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.