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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:36:27 GMT -5
The Changing of the Guard
Chapter 1 – Crashing Heavens Abdicates (Introduction and Character Generation)
Chapter 2 – Census of the New Guard (Races and Classes)
Chapter 3 – Encyclopedia Heroica (Paranormal Abilities, Equipment, Skills, Merits, Traits)
Chapter 4 – Guardian’s Atlas (The World Summary)
Chapter 5 – Narrator’s Notes (GM Guide) Crashing Heavens Abdicates
It has been merely a few years since the destruction of the All-Monster. Thrash Ranari, Badcat Xiang, Xenocratis Venificum Secutor, Fred Lumina-Weise, Firebrand the Red Blaze, Dragon Lancer, Ebony of the White Heart, Sylphana Rossis, and untold numbers more have passed into fame and fortune. With the ringing of the Golden Knight’s final words, “Let this be the final battle”, has passed an old age, and into a new. People reminesce over the rapid change: the United States’ Cryo program coming to an end, attempts at world peace and revolutionary change finally becoming plausible, demons and humans living in harmony, Hell itself becoming a place for redemption and not for punishment. Unfortunately, the Old Guard, the term coined by Badcat himself regarding him and his colleagues, is now so in demand throughout the universe and through untold time periods that they can do very little. Too much of their time is spent managing, preserving the current gains, defending, and preparing the world for hope and happiness. And all new eras are won, regrettably, partially in blood. For political and economic change, heroes have no place. Now the Old Guard has become bureaucrats, administrators, instead of riding out in the glorious Ranger’s Wings, preparing to save the universe from they who seek to control Fate. Crashing Heavens is almost officially disbanded – the Rangers almost becoming a charity organization. But there is still work for heroes to do. Not all is well in the transition to the new age, and the vacuum left by the departing Old Guard has made an exciting new time for heroines and heroes of all ilks. Needless to say, your characters belong in this time period. Now a name can be made for oneself. You have been selected by the original Crashing Heavens to fill their shoes and help to create a new world. You are the clichéd best and brightest. In the words of Badcat, now a premier quipster, “Go out and kick some new ass.”
Initial Comments
The most important thing to note at first is that this will be a party game, unlike many of my current games, and teamwork will be essential. Even more important, I want everything to be entirely new. Why? This is the era of new heroes, and new stories need to be written. So don’t try to convert your favorite character – chances are they fought with the Old Guard and are now enjoying a cushy retirement.
This will be a mostly freeform game. I obviously am the final arbiter, but I’m creating a world with tremendous possibilities to do what you wish in, as long as it’s reasonably in character. There will be missions so as to provide a guiding framework, but besides that, it’s your game. I’m simply the editor and scriptwriter for a play you improv on.
So, weigh all your options. I’ve made the variety of abilities pretty staggering, but you always have me to offer suggestions and to guide.
Story Background
Eons ago, an ancient force known as the Creator helped to form and guide the planet that Thrash, Badcat, Xenocratis, etc. hail from, Hael. It decided to create two offspring to assist in the process and form a triad, a stable allegiance, but the two children became diametrically opposed, and waged war all over the planet. The ostensibly good one, the Golden Knight, was trapped in a dimensional prison and guarded by her friend, the Crystal Knight. The evil one was trapped in a mysterious dimension that was somehow tremendously powerful. This son, the All-Monster, discovered that the dimension next to his was where universal forces conflagrated, where all the lost possibilities came to rest. This was, in short, where Fate was kept. The All-Monster worked and worked to burrow a hole through the dimensions, slowly recruiting a number of Avatars, orindividuals who agreed to gain much power in exchange for unity with him. The All-Monster opened the hole 1000 years ago. Four impromptu Councils, of Ancients, Warriors, Magicians and Beasts, formed to destroy it. Among them was O'Tengu, a Universal Future Magi of the Ateng race, a natural magical being representing the possibilities of the future who had formed a unique body for martial arts. Another was Ranari, an ancestor of Thrash who wielded the Neutral Excalibur. Two others were Merlin and King Arthur, representatives from the distant Earth. The Councils met to destroy the Avatars and the All-Monster, but were too few and too exhausted to do so, and could only seal them away, then themselves get sealed away. Again, the Final Battle was prolonged. Recently, a young human Power Magi named Fred Bourgault-Weise was found by Crashing Heavens, three of the greatest demon hunters ever seen. When he was brought to the planet, it and countless other worlds formed into a tenuous dimensional unity. The boy went on his own, found out about the All-Monster, and arrayed an army of the greatest heroes and heroines to destroy the All-Monster. He won the Dark Tournament, helped Firebrand unleash the Red Blaze, and even became a Universal Magi, being revealed to be the reincarnation of O'Tengu. The Final Battle finally occured, and the Golden Knight and the All-Monster locked away.
A Note on Augmentation
In even recent days, personal augmentation through various artificial means was considered a joke, a crutch for fighters. Zeru mocked Hiei for his artificial Jagan Eye; cyborgs were never given the same respect as golems; and so on. This, in part, stemmed from the simple fact that augmentation usually was inferior. For example, while an ordinary third eye would simultaneously broaden the array of psychic abilities available and the level and efficiency of ki available to the user, the Jagan Eye would net-subtract from this.
But Old Guard members blew this conception to pieces. Remember: Even in areas of the Universe where people don’t perceive the threat the All-Monster did pose, the Old Guard continues to help them, assisting in terraforming planets for the increasing immortal population, restructuring health systems and industries with amazing technology, facilitating trade and scientific development, and handling crises. The Old Guard are respected, and due to the need to quickly fight against the All-Monster, several of them used augmentations. Fred, for example, submitted to a Magi Cyborg procedure.
As the state of the art advanced, however, personal augmentation began to be considered serious. Perhaps the first indication was the growing role of symbiotes. Where a person like Spiderman feared symbiotes, an ordinary person like Eddie Brock did not fear to tread, and reaped the rewards. It turned out that some, like the Daemonix, benefited uniquely from new augmentations. At the same time, Hiei’s creation of a Ja Ou En Satsu Ken technique that surpassed all others convinced people that even false third eyes could allow unique and powerful abilities to be seen.
This is not to say that all personal augmentation is accepted. A person with no affinities who simply spends money on augmentation is known as anything from a “Golden Claw” (the name of a group of billionaires who augmented themselves and performed crimes, then defeated by Fred early on in his career) to a “Gee-Wiz” (a combination of “Gee-gaw” and a silly name for a wizard) to an “M&M” (Machine and Man, or Modified Man). Even less accepted among many are immoral and destructive augmentation: for example, transformation into the undead or bio-wizardry that takes parts from living creatures and even lobotomizes Zembahk and Eyes of Eylor so as to create items.
However, in cases where the augmentation (whether it be cybernetic, chemical, supernatural, or whatever) is used creatively and to bolster a good fighter, it is considered the same as training or a training supplement. There are some holdout purists, but success is its own advertisement, and quickly it is becoming accepted. Even some countries are putting chemicals in the water demonstrated to raise the chance of mutation and supernatural occurrence. (Of course, the populace often takes up arms, and often rightly, arguing both that the practice is unsafe and immoral; but many times, governments are able to assuage these concerns, usually with a scathing and grueling examination by a trusted Old Guard member).
At this point, augmentation can be purchased with only trade-offs, no true penalties. Cybernetics can be put into place that only changes, not harms, personal paranormal energy; chemicals can be used in ways that do not shorten the lifespan such as the old Juicer, and so on.
So, player characters should not be surprised that it is considered acceptable, even admirable, to submit the body to experiments and enhancements. But this should nonetheless be played up. A purist should mock a member of the party with an artificial Sharingen or a Jagan; someone should make a crack about a character’s cybernetic arm; and so on.
Steps for Character Creation
1. Flesh Out an Idea Come up with an idea of what you’re trying to create at first. Look through Races and Classes and Traits and consider how they interplay. 2. Pick a Race, Assign Attributes 3. Pick A Class, Assign Attributes, Choose Abilities 4. Choose Skills, Merits
Alignments
It is tempting to say that the Grand Cosmos system has no Alignments. It only has personalities. After all, someone committing themselves abstractly to a notion of Good could commit tremendous evil and a lowlife scum could momentarily do quite a bit of good, maybe intentionally, maybe not. But I don't wish to suggest that ethical judgments are not made in any Grand Cosmos setting, CotG or otherwise. Clearly relationships of right and wrong govern and interplay with personality: The two are connected but somewhat distinct. So, instead of categorizing into Good/Evil or Lawful/Chaotic or other dichotomies, I will list a number of ethical outlooks PCs and NPCs might take, as well as noting some axes and philosophical debates.
One may note that I'm not including religious archetypes in here. That's an intentional omission, but one of scale, not philosophy: listing all the permutations of theologies and their associated ethical outlooks would take years to properly enumerate, especially if fictional ones are included. If someone wants to make a devout character, they can either fit them into an existing Archetype or append that religious devotion to another Archetype and note in what situations which part of the character will win over which other part. GMs will have the final say on how they treat matters of faith, spirituality and religion generally. If your GM wants to avoid the matter, run with it and simply choose the closest available Archetype. I prefer to include it because it artificially places a stop sign over a whole realm of human behavior, but do attempt to keep any conflicts that emerge in game.
Ethical Archetypes
The Ascetic: These are extreme religious or philosophical viewpoints. One could even argue that they are not ethical viewpoints at all. These individuals view a life of contemplation, meditation, thought, or similar as a high or the highest goal. Whether they be seeking nirvana, heaven, philosophy in the Aristotelian sense or just peace with themselves, they refuse to be involved in the matters of the world, to the point that they do not even make judgments about it and in general are irked by its being mentioned. Some view the real world as an illusion or distraction and refuse to have anything to do with it. If everyone else did the same, they reason, ethics wouldn't matter. They are distinct from Pacifists in that many Pacifists are quite concerned with the real world and from Scientists in that Scientists demand to interact with the existing universe, though they agree with both on the matter of leaving others alone and suspending ones judgment in favor of compassion (or, for some ascetics, dispassion). Ascetic PCs are quite difficult to play in most any setting: They want above all to be somewhere else but having an adventure. Nonetheless, some of the less extreme forms might work.
The Pacifist: Pacifists are what they sound like: People who have committed themselves to not harming other creatures. Some may only refuse to harm other sentient beings, some all animals and even plant life. (Note that a bare minimum is not to attack any sentients within a very broad definition of that term: Someone who is unwilling to harm humans but willing to harm elves is a racist, not a pacifist). Even in self-defense they will rarely if ever raise a finger to help themselves, let alone others. This is not to say they are necessarily non-confrontational. Some are additionally Ascetic and withdraw into their cocoons, but most are quite spirited individuals, holding onto beliefs about the betterment of life and of the spirit. They just go about this without resorting to violence. For them, the risk that seemingly justified violence will turn out to be wrong (and worse, that they may never see it) is so great that they refuse to even enter the arena. Pacifist PCs, like Ascetics, may have some problems in some campaigns, especially ones like CotG, but again some of the less extreme forms (say, some that refuse simply to kill but are fine with limited and sensible degrees of physical force like Vash the Stampede or some who are fine with defending themselves with abilities like Aikido or some who commit to healing and assistance roles exclusively) should work.
The Activist: Activists are first and foremost idealists. They have some notion about the way things should work: it might be very broad or very narrow, but they do have it. Usually this is an outlook that believes in the sanctity of life, avoiding killing and harm, compassion, etc. They are passionate and driven about their ideals. Some may be quite self-righteous, but most Activists try to moderate and tolerate to some degree. However, they are distinct from Pacifists in that, while they generally abhor and avoid violence, they are willing to use it as a tactic of last resort to accomplish something they view as a greater good if necessary.
The Anarchist (or Libertarian): Those of this ilk may not even speak in terms of good and evil but rather in terms of rights, rights conflicts, tyranny, domination, oppression, etc. To them, a murderer is not (or not just, or not primarily) a bad person, but someone violating another one's right to security and life. To them, interventions to stop rights conflicts are okay. Anything else is verboten and in turn must be stopped (i.e. paternalistic state intervention against drug usage, or possibly abortion, or...) Their view may be wholly negative (i.e. “I'm going to stop this”) or they may expound a positive alternative or vision, but in any respect their focus is liberty, not good. This isn't to say all anarchist or libertarian characters are amoral: not even close. In fact, many have a quite lofty personal ethic, even espousing it as the alternative to domination. They just feel that others can make decisions differently and they don't have the right to stop them. They feel that if they are indeed right they will convince others through appeals not force. Note that the Anarchist is not simply a modern or a political character. Ancient Tricksters can be represented by this archetype too, undermining social convention and accepted habits and norms to introduce a sense of freedom and even chaos back into life.
The Honorable: Instead of (or perhaps because of) a set of lofty dreams, the Honorable character has a strict code, sometimes quite archaic, that they follow. Depending on how self-righteous the character is, they may have absolutely no qualms about doing things outside of their honor code's purview, or simply view the honor code as the bare minimum and have additional ethical beliefs and outlooks. At least within the realm of the code, their beliefs tend to be quite black and white: one either follows the prescriptions and proscriptions or does not. These usually include tenets such as “Give to the needy”, “Do not harm the innocent”, “Do not torture”, “
The Vigilante: Vigilantes usually have a code of justice and ethics as stringent as the Activist's. However, their focus is far less upon what should be done rather than what shouldn't. A vigilante as a practical matter must in the vast majority of cases have a higher reference system that allows them to make judgments: Whether it be the law, religious tenets or commandments, or a set of principles, they must have something to determine who falls within their realm of corruption. Vigilantes are common anti-heroes and range from The Boondock Saints to The Punisher. Vigilantes often have quite dark outlooks on life: whereas an Activist might see the best in people, a Vigilante inerrantly identifies the worst. A vigilante is almost always violent to some degree.
The Intuitive: Badcat Xiang defines this archetype to a tee. These women and men distinguish themselves from The Unprincipled in that they have not eschewed ethics or ethical understanding. Make no mistake, these are people who are concerned with doing the right thing. But they do not define the right thing by hard and fast categories. They see far more gray than even The Activist or The Pacifist (see Tolerance v. Ethics) and are quick to bring up different feelings or perspectives. This isn't to say that they can't ever feel their ethics trump others': some may be thieves stealing from the rich and giving to the poor. But the general way that they view whether an action is wrong or not is based on an instinctive (but not necessarily thoughtless) reaction to each individual circumstance and not based on application of an overarching rule.
The Martyr: The Martyr is so committed to their idea of good that they are willing to sacrifice their wealth, health and even life for it. They tend to be driven by inner demons that seek them to make such sacrifices.
The Saint: This is perfect for a doctor-type character. These are compassionate individuals who focus less on changing the world and more on fixing the people within it. The Unprincipled: There are many in this world who concern themselves primarily with their well-being and possibly of a few close friends (think Han Solo in the beginning of Episode IV). These characters are fundamentally good and are likely to oppose injustice... sometimes only because it hurts the bottom line, but sometimes out of a genuine desire to see people do better. They may not go out of their way to help other people, and their ethical opinions may be shortsighted or minimal in scope, but they usually have them somewhere. They also often have an honor code, not as inflexible as the Honorable Archetype, but with a few core rules that they accept as easily as a horse accepts water. Cowboy codes or outlaw codes are perfect examples.
The Gung Ho:
The Scientist: A relatively rare ethical archetype; even most scientists don't actually follow this belief, though most try to do so in their role as scientists. A Scientist character concerns themselves exclusively with what is actually out “there”. They demand rigorous standards of logic, testing and adherence to scientific convention. They either have an explanation for something or do not: “Belief” is not within their philosophical universe. They in general view learning and discovery as a high end, if not the highest end, and avoid making ethical judgments about others, even refusing to proffer opinions when asked. They view themselves as providing options and information, not judgment and polemics.
The Helper: This guy mostly sleeps through the high-flying lectures on morality and righteousness issued by their allies of the above Archetypes. They are usually fundamentally good people, but their ethical lens is mostly focused on helping their teammates and friends. They tend to think in concretes rather than abstracts: they will refuse to donate to charity but give money generously to a bum they find on the street. This is perfect for a team mechanic, doctor or so on.
The Naturalist:
The Hedonist: Oh, girls just want to have fun. The Hedonist is concerned with pleasure, first and foremost. All this ethical stuff is boring. Just do what makes you happy! Go with the flow! Hedonists differ from Anarchists in that they not only support the right to do activities (say, controversial sexual acts or relationships, or usage of drugs) that some call unethical but also say that doing so is for the greater good. Hedonists are not always villains or amoral pigs, and some are deontological (i.e. if one person's time is ruined, it doesn't matter how many people are made happy by it). Some are, of course, but many just feel that pleasure of all kinds is the highest good and that depriving oneself of fun out of guilt is misplaced and stupid. If all people just watched out for each other and made sure everyone was having a good time, they reason, there wouldn't be a need for the other Archetypes. Some are fairly pacific, but some will fight very hard for their right to party (for a humorous example, see Austin Powers).
The Insane: Every one of these classes can have psychoses, neuroses, obsessions, etc. But the Insane takes this to another level. The way they relate to the world and think about right and wrong is heavily modified by their insanity.
The True Neutral:
The Nihilist: This character simply doesn't believe actions are right or wrong. They may be villains or heroes, or just handle their own affairs, but their concerns are not with justice, ethics, etc., and they typically love to undermine mealymouths who talk about those things.
The Sporting Villain: The villains we know and love, who on occasion are quite heroic. Whatever ends these villains have chosen to commit themselves to, they do so with an uncanny ruthlessness. But there are certain boundaries they do not cross. For many this takes the form of not victimizing certain groups (perhaps a culture or group they belong to – this is a great archetype for many military men; or women or children or other groups they view was defenseless). Many are generous and even compassionate in the right circumstances. However, at the end of the day (barring their growth as characters) they are still villains. The heroes may end up calling one of them ally, and in rare cases even friend, but the Sporting Villain will always be at best a justiciar who makes even the Vigilante of a team cringe.
The Powermonger: Powermongers are not necessarily evil, but they usually are or have lost a lot of their soul to get what they want. For whatever reason, a Powermonger believes that the way to achieve her highest goals (whether those be emotional, physical, spiritual, etc.) is the amassing of power over the world at all costs. Pacts with demons, deals with unsavory political, economic or criminal forces, and learning abilities and practices that are of questionable character at best are all their forte. Some less extreme versions of the character will, for example, learn necromancy and justify it by the logic that the lesser crime of violating the sanctity of the dead is a minor crime compared to the benefit that employing the dead might have.
The Dark Spiritualist: These people have found some strange code of behavior that seems to give them license to commit horrific atrocities, or pursue horrible hedonisms, or exercise black magic and abilities. These are very difficult for most good-aligned people to deal with, for they seem like a bodhisattva yet are complete inversions of such values. It can be hard to pull this character off successfully. Some can be even more difficult than Diabolic Archetypes to integrate with PCs.
The Diabolic: This person is simply, well, evil. Whether they think of themselves as amoral or are proud of their immorality, these miscreants will kill, rape, torture, assault, steal, and attempt to dominate the world, whether for some kind of broader “goal” (rarely a lofty one) or just for the fun of it. Unless the character is very strange or not very extreme, it is unlikely that most campaigns can tolerate her. Even Powermongers, Dark Spiritualists or Sporting Villains rarely kill their teammates for the fun of it. However, the more rational of them will work within an organization to accomplish their ends. Ironically, they can be among the most trustworthy of all people: when their ends require cooperation, they are enthusiastic allies and sometimes even friends.
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:40:59 GMT -5
The Alien: This is a sort of catch-all category. Some races or classes are so different from the norm that humans can comprehend that their behavior would seem amoral or even inscrutable. For example: A fire elemental might set fires in a town filled with thatched roof houses, not out of any kind of malice but just a simple lack of understanding about what this does to the people.
Axes and Debates
Tolerance v. Ethics: There is at least theoretically a tension between tolerating another group's or person's behavior and committing oneself to a code of ethics. Few either stick to the norm of complete non-interference and non-judgment about others or complete intolerance for any lifestyle even infinitesimally distinct from their own. Most occupy some space. They accept some behavior as okay though possibly not optimal, and they accept a larger range as not good but something that is not their business. Note that even Pacifists can be quite self-righteous about the ethics they hold and thus intolerant, even though they do not let this manifest as violence. They will, for example, not be amenable to explanations that a General is just trying to serve his country: to them, he is doing something wrong, period. There are tolerant and intolerant Pacifists.
Freedom v. Control: Another possible and related tension is between respecting rights, freedoms and privacies versus wanting to see justice done no matter how much that restricts others' mobility.
Forgiveness v. Punishment:
Deontology/Categorical Ethics versus Pragmatism/Consequentialist Ethics: Is something always wrong no matter the possible good that may be drawn from it? Or do the ends sometimes justify the means? Again, few believe that all actions are acceptable as long as the world is slightly better at the end of a convoluted chain or that there should be no reference to consequence and context. One reasonable balance is that people are responsible for the predictable consequences of their actions. Subsidiary debates include the degree to which either outlook paralyzes or corrupts an individual, the relationship between rights and ethics/justice, the way that allowing certain exceptions to overarching rules can slowly undermine the rule or other “slippery slope” debates, and what actions are categorically verboten or what standards one can use to evaluate consequences.
Attributes
All attributes are ranked in seven ranks: Crippled, Human, Superhuman, Supernatural, Legendary, Deific, and Forbidden. Classifications are "very low", "low", "moderate", "high", and "very high", plus what is considered to be a "very high 1/2" or alternately a "very low 1/2". When raising attribute ranks through Godlike and Forbidden, it costs 2 ranks, and when raising inbetween classes (i.e. between Human and Superhuman), it costs the following additional amount: 0 for Crippled, 1 for Human, 2 for Superhuman, 3 for Supernatural, 4 for Legendary, 5 for Godlike, and 10 for Forbidden.
Strength: This is raw muscular strength, the capacity to carry, throw, punch, kick, and so on. High strengths offer bonus to speed and to leaping distance, but too high of a strength proportional to Reflex offers a ponderous frame. Reflex: Reflex bundles the capacity to quickly see events and respond to them. It helps to determine running and leaping speed, initiative, dodging/parrying/striking, and so on. Too high of a Reflex without a high enough Precision makes a very antsy and imprecise character, capable of moving quickly but with little control.
Precision/Keenness: The flipside of Reflex. This involves the perceptual and muscular/reflexive prowess necessary to be balanced, graceful, delicate, and capable of seeing precise data. A marksman would need a high Precision.
Intelligence: Raw mental computing ability. Intelligence does get factored into some psychic resistances (though it may be more of a penalty than a boon), into breadth of skills (it requires a high Intelligence to multi-class), capacity to design machinery and new enchantments, etc.
Paranormal Ability: Describes the character’s potency of magic/psionics/natural skills/ki and helps to determine the reservoir of energy involved. (In most cases, Willpower, Paranormal Ability and Endurance will constitute MP/ISP/Ki/TP, to varying degrees).
Affinities: Affinities are a subset of Paranormal Ability, so note it as such. Affinities describe the character’s orientation to which they put their Paranormal Ability. A zero affinity means no skill as of now. There are negative Affinities, which indicate that that race or class is so untalented with the form of energy that they suffer penalties. The four types of Affinities are: Ki: The Oriental energy source, based off of either the positive/abundant/lively energy forces and the negative/desolate/decaying energy forces. Martial artists, certain rarer spell casters, Eastern geomancers, and others use this energy type. The universal form of ki is ki lines. Magic: The mystic energy, that which powers spells, enchantments, dweomers, and so on. This is the energy of faeries, dragons, phoenixes, and gods. The universal, ambient form of ki lies in ley lines. Psionic: The mental energy, that of the intelligent mind projecting its will outwards through various means. The universal form has been titled the Force by some philosophers. Technique: “Other”, that which powers most non-ki based techniques, superpowers, etc. There is no universal form of this energy. This is probably the most science-based of techniques, and thus those who use it are considered to be doing non-paranormal attacks for most purposes.
Willpower: Someone’s capacity to continue fighting, to resist, etc. While Willpower will not often form a large part of HP, it will allow someone to fight below 0 HP and also allow them to resist pain, making their HP be that much more meaningful.
Endurance: Your ability to exert effort and endure damage. Endurance factors into Hit Points and your paranormal energy supplies.
Charisma: Your natural ability to cajole, intimidate, convince, haggle, and so on. This is largely unrelated to alignment - someone who does horrendous things can nonetheless be very convincing and articulate. It's also hard to make someone hate you, even with a low Charisma - you'll simply be uninteresting, bland, etc. It does, however, make it easier to dislike you if you've already performed a number of faux pas or are of a discriminated group, so be careful. Many checks for skills like Singing or Leadership are based off of Charisma, so don't underplay it.
Rank Boosts:
Your character will get rank boosts to push him along here.
A Rank Boost can indeed be gained by lowering your starting stats
Races
1.Aarden Tek 2.Aasimar 3.Abyssin 4.Adarian 5.Adarok 6.Agerus 7.Agogwe 8.Aleena 9.Algor 10.Altess 11.Amaki 12.Amanin 13.Amorph 14.Amphib 15.Ananasi 16.Andalite 17.Andorian (Star Trek) 18.Angel 19.Angtar 20.Annis Hag 21.Ansionian 22.Anomid 23.Anx 24.Anzati 25.Aqualish 26.Arachnor 27.Aramandi 28.Aranea (shape-shifting spider humanoids) 29.Arcona 30.Arkanian 31.Arkhon 32.Armored Slayer 33.Asama-Tatsu Dragon 34.Ashada 35.Askajian 36.Assembler 37.Astral Builders 38.Astral Deva 39.Ateng 40.Athach 41.Atorian 42.Auto-G 43.Avoral (bird-like celestials) 44.Azer (fire dwarves) 45.Bajoran 46.Balosar 47.Bangaa 48.Barabel 49.Barghest 50.Barauder 51.Bastet 52.Belangialz 53.Belker (evil smoky air elemental) 54.Benzite 55.Besalisk 56.Betazoid 57.Bhlaze 58.Bimm 59.Bio-Freak 60.Bith 61.Black-Winged Monster-Men 62.Blood Carver 63.Blood Lizard 64.Blood Rider 65.Borg 66.Bothan 67.Bouncer 68.Branx 69.Brodkil 70.Buckaneer (Archspace) 71.Buti-fa 72.Cactus People 73.Cardassian 74.Cathar 75.Catyr 76.Celegian 77.Centaur 78.Cerean 79.Cernun Mystic 80.Chadra-Fan 81.Chagrian 82.Chahabahko 83.Changeling 84.Chazrach 85.Chiang-ku 86.Chiss 87.Chistori 88.Cihuacoatlians/Verulians 89.Clawdite 90.Contemplator 91.Corax 92.Coway 93.Coyle 94.Crocodilians 95.Croke 96.Croval 97.Cyclops 98.Cyden (Skraypers) 99.D-Ghoul (Dimensional Ghoul) 100.Dabuggh 101.Daemonix 102.Daitya 103.Dakini 104.Dandilion Warrior 105.Dantari 106.dar Nass 107.Dashade 108.Defel (aka Wraiths) 109.Demigod 110.Demi-Animals 111.Demonic Cannibal 112.Demon-Dragonmage 113.Dentrassi 114.Devaronian 115.D'norr Devilman 116.Dolphin Pneuma-Biform 117.Domovoi 118.Drach'nam 119.Draconoid 120.Draethos 121.Dragon 122.Dragon Tribesman 123.Dragon Wolf 124.Drall 125.Dreadlor (Tarlok Mutant) 126.Drider (spawn of Lolth) 127.Dug 128.Dulok 129.Duros 130.Durosk 131.Dwarf 132.Dybbuk 133.Dysasha 134.Eandroth 135.Earth Eaters (Mole Tribe) 136.Echani 137.Eldar 138.Elemental 139.Elf 140.Elom (not the symbiote, but from Star Wars) 141.Elomin 142.Emirin 143.Entan 144.Erta
1.Ettercap 2.Evintos 3.Evocii 4.Ewaipanoma 5.Ewok 6.Fallam 7.Falleen 8.Faustian 9.Feeorin 10.Fennodi 11.Ferengi 12.Fire Giant 13.Flamebrother Salamander 14.Flooper 15.Fomorian 16.Forosa 17.Fosh 18.Fox Demon 19.Fox Spirit/Kitsune 20.Frost Giant 21.Frozarn 22.Frozian 23.Gamorrean 24.Gand 25.Gargoyle 26.Garou 27.Gatherer 28.Gen'Dai 29.Gene-Splicer 30.Gene-Tech 31.Geonosian 32.Geoplant 33.Gerb 34.Ghaele (Celestial) 35.Ghost 36.Ghoul 37.Gigante 38.Givin 39.Glinerach (Skraypers, create a hallucinogenic secretion) 40.Goblin 41.Golem 42.Golgan 43.Goloth 44.Gorax 45.Gorith 46.Gorog 47.Gossam 48.Gotal 49.Grackle Tooth 50.Graei 51.Gran 52.Great Little Ones 53.Green Hag 54.Green Martian (DC) 55.Greot Hunter 56.Grig (Sprite subtype) 57.Grimbor 58.Grizmallt 59.Gromek 60.Gryphon 61.Guardian 62.Gungan 63.Gwurran 64.Habassa 65.Hagunennon 66.Half-elf 67.Half-ogre 68.Half-orc 69.Half-Sith 70.Halfling/Hobbit 71.Hamatula (Devil) 72.Harpy 73.Hawrk-duhk 74.Hawrk-ka 75.Hawrk-ohl 76.High Lord 77.Hill Giant 78.H'nemthe 79.Holy Terror 80.Hork-Bajir 81.Horune 82.Hoojib 83.Hound Archon (Celestial) 84.Huk 85.Human 86.Hutt 87.Hytril 88.Iborian (natural healer) 89.Ice Changeling (Frieza's race) 90.Iktochi 91.Illithid 92.Immeckian (Dragon Ball Z) 93.Imp 94.Irda 95.Iridorian 96.Ishi Tib 97.Ithorian 98.Janian 99.Jawa 100.Jem'Hadar (Star Trek) 101.Jeridu 102.Jotan 103.Kaejor 104.Kaleesh 105.Kaminoan 106.Kankoran 107.Kappa 108.Kazon 109.Kel Dor 110.Kelesh 111.Kiffar 112.Kildred 113.Kilin 114.Kitsune 115.Kitonak 116.Kittani 117.Klatooinian 118.Klied 119.Klingon 120.Kobali 121.Kobok 122.Konatsa (Tapion and Minosha's race) 123.Kongamato Giant Bat People 124.Koschei the Deathless 125.Kreel-Lok 126.Kremin 127.Kryggorth Hunter 128.Kryggorth's Lesson 129.Kryggorth Pegasus 130.Kurtzen 131.Kushiban 132.Kwarla (Rifts Australia) 133.Kydian 134.Kyton (Devil) 135.Kzin 136.Lanotaur Psi-Hunter 137.Larhold 138.Larmac 139.Lashreg (Skraypers) 140.Latter 141.Lepi 142.Leprechaun 143.Leshii 144.Lillend 145.Lurgess 146.Lycanmorph 147.Lyn-Srial 148.Lyvvorkian 149.Machine Person 150.Magmin 151.Makyo-Jin (Garlic Jr's and henchmans' species) 152.Maledon 153.Man-Eagle 154.Man-Wolf 155.Mantaz Sectle 156.Massassi 157.Mastadonoid 158.Maxpary 159.Mechanoid 160.Medusa 161.Men-Rall 162.Merpeople 163.Metzla 164.Mii-Tar 165.Mimbanite 166.Mindolar 167.Minotaur 168.Miraluka 169.Mirialan 170.Mirror People 171.Mogg 172.Mokole (World of Darkness) 173.Molokoi 174.Mon Calimari 175.Moogle 176.Morozko Frost Demons 177.Mountain Giant 178.Mustafarian 179.Mutant Animals 180.Muun 181.Mynyrsh 182.Naga 183.Nagai 184.Namek 185.Napean (Star Trek) 186.Nautolan 187.Naut'yll 188.Nazeer (Skraypers) 189.Nebruyin 190.Necron (Rifts) 191.Necron (WH40K) 192.Neimoidian 193.Nelvaanian 194.Neti 195.Neuro-Troll 196.Neuron Beast 197.Nightbane 198.Nikari 199.Nikto 200.Nixie 201.Noghri 202.Noli 203.Noro 204.Nu Mou 205.Nunnehi 206.Nurilian Plant People 207.Nym 208.N'ymbr Gorilla Man 209.Ocampa 210.Octoman 211.Ogre 212.Ogre Mage (Japanese Ogre) 213.Ojahee 214.Omwati 215.Ongree 216.Oni 217.Orc 218.Ork (WH40K, distinct due to their algal structure instead of semi-fae) 219.Orion (Star Trek) 220.Ortoloan 221.Oswaft 222.Overlord (Arthur C. Clarke) 223.Pa'lowick 224.Pandaren 225.Pau'an 226.Pegasus 227.Phantom 228.Phlog 229.Pincer Warrior 230.Pleasurer 231.Plumed Serpent 232.Pogtal 233.Polevoi (Russian Spirit) 234.Power Leech 235.Promethean 236.Priapulin 237.Protoss 238.Psadan 239.Psi-Pony 240.Psi-X Alien 241.Pucara 242.P'w'eck 243.Pythonan 244.Q 245.Qidian 246.Quarren 247.Quermian 248.Quick-Flex Alien 249.Rabbler 250.Raddan 251.Rahu-Man 252.Rakata 253.Raksasha 254.Ramen 255.Ranat 256.Red Martian (DC) 257.Renn-Mitte 258.Rithe (Skraypers Psychics) 259.Rodian 260.Rulian Translator 261.Rurlel Eel Person 262.Rusalka (Russian Spirit) 263.Ryn 264.Saffa 265.Sahuagin 266.Saiyan 267.Sasquatch 268.Sat 269.Satyr 270.Saurin 271.Scorpion Person 272.Seeker 273.Sekhmet 274.Seleniak 275.Selkath 276.Selonian 277.Seerman (Skraypers) 278.Shadow Person 279.Shaper 280.Sharu 281.Shastivanen 282.Shaydor Intel 283.Shaydor Spherian 284.Shrilt (Girder Rat, monkey-like species of Talavera) 285.Simvan 286.Sinestrian 287.Sinistral 288.Sith (the ancient and dead race) 289.Skage 290.Skairbcee 291.Skakoan 292.Skaven 293.Skrull 294.Slaad 295.Snivvian 296.Somnium 297.Sorini (slave race of Toogarth) 298.Soulhunter 299.Sowki 300.Sphinx 301.Spirit of Light 302.Splugorth Slaver 303.Squib 304.Ssi-Ruuk 305.Staphra 306.Stone Giant 307.Storm Giant 308.Struthio 309.Suhenkans (Roger Blaster's race) 310.Sullustan 311.Syvan 312.Talz 313.Tarlok 314.Talaxian 315.Talos (Skraypers) 316.Talosians (Star Trek) 317.Tameranian (DC) 318.Tandori 319.Tauton 320.Tecanoid 321.Teek 322.Teevan 323.Telbun 324.Temporal Raider 325.Tengu 326.Tentata 327.Thakwaash 328.Thennqora 329.Thisspiasian 330.Thrella 331.Thropo 332.Titan 333.Tirrvol Sword Fist 334.t'landa Til 335.Toadstool 336.Tof 337.Togorian 338.Togruta 339.Tokanii 340.Tomodo 341.Toogarth 342.Toydarian 343.Trandoshan 344.Treant 345.Tree People (Africa) 346.Trianii 347.Trimadore Mechanic 348.Triton (Water Outsider) 349.Troll 350.Trumpet Archon 351.Tuffle 352.Tusken 353.Twi'lek 354.Two-Faced Star People/Erishiks 355.Tyberian 356.T'Zee 357.Ubese 358.Ugakwa 359.Ugnaught 360.Ukt Water Serpents 361.Ultrovian 362.Umbaran 363.Umber Hulk 364.Unu 365.Utai 366.Utapaun 367.Uteni 368.Vaathkree 369.Vallax 370.Valkyrie 371.Vampire 372.Vanguard Brawler 373.Vashau 374.Veknoid 375.Verpine 376.Viera 377.Vodianoi 378.Vodran 379.Vogon 380.Vor 381.Vorloc 382.Vratix 383.Vrock 384.Vulcan/Romulan 385.Vurk 386.Weequay 387.Were-dragon 388.Werewolf 389.Whale Pneuma-Biform 390.Whill 391.Whiphid 392.Whitelighter 393.Whirlwind Demon 394.Wirutid 395.Wolfen 396.Wookiee 397.Wroonian 398.Xexto 399.X'ting 400.Yaka 401.Yardrati 402.Yautja/Predator 403.Yeerk 404.Yevetha 405.Yeno 406.Yhabbayar 407.Yuuzhan Vong (unaffected by force powers) 408.Yuzzem 409.Yuzzumi 410.Xeloss 411.Xerusian 412.Xesperados (any one of the confederacy races) 413.Xibalban 414.Xiticix 415.Zaayr Crystal Dragon 416.Zabrak 417.Zaranceti 418.Zavor 419.Zebuloid 420.Zeltron 421.Zembahk 422.Zengz 423.Zenith Moon Warper 424.Zllyphan (energy being)
Dragon Subtypes: 1.Asama-Tatsu 2.Black 3.Cockatrice 4.Gold 5.Great Horned 6.Hydra 7.Kumo-Mi 8.Kukulcan 9.Platinum 10.Purple 11.Red 12.Woolly
Human Ethnicities or Sub-Races: 1.Achilles Neo-Human 2.African or African-American 3.Amazon 4.Banbar 5.Caucasian 6.Cavepeople (in many continuities these are less intelligent but more endurant people) 7.Chinese 8.Gongamamnien 9.Gorogian 10.Hylian 11.Korean 12.Ishbalan 13.Jorochim 14.Italian 15.Native American 16.Pacific Islander 17.Rautelander 18.Venecian 19.Twanchen 20.Wormwood Humans 21.Zeal Inhabitants
Golem Subtypes: 1.Clay 2.Flame 3.Flesh/Blood 4.Mythril
Mutant Animals: 1.Amoeboid 2.Behemoth 3.Condoroid 4.Constrictor 5.Crab 6.Dog Boy 7.Dwarf 8.Equinoid 9.Falconoid 10.Flydragon 11.Loylan 12.Manta Ray 13.Mutant Capybara 14.Pistolpine 15.Sasquatchi 16.Serpentoid 17.Shark 18.Stone Lion 19.Ursa-Warrior 20.Whale
Undead Types: 1.Lich 2.Mummy 3.The Ancient (Incan) 4.True Zombie 5.Zombie
A General Note: Most races have mutations, tribes, ethnicities, etc. Further, through the miracles of magic and modern technology, half-species can be made far more easily, i.e. it is possible to create a half-Mastadonoid half-mutant spider. This is simply a list of distinct races.
1: Mutant animals and demi-animals are similar in that both are “furres” or humanoids with an animal theme, but mutant animals tend to be either deliberately or accidentally mutated (think TMNT, Dog Boys, etc.) and demi-animals tend to be actual races. Some noteworthy ones are listed as well, e.g. the Wolfen/Coyles/Kankoran. In addition, many alien races look like
2: “Vampire” includes Blade-style virally-created vampires, Kuei-Jin, all clans listed in the Masquerade, etc.
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:42:36 GMT -5
Human
You may wonder why anyone would want to be a human. Many other races have natural abilities and higher statistics. However, humans have few Classes that they cannot access, start with 12 Class Points, learn Classes faster, as well as having a lot of base attribute boosts. They have few internal weaknesses, and they grow faster than other classes, having more potential. Humans require a little work, but they can be excellent.
Subraces:
Amazon:
Banbar:
Twanchen:
Default Attributes:
All attributes start at Moderate Human. Rank Boosts: The character can distribute 12 rank boosts. From this alone, one attribute can be boosted to Low Supernatural (1 + 1 + 2 + 1 + 1 + 1 + 1 + 3). Affinities are all 10. Class Points: 12.
Zengz
Zengz are natural martial artists born on the light side of a planet in solosynchronous orbit. They are intuitive masters of combat, biologically capable of learning new martial arts in a fraction of the time it takes humans.
Str: Low Superhuman Reflex: Low Superhuman Keenness: Low Superhuman Endurance: Very High Human Intelligence: Low Human Charisma: Moderate Human Paranormal Ability: High Human Willpower: Moderate Human Affinities: Ki: 30 Magic: -10 Psi: -10 Technique: 20
Rank Boosts: 8. Class Points: 4! The Zengz are pretty much martial artists.
Traits: Intuitive Combat: Zengz are amazing fighters, capable of learning martial arts within a small fraction of the normal time, spontaneously responding to opponent’s techniques with their own, and so on. However, this means that they rarely are able to go very far into an art. A Zengz player character can pick a certain number of martial arts or ki/technique based Classes (my call) as the knowledge they have taken, but they are always at the minimum in those Classes. Demon Form: When infected by negative ki/cursed, Zengz lose control of their bodies and transform into a horrific demon form. Every Zengz’s form is uniquely chosen, and when transformed, they become insane marauders, almost incapable of differentiating between friend and foe. There is a school of Zengz that intentionally infect themselves with negative ki so as to transform into their demon form, and they practice alongside the Skairbcee in learning the techniques. Attention Deficit: Zengz suffer a –20% to all non-combat oriented skills, and –10% to all skills that are somewhat related to combat (such as demolitions). Zengz also have a distaste for automatic weaponry, explosives, etc.
dar Nass
The dar Nass are natural pilots and mechanics. They are from an aquatic planet, and have a heavy coral armor plating. Their tentacles are essentially a massive toolpack, as they are capable of molecular transformation at the tips.
Sasquatch
Lycanthrope
This character is a beast usually capable of transforming most anytime, but nonetheless affected in temperament and power by astrological effects (mostly the phases of the moon, but also equinoxes/solstices, alignment of planets, the works). Available are:
Weredragons: The character will transform into some sort of draconic creature. Stages include normal human or slightly pale blue-skinned alien, half-dragon, dragon standing on two legs and dragon on four legs. Weredragons can either emphasize bestial fury or ancient wisdom, sometimes both. Weremollusk/crustaceans: Wererats: Wererats are surprisingly one of the most direct combat oriented lycanthrope types, and also happen to work well in groups. Werereptiles: Weresharks: Werewolf: The classic.
Forosa
The Forosa are of a planet that was naturally infused with magic. They are an herbivorous race that eats a plant that is a biological catalyst and storage unit for magic. They are heavy set scholarly individuals with phenomenal paranormal abilities and a very sagely attitude.
Intelligence: Very Low Superhuman Willpower: High Human Charisma: Moderate Human Endurance: Moderate Human Keen: Low Human Reflex: Low Human Strength: Moderate Human Paranormal Ability: Low Superhuman Affinities: Magic 30 Ki 0 Psychic 10 Technique –10
Rank Boosts: 10 Class Points: 10
Traits: Magic Focus: Forosa understand magical skills with a +10%, but are somewhat alien to technology, suffering a –10%. Technological classes cost an additional Class Point to garner. Innate Magic: All Forosa can attempt a Wild Cantrip as if they were a Wild Mage, unleashing a random effect of the type desired. They also choose a spell college to gain spells from. Herbivorous: The Forosa’s ponderous body only can chew and digest plant matter.
Entan
The Entan are a strange race indeed. They are naturally gaseous, forming into pseudo-solid facsimiles of various races in order to do business. They rely on quick talking, charm, beauty and glamour to get them by. They are capable of speaking a language that relies upon a combination of pheromones, subtle motions, gestures, voice modulations, and a slight paranormal touch to communicate with most any sentient creature.
Strength: Very Low Human Charisma: High Superhuman Reflex: Moderate Human Intelligence: High Human
Mutant Animal
Skairbcee
The Skairbcee are lycanthropic beetles. They come from the planet of the Zengz, Vashau and Entan, a planet with a solosynchronous orbit in which one side is almost always in the sun and one almost always in the dark. The other side of the planet was populated by creatures from the Shadow Realm, including the Vashau. The Skairbcee learned to survive by becoming slow and ponderous and hiding in various quicksand pits or antlion-style nests. They would then attack when an animal was in close enough sight, killing them. However, the Skairbcee might have been butchered by the various Shadow Beasts if they had not developed another evolutionary counterbalance. Every year on the Zengzi Planet, the sun does strike the entire shadowy side, while darkness strikes the bright side. At this time, the Shadow Beasts are in hiding, and the Skairbcee transform into winged, light-manipulating warriors. The process is painful, but it allowed them to butcher untold numbers of Shadow Beasts.
Of course, Skairbcee living anywhere else nowadays must contend with the frequent sunlight. They thus have learned to avoid transforming, though sudden flashes of intensely bright light or radiation (a flashbang, for example) could transform them. Skairbcee are massive creatures, and are thus much in demand for physical labor and combat. They do have a wry intelligence and humor, a calm counteract to the brash and energetic Zengz.
Vashau
Vashau are shadow beings who evolved on the planet of the Zengz, having to compete with various sophisticated organisms. They evolved psionics and intelligence and became one of the dominant predators. Later, the Entan brokered a deal between the Zengz, Skairbcee and Vashau, and the four races formed Zengz Corp, later adding the Tentata.
Str: Very High Human Keen: Very Low Superhuman Int: Low Human Cha: Very Low Human Willpower: Very High Human Reflex: High Human Endurance: Moderate Human Paranormal Ability: Very High Human Affinities: Psychic: 30 Magic: 0 Technique: 0 Ki: 0
Rank Boosts: 8. This is relatively low due to their supernatural nature.
Class Points: 8. This is due to their innate psionics.
Traits/Flaws: Shadow Self: In shadows, Vashau are very hard to detect, and have an ambient source of psychic power. However, in bright light, their attributes suffer (losing two classes in Keenness, one in Strength, -10% to skills). When overcast but still light, they simply suffer a loss of a class in Keenness. Supernatural Vulnerability: Any weapons or abilities that harm Shadow Beasts, the supernatural, etc. can work against the Vashau. They also suffer additional damage from gold or silver weapons. Innate Psychic: The character naturally picks two psionic abilities from any three categories, as well as getting Telekinesis, Telepathy, Sense Evil, and Sense Magic. They can pick two psionics from Legendary if they choose none from any lesser categories.
Dwarf
Elf
P. Ability: High Human Charisma: Mod Human End: Low Human Str: Low Human Keen: High Human Will: Mod Human Reflex: High Human Int: Mod Human Affinities: Magic – 20 Psi – 10 Tech – 10 Ki - 0 Class Points: 11 Rank Boosts: 11
Tentata
The Tentata are a rare oddity indeed: an entire race of living cyborgs!
Branx
The Branx are alien parasitic creatures, capable of interstellar travel and survival. They are partnered with a race of symbiotes that allow them to drain energy, feasting on ambient sunlight, passing merchant ships, and so on.
Ateng
Ateng are related to the tengu of Japanese mythology. They are usually white to beige feathered/skinned, with a variety of wing colors (black, red, blue, etc.) The Ateng live on a distant gaseous planet with a small metallic core. The planet is prone to electromagnetic disturbance and high gravity. The Ateng have adapted to their harsh environment through stringent Oriental-style philosophy and through letting themselves get possessed by transcendental forces through complex motions (known as “dances”).
Stormdance: The character will be capable of calling down lightning, attacking with a shocking grasp, and eventually using powerful abilities such as the Stormdancer’s Enrapture (which turns an opponent’s paranormal energies into an effective tesla cannon under the control of the Ateng). Fabricdance: The character will be capable of manipulating
Neuro-Troll
Neuro-Trolls resembles ordinary trolls fairly well. Some look like Cave Trolls, with hideous, pale skin and hairless faces. Other more resemble the traditional troll, with massive tusks and a giant body. All Neuro-Trolls are huge and ponderous, yet intensely strong. Yet their true strength lies in their tremendous intelligence and paranormal ability.
They did strike a limit of brainpower. The Troll brain is very small, and even with evolutionary increases in size, the Neuro-Troll still must contend with a substantially reduced mass. In order to solve this problem, they create small essence projections that house their paranormal energies and some of their paranormal abilities and intelligence. These essence projections may resemble teddy bears, eyes or small Grim Reaper statuettes.
Affinities: All 10.
Tomodo
The Tomodo are a black-skinned, frail looking race. They are typically meditating in a lotus position, and yet quite aware of their surroundings. Natural magicians and psychics, they have applied their innate intelligence and quiet charisma to mediation and diplomacy. Tomodo are frequently asked the difference between them and the Entan. “A ship salesman, no matter how fast he may speak, is still a ship salesman. A diplomat, no matter how fast he may speak, is still a diplomat.” This is not to say that Entan and Tomodo don’t cross into each other’s respective fields, but that the disposition of a Tomodo is less to convince and more to placate, less to choose appealing words and more to not offend. They are masters of ascertaining interests and coming up with an acceptable deal.
Nebruyin
The Nebruyin are meek-looking beings of all shapes and sizes, with a purple-pinkish body, a prehensile tail, soft skin, mostly vegetarian teeth, and so on. They were renowned as a peaceful race who mostly kept to their own affairs, masters of architecture, agriculture and the other civilized arts. However, they were besieged by the X’lklek, a race similar to the Zerg in many respects, and were almost wiped out. A famous Nebruyin, Deynar, sacrificed his life to channel a portion of the sun’s energy, upgrade it to a transcendental destructive force, and wipe out a massive portion of the invading X’lklek.
All Nebruyin have an ability, such as channeling destructive energy (Deynar), transforming into a massive abomination (Bufo), or creating ghostly blades of energy imbued with ancient warriors and with pure elements (Nijrik). Aside from this, Nebruyin are capable of learning combat abilities like any other race, but their focus is upon peaceful arts.
Renn-Mitte
The Renn-Mitte are master theoretical scientists and mathematicians. While other races (Grackle Tooths, dar Nass, etc.) may outshine the Renn-Mitte in the actual construction of devices, very few can match their knack for science. They are tall, lanky, blue-skinned creatures with green and black speckles and brightly colored hair. They have vestigal claws and sharp teeth from when they were omnivorous predators.
Mirror People
The Mirror People were some of the premier soldiers of the All Monster. They retained the capacity to not precisely invert or mimic an opponent, but rather to selectively do both, producing a new and unique fighter. When the All Monster was destroyed, some Mirror People survived, though they did remain a relatively rare race. The Mirror People are usually silvery beings with the appearance of liquid glass. They flow and float, and will arrange themselves to be vague humanoid facsimiles. The best they can accomplish are translucent glass-skinned humanoid shapes.
A player character may have mimicked virtually any combination of people, anything from Old Guard Members (at appropriate Positive Trait costs) to random warriors. The Mirror Person may have one identity that she prefers, or a few. The Mirror Person does not get the same power level as the person they copy; they can be drastically stronger or weaker.
The transformation process does require a few props or preparation. Special spheres, known as Mirror Spheres, can be broken on the ground, and when the target steps upon them, they form into spheres, capturing the essence, and then rocket back into the awaiting body of the Mirror Person. They can also carefully observe someone, copying them after a goodly time. The Mirror Person must spend time in their new transformation to gain anything resembling mastery of the abilities.
Treants/Ents
The classic massive tree people, Treants stand anywhere from 8 to 30 feet tall, sometimes larger. The Old Guard used several Treants, and thus they achieved a level of respectability. “City-dweller” Treants tend to buy a plot of land in the suburbs and essentially turn said plot into a garden which they’ll take care of. They also are employed as Rangers for public parks. They tend to be fiercely environmentalist, and several are sufficiently articulate and well-informed that they have become Nader-esque public policy advocates.
Treants tend to be Druids, Rangers, magicians of various types, and sometimes martial artists (Aikido and similar tend to be quite popular).
Classes
Natural
Natural Classes
Magi
Magis are listed as a class, even though they are technically a mutation. Why? One will choose the race of the Magi first, to determine biological abilities, later access to Jobs, etc. Then the person will be a Magi. Being a Magi requires developing one’s natural abilities. It comes at the cost of having little formal occupational training like the rest of the classes. Magis are, needless to say, one-in-a-billion mutations – of the entire human race on Earth, under ten were natural Magis, and four were at least partially from the same genetic structure.
Magi are natural magic beings, often touted as the next level of evolution. Whatever the lifeform that becomes a Magi, whether natural or artificial (though most often natural), its ki signature/aura is linked with and some argue replaced by a magic aura. The paranormal force that regulates their body is magic, not lifeforce. There are many terrifying results, not least that in the mystic terminology they more closely resemble fae or the strongest devils and dragons than humans.
Procedure: This is fairly simple. Choose an Idea that your character mystically represents. Fred was Power, DF was Blood, the two fused are Hope, Fonnie is Science, Varian is Reality, Sylphana is Nature, Naksarab is Cosmos, Whitie is Rage, and Blackie is Harmony, to list some of the existing ones.
Advantages: Supernatural physical attributes. Natural magical abilities that develop with experience. Most begin with flight, the capacity to Etherealize for brief moments, a minor form of manipulating telekinesis, enhanced regeneration, invisibility, and energy expulsion. The eventual ability to become a Universal Magi.
Disadvantages: Limited formal magic skills. If you were naturally able to perform ten-digit calculations, would you master arithmetic or a calculator? No. But if you needed those basics to do algebra, would you be crippled? Yes. Magis are so in tune with magic naturally that they have only limited abilities to learn it formally. Of course, when they do learn, they are phenomenally talented and varied. Vulnerability to certain attacks that harm creatures of magic. This used to not be too much of a problem, but after the Magis did so much harm to evil during the period of the Old Guard, every serious opponent developed some way of neutralizing the Magis. Can’t step very far outside of the basic idea chosen at the start. Advancing to Universal Magi-hood is tremendously difficult.
Psychic
Superpowered
Occupational
Moogle Gadgeteer
Governing Affinity: Tech AND Magic
The Gadgeteer is an odd class. It does design gadgets for usage and use claws for weapons, but more importantly, it uses special little items out of a small chest that affect entire battles. Unfortunately, the low cost of most of the techniques comes at a price: there is a 50/50 chance for either a negative spell to strike every ally or a positive spell to strike every foe. Gadgeteers try to find ways of limiting this effect and pushing the odds in their favor, but it is best if they are working with someone who can manipulate probability in some way (or if they themselves have the Blessed Trait).
Blado Randce
The Blado Randce are the swordsmen and weapon masters of the Banbar. Ever since Thrash Ranari made the Banbar martial arts popular, many have begun to train under Banbar masters for various disciplines (including Thrash himself). An initial investment of 3 Class Points garners two schools, and each school thereafter costs 2.
Thrash’s Ahmoqa: This is for someone who wants to have a smattering of all the techniques, as well as access to Thrash’s own techniques. Requirements: At least three requirements met for the other classes. Optional Skills: 3. Irfry Ahmoqa: A phenomenal offensive art, involving thrusts and slashes, along with some fire skills and utilization of friction. The Irfry Ahmoqa Requirements: Willpower of at least Very High Human, because it involves training with metal practice swords that are burning hot. Available Abilities: Irfry Ahmoqa Techniques, Optional Skills: 2 Waer Ahmoqa: A art with good mixes of defense and offense, capable of piercing defenses and glancing blows aside like water. It also teaches phenomenal underwater combat skills, including the ability to move through water as if it were air or solid, alternately! Requirements: Precision of at least High Human. Available Abilities: Waer Ahmoqa Techniques Optional Skills: 2. Ayrt Ahmoqa: A class that more closely favors offense than the Waer Ahmoqa. It focuses upon sound, vibrations, and so on. Some of the abilities turn the impact of metal upon metal into a boon for the Blado Randce and a bane for her opponent; others unleash powerful attacks, such as the Vacuum Chakra. Rath Ahmoqa: The most defensive of the schools, the Rath Ahmoqa uses the earth as a weapon, discharging shockwaves and conjuring the power of stone to serve as defense. Thrum Ahmoqa: The Thrum Ahmoqa is the anti-magic school. It involves causing magic to leak from targets, breaking certain locations necessary to magical flow, etc. Dowsha Ahmoqa: The Dowsha Ahmoqa is a multi-weapon school. It involves creating a shadow copy of whatever blade is being held, as well as juggling weapons in a complex manner of combat and making shadow arms. It also does delve somewhat in the realm of the Dowsha Limbce. Felsch Ahmoqa: The Felsch Ahmoqa is the pure technique school. It combines the ability to break weapons and limbs, shatter abilities, and lower attributes.
Martial Arts
Martial Arts cost various amounts of Class Points. Why aren't they considered a normal skill? Because they involve attribute bonuses, requirements, and because they require a good amount of investment to be truly worth it. You can choose a martial art as a Skill, but it accrues no attribute bonuses or unique techniques. Martial Arts use Ki or Technique as their Governing Affinity.
Aikido: 1-3.
Commando: 2-3.
Fencing: 1-2.
Boxing: 1-2.
Wrestling: 1-2.
Jeet Kune Do: 1-3.
Futae no Kiwami: 2-5. This is a rarer art, taught only in its earliest forms by Sanosuke Sagara and Anji, the Bodhisattva of the Shining King. It involves rolling one’s knuckles to inflict multiple consecutive strikes so as to fully transmit force into an object and reduce its resistance to something close to zero. An advanced Futae no Kiwami expert encounters no resistance from ever harder materials – the only upward limit for breaking them is her Strength. Accessible Abilities: Any Futae no Kiwami technique (obviously being the only class able to learn it), Body Hardening, Martial Arts Techniques
Siprt Limbce
Governing Affinity: Magic, Ki, Psi
The Siprt Limbce is a venerated name of Banbar culture. They are the resident shamans, fitting the role of all-purpose spell caster, medicine doctor, fetish keeper, loreholder, combat magician, explorer of the realm of spirits, and untold other tasks, all in one. Siprt Limbce gain their most formidable powers by seeking out powerful spirits, everything from ancestors to the essences of the great beasts of the Banbar Mountain (the Blade Dragons, Bulwark Tortoises, Carrion Tigers, Holy Firebirds, etc.) Siprt Limbce can summon and/or transform into the spirits they have gained the blessing of!
Atlas Dragon (responsibility, duty) Blyt-Dzrail (martial honor, Carrion Tiger (betrayal, viciousness, plundering the dead) Wuldrak Ortise (energy, quiet strength, defensiveness) Skyimsth Holy Firebird/Sanctum Firebird (speed, short life, sacrifice) Dworl Maymon (World Demon, science, psionics, temptation of worldly knowledge) Zale Maymon (Zeal Demon, Impral Ortise (Primal Tortoise, defends that which the world is built on, master of the Primal Steel, incarnation of the primal world)
Skince Spaker
Governing Affinity: Tech, Psi, Magic
The worldly equivalent to the Siprt Limbce, the Skince Spaker is combination technologist, theoretical mathematician, philosopher, scholar, scientist, librarian, and similar. Their spell and psychic limitations are a bit more stringent, keeping them firmly within magic useful for their work, but their mastery of the supposed spirit of science makes them in high demand among universities.
Cryo
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:43:35 GMT -5
Mech Dreamer
Mech Dreamers are psychics who use a combination of reality manipulation, telekinesis and telemechanics to spontaneously build robots out of junk! Their formal skills are a little to be desired, however, and thus they frequently take training as a Skince Spaker or similar.
Jistis Spaker
Psi-Druid
Blaster
Booster
Burster
Freezer
Soaker
Psi-Nullifier
Cyber-Knight
Cosmo-Knight
Blado Forjta
Governing Affinity: Magic or Ki or Tech
The Blado Forjta are the resident smithies and weapon enchanters of the Banbar. They can make normal weapons like a master, but in order to make their paranormally good weapons, they must use three of their tricks of the trade.
Blado Forjtas can simply cast a spell into their Forging Flame or have a fellow weapon enchanter do it during the process, but in order to gain truly powerful buffs to place on their weapons, they must make spirit journeys, usually with Siprt Limbces as guides.
Abilities: Forging Flame: This quicksilvery-hot metal is a beauty of the spirit world’s blessings. It can be thawed and turned to solid metal and then back again in a moment’s notice, it can stick together as if gelatin to make flails or whips of pure flame, and the Blado Forjta and his allies are immune to its flame! This induces the element of fire into weapons, which is believed to be necessary in order to allow it to feel natural in the hands of hot-blooded warriors. Forging Flame can be conjured virtually anywhere. Some Banbar will drink a swig of rum or vodka, imbue it with the Forging Flame, and spit the combination as a thick spray of napalm. Heaven’s Forge: The second technique of the Blado Forjta is to call down heavenly lightning. This lightning is used to finally seal the Forging Flame when the Forjta has finished hammering it into place with his hammer. The lightning will contain the last code that defines the unfinished abilities of the weapon, and this code is written in the Siprt Sicrpt, the Banbar holy language which resembles ornate calligraphic cursive. Skyimsth’s Hammer: Reputed to be a moral copy of the hammer used by the forging god Skyimsth, this hammer is formed out of what appears to be a soft cloud. When it is used, it will alternately glow white, red, black, or whatever other color, depending on what the Blado Forjta is adding.
Taing Stif
The Taing Stif are the Giant Fists, the wrestlers and brawlers of the Banbar. The Taing Stif is a remarkably capable art. It combines grappling, effective parries, ki manipulation, defense, soft and hard attacks, etc.
Abilities: Lal Rabrak Stif: The All Breaking Fist is capable of breaking virtually anything. The Taing Stif learns how to turn the unique weaknesses of the object under assault against it. For example: Metal, while being hard, is frequently brittle. The Taing Stif thus discharges force to make the metal warp and bend rather than break.
Dragoon
Governing Affinities: Magic AND Tech
The classic class, Dragoons have leaping abilities virtually unparalleled anywhere else. They also learn to channel the spirit of dragons into magic, use various dragon breaths, and gain attacks to harm, kill and tame dragons. A well-balanced class, they do tend to come a little weak in support abilities, and their strongest attack leaves them mostly incapable of assisting allies. A Dragoon meat-shield is not being used for her best abilities.
Maymon Slaytker
The Banbar demon hunters, Maymon Slaytkers practice a number of arts to enhance themselves and debilitate their demonic foes, before stepping in for the kill.
Maymon Stif: Effectively Demon Wrestling. Ahmoqa of the Mask: The Maymon Slaytker uses specially designed masks to add onto her abilities Ahmoqa of the Needle: The Maymon Slaytker uses acupuncture needles and blow-gun darts, often poisoned, often not. They will add pinpricks of their blood to energize the needles, strike at pressure points to induce pain, etc. Ahmoqa of Sun, Smoke and Fire: The Maymon Slaytker uses things associated with the sun and fire to strike at enemies. Ahmoqa of Shadow, Mirrors and Water: Ahmoqa of Music: Ahmoqa of the Mind: Ahmoqa of Magic: Thrum Ahmoqa: The same as the Blado Randce school.
Samurai
Mystic Gambler
Slot: Coin Toss: Dice:
Contadora Samurai
Iglesia Contadora was a Jorochim Islander who wanted to bring his homeland more glory. He decided to take the responsive rhythm of the dancing of the islands and turn it into a deadly sword art. Contadoras become very attuned to the movement of physical force, following it with equal and opposite force. This effectively makes it among the ultimate defensive arts. The body subconsciously moves to precisely the location the opponent does. Harder and harder strikes by the opponent are absorbed by taking the resultant movement and force in the air and turning it into muscular strength. Contadora Samurai do have a few weaknesses. For one, they are highly defensive – they rely upon the opponent running out of energy or making a mistake. An opponent, such as a Blado Randce, who can turn ever-more prolonged fights into an advantage, can defeat Contadora Samurais. (Indeed, Iglesia’s first loss was to Thrash Ranari). They also tend to be anti-swordsman, and more importantly, anti-one swordsman. They are thus used to defeat the opponent’s best melee fighters and not to hold the battle. Iglesia taught his students to garner an offensive art as well to augment their phenomenal defense.
Rasmusson Adept
Tobias Rasmusson was sick of pure elemental magic. Being a scientist by disposition, he was tired of the archaic Oriental and Grecian notions of the universe being composed of four or five elements. He thus decided to combine a number of other magical principles and create an art based around manipulating the true universal forces: electromagnetism (carried by photons and manifesting in all forms of radiation, from heat to light), gravity (carried by gravitons), negative gravity (the force posited to explain for universal expansion), the strong force (that which keeps protons and neutrons in a nucleus together), and the weak force. His school gained a name for itself, being capable of causing spontaneous fission, fusion, manipulating gravity, and wreaking havoc with technology. His work as an Old Guard member sealed his role as the founder of a new school of magic.
Ninja
Ninja are of such
Cryo
Death Walker
Governing Affinity: Magic
Death Walkers are the basic Necromancer type. They are resistant to the effects of creatures of the night, making them harder to transform into zombies, werewolves, vampires, etc. They get access to an array of summoning, harm-inflicting, curing, animating, decay-inducing, and umbramantic spells. This comes at the cost of virtually no non-magical combat skill, however.
Abilities: Power through Numbers: The Death Walker forms a power-sharing matrix between him and his summoned monsters, making him and his monsters stronger the more of them there are. Animate the Dead: The ability to animate the dead has reached such a level of mastery that the Death Walker can use it as a cantrip, creating a horde out of readily available bodies quickly. Create Mummies and Zombies: The Death Walker has experience in creating more advanced hordes of the undead than simply animating whatever happens to be in his way. Night of Vengeance: By utilizing the grief and torment of an unjustly killed corpse, the Death Walker can bring a victim of foul play back to life for one night of vengeance. While he does not control this undead, he can misdirect and misguide the victim, who may not have a clear knowledge of what precisely happened to her. When the undead perceives that she has been avenged, she returns to the earth, and this spell will no longer work to revive her (unless the Death Walker can, through using means to commune with spirits, convince her that she has been misled.) Affinity with the Night (Merit): The Death Walker is immune to transforming bites from creatures such as werewolves, zombies, etc., and these creatures extract little to no nourishment from him. He also can recognize these beasts instantly under ordinary circumstances. Bind Limbs and Body Parts: The Death Walker can expend a minor amount of magic to keep a dead body part (arm, leg, skull, brain, etc.) on the character for long periods of time. Death Walkers will do this to appear intimidating, even if they do not use the advantages garnered by an extra pair of limbs to make somatic incantions, an extra head to cast spells, a skull to gain knowledge, etc.
Available Schools: Summoning, Necromancy,
Gladiamori/Warborn
Class Points: 4-7 Governing Affinities: Tech and Magic
Gladiamori are battle necromancers. They combine a deadly martial art, abilities reminiscent of the Horseman of War, warcries, and necromancy for a destructive combination.
Abilities: Union with Weapons – The character can unite with a weapon, the flesh undulating and oozing to surround the armament. For example: A Warborn could pick up an AK-47, grab the handle, and let the handle and stock ooze into his hand. An AK-47 barrel would then stick out in lieu of a hand. Bodily Payload – The flipside of Union with Weapons. By expending either a minor amount of health or magic, the character can essentially have a permanent supply of bullets, E-clips and missiles. Bind Limbs and Body Parts – Identical to Death Walkers. Warborn will often keep two hands open for somatic gestures and for weapons not appropriate to unite with, then have two to four extra limbs to hold guns. Warcry – The beginning Warcry invigorates the spell caster and allies and induces fear in opponents. The ability is done as a check vs. Charisma and Paranormal Ability. Weapon Mastery – The Warborn’s unity with the essence of War allows him to feasibly operate any weapon, even alien weapons. Steal Art – The Warborn can, after an appropriate victory, perform a ritual (often involving eating the body parts of a target) to learn their martial skills!
Skills: Gladiamori Art: The martial art of the Gladiamori. It involves pressure points, bodily locks (using the character’s knowledge of bones and often magic), and brutal slashes. It is either designed to let the character hold his own against larger opponents or brutally assault.
Dearthbringer/Cursebringer
Governing Affinities: Ki and Magic
The Deathbringers are identified with the Horseman of Famine. They conjure blistering waves of heat, cutting frost storms, and similar to destroy crops. Against humans, they inflict curses and direct damage. The Cursebringer requires more preparation and planning, and they are best against organic targets, but with the proper application and assisting Classes, they can greatly assist a team. Some of their Famine Magic is effective direct combat magic.
Abilities: Evil Eye: The Cursebringer can induce debilitation through a mere glance, usually accompanied with a blackening of the eyes, a response to the magical energy unleashed. Effects from muting to blinding to reduction of luck can be inflicted. Induce Fear: Through a minor dweomer, the character can induce fear in an array of targets within close range. Immunity to Bio-Manipulation: The character is highly defended against neurological attacks and low-power curses such as the Evil Eye. Resistance to Curses and Disease: The character is resistant to mystic disease and to Famine and Curse Magic. Recognize Curses: The character can ascertain whether or not an affliction is due to a curse and, if so, the likely treatments. This is not a substitute for proper medical analysis if a curse is not present.
Plague Monk/Murder Mage
Governing Affinities: Psi and Magic
The Plague Monks are associated with Pestilence, and they conjure decay, swarms of insects (everything from locusts to bees to hornets),
Twanchen Soul Smith
Whereas the Banbar Blado Randce focus on producing beautiful weapons as art
Quicksilver Master
Nitro. Godspeed. Runaway. Just a few of those who mastered combining an element or type of assault with the essence of speed itself. This induction has a number of effects. First, the character gains bonuses to Reflex and Keen and a further bonus to actual running speed. Second, the character can expel his unique effects. For example: Nitro’s Quicksilver Flame was capable of spreading in a particular area literally instantly, as well as magnetizing after fast-moving targets with speeds proportional to the target’s speed.
Trickster Mage
Living Fire Sorceror
Oni School Master
Wild Mage
Clown/Ludic Mage
Legion Hunter
Legion Hunters are trained by devotees of Damien Legion, an inheritor of the famous Legion name. Damien’s ancestor succeeded in capturing the great demon Legion
Punisher Disciple
Protoss Vindicator
Protoss Dark Templar
Protoss High Templar
Matrix Warrior
Matrix Agent
Wu Shih
Governing Affinities: Ki AND Magic
The Wu Shihs are the Chinese equivalent of magicians. They are a unique class in that they can access Ki Arcanism as well as ordinary spells. Of course
Tao Shih
Twanchen Breathreaver
Utilized Attributes: Paranormal Ability Governing Affinities: All!
The Twanchen philosophy regarding magic and other paranormal forces is similar to Oriental philosophies. They believe that there are four paranormal elements: magic, ki, psionics, and technique (the scientific force). Each of these are symbolized by a dragon. The Dragon of the East dominates over magic, the technique of wisdom and of the soul. The Dragon of the West dominates over psionics, the technique of will and of the mind. The Dragon of the North dominates over technique, the exemplification of the cold hard facts of the universe. And the Dragon of the South dominates over ki, the exemplification of life and unlife and their interplay. The Rising Dragon is the dragon that rises from these endless conflagrations of the four breaths. It is the creative force that is found in those who have a healthy combination of the four, whereas the Falling Dragon is found in those who abuse the four. Twanchen Breathreavers believe in balancing and controlling the four breaths. The foul ones deliberately induce imbalances in order to enhance their powers, even to the point of tearing away literal breath! (DF’s technique of consuming an organism’s spirit breath is considered to be a Breathreaver technique). The more benign ones use a subtle control to store up ambient energy.
Breathreavers make excellent secondary or support classes, having tremendous capacity to assist allies and manipulate forces. They can access virtually all paranormal Merits and can facilitate the mastery of new colleges of magic.
Class Skills: Maximal Cantrip: The Breathreaver can produce any minor Cantrip (detect evil, make a light sphere, etc.) or perform most metaparanormal functions (negate, dispel, amplify, reflect, etc.) with the appropriate skill check. They can do so for any of the four Affinity types. This ability is of near infinite utility Available Merits:
Twanchen Dragon Thief
The Dragon Thief is the Twanchen combination of a professional thief and conman, mystic bandit, treasure hunter, and ninja. They are allowed in Twanchen society because they often are similar to Robin Hoods, serving as a balance to the ambition of the rich and being an outlet for the ambition of the poor. Most Twanchen Dragon Thieves now model themselves after the legendary Badcat: sardonic, pragmatic, creative, friendly, skilled, artistic, generous, etc. Badcat has reluctantly stepped into this leadership role and has established numerous schools to teach Dragon Thieves the other Twanchen Arts, as well as the Blado Randce techniques he knows. Per usual, Xenocratis, Thrash and Badcat coordinate their training.
Twanchen Chakra Spear Enbutsu
Twanchen Chakra Spear Enbutsu (enbutsu being the word for “practitioner”) learn a number of abilities that involve either releasing energy from their own chakra points or striking the energy within others, often to some debilitating effect.
Twanchen Mighty Singularity
The Twanchen Mighty Singularity is the art for those of less bulk. It transforms the character into almost a literal singularity, turning their small amount of mass into a dense and powerful mass.
Abilities: Reverse Strength (Unique Merit): The character is capable of, in every attack, reversing his opponent’s strength, turning it into a bane rather than a boon. Hyper Density (Unique Merit): The character concentrates in body hardening on making his body ultra dense and strong, boosting its effective Strength and Endurance for combat and facilitating powerful low-lying strikes.
Twanchen “No-Mirror” Enbutsu
The Twanchen “No-Mirror” Enbutsus are known for precisely what their name implies: precisely inverting their opponent’s abilities, not simply mimicking them. If an opponent fights with an offensive style, the Enbutsu will switch to an appropriate defensive style. No-Mirrors also use mirror based attacks and illusions, and learn how to reverse other things (for example, defense/offense).
Twanchen Black Puppeteer
Utilized Attributes: Charisma, Keenness, Paranormal Ability Governing Affinity: Tech; Ki or Magic
Black Puppeteers are similar to the puppetmasters of Japan: clad in black, behind the scenes, directing plays and activities. They are combination engineers, stage magicians, showmen, conmen, manipulators, and actors. They design puppets, which can include automata and even golems and similar magical constructions; they use wires in combat, which can include monofilament or charged wires
Twanchen Master Novice
The Twanchen Master Novice utilizes the principle that a talented novice in a field of martial combat is a deadly opponent to even the best masters, because he is unconventional and does actions outside of orthodoxy. Master Novices train in the style of novices, learning and grasping for new techniques along the way. They cultivate the feeling that each new battle is the first battle. Though emotionally harrowing (because the technique involves an adrenaline rush, which can be achieved at first only through panic), the art is truly unpredictable. Even “no-style”, “super-conscious” or “no-mind” practitioners can only draw upon techniques learned or within their style, but the Master Novice gains a much greater understanding of the principles of motion and combat, without obfuscation from martial principles added in over millennia. Master Novices are, due to this combination of events, unpredictable, quick, cultivated, and entirely innovative.
Tiny Atlas
Twanchen Vagrant Doctor
Governing Affinities: Tech, Ki, Magic
In Twanchen society, with a massive population and few doctors about, doctors often found it necessary to travel abroad. Bandits were an ever present danger, as they may hold a doctor ransom, steal his expensive medical equipment, etc. Doctors thus became vagrants, essentially traveling as if bums, storing their medical equipment in sanitized knapsacks, backpacks, or on cheaply made saddlebags for various tired-looking steeds. An expression, “Always give alms – it may be your doctor” entered the Twanchen vocabulary. The Doctors also crafted another way of dealing with bandits: namely, martial arts using their acupuncture needles, scalpels and knives, etc.
Twanchen Serene Desolation
This martial series of techniques was developed by the nobility, the vassals of the Four Dragon Emperor, in order to be subtle, fitting of the rising bourgeoisie
Twanchen Battling Butcher
Utilized Attributes: Strength, Keenness, Endurance Governing Affinity: Ki, Tech
Battling Butchers are quite literally what the name implies: a combination of butcher, hunter and mercenary. In order to defend themselves from the rough-and-tumble life that was a matter of course in Twanchen, they learned to apply their technique to martial combat.
Art of No Thickness: The
Twanchen Principles of Steel Enbutsu
The Principles of Steel Enbutsus attempt to understand melee weaponry as such, eventually uniting with the principle of steel and wood to master virtually all such armaments. These are the quintessential weapon masters of the Twanchen culture.
Later on, Principles of Steel Enbutsus can master Axis Techniques, in which they add on other elemental or primal forces to their technique.
Axis of Wood: The Enbutsu becomes attuned with the principles of nature and ki, allowing them to block energetic assaults and use weapons of nature such as brambles, wooden staff, etc. Axis of
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:45:09 GMT -5
Twanchen Prism Eye Castala
The
Twanchen Dizzying Array Castala
The Dizzying Array Castala is a formidable and unique spellcasting type. Castalas focus all their efforts on conjuring a quick barrage of spells that effectively become one spell, tailor-made for the circumstance. At first, these spells are merely low-level cantrips, but with a little experience, Castalas can weave impromptu barrages of elemental assaults, mystic defense matrices, etc. It is recommended to combine Castala with another spell-casting class.
Abilities: Planned Components: Dizzying Array Castalas find ways of making their spell components accommodate the vast variety of spells they are using. This ranges from finding components that boost all of a particular type of spell to designing incense sticks that unleash a bevy of aromas at precisely designed intervals. Controlled Motions: Dizzying Array Castalas use subtle hand motions and even the basic motions of their body (from respiration, for example) at very high speeds to help make their cantrip barrages more efficient. Word Spew: DACs practice speaking very quickly and enunciating very precisely.
Twanchen Spell Sphere Castala
Twanchen Endless Kata Insen
Twanchen Flesh Arsenal Enbutsu
Twanchen One Shot Enbutsu
Twanchen Many Minds Enbutsu
Twanchen Harrier Enbutsu
Twanchen Hypnosis Kata
Twanchen Dermal Flame
Twanchen Mind Harp (Psychic Class)
Twanchen Gate of Suffering
Veneficium Mentalist
Ilwil Worot
Aysyhte Haichkce (Eyesight Warrior)
Eyesight Warriors are the Blado Randce equivalent
Art of the String: This technique focuses on the principles of string harmonics and of the application of the mechanics of the bow to most ranged attacks. Merits: Tension Induction (Unique): The character learns how to add the principles of the tension that channels muscular strength into projectile speed into any ranged attack! This enhances the strength bonus for throwing weapons, bows, etc. plus allows a strength modifier to be added to guns and crossbows. Catch Arrows Fast Reload
Art of the Powder: Art of the Throw:
Haichkce Ifchtor (War “Chief”)
Pbet Irdce (Animal Rider)
Trapping Elements Specialist
This is a rare technique, similar to the Axis School, but of more variety and immediate use. The character learns how to trap elemental forces, including opponent's
Genkai School Student
Note: Taken from Yu Yu Hakusho. Utilized Attributes: Willpower, Paranormal Ability, Keenness, Reflex Governing Affinity: Ki, Magic, Tech or Psi
Genkai is a famous martial artist who, years ago, along with the two Toguro brothers and a few others, won the Dark Tournament. She
Unique Abilities:
Legendary Unique Abilities:
Forbidden Unique Abilities:
Spirit Doomsday Spirit Chakra Homing Shotgun
Metamira School Student
Note: Taken from Yu Yu Hakusho. Governing Affinity: Ki, Magic, Tech or Psi
Metamira was a contemporary of Genkai’s, who was known for a keen sense of morality. His students are very spiritually aware, and their offensive and defensive abilities usually are very stealthy. Examples include Kai’s Angel Blades, which appeared to launch multiple chakram-shaped wheels of cutting light, but in fact one launched one, using the rest as diversions. Metamira Students tend to be down-to-earth, humble and loving due to the influence of their teacher (who is either Metamira, one of Metamira’s second generation students, or one of Metamira’s third generation students – the former two require Trained by an Old Guard Member).
Sensui School Student
Territory Masters
Psychohistorian
Note: Ripped unapologetically from Isaac Asimov’s Foundation novels – if you haven’t read them, do so. Class Points: 4-7 Utilized Statistics: Intelligence, Charisma, Willpower (for mentalics) Governing Affinity: Psi and/or Tech
In the waning days of a future Galactic Empire, a man named Hari Seldon developed a technique known as psychohistory that allowed people to predict human behavior based upon three principles: first, that it be only humans (since then, psychohistorians have worked diligently in that regard); second, that there be sufficient masses of people; third, that the people involved do not know the predictions. Hari Seldon established two Foundations, one of technological might that would conquer the Galaxy, and one of mental might, one that would direct and control the first. When the Old Guard plumbed space and time for allies, they found many Psychohistorians willing to carry their study into modern times. Psychohistory is now coming into vogue in Universities everywhere.
Modern psychohistory works under similar precepts as previous Psychohistory, but with a few important changes. First, psychohistory is being expanded to deal with the wide array of alien and fantastical races. Due to psychohistory’s founding principles, it erects humans as the proverbial “zero point” and measures other races’ variables of interest on grand averages based upon this. Psychohistory does require tremendous interest, but it yields a number of useful developments. First of all, it helps to unlock mentalic powers of tremendous precision and power! All psychohistorians are at least major psychics, if not masters. Second, it allows cogent analysis of past history as well as good predictions of the future (though, of course, the predictions do lose some of their weight when they become known).
Characters will likely have at least an honorary Professorship. So few survive the training process that the remaining ones are in tremendous demand in political science, economics, anthropology and history departments. The character may be asked to appear on nightly news programs as a pundit. Characters will appear to be tremendously
Interestingly enough, many Grammaton Clerics have also become Psychohistorians. Their interest in people causes them to want to view them from a more bird’s eye view, and the mentalics enhances their katas, as well as allows them to compensate for the weakness of the Grammaton technique vs. experienced single attackers and when disarmed. Of course, the Psychohistorian benefits from such training by having conventional skills. Storyfishers often become Psychohistorians as well.
Merits: Psychohistorical Charisma Modifier: The character’s in-depth analysis of all sorts of races on a biological and sociological level has allowed her to deliver precisely tuned messages, offering bonuses to charisma rolls to intimidate, seduce, convince, finagle, bluff, etc. The character rolls a D100 to determine if they have accessed the bonus (I determine the relevant threshold, higher is always better). If so, the character will gain a substantial percentile bonus to every subsequent Charisma check against the same person. If the character fails, they simply don’t know about this person.
Psionics Accessible: Any Mentalic or Sensitive ability. The character always begins with Telepathy, Empathy, Empathic Transmission, Hypnosis, Mentalic Charisma and Hypnotic Suggestion. If they expend 5 Class Points, they gain Telepathic Mental Overflow, Mind Blast and Mind Lash. If they expend 6 Class Points, they gain Ultrawave Telepathic Communication and Intuitive Combat.
Legendary Unique Abilities: Micropsychohistory – This technique applies the principles of macropsychohistory to smaller groups of people. The problem is that the chaos factors that are essentially eliminated by large sample sizes in the case of macropsychohistory suddenly become formidable. In order to master micropsychohistory, chaos equations must be used to counter the greatly enhanced margin of error. There is no way to completely eliminate the difference, but micropsychohistory can nonetheless be used to add tremendous credence to a hunch for the way individual groups can behave. It therefore becomes very useful in combat. Micropsychohistory also allows detailed analysis of particular small groups that become movers and shakers.
Forbidden Unique Abilities: Eternity’s History – The Psychohistorian becomes essentially a god of history. They are able to view the past, present and future and possibilities of interactions as if standing on a cliff high above all of accumulated knowledge. However, like any other prognosticator, they cannot predict the future absolutely. Rather, they are essentially capable of playing Minesweeper with probabilities. They can see where a certain event has so much inertia that it is not likely to be stopped, and they can also see where events are still capable of changing. The important thing is that they can see data scientifically and mathematically, subject it to their theorems, and even use long-distance mentalics to muddle with certain events to change the playing field.
Combination Class: Grammaton Historian (7-12 points; Psychohistorian + Grammaton Cleric). In addition to the abilities gained from the previous classes, they gain Combat Psychohistory: The Grammaton Cleric applies her knowledge of human interaction to the statistical models, thereby gaining a combat-exclusive form of micro-psychohistory! Mentalic Guns: When the character is out of weapons, they can produce guns made of pure mentalic force. It is costly, but as a last resort, phenomenally useful.
Dowsha Limbce
Governing Affinity: Magic
The Banbar believe that shadows are residues of the nasty dark side of objects when struck by the light. They believe that this shadow is the essence of decay and death. Dowsha Limbces thus tap into this power, learning to manipulate shadows, poison, necromantic energies, and so on.
Grammaton Cleric
Note: Ripped straight from Equilibrium – excellent sleeper hit, superior to the latter two Matrix films. Class Points: 4-7 Utilized Statistics: Keenness, Charisma, Reflex, Willpower Governing Affinity: Tech and/or Ki
In a dystopian future, all emotions were outlawed after catastrophic war. A band of police known as the Grammaton Clerics were created in order to detect those who felt emotion and to destroy materials known to inspire emotion: for example, art, music and toys. However, one Cleric, John Preston, was inspired by a similar turncoat Cleric, a woman he fell in love with, and the beauty of art, poetry and music, to destroy the totalitarian regime that dispensed the emotion-suppressing drugs, and then helped to establish a new regime. The Old Guard recruited him for his services, and he ended up becoming a world-class art collector and museum operator. However, he also taught people the art he had inherited, in hope that they could use it responsibly.
Grammaton Clerics of John Preston’s school are taught not to suppress their emotion, but to use it to empower them and to guide their reason. They are capable of being tremendously convincing and of bluffing at a moment’s notice. They are taught how to suppress all unnecessary feeling in battle or during other important time periods. They are also taught to be extraordinarily sensitive to the mental makeup of all they come into contact with. Second Generation Clerics (that is, Clerics not trained by Father but by John Preston and those who sympathize with him) are thus tremendously affable, charismatic, and persuasive.
The combat training of a Grammaton Cleric is exhaustive. They systematically study the statistical probability of any arrangement of multiple attackers, harden their body and mind through rigorous training, study anatomical diagrams and research the general movements of countless other arts. Their most formidable ability are their Gun Katas (and Gun Ki for those who stay with the program for longer than average). They master an array of preset moves with their guns, allowing them to quickly choose the right series of moves and decimate their opposition. Clerics are excellent against multiple-attackers, but while certainly not being deficient against one opponent, they tend to not have too many edges. Their training was to deal adequately with numerous well-armed but untrained opponents. A Cleric without any weapons facing off against an experienced opponent is in a bad position indeed.
Interestingly enough, many Grammaton Clerics have also become Psychohistorians. Their interest in people causes them to want to view them from a more bird’s eye view, and the mentalics enhances their katas, as well as allows them to compensate for the weakness of the Grammaton technique vs. experienced single attackers and when disarmed. Of course, the Psychohistorian benefits from such training by having conventional skills.
Abilities: Mind Block (passive): The Cleric’s complex inner exploration and strong willpower makes them resistant to external mentalic or illusory influences. Empathy and Minor Object Read (passive): Due to the Clerics’ expertise in detecting emotion, they are adequately able to identify what others are feeling. Further, they can detect sources of emotion: for example, they can locate pieces of art or sources of music within a few moments, and can even gleam information about the past of an object through contact with it. This ability does offer a bonus to Charisma checks,. Combat Empathy (passive): A Clerics’ training lets them ascertain an opponent’s feelings, weaknesses, and even somewhat anticipate their actions.
Gun Katas: Pick 4 beginning “Aspects”, plus two per investment of a Class Point. Each Class Point above 3 allows one Gun Kata Element in a Gun Kata.
Merits: Gun Ki (6 point investment only) Automatic Dodge Multiple Dodge
Combination Class: Grammaton Historian (7-12 points; Psychohistorian + Grammaton Cleric). In addition to the abilities gained from the previous classes, they gain Combat Psychohistory: The Grammaton Cleric applies her knowledge of human interaction to the statistical models, thereby gaining a combat-exclusive form of micro-psychohistory! Mentalic Guns: When the character is out of weapons, they can produce guns made of pure mentalic force. It is costly, but as a last resort, phenomenally useful.
Storyfisher
Nu Mou Morpher
Viera Fencer
Red Mage
Psi-Slinger
Fire Baylan
Water Baylan
Blood Baylan
Psi-Gizmoteer
Rain Maker
Inuit Ankaqoq (Shaman)
Inuit Suilarniqeq (Sorrow Fighter)
Inuit Qivigtog (Blizzard Mystic)
Inuit
Clockworks Magician
Turtle School Master
Lord Magus
Catalyst/Dweomershielder
A Catalyst is a metamagic assistant tout de force. The Catalyst itself only gains access to metamagic and pure magic spells, making them a useful support class. However, more importantly, a well-placed Catalyst can turn a group of mages into a well-coordinated and effective squad.
Feral Ork Trappa
Feral Ork Pigdok
Messes with Boars and wild animals
Feral Ork Wyrdboy
Draws upon the Waaaaagh!, capable of manifesting Gork and Mork,
Eldar Fire Dragon
Eldar Warlock
Eldar Spiritseer
Splicer Outrider
Splicer Packmaster
Splicer Archangel
Splicer Dreadguard
Splicer Saint
Splicer Scarecrow
Splicer Skinjob
Splicer Technojacker
Venecian Coal Dancer
Coal Dancers, rather counter-intuitively, are not known particularly for dancing on coals, particularly dancing on coals with no harm to themselves. Rather, Venecian society venerated at all levels those who hardened their bodies. Coal Dancers do precisely one thing: get tougher. They put themselves through horrific body hardening and experiments to get stronger. This is not just restricted to martial artists. Lawyers, doctors, noblemen, even housewives will sometimes be Coal Dancers.
To advance as a Coal Dancer, the character must deliberately step into harm's way. For example: If during a quest a thief character detects a trap, the Coal Dancer may trip the trap deliberately.
Coal Dancer is an excellent secondary or augmentation class. No character can't use more HP, resistance, Body Hardening and toughness. In addition, Coal Dancers cultivate large stores of spiritual energy and can use their hardships to get additional spiritual abilities.
Singh Rager
Lion rager.
Tattooed Monk
D&D Oriental Adventures class – learns tattoos from levels. Traits
Traits are the way to round out your character. There are three classes: Positive, Negative and Neutral. Neutral Traits can be purchased within a sensible limit. They are balanced to have an equal amount of advantages and disadvantages.
Positive Traits, on the other hand, while perhaps containing disadvantages (everything does), are overwhelmingly positive. Negative Traits are the opposite. Positive and Negative Traits must be purchased so that the sum of the noted values is 0.
Internal Disadvantages and Advantages are entirely optional. They are ways of at least partially paying for a Positive Trait by relying upon the logic of the Positive Trait. So, while being a supersoldier is generally overwhelmingly advantageous, if it was an excruciating procedure, there may be some psychological trauma and burning resentment.
It is possible to take enough Internal D/As or As that you more than pay for the Trait. In that case,
Positive Traits:
Related to An Old Guard Member (3 or 5): Simple: the character is the clone, son, daughter, etc. of an Old Guard member. This is as close to a direct character conversion as can be made. 3 Trait Points purchases one relation. The character gets some of the abilities of that one family member. 5 purchases two. The character has left to make his own way and discover his own heroism. People, be imaginative about the combinations – Supergirl and Spiderman, maybe? While Mom or Dad may make an occasional appearance, they are as busy as the rest of the Old Guard, and won’t always be able to bail out the team. Internal Negative: Accusations of Nepotism/In Mom or Dad’s Shadow (Automatic): While the character will obviously get advantages from his relation (“Look at that tough guy, just like his old man”), there will always also be unfair comparisons to the mother and/or father (“Xenocratis would never have pussied out so early.”), and the character will have to prove that he’s not just the son of a famous person. Power Limitation (Automatic): The Natural powers chosen must be within the classes of the parents, as must the Race. (This is sort of the point, so it’s not too much of a problem.) Youthful (-1): This is a fairly likely Internal Negative. The character has only recently left his parent’s house to go out on his own. They may even be underage, simply a talented young’un who couldn’t tolerate home anymore! The brief time period elapsed has made most sons and daughters of the Old Guard rather youthful.
Unbelievably Tough (4): This Trait offers one a qualitative difference in hit points. They can be a full class above what they should be based on Endurance, Strength and Willpower. Something about the character, whether it be an unusual will for combat, a unique body frame, or any number of things animates the character beyond mortal limits. Examples: Sanosuke Sagara, Xenocratis, Kazuma Kuwabara, Anji the Shining King Internal Negatives: Scarring (-1): The character’s toughness has been purchased through rough treatment, and the character has the scars to show it. The scars should be treated gingerly, and they will change the reaction of others. Chronic Pains (-2): The character’s body has taken such a pummeling that they suffer from various aches and pains throughout the body. The problem is fixable by medical treatment, but it’s very difficult and the pains are likely to return. The body is simply not designed to take this kind of abuse. Stubbornness (-1): Much like Sanosuke and Kuwabara, the character is a stubborn ox who will continue to fight stupidly even when there is no point to doing so. This character will be tough but reckless, accepting challenges and dares frequently. Haunted/Something to Prove (-1 or –2): The character has had something happen to him that makes him want to prove something to the world. It animates him, but it is also a source of suffering and misery.
Renaissance Man (X): This person is very multifaceted in her interests. She is able to choose one additional Class to start, with a cost in Positive Trait points equal to the points of the Class she wishes to invest in. Internal Negatives: Master of None (-X): The character suffers from a –10X% to all skills they’ve accrued.
Fast Learner (3): The character gains Class or Rank Boosts at 150% the rate of the normal character. They also start with an additional 3 Class Points. Internal Disadvantages:
Supersoldier (X): The character has been through some form of experimental program that has yielded a supersoldier. This is a chance to flesh out the character’s history. The character picks some of the following: Chemical augmentation. Whether it be ancient alchemy or modern chemical concoctions, the character has been subjected to an array of chemicals. This may require a Juicer-style bio-monitor/computer (treat this as an Internal Negative) or periodic refills (also an Internal Negative). Genetic augmentation. The character may have been bred for generations, be a planned mutant, or be a person whose genes have been tweaked and modified. Intense training. The character will get an array of military skills, including some paranormal level abilities. Attributes will also gain bonuses from various forms of training. Symbiotes. The character has been bonded to some other organism to enhance his or her power. The character will go through the character creation process as normal, but will essentially purchase a new Class at the cost of Negative Traits. The character should determine whether she was a pure scientific experiment (i.e. the first batch of an experimental design, never designed to fight for the organization) or an actual attempt at making and recruiting a new soldier. Internal Negatives: Hunted (X): The character is hunted by the organization that created her. The value of X is determined by the organization’s zeal and its capacities. A small organization with tremendous desire to recapture the character will get a few points, a large one that puts it at a low priority will get a similar amount, and the combination of the two may pay for the Supersoldier class. Scarred/Damaged (X): The experiments had side effects. The character may have insanities from trauma, horrible addictions or side effects from chemical augmentation, etc. The degree of mental or physical scarring determines the cost. Reliant (X): The character is somehow reliant on the sponsoring organization. It may be anti-rejection medicines, refills on chemicals, a cranial detonator, etc.
Sharingen Eye (3): The Mirror Wheel Eye is an eye that allows the character tremendous capacity to mimic her opponents. It manifests itself as a spiral-shaped eye
Trained by an Old Guard Member (2):
Blessed (X): The converse of X: the character can reroll critical misses, has a higher critical chance, etc. Again, the X is proportional to the degree of blessing.
Immortal (5): The character is literally immortal. No natural result of aging will occur, making a thousand year old as spritely and limber as a twenty year old. The character can be killed by nefarious means, but has high resistances to heat, cold, poison, blood loss, etc.
Rare Ki (4): Every person has a unique ki frequency with tremendous capacity to improve. However, there are some rare types of Examples: Sojiro, Kenshin (Shuku Chi)
Pet (X): Examples: Shadow from FF3.
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:45:44 GMT -5
Neutral Traits
Diamond in the Rough: The character is tremendously talented and has huge stores of energy, but can only access them under a stressor. Pick any of the following: Collapse of the conscious mind (i.e. Fred) Anger, desperation, frustration (i.e. Gohan, Bruno) Love or concern over friends/family (i.e. Kuwabara) Severe pain The character will have all relevant attributes and skills halved normally, but they’ll be doubled past normal when the character fully unleashes his or her power. They’ll have less abilities normally, but even more than usual when in the rage. And so on.
Jagan Eye: The character has had a surgically implanted third eye known as the Jagan, literally the “Evil Eye”. The eye allows viewing through dimensional barriers and through walls and obstructions. It also allows the user to access legendary and forbidden magics normally not available. However, it reduces the user’s paranormal energies a full three ranks and reduces the amount of abilities they start with.
Hell Eye: This is a very rare mutation that has only appeared in the guise of Astar Reeves.
Negative Traits:
Allergy (1-4): Allergies are worth negative Trait Points based upon two variables: first, how ubiquitous the allergen is; second, how severe the reaction is. A reaction to pollen that yields the sniffles is a 1 or 2, a reaction to aluminum that yields nasty rashes is a 1 or 2; the first is due to pollen’s being common but the symptoms being mild, while the latter is due to aluminum not being a very common allergen but the symptoms being nastier. Combining the two
Spontaneous Release (1-3): The character’s powers (only applicable with Ki, Psionics, and some Magic and Techniques, particular superpowers and intuitive magic – ask me) spontaneously release at various times. Pick one of the following: When under severe stress or pain When asleep and dreaming When under any hallucinogenic or mind-altering influence During these times, the character will randomly use one power to randomly do one thing. While the result will almost never be positive, it may be mostly benign, or it may be extremely dangerous.
Sensory Difficulty (1-3): The character has a deficiency in sight, hearing, etc. This must be a sensory capacity the race normally has, so a race with no eyes cannot eliminate sight and gain the points.
Energy Leak (3): The character leaks a substantial amount of energy when using her paranormal abilities. This has the following results: Raises the cost for an ability to operate at equal potency Makes the character more vulnerable to energy drain abilities Offers any energy vampire an ample source right after an ability is used The energy leaked has a chance of unleashing a nasty chaos effect, hurting the character or allies! Internal Positive: Energy Boost (1-2): The character has compensated for the loss of energy by simply getting more of it. The energy leak is related to a flaw in their technique. Energy Cloud (2): The character has learned to manipulate the cloud that forms about them. After a certain number of usages, the cloud has achieved a mass that can be used to fire wispy energy bolts or transform into an energy grenade, among other ingenious uses.
Scarred Childhood (X): The character has had a tremendously blighted past. The actual results will vary, but the character is emotionally injured in some way. Perhaps they are broken and thus have lower Willpowers; perhaps they have some insanity; perhaps they are determined to survive and thus are pathological loners but with a higher Willpower.
Cursed (X): The fates don’t smile on this character. She is likely to trip at the worst times, get misfires at critical moments, etc. The value of X is determined by how substantial this jinx is.
Pathologically Neat (1-3):
Phobia (1-3):
Addicted (1-5): The character is addicted to some chemical substance.
Penniless (2): The character begins with no starting money, whatsoever. Whatever they have is from their years of saving and is purely class equipment. Psionics
Due to the rushed nature of this Beta, I’m going to list relevant abilities under each and not describe.
Contra-Paranormal/Metapsychic: Mind Block
Energetic: Psi-Sword Psi-Claws Mental Lash Psi-Bolt Ridaction
Healing/Infliction: Psychic Surgery Psychic Diagnosis Induce Healing Induce Sleep
Mentalic: Mind Block Telepathic Mental Overflow Mind Lash Mind Blast Invisible Haze
Psychokinetic: Telekinesis TK Super Bomb Super TK Barrage Levitation TK Flight TK Barrier Pyrokinesis PK Super Bomb
Reality Manipulation: Molecular Transmutation Molecular Velocitation (heat/cold) Molecular Bonding (strengthen/weaken) Molecular Refractivity (make more opaque/more transparent) Teleport Astral Projection Diffusion Cloak
Self-Enhancement: Intuitive Combat Resist Hunger Resist Fatigue Resist Thirst Impervious to Fire Impervious to Cold Impervious to Poison TK Exoskeleton Ectoplasmic Battle Suit Alter Aura
Sensitive: Astral Projection Commune with Spirits Detect Alignment Presence Sense See Aura Sense Evil Sense Magic Sixth Sense Ultrawave Telepathic Communication: The character is literally able to project telepathic and empathic information through a
In addition, there are Legendary and Forbidden psychic powers that begin to defy categorization, just as there are Legendary and Forbidden spells. Certain classes will gain access to these Legendary and Forbidden psionics, but normally, a 150 Affinity is required for Legendary and a 300 for Forbidden. Those who can use Forbidden Psionics are known as Omega Mentalists.
Legendary:
Force and Mind: A combination of telekinetic and telepathic energy. Ego Tower: The Ego forms a defensive shield around the user. Id Razors: The fury of the Id formed into telepathic blades. It can either be turned into an offensive weapon or a defensive shield, the latter cleaving apart attacks and attackers that enter. However, the unleashing of the Id Persona Shield: This shield is unique in that it only blocks against those who the user can perceive. The shield uses Charisma to help determine its power, and it has a chance of making opponents not see the user, as per Invisible Haze. Chronokinesis: Chemokinesis: Astral Intangibility: The character has the capacity to almost instantly become astral and then return. Entropic Destruction Blade: Cutting Force: This moves beyond TK Cut and becomes an infinitesimal blade of cleaving force that can strike wherever the user can see.
Forbidden:
Genocide Mind: An attack that strikes at the collective unconscious of an entire species! Brain Soul: Telepathic assaults that are able to strike at the very soul, beleaguering, ensorcelling, and beguiling in every way. TK Super Bomb 3 PK Super Bomb 3 EK Super Bomb 3
Magic
Axis: This school plays off the interplay between a base element and another element. For example: An Axis Mage who begins with fire could add poison, making a licking green flame; or ice, making Blue Flame.
Four Forces: Mostly available only to Rasmusson Adepts, this class manipulates the four forces of the universe: gravity, electromagnetism, the weak force (that which prevents electrons from sucking into the nucleus) and the strong force (that which keeps protons in the nucleus together).
Elementalist: Elementalists are able to manipulate the four traditional elements (fire, water, air and earth), as well as the Oriental elements of wood and steel.
Healing
Holy:
Metamagic/Pure Magic: These spells either affect magic and paranormal forces, or conjure pure magic for some purposes. This art seems to be of little use at first, but it does yield the dreaded Ultima and the forbidden Ultima 2, making it worth it.
Necromancy
Shadow/Umbramancy
Space Magic:
Time Magic
Superpowers
Superpowers ala Superman or Spiderman are usually governed by Technique Affinities. They can be induced by:
Mystical Object: Whether it be a magical weapon or an enchanted object, part of the weapon’s capacities is to give the character powers. The Green Lanterns are good examples of these characters.
Martial Arts
Katas: Flying Sword, Striking Scabbard: This technique is a useful intimidation tactic, surprise move, and initiative-gainer all in one. The character tosses her sword up high in the air, then strikes with her scabbard until the sword comes down. The beauty is that a sword ki expert can launch the sword into the air, where it will become energized, discharge the ki in her scabbard, and then catch the blade and use it.
Class Unique
Futae No Kiwami Starting: FnK (0) Water Shield (10) Shockwave Weapon FnK (40) Neutralize Energy (80) Legendary: Sanpuu no Kiwami (150) Full Body FnK (150) Air Shield (160) Redirect Energy (160) FnK Destablize (180) FnK Permanent Weakening (190) FnK Gashing Trench (200) Forbidden: FnK Infinite Chain (300) FnK Organic Disruption (310) FnK Infinite Render (320) FnK World Nova (330)
Felsch Ahmoqa: Regular Cripple Shatter Forbidden Armor of Techniques (300) Impale Ability (320) Affinity Crush
Irfry Ahmoqa: The Irfry Ahmoqa is Regular Piercing FlameBlame Falling Flame Legendary Endless Rings Forbidden Infinite Friction (300; surpasses the limit set by physics for heat) Supernova Stance Nova Chariot Mirage Randce Nuclear Sword Ignition Friction Blade Body
Ayrt Regular Corkscrew Beam (a tight corkscrew of air that inflicts a hammering blow) Trembling Blades Ringing Blades Vacuum Chakra Forbidden Humming Saber
Chakra Storm Forbidden Decimation Chakras Symbol of Air: Forces opponent to block, making patterns of vacuum that unleash paranormal effects
Waer Ahmoqa Regular Water Snake’s Fang Water Snake’s Poison Dance the Thin Air Legendary Possess the Thin Air Vacuum Parch Self (can create water from the Forbidden God of the Thin Air Wield the Water Snake Torrents of Blades
Dowsha Ahmoqa: Regular Shadow Limb Shadow Mirror Legendary Shadow Defender (character’s shadow defends her) Shadow Copy (character’s shadow mimics offensive movements) Shadow Prism (creates multiple shadows to do certain tasks) Forbidden Delayed Shadow Shadow Mirror (shadow blades/shadows become Infinite Shadow
Art of the String: Regular Taut Projectiles: Adds a Strength modifier to all projectile attacks, including crossbows and firearms
Grammaton Cleric: The Grammaton Clerics are unique in that they construct their Katas on the spot through means of a number of Elements tailored for the specific situation. Regular Blind: If the Cleric has no optical methods of perception available, he may design a Gun Kata using this Element. The Cleric uses other perceptions, is a little more careful with his movement, and relies more on his statistical data.
Sensui School: Forbidden Demi-Armor Kata: The Sensui School Student creates an Offensive Armor for his legs, automatically unleashing various energy attacks along with an array of Angel Light-powered leg attacks. The upper body is covered with a Defensive Armor and protected by a Reppa Fujinken shield. The Sensui School Student fights as normal: block with the arms, attack with the legs.
Merits
Merits are similar to Feats in D&D and Perks in Fallout II. They tend to be passive capacities the character has required that cannot be expressed in terms of a percentage, but are simply pieces of knowledge or some form of expertise that offers a bonus.
Just like Paranormal Abilities, Merits come in regular, Legendary and Forbidden flavors. Unlike Paranormal Abilities, there is not necessarily one type of requirement
Perception Merits
Nightvision:
Thermal Vision/Sense:
Ultravision:
Motion Detection
Awareness: Automatic scans of the following type: HP Class Elemental weakness Weapon type
Vulnerability Detection:
See the Invisible:
Spirit Sight:
Blind Flight:
Multiple Blind Flight:
Absolute Blind Flight: The character can fight with no perceptions whatsoever! This means none of the conventional five senses, any magic analog (i.e. mage eye),
Stuntmaster: -10% from explosives, +20% to piloting skills.
Bluff Master: Recoup after failed steal, haggle, negotiate, etc.
Bluff God: As Bluff Master, but can also bluff and haggle those of supernatural proficiency and with psychic abilities.
Flexible: Change stances, katas, etc. in 1/2 the time. Additional Merits boost by a fraction each (1/3, 1/4, 1/5, etc.)
Legendary Flexible: No transition time.
Forbidden Flexible: Offers a slight “kicker” during transition.
Hit the Deck: 1/2 damage from most radius effects, bonus to roll vs. impact.
Scan the (X): Choose a type of terrain (sea, water, dimensions, etc.) You get a bonus in initiative vs. opponents in those terrains.
Favored Enemies:
Extended Lifespan:
Vampiric Attacks: A certain % of the character's attack damage is also transferred into health for her. This can put her over max health, but the health will slowly decrease.
Permanent Emanation: Certain self-enhancing spells can be set for Permanent Emanation, meaning they can either be used costlessly at will (except for Endurance limitations, per usual) or
Self-Concealment:
Spectral Strike:
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Post by Frederic Bourgault-Christie on Apr 1, 2006 0:46:39 GMT -5
Spellcaster Harrier: When attacking a spellcaster or other paranormal ability user, the target suffer concentration penalties.
Stored Turns: The character Seize the Initiative: Random Bonus: Choose a type of ability. A random bonus to checks is added every time.
Paranormal Merits
Affinity to Resistance: Turns higher Affinity into higher regular damage resistances.
Improvised Counterspell: The mage may use a Normal-level spell not ordinarily intended as a Counterspell to attempt a Counterspell action.
Legendary Improvised Counterspell: Same as Improvised Counterspell, but Normal level Improvised Counterspells are more effective and the character may now use Legendary spells.
Forbidden Improvised Counterspell: Same as Improvised Counterspell, but Normal and Legendary Improvised Counterspells are more effective and the character may now use Forbidden spells.
Double Bounce:
Power Surge: When critical with a spell, certain amount of MP is restored.
Power Recompense: When critical failure with a spell, certain amount of MP is restored.
Spell Penetration: Spells have a higher chance of breaking through opponent’s paranormal defenses. This will even apply to magic resistances and invulnerabilities.
Legendary Spell Penetration: Gets an opportunity to reroll for reduced effect if an opponent saves, plus even more improved Spell Penetration modifiers.
Forbidden Spell Penetration: Indefinite opportunities to reroll for reduced effect. Bear in mind that the reducing of effect begins to add up quickly.
Status Mimic: Positive abilities casted on opponents within a certain range are automatically replicated on the holder of the Merit. Legendary and Forbidden abilities are not allowed.
Status Mimic – Legendary:
Status Mimic – Forbidden:
Spell Charge:
Spell Charge – Legendary: Multiplicative progression.
Spell Charge – Forbidden: Exponential progression.
Enhance Spell – Normal:
Enhance Spell – Legendary:
Enhance Spell – Forbidden:
Widen Spell – Normal:
Widen Spell – Legendary:
Widen Spell – Forbidden:
Martial Arts Merits
Tamashiwara:
Battoujutsu:
Automatic Battoujutsu (Legendary):
Battoujutsu Edge (Forbidden)
Stunning Criticals:
Crippling Criticals (Legendary): Prerequisites: Stunning Criticals
Deathly Criticals (Forbidden): Prerequisites: Stunning Criticals, Crippling Criticals
Attribute Shatter Critical: Pick one attribute (or Luck, alternately). When criticaling, the character reduces the chosen attribute in the opponent. Prerequisites: Stunning Criticals
Aggravating Criticals (Forbidden):
Attribute Cripple Critical (Legendary): Pick one attribute (or Luck, alternately). The character reduces this attribute
Automatic Aggravating Criticals (Forbidden):
Attribute Feedback Critical (Forbidden):
Perpetual Aggravating Critical (Forbidden):
Affinity Shatter Critical (Forbidden): Prerequisites: Stunning Criticals, Crippling Criticals, Deathly Criticals, Attribute Shatter Critical, Attribute Cripple Critical, Attribute Feedback Critical
Sword Ki: The character is able to store some of his ki in either her scabbard or her sword.
Sprinter: Bonus to Reflex for purposes of running.
Track Star: Bonus to Endurance for purposes of athletic activity.
Gunmanship and Ranged Combat Merits
Quickdraw:
Automatic Quickdraw:
Quickdraw Edge:
Gun Ki:
Bolster: A bonus to Strength for firing weapons.
‘Slinger: A bonus to Reflex and Keen for
Utility Merits
Fortune Finder:
Break the Rules:
Level-Headed: Operate on the best of two combat rolls. Critical misses still do affect turn (though reduced), not applicable in all circumstances.
Legendary Level Headed: Operate on the best of three combat rolls.
Initial Skill Boost (X): Boosts a type of skill’s efficacy for the first few rounds of a battle. Night Preference: The character operates better at night and can take advantage of the night’s advantages. Day Preference: Harmless Appearance: The character can cultivate an innocuous persona. This is great for assassins, thieves, and similar. Etiquette: The character gains a bonus to Charisma around the genteel, the elite. First Strike (M:TG): Rampage (M:TG):
Lingering Damage: Pick an appropriate style of attack. This attack does damage into the next turn, usually less than a quarter of the original damage (certain modifiers will not come into play for this). For example: A punch could inflict bruises and pain; a stab attack could gain aggravated wounds, etc. Appropriate saving throws, strike conditions, etc. should be applied liberally by the GM.
Legendary Lingering Damage (Legendary): Similar to Lingering Damage, but the damage is now less than half the original attack and the damage lasts the whole battle.
Crippling Lingering Damage (Forbidden): Similar to Lingering Damage, but the damage is now less than 75% the original attack (as usual, minus some modifiers, the type of modifiers usually present in Forbidden attacks) and lasts even outside of the battle.
Round out the Edge: Slight bonus for poor rolls, Reduced Enemy Criticals Salvage Mistake: Can reroll skill checks at penalties. Legendary Salvage Mistake: Can accept later penalties to be able to add on another roll now. Forbidden Salvage Mistake: Reputation: Legendary Reputation: Godlike Reputation: Hasten Turn: A character with this Merit can take her turn earlier in the turn cycle. Roll a Turn Prolongation check as normal and use the result to indicate how long her new turn should be. A potential general rule of thumb could be 100 – ((1-1D100) +/- X) % turn left, i.e. roll a 68 and have 100 – ((100-68) +/- 0), or (100-32), or 68. X would be based on how far the character wanted to move up in the order, Reflex, Keen, Merits and Abilities; the lower, the better. This is used most often in Combination Abilities. Elongate Turn: A character with this Merit can wait to take her turn and thus take a longer turn later. The longer they wait, the longer a turn they get. Ordinarily, someone can skip their turn and take it later, but the turn is either scarcely elongated or is the same length.
Attribute-Affecting Merits
Initial Boost (X): The player chooses one attribute or Affinity. That Attribute or Affinity gains a boost in the first few rounds of combat.
Critical Boost (X): Similar to Initial Boost, but the attribute is boosted when the person is at critically low levels of health.
Combat Boost (X): Similar to Initial Boost, but the attribute is boosted by a smaller amount when the character is in combat.
Learned Merits
Language Affinity: The character learns languages faster and is very quickly capable of engaging in basic conversation. Omniglot (Legendary): The ability to speak all mortal languages! Through combining complex linguistics work to determine panlingual rules of grammar, study of several languages as heuristics, numerous means of empathy, and a minor supernatural element, those with this skill can speak any language that is not extensively designed to be secret, or is a language forbidden to mortals. Living Anatomy:
Rogue Merits
Automatic Critical Backstab:
Legendary Backstab:
Forbidden Backstab:
Body Hardening Merits
Leather Skin
Iron Skin (Legendary)
Adamant Skin (Forbidden)
Die Hard: Massive bonuses to resistances when at 20% of health.
Iron Hand:
Kangeiko:
Shochu Geiko:
Dam Sum Sing:
Resistant to X:
Resistant to X – Legendary:
Resistant to X – Forbidden:
Impervious to X:
Impervious to X –Legendary:
Impervious to X – Forbidden:
X Absorbant:
X Absorbant – Legendary:
X Absorbant – Forbidden:
Leadership Merits
Tactics Initiative: One turn per 10, can pick a round to greatly boost allies.
Strategic Initiative: Entire battle, slight bonuses.
Vicious Leadership: Higher damage and strike bonuses.
Cautious Leadership: Higher defense and dodge bonuses.
Merit Application: Give allies slight benefit of merits.
Affinity Application: Give allies slight benefits of Affinities.
Skill Application: Give allies slight benefits of Skills.
Attribute Application:
Dominating Leadership: Raise Allies' saving throw and willpower checks.
Vulnerability Warning: Inform allies of vulnerabilities.
Cover: Automatically defend allies.
Power in Numbers: Each player benefits from each other.
Sharing Matrix: All players share whatever the Leader can share.
Team Player: +10% to stats when working with a team
Awards
How do characters develop in the game? After every mission, Class Points or Rank Boosts are assigned. In addition, however, good play garners special awards that can be traded in for boosts.
Innovative Usage of Abilities: This is rewarded when the character does something unique and polished with his abilities. Using a fireball to blow up a tank doesn’t count; using it to detonate a gas tank may; using it as a signal flare has a very high chance of getting this.
Team Player: The character coordinates well with the team. Donating money so an ally can purchase a necessary spell, buying restorative equipment in lieu of new toys, or similar can garner this award. 2 purchase a Leadership Merit
Karma’s Blessing: If the player is a good sport OOC despite a number of unlucky events, the character will get this award. It allows: An automatic critical Swapping rolls with an enemy Boosting an ally’s rolls 5 purchase Blessed (or eliminate Cursed) Mystical Items
Mystical and legendary items are divvied up into a number of categories, quite important in their distinctions. If you’re creating an item, go through this list and ascertain the general properties of the object.
1.Governing Affinity: Magic, Tech, Ki, and/or Psi
All important items channel one of the four Affinities. Magic is fairly simplistic. Its powerful ambient existence allows magic items to operate most everywhere. Some magic items are enchanted and thus have a permanent dweomer (advanced ones will have self-replicating enchantments); others are powered by ambient magic, a slight input from the user, a connection to the spirit world, or a trapped spirit.
Tech “mystical items” are either a type of hyper-advanced technology that serves to magnify the user’s innate techniques or legendary items with no explicit enchantment, ki enhancement, or psionic improvement. A well-crafted weapon can be dynamic without using any of the other three forces, but often, there is trace elements of magic or ki.
Psi items are relatively new. The most common are technological items activated by mentalics or psychokinetic abilities. In this case, the only difference is that the activation switch or trigger is psychic, rather than physical. The ambient psychic force, appropriately called The Force by the Jedi Order, is more responsive to organics and less to machines. Nonetheless, it is possible for appropriately designed weapons to use technological energy, the energy of the user, ambient mentalic power, psychic entities, or similar to power items that have psychic effects.
Surprisingly, while technology such as Feng Shui, ki healing through acupuncture and sword ki has existed for a long time, high technology seems to be averse to ki. Technology seems to create either null or negative ki. Very advanced engineering has begun to overcome this problem, though. Ki items are about as likely as psi items to be magnifiers or augmenters, but in some cases ki can be stored in the item itself. For example, there are printers that have a special “cord” that must be attached to a high-ki flow area and used to print Celestial Calligraphy for Taoist magic.
On a side note: New technologies, known as Axis Technologies, use amassed energy of one type to simulate another. For example, Technological Dweomer Emulation Programs create huge stockpiles of Tech that can be used to order the universe in ways similar to magic. Techno-Wizardry is another prime example.
2.Power Source: Enchanted or Imbued, Fetish or Sanctified, Technological, Channeler, or Trapped Entity
The second categorization describes what exactly powers the abilities of the item.
Enchanted or imbued items have energy codified in a particular form and made permanent or even self-replicating. A sword that bursts into flames of its own volition when drawn would be enchanted. Enchanted items can have limited amounts of charges, set restoration periods, or similar limitations, but the energy source is internal to the device. Enchantment rituals or procedures generally require first making the temporary version of the desired spell, then sealing and making permanent. An array of methods can be used to do this. Drawing upon the power of the Scribe, some enchanters use marks (runes, phrases, or similar) to simultaneously mark the item and seal the magical power. Gemstones or other precious items with the power of Wealth can be used to store and amplify energy as well. Special building materials may be used.
Fetish items are a little different. They require receiving the blessing of a spirit (or, in the case of sanctified items, a god or philosophy). Sometimes the spirit’s emanations or evocation is sufficient to power the fetish; other times, the spirit or an aspect of the spirit must be captured. The power source for fetish or sanctified items is not primarily the user. Rather, the spirit, god, demon, philosophy, etc. that is being channeled powers the device. This can mean that the item can only be used by those loyal to the powering entity or Idea. There may be taboos or limitations placed on the usage of the item.
Technological items, such as Techno-Wizardry, use the interplay with paranormal forces and technology to partially or completely power the item. Often, the battery for TW weapons is either externally purchased like a conventional clip or is the user herself. TW items are unique in that, with relatively mundane spells and technology, very innovative designs can be made.
Channeling items channel the power of the user(s). They can either be amplifiers of the user’s existing abilities or simply opportunistically use the wielder as a power source.
Trapped Entity items have may have the soul or essence of a powerful hero or creature, a trapped demon or spirit, etc. Alternatively, they may drain power from a living creature (a fairie or symbiote). They differ from fetishes a few ways: The spirit is always in the item itself The entity is rarely voluntarily offering its energy The limitations on usage are different from the fetish Fetishes tend to have abilities related to the spirit powering them, while trapped entity items simply use what’s inside as a battery
3. Dynamic, Semi-Dynamic, Non-Dynamic
Dynamic weapons are weapons that grow over time. In general, dynamic items grow abilities over time irrespective of their user (though they often interface with their user) and are effectively a character with their own classes and abilities; semi-dynamic items are far more reliant on the interplay between the user and the weapon but still can achieve plateaus beyond the scope of the original design; and non-dynamic items are what the majority of player characters will be utilizing, items that do not grow over time and can only be made more useful through increased skill in their application.
Forbidden Attributes
Hopefully, you won't ever be put into the position I've been put into and allow your characters to get Forbidden attributes. Nonetheless, if you wish, you may allow your players to be this powerful. You may wish to logically explore the implications of such preponderances of abilities. Here are some suggestions.
A Forbidden Attribute differs from the other stages of attributes in two ways. For one, internal to itself it violates many laws of physics; for another, the mere fact of having such a hugely developed attribute gives abilities.
Strength: The character can use the sheer muscular power that has been developed in his body to augment his running speed. Mere flexing causes shockwaves to be carried either by the ground or by the air. Even in a vacuum, trace particles can be accelerated. The character's lungs are so powerful that they can make booming, sonic attacks by yelling and can make powerful wind rushes by breathing.
Reflexes: The character can move past lightspeed. This allows them to do all sorts of things: affect other people's perceptions by appearing to move backwards; run directly away from light-speed energy blasts; automatically gain Speed Doppelganger II; The character can move his body so fast that he can make a high-pitched whine in air or step through molecules and thus effectively become intangible. This speed demon can make his body vibrate to either blur or become totally invisible to anyone with below-Godlike Keen. The speedster can spin at incredible speeds (though without other skills or good enough Keen they might still get dizzy)
Keen: The character's complex of perceptions include automatically “seeing” into the past and future: that is, being able to so accurately extrapolate the past and the present from the future that they effectively are living within an extended, non-singular “present”. The character automatically gains Gliding from their superior balance. The character automatically gains all Normal, Legendary and Forbidden Perception Merits.
Charisma: The character can convince inanimate objects, abstract concepts, automata or enemies to obey his whims!
Intelligence: The character can postulate new rules of reality or constructs and have them appear! Certain functions, like typing, occur at absolutely incredible speeds. The character has natural Forbidden Speed Reading, Total Recall, Machine Ghost/Mechano-Link, Telemechanics, etc., even without mechanical abilities!
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