powers
Each level, you get one Power Point (plus 4 at level 1). Each can be spent to gain rank 1 in any of the power groups below, or to advance one you already have by 1 rank.
Think of them kind of like classes in 3e, but with no multiclass penalty.
Development list:
- Earth (65%)
- Holy (30%)
- Shadow (60%)
- Telepathy (35%)
- Runeforging (0%)
Magic
School | Power Skill | Readiness | Description |
---|---|---|---|
Elementalism | Air |
- |
|
Elementalism | Earth |
65% | |
Elementalism | Fire |
50% | |
Elementalism | Frost |
- | |
Elementalism | Lightning |
- | |
Elementalism | Water |
- | |
Evocation | Force |
- |
Manipulate kinetic energy, gravity, momentum, etc. TLDR: telekinesis. |
Evocation | Holy |
30% |
Invoking celestial nature (usually in the form of light) to heal or harm |
Evocation | Light |
- |
Light, colors, maybe even radiation. |
Evocation | Shadow |
60% |
Invoking the nature of the Void to harm enemies |
Invocation | Affinity |
- |
Affinity for animals, plants, wild lands |
Invocation | Binding |
- |
Binding outsiders into objects |
Invocation | Channeling |
- |
Channeling planar energies into emanations |
Invocation | Summoning |
- |
Conjuring outsiders into the prime material plane; teleporting other prime entities to you |
Thaumaturgy | Absorb |
- |
Absorb health, magic, abilities, etc |
Thaumaturgy | Blood |
25% |
Blood magic, phylacteries, healing |
Thaumaturgy | Death |
- |
Death magic, creation of undead, revivification of the body |
Thaumaturgy | Soul |
25% |
Soul magic, soul shards, speaking with dead, recalling souls from the afterlife |
Thaumaturgy | Transmutation |
- |
Transform objects and creatures: change size, shape, constitution, more esoteric properties. Shift into powerful forms. |
Mentalism | Illusion |
- |
Figments, glamers, veils, phantasms |
Mentalism | Metacreativity |
- |
Astral constructs (major creation, web, grease, etc), mental attacks (mind blast, ego whip, etc), mental defenses (tower of iron will), mental simulations |
Mentalism | Metamind |
- |
Separation of the mind from the body, dream travel, astral travel, uncarnate |
Mentalism | Telepathy |
35% |
Linking minds with another to read or transfer emotion and thoughts, sense psychic impressions |
Mentalism | Time |
- |
Manipulation of time, time travel, probability, object reading |
Mentalism | Space |
- |
Creating portals through space (dimension door, teleport) or into alternate dimensions (plane shift, gate) |
Craft
School | Power Skill | Description |
---|---|---|
Artifice | Armortech |
Wear a badass suit of armor. |
Artifice | Armstech |
Create guns, explosives, and utility items. |
Artifice | Machinist |
Create automatons to serve you. |
Inscription | Runeforging |
Inscribe magic runes into arms and armor. |
Alchemy | Potions |
A potion for every need. |
Race
School | Power Skill | Description |
---|---|---|
Vampire | Blood |
Blood magic. (Same as the Thaumaturgy skill, but uses Blood instead of Mana) |
Vampire | Celerity |
Vampy speed. |
Vampire | Presence |
Overawe mere mortals with your vampy presence. (Charms, thrall, etc) |
Vampire | The Black |
Nasty Nosferatu business. And badass powers. |
Dragon |
Dragony Stuff |
Dargon |
Skill
School | Power Skill | Readiness | Description |
---|---|---|---|
Agility | Avoidance |
25% |
Dodging attacks, traps, general slipperiness. |
Agility | Mobility |
35% |
Gettin' around |
Agility | Initiative |
35% |
Who's on first? I mean, er, who goes first? |
Fortitude | Block |
|
Shield usage, damage absorption |
Fortitude | Defender |
|
Tanking, taunts, intervene, etc |
Fortitude | Toughness |
|
HP, self-healing, ignoring pain, etc |
Melee | Arms |
|
Balanced combat style. |
Melee | Protection |
|
Defensive combat style. |
Melee | Fury |
|
Rage-based combat style. |
Ranged | Marksmanship |
|
Pretty much the only Ranged power anyone cares about. |
Spellcraft | Concentration |
25% |
Reserve, spell mantles, etc. |
Spellcraft | Name TBD |
|
Dispelling, counterspelling, contingency, etc |
Spellcraft | Metamagic |
|
Moar metamagic |
Stealth | Assassination |
|
Sneak attack, death attack, etc |
Willpower | Sorcery |
20% |
Spell damage, spellfire, doublecast, general pew pew |
Willpower | Dominance |
|
Controlling undead, demons, thralls, etc; resisting same. |
| |||
Ranger | Survival |
|
Yeah, it's not a skill anymore. Suck it. |
Ranger | Hunting |
|
Tracking, woodland movement, etc. |
Hybrid
School | Power Skill | Readiness | Description |
---|---|---|---|
Paladin | Courage |
50% |
Physical combat, tanking, defense |
Paladin | Judgment |
33% |
Smiting, punishing evil, disabling lawbreakers |
Paladin | Mercy |
20% |
Healing, stabilizing wounds, dispelling afflictions |
Paladin | Purity |
10% |
Resistance to corruption (disease, negative energy, etc), retribution against the touch of evil |
Paladin | Vigilance |
10% |
Detect evil/lies/sin/etc, predict evil, combat precognition |
Ideas from S6:
- Shadowdancing
- Arcane Archer
- Psychic Warrior stuff
- Necromancy
- Manifester
- Paladin stuff
Some may already be covered by spellcaster abilities.