Powers are magical in nature and do not work in dead magic zones Powers are soul bound and are lost when the owner dies
Roll a d4 to choose a catagory roll a d6 to choose a power -------------------------------------------------------------------------------------------------------------
Curses cast on before birth; 1
1 Curse of Ball, makes the cursed indvidual into a ball of flesh and also grants them the power to shape shift themselves and the matter around them as they see fit, size of the creature they turn into is dependent on mass.
2 Creature Bound, the cursed is slowly over the course of their life turned into a magical version of a existing creature, these magical aspects may be enhancments, access to an extra set of limbs or immunity to certan natural ailments.
3 Void Bound, Cursed ones soul is nonexistant upon death, but as a result they can see into the void itself and also through time, may also travel or send beings forwards through time, void or even to other dimensions.
4 God Bound, cursed is treated as a god that can be added to the games pantheon, choose a aspect at random for them to govern and control.
5 Immortality, the cursed will not die, but wounds will never heal and the cursed individual will slowly be reduced to dust upon a event that would normally be death. roll 4d100 times con and add it as temp hp, resting only effects regular hp pool and there is no way to replenish immortal hp pool.
6 Artefact Bound, cursed is slowly turned into a magical object, like a sword or a clock or even a statue, once the process is over the cursed is essentailly dead even though the soul is still bound to the object the cursed however gains a power akin to to the object they are turning into, like in the case of a sword gaining the power to cut things at a distance, or in the case of a statue gaining the property of being unmoveable by others.
Magic marks bound to ones soul that show up as tattoos that can be moved around; 2 Host affects self only. Charm can affect others and are treated as cantrips.
1 Elemental Charm, grants control of a specific element, magic or natural, this allows them to controll the element in question, by "bending" into shape, living things are considered as life element.
2 Host of Speed, owner is capable of moving at any speed, giving the limitless reactions and allowing them to move wherever they wish during combat.
3 Host of Strength, owner has infinite strength, instantly pass any strength check, even if this one shots a enemy or renders the character invincible.
4 Host of Talent, owner has infinite dexterity, instantly pass any dexterity check, even if this one shots a enemy or renders the character invincible.
5 Spirit Host, owner can seperate their spirit from the body and treat it as a second character, the second character can only be seen in the etherial realm or by its owner, the spirit can have a different subclass then the owner but must remain the same class as the owner, they also share stats and health pools.
6 Emotional Charm, grant control of a single emotion in others around them, by either giving people that emotion or taking it away temporarly.
Wounds that form after birth from a past life and create the weapons that made them; 3 Attacking with these is treated as a no roll action as they always hit. These are not effected by stats unless they are weilded by hand.
1 Swords, a single sword can be pulled from the wound that can be multiplied and controlled by the owner of the wound, it does 1d6 damage.
2 Spears, a single spear can be pulled from the wound that can be multiplied and controlled by the owner of the wound, it does 1d8 damage.
3 Sheilds, while holding the wound the owner may manifest a sheild and control it as they wish, the sheild can be used as a reaction to block any attack the owner wishes once per turn, it does 1d6 damage.
4 Magic or Poison, in the shape of a orb can be launched while holding the wound, may be placed as a trap as well each orb does 1d6 damage.
5 Arrows, can be launched and controled while holding the wound, each arrow does 1d4 damage.
6 Random Object, depends on size or shape, small means it is launched and does 1d4 damage, medium is pulled from wound and does 1d6 damage, large is manifested and does 1d10 damage, whatever it is it can be both multiplied and controled at will.
Gifts are given to the characters before they are even born to help them in life; 4 These are effected on a meta level and function at the gm and players discretion these are mostly non magical in nature but still tend to lose effect after the owner dies.
1 Destiny, allows one to choose how there character will die ahead of time and have it be told to their character in game.
2 Leadership, allows one to be in charge of a faction that exists in game, if there is no faction available the player gets to make one up.
3 Family, allows a second and third race to be picked for a character, along with all bonuses or weakneses that it brings.
4 Home, allows one to have been born in another plane of existence, if no planes are available player gets to make one up.
5 Skill, allows one to choose two classes at the beginning of the game, the player must have equal skill in both classes.
6 Nothing, magic doesnt work on the character effected by this, nor can they use magic.
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Powers are magical in nature and do not work in dead magic zones
Powers are soul bound and are lost when the owner dies
Roll a d4 to choose a catagory
roll a d6 to choose a power
-------------------------------------------------------------------------------------------------------------
Curses cast on before birth; 1
1 Curse of Ball, makes the cursed indvidual into a ball of flesh and also grants them the power to shape shift
themselves and the matter around them as they see fit, size of the creature they turn into is dependent on mass.
2 Creature Bound, the cursed is slowly over the course of their life turned into a magical version of a
existing creature, these magical aspects may be enhancments, access to an extra set of limbs or
immunity to certan natural ailments.
3 Void Bound, Cursed ones soul is nonexistant upon death, but as a result they can see into the void itself
and also through time, may also travel or send beings forwards through time, void or even to other dimensions.
4 God Bound, cursed is treated as a god that can be added to the games pantheon, choose a aspect at random for
them to govern and control.
5 Immortality, the cursed will not die, but wounds will never heal and the cursed individual will slowly be reduced
to dust upon a event that would normally be death. roll 4d100 times con and add it as temp hp, resting only
effects regular hp pool and there is no way to replenish immortal hp pool.
6 Artefact Bound, cursed is slowly turned into a magical object, like a sword or a clock or even a statue,
once the process is over the cursed is essentailly dead even though the soul is still bound to the object
the cursed however gains a power akin to to the object they are turning into, like in the case of a sword
gaining the power to cut things at a distance, or in the case of a statue gaining the property of being
unmoveable by others.
-------------------------------------------------------------------------------------------------------------
Magic marks bound to ones soul that show up as tattoos that can be moved around; 2
Host affects self only.
Charm can affect others and are treated as cantrips.
1 Elemental Charm, grants control of a specific element, magic or natural, this allows them to controll the
element in question, by "bending" into shape, living things are considered as life element.
2 Host of Speed, owner is capable of moving at any speed, giving the limitless reactions and allowing them to move
wherever they wish during combat.
3 Host of Strength, owner has infinite strength, instantly pass any strength check, even if this one
shots a enemy or renders the character invincible.
4 Host of Talent, owner has infinite dexterity, instantly pass any dexterity check, even if this one
shots a enemy or renders the character invincible.
5 Spirit Host, owner can seperate their spirit from the body and treat it as a second character,
the second character can only be seen in the etherial realm or by its owner, the spirit can have a
different subclass then the owner but must remain the same class as the owner, they also share stats and
health pools.
6 Emotional Charm, grant control of a single emotion in others around them, by either giving people that
emotion or taking it away temporarly.
-------------------------------------------------------------------------------------------------------------
Wounds that form after birth from a past life and create the weapons that made them; 3
Attacking with these is treated as a no roll action as they always hit.
These are not effected by stats unless they are weilded by hand.
1 Swords, a single sword can be pulled from the wound that can be multiplied and controlled by the
owner of the wound, it does 1d6 damage.
2 Spears, a single spear can be pulled from the wound that can be multiplied and controlled by the
owner of the wound, it does 1d8 damage.
3 Sheilds, while holding the wound the owner may manifest a sheild and control it as they wish, the sheild can be
used as a reaction to block any attack the owner wishes once per turn, it does 1d6 damage.
4 Magic or Poison, in the shape of a orb can be launched while holding the wound, may be placed as a trap as well
each orb does 1d6 damage.
5 Arrows, can be launched and controled while holding the wound, each arrow does 1d4 damage.
6 Random Object, depends on size or shape, small means it is launched and does 1d4 damage, medium is pulled
from wound and does 1d6 damage, large is manifested and does 1d10 damage, whatever it is it can be both
multiplied and controled at will.
-------------------------------------------------------------------------------------------------------------
Gifts are given to the characters before they are even born to help them in life; 4
These are effected on a meta level and function at the gm and players discretion
these are mostly non magical in nature but still tend to lose effect after the owner dies.
1 Destiny, allows one to choose how there character will die ahead of time and have it be told to their
character in game.
2 Leadership, allows one to be in charge of a faction that exists in game, if there is no faction available
the player gets to make one up.
3 Family, allows a second and third race to be picked for a character, along with all bonuses or weakneses
that it brings.
4 Home, allows one to have been born in another plane of existence, if no planes are available player gets
to make one up.
5 Skill, allows one to choose two classes at the beginning of the game, the player must have equal skill
in both classes.
6 Nothing, magic doesnt work on the character effected by this, nor can they use magic.