Kami Traits
Occasionally, a person is born with special traits gifted to them by the gods. These people are known as Kami. They do not have their own cultures or species, but live among everyone. They have been given special abilities from a specific god (energy type) that has altered their minds and bodies.
Extreme Notoriety
All kami characters have a special notoriety of Extremely Rare. This notoriety is unique to them as they are nearly unheard of in the world and most people (educated to commoners) do not know what they are or that they even exist. The Marshals are an example of a group that is of the rare populous who know what a Kami is.
General Perks & Flaws
Kamis have a connection with each other in that they all have a few of the same perks and flaws. These are known as General Perks and General Flaws. Each kami gains the perks listed in the general perks section and all the flaws listed in the general flaws section.
Kami Appearance
As a Kami grows up, they quickly develop unique physical features that make them stand out. Some have minor alterations, while others have major ones. Not every Kami gain all the changes to their appearance that are listed. Most have a mixture of their original sub-species and what is listed, while others have gained all of them.
No Penance
The major difference with Kami traits is that there are no penances to be paid. Because of the strong connection to the energy of the gods, those born as a Kami have their flaws for life.
List of Kami Traits
Aion
Trait Cost: 3
The Aion are the rarest of all kami as they became connected to Chrono at birth. The discovery of the Aion caused the Marshals to begin their hunt for all kami.
Perk
Rifts in Time
You can either create small rifts in space (portals) that are no larger than you (your height) or teleport yourself up to a maximum of your highest movement. The rifts remain open for up to your mental in seconds. A maximum of two rifts can be open at the same time and are always connected to each other. Entering one rift causes you to exit out of the other one.
You have equal to your mental in instances to be used on this ability. Creating a pair of rifts costs two instances (one instance per rift) but teleporting up to your movement costs one instance. For example, if you have a mental of four, you can either create a pair of rifts twice or teleport yourself up to four times in a single day.
Semi-immortal
For every two natural years you are alive, your elder and death years increase by one. This is not affected by unnatural aging.
Soul Thief
You can use the Life Devourer Flaw as a magic attack with a ten-foot range at a single target. The target makes a stamina check versus your chrono spell difficulty. Soul Thief deals 1d8 plus your mental in age damage. The damage of this ability increases by one die each time your Chrono skill reaches six, twelve, and sixteen. It does not work on objects.
Flaw
Intense Over Channeling
Because of your connection with time, all effects of over channeling are doubled.
Life Devourer
You do not require food or water to survive, and any consumption of it always tastes spoiled. To gain nourishment in place of food and water, you must consume age from objects or living creatures. When consuming age from objects, the object must be held and provides half the object’s durability in years. Objects must have been crafted in the same way as conduits are used with energetics. If an object’s durability is reduced to zero, it disintegrates.
When consuming age from living creatures, you are stealing it in years, which provides up to their remaining life (the difference between their current age and death age) in nourishment. You must consume a minimum of your vitality plus mental times two in years to sustain nourishment. Using this ability requires a magic attack for unwilling targets (see Soul Thief in Perk). For willing targets (or targets who are unconscious) a magic attack is not required, and you can consume equal to your mental every ten seconds. You can consume age from dying but not dead creatures.
Appearance (Bonus)
Their eyes appear as if looking into a void that has been speckled with quartz orbs from a distance. When moving you appear as if you have three dimming ultraviolet after images; each follow one second behind the other for up to three seconds before disappearing. Your hair changes to a random color each day based on a type of energy, except ultraviolet. To determine the color, roll a d12 and check the energy color table in the energetics chapter.
Conductors
Trait Cost: 3
The deity of Elemental energy has connected with you while in the womb. You have become a conductor of an element.
When picking this trait, you are selecting one element that your character has been connected to from birth. You can only be connected to one element. There are two parts to this trait. The first is the universal perks and flaws. The universal perks and flaws are gained regardless of the chosen element. Second are the specific element’s perks, flaws, and bonuses (appearance). These are gained based on the specific element you were connected too. Each element is broken up into their own sub-traits.
Nutrients and Rest through Energy Expulsion
Instead of requiring food and water for nourishment and sleep for rest, you constantly produce your chosen elements energy. This energy must be expelled out at the end of each day or you take damage. Expelling the energy requires a minimum of six hours of meditation. The energy must be expelled out into the atmosphere in a physical form that permanently changes the area it effects based on the element. The area covers a radius of ten feet and the energy seeps out of you into the terrain and objects around you. As your medication ends, the energy seeps back into your body, but the effect of the area remains permanent. If you can't meditate or get interrupted, you take damage. The amount is 3d10 plus the associated element's statistic because of quick energy absorption.
Anything that is not on your person while meditating is permanently altered by the chosen element. For example, if the chosen element is frost, everything within the energy’s area of effect becomes permanently frozen to its core.
While in the meditated state, anyone who moves within the area of effect must make a reaction check or take 1d8 plus the statistic associated to the element in elemental damage. The difficulty for the reaction check is ten plus your element’s associated statistic.
Air Conductor
Elemental has blessed you with the power of air energy.
Perks
Flight
You can fly equal to your movement plus ten feet as if you had natural flight.
Windstorm
You can create a windstorm in a five-foot radius around you that causes knock back and 1d10 plus agility in slashing damage.
This ability has several instances per day equal to your agility statistic. Activating the ability costs one instance for every ten seconds it remains active (min. 1 instance). So, if you have a six in agility, you can keep the ability active for up to sixty seconds (or six rounds) per day.
Flaws
Hollow Bones
You are automatically twenty-five pounds lighter than your sub-species average. Being lighter through the energy of air makes your easier to be knocked down. When making an instinct check to resist being knocked back or down, you have unlucky rolls.
Light Weight
-1 to might.
Bonus (Appearance Change)
The air around you feels as if there is always a comfortable breeze blowing. There is a hint of blue in your skin tone. Your hair appears to always be flowing in the wind, regardless of your surroundings. Your eyes have a light blue hue as if they glow but don’t.
Earth Conductor
Elemental has blessed you with the power of earth energy.
Perks
Heavy Hitter
Attacking with your body (martial arts) while in stone form, your attacks gain the weapon property of heavy.
Stone Form
You can harden your skin to that of stone. Your skin takes on the texture and appearance of stone. You gain temporary health equal to double your guard statistic. You are immune to slashing and piercing weapons.
This ability has several instances per day equal to your guard statistic. Activating the ability costs one instance for every ten seconds it remains active (min. 1 instance). So, if you have a six in guard, you can keep the ability active for up to sixty seconds (or six rounds) per day.
Flaws
Boulder Weight
Your weight increases by one hundred pounds. Because of this increase, your movement is reduced by five feet and any acrobatic or athletic movement is halved (i.e. jumping, swimming, climbing, etc.).
Heavy Weight
-1 to agility.
Bonus (Appearance Change)
Your skin resembles dry cracked earth, as if a drought has hit your body. Flakes of hardened skin crumble off you as if your body was made of earth. You cannot grow hair. Your eyes seem normal but have a color of earth tones.
Fire Conductor
Elemental has blessed you with the power of fire energy.
Perks
Environmental Immunity
You are unaffected by warm environments.
Head Light
Your hair is a five-foot source of light (see bonus).
Melting Point
You can heat objects you touch to the point of melting. This deals durability damage to the object equal to your fighting per ten seconds. If using this ability on a creature, the damage is your fighting statistic times three. Performing this in combat is considered a special ability.
This ability has several instances per day equal to your fighting statistic. Activating the ability on a creature uses two instances per touch attack. Activating it on an object uses one instance for every ten seconds (min. 1 instance). So, if you have a six in fighting, you can make up to six magical touch attacks or deal damage to an object for up to sixty seconds per day.
Flaws
Fiery Beacon
Hiding is nearly impossible for you, as your fiery hair is a beacon for all to see. Not only do you have unlucky rolls for hide checks, but it also has a -2 penalty.
Fiery Touch
Objects that you wear or hold for more than a minute permanently have their maximum durability reduced be one. This does not stack on itself.
Bonus (Appearance Change)
A small, always burning flame has replaced the hair on your head. Your skin has a fiery red tone with small cracks as is breaking apart from the flames. Touching your skin always feels hot, as if you have a fever. Your eyes have a red halo that flickers. As you walk, you leave behind charred footprints (only two feet). The charred marks do not actually affect the surface and disintegrate into nothing within a few seconds.
Frost Conductor
Elemental has blessed you with the power of frost energy.
Perks
Environmental Immunity
You are unaffected by cold environments.
Frost Nova
You can radiate frost energy in a five-foot radius around yourself. Inanimate objects that are not being held by a creature slowly freeze solid for the duration of the ability. Creatures that start in the area or enter the area must make a stamina check versus ten plus your guard statistic in order to resist the frost effects. Those who fail the check have the following effects applied to them for the next twenty seconds:
If a creature remains in the area of effect for over twenty seconds, they take 1d10 plus your guard statistic in frost damage at the beginning of their turn.
This ability has several instances per day equal to your guard statistic. Activating the ability costs one instance for every ten seconds it remains active (min. 1 instance). So, if you have a six in guard, you can keep the ability active for up to sixty seconds (or six rounds) per day.
Flaws
Frozen Touch
Anything you wear or hold for more than a minute becomes frozen. When the object that is frozen takes durability damage, it is doubled.
Social Discrimination
This flaw up to the game master’s discretion. See Explorer note, Frost Conductor Myths.
Bonus (Appearance Change)
Your hair becomes icy whitish blue and hardened as if frozen. Your skin turns icy white with patches of random frost forming on it. Touching your skin feels as if you held ice for too long. Your eyes are solid white with pale icy blue irises. As you walk, you leave small trails (only two feet) of frost. The frost lasts for only a few seconds before melting away and does not cause harm to the surface.
Frost Conductor Myths
Frost Conductors, while still extremely rare encounter, have the most myths and legends out of any other Kami. These myths started when the rare occurrence of a Frost Conductor encounter happened many years ago in the Empire of Hotton.
Hotton Frost Famine
LegendS say that right after a Frost Conductor left the Hotton region, an extreme cold front blew in, destroying entire regions of ready to harvest crops. This caused the great Frost Famine of Hotton, which nearly crippled the empire. This, of course, was before the scientists of Hotton had discovered how to reactivate the ancient floating cities.
The rumors quickly spread that if a Frost Conductor is ever seen that your land is doomed to relive the frost famine. To this day, I have witnessed the cruel and fearful behavior people have towards Frost Conductors. Most people are too afraid to interact with them, resulting in Frost Conductors being unable to function in cities. Shop keeps would refuse business, inn keepers would lock them out, and some establishments have gone as far too close until they left the city.
Reiki Woods
Another unrelated myth is that of the Reiki Woods, which lies on the border of Hotton and Tsumeta. It is said that long ago the Reiki woods were the place where the frost met the fire. It was the forest where the land transitioned from the warm fertile land of Hotton to the cold tundra of Tsumeta. The farther you travelled into the woods, the colder it would become. Many said the transition was almost magical with how gradually the temperature would change.
Sometime between then and now, the Reiki Woods was forever changed. The magical tranquil transition from warm to cold turned quickly into a harsh frozen solid tundra. It became so extremely cold the trees froze solid to their cores. The flora and fauna had no chance of escape, becoming life like ice sculptures in seconds. No one knows how the forest changed, but many believe it was the work of a Frost Conductor.
The myth says that a powerful Frost Conductor could not control its energy and caused a massive frost explosion within the center of the woods. The subzero frost nova that came from the Frost Conductor turned the entire forest into what it is today. Some say the Frost Conductor froze and is now an ice statue in the woods waiting to be found.
I haven't befriended a Frost Conductor, but I've seen one and I'm not sure which myths are true.
- The Explorer
Lightning Conductor
Elemental has blessed you with the power of lightning energy.
Perks
Lightning Movement
You can streak across a distance like a bolt of lightning. Your body and belongings transform into a lightning bolt, allowing you to move up to half your movement or twenty times your agility in feet. If traveling beyond half your movement, there must be a conductive material at the end of your movement. This conductive material allows you to extend your lightning movement beyond the base movement (half your movement) of this ability. While in lightning movement, you cannot be targeted. Using this ability does not cost movement, but is considered a special ability for the action cost.
When using your lightning movement, anything within the line of your lightning bolt form takes 3d8 plus your agility lightning damage. They must make a reaction check versus a difficulty rating of ten, plus your agility statistic. Lightning movement can only be used equal to half your agility per day.
Flaws
Delayed Movement
Lightning movement puts a lot of stress on your body. After using the ability, you must wait ten seconds before you can use it again. During the ten second rest, your movement is halved.
Fluidly Conductive
Besides lightning’s vulnerability to its opposite element, you are also weak to water. If you gain the drenched condition, you become paralyzed because of the water uncontrollably speeding up the storm with in. The paralysis lasts for 1d4-1 rounds (min. 1).
Bonus (Appearance Change)
Your skin has an appearance as if a storm raging underneath. There is a faint yet constant swirl of mist that appears as if a storm is brewing inside you. Within that storm, lightning will steak across your skin, leaving temporary blacken chard marks along your skin. The marks slowly fade within a few seconds. Your hair appears as if it always has a static charge. Your eyes have a deep blue halo that crackles and sparks outward.
Water Conductor
Elemental has blessed you with the power of water energy.
Perks
Liquid Form
You can shape change into a water-like substance for up to half your vitality in minutes. While in this form, you can move around in a puddle form or remain in your humanoid shape. When in your liquid form, you are resistant to all non-magical blunt, piercing, and slashing damage. While in your liquid form any belongings, you are carrying drop to the ground and you cannot carry anything more than your might multiplied by two in pounds. This is a focus ability which means attacking, channel a spell, or otherwise engaging in a hostile manner causes your body to revert to its original form (solid humanoid).
Second EyeLids
Because of your appearance, you have natural underwater vision that is always active when in water.
Flaws
Extra Vulnerability
While in liquid form, lightning causes double damage.
Separation Dismemberment
While reverting into your original form (solid humanoid) your liquid must be in one piece or your limbs can form separate from your body. For each square foot pool that is separated from your main pool, a limb is removed. If this happens, roll a d20 to determine which limb is removed. 1-5 upper left, 6-10 upper right, 11-15 lower left, 16-20 lower right.
Bonus (Appearance Change)
Your skin has a very faint translucent appearance and is always wet. Your hair always remains wet, as if you just walked out of a body of water. You have a second set of transparent eyelids.
Esprit
Trait Cost: 3
The Esprit have a special connection to Gaia. They were blessed by Gaia at birth.
Perk
Energy Cancellation
Gain the Dispel Energy spell for Gaia energy as a special ability. It does not require a conduit to channel. This ability can be equal to half your vitality statistic per day.
Spell Discount
All Gaia spells cost two less essence to a minimum of one. Spells that are lowered to one cost cannot become elementary spells.
Healing Touch
You can touch another creature and heal them for double your vitality. You cannot target yourself with this ability. This can be done equal to half your vitality per day.
Self-Healing
When you heal another creature with a Gaia spell, you also heal for half the spell’s cost.
Flaw
Plant Food
Being of the energy of nature, you require photosynthesis to feed. You need at least six hours of light exposure to gain nourishment.
Extra Vulnerability
You are vulnerable to fire. Take an extra 1d6 damage when dealt fire damage.
Bonus (Appearance Change)
Esprits have light green and vine patterned skin upon closer inspection. Their hair is vines or tree fibers that sometimes sprout leaves and flowers. Their eyes tend to be deep green with a wavy, flowing yellow halo.
Finis
Trait Cost: 4
The Finis have a special connection to Necrosis. They were blessed (or cursed) by Necrosis at birth.
Perk
Vampiric Bite
Gain a bite attack (uses martial arts) to bite a target and drink its blood. Drinking the blood restores health equal to the damage. You will inflict piercing damage equal to your might plus 1d4 with the bite. The damage can be increased through martial arts masteries, but only the base damage die plus your might can be applied as healing. The target must be a living creature for the healing to be applied.
Energetic Life Syphon
Dealing damage with Necrosis spells heals you for half the cost of the spell. This does not stack with Necrosis spells that already grant healing. If a spell grants healing, only the spell’s healing is applied.
Energy Cancellation
Gain the Dispel Energy spell for Necrosis energy as a special ability. It does not require a conduit to channel. This ability can be equal to half your thievery statistic per day.
Flaw
Disconnected Essence
Gain the Blood Ritual Mastery.
Thirst for Blood
Having death energy in your veins, you constantly have a craving for death. To feed that urge, you must drink blood as your food source. Regular food can be consumed but does not satisfy or nourish you. The fresher the blood, the better.
Bonus (Appearance Change)
Finis have dark skin with visible, faintly glowing red veins that resemble small cracks across their entire body. Their hair is white with streaks of red. The hair itself is always coarse yet flowing. Their eyes are pure black, and they have natural fangs.
Primal Souls
Trait Cost: 4
Transmute blessed/cursed you at birth. Transmutation has taken Gaia and Necrosis to create a humanoid that uses both aspects, angelic and demonic.
Nutrition Needs
Depending on which form you are in depends on the nutrients required.
Humanoid: standard food and water.
Angelic: Plant-based diet.
Demonic: Raw or rotten flesh. Cannot be cooked and does not cause negatives.
General Perk
Humanoid Form
You can transform into your original sub-species’s appearance for a specific number of hours. To determine how many hours you can remain in your original form, add together your vitality and might and divide it in half. While in humanoid form, you do not have wings, or any angelic or demonic appearances. See Ying & Yang for limitations.
Alter Humanoid Form
While in humanoid form, gain the ability to change shape. You can alter your humanoid form, changing your physical appearance to any humanoid species that lasts up to your total time allowed in humanoid form. Altering your form can be done as many times as you want for as long as you can remain in humanoid form. However, this process is an organic alteration which puts a heavy toll on your mind. Every time you use this ability, you suffer one mark of insanity per alteration. For every foot or 10lbs. altered from your original size, you suffer an additional mark of insanity.
If you cannot suffer anymore marks of insanity (stage 10 insanity) you cannot alter your form until you have lowered your insanity stage.
Winged Flight
While in either your angelic or demonic forms, you have large wings that provide you a flight movement equal to your base movement.
General Flaw
Ying & Yang
You have two extra souls trapped inside your body that are constantly fighting for control. Shifting between the different souls helps keep them in balance and you from being ripped apart, literally.
You can stay in the demonic form for half your might and the angelic form for half your vitality in hours.
When changing between forms, you cannot change into the previous form for one hour (this does not apply to the Alter Humanoid Form).
Failure to change forms or to resist causes 1d10+10 slashing damage every ten seconds as your insides are tearing apart. If you resist until your health reaches zero, you explode.
General Appearance (Bonus)
Regardless as to if you are in your angelic or demonic form, one of your wings is feathery and white and the other is dark and leathery.
Otherwise, your current form determines the rest of your appearance.
Angelic Form
Angel Perk
Natural Regeneration
While in the angelic form, you gain regeneration. When your health is reduced to half or lower, your regeneration automatically activates. At the start of your turn, you heal equal to your vitality. The regeneration ability lasts equal to half your vitality times ten seconds (max 5 rounds) and will not activate again for 30 seconds.
Healing Beam
While in the angelic form, you can shoot positive beams of energy out of your hands, up to 20ft. When hitting a target, they are healed for three times their vitality. This can be done equal to half your vitality per full rest.
Angel Flaw
Energy Vulnerability
While in this form, you are vulnerable to necrosis energy and take double damage.
I Only Speak the Truth
While in angelic form, you cannot tell a lie or twist the truth.
Angel Appearance (Bonus)
Your skin turns a deep tan with a silver hue, and your eyes shift to pure white.
Demonic Form
Demon Perk
Blood of the speed demon
While in demonic form, you gain the haste spell as a special ability that can be activated equal to half your agility per full rest.
Flesh takers
While in this form, you grow claws that allow you to rent the flesh of your victims.
Consuming the small bits of flesh heals you for half your might, but doing so requires one action. At level five, the healing increases to equal your might. This ability cannot be used against opponents wearing armor or who have metallic skin.
This ability uses either martial arts or one-handed/off-handed whichever is expertise to attack. Each attack deals 1d6 plus might in slashing/necrosis damage. As the skill being used for this attack increases in tiers, so does the damage. At novice tier it increases to 2d6, adept tier increases to 3d6, and at master tier to 4d6. However, critical strikes only use one base damage die (i.e. 1d6).
Demon Flaw
Energy Vulnerability
While in this form, you are vulnerable to positive energy and take double damage.
Taste of Flesh
While in demonic form, you have a constant craving for flesh. A self-psyche check must be made when you are around three or more organic creatures to resist the urge to attack and consume their flesh. The self-psyche check has a +2, as your other souls would rather not feed on flesh.
The longer you are around an organic creature, the less likely you are to want to consume them. The other souls in your body convince you that their stench is foul and not worth consuming. You must be within 60ft. of a creature for over twenty-four hours to no longer crave their flesh. Even being away from them for long periods of time does not change how foul they smell to you.
Demon Appearance (Bonus)
Your skin tone turns a dark red with a metallic hue, and your eyes shift to pure black.
Reaper
Trait Cost: 4
You were born with twisted corrupt essence. It is unknown how or why you have become corrupted. However, this connection to the corruption has twisted you.
Corrupted Energy
Energy exists all around us, in the atmosphere. Whether you believe it is deities, science, or the belief that if enough people believe it manifests, it has a source. However, there is one type of energy that is separate from the major eight stands out from the rest, corrupted energy.
Scholars have tried to study this energy whenever they come across it, but have discovered very little. What they know is that none of the other major energies can manipulate it. Any energy that comes in contact with it becomes corrupted. It is changed from its source into the corruption, leaving no trace that it was ever another type. Scholars warn that corrupted energy is highly dangerous and could corrupt all energy if found in large quantities. Scholars found that essence can control corruption, but it needs twice the usual amount. The spells that are channeled react the same as if using their original energy types except their color changes to a smoky reddish-black. Only someone with corrupted essence can channel corrupted energy as if it was a normal energy type. See Corrupted Energy for more lore.
Perk
Corruption Over All
You are resistant to all non-physical energetic effects and damage. Instead, the energy used on you is absorbed and converted into tainted essence. The amount of energy that becomes tainted essence is equal to the damage, healing, or other total roll it would have caused. This type of essence is separate from the corrupted essence that represents your health/essence. The tainted essence lasts for one minute or until spent, whichever comes first. The maximum tainted essence you can hold is always equal to your current essence. So, if you have ten corrupt essence out of a maximum of twenty-five, you can only gain ten tainted essence.There are a few abilities that the tainted essence can be used for.
Reapers have a healing limitation in the same way as blood channelers. See Energetics - General Information & Channeling for more information.
- Channeling a spell.
- As a free action spend two essence to create a half inch sized ball of corrupt energy that can be shot up to 60ft. at a target using your magic attack. Multiple balls can be created at once, but every two balls an action must be spent. The balls remain for thirty seconds or until used, whichever comes first. Striking a target deals 1d6 plus your mental in piercing damage. The target’s current essence is reduced by half of the physical damage they take. This abilities damage increases by 1d6 every time your corruption skill reaches its next skill tier starting at adept.
- Using one action and four essence per tendril, you can send corrupted essence into the ground to have it erupt and grapple a target. The target must make an unlucky reaction check vs. your spell difficulty to avoid being grappled. Targets can make a guts check at the beginning of their turn to break free.
- Using one action, a tendril that is not grappling anyone can make a slam attack or attempt to grapple a target within 5ft. of them. The slam attack deals 1d8 blunt damage. Their attack is based on your magic attack but is unlucky. Tendrils remain in effect for thirty seconds but can have corrupted essence added to them to keep them alive. Adding four essence per tendril increases their lifespan for an additional thirty seconds.
- Using a counter action and spending five essence you can create a shield of corrupted energy that blocks a single attack or area of affect. The shield can only protect you and if the attack is magical, it absorbs the energy, converting it into more tainted essence.
- Using one action you can heal yourself with tainted essence. For every two tainted essence you can restore one corrupted essence.
Corruption Skill
Energy can no longer be channeled using the standard channeling skills. Instead, you gain a unique channeling skill called Corruption. This skill is automatically expertise and is used for all magic attacks. It is the only channeling skill you can use, as all the others are cut off.
Reaping
Using your corruption, you make a magic attack which sends out a stream of reddish-black energy that attaches to a target of your choosing within 30ft. from you. The stream surges back and forth between the two of you as you absorb their essence. If their essence reaches zero, their health is reduced for the remaining damage. The amount absorbed is equal to half your channeling times 1d4 until your corruption skill reaches adept tier, where it becomes equal to your channeling times 1d4. At master tier the multiplier increases to 2d4. Once absorbed, you can choose to heal yourself, convert it to tainted essence, or split it between healing and tainted essence.
Flaw
Corrupted Corruption
The corruption flowing through you is harder to control, which causes all spells to cost +2 essence, which makes grasping the understanding of elementary spells impossible (you can’t use elementary spells). Your conduit takes one durability damage whenever a magic attack rolls minimum or one higher (i.e., 1 or 2 on a d10).
Essence Devourer
Normal nourishment from foods and drinks has no effect on you. Instead, you must constantly consume essence from other living creatures to survive. Every day if you do not consume essence, you lose five maximum corrupt essence. (It is recommended to keep track of your essence carefully. i.e., current essence/current maximum/total maximum/absolute maximum.) Using the Reaping ability lets you feed on others to stay healthy and restore your current and current maximum essence.
Life Essence
Your health and essence are combined and converted into corrupted essence, and anything that would normally affect them now affects your corrupted essence. Losing all your corrupted essence works the same as if you had normal physical health; if it reaches zero (or below) you gain the dying condition. Otherwise, the standard death rules apply. In addition, herbal medicine (i.e., health and essence potions) have no effect on you. The only herbal medicine that aids you are ones that stabilize/revive you when dying. To restore your essence, you must either reap others or rest (resting restores you back to your current maximum, not your total maximum).
Appearance (Bonus)
The corruption within you has altered your appearance. At all times, dark smoke wisps around your body causing your appearance to lightly fade in and out. Your body merges with the smoke, causing you to appear floating. Breathing and talking small amounts of dark smoke escape as if you are always in a cold environment. Your eyes have a reddish black hallow and your hair looks greasy, but the smoke causes it to flow, forming a shadowy cover. All effects caused by your appearance do not give any mechanical bonus and are cosmetic only.
Solaris
Trait Cost: 3
The Solaris have a special connection with Photon. They have been blessed by Photon while in the womb.
Perk
Natural Night Vision
You have natural night vision. Gain rank one of the Night Vision Mastery that is always active. You can learn rank two, but it must be activated as normal.
Light Restoration
You can absorb light, which restores your health or essence (your choice upon absorbing). Natural light or light emanating from creatures or living things cannot be absorbed. Only artificial light such as torches, candles, lanterns, orbs can be absorbed. The amount of light you absorb determines how much restoration you gain. Everyone foot of light a source emits you restore one point of health or essence up to a maximum of five times your mental per day (50 max). You can only absorb the light that is within your night vision range. The lights radius is reduced by the amount of light absorbed until it is extinguished. This ability can be used even if your health or essence is full and does not count towards your maximum. However, the restoration effect is only activated if your health or essence is below their maximum.
Flaw
Colorblind
You are born without the ability to see color and only see different shades of gray.
Light Eater
Food and drink do not provide nourishment for you and taste bland. You must absorb a minimum of five times your vitality in feet’ worth of light a day to be nourished.
Absorbing light causes a visible stream of gray glowing energy from the source to your body. It is an unnatural sight to witness.
Beacon of Light
You have unlucky hide checks as your eyes and halo emanate small amounts of light.
Bonus (Appearance Change)
Your physical appearance changes to shades of gray. Hair, eyes, skin, etc. all faded to gray as an infant. Your eyes always give off a very faint glow which is visible in dim light. You have a faint halo which appears to be a white glowing ring with a black core. Which is harder to see, the brighter the area. The halo and eyes do not emit enough light to be an effective light source.
General Perks
Energy Resistance
All kami’s have damage resistance to the energy they have related to (i.e. a frost conductor is resistance to frost damage; an Esprit has resistance to positive damage).
Expertise Skill
Being a Kami automatically gives you an expertise channeling skill. This skill must be the same energy type that you have connected with based on which Kami you are (i.e. Esprits have the Gaia channeling skill as an expertise; Frost Conductors have the Elemental (Frost) channeling skill as an expertise).
General Flaws
Energy Vulnerability
All kami are vulnerable to the type of energy that is the opposite of what they are connected to (i.e. an Esprit is vulnerable to negative energy; a Solaris is vulnerable to force energy). Besides the damage being doubled, they also have a -2 to all checks related to the opposite energy type.
Hunted by the Marshals
Marshals are convinced that Kami are tainted and a bad omen. They have ruled that all Kami should be captured and studied in the name of science. If they cannot be captured, the Kami is sentenced to death.