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Known Powers of the Illuminari

Table of Contents
General Information ............................................................................................................................ 2
The Three Branches........................................................................................................................................................... 2 Illumine Rules ...................................................................................................................................................................... 3

Blood Powers .......................................................................................................................................... 4


Blood Enhance ..................................................................................................................................................................... 4 Ignore Pain ............................................................................................................................................................................ 4 Mend ........................................................................................................................................................................................ 5

Celestial Powers .................................................................................................................................... 6


Celestial Enhance ................................................................................................................................................................ 6 Danger Sense ........................................................................................................................................................................ 6 Innervate ................................................................................................................................................................................ 7 Suggestion.............................................................................................................................................................................. 7 Telekinesis ............................................................................................................................................................................. 8

Elemental Powers ................................................................................................................................. 9


Imbue Weapon [Element] ............................................................................................................................................... 9 Move [Element] ................................................................................................................................................................... 9 Shape [Element] ................................................................................................................................................................ 10 Shape Shift ........................................................................................................................................................................... 11

GENERAL INFORMATION
A sacred source of power for the Wayfarers, the Illumine is often referred to as the essence of the Known World, the very blood that flows through the veins of life. While the Wayfarers are the most famous of Illuminaria, many other practitioners exist, though they are often hidden within the depths of forests or carefully guarded by fervent zealots. During the rule of the Imperium, many Illuminaria were captured and put on trial for witchcraft, with both innocents and sorcerers alike being burned in massive pyres. Today, many hold strong suspicions of Illuminaria, often liking them to the rise of The Ruined. Even the Wayfarers are careful in revealing their powers and abilities to those beyond their circle of trusted allies.

THE THREE BRANCHES


Amongst the Wayfarers, there are three distinct branches of the Illumine that are recognized, with each pulling energy from separate sources. Because of these ultimate differences, no two powers overlap nor can a single power be the result of combined branches. Blood Illumine, or more commonly called Blood Magic, is the most frequently used and controversial branch of the Illumine. It is also one of the most feared, as the techniques rely almost exclusively on the power of blood, both from the caster and at times, sacrificial sources. Blood Illumine powers usually involve heightening any physical abilities; increasing strength and resilience for example, with the usual target either the Illuminaria herself or one other. Ironically, Blood Illumine is also the only branch that allows practitioners to heal themselves and others of ailments, diseases, and wounds. Celestial Illumine is the rarest of the three branches and is often referred to as the Powers of the Sun, Moon, Stars, and Heavens above. Usually passive, the powers of this branch typically are found in the forms of farsight and telekinesis. However, Celestial Illumine often can effect entire crowds of targets while generally consider a non-offensive branch. Celestial Illuminaria are amongst the only in the Known World shown respect and honor, with the most famous group of practitioners being the Ageless Priestesses of Valna. Elemental Illumine is often seen as the most destructive and awe-inspiring of branches, with wellpracticed users capable of freezing tropical rivers in place, melting the stone of castle walls, spreading tendrils of fire in every direction, summoning terrifying tornadoes, or animating trees and vines to act as soldiers. There are five recognized elements: air, earth, fire, life, and water. Typically, an Elemental Illuminaria will specialize in one of the five, often having a natural affinity for one that allows greater influence and power.

ILLUMINE RULES
UPGRADING: There are three skills associated with the usage of the Illumine: Blood, Celestial, and Elemental. These skills behave just as normal ones do, such as melee combat, fighting, persuasion, and mettle. A player may upgrade them with CPs normally. Obviously, there are no specializations. When a player upgrades any particular branch (Blood, Celestial, or Elemental) by +1, they are allowed one of two options: 1) choose (create) a new power in that branch or 2) upgrade an already existing power in that branch.
ACTIVATION: As can be seen, almost all powers have ranks, becoming increasingly more powerful the higher one goes. However, in most cases, many powers must first be activated before they can be used. Any rank that has a difficulty descriptor adjacent to its name, such as Rank 1 (Easy), must first be activated by rolling a successful check using that branch's Illumine D. See chart to the right for the number to beat to activate powers.

MULTI-ACTION PENALTY: Keep in mind that the activation of any given power counts as an action taken that round by the character (e.g. a Wayfarer decides to attack once with her longsword, actively parry any attacks made against her, and activate an Illumine power, that counts as 3 total actions taken. She thus incurs a -2D penalty to all three rolls). If the penalty is so great that it reduces an Illumine roll to 0D, no powers can be activated that round, even with the use of additional CPs. SUSTAINED POWERS: Also, many powers have the option of being sustained. This is useful for particular powers that a player may want to continue using from one round to the next. Once a power is sustained, the player no longer needs to roll for activation until she is stunned or injured. However, a sustained power nonetheless acts as an action taken that round, thus incurs a multiaction penalty if additional actions are taken (e.g. a Wayfarer decides to punch a ruffian, actively parry with her fists, and sustain an Illumine power, which counts as 3 total actions taken. She thus incurs a -2D penalty on her attack and parry rolls. As the Illumine power is sustained, she does not need to roll to activate that power again). UNIFICATION: One of the strengths of the Illumine which has especially been taken advantage of by the Wayfarers is the ability to unify Illuminaria to accomplish feats that would otherwise be impossible alone. With this option, an Illuminaria may help channel additional power into an ally attempting a power that she couldn't do by herself. The only requirement is that all Illuminaria involved must possess the same power (but not necessarily the same rank). Those Illuminaria who act the role of supporters pump their own power into a single leader who is attempting to perform the power (of which the leader must already possess). Mechanically, all supporters donate up to their maximum dice in that particular Branch to the leader to roll. However, supporters and the leader can take no other actions that round, including any form of active defense. Additionally, for every supporter involved, an additional round is required to channel the Illumine properly and use the power (e.g. three supporters would mean it takes three rounds of no action until the leader can cast the spell). Finally, the leader always drops one wound level until they can rest for eight hours, regardless if the power was used successfully or not.

Level Number Very Easy 5 Easy 10 Moderate 15 Difficult 20 Very Difficult 25 Heroic 30 Legendary 31+

Activation Difficulties

BLOOD POWERS
BLOOD ENHANCE: a Blood Illumine ability that allows an Illuminaria to channel the power of his blood into skills and abilities, providing a greater chance for success. All abilities and/or skills are limited to Agility, Coordination, and Physique and their subsequent skills. o Rank 1 (Easy): at this rank, an Illuminaria may channel the power of his blood into a particular skill. May be used for a single round. Roll Blood D to determine the total bonus provided. Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect. Rank 3 (Difficult): at this rank, an Illuminaria may channel the power into a particular attribute (Agility, Coordination, or Physique) and thus increase all skills under that attribute as well for a single round. Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CP must be spent after successfully activating the power. Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of his blood into all skills and attributes for a single round. One CP must be spent after successfully activating the power. Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of his blood into all skills and attributes, as well as being able to sustain the effect. One CP must be spent after successfully activating the power.

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IGNORE PAIN: a somewhat feared Blood ability that allows an Illuminaria to ignore pain and wounds inflicted upon their body. Trained Illuminaria warriors can appear unaffected by the most terrifying of wounds for a short period of time. However, this ability is only temporary and does not assist in the healing of any individual. This power may be sustained. The power may be used on another. o o o o Rank 1 (Easy): at this early rank, an Illuminaria may ignore the effects of being Stunned for a number of rounds equal to Blood D. Rank 2 (Moderate): at this intermediate rank, an Illuminaria may ignore the effects of being wounded for a number of rounds equal to Blood D. Rank 3 (Difficult): at this advanced rank, an Illuminaria may ignore the effects of being severely wounded for a number of rounds equal to Blood D. Rank 4 (Very Difficult): at this master rank, an Illuminaria may ignore the effects of being incapacitated for a number of rounds equal to Blood D. One CP must be spent after successfully activating the power. Rank 5 (Heroic): at this powerful rank, an Illuminaria may ignore the effects of being mortally wounded for a number of rounds equal to Blood D. One CP must be spent after successfully activating the power.

MEND: a rare, if not powerful Blood Illumine ability that allows an Illuminaria to heal the wounds of an individual. However, blood must be "sacrificed" in order to complete the healing, usually taking the form of a sacrificial animal. Some blood healers are known to use their own blood for healing, though it is often a last resort, as such displays of power can lead to the death of the healer. o Rank 1 (Easy): at this rank, an Illuminaria may speed up the healing time for others. Two healing (the skill) attempts, as opposed to one, may be made on a single patient in any given rest period. The Blood Illuminaria must either sacrifice a tiny animal (e.g., chicken) or use their own blood. If an Illuminaria opts to use their own blood, they are dropped one wound level until they can rest for eight hours. Time required for patient recovery dependent on severity of wound (e.g. healing a Severely Wounded character to Normal would take 3 days). Rank 2 (Moderate): at this rank, an Illuminaria may speed up the healing time for others. Three healing (the skill) attempts may be made on a single patient in any given rest period. The Blood Illuminaria must either sacrifice a small animal (e.g. jack rabbit) or use their own blood. If an Illuminaria opts to use their own blood, they are dropped two wound levels until they can rest for eight hours. Time required for patient recovery dependent on severity of wound (e.g. healing an Incapacitated character to Normal would take 2 weeks). Rank 3 (Passive): the same as Rank 2, except Blood D may now be added as a bonus to all Healing skill checks. Rank 4 (Difficult): at this rank, an Illuminaria may speed up the healing time for others. Four healing (the skill) attempts may be made on a single patient in any given rest period. The Blood Illuminaria must either sacrifice a medium-sized animal (e.g. a war hound) or use their own blood. If an Illuminaria opts to use their own blood, they are dropped three wound levels until they can rest for eight hours. Time required for patient recovery is reduced by a factor of 3 (e.g. healing a Severely Wounded character to Normal would now take 1 day instead of 3, healing a Mortally Wounded character to Normal would take 11 days instead of 35). Rank 5 (Very Difficult): at this power rank, an Illuminaria may speed up the healing of an individual so quickly, that someone on the edge of death can recover almost overnight. Up to five healing (the skill) attempts may be made in a day. Time required for patient recovery is now a flat rate of eight hours and does not depend on the severity of the wound. A large animal (e.g. horse) must be sacrificed to complete the ritual. If the Blood Illuminaria opts to instead use their own blood, they are dropped five wound levels until they can rest for twenty-four hours. One CP must be spent after successfully activating the power.

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CELESTIAL POWERS
CELESTIAL ENHANCE: a power similar to Blood Enhance, except it only affects Acumen, Charisma, and Intellect abilities and their subsequent skills. This power reflects the Illuminaria's ability to channel the Illumine in from beyond their body, offering them greater insight into their surroundings, including the people in it. o Rank 1 (Easy): at this rank, an Illuminaria may channel the power of the stars into a particular skill. May be used for a single round. Roll Celestial D to determine the total bonus provided. Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect. Rank 3 (Difficult): at this rank, an Illuminaria may channel the power into a particular attribute (Acumen, Charisma, or Intellect) and thus increase all skills under that attribute as well for a single round. Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CP must be spent after successfully activating the power. Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of the stars into all skills and attributes for a single round. One CP must be spent after successfully activating the power. Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of the stars into all skills and attributes, as well as being able to sustain the effect. One CP must be spent after successfully activating the power.

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DANGER SENSE: a Celestial ability, Danger Sense allows an Illuminaria to detect the pattern of energy surrounding him, able to sense immediate threats and dangers. May be sustained. o o o Rank 1 (Very Easy): at this rank, the Illuminaria must make a check in order to detect up to one attack against his person, preventing surprise. Rank 2 (Easy): at this rank, the Illuminaria must make a check in order to detect all attacks against his person, preventing surprise. Rank 3 (Moderate): at this rank, the Illuminaria must make a check in order to detect all attacks against his person and any others within a two-meter radius. May be sustained for free. Rank 4 (Difficult): at this rank, the Illuminaria needs to activate the power only once per day when he awakens. He is then able to detect all attacks made against his person and any others within a five-meter radius. May be sustained for free.

INNERVATE: a Celestial ability of Wayfarers, Innervate allows an Illuminaria to pull energy from her surroundings and funnel it directly into her body, negating the need to eat or rest. This ability prevents damage to overworked or strained muscles, joints, and bones. May be sustained. o o o Rank 1 (Very Easy): at this rank, an Illuminaria may sustain herself. Roll Celestial D to determine duration in hours. Rank 2 (Easy): at this rank, an Illuminaria may sustain herself and another using the same mechanics as described above. Rank 3 (Moderate): at this rank, an Illuminaria may sustain both herself and a number of others (maximum individuals equal to Celestial D) using the mechanics described above. Rank 4 (Difficult): at this rank, an Illuminaria may sustain herself along with a large host of others (maximum individuals equal to Celestial D x 10) using the mechanics described above. Rank 5 (Very Difficult): at this rank, an Illuminaria may sustain herself along with an entire army (maximum individuals equal to Celestial D x 1000) using the mechanics described above. One CP must be spent after successfully activating the power. Rank 6 (Heroic): at this rank, an Illuminaria may sustain herself along with an entire city (maximum individuals equal to Celestial D x 10000) using the mechanics described above. One CP must be spent after successfully activating the power.

SUGGESTION: This rare, but powerful Celestial ability allows the Illuminaria to subtly influence a target's thoughts, perceptions, and beliefs. Always treat as a mental attack against the target's Mettle skill. o o Rank 1: At this level, the Illuminaria must speak his suggestion aloud and it may only be used to temporarily distract a single foe. No effect in combat situations. Rank 2: At this level, the Illuminaria must speak his suggestion aloud and it may only be used to temporarily distract a single foe. In combat, if successful, the target may lose his ability to attack (but not defend) for one round. May only be used once against any given target. Rank 3: At this level, the Illuminaria no longer needs to speak his suggestion aloud if used just for distraction. In addition, the Illuminaria can convince a single target to act outside of his normal behavior for a short time that does not place the target in any clear danger or force him to act against clear goals. In combat, the same applies as Rank 2 except two targets may be distracted simultaneously for a single round. Rank 4: As Rank 3, except the Illuminaria may convince multiple targets (determined by Celestial D) to act outside of their normal behavior. If the suggestion forces the targets to act against clear goals, add +3D to their Mettle defenses. The suggestion cannot place the targets in clear danger. In combat, the same applies as Rank 3 except multiple targets (determined by Celestial D) can be distracted simultaneously for a single round.

Rank 5: As Rank 4, except the Illuminaria may now make a suggestion attempt against one target that may place them in obvious danger. However, the target gains a +4D bonus to their Mettle defense. This type of suggestion may be used in combat. One CP must be spent after successfully activating the power. Rank 6: As Rank 5, except the Illuminaria may now make mass suggestions against multiple targets (determined by Celestial D) that may place them in obvious danger. One CP must be spent after successfully activating the power. Rank 7: At this rank, the Illuminaria may now completely control a single target after a successful Celestial vs Mettle attempt. One CP must be spent after successfully activating the power.

TELEKINESIS: This uncommon, but powerful Celestial ability is one of the few in the branch that can be utilized offensively and allows the Illuminaria to manipulate objects from afar, causing them to float in the air. The Illuminaria must always have line of sight of their target objects. May be sustained. o Rank 1 (Very Easy): At this early level, the Illuminaria may lift and move a single object weighing no more than one pound. This power is ineffective if used offensively. Rank 2 (Easy): At this stage, the Illuminaria may lift and move a number of objects (maximum is Celestial D) that collectively weigh no more than ten pounds. Object(s) may be hurled with a range of 5/25/40. Use Celestial D to determine collective damage. May be used to extend the range of a single projectile weapon by one range category. Rank 3 (Moderate): As Rank 2, except collective weight of lifted objects can be no more than fifty pounds. May be used to extend the range of up to two projectile weapons by two range categories. Rank 4 (Difficult): As Rank 3, except collective weight of lifted objects can be no more than 250 pounds. May now use on live targets (opposed roll versus Celestial, Telekinesis, or Physique). If live targets are hurled, use Celestial D to determine damage. May be used to extend the range of projectile weapons (maximum is Celestial D) by two range categories and add 2D worth of kinetic damage to each missile. Rank 5 (Very Difficult): As Rank 4, except collective weight of lifted objects can be no more than 500 pounds. If live targets are hurled, use (Celestial D)x2 to determine damage. May be used to extend the range of projectile weapons (maximum is Celestial D x2) by two range categories and add Celestial D worth of damage to each missile. Must spend one CP after successful activation. Rank 6 (Heroic): As Rank 5, except collective weight of lifted objects can be no more than 2000 pounds. If live targets are hurled (maximum is Celestial D), use (Celestial D)x5 to determine damage. May be used to extend the range of projectile weapons (maximum is Celestial D x5) by three range categories and add Celestial D worth of damage to each missile. Must spend one CP after successful activation.

ELEMENTAL POWERS
IMBUE WEAPON [ELEMENT]: a powerful Elemental Illumine power, this allows an Illuminaria to imbue his weapons with the destructive power of a selected element (e.g. a fiery-hot blade, a poison-tipped arrow, a stone-hardened gauntlet, etc.). o Rank 1 (Very Easy): at this initial level, an Elementalist may imbue one melee weapon with the pre-selected element for one round. Add Elemental D for additional damage. Rank 2 (Easy): at this level, an Elementalist may imbue one melee or a thrown weapon with the pre-selected element. This may be sustained. Add Elemental D for additional damage. Rank 3 (Moderate): at this level, an Elementalist may imbue any one weapon with the pre-selected element. This may be sustained. Add Elemental D for additional damage. Rank 4 (Difficult): at this level, an Elementalist may imbue a number of weapons (maximum is Elemental D) with the pre-selected element. In addition, the Elementalist may imbue body parts with the element (such as fists) so that his unarmed attacks also deal elemental damage. This may be sustained. Add Elemental D for additional damage.

MOVE [ELEMENT]: an Elemental Illumine power, this allows an Illuminaria to select a single element with which they have an affinity for, granting them control over it. This power may be selected multiple times, with each additional power granting access to a new element of the Illuminarias choice. o Rank 1 (Easy): at this initial level, an Elementalist may move their element of choice through an air medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters. This may be sustained. Additionally, may be used for ranged attack against one (1) target. Damage is Elemental D. Rank 2 (Moderate): at this level, an Elementalist may move their element of choice through an air medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters x5. This may be sustained. Additionally, may be used for ranged attack against two (2) targets. Damage is Elemental D. Rank 3 (Difficult): at this level, an Elementalist may move their element of choice through an air or liquid medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters x10. This may be sustained. Additionally, may be used for ranged attacks against up to five (5) targets. Damage is Elemental D. Rank 4 (Very Difficult): at this level, an Elementalist may move their element of choice through an air or liquid medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters

x50. This may be sustained. Additionally, may be used for ranged attacks against up to ten (10) targets. Damage is Elemental D. One CP must be spent after successfully activating the power. o Rank 5 (Heroic): at this level, an Elementalist may move their element of choice through an air or liquid medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters x 200. This may be sustained. Additionally, may be used for ranged attacks against up to twohundred (200) targets. Damage is Elemental D. One CP must be spent after successfully activating the power. Rank 6 (Legendary): at this level, a Master Elementalist may move their element of choice through an air or liquid medium. The maximum amount that can be manipulated is determined by the number in front of Elemental D in cubic meters x 1000. This may be sustained. Additionally, may be used for ranged attacks against 1000 targets. Damage is Elemental D. One CP must be spent after successfully activating the power. Note: due to the extreme variations in elemental types and how quickly they move, massive elemental movements will be determined by the GM in terms of how quickly they reach their target destination.

SHAPE [ELEMENT]: an elemental power with potentially lasting effects that allows an Illuminaria to mold a standing structure made entirely out of their element of choice. In the case of Fire and Air, powerful walls can be erected but eventually dissipate. o Rank 1 (Easy): at this starting rank, an Elementalist can create a temporary wall or shape that does not exceed one cubic meter. The Elementalist must actively concentrate to keep the shape in place from one round to the next, thus counting as an action. Generally, the power is not strong enough to be used offensively or to cause any lasting damage. Rank 2 (Moderate): as Rank 2, except the temporary wall or shape cannot exceed five cubic meters. If used offensively or to cause damage (must be justified), use Elemental D for every meter an opponent must pass through (e.g. a wall of flames that is 3 meters thick would cause damage in the amount of Elemental D x 3). Rank 3 (Passive): as Rank 2, except the Elementalist no longer needs to focus on keeping the shape. Duration is Elemental D in minutes. Rank 4 (Difficult): as Rank 3, except the Elementalist may now create shapes or walls up to fifty cubic meters. Rank 5 (Very Difficult): as Rank 4, except the shape or wall may be made permanent with the expenditure of one CP. The wall is still subject to natural eroding forces (i.e. a stone wall can be smashed or deteriorated, a fire wall must have continuous fuel to burn, an ice wall can still melt, etc.).

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SHAPE SHIFT: a rare Illumine power that uses the elemental power of life, this allows an Illuminaria to take the shape of an animal for a given amount of time before transforming back to their normal self. All carried items are left behind. o Rank 1 (Easy): at this initial level, a shape shifter can only alter one specific part of his body (e.g. fist, eyes, ears, feet, etc.). A variety of advantages can be acquired, such as gaining the night vision of an owl, the sonic hearing of bats, or the sleek fins of a fish. If used to gain a physical advantage, a max 1D bonus may be added to Physique, Agility, Coordination, or any of their subsequent skills with proper justification. Duration is Elemental D in rounds. Transformation takes one round. Rank 2 (Moderate): at this stage, a shape shifter can alter one large portion of his body (e.g. legs, arms, trunk, etc.). A variety of advantages can be acquired. At this stage, a shape shifter can give himself wings strong enough to fly, the armored hide of a crocodile on his chest, or even gills to breathe underwater. If used to gain a physical advantage, a max of 2D bonus may be added to Physique, Agility, Coordination, or any of their subsequent skills with proper justification. Duration is Elemental D in rounds. Transformation takes one round. Rank 3 (Passive): as Rank 2, except full body transformations are now allowed into medium sized animals roughly the same size as a human. Duration is Elemental D in hours. Full-body transformation takes two rounds. Rank 4 (Passive): as Rank 3, except full body transformations are now allowed into small, medium, or large animals. Rank 5 (Very Difficult): as Rank 4, except the shape shifter may now transform into any normal animal. One CP must be spent if transforming into a tiny or gargantuan animal.

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