Monday, December 10, 2012

My Role Playing Rules: Classes

The meat of most role playing games, the classes. Here are mine. I'm thinking of making more. Remember, these are very basic. It gives you an idea of what you can do and allows you to experiment.



Barbarian
Basic Path 75 Points.
Attributes: Strength and Warfare.
Berserker Fury. You enter a rage and lose some control over your character, being able only to attack with basic melee attacks. You can tell the difference between allies and enemies and that’s about it. You gain a small boost to Strength and Warfare and take no damage until the rage ends. When the rage is over you take all damage at once and become fatigued for a short time during which you are anemic and bleed very badly. You cannot end the rage on your own and must either have someone who can calm you down or simply run out of targets.

Ignore Pain. You “soak” a certain amount of damage like it never happened. You can do this fairly regularly, but there are limits. It can reduce a fatal wound to a non-fatal wound, but only if you haven’t used it a great deal already.

Barbarian Stances. Different stances grant you different fighting abilities.
Power Stance: You shift your footing, drop your weapon lower, prepare yourself to do more damage, no matter the cost. You trade defensive capability for offensive capability.
Standing Mountain: Your enemies move to overwhelm you. You heft your weapon, lift your spirits, and you are ready to block their path for as long as it takes. You trade offensive capability for defensive capability.
Path of the Balanced: Attack, defend, it doesn’t matter, you are ready for whatever might come.

Sacred Weapon. You gain 12 points to make a weapon that will be with you forever. You may apply things to your fists if you chose to be unarmed. Applying the points to your fists results in awesome tattoos all over your arms and fists.

Enhanced Strength. You are simply stronger than other people your size. While it doesn’t reflect in points, essentially each point you put into Strength is equal to two points. However, your Warfare isn’t quite as strong and doesn’t quite equal one full point per point.

Primal Fear. You can fairly easily intimidate people.

Advanced Barbarian
100 Points.
Fury Controlled. You have control over your rages now and full control over your character when in them. You can use other powers while in a rage as well. Your body glows with an inner heat when in a rage. You gain a greater bonus to Strength and Warfare while in the rage and retain all other benefits from Berserker Fury. Your fatigued for a shorter time and you do not bleed as badly now.

Power of the Ancients. You have hulk like abilities, such as the sonic boom clap, stomping and shattering the earth to send shockwaves, jumping great distances, etc. You gain 25 points to spend on Strength and/or Warfare as you see fit.

Blackfire. You gain blackfire and can direct is as elemental would. It is cold and heavily necrotic.

Titan’s Fury. You gain a new rage. While in this rage you can control the elements to an extent even to the point that you can hurl lightning and bring storms. You are invulnerable and take no damage of any kind while in the rage and as in other furies, your Strength and Warfare are greatly increased.

Bard
Basic Path 50 Points.
Attributes: Psyche and Endurance.
Tied to the Music. You can play any instrument better than even the best master. It is magic and can produce a number of unusual effects, the most basic of which are illusions.  Also, no matter where you play, you can, if you desire, have a phantom orchestra back you so that, even though you are the only person playing music, it sounds as though it is a full song with as much or as little instrumentation following you as you like. You can use your music to travel, opening shortcuts through reality with it. Should you need, you can even use it to summon lightning, or use it for other magical attack much like a mage.

Enchanted Voice. Your voice is incredible and you can use it to charm or enchant people, as well as using it to speak or sing for an audience. If you sing with your music, you can enhance your illusions and empower other spells. You can also bark out a sonic blast that does a great deal of damage in a wide range.

Bardic Knowledge. You have a great wealth of knowledge from your travels. This will allow you make a knowledge check where others might not be able to, or lower a DC for a knowledge check.

The Harmonies. You can listen to the music of the Universe and find a path through things. This essentially allows you to ask a question and get an idea of the answer from listening to the music. It requires a bit of concentration and meditation, so it’s not something you can do on the fly. This also allows you to hear “heartsongs”, literally the music that represents a person. Playing someone’s song to them can have a number of effects, but generally if you just listen it does nothing to the subject and only allows you to glean a bit about their past, guess at their future and sort of see their current mood.

Subvert Emotions. With a bit of music so quiet it’s nearly undetectable, you can manipulate emotions around you. You can insight passion, raise or lower an emotion already showing, and more. This is subtle and may require a DC to succeed. Your success could also depend on the other person’s psyche. With practice and patience, this can also be used to compel people.

Likeable Fellow. You are looked upon favorably nearly everywhere you go, and people will generally treat you with respect and a good attitude. This could get you discounts, calm tense situations, and helps you to bluff your way out of a situation or be the diplomat if needed.

Advanced Bard
75 points.
Living Music. You are now a living piece of the music. You no longer need an instrument or even to sing to bring music forth. It is your blood and you are as tied to it as it is to you. Your spells are more powerful and you can instantly teleport with the music now as well as produce even more amazing magical effects and attacks.

History’s Call. You can now summon ghostly armies from great past wars and histories to your aid. The number you can summon at one time is determined by your Psyche and Endurance. They do not last a terribly long time, but should last long enough. They take a bit of time to summon as well.

Song of the Ancients. You know the secret songs of the past, those songs which were not songs, but great spells. You can cast amazing magical spells and effects with your magic on par with even the best mages.

God Voice. Your voice is now not only one of your best qualities, but a powerful weapon. You have the voice of God, and you may occasionally, and with a bit of luck, say something and make it reality. You must use this last ability sparingly and very carefully as it can backfire.

Budo
Basic Path 50 points.
Attributes: Psyche, Endurance, Warfare.
Chi Magic. You have limited magical ability in the form of magic scrolls that you prepare. They can have a number of effects but are not as powerful as other forms of magic. 

Tarot Reading. You can do a tarot reading to try and understand things. This can come in many forms including actual tarot cards, tea leaf reading, bone tossing, etc.

Energy Manipulation. You can control energy in amazing and fantastic ways. Think Dragonball Z, among other things. You can use it to heal, to channel and attack, etc.
Flight. You can fly. Have fun.

Telekinetics. You can manipulate things with your mind. You have little fine motor control, and you’re not as powerful as a Psion, but you can hold your own.

Spirit Step. You can walk through realms easily “teleporting” anywhere on the same plane you happen to be on. You cannot travel to other planes though you can take others with you.

Advanced
75 points.
Planeswalk. You can travel to other planes now in great steps using your Spirit Step. You can still take people with you, but this is slightly more dangerous.

Instant Transmission. You instantly teleport wherever you want to go, even if it is on a different plane. You cannot take others with you.

Burning Chi Master. You have learned the secrets of Chi, and can create it now, use it to heal much more swiftly, and control it in new, more powerful and impressive ways. You are now a source of Eternal Chi, and it flows from and to you in great waves.

Master of Chi Magic. You no longer require scrolls for your magic, and simply use Chi to cast what you desire. Your magic is much more potent, though still not as strong as other forms of magic.

Chaos Wizard
Basic Path 75 points.
Attributes: Psyche.
Derangement. You are crazy somehow. It never quite goes away, though you can lower how bad it is if you really try. However, that could lower your abilities. It’s a give and take.

Travelling Through Reality. You can walk through hidden paths in reality taking shortcuts to different parts of the world. You can take other people with you, but you have to be careful not to lose them or take them places that are too crazy for them to tolerate.

Alter Reality. You can have an effect on reality around you such as turning off gravity, walking up walls, making a coin toss or other random event come out the way you desire. This only requires a bit of movement. Once you have the effect you don’t have to keep moving and it will last until you want it to stop.

Affect Probability. You channel chaos to change the world to your desire. This requires a DC. The bigger the change the higher the DC. If you mess up, you get a botch which can do, literally, anything.

Summon Magic and Chaos Bolts. You can use magic like a mage, though it’s very slightly less powerful. You can also simply hurl bits of chaos as attacks that generally do damage, but can have a random effect if you desire. These are meant to be fun and not dangerous and won’t result in a botch and will very very rarely result in anything bad happening.

Personable Chaos. You have a sort of early warning against those who would wish you harm or danger in general. You can also sort of get a feel for a person’s mood, or tell if they’re lying or not.

Fear of the Unknown. People are frightened of a Chaos Wizard. This makes you intimidating.

Advanced
100 points.
Primal Chaos. You are now a living piece of the Chaos, and understand it’s ebbs and flows, currents and tides much more readily. All of your powers are greatly enhanced and you will have, generally, lower DC’s for a lot of your Affect Probability. You can also now infect people with little bits of chaotic madness, giving them visions, making them think they’re on fire, bringing their nightmares to life, etc.

Blink. You can teleport yourself and a small number of people anywhere on the same plane, or to another plane.

Eyes of Chaos. You see how things connect up and can look into the Chaos for better answers.

Warped Reality. Personable Chaos now has a radius around you and can affect other people and things.

Cleric
Basic Path 50 points.
Attributes: Psyche and Warfare.
Blessing of the Light. You gain the ability to channel holy power, using it for combat or healing. You are in the middle of the road with this; not as strong as a Priest, but stronger than a Paladin.

Glorious Warrior. You gain a slight bonus to Warfare, making each point count for slightly more than one point and giving you an advantage in combat against other people.

Speaker for the Gods. Your voice carries power, and can turn undead and evil creatures, as well as be used for small attacks or to try and persuade people or enchant them.

Armor of the Gods. All armor you wear as a particular sheen to it and has extra protection above what it normally would. It also is filled with holy power and can hurt things that hurt you. It is particularly resistant to necrotic damage.

Gift of Devotion. You are immune to fear and charm effects.

True Faith. Your belief grants power to items that you see as holy and can augment your own power should you wear one or have one on your person. For example, if a person without true faith shows a cross to an unholy creature, they will laugh and eat the person. If you show a cross to the same creature, it will cause them pain and shove them back.

Advanced
75 points.
Beacon of Light. You are now charged with holy power. You can burn away magical darkness and all of your holy powers and channeling are much swifter and more powerful. You are not weakened if you travel to planes with an opposite pole to your power, though you do show up on their radars very brightly.

Turn Evil. You can, essentially, outright destroy undead creatures and demonic or evil creatures. Some will be resistant, such as powerful liches, or Lords of Hell, but for the most part, demons, vampire, etc, you can basically obliterate. It may be one at a time or in a bunch. That is determined by your Psyche.

Reign of Angels. You can summon Angels to your aid when you need. You can summon whole armies if you desire. This takes time and they do not last forever.

Godspeed. You can teleport. You can take a small number of people with you. You can travel to other planes with this ability.

Death Knight
Basic Path 75 points.
Attributes: Strength and Warfare.
Haunted Companion. You gain 15 points to create an undead or ghostly minion that follows you and is your servant.

Unholy Blade. You gain 12 points to create a weapon that is bound to you and is a part of your power.
Combo. If you desire you can put the points from Haunted Companion and Unholy blade together and make a shapeshifting creature that is also your weapon.

Dark Pact. You are tied to shadow and can summon and control it to a small extent. For example, you could use the shadows to pull someone to you, or bind them, or send them as a cold attack to devour your foes. This also allows you a small bit of necromancy, so you can summon an undead minion for a time, or control undead that you might have to fight, or explode corpses. You can also spread disease and pestilence, weakening and slowing your foes, making them very ill with blood plagues, and more. This has a limited range and limited effects, but can be quite potent if used correctly.

Path of the Night. You can walk dark pathways to shortcut through the world. You can take people with you, but unless they are a Death knight they will take damage.

Fear of Death. You are very intimidating and have a dark aura. While this has the negative effect of having people generally look down on you, it also has the positive effect of making you more intimidating and more willing to do what you tell them so you don’t obliterate them.

Living Death. Your power has made you something not quite alive and not quite dead. You are cold and do not need to breathe. Shadows will also tend to pull toward you. Since are not technically living, you do not bleed except from very deep and terrible wounds or from very holy and powerful attacks. Additionally, you take much less damage than normal anyway. However, all of this makes you stand out to those who would wish you harm.

Advanced
100 points.
Army of Darkness. You can now control almost any undead or evil creature and you can summon large armies of darkness and undead. You can summon things quickly, but not in great numbers. With a decent Warfare, you could summon 100 undead or demonic minions in an instant, but that would take a lot out of you and it would be difficult to summon more quickly. The longer you take, the better the minions will be and the longer they will last.

Black Gate. You can make a gate to instantly take you to different planes or anywhere on the plane you are on. You can summon things through the gate, but at a slow rate and you can take other people with you easily.

Touch of Death. You are now so cold and so deeply tied to the darkness that even your touch deals damage.

Word of Death. You can, to a great number of things, simply point and say, “Die” and they will. This will not work on everything, and it can affect a large number of things. It will be very ineffective against things like Clerics and other holy warriors. It will not work on things that are already dead.

Dragon Lord
Basic Path 75 points.
Attributes: Psyche.
Dragon Soul. You have a companion dragon. You gain 20 points to create this creature. It is a living part of you, and if it dies, you will suffer greatly. It has one bonus and that is that if you choose to have it shape shift, it gains a special type of shape shifting that allows it to change size to an extent. It can change from a mount large enough to carry you even in flight, to a normal sized human. It cannot become a weapon, charm or other type of inanimate object. You are permanently bonded to this dragon and can communicate telepathically with it, feel its pain, see through its eyes and vice versa. It is very much like you, but will have its own distinct personality and may not always follow your orders or agree with you.

Dragon Blood. You are stronger than more normal people, and more resilient. You are faster, and a bit more intelligent. This also grants you a breath weapon. You can choose whatever type you like, but that is the one you have.

Shape Shifting. As a creature of magic you have the need to hide and you gain basic Shape Shifting for free. To advance your ability you must purchase advanced shape shifting on your own.

Great Mind. You have limited telekinetics and telepathy. You have very little fine motor control with your telekinetics and while you cannot read minds you can easily speak with those who are willing to speak with you mentally.

Bond of Nature. As dragons are natural creatures, you have limited elemental power.

Touch of Magic. You gain touch of magic, however, your magic is as strong as a mage’s.

Advanced
100 points.
Genesis. You are now a full dragon in your own right. You can now bond with your dragon and become one creature with incredible power. You cannot do this permanently, but in short bursts. Even without your companion you are greatly more powerful.

Eternal Bond. Your companion grows in power with you. It has access to secret new powers and abilities. You gain an extra 25 points to empower it further. If you wish, you can grant it actual powers or give it a class. Doing this requires a chat with the GM.

Flight of Dragons. You can summon the 12 Spirits of the Dragon Gods to aid you in battle. They last only a short while, but can be summoned instantly.

Dragon Step. You can now teleport anywhere on the plane you are on or to another plane. You cannot take others with you.

Druid
Basic Path 75 points.
Attributes: Psyche and Endurance or Warfare.
Beastial Forms. You have limited shape shifting, allowing you take on the shapes of different animals or other natural things (such as a treeant). You start out with 12 and can learn more shapes as you grow in power.

Storm Bound. You are bound to the natural power of wind and water, and all those of the storm. You can summon and control lighting, bring torrential rains, booming thunder and more.

Nature’s Bounty. No matter where you are, you are always able to find food and fresh water. You are also an incredible tracker and can find trails that no other person could. Sometimes this will require a DC and you are so good at tracking you may even be able to track someone through different planes and deeper places.

Feral Gifts. You have incredibly heightened senses. You hear things others can’t, can pick of a scent trail and more. You can use your abilities as a lie detector and see if someone is being honest, or, best of all, you can smell fear.

Blessing of Da’oca. You can heal people through natural magic, healing water, or curative natural plants.

Ecomancer. You can control and enhance plants. You can use this power to grow a thicket of brambles that is nearly impossible to pass or have grasping vines entangle your enemies, etc.






Advanced
100 points.
Advanced Shape shifting.  You gain Advanced Shape Shifting for free.

Wild Magic. All your magical abilities are greatly enhanced and you gain natural and wild magic that you shape to your desire, but which are almost always natural in some way. For example a wind storm, or a freezing rain, a lighting storm, etc. This magic is on par with any other magic out there, but not stronger.

Da’oca’s Chosen. You now channel the natural holy power of the Gods and you can heal nearly any wound, perhaps even bring people back from the dead.

Bond of Nature. All natural living things are now at your beck and call. You can summon great swarms of insects or birds, make plants come to life and march, and more. The natural world is your ally.

Elemental
50 points.
Attributes: Strength and Psyche.
Control of Elements. Think Avatar the Last Airbender. You control elements around you, pulling up earth, shaping fire, etc. You must have the element near you. You cannot summon elements. You can use this ability to fly, but you would find it difficult to take anyone with you.

Elemental Conjuration and Manipulation. You can create things easily out of the elements; a bit of earth to meld into a sword, sand to glass, water to ice, etc. You cannot create living things with this, and you must make one reasonable thing from another (metal from rock). The items you create do not have attributes to them unless you pay for them. For example, you can’t make a deadly damage weapon for free with this.

Base Element. You choose one element. You are better with this element and it will always be stronger than the others. You are also completely immune to that particular element. If it is air, you can withstand any cold and will always find air in your lungs. If it is fire, you can swim in lava. If it is earth, you are ageless and take almost no damage like a mountain. If it is water, you can breathe underwater and survive any pressure, and no amount of dark can blind you. You have minor resistances to the other elements, but not as good.

Elemental Movement. This is a teleport power. Only works on the plane you happen to be on. You can take others with you. You do this by sliding through the earth, stepping through fire, stepping through the air, or walking through water. You must come out through the same element in your desired destination.
Elemental Speak. You can communicate through the elements to other people, also seeing through them like a tv or remote viewing. You can leave your voice in a rock for the right circumstances to discharge, etc. 
Gift’s of Nature. You can use your abilities to heal by infusing your ally with pure natural magic. You can purify disease and poison with water, bind mud to flesh to remove a wound, etc. Get creative here. Your healing magic isn’t as powerful as some, but it can still do a lot of good.

Advanced
75 points.
Summoning Elements. You now can summon  and create elements, and no longer have to have them around to use them, channel them, manipulate them, etc. All of your elemental powers are also greatly enhanced and much easier to use.

Plasma and Lightning. You can summon, control, and manipulate plasma and lightning.

Elemental Forms. You can shape shift into elemental forms, becoming a living element.

Travel to Elemental Planes. You can travel to elemental planes. I wouldn’t recommend taking others with you.

Engineer
75 points.
Attributes: Strength and Psyche.
Reduced cost Build. You only pay half points for item creation. You cannot create anything that is sentient or alive with this power yet.

Tinker. You see how things fit together, allowing you tactical ideas, to see how things connect, and gaining a better understanding of people in general. Allows you to more easily determine motives and plans.

Transmutation. You can transmute things, shaping them from one thing to another. With metal, you can turn it into weapons, turn rock into other things, etc. This takes time based on your psyche.

Conjuration. The world is made up of all sorts of things, and you are almost like a replicator from Star Trek, taking elements and forming them into what you need at the time.

Power Source. You can create very powerful sources of energy, such as the arc reactor from Iron Man to power things such as robots and computer and other creations. The sources are natural and non-magical in origin.
Advanced
100 points.
Implants/Bioware.  You can create things to enhance people or things. This requires actual points, but the transfer fee is waved.

AI. You can create sentient robots.

Smithing. You can create weapons and armor out of thin air, almost instantly. They do not last forever and while they have “points” they are not as good as something that was truly created with points.

Enhanced Power Source. You can create power sources and tie various energies to them (such as tying magic to a power source to make it last longer, or make it more powerful.)

Explosive Mind. You can now create explosions with your brain, instead of having to make bombs.

Guardian
Basic Path 75 points.
Attributes: Strength and Warfare.
Soul Weapon. You have a weapon that is a living piece of you. You channel your power through it and it grows in power as you do. You gain 12 points to create this weapon. The weapon gains Limited Shape Shift for free. If you desire, it can be sentient for free, but cannot speak aloud and only in your mind unless you purchase the ability.

Bond of Earth. You are bound to the world you live on and it grants you power. You channel natural energy into attacks.

Runic Empowerment. You can cast small spells that are sort of like power words, but slightly less than touch of the arcane. You can summon fire, cause cold spells, etc. These come from runes that are carved all over your staff and glow when you activate them. They can also be used for basic defense and movement, such as enhancing your jump or raising a quick shield.

Danger Sense. You protect the world and it helps you when it can. Generally this translates to a danger sense, or early warning system, a buzzing in your brain that warns you of impending doom.

Cutting Reality. You can use your weapon to cut a small hole in reality, allowing you to move through the deep places of the world to come out where you desire. You can take a small number of people with you. The opening closes on its own shortly after you use it.

Touch of Flame. You have slightly better Warfare than others, and you burn with a blue fire that carries the memory of all fallen Guardians who have come before you. You can channel it into attacks, but you can only scratch the surface of what it does; grabbing bits of knowledge from those who have come before, enhancing your battle prowess, etc. Limited, but unique.

Advanced
100 points.
Burning Soul. You have mastered your ability and have been granted the totality of the Flame. You can speak with the voices of all the Guardians who have come before you, much like the Avatar state from Last Airbender. Your power is greatly enhanced when in this state, though it does take a bit out of you and you are fatigued for a while after.

Living Weapon. Your weapon bonds further with you, granting you more power. You gain an additional 20 points to enhance it and you have access to special hidden powers.

Eternal Guard. You are the true guardian of the world. You gain touch of magic and a deeper bond with the earth. You can now speak to all natural creatures and to the earth herself.

Bond of the Guardian. You empower your allies. Whenever you fight alongside an ally, they gain power from you, and you in turn are granted more power. When this is done to protect something or someone the bond is stronger and the power greater.

Gunslinger
Attributes: Psyche and Warfare.
50 points.
Weapon of Choice. You have an additional 10 points to make a ranged weapon, or ranged weapons. There are two properties on these weapons that you do not have to pay for, but are part of them anyway: Infinite Ammunition and Ammunition Type. With Ammunition Type, you can change what sort of thing your guns fire. For example, you could have them shoot fire, or ice, or poison, etc.

Deadly Mark. You almost never miss your mark and can even, if you’re very careful and lucky, bend your bullet around corners and other obstacles. You can shoot normal weapons very great distances and almost never miss. Remember, ALMOST never.

Objects in Space. You have excellent special and geometrical recognition. You can make bank shots, ricochet shots, and know pretty much where your enemies are, even if you can’t always see them.

Quick Draw. Your training and skills have made you very fast, almost superhumanly so. You can move and run very fast, as though you have Double Speed from Item Creation.
Sniper’s Calm. With a deep breath in battle, you can speed your mind up to slow time down and take careful, steady shots. This only lasts a few moments, but in action could see you sniping a large number of people.

Eagle Eye. You can easily and clearly see up to 2 miles away without any technological help.

Advanced
75 points.
Legendary Weapons. You gain an additional 20 points to make your weapons legendary.

Unload. You can shoot in massive bursts, sending thousands of bullets out in a spray. Your accuracy is reduced during this, but hell, you’re bound to hit something.

Marked. You can mark on person per round. You can’t miss them, and the bullet will travel unerringly to the spot you mark, even passing through other dimensions to get there.

Dodge This. You are the best of the best, and you know when something is incoming. You are incredibly difficult to hit in any given situation.

Sorcerer/Mage
75 points.
Attributes: Psyche and Endurance.
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.

Natural Magic. You can control the elements to an extent, including plants and weather. Summon a concealing mist, make trees attack your foes, summon fire, water, etc. Basic magic stuff.

Astral Step. You can teleport and teleport a small number of people with you, allowing you travel anywhere on the plane you happen to be on. Cannot go to other realms yet.

Sight of the Magi. You can see magic in the air, tell who’s used magic recently, discern spells, possibly locate people who have traveled through gates, or teleported. Allows you to understand magic rather quickly and helps to dispel things.

Conjuration. Channeling raw magic into something. Higher psyche allows you to make more intricate things and to make things faster. Cannot create living things until advanced. It is assumed that unless you put points into it, the thing has no points so don’t expect to making deadly damage weapons out of thin air.

Advanced
100 points.
Primal Magic. You have a mystic tie to the Primal magic of the Universe. You can call on this when you need to power a spell super charged, or to draw power you don’t have. It can heal you, keep you going, power spells, empower spells, but you must be cautious, cause it can also get away from you, much like a Chaos Wizard botch, or, should you draw too much from it, when you stop drawing, you will die.

Source of Magic. You can control magic on a fundamental level, to the point that you can change a spell someone else is casting, counterspell it automatically, or control the spell they cast and turn it against them. Won’t work all the time. Higher psyche, etc.

Gate. You can now create permanent gates that link one place to another, and travel to other planes and realms. You can also blink instantly to another part of the world you are already in, rather than having to teleport there (which takes a few minutes).

High Compelling and Empowered Conjuration. You can now make things very quickly with conjuration, including living creatures. You can empower them and give them magic abilities of their own, or grant magic abilities to other things. You still must pay full cost for such things. You can also create things that have compelling spells on them, or place magic, compelling or other things on things that have already been created.

Necromancer
Basic Path 50 points.
Attributes: Psyche.
Summon Undead. You can summon and control a small number of basic undead creatures. You can also try to control undead creatures that may be attacking you or other undead creatures.

Necrotic Magic. You can summon and control dark, necrotic energy to use as you see fit, but it is cold and destroys what it touches or empowers undead things.

Fear. You inspire fear and can even spread it like a disease causing your enemies to flee before you.
Bond of Shadow. You are tied to the darkness and can, to a limited extent, control and manipulate shadow.

Shadow Step. You can walk through shadows, essentially teleporting anywhere on the plane you are on. You cannot take others with you.

Syphon of the Lich. You can steal the life essence of your enemies to heal yourself or to power or empower your spells and minions.

Advanced
75 points.
Master of the Night. You are now a necrotic master. All your necrotic powers and minions are incredibly powerful and you can tap into new forms of power. You also gain 20 points. You can use these points to create a permanent undead minion or to add to your stats. It’s your choice.

Black Step. You simply teleport anywhere you desire on this plane or any other. You cannot take others with you.

Army of the Dead. You can easily raise fairly large armies of undead creatures to fight for you. The longer you spend creating them, the better they will be. Your undead creatures fall apart only when you wish them to, or they are destroyed, so you can horde minions if you so desire, but remember, they must feed on the flesh and blood of the living, so the bigger the horde, the more food they will need.

Lich King. You are the master of the undead and can now create a phylactery to hold your soul so you can live on in even an undead body.

Paladin
75 points.
Attributes: Strength and Warfare.
Blessing of the Light. You gain the ability to channel holy power, using it for combat or healing. Though you are strong in your faith, you are not as powerful with the Light as Priests or Clerics.

Holy Weapon. Your righteous cause requires you to fight, and you are granted a weapon that is bonded to you. You gain 15 points to create the weapon.

Danger Sense. You can tell and feel when something intends to harm you. This is better than normal danger sense and will even sense traps, but not always.

Divine Fortitude. You are immune to disease and poisons.

Divine Tactics. You are granted an incredible fighting ability by your charge, and your Warfare is, in essence, doubled.

Holy Regeneration. You recover very quickly from most wounds, even more so than your Endurance would allow.

Bane of Opposition. You deal extra damage to those things that are opposed to your deity. You are stronger against them than other things, sometimes even causing such things to run from you in terror.

Advanced
100 points.
Champion’s Step. You can teleport anywhere on the plane you are on. You cannot take others with you.

Sanctuary. You can teleport to a holy realm, or have your own holy realm. This is a safe haven and wounds are recovered more quickly here and diseases and poisons are dispelled. Allies are welcome here and even those who use dark magics or are otherwise infected by “evil” will be safe and unharmed here.

Exarch. You are now the chosen warrior of your deity. You gain access to their realm, and a 20 point bonus to your holy weapon. You also wield their full might no matter where you are, enhancing your abilities greatly.

Priest
Basic Path 50 points.
Attributes: Psyche and Endurance.
Blessing of the Light. You gain the ability to channel holy power, using it for combat or healing. You are incredibly powerful in your faith and are truly blessed with this power.

Eyes of True Sight. You are immune to illusions and charms and can generally discern lies.

Dispel Magic. You can interrupt and stop spells, and have some resistance to them. This will not work all the time, and against something much stronger than you, it might not work at all.

Magic Barrier. You can create a barrier that protects you from magic. This isn’t all encompassing and can be shattered, but is good for a while unless you’re up against a massive power.

Power of Prayer. You can pray to your deity for guidance, aid, and many other things. Caution should be used in the prayers or your deity may turn from you, or give you something you didn’t want. Generally this is used to find direction or answers to problems that you may have.

Holy Flame. While you are mostly a healer, you are also a righteous warrior for your deity, and when the need arises you can channel a powerful weapon in holy fire. It cleanses your allies of disease and poison, recovers most wounds, and is highly detrimental to undead and evil creatures. It is the most potent form of holy energy.

Advanced
75 points.
Angelic Visage. You are so connected to your deity that you now gain the form of an Angel, gaining holy fire on your weapon, enhancing all your abilities and granting you the ability to fly. You chose the form of your wings, be they feathered, bat like, or even wings of pure flame.

Right Hand of God. You are now bound to your deity and channel their power directly instead of bits of holy power.

Celestial Step. You now step through holy realms to circumvent travel, and can even travel to other planes and take others with you.

Resurrect Dead. You can raise dead allies with your power now. They cannot have been dead for longer than three days total and their body must be complete. If they do not wish to return to life, nothing will happen.

Psion
Basic Path 50 points.
Attributes: Psyche.
Eidetic Memory. You never forget anything. Your brain functions like a computer.

Telepathy. You can read minds carefully, generally only surface thoughts, but with time and effort you can read deeper. You can also connect people psychically, like a mental wireless router and speak telepathically to those you connect and them to each other.

Telekinetics. You can lift things with your brain. Your Psyche becomes your Strength for this. You have exceedingly fine motor control and could, with practice, perform surgery.

Nightmares, Inflicting Pain, and Worse. You can make people live out their nightmares, never waking from them, or tell their brain they’re in pain. You can, if you are good enough, make someone actually bleed by making them think they’re bleeding.
Compelling. You slowly make someone do something you suggest. This can take hours or longer and is a very subtle thing.

Psychic Impression. You can get an idea of who has held an item or something about its past by touching it.

Advanced
75 points.
Vanish from the Mind’s Eye. You literally reach into the minds of those around you and erase yourself from their brains so that they cannot see or hear you. You are still there, but you are, in essence, invisible. You can do this for a small number of people around you. The more people you try to hide from and the more people you try to hide with you, the more difficult it becomes.

Astral Projection/Astral Tendril. You can leave your body with your spirit and travel anywhere as a ghost. Your body is vulnerable while you do this. You can also reach out with telepathic, telekinetic tendrils and search for things. Once something has been found you can pull yourself to the item or pull it to you. If it’s unwilling, you will have to fight to move it.

Touch the Past. Your ability to sense an object’s past is greatly enhanced, allowing you to “step” into the past and watch events happen around it. You can pause, rewind, fast forward, etc.

Sea of Future Events. You can guess rather accurately at future events.

Ranger
Basic Path 50 points.
Attributes: Warfare, Psyche.
Deadly Accuracy. You almost never miss when using a ranged weapon. You automatically deal deadly damage with a ranged weapon and double damage with a bladed weapon.

Tracker. You can hunt even in the densest jungles, most entangled swamps and perhaps even through other dimensions.

Stealth. You can hide practically anywhere, and become nearly invisible.

Animal Speak. You can talk to animals provided they are intelligent enough to speak to you. They are not predisposed to be nice to you.

Ranger’s Call. You can call on nature to aid you in battle. You summon swarms of birds, bugs, panthers, etc. The creature that responds depends on the place you’re in.

Ranger’s Companion. Rangers never stride alone, and whether they have a humanoid or bestial companion, they hunt in pairs. You gain 12 points to create this companion.

Advanced
75 points.
Fade. You can now hide in plain sight, fading away by stepping behind the veil of nature. You can, if you concentrate, make a few others invisible with you.

Strider’s Walk. You can step through nature to travel anywhere in the natural world. You can planes walk as well, but either way, you cannot take other people with you.

Ecomancer. You now have control over plants as well as animals and the forest is your true home and weapon.

Bestial Spirit. You can now control animals who will mostly be willing to serve you anyway. You can take on their aspects as well, augmenting your own power.

Rogue
Basic Path 50 points.
Attributes: Psyche and Endurance.
Stealth. You can turn nearly invisible at will.

Poison. You can coat your weapons in deadly poisons that can have a variety of effects.

Blade Storm. You hurl blades concealed in secret places all about you in a cloud of death.

Shadow Step. You can step behind reality through shadow to teleport short distances or walk further to other parts of the world. You cannot take other people with you.

Rogue’s Luck. You are very lucky, and happy accidents will befall you frequently.

Supernatural Balance. You have amazing reflexes and can balance on almost anything. You are essentially the opposite of clumsy and can tumble, roll, jump, and make any Parkour enthusiast look like a fat Star Wars kid.

Advanced
75 points.
Cloak of Shadows. You vanish, turning completely invisible even in front of people. You can take a small number of people with you.

Shadow Bond. You can manipulate and even create shadow.

Blind Sight. You cannot be blinded, even with magical darkness. Should you be in a place that light doesn’t exist, you can see.

Loaded Dice. Your luck now boarders on the supernatural and spreads to your allies. You can even re-roll a botched roll once. And, once per day, you can call any roll a natural 20.

Summoner
50 points.
Attributes: Psyche and Warfare.
Companion. You create a companion creature that is with you at all times and is bound to you. You get 15 points to create this creature.

Animal Speak. You can talk to animals if they are intelligent enough. This does not mean the creature you are speaking to is predisposed to be nice or helpful. I’d avoid honey badgers.

The Call. You send out a message to creatures that are nearby for aid. It can be aid for combat, travel, knowledge, etc. The creatures who respond are likely to be of a beneficial nature to you should you wish to speak to them.

Spirit Bond and Summoning. You can now capture creatures you’ve defeated and store them in soul stones. You can also find soul stones to summon new creatures. You don’t always have to defeat a creature to put it in a soul stone, you can ask if they are friendly, however many will test you to see if you are worthy of them.

Tracking and Heighted Senses. You are a highly skilled tracker due to your heightened, animalistic senses. You can see very well in almost perfect darkness, smell things like a blood hound, and, should you practice or are very good, you can

Advanced
75 points.
Bestial Form. You can now shape shift into a full creature, or half creatures, taking on wings, gills, claws, fangs, etc, as you need. You do not gain powers or abilities that the creature may have. You will not breathe fire if you turn into a dragon, though you could fly.

Bestial Spirit. You can take on the powers and abilities of animals. You can summon fire from a dragon, water from a kappa (Japanese water spirit that looks like a turtle person), strength of a bear or rhino, etc. These are burst abilities, and will not last long, but long enough to give you an edge in a battle or a quick escape if you need.
Nature Step. You can teleport anywhere in the plane you happen to be on.

The Horde. You can summon massive amounts of creatures to you, teleporting them in if you need to help you.

Guardian Beasts. You can create your own guardian beast, bonding it to you as a secondary companion, or augment your current companion to a new level. Whatever, you have 24 points to augment or create. 

Warlock
75 points.
Attributes: Psyche.
Summon Demonic Companion. 20 free points to one create a permanent demonic companion.

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 loner they will last.

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.

Control of Fel Elements. You can summon hellfire, fire, things of the like.

Fel Step. You teleport like Nightcrawler, stepping through a hell realm, and you can use this quickly, or to travel a great distance. You can take a small number of people with you.

Touch of Magic. You can use basic and generally elemental magic spells with fire and explosive spells working the best for you. They are not as powerful as a sorcerer’s spells.

Advanced
100 points.
Demonic Shift. You can shapeshift into demonic forms, granting you greater magic power, armor, strength, etc, perhaps even wings should you need to fly.

Hell Gate. You can create massive gates of hellfire that will teleport people from one place to another. You can travel to other realms this way. It is not the most pleasant way to travel.

Fel Mastery. You are a master of the Fel, and your power is greatly enhanced. You might even have your own Hell realm and minions.

Demonic Guardian. You gain another 24 points to create a demonic guardian or enhance the demon you already created.
 Warrior
Basic Path 50 points.
Attributes: Warfare and Strength.
Combat Reflexes. You are an incredible soldier. Your Warfare is essentially doubled and you hit with extreme accuracy.

Charge. You can cover great distances very quickly to disorient and attack a foe.

Cleave. Your blows are so strong and accurate, that enemies around you take damage.

Ignore Pain. You “soak” a certain amount of damage like it never happened. You can do this fairly regularly, but there are limits. It can reduce a fatal wound to a non-fatal wound, but only if you haven’t used it a great deal already.

Weapons Master. No matter what weapon you have in your hand, you are a master with it. You deal a minimum of double damage with all your attacks, even if your weapon does not have that bonus. If it has deadly damage, you deal more than deadly damage.

Great Protector. You can “jump” to protect an ally from damage, taking the damage yourself instead. You don’t actually change positions unless you want to cause, hey, magic.

Advanced
75 points.
Victory Rush. As you bathe in the blood of your enemies, it steams and heals your wounds.

Guardian Spirit. You become incredibly tough, your armor is more effective, and it’s much more difficult to hit you. Due to this fact, enemies really hate you and focus their attention on you instead of your squishy friends.

Ancestral Power. You burn with a blue flame as the power of all Warriors who have come before you grant you their strength and battle prowess. This greatly increases your Warfare and Strength for a short time. There are no ill effects when it passes, but you cannot use it often without starting to fatigue.

Battlecry. With a bellow, warriors appear out of the ether from various realms and worlds to join you in battle. There will never be more than 100 warriors that join you, and they will not last long, but they will be exceedingly proficient fighters.

Weaver
Basic Path 50 points.
Attributes: Psyche.
Into the Weave. You see the lines of power that holds all of reality together. You can differentiate between different types of power, where they connect and how they connect. You can use this to create powerful spells, draw energy, heal yourself or allies, and many other things.

Blackout. You can disrupt lines of power that feed people effectively stopping their power for a short time.

Empowerment. You can tie lines of power to yourself or others to enhance their own natural abilities. This takes a bit of time and you must be cautious or you could do damage. The enhancements last for a short amount of time and are not permanent.

Null Zone. For short periods of time you can create a “dead zone” where no power functions, even your own. This does not last long and all spells or magics fizzle within this small area. It is a dangerous thing to do, but can be handy in a pinch.

Follow the Line. You can travel more swiftly by shortcutting down ley lines. You cannot take other people with you. This is an instant teleport.

Reversal. If you are very lucky and quick you can redirect energy directed at you by shoving it down a line of power and back at the enemy who launched it. You can only do this for one thing at a time, and you can, should you choose, juice it up or even slightly alter the spell.

Advanced
75 points.
Power Surge. You are now a part of the weave and can manipulate it safely and with great skill and power. You can permanently tie lines of power to people and items, granting them greater power, but only so many can be safely tied.

Power of the Holy. You can easily channel, direct, and draw upon the primal power of the Light.

Hunger of the Night. You can easily channel, direct and draw upon the primal power of Shadow.
Madness of the Lost. You can now affect probability, and draw, channel and direct the primal powers of Chaos. I would say easily, but no one can channel Chaos easily, not even Sur’Gol.

Wraith
50 points.
Attributes: Psyche and Endurance.
Shadow Control. You can pull shadows and control them much like an elemental. You must have shadows nearby. The shadows are cold and deal necrotic and cold damage. You can make them hard, sharp, etc. Shadows can, so long as you will them, stay real and near you for as long as you concentrate.

Shadow Step. Walking through shadow. This is a shortcut teleport. You can take others with you. They suffer from the cold and fear of the darkness, however. You cannot travel to other planes yet.

Celerity. You are able to speed yourself up and move faster.

Call for Shadow Aid. You call to the creatures that live in the Shadow realm to come to your aid. This may not always be answered.

Whispers in the Dark. You can speak through shadows to other people, or leave messages for others to find. You can also read the surface thoughts of people and you are good at finding their secrets.

Blind Sight. You can see in pitch black darkness. Not even magic darkness can blind you. Should you lose your eyes, you will still be able to “see” although in an entirely different way.

Advanced
75 points.
Shadow Form. You can now turn into living shadow, granting you enhanced power, speed, and shadow control.

Summoning Shadow. You can now summon and even create shadow.

Tie to the Abyss. You are tied directly to the original darkness, the Abyss, and can draw power from it, travel through it, and summon it in small pieces.

Shadow Conjure. You can create things out of living shadow, and make things that are alive. They will almost always be sentient and have a great life span.


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