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HUMAN

1. DIVERSE RELATIONS - Add 1 to all social results.


DIVERSE SKILLS - Choose an additional major skill.

2. INSPIRATION - Additional 1D4’s pool to be distributed each day, refreshed at rest periods. One dice.

3. JACK OF ALL TRADES - All skills at 0 ranks are eligible for a once per day re-roll (once across all skills).
MASTER OF ONE - One skill at 3 or more ranks is eligible for a once per day re-roll.

4. INSPIRATION - Total two dice.

5. HEROIC DEFENCE - Once per day add level to defence roll versus ranged or melee attack.
HEROIC RESISTANCE - Once per day add level to elemental resistance for one round.

6. INSPIRATION - Total three dice.

7. SPECIALIST - Choose any skill with 3+ ranks and apply a permanent +1 rank to it.
GENERALIST - Choose any two skills below 3 ranks and apply a permanent +1 rank to them.

8. INSPIRATION - Total four dice.

9. MASTER OF ALL TRADES - All skills 2 at ranks or less are rolled with two dice, choosing the highest.
GRANDMASTER OF ONE - One skill at 6 ranks or higher are rolled with two dice, choosing the highest.

10. INSPIRATION - Dice are upgraded to D6’s.

12. DIPLOMAT - Gain two ranks in influence.


DIRECT ACTION - Receive an additional 1D8 when determining the first initiative in combat.

13. INSPIRATION - Total five dice.

14. HEROIC COMPASSION - Add your level to healing you perform in combat to other party members, as
long as you deal no damage this turn.
HEROIC VENGEANCE - Deal your level in bonus damage to any target who has injured a party member
since your last turn.

15. INSPIRATION - Dice are upgraded to D8’s.

16. SPECIAL RELATIONS - Add 10 to the social result when dealing with one non-human race of your
choosing. Other non-human races receive a +2 bonus.
UNIQUE SKILL - Your highest ranking skill is maxed out in ranks, if not already. You also open up new,
even higher ranks you can access with more experience.

17. INSPIRATION - Total six dice.

18. FAMOUS - Your legend is written in good terms, giving you +8 to charm, +2 influence.
INFAMOUS - Your legend is written in evil terms, giving you +8 to intimidate, +2 influence.

19. INSPIRATION - Dice are upgraded to D10’s.

20. PARAGON OF YOUR KIND - Other humans will follow you because they respect and love you.
RENEGADE OF YOUR KIND - Other humans will do what you tell them because they are afraid of you.
BALOR

1. STUNTED WINGS - Enables the balor to glide up to 60’ without taking falling damage. Successful condi-
tioning DC 10 increments allow additional 60’ to be added.
STUNTED HORNS - Enables one extra melee attack per round. Attack is a melee attack, made with a
weapon quality of 1.

2. BREATH WEAPON I - 30’ line, red/blue/green/black (chosen at level up). Attack is a magic attack, made
at skill level 3. Recharges after each encounter. Replaces the attack on a standard attack action, full attack may
be used with breath weapon as either the first or second attack.

3. HELLISH RESISTANCE - Use the next highest skill tier value for one resistance type (not sanity).
HELLISH AURA - 5’ causes hostile targets to suffer red/blue/green/black (chosen at level up) bonus dam-
age of 1 for each successful melee strike (can affect allies’ weapons). Does not help when determining attack
rolls. Can be turned off and on at will.

4. BREATH WEAPON II - 30’ cone, colour as chosen. Attack made at skill level 4.

5. WINGS - Enables the balor to fly at base speed 40’. Replaces stunted wings, if already chosen.
HORNS - Enables one extra melee attack per round. Attack is a melee attack, made with a weapon quality
of 6. Replaces stunted horns, if already chosen.

6. BREATH WEAPON III - 40’ cone, colour as chosen. Attack made at skill level 5.

7. HELL SCREAM - Once per day, 100’ range domination vs sanity to cause fear in hostiles (individual
saves). Failed saves causes each target loses 1/2 balor’s level from attack rolls (rounded down). Some power-
ful creatures may be immune to the effects of hell scream.
HELL VOICE - Once per day, 100’ range domination vs sanity against one target. Failed save causes target
to succumb to one command from the balor. Effect ends after a number of round equal to half the level of
the balor (rounded down).

8. BREATH WEAPON IV - 40’ cone, as colour chosen. Attack made at skill level 6. Recharges after a two
round cooldown.

9. GREATER WINGS - The balor’s wings exude red/blue/green/black on command when in flight only,
dealing damage equal to their level to any that pass through the 80’ wake behind them. This damage, if
effective, may cause difficulty for other flying things in varying ways.
GREATER HORNS - Weapon quality for attack increases to 15, and additional small horns break through
the skin in several places of the balor, making them more difficult to grapple.

10. BREATH WEAPON V - 40’ cone, as colour chosen. Attack made at skill level 6. The cone of effect may
be directed within the same round to cover up to 360 degrees, if wished, or concentrated upon one 90 degree
arc for 1.5x damage.

11. HELLISH IMMUTABILITY - The balor gains a +4 bonus when external forces attempt to coerce a
physical or mental change upon them.
HELLISH EMANATION - Target any single ally that the balor can see, at any range. When that ally
makes its next attack, successful or not, the balor may also make a single attack of its choosing, that they
would be entitled to make if they were in the same location as that ally. This ability does not transport the
balor to this location, and the balor must attack the same target as their ally. This attack must come from the
balor’s pool of available attacks in the same round as it is made.
12. BREATH WEAPON VI - 60’ cone or 120’ line, colour as chosen. Attack made at skill level 8. The cone
may be directed as per V, the line cannot, but it will pass through 2” of wood, 1” of steel or stone, or any
amount of unprotected flesh.

13. SERVANT OF THE PIT - The balor’s body becomes more hardy, and is able to ignore the first three
points of damage from all sources. The balor also becomes immune to damage from the same colour as her
breath weapon.
SCHOLAR OF THE OCCULT -The balor’s mind becomes more hardy, granting a +4 to all sanity rolls.
The balor also becomes immune to any mind controlling effects from anyone whose hit points are less than
his own.

14. BREATH WEAPON VII - Attack made at skill level 10. Any dice that indicate a 1 or 2 may be re-rolled
when determining damage.

15. WRATH OF HELL - Once per day, all targets within 120’ have a 75% chance to be dealt 4D20 damage of
the same colour as the balor’s breath weapon. If the balor is ‘hit’ they heal that amount instead. This effect
may also hit inanimate objects in the area of effect.
SANCTUARY OF HELL - Once per day, the balor, and an additional number of others up to his level
-14, are transported to hell for 1D3 rounds, where they take 4D20 damage each round of the same colour as
the balor’s breath weapon. The balor is instead healed for this amount. Everyone so transported may take
actions as normal. Those unwilling must pass a sanity vs domination test.

16. BREATH WEAPON VIII - Once per day, the balor may make a breath weapon attack and cause double
damage, also doubling the cone size or line penetration.

17. HAND OF THE PIT MASTER (must be servant of the pit)- Once per day, a 20’ diameter extra dimen-
sional hole appears at any point up to 120’ away. Next round, the hand of the hell lord comes through,
extending up to 120’ out. Up to four medium sized, two large or one size larger are grappled with a power
check of 60. Those that are grasped are restrained and take 20 damage of the same colour as the balor’s
breath weapon per round, plus 60 points of crushing damage in the final round. Once the squeeze damage is
delivered, the hand lets go and withdraws back into the pit whence it came. Any dead creatures are dragged
in with it, granting the balor 10% of their maximum health and mana as a temporary bonus.
OCCULT CONTRACT (must be scholar of the occult) - Once per day, speaking words of command, all
chosen targets within 120’ must pass a sanity test or have the characters appear on them causing 1 point of
health and mana damage per word up to twenty words. Every five words, a new sanity test can be attempted,
which stops the words from appearing. If the whole 20+ word command is completed, whoever or whatever
has the words upon them must follow the command they make, for one round equal to the number of words,
up to a maximum of 20 rounds. This command cannot involve hurting themselves or their allies directly.

18. BREATH WEAPON IX - Attack made at skill level 12. Any dice rolled that total less than half, are instead
taken as half.

19. PIT LORD (must be hand of the pit) - Once per day, open several 5’ diameter extra dimensional holes
nearby, though which chittering and whelping can be heard. Next round, 3D3 imps pass through and fol-
low the instructions of the balor. Each may make a single melee attack at skill level 10+10 strength, if they
succeed, they may continue to act in subsequent rounds until they miss, when they explode dealing colour
damage the same as the balor’s breath weapon at skill level 10. The imps can be commanded to explode pre-
maturely, but otherwise will remain in servitude to the balor for the next hour.
LORD OF THE OCCULT (must have occult contract)- Each time a target with a skull is killed by the
balor, she may harvest it as a free action (as long as she is next to it, or moves to it in the same round or the
next). These skulls may be kept upon her person, become animated and even talk with the same voice as
their former selves. For each skull held, the balor receives +1 to awareness, seek and sanity. If desired, these
skulls can be thrown as a missile weapon causing an explosion of 30’ with damage equal to the colour of the
balor’s breath weapon at skill level 10. Up to three skulls can be thrown at once, either to explode at the same
point or forming a triangle of effect of 60’.

20. AVATAR OF THE PIT MASTER (must be pit lord)- Once per week, the balor’s body transforms into
that of the pit master, a 300’ tall demon, wreathed in magical effect the same as the balor’s breath weapon. A
number of changes occur:
• Health increased to 500, but 50 is lost each turn in addition to any more damage taken.
• Reach is increased to 120’, base land speed to 240’.
• Melee and heavy armour skills are increased to skill level 12, STR to 60, sanity to 60.
• Communication is only possible to other balors.
• Anyone within 5’ of the pit master takes 20 points of damage equal to the colour of the balor’s breath
weapon. The pit fiend may use its breath weapon once, the same as IX, but with triple the range.
Once the pit master is defeated, the balor is returned to themselves again, either on half health or their
former health, whichever is the highest. The metamorphosis takes one round, both ways, during which time
the balor gains damage resist 20-all.
ONE WITH THE OCCULT (must be lord of the occult)- Each time the balor takes damage that would
move them into bleh status, if they are wearing a skull, they regenerate back up to 75 health (even if this is
higher than their maximum) and a skull withers away. The balor gains the ability to corpse travel, sinking
into the ground and re-emerging adjacent to a freshly killed corpse up to 200’ away, this movement counts as
a 5’ step. The balor instantly knows when a kill is made up to 200’ away, and each time he senses it, he gains
10 mana. Each skull worn by the balor also grant a +2 bonus to all damage dealt.
FRAGGLE

1. FIGHT - Gain +3 initiative when using the full attack action.


FLIGHT - Gain +3 initiative when using the double move action.

2. FRAGGLE SENSE I - Awareness, Seek & Sneak all gain a permanent +1 bonus.

3. SCAMPER - Climb vertical surfaces at usual movement rate (does not make surfaces easier to climb).
POUNCE - Extra action, chosen at initiative. Move up to base speed (minimum 5’) and attack with a +2
modifier to the first attack, but with a -2 to defence for each defence roll for this round.

4. FRAGGLE SENSE II - Gain +1 to defence on the first defence roll per round.

5. CLAWS - Unarmed melee attacks have a weapon quality of 4.


VAULT - The first 15’ of any surface does not count as movement for difficulty or speed.

6. FRAGGLE SENSE III - Gain +1 to defence against all AOO attacks.

7. POUNCE/ POUNCE II - Take pounce as lvl 3, or upgrade to pounce II: Every attack against target is made
with a +2 modifier, every defense roll is made with a -1 modifier, until fraggle decides to lose the +2 attack
modifier.
STALK - Sneak receives a +2 modifier. When successfully sneaking, the fraggle also receives a +2 to their
first attack roll.

8. FRAGGLE SENSE IV - Fraggle receives no penalty to defence when being flanked.

9.
FAERIE

1. GROWTH - The faerie grows to human size, gaining +4 to STR and +2 to CON, and a speed equal to 30’
but losing their ability to fly. This ability can be activated once per day, and lasts for up to one hour.
FEY MAGIC - The faerie receives a permanent +2 to domination and sanity.

2. NATURE AFFINITY I - Gain magical healing, restoring 1D6 health per every 1 mana spent.

3. BEACON - Gain controllable aura up to 60’ which illuminates and grants friendly targets (including the
faerie) a +2 to seek and awareness.
SHELTER - Extra action, chosen at initiative. Move into the same square as any friendly up to half
movement rate, and gain a +2 to defence. Engage in any actions that can be done without leaving that square.

4. NATURE AFFINITY II - Gain ability to control plants and small animals. For 1 mana a round, all fauna
(up to the size and intelligence of a domestic cat) and flora within 100’ can be commanded. Plants gain the
ability to animate, but cannot leave the area in which they are rooted. Should enough be present to cause a
possible effect (GM’s discretion) the maximum effect can be halved movement rate, -2 to attack and defence
values, and +/-2 to skills.

5. GREEN MATERIA MASTERY - Green materia magic costs 1 mana less, use the next highest tier of green
resistance.
FEY RESISTANCE - Bonus +2 to sanity, base resistance to elemental magic +2.

6. NATURE AFFINITY III - Control ability is extended to large animals (up to the size and intelligence of a
riding horse) and plants can now cause harm (subject to limitations). For 2 mana a round, all valid targets
within 100’ can be commanded. At the GM’s discretion, the maximum effect can be standard attacks as
directed by the GM.

7. VISAGE - Friendly targets within 100’ camouflage into natural environments (qualifying terrain at the
discretion of the GM), making them harder to seek. Plants will cover their outlines, animals will distract
attention away. Movement and skills are not hindered in any way. Maximum effect is -10 to opposed DC’s
of awareness and seek. Maintaining a visage costs 1 mana a round. Does not affect possible tracks left by the
party.
PASSAGE - Grants all friendly targets within 100’ unhindered and untraceable passage through any natural
environment. Plants will move out of the way and then cover the tracks of the party. Animals will help to
clear a path through rough terrain, and obliterate any trace of movement left. Maintaining a passage drains 1
mana every ten minutes.

8. NATURE AFFINITY IV - Causes new plant growth to sprout and grow to maturity in one round.
Summons nearby animals which arrive in one round. May empower small plants and animals with growth,
to enable them to act as large variants.

9. FEY HUNTER - The faerie takes on the aspect of nature that preys upon the weak. She is permanently
adjusted as follows: +2 to STR & DEX, +2 to AWARENESS & SEEK, +2 to INITIATIVE.
FEY GLAMOUR - The faerie takes on the aspect of the dryads of legend. She is permanently adjusted as
follows: +2 CHA & INT, +2 to CHARM & DOMINATION, GROWTH becomes an at will power.

10. NATURE AFFINITY V - Gain the ability to create a vibrant garden at her location, spreading at the rate
of 10’ per round out to maximum of 20’ per level. This garden is magical as long as the faerie stays within it,
and provides some protection from unwelcome scrying (the DC used to penetrate the garden is the faerie’s
Domination score x1.5). While inside the magical garden, allies receive +2 health and mana regeneration,
in addition to any natural recuperation powers. Trespassers inside the garden suffer the effects of NATURE
AFFINITY I. This garden can be created once per day, and will remain behind when left.
11. LEAF ARMOUR - The faerie may clothe herself in magical leaves that acts as light or medium armour
with quality equal to her level +5. This armour has nature’s life force held within, and will absorb half of all
damage taken, up to a maximum of 20 points (+1 point per level) per day. When exhausted, the leaves fall
away, and must be remade on the next day.
CLOAK OF THORNS - The faerie may wear a cloak made of magical thorns, which holds within it a
powerful enchantment. While wearing the cloak, she gains an extra 1D4 to her defence value, and when
attacked (whether successful or not) the aggressor is struck by a thorn as long as they are within 30’. The
thorn will burrow into the enemy, causing 2D4 damage per round for three rounds (this can be stacked with
more thorns). The cloak holds 10 thorns, and when these are all used, the cloak loses its defense boost until
the next day, when the thorns are remade.

12. NATURE AFFINITY VI - During the daylight, the faerie may summon a triffid as a companion, during
the night, a spore skalk. If either of these followers die, they cannot be resummoned until the next cycle.
TRIFFID: 10’ high, 10’ reach. 3D10 attack (bonus damage 10 per round) once hit, target must beat an
opposed power check to escape (15) 3D10 defense (vulnerable to RED, immune to GREEN). Health 50.
SPORE SKALK: 5’ cube. 2D12 attack (30’ range) once hit, target is affected as per POISON tier 3 (immune to
GREEN). Health 50.

13. FEY HUNTER II - When successfully damaging targets with less than 33% health remaining, they die
instantly.
FEY GLAMOUR II - When successfully charming a male target, they become enamoured with the faerie,
and any further charm attempts are made with a +10 modifier. This effect remains indefinately, but does not
stack.

14. NATURE AFFINITY VII - The faerie may summon her own faerie dragon, which appears within 1D3
rounds. It is totally loyal to the faerie, and will protect her to its death, if required, as well as acting as her
steed, should she wish, improving her movement to FLY 60. The dragon has no attack, but has powerful
magical abilities: Breath weapon 60’ line SHRINK effect 50% (halves damage & STR - 3D4 rounds) Sanity
DC 30 saves. Fey invisibility - dragon and rider gain +20 sneak (3D4 rounds). The dragon and its owner
share telepathic communication, helping each other with DOMINATION checks (dragon 5). Dragon copies
faeries defense value. Health 50. If killed, the identical dragon returns on command, on the next day.

15. GLOBE OF GRACE - All friendly targets within 30’ of the faerie gain +4 to DEX (the faerie may activate
this ability at will, 2 ACRO, 2 ACU).
FIELD OF DECAY - All hostile targets within 30’ of the faerie lose 1D3 STR & 1D6 health/mana per
round (the faerie may activate this ability at will).

16. NATURE AFFINITY VIII - The faerie becomes extremely attuned to the lands around her. While in
natural surroundings, she gains the following benefits: Forest/plains/grasslands +5 heath regeneration.
Tundra/desert/mountain +5 mana regeneration. She also becomes able to breathe underwater, and swim
with the same manoeuvrability as if she was flying.

17. FAERIE BLESSING - Three times per day, the faerie may touch a willing target and bestow 5 heath
regeneration per round for 3D4 rounds. The faerie may use this power on herself, but it is not as potnet,
healing only 3 points per round. This may be stacked on consecutive rounds.
FAERIE CURSE - Three times per day, the faerie may touch a target and bestow a 10 health degeneration
for 3D4 rounds. This may be stacked on consecutive rounds.

18. NATURE AFFINITY IX - Once per day, the faerie becomes able to restore life to those recently killed as
long as the following conditions are met: The target must have been alive no longer than an hour ago. The
target’s body must be able to still sustain life (ie. poison free and mostly in one piece). The faerie must have
known the target to some degree (either by being a party member or close ally, for instance). The faerie must
be one full life and under no duress. Using this ability will leave the faerie extremely weak until she has had a
full eight hour rest.

19. SUMMON TREANT - A treant grows from a seed in 3D4 rounds. Once fully grown at 40’, it will assist
the faerie for the next hour, before it becomes a tree. 4D10+10/ 4D10+10 OR 6D10+20 attack values. 4D10
+10 defense value. Regenerates heath at 15 per round. Health: 100.
TREANT TRANSFORMATION - Transforms the faerie into the treant as noted above for one hour (or
until cancelled). If the treant is defeated, the faerie reassumes her normal form at full heath. Transformation
takes 1D4 rounds, during which the faerie regenerates 30 health per round.

20. NATURE AFFINITY X - Once per day, the faerie may exude an aura out to 30’, which heals allies for 15
health per round, and conveys damage resistance of 15 against all sources. This aura also allows other af-
fected allies to use the faerie’s sanity roll if they fail their own. This aura remains for ten minutes. If the faerie
dies during this time, she is restored back to full health at the conclusion of the aura.
KLANGERS

1. VITAL MATERIA - Extra active materia slot in the klanger body. Materia does not benefit from souls, but
progresses with the level of the klanger. Cannot be removed or replaced. Choose which materia is present at
creation.
AUXILIARY MATERIA - Extra passive materia slot in the klanger body. Materia does not benefit from
souls, but progresses with the level of the klanger. Cannot be removed or replaced. Choose which materia is
present at creation.

2. CORE LEVEL I - Materia installed in the klanger body reaches level three.

3. TOUGH - Defence and resistance receive a +1 bonus (not sanity).


OVERCLOCK - One trait of choice (each activation) receives +4 for one round. Recharges after one hour.

4. CORE LEVEL II - Materia installed in the klanger body reaches level five.

5. RIGID - Receive +2 to defence and damage absorption of 1 if no movement is taken.


FLEXIBLE - Movement speed increase to 30’.

6. CORE LEVEL III - Active materia installed in the klanger body costs half the mana. Passive materia
receives an in-line bonus (refer to GM).

7. SOUL BATTERY - All departing hostile souls within 100’ are drawn and held inside the core of the
klanger, to be distributed to party materia or released to the stream. While holding souls, the klanger
regenerates 1 mana a round, up to half maximum. Souls can only be held in this way for a very short time.
SOUL SIPHON - Aura 30’, all hostiles lose 1 mana a round. For every two points of mana lost, the klanger
gains one.

8. CORE LEVEL IV - Active materia can be cast as a bonus action. Passive materia receives an in-line bonus
(refer to GM).

9. TECHNOLOGICAL MARVEL - The klanger receives +2 to technology and +2 to savvy (WIS).


WONDER OF CREATION - The klanger can animate a small companion with a piece of materia. This
companion will accompany the klanger as if it was a pet.

10. CORE LEVEL V - The klanger can activate a low level force field, drawing power from their embedded
core materia. This field extends out to 5’, and adds +5 quality to defence against attacks that must pass
through it. This field also grants the resistance to the colour of the embedded materia equal to half the
level of the klanger inside the field. Maintaining the field costs 1 mana a round, and can be activated and
deactivated at will.

11. SOUL TRANSFERENCE - The klanger can attempt to extend their influence into non-sentient machinery
by remaining in direct contact and diverting some of their awareness into it. Success is governed by the
relative size and complexity of the machinery in question. Different levels of control can be achieved, and
past success is no indication of future success, unless otherwise indicated by the GM.
SOUL IGNITION - Grants SOUL SIPHON, or of already taken, upgrades it to a 40’ aura, with hostiles
losing 3 mana a round. The klanger can choose to gain health instead of mana, if chosen, they gain health
directly equal to any lost enemy mana.

12. CORE LEVEL VI - The klanger becomes immune to any colour damage incoming that is the same as
their core materia. On a successful save against the damage, they regain health equal to the remainder.
13. MACHINE OF WAR - Any weapons used by the klanger can be integrated into its body, thereby both
making them immune to disarm attempts and granting a bonus of +4 to their attack value.
APPARATUS OF SCIENCE - Modifications made by the klanger to itself bring improved abilities. Gain
two ranks from any of the following: Awareness, seek, sneak, technology, sense motive, medium armour,
heavy armour.

14. CORE LEVEL VII - The klanger force field improves in quality to 10, and now completely blocks any
damage inflicted by the colour of the core materia inside its area of effect. Any hostile inside its area will find
any materia they carry has its effects temporarily changed to match the colour of the core materia inside the
klanger. The force field now costs 2 mana per round, but optionally, the size of the field can be increased to
10’ for a total of 4 mana per round.

15. SOUL TRANSCENDENCE - The klanger may now extend their influence into large complex machinery
with more reliable results. Past success is no indication of future success. The klanger still needs to touch the
machinery to exert control, but can now retain control for some time afterwards.
SOUL CASCADE - Grants SOUL IGNITION, or if already taken, upgrades it to allow the klanger to re-
gain both mana and health equal to the amount drained from enemies.

16. CORE LEVEL VIII - The materia slot in the klanger body splits into two, allowing a new materia to be
inserted, with all the benefits attached concurrent with the existing materia.

17. BLAST ARMOUR - For one round per encounter, the klanger may become immune to all damage by
sacrificing all movement and actions. Subject to damage type and situation, other party members may also
become immune to damage as long as they use the klanger as cover. After the round ends, the klanger and
every other party member so protected become able to perform actions as before, and become subject to any
ongoing damage they may have sustained during the duration.
TERMINAL VELOCITY - For up to four rounds per day, the klanger becomes able to travel at ten times
its normal speed, and ignores any terrain that would normally slow them down. They also become able to
take this movement through any open vertical space, but may be stopped by reinforced material such as stone
or metal. Should the klanger crash into or through any such tough material during this time, they gain an
additional 10 damage reduction against any damage sustained.

18. CORE LEVEL IX -The cores of the klanger sustain its life even when it has taken grievous damage. When
taking damage to health, and the health of the klanger has been lowered to battered status, they can chose to
take some or all of that incoming damage from mana, instead.

19. KLANGER HERO - Other klangers consider this character a hero, and will more easily join with them
and offer help.
MIRACLE OF SCIENCE - The klanger is at peak efficiency. It now gains the other half of all racial feats
except KLANGER HERO.

20. CORE LEVEL X - The klanger forcefield now no longer adds armour quality, but instead blocks a set 100
points of incoming damage per round. Enemies of a level five times lower than the klanger may not pass into
the force field. Maintaining this force field now costs 3 mana per round, but optionally, the size of the field
can be increased to 10’ for a total of 6 mana per round.
SKORN

1. EXOSKELETON - Add an additional +! to the defence quality of the skorn’s natural armour, every odd
level.
HORNED - Enables one extra melee attack per round. Attack is a melee attack, made with a weapon qual-
ity of 1.

2. TOXIN SAC I - 30’ range, 10’ AoE. Counts as a green magic attack, with an effect as acid level one. Can be
used once per day.

3. TAIL WHIP - On a full attack, the second attack may be a tail whip instead of a normal attack. Attack is
made with a weapon quality of 1. If successful, target is knocked prone as well as damaged.
TAIL SPINES - On a full attack, the second attack may be a tail spine ranged attack, made with a weapon
quality of 1. If successful, target takes must make an opposed save using constitution, failure indicating para-
lyzation for 1D6 rounds.

4. TOXIN SAC II - Range increased to 40’. Effect is increased to acid level three.

5. NATURAL BORN KILLER - Attacks with natural weapons may roll two critical threat dice, taking the
highest threat indicated. Natural weapon quality is increased by 2.
HONED HUNTER - Natural weapon quality is increased by 5.

6. TOXIN SAC III - AoE increased to 15’. Effect is increased to combine poison and acid level five.

7. ADAPTATION - Take no health loss from disease.


AQUA ADEPT - While submerged in water, attacks and defence values are increased by 2.

8. TOXIN SAC IV - Effect is increased to acid level five. May be used twice per day, but not in the same
encounter.
9.DOROMOR

1. WEAPON MASTER - Once each per encounter reroll defence, and reroll attack.
WEAPON ADEPT - Roll two dice for determining critical threat, taking the highest.

2. BATTLEFIELD MASTERY I - As long as there is a hostile within 120’, the doromor can gauge to within
10% accuracy its remaining health. The doromor can also gauge ally health within 120’ to the same extent.
Requires line of sight.

3. ‘CHARGE!’ - (Requires battlefield mastery) All friendly targets within 120’ gain +5 to defence against AoO
when moving through threatened squares. Once per encounter.
‘TO ME!’ - (Requires battlefield mastery ) All friendly targets within 120’ gain +5 to attack against targets
engaged with the doromor. Once per encounter.

4. BATTLEFIELD MASTERY II - Also grants the doromor immunity to fear effects.

5. OUTFLANK - When flanking targets, the doromor gains double the attack bonus.
VANGUARD - The doromor can no longer be flanked by hostile targets.

6. BATTLEFIELD MASTERY III - Also grants the doromor a 50% chance to ignore conditions caused by
critical hits.

7. WEAPON MASTER / GRANDMASTER - Grants weapon master, or if already taken, weapon


grandmaster. Three times total per encounter re roll attack or defence.
WEAPON ADEPT/ VETERANCY - Grants weapon adept, or if already taken, weapon veterancy. Roll two
critical location dice per threat, choosing the result.

8. BATTLEFIELD MASTERY IV - SURVEY - Extra action, used at initiative. As standard attack or full
round move, plus grant allies within 120’ +2 to attack and defence. Characters affected must be able to hear
the doromor, and the doromor must have line of sight on the ally.

9. ‘HELP THEM!’ - Choose one ally within line of sight. All actions benefiting the survivability of that
character receive 1D6. Once per encounter.
‘RALLY TO ME!’ - All party members within 120’ may double move towards your location and suffer no
attacks of opportunity. Should anyone be suffering from a mind control or illusions hex, they may reroll their
sanity to resist again before moving.

10. BATTLEFIELD MASTERY V - The doromor may roll two initiative dice, and choose the desired result.

11. ‘I’LL HAVE THAT!’ - On a successful disarm, the doromor may make an immediate attack with the
recovered enemy weapon. This disarm attack has an increased chance of success of 33% (this stacks with the
disarm feat, or gives a flat 33%). This action must replace a standard attack, or the main attack of a full attack.
‘OVER MY DEAD BODY!’ - This shout can be made as long as the doromor moves no more than
5’. Under the effects of this shout, the doromor receives damage immunity 5 versus all types of damage,
including materia damage or ongoing damage. Any hostile targets that are within a 40’ range are compulsed
to attack the doromor, unless they make a sanity roll of 20 (+1 per level). The doromor is also immune to any
knockdown attempts, or any pushes or charges intended to move them, but they still take any damage owed
as a result.

12. BATTLEFIELD MASTERY VI - The doromor becomes immune to all forms of weakness, whether
magically or martially inflicted.
13. SUPERWEAPON - Gain full proficiency with all combat feats ending in ‘master’.
SUPERPOWER - Gain full proficiency with all combat feats not ending in ‘master’.

14. BATTLEFIELD MASTERY VII - Once per encounter, the doromor may take a second turn in the same
round, rolling initiative as normal for both turns.

15. ‘FINISH HIM!’ - The next ally to successfully strike the target will cause a critical hit (this cannot be the
doromor). The ally that makes this attact may make a called shot with no penalty. Once per encounter.
‘FEEL MY POWER!’ - The next hit by the doromor against the target, if successful, causes an
intimidation affect that in turn causes the target to either: (if remaining health is >50%) flee for four rounds,
or if unable, cower instead, (if remaining health <50%) surrender, or if no surrender is accepted, to submit to
death. Certain powerful enemies may resist this effect on an opposed roll.

16. BATTLEFIELD MASTERY VIII - Long time exposure to battle has caused the doromor to master their
own adrenaline, and use it to its fullest potential. Each time the doromor makes an attack, they gain 1 point
of health, even if it exceeds their maximum heath. If the doromor becomes bruised, this increases to 2 heath
points. If the doromor makes a successful attack while benumbed, they regain enough heath to reassume
bruised. This health is lost first when taking damage, and is lost after combat ends if it exceeds their
maximum health value.

17. THRILL OF VICTORY - When killing an enemy in a combat encounter, the doromor may regain up to
one quarter of their maximum health and mana.
STING OF DEFEAT - When another party member enters benumbed status or worse, the doromor may
immediately either take an extra action, or fully recover their health and mana.

18. BATTLEFIELD MASTERY IX - The doromor may elect one party member to become their ‘blood
brother’ (this party member does not have to be a doromor, or even male). This decision is not reversible,
so should be taken with care. The blood brothers now share a common pool of health and mana, to be
distributed as seen fit. While one still lives, the other will always know which direction and how far off his
brother is. In combat, once per encounter per brother, the other brother may reroll an attack or defense
using their own stats in place of their brother’s, the new roll must be taken in replacement. This new attack
or defense may use any skill that the other brother possesses, even using the weapon or armour quality in
replacement of their own.

19. ‘FEAR ME’ - The next attack, if successful, drains the target of all mana.
‘FEAR US’ - The next attack (martial or magical) by each party member, if successful, also drains an
amount of mana equal to their level.

20. BATTLEFIELD MASTERY X - The bond between blood brothers becomes so strong that they become
more than their individual parts. The shared pool of health and mana is doubled. While they are within 60’
of each other, they receive a +20 health regen and a +10 mana regen while engaged in combat.
SERAPH

1. PACIFISM - Hostile targets attempting to attack the seraph in melee or ranged combat must first pass a DC
5 sanity save or be unable to target them. They can still choose to attack others with their attack, subject to
the usual split target penalty.
MARTYR - Once per day, when the seraph is reduced to -10 or less health, they are instantly healed for 10
points of health.

2. ORACLE I - The seraph holds a 1D4 to add to any dice roll by any party member. This dice is discarded
when used, and is regained following a rest period.

3. HALO - For up to four rounds, the seraph places a halo on one target a range of up to 80’ (including self if
required). Maintaining the halo costs 1 mana a round. The target restores lost health at a rate of 1 per level
of the seraph, and also gains a +1 bonus to all dice rolls made.
HEALING LIGHT - All allies within a 30’ diameter, centred at a range of up to 80’ from the seraph are
illuminated and have 2D6 health points restored. Using this ability costs 2 mana.

4. ORACLE II - The seraph holds 2D4’s. They may not be used in the same round.

5. VENGEANCE - The seraph may add 1D4 to any action (using a dice roll) that negatively impacts any
hostile target that has successfully injured any party member.
AUSTERE - The seraph uses one domination tier higher than they currently have.

6. ORACLE III - The seraph holds 3D4’s. They may be used two at once or all at once, if required.

7. HALO / ENDURING SOUL - Grants halo, or of already taken, enduring soul. Target wearing the halo
receives +4 to sanity, and the benefits of martyr (in addition to the one a day limit if worn by the seraph).
Duration is extended to up to six rounds. Health gain is doubled, as is mana cost.
HEALING LIGHT / BRILLIANCE - Grants healing light, or if already taken, brilliance. Health restored is
increased to 4D6. Residual light shrinks to 15’ diameter in the second round, healing drops to 2D6. In the
third round, the diameter is 5’, and healing is reduced to 1D6. Mana cost increases to 5.

8. ORACLE IV - The seraph holds 4D4’s. They may be allocated sequentially, as desired.

9. HEAVENLY CHORUS - In addition to any other actions done, the Seraph may also summon 1D4+2
insubstantial angels that sing for two rounds. All allies that hear the chorus regenerate 10 health per round
plus two additional health for each angel. This ability may be used once per day.
DIRGE FOR THE FALLEN - In addition to any other actions done, the seraph may also summon 1D4+2
insubstantial angels that sing for two rounds. All allies that hear the dirge regenerate health back to 1, unless
they instead have entered bleh status. Allies in bleh status instead receive a 20% chance to recover to zero
health plus an additional 5% per angel. This ability may be used once per day.

10. ORACLE V - The seraph holds 5D4’s. If two or more are used sequentially, a single bonus 1D4 is also
applied.

11. VENGEANCE / WRATH - Grants vengeance, or if already taken, Wrath. The seraph mat add 2D4 to
any action (using a dice roll) the negatively impacts any hostile target that has successfully injured any party
member. This is applied to a melee or ranged attack or spell damage, you may also add you level as bonus
damage.
AUSTERE / IMPERIOUS - Grants austere, or if already taken, imperious. The seraph uses two
domination tiers higher than they currently have.

12. ORACLE VI - The seraph holds 6D4’s. At the start of each combat, these dice regenerate.
13. ENDURING SOUL II (must have enduring soul) - The recipient of the halo gains damage resistance equal
to the level of the seraph. The duration of the halo now last for the entirety of the encounter, or a maximum
of ten rounds, whichever occurs first. Maintaining this halo costs 3 mana a round.
BRILLIANCE II (must have brilliance) - Health restored is increased to 6D6 over an area of 120’, centred
at a point no more than 120’ from the seraph. Each round after the first, the brilliance may by moved by the
seraph, as long as they remain within the area of effect, and doing so does not cost them an action. Each
round the area is shrinks by 30’, and the healing lessens by 1D6. The mana cost for using this ability is
increased to 10.

14. ORACLE VII - The seraph holds 7D4’s. These dice regenerate at the rate of two per hour outside combat.

15. SWARM OF CHERUBS - Once per day the seraph may create 2D4+2 cherubs each from a piece of gil
(any denomination will do). These lesser angels do not follow direct orders from the seraph, but rather do
as they see fit to help them and their allies. They can attack, heal and distract enemies. This ability costs 15
mana.
ARCHANGEL - Once per day the seraph may create a single powerful angel from a piece of gil (it must
be worth at least 1000). This being does not follow direct orders from the seraph, but rather does as it sees fit
to help them and their allies. It can remove lesser enemies from the field of battle, duel powerful enemies, or
resurrect fallen allies with a 90% chance of success. This ability costs 20 mana.

16. ORACLE VIII - The seraph holds 8D4’s. If the seraph decides to, they may roll all of them at once, then
regenerate 4 more.

17. HEALING RAIN - Once per day, when outside, the seraph may create a cloud above them of an area
of approximately one square mile, that rains healing water down for the next day. All allies within the rain
regenerate health at the rate of 1 point per round. Creating this cloud costs 25 mana. This effect can be
ended early if wished.
FURY RAIN - Once per day, when outside, the seraph may create a cloud above them of an area of
approximately one square mile, that randomly strikes at hostile targets below with lightning. Each round,
unless held back by the seraph, the lightning causes 1D10+10 white damage plus 1D10+10 blue damage to
one target per one hundred targets below. Creating this cloud costs 25 mana. This effect can be ended early
if wished.

18. ORACLE IX - The seraph holds 10D4’s.

19. PACIFISM II (must have pacifism) - Hostile targets attempting to attack the seraph in melee combat,
ranged combat or with spell effects that would affect the seraph must pass a DC 30 sanity save or be unable to
target them. If they fail in this way, they may take no other action except movement.
MARTYR II (must have martyr) - Once per day, if the serpah is reduced to -10 or less health, they are
instantly revived back to full health and a wave of healing energy spreads out from their location out to 120’,
regenerating 10D10 health to all it passes through. The seraph becomes invulnerable to damage until the end
of their next turn.

20. IMPLACABLE - The seraph ascends to become an archangel. They become immortal and can no longer
be killed, instead they return to life 1D3+1 rounds after they were placed into bleh status on 1 health, unless
their body is completely destroyed by a being with power equal to that of a God. The seraph can no longer
be resurrected through other means and also can no longer be healed through any means, but instead they
regenerate 5 health each round.
AMAZON

1. ROLL WITH THE PUNCHES - The amazon cannot lose more than half of their health from any one at-
tack, martial or magical.
NIMBLE FEET - The size penalty to defence vs smaller creatures is halved, to -2.

2. COURAGE I - The amazon is completely immune to fear effects.

3. TRAMPLE - Extra action, chosen at initiative. The amazon may move at their normal movement rate,
through enemy squares, with a 50% chance of a counter attack for each AoO they suffer.
TOSS - Extra action, chosen at initiative. The amazon may attempt to throw a target of equal or less size,
by making an opposed power check. A failed attempt means the amazon suffers an AoO, a success means the
target can be thrown up to 60’, incurring 2D6 damage, unless they succeed an acrobatics check against the
original DC.

4. COURAGE II - The amazon becomes incited when facing overwhelming odds. When she faces a hostile
powerful target in battle, or when the enemy numbers are more than double her allies, she gain an additional
1D4 to all attacks she makes for the entire encounter.

5. DESTROYER - Each successful defence removes one point of attack from the antagonist.
CRUSHER - Each successful attack removes one point of defence from the target.

6. COURAGE III - The negative effects to the amazon when dropped to 10% health, or ten points of health,
whichever is lower, are ignored The positive effects trigger when on 20% health, or twenty points of health,
whichever is lower.

7. FIRST BLOOD - When engaging fresh targets, on full health, the amazon may roll two critical threat dice
instead of one, choosing the result they wish.
LAST BLOOD - Hostile targets on 20% health or less are instantly killed when hit with a successful attack.

8. COURAGE IV - When reduced to 0 or less health, the amazon may continue to fight for one additional
round before collapsing, even if the damage is supposed to be fatal. Attacks made in this time are made with
an additional +5 modifier, and with three critical threat dice, choosing the best result. When her health
drops to between -11 and either -20 or 10% of her maximum health expressed as a negative number, which-
ever is lower, she remains conscious as if she was on 0 health. She automatically regains 2 health a round,
until she returns to 0 health.

9. POWERFUL BLOWS - Extra action, chosen at initiative. Each melee attack this round has a 33% chance
to carry on to another target within engagement range.
PRECISE BLOWS - Extra action, chosen at initiative. Each attack made this round may nominate a critical
threat location without incurring a penalty.

10. COURAGE V - Each round of combat subsequent to the first attracts a stackable +2 to damage resistance.
Each round must be spent attacking, or moving into range of attacking, or of taking damage from enemy
attacks.

11. FIRST BLOOD PART TWO - Two critical threat dice may be rolled throughout the round no matter the
number of attacks, when engaging a fresh target (assuming that target remains the target for the duration).
LAST BLOOD PART TWO - Threshold for instant death of targets is raised to 33%.

12. COURAGE VI - The amazon becomes incited when near death. When entering the ‘battered’ state, she
may add her attribute bonus to her attack as bonus damage.
13. PUNISHER - Attacks of opportunity are made with a +4 modifier to the attack value.
RAVAGER - Every successful attack made to the same target after the first in the same round each have +4
bonus damage.

14. COURAGE VII - When engaged in a grapple with a hostile target, the amazon gains +10 to her defence
value against other incoming attacks.

15. MATERIA DEPENDANCY - The amazon can choose to ignore her chance to resist materia magic.
MATERIA AVERSION - The amazon can choose to increase her chance to resist materia magic to 50%.

16. COURAGE VIII - If killed outright from melee damage (straight to bleh status from battered or higher)
the amazon gets an immediate attack of opportunity, which is a serious wound. Starting on her next turn,
and every turn thereafter until she fails, she has a 25% chance to survive and make an additional, single
attack against the same target that ‘killed’ her, as long as they remain within 10’ of her (she can move up to
half her movement rate to keep up with them). If the amazon fails to hit the target, this counts as a fail. Any
additional damage dealt to her during this time will kill her. Any healing on her must restore her from her
current minus health back to within regular tolerance to have any effect.

17. IMPOSING STRIKE - Extra action, chosen at intitiative. Make a single attack, combined with an
intimidate. Add the damage dealt divided by ten to the result of the intimidate. Should the intimidate be
successful, all witnessing hostiles lose 1D6 from every attack and defense.
KILLING BLOW - Extra action, chosen at initiative. Make a single attack. If successful, target is killed
unless it successfully passes an opposed check against the attacking attribute with either their resilience or
their acrobatics.

18. COURAGE IX - Each time the amazon is successfully hit by an enemy, she gains a stackable +5 to her
defence value during the same encounter.

19. FIRST BLOOD PART THREE - Fresh, unwounded targets are always hit with a critical hit.
LAST BLOOD PART THREE - Targets die when hit by a successful hit if they have 50% health remaining
or less.

20. COURAGE X - The amazon simply refuses to die. She can only be moved to bleh status when she has lost
more than her total health twice.

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