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Odraude

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Everything posted by Odraude

  1. Re: Pamela Isley's Character Thread Yeah I mentioned that Though in our campaign, we're playing 5th Ed Revised so I showed her both that and the 6th Ed one.
  2. Re: Pamela Isley's Character Thread I heard through the grapevine that Blue bird was playing in our Crucible game Welcome aboard. I saw that you wanted to represent not being able to fire your blasts when restrained. From one blaster to another, I can see why she could not use her blasts when tied up. Why not use the Restrainable limitation on Page 306 in 5th Edition Revised (6E1 393 for 6th Edition). Seems to fit what you are trying to do. There is a -1/2 version for grabs, entangles, and such, as well as a -1/4 for more exotic restrains. I am sure yours fits under the -1/2 category. Odraude
  3. Re: Moon Domain Ability Perhaps you could grant powers of healing, defense, and support since the moon is like a kind mother, always caring for her children. Of course, there could be a "mother's wrath" ability that represents her protectiveness over her children.
  4. Re: World of Avina (High Fantasy Campaign) Updated the history to something different. Also changes to the names of the two main Atavisms and their descriptions.
  5. Re: Moon Domain Ability True, though I was mentioning a new moon like effect, where the moon is not in the night sky.
  6. Re: Moon Domain Ability How about invisibility? Similar "waning" concept.
  7. Re: Moon Domain Ability I've actually been working on some moon themed powers for an astrologist I am making. Some ideas you can use are the following A ray of cold white energy spreading eerie darkness around you Teleportation, where your body "wanes" and "waxes" to a different place A gravity spell An entangle to hypnotize people with the image of the moon. Thats all I have right now, but hopefully its a good start.
  8. Re: World of Avina (High Fantasy Campaign) Planes of Existence In this setting, there are several planes of existence that border our own. Some planes are conjoined together, perhaps all being born from the same plane but different in drastic ways. Other planes may be parallel, a plane that is a copy of a plane with some differences, a sister plane that has similar landscapes but a different aura or a plane that has arcane streams intersecting with our world. Some are completely independent, created and existing on their own with little to no influence from other planes in the multiverse. Every plane has its own defining Aura that differentiates itself from other planes. Sometimes Auras are similar between planes and this means that the planes both are "related" in some major way. Here is a list and description of the different planes in this setting. Great Cosmic Haven The Great Cosmic Haven is the main mortal world. This is where the kingdoms of man and other races reside, a world of nature spirits, arcane magic, and cosmic beings. Here there is a balance between the divine, the eldritch, and the arcane, as well as good, evil, law, and order. After the War of the Immortals, the Great Cosmic Haven became a safe area for the creations of the deities and would be protected by the Haven Guardians, seven spirits of the cosmos that defend against enemies from within and without. The Great Cosmic Haven is a nexus between the Second Divine Haven and the Primordial Sea as well as the parallel planes Echohalls and Brightrealm. As such, this realm has traits from all four planes. Good and evil flow through the hearts of the dominant races; the ordered cycles of the seasons and time as well as random eruptions of storms, disasters, or even emotion and ideas. There are various portals and conduits, whether artificially created or randomly appeared, that are scattered about the world that can take one to any of these planes. Some important areas of the Great Cosmic Haven: -Avina Avina is the world that the mortal beings live on. It is a land of varying landscapes, from the cold wastes to the north to the forests and plains on the east and the oceans and deserts to the south. Avina is home to a number of the races listed earlier and many civilizations have risen and fallen through the millennia. There are five main continents on Avina Aria is the home of many races of Avina. People from humans to greil to cylians reside here. The continent itself is a temperate area, covered with plains, fields, forests, and mountains. To the north are the Northern Wastes, an icy desert home to several barbaric tribes of Black-kin and humans. On the south west are the volcanic Cylia Mountains, which acts as a border to the sub continent Louros. In the Northern Wastes, there is an area of black magic called the Blight. This is an area where dark energies flow from the Echohalls into our world, tainting it with evil. Sometimes portals appear in this area and creatures from Echohall traverse them to come and feed on the people of Avina. Louros is the sub-continent that borders Aria at the Cylia Mountains. Here is where the kokorok live. Louros is a drier area than Aria, housing the Louro Desert below the Cylia Mountains. Beneath the desert is a savanna that stretches the entire continent. The coasts are flatter and are more beach-like than the craggy cliffs on Aria. Quexuey is the southern continent across the Arian Sea. This area is known as the New World to the Arian races. Here lives the x'atl and the kanasi races, two peoples that have been warring with one another for countless years. The area is wet and humid, sporting massive amounts of rain forests and jungles. Quexuey has a regular monsoon season across the entire continent. Most days see massive amounts of rainfall. Towards the south are cooler forests and to the east lies more of drier jungles and plains than the rain forests to the west. Yaan'xith is a smaller continent on the other side of Avina. It is an arid and lightly forested landmass that is the home of the Gogoths. The land it unusually flattened and canyons litter the area. The majority of Yaan'xith is covered in dry soil or plains, with forests few and far in between each other. Scattered across the plains and wastes are ruins of an ancient and unknown civilization that once dwelled there. The ruins are of odd shape, with destroyed cyclopean walls and odd shaped columns . There is only one monument still standing in tact. The Monolith of Yaan'xith is a massive, eight-sided monument surrounded by twelve upside-down obelisks. Many gogoths believe that this is what is left standing from their ancient eldritch ancestors. Isi-Kati is a shattered continent on the other side of Avina, towards the right of Yaan'xith. An unknown force, be it natural or magic, broke apart much of the continent into an archipelago of larger islands. The continent is cooler in temperature and very mountainous, with beautiful valleys, rivers, and lakes across the land. Some of the islands are close enough to swim to each one, with some of islands so close that one could walk through the shallow water in between and reach other islands. The enisi live upon Isi-Kati in their monastery villages. -Spirit World Behind our world lies the Spirit World, a sub realm where ghosts, nature spirits, and cosmic beings reside. Many of these are ghosts of people that have lingered to finish business in the mortal realm. Others are spirits of nature that inhabit the forests and other areas of Avina. Shamans and mediums can summon these spirits to their aid so long as they have a strong respect for the ghost that is helping them. Those that try and summon such spirits recklessly will find themselves prey to the angry spirit. They can also travel through the Spirit World like astral projection, speaking with spirits and incorporeal undead. -Auras Arcanas The Auras Arcanas is another sub realm like the Spirit World, where the energies of the arcane can be channeled. This is a realm where only arcane mages can tread, for others may not survive the arcane energies that flow in this realm. Many of the other parallel worlds have a similar Auras realm that provided different forms of magic. Wizards, warlocks and sorcerers channel their elemental powers from this realm as well as roaming it like astral projection, seeing beyond what their normal sight can show them. -Starscape Beyond Avina lies the Starscape, a black realm littered with stars and celestial beings that surrounds Avina. Here the Seven Haven Guardians reside, some walking Avina's lands, others treading through the Spirit World, and some just watching over from the Starscape. Astrologists and Illumina can call upon the energies of the Starscape to aid them. Second Divine Haven The Divine Haven (or Heaven) is the second universe created by the deities. This is an area that is a safe haven for all deities, their servants, and mortals that have died and worshiped them. The Divine Haven is the antithesis and a parallel to the Primordial Sea. The haven is separated into several sections called domains. Each domain is ruled by a different deity. These deities are all powerful in their own domain and command great respect and legions of their servants. Below are the domains of each deity. -Kingdom of the Everbright Sun The Kingdom of the Everbright Sun is the domain of the sun god Luken. It is a beautiful grassy field with hills and trees across the lands. As the name suggests, the sun is always up and there is never a night. A city with surrounding villages is at the center of the area, where Luken, his servants, and followers live in peace. The center of the city holds the fabled Golden Shrine of the Sun, a beautiful marble citadel of worship where Luken rules on his golden throne with his warrior angels by his side. -Marthgard, Domain of the Moonlight Ranges Marthgard is the name of the tower of the moon goddess Marthuel. It is a massive ivory tower with several balconies across the sides. Marthgard stands tall on the highest mountain of the range, a sentinel over the whole mountain range. The domain is under perpetual night, with the bright moon always shining above. Marthuel's servants and followers live in this tower and protect it from the enemies of the moonlight. Her servants are the arthen, warrior greil that died in honor that now stand guard against evil. -The Emerald Wilds The Emerald Wilds are a group of endless forests, jungles, and tundras teeming with wildlife of different ecosystems. Hakot the nature goddess roams the lands, hunting the wildlife alone or with her followers. Animals that are killed on this demiplane simply return back to it at nightfall and rest until the next hunt. Some anima are allowed to visit this domain in peace, just as Hakot regularly visits Avina. Hakot has no servants, but many animal spirits revere her and follow her orders unwaveringly. -Arlisle and the Onyx Citadel Arlisle is a massive archipelago upon a beautiful ocean. Each island has beautiful and bright flowers and the shimmering oceans are a clean, cerulean colour. The largest island is known as Casinar and is almost a demiplane itself, surrounded by the ramparts of the Onyx Citadel. The Onyx Citadel is a massive metropolis that covers the entire island of Casinar, with an almost unending series of alleyways, roads, and buildings. Tall, majestic skyscrapers jet into the blue sky like black swords raised into the air. The city is home to Avlan and Cassan and is testament to both beauty and civilization. Many dead mortals come to Arlisle to stay as it is the domain familiar to most. -Garithin, the Halls of Glory Garithin is an area covered in a massive wasteland. Massive mountains surround the ash-covered lands. Atop the highest mountain lies the Garithin Halls of Glory, where the plane gets its sobriquet. Garithin is a large fortress that rivals that of the Onyx Citadel. It holds the great warriors of past who died in combat. The great and mighty war god Shoridan resides in his hall as well, ruler and commander of the mortals that live there. Shoridan's servants are powerful warrior angels, known as valkyries, who defend the fortress from any invaders. Shoridan constantly holds several contests of sportsmanship and mock wars at the wastes for the mortals' (and his own) pleasure. Afer such events, all revered warriors eat a massive fest with the god of war. -Yiliccia Yiliccia is the land of the dead and the death deity Oai. It is grey and somber, with the ground as grey clouds. Here the dead come from the Mistveil to be judged accordingly by Oai and sent to their respective domains. For those that accomplished good deeds, they live in the Yiliccia Fields. The area is much like Avina and holds areas that are familiar to much of the spirits that reside there. Mortals that worshiped a god can live in the domain of their revered deity, however many are allowed to travel the Divine Haven and live elsewhere. Oai is usually not on its ebony throne of skulls, instead walking through Avina to create and kill mortals. When too busy judging the dead, Oai sends its ghostly servants, known as the oaithar, to do its grisly work. -The Infernal Void Eons ago, after the War of the Haven and the creation of Avina and the Divine Heaven, a group of deities rebelled against the ideals of good their brothers had and tried to take over the Haven. After the bloody civil war, the final battle tore a part of the Haven asunder and the evil deities were cast into the newly created maelstrom of cosmic energy known as the Infernal Void. It is the largest demiplane and holds a collection of small planes known as circles. Each one is owned by a different archdevil and contains several demons, lesser devils, and tortured souls of evil mortals. The planes are the following. -Monarius, the Circle of Greed Monarius is a massive city enclosed with great stone walls. Inside are no homes but stores, bazaars, and banks. Demons and imps run the marketplaces of Monarius, selling various valuable trinkets, rare magic items, and wonderful creatures. This circle is neutral ground and travelers of the Divine Haven are allowed into the city to barter and purchase goods in safety, though kidnapping is not uncommon. Avris rules the circle as a business man and proclaims to respect the neutrality out of want of more money, despite sending parties of hogdemons to kidnap adventures. Souls claimed by the greedy Avris (either by death, kidnapping adventurers, or slave contracts) are kept by him to be eaten and forever digested in his bulbous stomach. He is jealous of the power of Omenous and the other archdevils and plots to dethrone each one before taking down Omenous. -Noctis, the Circle of Darkness Noctis is the land of eternal darkness, where the archdevil Xendyr resides atop his ebony bastion. Xendyr rules with a calm and collected demeanor and enjoys spreading madness and darkness to the mortals that are trapped in his realm. He plots constantly to usurp Omenous and rule the Void. The darkness itself suffocates light sources, including those coming from the lower circles. Xendyr's servants are crafty shadow demons that escape into Avina to inflict insanity and pain. -Masocrim, the Circle of Pain Masocrim is a rocky land where the embers of the Infernal Void begins. This holds the infamous prison known as Hitin. It is a massive labyrinth of cells and terror. Here lies the souls of mortals that are forever tortured for the pleasure of the sadistic demons that guard them. The archdevil Manohet rules in the center of Hitin and can be found torturing some of her favourite mortals. She is cruel and sadistic, being very content with Omenous's rule so long as she can keep torturing victims. -Gogmandius, the Circle of Destruction Gogmandius is a land of falling ashes and burned ground. The area is littered with the souls of mortals that Manohet grew bored with and cast out, leaving them to the mercy of the ravenous magog, mindless giant demons of pain and terror that destroy anything that they see. There is only one structure amongst the ashen wastes and that is the Ashkeep, home of the archdevil of destruction Magogouge. Magogouge is a mindless and destructive being that only cares about killing. He sits on his throne of bones and corpses and sends parties of his yakal (jackal demons) and magogs to slaughter the souls of mortals on his land. Sometimes he joins his raids and massacres millions before he is content. -Sanguinia, the Circle of Blood Sanguinia is a land where the inferno truly begins. There are fields of embers across the lands and the rivers flow with blood. Trees litter the area and glow brightly with flames. A special rose known as the blood rose grows here. It is a very poisonous flower that has many painfully sharp thorns that can inject the poison. The poison is permanent and inflicts great pain whenever one feels lust. Narius is the ruler of Sanguina and lover of Omenous, though she has various affairs with other devils and mortals she finds attractive. She is a vain and jealous goddess that enjoys the taste of the blood of mortals, especially those of the greil. Her servants are inccubi, succubi, and red greil who have pledged loyalty to her. Mortals are often tortured by working in the blood rose fields, then teased sexually or forced to have sex with their demon guards. -Oaedaemonia, the Circle of Hatred Oaedaemonia is the largest of the circles of the Infernal Void. It is a land covered with fire and brimstone, which deadly scorching winds that can turn any mortal into ashes. Even demons from other circles cannot withstand the immolation storms without protection. At the center of the fiery wastes lies the city of Oaedaemonia, a land of oppression and pain. The souls of mortals that reside here are people who have done great and terrible evils out of malice and hatred. Omenous, god of hatred and tyranny, holds dominion over the lands, his demons, and the souls with malice and an iron fist. His servants are the great legions of archdemons wielding considerable power. Omenous personally tortures his mortals for eternity while plotting to destroy the deities of good as well as the anima and races of Avina. -Abysm of Oblivion Beyond Oaedaemonia lies the inner singularity of the Void. It is a cold and frozen place filled with the frozen remains of adventurers and demons that lost Omenous's favor. The icy corpses float slowly towards the bottom of the abysm, where they will eventually meet with oblivion and be destroyed forever, mind, body, and soul. No one knows what lies beyond and no one has ever traveled through the very heart of the Abysm and survived. Primordial Sea The Primordial Sea is where all life began. From the primordial eliduir and deities to the mortals that walk Avina, all life traces their origins to this sea of blueish energy. The energy is known as the quintessence, a power of creation and destruction. It is pure chaos and chance, constantly shaping into different random elements and lifeforms. These creations can live for eons or die instantly, changing into something completely different. Many of the denizens of the Primordial Sea understand this law of their universe and show no ambition to change it or will to survive. They simply pass on and another will eventually take their place. Due to the chaotic nature of the sea, there are no stable locations or domains of the eliduir. While they have the power to shape the quintessence, eliduir simply have no desire to do so. There are various floating islands with dangerous terrain. Some have rivers of water that turn into lava, or trees that have metallic bark. One minute gravity can be normal and the next, one is walking on the ceiling. A person could literally be in two places at once. Anything and everything can happen in this world of chance and one must be careful when traversing the sea. Echohalls Echohalls is one of the two sister universes to the Great Cosmic Haven. When the mortal realm was created as a place of neutrality, the numerous energies of dark and light magic could not be retained in a single realm, so the dark energies were taken and made into a new, darker echo of the Great Haven. The Echohalls was created as a font of dark magic, negative emotions, and evil creatures. Echohalls is a faint echo of the mortal realm, with some locations here corresponding to Avina's continents. However, the world has an eternal darkness that covers it. There are no stars nor sun nor moon, though an eerie glow emanates from the ground and sky. Plants are all withered and trees have no leaves and twist and curl towards the twilight sky. In this world, horrific and evil creatures roam the land, hunting weaker denizens of Echohalls and searching for a portal that will lead them to Avina to prey on the creatures there. Important locations in Echohalls are: -Karik Empire In the lands to the north lie the Karik Empire, a massive imperium of darkness and evil. The buildings are multi-tiered with an ebony color to them and made of obsidian. The city is home to shadow creatures called the karishayd, horrific specters that have a cunning intelligence and a penchant for killing. Beneath them are the slaves, people who have been captured and taken from Avina. They are worked to the bone, mining obsidian from the mountains to the north and constructing more buildings for the city. At the very heart of the city is the Bastion, home to Karik the self-proclaimed Lord of Echohalls. He is the embodiment of everything in Echohalls and his magic is great. His is the will over all shayd and slaves, all subject to his whims. Karik is a tyrant in all respects; arrogant, destructive, unreasonable, and very intelligent. None try to dethrone him for fear of torture and their eventual death. Centuries ago he attempted an invasion of Avina, leaving a swath of destruction and death in his wake. Only by the power of the greatest mages did he retreat back to his kingdom, but not before tainting the Northern Wastes with his power, thus creating the Blight. -Kingdom of Midnight Ages ago, a human tyrant and wizard named Richard was overthrown from his kingdom. Richard and his loyal followers stumbled upon a portal to the Echohalls. Here he and his men built his new kingdom and with his magic, Richard tamed the wildshayd and enslaved them. His hopes were to raise an army of shayd to invade Avina and take back his kingdom. As time went on, Richard grew corrupted by the dark energies of the Echohalls. In a fit of madness, he killed all of his most loyal servants with his dark magic and melded the shayd souls with the bodies of his servants, creating the first generation of echoes, dark hybrids that are merely twisted whispers of their former selves. Richard proclaimed himself as the Midnight King and has been making a name for himself in the Echohalls, fighting Karik and his minions for power as well as plundering Avina for more bodies to make more echo servants. -The Twilight Wilds Across the continent of the Echohalls lie forests with twisted and grotesque trees stretching to the sky. These are the Twilight Wilds, home to dangerous beings of terror, pain, and malice. The wyldshayd are the most numerous denizens of the Wilds, stalking for prey and hiding from bigger creatures that could eat them. Draj are walking willow trees filled with hatred and malice that stalk the forests in search of victims to kill, maim, and devour. Knural are vultures of the Wilds, soaring the dark skies and feasting on the sick and dying. The Twilight Wilds is a terrible place to be in and sadly many portals from Avina lead to this unholy forest, giving the wildlife more prey to eat. -The Melancholy Along the beaches of Echohalls are the coasts simply known as the Melancholy. Here, beings of sadness and despair simply called the moaning ones roam the beachside, crying and screaming. Moaning ones are vampires that lure others towards it and suck the life out of them. Any creature that hears their wail becomes entranced by it and follows the moaning creature around the beach, slowly losing their life force and will to live. The pain of this loss causes the victim to become a moaning one themselves, forever roaming in sadness, waiting for a new victim. There is a town on the coast known only as the Lost Colony. Ages ago, the greil found a portal to the Melancholy, rich with gold and minerals. With zeal, they began trying to colonize the area to get the gold, however upon a routine search, the entire colony was empty. There was no sign of a struggle nor a massacre. Without any way to explain this, the greil considered the area too dangerous to colonize and destroyed the portal. Now the colony is home to the moaning ones, where they live and wait to get more travelers searching for shelter. Brightrealm Parallel to Avina and the Echohalls lies the Brightrealm, a world of beauty and splendor. Brightrealm is a faint whisper of the Great Cosmic Haven, the result of the light energies being moved from Avina to its own world. This universe is brimming with white magic and positive emotions. The skies are always sunny with a faint pink tint and soft white clouds. The seas are clear and calm with beautiful white sand beaches. Forests are tall and overgrown, with trees that could reach the skies. Nighttime retains a pristine glow from their six moons. There is one continent in Brightrealm called Luruir. Its denizens are varied, from capricious and mischievous wildfolk of the forests, to the law and order repressed citizens of Resangard. There are several kingdoms ruled by the dominant race, known as the katri. Katri are thin, green humanoids with long limbs, bone coloured hair, and a crown of shimmering verdant designs around the forehead. Each of these kingdoms are governed by a ruling guild of katri. Some important locales in the Brightrealm include: -Ivoryfalls The largest and most accessible city to other-planar visitors, Ivoryfalls is a massive city on the edge of a cliff filled with ivory skyscrapers, pearl towers, and water ways that lead to a large waterfall. Every building, from the few slums to the titanic ziggurauts, are made from an ivory coloured material that shimmers in the sunlight and retains a light glow at night. Laws are fair and just, the city is low on crime, and the streets are clean and safe. The city is also a nexus for travel between Avina and the Brightrealms, and many of these portals are near marketplaces, inns, and general stores. Ivoryfalls also welcomes travelers from all over the planescape to visit and enjoy the spots of beauty. Katri fashion here consists of clothing with single, light colors and ornate borders. Ivoryfalls is led by King Iphilan, a young but wise katri. Iphilan believes in freedom for his followers to do as they please, so long as it does not harm others. He tries to stay on even terms with all leaders of the kingdoms of Brightrealm, most notably Vau'oro of Yauro. Iphilan has been courted many times by both Queen Levandere III and Queen Lilliot and every time has refused their hands in marriage, instead focusing more on his nation. Few hate Iphilan, but many older citizens question how he would defend Ivoryfalls if a rival kingdom or marauding bandits invaded. -Resangard In the south east part of Luruir lies Resangard, the second largest kingdom in Brightrealm. Resangard rivals Ivoryfalls in beauty, having massive granite towers and churchs all dedicated to their idea of order at all costs. Many of the important buildings contain frescos that depict heroes of the past that fought with the barbarians to claim this area. There is virtually no crime here as the smallest of offenses are punished swiftly and brutally. Cries of dissent are snuffed out quickly, so many citizens remain quiet and content with the city's rules. Resangard holds various portals to Avina that they use to enter and try to take over various villages and kingdoms in the name of law and order. Resangard also tries to annex lands of the Yauro nation to convert the wild and lawless katri citizens into their strict and repressive dogma. Queen Levandere III rules Resangard with an iron fist. She vehemently believes in law and order in the extreme to keep their kingdom safe from outsiders that would try and spread open mindedness, especially like those from Greatspire. Levandere keeps the kingdom as a bastion of true law and order against the barbarians of the outside world. She holds a great enmity for Vau'oro of Yau'oro and sends war parties to burn his precious forests and take katri back for inquisition. Levandere dislikes Lilliot but at the moment holds no plans for converting Greatspire. -Greatspire If Resangard is the central of oppression and order, Greatspire is the epitome of decadence and freedom. Greatspire is located in the south west section of Luruir along the plains. The city itself has a lavish design across its buildings. Murals and frescoes litter the city and tapestries hand from the walls and posts of buildings. While there is some law and order in Greatspire, law enforcement is very lax. Hedonists and thieves make up much of the population, though many great artists and architects have come from Greatspire, and it shows when one looks at the buildings and paintings in Greatspire. There is much more crime in Greatspire than in other places and prostitution is not only legal, but one of the leading businesses in the city. In the center of the city is a massive stone obelisk known as the Spire of Kings. The spire is covered with etchings of Greatspire's creation history, including its war against Resangard thousands of years ago Queen Lilliot is the decadent ruler of Greatspire. She rules with a lax and uncaring, selfish attitude and focuses more on the next pleasure. Lillioth is known for having lavish and elegant parties in her palace, filled with foods, riches, and spices from around the Brightrealms as well orgies and other more alternative practices of sexual pleasure. Lilliot tries to court King Iphilan to become her lover, with each attempt a failure. She has also considered Queen Levandere, despite obvious differences of ideology. -Yauro Yauro is a nation at the center of Luruir that makes its home in the deep woods of Brightrealm. The nation is made up of smaller villages and towns instead of one kingdom. Buildings are made to coexist with nature, whether they are wooden houses that are suspended atop the colossal canopies of the Yauro Forests, underground homes made from the rolling hills along plains, or stone buildings carved on the faces of cliffs and mountains. Yauro's citizens vary as much as its regions, from free spirited forest dwellers to more stolid and reserved denizens of the mountains. However, all people of Yauro show a common respect and love for nature and a disdain for cities and more unnatural civilization that they consider excessive and destructive to nature. Many katri of Yauro fight to keep other katri nations from taking their unprotected land, especially those from Resangard. High Shaman Vau'oro is the elder ruler of Yauro. Vau is known for his dual nature, being calm, patient, and speaking wise as well as having a terrifying temper and showing little mercy against anyone he considers an enemy of Yauro. Vau considers King Iphilan of the Ivoryfalls as his ally, despite various cultural differences. Resangard is the main enemy of Yauro and Vau will personally lead raids against the totalitarian nation. -Icefell At the southern-most region of Luruir lies the Icefell, a massive tundra wasteland. No trees grow on the massive glaciers nor the colossal mountains of the Icefell. The tundra is a home to many cold weather animals and spirits that roam the snowy plains. No katri live in the Icefell, but many come to see its beautiful, clear skies and the glowing auroras that scatter across the night sky. Many travelers must beware of the harsh blizzards and avalanches that can befall a careless explorer. Mistveil Mistveil is an independent and separate dimension from Avina and its family of planes. It was not created by any being, but instead created itself from the gestalt energy of the dead. Every soul, whether they be animal, human, or immortal, passes into the Mistveil, adding its psychic essence into the Mistveil. Some souls linger for a bit before leaving to their destination while others are forced to spend eternity as a part of the Mistveil. It surrounds all of Avina, Brightrealm, and Echohalls and connects directly to the Second Divine Haven, while also intertwined with the Spirit World that is a part of Avina. Before the creation of the deities and the Great Cosmic Haven, the Mistveil was simply just an abstract place that dead eliduir souls would pass through before returning to the Primordial Sea. During the War of the Gods, countless eliduir and deities were killed and when arriving to the Mistveil, found that they could not return back to the Primordial Sea for they were killed by another immortal. Griefstricken, many of the souls simply dissipated from existence, while others linger in despair. Each immortal killed added incredible amounts of psychic energy to the Mistveil, allowing it to expand its influence and become its own separate dimension. With the end of the war, the Mistveil had become powerful enough to surround Avina and attach its influence to it and its sister worlds, allowing the dead to pass into and through it to get to the Divine Haven. Mistveil is a gloomy and somber place to be in. As the name suggests, it is a land covered in permanent fog that always has a bone-chilling climate. The dead wander this wasteland, some aimlessly and full of sorrow while others with more conviction to go to their heaven (or hell in that case). Souls that do not wish to leave for heaven for some distinct reason or have unfinished business in the mortal realm remain in the Mistveil as the undead, both corporeal (zombies, wights, vampires) and incorporeal (ghosts, apporations, wraiths). These souls can travel to the Spirit World of Avina and influence it in some ways, while others of the undead are forced into the mortal realm by an outside force (demon, necromancer, shaman) and sometimes are bound to a physical body until they are returned to the Mistveil. Eventually, all souls leave Mistveil to go to their destination, usually to Yiliccia to be judged by the god of death and sent to their respective areas. Only the souls of the eliduir and deities from the War of the Gods are bound to the Mistveil for all eternity. -Reverie Reverie is a sub realm of Mistveil that was formed by the its growing influence. Dreams and nightmares of all denizens of Avina, Brightrealm, and Echohalls make up this everchanging dominion. Reverie is known as the Ghost of Creation, for it is made from the gestalt souls of all dead eliduir and deities. While this gives the dimension the same powers of everchanging creation as the Primordial Sea (as can be seen in one's dreams), the powers cannot make real matter, only illusions of real matter. However, this does allow for the mind to shape its own dreamscape with its own rules and images. Once someone wakes up, the dreamscape is undone and stored away. There is only one person that truly lives in Reverie and that is the sorrowful Suuiloth, the Choir of Dreams. Suuiloth is a patchwork of all the souls of dead eliduir and deities as well as their servants that had died during the War of Gods. This makes him as unpredictable and random as the dreamscape he rules. Unable to leave Mistveil and unwilling to dissipate into non-existence, Suuiloth has grown content in creating and ruling Reverie. It lends its ability of creation to sleeping people across the worlds then stores their dreams in his mindscape (which is practically a sub realm of its own) to watch for all eternity. This keeps it distracted from the despair it feels from the dismal reality of being trapped in Mistveil and gives it an important, albeit illusionary, purpose in life.
  9. Re: Spells for Avina Campaign I hope everyone had a great Christmas and is having an awesome Boxing Day. Here is another power, or more accurately, a group of powers. Its a concept I've been running through my head to use "token" abilities, where you mark a target or gather marks on yourself to use powerful abilities. Here is one such concept for a shaman. Invocation of the Wrathful Elemental Anima: The shaman uses a special technique to summon minor spirits to haunt an enemy. The spirits do no harm to the enemy on their own, but they act as a spiritual beacon to the ferocious anima of the elements. Each time the shaman makes a successful attack with his shaman powers (not including the ones in this multipower), he "tags" the target with the spirit (1 Charge). He can do this up to 10 times on various targets or the same target. When the shaman wants to invoke an elemental animus on a target, he uses up the appropriate amount of spirits that are attached to that target then attacks. Whenever a target dies, the spirits (charges) that were tagged to it are lost. Cynoa always starts each combat encounter with no spirits (Charges). 50 Point Multipower, Charges (10, Starts Each Encounter With 0 Charges, Each Charge Regained With a Successful Shaman Spell That is Not a Part of this Multipower, Charges Are Locked Onto Each Target of the Successful Attack [see text]; -1/2), All Slots Incantations (-1/4), Limited Power (Power Must Use Charges Locked on a Target and Is Centered on Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), 12 RP 1m) Immolation of Phaeyus, the Fire Animus: The shaman speaks the true name of Phaeyus, invoking the angry spirit from its slumber. Phaeyus fires a powerful bolt of fire that engulfs the target in a torrent of flames that can pierce through armour. This attack requires 2 spirits tagged onto the target. RKA 2d6+1, Armour Piercing (+1/4), ACV (Non-Mental Power Uses OMCV; +0), 44 AP; Requires 2 Charges (-1 1/4), Incantations (-1/4), Limited Power (Power Must Use Charges Locked on a Target and Is Centered on Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), 8 RP 2m) Maelstrom of Oseyus, the Ocean Animus: The name of Oseyus is spoken, calling upon the water animus. Oseyus traps the target and nearby allies in a whirlpool of rapids and knocks them about. This attack requires 3 spirits tagged onto the target, however, the attack is centered on the target and affects everyone in the blast. Physical Blast 6d6, AoE (Radius 8m; +1/2), ACV (Non-Mental Power Uses OMCV; +0), 45 AP; Requires 3 Charges (-1 1/2), Incantations (-1/4), Limited Power (Power Must Use Charges Locked on a Target and Is Centered on Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), 7 RP 3m) Hurricane of Sylphyus, the Sky Animus: The shaman loudly bellows to the heavens, summoning Sylphyus of the sky. It summons the mighty hurricane to strike down all foes with powerful lightning bolts. This attack requires 3 spirits tagged onto the target, however, the attack is centered on the target and affects everyone in the blast. Energy Blast 6d6, AoE (Radius 4m; +1/4), Indirect (5m above target; +1/4), ACV (Non-Mental Power Uses OMCV; +0), 45 AP; Requires 3 Charges (-1 1/2), Incantations (-1/4), Limited Power (Power Must Use Charges Locked on a Target and Is Centered on Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), 8 RP 4m) Earthquake of Tarreyus, the Earth Animus: The shaman drives his totem into the ground and calls upon Tarreyus, the great earth animus. Rage fills the ground as it erupts in fissures and launches a powerful lance of rock from the ground into the target, bypassing most armour. This attack requires 2 spirits tagged onto the target. RKA 1 1/2d6, Penetrating (+1/2), Indirect (Comes From Below Target; +1/4), ACV (Non-Mental Power Uses OMCV; +0), 44 AP; Requires 2 Charges (-1 1/4), Incantations (-1/4), Limited Power (Power Must Use Charges Locked on a Target and Is Centered on Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), Target Must Be Near or On the Ground (within 10m; -1/2), 8 RP 5m) Harvest of Oaithar, the Death Animus: The environment chills as the shaman chants to summon an oaithar, a servant of Oai and an animus of death. The shrouded figured raises its curved scythe and cuts through the very soul of the victim. No armour can protect against the spectre's attack, however some magical defenses can help to withstand the onslaught. This attack requires 5 spirits tagged onto the target. RKA 1d6, AVLD (Power Defense; +1), Does BODY (+1), ACV (Non-Mental Power Uses OMCV; +0), 45 AP; Requires 5 Charges (-1 1/2), Incantations (-1/4), Gestures (Both Hands; -1/2), Limited Power (Powers Can Only Use Charges That Have Been Set On a Target; -1/2), Costs Endurance (-1/2), Focus (OAF, Totem Spear; -1), Anima Wraith (-1/4), RSR (Invoke Anima Power Roll; -1/2), 8 RP Thoughts?
  10. Re: World of Avina (High Fantasy Campaign) Ranger Rangers are a class of ranged warriors that are capable of killing people from afar with an array of ranged weapons, from bows and crossbows to rifles and pistols. Rangers excel at doing pinpoint damage to a person, disabling or killing the target quickly. Aside from ranged combat, survival is important to a ranger. They know their way around a forest, mountain, and plains like a rogue knows their own city. A ranger can survive on the land, hunting food and making shelter wherever possible. For their weapon, there are two types of weapons: Muscle-Powered and Firearms. -Muscle Powered Weapons Muscle-powered weapons are ranged weapons that require a strong pair of arms to use. This can be for setting the arrow and fire an arrow, setting a bolt on a crossbow, or throwing a knife. Weapons under this category include bows, crossbows, slings, throwing cutlery, and arbalests. -Firearms Firearms are any weapon that does not require strength and instead employs gunpowder created by alchemists. Firearms only require the user to be quick to reload as most rifles and pistols of this time have at most four shots. Weapons of this manner include rifles, pistols, and other explosives. Ranger Subclasses: -Archer Archers are ranged warriors that are adapt in using bows of all sorts, from normal bows to composite bows. They can add their strength to their attack, making them the best at silent, pinpoint strikes. Archers can recover their bows for further use. -Arbalist Arbalists are crossbowmen, excelling at using arbalests against their foes. Less silent than the archer but usually better at armour piercing. The bolts cannot be recovered. -Hunter Hunters are the survivalists. They excel at setting traps, tracking prey, and many prefer silent weapons like the bow. Similar to the archer. -Minuteman Minutemen use rifles and pistols instead of bows. The firearms require a longer loading time but are generally stronger and easier to use. -Throwing Master The throwing master excels at throwing blades, such as axes and knives. The blades lack the range of a bow or crossbow but have the capability of being used as melee.
  11. Re: World of Avina (High Fantasy Campaign) Rogue The rogue is a class dedicated to using skills that are usually helpful outside of combat. As a rogue you will have access to several skills that can assist in getting into places (legal or illegally) that other adventurers normally couldn't get into. There are two traits for rogues: Trickery and Stealth. A rogue can should use both. -Trickery Tricksters excel at getting into places with their wits and trickery. They can know how to talk to people in the right manner to get what they want. Smooth talking, lying, forgery, and stealing are merely tools for the trickster. The trickster is usually the face of the adventuring group, helping them get into areas of a city that are important. -Stealth While the trickster employs more face-to-face tactics to getting what needs to be done, the spy uses subterfuge and infiltration to sneak into buildings, encampments, and other areas. Shadows, disguises, cover, and anything that can hide your true identity are the tools of the spy. While the trickster is the spokesman of the adventuring group, the spy is usually the quiet stalker, gathering information and getting into areas efficiently. Rogue Subclasses: -Assassin The assassin is a stealthy warrior that uses stealth and disguise to kill a target. Their reasons are varied, from religion to vengeance to money. The weapons are varied, from assassin daggers to poisons to explosives. The assassin can also be used in a combat role, sneaking through cover and performing stealth kills. -Bard The bard is a person that performs music, art, and literature exalting the sagas of heroes of past. The bard uses song to uplift and aid warriors and mages in attacks. Bards are also great at talking to people and getting adventurers to talk with important people. Charismatic bards are great for making good allies, getting information, and gaining notoriety. -Diplomat The diplomat is another choice to be the face of the group. While both the bard and diplomat can gain access to areas legally and gain notoriety, the diplomat trades musical genius for having contacts in higher areas, as well as being able to pull favors from some nobles or politicians. -Infiltrator The infiltrator is similar to the assassin, minus the killing. They can hide amongst the darkness or in plain sight. Infiltrators excel at using shadows, disguises, and false identities to gain information to be used for battles, extortion, and other useful things. Stealth and subterfuge are key to be an infiltrator, whether one is shadowing a target or acts as a spy in a group of people. -Thief The thief is a walking lockpick. A master at sleight of hand and illegally getting into buildings. Thieves are nimble and agile and their hands are always quicker than the eye. They are very good for grabbing necessary items and illegal access that a bard or diplomat may not be able to grant.
  12. Re: Spells for Avina Campaign I've updated the power so that now, the damage over time doesn't stack per Entangle. Instead, one has to let it run its course before getting that effect again. Also, could one just haymaker out of the Entangle? i don't see why they couldn't. It would mean a STR 10 could have a good chance at breaking out, especially if they had help from their buddies. Thoughts on current power?
  13. Re: Spells for Avina Campaign Good point... I think I may drop the amount of damage done to possible 4 increments or even 3. Or maybe something else besides NND. Any suggestions?
  14. Re: World of Avina (High Fantasy Campaign) Thanks. Put alot of work into the magic systems for the game. Tried to make each type flavorly and mechanically different.
  15. I've been working a bit on spells for the campaign I am going to run in January. While the players will be able to make any spell they want, I am making some to act as inspiration for powers. I've been keeping each spell around 60 AP (or close) with the proper limitations for each type of magic user. Anyways, I am going to post some of these spells here to see what you all think of them. Here is the first one, an alchemist's infusion (see the alchemist section in the other thread above) Rune of the Rimefire Slash: The alchemist quickly draws a rune on a weapon, temporary storing the powers of the punishing blizzard and the raging inferno. When slashing an enemy with the infused sword, the power releases itself. It freezes the opponent in a block of ice and burns their soul with flames for a time. Entangle 2d6 BODY 3 PD/3 ED, Delayed Effect (+1/4), 31 AP; Concentration (0 DCV, Unaware; -3/4), OAF (Bladed Weapon of Some Sort; -1), RSR (Infuse Power Roll; -1/2), Vulnerable to Heat Attacks (Easy to Determining; -1), Unified Power (Rimefire Slash; -1/4), No Range (-1/2), 6 RP plus Energy Blast 1d6 NND (Defense is Life Support [Hot Temperatures], shuts off after Entangle is shattered; +1), Does BODY (+1), Damage Over Time (5 damage Increments Every Other Segment, Shuts Off Immediately If Entangle Is Broken, Non-Cumulative/Stacking; +0), 15 AP; RSR (Infuse Power Roll; -1/2), OAF (Bladed Weapon of Some Sort; -1), Linked (Lesser Power, Used to Full Value, Greater is Constant; -1/2), Unified Power (Rimefire Slash; -1/4), No Range (-1/2), 4 RP Total: 63 AP; 14 RP Thoughts?
  16. Re: World of Avina (High Fantasy Campaign) Mage The mage is a practitioner of the arts of magic. As a mage, you will have access to several types of magic at your disposal. While warriors use melee attacks to tie up and kill enemies, many of the mages that are played help to control the battlefield with charms, spells, invocations, and concoctions. They range from status effects to environmental changes to straight arcane blasts. When creating the spells for a mage, multipowers are allowed though usually unnecessary, as the limitations can make the power cheap enough. A multipower can also be used to create a single spell with different effects. Variable power pools are only usable for the wizard and wizardry powers. For the mage, there are three sources of magic: Theurgy, Arcane, and Pacting. -Theurgy Theurgy can be literally be translated as "divine working". Essentially these are divine miracles manifested into acts of faith. They can range from attacks and defenses to healing and turning undead. The manner in what a power does depends on the deity that is being invoked. A god of medicine will probably have more healing based attacks than a goddess of death, which will probably have more entropy attacks and spirit summoning. Theurgy powers will deal with damage, protection, and healing. The two types of theurgy are divine and eldritch. Divine magic involves the invocation of a god or gods to perform acts of faith. Some classes use holy relics, glyphs, and charms to access the power of their god, while others can channel and manifest the power naturally. Divine users usually worship one deity, though with the proper offering a mage can invoke the power of another deity. Eldritch magic is the invocation of the powers of the primordial beings called eldar that were overthrown by the current deities. Their powers can still be channeled in the same way as divine magic, either through relics and glyphs or direct channeling. At many times the mages of the divine have been at odds with the mages of the eldritch. The spells that are done by theurgy mages are called acts of faith. Acts of faith are invoked by prayer and in some cases with items that can channel the power. For all theurgy mages, a bond must be created with the deity or eldar that you serve and proper faith and worship is required. Only then can your character use their abilities. Suggested Skills/Equip: KS: [Religion], Foci for channeling, higher EGO, PS: [Theurgy Class] -Arcane Arcane derives from the magic of the cosmos. The cosmos was created out of the Primordial Chaos by the deities as a second kingdom, though after the Primordial War, the cosmos became a living entity of its own (more on this in the later chapters about deities). The arcane represents the elemental magics of the universe. Many of these powers can be channeled directly, or the powers can be summoned with items and rituals, similar to theurgy. Most arcane powers are control powers, able to bend the world at the will of the mage. Arcane magic is also known for its high damaging attack powers. There are three types of arcane magic: Elemental, Animism, and Philosophy. Elemental magic is the ability to wield the powers of creation, most notably the four main elements of the natural world; fire, water, earth, and wind. A mage can bend these elements to attack others or control them to their will. An elemental mage can also perform spells that can change the way something works around them, turning people into frogs or turning a rock into a pail of water. The only element that cannot be tapped by the arcane is the quintessence, which is the element that flows in the Primordial Chaos. This is only accessible to practitioners of Theurgy. Elemental magic are known as spells. Animism is the belief in the spirits of nature. One that follows this can converse with and summon the spirits of the mountains, the trees, and the animals. Mages can summon these spirits to attack, use nature to protect and help, and can transform into some of these natural objects such as animals and trees. Animism magic are called invocations. Philosophy is the study of building blocks of the arcane cosmos. While elemental magic and animism are both about controlling the arcane through one's body, philosophy is about understanding and controlling the world through studies and using materials that are magically attuned and cycles of the cosmos to use magic of the universe. Philosophy acts are known as experiments and concoctions. Arcane magic requires no pact with the forces of the cosmos, but instead is wielded by those who are sensitive to the cosmos. Suggested Skills/Equipment: KS: [Arcane Ability], PS: [Arcane Class], Foci for channeling, PS: Magicsmith -Pacting Aside from the anima, gods, and primordials of the world, there are other beings that grant great power. Some are powerful mages of the past that have transcended death, while others are cosmic beings of Avina's sister dimensions. Some are the mysterious and terrifying denizens of the incomprehensible world of Else. What makes this source of magic different from theurgy is that for theurgy, one must have unwavering faith and has to follow set doctrines to keep their powers. Deities choose their practitioners based on their merits, morals, and ethics. Pacting allows a person to use their powers to whatever progressive or destructive desires they have. A being that makes a pact with a mortal freely give out their powers with little consequences. Pacting powers are known as invocations. Suggested Skills/Equipment: KS: Lord of Else, KS: The Else, PS: [Pacting Class] A subsource of magic is the ability to summon and speak to the spirits of the deceased, the servants of a deity or eliduir (angels, demons, etc), natural spirits, and infernal beings. This is called channeling. People who channel the powers of these spirits are called mediums and can use their abilities to summon spirits for battle or converse with a spirit for knowledge. -Magic Ranking and Schools of Spells Magic spells are separated into categories known as schools. Whether they are arcane or divine, all spells come under these schools of magic. Each school contains a main theme that spells can fall under. Illusionary spells would fall under the Beguilement schools while a teleportation spell would call under the Conveyance. Some spells may fall under two or more types of schools. For example, an Alter Self to look like someone else would be under both the Beguilement and the Transmutation schools. The eight schools of magic are as followed: -Abjuration Abjuration spells are of the defensive variety. These spells help to protect the caster and their compatriots from certain doom. Many spells of barrier creation, warding, and resistance fall under this category. -Affliction The School of Affliction centers around spells of raw power that do damage of any kind. A caster can use these spells to hurt others and destroy objects. Attacks spells such as fireball, magic missile, and acid arrow fall into this category. -Beguilement Beguilement spells are those of illusion and trickery. These are used for disguise, whether it is disguising their self or their intentions. Glamers, charms, and most manipulation spells are of the Beguilement school. -Conjuration Conjuration spells are summoner spells that can call upon monsters, otherworldly entities, and objects to the aid of the caster. Many channeling spells fall under this school as do summoning a pillar of fire and a magic staircase. -Conveyance Conveyance spells are those that help the caster and compatriots go from one place to another. It can be something simple, such as a spell of summoning mounts, or something much more exotic, such as a portal spell. -Divination The Divination school contains spells that grant expanded senses to the caster. These can include clairvoyance, scrying, detect magic, and future sight. -Simulacrum Simulacrum spells are those that deal with life and death, as well as giving life to things without life. Necromancy is a subsection of this school as well as mending and animate object spells. -Transmutation Transmutation spells are those that change the function, makeup, and form of an object or person into something else. They can be subtle, like a spell of increased strength, or something greater, such as a polymorph spell or a create homunculus spell. Much of alchemy as well as magical artifice fall under this school. Mage Subclasses: -Alchemist (Arcane; Philosophy) Alchemists are mages that study and use chemicals and elements that are in tune with arcane magic. Alchemists still have to be in tune with the arcane to create magic items and potions. However, one does not have to be a mage to use their potions, making them useful to buy for those that have no magical powers. Alchemists have innate magic like a warlock but spend countless hours studying formulae like a wizard. However, an alchemist cannot use their powers without the use of some material that has been magically attuned and has their special sigils. This could be an elixir, a weapon, armour, or other materials that the alchemist spends time with. Arrays are special glyphs that can be used in place of their own power to charge the alchemist and magically imbue their concoctions. They can create magic potions, imbue magic into weapons, and craft artifacts that are in tune with magic. These artifacts range from weapons and tools to constructs and golems. -Alchemist Skill Alchemists must imbue their magic into an item to use the spell. This can be done with a ritual of Imbue Magic or with the tools and chemical processes of an alchemist. These spells are called concoctions. Concoctions range from healing elixirs and sovereign glue to magic constructs and artifacts. Making a concoction requires the alchemist to memorize a formula, correctly create the spell, then finally use the spell. This can be time consuming and require the focus of the alchemist to create the concoctions. This is represented with the Power Skill: Infuse, which is an INT based roll. All alchemists require this skill and all alchemy powers require the Requires a Skill Roll limitation based on the Infuse Skill. -Potions Some alchemy powers are derived from special chemicals and materials that have been properly created using various alchemy tools and chemical reactions. These are kept in special vials that keep them from activating until the alchemist opens the container or otherwise breaks it. Alchemy spells that fall under this category must take the Charges limitation as well as the Focus (OAF Fragile [any type of containment for chemicals], Universal Focus; -1 1/4) on such powers. If the GM is worried about abuse on the universal focus, they may opt to make the advantage Usable on Others mandatory as well. -Infusions While some alchemy powers are based on chemicals made in a laboratory, others are based on imbuing temporary spells into an item to be used later. This is called an infusion. An infusion is made when an alchemists marks the item to be infused with special runes and glyphs, charging it with the spell to be used at a later time. An alchemist can only charge a number of spells equal to their INT/4 and it must go into some focus. It takes a bit more time to infuse an item before casting it. For spells that are infusions, they must take the Delayed Effect advantage as well as the Concentration and Focus Limitations. The focus type differs with the powers, where some spells have to be charged into a certain item (like a Spell of Burning Swords must be used only on swords) while other are more broad with the focus (like a spell of transmutation). -Arrays Arrays are special type of ornate glyph that is used to energize an alchemist's reactions. They allow the alchemist to tap into the arcane around them instead of their own power to make their spells work. Some are temporary drawings made with chalk, while others are stitched onto gloves or even tattooed onto hands. Arrays are defined as an Endurance Reserve (with the written arrays as having REC equal to the END with the Limitation Limited Recovery: Only Recovers When the Array is Redrawn; -1/2, while worn/tattooed arrays make have a REC) and the Focus limitation that best suits the array (written are fragile foci, while in the case of the tattoo, Restrainable would be more appropriate). In this setting, the powers don't require the Power Can Draw END From Character or Endurance Reserve advantage because of the fragile nature of the foci. At the GM's option, however, it may be mandatory for all powers to take that advantage. -Astrologist (Arcane; Philosophy) The astrologist has studied the stars and planets obsessively and have unlocked the secrets of the star magic. The astrologist can use this knowledge to use cosmic magic against their foes. The nature of their powers changes depending on what phase of the cosmos they are in. The astrologist requires no tools or foci to summon the star power. -Stargazing An astrologist has powers that come from studying the cycles of the celestial bodies. The sun, moon, and stars hide words of the great star magic from the Starscape and when one studies them over the course of a night, they can use such powers to their advantage. They prepare their spells during their studies (whether at night or day), so that they may use them when in danger. Astrologists must take the Power Skill: Stargaze, which is an INT based skill, as well as the corresponding RSR roll on all of their powers. As long as they spend at least an hour reading the cycles of space, an astrologist won't take any further negative skill modifiers to their Stargaze roll. Also, many of their spells have Delayed Effect, where the number of spells that can be saved equal INT/4. Gestures and Incantations are also optional. -Aspect of Cycles When an astrologist studies a certain cycle of space for a long time, they gain access to becoming the form of that cycle. These forms are known as Aspects of Cycles. Becoming an aspect of a cycle allow one to use powerful spells only available in that form. An astrologist can have more than one aspect but must take a bit of time to change between them. Powers in one aspect cannot be used by powers in another aspect nor in the astrologist's normal form. The looks of the change are minor, with some mages only changing their magic aura or the design on their robes between aspects. Aspect of Cycles are built as a Multiform power, with the normal form as the true form. The multiform must take the Reversion limitation to represent that when knocked out or stunned, they may revert back to their original form. The power must also take the RSR Power Skill: Stargaze and Costs Endurance to Activate limitation as well as a form of the Concentration limitation. The aspects are listed below. -Aspects Sun Moon Stars/Void Seasons Time -Druid (Arcane; Animism) The druid is an enigmatic mage that has control over the powers of nature. Usually the power is only under a certain domain, such as forests, mountains, or the seas. The druid can speak with animals and change into the animals in their domain. Druids also have access to controlling the area they hold dominion. This means that they can summon trees and vines to attack, boulders to attack, or water to drown people. -Domains A druid has the ability to invoke one or several domains of nature. They could summon trees to entangle a foe, or command a rock slide to destroy their enemies. A druid can cast spells from any domain, whether they are attuned to it or not. However, casting a spell from an unfamiliar domain or casting a spell from one domain while in a different domain causes problems for the druid, and sometimes they fail to invoke the domain. This is represented by the Power Skill: Invoke Domain, which is an EGO based skill, as well as the limitation Domain. There is a different Domain Skill and Domain limitation for each type of domain listed below. The Domain limitation is taken on all powers, which applies negative modifiers to the RSR (usually -1 to -3 depending on the relation of the domains) for casting powers from a domain that a druid didn't buy, or for casting a power from one bought domain while in a different domain. This is in addition to the other skill modifiers applied to the RSR. The power takes a Domain (-1/2) if it is part of an unfamiliar domain, or a Domain (-1/4) if it is part of a domain the druid is familiar with. To negate any negative modifiers caused by the Domain limitation, the druid must buy the appropriate Domain Skill from the list below. All druid powers must take the limitation Requires a Skill Roll using the corresponding Domain Skill. For example, Harith Wildspeaker knows the Invocation of the Desert Storm but is unfamiliar with the domain it is from (Desert). He would apply the limitations Domain (Desert, Unfamiliar; -1/2) and Requires Skill Roll (Power Skill: Invoke Desert Domain Roll; -1/2) to the power. This means he would get negative modifiers to his RSR if he casts this spell without buying the Power Skill: Invoke Desert Domain AND if he casts the spell in a non-desert environment, such as a forest. If Harith buys the Power Skill: Invoke Desert Domain for 3 points, the Domain Limitation would change to Domain (Desert, Familiar; -1/4) and he would no longer take negative modifiers for not knowing the domain. However, Harith would still take negative modifiers to his RSR for casting in a non-desert environment. -Choose from these domains: Forest Jungle/Rainforest Plains Savannah Ocean/Island Rivers/Lakes Desert Mountains/Valleys Tundra -Primal Form and One With Nature Many druids have the ability to shapeshift into one or many animals. This is known as their Primal Form. Primal Forms are made by using the Shapeshift power with all five normal senses. The Primal Form retains all characteristics and powers that the druid has, but they cannot use and equipment that was on them while in this form. At the GM's option, the form could simulate some of the animal's abilities, such as changing the HTH dice from Normal Damage to Killing Damage, allowing flight equal to the druid's running, or underwater breathing. However, this is not meant to be a replacement for Multiform. Primal Form does not require the limitation Requires a Power Skill: Invoke Domain Roll as many druids can do this effortlessly. A druid with a Primal Form can take the One With Nature (-0) advantage on their other powers. This advantage can only be used with powers that have active points equal to or less than the active points in the Primal Form. One With Nature negates the -1 per 10 AP skill modifiers that affects the RSR roll of the power. However, the druid must be in Primal Form to gain benefits from this advantage. One With Nature does not negate the modifiers caused by circumstances (see 6E1 58) nor modifiers caused by the Domain limitation. One With Nature cannot be applied to a Primal Form ability. -Shaman (Arcane; Animism; Channeler) The shaman is a priest-mage that can channel the spirits of nature and their ancestors, calling them forth to battle. A shaman is primarily a summoner of spirits and can have a spirit companion. This spirit companion can be an animal, an ancestor, or an aspect of nature. This spirit can attack by itself or possess the user to grant them some form of strength, speed, or other skill. Other spirits (animal, natural, and human) can be called forth to attack or grant power to the shaman or others. Shamans usually have a totem or prayer beads to invoke their spirits. -Shaman Skill Shamans invoke the powers of Avina's anima to wield great strength and abilities. A shaman must have a strong sense of respect and a great will to harness the spirits of nature. A weak-minded fool or one that uses the spirits' gifts wrongly will find themselves in a great deal of pain, as the wrath of nature will descend upon them. To represent their skill at summoning, a shaman must take the Power Skill: Invoke Anima, which is an EGO based roll that pits their strong will to control the forces of nature. All invocations must have the RSR limitation. Incantations are also required, as a shaman must speak the names of the spirits when invoking their power. A focus is needed to channel the spirit energy. These can range from totems and staffs to prayer beads and teeth necklaces. Anything that can be considered obviously magic and deals with nature could be an implement. These implements are regarded as Personal since they only channel the power, not actually cast it. -Anima Wrath and Spirit SFX Shaman powers are known as invocations. All shaman invocations must take the Anima Wrath (-1/4) limitation. This is a form of the Side Effects limitation where the user takes 30 Active Points or half the power's active points (whichever is greater) in damage if they use their powers against the will of the spirits or does not pay proper tribute and respect for the anima. Things like attacking a forest with a wolf spirit, sending the spirit of an honourable warrior to fight while one hides, or slaughtering hundreds with an aspect of life would be examples of acting against the will and personality of a spirit. Paying tribute is fairly easy, with several prayers and shamanistic rituals that can placate the spirits. Many forests have special shrines where shamans honour the anima and the dead spirits. The psychic nature of spirits makes the shaman powers interesting and effective against many other types of combatants. It is uncommon for another warrior to have high psychic defenses. Many shaman powers are psychic powers or bought with the proper modifiers to make them psychic (such as Alternate Combat Value, AVLD against Mental Defense, and Line of Sight). -Spirit Companion and Spirit Bond All shamans have at least one spirit that they had befriended when ascending the ranks of shamanism. This spirit is up to the choice of the player. It can be an animal spirit, like a wolf or a lion. Some instead call upon the spirit of a brave and powerful ancestor that still lingers in our world. Many more simply befriend aspects of nature, like an aspect of the seasons or an aspect of the life and death. Whatever the companion is, the summon power must have the limitation Spirit Bond (-1/2). This limitation is a special form of Feedback where the shaman takes half the damage (STUN and BODY) their spirit companion takes after applying defenses from the companion. The damage is unaffected by the shaman's defenses and defensive powers (such as Damage Reduction and Damage Negation). If the damage done to the spirit companion is completely blocked by their defenses, treat the damage as if they were Penetrative towards the shaman only, then half it (to a minimum of one). Impenetrable armour does not prevent this damage. A spirit companion must manifest in a somewhat solid form to attack enemies and defend their master. This means that they can hurt others, but can also be harmed by melee and magic attacks. A spirit does not have to take Desolidification (Inherent), though they may still by Desolidification to represent their ability to go through objects. Invoke Spirit Companion: Summon 1 150-point Spirit Companion, Loyal (+1/2), 45 AP; RSR (Invoke Anima Power Roll; -1/2), Spirit Bond (-1/2), Incantations (-1/4), Focus (OAF; -1/2), Anima Wraith (-1/4), 15 RP -Warlock/Witch (Arcane; Elemental) The warlock is an arcane mage that is the antithesis of the wizard. Warlocks can access arcane energies naturally without the use of any focus or preparation and instead only requires incantations or gestures for their more powerful spells. Warlocks draw their powers from the inner arcane source inside them known as Wild Magic. -Innate Arcane Warlocks use the inner arcane magic of Wild Magic to accomplish many of the same spells that wizards can do, without the use of foci to channel their powers. That said, many warlock powers require either special words of power to be spoken, arcane gestures to release the energies, or both. Being a warlock, one must still be smart enough to use their powers effectively. Warlocks study and practice their abilities constantly to be able to use them like wizards. This is all represented by a number of limitations. First, all warlocks must take the Power Skill: Innate Arcane, which is an INT based skill. All warlock spells must have the RSR limitation. However, magic still comes naturally to warlocks and even with a failed RSR, a power can still work at half of its strength. The RSR limitation is at a -0 Limitation Value to show that the power can still work at 50% on a failure. In addition, all warlock spells must have the limitations Incantations and/or Gestures. -Wild Magic Wild Magic is the arcane source that all warlocks use to energize their magic powers. It is an inner power that they are born with that allows them to be living conduits of elemental arcane magic. However, all of their spells can be blocked, drained, or suppressed all at once by special magic spells that target wild magic. All warlock powers must have the limitation Unified Power (Wild magic; -1/4) which represents the weakness of wild magic. In addition, no warlock power can be put into a power framework. However, a warlock can make a spell out of a power framework. -Spellblocked While a very powerful source of arcane energies, wild magic needs an open conduit to flow and can be blocked by heavier armour. All warlock spells must take the limitation Spellblocked (-1/4) which is a form of Lockout. If a warlock has heavy armour on (specifically anything above hide armour), then they cannot use their arcane powers. The warlock takes no damage or any ill effects. The power simply does not work. This is mostly for mundane armours such as scale and plate. However, there exists armour known as arcanemail that allows for warlocks to use their magic while taking the heavier defense of scale and plate armours. This armour is rare and very difficult and expensive to forge. A GM can use the rules of Negated Limitations from 6E APG pg 142 to create this effect, or use a Minor Transform to remove the limitation. Below is an example of one such power. Arcanemail: Minor Transform 4d6 (Remove Spellblocked Limitation from a warlock power, heals instantly when armour is taken off, Targets Real Points of a Power), Trigger (When User Casts a Warlock Spell With Spellblocked Limitation, Take No Time, Resets Automatically; +1), Reduced Endurance (0 END; +1/2), Standard Effect (+0), 50 AP; Focus (OIF, Arcanemail Armour; -1/2), 33 RP -Wizard (Arcane; Elemental) The wizard is a mage that practices the arts of the arcane. Wizards are scholars that study the arcane and can channel its power by preparing spells. Wizards have to channel their power through a focus, whether it is a wand, staff, spellbook, or other other magical item. Wizards can also imbue items with basic magic spells. -Spellcraft and Implements While they are still attuned to the forced of magic, wizards do not have the same innate source of arcane magic that warlocks do. Instead, they spend years of study and research in learning the art form of spellcraft (unlike the more science tone of alchemy and astrology). Wizards are artists of the arcane, using beautifully crafted foci, well-written tomes, and their wit to access and use arcane energies. The powers a wizard uses are called spells and spellcraft. Wizards must take the Power Skill: Spellcraft, which is INT based. In addition, all of their powers must take the limitation Focus (OAF; -1) where the focus is some form of magic implement such as a wand, a staff, or anything that can be defined as obviously magic. These implements are regarded as Personal since they only channel the power, not actually cast it. -Wizardry Knowledge and Grimoires A wizard has a vast knowledge of spells, curses, and enchantments. However, the information to cast such spells are so complex that a wizard can only memorize a few spells at a time. To change a spell from their memory, a wizard usually reads through a grimoire, which is a collection of written spells. Similar collections exist that a wizard can use, such as a spellbook, a tome, or any other form of arcane encyclopedia the player wishes. It takes time to remove a spell from memory and memorize a new spell (usually a couple hours). To represent all of this, all wizard powers must be taken in a Variable Power Pool. In addition, the control cost takes all of the limitations listed below that represent the grimoire that must be read to switch powers. Wizardry Knowledge VPP Control Cost Limitations: Can Only Be Changed Between Scenes (-1/4), Needs Spellbook to Change Spells (Can be a grimoire, tome, spellbook, or any other written collection of spells; -1/2), Focus (OAF, any magical encyclopedia; -1), Only for Spellcraft Powers (-1/4), -Sorcerer (Pacting; Channeler) Sorcerers are mages of the pacting order. They form pacts with the otherworldly beings for abilities beyond their reasoning. In some cases, sorcerers do not have to necessarily follow the desires of their being, however some like Darvrak and the Lords of Else are much more stern about what their mages do with their powers. Sorcerers require charms of their unnamed gods to invoke their powers. -Pacting A sorcerer gains their abilities by forming a pact in blood with a being (or beings) of great power. Once it is made, the soul of the sorcerer forever belongs to that being of power, which may or may not be a bad thing depending on the being. Once a pact is made, the sorcerer can usually use the powers for whatever purposes they desire. However, some pacts require that they must generally follow the beliefs of the being to keep the power. Breaking any of those rules will sometimes force the pact to be broken and the sorcerer brought before the being for their soul to be taken. To use the powers, a sorcerer simply says the words given to them by the entity(ies) to invoke their magic. Sorcerers take the Power Skill: Pact, which is an EGO based roll, for each group pact that they make. The group pact covers every member of that pact, so a sorcerer does not have to buy a different pact skill to get every member of the Lords of Else or Mages of Past. A sorcerer can only use powers from a pact they have paid for. A sorcerer is not allowed to take the RSR limitation like other mages. Instead, the first time in the day that a sorcerer attempts to use their powers, they must take time to embrace the pact. Once embraced, a sorcerer can use the abilities of that pact until the next day or if they embrace another pact they have. When switching back to a pact that had been embraced, the sorcerer must reembrace. Embracing and reembracing a pact requires a half phase action during combat. If a pact is embraced but isn't used after 5 minutes, it dissipates and the sorcerer must reembrace to use it again. In addition, all of their powers must have the Incantations and Focus limitations on them. Gestures and Concentration are optional. -List of Entities The cosmic beings of power listed below are the ones in which a pact may be made with. A sorcerer can make a pact with all of the listed entities below. for more descriptions of some of the ones listed, see the Anima, Deities, Eliduir, and Infernals page. Espryben, the Atavism of Positive Energy and the Brightrealm: Many regard Espryben as a separate, powerful atavism that battles Kathimal. Others say that both Espryben and Kathimal are two sides to the same atavism. Whichever may be the case, none can disagree about the great powers of both. Those that make a pact with Esprybean are blessed with the powers of positive emotions and white magic as well as summoning phaeries. Power Skill (Espryben Pact) Kathimal, the Atavism of Negative Energy and the Echohalls: Kathimal is the atavism of negative energy and complete opposite of Espryben. Sorcerers that form a pact with Espryben's darker atavism will gain powers of negative emotions and dark magic. Beyond that, a sorcerer can command the hordes of shayd that dwell in Echohalls. Power Skill (Kathimal Pact) Suuiloth, the Patchwork God of Reverie (Dreamscape): Suuiloth is the combined souls of deities and eliduir that died during the War of Haven. Their original powers have been left behind, but the gestalt of spirits have formed new control over different magic. Sorcerer under Suuiloth use powers of illusion and psionic magic. Power Skill (Suuiloth Pact) Mages of Past (Powers come from multiple mages): Some of the most powerful mages of the past have learned how to transcend death itself, becoming immortal like the gods and primordials. Each mage can be called upon to grant several types of arcane magics. A sorcerer can cast different types of arcane spells that are similar to a wizard or warlock, but don't include the limitations for the wizard and warlock. Power Skill (Mages of Past Pact) Lords of Else (Can choose multiple Lords): The Lords of Else are beings of manifest dissolution that must conquer and devour a dimension to feed their insatiable hunger. Powers are dependent on the lord. See their descriptions on the Anima, Deities, Eliduir, and Infernals page for more information on the types of powers. Power Skill (Lords of Else Pact) Kings of Old (Power come from multiple kings): The souls of rulers from the past sometimes still linger in the Mistveil, unwilling to leave behind the world they had conquered and ruled over. Some wish to protect the future of Avina, while others selfishly stay to spread their legacy and be forever remembered. Those that make pacts with the kings of old gain powers of might and wisdom Power Skill (Kings of Old Pact) . Elemental Dragons (Can choose multiple dragon types): Dragons are powerful arcane beasts that have elemental magic flowing through their blood. Many are prideful and arrogant, while others are generous and wise beyond their years. Sorcerer use the draconic magic that flows from the elemental dragons: Fire, Water, Earth, Air, Metal, Light, Dark, and Nature dragons, as well as the second generation elemental dragons, such as Smoke, Ice, Magma, and Mud dragons. Power Skill (Elemental Dragon Pact) Archdevils of the Void (Can choose multiple evil deities): The archedevils are cosmic beings that were stripped of their deitic positions and cast into the void, but they still retain great powers. Those foolish enough to bargain with the devils of hell gain the powers of the devils and demons of the Void. See their descriptions on the Anima, Deities, Eliduir, and Infernals page. Power Skill (Archdevils of the Void Pact) Godstars of the Divine Haven (Can choose multiple Godstars): A godstar is the remains of the powers a dead deity or primordial that was killed by another cosmic entity. Instead of leaving with the soul and becoming reborn in the Primordial Sea, the power lays dormant in a black star that shines in the skies of the Divine Haven with millions of others. A sorcerer could tap into such power and gain some of the abilities of the dead god. Powers can vary depending on the deity or eliduir that is being tapped and are up to the GM and player to sit down and decide. Power Skill (Godstar Pact) -Cleric (Theurgy; Divine) & Cultist (Theurgy; Eldritch) The cleric is a priest warrior in the similar vein as the paladin, though clerics represent the church more than a military branch of knights. Clerics use glyphs and symbols to call down their deities' powers. The role of a cleric depends on the god that they follow. Their source of magic stems from divine theurgy. The cultist is a mage that has created a pact with one of the eliduir. The cultist has access to the powers of the eliduir which like divine powers, depends upon the nature of the primordial god. Cultists must have ancient relics, symbols, or glyphs of their chosen eliduir. -Devotion A cleric and cultist can channel the powers of theurgy through various religious glyphs, devotion, and prayer. They may worship one main being, or many follow the entire pantheon. Whatever their faith is, they can use their devotion to invoke the powers of theurgy. Whether they worship one or all of the pantheon, both a cleric and a cultist take the skill Power Skill: Acts of Faith, which is a PRE based skill, as well as the corresponding RSR limitation on all of their theurgy powers. In addition, a cleric and a cultist require some implement that may have motifs of the patron deity, represented by the Focus limitation. The powers of a cleric must be used carefully. If a power granted by Cassan the goddess of love is used violently, she may not allow further use of that power. If a cleric or cultist uses a power in a way that would be against the patron deity, that power may stop working until appeasement is done. This is represented by the limitation Only to Serve the God's (Eliduir's) Purposes (-1/2), which all theurgy powers must take. See the Deities and Eliduir section for inspiration on powers for different gods. -Medium (Theurgy; Divine or Eldritch; Channeler) A medium is a mage that has the ability to summon the spirits of the dead and servants of a god (angel, demon, etc.) or eliduir. The medium must be devoted to either the eliduir or the deities, however one doesn't have to be devoted to one deity or one eliduir. Mediums are treated as being a tool of all of the eliduir/deities. There are two types of mediums: Manifest Medium and Nexus Medium. Manifest Mediums can use rituals and items to bring spirits or servants down to our plane. The medium has control over them as long as the ritual lasts. They can implant them into an object or body for a short time, or send them to assault an enemy. Nexus Mediums are channelers that do not require an item or ritual and use their will to call down spirits and servants through their body. This can be harmful to the medium, especially if there are multiple spirits or powerful and/or malign servants. -Priest (Theurgy; Divine) Priests are holy men that can channel the divine magic of their god directly. There do not require the symbols and relics that clerics do. Instead, a priest is so full of devotion and fervor that they simply just shout words of power and summon the powers of their god. -Acts of Faith and Armour of Faith Unlike a cleric, a priest only follows one god. Many follow a creator god of their race, though some worship the other gods of the pantheon. A priest's faith in their god is unwavering and absolute. They believe that faith inspires great acts of courage that can surpass any obstacle. Many can come off as overly zealous or even fanatical, but none can doubt the results of their faith. Priests must take the Power Skill: Acts of Faith, which is based on their inspiring PRE, in addition to having the corresponding RSR limitation on all of their powers. All of the priest's powers must have the Incantations and Only to Serve the God's (Eliduir's) Purposes limitations on all of their powers. Some priests' belief in their god is so strong that their faith is enough to keep them from harm. Many will disregard heavy armours and instead use the powers of their god as protection. A priest may choose to have the ability Armour of Faith, which grants the user protection so long as they do not wear armour heavier than hide armour. The power is optional and listed below. Armour of Faith: Resistant Protection (8 PD/8 ED), 24 AP; Costs Endurance (To Activate and Maintain; -1/2), Incantations (-1/4), RSR (Acts of Faith Power Roll; -1/2), Only to Serve the God's Purposes (-1/2), Only When Not Wearing Heavy Armour (-1/4), 8 RP
  17. Re: World of Avina (High Fantasy Campaign) Classes This section shows the four main classes and each of their subclasses. Classes are not limiting factors but simply a guideline for making a character. They are just a sum of your character's life experience in various fields of work. Classes can be mixed and matched in any way. Perhaps you want to make Karyia, the warlock ranger that uses magic arrows to fight barbarians. Or Reinald, the alchemist throwing master that makes various combustible potions and uses them as grenades. The classes you choose leave all forms of possibilities to be used with your character. Warrior The warrior. Hand to hand master. The warrior is very proficient in both armed and unarmed close quarters combat. They can deal great amounts of damage with their attacks that can take on one or a couple of attackers. As a warrior, you have a selection of two types of combat (and you can use both); unarmed and armed combat -Unarmed Combat Unarmed combat is the ability to use one's fists, legs, and other body parts as weapons against enemies. It may be a series of trained martial arts that takes years of discipline to learn, or it may be self-trained brawling. Either way, there can be several ideas for how your character knows how to fight. With unarmed combat, a warrior trades the high killing damage of weapons for martial arts maneuvers, discipline, and speed. There are several moves that can incapacitate a character without killing them, helpful for keeping a key enemy alive or simply making them prone to go in for the killing blow. The unarmed martial artist is great for adventurers that want a disciplined warrior, a brash fighter that loves to brawl, or someone that loves to fight without weapons. Suggested Skills/Equipment: Martial Arts Maneuvers, KS: [Martial Art Name], Defensive Maneuvers -Armed Combat The most common type of combat in the game, armed combat is close quarters combat with weapons, both bladed and not. Practitioners of this will be very proficient in dealing high killing damage blows against the enemy. Armed combat is in most cases killing combat and a warrior can hold their own against armoured foes. Some warriors will uses armour to help defend against other warriors that wield swords, axes, and other types of weapons. Other rely on speed to dodge the attacks of their opponent. Either way the armed warrior has several weapons at their disposal that will help to go against dangerous creatures. The armed warrior is great for those who want to play a chivalrous knight questing for justice, a fighter that enjoys the feel of battle, or a hunter of monsters looking to prove themselves. Suggested Skills/Equip: HKA Weapon(s), KS: [Armed Martial Art Name], WF: [Weapon Name], Armour, Defensive Maneuvers Warrior Subclasses: -Commander The commander is a special class that represents a soldier that has achieved higher rank. They can bolster a party with powerful words of encouragement as well as performing incredible acts of battle that would make the hardiest of enemies quail before them. The commander's powers are usually based around vocal drains and aids along with his martial prowess. -Fighter The fighter is a martial artist that excels in aggressive hand to hand fighting. They can range from wrestlers to boxers to more raw forms of martial arts, such as Muay Thai. The fighter is less concerned about katas, philosophy, and traditions and is more into the basic self-defense as well as the social benefits. The fighter is effective at dealing hits and can dodge and weave enough to survive the fight. -Swordsman The swordsman is a catch-all term for any warrior that uses bladed weaponry (knight, barbarian, samurai, etc). The swordsman is proficient in whatever bladed weapons you can think of, from broadswords, axes, and maces to katanas, zanbatous, and naginatas. The swordsman specializes in various weapons as well as shields and heavier armour. -Monk At the other end of the unarmed spectrum is the monk. The monk is a martial artist that excels in more formal martial arts, such as kung fu and karate. Their style is more with form, philosophy, and discipline. While they are called monks, not all of the fighters have to choose a religion or a god. Instead, monks simply follow a philosophy of some form, usually of peace and enlightenment though not necessarily always the case. As an alternative, the monk can use weapons of their martial art. Perhaps you can use a quarterstaff, a tonfa, or nunchaku. Either way, the monk has access to a lot of light weaponry. -Paladin A religious knight of a higher order, the paladin is a warrior that also practices theurgy, or divine magic. The paladin is a knight and a cleric combined, capable of using holy symbols and glyphs to call down acts of faith to defeat their enemies. Paladins are more militarily structured than clerics and many simply adhere to a general code of chivalry instead on worshiping one god or goddess. For their divine powers, paladins follow all of the rules of the cleric under the Mage section. Alternatively, a paladin can follow one of the atavisms in a similar manner as a sorcerer would, following the rules for a sorcerer listed below.
  18. Re: Alas, no more Independent! Thanks. Here is a suppimentary power to the alchemy powers built on charges. Could give inspiration to other charge based foci. Resupplies the charges at a price of course. Alchemists Mobile Workshop: Minor Transform 5d6 (A power with no charges left into one with full reloaded charges; "healed" by using the charges), 25 AP; Extra Time (20 Minutes; -2 1/2), OIF (Suitcase with Alchemy Tools; -1/2), OAF (Proper Ingredients of Spell, Expendable; -1), Concentration (1/2 DCV, Throughout; -1/2), RSR (Infusion Power Roll; -1/2), 4 RP Create Enchanted Items starts on Page 276 in FH: 5TH
  19. Re: Alas, no more Independent! Here are two examples of that power for you guys. The first is basically the Enchant Item spell from DnD while the second is more of an alchemical type of power. Don't mind the RSR roll. That's just for my game. Imbue Magic Ritual: Major Transform 5d6 (Mundane item into Magic Item with up to 50 AP of a power), 50 AP; No Range (-1/2), Incantations (Throughout; -1/2), RSR (Infusion Power Roll; -1/2), Extra Time (20 minute; -2 1/2), Concentration (0 DCV, Unware, Throughout; -1 1/2), 8 RP Alchemical Concoction: Major Transform 5d6 (Mundane items into Magic Potion with up to 50 AP of a power), 50 AP; No Range (-1/2), RSR (Infusion Power Roll; -1/2), Extra Time (20 minute; -2 1/2), Concentration (0 DCV, Unware, Throughout; -1 1/2), Focus (OAF Expendable, various ingredients; -1), 7 RP I figure that there is a difference between a power that is confined to a focus (wand of fireball, elixir of life) and a power that needs a focus (A wizard needs a tome to cast a spell, but others cant cast it if they have it). The first would definitely be a universal, which means anyone can use it, including the bad guys. You should definitely have the bad guys steal one or two of the foci and use it properly against the good guys. Plus, the power itself being based on charges (like most alchemy potions) helps to at least balance the amount of times some one can use the power. If it becomes very abusive, suggest Usable by other. The second is easy enough. Personal focus. Sure someone takes the wand or tome you need, but it doesn't mean they can use it. If its going to be universal, I say make them take charges. Or else, just make it UOO.
  20. Re: World of Avina (High Fantasy Campaign) This is it for the next couple days. I have to finish up the divine and arcane forms of magic before posting up various archetypes. Plus will be adding the planar cosmology and special equipment like magic items. Also will add maps soon. Till then, Im always open for people interested in playing this. Ill be running an online game and I'm looking for people interested. So, go forth and post
  21. Re: World of Avina (High Fantasy Campaign) Anima, Deities, Eliduir, Infernals, and Other Beings Anima Anima are the spirits of the cosmos. They all represent the inner workings that run the universe. Each domain, from the mountains to the forests to the oceans, has multiple spirits that dwell there. Some of the denizens are guardians of the domain while others simply live peacefully. There are seven guardians of the Great Cosmic Haven that protect the cosmos and keeps the Great Pact honoured. -The World Dragon The World Dragon is one of the protectors of the cosmos. The Dragon swims around the Earth, its single eye is the sun that goes across the sky. The World Dragon is responsible for the protection of the Earth's day and night, always providing warmth and light for the world. Many say that when the time comes for the Lords of Else to invade the Great Cosmic Haven, the World Dragon will be the first to abandon his cycle and defend the universe. -The Storm Riders The Storm Riders are a herd of ten horses that ride across the sky. They are responsible for the weather across the lands, their galloping creating thunder and lighting and their neighing creating the howling wind. Most druids invoke the Storm Riders when trying to control the weather. Legend tells of the greatest warriors that have ever lived being able to have the honour of riding on the Storm Riders. -Matequey/Cylic, The Sleeper in the Mountains The Sleeper in the Mountains is a massive reptile that was said to have done battle with Xataqueya, the Golden Feather Crested Bird Dragon. The reptile had massive legs with mouths on them that could breathe fire and armoured plates on its back and tail. After the battle, Xataqueya had torn the tail off the body of Matequey and buried the tail on the border of Louros and Avina while the body was trapped in the New World. Matequey grew tired from the battle and now lays dormant as the Matequey Mountain Range in the New World, while the tail is the Cylia Mountains where the Cylian lives. The fog that comes down the Matequey Mountains is said to be the breath of the Sleeper. In the Cylian mythology, the Sleeper in the Mountain is known as Cylic and is the creator of their race. Earthquakes are said to be created by the Matequey's sleep movements. -The Wolf Princess of the Woods The Primallen and Fyrkin speak of a beautiful woman that roams the forests of Avina, planting trees, grass, and flowers. She can transform into a wolf that protects the forests from those that would harm it. She is the patron spirit of druids, shamans, primallen, and Fyrkin. The princess can control animals and nature itself and represents the forces of life and death in nature. Those that pay homage to her are treated well, while those that harm her woods will soon face a vengeful and deadly foe. It is said she works closely with the god of death, making her one of the only anima that works with the influence of a deity. -The Deep One The Deep One is an enigmatic spirit that lives in the oceans of the world. It travels the seas protecting the seafaring creatures and any fisherman that respect its seas. Many say that the Deep One is a massive, multiheaded leviathan while others say that it is a multiarmed sea demon with a violent streak. Still some say it is just a massive bladder that creates whirlpools to capture fishermen. -Xataqueya, The Golden Feather Crested Bird Dragon Xataqueya is the spirit of the skies and of freedom and the deity of the x'atl. The Bird Dragon flies across the world spreading clouds and wind across the land. Xataqueya is the most powerful spirit of the seven and many have argued if it is a deity or just a powerful anima. The x'atl were once flockmates of Xataqueya but after the battle with Matequey the x'atl feathers were burned off and they were force to stay on the ground. Xataqueya is the protector of the skies and of his people. -The Bear of the Stars The Bear of the Stars is the keeper of the night sky and patron spirit of the astrologists. It keeps the stars from falling upon the Earth. She is also the keeper of the moon and give light to those that trek or hunt at night. The Bear of the Stars will be the second to fight the Lords of Else when the final battle commences to protect the Earth and the stars like a mother does her cubs. Deities Deities are the children of the Primordial Sea and all of them have fathered the cosmos and the anima that resides there. Each deity is a creator and champion of a certain aspect of the universe. Many have their own form of order that they wish the world to be in, but because of the Great Pact made long ago, few gods and goddess dare try to break it and shape the universe to their view. Instead, many are content with their own domains in their plane of existence, the Divine Heaven. Here is the list of the deities, both good, evil, and neutral. -Luken Luken is the creator god of humans and the youngest of the deities. He is the god of justice, valor, agriculture, fire,and the sun, fighting evil and preaching the word of honour and lawfulness. Many humans revere him over all deities as he is thought to be the wisest. Luken hold a great friendship with his son, the World Dragon, as well as the moon goddess Marthuel. After the Great Pact was signed, Luken waited for other deities to finish their creations before making the human race. He appears as a handsome human with yellow shining robes and a staff with the sun on it. -Marthuel Marthuel is the goddess of the moon, stars, morning stars, astrology, and discipline. She is the creator goddess of the greil, whom she created to be closest to her. Marthuel is a stern motherly figure who expects discipline and obedience from her followers. However, she protects her greil and her priests and showers blessing to her creations. She appears as a beautiful older woman with flowing white robes and a glaive with a crescent moon motif. -Hakot Hakot is the goddess of nature and the earth, harbringer of the seasons and weather. She is a very complex deity, being peaceful and calm then becoming full of rage and brutal in an instant. Hakot is arrogant and somewhat cold towards her creations and other gods. She was the first to create a race and in her fervor, Hakot made the primallen, the kokorok, and the kanasi. All three races revere her in different ways that each represent her different personalities. Hakot appears as a woman dressed in various animal hides, though many times she takes the form of an amalgamation of predators. -Oacan Oacan is the god of the oceans, rivers, lakes, and knowledge as well as the creator of the graenir. Oacan is wise and knowledgeable and acts as an adviser for Luken. He teaches his followers to always try and learn about new things, for ignorance can lead to great acts of sin. Oacan prefers to live in the oceans of Avina instead of the Divine Heaven. He is thin and has blue skin and appears naked to his followers. Oacan has flowing white hair and no facial hair. -Avlan Avlan is the god of crafts and civilizations, revered the world over by architects, blacksmiths, and artists of all kinds. He believes in creativity and using it to make great things. Avlan is the main creator of the weapons and symbols of the gods. His greatest achievement was the creation of the Great Cosmic Haven. Avlan is a short, muscular man with a potbelly and a big black beard. He always has blacksmith tools on his person, his symbol being the hammer and anvil. -Cassan Cassan is the goddess of beauty, love, and fertility. She preaches all forms of love and that beauty is always in the eye of true love. Cassan protects pregnant mothers from complications and their newborns from evil spirits that would steal them away. She is the most beautiful of all the gods as well as the one with the most forms (second to Oai), becoming various women with varied amount of clothes (or none at all). She has with her a harp that she plays for her husband. -Shoridan Shoridan is the god of war, sports, and honor. He is a master tactician and teaches his followers about respect, integrity, and honor in both sports and war. While there is rarely such thing as a fair fight, Shoridan expects his priests to not succumb to cowardly actions and wanton destruction. He is a tall and muscular man with Romanesque hair and stolid features. Shoridan has a mighty battle armour and blades made by Avlan to take on any foe. -Oai Oai is the deity of life and death, oldest of the gods and quite possibly the creator of the deities. Its true gender is unknown, as Oai can appear in many forms. Oai's form to its priests is that of a barely cloaked, androngynous figure with no face, black wings, and a crown of bone on its head. In one hand is a laurel of flowers and in the other is a curved sword. Oai is the most down to earth deity, as it actively deals with the sapient races as well as anima of Avina. It is said Oai created the deities out of loneliness but because of its nature, will eventually be the one to destroy them. -Evil Deities The following are evil deities that rule in a section of the Divine Heaven known as the Void. The Void is where the souls of the damned go after death. As with any form of law and order, there are corrupt and evil forms of it. These deities care little for the lives of the races on Avina, and even less for their brothers and the anima. These fallen gods are known as devils. -Omenous, the Prince of Demons Omenous is the god of tyranny, conquest, hatred, and corruption, sowing seeds of fascism into the minds of many. He rules over the Void and his evil bretheren and commands a legion of demons controlled by archdevils. -Avris, the Jeweled Boar Avris is the god of greed and wealth. He is an envious god and always tries to take more territories from other dark gods. Avris requires that all followers give him sacrifices of wealth. -Narius, the Blood Queen Narius is the goddess of vanity, blood, and selfishness. She is the sister of Marthuel and hated by the greil. Narius constantly plots to undermine her sister and the Holy Rithmere Empire. -Magogouge, the Horned Devastator Magogouge is the god of massacres, destruction, and devastation. He is the patron god of the Black Kin barbarians and the Yakal, a race of frenzied jackal people that roam the lands in hoards to destroy all in sight. -Manohet, the Spiked Devil Manohet is the goddess of pain, torture, and sadism. Any evil souls that has been claimed to the Void is subject to her varied and exotic forms of torture. -Xendyr, the Eternal Darkness Xendyr is the god of the night, shadows, madness, and secrets. He is a feared deity that whispers dark and blasphemous secrets to the weak-minded that can cause insanity. Eliduir The eliduir are the oldest primordial beings on this plane. They have resided in the universe with the Primordial Sea for an eternity. Eliduir, like deities, can wield the power of the quintessence, the energies of the Sea that can create or destroy entire universes. However, the eliduir are for the most part characterized as ambivalent towards either option. Some of the eliduir that still exist still hold a grudge against the deities that killed their brethren and they do try and undermine the pact made eons ago. Others actually play a bigger part in the universe, protecting the area they call home and assisting the cosmos. Many eliduir are only given names by people, as eliduir do not name each other nor believe in labels that creatures give them. Some of the eliduir are as followed: -Haital, The Seeker of Change The Seeker is one of the oldest of the eliduir, patron spirit of chaos and change. It holds a powerful grudge against the forces of the deities and the anima and has countless times tried to undermine the Great Pact in secret. Haital is the embodiment of rebellion and anarchy and its followers worship it by overthrowing governments and towns and living their lives without law. Its powers manifest into mind manipulation, creation control, and emotion control. Haital has no form that it takes and is an amorphous blob of energy. -Friah, the Taker of Life Friah is the eliduir of accidental deaths. She comes into the universe and takes the lives of random people before the goddess of death can lay claim to them. The souls still will go to where they belong. Friah is uncaring towards any side and merely delights in outwitting the god of death. Friah usually takes the form of a shadow. -Aslochi, the Keeper of Fortunes Aslochi is a master of luck. He gives those who follow him and pay offerings to him good luck. Those that curse his name or give poor offerings are doomed with bad luck until remedied with a more extreme offering. Aslochi take no sides on anything good or evil and simply gives his luck to the best offering, hero or tyrant. Aslochi usually is in the form of spiraling stream of primordial energies, darting in random directions and spirals. -Herus, the Beacon for the Lost Herus is the eliduir of exploration, new lands, and journeys and the patron eliduir of quests and heroes. Unlike the other eliduir, Herus loves heroes and people that explore and always favor the just over the evil. Herus is unusually close to humans for an eliduir and usually resides in the cosmos, hidden from the Anima and always exploring the Haven. He guides the lost with his bright beacon to their destinations. Herus is the only one that assumes the form of a human, usually looking like an old explorer or homeless wanderer. -Orcanas, the Herald of Creation Orcanas is the oldest of the eliduir, claiming to be the embodiment of the Primordial Sea. It is the eliduir of creation and destruction and one of the only eliduir that sees the Great Cosmic Haven and the Second Haven as valid domains in the Sea. Orcanas is neutral in the affairs of other beings, but will defend the Great Cosmic Haven, the Divine Heaven, and the Primordial Sea from any that would threaten it, whether they be deity, eliduir, or infernal. Orcanas is an amorphous concentration of primordial energies that becomes several different elements, material, and anything. Infernal Beyond the Great Cosmic Haven and the Primordial Sea lie countless universes parallel to ours. One such world borders the very edge of existence. This is the plane of Else, a parallel universe so radically different and incomprehensible that it is said many of the strongest mages have died from the sheer terror and awe of this world. Here lie the Lords of Else, known also as infernal beings to the common. They rule supreme in a destructive sea of chaos not unlike the Primordial Sea in our world. They have names that are utter blasphemies and shapes beyond any comprehension that cross all dimensions of space-time. The Lords of Else go from universe to universe, claiming it as their own and either ruling over it with an iron will or devouring the cosmos until there is nothing left. They have now turned their attention to our universe and with the help of cultists, hope to tear themselves into our world and devour all life. The infernals are as followed: -Dread-Emperor of the Citadel Behind Worlds, Lord of Lords The Dread-Emperor is the greatest threat from Else. He is the supreme ruler of Else and rules from his dimension-hopping palace, known as the Citadel Behind Worlds. The Dread-Emperor stays in his palace until the day comes when the Lords of Else invade our world. He is clad in battle armour and holds in one hand a massive great sword, and the other a ten headed metal flail. No one can look upon his face as it will destroy even the most powerful or immortals. The Dread Emperor's goal to to bring all planes underneath his rule and shape them all in the image of Else. His is the power to control chaos and dimensional travel. Those that worship him gain dimensional warping abilities. -Prince of Illusions, Weaver of Lies, The Noble Deceiver The Prince of Illusions is another Infernal that resides in the Else. He is the least powerful of the Lords but makes up for it with his deceit and cunning. The Prince can turn lovers into enemies and has helped to turn entire kingdoms against one another. His powers are those of the corruption of the mind, turning the pious and patriotic into heretics and traitors. The Prince is the only Infernal that can enter our world, though when he enters his powers are greatly diminished. He goes around our world and searches for more followers to increase his powers and open the cosmos to the other Lords. Followers of the Prince are granted powers of the mind, destroying others will and memories. -The Great Devourer, The God of a Thousand Mouths, The Maw Flood The Great Devourer is a mindless predator Lord that lives to feed off of the very fabric of the cosmos. It is an amorphous mass of multi-jointed arms that have mouths on the joints. The creature cares not about conquering universes and keeping them, but instead thrives on eating the planes of existence. Many of the other lords hate its inability to control its own hunger, as many planes that they have wanted to conquer have been devoured. Many lords, except the Dread Emperor, will go out of their way to try and stop the Great Devourer, however many usually fail and some have paid the price with their lives. Cultists that follow the Great Devourer have the ability to summon spells that are mawed tendrils of darkness that can devour any form of matter. -Elseservant Shepard, The Dark Herder The Shepard is the main producer and controller of many of the Lords' Elseservants. He creates and provides basic servants for the other Lords and helps to create a massive Else legion to invade other planes of existence. The Shepard has no loyalties to any of the Lords, hoever he will not betray either one to others. He simply sells his servants to the highest bidder and in return, gains planes and treasures from many of these universes. Those that follow the Dark herder have access to summoning his legions of servants into battle. -The Visceral Terror, Horror of Beyond Some say the Terror is the eldest of the Lords, predating even the Dread Emperor. It is a shapeless being that none have ever seen, as looking at it will cause the most sane and brave to break into fearful hysterics and die. The Terror is fear incarnate and can break the resolve of any mortal, making them live through the worst forms of fear ever thought up. The Terror gives all of its cultists the ability to cause fear in the hearts of everyone and gain strength from that fear. -The Angel of Venom, The Toxin Queen The Angel of Venom is the embodiment of seduction and posion. She is the youngest of the Lords and has a sexual demeanor. Like the Prince of Illusions, the Angel enters into a universe and can seduce kingdoms to her will. Then when the invasion begins, she spreads her poison across the lands, killing the flora, fauna, and races on the world. Those that follow her gain the abilities to use spells of poison as well as seduction and willbending. Other Beings Anima, deities, eliduir, and infernals are not the only cosmic beings that dwell in the universe. These creatures are not servants of any god, anima, or primordial. Here are the other spirits that play a part in the world. Atavisms Atavisms are the spirits of the Brightrealm and Echohalls. They are spirits of emotion and mental being that were created by all gods and gave sapience to the races of Avina. After the creation of Avina and the War of the Haven, two kinds of spirits were created from the blood of the fallen gods and primordials. Anima, which were the spirits of the universe, and atavisms, which represented powerful emotions. The world was brimming with positive and negative avatisms battling over supremacy in Avina. When the Great Pact was signed, the atavisms were each given a world of their own to live in and were allowed to influence Avina in the same way that the deities do. More positive spirits are known as the phaerie and reside in Brightrealm. Negative emotion spirits are known as the shayd and live in the Echohalls. Phaeries and shayds control light and dark magic respectively. All atavisms can also be found mingling with the anima in Avina's spirit world. Primals Primals are the lesser denizens of the Primordial Sea, the embodiment of matter. The creatures are always changing and shifting their forms into grotesque creatures of amorphous flesh, bones, stone, metal, and whatever other form of matter takes their fancy. Many primals are covered with multiple eyes, mouths, and limbs and even this changes as well. A primal could have one massive maw with limbs growing from it. A primal is thought to be the true ancestors of all life in the cosmos that lacks the will to stay in a coherent form. Many serve the eliduir though most are too unstable to stay around for long periods of time. Some say that the qxq are primals that had the will to stay in existence. Elementals While anima can control the elements, elementals are the embodiment of the forces of the universe. Everything from fire, water, air, and earth can be an element, including some lesser elementals such as ice, mud, lightning, and dust. Each one is not sentient, however, and many are prone to rash acts of rage and destruction. Suuiloth, the Choir of Dreams Suuiloth is known as the Patchwork God of Dreams. He is the accidental creator of Reverie, the realm of dreams. He is connected to the minds of every sapient creature in Avina, constantly giving them the power of the Thought of Creation that drives inspiration. Suuiloth is a patchwork of all the souls of dead eliduir and deities as well as their servants that had died during the War of Gods. This makes him as unpredictable and random as the dreamscape he rules. Unable to leave Mistveil and unwilling to dissipate into non-existence, Suuiloth has grown content in creating and ruling Reverie. It lends its ability of creation to sleeping people across the worlds then stores their dreams in his mindscape (which is practically a sub realm of its own) to watch for all eternity. This keeps it distracted from the despair it feels from the dismal reality of being trapped in Mistveil and gives it an important, albeit illusionary purpose in life. Espryben and Kathimal Espryben and Kathimal are twin atavisms of good and evil respectively. Each one rules over a broad domain of positive and negative emotions that can bleed over to each others' rule at many times. For example, love can be thought as a good emotion until it crosses over to the path of obsession. Espryben is about selflessness and doing all the good you can, while Kathimal is about doing what one wants when they want and harming others if it is for your own good. One could say that Espryben and Kathimal are the embodiments of selflessness and selfishness respectively.
  22. Re: World of Avina (High Fantasy Campaign) -Interdimensional and Incarnate The races listed here are creatures that either are from other dimensions or are descended from otherworldly beings. Their populations go from rare to unknown at best. -Gogoths Gogoths are a race of large humanoids that are scattered throughout Aria. Their sizes come in from 7' 1" to 7' 10". Gogoth skin colours vary with different hues of ochre and all have small bone-like horns on their foreheads that form a type of crown. For male gogoths, the same growths line their spine. Their hair is dark blue and curly (like Ancient Roman hair) and darker orange markings cover their skin, each one different for each individual. Gogoth skin is tough and feels similar to bone, and their physique is very stolid and defined. Eye colours range from brown to black, with a rare few having blue eyes. Many gogoths are capable of greater feats of strength than many other races, including some cylians. Gogoth skin seems very resistant to eldritch magic. Although large and strong, many gogoths are less prone to violence and instead enjoy exploration and construction. Many of their structures rival the craftsmanship of cylian architecture. Gogoths come from the mysterious continent they call Yaan'xith, a primeval and wild land where they live in moderate communities, though none as big and impressive as the ones they build in Aria. Gogoth communities are similar to human villages, with small, broken villages in Yaan'xith and bigger cities only in Louros. Gogoth legends and archaeological research talk about the gogoth creation myth. Powerful beings from another dimension forced themselves into Avina and bred with the natives in Yaan'xith, creating massive goliaths of great strength and power. These giants seem to have made civilizations all over Yaan'xith before mysteriously disappearing. Gogoths believe themselves to be the descendants of these giants that survived whatever cataclysm befell them. Many historians believe that the beings of power could have been eliduir servants sent to Avina for an unknown purpose. While this may seem odd, it would explain the gogoth ability to resist eldritch magic. Overconfidence and pride are some characteristics of gogoths as well as bravery and impulsiveness. Gogoth Racial Package Cost END Powers, Skills, Talents 5 --- Titanic Strength: +5 STR 1 --- Longer Reach: Reach +1m 3 --- Intimidating Size: +3 PRE 6 --- Immovable: -6 Knockback 9 --- Osseous Skin: Resistant Protection (3 PD/3 ED) 7 --- Eldritch Ancestry: Resistant Energy Damage Reduction 25%, 15 AP; Only Against Eldritch Magic (-1), 7 AP 25 Points Cost Complications 10 Gogoth Features: Distinctive Features: (Not Concealable, Noticable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Gogoth Skin Patterns: Distinctive Features: (Not Concealable, Noticable Recognizable, Easily Detectable, Only Distinctive in Their Own Cultures) 10 Larger Physique: Physical Complication Large (Infrequently, Slightly Impairing) 30 Points Options Cost END Options +X --- Gogoth Architect: PS: Architecture and related PS and/or KS: Architecture and related KS -15 --- Rash and Impulsive: Psychological Complication: (Common, Strong) -15 --- Overconfident: Psychological Complication: (Very Common, Moderate) -Oneiroi Deep within the realm of Reverie lies the stitched patchwork "Dream God" known as Suuiloth. Whether out of boredom, loneliness, or the sheer randomness that is the gestalt mind, Suuiloth molds the dream matter of Reverie and creates the Oneiroi (also known as Dreamkin or Suuilings). An oneiros is a shape shifter and a minor telepath that feeds off of dreams. In their normal form, they are human-shaped and their true size ranges from 3' 10" to 6' 2". Oneiroi base skin colours are black or white, and their eyes are pale blue, but both change depending on their mood. Hair can be thin and pale blue coloured. Their arms are longer than most, reaching close to their knees. Their facial features are subtle, with their nose and their lips barely protruding and soft cheekbones and jaw. Three small orifices are upon the palms of an oneiros' hands. These "mouths" allow them to feed upon the dreams of sleeping victims, though this doesn't allow most oneiroi to actually read the dreams. The dream feeding is harmless to the victim and leaves the victim dreamless for the night. However, devouring nightmares can be harmful to an oneiros' health. They have no civilization of their own, instead living in larger cities of other races. Oneiroi personalities and emotions vary in the extremes, and many model themselves after the people they are most attached to. Many however do share a sense of mischievousness, a need to learn (which can sometimes centers around discovering secrets that are best kept hidden), and a free-spirited nature. Oneiros Racial Package Cost END Powers, Skills, Talents 5 --- Dreamkin Mind: +3 EGO, +2 INT 2 --- Moodshifting Skin: Shapeshift (Sight Group), 8 AP; Only to Change Colours (-1/2), No Conscious Control (changes on mood; -2), 2 RP 15 1 Morphean Skinchanger: Shapeshift (Sight, Hearing, Any Shape, Imitation), 23 AP; Affects Body Only (-1/2), 15 RP 5 --- Dreameater: Regeneration 1 BODY per 5 Minutes, 12 AP; Limited Power (Only Against Sleeping Targets; Must Continuous Touch Target for Power to Work; -1 1/2), 5 RP 27 Points Cost Complications 10 Dreams are Sustinence: Dependent on Eating Dreams (Common/Difficult to Obtain, 1d6 Damage, Weakness, Every 6 Hours) 20 Nightmare Weakness: Susceptible to Nightmares (Uncommon, Per Phase, 2d6 Damage) 5 Oneiroi Features: Distinctive Features: (Easiliy Concealable, Always Noticable and Causes Major Reaction, Not Distinctive in Their Own Cultures) 35 Points Options Cost END Options +12 2 Dreamweaver: Mental Illusions 5d6, 25 AP; Only to Control Dreams (-1), 12 RP +15 3 Hypnotic Gaze: Mental Blast 3d6, 30 AP; Must Have Eye-to-eye Contact With Target (-1), 15 RP -10 --- Smaller Physique: Physical Complication Small (Infrequently, Slightly Impairing) -15 --- Capricious: Psychological Complication: (Common, Strong) -10 --- Mischievous: Psychological Complication: (Common, Moderate) -15 --- Moodswings: Psychological Complication: (Common, Strong) -Qxq Qxq are a strange and alien race that hail from the Primordial Sea. They are the size of humans and are of the same weight, but that is where the similarities end. First, there are no genders in the qxq race. Reproduction is done by budding. Qxq skin colour varies from many shades of blue. They have long, three-jointed arms and can touch the ground when standing straight. Qxq have long fingers upon their large palms. The arms themselves can split apart to form a mass of stretching tentacles, numbering from four to ten on either arm. Qxq also have tendrils that can sprout from their backs and their chests to allow better movement and ensnare prey. Upon their "face" can be anywhere from one to three eyes, each one a different size and colour from the other. Many qxq can see beyond what a normal person can see, but it varies amongst them. There is no nose, but instead spiracles down its back that allow it to breath. A qxq's mouth is located on its torso, which is a gibbering maw of fangs surrounded by orifices where its chest tendrils sprout to feed. Qxq have the energies of the Sea flowing through their veins and all of them can channel it to fire blasts of chaotic energy at foes, which can do anything from fire to ice blasts, or backfire on the qxq using it. No one truly knows how the qxq were made, not even other qxq. Some say that they were a failed experiment of an eldritch mage. Others say that they are agents of Haital, anarchists and usurpers that are trying to overthrow this world. Still many think that like the deities of old, the qxq were created randomly by the energies of the Primordial Sea. In any case, many people are scared by the "aberrations ", which can end badly for a qxq caught in the panic. Inquisitive and calculating, qxq explore the world with an ambition that rivals that of humans. However, many have no desire to hold sovereign over any land or races; instead, qxq fill their craving of knowledge of all that has come from the Primordial Sea, both planes and its peoples. Many feel that in this way they can understand themselves and the true nature of the Sea. Sometimes this quest for knowledge causes qxq to mix with bad crowds and learn their morals (or lack thereof). Qxq are inquisitive, naive, open-minded, unpredictable, and intelligent. Qxq Racial Package Cost END Powers, Skills, Talents 3 --- Alien Genius: +3 INT 3 --- Aberrant Visage: +3 PRE 5 --- Abnormal Amount of Limbs: Extra Limbs (X amount of arms and tendrils), Inherent (+1/4), 6 AP 3 1 Elongated Tendrils: Stretching 4m, 5 AP; Limited Limbs (Tendrils Only; -1/4), Always Direct (-1/4), 3 RP 4 --- Denizen of the Primordial: Life Support (Safe Environment [Primordial Sea], Longevity [400 Years]) <15 Sight Beyond Sight: Choose one Enhanced Sense simulated for the Sight Group and/or a number of sense modifiers for Sight Group for up to 15 AP 13 3 Chaos Strike: Blast 3d6, Variable Advantages (any group of +1/2; +1), Variable SFX (any magic effect; +1/4, ), 34 AP; Variable Limitations ( any group of -1/2; -1/4), No Conscious Control* (Cannot control the effect; -1), Limited Range (10m; -1/4), Power Always Regarded as an Eldritch SFX in Addition to the Other SFX (-0), 13 RP 31+ (46) Points * The NCC Limitation applies to how the advantages, limitations, and SFX will be used. The PC or GM must roll 1d6 before the attack roll. Using the table below, compare the result on the die to the table. Roll (1d6) Effect 1 The power fizzles. Treat this as Level 1 result on the Unluck Table 2 The power fizzles. The attacker cannot attack with a different power 3-4 The player chooses the advantages, limitations, and SFX. 5-6 The GM chooses the advantages, limitations, and SFX. When rolling a 1, make sure to properly roleplay the mishap accordingly. Since it is a chaotic attack, chaotic things should happen. Maybe the qxq that used the power switches places with a PC, or he teleports into a dangerous area, or perhaps he freezes himself in a block of ice. Cost Complications 15 Qxq Features: Distinctive Features: (Not Concealable, Always Noticable and Causes Major Reaction, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Eldritch Aura: Distinctive Features: (Not Concealable, Always Noticable and Causes Major Reaction, Detectable Only by Unusual Senses) 25 Ignorant of Avina's Cultures/Races: Physical Complication (Very Frequently, Greatly Impairing) 50 Points Options Cost END Options -10 --- Aberrant Origins: Social Complication (Frequently, Major, Not Limiting in Graenir, Enesi, some Human, or Own Culture) -15 --- Scared of Other Races: Psychological Complication: (Common, Strong) -15 --- Naive: Psychological Complication: (Common, Strong) -Illumina Legends of Aria state that long ago, the world of Avina was ruled by what historians believe to have been the giant spawn of eliduir servants. An unknown cataclysm befell the giants that ended their civilization. Historians had recently discovered in ruins of Yaan'xith that something happened to the western hemisphere called the Deluge of Stars. This event told of the anima of the Starscape that descended to Avina and destroyed the cities of evil titans before returning back to the Starscape. What archaeologists had noticed was that there were several artifacts and strange marble statues littered all over Avina that dated back to that age of the massacre. No one knows why the star anima placed these statues around the world. It was a long time before a wise mage finally connected the events together and went to a statue. There, he placed an artifact into a matching hole on that statue. A flash of light shined brilliantly and standing before the mage was the statue, now given life. From its mouthless face spoke its first words: "..Are you my creator?". From then on, more of these statues were found and awoken. Now called illumina, they search the world for others of their kind as well as answer on who had created them and why were they made. The illumina are a race of living statues that litter the world. They are the same size as humans. Illumina features are odd, with their skin being made from a material that looks and feels like marble, yet is still flexible like skin. Illumina skin are marble coloured as well, from whites to grays and some even pink. Because of their eons of sleep, some have moss and vines growing on them. Illumina have no mouths, a nose, or ears. They have two wide eyes carved on their face that look like owls eyes. These eyes glow when the illumina is awake and are capable of blinking and moving. Illumina have somewhat larger talon-like hands with eyes on the backs of their hands. While there are males and females of the race, they seem incapable of reproducing. Being a construct, illumina do not need food, air, or water. They are also immortal and only require little sleep. Surrounding their bodies are archaic designs and runes of an ancient language. Across their chest and stretching to their backs are carvings of a constellation from the heavens, with the stars replaced with the same owl-shaped eyes that are on the face. All illumina are capable of sensing the energies of the Star Artifacts, which are the magic items used to give them life. Illumina characteristic are radically different, as when awoken they are blank slates. However, most illumina share a common yearning of their creators and their purpose. Illumina Racial Package Cost END Powers, Skills, Talents 4 --- Living Statue: +4 BODY 3 --- Commanding Presence: +3 PRE 28 --- Magic Construct: Life Support (Self Contained Breathing, Doesn't Eat, Immortal, Immune to all Diseases and Poisons) 3 --- Starsense: Detect Star Artifact (Sight Group) 38 Points Cost Complications 10 Illumina Features: Distinctive Features: (Not Concealable, Noticable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Star Energy Aura: Distinctive Features: (Not Concealable, Always Noticable, Detectable By Unusual Senses) 20 Points Options Cost END Options -Enisi Enisi are a race of enigmatic humanoids that live on the far off continent of Isi-Kati. They have the same height and weight limits as a human, though many enisi are fairly light. Enisi have whitish purple skin and no hair on their bodies, including their head. Their eyes are a captivating shade of purple. All enisi have an unearthly beauty to them and their bodies are toned and in perfect health. They all live in towns across Isi-Kati, from the tallest mountains to the clean rivers to the cool forests and the large islands. These towns are governed by a head monastery and protected by groups of monks. Enisi men and women live a very disciplined life in several of their monasteries, eating healthy and meditating to bring themselves closer to their divine heritage, while training their body to be in top shape and fit for defending both their cities and their god. Enisi have a special ability from their divine heritage called Nisi-Rahl, the Soulfire. Many can harness this power to withstand greater blows, strike with their hands from afar, or even project their astral selves. Legend states that a group of deities and their various servants descended to the primitive humans of Isi-Kati. They looked upon the mongrel humans and their violent ways with pity, but saw within them a capacity to do good. The deities, wanting a group of able-bodied warrior on Avina against the eliduir, decreed that their servants would meld with the souls of the humans, creating a powerful combination that could influence the world and still have the powers of the divine. From then on, the newly "inspired" enisi moved from their primitive homes and built cities for them to live and train for the day when ultimate evil would befall Avina. Enisi believe in good for all beings of the god and preach tolerance of other faiths and cultures. Many visitors have found this message to be a breathe of fresh air compared to some of the more strict teachings of their homes. Enisi have never been an exploring race, many perfectly fine with their daily regiment. Only of late, with their discovery of Aria has their nation gained an interest in alliances, trade, and exploring. Enisi tend to be neutral with the Arian nations, except for the greil, whose totalitarian and prejudice ways conflict with the enisi philosophy. Enisi characteristics are discipline, calmness, seriousness, valor, and humility. Enisi Racial Package Cost END Powers, Skills, Talents 3 --- Peak of Fitness: +3 STR 3 --- Iron Will: +3 EGO 5 --- Divine Ancestry: Life Support (Immortal) 21 6 Spiritwalker: Desolidification (affected by psychic attacks and spirit attacks), 40 AP; Projection (-0), Leaves Body Behind (-1/2), Must Return to Physical Body (-1/2), Feedback (-1), Detectable By Any Mind, Spirit, or Magic Detects (-1/4), Jointly Linked (+0), Lockout (-1/2), Unified Power (Spiritwalker; -1/4), 10 RP; plus Invisibility to Sight Group, 20 AP; Detectable By Any Mind, Spirit, or Magic Detects (-1/4), Linked (Lesser Power, Power is Constant; -1/4), Unified Power (Spiritwalker; -1/4), 11 RP; 3 1 Nisi-Rahl Strike: Stretching 6m, Does Not Cross Intervening Space (+1/4), 7 AP; Always Direct (-1/4), Only To Cause Damage (-1/2), Range Modifier Applies (-1/4), 3 RP 35 Points Cost Complications 5 Enisi Features: Distinctive Features: (Concealable, Noticable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) 5 Points Options Cost END Options
  23. Re: World of Avina (High Fantasy Campaign) -Untamed and Unleashed The races listed here are those that dislike big cities and instead prefer living off of the bounty of nature. Some live well with the more commercial races while others steer clear of such races. -Fyrkin Fyrkin are small humanoids that live in the forests and shires of Avina. They range from 4' to 4'11". Fyrkin were once spirits of the wildfires that have now taken terrestrial forms. They have the ability to control fire in small amounts and use it against their enemies. Fyrkin are known for their red hair, emerald eyes, and cheerful, adventurous demeanor. They live in villages in the forests and plains. There are no Fyrkin major cities, just larger towns. Fyrkin love meeting new people and are very trusting towards other races. Fyrkin Racial Package Cost END Powers, Skills, Talents 14 --- Small and Nimble: +2 DEX, +2 DCV 2 --- Flame Spirit Ancestry: Resistant Protection (0 PD/3 ED), Only vs Fire (-3/4) 8 1 Firestarter: Energy Blast 3d6, 15 AP; Gestures (Both hands; -1/2), Limited Range (10m; -1/4), 8 RP 6 1 Flame Control: Telekinesis 10 STR, 15 AP; Only Against Fire (-1), Gestures (Both Hands; -1/2), 6 RP 30 Points Cost Complications 5 Fyrkin Features: Distinctive Features: (Concealable, Noticeable Recognizable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Smaller Physique: Physical Complication Small (Infrequently, Slightly Impairing) 15 Points Options Cost END Options -15 --- Pyromaniac: Psychological Complication: (Common, Strong) -15 --- Too Trusting: Psychological Complication: (Common, Strong) -Kanasi Kanasi are a race of multilimbed humanoids that also live in the New World. They have six limbs, eight eyes, and varying shades of a greyish-blue. Their size range are similar to humans. Kanasi are adept climbers and warriors, taking on other nations in wars to claim and enslave them for their gladiatorial arenas. All kanasi can detect vibrations around them and create simple webbing for fabrics and such. Only the females have poisonous fangs while males have stronger webbing to use for hunting and combat. The Kanasi civilization is another large kingdom in the New World, run by a queen and the females of the race. The kingdom is made up of smaller tribe-states that are each lead by the tribal queen. The culture itself is more brutal and barbaric than the x'atl tribe, with slavery, invasions, and even cannibalism prevalent. Men have a largely subservient and disposable role in their society, used only as labor, reproduction, and foot soldiers. X'atl and kanasi have been bitter enemies for many centuries. Kanasi Racial Package Cost END Powers, Skills, Talents Male Kanasi Racial Traits 7 1 Spider Webbing: Stretching 10m, 15 AP; Always Direct (-1/4), Limited Body Parts (Hands; -1/4), Range Modifer Applies (-1/4), Limited Power (Can only grab objects and fling them or pull them towards self; -1/4), 7 RP Female Kanasi Racial Traits 9 1 Venomous Bite: HKA 1/2d6 BODY NND (Defense is Life Support [immunity to Kanasi Poison] and Solid Armour covering; +1), Does BODY (+1), Increased STUN Multiplier (+1; +1/4), 32 AP; No Knockback (-1/2), Restrainable (Mouth Covered in Some Fashion; -1/2), Damage Over Time (12 Increments, 1 per hour, unstackable, cured by special antivenom; -1 1/2), 9 RP 2 --- Venom Immunity: Life Support (Immunity [Kanasi Venom]) Shared Kanasi Racial Traits 6 --- Spider Reflexes: +3 DEX 3 --- Harder to Kill: +3 BODY 15 --- Tremorsense: Detect Vibrations (Touch, 360 Arc of Perception, Ranged) 6 --- Arachnid Anatomy: Extra Limbs (2 extra arms), Inherent (+1/4), 6 AP 37 (41) Points Cost Complications 15 Kanasi Features: Distinctive Features: (Not Concealable, Always Noticable And Causes Major Reaction in X'atl societies, Easily Detectable, Not Distinctive in Their Own Cultures) 15 Points Options Cost END Options -15 --- Hatred of X'atl: Psychological Complication: (Common, Strong) -Kokorok Kokorok are large badger-like humanoids that live in the mountains and deserts of Louros. They are a peaceful tribal race that have only had contact with humans of the Attamai Empire and the hunter primallen, who regard the Kokorok as food. Many range from 5'10" to 6'11". They have brown fur covering their bodies and all kokoroks are able to see in the dark. Kokorok can burrow and live underground and in caves. Kokorok have no large towns nor advanced technology, but are capable of learning. The only known weapons that they have are their claws and simple axes and picks used for wood cutting and mining respectively Kokoroks usually lend their digging and woodcutting services to the Attamai Empire, in hopes that they have some ally against the primallen. However, this does not stop the primallen from continuing to raid the kokorok villages for food and occasionally slaves. Some kokoroks fight back and succeed, though generally the primallen can overpower them quickly. Adventure doesn't run through the blood of all kokoroks, but there are some that wish to leave the continent in hopes of finding a better land for their people, or to see the other races' empires that fill their legends . Kokorok Racial Package Cost END Powers, Skills, Talents 5 --- Built Like the Earth: +2 CON, +3 BODY 5 --- Darkvision: Nightvision (Sight) 10 1 Burrow: Tunneling 3 PD 6m, 15 AP; Only Through Soil/Rock (-1/2), 10 RP 10 1 Shoveling Claws: HKA 1d6, 15 AP; Restrainable (-1/2), 10 RP 30 Points Cost Complications 10 Kokorok Features: Distinctive Features: (Not Concealable, Noticable, Easily Detectable, Not Distinctive in Their Own Cultures) 20 Points Options Cost END Options -Primallen Primallen are a race of animalistic humanoids that roam the wilds all over the world of Avina. Their heights ranges from 5' 1" to 6" 11", with some shorter primallen living in dense forests and jungles while some taller ones are native to plains and deserts. Primallen have some human features, such as a humanoid face and upright posture, mixed with different animal features, such as elongated ears, more hair around their arms and legs, and enhanced senses. Skin colour varies with each species of primallen, from a dark grey or white to shades of brownish red. Primallen grow quickly, becoming mature at ten and reaching adulthood at 13. Many only live to about 50 before they die, though few can live up to around 70-80 years. Primallen are said to have been one of the first races to have been created by deites, an attempt to create a race that would be ordered and structured like the deities but appease the anima by making them closer to nature. This shows in primallen culture, for although they remain wild and untamed in their nature they still have a highly structured family hierchy and complex rituals to their creator god Hakot and the anima spirits. Fathers run a family or group of families of primallen. Most male primallen leave their pack to form their own, while others stick by to help lead with their father and replace him when he becomes sick or is killed. A select few, however, will fight their patriarch to claim leadership of the pack, with their success usually meaning the death of the older patriarch. Some primallen find comfort in living in more civilized lands such as towns and large cities amongst other races. They aren't as xenophobic as their wilder cousins, but retain some of their primal characteristics. Primallen characteristics include loyalty, ferocity, cunning, short temper, simple, confident, and resourceful. Primallen Racial Package (Choose Agile Hunter or Primal Hardiness) Cost END Powers, Skills, Talents Agile Hunter Racial Traits 6 --- Cat/Fox-Like Reflexes: +2 DEX, +4m Leaping -2 --- Fragile Body: -2 CON Primal Hardiness Racial Traits 4 --- Body of a Lion/Wolf: +2 CON, +2 BODY Shared Primallen Racial Traits 2 --- Beastial Strength: +2 STR 3 --- Alpha Hunter Charisma: +3 PRE 5 --- Darkvision: Nightvision (Sight) 5 --- Keen Hearing: Ultrasonic Perception and +2 to PER Rolls with this sense only 17 --- Bloodhound: Tracking and Targeting for Normal Smell, +2 to PER Rolls with Normal Smell. 36 Points Cost Complications 10 Primallen Features: Distinctive Features: (Not Concealable, Noticable, Easily Detectable, Not Distinctive in Their Own Cultures) 20 Points Options Cost END Options -Mycids Mycids are fungus creatures that live in the forests of Aria, created not by any deity or primordial, but by the anima of nature itself. They are peaceful and long-lived. A mycid's height ranges from around 6' 1" to 6' 8". Their "skin" is a greenish grey colour, covered with vines, moss, and leaves that grow on them. Down the backs of the Mycid are fungi protrusions that show how many lives a Mycid has lived. There are no genders in their species; instead they have a special form of reproduction. When a Mycid dies, its body decomposes rapidly and within 3 days small myclings sprout and live on, retaining much of the knowledge and experience the progenitor had. Thus, mycids reincarnate and live on, making them regarded as the wisest of the races. However, they cannot regenerate from fire attacks. Mycids come in two body types. Some of the mycids are lithe and live in the canopies of the forests, while others are much bigger and live feeding off of the ground. Mycids live in the forests and have no cities nor nations. Each one believes itself to be a part of nature and all have commune with it spiritually. Mycids are avid explorers in their young age, learning all they can and spreading their knowledge. When they become old enough, mycids become less active, choosing to simply find a spot in a forest and plant themselves their to be one with nature and live off of its bounty. They protect the forest from harm, be it natural or civilization. Many mycids grow a fungus patch to create more of their kind. Mycids have two sources of food. First, all of them can sustain themselves by simply using photosynthesis. As long as they stay out in the sun for at least an hour, a mycid wont have to eat for about 8 hours. However, there are times when they need food fast, or they simply wish to taste the flesh and blood of an animal. For this, mycids have a special way of hunting. Each mycid has a collection of spores inside of their bodies that can induce sleep into unsuspecting victims. Once their victims are sleeping, they will kill the creature and eat it. Many times a creature has been a wandering explorer or a dying creature. Usually a mycid will leave such races alone, as to not incur the wrath of a town. However, in the case of a dying person, it will lull it to sleep and mercy kill it, then bury it within its fungus patches. Thus, it keeps the cycle of nature in harmony. Mycids are wise, patient, understanding, tolerant, and have a bit more of a accepting view on death. Mycid Racial Package (Choose Treeleaper or Lumbering Mycid) Cost END Powers, Skills, Talents Treeleaper Mycid Racial Traits 8 1 Lithe Canopy Leaper: +3 DEX, +4m Leaping Lumbering Mycid Racial Traits 6 Varies Lumbering Beast: +3 STR, -3 Knockback Shared Mycid Racial Traits 3 --- Eons Old Wisdom: +3 INT 3 --- Forest Eldar: Life Support (Longevity [800 Years]) 2 Photosynthesis: Life Support (Diminished Eating [Doesn't Eat At All]), 3 AP; Only When in Sunlight For an Hour (Wears Off After 8 Hours; -1/4), 2 RP 22 4 Lulling Spores: Energy Blast 4d6 NND (Immunity is holding breath or Life Support [self Contained Breathing]; +1), AoE (Radius, 4m; +1/4), 45 AP; No Range (-1/2), Easily Dispelled By Wind (-1/2), 22 RP 38 (36) Points Cost Complications 10 Mycid Features: Distinctive Features: (Not Concealable, Noticable, Easily Detectable, Not Distinctive in Their Own Cultures) 10 Walking Firewood: Vulnerable to Fire (Common, 1 1/2 BODY) 20 Points Options Cost END Options
  24. Re: Divine Magic System: Incarnism Ill type up the character sheet and post soon enough. On limited internet sadly. But it was a character based on some therugy I am making for a fantasy setting. He can become an aspect of different gods and goddesses by invoking them from a different symbol for each god. Like one god's symbol is a wheat chaff, so my character could invoke the incarnate and become this avatar by using a blessed wheat chaff. Played a quick adventure with him and a party vs some demons and a demon sergeant. Was very fun for everyone
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