Difference between revisions of "Transcendence Character Game Mechanics"

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==Artisan==
 
==Artisan==
Not everyone has an exciting former life.
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Artisans are the workers which glue society together, the skilled and unskilled. Artisans gain +1 to ''any'' chosen attribute as long as it is somehow related to their field, and +1 to ''any'' chosen specialty as long as it relates to their field. What they lose in points they gain in flexibility.
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The field an artisan works in must be defined in backstory.
  
 
===Craftsman===
 
===Craftsman===
The foundation of society is those skilled in construction.
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The foundation of society is those skilled in construction. Craftsmen are common, whether they are skilled programmers, fabricator operators, cooks, or maintenance technicians.
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Craftsmen gain +1 Education and +1 Education (chosen specialty).
  
 
===Merchant===
 
===Merchant===
Craftmen wouldn't matter if you didn't have people willing to go around selling the trinkets they made.
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Traders are the lifeblood of a civilized people, and although the starlanes are potentially deadly, any trader worth something must be willing to brave them and their hazards to deliver their goods from planet to planet.
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Merchants gain +1 Charisma and +1 Education (Space Travel).
  
 
==Agent==
 
==Agent==

Revision as of 22:06, 3 October 2010

Transcendence

Generic Starting Notes

Uses the Shrikeian System. Everyone gets some number CP. Tentative number: 100 CP, of which at least 25 must be used for stuff such as Gifts, Fiefdom, Followers, and so on.

Currently need to finish: non-mortal stat bonuses, magic, gifts, advantages, disadvantages.

Stats

Stats go from 1 to 10. I was going to make a "goes to 11" joke but probably not.

Magery: Although heroes generally cannot access world-shattering magics like the gods, many can access these gifts. From enhancement of physical attributes, to controlling flora and fauna, to summoning fireballs or deadly laser beams, magery is a powerful support ability which enhances your character's abilities. Magery is the best stat because it can heavily enhance your ability to perform just about any sort of mundane action.

Finesse: All the physical potential in the world doesn't mean much if you can't effectively apply it to situations. Whereas someone with high physical is a good brawler, the finesse attribute controls the hero's ability to effectively use their physical gifts, or lack thereof. A frail ancient wuxia master with a powersword is still a force to be reckoned with due to his very high Finesse attribute, even if his physical is low. Finesse also covers certain actions which require physical speed but precision and training as well, such as piloting. Finesse is the best stat and you should max it out because it heavily governs how well you can hit targets and how much pain you inflict in ranged combat.

Physical: Physical determines the character's physical and athletic prowess. A high physical character can fell a tree in a single blow, bull through stone walls, outrun cheetahs, and other powerful feats of aspect. Physical is the best stat because having it at a high level prevents you from dying and it lets you move fast and hit hard.

Education: A highly educated hero knows things. Considering that you're going to be adventuring in exotic locales with man-eating squirrels and carnivorous vines and the occasional ancient laser death automaton, being a student of history and the sciences may be useful in varying situations. Education is the best stat because it is critical for maintaining your bendybeam-shooting laser spear, remembering what the antidote was to world-serpent venom, or figuring out a proper prayer to the gods to rescue you from your inevitable fate.

Wits: The ability to think on your feet is also critical for a hero. Wits is useful for improvisational plans and also reaction. Wits is the best stat because it makes your hero less vulnerable to things such as illusion-weaving, allows your hero to react and act far faster mentally, and also is necessary to ensure quickly improvised plans go off without a hitch, which is important as no battleplan survives contact with the enemy.

Charisma: Heroes are heroic because people look up to them. The higher your Charisma, the more people will be willing to hear your epic tale without going "man, that guy/girl was a jerk" at the end. Charisma also affects your effectiveness in leadership, your ability to persuade others to do what you want, and the favor of the gods. Charisma is the best stat because it heavily enhances your leadership and increases your ability to find fame, and a hero must be able to lead by example as well as inspire via his tales.

Specialties

You may also buy Specialties, which are substats giving you additional strengths in one field. Each specialty is bought as per regular stats cost and adds during the appropriate situation. In especially appropriate situations, Specialties may add even more points to the stat. There are also a number of particularly important or common stats that are (almost) always bought as specialties. They are detailed below.

Respect

The respect of those who have heard your tales and your reputation is a critical element of a hero's story. Respect is roughly equivalent to MRW's conspiracy stat, although it's significantly more obvious in nature than Conspiracy is. You're loudly proclaiming how awesome you are, and people are agreeing, rather than using military rank or unofficial connections.

Legend

The legend of a hero spreads far and wide. Legend is bought as any other stat but costs double to purchase every point. What Legend does is give a pool of points which can be spent for various effects, such as rerolls, automatic critical successes, staving off death, and so on. Legend is intertwined with fate, and those who are blessed with legend are also beneficiaries of fate, whose fickle hand more often than not favors them. But the grace of fate is not limitless.

Gifts and Curses

Heroes are assisted via magical gifts as well, such as artifacts, blessings, followers, augmentation, and so on. Gifts can be bought with CP. Gifts give varying bonuses and cool fluff effects. Curses are basically character or other disadvantages, or liabilities such as a looming dark fate or something.

Boons

Heroes are generally granted boons, such as magical artifacts or something or other. This is generally then used for various random goodies like artifacts or tiger-men familiars or cybernetics which provide meaningful enhancement to someone semi-divine or the like.

Enhancement

Many heroes invest heavily in augmentation, but there are some who take it further. Whether done by fleshcrafting, master-forged augmentation, or divine blessing, enhancement adds "free" specialties and occasionally attribute bonuses to a person. Enhancement is cumulative-each level of increasing enhancement has the advantages given for the previous level. To buy an Enhancement level, you need to also have bought the previous levels of enhancement as well.

Trivial Enhancement (1 CP): Minor enhancement involves a cybernetic eye or two. A minor enhancement gives an additional specialty. These specialties must make sense. Alternatively, a specialty can be traded in for having some article of equipment always available, such as an energy pistol or a multitool.

Minor Enhancement (4 CP): Minor enhancement adds +1 to any attribute except Magery. Minor Enhancement might be a cyberarm, a hardened skeleton, connective tissue reinforcement, artificial muscle grafts, an implanted computer network, or so on.

Moderate Enhancement (5 CP): Significant enhancement adds an additional +1 to any attribute but Magery and an additional specialty or implanted gadget. Someone with moderate enhancement may have multiple cyberlimbs with a reinforced skeleton to anchor them, a complete skeletal replacement, extensively interwoven their cerebral cortex with nano-bred auxiliary neural nets, replaced their muscles with powerful smart polymer, or other gross alterations of their form.

Extensive Enhancement (10 CP): Some wish to become more a product of mind and knowledge than of nature. Extensive enhancement is the alteration or augmentation of the vast majority of the body, and adds another +1 to any attribute, and an additional two specialties or implanted gadgets.

Artifact

Artifact weapons and gear are generally equivalent to the finest a mortal smith can make, and then given additional bonus powers. All artifacts share one power-they are generally indestructible outside of concerted effort and cannot be taken away easily. Artifacts should be as a rule of thumb, personal equipment. Artifact vehicles and whatnot do exist but have a significantly higher cost to purchase. Artifact costs are not cumulative-a moderate artifact does not require one to pay the cost to purchase a minor artifact as well. A Scion may have multiple artifacts.

Minor Artifact (1 CP): A minor artifact is a regular item with one power, such as increased accuracy, improved damage, enhanced beauty, or such. As a rule of thumb, a minor artifact gives a free specialty in any attribute or magery field while using it beyond its equipment bonus.

Moderate Artifact (3 CP): A moderate artifact has greater powers. A moderate artifact gives either 2 free specialties, or increases an attribute by 1 while used. Alternatively, it may have a single magical power instead.

Powerful Artifact (5 CP): A powerful artifact can 2 attribute dots (specialties can exchange with attribute dots at a 2:1 ratio). A powerful artifact may also trade attribute dots for magical powers.

Legendary Artifact (10 CP): A legendary artifact generally gives up to 4 powers, which can be attribute dots, magical effects, or specialties.

Relic (15 CP): A relic is an incredible artifact which gives a base of 6 attribute dots, which can be exchanged for specialties or magical powers. Relics are as much part of the character's legend as their deeds are, and a relic user must have at a legend of at least 3, which is halved (rounded down) without possession of the artifact.

Fiefdom

Your fiefdom is the amount of stuff you actually rule over. This is also used for your rating to see what kinds of cool things you have.

Fiefdom Size

Nothing (0 CP): You own a patch of dirt in the ground if at that. At most, you have a mansion or plantation, with a handful (two or three dozen at most) of servants and an armed guard or two.

Small Town (1 CP): You rule over a small town on a planet somewhere as a local governor with at most a thousand souls. You have some degree of tax revenues and in times of need can raise a local militia of poorly-trained mooks with limited equipment perhaps a hundred strong. An alternative would be a platoon of trained soldiers loyal to you.

Large Town (3 CP): You rule over a large town on a planet somewhere. It has a population around ten thousand, with its own police force in the hundreds and a local militia of poorly-trained reservists, and makes a sizable amount of tax revenue. Alternatively, a more martial character may invest in a company (~150-200 men) of trained soldiers with heavy weapons and a handful of vehicles, or a patrol craft with a crew of a dozen and cramped quarters.

Small City (5 CP): You rule over either a small city or a region consisting of several towns. The population which swears allegiance to you or a puppet of yours consists of almost a hundred thousand people, and can support a professional military force of a few hundred men as well as the militias you could previously levy. As an alternative, a character may have a battalion of soldiers, with organic armor and some avatar support, or a single light ship such as a frigate.

Large City (10 CP): You either control a large and prosperous city approaching the 1 million mark population-wise, or a large region with dozens of towns which add up to a similar level of prosperity. Such a fiefdom can support a professional military force of a thousand men with a handful of heavier weapons such as avatars, a temporary militia tens of thousands strong, and has sufficient tax revenue for any purpose you desire. An alternative would be to have a light combatant and a few patrol craft, or a single medium combatant such as a cruiser.

Metropolis (15 CP): you rule over a metropolis of millions which can support military or paramilitary forces in the thousands, or a sizable chunk of a continent with multiple cities. As an alternative, you can have a small fleet of mixed light and medium ships or a single heavy ship such as a battleship or avatar carrier.

Province (25 CP): As a provincial ruler, you rule an entire continent of a planet-around ten million souls, and can levy a professional military force of tens of thousands of men. In times of dire emergency, at the cost of economic destabilization, you can levy a militia of a million men or more, but only for brief periods of time. Your province likely has a handful of orbital defense ships it can use, although most will be "coastal" craft, small and lightly armed to deter raiders and space monsters. An alternative martial equivalence would be an entire carrier or battleship strike group, a single heavy combatant escorted by several medium and light warships.

Planet (35 CP): You have a fiefdom consisting of an entire planet which you govern. Even though the planet may be unimportant, a planet is truly enormous. In terms of men and materiel you can access, you have the tax revenues of a hundred million, a PDF consisting of a hundred thousands men with moderate quality equipment or a smaller force with better equipment, and have access to a sizable trading fleet plus a small system defense fleet of patrol craft and a few frigates. As an alternative, more martial form of fiefdom, you can have an entire naval group with multiple heavy combatants, plus integrated marines consisting of tens of thousands of soldiers.

Followers

Followers are the non-heroic hangers on a character has to access for worship, favors, and whatnot. Followers are guys you use for less adventurery tasks like helping you to conquer a planet or digging for ruins or stuff. You can, in fact, buy multiple follower groups. Unlike the guys gained from Fiefdom, Followers are less vulnerable to ignominious deaths and have their own Legend to some extent, even if it is an extension of yours.

Where your fiefdom is how you access the extras you need to occupy a planet full of barbarians and conquer their cities, your followers are the fanatically dedicated which you use for operations you cannot personally attend but need trusted hands, or bodyguard you, or so forth. A fiefdom does turn out elite soldiers to some extent but they have more duties than running around at your beck and call or charging into the middle of almost certain death to retrieve a crystal skull you want.

Number

None (0 CP): You do your heroing alone save for the PCs. It's nice not having attachments, isn't it?

Companion (1 CP): You have one named NPC buddy who you can play yourself.

Attendants (3 CP): You have your own NPC adventuring band of 2 to 5 extra followers.

Bodyguard (5 CP): You have roughly a dozen to two dozen followers at your beck and call.

Escort (10 CP): You have an escort trailing you of approximately a hundred men.

Household Knights (15 CP): You have hundreds of fanatically dedicated followers ready to answer your beck and call.

Praetorian Guard (20 CP): You have a small army of followers, a thousand strong. With enough invested in their skill and ability, these men and women can take on entire cities-and will, if you ask them to.

Quality

Quality of followers makes them more or less capable overall. This is a cost multiplier to your number of followers that determines how good/bad your dudes are. Note that these stats are given as final, i.e. after-points-are-spent, attributes and generally doesn't apply to magery.

Extras (half cost): Extras are green soldiers, green scholars, and so on. Extras average 2 in all primary attributes save their area of expertise, where they possess a 3. Extras have perhaps one specialty in a relevant area (like Education (Medicine) or Finesse (Rifles)).

Veterans (normal cost): Veterans are high-quality examples of their trade. Veteran soldiers, scholars, and physicians all know the tricks the newbies don't, and are generally of much higher quality. Veterans average 3 in all their primary attributes, with a single 4 in one area and a handful of specialties related to their field.

Elites (two times cost): Your dudes are pretty hardcore. They can give mortal adventurers pause and cut through their lessers like a scythe through wheat. (average stats 4 with plenty of specialties, a 5 in one area)

Lesser heroes (five times cost): Lesser heroes are often supernaturally blessed, more machine than man, or otherwise enhanced to the point where they can hold their own. Their average stats are 5 with one 6 in their focus, and they have a broad spread of specialties.

Greater heroes (ten times cost): Greater heroes are essentially equivalent to the PCs in every way, with only slight inferiority. A greater hero is generally built via CP rather than being arbitrarily assigned rough attributes. It is not expected for anyone to have more than handful of them.

Merits

Divine Fire: The spark of godhood burns slowly in you. Eventually, you may be elevated to demigodhood... or perhaps even godhood. A heroic mortal with this ability has no Magery limit.

Flaws

Races

Races will generally use one generic template and then have individual modifiers above and beyond that for variants. Most will have minimum stat requirements as well. Some races might be fairly similar. A Valkyrie could be a slightly modified Asura for example, so on and so forth.

Barbarians

Barbarians are unmodified mortals and generally not fit to be player characters. Barbarians start with -1 to all attributes and are limited to a maximum Magery of 1.

Mortal

A heroic mortal may not have the divine gifts or augmentations of the others, but makes up for it via sheer balls. Anyone who advances to becoming a hero with no divine blood is clearly blessed, and starts with +2 Legend and 5 CP of Gifts. However a mortal gains no stat bonuses.

Mortals have a maximum Magery of 2 without some a gift allowing them greater access.

Note that as part-mortals, all Scions gain the mortal bonuses of their chosen origin path.

Gotarling

A starfaring people, the Gotarlings of Midgard are excellent shipwrights, traders, and pilots.

Gotarlings gain +1 Education (Starship Maintenance) and +1 Finesse (Piloting).

Alternatively, a Gotarling trader may have +1 Charisma ,+1 Charisma (Dealmaking), and +1 Education (Foreign Cultures) but -1 Physical, representing those who have plied the starlanes for so long that the extended exposure to shipboard environments has atrophied their strength and endurance.

Dorian

Favored of the Hellenic gods, the Dorians pride themselves on their superior academies and the learning of their citizens. Dorians gain +1 Education.

Spartans are infamous amongst the Dorians, men and women who live only to drill and fight, neglecting other components of their education. Spartans have +1 Finesse, +1 Physical, and +1 Charisma (YELLING REALLY LOUDLY), but -1 Charisma. This template is representative of most warrior cultures as well and most societies have a version of it.

Akkadian

The Akkadians have excellent healers and fleshsculptors, and therefore their citizenry are healthy and vibrant, beyond even the norm of other mortals. Furthermore, their culture highly emphasizes enhancing personal attractiveness and an appreciation of the arts. However, due to their decadence, but few of them take up the sword as a result. Akkadians gain +1 Charisma (Overwhelming Beauty) and +1 Education (Arts) and +1 Physical, but -1 Finesse.

Kosalan

The Kosalans live under the watchful eye of the Rigvedic deities, who seek to emphasize their harmony with the universe, emphasizing a flexible and sharp mind. Kosalans gain +1 Wits.

A handful of Untouchables claw themselves up to heroic ability via sheer spunk and talent. These men and women have -1 Education due to their lack of formalized education but +1 to either Physical or Wits, +1 Physical (Enduring Hardship), and a +1 Specialty (Chosen Field) in any area as long as it makes sense.

Han

The Han of Tian are immersed in a very formalized, legalistic culture, and learn their place and the arts of politeness. Han gain +1 Charisma (High Society) and +1 Education (Law).

Elves

The Alfar light-elves, tall and beautiful, are charismatic and graceful demigods who can easily convince even the most stubborn mortal of his argument's correctness.

The Svartalfr dark-elves, short, strong, and tough, are expert craftsmen who run many of the nanofactories of Midgard, producing war materiel and fine artifacts.

Devas

Divine beings which regulate the passing of natural phenomenon, Devas are powerful semi-divine beings with powerful magics, necessary to regulate and alter the passings of natural phenomena. As divine beings made of god-stuff rather than flesh and blood, they are also beautiful and capable in all areas.

Asuras

The Asuras regulate the passing of moral and social phenomenon in the empire of Kosala. To do this, they must be capable of disguising themselves to monitor societies and judge them impartially.

Scion

The half-blooded children of gods and goddesses, Scions gain many of their ancestor's gifts. Scions gain heavy bonuses which are also reasonably flexible, but should not be as good at specialization as the other divine races.

Forgeborn

Found under various names, they range from the warrior Einherjar to combat or social automata to spirit-guides sent to guide the righteous on the proper path. They may be automata, or resurrected dead. No matter what, they were created with a purpose and are designed to fill it. Those few who gain the spark necessary to become rulers of their own fate may too, become heroes.

However, they cannot, under any circumstances, possess Magery higher than 0.

Callings

Callings are what your character does for a living, like fighting, trading, and whatnot. You get to choose one. Some may have certain variations that alter their stat benefits.

Warrior

The path of the warrior is one many follow, the path of the spear, the sword, and the rifle. Warriors are drilled intensely in the ways of war, honed into weapons as finely wrought and storied as the ones they hold. Unlike what some may think, few warriors are dumb muscle. You simply don't survive battles without some level of fast thinking and intellect.

Warriors gain +1 Finesse and +1 Physical.

Strategos

"Fear me, but follow!"

The Strategos is a warrior who has learned the arts of leadership rather than refining his mastery of personal combat.

Strategoi gain an additional +1 Charisma (Leadership) and +2 Education (Military History).

Commando

"Move. Five meter spread. No sound."

Commandos are cold, calculating soldiers who specialize in quiet operation, unconventional warfare, and the use of precisely applied force to shatter and unbalance larger armies.

Commandos gain an additional +1 Finesse (Small Arms), +1 Finesse (Stealth), and +1 Wits (Awareness).

Berserker

"What, oh what makes the green grass grow? BLOOD! BLOOD! BRIGHT RED BLOOD!"

Berserkers are those who have invested everything into winning battles via the time-honored strategy of charging at ridiculous speed and smashing everything within their sight cone. For some reason most people prefer to be well behind them in the midst of combat.

Berserkers gain +2 Physical (Toughness) and +1 Physical (Berserk Strength)

Scholar

Scholars are well-respected in all of civilized space, as every civilization needs the benefits of their knowledge to survive. Those who dedicate their lives to the study of the intellectual arts and the art of argument gain +1 Education and +1 Charisma.

Historian

Those who do not study the past are doomed to repeat it, and thus historians study the past to ensure the future is brighter. Historians gain +2 Education (History) and +1 Respect (Scholars).

Scientist

Scientists study the natural world, to better understand and harness its natural processes for the good of civilization. Scientists gain +1 Education (Chosen Specialty), +1 Education (Computers), and +1 Respect (Craftsmen).

Sorcerer

Those who can connect to their civilization's Axis Mundi and harness the power of the Godhead are blessed with a power few can even dream of, and even fewer can master. Is it no wonder that many of these dedicate their time to this craft, learning how to further refine these arts.

Sorcerers gain +1 Magery, +1 Education (Cosmology), and an additional 2 points to distribute into Magic Paths.

Ritualist

Ritualists specialize in large scale, organized magical workings, those which are capable of affecting large areas. A ritualist may more easily bless entire fields to grow fat and happy, create a blessing of luck for an entire populace, and such other feats...

Ritualists gain +1 Magery (Ritual Magic) and an additional point to distribute into Magic Paths.

Cantor

Cantors specialize in fast, "instantaneous" magical castings and the disruption of said, rather than the slow workings of ritualists. A ritualist may be able to move mountains with enough time, but a Cantor can kill someone now, rather than destroy a town 2 months in the future, and sometimes the ability to work a weak spell or charm now rather than a larger one later is critical.

Cantors gain +1 Magery (Fast Casting) and +1 to the Singularity path.

Entertainer

Although hard work is necessary for the betterment of society, entertainment is also necessary to provide a diversion from such hard work. Entertainers gain +1 Charisma and +1 Wits.

Gladiator

Bloodsports are a wonderful way to become famous and a similarly wonderful way to become dead. Gladiators gain +1 Finesse (Melee Weapons) and +1 Physical.

Thespian

Quantity has a quality of all its own.

Geisha

There are those who entertain singular guests of impeccable finesse and taste rather than entertaining entire audiences. Geishas gain +1 Education (Poetry), +1 Finesse (Dance), and +1 Charisma (Acting).

Explorer

To seek new worlds and new civilizations... to go where no man or god has gone before...

Conquistador

...and to invade them and steal their women.

Wayfarer

...and to document these new worlds and new civilizations for later exploitation.

Artisan

Artisans are the workers which glue society together, the skilled and unskilled. Artisans gain +1 to any chosen attribute as long as it is somehow related to their field, and +1 to any chosen specialty as long as it relates to their field. What they lose in points they gain in flexibility.

The field an artisan works in must be defined in backstory.

Craftsman

The foundation of society is those skilled in construction. Craftsmen are common, whether they are skilled programmers, fabricator operators, cooks, or maintenance technicians.

Craftsmen gain +1 Education and +1 Education (chosen specialty).

Merchant

Traders are the lifeblood of a civilized people, and although the starlanes are potentially deadly, any trader worth something must be willing to brave them and their hazards to deliver their goods from planet to planet.

Merchants gain +1 Charisma and +1 Education (Space Travel).

Agent

All civilized nations have need of covert operatives, whether as agents in enemy territory or internal security. Agents have +1 Wits, +1 Education (Security), and +1 Charisma (Deception).

Spy

Spies attempt to work undetected in the midst of the enemy, but their effects are not nearly as invisible. To become a spy one must be capable of becoming invisible, disappearing into any situation with nary a trace.

Spies gain +1 Education (Disguise), +1 Education (Linguistics), and +1 Education (Chosen Specialty).

Assasssin

Those who train to become assassins learn the arts of deception and intrusion like other spies do, but temper this knowledge with harsh physical and weapons training.

Assassins gain +1 Finesse and +1 Physical (Endurance).

Magic

Everyone who has Magery can access magic. Magic is bought in a handful of categories. These categories are purchased up to the maximum, which is limited by the character's Magery. A character possesses levels in these fields equal to twice his magery score.

Magical specialties can be bought in a path (i.e. "Prophecy" for The Crone or "Death Rays" for The Sun) at half cost.

Countermagic

Countermagic is the natural defense against magic. Legend provides some protection against magical power, and against enlightened sorcerers or other such mortals with limited magics, antimagic charms provide sufficient defense. Against the magics of a malicious spirit or scion, though, countermagic is necessary.

Any magical field may countermagic against the same field at full rating or against any other field at half its rating (rounded down). The Singularity countermagics against all fields at full rating.

Path

The Maiden

The Maiden's purviews are fertility and the mind. Adepts of the path of the Maiden can control plant and animal life, cure diseases or spread them, cause living matter to heal or rot, read and influence minds, and alter the genetic code of others for good or ill. Masters of the Maiden can create entirely new life or new consciousness ex nihilo, control hordes of animals, control or shatter minds, or modify scores of living beings at once.

The Crone

The Crone's purviews are time and fate. Those Initiated into the path of the Crone are capable of seeing events which will happen soon, lay minor blessings or curses of good and bad fortune on others, and seeing what actions are significant and what are not. Those who are Adepts of the Crone can age foes or material into dust, alter time to move faster, alter the course of fate to some extent, and see more than one single strand of possibility. The Masters of the Crone may stop time itself, imprison others in stasis fields, and alter the fates of heroes or nations.

The Sun

The purview of The Sun is energy and purity. Those who have taken their first steps on the path of the Sun may burn away imperfections such as disease or cancer, and have an instinctive and powerful understanding of the energies coursing around them, energies which they can redirect, reduce, or enhance. Adepts of The Sun are capable of enhancing themselves or others by burning away imperfection, scorching their foes with rays of devastating light or firestorms or other such acts of devastation, and generating enough energy to recharge military equipment without need of tools. Masters of The Sun may annihilate towns under prolonged bombardment, create incredible force shields capable of resisting the weapons of an Avatar, and turn themselves into divine beings without flaw.

The Forge

The purview of the Forge is technology and earth. Adepts walking the path of the Forge can forge artifice, repair technology with but a touch-or enhance it, understand any technology, and consume platoons of men in pools of quicksand or roast them via suddenly-formed steam vents. Masters of the Forge are masters of fire and machine, capable of transforming themselves into colossi, warping or destroying any artifice with a thought, summoning mighty earthquakes or volcanoes, and forging weapons full-fledged gods would be proud to wield.

The Veil

The Veil's purviews are death and distance. Initiates of the Veil can see the dead and measure distances to a Adepts of the Veil can compress distances, teleport short distances, endure unbelievable punishment, commune with the dead, and other such tasks. Masters of The Veil are capable of slaying with a mere gaze, may take single steps that bound lightyears, can twist distance and space like taffy, and bringing the dead back to life.

The Singularity

The Singularity's purview is countermagic. Those who study the Null Purview and walk this path learn how to disrupt the weavings of others rather than altering reality via the godhead. Although not as impressive as the other schools, the ability to shatter or counteract the magic of others is critical.