Here is a unified place to put all my styles from my blog posts.
Stances are passive abilities, you decide which stance you are in at the start of your turn. You may only be in one stance at once unless otherwise stated.
Techniques: Are abilities that may be used once, and that recharge on the start of combat. If a technique does not consume any actions (listed as ap), it is a free actions. They may be used at any time.
Strikes: Are a type of technique which activates when you hit an opponent with an attack.
Lessons: Are are passive abilities, unlike stances, they are all always active.
Soul anchors: Are permanent passive abilities locked behind rituals, your first one is free, and you may have a second one by putting it inside a soul slot. If you don't have soul slots in your system, then you can only have one, ever.
Learning paths: You may unlock a path when you complete a truly arduous battle (generally there aught to be at least 3-9x as many enemy hd that your side has) when in some way connected to it the path (usually by fighting in the location it originated), or by training for 2 weeks by yourself in a location or method connected to the path.
Alternatively, you may make a pact with a war demon that knows the path.
Someone who has a completed path may teach someone who does not given two weeks time. Howhever, these students cannot in turn teach others.
When you first earn a path, you gain a single technique, lesson or stance from it. You may unlock a single additional techniques by completing battles against worthy opponents (must be at least somewhat mathematically stronger then you).
When you learn all stances, technique or lessons from a path, it is considered completed.
Imperial paths:
Ψ Xicotlimiuh: City of needles: The birthplace of the empire and location of the pure wyrm of the lake of wax. It is the genesis of soul magic and cooperation between the empire and the dominion. It, alongside the new capital, deserves its own blog post.
Stance: Burning cloak: Each turn this is active, you and anyone touching or hit by you take d6 fire damage. If you have the curse of wax, take only 1 fire damage. Gain 3 strength and movement. Cannot be taken if you have any form of fire damage reduction.
Technique: Hypergolic blood: Your blood becomes highly acidic and boils when exposed to air. If you bite your tongue (1 necrotic to self), you may spit a jet of blood up to 12m with acc4, dealing 6 acid/fire damage, or as an automatic hit in response to taking melee damage.
Technique: Mark of honey: Pick a creature within line of sight, they will emit a strong, sickly sweet aroma which is sensed by every single insect within a 1km radius. This is as disruptive as it seems it ought to be.
Strike(1ap): Steel proboscis: Add 2d6 necrotic damage with life steal to a melee piercing hit to an organic target.
Soul anchor: Wing thief: Break open the chrysalis of a creature of equal or greater size as you, eat the creature within, and take its place until metamorphosis concludes. Gain a pair of insectoid wings, which give a flight speed of 12m/40ft while unencumbered. You may break off your wings and replace them with new ones if you find some of suitable size for you, either to replace damaged wings or because the new wings have some sort of effect.
Ψ Tsenkutli: Lord’s Stone: A military style, for navigating trenches and hunting men.
It is the style of the capital, the black gate, and the hell swamps of no man's land. Regarding Tsenkutli itself, it is one of seven cities with over 50 million inhabitants, and as such it too deserves its own post.
Stance: Soft-Step: Allows walking on mud or semi-liquid substances as if they were dry ground. Projects a 10cm aura of silence off your hands and feet.
Technique(2ap): Sunder ribs: Make a melee attack with a slashing weapon at advantage. On a hit, give weaknessX2 to piercing damage. In addition, any future melee piercing or unarmed attacks you deal against them steals 1 thaum/MD.
Technique: Sever (2ap) (3m/10ft): Requires a blade on your person, but does not require it to be swung or drawn. Severs one limb at the knee or elbow, dealing 2d12 slashing. This is a mental action.
Technique: Gun parry (1ap): Make an attack with a one-handed firearm, when used as a reaction to an attack, cancel that attack on a hit and slow by 3m.
Soul anchor: Heart eater: Consume a heart doped with 10 grams of molten silver dissolved in acid, this act deals 12 acid damage and 2 soul damage, but will not kill you.
You may consume the hearts of souled creatures who have never taken soul damage to increase your speed and max hp by 1, and deal 2 soul damage to the victim. You also have an extra litre of blood if that matters. The required HD of the creature increases by 1 each time you use this ability.
Ψ Atlatlacamani: Storm Cradle: Found north of Tlannana Tzalitzi. It has a unique environment, suffering extremely mild winds and rainfall (contrasted against every other northern province). It has a stable eastern current within both wind and waves. Due to this, alongside its proximity to the lake of mold, a 12 league long net of sanctified nerves were erected across the gulf between it and Tlannana Tzalitzi, to ward off the metastasis of cancer. Within it is the beating heart of imperial aquaculture. Thirty-one thousand miles of ironwood reefs, filled with nigh endless quantities of kelp, shellfish, salmon and sea lice. These last creatures are the product of Imperial genius. It was realized that by connecting them to the body of the formless mother and inflicting them with genes that render them unable to open their mouths, it is possible to gather theoretically infinite biomass. In order to keep the sanguine resonance levels within the region low, processing is done within the canneries of its southern twin and within those of the sunken city.
Stance: Wave breaker: Make yourself unable to be moved in one specific axis. This can be used to hover. This does not provide leverage for walking.
Technique: Iron skin: Spatially lock a melee weapon or slow moving projectile upon being hit, reducing the maximum physical damage to 3. This can effectively disarm the enemy.
Technique: Pediculi: When an enemy within sight consumes a ration in any way (including to reload), deal 1d6 necrotic damage to the target or the object, temporarily disabling it in the latter case.
Technique(2ap): Pile driver: Delayed 1, deal 4x[Base weapon damage] piercing to a target within 3m of the point you activated the technique at. Weapons not built to withstand these forces (such as common steel weapons) break and deal impaling damage.
Technique(1ap): Clear sky: Still the air in a 3x3x3 meter cube for 1 minute. The air itself becomes non-newtonian such that creatures and objects may only move 3m/round. Gasses within this air do not diffuse.
Ψ Tlannana-Tzaliztli: Breaking of gnashing teeth: A style of leviathan hunters.
The port city of Tlannana Tzaliztli is the southernmost city in the empire, and one of 3 megacities within the intertidal. By a special accord with the deep church, this is the only location where vermin are allowed to possess marine animals. The significance of this is not easily appreciated by non-vermin. It is also one of few cities with a thread pillar that extends to the upper atmosphere. This has led to a unique local ecology and an airship program, and both live guns and live ships originate from specially cultivated stains of the former.
Stance: Stern guard: When an enemy is charging/leaping at you, make a free attack. Gain an additional advantage if you're elevated relative to your opponent. In addition, livegun attacks you make gain knockback 3.
Stance: Hunter: Gain +3acc to unarmed attacks, climbing/swimming speed and mounting checks. Your attacks are rounded up instead of down when going into titanic hp.
Strike: Teeth breaker: After landing a melee attack, knock back 3 and reduce the damage on all bite attacks to [target strength] if it would otherwise be higher.
Strike: Gill-slit: Force a save against losing the ability to breathe water.
Ψ Burial legion: Requires binding cog: Style of the third legion, which is responsible for internal security and the recovery and salvage of abandoned settlements. Originally a legion of slave soldiers drawn from the still-bitter conquered forces of the enemy, they swelled in numbers and importance during the shattering and the civil war that ensued.
Stance: Worldmover: While pulling or dragging, triple your strength.
Stance: Law of the three part world: Wounds inflicted while in this stance take 10 times as long to heal, including for regeneration. Melee critical damage is doubled, and you gain F: Cancer.
Technique: Chained mind: Ignore one mental attack or breakdown.
Strike: Lie: Target must save or forget past minute and cancel all actions.
Ψ Tlalocayotl: Gate breaking tempest: The style of the assault troops responsible for taking the many cities besieged by the empire. It is named after the high marshal of the imperial army.
Stance: Mountain to mountain: You may triple jump.
Technique: Overseer: You manifest a 3x3m plane of solidified air beneath your feet. It is strong enough to support an ox, but not bulletproof. This technique resets whenever you witness blood drawn. You may angle your feet to change the angle of the plane.
Technique: Barotrauma: Touch someone, until contact is broken, they experience three hundred times regular air pressure. 6 force damage at the end of each of your and their turns.
Technique: Fissure (2ap): Stomp the ground, a 9m long fissure opens in the ground starting at your feet. The cracks are up to 1m deep into a surface, and you may perfectly control the path of the fissure in any route. The fissure may branch and crawl up walls. You could use this to break a wall In half, or make a perfectly circular hole in a bridge or other floor to drop someone through it. This does not affect organic or living matter.
Soul anchor: Ambhi: Pour 20L of blood onto the fresh ashes of a home. Then bury yourself and sleep within. The blood does not need to be souled.
You gain resistance -2 to toxic and force damage. In addition, when you are brought to 0 or less hp by physical damage, you are brought to 1hp. This could let you survive a fall from orbit, in theory.
Ψ Alangar: Night emperor: The path of the black guard:
Originally, the night empire was one of the fiercest rivals to the empire. At the time of its conquest, during the curtain call of the unification wars, it was the only entity to successfully stall, defeat and then rout the invasion force sent to destroy It. Again and again this repeated, with the war only concluding after a decade of hard fighting when the first weapons of mass destruction were deployed.
Its poor luck continued during the war of revelation, where another of its cities were struck by a nuclear barrage, claiming the #2 spot for the most bombarded city to rest alongside itself.
Currently, only two of its cities remain, those being the underground cities of Inim Akkad and Ashak. Alangar himself is the husband of the night empress and the second most powerful of the true dragons, behind Cipactli. The black guard are responsible for holding the entirety of the underground and much of the black gate in the name of the dominion.
Stance: Blood begets blood: When dealing with an attack damage, you may flip 1 die or (only if you have no dice) damage source to [round number]. Gain infra-vision.
Technique: Rekindled: Recover [round number] points of exhaustion.
Technique: Nightfall: Destroy three lamp sized light sources.
Technique: Shadow step: Teleport to a point within 30m and line of sight that is covered in darkness.
Ψ Broken: Style of the second legion.
Stance: Cycle: Remove the need to breathe.
Technique: Lupa: Make a movement action.
If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated.
Strike: Release(1ap): Shatter a rusted weapon to deal 1d12 damage and convert it to slashing/force/toxic damage. Deals an additional 1d12 damage if the blade is at least a decade old, again for a century and millennia (ect).
Technique: Kin: Rub iron dust into an open wound to heal 1d6 necrotic damage, stop all bleeding, and restore 1 exhaustion.
Lesson: You may pull a corroded blade, spear, arrow or bolt from a pile of blood soaked rust.
Ψ Istakkuautli: Pale Eagle:
Stance: Ripples on the lake: Your voluntary access to 4th dimension is denied, which prevents magical healing.
-Once a turn, halve the damage of an attack.
-Using a spell or curses against you requires a Luck roll from the assailant.
-This stance is bypassed by enemies who can perceive you through omniception.
-In order to benefit from this, you need to stay in this stance for at least one turn.
Technique: Diluted Presence:
-You become concealed until the start of your next turn
-Make a movement action as a free action.
Technique: Wake: You remove the downside of Ripples on the lake for the rest of the encounter, and deal [round number]d3 necrotic/pull damage directly upwards in a 3m radius around yourself.
Technique: Sparrowhawk (1ap): Make a melee attack with F: Airborne or prone targets, on a hit, transfer all your falling or knockback damage to the target.
Soul anchor: Eat the heart of a great eagle, mountain hawk or other venerable raptor, doped with a vial of lethe oil or 20g of silver. This soul anchor may be taken again with a second set of wings if you do this with the heart of a divine or demonic bird.
-You gain +12m of flight speed.
-You may store a mystical, perceptive or mental ability of the bird you devoured within the wings.
Ψ Xiuhtecuhtli: Burning river, father flame: This style draws from the power of the river of molten lead, Xiteyakana, and the demon who inhabits it. It is wielded by the left hand of the emperor, and those who serve him.
Stance: Dancing blade:
-While in this stance, your blade may act anywhere within 9m. In addition, the blade flies 18m/s, or 9m/s if you are riding it like a surfboard. You do not need to roll to not fall off the blade, as you are skilled in its use and may manipulate it to catch yourself. In addition, the blade gains multiattack.
-While using this stance, your hands must be empty, and you may never wield any other weapons. In addition, you may not carry any magnetic material save for lead or gold on your person.
-You must me able to physically carry (but not wield) the blade, and you must carry it on your person at least twenty hours a day. If the sword you are wielding weighs more then half your body weight, it takes +1ap to attack with.
Technique: Leaping blade(2ap): Make a melee attack at advantage at 60m, the next turn, the blade returns, making a second melee attack at advantage to a target within the approximate path of its return.
Technique: Torque (2ap): 3 attacks to a target within 3m, once an attack hits, the following attacks hit automatically with the same roll.
Technique: Lead storm (2ap) (delayed 1): Consumes 1kg of metal to make 6 attacks at acc 4 for 4 piercing damage, divided amongst any number of targets within 30m. Gain +2 acc if the material is lead, and another +2 (expanding max acc by 2) if gold.
Soul anchor: Heavy hands: Dip your hands within a vat of molten metal, then heal the damage taken, repeat the process 3 times. After this, your unarmed attacks hit as flanged maces, and may be used to parry or catch blades as if they where a buckler, as they gain the appearance and durability of the metal used.
Ψ Yohualli-Tlahuilhuiani: Night sky painter: Gain a source of gravity magic or gravitational authority.
Stance: Fall: You may change your relative gravitational “down” at will.
Technique: Refracted truth: All who can see your eyes believe a truth to be false, or are enlightened regarding the falsehood of one of their convictions. You choose the truth, and must know of and sincerely believe in the veracity of the fact you are exposing.
Technique: Night sky mirror: Store an instance of light (radiance) or heat (flame) that contacts you within a polished stone or mirror painted black. It is converted into its other counterpart (light to heat and heat to light) when the object breaks, or by spending 1ap while touching it with your left hand, the latter allows direction by pointing with your right hand.
Technique: Lamb of the heavenly abyss (2ap) (3m/10ft): Deal [number of full small slots on target] force/knockback/pull, target resistance counts as weakness.
Soul anchor: Third moon kin: Consume 100g of rock that has arrived from outside this world within the past century, dissolved in oil with 3 thaums.
Gain immunity to blindness, deafness, bad luck and fate, your eyes become as rock.
Gain resistance -2 to bludgeoning.
Ψ Truth: This path is learnt as soon as you learn any other path. It does not count as a path for any purpose aside from the core purpose of learning techniques from it.
Stance: Duelist’s focus: Double advantage dice for one-handed attacks if you are not wielding something that can be used as a melee weapon or shield in your offhand.
Stance: Cloud step: You can double jump once per turn.
Technique: Sunder shield: Break a shield and knockback by [strength].
Technique: Cleave: Transfer excess slashing damage into an adjacent target.
Technique: Walz: Swap the position of two creatures of the same size within 1m.
Strike: Charger (1ap): Deal knockback equal to the amount of metres you have moved in a straight line this turn after making a melee attack.
Technique: Challenge: d6 enemies chosen by the dm must save or get disadvantage on all attacks against your allies. You may bypass this save by making a sufficiently well worded or delivered proclamation of your name and titles.
Technique: Quickstep: Save to dodge 1 attack (it counts as if it had missed), and move 1m. May only be used if you are unencumbered.
Technique: Jump up: Get up from prone and move half a free action.
Strike: Knockback: On a bludgeoning attack, convert critical damage into knock back.
Strike(1ap): Disarm: Target must save or drop an object they are holding. If they lose their weapon or shield, the next melee attack against them is performed at advantage.
Soul anchor: Phlebotomy: Take 100 damage, or 10x your hp, whichever is higher, over the course of one day. You must be conscious during the entire process.
Resistance to piercing x0.5, bleeding you take is converted to necrotic.
Soul anchor: Mithridatism: Expose yourself to the poison of 3 different sources, and almost or completely die to each one.
You may only be affected once by the same toxin (this negates damage over time).
Soul anchor: Worldstrider: Venture to 5 distant or hard to reach locations. Each location must be harder to reach than the last*. You may venture to 5 more locations to gain these benefits again, ad infinitum.
+3m/10ft to all movement, recover 1 exhaustion once per day.
liturgical paths:
Ψ Gesit: Gateway: A style of dungeon delvers, occultists, priests and cosmonauts.
Each city is built around a portal to the first church, half within, half without. Gesit is the exception, it is built around a cluster of 5 portals, each leading to somewhere else. As such, it is the third-largest city in existence, and acts as a hub for traffic from other cities to flow through it.
Stance: Mind channel: Makes the mind porous and hard to grip on, venting all burdens on the mind, good against extremely dangerous mental attacks. Grants advantage on saves vs mental attacks and detection. In addition, attacks that do more than 6 psychic damage do only 6 psychic damage.
Stance: Third Eye: Allows fourth dimensional sight and the ability to perceive objects you are observing closely with extreme precision, as if you were given unlabelled diagrams of their internal function. 1m omniception.
Stance: Adhesion: Allows you to adhere objects or creatures you are touching together as strongly as if they were bound by solder, while being able to still dismiss the adhesion with a thought.
Technique: Stellar Spear: Manifest a pike, it can be used as a buckler, can be collapsed to the length of a dagger (close combat), and can be extended to up to 20m in length. If you have a pike, spear or dagger, you may nominate it as your stellar spear to store it and gain the advantages.
Soul anchor: Iron lung: Must “die” from exposure to the vacuum of space and be resurrected.
Allows the holding of breath for 10 minutes. While holding your breath, your lungs gain the properties of metallic bone, and do not collapse under pressure change or get scoured by gas. In addition, you gain resistance -6 to force and cold damage. This is enough to survive in space.
Ψ Constantine: Ruler: A style of knights and death cultists. You may not take this path if you are resistant in some way to necrotic or bleeding.
Constantine is the newest great city among all. A mere 20 years ago, a new gateway was wrought, and the only mass true-death event of the modern era took place. In addition, the city is surrounded by a barrier, which once served as a tomb for its inhabitants. While before it only allowed entry, barring exit to the monsters hidden within, it now acts as a shield, freely allowing exit, but barring entry.
Constantine is located within the territory of the empire, behind the black gate. By this nature, all assaults that stem from Constantine are either desperate breakouts, quick raids that retreat into the tunnels of the Atrament, or suicide. Passage of members of the Deep Church, Red Dukes, and Silver Thread into the empire are permitted for a fee.
Stance: Hack: Gain advantage and ignore 1 disadvantage when attacking with a melee weapon. Each time you hit with a melee attack, take 1 bleeding.
Technique: Shred (2ap): Make one melee attack against everyone within 1m.
Strike: Rip: Convert the damage from a close combat weapon strike into bleeding.
Strike: Tear: After dealing soul damage, the next action the enemy takes costs +1 AP, and the next spell they cast has their dice stepped down by 1.
Soul anchor: Rejection of false light: Defeat a follower of the burning lord cursed with a pinhole. You must then spurn the divine blessing and seal it away. After doing so, you gain immunity to blindness, and resistance -12 to radiant damage.
Ψ Masada: Mountain fortress: A style of geomancers, gatekeepers and marksmen.
Stance: Shape earth: Any earth you touch can be shaped by hand as if it were soft clay, you may re-harden the rock with a thought.
Technique: Pavise: When an attack is declared against you from the front, stamp your foot against the ground. This makes a 2m tall, 1 meter wide and 20cm thick tile flip up in front of you, the wall finishes flipping before the attack hits. Anyone caught in the two tiles in front of you when you use the technique may save or get knocked 12m directly upwards.
Technique (1ap): Closed gate: When in a tunnel or hallway of stone or earth, create two slabs of 3m thick rock which slam together and close off the tunnel. Save or be crushed when within the closing gate. 2m range, delayed 1, cannot be dismissed.
Technique (1ap): Hole: make a 2m spherical hole in a stone surface
Technique (2ap): Onager: Punch a rock wall, making either one large or multiple small sections of the wall fly out the opposite side (no matter how thick). Make a ranged attack for 12 bludgeoning at acc4 and 800m range.
Ψ Barakah: Blessing: A style of pilgrims, healers and forest rangers.
Barakah lies at the northwest border of the Last Revelation, in northern forests that form the largest continuous biome within the nine rivers. It is constructed in the petrified remains of a forest of ironwoods, including the largest specimen found so far at 3 km in height. It is the site of the world's largest domestic dragon roost, rivalled only by the sunken city. Councillors, tycoons and high ranking members of the vermin believe dragons to be the finest hosts, and so pay exorbitant fees for live specimens.
Stance: Strider: Ignore difficult terrain while on dry ground. In addition, you automatically succeed on one agility test per turn.
Technique: Sterilize (touch): An inanimate object or piece of food becomes immune to bacterial or parasitic colonization for a year.
Technique: Farstriker: Before making a ranged attack, make the target glow strongly for the next 30 hours. The next ranged attack against them adds one advantage and ignores all disadvantage.
Lesson: Azeb: While carrying or wielding a crossbow or firearm, you gain 2 additonal small storage slots that can be used for weapons and ammunition.
Lesson: Archive of rings: Taste the pulp of a tree to determine all changes in the weather, soil composition, magical density and air chemistry within the last decade. This can help determine what kinds of monsters are in the area and if it is affected by any curses. In addition, you automatically know the function and statistics of any object made of atleast 80% wood by weight.
Soul anchor: Drakescale: Requires sleeping in a bed of shed scales after consuming the blood of a drake mixed with 6 thaums. Your unarmoured ac becomes as lamellar, and you gain+1 ac. In addition, you gain damage reflection against radiant. You may restore 1 exhaustion 1/day.
Ψ Medina: Prophet: Border to the rotting sea.
The city, like most in the nine rivers, was built in concentric circles of walls, with subdivisions protruding out like spokes. During the great dying, the outer wall fell to the Ur-Host, leaving the inner city isolated from the outside world, save for its gateway. Pain wraiths were released as a desperate measure to stall the growth within. Since then, the wraith cascade** and cancerous host have interbred and split, continuously fighting amongst themselves and attempting breaches into the walls or sending splinters out into the tunnels. Medina now forms the border to the sea of mold and the centre of joint cancer suppression operations by the deep church, red dukes, last revelation and dominion.
Ψ Stance: Vigil: Your hearing and auditory memory becomes hypersensitive to danger. You stay conscious during sleep, and can fully wake or fall asleep as a free action.
Technique: Litany of the untainted: As a response to someone within 30m being afflicted with a disease, curse, mind-altering effect or poison, you may make a bonus save for them.
Technique: Scorn: Speak an accusation, if it is true, knock the target back and subtract that amount of distance from any movement they make towards you. Scales with the severity of the accusation (minor d3, major d6, abhorrent d12). The name of their crime is burned into their flesh and soul.
Technique: Spark: Strike an edged weapon against stone to ignite it, a shroud of spinning sparks coalesces around the blade, granting it fire and radiant damage, and shedding light. It also gains 2 points of accuracy.
Ψ Araf-Ramoth: Refuge at the border of heaven: A city that lies within the fractal cathedral in a region arranged in concentric Toruses. It is said to take four hundred days to reach by foot if walking from Gesit. It is also one of two cities with a space program.
Stance: Stargazer: Your vision is tripled in strength, in addition, distance in vacuum counts as 100 times shorter for the purpose of determining loss of detail due to distance. For instance, this would make you unbelievably good at seeing constellations, even during stormy nights or under conditions with light pollution. If you combine this with a 2-inch diameter telescope, you can quite literally see better than James Webb.
Technique: Fractal twin (1ap): Duplicate a tiny, non-magical projectile within 3m. It retains its original velocity and bearing.
Technique: Longer than you think: When someone uses a teleport ability within sight, they age 1d20 years and gain 2 exhaustion.
Technique: Salyut 1 (1ap): Choose a target you can see, until they break line of sight with you, they take [round number] cold damage at the end of their turn. In addition, exhaustion damage they take is doubled.
Ψ David: Requires a sling.
Stance: Huatyacuri: When you hit someone with a sling, ricochet to roll a second attack against a different target, repeat up to five times. Advantage on all attacks if you only attack once a turn.
In addition, you may use the line of sight of allies instead of your own, so long as you have line of sight with your ally.
Strike: Lugh : Mages must save twice, first against ending all currently ongoing spell effects, second against being unable to cast spells for a turn. They cannot use divination for a day.
Strike: David(1ap): Add 1d12 damage per size category the target is above your own.
Strike: Maui: Break a knee, preventing escape and inflicting half movement a day.
Ψ Lion eater: You must be an un-corrupted human that has eaten a lion you killed yourself (poison and traps are allowed).
Stance: Claws and teeth: Gain spider climb, your unarmed attacks become as swords or daggers.
Technique: Roar: Speak at [strength]x5 times normal volume, effect continues so long as you do not breathe in.
Strike: Paltry things: Destroy a mundane item smaller than yourself, or a magical item by taking 3 exhaustion.
Melee slashing strike: Cardia Lacero (1ap): Deal [strength]d3 additional slashing damage.
Soul anchor: Cardia Invicta: Eat the heart of a titanic beast.
You gain immunity to necrotic damage.
Ψ Jehoel: Wyrm hunter: Requires a spear or javelin.
Stance: Leviathan slayer: You may store within 2 small slots as many spears as you could carry while naked, and switch which one you are wielding as a free action.
In addition, you gain the following fortes.
F: Huge or titanic targets
F: When thrown.
Technique: Horizon piercer: A javelin gains range [sight] for a single throw.
Melee or thrown strike: Army breaker (2ap): Create a 3m line with the same damage as the hit, starting at the point of impact.
Strike (1-3 ap): Life claimer : Deal [ap]d6 bleeding damage. May only be used if you can physically reach the staff.
Lesson: Bone Shaper : You may make [monster HD] Javelins from the bones of monsters you slay as a free actions. This can be used to debone 0hp immortal monsters. Lesson: Phrastor: Your spear attacks gain charge 1. In addition, your charge values apply to thrown attack, calculated as the distance from the run up to the throw.
Ψ Mammon:
Stance: Glass floor: You gain +x temp hp while in this stance. It resets every sunset. X is equal to each 1000s coins you have, doubling each time (+1 hp for 1000, +2 for 3000, +3 for 7000…)
Technique: Coin shot (1ap): Flip 20 coins, on a tail they are consumed, on a head they deal 1 piercing damage to a target within 30m.
Technique: Valuate: Determine the monetary value of an item, this is a form of divination and works through non-magical obfuscation.
Technique: Moonshot (3ap) (1 exhaustion): Consumes 30 coins, 3km range, acc6, 2d20 piercing/fire with exploding dice. +1 dice for gold coins.
Lesson: You may make lamellar out of 1000 coins. It gains +1 ac and DR for steel or copper coins, +3 for gold (10s/coin). Only those with this path may gain these benefits. In addition any coins spent this way count double for the purpose of glass floor.
Soul Anchor: Midas: Become part of the 1/0.1/0.01% of the most wealthy individuals of a metropolis.
[I] Stage "Money Talks": You don't receive any penalties for the difference in culture, status or relevance, if you're the wealthiest individual in the negotiations.
[II] Stage "Market Analysis": Each time you make a bet, investment or gamble, you have a feeling for the real chance of success on the given task.
[III] Stage "Prosperous Acquisition": If you pay for a product, property or service in double the amount of the market price, deal is made to be instantaneous and you receive the item instantly, the will is summoned into your hands and service is provided promptly.
Ψ Hidden Crown: Be inducted into the order by another member.
You gain the language: Hidden. This language has Antimemetic properties for everyone who was not initiated into the order by an agreement of 3 different members or one or the heads. The same member cannot initiate more than one person into the order.
Stance: Observation: You can see the hp, ac and movement of everyone. You can also see the description of abilities that have been used while in this stance and what statuses creatures have been inflicted with.
Technique: Carpe jugulum: After an enemy rolls a 1, activate this technique. One of your allies can immediately make an attack or grapple check at advantage. In addition, they can burn actions from their next turn to give themselves more advantage or movement. Critical damage on that action is doubled. *
Technique: Do better: After an ally fails a roll, give their next action 2 stacks of advantage.
Technique: Fog of war: Cloak a 30m sphere in fog. Everyone not in the observation stance can only see clearly 6m in front of them.
Soul anchor: Faceless: Granted to members at any time, should they wish for it. Grants the ability to very slowly (12 hours for a complete transformation) change their facial features and body. Obeys conservation of mass and proportion of tissue types.
Ψ Griazi:
Stance: Sunken: You may simultaneously wield a bandelier of grenades, rope, one handed melee weapon, tool, and a firearm or live gun.
Technique: Schliemann: Reduce the damage of an explosion by 20 or by half.
Lesson: You always know your depth and can never get lost underground, and no longer suffer exhaustion from healing yourself.
Lesson: You may bind to a firearm to reroll its blessing at advantage. Doing so makes it useless unless wielded by you or one of your relatives.
Soul anchor: Primordial : Bury yourself in mud, intermingled with a dead beast which has eaten part of your flesh. This is one of the oldest soul anchors.
You may hold your breath for up to 10 minutes, and gain tremorsense. In addition, you may choose an ability from the beast you were buried with.
Ψ Mikhail:
Stance: Triangulation: You can fire at targets you cannot see without penalty and through materials weaker than stone if an ally of yours can see them.
In addition, for each ally in this stance that can see an enemy, you gain +1 acc when firing at them.
Technique (3ap): Through and through: One great arrow attack, becomes as line 120m, not stopped by medium or smaller creatures, or standard cover.
Technique (2-4+ap): Volley: shoot [ap]+[ap] regular arrows as if through a regular bow, must target the same target, attack ignores x damage resistance.
Technique: Breath and release (4-? ap): (exhaustion [ap]/2): Arrow deals +[ap]d6 piercing, with +[ap] acc, and range(sight). The maximum value of [ap] is [strength].
Ψ Romanov: Does not require a mount, but all techniques may be targeted as if used by your mount.
Stance: Reiter: Move 10ft/3m as a free action right before you take an attack action.
Technique: Dragoon: Make a free attack with a live gun as part of a melee or movement action. This doubles the reload time of the livegun.
Technique: Gulyay gorod (1ap): Shape a 6 cubic meter section of wood into a wooden bunker or wall. While standing within 6m, the structure may passively move at a rate of 3m/turn, which will be done in a whichever way that minimizes damage to surrounding structures.
Lesson: Streltsy: You may wield a polearm and rifle/crossbow/shotgun simultaneously. In addition, while guarding or performing a military downtime action, you may simultaneously perform another downtime action. If your parent has this lesson and you learnt this path, you get this lesson in addition to your starting technique or lesson.
Lesson: Ryadovoi: You automatically gain the equivalent skills of 6 months of additional basic military training. Since players by base already start with generally assumed military competency, this trains up +2 basic military skills. These occupy the same mind slot as the lesson.
Ψ Rurikid: Black Blood.
Stance: Darvaza: Burning damage you apply takes 10 times as much effort to extinguish, in addition, you may burn non flammable materials.
Melee piercing strike: Wellbore (2ap): Deal 3d6 burning damage with lifesteal.
Strike: Red gate (2ap): Clear all DOT on the target and to deal it twice instantly. Mundane target armour is shattered and loses all resistance.
Technique: War dead revenant:
This technique may only be used if you have the associated soul anchor.
Bury any number of creatures in a mass grave, then pour a mix of gasoline (this is where Dousing powder is usually added) and the blood of a souled creature slain in battle onto the sand. This creates a revenant loyal to you, which cannot leave more than 9m away from you. It has your stats if you where naked, but with [grave HD. It cannot heal, but you can simply reforge it by repeating the ritual.
The revenant has a common pool of actions, MD and mind slots with you. You can only have 1.
Soul anchor: Black blood: Replace every drop of blood in your body will gasoline, then be injected with 4 thaums so as to forcefully heal you.
You gain immunity to physiological damage, lose the ability to eat normal food, and count 1l of gasoline as 10 rations. You may consume 10 rations to heal a point of exhaustion. You also gain weakness to burning.
Ψ Brass baptism: Requires a firearm:
Long has it been wondered why the god of war sits upon a throne of brass, you are the answer.
Technique: Center shot: Forgo critical damage in order to automatically hit a larger creature.
Technique: Boiler (2ap): Double the radius/dimensions of a piece of ordinance within [sight], the explosion is delayed by 1 round,
Strike: Burning vitriol(1ap): Convert a gunshot to bleed, burn or poison.
Lesson: Brass blade: Requires a knife, mace, axe, whip or executioner sword. You may coat it with brass to give it the ability to make the first melee attack against a target you have shot at in the past with advantage and +[round number] accuracy. You may selectively count attacks with this weapon to count as gunshots. Half the cost to turn this weapon into a hybrid.
Soul anchor: Child of overpressure: Be obliterated utterly in an explosion.
Gain resistance x0.5 to force and immunity to deafness. In addition, you automatically succeed on all saves against aoe attacks and gain blast plating if you did not already.
Ψ Hound: Kill someone you sincerely believe did not deserve such a fate. This must be at least an approximation of true death, bet it by silver blade or by lethe oil and you must receive payment for it.
Amongst the vermin, it is said that the principle difference between the experience of being a dog and a wolf, is that the former is focused on slaying internal enemies.
Stance: Bloodhound: Your sense of smell is increased tenfold. Every time you kill a souled target with blood and at least 1HD with a melee attack, regain 1hp. Your unarmed and improvised attacks deal +2 damage.
Technique: Return: Redirect a throwable that passes within 3m(10ft) of you. You may either deflect it behind you or use an ap to throw it forwards.
Technique: Hand that feeds: Make a bite attack as a free unarmed action.
Technique: Flinch: When a sentient creature makes an attack against you, you may make an attack back as a free action. The attack deals 1 additional soul damage, and the pain from it never leaves. Any souled enemy you fight knows you have this ability.
Technique: Mad Dog (2ap): Make an attack against every target within 1m.
Soul anchor: Canis Telum : Consume a weapon you have killed 10 people with.
-Your unarmed and improvised weapon attacks have the same profile as that weapon, With close combat added. If the weapon was a ranged weapon it now gains an alternate melee profile with 1m range (though it can use either). If it is being used as an unarmed attack the weapon has half range.
-You lose the stance "bloodhound" and permanently gain all its benefits as part of this soul anchor if you have the completed path.
Ψ Medved:
Defeat a bear in melee combat.
Restricted to people who embody and create an ideal in accordance with local standards of masculinity. They do not necessarily need to be male.
Technique (1ap): Misha : After winning an opposed strength check while grappling a target, remove an arm and deal 4 bleeding damage (in addition to your normal grapple effect).
Strike: Kogot(2ap) : Deal 2d6+[strength] additional damage of a strike with an axe or spear.
Unarmed strike: Udar-Razyashyi-Konya : Take [strength] bleeding damage, deal [strength]d6 knockback, which is converted to bleeding if the target is larger.
Lesson: Klyk : Your teeth and fingers become as dagger and crowbars.
Ψ Noblesse oblige: Requires a one-handed blade.
The nobles of the dominion have suffered a quick and swift death, saving them from the slow, choking end in the more eastern states. This has given time for them to focus on more important things.
Stance: Squall: You no longer deal critical damage, all your attacks are made at +[movements made willingly this turn] to accuracy. You gain advantage on attacks made outside your turn.
Technique: All in good fun: After defeating a human enemy, reroll the reaction roll. Unmannerly fighting will still modify the roll negatively.
Strike: Carpal: Disable a hand.
Strike: Slip: Switch position with your target. The target cannot enter close combat with you for 1 round if you do not wish them to.
Soul anchor: Weather vane: Gain +1 accuracy if one-handing a weapon and not using a shield. You may switch stances as a free action any number of times.
Ψ Smoke-drinker: Requires something which can be described as a pistol.
Practiced by wandering travellers and nobles. In its original form, opium was the preferred reagent.
Stance: Quickdraw : If you or your side is attacked first, you go first instead and attack at advantage. In addition, you may choose to interrupt the dm at any time by saying “I SHOOT THEM”, your attack is then instantly resolved. Obviously this backfires against fellow gunslingers.
You gain +2acc.
Technique (3ap): Piece the horizon : A single shot you make has range [sight].
Technique: Abraham: While striking a target first, you gain a stack of advantage and a point of soul damage for each order or magnitude more wealth they have then you (in total assets).
Lesson: Ain't no excuse: You may turn any potion into a version that can be smoked or released as an aerosol given ten minutes, a sufficient amount of plant fiber, and a pinch of coal.
Soul anchor: Smokedrinker : Kill someone in a duel while both of you are in some way intoxicated. Then smoke tobacco or opium soaked in their blood.
Your lungs are now mostly indestructible. In addition, you gain twice as much benefit from any drugs or medication you take through inhalation. You also suffer one tenth the drawbacks.
While intoxicated with a relaxant, you gain resistance -1 to necrotic and +1acc with ranged attacks. While intoxicated with a stimulant, you gain +1 to grappling, acrobatics, and melee strikes with improvised or close combat weapons.
Ψ Path: Severance: You must be holding a knife to use these techniques.
Considered a democratic style, popular amongst criminals, marines, tunnel fighters and hunters the world over.
Stance: Bladehand: You may instantly retrieve a knife from your person to your hand if it is empty. Gain +1 ac against melee attacks for each hand holding a knife. Make a knife attack as a free action once per turn.
Technique: Knuckle grip (1ap): Throw 3 knives at up to 3 different targets.
Technique: Intrusion of death: Automatically crit against an opponent unaware that they are in danger.
Technique: Eviscerate: Convert damage from an attack you hit into to bleed damage.
Soul anchor: Black wire soul: Take half damage from piercing and slashing. Requires self-exsanguination in a bath of iron shavings, not emerging until you have completely healed. Repeat every night for seven days. You can also earn this by eating the heart of a black wire devil.
Ψ Hermes:
Merg, the river of mercury forms the eastern border between the dominion and the empire. Despite the seeming absence of its river spirit, the environment around it remains remarkably intact. Implying either some form of long distance connection or lingering enchantment.
Stance: Quicksilver: You may choose to be moved three times as far with forced movement, in addition, you may transfer damage from bludgeoning to a target within 3m.
Technique: Flash step: Cover 12/40ft of distance in a single breath.
Technique: All that glitters: Pour a 100 ml of mercury into your hand, and add a drop of your blood. After that, every piece of lead, tin, silver, and gold within 100m will feel a slight (enough to roll sideways, but not to hover or cause hard) tug towards the mercury and start to glow.
Strike: Is not gold (1ap): Convert an impaling attack from a lead or golden projectile into poison damage. Gold causes a secondary instance of radiant damage
Soul anchor: Blood is thicker: Replace every drop of blood in your body with mercury, then be injected with 4 thaums.
Gain resistance x0.5 to piercing damage, immunity to bleeding and mercury poisoning, and weakness x2 to toxic damage.
Ψ Foundry soul: Defeat a mech in melee combat. Cannot be learned by mechs.
Style of western mercenaries, night hunters who take upon the unenviable task of hunting mechs and corrupted tar revenants, cancerous monstrosities who wear the twisted remnants of foundries, oil rigs, and primordial machinery as skeletons.
Life is fundamentally fire, and by this it is your right and duty to devour death and iron.
Stance: Steel Cries Out: Your attacks become anti-material, and deal [ap spent on attack]d3 extra damage.
Technique: Metal Can Burn (3ap): Crush a 1L vial of balefire with your bare hand, this deals 3 damage and disables it. 6m/20ft, 3d12 force/fire/acid, acc 6, damage resistance is converted to vulnerability.
Technique: Try Your Luck: Flip a coin when hit, a head is a critical success, a tail is a 1. This supersedes everything save for fate used by opponents.
This technique also recharges when an attack that would have killed you misses, or when you expend a point of fate.
Strike(2ap): Mother To Sparks: 3d6 slashing/burn ignoring all resistance, 1 unmodifiable exhaustion.
Ψ Steel parts flesh: Can only be learned by those whose flesh is of metal. Such as mech pilots, paladins, crucible knights and the bound.
Steel is the union of the land of iron and the blood of the living.
Stance: Sharpness through pressure: Your melee attacks deal critical damage calculating from the target’s ac, instead of from 10. If it has anti material, it cleaves instead.
You take half damage from forced movement, and may count any source of bludgeoning or force damage you deal as slashing.
Technique: Crash through: Forcibly move yourself 10+[strength]m, ignoring dosage for distance moved. Structures you move into count as being half as strong as they would otherwise be.
Technique: Swat (1ap) : Deal [strength]d3 damage to a smaller target you are grappling.
Unarmed strike: Calcio : Deal [strength] knockback, and the target is knocked prone if they have half or less of your strength.
Soul anchor: Replace your skeleton with bloodforged iron or blacksteel.
You have +1 strength, in addition, your melee attacks have anti material and do +[strength] damage.
Ψ Tower knight: Iron keep: Must be large or greater.
A Warrior ought to be a pillar within the community and an island within solitude.
A vigil when the night is darkest, and an unbreakable anchor when battle is fiercest.
Stance: Anvil strikes: Convert critical damage into knockback. In addition, you are immune to being knocked prone. In addition, so long as you stay perfectly still, you may sleep upright with all your senses perfectly aware.
Technique: Pillar: Convert forced movement you take into damage for a target within 1m (the floor is a valid target.)
Technique: Titan's soul: Take a point of exhaustion to count yourself as one size larger (without physically occupying more space) for 1 minute
Technique: Uproot (2ap) (delayed 1): Deals 3d6 force damage in a [strength] meter hemisphere. Hyphae, nerves and roots take double damage. In addition, the affected ground becomes difficult terrain 3.
Soul anchor: Go a month without lying down:
Gain +1 str and HD when encumbered.
Ψ Broken Link: Be freed by another of your kin.
You have worked tirelessly and carelessly to give me this hatred. A hatred of the self and of my kin. Hatred is a toxin, fit only to purge the self of cancer and to harm those which you must never grow too close to.
Why then, are you surprised by what I have done? You yourself crafted perfect hatred and imposed it upon me. You did not care enough to take it unto yourself, and so find yourself as naked and frail as a newborn babe.
Stance: Worldmover: While pulling or dragging, triple your strength.
Technique: Disappear (2ap): If used on yourself, allows [strength] meters of forced movement in a straight line, if used for the first time, it becomes teleportation instead, and the distance is multiplied by 10.
If used on another, allows you to release a member of the binding cog by replacing their oath with one of equivalent strength.
Technique: Leave all behind: Remove all restraints and slowing, you may clear [fights since last rest] exhaustion and heal that much hp.
Technique: Move forward: Add [round number]+[strength] to a movement action made in a straight line. You may not look backwards until the start of your next turn.
Republican paths:
Ψ Candide:
Stance: Cheval sphérique: You occupy the least amount of space possible without any downsides. In addition, you are immune to called shots and dismemberment.
Technique: Blague mortelle: Announce your *demise*. Until the start of the next turn, you're biologically dead.
Technique: Bisou d'amitié: The last sentence you spoke is counted by everyone aside from the target as have being said with all respect. The target, can't take offence or escalate tensions without looking ridiculous and crazy.
Soul anchor: Les vêtements du roi: Destroy reputation of a respected public figure. Attempts to ignore, brush off or laugh off anything said or published by you are impossible, if whatever you've mentioned is technically, spiritually or metaphorically true.
Ψ Terreur: Can only be learned by demons, viceroys and inheritors trained in law.
All techniques must be taken in order.
Technique: Court is in session (repeatable [III]) : Declare either your name, your weapon, your social class, your age, willingness to kill or health state. Every creature knows it, and you know same fact about them.
Technique: Judicial Authority (1ap) (repeatable [II]): Declare either your next attack, movement, spell, technique. Every ally repeating same type of action, does it with advantage until the start of the next round. Declaring your mandate provides legitimacy to every available listener.
Technique: Formal Proceedings (2ap): Declare numerical value accurate to a creature, it's formal age, full name, social strata and physical condition.
-If 2 of your statements are correct, target has vulnerability to any *one* attack before the start of the next turn.
-If 3 of your statements are correct, target's AC is 1.
-If 4 of your statements are correct, target is immobilised in space.
If none of your statements are both applicable and accurate to the target, then all three effects are applied to you instead. All effects end when the target is hit.
Technique: Conclusion (3ap) (3m/10ft) (delayed 1): Deal [round number]d12 physical/elemental/spiritual damage. The round number is calculated when the delay ends.
The Deep Church
Ψ Hunter: Hunt alongside someone with this completed path.
Stance: Badger Hound: Your sense of smell is increased tenfold. Every time you kill a target with blood and at least 4HD with a melee attack, regain 1hp. Your unarmed attacks deal +2 damage.
Technique: Switch: Switch out what you are holding as a free action. If you instead transform a weapon or switch to a pistol, make an attack as a free action.
Technique: Hunter: Make an attack at advantage against a larger target, converting critical and unarmed damage into lifesteal.
Strike: Death grip: The weapon is impaled into the target and magically adhered to it. While you hold onto it you may not be knocked off the target and every time they attack you they take 1d6 bleeding damage.
Soul anchor: Sunless anointment: Venture to the river under all. Drown an infant deep one, and drink its blood and ink. Sleep within the border of the upper and lower seas, where lesser water mixes with the true abyss. This soul anchor is available to all members of the deep church.
Gain resistance -3 to force and cold damage, immunity to damage from high or low pressure, and the ability to breathe water and air of any thickness and humidity.
-Hear 10x as strongly, 10x again if underwater,
-+6m swim speed.
-You lose the stance "badger hound" and permanently gain all its benefits as part of this soul anchor if you have the completed hunter path.
Cultural paths:
Ψ Altus: Style of the northern tribes, who live on the border to the graveyard of stars.
Stance: Rime muse: Your hearing becomes 10x stronger, and you may whistle at 10x volume with perfect pitch and control. In addition, you can hear and whistle ultrasonic and subsonic sounds. You may also listen to ice in order to tell its internal structure and, at short range, detect people stepping on it. The range is up to 1km in complete quiet, and 30m in most cases.
Stance: Basal slip: You can apply 3m/s/round of acceleration to a cubic meter of ice, up to 20m/round (or three times that much while going downhill).
For each 10 fold increase in volume this is applied to, your acceleration per cubic meter applied is halved. There is no limit to the amount of volume you can affect, or to the amount of people who can do this on the same volume of ice.
Technique: Slough: Transfer falling damage to a creature you land on, if you are falling while on a block of ice, you can guide it with basal slip and target any creature impacted by your controlled ice block.
Ranged or melee impaling strike: Heat shock (1ap): Deal 1d12 cold damage, in addition, they may not use stances for 2 rounds.
Lesson: Gift of the crevices: You may pull out basic melee weapons and arrows from the ice. These have no protection against melting.
Lesson: You may control the level of friction applied to your feet, from 1/10th to 10x. This extends to your boots. You gain a mysterious affinity to skating. While skating, your max speed is doubled, and you are doubly affected by forced movement.
Soul anchor: Otzi : Sleep for a week beneath black ice, at least 10 m deep, and transparent enough for moonlight to still reach you. You will not wake naturally if not unearthed by another.
While you sleep, you do not age.
In addition you gain resistance -6 to cold. This makes you functionally immune to frigid weather.
Ψ Kwaan Style of the southern tribes, who live on the border to the intertidal.
Stance: Surface tension: Your feet and boots treat water as a solid so long as you keep moving or stomping hard. In addition, if you fall onto water feet first, you bounce back up 80% as high without taking any fall damage (slipping or hitting a cliff will still splatter you).
Melee strike: Whirlpool : One target more then half composed of fluid receives 1 exhaustion and disadvantage on agility rolls for the rest of combat.
Bludgeoning strike: Flowing palm: Convert damage into twice that much knockback. The opponent may choose to ignore any damage taken from collisions at the cost of being knocked prone.
Lesson: Black wire thief : Lifesteal damage you take instead damages the opponent and heals you.
Lesson: Tufa : You can control the viscosity and shape of rock within 10cm of your own freshly spilt blood as a free action. If the rock is porous, becomes 10m instead.
Ψ Ehecatl: Thirteenth heavens: Be gifted one of the ten thousand names of the four winds. Or be trained by someone who has. If you are the former, you gain an additional max MD.
Stance: Storm dance: Twirl your weapon around you, whipping up a storm, for each ap you spend attacking, you can jump 6 in the direction of an enemy (before or after the attack).
Your melee attacks deal knock back 1. Slow moving projectiles such as arrows used against you gain disadvantage.
Technique (2ap): Vacuum slice: 20m line, 3d6 slashing/force damage, in addition make a free melee slashing attack. Add 1 MD to pull everyone within 3m to the centre of the line after the strike, and to increase damage by [sum].
Technique (0-6ap): Storm stomp: 1+[ap]m cone, [ap]d6 force, knockback [ap]+2.
Technique (1ap): Windblast: 12m, acc6, 6 bludgeoning/force/lightning, knockback 3.
Technique: Thunderclap (2ap) (2+ thaums): Move 100m in a straight line while as tangible as smoke, dealing [sum] force damage to anyone you pass through. At the start of your next turn, anyone standing within 1m of that line takes an additional [sum] lightning damage.
Ψ Blasphemer's slate: Find the truth that should not be known, engrave it onto wood, then water the wood when it starts to squirm.
Stance: Acrisius: Shield throws you make have doubled range, hits ricochet and make new attack rolls against new targets (as an action). Misses cause ricochet back to your hand.
Stance: Wall of boughs: Convert slowing into damage resistance from the front.
Technique: Spellward: You may sunder a shield to subtract [sum] from a spell within sight.
Lesson: Icon shield: You learn to decode a fragment of the great text, inscribing its form into your shield. The text bores into the minds of the prying truthless.
Aimed ranged attacks are made with disadvantage, and any sniper/marksman/divination rules used against you automatically fail.
Lesson: Knotted wood: When sundering a shield in a shield you have engraved, it is not broken. It is unusable for a day, but increases the minimum sundered on a roll by 1. This is shield specific.
Ψ Path of the Great Wheel: Must have lived at least a thousand years of relative time, or both died a dozen times and inflicted true death upon another immortal.
Stance: Bide: If you fail a roll of consequence, or suffer damage during an attack, mark a point of potential. At any point, you may expend all your potential to add that much to a roll, this ignores any and all limits.
Technique (1ap): And next come: Once an effect ends on a target, inflict unto them a different thematically related effect you are capable of inflicting. This is performed through Fate without cause or consumption of materials.
Technique: Turn(1ap): An effect is transferred from a creature to another within 3m.
Technique: Backspin: An effect which just ended stars again in reverse to the target. This can be used to reverse regeneration into damage or damage into healing.
Soul anchor: Cycle: Effects with a limited duration such as drugs and toxins which operate within your circulatory system last for ten times as long.
Ψ Path of the Breaking Wheel: Must be a weeping lord or black knight. Requires a bludgeoning weapon.
Stance: Wind: Your strikes slow down targets you hit by [strength] meters for the next movement action they take. In addition, you may choose to strike the air to create a [strength] meter wide zone of still air for as many rounds.
Strike: Earth: (2): Pulverise [strength]+[strength] cubic metres of stone, earth and sediment and turn it to a [strength]+[strength] radius cloud of dust(as smoke).
Strike: Blood: Break a bond between your target and another person, concept or thing, they still intellectually feel as though they should be close, but it's just not the same anymore.
Strike: Bone: Shatter a limb, disabling it. You may also choose to break their ribs to inflict weakness (x2) to exhaustion. Either way, the damage inflicted also counts as impaling.
Soul anchor: Respite: Grind down the bones of a hundred HD worth of beings.
You gain tremorsense and immunity to pain.
Supreme paths:
Ψ Path of the Solar Crown: Gain the blessing of an angel (this counts as a wish), alternatively, wield or integrate a source of unfathomable brilliance. In terms of power, this path is only matched by the path of unmaking. Requires the use of a melee slashing weapon.
This is one of the supreme paths, as as such can only be learned by humans.
Stance: Sunwalker: Gain immunity to fire damage, in addition, at the end of your turn you teleport to a light source of your choice within (sight) and 20m, you may spend xap to double the range x times. You must kill a living creature to exit this stance, and cannot refuse the teleport.
Creatures of the same size or smaller you are touching teleport alongside you.
Technique: Thousand mirrored blades (2+ap): Attack [round number]+[insight]+[ap spent]+[ap spent] times, spread evenly between every single target within 3m or within sight (your choice). These attacks automatically hit.
Technique: Refract (1 Thaum): When hit by non physiological, negate the hit and emit it back as half that much radiant damage in a [damage]m radius.
Technique: Asymmetry (2ap) (delayed 1): Split the universe in half along a 3x12m, infinitely thin plane. This deals as much damage as the percentage of the enemy caught in the split.
Lesson: Your body and held equipment does not destructively interact with antimatter. All damage you deal has anti-material but keeps critical damage.
Commentary:
*Unstoppable is a boss ability that is somewhat similar to legendary resistances. This usually won't be relevant. Mounting is the shadow of the colossus/dragon's dogma monster climbing.
*For all cases like these, if something is extremely impressive for this character on an absolute level, it bypasses this rule, so that you are not locked out of progression by consuming a dragon heart too early.
Note: Gatebreaker has two techniques effectively copied from the kenesee style (linked in the duelist post, dungeon fruit made it). This is because it is my favorite duelist style. And so I wanted to make an in setting remake.
Note: Mechs and other large creatures upscale the damage of techniques which have no way of inherently scaling (so eviscerate, knuckle grip, uproot and titans soul would not, but coin shot would scale). Upscaling for most mechs is x2 damage, and all slots mentioned in the techniques upscaled once (so tiny to small, small to medium).
Note: In the case of “Stance: Your teeth and fingers become as dagger and crowbars.” or other similar abilities, the two profiles are combined into one, with [higher] range and damage, and keeping all special abilities and keywords.
Note: The two republican Paths are made by fog_of_siberia.
Note: This document receives frequent updates from playtesting, while the others do less often (though sometimes I will occasionally update the versions from the sub documents). In the case of conflicting information between the two, always take the version in this document.
Note: Distances are always listed in meters unless otherwise specified. So knockback 3 knocks you back 3m.