The gods of Alethia occasionally bestow blessings on those born within the protection of one of the pillars they empower.
These Divine Blessings are optional Advantages that can be taken during character creation.
Endrithavārn God of Earth/Stone/Gems
Deep Sight 16 points
Tremor Sense 5 points
Resilience 3 points / level
Ore Sense 10 points
Precious Metal Sense 5 points
(Metal) Sense 3 points
Gems Sense 5 points
Permeation (Earth) 12 points
Permeation (Stone) 26 points
Manipulate Earth and Stone 36 points
Manipulate Metal 36 points
Terrain Adaptation (Mud) 5 points
Terrain Adaptation (Sand ) 5 points
Shard Strike 9 points
Scatter Scree Blast 8 points
Agnitejas God of Fire/Light/Destruction
Fire Resistance* 1 point / level
Night Vision 1 point / level
Infravision 10 points
Detect (Fire) 5 points
Temperature Tolerance (Hot) 1 point / level
Control: Fire 15 points / level
Control: Smoke/Cinder/Ash (Gas) 15 points / level
Light 2 points
Light Beam
Fire Bolt
Ignition 2 points
Samudrānadi Goddess of Water/Cold/Oceans
Cold Resistance* 1 point / level
Amphibious 10 points
Gills (Doesn't Breath) 10 points
Speak Underwater 10 points
Walk on Liquids 15 points
Control: Water, Ice, Steam 20 points / level
Control: Water (Liquid only) 15 points / level
Control: Ice (Solid only) 15 points / level
Control: Steam (Gas only) 15 points / level
Detect (Water) 5 points
Nictitating Membranes 1 point / level
Slippery 2 points / level
No Legs (Aquatic) 0 points
Temperature Tolerance (Cold) 1 point / level
Terrain Adaptation (Ice) 5 points
Terrain Adaptation (Snow) 5 points
Water Slash
Hydro Crush
Glacial Lance
Akashaziri Goddess of Air/Wind/Lightening
Lightening Resistance* 1 point / level
Walk on Air 20 points
Flight 40 points
Flight (Gliding) 20 points
Catfall 10 points
Filter Lungs 5 points
Super Jump 10 points / level
Hold Breath 2 points / level
Detect (Breathable Air) 10 points
Control: Air 20 points / level
Terrain Adaptation (High Winds) 5 points
Razer Wind
Idrajas God of Magic/Chaos/Demons/Luck
Dare Devil 15 points
Magic Resistance 2 points / level
Luck 15 points
Extraordinary Luck 30 points
Ridiculous Luck 60 points
Detect (Spellcasters) 10 points
Detect (Demons) 10 points
Magery 0 5 points
Mana Damper (Area) 15 points / level
See Invisibility 15 points
Yondigarha Goddess of Life/Healing/Vitality
Healing Affinity (+ on healed)
Resilient (Hard to kill) 2 points / level
Detect (Living) 30 points
Extended Lifespan 2 points / level
Longevity 2 points
Healing 30 points
Rapid Healing 5 points
Very Rapid Healing 15 points
Healing Receptivity 6 points
Aura of Healing Receptivity 26 points
Vishraki God of Death
Illness/Disease Resistance +3 3 point
Illness/Disease Resistance +8 5 point
Illness/Disease Immunity 10 point
Detect (Undead) 10 points
Medium 10 points
Radiation Tolerance Variable
Shadow Form 50 points
Spirit Empathy 10 points
Pradimar God of War/Contest/Honor
Ambidexterity 5 points
Combat Reflexes 15 points
Enhanced Block 5 points
Enhanced Dodge 15 points
Enhanced Parry 10 points
Extra Attack (1) 25 points
Satkuthan Goddess of Civilization/Knowledge/Trade/Law/Order
Empathy (Sensitive) 5 points
Empathy (Full Empathy) 15 points
Eidetic Memory 5 points
Language Talent 10 points
Photographic Memory 10 points
Cultural Adaptability 10 points
Xeno-Adaptability 20 points
Single Minded 5 points
Social Chameleon 5 points
Voice 10 points
Masaundari Goddess of Love/Beauty/Lust
Fit 5 points
Flexability 5 points
Double Jointed 15 points
Charm/Compulsion Resistance +3 3 points
Charm/Compulsion Resistance +8 5 points
Charm/Compulsion Immunity 10 points
Voice 10 points
Shyrztikalā God of Creation/Art/Craft
High Manual Dexterity 5 points / level
Artisans Vision -
Visualization (Crafting Only) 10 points
Talent (Gifted Artist) 5 points / level
Talent (Artificer) 10 points / level
Control (Stone)
Control (Metal)
Pathayā God of Travel/Journey/Exploration
Absolute Direction 5 points
Enhanced Move (Land) 20 points
Perfect Balance 15 points
Walk on Air 20 points
Walk on Liquids 15 points
Saphānria Goddess of Dreams/Wisdom/Secrets
Common Sense 5 points
Danger Sense 15 points
Less Sleep 2 points / level
Doesn't Sleep 20 points
Fearlessness 2 points / level
360° Vision 25 points
Intuition 15 points
Clairsentience 50 points*
Mind Reading 30 points
Mind Probe (Requires Mind Reading) 20 points
Mind Shield 4 points / level
Oracle 15 points
Serendipity 15 points / level
Olrish and Asani Twin Gods of Nature/Animals/Plants
Animal Empathy 5 points
Speak with Animals 25 points
Plant Empathy 5 points
Speak with Plants 15 points
Acute Sight 2 points / level
Acute Hearing 2 points / level
Acute Taste/Smell 2 points / level
Animal Familiar (Ally) Variable
Claws 2 points
Detect (Plants) 20 points
Detect (Animals) 20 points
Shapeshifting (Alternatform: Animal) 15 points
Sharp Teeth 2 points
DR: Fur (Tough Skin) 2 point / level
Temperature Tolerance 1 point / level
Many of these advantages will be found in the standard Advantages list under character creation, however the prices will be modified to incorporate the specific limitations and levels of the advantages found here.
All of the above Advantages include the Limitation: Divine Power -10%.
This limitation means that the power is only available at times and in places where the god's power grants you access to it. Area's outside of their influence, such as the deep astral, would not permit access to these powers as the gods power doesn't reach beyond the world they cannot leave.
Advantage: Darkvision
(Base: 25 points - Divine Source -10%, Limited Duration -25%, FP cost 1 -5%)
By spending 1 Mana you empower your eyes causing them to glow faintly with an amber light for a moment. For 30 minutes you gain the ability to see though darkness as though it weren't there, though it's impossible to distinguish colour with no source of light.
Advantage: Vibration Sense - 1
Base: 10 points - Maximum Duration (30 minutes) -25%, Requires Concentrate -15%, Accessability (Skin Contact) -10%, Cannot Detect Immobile Objects -30%, Divine Power Origin -10%, Mana 1 -5%, Alternate Ability 1/5 cost
Advantage: Scanning Sense (Sonar) - 7
Base: 20 points - Medium (Stone/Earth) 0%, Concentrate -15 %, Accessibility (Skin Contact) -10%, Accessibility (Only While Vibration Sense is active) -10%, Takes Extra Action (Ping Strike) -10%, Divine Power Origin -10%, Takes Recharge (1 min.) -10%
After spending 1 mana your skin becomes very receptive to the vibrations of the world. Movement through or against the stone regesters as sound to your touch and you get a vague sense of anything that moves within 200 yards of you that is touching the ground. To actively use this sense you must stop and press your skin to the ground/stone you wish to listen though, simply touching it with your hands is enough.
Additionally, you may strike the surface you're listening to with a stone or metal object to send out a ping similar to sonar that gives you a mental image of the stone and any objects, pockets, more or less dense areas, and anything directly touching the medium you're listening to within 200 yards. Using this ping ability requires two actions, the first to strike the stone, the second to actively listen and interpret the information. This ability can only be used once every minute or you risk ripples from previous pings interfering with the information you receive from the ping.
Damage Resistance
Base 5 - Limited Defense (Physical Damage) -20%, Tough Skin -40%, Divine Power Origin -10%
Your divine blessing makes your skin more resilient to harm from mundane sources. Cuts, scrapes, and falls all seem to affect you a little less than others. You have Damage Resistance 1 per level of this blessing against Physical Damage from any source.
Because of the divine origin of this power it doesn't function in areas where magic doesn't work or where the gods have no influence.
Detect (All Metals)
Base: 20 - Mana Cost 2 -10%, Limited Use 2/day -30%, Divine Power Origin -10%
You can detect any metals or ores even throug stone. This requires one second of concentration, after which the GM will secretly make a Sense roll for you. The range modifiers from the Size and Speed/Range Table apply.
On a success, the GM tells you the direction to the nearest significant source of the substance, and give you a clue as to the quantity present. On a failure, you sense nothing. You can basically ignore
Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, if you had Detect (Metal), you could tell gold from iron on a successful IQ roll, and might learn details on a critical roll– such as whether the gold is in the form of ore or bars, and its precise purity.
Options:
Acute Sense (Detection Sense) - 2 points / level
You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
Extra Uses - 2 points
You can double the number of uses to 4/day.
Detect (Detection Sense)
Base: 10 - Mana Cost 2 -10%, Limited Use 2/day -30%, Divine Power Origin -10%
As Ore Sense above except you can only detect precious metals such as silver, gold, titanium, and the like.
Options:
Acute Sense (Detection Sense) - 2 points / level
You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
Extra Uses - 1 points
You can double the number of uses to 4/day.
Detect (Gold)
Base: 5 - Mana Cost 2 -10%, Limited Use 4/day -20%, Divine Power Origin -10%
As Ore Sense above except you can only detect one metal, when you are granted this power you must choose the metal, ore, gem, or other underground resource to detect.
Options:
Acute Sense (Detection Sense) - 2 points / level
You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
Detect (Gem and Crystals)
Base: 10 - Mana Cost 2 -10%, Limited Use 2/day -30%, Divine Power Origin -10%
As Ore Sense above except you can only detect gemstones (Diamond, Ruby, Amethyst, Geodes, etc.).
Options:
Acute Sense (Detection Sense) - 2 points / level
You may buy a special Acute Sense to improve the roll, thereby increasing your effective range.
Extra Uses - 1 points
You can double the number of uses to 4/day.
Permeation (Earth) - 8
Base: 20 - Blockable (Metal and Stone) -30%, Mana Cost 2 -10%, Accessability (Limited Duration - 1 min) -20%, Movement Disadvantage (Swimming rules) -10%, Can Carry Objects (light) +20%, Divine Power Origin -10%
Penetrating Vision Level 10 - 4 points
Base 10 / level - Specific Material (Earth) -40% Blockable (Metal and Stone) -30%, Accessibility (Only on while Permeation is active) -10%, Divine Power Origin -10%, Alternate Ability 1/5 cost.
By spending 2 mana you can begin to move through earth (clay, dirt, mud, and sand), but not stone or metal, as though it were water. You don't open a passage behind you; observers just see you “melt” into the surface and disappear. While this power is active you can see up to 5' through the Earth and Stone to allow yourself to navigate. You must still breathe, which limits trips to the length of time you can hold your breath.
You are affected by gravity, but movement through the earth requires a swim check and reduces your movement speed to 1/10 your base land move speed unless you have a swim speed. . Furthermore, you can be affected by any attack that can reach you within a solid object. You also remain vulnerable to attacks with the material you can pass through.
You are able to carry objects, including clothing and armor, up to a your Light Load capacity. If dropped, objects “pop” into open space at the point where you entered the material. You cannot leave things inside solid matter!
Options:
Earth Glide - 2 points
You gain the Amphibious Advantage while your Pass Earth ability is active, increasing your movement speed to your full base land speed. This effect only applies to Earth, not to actual water.
Permeation (Earth and Stone) - 20
Base: 40 - Blockable (Metal) -20%, Mana Cost 2 -10%, Accessability (Limited Duration - 1 min) -20%, Movement Disadvantage (Swimming rules) -10%, Can Carry Objects (light) +20%, Divine Power Origin -10%
Penetrating Vision Level 10 - 6 points
Base 10 / level - Specific Material (Earth and Stone) -30% Blockable (Metal) -20%, Accessibility (Only on while Permeation is active) -10%, Divine Power Origin -10%, Alternate Ability 1/5 cost.
By spending 2 mana you can begin to move through earth (clay, dirt, mud, and sand), and stone but not metal, as though it were water. You don't open a passage behind you; observers just see you “melt” into the surface and disappear. While this power is active you can see up to 5' through the Earth and Stone to allow yourself to navigate. You must still breathe, which limits trips to the length of time you can hold your breath.
You are affected by gravity, but movement through the earth requires a swim check and reduces your movement speed to 1/10 your base land move speed unless you have a swim speed. . Furthermore, you can be affected by any attack that can reach you within a solid object. You also remain vulnerable to attacks with the material you can pass through.
You are able to carry objects, including clothing and armor, up to a your Light Load capacity. If dropped, objects “pop” into open space at the point where you entered the material. You cannot leave things inside solid matter!
Options:
Stone Glide - 3 points
You gain the Amphibious Advantage while your Pass Earth and Stone ability is active, increasing your movement speed to your full base land speed. This effect only applies to Earth and Stone, not to actual water.
Control: Earth (Clay, Dirt, Mud, Sand) and Stone Level 3 - 30
Base: 20 points / level - Divine Power Origin -10%, Mana cost 2 -10%, Takes Recharge (1 hour) -30%
Telekenesis level 10 - 5 points
Base: 5 points / level - Divine Power Origin -10%, Accessibility (Earth Only) -20%, Accessibility (Only active while Manipulate Earth is active) -10%, Accessibility (Levitate Only) -20%, Alternate Ability 1/5 cost.
Innate Attack (Crushing) - 1 point
Base 5 / die - Increased Range (1/2 D x 5) +10%, Divine Power Origin -10%, Alternate Ability 1/5 cost
By touching the ground or stone you intend to manipulate and spending 2 Mana you activate this ability and make an IQ check, if you succeed you can mold and shape the material you've touched as you desire. If the material is already being controlled by someone else use a quick IQ contest instead to determine who has control over the material going forward.
Each round you intend to manipulate the material requires you to take a concentration action. Forming a simple shape (a blob, column, sphere, etc.) requires a simple Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional though, the GM may deem the effort a Long Task requiring a number of man hours of work to complete, as well as appropriate skill checks for thinks like drafting, sculpting, or masonry. While the material is being shaped it should be considered to have the hardness of clay and cannot be used to simply impale someone.
You are able to cause the controlled material to move at a move speed equal to your control level (in this case it would have a move of 3). You can move the earth along the ground or through the air as you like.
In combat Controlled Earth can be used to craft cover, obstacles, barriers, or traps. Trying to trap a person in your controlled earth is a complicated and challenging maneuver. If you'd like to launch a projectile you can simple take a small portion of the earth or stone you control and launch it at a target. This is a single concentration action that produces a ranged attack with a range of 1/2 D 50, Max 100, Acc 3, Rof 1, and Recoil 1, dealing 1d6 crushing damage. Once launched you lose control over the projectile.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones likely collapse instantly.
Once your control ends this power becomes unavailable for an hour.
Control: Metal Level 3 - 30
Base: 20 points / level - Divine Power Origin -10%, Mana cost 2 -10%, Takes Recharge (1 hour) -30%
Telekenesis level 10 - 5 points
Base: 5 points / level - Divine Power Origin -10%, Accessibility (Metal Only) -20%, Accessibility (Only active while Manipulate Metal is active) -10%, Accessibility (Levitate Only) -20%, Alternate Ability 1/5 cost.
Innate Attack (Crushing or Piercing) - 1 point
Base 5 / die - Increased Range (1/2 D x 5) +10%, Divine Power Origin -10%, Alternate Ability 1/5 cost
By touching the metal you intend to manipulate and spending 2 Mana you activate this ability and make an IQ check, if you succeed you can mold and shape the material you've touched as you desire. If the material is already being controlled by someone else use a quick IQ contest instead to determine who has control over the material going forward. If the metal is being worm you need to make a brawling attack in your attempt to touch the metal.
Each round you intend to manipulate the material requires you to take a concentration action. Forming a simple shape (a blob, column, sphere, etc.) requires a simple Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional though, the GM may deem the effort a Long Task requiring a number of man hours of work to complete, as well as appropriate skill checks for thinks like drafting, sculpting, blacksmithing, armory, or weapon smithing. While the material is being shaped it should be considered to have the hardness of clay and cannot be used to simply impale someone.
You are able to cause the controlled material to move at a move speed equal to your control level (in this case it would have a move of 3). You can move the earth along the ground or through the air as you like.
In combat Controlled metals can be used to craft cover, obstacles, barriers, or traps. Trying to trap a person in your controlled metal is a complicated and challenging maneuver. If you'd like to launch a projectile you can simple shave off a small portion of the metal you control and launch it at a target. This is a single concentration action that produces a ranged attack with a range of 1/2 D 50, Max 100, Acc 3, Rof 1, and Recoil 1, dealing 1d6 crushing or piercing damage (your choice). Once launched you lose control over the projectile.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones likely collapse instantly.
Once your control ends this power becomes unavailable for an hour.
Terrain Adaptation (Mud)
Base: 5 - Divine Power Origin -10%
This power grants you a supernatural ability to remain sure footed across the slipperiest of muddy surfaces. You do not suffer a DX or Move penalty while moving across or through muddy terrain.
Terrain Adaptation (Sand)
Base: 5 - Divine Power Origin - 10%
This power grants you a supernatural ability to remain sure footed in sand that would normally impaire your movement. You do not suffer a DX or Move penalty while moving across or through sand.
Innate Attack (Large Piercing) 2d
Base: 12 - Increased Range (1/2 D x2) +5%, Reduce Range (Max 1/2) -5%, Takes Extra Action (Concentration) -10%, Accessibility (Requires Earth/Stone) -10%, Divine Power Origin -10%, Cost Mana 1 -5%
You spend a second pulling the essence of earth and stone from the earth surroundings you and mold it into the shape of a small cone, lance, dagger, dart, or spear then fling it at your target. The next second you spend a point of mana and launch the projectile at your target. The projectile crumbles and reverts back to mana a moments after impact.
The attack has a range of 1/2 D 20, Max 50, Acc 3, Rof 1, and Recoil 1. It deals 2d6 Piercing damage.
Large Piercing = Multiply Penetrating Damage in flesh by 1.5.
Innate Attack (Crushing) 1d
Base 5 - Cone (5 yards) +100%, Mana cost 1 -5%, Divine Power Origin -10%, Takes Recharge (15 seconds) -20%, Accessibility (Requires Earth/Stone) -10%
In a moment of violent intent you pull earth and stone from around you and fling it in a 5 yard cone in front of you, blasting the area with all the lose stone and dirt.
The spell deals 1d crushing damage in a 5 yard cone. Roll to hit with the attack against anything in the area of effect that could be damaged by the effect. Once the spell has finished they propelled stone melts back into mana and the original pieces you pulled up are exactly where they were before hand, as though they'd never moved.
Night Vision
Reduce the penalties imposed by darkness to your vision and combat rolls by the level of this Advantage. Max level 9 as total darkness still blinds you.
By spending 1 mana you produce a small mote of light. The light may be held in the manifesters palm, however the light will expire 1 minute after casters concentration ends. If the mote of light is placed with in a closed lantern, glass case, prism, or crystalline structure of any kind the light will last an hour instead. When manifest the caster may choose the hue of the light, though once created it can't be changed.
By increasing the mana spent on Light you can increase the duration exponentially. Square the amount of mana spent and that becomes the number of hours the light lasts when placed within an appropriate vessel.
Innate Attack (Burning )
Base: 2 - Follow-Up Attack (Brawling) +0%, Mana Cost 1 -5%, Link (light effect) +10%, Accessibility (Hand Only) -10%, Divine Power Origin -10%, Maximum Duration (10 Min) -50%, Reduced Cooldown (-3/5) +20%
Light
Base: 1 - Link +10%, Divine Power Origin -10%
Lighter
Base: 1 - Link +10%, Divine Power Origin -10%
By spending 1 Mana you create a flame ranging in size from a candle flame to that of a torch that appears either at the tip of a finger, in the palm of your hand, or wreathing your hand in flames. None of which harm the user. The flame provides an appropriate amount of light for the size of the flame and lasts for 10 minutes the user possesses.
The flame can be used to start fires by igniting flammable objects like lantern oil, wicks, firewood, and the like.
If used in combat brawling attacks while using a flaming fist deal +1 fire damage.
Once activated the flame lasts for up to 10 minutes, and once it goes it can't be reignited for 2 minutes.
Fire Resistance* 1 point / level
Infravision 10 points
Detect (Fire) 5 points
Temperature Tolerance (Hot) 1 point / level
Control: Fire 15 points / level
Control: Smoke/Cinder/Ash (Gas) 15 points / level
Light Beam
Fire Bolt
Advantage: Visualizeation (Base: 10. Limitations: Crafting Only -20%, Divine Power -10%, Cost Mana 2 -10%)
By spending 2 mana and taking a minute to visualized the steps they will to take to achieve the result they're going for an artist with this trait can make an IQ check and add the margin of their success to their next craft check to create, modify, or work on a project.
Advantage: Ally (Base: 1, 2, 3, or 5.)
Frequency (multiplies above cost): Always (x4), Almost Always (roll of 15 or less) x 3, Usually (roll of 12 or less) x2, Sometimes (roll of 9 or less) x1, Rarely (roll of 6 or less) x1/2
The cost of your animal companion depends on how many points it's worth to build. 1 points allows you to spend 75 points building your Animal Companion, 2 points grants 150 points, 3 points grants 225 points, and 5 points grants 300 points. Take an basic animal template and enhance to a the desired point total.
Advantage: Damage Reduction (Base: 5. Enhancements and Limitations: Cosmic (Reverse effect) +50%, Limited Effect (Healing Only) -20%, Divine Power -10%)
Blessed with a receptivity to healing magics, whenever you are affected by them you gain a number of extra HP equal to your level in Healing Receptivity.
Advantage: Affliction 1 (Base: 10, Enhancements and Limitations: Beneficial (Healing Receptivity 1) +60%, Aura +80%, Melee Attack (Reach C) -30%, Area Effect (4 yards) +100%, Divine Power Source -10%, Cost Mana 2 -10%, Reduce Duration 1/60 -30%, Fixed Duration +0%)
By spending 2 mana you produce an aura that enhances healing effects , anyone within a 4 yard aura (including you) affected by healing magic gains +1 hp in addition to the normal amount healed. Anyone attempting to resist the effect for any reason rolls an HT +0 check to resist, but this is considered a beneficial affliction and does not require an HT roll if the effect is desired by the recipient. The effect is only active while the recipient is within the aura.