by youraiart |
Sacred Artist
Starting HP: 1/3 Con
Fighting Spirit: (see Advancement table)
Atk Modifier: (see Advancement table)
Starting Equipment: Sacred Artist's Robes, Path Manual, Weapon of your choice or backpack full of supplies (torches, flint and steel, rope, bedroll)
Foundation: Empower Scripts, Veiling, Basic Enforcement, Cycling
Copper: Copper Sight, First Step on the Path, Aura Harvest, Improved Cycling
Iron: Iron Body
Jade: Jade Senses
Gold:
Lowgold: Contract or Harvest Remnant
Highgold: Contract or Absorb Remnant
Truegold: Contract or Assimilate Remnant
Underlord: Reforged Body, Soulfire, Soulspace
Overlord: Reforged Body, Improved Soulfire
Archlord: Reforged Body, Improved Soulfire, Archlord Authority
Sage: Icon, Sage's Authority
Herald: Ascended Form, Unity of Soul and Body, Infuse with Authority
Monarch: Culmination of Earthly Wisdom
Foundation:
Madra Points: You start with a number of Madra Points (MP) equal to your CHA modifier (min 1). You can spend these to activate Techniques, fuel scripts or do anything else that requires Madra. Madra Points used for such purposes are expended, but can be recovered through Cycling, the consumption of Natural Treasures, Pills or Elixirs and several other methods (see here).
Empower Scripts: You can empower scripts of your Rank or lower and by allowing Madra to flow through them, can activate them and trigger any effects they might cause. This does not require MP to be spent, but you must have at least one Madra Point to activate a script.
Veiling: By drawing all of your Madra inside of your body, you can hide yourself, giving yourself a bonus to stealth rolls and to resist detection by anyone using their ability to sense Madra. This stealth bonus is equal to your Rank, so at Foundation level it is +1. While Veiling, you cannot utilize any Techniques or Madra in any way, if you do so, this breaks the Veil. As you advance in Rank, you can also only Veil yourself down to a lower Rank, restricting yourself from your higher abilities but still allowing yourself to utilize Madra up to a certain point, as determined by how strong you want yourself to be when Veiled.
Basic Enforcement: By allowing your Madra to suffuse your body, you can give yourself +1d4 FS and add +1 to any STR, DEX or CON check. This requires 1 Madra Point (MP) per round.
Cycling: By meditating, you can recover 1 MD per hour. This type of Cycling is only to recover Madra, it cannot make you stronger.
Copper:
Copper Sight: As a free action, you can activate your 'Copper Sight', allowing you to sense Madra and Vital Aura in the creatures and environment around you, even when it would ordinarily be invisible.
First Step on the Path: You are now strong enough to start learning a Path. Select one from the list provided to you by the Referee or work with him to create your own.
Aura Harvest: By harvesting a certain type of Aura, your Core will change and begin producing that type of Madra. Ex: If you harvest Fire Aura, your Core will produce Fire Madra. You can only harvest the type(s) of Aura as determined by your Path. Once your Core has changed, you can absorb Vital Aura from the environment to refill your Madra reserves faster than ordinary Cycling. The rate of Madra recovery depends on the density of vital aura in the area.
Improved Cycling: You learn a new Cycling Technique that allows you to Cycle not only to refill your Core but to gain strength over time. Your rate of growth depends heavily on the density of vital aura in the region you are Cycling in.
Iron:
Iron Body: You gain an Iron Body. Your HP increases to equal your total Constitution Score. When clashing with creatures that do not have Iron Bodies, or a similar level of physical strength, you have advantage on all checks made to grapple or overpower them. If you are running from or chasing them, you also gain advantage on pursuit rolls.
Enhanced Form: When you gain an Iron Body, you can gain one of the following types:
1d10
1- Bloodforged Iron: You gain accelerated healing. Whenever you recover HP, by spending 1 MP, you can reroll and choose the higher number. You also gain advantage on any save against poison.
2- Steelborn: By spending MP, you can increase your STR. When striking someone with a melee attack, for each MP you spend, you can increase your Atk and Damage roll by +1.
3- Raindrop: By spending MP, you can gain superhuman reflexes and flexibility. When making a roll or save based on flexibility or agility, you can increase or decrease your roll by X, where X is the amount of MP you spend.
4- Moonheart: You can freely control your body and ignore pain, shock or other forms of negative physical sensations if you so choose to.
5- Puppeteer: You have much greater flexibility and agility and when inflicted by an effect that could impede that, you can make a save. On a successful save, you ignore that effect.
6- Mountainroot: When affected by something that could potentially move you, you can spend Madra Points. For each MP you spend, you can increase any check made to resist moving by +2 per MP.
7- Skyhunter: You gain enhanced senses and by spending 1 MP, you can give yourself a +4 bonus on any roll made to perceive something with your physical senses.
8- Crimson Furnace: You gain resistance to poisons and if you consume something toxic or otherwise dangerous, you can make a save. On a successful save, you do not suffer any ill effects besides some indigestion.
9- Silverscale: You gain the ability that when struck by a ranged attack, you can spend MP to reduce the damage. The damage of any ranged attack is reduced by 1 per MP spent.
10- Feathercloak: You gain the ability to loosen the hold of gravity on your body. By spending 1 MP, you can lower your weight till you seem to weigh no more than a weighty feather. This allows you to jump and climb much more easily, as well as causing you to have resistance to fall damage.
Jade:
Jade Senses: You can now extend your Copper Sight in a direct way, "Scanning" a creature or environment for sources of Vital Aura or Madra. Make a COG check when doing so. If you target an environment, the Referee should determine the difficulty in detecting sources of Vital Aura or Madra. On a success, you learn a number of facts equal to 1/2 your current Rank. If you target a creature, that creature must make a COG check in opposition to yours. If you win, you learn a number of facts about them equal to your Rank (Ex: Jade = 4 facts). If they win, you learn a number of facts equal to the difference in your Ranks. Ex: If you are Jade (4) and they are Iron (3), you learn one fact. If they are a higher Rank than you and they pass their save, you learn nothing.
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Gold:
Lowgold:
Select one of the following-
Contract: You make a Contract with a Sacred Beast that is stronger than you and following the same or a similar Path as you. By doing so, you can exchange Madra with your Contracted Partner. Over time, this will cause your Core to swell and grow stronger, until you can advance. Your Partner will also act as your Teacher and help you refine your Techniques. They will also aid you in battle.
Remnant: You can capture a Remnant from a dead Sacred Artist or Beast that is compatible with your Path and capture it, storing it inside your body. This will grant you a Goldsign that varies depending on the Remnant you capture. It also grants you a number of additional Madra Points equal to the strength of the Remnant.
Regardless of what you choose, you also get a:
Goldsign: Your Goldsign is a permanent change to your body that provides an ability based on what it is. Work with the Referee to determine what this ability will be.
Examples:
- You grow a bladed arm from your back. You can fold this arm up, or use it to attack creatures near you.
- Your hair becomes hard as metal. You gain the benefits of wearing a helmet always.
- A floating cloud appears over your head. This cloud can produce minor weather effects, such as rain, wind or lightning as you will.
Highgold:
Remnant: You gain an amount of bonus Madra Points and an Insight Point from partially digesting your Remnant. This will let you select from one of the following:
- Increase your Atk bonus by +2
- Learn a new Technique
- Increase the strength of one of your Techniques
Improved Goldsign: Your Goldsign becomes stronger.
Examples:
- You grow a second bladed arm from your back.
- Your metal hair grows longer, granting more protection.
- Your cloud can now shoot lightning to damage your enemies.
Truegold:
Remnant: You gain an amount of bonus Madra Points and Insight Point from partially digesting your Remnant. This will let you select from one of the following:
- Increase your Atk bonus by +2
- Learn a new Technique
- Increase the strength of one of your Techniques
Mastered Goldsign: Your Goldsign becomes stronger and fully matures.
Examples:
- You grow more bladed arms, until you have six.
- Your metal hair grows bladed ends and can be used to make attacks against enemies.
- Your cloud can form strong winds that allow you to fly.
Soulspace: You open up your Soul-Space, a place within your Spirit that can store one item. You can store an item there or retrieve it as a free action.
Underlord:
Reforged Body: Reroll all your Ability Scores using 3d6. Your Ability Scores now cap out at 20. If your new result is higher, replace the previous result with the new one. If not, increase that score by +1. You also have any scars or physical impairments removed, as well as regrowing any lost body parts.
Soulfire: You can consume Natural Treasures and convert them into Soulfire. Each Natural Treasure produces 1/2 the Amount of Soulfire Points (SP) equal to the value of the Natural Treasure's Madra Points. Soulfire can be added to any Technique to provide a +3 bonus per Soulfire Point spent.
Aura Control: By spending Soulfire points, you can control Vital Aura that you cannot harvest and absorb into your Core. To do this, you must spend at least 1 Soulfire Point. You do so by rolling 1d20 and adding a bonus of +1 per Soulfire Point spent. Creatures attempting to control the same Vital Aura can attempt to contest your control of this power with their own Will by making a COG check.
Overlord:
Reforged Body: Reroll all your Ability Scores, using 4d6, discarding the lowest dice. Your Ability Scores now cap out at 22. If your new result is higher, replace the previous result with the new one. If not, increase that score by +1. You also have any scars or physical impairments removed, as well as regrowing any lost body parts.
Improved Soulfire: Your Soulfire becomes more powerful, now granting +4 per SP to any Technique that is infused with it.
Archlord:
Reforged Body: Reroll all your Ability Scores, using 5d6, discarding the two lowest dice. Your ability scores now cap out at 24. If your new result is higher, replace the previous result with the new one. If not, increase that score by +1. You also have any scars or physical impairments removed, as well as regrowing any lost body parts.
Improved Soulfire: Your Soulfire becomes more powerful, now granting +5 per SP to any Technique that is infused with it.
Archlord Authority: When you use your 'Aura Control', add +2 to your d20 roll per SP spent.
When you reach the peak of Archlord, you can choose to attempt to become a Herald or a Sage. Both paths are available, but they are very different.
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Sage:
Icon: Sages manifest an Icon. An Icon is a platonic form, a universal symbol, an embodiment of a concept. A Sage manifests an Icon and gains Authority. Each Icon is associated with certain ideas and associations (see below). The Icon a Sage manifests affects their Authority.
Sage's Authority: By speaking a verbal command, a Sage can command the world to bend to his will. He does so by making a COG check and speaking one word or short phrase that contains a clear idea, the Referee should then select a DC and have the Sage roll his check. On a success, the Sage succeeds and reality temporarily changes to suit the Sage. Note that changes made via a Sage's Authority only last as long as he focuses on them. When he releases them, things return to their natural state.
Examples:
- Speak the Command "Stop" and a falling object freezes in the air
- Speak the Command "Be Purified" and something contaminated is cleansed
- Speak the Command "Die" and the targeted creature must save or die
If a Sage makes a command that aligns with their Icon, then they have advantage on their COG check. If a Sage makes a command that goes against the nature of his Icon, he can do so, but he has disadvantage on his COG check.
Note that if targeting a creature, instead of rolling against a static DC, that creature must make an opposing COG check to resist the Sage's Authority, assuming that creature wishes to resist. For each Rank the creature is above the Sage, he gains a +1 bonus to his check. For each Rank below, a -1 penalty similarly applies.
Example Icons:
- Void: True desolation, emptiness, hunger
- Archer: Striking from afar, aristocratic warfare and peasants hunting for food
- Dragon: Greed, fire, solitude, viciousness and cruelty
- Death: Annihilation, ending, finality
- Hammer: Forging, crafting, worksmanship
Herald:
Ascended Form: Reroll all your Ability Scores, using 6d6, discarding the two lowest dice. Your ability scores now cap out at 26. If your new result is higher, replace the previous result with the new one. If not, increase that score by +1. You also have any scars or physical impairments removed, as well as regrowing any lost body parts.
Unity of Soul and Body: A Herald's body and core are one. When injured, a Herald can spend MP. For each MP spent, he regains 1d6 HP. MP spent this way are lost.
Infuse with Authority: When using a Technique, a Herald can infuse the Technique with his Authority by spending COG. For each point of COG he burns, reducing that score by 1 per point spent, the Technique can add his COG modifier to any result. You can also infuse an ordinary Attack or Defense roll with your Authority. COG points lost like this are recovered at a rate of 1 point per day if busy, or 1d3 per day if you spend the day Cycling.
Monarch:
Culmination of Earthly Wisdom:
Both Sages and Heralds can Ascend to Monarch. When one of them does so, there are two options:
If you were a Sage, you gain the Abilities:
- Ascended Form
- Unity of Soul and Body
- Infuse with Authority
You also gain the increased Fighting Spirit a Herald would have gained when they ascended.
If you were a Herald, you gain the Abilities:
- Icon
- Sage's Authority
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