Energetic Traits
Acolyte
Trait Cost: 2
You have religiously studied one type of energy (of your choosing) intently to discover some of its secrets. The time you spent studying could have been learning how to socialize, but you didn’t care as your studies were far more important. Your studies were so intense you believe you have a special connection with the deity of that energy type.
Perk
Gain the Energy Manipulation Mastery.
Flaw
-1 to skills associated to persona.
Bonus
You must blindly and whole heartily worship the deity represented by the energy you have chosen.
Penance
5 talents
Energy Archer
Trait Cost: 3
You have a connection to specific energy along with having trained as an archer in your past. This connection tied in with your training has caused you to imbue arrows and bolts directly before they are fired.
Perk
Get the mastery of Energetic Archery once. You will also gain ten maximum and absolute essence.
Flaw
You must select either bows or crossbows as the weapon you can imbue energy into ammunition. All other weapons have unlucky attack rolls because of your intense training with your selected weapon type.
Having your unique connection to energy prevents you from channeling traditional energetics. No matter how skilled you are at channeling, any spell you try to channel will cause wild energy surges and over channeling. You also cannot meld with conduits.
Bonus
Start with the weapon type selected from this trait, as if the associated skill is high enough to increase its critical strike range by one increment (archery at adept tier). You won't get the first critical strike boost when you reach adept tier in archery because you already received it. The bonus is removed if the penance is paid before your archery skill reaches adept tier.
Penance
13 talents
Fearfully Resistant of Fire
Trait Cost: 3
You have become horribly burned from a magical event. During that time, you somehow absorbed some of the elemental energy, granting you resistance to fire. You, however, are now scared of fire.
Perk
You are resistant to fire damage and effects.
Flaw
When around a fire bigger than a campfire, make a psyche check. On a failure, you panic and run away. DR 8+, the larger the fire, the higher the difficulty rating (game master’s discretion).
Bonus
25% of your body is scarred from the event. You choose where the scarring occurred.
Penance
10 talents, the bonus can be removed with temple services, but only after the penance is paid.
Frozen Solid
Trait Cost: 3
You had a tragic accident involving frost energy in your past. However, it caused you to be resistant to frost energy but vulnerable to fire.
Perk
You are resistant to frost damage and effects.
Flaw
You are vulnerable to fire damage (double damage).
Bonus
25% of your skin has the appearance of having frostbite.
Penance
10 talents, the bonus cannot be removed.
Healer’s Touch
Trait Cost: 2
Focusing all your energy into helping others and healing their wounds, you have learned to boost your connection to the energy of Gaia, but at a cost.
Perk
Healing spells, healing abilities, and administering health potions/medical supplies grants additional healing equal to your vitality.
Flaw
You cannot target yourself with healing spells.
Bonus
You can choose to pay the original cost of your elementary spells and be healed for equal to half of your vitality when you channel them. This bonus is lost if the penance is paid.
Penance
10 talents
Mystic
Trait Cost: 2
You have a natural connection to one energy type and have learned to channel it without exhausting yourself as much as normal channelers.
Perk
One energy type of your choosing has its spell costs reduced by two essence, to a minimum of one. Any spells that are lowered to an essence cost of one cannot become an elementary spell.
Flaw
All other energy type spells cost two additional essence.
Bonus
+1 magic attack with the energy type you selected from the perk of this trait.
Penance
10 talents, the bonus is removed when the penance is paid.
Self-Taught Channeler
Trait Cost: 1
You have always found magic to be fascinating but can’t stand school or lectures. You have taught yourself magic and believe you don’t need any fancy schooling to become a channeler.
Perk
You also gain the Energy Manipulation Mastery.
Flaw
You have -1 to agility, fighting, and guard.
Bonus
You gain a grimoire containing four spells.
Penance
8 talents
Specialized Channeler
Trait Cost: 2
Perk
Gain +1 to one channeling skill of your choice.
Flaw
All other channeling skills have -1 and cannot be made educated.
Bonus
+1 magic attack with the energy type you selected from the perk of this trait.
Penance
10 talents, the bonus is removed when the penance is paid.
Spell Fanatic
Trait Cost: 1
You love the idea of energetics but have difficulty figuring out how to channel.
Perk
Start with a grimoire that contains fifteen, plus your mental statistic worth of spells. Gain one unique conduit of your choice that you are melded with.
15 + Mental = Starting Spells
Flaw
Energetic masteries cost one extra talent.
Bonus
The spells must be selected at random.
Penance
6 talents