A warrior who has woven magic into their very combat style. You don't just wield steel; you shroud it in frost, haste your own strikes, or knit your wounds shut in the heat of battle.
Attributes [100]:
ST 11 [10]; DX 13 [60]; IQ 11 [20]; HT 11 [10].
Secondary Characteristics [-17]:
HP 12 [0]; Will 11 [0]; Per 10 [-5]; MP 9 [-6]; FP 9 [-6]; Rec 11 [0]; Basic Speed 6.0 [0]; Basic Move 6 [0]
Advantages [70]:
High Pain Threshold [10]
Magery 0 [5]
Body Magery 3 [9]
Choose One Magery 2 (Secondary School) [6]:
Air, Earth, Fire, Water, Arcana, Mind, Soul.
Choice Pool [30 points]:
Combat Reflexes [15]
Weapon Master (One Weapon) [20]
Fit [5]
Striking ST [5/lvl]
Signature Gear [Varies]
Disadvantages [-30]:
Choose -30 points from:
Code of Honor [-15 or -10]
Duty [-5 to -15]
Overconfidence [-10*]
Sense of Duty (Party) [-5]
Weirdness Magnet [-10]
Primary Skills [20]:
Innate Attack (Any) (E) — DX+2 [4]
Weapon Specialist (Choose One) (A) — DX+1 [4]
Body Spells [6]
Secondary School Spells [6]
Secondary & Background Skills [7]:
Thaumaturgy (VH) [2] — IQ-1
Choice Pool [5 points]:
Tactics (H);
Armoury (Melee) (A)
First Aid (E)
Wrestling (A)
Hidden Lore (A)
Meditation (H)
Riding (A)
Shield (E).
This character is a master of hearts and senses. The Bard weaves essence into performances to bolster allies or rewrite the emotional reality of a room. In this character's hands, a lute is as dangerous as a longbow, and a song can be as devastating as a fireball.
Attributes [100]:
ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics [-10]:
HP 10 [0]; Will 11 [0]; Per 11 [-10]; MP 11 [0]; FP 10 [0]; Rec 10 [0]; Basic Speed 5.50; Basic Move 5.
Advantages [60]:
Magery 0 [5]
Mind Magery 2 [9]
Fire Magery 2 (Light/Illusion focus) [6]
Musical Ability 1 [5]
(Bonus to Musical Instrument and Singing).
Charisma 1 [5] (Bonus to all Influence rolls).
Bardic Power Limitation (Choose One):
(This adds 15 or 20 points back into your Choice Pool below).
Vocalist [-15]: All spells require a Singing roll and loud vocalization.
Instrumentalist [-20]: All spells require a Musical Instrument roll and two hands to play.
Advantage Choice Pool [10 points (+5 if you took Vocalist)]:
Additional Charisma [5/lvl]
Combat Reflexes [15]
Luck [15]
Signature Gear (Masterwork Instrument) [Varies]
Voice [10]
Enthrallment (Advantage Perk) [1]
Disadvantages [-30]:
Choose -30 points from:
Chummy [-5]
Compulsive Carousing [-5*]
Curious [-5*]
Impulsiveness [-10*]
Jealousy [-10]
Lecherousness [-15*]
Overconfidence [-10*]
Sense of Duty (Party) [-5]
Primary Skills [20]:
Musical Instrument (H) — IQ+1 [2]
(Includes +2 from Talent)
Singing (E) — HT+2 [1]
(Includes +2 from Talent)
Public Speaking (A) — IQ+0 [1]
(Includes +1 from Charisma)
Diplomacy (H) — IQ+0 [2]
(Includes +1 from Charisma)
Melee Weapon (A) — DX+0 [2]
Choose Rapier or Shortsword
Bardic Spells [12 points]:
Spend 12 points across Mind and Fire schools.
Secondary & Background Skills [10]:
Current Events (E) — IQ+1 [2]
Savoir-Faire (High Society) (E) — IQ+1 [2]
Choice Pool [6 points]:
First Aid (E)
Performance (A);
Streetwise (A);
Carousing (E);
Dancing (A);
Hidden Lore (A).
The militant hand of the heavens. You don’t just carry a blade; you carry a mandate. By weaving Power Investiture into your combat style, you can call down miracles to purge the corrupt, mend the broken, and shield your allies from magical blight. In a world of High Magic, you are the final line of defense against the darkness.
Attributes: [120]
ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics : [-13]
HP 12 [0]; Will 12 [0]; Per 10 [-10]; MP 11 [-3]; FP 12 [0]; Rec 12 [0]; Basic Speed 6.0; Basic Move 6
Advantages: [40]
Power Investiture 1 [10]: Access to 3 Divine Schools; +1 to all associated spells.
High Pain Threshold [10]: Eliminates "Shock" penalties to spellcasting when injured.
Style Choice (Choose 20 points):
Power Investiture 2 [10]
Combat Reflexes [15]
Weapon Master (One Weapon) [20]
Signature Gear (Blessed Weapon) [Varies]
Fit [5]
Disadvantages [-30]:
Sense of Duty (Faith/Church) [-10]
Choice Pool [-20 points]:
Code of Honor (Chivalric or Soldier’s) [-15 or -10]
Honesty [-10*]
Vow (Poverty or Chastity) [-5 to -15]
Charitable [-15*]
Primary Skills: [18]
Innate Attack (Any) (E) [4] — DX+2
Theology (H) [2] — IQ+1
Divine Miracles [8]:
Spend 8 points on spells from your 3 schools.
Weapon Specialist (Choose One) [8]:
One-Handed:
Broadsword, Axe/Mace, or Morningstar (A) — DX+2.
Two-Handed:
Greatsword, Polearm, or Flail (A) — DX+2.
Secondary & Background Skills [15]:
Religious Ritual (H) [2] — IQ +0
Leadership (A) [1] — IQ -1
First Aid (E) [1] — IQ +0
Tactics (H) [1] — IQ -2
Savoir-Faire (Military) (E) [2] — IQ +2
Choice Pool [8 points]:
Riding (A)
Diplomacy (H)
Esoteric Medicine (H)
Intimidation (A)
The living link between civilization and the untamed wilds. You do not just "study" nature; you are its instrument. Your Power Investiture allows you to command the stone beneath your feet and the flesh of your own body, eventually allowing you to shed your human skin entirely.
Attributes [100]:
ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics [0]:
HP 10 [0]; Will 12 [0]; Per 12 [0]; MP 12 [0]; FP 12 [0]; Rec 12 [0]; Basic Speed 6.0; Basic Move 6
Advantages [50]:
Power Investiture 1 [10]:
Access to Earth, Body, and One choice:
Air, Fire, Water, Arcana, Mind, Soul
Alternate Form (Primary Totem) [15]:
Choose one animal (Wolf, Bear, Hawk, etc.).
You can transform into this shape at will.
Choice Pool [25 points]:
Additional Alternate Forms [15/form]: Learn a second animal shape.
Reduced Time (Shape-Shifting) [2/lvl]: Speeds up the transformation.
Power Investiure 2 [10]
Combat Reflexes [15]
Animal Friend 1-2 [5/lvl]
High Pain Threshold [10]
Disadvantages [-30]:
Sense of Duty (The Wilds/Nature) [-10]
Choice Pool [-20 points]:
Code of Honor (Wilderness) [-5]
Discipline of Faith (Ritualism) [-5]
Loner [-5*]
Phobia (Enclosed Spaces) [-15*]
Vow (Vegetarianism) [-5]
Vow (Use no worked metal) [-10]
Primary Skills [20]:
Survival (Any) (A) — Per+1 [4]
Naturalist (H) — IQ+0 [4]
Staff or Spear (A) — DX+1 [4]
Divine Miracles [8]
2 points each in 4 spells.
Secondary & Background Skills [15]:
Animal Handling (Any) (A) — IQ+1 [4]
Tracking (A) — Per+1 [4]
Camouflage (E) — IQ+1 [2]
First Aid (E) — IQ+0 [1]
Choice Pool [4 points]:
Climbing (A)
Hiking (A)
Mimicry (Bird Calls) (H)
Swimming (E)
This template is for the skill character that also utilizes magic to enhance their skills, massively adding to their tool box for their chosen profession. They are the Ninja, the Arcane Thief, or the Master Spy.
Attributes [120]:
ST 10 [0]; DX 13 [60]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics [-16]:
HP 10 [0]; Will 12 [0]; Per 12 [-5]; MP 12 [0]; FP 9 [-6]; Rec 10 [-5]; Basic Speed 6.0 [0]; Basic Move 6 [0]
Advantages [45]:
Magery 0 [5].
Flexibility [5]: +3 to Climbing and Escaping.
One Primary School (Magery 3) and One Secondary School (Magery 2) [15]
Choose 2 from: Air, Earth, Fire, Water, Arcana, Mind, Body, Soul.
Choice Pool [20 points] Pick from:
Combat Reflexes [15]
Night Vision 5 [5]
Silence 2 [10]
Danger Sense [15]
High Manual Dexterity 2 [10]
Disadvantages [-30]:
Choice Pool [-30]: Kleptomania [-15*], Curiosity [-5*], Secret (Spy) [-10], or Loner [-5*].
Primary Skills [8]:
Stealth (A) — DX+1 [4]
Weapon Proficiency: Pick One [4]
Shortsword (A) — DX+1
Knife (E) — DX+2
Jitte/Sai (A) — DX+1
Thrown Weapon (Knife) (A) — DX+1
Spells [10]:
Spend 12 points of spells you have access to.
Secondary & Background Skills [13]:
Thaumaturgy (VH) — IQ-1 [2] (12).
Choice Pool [11 points]:
Acrobatics (H)
Disguise (A)
Garrote (E)
Search (A)
Shadowing (A)
Sleight of Hand (H)
Streetwise (A)
More Spells...
While the Holy Warrior is the sword of the faith, you are its voice. You do not just "know" magic; you are a conduit for the divine essence. Your expanded connection to the heavens allows you to master more schools of miracles than any other holy servant.
Attributes [90]:
ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 13 [30];
Secondary Characteristics [-10]:
HP 10 [0]; Will 13 [0]; Per 11 [-10]; MP 18 [15]; FP 13 [0]; Rec 13 [0]; Basic Speed 5.0 [-15]; Basic Move 5 [0]
Advantages [50]:
Power Investiture 2 [20]
Choose a Deity and gain access to their two domain schools, plus one additional school of your choice.
Divine Portfolio Expansion [15]:
Grants a 4th School of your choice to your Power Investiture
Choice Pool [15 points]:
Power Investiture 3 [+10]
Blessed [10]
Combat Reflexes [15]
High Pain Threshold [10]
Voice [10]
Signature Gear (Holy Relic) [Varies]
Disadvantages [-30]:
Sense of Duty (Faith/Church) [-10]
Choice Pool [-20 points]:
Charitable [-15*]
Honesty [-10*]
Pacifism (Self-Defense or Cannot Kill) [-15]
Vow (Poverty/Silence/Chastity) [-5 to -15]
Social Stigma (Religious Minority) [-5].
Primary Skills [20]:
Theology (H) [4] — IQ+0
Religious Ritual (H) [4] — IQ+0
Innate Attack (Any) (E) [4] — DX+2
Divine Miracles [16]
Spend 16 points on spells.
Secondary & Background Skills [20]:
Diplomacy (H) [4] — IQ+0
Exorcism (H) [2] — Will-1
Public Speaking (A) [2] — IQ+0
First Aid (E) [1] — IQ+0
Choice Pool [11 points]:
Spent on more Miracles (Spells),
Leadership (A)
Occultism (A)
Research (A)
The summoner covers a few types of casters that focus on magic that brings forth allies. That could be a wizard who's made a pact with a demon for demonic power and the ability to summon demons. It could be a mage who summons spirits of animals from the aether and uses their mana to craft corporeal bodies for them, or even the spirits of their ancestors. It could be a necromancer that summons corporeal undead. It could be a mage that summons animal spirits from the aether. This class forms a pact with one or more creatures and can summon them at will.
Attributes [50]:
ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]
Secondary Characteristics [-15]:
HP 10 [0]; Will 12 [-5]; Per 12 [-5]; MP 10 [-3]; FP 9 [-3]; Rec 10 [1].
Advantages [65]:
Magery 0 [5]
Magery 3 (Soul) [9]
Magery 1 (Secondary School) [3]
Usually Body (to buff the Ally) or Mind (to coordinate).
Pact Ally (300 CP Spirit) [35]:
Point Value: 100% of Master [5]
Appearance: 15 or less [x3]
Summonable: [+100%]
Minion: [+50%]
Limitations (-20%):
Pact Bond (Costs MP [-15%]
Mana-Dependent [-5%])
Disadvantages [-30]:
Choose -30 points from:
Social Stigma (Excommunicate) [-5]
Social Stigma (Grave Robber) [-10];
Weirdness Magnet [-10]
Maintenance (The Ally requires 1 Spirit Coin/week to maintain the pact) [-5]
Obsession (Gaining more powerful spirits) [-10]
Primary Skills [25]:
Thaumaturgy (VH) — IQ-1 [4] (12).
Soul Spells [12]: Spent on Summon Spirit, Bind Spirit, and Command Spirit.
Secondary School Spells [5].
Staff OR Smallsword (A) — DX+1 [4] (12).
Secondary & Background Skills [5]:
Hidden Lore (Spirits or Demons) (A) — IQ-1 [1] (12).
Meditation (H) — Will-2 [1] (10).
Choice Pool [3 points]: Research (A), Occultism (A), or Symbol Drawing (H).
Your Summon is another character you make worth 300 points. Your DM will have to help you with certain details of the creation process.
You can bond with weaker summoned creatures/spirits/undead or multiple creature
A pact Ally worth 300 is worth 35 character points
A pact Ally worth 225 is worth 21 character points
A pact Ally worth 150 is worth 14 character points
All pacts are summonable, minions, with the Mana Dependent trait.
This means that you summon them from within you as a spell, that their loyalty to you is not dependent on your good treatment of them, and that in areas of no mana they cannot function and that they are susceptible to being dispelled/banished/unsummoned.
To Summon your pact bound ally you simply cast this Level 1 Soul magic spell:
School: Soul.
Class: Regular.
Casting Time: 1 second.
Duration: Instantaneous (The Ally remains until dismissed, dispelled, or killed).
Cost: 1 MP per 50 CP of the Ally’s total value (Minimum 1).
Example: A 300-point Ally costs 6 MP to manifest.
Prerequisites: Magery 1 (Soul) or Power Investiture 1, and the Ally (Summonable) advantage.
Description:
The caster performs a verbal invocation to bridge the gap between Alethia and the Aether. Upon a successful roll, the specific entity bound to the caster’s soul manifests in an adjacent hex.
The Ally may be called to manifest further away but they a penalty applied to the spell roll equal to the standard penalty applied to ranged attacks at that distance, to a maximum of 5 meters per rank of Soul Magery. (Range penalty)
Failure: The MP is spent, but the pact remains stable; the caster may try again next turn.
Critical Failure: The MP is spent and the connection to the Aether is temporarily severed. The Ally cannot be called again for 24 hours.
Dismissal: The caster may dismiss the Ally back to the Aether at any time as a Free Action, costing 0 MP.
Dispelled: If the Ally is targeted by Banish or Dispel Magic, they must win a Quick Contest of their Will (or the Caster’s Soul Skill) against the attacker’s spell. If they lose, they are forced back to the Aether and the caster must pay the full MP cost to call them again.
A Summoned Ally of this nature that is destroyed has it's presence in the material plane severed. A new summoning ritual is required before the Ally may be resummoned.
The 300 points for the Ally are spent based on the type of pact the player chooses. Since the Ally is a Minion, they follow orders perfectly but lack "initiative" unless the player buys that back.
The Ancestor (Warrior): High ST/DX, Weapon Master, and "Ghostly" Injury Tolerance (Unliving).
The Crafted Undead: High ST, IT (Homogenous), Fragile (Brittle), and No Vital Organs.
The Aetheric Construct: High IQ, Innate Attacks (Magic Blasts), and Flight (Winged).
The Lesser Demon/Angel: Terror (Presence) or True Faith, Magic Resistance, and specialized Claws/Strikers.
The master of the eight essences. While others pray for miracles or swing steel, you have decoded the fundamental laws of the universe. You are defined by your breadth of knowledge and your ability to counter the magic of others using the school of Arcana.
Attributes [100]:
ST 10 [0]; DX 10 [0]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics [-23]:
HP 10 [0]; Will 13 [0]; Per 12 [-10]; MP 15 [+6]; FP 9 [-9]; Rec 12 [0]; Basic Speed 5.0 [-10]; Basic Move 5 [0]
Advantages: [52]
Magery 0 [5]
One Primary School (Magery 3) and Three Secondary Schools (Magery 2 in each) [27]
Choose 4 from: Air, Earth, Fire, Water, Arcana, Mind, Body, Soul.
Choose 20 points from:
Combat Reflexes [15]
Luck [15]
Signature Gear (Staff/Focus) [Varies]
Language (Ancient/Draconic) [2-4]
Additional MP (Up to the cap) [3/pts]
Disadvantages [-30]:
Choose -30 points from:
Absent-Mindedness [-15]
Bad Sight [-10]
Curious [-5*]
Loner [-5*]
Oblivious [-5]
Skinny [-5]
Primary Skills [18]:
Thaumaturgy (VH) [8] — IQ+0
Innate Attack (Missile) (E) [4] — DX+2
Weapon (Staff or Knife) (A) [2] — DX+0
Research (A) [4] — IQ+0
Magic Spells [20]:
20 points spent on spells you have access to.
Background Skills [13]:
Speed-Reading (A) [2] — IQ+0
Choice Pool [11]:
Alchemy (VH)
Diplomacy (H)
Fast-Talk (A)
First Aid (E)
Hidden Lore (A)
Languages
Writing (A)
More Spells...
Below is the list of all 15 dieties within the pantheon of Alethia, as well as the domains associated with them and the divine gift they provide their priests.
Priest of Endrithavārn
Earth, Stone, Gems, Darkness
Domains: Earth and Body
Gift: +1 Divine Talent (Earth Magic), Denies College of Air
Priest of Agniteja
Fire/Light/Destruction
Domains: Fire and Body
Gift: +1 Divine Talent (Fire Magic), Denies College of Water.
Priest of Samudrānadi
Water/Cold/Oceans
Domains: Water and Body
Gift: +1 Divine Talent (Water Magic), Denies College of Fire.
Priest of Akashaziri
Air/Wind/Lightening
Domains: Air and Body
Gift: +1 Divine Talent (Air Magic), Denies College of Earth.
Priest of Idraja
Magic/Chaos/Demons/Luck
Domains: Arcana and Soul
Gift: On a roll of 3 or 4, the failed spell costs 0 mp.
Priest of Yondigarha
Life/Healing/Vitality
Domains: Body and Soul
Gift: Healing spells heal for +1 hp each use.
Priest of Vishraki
Death, Necromancy, Healing
Domains: Body and Soul
Gift: Gain Resistance (Metabolic Hazards) = Power Investiture x2, Denies spells that create or control undead.
Priest of Pradimar
War/Contest/Honor
Domains: Fire and Body
Gift: The Bless spell also grants a bonus to DR for it's duration.
Priest of Satkuthan
Civilization/Knowledge/Trade/Law/Order
Domains: Arcana and Mind
Gift: +1 Divine Talent (Information Spell Magic). Gain a bonus to your Leadership Skill = Power Investiture level.
Priest of Maaundari
Love/Beauty/Lust
Domains: Mind and Body
Gift: The bonus (or penalty) you receive from your Physical Appearance is increased by Power Investiture levels.
Priest of Olrish
Nature/Plants
Domains: Earth and Body
Gift: Gain +1 to cast Plant spells.
Priest of Asani
Nature/Animals
Domains: Soul and Body
Gift: Gain +1 to cast Animal spells.
Priest of Pathayā
Trave/Journey/Exploration
Domains: Earth and Body
Gift: Gain +1 your characters movement speed, +1 Divine Talent (Movement/Teleportation/Gate Magic).
Priest of Saphārnria
Dreams/Wisdom/Secrets
Domains: Arcana and Mind
Gift: +1 Divine Talent (Divination/Telepathy/Dream Magic),
Priest of Shyrztikalā
Creation/Art/Craft
Domains: Arcana and Earth
Gift: +1 Divine Talent (Enchant/Form/Create Magic),