Post by Alexian on May 23, 2015 17:53:04 GMT
The Adventurer's Passage
Path Traits represent life experiences and the intrinsic proficiency and prowess gained through these life experiences, purposed to give you unique differences woven by your story and growing with the adventures of your character.
The Arcane Path
Name: Sorcery
Requirements: n/a
Description: The form of high magic which can only be reached through innate or genetic talent, no longer requiring skill to gain access to magic powers. Users of Sorcery begin creation with two magic power slots that may be filled at character creation.
Name: Wizardry
Requirements: Sorcery
Description: Ancient magic which predates even sorcery, this magic relies on bonds with spirits to perform exceptional feats beyond the capabilities of magicians. Users of Wizardy begin creation with a Tome which contains all information upon their magic, and gain access to the Spirit element.
Name: Lore Keeper
Requirements: n/a
Description: Prophets and book-worms learn intrinsic knowledge into the working of physics and with research can develop their own formulas and equations. They count as having an intelligence advantage at all times and can use Tomes as weapons.
Name: Lore Master
Requirements: Lorekeeper
Description: There are those who function on a primary level of learning and those who are a level above those. These are the ones who are a living extension of the force of magic, flowing and coursing through them naturally. They gain one supernatural ability dealing with this esoteric specialty with magic, which must be applied for separately.
Name: Pact Magician
Requirements: n/a
Description: To perform magic, some magicians require to make a pact with a demon (usually) to gain the power. As such, they do not require a skill to gain access to magic powers, but for each time they use magic powers they cause a 'minor calamity' which can be as minor as causing a light to blink out, to something like making that same lamp's bulb explode depending on the power's rank. DMs can choose to bring a magician's pacted creature into the thread, if the magician uses a power of A-rank or greater.
Name: Warlock
Requirements: n/a
Description: Those who formed a pact to practice magic usually have an attitude of reckless abandon and so they use magic in an unorthodox way. These casters brute force their magic, pushing a hole through the ether rather than finessing the magic. Their magic costs two ranks higher (maximum S) to cast magic, but their powers are one rank stronger.
Name: Summoning
Requirements: n/a
Description: Certain magicians use magic in an entirely different way, preferring to summon creatures of mythical and monstrous nature to fight for them.These mages begin with one summon and gains an additional summon at C Rank and S Rank, and use the Summon Template. Summons count as the same rank as their summoner, with one-half the supernatural abilities and magic power slots as their masters. Summons get everything of their rank, minus paths and vocational skills.
Name: Transmuting
Requirements: Summoning
Description: Summoning magicians are able to enhance their summons even further, allowing each summon to gain a different creature type (see summons/animal companions), gaining all of the bonuses for that new type as normal. Summons must be fully updated before they are able to be used.
The Martial Path
Name: Protector
Requirements: n/a
Description: Some fighters are known to be masters of defense and protection to the extent that they are able to harden their armor with nothing more than willpower. As such, the defense of a Protector's armor is as if one rank higher (maximum S).
Name: Knight
Requirements: Protector
Desceiption: Knights are known to be masters of martial skill and never rely on cheap tricks in battle, preferring to use their countless experience and veteran training with the sword to defeat their enemies. A knight will never use poison, and the knight counts as if having a strength or agility advantage due to his extreme prowess.
Name: Dueling
Requirements: n/a
Description: Duelists are known to use finesse over power, preferring to fight with their agility and flexibility than use raw, in-accurate power. While they may not have as much of an impact with a single blow, they instead needle in multiple successive blows at once. As such, the duelist always counts as if having an agility advantage
Name: Fencing
Requirements: Dueling
Description: Fencers fight with accuracy over brute strength, preparing to strike at the weak points in the enemy's armor rather than attempting to blow over it. They lower the defense of the enemy's armor (should the enemy have armor) against their strikes by one rank (minimum E).
Name: Berserker
Requirements: n/a
Description: Few possess the pure rage of the Berserker, who is able to enter a special trance. This trance lasts one round as E-rank and increases by one round per rank higher. Berserk Rage counts as a mini-form in that it is a Form that can stack with other Forms. When activated, Berserk Rage gives the berserker an inherit strength advantage and endurance advantage, however the berserker's armor is counted as a rank lower.
Name: Barbarian
Requirements: Berserker
Description: Barbarian are fighters who believe in overbearing power and strength above all else, believing they gaining strength when fighting via brutal means. As such a Barbarian can never 'hold back' in a fight, and gains a strength advantage provided they are wielding a barbaric weapon such as a club, an axe, or their own fists.
Name: Swordsman
Requirements: n/a
Description: With their sword in-hand, the Swordsman is simply better than most combatants on their level with better training with their weapon and better skill in their attacks. Swordsmen always count as if having a strength advantage while wielding a sword.
Name: Dual-Blade Swordsman
Requirements: Swordsman
Description: At sometimes two is better than one, especially when deadly with both hands on the hilt of a sword. This path is favored by many swords masters in order to fight multiple opponents at once in the battlefield. It uses agility and choice footwork to overwhelm the opponent, and is known to be unpredictable. Dual-blade users gain an agility advantage and may duel wield with expert skill.
Name: Rune Swordsman
Requirements: Swordsman
Description: Utilizing mixture of swordsmanship and sorcery is none other than the Rune Swordsman. Inscribing a rune upon his weapon, the Rune Swordsman can store a magical power only for it later to be released directly from the blade. Once the power has been released, it cannot be used again unless stored. Rune Swordsmen gain a strength advantage.
Name: Rune Knight
Requirements: Rune Swordsman, Protector
Description: Having mastered the art of runecrafting, the Rune Knight has extended his capabilities to inscribing a rune on his armor as well. The Rune Knight can store a magical power only for it later to be released directly from the armor. Once the power has been released, it cannot be uses again unless stored. Rune Knights gain one extra strength advantage.
Name: Shadowing
Requirements: n/a
Description: The shadower is also able to create his own shadow and hide within it, though doing so costs mana equal to the shadow's character rank. Light-based magic of one rank lower than the shadow (or higher) can reveal him, and when the shadow strikes, he cannot hide until the second post after his attack.
Name: Assassinate
Requirements: Shadowing
Description: The assassin has a unique ability to spend a rounds of posting observing their target, and if not interrupted gains some sort of advantage such as knowing weaknesses or having studied the opponent, etc. When attacking the target which has been marked, the assassin will gain an Agility Advantage for her next six rounds.
The Divine Path
Name: Miracles
Requirements: n/a
Description: Priests may create one 'Miracle' supernal ability that has to do with their god, and may create a second one a C Rank with a third one at A Rank. Miracles are special supernatural ability that benefit others in a positive way and must be applied for separately.
Name: Saintly
Requirements: Miracles
Description: These priests are immune to poison and disease of two ranks lower than their rank, and never die of old age (in-fact, the saint's appearance remains forever as it was before they became a saint.) They also gain a pair of angelic white-feathered wings that allow them flight, though these wings can be hidden at any time to wait to be summoned.
Name: Paladin
Requirements: n/a
Description: Paladins are the warrior-priests of their gods, and flow with the power of their gods. Paladins gain a special supernatural ability based on their chosen god that aids them in combat in some way and must be applied for separately.
Name: Chosen
Requirements: Paladin
Description: Chosen are those who have been blessed by god in some way more-so than they already have. Chosen rely on this blessing to gain an advantage in either strength, agility, endurance, or intelligence, and may create a supernal ability based on their chosen aspect (justice, loyalty, tenacity, mercy).
Name: Holy Magician
Requirements: Miracles or Paladin
Description: Holy Magicians are those that rather that call upon the winds of elemental magic or the aether of special magic, they gain magic powers through the god/goddess which they worship. All magic powers they own function essentially the same however their source is considered holy rather than magical for the purposes of powers, paths, abilities, and styles/forms which affect such things. Holy Powers are not affected by things such as Magic Resistance.
Name: Saint-Magician
Requirements: Holy Magician
Description: Saint-Magicians are the divine equivalent to Wizards and utilize ancient pacts made to the deities throughout the origins of their bloodline to channel their holy powers. Saint-Magicians may reduce mana costs to one rank lower when casting their spells and may design a small number (1/4th) of powers that are divine in nature (heal wounds, buff allies, remove poison, etc) rather than elemental in nature.
The Profane Path
Name: Corruptions
Requirements: n/a
Description: Dark priests may create one 'Corruption' supernal ability that has to do with their dark god, and may create a second one a C~ Rank. Corruptions are special supernatural abilities that benefit others in a negative way and must be applied for separately.
Name: Liche
Requirements: Corruptions
Description: Like all other undead, liches are immune to all disease, though not poisons, and cannot be killed without the full disintegration of the body or decapitation. Liches regenerate from minor wounds in a single post-turn after the wound was given, with moderate wounds requiring three post-turns after of regeneration. Limbs may be re-attached, but only once the Liche leaves the thread where they were cleaved.
Name: Necromancy
Requirements: n/a
Description: Users of necromancy gains two undead minions using the summon template, with one extra undead minion at C and then another at S Rank. These undead minions do not count as summon for the rules of only having one summoned at once, and can have as many as available summoned at a single time. Undead count as the same rank as their summoner.
Name: Diabolist
Requirements: Necromancy
Description: Diabolists are masters of necromancy who have taken their craft further, Undead created by theirnecromancy have a natural resistance (counting as armor of one rank lower) and each have a natural strength or endurance advantage. One minion may be chosen to become a 'Greater Undead' which gains one supernal ability and gains one-half of the Diabolist's magic powers, and gain affinities and style/form slots as per their rank.