Optional Rules

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The following optional rules are not included in the main game because they slow down character creation, do not improve game balance, and are simply not important for the core game themes.

Races

Races are listed in rough order of suitability to the implied world's core themes. As this is an optional rule, the DM and players are especially encouraged to ban, add, or modify to taste.

Supporting Changes: Instantiate perfect human should be changed to either have other versions for some or all of the other races, or it should create a perfect member of the caster's own race.

Humans

Humans are a diverse bunch of mammals, coming in a wide range of colors and facial structures. Many of them care strongly about their physical and cultural differences, and aspire to demonstrate that their breed of Humans is the best. The civilized, bureaucratic Gray Humans, with their imposing cities and disciplined militaries, are particularly arrogant about the superiority of their regimented way of life.

The theocratic Dark Humans, living in the subterranean realms of the Nethergrounds, are quite confident in the unparalleled excellence of their White magic.

The savage Wild Humans in their forest homes know that no other kind of Human observes its surroundings as keenly.

The confident, ambitious Blood Humans of the desert know that their practice of rewarding enterprise over empathy has led them to produce the greatest architectural wonders and finest developments in the field of Orange magic of any type of Human.

Other races are jealous of the Humans' exceptionally long lives: some Humans can live to be over a hundred years old.

Base Stats
Human
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Weight 60-90 Kilograms

Fireweasels

These weasels have ever-burning tails. Despite being related to solitary stealth hunters, they are quite sociable, possibly due to their extreme obviousness. A strong desire to impress other fireweasels with tales of their accomplishments leads to them being enthusiastic adventurers, liars, and scientists. They don't much like to share accomplishments with their competition, so are less likely to band together with other fireweasels than with members of different races.

Base Stats
Fireweasel
Common   —   5 points
AD  6 (+2 factor)     GD 5     Will 0 (+1 factor)     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth -1     Perception 4 (+1 factor)     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  22 meter land with 3 meter jump. 3 meter swim with 5 meter sink.
Size  0.25 meters     Reach 0.25 meters
Weight 1-2 Kilograms
Classes  Fire Attunement 1

The Fireweasel can use its mouth as a single "hand".

Fireweasels are somewhat attuned with Orange energies to the point that a predominance of other colors can impair their digestion. At the beginning of their turn, if they have more non-Orange gems implanted than Orange ones, they must waste a minor action ignoring the stomachache.

Forbidden Options

Any Ability which adds to Health or Toughness: Fireweasels are never particularly durable.

Unique Options
Fire Attunement
Common Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ You gain Heat Resist 1. Taken a second time, this improves to 2. A third time, you gain Cold Resist 1
♦ You may have your unarmed attacks deal 1d6-1 Heat damage, be [ Magic-Damage ] instead of [ Muscle-Damage ], and light wounded targets on fire. Taken additional times, the damage increases by 1 each time.
♦ You get +2 meters to your movement speeds.
Special: This class may be taken up to three times.


Elite orange power


Paragon Orange Power
Paragon Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ Choose one of the following spells: cannibalism, slow, delay spell, fireball. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You get +3 meters to your movement speeds.
♦ You get +1 to Agility
Special: This class may be taken multiple times.


Legend Orange Power
Legend Tier Expertise
Prerequisites  Fireweasel
Bonuses:
♦ Choose one of the following spells: wall of eternity, fire burst, souzaque, haste, annihilate item, temporal feast, or invasive surgery. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You get +5 meters to your movement speeds.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Swarm

Some kinds of bees are attuned enough to Pink energies that their many miniscule souls connect to form a single individual. The oversized queen bee at the heart of the swarm is the locus for these Pink energies, and no bee in the swarm can travel more than a meter from it. The bees typically stay touching one another, using their links to share muscle power.

Any given swarm of such bees has a particular pair of stripe colors, but no two swarms have quite the same pair of colors.

Base Stats
Swarm (Creature Form)
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 3
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  10 meter land with 4 meter jump.
Size  1 meter     Reach 1 meter
Weight 30-45 Kilograms


Swarm (Cloud Form)
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 3
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  10 meter fly with 4 meter aerobatics.
Size  2 meter     Reach 1 meter
Weight 30-45 Kilograms

Switching between Creature Form and Cloud Form is a move action.

The expendable nature of most of the bees in the Swarm reduces any damage taken by 1.

While in Cloud Form, single-target attacks against the Swarm may take a -2 penalty to the attack roll in order to deal +4 Damage, by targeting the queen bee precisely. Also while in Cloud Form, the Swarm can squeeze through spaces as small as 1 centimeter wide.

When the Swarm inflicts a wound using an unarmed attack, it may inflict a wound on itself to inflict another wound on the victim, by having its members sting them.

Swarms are somewhat attuned with Pink energies to the point that a predominance of other colors can impair their motions. If they have more non-Pink gems implanted than Pink ones, they move at half speed.

Belligs

These hairy, bipedal reptilians are purely carnivorous, and naturally both territorial and violent. They reach adulthood at 2 years old, and are extremely weak with age to the point of death by 40. Unlike Humans, they are not typically pack animals, and would have great difficulty maintaining any sort of technological or linguistic developments if it were not for their genetic memories, and more limited ability to ingest the memories of other creatures by eating their brains.

Base Stats
Bellig
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  10 meter land with 2 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Weight 60-90 Kilograms

By devouring the brain of a creature, the Bellig can learn any one language that creature knew, or a one-hour period of that creature's memories.

Belligs are somewhat attuned with Purple energies to the point that a predominance of other colors can impair their thinking. At the beginning of their turn, if they have more non-Purple gems implanted than Purple ones, they must waste a minor action ignoring the headache.

Forbidden Options

Defender, medic, healer, doctor, warlord, diplomat: Belligs don't have the patience or empathy to appreciate protecting others to that extent.

Unique Options

Brain eater


Ancestral Shaman
Paragon Tier Expertise
Prerequisites  Bellig.
Bonuses:
♦ When rolling to save against a frightening thing you already failed a save against, you get a +2 bonus to your Will Save.
♦ When you eat the brain of a creature you may teleport to any place it has been in the last hour.
♦ You can use a +5 in Supernatural Philosophy or History instead of your normal bonus.


Deathtouched

These pale, white-haired Humans were subjected to high but nonlethal amounts of White energies for significant periods of time, or are the descendants thereof.

Base Stats
Deathtouched
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Weight 60-90 Kilograms

Deathtouched live on a diet of bones, and when they kill a Common-tier or stronger creature with a heavy attack in melee, they may immediately heal 1 wound.

Deathtouched are somewhat attuned with White energies to the point that a predominance of other colors can impair their ability to live. While they have more non-White gems implanted than White ones they get -1 to Toughness.

Unique Options

Elite white power


Paragon White Power
Paragon Tier Expertise
Prerequisites  Deathtouched
Bonuses:
♦ Choose one of the following spells: animate skeletons, trace bindings, bone prison, or turn undead. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You can see 5% farther.
Special: This class may be taken multiple times.


Legend White Power
Legend Tier Expertise
Prerequisites  Deathtouched
Bonuses:
♦ Choose one of the following spells: wall of bone or spine throw. You may cast that spell (sans Boosts) without needing charges or a gem.
♦ You can see 5% farther.
Special: This class may be taken up to two times.


Arthropi

Young Arthropi look like large eyes in a shiny black and green chitinous shell, with four equidistant legs, as well as two arms protruding from the centers of opposite sides of the shell.

Base Stats
Arthropi
Common   —   3 points
AD  7 (+8 Factor (Armor))     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Weight 8-12 Kilograms

Arthropi do not benefit from armor.

Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d10-2 Disease damage.

Forbidden Options

Apprentice and all classes that require it: Arthropi are incapable of wielding gem-based energies.

Unique Options
Acid Blood.png
Acid Blood
Common Tier Genomorph
Prerequisites  None.
Technologies  Genetic Programming
Bonuses:
♦ Any melee attack which wounds you inflicts 1d6 Acid damage on the weapon (or the creature, in the case of an unarmed attack).
♦ You can secrete acid at will, dealing +1 Acid damage with Unarmed attacks.
♦ You gain Acid Resist 1.


Pheromones
Elite Tier Genomorph
Technologies  Genetic Programming
Bonuses:
♦ You can release calming pheromones that soothe people as a standard action. Make a ranged attack against GD against all other creatures in a 5 meter Muscle-Area blast: creatures you hit get a -2 penalty to Will Saves and Insight and treat all Insight checks against them as being 2 points higher. This effect lasts for 5 rounds.
♦ You can release intimidating pheromones that terrify people as a standard action. Creatures in a 5 meter Muscle-Area blast find you Frightening. After 5 rounds, creatures who were still suffering from this fear automatically recover.
♦ You can suppress your scent as a standard action. This lasts until you use a pheromone ability, and quarters the distance at which you can be smelled.


Lengthened Form
Elite Tier Expertise
You grow a few millipede-like segments from one edge of your body.
Prerequisites  Arthropus race.
Bonuses:
♦ Your size and reach increase by 50%. You get +1 Muscle, and your weight triples.
♦ You get +5 meters to your movement speeds.
♦ You can clamber up walls and ceilings as though they were the floor.


Acid Spit.png
Acid Spit
Elite Tier Genomorph
Prerequisites  Acid Blood
Technologies  Genetic Programming
Bonuses:
♦ The Acid damage inflicted upon weapons or creatures that attack you is repeated one round later.
♦ You gain a Muscle-Damage acid spit weapon, with 10m/40m range, which deals 1d6-1 Acid damage. If the attack hits, it also deals another 1d6-1 Acid damage one round later.
♦ Your Acid Resist increases by 1.


Blue Angels

These blue-winged humanoids with long, sharp noses, upon close inspection, do not have feathers, but rather very feather-like fur. Certain people assert that they are most closely related to eclipse hounds.

Base Stats
Blue Angel
Common   —   3 points
AD  5     GD 4     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  10 meter land with 1 meter jump. 5 meter swim with 5 meter sink. 10 meter fly speed with 20 meter aerobatics.
Size  1 meter     Reach 1 meter
Weight 50-80 Kilograms

Blue Angels are somewhat attuned with Blue energies to the point that a predominance of other colors can impair their ability to move. While they have more non-Blue gems implanted than Blue ones they cannot fly.

Orcs

Part Cactus, part Human, these green desert-dwellers have a strong desire to form mobs every five years, for a period of about three months each time. When in mobs like this, they seldom manage to stay supplied with provisions, so mobbing times usually result in them deciding to raid nearby settlements.

For this reason, Blood Humans and Orcs are especially antagonistic towards each other.

Base Stats
Orc
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Living ]
Movement  10 meter land with 0.5 meter jump. 3 meter swim with -2 meter sink.
Size  1 meter     Reach 1 meter
Weight 60-90 Kilograms

When the Orc is hit with an unarmed attack, the attacker takes 1d6-2 Physical damage.

Unlike most creatures, Orcs die at -4 HP instead of -2.

Puny Horses

These small talking horses speak in high-pitched voices, and are adorned with large, mysterious icons. Their front hooves are remarkably flexible.

Base Stats
Puny Horse
Common   —   3 points
AD  5     GD 5     Will 0     HP  1     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 0     Perception 4     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  20 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Weight 60-90 Kilograms

Puny horses can use their front hooves as hands, except while Running. The unarmed attacks they make without using any hands deal +1 Damage.

Unique Options
Pegasus.png
Pegasus
Legend Tier Expertise
You sprout a majestic pair of wings from your flanks.
Prerequisites  Puny horse.
Bonuses:
♦ You gain a 10 meter fly speed with 12 meter aerobatics distance.
♦ You get +5 meters to your movement speeds.
♦ When you Rush a creature after flying towards it from at least 8 meters away, your first attack against them stuns them for 1 round on a successful wound.


Flaws

These are ways in which a character can have special weaknesses. The number of flaws each character gets should be standardized for the campaign: one suggested distribution would be 1 flaw for a common tier character, another flaw for every Tier upgrade, and another flaw if they have the Hero class.

Nervous: Every time the character detects a creature he hasn't seen before in the past hour, if he suspects that the creature might be antagonistic, and he isn't in a regiment with any other creatures, he finds that creature Frightening X, where X depends on the creature's tier (5 for Common, 7 for Elite, 9 for Paragon, 11 for Legend).

Decrepit (Mobile creatures only): The character's movement speeds are halved, and they get -8 to Initiative Bonus.

Obese (Mobile creatures only): The character is always carrying an amount of Fat equal to their normal weight. They also need to eat twice as much.

Blind (Sighted creatures only): The character's visual sense does not function.

Deaf (Hearing creatures only): The character's auditory sense does not function.

Unpyroscient (Thermosympathetic creatures only): The character's thermosympathetic sense does not function.

Paranoid: The character can make Insight checks as a cheap action, but whenever they roll a natural 1 for an Insight check, they become utterly convinced that the offending statement or appearance is false.

Mute (Creatures that can speak only): The character cannot speak.

Armless (Creatures with a finite nonzero number of hands only): The character has one fewer hand.

Geometrically Challenged: Whenever the character enters an extradimensional space, they take 1d6+2 damage.

Frail: The character gets -1 to Toughness.

Clumsy: The character gets -1 to AD.

Grabbable: The character gets -1 to GD.

Uncertain: The character gets -1 to Will Saves.

Obvious: The character gets -1 to Stealth.

Oblivious: The character gets -2 to Perception.

Hemophilia: At the end of the character's turn, if they have any wounds, they suffer one wound.

Gentle: The character gets -1 to Attack Bonus and -1 to any Save DCs they cause.

Ban Lists

Removing currently-optimal strategies from the setting can let previously-unviable tactics flourish. Writing your own banlist and sharing it with the players before the campaign starts also works; if it turns out that the game breaks because you removed the wrong set of things, you may have to start allowing previously-banned options.

Ban Long-Ranges: Ranged weapons other than Fighting Fans and Blowguns haven't been invented, spells and creature attacks with ranges longer than 20 meters have their ranges quartered or reduced to 20 meters, whichever is longer.

Ban a Gem Color: Banning a gem color can help to get rid of easy magical solutions to the problems that you want the players to care about during the campaign, or to free up room to add a different gem color without overcomplicating things. Monsters and monster advancements related to a particular gem color are also banned.

Mythic Characters

If Legend tier just doesn't seem quite excessive enough, these rules introduce several new tiers for you: Mythic, God, and Supreme.

Table: Character Building Limitations

Tier Abilities Total Class Levels Classes by Tier Mythic Power Ranks Minimum Price for
Character of Tier
Common Tier Elite Tier Paragon Tier Legend Tier
Mythic (250) 8-15 (See Below) 20-40 5-10 (4) 5-10 (10) 5-10 (40) 5-10 (150) 0-20 (10) 1294 points
God (750) 10-18 (See Below) 32-60 8-15 (6) 8-15 (15) 8-15 (60) 8-15 (225) 20-60 (15) 3528 points
Supreme (2000) 12-21 (See Below) 44-80 11-20 (8) 11-20 (20) 11-20 (80) 11-20 (300) 60-140 (20) 6524 points

Ability Pricing: The price of an ability depends on the number of abilities you already have in that category. If you have no abilities in that category, it costs 3. The next one costs 9, then 27, then 81, then 243, then 729, then 2187, then 6561, then 19683 for the ninth ability in a category.

Mythic Powers

Mythic powers are unique customized powers designed specifically for each individual. The cost for a Mythic Power is equal to the total cost of its Trigger multiplied by the total cost of all its Effects. If a set of options is listed in parentheses, choose one upon power creation.

Trigger

Explosion (Cost: 3): As a standard action, make an attack against (AD or GD) on each creature and unattended object in a 20 meter radius blast centered on a point you can see within 300 meters.

Burst (Cost: 3): As a standard action, make an attack against (AD or GD) on each other creature and unattended object in a 40 meter radius blast centered on you.

Beam (Cost: 3): As a standard action, make an attack against (AD or GD) on each creature and unattended object in a 6 meter wide, 200 meter long, cylindrical spray starting from you.

Speak to Individual (Cost: 2): As a standard action, one creature who can hear you within 300 meters must make a Will Save.

Speak to Everyone (Cost: 6): As a standard action, each other creature who can hear you within 300 meters must make a Will Save.

Effect

Damage (Cost: 3): If you made an attack against AD in the Trigger and hit, deal (1d6+2, 1d8+1, or 1d10) damage.

Automatic Wound (Cost: 8): If you made an attack against AD in the Trigger and hit, deal (1d6+2, 1d8+1, or 1d10 damage.

Brain Damage (Cost: 3): If a target made a Will Save in the Trigger and failed, deal (1d4+3, 1d6+2, or 1d8+1) damage.

Warp (Cost: 3): You may teleport to within reach of anything targeted in the Trigger.

Effect Modifiers

These are added to individual effects.

Status Effect on Wound (Cost: 2): If you wound a target with the effect, the target (becomes prone, is lit on fire, is blinded for 2 rounds, is stunned until the end of the current turn, falls asleep and doesn't wake up until it's wounded again, is shriveled for 1 minute, is tired for 3 rounds, or is chilled for 3 rounds).

Mythical Monsters

Mythical monsters, these beings are the physical embodiments of mechanisms. When destroyed, those mechanisms cease to function. They do not normally wander the world, but can be called into being by a special disease: Harbinger Dreams. The initial infection of Harbinger Dreams is initiated through the use of a 12 hour ritual that ends in five dead intelligent creatures and 100000 copper of destroyed chemicals, and only works if the creature to be infected succeeds on both a DC 10 Items check and a DC 10 Arcana check. The spirit to be called into being is chosen during the ritual. Mythical monsters leave reality again after 20 days. The following list of mythical monsters is not intended to be comprehensive.

Harbinger Dreams: Ominous dreams of a creature beyond fathoming.

Will Save: DC 7
Delay: It acts upon sleeping. Risk of infection occurs when an infected creature mentions its dreams within hearing distance. No creature has to save against infection more than once per day.
Initial Effect: The victim dreams dark, unpleasant dreams.
Repeat: Every time the victim sleeps again, if there are 1000 infected creatures sleeping within 2 kilometers of it, all infected creatures in that region take 1d6+3 wounds, all infected creatures are cured, and the Mythical Monster appears at the center of that region.
Cure Difficulty: 4
Targets: Any creature of common tier or greater.
Weight/Price: Weightless.

Vituperation Spirit

The Voice of Madness

The Voice of Madness.jpg


A giant hand with hands for fingers and a mouth on its main palm, the vituperation spirit fills the air with an endless stream of abusive language.

The vituperation spirit is quite smart, and can speak every language. It survives on a diet of souls.


The Voice of Madness
Mythic   —   3000 points
AD  8     GD 9     Will 7     HP  3     Toughness 9
Muscle 5     Accuracy  3     Save DC 11     Magic Power 0
Stealth 0     Perception 2     Agility 28
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  200 meter land speed with 30 meter jump distance. 150 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 320 kilograms      Weight 560 Kilograms
Basic Specialties  Stubborn 2, Physical Evasion 2, Offensive 2, Brutal 2, Sturdy 2
Advanced Specialties  Avoider 4, Ungrabbable 2, Determined 5, Aggressive 2, Perceptive 2, Sturdy 4
Extras  Big
Skills  Bluff +10 (1208 skill points), Legerdemain +10 (1024 skill points), Nature +9 (512 skill points), Insight +8 (256 skill points)

The Voice of Madness has five usable hands, although it can only use two during rounds in which it uses its land speed.

As a standard action, the vituperation spirit can unleash an wave of invective that is Frightening for all other creatures that hear it.

It can scribe a glyph of soul abuse with 1 hour of concentration. Creatures that read it from a distance of 30 meters or less (it must be at least 0.01 meters in size) must succeed on a Will Save or be stunned for 1 minute, and tired for 1 day. A creature that successfully saves against this effect no longer has to save against it for 1 day.

Defeat: When the vituperation spirit is reduced to -4 HP or less, it is utterly destroyed, and words are no longer capable of producing immediate negative reactions. This removes the fear option of Bluff, for one thing.

Dragon Spirit

He Who Commands the Horizon

Dragon Spirit.png


A dragon made of pulsing, solid fire with countless rows of teeth, the dragon spirit wanders the sky, devouring everything and collecting its wealth.

The dragon spirit is extremely smart, but cannot speak. It survives on an organic diet.

He Who Commands the Horizon
Mythic   —   3000 points
AD  3     GD 11     Will 6     HP  3     Toughness 11
Muscle 11     Accuracy  5     Save DC 10     Magic Power 3
Stealth 0     Perception 3     Agility -6
Descriptors  [ Living ], [ Orange ]
Movement  25 meter land speed with 2 meter jump distance. 15 meter swim speed with 5 meter sink. 112 meter fly speed with 9 meter aerobatics.
Size  16 meters     Reach 5.06 meters
Carrying Capacity 20480 kilograms      Weight 286720 Kilograms
Basic Specialties  Slippery Wit 2, Stubborn 2, Physical Evasion 2, Offensive 2, Brutal 2
Advanced Specialties  Ungrabbable 4, Determined 4, Aggressive 4, Perceptive 3, Sturdy 5
Extras  Big 4, Destructive 2, Might & Magic 3
Skills  Insight +10 (1024 skill points), Bluff +9 (512 skill points), Supernatural Philosophy +9 (512 skill points), History +9 (952 skill points)

He Who Commands the Horizon's unarmed attacks make the target disappear completely for a number of days equal to the number of wounds inflicted (This is a [ Time ] effect).

The dragon spirit cannot see visually, but has a thermosympathetic sense.

The dragon spirit has Heat Resist 3 and Cold Resist 2.

The dragon spirit has a Fiery Breath weapon, which causes a 320 meter radius (Muscle-Area included) blast centered at a targeted point within 200 meters, making an attack against AD against each creature and unattended object in the area. Hit targets take 1d6+5 Heat damage (Magic Power included) and are lit on fire on a successful wound.

Once per minute as an immediate action, the dragon spirit can take a Standard action and a Move action.

The dragon gets +2 Demolition.

Defeat: When the dragon spirit is reduced to -4 HP or less, it is utterly destroyed, and all dragons become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all orange gems change to be that color.

Extradimensional Cephalopod Spirit

The King of Space

The King of Space.jpg


The King of Space is some sort of aquatic invertebrate, with ten thick purple tentacles, each of which has a delicate mouth on the end.

The King of Space is extremely smart, can speak, and knows every language.

King of Space's Tentacle
Paragon   —   224 points
AD  5     GD 7     Will 1     HP  2     Toughness 6
Muscle 6     Accuracy  2     Save DC 5     Magic Power 0
Stealth 1     Perception 3     Agility 0
Descriptors  [ Blooded ], [ Living ], [ Purple ]
Movement  Remains connected to body; when severed, has a 25 meter land speed with 5 meter jump distance, and a 25 meter swim speed with 0 meter sink.
Size  2 meters     Reach 8 meters
Carrying Capacity 640 kilograms      Weight 640 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Offensive, Well-Rounded, Brutal
Advanced Specialties  Avoider 2, Ungrabbable 2, Aggressive 2, Perceptive 2, Sturdy 2
Extras  Big 1, Strong 3
Skills  Legerdemain +6 (64 skill points)

The tentacles' unarmed attacks deal 1d6+6 damage (Muscle included), and can inflict wounds when used to make Grapple attacks.


King of Space's Body
Legend   —   687 points
AD  3     GD 5     Will 5     HP  4     Toughness 7
Accuracy  3     Save DC 8     Magic Power 0
Stealth 3     Perception 4     Agility 6
Descriptors  [ Blooded ], [ Living ], [ Purple ]
Movement  42 meter swim speed with 0 meter sink.
Size  4 meters     Reach 1 meter
Weight 5120 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Stubborn, Offensive, Sturdy
Advanced Specialties  Determined 3, Aggressive 3, Stealthy 3, Perceptive 3, Sturdy 3
Extras  Big 2, Quick 5
Skills  Scripts +10 (1024 skill points), Supernatural Philosophy +10 (1024 skill points), Nature +8 (440 skill points)

The body itself remains inside a watery extradimensional space, with only its tentacles protruding, from eight eternally open entry points. Each entry point is a 0.5 meter radius circle, always aligned so that the water does not pour out, with an indestructible back. The body can teleport each entry point 750 meters as a standard action.

Any time the King of Space's title is spoken (there's an equivalent title in each language), he is aware of the identity and location of the speaker, and may use an immediate action to teleport any number of his tentacle entry points to within 20 meters of the speaker.

The King of Space knows the locations of every place his title is written. As a standard action, he can create a pair of portals, each one on a flat surface and within 60 meters of a place in which his title is written. When he uses this ability again, or the backings for either portal is deformed, the portals disappear. Both portals are circular, but one is 2 meters wide and the other one is 1 meter wide. Anything that passes through the 2 meter portal comes out the 1 meter portal half the Size, with half the Reach, one-quarter the Carrying Capacity, and one-eighth the Weight. When passing through the 1 meter portal, the inverse result occurs.

Defeat: When the extradimensional cephalopod spirit is reduced to -4 HP or less, it is utterly destroyed, and all extradimensional cephalopods become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all purple gems change to be that color.

Unicorn Spirit

The Prancer of Passion

The Prancer of Passion.jpg


The unicorn spirit is a pink horse, with a single horn protruding from the center of its forehead.

The unicorn spirit is extremely smart, but can only speak Grassmuncher languages.

The Prancer of Passion
Mythic   —   3000 points
AD  10     GD 8     Will 7     HP  4     Toughness 6
Muscle 6     Accuracy  3     Save DC 11     Magic Power 0
Stealth 1     Perception 1     Agility 6
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  120 meter land speed with 10 meter jump. 75 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Carrying Capacity 640 kilograms      Weight 500 Kilograms
Basic Specialties  Physical Evasion 2, Slippery Wit, Stubborn, Sturdy 2, Brutal 2, Offensive 2
Advanced Specialties  Avoider 5, Ungrabbable 2, Determined 5, Aggressive 3, Stealthy, Perceptive, Sturdy 2
Extras  Big, Hopper 3, Fast 2, Destructive 5
Skills  Supernatural Philosophy +9 (952 skill points), Bluff +9 (512 skill points), People +9 (512 skill points), Legerdemain +9 (512 skill points), Insight +9 (512 skill points)

The Prancer of Passion's unarmed attacks deal 1d6+5 damage (Muscle included).

It also has a Brutal Skewer attack which deals 1d6+6 Physical damage (Muscle included), and any creature wounded by this skewering becomes the unicorn spirit's devoted protector and minion for 1 round per wound, and unwilling to directly harm the unicorn spirit for 1 day per wound.

It gets +5 Demolition.

As a Standard AND Move action, the unicorn spirit can gently touch a creature with its horn to completely replace the creature's hopes, desires, dislikes, and opinions with a new set. A creature touched in this way gets a Will save to resist.

As a standard action, the unicorn spirit can emit calming waves of energy. Creatures within 100 meters (including the unicorn spirit) must make a Will Save with -2 to the DC or be stunned for 3 rounds.

As an immediate action, the unicorn spirit can temporarily bind all unattended objects within 10 meters with an unbreakable bond. This makes them completely immune to damage or deformation for 1 round.

Defeat: When the unicorn spirit is reduced to -4 HP or less, it is utterly destroyed, and all unicorns become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all pink gems change to be that color.

Bone Monstrosity Spirit

The Lord of Light

The Lord of Light.jpg


The Lord of Light is a crawling, vaguely humanoid skeleton made of normal-sized bones.

The Lord of Light feasts on a diet of bones. The Lord of Light is moderately smart, and can only speak sign languages.


The Lord of Light
Mythic   —   3000 points
AD  3     GD 11     Will 3     HP  9     Toughness 10
Muscle 13     Accuracy  3     Save DC 8     Magic Power 3
Stealth -2     Perception 4     Agility -10
Descriptors  [ Bony ], [ Undead ], [ White ]
Movement  35 meter land speed with 8 meter jump. 5 meter swim speed with 5 meter sink.
Size  32 meters     Reach 7.59 meters
Carrying Capacity 81920 kilograms      Weight 655360 Kilograms
Basic Specialties  Physical Evasion, Stubborn, Slippery Wit 2, Offensive 2, Sturdy 2, Brutal 2
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Aggressive 2, Perceptive 2, Sturdy 3, Super-Sturdy 1
Extras  Big 5, Might & Magic 3
Skills  Nature +11 (2048 skill points), Bluff +9 (952 skill points)

The Lord of Light's unarmed attacks deal 1d6+14 damage (strongman included) and fling each wounded creature 250 meters in the direction of the bone monstrosity's choice.

Because it is made of normal sized bones, it can squeeze through holes only 0.5 meters wide, but it gets a -3 penalty to accuracy while partially squeezed.

The Lord of Light has total control over all light within 200 meters of itself: if it spends a lesser action each round, it can alter and animate an illusion filling the area: this illusion may involve making darkness around various creatures' eyes, letting it blind any number of creatures it is aware of in the area with ease. This also allows it to negate any amount of Light damage dealt by attacks that spend any part of their trajectories in the area.

As a Standard Action, the Lord of Light can attack all creatures in a 1000 meter, 90 degree conical spray for 1d6+5 Light damage (Magic Power included). [ Undead ] creatures that would be wounded by this searing light are brought under the bone monstrosity's control for that many rounds instead.

Defeat: When the bone monstrosity spirit is reduced to -4 HP or less, it is utterly destroyed, and all bone monstrosities become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all white gems change to be that color.

Thunderbird Spirit

The Implacable Storm

The Implacable Storm.jpg


The thunderbird spirit is a giant eagle, with horns and teeth.

Thunderbird spirits are extremely smart, but can only speak Bird languages.

The Implacable Storm
Mythic   —   3000 points
AD  0     GD 10     Will 6     HP  6     Toughness 9
Muscle 10     Accuracy  6     Save DC 7     Magic Power 3
Stealth 0     Perception 6     Agility -8
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Blue ]
Movement  15 meter land speed with 4 meter jump. 8 meter swim speed with 5 meter sink. 150 meter fly speed with 18 meter aerobatics.
Size  32 meters     Reach 7.59 meters
Carrying Capacity 10240 kilograms      Weight 1966080 Kilograms
Basic Specialties  Physical Evasion 2, Stubborn 2, Slippery Wit, Offensive 2, Brutal, Sturdy 2
Advanced Specialties  Ungrabbable 2, Determined 3, Aggressive 4, Perceptive 4, Sturdy 3
Extras  Big 5, Might & Magic 3, Destructive 2
Skills  Insight +11 (2232 skill points), Supernatural Philosophy +9 (512 skill points), Nature +8 (256 skill points)

The Implacable Storm has one "hand", its beak, and deals 1d6+11 damage with unarmed attacks it makes with that "hand" (Muscle included).

At the end of the Thunderbird's turn, if it's in flight, the flapping of its wings makes an extremely loud noise, attacking all other creatures and objects in a Muscle-Area 600 meter blast for 1d6+3 Noise damage (Magic Power included).

The Implacable Storm gets +2 Demolition.

The thunderbird spirit rains endlessly, making heavy rain beneath itself, and creating 250 cubic meters of water per round. The area beneath it also functions as a Magic-Damage lightning storm with the thunderbird spirit's own accuracy and magic power.

Defeat: When the thunderbird spirit is reduced to -4 HP or less, it is utterly destroyed, and all thunderbirds become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all blue gems change to be that color.

Roaming Cavern Spirit

The Prime Mover

The Prime Mover.jpg


The roaming cavern spirit is a small fat sack of flesh, with large reptilian eyes, and two hideous buck teeth. It has two stubby little arms.

The roaming cavern spirit is incredibly smart, and can speak.

The Prime Mover
Mythic   —   3000 points
AD  11     GD 11     Will 4     HP  1     Toughness 6
Muscle 0     Accuracy  4     Save DC 4     Magic Power 0
Stealth 4     Perception 6     Agility 10
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Green ]
Movement  130 meter fly speed with 6 meter aerobatics distance.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilogram
Basic Specialties  Physical Evasion 2, Stubborn 2, Slippery Wit 2, Offensive 2, Sturdy 2
Advanced Specialties  Avoider 4, Ungrabbable 4, Aggressive 2, Stealthy 4, Perceptive 4
Extras  Quick 10
Skills  Bluff +10 (1024 skill points), Insight +10 (1024 skill points), Nature +9 (696 skill points), Legerdemain +8 (256 skill points)

The Prime Mover has a melee Magic-Damage Amoebify attack, which deals 1d6+2 Physical damage, and any [ Living ] creature wounded to 0 or less HP by it is permanently transformed into an amoeba of its tier or Paragon tier, whichever is lower.

As a Standard Action it can create 1000 cubic meters of toxic waste or granite in unoccupied places up to 60 meters away.

As a Standard Action it can create a Disruption Beam, which projects a 10 meter wide, 300 meter long beam that flings everything in its path directly away from the core line of the beam a distance of 30 meters.

If it passes within 30 meters of an unattended object, that object is pushed until it is 30 meters away. Large or amorphous objects, like dirt or walls, may be shattered in this process.

The roaming cavern spirit loses the ability to fly while it is more than 60 meters from any objects that are connected to the ground.

Defeat: When the roaming cavern spirit is reduced to -4 HP or less, it is utterly destroyed, and all roaming caverns become ordinary 3 point people. Glowing colored fogs for each of the currently non-existent gems appear in its space: once one of those fogs is entered by a creature of common-tier or greater, that creature is utterly destroyed and all green gems change to be that color.

Hunger Spirit

The Great Devourer

The Great Devourer.jpg


An endless mass of mouths, the hunger spirit eats its way through the world in an endless search for more sustenance.

The hunger spirit is quite smart, and can speak up to a hundred languages at a time. It survives on a diet of organic material, souls, and bones.

The Great Devourer
God   —   12000 points
AD  13     GD 15     Will 11     HP  4     Toughness 9
Muscle 10     Accuracy  6     Save DC 12     Magic Power 0
Stealth 0     Perception 6     Agility -4
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  200 meter burrow speed. 200 meter swim speed with 0 meter sink.
Size  4 meters     Reach 2.25 meters
Carrying Capacity 10240 kilograms      Weight 5760 Kilograms
Basic Specialties  Physical Evasion 3, Slippery Wit 3, Stubborn 3, Offensive 3, Brutal 3
Advanced Specialties  Avoider 6, Ungrabbable 6, Determined 5, Aggressive 6, Perceptive 6, Sturdy 6
Extras  Big 2
Skills  Legerdemain +11 (2488 skill points), Insight +9 (512 skill points

The Great Devourer has a hundred "hands", its mouths, and deals 1d6+12 damage with unarmed attacks (strongman included).

At the beginning of the hunger spirit's turn, it makes an attack against GD against each other creature within 100 meters. Hit creatures are infected with The Hunger; if they were already infected, they experience another day's-worth of hunger.

As a standard action, the hunger spirit can imbue a single creature that can hear it speak with an extreme desire to eat another target the hunger spirit designates, if the creature fails a Will Save. This desire lasts for 3 rounds, and forces the creature to make unarmed attacks against the object of its hunger by any means necessary.

Defeat: When the hunger spirit is reduced to -4 HP or less, it is utterly destroyed, and creatures no longer ever need to eat.

Death Spirit

The End of All Things

The End of All Things.jpg


A skeleton made of rusty metal, the death spirit stalks the land in search of life and unlife to snuff out. It has two hands.

The death spirit is quite smart, and can speak and understand any word a dead creature once spoke, using that creature's voice. It survives on a diet of calories.

The End of All Things
God   —   15000 points
AD  15     GD 15     Will 12     HP  3     Toughness 8
Muscle 0     Accuracy  9     Save DC 13     Magic Power 0
Stealth 9     Perception 9     Agility 7
Descriptors  [ Bony ], [ Machine ]
Movement  136 meter land speed with 2 meter jump distance. 111 meter swim speed with 15 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Basic Specialties  Physical Evasion 3, Stubborn 3, Slippery Wit 3, Energetic 3, Offensive 3
Advanced Specialties  Avoider 6, Ungrabbable 6, Determined 6, Aggressive 9, Sturdy 6, Stealthy 6, Perceptive 6
Skills  Insight +11 (2048 skill points), Legerdemain +11 (2048 skill points), Bluff +9 (512 skill points), Scripts +9 (512 skill points), History +9 (880 skill points)

As a standard action, the End of All Things can emanate a blast of death with a 50 meter radius, making an attack against AD against each other creature in the area. Hit creatures instantly die.

When a creature dies, and the death spirit is aware of it, it may use an immediate action to either cause a blast of death as above, centered on the dying creature, or teleport to that creature.

Defeat: When the death spirit is reduced to -4 HP or less, it is utterly destroyed, creatures that were currently dead stop being creatures, and the dead status effect ceases to exist.

Gravity Spirit

The World-Crusher

The World-Crusher.jpg

A perfect sphere of darkness, the gravity spirit wanders the world steadily. It has no hands.

The gravity spirit is quite smart, and can speak and understand the currently most common language. It survives on a diet of bones.

The World-Crusher
Supreme   —   40000 points
AD  19     GD 19     Will 16     HP  5     Toughness 16
Muscle 4     Accuracy  8     Save DC 12     Magic Power 0
Stealth 10     Perception 10     Agility 6
Descriptors  [ Machine ]
Movement  1000 meter fly speed with 20 meter aerobatics distance.
Size  1 meter     Reach 1 meter
Carrying Capacity 160 kilograms      Weight 10000000 Kilograms
Basic Specialties  Physical Evasion 4, Slippery Wit 4, Stubborn 4, Offensive 4, Sturdy 4
Advanced Specialties  Avoider 8, Ungrabbable 8, Determined 8, Aggressive 8, Stealthy 8, Perceptive 8, Sturdy 12
Skills  Insight +13 (8192 skill points), Items +12 (7808 skill points)

As a standard action, the World-Crusher can fling any number of target creatures or objects towards itself. The distance flung depends on the distance to each creature or object: 256 meters if 20 meters or less away, 64 meters if 21-40 meters, 16 meters if 41-80 meters, 4 meters if 81-160 meters away. Creatures and objects which collide with the gravity spirit are crushed, taking 1d6+7 Physical damage (Muscle included). On a successful wound, the target is stuck to the gravity spirit, paralyzing it and deals 1d6+7 Physical damage to it per round (Muscle included) until the gravity spirit is killed.

The gravity spirit has a Gravitic Throw weapon, which has a range of 200m/600m, attacks GD, and flings the target 3d6×5 meters in any direction on a successful hit.

Defeat: When the gravity spirit is reduced to -4 HP or less, it is utterly destroyed, and things no longer fall, much as if they had been hit by a gravity's bow. This, incidentally, causes the sun to explode.