Auras, Monsters, Locals, and Essences users are divided into ranks based on the fundamental thresholds of magical power built into the very fabric of reality.
To see the game mechanics pertaining to Ranks and how they alter your character click here.
The Weakest of mortals on Alethia fall into the Realm of Iron Rank. Most children are born at this level and advance to Bronze rank during puberty (Whenever that is for their race). As most monsters and even the environment outside of the safe zome a
Iron rank is the designation for those who have absorbed at least one essence and gained their first power. To advance through Iron rank an Essence Magician must absorb additional essences and awakening stones to unlock a full collection of 20 essence abilities.
Most adults of all mortal races that live within the safe zones fall into the range of Bronze rank. Some few adventurers and the ultra rich are able to surpass Bronze rank.
Bronze rank is the designation for those who have collected a full set of Essences and Awakening stones, unlocking all 20 of their powers. When this happens they cross the first threshold of magical power, transitioning from a normal humanoid into a creature of magic, and purging some of the impurities that separate the mortal and mundane from the timeless and magical.
Elite mortals fall within power threshold of Silver rank. These are seasoned adventurers, monarchs that have been prepared from birth for the honour, and a few of the most advanced and learned magicians manage to make it to Silver rank, most not until they are into their middle or declining years.
As Essence Abilities advance they reach a threshold at which they cannot advance further until all of the Essence Magician's power have advanced to that level and the Magician themself advances. Silver rank is the designation for those who have advanced all 20 of their essence abilities beyond the threshold of Silver rank. When this happens they go through another transition, heightening their power and purifying their bodies further.
The next threshold is much the same as that of Silver rank, however the road is longer and involves a considerable amount of personal growth and introspection. Power on this level becomes truly formidable and the changes to the body of an Essence Magician take them from being a creature to that of a manifestation of magic.
Beyond the bounds of mortal flesh and power, a Diamond Ranker is immortal and completely comprised of magical materials. Their power is legendary and most leave their world of origin to travel the cosmos.
Many aspects of Essence skills, powers, and aura abilities take a rank modifier into account.
The modifier is as follows:
Iron = 1
Bronze = 2
Silver = 4
Gold = 10
Diamond = 20
In addition to standard rank bonuses listed below there is also a bonus/penalty to engaging in fights against opponents outside your rank.
A 1 rank difference causes a ToR modifier of 2
A 2 rank difference causes a ToR modifier of 5
A 3 rank difference causes a ToR modifier of 10
A 4 rank difference causes a ToR modifier of 20
The ToR modifier is applied to any damage you deal before checking against your opponents DR. Thus wounding multipliers are applied after this modifier.
If a Bronze Rank Adventurer attacks a Silver Rank monster, their attack will suffer a -2 penalty to all damage dealt. Additionally the Monsters attacks against the Adventurers will receive a +2 bonus to their damage.
With the level of Hp available in GURPS this isn't an insurmountable barrier, but it is a dangerous one.
However if those same adventurers attacked a Gold Rank monster, they would likely quickly be put down as a Gold Rank monster's attacks are likely to be more potent at that level even before considering the +5 ToR modifier.
Please be aware that the rank bonuses listed below are slightly different than the bonuses applied to native Alethians.
A creature or character transitions from one rank to the next when their magical and power reaches a certain threshold of density. At which point the advancing creature must spend the requisite number of character advancement points to heighten their rank.
When this happens there is an opportunity to advance their bodies in ways that are not available at any other time. Advancing creatures often find their 'Appearance Level' increases by one step at the time of advancement, if not every time then at least once every two ranks. Additionally an advancing creature may wish to spend extra Character Advancement Points to increase physical stats, gain additional advantages, or buy off physical disadvantages as the body purges imperfections and moves closer to its ideal state.
As an essence user, much of this cost is embedded into the cost of your essence power progression.
To become Iron Rank a character needs only to absorb a single essence.
To absorb an essence requires a ritual that binds the Essence to one core stat, enhancing it, and grants a single Essence power. The first two rituals grant a single power, when the third ritual is completed the character is presented with a fourth
The first three Essence absorbtion rituals cost an number of Advancement Points equal to the cost of the benefits to the stat enhanced by the Essence, plus the cost of the Essence Power gained.
The First two rituals cost 25 Advancement Points.
This pays for the cost of the stat increases and the first level of an Iron Rank Essence Power.
The Thirst ritual costs a great deal more as it includes not only the cost of the stat enhancement and Iron Rank Essence Powers from the third Essence Cube, but also the stat enhancement and Iron Rank Essence Power of the Confluence Essence it's corresponding Iron Rank Essence Power but also the additional benefits of Hard to Kill, and Regeneration (Slow) a character gains from becoming a full Iron Rank Essence user.
The fourth ritual costs 80 points.
When an essence binds to a core stat it increases the maximums of the resources associated with that stat.
Strength (ST):
When an Essence Binds to Strength you gain the following benefits:
Increase ST by +1
Maximum Hit Point advancement increases from +30% to +40% of the base amount.
Dexterity (DX):
When an Essence Binds to Dexterity you gain the following benefits:
it increases Basic Speed by +0.5,
Maximum Basic Speed advancement increases from 2.0 to 2.5.
Intelligence (IQ):
When an Essence Binds to Intelligence you gain the following benefits:
Increase Perception by +1,
Increase Will by +1
Maximum Mana Point advancement increases from +30% to +40% of the base amount.
Health (HT):
When an Essence Binds to Health you gain the following benefits:
Increases HT by +1
Maximum Fatigue Point advancement increases from +30% to +40% of the base amount.
Additionally when All 4 Essences are obtained the Essence magician gains the following:
Hard to Kill:
Level = Rank Modifier
Bonus on HT rolls to resist dying at -HP is equal to your Rank Modifier.
At Iron rank that's 1.
Reduced Consumption 1 (Spirit Coin Sustenance)
An Essence user may consume spirit coins in place of food.
They must consume 1 spirit coin of their own rank per day to stay properly satiated.
Regeneration (Slow):
Recover 1 Hp 12 hours.
Temperature Tolerance
Level = 2 * Rank Modifier
At Iron Rank that's level 1 granting a broader range of comfort.
For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Expand the normal 55° range of comfort by a number equal to your HT, adding equally to the top end and low end of the spectrum.
Resistant (Metabolic Hazards)
Gain a +3 bonus to resist (all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag.
Magery 0
Gain a basic awareness of the magical energies that permeat the world.
Finally, the following advantages may be purchased to further enhance your character during the characters confluence essence ritual:
Acute Aura Senses - 2 pts / level (Max = Rank Modifier)
Ambidexterity - 5 pts
Charisma - 5/level pts (max = Rank Modifier)
Common Sense - 10 pts
Fearlessness - 2/level pts (max = Rank Modifier)
High Manual Dexterity - 5/level pts (max = Rank Modifier)
Bronze rank is the designation for those who have collected a full set of Essences and Awakening stones, unlocking all 20 of their powers and then ranking them up to Bronze rank through practice and experience with their powers. When this happens they cross the first threshold of magical power, transitioning from a normal humanoid into a creature of magic, and purging some of the impurities that separate the mortal and mundane from the timeless and magical.
In addition to ranking up a characters Essence Powers they must increase their base stats through training. Ranking up requires the following stats be gained during the climb through Iron rank for the Ritual to reach Bronze rank can be undertaken: +2 ST, +1 DX, +1 IQ, +2 HT
The Advancement to Bronze Rank Costs 125 character advancement points.
Additionally extra points may be spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchase.
Upon reaching Bronze Rank apply the following changes to your character:
Stat Advancement
+2 ST, +1 DX, +1 IQ, +2 HT, +1 HP
Hard to Subdue 1
Level = 1/2 Rank Modifier
At Bronze Rank you gain a +1 bonus on HT rolls to stay conscious when at -HP
Hard to Kill: 2
At Bronze Rank you have 2 levels of Hard to Kill granting a +2 bonus to HT rolls to resist dying at -HP.
Acute Senses 10
Level = 1/2 Rank Modifier
All your basic senses (Hearing, Taste and Smell, Touch, Vision, and Aura sense) gain a +1 bonus to all sense rolls.
Regeneration (Regular): 15
Recover 1 Hp every hour
Injury Tolerance: 5
No Vitals
Temperature Tolerance 4 2
Level = 2 * Rank Modifier
At Bronze Rank that's level 2 granting a broader range of comfort.
For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Expand the normal 55° range of comfort by a number equal to twice your HT, adding equally to the top end and low end of the spectrum.
Resistant (Metabolic Hazards) 5
Gain a +8 bonus to resist (all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag.
Extend Lifespan 1 2
200% lifespan (Of your remaining lifespan calculated from the moment you achieve Bronze Rank)
Increased Stat Advancement Maximums:
HP +50%, Basic Speed +3.0, MP +50%, FP +50%
Catfall - 10 pts
Combat Reflexes - 15 pts
Fit (5 pts)
High Pain Threshold - 10 pts
Perfect Balance - 15 pts
Sensitive Touch - 10 pts
Voice - 10 pts
As Essence Abilities advance they reach a threshold at which they cannot advance further until all of the Essence Magician's power have advanced to that level and the Magician themself advances. Silver rank is the designation for those who have advanced all 20 of their essence abilities beyond the threshold of Bronze rank. When this happens they go through another transition, heightening their power and purifying their bodies further.
In addition to ranking up a characters Essence Powers they must increase their base stats through training. Ranking up requires the following stats be gained during the climbe through Bronze rank for the Ritual to reach Silver rank can be undertaken: +2 ST, +1 DX, +1 IQ, +2 HT
The Advancement to Silver Rank Costs 175 Character Advancement points in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchase.
Upon reaching Silver Rank apply the following changes to your character:
Stat Advancement
+2 ST, +1 DX, +1 IQ, +2 HT, +1 HP, Basic Speed +0.25
Hard to Subdue 2
At Silver Rank you have a +2 bonus on HT rolls to stay conscious when at -HP.
Hard to Kill 4
At Silver Rank you have a +4 bonus on HT rolls at -HP to not Die.
Acute Senses 2
All your basic senses (Hearing, Taste and Smell, Touch, Vision, and Aura sense) gain a +2 bonus to all sense rolls.
Regeneration (Fast)
Recover 1 Hp every minute
Extend Lifespan 3
400% lifespan
Language Talent
Injury Tolerance
Unliving
Temperature Tolerance 8
At Silver Rank that's level 8 granting a much broader range of comfort.
For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Expand the normal 55° range of comfort by a number equal to 8 times your HT, adding equally to the top end and low end of the spectrum.
Resistant (Metabolic Hazards)
You are Immune to all threats that only affect the living, including all disease and poison, plus such syndromes as altitude sickness, bends, seasickness, and jet lag.
Metabolism Control (perk)
No more toilets
Increased Stat Advancement Maximums:
HP +70%, Basic Speed +4.0, MP +70%, FP +70%
Danger Sense - 15 pts
Discriminatory Hearing - 15 pts
Discriminatory Smell - 15 pts
Discriminatory Taste - 10 pts
Double-Jointed - 10 pts (Requires Flexibility)
Eidetic Memory - 5 pts
Flexibility - 5 pts
Pressure Support 1 - 5 pts
Recovery - 10 pts
Unfazeable - 15 pts
Very Fit - 10 pts (Requires Fit)
The next threshold is much the same as that of Silver rank, however the road is longer and involves a considerable amount of personal growth and introspection. Power on this level becomes truly formidable and the changes to the body of an Essence Magician take them from being a magical creature to that of a physical manifestation of pure magic.
In addition to ranking up a characters Essence Powers they must increase their base stats through training. Ranking up requires the following stats be gained during the climb through Bronze rank for the Ritual to reach Silver rank can be undertaken: +4 ST, +2 DX, +2 IQ, +4 HT
Additionally to reach Gold Rank a player must learn the Doesn't Breath Advantage at some point during their growth from Silver to Gold rank.
The Advancement to Gold Rank Costs 300 Character Advancement Points in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchase.
Upon reaching Gold Rank apply the following changes to your character:
Stat Advancement 164
+4 ST, +2 DX, +2 IQ, +4 HT. +2 HP
Hard to Subdue 5 6
At Gold Rank you have a +5 bonus on HT rolls to stay conscious when at -HP.
Hard to Kill 10 12
At Gold Rank you have a +10 bonus on HT rolls at -HP to not Die.
Acute Senses 5: 30
All your basic senses (Hearing, Taste and Smell, Touch, Vision, and Aura sense) gain a +5 bonus to all sense rolls.
Regeneration (Very Fast): 50
Recover 1 Hp every Second
Extend Lifespan 5: 6
3200% lifespan
Injury Tolerance: 20
Homogenous
Temperature Tolerance 20 12
At Gold Rank your temperature tolerance is level 16 granting a extreme range of comfort.
For ordinary humans, this zone is 55° wide and falls between 35° and 90°. Expand the normal 55° range of comfort by a number equal to 20 times your HT, adding equally to the top end and low end of the spectrum.
Increased Stat Advancement Maximums:
HP +130%, Basic Speed +6.0, MP +130%, FP +130%
Photographic Memory - 5 pts (Requires Eidetic Memory)
Indomitable - 15 pts
Pressure Support 2 - 10 pts (requires Pressure Support 1 )