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CREATING A POWERHOUSE
This character is the mover and shaker of the setting. It is meant to be a mostly inactive manipulator of events that rarely sees adventure. It probably spends most of its time researching and ruling its growing domains.
How To
Create a character at 4th level with 6 extra abilities. Don’t forget to give it magic or some other edge or it will just be another level 4 character.
Added Options
While the regular characters usually just follow the rules of the game, the power house might have added options, not readily available to normal characters. For example different schools or magic or races might be available.
GREEN COUNCIL MEMBER OPTIONS
FOMOIR LORD
This strange creature has been hiding within the realms of Vergaia. The calling of the witch times has brought him forth into the world once more. No longer the servant of Margoin he is still not a force of good, but rather a spirit of change and life. He is most likely a massive specimen, able to intimidate people with his sheer presence. A fomoir is a greater faun of sorts.
Note: All Fomoir lords are male (except perhaps for your character), thus I am breaking the normal rule of my texts and writing him as a he.
FEATURES
A Fomoir lord shares Features with fauns but are much older and more intimidating
Required Tricks: Big horns, Spirit Sight, Witchcraft
ELVEN NOBLE
The elven noble dwells within the safety of the immortal lands, however her interest in the mortal realms makes her venture forth at times, to meet other powerful allies or to give commands to her minions. She is mostly a political leader but her powers do go beyond that. Among these powerful spirits she might be the most worldly and interested in material things. This elven noble is no mere feyling, it is of a pure bloodline, something that probably matters more to it than it does to others.
FEATURES
An Elven Noble shares statistics with feylings and only differs in bloodline, age and power.
Required Tricks: Noble, Natural Magic, Chosen by the Light
THE NYMPH
A Dryad, Najad or Oread, the nymph dwells by whatever natural feature that brings her her power. Though most of her kind are content to sit by their tree, spring or hill top, this one is a bit more ambitious. She wishes to make her power grow, and to get there she needs to remake the landscape in her image or at least grow the feature that brings her power. She is a spirit of healing and beauty, closely linked to Hekat but it is also said that her mere visage can blind or even kill those that look upon her.
Notes: All Nymphs are female (unless your character isn’t).
FEATURES
Use Feyling statistics, but instead of DEX +2, the nymph gets CHA +2
Required Tricks: Natural Ties, Unnatural Beauty
NATURAL TIES
Prerequisites: Nymph
The Nymph has a connection to some sort of magical part of the landscape. By growing that, through the application of Elementum (Earth for Oreads, Water for Najads and Animist for Dryads) she gains more access to her powers. At 10 € of the proper type she gets one free use of her powers, at 30€ she gets another and at 60 she is truly a spirit to be feared and gets yet another free use of one of her powers. There are also rituals that allow her to influence the landscape around her depending on the level of her natural tie.
UNNATURAL BEAUTY
Prerequisites: Nymph
The Nymph is so beautiful, looking at her can wrack someone with pain. This gives her a +1 bonus to all social rolls.
Use Ability
Cost: 3
Duration: 1 minute
While this effect is active, anyone looking at the Nymph must succeed on a Perseverer roll difficulty 10 or be stunned for 1D6 rounds.
DRAGON
The dragon believes itself to be the crowning achievement of reality. It also doesn’t believe that it was created by the gods but rather through evolving through its own might and the strife of countless centuries to be the peak predator in the world, considering even humanity to be nothing more than prey. This particular dragon however is a small member of its race, recently hatched and having fled from its fellow hatchlings who are always cannibalistic to begin with. This has made it into something a little more social than most dragons. Not quite as likely to murder, pillage and eat its way to infamy on its own. This is why it has sought to be a member of the council.
FEATURES
Ability: STR +2
Large: This character is large, it has a hit dice of one size larger than usual, it has an AR of 7, its attacks are considered crushing. It has +2 difficulty to hit Dodge and gets a +1 bonus to Block.
Wings: The dragon has wings that can be used to buffer falls, making it impervious to falling damage while it is allowed to act.
Natural Weaponry: The dragon has a tail spike, it has horns, claws and fangs. It does 1D6 with all natural weapons.
Primitive: The dragon has a very hard time wearing armor and wielding weapons. It also prefers to rely on its natural abilities.
Required Tricks: Hoarding, Flight
DRAGON TRICKS
DRACONIC WARRIOR
Skills: Athletics, Endure, Fighting, Perceive, Intimidate
Tricks: Draconing Armor, Flight, Dragons Breath, Dragon Fighting, Hoarding, Terror
DRACONIC ARMOR
Prerequisites: 3rd Level
The dragon is a true warrior dragon. It has an AR of 10.
FLIGHT
Prerequisites: Athletics
The dragon can fly at a speed of +2. This trick can be bought up to one time per level for +2 speed each time.
DRAGONS BREATH
Prerequisites: Fighting
The character gets +1 to dodge against close combat attacks, due to the heat it gives off.
Use Ability
Cost: 3
The dragon breathes a cone that is 5 squares long and 5 squares wide. Everyone in that cone takes 1D12+STR damage unless they manage a Dodge vs 10.
DRAGON FIGHTING
The dragon does +1 damage with its natural weapons
Use Ability
Cost: 1
The dragon can make an extra attack with its natural weapons.
HOARDING
Prerequisite: Perceive
The dragon can hoard at least 10£ worth of gold to get to use one of its abilities for free once per day. If it manages to hoard 30 £ it gets another free use. It can also spend 10 £ to gain experience as if it had completed an adventure. If it spends 10 £ over the course of a year, it gets an extra training point for that year. This requires for it to stay inactive.
TERROR
Prerequisite: Intimidate
When breathing fire or charging an opponent the dragon can perform an intimidate action as a free action against a chosen foe.
GORGON
The gorgons were Oreads, corrupted by the power of Margoin they struck a pact and turned in to snake haired witches. Their power is greatly feared, though thankfull they mostly dwell in legends these days. Of course, this character does not, moving through the woods, having left her mountainous homes in the Crooked Mountains behind , to meddle in the affairs of Utveda.
Note: All gorgons are female (unless your character isn’t).
FEATURES
Abilities: CHA +2
Petrifying Gaze
Whoever looks upon the Medusa is turned to stone. To avoid doing so whilte fighting her requires a successful Comprehend vs 10. Anyone looking away gets +2 difficulty to hit her dodge. It is possible to close ones eyes but when doing so the difficulty to hit her dodge is increased by 5. The drawback of this is of course that the Gorgon can have no minions except those immune to her gaze.
Night Vision: Gorgons see better at night and in darkness than humans do. They are still blind in total darkness though.
Required Tricks: Controlled Gaze, Writhing Presence, Trophy Hunter
GORGON TRICKS
WRITHING PRESENCE
Anyone in close combat with the Gorgon must succeed on a dodge save against 10 or be struck by snakes on her head. Thes do 1D6+CHA poison damage.
DEADLY POISON
Prerequisite: Writhing Presence
The snakes on the Gorgons head now deliver a poison that requires a Resist vs 10 or the character hit dies. If the target manages to save she is still damaged normally.
CONTROLLED
The Gorgon no longer needs to kill with her gaze at any given moment. She has spent many years perfecting her art control over her powers and now she can interact with others without the chance of killing them instantly. To turn her gaze on or off is now an action. If this character has the Trophy Hunter trick, she no longer needs to kill her prey to gain Elementum, she can instead bed them to gain a 1/10 of what she would have otherwise gained.
FORKED TONGUE
Prerequisites: Controlled
The Gorgon is a sensual and sinous creature. With her hypnotic movements and gaze she can make almost anything seem believable. This gets her a +1 bonus to all social rolls with those that might find her gender attractive.
Use Ability
Cost: 1D6
By defeating the Insight+10 of a subject, this character can charm said subject into viewing her as a friend or a lover for a duration of 1 hour.
TROPHY HUNTER
The Gorgon can gain € by petrifying other living creatures. Most living creatures are not worth much, but magical creatures are worth a lot, as are wizards and some heroes. With this € she can power rituals. She can also spend 10 € per year to get an extra training period. She can also spend 10€ to gain experience as if she has gone through 1 adventure.
SUBTERANEAN NOBLE
This person is nothing but a subterranean who through her bloodline being one that is related to the Change Lords more closely than normally, has a much longer lifespan than the rest of them. She is apparently no longer welcome in her home below ground and has moved up to the magical woods to make a living as a magical power house.
FEATURES
Use the features of a subterranean grayling. Only this creature is more powerful, long lived and has a somewhat greater magical potential.
Required Tricks: Master of Glamour, Dark Vision
SUBTERANEAN NOBLE TRICKS
CHANGELING
This character gets a +1 to perform or social checks to come across as someone else while in disguise.
Use Ability
Cost: 3
The character takes on the guise of another person.
MASTER OF GLAMOUR
This character gets 5 points of illusory weave rituals that are already a part of her nature. She also gets a +1 specialty bonus to all effect rolls for Glamour spells.