Jump to content

ElricOfMelnibone

Members
  • Content Count

    888
  • Joined

  • Last visited

Posts posted by ElricOfMelnibone


  1. Hi, sorry for the necroposting, but since I heavily modified a single impossible weapon I thought that putting it in here would be most fitting. The weapon is Shé. I substituted the poison rings with Combat Syringes that can inject both poisons and pathogens. Not only I like a syringe-wielding fighting style more than the rings one, but I also LOVE the idea that this weapon can be used to force enemies take DR checks. I don't know if that happens in your games too, but in games I run so far DR was almost useless (it was checked VERY rarely through the campaign), so I decided to make something that applies it.

     

    SHÉ (SNAKE): COMBAT SYRINGES

    Requirements: Attack140+, Poison50+, Aura Extension.

    Base Weapon: Stiletto.

    Cost: 10 MK: 10

    Base Damage: 15. Speed: +20.

    Primary: Thrust. Secondary: -.

    Breakage: -4. Fortitude: 10.

    Req. Str.: 1. Presence: 15.

    Special: Precision, Preparation Reserve, Soul Toxin.

    Damage: Listed Base Damage includes the bonus from Aura Extension.

    Preparation Reserve: Shé syringes usually have a reserve of either a poison or a pathogen sufficing for ten attacks.

    Soul Toxin: Whenever a character using Shé manages to deal 10% Damage to an opponent, the Poison or Pathogen present inside the ring (which must have been prepared previously as normal) enters into contact with the victim, forcing a VR or DR check. The Shé user can spend 3ki points to increase the VR or DR check difficulty by +20.

    Quality: Combat syringes benefit from Quality bonuses just like any other weapon.

     

    SHÉ MAGISTER

    Requirements: Shé, Dexterity11+, Attack 200+, Poison200+.

    Base Weapon: As for Shé.

    Cost: 30 MK: 30

    Choose 2 of the following advantages. May choose to specialize on a single poison or pathogen. If you do, you don’t get any Magister Bonus if using other poisons or pathogens, but may choose 3 of the following advantages for the chosen poison or pathogen.

    Instant Transmission: All effects from Poisons and Diseases inoculated through Shé will be applied in the same turn the poison or pathogen is administrated.

    Lethal Toxin: The VR or DR check bonus conferred to Shé attacks by Soul Toxin is incremented to +30.

    Massive Administration: A character using Shé Magister can use more than one dose of prepared poison or pathogen with a single attack, up to a maximum of 10 doses. In the case of poisons, the target must pass the VR check as if he had been previously affected by the poison as many times as the number of doses used, in addition to any previous contact with the poison. In case of a pathogen the DR check gains a bonus of +5 to the DR difficulty for each additional dose used beyond the first. If the character uses Soul Toxin with a Massive Administration attack, he/she has to pay the ki cost for each dose administrated.

    Mixed Administration: The character becomes capable of administrating a single poison together with a single pathogen with each Shé dose. The target will only take a DR check against the highest difficulty and if he/she fails, will be affected from both the effects of the poison and pathogen which will both be treated as a disease for the purpose of wearing off the effects.

    Therapy: The user of Shé can use it to heal poisoned or ill targets. By putting an appropriate antidote or medicine in the syringe, the character can allow the target to repeat the VR or DR roll with a bonus of +30 (once per poison/disease). This bonus can be increased by using Soul Toxin, by spending the appropriate ki cost, applying Lethal Toxin Magister advantage if possessed. The syringe can also heal wounds through a transfusion. The donor must sacrifice 5 Life Points per dose and the receiver will regain 10Life Points back per dose plus 10 if the Shé user uses Soul Toxin (increased to +30 if the character has Lethal Toxin). Unfortunately any poison or disease possessed by the donor will be administrated to the target with the transfusion, hence the target will have to make a VR or DR check against it as normal. If the character has Massive Administration advantage, he/she can use it with the Therapy to either increase the bonus to the repeated VR and DR roll by +5 per additional dose or to perform a transfusion with great speed.

    Thin Needles: Shé attacks from this character completely ignore Soft Armors and halve the AT of Hard Armors.

     

    Hope you liked it!


  2. I'd give him Projection Modules, after all warlocks use those, don't they? I used for him my Warcaster specialist class, which allows him to Control constructs (which is very Solomon-related) and granting him a bit more HP and a nice discount on the Arcana Sephira Branch with Double Damage (Bellum Domini Archanum in Spanish...well Latin, actually...I don't know how it's called in English).

     

    Also, my Matthew Gaul sheet has a unique Blood Legacy, Blood of Dominion, which is an enhanced version of Ancient Blood.

     

    BLOOD OF DOMINION:

    The character is a descendant of Andromalius.

    Andromalius’ Power: The character has the Zen Ability and a bonus of +10 to the Base Presence.

    Most Ancient Blood: The character is considered as benefitting from Ancient Blood, besides the character can connect to machines that only responded to Andromalius and his/her orders have for all original Lost Logia priority over those of any other one with Ancient Blood.

    Natural Protocols: The character halves the MK cost of all Solomon’s Legacy Techniques and the DP and MK cost of Enhancing Protocol PT-01: Power-Up Magnus. The character is considered as having an extra Ki Reserve of 15 points per Experience Level he/she can only use to empower the Solomon’s Legacy Techniques, and an extra point of Accumulation each Even Level on Agi, Dex, and Pow characteristics.

    COST: 3.

    LIMITS: This Blood Bond only pertains to Matthew Gaul, applying a Level Modifier of +2.

     

    My personal Matthew Gaul sheet is capable of using all Solomon Protocols from the Dominus Exxet along with the Enhancing Protocol PT-01: Power-Up Magnus...which you can find somewhere else in this forum.

     

    Note that the power level of my campaigns is pretty high, so Gaul is also granted a few spectacular Artifacts like the Spear of Andromalius (after all, that spear he's holding really looks like an artifact) and his Lord of War Armor which is an Arbiter Armor making him immune to mind reading and influencing effects and stuff like that.


  3. Hi brewmaster_vitty! You're one of my favourite too, our collaboration brought up some of the favourite homerules I'm always using!

     

    Latoshi: you are totally right, but I don't use common rules for damage barriers and I don't let damaging energy to totally ignore Damage Barriers...I know it's against the rules but I really don't like the idea of a level 2 warrior opening a breach in a castle with bare hands...I think I posted my homerules somewhere else in this forum where "my rules" about Damage Barriers should be. Nevertheless, your point is totally right!


  4. Sorry for the late reply. Yes...the "Bellum Domini Archanum", "Esotheros Archanum", "Cognos Archanum" and "Potestas Archanum" are the four branches of the Arcana Sephira. The Bellum Domini Archanum is that that has as highest power the one that doubles damage of spells. The Cognos Archanum is that that allows you to cast High Magic. Esotheros Archanum is the one that makes you pay maintenance for spells only once each 5 turns or each week for daily spells, Potestas Archanum is the branch that allows to halve the cost of spells.


  5. I don't usually allow Creation and Essence spells (or Healing Light) to heal undeads...you know with my D&D player background and all that...anyway, if you really want, I believe you could let Creation heal the undead: after all "Creation" healing spells are based on "recreating" the missing matter, as far as I understand them, so they should work on an Undead as well, since their "material" part is identical to that of others, I believe...Essence healing spells shouldn't work at all, nor should healing light on my opinion.


  6. Religion of the Ascended is described in the Gaia rulebook. As a general rule, Ascended are specific individuals (about 30 are known in the history of Gaia) that somehow achieved "godship" during their life. Marcushias (the one from Phaion) and Selene (the founder of the killer sect) are a couple of examples given by the book itself. As I rule it, the Path to Ascension can be achieved with different approaches. One is following the steps of an Ascended somehow imitating him and trying to achieve godship like that, the other one is carving one's own path (at master's discretion)...and of course by sacrificing an enormous achieved power (100% synchronization with an higher power) to become a source of power by one's own self.

     

    As for the "classical" path to ascension (imitating an Ascended), consider that there have been almost 30 of them, so there could possibly be the most different kinds of "Ascended". Although that's not official, in my Gaia setting Malekith is an Ascended who reached 100% synchronization with Erebus and sacrificed it to become an Ascended. In my setting he retained the Erebus Avatar power, since he chose to set and spend most of his existence in the Wake. I also invented one from Manterra...a sort of "luchador-styled-two-handed-axe-wielder-Zorro", who defended the locals from the abuses of christian invaders. Since there are at least 30 Ascended, you can quite easily invent your own.


  7. I actually use some homerules to let Artifacts scale up with characters...I posted my general homebrews somewhere else in this forum, I believe, including rules for using the Artifact advantage in a more "campaign driven" way.

     

    By the way, Exo-Equip has been greatly tested in my campaigns and it works well enough. The same goes with Zampakuto. As for Demonic Weapons, I've tested them only on NPCs so far.


  8. In some of my other Homebrewes I referred to these three things. The reason I didn't post them earlier is that they are not entirely my creations, since they are hugely based on stuff I found on the Spanish forum long ago. Since then all three have been greatly re-worked by me (especially Zampakuto, I believe), so now I'm posting them here just to let other players use these same options I'm currently using in my games (and to give sense to some of the other things I've posted so far). Once again, this things have been modified by me, BUT I don't consider them as my personal creations, and others should be accounted for their existence.

     

    EXO-EQUIP

     

    FUSE WITH SOUL

    Exo-equipping is a process that binds a character’s soul to one or more pieces of equipment. This allows to store it inside the body. The Exo-equip can be summoned and dismissed passively, but it cannot be dismissed unless five turns have passed since it was summoned. Since Exo-equip armors automatically equip,  when summoned, the user must be able to wear them within the usual limits in order to summon them. Since Exo-equip weapons are summoned in hands, the user must have at least one free hand to be able to summon them. Creating an Exo-equip requires spending DPs which count toward the Primary Combat Abilities DP limit. There are three different levels of fusion: Lesser, Higher and Arcane.

    LESSER FUSION                                              

    A character can have any number of Exo-equip bonds to his/her soul through Lesser Fusion. Exo-equipping an item with Lesser Fusion has a cost of 10DP and grants no bonus to the Exo-equipped item, beyond the fact that if the item is destroyed, it reforms inside the user’s body within 24h, or if damaged recovers a +5 quality (up to its starting value) each passing 6 hours. Manifesting an Item Exo-equipped with Lesser Fusion has a cost of 1Ki point and the same goes for dismissing it. If the weapon is broken and the master has not the ki to dismiss it immediately, it can no longer be dismissed inside the body and repaired inside it.

    HIGHER FUSION

    A character can have a number of Exo-equip bonds to his/her soul through Higher Fusion equal to his/her Level. Exo-equipping an item with Higher Fusion has a cost of 60DP, but the item gains one of the following bonuses for each Level he/she has or gains subsequently, beyond the first. A single bonus can be chosen more than once, but the maximum number of times a single bonus can be chosen depends on the character’s Level following this table.

    Character’s Level

    Number Of Times A Bonus Can Be Taken

    1-3

    1

    4-6

    2

    7-9

    3

    10-13

    4

    14+

    5

    If the item is a weapon it can choose between: +5Attack, +5Block, +10Damage, +5Initiative, -1AT to opponent, +5Breakage. If the Item is an Armor, it can choose one between: +1Physical(Cut, Impact, Thrust)AT, +1Elemental(Heat, Electricity, Cold)AT, +1EnergyAT, -5Armor Requirement, +5Natural Penalty/Perception Penalty, +10Fortitude. If a single item for some reason works both as a Weapon and an Armor, the user must choose a different bonus each level for the weapon part and for the Armor Part. These bonuses only apply if the user, while wielding and using the item, spends a number of Ki points equal to the number of times a single bonus was chosen. These bonuses are in addition of any Quality Bonus or any other kind of bonus the item might have. If the item is destroyed, it reforms inside the user’s body within 6h or if damaged recovers a +5 quality (up to its starting value) each passing hours. Manifesting an Item Exo-equipped with Higher Fusion has a cost of 2Ki points and the same goes for dismissing it. If the weapon is broken and the master has not the ki to dismiss it immediately, it can no longer be dismissed inside the body and repaired inside it.

    ARCANE FUSION

    A character can have a single Exo-equip bond to his/her soul through Arcane Fusion and such item counts toward the limit for Items that can be Exo-equipped through Higher Fusion. Exo-equipping an item with Higher Fusion has a cost of 120DP, but the item gains two of the following bonuses, which must be different from each other, for each Level he/she has or gains subsequently, beyond the first. A single bonus can be chosen more than once, but the maximum number of times a single bonus can be chosen depends on the character’s Level following this table.

    Character’s Level

    Number Of Times A Bonus Can Be Taken

    1-3

    1

    4-6

    2

    7-9

    3

    10-13

    4

    14-15

    5

    16-17

    6

    18+

    7

    If the item is a weapon it can choose between: +5Attack, +5Block, +10Damage, +5Initiative, -1AT to opponent, +5Breakage. If the Item is an Armor, it can choose one between: +1Physical(Cut, Impact, Thrust)AT, +1Elemental(Heat, Electricity, Cold)AT, +1EnergyAT, -5Armor Requirement, +5Natural Penalty/Perception Penalty, +10Fortitude. If a single item for some reason works both as a Weapon and an Armor, the user must choose two different bonuses each level for the weapon part and for the Armor Part. These bonuses only apply if the user, while wielding and using the item, spends a number of Ki points equal to the number of times a single bonus was chosen. These bonuses are in addition of any Quality Bonus or any other kind of bonus the item might have. These bonus only apply while the user is using the item and are in addition of any Quality bonus or any other kind of bonus the item might have. If the item is destroyed, the user loses ¼ of his current Life Points, but the item reforms inside the user’s body within 1h or if damaged recovers a +5 quality (up to its starting value) each passing 10 minutes, during which the user suffers an All Action Penalty of -5 per +5 quality lost by the item. Life Points lost in this way are recovered at the rate of Life Point Sacrifice. Manifesting an Item Exo-equipped with Higher Fusion has a cost of 3Ki points and the same goes for dismissing it. If the weapon is broken and the master has not the ki to dismiss it immediately, it can no longer be dismissed inside the body and repaired inside it.

     

    DEMONIC WEAPONS

     

    CONSTANT STRUGGLE

    A character can have any number of Demonic Weapons or other Demonic Items (See Demonic Armor and other Items). Whenever a character directly touches for the first time a Demonic Weapon, he/she has to make an opposed Willpower Check against the Demonic Weapon. If the Demonic Weapon wins the check by 5 or more, the character is instantly killed, his soul destroyed and devoured by the Demonic Weapon. If the Demonic Weapon wins the check by less than 5 points, the character immediately drops it and falls unconscious for 1 hour for each point the character lost by. If the check results in a draw, the user can wield it without problems but will not benefit from any power acquired by the Demonic Weapon. If the character wins the check, he will be fully able to wield the weapon and benefit from its powers. Whenever the user of the Demonic Weapon acts in a way that does not satisfy the feral spirit of the demon within, the two have to take the opposed Willpower check again.

    DEMON SOUL

    Demonic Weapons have their own soul and can gain levels. Demonic Weapons start as Level0 creatures with the 400DPs spent on their ability to drain souls. The only notable characteristic of the Demonic Weapon is Willpower. Each Demonic Weapon starts with a value of Willpower determined by rolling a d10. Demonic Weapons can never be Exo-equipped or imbued with additional mystical powers through any known proceeding, although there are exceedingly few exceptions of magic items imbued with a demon soul.

    SOUL DRAIN

    Each time a Demonic Weapon kills an opponent, it can drink the victim’s soul gaining +5DPs, if the opponent is of at least the same Level as it, otherwise it gains 1 less DP per Level of difference. Killing individuals with Natura 15 or Gnosis 35 grants 10DP regardless of their Level and killing individuals with Natura 20 or Gnosis 40 or more grants 20DP regardless of their Level, due to the high value of such souls. DPs earned can be spent to buy creature’s powers as a Creature with Gnosis10 or Life Points Multiples for a cost of 10DPs each, regardless of its user’s Class. Such bonus will be applied to the user, while he/she’s wielding the Demonic Weapon and has completely mastered its power. When the Demonic Weapon reaches 600DPs, it gains Level1, and then it gains 1 additional Level each following 100DPs. It gains +3Willpower upon reaching Level1 and an extra +1Willpower each time it reaches an Even Level, up to a Maximum of 20. After reaching Willpower 20, the Demonic Weapon gets 40 extra DPs to spend upon reaching each Even Level. The Gnosis of the Demonic Weapon gets +5 each 3 Levels (Level3, Level6, and so on) up to a Maximum of Gnosis35 at Level 15. Whenever the Demonic Weapon gains a +5Gnosis, it gets a +5Quality Bonus as well, up to a Maximum of +25 Quality at Level15. A character can choose not to have its weapon drain a specific soul, but in this case a Willpower check as for the Constant Struggle rule is immediately required.

    DEMONIC ARMOR AND OTHER ITEMS

    Although much more rare, there exist Demonic Armors or other Items (Jewels, Talismans, Gloves, Boots…) imbued with a Demonic Soul. They work exactly like Demonic Weapons under all aspects. Demonic Armors and Items drain souls every time the bearer kills an opponent (following the same rules for demonic weapons), regardless of used weapon, but if an item carries more than a single demonic weapon, armor, and/or item, the items will fight over the soul, contesting on a Willpower check. The item to win the check will gain the soul and hence involved DPs. Items that can no longer improve thanks to a soul (due to a Level difference of 5 or more), will not compete for it. Finally, a bearer may try to control the passage of a soul to a specific item he/she’s carrying. In order to do so, the character has to make a Willpower check and compare the result to that obtained by all demonic items. If the character wins the Willpower check, he/she will choose which item drains the soul, otherwise he/she will suffer the consequences of a failed Willpower check as for the Constant Struggle rule, considering the difference in the check result between the character and the items obtaining the highest result amongst all those involved in the check.

     

    ZAMPAKUTO

     

    BUILDING A ZAMPAKUTO

    A character can build a weapon directly from his/her soul by investing up to 120DPs and/or up to 120MK on it (in multiples of 5). Upon doing so, the user must choose an Archetype for it. DPs spent to create a Zampakuto count toward the limit for Combat Primary Abilities. Also the user may choose to sacrifice 1, 2, or 3 points of either Strength, Constitution, and/or Power to grant respectively a Quality Bonus of +10, +20, +25 to the Zampakuto. Once the Zampakuto has been built, it will exist forever, as long as it has a master. Even if broken, a Zampakuto will regain its original shape within 5 turns. The Zampakuto cannot be stolen, since it will within 5 turns disappear to return at its master’s side. A Zampakuto cannot be Exo-equipped or imbued with additional mystical powers through any known proceeding. A character can never build or possess more than a single Zampakuto at a time. The original (or Sealed) shape of a Zampakuto is always a Katana.

    INHERITING A ZAMPAKUTO

    Although it cannot be stolen, a Zampakuto can be inherited. It can be inherited either because its master decides to give it to someone or because it’s recovered after the master’s death by someone whose soul and objectives are similar enough to those of the last master and who must invest the same amount of MK the master invested in its creation (but not DPs). Also, a Zampakuto’s Quality is 0 when inherited, and the character inheriting it must sacrifice characteristics points as aforementioned in order to increase its Quality. A Zampakuto’s Powers, Shikai and Bankai will remain the same even after switching master, so the investment in DPs and MK to unlock Shikai and Bankai remains the same. If a character deeming to become the new master does not have the necessary MK at the time he/she inherits the Zampakuto, he will inherit it all the same, but won’t be able to use any of its Powers, nor develop any Shikai, until he/she’s paid the whole MK cost that had been invested in the creation of the Zampakuto. If a Zampakuto remains without a master for more than 5 days, it vanishes into nothingness.

    ARCHETYPES AND POWERS

    When building a Zampauto, the character converts invested DPs and MK into Artifact PP that can be spent to buy powers as for an Artifact from the following lists. The Zampakuto is imbued with a number of Level3 PPs equal to double the invested DPs, as well as a number of Level4 PPs equal to double the invested MK. These PPs can be converted as normal in lower Level PPs, but not in higher Level PPs, following Artifacts rules. Note that powers imbued into a Zampakuto ignore completely the Presence of the sword. There are four Archetypes available for a Zampakuto: Offensive, Defensive, Mystic, and Elemental. Depending on the chosen Archetype, the Zampakuto must spend at least half the PPs for buying Powers associated with its Archetype. Elemental Zampakuto must choose a single element to be bound to. Elemental Zampakuto Powers can only be taken for building an Elemental Zampakuto, with the exception of Characteristic Improvement (Willpower), that can be taken by Zampakuto from other Archetypes. As for Artifacts, some Zampakuto might have powers not listed below. In such cases the Game Master determines what Archetype do these powers belong to and their PP cost.

    GENERAL ARCHETYPE POWERS: Secondary Ability Improvement, Characteristic Improvement (Dexterity and/or Agility and/or Perception), Initiative Increment, Enchanted Weapon, Ki Reserve, Other Weapon Abilities (Damage Control), Movement Improvement, Special Sight.

    OFFENSIVE ARCHETYPE POWERS: Weapon with Incremented Attack, Incremented Damage, Characteristic Increment (Strength), Armor Destruction, Special Attack (Distance and/or Damage), Other Weapon Abilities (Precision), Impact.

    DEFENSIVE ARCHETYPE POWERS: Weapon with Incremented Defense, Innate Armor, Characteristic Increment (Constitution), Resistances Improvement, Damage Barrier, Damage Reduction, Regeneration.

    MYSTIC ARCHETYPE POWERS: Zeon Container, MA, Magic Projection, Maintenance Improvement, Psychic Projection, Characteristic Increment (Power), Elemental Attack (Energy).

    ELEMENTAL ARCHETYPE POWERS: Elemental Attack (Chosen Element), Elemental Immunity (Chosen Element), Characteristic Increment (Willpower), Exterminator (Opposite Elementals), Added Power (Limited to associated Elemental Path), Potential (Limited to associated Disciplines), Automatic Spell (from associated Elemental Path).

    SHIKAI

    After creating a Zampakuto a character must have gained at least 2 Levels before he/she can develop the weapon’s Shikai. When developing Shikai, the user may invest up to 100DPs (that do not count toward any limit) and up to 50MK to buy additional powers either from the Archetype lists or from the Shikai Power lists described below, following the same rules and limits as when choosing powers for the Zampakuto, except PPs are considered Level5 when buying powers from the appropriate Archetype Powers (including Shikai Powers) and/or from the General Archetype, Level4 when buying powers from other Archetypes. Previously acquired Powers can also be improved by spending only the difference in PPs between the two levels of the same power. Shikai can be activated as a Passive Action and can remain active for as longer as desired by its user.

    GENERAL SHIKAI POWERS: Destiny Alteration, Other Weapon Abilities (Variable Critic and/or Transforming), Enhancement of Ki Accumulations.

    OFFENSIVE SHIKAI POWERS: Special Attack (Area and/or Attack Ability), Incremented Critical, Other Weapon Abilities (Vorpal).

    DFENSIVE SHIKAI POWERS: Immunity, Magic Immunity, Psychic Immunity.

    MYSTIC SHIKAI POWERS: Incremented MR Checks, Incremented PsR Checks, Mystic Effect.

    ELEMENTAL SHIKAI POWERS: Spell Caster (Limited to associated Elemental Path), Casting Ability, Increased Summoning (Limited to Elementals of chosen Element).

    BANKAI

    After developing a Zampakuto’s Shikai, a character must have gained at least 5 Levels before he/she can develop the weapon’s Bankai. In order to develop the Bankai, the character must invest at least 60MK. Bankai is actually a Level3 Ki Technique with hypothetically unlimited MK value, which is learned in a way completely independent from any other Technique Tree, ignoring all necessary prerequisites. All Bankai Techniques have the Unique Weapon Bond (-10MK) disadvantage, referring to the Zampakuto itself. As for the rest, the character is free to build the techniques as he/she prefers, but character’s with an Elemental Zampakuto must choose at least half effects associated with their Zampakuto Element and pay 5MK less for each such effect they choose for their Bankai, up to a minimum of 5MK per effect. Elemental Zampakuto can also choose to take the Elemental Binding disadvantage (-15MK), with their Element. In order to use a Bankai Technique a character does not require to accumulate the required ki, but has to spend an amount of generic Ki points equal to half the total cost of the technique, rounding up. Also, the maintenance cost, if any, can be met with generic Ki, but won’t last more  than 20 subsequent turns. The Bankai Technique can be forced, if the user has the Force Techniques Ki Ability, by paying an amount of generic Ki equal to the total Ki cost of the Technique. At least 5 turns must pass between subsequent uses of the Bankai Technique.

     

    SPECIFIC ADVANTAGES:

     

    EXO-EQUIP

    The character has been trained in Exo-Equip and has some items already Exo-Equipped. This character has 40DPs to spend on Exo-Equip, which are in addition to DPs the character can spend on Combat Primary Abilities. Spending additional CPs on this advantage will increase the DPs for Exo-Equip to 80 and 120.

    COST: 1, 2, 3.

    LIMIT: This Advantage DOES NOT buy the equipment, but only the possibility to Exo-Equip it.

     

    DEMONIC WEAPON

    The character has somehow completely mastered a Level0 Demonic Weapon, at least at the start of the campaign. Spending additional CPs, the character can either buy an additional Level0 Demonic Weapon, get a Demonic Armor or Other Item instead of a Weapon, and/or grant 40DPs worth of powers to a possessed Demonic Item.

    COST: 1, 2, 3.

     

    INHERITED ZAMPAKUTO

    The character has Inherited a Zampakuto, hence he can begin the game with a Zampakuto with 40DPs worth of Powers and any quantity of MK worth of Powers. Archetype and Powers should be decided by the Player and approved by the Game Master. Spending additional CPs will raise the DPs spent on Zampakuto powers to 80 and 120.

    COST: 1, 2, 3.

    LIMIT: This advantage only grants the DPs invested in the Zampakuto. If PPs were bought using MK as well as DPs, the character must spend MK as usual in order to master the Zampakuto powers. Also, the character still has to sacrifice his/her Characteristics, if he wishes to increase the Zampakuto Quality.


  9. I know some of my rules refer to the Gears, but I haven't posted rules for such things so far. I have my rules for gears, which are to be considered extremely temporary, since I couldn't test them and I'm not still satisfied with the result. Feedback and ideas would be greatly appreciated (although as some might have noticed I don't have much time to look at the forum right now).

     

    Here they are:

     

    GOETHIA

    Combat vehicle with 2000Life Points Damage Accumulation, AT8 against all Attacks Types, and Damage Barrier 100.

    Has a reserve of 5.000 Zeon and consumes 60 Zeon per hour in order to function.

    Uses Str11, and grants +2Dex, and +2Agi to pilot.

    Natural Flight 6. Looses if Zeon is less than 100.

    May use Dodge, with same penalties of using a Supernatural Shield (-80 to Defense, loses right to attack if put at the defensive).

    Has special Magic Attacks projected through the user’s Attack value which can be used by spending Zeon. These attacks require Zeon (from the Goethia Zeon Reserve) to be accumulated at a Rate of 150 per turn. Using an Offensive Spell is a Complete Attack Action.

    Agnitum Magnus, applied to Offensive Spells and Natural Weapons.

    Ambidextrous (applied only to attacks with Natural Weapons).

    Grants Inhumanity.

    -10 Initiative.

    2XRanged Natural Weapons (100m, Dam 120, Vel+0, Energy, Pierce, Firing, RoF300)

    Offensive Spells:

    GOETHE (150 Zeon): 1XIntermediate Catastrophic Light.

    CALAMITY (600 Zeon): 5XAdvanced Light Beams.

     

    GRIMORIUM VERUM

    Combat vehicle with 3000Life Points Damage Accumulation, AT12 against all Attacks Types, and Damage Barrier 160.

    Uses Str13, and Grants Dex+1, and Agi+1 to pilot.

    Has a reserve of 5.000 Zeon and consumes 60 Zeon per hour in order to function.

    Has special Magic Attacks projected through the user’s Attack value which can be used by spending Zeon. These attacks require Zeon (from the Grimorium Verum Zeon Reserve) to be accumulated at a Rate of 150 per turn. Using an Offensive Spell is a Complete Attack Action.

    Grants Inhumanity

    -10 Initiative.

    Natural Weapons (Dam 150, Vel-10, Energy, Thrust, -2AT)

    Offensive Spells:

    EXODIA CANNON (150-225-300 Zeon): Choose Between: Intermediate Mystic Bolt with 15m range and -2AT / Advanced Mystic Bolt with 25m range and -2AT / Arcane Mystic Bolt with 35m range and -2AT.

    MAGUS BURST (450 Zeon): Only on Charge, benefits from Charge Bonus, 1XIntermediate Mystic Bolt on All Chosen Targets within 2m range, with -2AT.

    VERATIS (450 Zeon): 1XIntermediate Mystic Bolt on All Chosen Targets within 2m range, with -2AT.

     

    LEGACY OF SOLOMON

    Combat vehicle with 3000Life Points Damage Accumulation, AT10 against all Attacks Types, and Damage Barrier 160.

    Has a reserve of 10.000 Zeon and consumes 100 Zeon per hour in order to function. Recovers 100 Zeon per day.

    Uses Str15, and Grants Dex+2, Agi+2, Pow+2 to pilot.

    Mystical Flight 8. Looses if Zeon is less than 100.

    Allows casting Spells, using Psychic Powers, and using Ancient Blood Techniques through it, as well as Power-Up Magnus.

    Has special Magic Attacks/Defenses/Effects projected through the user’s Attack/Defense value (applying the Damage Accumulation -80 Defense Penalty) which can be used by spending Zeon. These Attacks/Defenses require Zeon (from the Legacy of Solomon Zeon Reserve) to be accumulated at a Rate of 200 per turn. Using an Offensive Spell is a Complete Attack Action.

    Natural Weapons (Dam230, Vel+20, Pierce, Cut, Supernatural Attack)

    Offensive Spells per turn:

    ENERGY SCREEN (400 Zeon): Arcane Royal Shield.

    ENERGY WINGS – Passive Effect - (400 Zeon): A single attack this turn has +100 Attack and +100 Damage.

    UNLIMITED (1400Zeon): Intermediate Greater Mystic Bolt on All Chosen Targets within 10m, causing Impact with STR15.

    THE VOICE OF GOD – Passive Effect - (200 Zeon): +1 Attack without Penalties.

     

    THEURGIA

    Combat vehicle with 2500Life Points Damage Accumulation, AT9 against all Attacks Types, and Damage Barrier 140.

    Allows spending Fatigue on actions and grants +6 Fatigue.

    Uses Str15, and Grants +2DEX, +2AGI.

    300 Ki Battery. Consumes 3Ki per hour.

    Grants its user +2 to All Accumulations and Full Accumulation as far as the user has Aura Extension.

    Can Dodge and Parry as a Damage Accumulation being employing a Supernatural Shield (-80 Penalty).

    Pilot may use Martial Arts, Weapon Style Modules, Ki Abilities, Nemesis Abilities, Ars Magna and Ki Techniques while inside it.

    +20 Initiative.

    Natural Weapons: (Dam190, Vel+20, Imp, -, For30, Bre13, PreVar)

    Retractile Giant Bastard Sword: (+10Attack, +10Block, Dam280, Vel-20, Str12/14, Cut, Imp, One- or Two-Handed, Sword/Two-Handed, For61, Bre23, Pre125, -2AT, +60Crit)

    Can spend 3Ki of the Reserve each turn for a 20m Automatic Transport Movement.


  10. I believe that somehow creation and destruction could be considered a magic element as much as the others.

     

    As for the Sheelitch, she is a perversion of a Shelee exactly as Necromancy is a perversion of Magic (no living being can, in fact, spawn a Sheelitch, no matter how attuned he/she is to Necromancy).

     

    Nevertheless, I'm going to test this stuff in a distant future, I suppose. Hope this works fine, meanwhile I appreciate negative feedback as much as positive and if you don't feel like these Sheeles fit into your Gaia, it's just fine.


  11. My problem with additional attacks is that the penalty applies to ALL attacks...hence even with Kempo, if you make 5 Attacks you gain -50 to ALL of them, while your target suffers a -50Defense only to his third defense (and higher penalties afterward, of course). The big problem here is that when you make your first Attack at -50 against an opponent defending at FULL Defense, there is a high chance (if the fight is balanced...and if the opponent is far weaker than you, you don't need to make 5 attacks anyway!) that the opponent will successfully defend, then counterattack with a nice bonus and, should he put YOU at the defensive, your 4 additional attacks are lost anyway!

     

    As for secondary abilities, I already wrote in other threads that their utility depends greatly on the Master. A good Master (on my opinion) should reward creative players that invest much on Secondary Abilities and try to put them to use in different situations, including battle situations. A secondary ability becomes useless when either the master and/or the player is lazy at thinking on how to put it to good use.


  12. Oh, your modules are ok, really! My statement about Batto Jutsu was just referred to the original post that considered this module useless. I just wanted to point out the usefulness of the module. Most times characters already have their weapons drawn during the first turn of combat, but when switching weapons it's very useful and it can be used as pre-requisite for Yuuse Batto Jutsu which is cool, in my opinion. Just that.


  13. There are several instances of Possession being cited in Anima (most notably the possession of Gunnar Skulinbert by Bloodbane, but there are other cases through Gaia). I decided to write down rules to allow characters to be possessed (or creatures to possess characters...it's always a matter of points of view!).

     

    POSSESSIONS

     

    Possession is a process known through Gaia, consisting in a being betweeen worlds to enter the body of a mortal, either mixing the consciousness, physical characteristics, and power or completely overthrowing the host, turning it into a mere vessel. Although at times powerful entities use possession of their own will to act into the world in a disguised way, there is also the possibility for summoners of exploiting the “Possession” process to turn themselves into bound creatures or to bind godly powers into mortal beings. Of course such processes, especially the second one are extremely dangerous as a miscalculation can have the soul of the host destroyed by the “pressure” of the possessing entity.

     

    SPONTANEOUS POSSESSION:

    Normally, only Spiritual Beings can enter physical hosts and possess them. Nevertheless, beings with high Gnosis 35 or more can also try to overtake another body, regardless of their nature. In order to do so, they must enter the physical body of the host, which must take a PsR check against a difficulty equal to the entity Presence plus its Willpower bonus, in order to resist it. If the entity’s Gnosis is higher than the host’s by 20 points, double its Presence, if its higher by 40 points or more, triple it. If the possession is successful, unless the creature and host had a previous accord of some kind, the two minds will struggle for control over the body, hence they make an opposed Willpower check. The host will suffer a penalty to the Willpower check of -1 for each 10 points of Failure Level in the previous check, rounded up. The possessing entity will gain +1 to his Willpower check for every 5 points of difference in Gnosis between itself and the host up to 15Gnosis points of Difference, than an additional +2 to the Willpower check for each additional 5 points of difference in Gnosis. If the difference between the two Willpower checks is between 0 and 3, the two consciousness will both be present and entwined. Unless the two reach an understanding of sort, the character will suffer from an All Action Penalty of -150 and will have to repeat the check the following minute. If the host wins the Willpower check by a difference of 4 to 10, the possessing consciousness will be put to sleep for a number of hours equal to the difference. If the host wins the Willpower check by a difference higher than 10, he/she manages to expel the spirit. If the possessing entity wins the Willpower check by a difference of 4 to 10, the host’s consciousness will be put to sleep for a number of days equal to the difference. If the possessing entity wins the Willpower check by a difference higher than 10, the host’s consciousness will be put to sleep for as long as the entity wishes.

    BOUND CREATURES POSSESSION:

    Summoners can choose to become possessed under controlled conditions by having previously bound and controlled creatures enter their body. Only creatures which were successfully controlled and bound somewhere can possess the Summoner following these rules. Familiars and Sheeles cannot possess their master due to some inexplicable paradox (each time such feat has been attempted in history the results were extraordinary variable, usually resulting on either the breakage of the familiar bond and/or the “reabsorbing” of the Shelee within the Summoner). In order to become possessed by a controlled bound creature, the Summoner must take it out of its container and transfer it automatically to his/her body. Unless the Summoner and the creature are willingly cooperating, the creature has a chance to overtake the Summoner and/or break free from all summoning bonds. The two take an opposed Willpower check as described in previous chapter, but the summoner can apply a bonus of +1Willpower for each 10 points by which he/she passed the last Control check made on the creature. If the summoner is successful (winning the check by 4 or more points), the creature remains controlled and bound for as long as the Possession lasts. This kind of forced Possession can only last for a number of minutes equal to the sum of the Summoner’s Power and Willpower values, after which the Possession cannot be used again for 24 hours. If the creature wins the check by 4 or more points it is immediately freed from any Control and/or Bind ability the summoner might have previously used on it and can choose to either control the possessed summoner or immediately separate from him/her.

    SUMMONED POSSESSION:

    Summoned Possession happens when a Summoner obtains a stable possession of an individual (including himself) from another powerful entity. In order to do so, the Summoner must pass a Summon and Bind check on the intended entity and spend Zeon for both rituals. A creature with Gnosis higher than 45 can choose to refuse being summoned as normal, but the process ignores Gnosis limitations to Binding. When the creature is summoned for a Possession, the opposed Willpower check for Possession will occur as normal, but the Summoner can choose to grant a +1Willpower to any of the two parties involved in the Possession for each 10 points by which he/she passed the Summon check.

    POSSESSION EFFECTS:

    Possession grants extreme power to both the possessed and the possessing entity, but is highly risky for the host, as containing more than one essence in one’s own body and soul can easily tear them apart. The Possessed being can choose the best Physical Characteristics out of those of the two beings and can modify its size in accordance to it, and uses the Spiritual Characteristics of the one in control of the body. The Possessed can only use Attack, Defense, Projection, Knowledge and Elan based Abilities of the mind controlling it, as modified by any improved characteristics, while the base of all other Abilities is that of the host. The Possessed adds Ki, Ki Accumulation, Zeon, MA, Free PP and Psychic Potential of the possessing entity to his/her own, and benefits from any Essential Ability and/or Creature Power owned by the entity, as well as benefitting from the best Gnosis out of the two. The appearance of a Possessed being can be extremely variable at Master’s discretion with the possessing entity being completely hidden or manifest or only partially altering the appearance of the host.

    As for side effects, each time a possession is interrupted the host must pass a PsR check against a difficulty equal to the possessing entity’s Presence, which is doubled if the entity’s Gnosis was more 20 points higher than that of the host, and tripled if the entity’s Gnosis was more than 40 points higher than that of the host. If case of failure, the host faints to unconsciousness for a number of hours equal to the failure level. If the Failure Level is higher than 40 the character additionally suffers from a permanent loss of 1 point from anyone random Spiritual Characteristic for every 10 points of Failure Level beyond 40. If the possessing entity’s Gnosis is higher than 30, the same check must be taken once per hour of Possession and if the entity’s Gnosis is higher than 40 once per minute. A host will not faint during the Possession, but permanent loss of Spiritual Characteristics may happen. Additionally, if the entity that possessed the host wasn’t a Spiritual Being, the host must take a PhR check against the same difficulty each time he/she takes the PsR check. The host suffers Life Points loss equal to Failure Level and on a Failure Level higher than 40, he/she will additionally suffer from the permanent loss of 1 point from anyone random Physical Characteristic for every 10 points of Failure Level beyond 40. Life points lost in this process are recovered at a rate of Life Sacrifice. If anyone characteristic ever reaches 0 due to this process, the host instantly dies, and his/her soul is destroyed.

    POSSESSION AFFINITY:

    In certain occasions, a host may be particularly keen to the entity which is possessing him/her (such as someone with Kagutsuchi’s Blood being possessed by a Fire Elemental, or someone with a Beryl’s Avatar’s Blood or high Elan level with a Beryl being possessed by a Light Elemental). In such cases the Game Master can choose to either entitle the host a bonus to PsR and PhR checks for enduring/interrupting a Possession, treat the host as having a higher Gnosis for calculating the PsR and PhR checks difficulties, and/or delay the PsR and PhR checks for hosting entities with higher Gnosis. Once again, Possession is an extremely variable and unpredictable process, and bonuses granted by Possession Affinity can differ greatly depending on host/entity combinations. The following list is only for quick references but should be used at Game Master’s discretion.

     

    Easily Possessed Disadvantage: Grants a bonus of +30 to all Summoning Abilities checks related to Possession, -30PsR to checks related to Possession,  +30PhR to checks related to Possession, -3 to Willpower checks related to Possession.

    Blood Legacies: Grants a bonus of +10-30 to all Summoning Abilities checks related to Possession, +10-30PsR to checks related to Possession,  and a +10-30PhR to checks related to Possession. These bonuses apply only when attempting a Possession from an entity which nature is close to that of the entity that originally sealed the pact with the ancestors of the character and vary depending on how close the Possessing entity is to the one that dealt the pact.

    Elan higher than 50: Grants a bonus of +10-30 to all Summoning Abilities checks related to Possession, +10-30PsR to checks related to Possession,  and a +10-30PhR to checks related to Possession. These bonuses apply only when attempting a Possession from an entity which nature is close to that of the entity that grants Elan to the character and vary depending on how close the Possessing entity is to the one that dealt the pact.

    Elan 100: Grants a bonus of +50 to all Summoning Abilities checks related to Possession, +50PsR to checks related to Possession,  and a +50PhR to checks related to Possession. These bonuses apply only when attempting a Possession from the entity which grants Elan to the character.

    Racial Adjustments: Grants a bonus of +10 to all Summoning Abilities checks related to Possession, +10PsR to checks related to Possession,  and a +10PhR to checks related to Possession. These bonuses apply to members of different Races as well as Nephilims, and only when attempting Possessions from creatures with a specific nature, as indicated below:

    Sylvain – Light Elementals.

    D’Anjaini – Illusion Elementals.

    Ebudan – Air Elementals.

    Jayan – Lightning and Earth Elementals.

    Daimah – Essence Elementals.

    Duk’Zarist – Darkness and Fire Elementals.

    Devah – Creation Elementals.

    Vetala – Blood Elementals.

    Tuan Dalyr – Destruction Elementals and Great Beasts related Creatures.

    Dvergr – Dvergr inflict -30 to all Summoning Abilities checks related to Possession, have +30PsR to checks related to Possession,  +30PhR to checks related to Possession, +3 to Willpower checks related to Possession, regardless of their Clan.

    Aachiince – Insectoid Creatures.

    Fafnr – Dragon related Creatures.

    Homunculus – Homunculus cannot be possessed.

    Okami – Tsukiyomi related Creatures.

    Eldeofol – Ice and Void Elementals.

    Trold – Water Elementals.

    Star Children – None.

    Risen – Undead Creatures. Cannot be possessed by other Creatures.

    Fae – Magic related Creatures.


  14. Always felt bad that there were no Creation/Destruction/Necromancy Sheeles...so I fixed this somehow...I hope you like these!

     

    MODIFIED SHEELE TABLE

    When summoning the Shelee roll on the following table:

    1-10 Light

    11-20 Air

    21-30 Essence

    31-40 Earth

    41-50 Fire

    51-60 Illusion

    61-70 Water

    71-80 Darkness

    81-85 Creation

    86-90 Destruction

    91-100 Character’s Choice (but not Creation, Destruction, or Necromancy)

     

    BRAMINE

    Bramine are manifestations of Creation Magic. Like their Destruction counterpart, the Kalih, Bramine are extremely rare Sheeles that appear in the world only once in a while. Their appearance is that of Baho little girls with a pale azure skin and a chakra in the middle of their forehead, dressed in ceremonial dress of Baho’s scholar chaste. Their demeanor is always very calm. They don’t speak often, but when they do, they do so with great wisdom that defies their appearance. As a general rule, they are loving and caring toward their master, although they tend to relate more like they would as a parent, then as a child.

    BASE CHARACTERISTICS:

    Base Attributes: Str 2, Dex 5, Agi 5, Con 4, Int8, Pow9, Wil9, Per6.

    Secondary Abilities: Persuasion30, Magic Appraisal70, Medicine60, Science40, Composure50, Art20, Music20, Forge30.

    Path Level: Creation 20.

    INNATE POWERS:

    Mystical Flight: Bramine have a Mystical Flight value of 4.

    Lady of Creation: Double Resistance Points of Supernatural Shields employed by Bramine and Life Points healed by her spells.

    ENHANCEMENTS:

    Avatar of Creation: For 5 turns, the Bramine doubles every numeral on Creation spells cast. This effect does not stack with Lady of Creation, but can be further affected from the Reinforce Magic Spell. After using this ability, the Bramine becomes unable to cast any spell for 5 turns. Activating this ability consumes 100 Zeon from the Master.

    Creation Incarnation: The Bramine can at will become an incarnation of Creation with a Regeneration Value of 18, regardless of her constitution. Also, she can generate an aura with a range in meters equal to her Power Bonus Also, she can generate at will an aura with a range in meters equal to her Power Bonus, lasting for one turn. All Creation Spells cast by others within the area are considered as cast at one Casting Level higher, while all Destruction Spells cast by others within the area are considered as cast at one Casting Level lower. Activating this ability has a cost of 20 Zeon.

    Defense Advisor: Anyone in contact with the Bramine is granted a bonus of +20 to any Defense or Defensive Projection roll he/she makes.

    Elemental Surge: The Bramine makes an attack invisible to all that cannot see magic using her Magic Projection +50. The target of this spell suffers no direct damage if hit, but becomes immediately subject to the effect of a number of Intensities of either Cold, Fire or Electricity equal to the Bramine’s Power Bonus. The number of Intensities is reduced by one for each point of targets AT against the chosen element. This ability has a cost of 250 Zeon.

    Glare of Protection: A target within sight of the Bramine and within 50 meters benefits from a bonus to All Resistances equal to the Bramine’s Presence for a number of turns up to her Power value or until deactivated by the Bramine as a Passive Action. Activating this ability has a cost of 50 Zeon and this ability can only be used on a single target at a time.

    Improved Abilities: The Bramine gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.

    Integrity: The Bramine grants for a turn a bonus equal to her Power to the Fortitude of an object which Presence is equal or lower than double her Presence plus her Power Bonus. Using this ability has a cost of 20 Zeon.

    Master of Meditation: The master of the Bramine doubles all effects of Meditation for Zeon, Ki and Free Psychic Points recovery, as long as she is within the control range.

    Overwhelming Life: The Bramine projects an explosion of creation power that overwhelms beings disrupting the natural functions of living beings and the structural integrity of inorganic objects. The Bramine makes an attack with a Range equal to her Willpower in meters  against all beings and objects not directly in contact with the Bramine and invisible for all those that are unable to see magic. All targets hit by the attack, ignoring AT, must pass a PhR check against a Difficulty equal to double the Bramine’s Presence plus her Power Bonus. Living beings that fail the check are healed by a number of Life Points equal to their Failure Level, objects recover a level of Quality for each 10 points of Failure Level, and structures recover a number of Resistance Points equal to their Failure Level. Living beings, objects and structures that recover more Life Points, Quality Levels or Resistance Points than their maximum suffer the excess as Damage or Quality Level penalties. Creatures recover suffered damage at the rate of Life Points Sacrifice and suffer from an All Action Penalty equal to suffered Damage, recovering at the same rate. Using this ability has a cost of 50 Zeon Points.

    Shield Master: The Bramine gets +50 to her Defensive Magic Projection.

     

    KALIH

    Kalih are pure beings of Destruction Magic. As rare as the Bramine, Kalih only manifested on Gaia extremely few times. Their appearance is that of Baho little girls with a red skin and a chakra in the middle of their forehead, dressed like Baho’s warrior chaste. Their demeanor is extremely aggressive toward everyone and everything but their own master, toward which they are over protective and jealous. They don’t speak often and when they do, they do so with a ferociousness that defies their appearance. They always suggest to enter a fight whenever a situation escalates even the least bit and unless specifically ordered, they never stop to fight unless they’ve reduced to smithereens everything around them except for their allies.

    BASE CHARACTERISTICS:

    Base Attributes: Str 4, Dex 5, Agi 6, Con 3, Int8, Pow8, Wil8, Per6.

    Secondary Abilities: Intimidate30, Track30, Animals20, Magic Appraisal70, Withstand Pain50, Feats of Strength50, Poison50, Trap Lore20.

    Path Level: Destruction 20.

    INNATE POWERS:

    Mystical Flight: Kalih have a Mystical Flight value of 4.

    Lady of Destruction: Double Damage of Attack Spells employed by Kalih and add +40 to MR Difficulty of spells used by the Kalih.

    ENHANCEMENTS:

    Avatar of Destruction: For 5 turns, the Kalih doubles every numeral on Destruction spells cast. This effect does not stack with Lady of Destruction. When using this ability the Kalih enters a Berserk rage where she cannot discern friends from foes with the exception of her master, unless her master passes a Willpower check against a difficulty of 15. Activating this ability consumes 100 Zeon from the Master.

    Blast Master: The Kalih gets +50 to her Offensive Magic Projection.

    Destruction Barrier: The Kalih can defend as if employing a Supernatural Shield with a number of Resistance Points equal to 10 times her Presence lasting for a number of turns equal to her Willpower or until broken. Whenever blocking a supernatural attack, the shield completely nullifies it unless the user manages to pass a Power check against a difficulty equal to the Kalih’s Willpower. Physical Objects blocked by the Destruction Barrier must pass a MR check against a difficulty equal to double the Kalih’s Presence or be immediately destroyed. Using this ability has a cost of 150 Zeon.

    Destruction Incarnation: The Kalih can at will become an incarnation of Destruction, capable of making 4 Attacks in melee using her Offensive Projection as Attack and her Presence plus Power Bonus as Base Damage. Also, she can generate at will an aura with a range in meters equal to her Power Bonus lasting for one turn. All Destruction Spells cast by others within the area are considered as cast at one Casting Level higher, while all Creation Spells cast by others within the area are considered as cast at one Casting Level lower. Activating this ability has a cost of 20 Zeon.

    Glare of Disintegration: A target within sight of the Kalih and within 50 meters must pass a MR check each turn against double her Presence or suffer Damage equal to Failure Level. If inflicted Damage causes a Critical, the Critical Level is increased by a value equal to double the Kalih’s Willpower Bonus. Activating this ability has a cost of 50 Zeon and this ability can only be used on a single target at a time.

    Improved Abilities: The Kalih gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.

    Offense Advisor: Anyone in contact with the Bramine is granted a bonus of +20 to any Attack or Offensive Projection roll he/she makes.

    Sword of Kalih: The Kalih makes an energy-damaging Thrust attack using her Magic Projection +30 and a Base Damage equal to double her Presence plus her Power Bonus, with an AT modifier equal to half her Willpower value. The attack affects all individuals within a line up to her Presence in meters. This ability has a cost of 200 Zeon.

    Engine of Eradication: The Master of the Kalih can always spend 100 Zeon whenever she attacks or uses an Attack spell or ability in order to have any Damage she inflicts considered as a Life Points Sacrifice for the purpose of Regeneration.

    Wave of Annihilation: The Kalih makes an Energy attack against everything within a range equal to her Presence in meters and not directly in contact with her with a Base Damage equal to three times her Presence and, bonus to any Critical inflicted equal to her Presence and an AT modifier equal to -1 per 10 points of her Presence. Using this ability has a cost of 250 Zeon Points.

     

    SHEELITCH

    Seelitch are horrors only talked about amongst most expert occultist and their existence is even believed to be a mere legend by most of those that know about it. There are two theories about these spectral creatures. The first is that Sheelitch are generated by using the Shelee summoning ritual on an Undead (something that only an Undead summoner could normally do), making them a manifestation of whatever obscure these creatures have instead of a Soul, called Deathborn Sheelitch, the second theory is that Sheelitch are generated in the extremely rare case that a Shelee survives the death of her master, hence becoming an Orphan Sheelitch. Strange enough, both these theories are correct, since Sheelitch can be given birth in both these circumstances. These Selee appear as completely pale little girls with white blank eyes and white hair, wearing white rugged clothes. Sometimes Sheelitch own some dark and decayed  version of any elemental characteristic the have, like Faren Sheelitch being surrounded by spectral flames or Quinn Sheelitch having some dead dried flowers and plants on their body. Oddly enough it seems like Sheelitch have some “elemental” nature like their normal counterparts. This is easily explained for Orphan Sheelitch, which retain part of their previous nature, but occultists have found no explanation for such phenomenon on Deathborn Sheelitch. Possibly the elemental brand of a soul is somewhat inherited by Undeads as well and manifests when they give birth to a Sheelitch. Still, Sheelitch powers are pretty unique and terrifying. The demeanor of Sheelitch born from undeads is pretty similar to that of their elemental counterpart, but they tend to be more somber and grim. As for Orphan Sheelitch, they are either extremely depressed and grieving or terrifying vengeful spirits that spite all living (most often the second) and extremely dangerous creatures that often fall into the influence of a Dark Court of a Dullahan, where they somewhat substitute their dead master with the Dullahan himself. In the extremely rare occasion that an Orphan Sheelitch dead master is reanimated as an Undead, the Sheelitch will immediately reforge the bond with it, even if the

    BASE CHARACTERISTICS:

    Base Attributes: As Base Shelee, see below.

    Secondary Abilities: As Base Shelee, see below.

    Path Level: Necromancy 20.

    INNATE POWERS:

    Mystical Flight: Sheelitch have a Mystical Flight value of 6.

    Deathborn: When summoning a Deathborn Sheelitch, the Undead master must make a roll on the Shelee table as normal. The determined Sheele type is used only for Base Attributes and Secondary Abilities of the Sheelitch (and for its appearance at Game Master’s will).

    Magic Drainers: Whenever a Sheelitch inflicts damage by any mean on something that holds Zeon (living, undead or even a Zeon Container), she will drain a quantity of Zeon Points equal to the inflicted damage.

    Orphan: When a Sheele master dies, roll a d100 on a roll of 95+, the Shelee survives, but turns into a Sheelitch. She retains her Level, Presence, Projection, Initiative, Life Points, and Resistances. A Sheelitch MA is equal to that of her master at the moment of death and her Zeon reserve is equal to 10 times her Presence. A Sheelitch must substitute all her Elemental specific Improvements with as many chosen Improvements from the Sheelitch list. Also, if the Shelee had a Soul Shape, it will gain the Undead trait. Unless an Orphan Sheelitch finds her previous master in Undead form and reforms the bond with it, she cannot gain any more experience Levels. Orphan Sheelitch cannot become Familiars of other Undead creatures than their previous master. If a Sheelitch finds her previous master and reforges the Shelee bond with it, she restarts functioning exactly like a normal Sheelitch for all that concerns her attributes.

    Undead: Sheelitch are considered Undead Creatures and even when using the Soul Shape, the creature they mutate into gains the Undead feature for free.

    ENHANCEMENTS:

    Bone Armor: The Sheelitch is granted temporary additional Life Points with which to absorb suffered damage (but not self-inflicted Life Points Sacrifice) equal to double her Presence. The additional Life Points last until completely depleted or until a number of turns equal to the Sheelitch’s Willpower have past. Using this ability has a cost of 150 Zeon.

    Bone Spirit: The Sheelitch makes an Energy Attack invisible to all unable to see spirits using her Magic Projection +50 and a Base Damage equal to double her Presence plus her Power Bonus. If the spell misses the target, it will keep attacking it during following turns with the same Initiative of the Shelee and a Predetermined Final Attack value equal to that scored originally by the Sheelitch, until either it strikes the target, the target is erased from existence or the Sheelitch is taken out of combat. This ability has a cost of 150 Zeon.

    Dance of The Dead: In order to use Dance of The Dead the Sheelitch must declare it before rolling initiative and cannot perform any Active Action during the same turn. When using Dance of The Dead, the Sheelitch obliges all chosen Undead creatures (except for her master) within 50m to take a MR check against a difficulty equal to twice her Presence plus her Willpower Bonus immediately after Initiative is rolled. Those that fail, are under her control for a the full turn. Undeads under the Sheelitch’s control gain an All Action Bonus equal to double her Power Bonus for the full turn. Using this ability has a cost of 300 Zeon.

    Howl of The Bansheele: The Sheelitch starts howling affecting every living being within a range equal to her Presence in meters and capable of hearing her. All those affected by this ability must pass an MR check against a difficulty equal to double her Presence or suffer Damage equal to double their Failure Level. Each following turn the Sheelitch keeps using this ability, increase the MR difficulty by 10 and the range by a number of meters equal to her Presence. Targets that can somehow protect their ears can gain a bonus ranging from +10 to +40 to their MR while resisting to this power. The Sheelitch cannot cast spells while using the Howl of The Bansheele, but she can use her other Shelee abilities and maintain previously cast spells. Using this ability has a cost of 50 Zeon Points plus additional cumulative 10 Zeon Points per turn of use after the first.

    Improved Abilities: The Sheelitch gets +40 to her Secondary Abilities. This improvement can be chosen multiple times, but the bonus is reduced to +20 after the first time.

    Necromancy Mastery: For 5 turns, the Sheelitch gains a bonus to MA she can be transferred as well as MR difficulty of her spells and abilities equal to double her Power Bonus. In order to activate this ability, the Sheelitch must Sacrifice 50 Life Points and spend 250 Zeon points.

    Necrotic Renewal: The Sheelitch recovers 10 Life Points per turn regardless of her Regeneration value of 0 as an Undead.

    Necrotic Strength: Any undead in physical contact with the Sheelitch is granted the ability to use a number of Fatigue Points up to their Constitution value, as if they had the Use of Necessary Energy ki ability, despite being immune to Fatigue Penalties.

    Phylactery: The Sheelitch puts her heart into a container called Phylactery. She cannot be entirely destroyed by any kind of effect until her phylactery is. Even if annihilated, she will reform in the proximity of the phylactery within a daytime.

    Vampiric Shade: The Sheelitch can at will become a semi-transparent Vampiric Shade, with the Immaterial power, although she can touch at will anything. While in this state the Sheelitch can try to drain living beings touched or touching the Sheelitch, which must pass a MR check against a difficulty equal to double her Presence or suffer from a Life Drain equal to their Failure Level. Activating this ability has a cost of 20 Zeon.


  15. In DE there is already a lesser Ars Magnus called Yuuse Batto Jutsu that allows you to make the samurai style sword drawing at lightning speed and a full technique tree (Meizo's Way). I totally agree with Void Cabbage in reguard to Batto Jutsu Module, anyway. I used a Weapon Master who hid inside the armor 5 couples of different weapons and being capable of switching them at will without penalties allowed me to play extremely flexible tactics which made fighting a lot of fun (despite fights being possibly the worst part of this game due to the extremely slow game mechanics).

     

    As a general rule, most Style modules (and weapon modules) are extremely costly for non-weapon master characters, so I wouldn't reccomend most fighters to buy them, except perhaps for most useful ones (like the Defense Against Projectiles Module for characters wielding a two-handed weapon).

     

    As for buying DPs, this can be a worthy expense at most for classes that spend 15DP per multiple (Warrior/Paladin/Dark Paladin). Although 15DP for 8HP might seem a bad expense, there aren't too many ways of increasing your HPs and spending CPs on increasing CON is always a good idea, regardless of class, but especially for "physical" classes, so the bonus HP will increase as soon as you get more CON and with a CON value of 15 you have a reasonable 1HP/DP ratio even for such classes. Of course, Weapon Master is pro in this, since Weapon Master is the absolute Tank class in Anima.

     

    As a HUGE DP dump, I'd rather point out Wear Armor for ALL classes that spend 3DPs per point in it. Seriously, the character won't ever be capable of wearing anything decent...just stick to Armored Longcoats of increasing quality! Even for other non-Weapon Master classes I've got my doubts about the usefulness of spending huge DPs on Wear Armor ability...and since I only think that spending on Wear Armor is useful if you want to access GOOD plate armors, I can't see much use in spending at all on it unless you're a Weapon Master or at least a Paladin who gains +10 Wear Armor/Level (or unless you spent CPs on Use of Armor Advantage).

     

    As for Supernatural or Psychic Abililities for non Magic/Psychic Class, there are only two cases in which i would advocate them. The first is when building a character obliged to take either The Gift or Access to Psychic Disciplines but going for a non mystic/psychic class. After all a Duk'Zarist can be a technician and a Sylvain can be a Ranger right? In all these cases I would strongly reccomend to invest non-Combat DPs on the other primary ability in order to make it at the very least usable. Projection Modules are always useful unless you count on using only Effect Spells and self-boosting Psychic Powers (essentially from Physical Increment Discipline). As for the rest..spend on permanent Psychic Points for psychics (to increase base Potential and buying FEW useful Powers) and MA for casters. As for Paths, I'd definitely avoid attack oriented stuff, since your primary way of attacking will still be dealing blows. Earth/Air/Creation/Essence/Illusion are all paths that work very well for granting utilities to a fighter as well as War/Blood/Nobility/Time Subpaths (also Darkness and Light may come in handy, depending on the chosen class). Same goes with Disciplines (and yes, it hurts a lot that Duk'Zarist are obliged to take Pyrokinesis as their first), where I'd reccomend Physical Increase, Hypersensitivity, Teleport or some Psychokinetic powers. Also Electromagnetism and Telepathy can have their uses actually. Note: Path or Discipline is completely useless, just there are some that will do better for a fighter class, especially since you're not investing too much into them. Anyway, the second reason for a fighter class to spend on Magic/Psychic is for a Warlock/Warrior Mentalist who changed class to a pure Fighter or a Fighter Prowler or Domine class (you usually do this if you want at some point your Warlock/Warrior Mentalist to use techniques or Ars Magna, which would cost too much on the multiclass character). Such change allows the Multiclass to concentrate on fighting after having reached a decent enough level on his Supernatural Abilities, still there is no reason not to keep investing on these even if the growth on them slows considerably.

     

    As for the other DP dumps...Additional Attack Module: I never liked it too...making additional attacks in the traditional way is not that good, due to the huge Attack penalty, and adding more penalties isn't that great even if the opponent gains pealties for additional defenses. A character with Noah's Elan might though greatly reduce such penalties, but then again, even for a Weapon Master there are better places to invest the extra Combat DPs.

     

    Block and Dodge?! Lol...

     

    Ki Powers permanently decreasing stats...Never used them (and changed the final technique of Hypnos Requiem so it didn't have this disadvantage that made it trash), just like I never used the Final Technique Disadvantage. Even Previous Preparation is not worthy on my opinion...c'mon what's the use of a technique that you need 20 turns to prepare (and that's for a mere -10MK cost!). All this stuff can be nice for very focused NPCs who develop a single technique for a single purpose, but otherwise I can't see any use for this stuff.

     

    My two cents, of course.


  16. My count is that maximum quality for Sun is +25, by the way I only allow qualities beyond +25 (up to +35) to exceptionally rare cases in which extremely rare and powerful divine powers are involved...well Luna grabs forgotten stuff, so, although hardly it can grant you +35 jugs and +30 butter knives!


  17. ENNEATH

    Being a religion, Enneath requires people to believe in it, in order for synchronization with The Kalih to happen. The character will only gain one fixed power for each 10 points of Elan attained with the Kalih. Moreover synchronization with the Kalih should be possible only to followers of the Mulares strain or Zafires with a very strong devotion toward the Kalih (which is unlikely).

    THE KALIH

    GIFTS

    SHOTETH’S DARKNESS

    The character gains a bonus to his/her Intimidate and Persuasion Secondary Abilities equal to his/her Elan Level.

    COST: 10. ELAN: 10.

    ANIUE’S RITUALS

    This character automatically gains the first two Spells from the Death Subpaths, which he/she can use (even if he doesn’t have the Gift) freely following the normal rules for Magic. If the character is proficient in Summoning, his Banish ability can be used on Undead creatures as well. If the character already has the listed spells, he/she gains instead +1Intelligence when calculating the Casting Level with such spells.

    COST: 10. ELAN: 20.

    HAREKRATE’S TEACHINGS

    The character gains a bonus to his/her History and Occult Secondary Abilities equal to half his/her Elan Level. This power also improves Aniue’s Rituals, adding the first two Spells from the Letters and Knowledge Subpaths to those the character can use. The character can use his/her Attack or Psychic Projection value for Offensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

    COST: 10. ELAN: 30.

    SHANURA’S SANCTUARY

    Once per day per 10 points of Elan Level, the character can select an area with a radius up to his/her current Elan Level in meters to become impenetrable to people with offending intention toward anyone inside of it, thanks to an invisible barrier. Those trying to force the barrier must pass an MR check against a difficulty equal to the character’s Elan Level +40 or will be stopped from entering and cannot take a new check until 5 turns have passed. The Sanctuary won’t last more than 1 minute per point of Elan Level the character possesses.

    COST: 10. ELAN: 40.

    AMPUNE’S LAND

    This power improves Herekrates’ Teachings, granting the first four spells from all aforementioned Subpaths, as well as the first four spells from the Umbral Subpath. Also, the character will increase his base MA by 5 points while using Spells granted from his/her Elan or regenerating Zeon. The character can use his/her Defense or Psychic Projection value for Defensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains +1Intelligence when calculating his Casting Level with such spells as well as benefitting from the MA and Magic Regeneration bonus granted by this Power.

    COST: 10. ELAN: 50.

    YARETH’S REVENGE

    The character gains a +5 All Action Bonus while acting for achieving a revenge. This power also improves Ampune’s Land, adding the first four Spells from the War Subpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

    COST: 10. ELAN: 60.

    MADA’S PEACE

    All those within a radius in meters equal to one fifth of this character’s Elan in meters must make an MR check against a difficulty equal to this character’s Elan plus 50 or become Fascinated. This power also improves Yareth’s Revenge, adding the first four Spells from the Peace Subpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

    COST: 10. ELAN: 70.

    JERUTH’S JUDGMENT

    This power improves Mada’s Peace, granting the first six spells from all aforementioned Subpaths. Also, the character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon, and a bonus to his/her Zeon reserve equal to five times his/her Elan Level. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

    COST: 10. ELAN: 80.

    AMENOTHEP’S LAW

    The character gains a bonus of +1Power, +1Willpower, +1Intelligence, and rolls of 2-3 on Ability checks made by this character are no longer considered Fumbles. This power also improves Jeruth’s Judgement, granting the first seven spells from all aforementioned Subpaths.

    COST: 10. ELAN: 90.

    JIHAMATH’S KALIH

    This power improves Amenothep’s Law, granting the first nine spells from all aforementioned Subpaths. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Also, the character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon. The character becomes completely impervious to attacks that are unable to damage energy. Furthermore, this character’s actions become Jihamath’s will, so all those who oppose him/her cannot make use of Destiny Points, while, this character’s Destiny Point pool is immediately increased to 10 and he/she will recover 1 Destiny Point per hour.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +2 Fighting Christianity.

    +1 Converting others to the religion of Enneath.

    +2 Defeating a lesser Djinn.

    +2 Blindly following the Inara.

    ELAN HIGHER THAN 50

    +2 Converting a nation to the religion of Enneath.

    +4 Converting a Christian nation to the religion of Enneath.

    +1 Dedicating life to eradication of those following the Qamar.

    +2 Defeating a major Djinn.

    LOSING ELAN

    -3 Losing faith in Jihamath.

    -2 Not performing the rituals required by Enneath faith.

    -5 Losing to the temptation of Qamar.

     

    OPOSIUM

    Being a religion, Oposium requires people to believe in it, in order for synchronization with Ormuz and Ahriman (C’iel and Gaira) to happen. The character will only gain one fixed power for each 10 points of Elan attained with Ormuz and Ahriman. 1, 2, and 3 CPs spent on starting Elan with Oposium only confer 20, 35 and 45 points of Elan respectively, instead of the usual amount.

    ORMUZ & AHRIMAN

    GIFTS

    SPARKLES OF LIGHT ARE SHADES OF DARKNESS

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 10 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 10.

    A CANDLE IS A GAP

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 20 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 20.

    A TORCH IS A BILD SPOT

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 30 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 30.

    SHINE IS SHADOW

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 40 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 40.

    DAY IS NIGHT

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 50 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 50.

    PURE WHITE IS PITCH BLACK

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 60 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 60.

    LIGHT IS DARKNESS

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 70 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 70.

    A STAR IS A BLACK HOLE

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 80 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 80.

    A GALAXY IS THE VOID SPACE

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 90 or less, ignoring other requirements. The character will be permanently granted the two gifts.

    COST: 10. ELAN: 90.

    ORMUZ IS AHRIMAN

    The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 100 or less, ignoring other requirements. The character will be permanently granted the two gifts. The character won’t be considered Avatar of any entity, anyway.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +1 Convincing others of absolute necessity of opposites and conflict between them.

    +1 Serving the interests of Gaira as much as those of C’iel in a specific quest.

    +1 Serving directly the Giovanni dynasty in a specific quest.

    ELAN HIGHER THAN 50

    +1 Saving the life of a member of Giovanni dynasty.

    +1 Saving Gaia from destruction or from a balance breaking event of great magnitude.

    +1 Opposing successfully those that try to destroy Gaira, C’iel, Shajads or Beryls.

    LOSING ELAN

    -3 Serving directly the cause of a specific Shajad or a specific Beryl.

    -3 Trying to oblige others to follow Oposium religion.

    -3 Deliberately ignoring and choosing not to intervene to oppose a threat to Gaia.

    -3 Killing a Giovanni family member.

     

    ARIUM

    Being a religion, Arium requires people to believe in it, in order for synchronization with The Nexus to happen. The character will only gain one fixed power for each 10 points of Elan attained with The Nexus. Note that all bonus to summoning conferred by these powers will never apply to Undead creatures, since those are out of the Nexus system.

    THE NEXUS

    GIFTS

    KNOWLEDGE OF THE NEXUS

    The character gains a bonus to his/her Animals, Herbal Lore and Occult Secondary Abilities equal to his/her Elan Level.

    COST: 10. ELAN: 10.

    GATE KEEPER

    This character has a bonus to his/her Summon and Banish Summoning Abilities and Magic Appraisal Secondary Ability equal to half his/her Elan Level.

    COST: 10. ELAN: 20.

    CREATURES MASTER

    The character has a bonus to his/her Control and Bind Summoning Abilities and Composure Secondary Ability equal to half his/her Elan Level.

    COST: 10. ELAN: 30.

    ENERGY OPTIMIZATION

    All summoning rituals and spells performed by this character have a Zeon cost reduction equal to this character’s Elan Level up to a minimum cost of 10Zeon Points. Summoning by ki is reduced by 1Ki point per 10 points of this character’s Elan Level, up to a minimum of 1Ki per seal. Techniques have a cost reduction of l Ki point on anyone chosen characteristic per 10 points of this character’s Ean Level, up to a minimum of 1Ki per characteristic. When employing a Psychic Power, the character reduces the Psychic Potential employed in its use by a quantity equal to half this character’s Elan Level, up to a minimum of 10 points of Psychic Potential.

    COST: 10. ELAN: 40.

    ELEMENTAL SHIELD

    This character halves damage from Air, Earth, Water or Fire based attacks.

    COST: 10. ELAN: 50.

    ELEMENTAL CONTROL

    This character adds +10 to all resistance checks or to all actions involving powers related to Air, Earth, Fire, or Water elements.

    COST: 10. ELAN: 60.

    SUBDUE OPPOSITES

    This character halves damage from Light and Darkness based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Light and Darkness elements.

    COST: 10. ELAN: 70.

    NEXUS CHARGE

    The character gains an extra MA Multiple, +1Ki Accumulation on All Characteristics, and 1 Free Psychic Point, for each full 20 points of Elan Level.

    COST: 10. ELAN: 80.

    AEON CALL

    Once per month, this character can summon anyone Aeon (either as Creature or as Invocation) without need for a Summon check. The character will gain an extra bonus to his/her Control check against such creature equal to twice his/her Elan Level.

    COST: 10. ELAN: 90.

    ONE WITH THE NEXUS

    The character is considered as having Gnosis 45 when performing Summoning Rituals and is always considered as being in contact with a Controlled Magic Node with -3 to the Difficulty of Power Checks. This character halves damage from Creation, Destruction, Essence and Illusion based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Creation, Destruction, Essence, and Illusion powers.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +2 Dedicating one’s own life to the study of summoning.

    +2 Living close to magic and supernatural without losing sight of the natural world.

    +3 Submitting to one’s own will a more powerful entity.

    ELAN HIGHER THAN 50

    +4 Summoning and controlling successfully an Aeon or an entity of similar power.

    +3 Sealing a pact with an extremely powerful or demanding entity.

    +1 Making frequent use of High or Divine Magic at Arcane Level, or Pushed Level3 Techniques or Zen or higher Potential Level 3 Psychic Powers.

    LOSING ELAN

    -5 Losing interest in supernatural world.

    -3 Not feeling as part of an entwined wire of life, but feeling superior to it.

    -4 Hesitating in performing a dangerous ritual.

     

    ARAMENSE FAITH

    Being a religion, Aramense Faith requires people to believe in it, in order for synchronization with The Buried Gods to happen. The character should at the very least know the names of Devah and Ulrioka Yama. The character will only gain one fixed power for each 10 points of Elan attained with The Buried Gods. Should a character with synchronization higher than 80 pass near the burial site of an Aramense deity, there’s a slight possibility equal to 1% for each point of Elan Level beyond 80, that the god starts to unrest and eventually awakes.

    THE BURIED GODS

    GIFTS

    DESERT AND JUNGLE ARE HOME

    The character is immune to dehydration effects and can easily withstand extremely high or low temperatures, gaining an actual natural AT2 against Fire and Cold attacks that count as an additional layer that inflicts no penalties. If the character had the Vulnerable to Heat/Cold disadvantage, penalties for it are halved.

    COST: 10. ELAN: 10.

    RELENTLESS PHYSIQUE

    The character gains +1Fatigue Point per 10 points of Elan.

    COST: 10. ELAN: 20.

    CONTROL OVER LIFE

    This character gains a bonus to his/her DR and VR equal to half his/her Elan Level.

    COST: 10. ELAN: 30.

    CONTROL OVER DEATH

    This character gains a bonus equal to half his/her Elan Level to all Resistance Checks against Criticals and effects that cause instant Death, including Between Life and Death checks, and can act as normal even with negative Life Points.

    COST: 10. ELAN: 40.

    SAND MUMMY SHAPE

    The character can turn his body into that of a mummy made of sand for a number of turns per day equal to his/her Elan Level. The character halves all damage suffered from Cut, Impact or Thrust attacks. Whenever this character deals damage to an opponent by any mean, the target must surpass a PhR check against dehydration with a difficulty equal to suffered damage plus this character’s Elan Level. Failure of the check causes an additional life points loss and All Action Penalty equal to half the failure level (rounded up). The All Action Penalty is recovered at a rate of -5 per hour. Water Elemental beings suffer life points loss and All Action Penalty equal to their failure level instead.

    COST: 10. ELAN: 50.

    ADIAN

    The character attracts an animal spirit, called Adian, that forges with him/her an unbreakable bond. The Adian will act similarly to a Familiar, however the character won’t hold true power over it (although he/she can request its help voluntarily). The Intelligence of the Adian is increased by 5 points and whenever the character gains a level, so does the Adian, who will be allowed to spend his DPs in acquiring essential abilities and powers as if it were a Spiritual Being with Gnosis 30. The Adian has telepathic communication with its master and they can connect their senses. In case the Adian is destroyed or killed, the master can bring it back to life by sacrificing 10 Elan Points.

    COST: 10. ELAN: 60.

    ULRIOKA YAMA’S SANDS OF TIME

    Once per day for every 10 points of Elan Level this character has, he/she can create a temporal distortion affecting himself. For the following 5 turns, the character will be entitled to play 2 turns for each turn played by other characters. During the additional turns the character will not be allowed to interact with other individuals, but will be otherwise allowed to perform any action.

    COST: 10. ELAN: 70.

    DEVAH’S LIFE AVATAR

    Life replenishes the character’s essence. The character gains a bonus to his/her Life Points equal to twice his/her Elan Level and needs to be brought to ten times his/her Constitution value below 0 in order to be killed.

    COST: 10. ELAN: 80.

    THE SLUMBER OF GODS

    The character may synchronize his essence with that of the Slumbering Gods, benefitting from the revitalizing effects of their rest. In order to do so, the character must sleep regularly eight hours per day, during which he/she will be considered as suffering from the Deep Sleeper Disadvantage. While synchronized to the Slumber of Gods the character stops aging, and adds +1 to his/her Regeneration rate per 10 points of Elan Level and can regenerate at rates higher than 18. Also, the character gains an additional Zeon Regeneration Multiple per 10 points of Elan Level and will regenerate an extra Ki point per characteristic and an extra Psychic Point per time unit normally used. Finally while synchronized to the Slumber of Gods, the character will recover 1 Fatigue Point per turn. Unfortunately the Slumber of Gods can be tough for a mortal mind, hence each passing month of continued use of this ability, the character must roll a d100 and if the result exceeds his/her current Elan, the synchronization immediately stops and the character will suffer from the 2CP Nightmares Disadvantage for a full month, during which he/she won’t be able to synchronize with the Slumber of Gods.

    COST: 10. ELAN: 90.

    DREAM OF UNNAMED GODS

    Once per day per 20 points of Elan Level the character can cast anyone spell at Base Casting Level from the Creation, Destruction, Fire, Earth, Air, Water, or Essence paths, or from the Death, Blood, Dreams, Time, Animal, or Plant subpaths. The spell is cast and maintained for free for an entire day. The Casting Level of these spells can be increased by spending 1Fatigue Point per additional Casting Level. This ability allows use of High and Divine Magic as well, but 10 and 20 Life Points respectively must be sacrificed for each casting of such spells.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +1 Accepting decisions of one’s own superiors only if just.

    +2 Fighting against survival from persecution.

    +2 Opposing physically or on a theological ground to Enneath followers.

    +2 Fighting bravely to defend one’s own home or companions.

    +2 Remembering to others of the existence of buried Aramense gods.

    ELAN HIGHER THAN 50

    +2 Protecting from complete eradication a medium to large group of people faithful to Aramense Faith.

    +4 Causing awakening of Buried God or converting a huge community to Aramense Faith.

    +2 Fighting and defeating on physical or theological ground an important representative of a religion that has an oppressing demeanor toward Aramense Faith.

    LOSING ELAN

    -1 Collaborating with a follower of Enneath.

    -3 Indulging in masochism and causing damage to one’s self stupidly.

    -2 Having an aggressive demeanor toward other religions.

    -2 Renouncing to protect something important to one’s self.

    -3 Rebelling against a just order from a superior.

     

    THE ASCENDED

    The Path to Ascension is a religion and requires people to believe in it. The character must know (or try to learn as much as possible) of the detailed history and lifetime of an Ascended imitate him/her in everything. The character will only gain one fixed power for each 10 points of Elan attained with The Path to Ascension. Gaining Elan with The Path to Ascension is completely independent from gaining Elan with other powers. Actually, at any moment, a character can sacrifice his Elan Level with any power, to reach the same Elan Level with The Path to Ascension, as far as the other conditions are satisfied.

    THE PATH TO ASCENSION

    KNOWLEDGE OF THE ASCENDED

    The character gains a bonus to his/her History and Occult Secondary Abilities equal to his/her Elan Level.

    COST: 10. ELAN: 10.

    DO THE IMPOSSIBLE

    The character gains the Inhumanity ability. Upon reaching Elan 70, this character gains the Zen ability.

    COST: 10. ELAN: 20.

    ABILITIES OF THE ASCENDED

    The character gains a bonus equal to his/her Elan Level to 5 Secondary Abilities chosen by the master, that vary depending on the chosen Path to Ascension.

    COST: 10. ELAN: 30.

    SEE THE INVISIBLE

    The character becomes able to see ki energy and psychic matrices. Upon reaching Elan60, the character becomes able to see magic. Upon reaching Elan80 the character gains the See Supernatural Creature Power. Finally upon reaching Elan100 the character gains the True Sight Creature Power.

    COST: 10. ELAN: 40.

    HEROIC NATURE

    The character gains the Fortunate Advantage, as well as either one between the Charm or the Disquieting Advantage (depending on the chosen Path to Ascension).

    COST: 10. ELAN: 50.

    TOUCH THE UNTOUCHABLE

    The character becomes able to damage all kind of beings, regardless of immunities, or protections, except he won’t still be able to affect beings with high enough Gnosis.

    COST: 10. ELAN: 60.

    FLAWLESS ESSENCE

    Upon gaining this power, the character will lose all his disadvantages at a rate of 1CP per month.

    COST: 10. ELAN: 70.

    BREAK THE UNBREAKABLE

    This gift removes the Gnosis limit to that which can be affected from this character’s attacks or powers. Also, the character becomes able to inflict Criticals on creatures which are normally immune to it.

    COST: 10. ELAN: 80.

    RAW! RAW! FIGHT THE POWER!

    This character gains a +20 All Action Bonus, whenever he/she is fighting against one or more higher level opponents. This character’s attacks against opponents with Natura higher than 10 and/or Gnosis higher than 25 gain a Base Damage bonus of +50.

    COST: 10. ELAN: 90.

    ASCENDED

    The character can either gain Gnosis 40, except he/she won’t be able to spawn Avatars, or remain mortal. If the character chooses to remain as a mortal, he/she will automatically be considered to have Natura20 and gain 300DP to spend on his/her abilities, that don’t count toward Level calculation and/or for primary abilities allocation, although no more than 160DPs can be spent on Attack and Defense (halve maximum DPs for characters that developed only one of the two abilities), and no more than 80DPs on Projection abilities. If the character became an Ascended by sacrificing the 100% Elan synchronization with another Power, he/she may choose to keep his/her Avatar Power (without being considered an Avatar anymore), as well as any Elan power he/she wants to retain, but at the cost of one power from the Path to Ascension list with at least equal Elan Requirement, for each power he/she wants to preserve from the previous Elan synchronization (without applying any requirements).

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +2 Living following the example of imitated Ascended.

    +1 Honoring the memory of imitated Ascended.

    +2 Getting fame.

    ELAN HIGHER THAN 50

    +2 Making an important feat that remembers something done by the imitated Ascended.

    +1 Making a public show of actions that decisively transcend human limits.

    +3 Performing something that will be talked about for centuries and being renown to be the one that did it.

    LOSING ELAN

    -4 Having inferiority complexes.

    -2 Renouncing to improve.

    -4 Accepting the impossibility of doing something.

     

    THE CHILDREN OF JUDAS

    The Children of Judas is a strong atheist philosophy and requires people to believe in it. The character must actively scorn religions and believe in the possibility for mankind to surpass all self-imposed bonds. The character will only gain one fixed power for each 10 points of Elan attained with Judas Philosophy.

    JUDAS PHYLOSOPHY

    A MATERIAL WORLD

    The character gains a bonus to his/her Science and Appraisal Secondary Abilities equal to his/her Elan Level.

    COST: 10. ELAN: 10.

    CLAD IN STEEL

    The character gains either a bonus to his/her Wear Armor Primary Ability equal to his/her Elan Level or an equal bonus to his/her Life Points.

    COST: 10. ELAN: 20.

    UNYELDING IN THE FACE OF GOD

    The character gains a bonus equal to half his/her Elan Level to PhR, DR, and VR.

    COST: 10. ELAN: 30.

    A WILL TO DEFY GOD

    The character gains a bonus equal to half his/her Elan Level to MR, and PsR, and has the Inhumanity ability.

    COST: 10. ELAN: 40.

    LEARNING THE HARD WAY

    The character is granted a bonus of +3 experience points per session per 30 full points of Elan Level he/she has, as well as a Single Weapon Module for each 10 full points of Elan Level he/she has. Upon reaching Elan 70, the character can choose for new modules to be Single Gear Modules instead of Single Weapon Modules. The maximum experience bonus per session is +9. If the character has the Learning advantage, he/she must apply the highest bonus between the advantage and this gift.

    COST: 10. ELAN: 50.

    OPPOSING GOD

    The character is granted a bonus to MK equal to half his/her Elan Level which can only be spent on Nemesis Powers. Penalties inflicted by Null Magic, Null Matrixes, and Null Bonds inflicted by this character are increased by an amount equal to this character’s Elan Level. Penalties inflicted by Null Ki inflicted by this character are increased by an amount equal to 1/10 of this character’s Elan Level.

    COST: 10. ELAN: 60.

    AGAINST ALL ODDS

    When making any Opposed Ability Check against a Technique, Spell, or Psychic Power, the character gains a bonus equal to half his/her Elan Level. When making an Opposed Characteristic Check against a Technique, Spell or Power, the character gains a bonus of +1 for each 20 points of Elan Level he/she has. The character is also granted the Zen ability.

    COST: 10. ELAN: 70.

    GOD MAY CRY

    This gift removes the Gnosis limit to that which can be affected from this character’s attacks. Also, the character becomes able to inflict Criticals on creatures which are normally immune to it.

    COST: 10. ELAN: 80.

    A POWER TO DEFY GOD

    The character is granted a Magnus for each 25 points of Elan Level. The character must satisfy any required prerequisite in order to choose an Ars Magnus. Also, the character gains additional ki points he/she can distribute as he/she wishes among his/her stats equal to his/her Elan Level, and 1 additional Ki Accumulation Multiple on four chosen characteristics for each 20 points of his/her Elan Level.

    COST: 10. ELAN: 90.

    THERE’S NO GOD

    The character can perceive Elan and Gnosis in other people, becoming able with the use of this power to distinguish between different synchronizations and to quantify roughly the Elan Level of individuals. The character can, at will, momentarily subtract half his Elan Level from the Elan Level of any other individual, weakening his/her Elan powers. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power does not actually affect Elan, but only its use, and remains active for a number of days equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per minute on a single individual. The character can also at will decrease the Gnosis of other beings by 5 points for each 50 points of his/her Elan Level. A creature retains all its Essential Abilities and Creature Powers even if his/her Gnosis drops below the necessary level, but Gnosis-related powers, such as Auspice or Avatar, will momentarily disappear if the Gnosis drops below the required value. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power remains active for a number of turns equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per day on a single creature.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +3 Convincing someone else of non-existence of Gods.

    +2 Living believing only on yourself and others.

    +2 Defeating minions of the Powers in The Shadows.

    +5 Converting a minion of the Gods or of the Powers in The Shadows to Judas cause.

    ELAN HIGHER THAN 50

    +1 Living showing others that you can always do without the Gods.

    +2 Converting to Judas Philosophy a Cleric or a Champion of another cult.

    +2 Erasing a religion from Gaia.

    +3 Successfully opposing a Power in The Shadows or a God.

    LOSING ELAN

    -2 Voluntarily taking part in a religious ritual.

    -4 Bowing to a superior power.

    -3 Asking a supernatural power for protection.

     

    THE PRIMEVAL GODS

    The cult of the Primeval Gods is a secret cult and requires people to believe in it. The character must actively follow the cult and office rituals for the Primeval Gods. The character will only gain one fixed power for each 10 points of Elan attained with The Primeval Gods.

    PRIMEVAL GODS

    THE SECRETS OF MADNESS

    The character gains a bonus to his/her Intimidate and Occult Secondary Abilities equal to his/her Elan Level.

    COST: 10. ELAN: 10.

    THE VESSEL OF PLAGUE

    The character gains a bonus equal to half his/her Elan Level to DR. Whenever the character passes a DR check, he/she becomes a vessel for the Disease, while being immune to it. Upon reaching Elan50, anyo Disease carried by the character gains a bonus to the Difficulty of its DR check equal to half his/her Elan Level. Upon reaching Elan80 any Disease carried by the character becomes Contagious, unless already Contagious or a Plague. Upon reaching Elan100 any Disease carried by the character becomes a Plague, unless already a Plague.

    COST: 10. ELAN: 20.

    UNENDING HORROR

    The character gains a bonus of +1Regeneration per 20 points of Elan Level. Upon reaching Elan90, the character can reach Regeneration values of 19 or 20.

    COST: 10. ELAN: 30.

    OCCULT TRAINING

    The character gains a bonus equal to half his/her Elan Level to either two chosen Summoning Abilities or to Magic Level.

    COST: 10. ELAN: 40.

    THE MASK OF PRIMEVALS

    The character can cast for free once per Day per 20 points of Elan Level the “Whispers from The Other Side” spell for free, which is automatically maintained for free for 5 turns. Upon reaching Elan75, the character can choose to cast the “Terror” spell instead. Upon reaching Elan100, the character can choose to cast the “The Fear Made Flesh” spell instead.

    COST: 10. ELAN: 50.

    PRIMEVALS’ BLESSING

    The character is automatically affected from the Chaotic Mutation spell cast at Base Casting Level, without MR allowed. The effects of the spell are further increased to Intermediate, Advanced, and Arcane Casting Level at Elan 70, 80, and 90 respectively. At Elan 100, the spell effect is further increased as if the spell was empowered with a Reinforce Magic Spell.

    COST: 10. ELAN: 60.

    THE SWARM OF PLAGUE

    The character can at will be surrounded by a swarm of poisonous insects acting like an Insect Plague centered on but not affecting him/her. The spell is cast at Base Casting Level. The Casting Level increases for each additional 10 points of Elan.

    COST: 10. ELAN: 70.

    REANIMATOR

    Once per month the character can reanimate a dead person or creature as if casting a True Rise spell on it, but without any Level limit. Reanimated people and creatures are bonded to the character as if they had failed the Resistance Check of a Vassalage spell.

    COST: 10. ELAN: 80.

    THE PRIMEVAL STIRRING

    Once per day per 20 points of Elan Level the character can cast anyone chosen spell between: Hurricane, Tsunami, Fire Storm, and Earthquake. All spells except for Tsunami are maintained for 5 turns each time they’re used. All these spells are cast at Advanced Casting Level. The Casting Level increases for each additional 10 points of Elan.

    COST: 10. ELAN: 90.

    THE PRIMEVAL CALL

    The mere presence of this character in an area begins to attract all sort of evil and monstrous creatures on it, even opening portals between dimensions to allow such creatures to reach the character’s surroundings. Beings associated with chaotic forces and with the Primeval Gods are particularly responding with this gift. The character himself has no control over such creatures, but will generally be the last target of these creatures intents and creatures capable of reasoning will most often recognize him/her as a possible ally.

    COST: 10. ELAN: 100.

    ACQUIRING/LOSING ELAN:

    ELAN LOWER THAN 50

    +1 Sacrificing a human or equivalent life to Primeval Gods.

    +2 Sacrificing several human lives to Primeval Gods.

    +2 Subdueing mutated creatures associated with Primeval Gods.

    +2 Bringing new members into the cult of Primeval Gods.

    ELAN HIGHER THAN 50

    +3 Becoming mad.

    +4 Sacrificing an entity with either Natura 20 or Gnosis higher than 30 to the Primeval Gods.

    +3 Spreading a plague within a human or equivalent population.

    +10 Awakening a Primeval God.

    LOSING ELAN

    -5 Not performing a ritual due to moral issues.

    -2 Not performing sacrifices to Primeval Gods for a time longer than a month.

    -3 Renouncing to acquiring power or knowledge for fear of consequences.

×
×
  • Create New...