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The index of the adventure.
World Shattering Choice
Location
Fifth Dimension
Two worlds, both at war, filled with magic and those who wield it. On one hand, there are Five Great Armies, as a multitude of magical races fight for supremacy, and on the other hand, are the Crusades, a Holy War. Only one world can be peered into, as the other closes off for eternity (or until another time).

Ascension: The Five Armies

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Ascension: The Five Armies is a fantastical world with various races such as Elves, Orcs, Dwarves, Drow (Dark Elves), Centaurs, Giants, etc. all co-existing, warring, and interacting in various different ways. In this world, Elves are the oldest living race with Drow being next (created from a rift within the Elven race), followed by Dwarves, Humans, and finally Orcs. Other magical races also exist, but are not as compact and grouped together as the great five. This includes Giants, Goblins, Dragons, Fairies, and Sprites/Nymphs. There are even rumors of a Phoenix or two, and even some of the old gods still being around.

In Ascension: The Five Armies, each race has their own advantages and disadvantages when compared with one another, as well as their own separate alliances.

Elves, for instance, are the fastest and quickest of the races. Also, given their age, they tend to hold the most knowledge of the old world and things that come with it, such as magic. They specialize in enchantment and archery.

Drow, are more well-versed in dark magic that their Elven brethren, and hold more of an interest in the thralls of battle, opting for close combat and almost forgoing archery all-together. The Drow prefer to settle things with a show of strength and a bloody battle, while the Elves tend to go for a more subtle form of domination. The Drow and the Elves hate each other with a passion and will only work together under the direst of circumstances, even if they share the same problems at times.

Dwarves, specialize in building, creation, designing, and engineering different items, armor, and weapons. In battle they favor extreme strength over all else, allowing them to surprise the unknowing enemy who assumes them to be weak due to their small stature. They can also take a beating and keep fighting, often winning their battles in a come-from-behind victory. The Dwarves absolutely hate the Orcs, and dislike Elves due to Elves looking down on them. Their most favorable relationship is with the Humans.

Humans, are faster than Dwarves, stronger than Elves, and more civilized than Orcs. Adaptive and ambitious, Humans tend to play the middle ground, only aiding in conquests or battles, never really starting them or even putting an end to them. Humans have no specialty that isn't eclipsed by another race, but that balance allows them to survive and even flourish in almost any situation. Humans dislike the Drow and the Orcs and have a working relationship with the Dwarves, and a strained relationship with the Elves (who look down on them).

Orcs, are seen as 'the monsters of the civilized races' and 'the most civilized of the monster races'. Because of this stigma, Orcs are recognized as the least desirable opponent on the field of battle, however they are also thought to be…barbaric and stupid as a result. Despite this, Orcs actually do have a fairly civilized society that works, and often have displays of intelligence that surprise the other four races. This is the only reason they haven't been wiped out yet. The Orcs hate everyone except the Drow, who they dislike. The Drow feel the same way towards them.

Goblins, actually do have civilizations much like the above five races, but they lack the interconnectivity to truly make them united as a nation. Goblins are fast, almost as fast as Elves, and specialize in thievery and other criminal activities. They find them…entertaining.

Giants, exist in groups, but those groups are spread out with no rhyme or reason to them, and generally operate under a pack or tribe mentality. Giants are by far the physically strongest of the humanoid races, and arguably the strongest race period. They are difficult to hurt and anyone of any other race should avoid battle with them.

Dragons, the only contender against the Giants for the physically strongest race, and definite winner of the toughest, run in groups of one...with maybe some children. Dragons are solitary and territorial creatures and thus cannot coexist with one another, or any race that impedes upon their territory. Dragons are nearly impossible to hurt and can wipe out entire armies with little effort.

Fairies, definitely have societies, some believe a unified hive-mind of a society, but lack the above-ground presence of the great five races. Not much is known about 'the Fey' except for what is told in children's tales.

Sprites/Nymphs, are like a mix of Fairies and Dragons. Not in ability, but that they are solitary and territorial, and yet some would believe that they have a hive-minded, single society amongst them. They often deal with nature and will protect what is theirs until certain death, and sometimes beyond it.

Phoenixes, are rarely, if ever seen. The only thing known to fight a Dragon on even ground, there's not enough of them, or even enough proof of their existence, to label them as a great race.





Ascension: The Crusades

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In the world of Ascension: The Crusades, there are six main areas: England, France, Spain, Portugal, Italy, and the Middle East. This is around the Crusades' time period and that is the main conflict, though it is not entirely historically accurate. England is the most powerful nation in the world, due to the descendants of Merlin and King Arthur bolstering their military. Italy is next, mostly due to being the mecca of Christianity and home of the Pope, and third place is a toss-up.

In this world, the Pope calls for the Crusades as the Turks wage war with France and declare an attack on their rival religion. This brings in the entire Middle East to the Turks' side, and England, Spain, Portugal, and Italy to France's. What results is a war for the ages.

Beyond religion, each area is separate in specialization.

England is a perfect mix of archery and ground soldiers, with the only magic users being Merlin's descendants. They have an influx of knight in comparison to the rest of the world.

France is 50% soldiers, with a heavy focus on archers, and 50% magic, with entire Orders and Circles of Wizards.

Spain is a country who completely rebukes magic and all it brings, looking upon Wizards with disgust.

Portugal is imbued in an internal war with their Muslim Conquerors, the Moors, and thus has an influx of mercenaries and hired swords with very little magic to speak of outside of the very enemies they look to defeat.

Italy is the mecca of religion and as such, has droves of holy knights and clerics, ready to do battle for their god.

The Middle East is a mixed bag of some soldiers, mostly mercenaries, and a lot of magic, some of it holy.

Uncharted Areas like The New World (not yet named), including what's known as present day Mexico and The United States of America are full of Natives who specialize in stealth and guerilla tactics. They are not involved in the war at all however and would be hesitant to join, even if one could speak their language.



So prepare for an epic, grand scale war of magic, soldiers, possibly dragons, and gods clashing in Ascension: Swords and Sorcery.






Ultimately, only one can be chosen. Which world is it?

[] Five Armies
[] The Crusades
 
Five Armies Start: Race Choice
You are in the world of the Five Armies, where magic is in abundance, and there are countless races living together "in harmony". There are Elves and their elegance, Dwarves and their greed (and engineering ability), Humans and their adaptability, Orcs and their...murderous intent, Fae and their mischief and so on.

Giants are rare and spread out, Dragons are rare, and Phoenixes have been rare since their existence.

The question is...what are you? Which side are you born on? Which Race defines you most?

[] Elf
[] Dwarf
[] Human
[] Drow
[] Orc
[] Goblin
[] Giant
[] Fae
[] Sprite
[] Dragon (extremely rare, will be extremely young)
[] Phoenix (same as Dragons)
 
Race Customization
As a human, you are...special to say the least. A prodigy, someone with great talent and ability, and a standout amongst your race. Some say you are blessed by the gods, others are convinced that you're a halfling (half human and half another race) and others... simply choose to keep an eye on you. But with great talent and ability comes...choices. Choices on where to go, what to do, what to specialize in, and so on. And even with your blessed and natural ability, you still fit the mold...at least somewhat.

Which mold do you fit more?

[] Normal Human (The most customization, for both stats and powers). You have 530 stats to distribute, no stat can be above 100.

Stats:
Strength: 10
Durability: 10
Endurance: 10
Agility: 10
Precision: 10
Dexterity: 10
Speed: 10
Will: 30
Health: 30
Energy: 20
Intelligence: 30
Knowledge: 30
Charisma: 40
Appearance: 20
Luck: 50

[] A Great Warrior (No customization, powers picked for you).
Strength: 75
Durability: 60
Endurance: 70
Agility: 50
Precision: 80
Dexterity: 40
Speed: 50
Will: 60
Health: 100
Energy: 70
Intelligence: 30
Knowledge: 30
Charisma: 70
Appearance: 65
Luck: 50

[] A Great Archer (20 points of customization, powers will be chosen for you)
Strength: 35
Durability: 40
Endurance: 80
Agility: 80
Precision: 95
Dexterity: 90
Speed: 75
Will: 40
Health: 60
Energy: 45
Intelligence: 40
Knowledge: 40
Charisma: 40
Appearance: 20
Luck: 50

[] A Wizard (Some customization on which magics can be chosen, no customization on stats)
Strength: 15
Durability: 15
Endurance: 15
Agility: 15
Precision: 15
Dexterity: 25
Speed: 25
Will: 95
Health: 75
Energy: 75
Intelligence: 85
Knowledge: 75
Charisma: 25
Appearance: 25
Luck: 50

[] A Witch (slight customization on magic choices, very slight, no customization on stats)
Strength: 45
Durability: 35
Endurance: 45
Agility: 40
Precision: 40
Dexterity: 35
Speed: 35
Will: 75
Health: 75
Energy: 75
Intelligence: 85
Knowledge: 75
Charisma: 75
Appearance: 75
Luck: 70


Also, are you male or female?
[] Male
[] Female

And yes, you can be a female wizard or a male witch. It'll just be...different.


Explanation of Stats:
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Strength: How physically strong and powerful the character is. Strength is used in dealing damage in combat (usually) and is also used to lift things and to hold them back. The max lifting strength of a character is their (Strength ^2)x2 in lbs. Strength also gives a character their Penetration level at Strength/20 before powers.

Durability: How sturdy and how durable the character is. Durability is used in taking and receiving damage in combat (usually) and gives characters a certain Shield level at Durability/20 before powers.

Endurance: How long a character can last and how much they can endure. Endurance is used in recovering Health, recovering Energy, and battling poisons, toxins, and general exhaustion and sleep. A character recovers Health by 1 every (120-Endurance)/5 turns. The same recovery goes with Energy.

Agility: How nimble, quick a character is, their reflexes. Agility is used as a dodge check and is also used in Initiative and Delay. The higher the agility, the higher the chance to dodge.

Precision: How calculated, accurate, exact a character is in the character's actions. Precision is used to hit in combat (usually) and can even be used to counter or to even deal damage in some cases.

Dexterity: How good the character is with the character's hands. Dexterity is used when extreme skill with the hands is needed and is used when small, delicate, handy tasks need to be done.

Speed: How fast the character is as far as running goes. Speed is used when running, escaping, when dashing and running distances. A character's battle speed is (Speed^2)/10 +Agility/10 in m/s. A characters full running speed is merely (Speed^2)/10 for when battle is not needed.

Will: How strong the character's mind is. Will is used when resisting mind effects, resisting manipulations, and in Energy, Magic, and Psychic attacks and resistances. A character can use as much energy in one turn as their Will/5.

Health: How much damage the character can take. Health is how much life the character has and is measured in several different levels that all depends on Penetration and Shield level.

Energy: How much the character can try, how much energy the character has. Energy is spiritual and mental force used to enhance stats for a time being.

Intelligence: How smart, analytical, strategic the character is. Intelligence is used when the character needs to think and needs to use their brain heavily.

Knowledge: How much the character knows and can apply what they know. Knowledge is used when an application of something must happen or when one has to know something to complete a task.

Charisma: How likable a character is, how likely the character is to lead and how likely people are to follow said person. Charisma is used in social checks and leadership checks.

Appearance: How good, intimidating, or impressive the character looks. Appearance is used during first impressions and to attract members of the opposite sex, and to intimidate others.

Luck: How likely the character is to have something good happen to them on chance. Luck is used when dodging projectiles too fast for the character, when gambling, when drawing straws, or picking an item or a card or even a direction to go when escaping.
 
Race Customization Pt. 2 - Powers. All of the Powers.
Next up, is figuring out what powers you have. Before that, there are classes that can give you discounts on certain powers, but make other powers cost extra.

What is your class?

[] Warrior: Health, Strength, Endurance, Dexterity powers ½ off, Intelligence, Psychic, Magic, Will 2x
[] Mage: Will, Energy, Magic, Luck powers ½ off, Strength, Endurance, Durability, Health 2x
[] Psychic: Will, Intelligence, Knowledge, Psychic powers ½ off, Strength, Durability, Luck, Agility 2x
[] Ninja: Dexterity, Speed, Precision, Agility ½ off, Durability, Charisma, Appearance, Intelligence 2x
[] Tank/Brute: Health, Strength, Durability, Endurance ½ off, Intelligence, Knowledge, Dexterity, Precision 2x
[] Leader: Appearance, Charisma, Luck, Intelligence ½ off, Strength, Precision, Dexterity, Agility 2x
[] None: All powers are base cost.


Now for powers it gets...extensive. You have 50 points to spend and can take up to 50 in weaknesses for a total of 100. There are... a lot of powers to choose from, so just make your choices like you make a plan with the...

[z] Plan powers
- [z] Super Strength
- [z] Fire Magic
- [z] etc.

[] Free Will/Plan.

  • Super Strength (5): Raises Strength by 5 points.
  • Super Strength (10): Raises Strength by 15 points.
  • Super Strength (20): Raises Strength by 35 points.
  • Super Strength (30): Raises Strength by 60 points.
  • Super Strength (50): Raises Strength by 100 points.

  • Man of Steel (20): Allows Strength to be substituted for Durability on any blunt force attacks, explosions, falling damage, piercing debris or any non-slicing damage in general. It also allows Strength to be used to determine shield rating for these situations.

  • Lifting Strength (5): Allows character to double his lifting weight.
  • Lifting Strength (10): Allows character to triple his lifting weight.
  • Lifting Strength (20): Allows character to multiply his lifting weight by 10.
  • Lifting Strength (30): Allows character to multiply his lifting weight by 50.
  • Lifting Strength (50): Allows character to multiply his lifting weight by 100.

  • Striking Strength (5): When striking and opponent, multiply the character's Strength by 1.5.
  • Striking Strength (10): When striking and opponent, multiply the character's Strength by 3.
  • Striking Strength (20): When striking and opponent, multiply the character's Strength by 5.
  • Striking Strength (30): When striking and opponent, multiply the character's Strength by 10.
  • Striking Strength (50): When striking and opponent, multiply the character's Strength by 25.

  • Charge (10): Give the character the ability to do a charge attack (use Strength as damage with Speed adding 1 to the roll for every 5 Speed).

  • Thunderclap (20): Gives the character the ability to clap his hands and create a shockwave that can hit opponents as far away as the character's Strength/5 meters. It does damage with a Strength roll, character must have at least 85 Strength to purchase this power.

  • Super Jump (5): Allows character to double the character's jumping length, and multiply jumping height by 1.5.
  • Super Jump (10): Allows character to triple the character's jumping length, and double jumping height.
  • Super Jump (20): Allows character to multiply the character's jumping length by 5, and triple jumping height.
  • Super Jump (30): Allows character to multiply the character's jumping length by 10, and multiply the jumping height by 5.
  • Super Jump (50): Allows character to multiply the character's jumping length by 25 and multiply jumping height by 10.

  • Penetration (5): Gives the character an extra penetration level.
  • Penetration (10): Gives the character 2 extra penetration levels.
  • Penetration (20): Gives the character 3 extra penetration levels.
  • Penetration (30): Gives the character 4 extra penetration levels.
  • Penetration (50): Gives the character 5 extra penetration levels.

  • Super Durable (5): Raises the Durability stat by 5 points.
  • Super Durable (10): Raises the Durability stat by 15 points.
  • Super Durable (20): Raises the Durability stat by 35 points.
  • Super Durable (30): Raises the Durability stat by 60 points.
  • Super Durable (50): Raises the Durability stat by 100 points.

  • Invulnerability (30): Take no damage from anything with a penetration level less than 8.
  • Invincibility (50): Take no damage from anything with a penetration level less than 10.

  • Shield (5): Gives an extra shield level.
  • Shield (10): Gives 2 extra shield levels.
  • Shield (20): Gives 3 extra shield levels.
  • Shield (30): Gives 4 extra shield levels.
  • Shield (50): Gives 5 extra shield levels.

  • Piercing Durability (5): Doubles Durability against piercing damage.
  • Piercing Durability (10): Triples Durability against piercing damage.
  • Piercing Durability (20): Multiplies Durability by 5 against piercing damage.
  • Piercing Durability (30): Multiplies Durability by 10 against piercing damage.
  • Piercing Durability (50): Multiplies Durability by 25 against piercing damage.

  • Slicing Durability (5): Doubles Durability against slicing damage.
  • Slicing Durability (10): Triples Durability against slicing damage.
  • Slicing Durability (20): Multiplies Durability by 5 against slicing damage.
  • Slicing Durability (30): Multiplies Durability by 10 against slicing damage.
  • Slicing Durability (50): Multiplies Durability by 25 against slicing damage.

  • Blunt Durability (5): Doubles Durability against blunt damage.
  • Blunt Durability (10): Triples Durability against blunt damage.
  • Blunt Durability (20): Multiplies Durability by 5 against blunt damage.
  • Blunt Durability (30): Multiplies Durability by 10 against blunt damage.
  • Blunt Durability (50): Multiplies Durability by 25 against blunt damage.

  • Elemental Durability (5): Doubles Durability against a certain element (fire/heat, ice/cold, water, lightning, earth, lava, anything else the GM wants to include).
  • Elemental Durability (10): Triples Durability against a certain element (fire/heat, ice/cold, water, lightning, earth, lava, anything else the GM wants to include).
  • Elemental Durability (20): Multiplies Durability against a certain element (fire/heat, ice/cold, water, lightning, earth, lava, anything else the GM wants to include) by 5.
  • Elemental Durability (30): Multiplies Durability against a certain element (fire/heat, ice/cold, water, lightning, earth, lava, anything else the GM wants to include) by 10.
  • Elemental Durability (50): Multiplies Durability against a certain element (fire/heat, ice/cold, water, lightning, earth, lava, anything else the GM wants to include) by 25.

  • Sacrificing Shield (5): Gives the ability to sacrifice yourself and shield your allies and take the brunt of the damage yourself

  • Super Endurance (5): Raises Endurance by 5 points.
  • Super Endurance (10): Raises Endurance by 15 points.
  • Super Endurance (20): Raises Endurance by 35 points.
  • Super Endurance (30): Raises Endurance by 60 points.
  • Super Endurance (50): Raises Endurance by 100 points.

  • Rarely Sleep (5): Allows character to function normally off of 1/3 the usual amount of sleep.
  • Never Sleep (10): Allows character to function normally off of no sleep, ever.

  • Increased Healing (10): Character heals twice as fast.
  • Healing Factor (20): Character heals 5x faster than normal.
  • Regeneration (30): Character heals 10x faster than normal.
  • Extreme Regeneration (50): Character heals 25x faster than normal.

  • Increased Recovery (10): Character recovers Energy twice as fast.
  • Energy Recovery (20): Character recovers Energy 5x faster than normal.
  • Energy Regeneration (30): Character recovers Energy 10x faster than normal.
  • Extreme Energy Regeneration (50): Character recovers Energy 25x faster than normal.

  • Strong Digestive Track (5): The character can eat nearly anything for nutrition. Even metal, plastic, other people, or dirt.
  • Never Hunger (10): The character never hungers, ever.

  • Immunity (20): This character never gets sick. Ever
  • Poison Immunity (20): This character is immune to all Poison.

  • Super Agility (5): Raises Agility stat by 5 points.
  • Super Agility (10): Raises Agility stat by 15 points.
  • Super Agility (20): Raises Agility stat by 35 points.
  • Super Agility (30): Raises Agility stat by 60 points.
  • Super Agility (50): Raises Agility stat by 100 points.

  • Roll With It (10): Agility to be substituted for Durability during blunt damage attacks, explosions, and falling damage to represent glancing blows, rolling during falling damage, and nearly escaping explosions.

  • Innate Reflexes (20): Character can use regular Agility stat during a blind dodge or surprise attack or ambush, rather than Luck+Agility/10
  • Lightspeed Reflexes (10): Character can consciously dodge gunfire with the Agility stat rather than using Luck+Agility/10

  • Counter (10): If the character's dodge roll is more than 10 higher than the attack roll the character is allowed a counter attack with only half of his reactive delay given. An extra counter attack is given for every 10 after that, as well as the half of reactive delay for each attack.

  • Catch (10): If the character's roll is more than 10 higher than a projectile roll, the character can snatch the projectile out of the air. If it's 20 more, he can throw it back, only taking a reactive delay. If there are multiple projectiles, for each 10 the character will catch one, while dodging the others, for each 20, the character will throw a projectile back, while dodging the others.

  • Deflect (10): If the character's roll is more than 10 higher than a projectile roll, the character can deflect the projectile away from him and his allies. If it's 20 more, he can reflect it back, only taking a reactive delay. If there are multiple projectiles, for each 10 the character will deflect one, while dodging the others, for each 20, the character will reflect one, while dodging the others.

  • Fast Reflexes (5): Add two to your agility during an initiative roll.
  • Fast Reflexes (10): Add 5 to your agility during an initiative roll.
  • Fast Reflexes (20): Adds 10 to your agility during an initiative roll.
  • Fast Reflexes (30): Adds 20 to your agility during an initiative roll.
  • Fast Reflexes (50): Adds 50 to your agility during an initiative roll.

  • Super Precision (5): raises the Precision stat by 5 points.
  • Super Precision (10): raises the Precision stat by 15 points.
  • Super Precision (20): raises the Precision stat by 35 points.
  • Super Precision (30): raises the Precision stat by 60 points.
  • Super Precision (50): raises the Precision stat by 100 points.

  • Birds Eye (5): Increase range with a weapon by 5m.
  • Birds Eye (10): Increase range with a weapon by 10m.
  • Birds Eye (20): Increase range with a weapon by 35m.
  • Birds Eye (30): Increase range with a weapon by 50m.
  • Birds Eye (50): Increase range with a weapon by 100m.

  • Critical hit (10): If the character's attack roll is 10 or more higher than the opponent's dodge roll, the character gets Precision/10 added to the damage. If it's 20 or higher, Precision/5, if it's 30, another Precision/5, and so on. This applies to weapons and hand to hand combat, as well as ranged weapons.

  • Multiple Attacks (10): If the character's attack roll is 10 or more higher than the opponent's dodge roll, then another attack can be landed, if it's 20 then two attacks are landed, if it's 30 then three attacks are landed and so on. Each attack gives another half delay. This applies to weapons and hand to hand combat, but not ranged weapons, and cannot be used at the same time as Critical Hit.

  • Called Attacks (10): the character suffers no penalty on called attacks.

  • Counter Attack (10): the character can attack while an opponent is attacking them. If the roll is 10 or more higher than the opponent's, then the character hits first, throwing off the opponent's attack. If not, both hit simultaneously.

  • Skilled Warrior (10): the character can substitute Precision for Strength when rolling for damage with a weapon (not ranged).

  • Skilled Martial Artist (10): the character can substitute Precision for Strength when rolling for damage for unarmed combat

  • Super Dexterity (5): Raises Dexterity by 5 points.
  • Super Dexterity (10): Raises Dexterity by 15 points.
  • Super Dexterity (20): Raises Dexterity by 35 points.
  • Super Dexterity (30): Raises Dexterity by 60 points.
  • Super Dexterity (50): Raises Dexterity by 100 points.

  • Quick Hands (10): Dexterity can be substituted in for Precision when throwing projectiles

  • Quick Catch (10): Same as the Catch power in Agility, but with Dexterity subbed in instead.

  • Quick Draw (10): Draw or sheathe a weapon as a free action.
  • Quick Reload (10): Reload a weapon as a free action.

  • Good with your hands (10): Dexterity can be substituted in for Knowledge when fixing, repairing, and building machines and other projects.

  • Vital Points (10): Make a called shot to an area and ignore up to 5 levels of Shield as you target the vital spots on the opponent's body.

  • Rapid Fists (10): Whenever attacking with your hands, you can roll Dexterity with every 10 giving you an extra attack with no extra delay. Damage is halved on the attacks though.

  • Hit Back (10): After a successful block or Parry, roll an attack check using Dexterity as the stat to hit (opposed by Agility), regardless of your fighting style. This is treated as a free action and no extra delay is given.

  • Super Speed (5): Raises Speed by 10 points.
  • Super Speed (10): Raises Speed by 30 points.
  • Super Speed (20): Raises Speed by 50 points.
  • Super Speed (30): Raises Speed by 75 points.
  • Super Speed (50): Raises Speed by 200 points.

  • Dash (5): Multiplies your battle Speed by 2.
  • Dash (10): Multiplies your battle Speed by 5.
  • Dash (20): Multiplies your battle Speed by 10.
  • Dash (30): Multiplies your battle Speed by 20.
  • Dash (50): Multiplies your battle Speed by 50.

  • Running Attack (10): Attack while running and add your Speed/10 to the damage.

  • Line of sight (20): Attack as many people as are in your cumulative range ((Speed/3)/5) with a running attack.

  • Dodge (10): Gain Speed/10 to your dodge roll while running

  • Super Will (5): Raises Will by 5 points.
  • Super Will (10): Raises Will by 15 points.
  • Super Will (20): Raises Will by 35 points.
  • Super Will (30): Raises Will by 60 points.
  • Super Will (50): Raises Will by 100 points.

  • Mental Resistance (10): Gain an extra 10 to any mental resistance rolls (includes Charisma and persuasive rolls).
  • Mental Blocks (30): Gain immunity to any mental intrusion.

  • Magical Resistance (10): Gain an extra 10 to any magic resistance rolls.
  • Magic Void (30): Gain immunity to any magic attacks directly affecting your body (not fireballs or projectiles, but direct transforming and effects on your body).

  • Increased Health (5): Raises Health by 10 points.
  • Increased Health (10): Raises Health by 30 points.
  • Increased Health (20): Raises Health by 50 points.
  • Increased Health (30): Raises Health by 75 points.
  • Increased Health (50): Raises Health by 200 points.

  • Increased Healing (10): Character heals twice as fast (only warriors and tanks can stack these).
  • Healing Factor (20): Character heals 5x faster than normal (only warriors can stack these).
  • Regeneration (30): Character heals 10x faster than normal (only warriors can stack these).
  • Extreme Regeneration (50): Character heals 25x faster than normal (only warriors can stack these).

  • Fatal Health (5): Gain an extra 5 fatal Health.
  • Fatal Health (10): Gain an extra 10 fatal Health.
  • Fatal Health (20): Gain an extra 15 fatal Health.
  • Fatal Health (30): Gain an extra 20 fatal Health.
  • Fatal Health (50): Gain an extra 25 fatal Health.

  • Absorb Health (5): Absorb 1 Health per hit you land on an opponent.
  • Absorb Health (10): Absorb 3 Health per hit you land on an opponent.
  • Absorb Health (20): Absorb 5 Health per hit you land on an opponent.
  • Absorb Health (30): Absorb 10 Health per hit you land on an opponent.
  • Absorb Health (50): Absorb 20 Health per hit you land on an opponent.

  • Healing (10): Restore (Health/10) amounts of Health to others.

  • Increased Energy (5): raises Energy by 10 points.
  • Increased Energy (10): raises Energy by 30 points.
  • Increased Energy (20): raises Energy by 50 points.
  • Increased Energy (30): raises Energy by 75 points.
  • Increased Energy (50): raises Energy by 200 points.

  • Increased Recovery (10): character recovers Energy twice as fast.
  • Energy Recovery (20): character recovers Energy 5x faster than normal.
  • Energy Regeneration (30): character recovers Energy 10x faster than normal.
  • Extreme Energy Regeneration (50): character recovers Energy 25x faster than normal.

  • Absorb Energy (5): absorb 1 Energy per hit you land on an opponent.
  • Absorb Energy (10): absorb 3 Energy per hit you land on an opponent.
  • Absorb Energy (20): absorb 5 Energy per hit you land on an opponent.
  • Absorb Energy (30): absorb 10 Energy per hit you land on an opponent.
  • Absorb Energy (50): absorb 20 Energy per hit you land on an opponent.

  • Energy Absorption (20): allows the ability to absorb Energy projectiles and add the Energy to the character's own.

  • Energy Projection (20): allows the ability to project Energy in the form of beams, balls, orbs, waves, and more.

  • Energy Shaping (20): allows the ability to shape Energy into different forms and constructs.

  • Energy Manipulation (20): allows ability to manipulate, deflect, reflect, and overall use Energy in different ways than most people.

  • Charging (10): allows the ability to charge Energy for multiple turns, bypassing the Energy use limit for that turn, greatly powering up a stat, skill, or ability.

  • Extreme Intelligence (5): Raises Intelligence by 5 points.
  • Extreme Intelligence (10): Raises Intelligence by 15 points.
  • Extreme Intelligence (20): Raises Intelligence by 35 points.
  • Extreme Intelligence (30): Raises Intelligence by 60 points.
  • Extreme Intelligence (50): Raises Intelligence by 100 points.

  • Eidetic Memory (20): Never forget anything, gain 10 extra points to every check to remember something, gain 5 points to every roll against a reoccurring opponent or style of fighting

  • Battle Intelligence (10): Gain Intelligence/10 to every roll that has to do with combat, using the character's vast Intelligence and logic.

  • Applied Intelligence (10): Use Intelligence as a substitute for Knowledge in building, fixing, repair rolls.

  • Educated Guess (10): Roll an Intelligence check and either call a shot without penalty (if the dodge roll is beaten by at least 5), or dodge an attack (if the attack roll is beaten by at least 5).

  • Mental Domination (10): Substitute Intelligence for Charisma in persuasion, negotiation, leading, and managing rolls.

  • Intelligently Efficient (2): Learn skills twice as fast.
  • Intelligent Efficiency (5): Learn skills 3 times as fast.
  • Intelligent Efficiency (10): Learn skills 5 times as fast.
  • Intelligent Efficiency (20): Learn skills 10 times as fast.

  • Intelligent Resistance (10): Use Intelligence in place of Will to resist mental intrusion.

  • Preparation Time (10): Delay an attack for a number of turns, planning and more, to gain bonuses (Intelligence /10 for one turn, Intelligence/5 for another, and additional Intelligence/5 bonuses for subsequent turns) for each turn of planning.

  • Fast travel (2): Find faster routes and half the time needed to travel.

  • Improvisation (5): Use whatever resources that are around you for battle, create makeshift weapons and use them appropriately

  • Very Knowledgeable (5): Raises Knowledge by 5 points.
  • Very Knowledgeable (10): Raises Knowledge by 15 points.
  • Very Knowledgeable (20): Raises Knowledge by 35 points.
  • Very Knowledgeable (30): Raises Knowledge by 60 points.
  • Very Knowledgeable (50): Raises Knowledge by 100 points.

  • Experienced Practitioner (50): Costs ½ the amount of experience points to gain powers and skills, need at least 90 Knowledge, does not apply during character creation.

  • Art of War (10): Add Knowledge/10 to all rolls having to do with battle.

  • Application of Knowledge (10): Gain bonuses towards learning skills that are related to skills the character already has.

  • Astute Implementation (10): Gain a Knowledge/10 bonus to all repair and building rolls.
  • Expert Implementation (20): Gain a Knowledge/5 bonus to all repair and building rolls.

  • Déjà vu (5): Gain a cumulative Knowledge/10 bonus to a situation that reoccurs (up to GM just how similar it can be, usually is quite general).

  • True Charisma (5): Raises Charisma by 5 points.
  • True Charisma (10): Raises Charisma by 15 points.
  • True Charisma (20): Raises Charisma by 35 points.
  • True Charisma (30): Raises Charisma by 60 points.
  • True Charisma (50): Raises Charisma by 100 points.

  • Charismatic (10): Gain Charisma/10 bonuses to all social interactions, including persuasion, negotiation, and leadership or management rolls.
  • Enticing Aura (20): Gain Charisma/5 bonuses to all social interactions, including persuasion, negotiation, and leadership or management rolls.
  • Godly Charisma (30): Gain Charisma/2 bonuses to all social interactions, including persuasion, negotiation, and leadership or management rolls.
  • Cult of Personality (50): Gain a full Charisma bonus to all social interactions, including persuasion, negotiation, and leadership or management rolls.

  • Presence (10): Substitute Charisma for Appearance in all Appearance rolls.

  • General's Presence (10): Boost your allies' stats in battle by 1/10 just by being there. This is cumulative with the commanding, strategists, and battle knowledge skills, as well as any other powers, skills, or abilities.

  • Divine Appearance (5): Raises Appearance by 5 points.
  • Divine Appearance (10): Raises Appearance by 15 points.
  • Divine Appearance (20): Raises Appearance by 35 points.
  • Divine Appearance (30): Raises Appearance by 60 points.
  • Divine Appearance (50): Raises Appearance by 100 points.

  • Sexual Enticement (10): Gain an Appearance/10 bonus to all social interactions with the opposite sex.

  • Social Attraction (10): Substitute Appearance for Charisma in all social rolls.

  • Aura of Trepidation (10): Opponents suffer an Appearance/10 penalty to all attack rolls.

  • Divine Aura (20): Opponents suffer an Appearance/5 penalty to all attack rolls.

  • Divine Brilliance (30): Others have to make an opposed Will (or Intelligence) check to attack the character. If they fail be 5 or more, they cannot attack on that turn. If they fail by 10 or more, they cannot attack until they win another opposed roll, if they fail by 20 or more they can never attack. But if they fail by less than 5, then they suffer an Appearance/10 penalty to all attacks on the character.

  • Luck of the Gods (5): Raises Luck by 5 points.
  • Luck of the Gods (10): Raises Luck by 15 points.
  • Luck of the Gods (20): Raises Luck by 35 points.
  • Luck of the Gods (30): Raises Luck by 60 points.
  • Luck of the Gods (50): Raises Luck by 100 points.

  • Dumb Luck (10): Gain a Luck/10 bonus to all battle checks.

  • Consistent Luck (10): The character can make two extra Luck checks per session to either gain special items (if the roll is high enough) or to just succeed on tasks.

  • Daily Double (5): The character gets a daily Luck roll that decides what kind of bonus he gets to all of his checks (every 5 is 1 bonus). This is cumulative to other power and skill bonuses.

  • Jinx (10): The character is a jinx, a blackhole of luck that causes others to experience bad luck. When within Luck/5 meters, everyone in range must make a DC 50 Luck check or have a random negative action (decided by the GM) happen to them within |Luck-100| hours.

  • Luck Leech (20): The character is a luck leech, someone who takes luck from others and adds it on to their own. To activate this power, the luck leech and the victim make an Opposed Luck check, with the drain only happening if the leech prevails. If the leech prevails, they take the difference of the two checksx5 to a maximum of 100 and a minimum of 20 and add it on to their luck while subtracting it from the victim's luck. This lasts for an entire day, with only one leech per person per day being the limit.

  • After this test, the leech should make consistent luck checks throughout the day to capitalize on their new, temporary luck, while the victim must do the same to truly experience the woes of bad luck. To the GM's discretion, a luck check should be made on every major decision as well as once per hour or even before an event.

  • Pyrokinesis (10): Allows the character to control existing fire via the skill Pyrokinesis.
  • Cryokinesis (10): Allows the character control over cold via the skill Cryokinesis.
  • Telepathy (10): Allows the character to read minds and mentally speak with others via the skill Telepathy.
  • Telekinesis (10): Allows the character the ability to use Telekinesis via the skill Telekinesis.
  • Future Sight (10): Allows the character to see visions of the future via the skill Future Sight.
  • Possession (10): Allows the character to possess others via the skill Possession.
  • Mind Control (10): Allows the character to mind control others via the skill Mind Control.
  • Psychic Bolts (10): Allows the character to use psychic Energy as projectiles, using the skill Energy Projection.
  • Lightning Control (10): Allows the character to control existing lightning via the skill Lightning Control.
  • Electricity Generation (10): Allows the character to generate electricity from his body, via the Electricity Generation skill
  • Suggestion (5): Suggest thoughts and commands to others via the Suggestion skill.
  • Chronokinesis (50): Allows the character to control time via the Chronokinesis skill.
  • Gravity Control (50): Allows the character to control gravity via the Gravity Kinesis skill.
  • Teleportation (10): Allows the character to teleport via the Teleportation skill and the Portal skill.
  • Projection (10): Allows the character to create a projection of themself that seems real to others and can use the character's abilities via psychic power. This also allows the character to use psychic powers while possession others and even mind controlling them from afar. Uses the Projection skill.
  • Magnetism (20): Allows the character to control all things magnets and metal via the Magnetism skill.
  • Combustion (10): Allows the character to spawn fire on people and things via the Combustion skill.
  • Geokinesis (20): Allows the character to control the earth, the ground beneath them via the Geokinesis skill.
  • Aerokinesis (20): Allows the character to control the very air and the wind via the Aerokinesis skill.
  • Magmakinesis (10): Allows the character to control magma beneath the surface of the earth, as well as Lava above the surface via the Magmakinesis skill.
  • Aquakinesis (20): Allows the character to control water via the Aquakinesis skill.
  • Illusion (20): Allows the character to cast illusions with an opposed Will check that affect a number of senses on an opponent. 1-5 more on the check = 1 sense, 6-10 = 2, 11-15=3, 16-20=4, 21-25 = all 5 senses and so on. Eventually, if the check is won by such a large amount, other senses such as time, balance, and the like can start being affected.
  • Sound Amplification (10): Amplify sounds using psychic power, includes amplifying and muffling sounds in different areas as a form of ventriloquism.
  • Plant Control (20): Control Plant life and have it do the character's bidding via the Plant Control skill
  • Phasing (10): Gain the ability to phase through solid matter via the Phasing skill.
  • Other Substance (10-20): If Ok'd by the GM, the character has innate control over another substance not mentioned with a similar skill fashioned after the Pyrokinesis skill.

  • Elemental Magic (50): Have control over all 5 elements and several sub elements via the Fire (Magic), Water (Magic), Earth (Magic), Lightning (Magic), Wind (Magic), Lava (Magic), Ice (Magic), and Sand (Magic) skills.
  • Fire Magic (15): Create and control fire via the Fire (Magic) skill.
  • Water Magic (25): Create and control water via the Water (Magic) skill.
  • Lightning Magic (15): Create and control lightning via the Lightning (Magic) skill.
  • Earth Magic (25): Create and control earth via the Earth (Magic) skill.
  • Wind Magic (15): Create and control wind via the Wind (Magic) skill.
  • Lava Magic (15): Create and control lava via the Lava (Magic) skill.
  • Ice Magic (15): Create and control ice via the Ice (Magic) skill.
  • Sand Magic (15): Create and control sand via the Sand (Magic) skill.
  • Weather Magic (30): Create and control weather via the Lightning (Magic), Wind (Magic), and Storm (Magic) skill.
  • Summoning (30): Summon creatures, objects, people, and more via the Summoning (Magic) skill.
  • Paper (20): Create and control paper via the Paper (Magic) skill. Also use paper to create artifacts, talismans, spells and more via the Enchantment: Paper (Magic) skill.
  • Light Magic (20): Create and control light via the Light (Magic) skill.
  • Sound Magic (20): Create and control sound via the Sound (Magic) skill.
  • Gravity Magic (50): Create and control gravity via the Gravity (Magic) skill.
  • Shadow Magic (20): Create and control shadows via the Shadows (Magic) skill.
  • Time Magic (50): Manipulate and control time via the Time (Magic) skill.
  • Enchantment (10): Create and modify enchantments on different items, weapons, and objects via the Enchantment: Paper (Magic) and the Enchantment (Magic) skills.
  • Enhancement Magic (20): Strengthen, raise, and enhance stats and skills via the Enhancement: Stats (Magic), and Enhancement: Skills.
  • Chaos Magic (50): Control and create pure chaos, warp reality and destroy foes via the Chaos (Magic) skill.
  • Defensive Magic (10): Create barriers, shields, forcefields and more via the Defense (Magic) skill.
  • Wards (10): Create wards for protection, battle, and more with the Wards (Magic) skill.
  • Weapon Magic (10): Create and modify weapons, summon weapons, transform objects into weapons and more via the Weapon (Magic) skill.
  • Healing Magic (20): Heal others and even the character themself using the Healing (Magic) skill.
  • Necromancy (50): Raise the dead, control an undead army, absorb life force and more as a Necromancer using the Necromancy (Magic), Resurrection (Magic), and Undead Army (Magic) skills.
  • Blood Magic (30): Use blood to Strengthen and create spells, wards, stats, skills, powers, and more as a Blood Mage via the Blood (Magic) skill.
  • Ritual Magic (10): Perform a number of rituals that achieve different temporary and even permanent effects via the Ritual Creation (Magic) and Ritual Performing (Magic) skills.
  • Demonic Magic (50): Use demonic magic from hell itself, hell magic, and cursed, dark magic via the Demon (Magic) skill.
  • Dimensional Magic (50): Create dimensions, travel through them, and manipulate space (and in minor ways time) via the Dimension (Magic) skill.
  • Transformation Magic (10): transform the character as well as others (an opposed Will check) via the Transformation: Self (Magic) and Transformation: Others (Magic) skills.
  • Nature Magic (30): Control Nature itself including animals and plants via the Nature (Magic) skill.
  • Creation Magic (40): Use magic to create life, objects, constructs, and sentient beings via the Creation (Magic) skill.
  • Destruction Magic (30): Use magic to destroy nearly anything at its very core and being via the Destruction (Magic) skill.
  • Explosion Magic (10): create and control explosions with magic ability via the Explosion (Magic) skill.
  • Other Substance (15-25): Approved by the GM, use magic to control and create a substance not specified yet in the rules via a skill that mimics another (Magic) skill.

  • Ambidextrous (5): The character counts all limbs as dominant.

  • Bilingual (1): The character can speak 2 languages (languages each have their own skill).
  • Trilingual (2): The character can speak 4 languages.
  • Multilingual (3): The character can speak 10 languages.
  • Multilingual (4): The character can speak over 30 languages.
  • Unilingual (5): The character can speak all languages and only has one languages skill.

  • Invisibility (10): Gain the ability to turn invisible with a simple DC 30 Will check.

  • Claws (10): Gain claws as a weapon with the same penetration level that the Strength stat provides+1 with a minimum of 2.

  • Foreign Blood (1-10): The character's blood is another substance of choice. The more useful and lethal and weaponized the blood is the closer it gets to 10 (with something such as Acid or Lava being 10 while something such as maybe liquor being around 1 or 2 as it's mostly aesthetics).

  • Extra Limbs (5 per limb): The character has extra limbs whether they be arms or legs. Extra arms give extra attacks (as do legs if the martial art permits it) at a slightly higher delay (Add on 10-Dexterity/20). Extra legs lead to more Speed (The equivalent of Speed/2 for each additional leg).

  • Wings (10): The character has two wings that allow them flight. The character can fly at 10x normal running speed.

  • Tail (5): The character has a tail that acts as an extra limb. It can be used for attack, defense, and more as a free action (on the characters turn) or a reaction (when defending).

  • Giant (10-50): The character is a giant compared to normal humans. At 10, the character is twice the height of a normal man (around 12 feet tall), at 20 the character is 4 times the size of a normal man (around 24 feet tall), at 30 the character is 10 times the size of a normal man (60 feet tall), at 40 the character is 25 times the size of a normal man (150 feet tall), at 50 the character is 50 times the size of a normal man (300 feet tall), the effects of size apply to this character as normal.

  • Transformation (10): The character can transform into another being (with 50 points to its character creation).

  • Multiple Heads (5 per head): The character has multiple heads that all count for a different body part when counting up damage. Each head increases Intelligence or Knowledge by 5, and Will by 10.

  • Poison (10-50): The character secretes poison in a way of choice (blood, claws, sweat, teeth, etc.). At 10 the poison is slow acting and hinders the opponent, giving a penalty based off of a DC 40 Durability check and then a DC 40 Will check (Failure results in a -50 penalty to all rolls, success results in a -20 to all rolls, succeeding by 30 or more results in a -10 to all rolls). At 20 the check is more vicious and if the check is failed, the poison paralyzes the opponent. At 30, the opponent will fade in and out of consciousness (roll a DC 40 Endurance check to stay conscious. With each consecutive roll successfully made, the DC for the next one raises by 10, regain consciousness in 10-Will/10 turns with a minimum of 1), at 40 the opponent will be in serious pain (100-Will/2 penalty to all rolls, plus the prior effects mentioned) and they will die in 3 days without a cure, at 50, the poison kills instantly.

  • Minion (10-50): The character has a minion, a sentient being by their side. The amount of points used to buy this minion is how many character creation points it has.

  • Money (10-50): The character has more money than the usual person. 10 is around $10,000, 20 is around $100,000, 30 is around $1,000,000, 40 is around $50,000,000, and 50 is around $1,000,000,000.

  • Badass (10): The rule of cool, the rule of Badass applies to the character. While not Charismatic, people will still innately like the character and the character will gain a +10 to all social interaction and Appearance checks.

  • Clones (10): The character has the ability to create clones of themself. Clones cost Energy and are made via the Clone skill.

  • Bestow (100): The character has the ability to bestow any ability to any one or thing outside of themselves. A price is usually paid for the power, such as a task or a sacrifice, but sometimes swearing allegiance may be enough.

  • Undead (50): The character is an undead being. Due to this, the character does not need sleep, nor do they suffer from penalties when hurt. They suffer a -5 penalty to all Appearance checks, and have the lowest level of regeneration by default.



  • Technopath (50): The character has a deep relationship and control over technology (usually high end such as computers and electricity based technology). This gives them a +20 on all Knowledge checks dealing with such technology as well as a +20 to creation and repairing checks to such technology. The control of technology is handled via the Technopathy skill.

  • Immortal (10): The character is unable to die via old age, only by being full out killed by another being.
  • Respawn (100): The character can never be permanently killed. Ever. They come back in as much time as their (100-Will)x10 seconds

  • Always Hungry (10): This character is nearly always hungry, and if they have not eaten within the last hour, they suffer a -5 penalty in all actions for each hour they have not eaten.

  • Boring (10): This character is generally dull and uncharismatic, boring. They suffer a -10 penalty on all social checks.

  • Sleepwalker (10): This character unconsciously performs actions when asleep. The character must roll a Will check of DC 50. For every 5 they fail, the actions become more violent and indiscriminate (5 is something as simple as sharpening or playing with weapons, 10 is training/testing out your weapons, 15 is attacking everyone around you unarmed, 20 is attacking everyone around you with armed attacks, 25 is attempting to kill any and everything ever).

  • Need for Sleep (10): This character needs an extra 3 hours of sleep each day.

  • Never Wake (10): This character is unaware of anything while they are asleep. Ambushes, attacks, even being harmed, nothing wakes this character until they have gotten their sleep.

  • Missing Limbs (1-5): For each five, the character is missing a limb or a body part such as an eye, an ear, nose, etc. Fingers are 1 each.

  • Pacifist (50): This character will never fight, ever. No matter the circumstances. To even defend themselves from death so that they can flee, a Will check of DC 50 has to be met.

  • Honor Code (10-50): This character has an honor code that they must follow. It can be anything from not killing, to not attack others from behind or when they're not looking, to fighting down to the opponent's level, to not attacking women and kids. This is all to the GM's discretion, but usually one major thing is 10, and around 8-10 or so is 50.

  • Weak Immune System (10): This character has a weak immune system and must make an Endurance check whenever they come in contact with another human, area, or object. The check is DC 30, unless the person is sick, then it is DC 60.

  • Bleeder (10): This character bleeds from the slightest touch, any attack that does 5 or more causes the character to bleed. If more than 15 damage is sustained for longer than 1 minute or 300 turns, the character must make an Endurance check DC 30, if that fails then they must make a Will check DC 50 to remain conscious. If both fail, the character has 4 hours to live without treatment.

  • Unattractive (5): This character is, for whatever reason, unattractive to the opposite sex. They get a -10 penalty to all social and Appearance checks having to do with the opposite sex.

  • Stat Subtraction (5-50): This character is weak in a certain stat (or stats) and thus have less than usual. The amount subtracted is equal to the amount gained in each stat's own power ruleset.

  • Unskilled (20): This character is unskilled in general. They have only ½ the skills they would normally have at character creation, and new skills are 2x as hard to learn, causing 2x the normal experience.

  • Weak to damage (10-50): This character is weak to a certain type of damage. Against this type of damage, the character divides their Durability instead of multiplying it per the Durability rules of the Piercing, Slicing, Elemental, and Blunt Durability powers.

  • Slow in thought (20): This character's delay is twice as much as it would be usual due to a slow thought process.

  • Double Edge (20): Every time this character deals damage to an opponent, the character deals the same type and amount of damage to themselves.

  • Bloodthirsty (10): This character MUST kill their opponents or any enemies in a scuffle. To not kill, they have to pass a DC 50 Will check.

  • Overconfident (10): This character is overconfident and will rarely run or back down from a fight because of another character's power. To back down from an opponent that is not clearly at least 10x more powerful than you (determined via an Intelligence check DC 30), the character has to pass a DC 60 Will check.

  • Vengeful (10): This character is vengeful and will payback all who cross them the wrong way. To not take revenge on someone and to let someone go after wronging the character, the character must pass a DC 50 Will check.

  • In debt (10-50): This character is heavy in debt and owes money. 10 is $1,000, 20 is $10,000, 30 is $100,000, 40 is $1,000,000, and 50 is $100,000,000.

  • Wild (10): This character was raised in the wild and thus has no Knowledge of social constructs or new age technology. -10 penalties to all social interactions and Knowledge checks that have to do with technology.

  • Soft Shell (20): For one reason or another, this character has soft skin and takes double the damage from all types of attacks.

  • Breathing Problems (20): This character has breathing problems and always has. This character has effectively ½ Endurance for running checks and fatigue checks and can only use ½ of their usual Energy per turn.

  • Bi-Polar (10): This character has another personality that acts totally different from their usual demeanor. If they are usually confident, then this other personality is shy with low self-esteem, if they are usually controlled, then this personality is usually uncontrolled, wild, crazy. This can be combined with an alternate form for a nearly complete transformation. The character must make a DC 20 Will check at all situations to not turn into their other personality, DC 40 in battle, and DC 50 with every 10 damage they suffer.

  • Hallucinations (10): This character often has hallucinations that work much like illusions, with a DC 40 Will check needed to see through them. These hallucinations often happen under duress such as in battle or other stressful situations and can even be deadly.

  • Phobia (10): This character has a phobia, an irrational fear of something. The character cannot go near this thing without passing a DC 50 Will check, and even then they suffer a -5 penalty to all checks.

  • Slow Healer (10): This character heals ½ as fast as normal for whatever reason. Even with others healing this character, they only receive ½ of the benefit. Despite this, Health Potions work at full Strength.

  • Slow Recovery (10): This character recovers Energy ½ as fast as normal. Even if others give them Energy, or they absorb some, they only receive ½, though Energy Restoration Potions work at full Strength.

  • Pride (10): This character is very prideful and thus cannot run or back down from someone or something that damages the character's pride without a DC 50 Will check.

  • Stubborn (10): This character always believes that they are right and will not back down without a DC 50 Will check, and the check cannot be made without good reason.

  • Source (half the power): Halve the costs of powers by requiring the player to need a source for said power. Ex. Sunlight, darkness, shadows, smoke, fire, water, human blood, etc.
 
Race Customization Pt. 3 - Skills
So you have your powers, and you have your stats but...how skilled are you?

You have 150 points to spend. This is also extensive.
[] Write-In/Plan

Reading (Intelligence): Read with comprehension and great speed. For every 5 rolled, read 1 page per second faster.

Research (Intelligence): Research and gather information and knowledge on a topic via books, internet, and other resources.

Computers (Intelligence): Know how to use computers to a sufficient level, be computer literate.

Programming (Intelligence): Create programs, code apps, edit and use code to do a plethora of different assignments, script and development languages. To take this skill, the character needs a 5 in the Computers skill.

Hacking (Intelligence): Infiltrate networks, databases, websites, games and general computer security. Get access to secure, private, sensitive information and change things to your liking. To take this skill, the character needs a 10 in the Computers skill.

Creative Writing (Intelligence): Write and create stories, poems, use literary devices, the process of good writing and creating stories.

Music Writing (Intelligence): Write and create music, whether it be lyrics, actual music, rock, classical, and more. Write music for any instrument and more.

Improvisation (Intelligence): Use the environment and items around the character as sufficient weapons for battle.

Strategies and Tactics (Intelligence): Develop and use strategies for battle, business takeovers, marketing plans, and any other situation that can use strategies and/or tactics. For every 5 rolled, gain +1 for the character and the character's allies to the action which the strategy is developed for.

Battle Analysis (Intelligence): Analyze styles and people in battle. For every 5 rolled, gain a +1 to any combat and battle rolls against said person for every second of fighting.

Design: Armor (Knowledge): Create the designs, the theory, and the plans behind different types of armors.

Design: Cars (Knowledge): Create the designs, the plans, and the blueprints for new and existing Cars, Trucks, and Sports Cars.

Design: Aircrafts (Knowledge): Create the designs, the plans, and the blueprints for different Aircrafts.

Design: Weapons (Knowledge): Design the theory and idea behind different weapons of any type.

Design: Buildings (Knowledge): Design different levels, blueprints, and the interior and exterior parts of different types of buildings.

Design: Clothes (Knowledge): Design clothes that are stylish and that look good, from shirts to pants to shoes and more.

Breeding (Knowledge): Breed different animals for competition and for commercial reasons.

Medicine (Knowledge): Know how to apply medicine and cure diseases and prescribe antibiotics and the like. To take this skill the character needs to have a 10 in First Aid.

First Aid (Knowledge): Apply minor first aid on other people, place bandages on cuts, use antiseptics and stop bleeding on minor wounds.

Poison (Knowledge): Concoct and create different poisons and apply them onto and into different substances and items. To take this skill the character needs a 5 in the Chemistry skill and 5 in the Botany skill.

Botany (Knowledge): The study and Knowledge of different plants.

Mapping (Knowledge): Creating maps and finding routes to different places and areas.

Trapping (Intelligence): Placing and creating traps for battle, capture, or other reasons.

Trap Disarming (Knowledge): Disarming traps, bombs, and other like things.

Problem Solving (Intelligence): Analyzing problems, coming up with solutions, causes, tests, and simply evaluating the overall situation. To take this skill the character needs a 5 in the Logic skill.

Logic (Intelligence): Applying logic to life, such as a riddle or a conundrum, think logically in the face of adversity.

Business (Knowledge): Run a business successfully and efficiently, make money, handle money for others and advise them on business ventures.

Politics (Knowledge): Know how to get past the red tape, how to get bills and laws passed, who to talk to about what and how to get things done and bypass certain levels of people to get what the character wants.

Robotics (Intelligence): Create and build robots that can do anything from pick up trash to fighting battles. To take this skill, the character needs a 5 in the Electronics skill.

Artificial Intelligence (Intelligence): Create artificial Intelligence that can remember, interact, and even possibly learn from others.

Video Game Creation (Intelligence): Make, design, code, and create video games that can be used educationally, commercially, or for entertainment.

Language (Knowledge): Have Knowledge in writing and speaking of a certain language. At level 1, basic phrases are known, at level 5, the character can speak and write the language well, at level 10 the character is a master of this language. This skill has to be taken once for each language the character knows besides their native language.

Decryption (Intelligence): Decipher puzzles and hidden messages in any medium, including computer packets, literature, and riddles.

Encryption (Intelligence): Hide messages deep within written language, something that's built, encrypt data on a computer, and more.

Mathematics (Intelligence): Figure out and solve math problems from angles to proofs, to algebra to addition, subtraction, multiplication, division, and more.

Physics (Intelligence): Gain a boost in figuring out thing such as the velocity, momentum, acceleration, pressure, power, and other types of problems that have to do with physics. To take this skill, the character needs a 5 in the Mathematics skill.

Chemistry (Knowledge): Know how to use and mix different chemicals for different effects.

Biology (Knowledge): Know about the human and animal body, how it works and what's inside of it.

Anatomy (Knowledge): Know how to manipulate and affect the human body for different affects. To take this skill, the character needs a 5 in the Biology skill.

Genetics (Knowledge): Learn how to manipulate genes of different animals and humans for different combinations and results. To take this skill, the character needs a 5 in the Anatomy skill.

Acupuncture (Knowledge): Know how and where to place needles into the body for a relaxing and paralyzing affect. To take this skill, the character needs a 5 in the Anatomy skill.

Self Defense (Precision): Self Defense is knowing how to defend oneself in a fight at close range. It is not necessarily overly skilled, but one who is at level 10 Is good at not getting hurt, and can pack a punch. Damage is done with a Strength roll/10. At levels 5 and 10 it lowers delay by 1.

Martial Arts (Precision): Martial Arts covers several different styles of martial arts, some of which have different ways of doing damage, using different stats from Strength, Agility, Precision, and Dexterity. A martial artist is very skilled and can also make wrestling checks, tumbling checks, and attack checks with this skill. For different Martial Arts: Karate uses Strength, Kung Fu uses Dexterity, Capoeira uses Agility, Ninjutsu uses Agility, Sambo uses Strength, Judo uses Dexterity, Juijutsu uses Dexterity, Sumo uses Strength. . At levels 1, 5, and 10 it lowers delay by 1.

Weaponsmith (Dexterity): Create, build, and construct different types of weapons from guns to swords to staffs, and more.

Jumping (Strength): Focus your Strength and athleticism on increasing your jumping ability. Every 5 rolled increases your jumping by 1.2x vertical and 1.5x horizontal

Climbing (Strength): Focus your Strength on climbing things from cliffs, mountains, ropes and more. Every 5 rolled lets you climb Strength/10 in m at one time.

Acrobatics (Agility): Make tumbling checks, do backflips, front flips, cartwheels, put out a fire by stop, dropping and rolling, and jump out of a building or a car with reduced damage. Every 5 rolled reduces damage by 1.

Running (Speed): Increase your running Speed and/or run for longer. Every 5 rolled either increases your Speed by 1m/s or lets you run for 1 hour longer.

Swimming (Endurance): Used to successfully swim in deeper waters without drowning, and increasing swimming Speed. Every 5 rolled increases swimming Speed by 1m/s. Swimming Speed is ((Speed+Strength)/40) m/s.

Throwing (Precision): Throw different items and weapons in an attempt to hurt an opponent. Can also be used for throwing items to people and can be used to throw items longer when not in battle. For every 5 rolled, 10m is added to throwing length.

Weapon (Precision): Wield a weapon, either close or ranged, with high amounts of skill. This is used mostly as an attack roll in combat and has different categories for different types of weapons. The different categories are: Sword: Slicing, Sword: Piercing, Sword: Blunt, Knife: Slicing, Knife: Piercing, Dagger: Slicing, Dagger: Piercing, Scythe, Hammer, Axe, Staff, Spear: Slicing, Spear: Piercing, Gun: Rifles, Gun: Handguns, Gun: Heavy Assault, Gun: Shotgun, Gun: Specific (ie. Weather Gun, Laser Gun, etc.), Bow and Arrow, Crossbow, Nunchaku, Taser, Stun Gun, Hidden Blades, Trench Knives, Whips, Chains.

Sewing (Dexterity): Sew, knit, and stitch different pieces of cloth together. Make pillows, possibly clothes, sweaters, and more.

Boxing (Precision): Another form of close combat fighting, Boxing is a martial art that relies greatly on Precision, Dexterity, and Agility to survive. Due to the different styles of boxing, the player can choose which type of boxer they are, one that uses Precision, one that uses Strength, or one that uses Dexterity for damage. At levels 1, 5, and 10, it lowers delay by 1.

Driving: Cars (Knowledge): Drive cars, trucks, and sports cars expertly and with control in hard to drive situations. At levels 1, 5, and 10, a type of vehicle is affected by this skill (ie. Cars at level 1, Sports cars at level 5, Trucks at level 10).

Driving: Bikes (Knowledge): Drive bicycles, Motorcycles, and Quads expertly even when it seems impossible to drive and control them. At levels 1, 5, and 10, a type of bike is affected by this skill.

Piloting: Aircrafts (Knowledge): Pilot Aircrafts with expert Knowledge and control without dying or crashing. At levels 1, 5, and 10, a type of aircraft is affected by this skill.

Control: Animals (Knowledge): Ride on top of animals as a form of transportation without them attacking and without falling off.

Armorsmith (Dexterity): Craft, create, and build different types of armors, from medieval, to Chinese, to bullet proof body armor, and more.

Wrestling (Strength): Grapple an opponent and crush them with wrestling prowess. Hold them still, throw them, slam them and more. This skill uses Strength to do damage.

Surgery (Knowledge): Perform difficult and even possibly life-saving surgery. To take this skill, the character needs a 5 in Medicine and 10 in Anatomy.

Hair Styling and Cutting (Dexterity): Cut and style hair into different shapes, designs, and more.

Gardening (Dexterity): Plant trees, flowers, and other plants and upkeep a garden in good shape. To take this skill, the character needs a 5 in Botany.

Mixing: Drinks (Dexterity): Mix drinks, work at a bar, and create unique, special concoctions.

Electronics (Knowledge): Create, improve, and repair electronics such as TVs, radios, and more.

Cooking (Knowledge): Cook, bake, fry, grill, and broil anything. Any type of cooked or prepared food can be made with a high enough skill level.

Repairing: Cars (Knowledge): Repair cars, trucks, and sports cars when they break down or have a problem.

Repairing: Aircrafts (Knowledge): Repair planes, helicopters, and even spaceships when they break down or have a problem.

Typing (Dexterity): Type extremely fast and efficiently on a computer.

Shield (Precision): Block an attack with an opposed Precision roll with a type of weapon, shield, or object.

Parry (Precision): Parry an attack with an opposed Precision roll with a type of weapon. A successful Parry increase the opponents relay by as much as the Parry roll succeeds. This allows for an attack afterwards with a +2 bonus to an off-balance opponent.

Stealth: Sneaking (Agility): Walk and run quietly without being heard or detected. People can still see the character, but hearing them is difficult.

Stealth: Hiding (Agility): Walk and run around without being seen. Without the Sneaking skill, others can still hear the character, but cannot see them as well.

Street Fighting (Strength): Street Fighting is fighting dirty, brawling, using headbutts, knees, swinging wildly, tackling, and more. Strength is used to both attack and do damage. At levels 5 and 10, delay is lowered by 1.

Deflecting (Precision): Deflect projectiles out of the air with a weapon or bare hands. To take this skill, the Power is needed.

Catching (Precision): Catch projectiles out of the air with bare hands and either throw them back, or dispose of them some other way. To take this skill, the Power is needed.

Bracing (Durability): Brace for an attack, reducing damage by 1 for every 5 rolled.

Instrument (Dexterity): Play an instrument of choice such s Piano, Trumpet, Saxophone, etc. This skill is taken once for each instrument.

Writing (Dexterity): Write fast and legibly without tiring much. The physical act of writing.

Painting (Dexterity): Paint pictures, scenes, and more with delicate strokes.

Drawing (Dexterity): Draw people, places, things, and more with subtle movements of the pencil.

Pottery (Knowledge): Create different pots and vases by molding them out of clay and other material.

Computer Networking (Knowledge): The physical act of setting up a computer network using vast Knowledge and experience.

Sports (Precision, Strength, or Speed): Play a sport well, using the correct stat. Basketball is Precision, Football is Speed (Precision for the QB), Hockey is Precision, Golf is Precision, Bowling is Strength. Other sports are up to the discretion of the GM.

Cleaning (Knowledge): Clean tables, objects, rooms and more until they are spotless.

Pick Pocketing (Dexterity): Reach into people's pockets and extract money, wallets, and the other contents of their pockets without them noticing.

Persuasion (Charisma): Persuade others of a certain opinion or to perform a certain action. It is opposed by a Will check.

Negotiation (Charisma): Negotiate different prices, different rewards for missions or pay for a job, or even for bartering or trading in goods.

Seduction (Appearance): Seduce members of the opposite sex, get them to do what they want and get a bonus to all social interactions with them. For every 5 that the Seduction check succeeds the Will check, add +1 to all social interaction checks.

Information Gathering (Charisma): Blend in and gain tidbits of information from people in the town, in the city, on the street to combine into a full report on the happenings of late.

Impersonation (Charisma): Impersonate another person, learn and act out their mannerisms, speak how they speak, walk how they walk. Best used with a disguise check.

Deception (Charisma): Lie and Deceive others to belief the words that are said.. This is opposed by an Intelligence check, or if it applies, a Knowledge check (if they're an expert on something).

Teaching (Knowledge): Teach others what you know in a helpful manner that Speeds up their learning. For every 5 rolled, cut their learning time by a fraction. (1/2, then 1/3, then 1/4, then 1/5, then 1/10 and so on).

Presenting (Charisma): Present an idea in a way that convinces others that it is cool and worthwhile to try or entertain. This is opposed by a Will check.

Disguise (Intelligence): Disguise yourself as something or someone else entirely based off of Appearance. This is opposed by a Knowledge check (if trying to fool someone that knows them) or an Intelligence check.

Gambling (Luck): Roll dice, play cards, win the lottery, play the casinos. Cheating can be done by substituting Intelligence for Luck.

Fishing (Luck): Go fishing and be successful, find fish, get a catch.

Managing (Charisma): Manage others to work efficiently and at a better pace and more intelligently. For every 5 rolled, +1 is added to the Speed and how well the people work.

Leadership (Charisma): Lead and inspire others in battle with your Charisma and aura of a leader. For every 5 rolled +1 is added to your allies' combat rolls.

Speaking (Charisma): Speak well and convincingly in public, deliver speeches and toasts and other such things.

Singing (Charisma): Sing different songs well and in different tones. Hit good notes, low notes, high notes, and control your voice.

Dancing (Agility): Dance well in public, be desirable and cool when you do so. Have good body control and look coordinated when doing dance moves.

Future Sight (Will): Use this skill to see the future and the past if one is skilled enough. To see the future it is a DC 65 check, with each extra 5 allowing dictation of time, place, person, type of event, and more for each 5. To see the past is a DC 60 check and the same criteria applies.
 
Race Customization - Final
Race: Human
Class: Leader
Name: ? (Default is Robert)
Stats:
Strength: 30
Durability: 30
Endurance: 30
Agility: 20
Precision: 20
Dexterity: 20
Speed: 30
Will: 100
Health: 70
Energy: 50
Intelligence: 100
Knowledge: 100
Charisma: 100 (+100)
Appearance: 100
Luck: 50

Powers: Cult of Personality (25), True Charisma (25), Intelligent Efficiency (10), Future Sight (10), General's Presence (5), Battle Intelligence (5)

Weaknesses: Stubborn (10), Pride (10), Honor Code (10)

Skills: Strategies and Tactics (20), Battle Analysis (20), Problem Solving (5), Logic (5), Politics (10), Persuasion (10), Negotiation (10), Information Gathering (10), Deception (5), Teaching (5), Presenting (10), Gambling (5), Managing (5), Leadership (20), Future Sight (10)

Do you want to change your name from Robert?
[] Yes (write-in new name)
[] No

And what are your goals?
[] To unite the 5 races
[] Peace
[] To have Humans be the top race in this world
[] Unknown, for now it's just having fun...
[] Write-In
 
Character Information
Race: Human
Class: Leader
Name: Robert

Stats:
Strength: 30
Durability: 30
Endurance: 30
Agility: 20
Precision: 20
Dexterity: 20
Speed: 30
Will: 100
Health: 70
Energy: 50
Intelligence: 100
Knowledge: 100
Charisma: 100 (+100)
Appearance: 100
Luck: 50

Powers: Cult of Personality (25), True Charisma (25), Intelligent Efficiency (10), Future Sight (10), General's Presence (5), Battle Intelligence (5)

Weaknesses: Stubborn (10), Pride (10), Honor Code (10)

Skills: Strategies and Tactics (100), Battle Analysis (100), Problem Solving (50), Logic (50), Politics (100), Persuasion (100), Negotiation (100), Information Gathering (100), Deception (50), Teaching (50), Presenting (100), Gambling (50), Managing (50), Leadership (100), Future Sight (100), 300 points TBD.
 
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The Journey Begins
"Arise Robert." Speaks the King, an older man with dark skin and long, braided hair. Robert listens to hi royalties orders and moves from kneeling on the cold hard, albeit marble floor, to standing in front of the most powerful man in his race, at least politically speaking.

"Yes, My King." Robert stands in the royal palace, inside the royal city, home of the nobles and the (extended) royal family. It's an honor that few receive, and even fewer seek out, or know what to do with. But Robert has a goal, a reason to be here, and he'd need the King's aid one way or another. His goal is lofty, his goal is grand, and most of all, it is impossible without the help of the Elite. And none are more Elite than the King.

"So tell me again, Young Robert, what is it that you want?"

[] "To unite The 5 Races"
[] "Your Best Soldiers"
[] "Permission to Court your daughter"
[] "The aid of your sons on a dangerous mission"
[] "Resources"
[] Write-In
 
Journey's Start
"To unite the 5 Races." Robert speaks steadfast. An aura envelops him as a...sort of energy resonates in his voice. Lesser men (or women) would be entirely enraptured by his tone, willing to give up anything and everything to Robert, but the King is not a lesser man.

**20d10 = 138
**12d10+1d5 = 67

The King stares at Robert, flabbergasted, looking for an answer. Finally he cracks and his eyes close and his mouth opens wide.

"Ohohohohoho!" The King laughs jovially. "Such zeal! Such determination! I admire you young man, even if your goal is unattainable." He stops to catch his breath and steel himself, acting once more like the professional and royal monarch he was before Robert's answer. "Unfortunately, that is beyond my scope as King...and far beyond my power. But I know of someone, another...visionary who might be able to help you. Should I point you to her?"

[] Of Course. Get Directions and a Royal Mandate/Seal
[] No, Robert will do this on his own.
 
Journey's Start Pt. 2
"Her name is Lady Ida." Relays the King as he hands Robert a map with explicit directions. "She lives on the far outskirts of the royal city and I've been told that she too had such impossible goals." Robert nods as he takes the paper and gives it a one over.

"Thank you, your majesty." Robert replies with a bow, causing the King to smile slightly.

"Of course. Be...very careful young man. Lady Ida suffers no fools. Besides herself of course." The King adds with a playful smirk.

"I will be, thank you." The King's expression suddenly shifts to an alarmed look as Robert walks out of the palace.

"Don't tell her I said that!" He yells after Robert in a panicked voice, unsure if the clearly insane young man heard him or not.


Robert bows to the royal guards as the palace, and then carefully navigates through the royal city until he comes to the royal gates. Normally, one would give a reason for leaving, but Robert had the official signature of the King. One flash of that, and he's out and ready to go. Following the map, Robert heads north and west, hoping to find a willing ally in his life's work.

It's a fairly peaceful walk, given the proximity of the royal city. Due to constant patrols, there's almost no sign of dangerous wildlife, and certainly no foreign hostile agents. At least, not any that one can see.

When Robert is around 90% of the way, not a mile out from the 'X' on the map, he runs into a woman who one would assume is Lady Ida. She has dark brown skin, long black hair that's braided four ways, and is dressed in long green and white robes. She's clearly older, but only appears to be around middle-aged, and she has a serious look on her face.

What does Robert do?
[] Watch her from afar
[] Approach her
[] Continue his way to her house. That is where the King told him to go.
[] Call out to her
[] Turn Back, She's too serious for him
 
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