The Second Pentacle of Angels
Sephiroth
Advantages
Choose 3, plus 1 per disadvantage
Claws: +15, large and very sharp
Fangs and Sharp Teeth: +8
Regeneration: 10, +1 per level.
Fortitude: 15, +1 per level.
Improved Strength: +8
Improved Stamina: +5, +1 per level.
Limitless Constitution and Wisdom: Sephiroth have no roof on these two mental aspects.
Suppress Scent: at will
Dark Utopian Temple: extreme metaphysical appeal, projected bliss, spirit sharing, +6 charisma, +1 per five levels.
Ichor: this powerful plasma runs in their veins instead of blood and regenerates almost as rapidly as it is let, +10 to their regeneration. As such, they cannot 'bleed to death', only slip into a catanonic state of rest until they heal.
Appeal: the Sephiroth is very attractive, +4 charisma.
Alluring Scent: Their scent is extraordinary, and a great allure, to predatory types as well, and is so intoxicating it can act as a sort of charm. +4 Charisma, +1 per five levels.
Intoxicating Ichor: Their ichor tastes like each individual Sephiroth's scent and grants +5 strength, +10 stamina, +50 health until spent if a pint or more is ingested.
Haste: up to +1 movement per success, +1 AR per ace.
WoD - Way of Death: Choose 1-3 Ways of Death, all other deaths transient. 3 resurrections from final death allowed. All other deaths transient-with free resurrections. each resurrection from TRUE way of death becomes more and more difficult. (+10% chance of failure each).
Form Shift:
Human form
Sephiroth Form: as called, most have wings, others may not, some are bestial, most have fangs, sharp teeth. Some may look completely human, while others may be part beast.
Phantom form: quasi-ethereal form, meaning they can be seen but are spirit.
Animal Forms: 2 called animal forms.
Wings of the Sephiroth
Information: some have feathered wings that are the same color as their hair (or fur or scales if bestial), some also have bat-like wings with membranes that are the color of their flesh. Some may have fixed wings. Flight is partially telekinetic as with most winged humanoids.
Retractable
Flight.
Deflect Weapons: AC 15
Winged Embrace: When embraced within the sephiroth's wings, subject is bathed either with their power of healing, or harmed by their abysmal void. +3 d6 on either power when in winged embrace.
Winged Majesty: wings spread and emit a radius of azure, aural flames which can bring those within visual range of them trembling to their knees, or repell targets in a hasty retreat if within their nerve rattling aura. -1 Willpower, Constitution and Courage per ace.
Planes Walk travel from
2-close distance over land
4-close distance overseas
6-close distance in same world
8-walk from plane to plane
10-walk from dimension to dimension
12-walk from time line to time line
14-walk light years across the Universe.
The more dramatic the distance in space and or time, the more energy the angel is drained of. Phase into spirit form to become part of the temporal paradox to lapse through time lines and the dimensional folds to close distances.
Disadvantages
Choose at least three
Marked: (all take unless 'free walker' is given) by the Morning Star's bonding mark of possession. Destiny, soul, and will is owned by their creator. The advantage to this is that their soul is protected by Acheron and cannot be destroyed.
Free Walker: (GM consent only) Sephiroth has been freed by their maker of the bond of possession and their fate is their own to command. The downfall to this ticket to freedom is that their soul is no longer protected by Acheron.
Small Claws: +5
Small Fangs and Sharp Teeth: +3
No Regeneration
No Fortitude
Normal Strength
Normal Stamina
Fixed Wings: cannot be retracted.
No Wings: cannot have wings
Bestial Sephiroth Form: describe, must be at least half-animal.
Fixed Bestial Traits: describe, such as animal facial features, goat ears or horns, fur, scales, etc. These are traits they cannot shift out of in any humanoid form they take.
No Haste: cannot take haste powers or abilities.
Blood of Mankind: has blood instead of ichor, though it regenerates quickly, regeneration +10, blood loss can lead to death, or transient death.
Hunted: by a divine enemy, alamascan or otherwise.
Cursed: a dark curse was laid on Sephiroth at some point that shall follow them always unless the person responsible is found and killed.
Unlucky: no saves allowed.
Next to Useless Wings: wings are too small or tattered to use for flight.
Wicked Tendencies: good alignments not allowed.
Passivity: will not fight unless given no other choice whatesoever, which often makes these Sephiroth targets for slavery.
Effeminate Male: Sephiroth is so pretty he almost looks female. This tends to make it difficult for him to gain the respect he may deserve.
White Sephiroth: good aligned Sephiroth, they are often seen as goody-two-shoes by evil Sephiroth and targeted for ridicule, or in same cases, even tormented. Loyalty often depends on who is most accepting and tolerant of the toadying Sephiroth.
No Human Form: cannot shift out of claws, fangs, and wings.
Low constitution: prone to charms, cannot master Author of the Mind's highest levels.
Sychophant: Sephiroth has low self-esteem and sucks up to friends or figures of power and will play along with almost anything a friend or master asks.
Soul Eater: must devour souls to survive. Each soul devoured restores HP, Strength, and Stamina. Cannot take regeneration or Soma Shrine.
Unable to Planes Walk
No Claws
No Fangs
Bad Luck: 10% chance of an unconditional fluke failure as called by GM or other players, if handling weapons, chance can apply to injuring self by a freak accident.
Horribly Disfigured: (counts as two disadvantages), not only is appearance hideous, but body is partially crippled, the Quasimodo of Sephiroth; 50% charisma, 50% movement, 50% haste if any.
Androgynous: Sephiroth is an intersexed male or female that is fully functional, hence those which are male stand a 20% chance of being impregnated by any fertile male. Depending on the Sephiroth's ego, this could be an advantageous drawback.
Bonded: Sephiroth is a slave of someone and must obey their master above all others with exception of their creator.
Unable to Suppress Alluring Scent: can always be identified or located by scent.
Dark Star Blood: Sephiroth was recreated from a dark star, and as such has these disadvantages:
Self-Healing Regeneration: can only self-heal; cannot be healed by spells or abilities of others, these methods harm instead of healing by power intended to mend.
Death Journey: death, transient or otherwise, results in a death journey in an underworld or dead realm which can alter the Sephiroth's fate. Sephiroth is resurrected from this journey, not from Acheron as most Sephiroth are.
Inborn Powers
Choose 3
Dark Presence
1-[1-3] Intrigue - those subject to this feeling forget all else for their fascination with the Sephiroth.
2-[4-6] Distract - distracts someone for a moment, granting the Sephiroth one unimpeded action.
3-[7-9] Induce Emotion - cause another to feel fear, joy, anger, or any one called basic emotion.
4-[10-12] Intimidate: +1 HB for 1 action, +2 init, with 0 defense to target for first attack if init is gained.
5-[13-15] Confusion - up to +1 target per ace within visual range can be affected, -1 AR confusion per ace to those affected.
6-[16-18] Enduring Will - Make any power of presence endure until shattered by another.
7-[19-21] Bastion of Resolve - this power grants +1 WP and Const. per ace.
8-[22-24] Dominate the Will - The Sephiroth can dominate the will and control the dominated party.
9-[25-27] Dark Benefactor - the Sephiroth's presence is so powerful that it can boost stamina, strength, and willpower (by +1 per ace), and even heal (by +1 per success, +5 per ace). One aspect per AR used.
10-[28-30] Infernal Sleep: the subject is plunged into a deep sleep, their health preserved in this state. They will not age or suffer privation. Sleep lasts a called duration.
11-[31-35] Crush the Will - Sephiroth can cause the subject to have no willpower at all, whereof the victim becomes utterly helpless and has no care in the world at all, with no will even to move from the spot they collapsed. The subject cannot even be controlled.
12-[36-40] Improvise: Sephiroth can affect others with their presence as called, or boost their presence by these levels.
Author of the Mind
1-[1-3] Mind Speak: share thoughts with others, distance beyond visual range is only hindered by failure or a roll of 0 aces, out of world requires 4+ aces and a crit.
2-[2-6] Illuminated Sending - Sephiroth can project visions of something witnessed or known by them to a called subject.
3-[7-9] Commune with the Dead - Hear and speak to the dead.
4-[10-12] Cerebral Probe - read the mind and thoughts of others. Can be felt as a subtle push and tingling.
5-[13-15] Detect Deceptions - see past lies, illusions and deceptions.
6-[16-18] Mental Barrier - protects against mental probes, mind reading, and invasions.
7-[19-21] Aural Sight - detect and identify mood of someone, alignment, basic intentions(beneficial, harmful, neutral) presence of power, energy, disease, and other conditions within or surrounding a select target.
8-[22-24] Precognition - glimpses of future events invade the Sephiroth's mind as a result of opening their mind to mental and spiritual impressions. +5% chance per level per day of a random future vision, the visions growing very vivid as their power of precognition grows. When chance of sight reaches 100%, the Sephiroth can control this ability.
9-[25-27] Postcognition - invoke detailed visions of things from the past drawing from impressions which linger in or around an area, object, or person.
10-[28-30] Divination - Actively seeking visions and knowledge of things past, present and very near future.
11-[31-35] True Oracle - achieve knowledge sought with a successful constitution roll vs. Level of Wisdom to be attained, and gain +1 wisdom. Too much knowledge can cause insanity or mental and or emotional overload. If wisdom of 100 is attained, character becomes all knowing, but at level 50, their constitution is tested and they stand a chance of suffering from insanity (Const vs. LoD of 50). If this occurs, they lose -10 wisdom. In time their madness will lapse, but at level 50 wisdom, their minds will be challenged again. If wisdom of 100 is achieved, their constitution will be tested again (LoD 100), and if it fails, irreversible insanity ensues and they lose half of their wisdom and logic.
12-[36-40] Author of Mentality - forumlate mental commands, create sentient items or weapons, or use practiced commands at these levels.
Touch of the Sephiroth
White Sephiroth cannot take necromantic or abyssmal types of touch which drain.
Duration: drains last up to +1 day per ace, and +1 day per success on a crit. Gains last until spent. Stamina cost is -1 per 3 levels.
Healing Touch: +1 HP per success, +5 HP per ace, Heals all wounds on a crit.
Harm Touch: drains health by -1 HP per success, -5 HP per ace.
Touch of the Dead: raises wraiths and other spirit types to banish or destroy them.
Touch of Amnesia: drains -1 called level or called memory.
Touch of Death: drains health by -5 HP per success, -10 HP per ace
Devitalizing Touch: drains -1 strength and stamina per ace.
Touch of Despair: drains -1 Willpower per ace.
Vitalizing Touch: +1 stamina per ace.
Touch of Might: strengthens by +1 per ace.
Touch of Life: +5 HP per success, +10 HP per ace, can resurrect the dead if full HP is restored before stamina fails.
Neutralizing Touch: neutralizes venoms and poisons, even resistant strains by +2% chance per level.
Touch of Hope: enhances willpower by +1 per ace.
Stunning Touch: stuns -1 AR per ace and does mild damage of +1 per level.
Basking Touch: a soothing warmth seeps in deeply to bask another with intoxicating heat. This touch warms the cold or can act as a charm which sinks someone into a tranquil state of rest.
Touch of Ice: touch can chill or freeze as called, damages and slows movement, -1 mvm per success, or -1 AR per ace.
Touch of Undeath: infects victim with a necromantic rotting decay disease, death in 1 d6 days if cure is not found, cured only by "WftESoaZ" If death occurs, victim rises as a zombie in a few hours.
Telekinesis
take one chosen feat per level
Arrest Movement: catch someone or something mid-air to hold it suspension or let it down as called, up to +5 pounds per success, +100 pounds per ace.
Bend: up to +1 strength per success, +5 strength per ace, vs. strength of object.
Lift: up to +5 pounds per success, +100 pounds per ace.
Push: up to +1 strength per success, +5 strength per ace.
Throw: up to +1 foot per success, +5 feet per ace, damage=distance thrown, up to +5 pounds per success, +100 pounds per ace.
Smite: strike a target as called, +1 damage per success, +5 damage per ace. Damage=strength.
Grapple: up to +1 strength per success, +5 strength per ace. Holds without damage.
Crush: includes death grips, choke holds, body crushes, and crush items. Up to +1 strength and damage per success, +5 strength and damage per ace.
Levitation: lift self or someone else up to +1 foot per success, +5 feet per ace. Includes descent as called. Up to +5 pounds per success, +100 pounds per ace.
Shield of Negation: negates weapons and magic damage by power of shield, +5% chance per ace that shield will deflect weapon or power back on attackers for normal damage. Shield lasts until recalled or broken. One shielded can take action while shielded.
Transference: carry a called object to self or another, up to +5 pounds per success, +100 pounds per ace.
Multiple Targets: affect multiple targets with any called feat next turn, up to +1 target per success or ace.
Shockwave: affects a potentially large area with a damaging and stunning wave of telekinetic energy in a radius of up to +10 yards per success, -1 AR per ace to anyone affected, +1 damage per success, +5 damage per ace.
Telekinetic Formulation: level 36-40 only, formulate feats as called.
Soma Shrine
1-[1-3] Breath of Vitality - restores stamina and strength by +1 per ace.
2-[4-6] Augment Flesh: +1 fortitude per success, lasts +1 turn per ace.
3-[7-9] Ether Phase: phase past an attack, through a person, weapon, door, or rock, etc.
4-[10-12] Flesh of the Spirit: contact spirits physically to grapple, hold, smite, etc.
5-[10-12] Breath of the Spirit: devour spirits, gain +100 HP per spirit consumed, HP lasts until spent, cannot exceed max HP.
6-[13-15] Temple of Resistance: resist direct magic or elemental attacks by +10% per ace for +1 turn per ace.
7-[13-15] Curse of Infamy: curse another with an undead, raised corpse, spirit, or any called hideous form, which subject is trapped in by night or day as called. Curse can include each form having its own memory unshared by the other. Cure is for the victim to drink the ichor of the sephiroth who laid the curse, to kill the sephiroth and remove its head, to cut off all the Sephiroth's hair and horns (if any), or to cut off its wings as called.
8-[16-18] Bleak Riposte: damages +1 per success on successful blocks, drains -1 constitution and willpower to cause fear, or even terror and repell opposition.
9-[19-21] Breath of Judgment: Sephiroth can give up some of its own health to restore the life of another by the amount of HP transfered through a breath of resuscitation, or kill with a kiss of death.
10-[22-24] Draught of Blood: if the Sephiroth drinks or consumes the blood of a victim through this blood transfer ability; they can formulate a spell powered by the blood. If the blood is poisonous, the weave shall fail, and backlash on the Sephiroth, while the poison is filtered out by the processes of this power.
11-[25-27] Mental Cathexis: all mental checks or powers improve by +1 per ace for +1 turn per ace.
12-[28-30] Holistic Cathexis: all rolls, for the next +1 turns per ace, augmented by +1 d6, or +1 HB per ace.
Arcane Talent
Targeting Adeptness: +1 HB on all missiled powers.
Mark of the Damned: a single called affect occurs when mark is tampered with or shattered.
Penetrate Unknown - affect unknown and unidentifiable powers
Layered Power: formulate or cast combination spells with +1 AR per ace.
Energy Loop - Loop power to make it difficult to negate. Disjoin only.
Sentience: give intelligence to enchantments, powers, artifacts, and enchanted items. This is an ability that must be practiced with care.
Boost Feat: +1 d6 per ace.
Combine Power: boost the power of another by power of roll at double stamina cost. Power used must not oppose power it is boosting or backlash of double damage occurs.
Contingency: call a contigency and its catalysts.
Seal of the Damned: a seal which must be broken before a spell can be disarmed, damages when tampered with or broken.
Artifact Creation: as called.
Creationism: use powers to create monsters and creatures as called at up to +1 level per success.
Negation: reduce power of opposing spells or elements by power of roll.
Glyph magic: use glyphs carved in stone, metal, wood, soil, sand etc. to lay permanent or temporary power in an object or area. Each command Glyph or set of command glyphs represents the elements, paths, and their potential impact, and is activated by another glyph which locks into the command glyphs. Only a higher power with a valid command can break this lock.
Proof: make a power 'dispell-proof, ant-magic-proof, resistant-proof', etc. as called.
Factor: improve a spell by a called effect.
Divine Items
These items are optional.
Heritage; Sword, Bow, Scythe, Lance, Axe, Dagger, War Hammer, Mace, Ring, Pendant, bracelet, armour, etc.
Choose two items and two spells for each item from any spell book which do not oppose alignment as item's powers. Power levels start at +5 MA unless GM allows higher levels. Set damage for weapons from Weapons Pages, and AC of armour from Armour pages.
Allowable Powers
Paths: Arcane, Elemental, Limited
Primarch: all advantages, all inborn powers, up to 8 chosen Paths, +4 called forms, +150 HP.
Monarchs: +3 advantages, +3 inborn powers, up to 4 chosen Paths, +3 called forms, +100 HP.
Omegas:+2 advantages, +1 inborn power, up to 3 chosen Paths, +2 called forms, +50 HP.
Standards: +1 advantage, +1 inborn power, up to 3 chosen Paths, +1 called forms, +50 HP
.
Practitioners: no bonus advantages or inborn bonuses, up to 2 chosen Paths, +25 HP.
Scions: 2 advantages, 2 inborn powers, 2 chosen Paths, +30 HP.
Choosing Paths
Dark Sephiroth cannot take wizardry, or light elements. Eternal Sephiroth cannot take abyssmancy or necromancy. Choose paths from Arcane, Elemental and or Limited Paths spell books.
Information
☆ These rare angels are and were created in Acheron out of either the eternal flame or the abyss. They can be male or female, stunningly attractive like Tsetar, plain, or even repulsive. They can also be any alignment. The Dark Sephiroth were all created of the abyss nevertheless.
☆ Unlike Tsetar, Sephiroth have no antithesis. They do however have an archetype; The Dark Star Arcanon are their prototypes. Sephiroth created out of the Eternal Flame of Acheron are called Eternal or Blue Sephiroth.
☆ These seraph are created either out of the ether of the eternal flame or the abyss. Some are created out of these forces from a sentient creature, usually humanoid, chosen by the Morning Star. He alone knows the secrets of Sephiroth genisis, as with most soul bearing angels.
☆ Sephiroth may have wings, claws, and fangs, that are sometimes, but not always, retractable. Their appearance may be partially animal, or more human, according to the Morning Star's standards.
☆ Sephiroth produce Sharr Nephalim if they procreate with a human.
☆ If they bear or sire the child of another immortal, the child is born as an Archaius Nephalim, just add Acheron to their order (Nephalim of Acheron).
☆ The Sephiroth listed on the Acheron page are all first generation.
If killed, transiently or otherwise, the Sephiroth will resurrect in Acheron, no matter where they were killed, in either the Temple of the Eternal Flame, or the Boundless Shrine of Eternal Scope, otherwise called the Dismal Shrine within the Abyss. Where they resurrect relies on whether they were born out of the Eternal Flame, or the Abyss. This resurrection takes place in 1 d6 days after death.
☆ If they are Darkstar Sephiroth; they undergo the 'Death Journey of Darkstar Sephiroth', at end of page below.
Sephiroth Hierarchal Orders
Primarch: Eldest Sephiroth
The oldest living Sephiroth and ruler over his kind and others, usually 1st gen unless all first generations have been killed.
Monarchs: 1st generations
created out of the abyss or eternal flame by the Morning Star.
Omegas: 1st Generation Impure
sometimes referred to as the chosen, these are chosen beings reborn out of the abyss or eternal flame as Sephiroth.
Standards: 2nd Generations
born out of two first generation Sephiroth
Practitioners: 3rd generations
born out of at least one second generation Sephiroth.
Scions: children of the Sephiroth omegas and practitioners, Sephiroth Scions cannot produce offspring.
Dark Star Resurrection and Fate Rolls - 1 d6
Darkstar Subrace Only
1-The Resurrection fails owed to past mistakes and the Dark Star is plunged into either Acheron (1-3) or Annwn (4-6). In one of these underworlds the Dark Star undergoes a Death Journey which pits them against their sins, fears, doubts, and flaws, and if the Dark Star fails their test, they become one of the fallen and either a ward of Acheron or Annwn whose fate is out of their hands. If they succeed, a powerful denizen of the underworld they fell into raises them as a mortal with no memories of their past, power or greater knowledge.
2-The Dark Star's soul is seized by the Morning Star and their spirit is ripped from their body and plunged into rebirth to be reborn as a mortal child of mortal parents. They lives as a mortal until they die as a mortal to undergo a death journey in Acheron (1-3) or Annwn (4-6) which triggers their immortal resurrection if they triumph against their sins, fears, doubts, and flaws in one of these underworlds. If the Dark Star fails their test, they become one of the fallen and either a ward of Acheron or Annwn whose fate is out of their hands.
3-The Dark Star is resurrected but plunges through a dimensional gate to a random location on either Planet Dark Star (1-3) or Morashtar (4-6) and wakes on the world with no memory of their past, powers, or who they are. They are however immortal when resurrected.
4-The Dark Star's resurrection leaves them completely vulnerable and either (1-2) their body and soul are snatched by an Alamascan who possesses their form and traps their soul within a powerful ring they wears; or (3-4) a powerful demon or devil snatches their body and soul to do with them what they will; or (5-6) the Morning Star guides their destiny in rebirth or resurrects them in a chosen location.
5-The Resurrection fails and their spirit bypasses a death journey to raise them in spirit form. They must remain in spirit form until the Morning Star determines their fate by guiding their rebirth, choosing their destination and parents for them.
6-A Self Resurrection goes as planned and as hoped for and all memories as they were are intact. If resurrected by another the Darkstar suffers a penalty (as called by GM).
Note: If Arcanon comes under the control of another being, they have a 50% chance of resisting any influence or force beyond themself and their death journey.