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8/4/2019 Illumine Powers
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Known Powers of the Illuminari
Table of Contents
General Information ............................................................................................................................ 2The Three Branches ........................................................................................................................................................... 2Illumine Rules ...................................................................................................................................................................... 3
Blood Powers .......................................................................................................................................... 4Blood Enhance ..................................................................................................................................................................... 4Ignore Pain ............................................................................................................................................................................ 4Mend ........................................................................................................................................................................................ 5
Celestial Powers .................................................................................................................................... 6Celestial Enhance ................................................................................................................................................................ 6Danger Sense ........................................................................................................................................................................ 6Innervate ................................................................................................................................................................................ 7Suggestion .............................................................................................................................................................................. 7Telekinesis ............................................................................................................................................................................. 8
Elemental Powers ................................................................................................................................. 9Imbue Weapon [Element] ............................................................................................................................................... 9Move [Element] ................................................................................................................................................................... 9Shape [Element] ................................................................................................................................................................ 10Shape Shift ........................................................................................................................................................................... 11
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G E NE R A L I NF O R M A T I O N
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 thedepths 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 well-
practiced 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.
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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 activatedbefore
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 theactivation 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 multi-
action 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, allsupporters 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.
Activation DifficultiesLevel Number
Very Easy 5
Easy 10
Moderate 15
Difficult 20
Very Difficult 25
Heroic 30Legendary 31+
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B L O O D P O WE R S
BLOOD ENHANCE: a Blood Illumine ability that allows an Illuminaria to channel thepower 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 theirsubsequent skills.
o Rank 1 (Easy): at this rank, an Illuminaria may channel the power of his blood intoa particular skill. May be used for a single round. Roll Blood D to determine the total
bonus provided.
o Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect.o 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.
o Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CPmust be spent after successfully activating the power.
o Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of his bloodinto all skills and attributes for a single round. One CP must be spent after
successfully activating the power.
o Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of hisblood into all skills and attributes, as well as being able to sustain the effect. One CP
must be spent after successfully activating the power.
IGNORE PAIN: a somewhat feared Blood ability that allows an Illuminaria to ignore painand wounds inflicted upon their body. Trained Illuminaria warriors can appear unaffectedby 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 Rank 1 (Easy): at this early rank, an Illuminaria may ignore the effects of beingStunned for a number of rounds equal to Blood D.
o Rank 2 (Moderate): at this intermediate rank, an Illuminaria may ignore the effectsof being wounded for a number of rounds equal to Blood D.
o Rank 3 (Difficult): at this advanced rank, an Illuminaria may ignore the effects ofbeing severely wounded for a number of rounds equal to Blood D.
o Rank 4 (Very Difficult): at this master rank, an Illuminaria may ignore the effectsof being incapacitated for a number of rounds equal to Blood D. One CP must be
spent after successfully activating the power.
o Rank 5 (Heroic): at this powerful rank, an Illuminaria may ignore the effects ofbeing mortally wounded for a number of rounds equal to Blood D. One CP must be
spent after successfully activating the power.
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MEND: a rare, if not powerful Blood Illumine ability that allows an Illuminaria to heal thewounds 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).
o Rank 2 (Moderate): at this rank, an Illuminaria may speed up the healing time forothers. 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. Timerequired for patient recovery dependent on severity of wound (e.g. healing an
Incapacitated character to Normal would take 2 weeks).
o Rank 3 (Passive): the same as Rank 2, except Blood D may now be added as abonus to all Healing skill checks.
o Rank 4 (Difficult): at this rank, an Illuminaria may speed up the healing time forothers. 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 SeverelyWounded 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).
o Rank 5 (Very Difficult): at this power rank, an Illuminaria may speed up thehealing 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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C E L E ST I A L P O WE R S
CELESTIAL ENHANCE: a power similar to Blood Enhance, except it only affectsAcumen, 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 themgreater 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 aparticular skill. May be used for a single round. Roll Celestial D to determine the
total bonus provided.
o Rank 2 (Moderate): at this rank, an Illuminaria may sustain the effect.o 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.
o Rank 4 (Very Difficult): as Rank 3, except the effect may now be sustained. One CPmust be spent after successfully activating the power.
o Rank 5 (Heroic): at this rank, an Illuminaria may channel the power of the starsinto all skills and attributes for a single round. One CP must be spent after
successfully activating the power.
o Rank 6 (Legendary): at this rank, an Illuminaria may channel the power of thestars into all skills and attributes, as well as being able to sustain the effect. One CP
must be spent after successfully activating the power.
DANGER SENSE: a Celestial ability, Danger Sense allows an Illuminaria to detect thepattern of energy surrounding him, able to sense immediate threats and dangers. May besustained.
o Rank 1 (Very Easy): at this rank, the Illuminaria must make a check in order todetect up to one attack against his person, preventing surprise.
o Rank 2 (Easy): at this rank, the Illuminaria must make a check in order to detect allattacks against his person, preventing surprise.
o Rank 3 (Moderate): at this rank, the Illuminaria must make a check in order todetect all attacks against his person and any others within a two-meter radius. May
be sustained for free.
o Rank 4 (Difficult): at this rank, the Illuminaria needs to activate the power onlyonce 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.
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INNERVATE: a Celestial ability of Wayfarers, Innervate allows an Illuminaria to pullenergy 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 Rank 1 (Very Easy): at this rank, an Illuminaria may sustain herself. Roll Celestial Dto determine duration in hours.
o Rank 2 (Easy): at this rank, an Illuminaria may sustain herself and another usingthe same mechanics as described above.
o Rank 3 (Moderate): at this rank, an Illuminaria may sustain both herself and anumber of others (maximum individuals equal to Celestial D) using the mechanics
described above.
o Rank 4 (Difficult): at this rank, an Illuminaria may sustain herself along with alarge host of others (maximum individuals equal to Celestial D x 10) using the
mechanics described above.
o Rank 5 (Very Difficult): at this rank, an Illuminaria may sustain herself along withan 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.
o Rank 6 (Heroic): at this rank, an Illuminaria may sustain herself along with anentire 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 subtlyinfluence a target's thoughts, perceptions, and beliefs. Always treat as a mental attack
against the target's Mettle skill.
o Rank 1: At this level, the Illuminaria must speak his suggestion aloud and it mayonly be used to temporarily distract a single foe. No effect in combat situations.
o Rank 2: At this level, the Illuminaria must speak his suggestion aloud and it mayonly 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.
o Rank 3: At this level, the Illuminaria no longer needs to speak his suggestion aloudif 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 appliesas Rank 2 except two targets may be distracted simultaneously for a single round.
o 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.
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o Rank 5: As Rank 4, except the Illuminaria may now make a suggestion attemptagainst 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.
o Rank 6: As Rank 5, except the Illuminaria may now make mass suggestions againstmultiple targets (determined by Celestial D) that may place them in obvious danger.One CP must be spent after successfully activating the power.
o Rank 7: At this rank, the Illuminaria may now completely control a single targetafter 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 thebranch 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.
oRank 1 (Very Easy): At this early level, the Illuminaria may lift and move a singleobject weighing no more than one pound. This power is ineffective if used
offensively.
o 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.
o Rank 3 (Moderate): As Rank 2, except collective weight of lifted objects can be nomore than fifty pounds. May be used to extend the range of up to two projectile
weapons by two range categories.
o Rank 4 (Difficult): As Rank 3, except collective weight of lifted objects can be nomore 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.
o Rank 5 (Very Difficult): As Rank 4, except collective weight of lifted objects can beno 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.
o Rank 6 (Heroic): As Rank 5, except collective weight of lifted objects can be nomore 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.
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E L E M E NT A L P O WE R S
IMBUE WEAPON [ELEMENT]: a powerful Elemental Illumine power, this allows anIlluminaria 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 meleeweapon with the pre-selected element for one round. Add Elemental D for
additional damage.
o Rank 2 (Easy): at this level, an Elementalist may imbue one melee or a thrownweapon with the pre-selected element. This may be sustained. Add Elemental D for
additional damage.
o Rank 3 (Moderate): at this level, an Elementalist may imbue any one weapon withthe pre-selected element. This may be sustained. Add Elemental D for additional
damage.
o 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 asingle 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 ofchoice 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.
o Rank 2 (Moderate): at this level, an Elementalist may move their element of choicethrough 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.
o Rank 3 (Difficult): at this level, an Elementalist may move their element of choicethrough an air or liquid medium. The maximum amount that can be manipulated isdetermined 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.
o Rank 4 (Very Difficult): at this level, an Elementalist may move their element ofchoice 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
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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 choicethrough 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 maybe sustained. Additionally, may be used for ranged attacks against up to two-
hundred (200) targets. Damage is Elemental D. One CP must be spent after
successfully activating the power.
o Rank 6 (Legendary): at this level, a Master Elementalist may move their element ofchoice 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.
o 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 howquickly they reach their target destination.
SHAPE [ELEMENT]: an elemental power with potentially lasting effects that allows anIlluminaria 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 orshape 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.
o Rank 2 (Moderate): as Rank 2, except the temporary wall or shape cannot exceedfive 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).
o Rank 3 (Passive): as Rank 2, except the Elementalist no longer needs to focus onkeeping the shape. Duration is Elemental D in minutes.
o Rank 4 (Difficult): as Rank 3, except the Elementalist may now create shapes orwalls up to fifty cubic meters.
o Rank 5 (Very Difficult): as Rank 4, except the shape or wall may be madepermanent with the expenditure of one CP. The wall is still subject to naturaleroding 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 anIlluminaria 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 ofhis 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 afish. 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.
o Rank 2 (Moderate): at this stage, a shape shifter can alter one large portion of hisbody (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.
o Rank 3 (Passive): as Rank 2, except full body transformations are now allowed intomedium sized animals roughly the same size as a human. Duration is Elemental D in
hours. Full-body transformation takes two rounds.
o Rank 4 (Passive): as Rank 3, except full body transformations are now allowed intosmall, medium, or large animals.
o Rank 5 (Very Difficult): as Rank 4, except the shape shifter may now transforminto any normal animal. One CP must be spent if transforming into a tiny or
gargantuan animal.