The Rending of the Rules
Art by JohnSu © 2015
___A T r t L Two-P ar Le t t e r ___ T o tthe G GM This is a collection of House Rules, clarifications, clarifica tions, and modifications for Anima: Beyond Fantasy. The alterations are not perfect, but I believe them to be fair. Although I made several of these rules on my own, the majority of them are the result of group consensus, multi-tiered multi-tiered input, or extravagant inspiration. Many are stolen from foru ms, random documents on the net, and discussions I happened to be privy to. Many were altered after stealing stealing them. If you disagree with any of these rules, or how they've been altered then simply don't use them, or alter them for your own purposes. Some decisions here disagree with official rules. The majority of them are this way intentionally, but some are unintentional. I certainly don't know every single rule in Anima, since many of them are buried in Spanish supplements or within ancient forum logs, or sometimes even hidden in a section no one would think to look in for such rules. You can tell me about these inconsistencies if you like, and I may or may no t change my ways. Either way, I ask you not dismiss this entire document just because it's not official, or not perfect. The official official books and documents are certainly imperfect, but we still love them anyways, no? Lastly, I beg you: Listen to your players. They are the blood of your game. Without them, you are writing a novel for you rself. If they are interested in one of these rules, read about it. Weigh it against the original rules, or what it adds to the system. Don't just dismiss it offhand. In short: make an informed decision, and then stick with it so long as it works for you and your group. Not all groups are created the same, after all. I am not the ruler of o f your game. I probably don't d on't even play in it, but no game should be a tyrannical dictatorship. dictatorship.
T o tthe PPla y er Never assume your GM is is using a houserule just because because you like it, it, or because you use it religiously in every other group you've been in. If you can't find the rule with a page p age number, or an official Anima Studios post backing it up, it's it's a houserule. Ask your your GM if they plan to use these rules, or any non-core rules, and be specific on which ones. If they are unfamiliar with the rules in this text, or any non-core text, explain them, or give them this document so they can read it for themselves. Let them decide. After they make their decision, either trust your GM, speak reasonably until you understand their decision, or don't play. Do. Not. Argue. It's okay to correct a GM if they are contradicting their own rules during the game, or remind them if they're ignoring the rules they've selected to follow. It is not okay to disagree d isagree just because you prefer a different ruleset they decided not to follow. I love these rules, and I use most of them in every game I play, p lay, but I'm not the GM of every game out there. No game is a dictatorship, but that doesn't mean the GM doesn't get to decide on things without putting them to a vote. Offer input, suggestions, comments, critiques, but don't ever put yourself ahead of everyone else at the table. If you want to decide d ecide on the rules of the game, run you r own game.
-Tyr Hawk
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Tyr Hawk If I have missed anyone, I am terribly sorry. My goal is not no t to plagiarize, only to share ideas I found in publicly-availa publicly-available ble spaces. Sometimes I miss a name or an association with a ruleset though. Please message me and I will immediately amend my error. Thank you again to any and all who supported this project, whether directly or indirectly. I couldn’t do it without you. An especially special thank to the artists (who generously let me use u se their incredible work), my players (who let me mercilessly test many of these rules on them), Bear (who introduced me to Anima), and, naturally, my family (who know nothing abou t this, and if they did likely wouldn’t care that much, but who always deserve thanks anyways). And, finally, thank you for downloading do wnloading this and reading this far. Even if you do nothing else, it’s nice to know this caught your attention. Anima, Beyond Fantasy is © 2005 - 2015 2 015 by Anima Project Studio and Edge Entertainment; all artwork is © 2001 - 2015 b y their original creators, all rights reserved.
Ilovecheese1 – Advantages/Disa Advantages/Disadvantages dvantages JA (KilledWithStyle) – Advantages, Alt exp system Kiyoshi Mori - Phonokinesis Korwin – Occult Learning Lia Valenth – Alternate Leveling Lizbeth – Psychic P sychic limitations, Perceptions,
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IN DEX
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Sheele__________ __NORMAL SSUMMONING__ ADDIT IONAL SSHEELE T T YPES Cost Modifications
T ABLE 1: MODIFIED SHEELE T ABLE
3x Zeon cost instead of 10x. Summoning for someone else increases the cost to 5x, but it can be split up to 75/25. In other words, both parties do not have to pay the full cost, but both parties must at least pay some of it. For those paying attention: yes, this means the person with the most Zeon can pay the greater portion of the cost. This change was made to make Sheele summoning viable for nonoptimized summoners and non-mystics alike.
Roll Result
Sheele Type
1-10 Light 11-20 Air 21-30 Essence 31-40 Earth 41-50 Fire 51-60 Illusion 61-70 Water 71-80 Darkness 81-85 Creation 86-90 Destruction 91-100 Player’s Choice* *Not Creation, Destruction, or Necromancy
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_ C CREAT ION ((BRAMINE) _ _ Bramine are manifestations of Creation Magic. Like their Destruction counterpart, the Kalih, Bramine are extremely rare Sheele that appear in the world only once in a while. Their appearance is that of Baho little girls with a pale azure skin and a chakra in the middle o f their forehead, dressed in ceremonial dress of Baho’s scholar chaste. Their demeanor is always very calm. They don’t speak often, but when they do, they do so with great wisdom that defies their appearance. As a general rule, they are loving and caring toward their master, although they tend to relate more like they would as a p arent, then as a child.
Base Attributes: Strength 2, Dexterity 5, Agility 5, Constitution 4, Intelligence 8, Power 9, Willpower 9, Perception 6. Secondary Abilities: Persuasion 30, Magic Appraisal 70, Medicine 60, Science 40, Composure 50, Art 20, Music 20 , Forge 30. Path Level: Creation 20.
Mystical Flight: Bramine have a Mystical Flight value of 4. Lady of Creation: Double Resistance Points of Supernatural
Shields employed by Bramine and Life Points healed by her spells. Below are a list of improvements that a Bramine can take. Unless stated otherwise, each can only be chosen once.
For 5 turns, the Bramine doubles every numeral on Creation spells cast. This effect does not stack with Lady of Creation, but can be further affected from the Reinforce Magic Spell. After u sing this ability, the Bramine becomes unable to cast any spell for 5 turns. Activating this ability consumes 100 Zeon from the Master.
The Bramine gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.
The Bramine grants for a turn a bonus equal to her Power to the Fortitude of an object which Presence is equal or lower than doub le her Presence plus her Power Bonus. Using this ability has a cost of 20 Zeon.
The master of the Bramine doubles all effects of Meditation for Zeon, Ki and Free Psychic Points recovery, as long as she is within the control range.
The Bramine projects an explosion of creation power that overwhelms beings disrupting the natural functions of living beings and the structural integrity of inorganic objects. The Bramine makes an attack with a Range equal to her Willpower in meters against all beings and objects not directly in contact with the Bramine and invisible for all those that are unable to see magic. All targets hit by the attack, ignoring AT, must pass a PhR check against a Difficulty equal to double the Bramine’s Presence plus her Power Bonus. Living beings that fail the check are healed by a number of Life Po ints equal to their Failure Level, objects recover a level of Quality for each 10 points of Failure Level, and structures recover a number of Resistance Points equal to their Failure Level. Living beings, objects and structures that recover more Life Points, Quality Levels or Resistance Points than their maximum suffer the excess as Damage or Quality Level penalties. Creatures recover suffered damage at the rate of Life Points Sacrifice and suffer from an All Action Penalty equal to suffered Damage, recovering at the same rate. Using this ability has a cost of 50 Zeon Points.
The Bramine gets +50 to her Defensive Magic Projection. The Bramine can at will become an incarnation of Creation with a Regeneration Value of 18, regardless of her constitution. Also, she can generate at will an aura with a range in meters equal to her Power Bonus, lasting for one turn. Inside the au ra, all Creation Spells cast by others are considered as cast at one Casting Level higher, while all Destruction Spells cast by others are considered as cast at one Casting Level lower. Activating this form has a cost of 20 Zeon, and the aura costs 20 Zeon per activation.
Anyone in contact with the Bramine is granted a bonus o f +20 to any Defense or Defensive Projection roll he/she makes.
The Bramine makes an attack invisible to all that cannot see magic using her Magic Projection +50. The target of this spell suffers no direct damage if hit, but becomes immediately subject to the effect of a number of Intensities of either Cold, Fire or Electricity equal to the Bramine’s Power Bonus. The number of Intensities is reduced by one for each point of targets AT against the chosen element. This ability has a cost of 250 Zeon.
A target within sight of the Bramine and within 50 meters benefits from a bonus to All Resistances equal to the Bramine’s Presence for a number of turns up to her Power value or until deactivated by the Bramine as a Passive Action. Activating this ability has a cost of 50 Zeon and this ability can only be used on a single target at a time.
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_ DEST RUCT ION ((K ALIH) _ Kalih are pure beings of Destruction Magic. As rare as the Bramine, Kalih only manifested on Gaia extremely few times. Their appearance is that of Baho little girls with a red skin and a chakra in the middle of their forehead, dressed like Baho’s warrior caste. Their demeanor is extremely aggressive toward everyone and everything but their own master, toward which they are overprotective and jealous. They don’t speak often and when they do, they do so with a ferociousness that defies their appearance. They always suggest to enter a fight whenever a situation escalates even the least bit and unless specifically ordered, they never stop to fight unless they’ve reduced to smithereens everything around them except for their allies.
Base Attributes: Strength 4, Dexterity 5, Agility 6, Constitution 3, Intelligence 8, Power 8, Willpower 8, Perception 6. Secondary Abilities: Intimidate 30, Track 30, Animals 20, Magic Appraisal 70, Withstand Pain 50, Feats of Strength 50, Poison 5 0, Trap Lore 20. Path Level: Destruction 20.
Mystical Flight: Kalih have a Mystical Flight value of 4. Lady of Destruction: Double Damage of Attack Spells employed
by Kalih and add +40 to MR Difficulty of spells used by the Kalih.
Below are a list of improvements that a Kalih can take. Unless stated otherwise, each can only be chosen once.
For 5 turns, the Kalih doubles every numeral on Destruction spells cast. This effect does not stack with Lady of Destruction. When using this ability the Kalih enters a Berserk rage where she cannot discern friends from foes with the exception of her master, unless her master passes a Willpower check against a difficulty of 15. Activating this ability consumes 100 Zeon from the Master.
A target within sight of the Kalih and within 50 meters must pass a MR check each turn against double her Presence or suffer Damage equal to Failure Level. If inflicted Damage causes a Critical, the Critical Level is increased by a value equal to double the Kalih’s Willpower Bonus. Activating this ability has a cost of 50 Zeon and this ability can only be used on a single target at a time.
The Kalih gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.
Anyone in contact with the Bramine is granted a bonus o f +20 to any Attack or Offensive Projection roll he/she makes.
The Kalih makes an energy-damaging Thrust attack using her Magic Projection +30 and a Base Damage equal to double her Presence plus her Power Bonus, with an AT modifier equal to half her Willpower value. The attack affects all individuals within a line up to her Presence in meters. This ability has a cost of 200 Zeon.
The Master of the Kalih can always spend 100 Zeon whenever she attacks or uses an Attack spell or ability in order to h ave any Damage she inflicts considered as a Life Points Sacrifice for the purpose of Regeneration.
The Kalih makes an Energy attack against everything within a range equal to her Presence in meters and not directly in contact with her with a Base Damage equal to three times her Presence and, bonus to any Critical inflicted equal to her Presence and an AT modifier equal to -1 per 10 points of her Presence. Using this ability has a cost of 250 Zeon Points.
The Kalih gets +50 to her Offensive Magic Projection.
The Kalih can defend as if employing a Supernatural Shield with a number of Resistance Points equal to 10 times her Presence lasting for a number of turns equal to her Willpower or until broken. Whenever blocking a supernatural attack, the shield completely nullifies it unless the user manages to pass a Power check against a difficulty equal to th e Kalih’s Willpower. Physical Objects blocked by the Destruction Barrier must pass a MR check against a difficulty equal to double the Kalih’s Presence or be immediately destroyed. Using this ability has a cost of 150 Zeon.
The Kalih can at will become an incarnation of Destruction, capable of making 4 Attacks in melee using her Offensive Projection as Attack and her Presence plus Power Bonus as Base Damage. Also, she can generate at will an aura with a range in meters equal to her Power Bo nus lasting for one turn. All Destruction Spells cast by others within the area are considered as cast at one Casting Level higher, while all Creation Spells cast by others within the area are considered as cast at one Casting Level lower. Activating this form has a cost of 50 Zeon, and 10 Zeon per turn to maintain. The aura costs 20 Zeon to activate.
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NECROMANCY ((SHEELIT CH) Sheelitch are horrors which only expert occultists have any knowledge of and, even then, many believe their existence is little more than fantasy. Sheelitch are generated in the extremely rare case that a Sheele survives the death of her master, and are sometimes referred to as Orphan Sheele. These Sheele appear as dark and decayed versions of themselves. For example, a Faren Sheelitch might be surrounded by spectral flames or a Quinn Sheelitch might have some dead dried flowers and plants on their body. The demeanor of Sheelitch is pretty similar to that of their elemental counterpart, but they tend to be more somber and grim. Some Orphan Sheele take on completely new demeanors, however, and are either extremely depressed and grieving or terrifying vengeful spirits that spite all living. Sheelitch often fall into the influence of a Dark Court of a Dullahan, where they somewhat substitute their dead master with the Dullahan himself. In the extremely rare occasion that an Orphan Sheelitch's dead master is reanimated as an Undead or brought back to life, the Sheelitch will immediately reforge the bond with it.
Base Attributes: As Base Sheele, see below. Secondary Abilities: As Base Sheele, see below. Path Level: Necromancy 20.
Mystical Flight: Sheelitch have a Mystical Flight value of 6. Magic Drainers: Whenever a Sheelitch inflicts damage by any
mean on something that holds Zeon (living, undead or even a Zeon Container), she will drain a quantity of Zeon Points equal to the inflicted damage. Orphan: When a Sheele master dies, roll a d100 on a roll of 95+, the Sheele survives, but turns into a Sheelitch. She retains her Level, Presence, Projection, Initiative, Life Points, and Resistances. A Sheelitch MA is equal to that of her master at the moment of death and her Zeon reserve is equal to 10 times her P resence. A Sheelitch must substitute all her Elemental specific Improvements with as many chosen Improvements from the Sheelitch list. Unless an Orphan Sheelitch finds her previous master in Undead form and reforms the bond with it, she cannot gain any more experience. Orphan Sheelitch cannot become Familiars of other Undead creatures than their previous master. If a Sheelitch finds her previous master and reforges the Sheele bond with it, she restarts functioning exactly like a n ormal Sheelitch for all that concerns her attributes. Undead: Sheelitch are considered Undead Creatures, their Soul Form gains the Undead feature for free.
Below is a list of possible improvements that a Sheelitch can take. Unless stated otherwise, each can only be chosen once.
The Sheelitch is granted temporary additional Life Points with which to absorb suffered damage (but not self-inflicted Life Points Sacrifice) equal to double her Presence. The additional Life Points last until completely depleted or until a number of turns equal to the Sheelitch’s Willpower have past. Using this ability has a cost of 50 Zeon.
Any undead in physical contact with the Sheelitch is granted the ability to use a number of Fatigue Points up to their Constitution value, as if they had the Use of Necessary Energy ki ability.
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The Sheelitch makes an Energy Attack invisible to all unable to see spirits using her Magic Projection +50 and a Base Damage equal to double her Presence plus her Power Bonus. If the spell misses the target, it will keep attacking during following turns with the same Initiative of the Sheele and a Predetermined Final Attack value equal to that scored originally by the Sheelitch, until either it strikes the target, the target is erased from existence or the Sheelitch is taken out of combat. This ability has a cost of 150 Zeon.
The Sheelitch must declare the use of this ability before rolling initiative and cannot perform any Active Action during the same turn. When using Dance of The Dead, the Sheelitch forces all Undead creatures (except her master) within 50m to make a MR check against a difficulty equal to twice her Presence plus her Willpower Bonus immediately after Initiative is rolled. Those that fail, are under her control for the full turn. Undeads under the Sheelitch’s control gain an All Action Bonus equal to double her Power Bonus. Using this ability has a cost of 300 Zeon.
The Sheelitch starts howling, affecting every living being within a range equal to her Presence in meters and capable of hearing her. All those affected by this ability must pass an MR check against a difficulty equal to double her Presence or suffer Damage equal to double their Failure Level. Each following turn the Sheelitch keeps using this ability, increase the MR difficulty by 10 and the range b y a number of meters equal to her Presence. Targets that can somehow protect their ears can gain a bonus ranging from +10 to +40 to their MR while resisting to this power. The Sheelitch cannot cast spells while using the Howl of The Bansheele, but she can use her other Sheele abilities and maintain previously cast spells. Using this ability has a cost of 50 Zeon Points plus additional cumulative 10 Zeon Points per turn of use after the first.
The Sheelitch gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.
For 5 turns, the Sheelitch's master gains a +5 MA for the purpose of transferring Zeon to her. The MR difficulty of her spells and abilities also gains a bonus equal to double her Power Bonus. In order to activate this ability, the Sheelitch must Sacrifice 50 Life Points and spend 250 Zeon.
The Sheelitch recovers 10 Life Points per turn regardless of her Regeneration value of 0 as an Undead.
The Sheelitch puts her heart into a container called a Phylactery. She cannot be entirely destroyed by any kind of effect until her phylactery is. If killed, she will reform in the proximity of the phylactery within a day.
The Sheelitch can at will become a semi-transparent Vampiric Shade, with the Immaterial power, although she can touch at will anything. While in this state the Sheelitch can try to drain living beings touched or touching the Sheelitch, which must pass a MR check against a difficulty equal to double her Presence or suffer from a Life Drain equal to their Failure Level. Activating this ability has a cost of 20 Zeon.
______K I SSHEELE______ Because Sheele are Spirits of the Soul, it’s always seemed odd that Sheele are so based in Zeon instead of Ki. O r, at the very least, it’s an interesting hole we sought to fill. So, here’s what we threw in the hole. Hope you enjoy.
Summoning Ki Sheele are summoned through Seals of Invocation instead of the normal summoning/binding route. This means that instead of Zeon, they are maintained through constant burning of Ki. A sacrifice of 1 POW is still necessary. Blood Pact rules apply for each summoning, since each Sheele is unique. Since Sheele come in a wide variety of types, but seals do not, there are two options for required Seals. The original option allows for any type or combination of seals to be used. Sheele type is rolled at random, and so the seals used are unimportant. A more strict GM may want to specify a certain kind of seal, or have someone roll in advance, then determine seals needed from there. An alternate option is to allow for a certain level of decision in the hands of the player. Each Seal should be assigned 3-4 different Sheele types, and then the player can develop the seals fitting the Sheele he wants. Although less random, this style fits nicely into the themes of Ki Summoning over the traditional method. Ki Sheele cannot be familiars, since they are not magically bound.Ki Sheele cannot be summoned for others, mostly because Ki Summoners have no way to b ind summons other than burning Ki per round, and that's not really possible for binding to another person.
Conversions for Ki to Zeon Ki Sheele can be fed Ki to receive Zeon for spells at a 1:10 ratio Ki Accumulations can be converted to MA the same way, but at a 1:5 ratio instead.
T ABLE 2: SUGGESTED ASSIGNMENT OF SEALS Type of Seal
Type of Sheele
Air Water Fire Metal Wood
Air / Illusion / Light / Fire Water / Essence / Air / Darkness Fire / Light / Creation Earth / Destruction / Water Darkness / Essence / Earth / Illusion
Costs The maintenance cost is equal to the Sheele's Level divided by 2, rounded up, in Ki Accumulations. So a Level 3 Sheele would cost 2 Ki Accumulations to maintain. Regardless of Unification rules, start with your highest Ki pool/accumulation and deduct 1 point, then move to the next highest, and so on until the cost is fully paid. Soul Forms drains Presence/10 Ki (Rounded Up, +1 Ki for every greater form, -1 Ki for every improved transformation, minimum 1) per round from the master. If not using Unification of Ki, start by deducting the Ki from the largest pool first, and then from the next highest pool until all pools have been decreased by one, then repeat the process until the cost is paid. Example: John has a Level 4 Ki Sheele, and his base Accumulations are STR 2, AGI 4, DEX 2, CON 1, POW 4, and WP 3. His Sheele would cost him 2 Accumulations to maintain, and so he would deduct one point from AGI and POW (both at 4) in order to maintain his Sheele normally. John is not using Unification of Ki, however, and so he has Ki Pools of 12 STR, 14 AGI, 12 DEX, 11 CON, 14 POW, and 13 WP. His Sheele’s Presence is 45, so it costs 5 Ki to maintain. So h e would start by taking 1 point from AGI and POW, then one from WP, one from STR, and finally one from DEX. He would continue to spend Ki this way every round, though he would eventually be taking from his CON pool when other pools dropped below 11.
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____SOULS O OF G GAÏ A____ The Souls of Gaïa are a special group o f Sheele made from pieces of the world itself. Unlike normal Sheele, they are ancient and powerful, with capabilities beyond what any other Sheele can hope for. These are Sheele who can move between masters, although they must be bestowed upon an owner by a powerful entity. Sheele whose Soul Forms are not just animals, but equipment, vehicles, and even humanoid forms. Over time, these Sheele become unimaginable conduits of bo th strength and skill, and perhaps more. The Souls of Gaïa vary widely based on their current master. While their basic personality often remains constant, their exact nature is influenced by that of their current owner. So, even th ough the Essence Soul of Gaia is typically kind and understanding, if her master is dedicated to war then she might have a firmer kindness to her (also known as 'tough love'). If her master is a more thoughtful person, she might instead tend to overthink things and may worry often. Despite the variations in each, Souls of Gaïa are constant in several ways. Only ONE Soul of Gaïa for each element exists at any given time. No two people in the world can have the same Soul of Gaïa type at the same time. Period. This is because these Sheele are pieces of Gaia, who has each element reflected in her, bu t not each element multiple times. Although the possibility of Sheele with different sexes exists, all Souls of Gaïa are always female. This gender bias is attributed to the nature of Gaïa herself, along with the typical bias that normal Sheele seem to have towards female identity.
Mechanical Considerations In order to create a Soul of Gaïa, a GM should carefully consider many things. A Soul of Gaïa is not simply a companion, they are beings bound to both the planet and the character they pair with. Souls of Gaïa grow and are influenced very powerfully by the nature of their masters, both of them. For this reason, it's recommended a GM get to know the core themes of the character who receives the Soul of Gaïa. I usually ask players for their character's “Nature,” a 2-3 word summary of who they are, and then another for who they dream of being (a.k.a. their “ideal self”). Getting more information than this is always recommended, but this is the bare minimum. Since there is no such thing as 'free power' in Anima, a Soul of Gaïa does require a sacrifice before it can be bound to a character. Instead of being required to sacrifice a point of POW, players are assigned a 1 point Damned Disadvantage that aligns with their Soul of Gaïa. This disadvantage is called “Nature's Wrath,” and provides no Bonus CP. It's simply the cost the player pays. It can never be bo ught off, and by its nature can't be overcome by any spell, ki ability, psychic power, or otherwise. Souls of Gaïa can only be given to natural beings with an INT score of 5 or higher through exceptionally powerful beings, capable of making the link between a mortal's soul, and the heart of Gaïa. For this reason, only Gnosis 40+ beings may create the bond. If a Soul of Gaïa dies, it disappears from its master's side and finds the nearest being capable of bestowing it on a new master (the nearest Gnosis 40+ being). In all other ways (besides the nature of their Soul Forms) they behave like nor mal Sheele. Souls of Gaïa have three tiers to their Soul Fo rms. The basic is only slightly more powerful than a regular Sheele's, but their Grand and True Soul Forms are truly beyond compare. Again, unless otherwise indicated in the description, Souls Forms have no time limit or costs associated with them.
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Weapon, Armor, Beast, or Accessory. Minor, though useful, powers.
Dual Form (Armor + Accessory, Weapon + Beast, etc.). Mega Fo rm (Weapon+, Armor+, etc.). Added option for Mega Form: Spirit (The Soul of Gaia takes on the form of a human-sized woman with full character stats).
Immensely powerful form. Unknown potential. Think Rank 4+ Artifact, or a Gnosis 35/40 being. Unlike normal Sheele, Souls of Gaïa do not have an upkeep cost. Their Souls Forms are, likewise, costless unless specific costs are indicated in their descriptions.
Statistical Differences Because the player is not linked with them as directly, Souls of Gaïa have their own set of statistics (MA, Zeon Pool, etc.) that's calculated normally off of their characteristic scores. Their characteristics are the same as a basic Sheele of their element. They are considered Small beings for the purposes of their characteristics, but the Movement modifier does not affect their flight values. Souls of Gaïa cannot be affected by Mystical Empowerment or the Advantage “Sheele Essence,” but are given two extra improvement points nonetheless. One of their initial improvement points is spent on the Soul Form improvement automatically. No Soul of Gaïa is without a Soul Form. Sorry. The other improvement points, however, may be spent on their normal options, or can be used as CP to buy advantages. You may not choose disadvantages to gain more, but can buy any advantage you like. Souls of Gaïa are considered to naturally possess The Gif and d o not need to spend points to obtain itt. Because some Soul Forms aren't creatures, Greater Form and Improved Powers (the only two improvements appropriate in the first place) will need to be managed carefully. It's recommended the GM keep these potential improvements in mind when designing a Soul of Gaïa. For example: Mana's owner decided to take Greater Form. Each Greater Form brought her one step closer to upgrading Compendium to the 'Advanced' level (so, at max, it would upgrade Compendium to Advanced level), and gave her a choice between two other bonuses each time (so that there would be some kind of visible boost before the big one).
Greater Form should not, even when maxed out, get anywhere close to what's planned for Dual/Mega Form, for example. Because they have no DP to spend, the M agic Projection of the Sheele is 100+(20*Level-1) or the owner's own score, whichever is higher. For this score, Attack, Defense, and Psychic Projection can be used in place of Magic Projection. Example 1: Jinn is a Level 1 Wizard with 130 Magic Projection. His Essence Soul of Gaïa would have 130 Magic Projection. Example 2: Mari is a Level 4 Weaponmaster with 150 Attack and 200 Block. Her Fire Soul of Gaïa would have 160 Offensive Projection (100+20*3), and 200 Defensive Projection (200 > 160).
Beya - Essence - Sword Saint Aescha - Illusion - Utility Powers Aescha is almost exactly what you would expect from an Illusion Sheele. She is a trickster, a bit mysterious, and altogether playful, but like a clown she always seems to be sad. She does not wear a painted face, and her jokes are rarely self-deprecating, but it still seems to be her goal to make others laugh while she stays solemn. If anything can make her smile, no one seems to know.
Aescha’s partner is unable to tell a lie. While she can be complicit with one through remaining still and silent, she cannot utter a lie, or outwardly agree with anything she believes to be a lie in any way. If she tries to, she simply finds that her body won’t respond.
Deck of Many Things. Effects: Casts random Illusion spell on draw. Round d own to nearest Illusion spell (No Free Access). No High or Divine Magic. Contains 500 Zeon to cast spells with. Recovers 50 Zeon per day. Deck of All Things Effects: Same as above, but the user may choose which Path the spell comes from. Access to High Magic, subpaths, and Free Magic granted, but still not Divine. Each subpath is considered its own path if chosen for the roll. If Free Access is chosen, then a second roll must be made with a d12 to determine which of the spells at that level are cast. Contains 5000 Zeon to cast spells with, recovers 500 Zeon per day.
Variable Sword Effects: +5 Quality weapon, can alter forms to any p ure sword, switching forms takes Full Round Action (can defend, but no counter).
Essence Ophiucos Effects: +15 Quality weapon, can alter form to any sword (even mixed class), or multiple swords, instantly. Allows one reroll for any failed attacks or defenses. Can damage energy. Fu nctions the same as normal Ophiucos in combat (besides the listed effects), but outside of combat there is no limit on sword numbers.
Effects:
The ZigZag Coin Effects: A worthless wooden coin which contains incredible power, The ZigZag Coin is thought to be a myth, but has been made real by Aescha in her ascension to power. The coin marks the b earer as Leader of the Zinner people, and anyone at least half Zinner will grant any request to the bearer of the coin, so long as such a request would not endanger their life directly (though indirectly is fine). They may not immediately agree, or even be happy about it, but they will mentally convince themselves that it is the best course of action, even if they haven’t seen the coin. The coin also grants the user and anyone she considers a friend the abilities (but not the penalties) of a pureblooded D’Anjayni. The coin can only convince each Zinner to obey one request per year (though they may still listen and agree to other requests on their own, perhaps even because of what they think of the coin).
Art by JohnSu © 2015
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Cecoa - Air - Selfless Protector
Ennoa - Illusion - Independent Enthusiast Ennoa is the last person you want to meet in a dark alley, and probably the last person you would meet in a dark alley. She's got a dark personality, the sort that broods and bides its time, but she's not evil or mean. There's just something about her that makes her seem like she's about ready to tear your head off at any given moment. Like almost everything about her though, this personality is an illusion. Really, Ennoa is just uncertain about what she wants in life, but would rather people not see her uncertainty. Thus she pretends to be dark and brooding whenever anyone is within earshot, but when alone she just tends to be just a regular girl.
Ennoa's owner is cursed as Cassandra was. People do no t believe what she says is the truth, even when sh e is completely and honestly obvious. If she said “The sky is blue,” for example, people would check to make certain it hadn't turned brown. Mirror wraps Effects: Can freely teleport to defend any attack besides AoE for ally, once per round, and reflect damage at attacker. Only take h alf damage from attack if unable to defend, defendee takes none.
Whirlwind Clothing Effects: Ethereal clothing which grants unlimited defenses at no penalty. It also allows the user to teleport to defend for others, and can even defend against AoE effects at no penalty. If unsuccessful at any defense for someone else, the user takes half damage from the attack. If the attack was an area attack, the user takes full damage instead. In either case, the defendee takes none. Can still reflect damage once per round.
Gale Whisper Effects: Creates a perfect clone of the user, with identical statistics. By working together, the two can perfectly defend against any attack, even one neither can expect. The user can defend against any attack made against anyone within a mile of her location with no penalties, not even surprise or AAPs. The clone acts independently at all times, but whenever the user defends another immediately teleports to the user’s side and can gain an identical counter bonus if she wishes.
Dragon Slug Effects: Standard soul form, but with +1 to its level. User spends ML and 40% of DP per level gained after the basic form. It’s basic form is seen below. Being Between Worlds – Warlock 2 Stats: 6 DEX, 7 STR, 7 CON, 8 INT, 8 WP, 8 PER, 9 AGI, 12 POW Essential Abilities: Gift, Superhuman Characteristics, Gestureless Casting, Unspoken Casting, Improved Innate Magic x3, Magic Blockage, Atrophied Members x2. Powers: Free Movement, AT 3 (Limited AT: Elec), Natural Weapon: Bite. Regular DP Spend: Magic Projection as Attack, Magic Projection as Defense.
Elder Wyrm Effects: Standard Soul Form, but with +3 to its level, +10 to its Gnosis, and several other boosts (size becomes Big, free second Path equal to highest Path). User spends ML and 70 % of DP per level gained. No cost to maintain or transform.
Zburator Effects: The band of ordinary string has the power to grant its bearer access to High and Divine level Illusion spells, though it does not actually increase their Gnosis score. All Illusion spells can be cast without cost to the user, but High Magic can on ly be cast once per day without cost, and Divine magic can only be cast once per month without cost. High and Divine Magic are automatically maintained for 10x their maintenance for free, but only one spell at either level can be maintained at a time. After the allotted time the user may either choose to maintain for another 10, or pays the maintenance cost on her own. The user also is no longer tied to this reality, though they are still considered a natural being. They can flit between the Wake and the Natural world at-will, and any attacks against them must be capable of damaging energy to even have a chance to hit. If the attacks do have the ability to damage energy, the wearer can teleport to the Wake (or out of it) to avoid a successful attack, but must spend a full round action to return afterwards.
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Feria - Water - Curious Chemist
Gaianna - Earth - Sophisticated Psion
Feria is one of the few Souls of Gaia who doesn't understand that humans are not supernatural beings. Despite her Soul Form revealing the truth of things, the truth of humanity's mundane nature has not penetrated her mind, and so she will consistently make comments and suggestions which are wildly inappropriate or impossible for most humans to accomplish. Still, despite this shortcoming she is also one of the kindest of her sisters, and is incredibly patient with her owners, no matter how they behave, because she believes she can see the truth of their actions, which may very well be true.
Feria's owner is addicted to fresh water (no processing, no colors or flavors, no salt, etc.) and must drink at least a gallon of water every day or he suffers a cumulative -10 AAP each day with no maximum.
Mask of Truth Effects: Grants the user the See Supernatural advantage. If the user already possesses the advantage, it grants +50 to Notice and Search instead. The mask also grants +15 MR against illusion effects.
Gaianna is an earthy girl, if you'll pardon the pun. Her personality is permanently set to one of unabashed honesty and mild flirtation. She doesn't see the point in lying, and is honestly very bad at it if even asked to tell the smallest fib. Because she likes to feel close to things and people, it's not uncommon for Gaianna to walk along the ground, even though she has the power of flight, and when not walking she likes to nestle herself against her owner, perhaps sitting on a shoulder or inside a jacket.
Gaianna’s owner forgets things easily. Any attempt by the character to recall information, or to memorize new information, is hampered significantly. This doesn’t mean it is impossible for them to form new memories, only that it will be difficult for them to do so.
Gloves of Foresight Effects: Minor prophecy. Visions come at random when worn, or
can be triggered by sacrificing all but 1 Fatigue Point. Veritas and Aequitas Effects: Veritas is an upgraded form of the Mask of Truth, granting See Supernatural or +100 Notice/Search, along with +50 MR against Illusion Effects, and Radial Vision. Aequitas is a set of robes which grants +100 to any artificing checks, and provides 4 AT against all attack types. It is Full Plate Soft armor for the purposes of stacking effects. Philosopher’s Stone Effects: Allows free creation of Artifacts up to Rank 3 (per the custom ranges in the next chapter, final column of Table 4). Artifacts are made near-instantly, but do take a full-round action inside combat. It can also be used to eliminate the need of up to 1000 Level 1 PP into Higher-Ranked Artifacts. The user also now holds the power to create minor living beings of a level no higher than 5, created through the rules in Chapter 26 of the Core rulebook. Creatures are Beings Between Worlds, and are considered to be magically created, with all the limitations that applies. The only caveat is that while the creature exists the stone loses all other powers, since it must act as the creature’s heart.
The Gypsy Effects: Gaianna becomes a Thief at character level-1 with the Magnus Mundus, even if she does not meet the prerequisites. Fully statted. Can also use Intermediate Foresight. Foresight can be triggered up to once per day for free by reading the fortune of someone else. Can only see own fortune once per month. Gaianna deals tarot cards and reveals fortune. Fortunes are generally vague, b ut reveal several possibilities for the future.
The Eye of Gaia Effects: Replaces the character’s left eye with an eye made of varying crystal. The eye can be used to see as far into the future or past as the character wishes, but only one at a time, and for only one subject at a time. It can also be used to spy on any person, being, or object in the world, giving an exact location, condition, and current actions. The final ability of the eye allows the user to change a single event they see in the past or future. This final ability can only be used once per month. The only caveat is that the being or object’s true name must be kno wn in order for any of these effects to be possible.
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Mana - Light - Prestigious Scholar Mana is a shy, quiet girl who likes to read. She only gets the chance to do so when bound to a person, however, and so isn't as well-read as she'd like to be. She does have access to the knowledge of her former owners whenever she transforms into her soul form, giving her nearlimitless raw data to work from, but she has no ability to choose what data she accesses in this form. This frustrates her to no end, since it means the majority of her knowledge is also tied up and beyond her control to access. Despite her frustrations though, she is reserved, and tends to stay quiet even when she should speak up.
Mana's owner gains mole-like eyes. The more light there is in a place, the more blind they become. On a bright sunny day in summer, their blindness is complete, while at night they have vision equal to what most people would have on the bright day.
Book of Many Minds Effects: As Compendium, cast at Intermediate Level, including upkeep costs. Instead of a single expert, the Book contains multiple experts who will offer multicultural and multitemporal perspectives on the subject. While this may seem like a downgrade, the basic spell makes no mention of what viewpoint the expert will have, and so I consider it an upgrade. May also draw answers with an Art ability at the same degree.
The Council Effects: Acts as above, but at the Arcane Level. The appearance, however, is that of a small quorum of experts who appear in a circle around the user, who can also chat about other subjects than their areas of expertise. The experts are obviously not real, as they seem to b e drawn into the world with ink, but they can interact with the world in minor ways.
Milaa - Fire Pragmatic Protector Milaa is... energetic, to say the least. She is perpetually happy, even when she should really be feeling other emotions. She doesn't get angry. Doesn't care for sadness. And she most certainly doesn't ever feel tired. In her entire history she has only visibly shown one other notable emotion, which is jealousy, and even then only when she sees beings of fire more powerful than herself. Her happiness is tempered and refined, however, in that she has developed happinesses for every occasion. Much like a professional chef might develop a dozen different ways to cook an egg, so too has Milaa developed several dozen levels of happiness.
Milaa's owner always feels cold, even though they are physically very warm. They take twice the amount of damage from attacks based on Cold.
Shield Boost Bangle Effects: Adds one level of Empowered Shields and Defensive Expertise. If either is already maxed, increases the bonus appropriately. May counter once, if possible, with Final Attack of the difference between initial rolls. Attacks on Heat AT. Base Damage 40.
Guardian of Fire Bangle and Salamander Effects: Triple the bangle's effects (adding 3 levels to each). Auto counter remains the same, but base damage increases to 80. Salamander grants anyone it touches a supernatural AT of 4 to all armors, 6 vs Heat, but also causes 5 LP of irresistible burn damage per round to anyone but the owner.
Corona Effects: A shield spell with no zeonic cost that shrinks or grows at
The Perfect Assistant Effects: Mana takes the form of a human woman, a Freelancer of the character’s level. However, she is considered to have Natural Learner in a Field (for 3 CP) in the Intellectual Field, Aptitude in a Field (Intellectual), and she speaks all languages perfectly for free. All of Mana’s Secondary Ability scores are added to her owner’s scores while in this form, but not any other statistics.
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the user's whim. The shield has 10,000 LP, and automatically burns anyone/anything not protected by its effects within the area. Each round increases the intensity of Heat by one degree (not by on e, by one degree), causing appropriate levels of automatic damage which can only be reduced by an MR Check of 180 plus the number of intensities of Heat they're currently suffering minus 10 for each Heat AT they possess (180+Intensities-(10*AT)). The shield regenerates 1000 LP per day once deactivated, but must be deactivated a full 24 hours to recover. If broken, it takes two weeks before it can be used again.
Nialla - Light Defender of Justice One of the most caring of all her incarnations, Nialla is a true light in the world. She is polite, proper, and is seldom without a smile on her face. Despite her regal nature though, she has a hard time speaking without giggling, as though she found her own words funny. She can listen for hours without so much as a smile, but the moment she talks it’s as though she’s been tickled, just a bit.
Nialla’s owner cannot back down from a fight so long as her companions are still in danger. She will stand against impossible odds, or against the lowliest foes, so long as there is a threat against them. This does not imply that she wants to, merely that her body won’t let her do anything else.
Light Shield Effects: Acts as a Full Shield for the purposes of bonuses to Block and Dodge. Allows character to use the Guardian Ars Magnus as though they had purchases it with any ally, up to 100 ft away. If they already purchases the Guardian Ars Magnus, then eliminate the penalty completely. No Init penalty for shield.
Praxa Darkness Master Assassin Praxa is a distant, almost emotionless girl who speaks in a droll monotone voice. What little emotion she does show, oddly, is joy. She enjoys watching people, and she especially enjoys watching others being happy. Quizzically though, the happier the person gets the less she seems to enjoy it, as though h er happiness were a mirror, always showing the opposite of what it sees.
Praxa’s owner loses their sense of touch. Though this means that they don’t feel pain, and therefore no longer need to make Withstand Pain checks, it also means that they are more susceptible to getting accidentally damaged, and so they may accidentally hurt themselves at any moment.
Shadow Needle Effects: Needle automatically returns to hand after hitting target. +5 Quality Needle. Grants basic Nemesis Cancellation effect at random on hit (1-25 Ki, 26-50 Magic, 51-75 Psychic, 76-100 Summoning), but the Cancellation only affects the hit target.
Angel’s Wing Effects: A flurry of 100 feathers made of light
which float around Nialla’s partner. The feathers can each stop one attack, and act as a Full Shield for the purpose of calculating the Block roll used. The user can choose how many feathers they would like to use to attempt to Block an attack, and each additional feather is either an additional chance to block, or a +20 to the Block ability (or a combination of the two). The feathers can be used to block for anyone within line of sight. For area attacks, the same rules apply, but Feathers must be used in groups of 5. Also, instead of countering for damage, the feathers make Medicine checks with a Final Ability calculated exactly like a Counter normally would be, healing the person they defended from existing damage. Unlike normal Medicine Checks, the feathers have no limit on how often th ey can heal. The Feathers regenerate at a rate of one per hour, if all of them are used up, then it takes a week instead.
Grace of Gaia Effects: As the level 94 Peace spell, Peace on Earth cast at the Arcane Level, but the effects are doubled (both MR and radius). Those that manage to pass the MR check must reroll any successful attack once. If the second roll is lower than the first, the attack is considered to have failed. The aura is static, and if the user leaves the area then it immediately drops and cannot be reactivated for 24 hours. The user can purposefully choose to deactivate or forgo the aura, and instead replicate the Angel’s Wing option, but with 500 feathers instead of just 100. All other effects are the same.
Umbral Copy Effects: The character’s shadow comes to life, and both it and the user can produce +10 Quality Needles at-will. The needles cause Greater versions of the Cancellations of the previous form, but still only affect the target and shatter when they do. The Umbral Copy has identical combat statistics to the original user. The Shadow automatically disappears after 50 needles have been used, or after an hour, whichever is longer. The shadow can also be dismissed at will. After it disappears, the Shadow can be recalled at any time so long as it has needles remaining. Needless regenerate at 5 per hour during the period between sunrise and sunset, or 5 per minute after sunset and before sunrise. Shadow of the Titan Effects: The character’s Nemesis abilities all double in effectiveness (or at least those that can), and the Umbral Copy can n ow produce +25 Quality Shadow Needles. It can produce up to 200 needles, and the user can choose which Cancellation they want to apply. Also, unlike normal Nemesis users, they can choose who their Nemesis abilities do and do not affect.
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Rifla - Essence – Freedom/Movement Free to act like what she believes is her core self, Rifla is both selfconfident and overly doting. She sees herself as a mother, and everyone else, especially her owner, is her child. Like any mother, she cares deeply for her children, but like only some she thinks it’s her duty to remind her children of what she considers healthy habits at every possible turn. Oddly though, because of her connection to plants, she believes that plants of any sort shouldn’t be used for anything (so no eating vegetables, no herbal remedies, etc.)
Rifla’s owner is constantly mistaken for a woman. His appearance doesn’t actually change, but no matter what people can’t seem to get it out of their minds that he is a she.
Cloak of Dandelions Effects: Grants Mystic Flight equal to regular movement value. Increases AGI and DEX by 1 while worn. These bonuses apply even if Rifla’s partner does not possess Inhumanity/Zen, but they do not stack with other bonuses above 10 unless the character has Inhumanity/Zen. Effectively, it increases the maximum allowed stat value by o ne for each.
Libertas & Motus Effects: Libertas is a cloak that grants Mystical Flight equal to the user’s regular movement value, increases DEX and AGI by two, and grants the ability to communicate at a very basic level with plants. Motus are a set of boots which allow the user to walk on any natural surface without difficulty (including sheer cliffs of ice, stone buildings, and pools of lava) or damage, and they increase DEX and AGI by 2 as well. The items can be removed and offered to others at their full bonus, or split into up to multiple items with a single facet each. So the original cloak could be split into one cloak that grants flight, another than grants plant communication, and up to four with individual stat bonuses. Even if they are split, all items grant Zen level checks with Agility and Dexterity. Gaia’s Essence Effects: At this stage, Rifla infuses herself with her partner, granting the following boosts. First, the user is granted a movement value of 20, and can move on or through any natural terrain at any speed desired, including the air with an appropriate Mystic Flight value. Secondly, the user doubles his Presence score for the purpose of calculating his resistances. Third, he can communicate with any natural organism, whether plant, animal, or otherwise, and through this communication gains a costless form of the Mundus Ars Magnus. Finally, he is considered to have the Animal Affinity, Charm, and Greater Regeneration advantages. Gaia’s Essence cannot be activated for more than one hour, and recharges after 8 hours.
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Vivena - Air – People's Protector Like the wind, Vivena doesn’t like to stay still. Whenever not in her Soul Form (a form she secretly dislikes), she is constantly fidgeting and pacing, or flitting through the air. She has a surprisingly calm, almost stoic nature though, and very little gives her pause. If asked abou t her nervous energy, she will simply brush aside the question, dismissing it as a mere characteristic, like the color of her owner’s skin.
Vivena’s owner hears a constant rushing a wind in her ears, making it difficult to hear things. Whispers are entirely lost to her, and even normal conversation can be difficult to follow, but loud noises are also less extreme to her, since she’s already used to a dull roar.
Air Buckler Effects: The user can use their Dodge ability as their Block ability without penalty, no init penalty, +10 to Dodge, no bo nus to Block.
Gust Knight Regalia Effects: As above, but the bonus to Dodge increases to +40, and adds a layer of weightless armor that provides 4 AT All, 6 vs Elec. This armor does not count as a penalty layer when stacking.
Tornado Militia Effects: Forms between 5-500 Soldiers made of wind. The soldiers are considered Weaponmasters, and their level is based on how many are formed. At five, they are the commander’s level-1. From 6-15, Level-2. From 16-50, Level-3. From 51-100, Level-4. From 1 01-500, Level-5. All of them are built identically, as described below, and they possess the Ki Abilities Flight and Elimination of Necessities at no MK cost. Weaponmaster – Level X Agility X+1, Constitution X+3, Dexterity X+2, Strength X+2 , Intelligence X-5, Perception X-4, Power X-5, Willpower X-2. Attack – 24% of DP Block – 26% of DP LP Multiples – 50% of DP Ki abilities bought in order (when enough MK is available): Use of Ki, Inhumanity, Presence Extrusion, Aura Extension, Elemental Attack: Air, Zen, Increased Speed, Energy Armor, Armor of Greater Energy, Armor of Arcane Energy,
Wynoa - Air – Master Hunter A more biting form of herself, Wynoa is a snappy gal with a whisper-thin voice. Although in normal conversation she can barely be heard, she is both opinionated and condescending. She is, however, very short-winded when it comes to her opinions, usually only speaking a handful of razor-sharp words before tu rning her attentions to something else.
Wynoa’s partner must eat at least one meal each day made from a natural creature that he has slain himself. If he doesn’t, he suffers a stacking -10 AAP each day. The meals do not have to be freshly-slain or recently-cooked, but they can be no more than one week old.
Wind Spear Effects: No fumbles on Track, Animals, or Navigation. Counts as +5 Lance, +10 against natural Non-humans (but not spirits/elementals). Predator’s Piercer Effects: No fumbles on Track, Animals, Navigation, or any skill in the Athletics field, and eliminates any non-magical penalty to th eir use while outside civilization (towns, cities, buildings of any kind, etc.). The weapon counts as a +15 Lance, or +25 against any non-humanoid (GM is Final Arbiter on what ‘humanoid’ means, but generally should n ever include any non-Natural beings).
Gae Bulg Effects: The ultimate hunting weapon, the Gae Bulg prevents fumbles on any roll associated with hunting, including the entire Athletics and Perceptive fields, along with Attack and Defense. The weapon is considered a +35 Lance which produces automatic criticals, and the user can designate a certain creature to be his target. All creatures of the targets type (i.e. all dragons, all Duk’Zarist) become the wielder’s prey. Against his prey, critical levels are doubled, and the wielder can never be surprised, not even if his initiative score would normally deem it so. The prey choice remains in effect until the hunter decides on a new target, or kills his current one. However, if the hunter chooses a new target without killing the first, he immediately sacrifices half his life points to the weapon.
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_______A r t i c t s s_ ______ ______A N NOT E______ Before we begin discussing revisions to this section, I think it's important to make a distinction anyone reading Prometheum Exxet will notice: there's a difference between the level of powers and the levels of example artifacts. If you take nothing else from this section, please take this. With a quick glance through each of the chapters one can very easily find a very wide variance between Level 5 powers (like +5 to a single characteristic or a single major combat power) and Level 5 artifacts (like the Key of Yggdrasil, which can create or destroy entire cities with a single thought of its user). To ignore a chasm like this is to invite player animosity and even to perpetuate a stereotype that things are loaded against the PCs. Though it could be debated for hours or even years about the whys and hows of managing this, I find it easiest to make a simple split: Powers have Levels, Artifacts have Ranks. An artifact with one Level 5 power is no t immediately Rank 5. After all, one would never put a +25 Longsword next to The Book of the Dead and call them equals. However, an artifact with four to five Level 5 powers is much more likely to be a Rank 4 artifact, maybe even Rank 4+ depending on the powers involved. Most of this document uses “Level” in describing powers, artifacts, and materials. This does not imply anything about Artifact Rank. This is because Rank is subjective and left to the GM after an artifact is completed. While this can make artifact ranking seem arbitrary, GMs are encouraged to use their best judgments using the guidelines found here, on page 34 of Prometheum Exxet, and the plethora of examples in the book.
_____HOW T T O PPP_____ Thanks to the hard work of VoidKnight, we now have a table available with the information from the of ficial artifacts available in Prometheum. You will notice that despite the averages available, the ranges of Artifact PP levels in a given Rank vary greatly. All values are given in Rank 1 PP, converted through the methods described in Prometheum Exxet, page 11. Initial PP values were taken from Appendix III from Prometheum Exxet. The final column is a quick-look guide for Artifact Ranks based on VoidKnight's data and a bit of numberwork. The numbers are wonky because the original data was wonky, and Tyr likes semi-wonky things. Rank 5 Artifacts are not included, since their Power Point values are never described. Typically, if a player or a GM is creating a Rank 5 Artifact, there should be absolutely no question about it being in that category (though if you've put 6000+ PP into a single artifact, it's usually time to call it a day).
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T ABLE 4: ARTIFACT PP DATA Artifact Rank
Official Range
Average
Median
Tyr's Custom Ranges
1
40 - 200
108
100
0-154
1+
80 - 300
201
200
155-279
2
40 - 1640
352
280
280-434
2+
40 -1200
517
420
435-669
3
160 -1760
822
800
670-1254
3+
600 - 4620
1689
1220
1255-2119
4
900 - 5880
2538
2460
2120-3034
4+
2240 - 5900
3535
3890
3035+
ART IFACT S V VS PPRESENCE The Presence rules from Prometheum are a bit of a mess. Not only were the rules never followed by the creators for even half a second (this is an exaggeration, but only a small handful of the pre-made artifacts actually follow their rules, and those can easily be chocked up to rando m chance rather than conscious effort), but they are heavily skewed to make it impossible for anyone to actually make anything besides entire cities into semi-powerful artifacts. With this in mind, the first major change to the artifact creation system is simple, and is as follows: An object can only hold an amount of powers equal to its original presence value (after non-artificed quality bonuses). In other words, a Longsword would be able to hold up to 25 Presence worth of powers. If you forged it into a +5 Longsword, it would have a Presence of 75, and could hold 75 Presence of powers. However, if you added the +5 Combat Quality power to the original Longsword, that power would count towards the 25 limit rather than adding to it. If an object is created as part of the artificing process, it gains +50 Presence above what it would normally have. Example: An Alchemist mixes together dragon's bone, the essence of a city's culture, and a few drops of a mermaid tears to create a Longsword with several powers. Since the Longsword did not exist before the creation process began, the Alchemist could add up to 75 Presence worth of powers to the Longsword.
Instead of all powers of a particular level being worth exactly the same amount of Presence, Presence values for a power are now based off of the PP value of the power. Simply take the value of the PP of a given level, and multiply it by the Conversion Factor. Table 5 shows how the level affects the conversion process, but is no longer the sole factor considered.
T ABLE 5: PP TO PRESENCE CONVERSION
T ABLE 6: PP TO DIFFICULTY CONVERSION
PP Level
Conversion Factor
1
0.1
2
Level of Power
Difficulty Added:PP
Base Difficulty
1
¼:1 PP Cost**
Easy: 40
0.2
2
½:1 PP Cost**
Very Difficult: 140
3
0.3
3
¾:1 PP Cost**
Almost Impossible: 240
4
0.4
4
1:1 PP Cost
Inhuman: 320
5
0.5
5
1.5:1 PP Cost**
Zen: 440
Unaligned
Varies*
N/A
In other words, the amount of Presence a power costs is equal to its PP value, multiplied by it's Level/10. Round any decimals up. Example 1: An Occultist is looking to create an artifact with two powers, Damage Barrier 60 (worth 40 Level 2 PP) and +30 Summoning (worth 20 Level 3 PP). This would mean she would need 8 Presence for the first power (40*0.2), and 6 for the second (20*.3), for a total of 14 Presence. Example 2: A Runesmith is looking to create a much more powerful artifact with +50 to all Intellectual Abilities (40 Level 4), Indestructible (50 Lvl 4), and +25 Armor Quality (50 Level 5). This would require 16+20+25 Presence, or 61 Presence in total.
As you'll notice, this system allows you to fit many more powers into common objects, and I thought this was appropriate. After all, artificing is about making objects into powerful items of legend, not about forcing players to convert entire towns into artifacts if they even want 1 or 2 level 5 powers. The Final Presence of the item is equal to one of the two following options, whichever is higher. 1. The base presence of the item plus all presence from powers and non-artificing quality bonuses (including the P resence bonus from making the item from scratch). 2. The base presence of the item plus the p resence bonus from artificing quality bonuses. Example 1: A +10 Katana imbued with Attack Ability +20 and Armor Destruction AT-2 would have a Final Presence of 40 (Base)+100 (Quality)+8 (Attack+20)+4 (AT-2), or 152 in total. Example 2: A Katana enchanted with Combat Quality +10, Attack +20, and Armor Destruction AT-2 would have a Final Presence of 40 (Base)+100 (Quality Bonus from Power), or 140 instead o f 72, 40 (Base)+20 (Combat Quality)+8 (Attack)+4 (AT-2).
As a final note on this, at some point I'll probably be making much longer notes about Presence in the general Anima universe, because right now it's more than a bit ridiculous. For now, assume all other Presence rules presented in the Core book are valid when approaching this artificing system.
A N NEW LLOOK AT ART IFICING The most major change to artificing is the inclusion of a PP to difficulty check conversion. Since methods like Animism and Runes eschew physical components and therefore PP (as per the rules described later), I found it necessary to balance the system so that players using Occultism or Alchemy don't feel punished for their decisions. The second column of Table 6 is to be used whenever an artifact is being made through either Animism or Runes. The highest level power determines base difficulty for all artificing methods, plus a variable amount for each additional power after that.
*Unaligned powers/drawbacks are considered to be the level of the power they modify, or the final Rank of the artifact if not directly modifying a power. **Round up for any decimals.
This system will, at times, allow a character to insert a higher-level power at a lower cost than the lower-level version. This is being remedied, but call it a gift for now. In case it’s not abundantly clear, those methods still using PP (Alchemy and Occult) do not add difficulty for additional powers. They only add the additional PP costs. The only exceptions to this ru le is when dealing with additional materials, which is discussed for each skill later on in this chapter. Values for base difficulty are modified as noted for different skills in the table below. As an example, this means that someone trying to craft an Artifact with one Level 3 power through Runes would have a base difficulty of 250 (240 for Level 3, +10 for Runes Level 3). Explanations for these modifiers are found in the d escriptions for each skill later in this chapter.
T ABLE 7: SKILL DIFFICULTY MODIFIERS Power Level
Occult
Runes
Alchemy
Animism
1
+0
-10
+0
-10 to +10
2
+10
+0
+0
-20 to +20
3
+20
+10
+0
-30 to +30
4
+10
+20
+0
-40 to +40
5
+0
+20
+40
Special
Every 5 powers, regardless of level or method, increases the base level for difficulty by 1. While an artifact may have any number of low-level powers (within Presence rules), a single artifact may only have a maximum of three level 5 powers. This cap may be ignored b y beings with a Gnosis higher than 35. The table of modifiers from Prometheum Exxet (Table 7: Special Factors, page 15) apply as normal. For clarification, just in case there was any confusion, these modifiers apply to your skill check, no t to the base difficulty. I know this isn't a houserule, but clarification is always important.
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A severed part from a creature may be no larger than 1 step below its original size, and no smaller than 3 steps. Each step down also reduces the chances of finding usable materials by 2. This causes gaps in the chart where no material can be found.
MAT ERIALS & & M MONST ER B BIT S While Runesmiths and Animists no longer need them, PP is still vital to Alchemists and Occultists. However, the current PP system is ridiculous in almost every possible way, and given the handful of examples for obtaining PP it's a wonder anyone h as ever made a single artifact ever. So a new system to determine PP available and gained has been detailed below.
For example, if a character slays a Sphinx (Size: Enormous, Gnosis: 25), then they could choose to carve multiple sections. They could carve the torso, which would count as Big size, but would reduce the finding chance of items to 1-53 for Level 1, 56 -73 for level 2, 76-88 for Level 3, 91-97 for Level 4, and they would no longer be able to find level 5 materials (it is presumed such materials were destroyed in the process of division).
A character can collect raw materials from...
Monsters she has slain
How many sections a creature can be divided into is typically up for the GM to decide for each monster in question, but generally speaking a creature should contain no more than 2 subsections of the size below their original, 4 subsections of the size below that, or 8 subsections of the size below that. This means a Sphinx could be divided into any one of the following options: -1 Enormous piece -2 Big pieces -4 Medium pieces -2 Medium and 4 Small pieces. -Any other combination that does not go over the total
Monsters can typically provide materials up to a maximum level of their (Gnosis-5)/5 (rounded down). However, just as every creature is unique, so are the odds of them actually forming different rare materials. Table 8 below details the odds of obtaining a material with a certain level of PP in a creature with a given Gnosis. For the purposes of providing guidelines, it's also recommended the GM use Table 9 to determine the amount of PP gained. For any systems of PP gain which this method doesn't apply, additional guidelines are given below in their descriptions. GMs may alter these amounts as they see fit, but are reminded that consistency is a good thing. To determine the material found during a search, simply roll a d100 as the character is searching through the monster and consult Table 8.
Carving up beasties ain’t easy. First, you need to find the materials. This must be an invasive search, meaning a minimum of 1 minute must be spent carving up a medium-sized monster in the search for usable parts (like unbroken bones, a crystallized heart, etc). To extract the materials, the player must spend 1 minute per 10 PP, and an extra minute must be spent for each level of the PP found. So, if the character finds an item worth 50 Level 5 PP, this means he must spend the next 10 minutes carefully extracting the item, or he cannot obtain it. Search times change with creature size, but carve times do not. For every size above Medium, double the search time. For every size below medium, halve the time required Yes, this does mean it requires 16 minutes of in-game to search through the remains of a colossal creature, and then up to 9 minutes cutting the item loose. I think that's far more than fair. Creatures of larger sizes than miniscule may be divided into multiple sections that can be carved separately. A roll can be made for each section of the monster, and the time required is cumulative.
Each additional section adds another minute to the total time spent carving, due to the tedious nature of separating things into p roper parts. If dividing the Sphinx into 4 medium pieces, 4 minutes would be added to total carving time.
Higher level creatures are more likely to contain rarer items. For every 2 levels above 10, you can take X out of Level 1 drops, and increase each higher drop by 1 (where X would be the total of the other increases), assuming the creature has a no rmal drop rate in that category. Example: A level 14 Sphinx would have a 1-47 drop rate for Level 1 Materials, 48-69 for Level 2 Materials, 70-86 for Level 3 Materials, 8797 for Level 4, and 98-10 0 for Level 5.
If a character knows the specific material they're looking for, and its location within the creature, several special rules apply: First, reduce the search time by half (because a character looking for a dragon's heart who knows it's in the beast's chest isn't going to search through the entire body looking for it). The time is only reduced by half because one still needs to dig a bit.
T ABLE 8: PP BY GNOSIS Level of PP Gained
Gnosis 09
Gnosis 1014
Gnosis 1519
Gnosis 2024
Gnosis 2529
Gnosis 3039
Gnosis 4049
Gnosis 50+
Level 1 Level 2 Level 3 Level 4 Level 5
100 N/A N/A N/A N/A
1-80 81-100 N/A N/A N/A
1-60 61-80 81-100 N/A N/A
1-40 41-60 61-80 81-100 N/A
1-20 21-40 41-60 61-80 81-100
N/A 1-20 21-40 41-60 61-100
N/A N/A 1-20 21-40 41-100
N/A N/A N/A 1-20 21-100
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Level of PP Gained
Miniscule
Small
Medium
Big/Large
Enormous
Giant
Colossal
Level 1 Level 2 Level 3 Level 4 Level 5
20 10 10 5 5
30 20 10 10 5
40 30 20 10 10
50 40 30 20 10
60 50 40 30 20
70 60 50 40 30
80 70 60 50 40
Secondly, since a character knows exactly what they're looking for, they may not need to roll to determine the level of PP they find. The same character looking for a dragon's heart will expect to gain the same amount of PP at the same level as last time. However, since not all dragons are the same, a GM may still call for a variation roll, used to determine whether the sought-after material is of the same level as the last one obtained. Variation Roll: Roll a d100. A result of of 25 or less means the
material is one level lower on the PP scale (if possible), and a result of 76 or higher means that the material is one level higher (if p ossible).
Items he may destroy Items follow most of the same basic rules as monster materials, but with a few key differences. Firstly, they base their 'carve' rates off of Presence instead of Gnosis. The formula is (Presence-50)/5, rounding down for any decimals. Items can still be broken down into smaller pieces for multiple materials, with the same limits on the minimum size of each piece, but each level below the original size reduces their overall Presence by 50. Size factors remain the same.
As with monster materials, the time required to gather the specific material is reduced to half. Since items are not yet mass-produced, the variation roll described above can be used in the same way, but only if the item was created by a different crafter than the one the Artificer most-recently broke apart.
Breaking Artifacts Any pre-made artifact broken down does not give the normal amount of PP based on size. Instead, the Artificer recovers exactly half of the PP of all the powers combined and then converted to the level which they rolled. Always round down in groups of 5. For example: An Alchemist decides to break down a Jealous Fang (PE 39) which contains two powers (Quality 150 Lvl 2, Poison Boost 50 Lvl 2). Since the artifact's Presence is 115, he consults the second column on the table and rolls a d100. If he rolls a 100, he obtains 100 Level 2 PP (75+25) from the artifact. If he rolled a 16, however, he would convert the Level 2 PP into Level 1 (making it 300 and 100 PP) before cutting it in half, and would get 200 Level 1 PP instead.
Those paying very close attention will notice that it is possible to upconvert large amounts of PP this way as well. However, since increasing the PP level halves it, and because the odds are relatively low for doing so for most objects, I've decided to leave it as is.
This means that if an Enormous item with a Presence of 3 50 is broken into pieces of medium size, the character would only be able to find items as if those pieces were of Presence 250 instead.
There are many ways to get PP. Some are more d angerous than others…
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Beings sacrificed in whole Follow the same rules as outlined in Prometheum Exxet, page 11.
Her own strength Any Artificer (not just those with The Gift) may sacrifice their POW per the rules described in Prometheum Exxet, page 12. The reason for this is because artificing is, in each of the ways described below, a fairly supernatural act in and of itself. Besides that, anyone can create a technique that can sacrifice their characteristics (by investing the necessary MK), so suddenly saying they have no idea how to do so just because it's artifact creation is nonsense.
Out of raw Zeon In theory, all Zeon is created equal. In practice, however, it seems silly that all Zeon should create only Level 1 PP when there are things like Dragon Lines, Mystical zones, Supernatural infections, etc. So, all Zeon is created equal, but Zeon can be concentrated to become more powerful through the following rules. First, a character must have either The Gift or Limited Gift in order to use Zeon as a material component, because the Zeon is drawn from her own reserves. To transfer the Zeon, the character must be in direct physical contact with the object they are empowering. Zeon is transferred at a rate equal to the character's MA. At base level, all PP gained from this transfer are Level 1 PP, however, by burning additional zeon a character can increase the Level of PP she is transferring. The zeon burn necessary is equal to the PP necessary multiplied by 2 for each level above 1. That is to say, Level 4 would be at 2*2*2, or 8x the Zeon which needs to be burned. Example: A sorceress wants to imbue an artifact with +15 Attack, which is a Level 3 effect that costs 20 PP. If she wanted to create this effect with Zeon alone, she would need to spend 20 Zeon for the 20 Level 1 PP, and then burn and additional 80 Zeon (3 is 2 higher than 1; 2*2=4; 4*20=80) for the purpose of raising the level of the PP to 3.
As per the base rules, all effects created through Zeon obtain the Diminishing rule (PE 17), but do not gain the benefit of reduced costs. In case there's any confusion, this process is not affected in any way by the possession of any metamagic spheres except those that directly alter the character's MA. Of special note are the spheres Unlimited Zeon and Transfer Magic, which both have no effect whatsoever in this p rocess. Just in case anyone asks.
Buying Materials Finally, materials may be purchased from shopkeepers or merchants, or even wandering NPCs that might be carrying them, for whatever reason, although the price of these items will vary widely based on h ow valuable the person perceives them to be.
__T HE FFOUR M MET HODS__ When it comes to Artificing, there are four distinct methods of approach. Each of these has certain advantages and drawbacks which may lead a player to choose one over the other when deciding to make an artifact. Below are the descriptions of the four methods, along with a bit about how each might work in a particular game.
Occult/Occultism The Occult skill is the hardest, by far, to differentiate from the other three skills. On the surface, it is a mixture of knowledge (as Alchemy), ritual (as Animism), and often a magical component specific to the practice (as Runes). Although it may be similar to all of these on the surface, Occultism is wild and imprecise in its nature, which is where it sets itself apart. Where an Alchemist might take certain measures of crushed dragon's bone and drops of a dryad's tears, an Occultist might simply wash a dragon's bone with a bottle of dryad's tears and then throw it into the fires of the forge. Where an Animist must say the specific words at the right time, an Occultist might make up words that sound right based on what they've studied, and say them when the words feel as though they need to come out. Essentially, just as the Soul Flow and The Wake are somewhat chaotic forces in the world, defined by dreams and wishes and intangible things, so too is Occultism.
Occult is a mix of both study and previous knowledge. Knowledge builds on knowledge, and with knowledge studying becomes easier making a 'hump' in difficulty. Initially, information is widely available and little effort is required to gain new knowledge, or to remember that knowledge. The deeper an Occultist goes, the more difficult it becomes to figure out exactly what to do until a certain point, after which the erratic nature of Occultism takes hold, where things become increasingly about feeling and interpretation.
Occultism is one of two disciplines where base components are essential to the creation of artifacts (the other being Alchemy). In order to make an artifact of a p articular power level, the character must have all of the PP required for each power they wish to imbue. Higher-ranked PP cannot be modified to provide a power source for lower level powers within Occultism, because Occultists do n ot recognize this need within their practice. However, Occultists with extra materials of a particular level may utilize them in the creation of an artifact to give it a chance of spontaneously increasing its own power. For each additional 25PP of equal level to the power they are meant to modify, the Occultist may roll a d100. On a result of 96-100, the power is upgraded by one degree on the chart it came from with no increase in difficulty. If the upgrade increases the level of the power, only materials of the increased level may increase it again. Example: When trying to imbue a sword with +30 Critical, an Occultist gathers the necessary 80 Level 2 PP. He also already has an additional 100 Level 2 PP, so when p erforming the ritual he rolls a d100 to try an increase the power of the Critical Enhancement. He rolls a 99, and thus the artifact gains +40 Critical instead. If this was the highest-level power, the base difficulty of creating the artifact would still remain at 140 instead of increasing to 240 , but they could not get to +5 0 Critical without 50 Level 3 PP.
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For every additional 75 PP of the same level, an Occultist may attempt the same check, but increases the boost to the effect of the next highest level instantly. If the same Occultist began at +20 Critical, he could spend 75 PP extra Level 2 PP and make the same roll. If he rolled a 96+, the power would jump up to +40, without any increase in difficulty. Regardless of whether the increase succeeds or not, the bonus PP is consumed in the artifact creation process, sacrificed to the random nature of the supernatural forces involved. Since Level 5 powers cannot be increased, every PP of Level 5 material sacrificed provides a +1 to the Occultist's roll to overcome the d ifficulty of making the artifact.
The random variation within Occult makes it somewhat unpredictable in determining what results one will get from any given roll. Because accuracy and precision are less important to an Occultist than to other artificing skills, random effects may occur either within the object being manipulated, or the world around the Artificer. These effects are recommended to be left up to the GM, bu t a general rule of thumb is that the higher the difficulty, the more severe or n umerous the effect(s). For example, an Occultist trying to create a Level 2 artifact may accidentally turn a nearby book into a paper frog, while one trying to sculpt a Level 4 artifact may accidentally trap a nearby soul in the item, giving it that soul's personality.
Runes While some artificing styles rely primarily on materials, Runesmiths rely on symbols etched into the base item. The Runic language is one where each symbol is a word all its own, but putting runic words together doesn't give them meaning. Each word, instead, stands as a possessor of the object into which it is crafted. In other words, the object onto which a rune is crafted is an inherent and unshakable foundation of the runic language. A sword with the rune for 'Bear' etched into it is a Sword of Bear, and anyone reading the runes would say as much. Even if the rune was drawn onto a piece of paper – in order to illustrate it to an apprentice, for example - the paper would become 'a sheet of Bear.' The how of runesmithing depends largely on the item in question, but the most common form is the etching of runes using a specialized chisel or knife. The runesmither must set aside space enough for each rune, making them larger or smaller as needed, since the runes must cover at least 60% of the surface of the item. Each rune must be the same size as every other rune inscribed, regardless of the power difference between them, or else the meaning of the runes falls apart as their supernatural presences clash. Failure to measure out space beforehand is a disastrous error for runesmithers, so many will create complex diagrams on paper to be certain of the space they have available and the precision they will need.
Runes are a language, an alphabet that translates to power. As with any language, the more of it a character acquires the easier it is to pick up new information in that language. The skill, however, is more a matter of manual dexterity than of symbolic knowledge. Therefore, since larger runes require less precision, they require less skill, but the smaller things get (and higher level powers always require smaller runes), the more difficult they must inherently be, as the precision necessary to inscribe the runes in order to maximize power is excruciating; even the tiniest slip in one character may mean the loss of everything.
Carving runes is not the only way to inscribe a rune into an item. It is also possible to carve holes into an item and insert a specialized object called a Runestone. Runestones are made from so lid materials cut into different shapes and sizes. This method is the only one that requires materials. Each Runestone can hold one predetermined power within it, selected at the time of its creation. The difficulty check to make a Runestone is the same as any other runic artifact. Since Runestones are not a part of creating an artifact, but are technically artifacts themselves, inserting them into an artifact requires a separate check from artifact creation of the appropriate crafting skill at 140. Runestones trade power for strength. Cutting out holes to make space for a Runestone reduces the Fortitude of an object by the level of the power it contains, and the Breakage by half that amount, rounded u p. If adding a Runestone would reduce the Fo rtitude to 0 or lower, it cannot be added as the item wouldn't survive the assimilation. A Runestone typically may not be removed from any item it is placed into because of the necessary tactics to make it stay put. GMs that want to allow Runestones to be removed may follow the following guidelines. First, the item the Runestone is being removed from is destroyed completely. Secondly, an ability check of 280 must be made with the appropriate crafting skill to remove the Runestone. Failure means the Runestone is destroyed as well, or damaged beyond use.
Although basic runesmithing requires no components and cannot benefit from their involvement, crafting Runestones does and can. Runestones must be crafted into a hunk of material of equal PP and level to the power they are meant to hold. A failed roll means that the material is either destroyed, or that the rune is misdrawn, making the material useless for any purpose, including other forms of artificing. Runestones do not benefit in any way from additional materials.
As stated in Prometheum, runes are nigh-impossible to conceal. This is not just because of how much of an object they cover, but because runes tend to glow. A rune glows whenever the power it is associated with is active, and therefore the mystical nature of such objects is obvious to even those with little-to-no knowledge of magic or the supernatural. Passive powers like quality bonuses are always considered active, while damage-boosting runes would only be active as the weapon actually strikes. For the purposes of mechanical effects, this means that anyone with the chance to see the object with runes can make a Notice Check with a base difficulty of Difficult for an object the size of a sword when no runes are active, or Moderate if they are. This difficulty goes up for smaller objects (recommended maximum being Absurd for objects like rings) since the runes must be smaller to compensate, and goes down for larger objects (recommended minimum being Easy) since runes will be more noticeable. Difficulty modifiers for the previous situations, and others that may come up like the runes being activated in the middle of an attack (+30), or being activated in a dark room (-30 ), should be applied whenever the GM determines they are appropriate. A success on the check means the character is aware of its magical nature, and then can make a Rune Skill Check to try and read the runes. The difficulty of this check depends on the run es involved, and is determined by the Rank of the Artifact. It is equal to h alf of the base
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difficulty of making a Runic Artifact at a level equal to the Rank, and cannot be made by someone without at least 5 ranks in Runes. For an Artifact with a + Rank (1+, 2+, etc.), add 25 points to the difficulty of the check. Example: A wizard seeing a Runic Bag of Thorns would need to pass a check of 140 to realize that the bag was magical in nature if it was completely inactive. If he succeeds, and h e has bought at least 5 ranks in Runes, he can then make a check with a difficulty of 15 (since Bag of Thorns is a Rank 1 Artifact) to determine the exact nature of the Bag.
Alchemy The most precise and exacting of the artificing styles, Alchemy is a scientific approach that may appear as insanity at times. The majority of the alchemical process involves the gathering of materials, measuring and mixing them precisely, and then doing something a little bit out of the ordinary to make the product work. As described in Prometheum, Alchemy is an amalgam of “chemistry, metallurgy, physics, medicine, astrology, semiotics, mysticism, spiritualism, and art.” While this may appear on the surface to be a wild mash-up of whatever they could find, each piece is essential to the completion of any Alchemical project. Briefly mentioned in the book are the three stages of Alchemy: Nigredo (creation), Albedo (undoing), and Rubedo (reforming). While this is hardly in line with traditional alchemy - which involves differing definitions as well as a fourth component (Citrinitas) - no errata that I've seen has yet corrected this change in terminology and so we will continue to use it. While a deep understanding of each of these is not necessary to make a skill roll in Anima, a more in-depth explanation may be beneficial to those wanting to enhance their roleplaying through vivid description, or for GMs looking to enhance the depth of their world.
Nigredo Creation is the first of the three steps and is something of a misnomer. While creation is implied it is really a transformation that takes place here. Each raw component must be carefully shaped into a new form while retaining its original identity. The disciplines of chemistry, metallurgy, and even medicine take their greatest places here in the creation of powder from bone, or juices from eyes. The somewhat destructive nature of this process is why it holds the n ame Nigredo, Latin for Blackness.
Albedo Undoing is only slightly-more aptly named than its predecessor. Here we see the separation of the basic nature of something into a morerefined component to be used in the final stage. While chemistry is often a key player in this process, it more often involves a combination of mysticism, semiotics, and spiritualism, because an Alchemist is typically separating power from finesse, shadow from substance, which are concepts no mortal science can parse reliably. The Alchemists named this process Albedo, or Whiteness, to align with the 'cleansing' of their materials, separating what is useful from what is not.
Rubedo Reforming is the simplest stage to understand within the alchemical process, but also one of the hardest to execute. Once all the components have been formed properly through Nigredo and Albedo, it is now the Alchemist's job to splice their substances together to form the final product. Here, although again the hard sciences will play their roles in how to apply which materials when, we see the biggest influences from astrology, art, and physics. Many alchemical concoctions require the stars and the planets to be aligned in a certain way, or for the wind to
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roll the materials together on a cold winter morning. The artistic aspect most obviously comes to play in the flair and the creativity of the Alchemist when finalizing the product, as this is the step when most 'signatures' are added. The process derives its name, Rubedo, from Redness, which Alchemists associate with blood, the phoenix, and the philosopher's stone, all of which are sources of life and re-creation.
Alchemy is a science anyone can follow with a little time, the right materials, and a sheet of rules in front of them. In particular, Alchemy follows formulas, and while formulas may become more complex the instructions do not necessarily follow suit. The final jump at the Zen level is due to the mystical and unreliable nature of the components necessary for alchemy at that level. An alchemical formula at Level 5 may require a lightning bolt of a certain magnitude at a particular time during the Rubedo phase, or else all is lost.
In the same way as Occultism, powers require materials of equal level. Unlike Occultists, however, Alchemists can break down h igher level materials into lower level materials through the pro cesses of Nigredo and Albedo. An Alchemist can turn any one material she possesses into two pieces of a lower level material, and those materials can continue to be broken down until they reach Level 1. Alchemy does not guarantee this process, however, only the chance. The difficulty of the Alchemy roll is equal to that of an artifact at the level the material is being broken down to. Example: If an Alchemist wants to take a 30 Level 3 PP material and break it down to Level 2 materials, he would need to make a check of 140, and would receive 60 Level 2 PP if successful.
An Alchemist can also synthesize low level materials into higher level materials through a similar process. By taking t wice the PP in materials of a lower level, he can form a single hunk o f PP of a material of higher level. Like breaking down objects, nothing is guaranteed in alchemy. The difficulty of this roll is equal to the difficulty for an Alchemical Artifact of the level of the material formed. Example: If an Alchemist wants to take 20 Level 3 PP materials and combine them into Level 4 materials, he would need to make a check of 320, and would receive 10 Level 4 PP.
Bonus materials do not affect an Alchemist's chance of success in any way, although they can be used to synthesize higher or lower level materials as described above.
Because Alchemy is a science and it relies heavily on both careful procedure as well as access to materials, an Alchemist cannot perform his craft without both. Per official errata, the creator must have at least basic equipment as an essential requirement, or alchemy is impossible, and the bonuses awarded in Table 7 in the Equipment section are halved. This basic equipment includes an appropriate laboratory, tools for measuring, separating, and combining, as well as a container for the finished product (e.g. the sword being imbued, a bo ttle for holding potions, etc).
Animism While Animism is not its own religion in the world of Anima (or at least not officially), its practices are highly ritualistic and spiritual in nature. Animism in the real world is the belief that all things have a soul, and is known by many different names throughout the world. Anima supports this interpretation in each book with concepts like the Soul
Flow, Presence, and other minor concepts introduced and reinforced throughout. As it relates to artificing, Animism is the manipulation of these souls to imbue objects with power. At its most basic level, this means that Animists are repurposing souls, or fragments thereof, for their work. Because this process entirely forsakes the need for material components and the work that entails, Animists enjoy both a simplification of technique, but also a strictness of form that cannot be altered. The right words must be said at the right times with the right gestures to accomplish anything at all, and a single misspoken word or faulty step can nullify any amount of work or preparation.
Animism is a ritual. As just stated, each use requires precision, timing, and a little bit of faith. The problem, however, is that there's a living aspect to each ritual, and that's the material being used in Animism. Souls are not so malleable as rocks and blood, and each sou l can be classified on a spectrum from willing to hostile which modifies the check in different ways at different levels. The more hostile, the higher the penalty, the more willing, the greater the boon. Souls powerful enough to be classified as Level 5 have special rules, discussed below in Strength of the Spirit. Example: An Animist wants to bind the soul of a particularly powerful demon into a ring, which the demon wants no part of. The Animist wants to extract a Level 4 soul fragment from the demon, but the demon's convictions are strong enough that he imposes a full +40 to difficulty, making the difficulty for the check 360. Were the demon fully willing, the check would only be 280.
Willingness can change between the capture process (described in Raw Materials) and the actual artificing roll. This means that a willing
soul may become hostile, or the other way around, o ver time, thus changing the bonus/penalty to the check.
As stated in the book, each level of each power adds 1 minute of time to the creation process, and suffers no penalties or bonuses for additional time taken. An Animist cannot take less than this amount of time, as the ritual nature doesn't allow for a 'speeding up' o f the process.
Animism doesn't use materials beyond the container for the powers. Instead, it uses souls taken from creatures and items to imbue relics with the same powers as other artificing methods. To clarify, that means an Animist may not use any other source for gaining PP. Not Monster materials, Item materials, sacrificed lives, Zeon, nor sacrificed Power. Animism's soul requirement is unique, and so too is the p rocess of gathering souls for use. Instead of rolling for materials gathered after a monster/creature is slain, an Animist may roll their Animism ability to perform a ritual to capture a piece of the soul before it escapes and returns to the Soul Flow. She can do the same with items she breaks. Souls and soul fragments may not be taken from still-living beings or objects, unless they are capable of giving a Level 5 soul/soul fragment. Because Animists are not searching for randomly-formed parts, they may declare the number and level of PP they want to gather. The base amount of PP earned is equal to the creature's Presence divided by the Level of PP the Animist wishes to acquire, and can n ever be more than the creature's Presence. Items follow these same rules. Maximum level for the PP is still determined by Gnosis (for creatures) and Presence (for objects) per the normal. For simplicity's sake, the base difficulty of the check to capture the soul is the same as that for crafting an artifact of the same level as the soul or soul fragment. The check increases in difficulty at the same rate as usual for every PP above the base amount the Animist wishes to obtain, and can decrease the difficulty if the Animist wants a lower amount than the base would give.
An Animist must declare which level of the soul they wish to capture, and how much PP it is worth before rolling, and a failure means they capture nothing. An Animist can only make this check once per destroyed creature or item. This check is modified by the willingness of the soul in question, as with the rest of the artifact creation process. Pieces of a soul may be lower than that of the entire being if the Animist so wishes, however the maximum level possible is what's used to determine the effects described below in Strength of the Spirit. The Artificer must have a special container known as a Soul Tube to contain each soul, or fragment thereof. Soul Tubes can be b ought for 50 GC each from special vendors, or varying amounts from other folks. They can also be made with a Jewelry check at a difficulty of 1 80. Each Soul Tube can only hold a single soul, or soul fragment. They give the Animist no power over the soul besides containment, and no bo nus to the check except for their necessity in the artificing ritual.
Any soul that might be used in an Animism ritual has a willingness rating to be considered that adjusts difficulty, even if only a portion of the soul is needed. The most compliant souls grant a bonus, voluntarily lowering the difficulty of binding their souls. The souls most o pposed have the opposite effect, fighting the ritual at every step and possibly causing it to fail entirely. Anything powerful enough to p rovide a Level 5 soul, however, has a bit more influence on the process. Firstly, a Level 5 soul can impose the same -40/+40 as a Level 4 soul on the difficulty checks for capture and creation. In addition to the bonus/penalty, if a Level 5 soul or soul fragment is unwilling, but the Animist exceeds the check necessary to make the artifact/capture the soul, the soul can make an MR check with a difficulty equal to 140 plus the amount the Animist's check exceeded the total difficulty of the roll. If successful in this check, the soul breaks free, rupturing the Soul Tube if it is du ring the capture, or destroying the artifact entirely if during creation. Example: The same Animist wants to bind the soul of an even-more powerful demon into a sword. The demon is stubborn enough that he imposes a full +40 to difficulty, making the difficulty for the check 480. The Animist rolls and gets a 500, meaning the ritual is successful on her end, however, the demon is still fighting and so may ma ke an MR check against 160 (140+(500-480=20)=160) to thwart the ritual.
This check can be made once for the initial capture, and once for the creation process. The Soul Tube prevents any other checks from being attempted, no matter the time between capture and use. Souls are both beautiful and excellent artifact fuel.
Tattoos While not their own category of artificing, Mystical Tattoos are their own special subset of artifacts that deserve to be mentioned. Prometheum dedicates about two paragraphs to them (on page 12), most of which I'm not changing, but some limitations need to be made given how much I've changed the rules for artificing, and just in general for even the unchanged rules.
Tattoos can be made through any of the four Artificing skills. I'll leave it to your imagination to figure out how. Tattoos that provide the same bonus, or a bonus of the same type as a second tattoo, do not stack in any way, shape, o r form. Ever. They may only stack with a different type of artifact (like a sword or a ring) if the specific power allows for stacking.
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These penalties apply to both the artificing roll, and the Art/Sleight of Hand roll described below. Tattoos follow the same Presence rules as other artifacts when determining the limits of the number of powers each tattoo can hold. Presence limits for tattoos are found on page 12 o f Prometheum Exxet. Crafting magical essence is not the only component of tattooing. Tattooing also requires either an Art or a Sleight of Hand check with a difficulty based on the size and intricacy of the tattoo. Sleight of Hand checks are one degree of difficulty easier than the checks below would indicate, but they cannot make Masterwork Tattoos, and they lose 10 Presence due to their crude nature.
T ABLE 10: T ATTOO DIFFICULTY Complexity
Simple
Complex
Masterwork
140 (Very 180 (Absurd) Difficult) Large Tattoos Increase DC by one rank (ex. Absurd to Almost Impossible for a Masterwork). Difficulty
Tattoos are recognizable as mystical objects when activated, regardless of the methods used to create them. They follow the same recognition rules as Runes, but cannot be read unless they are made from Runes. They may also be concealed beneath clothing, armor, etc., but when concealed in this way a person may not benefit from the effects of the tattoo. Some GMs and player may find the need to be seen as either deadly , unfair, obscene, or even all three, especially considering the limits already in effect for tattoos. As a reminder, I am not the final arbiter on whether or not my rules work for you, but I recommend imposing an additional difficulty spike for tattoo creation if allowing for tattoos to be used beneath armor or clothing (like tripling the cost in PP instead of just double as PE suggests).
Normal-sized artifact tattoos (those not considered large), are big enough that a person may only fit two per limb (one on the upper part of the limb, one on the lower), one per hand or foot, one on the face, one on the back/top of the head (but only if the head is shaved), and up to 8 on the torso (4 in front, 4 in back). These limitations may change for characters above medium size (usually adding 1 tattoo per slot, but depends very heavily on the dimensions of the character), or characters playing as monster races (which may have more limbs, less limbs, or other oddly-sized body portions). Large tattoos take up the space of two normal tattoos. Combinations between connected areas are allowed to accommodate for interesting tattoos (and because it's only fair, really).
Tattoos require a steady hand, and access to the area being tattooed. Although it should really go without saying, it would be nearly impossible to tattoo your own back, and very, very impossible to do so with the intricacy required for artificing. Therefore, a character may not tattoo their own back (unless they have a spell or more versatile limbs than humans do), suffers a -20 to their check to tattoo their own upper arms or upper legs (due to the difficulty of reaching the back of these limbs), and a -60 to the back of the head without a mirror (reduced to 30 with one, or -20 if using a spell/familiar to see the back of their own head).
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80 (Moderate)
____M ONSTE
A CES____ At GM discretion, remove non-identical but similar powers like: Natural Knowledge of a Path 60 (as opposed to the advantage which only gives 40), P hysical Exemption (Not exactly Elimination of Needs, but close), etc. Remove any additional powers/abilities/etc the GM determines would be either too powerful, too difficult to keep track o f, etc. Or powers that the GM/player would like to live without. This should also include any powers with a Gnosis of 15+ (or 10+, depending on where the GM wants to keep the power level for the campaign). By GM allowance, you may add an additional +5 Gnosis/LA for the purpose of keeping powers. Calculate total DP Spent on remaining Essential Abilities and Powers, including negatives for conditional effects. If a power cannot be directly found in Those Who Walked or the Core, find a similar power and substitute the cost. In the most extreme cases, GMs may rule a DP cost they think is fair. Take the total of the points and divide by 100, rounding to the nearest 100. This is the Level Modifier for the monster race. More lenient GMs may prefer to round down, while official rulings by Anima Studios say round up. Either way, it is recommended that so long as there are powers above a normal human the LA should be no less than one.
Players are always looking for new options when building a character, and though the Nephilim and Lost Souls are all very well and good, it's natural to want even more choices to add more flavor to games, especially if they're taking place outside the typical game setting, or in a different period, or just cause. Some very basic rules for converting (or creating) a playable monster race are as follows.
For pre-generated monsters It might seem odd to start with pre-generated monsters instead of those created from scratch, but using existing examples is always a better first step, I think. It is first very important to eliminate extraneous factors that will automatically be changed by the process of characterization. These include: Characteristic Scores, Class, Resistances, Derived Stats (Attack, Defense, Initiative, Resistances, etc.), Gnosis, Secondary Abilities After that, remove Essential Abilities and Powers that are either identical to ones that normal characters can buy or are superfluous including: The Gift, Superhuman Spiritual Characteristics, Ambidextrous, See Supernatural, etc. Note: In order to be identical, an Essential Ability or Power should read exactly as it does for a human picking up that Ability/Power, or reference an identical Power (e.g. Damage Energy reads “functions the same as Presence Extrusion”). Special Exception: If a race contains Attribute +X, then a Pure Penalty (Racial Terror, Extreme Vulnerability, or Attribute -X (special penalty reserved for balancing Attribute +X), etc.) must be chosen that equals at least half of the cost of total of the Attribute Bonus. This penalty does not grant bonus DP as usual, but rather is simply meant to balance the otherwise unfair advantage b ought with Attribute +X.
From scratch First, determine base Gnosis for the creature. For most GMs, it's recommended they set this at either 10 or 15 given that anything beyond this is often unfair to anyone not playing a custom race. Next, allow the adding of LA to increase the effective Gnosis of the race. For the 1 st LA, increase Gnosis to 20, and then +5 for every LA after that. Note: This Gnosis factor will not be the final Gnosis of the character, but rather the 'effective' Gnosis of the race. A race with 30 Gnosis (+3 LA), for example, would be able to choose Level 30 powers, but would be unable to cast High Magic, or get bonus DP to spend on abilities. Buy powers and essential abilities per the guidelines for pre-made monsters (no identical powers, no buying raw characteristics, no outlawed powers, etc.). Note: Attribute +1/+2/+3 is available under the same guidelines as well. Take the total development points spent and divide by 100, round ing to the nearest 100. Add in the LA for bonus Gnosis. This is the total LA for the monster race. More lenient GMs may prefer to ro und down, and Anima Studios says to round up. Regardless of method, it is recommended that so long as there are powers above a normal human the LA should be no less than one.
Nephilim Nephilim for nearly any race can be made by removing or deeply modifying (usually cutting in half) any obviously non-human p owers (tentacle attacks, metal skin, rubies for eyes), and then giving them an experience modifier equal to their LA +1/+2 (based on GM discretion). There's probably a good method to determine the exp mod using DP costs, but I haven't figured that out yet.
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NEW C COM BA T M M ETHO DS __Alter nate C Combat M Method __ I will admit that I've rarely been happy with how combat plays out in Anima. You roll initiative, you take your turns in order, and then you repeat the process. It's not the worst system ever, but it's d efinitely not really all that realistic when the slowest person in the group gets to react to every action that's presumably already happened within the three second span of a combat turn. Attacks have been resolved, in some cases countered, people have moved and searched and shouted orders. As someone once put it: It doesn't make sense that the fastest character can walk into the middle of a group o f enemies, blow them all away in one move, and then has to stand patiently and watch while they all get back up, walk back over to him, and clobber him to death. I know that because of how being put on the defensive works, it can’t actually happen exactly this way, but it’s similar enough that I want a change. It is with this mindset that I always looked for an alternative way of doing things. I thought of Scion's tick counter (one of the most realistic examples of combat timing that I've seen, even if the combat itself gets ridiculous at higher levels), but that would mean rewriting the entire combat by trading initiative for speed, and then assigning all sorts of nonsense speeds to every action. It was just too much work. Then, a short while ago, I saw something that inspired me which I like to call Reverse Initiative. It’s apparently something which several systems have experimented with over the years, and so now I experiment with it here. Enjoy.
Instead, we move to Mokowanahana, who now gets to declare what he wants to do. Mokowanahana sees Rex going for Tom, and decides that he doesn't want Tom to end up puppy chow, so he declares that he's going to intercept Rex by moving up to him and punching him in the head. Again, no dice are rolled yet. Nothing changes. This process continues up the line until Fido (the character with the highest init) has finally declared his own actions. Once Fido has declared his actions, it is now time for the GM to announce Special Events.
Special Events These are things which affect the way the combat round might play out, but which no one has any control over. For example, the GM could announce here that there is suddenly a loud chiming noise in the background, or that just as things are beginning to get going, the earth begins to fall away. Please Note: Things that happen between rounds don't need to be declared here. Those events should be dealt with between rounds. Special Events are for things that happen in the middle of the combat round, not before everyone begins moving or after they're all done. So if a Magical Darkness sweeps over the area once everyone is done with their turns, don't declare it here. If that same darkness sweeps over the area after everyone has taken their first step, then go ahead and let people know.
Reverse Initiative This process of combat follows the same basic structure as normal combat, but with a significant change to the initiative phase. In sh ort: instead of declaring actions and resolving them for each character in turn, actions are declared in reverse order (from slowest to fastest) during initiative, and then played out in normal order (fastest to slowest) once all actions are declared. A group of three misfits named Tom, Dick, and Mokowanahana all find themselves in personal combat against a group of three wild dogs named Fido, Rex, and OBLIVION, LORD OF THE UNHOLY NIGHT (who we will just call OBLIVION). The battle begins, everyone rolls initiative, and we get the following r esults: Tom: 72. Dick: 108. Mokowanahana: 55. Fido: 150. Rex: 7. OBLIVION: 68. Normally, Fido would declare his actions, make his movements and attacks, and then the turn would pass to Dick to do the same, and on and on until poor Rex finally has his turn. Initiative would be rolled again, the process would repeat ad infinitum until combat ends. In Reverse Initiative, however, what happens is this: Rex is lowest on the initiative count, so he declares his actions first. He decides that he wants to bite Tom, which also means he'll need to make a passive movement to get to Tom. No dice are rolled yet. No movement is actually made.
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Special Events. When you see them, you’ll know.
Changing Your Mind Once the Special Events are taken care of, we make a second sweep. Here, each combatant is able to change their mind about what they want to do based on how everyone has reacted thus far, and the events the GM declared. However, in order to change their actions, they must accept a -25 penalty to any actions changed that turn (to represent them beginning to do whatever it was they originally decided, and then changing their mind because of something else occurring). Again, we go from slowest to fastest, allowing each person the chance to change. As many sweeps as necessary can be done, with a stacking -25 for each change they made, until everyone has either made all of their adjustments for the appropriate penalty, or everyone is settled on their actions.
For sanity's sake, let's say that everyone from the previous exampe is settled on the first initiative pass except for Rex who, seeing Mokowanahana charging for him, decides to do a P ure Defense instead of attacking Tom. He accepts a -25 to his defense (meaning he o nly gets a +5 to his defense instead of a +30), and everyone else, still fine with their decisions, waives their right to change. From here, rolls are quickly made to determine who succeeds in their efforts, and who fails. Rinse. Repeat.
Difficulty
Example Deaths
Routine
Enemy cleaved in two. Enemy explodes.
Easy
Enemy loses limb. Enemy rammed through with a weapon.
Moderate
Enemy suffers impressive hit and collapses. Enemy chokes and falls over.
Difficult
Enemy suffers normal-looking hit and collapses. Enemy falls to knees after coughing a bit.
Absurd
Enemy has heart attack with no outward signs. Enemy simply slumps over.
Almost Impossible
Enemy continues to talk and move despite gaping wound. Enemy slumps over, but seems to catch themselves.
Impossible
Enemy dies from a small needle going through their skull. Completely Paralyzed enemy suffocates.
Inhuman
Enemy killed by microscopic bullet through the heart. Enemy continues fighting for several rounds after seemingly innocuous wound.
Zen
Enemy mind wiped, body animated by dark magics. Enemy not within range of senses.
Shifting Circumstances In the middle of the rolling process, things can happen. I know, surprising, but they allow for changes to b e made, and those changes have unique penalties associated with them. They are as follows.
Because one can't know ahead of time if they're actually going to succeed on a defense and then counter it (one can expect to, but Fumbles do happen), a person can either add the counter to their list of actions (assuming they still have a free attack they did not declare) or trade any of their declared attacks for a counterattack. Both have no cost other than the sacrificed attack action. In short, this is pretty much exactly the same as it always was, I just wanted to be certain there was no confusion.
Sometimes, sh*t happens. Hydras explode out of the ground. Somebody shouts out “He stole my baby!” The Saints really do come marching in. Whatever it is, and whenever the GM decides it happens, it can really mess up your plans. Most of these should already be declared by the GM as Special Events, but perhaps one of them only triggers because your character moved over a particular space or because a key enemy died. In the event this happens, there are two op tions: If the event is large enough that it affects the whole encounter, a new round can begin immediately. If the event is smaller, or the GM just wants to finish the round as-is, a person can take a penalty of -10 for each major change they want to make to their actions. So, if you were originally planning to sp rint down the hallway and axe someone in the head, but now the hallway is full of arrows and lava so you decide it best to just leap back to safety, you would take a total of -10, since you've stopped running down the hall and have decided to leap backwards (1 major change). Note that I do not penalize for no longer attacking, because that action depended on the completion of the first action anyways. If yo u also wanted to attack a new person once you'd leapt to safety, that would be a second major change at another -10 (for a total of -20).
We've all been there. You and your buddy are charging in to doubleteam an enemy. She gets there first, open rolls, completely cleaves the guy in two. What do you do then? For those times, follow the normal rules for Unexpected Events if, and only if, the player can pass a Notice check to realize their target has d ied. Difficulties for this check are presented below on Table 11, along with some example deaths. GM are encouraged to use this table for other things as well, though I don’t know exactly what.
T ABLE 11: NOTICING ENEMY DEATHS
The Expanded Role of Tactics Because I'm always looking for ways to make secondaries useful, Tactics plays a very important role in the Reverse Initiative combat style. Tactics has three basic uses in this system: Players can roll Tactics for themselves to allow for free action changes. At higher levels, this also gives bonuses to all actions by allowing the play to predict his enemy's movements. Consult Table 7 below for roll difficulties and given bonuses. Players can roll Tactics to give others a free change after their roll. This may only be done once per round (not once per sweep), and can only affect a single player at base level. Players can roll Tactics to give the group a bonu s to all actions pertaining to a specific plan during the next round , assuming the plan they announce is followed. Since time in rounds is very limited, players should keep their plans simple. For example, a player might say “Focus on the boss!” or “Everyone get to the high ground!” Plans must include a specific goal, and if they are communicated in a language and method an o pposing force understands, any bonus is negated. Hint: Code words or phrases worked o ut in advance, or secondary languages are excellent resources. For Example: A player decides that the best course of action for the team would be to have everyone get on the roof. His player declares during his turn “Everyone get to the roof!” and then rolls Tactics. Because they are fighting unintelligent bird monsters, he rolls Tactics and receives a 180, giving him a result of Absurd, which gives his party a +30 to Athleticism, Acrobatics, Climb, or other rolls which might aid them in getting to the roof. If he were fighting a group of guards that could understand him, there would be no b onus, since the guards would understand the plan and be able to effectively counter it.
T ABLE 12: T ACTICAL BONUSES
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Difficulty
Self
Other
Group Bonus
Routine
1 free action switch
-
+0
Easy
2 free switches
-
+10
Moderate
3 free switches
One ally
+15
Difficult
4 free switches
-
+20
Very Difficult
5 free switches
Two allies
+25
Absurd
Unlimited free switches
Three allies
+30
Almost Impossible
+10 All Action Bonus
-
+35
Impossible
+20 AAB
Entire party
+40
Inhuman
+30 AAB
-
+45
Zen
+50 AAB
-
+50
_____Social C Combat_____ I know what you're thinking already, and I'd just like to preface this section with the following: Social skills are not mind control. There are actual forms of mind control in this game, very powerful ones that most players have access to after Level 3 or so (and sometimes earlier than that). As they work right now, social skills are certainly closer to mind control than, say, Athleticism or Occult, but social skill rolls are meant to reflect a kind of “Social Combat.” Just like most people don't complain when someone with 400 Attack trounces their character with only 100 Defense, so too should be the result when someone with 400 Persuasion convinces your 6 WP, 5 INT, -25 Composure, 0 Persuasion Whirling Dervish to go and get pizza with the rest of the group. But social skill rolls have an effect on people, and rightly so. Real social encounters are full of nuance, subtlety, stubbornness, and a million other things. Body language and tone say more than words alone, and a single roll to reflect the entirety of a conversation (as some people do it) is a woeful oversimplification of these intricacies. While some GMs will always prefer their social interactions be played out through actual roleplaying (and I honestly don't blame them), there is no point to the entire social skill section of the game if it's never going to be used. More importantly, it's unfair to players with characters who have high social stats to be forced to actually be incredibly social, but not for players with characters who have high Acrobatics to actually do backflips. So in an effort to make the mechanics of Social Combat properly reflect the complexities of actual social interactions, and to make use of a section of the game many people hate to touch, the following system is presented for your use. Please Note: I'm fully aware that Social Combat will never be able to reflect all of the myriad possibilities out there for a conversation. You will notice at times that I simplify things, like convincing groups, like how arguments are made. This is deliberate. We could sit and discuss how systems don't perfectly reflect reality all day long (including the physical combat systems, the secondary ability systems), or such things could be left for the GM to handle. I prefer the latter, so I'm only outlining the basics here. Do with them what you will. Now that that's all out of the way, this should be fun.
The Core of Social Combat At its most basic level, Social Combat is meant to reflect the no rmal combat mechanics of Anima. Players trade attacks, defend as they like, and have special maneuvers they can use in order to fight more effectively. While the physical combat system in Anima takes up vast
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legions of pages, the Social Combat system is a bit more compartmentalized for many reasons, not the least of which being it's difficult to justify, say, a Martial Art that makes you better at talking to people (this isn't Exalted, people). If using no other rules, Social combat can easily be performed using only the things listed immediately below, although we recommend that GMs use the expanded rules presented afterwards. For all intents and purpo ses, the following items translate almost exactly from the core combat rules, with the following minor changes: Attack becomes Persuasion and Intimidation. Block becomes Composure. Dodge becomes Etiquette. Push Aside and Defend Another can b e used in the same ways with the new skills replacing Block and Dodge. They are now called “Divert” and “Interrupt” respectively. On the Offensive/Defensive and Full Attack/Defense function identically, with the new skills used in place of Attack/Block/Dodge. A life points (LP) pool is used, but it is calculated off of WP and POW instead of CON (double the points, double the p owah!). Other modifiers to your Social LP have similarly changed, but their effects remain the same. These will be detailed later. Initiative functions identically, except it is based off of INT and PER instead of DEX and AGI (INT b ecause it represents mental quickness, and PER because it represents the ability to notice openings in conversation). Other modifiers to initiative have similarly changed names, but their effects remain the same. These will be detailed more later. As a result of Initiative, Surprise functions identically as well. Rounds in Social Combat last 1 minute each, to better represent a full exchange of ideas and points. The most major changes to the system are thanks to the nature of conversation vs. physical attacks. Although I could simply list them, From here on out I'll be going through the system in sections to best explain it all in a row. After all, even those systems remaining largely the same will be different in several ways, as noted above. I'll do my best to separate and organize the ideas appropriately, but I apologize if I slip up at times. The first, and most important, difference to the game is that now all classes have a Social Combat limit as well. It is a Primary Limit, like Magic or Psychic powers, and this means that several things have been changed to accommodate. First, Persuasion, Intimidation, Etiquette, and Composure are all dropped from their respective fields, and now count towards a character's Social Combat Limit. They have the same cost they normally would for a given class (So if a class normally has Social: 2 and Vigor: 1, Persuasion, Intimidate, and Etiquette would all cost 2:1, while Composure would only cost 1:1). Right away I can see you looking at Dark Paladins in awe of their newfound social power, but really it's not that much better than it was, and the best has yet to come. Additional class bonuses for new derived stats like Social LP, Social Initiative, and other have been added. These you'll find in the Class Expansions below.
Social LP is a measure of your character's resilience in the face of opposing arguments. This is a mixture of stubbornness, reasoning, beliefs, and (at times), plain old inability to understand the opposing argument (as you'll come to see). Social LP is derived from your WP and POW characteristics in the exact same way as normal LP is from your CON characteristic. Classes also now have a Social LP stat, and can buy Social LP multiples. DP spent on Social LP counts towards the new “Social Combat” Limit. Yes, this means most characters will have a much higher Social LP than they do normal LP. This is because when a battle begins, participants are able to choose how much of their Social LP they want to dedicate to the battle. Players might choose to use a lower amount of Social LP in order to keep the battle short, or because they don't really
believe in the argument they're presenting but want to keep up appearances. The amount they choose will also effect what moods are available to them during the Social Combat. And, finally, a person can choose to invest 0 Social LP if they want. The why of this will come shortly.
Social LP, unlike normal LP, also functions on a spectrum. Going into the negatives on Social LP does not represent the death of an argument, it merely represents a switch in attitudes. Players can keep trying to fight to win control up until they hit a certain LP level where they completely agree with the opposing side. This is best represented here with the Mood Table.
T ABLE 9: T HE MOOD T ABLE Negative Mood
SLP Level
Positive Mood
SLP Level
Unmoving
100% Special
Agreeable
-1% to -100%
Hostile
100% to 75%
Favorable
-50% to -100%
Stubborn
100% to 50%
Encouraging
-75% to -100%
Disagreeable
100% to 1%
Zealous
-100% Special
Neutral
Social LP Regeneration: Social LP recovers at the same Regeneration rates as normal LP, except that its rates are not limited by Gnosis levels, and it is based off of WP+P OW instead of CON. For those with scores that combine above 20, please see the Advanced Regen table at the end of this document.
The Social Combat Round Like normal combat, Social Combat begins with the Initiative roll. Players roll their INT Modifier + PER Modifier + 20 ( to represent a being's basic mental competency not represented by either of those generalized stats) + Class Bonuses (All Classes are assigned a new Social Combat Initiative stat below) + Weapon Speed (yes, there will now be social weapons, ooooh) + Misc Modifiers. Highest initiative goes first, followed by the next highest, and then next, and so on (yes, social combat can happen in groups). Once everyone has had a chance to react, the next round begins with a new initiative.
Surprise Functions the same as normal combat. As a fun addition, the advantage Danger Sense functions for Social Combat as well. Gotta know when people are going to verbally jump you, no?
10% to -10%
This table has some explaining to do. The first thing to note about the mood table is that certain moods are only available at certain Social LP Levels. This means that unless you use at least 50% of your current Social LP, you cannot be Favorable or Stubborn about a subject. That being said, that just because a person is at a certain Social LP Level doesn't mean they're necessarily in a particular mood. A person can choose to utilize 100% of their Social LP, but still only Disagree. Players and GMs must decide how their character feels about a certain subject when they enter into a debate, and then simply make whatever portion of their Social LP they're using a negative value if the agree, or positive if they disagree. I told you this was going to be fun. Although there are people who will disagree with this system, thinking it would be easiest to always be on the negative side so Social LP would always start positive, it's possible for a person to o nly “Agree” with your opinion at first, and then be engaged in social combat to make them want to agree more with your position (getting them to “Favorable” or “Encouraging”). For this reason, it's easier to get used to this method. Another minor note, but just because a character agrees with a position doesn't mean they have to argue for it. Only when a character is put into the “Encouraging” or “Hostile” states are they forced to take up that side of the argument. In short: You can agree with someone, but still argue like you don't, just like in regular combat. The next thing you'll note is the two special columns: Unmoving and Zealotry. These two categories represent a special mood that characters may only enter into with 100% of their Social LP. Along with needing to dedicate 100% of their Social LP to the combat in which they start this way, only certain maneuvers can actually hurt someone in these Moods, thereby knocking them into other Moods. However, a person may only stay in either Zealotry or Unmoving for as many rounds per day as their Willpower stat (in other words, a person with 6 WP can use either of these modes for 6 Rounds per day). After that, even the most stubborn of individuals soften a little bit (especially in a game with Zen Persuasion rolls). Obviously, these Moods are meant to be used in extreme cases only. If you find a player is abusing them, it's recommended that you limit their usage further as you see fit. Also, just to be clear, Zealotry and Unmoving share the same pool of uses.
The heart of social combat is the same as any other combat: someone tries to hit you (with words instead of swords, but it's the same) and you try to not get hurt. While there are some differences in terminology, the general format for Social Combat remains the same, but there are a few key differences. First, there are two different forms of attack now, along with two new forms of defense. Each has its own special benefits and drawbacks. Persuasion is the standard social offense. Persuasion covers all generally peaceful forms of rhetoric. This is where bribery, flattery, logical arguments, and a good deal of anecdotes come to play. A person using Persuasion to win an argument typically inflicts lower amounts of damage, but they have the broadest access to special maneuvers. Intimidation is the other offensive skill. Intimidation covers threats, blackmail, extortion, and other types of coercion. People who intimidate others need not be brutes threatening physical violence, they can be quiet rulers who say things like “You know, the last man who spoke to me in that manner found himself in a rather unfortunate accident in one of the alleyways downtown. I do hope you won't suffer the same fate.” A person using Intimidation tends to inflict more damage per attack, but their repertoire of techniques is limited. Composure is the social equivalent of Block. Composure represents a person's ability to tame their emotions, and to simply shrug off the arguments of an opposing force. In short: it is everything from pretending not to hear an argument, to pig-headedly denying it with an abrupt “No.” Characters using Composure suffer less damage directly from attacks (50% personal damage), but also tend to lose favor when it comes to group debates (150% Favor damage). Etiquette is the social equivalent of Dodge. Etiquette is meant to represent, among other things, a character's ability to politely disagree with a point, or to deflect a social attack from hurting their own arguments. Etiquette safeguards a person in groups most easily (50% Favor damage), but failures on the personal level are punished more harshly than with Composure (150% personal damage). Traditionally, characters exchange blows as they would in normal combat. Someone attacks, their opponent defends, and if they lose their defense they take damage. Counterattacks work identically, and if struck you're put on the defensive. Same boat, same beans.
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In normal Social Combat, where both sides are arguing their points, forfeit is more common than absolute victory. Forfeit may occur at any time during a conversation, whether or not the opposing side has actually been convinced of the arguments presented. However, forfeit means that the loser must accept the arguments outside of the social combat, however begrudgingly. In other words, if you give up, you have to go along with whatever your opponent says, even if you still don't agree. Ties are the second most-common option. If both sides agree to simply drop the issue, or if something should interrupt the argument (say, an actual fight break out), then the argument is considered a tie. Any Mood shifts still remain, at least for a short while, but no one truly wins. Absolute victory only occurs when a person has lost enough Social LP to be put into either Encouraging or Hostile (whichever is their opponent's side). This means that if you suffer enoug h damage to put you above 75% of your total Social LP on the opposite side from w here you began, you lose, and your character now agrees with your opponent's argument from then on, until a significant event comes along to change your mind again. Yes. There is a danger to fighting until the bitter end. Just like death in physical combat, your character can lose their personal opinions if they stay in social combat too long. It's not always a permanent change, as mentioned above, but it's permanent until something significant happens to change your mind again. That significant event should be that: significant. Not brief conversations, not “quiet epiphanies,” but significant events like worldshattering revelations, or another Social Combat with an opponent at least as skilled as the first, or some true character development. You can give up on a Social Combat at any time without real penalty, but if you're going to stick it out then you run the risk of being changed by it.
Additional Mechanics Warrior: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Acrobatic Warrior: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Paladin: Social Limit: 60%, Social LP: 20 per level. Social LP Multiple: 10. Social Initiative: 10 per level. Dark Paladin: Social Limit: 60%, Social LP: 20 per level. Social LP Multiple: 10. Social Initiative: 10 per level. Weaponmaster: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Technician: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Tao: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Ranger: Social Limit: 50%, Social LP: 5 p er level. Social LP Multiple: 20. Social Initiative: 5 per level. Shadow: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Thief: Social Limit: 50%, Social LP: 10 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Assassin: Social Limit: 60%, Social LP: 20 p er level. Social LP Multiple: 10. Social Initiative: 10 per level. Wizard: Social Limit: 50%, Social LP: 15 per level. Social LP Multiple: 15. Social Initiative: 5 per level. Warlock: Social Limit: 50%, Social LP: 10 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Illusionist: Social Limit: 50%, Social LP: 15 per level. Social LP Multiple: 15. Social Initiative: 5 per level. Wizard Mentalist: Social Limit: 60%, Social LP: 15 per level. Social LP Multiple: 20. Social Initiative: 10 per level. Summoner: Social Limit: 50%, Social LP: 10 per level. Social LP Multiple: 20. Social Initiative: 5 per level.
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Warrior Summoner: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Mentalist: Social Limit: 50%, Social LP: 15 per level. Social LP Multiple: 15. Social Initiative: 5 per level. Warrior Mentalist: Social Limit: 50%, Social LP: 10 per level. Social LP Multiple: 20. Social Initiative: 5 per level. Freelancer: Social Limit: 50%, Social LP: 5 per level. Social LP Multiple: 20. Social Initiative: 5 per level.
LOGOS Logos is the bread and butter of arguments. It's logic. It's reasoning and deduction. There's nothing special about Logos, but it's reliable. Damage: 50, Speed: 20, Special: None.
Pathos Pathos is the most hard-hitting method of attack. It's emotion. It's rage and tears. Pathos trades speed and defense for heavy attacks. Damage: 70, Speed: 0, Special: None.
Ethos Ethos is the shield of self. It's credibility. It's believability. It's the most defensive of the attack options, but very useful. Damage: 40, Speed 10, Special: Defense +20.
Threat Threats are, well, threats. Call it what you will, bullying, extortion, being mean, it's all the same in the end. Damage: 100, Speed 0, Special: Intimidation only.
Seduction Seduction is the game for lovers, no? Romance. Flirtation. And don't forget the sultry promises. Yeah. That's Seduction alright. Damage: 20, Speed: 30, Special: Persuasion only.
Ad Hominem An Ad Hominem attack is a personal one. Adding insult to injury, one might say. It's the weakest of attacks, but quick. Damage: 10, Speed 40, Special: +10 Attack for Intimidation.
Flattery Distinct from Seduction in that there's no romance involved. Well, at least not really. It's butt-kissing, plain and simple. Damage: 70, Speed: 20, Special: Deals no Favor damage, Persuasion Only.
Lying What can I say? Some people don't tell the truth. Shocking, I know, but it happens. Lying can be extremely effective, but hurts you if you're caught. Damage: 80, Speed: 20, Special: If defended against, the attacker suffers the damage from their own attack, as though they had been hit by the margin they lost to. This damage cannot bring them below 0 Social LP, but if they are already below that mark then the damage is not limited. Lying can also be used in a quick-and-dirty way outside of Social combat. Instead of dealing with the entire gambit, simply roll an attack vs an opponent's chosen defense. The defender uses their maximum Social LP value, even if they do not have the full value available. If the attack does more than 10% of their total Social LP, they believe the lie (but lose no Social LP).
Ultimatum
The ultimate attack, sort of. Ultimatums are a final declaration. Do this or it's over. Useful for getting p eople out of the extremes, but risky. Damage: 0, Speed: 0, Special: Knocks opponent out of Zealotry/Unmoving on successful attack, so long as that attack would deal at least 10% damage. If the attack doesn't succeed, or if it doesn't inflict the minimum damage, the user is expelled from the social combat. If they are the only combatant on their side, the combat ends in a tie. Engaging a combatant who you have previously delivered an unsuccessful ultimatum to within the last 24 hours grants them a +40 defense against all of your attacks, as you have effectively closed off their mind to your arguments.
spent some time in the area they plan to use for their story (how much is up to the GM). After declaring this maneuver, the character rolls History instead of their normal attack against a character's defense. They attack is resolved normally, and the round continues. So long as they were not struck during the round, the next round ro und they can make the same check with a +20 to their History ability. The next round an additional +20 (for a total of +40). So long as the attacker doesn't lose their right to attack, they can continue accruing bonuses for up to 10 rounds (for a total of +200). At this point the maneuver ends (because stories can only be so long). This maneuver can only be used in conjunction with Persuasion weapons, never Intimidation.
Rumor
Rally the Troops A character may wish to inspire fellow combatants, or simply rely on their natural talent for getting men to follow them into b attle. This maneuver allows a character to roll Leadership against a difficulty of 80+10 for each person on their side of the argument. If they succeed in the roll, they add their level of success to the Social LP of anyone on their side as a “shield.” This maneuver can only be used once per battle by one combatant per group. It cannot cannot be used unless there is at least least one other person on the combatant's side.
I Make This Look Good Sometimes, characters characters rely less on the weight of their argument, and more on how they deliver it. This maneuver allows a character to roll Style instead of Persuasion or Intimidation, although at a -50. The opponent then rolls their defense, as usual. If this sp ecial attack succeeds, the opponent is moved one Mood step closer to the attacker's current mood. This attack cannot be used by, or to influence, anyone in the Unmoving or Zealotry Moods.
Anecdote Not to be confused with with 'antidote,' anecdotes anecdotes are charming charming stories meant to amuse and inform. When this special maneuver is declared, the attacker makes a POW check against all of his opponents, who defend with WP. If she succeeds, she can make a free attack against each opponent for half damage. Anecdotes may only be u sed with Persuasion, not Intimidation.
Bribery Sometimes, what you need isn't the ability to convince people with logic or threats or flattery or... anything else I've listed. Sometimes, what you need is what they want. With this maneuver, a character can roll Trading vs an opponent's defense, and if successful they figure out what the person wants, and offers it to them. While it's not necessary to deliver on the bribe immediately, not doing so in a timely manner can have dire consequences. This maneuver allows an instant side flip in an argument, though how far the person goes is up to them; it deals no damage, however. In any case, they must at least move one step closer to the attacker's side. This attack can be used to move people out of Unmoving or Zealotry, but only if the bribe b ribe is paid upfront (if not no t wholly, then at least 50%). It may be used by combatants in Zealotry of Unmoving. This maneuver is linked to Persuasion, and cannot be used by anyone using Intimidation Intimidation weapons.
Old Stories They say those who don't study history end up repeating it, but those who do study it will tell it to you anyways. In order to use this maneuver, a person must have at least 80 points in History, and have
A character may use a rumor in order to set up a dangerous attack against their opponent. In order to use this maneuver, there must be at least five or more people in the Social Combat. The user of the maneuver designates one opponent as their True Target, and then makes an attack roll against a single target (friend or foe) that isn't the True Target, with a +20 if it's against a foe. If the attack is successful, the attack does no damage, but the target gains an extra attack every round that must be spent as soon as possible on a target that hasn't been hit by the special attack yet who isn't the user or the True Target. This process continues until all combatants besides the True Target have been hit, at which point the user of this maneuver makes a final assault against the True Target with a +10 for each person struck by the maneuver. The user can also end the maneuver early, so long as at least three combatants have been hit.
Blackmail Just like Bribery is for a persuasive character, so is Blackmail to an intimidator. Streetwise Streetwise is a skill that helps you in knowing just where to go to find criminals, to communicate with the lesser folk, and to work with the rumors involved there, but for this maneuver it helps the user discover a dark secret. This maneuver functions in the same way as the Bribery maneuver, but can only be used with In timidation weapons, and it moves an opponent a minimum of 2 Moods instead of 1.
Filibuster Filibuster is a special maneuver where the character simply talks. And talks. And talks. It can only be used the round after activating Pure Defense, and can only be used with P ersuasion, never Intimidation. That character makes a special attack attack on their turn using whichever weapon they desire against all opponents with no penalty. Any hits deal no damage whatsoever, but each allows an extra defense that round at no penalty. They continue continue in this manner until they either choose to stop stop it, or switch out of Pure Defense.
Favor In Social Combat there's the potential for people listening in on the conversation, or just someone listening to you talk without arguing back, and sometimes these are the people you actually need to convince, not a direct opponent. Because of this, we introduce the Favor mechanic. Favor, in short, is an indicator not of o f how well you convinced your opponent, but how well you convinced a different audience. Think of it like launching a fireball at a particular tree in a forest. Favor is how much you burned around the tree. It's a terrible metaphor here, but it works. Unlike normal Social LP, an audience's social LP is based on the mode average (the numbers that appear the most) of Willpower and Intelligence scores of all the audience members, meaning that larger groups tend to be easier to convince than smaller ones, because they tend to work based on what the majority understands and relents to. If
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there is no mode average, then take the median (the middle point). If there is no median, then the mean (the traditional average) rounded up. Example 1: A group with with 2 members with with WP scores of 7 and 7 would have a WP of 7, and INT scores of 5 and 10 would have INT 8 (15/2=7.5, rounded to 8). Example 2: A group with with 5 members, with WP WP scores of 5, 5, 8, 9, and 12 would use WP 5, and INT scores of 9, 4, 6, 7, 13 would use INT 7.
Once the average scores have been taken, determine Social LP normally as though the group were of the most common class within the group (or Freelancer if there is no common) at a Level equal to the average of all levels in the group. Once the b ase Social LP has been determined, multiply the amount like you would for a Damage Resistant creature. The Damage resistance multiple is determined by the size of the group; simply treat each person in the grou p as 1 point of size, and use the table on page 286 of the English Core. Example 1: The same group of 2 contains a Level 3 Wizard Wizard and a Level 7 Warrior would would be treated as a Level 5 (10/2) Freelancer, Freelancer, with a Damage Resistance Multiple Multiple of 1. Example 2: The same group of 5 contains 1 Warrior Mentalist Mentalist (Level 5), 2 Acrobatic Warriors (Levels 3 & 6), a S ummoner (Level 10), and a Tao (Level 1). They would be treated as a Level 5 (25/5) Acrobatic Warrior with with a Damage Multiple Multiple of 2.
Once Social LP for the audience is calculated, its Mood is chosen normally, and combat proceeds in the usual fashion, with sides exchanging blows. However, every successful attack or counterattack also delivers damage to the audience, in accordance with the defense the defender uses. As reminder, Composure means 150% damage to the audience, Etiquette means only 50% damage to the audience. Audiences never defend for themselves, never counterattack, and cannot be attacked directly so long as there is at least one opposing combatant. If there is no opponent, only o nly an audience, then the person trying to convince the audience doesn't need to spend any of their So cial LP. Audiences don't defend or counterattack counterattack,, they merely listen. They still select how much of their LP they want to use, however, and their beginning mood.
The audience can declare an end to the combat, deciding on the victor (or a tie) as they so choose. choo se. In order for them to decide on a victor like this, at least 5 rounds of Social Combat must have passed. This doesn't necessarily mean the end of combat, only that the audience has withdrawn and will no longer be swayed b y any arguments during that combat.
All maneuvers from normal Social Combat are available, along with the additional maneuvers listed here. Several maneuvers are changed when dealing with audiences, and these have also been noted here.
Law of the Land At times, a knowledge of the Law can be quite useful. Character using this maneuver, for example, can use their knowledge of the law to produce interesting effects effects in a Social Combat, provided there are are lawabiding folks nearby. In order to use it, a character must use Logos in conjunction with Persuasion. They make a standard attack roll at -30, and then based on their results and where they are, a unique effect occurs. GMs are encouraged to be creative here, everything from instant loss of all Favor for the opposing side to a random opponent opp onent suffering a physical attack attack from a bystander (nothing serious, just a piece of fruit or
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something). Whatever they decide, it should be appropriate to the local Laws.
Rumor Functions identically, except the audience can also be struck, member by member. Though the audience doesn't attack, it does automatically automatical ly spread to one additional member member every round, even if not struck. For each audience member affected, the attack bonus is only +5 instead of +10.
Rally the Troops Social LP Shield affects the audience only if they are on the user's side of the argument.
Old Stories If the story is about the area the audience is from, the audience takes an additional 50% damage from each e ach attack, assuming that they like their homeland. If they dislike it, the attacks are reduced to half damage. As an example, if defended against with Etiquette and the audience loves their home country, they would take 75% damage instead of 50%, or 25% if they disliked their homeland. With Composure this would go to 225% or 75%, respectively.
Bribery and Blackmail Most (not all, but most) audiences will find either maneuver despicable. Therefore, if a person wishes to use either of these maneuvers against their opponent they must also make a Stealth check at 140+10 for each audience member. Failure means that the maneuver has the opposite effect on the audience as it does on the target. If the audience itself is targeted with either of these maneuvers, the Bribe or Blackmail must be large enou gh to affect the entire audience. Anything less will result in no change to their mood. As mentioned, some audiences won't have a problem with Bribery and Blackmail. For them, the maneuver do es nothing if it's seen. Certain rare groups may even find this a wonderful practice (like, say, a group of Black Market merchants), and will move in a favorable way with the maneuver if it succeeds and they notice it.
Summoning methods Since fluff for summoning is never n ever fully clear, but I like fluff, I figured I would also include the following, which I use in my games. I use three common summoning rituals, based on the circumstances of the summoning: When summoning a powerful being for the first time, absolute dedication is required. Almost all of the Arcana, for example, will require some sort of material sacrifice, a prepared area for the ritual to be performed, and then both chanting chanting and gestures. A lack of proper dedication to the summoned being doubles any penalties, and halves any bonuses a summoner might have have accumulated (through (through time or other modifiers). Then there are the two for when summoning a known or a lesser entity. If moving, chanting and gestures must be performed continually in order to maintain the link between the summoner and the summoned being. Since the place of summoning is moving moving constantly, summoners summoners may only use this method for as long as they can physically remain awake. If in one place, a summoner can forgo the usual chanting and gestures (assuming they do not have disadvantages which require them) by making sacrifices sacrifices and preparing the area area through ritual markings markings or otherwise. To clarify: while a summoner can trade one set for the other o ther (or one part for another), they do not have to. The final option is for a custom summoning pattern. No unique summoning ritual can be used for two different d ifferent beings, no matter how similar they might be. Unique summoning rituals can ignore any restrictions from the methods above (except restrictions caused by disadvantages). In order to form a custom summoning pattern, a summoner must spend a minimum of one day in preparation for summoning the being they already know how to summon that they wish to make a custom ritual for. They must then successfully summon the being with no added bonuses or penalties to to their summoning ability, ability, not even the one for for the day they've spent (essentially as though The Fool had already been summoned). If successful, they may now use their custom ritual when summoning the being. Because custom summoning rituals can overcome the typical restrictions (but NOT disadvantages like Oral Requirement), a summoner must also sacrifice a portion of their zeon pool (as though they were maintaining a daily spell) for as long as they want to be able to use the custom ritual. The daily cost is equal to 1/10 th of the summon's cost, to a minimum of 1. To be very clear, this is a cost they pay not only when actively using the ritual, but for as long as they know the custom ritual. Just because you're not actively summoning the Magician doesn't mean you don't still have a custom summoning pact with him, after all. An Example: A summoner might have a ritual which involves pulling the petals off a flower in her pocket to summon the Lovers. The invocation begins when the first petal is pulled off, and the actual summoning occurs when the last is pulled. She pays 25 Zeon per day to be able to use this this ritual whenever she so chooses.
White Dragon Gellidross He offers his power to those whom can summon him and pass his h is test. Prove your worth, display courage in the trial of the white dragon. Pact: Appear before the dragon and show you r courage by undertaking a quest to prove your courage.
Difficulty: 360 Cost: 740 Atk Ability: 300 Defense Ability: 300 Type of Action: Active Effect: When Gellidross is active the character can use the dragons attack and defense in combat. The Defense is always a block against attacks and protects against all types of attacks. The attack uses whichever the attack type the character prefers, with a base damage of 90. The dragon swoops down and imposes his ethereal body over that of the character. Any counterattack against the dragons attacks will be directed at the dragons body, which can sustain a total of 8 00 damage before dissipating. Usual Appearance: An ethereal white dragon will soar from the sky to swoop down and either block an attack with it's huge wings, or breathe a powerful magical magical blast at an enemy, sweep at an enemy with with it's tail, strike with a taloned claw or various other dragon based attacks. Duration: 1 combat turn for every 10 points the character exceeds the difficulty.
Martial Arts Damage Officially, Base Damage for Martial Arts is clear for most people. If it lists '20 plus Double the strength' you put pu t 20 for Base Damage, and STRx2 is the Damage Bonus. I work it a little bit differently, and I'll tell you why. The way I see it, for everything except Exelion ( which I discuss below), physical strength strength comes into play when calculating damage. damage. Tai Chi, for example, specifically mentions that it's a combination of physical and spiritual prowess. Even in Aikido, Aikido, where the opponent's strength matters more, higher strength means you can throw an opponent further, faster, therefore increasing damage. This interpretation is supported by the description for Damage in every Core MA, and on DE Page 30. From DE 30: "Damage: This section indicates the Base Damage that is granted by the martial art." From every MA in Core: "X has a Base Damage of Y, plus (double/triple/quadruple) the character’s Strength bonus." Now, keeping in mind mind I've never played a high-level high-level Tao in my life, I make the Base Damage be that 20+STRx2, and the damage bonus from there is STR again. This only makes a difference of (at most) 45 Final Damage at very high levels of Strength (that's at 20 STR). An Example: Common interpretation Base Damage Damage for Base Muay Thai is 20. 2 0. Final Damage would be 20+STRx2. Base Damage for Base Muay Thai via my method is 20+STRx2. Final Damage would be 20+STRx3. The only exception to this rule is Exelion, whose Base Damage is specifically listed as 'unmodified by anything.' There is no physical contact in Exelion, for one, and Anima just likes to have exceptions to every rule anyways, so why not?
Duk'Zarist Resistances While I know we were all born and grew up in a simpler time when there were only two sexes, and absolutely no one was ever confused about their gender, their identity, or how those things affected their resistances to certain supernatural effects, I think it's time we got with the times. You know. Modern times. Duk'Zarist (and their Nephilim) can choose which of the 5 resistances they want the largest bonus to. This rule brought to you by: b y: Common Sense and Decency.
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Opposed Magic There are two ways to most literally interpret the following phrasing from page 112 of the English Core book: “Characters wishing to develop knowledge on a Path opposed to another one they already master will need to invest twice the Magic Level to do so.” The first is that if you put pu t 50 ML into Light at Level 1. Then, at Level 2, you invested 2 ML into Darkness. You would now forever pay 2x cost for both Light & Darkness, which seems silly. The second is that if you develop Light first, Darkness always costs twice the ML, no matter if Darkness is 50 po ints higher than Light or not. I use the second interpretation. It seems to make the most sense to me. Yes. There are technically other ways to interpret the wording, but that's why I used the qualifier “most literally.” If you have your own interpretation, go for it.
Skil s l s All skills can have specializations: specializations: For every 40 points in a skill (only counting DP expenditure, class bonus, and advantages) you gain 1 specialization, specializat ion, which gives you a +20 for those uses.
CRYPTOGRAPHY (Subterfuge, Intelligence, Knowledge) Can be used to codebreak, or learn a written language without a teacher. Learning/cracking Learning/cracking time is determined d etermined by the score. Conversely, it can be used u sed to -create- a code/language. Difficulty in cracking is determined by score.
ANALYSIS (Perceptive, Intelligence) The ability to analyze data, such as a crime scene, historical records or star map and reach a logical result.
SECURITY (Subterfuge, Dexterity) The ability to disarm or evade security measures, such as mechanical locks, alarms, motion sensors etc.
CULTURES (Intellectual, Intelligen Intelligence) ce) Knowledge of strange or alien cultures, traditions, and etiquettes.
Technical DEMOLITIONS (Intelligence) The ability to create, set and disarm explosive devices of all kinds.
COMPUTERS (Intelligence) The ability to effectively use,hack or create computerized devices. Without at least a Difficult Composure check, using Computers in combat suffers a -80 penalty to the result.
PILOTING (Dexterity) The ability to maneuver and control all kinds of vehicles, mecha and starships effectively.
T ECHNOLOGY ECHNOLOGY (Intelligence) Knowledge of cutting edge or alien technology, such as sp ecs, alternate uses, new prototypes etc.
REPAIR (Intelligence)
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The ability to repair mechanical or electronic equipment. Without at least a Difficult Composure check, u sing Repair in combat suffers a -80 penalty to the result. Medicine (Intelligence, Knowledge, Complete)
Medicine has gone through many names over the years bu t, in the end, it has always boiled down to one on e thing: healing. Whether it's diseases or wounds, surgery or supplement, supp lement, Medicine is obsessed obsessed with keeping people living to see another day. Medicine is not easy, however, and at times it will be the most complicated task a person can ever attempt. So, with that in mind, here are some ways that Medicine has been revamped. Time Taken
Medicine can be a time-consuming process, to put it lightly. At bareminimum, and I do mean the bare-minimum, Medicine takes all of your focus in order to get it done d one right. For this reason, using Medicine is considered a Complete Action, not just an Active Action. In other words, no matter the length of time taken, Medicine requires full concentration, and so one cannot perform other actions beyond passive ones, no matter the skill level of the user. The list of Procedures in the right column indicates the minimum amount of time a person must take in order to pull off the Procedure. At this minimum, the modifier is considered to be a +0. Procedures may take up to two degrees less time for a -50 per dgeree (to a maximum of 100), or up two degrees for a +25 per degree (to a maximum of +50). Procedures may never take longer than one day, or shorter than 1 Turn, and therefore no procedure can obtain bonuses o r penalties beyond what that would normally give. For example: A Typical Typical Surgery, which which takes 3-6 hours, could receive a +25 for taking 1 day instead, but could not receive a +50 by taking any longer than that. An Advanced Su rgery, therefore, does not get bonuses for more time. time.
Persons who obtain Mastery in Medicine may reduce the normal time required by 1 degree, to a minimum of 1 Turn. Procedures which take only one turn normally receive a +20 instead, which can stack with the +50 normally. Time Table
Time Used 1 Turn 3 Turns 10 Turns 1 minute 5 minutes 1/2 Hour 1 Hour 3-6 Hours 1 day
Procedure Bandage a small wound (hand, head, etc.), Tie a tourniquet Bandage a large wound (chest, entire arm, etc.) Splint a broken appendage Simple Surgery (stitching a wound, etc.) Brew a Remedy Typical Surgery (organ removal, removing bullets, etc.) Advanced Surgery (brain, heart, reattac reattaching hing limbs, etc.)
Patient Care
Despite the simplicity of this table, Medicine is dangerous to perform. The longer a procedure procedure takes, the more more opportunities there are for something to go wrong, and the more likely the patient will be to experience complications. complications. For this reason, any time a character makes a Medicine check which involves direct patient contact (such as a surgery) for every level above the default for the pro cedure the players must make another Medicine check and take the lowest of the results. Those who obtain Mastery only need to make a second check if they raise the time by two levels. If Jisha wanted to perform perform a Simple Surgery and have it it take 3 hours instead of the normal ½ h our, then her player would need to make 2 additional medicine checks, all at +50. If she received a 150, a 135, and a 200, she would end up with a result of 1 35. If Jisha were, instead, a Master, then she would only need to make a second roll, not a third.
Because I’ve always, personally, thought that the rules for healing through Medicine were a bit silly and (let’s face it) useless in comparison to just about everything else, I’ve created new tables for them. In combat, all healing is halved. If the wound is not properly treated first (through the correct Procedure) the healing is qu artered. Only the worse of these two penalties ever applies. New Healing Tables
Result of Roll Easy Medium Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman Zen
Healing level Stop Bleeding Stabilize +10% +20% +50% +80% +100% +100% and Regen +2 for 1 day (Max 18) +100% and Regen +4 for 1 day (Max 18)
Unlike the normal rules, Medicine checks can be made more than once per wound or group of wounds. However, an additional check can only increase the original result to a new level, it does not add its own result. In this way, a second check cannot make someone worse (unless they fumble, of course), but without increased skill or luck the healing isn’t likely to change. This means that if Jisha were to make a Medicine check to heal her comrade and obtained a result of 1 40, she would heal 20% of their damage, but if she got a second result later of 160, she would not heal another 20%, the healing would simply remain static.
Alt: Medicine checks can be made multiple times, but only up to two more times. Each additional check reduces the healing by half. That is to say the second check would result in only 50% of the new n ew result, and the third would result in only o nly 25% of the new result. Masters can make up to three checks, each at only -25% instead.
Member s h p i p H Ha s I I s t s P Pr iv ile g ge s s This is a subsystem developed expressly for GMs that want P Cs capabilities to reflect the focuses of the organizations they serve. Included are packaged skill requirements for players to be considered members of a particular organization (rather than contractors or thugs/goons). Each organization is presented as having four tiers of involvement. Tiers 3 and 4 are generally inappropriate for Player characters that adventure but are excellent places to retire a character. In addition to having steeper or broader b roader requirements, each level also requires the character “prove themselves” by completing some objective and establishing organizational loyalties. loyalties. In some cases this may dovetail with events in game. Alternatively, for tier 1 and any level of involvement at character generation, I would prefer a short narrative drafted by the player but some GM's may p refer to run a short solo adventure.
Tiers of Involvement Initiate: Tier 1 is the lowest and the character is likely to be considered a more... expendable resource. Instructions for assigned tasks will be low priority with very specific instructions (example tasks are provided). Benefits for T1 T1 membership will generally generally consist of access access to “relevant secret information” a small stipend, individual travel expenses, minor rewards for tasks completed, bragging rights. Example
T1 characters would be: Sergeants in a military force, Research assistants, Parish Priests, on-site spies. Journeyman: The ideal level of involvement for PCs, Tier 2 will afford the character significantly more autonomy, the option to put together a team, access to resources to provide for said team (travel expenses and incidentals), as well as access to more secret information. At this level there are certain Character Point Advantages that become available to the character, only one can be selected but this feature provides justification justification to select others as the character character increases through through even levels. Example T2 characters would be: Ship Captains, First student in a dojo, Season 5 Michael Weston from Burn Notice n amed for the tipping point character, the one that Gendo: Tier 3 is named answers to someone but may really be calling the shots. In general a character at this level has a lot to manage and time spent gallivanting around fighting monsters or solving mysteries is better spent conducting inspections, reviewing reviewing reports and issuing new directives based on those reports. It's important to note that at this point they will be aware of the darker side of their th eir organization. Human experiments for Wissenschaft, hypocrisy in the Church, etc. For the rare PC that can balance this kind o f responsibility or the campaign that supports it (like one that regularly has a year or more of downtime) the character can be considered to have sufficient individual wealth to field a medium size, well equipped (or tiny, fantastical fantastically ly equipped) army for a year or two (though doing this is probably getting you fired under any but bu t the most dire circumstances), access to almost all the secret information and the best personal equipment money can buy (+15 weapon and armor). This This character will will also have at least least 2 contacts in other organizations (these ties having been orchestrated by the powers in the shadow to insure stuff can get done without open wars). Example T3 characters would be: the Lords of War, other Archbishops in the Church, uncrowned Princes or Princesses etc. Big Cheese: Tier 4 means you're the man. Lucanor Giovanni for both Lucretio and Wissenschaft, Wissenschaft, Matthew Gaul for the Azure Alliance, Alliance, the Pope, the Empress. Characters at th is level set policy, they determine the future of the Organization. If you want to run a game with one or or more characters that operate at this level it should probably be a one shot about the greatest heroes of an age coming together, or th e end of a campaign where the Powers in the Shadow are dragged into the light and shaken down for lunch lun ch money (or maybe just switch to the tactics minis game). PCs that achieve this level of notoriety should have significant narrative influence, will be aware of the Powers in the Shadow, the location of all the neatest stuff. Maybe just let them GM for a while... Skill requirements for T4 are the same as T3 but require the character to somehow maneuver into the position (stage a coup, earn a spot as protege...)
Burning Bridges It may be the character has to leave an organization for various reasons. At T1 this isn't a big deal unless u nless the character does something extreme (like kill his handlers, steal something of great value, or stumbles on something he shouldn't know). Under those circumstances or at T2 the character gets a 1pt enemy flaw. At T3 this is a 2pt flaw. A T4 character makes the rules and has the option of putting affairs in order before retiring or so severely sabotaging the organization that it cannot hunt him/her down.
Prerequisites Since this is not a combat intensive organization (operated by someone with a national army and an d capable of outfitting private armies with fantastic gear) there are no listed combat minimums.
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Animals or Herbal Lore Final ability 20, Medicine 10, Memorization 5 or Notice 15, Sciences 60, Forging 20 Indoctrination: Characters must embrace the scientific method, use logic to resolve conflicts and overcome obstacles Tasks: Burn defunct labs, leave misleading evidence, Observe and Report on specific events or areas, acquire particular resources (often rare, remote or hazardous). Benefits: 50 GC/month, travel expenses and the use of Lucretian Zeppelin transit (personal).
As above but Sciences 100 or Animals or Herbal Lore 60, or Medicine 60 Elevation: Character must recover or create something of value to the organization (such as a rogue subject, a lost logia, or records of Solomon scientific practices Tasks: Character will regularly be sent to track down lost logia, acquire test subjects, characters with “impossible mobility” or that remain confined to a small geographic area may run their own lab. Benefits: Travel expenses and the use of Lucretian Zeppelin transit (party). Available Advantages: Artifact 1 or 2 (a device built on weird science or a Psychic Crystal, special)- Character's with 2pt Artifacts have either acquired them personally and been allowed to keep them, or the item is experimental and unstable. Access to one Psychic Discipline/Any Psychic Discipline (special)Subject to GM approval the character becomes one of the Processed and acquires a 2pt Damned Flaw, forever bound to Lucanor Giovanni for the goo that keeps them alive, such PCs are capped at Tier 2. Various Physical advantages (Untiring/Regeneration/Raise one Characteristic to 9 (Physicals only)) etc.- The character may be a test subject undergoing extensive modifications over time that enhance their physical capabilities, this might include gene therapy or cyberization. Flaw Removal- several flaws like Deep Sleeper, Poor Vision and Blindness can be removed in place of an advantage.
As T2 but Science 160, Medicine 60, Memorization 40, Leadership 20 Elevation: the character must have made a h abit of consistently bringing new tech and concepts to the organization, approaching problems logically, accepting that progress demands sacrifice. Ousting their predecessor is sometimes a requirement (never for ethics, usually waste of funding, lack of results or information leaks). Tasks: these character's are part of Lucanor's inner circle, they are generally left to their own devices but assigned tasks are usually arcane and inscrutable “Find a way to generate at least 1.21 Gigawatts of electricity continuously” or “Design an amphibious assault vehicle that can't be detected with magic.” Benefits: As T2 but with access to great wealth, access to arcane information, and at least 2 allies of T2 or T3 in other organizations such as Black Sun and the Church. Relations may be strained with these characters but their purpose is to keep crazy wars from br eaking out which means compromises and tacit approvals (Example: Black Sun will back off a ruin because Wissenschaft will outfit so many of their agents with advanced fire arms). Note character's at this level typically do not take the field, instead employing teams (like the PCs) or goon squads. When they do move it reveals them as either Paper Tigers or devastating forces whose underlings say stuff like “Sir, this doesn't call for the power of Silent Chuujo, let us handle it...”
This group is dedicated to the protection of various supern atural entities through secrecy, but it's understood that force of arms is often required to protect themselves, their charges or enforce silence. Note: Mundane humans (even those with the the Gift or psychic powers) are
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not recruited. Such a being would have to g o to great lengths to prove themselves worthy of such great trust, perhaps through tireless effort to preserve a creature's life and place in plain sight (adoptive parents of a young entity, the spouse of such a being, etc.).
Persuasion 30, Stealth or Disguise 30, Athletics/Acrobatics and Jump 35, Withstand Pain or Composure 30, Atk o r Def 55 Note- Some creatures may have powers that meet skill requirements such as Shapechanging or Flight, at the GM's discretion these skill requirements can be waived. Indoctrination- Character must be an undercover supernatural or prove themselves one unceasingly devoted to protecting such beings. Tasks- Keep the local Archon apprised of any ru mors that pertain to the supernatural, organize a diversion to help another operation succeed, promote disbelief in the existence of supernatural creatures. Benefits- 50 GC/month, Safe House/Go Bag (character either has a small domicile with a secret entrance/exit, 2 week stockpile of jarred/dried foods and water for 2 or a 1000 GC emergency fund and forged (DC 240) official documents for a d ifferent identity, if the Go Bag is chosen I recommend a strong Hide rating, use o f a Go Bag typically constitutes the “death” of the previous identity).
Persuasion 45, Stealth or Disguise 60, Athletics and Jump 50, Withstand Pain or Composure 45, Atk or Def 90. Elevation- The character must prove themselves competent, reliable, and trustworthy (GM discretion on how long this takes) Tasks- Arrange to smuggle a creature into or out o f a city, rescue or silence a captured supernatural, generate major resources (retrieving and selling off Lost Logia or other antiquities, robbing banks, arms dealing, etc.) Benefits- Travel expenses, Information Network Access (1/session the character can make a Pow based Intellectual Skill check that will be resolved in the next non-combat scene with a 120 skill bonus) Safe Houses/Go Bags Available Advantages/DisadvantagesAppearance Alteration- Illusion, shapechange or curse (Raise Appearance to 9 or drop it to 2 and allows for cosmetic modifications) Artifact (1 or 2 pts)- 2pt Artifacts are generally recognizable treasures making their use hazardous in some places. See Supernatural- See XXXholic. Cruel Master (1 or 2 points)- This functions like the Aptitude in a Skill/Field and Martial Learning (name? shorter training times for new Martial Arts and Techniques) advantages but only when the character can spend a month of downtime to train with the Master. However, a character can Sacrifice LP to reduce the time it takes to train, losing half their total LP to reduce the training to a week or b eing reduced to 0 (and surviving a check to overcome the state between life and death) to reduce the time to 1 night. For 2 pts this Master (a Lv 10+ NPC with 200 final ability in a variety of skills) will hunt you to the ends of Gaia if you ever betray the organization. Familiar (1pt only)- Occasionally a character may impress so me entity so much it willingly enters their servitude and protection permanently. Note: D'anjyani can optionally become members of the Shadows at this level. Shadows have limited Information Network Control (they are made aware of Information Network Access checks and can penalize such checks by -40). Shadows do not generally move past T2.
Persuasion 120, Withstand Pain or Composure 80, Atk or Def 120 Elevation- This is the level of Archons, requires a city to oversee so another Archon must die, step down, or be removed (or a new city must be discovered or established) and an exceptional T2 is placed. Tasks- Generally responsible for the safety of every supernatural in their city. They may have to organize an exodus, establish new
identities, organize a defense against a major sup ernatural threat, arrange an underground railroad, etc. Benefits- As T2 with Safe Houses/Go Bags, Information Network Control (the character can make 2 Pow based checks/session at 180 skill, they are made aware of other such checks and can penalize any other such check by -90), optional “Scorched Earth” (character may be involved in/aware of the secret Filosnogos plot) Note: Archons that make use of their Go Bags generally move back to T2 or disappear entirely. Note on Information Network benefits- this benefit assumes the character has relatively immediate access to a metropolitan area and can quickly contact a network of spies and specialized contractors. If the character is isolated in a forest or dungeon this benefit is unlikely to function, though in a forest carrier-pigeons or falconry may be an option and Magic is an unpredictable tool.
Fr ee SStu f f ! Because people live past the age of two in this setting, I think everyone should get 30-40 free ranks in Notice/Search. This means that people won't have to spend as much DP in either, and everyone isn't basically dying from Farmers walking up behind them. Note: This bonus is before taking any stat or class bonuses into account.
You may use the effects Mounted Combat up to half your agility score per turn, rounding up. 50DP
Godlike Charge Requirements: Powerful Charge, Ride-By Attack and Mounted Combat Style Modules, 300 Ride. Once per combat, the you can make a special charge attack. To do so, you must ride in a straight line for at least a full turn. Then, gaining the bonuses from Powerful Charge, you move 50 0 feet forward in a straight line (in the direction you were going in th e previous turn), attacking everyone along your path with your full Attack Ability. 60DP Damage Barriers now act as a high-value damage reduction, negating its value in damage on a per-attack basis. Any effect that would normally ignore Damage Barriers instead do double damage to them.
No per-session xp costs for Nephilim. Instead you pay 10 dp for each -1 xp modifier when creating a character. Obviously, this rule cannot be combined with advantages and disadvantages like Slow Learner.
Allow Cultural Roots without paying for it.
Style Modules Mounted Combat Requirements: 60 Ride Once per combat turn whenever your mount is targeted by an attack, you can use your Ride ability instead of you r mount’s defense ability. 30DP
Ride-By Attack Requirements: Mounted Combat Style Module, 100 Ride. Once per combat turn your mount can move at its full movement value as a passive action. You may make attacks at any point during this movement gaining the bonuses for charging. 40DP
Mounted Shield: Requirements: Mounted Combat Style Module, 100 Ride. When you are astride your mount and equipped with a shield, your mount counts as being equipped with the same shield gaining its bonuses against melee and ranged attacks. This includes bonuses for quality. 40DP
Powerful Charge Requirements: Ride-By Attack and Mounted Combat Style Modules, 200 Ride. Once every 5 turns, whenever you make a charge attack you may declare it to be a powerful charge. When you d eclare that you wish to mount a Powerful charge, the character obtains a special bonus to Attack and damage equal to the mount's strength bonus. 50DP
Mounted Mastery Requirements: Mounted Shield and Mounted Combat Style Modules, 200 Ride.
Weaponmaster changes/additions Weaponmaster MK change, between +5 to +10 above what they have now. Weaponmaster discounts on modules also works on ars magnus (all minors, no Majors or Impossible weapons).
Knowledge At chargen, a character can know about any or all of the following. Each table lists the gain on the left, and the cost to the right. Consider the final value of a person’s skill to be like DP in that particular skill. For clarification, these will be called Skill Points (SP ). Unlike normal DP, however, SP is spent on each individual row in full, and then spent on the next row in full as well. In other words, instead of splitting SP between, say, knowledge of Rare and Common Crafting Materials, a person gets their full SP in both. Alchemy Common Crafting Materials (Copper, Eye of Newt, etc.) Rare Crafting Materials (Dragon Hearts, Starmetal powder, etc.) Material Facets (where to find, what they look like, standard PP values) Powers artifacts can have Tiers of those powers Alchemical Formulae Knowledge of an artifact's existence
5 10 5 10 5 10 Rank*5
Knowledge of one of an artifact's powers Rank*5 Animals Existence of a natural creature – 5 One facet about a natural creature (breeds, size, shape, etc.) – 5
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A method of training an animal type – 10 Appraisal One item type – 10 A facet of quality by type – 5 Exceptional works of art – 10 Architecture Building Types – 10 Architectural Features – 5 Original Design - 20 Herbal Lore Common plants – 5 Uncommon plants – 10 Plant facets (edibility, size, shape, color) – 5 Herbal formulae – 10 History One story from history (homeland) – 5 One story from history (other) - 10 One important figure (homeland) – 5 One important figure (other) – 10 One additional facet of a story – 5 One additional facet of a figure – 5 Law One law (homeland) – 5 One law (other) – 10 One facet of the law (who makes laws, who enforces them, etc.) (homeland) – 5 One facet of the law (other) - 10 Medicine Common disease/condition – 5 Facet of common disease/condition - 5 Common treatment – 5 Uncommon disease/condition – 10 Facet of uncommon disease/condition - 5 Uncommon treatment – 10 Rare disease/condition – 15 Facet of rare disease/condition - 10 Rare treatment – 15 Magic Appraisal Spell Known – Auto Spell not known (low path) – Level/5 Spell not known (necromancy) – Level/5 Spell not known (high path) – Level/2 Spell not known (opposite path) – Level/2 Navigation Vessel type - 5 How to operate a vessel – 10 Navigation methods (stars, tides, winds, etc.) - 10 Poisons Poison – Level/5 Antidote – Level/10 Facet of a common poison – 5 Facet of uncommon poison – 5 Face of rare poison – 10 Formula for poison – 10 Formula for antidote - 10 Trap Lore Trap type – 10
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Triggers – 10 Disarming - 10 Science Field Basics – 25 Field Intermediates – 50 Field Advanced – 100 Field Master – 200 Tactics Personal strategy – 5 Small Unit strategy – 10 Army Strategy – 15 Nation Strategy – 20 Multiple Opponent Strategy – Add 5 Runes Runic Alphabet – 10 Powers artifacts can have – 10 Tiers of those powers – 5 Runic phrases – 10 Knowledge of an artifact’s existence – Rank*5 Knowledge of one of an artifact’s powers – Rank*5 Animism Power level of a soul type (by item, animal, etc) – 5 Powers artifacts can have – 10 Tiers of those powers – 5 Knowledge of an artifact’s existence – Rank*5 Knowledge of one of an artifact’s powers – Rank*5 Streetwise Rumors (homeland) – 5 Rumore (other) – 10 Organization/Business (homeland) – 5 Organization/Business (other) - 10 Crime organizations (homeland) – 10 Crime organizations (other) – 15 Organization member (homeland) – 5 Organization member (other) - 10 Trading Goods prices by type (homeland) – 5 Goods prices by type (other) – 10 Bartering Technique – 10 Trading partner (major city) – 5 Trading partner (minor city) - 10 Disguise People of a country – 5 People of a town – 10 Person (same gender) – 20 Person (other gender) - 30 Art One medium – 10 One famous artist – 5 One unknown artist - 10 One collector (major city) – 5 One collector (minor city) – 10 Forging/Jewelry/Tailoring Material (known) – 5 Material (worked with) – 10 Rare material (known) – 10 Rare material (worked with) - 20 Item Schema – 10
little overboard. So guesses will be left to the players and the GM to work out, while new information will be gained through the system described below. The checks listed in the 2 nd and 3rd columns are the base rolls needed to gain the information, and can be gained via extended tests (rolling multiple times and adding the numbers together). Each test requires 1 hour per 20 points of difficulty by default, but can be reduced via Thresholds. The Threshold column lists an amount that, if rolled over the needed result, the player can decide between one of two benefits. Either they decrease the time needed by ½ half per threshold (to a minimum of 1 minute, since you do have to actually spend some time doing research), or they can gain an additional detail above what they were looking for.
Dance Solo Dance – 5 Partnered Dance – 10 Original Dance – 50 Music Song (Known) – 5 Song (Memorized) – 10 General Style – 10 Song (Original) – 30 Instrument - 30 * Occult The existence of one non-natural creature of any level (that is to say knowledge about Dragons, not knowledge about exactly one dragon). One additional facet about one non-natural creature (a set of typical true names for the creatures, strengths, weaknesses, stat lines, powers, etc.). The name and ritual for one Invocation/Incarnation/Great Beast/etc. (this does not mean they have summoned them in the past and sealed a pact, only that they know how it might be accomplished). One facet of one Invocation/Incarnation/Great Beast/etc (favorite sacrifices, typical pact requirements, etc.). One Living Religion. One facet of a Living Religion One Myth from an area A facet of a Myth (common interpretations, relevant locations, relation to other myths) A Ritual
5 5 10
10 5 5 5 5 10
For example, Emily is trying to figure out the existence of The Magician (although she doesn't quite know it, she only assumes it exists because of a story she's heard). This means that if she can make a check result of 65, she'll know it exists. With a +200 to her roll, Emily easily gets a result of 265, which grants her four threshold successes. She can use these successes to reduce the learning time by two hours (from three hours initially), or to gain up to four additional details about The Magician, or even some combination of the two.
The New Info Penalty is the penalty for each piece of knowledge already known on a particular subject. It's easier to find new facts when you know nothing about a subject, but the more you know the harder it is to find information you don't already have. This penalty is added in the middle of extended tests for every Threshold used for additional details, and for any checks made thereafter. Existence counts as information for the purposes of this penalty.
T ABLE XY: OCCULT K NOWLEDGE Item Researched
Existence
Additional Detail
Threshold
New Info Penalty
Beast
10xLevel
10x Current Facts
10
1
Difficulty/2 Difficulty/4
50
5
Invocation
Example: Emily is a Devah Summoner beginning with a whopping 200 points of Occult (Final calculated value after modifiers). She can learn all of the following: 40 different non-natural beasts, 40 facts about n onnatural creatures (not 40 for each of the 40, just 40 in total), 20 Invocations, 20 facets of Invocations, 40 Living Religions, 40 facets of Living Religions, 40 Myths, 40 facets of Myths, and 20 Rituals.
At chargen, a character can trade information in one area for information in another. So Emily could trade information about some non-natural creatures for details about myths, or knowledge of a ritual for information on another Incarnation. For every 20 points of Memorize, reduce the SP cost of all rows by 1 (minimum 1). Also, reduce gaining new info after chargen by… X per Y, or something. After chargen, a character must conduct research to learn more information about any of these things, following the table below. In order to do research, a character must obviously have access to materials or persons that can give them more information than they already have. While it's possible to make assumptions just by thinking about the evidence one already has, creating a system for assumptions seems a
Religion
10
10x Current Facets
10
1
Myth
10
10x Current Facets
10
1
Ritual
20
-
-
2
So, since Emily already knows about 40 different non-natural beasts, and 40 facets about them, her difficulty to learn about new beasts or facts she doesn't already have would increase by +80. But if sh e wanted more information about Invocations than she already has, it's going to b e difficult. This table, and all of the above information can also be adapted for use with Herbal Lore, Animals, and all other knowledge skills.
Lan gua ge s s Starting Every player character and human NPC begins with Latin for free at a level intelligible to other people, so long as their intelligence is enough to allow speech (minimum INT 3). Those with an INT of 5 or greater also begin with a 'Native Tongue' from their appropriate country of origin. Those with an INT of 7 or greater can begin with an additional language for each point of INT they possess. Each language the character possesses must be justified in some way (i.e. No uneducated
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barbarian who grew up completely devoid of all contact with any form or remnant of civilization knowing how to perfectly speak 4 languages. He still gets Latin though, because a wizard said so).
Gaining New Languages A player can dedicate a portion of time to studying and learning new languages. In order to learn a new language naturally (as in n ot magically), she must spend time with the language in question. An average person can pick up conversational fluency in a language within 6 months with full immersion (all communication is in the language with no real translation available). Therefore, take the following modifiers into account when acquiring new languages. -Each point of INT above 7: -1 month of learning time. -Each point of INT above 11: -2 months of learning time. -INT 4: +50% in total months of learning time. -INT 3 or lower: Impossible to learn a new language. -Teacher who speaks the language and at least one other language you know, AND has at least INT 7: -1 month of learning time. -Teacher (as above) with INT 9+: -2 months o f learning time. -Teacher with INT 5 or less: +1 month of learning time. -Mixed languages available (most settings): +2 months of learning time. -Dead language: +2 months of learning time. -Limited exposure (less than 20% of daily language interaction is in the new language): +6 months learning time.
DP spending Saved DP are limited by the class they come from in terms of h ow they are spent, meaning you cannot save 100 DP and then change your class to spend them using a lower muliplier, they can be saved, but must be spent using the original multiplier.
V ERSATILE
Alt System Languages are treated as a new class of secondary abilities. Every character begins at Level 1 with 100+INT MOD*3 Language Development points to invest in languages. They also receive Latin: 100 for free. Level 0 characters begin with only 50+INT MOD LDP, as well as Latin: 50 for free. Every level, characters gain an additional 40+INT M OD Language DP to spend on learning new languages, or developing the ones they already know. If a character increases his INT score later, he gains additional Language DP as would be appropriate for him, as tho ugh he always had such a value. Example: A character at level 4 increases his INT from 9 to 10. He would gain 40 LDP as usual, then +15 from his new modifier, and then +30 from the retroactive bonus (15 fro m the beginning pool, and 15 from his previous three levels).
Difficulty
Fluency Level
Routine
Basic Phrases
Easy
Reading
Moderate
Conversational
Difficult
Common Slang
Absurd
Complex theories
Almost Impossible
Esoteric Jargon/Slang
Impossible
Legalese
Inhuman
Rapid but Intelligible speech (1000+ WPM).
Zen
AIR WORDS!
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In addition to it's initial benefit, this advantage allows a character to spend saved DP originating from another class with the new classes multipliers. This advantage has a limit of 5 DP/level, meaning a Weaponmaster 5/Technician 1 with this advantage could spend 25 saved DP from his Weaponmaster career while enjoying the Technician's multipliers.
MK Stuff DP converted to MK can be converted back. The limit of how many MK can be converted to DP is the amount of DP already converted to MK. Same with ML. You can spend Martial Knowledge as development points to purchase Ki points and Ki Accumulations. Existing ki techniques can be changed. There are some limits for this: 1: The main effect of a technique can't be changed to another main effect, meaning a +100 initiative technique couldn't become a +100 damage technique, but it could become +150 initiative technique. 2: If a technique is learned by copying it and the technique's cost is reduced due to an advantage or ability, such as the ki ability "Technique Imitation" , the technique cannot be changed, it can only be created new, using the original cost, not the reduced one. Level 4 Techniques. Minimum MK 90, Maximum 400, Disadvantages 4. There are no Level 4 effects for Ki Techniques. Level 4 Techniques are made so that a person can sustain Level 3 Effects. Maintenance adds 40 MK. Minor Sustain adds 60 MK. Greater Sustain adds 120 MK. Combine
All spells follow the High/Divine magic rules.
Perception mod is subtracted from all conditional penalties character suffers.
t Barbed Arrow
Armor changes
30
Th rus t
Movement Restriction: The movement penalty for wearing armor is decreased by 1 for every 50 Wear Armour the character possesses, not 1 per 50 Wear Armour the character has over the Armour Requirement. Resistances buffs work like armor in this: you choose the h ighest one, and have right to 2 more layers maximum, both halved in effectiveness rounding down. All the bonuses intrinsic to the character (stat bonuses, bonuses from ki powers but not techniques, bonuses from race, permanent monster powers, bonuses from CPs) count as a single layer.
F=ma For funsies: If charging an opponent, or launching a large object at them, can use the MV as STR for an Impact on the Impact Table.
LongBarrele d Pistol Flames prayer
70
-5
6
-10
6
Mun ition
Proj ectil e He at
Proj ectil e
Disg uise 120 Muni tion for Bow s, Blee ding Stren gth 10, Com plex Com plex, Spec ial
3
0
20
-9
-2
25
13
5
25
A small retractable blade which can be strapped to the arm for easy use, it is a passive action to extend and retract the blade.
New Weapon Rules A thin blade held within a cane, the tip of the cane acts as a handle. The item is not what it appears to be, it is either disguised or hidden in a not very visible location, depending on the size of the item or the circumstances determines the difficulty to determine the true nature of the object. in order to detect the object it will require a check in search,notice, or appraisal, some objects may require visual con tact to determine its true nature (improving the quality of a hidden object increases the difficulty to succeed by o ne level.)
A hard shell with a fuse filled with black powder, it goes off one turn after lighting. [60 Dmg - Impact - 10m - Thrown]
This weapon treats all locations hit as if they were vulnerable points (this only counts with enemies that bleed)
A one pound bag of sharpened metal which covers a 10ft area, people caught in the area defend against an auto attack 100, enter bleeding, and halve their movement value for 3 turns. [40 Dmg - Sharp - 10m - Thrown/Bleeding] (increasing the quality increases damage +10, and the auto attack by +20)
A new stance very similar to “Pure Defense” or “Total Attack”. the character enters a stance in which they are preparing to counter an attack made at them. doing so limits your character to only being able to make one counter attack that turn, and you are unable to make any other attacks aside from that counter attack that turn . Ex: if Ashley rolls a final attack of 170 and Jeff rolls a final defense of 200, jeff's counter bonus would be +15, but if he entered riposte stance beforehand, his bonus would be +30 to counter attack.
Item
D m g
Sp ee d
R eq . S T R 3
Pri m
Hidden Blade
30
+1 0
Jagged Blade Cane Sword
45
+5
6
5
4
Cu t Cu t
40
Cu t
Se c
Type
Th rus t
Shor t Arm
Th rus
Swo rd Swo rd
Spec
Preci sion, Disg uise 120 Blee ding Preci sion,
F or t.
Bre ak.
10
-4
15
12
3
25
11
2
25
A longer barreled gun than it's matchlock counterpart, intended for use at longer ranges Special??? [Reload 4 - Range 70m]
A small canister with a flint and steel attacked at the end, when the handle is pulled oil comes out and creates an object which sprays flames in a 5m area in front of the user. Reload 4 [Requires oil]
Pr es. A Blade with jagged sharp edges intended to draw blood from the target if nothing else
A small casing housing chemical reagents which when lit will cause a smoke cloud to appear. the smoke cloud covers a 10m area, anyone within this field suffers vision totally obscured. it goes off one turn after lighting (if the GM wants, the smoke can be flammable) [15m - Thrown]
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An arrow with an exceptionally jagged tip intended to cause bleeding
Allows you to attach spikes to any piece of ar mor, which when an enemy makes contact they must make a defense against a predetermined 100 attack roll. any armor you attach it to increases it's WA by 10 [40 dmg - Special]
Weapon disciplines Each level of a weapon discipline costs 50 DPs (20 for Weapon Masters). Some have several advanced levels and once you buy the basic level you can buy them all without having to buy the base level repeated times. However, it is not p ossible to combine them; the player must choose which one she is going to benefit from before rolling initiative. Unless otherwise stated these benefits can be freely combined with Ars magnus and techniques. E.G: Nagakiyo, mounted archer from the Golden Emperor’s army has mastered both kyudo and yabusame which cost him a total of 150 DPs (60 if he is a WM). However, he won’t benefit from kyudo’ s penalty reduction and yabusame’s aditional attack with his bow when he rides his trusty Koku-Ou. Format Discipline name. Fluffy text. Discipline level: Either base or advanced. If the discipline has more than one advanced level, the original discipline will come b etween (). Prerequisites: Self explanatory. Discipline weapons: You must be proficient with, at least, one of these weapons to learn the discipline. To benefit from the discipline you must also fight using one of these weapons. If the discipline specifies a combination you must be proficient with both weapons and you must wield them to get the benefits. You can´t, for instance, benefit from Verdadera destreza´s bonus to acrobatics while fighting with a Nodachi. Benefits: Self explanatory. =================================================== ================================== PLAYTESTED =================================================== ================================== Doppelsöldner Barbarians from the Icy Wastes usu ally sell themselves as mercenaries. Being proud in their strength and resistance, they are willing to take the riskiest position in battle as long as they get paid extra (Dopplesöldner means double pay). While they fought in the front lines the most dangerous enemies were enemy pikemen and cavalry so they developed this discipline to fight them on equal ground. Base level Prerequisites: Weapon attack skill: 130, Weapon defense skill: 100. Discipline weapons: two-handed sword, claymore, grosse messer or “montante” (I don’t know how to translate it. It’s a two handed weapon form DK). Benefits: Increase the weapon´s breakage by 5. Enemies engaged in melee combat do not benefit from “higher ground” position unless you have been tripped or similar. Advanced level Prerequisites: Weapon attack mastery, Weapon defense mastery. Discipline weapons: two-handed sword, claymore, grosse messer or
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“montante”, Feats of Strength 80. Benefits: +10 MK. If your opponent is mounted or is, at least, one size category larger than you increase your damage by 50. Fencing A sword fighting style from the Old Continent. Rarely used by the army, it’s mostly used by nobles and cutthroats. Due to its stylish movements fancy weapons its particularly popular in Gabriel. Base level: Prerequisites: Weapon attack skill: 100, Weapon defense skill: 130. Discipline weapons: foil, longsword, rapier or saber. Benefits: When you fight with one of the aforementioned weapons in one hand and a main gauche or nothing in the other, cut in half the penalty to aimed attacks when performing a counter. This stacks with the “precise” rule. Fior di Battaglia In Remo, back alley brawls were pretty common. When things went well there were as many of you as there were of them. Sadly things rarely went well, often it was you, a drunk friend and that good looking chap who suddenly dissapeared against ten or twelve of them. Lyse Teria Montana came with the perfect solution to this conundrum when she came up the fencing style now known as Fior di Battaglia. Advanced level (fencing): Prerequisites: Weapon attack mastery, Weapon d efense mastery, Secondary weapon (defensive style) module. Discipline weapons: Both main gauche and either longsword, rapier or saber. Benefits: +10 MK. The benefit from the Defensive style module is applied to an additional attack. Therefore, you don’t get penalties until your forth defense (-30 on the forth, -50 on the fifth and so on). Le jeu de l'Epee When you are Gabrielese duplicity is a part of life. You must be able to bare your teeth viciously through a sweet smile or your social life and status are dead. Trickery is not exclusive to business or lovers and thus a sword style based around the idea of deceptive sword fighting slowly developed to what it is today. Advanced level (fencing): Prerequisites: Weapon attack mastery, Weapon d efense mastery, Sleight of hand 80, Style 40. Base weapons: foil, rapier or saber. Benefits: +10 MK. Once per turn when you attack an enemy, you may test your sleight of hand against the opponent's defense skill. If you succeed, the defender suffers penalties to the defense as if it were an additional defense over which correspond. For example, a person who had defended 2 times before the assault and fails the opposed check defends as if it were his 4th defense instead of the 3rd (applying a -70 to his defense instead of a -50). If you fail the check, your attack is cancelled. Verdadera destreza Unlike Gabriel or Remo where having a certain skill in fencing is looked upon with admiration or respect, those who practise the original fencing style are looked with contempt and mistrust in their native Argos. This is because it was developed by mixing kushistani knowledge on anatomy, physics and mathematics and argese ingenuity and battle tactics during the little time Thanos Shetep’s Holy Kingdom lasted. Due to the current relations between the two nations anyone who practices this style its one misstep from being judged as an spy.
Advanced level (fencing): Prerequisites: Weapon attack mastery, Weapon defense mastery, Disarm module, Acrobatics 80, Science 20. Discipline weapons: Longsword, rapier, saber. Benefits: +10 MK. When you fight with one of the aforementioned weapons in one hand and a dagger (parrying or common) or nothing in the other, cancel the penalty to disarm maneuvers when performing a counter. Also you gain a +50 bonus to Acrobatics when used in combat to attack from the flank or the back. Grima When the New Continent was conquered by Zhorne many new things reached its people and one of them was fencing. In Pristinia a sword master form Remo named Carlo Vitale, opened a small school and taught them the basic forms of the Fior di Battaglia. However, the trainees found it pretty stiff and often incorporated dance steps and figures into the discipline’s routine and, since they found that the dagger’s small reach was an impediment when fighting a large number of opponents they traded it for a more common weapon, the club. The new style would be called Grima which is a mispronunciation of Esgrima. Base level: Prerequisites: Weapon attack skill: 110, Weapon defense skill: 110, Dance 40. Discipline weapons: Both saber and club. Benefits: Reduce by half the penalties when attacked from behind or the flank. Advanced level: Prerequisites: Weapon attack mastery, Weapon defense mastery, Area attack module. Discipline weapons: Both saber and club. Benefits: +10 MK. When making an area attack while fighting with sword and club, the number of people hit is determined as if it came from a large weapon (affecting 5 people). However, when doing this you can’t benefit from the extra attack granted by fighting with two weapons or the effects of Defensive style module if you have it. Kenjutsu In Lannet it is a noble’s pride to be able to bear a weapon. The land’s nearly exclusive weapon, the katana, is a symbol of nobility and the country. Therefore there are over a hundred schools teaching various different styles even if most of them vary in o ne or two movements. Base level: Prerequisites: Weapon attack skill: 110, Weapon defense skill: 110. Discipline weapons: katana. Benefits: +10 bonus to counterattacks when using a katana with one or two hands and nothing or a wakizashi in the other. Itto – ryu This style, originally taught in the Karakuma household, is based on keen observation of the enemy and countering heavily whenever he lets his guard down. Advanced level (kenjutsu): Prerequisites: Weapon attack mastery, Weapon defense mastery. Discipline weapons: katana. Benefits: +10 MK. Increases to +20 Kenjutsu’s bonus. Niten Ichi – Ryu
Practical people, the Takashi family are the most open minded of the Lanetese houses. Such pragmatism took them to consider using the wakizashi as a complement for their katanas when they fought. However it wouldn’t be until Phaion was created that the Takashi would integrate some western fencing movements in their style and create their signature two bladed style. Advanced level (kenjutsu): Prerequisites: Weapon attack mastery, Weapon d efense mastery. Discipline weapons: katana, wakizashi. Benefits: +10 CM Gain an extra attack that can only be used for counters with the wakizashi. Muso Jikiden Eishin – ryu The sword discipline original to the Asakura household is focused on duels. Therefore its main focus is weapon drawing speed and accuracy, meaning to finish a fight in the first movement Advanced level (kenjutsu): Prerequisites: Weapon attack mastery, Weapon d efense mastery, Battojutsu module. Discipline weapons: katana. Benefits: +10 MK. When your katana’s sheathed and you are wielding no other weapons if you win the initiative against an opponent you gain a +10 bonus to the first katana attack against that opponent. Kyujutsu In Varja, archery is a serious business. Half martial discipline, half ritual there is an insane number of rules regarding the pre and post shooting. Not surprisingly, there aren’t many dedicated archers in the eastern countries’s armies. Base level: Prerequisites: Weapon attack skill: 150. Discipline weapons: longbow or daikyu. Benefits: Increases by a degree the maximum range of a longbow or daikyu shot. This bonus doesn’t let you achieve the distances corresponding to "Inhuman" or "Zen" degrees without the relevant skills. Kyudo Kyudo is the final form of the ritualistic part of kyujutsu. It focuses in breathing, position, all in order to shot an unfailing arrow guided by the archer’s instinct. Advanced level (Kyujutsu): Prerequisites: Weapon attack mastery, Etiquette 40, Style 80, Blind fight module. Discipline weapons: longbow or daikyu. Benefits: +20 MK. Cancel the penalties from cover or partial blindness when shooting. Complete blindness only imposes a penalty of-20 to your shot. Yabusame One of Shivat’s greatest advantages on its skirmishes with Lanet is its cavalry, specially its mounted archers. Capable of shooting a barrage of arrows in just a few seconds and with enough speed to get away from any charging enemies and power to trample them beneath their horses’s hooves fighting them in an open area means death. Advanced level (Kyujutsu): Prerequisites: Weapon attack mastery, Ride 80, Shot on the run module, Many targets module (the modules would be “Disparo en movimiento” and “Varios blancos” from the Director’s screen but I don’t know how
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they were translated). Benefits: +10 MK. When you shot while riding you gain an extra attack. =================================================== ================================== NOT PLAYTESTED =================================================== ================================== Circus mortis When Rah decide to conquer the world h e needed troops who wouldn’t bend over despite the hardships they may face. To reach this goal he trained them in a style that focused on resistance to hardships such as fighting wild beasts after a week of fasting or forcing them to practise their “katas” on burning iron ledges over a bo ttomless pit. A few of his soldiers survived the war and hid in the lawless territory of Dwänholf, were they performed in clandestine rings, where large quantities of money were bet, in order to survive. As the country has barely changed from these times, the discipline survives but has added a few theatrical moves to entice the public. Base level: Prerequisites: Weapon attack skill: 130, Weapon defense skill: 100, Endure pain 20, Style 40. Discipline weapons: Both shortsword and buckler or both trident and gladiator’s net. Benefits: When you use Endure pain to reduce the effects of pain or fatigue the degree you reach with your roll increases by on e, this bonus doesn’t let you achieve the "Inhuman" or "Zen" d egrees without the relevant skills. Contrary to the usual this bonus does not d epend on which weapons are you using and may be used alongside the benefit from any other discipline. Retiarius Reitarius fought using a net and a trident. Since their equipment was cheap, there were many of them in Rah´s army. Since the can lay their opponent helpless and torture her to the public´s delight they are greatly prized in the underground rings. Advanced level (Circus mortis): Prerequisites: Weapon attack mastery, Weapon defense mastery. Discipline weapons: Both trident and gladiator’s net. Benefits: +10 MK. Whenever you make a grapple with your net, increase the weapon’s strength by one. This stacks with quality increases. Secutor Secutors fought using a shortsword and a small shield. Since their equipment was more expensive and they often wore armor they u sually had higher ranks in Rah´s army. Nowadays they are mostly used in pit fights against nobles´s private armies since they make the fight last longer. Advanced level (Circus mortis): Prerequisites: Weapon attack mastery, Weapon defense mastery. Discipline weapons: Both shortsword and buckler. Benefits: +10 MK. Reduce by 5 the initiative penalty for using a buckler. Landsknecht The establishment of the pikemen corps also known as Landsknecht was the achievement that raised Tadeus Van Horseman to the position of Warlord. These men were trained to fight side by side, never breaking their formation, holding back the enemy cavalry and foot soldiers while the archers did their job.
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Base level: Prerequisites: Weapon attack skill: 130, Weapon defense skill: 100, Composure 40. Discipline weapons: Pike. Benefits: When fighting a charging or remote enemy increase your attack against him by 10. Advanced level: Prerequisites: Weapon attack mastery, Weapon d efense mastery. Discipline weapons: Pike. Benefits: +10 MK. Increases to +20 the base level’s bonus. Tercios Argos´s pride and joy, the Tercios are a recent innovation in the argese army. Meant to fight alongside the pikemen, the Tercios are composed of unflinching riflemen capable of rapidly reloading their harquebus. However, there aren’t many since firearms are pretty expensive and scarce. Base level: Prerequisites: Weapon attack skill: 150, Composure 40. Discipline weapons: Harquebus. Benefits: When you have your harquebus ready to shoot increase your initiative by 10. Advanced level: Prerequisites: Weapon attack mastery, Composure 80, Sleight of h and 40. Discipline weapons: Harquebus. Benefits: +10 MK. Reduces the reload time of the harquebus by 1.
Carrying rules A character may carry another character in one hand if she has enough strength to easily carry the carried characters weight. A character carrying another character is subjected to the following rules: A carrying character is treated as being under Minor Paralysis. A carried character is subject to both the Minor Paralysis and the Levitating penalties. A carrying character may use the Push Aside maneuver to pro tect the carried person as a passive action, even if she does not h old the initiative. If a character would try to pick u p another character against her will the grappling rules should be used instead.
Class Calculations +5Life Points/Level (Base +5/Level) = 1/2CP +5Initiative/Level (Base +5/Level) = 2CP +5MK/Level (Base +10/Level) = 2CP +1PP/(-1Level) (Base +1/3Levels) = 1CP -1DP/Attack (Base 3DP) = 2CP -1DP/Block (Base 3DP) = 2CP -1DP/Dodge (Base 3DP) = 2CP +5Attack/Level (Base 0) = 3CP +5Block/Level (Base 0) = 3CP +5Dodge/Level (Base 0) = 3CP -1DP/Wear Armor (Base 3DP) = 1CP +5Wear Armor/Level (Base 0) = 1CP -1DP/Ki Point (Base 3DP) = 1CP -5DP/Ki Accumulation (Base 30DP) = 1 /2CP -1DP/5Zeon Points (Base 3DP) = 1CP
+25Zeon Points/Level (Base 0) = 1CP -10DP/Magic Accumulation Multiple (Base 70DP) = 1 CP -1DP/Magic Projection (Base 3DP) = 2CP -1DP/Single Summoning Ability (Base 3DP) = 1CP -1DP/All Summoning Abilities (Base 3DP) = 2CP +5Single Summoning Ability/Level (Base 0) = 1/2CP +5All Summmoning Abilties/Level (Base 0) = 2CP +10 All Summoning Abilities/Level (Base 0) = 3CP -5DP/Psychic Point (Base 20DP) = 1CP -1DP/Psychic Projection (Base 3DP) = 2CP -1DP/Single Secondary Ability (Base 3DP) = 1CP -1DP/All Secondary Abilities in a Field (Base 3DP) = 2CP +5Single Secondary Ability/Level (Base 0) = 1/2CP +5All Seconadary Abilities in a Field/Level (Base 0) = 2CP +10 All Secondary Abilities in a Field/Level (Base 0) = 3CP
Warrior - 37.5 CP Acrobatic Warrior - 38.5 CP Paladin - 43.3 CP Dark Paladin - 44.8 CP Weaponsmaster - 32 CP (+ Special benefit of 1/2-price modules. Maybe +3CP?) Technician - 42 CP Tao - 32 CP (+ Special benefit of 1/2-price Martial Arts. Maybe +5CP?) Ranger - 38 CP (+ Special benefit of +10 Ki Detection. Maybe +1CP?) Shadow - 37 CP (+ Special benefit of +5 Ki Concealment. Maybe +1/2CP?) Thief - 34.5 CP (+ Special benefit of +5 Ki Concealment. Maybe +1/2CP?) Assassin - 37 CP Wizard - 28.5 CP Warlock - 45.8 CP Illusionist - 33 CP Wizard Mentalist - 33.5 CP Summoner - 28.5 CP Warrior Summoner - 44.8 CP Mentalist - 20 CP Warrior Mentalist - 38 CP Freelancer - 26.4 CP (+ Special benefit of cheap class switching.)
T ABLE XX: COVER Cover Level
Ranged Attack Penalty
Less than half ½ Cover ¾ Cover 9/10 (Full) Cover
0 -40 -60 -100
Ranged attacks Shooting penalties for movement are -10 for any movement and -50 for more than 1/4 speed movement. Characters defending themselves from a ranged attack while in close combat with the attacker do not suffer penalties to defense for dodging or blocking projectiles. This represents the ability of a person to push aside the opponent's weapon, or to move just the few inches it would take to dodge by noticing the triggering mechanisms.
Characteristic Specializations While wandering through the Anima forums, I stumbled across an idea inside a post about other things which talked about defining characteristics. It was about differentiating between the strength of someone who could lift a mountain vs. the strength of someone who could crush that same mountain with just one touch. While I h aven't come up with a mechanical effect for it that I like yet, I do like the idea, and so I present “Characteristic Specializations” for you to use to define your character, if nothing else.
Gymnast Sprinter Tank
Ranged Weapon Stuff You multiply the distance modifier of your weapon by your perception to get your weapon increment, beyond which you begin to suffer a penalty to your attack. You suffer a -50 penalty for attacking beyond your increment, plus another -50 per increment beyond, to a maximum of -200.
T ABLE XX: RANGE INCREMENTS Range
Overloading strength Would indeed stem a mountain, but does so because his supernatural strength is spread out and projected to other p laces attached to the object (or it just changes the rules of reality through zen), but this way the strength per area ratio is still not this monumental, though always better. Could push very large objects (ships) and also increases exponentially against larger creatures(/or objects).
Extreme density muscle Base Increment
Short 2m Medium 5m Long 10m Extreme 20m Sight and Sound are considered to be extreme in range. A Human sense of smell is considered to be short range. Touch and taste are not affected by sensory increment.
Would focus improbable force inside the body, making it near steel equivalent at some level (ofc interferes with Con here, but since final physique would be seperated from attributes in this idea, still ok. they could do it both). This appearance of the attribute not only enhances body resistance, but also comes out as the best duelling kind of strength, maximizing the little ones powers beyond what is by physics explainably containable inside of any biological body. Still doesn't overload so much that you could stem a tank. Actually far from that, and will never stem mountains since the inability of the rock to hold the entire massifs weight on a surface area of a palm stays intact, so the rock will just break - you can be quite strong, but you will have to
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'swim' through the mountain. Then again, if you pointed your fingers and hit, you would probably pierce through solid metal armor. So best +damage value on everything and maybe even extra AT, especially when unarmed.
Efficient use Another way of 'increasing' strength is learn to use what you got better. The famous lift with your knees not your back, but also effects like conditioning your legs to work for surprising additional power in a punch. One could think this can be elevated to supernatural niveaus too, showing of the famous "*touch* ..??... *everybody s flying through the air*"-effect. (reference: Happosai in Ranma 0,5 with his pipe, and I think I saw similars in Kung Fu Panda...).
Eagle-eyed Book Smart
fully, it will recover +5 Quality (up to its normal value) after the second listed time, and will continue to regenerate at that rate until fully repaired. Higher and Arcane Fusions allow for the Exo-Equipped item to grow in power with the user. A character can choose bonuses from the following list based on the type of item. Note: No bo nus can be chosen more than once before Level 4, no more than twice before level 7, no more than thrice before Level 10, and on and on. Weapons: +5Attack, +5Block, +10Damage, +5Initiative, -1AT to opponent, +5Breakage. Armor: +1 Physical AT (Cut, Impact, Thrust), +1 Elemental AT (Heat, Electricity, Cold), +1 Energy AT, -5 Armor Requirement, +5 Natural Penalty/Perception Penalty, +10 Fortitude. Each bonus chosen increases the Ki cost by 1 point for both manifestation and dismissal, but a user may choose not to manifest any of the bonuses at any time if he wishes to keep his costs down. However, once manifested the powers are fixed until the Exo-Equip is dismissed and summoned again. These bonuses are in addition to any Quality Bonus or any other kind of bonuses the item might have normally.
Cost: 10 DP, 10 MK, 10 LP (Counted as a Sacrifice). Ki Cost: 1 Regeneration rate: 24 hours / 12 hours Powers: None Limits: None.
Stoic Born Leader
EXO-EQUIP: FUSE WITH SOUL Exo-Equipping is a process that binds a character’s soul to one o r more pieces of equipment. This allows the character to store the equipment inside her body, calling it into existence on a whim. The process is one that involves great sacrifice, but in exchange gives a character greater freedom and power to work with. Creating an Exo-equip requires three specific sacrifices. A sacrifice of knowledge, a sacrifice of soul, and a sacrifice of blood. Du ring the hour-long ritual, the character bathes the item in his own blood b efore physically destroying it. In game terms, the character looking to ExoEquip an item spends an amount of Primary Combat DP, MK, and LP, which counts as a Sacrifice for purposes of r egeneration and healing. In exchange for these things, he can imbue the item with one of three power levels. The three Exo-Equip power levels are Lesser, Higher, and Arcane. Each level is detailed below, giving the costs associated with forming the bond, the ki cost for manifesting the Exo-Equipped item and dismissing it, and other special notes. An Exo-Equipped item can be summoned and dismissed passively, but it cannot be dismissed unless five turns have passed since it was summoned. Since Exo-Equip armors automatically equip when summoned, the user must be able to wear them within the usual limits in order to summon them. Since Exo-Equip weapons are summoned into the user's hands, the user must have at least one free hand to be able to summon them. If the Exo-Equipped item should ever break while manifested, it immediately returns to its place inside the body of the user, spending the ki for dismissal automatically. If the user cannot pay the ki cost for dismissal, the bond between weapon and user breaks, and the DP/MK they've spent is refunded to them, but not the LP. If broken fully, the weapon will revert to its base quality (+0 for most, -5 for Poor Quality items) after the amount of time listed first under Regeneration Rate. If the weapon is merely damaged, or has just fixed itself from breaking
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Cost: 30 DP, 30 MK, 30 LP (Counted as a Sacrifice). Ki Cost: 2 Regeneration rate: 6 hours / 3 hours Powers: One gained at every level. Limits: Number of Higher Fusions cannot exceed the Level of the character.
Cost: 50 DP, 50 MK, 50 LP (Counted as a Sacrifice). Ki Cost: 3 Regeneration rate: 1 hour / 30 minutes Powers: The Exo-Equip gains two powers every level. Every third level, a character may choose to use one of each optional power and permanently combine them into a +5 Quality bonus, which only costs 5 Ki instead of the normal 6 to manifest. If a character chooses not to manifest the Quality Bonus and the weapon is fully broken, when it recovers it will automatically regain the unused Qu ality bonuses. So if a Level 8 character chose to gain two Quality Bonuses, but didn't use one of them for a fight where his weapon broke fully, when it recovered in an hour it would be back to +5 automatically, and would recover to +10 in half an hour.
DEMONIC WEAPONS A character can have any number of Demonic Weapons or other Demonic Items (See Demonic Armor and other Items). Whenever a character directly touches for the first time a Demonic Weapon, he/she has to make an opposed Willpower Check against the Demonic Weapon. If the Demonic Weapon wins the check by 5 or more, the character is instantly killed, his soul destroyed and devoured by the Demonic Weapon. If the Demonic Weapon wins the check by less than 5 points, the character immediately drops it and falls unconscious for 1 hour for each point the character lost by. If the check results in a draw, the user can wield it without problems but will not benefit from any po wer acquired by the Demonic Weapon. If the character wins the check, he will be fully able to wield the weapon and b enefit from its powers. Whenever the user of the Demonic Weapon acts in a way that d oes not satisfy the feral spirit of the demon within, the two have to take the opposed Willpower check again.
Demonic Weapons have their own soul and can gain levels. Demonic Weapons start as Level 0 creatures with the 400DPs spent on their ability to drain souls. The only notable characteristic of the Demonic Weapon is Willpower. Each Demonic Weapon starts with a value of Willpower determined by rolling a d10. Demonic Weapons can never be Exo-equipped or imbued with additional mystical powers through any known proceeding, although there are exceedingly few exceptions of magic items imbued with a demon soul.
Each time a Demonic Weapon kills an opponent, it can drink the victim’s soul gaining +5DPs, if the opponent is of at least the same Level as it, otherwise it gains 1 less DP per Level of difference. Killing individuals with Natura 15 or Gnosis 35 grants 10DP regardless of their Level and killing individuals with Natura 20 or Gnosis 40 or more grants 20DP regardless of their Level, due to the h igh value of such souls. DPs earned can be spent to buy creature’s powers as a Creature with Gnosis10 or Life Points Multiples for a cost of 10DPs each, regardless of its user’s Class. Such bonus will be applied to the user, while he/she’s wielding the Demonic Weapon and has completely mastered its power. When the Demonic Weapon reaches 600DPs, it gains Level1, and then it gains 1 additional Level each following 100DPs. It gains +3Willpower upon reaching Level1 and an extra +1Willpower each time it reaches an Even Level, up to a Maximum of 20. After reaching Willpower 20, the Demonic Weapon gets 40 extra DPs to spend upon reaching each Even Level. The Gnosis of the Demonic Weapon gets +5 each 3 Levels (Level3, Level6, and so on) up to a Maximum of Gnosis35 at Level 15. Whenever the Demonic Weapon gains a +5Gnosis, it gets a +5Quality Bonus as well, up to a Maximum of +25 Quality at Level15. A character can choose not to have its weapon drain a specific soul, but in this case a Willpower check as for the Constant Struggle rule is immediately required.
(D s i s )Ad v va nta ge s s Damned 2 Ideas One idea I've had in mind is every time the character attacks with a weapon, it breaks. Totally out-and-out shatters. Mostly this is because I like the image of a guy walking around carrying twenty swords. Every Zeon he spend for a spell --> 10% as damage, every damage he take --> 10% as Zeon lost The version we came up with tied in with his Nemesis, in that he had to kill one challenging supernatural creature every week with his Nemesis Extrusion (or the attack one, that deals Cold damage, if NE isn't the right one), or he suffered a loss of stats. To make up for the loss of stats, he had to kill twice as many creatures as he had stat losses. For the stat loss, it hadn't quite been decided if it was all stats, or just a single stat, but I was leaning towards a single stat. Cursed. Can never accept gifts, money, or funds beyond what is needed for basic survival (that's 'basic survival', not 'survival in combat'), can never take them if found. If the character does, they die. Horribly. She's had near misses in the past involving a gold coin pressed into her hand that burned a scar into her palm before she could drop it, and a glass of fine liquor that she thought was water when she took it that almost killed her before she managed to sick most of it 'up'. Using his cryo powers on someone else causes him to take similar effects and also limit his flight by a few movement values. His PG (Weaponmaster lv.4) is linked with a girl (Wizard mentalist lv.3) so every time the girl is damaged he suffers the same damage and if the girl dies he dies too, without any ho pe of a resistance check. Because of a ritual gone wrong while practicing her magic, Shayla's magical potential and aura have become exponentially powerful. Since the accident, Shayla can't speak or show emotion because it would cause a powerful spell to break free. No matter the situation she is in, whenever Shayla talks or shows emotion, she immediately attempts to cast one of the spells she knows at the maximum Zeon value possible. Any positive or negative modifiers of the situation apply. Choosing the spell and its target is up to the Game Master, but it should be influenced by the circumstances of Shayla's speech or emotions. If she does not
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have enough Zeon to cast the unleashed spell, the points are then taken from her life points at a rate of 5 Zeon = 1 Life point. This is sacrificed health, and she regains it at a rate of 10 per day. Permission--The character is unable to take an action without permission. For every damage taken by an ally this characters initiative score drops by 1. The score can become negative. Contrary, any power that another party member/opponent has is unusable by this character. As one party member learns Ki, the damned one loses his abilities. Magic-user? If the foe has identical spellset, this character loses those spells. If he's Contrary -and- Natural (spell-less) caster he'd lose the Gift entirely. Not permanenty, just as long as someone close has the abilities. HIs abilities -must- be unique to the group, or they are "locked" away.
Increased Natural Bonus I think it's dumb that this advantages costs 2 CP, and only doubles the characteristic bonus for a single skill. I typically add an additional +10 to another skill of the player's choosing (so they get 6/level instead of 5/level). I think that's at least a bit more fair, don 't you? The Gift, Limited Gift, and Access to Psychic Powers (any) can be bought with cp gained from their respective disadvantage categories. Therefore you can have gesture requirements pay for Limited Gift, instead of needing to take additional Magical Advantages. To match up with the others presented here, Talented grants +3 to Dexterity checks, and +30 to two secondary abilities of choice based on Dexterity.
Common Advantages ANIMAL COMPANION Effects: The character begins the game with an extremely faithful animal servant. It must be a natural animal, one Level lower than the character, but it is considered to have an INT score of 5. The character is considered as benefitting from the Animal E mpathy advantage when dealing with this animal. The Animal gets experience along with its master. Spending an additional CP grants an additional Level to the Animal Companion, or raises its Natura by 5 to allow Open Rolls. Special: The INT score does not allow for speech, and is meant to reflect that the animal is smart enough to think through actions without explicit commands. Cost: 2, 3.
ATHLETE Effects: +3 to Agility Checks, either +30 to two Secondary Abilities
based on Agility. Cost: 1
BEAUTIFUL Effects: Sets Appearance to 9. Special: Can only be used if Appearance is rolled. Cost: 1
BRAWNY Effects: +3 to Strength Checks, choose between +30 to two
Secondary Abilities based on Strength. Cost: 1
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BRILLIANT MIND Effects: +3 to Intelligence checks, +30 to two Secondary Abilities
based on Intelligence. Cost: 1
C ARVING EXPERT The character is a master at dissecting monsters and disassembling items in record time. Effects: All times for extracting or searching for materials are halved. Cost: 1
CHOSEN PREY Effects: The character gain a+5All Action Bonus when making actions against a specific category of creatures. Humanoid creatures cannot be chosen. Spending 2 or 3 CPs on this advantage raises the bonus to +10 and +15 respectively. Cost: 1, 2, 3.
CLASS M ASTER Effects: The character gains a +10 bonus per level to a secondary ability with a Class Bonus for his current Class. Spending additional CPs allows adding a +10 bonus per level to one or two additional secondary abilities with a Class Bonus for the current Class, but a character cannot add more than a +10 bonus p er level to a single secondary ability due to this advantage. Cost: 1, 2, 3.
EYE OF LYNX Effects: Double Aiming Bonus for ranged attacks. Cost: 1
GODLY F AVOR Effects: This character can have Elan with as many Shajad/Beryls/Grey Ones as his/her behavior deems up to a maximum of 60 with each entity. Additional points spent on this advantage raise the maximum synchronization to 70 or 80. Alternatively, the character can have higher Elan with as many powers from P antheons (except for the Judas Phylosophy) as his/her behavior and beliefs deem, up to the same levels. Restriction: This character can buy the Elan Advantage with multiple entities but cannot spend more than 2CPs on each Elan Advantage. Cost: 1, 2, 3.
GRADUAL M ARTIAL LEARNING Effects: This character gains +5MK per Level. Cost: 2
GREAT LOVE Effects: +20 to all actions to protect or encounter the Great Love or if they fight together. -10 All Action penalty for 2 d10 months if the Great Love is dead. On a 19-20, the penalty is permanent (it becomes a 1CP disadvantage). Cost: 1
HEALTHFUL Effects: +3 to Constitution checks. +30 Life Points or +10 Physical Resistances (PhR, VR, DR),. Cost: 1
HENCHMAN
Effects: This character begins the game with a relatively faithful henchman. It must be a sample character from either Core Exxet or Gaia, one Level lower than the character with no CP except that which is gained through disadvantages. The character is considered to be benefitting from either the Disquieting or the Charm advantage when dealing with the Henchman based on their choosing. Spending as additional CP on this advantages allows you to choose between getting an additional Henchman with the same limitations, or raise the starting level of one of the henchmen by 1. Whenever the character gains experience, the same amount is earned b y his/her Henchmen. Cost: 2, 3.
HIDDEN POWER Effects: The character will receive 1 CP worth advantage upon reaching Level 2, Level 3, and Level 4. The GM will secretly decide what advantages Hidden Power will give to the character. Cost: 2
IMPROVED F ATIGUE USE Effects: Spending Fatigue points to improve Actions or MA grants
an extra +5 bonus. Spending Fatigue points to improve Ki Accumulations or Characteristic checks grants an extra +1 b onus. Cost: 2
IMPROVED SPIRITUAL GROWTH Effects: This character gains +12Ki each level, which he/she can distribute among his/her characteristics as desired. An additional CP spent on this advantages grants an additional +12Ki per Level, for a to tal of +24Ki points per Level. Alt option: +1 to each Ki pool per level, or +5 distributed as desired. Cost: 1, 2.
INNATE KI RESERVE Effects: This character has +2Accumulations and +10Ki on a single
Characteristic. For each additional 1CP spent on this advantage, the character gains the same bonus, which must be allocated to a different Characteristic. Cost: 1, 2, 3.
LORD OF T HE BEASTS Effects: The character gains +5 to all his summoning abilities per
level. Restriction: Lord of The Beasts bonus is never cumulative with that
granted by the Master of The Beasts advantage. Cost: 3
M ASTER OF T HE BEASTS Effects: The character gains +5 to a single Summoning Ability per
Level. Restriction: Master of The Beasts can be taken multiple times applying to different Summoning Abilities, or for additional CP to increase the bonus to +10 and +15 respectively. Its bonus is never cumulative with that granted by the Lord of The Beasts advantage. Cost: 1, 2, 3
N ATURAL SPELL Effects: The character is able to use a Spell without using Zeon
once every 1 minute unless he spends 1 Fatigue point for each use following the first. The innate spell must have a ML no h igher than 20 and is cast at Base Casting Level. Spending additional CPs on this advantages rises the spell’s max ML to 40 and 60 and rises it’s Casting Level to Intermediate and Advanced respectively. If the character has Magic Projection use that for the Innate Spell, if required. Otherwise the spell is cast as if using the Magic Projection as Attack or Magic Projection as Defense Modules.
Restriction: Innate Spells cannot be Maintained. Innate Spells cannot be taken by a character with Supernatural Immunity. Cost: 1, 2, 3.
N ATURAL T ECHNIQUE Effects: The character is able to use a Ki Technique without u sing ki once every 1 minute unless he spends 1 Fatigue point for each use following the first. The Natural Technique must have a MK cost no higher than 20 and no Effects with a cost higher than 10MK. Spending additional CPs on this advantages rises the technique’s max MK cost to 40 and 60 and allows choosing Effects with a maximum MK cost per effect of 20 and 30 respectively. Restriction: Natural Techniques cannot be Combinable, Maintained, and/or Sustained, nor can they have any Disadvantage. The Natural Technique does not count toward learning ki techniques. Cost: 1, 2, 3.
P ACT DEALER Effects: The character has already dealt a Pact with a Major Arcana or a Great Beast with a maximum Zeon cost (for initial summoning) up to 300. Each additional CP spent on this Advantage may either be used to buy an additional Pact or to raise the maximum Zeon cost of a dealt pact by +150. Restriction: The character must be able to use the Su mmon Ability in order to get this Advantage. Cost: 1, 2, 3.
POWERFUL SOUL Effects: +3 to Power checks, either +30 to two Secondary Abilities based on Power. Cost: 1
PROFESSIONAL Effects: A Single Secondary Ability is set to 2 5 even without spending DPs on it. Spending additional CPs raises the base to 45 and 60. This eliminates the untrained penalty as well. Restriction: The bonus from Professional does not stack with Jack of All Trades advantage. Cost: 1, 2, 3.
STUBBORN Effects: +3 to Willpower Checks, either +30 to two Secondary Abilities based on Willpower. Cost: 1
SUPERIOR N ATURAL ABILITY Effects: The character doubles his base characteristic bonus to all Secondary Abilities in a particular Field. Cost: 1
SUPERNATURAL N ATURE Effects: +5 Base MA. Spending an additional CP gives +10 MA. Cost: 2, 3.
SURGEON' S H ANDS The character's manual dexterity is comparable to that o f the greatest jugglers and doctors in the land. Effects: If the character is the one dividing a creature or item into smaller sections, they can reduce the gap by 1 in the table this might cause. In other words, they reduce the chance at finding items by only 1 point for each size reduction. Cost: 1
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T ECHNIQUE PRODIGY The character selects a single effect from the Ki technique section. He can use that effect as if he had d eveloped the Ki ability "Improvised Combat Techniques", with the difference being th at he uses the primary effect column's cost, doesn't increase his fumble chance and must be able to use the effect in question in a single round. The character may select any effect, but the maximum power of an effect he can use in this way is equal to 10 MK +1 for every level he has. That means, if a level 3 character's chosen effect has a minimum cost that is beyond 13 MK, h e cannot use the effect in the described way. He also can't change the chosen effect afterwards. If the chosen effect is used in the above described way, it's not combinable with ki techniques, but it is combinable with any powers or abilities that are combinable with ki techniques. If the character later develops a ki technique and his chosen effect is part of the power, the technique's MK cost doesn't change, but it's activation cost is lessened by 2 if his chosen effect's part of the technique is a level 1 effect, by 4 if it's a level 2 effect and by 6 if it's a level 3 effect. This cannot reduce a technique's cost below 50% of it's original cost, just as with Ki Reduction. Should the character develop the ki ability "Improvised Combat Techniques", he always uses the primary column's cost, can use any level of the chosen effect, and doesn't increase his fumble chance for that effect only. This advantage can only be chosen once. If the character selects an effect that only has level 1 entries, like "Supernatural Attack", the advantage costs 1 CP instead. Cost: 1, 2
Magic Advantages FRACTURED GIFT Effects: The character has the ability to use magic, but in a very limited fashion. They cannot learn in Paths, and only develop individual spells. Half of these spells of each level must come from Free Access spells alone. They can learn spells from any of the Lower Paths of magic, but not from the Higher paths. The character can take any Gifted Flaws they desire (and often should) but they CANNOT take certain Gifted Advantages. Specifically, they cannot take any of the following advantages: Gestureless, Unspoken, Half-Attuned to the Tree, and Natural Knowledge of a Path. In all other ways they are treated as Gifted. If the optional rule to develop additional CP is used, if the character later upgrades to Gifted (for 1 extra CP) they lose all the disadvantages from this Advantage. However, ML spent developing individual spells is still spent. Cost: 1
IMPERCEPTIBLE M AGIC Effects: +40 Magic Appraisal to occult Magic. Spending additional CPs grants +70 and +100. Cost: 1, 2, 3.
S ANCTORUM ENERGY Effects: If the character builds a Sancta Sanctorum, he/she is granted 300 free Zeon Points, for choosing up to 6 Lesser Effects (all other costs and requirements for building the Sancta Sanctorum are unchanged). Spending additional CPs increases the free Zeon Points to 600 and 750, for choosing up to 12 and 15 Lesser Effects. Cost: 1, 2, 3.
S ANCTORUM ESSENCE Effects: If the character builds a Sancta Sanctorum, he/she is
granted 2 free Power Points, for choosing up to 2 Higher Effects (all other costs and requirements for building the Sancta Sanctorum are
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unchanged). Spending an additional CP increases the free Power Points to 4, for choosing up to 4 Higher Effects. Cost: 1, 2.
Common Disadvantages ASTHMA Effects: A character can only perform physical actions for half as long as a normal character could, and they are easily winded. if you want to gain more from this disadvantage then instead you can only perform actions one fourth as long, and areas that are considered to have lots of mold, dust, pollen, etc. will give you a -2 0 all action penalty for as long as you remain in the area, and you will be unable to r est, sleep, or concentrate in the area. Benefit: 1, 2.
ANTI-CHARACTERISTIC ROLL Effects: When you choose this disadvantage choose a characteristic. Whenever making a characteristic roll using the chosen characteristic, increase the difficulty of the check by +3 (this disadvantage can be chosen multiple times, but you can't pick the same characteristic twice) Benefit: 1
ANTISOCIAL Effects: The character suffers a -50 to all social interactions such as
leadership or persuasion. Benefit: 1
BLOCKED GROWTH Effects: Characteristics of this character cannot be incremented beyond their starting value by any mean. Special: Only usable with Non-Restricted Creation Points rule from GM's Toolkit. Benefit: 2
BOUNTY Effects: There is a bounty on your head worth up to 10,000 gold crowns (B) Benefit: 2
BRANDED Effects: At some point in your life a powerful entity branded you, this brand is a mark of hate. People who see it know that you're not safe to be around, and creatures/monsters will instinctively attack you even without seeing the brand. Anyone with the ability to see supernatural can see the brand even if it is covered u p. To gain additional CP, this brand instead covers the entire body, being clearly visible if skin is showing. (G) Benefit: 1, 2.
BULIMIA The character cannot keep down food and thus feels sick after consuming food. Effects: The character suffers a -20 AAP for an hour after eating. Benefit: 1
COMBAT P ARALYSIS Effects: The character is scared or surprised by combat and thus loses the chance to perform actions on the first turn of a new combat, and suffers a -40 penalty to all rolls on that first turn including initiative. Benefit: 2
CONCENTRATION REQUIREMENT
Effects: A character taking active actions in a turn accumulates no Ki points. He must concentrate, taking no active actions during his turn to accumulate Ki. Restriction: This disadvantage cannot be taken with Total Accumulation or Increased Ki Accumulation. Benefit: 2
CURSE Effects: The character has been cursed for whatever reason, whether
it be from a demon, a witch, or their blood. But similar to how an Ebudan has a mission, this curse has a goal the player must complete, every day that goes by where the player still is cursed a searing pain fills his body at night. This curse could lead to freeing the demon from imprisonment, to the downfall of a country, or even performing a very dangerous quest specified by the entity that cursed him in the first place. The specifics of the curse are decided by the GM and the player. Benefit: 1, 2.
DEGENERATION Effects: The character reduces his regeneration to 0, it cannot be
increased, if a player wants to increase the amount of CP they also lose 15 LP a day (G) Benefit: 1, 2.
DENSE The character is not very bright and he often misses obvious things or is easily fooled. Effects: The character suffers a negative -30 penalty to all perception rolls and suffers a -30 to checks to resist being persuaded, intimidated, etc. This penalty doesn’t apply to mystical or psychic effects, only normal persuasion and coercion. Benefit: 1
EMPTY C ASKET Effects: The person lacks a soul, but continues in the world by
maintaining a minimum link with it. In this way, the person suffers a constant lack of motivation, they feel empty, and are unable to think about other objectives than recovering that which has been lost to them. If their soul is damaged in some manner, their body suffers Minor Paralysis for a time determined by the GM. The spirit is pur e energy that can be utilized for many purposes if it is maintained appropriately in a special container. The person maintains their base Presence like a representation of existential power through their body in the physical world, the same as a homonculus, but unlike them, they cannot live if their soul does not exist in this world. Without the soul, the person has no capacity to acquire The Gift and/or Ki Abilities. The person effectively has 0 Power, but all effects relying on it use a -40 modifier. Benefit: 2, maybe 3
EXTRA SENSITIVE Effects: Whenever a character suffers damage add an extra ¼ p oints
of damage after the damage dealt has already been determined (e.g. if a characters at reduces an attack enough that it only deals 14 points of damage, you then add 3.5 rounded up (4) points of damage total) (G) Benefit: 2
F AVOR Effects: At some point you made the regret of saying “i owe you one” to somebody who did you a big favor, this disadvantage makes it so at some point during the story this somebody will come to you with a favor of their own, a player feels obligated to pay them back, or a character may make the risky move of denying repaying the favor, in which case the once ally will seek retribution in some way (B) Benefit: 1
FOCUSED Effects: The character is required to focus as an active action for at least one turn before performing any psychic, zeonic, or ki action. (G) Benefit: 1
HEAVY The character is larger than normal or is just portly. Effects: The character suffers a -1 p enalty to their movement value and a -2 to their fatigue. Benefit: 1
HEMOPHILIA Effects: Whenever the character suffers damage, they take 1
additional point of damage for each 10 points of damage suffered. If the character suffers damage equal to or higher than one fourth of their current LP total, they suffer a Critical and are automatically affected by Bleeding. Their Regeneration level can never be h igher than 5. Benefit: 2
IN THE WRONG H ANDS Effects: Any weapon held by the character automatically reduces its Quality by 5. This only affects a weapon they are actively holding, if given to someone else the weapon does not retain this reduction in quality. This curse has no effect on -5 items, as their Quality cannot be lowered further. Benefit: 1
INFAMOUS The character is exceptionally famous, but for all the wrong reasons. Effects: The effects of this advantage only apply to role-playing. The player must determine the source of his character’s fame at character creation, but it must be a negative source. If using the optional Fame rules (Gaia 1, page 290), this advantage provides 40 or 65 points of Fame, depending on the CPs invested, but all Fame must be either Cowardice, Infamy, or a mix of the two. Benefit: 1, 2.
INSANITY Effects: The player starts the game with the bare minimum amount of sanity in order to function properly, it replaces their starting sanity. Restriction: Can only be taken in games with the sanity rule in effect. Benefit: 1
INSOMNIA Effects: The character has trouble falling asleep, he must roll a d10 each night to see if he can get to sleep. On a result of a 4 or higher he suffers penalties. Benefit: 2
J ACK-OF-NO-T RADES Effects: The character, despite the best of intentions, has absolutely no skill in anything they haven't specifically trained in. All secondary abilities are considered knowledge skills for them (and thus they cannot roll for them without investing DP into them). Benefit: 2
KI BLEEDING Effects: Characters with this disadvantage cannot contain their Ki. They automatically lose an amount of Ki equal to 50% of the Ki cost of any ability they activate requiring Ki, any time they use such abilities. If a character cannot afford to lose this Ki, he is simply reduced to zero Ki with all the penalties it implies. Benefit: 2
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KI BLOCKAGE Effects: A character with this disadvantage does not recover Ki
naturally. He must find some other way to gain Ki, generally, through the use of limits. Restriction: This disadvantage cannot be taken with Ki Recovery Benefit: 2
KI HOLE Effects: A certain characteristic does not generate any Ki for the
character whatsoever. It contributes zero Ki points to his pool. Its accumulation is also reduced to 0 no matter what its value is and it can never be raised, nor can Ki points be purchased for this characteristic. Special: If combined with Innate Power, only multiply the amount of Ki by five instead of six. This disadvantage can be taken multiple times, covering a different characteristic each time and reducing the amount one multiplies with Innate Power by an additional 1. Benefit: 1
KI REDUCTION Effects: The character halves his Ki accumulation and only recovers half the amount of ki they normally would. Benefit: 1
LEARNING DISABILITY Effects: A character with this disadvantage adds +20 to the MK cost of anything he learns that requires MK to learn, including Ars Magnus and Ki Dominion Techniques Benefit: 1
LIMITED M AGIC ENERGY Effects: Double the cost for acquiring 5 Zeon points and halve any Class bonus to Zeon. Restriction: Only characters from the Mystic Archetype can acquire this disadvantage. Benefit: 1
M AGICIAN' S FOLLY Magic Disadvantage The player has ruined his own connection to The Sea of Souls through magical perversion. The player's own Zeon has become a poison to casting spells. And the voice said, "But for those who can not forget what they have seen, the worst has yet to come." Effects: MA and Projection are always halved except when casting Innate Spells or spells using a magical container that the player (or an other being with this disadvantage) has not put his own Zeon into. Benefit: 1
NIGHTMARES Effects: Each night, the character rolls a d10. On a 6+ he suffers a -
2 Max Fatigue cumulative penalty until he rests for one night. To gain an additional CP from this disadvantage, when rolling a 8+ for the night, the character suffers a -20 All Action Penalty as well. Penalties caused by this disadvantage directly or through Fatigue Loss cannot be nullified or reduced by any mean. Benefit: 2
PREDICTABLE Effects: Whenever the character attacks and is defended against the enemy gets a +20 to a counterattack. (G) Benefit: 1
PREJUDICED
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The character is biased against a group or type of p eople. They are intolerant and outspoken against that group. Effects: Every time the character interacts with the group, the character must make a Willpower Check at a difficulty of 15. If she fails she must immediately speak out against the group, insulting and otherwise saying terrible things. For 2 CP, a failed check means she immediately attacks the person/group instead. Benefit: 1, 2.
RIVAL Effects: The character has an enemy that wishes to h unt them down and kill them, or they just have a general enemy. At 1 CP it’s a general enemy of the player’s level that he must fight occasionally. At 2 CP the character not only wishes to stop you, but also has their own group, or army, that he commands. (B) Benefit: 1, 2.
SCHIZOPHRENIA Effects: The character suffers from seeing visions or hearing voices that command him to commit certain acts. The extent of this disadvantage is left up to the GM. Benefit: 2
SELF-HARMING Effects: When the character suffers a fumble they lose half of their fumble level as LP damage, rounded up. This damage surpasses Damage Barriers, and is capable of damaging energy if needed be. Benefit: 1
SLOW M ARTIAL LEARNER Effects: A character with this disadvantage treats himself as being one level lower on Table 6 on Page 14 of Dominus Exxet for learning Ki. If this places him off the chart, then he simply cannot spend his Martial Knowledge unless he finds an instructor. Benefit: 1
T RAUMA Effects: When your health reaches 50% the character rolls a d10. On a 6+ he suffers a -2 Max Fatigue cumulative penalty until he rests for one night. To gain an additional CP from this disadvantage, when rolling a 8+ for the check, the character suffers a -20 All Action Penalty as well. Penalties caused by this disadvantage directly or through Fatigue Loss cannot be nullified or reduced by any mean. Benefit: 1, 2.
T RUE S ACRIFICE Effects: The character rolls on Table 35 of Beyond the Dreams (Pg. 292 in the book). Benefit: 2
UNEDUCATED The character never had a proper education. Effects: Thus either they cannot read, or write, or perform some actions that would require having learned it first. The character also applies a -10 to all secondary skills. Benefit: 1
UNKNOWLEDGEABLE Magic Disadvantage The player has gained direct knowledge of the Sea of So uls for some reason, and the character can not learn spells the normal way. He must cast from magical grimoires, scrolls, or bo oks. And the voice said, "Those who will strike upon my domain but dare not speak its name, you will forever forget what you saw this day"
Effects: The player can not learn any spells; he must cast from grimoires. For purposes of character creation, the player is able to buy his first tome using his Magic Levels, however, they must buy all sp ells inside using the rules for buying individual spells (Core Book, Table 57, page 113) with any limitations the GM sees fit. This can also be combined with any other magic advantages and disadvantages except Action Requirement. Benefit: 2
UNTRAINED FIGHTER The player was never properly trained in the use of weaponry, they kind of just picked up a weapon and starting swinging. Effects: The character takes a -50 attack penalty when using a weapon of any kind. The character also can’t buy weapon modules or martial arts while they have this disadvantage. Restriction: Only classes in the Domine, Fighter, Prowler, and Novel Archetypes can acquire this Disadvantage. Benefit: 2
WEAK SYSTEM Effects: The character reduces ALL his resistances by half.
Benefit: 2
Difficulty: -10 Maximum Quality: +5 Availability: Uncommon This cotton like substance comes from the blooms of certain carnivorous plants native to the lowlands of Shivat. The plants hide among normal cotton plants and murder cotton pickers that attempt to take its bait. Fortunately, only the largest are ambulatory, though longstalked variants resembling sunflowers and lotus like treeborn varieties live in the local jungles.
Difficulty: -100 Maximum Quality: +5 Availability: Exceedingly Common Spider Webs, for the discerning smith with the patience and care to farm them, are one of the most durable substances found in the natural world, with tensile strength far exceeding what would be expected for their weight. Further, the web structure and format is designed to capture creatures with significant relative mass that are moving at h igh speed. Treated to be flame resistant, layered and intricately woven, the threads can form an extraordinarily light and resilient garment. Use the normal weight of the item created to calculate volume of materials needed to craft, the final weight however is 1/4 normal.
V ERTIGO Effects: Whenever a character performs an action using ki, zeon, or psychic points, he must perform a 1d10 roll. On a result of a 6 or higher they suffer a -20 All Action Penalty until the end of their next turn. A result of 10 will result in double penalties. Benefit: 2
Ad d di tional M Mater ia s l s Difficulty: +10 Maximum Quality: +5 Availability: Rare A handful of trees in every forest seem bred to be worked. Perhaps they were cross pollinated with the Ghestal of the past or maybe they are the heroes of trees, whatever the case, carpenters pay great sums to acquire the wood from these natural wonders.
Difficulty: -20-20 per Age Category Maximum Quality: 5+5 per age category Availability: Inaccessible Bitterly difficult to acquire and work, Dragon Hide is much sought after as it protects its wearer from hostile magic (It grants a mystic armor rating of 1+1 per +5 item rating).
Difficulty: -60 Maximum Quality: +5 Availability: Uncommon Silver Sand is found in patches along the beaches of the new continent. Glass blown from this obscure silicate has tensile strength comparable to steel. Weapons made of it are much desired fashion accoutrement for the stylish warrior.
These are the difficulties of readying raw materials for use in the smithing process, such as drying and treating wood, curing hides and bones, smelting and alloying metals. At the higher end of this chart a high rating in Sciences would be required to understand or even conceive of the materials in question. Every level of difficulty achieved beyond what's required provides a +5 bonus for the smith to create something using the material. This bonus stacks with the difficulty of the created material and cannot exceed +50. By sifting through vast quantities of base materials, the smith can gather only the best quality materials and acquire a bonus to his Preparation roll according to chart 1.2. If the required difficulty to prepare materials is not met any item created from the materials will lose 1 degree of success per failure.
T ABLE XX Difficulty
Difficulty: +10 Maximum Quality: +10 Availability: Inaccessible Made from the blood red hide of the sacred bulls of a forgotten god, this leather is stylish and particularly heat resistant (add 1 to the Heat AT of any armor made from this material).
Difficulty:-80 Maximum Quality: +15 Availability: Rare The jet black leathers crafted from this material are something of a taboo and usually the product of exaggeration. This leather can be created from the flesh of any shadow creature but few modern smiths would admit they crafted armor from the flesh of a sentient being no matter how evil. This armor adds 1 to the Cold AT of any armor made from it.
Routine Easy Moderate Difficult Very Difficult Absurd
Something
Materials that are basically ready to work as long as they're in one piece: Stone, Bone, Wood Materials that were used by Ancient peoples: Leathers, Furs (for padding) Materials that require widely known complex processes but used by ancient peoples: Bronze, Iron, Steel Uncommon Materials or those that require secret and complex processes: Black Steel, White Steel, the hides of unnatural beasts. Rare or advanced Materials: Elecktra, colored glass Rare or advanced Materials: Synthetic materials, Materials with seemingly unnatural properties (Spider Webs, Kevlar, Plastics, Velcro, Elastic, Spandex)
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Almost Impossible
Highly unlikely materials: Glass that's as strong as steel, steel that bends like rubber while retaining an edge (Titanium).
Linen: - : - : A plant based fiber it is a commonly used fabric in all levels of society. Linen breathes in even the warmest of climates, keeping the wearer cool.
CHART 1.2 Amount
Check Modifier
Barely enough for the item Less than Half the normal amount Half the normal amount Less than the normal amount The normal amount 1.5x Required 2x Required 5x Required 10x Required
-120 -40 -20 -10 +0 +10 +20 +40 +60
Assumes 2-10 lbs of earth/flesh for every p ound of workable material required for creation. For high grade alloys or mystical materials the lower amount should be used, for low end materials more volume is required to find worthy quantities. Short example: Maths and rolls: Preparing Bronze is Diff 80. Sagan: -10 for lack of raw materials +40 for skill +28 for roll = 58. Final item creation will lose 1 degree of success. Forging Sword is Diff 120. Sagan: -20 for Bronze, +40 for time, +30 for Fatigue, +40 for skill +roll of 45 = 135. -1 degrees of success for poor prep. Sword is a -5 weapon. Explanation: Locke instructs young Sagan to make a Bronze sword without his powers, using only his Forging Skill of 40. Preparing Bronze is difficulty 80. The 4lbs of Bronze necessary to craft the sword requires 20-40lbs of ore. Sagan and Locke are cash poor so he can only buy 15 lbs of ore from the mine. The moderately difficult task of preparing the Bronze is made more difficult with a lack raw materials. Sagan is penalized -10 (Chart 1.2) for a total Skill of 30. He rolls... a 28, achieving only an Easy success, 1 degree short. Sensing he's off to a bad start Sagan spends 3 months crafting the sword for a +40 bonus, he feels confident the extra time will pay off. Working himself to the bone, he exhausts himself daily (spending 2 fatigue on the roll for +30). His time, effort, and skill total 110. Bronze is hard to work though, penalizing him by -20. He rolls a 45 and adds his 90, for a passable 135. The sword would have been acceptable, however, his poor preparations subtract a success level, reducing him to a moderate success. The sword is poorly balanced and suffers a -5 quality rating.
Fabrics + Materials for Clothing Fabric/Material : Price Modifier* : Availability : Properties Skins: - : - : Soft leathers are very common and easily accessible. They make up the bulk of footwear and jackets used in Gaia. They are used for their water-proof qualities (when properly cared for and maintained). Sometimes stripped of their hair, other times it is flipped to the inside and left as an insulator. Wool (sheep): - : - : An animal based product made from the coat of the sheep. Wool keeps it's wearer warm while wicking moisture away from the skin; this can make the difference between dying of hypothermia on a rainy night in the woods and surviving. For it's
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properties and availability wool is the most common fabric found. It is also easily dyed making for a variety of looks achievable.
Cashmere & Mohair: x50 : U : Made from the hair of the Cashmere and the Angora goat, they are types of wool prized for their soft and silky textures. With the same insulating and wicking properties as sheep's wool. Also easy to dye. Silk: x100 : U : A smooth shimmering fabric, the most popular of the high-end textiles. Silk itself is a strong material, however, it is quite difficult to care for and is easily damaged, warped, and stained. Quiviut: x200 : R : Made from the wool of the muskox it is exceptionally soft . With the same insulating and wicking properties as sheep's wool, however, unlike sheep's wool it will not shrink in water of any temperature and is exceptionally durable. Also easy to dye. Angora: x300 : R : Angora is from the coat of the Angora rabbit (distinctly different fibers from those produced by the Angora and Cashmere goats). Known for its soft and silky texture, thin fibers, and 'fluffiness,' it is highly prized by the upper-class. It is much warmer and lighter than other wools due to the hollow core of the angora fiber (trapped air insulates). Due to its lack of elasticity it is often blended with sheep's wool, lowering the quality of the garment but allowing for some give and stretch. (GM's discretion on modifying price for b lends). Satin: x100 : U : Made of Silk- Almost glossy in appearance Satin is typically used for luxury clothing, lingerie, and bedding. Used by nobility and the very rich. (Issues in the care and damage of Silk apply here as well). Velvet: x100 : U : Made of Silk- A short, dense weave, distributed evenly creating a very distinct texture. Typically used for luxury clothing, tapestries, and upholstery. Used by nobility and the very rich. (Issues in the care and damage of Silk apply here as well). Damask: Wx200, Lx250, Sx300 : U : A reversible figured fabric of Silk, Wool, or Linen, with a pattern formed by weaving. Ornate designs, patterns, scenes of nature depicted in vibrant colors; a great variety makes these very customizable for those with enough money to afford them. Very popular in Gabriel for their beauty. (Separate modifiers based on type of material used to make the Damask). Samite: x500 : R : A luxurious heavy Silk fabric, often accented with gold or silver thread. Used mostly for elegant robes and vestments worn by royalty and high church officials. Tapestries may also be made of this. (Issues in the care and damage of Silk apply here as well).
M echa Let's just get this out of the way right now: I love Mecca. Pray to that sh*t five times a day. Six on the weekend. Most holy place on the whole damn planet. Love that sh*t. Oh, and I love Mecha too.
Mecha for Anima
There are several versions of Mecha out there currently. The most famous two are the Spanish Complemento d10 mecha, and the Beyond Science mecha. Both, I feel, are trying too hard to make mecha in Anima. They've designed decent system for building them, maintaining them, and using them for various purposes. What they haven't done, in my humble opinion, is build mecha for Anima. What I mean by that is that Anima is a unique system. It has its own expectations and themes, it has a way things are balanced and work together that makes anything added to it a unique challenge. Most importantly though is that Anima isn’t anything else. Anything you put in Anima can meet a few of those things. M aybe it’s got new stats that balance well and fit the theme. Maybe it’s using old stats but in odd ways that don’t fit with the themes. It can be anything, but something made for it should feel like Anima, should follow those expectations, themes, and balance, and should address that challenge head on instead of working around it. And while I respect and appreciate what the other two attempts have done, neither seems to hit all those marks to me. This is my attempt to do what they have no t. I borrow from both, but the end result is my own. I hope you enjoy.
Why Mecha? It’s bound to come up at some point or another. Why create Mecha when the powers that characters possess are already so formidable? There are a few reasons, and I’ll list them in the o rder I would give to anyone asking. Mecha are cool. The Rule of Cool has always been a major part of Anima. You can lift buildings and slash fireballs in half; you can stop bullets with your teeth; you can even fly around shooting lasers out of your eyes. So, why not have mecha? Mecha can level the playing field. In a world where superpowered monsters and people can have powers like the ones listed above, what the heck is the City Guard even good for after Level 3? Well, if they’re suited up in Mecha, then there’s a lot they can do without being special themselves. Mecha can replace individual powers. If you want to run an Anima game where the Players aren’t rampaging across the world with nothing more than the clothes on their backs, you can transfer some/all of that power into their Mecha. You can have normal characters whose power depends on something much larger than themselves. And the final reason is having more options. It’s as simple as that, really.
The Four Basic Types Type S: Standard Mecha. These are the mecha that most people are thinking of when they think of mecha: Hand controls, HUDs, big hunks of metal powered by engines with missiles and beam rifles. The good stuff. Type K: Ki Mecha. These aren't your granddaddy's mecha. These mecha are an extension of the character's body, controlled through the user's aura, and so therefore mimic the exact movements of their pilots. Rather than being fueled by standard power cells, the user's own ki powers these enormous vehicles, and they can channel their abilities and techniques through them. Type P: PsyMecha. The mech of the mind, PsyMecha are fueled via psychic crystals and controlled by the thoughts of the user. Because of the crystal sources, it takes a Psychic to activate these mecha, but the power they can offer is incredible. Type Z: Zeonic Mecha. The final mecha type are mecha built through magical manipulation. Rather than being towering titans of steel, these mecha are, more often than not, simply scraps held together by zeon. They can often alter their shape at will, are incredibly powerful opponents, but they are also the weakest in terms of their ability to r esist damage.
Advanced Types You didn't think I was done, did you? Just like anything in Anima, there are subtypes for everything. Some of these subtypes will be obvious, and some of these may seem farfetched, but in Anima that's the way things go. Type M: Magitech Mecha. Not exactly a Zeon Mecha, Magitech is the combination of sorcery and science into something more than either alone. Magitech Mecha use special 'zeon batteries' to power themselves, which can recharge simply by drawing in magical energy from the local environment, giving them near-limitless power sources. Along with this, they have the unique advantage over other Standard Mecha of b eing able to be elementally aligned (detailed later). Type B: Biomechs. These Mecha are partly, o r perhaps fully, alive. They're more like giant cyborgs than pure mecha, and are p hysically linked to their pilots, either via a surgical link, or by absorbing the pilot into them. These mecha cannot be built, and typically cannot be bought, but because of the interface they can offer an unparalleled level of control, and the ability for a pilot to experience what it would truly be like to be their mecha. Not even Ki Mecha come close. Type C: Combination Mecha. Put simply, these are mecha which come in individual mecha pieces, that fit together to transform into a much bigger mecha. Type U: Unknown. Some Mecha simply don't fit into any other category. They are unique, individual. Without compare. Perhaps a Mecha powered by the laughter of children, or one made up of cats fused together by their hatred of all things not feline.
BUILDING A A M MECHA With so many different kinds of Mecha, there are, obviou sly, many ways to build one. While fluff-wise there are dozens of ways to do it, mechanically Mecha all have a few things in common. A basic mecha is built like a typical Construct. Details for Constructs can be found on page 172 of Those Who Walked Amongst Us. Mecha level is based off of a design ro ll, the available materials, and then then actual construction. Yeah, I know, that’s complicated, but so is designing and building a fifty-foot tall mechanical combat suit. Let’s break this down. The first portion is the Design Roll. Design is a new secondary skill, detailed below (and also on page XX). Designing a mecha is no easy task, but it does determine the base level. For each level of difficulty reached, the Mecha gains one potential level. That was simple, right?
The second portion is the available materials. Here, maximum quality is very important. The base materials needed to make a mecha must be capable of reaching +5 Quality (yes, all Mecha are Quality items, you’ll have to get over this). For every +5 over this, you can add a potential level to the mecha. For every -5 below this, you subtract a potential level. See? It’s still simple. Almost painless. Almost.
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Obviously, Mecha require a huge amount of material to construct. Once can pass off ‘a lump of iron’ as enough to make a sword with, but it would have the be a small hill of iro n to make most mecha, and several mountains to make others. It’s recommended that the GM not make obtaining such large amounts of material too difficult, but it also shouldn’t be too easy to obtain large amounts o f high quality ores or metals. How a GM wants to go about that is up to them, but generally it should involve large amounts of both money and time. The last portion is the building of the mecha itself. Currently, building a standard mecha is a specialization of either Forging or Architecture depending on what kind you’re building. Ships r equire Architecture, Mobile Suits require Forging. Sidebar: Wait. What? Yes. Mecha aren’t just incredibly tall fightan robits. The original term is used to refer to any kind of large mechanized device. So you’ve got things like spaceships, fighter jets, and Death Stars along with Gundams, Zoids, and Metal Gear REX. Ain’t life grand? This is where things get complicated. The difficulty for building the mecha is based off of size and level potential. The Table XX below shows you the base difficulty needed in order to create a mecha of the appropriate size at that potential level. That is the maximum possible level the mecha can achieve in the initial building process. You can choose to set your target level lower, of course, but you cannot set it as anything higher. Some Mecha, like Type Z, or U, obviously aren’t going to be built by standard means. Type Z mecha are made through a special ritual, detailed below, while a Type U can be made through almost any check imaginable, though the difficulties for such checks should be at least 50% higher than any involving a typical mecha, which include the Design check as well.
T ABLE XX: MECHA LEVEL BY CHECK Level
1 2 3 4 5 6 7 8 9
Big
Enormous
Giant
Colossal
S: 40 K/P/Z: 60 C/M: 80 S: 60 K/P/Z: 90 C/M: 120 S: 80 K/P/Z: 120 C/M: 160 S: 100 K/P/Z: 150 C/M: 200 S: 120 K/P/Z: 180 C/M: 240 S: 140 K/P/Z: 210 C/M: 280 S: 160 K/P/Z: 240 C/M: 320 S: 180 K/P/Z: 270 C/M: 360 S: 200 K/P/Z: 300 C/M: 400
S: 60 K/P/Z: 90 C/M: 120 S: 80 K/P/Z: 120 C/M: 160 S: 100 K/P/Z: 150 C/M: 200 S: 120 K/P/Z: 180 C/M: 240 S: 140 K/P/Z: 210 C/M: 280 S: 160 K/P/Z: 240 C/M: 320 S: 180 K/P/Z: 270 C/M: 360 S: 200 K/P/Z: 300 C/M: 400 S: 220 K/P/Z: 330 C/M: 440
S: 80 K/P/Z: 120 C/M: 160 S: 100 K/P/Z: 150 C/M: 200 S: 120 K/P/Z: 180 C/M: 240 S: 140 K/P/Z: 210 C/M: 280 S: 160 K/P/Z: 240 C/M: 320 S: 180 K/P/Z: 270 C/M: 360 S: 200 K/P/Z: 300 C/M: 400 S: 220 K/P/Z: 330 C/M: 440 S: 240 K/P/Z: 360 C/M: 480
S: 100 K/P/Z: 150 C/M: 200 S: 120 K/P/Z: 180 C/M: 240 S: 140 K/P/Z: 210 C/M: 280 S: 160 K/P/Z: 240 C/M: 320 S: 180 K/P/Z: 270 C/M: 360 S: 200 K/P/Z: 300 C/M: 400 S: 220 K/P/Z: 330 C/M: 440 S: 240 K/P/Z: 360 C/M: 480 S: 260 K/P/Z: 390 C/M: 520
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10 11 12 13 14 15
S: 220 K/P/Z: 330 C/M: 440 S: 240 K/P/Z: 360 C/M: 480 S: 260 K/P/Z: 390 C/M: 520 S: 280 K/P/Z: 420 C/M: 560 S: 300 K/P/Z: 450 C/M: 600 S: 320 K/P/Z: 480 C/M: 640
S: 240 K/P/Z: 360 C/M: 480 S: 260 K/P/Z: 390 C/M: 520 S: 280 K/P/Z: 420 C/M: 560 S: 300 K/P/Z: 450 C/M: 600 S: 320 K/P/Z: 480 C/M: 640 S: 340 K/P/Z: 510 C/M: 680
S: 260 K/P/Z: 390 C/M: 520 S: 280 K/P/Z: 420 C/M: 560 S: 300 K/P/Z: 450 C/M: 600 S: 320 K/P/Z: 480 C/M: 640 S: 340 K/P/Z: 510 C/M: 680 S: 360 K/P/Z: 540 C,M: 720
S: 280 K/P/Z: 420 C/M: 560 S: 300 K/P/Z: 450 C/M: 600 S: 320 K/P/Z: 480 C/M: 640 S: 340 K/P/Z: 510 C/M: 680 S: 360 K/P/Z: 540 C,M: 720 S: 380 Z, P, K: 580 C, M: 760
Please note: Some of these checks are ridiculously high. That’s because these are meant to be extreme tests, taking time and teamwork to pull off. Things two times the size of your house take real work to build. Things over two thousand times the size of your house take a lot more. It’s okay. You can do it. I believe in you. Congratulations! You’ve succeeded in building a mecha! That means you can start spending all that shiny DP.
Ahh, Gnosis. That’s the stuff we really care about, right? What powers can I give my shiny new mecha? Base Gnosis is centered around the class of mecha being built. For every 5 levels the Mecha possesses, increase their Base Gnosis by 5. For Type U, the Base Gnosis is up to the GM to determine, but should be no lower than 15.
T ABLE XX: MECHA GNOSIS Mecha Type
Type S Type K, P, or Z Type B, C, or M Type U
Base Gnosis
10 15 20 Variable
So, now that you’ve determined the amount you’ve got to work with and the Gnosis value you can buy at, it’s time to actually spend some DP. As mentioned before, Mecha are Constructs, which means they’re Beings Between Worlds with Physical Exemption, Regen 0, and immunity to Summoning abilities (with one exception) for free. Mecha are constructed as though they were beings created by Magic and therefore must follow the Gnosis and DP rules for buying characteristics, powers, and abilities. While GMs are encouraged to spend a portion of the DP, as with the creation of any magical being, it is not required they do so. They may be any class, but to multiclass requires an Improve Design roll. In addition, there are a few special rules that Mecha follow. First, the majority of Mecha have neither WP nor POW characteristics, and since they are without them cannot utilize any skills based off of them. Without an Inhuman Intelligence they also possess Psychological Immunity for free. Though they possess all other characteristics and abilities, they cannot use either in any way without a
pilot. As a general exception, all Mecha can use their resistances without a pilot. Other specific exceptions to this rule are noted below. Secondly, certain powers and abilities have modified costs. Superhuman/Supernatural/Divine Physical Characteristics Gnosis requirements are reduced by 5 for every size above Big the Mecha possesses. Take note that although Mecha can be exceptionally large, they are not forced to be DR creatures unless the GM cho oses to make them that way. I struggled a lot with the decision, but in the end all mecha are unique, and so each has the option to be or not to be a DR creature. Once selected, this option cannot be changed later without a Redesign (detailed below). Type P: Must possess a WP score, and cannot possess Psychological Immunity. May choose Psychic Advantages and Penalties. Type Z and M: Must possess a POW score. May choose Magic Advantages and Penalties. May choose to be Elementals. Type B: Must possess a WP score and POW score and does not possess Psychological Immunity. Always possesses an Inhuman Intelligence. Type C: Every piece must buy either Metamorphosis, Advanced Metamorphosis, or Transformation.
UPGRAYYYDS While obtaining a Mecha may be the end for most folks, it’s natural to think that, at some point, you might want to improve your Mecha. Typically, a mech doesn’t gain experience like a normal creature, but they still need a way to level up, and to improve, otherwise there’s gonna be trouble. The simplest way to level a Mecha is to simply make some new checks. There are several ways to do this, and each has their own benefits and drawbacks. Option 1: Improve/Redesign This option offers the most versatility because it allows the user to alter their Original Design as much as needed. By making an Improve Design check, you have the option to add new types of features to your Mech. You can add additional types of weapons or powers, movement options, and increase the potential level of your mecha. Alternatively, you can choose not to level up your mecha, and simply rebuild it from the ground up with a Redesign check. While you can keep some aspects from the original, the main advantage of a Redesign is that you can reuse old parts for new purposes. However, the new purpose for the old part must be justifiable. A gatling gun might be repurposed into an awesome thruster for flight, but it’s not going to suddenly allow you to damage energy with your other weapons. In either case, making the new Design check also means that you’ll need to make a new Crafting check of the appr opriate type for your new design. This option may only be chosen if a person has increased their Design score since the last Improve Design/Redesign (or Original Design) check they made. Example: Jenna has been loving her Mecha, Jinx-In-A-Box, but in a recent battle it was almost too close to call, all because her machine wasn’t as fast as her oppo nent’s. So, she decides to do a bit of an overhaul, adding in thrusters and a lighter chassy. Because she’s also looking for more firepower, she compliments this design with a lightweight beam pistol hidden inside one of her mecha’s fingers. Since she doesn’t wat to lose any of her old equipment or capabilities, she makes an Improve Design roll, and once she’s got her potential level she sets to work building Jinx-In-A-Box 2.0 Example 2: Leon has recently encountered a problem. The enemies he’s been fighting have suddenly all been airborne, and h is current Mecha, Warzone, simply can’t keep up. The current design is so laden with firepower that making it airborne would take far more skill than he
has, so he decides to rework his current design into something that can get off the ground. His Redesign roll doesn’t give him more levels than his previous roll, but that’s alright. He doesn’t need more power, just a different way to get at his enemies.
Option 2: Make a new Crafting Check By forgoing a Design check, you can make upgrades to your mecha simply by using better materials, or your increased skills. While this allows you to upgrade your mech’s powers and abilities, you cannot add something new to it. No new rocket pods or thrusters, only a straight upgrade to existing powers. This check cannot increase the level past the original potential level unless it involves materials with a b etter quality potential. This check may be made at any time. Example: Killjoy is getting old. The last three fights the mecha has been in have been rough, to the point where its pilot, Joy, is starting to think its name might be a little too app ropriate. Unfortunately, she’s no technician, but she did just stumble into a literal motherload of White Steel. So, she’s set to work swapping out the old metal for the new, and when she’s done her mecha won’t ha ve any new toys, but it’ll handle better, which just might save Joy from being killed in her next fight.
Option 3: Make a new Design Check The third option is a bit trickier, but it allows you to integrate additional equipment you may have found or purchased into your mech. While it doesn’t increase your mech’s level directly, it does allow you to add new powers to it without needing to rebuild. However, since the powers aren’t fully implemented into the mecha with a crafting check, you are limited to only 50 DP worth of additional powers this way. Or to exchange out removable equipment for up to 100 DP. This check may be made at any time. Example: Darius wants to exchange out the Anti-Tank Rifle inside his mecha’s arm for an Anti-Material Rifle he recently pulled off an enemy mecha. Rather than redesign his whole mech, he simply reworks the arm slightly and moves a few parts around to install the more powerful rifle.
Inhuman Intelligence So, lemme level with you for a minute. I thought about calling this section “Artificial Intelligence” but, you know what? Not all mecha are artificial and so it would be a lie to label it as such. Anyways, that’s what I wanted to talk to you about. Let’s get back to the rules. Most Mecha have INTelligence and PERception stats to represent system capabilities. Databases loaded into the core computer system, the situational bonus that a mecha gives to certain secondaries, etc. Typically, a mecha with an INT of 5, or 9 , or even 20 isn’t actually smart enough to do anything more than bring up data for its pilot to interpret. A mecha with a PER of 5, 9, or even 20 cannot do anything more than display that data for someone to interpret. Some Mecha, however, are different. Some Mecha have personalities, a living co nsciousness, or they sync with and augment a pilot’s own mind. Whatever the excuse is, some Mecha possess, for better or worse, an Inhuman I ntelligence.
What Does That Mean? It means a few things. The first is that a mecha with Inhuman Intelligence is capable of acting without a pilot’s direct influence. They ca, unlike other mecha, gain levels on their own, though they can on ly spend a limited amount of their DP without the ability to modify themselves, or someone to do it for them. This limited amount is 25% o f their per-level DP, and is treated like Option 2 in the Improvement section for the purposes of how that DP may be spent.
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B and U-type Mecha are the only exceptions to the DP limitation. They may utilize the full DP amount because they are able to evolve and grow in ways that the other types simply cannot.
How do I do it? Readers who know the Monster Creation rules know that there aren’t actually any rules stating that constructs don’t have minds to begin with. There are many reasons for that, but the main one to point out is that your typical construct is a creature; a Mecha is not (in all cases except for B and some U-Class Mecha). To reflect this, by default most Mecha do not have WP or POW scores, or they only have one or the other, giving them space for impressive Physical Stats. If a player wishes for their Mecha to have Inhuman Intelligence, however, they must have all four Mental stats above 3, and at least one at 5 or above. It is not possible to create Mecha with stats above those levels that doesn’t possess at least a rudimentary consciousness. It’s important to note, however, that adding Inhuman Intelligence isn’t just a matter of spending the points. Any Mecha with I.I. must also have a personality, and that personality can cause problems.
The Problem With Intelligence As anyone who has ever trained an animal knows, the smarter they are, the more difficult they can be. Mecha with Inhuman Intelligence might only be as smart as a dog, or they might be more clever than a Chess Grandmaster. They might be timid and afraid, or they might be so stubbornly willful that a wall made of donkeys would be easier to deal with. What sort of personality does your Mecha possess? Well, that’s up to you, but keep in mind that every Mecha with I.I. can take control of their own systems at any time. This means two things for players. First, it means that if they give a command to the mecha that it doesn’t like, they will need to make a check in order to control the Mecha. That check is different based on the type of controls used to pilot the Mecha, but in every case the Mecha uses its Willpower to resist. If the player succeeds, they suffer an AAP equal to the Mecha’s Willpower Bonus until the Mecha agrees with what they’re doing again. If the Mecha succeeds, the Mecha suffers a penalty equal to the character’s characteristic bonus of the state the character used. The struggle can only be made once per round, and the penalty remains even if both would agree on a later action in the same round. The second is that if the pilot and Mecha are truly in sync, where both are reacting in the exact same manner, they get a coordination bonus to their actions. This is an All Action Bonus equal to the Mecha’s lowest Mental Characteristic’s Bonus. In general, it should be left to the GM to determine when a pilot and her mecha are in the True Sync state, but generally it should be a rare occurrence. If a GM wishes for something more mechanical, have both player and Mecha roll an INT check. If the Final Result for each roll is the same, the pair gets the bonus for the remainder of the round.
PILOT ING Now that the building process is out of the way, all that’s left is the actual gameplay. For the most part, Mecha work just like normal creatures. They have their own Attack and Defense scores, their own LP, Armor, everything. But Mecha do present one complication: a mind controlling a body that isn’t its own. To recreate this dichotomy, I offer three distinct methods of gameplay with Mecha to consider. The first is to simply play the Mecha with their own stats replacing those of their pilots. Regardless of what’s high or low, the Mecha wins out because it’s the Mecha doing the actions, even if the pilot is the one coordinating such things. This is the recommended ruleset for people who want to play it closest to the Anima system, because that’s how Anima tends to work with controlling creatures, including familiars.
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The second option is to mix and match scores fro m Mecha and pilot as the GM best sees fit. A GM might always allow the highest stat to win out, or might take only the Mental stats from the pilot and the Physical ones from the Mecha. A GM might also decide to always take the highest or lowest scores, no matter which that means taking. This ruleset is recommended for GMs who want a more customizable experience with their Mecha, because it allows a GM to adjust the power of individual mecha, or all mecha at once as they see fit. The third option is the split the difference. In short, if this option is chosen then all individual scores are added together, then divided by two. So a pilot with +100 Attack inside of a Mecha with +200 Attack would end with an Attack score of +150. The same is true of characteristics and all other abilities. Please note that, in order to keep things simple, characteristics are assumed to be adjusted last, so the new modifier doesn’t affect the ability scores any more than the previous adjustments. In all cases, round up. This method is, perhaps, the most realistic, because it serves to highlight the difference in skill between pilots and their mecha most aptly. One pilot might gain a boost to their normal abilities but they can’t control the mecha to its full potential, while another is able to push the mecha beyond what p eople consider possible for it to do. Although there are more options available to the GM, these are the three recommended options because they offer th e most realistic and consistent rules for Anima. Any other option for combining Mecha and pilot stats may greatly affect the balance of the game.
Equipment Obviously, big things need big equipment, though Mecha are definitely in a special place when it comes to equipment. First off, they have powers and such that can be flavored as equipment, but the question on anyone’s mind is going to be “Do I really have to buy a power just to have a sword?” The answer, of course, is no. That being said, Mecha are Big to begin with, and so all equipment for them must be at least Enormous in size. And all Mecha that are at least Giant-sized must be Giant as well. While a Mecha can use a larger weapon, like any other creature, they cannot use smaller weapons unless they’re implemented into a power. Obviously, because of their size, most weapons made for mecha are made for a specific mecha. Because they are balanced and fitted to work with one mecha, if used by any other mecha, that mecha suffers a -20 penalty to use it, as though it were a similar item instead of the exact item. Any item mass-produced for mecha does not suffer this penalty. Sidebar: This final rule about weapons specifically built for someone can also be used by GMs for standard equipment as well. Weapons specifically made for a person often have a different balance and weight than something made for anyone to u se, even at the personal level, and that can make a big difference in combat effectiveness.
Transforming
Ps y chic SS t u f ff f Each Psychic Power can be maintained for a total number of roun ds per day equal to the user’s Willpower characteristic without having a cost. Maintaining Psychic Powers over a longer period of time has a cost of 1 PP for each Psychic Power maintained for an additional number of rounds equal to the users Willpower characteristic. This means, that a Warrior Mentalist with a Willpower characteristic of 14 maintaining three psychic powers has to pay a maintenance cost of 3 PP after 14 rounds have passed for another 14 rounds. Canceling and
reactivating the powers before the time has passed does not help, if the same Warrior Mentalist cancelled his powers at the beginning of the 12th round and reactivated them 1 round later, he would have to pay the maintenance costs for the powers after another three rounds. Powers which have minimum Potential for activation higher than base Potential of the user cannot be maintained.
Perception Increase is moved from P hysical Increase to Hypersensitivity. Perception stat is also not increased by Total Increase power.
5
Someone Yelling
25
7
Loud Crowd
35
20
Canon Fire
100
30
Close to Source of Thunder
150
40
Close to a Volcanic Explosion
200
Intensities
Equivalence
Base Damage
1
Whispers
0
3
Normal Conversation
0
5
Someone Yelling
0
7
Loud Crowd
0 (-10 Withstand Pain)
10
Thunderclap (>30 feet away)
5 (Impact, -5 AAP)
15
Thunderclap (<3 feet away)
10 (Impact, -10 AAP)
20
Explosion (>30 feet away)
25 (Thrust, -15 AAP)
50
Explosion (<3 feet away)
50 (Thrust, -30 AAP)
Sound Damage: When a character suffers sound damage, he must pass a PhR check with a difficulty equal to the amount of damage taken. If he fails the check, he suffers an All-Action Penalty equal to the failure level due to disorientation. This penalty fades at a rate of five points per turn. Any being that has no sense of hearing are immune to this effect. Someone covering their ears may apply a +40 to their PhR check. Damage Resistant creatures that fail the check divide the penalty by five (rounded down). Damage from intensities of sound heal at a normal rate. It is also important to note that all sound damage occurs on the Impact Table. Sound Intensities: These intensities represent the volume and frequency of sounds. While at low levels they are not very impressive, the higher levels of sound can cause major structural damage to buildings similar to earthquakes. Damage caused by sound intensities may result in penalties to hearing-based Perception checks, or may even cause temporary deafness at the DM’s discretion. Lower levels of sound intensities do not normally cause damage in any way. However, once beyond 25 (or if controlled by supernatural means specifically to cause harm), their base damage is five times the number of intensities.
Level: 1 Action: Active Maintenance: Yes Description: This power creates Sound intensities. The sound created may sound like anything the psychic wishes, from a beautiful song to a scream or conversation.
20
Routine
Fatigue 1
40
Easy
1 Intensity
Intensities
Equivalence
Base Damage
80
Moderate
3 Intensities
1
Whispers
5
120
Difficulty
5 Intensities
3
Normal Conversation
15
140
Very Difficult
7 Intensities
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180
Absurd
10 Intensities
120
Difficulty
10 Meters
240
Almost Impossible
13 Intensities
140
Very Difficult
25 Meters
280
Impossible
16 Intensities
180
Absurd
50 Meters
320
Inhuman
20 Intensities
240
Almost Impossible
100 Meters
440
Zen
25 Intensities
280
Impossible
250 Meters
320
Inhuman
500 Meters
440
Zen
1500 Meters
Level: 1 Action: Active Maintenance: Yes Description: This power allows the user to control the intensities of sound indicated by his Psychic Potential roll. Using this power, one can lower the volume of a sound by an amount equal to the intensities controlled. With these means, someone who achieves a result of Difficult can reduce the sound of a yelling man (5 intensities) to muteness (0 intensities). This also allows control of the sound waves, which means that the psychic can purposefully keep individuals from hearing a certain sound by containing the waves. Control Sound can be used offensively, but in this case, the Psychic Projection of the user is halved.
20
Routine
Fatigue 2
40
Easy
Fatigue 1
80
Moderate
4 Intensities
120
Difficulty
6 Intensities
140
Very Difficult
8 Intensities
180
Absurd
12 Intensities
240
Almost Impossible
16 Intensities
280
Impossible
20 Intensities
320
Inhuman
25 Intensities
440
Zen
30 Intensities
Level: 1 Action: Active Maintenance: Yes Description: Using their powers, the psychic can project his voice to a location that is distant from his body. The distance that the user's voice can be projected is according to the chart below.
20
Routine
Fatigue 1
40
Easy
1 Meter
80
Moderate
5 Meters
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Level: 2 Action: Active Maintenance: Yes Description: By altering the waves of sound from their mouth, the psychic can change his voice to sound like any voice he has heard before, or simply make his own voice more appealing to the ear. Note that the bonus to Disguise is only applicable if the psychic has heard the voice of the person he is mimicking. Also note that a psychic maintaining one instance of this power may only gain either the Disguise bonus OR the Persuasion/Intimidate/Leadership bonus.
20
Routine
Fatigue 2
40
Easy
Fatigue 1
80
Moderate
+5 Leadership/Intimidate/Persuasion
120
Difficulty
+5 Disguise OR +10 Leadership/Intimidate/Persuasion
140
Very Difficult
+10 Disguise OR +20 Leadership/Intimidate/Persuasion
180
Absurd
+20 Disguise OR +40 Leadership/Intimidate/Persuasion
240
Almost Impossible
+30 Disguise OR +60 Leadership/Intimidate/Persuasion
280
Impossible
+45 Disguise OR +90 Leadership/Intimidate/Persuasion
320
Inhuman
+60 Disguise OR +120 Leadership/Intimidate/Persuasion
440
Zen
+70 Disguise OR +140 Leadership/Intimidate/Persuasion
Level: 2 Action: Active Maintenance: No Description: Letting out a loud, damaging wave of sound, the psychic tries to cause direct harm to his foes. This power has a lower base damage than other damaging abilities, however, the damage caused
to the ears can cause additional critical damage. Taking a critical of over fifty points may induce temporary deafness at the GM's discretion. Also, it is able to affect immaterial beings at Inhuman and Zen difficulties.
20
Routine
Fatigue 4
40
Easy
Fatigue 2
80
Moderate
Fatigue 1
120
Difficult
Damage 40
140
Very Difficult
Damage 60, +10 Critical
180
Absurd
Damage 80, +20 Critical
240
Almost Impossible
Damage 100, +30 Critical
280
Impossible
Damage 120, +40 Critical
320
Inhuman
Damage 140, +50 Critical
440
Zen
Damage 180, +60 Critical
Level: 2 Action: Passive Maintenance: Yes Description: By producing dense sonic waves, the psychic can defend herself against all types of physical attacks. Sonic Shield works on the same Life Points with which is was created. Once created, the shield's LP reduces by 5 each turn until it reaches a level that the psychic can maintain. The nature of the shield, which is constantly shifting sound waves, causes any physical weapon striking it to make a breakage check against the value listed. In addition, Sonic Shield can stop energy attacks starting at Impossible level by adjusting to the same frequency as said energy.
20
Routine
Fatigue 6
40
Easy
Fatigue 4
80
Moderate
Fatigue 2
120
Difficulty
100 LP/Breakage 0
140
Very Difficult
300 LP/Breakage 2
180
Absurd
500 LP/Breakage 4
240
Almost Impossible
700 LP/ Breakage 6
280
Impossible
1000 LP/Breakage 8/Stops Energy
320
Inhuman
1500 LP/Breakage 12/Stops Energy
440
Zen
2000 LP/Breakage 16/Stops Energy
Level: 2 Action: Active Maintenance: Yes Description: Using a high pitched echo, like that of a bat, the character can perceive his surroundings without sight. Objects and beings in the area can be easily perceived by the psychic. In game terms, the character is considered to have radial vision in the area determined by the power, though he still takes the Vision Partially Obscured penalties (i.e. -30 to his Attack, Block, and Initiative, and -15 to his Dodge). At Inhuman and Zen levels, the power's manipulation of sound waves is so thorough, that the penalties for obscured vision are negated entirely.
20
Routine
Fatigue 8
40
Easy
Fatigue 6
80
Moderate
Fatigue 4
120
Difficulty
Fatigue 2
140
Very Difficult
Fatigue 1
180
Absurd
30 foot radius
240
Almost Impossible
150 foot radius
280
Impossible
300 foot radius
320
Inhuman
1500 foot radius/No Penalty
440
Zen
1 mile radius/No Penalty
Level: 3 Action: Active Maintenance: No Description: By manipulating sound waves, the p sychic can destabilize objects and beings at a molecular level. Any object that fails the resistance breaks automatically, unless it is of special quality. In this case it loses 1 stage of quality for each 50 points that it fails the resistance, breaking when the quality bonus goes below 0. If this p ower is used on a living being, the being takes damage to its life points equal to double the failure level. Naturally, only material beings are susceptible to this power.
20
Routine
Fatigue 8
40
Easy
Fatigue 6
80
Moderate
Fatigue 4
120
Difficulty
Fatigue 2
140
Very Difficult
PhR 100
180
Absurd
PhR 120
240
Almost Impossible
PhR 140
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280
Impossible
PhR 160
320
Inhuman
PhR 180/-10 Quality
440
Zen
PhR 220/-10 Quality
Piece s Metal s o f f Black M The 30 Pieces of Black Metal are a relic that predates The Oblivion. No one can say for sure how they came into existence, for even the events that took place prior to oblivion were destroyed from the records of the Black Metal. It seems likely, however, that Barnabas, having anticipated Oblivion before it happened, set about making these wonders so that he might preserve the knowledge that the great civilization had accumulated in its grand history. By the time Oblivion swept over what is now known as Gaia, he had created exactly thirty pieces. Intuitive to use, and already within his possession, Barnabas quickly relearned the secrets of science and magic that the rest of the world had forgotten, and he had used this knowledge to construct the beginnings of the Imperium while the rest of the world lived in the dark stone age of a crumbling and decaying once-great civilization. When Barnabas felt the Imperium was complete, he decided to experiment with rebuilding civilization to its former glory by bestowing the black metal unto Emperor Andromalius of the Solomon kingdom. His orders were clear, to unite the world in pr osperity, but Andromalius grew drunk on his new found power, and in his hubris, decided he no longer had need of Barnabas as an ally, and chose to disobey them, which led to the wrath of Jurgand and the seven hours of fire that reduced the mighty Solomon empire into ruins barely capable of supporting themselves. In his last act of defiance, Emperor Andromalius managed to hide the pieces of Black Metal, and the Imperium was never able to recover them. The 30 pieces, since then, have changed hands from Iscariote, to Rah, and to Eljared. Before Eljared disappeared from Gaia, she enacted her plan to scatter the thirty pieces of black metal, so that they may trickle their way into the hands of Lucanor Giovanni, and that he might use them to finally accomplish what Rah and Eljared failed to do, free humanity from the prison of ignorance of the Powers in the Shadow. Already, two of the pieces have come into Prince Giovanni's possession, one personally given to him by Eljared, and another, embedded in his recent ally Zero Sigma. It will simply be a matter of time before he has them all.
System History: The 30 pieces can be used to learn about any event, or location, about anything and everything except for things that happened prior to Oblivion. They may even be used to learn things that the user is unaware that he would like to learn. A history check is made using the pieces of black metal to determine this information. A roll must yield Inhuman for a vague answer, or Zen for a clear and exact answer. More information is also imparted if the user possesses more than one piece. The history roll benefits from a +5 bonus for every piece of black metal the user uses in his augury. In this way, even a lowly mortal scholar can obtain great knowledge from the 30 pieces. As an exception to the rule, characters using the black metal are allowed to achieve results of Inhuman and Zen on the roll to utilize the black metal even if they lack the ability to achieve those results normally. Sciences : The 30 pieces can be used to learn about any technology or technomagical laws and how to build nearly any kind of device. The rules are the same as History, but the roll is made with sciences.
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Occult : The 30 pieces of black metal can be used as a magical library, allowing the user to cast nearly any kind of spell as if he were casting from a book. The Occult roll must succeed at an Impossible difficulty to cast any spell up to level 80. With an Inhuman Occult roll, the user can cast spells up to level 90. With a Zen Occult roll, he may can even cast magic up to level 100. Using the pieces of black metal to cast spells allows the mage to ignore Gnosis minimums on High and Divine magic. The Occult roll, once again, benefits from a +5 bonus for every piece of black metal used in the casting. The mage must still use his own Intelligence and Zeon to power the spell. He may even use the pieces of black metal in a ritual. As with History, mages using the black metal for Occult purposes may achieve results of Inhuman and Zen on the roll to utilize the black metal even if they normally lack the ability to achieve those results otherwise. The 30 pieces of black metal can also be used to research spells permanently if the mage has unspent Magic Levels. This requires no roll, but the amount of time the research takes is multiplied by 30 - the amount of pieces of metal the mage is using to research. Thus, if he possesses all 30 pieces, he can effectively instantly learn any spell permanently that his Gnosis would allow, provided he has unspent Magic Levels with which to learn them.
Miscellaneous Abilities Possessing a single piece of black metal grants the owner the benefits of Ancient Blood while he carries it. Pieces of black metal can be used to power nearly any kind of technomagical device. Extremely powerful devices such as the Upnapistam are too powerful for even the black metal to power. Pieces of black metal are not static objects, they change shape frequently, to suit whatever purpose they are being used for. Pieces of black metal explicitly cannot divine the future, only the past and present. Pieces of black metal are utterly invisible to any kind of supernatural vision or detection, only mundane senses can actually detect them. Even then, characters may not immediately recognize them for what they are. If a character has never been exposed to one of these pieces before, it requires an Inhuman history check to identify the black metal as such (and the black metal itself does not aid this check). Once a character has successfully made this roll, or has been told by someone else what it was, he can immediately identify any other piece of black metal he comes across, regardless of the shape it has at the time. Pieces of black metal may substitute for any kind of part in a technomagical device. In the case of circuitry or user interfaces, the entire thing counts as a single part. Technomagical wonders made up of 30 or less parts can be constructed instantly using nothing but pieces of black metal, if the builder has enough pieces. They can also be disassembled with relative ease. In combat, assembling, repairing, or disassembling a device with black metal is a full action during which the tinkerer defends himself at a -90 penalty. If the tinkerer defends himself before his action without the penalty, he cannot perform his operation on the device when his initiative arrives. Pieces of black metal are utterly indestructible. Entities with Gnosis 45 or higher can ignore this and destroy them, in which case, they turn out to be rather fragile.
ELA N The fist Elans I'm presenting though are the Grey Ones, which I invented on my own. They are seven higher gods of the same "species" of Beryls and Shajads who decided to remain neutral during the War of Heaven. They became deities of extremely neutral concepts and have been extremely inactive since the war between gods, but have recently started to gain contact with Gaia, through Synchronization with mortals.
SHALA THE ADAMANTINE OATH Lord of Oaths and Metal. Shala is known as the keeper of promises, and is often associated with Knightly ideals (when he is known at all). Though Shala is concerned mainly with the tangible, he punishes even the thought of breaking one’s word with the same ferocity as he would an actual broken oath. His passivity in the War of Heaven was a surprise to everyone, and the reasons he stayed his blade are a mystery to this day. Some say he swore an oath not to intervene, but no one can imagine who he would have made such a promise to, or why.
List of Gifts IRON WILL: The character gains a bonus to his Composure Secondary Ability equal to his Elan Level. Cost: 5. Requirements: Elan 10.
UNBREAKABLE BODY: The character gains a bonus to his Withstand Pain and Feats of Strength Secondary Abilities equal to his Elan Level. Cost: 5. Requirements: Elan 20. STRONG O ATHS: Whenever someone is trying to break an oath made to this character, he/she will have to pass a MR check against a difficulty equal to the character’s current Elan Level +40. If they fail it, they will suffer a cumulative -10 All Action Penalty for each day sp ent without will to accomplish the oath. Penalties are recovered at a rate of 5 for each full week. Cost: 10. Requirements: Elan 30. T RUSTWORTHY METAL: Metal items used by this character are always considered as benefitting from a +5 Quality Bonus, up to a maximum Quality of +25. Cost: 15. Requirements: Elan 40.
SENSE BETRAYAL: The character becomes able to sense whenever someone is betraying someone else or when someone is breaking an oath. The extent of this ability depends on his Elan Level. Cost: 5. Requirements: Elan 40.
HEART OF STEEL: The character gains a bonus to his PhR and PsR equal to half their Elan Level. Cost: 10. Requirements: Elan 50.
BINDING O ATHS: This power strengthens the Strong Oath o ne, raising the MR check difficulty to current Elan Level +60. Also, while a character is suffering from an All Action Penalty caused by this power, he/she will consider all Life Points loss as Life Points Sacrifice, for the purpose of Regeneration. Cost: 10. Requirements: Elan 60, Strong Oath.
SWORN METAL: This power allows the character to pronounce an oath and imbue it into any single metal weapon or armor he directly uses during fights. Whenever the sworn weapon/armor is used or worn in order to achieve its sworn oath, it will grant the equivalent of 10 0 Level 5 PPs worth of Object Powers. An object can only have a single oath sworn on it, which cannot be changed until fulfilled (or until its fulfillment becomes completely impossible) and the same oath cannot be sworn on more than one object. Finally if the same power is granted by more than one sworn object, apply it only o nce (with the highest score present on sworn objects). The total number of sworn objects the character can carry is equal to 1 for every full 20 points of Elan the character has. Cost: 15. Requirements: Elan 80, Metal Brotherhood.
EXCRUCIATING O ATH: This power strengthens Binding Oath, raising the MR check difficulty to current Elan Level +80. Also, the All Action Penalty caused by the Strong Oath power is do ubled, and lost Life Points will recover only at a rate of 5 per day instead of 10 per day. Cost: 10. Requirements: Elan 90, Binding Oath.
T HE UNBREAKABLE O ATH: If the character benefits from the Excruciating Oath gift, all phrases pronounced within the hearing range of this character become oaths and are subject to the Excruciating Oath rules, with the exception that the MR check difficulty is raised to the character’s current Elan Level +100. Moreover, whenever affected people choose to break their oath they also have to take an MR check against a difficulty equal to the character’s current Elan Level +40 or instantly die, their souls completely destroyed in the process. If the character benefits from the Sworn Metal Gift, Sworn Weapons and Armors are granted the Indestructible power for free and are considered as if subject to Higher Fusion Exo-Equip from the character’s first Level. If the objects are already benefitting from Higher Fusion ExoEquip, they are instead granted bonus as if benefitting from Arcane Fusion Exo-Equip (ignoring the restriction of no more than one Arcane Fusion Exo-Equip for a character). If an ob ject is already benefitting from Arcane Fusion Exo-Equip, the object gains an additional +10Quality Bonus up to a maximum Quality of +35. The character also stops spending any ki cost for using Exo-Equip with Sworn Weapons and Armors. Cost: 10. Requirements: Elan 100, Excruciating Oath and/or Sworn Metal.
Modifiers Elan Lower Than 50
Standing by an oath. Make certain oaths are upheld. Establishing a strong bond with someone or something. Taking exceptional care of metallic equipment Substitute non-metal equipment with metal equipment
1 2 2 1 1
Elan Higher Than 50
Taking to completion a complex or extremely important oath. Accepting the loss of something important to stand by an oath. Becoming a symbol that moves people to act honorably.
2 1 3
Negative Elan Bonuses
METAL BROTHERHOOD: Base Damage inflicted from metal sources to this character is halved. Cost: 20. Requirements: Elan 60, Heart of Steel.
Making an oath knowing you intend not to keep. Pushing people to break an oath taken. Breaking an oath. Forgiving without punishment those who have broken an oath.
-4 -3 -8 -2
O ATHKEEPER: This character benefits from a non-cumulative +15 All Action Bonus, whenever he’s acting in order to accomplish an oath he’s taken with another person who is sincerely expecting him to accomplish it. Cost: 15. Requirements: Elan 70.
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MAAT THE BALANCED SCALE The androgynous Deity of Balance, Maat rules over both inner and outer harmony. While no one expected such a neutral being to ever take sides in the War of Heaven, Maat was never given the chance. It’s said that Maat was lost in a deep meditation throughout the entire conflict, and was surprised when informed that such a cataclysmic event had transpired. After the surprise wore off, Maat exiled themselves, along with the other Gray Ones, into a quiet existence out of the way of the world. What has stirred Maat to synchronize with mortals now is unknown, but given Maat’s nature many assume it means that there is a great cataclysm in mankind’s future.
List of Gifts EVALUATE T HINGS: The character gains a bonus to his Appraisal and Magic Appraisal (if he has that) Secondary Abilities equal to his Elan Level. Cost: 5. Requirements: Elan 10.
SENSE UNBALANCE: The character feels whenever a certain situation is lacking balance and which side is prevailing. The extent of this power depends on the Elan Level of the ch aracter. Cost: 5. Requirements: Elan 20.
PERFECT B ALANCE: The character ignores penalties caused by balance issues up to his current Elan Level and gains a bonus to any balance related Ability check equal to his current Elan Level or equal to 1/10 (round down) of his Elan Level if making a balance related Characteristics check. Cost: 5. Requirements: Elan 30.
DEEP MEDITATION: Whenever this character is meditating, it can triple its ki points recovery, instead of doubling it, and add twice his Willpower Bonus to Zeon regeneration per half day spent regenerating, instead of simply adding his Willpower Bonus. Cost: 10. Requirements: Elan 40.
BREAK B ALANCE: The character ignores penalties when making a Take Down maneuver in combat and gains a bon us of +3 to the Characteristics contest. Cost: 5. Requirements: Elan 40.
AS ME TO YOU: Whenever the actions of someone else inflict an All Action Penalty to this character, the individual who caused such penalties has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent suffers the same All Action Penalty as this character. Cost: 15. Requirements: Elan 50.
ABSOLUTE MEDITATION: This power strengthens the Deep Meditation one, multiplying by four the Ki regeneration during meditation, and adding three times the Willpower Bonus to the Zeon regeneration during meditation. Cost: 10. Requirements: Elan 60, Deep Meditation.
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SUPERNATURAL RETRIBUTION: Whenever the actions of someone else inflict any Altered State to this character, the individual who caused such penalties has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent is suffers the same Altered State as this character. Cost: 15. Requirements: Elan 70, As Me to You.
B ALANCING F ACTOR: Whenever this character is acting in order to restore balance in a situation or fighting for the d isadvantaged side in a battle, he/she gains a +10 All Action Bonus. Cost: 15. Requirements: Elan 70
B ALANCED RETRIBUTION: Whenever the actions of someone else inflicts Damage to this character, the individual who caused such damage has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent suffers the same Damage. Cost: 20. Requirements: Elan 80, As Me to You
B ALANCING ADVANTAGE: Whenever this character is facing alone more than one opponent, he/she gains an All Action Bonus equal to half his/her Elan Level. Cost: 15. Requirements: Elan 90.
LEVERAGE: This character is no longer affected from any negative or positive Combat Modifier. Whenever faced by a higher Level opponent, this character temporarily gains a number of levels equal to the difference. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Finding a solution that satisfies all interested parties. Spending much time in meditation. Weather down extreme situations and needless fighting. Fighting for a cause for someone who’s at a disadvantage.
2 1 3 2
Elan Higher Than 50
Rebalancing the odds of a large conflict. Stopping a war by establishing a truce from both sides. Restoring balance between order and chaos in everyday life.
2 3 1
Negative Elan Bonuses
Not being at peace with one’s own self. Taking sides against someone at a disadvantage. Losing control. Breaking the natural balance between things.
-2 -3 -2 -5
ISHT AR THE ETERNAL HALF-LIGHT The Lady of shadows where light and darkness meld, Ishtar is the deity of absolute neutrality. Clad in twilight and penumbral shadow, she was the first of her kind to separate herself from the Beryls and the Shajad. Although she was the first, she is by no means their leader, and would not wish such a responsibility even if it was given to her. The return of her attention to the world has concerned few, except those that believe her attempt to strike balance means that she opposes the Beryl.
List of Gifts MOVE IN SHADOWS: The character gains a bonus to his/her Hide and Stealth secondary abilities equal to his/her E lan Level. Cost: 5. Requirements: Elan 10.
SENSE LIGHT AND D ARKNESS: The character feels whenever someone is aligned either with light or with darkness and the d egree of such alignment. Cost: 5. Requirements: Elan 20.
IMPERTURBABILITY : This character ignores penalty caused from Fatigue and Pain, up to a value equal to half his/her Elan Level. The character gains a PsR bonus equal to half his/her Elan Level. Cost: 10. Requirements: Elan 20. INHUMANITY : This character gains Inhumanity.
DEVOURING SHADOWS: This character can defend using the equivalent of a Void Shield Spell cast and maintained at Advanced Level. It can be used once per day per 10 Elan Points and each use lasts for ten turns. The character can use it either through his/her Defensive Magic Projection, Psychic Projection or Defense value. Cost: 20. Requirements: Elan 80.
AURA OF NEUTRALITY: The presence of this character in a certain area causes individuals to be less passionate, and more rational. People tend to look at things with a detached eye and without taking sides. The extent of this aura depends on the Elan Level of the character. Cost: 10. Requirements: Elan 90.
EVERLASTING T WILIGHT : Wherever the character moves the sky gets cloudy and a grey light covers everything. Light and Darkness spells cast within 10km of the user are considered a Casting Level lower than normal, and are automatically dispelled if they were cast at Base Level, unless the Avatar chooses otherwise. Light and Darkness elemental attacks within the same area halve their Base Damage and techniques with Light or Darkness Binding have doubled ki cost, unless the Avatar chooses otherwise. This character is considered as having Gnosis 40 for the purpose of what can affect him/her and for the purpose of what he/she can affect. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Cost: 5. Requirements: Elan 30.
Keeping the absolute neutrality in a conflict. Keeping calm and self-controlled in difficult situations. Acting without drawing attention from others.
LIGHT -INDEPENDENT SIGHT : The character can see without any
Elan Higher Than 50
problem with any degree of light and darkness and cannot be blinded by either. Cost: 10. Requirements: Elan 40.
AURA OF IMPERTURBABILITY: Imperturbability has effect an all friendly characters within a number of meters from the user equal to his Elan Level. Cost: 20. Requirements: Elan 50, Imperturbability.
PROTECTION FROM LIGHT AND D ARKNESS: This character halves damage suffered from Light and Darkness effects, and benefits from a bonus of +15 to Resistance check caused by Light or Darkness effects. Cost: 15. Requirements: Elan 60.
Negotiating collaboration between rival factions. Keeping a nation from taking part in an important conflict. Destroying an Avatar of a Shajad or Beryl. Thwarting plans that threaten the balance of the world.
2 1 2 1 2 4 3
Negative Elan Bonuses
Taking sides in a situation when neutrality could be held. Collaborating exclusively with agents of one faction. Acting passionately or in a flashy way. Impeding the cooperation of agents of rival factions. Acting in order to obtain fame.
-2 -3 -2 -1 -2
NEMESIS OF OPPOSITES: This character deals double damage against Light and Darkness aligned creatures. Cost: 10. Requirements: Elan 70. H ALF-LIGHT DIPLOMACY: This character gains a bonus equal to its Elan Level to its Persuasion Secondary Ability. In addition he/she’s always considered as achieving an additional difficulty level on Persuasion checks made on Light and Darkness aligned creatures and can use the Persuasion Secondary Ability as Banish against such creatures. Cost: 10. Requirements: Elan 70
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DHAMAN THE INEVITABLE DESTINY Lord of Destiny, keeper of the Book of All Things, Dhaman is what the Enneath religion would call Jihamath if they knew of him directly. In truth, Dhaman is both more and less than Jihamath, for while the latter is the ultimate God and has servants to do his b idding, Dhaman is only one of many beings, but his power is no less terrifying. The Lord of Destiny does indeed seem to know the future of all things, and yet he speaks not a word of it to anyone. Instead, he writes it all down in his book, which he keeps from the eyes of everyone, mortal and divine alike. Some theorize that a mere glimpse inside would let a man know the whole of the future, while others say the writings would drive him mad with things not meant to be known. Both are right.
DESTINED ACTION: This character can substitute anyone’s rolled die with a result of 100 that counts as an Open Roll, once per die roll. This power can be used once per session per 10 points of Elan Level. Cost: 15. Requirements: Elan 80.
CLEARLY SEE DESTINY: This power improves Read Destiny, increasing the Casting Level of the Adviser Spell to Arcane. Cost: 15. Requirements: Elan 90, Read Destiny. KEEPER OF DESTINY: The character becomes aware of the possible destinies of each and every person around him in a very detailed way, along with the knowledge that such knowledge shouldn’t be used except under the most dire circumstances in which destiny is threatened to be broken. Cost: 10. Requirements: Elan 100.
List of Gifts
Modifiers
SENSE ANOMALIES IN DESTINY: The character has the ability to sense whenever there’s someone with a proper given destiny or someone whose destiny is somewhat warped. This ability allows to sense Nephilim, people with fate-altering powers, or those affected by them. The extent of this power depends on the Elan Level of the character and once Elan level has reached 50, the character will be able to feel the remaining Destiny Points of an individual. Cost: 5. Requirements: Elan 10.
KNOWLEDGE OF THE BOOK: The character has a bonus to all Intellectual Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 20.
Elan Lower Than 50
Being a fatalist (believing in pre-determined destiny for all). Believing in a religion founded on the concept of Destiny. Convincing others of unavoidability of Destiny. Helping an Ebudan/Nephilim to complete their Sue’Aman. Eliminating a creature with destiny-altering powers.
2 1 2 3 1
Elan Higher Than 50
Surpassing Enneath’s tenets to find a faith in pure Destiny. Completing an important mission ordered by the Three Fates. Successfully opposing a major alteration of destiny. Converting to fatalism an entire nation.
1 2 4 3
Negative Elan Bonuses
WEAKLY FEEL DESTINY: Once per day per 20 points of Elan Level, the character can cast freely the Adviser Spell with a Base Casting Level. Cost: 10. Requirements: Elan 30.
IT IS NOT WRITTEN SO: The character can ignore the effects of up to 1 fumble result per session for every 10 points of Elan Level. The result of the die remains the same, but it’s not considered a fumble. Cost: 10. Requirements: Elan 40.
FEEL DESTINY: This power improves Weakly Feel Destiny, increasing the Casting Level of the Adviser Spell to Intermediate. Cost: 10. Requirements: Elan 50, Weakly Feel Destiny.
UNMOVABLE WILL: The character gains a bonus of +2 Willpower. Cost: 10. Requirements: Elan 60.
HIGH DESTINY: Once per month for every 10 points of Elan Level, the character can recover a Destiny Point up to his/her maximum value. Cost: 15. Requirements: Elan 60.
PROVIDE DESTINY: This character can use the High Destiny power on others, allowing them to recover lost Destiny Points, instead of the character himself. Cost: 10. Requirements: Elan 70, High Destiny
READ DESTINY: This power improves Feel Destiny, increasing the Casting Level of the Adviser Spell to Advanced. Cost: 10. Requirements: Elan 70, Feel Destiny.
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Losing faith in the existence of Destiny. Collaborating for longer than necessary with a Nephilim. Relying on chance. Making use or supporting use of Destiny-altering powers.
-2 -1 -2 -5
URANIA T HE M MEMORY O OF T T IME Free mistress of timeflow and historical memory.
List of Gifts REMEMBER The character has a bonus to his Memory and History Secondary Abilities equal to his/her Elan Level. Cost: 5. Requirements: Elan 10.
ACCELERATED REACTION The character has a bonus to Initiative equal to half his/her Elan Level. Cost: 15. Requirements: Elan 20.
SPEED-UP The character has a bonus of +1Movement. Cost: 10. Requirements: Elan 30.
T EMPORAL DISTORTION Once per day for every 10 points of Elan Level this character has, he/she can create a temporal distortion affecting everyone within a radius in meters equal to his Elan Level. Affected parties suffer a penalty of -2 to their Movemement and -30 to their Initiative, while the user of Temporal distortion gains a bonus of +1Movement and +20Initiative. The effects last for 1 turn. Cost: 15. Requirements: Elan 40.
T HE MEMORY OF T HINGS
This power improves The Memory of Things, increasing the Casting Level of the Telemetry Spell to Arcane. Cost: 10. Requirements: Elan 70, The Memory of Things
STASIS (SIGHT ) The character can temporarily stop time for an individual he/she concentrates his eyes on, thus completely blocking the target. The looked-upon individual must surpass a PhR or MR check against this character’s Elan Level plus 60 or suffer the same effects of Stasis described in the Elan Level 50 Power. If the sight contact is continued, the target must take the check again every 5 turns. Cost: 10. Requirements: Elan 70, Stasis (Touch).
AGELESS This character becomes completely unaffected by time, thus he completely stops aging, thus becoming Immortal. Cost: 10. Requirements: Elan 80.
STASIS AURA The character can temporarily stop time for all individuals within a 10 meters area, thus completely blocking the targets. All affected individuals must surpass a PhR or MR check against this character’s Elan Level plus 40 or suffer the same effects of Stasis described in the Elan Level 50 Power. If the targets remain within the area, they must take the check again every 5 turns. Cost: 15. Requirements: Elan 90, Stasis (Sight).
BEYOND T IME The character becomes able to move through time, within a range of a thousand years from his current “position”. He can even op en rifts in time to allow passage of more people from a timeline to another. The character cannot open more than a rift each day for each 10 points of Elan Level. Due to interference with the Imperium Ormus systems, the accuracy of time travel is greatly reduced and massive use of this power will inevitably summon Imperium’s attention. Cost: 10. Requirements: Elan 100.
This power allows its user to cast for free o nce per day per 10 points of Elan Level the Telemetry Spell at Intermediate Level. Cost: 10. Requirements: Elan 40.
STASIS (T OUCH) The character can temporarily stop time for a touched individual, thus completely blocking the target. The tou ched individual must surpass a PhR or MR check against this character’s Elan Level plus 80 or enter a paralysis state for a number of turns equal to the failure level. The paralysis level depends on failure level. If the check is failed by 20 or less, the character is affected from minor paralysis, if the check is failed by 21 to 50, the character is affected from partial paralysis, if the check is failed by more than 50, the character is affected from total paralysis. All damage and effects suffered by the target while affected from total paralysis won’t become manifest until the paralysis state expires, returning the character to the current time stream. If the contact is continued, the target must take the check again every 5 turns. Cost: 10. Requirements: Elan 50.
SLOWED METABOLISM This character is considered as benefitting from the Use of Necessary Energy Ki Ability. If he/she already benefits from it, its effects are doubled. Additionally the Slowed M etabolism power grants a bonus of +20 to the character’s VR and DR. Cost: 10. Requirements: Elan 60.
Modifiers Elan Lower Than 50
Dedicating life to recovering artifacts from the past. Making an important historical discovery. Supporting historical research. Making frequent use of supernatural powers related to time manipulation. Forging a pact with Tawil At’Umr.
2 2 1 2 2
Elan Higher Than 50
Being acclaimed as an important history academic. Bringing to light proof of the existence of civiliztions erased by history. Finding a way of evading the Ormus system. Seriously damaging the Ormus system.
1 2 2 10
Negative Elan Bonuses
Destroying a proof of past times. Spreading an historical lie or hiding deliberately a truth clearing how some important even actually turned out. Losing interest in past history. Obstructing the use of mystical powers related to time.
-2 -5 -2 -3
T HE MEMORY OF AGES
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YMIR T HE T T OT AL M MAT T TE R Lord of matter and energy, master of p hysics.
List of Gifts M ATTER IN THE H ANDS The character has a bonus to his Forge Secondary Ability equal to his/her Elan Level. Cost: 5. Requirements: Elan 10.
M ATTER IN THE MIND The character has a bonus to his Science Secondary Ability equal to his/her Elan Level. Cost: 5. Requirements: Elan 20.
M ATERIAL LIMIT The character ignores the effects of Damage Barriers. Cost: 5. Requirements: Elan 20.
STRONG MOLECULAR BONDS The character has a natural AT of 1 against all attacks, except for those based on Energy, for each full 20 points of Elan. This AT is considered as an additional layer that causes no penalties and cannot be reduced or negated by any mean. Cost: 15. Requirements: Elan 30.
T HE ANSWER OF M ATTER When making a Forge check, the maximum quality achievable with a given material is increased by +5 for each 30 full points of Elan this character has up to a maximum quality of +15 ( unless supernatural means are used in the Forge process), and allows reaching Zen Level in Forge Rolls. Cost: 10. Requirements: Elan 40, Matter in the Hands.
ELEMENTAL SHIELD This character halves damage from Air, Earth, Water or Fire based attacks. Cost: 20. Requirements: Elan 50.
ELEMENTAL CONTROL This character adds +10 to all resistance checks or to all actions involving powers related to Air, Earth, Fire, or Water elements. Cost: 10. Requirements: Elan 60, Elemental Shield.
Cost: 10. Requirements: Elan 80, Matter to Energy.
IMBUE M ATTER This power removes the +15 maximum Quality boundary for forged items, and hence allows the user to imbue forged items with additional supernatural powers. +20 or better Quality Weapons forged by this character have the Enchanted property for free and +20 o r better Quality Armors forged by this character always apply the quality bonus to Energy Armor as well. Also, this character gains half of the Final Forge roll (round down at multiples of 5) in PPs, he/she can use to imbue powers into his/her forged item. The Level of the PPs obtained through Imbue Matter is equal to 1 for each full 20 points of Elan the character possesses. Finally, the item is considered as benefitting from a bonus to its Presence equal to this character’s Elan Level, for the purpose of hosting powers. This power cannot be used more than once per year for every 20 points of Elan Level the character possesses and its use must be declared when beginning the forge process. Cost: 10. Requirements: Elan 80, The Answer of Matter.
ATOM TO ENERGY This character can choose any place within his line of sight to become theatre of an atomic explosion. The explosion will engulf all those within the area of effect, including the character using this ability (hence it’s suggested to take a high ground in order to use the ability from safety distance). Those within 100m of the origin o f the explosion, must defend against an attack with final ability of Zen (440) and Base Damage 300. Those within a distance comprised between 100m and 500m of the point of impact, must defend against an attack with final ability of Inhuman (320) and Base Damage 200. F inally, those within a distance comprised between 500m and 1500m of the point of impact, must defend against an attack with final ability of Impossible (280) and Base Damage 100. All attacks are considered Energy based under all aspects, but put the target ablaze as if they were based on Fire (although they’re not considered Fire Elemental attacks under any aspect). The character can use this power once per month for every 20 points of Elan Level possessed and never more than once per day. Cost: 20. Requirements: Elan 90, Matter to Energy.
LORD OF ATOM This character gains innate ability to control matter as if using the Atomic Control Spell (Level100 Earth) at Base Casting Level, by spending only 2 Fatigue Points. The character will be able to use and maintain such power only for five consecutive turns. After using it, the character will have to wait a number of days equal to the turns the power was maintained before becoming able to use it again. The character can also choose to increase the reach of such power by spending 8 Fatigue Points. This will increase the Casting Level to Arcane, but after using such degree of power, the Lord of Atom won’t be able to use the power (not even at Base Casting Level) for a number of months equal to the number of turns it was maintained. Cost: 10. Requirements: Elan 100.
M ATTER TO ENERGY This character’s attacks can always attack on the Energy Table. Moreover, such attacks will be considered based on energy, so they are invisible to all those unable to see energy and cannot be blo cked except by those who can touch energy. Cost: 10. Requirements: Elan 70.
ENERGY TO M ATTER Energy based attacks used by opponents within a radius equal to this character’s Elan in meters, turn into visible strains of matter that are considered completely physical and can hence be seen and stopped as normal. This ability can be used passively, but has a cost of 1Fatigue Point per use.
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Modifiers Elan Lower Than 50
Being pragmatic. Working untiringly on manual work or scientific work with clear practical applications. Putting great commitment in forging and developing technology.
2 2 2
Elan Higher Than 50
Obtaining an important technological advancement or a scientific discovery of practical importance. Dedicating one’s own life to the forging of perfect items. Showing indisputably the superiority of matter over spirit in a specific situation.
1 2 2
Producing an artifact of incomparable quality.
3
Negative Elan Bonuses
Destroying an artifact of exceptional quality without having as the only objective that of re-employing it to forge an equal or superior artifact. Despising the material world and living a highly spiritual life. Indulging in needless philosophical thoughts. Renouncing to give-in in manual or scientific wok due to sloth.
-2 -5 -3 -3
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ADES T HE U ULT IMAT E D DEAT H The Grim Reaper, lord of silent death, of calm and natural end of everything.
List of Gifts SILENT SHADOW OF DEATH The character has a bonus to his Hide and Stealth Secondary Abilities equal to his/her Elan Level. Cost: 5. Requirements: Elan 10.
ADMINISTRATE DEATH The character can, with a simple tou ch, kill those who are Between Life and Death. Cost: 5. Requirements: Elan 20.
COLD EYES OF THE REAPER The character has a bonus to his/her Composure and Notice Secondary Ability equal to his/her Elan Level. This bonus can also be extended for a short time (half the character’s Elan Leval in turns) to another chosen character for each 20 points of Elan Level, as long as chosen targets remain within a number of meters equal to half this character’s Elan Level. Cost: 5. Requirements: Elan 30.
DEATH WISH This character can grant the death wish of someone who really wants to die. All the character has to do is closing the eyes of the person who wants to die with his/her own hand, granting it a peaceful and painless death. The character can do this up to once per day for each 10 points of Elan Level. Cost: 10. Requirements: Elan 40, Administrate Death.
ERASE ANOMALIES This character’s attacks double their Base Damage against Undead creatures of any kind. Cost: 10. Requirements: Elan 50.
order to refuse the challenge (if he wishes to). If the challenge is accepted, it must be carried out within 1 day since when it’s issued. If the opponent loses the challenge, he/she immediately dies. If this character loses the challenge, he/she permanently loses 5 points of Elan, which will have to be gained anew. Cost: 15. Requirements: Elan 70.
H AND OF DEATH All attacks made by this character are considered as benefitting from the Precision special rule and can affect any being, regardless of special immunities, ignoring Gnosis limitations up to a Gnosis equal to half this character’s Elan Level. Cost: 15. Requirements: Elan 80, Lethal Touch.
STARE OF DEATH This character can activate this power at will. While this power is activated, all those seeing this character’s eyes must immediately pass a PsR check against a difficulty of 60 plus this character’s Elan Level or immediately subdue to a state of Terror. Those who fail the check by more than 60 points instantly die. Undead creatures are affected by this power as well, since they can feel the presence of their nemesis, regardless of their psychic capacities. The character automatically gets the Disquieting Advantage. Cost: 15. Requirements: Elan 90, Cold Eyes of The Reaper.
KILLING BLOW Once per day per 20 points of Elan Level, this character can declare a Killing Blow before rolling dice for an Attack. Such attack benefits from a Base Damage bonus equal to this character’s Elan Level and has +10% chances of being an Open Roll. If this attacks kills an opponent, its soul is completely destroyed. Cost: 15. Requirements: Elan 90, Hand of Death.
T HE GRIM REAPER This character becomes the herald of Death itself, stopping immediately the age process (it will eventually die, but only once its role is fulfilled), and becoming impervious to attacks or powers unable to affect beings with Gnosis 40 or higher. The character is considered as if benefitting from The Death Spell maintained for free on him, affecting Undeads as well, with an MR check difficulty equal to this character’s Elan Level plus 60 for mortals and plus 80 for Undeads. Damage caused by the Grim Reaper by any mean is recovered at a rate of Sacrificed Life Points. Cost: 10. Requirements: Elan 100.
LETHAL T OUCH The character’s attacks that inflict a Critical, gain a bonus to their Critical Level equal to half this character’s Elan Level. This b onus only applies to attacks intended to kill the opponent and won’t apply to any disable or knock-out oriented attacks. In addition the character is considered as if benefitting from the Nemesis Extrusion ability, applying its bonuses to held weapons as well. Cost: 15. Requirements: Elan 60.
DEATH W ARD This character has a bonus to all Resistance Check against all effects that might cause immediate death and against Criticals equal to half this character’s Elan Level. Cost: 10. Requirements: Elan 60.
DEATH CHALLENGE This character can issue a challenge to any intelligent being. The challenge mustn’t necessarily be a fight. The opponent must pass a MR check against a difficulty equal to twice this character’s Elan Level in
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Modifiers Elan Lower Than 50
Living close to death. Accepting/making others accept the natural end of all things. Helping those who wish to die to understand whether this desire is true and, if it is true, helping such individuals to die calmly. Eradicating undead, necromancers or individuals that prolonged their life unnaturally without a truly important reason.
1 2 2 2
Elan Higher Than 50
Eradicating a vast group of undead or a powerful necromancer. Regulating justly the end or the salvation from end of a vast population on the verge of extinction. Killing, for a proper reason, an immortal being.
3 3 2
Negative Elan Bonuses
Killing needlessly. Despising the weak, the diseased, or the dead. Collaborating without an extremely good reason and/or for more time than needed with undead creatures or necromancers.
-4 -2 -2
Opposing one’s own death beyond reason. Making use of Necromancy or any other power over death.
-3 -10
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LILLIUM Being a religion, Lillium requires people to believe in it, in order for synchronization with The Sacred Trees to happen. The character will only gain one fixed power for each 10 points of Elan attained. Character’s with 80+ Elan synchronization always become Lim Sidh e if they die of violent death and are known enough and will be generally considered living Lim Sidhe by those who believe in Lillium religion, turning into an Incarnation.
List of Gifts T HE H AZEL’S CHALLENGE The character gains a bonus to earned experience points per session equal to +1 per 10 points of Elan Level. The maximum experience bonus per session is +9. If the character has the Learning advantage, he/she must apply the highest bonus between the advantage and this gift. The Broken Hazel’s Change: The character can spend DPs to buy Creature Powers as a Creature with Gnosis0. The Gnosis increases by 5 for each additional 15 points of Elan Level up to a maximum of 35. Cost: 10. Requirements: Elan 10.
T HE APPLE T REE’S HE AL The character gains +1 to his/her Regeneration per 20 points of Elan Level. The Broken Apple Tree’s Heal: Individuals surrounding the character within a range of meters equal to his/her Elan Level will gain a penalty of -1 to their Regeneration per 20 points of Elan Level. Cost: 10. Requirements: Elan 20.
T HE BIRCH’S B ANISHMENT While fighting against evil natured beings, th is character’s attacks have a Base Damage bonus equal to this character’s Elan Level. The Broken Birch’s Banishment: While fighting against good natured beings, this character’s attacks have a Base Damage bonus equal to this character’s Elan Level. Cost: 10. Requirements: Elan 30.
T HE WILLOW’S INSPIRATION The character gains a bonus to his Art and Music secondary Abilities equal to his/her Elan Level, as well as a bonus to his/her final MA equal to half his/her Elan Level. The Broken Willow’s Inspiration: Individuals surrounding the character within a range of meters equal to his/her Elan Level, suffer a penalty to Art and Music Secondary Abilities equal to his/her Elan Level and a penalty to MA equal to half his/her Elan Level. Cost: 10. Requirements: Elan 40.
T HE YEW’S V OICE This character can communicate with dead spirits waiting for The Calling and with Wake’s Ghosts. The degree of conversation it can achieve depends on the Elan Level. The Broken Yew’s Voice: The character’s presence attracts evil undead spirits which will usually be well disposed toward the character, depending on his/her Elan Level. Cost: 10. Requirements: Elan 50.
T HE WHITE H AWTHORNE’S POISON When reaching this value or at any point in his/her following Elan development, the character can either preserve the good way of Lillium or fall into the evil way. If falling into the evil way, the character starts to gain or lose Elan by performing different deeds described in the
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Gaining/Losing Elan section. If the character chose the evil way of Lillium, all previous and following gifts will switch into the Broken Ones. The character gains a bonus to his/her Herbalism and Poison Secondary Abilities equal to his/her Elan Level and adds +10 to the Poison Level of any produced poison, and can prepare Level80 or higher Poisons even without possessing particular supernatural ingredients. If the character upheld the good way of Lillium, all bonuses related to the Poison Secondary Ability will only apply while preparing antidotes. If the character chose the evil way, such bonuses will only apply to Poison preparation. Cost: 10. Requirements: Elan 60.
T HE O AK’S AVATAR This character can shape-change into a force of nature, obtaining a bonus of +2 to all characteristics, an All Action Bonus of +15 and becoming able to perform Inhuman actions. He/she also gains a natural AT of 4 against all attacks except for Energy, that cannot be reduced or negated and counts as an additional layer that causes no penalty, except for a -4 to the Movement Value. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again The Oak’s Avatar. The Broken Oak’s Avatar: When shape-changing into The Broken Oak’s Avatar, the character gains a bonus of +4 to Strength, Dexterity, Agility and Power, a +30Bonus to Initiative and Attack and becomes able to achieve Zen level in Initiative and Attack rolls. The character is also granted a bonus of +20 to the Base Damage and Critical Level of any kind of performed attack. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again The Broken Oak’s Avatar. Cost: 10. Requirements: Elan 70.
T HE HOLLY’S AURA This character gains a bonus to Animals, Leadeship, and Style Secondary Abilities equal to his/her Elan Level. Also, his/her Natura becomes immediately 20 and he/she gains the Charm Advantage. The Broken Holly’s Aura: This character gains a bonus to Animals, Intimidate, and Persuasion Secondary Abilities equal to his/her Elan Level. Also, his/her Natura becomes immediately 20 and he/she gains the Disquieting Advantage. Cost: 10. Requirements: Elan 80.
HERO’S SIGNATURE ITEM Upon receiving this power, the character must choose a single weapon or armor in his/her possession or will have an occasion to find such an item. This Item will be granted incredible powers becoming somewhat of his own symbol. Such item will be granted the powers of a Level3 Artifact that will get to Level3+ on ce the character reaches an Elan Level of 95, Level4 once the character reaches an Elan Level of 98 and Level4+ once the character reaches an Elan level of 100. A character can never abandon its own Signature Item, that will find a way to return in its hands, unless the character dies, in which case the Item will maintain all powers it had when the user died and will try through time to find someone close to its own user. Should the character’s Elan drop below 90, the item will revert to its original form losing all acquired powers. The Broken Hero’s Signature Item: This gift remains identical although the powers acquired by the item will have most often a much darker nature. Cost: 10. Requirements: Elan 90.
IMMORTAL HEART
A living vessel of the Sacred Trees’ power, this character automatically passes all Resistance checks, as well as his/her Signature Item, as far as he/she is the one carrying it. Good natured creatures of Lillium will recognize the character as hierarchically superior to them most of the times. Broken Heart: Individuals surrounding the character within a range of meters equal to his/her Elan Level suffer a penalty to their Resistances equal to twice this character’s Elan Level. Those individuals that would automatically pass a Resistance check must instead take Resistance Checks as normal, but without suffering any additional penalty. Evil natured creatures of Lillium will recognize the character as hierarchically superior to them most of the times. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Protecting Nature or the helpless by confronting those that threaten them. Making particularly heroic actions. Saving, protecting, or avenging an unjust death. Protecting the members of one’s own family or party. Singing the lore of the heroes. Defending Lillium’s ideals in front of those offending them.
2 3 2 1 1 2
Elan Higher Than 50
Acquiring fame for one’s own heroism or cruelty. Protecting from certain destruction a place sacred to, or a community of, Lillum followers Destroying a place sacred to, or a group o f, Lillium followers not directly associated with the White Hawthorne. Destroying a highly powerful evil or benign entity.
2 2 2 2
Negative Elan Bonuses
Killing people, animals, or fairy creatures needlessly Helping the above for no concrete reason. Committing dishonorable deeds. Refusing to help someone close to oneself. Allowing the Lillium faith to be humiliated without interfering / Publicly defending Lillium’s Faith. Deliberately causing damage to nature.
-3 -3 -2 -2 -3 -2
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SHUK YOK AMI Being a religion, Shukyokami requires people to believe in it, in order for synchronization with either the Official Temple or the Forbidden Temple to happen. The character will only gain one fixed power for each 10 points of Elan attained with either Temple. The Official Temple is a cult centered on the Six Greater Kamis and good or neutral Kamis, while the Forbidden Temple is a cult based on Tsukiyomi and/or Yagarema and evil Kamis, or even Onis.
OFFICIAL TEMPLE List of Gifts FINDING THE EXAMPLE The character will have a sixth sense toward finding good examples in life, good masters that will teach him/her how to live correctly the faith of Shukyokami or a good company to follow. The extent of this power varies depending on the Elan Level this character has achieved. Cost: 10. Requirements: Elan 10.
T EACHINGS OF THE K AMI The character can choose between a bonus to MK or ML equal to half his Elan Level. MK from this advantage can only be spent on Ki Abilities and Techniques, while ML can only be spent on the Light, Creation, or Essence Paths. Cost: 10. Requirements: Elan 20.
MICHINOKAMI’S FORTUNE The character may re-roll one rolled fumble per game session, per 20 points of Elan Level. The character cannot re-roll a single roll more than once. Cost: 10. Requirements: Elan 30.
UMETSUKI’S LOVE This character gains a bonus to his/her Swim and Navigaton Secondary Abilities. Cost: 10. Requirements: Elan 40.
T AIYONOHIKARI’S H ARMONY This character gains the Untiring Ability, except he/she will still be capable of spending Fatigue Points for improving rolls. The character no longer suffers any characteristics penalty for aging. Cost: 10. Requirements: Elan 50.
K ARASU NO YORU’S GIFTS The character gains a bonus of +1Power and +1Willpower. Cost: 10. Requirements: Elan 60.
Y AMATO NO SHURA’S STORM The character can use this power at will, that will last until voluntarily stopped, or until a number of turns equal to this character’s Elan Level has elapsed. The character and all friendly individuals within a number of meters equal to this character’s Elan gain +10 to their Attack Ability and Base Damage, and can use Electricity as their secondary attack type. Once the power has been stopped, the character suffers an All Action Penalty of -10 for a number of days equal to the turns the power was maintained and won’t be able to summon Yamato No Shura’s Storm again until such time has elapsed. Cost: 10. Requirements: Elan 70.
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V ARJA’S POWER This character gains a bonus to his Attack and Defense (and/or Magic Projection, and/or Psychic Projection) equal to a quarter of his/her Elan Level, as well as a Life Point Bonus equal to his/her Elan Level. Cost: 10. Requirements: Elan 80.
GREAT SPIRITUAL POWER This character gains additional ki points he can distribute as he/she wishes among his/her stats equal to his/her Elan Level, additional ki accumulation multiples he can distribute as he/she wishes among his/her stats equal to one tenth of his/her Elan Level, additional Zeon points equal to five times his/her Elan Level, additional Magic Accumulation equal to his/her Elan Level, and additional Psychic Points equal to one tenth of his/her Elan Level. Cost: 10. Requirements: Elan 90.
K AMI SOUL The character gains Gnosis 35 with all the advantages that come with it. The character will receive within the three following months 3CPs to spend either on Warlord Kami’s Blood Advantage, or on Genus Loci Kami’s Blood Advantage without applying any Level Modifier. If the character already has either of the Blood Bonds and chooses to stack it with this gift, he/she gains three additional possible advantages for characters with the same Blood Bond. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Respecting the laws and the ancestors. Having others respect the laws. Fighting against a minion of a Forbidden Temple. Eliminating a lesser Oni.
1 2 2 3
Elan Higher Than 50
Preventing the Samsara from entering Gaia. Eliminating a Dark Kami or a major Oni. Extending the ancient laws of Kamis on extended lands.
1 4 2
Negative Elan Bonuses
Conducting a reckless and ludicrous life. Non respecting laws, ancestors or Kamis. Collaborating with cultists of any genre.
-3 -2 -3
FORBIDDEN TEMPLE List of Gifts FINDING THE CULT The character will have a sixth sense toward finding other cultists of either Tsukiyomi or Yagarema. Alternatively he might find a company that will lead him/her to a life that aims through satisfaction of either of the two gods. Cost: 10. Requirements: Elan 10.
D ARK T EACHINGS The character can choose between a bonus to MK or ML equal to half his Elan Level. MK from this advantage can only be spent on Nemesis Abilities, while ML can only be spent on the Fire, Darkness, Destruction, or Illusion Paths. Cost: 10. Requirements: Elan 20.
This character gains additional ki points he can distribute as he/she wishes among his/her stats equal to his/her Elan Level, additional ki accumulation mutiples he can distribute as he/she wishes among his/her stats equal to one tenth of his/her Elan Level, additional Zeon points equal to five times his/her Elan Level, additional Magic Accumulation equal to his/her Elan Level, and additional Psychic Points equal to one tenth of his/her Elan Level. Cost: 10. Requirements: Elan 90.
ONI SOUL The character’s Gnosis becomes 35 with all the advantages that come with it. The character will receive within the three following months 3CPs to spend on Oni’s Blood Advantage, without applying any Level Modifier. If the character already has Oni’s Blood, the bonuses are cumulative and he/she is considered as having both Red and Blue Oni’s Blood. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
T SUKIYOMI’S MISFORTUNE The character may force anyone else to re-roll one rolled open roll per game session, per 20 points of Elan Level. The character cannot be forced to re-roll a single roll more than o nce. Cost: 10. Requirements: Elan 30.
T SUKIYOMI’S SEDUCTION This character gains a bonus to his/her Persuasion and Style Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 40.
Y AGAREMA’S BLESSING
Breaking-up with tradition. Gravely infringing the law. Fighting a minion of an Official Temple. Eliminating a lower Kami.
1 2 2 3
Elan Higher Than 50
Supporting the entrance of Samsara in Gaia. Eliminating a Kami. Extending prohibited cults over extended lands.
1 4 2
Negative Elan Bonuses
Living a rightful and sober life. Accepting passively law or submitting to Kamis. Making actions that strengthen law.
-3 -2 -3
This character gains the Physical Exemption ability. Cost: 10. Requirements: Elan 50.
BLACK MOON’S GIFTS The character gains a bonus of +1Power and +1Intelligence. Cost: 10. Requirements: Elan 60.
Y AGAREMA’S D ARK STORM The character can use this power at will, that will last until voluntarily stopped, or until a number of turns equal to this character’s Elan Level has elapsed. The character and/or all chosen individuals within a number of meters equal to this character’s Elan enter a Frenzy state, gain +10 to their Attack Ability and Base Damage, -20 to their Defense Ability, can use Energy as their secondary attack type, and gain complete Immunity to Pain and Psychological effects (except for Frenzy). All those affected by this power won’t be able to distinguish friends from foes and will keep attacking until it’s stopped. Characters can try to resist this power when its cast by sur passing a PsR check against a difficulty of 60 plus this character’s Elan Level and if they fail it, they can try it again whenever they are attacking so meone completely against their nature. Cost: 10. Requirements: Elan 70.
FORBIDDEN POWER This character gains a bonus to his Attack and Defense (or Magic Projection, or Psychic Projection) equal to a quarter of his/her Elan Level, as well as a Life Point Bonus equal to his Elan Level. Cost: 10. Requirements: Elan 80.
GREAT UNHOLY POWER
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AIT YR Being a religion, Aityr requires people to believe in it, in order for synchronization with anyone of the four Houses to happen. The character will only gain one fixed power for each 10 points of Elan attained with either House. For a character to synchronize with a House, he should stress particularly his/her devotion toward the deities of that House and act accordingly to their teachings.
AITYR VALDR List of Gifts FEHU’S PROSPERITY The character will easily find economically profitable situations and be offered good compensation for his/her efforts. The extent of this power depends on the character’s Elan Level. Cost: 10. Requirements: Elan 10.
URUZ’S KNOWLEDGE The character gains a bonus to his/her Perception Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 20.
Cost: 10. Requirements: Elan 70.
ANZUS’ ESSENCE This character gains Gnosis 30 with all the advantages that come with it. Cost: 10. Requirements: Elan 80.
HEAVEN F ALL The effects of this power are equivalent to those of the Level72 Light Spell, Catastrophic Light, cast at Intermediate Level and centered on its user, although it affects only his/her chosen targets. If the u ser has no Magic Projection, he/she can use either his/her Attack value or his/her Psychic Projection. This power can be used once per day per 10 points of Elan Level. Cost: 10. Requirements: Elan 90.
V ALDRAR This character is considered a Light aligned being and all Light elementals consider him/her as a hierarchical superior and will have to pass a MR check against 200 to disobey a direct order from him/her. The character is immune to all Light Elemental Damage and automatically passes all Light related Resistance Checks. All his attacks become Light Elemental and Blessed Attacks (in addition to any other Elemental effect). By spending 1 Fatigue, the character can cast for free an Healing Light Spell at will with Arcane Casting Level and the Casting Level of Heaven Fall is also increased to Arcane. Cost: 10. Requirements: Elan 100.
WUNJO’S EMPATHY This power intensifies the positive feelings of all those that have direct relations with him/her. It brings out the best of those around him/her. Cost: 10. Requirements: Elan 30.
KENAZ’S SHIELD This character gains a bonus to all Resistances equal to half his/her Elan Level. Cost: 10. Requirements: Elan 40.
R AIDO’S JOURNEY This power allows the character to free anyone (including himself) from any type of supernatural control, in the form of mystical, psychic or summoning abilities, that might subdue them. This power requires the subduer to pass a MR check against a difficulty equal to twice this character’s Elan Level or it will free the prey from the control. This power can only be used once per subject, until the user’s Elan increases. Cost: 10. Requirements: Elan 50.
GEBO’S B ALANCE This character gains a +5All Action Bonus whenever he/she’s acting in order to restore balance or is fighting for the disadvantaged side in a battle. Cost: 10. Requirements: Elan 60.
T HURIZ’S W AR AVATAR This character can shape-change into a godly Avatar, obtaining a bonus of +2 to all characteristics, an All Action Bonus of +15 and becoming able to perform Inhuman actions. He/she also temporarily gains access to one Style Module for each 20 points of Elan Level. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again Thuriz’s War Avatar.
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Modifiers Elan Lower Than 50
Freeing someone from slavery. Eliminating undead creatures. Always fighting with honor. Giving birth to and supporting positive feelings.
2 2 1 2
Elan Higher Than 50
Freeing a nation from slavery. Fighting a war siding with the weakest side. Stopping an undead outbreak. Thwarting a plan of Darkness.
2 3 3 2
Negative Elan Bonuses
Negating freedom to someone. Fighting in a trickery way. Collaborating with undead or necromancers. Oppressing the weak.
-3 -2 -1 -4
Cost: 10. Requirements: Elan 80.
AITYR NJORDT List of Gifts N AUTHIZ’S T HEFT The character gains a bonus to his/her Subterfuge Secondary Abilities equal to half his/her Elan Level. Cost: 10. Requirements: Elan 10.
EIHWAZ’S KNOWLEDGE The character gains a bonus to his/her Animals and Herbal Lore Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 20.
ALGIZ’S PROTECTION This character no longer suffers any penalty while performing the Cover for Others Defense Maneuver and can perform it as a Passive Action, instead of an Active Action. Cost: 10. Requirements: Elan 30.
SOWILO’S FLAME SHIELD This character halves damage from Fire Elemental Attacks and gains +30 to all Resistance Checks against Fire effects, as well as +3AT against Heat. The character also gains a bonus of +10 Base Damage to any Fire based attack he/she makes. Cost: 10. Requirements: Elan 40.
ISA’S ETERNAL ICE This character halves damage from Cold Elemental Attacks and gains +30 to all Resistance Checks against Cold effects, as well as +3AT against Cold. The character also gains a bonus of +10 Base Damage to any Ice based attack he/she makes. Cost: 10. Requirements: Elan 50.
NIGHT F ALL The effects of this power are equivalent to those of the Level72 Darkness Spell, Catastrophic Darkness, cast at Intermediate Level and centered on its user, although it affects only his/her chosen targets. If the user has no Magic Projection, he/she can use either his/her Attack value or his/her Psychic Projection. This power can be used once per day per 10 points of Elan Level. Cost: 10. Requirements: Elan 90.
NJORDTAR All Dark elementals consider the character as a hierarchical superior and will have to pass a MR check against 200 to disobey a direct order from him/her. The character automatically passes all Darkness related Resistance Checks. All his attacks become Dark Elemental Attacks (in addition to any other Elemental effect) and the character gains for free the Umbra Magnus and the Karas Transformation Magnus. The Casting Level of Night Fall is increased to Arcane. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Living in the world of occult and supernatural. Saving the life of an animal. Protecting a human being from a ferocious beast. Making a particularly notable theft.
2 1 2 2
Elan Higher Than 50
Saving the life of a large number of people or animals. Dedicating whole life to dominion of occult forces. Preventing entrance of monstrous creatures into the world.
2 2 2
Negative Elan Bonuses
Awakening Ice Giants. Supporting the entrance of monstrous beings into the world. Killing animals for fun.
-10 -2 -3
PERTHO’S GIFTS The character can cast a few Free Access Spells even without knowing them or possessing The Gift. The character gains the equivalent of twice his/her Elan Level in Zeon Points to cast any Free Access spell he chooses each day. The maximum level of Spells is that of the Elan Level, while the maximum casting level depends on Intelligence as normal, but the character gains a bonus of +2Intelligence for this purpose only. Cost: 10. Requirements: Elan 60.
JERA’S STOP The character can temporarily stop time for an individual he/she concentrates his eyes on, thus completely blocking the target. The looked-upon individual must surpass a PhR or MR check against this character’s Elan Level plus 60 or enter a total paralysis state for a number of turns equal to the failure level. All damage and effects suffered by the target while affected from paralysis won’t become manifest until the paralysis state expires, returning the character to the current time stream. If the sight contact is continued, the target must take the check again every 5 turns. Cost: 10. Requirements: Elan 70.
H AGALAZ’S NIGHT This character gains all benefits of P andemonium’s Blood and Shadow Child blood bonds, but without any Level Modifier or racial limitation.
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AITYR VALHEIN List of Gifts
All base characteristics of this character become 10 and he/she stops immediately aging (and ignores any aging penalty, if he’s already affected by them), gaining Physical Exemption, except he/she can still spend Fatigue Points to increase his/her rolls. The Dreamland’s power Casting Level is increased to Arcane, lasts for 1 hour, and the character benefits from Gnosis30 if using it in areas of the Wake strongly influenced from negative energies. Cost: 10. Requirements: Elan 100.
BERKANA’S BLESSING This character can grant a good harvest or a safe b irth once per day per 10 points of Elan Level. The extent of this ability depends on the character’s Elan Level. Cost: 10. Requirements: Elan 10.
INGUZ’S LUCK The character can choose to use this power to alter the chances of obtaining Open Rolls and Fumbles on a certain roll. If the character chooses to use this power, lower by 2 points the score required for an Open Roll and increase by 1 point the score required for a Fumble, per 20 points of Elan Level. Cost: 10. Requirements: Elan 20.
EHWAZ’S S ADDLE The character gains a bonus to his/her Ride and Animals Secondary Abilities equal to his/her Elan Level, as well as the Animal Empathy advantage. Cost: 10. Requirements: Elan 30.
L AGUZ’S QUIETNESS The character has complete Immunity to all negative Psychological States. In case such States are supernaturally induced, the character can add his/her Elan Level to the required Resistance Check. Cost: 10. Requirements: Elan 40.
M ANNAZ’S F AVOR The character gains a +10 All Action Bonus, whenever he’s acting to protect human lives from any non-human threat. Cost: 10. Requirements: Elan 50.
OGTHALA’S SHIELD The character halves all damage caused from Earth, Fire, Water and Air Elemental Attacks. Cost: 10. Requirements: Elan 60.
D AGAZ’S LIMITLESS ESSENCE The character gains the Inhumanity and Zen abilities and ignores an amount of Penalties to actions equal to half his/her Elan Level. Cost: 10. Requirements: Elan 70.
T IWAZ’S JUSTICE This character gains +10 All Action bonus whenever he’s trying to destroy evil beings or making a very fair act, as well double Base Damage against all evil beings. Cost: 10. Requirements: Elan 80.
DREAMLAND The effects of this power are equivalent to those of the Level80 Light Spell, Lord of Dreams cast at Base Level. This power can be used once per day per 10 points of Elan Level and each use will last for 10 minutes. Cost: 10. Requirements: Elan 90.
V ALHEINAR
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Modifiers Elan Lower Than 50
Always fighting for Justice. Protecting the weak and pushing others toward respect of laws. Fighting against evil beings or in order to protect humanoids. Falling seriously in love. Having loving care of one’s own steed.
2 2 3 3 2
Elan Higher Than 50
Risking life in order to save one’s own love. Following one’s own dreams ignoring adversities. Protecting a huge community from extinction. Fighting alone against an evil being clearly more powerful than one’s self.
2 1 3 2
Negative Elan Bonuses
Mistreating or killing horses without reason. Deliberately acting evilly. Siding against human beings without a really good reason. Losing an important battle.
-2 -3 -4 -2
THE THREE BEASTS List of Gifts HELION’S SILENCE The character gains a bonus to his/her Hide and Stealth Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
SKULE’S ORDERS This character gains a bonus to the Control Summoning Ability equal to half his/her Elan Level. Cost: 10. Requirements: Elan 20.
The character can summon the Three Fates when in a real pinch, up to once per month per 10 points of Elan Level. The Three Fates will willingly answer up to three questions of the summoner upon any subject as an Advice Spell (Level74 Knowledge Spell) cast at Arcane Level. As an alternative, they will grant the same power as a single casting of The Death Spell (Level94 Death Spell) cast at Intermediate Level and maintained for 5 turns. Cost: 10. Requirements: Elan 90.
HELHEINAR All rolls of 20 or less from opponents defending against this character’s attacks are considered fumble and all rolls of 20 or less on Resistance Checks against powers used by this character are considered automatic failures (the check is considered as failed by at least 10 points). This character’s attacks that produce Damage automatically inflict a Critical. The Death Spell from the Hellion Sisters’ power has its Casting Level increased to Arcane. Cost: 10. Requirements: Elan 100.
FENRISULF’S F ANG The character’s attacks gain a Base Damage Bonus equal to half his/her Elan Level. Cost: 10. Requirements: Elan 30.
FENRISULF’S T OTEM The character attracts a wolf that forges with him/her an unbreakable bond. The wolf Totem (using a Wolf of Wolfgar base characteristics) will act similarly to a Familiar, however the character won’t hold true power over it (although he/she can request its help voluntarily). The Intelligence of the wolf Totem is increased by 5 points and whenever the character gains a level, so does the Totem, who will be allowed to spend his DPs in acquiring essential abilities and powers as if it were a natural being with Gnosis 20. The Totem has telepathic communication with its master and they can connect their senses. In case the Totem is destroyed or killed, the master can bring it back to life by sacrificing 10 Elan Points. Cost: 10. Requirements: Elan 40.
Modifiers Elan Lower Than 50
Killing often. Establishing no bonds to a place or group for a long time. Fighting a minion of Christianity.
2 2 2
Elan Higher Than 50
Living in absolute freedom. Imposing one’s own leadership to great beasts or monstrous creatures. Bringing death to an extremely powerful being. Destroying a vast area and its population.
2 3 4 3
Negative Elan Bonuses
Fighting without the intent of killing, without an extremely good and precise reason. Collaborating with a minion of Christianity. Accepting slavery.
-3 -2 -4
SKULE’S STIGMATA The character gains a number of DPs equal to twice his/her Elan Level to spend on creature powers as if he/she had Gnosis 25. Cost: 10. Requirements: Elan 50.
HELLION’S T OUCH The character’s attacks that inflict a Critical, gain a bonus to their Critical Level equal to half this character’s Elan Level. This b onus only applies to attacks intended to kill the opponent and won’t apply to any disable or knock-out oriented attacks. Cost: 10. Requirements: Elan 60.
SKULE’S BLOOD The character gains 1CP worth of Great Beasts’ Blood per 30 points of Elan Level, but without any Level Modifier. This power is cumulative with any CP the character already has spent on Great Beasts’ Blood, and allows having more than 3CPs worth of Great Beasts’ Blood. Cost: 10. Requirements: Elan 70.
FENRISULF’S ASSAULT This power grants the ability to damage any creature regardless of powers, supernatural presence, or special immunities. Those victims with a Gnosis lower than the aggressor whose lives are taken by him/her will have their souls destroyed, instead of returning to the Flow of So uls. Cost: 10. Requirements: Elan 80.
HELLION’S SISTERS
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ENNEAT H Being a religion, Enneath requires people to believe in it, in order for synchronization with The Kalih to happen. The character will only gain one fixed power for each 10 points of Elan attained with the Kalih. Moreover synchronization with the Kalih should be possible only to followers of the Mulares strain or Zafires with a very strong devotion toward the Kalih (which is unlikely).
List of Gifts SHOTETH’S D ARKNESS The character gains a bonus to his/her Intimidate and Persuasion Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
ANIUE’S RITUALS This character automatically gains the first two Spells fro m the Death Subpaths, which he/she can use (even if he doesn’t have the Gift) freely following the normal rules for Magic. If the character is proficient in Summoning, his Banish ability can be used on Undead creatures as well. If the character already has the listed spells, he/she gains instead +1Intelligence when calculating the Casting Level with such spells. Cost: 10. Requirements: Elan 20.
H AREKRATE’S T EACHINGS The character gains a bonus to his/her History and O ccult Secondary Abilities equal to half his/her Elan Level. This power also improves Aniue’s Rituals, adding the first two Spells from the Letters and Knowledge Subpaths to those the character can use. The character can use his/her Attack or Psychic Projection value for Offensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Cost: 10. Requirements: Elan 30.
SHANURA’S S ANCTUARY Once per day per 10 points of Elan Level, the character can select an area with a radius up to his/her current Elan Level in meters to become impenetrable to people with offending intention toward anyone inside of it, thanks to an invisible barrier. Those trying to force the b arrier must pass an MR check against a difficulty equal to the character’s Elan Level +40 or will be stopped from entering and cannot take a new check until 5 turns have passed. The Sanctuary won’t last more than 1 minute per point of Elan Level the character possesses. Cost: 10. Requirements: Elan 40.
the first four Spells from the War Su bpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Cost: 10. Requirements: Elan 60.
M ADA’S PEACE All those within a radius in meters equal to one fifth of this character’s Elan in meters must make an MR check against a difficulty equal to this character’s Elan plus 50 or become Fascinated. This power also improves Yareth’s Revenge, adding the first four Spells from the Peace Subpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Cost: 10. Requirements: Elan 70.
JERUTH’S JUDGMENT This power improves Mada’s Peace, granting the first six spells from all aforementioned Subpaths. Also, th e character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon, and a bonus to his/her Zeon reserve equal to five times his/her Elan Level. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Cost: 10. Requirements: Elan 80.
AMENOTHEP’S L AW The character gains a bonus of +1Power, +1Willpower, +1Intelligence, and rolls of 2-3 on Ability checks made by this character are no longer considered Fumbles. This power also improves Jeruth’s Judgement, granting the first seven spells from all aforementioned Subpaths. Cost: 10. Requirements: Elan 90.
JIHAMATH’S K ALIH This power improves Amenothep’s Law, granting the first nine spells from all aforementioned Subpaths. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Also, the character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon. The character becomes completely impervious to attacks that are unable to damage energy. Furthermore, this character’s actions become Jihamath’s will, so all those who oppose him/her cannot make use of Destiny P oints, while, this character’s Destiny Point pool is immediately increased to 10 and he/she will recover 1 Destiny Point per hour. Cost: 10. Requirements: Elan 100.
Modifiers
AMPUNE’S L AND This power improves Herekrates’ Teachings, granting the first four spells from all aforementioned Subpaths, as well as the first four spells from the Umbral Subpath. Also, the character will increase his base M A by 5 points while using Spells granted from his/her Elan or regenerating Zeon. The character can use his/her Defense or Psychic Projection value for Defensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains +1Intelligence when calculating his Casting Level with such spells as well as benefitting from the MA and Magic Regeneration bonus granted by this Power. Cost: 10. Requirements: Elan 50.
Y ARETH’S REVENGE The character gains a +5 All Action Bonus while acting for achieving a revenge. This power also improves Ampune’s Land, adding
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Elan lower than 50
Fighting Christianity. Converting others to the religion of Enneath. Defeating a lesser Djinn. Blindly following the Inara.
2 1 2 2
Elan higher than 50
Converting a nation to the religion of Enneath. Converting a Christian nation to the religion of Enneath. Dedicating life to eradication of those following the Qamar. Defeating a major Djinn.
2 4 1 2
Elan negative bonuses
Losing faith in Jihamath. Not performing the rituals required by Enneath faith. Losing to the temptation of Qamar.
-3 -2 -5
OPOSIUM Being a religion, Oposium requires people to believe in it, in order for synchronization with Ormuz and Ahriman (C’iel and Gaira) to happen. The character will only gain one fixed power for each 10 points of Elan attained with Ormuz and Ahriman. 1, 2, and 3 CPs spent on starting Elan with Oposium only confer 20, 35 and 45 points of Elan respectively, instead of the usual amount.
List of Gifts SPARKS OF LIGHT ARE SHADES OF D ARKNESS The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 10 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 10.
A C ANDLE IS A G AP The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 20 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 20.
A T ORCH IS A BLIND SPOT The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 30 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 30.
SHINE IS SHADOW The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 40 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 40.
A STAR IS A BLACK HOLE The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 80 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 80.
A G ALAXY IS V OID SPACE The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 90 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 90.
ORMUZ IS AHRIMAN The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 100 or less, ignoring other requirements. The character will be permanently granted the two gifts. The character won’t be considered Avatar of any entity, anyway. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Convincing others of the necessity of opposites and conflict. Serving the interests of Gaira as much as those of C’iel. Directly serving the Giovanni dynasty in a specific quest.
1 1 1
Elan Higher Than 50
Saving the life of a member of Giovanni dynasty. Saving Gaia from destruction or from a balance-breaking event. Successfully opposing those that try to destroy balance.
1 1 1
Negative Elan Bonuses
Directly serving the cause of a specific Shajad or a specific Beryl. Trying to oblige others to follow the Oposium religion. Deliberately ignoring or choosing not to oppose a threat to Gaia. Killing a Giovanni family member.
-3 -3 -3 -3
D AY IS NIGHT The character must choose any one Elan gift from a Beryl and any one from the corresponding opposite Shajad with an Elan Level of 50 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 50.
PURE WHITE IS PITCH BLACK The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 60 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 60.
LIGHT IS D ARKNESS The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 70 or less, ignoring other requirements. The character will be permanently granted the two gifts. Cost: 10. Requirements: Elan 70.
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ARIUM Being a religion, Arium requires people to believe in it, in order for synchronization with The Nexus to happen. The character will only gain one fixed power for each 10 points of Elan attained with The Nexus. Note that all bonus to summoning conferred by these powers will never apply to Undead creatures, since those are out of the Nexus system.
List of Gifts KNOWLEDGE OF THE NEXUS The character gains a bonus to his/her Animals, Herbal Lore and Occult Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
AEON C ALL Once per month, this character can summon anyone Aeon (either as Creature or as Invocation) without need for a Summon check. The character will gain an extra bonus to his/her Control check against such creature equal to twice his/her Elan Level. Cost: 10. Requirements: Elan 90.
ONE WITH THE NEXUS The character is considered as having Gnosis 45 when performing Summoning Rituals and is always considered as being in contact with a Controlled Magic Node with -3 to the Difficulty of Power Checks. This character halves damage from Creation, Destruction, Essence and Illusion based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Creation, Destruction, Essence, and Illusion powers. Cost: 10. Requirements: Elan 100.
G ATEKEEPER This character has a bonus to his/her Summon and Banish Summoning Abilities and Magic Appraisal Secondary Ability equal to half his/her Elan Level. Cost: 10. Requirements: Elan 20.
CREATURE M ASTER The character has a bonus to his/her Control and Bind Summoning Abilities and Composure Secondary Ability equal to half his/her Elan Level. Cost: 10. Requirements: Elan 30.
ENERGY OPTIMIZATION All summoning rituals and spells performed by this character have a Zeon cost reduction equal to this character’s Elan Level up to a minimum cost of 10Zeon Points. Summoning by ki is reduced by 1Ki point per 10 points of this character’s Elan Level, up to a minimum of 1Ki per seal. Techniques have a cost reduction of l Ki p oint on anyone chosen characteristic per 10 points of this character’s Ean Level, up to a minimum of 1Ki per characteristic. When employing a Psychic Power, the character reduces the Psychic Potential employed in its use by a quantity equal to half this character’s Elan Level, up to a minimum of 10 points of Psychic Potential. Cost: 10. Requirements: Elan 40.
ELEMENTAL SHIELD This character halves damage from Air, Earth, Water or Fire based attacks. Cost: 10. Requirements: Elan 50.
ELEMENTAL CONTROL This character adds +10 to all resistance checks or to all actions involving powers related to Air, Earth, Fire, or Water elements. Cost: 10. Requirements: Elan 60.
SUBDUE OPPOSITES This character halves damage from Light and Darkness based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Light and Darkness elements. Cost: 10. Requirements: Elan 70.
NEXUS CHARGE The character gains an extra MA Multiple, +1Ki Accumulation on All Characteristics, and 1 Free Psychic Point, for each full 20 points of Elan Level. Cost: 10. Requirements: Elan 80.
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Modifiers Elan Lower Than 50
Dedicating one’s own life to the study of summoning. Living close to the supernatural without losing sight of the natural. Submitting one’s own will to a more powerful entity.
2 2 3
Elan Higher Than 50
Summoning and controlling an Aeon or an entity of similar power. Sealing a pact with an extremely powerful or demanding entity. Making frequent use of extremely powerful abilities.
4 3 1
Negative Elan Bonuses
Losing interest in the supernatural world. Feeling superior to the entwined wire of life. Hesitating in performing a dangerous ritual.
-5 -3 -4
ARAMENSE FFAIT H Being a religion, Aramense Faith requires people to believe in it, in order for synchronization with The Buried Gods to happen. The character should at the very least know the names of Devah and Ulrioka Yama. The character will only gain one fixed power for each 10 points of Elan attained with The Buried Gods. Should a character with synchronization higher than 80 pass near the burial site of an Aramense deity, there’s a slight possibility equal to 1% for each point of Elan Level beyond 80, that the god starts to unrest and eventually awakes.
List of Gifts DESERT AND JUNGLE ARE HOME The character is immune to dehydration effects and can easily withstand extremely high or low temperatures, gaining an actual natural AT2 against Fire and Cold attacks that count as an additional layer that inflicts no penalties. If the character had the Vulnerable to Heat/Cold disadvantage, penalties for it are halved. Cost: 10. Requirements: Elan 10.
RELENTLESS PHYSIQUE The character gains +1Fatigue Point per 10 points of Elan. Cost: 10. Requirements: Elan 20.
CONTROL OVER LIFE This character gains a bonus to his/her DR and VR equal to half his/her Elan Level. Cost: 10. Requirements: Elan 30.
CONTROL OVER DEATH This character gains a bonus equal to half his/her Elan Level to all Resistance Checks against Criticals and effects that cause instant Death, including Between Life and Death checks, and can act as normal even with negative Life Points. Cost: 10. Requirements: Elan 40.
S AND MUMMY SHAPE The character can turn his body into that of a mummy made of sand for a number of turns per day equal to his/her Elan Level. The character halves all damage suffered from Cut, Impact or Thrust attacks. Whenever this character deals damage to an opponent by any mean, the target must surpass a PhR check against dehydration with a difficulty equal to suffered damage plus this character’s Elan Level. Failure of the check causes an additional life points loss and All Action Penalty equal to half the failure level (rounded up). The All Action P enalty is recovered at a rate of -5 per h our. Water Elemental beings suffer life points loss and All Action Penalty equal to their failure level instead. Cost: 10. Requirements: Elan 50.
ADIAN The character attracts an animal spirit, called Adian, that forges with him/her an unbreakable bond. The Adian will act similarly to a Familiar, however the character won’t hold true power over it ( although he/she can request its help voluntarily). The Intelligence of the Adian is increased by 5 points and whenever the character gains a level, so does the Adian, who will be allowed to spend h is DPs in acquiring essential abilities and powers as if it were a Spiritual Being with Gnosis 30. The Adian has telepathic communication with its master and they can connect their senses. In case the Adian is destroyed or killed, the master can bring it back to life by sacrificing 10 Elan Points. Cost: 10. Requirements: Elan 60.
ULRIOKA Y AMA’S S ANDS OF T IME Once per day for every 10 points of Elan Level this character has, he/she can create a temporal distortion affecting himself. For the following 5 turns, the character will be entitled to play 2 turns for each turn played by other characters. During the additional turns the character will not be allowed to interact with other individuals, but will be otherwise allowed to perform any action. Cost: 10. Requirements: Elan 70.
DEVAH’S LIFE AVATAR Life replenishes the character’s essence. The character gains a bonus to his/her Life Points equal to twice his/her Elan Level and needs to be brought to ten times his/her Constitution value below 0 in order to be killed. Cost: 10. Requirements: Elan 80.
T HE SLUMBER OF GODS The character may synchronize his essence with that of the Slumbering Gods, benefitting from the revitalizing effects of their rest. In order to do so, the character must sleep regularly eight hours per day, during which he/she will be considered as suffering from the Deep Sleeper Disadvantage. While synchronized to the Slumber of Gods the character stops aging, and adds +1 to his/her Regeneration rate per 10 points of Elan Level and can regenerate at rates higher than 18. Also, the character gains an additional Zeon Regeneration Multiple per 10 points of Elan Level and will regenerate an extra Ki point per characteristic and an extra Psychic Point per time unit normally used. Finally while synchronized to the Slumber of Gods, the character will recover 1 Fatigue Point per turn. Unfortunately the Slumber of Gods can be tough for a mortal mind, hence each passing month of continued use of this ability, the character must roll a d100 and if the result exceeds his/her current Elan, the synchronization immediately stops and the character will suffer from the 2CP Nightmares Disadvantage for a full month, during which he/she won’t be able to synchronize with the Slumber of Gods. Cost: 10. Requirements: Elan 90.
DREAM OF UNNAMED GODS Once per day per 20 points of Elan Level the character can cast anyone spell at Base Casting Level from the Creation, Destruction, Fire, Earth, Air, Water, or Essence paths, or from the Death, Blood, Dreams, Time, Animal, or Plant subpaths. The spell is cast and maintained for free for an entire day. The Casting Level of these spells can be increased by spending 1Fatigue Point per additional Casting Level. This ability allows use of High and Divine Magic as well, but 10 and 20 Life Points respectively must be sacrificed for each casting o f such spells. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Accepting decisions of one’s own superiors only if just. Fighting against survival from persecution. Opposing Enneath followers. Fighting bravely to defend one’s own home or companions. Telling others of the existence of buried Aramense gods.
1 2 2 2 2
Elan Higher Than 50
Saving from eradication a large group of Aramense faithful. Awakening a Buried God Converting a huge community to the Aramense Faith. Defeating an important representative of an opposing religion.
2 4 4 2
Negative Elan Bonuses
Collaborating with a follower of Enneath.
-1
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Indulging in masochism or hurting oneself stupidly. Having an aggressive demeanor toward other religions. Renouncing to protect something important to one’s self. Rebelling against a just order from a superior.
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-3 -2 -2 -3
T HE A ASCENDED The Path to Ascension is a religion and requires people to b elieve in it. The character must know (or try to learn as much as possible) of the detailed history and lifetime of an Ascended imitate him/her in everything. The character will only gain one fixed power for each 10 points of Elan attained with The Path to Ascension. Gaining Elan with The Path to Ascension is completely independent from gaining Elan with other powers. Actually, at any moment, a character can sacrifice his Elan Level with any power, to reach the same Elan Level with The Path to Ascension, as far as the other conditions are satisfied.
List of Gifts KNOWLEDGE OF THE ASCENDED The character gains a bonus to his/her History and O ccult Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
DO THE IMPOSSIBLE The character gains the Inhumanity ability. Upon reaching Elan 70, this character gains the Zen ability. Cost: 10. Requirements: Elan 20.
ROW! ROW! FIGHT THE POWER! This character gains a +20 All Action Bonus, whenever he/she is fighting against one or more higher level opponents. This character’s attacks against opponents with Natura higher than 10 and/or Gnosis higher than 25 gain a Base Damage bonus of +50. Cost: 10. Requirements: Elan 90.
ASCENDED The character can either gain Gnosis 40, except he/she won’t be able to spawn Avatars, or remain mortal. If the character chooses to remain as a mortal, he/she will automatically be considered to have Natura20 and gain 300DP to spend on his/her abilities, that don’t count toward Level calculation and/or for primary abilities allocation, although no more than 160DPs can be spent on Attack and Defense (halve maximum DPs for characters that developed only one of the two abilities), and no more than 80DPs on Projection abilities. If the character became an Ascended by sacrificing the 100% Elan synchronization with another Power, he/she may choose to keep his/her Avatar Power (without being considered an Avatar anymore), as well as any Elan power he/she wants to retain, but at the cost of one power from the Path to Ascension list with at least equal Elan Requirement, for each power he/she wants to preserve from the previous Elan synchronization (without applying any requirements). Cost: 10. Requirements: Elan 100.
Modifiers
ABILITIES OF THE ASCENDED The character gains a bonus equal to his/her Elan Level to 5 Secondary Abilities chosen by the master, that vary depending on the chosen Path to Ascension. Cost: 10. Requirements: Elan 30.
SEE THE INVISIBLE The character becomes able to see ki energy and psychic matrices. Upon reaching Elan60, the character becomes able to see magic. Upon reaching Elan80 the character gains the See Supernatural Creature Power. Finally upon reaching Elan100 the character gains the True Sight Creature Power. Cost: 10. Requirements: Elan 40.
HEROIC N ATURE
Elan Lower Than 50
Living following the example of imitated Ascended. Honoring the memory of imitated Ascended. Getting fame.
2 1 2
Elan Higher Than 50
Making an important feat that remembers something done by the imitated Ascended. Making a public show that decisively transcends human limits. Performing a task that will be talked about for centuries and being renown to be the one that did it.
2 1 3
Negative Elan Bonuses
Having inferiority complexes. Renouncing improvement. Accepting the impossibility of doing something.
-4 -2 -4
The character gains the Fortunate Advantage, as well as either one between the Charm or the Disquieting Advantage (depending on the chosen Path to Ascension). Cost: 10. Requirements: Elan 50.
T OUCH THE UNTOUCHABLE The character becomes able to damage all kind of beings, regardless of immunities, or protections, except he won’t still be able to affect beings with high enough Gnosis. Cost: 10. Requirements: Elan 60.
FLAWLESS ESSENCE Upon gaining this power, the character will lose all his disadvantages at a rate of 1CP per month. Cost: 10. Requirements: Elan 70.
BREAK THE UNBREAKABLE This gift removes the Gnosis limit to that which can be affected from this character’s attacks or p owers. Also, the character becomes able to inflict Criticals on creatures which are n ormally immune to it. Cost: 10. Requirements: Elan 80.
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T HE C CHILDREN O OF JUDAS The Children of Judas is a strong atheist philosophy and requires people to believe in it. The character must actively scorn religions and believe in the possibility for mankind to surpass all self-imposed bonds. The character will only gain one fixed power for each 10 points of Elan attained with Judas Philosophy.
List of Gifts A M ATERIAL WORLD The character gains a bonus to his/her Science and Appraisal Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
CLAD IN STEEL The character gains either a bonus to his/her Wear Armor Primary Ability equal to his/her Elan Level or an equal bonus to his/her Life Points. Cost: 10. Requirements: Elan 20.
UNYIELDING IN THE F ACE OF GOD The character gains a bonus equal to half his/her Elan Level to PhR, DR, and VR. Cost: 10. Requirements: Elan 30.
T HE WILL TO DEFY GOD The character gains a bonus equal to half his/her Elan Level to MR, and PsR, and has the Inhumanity ability. Cost: 10. Requirements: Elan 40.
LEARNING THE H ARD W AY The character is granted a bonus of +3 experience points per session per 30 full points of Elan Level he/she has, as well as a Single Weapon Module for each 10 full points of Elan Level he/she has. Upon reaching Elan 70, the character can choose for new modules to be Single Gear Modules instead of Single Weapon Modules. The maximum experience bonus per session is +9. If the character has the Learning advantage, he/she must apply the highest bonus between the advantage and this gift. Cost: 10. Requirements: Elan 50.
OPPOSING GOD The character is granted a bonus to MK equal to half his/her Elan Level which can only be spent on Nemesis Powers. Penalties inflicted by Null Magic, Null Matrixes, and Null Bonds inflicted by this character are increased by an amount equal to this character’s Elan Level. Penalties inflicted by Null Ki inflicted by this character are increased by an amount equal to 1/10 of this character’s Elan Level. Cost: 10. Requirements: Elan 60.
AGAINST ALL ODDS When making any Opposed Ability Check against a Technique, Spell, or Psychic Power, the character gains a bonus equal to half h is/her Elan Level. When making an Opposed Characteristic Check against a Technique, Spell or Power, the character gains a bonus of +1 for each 20 points of Elan Level he/she has. The character is also granted the Zen ability. Cost: 10. Requirements: Elan 70.
GOD M AY CRY This gift removes the Gnosis limit to that which can be affected from this character’s attacks. Also, the character becomes able to inflict Criticals on creatures which are normally immune to it.
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Cost: 10. Requirements: Elan 80.
T HE POWER T O DEFY GOD The character is granted a Magnus for each 25 points of Elan Level. The character must satisfy any required prerequisite in order to choose an Ars Magnus. Also, the character gains additional ki points he/she can distribute as he/she wishes among his/her stats equal to his/her Elan Level, and 1 additional Ki Accumulation Multiple on four chosen characteristics for each 20 points of his/her Elan Level. Cost: 10. Requirements: Elan 90.
T HERE IS NO GOD The character can perceive Elan and Gnosis in other people, becoming able with the use of this power to distinguish between different synchronizations and to quantify roughly the Elan Level of individuals. The character can, at will, momentarily subtract half his Elan Level from the Elan Level of any other individual, weakening his/her Elan powers. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power does not actually affect Elan, but only its use, and remains active for a number of days equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per minute on a single individual. The character can also at will decrease the Gnosis of other beings by 5 points for each 50 points of his/her Elan Level. A creature retains all its Essential Abilities and Creature Powers even if h is/her Gnosis drops below the necessary level, but Gnosis-related powers, such as Auspice or Avatar, will momentarily disappear if the Gnosis drops below the required value. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power remains active for a number of turns equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per day on a single creature. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Convincing someone else of the non-existence of Gods. Believing only in yourself and others. Defeating minions of the Powers in The Shadows. Converting a minion of a faith or the Powers to Judas.
3 2 2 5
Elan Higher Than 50
Showing others that you can always do without the Gods. Converting to Judas a Cleric or a Champion of another faith. Erasing a religion from Gaia. Successfully opposing a Power in The Shadows or a God.
1 2 2 3
Negative Elan Bonuses
Voluntarily taking part in a religious ritual. Bowing to a superior power. Asking a supernatural power for protection.
-2 -4 -3
T HE PPRIMEVAL G GODS The cult of the Primeval Gods is a secret cult and requires people to believe in it. The character must actively follow the cult and office rituals for the Primeval Gods. The character will only gain one fixed power for each 10 points of Elan attained with The Primeval Gods.
List of Gifts T HE SECRETS OF M ADNESS The character gains a bonus to his/her Intimidate and Occult Secondary Abilities equal to his/her Elan Level. Cost: 10. Requirements: Elan 10.
T HE V ESSEL OF PLAGUE The character gains a bonus equal to half his/her Elan Level to DR. Whenever the character passes a DR check, h e/she becomes a vessel for the Disease, while being immune to it. Upon reaching Elan50, anyo Disease carried by the character gains a bonus to the Difficulty of its DR check equal to half his/her Elan Level. Upon reaching Elan80 any Disease carried by the character becomes Contagious, unless already Contagious or a Plague. Upon reaching Elan100 any Disease carried by the character becomes a Plague, unless already a Plague. Cost: 10. Requirements: Elan 20.
UNENDING HORROR The character gains a bonus of +1Regeneration per 20 po ints of Elan Level. Upon reaching Elan90, the character can reach Regeneration values of 19 or 20. Cost: 10. Requirements: Elan 30.
OCCULT T RAINING The character gains a bonus equal to half his/her Elan Level to either two chosen Summoning Abilities or to Magic Level. Cost: 10. Requirements: Elan 40.
T HE M ASK OF THE PRIMEVALS The character can cast for free once per Day per 2 0 points of Elan Level the “Whispers from The Other Side” spell for free, which is automatically maintained for free for 5 turns. Upon reaching Elan75, the character can choose to cast the “Terror” spell instead. Upon reaching Elan100, the character can choose to cast the “The Fear Made Flesh” spell instead. Cost: 10. Requirements: Elan 50.
Once per month the character can reanimate a dead person or creature as if casting a True Rise spell on it, but without any Level limit. Reanimated people and creatures are bonded to the character as if they had failed the Resistance Check of a Vassalage spell. Cost: 10. Requirements: Elan 80.
T HE PRIMEVAL STIRRING Once per day per 20 points of Elan Level the character can cast anyone chosen spell between: Hurricane, Tsunami, Fire Storm, and Earthquake. All spells except for Tsunami are maintained for 5 turns each time they’re used. All these spells are cast at Advanced Casting Level. The Casting Level increases for each additional 10 points of Elan. Cost: 10. Requirements: Elan 90.
T HE PRIMEVAL C ALL The mere presence of this character in an area begins to attract all sort of evil and monstrous creatures on it, even opening portals between dimensions to allow such creatures to reach the character’s surroundings. Beings associated with chaotic forces and with the Primeval Gods are particularly responding with this gift. The character himself has no control over such creatures, but will generally be the last target of these creatures intents and creatures capable of reasoning will most often recognize him/her as a possible ally. Cost: 10. Requirements: Elan 100.
Modifiers Elan Lower Than 50
Sacrificing a human or equivalent life to Primeval Gods. Sacrificing several human lives to Primeval Gods. Subduing mutated creatures associated with Primeval Gods. Bringing new members into the cult of Primeval Gods.
1 2 2 2
Elan Higher Than 50
Becoming mad. Sacrificing an entity with either Natura 20 or Gnosis higher than 30 to the Primeval Gods. Spreading a plague within a human or equivalent population. Awakening a Primeval God.
3 4 3 10
Negative Elan Bonuses
Not performing a ritual due to moral issues. Not performing sacrifices to Primeval Gods for a month. Not acquiring power or knowledge for fear of consequences.
-5 -2 -3
PRIMEVALS’ BLESSING The character is automatically affected from the Chaotic Mutation spell cast at Base Casting Level, without MR allowed. The effects of the spell are further increased to Intermediate, Advanced, and Arcane Casting Level at Elan 70, 80, and 90 respectively. At Elan 100, the spell effect is further increased as if the spell was empowered with a Reinforce Magic Spell. Cost: 10. Requirements: Elan 60.
T HE SWARM OF PLAGUE The character can at will be surrounded by a swarm of poisonous insects acting like an Insect Plague centered on but not affecting him/her. The spell is cast at Base Casting Level. The Casting Level increases for each additional 10 points of Elan. Cost: 10. Requirements: Elan 70.
REANIMATOR
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