Antithesia

This is the plane of negative energy. It is a realm devoid of life, light, fire, heat and electricity. No living creature can survive here for more than a few minutes as their life energy will be quickly siphoned away by the near-vacuum and infinite bleakness. The terrain here appears as a featureless black sky and a dim gray landscape of rolling dunes of sand or gritty snow stretching endlessly in all directions. There is minimal atmosphere, so noise and speech is muted. There is no light source, so no shadows; but a dim gray colorless light suffuses everything. As a result, this is a stealthy recursion, where surprise and ambush is more likely. Antithesia is also the realm of the living dead.   PC’s cannot exist here in human (or any other living) form, and as such will assume the form of an undead human (or humanoid body) in this recursion, as best fits their type and descriptor. PC’s here require no food, air, nor sleep; although restoring lost stat points during a short or long rest does consume time spent while inactive, and assumes the negative energy here re-infuses the undead bodies of the PC’s.   Because Antithesia is almost entirely devoid of sentient beings and apparently without boundaries, it is a place where rare super-powerful beings have historically chosen to locate a stronghold or hideout. Any landmark or structure in the endless landscape was probably created in the long-distant past, and can only be found by sheer luck, requiring a near-infinite time span spent wandering the gray desert, or by translation here with foreknowledge of the...

Becomes Endless (Lich)

  Becomes Endless (Lich): Only a Tier 5 or 6 paradox character (NPC or PC) can translate as a Lich. They have the form of a decaying or rotten corpse with fiery burning eyes and robed in once exquisite armor and/or robes. Liches will posses several cyphers and/or artifacts of power, in addition to the revisions requisite of that Tier.   Tier 1: Dreadful Aura. The Lich is surrounded with a disturbing countenance that causes the damage of any creature who attacks the lich to be reduced by 3 (+3 Armor to physical attacks.) Silver weapons negate this effect. Tier 2: Horrifying Gaze. (3+ Intellect) Target one creature within long range. On a successful Intellect attack, target will flee as far as it can get away from the Lich, for one round, with a chance of dropping anything it holds (target makes Intellect defense roll or drops held items). Can apply effort to attack roll. Tier 3: Frigid Stare. (4 Intellect) Successful short range Intellect attack causes target to become rigid for 10 rounds less the target’s Might Pool or health. Minimum 1 round. Tier 4: Rule Undead. (5 Intellect) The Lich can command any unintelligent undead within short range to perform any order, up to 12 levels creatures. Alternately, A successful Intellect attack will allow the Lich to command any undead PC or NPC within short range to perform a single word action for it’s next action. Tier 5: Hasty Revision. (6 Intellect) Lich has the ability to use 2 actions in one round if both actions are revisions of Tier 1-3. Enabler. Tier 6: Dismantle Life (8...

Bedevils (Specter or Poltergeist)

  Bedevils (Specter or Poltergeist): PC has a non-corporeal body that can appear in almost any hazy, misty, translucent or even invisible form the player wishes. A transition in appearance requires an action to shift form. Player has +2 physical Armor, unless struck with a silver weapon. PC cannot use cyphers or artifacts.   Tier 1: Slam. Target at short range is dealt 4 damage to Might with succesful Intellect Attack. Tier 2: Life Leech (4 Intellect). A target within sight up to long range is dealt 4 damage. 1 might restored to PC. Tier 3: Telekinesis (3 Intellect). PC can push, lift or move object within sight at long range, affecting up to 15 pounds of weight per Might pool. The effect has 10 might and 2 effort, with 1 edge and can be used for up to 10 minutes once activated. Tier 4: Smash (4 Intellect). 6 Might damage inflicted at Long range. Target is knocked prone on 16-18 on the attack roll—any action it takes in the round at a step disadvantage and it’s initiative a step down next turn. Minor Effect: target is completely disarmed or any attacks neutralized until the PC’s next round. Major Effect: target is stunned and unable to make an action for the PC’s 2nd subsequent round. Tier 5: Tempest (5 Intellect). PC creates a swirling cyclone of telekinetic energy at long range, causing all within a 30 foot radius to be buffeted and battered by loose objects, debris and psychic force for 6 damage. Tier 6: Enspirit (8 Intellect). PC can bring to life any convenient inanimate object within long...

Persists (Vampire)

Persists (Vampire): The PC translates as a human undead creature existing within the range of common stereotypes of vampires. Essentially, they will have a corporeal body not exhibiting much, if any, decomposition, clothed in somber grays or black in attire that would be considered luxuriant. The vampire will translate with light armor at most, and whatever melee weapons are logical for the character in a fantasy setting. PC can also bite as a Speed attack for 2 damage and thus siphoning 1 Might for each bite. This attack can only be used on beings with a corporeal fleshy human-like body (not skeletons, animated constructs, robots, e.g.).   Tier 1: Unarmed Pummel. PC can do a 4 point unarmed attack as a Speed attack. Can apply effort to attack and/or damage. Tier 2: Magnetism: A successful Intellect attack will influence the target to be on good terms with the PC, and it will thus cease any attacks against the vampire. As a Minor Effect, the target will defend the PC from attackers for a round; as a Major Effect, the target will obey the suggestion (within reason) of the PC for a round. Can apply effort to attack roll. Subsequent attempts to sway the target require another successful Speed attack at one Asset. Tier 3: Revitalize. (3 Intellect). You restore 1d6 + 4 points to either your Speed Pool or your Might Pool. This ability is a difficulty 2 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 2 after you rest for ten hours. Action. Tier 4: Enhanced...

Ruins Flesh (Ghoul)

Ruins Flesh (Ghoul): PC appears as a animated, slightly decomposed fleshy living corpse, with long claws and razor sharp teeth. The PC will translate with only light armor maximum in the form of rusted incomplete metal armor, and may translate with missile or melee weapons. The PC may opt to use any of it’s normal melee attacks, or has the following physical attacks as an option:   Tier 1: Claw attacks. 2 individual light (2 damage) attacks. Can apply effort to attack and/or damage. Tier 2: Bite attack in addition to the 2 claw attacks, for additional 2 damage. Can apply effort to attack and/or damage to all 3 attacks. Tier 3: 2 claw attacks at 2 damage each., bit attack at 4 damage. Can apply effort to attack and/or damage. Tier 4: Trained in all 3 attacks. Can apply effort to attack and/or damage. Tier 5: Claws become two medium (4 damage) claw attacks. Can apply effort to attack and/or damage. Tier 6: Specialized in all 3 attacks. Can apply effort to attack and/or damage.    ...

Haunts (Phantasm)

Haunts (Phantasm): PC appears as a shimmering ghostly shape that is essentially resembles their appearance from a living translation. PC is incorporeal and can thus pass through solid matter at a slow rate (10 feet per minute). Character has +2 armor to all physical attacks, unless struck by a silver weapon. PC cannot use weapons, or armor, but may with concentration, use some cyphers or artifacts.   Tier 1: Necrotic Touch. (1 + Intellect) Touch causes 4 damage upon successful Intellect attack (can apply effort to attack and/or damage), plus an additional 1 damage each consecutive round for 2 rounds after, and is cumulative with successive touches. Ignores Armor. Tier 2: Terrifying Countenance. (4 intellect) PC can select one individual that becomes nearly incapacitated with fear. The effect causes all actions taken by the target to be undertaken with 2 steps difficulty for it’s next action. Tier 3: Pestilential Touch: (2+Intellect) A successful Intellect attack delivers 6 damage plus an additional 1 damage each subsequent round for 2 rounds cumulative with subsequent touches. Alternately, this effect can be used through the physical touch of a possessed body. Can apply effort to attack and/or damage. Ignores Armor. Tier 4: Sheer Terror (4+ intellect). Successful Intellect attack causes total paralysis in a single intelligent victim, and lasts until the PC’s next turn at which time the PC may roll another Intellect attack to achieve continued paralysis. Attacks upon the victim dispel the paralysis. Action. Tier 5: Possession. (6+ Intellect) The PC can invade the corporeal body of one being, and use that body’s normal physical movement and attacks, with any proficiency...