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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