take any of the others. The GM may make this decision for
you if they feel you have played your character in one light or another.
Not Go Quietly…
The shadows laugh and dance and call to you. The fires of Hell beckon. The
darkness commands. You will have none of it. They may give you power, but you
will use it to aid, and you will not become the dark thing they are trying to
create. You gain a +20 bonus to Endurance, and a +5 bonus to your other stats.
Your soak ability is greatly enhanced, and it is nearly impossible to actually
cause you pain or hurt you. You still have the black tears and whatever bestial
changes you incurred on your way to this point.
Corrupted Being.
Darkness surrounds you. You will follow the Night, but you will not be a part
of it. You did your best, but in the end, the darkness was too much for you to
bear and you fell into shadow and ash. However, you kept most of your humanity,
and gain new insight and power. Your emotions are greatly muted, and you may
never truly experience any true emotion for the rest of your life, save rage.
You have to feed on blood at least once a day or you begin to starve. You can
eat regular food as well, but you must drink the blood of a living humanoid
creature or you become weak and start to lose control. You gain basic Shape
Shifting. Your soak ability is greatly enhanced, and it is nearly impossible to
actually cause you pain or hurt you. You can now wield shadow, felfire an
felelements, fire, necrotic, and cold energies as you see fit. You still have
the black tears and whatever bestial changes you incurred on your way to this
point.
Master of Hell: Why
the hell would you fight this? THIS is POWER and you revel in the joy that this
gift brings you. You may even, if you try hard enough, become a God of evil… You
lose your character to the darkness and must make a new one.
SHADOW SOUL
The shadows whisper
their secrets to you. You know that within them lies another realm filled with
power, strange creatures and great potential. You have harnessed the power of
the shadows and they aid you in your journeys and adventures, but you must be
wary, lest the shadows devour you entirely…
Basic Effects and Abilities
Night’s Bane.
Your skin is very sensitive to all light. You must wear heavy, thick robes no
matter where you are or even the light of a fire that you are well away from
could start to burn you. The night is the only place you are safe, and then
your powers are enhanced.
Frost’s Touch.
You become as cold as the void of Shadow itself, and while you feel no ill
effects, your touch begins to become damaging to others, and you give off a
chill as it progresses. Eventually you grow so cold that you begin to give off
a mist.
Shaded Flesh. Shadows
start crawling onto your flesh, turning into intricate tattoo like designs. It
is not painful, nor lethal, but does mark you easily to the public at large,
and affects how the world sees you. Some may view them as beneficial and aid
you, while others may see you as little more than a monster and shove you away
or try to kill you. Since the tattoos are living bits of shadow, you can
manipulate them and call them to your aid.
Fading Chill. You
are nearly immune to cold and it has very little effect on you. However, you
are very sensitive to heat, and if you get to hot, you sweat and start to shut
down. A desert would be a bad place for you for a lot of reasons.
Never Alone. The
creatures that live beyond the light’s reach have begun to notice you. You can
hear them whispering from the darkness, sometimes loud enough to drive you to
distraction. Pay heed though, sometimes there might be warnings in the
whispers… or threats. This allows you to ask a very basic question to the shadows
and see what answers they might provide. You must beat a DC to gain any
information at all. This is also a danger sense and the shadows will alert you
well before you need to run.
Shadow Manipulation.
The shadows are the clay and you are the sculptor. You control shadows to an
extent, allowing you to move it, shape it, summon it, hurl it and more.
Shadow Slide. You
become a blur of motion, making it very difficult for people to strike you, and
when you move, it is as though you stream behind yourself in flashes of
darkness. This also acts as a teleport. It is for short distances and you
cannot take others with you, but you can pass through solid objects if you
desire.
Shadow Clone.
Your enemy rushes you, only to find that he is outnumbered by you… You use the
shadows to create a duplicate of yourself. This duplicate is exact and has all
your stats and abilities. It only lasts a short time.
Advanced Effects and Abilities
Blighted Shadows.
The fire crackles warm and inviting in front of you. Your companions are
resting peacefully, but not you. They can’t hear them. They can’t see them,
writhing in the darkness, waiting to strike… The shadows will not be ignored.
They begin to seek you out, even at the brightest of hours. Occasionally, even
if you don’t want it, shadows slip out from your attacks to destroy and devour
your foes, or even your allies.
Shadowform. Your
skin shivers as the shadows crawl through you, over you, and you become living
shadow. Your connection to shadow has grown so strong your body is beginning to
mimic them. Your body almost seems to become incorporeal in times of stress,
making it more difficult for enemies to hit you. Unfortunately it can be
difficult to maintain control over your form, and you have a chance of
dispersing into pure shadow if pushed or distracted too much. However, as you
practice, you can control it, and become intangible at will.
Dark Corners of the
Mind. The shadows know things that no one else does; know the dark secrets
of the hearts and minds that connect us all. You gain knowledge and can make
knowledge checks that others would not be able to make, or a lower DC on
knowledge checks you might make. You can also now read minds, and communicate
telepathically.
Shadow Walk. The
shadows are everywhere, and now you can use them to travel anywhere. You can
now travel through the shadows. You cannot take others with you. This is an
instant teleport to anywhere on any plane.
Midnight. The
Shadowlands are your dominion, and you summon them to you to attack your foes.
This allows you to bring a piece of the shadowlands to you. It takes a great
deal of concentration and does not last for very long. While this lasts you a
can instantly summon great quantities of shadowling minions and your powers are
massively enhanced.
Final Form. You
have come this far, and the shadows are still with you. Have they corrupted
you? Taken your soul and made them a minion of the shadow realm? Or have you
sought to keep your humanity, and search for the light in the darkness? You may
only choose ONE of the following. Choosing one negates the chance to take any
of the others. The GM may make this decision for you if they feel you have
played your character in one light or another.
Shadow Master.
You have mastered Shadow and now its minions and power are at your beck and
call. You gain a +10 bonus to all stats. You can create your own Shadowplane to
live on and gain 10 points to build it. You can traverse the Shadowplane infinitely
with no ill effects and use to teleport to any other plane or any other part of
your world, even leading people safely through it. You can summon shadowling
minions easily and in great numbers when you need.
Shadow’s Servant.
The Shadows called, and you tried to ignore their heed, but in the end you
could not fight as strongly as you desired. You are now a living piece of
Shadow. You are highly vulnerable to light, much like a vampire is vulnerable
to the sun, but in the darkness, you are nearly unstoppable. You must spend at
least 4 uninterrupted hours on the Shadowplane per day. You can traverse the
Shadowplane infinitely with no ill effects and use to teleport to any other
plane or any other part of your world, even leading people safely through it.
If you do not have it already, you gain the whole of the Wraith class
abilities, otherwise you gain 50 points to spend as you see fit.
Shadow Devoted. You
have gone headlong into the night, diving into shadow and embracing all that it
has to offer. You have made it a part of you. Instead of trying to control and
master the Shadow you have joined it, become a part of it, and it has granted
you incredible power. You lose your character and must make a new one.
Spirit of the Beast
There is more to you
than people know. You feel restless, predatory, wild. You yearn for the freedom
of the wide, wild places of the world where you are free to run, to live
without borders and walls, to hunt and to feast on your prey. The draw of that
freedom is strong, forever calling you to the primal instinct that prowls
within, but can you see past it to something greater? Or will you lose yourself
to the earliest of days within, and live forever as a predator?
Basic Effects and Abilities
Nature Speak. You
can speak with natural creatures if they are smart enough to talk. This does
not mean they are predisposed to be nice to you.
Call of the Wild.
You have an ever growing desire to simply run and become a wild thing in the
woods. You can smell living fear, hear the heartbeats of your prey, and feel
the beckoning call of nature more and more. How long will you resist the urge
to simply become a beast? You will, on occasion, be forced to make a save
against leaving a city for the forest, or to stay in the open instead of
finding a better hiding place, or place to strike.
Enhanced Senses.
Your senses are heightened, allowing you more information that those around
you. You can hear someone’s heart beat differently when they lie, smell their
fear, and more.
Night Vision. You
can seat night, and reasonably well in near perfect darkness.
Predator’s Bloodlust.
Every time you are in battle and you make a kill, you must roll a check not to
lose yourself to the frenzy, and lose your character to a bloodlust rage that
causes you to attack wildly and without end. Every time you fail you frenzy,
but each round you may make another save taking a -1 penalty to come back to
your senses.
Talons of the Feral
Hunter. No matter your race, your claws and teeth become razor sharp and
hard as diamond. Your claws are imbued with Deadly Damage.
Pounce. You can
jump great distances, very accurately, and land hard on a foe, stunning them
and leaving them bleeding with nasty wounds.
Predatory Stare.
You are a wild thing, a primal creature, and you can flex that primal nature,
using it to intimidate.
Strength of the
Alpha. You gain a +10 bonus to Strength and Warfare.
Advanced Effects and Abilities
Predatory Dominance.
The call becomes a violent pull, drawing you down into your more primal needs
and desires. Your humanity begins to vanish. Now you must fight even harder to
retain who and what you are and not lose yourself to the primal power of the
Beast. Fighting for your humanity becomes more difficult, and the thrill of the
hunt and the kill become stronger as you continue. Your decisions and choices
will greatly start to affect your final form. Now when you lose yourself to the
frenzy, you take on animalistic features, becoming the animal you fight to
control.
Predator’s Grace.
You gain a +5 bonus to Strength and Warfare. You also gain a supernatural
agility and grace.
Hunting Pack. You
can now call on the natural world to come to your aid. Swarms of animals will
generally respond to you, but the time of day and your location will determine
what comes to help. This ability can be used in or out of combat. The creatures
do not stick around for a long time, but will stay long enough to help out.
Speed of the Pack.
You now move as though you had Engine Speed. You can make a small group of
people near you move as swiftly.
Inspiration of the
Alpha. You and your allies find that your powers are greatly enhanced when
you are near.
Final Form. Through
the long years you and the Beast have been at one another. What remains of your
humanity? Are you stronger for your trials, or have you completely given over
to the wild, primal nature? You may only choose ONE of the following. Choosing
one negates the chance to take the other. The GM may make this decision for you
if they feel you have played your character in one light or another.
Bestial Champion.
The Beast is not your master, and your humanity, what may be left of it,
remains intact. You are stronger for your troubles, and have gained power and
knowledge. Now the primal comes to you when you call. You gain +15 to Strength
and Warfare. You are thick skinned and are considered to be wearing armor that
has Invulnerable to All Conventional Weapons. You gain a natural companion of
you choosing and 25 points to make this companion.
Between Worlds. Sure,
you’re human, but why give up all that power? Why give up all the joy of the
hunt and the thrill of the chase? You gain your primal power by knowing that
you are both beast and sentient, and you thrill in both worlds. You gain +25 to
Strength and Warfare. You gain basic Shape Shifting.
The Beast. The
call of the wild was stronger than you, and now you forever prowl the forests,
hunting. You lose your character and must make a new one.
Blessing of the Light
You are a happy
person. You see the good in the world, and do everything you can to nurture
that goodness, and spread it to everyone. You also see the darkness, spreading
like a virus threatening to drown the world in shadow. You feel a need, a drive
to protect the innocent, fight the darkness, and keep the world bright.
However, the brighter the light, the darker the shadow it casts…
Basic Effects and Abilities
Protector. You
MUST protect those who are weaker than you, who are innocent, and who are good.
It is not a desire; it is a primal drive, a part of who you are. Every time you
are presented with a person who needs protection, aid, healing, whatever, you
feel a pull to grant them that aid to the point of hurting yourself for them.
It could lead to an early end… You may make a saving throw to fight the urge.
If you fail, you have no choice but to grant all aid you have to help them.
Gentle Grace.
People look at you and see that you are a good and honest person. They will
generally be helpful and friendly towards you and try to help you if they are
able. Only those who are truly evil will be threatened or afraid of you and be
cruel or hurtful.
Brutally Honest. You
cannot lie. EVER. You cannot utter words that are untrue, even if you don’t
know they are untrue. To this end you cannot take Bluff or roll for a Bluff at
any time. You cannot be affected by magical disguises, nor can you or will you
don a disguise of any kind. Falsehoods of any sort are against your nature. You
cannot sneak or make stealth checks. Chaos Wizards and Rogues infuriate you
more than they do other folk.
Filled with Life.
You age more slowly than normal people and you regenerate very quickly, healing
from most wounds in minutes or seconds.
Gift of the Light.
You channel divine energy straight from the source and wield as well as any
Cleric, Paladin, or Priest.
Lost in the Light.
Shadow, necrotic, and unholy energies are highly detrimental to you. You are so
infused with the Light that at night, you glow. Your powers are also greatly
weakened in the dark or at night. You are also highly vulnerable to cold, and
you could die from hypothermia on a temperate night if you aren’t properly
bundled.
Judgment. Good is
good, and evil is evil. You know the difference, and yet… there seems to be
more and more evil and less and less good. You see darkness and evil everywhere
in the world and find that sins are more and more prevalent. You MUST punish
sinners and evil, eradicate the darkness, but… are you sure you can still tell
what is good and what is evil? You begin to lose yourself to the Light and you
must take care not to let it consume you, lest you become like the monsters you
are trying to stop. Your body begins to change. Every time you punish someone
who doesn’t truly deserve it, refuse to heal a sinner who may not have actually
sinned so grievously, your skin takes on a lighter shade, eventually turning to
solid gold. This makes you more resilient and more difficult to damage,
granting your flesh Resistant to Firearms.
If you complete the transformation you grow wings and gain a flaming
weapon of the GM’s creation. You may even lose your character.
Circle of Light.
You can consecrate the ground around you, forming a protective shield. The
shield lasts only so long as you concentrate on it. It can be destroyed by too
much damage as well.
Cleansing Fire.
You wield divine flame as a warrior wields his sword. You can summon it,
channel it, control it, etc.
Speed of Light.
You move as though you had Engine Speed and even teleport short distances.
Flight of Angels.
You summon a small number of Angels from the Light to aid you. They last a
short time and you can never summon more than 10 at a time.
Advanced Effects and Abilities
Blazing Warrior.
Your attacks, no matter where they originate, are now infused with divine
energy and deal holy, radiant, and fire damage to whatever you attack.
Sword of Truth.
The need to punish and smite becomes even stronger, though you can now discern
lies freely and see through most illusions. Is evil something rare that bleeds
through into your world from other places? Or are ALL creatures inherently
evil, and in need of your cleansing light? When you find true evil, or what you
believe is true evil, you must make a save not to destroy it, even if it is a
God or something greater or if you are dying. If you fail the save, you take a
-1 on each successive check and must destroy the evil.
Divine Weapon.
You gain 20 points to create a holy weapon that is yours.
Healing Presence.
You are so filled with the Light that those in pain are soothed simply by being
near you. You can now dispel magic curses, cure disease, remove poisons, and
heal with ease. You can even resurrect those who have passed on.
Final Form. This
is it. You have made your choices, and you are what you will be. Did the Light
bless you truly? Or have you become an avenging angel, bent on punishing the
whole of the world for their sins? You
may only choose ONE of the following. Choosing one negates the chance to take
the other. The GM may make this decision for you if they feel you have played
your character in one light or another.
Beacon of Hope. You
have done all in your power to help the helpless, despite your need to punish
sin, vice and evil. The world knows that you are good, that you will help, and
you will not let them down. You gain a +10 to all stats. You glow with
radiance, day or night, and no longer take extra damage from dark or necrotic
sources, nor do you lose your power at night. You are a living source of the
Light, and generate holy energy. You can teleport easily to any plane of
existence or anywhere on the world you desire. You can summon Angels to fight
for you en masse now, though it takes a bit of time and effort, and they do not
last for a very long time.
Champion of Justice.
Your humanity remains intact, but the Truth of the Light, the need for Justice
has shown brilliantly through. You are now a warrior for Truth and Justice and
the Powers that Be have seen fit to equip you for your battles. You gain a +15
to all stats and 30 points to create your heavenly armor and to enhance your
divine weapon. You gain the ability to fly, and, like Beacon of Hope, you are a
living source of the Light and generate holy energy.
Angel. You have
given yourself over to the Light, and become a willing warrior against the
night. You lose your character and must make a new one.
Time Lord
You see things that no
one else does. You see the world, the Universe in a different light, with
strange eyes that have seen everything and nothing. You are connected to
something you don’t understand, and you know that Time is your weapon, your
ally, and your worst enemy. You can do extraordinary things, perhaps even live
forever, but as you age, as you see the things around you crumble to dust, will
you lose yourself to your immortality? Your power? Your eternal loneliness? Or
will you fight, and become something incredible and live on in the hearts and
minds of the races of the whole of the Universe?
Basic Effects and Abilities
Clever. You see
things in unusual ways and can find ways out of situations as your mind works
faster than even a Psion’s would. You get bonuses to rolls and hints and tips
to aid your character in many situations as well as a +10 to Psyche.
Limited Regeneration.
You heal very quickly, most wounds disappearing in a matter of seconds or
minutes.
Arrogance. “I’m
up here being clever, and there’s no one standing around looking impressed!
What is the point in having you all?!” You know you’re the best. You will
always be the best… unless you’re not. Anytime that someone calls a retreat, or
you feel the need to retreat, or you are beaten, you must make a save to
actually leave, even if you are dying. If you fail the save, you must keep attacking
the foe, no matter your health or ability at the time. Each round you may make
another save, but at a -1 for each failure.
Charming. You
have a way of making people listen to you, and talking your way out of things.
People just seem to want to listen to you, even though they should be killing
you instead. This won’t always work, and occasionally you’ll have to run, but
overall, you are a likeable person and the world will look favorably on you.
Telepathy. You
can read surface thoughts and communicate telepathically.
Piece of the Truth.
You don’t hold back, and you let people see just who and what you really are,
granting you the ability to intimidate just about anyone.
Travel. You know
secret ways through the world, much like Chaos Wizards. Yours generally tend to
cause more running though…
Advanced Effects and Abilities
Time Without a
Companion. They are mortal. You are more. What are they to you now? Are you
a God? Are you a man? Where do you belong in the grand scheme of things? At
this point, you begin to seek what you might truly be. Do human concerns
continue to be a priority? They are mortal and failing… or are they? They are
so easily defeated and mislead. Do you take advantage of their naiveté? Or do
you help them find their path through the darkness to the light? You must take
care not to lose yourself to your darker desires as they will call very loudly
from this point on.
Sharp Mind. You
gain a +10 bonus to Psyche.
T. A. R. I. D. S.
If only you didn’t need six people to fly your time machine… You now have the ability to summon the
T.A.R.D.I.S. It is, essentially, a living, breathing, moving castle that can
safely hold you and your allies and transport you very nearly anywhere you need
to go. Time travel with it can be discussed, but don’t hold your breath.
Time Manipulation.
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. You also 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.
The Story Never Ends…
You have a chance to gain more regenerations and are now, essentially,
immortal.
Final Form. The
millennia have come and gone. You have seen whole civilizations rise and fall,
races evolve only to become extinct. You have seen the birth of stars and the
end of Time itself. How have your travels affected you? Have you kept your
humanity? Have you found your way through loss and fire? Or have you learned
that power is the only constant and used your abilities to enslave and destroy?
Your choices have led you here, and your name will echo throughout the
Universe, throughout Time through your deeds. You may only choose ONE of the
following. Choosing one negates the chance to take any of the others. The GM
may make this decision for you if they feel you have played your character in
one light or another.
Time’s Savior. The
people cheer your name and herald you as a great blessing. You stride amongst
humanity, clearly their better, but rolling up your sleeves and using your
great power to aid them and keep them safe. You are a hero. You have kept your
humanity; more you have strived at all times to use your powers to benefit
those around you. To this end you gain a +10 to all stats. Allies who fight
with you find their power greatly enhanced. You gain greater control over your
Time Manipulation power, going back farther, and finding greater extents to
which you can use it. You can even alter the outcome of random events, such as
dice rolls, and grant someone a re-roll if they botch, or, once per day, tell
the GM exactly what a dice roll will be no matter who is rolling it.
The Doctor. You
are a coming storm. You are a raging tempest. You are a dark omen… but only to
evil. They may not like you, they may even hate you, but you will protect them.
You will save them from themselves and any other threat that may come along.
You are a guardian, and you will never, ever stop. Time is yours to wield as a
mighty weapon, and you will protect the innocent and the weak from the powerful
and the corrupt, no matter the cost. You gain a +10 to all stats. You also gain
the power Master of Time. You disappear from the battlefield for the briefest
of moments; so quick as to make someone wonder whether you were really gone. A
second later, your foes begin to fall from terrible wounds. This can be taxing
to use, but you can use it as often as you like.
The Master. The
Drums of War sound throughout the Universe. You heed their call and raise the
armies that will level all Creation. You lose your character and must make a
new one.
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