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.

Flaws

Flaws.png

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. Alternatively, characters could be allowed to take flaws to get an equal number of free extra slots; the maximum number of flaws in such an arrangement should be limited to maybe 1 per 3 Extra slots purchased for points. If a character has Shapeshift, they may use a separate set of flaws for Beast Mode.

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 is the creature's Save DC.

Decrepit (Mobile creatures only): The character's movement speeds are halved, and they get -4 to Agility.

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 vocalize only): The character cannot vocalize.

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.

Hemovoria (Creatures who live on a diet of calories only): The character can only live on the blood of members of their own species.

Poor Tanning: If the character ends its turn in direct sunlight, it catches on fire.

Potamitis: If the character passes directly above running water with total volume directly beneath the character greater than its own size, it falls unconscious until it is no longer over that much running water.

Gentle: The character gets -1 to Accuracy and -1 to Save DC.

Weapon Master: Choose a particular weapon type, like unarmed, sword or bone bolts. The character gets -2 to Accuracy with all other weapons.

Daft: The character gets -4 to all skill checks.

Substance Dependent: Choose a substance, like caffeine or spinach, and a statistic, like Hacking or Strongman. If you have not had your daily dose of that substance today, you get -3 to that statistic.

Useless Skills

Players can invent new, overly specific and generally insignificant skills to give to their characters, like Basketweaving or Double Backflips. If the DM deems the skill sufficiently useless, the character gets a bonus to their skill checks equal to 50% of the modifier they would otherwise have in that skill, rounded up. For example, if Porcine Secundus had 32 skill points in Make Stick Houses, he'd roll 1d10+8 for checks with it, rather than 1d10+5.

Legendary Commoner Class Build

Players could be allowed to buy additional levels in lower-tier classes instead of higher-tier classes. To that end, whenever you would gain a higher-tier class, you may instead gain multiple lower-tier classes. The point cost and specialties granted are still as per the higher-tier class, however. If classes have types (i.e. Expertise, Genomorph, Augment), all of the lower-tier classes must have the same type.

Elite Class: Use two Common-tier classes instead.

Paragon Class: Use three Common-tier classes; or a Common-tier class and an Elite-tier class instead.

Legend Class: Use four Common-tier classes; one Common-tier class and a Paragon-tier class; two Common-tier classes and an Elite-tier class; or two Elite-tier classes instead.

Training Time

It doesn't necessarily make complete sense for a character to become a being of incredible power in only a few days of adventuring. Thus, a limit could be set on the maximum number of points a character can gain in a given time period: anywhere from 2 per year to 10 per day could be useful values.

In order to keep new recruits from overshadowing the existing characters, a maximum starting value for newly introduced characters should be determined, either arbitrarily or equal to some fraction of the highest-value existing character's point total. Newly introduced characters gained through theft, persuasion, soul control, or other abilities of existing characters are not subject to this limit.

Skill points could be subjected to the same limitation.

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.

Wound-Related Inconveniences

Being wounded normally has rather consistent results; for a bit more variety, when a character would become injured, roll on this chart to determine whether they get that status condition, or something else happens. This rule does make keeping track of characters a bit more complicated, so consider having it not apply to Regiments, or only apply to Heroes or Paragon- and Legend-tier characters.

Injury Substitutes

Roll (1d10) Result
1 Drop anything in their hands
2 Become disoriented for 1 hour
3 Become blind for 1 round
4 Become deaf for 1 round
5 Lose all non-vision and non-auditory senses for 1 round
6 Flung away from the source of damage, 2 meters
7-8 Fall prone
9-10 Injured

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: Post-Legend Character Building Limitations

Tier Total Class levels Classes by Tier Mythic Power Ranks Minimum Price for
Character of Tier
Common Tier Elite Tier Paragon Tier Legend Tier
Mythic 20-40 5-10 (8) 5-10 (20) 5-10 (80) 5-10 (300) 0-2 (200) 2040 points
God 32-60 8-15 (18) 8-15 (45) 8-15 (180) 8-15 (675) 2-6 (450) 8244 points
Supreme 44-80 11-20 (32) 11-20 (80) 11-20 (320) 11-20 (1200) 6-14 (800) 22576 points

The maximum number of times you can take each Specialty for each class tier increases at Mythic tier to 2, then at God tier to 3, and finally at Supreme tier to 4.

Mythic Powers

Mythic powers are abilities of immense power, each one requires that you invest some number of mythic power ranks in it. If you want a custom, unique ability, you are encouraged to discuss it with the DM, and the DM is encouraged to allow it.

Super-Speed (1 rank): Your speeds double. This mythic power can be taken multiple times.

Master Hurler (1 rank): Whenever you would fling anything, you can fling it twice as far. This mythic power can be taken multiple times.

Unsensable (2 ranks): Choose a sense: you cannot be detected by that sense. This mythic power can be taken multiple times, but each additional instance requires twice as many mythic power ranks as the last.

Perfect Gem Affinity (2 ranks): Choose a color: you can cast any spell you know which only uses that color without requiring a gem of that color, or that spell to be attuned to a gem at all. This mythic power can be taken multiple times, and if a spell requires multiple colors but you have Perfect Gem Affinity for all those colors, that spell also no longer needs a gem.

Regeneration (4 ranks): At the end of your turn, you regain 1 HP. If this heals you to 0 HP or above, you are cured of the Dead and Unconscious conditions.

Status Immunity (2 ranks): Choose a status effect. That status effect can't be inflicted on you. This mythic power can be taken multiple times.

Damage Immunity (2 ranks): Choose a damage type. You can't be damaged by damage of that type. This mythic power can be taken multiple times.

Divine Aura (3 ranks): Your Faint Aura doubles. This mythic power can be taken multiple times.

Absolute Presence (6 ranks): Any creature that enters your Strong Aura (whether by its own movement or not) must make a Will save or be paralyzed until it leaves your Strong Aura.

Borrow Time (2 ranks): As an immediate action, you can take a standard action. You cannot use this ability again until you take two standard actions to recharge it.

Quicken Common Spell (1 rank): You can cast any Common-tier spell as a minor action.

Quicken Elite Spell (2 ranks, requires Quicken Common Spell): You can cast any Elite-tier spell as a minor action.

Quicken Paragon Spell (4 ranks, requires Quicken Elite Spell): You can cast any Paragon-tier spell as a minor action.

Quicken Legend Spell (8 ranks, requires Quicken Paragon Spell): You can cast any Legend-tier spell as a minor action.

Mythic Magic (1 rank): You gain two Mythic tier charges. They take 24 days to recharge. You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Mythic tier.

God Magic (3 ranks): You gain three God tier charges. They take 96 days to recharge. You learn three Boosts, such that for each Boost, applying it and no other makes the spell you learned it for God tier.

Supreme Magic (7 ranks): You gain four Supreme tier charges. They take 1 year to recharge. You learn four Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Supreme tier.

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 Supernatural Philosophy 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
Disease
Ominous dreams of a creature beyond fathoming.
Weight/Dose Weightless.
Will Save: DC 5
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.

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.

Fear Spirit

Fear Itself

Fear Itself.jpg


A dark, shifting mist of claws and teeth, the fear spirit avoids conflict, fighting desperately when cornered. It has an uncountable number of hands.

The fear spirit is extremely smart, although it acts solely on its instincts of worry, terror, and despair. It can speak and understand one language. It survives on a diet of souls.

Fear Itself
God   —   14000 points
AD  13     GD 13     Will 10     HP  4     Toughness 7
Muscle 0     Accuracy  9     Save DC 11     Magic Power 0
Stealth 12     Perception 12     Agility 20
Fear Response  Frenzy, Hide
Descriptors  [ Bony ], [ Machine ]
Movement  120 meter land speed with 2 meter jump distance. 120 meter swim speed with 0 meter sink. 120 meter burrow speed. 120 meter fly speed with 20 meter aerobatics distance. 120 meter teleport speed.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60 Kilograms
Basic Specialties  Physical Evasion 3, Stubborn 3, Slippery Wit 3, Offensive 3, Well-Rounded 3
Advanced Specialties  Avoider 4, Ungrabbable 4, Determined 4, Aggressive 6, Stealthy 9, Perceptive 9, Sturdy 6
Extras  Quick 4
Skills  Bluff +12 (4096 skill points), Supernatural Philosophy +10 (1404 skill points)

At the beginning of its turn, all creatures within 100 meters find Fear Itself frightening X, where X is 2 less than its Save DC.

As a standard action, it can make a Muscle-Damage melee attack for 1d6+3 Damage: hit creatures must also make a Will Save or flee for 5 rounds.

At the beginning of its turn as a lesser action, the Fear Spirit can either move its full speed, or get +2 to Stealth for the round.

The fear spirit lurks in dark places, getting a +1 bonus to Stealth while in complete darkness.

Defeat: When the fear spirit is reduced to -4 HP or less, it is utterly destroyed, and it is no longer possible to be afraid.

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.