Innate Power Selection
This page gives the summary of the innate powers as well as how to roll to determine which one that a Player Character receives. The full version (with exact details of each power) is located in the Spiritual Powers section (as opposed to the Rules for Players section). The power summaries assume Intensity(2). Quick Link: Chaos Song
The World of Gaianar has always blended magic, spirit, and science in an often uneasy coalition. It is why Gaianar is a culture that once built highscrapers (very tall buildings of stone and steel), launched satellites into space, and crafted terrifying war machines. It is also the same culture that mastered the Dark Arts and raised armies of the shambling dead. It is the same culture that learned how to petition the gods of light to bring works of healing that rivaled the most advanced medical techniques ever developed. Rarely was there only one way to do something. And often, magic and science were combined (most obviously in the creation of sentient Constructs).
All sentient beings on Gaianar have an innate power that manifests when they reach adolescence. The exception, of course, are sentient Constructs. They are "born" as "adults". They also always have the same power (that being Complete Regeneration). Having evolved on a world with both magic and science coexisting, the genetics of the sentient races have adapted over time to accommodate the influence of magical and spiritual forces.
Rolling for an Innate Power takes several steps:
- Choose the category (D100)
- Choose an Innate Power from within the category (D12)
- Roll for the number of times per day that the power can be used (D12).
- Roll for the intensity level of the power (D12).
The use of an innate power is both voluntary and instantaneous. It does not use spiritual points, but rather Body-Mind-Spirit. Thus, it costs one point per use per intensity of the power. Thus a character with Bubble Shield, int(2) would expend two points of B-M-S when calling upon this power.
Innate Powers come in a lot of different flavors: healing, combat, elemental powers, and more. Roll percentiles (D100) to determine the category of the character's innate power.
D100 | Category | Examples of Powers |
01 to 04 | Incidental | Create Light, Trace Path, Linguist, and Flash Memory |
05 to 19 | Movement | Swift Running, Dolphin Torpedo, Levitation, Flight, and Limited Teleportation |
20 to 34 | Healing | Touch Healing, Regenerate Hit Points, Command Health, and Complete Regeneration |
35 to 44 | Protection | Bubble Shield, Force Field, Anonymity, Ghost Form, and Invisibility |
45 to 49 | Mind | Empathy, Empathic Resistance, Protest, and Silent Speech |
50 to 64 | Combat | Spark Fingers, Stun Touch, Steel Fists, and Inflict Convulsions |
65 to 74 | Elemental | Water Breathing, Fire Call, Create Wind Funnel, Summon Boulder, Mystical Fountain, Elemental Chief, Plant Growth, Charm Animal, and Resist Elements |
75 to 79 | Order | Chaos Song, Make Pact, Long Second, and Isometric Reality |
80 to 95 | Form | Change Size, Camouflage, Body Enhancement, and Shape Change |
95 to 00 | Special | Phoenix, Memory of Powers, Revoke Power, Grant Power, Illusory Death, Temporary Clone, Soul of Combat, Greater Teleportation, Innate Power Immunity, Lightning Hand, Rat Pack, and Alter Reality |
Roll 1d12 | Power Selected | Description |
1 to 5 | Create Light | Character can illuminate a 10' radius for 10 rounds. |
6 to 8 | Trace Path | Character can flawlessly retrace steps for two hours. |
9 to 11 | Linguist | Character can rapidly (and temporarily) learn new languages. |
12 | Flash Memory | Character can permanently commit maps, codes, etc. to memory with zero chance of forgetting. |
Incidental powers have to do with useful and utilitarian abilities. While not necessarily helpful in combat, they do have a variety of day-to-day applications
Roll 1d12 | Power Selected | Description |
1 to 4 | Swift Running | Boosts speed by 2.5x for ten rounds. |
5 to 8 | Dolphin Torpedo | Boosts swim speed to 20// for 20 rounds. |
9 to 10 | Levitation | Can vertically ascend 10// per round; power lasts 1 round per point of Endurance. |
11 | Flight | Fly at 18// per round, for 10 rounds, with Class B maneuverability. |
12 | Limited Teleportation | Character can teleport 1,000' instantaneously. |
Roll 1d12 | Power Selected | Description |
1 to 4 | Touch Healing | Character can heal one's self or another person for 1d8 hit points of physical damage. |
5 to 8 | Regenerate Hit Points | Character regenerates one hit point per hour. |
9 to 11 | Command Health | Character instantly recovers 20 hit points by will alone. |
12 | Complete Regeneration | Same as Regenerate Hit Points (1 HP/Hour) except that the character can also regrow severed limbs. |
Powers listed in this category have to do with improving or restoring the health of the physical body. Note that some of these powers are stackable. For instance, Regenerate Hit Points and Complete Regeneration both stack with the Protector's class-imbued ability Regeneration.
Roll 1d12 | Power Selected | Description |
1 to 3 | Bubble Shield | 1/4 damage from missile weapons, half damage from bludgeoning weapons for 7 rounds. |
4 to 6 | Force Field | Full protection against mundane damage. However, the character cannot take any offense actions while the shield is in force. This power lasts ten rounds. |
7 to 8 | Anonymity | The character goes unnoticed in a crowd unless the pursuer makes a Perception check at -4; great for evading hostile forces. |
9 to 11 | Ghost Form | The character becomes insubstantial and immune to mundane weapons. The character does, however, take double damage from wind-based attacks. The power lasts 10 rounds. |
12 | Invisibility | The character becomes invisible in the visible light spectrum (but is still visible in the UV spectrum). The character cannot take offensive actions while the power is in effect. This power lasts 5 rounds. |
While the standard rules indicate that Bubble Shield and Forcefield are essentially indestructible, the GM may instead rule (for the sake of game balance) that the aforementioned shields have one Structural Point of resistance per intensity of the power.
Roll 1d12 | Power Selected | Description |
1 to 3 | Empathy | The character gains an empathy rating of 20% for 10 rounds. Empathy allows the character to read the emotional state of others as well as manipulate the emotions of others. For example, the proper use of empathy could turn a "very angry" person into a "slightly annoyed" person. |
4 to 7 | Empathic Resistance | The character has an empathic resistance of 30% (which operates continuously). |
8 to 11 | Protest | The target of this power must save vs. sleep/charm or be forced to not initiate a stated action. For example, a highwayman's demand that the character hand over all of his/her money could be protested, thus making the highwayman change his mind about robbing the character. |
12 | Silent Speech | This power allows the character to communicate telepathically with another person up to 150' away for 20 rounds. |
Some of these powers are stackable with spells and spell-like abilities. For example, a Changeling's racial ability "Empathy" could be boosted by the Innate Power "Empathy" or "Empathic Resistance". Likewise, Silent Speech is stackable with the Wishsinger spell "Song of Wind Speech".
Roll 1d12 | Power Selected | Description |
1 to 6 | Spark Fingers | This power is great for small welding jobs and starting camp fires. It also allows the character to shoot a spray of sparks from his/her hands that can inflict 1d8 damage against a foe up to 30' away. |
7 to 8 | Stun Touch | The character can stun a foe for two rounds. Creatures vulnerable to electricity also take 1d4 damage. |
9 to 11 | Steel Fists | The character's bare-handed attacks are boosted by 1d4+2 damage for 5 rounds. |
12 | Inflict Convulsions | Same as Stun Touch but also inflicts 1d8 damage. |
Steel Fists is also compatible with most varieties of martial arts. Stun Touch and Inflict Convulsions will work against Constructs (although Constructs would not actually have convulsions, they can be stunned by an electrical discharge).
Roll 1d12 | Power Selected | Description |
1 to 3 | Water Breathing | The Character is granted the ability to swim and breathe underwater for one hour. |
4 | Fire Call | The character can invoke two 10'x10' regions of fire within a 50' range. The fires do not spread but will provide warmth and light. The power lasts 8 rounds. |
5 | Mystical Fountain | The character invokes a small spring of water that creates 5 gallons of drinking water per round for ten rounds. |
6 | Summon Boulder | The character can summon a large rock to fall upon the head of a foe up to 50' away, for 2d8 damage. The character can also summon a boulder to block a passageway or to reinforce a barricaded door. The boulder will eventually dissipate. |
7 | Summon Wind Funnel | This power summons a weak Air elemental with the following properties: Whirlwind properties: AC5, HP 18, 2d4 damage, 18// flight MC-A. The Air elemental also generates enough oxygen to keep six people alive for the duration of the spell (which is 2d4 rounds). |
8 to 9 | Elemental Chief | This power brings forth a weak elemental of type chosen by the character. The elemental serves for 2d4 rounds and has the following stats: Warrior(2), damage(1d8), HP(2d12+2), Will(5), SP(2d6), BAtCh(18). Note: These creatures only fight. They don't make fresh air or drinking water. |
10 to 11 | Plant Growth | The character can cause tangling vines and weeds to instantly cover a 50 square foot area. Hostile targets must make an Endurance check to be freed of entanglement. The power for the plants to entangle lasts one turn (after that, the plants remain but they become ordinary flora). |
12 | Resist Elements | The character takes only half damage from elementals and 3/4 damage from elemental/demon hybrids (like the kind summoned by Scaxathrom Priests). The power lasts 1d6+1 roudns. |
The Game Master could rule that the Resist Elements power applies to Fey as well.
Roll 1d12 | Power Selected | Description |
1 to 5 | Chaos Song See results table | A completely random effect occurs, either in a 60' radius around the character or within 60' of the character. The Game Master can roll to determine what happens, or simply decide on a whim. Most results are helpful or neutral but it is possible for something inconvenient to happen as well. |
6 to 8 | Make Pact | Anyone who breaks a promise to the character when the deal was sealed with Make Pact takes 5d6 damage when the pact is broken. |
9 to 11 | Long Second | At standard intensity, the character can perform three rounds of nonviolent actions in the passing of just one second. Any attempts at violent actions terminate the power prematurely. |
12 | Isometric Reality | Isometric Reality suppresses all elements of random chance within a specified area of effect. Events within the area of effect that have a 50% chance or greater of happening will always happen, while events with a 49% or less probability will never happen. For example, a Warrior with a save vs. sleep/charm of 16 will never make his save, while a Thief with a Stealth rating of 52% will always be stealthy. The standard area effect for Isometric Reality is 2// per intensity, centered on the character, and lasts two rounds per intensity. This power does not affect Angels, Demons, or other similarly powerful and/or extraplanar entities. |
Roll 1d12 | Power Selection | Description |
1 to 4 | Change Size | For 5 rounds, the character can shrink as small at 20% of normal size or become as large as 200%. Spellcasting is unaffected. However, speed, physical damage, and race-related special powers are scaled to the character's modified size. |
5 to 8 | Camouflage | For two turns, the character is granted a 60% Stealth rating. The power is reduced to 30% if the character is wearing metallic armor. |
9 to 11 | Body Enhancement | For 8 rounds, the character can either increase both Strength and Constitution by one point, or either Strength or Constitution by two points. The character may qualify for temporary hit point bonuses based on his/her increased Constitution. |
12 | Shape Change | This power allows the character to assume the shape of up to four living creatures that the character has previously studied. The character gets all of the physical abilities of the temporary form but not the supernatural abilities of the borrowed form. The power lasts until the character voluntarily dismisses the effect, sleeps, or loses 75% of his/her hit points. |
Camouflage is stackable with Thief/Ranger/Wishsinger abilities that pertain to stealth. For Body Enhancement, temporary hit points are subtracted first when assessing injury. The character's hit points are not changed by the Change Size power.
Roll 1d12 | Power Selected | Description |
1 | Phoenix | The character returns to life one day after being slain (so long as the body is not burned or the head cut off). The character loses 1d3 points of Constitution permanently with each resurrection and thus dies permanently once Constitution falls below 1. |
2 | Memory of Powers | The character can remember and use the last five observed Innate Powers. The character can delete old memorized powers to make room for new observations. |
3 | Revoke Power | The character can revoke another person's ability to use Innate Powers for one turn. To succeed, the character and target match Willpower on the Universal Matrix. |
4 | Grant Power | This power functions like Memory of Powers except that the character cannot use any of the observed powers himself/herself but instead has the ability to grant instances of use to other characters. For example, if the character has observed Touch Healing, the character can bestow a single-use of that ability to another person. |
5 | Illusory Death | The character can assume the illusion of being dead (including absence of breathing and heartbeat). The character is immobilized while the power is in effect but also stops taking physical damage (after all, kicking a corpse doesn't hurt the corpse.) The power lasts for 15 rounds and the character recovers 1d6+1 hit points upon revival. The power triggers automatically if the character is reduced to zero hit points. |
6 | Temporary Clone | The character can create a weaker version of himself and send it forth to fulfill noncombative tasks such as scouting or espionage The clone has 1/10 the normal hit points of the wielder, has no attack BAtCh rating, but can parry using the wielder's parry BAtCh score. The clone has no Willpower and cannot be empathically read or sensed. A Changeling implementing sense presence will not detect a life force emanating from within the clone. And strangely, Changelings themselves are never born with this innate power. The clone has the same movement potential as the wielder. Mundane items owned by the wielder also appear on the clone, and the clone is clothed in the same manner as the wielder. However, consecrated or powered items are translated to the clone as a mundane device. The clone has the a bland personality but otherwise has the same skills and abilities as the original wielder. At the standard intensity, the clone lasts for one hour. At the end of the hour, the clone disappears completely without a trace as well as any items the clone came into being with. However, when the clone disappears, all information and life experiences gained by the clone are instantly copied into the wielder's mind. Should the clone be slain, however, no information is gleaned other than an image of the slayer. It should be noted that if the clone is slain, the wielder loses the hit points possessed by the clone. Lost hit points are recovered at a rate of one hit point per turn. Additionally, it should be noted that the clone can absolutely not initiate any offensive, combative action. It can use weapons, but only for the purposes of parrying. The clone has no alignment and will absolutely obey the commands of the wielder. the power lasts for one hour. |
7 | Soul of Combat | The character's eyes and skin glow read and his/her fists are wreathed in flame (and can catch paper, books, etc. on fire). Attacks/parries are doubled and open-hand damage is increased by 1d6+1. The character receives +1 Initiative and 1d8+1 temporary hit points. The power lasts for six rounds, whereupon the character is reduced to half hit points for the following six rounds. |
8 | Greater Teleportation | Unlike Lesser Teleportation, this power operates on the concept of predefined gates. The character can memorize up to five places and then summon a gate with 20' radius in order to instantly travel to any of those places. New destinations can overwrite old ones as the character sees fit. The character loses 1d6 points of Endurance after opening a gate (which recovers at one point per hour). |
9 | Innate Power Immunity | The character is utterly immune to any detrimental effect from an Innate Power. Additionally, any Innate Power that summons a creature or force is held at 40' at bay. this power lasts for ten rounds. |
10 | Lightning Hand | This is a beefed-up version of Spark Fingers. This power has a 8// range and inflicts 4d6 damage. |
11 | Rat Pack | The character has access to a small interdimensional pocket in which he/she can store and retrieve belongings. The storage space is 5'x5'x2.5'. Access is instantaneous and cannot be breached by anyone except the character. |
12 | Alter Reality | This power allows the character to redo any roll. The character can re-roll a failed saving throw, failed attack roll, failed lockpick roll, or any other kind of check. This power can turn a critical fumble into an ordinary failure but it cannot turn a critical fumble into a success of any kind. This power is taxing and costs one point of Constitution (which recovers at one point per week). |
Soul of Combat is stackable with most martial arts and street fighting. For Alter Reality. the character must always have at least one point of Constitution; the power cannot be used if the character would be reduced to 0 Constitution.
Roll 1d12 | Maximum Power Invocations Per Day |
1 | One |
2 to 8 | Two |
9 to 11 | Three |
12 | Four |
Roll 1d12 | Power Intensity |
1 | One |
2 to 8 | Two |
9 to 11 | Three |
12 | Four |
On average, a character will be able to use his/her Innate Power twice per day at intensity(2). However, it is possible for this number to be higher or lower. Additionally, the character can always cash in a wish to increase either intensity or uses per day by one.
Things to Consider
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