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:

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.
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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:

Some may already be covered by spellcaster abilities.