Auras, Monsters, Locals, and Essences users are divided into ranks based on the fundamental thresholds of magical power built into the very fabric of reality.
To see the game mechanics pertaining to Ranks and how they alter your character click here.
The Weakest of mortals on Alethia fall into the Realm of Iron Rank. Most children are born at this level and advance to Bronze rank during puberty (Whenever that is for their race). As most monsters and even the environment outside of the safe zome a
Iron rank is the designation for those who have absorbed at least one essence and gained their first power. To advance through Iron rank an Essence Magician must absorb additional essences and awakening stones to unlock a full collection of 20 essence abilities.
Most adults of all mortal races that live within the safe zones fall into the range of Bronze rank. Some few adventurers and the ultra rich are able to surpass Bronze rank.
Bronze rank is the designation for those who have collected a full set of Essences and Awakening stones, unlocking all 20 of their powers. When this happens they cross the first threshold of magical power, transitioning from a normal humanoid into a creature of magic, and purging some of the impurities that separate the mortal and mundane from the timeless and magical.
Elite mortals fall within power threshold of Silver rank. These are seasoned adventurers, monarchs that have been prepared from birth for the honour, and a few of the most advanced and learned magicians manage to make it to Silver rank, most not until they are into their middle or declining years.
As Essence Abilities advance they reach a threshold at which they cannot advance further until all of the Essence Magician's power have advanced to that level and the Magician themself advances. Silver rank is the designation for those who have advanced all 20 of their essence abilities beyond the threshold of Silver rank. When this happens they go through another transition, heightening their power and purifying their bodies further.
The next threshold is much the same as that of Silver rank, however the road is longer and involves a considerable amount of personal growth and introspection. Power on this level becomes truly formidable and the changes to the body of an Essence Magician take them from being a creature to that of a manifestation of magic.
Beyond the bounds of mortal flesh and power, a Diamond Ranker is immortal and completely comprised of magical materials. Their power is legendary and most leave their world of origin to travel the cosmos.
Many aspects of Essence skills, powers, and aura abilities take a rank modifier into account.
The modifier is as follows:
Iron = 1
Bronze = 2
Silver = 4
Gold = 10
Diamond = 20
A creature or character transitions from one rank to the next when their magical density and power reaches a certain level. At which point the advancing creature may spend a number of advancement points to heighten their rank. When this happens there is an opportunity to advance their bodies in ways that are not available at any other time. Advancements to increase physical stats, gain advantages, and buy off physical disadvantages as the body purges imperfections and moves closer to its ideal state.
As an essence user, much of this cost is embedded into the cost of your essence power progression.
Please be aware that the rank bonuses listed below are slightly different than the bonuses applied to native Alethians.
To become Iron Rank a character needs only to absorb a single essence.
To absorb an essence requires a ritual that binds the Essence to one core stat, enhancing it, and grants a single Essence power. The first two rituals grant a single power, when the third ritual is completed the character is presented with a fourth
The first three Essence absorbtion rituals cost an number of Advancement Points equal to the cost of the benefits to the stat enhanced by the Essence, plus the cost of the Essence Power gained.
The First three rituals cost 10 Advancement Points + the cost of the Essence Power obtained in the ritulal.
The fourth ritual costs a great deal more as it includs not only the cost of the stat enhancement but also the additional benefits of Iron Rank Bonus Damage, Damage Resilience, Hard to Kill, and Regeneration (Slow).
The fourth ritual costs 34 points plus the cost of the Essence Power obtained in the ritual.
When an essence binds to a core stat it increases the maximums of the resources associated with that stat.
Strength (ST):
When an Essence Binds to Strength you gain the following benefits:
Increase ST by +1
Maximum Hit Point advancement increases from +30% to +40% of the base amount.
Dexterity (DX):
When an Essence Binds to Dexterity you gain the following benefits:
it increases Basic Speed by +0.5,
Maximum Basic Speed advancement increases from 2.0 to 2.5.
Intelligence (IQ):
When an Essence Binds to Intelligence you gain the following benefits:
Increase Perception by +1,
Increase Will by +1
Maximum Mana Point advancement increases from +30% to +40% of the base amount.
Health (HT):
When an Essence Binds to Health you gain the following benefits:
Increases HT by +1
Maximum Fatigue Point advancement increases from +30% to +40% of the base amount.
Additionally when All 4 Essences are obtained the Essence magician gains the following:
Bonus Damage:
Level = Rank Modifier
At Iron Rank you add +1 to any damage roll you make against any target for any reason.
This Damage Bonus is applied during normal damage calculations before any DR applies to the attack.
Damage Resilience:
Level = 2 x Rank Modifier
At Iron Rank your Damage Resilience is 2.
Damage Resilience is applied at the end of normal damage calculations reducing damage after all other additions, subtractions, multiplications, and divisions. Damage Resilience cannot reduce damage that penetrates your Damage Reduction (your normal armour) to 0 or prevent follow-up damage or effects like poison (though it will reduce the damage the poison deals)
Hard to Kill:
Level = Rank Modifier
Bonus on Health rolls to resist dying equal to your Rank Modifier.
At Iron rank that's 1.
Regeneration (Slow):
Recover 1 Hp 12 hours
Finally, the following advantages may be purchased to further enhance your character during the final essence absorbtion ritual:
Acute Aura Senses - 2 pts / level (Max = Rank Modifier)
Ambidexterity - 5 pts
Brachiator - 5pts
Charisma - 5/level pts (max = Rank Modifier)
Common Sense - 10 pts
Fearlessness - 2/level pts (max = Rank Modifier)
High Manual Dexterity - 5/level pts (max = Rank Modifier)
Night Vision - 1/level pts (max = Rank Modifier)
Silence - 5/level pts (max = Rank Modifier)
Bronze rank is the designation for those who have collected a full set of Essences and Awakening stones, unlocking all 20 of their powers. When this happens they cross the first threshold of magical power, transitioning from a normal humanoid into a creature of magic, and purging some of the impurities that separate the mortal and mundane from the timeless and magical.
The Advancement to Bronze Rank Costs 120 pts. in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchase.
Upon reaching Bronze Rank apply the following changes to your character:
Bronze Rank Stat Bonus:
+2 ST, +1 DX, +1 IQ, +2 HT, +1 HP
Bonus Damage:
At Bronze Rank you add +2 to any damage roll you make against any target for any reason.
This Damage Bonus is applied during normal damage calculations before any DR applies to the attack.
Damage Resilience:
At Bronze Rank your Damage Resilience is 4.
Damage Resilience is applied at the end of normal damage calculations reducing damage after all other additions, subtractions, multiplications, and divisions. Damage Resilience cannot reduce damage that penetrates your Damage Reduction (Your normal armour) to 0 or prevent follow-up damage or effects like poison (though it will reduce the damage the poison deals)
Hard to Kill:
At Bronze Rank you have 2 levels of Hard to Kill
Acute Senses
Level = 1/2 Rank Modifier
You gain a bonus to all 4 Acute Senses Advantages.
At Bronze Rank that's a +1 bonus on all sense rolls.
Regeneration (Regular):
Recover 1 Hp every hour
Extend Lifespan:
150% lifespan (Of your remaining lifespan calculated from the moment you achieve Bronze Rank)
Increased Stat Advancement Maximums:
HP +50%, Basic Speed +3.0, MP +50%, FP +50%
Catfall - 10 pts
Combat Reflexes - 15 pts
Daredevil - 15 pts
Fit (5 pts)
High Pain Threshold - 10 pts
Perfect Balance - 15 pts
Sensitive Touch - 10 pts
Voice - 10 pts
As Essence Abilities advance they reach a threshold at which they cannot advance further until all of the Essence Magician's power have advanced to that level and the Magician themself advances. Silver rank is the designation for those who have advanced all 20 of their essence abilities beyond the threshold of Bronze rank. When this happens they go through another transition, heightening their power and purifying their bodies further.
The Advancement to Silver Rank Costs 160 pts. in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchace.
Upon reaching Silver Rank apply the following changes to your character:
Silve Rank Stat Bonus:
+2 ST, +1 DX, +1 IQ, +2 HT
Bonus Damage:
At Silver Rank you add +4 to any physical or magical attacks you make against any target.
Injury Tolerance:
At Silver Rank your Injury Tolerance is 8.
Hard to Kill:
At Silver Rank you have 4 levels of Hard to Kill
Acute Senses:
At Silver Rank your Rank bonus to All Senses becomes +2
Regeneration (Fast):
Recover 1 Hp every minute
Extend Lifespan:
400% lifespan
Language Talent
Injury Tolerance:
No Vitals
Metabolism Control:
No more toilets
Increased Stat Advancement Maximums:
HP +70%, Basic Speed +4.0, MP +70%, FP +70%
Danger Sense - 15 pts
Discriminatory Hearing - 15 pts
Discriminatory Smell - 15 pts
Discriminatory Taste - 10 pts
Doesn’t Breath - 20 pts
Double-Jointed - 10 pts (Requires Flexibility)
Eidetic Memory - 5 pts
Flexibility - 5 pts
Pressure Support 1 - 5 pts
Recovery - 10 pts
Unfazeable - 15 pts
Very Fit - 10 pts (Requires Fit)
The next threshold is much the same as that of Silver rank, however the road is longer and involves a considerable amount of personal growth and introspection. Power on this level becomes truly formidable and the changes to the body of an Essence Magician take them from being a magical creature to that of a pure physical manifestation of magic.
The Advancement to Gold Rank Costs 350 pts. in addition to any extra points spent on Additional Advantages and the buying off of any Disadvantages the character may wish to purchace.
Upon reaching Gold Rank apply the following changes to your character:
Gold Rank Stat Bonus:
+4 ST, +2 DX, +2 IQ, +4 HT
Bonus Damage:
At Gold Rank you add +10 to any physical or magical attacks you make against any target.
Injury Tolerance:
At Gold Rank your Injury Tolerance is 20.
Hard to Kill:
At Gold Rank that's 10.
Acute Senses:
+5 to all Sense rolls you make
Regeneration (Very Fast):
Recover 1 Hp every Second
Extend Lifespan:
1600% lifespan
Injury Tolerance:
Homogenous
Increased Stat Advancement Maximums:
HP +130%, Basic Speed +6.0, MP +130%, FP +130%
Photographic Memory - 5 pts (Requires Eidetic Memory)
Indomitable - 15 pts
Pressure Support 2 - 10 pts (requires Pressure Support 1 )