Enchants the Mind

You bear the Thunian “T” chromosome for mind magic. For you, the thoughts and feelings of the people around you are open books. You occupy a special place in Thunian culture, simultaneously essential to the smooth operation of politics and trade, but also distrusted for the subtlety of your influence.   Tier 1: Silent Sendings (1+ intellect point) You can speak telepathically with others who are in short range. Communication is two-way, but the other party must be willing and able to communicate. You don’t have to see the target, but you must know that she is within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than affect the difficulty, the contact lasts until you sleep. Action to establish contact. Class Privilege: Any Thunian who knows you wield magic will treat you with a certain minimum of respect. Social consequences that befall you will not be as severe as they could be; praise that comes your way will be amplified. However, in order to benefit from this effect, you must not be seen to be actively undermining the social order. All actions using the Community skill are one difficulty level easier. If you are a Mavin, you receive a further +2 on the roll. Attempts to persuade, intimidate, or influence people who are below you on the social hierarchy are one difficulty level easier. Tier 2: Urge Projection (2 intellect points). You strengthen the primal needs of one...

Summons Genies

I am but your humble servant and it pains me to say that I do not know the answer to your question.  But I know someone who does…You know the right words of power to call one of the Djinn to your service and bind them to be truthful and obey your commands.  Your power may be tied to a physical object containing a single Djinn – a ring, a lamp, perhaps – or the item may just be a focus for your will. Tier AbilitiesTier 1 – CompanionThe summoner has a Gen, an elemental friend.  Pick an element (earth, air, fire, water) and you get some level 1 abilities for how to deal with that element and things the Gen can do.  As you increase in Tier in this Focus, so your Gen increases as well. Enabler.<sidebar>Gens1, don’t let your Gen be injured or killed.  At least not until you’re much older and more experienced in negotiating with the courts of the Djinn.2, they’re genies, not miracle-workers.  While they can fetch Cyphers for you, retrieve lore thought long-forgotten, persuade the Djinni of their court to work wonders on your behalf, it all takes time and patience.3, look after your Gen and it will look after you – nothing better to have at your side when you’ve been thrown overboard than a Maridan, a Efreetling to guide you safely over that lava field…</sidebar>Go-between.Your Gen acts as an intermediary between you and the Genie courts.  If you send the gen to an opposed element, it suffers a 1-step increase in all difficulties in negotiations.Enabler<sidebar>What can you achieve with a negotiation?...

Fights With Light.

You are a Champion of Light, fighting to keep the forces of Darkness at bay. Tier 1: Inner Light 1. You can conjure light equal to a lantern from your inner reserves, gain a Light Stat, starting value 4. Boost: Your Light attacks deal 2 extra damage. Actions & Costs: Light Strike: 1 Light per attack. Augment your attacks with light. Light Ward: 2 Light per round. Create a barrier that protects from Dark Enemies, and acts as Armour 2 for all others. Tier 2: Safe Haven (2 light per 6 rounds). Create an impenetrable barrier of light that protects you and up to four other medium sized creatures, healing any wounds you may have received, 2 wound recovery per round. Tier 3: Lightning Strike (2 Light per Additional action). Take additional actions, 2 Light per action. Tier 4: Light Within 2. Light stat rises to 8. Boost: Deal double damage. Light Strike:  Tier 5: Light Aura. Gain 2 additional armour. Tier 6: Light Fury. Inner light stat rises to...

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...