Attributes
Body
Mind
Soul
Health = 2 * (Strength + Spirit)
Willpower = (Spirit + Temperance)
Speed = Wits + Agility
Humanity = Faith + Temperance + 2
General Skills
The Bloodstained Field
- Fist of the Earth: Brawling
- Haste of the Air: Additional AP per round
- Defense of Air: Much damage in combat may be avoided by dodging the attacks entirely
- Defense of Water: Recovery from attacks, resistance
- Defense of Earth: Should your character be forced to take damage, being able to endure can greatly help to reduce that damage
- Weapon Mastery: Some weapons cannot be used without a certain level of expertise
- Grappling: There are occasions when you just get into tight situations
- Acrobatics: Fighting in a fantasy world can get pretty fantastic, better be prepared for assaults from any direction
The Grim Underworld
- Manipulation: Sometimes the fastest way to get what you want is to find someone else who wants it just as bad
- Interrogation: You don’t know how to find the answers, but you know someone who does
- Inspection: Life is in the details. Sweat the small stuff
- Deceit: The ability to hide your motives is key for surfacers to survive in the underground
- Assassination: The best opponents are the ones who don’t fight back
- Legerdemain: The ability to hide your motions is key for undergrounders to survive on the surface
- Stealth: Direct confrontation is not always the most desirable approach
- Street Lore: Ability to find your way about the city
The Serene Grove
- Empathy: Ability to relate with other sentient beings
- Medicine: Knowledge of biology and ability to treat wounds and disease
- Animal Ken: Ability to befriend, train, and raise animals
- Natural Lore: Ability to distinguish, cultivate, and utilize herbs, distinguish weather patterns, and identify tracks and markings
- Science: The understanding of the basic principles of the earth
- Will of Iron: The ability to resist temptation, never give up, and follow your own moral values
- Art: The skills with which one can express everything and anything using everything and anything
- Awareness: The strange warning in your head of danger or opportunity. Gut instinct
The Missing Library
- Research: Knowing where to get information to expand on a clue
- Study: Learning faster than others do
- Arcane Alignment: Being able to sense rearrangements in reality known as magic
- River of Power: Increases willpower by 1 per level
- Lore of the Dark Earth: Information about vampires, werewolves, fomor and the other supernatural beings which inhabit the world
- Lore of the Dreaming: Information about the connective conscious of the lifestream known as the dreaming
- Lore of the Cloud Gate: Knowledge of heaven and hell and their histories with earth as well as their inhabitants
- Alchemy: Use of transmutation and rearrangement in chemicals to form desired compounds
Characters
The Outcast
Nature:
History:
Aardnadi lived out his childhood in the household of his mother’s mortal friends as a normal, human boy would. He made friends and even fell in love. Until he was sixteen years old, no one ever knew he was any different from every other child.
However, one day, thieves broke into the house of his foster parents. When they were discovered, the thieves panicked and attacked, injuring Aardnadi’s foster father. Aardnadi felt a fire of hatred burn in his heart and before he knew it, blades of sharpened bone forced their way from his skin, his teeth became fangs, muscle rippled and hardened, and his countenance became a grotesque mask. The thieves never had a chance. Aardnadi discovered a demon in himself that day, though he had no idea from whence it came.
After that incident, his foster parents were terrified of him, and all the other villagers avoided him. Eventually, he was forced to leave home and start over in the city. There no one recognized his face and he could start over again. Realizing that he had no real marketable skills and no money to speak of, Aardnadi joined AMDA as an office-aide and eventually took the entrance exam to become an official AMDA soldier, though he always took particular care to avoid drawing notice to his superhuman 'gifts'.
Weapon of Choice: Visages
Mask of the Soldier
Guise of the Slayer
• Ethereal Might. 1 Willpower. 0 AP. Character gets a Strength bonus equal to his Faith plus his level in Mask of the Reaver for 2 rounds. This unlocks the ability Terror Shift in Guise of the Slayer
•• Sanctuary of Faith. 2 Willpower. 1 AP. Character protects himself from damage equivalent to his Faith plus his level in Mask of the Soldier. This ability lasts only for a split second. If damage must be prevented from many sources or at many intervals in time, the ability may be used repeatedly. This unlocks the ability Citadel of Flesh in Guise of the Slayer.
••• Flight of the Fallen. 3 Willpower. 1 AP. Character generates a low gravity bubble around himself allowing himself to increase his movement by a factor equal to his Faith for a number of rounds equal to his level in Mask of the Soldier. This ability may be used to shift gravity by an equivalent factor up to 10 meters away from the character at the same cost upon reaching level 5 in Mask of the Soldier. This unlocks the ability Road through Genha in Guise of the Slayer.
•••• Fire Mane. 4 Willpower. 2 AP. Character wreathes himself and his weapons in flame, granting himself additional armor and his weapons a bonus both equal to his Faith. This ability lasts for a number of rounds equal to the character’s level in Mask of the Soldier. Light from this fire deals damage as sunlight. This unlocks the ability Black Flame in Guise of the Slayer.
••••• Ascendant Avatar. 6 Willpower. 2 AP. Character unmasks a true form in himself with new abilities and powers according to his personality, humanity, and emotion at the time of ascension. This unlocks the ability Desolation Mask in Guise of the Slayer.
Note that all Mask of the Soldier abilities automatically generate 1 addiction each time they are used.
Guise of the Slayer
†Terror Shift. 3 Addiction. 3 AP. Character grows a new set of limbs, bone spurs, or a prehensile tail. Multiple growths may be made simultaneously, but 3 addiction is still taken for each growth. The growths may be kept for any period of time, but will disappear during sleep.
††Citadel of Flesh. 3 Addiction. 0 AP. Character spontaneously grows and sloughs away flesh to protect itself from damage or escape restraints. At level 4 in Guise of the Slayer, this ability may be used to regenerate lost flesh and bone.
†††Road through Genha. 4 Addiction. 1 AP. Character teleports by a number of meters no more than ten times the character’s Faith. This ability is best used to teleport to visible locations.
††††Black Flame. 6 Addiction. 2 AP. Character ignites his skin with a non-illuminating fire which deals damage per round equal to the character’s Faith upon contact and gives an equivalent bonus to the character’s brawling attacks. This flame may be gathered and thrown as a +5 fire projectile at the cost of one addiction.
†††††Desolation Mask. 8 Addiction. 5 AP. Character shapeshifts into the form of a Reaver dependant on his own personality, emotion, and, most notably, vices.
Mask of the Muse
Guise of Madness
• Calm. 1 Willpower. 10 AP. Character exudes an aura which eases anxieties and calms the spirit. For the rest of the scene, while the character is trying to befriend, comfort, or cheer he gets a +2 bonus to Charisma. This unlocks the ability Horrify in Guise of Madness.
•• Miraculous Healing. 2 Willpower. 10 AP. Character instantaneously heals a target on contact. The character touches a target and rolls Faith + Mask of the Muse at difficulty 7, miraculously healing one point of damage per success. At level 4 this ability can also reattach missing limbs and at level 5 can resurrect the recently dead, provided enough successes. This unlocks the ability Mutilate in Guise of Madness.
••• Inspire. 3 Willpower. 5 AP. Character grants angelic inspiration to a nearby mortal. The character rolls Faith + Mask of the Muse at difficulty 7. For each success, the target regains 1 willpower; however, willpower gained in this way will be lost at the end of the scene. This unlocks the ability Despair in Guise of Madness.
•••• Majesty. 4 Willpower. 20 AP. Character radiates angelic power. The character rolls Faith + Mask of the Muse at difficulty 7 and adds 1 to his Charisma for each success rolled. This ability lasts until the end of the scene. This unlocks the ability Command in Guise of Madness.
••••• Clarity. 5 Willpower. 0 AP. Character shows to a friend the triumph of faith over reality. The character rolls Faith + Mask of the Muse and adds an amount equal to the number of successes rolled to an attribute of another character. This ability lasts for one scene. This unlocks the ability Dementia in Guise of Madness.
The Assassin
Nature: Child/Architect. Mildly insane, but with an edge of rationality.
History:
Chris grew up in an orphanage until he was seven years of age. At that time, he saw a young girl fall into a stream and die, and saw someone reaching down and picking up her soul. Instead of becoming scared, Chris felt something click inside of him, something that made sense. He didn’t know why at the time, but he needed to see this apparition again, this grey-cloaked, masked being.
Two days later, the orphanage found a young boy dead, he had apparently tripped and broken his neck. As the deaths continued, one of the nurses suddenly realized what was happening and took Chris away to an cave miles into the woods, where she left him to die.
After starving for days, Chris was discovered by an herbalist who rushed the near comatose boy back to civilization and put him into a hospital. When he regained consciousness, Chris killed all the other patients on his floor and upon seeing the masked figure who appeared to harvest their souls, inquired who he was and why he seemed so familiar. The figure paused for a moment as if in surprise, but never gave any response before vanishing. In time, Chris surmised that this masked figure was Thane, the incarnation of death, and that he was the son of death.
Weapon of Choice: Shadow Magic
Nadira
Abjura
The Demon Hunter
Nature: Perfectionist/Avenger. Aggressive, dutiful, proud, and just a little bit cold.
History:
Leesa watched helplessly as her parents were slaughtered and her brother, Jeremy, was possessed at the hands of the followers of Azurai when she was only twelve years old. Before she herself was possessed, the Professor, a powerful demon hunter, saved her and adopted her to become the heir to his legendary skills.
Seven years passed under his tutelage and the Professor never once regretted taking on such a student. When she turned 19, the Professor suggested that Leesa work with AMDA. With the resources available to AMDA soldiers, she could prepare herself even more and would be among the first to know if Azurai and his followers ever showed their faces again.
Not only did she ace the entrance exam, Leesa broke all expectations when she not only received a perfect score on the written section, but completed the performance section flawlessly in four minutes and sixteen seconds, the fastest time since Adon Reese, one of the current members of team alpha, and the second fastest time ever recorded.
Weapon of Choice: Seals
A demon hunter may keep active a number of seals on her person equal to her total level in the three seal abilities.
Banishing
Maze of the Soul
Song of the Soul
The Scientist
Nature:
History:
Weapon of Choice: Technology
Artifice
Cybernetics
Feats
†Adeptness Character starts the game with +1 to an attribute of her choice (2 exp)
†Ambidexterity Character is automatically able to dual wield without purchasing the ability (3 exp)
†Bloody Fascination Character is able to learn an additional attack upon reaching level 1 of a war tree (1 exp)
†Controlled Homeostasis Character may survive just as well on half as much food and water as normal characters (1 exp)
†Crystal Eye Character may spend 1 LE at any time to enhance his vision to see through illusions for 5 seconds. This ability allows the character to ignore psychic damage for that duration of time (4 exp)
†Giant Character stands up to 3 meters in height, up to 300 kg in weight, and has an additional 4 HE (2 exp)
†Harsh Training Upon creation of a level 1 non-attribute tree, the character automatically starts a second tree in the same skill at level 1 (4 exp)
†Improvisation Character may roll Wits against 3 at any time to search for a weapon in the room. Upon any number of successes, the weapon found may only be temporary, but provides a bonus to DP for each success rolled past the first with a maximum bonus of 2 (2 exp)
†Natural Wizard Character begins the game with an additional 4 LE (2 exp)
†Toughness Attacks that would normally cut a person in half barely break the character’s skin. Whenever the character would receive 3 or more damage, that damage is reduced by one (4 exp)
†Vigilance Character does not require sleep, but still heals at the same rate as other characters (2 exp)
Flaws
†Addiction Character begins the game with an addiction of 5 to a drug of their choice (+ 1-3 exp)
†Arcane Restraints Character loses 1 HE whenever he spends any amount of LE to use an anima ability (+3 exp)
†Blindness Character cannot see from his eyes (+3 exp)
†Cowardice Character commonly runs away at the first sign of danger. The character must roll Willpower against fear (level of fear is assigned by the GM) during battles and other tense situations to avoid having his Wits reduced to less than 0 and running away (+2 exp)
†Delicacy Character easily bruises even from day to day bumps and pokes. The character begins with only 7 HE. Characters with this flaw may not take HE boosting abilities (+4 exp)
†Directional Failure Character has very hard times finding locations and quite easily gets lost. Even when simple directions are given, the character is often found no where near his destination (+1 exp)
†Gluttony Character eats and drinks twice as much as normal characters to sate his fill and regenerate properly (+1 exp)
†Greed Character easily gives into temptations of the eyes, even betraying his friends and family for the glint of a coin. Character is at a -2 penalty to Willpower when attempting to resists such a desire (+1 exp)
†Lust Character easily gives into desires of the flesh, and takes a -2 penalty to Willpower when attempting to resist such a desire (+ 1 exp)
†Pride Character believes that he is quite naturally the greatest at what he does. He is stubborn, boastful, and is not inclined to letting anyone else share in his own glory (+1 exp)
†Shortcoming Character starts the game with an attribute at less than 0. That attribute may not be raised to higher than 1 (+2 exp)
†Wrath Once the character becomes angered, he will stop at nothing to extract his vengeance. Depending on his nature, it may be a slow, planned, vengeance, or a hasty, less thought out one (+2 exp)
†Sloth Character takes an additional second to perform all non-anima actions (+3 exp)
†Ill Repute Character’s name has been slandered in the anointed cities for a deed he has or has not performed. Merchants refuse to sell to him, and others constantly deride him. Keepers of the law will not protect him and he will always lose in any court of law (+2 exp)
†Primary Focus Character has an additional requirement while using anima, such as hand gestures, words of invocation, a magic wand, or other such thing (+2 exp)
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