Angel Stats

Tsetar and Alamascan Statistics

Angelic Traits

Paranormal Sight: Only Angelicans of the 1st-5th orders possess this Trait Ability of seeing auralscope of others and energies.

Auralscope: Reads; Soul, Emotion, Mood, Alignment, and Energy Levels. Most living things have all colors but violet which is very rare. The color which predominates is what determines the mood, nature of a creature. Fluxuation signifies color scope is in transition of a mood or energy. if ALL color scopes are even, or almost even, subject is a TRUE Chaotic.



Color Mood----Alignment----Energy----Scope
White: Generous, Compassionate - Pure Soul, Good, of the Light - Holy, Divine or Pure Light Energies
Rose: Suffering, Sorrow, Withdrawal, Antisocial - Chaotic - Weakening Field of Energy
Red: Anger, Violence - Chaotic - Destructive Energies
Orange: Suspicious, Wary, Antisocial - Chaotic - Reversal of Energies
Yellow: Fear, Faint Hearted, Cowardice - Neutral - Energy Failure
Green: Happy, Good-spirited - Good - Healing and Beneficial Energies
Pale Blue: Shy, Aloof, Passive - Chaotic Good - Dormant Energies
Deep Blue: Tranquil, Peaceful, Calm - Lawful - Tranquilizing Energies
Violet: Part of all Spheres of Magic, VERY RARE - Chaotic - Powerful Quantum Energies
Dark Plum: Part of Negative Sphere of Magic - Chaotic Evil - Powerful Negative and Chaotic Energies-(Most Likely a Lich or Undead Mage.)
Black: Wicked Intentions, Corrupted - Evil - Pure Negative and Dark Energies
Brown: Envious, Jealous, Covetous, Greedy - Chaotic - Chaotic Energies

Angelic Temple

Healing touch: Their touch (In Immortal Form) heals the living, can harm or heal the undead and can kill the raised dead. Heals +5-per success, +10-per Ace (6).

Angelic Warmth: Angels have a very soothing warmth which seeps in deep to bask another with their heat.

Fortress of Physique: They can take great physical dmg unless attacked with special weapons, enchantments, energy/magic and particularly necromantic or abyssal attacks (x 2 damage). See Bonuses for Fortitude and Regeneration on Health Bonuses Page.

Base Regeneration and Fortitude
Order of Seraphim: R-50, F-30
Order of Cherubim: R-45, F-25
Order of Thrones: R-40, F-20
Order of Dominations: R-35, F-15
Order of Principalities: R-30, F-15
Order of Powers: R-25, F-15
Order of Virtues: R-20, F-15
Order of Arch-Angels: R-20, F-10
Order of Swords: R-15, F-10

Form Shift
Human form: a human likeness of their Tsetar form.
Malezar Form: stunning angel which sometimes has scales and bat-like wings with membranes instead of feathers. With exception of these rare scaled angels, their wings are feathered and their flesh is human-like, only flawlessly smooth and satiny. Their eyes, silky hair and flesh can be the color of any nationality of human.
Malkar Form: this form is spirit and an aural likeness of their concrete angel form. It is quasi-ethereal thus can affect things physically through telekinetic projection, but takes no physical damage. Necromancy and ice can repulse and do normal damage to angels in this form. Cannot be damaged by normal weapons.
Malkar Drawback: Malezar Tsetar can take Malkar (spirit) form for brief periods of time (no longer than 8 hours a month). If they remain in Spirit form for longer than 8 hours in 30 days they remain in Malkar form and cannot be seen by earthly creatures, unless metaphysical sight is possessed. In order to reclaim Malezar form, the angel must risk going to the White Pillars of Kardun, the great precipice of Haman's southern border, and there leap off the cliffs of Haman's plane into the Middle Kingdom, and hence fall all over again. The risk to the Tsetar is being intercepted by Alamascan at the Pillars, or having a very arduous fall. If they have grown corrupted, they might fall into Acheron.

Blood Regeneration: Their blood regenerates rapidly and they heal rapidly from physical dmg. although the greater the dmg. the more time it takes for them to heal. No amount of blood loss can kill them.

Alluring Scent: Their scent is extraordinary, and a great allure to predatory types, and is very pleasantly intoxicating. +4 Charisma.

Intoxicating Blood: Their blood tastes like each individual angelican's scent. This can attract predator types. +15% chance per day when traveling.

Utopian Temple: Within each angel is a power which can bathe another with their soul, this power shared when the Angelican's soul flows or even explodes into another to fill them with intense sensations of euphoria, which vary from gentle waves, to explosive riptides of orgasmic rushes. This power is most intense when they are immortal, and if their command over the spheres of power outside of themselves is stripped from them, their energies concentrate within their temporal, or physical centers, whereby the blissful sensations of their soul is immensly intensified, to mind blitzing degrees. This power is always shared when they mate with another, on thier release, and can be very addictive. +6 Charisma when in effect.

Haste: +1 mvm per success, or +1 AR per ace.

Angelic Wings
Retractable
Flight.
Deflect Weapons-(+15-AC)
Winged Cocoon: When embraced within the angel's wings, subject is bathed with their divine powers of presence, can also act as a healing embrace. Presence+4 d6. +1-HB per success, +5-HP per ace (6), +4 d6.
Radiant Light: Angel can spread his wings and emit a radious of blinding aural light which can bring evil trembling to its knees if within 10 ft radious of them, or repell evil to make a hasty retreat if within sight of Angel.

Quantum Leap
2-leap from location to location over land
4-leap overseas
6-leap anywhere in the same world
8-leap from plane to plane
10-leap from dimension to dimension
12-leap from time line to time line
14-leap 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 leap distances.

Disadvantages

Martydom: Angels almost always a serve a higher purpose at a high price, and if not, they are hunted for slaves, or destruction by their enemies. Divine Conflict - The Tsetar Angels and their Dark brethren are hunted by the Alamansen angels, wherefore the Alamascan pit themselves as the enemies of the Tsetar and Dark Angels. Until the Almascan cease in their ordained crusade, there shall be no peace between them.
Dark Powers: Dark powers do Angels double damage.
Death Journey: if Tsetar die, transiently or by their way of death, they suffer an underworld journey which can alter their fate drastically. See Resurrection rolls below.

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, up to 90%).

Tsetar Resurrection and Fate Rolls - 1 d6
1-The Resurrection fails owed to past mistakes and the Tsetar is plunged into either Acheron (1-3) or Morgal Eshvah (the Abandoned World) (4-6). In one of these underworlds the angel undergoes a Death Journey which pits him against his sins, fears, doubts, regrets and flaws, and if he fails his test, he becomes one of the fallen and either a ward of Acheron or Morgal Eshvah, whose fate is out of his hands. If he succeeds, a powerful denizen of the underworld he fell into raises him as a mortal with no memories of his past, power or greater knowledge.
2-The Tsetar's soul is seized by the Morning Star (or the Eternal Flame) and his spirit is ripped from his body and plunged into rebirth to be reborn as a mortal child of mortal parents. He lives as a mortal until he dies as a mortal to undergo a death journey in Acheron (1-3) or Morgal Eshvah (4-6) which triggers his immortal resurrection if he triumphs against his sins, fears, doubts, regrets, and flaws in one of these underworlds. If he fails his test, he becomes one of the fallen and either a ward of Acheron or Morgal Eshvah whose fate is out of his hands.
3-The Tsetar is resurrected but plunges through a dimensional gate to a random location and past time on Morashtar; 1-2: Mephais, 3-4: Arithendor, 5-6: An Morendor, and wakes in that country (a called number of) years before he died with no memory of his past, his powers, or who he is. He is however immortal when resurrected. The Tsetar may have lived ten or a hundred years before catching up to the present, days or weeks beyond his hour of death.
4-The Tsetar's resurrection leaves him completely vulnerable and either (1-2) his body and soul are snatched by an Alamascan who possesses his form and traps his soul within a powerful ring he wears; or (3-4) a powerful demon or devil snatches his body and soul to do with him what he will; or (5-6) the Morning Star (or the Eternal Flame) guides his destiny in rebirth or resurrects him in a chosen location.
5-The Resurrection fails and his spirit bypasses a death journey to raise him in spirit form. He must remain in spirit form until the Morning Star (or the Eternal Flame) determines his fate by guiding his rebirth, choosing his destination and parents for him.
6-A Self Resurrection goes as planned and as hoped for and all memories as they were are intact. If resurrected by another the Tsetar suffers a penalty (as called by GM).

Note: If the Tsetar comes under the control of another being, they can resist as they would any other influence which opposes them. Memories which are lost can be regained over time if they come across familiar people or places that may remind them of the past. If the Tsetar survives long enough without dying, they may even recover all of their memories. Recalling a vast life time of experiences can be extremely overwhelming, confusing, even emotionally damaging depending on the events which have shaped them.

Innate Powers

Master of the Psychi
Immortal transition only, all at level of Innate Powers. Stamina cost of -1 per 3 levels.

Telepathy
Receive: thoughts and impressions sent by others.
Channel: thoughts and impressions to the minds of others
Mind Crush: very painful, -1 AR, -1 per ace, and lowers constitution by -1 per ace.
Stupify: -1 AR, -1 per ace,
Tranquilize: -1 turn, -1 per ace,
Mind Blazer: track a subject through their mental path and phase to that place.
Visionary Sending: project something observed, envisioned, or known as vivid and even auditory images to others.
Project Chimera: project illusions, sound included to others as called
Haze: clouds the mind so completely that the subject cannot physically see for +1 actions, +1 per ace. If alarmed suddenly, subject can snap out of the haze.
Mind Scanner: scan a mind to glean +1 bit of searched for information per success. (a name, a location, a relative, hopes, ambitions, alliances, present plans, etc. as called)
Dream Strider: enter the dreams or nightmares of another, implant self or added visions in that dream, or angel can share his dreams with another
Psychic Influence: Ability to force visions on a subject's mind even past wards and to speak through those visions to influence subject. requires concentration and focus.

Angelic Presence
Influence - Calm, anger, sooth, influence emotions.
Intrigue - Angel can cause another to be intrigued with them. This can lead to obsession with a critical success.
Awe - Angel can hold others in awe.
Motivate - Angel can motivate another to have confidence, courage, willpower, etc., or motivate someone to do something with an improved state of mind (+1 per success select mental check).
Majesty - Angel not only intrigues and awes others, but attains their respect and admiration.
Command - Angel can command someone to obey a single command.
Overpower - Angel can overpower the will and influence another's actions.
Dominate - Angel can dominate the will and control dominated party.
Invigorate - Angel's presence can boost stamina (+1 per success).
Benefaction - boost the power of others by up to +1 per ace).
Magnificence - project power ofpresence to anyone within a radius of 1 foot per success.
Imprint Presence - imprints their will in an object, creature, plant, etc. as called. Their will becomes the will of what-or-whoever their commands or desires were imprinted in. Permanent until broken by a higher power.

Augury Use knowledge gained to enhance story lines, to gain wisdom, and to initiate action sequences.
True Sight - See past supernatural deceptions.
Dream Envision - Visionary dreams which come to angelican randomly fortelling of future events.
Sixth Sense - See and hear the dead and speak to them, gain +1 bit of called information per ace.
Intuitive Sense: gain one bit of knowledge or understanding from the impressions someone or something gives off.
Precognition - Angel can follow something which is soon to happen through dreams or visions.
Truth Sight - They can see past ANY lie, deception or untruth.
Postcognition - Angel can summon detailed visions of things from the past.
Decipher: helps makes sense of sketchy dreams and visions by bringing further clarity to them. A candle must be lit to use this power.
Reshuffle Fate: see what can come of things being done differently.
Auspicious Probe - Angel can detect and identify presence of power, energy, disease, and other conditions within select target.
Divination - Actively seeking visions and knowledge of things past, present and very near future.
Sublime Visionary - Angel can use any visionary power at these levels as gained.

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.

Inborn Powers

Throne Gifts
1-[1-3] Capture Path - for casting Minor spells
2-[4-6] Summon Weapons - A called weapon appears in hand.
3-[7-9] sleep - Places subject in restful state of sleep.
4-[10-12] Holding Force - No Action can be taken while held.
5-[10-12] Magic shield - Protects from magic attacks and curses.
6-[13-15] Conjuration - A type of gate summoning spell.
7-[13-15] Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken. The contingency cannot be dismantled once one has agreed to terms. One has to agree to binding honor for agreement to count. Beware loopholes.
8-[16-18] Livid Valor - An imbue used in other spells, or a powerful influence which causes the target to perceive of right and wrong, good and evil, just and unjust lividly.
9-[19-21] Master of the Weave - Allows Angelican to weave improvised spells en-field. An ACE must be rolled to succeed and each 1 rolled, cancels an ACE.
10-[22-24] Summoner of Souls - Holy Guardian Command which summons a soul from its vessel and casts it into the Angelican's Holy Sword.
11-[25-27] Lance of Thrones - A light lance of holy power which destroys target's darkness utterly through holy purification to cleanse the soul while erasing ALL past memory and memory echos.
12-[28-30] Invulnerable Orb of Arrest - requires higher power to shatter arresting shield-factored against dispell, disenchant, disjoin and shatter. Protects target held from magic and physical attacks.

Divine Command
1-[1-3] Heal Living - Heals 1 HP per success.
2-[4-6] Heal Undead - Heals 1 HP per success.
3-[7-9] Infiltrate the Unknown - Allows angel to bypass unknown and unidentifiable magics
4-[10-12] Summon Soul - Summon the soul of the dead.
5-[13-15] Soul Arrest - Arrest soul of the dead.
6-[16-18] Resurrection - Includes restore body, Soul Commands, Spirit Joining, Restore Functions, Vital Flame, and Resurrect. Must roll for each stage
7-[19-21] Bolt of Virtue - A powerful bolt of very pure energy strikes target with a corruption tear. The more corrupt target is, the more damage is done. Double damage to Evil alignments. No damage to good alignments. Instead, one who is good receives a blessing of protection through the divine bolt as called.
8-[22-24] Holy Purgatory - Raises evil into a holy tower of power which send continuous streams of holy energy through subject until they are cleansed of all evil and dark traits.
9-[25-27] Ascension of the Damned - Raises the soul of target into ascension of the light, destroys the body, preserves and purifies the spirit.
10-[28-30] Command the Paths - Allow Angel to formulate Gifts of their own out of their Alingments.
11-[31-35] Formulation of Command: called effects; spell, artifact, and item creation; warding and set power by roll
12-[36-40] Improved Power: use powers at these levels as gained

Paths of Power

Allowed Paths: Choose from Arcane, Elemental, Limited, Inborn, or take Path of Chaos in place of all (chaotic aligned only).
Prohibited Paths: Abyssmancy, Acheron's Inner Sanctum, Dead Realms Magic.

First Hierarchy
Order of Seraphim: Unlimited
Order of Cherubim: 8 Paths
Order of Thrones: 7 Paths

Second Hierarchy
Order of Dominations: 6 Paths
Order of Principalities: 6 Paths
Order of Powers: 5 Paths

Third Hierarchy
Order of Virtues: 5 Paths
Order of Arch-Angels: 4 Paths
Order of Swords: 4 Paths

Divine Items

    These 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. Improvise power or choose from any spell book. Be sure powers do not oppose alignment. Power levels start at 5 unless GM allows higher levels. Set damage for weapons from Weapons Pages, and AC of armour from Armour pages. Spells which enhance damage can improve base damage by +5 per level.



Contents by JD and Sparky © Copyright 2008