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. | |
| colspan=3>--- | |||
| 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.