Arcane Sight [13]
Chaos Advantage [8]
Extraordinary Luck [7]
Ridiculous Luck [15]
Arcane Defense [5/lvl]
Magic Resistance [5/lvl]
Demonic Claws [5]
Demonic Horns [7]
Demonic Legs [13]
Demonic Wings [24]
Magic Resistance [5/lvl]
Rad Resistance [1/lvl]
Abyssal Claws [3]
Abyssal Horns [5]
Abyssal Transformation [9]
Abyssal Legs [8]
Abyssal Wings [20]
Dimension Step [20]
Reliable [5/lvl]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Arcane Shield [24]
Chaos Surge [19/lvl]
Magical Suppression Field [9]
Stars of Idrajas []
Cost: 13 pts
Advantage: Infravision
Base 10 pts. Cosmic (Arcane) +50%, Limited (Duration 10 minutes) -10%, Costs 1 Mana -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
By expending one mana you cause your eyes to pick up a new form of vision for 10 minutes. You can see an objects or entities connection to magic as though it were heat and you had Infravision, allowing you to detect varying degrees of magic. This lets you fight at no penalty even in absolute darkness against a foe with a strong connection to magic, if your target emits magic (this includes all Angels, Demons, and Fey). It also gives you +2 on all Vision rolls to spot such targets, since their aura stands out from the background. You can follow a trail of magic when tracking: add +3 to Tracking rolls if the trail is no more than an hour old.
Arcane Sight does not let you distinguish colors (though different types and sources of magic may have different hues), and only allows you to judge the general size and shape of magic-emitting objects, including living beings (for instance, you might have trouble telling two demons of the same size apart). Roll at -4 to distinguish objects of similar size and shape. The GM may also require a Vision-4 roll to read by reflected magical energy. Sudden flashes of magic (e.g., a spell) can blind you, just as a flash of light can blind ordinary vision.
This vision will also cause magical items, runes, and spells to radiate light in your Arcane Sight. Spells will leave traces depending on the power of the spell.
Cost 5/level (Max Level = Rank Modifier)
Advantage: Damage Reduction
Base: 5. Limitation (Magic Only) -20%, Force Shield +20%, Divine Power Source -10%
You gain +1 DR / level of this Blessing against Spells, abilities, and weapons that rely on magic to deal their damage.
Cost 8 points
Advantage: Lucky
Base 15. Chaos Backlash -5%, Costs Mana (1) -5%, Divine Power Origin -10%, Limited Utility (Advantage) -30%
Cost to Activate: 1 mana
Once per hour of play, you may reroll a single bad die roll but you must take the new result even if it's worse! You must declare that you are using your Chaos Advantage immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use this power. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Chaos Advantage ahead of time, and he must roll twice and give you the best result, unless one of the results was a critical failure, which case you suffer the result of a critical fail.
If the new result is a critical fail you suffer Chaos Backlash, roll a die and suffer the following penalty:
1: Lose (Rank Modifier) Mana points
2: Lose (Rank Modifier) Fatigue points,
3: Lose (Rank Modifier) Hit point,
4: Lose (Rank Modifier x2) Mana points,
5: Lose (Rank Modifier x2) Fatigue points,
6: Lose (Rank Modifier x2) Hit point
Options:
Extraordinary Luck [7]
Reduce the recharge time between uses to 30 minutes.
Ridiculous Luck [15] (Requires Extraordinary Luck)
Reduce the recharge time between uses to 10 minutes.
Cost: 5 points.
Advantage: Claws (Sharp Claws)
Base 5.
The ends of your fingers end in sharp obsidian talons. Your punches now deal Thrust Cutting damage instead of Crushing.
Cost: 7 points
Advantage: Striker (Crushing or Piercing)
Base: 5 pts.
Advantage: Damage Reduction (2)
Base: 10. Partial (Head Only) -70%, Can't Wear Armour -40%
Depending on the style of horns you want, they either deal Crushing damage (rams horns) or Piercing damage (bulls horns). Your horns grant you an attack with your head that deals Thrust +1 Crushing / Piercing Damage. When using your horns in a headbutt they count as a weapon which means you don't take damage from your headbutt.
Additionally your horns protect your head to a certain degree, granting you 2 DR against attacks to your head but making it impossible to wear normal head wear.
Cost: 13 points
Advantage: Super Jump 1
Base: 10.
Advantage: Hooves
Base: 3.
Your legs warp into digitigrade, furred goat legs with iron-hard hooves. Your Jumping distance is doubled and your kicks deal Thrust + 1 Crushing.
Cost: 24 points
Advantage: Flight
Base: 40. Winged: -25%, Cannot Hover -15%
Massive, leathery bat wings sprout from your back. You have full aerial mobility at your Basic Speed × 2, you must always be moving at 1/4 your top speed while flying, failure to do so for any reason causes you to begin falling.
Cost: 5 points / level (Max Leve = Rank Modifier)
Advantage: Magic Resistance
Base 2. Improved +150%, Divine Power Origin -10%
Magic Resistance helps you resist magics that afflict you, as opposed to harm you. Add your Magic Resistance as a bonus to any Quick Contest you make to resist magic, and any HT or Will rolls you need to make to resist magic.
Cost: 1 / level (Max Level = 1/2 Rank Modifier)
Advantage: Damage Resistance
Base 5. Radiation Only -60%, Divine Power Origin -10%
Idrajas provides their blessed with an immunity to low level radiation poisoning. Reduce the number of rads recieved by 1 per second for each level of this blessing.
Cost: 3 points
Advantage: Claws (Sharp)
Base 5. Limited Duration (10s) -30%, Cost Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
You spend a moment to channel your mana into your hands transforming your fingernails into razor sharp obsidian talons. For the next 10 seconds your unarmed attacks deal thrust Cutting damage.
Cost: 5 points
Advantage: Striker (Crushing or Piercing) [3]
Base: 5 pts. Link +10%, Limited Duration (10s) -30%, Costs Mana (2) -10%, Divine Power Origin -10%
Advantage: Damage Reduction (2) [2]
Base: 10. Partial (Head Only) -70%, Can't Wear Armour -40%, Link +10%, Limited Duration (10s) -30%, Costs Mana (2) -10%, Divine Power Origin -10%
Cost to Activate: 2 mana
Depending on the style of horns you want, they either deal Crushing damage (rams horns) or Piercing damage (bulls horns). Your horns grant you an attack with your head that deals Thrust +1 Crushing / Piercing Damage. When using your horns in a headbutt they count as a weapon which means you don't take damage from your headbutt.
Additionally your horns protect your head to a certain degree, granting you 2 DR against attacks to your head but making it impossible to wear normal head wear.
Cost: 3
Advantage: Shapeshifting (Alternate form)
Base: 15. Limited Duration (1 min) -20%, Limited Use (2) -30%, Backlash -15%, Costs Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
You channel Idrajas divine power and your body changes. For up to 1 minute after a concentration action you lose your natural racial template and all it's innate bonuses and penalties, and become a demon.
When the transformation granted by this power ends you receive 1 rad for each second you were transformed. Check the page on Hazards to find more information on Radiation and how it can be treated: Hazards.
Template:
When you receive this blessing you have to design your demonic form.
You remove your normal racial template from your build and instead create a new character that uses the following Ancestry as your 60 point template.
You can Choose to alter your stats, and take other advantages and disadvantages within reason. Talk to your GM about what might be appropriate.
Choose between Piercing horns or Blunt horns.
Additionally the following Disadvantages are common with demons
Bully -10
Callous -5
Impulsiveness -10
Sadism -15
Cost: 8 points
Advantage: Super Jump 1
Base: 10. Link +10%, Limited Duration (10s) -30%, Costs Mana (2) -10%, Divine Power Origin -10%
Advantage: Hooves
Base: 3. Link +10%, Limited Duration (10s) -30%, Costs Mana (2) -10%, Divine Power Origin -10%
Cost to Activate: 2 mana
Focus and spend 1 mana and push your mana into your legs to warp them into digitigrade, furred goat legs with iron-hard hooves. For the next 10 seconds your Jumping distance is doubled and your kicks deal Thrust + 1 Crushing.
Cost: 20 points
Advantage: Flight
Base 40. Small Winged: -10%, Cannot Hover -15%, Limited Duration (10s): -30%, Costs Mana (2): -10%, Divine Power Origin: -10%
Cost to Activate: 2 mana
Modest leathery bat wings sprout from your back. For 10 seconds, you have full aerial mobility at your Basic Speed × 2, but you must move at least 1/4 your max speed while flying or you begin to fall.
Cost: 20 points
Advantage: Warp
Base 100. Reduced Range (100m) -40%, Takes Recharge (15s) -20%, Divine Power Origin -10%, Cost Mana (2) -10%
Cost to Activate: 2 mana
By spending 2 mana you can teleport yourself and up to your basic unencumbered load from one location to another, the range applies a penalty to your IQ roll.
Additionaly the amount of time you spend preparing to teleport also modifies your IQ roll, however the prep time can be modified by the expenditure of extra mana. Each additional mana spent (above the initial 2 to activate the power) adds +1 to the prep time modifier.
You needs to see the destination directly, see it remotely (scrying), or know it well enough to picture it accurately. If you don't meet these requirements the power fails to manifest and you waste any mana spent on the Dimension Step.
You can use Dimension Step as a reaction to Dodge an attack, however this gives a -10 Prep penalty so mitigating that with copious amounts of mana could help make sure you succeed despite that.
Options
Reliable [5/level] (Max Level = Rank)
Add +1 to your IQ roll to teleport.
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Size Modifier: 1
ST 16 [HP: 16]
DX 12 [Will: 10]
IQ 8 [MP: 10]
HT 12 [FP: 12]
Perception: 9
Speed: 6.0
Move: 6
Base Lift: 51
Language:
Advantages:
Claws (Sharp) [5]
Horns (Striker (Crushing or Piercing))
DR 2 (Partial (Head Only), Can't Wear Armour)
Flight (Wings, Can't Hover) [24]
Super Jump 1 [10]
Hooves [3]
DR 3 (Tough Skin) [9]
Abyssal Aura of Decay [2]
Disadvantages:
Bad Smell (Sulphur)
Social Stigma (Demonic)
Appearance (Monstrous)
Bloodlust
Vulnerability (Hallowed Iron)
Lifebane
ST +6 [+60], DX +2 [+40], IQ -2 [-40], HT +2 [+20]
Perception: +1 [+5]
Claws (Sharp) [5], Horns (Striker) [5], DR 2 (Head Only, Can't Wear Armour) [2], Flight (Wings, Can't Hover) [24], Super Jump 1 [10], Hooves [3], DR 3 (Tough Skin) [9], Abyssal Aura of Decay [2]
Bad Smell (Sulphur) [-10], Social Stigma (Demon) [-15], Appearance (Monstrous) [-20], Life Bane [-10], Vulnerability (Hallowed Iron) [-20], Bloodlust [-10]
Cost: 24
Advantage: Damage Reduction (3) [20]
Base 15. Force Field +20%, Limited (Magic Only) -20%, Affects Others (1) +50%, Range (5m) +20%, Costs Mana (1) -10%, Divine Power Origin -10%, Limited Duration (1 min) -20%
Alternate Advantage: Damage Reduction (3) [20/5]
Base 15. Force Field +20%, Limited (Magic Only) -20%, Affects Others (1) +50%, Range (5m) +20%, Costs Mana (1) -10%, Divine Power Origin -10%, Limited Duration (1s) -50%, Reflexive +40%, Takes Recharge (5s) -10%
By expending 1 mana you can provide any one target within 5 meters (including yourself) with a temporary shield against magical attacks. They Gain DR 3 against any source of damage that comes from magic for 1 minute.
Or you can use this Blessing in a moment of need to blunt an incoming attack as a reaction. This reduces the duration of the spell, making it last only until the characters next turn and causes the spell to require 5s of cool down before it can be used again.
You can't use the reaction on someone that's already affected by Arcane Shields more enduring bonus.
Cost: 19 points / level
Advantage: Innate Attack (Mana Burn) 1d-1 [15]
Base: 7. Malediction 1 +100%, Hard to Resist (+2, Variable) +30%, Divine Power Origin-10%, Costs Mana (4, Variable) -15%.
Advantage: Innate Attack (Toxic) 1d-1 [8]
Base: 4. Follow-Up 100%, Divine Power Origin - 10%
When you manifest this ability you cause a surge of chaotic mana to pass through you before you direct it at your opponent. To begin you roll 1d which determines the cost of the spell as follows: 1: 0 mana (+0 Will), 2-5: 2 mana (+1 Will), 6: 4 mana (+2 Will).
Then you roll an opposed Will check modified by the mana roll above and the range modifier table for normal ranged attacks. If you win you charge your targets mana with chaotic energy causing the mana within the mana channels of their body to excite and destabilize, burning off and causing internal damage along their mana pathways. The target loses 1d-1 mana and suffers 1d toxic damage.
Cost: 9 pts
Advantage: Affliction 1
Base: 10. Affliction (-3 IQ) +30%, Limitation (Magic Skills/Spells only) -10%, Increased Range (1/2D x2) +5%, Reduced Range (Max 1/2) -5%, Area Effect (2m) +50%, Hard to Resist 1 +20%, Requires Recharge (10 min.) -30%, Reduced Duration (1/10) -40%, Divine Power Origin -10%, Costs Mana 3 -15%, Unstable Magic -5%
Cost to Activate: 3 mana
This power has a range of 1/2D 20 , Max 50, with an Acc of 3. Roll your Innate Attack (Projectile) to see if you hit your target hex, if not it scatters, and on a critical failure the unstable chaos magic instead explodes in the casters hand forcing them and anyone in an adjacent hex to make a Will roll or be subject to the -3 IQ for 6 seconds. Those hit by the field make a straight Will roll to resist the power (targets beyond the 1/2D range gain +3 to this roll). If they fail they lose 3 IQ for the purpose of any spell or skill that deals with magic in any way. This effect lasts for 6 seconds per point of Degree of Failure. Once used this power has a 10 minute Recharge time.
Stars of Idrajas
Cost: 10
Advantage: Innate Attack (1d+1 piercing)
Base: 7. Increased Range (1/2D x5) +10%, Rapid Fire (RoF 3, Variable) +45%, Costs Mana (3, Variable) -10%, Divine Power Origin -10%.
Cost to Activate: 1 - 3 mana
Your blessing grants you the ability to fire small projectiles of white and purple light from your hand. You produce 1 star per mana you spend on the power, up to a maximum of 3. If you fire all the shots at a single target you make one roll to hit and for every point you beat your skill roll you hit the target with an extra shot. If you target more than one opponent you roll separately for each target with a -1 to hit the second target and a -2 to hit the third. All targets must be within 3 meters of each other.
The stars have the following stat line:
1d+1 piercing damage, 1/2D 50, Max 100, Acc 3, RoF 3, Shots N/A, Recoil 1.