UARPG Quick Start Guide
:: Start with base character concept and Fast Five if applicable ::
1. Origins: At creation, pick (1) Origin to represent your Student’s base concept. Add relevant HE bonus to represent the Student’s basic familiarity with making actions in line with their nature.
2. Archtype: From the Origin selected, pick an Archtype to help better define your Student’s general demeanor and Primary Stat. Add (+1) to the selected Archtype’s listed Primary Stat.
3. Starting Students begin with 1500 points. Starting with Stats, a Student’s first investment should be 550pts to bring up each Stat to (1). With the (+1) from the Archtype, your Student should now possess: (1) in every Stat and a (2) in their Primary Stat.
4. Adjust or add further Stats as desired. Bear in mind at creation, only basics really need to be outlined, as there is more to cover up front then to expand upon later.
5. With Stats finished, move on to Powers & Abilities. This tends to be the most in-depth part of creation, as there are many Power options to choose from. If you have a basic concept in mind, purchase at least (Rank 1) of that Power to represent the Student’s affinity with it. Further Ranks can be earned and purchased later if needed, but it is important to at least have the basis in place at this point to be able to expand upon later.
6. Take a look at the Skills available. Some are specialized, while most have broad-reaching terms included within them. Most subsets of Skills can be traced back to one listed, so if there is a desired Skill your Student should have that you do not see clearly falling into one category or another, take a look at the examples or ask another Author. There are also times when an Interaction may require more than just a single Skill to achieve a desired result; a GM can only apply the Skills your Student possesses to any Interaction Attempts, so bear that in mind.
7. The next area of concern is Perks and Flaws. These generally represent unique benefits (or problems) the Student possesses simply by being themselves. This area will not apply to all Students, but does allow a further area for explaining that a Student has limitations like being unable to adequately express themselves, rather than something like ‘he/she doesn’t speak much’.
8. At this point, most will total up their points and be about ready to finalize their Student. However, Templates offer some additional definition to concepts as well as provide some easy-access ties to established Lore. Templates help provide outlines of common traits for non-standard Students who have investments within the World, as well as common traits shared by other creatures such as aliens, lizardfolk, and mutants. Some Templates have multiple Ranks to represent an internal structure unique to that Template, while others will only be applied once to convey something like being a mutant. While Templates can be combined, many represent advanced Abilities that are uncommon to possess (let alone blend with others) and as such some bonuses will overlap and provide no benefit while others may be contradictory. With this in mind choose a Template carefully and when in doubt ask.
9. You should now have a basic UARPG defined Student! At this point you can return to add Ranks to Powers or Skills or whatever else you still have points for. If you find yourself short on points, don’t worry! Not only are they pretty easy to come by, but just about any contribution you can make to the Forums awards them! All Students start from the same base point total, so soon enough you’ll have your ideal character quite well defined and on par with the other Students of the Academy! On the sheet, points spent are totaled and presented as the Estimated Market Value or (EMV).
10. If all i’s are dotted and t’s crossed, it’s time to add all of your hard work to the UARPG Character Sheet and screenshot/save it for submission to the UARPG Character Submissions sub-forum. Generally a mod will then look it over and try to ensure everything is correct, and when that is finished the Student is considered ‘registered’ and ready to join any Academy Story! This is also the place Character Sheets are kept for reference, so feel free to look at others if you need help or just to see who you’d like to face in a one-on-one Hall of Champions match!
TL;DR: [Acad Student Start, 1500pts. +HE(O) +1Stat(AT)+ Stats + Powers + Skills + Perks & Flaws + Templates = EMV]
1. The Six Base Stats
PHE
[STR] Strength: Physical ATT [100pts]
[AGI] Agility: Phys ATT + DEF [150pts]
[CON] Constitution: Phys DEF [100pts]
MHE
[INT] Intellect: Mental ATT [50pts]
[WIL] Willpower: Mental ATT + DEF [100pts]
[CHA] Charm: Mental DEF [50pts]
2. Origin and Archtype [Subject to Final Tweaks]
Players pick 1 Origin at character creation, and from that Origin pick an Archtype. Archtypes confer a +1 bonus to their Primary Stats when taken. Characters will never have more than one Origin or Archtype, as they are a one-time bonus to Character Creation.
Built durable and able to withstand extreme amounts of punishment, these are the core of any group. Usually Students of this Origin have powers geared towards Defense, protecting themselves and possibly others.
Origin Bonus: +2 PHE
Avenger
Generally thought of with single-minded revenge, Avengers can encompass so much more. While some are driven to right a wrong, others pursue justice for the downtrodden as well as specific hunters specialized in a single type of creature they’ve claimed vengeance against.
Primary Stat: [AGI]
Typical Skills: Acrobatics, Analyze [Vengeance], Martial Arts, Tracking, Weapon Skill
Modifiers: Endless Vendetta: Declare a Vendetta and gain +5 to Attack and +5 Defense Rolls against the object of their vengeance.
Berserker
From crazed barbarians of the plains to alien warriors seemingly bent on self-destruction, nothing gets the blood boiling like a good fight. In fact, fighting is something you thrive on, a necessary outlet for the rage that swells inside of you every single day.
Primary Stat: [STR]
Typical Skills: Animal Handling, Tracking, Survival, Weapon Skill
Modifiers: Rage: once per Story Encounter. Rage confers a +3 total HE for the first two rounds, after which (on the 3rd round) they are Exhausted, lose the bonus hit points/HE, cannot move (though they can still defend themselves) and cannot benefit further. On the fourth round they can once again act normally. If the Berserker has lost more HE than they have, they fall unconscious.
Defender
Protector of the Innocent, or bodyguard to the President, you’re the type of hero that throws themselves in harm’s way to protect others. Whether by shield and armor or sheer willpower, the only way anyone gets by you is over your dead body – and you can make that incredibly difficult to arrange.
Primary Stat: [CON]
Typical Skills: Balance, Martial Arts, Tactics, Survival
Modifiers: Dig In: Gain a +10 to any Defense roll where no Movement Action is taken and there is someone adjacent to Defend – If movement is required, or if no one else is present, gain +5 instead.
Psion
Your mind is your weapon and your will is better than any armor. Those touched with the gifts of the mind can sometimes attune their Telekinetic gifts into something more, a walking manifestation of psychic warrior.
Primary Stat: [WIL]
Typical Skills: Analyze, Martial Arts, Tactics, Survival, Weapon Skill
Modifiers: Mental Mimicry: Gain a +5 bonus to Defense Rolls as your mind anticipates attacks. Any round after the first, gain a +5 Defense Bonus (For +10 total) as your mind subconsciously adjusts to your opponent’s offense.
Shaman
The spirits are always with you, and the rest will answer should you call. You commune with spirits of the Ever After and creatures of the Elemental planes and your friends actively aid you in all of your endeavors.
Primary Stat: [CHA]
Typical Skills: Animal Handling, Crafting (Ritual), Knowledge (Shamanism), Tracking, Survival
Modifiers: Call Lesser Spirit once per Story Encounter. The spirit isn’t very intelligent or powerful, but can perform small tasks and takes directions very well. Lasts 3 rounds or until dismissed.
Spellblade
Every magus learns to walk their own path, and the spellblades are a chosen few that trod the roads of long dead Fae before them. A penultimate technique that combines dazzling swordplay with a deep connection to magic, spellblades use their weapons like magic implements, and tend to cover themselves in defensive wards more resilient than most armor. Techblades exist as well, mostly notable for their similarity in summoning their chosen weapon and being exceptionally proficient with it. Such characters substitute the Skills below for Tech-oriented ones, and usually possess items such as bracers or gloves that allow them to store their weapons in an extra-dimensional space to be withdrawn at will.
Primary Stat: [INT]
Typical Skills: Balance, Crafting (Spellblade), Knowledge (Arcana), Stealth, Survival
Modifiers: Runeblade: Spellblade's forge their own weapons, and the eldrich runes inscribed upon them allow them to be summoned to the wielder's grasp regardless of distance (though susceptible to magic resistance) and confer a +10 Defense bonus to any Rolls while the blade is held.
A broad reaching term that encompasses more than it excludes, this can define many characters that have broad skill sets. Typically such characters are highly adaptable while being able to control a battlefield, and have Powers and Skills that can make the actions of their peers more effective or wreck the schemes of their foes.
Origin Bonus: +1 PHE +1 MHE
Artificer
Crafters of the highest caliber, Artificers aren’t commonly the ones you see on the battlefield… their creations are. From specialists in armor and weaponry to modern technicians with robot suits and pocket flamethrowers, Artificers rely on their ability to create and turn it into a lifestyle.
Primary Stat: [STR]
Typical Skills: Analyze, Crafting, Knowledge, Weapon Skill
Modifiers: Crafter's Pride: Gain a +5 bonus to Attack Rolls if using a self-crafted weapon. Gain a +5 bonus to Defense Rolls if defending with self-crafted equipment.
Druid
One with Nature, you answered her call and are now just as much a part of her as any creature. This connection runs deeper than any previous ties, and when you call it answers as roots trip foes and trees shift themselves into paths to block the way. A consummate naturalist, you’re only at home when you can see the stars overhead and feel the dirt under your feet – and the extremely talented can also learn how to assume the forms of the animals they now belong among.
Primary Stat: [CON]
Typical Skills: Animal Handling, Escape Artist, Stealth, Survival, Tracking
Modifiers: Natural Aspect: Choose one Natural (non-magical or unique; inherent to Earth) animal to form a bond with. Once per Story, a Druid may assume the form of that animal. While Shapeshifted, the Druid gains the Physical Stats of the animal, regardless if they’re higher or lower (just what they are for the animal) but retains his normal Mental Stat scores. This effect lasts 3 rounds or until canceled.
Illusionist
Deception is your method, and misdirection your calling card. Through means magic or mundane you charm your way through a world you can reshape and change yourself into a stunning beauty… even if it is only skin deep.
Primary Stat: [AGI]
Typical Skills: Acting, Escape Artist, Perception, Stealth, Tactics
Modifiers: Misdirection: Gain a +5 bonus to Attack OR Defense Roll when using an Illusion Power to deceive. Bonus can increase to +10 if the opposing target would believe the illusion under normal circumstances. Bonus can only be applied to Attack OR Defense once per Round.
Magi
Equal to an apprentice on the path to mystical power, you have the blood of something magical within you, and can use that tie to harness the power of magic as easily as any wizard. While more versatile than most ‘true’ mages and removed from the need to study or learn more spells, your connection with magic is natural and your power removed from your heritage’s affinity. (In that a faeblood magi could do some illusions naturally and at will, but would never be naturally able to as intricately as her parent might)
Primary Stat: [INT]
Typical Skills: Analyze, Crafting, Knowledge, Research, Tactics
Modifiers: Bloodline Affinity: A Magi’s Blood determines their bonus spell school access. Each bloodline bequeaths minor spells equivalent to beginner (Rank 0-1) magic. All spells and spell-like abilities can otherwise be used at will.
- Atlantean Heritage – Alteration: Marked by the secretive race that fell under the tides centuries ago, it’s highly likely your body is highly adaptable to extremes of cold and pressure. Most Atlanteans can ‘hold their breath’ for highly extended periods, forcing their body to adjust to recycle oxygen if not breathe water outright.
- Faeblood – Illusion: All touched by the blood of the Fae gain a measure of Deception and can use minor glamours on themselves and small objects.
- Daemonblood – Evocation: Those of demonic lineage have an unusual connection to an element, and can perform minor tricks with it, like lighting candles or chilling drinks.
- Cestialblood – Abjuration: For those descended from angelic hosts, they’ve granted their lineage basic skill with warding magics and the ability to sense magic around them.
- Pythian Descendant – Divination: Woe to those who are born of this accursed bloodline. Named for the Oracle at Delphia, Pythia, all those touched by her lineage have varying degrees of clairvoyance and divination abilities. Far too often, this gift is passed on and evolves too strongly, driving the member to the edge of sanity… but when they speak, everyone listens.
- Outsider Spawn – Conjuration: The truly rare who possess the blood of those beyond definition retain some measure of their progenitor’s power. Those so cursed can sense Outsiders as well as planar rifts in their vicinity (30ft.) and can dismiss Outsiders and other summoned creatures of similar power to their own, sending those creatures back to their home planes.
- Vampiric Blood – Necromancy: The poor souls corrupted by vampire blood prior to their births as well as those who share blood known as ‘ghouls’ gain a measure of their master’s undead power. They can sense undead in their vicinity (30’ ft.) and can dissuade lesser, mindless undead (skeletons and zombies) from attacking them.
Warder
An ancient art mostly lost to time, those learned in the arts of Runecasting find themselves able to read fortunes in abstract shapes and bind magics to runes of power. Those who master the art can bind together Runewords to set off entire contingencies of spells, and can do so on a surface no larger than a finger, making their abilities hard to detect and even harder to subvert.
Primary Stat: [WIL]
Typical Skills: Analyze, Crafting (Magic) or Knowledge (Biochem), Perception, Research, Tactics
Modifiers: Reinforcement: Simply by being present, a Warder boosts his groups Attack Rolls by +5. By activating a special Ability, (usually through touch) a Warder can confer a bonus of +5 (for +10 total) to any Ally during a Story Encounter. Reinforcement lasts as long as the Warder is in play.
Warlock
Dabblers in the foulest magics, Warlocks tend to be clearly visible to other mages and sensitives by the dark smut clinging to their auras. The darkest walk paths of blood, mastering dark curses of horrid mortality, while others bind demons and lesser creatures to them in a pact of mutual assistance - Not that such a thing doesn’t often end badly
Primary Stat: [CHA]
Typical Skills: Analyze, Crafting, Knowledge, Perception, Research, Tracking
Modifiers: Mystic Pact: Warlocks bargain with mystical creatures in exchange for power. Those that do gain additional abilities in line with the creature’s lineage, and the pact can also act as a union during adventures… just be careful, as pacts are a two-way street, and if you call for help, so can they… All Warlock pets are Magical Creatures (not native to Earth's normal eco-system) and are generally treated as subservient, and gain 50% of the Warlock's total EMV to use for Stats and Abilities that they would relevantly possess.
Destroying their foes with overwhelming power, Students of this class tend to use their Powers offensively, sometimes to spectacular effect. Many have Skills that also supplement their destructive tendencies.
Origin Bonus: +2 MHE
Evoker
Even among magi there are those who seek absolutes with power – Evokers learning quickly how to channel one element before branching off into the rest. A master Evoker is a truly frightening opponent, able to cast many powerful spells and alter their effects with different elements seemingly at will.
Primary Stat: [WIL]
Typical Skills: Analyze, Crafting, Knowledge, Perception, Research, Tactics
Modifiers: Thunderspells: Choose an Elemental school to specialize in. Add +10 to Rolls when attacking or defending using an Element of that type.
Monk
Masters of unarmed combat, traditional monks are a rare sight on Earth. Combining intense training with otherwise untapped inner power, Monks are formidable fighters in close, and their light apparel is deceiving as those who manage to hit one quickly discover their skin is hard as rock.
Primary Stat: [CON]
Typical Skills: Acrobatics, Analyze, Balance, Escape Artist, Martial Arts, Stealth, Survival
Modifiers: Absolute Harmony: When unencumbered, lightly armored, and fighting without a weapon add +10 to attack and defense rolls.
Sorcerer
With an innate connection to magic, sorcerers call upon primal forces through sheer manipulation and force of will. Though not as versatile as traditional wizards, sorcerers do not require components for spells and can cast most with an effort of will and a few words to focus the power.
Primary Stat: [CHA]
Typical Skills: Analyze, Knowledge, Perception, Research, Tactics
Modifiers: Dark Gift: A Sorcerer has an innate tie to the Art, and can permanently memorize any spell they know (up to Rank 3), making it a permanent part of their repertoire. These spells act as at-will powers at no cost, and cannot be forgotten or otherwise lost. (Though they are still susceptible to Dispel and other such mechanics as normal)
Specialist
Those who wish to truly hone their efficiency specialize in many forms of combat. Specialists tend to favor blades, and some use guns, but all are effective at what they do.
Primary Stat: [STR]
Typical Skills: Acrobatics, Acting, Analyze, Computer Skills, Escape Artist, Lockpicking, Martial Arts, Stealth, Survival, Weapon Skill
Modifiers: Overachiever: When picking Specialist, decide upon your favored Weapon and your favorite Skill. Whenever you can use either add +5 to the attempt Roll for every 5 Ranks of Specialist.
Speedster
Distance means little and terrain only marginally more when you can move faster than the human eye can comprehend. Though all are handy to have on your side and can usually strike multiple times, only a few will reach the highest echelons of movement and achieve the impossible…
Primary Stat: [AGI]
Typical Skills: Acrobatics, Analyze, Escape Artist, Perception, Stealth, Research
Modifiers: Blur of Motion: A Speedster gains one extra Move Action per Round, and any Initiative contests are automatically won against non-Speedster opponents.
Wizard
One of the few learned scholars or young talents, these magi learn their spells from books and use components and words to harness their powers. Harsh study and discipline is required of a wizard, but the paths to power are lined in knowledge, and they have the greatest number of spells to call upon when situation demands.
Primary Stat: [INT]
Typical Skills: Analyze, Knowledge (Wizardry), Perception, Research, Tactics
Modifiers: Magic Scholar: Wizards require spellbooks and scrolls to study and prepare their spells beforehand, but due to the readily accessible amount of materials can cast an extra Spell from their pool once per Encounter at no cost.
Even the greatest powers in the world mean little against a solid plan, and masterminds know this better than most. Generally leaders within their team, masterminds are the ones who tactically appraise the situation and can improvise on the fly. Almost all have vast intellects, and some have powers that can support their team in one way or another indirectly.
Origin Bonus: +1 PHE +1 MHE
Bard
A teller of tales and singer of songs, bards have long histories among humans. With groups ranging from pop stars to sirens, Bards of all stripes are at their best in groups, where they can play to a crowd and make the most of their performances.
Primary Stat: [CHA]
Typical Skills: Acting, Acrobatics, Analyze, Animal Handling, Escape Artist, Knowledge, Perception, Stealth
Modifiers: Fascination: When a Bard begins a performance, they gain a +10 to their defense. Normal effects include distraction, enchantment, and the Pied Piper or “Lemming” charm that entices others to follow them; regardless of the means, targets find themselves loathe to strike such wonderfully entertaining characters. (regardless if they 'liked' it or not) Should the Bard allowed uninterrupted time to perform, all allies gain a +5 to Attack and Defense Rolls as the Bard's words inspire their actions.
Battlemind
Some psychics turn inwards, focusing their mediations on the esoteric arts of Telepathy. While most already understood how to touch the minds of others, a Battlemind can focus the attentions of large groups, allowing seamless communication between squads and able to bring their finest efforts to bear.
Primary Stat: [WIL]
Typical Skills: Analyze, Knowledge, Research, Perception, Tactics, Tracking
Modifiers: Group Telepathy: Battleminds can open themselves up to the wider scope of things even during times of chaos and great stress. Whenever one takes to the field and opens themselves to their fellows, all allies gain Telepathy with the advantage of the Battlemind to act as an operator and organizer and a +10 to all Attack and Defense Rolls.
Medic
Possibly the most valued person on any team, when you want a medic you want the best. From the shared pain of Empathy to the less messy spell work of Alteration and even the tech of regeneration, a talented Medic can alleviate the worst of wounds in no time, and generally have Triage skills useful for handling multiple types of injuries to many different humanoids.
Primary Stat: [CON]
Typical Skills: Analyze, Crafting, Knowledge, Perception, Research, Triage
Modifiers: Mercy: The only Archtype that possesses the innate ability to heal, a Medic of any caliber can diagnose basic injuries, giving up a turn to help an ally regain +1HE. If they have specialized training (with the Triage Skill) or an additional healing ability, add the +1HE to that healing. (So if the character has Empathy and uses a Rank 1 -3 healing ability, the bonus is +2HE) Medics CAN use Mercy to heal themselves.
Ranger
Walking the forests as a hunter, you’ve earned the respect of Nature and possibly even been gifted with one of its servants to fight alongside. Entrusted with the will of the wilds, you fight to defend nature from those who would cut it down, and you won’t hesitate to wade right in if a fight breaks out, knowing the creatures of the forest will be right there beside you.
Primary Stat: [AGI]
Typical Skills: Animal Handling, Balance, Escape Artist, Perception, Survival, Tracking, Weapon Skill
Modifiers: Feral Bond: Choose one Natural (non-magical or unique; inherent to Earth) animal to form a bond with. This animal becomes your best friend, and looks after you as much as you look after it. So strong is this bond, Ranger pets gain 50% of the Ranger's EMV to spend on relevant statistics, and can defend the Ranger and his allies with a +10 to any Defense rolls.
Sponsor
Need Descriptioin
Primary Stat: [STR]
Typical Skills: Acting, Analyze, Animal Handling, Balance, Crafting, Knowledge, Perception, Triage
Modifiers: Patronage:The nature of a Sponsor begets an ally, whether it be a small animal or a child robot. The ally is treated like a pet, receives 50% of the Sponsor's EMV to use for relevant Skills and Abilities, and cannot attack or defend itself but is useful for running small errands and answering questions they might know. Between a Sponsor and their pet, communication is almost inherently implied, as each is well known to the other. When a Sponsor makes use of his pet, all allies receive a +5 to their Defense Rolls if present, while the Sponsor gains a +10 to Defense Rolls should a target include or be their ward.
Strategist
Sometimes the best offense is a solid plan, and staying several steps ahead of your opponents. Strategists run the gamut from Sun Tzu theorists to veteran Generals, but the best begin with several plans and have many contingencies in place to adapt to any situation.
Primary Stat: [INT]
Typical Skills: Analyze, Computer Skills, Escape Artist, Knowledge, Perception, Research, Tactics
Modifiers: Epiphany: When a Strategist organizes their team, those around better listen! All allies receive a +5 to Defense Rolls while the Strategist remains in play, gaining a +10 to Defense if the Strategist suggests a plan and the ally follows it, regardless of the intended-effect-versus-outcome. Strategists themselves gain a +5 to Defense Rolls, increasing to +10 if everything goes according to their plans. (Allies listen and participate)
3. Abilities, Powers, Spells, Effects, Whatever [standard: 50pts/10Ranks, some changes]
Power Categories, Powers
Statistics [STAT]
Super Agility [STAT >2]
Super Charisma [STAT >2]
Super Constitution [STAT >2]
Super Intellect [STAT >2]
Super Strength [STAT >2]
Super Willpower [STAT >2]
Defensive [DEF]
Battery [DEF]
Energy Defense [DEF]
Invulnerability [DEF]
Life Support [DEF]
Mental Defense [DEF]
Physical Defense [DEF]
Regeneration [DEF]
Resist Biological [DEF]
Resist Chemical [DEF]
Resist Elemental [DEF]
Energy & Technological [ENT]
Biological & Chemical
Darkness
Earth & Stone
Electricity
Empathy & Psionics
Entropy & Supernatural
Fire & Heat
Force & Kinetics
Healing [HAX-Conj]
Ice & Cold
Light [HAX-Evo]
Sonics
Technology
Wind & Air
Advanced Pool [AP]
Acid [AP 225pts/10R]
Animal Companion [AP 225pts/10R]
Body Control and Contortion [AP 200pts/10R]
Cosmic [AP *GM*]
Density & Gravity [AP 225pts/10R]
Matter Manipulation [AP *GM*]
Mimicry & Imitation [AP 225pts/10R]
Radiation [AP 225pts/10R]
Time Control [AP *GM*]
Combination Pool [CP]
Cyberkinesis [CP 200pts/10R]
Dimensional [CP 225pts/10R]
Illusions [CP 225pts/10R]
Magic Eater [CP 225pts/10R]
Precognition [CP 225pts/10R]
Sleep & Dream [CP 225pts/10R]
Weather Control [CP 200pts/10R]
Abjuration [HAX-Abj]
Break Enchantment
Dimensional Anchor
Dispel Magic
Prismatic Sphere
Remove Curse
Alteration [HAX-Alt]
Airwalk
Blink
Bull's Strength
Disintigrate
Fabricate
Featherfall
Gaseous Form
Haste
Flight [HAX-Alt R4] [TRV 100pts/2R]
Move Earth
Plant Growth
Polymorph
Water Breathing
Conjuration [HAX-Conj]
Acid Arrow
Dimension Door
Grease
Healing [ENT]
Mage Armor
Soul Trap
Summoning
Teleportation [HAX-Conj R4] [TRV 100pts/2R]
Divination [HAX-Div]
Clairaudience
Clairvoyance
Detect Magic
Identify
Read Magic
Evocation [HAX-Evo]
Cone of Cold
Fireball
Light [ENT]
Lightning Bolt
Magic Missile
Illusion & Enchantment [HAX-Ill/Ench]
Befriend
Color Spray
Create Magic Item
Glamour
Mirror Image
Phantasm
Necromancy [HAX-Necro]
Astral Projection
Animate Dead
Call Bones
Death Knell
Decay
Ray of Enfeeblement
Vampiric Touch
Universal & Practical [HAX-U&P]
Arcane Mark
Permanency
Prestidigitation
Wish
Miscellaneous [MISC]
Alternate Sensory Perception [MISC 25pts/5R]
Danger Sense [MISC 125pts/2R]
Enhanced Senses [MISC 25pts/5R]
Intangibility [MISC 125pts/2R]
Invisibility [MISC 50pts/5R]
Shapeshifting [MISC 100pts/10R]
Taunt [MISC 25pts/2R]
Universal Translator [MISC 125pts/2R]
Travel [TRV]
Flight [HAX-Alt R4] [TRV 100pts/2R]
Lightspeed [TRV 100pts/2R]
Super Speed [TRV 100pts/2R]
Super Jump [TRV 100pts/2R]
Teleportation [HAX-Conj R4] [TRV 100pts/2R]
Equipment [EQ]
Academy Backpack [EQ]
Binoculars [EQ]
Bola [EQ]
Caltrops [EQ]
Cloaking Device [EQ]
Cryogenic Darts [EQ]
Custom Armor, Item, Weapon [EQ]
Disguise Kit [EQ]
Energy Shield [EQ]
Flash-Resistant Mask [EQ]
Lockpicks [EQ]
Mace / Pepper Spray [EQ]
Med Kit [EQ]
Night Vision Goggles [EQ]
Oxygen Mask [EQ]
Parachute [EQ]
Personal GPS Tracer [EQ]
Pocket Computer [EQ]
Portable Fire Extinguisher [EQ]
Power Suppressant [EQ]
Rope w/ Grapple [EQ]
Sleep Darts [EQ]
Smoke & Flash Grenades [EQ]
Tazer [EQ]
Personal/Unique
For Character-specific abilities and 'named' effects that have custom applications
4. Skills [50pts 10 Ranks]
Acrobatics [AGI]
Acting [CHA]
Analyze [INT]
Animal Handling [CHA]
Balance [CON]
Computer Skills [INT]
Crafting [STR]
Drive / Pilot [General]
Escape Artist [WIL]
Knowledge [General]
Lockpicking [AGI]
Martial Arts [STR]
Perception [WIL]
Research [INT]
Stealth [AGI]
Survival [CON]
Tactics [CHA]
Tracking [CON]
Triage [WIL]
Weapon Skill [STR]
5. Perks & Flaws [Sorta-finished]
Perk ~ Archtype Perk ~ Template Perk ~ Flaw ~ Template Flaw
Academy Student Package
Absolute Harmony
Ancestral Memories
Anonymity
Bloodline Affinity
Blur of Motion
Breath Weapon
Caregiver
Computer Link
Contact
- Contact: Friendly Adult
Dark Gift
Dig In
Deep Cover
Endless Vendetta
Epiphany
Evil Eye
Fascination
Favor
Feral Bond
Fearless
Follower
- Follower: Entourage
Fringe Benefit
- Fringe Benefit: Fake ID
- Fringe Benefit: Membership: Clique
Immune to Biological Attack
Kinetic Retribution
Natural Magic Resistance
Magic Scholar
Mercy
Misdirection
Money
Mystic Pact
Natural Aspect
Nature's Boon
Overachiever
Phalanx
Positive Reputation
- Positive Reputation: Popular Kid
- Positive Reputation: School Mascot
Public Identity
- Public Identity: Superhero
Psychic Mimicry
Rage
Reinforcement
Runeblade
Spider Climb
Quick Change
Thunderspell
Vehicle
Accidental Change
Age: Minor under 18
Arrogant Pride
Aura of Malevolence
Berserk
Chill of Undeath
Degeneration
Dependance
Distinctive Features
Fatal Precognition
Hunted
- Hunted: Bully
- Hunted: Clique
- Hunted: Parents
Illiterate
Mummy Rot
Negative Reputation
- Negative Reputation: Rumors
No PHYS Stat > 1
No PHYS Stat > 2
Physical Limitation
- Physical Limitation: Learning Disability
Psychological Limitation
- Psychological Limitation: Crush
- Psychological Limitation: Easily Embarrassed
- Psychological Limitation: Fear of Powers
- Psychological Limitation: Uncertain Moral Code
Rivalry
Social Limitation
Technophobe
Unluck
Vampire: Cursed Lineage
Vampire: Clan Weakness
Vulnerability
6. Templates [Unfinished]
- An Example
- Bloodline Archive
- Church Mage
- Cyborg
- Dragonborn
- "Pure" Human
- Infernal
- Kivnois
- Manifestation
- Metahuman
- Mutant
- Robot
- Soldier
- Tal'Shion
- Thothorian
- Traveller
- Trimagus
- Undead
Template Name
Description of Template
Primary Stat: The Template may have a featured Stat to help define it. This does NOT confer a +1, just helps to categorize what this Template may require.
Typical Skills: Suggested examples of Skills common to the Template.
Modifiers: Any descriptions for mechanics or new Perks and Flaws this Template offers.
Example Name (If more than one, like Apprentice to Mage - otherwise remove this line.)
Example differences description for more than one, otherwise remove this line.
Template Name: [cost in points]
Requires: Any Requirements that must be fulfilled before applying the Template.
Perks Any Perks unique to the Template.
Flaws Any Flaws unique to the Template.
= __**Template Name**__
Description of Template
**Primary Stat:**
**Typical Skills:**
**Modifiers:**
[[Size 150%]]__Example Name__[[/size]]
Example differences description.
**Template Name:** [0 pts]
[[span style="color:#00CC00"]]**Requires:**[[/span]]
[[span style="color:#0000FF"]]Perks[[/span]]
[[span style="color:#FF0000"]]Flaws[[/span]]
In the ancient times of the Seven who would become Trimagus, written languages and even spoken ones were rare, and few records were kept. As humans continued to evolve and innovate new ways to retain their histories and progress, it was a young Trimagus alchemist that conceived of a way to consume a potion to induce a dreamlike trance state similar to spellcasting that could bring the consumer's memories to vivid recollection as if reliving their entire life. This, combined with a heavily enchanted gem modified to trap memories rather than lives, provided a way for accomplished magi to begin passing down their knowledge. Unfortunately, since the Talent was still relatively rare among humans, only happenstance and trading would spread these items of knowledge into other hands - and to most, they had little value beyond novelty.
As magic began becoming more widespread and the Towers well established, an impetuous enchantress, Ivy of Arcade, having passed her Test of the Trimagus and eager to impress her peers, stumbled across such a Memorium Circlet, and with research quickly learned how to access the memories within. Armed with the astonishing knowledge of how to brew a potion to create similar items, Ivy decide to take the process one step further - distilling the potion within her own blood with repeated small doses. Eventually, she hoped, the dose would grow strong enough to function in a radically different way…
Continuing her research, she eventually met another mage, and with love in their hearts they continued upon the course destiny laid out for them. A year later, Ivy was expecting, and with dark notes in her journal she laid out the details of her plan. She consumed a much larger dose of the potion, and then proceeded to give birth to a healthy baby girl.
Unfortunately, the magics and the times would cost Ivy her life during this act - but her last wish was truly fulfilled - more than she'd ever hoped - and a widowed husband raised a child of unusual insight and brilliance.
Who had complete memories of being someone else.
All mystical, human Bloodline Archives have descended from this method, Ivy's daughter recording it all thoroughly in her written collections of Arcade's Ivy, (which time would later corrupt into the "Archive".) As knowledge of this rare practice spread, other mystical beings also attempted such things, the most notable being the Fae, who had been fairly successfully breeding with mortals for hundreds of years. While they too met with limited success, it was noteworthy that all gifts passed in such manner tend to follow a maternal line through daughters, only very rarely passing to a son. In one such case, a singular bloodline has been able to foster twin Archives…
Bloodline Archive [100pts.]
Perk: Ancestral Memories
Perk: Natural Magic Resistance
Flaw: Hunted
With the rising advent of technology, magic became ever more secretive, and the bloodlines would dwindle in number for various reasons. Only a handful of the originals survive, cautiously guarding the secrets of many generations while able to rely on such knowledge to help keep them safe.
In the late 1800s, a researcher would later theorize upon what many would consider 'modern genetics'… little did he know that he'd given a much darker intelligence the means to finally create a little competition… Though only a century old, a few such experiments have been specifically bred through several generations in many short years… the results, Genetic Archives, also possess the ability to inherit their fore-bearer's memories… but at the cost of their own sanity as they remember the tortures that got them that far…
Genetic Archive [100pts.]
Perk: Ancestral Memories
Perk: Natural Psychic Resistance
Flaw: Multiple Personality Syndrome
Bronze Gate
The Church of the Bronze Gate, the former Power denomination, is an organization of mages who share in the belief of the Golden Gates Church but who's actions have caused the organizations to sever ties. The central belief in the Bronze Gate Church is that the gates will be opened through the personal growth of the individuals who believe in it. Only when a mortal ascends in power to the point where he can stand as an equal to "those who lie beyond the gate", will the gates open for mankind. Unlike the remaining branches of the Golden Gate's Church, this denomination focus' more closely on the idea of "those who lie beyond" and the opening of the gates is merely a means to reaching them.
Modeled upon the Catholic Church, the Bronze Gate has a set structure to maintain order and define their hierarchy. In parenthesis are the roughly equivalent Rank of Trimagus for perspective between the two.
Initiate (Apprentice)
Young mages who are just getting their feet wet and their minds opened to the possibilities that lay before them. As an initiate you are partnered with another mage that you train and study with. Together you learn the true value of competition.
Initiate: [50pts]
Bonus Rank: Knowledge (Arcane)
Perk: Read Magic
Flaw: Subject to Master
Alter Mage (Tested Magi)
As your belief becomes resolute, your power is gifted and your spirit tested. These mages must compete with their partner mage only one of which is allowed progression from this point on.
Alter Mage: [100pts]
Requires: Crossroads-Level Story: Bronze Gate Ascension
+1 Bonus Spell
Perk: Bronze Gate Alter Mage
Perk: Minor Miracle
Flaw: Renegade Mage
Flaw: Subject to Theology
Bishop/Archbishop (Archmage)
Once you have outgrown your partner you are allowed to finally stand on your own. True independence must be earned and it takes considerable progress to be met with respect by your peers even once you have the official title. This level has the most age variance and the most numerous amount of true mages. Once a Bishop you are allowed to open up your own campus and parish. Those who reign at the top of their class are considered Archbishops.
Bishop/Archbishop: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Bronze Gate Bishop
Perk: Minor Miracle
Perk: Major Miracle
Flaw: Renegade Mage
Flaw: Subject to Theology
Cardinal (Sage/Black Dog)
Certain Bishops will push themselves farther than the title of Archbishop. These are the leadership of the places of significance. And it is from this group that the Pope most often select his Patriarchs.
Cardinal: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Bronze Gate Cardinal
Perk: Minor Miracle (2)
Perk: Major Miracle
Flaw: Renegade Mage
Flaw: Subject to Theology
Patriarchs (Sage/Black Dog)
These are the members who have been individually selected by the Pope as important to the faith in some way. They carry various roles and are rewarded with access to the resources of the Church. They are the only people below the pope who are allowed to see the Bronze Gates and they demand considerable authority from fellow members. They are capable of carrying out the duties of the Pope when he is not around, but they are expected to act in good faith.
Patriarch: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Bronze Gate Patriarch
Perk: Minor Miracle (3)
Perk: Major Miracle
Perk: Divine Intervention
Flaw: Renegade Mage
Flaw: Subject to Theology
Pope (Master of Tower/Head of the Order)
Kain LeVay, the current Pope of the Church is the man everyone aspires to be. He is prophetic, wise, and worshiped by his followers. He is by far the strongest member of the order and his word is law.
Bronze Gate Pope: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Bronze Gate Pope
Perk: Minor Miracle (3)
Perk: Major Miracle (2)
Perk: Divine Intervention
Flaw: Renegade Mage
Flaw: Subject to Theology
Lullaby Lady ::Special::
Not truly a Rank on its own, a Bronze Gate follower (always female) who attains Alter Mage or above within the Church can choose to arrange a 'special meeting'. What exactly goes on is vague - what is known that in exchange for their eyes, they are invested with great power. Truly a choice that cannot be undone, the Lullaby Ladies are relatively few in number even between all the Ranks, but quite dangerous on their own regardless.
Lullaby Lady: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Bronze Gate Bishop
Perk: Lullaby's Nightmare
Perk: Minor Miracle
Perk: Major Miracle (2)
Flaw: Renegade Mage
Flaw: Subject to Theology
Lullaby's Nightmare: A power given to females who have met with Lullaby. These witches were given the power to infiltrate and manipulate a persons dreams. This gift does not come with the ability to force someone to sleep and it requires the cost of the witches natural eye sight.
Golden Gates
The Holy Church of magic. The Golden Gates Church is a system of magic practitioners who share a common belief in the ability for magic and human nature to bring about paradise. The Church functions outside of the Mage's council though both are aware of the others powers. The council and the church are currently on peaceful terms though the council does see the church as a threat. The church offers a home for those with good intentions and magical talent that were rejected by the councils harsh tests. The church is less structured for the discipline of magic and is instead more focused on the improvement of the persons nature. Magic is a powerful gift that would allow for a world of bliss, a utopia, a paradise. Though denominations and individuals reserve the rights to their own unique and separate beliefs, all members of the faith believe that opening The Golden Gates of Paradise will bring paradise to earth.
Primary Stat: WIL
Typical Skills:
Modifiers:
The denominations of the Bronze Gate, along with their affiliate Spell Spheres, are as follows:
Body: Earth/Alteration Love: Fire/Healing Wings: Air/Artificing Enchantment Tears: Water/Necro
Golden Gates Mage: [100pts]
+1 Bonus [Body/Love/Wings/Tears] Spell
Standard Equipment: Holy Symbol
Perk: (Denomination) Affiliate
Perk: Saint's Relic
Flaw: Renegade Mage
Flaw: Subject to Theology
Affiliated Students:
Half man, half machine. A synthesis of organic and synthetic parts. Cyborgs may be represented as visibly mechanical or as almost indistinguishable from humans. Generally they are almost always considered as increasing or enhancing normal capabilities and enhanced abilities due to technology.
Primary Stat: CON
Typical Skills:
Modifiers:
Cyborg: [200pts]
Life Support: Diminished Eat, Breathe, Sleep;
Resistance to Biological Toxins;
Resistance to Psychic Attacks;
Bonus +10 Crafting and Knowledge related to Robotics,
+5 Defense Rolls based on metal frame;
Vulnerable (x1) Magnetics;
Flaw: Distinctive Features
Affiliated Students:
The half-human hybrids of dragons, these creatures are exceptionally rare (even among the nearly-extinct dragons). Predominately, the dragon genetics outweigh the human, leaving these creatures similar to lizard-men in appearance. As a result, true Lizardfolk (descended from other cold-blooded reptiles) are often referred to by the same moniker.
Primary Stat: CON (dragonkin) / AGI (lizardfolk)
Typical Skills: Acrobatics, Balance, Knowledge (Reptiles, Dragons), Perception, Stealth
Modifiers: A broad term used to describe those who possess a mix of reptilian and humanoid traits, Dragonborn gain many attributes based on their lineage and type. All of them, however, are very distinctive in appearance, and while most Dragonkin are too proud to go to great lengths to conceal their heritage, many Lizardfolk prefer to blend in as much as necessary to pass unnoticed.
- Dragonborn exhibit many draconic features, including a scaly hide and the capacity to use a breath weapon. With the proper training, Dragonborn can learn to unlock more of their draconic potential, even to the point of sprouting wings with which to fly, like a dragon.
- Lizardfolk exhibit many reptilian traits, usually including scales, a tail, and the ability to cling to some surfaces. Most manifest other traits as well, such as a salamander’s fire breath and heat resistance or a chameleon’s ability to blend in with their surroundings.
Dragonkin: [200pts]
Life Support: Diminished Eat, Sleep, Breathing;
+5 Defense Rolls based on Scales;
+5 Attack Rolls based on Claws
Breath Weapon based on Draconic Lineage
Winged Flight based on Draconic Lineage
Flaw: Arrogant Pride
Flaw: Distinctive Features
Lizardfolk: [200pts]
Life Support: Diminished Eat, Sleep, Breathing;
+5 Defense Rolls based on Scales;
+5 Attack Rolls based on Claws
Breath Weapon based on Lizard Type
Secondary Ability based on Lizard Type
Perk: Spider Climb
Flaw: Vulnerable (x2) Cold;
Flaw: Distinctive Features
Affiliated Students:
Originating on Earth some millennium past, Humanity has begun to evolve to a point where the mysteries of life are coming to light faster every day.
Primary Stat: WIL
Typical Skills: Any – Humans are extremely adaptable, and generally serve as the basis of comparison for any other species.
Modifiers: As mentioned, Human skillsets tend to be highly flexible. Moreso than any other species, Humanity has the capability to be utterly good or completely evil, with every shade in between available as well.
Human Adaptation: Humans have the uncanny ability to pick up Skills seemingly at random. Any Human using their Primary or Highest Skill receives a +5 bonus to the current focus of their interests.
Human Corruption: Perhaps due to their adaptability, Humans more than any other species also tend to run the gamut on alignments. Many other species find Humans too uncommitted to trust, with their short lives and susceptibility to destroy themselves. This is more of a social stigma, but also a reminder that not even Humans trust each other.
Powerless: This template helps define Humans in the most basic terms – on the mechanics side of that, it must be understood that this Template applies only to those who are Human but otherwise would not qualify for any other Template. The moment a Pure Human adds a Power or Ability, they lose this Template and gain one appropriate to their new abilities. (A mutant gene unlocks, or they’re exposed to sorcery and become a Magical Creature, or someone who was bitten by a Vampire)
Human: [50pts]
Human Adaptation: +5 to Primary Skill
Flaw: Human Corruption
Flaw: Powerless
Affiliated Students:
Summary
A humanoid bloodline produced by the inter-breeding between mortal Humans and the Immortal Fiends that serve the angels in Hell. All infernals appear human apart from their unusually coloured eyes and a series of glyphs / runes that appear on an individual body part that will slowly spread to cover the rest of their body as they age. They are natural mages and also gain certain physical improvments over standard humans. They are broken up into four houses / breeds.
Dis
The House dedicated to infiltrating and controlling (or at least observing) the various faiths of the world. They are the most charismatic and all have very forceful personalities. Their eyes are often black and their birthmarks glow dark purple. They are physically the weakest but all have a natural immunity to fire and can see the auras of magical beings with ease. Their natural affinities usually manifest as either fire or darkness.
Primary Stat: CHA
Typical Skills:
Modifiers:
Phlegethon
The House dedicated to controlling the world's military and warzones; the are soldiers, generals, mercenaries and arms dealers. All of them are prone to violence and agression and are masters of brutality. This house always has glowing red eyes and their birthmarks glow either bright red or white hot; various forms of stigmata and bloody tears are very common amongst them. Physically they are the fastest and usually much more physically inclined at the cost of lesser magical skill. They can identify supernatual beings by tasting their blood and their affinity is usually blood, water or earth.
Primary Stat: STR or AGL
Typical Skills:
Modifiers:
Malebolge
The House dedicated to manipulating the business world, controlling profits, funding, success and failure. Of all the houses they are hte most ambitious and are masters of getting what they want, esspecially at the cost of others. They usually develope either red or yellow eyes and their birtmarks always glow red. Physically they are well rounded and usually gain the ability to smell the trails of other supernaturals and have either an affinity with fire, poison or earth.
Primary Stat: WIL
Typical Skills:
Modifiers:
Cocytus
The ruling House that serves to control the Governments of the World - not to control the world per say but more to allow the other houses to carry on their work without interferance. They are highly cautious and more than willing to bide their time until the right moment to strike and when they do, they are coldblooded and ruthless. Their eyes are either purple or white and their birthmarks glow white or ice blue; they are also the tallest of the Infernals with an average height of 6'6". Physically they are the strongest and can passively identify all supernatual simply by being near them, their affinities manifest as either ice, darkness or air.
Primary Stat: INT
Typical Skills:
Modifiers:
Affiliated Students:
A rather unruly race noted for its distinct lack of scruples, the Kivnois are intergalactic travellers with an appetite for destruction. Best compared to children and berserkers, Kivnois know little of fear and learn quickly how to turn any attack against them back upon their attacker.
Primary Stat: WIL
Typical Skills: Acrobatics, Balance, Crafting (Improvised Weapon), Knowledge (Kinetics), Perception, Weapon Skill
Modifiers: All Kivnois possess exceptional aptitude with Kinetics powers. This tie is so great that even unusual displays of energy can be turned against their attackers once the Kivnois has encountered it before. Any attack or defense made by a Kivnois using their Kinetic abilities adds a +10 bonus to the attempt. Kivnois are highly dependent upon their powers for even the most mundane tasks; as such, most remain slender and childlike in appearance, having almost no variation in build or musculature.
Kinetics: Becomes Kivnois Kinetics and gains a +10 bonus to Attack and Defense
At Rank 5 of Kivnois Kinetics the alien can learn to absorb any energy they’re exposed to and redirect it the next round. Every 5 Ranks increases the amount of “Attacks” they can absorb in this manner, so that at Rank 10 they can absorb 2 attacks, Rank 15 3 attacks, and so on up to Rank 25 when they can absorb 5 attacks per round.
Kinetic Retribution: Offensive energies so absorbed by the Kivnois can be redirected and used offensively or defensively in the following round, effectively adding the HE damage of the attack, regardless whether it hit or not*, to the Kivnois’ attempt. HE added in this way cannot exceed the number of Attacks the Kivnois can normally absorb. It is this ability that makes Kivnois truly feared amongst those who dwell alongside the stars.
Technophobe: Not truly a phobia, Kivnois have had little need for tech given their natural abilities, and as such are generally unfamiliar with any sort of complicated technology.
Kivnois: [250pts]
+10 to Kinetic Power Rolls
Kinetic Retribution
No Physical Stat higher than 1
Flaw: Technophobe
*Everyone’s favorite blonde alien Kyrie finds herself surrounded by three assailants – one of them moving with superspeed. Quickly surrounded, Kyrie keeps her cool while thinking up an appropriately witty remark. With Rank 20 Kinetics, as a Kivnois Kyrie can Absorb 4 Attacks per round. In this case, the two thugs who swing and miss, and the superspeeder who attacks twice, hitting once and missing once. Now a bit peeved about being touched by a less-than-adoring fan, Kyrie takes the energies used in the assault and turns the tables, choosing to attack the superspeeder first. She strikes normally, and then adds another +4HE to her normal damage modifier, releasing that energy in one huge retaliation strike. If she’d had Rank 10 Kinetics, she’d have been hit once but swung at 4 times, and still able to Absorb and Redirect 2 HE of damage. (Per Absorbing 2 Attacks per Round)
Affiliated Students:
Some say there’s an animal inside every man, waiting to break free… others believe the animal is the truer form to begin with. Sometimes touched by divine or hellish powers, for better or worse you have some-Thing in or around you that likes to wreak havoc anytime it breaks loose.
On the plus side… damn it’s impressive.
Primary Stat: CON or WIL
Typical Skills:
Modifiers: Every Manifestation has some sort of Embodiment.
Tipping the Scales: Manifestations are used to describe Students who are one way or another tied to beings of power beyond description or measure. Each has an Embodiment that signifies their domain, and all act in accordance with their given traits.
In the Academy context, an Author would include this power on a Student and work together with GM’s to include it in Storylines. These are handy to progress sticky plot points and most Authors love to go to great lengths to convey the appropriate level of destruction beings such as these leave in their wake.
Flaws: Aura of Malevolence – Most Hosts have some form of mark that ties them to their being. This can be sensed by those who would normally perceive such things, and humans in general find such people ‘unnerving’ to be around.
Flaws: Random Flaw of Type
Flaws: Accidental Change – used here to convey the Manifestation’s sometimes unpredictable nature.
Affiliated Students:
A broad term used to describe those humans who possess some unusual abilities that cannot be normally attributed to any one source.
Primary Stat: INT
Typical Skills:
Modifiers:
Affiliated Students:
Sometimes, humans are born with genetics that differ from the norm… and occasionally, these difference prove to mark their bearers with significant, if strange, abilities. Sometimes, the effects are significant enough to redefined the person, turning them into the personification of their abilities.
Though the term is used to encompass both, there are two types of ‘mutant’ human:
Primarily, Mutants are born with the genetic potential to wield and possess their powers, and such gifts typically manifest at puberty.
Mutates, the second type, are humans who receive or develop their abilities only after exposure to some freak occurrence or outside stimuli, which causes their bodies to evolve reactively.
Primary Stat: CON
Typical Skills: Acrobatics, Balance, Knowledge (Primary Power), Martial Arts, Perception, Weapon Skill
Modifiers:
Mutant: [100pts]
+5 Primary Powers
Flaw: Genetically Marked
Mutate: [100pts]
+5 Primary Powers
Flaw: Genetically Marked
Affiliated Students:
Whether made by humans or found amongst high tech alien wreckage, robots are the next evolution in machinery. Most are unnaturally capable combatants, and all enjoy several benefits of not being tied to organics… and one serious drawback…
Primary Stat: CON
Typical Skills: Analyze, Crafting (Robotics), Knowledge (Robotics), Perception, Research, Tactics
Modifiers: As machines, Robots have no need to eat, drink, or sleep aside from a (generally) brief “Recharge” period. They also have no physical biology, making them immune to toxins and resistant to other chemical effects unless said effects would damage their metallic structures. Many without organic brains are immune to psychic attacks dependent on the target having a mind, and because of the near-total recall robots possess they tend to be highly skilled with mechanical crafting and repairs as well as computer interfacing. The metallic ‘skin’ of their chassis is also generally resilient to damage, designed with such in mind.
All Robots possess a Vulnerability to Magnetics, while some are Vulnerable to bursts of Electricity and other things. In addition, Robots tend to stand out in a crowd, and all are treated as if possessing Distinctive Features.
Robot: [200pts]
Life Support: No Eat, Breathe, Sleep;
Immunity to Biological Toxins;
Immunity to Psychic Attacks;
Bonus +5 Crafting and Knowledge related to Robotics,
+5 Defense Rolls based on metal frame;
Vulnerable (x2) Magnetics;
Flaw: Distinctive Features
Affiliated Students:
Whether one of the few and the proud or a cloned member of Shooting Gallery or even a agent of Z.E.R.O., those people who dedicate their lives to combat for themselves or for others are warriors of the highest caliber.
Primary Stat: CON
Typical Skills: Balance, Crafting (Weapon Repair), Knowledge (Field Tactics), Martial Arts, Perception, Weapon Skill
Modifiers:
+5 Defense Rolls
Flaw: Conditioning
- Agent of Z.E.R.O.
Z.E.R.O.
F.I.R.S.T.
S.E.C.O.N.D.
L.A.S.T.
- Shooting Gallery Clone Trooper
This unique line of Soldier is privately held by SG, and in very high demand for wetwork around the world with their seemingly endless supply of ready made combatants… just don't ask any their names, as they all only have one.
Loadout: As Shooting Gallery likes to style themselves as the "Premiere Leader in Warfare" each of their clone troopers is outfitted with a Laser Rifle (1HE/2HE 50yd range) a sidearm Laser Pistol (1HE/2HE 30yd range) and a k-bar utility combat knife.
Cloning: Even as one falls, another arises - both a good and bad thing, Shooting Gallery Soldiers have little fear of death, as when brain function ceases they're instantly activated within a new clone and dispatched back to the nearest waypoint. As such, the clones tend to be a bit… odd sometimes, and suffer slight social ramifications in polite society. This Flaw is often overlooked by the genteel anyhow, who normally consider such roughnecks to be déclassé.
Affiliated Students:
Forgotten aliens who know little of war but possess endless knowledge and skill with technology.
Primary Stat: INT
Typical Skills:
Modifiers:
Thothorian
A pilgrim race who's strong rooted beliefs guide them and their way of life. They are shrewd, wise and often diplomatic people, akin to councilors in their way of dealing. Thothorians prefer to talk it out and reason before any immediate action is taken. But when such a course cannot be obtained their mastery over lunar light gives them cunning offensive and defensive abilities give them an edge that words just can't quite do.
Primary Stat: WIL
Typical Skills:
Modifiers: +10 Defense Rolls, +20 Acting: Diplomacy Rolls
Luminous defense: They are very skilled at defensive and supportive arts thus any such display would give them a bonus.
Parley: Thothorians always talk it out first. There must be a reasonble way to settle this right?
Blessed wings: Their life support. When on the verge of total defeat, these wings given to them by their creator launch a final protection and give back half in health what was expended.
Living Lamp: Thothorians can see in the dark and are not blinded by extreme light.
Guided: It is only by Thoth that they came to be and so it is only through his light that they can survive. If a moonlight cannot reach a planet, Thothorians cannot go there.
No Guts: Thothorians use their light abilites for much and their minds for the rest as such physical prowess is not their strong suit and they are not very physically durable.
Thothorian: [250 pts]*
Luminous defense: +10 defense Rolls
Parley: +20 to Acting: Diplomacy Rolls
Perk: Living Lamp: Perfect Nightvision [no blind]
Flaw: Guided: Dependance: Moonlight
Flaw: No Guts: No PHYS Stat higher than 1
Affiliated Students:
Gypsy blooded.
Primary Stat: AGI
Typical Skills: Balance, Escape Artist, Lockpicking, Martial Arts, Stealth, Survival, Weapon Skill
Modifiers: Travellers are wanderers by blood and fighters by nature.
Darkling: [75pts]
Evil Eye
Resistance to Psychic Attacks
Vulnerability: Salt
Flaw: Outcast
Gypsy: [75pts]
Bonus to Martial Arts
Bonus to Survival
Resistance to Psychic Attacks
Flaw: Illiterate
Flaw: Can’t Sleep in the same spot repeatedly
Flaw: Can’t refuse a fight
Vistani: [75pts]
Evil Eye
Resistance to Psychic Attacks
Flaw: Fatal Precognition
Flaw: Can’t Sleep in the same spot repeatedly
Affiliated Students:
When the threat of power unchecked became reality in different parts of the world, the most powerful practitioners of each style came together under a banner of truce to discuss the fate of all magic. These Seven determined the course of magic's development, and founded the Trimagus Council, created the Towers, and helped spread the knowledge of magic and spellcasting - using specific words, gestures, and rites to create magical effects in a safe and ordered manner.
Many mages require constant study to harness the basic forces they wield. Because of the constant exertion and dedication spent developing their powers, many mages quickly tire if they exert themselves with big spells, 'exhausting' their bodies limits to channel arcane powers. Nonetheless, all mages must continually practice and perfect their methods in order to maintain the fluid movements, intricate patterns, and strange languages required of most magics.
The Trimagus have established several ranks amongst themselves that are common to each Order, regardless of color. Each represents a mage's relative skill level in relation to their peers.
Primary Stat: [INT]
Typical Skills: Analyze, Knowledge (Arcane), Perception, Research, Tactics
Modifiers: Per Trimagus Rank (see below)
Apprentice
Most young wizards find themselves sponsored by another Mage or archmage, typically a relative or someone already assigned to watch over an area. Once a suitable candidate is found, with consent they are advised to attend a school to begin developing their basic skills.
Apprentice: [50pts]
Bonus Rank: Knowledge (Arcane)
Perk: Read Magic
Flaw: Subject to Master
Tested Magi
All aspiring magi who reach a certain level of skill must take the Test to move on to higher, more powerful areas of study within the Trimagus. In some cases the Trimagus Council sends invitations to the apprentice, setting a date and time for the presentation; in others, participants may not even realize they're being Tested until its over. All Tests are done solo, and are unique to the practitioner. The Test itself is carried out by a met Trimagus Council, and carried out in one of the Towers - most times through very realistic illusions. It may even mark an apprentices mind and body permanently.
The Test is meant to put the life of the magi in danger, and failure generally means death.
Trimagus Mage: [100pts]
Requires: Crossroads-Level Story: Test of the Trimagus
+1 Bonus [Chosen Color/School] Spell
Perk: Tested Magi
Perk: Mage Robes (Standard: Mending + Appearance Shift)
Flaw: Tested Mark
Flaw: Subject to Master
Archmage
When a Mage of the Trimagus has finally outgrown (or slain…) their master, they can nominate themselves for advancement. Such recognition is a status symbol awarded only to those completely dedicated to the Arts, and much like with the Test a demonstration of power is required - however, given the relative nature of such, many mages have simply called themselves 'archmages' whether or not they truly were. The Council only recognizes mages of this Rank by Trial or by Deed, but it is still a fairly common achievement amongst the truly devoted.
As some Orders allow recognition of spell duels that border on premeditated murder, one of the main innovations about an Archmage's Robe is their ability to survive the destruction of their owner, even 'imprinting' a part of their soul in the process. Because of this their robes are highly prized as trophies, traded amongst other dark artifacts almost as often as they are paraded about like badges of honor. Any Trimagus of any rank can recognize an Archmage's robe simply by it's aura, and those who have passed their Tests can concentrate and connect ownership in order to provide such proof.
Archmage: [250pts]
Bonus Rank: Knowledge (Arcane)
+1 Bonus MHE
Perk: Order Secret
Perk: Tested Magi
Perk: Mage Robes (Archmage: Standard + Indestructible + Soul Trap)
Flaw: Tested Mark
Flaw: Hunted (Church / Outside Magic Groups)
Order Secret
As a mage climbs through the ranks of the Trimagus, they're gradually let inside a secret world within their Order, and trusted with the core secrets each Tower possesses. At Archmage rank and higher, a mage can build their knowledge of these Order Secrets, using them to further bolster their power. If at any time a mage of this rank defects from the Trimagus, they immediately lose all access to these Secrets, which wipe themselves from the mage's mind as if they'd never existed. Mages cannot select the same Order Secret twice.
"Good" Secrets
[Requires White or Blue Order]
- Secret of Defense: Once per Story Encounter a mage with this Secret may choose to empower any Abjuration spell cast, which acts as if it were 2 Ranks higher than normal. A spell so cast from a Secret costs no HE.
- Secret of Radiance: Once per Story, a mage with this Secret can imbue any damaging spell with radiant energy. Such a spell deals half of its damage as radiant magic and cannot be resisted. The other half of the damage can be affected by damage resistance as normal. Against undead, such a spell deals double normal damage. In a side effect, such a spell is unusually bright, and gives off light that lingers in the area for 3 rounds.
- Secret of Resistance: With this Secret, a mage can more easily counterspell and dispel magic cast by others. They gain the Perk: Improved Counterspelling, and add another +10 to the attempt Roll.
- Secret of Sustenance: This Secret allows mages to cast spells under the most challenging terms. Anytime they would require unusual concentration to pull off a spell, the mage gains a +10 bonus to the attempt Roll.
- Secret of Truth: Once per Story Encounter, a mage may extend any Divination spell cast, which functions as if 2 Ranks higher and lasts until the end of the Story or until dismissed.
"Neutral" Secrets
[Requires Red, Yellow or Green Order]
- Secret of Change: Once per Story Encounter, a mage with this Secret can empower any Alteration spell cast, which acts as if it were 2 Ranks higher than normal. A spell so cast from a Secret costs no HE.
- Secret of Deception: Once per Story encounter a mage with this Secret can extent any Illusion/Enchantment spell cast, which functions as if 2 Ranks higher and lasts until the end of the Story or until dismissed.
- Secret of Independence: An Archmage with this Secret has spells that are harder to counter. Whenever a check is made against one of the Archmage's spells, the difficulty is 2 Ranks higher, and the Secret confers a +10 bonus to the spell's resistance to being dispelled or countered.
- Secret of Mystery: Spells cast with this Secret are harder to detect and identify. When another mage attempts a spell that would track the Archmage's spells, the difficulty is 2 Ranks higher, and the Secret confers a +10 bonus to the spell's resistance. If the check fails, that spell cannot be used to track the Archmage at all, and another attempt cannot be made for 24 hours.
- Secret of Purity: Once per Story Encounter, a mage with this Secret can empower any damaging spell they know with Arcane energy. Half of this spell's damage is pure magic and is not subject to resistance or dispelling. The other half can be defended against as normal.
"Evil" Secrets
[Requires Black or Purple Order]
- Secret of Betrayal: Once per Story Encounter, a mage with this Secret can empower any Necromancy spell they can cast. Such a spell acts as if it were 2 Ranks higher, and if it succeeds, can deal damage to an additional nearby, living target equal to half the spell's damage. The additional target can try to defend normally, if they were in a position to do so.
- Secret of Darkness: Once per Story Encounter, a mage with this Secret may empower a damaging spell with negative energy. Half the damage from such a spell is not subject to defense or resistance. The other half can be defended against as normal.
- Secret of Fear: A mage with this Secret can make their spells more intimidating. Once per Story Encounter, the mage may cast a damaging spell that only requires one round to cast, and then attempt to demoralize and opponent right after the cast as a Free Action. Such an action adds the caster's Acting + CHA bonuses to an 'additional attack' against the target being feared. Should that attack succeed, the target suffers full damage from the spells effects, regardless of defense or resistances, as they're so horrified they believe it will affect them regardless.
- Secret of Hunger: Mages in possession of this Secret can draw upon additional resources to increase their own power. Each Story, a mage may prepare one additional spell they normally wouldn't have the Ranks to cover (but do possess the Ranks to cast) in exchange for sacrificing 1 HE. This cannot reduce the mage's HE to 0, and after the spell is cast the HE can be recovered normally. (through later healing, or rest)
- Secret of Pain: Once per Story Encounter, a mage with this Secret can empower any damaging spell to deal pain above and beyond the spell's effects. Any target of such a spell that fails to Defend against it suffers -1 HE per round for 3 rounds as the pain lingers within their body. As a price for inflicting this torment upon another living being, the caster themselves suffer -1 HE damage when the Secret is cast.
Black Dog
Each Order has its own… specialist… for the dirtiest jobs. In general, mages who have passed their Test are awarded robes that reflect the color of their heart, and thus mark their dedication to a magical school. As such, should they begin to dabble elsewhere, their robes reflect these changes. Such shifts are rare, truly, but only the Black Dog can bend - and even break - those rules held most sacred to their Order, without fear of repercussion. Black Dogs tend to serve a Tower Master directly, though they hold 'seniority' with the Order's Sages.
Black Dog: [500pts]
Requires: Crossroads-Level Story
+1 Bonus [Chosen Color/School] Spell
+2 Bonus MHE
Perk: Order Secret (2)
Perk: Tested Magi
Perk: Mage Robes (Black Dog: Archmage + Zone of Truth [30yd] + Pierce Illusion/See Invisible)
Perk: Backlash Immune (*Special)
Flaw: Tested Mark
Flaw: Hunted (Church / Outside Magic Groups)
Flaw: One of Seven (*Special)
Sage
Sages remain a relatively safe path and quiet life within an Order. Sometime after proving their worth as an Archmage, a Trimagus mage shall decide to dedicate his life to serving his Order and progressing it's power through years and years of devout study. Most Sages fall into two catagories: those who know many, many spells… and those who know only the few they've ever known, but can improvise and use countless variations of those spells on-the-fly as situations warrant. Sages are also often called upon to help run the day-to-day affairs of each Tower, and tend to develop their own seniority and merit system to delegate tasks such as obtaining supplies, teaching new apprentices, and devising new specialized applications on Order abilities.
Sage: [500pts]
+1 Bonus [Chosen Color/School] Spell
+2 Bonus MHE
Perk: Order Secret (2)
Perk: Tested Magi
Perk: Mage Robes (Sage: Archmage + Tongues + Clairvoyance/Clairaudience)
Perk: Scholar's Devotion
Flaw: Tested Mark
Flaw: Hunted (Church / Outside Magic Groups)
Master of the Tower
Positions within the Council are voted on every seven years, and all mages who have formally passed their Tests can vote, participate and hold position within their Order.
The "Primary" Council itself is always formed of seven representatives from each tower, currently twenty one wizards: seven White, seven Red and seven Black Robes.
The leader of each Order is called the Head of that Order, [ie Head of the White] each order choosing its own Head as it sees fit:
White Robes vote, thus their leader is often a wise or charismatic person
Red Robes play, thus their leader is often either clever or lucky - or both
Black Robes fight, even to the death, thus their leader often is the most aggressive or domineering archmage.
Such votes and gatherings are generally held at the current Head of the Trimagus Order's Tower, wherein any changes of position are heard, as well as any serious business amongst the magi at large, and some of the more interesting or highly anticipated Tests are played out. Gatherings are generally held each new moon, with position changes [such as the next Council meeting] then put into effect by the end of the current lunar phase.
Master of the Tower: [1500pts]
+1 Bonus [Chosen Color/School] Spell
+3 Bonus MHE
Perk: Order Secret (3)
Perk: Tested Magi
Perk: Mage Robes (Sage: Black Dog + Sage + Contingency:Death (once per lunar cycle))
Perk: Tower Master
Flaw: Tested Mark
Flaw: Hunted (Church / Outside Magic Groups)
Flaw: One of Seven (*Special)
As well, each Order has several options befitting their place in the magical world. These confer differing bonuses upon the Masters, and can even be somewhat unique to different Masters among the same Tower over time.
Master of Tower Abilities
- Arcane Fire: The ability to call power with a pure arcane effect, which can then be channeled into whatever effect the caster thinks might exploit a weakness. Spells conveying such effects are highly resistant to dispelling, and the flames of magic are capable of consuming anything.
- Arcane Reach: Any spell normally cast through touch, can be done within a 30' ft range.
- Mastery of Counterspelling: When one successfully counterspells any spell subject to spell turning, they reflect it fully back on the original caster. A spell not subject to spell turning is merely counterspelled.
- Mastery of Elements: The ability to prepare any arcane spell a mage knows with the acid, cold, fire, electricity, or sonic designator to be cast as a different element. For example, a fireball spell could be prepared to deal sonic damage instead of fire damage.
- Mastery of Enchantments: Mages of this caliber have an unusual skill for fine craftsmanship, and coupled with the power and precision of their bindings, their magical items are second to none. Any such item used by them is always used at max effect.
- Mastery of Form: Those who pride themselves on the intricacies of natural forms learn the easiest ways to adjust to any situation. Mages who possess this trait can Shapeshift at will, even into magical creatures, and are generally only limited to their imaginations.
- Spell Immunity Choice (pick 7): detect thoughts, disintegrate, feeblemind, death, fireball, magic missile, blind, time stop. As well, nothing of magic can hide from their eyes within their tower, and any illusion attempted against them within its walls will fail automatically.
Head of the Order [NPC Template]*
Being the Head of the Order of the Trimagus further confers benefits upon the mage:
- Nothing of magic can hide from their eyes on their native world.
- They can mindspeak with any magi who's passed their Test, regardless of distance or dimension.
- They have a permanent mindlink to the Towers, and can pull spells from their libraries with concentration.
- They can teleport to any Tower at any time through a mere effort of will.
- They cannot age biologically while Head of the Order, and will be resurrected at the nearest Tower if slain.

Affiliated Students:
Some believe that death is only another beginning, one not yet fully understood. While there are many variations, most folklore can agree that what was once dead does not necessarily mean always dead…
Primary Stat: WIL
Typical Skills: Analyze, Balance, Escape Artist, Knowledge (History), Martial Arts, Perception, Stealth, Survival, Weapon Skill
Modifiers: Generally all Undead are immune to effects dependent upon living biology; these include poisons and other toxins. If exposed to such things, Undead are treated as having an effective CON of 0 and having full immunity. As well, many self-willed undead have some form of mental resistance that allows them to defy attempts to control them. They also obviously have little need to breathe, though depending on the type they may require feedings and sleep.
There are many types of undead creatures, each with different abilities and traits. These differences are noted below individually but only apply to free-willed undead.
Construct: [300pts]
No Physical Stat lower than 2
Life Support: No Eat, Breathe, Sleep;
+5 Defense Rolls based on components;
Vulnerable (x2) Psychic Attacks;
Flaw: Distinctive Features
Flaw: Degeneration
Ghost: [75pts]
Life Support: No Eat, Breathe, Sleep
Immunity to Biology based on being Alive
Resistance to Psychic Attacks
Vulnerability: Holy Faith and Magic
Flaw: Distinctive Features
Lich: [200pts]
Life Support: No Eat, Breathe, Sleep
Immunity to Biology based on being Alive
Resistance to Psychic Attacks
Natural Magic Resistance
Vulnerability: Holy Faith
Flaw: Distinctive Features
Flaw: Chill of Undeath
Mummy: [200pts]
Life Support: No Eat, Breathe, Sleep
Immunity to Biology based on being Alive
Resistance to Psychic Attacks
Natural Magic Resistance
Vulnerability: Holy Faith
Flaw: Distinctive Features
Flaw: Chill of Undeath
Flaw: Mummy Rot
Vampire: [150pts]
Life Support: No Breathing
Immunity to Biology based on being Alive
Resistance to Psychic Attacks
Vulnerability: Holy Faith and Magic
Flaw: Predatory Eating
Flaw: Cursed Lineage
OR
Flaw: Plagued Clan Weakness
Affiliated Students:
7. Power Ranks
"Normal"
Weak Human = 0-500pts
Normal Human, "Gamma" Level = 500-1000pts
Peak Human, "Beta" Level = 1000-1500pts
Academy Starting Student = 1500pts
"Beyond Human / Metahuman"
"Alpha I" = 1500-2000pts
"Alpha II" = 2000-2500pts
"Alpha III" = 2500-3000pts
"Alpha IV" = 3000-3500pts
"Alpha V" = 3000-3500pts
"Peak Metahuman/Far Beyond Human"
"Omega I" = 3500-4000pts
"Omega II" = 4000-4500pts
"Omega III" = 4500-5000pts
"Omega IV" = 5000-5500pts
"Omega V" = 5500-6000
"Semi-Divine"
Demi-Power I = 6000-6500pts
Demi-Power II = 6500-7000pts
Demi-Power III = 7000-8000pts
Demi-Power IV = 8000-9000pts
Demi-Power V = 9000-10,000pts
"Beyond Comprehension"
Divine = 10,000pts+ …probably 1-2 max Rank powers if they needed them
Outsider = 20,000pts+ …probably a variety of Advanced Powers
"Absolute" = 50,000pts+ ….whatever they'd need they'd have
8. Attack Scaling

9. Round Actions
