Polemos: 4th Age - Aspects

Aspects

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

General Aspects

Angels of light who serve the Creator or one of his loyal spirits. Aeliokos shine with a supernatural glow and are known to be uncompromising guardians against all forms of evil.

  • Effect: Set Erihal language fluency to 10 with literacy in Erihal script. Learn celestial servant ability with a spirit directly or indirectly loyal Chronos/El/equivalent - work with the GM to determine identity. Cannot learn [dark] abilities - remove any [dark] abilities and refund any XP spent on them. Apply constant aura of light and lightstrike to self. If, at the GM's discretion, the character commits any evil act replace with daimonas aspect.

  • Effect: Choose a ship. The ship does not generally change throughout the spirit's lifetime. When taking physical form (e.g. when summoned) the spirit takes the form of that ship. The spirit counts as that ship for all purposes. Any natural creatures aboard the ship when it disappears for any reason die and travel to the afterlife.

Being is a member of the agkelos race.

Being is a member of the anthegal race.

Being can fly, but only for short distances.

Being originates from the celestial realms outside of the physical world and does not inherently have a physical body, though they may inhabit a temporary body when in a physical space.

  • Effect: Trained skills and abilities may be swapped when the champion is introduced or a spirit pact is made. Abilities should generally be swapped with abilities of the same or lower tier.

Demonic agkelos who serve evil spirits and seek to dominate weaker spirits, ultimately to overthrow the power of the Creator or relish their own particular evil without concern for others.

  • Effect: Set Krivkhal language fluency to 10 with literacy in Krivkhal script. Choose three [character flaw] afflictions. Learn or re-assign celestial servant ability to a spirit directly or indirectly in opposition to Chronos/El/equivalent - work with the GM to determine identity. Cannot learn [light] abilities - remove any [light] abilities and refund any XP spent on them. Apply constant aura of dark and darkstrike to self. If, at the GM's discretion, the character genuinely seeks redemption replace with sek-agkelos aspect.

  • Effect: Cannot be targeted by [interrupt] abilities.

  • Effect: +[aspect level] deflection to all damage types.

Being is physically or spiritually connected to dragons.

Being is a member of the dragoon race.

Literally "Voice of Dragon" - drakuncion represent the majority of dragoons and are spiritually linked with their clan's guardian dragon.

  • Effect: Learn spirit link ritual ability with guardian dragon - work with the GM to determine identity. -1 received vitality and stamina damage (minimum one), +2 received focus damage.

Literally "Voice of goddess" - eleycion are dragoons that seek to unite their kind against the tyranny of the dragons by pledging their soul to the goddess of freedom.

  • Effect: -2 XP cost per tier for [magic] abilities. +2 magic backlash severity.

  • Effect: Apply constant ethereal to self.

Being is fully in a state of imperfection or sin.

  • Effect: Choose two [character flaw] afflictions.

Being can fly for long distances and an extended period of time.

  • Effect: Can use fly.

  • Effect: Apply constant glowing with range [aspect level] to self.

Being has a dominant hand that they prefer to use in most, if not all, situations.

  • Effect: Pick a hand (or roll 2D6 - if less than 10 pick right hand, otherwise pick left hand). Add off hand affliction to all other hands.

Being is a member of the human race.

Being may be killed, but does not physically age beyond maturity and will never die of old age.

  • Effect: May continue unfinished movement after defending against interrupting attacks.

  • Effect: May use [magic focus] skill in place of unarmed skill.

Object is a creation of magical energies, and can use magical abilities granted by its creator.

Being ages and will eventually die of natural causes.

Being originates from the physical world and has a physical body integrally linked to their spirit.

  • Effect: Immune to nature damage that does not affect the magic (MP) measure.

Literally "Voice of Nothing" - dragoons without a spirit link are often viewed with contempt or as harbingers of doom.

Being has the ability to originate thoughts and words in a creative capacity. A requirement for using magical power.

  • Effect: Immune to all fatigue effects. The spirit counts as a container but all items are held, visible, and exposed to the environment. May carry up to (6 * [endurance] skill, minimum 1) weight without penalty - every 3 weight carried above the limit reduces move range by 1. Cannot make attacks.

  • Effect: May choose to deal piercing damage with [unarmed] attacks.

  • Effect: Gain [aspect level] primary actions per turn instead of 1. Starting or completing a full action requires only a single primary action.

From an ancient word for the first tyrants that relished in their superiority over the common man, anthegals claim the title nephilim for themselves both as an boast of their special abilities, and as a reminder of the evil that would result were they to abuse that power.

  • Effect: Choose one [character flaw] affliction. For abilities with MP cost, increase total MP cost by one. Reduce magic backlash total severity by one (minimum one). If, at the GM's discretion, the character commits any evil act replace with stained nephilim aspect.

  • Effect: Gain [aspect level] secondary actions per turn instead of 1.

Angels of chaos, sek-agkelos have freed themselves from the spiral of evil but can not regain the perfection they had as aeliokos. Doomed to wander without a master to serve, the spiritual fate of sek-agkelos kind is unclear.

  • Effect: Set Omankhal language fluency to 10 with literacy in Omankhal script. Choose two [character flaw] afflictions. Remove celestial servant ability. Remove any [dark] abilities and refund any XP spent on them, though they may be re-purchased. 1 XP discount per tier (minimum 1 XP per tier) learning [blood] abilities. If, at the GM's discretion, the character gives up on redemption replace with daimonas aspect.

  • Effect: Being is a ghost of a once living person. Being cannot interact or be affected physically, and is mostly transparent. Choose 2 languages, usually based on languages the being spoke while alive. Set fluency rating to 10 for those languages with literacy as desired. +1D6 [stealth] skill rolls. move ability has the [stealthy] tag.

Being is a member of the shapeshifter race.

  • Effect: +1D6 [chaos magic] rolls. +1 total magic backlash severity.

  • Effect: May choose to deal piercing or slashing damage with [unarmed] attacks.

Being has been given permission to use the holy magic authority.

  • Effect: Choose [draft animal], [pack animal], or [vehicle] animal. The animal does not generally change throughout the spirit's lifetime. When taking physical form (e.g. when summoned) the spirit takes the form of that animal. The Spirit counts as that animal for all purposes.

  • Effect: May spend 1 MP in place of 1 FP or up to 2 SP.

  • Effect: Choose a weapon with a melee attack. The weapon does not generally change throughout the spirit's lifetime. When taking physical form (e.g. when summoned) the spirit takes the form of that weapon. The spirit counts as that weapon with quality ([magic focus] skill value) for all purposes, but may also perform melee attacks as if holding a weapon of that form. When ethereal attacks are still ethereal-aligned but can also do damage to non-ethereal targets.

Anthegals that fall to evil are overcome with the same form of the sickness that turns shining aeliokos to blighted daimonas, albeit in a milder form. This usually makes the anthegal physically weaker, but more in tune with their supernatural power. The term stained nephilim comes from the fact that the fallen anthegals often take their pure brethren's obsession with bloodlines to an even further extreme, which in turn leads to bloodshed.

  • Effect: Choose two [character flaw] afflictions. Reduce fatigue track thresholds by one. For abilities with MP cost, reduce total MP cost by one (minimum one). If, at the GM's discretion, the character genuinely seeks redemption replace with pure nephilim aspect.

  • Effect: Being does not have the ability to move or be moved.

  • Effect: May remain in occupied locations.

Being inhabits a body that is already dead, yet is still able to move through some unnatural force.

  • Effect: Add immortal aspect. Ignore effects from death, fatigue, and bleeding. Being may be destroyed through criteria specified by other [undeath] aspects (or GM determined). When destroyed being removes this aspect, suffers the normal effects of death immediately, and their body decays suddenly based on when natural death occurred in the past. Ignore effects from consuming non-[magic] items. Ignore all HP healing effects unless effect specifies healing undead HP. Unless otherwise specified the effects of undeath are obvious to observers.

Being is an undead creature that drinks and gains strength from the blood of others.

  • Effect: Add undead aspect. Add vampirism, blood thirst, and sun dread afflictions. Creature is destroyed if decapitated, which can occur by spending a critical damage point when the neck body area is hit. Creature is destroyed if piercing damage to the chest body area from a [wood] material weapon would otherwise cause a vital wound. Creature is destroyed if heat, nature, fire-aligned, or light-aligned damage would otherwise cause a vital wound.
  • Tags:
    • Undeath

  • Effect: +[aspect level] maximum HP to all body areas.

Being is an undead creature, with its previous natrual yearnings twisted into hatred of light, warmth, friendship, and all the good things of life.

  • Effect: Add undead and spirit of dark aspects. Lower maximum HP of body areas for each point of fire- or light-aligned damage, heat damage, nature damage, or magic damage. Creature is destroyed if any body area is reduced to less than one maximum HP. Undead healing HP also heals maximum HP by the same amount. Add sun infirmity affliction. Each full night spent underground heals all undead HP, SP, and FP at dawn.
  • Tags:
    • Undeath

Backgrounds

Is a personal practitioner of a religion, philosophy, or set of beliefs.

  • Effect: Work with GM on creed identity. +2 attitude modifier to others friendly to creed, -1 attitude modifier from those opposed to creed. +2D6 to [knowledge] rolls related to creed.

While others spend time learning practical languages, you've focused on academic or mystical languages instead.

  • Effect: Remove all non-native languages. Add a total of 1.5x fluency rating removed between dead or academically valuable languages. May add literacy in one script for each chosen language.

Has worked as a laborer in some skilled craft.

  • Effect: Choose a [trade] skill: -4 extraction and production design difficulty when using that skill. -1 [persuasion] skill modifier.

Has worked as a ranking member of priesthood or religious organization.

  • Effect: +2 lore skill modifier, -1D6 [knowledge] rolls related to outside faiths or creeds. -1 attitude modifier to non-pious civic elites.

Has lived as part of the 'unwashed masses' below the elite sections of society.

  • Effect: +2 attitude modifier to other commoners, -1 attitude modifier to elites.

Has worked in a position within a ruling court, administration, or bureaucracy.

  • Effect: +1 [persuasion] skill modifier. -1 maximum stamina.

Is known to have broken the law at some point.

  • Effect: -2 attitude modifier to elites, +1 attitude modifier to other criminals.

You've either had an untraditional upbringing or ignored basic childhood lessons to spend time on pursuits more worthy of your time.

  • Effect: Remove all literate scripts, add illiterate affliction. Choose: +2 maximum stamina, or +1 skill modifier to a non-[reading] skill of your choice.

Has worked as a member of a merchant guild, caravan, or other trade-oriented profession.

  • Effect: +2 commerce skill modifier. -1 attitude modifier to elites and poor.

Has served as a member of the aristocracy or other elite level of society that is inaccessible to most people.

  • Effect: +2 attitude modifier to other elites, -1 attitude modifier to commoners.

Has been a known member of a political group, ideological faction, or organized social movement.

  • Effect: Work with GM on faction identity. +2 attitude modifier to others friendly to faction, -1 attitude modifier from those opposed to faction. +2D6 to [knowledge] rolls related to faction.

Has professional experience with nautical voyages.

  • Effect: +1 athletics skill modifier, +1 offshore skill modifier. Reserve 1 SP when on land.

Savants are able to achieve extraordinary feats in a given field, but often at the expense of basic competence in the rest of life.

  • Effect: Add [savant] tag a non-[combat] skill when taking this background. +2D6 to [savant] skill rolls, -1D6 to all non-[savant] skill rolls.

Has worked as an academic, scribe, or some other form of knowledge-work.

  • Effect: +1 maximum focus. -1 [knowledge] skill XP cost, +1 [combat] skill XP cost.

You've already had less-than-noble adventures or get-rich-quick schemes, but have thus far outrun some of their consequences.

  • Effect: +2 [deception] skill modifier, +10% starting currency. -1 attitude modifier, work with GM to determine an appropriate debt, bounty or other unfinished liability.

Has worked as a professional warrior, with or without a cause.

  • Effect: +1 maximum stamina, -1 [combat] skill XP cost, +1 non-[combat] skill XP cost,

Whether born under a bad omen, cursed by foul spirit, or through some other ill means, you've never been known anything but bad luck.

  • Effect: +2 maximum magic. +1 total magic backlash severity.

Survivor of many battles; your scars are deep but have made you stronger.

  • Effect: Add one [veteran] affliction. Add one talent.

Far you have wandered; much you have learned.

  • Effect: Add a total of 15 fluency rating between non-native languages. May add literacy in one script for each chosen language. -1 maximum focus, reserve 1 FP when staying in a given town or location for over a week.

You've lived isolated from society, living off the land.

  • Effect: +1D6 navigation skill modifier, +1 maximum stamina. -1D6 community skill modifier, -1 maximum focus.

Talents

Agkelos Talents

Envoys for The Creator and other powerful spirits, the word of an agkelos carries greater weight than that of mortals.

Some agkelos are blessed with larger wings, capable of flying for extended periods of time.

Combat agkelos are known to train their wings to be a reflexive second set of arms, able to deflect incoming attacks.

Radiating holy light as a symbol of their perfection, aeliokos can learn to shine this light of heaven for miraculous purposes.

  • Requirements: aeliokos
  • Effect: Learn two [light] abilities. Remove these abilities if this talent is removed.

Cast out from the light, daimonas seeped in the shadows near the void often harness it for their revenge.

  • Requirements: daimonas
  • Effect: Learn two [dark] abilities. Remove these abilities if this talent is removed.

Sek-agkelos retain their mastery of the supernatural but often embrace their status as between light and dark.

  • Requirements: sek-agkelos
  • Effect: Learn two [magic] abilities that are neither [light] or [dark]. Remove these abilities if this talent is removed.

Visiting strangers may appear normal, but sometimes they are agkelos testing mortals' virtue, or brining curses upon them.

Sek-agkelos excel in the ability to see through the tricks and disguises other spirits use.

Carrying the light of The Creator in their hearts, aeliokos fear no shadow.

  • Requirements: aeliokos
  • Effect: Each time you take dark-aligned damage reduce that damage by two (minimum zero).

Having endured the pain of the void, daimonas can withstand the searing light as well.

  • Requirements: daimonas
  • Effect: Each time you take light-aligned damage reduce that damage by two (minimum zero).

Fallen from light but escaping the void, sek-agkelos try to balance themselves in the middle of extremes.

  • Requirements: sek-agkelos
  • Effect: Each time you take dark- or light-aligned damage reduce that damage by one (minimum zero).

Anthegal Talents

Since the birth of the high men race, they have had the ability to peer into the hearts of mortals and judge their worthiness.

Inheriting the bloodlines of man' most capable warriors, anthegal claim to have developed a sixth sense to avoid danger.

Anthegals pass down fighting styles honed over centuries to reduce wasted movements and outwit opponents.

  • Requirements: anthegal
  • Effect: Reduce the total SP or FP cost when using a [physical] ability by one (minimum one).

With a strong connection to creation and a culture of education, many anthegals learn anti-magical techniques.

  • Requirements: pure nephilim
  • Effect: Each time you take damage from [magic] abilities or effects, reduce that damage by two (minimum one).

The stained have no qualms in exploring the magical abilities granted from their angelic bloodlines.

Carefully bred for strength and health through harsh social regimens, anthegals can shrug off injuries that would cause others to faint.

  • Requirements: pure nephilim
  • Effect: +1 maximum HP to chest and abdomen.

While the stained suffer from physical atrophy, they are nonetheless frightening to confront, able to muster superhuman strength and an insatiable lust for violence.

  • Requirements: stained nephilim
  • Effect: -1 maximum HP to chest and abdomen. +2 modifier to all skills when any visible creature (including self) within 10 range has taken damage from a [bleeding] condition this turn.

Nephilim warriors receive instruction from an early age, often including the mastery of family-developed martial arts.

  • Requirements: anthegal
  • Effect: Learn two [combat] abilities.

Dragoon Talents

Many dragoons are trained in the ways of the clan at an early age.

  • Requirements: dragoon
  • Effect: Learn two tier 1 [combat] or [magic] abilities.

With many clans haling from high-altitude lands, dragoons can achieve a level of stamina others can only dream of.

  • Requirements: dragoon
  • Effect: Increase all fatigue track thresholds by 3.

Dragoons are able to leap to superhuman heights with ease.

With the ability to jump high enough to attack flying creatures, dragoons are sometimes thought to have been created as a defense against agkelos.

Some dragoons have developed superhuman reflexes to reliably use their favorite melee weapons, even against archers.

Favoring high altitude areas where dragons often hide themselves from civilization, dragoons are able to carry heavy loads in rough terrain without complaint.

  • Requirements: dragoon
  • Effect: -2 encumbrance (minimum zero)

General Talents

  • Effect: Remove all off hand afflictions.

  • Effect: Learn 2 tier 1 [trade] abilities.

  • Effect: Add [entertainment] tag to a [persuasion] skill.

  • Effect: +3 maximum stamina.

  • Effect: +3 maximum focus.

  • Effect: Increase all fatigue track thresholds by 2.

  • Effect: Increase all stress track thresholds by 2.

Human Talents

Humans, the first created, frequently surround themselves with life-long animal companions.

  • Requirements: human
  • Effect: +1 animal starting and maximum loyalty.

Humans fight to win, regardless of fair play.

Other races envy the human spirit to continue fighting even when the odds are stacked against them.

Humans are naturally industrious and have a good head for business.

The dangers a human faces in the fallen world are many, both in the ferocity of the wilderness and in the subtlety of society. Over time they can come to expect death around every corner.

  • Requirements: human
  • Effect: Take a bonus turn when an ambush, trap, or other "surprise" is revealed against you. If you succeeded an awareness roll (possibly a secret roll made by the GM) or are otherwise aware of the surprise before it is revealed you can take this bonus turn before any effects are applied, otherwise the bonus turn happens after any effects are applied but before any normal turn-by-turn situation begins.

Humans pride themselves on a job well done.

  • Requirements: human
  • Effect: Learn 3 [trade] abilities.

Magic Talents

Being has the permission of a celestial spirit to redirect magical energies into their domain, granting the celestial magic authority. Work with GM to determine spirit identity.

Studied in the hidden aspects of nature and practiced in the use of natural magic power.

This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.

Able to unlock deep inner strength and practiced in the use of personal magic power.

This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.

Has made mystical contact with a spirit and is practiced in the use of spiritual magic power.

This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.

Able to see through reality, into the uncreated chaos of the celestial realms.

This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.

Has seen the truth of the Great Curse and is able to harness its power for personal ends.

This talent allows gaining MP, but the magic training talent is required to cast most spells with a [magic focus] skill.

This talent is required to cast most spells, but does not grant any abilities to gain MP. Consider taking an additional magic talent that provides a way to gain MP.

  • Requirements: originative
  • Effect: Add [magic focus] tag to skill of your choice. Chosen skill may not have [magic power] tag. Learn one tier 1 [magic] ability.

Shapeshifter Talents

Even without the ability to take the full form of animals, a shapeshifter can make minor physical changes while gaining some of the best traits nature has to offer.

  • Requirements: shapeshifter
  • Effect: Learn 2 tier 1 [animal form] abilities.

The storybook ability to mimic any face they have seen before has served as a blessing, and a curse, to the shapeshifter race.

Stealth is a frequent pairing to the shapeshifter's other natural abilities.

Whether infused in feline, serpentine, or other aspects the eyes of a shapeshifter see more than most.

  • Requirements: shapeshifter
  • Effect: Can see 10 range without light level penalty, even in complete darkness.

Masters of subterfuge, shapeshifters are valued for defense as well as offense.

  • Requirements: shapeshifter
  • Effect: +1D6 awareness skill rolls.

Those specialized in animal forms are able to perform them in the blink of an eye.

Skill Talents

  • Skill Discount: Add [talented] tag to Agility skills.

  • Skill Discount: Add [talented] tag to Clever skills.

  • Skill Discount: Add [talented] tag to Coordination skills.

  • Skill Discount: Add [talented] tag to Endurance skills.

  • Skill Discount: Add [talented] tag to Intelligence skills.

  • Skill Discount: Add [talented] tag to Observant skills.

  • Skill Discount: Add [talented] tag to Strength skills.

  • Skill Discount: Add [talented] tag to Willpower skills.