Power Sources

Categories usually define the essential style of Energy being used. Magic uses Mana, Quasi-magic uses objects found in nature, and Racial uses one's own body.

Power Sources define specific Energy sources (except Mana, which is universal to all magic). They provide the most basic powers and traits connected to those sources. They are meant to be as self-balancing, so whether you take 10% or 100% of your levels in a given power source shouldn't throw off balance.

Disciplines are not always used. They are subdivisions of a Power Source. Sometimes, they add to a baseline, other times, they just change flavor. The total amount of power gained from a Power Source, including any disciplines, should be the same in any case.

Prime Skills are actual skills you take ranks in. They allow access to feats. They can sometimes be used as a basis for custom powers and/or crafting.

Category Power Source Disciplines Prime Skills

Racial

Dragon

Red
Gold
Blue
Green
Silver
Purple

Dragonheart (Con): being a dragon
?
?
Elf

High Elf
Dark Elf
Mist Elf
Half-Fey
Gnome

?

Dwarf

Giantkin (Con): racial powers
Stonesong (Wis): imbue stone and metal with energy
Ancestor Shamanism (Wis): call upon ancestors for various powers

Quasi-Magical

Artifice

Armor Jockey (?): wearing it
Gunsmithing (?): using it
Automata (?): commanding it

Alchemy

Alchemy (?): alchemy.

Jewelcrafting

Jewelcrafting (?): craft skill.
Gem Lore (?): ancient southern psionic art.
Glazier (?): ?

Inscription

Runecraft (?): dwarven quasi-magical art.
Wardcraft (?): craft magical wards using symbols and glyphs.
Tattoo (?): yep.

Enchanting

Enchanting?

Magic

Special concept: Faith.

Special concept: Zeal.

Sacred Lore (Int): knowledge of God's names, sacred geometry, angels, demons, etc. Special resource: Knowledge.
??? (Wis): ascetic, discipline-based path; build energy tolerance, control. Special resource: ???
The True Flame (Cha): holy fire for smiting God's foes. Special resource: Conviction (when activated, just keeps burning hotter and hotter)
The Great Church

The Maker
The Mother
etc...

Arcane
Special concept: the Matrix.

Arcane Lore (Int): Knowledge.
Elementalism (?): Five-pointed approach to mastering arcane energy. Special resource: matrix.
???: Western approach, Feng-Shui-like. Different matrix.
Sorcery (?): Pure sorcery, unbridled by complex math or them learnin's. Special resource: shit-tons of mana.

Special concept: Balance.

The Affinity (Wis): vital link with the land, beasts, all living things. Special resource: some elven word for vital energy.
Channeling (Cha): direct control over natural forces, wielded in opposition (sky/earth, fire/life, water/death). Special resource: manifestations.
Primal Lore (Int): ?

Special concept: Bad Luck (aka Malevolence).

Malocchio (Cha)
Psionics

?

Creation
Variation
Telepathy?
perhaps...

Energy

General model:

  • Max: 4 + 1 per 2 levels
  • Recharge: short rest (between encounters)
  • Threshold: 100% of normal maximum
    • Using more than this amount of Energy (from any source) in a single power or maneuver causes 1 strain (magical) or fatigue (physical) per point over the threshold.

Power Sources should provide:

  • Special energy on-demand with costs or long-term consequences; or, ways to reduce energy cost
  • Explanation for what energy is, and what circumstances it recharges in

Should it be possible to "invest" in Energy and Recharge?

  • Probably not. Energy is equally useful to everyone, so it makes no sense to bind Energy to anything other than their most useful stats. And either way, everyone will max it out, so it's ultimately the same as if you can't invest in it at all.
  • Your power sources are an investment in Energy.

What is Energy? Do non-casters have it?

  • Sure, and so do birds, bees, and even rocks.
  • Energy is Qi, Mana, Prana, or what-have-you. It's the animating force of life, the momentum left over from the Big Bang, or the will of god(s). It creates something from nothing, makes order from chaos, triumphs over base nature.
  • Everyone has it. High-level people (and monsters) have more. Said people (monsters) regenerate faster, since regeneration is based on total Energy.

Quick spitballing:

  • True Flame
    • When you need more Energy, just Ignite: encounter, immediate; your body is wreathed in silver flames. You immediately gain 50% of your max Energy poolas True Flame Energy. At the beginning of each round, you gain the same amount, increasing by that amount each time (round 1: 50% max, round 2: 100%, round 3: 150%, etc). If you finish any round with more True Flame Energy than your energy threshold, you suffer 1d6 unavoidable holy fire damage per point of overage. This damage cannot be healed, it must heal naturally. If this damage reduces you to -100% hp, your body is disintegrated permanently.
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