Here are short samples of attainable starting abilities for character options that don't have as much votes behind them as Masked and Angel:
Litanist
Self-Perfecting Sage - The Litanies can be used standalone but work best as a symphony. Through focused and incisive Reaping, Coin of a wide variety of traits can be easily stockpiled, and then Reinforced before integration, to maximize syncretism with the Litanist's metaphysiology.
This results in an ever-evolving suite of abilities, a being that grows mightier with every world visited: even monsters with incompatible powers, if Reaped, can have the resultant Coin adjusted to strengthen pre-existing abilities, or even have their Coin inputted into making artifacts. Visit a world of medieval fantasy and emerge with only the best amalgamated traits of an elven-orcish hybrid, and none of the shortcomings, while still retaining a human appearance. Sheer away the durasteel of an orbital space station and include its durability in your armor. Gain the positive traits of a werewolf and vampire without the associated curses.
Lineage: Makarios - Prevalent among Litanists, especially the noble Houses, is a practice of Reciprocally-enforced genetic optimizations. Virtually all scions of the higher strata of the Dominion benefit from varied levels of enhanced condition, beauty, wit, and longevity. However, some Houses cultivate traits more magically ambitious than that.
The Makarios Lineage are spirit sculptors by trade, cultivating familiar servants and controlling them with magical eyes, capable of easily sharing senses, offloading wounds, and performing all manner of other trickery. Individual scions can develop their own related visual acumen, and possess unusual if mundane insight.
Griever
Griefmantle: Fate's Fault - It was not your fault they died, but rather, the world is to blame. And if the world doesn't align with your vision, shouldn't you endeavor to change it? With your mantle on, the world is no longer allowed its drink of cruelty.
As a broad capability, the Griefmantle safeguards its bearer and environment defensively from all inauspicious outcomes, providing comprehensive protection from misfortune and enemy curses. Its protection is frankly absurd, and interpreted in an overall generous fashion; the mantled's presence could passively prevent a burgeoning volcanic eruption from occurring in a nation they are briefly visiting and casually decreases the odds of earthquakes or other minor disasters, to a degree where their presence would be an invaluably useful commodity to a society where such incidents occur even semi-frequently.
Although working best under circumstances outside the mantlebearer's control, this protection can prevent otherwise accidental missteps in combat and social encounters as well; no accidental blasphemy or tripping on an oil puddle will occur, allowing the mantled to assume greater risks without fear of reprisal. However, the mantle is downright stingy with proactive and positive fortune; it prevents calamities, to an almost mind-boggling degree, but seldom causes even minor serendipitous occurrences on its own.
Mortal Orders - The weight of ancient legacy, unmoved by the winds of a broken world. The Graven, the children of the Snowgrave, can harness that legacy through the so-called Mortal Orders. In simple words, the Orders are the ability to inherit and pass on power, and in doing so, expand its remit. An inherently civilizational magic; it rewards cooperation and attachment. A shield wall of five men of a Barrow can triumph against twenty mundane mortals; a legion of a hundred could perhaps even overcome a modern infantry battalion with armored support, through sheer grit and by lifting the weight together.
Each Barrow practices its own culture and cultivates its Order, and a consequence, its own form of inheritance. There are countless Barrows and Orders, and therefore, countless forms of inheritance. They can be mixed, although this sometimes diffuses the power as a result of cultural mismatch. Here are a couple of short examples:
Adamant: Tattoos that grant powers; in your brain if you're not a coward. Witchcraft, with multiple themes to choose from.
Mercury: Inherited organs, blood transfusions, magic eyes or cursed bandage-bound arms. A Sharingan passed down from father to son, etc.
Bronze: Mythic epics memorized and chanted, altering reality and probability as they are sung. Not as diverse as the Litanies.
Iron: Storied artifacts, magic items with a variety of supernatural uses; "Noble Phantasms."
Gold: Reincarnation, the soul returning to live a new life, retaining and enhancing traits with each turning of the wheel.
Stone: Word-walls containing recorded words of power; can be made into sentences, a lexicon of magic. Thu'um. Not as powerful as the Litanies.
Silver: Recorded memories and mind-states of ancestors; often involve living through them firsthand and slowly becoming similar to them.
Making new Orders is always possible: simply find a new form of inheritance. For instance, tutoring under a wizard, even if your spirit were incompatible with the magic, you could earn a fraction of his own spellcraft, and due to how the Mortal Orders work, you'd eventually almost assuredly surpass your master.
Ex-Kratocrat
Class: Mage - A simple mode of casting, exactly as one may expect from a System so closely reminiscent of a video game. Drain mana - create effect. Training can allow a mage to design more sophisticated or advanced effects; a mana bolt evolves into a penetrating higher-velocity mana spear, to eventually applying the classical elements to each attack. Naturally, non-combat utility's achievable; projecting furniture out of thin air, charming or befuddling interlocutors, or seeing through walls via divination spells. The full line-up of wizard spells should be attainable for the sufficiently leveled; rare spells or rituals may eventually be learned with bought spell tomes or quest rewards.
Artifact: Crystal Hourglass - A rare quest reward, and your one saving grace, the Crystal Hourglass successfully pulled you out of trouble on countless occasions. This soulbound treasure, worn as a necklace on an azure string with translucent beads, can undo an undesirable occurrence seven times a day. Its remit is somewhat granular; undoing a topic or particular exchange during a conversation, or a single faulty evasion that resulted in injury, rather than completely undoing the conversation or fight involved. However, its effect is close to absolute, capable of affecting even beings transcendentally more powerful than you.
If it wouldn't work for whatever reason on a particular opponent or context, the System's Analysis Ability can always reliably warn you ahead of time.
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