New Elan

By ElricOfMelnibone, in Anima: Beyond Fantasy RPG

As promised, my elan creations...I'll post them little by little because I'm translating few little things from Italian to English (because for a time in my life I was lazy enough to write something in Italian rather than English) and it requires some time.

Before I start let's say that most Elans refer to the Pantheons of religions described in Gaia, which I consider inferior to Shajad/Beryls as represented by the fact that Pantheons confer powers AS A WHOLE and only 1 fixed power per 10 points of Elan.

The fist Elans I'm presenting though are the Grey Ones, which I invented on my own. They are seven higher gods of the same "specie" of Beryls and Shajads who decided to remain neutral during the War of Heaven. They became deities of extremely neutral concepts and have been extremely unactive since the war between gods but have recently started to gain contact with Gaia, through Synchronization with mortals.

SHALA, THE ADAMANTINE OATH

Lord of Oaths, but of metals as well.

GIFTS

IRON WILL

The character gains a bonus to his Composure Secondary Ability equal to his Elan Level.

COST: 5. ELAN: 10.

UNBREAKABLE BODY

The character gains a bonus to his Withstand Pain and Feats of Strength Secondary Abilities equal to his Elan Level.

COST: 5. ELAN: 20.

STRONG OATHS

Whenever someone is trying to break an oath made to this character, he/she will have to pass a MR check against a difficulty equal to the character’s current Elan Level +40. If they fail it, they will suffer a cumulative -10 All Action Penalty for each day spent without will to accomplish the oath. Penalties are recovered at a rate of -5 for each full week.

COST: 10. ELAN: 30.

TRUSTWORTHY METAL

Metal items used by this character are always considered as benefitting from a +5 Quality Bonus, up to a maximum Quality of +25.

COST: 15. ELAN: 40.

SENSE BETRAYAL

The character becomes able to sense whenever someone is betraying anyone or when he/she’s breaking an oath. The extent of this ability depends on his Elan Level.

COST: 5. ELAN: 40.

HEART OF STEEL

The character gains a bonus to his PhR and PsR equal to half his/her Elan Level.

COST: 10. ELAN: 50.

BINDING OATHS

This power strengthens the Strong Oath one, raising the MR check difficulty to current Elan Level +60. Also, while a character is suffering from an All Action Penalty caused by this power, he/she will consider all Life Points loss as Life Points Sacrifice, for the purpose of Regeneration.

COST: 10. ELAN: 60. REQUIREMENT: Strong Oath.

METAL BROTHERHOOD

Base Damage inflicted from metal sources to this character is halved.

COST: 20. ELAN: 60, Heart of Steel.

OATHKEEPER

This character benefits from a non-cumulative +15 All Action Bonus, whenever he’s acting in order to accomplish an oath he’s taken with another person who is sincerely expecting him to accomplish it.

COST: 15. ELAN: 70.

SWORN METAL

This power allows the character to pronounce an oath and imbue it into anyone metal weapon or armor he directly uses during fights. Whenever the sworn weapon/armor is used or worn in order to achieve its sworn oath, it will grant the equivalent of 100 Level5 PPs worth in Object Powers ignoring the object’s Presence. An object can only have a single oath sworn on it, which cannot be changed until fulfilled (or until its fulfillment becomes completely impossible) and the same oath cannot be sworn on more than one object. Finally if the same power is granted by more than one sworn object, apply it only once (with the highest score present on sworn objects). The total number of sworn objects the character can carry is equal to 1 for every full 20 points of Elan the character has.

COST: 15. ELAN: 80, Metal Brotherhood.

EXCRUCIATING OATH

This power strengthens the Binding Oath one, raising the MR check difficulty to current Elan Level +80. Also, All Action Penalty caused by the Strong Oath power is doubled, and lost Life Points will recover only at a rate of 5 per day, instead of 10 per day as is specified from Sacrificed Life Points rules.

COST: 10. ELAN: 90. REQUIREMENT: Binding Oath.

THE UMBREAKABLE OATH

If the character benefits from the Excruciating Oath gift, all phrases pronounced within the hearing range of this character become oaths and are subject to the Excruciating Oath rules, with the exception that the MR check difficulty is raised to the character’s current Elan Level +100. Moreover, whenever affected people choose to break their oath they also have to take an MR check against a difficulty equal to the character’s current Elan Level +40 or instantly die, their souls completely destroyed in the process. If the character benefits from the Sworn Metal Gift, Sworn Weapons and Armors are granted the Indestructible power for free and are considered as if subject to Higher Fusion Exo-Equip from the character’s first Level. If the objects are already benefitting from Higher Fusion Exo-Equip, they are instead granted bonus as if benefitting from Arcane Fusion Exo-Equip (ignoring the restriction of no more than one Arcane Fusion Exo-Equip for a character). If an object is already benefitting from Arcane Fusion Exo-Equip, the object gains an additional +10Quality Bonus up to a maximum Quality of +35. The character also stops spending any ki cost for using Exo-Equip with Sworn Weapons and Armors.

COST: 10. ELAN: 100. REQUIREMENT: Excruciating Oath AND/OR Sworn Metal.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Standing by an oath.

+2 Make so that someone stipulating an oath stands by that or punish someone who didn’t.

+2 Establishing a strong bond with someone or something with which you shall share your life with.

+1 Taking exceptional care of one’s own metallic equipment and trying whenever possible to substitute non-metal equipment with metal equipment although it is less practical.

ELAN HIGHER THAN 50

+2 Taking to completion a complex or extremely important oath.

+1 Accepting with serenity the loss of something important in order to stand by an oath.

+3 Becoming a symbol of firmness that moves people to act honorably.

LOSING ELAN

-4 Breaking an oath.

-3 Pushing people to break an oath taken.

-8 Making an oath knowing that you’re not going to stand by it.

-2 Forgiving without punishment those who have broken an oath.

MAAT, THE BALANCED SCALE

Androginous Deity of Balance, both inner and large scale...

GIFTS

EVALUATE THINGS

The character gains a bonus to his Appraisal and Magic Appraisal (if he has that) Secondary Abilities equal to his Elan Level.

COST: 5. ELAN: 10.

SENSE UNBALANCE

The character feels whenever a certain situation is lacking balance and which side is prevailing. The extent of this power depends on the Elan Level of the character.

COST: 5. ELAN: 20.

PERFECT BALANCE

The character ignores penalties caused by balance issues up to his current Elan Level and gains a bonus to any balance related Ability check equal to his current Elan Level or equal to 1/10 (round down) of his Elan Level if making a balance related Characteristics check.

COST: 5. ELAN: 30.

DEEP MEDITATION

Whenever this character is meditating, it can triple its ki points recovery, instead of doubling it, and add twice his Willpower Bonus to Zeon regeneration per half day spent regenerating, instead of simply adding his Willpower Bonus.

COST: 10. ELAN: 40.

BREAK BALANCE

The character ignores penalties when making a Take Down maneuver in combat and gains a bonus of +3 to the Characteristics contest.

COST: 5. ELAN: 40.

AS YOU TO ME

Whenever the actions of someone else inflict an All Action Penalty to this character, the individual who caused such penalties has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent suffers the same All Action Penalty as this character.

COST: 15. ELAN: 50.

ABSOLUTE MEDITATION

This power strengthens the Deep Meditation one, multiplying by four the Ki regeneration during meditation, and adding three times the Willpower Bonus to the Zeon regeneration during meditation.

COST: 10. ELAN: 60. REQUIREMENT: Deep Meditation.

SUPERNATURAL RETRIBUTION

Whenever the actions of someone else inflict any Altered State to this character, the individual who caused such penalties has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent is suffers the same Altered State as this character.

COST: 15. ELAN: 70. REQUIREMENT: As You to Me.

BALANCING FACTOR

Whenever this character is acting in order to restore balance in a situation or fighting for the disadvantaged side in a battle, he/she gains a +10 All Action Bonus.

COST: 15. ELAN: 70

BALANCED RETRIBUTION

Whenever the actions of someone else inflicts Damage to this character, the individual who caused such damage has to pass a MR check against a difficulty equal to this character’s Elan Level +40. On a failure, the opponent suffers the same Damage.

COST: 20. ELAN: 80. REQUIREMENT: As You to Me

BALANCING ADVANTAGE

Whenever this character is facing alone more than one opponent, he/she gains an All Action Bonus equal to half his/her Elan Level.

COST: 15. ELAN: 90.

LEVERAGE

This character is no longer affected from any negative or positive Combat Modifier. Whenever faced by a higher Level opponent, this character temporarily gains a number of levels equal to the difference.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Advocating a situation by finding a solution that satisfies all interested parties.

+1 Spending much time in meditation.

+3 Weather down extreme situations and needless fighting.

+2 Fighting for a worthy cause someone who’s at a disadvantage.

ELAN HIGHER THAN 50

+2 Rebalancing the odds of a large conflict.

+3 Stopping a war by establishing a truce from both sides.

+1 Restoring balance between order and chaos in everyday life.

LOSING ELAN

-2 Not being at peace with one’s own self.

-3 Helping someone who’s at the advantage or taking sides against someone at a disadvantage.

-2 Losing control.

-4 Breaking the natural balance between things.

ISHTAR, THE ETERNAL HALF-LIGHT

Lady of shadows where light and darkness meld, deity of absolute neutrality.

GIFTS

MOVE IN SHADOWS

The character gains a bonus to his/her Hide and Stealth secondary abilities equal to his/her Elan Level.

COST: 5. ELAN: 10.

SENSE LIGHT AND DARKNESS

The character feels whenever someone is aligned either with light or with darkness and the degree of such alignment.

COST: 5. ELAN: 20.

IMPERTURBABILITY

This character ignores penalty caused from Fatigue and Pain, up to a value equal to half his/her Elan Level. The character gains a PsR bonus equal to half his/her Elan Level.

COST: 10. ELAN: 20.

INHUMANITY

This character gains is Inhumanity.

COST: 5. ELAN: 30.

LIGHT-INDEPENDENT SIGHT

The character can see without any problem with any degree of light and darkness and cannot be blinded by either.

COST: 10. ELAN: 40.

AURA OF IMPERTURBABILITY

Imperturbability has effect an all friendly characters within a number of meters from the user equal to his Elan Level.

COST: 20. ELAN: 50. REQUIREMENTS: Imperturbability.

PROTECTION FROM LIGHT AND DARKNESS

This character halves damage suffered from Light and Darkness effects, and benefits from a bonus of +15 to Resistance check caused by Light or Darkness effects.

COST: 15. ELAN: 60.

NEMESIS OF OPPOSITES

This character deals double damage against Light and Darkness aligned creatures.

COST: 10. ELAN: 70.

HALF-LIGHT DIPLOMACY

This character gains a bonus equal to its Elan Level to its Persuasion Secondary Ability. In addition he/she’s always considered as achieving an additional difficulty level on Persuasion checks made on Light and Darkness aligned creatures and can use the Persuasion Secondary Ability as Banish against such creatures.

COST: 10. ELAN: 70

DEVOURING SHADOWS

This character can defend using the equivalent of a Void Shield Spell cast and maintained at Advanced Level. It can be used once per day per 10 Elan Points and each use lasts for ten turns. The character can use it either through his/her Defensive Magic Projection, Psychic Projection or Defense value.

COST: 20. ELAN: 80.

AURA OF NEUTRALITY

The presence of this character in a certain area causes individuals to be less passionate, and more rational. People tend to look at things with a detached eye and without taking sides. The extent of this aura depends on the Elan Level of the character.

COST: 10. ELAN: 90.

EVERLASTING TWILIGHT

Wherever the character moves the sky gets cloudy and a grey light covers everything. Light and Darkness spells cast within 10km of the user are considered a Casting Level lower than normal, and are automatically dispelled if they were cast at Base Level, unless the character chooses otherwise. Light and Darkness elemental attacks within the same area halve their Base Damage and techniques with Light or Darkness Binding have doubled ki cost, unless the character chooses otherwise. This character is considered as having Gnosis 40 for the purpose of what can affect him/her and for the purpose of what he/she can affect.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Keeping the absolute neutrality in a conflictual situation.

+1 Keeping calm and self-control in difficult situations.

+2 Acting without drawing attention from others.

ELAN HIGHER THAN 50

+1 Pushing toward collaboration agents of Beryls and Shajads.

+2 Making so that a nation does not take part in a huge and important conflict.

+3 Destroying an Avatar of a Shajad or Beryl or thwarting in a decisive way its plans, when these would menace the balance between the two factions.

LOSING ELAN

-2 Taking sides in a situation where you’re allowed to remain neutral.

-3 Collaborating exclusively with agents of Shajads or di Beryls.

-2 Acting passionately or in a dashy way.

-1 Impeding the cooperation of agents of Shajads and Beryls.

-2 Acting in order to obtain fame.

DHAMAN, THE INEVITABLE DESTINY

Lord of Destiny, keeper of the book of all.

GIFTS

SENSE ANOMALIES IN DESTINY

The character has the ability to sense whenever there’s someone with a proper given destiny or someone whose destiny is somewhat warped. This ability allows to sense Nephilims, people with fate-altering powers or affected by them, Ebudan, and so on. The extent of this power depends on the Elan Level of the character and once Elan level has reached 50, the character will be able to feel the remaining Destiny Points of an individual.

COST: 5. ELAN: 10.

KNOWLEDGE OF THE BOOK

The character has a bonus to all Intellectual Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 20.

WEAKLY FEEL DESTINY

Once per day per 20 points of Elan Level, the character can cast freely the Adviser Spell with a Base Casting Level.

COST: 10. ELAN: 30.

IT’S NOT WRITTEN SO

The character can ignore the effects of up to 1 fumble result per session for every 10 points of Elan Level. The result of the die remains the same, but it’s not considered a fumble.

COST: 10. ELAN: 40.

FEEL DESTINY

This power improves Weakly Feel Destiny, increasing the Casting Level of the Adviser Spell to Intermediate.

COST: 10. ELAN: 50. REQUIREMENTS: Weakly Feel Destiny.

UNMOVABLE WILL

The character gains a bonus of +2 Willpower.

COST: 10. ELAN: 60.

HIGH DESTINY

Once per month for every 10 points of Elan Level, the character can recover a Destiny Point up to his/her maximum value.

COST: 15. ELAN: 60.

PROVIDE DESTINY

This character can use the High Destiny power on others, allowing them to recover lost Destiny Points, instead of the character himself.

COST: 10. ELAN: 70. REQUIREMENTS: High Destiny

READ DESTINY

This power improves Feel Destiny, increasing the Casting Level of the Adviser Spell to Advanced.

COST: 10. ELAN: 70. REQUIREMENTS: Feel Destiny.

DESTINED ACTION

This character can substitute anyone’s rolled die with a result of 100 that counts as an Open Roll, once per die roll. This power can be used once per session per 10 points of Elan Level.

COST: 15. ELAN: 80.

CLEARLY SEE DESTINY

This power improves Read Destiny, increasing the Casting Level of the Adviser Spell to Arcane.

COST: 15. ELAN: 90. REQUIREMENTS: Read Destiny.

KEEPER OF DESTINY

The character becomes aware of the possible destinies of each and everyone around him in a very detailed way, along with the knowledge that such knowledge shouldn’t be used except under the most dire circumstances in which destiny is threatened to be broken.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Being fatalist and believing in unavoidability of Destiny.

+1 Believing in Enneath Religion or a similar religion funded on the concept of Destiny.

+2 Convincing others of unavoidability of Destiny.

+1 Collaborating with either an Ebudan or an Ebudan Nephilim in order to allow him complete the Sue’Aman.

+1 Eliminating a Nephilim or a creature with destiny alterating powers.

ELAN HIGHER THAN 50

+1 Surpassing the faith in Jihamath to find a faith in the total and absolute concept of Destiny.

+2 Taking care of an important mission ordered by the Three Fates.

+4 Successfully opposing a major alteration of destiny.

+3 Converting to fatalism an entire nation or etny.

LOSING ELAN

-2 Losing faith in the existence of Destiny.

-1 Collaborating for longer than necessary with a Nephilim.

-2 Relying on chance.

-5 Making use or supprting use of Destiny altering powers that are not directly coming from Synchrony with Dhaman or the Kalih, and using even these when not really needed.

URANIA, THE MEMORY OF TIME

Free mistress of timeflow and historical memory.

GIFTS

REMEMBER

The character has a bonus to his Memory and History Secondary Abilities equal to his/her Elan Level.

COST: 5. ELAN: 10.

ACCELERATED REACTION

The character has a bonus to Initiative equal to half his/her Elan Level.

COST: 15. ELAN: 20.

SPEED-UP

The character has a bonus of +1Movement.

COST: 10. ELAN: 30.

TEMPORAL DISTORTION

Once per day for every 10 points of Elan Level this character has, he/she can create a temporal distortion affecting everyone within a radius in meters equal to his Elan Level. Affected parties suffer a penalty of -2 to their Movemement and -30 to their Initiative, while the user of Temporal distortion gains a bonus of +1Movement and +20Initiative. The effects last for 1 turn.

COST: 15. ELAN: 40.

THE MEMORY OF THINGS

This power allows its user to cast for free once per day per 10 points of Elan Level the Telemetry Spell at Intermediate Level.

COST: 10. ELAN: 40.

STASIS (Touch)

The character can temporarily stop time for a touched individual, thus completely blocking the target. The touched individual must surpass a PhR or MR check against this character’s Elan Level plus 80 or enter a paralysis state for a number of turns equal to the failure level. The paralysis level depends on failure level. If the check is failed by 20 or less, the character is affected from minor paralysis, if the check is failed by 21 to 50, the character is affected from partial paralysis, if the check is failed by more than 50, the character is affected from total paralysis. All damage and effects suffered by the target while affected from total paralysis won’t become manifest until the paralysis state expires, returning the character to the current time stream. If the contact is continued, the target must take the check again every 5 turns.

COST: 10. ELAN: 50.

SLOWED METABOLISM

This character is considered as benefitting from the Use of Necessary Energy Ki Ability. If he/she already benefits from it, its effects are doubled. Additionally the Slowed Metabolism power grants a bonus of +20 to the character’s VR and DR.

COST: 10. ELAN: 60.

THE MEMORY OF AGES

This power improves The Memory of Things, increasing the Casting Level of the Telemetry Spell to Arcane.

COST: 10. ELAN: 70. REQUIREMENTS: The Memory of Things

STASIS (Sight)

The character can temporarily stop time for an individual he/she concentrates his eyes on, thus completely blocking the target. The looked-upon individual must surpass a PhR or MR check against this character’s Elan Level plus 60 or suffer the same effects of Stasis described in the Elan Level 50 Power. If the sight contact is continued, the target must take the check again every 5 turns.

COST: 10. ELAN: 70. REQUIREMENTS: Stasis (Touch).

AGELESS

This character becomes completely unaffected by time, thus he completely stops aging, thus becoming Immortal.

COST: 10. ELAN: 80.

STASIS AURA

The character can temporarily stop time for all individuals within a 10 meters area, thus completely blocking the targets. All affected individuals must surpass a PhR or MR check against this character’s Elan Level plus 40 or suffer the same effects of Stasis described in the Elan Level 50 Power. If the targets remain within the area, they must take the check again every 5 turns.

COST: 15. ELAN: 90. REQUIREMENTS: Stasis (Sight).

BEYOND TIME

The character becomes able to move through time, within a range of a thousand years from his current “position”. He can even open rifts in time to allow passage of more people from a timeline to another. The character cannot open more than a rift each day for each 10 points of Elan Level. Due to interference with the Imperium Ormus systems, the accuracy of time travel is greatly reduced and massive use of this power will inevitably summon Imperium’s attention.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Dedicating life to recovering artifacts from the past.

+2 Making an important historical discovery.

+1 Supporting historical research.

+2 Making frequent use of supernatural powers related to time manipulation.

+2 Forging a pact with Tawil At’Umr.

ELAN HIGHER THAN 50

+1 Being acclaimed as an important history academic.

+2 Bringing to light proof of the existence of civiliztions erased by history.

+2 Finding a way of evading the Ormus system.

+10 Seriously damaging the Ormus system.

LOSING ELAN

-2 Destroying a proof of past times.

-5 Spreading an historical lie or hiding deliberately a truth clearing how some important even actually turned out.

-2 Losing interest in past history.

-3 Obstructing the use of mystical powers related to time.

YMIR, THE TOTAL MATTER

Lord of matter and energy, master of physics.

GIFTS

MATTER IN THE HANDS

The character has a bonus to his Forge Secondary Ability equal to his/her Elan Level.

COST: 5. ELAN: 10.

MATTER IN THE MIND

The character has a bonus to his Science Secondary Ability equal to his/her Elan Level.

COST: 5. ELAN: 20.

MATERIAL LIMIT

The character ignores the effects of Damage Barriers.

COST: 5. ELAN: 20.

STRONG MOLECULAR BONDS

The character has a natural AT of 1 against all attacks, except for those based on Energy, for each full 20 points of Elan. This AT is considered as an additional layer that causes no penalties and cannot be reduced or negated by any mean.

COST: 15. ELAN: 30.

THE ANSWER OF MATTER

When making a Forge check, the maximum quality achievable with a given material is increased by +5 for each 30 full points of Elan this character has up to a maximum quality of +15 (unless supernatural means are used in the Forge process), and allows reaching Zen Level in Forge Rolls.

COST: 10. ELAN: 40. REQUIREMENTS: Matter in the Hands.

ELEMENTAL SHIELD

This character halves damage from Air, Earth, Water or Fire based attacks.

COST: 20. ELAN: 50.

ELEMENTAL CONTROL

This character adds +10 to all resistance checks or to all actions involving powers related to Air, Earth, Fire, or Water elements.

COST: 10. ELAN: 60. REQUIREMENTS: Elemental Shield.

MATTER TO ENERGY

This character’s attacks can always attack on the Energy Table. Moreover, such attacks will be considered based on energy, so they are invisible to all those unable to see energy and cannot be blocked except by those who can touch energy.

COST: 10. ELAN: 70.

ENERGY TO MATTER

Energy based attacks used by opponents within a radius equal to this character’s Elan in meters, turn into visible strains of matter that are considered completely physical and can hence be seen and stopped as normal. This ability can be used passively, but has a cost of 1Fatigue Point per use.

COST: 10. ELAN: 80. REQUIREMENTS: Matter to Energy.

IMBUE MATTER

This power removes the +15 maximum Quality boundary for forged items, and hence allows the user to imbue forged items with additional supernatural powers. +20 or better Quality Weapons forged by this character have the Enchanted property for free and +20 or better Quality Armors forged by this character always apply the quality bonus to Energy Armor as well. Also, this character gains half of the Final Forge roll (round down at multiples of 5) in PPs, he/she can use to imbue powers into his/her forged item. The Level of the PPs obtained through Imbue Matter is equal to 1 for each full 20 points of Elan the character possesses. Finally, the item is considered as benefitting from a bonus to its Presence equal to this character’s Elan Level, for the purpose of hosting powers. This power cannot be used more than once per year for every 20 points of Elan Level the character possesses and its use must be declared when beginning the forge process.

COST: 10. ELAN: 80. REQUIREMENTS: The Answer of Matter.

ATOM TO ENERGY

This character can choose any place within his line of sight to become theatre of an atomic explosion. The explosion will engulf all those within the area of effect, including the character using this ability (hence it’s suggested to take a high ground in order to use the ability from safety distance). Those within 100m of the origin of the explosion, must defend against an attack with final ability of Zen (440) and Base Damage 300. Those within a distance comprised between 100m and 500m of the point of impact, must defend against an attack with final ability of Inhuman (320) and Base Damage 200. Finally, those within a distance comprised between 500m and 1500m of the point of impact, must defend against an attack with final ability of Impossible (280) and Base Damage 100. All attacks are considered Energy based under all aspects, but put the target ablaze as if they were based on Fire (although they’re not considered Fire Elemental attacks under any aspect). The character can use this power once per month for every 20 points of Elan Level possessed and never more than once per day.

COST: 20. ELAN: 90. REQUIREMENTS: Matter to Energy.

LORD OF ATOM

This character gains innate ability to control matter as if using the Atomic Control Spell (Level100 Earth) at Base Casting Level, by spending only 2 Fatigue Points. The character will be able to use and maintain such power only for five consecutive turns. After using it, the character will have to wait a number of days equal to the turns the power was maintained before becoming able to use it again. The character can also choose to increase the reach of such power by spending 8 Fatigue Points. This will increase the Casting Level to Arcane, but after using such degree of power, the Lord of Atom won’t be able to use the power (not even at Base Casting Level) for a number of months equal to the number of turns it was maintained.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Being pragmatic.

+2 Working untiringly on manual work or scientific work with clear practical applications.

+2 Putting great commitment in forging and developing technology.

ELAN HIGHER THAN 50

+1 Obtaining an important technological advancement or a scientific discovery of practical importance.

+2 Dedicating one’s own life to the forging of perfect items.

+2 Showing indisputably the superiority of matter over spirit in a specific situation.

+3 Producing an artifact of incomparable quality.

LOSING ELAN

-2 Destroying an artifact of exceptional quality without having as the only objective that of re-employing it to forge an equal or superior artifact.

-5 Despising the material world and living a highly spiritual life.

-3 Indulging in needless philosophical thoughts.

-3 Renouncing to give-in in manual or scientific wok due to sloth.

ADES, THE ULTIMATE DEATH

The Grim Reaper, lord of silent death, of calm and natural end of everything.

GIFTS

SILENT SHADOW OF DEATH

The character has a bonus to his Hide and Stealth Secondary Abilities equal to his/her Elan Level.

COST: 5. ELAN: 10.

ADMINISTRATE DEATH

The character can, with a simple touch, kill those who are Between Life and Death.

COST: 5. ELAN: 20.

COLD EYES OF REAPER

The character has a bonus to his/her Composure and Notice Secondary Ability equal to his/her Elan Level. This bonus can also be extended for a short time (half the character’s Elan Leval in turns) to another chosen character for each 20 points of Elan Level, as long as chosen targets remain within a number of meters equal to half this character’s Elan Level.

COST: 5. ELAN: 30.

DEATH WISH

This character can grant the death wish of someone who really wants to die. All the character has to do is closing the eyes of the person who wants to die with his/her own hand, granting it a peaceful and painless death. The character can do this up to once per day for each 10 points of Elan Level.

COST: 10. ELAN: 40. REQUIREMENTS: Administrate Death.

ERASE ANOMALIES

This character’s attacks double their Base Damage against Undead creatures of any kind.

COST: 10. ELAN: 50.

LETHAL TOUCH

The character’s attacks that inflict a Critical, gain a bonus to their Critical Level equal to half this character’s Elan Level. This bonus only applies to attacks intended to kill the opponent and won’t apply to any disable or knock-out oriented attacks. In addition the character is considered as if benefitting from the Nemesis Extrusion ability, applying its bonuses to held weapons as well.

COST: 15. ELAN: 60.

DEATH WARD

This character has a bonus to all Resistance Check against all effects that might cause immediate death and against Criticals equal to half this character’s Elan Level.

COST: 10. ELAN: 60.

DEATH CHALLENGE

This character can issue a challenge to any intelligent being. The challenge mustn’t necessarily be a fight. The opponent must pass a MR check against a difficulty equal to twice this character’s Elan Level in order to refuse the challenge (if he wishes to). If the challenge is accepted, it must be carried out within 1 day since when it’s issued. If the opponent loses the challenge, he/she immediately dies. If this character loses the challenge, he/she permanently loses 5 points of Elan, which will have to be gained anew.

COST: 15. ELAN: 70.

HAND OF DEATH

All attacks made by this character are considered as benefitting from the Precision special rule and can affect any being, regardless of special immunities, ignoring Gnosis limitations up to a Gnosis equal to half this character’s Elan Level.

COST: 15. ELAN: 80. REQUIREMENTS: Lethal Touch.

STARE OF DEATH

This character can activate this power at will. While this power is activated, all those seeing this character’s eyes must immediately pass a PsR check against a difficulty of 60 plus this character’s Elan Level or immediately subdue to a state of Terror. Those who fail the check by more than 60 points instantly die. Undead creatures are affected by this power as well, since they can feel the presence of their nemesis, regardless of their psychic capacities. The character automatically gets the Disquieting Advantage.

COST: 15. ELAN: 90. REQUIREMENTS: Cold Eyes of The Reaper.

KILLING BLOW

Once per day per 20 points of Elan Level, this character can declare a Killing Blow before rolling dice for an Attack. Such attack benefits from a Base Damage bonus equal to this character’s Elan Level and has +10% chances of being an Open Roll. If this attacks kills an opponent, its soul is completely destroyed.

COST: 15. ELAN: 90. REQUIREMENTS: Hand of Death.

THE GRIM REAPER

This character becomes the herald of Death itself, stopping immediately the age process (it will eventually die, but only once its role is fulfilled), and becoming impervious to attacks or powers unable to affect beings with Gnosis 40 or higher. The character is considered as if benefitting from The Death Spell maintained for free on him, affecting Undeads as well, with an MR check difficulty equal to this character’s Elan Level plus 60 for mortals and plus 80 for Undeads. Damage caused by the Grim Reaper by any mean is recovered at a rate of Sacrificed Life Points.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Living close to death.

+2 Accepting and making others accept the natural end of all things.

+2 Helping who is willing to die to understand whether this desire is true, and if it true helping such individuals to die calmly.

+2 Eradicating undeads, necromancers or individuals that prolonged their life unnaturally without a truly important reason.

ELAN HIGHER THAN 50

+3 Eradicating a vast group of undead creatures or a very powerful necromancer.

+3 Regulating justly the end or the salvation from end of a vast population on the verge of extinction.

+2 Killing for a right reason an immortal being.

LOSING ELAN

-4 Killing needlessly .

-2 Showing despise toward the weaks, the diseased or the dead.

-2 Collaborating without an extremely good reason and/or for more time than needed with undead creatures or necromancers.

-3 Opposing one’s own death beyond reason.

-10 Making use of Necromancy or any other power bringing back individuals from death.

LILLIUM

Being a religion, Lillium requires people to believe in it, in order for synchronization with The Sacred Trees to happen. The character will only gain one fixed power for each 10 points of Elan attained. Character’s with 80+ Elan synchronization always become Lim Sidhe if they die of violent death and are known enough and will be generally considered living Lim Sidhe by those who believe in Lillium religion, turning into an Incarnation.

THE SACRED TREES

GIFTS

THE HAZEL’S CHANGE

The character gains a bonus to earned experience points per session equal to +1 per 10 points of Elan Level. The maximum experience bonus per session is +9. If the character has the Learning advantage, he/she must apply the highest bonus between the advantage and this gift.

The Broken Hazel’s Change: The character can spend DPs to buy Creature Powers as a Creature with Gnosis0. The Gnosis increases by 5 for each additional 15 points of Elan Level up to a maximum of 35.

COST: 10. ELAN: 10.

THE APPLE TREE’S HEAL

The character gains +1 to his/her Regeneration per 20 points of Elan Level.

The Broken Apple Tree’s Heal: Individuals surrounding the character within a range of meters equal to his/her Elan Level will gain a penalty of -1 to their Regeneration per 20 points of Elan Level.

COST: 10. ELAN: 20.

THE BIRCH’S BANISHMENT

While fighting against evil natured beings, this character’s attacks have a Base Damage bonus equal to this character’s Elan Level.

The Broken Birch’s Banishment: While fighting against good natured beings, this character’s attacks have a Base Damage bonus equal to this character’s Elan Level.

COST: 10. ELAN: 30.

THE WILLOW’S INSPIRATION

The character gains a bonus to his Art and Music secondary Abilities equal to his/her Elan Level, as well as a bonus to his/her final MA equal to half his/her Elan Level.

The Broken Willow’s Inspiration: Individuals surrounding the character within a range of meters equal to his/her Elan Level, suffer a penalty to Art and Music Secondary Abilities equal to his/her Elan Level and a penalty to MA equal to half his/her Elan Level.

COST: 10. ELAN: 40.

THE YEW’S VOICE

This character can communicate with dead spirits waiting for The Calling and with Wake’s Ghosts. The degree of conversation it can achieve depends on the Elan Level.

The Broken Yew’s Voice: The character’s presence attracts evil undead spirits which will usually be well disposed toward the character, depending on his/her Elan Level.

COST: 10. ELAN: 50.

THE WHITE HAWTHORN’S POISON

When reaching this value or at any point in his/her following Elan development, the character can either preserve the good way of Lillium or fall into the evil way. If falling into the evil way, the character starts to gain or lose Elan by performing different deeds described in the Gaining/Losing Elan section. If the character chose the evil way of Lillium, all previous and following gifts will switch into the Broken Ones. The character gains a bonus to his/her Herbalism and Poison Secondary Abilities equal to his/her Elan Level and adds +10 to the Poison Level of any produced poison, and can prepare Level80 or higher Poisons even without possessing particular supernatural ingredients. If the character upheld the good way of Lillium, all bonuses related to the Poison Secondary Ability will only apply while preparing antidotes. If the character chose the evil way, such bonuses will only apply to Poison preparation.

COST: 10. ELAN: 60.

THE OAK’S AVATAR

This character can shape-change into a force of nature, obtaining a bonus of +2 to all characteristics, an All Action Bonus of +15 and becoming able to perform Inhuman actions. He/she also gains a natural AT of 4 against all attacks except for Energy, that cannot be reduced or negated and counts as an additional layer that causes no penalty, except for a -4 to the Movement Value. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again The Oak’s Avatar.

The Broken Oak’s Avatar: When shape-changing into The Broken Oak’s Avatar, the character gains a bonus of +4 to Strength, Dexterity, Agility and Power, a +30Bonus to Initiative and Attack and becomes able to achieve Zen level in Initiative and Attack rolls. The character is also granted a bonus of +20 to the Base Damage and Critical Level of any kind of performed attack. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again The Broken Oak’s Avatar.

COST: 10. ELAN: 70.

THE HOLLY’S AURA

This character gains a bonus to Animals, Leadeship, and Style Secondary Abilities equal to his/her Elan Level. Also, his/her Natura becomes immediately 20 and he/she gains the Charm Advantage.

The Broken Holly’s Aura: This character gains a bonus to Animals, Intimidate, and Persuasion Secondary Abilities equal to his/her Elan Level. Also, his/her Natura becomes immediately 20 and he/she gains the Disquieting Advantage.

COST: 10. ELAN: 80.

HERO’S SIGNATURE ITEM

Upon receiving this power, the character must choose a single weapon or armor in his/her possession or will have an occasion to find such an item. This Item will be granted incredible powers becoming somewhat of his own symbol. Such item will be granted the powers of a Level3 Artifact that will get to Level3+ once the character reaches an Elan Level of 95, Level4 once the character reaches an Elan Level of 98 and Level4+ once the character reaches an Elan level of 100. A character can never abandon its own Signature Item, that will find a way to return in its hands, unless the character dies, in which case the Item will maintain all powers it had when the user died and will try through time to find someone close to its own user. Should the character’s Elan drop below 90, the item will revert to its original form losing all acquired powers.

The Broken Hero’s Signature Item: This gift remains identical although the powers acquired by the item will have most often a much darker nature.

COST: 10. ELAN: 90.

IMMORTAL HEART

A living vessel of the Sacred Trees’ power, this character automatically passes all Resistance checks, as well as his/her Signature Item, as far as he/she is the one carrying it. Good natured creatures of Lillium will recognize the character as hierarchically superior to them most of the times.

Broken Heart: Individuals surrounding the character within a range of meters equal to his/her Elan Level suffer a penalty to their Resistances equal to twice this character’s Elan Level. Those individuals that would automatically pass a Resistance check must instead take Resistance Checks as normal, but without suffering any additional penalty. Evil natured creatures of Lillium will recognize the character as hierarchically superior to them most of the times.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Protecting Nature or the helpless and confronting coragiously those that threat them.

+3 Making particularly heroic actions.

+2 Saving, protecting or avenging from an unjust death people or animals.

+1 Protecting with every possible mean the members of one’s own family or party.

+1 Singing the lore of the heroes.

+2 Defending Lillium’s ideals in front of those offending them.

ELAN HIGHER THAN 50

+2 Acquiring fame for one’s own heroism / Acquiring fame for one’s own cruelty.

+2 Protecting from certain destruction a place sacred to Lillium or a community of Lillum followers / Destroying a place sacred to Lillium r a group of Lillium followers not directly associated with the White Hawthorne.

+2 Destroying a highly powerful evil entity / Destroying a highly powerful benign entity.

LOSING ELAN

-3 Killing people, animals or fairy creatures needlessly / Helping for no concrete reason people, animals or fairy creatures.

-2 Making non-honorable deeds.

-2 Refusing to help someone who has a strong bond with one’s self.

-3 Allowing Lillium faith to be humiliated without interefering / Publicly defending Lillium’s Faith.

-2 Deliberately causing damage to nature.

SHUKYOKAMI

Being a religion, Shukyokami requires people to believe in it, in order for synchronization with either the Official Temple or the Forbidden Temple to happen. The character will only gain one fixed power for each 10 points of Elan attained with either Temple. The Official Temple is a cult centered on the Six Greater Kamis and good or neutral Kamis, while the Forbidden Temple is a cult based on Tsukiyomi and/or Yagarema and evil Kamis, or even Onis.

OFFICIAL TEMPLE

GIFTS

FINDING THE EXAMPLE

The character will have a sixth sense toward finding good examples in life, good masters that will teach him/her how to live correctly the faith of Shukyokami or a good company to follow. The extent of this power varies depending on the Elan Level this character has achieved.

COST: 10. ELAN: 10.

TEACHINGS OF THE KAMI

The character can choose between a bonus to MK or ML equal to half his Elan Level. MK from this advantage can only be spent on Ki Abilities and Techniques, while ML can only be spent on the Light, Creation, or Essence Paths.

COST: 10. ELAN: 20.

MICHINOKAMI’S FORTUNE

The character may re-roll one rolled fumble per game session, per 20 points of Elan Level. The character cannot re-roll a single roll more than once.

COST: 10. ELAN: 30.

UMETSUKI’S LOVE

This character gains a bonus to his/her Swim and Navigaton Secondary Abilities.

COST: 10. ELAN: 40.

TAIYONOHIKARI’S HARMONY

This character gains the Untiring Ability, except he/she will still be capable of spending Fatigue Points for improving rolls. The character no longer suffers any characteristics penalty for aging.

COST: 10. ELAN: 50.

KARASU NO YORU’S GIFTS

The character gains a bonus of +1Power and +1Willpower.

COST: 10. ELAN: 60.

YAMATO NO SHURA’S STORM

The character can use this power at will, that will last until voluntarily stopped, or until a number of turns equal to this character’s Elan Level has elapsed. The character and all friendly individuals within a number of meters equal to this character’s Elan gain +10 to their Attack Ability and Base Damage, and can use Electricity as their secondary attack type. Once the power has been stopped, the character suffers an All Action Penalty of -10 for a number of days equal to the turns the power was maintained and won’t be able to summon Yamato No Shura’s Storm again until such time has elapsed.

COST: 10. ELAN: 70.

VARJA’S POWER

This character gains a bonus to his Attack and Defense (and/or Magic Projection, and/or Psychic Projection) equal to a quarter of his/her Elan Level, as well as a Life Point Bonus equal to his/her Elan Level.

COST: 10. ELAN: 80.

GREAT SPIRITUAL POWER

This character gains additional ki points he can distribute as he/she wishes among his/her stats equal to his/her Elan Level, additional ki accumulation multiples he can distribute as he/she wishes among his/her stats equal to one tenth of his/her Elan Level, additional Zeon points equal to five times his/her Elan Level, additional Magic Accumulation equal to his/her Elan Level, and additional Psychic Points equal to one tenth of his/her Elan Level.

COST: 10. ELAN: 90.

KAMI SOUL

The character gains Gnosis 35 with all the advantages that come with it. The character will receive within the three following months 3CPs to spend either on Warlord Kami’s Blood Advantage, or on Genus Loci Kami’s Blood Advantage without applying any Level Modifier. If the character already has either of the Blood Bonds and chooses to stack it with this gift, he/she gains three additional possible advantages for characters with the same Blood Bond.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Respecting the laws and the ancestors.

+2 Having others respect the laws.

+2 Fighting against a minion of a Forbidden Temple.

+3 Eliminating a lesser Oni.

ELAN HIGHER THAN 50

+1 Preventing the Samsara from entering Gaia.

+4 Eliminating a Dark Kami or a major Oni.

+2 Extending the ancient laws of Kamis on extended lands.

LOSING ELAN

-3 Conducting a reckless and ludicrous life.

-2 Non respecting laws, ancestors or Kamis.

-3 Collaborating with cultists of any genre.

FORBIDDEN TEMPLE

GIFTS

FINDING THE CULT

The character will have a sixth sense toward finding other cultists of either Tsukiyomi or Yagarema. Alternatively he might find a company that will lead him/her to a life that aims through satisfaction of either of the two gods.

COST: 10. ELAN: 10.

DARK TEACHINGS

The character can choose between a bonus to MK or ML equal to half his Elan Level. MK from this advantage can only be spent on Nemesis Abilities, while ML can only be spent on the Fire, Darkness, Destruction, or Illusion Paths.

COST: 10. ELAN: 20.

TSUKIYOMI’S MISFORTUNE

The character may force anyone else to re-roll one rolled open roll per game session, per 20 points of Elan Level. The character cannot be forced to re-roll a single roll more than once.

COST: 10. ELAN: 30.

TSUKIYOMI’S SEDUCTION

This character gains a bonus to his/her Persuasion and Style Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 40.

YAGAREMA’S BLESSING

This character gains the Physical Exemption ability.

COST: 10. ELAN: 50.

BLACK MOON’S GIFTS

The character gains a bonus of +1Power and +1Intelligence.

COST: 10. ELAN: 60.

YAGAREMA’S DARK STORM

The character can use this power at will, that will last until voluntarily stopped, or until a number of turns equal to this character’s Elan Level has elapsed. The character and/or all chosen individuals within a number of meters equal to this character’s Elan enter a Frenzy state, gain +10 to their Attack Ability and Base Damage, -20 to their Defense Ability, can use Energy as their secondary attack type, and gain complete Immunity to Pain and Psychological effects (except for Frenzy). All those affected by this power won’t be able to distinguish friends from foes and will keep attacking until it’s stopped. Characters can try to resist this power when its cast by surpassing a PsR check against a difficulty of 60 plus this character’s Elan Level and if they fail it, they can try it again whenever they are attacking someone completely against their nature.

COST: 10. ELAN: 70.

FORBIDDEN POWER

This character gains a bonus to his Attack and Defense (or Magic Projection, or Psychic Projection) equal to a quarter of his/her Elan Level, as well as a Life Point Bonus equal to his Elan Level.

COST: 10. ELAN: 80.

GREAT UNHOLY POWER

This character gains additional ki points he can distribute as he/she wishes among his/her stats equal to his/her Elan Level, additional ki accumulation mutiples he can distribute as he/she wishes among his/her stats equal to one tenth of his/her Elan Level, additional Zeon points equal to five times his/her Elan Level, additional Magic Accumulation equal to his/her Elan Level, and additional Psychic Points equal to one tenth of his/her Elan Level.

COST: 10. ELAN: 90.

ONI SOUL

The character’s Gnosis becomes 35 with all the advantages that come with it. The character will receive within the three following months 3CPs to spend on Oni’s Blood Advantage, without applying any Level Modifier. If the character already has Oni’s Blood, the bonuses are cumulative and he/she is considered as having both Red and Blue Oni’s Blood.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Breaking-up with tradition.

+2 Gravely infringing the law.

+2 Fighting a minion of an Official Temple.

+ 3 Eliminating a lower Kami.

E LAN HIGHER THAN 50

+1 Supporting the entrance of Samsara in Gaia.

+4 Eliminating a Kami.

+2 Extending prohibited cults over extended lands.

LOSING ELAN

-3 Living a rightful and sober life.

-2 Accepting passively law or submitting to Kamis.

-3 Making actions that have as a consequence a strengthening of law.

AITYR

Being a religion, Aityr requires people to believe in it, in order for synchronization with anyone of the four Houses to happen. The character will only gain one fixed power for each 10 points of Elan attained with either House. For a character to synchronize with a House, he should stress particularly his/her devotion toward the deities of that House and act accordingly to their teachings.

AITYR VALDR

GIFTS

FEHU’S PROSPERITY

The character will easily find economically profitable situations and be offered good compensation for his/her efforts. The extent of this power depends on the character’s Elan Level.

COST: 10. ELAN: 10.

URUZ’S KNOWLEDGE

The character gains a bonus to his/her Perception Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 20.

WUNJO’S EMPATHY

This power intensifies the positive feelings of all those that have direct relations with him/her. It brings out the best of those around him/her.

COST: 10. ELAN: 30.

KENAZ’S SHIELD

This character gains a bonus to all Resistances equal to half his/her Elan Level.

COST: 10. ELAN: 40.

RAIDO’S JOURNEY

This power allows the character to free anyone (including himself) from any type of supernatural control, in the form of mystical, psychic or summoning abilities, that might subdue them. This power requires the subduer to pass a MR check against a difficulty equal to twice this character’s Elan Level or it will free the prey from the control. This power can only be used once per subject, until the user’s Elan increases.

COST: 10. ELAN: 50.

GEBO’S BALANCE

This character gains a +5All Action Bonus whenever he/she’s acting in order to restore balance or is fighting for the disadvantaged side in a battle.

COST: 10. ELAN: 60.

THURIZ’S WAR AVATAR

This character can shape-change into a godly Avatar, obtaining a bonus of +2 to all characteristics, an All Action Bonus of +15 and becoming able to perform Inhuman actions. He/she also temporarily gains access to one Style Module for each 20 points of Elan Level. This form can be maintained for a number of turns up to the character’s Elan Level. Afterwards, the character will suffer a -15 All Action Penalty for a number of days equal to the number of turns the power was maintained. During such time period, the character cannot summon again Thuriz’s War Avatar.

COST: 10. ELAN: 70.

ANZUS’ ESSENCE

This character gains Gnosis 30 with all the advantages that come with it.

COST: 10. ELAN: 80.

HEAVEN FALL

The effects of this power are equivalent to those of the Level72 Light Spell, Catastrophic Light, cast at Intermediate Level and centered on its user, although it affects only his/her chosen targets. If the user has no Magic Projection, he/she can use either his/her Attack value or his/her Psychic Projection. This power can be used once per day per 10 points of Elan Level.

COST: 10. ELAN: 90.

VALDRAR

This character is considered a Light aligned being and all Light elementals consider him/her as a hierarchical superior and will have to pass a MR check against 200 to disobey a direct order from him/her. The character is immune to all Light Elemental Damage and automatically passes all Light related Resistance Checks. All his attacks become Light Elemental and Blessed Attacks (in addition to any other Elemental effect). By spending 1 Fatigue, the character can cast for free an Healing Light Spell at will with Arcane Casting Level and the Casting Level of Heaven Fall is also increased to Arcane.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Freeing someone from slavery.

+2 Eliminating undead creatures.

+1 Always fighting with honor.

+2 Giving birth and supporting positive feelings.

ELAN HIGHER THAN 50

+2 Freeing a nation from slavery.

+3 Fighting a war siding with the weakest side.

+3 Stopping an undead outbreak.

+2 Thwarting a plan of Darkness.

LOSING ELAN

-3 Negating freedom to someone.

-2 Fighting in a trickery way.

-1 Collaborating with undeads and necromancers.

-4 Oppressing the weak.

AITYR NJORDT

GIFTS

NAUTHIZ’S THEFT

The character gains a bonus to his/her Subterfuge Secondary Abilities equal to half his/her Elan Level.

COST: 10. ELAN: 10.

EIHWAZ’S KNOWLEDGE

The character gains a bonus to his/her Animals and Herbal Lore Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 20.

ALGIZ’S PROTECTION

This character no longer suffers any penalty while performing the Cover for Others Defense Maneuver and can perform it as a Passive Action, instead of an Active Action.

COST: 10. ELAN: 30.

SOWILO’S FLAME SHIELD

This character halves damage from Fire Elemental Attacks and gains +30 to all Resistance Checks against Fire effects, as well as +3AT against Heat. The character also gains a bonus of +10 Base Damage to any Fire based attack he/she makes.

COST: 10. ELAN: 40.

ISA’S ETERNAL ICE

This character halves damage from Cold Elemental Attacks and gains +30 to all Resistance Checks against Cold effects, as well as +3AT against Cold. The character also gains a bonus of +10 Base Damage to any Ice based attack he/she makes.

COST: 10. ELAN: 50.

PERTHO’S GIFTS

The character can cast a few Free Access Spells even without knowing them or possessing The Gift. The character gains the equivalent of twice his/her Elan Level in Zeon Points to cast any Free Access spell he chooses each day. The maximum level of Spells is that of the Elan Level, while the maximum casting level depends on Intelligence as normal, but the character gains a bonus of +2Intelligence for this purpose only.

COST: 10. ELAN: 60.

JERA’S STOP

The character can temporarily stop time for an individual he/she concentrates his eyes on, thus completely blocking the target. The looked-upon individual must surpass a PhR or MR check against this character’s Elan Level plus 60 or enter a total paralysis state for a number of turns equal to the failure level. All damage and effects suffered by the target while affected from paralysis won’t become manifest until the paralysis state expires, returning the character to the current time stream. If the sight contact is continued, the target must take the check again every 5 turns.

COST: 10. ELAN: 70.

HAGALAZ’S NIGHT

This character gains all benefits of Pandemonium’s Blood and Shadow Child blood bonds, but without any Level Modifier or racial limitation.

COST: 10. ELAN: 80.

NIGHT FALL

The effects of this power are equivalent to those of the Level72 Darkness Spell, Catastrophic Darkness, cast at Intermediate Level and centered on its user, although it affects only his/her chosen targets. If the user has no Magic Projection, he/she can use either his/her Attack value or his/her Psychic Projection. This power can be used once per day per 10 points of Elan Level.

COST: 10. ELAN: 90.

NJORDTAR

All Dark elementals consider the character as a hierarchical superior and will have to pass a MR check against 200 to disobey a direct order from him/her. The character automatically passes all Darkness related Resistance Checks. All his attacks become Dark Elemental Attacks (in addition to any other Elemental effect) and the character gains for free the Umbra Magnus and the Karas Transformation Magnus. The Casting Level of Night Fall is increased to Arcane.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Living in the world of occult and supernatural.

+1 Saving the life of an animal.

+2 Protecting a human being from a ferocious beast.

+2 Making a particularly notable theft.

ELAN HIGHER THAN 50

+2 Saving the life of a large number of people or animals.

+2 Dedicating whole life to dominion of occult forces.

+2 Preventing entrance of monstrous creatures to inflict damage to the world.

LOSING ELAN

-10 Awakening Ice Giants.

-2 Supporting the entrance of monstrous beings into the world.

-3 Killing animals for fun.

AITYR VALHEIN

GIFTS

BERKANA’S BLESSING

This character can grant a good harvest or a safe birth once per day per 10 points of Elan Level. The extent of this ability depends on the character’s Elan Level.

COST: 10. ELAN: 10.

INGUZ’S LUCK

The character can choose to use this power to alter the chances of obtaining Open Rolls and Fumbles on a certain roll. If the character chooses to use this power, lower by 2 points the score required for an Open Roll and increase by 1 point the score required for a Fumble, per 20 points of Elan Level.

COST: 10. ELAN: 20.

EHWAZ’S SADDLE

The character gains a bonus to his/her Ride and Animals Secondary Abilities equal to his/her Elan Level, as well as the Animal Empathy advantage.

COST: 10. ELAN: 30.

LAGUZ’S QUIETNESS

The character has complete Immunity to all negative Psychological States. In case such States are supernaturally induced, the character can add his/her Elan Level to the required Resistance Check.

COST: 10. ELAN: 40.

MANNAZ’S FAVOR

The character gains a +10 All Action Bonus, whenever he’s acting to protect human lives from any non-human threat.

COST: 10. ELAN: 50.

OGTHALA’S SHIELD

The character halves all damage caused from Earth, Fire, Water and Air Elemental Attacks.

COST: 10. ELAN: 60.

DAGAZ’S LIMITLESS ESSENCE

The character gains the Inhumanity and Zen abilities and ignores an amount of Penalties to actions equal to half his/her Elan Level.

COST: 10. ELAN: 70.

TIWAZ’S JUSTICE

This character gains +10 All Action bonus whenever he’s trying to destroy evil beings or making a very fair act, as well double Base Damage against all evil beings.

COST: 10. ELAN: 80.

DREAMLAND

The effects of this power are equivalent to those of the Level80 Light Spell, Lord of Dreams cast at Base Level. This power can be used once per day per 10 points of Elan Level and each use will last for 10 minutes.

COST: 10. ELAN: 90.

VALHEINAR

All base characteristics of this character become 10 and he/she stops immediately aging (and ignores any aging penalty, if he’s already affected by them), gaining Physical Exemption, except he/she can still spend Fatigue Points to increase his/her rolls. The Dreamland’s power Casting Level is increased to Arcane, lasts for 1 hour, and the character benefits from Gnosis30 if using it in areas of the Wake strongly influenced from negative energies.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Always fighting for Justice.

+2 Protecting the weak and pushing others toward respect of laws.

+3 Fighting against evil beings or in order to protect human or similar beings.

+3 Getting seriously in love.

+2 Having loving care of one’s own steed.

ELAN HIGHER THAN 50

+2 Risking life in order to save one’s own love.

+1 Following one’s own dreams ignoring adversities.

+3 Protecting a huge community from extinction.

+2 Fighting alone against an evil being clearly more powerful than one’s self.

LOSING ELAN

-2 Mistreating or killing horses without reason.

-3 Deliberately acting evilly.

-4 Siding against human beings without a really good reason.

-2 Losing an important battle.

THE THREE BEASTS

GIFTS

HELION’S SILENCE

The character gains a bonus to his/her Hide and Stealth Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

SKULE’S ORDERS

This character gains a bonus to the Control Summoning Ability equal to half his/her Elan Level.

COST: 10. ELAN: 20.

FENRISULF’S FANG

The character’s attacks gain a Base Damage Bonus equal to half his/her Elan Level.

COST: 10. ELAN: 30.

FENRISULF’S TOTEM

The character attracts a wolf that forges with him/her an unbreakable bond. The wolf Totem (using a Wolf of Wolfgar base characteristics) will act similarly to a Familiar, however the character won’t hold true power over it (although he/she can request its help voluntarily). The Intelligence of the wolf Totem is increased by 5 points and whenever the character gains a level, so does the Totem, who will be allowed to spend his DPs in acquiring essential abilities and powers as if it were a natural being with Gnosis 20. The Totem has telepathic communication with its master and they can connect their senses. In case the Totem is destroyed or killed, the master can bring it back to life by sacrificing 10 Elan Points.

COST: 10. ELAN: 40.

SKULE’S STIGMATA

The character gains a number of DPs equal to twice his/her Elan Level to spend on creature powers as if he/she had Gnosis 25.

COST: 10. ELAN: 50.

HELLION’S TOUCH

The character’s attacks that inflict a Critical, gain a bonus to their Critical Level equal to half this character’s Elan Level. This bonus only applies to attacks intended to kill the opponent and won’t apply to any disable or knock-out oriented attacks.

COST: 10. ELAN: 60.

SKULE’S BLOOD

The character gains 1CP worth of Great Beasts’ Blood per 30 points of Elan Level, but without any Level Modifier. This power is cumulative with any CP the character already has spent on Great Beasts’ Blood, and allows having more than 3CPs worth of Great Beasts’ Blood.

COST: 10. ELAN: 70.

FENRISULF’S ASSAULT

This power grants the ability to damage any creature regardless of powers, supernatural presence, or special immunities. Those victims with a Gnosis lower than the aggressor whose lives are taken by him/her will have their souls destroyed, instead of returning to the Flow of Souls.

COST: 10. ELAN: 80.

HELLION’S SISTERS

The character can summon the Three Fates when in a real pinch, up to once per month per 10 points of Elan Level. The Three Fates will willingly answer up to three questions of the summoner upon any subject as an Advice Spell (Level74 Knowledge Spell) cast at Arcane Level. As an alternative, they will grant the same power as a single casting of The Death Spell (Level94 Death Spell) cast at Intermediate Level and maintained for 5 turns.

COST: 10. ELAN: 90.

HELHEINAR

All rolls of 20 or less from opponents defending against this character’s attacks are considered fumble and all rolls of 20 or less on Resistance Checks against powers used by this character are considered automatic failures (the check is considered as failed by at least 10 points). This character’s attacks that produce Damage automatically inflict a Critical. The Death Spell from the Hellion Sisters’ power has its Casting Level increased to Arcane.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Killing often.

+2 Estabilishing no bonds to a place or to a group of people for a long time.

+2 Fighting a minion of Christianity.

ELAN HIGHER THAN 50

+2 Living in absolute freedom.

+3 Imposing one’s own leadership to great beasts or monstrous creatures.

+4 Bringing death to an extremely powerful being.

+3 Destroying a vast area and its population.

LOSING ELAN

-3 Fighting without the intent of killing, without an extremely good and precise reason.

-2 Collaborating with a minion of Christianity.

-4 Accepting slavery.

ENNEATH

Being a religion, Enneath requires people to believe in it, in order for synchronization with The Kalih to happen. The character will only gain one fixed power for each 10 points of Elan attained with the Kalih. Moreover synchronization with the Kalih should be possible only to followers of the Mulares strain or Zafires with a very strong devotion toward the Kalih (which is unlikely).

THE KALIH

GIFTS

SHOTETH’S DARKNESS

The character gains a bonus to his/her Intimidate and Persuasion Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

ANIUE’S RITUALS

This character automatically gains the first two Spells from the Death Subpaths, which he/she can use (even if he doesn’t have the Gift) freely following the normal rules for Magic. If the character is proficient in Summoning, his Banish ability can be used on Undead creatures as well. If the character already has the listed spells, he/she gains instead +1Intelligence when calculating the Casting Level with such spells.

COST: 10. ELAN: 20.

HAREKRATE’S TEACHINGS

The character gains a bonus to his/her History and Occult Secondary Abilities equal to half his/her Elan Level. This power also improves Aniue’s Rituals, adding the first two Spells from the Letters and Knowledge Subpaths to those the character can use. The character can use his/her Attack or Psychic Projection value for Offensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

COST: 10. ELAN: 30.

SHANURA’S SANCTUARY

Once per day per 10 points of Elan Level, the character can select an area with a radius up to his/her current Elan Level in meters to become impenetrable to people with offending intention toward anyone inside of it, thanks to an invisible barrier. Those trying to force the barrier must pass an MR check against a difficulty equal to the character’s Elan Level +40 or will be stopped from entering and cannot take a new check until 5 turns have passed. The Sanctuary won’t last more than 1 minute per point of Elan Level the character possesses.

COST: 10. ELAN: 40.

AMPUNE’S LAND

This power improves Herekrates’ Teachings, granting the first four spells from all aforementioned Subpaths, as well as the first four spells from the Umbral Subpath. Also, the character will increase his base MA by 5 points while using Spells granted from his/her Elan or regenerating Zeon. The character can use his/her Defense or Psychic Projection value for Defensive Magic Projection, while using Spells granted from Elan. If the character already has the aforementioned spells, he/she gains +1Intelligence when calculating his Casting Level with such spells as well as benefitting from the MA and Magic Regeneration bonus granted by this Power.

COST: 10. ELAN: 50.

YARETH’S REVENGE

The character gains a +5 All Action Bonus while acting for achieving a revenge. This power also improves Ampune’s Land, adding the first four Spells from the War Subpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

COST: 10. ELAN: 60.

MADA’S PEACE

All those within a radius in meters equal to one fifth of this character’s Elan in meters must make an MR check against a difficulty equal to this character’s Elan plus 50 or become Fascinated. This power also improves Yareth’s Revenge, adding the first four Spells from the Peace Subpath to those the character can use. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

COST: 10. ELAN: 70.

JERUTH’S JUDGMENT

This power improves Mada’s Peace, granting the first six spells from all aforementioned Subpaths. Also, the character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon, and a bonus to his/her Zeon reserve equal to five times his/her Elan Level. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells.

COST: 10. ELAN: 80.

AMENOTHEP’S LAW

The character gains a bonus of +1Power, +1Willpower, +1Intelligence, and rolls of 2-3 on Ability checks made by this character are no longer considered Fumbles. This power also improves Jeruth’s Judgement, granting the first seven spells from all aforementioned Subpaths.

COST: 10. ELAN: 90.

JIHAMATH’S KALIH

This power improves Amenothep’s Law, granting the first nine spells from all aforementioned Subpaths. If the character already has the aforementioned spells, he/she gains instead +1Intelligence when calculating his Casting Level with such spells. Also, the character will increase his base MA by an additional 5 points while using Spells granted from his/her Elan and regenerating Zeon. The character becomes completely impervious to attacks that are unable to damage energy. Furthermore, this character’s actions become Jihamath’s will, so all those who oppose him/her cannot make use of Destiny Points, while, this character’s Destiny Point pool is immediately increased to 10 and he/she will recover 1 Destiny Point per hour.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Fighting Christianity.

+1 Converting others to the religion of Enneath.

+2 Defeating a lesser Djinn.

+2 Blindly following the Inara.

ELAN HIGHER THAN 50

+2 Converting a nation to the religion of Enneath.

+4 Converting a Christian nation to the religion of Enneath.

+1 Dedicating life to eradication of those following the Qamar.

+2 Defeating a major Djinn.

LOSING ELAN

-3 Losing faith in Jihamath.

-2 Not performing the rituals required by Enneath faith.

-5 Losing to the temptation of Qamar.

OPOSIUM

Being a religion, Oposium requires people to believe in it, in order for synchronization with Ormuz and Ahriman (C’iel and Gaira) to happen. The character will only gain one fixed power for each 10 points of Elan attained with Ormuz and Ahriman. 1, 2, and 3 CPs spent on starting Elan with Oposium only confer 20, 35 and 45 points of Elan respectively, instead of the usual amount.

ORMUZ & AHRIMAN

GIFTS

SPARKLES OF LIGHT ARE SHADES OF DARKNESS

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 10 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 10.

A CANDLE IS A GAP

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 20 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 20.

A TORCH IS A BILD SPOT

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 30 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 30.

SHINE IS SHADOW

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 40 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 40.

DAY IS NIGHT

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 50 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 50.

PURE WHITE IS PITCH BLACK

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 60 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 60.

LIGHT IS DARKNESS

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 70 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 70.

A STAR IS A BLACK HOLE

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 80 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 80.

A GALAXY IS THE VOID SPACE

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 90 or less, ignoring other requirements. The character will be permanently granted the two gifts.

COST: 10. ELAN: 90.

ORMUZ IS AHRIMAN

The character must choose anyone Elan gift from a Beryl and anyone from the corresponding opposite Shajad with an Elan Level of 100 or less, ignoring other requirements. The character will be permanently granted the two gifts. The character won’t be considered Avatar of any entity, anyway.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Convincing others of absolute necessity of opposites and conflict between them.

+1 Serving the interests of Gaira as much as those of C’iel in a specific quest.

+1 Serving directly the Giovanni dynasty in a specific quest.

ELAN HIGHER THAN 50

+1 Saving the life of a member of Giovanni dynasty.

+1 Saving Gaia from destruction or from a balance breaking event of great magnitude.

+1 Opposing successfully those that try to destroy Gaira, C’iel, Shajads or Beryls.

LOSING ELAN

-3 Serving directly the cause of a specific Shajad or a specific Beryl.

-3 Trying to oblige others to follow Oposium religion.

-3 Deliberately ignoring and choosing not to intervene to oppose a threat to Gaia.

-3 Killing a Giovanni family member.

ARIUM

Being a religion, Arium requires people to believe in it, in order for synchronization with The Nexus to happen. The character will only gain one fixed power for each 10 points of Elan attained with The Nexus. Note that all bonus to summoning conferred by these powers will never apply to Undead creatures, since those are out of the Nexus system.

THE NEXUS

GIFTS

KNOWLEDGE OF THE NEXUS

The character gains a bonus to his/her Animals, Herbal Lore and Occult Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

GATE KEEPER

This character has a bonus to his/her Summon and Banish Summoning Abilities and Magic Appraisal Secondary Ability equal to half his/her Elan Level.

COST: 10. ELAN: 20.

CREATURES MASTER

The character has a bonus to his/her Control and Bind Summoning Abilities and Composure Secondary Ability equal to half his/her Elan Level.

COST: 10. ELAN: 30.

ENERGY OPTIMIZATION

All summoning rituals and spells performed by this character have a Zeon cost reduction equal to this character’s Elan Level up to a minimum cost of 10Zeon Points. Summoning by ki is reduced by 1Ki point per 10 points of this character’s Elan Level, up to a minimum of 1Ki per seal. Techniques have a cost reduction of l Ki point on anyone chosen characteristic per 10 points of this character’s Ean Level, up to a minimum of 1Ki per characteristic. When employing a Psychic Power, the character reduces the Psychic Potential employed in its use by a quantity equal to half this character’s Elan Level, up to a minimum of 10 points of Psychic Potential.

COST: 10. ELAN: 40.

ELEMENTAL SHIELD

This character halves damage from Air, Earth, Water or Fire based attacks.

COST: 10. ELAN: 50.

ELEMENTAL CONTROL

This character adds +10 to all resistance checks or to all actions involving powers related to Air, Earth, Fire, or Water elements.

COST: 10. ELAN: 60.

SUBDUE OPPOSITES

This character halves damage from Light and Darkness based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Light and Darkness elements.

COST: 10. ELAN: 70.

NEXUS CHARGE

The character gains an extra MA Multiple, +1Ki Accumulation on All Characteristics, and 1 Free Psychic Point, for each full 20 points of Elan Level.

COST: 10. ELAN: 80.

AEON CALL

Once per month, this character can summon anyone Aeon (either as Creature or as Invocation) without need for a Summon check. The character will gain an extra bonus to his/her Control check against such creature equal to twice his/her Elan Level.

COST: 10. ELAN: 90.

ONE WITH THE NEXUS

The character is considered as having Gnosis 45 when performing Summoning Rituals and is always considered as being in contact with a Controlled Magic Node with -3 to the Difficulty of Power Checks. This character halves damage from Creation, Destruction, Essence and Illusion based attacks, and adds +10 to all resistance checks or to all actions involving powers related to Creation, Destruction, Essence, and Illusion powers.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Dedicating one’s own life to the study of summoning.

+2 Living close to magic and supernatural without losing sight of the natural world.

+3 Submitting to one’s own will a more powerful entity.

ELAN HIGHER THAN 50

+4 Summoning and controlling successfully an Aeon or an entity of similar power.

+3 Sealing a pact with an extremely powerful or demanding entity.

+1 Making frequent use of High or Divine Magic at Arcane Level, or Pushed Level3 Techniques or Zen or higher Potential Level 3 Psychic Powers.

LOSING ELAN

-5 Losing interest in supernatural world.

-3 Not feeling as part of an entwined wire of life, but feeling superior to it.

-4 Hesitating in performing a dangerous ritual.

ARAMENSE FAITH

Being a religion, Aramense Faith requires people to believe in it, in order for synchronization with The Buried Gods to happen. The character should at the very least know the names of Devah and Ulrioka Yama. The character will only gain one fixed power for each 10 points of Elan attained with The Buried Gods. Should a character with synchronization higher than 80 pass near the burial site of an Aramense deity, there’s a slight possibility equal to 1% for each point of Elan Level beyond 80, that the god starts to unrest and eventually awakes.

THE BURIED GODS

GIFTS

DESERT AND JUNGLE ARE HOME

The character is immune to dehydration effects and can easily withstand extremely high or low temperatures, gaining an actual natural AT2 against Fire and Cold attacks that count as an additional layer that inflicts no penalties. If the character had the Vulnerable to Heat/Cold disadvantage, penalties for it are halved.

COST: 10. ELAN: 10.

RELENTLESS PHYSIQUE

The character gains +1Fatigue Point per 10 points of Elan.

COST: 10. ELAN: 20.

CONTROL OVER LIFE

This character gains a bonus to his/her DR and VR equal to half his/her Elan Level.

COST: 10. ELAN: 30.

CONTROL OVER DEATH

This character gains a bonus equal to half his/her Elan Level to all Resistance Checks against Criticals and effects that cause instant Death, including Between Life and Death checks, and can act as normal even with negative Life Points.

COST: 10. ELAN: 40.

SAND MUMMY SHAPE

The character can turn his body into that of a mummy made of sand for a number of turns per day equal to his/her Elan Level. The character halves all damage suffered from Cut, Impact or Thrust attacks. Whenever this character deals damage to an opponent by any mean, the target must surpass a PhR check against dehydration with a difficulty equal to suffered damage plus this character’s Elan Level. Failure of the check causes an additional life points loss and All Action Penalty equal to half the failure level (rounded up). The All Action Penalty is recovered at a rate of -5 per hour. Water Elemental beings suffer life points loss and All Action Penalty equal to their failure level instead.

COST: 10. ELAN: 50.

ADIAN

The character attracts an animal spirit, called Adian, that forges with him/her an unbreakable bond. The Adian will act similarly to a Familiar, however the character won’t hold true power over it (although he/she can request its help voluntarily). The Intelligence of the Adian is increased by 5 points and whenever the character gains a level, so does the Adian, who will be allowed to spend his DPs in acquiring essential abilities and powers as if it were a Spiritual Being with Gnosis 30. The Adian has telepathic communication with its master and they can connect their senses. In case the Adian is destroyed or killed, the master can bring it back to life by sacrificing 10 Elan Points.

COST: 10. ELAN: 60.

ULRIOKA YAMA’S SANDS OF TIME

Once per day for every 10 points of Elan Level this character has, he/she can create a temporal distortion affecting himself. For the following 5 turns, the character will be entitled to play 2 turns for each turn played by other characters. During the additional turns the character will not be allowed to interact with other individuals, but will be otherwise allowed to perform any action.

COST: 10. ELAN: 70.

DEVAH’S LIFE AVATAR

Life replenishes the character’s essence. The character gains a bonus to his/her Life Points equal to twice his/her Elan Level and needs to be brought to ten times his/her Constitution value below 0 in order to be killed.

COST: 10. ELAN: 80.

THE SLUMBER OF GODS

The character may synchronize his essence with that of the Slumbering Gods, benefitting from the revitalizing effects of their rest. In order to do so, the character must sleep regularly eight hours per day, during which he/she will be considered as suffering from the Deep Sleeper Disadvantage. While synchronized to the Slumber of Gods the character stops aging, and adds +1 to his/her Regeneration rate per 10 points of Elan Level and can regenerate at rates higher than 18. Also, the character gains an additional Zeon Regeneration Multiple per 10 points of Elan Level and will regenerate an extra Ki point per characteristic and an extra Psychic Point per time unit normally used. Finally while synchronized to the Slumber of Gods, the character will recover 1 Fatigue Point per turn. Unfortunately the Slumber of Gods can be tough for a mortal mind, hence each passing month of continued use of this ability, the character must roll a d100 and if the result exceeds his/her current Elan, the synchronization immediately stops and the character will suffer from the 2CP Nightmares Disadvantage for a full month, during which he/she won’t be able to synchronize with the Slumber of Gods.

COST: 10. ELAN: 90.

DREAM OF UNNAMED GODS

Once per day per 20 points of Elan Level the character can cast anyone spell at Base Casting Level from the Creation, Destruction, Fire, Earth, Air, Water, or Essence paths, or from the Death, Blood, Dreams, Time, Animal, or Plant subpaths. The spell is cast and maintained for free for an entire day. The Casting Level of these spells can be increased by spending 1Fatigue Point per additional Casting Level. This ability allows use of High and Divine Magic as well, but 10 and 20 Life Points respectively must be sacrificed for each casting of such spells.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Accepting decisions of one’s own superiors only if just.

+2 Fighting against survival from persecution.

+2 Opposing physically or on a theological ground to Enneath followers.

+2 Fighting bravely to defend one’s own home or companions.

+2 Remembering to others of the existence of buried Aramense gods.

ELAN HIGHER THAN 50

+2 Protecting from complete eradication a medium to large group of people faithful to Aramense Faith.

+4 Causing awakening of Buried God or converting a huge community to Aramense Faith.

+2 Fi ghting and defeating on physical or theological ground an important representative of a religion that has an oppressing demeanor toward Aramense Faith.

LOSING ELAN

-1 Collaborating with a follower of Enneath.

-3 Indulging in masochism and causing damage to one’s self stupidly.

-2 Having an aggressive demeanor toward other religions.

-2 Renouncing to protect something important to one’s self.

-3 Rebelling against a just order from a superior.

THE ASCENDED

The Path to Ascension is a religion and requires people to believe in it. The character must know (or try to learn as much as possible) of the detailed history and lifetime of an Ascended imitate him/her in everything. The character will only gain one fixed power for each 10 points of Elan attained with The Path to Ascension. Gaining Elan with The Path to Ascension is completely independent from gaining Elan with other powers. Actually, at any moment, a character can sacrifice his Elan Level with any power, to reach the same Elan Level with The Path to Ascension, as far as the other conditions are satisfied.

THE PATH TO ASCENSION

KNOWLEDGE OF THE ASCENDED

The character gains a bonus to his/her History and Occult Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

DO THE IMPOSSIBLE

The character gains the Inhumanity ability. Upon reaching Elan 70, this character gains the Zen ability.

COST: 10. ELAN: 20.

ABILITIES OF THE ASCENDED

The character gains a bonus equal to his/her Elan Level to 5 Secondary Abilities chosen by the master, that vary depending on the chosen Path to Ascension.

COST: 10. ELAN: 30.

SEE THE INVISIBLE

The character becomes able to see ki energy and psychic matrices. Upon reaching Elan60, the character becomes able to see magic. Upon reaching Elan80 the character gains the See Supernatural Creature Power. Finally upon reaching Elan100 the character gains the True Sight Creature Power.

COST: 10. ELAN: 40.

HEROIC NATURE

The character gains the Fortunate Advantage, as well as either one between the Charm or the Disquieting Advantage (depending on the chosen Path to Ascension).

COST: 10. ELAN: 50.

TOUCH THE UNTOUCHABLE

The character becomes able to damage all kind of beings, regardless of immunities, or protections, except he won’t still be able to affect beings with high enough Gnosis.

COST: 10. ELAN: 60.

FLAWLESS ESSENCE

Upon gaining this power, the character will lose all his disadvantages at a rate of 1CP per month.

COST: 10. ELAN: 70.

BREAK THE UNBREAKABLE

This gift removes the Gnosis limit to that which can be affected from this character’s attacks or powers. Also, the character becomes able to inflict Criticals on creatures which are normally immune to it.

COST: 10. ELAN: 80.

RAW! RAW! FIGHT THE POWER!

This character gains a +20 All Action Bonus, whenever he/she is fighting against one or more higher level opponents. This character’s attacks against opponents with Natura higher than 10 and/or Gnosis higher than 25 gain a Base Damage bonus of +50.

COST: 10. ELAN: 90.

ASCENDED

The character can either gain Gnosis 40, except he/she won’t be able to spawn Avatars, or remain mortal. If the character chooses to remain as a mortal, he/she will automatically be considered to have Natura20 and gain 300DP to spend on his/her abilities, that don’t count toward Level calculation and/or for primary abilities allocation, although no more than 160DPs can be spent on Attack and Defense (halve maximum DPs for characters that developed only one of the two abilities), and no more than 80DPs on Projection abilities. If the character became an Ascended by sacrificing the 100% Elan synchronization with another Power, he/she may choose to keep his/her Avatar Power (without being considered an Avatar anymore), as well as any Elan power he/she wants to retain, but at the cost of one power from the Path to Ascension list with at least equal Elan Requirement, for each power he/she wants to preserve from the previous Elan synchronization (without applying any requirements).

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+2 Living followi ng the example of imitated Ascended.

+1 Honoring the memory of imitated Ascended.

+2 Getting fame.

ELAN HIGHER THAN 50

+2 Making an important feat that remembers something done by the imitated Ascended.

+1 Making a public show of actions that decisively transcend human limits.

+3 Performing something that will be talked about for centuries and being renown to be the one that did it.

LOSING ELAN

-4 Having inferiority complexes.

-2 Renouncing to improve.

-4 Accepting the impossibility of doing something.

THE CHILDREN OF JUDAS

The Children of Judas is a strong atheist philosophy and requires people to believe in it. The character must actively scorn religions and believe in the possibility for mankind to surpass all self-imposed bonds. The character will only gain one fixed power for each 10 points of Elan attained with Judas Philosophy.

JUDAS PHYLOSOPHY

A MATERIAL WORLD

The character gains a bonus to his/her Science and Appraisal Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

CLAD IN STEEL

The character gains either a bonus to his/her Wear Armor Primary Ability equal to his/her Elan Level or an equal bonus to his/her Life Points.

COST: 10. ELAN: 20.

UNYELDING IN THE FACE OF GOD

The character gains a bonus equal to half his/her Elan Level to PhR, DR, and VR.

COST: 10. ELAN: 30.

A WILL TO DEFY GOD

The character gains a bonus equal to half his/her Elan Level to MR, and PsR, and has the Inhumanity ability.

COST: 10. ELAN: 40.

LEARNING THE HARD WAY

The character is granted a bonus of +3 experience points per session per 30 full points of Elan Level he/she has, as well as a Single Weapon Module for each 10 full points of Elan Level he/she has. Upon reaching Elan 70, the character can choose for new modules to be Single Gear Modules instead of Single Weapon Modules. The maximum experience bonus per session is +9. If the character has the Learning advantage, he/she must apply the highest bonus between the advantage and this gift.

COST: 10. ELAN: 50.

OPPOSING GOD

The character is granted a bonus to MK equal to half his/her Elan Level which can only be spent on Nemesis Powers. Penalties inflicted by Null Magic, Null Matrixes, and Null Bonds inflicted by this character are increased by an amount equal to this character’s Elan Level. Penalties inflicted by Null Ki inflicted by this character are increased by an amount equal to 1/10 of this character’s Elan Level.

COST: 10. ELAN: 60.

AGAINST ALL ODDS

When making any Opposed Ability Check against a Technique, Spell, or Psychic Power, the character gains a bonus equal to half his/her Elan Level. When making an Opposed Characteristic Check against a Technique, Spell or Power, the character gains a bonus of +1 for each 20 points of Elan Level he/she has. The character is also granted the Zen ability.

COST: 10. ELAN: 70.

GOD MAY CRY

This gift removes the Gnosis limit to that which can be affected from this character’s attacks. Also, the character becomes able to inflict Criticals on creatures which are normally immune to it.

COST: 10. ELAN: 80.

A POWER TO DEFY GOD

The character is granted a Magnus for each 25 points of Elan Level. The character must satisfy any required prerequisite in order to choose an Ars Magnus. Also, the character gains additional ki points he/she can distribute as he/she wishes among his/her stats equal to his/her Elan Level, and 1 additional Ki Accumulation Multiple on four chosen characteristics for each 20 points of his/her Elan Level.

COST: 10. ELAN: 90.

THERE’S NO GOD

The character can perceive Elan and Gnosis in other people, becoming able with the use of this power to distinguish between different synchronizations and to quantify roughly the Elan Level of individuals. The character can, at will, momentarily subtract half his Elan Level from the Elan Level of any other individual, weakening his/her Elan powers. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power does not actually affect Elan, but only its use, and remains active for a number of days equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per minute on a single individual. The character can also at will decrease the Gnosis of other beings by 5 points for each 50 points of his/her Elan Level. A creature retains all its Essential Abilities and Creature Powers even if his/her Gnosis drops below the necessary level, but Gnosis-related powers, such as Auspice or Avatar, will momentarily disappear if the Gnosis drops below the required value. Targets must pass a PhR check against a difficulty equal to this character’s Elan Level +80 to avoid the effects. The power remains active for a number of turns equal to the Failure Level, or until its targets distance themselves from the user by a number of km equal to this character’s Elan Level. This effect can only be used once per day on a single creature.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+3 Convincing someone else of non-existence of Gods.

+2 Living believing only on yourself and others.

+2 Defeating minions of the Powers in The Shadows.

+5 Converting a minion of the Gods or of the Powers in The Shadows to Judas cause.

ELAN HIGHER THAN 50

+1 Living showing others that you can always do without the Gods.

+2 Converting to Judas Philosophy a Cleric or a Champion of another cult.

+2 Erasing a religion from Gaia.

+3 Successfully opposing a Power in The Shadows or a God.

LOSING ELAN

-2 Voluntarily taking part in a religious ritual.

-4 Bowing to a superior power.

-3 Asking a supernatural power for protection.

THE PRIMEVAL GODS

The cult of the Primeval Gods is a secret cult and requires people to believe in it. The character must actively follow the cult and office rituals for the Primeval Gods. The character will only gain one fixed power for each 10 points of Elan attained with The Primeval Gods.

PRIMEVAL GODS

THE SECRETS OF MADNESS

The character gains a bonus to his/her Intimidate and Occult Secondary Abilities equal to his/her Elan Level.

COST: 10. ELAN: 10.

THE VESSEL OF PLAGUE

The character gains a bonus equal to half his/her Elan Level to DR. Whenever the character passes a DR check, he/she becomes a vessel for the Disease, while being immune to it. Upon reaching Elan50, anyo Disease carried by the character gains a bonus to the Difficulty of its DR check equal to half his/her Elan Level. Upon reaching Elan80 any Disease carried by the character becomes Contagious, unless already Contagious or a Plague. Upon reaching Elan100 any Disease carried by the character becomes a Plague, unless already a Plague.

COST: 10. ELAN: 20.

UNENDING HORROR

The character gains a bonus of +1Regeneration per 20 points of Elan Level. Upon reaching Elan90, the character can reach Regeneration values of 19 or 20.

COST: 10. ELAN: 30.

OCCULT TRAINING

The character gains a bonus equal to half his/her Elan Level to either two chosen Summoning Abilities or to Magic Level.

COST: 10. ELAN: 40.

THE MASK OF PRIMEVALS

The character can cast for free once per Day per 20 points of Elan Level the “Whispers from The Other Side” spell for free, which is automatically maintained for free for 5 turns. Upon reaching Elan75, the character can choose to cast the “Terror” spell instead. Upon reaching Elan100, the character can choose to cast the “The Fear Made Flesh” spell instead.

COST: 10. ELAN: 50.

PRIMEVALS’ BLESSING

The character is automatically affected from the Chaotic Mutation spell cast at Base Casting Level, without MR allowed. The effects of the spell are further increased to Intermediate, Advanced, and Arcane Casting Level at Elan 70, 80, and 90 respectively. At Elan 100, the spell effect is further increased as if the spell was empowered with a Reinforce Magic Spell.

COST: 10. ELAN: 60.

THE SWARM OF PLAGUE

The character can at will be surrounded by a swarm of poisonous insects acting like an Insect Plague centered on but not affecting him/her. The spell is cast at Base Casting Level. The Casting Level increases for each additional 10 points of Elan.

COST: 10. ELAN: 70.

REANIMATOR

Once per month the character can reanimate a dead person or creature as if casting a True Rise spell on it, but without any Level limit. Reanimated people and creatures are bonded to the character as if they had failed the Resistance Check of a Vassalage spell.

COST: 10. ELAN: 80.

THE PRIMEVAL STIRRING

Once per day per 20 points of Elan Level the character can cast anyone chosen spell between: Hurricane, Tsunami, Fire Storm, and Earthquake. All spells except for Tsunami are maintained for 5 turns each time they’re used. All these spells are cast at Advanced Casting Level. The Casting Level increases for each additional 10 points of Elan.

COST: 10. ELAN: 90.

THE PRIMEVAL CALL

The mere presence of this character in an area begins to attract all sort of evil and monstrous creatures on it, even opening portals between dimensions to allow such creatures to reach the character’s surroundings. Beings associated with chaotic forces and with the Primeval Gods are particularly responding with this gift. The character himself has no control over such creatures, but will generally be the last target of these creatures intents and creatures capable of reasoning will most often recognize him/her as a possible ally.

COST: 10. ELAN: 100.

ACQUIRING/LOSING ELAN:

ELAN LOWER THAN 50

+1 Sacrificing a human or equivalent life to Primeval Gods.

+2 Sacrificing several human lives to Primeval Gods.

+2 Subdueing mutated creatures associated with Primeval Gods.

+2 Bringing new members into the cult of Primeval Gods.

ELAN HIGHER THAN 50

+3 Becoming mad.

+4 Sacrificing an entity with either Natura 20 or Gnosis higher than 30 to the Primeval Gods.

+3 Spreading a plague within a human or equivalent population.

+10 Awakening a Primeval God.

LOSING ELAN

-5 Not performing a ritual due to moral issues.

-2 Not performing sacrifices to Primeval Gods for a time longer than a month.

-3 Renouncing to acquiring power or knowledge for fear of consequences.

Figured I might as well put ask this now, even after so long. With the Path of Ascension Elan, who are you referring to when you mention following the path of an ascended? Is it the people that went on to become incarnations after death or was it someone else? I'm Interested in having a character use that Elan path so figured I should get some more details.

Religion of the Ascended is described in the Gaia rulebook. As a general rule, Ascended are specific individuals (about 30 are known in the history of Gaia) that somehow achieved "godship" during their life. Marcushias (the one from Phaion) and Selene (the founder of the killer sect) are a couple of examples given by the book itself. As I rule it, the Path to Ascension can be achieved with different approaches. One is following the steps of an Ascended somehow imitating him and trying to achieve godship like that, the other one is carving one's own path (at master's discretion)...and of course by sacrificing an enormous achieved power (100% synchronization with an higher power) to become a source of power by one's own self.

As for the "classical" path to ascension (imitating an Ascended), consider that there have been almost 30 of them, so there could possibly be the most different kinds of "Ascended". Although that's not official, in my Gaia setting Malekith is an Ascended who reached 100% synchronization with Erebus and sacrificed it to become an Ascended. In my setting he retained the Erebus Avatar power, since he chose to set and spend most of his existence in the Wake. I also invented one from Manterra...a sort of "luchador-styled-two-handed-axe-wielder-Zorro", who defended the locals from the abuses of christian invaders. Since there are at least 30 Ascended, you can quite easily invent your own.

Edited by ElricOfMelnibone

Hey! Your work is very rigorous Elric, and I love it! I was just wondering about balance, aren't a few of these Pantheons granting gifts stronger than the shajads and beryls? For instance the full elan level to all intellectual secondaries.