Eclipse the Codex Persona

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Eclipse the Codex Persona

Transcript of Eclipse the Codex Persona

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  • Eclipse The Codex Persona

    Distant Horizons Games

  • Eclipse: The Codex Persona

    Eclipse : The Codex Persona

    A Distant Horizons Games product by Paul Melroy and Patrick StanleyBryant.

    Cover Art from Princess Parizade Bringing Home the Singing Tree byMaxfield Parrish, 1906.

    Copyright 2005 by Paul Melroy. ISBN 978-1-4303-0313-8

    Distant Horizons Games Logo trademark Distant Horizons Games.

    The following items are hereby designated as Product Identity inaccordance with section 1(e) of the Open Game License, version 1.0a: TheIntroduction and How do I use this product section, the explanatory textunder Corrupted and Specialized Magic, the Control Mechanisms sectionother than the Adventurer Framework, the Disadvantage Descriptions, thePacts, Types of Witches, and Power Sources and Witches sections, theCharacters section of Chapter Five, the Chakra section, and the EpicMonsters section outside of the game statistics. Descriptive material otherthan game mechanics, including captions, invented quotations, andelements of game setting, including but not limited to, capitalized names,names of artifacts, spell names, characters, countries, creatures,geographic locations, gods, historic events, lands, magic items,organizations, secret societies, legends, and original storylines. Theproduct identity listed above is not Open Game Content. Permission ishereby granted to refer back to this book when presenting characters inpoint-buy format in other products.

    'd20 System' and the 'd20 System' logo are trademarks of Wizards ofthe Coast, Inc. and are used according to the terms of the d20 SystemLicense version 6.0. A copy of this License can be found atwww.wizards.com/d20.

    Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in theUnited States and other countries and is used with permission.

    Questions? Comments? Errata? Something youd like to see in the nextsupplement? Contact us at [email protected]

  • Whats all this about?

    Well, reviews are good, but publicity is nil, so were releasingthe .PDF version of Eclipse: The Codex Persona as Shareware: Ifyou like it, please drop by and pay for it (or buy the print edition atLulu.Com) and get on our list for the fourth edition update onceWizards of the Coast releases the 4'th edition SRD.

    Pay for the PDF at Lulu.Com

    Pay for the PDF at RPGNow.Com

    Buy the Direct Print Edition at Lulu.Com

    Or - if you want to give us a little extra money -

    Buy the Distribution Edition at Lulu.Com

    This page does not appear in either print version; the only realdifference in the editions is in the covers - and in not having tocompensate for the distributors cut.

    Questions, comments, suggestions, and requests are probablybest left at my gaming blog, at http://ruscumag.wordpress.com/. Ifthere are very many, Ill put up a FAQ or two in the d20 tab. Thereare some other files and sample characters available there as well.

    If you want hard copies of some of our other books, theyre alsoavailable through our Lulu Storefront.

    Happy Gaming!

  • Eclipse: The Codex Persona 1

    Welcome To

    Eclipse The Codex Persona

    The Ultimate d20 Character Guide

    Or, the Worlds Longest Character Class

    Hello!

    Youre probably suffering from a case of sourcebook overload. Even the official productshave started listing prestige classes so esoteric that they probably only have one or twomembers. Feat, class, and prestige class information is scattered over dozens of volumes - andyoull often still find it difficult or impossible to build the character you want.

    And isnt that the point?

    Eclipse is designed to solve that. Its designed to put every special power and exotic abilityinto one book and one pay-as-you-go class system. You can design just the characters youwant. You can throw out all of those weird classes, abusive builds, and peculiar special caseswhile tailoring the available abilities to fit your world. Secondarily, it includes an enormousnumber of brand new abilities, as well as several entirely new magic systems. Hopefully,Eclipse will spark your imagination and help you see rules and variants more clearly.

    Were writing Eclipse so that characters can be reliably translated in mid-game regardless ofwhich basic set of d20 rules youre using. You can even mix and match between Modern,Future, 3.0, 3.5, and many more. For example, Eclipse doesnt need a comprehensivecybernetics system, because Eclipse is a point-based system. Characters can have all thecyberware they want, but this amounts to purchasing particular abilities. Similarly, Eclipseallows play under many different wealth systems. One can even ignore money, using featsinstead. We call Eclipse the ultimate for a reason.

    We have a way to build every power or ability weve ever seen. With this product, you mightwant to look at other books for a references or ideas, but you need nothing except the d20core rulebooks, dice, paper, and a pencil.

    Eclipse requires more GM interpretation and rulings than other systems because it aims tobe exceptionally versatile. To make your GM experience easier, it also contains ways to bringthe players in on the task of world creation. It may be your game but why should you do allthe work?

  • Eclipse: The Codex Persona2

    How Do I Use This Product?In one sense, this is merely another big book o powers. In another sense, Eclipse stands to

    redefine how people create, develop, and play in d20 campaigns. Distant Horizons Games iscommitted to bringing you quality products products that are comprehensive, organized, andversatile. We cant possibly anticipate or prepare material for every game, so instead wevemade the familiar d20 system becomes much more flexible and alive, responding to your everywhim.

    Weve play-tested, pushed, prodded, and pulled every corner of this system. And it works.None of our players are willing to play d20 with any other system anymore - and we think itwould be cruel to try and make them.

    As a Game Master, you dont need to learn every variation, but remember that flexibility isthe goal. Every power weve ever seen in a d20 product is in here, along with hundreds wecame up with ourselves, stripped down to their basic principles. If someone wants to create aweird variant on something, let them. Theres no reason a strange variant on an ability isnecessarily more powerful than an everyday one; its just strange.

    Some people are going to look at this and say, Horrors! This makes power-gaming tooeasy! Yes, any versatile system will. But were espousing RPG heresy here and saying in reply,So?

    Youre running the universe. Their characters arent going to get any bigger than that. If theplayers insist on adding another zero after everything, just give more dramatic descriptionsand do the same. Remember that your job is to challenge them, not to fight them.

    Now if its just a few of them you may have to haul out some of our player-control options -or just tell them No.

    Are they finding ways you never thought of to deal with monsters without fighting? Applaudthem and reward them and make bigger, more dangerous challenges for their minds! Theresnothing you cant do if you just put your mind to it.

    If the players take powers that totally shatter the illusion of reality you were trying tocreate, you do have a problem. But if you wanted to run a grim-and-gritty Rogue-orientedgame and they all took Fireball-spewing Wizards, the problem isnt in the game system.

    As a player, you need to learn how to play responsibly if you dont already know how. Dontcount on the Game Master to sit there and keep you in check; he or she has better things to dothan babysit. Besides, this is supposed to be fun, not fighting. Ask your Game Master whatkind of character and level of ability is appropriate to the world youre playing in.

    If your Game Master sets unreasonable expectations, you have several options. The firstand most preferable is to convince (not nag!) him or her to see things your way. If that fails,try to work out an experimental deal. If that fails, you can always start your own game and doit the way you wanted to. Your Game Master could probably use a break anyway; does he orshe ever get to play?

  • Eclipse: The Codex Persona 3

    General IndexIntroduction 1How Do I Use This Product? 2Index 3Definitions 6

    Chapter 1: Getting Started 7

    System Introduction 8Describing your personal class

    "But I'm playing in character!" 8Character Building Basics 9Children, Growth, and Adventurers 9Basic Expenditures 9

    Hit Dice 9Skills 9

    General Skill Options 103d6 Checks 10Familiarities 10Learn as you go 10Basic Skills 10

    Specific Knowledges 10True Names 10

    Saving Throws 10Special Abilities 10Proficiencies 10Base Attack Bonus 10Base Caster Level 10Magic Levels 11

    Limitations 11Clerical Magic Package 11Spells 11

    Spell Progression Tables 12Paladin and Ranger 123.0 Psychic Warrior 12

    Psychic Spellcasting 123.5 Psychic Warrior 12Wilder 12

    Phantom Slot Option 12Adept 13Bard 13Cleric and Druid 133.0 Psion 143.5 Psion 14Wizard 14Sorcerer 14Corrupted and Specialized Magic

    Destructive 15Difficult 15Elemental 15Focused 15Granted 15Mysticism 15Ritualist 15Subsumption 15Unreliable 15Wild 15

    Control Mechanisms 16Bloodlines 16Ritual 16

    Secrets 16Training 16Development 16Approval 16Framework 16

    The Generic Adventurer 16Per Level Modifiers 17

    Dabbler 17Duties 17Fast Learner 17Restrictions 17Untrained 17Very Limited Spell List 17

    NPC Levels 18Once-Off CP Bonuses 18

    Package Deals 18Retraining 18Unique Training 18Disadvantages 18

    Disadvantage List 18Accursed 18Aged 18Blocked 18Broke 18Compulsive 18Dependent 18Foolish 19Frail 19Hallucinations 19Healing Resistant 19History 19 Hunted 19Illiterate 19Incompetent 19Inept 19Insane 19Irreverent 19Obligations 19Outcast 19Poor Reputation 19Recorder 19Secret 19Showman 20Slow 20Stigmata 20Unarmoured 20Uncivilized 20Unluck 20Untrustworthy 20Valuable 20Vows 20

    Handling Disadvantages 20

    Chapter 2: Special Abilities 21

    Ability Modifiers 22Corrupted 22

    Al. Hedge Magician 22Specialized 22Bonus Uses 22

    Basic Abilities 23Reading The Entries 23Extraordinary, Spell-Like, And Supernatural 23

    Ability Focus 23Acrobatics 23Action Hero 23

    Heroism 23Stunts 24Crafting 24Invention 24Influence 24

    Adaptation 24Adept 24Ambidexterity 24Assistant 24Augmented Bonus 25Augmented Magic 25Awareness 25Berserker 25Blessing 26Blood Curse 26Body Fuel 26Celerity 27Cloaking 27Companion 27Contacts 28Countermagic 28Costly 28Create Artifact 28Create Item 29Create Relic 29Damage Reduction 29Deep Sleep 30Device Use 30Domain/Path 30

    Metaspells 30Dominion* 31Dweomer* 31Eldritch 31Empowerment 31Enthusiast 31Equipage 31Executive 31Expertise 32Favors 32Finesse 32Grant of Aid 32

    Fast Healing and Regeneration 32Unlimited Abilities 32

    Guises 33Harnessed Intellect 33Healing Touch 33Hysteria 33Inherent Spell 33Immunity 34Innate Enchantment 34Innate Magic 35Invocation 35Jack-of-All Trades 35Journeyman 35Karma 35Leadership 35Lore 36Luck 36Mana 36Mastery 37Melding 37

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    Mentor 37Mindspeech 37Mystic Artist* 38Mystic Link 38Occult Sense 38Occult Skill 38

    Restricted Skills 39Shadow Walk 39

    Occult Talent 39Opportunist 39Poison Use 39Power Words 39Presence 39Privilege 40Professional 40Reflex Training 40Reputation 40Researcher 41Resist 41Returning 41Rider 41Rite of Chi 42Sanctum 42Schooling 42Self-Development 42Shadowmaster 42Shapeshift 42Shaping* 43Siddhisyoga 44Skill Emphasis 44Skill Focus 44Snatch 44Specialist 44Spell Conversion 44Spell Flow 44Spell Mastery 45Spell Pool 45Spell/Power Resistance 45Spell Shorthand 45Spell Storing* 45Spell Turning 45Stoic 45Superstition 46Test of Wills 46Thaumaturgy* 46Theurgy* 46Timeless Body 46Tireless 47Toughness 47Traceless 47Track 47Travel 48Triggering 48Turn Resistance 48Unity 48Wayfarer 48Witchcraft* 48Workhorse 48

    * These are gateway abilities. Fulldescriptions appear in Chapter 3

    Proficiencies 49Armor 49Weapon 49

    Combat Enhancements 50Anime Master 50Augment Attack 50Blind-Fight 50Block 50Bonus Attack 51Chain of Ki 51Defender 51Doubled Damage 51Enhanced Strike 51Evasive 52Far Shot 52Favored Enemy 52Favored Foe 52

    Favored Enemy/Foe Types 52Variants 52

    Fortune 53Imbuement 53Improved Critical 53Improved Initiative 53Improvise Weapon 53Legionary 53Lunge 53Maneuver 53Martial Arts 53Occult Combat 54Overwhelm 54Rapid Strike 54Smite 54Specialist 54Spirit Weapon 55Split Movement 55Throwing Master 55Trick 55

    Metamagical Theorems 56Metapsionic Equivalency 56The Theorems 56

    Amplify 56Area 56Battle Magic 57Compact 57Easy 57Elemental Manipulation 58Extension 58Lacing 58Multiple 59Persistent 59Sculpting 59Stabilize 59Transference 59Triggering 60

    Metamagical Upgrades 60Glory 60Streamline 60Fast 60

    Templates and Racial Abilities 61ECL Adjustments 61Racial Abilities 61

    Amorphous 61Attribute Shift 61Energy Infusion 61Extra Limbs 61

    Non-Abilities 61

    Size Modifications 62Extended Size Chart 62Growth 62Shrinking 62

    General Notes 63Existing Templates 63

    Half-Celestial 63Half-Dragon 63Half-Fiend 63Afflicted Lycanthrope 63Natural Lycanthrope 64

    Variant Lycanthropes 64Minor Monster Powers 64

    Chapter 3: Paths and Powers 65

    Channeling 66Basic Factors 66General Enhancements 67

    Censure 68Conversion 68Damaging 68Divine Command 68Dualism 68Great Channeling 68Heightened 68Sacred Hand 68

    Glorious Touch Path 68Hatred's Weal Path 69Hand of Darkness Path 69Planar Bonds Path 69Path of Infusions 70Divine Wrath Path 70Tides of Light and Darkness 71Boundless Realms Path 71

    Dominion and Divine Ascension 72Gaining Dominion 72Personal Dominion 72Political Dominion 72Advanced Dominion 73

    The Way of the Lands 73The Way of Omnipresence 73The Way of Valour 74Wrath of the Overlord 74The Path of the Pharaoh 75

    Godfire 76Gaining Godfire 76

    Optional Rules 77Using Godfire 77Side Effects of Godfire 78PC's, NPC's and Godfire 78

    Hexcraft 79Creating Hexes 79Buying Hexcrafting 79Assigning Spell Levels 79

    Importing Spell Lists 80World Laws 80

    Martial Arts 80[Martial Art], the Skill 80Basic Abilities 81Advanced Techniques 81

  • Eclipse: The Codex Persona 5

    Master and Occult Techniques 82Sample Martial Arts Skills 83

    Adamantine Fist 83Arctic Fire Kung Fu 83Crane Style Kung Fu 83Wind Dance 83Cloak Mastery 83Oaken Storm 83Phantom Blade 84Gungnir's Flight Kung Fu 84Blood Blade Technique 84Ghost Busting Technique 84

    Mystic Artist 84Basic Abilities 85

    Inspiration Abilities 85Positive Levels 86

    Manipulation Abilities 86Synergy Abilities 86

    The Classical Bard 87Basic Ability Modifiers 87

    Amplification 87Echoes 87Enduring 87Great Projection 87Projection 87Rapid 87Seeking 87Whispers 87

    Enhanced Abilities 88Path of Artistic Mastery 88Path of Whispers 89Chords of Fate 89The Celebrated Way 90Path of Dissonance 90Art of the Occult 91

    The Path of the Dragon 92The Way of the Artificer 92The Way of Inner Fire 93The W. of Hosting the Essence 94The W. of the Wings of Fire 94The W. of the Dragon's Speech 95The Way of the Dragon's Craft 95

    Ritual Magic 96Occult Ritual 96

    Weird Science 96Ritual Results 96

    Rune Magic 97Rune Casting 97Rune Mastery 97Minor Abilities 97

    Magician 97Runic Ritual 97

    Spell Storing 98Improved Activation 98Multiple Embedment 98Additional Media 99Maximum Level Increase 99Multiple Formula 99Focusing 99

    Thaumaturgy and Dweomer 100Weaving Effects 100

    Basic DC and Cost 101DC Modifiers 101Cost Modifiers 102

    Special Benefits 102Special Options 102Thaumaturgy Sample Fields: 103

    Necromancy 103Weather Control 103

    Dweomer Sample Fields: 104Psychokinesis 104Telepathy 104Other Dweomer Fields 105

    Warping 105Healing 105Extra-Sensory Per. 106Mysticism 106

    Practical Consideration 106

    Theurgy 107Theurgical Verbs 107Theurgical Nouns 107

    The Physical Elements 107The Living Elements 108The Hidden Elements 108

    Sample Theurgical Effects 108Customizing Theurgy 108

    Witchcraft 109Basic Abilities 110

    The Adamant Will 110Dreamfaring 110Elfshot 110Glamour 110Hand Of Shadows 110Healing 110Hyloka 110Infliction 110The Inner Eye 110Shadowweave 110Witchfire 110Witchsight 110

    Pacts 111Service 111Vow 111Sacrifice 112Infusion 112Energy 112

    Types of Witches 113Power Sources and Witches 114

    Spirit Types 114Advanced Witchcraft 115

    Path of Coven Mastery 115Path of Spirits 116Path of Darkness 117Path of Water 118Path of Earth 119Path of Fire 119Path of Air 120Path of Light 121

    Chapter 4: High-Level Magic 122

    Spell Key 123The Spells 124

    Tenth Level Spells 124Eleventh Level Spells 127Twelfth Level Spells 128Thirteenth Level Spells 132Fourteenth Level Spells 135Fifteenth Level Spells 137Sixteenth Level Spells 139Seventeenth Level Spells 141Eighteenth Level Spells 143Nineteenth Level Spells 144Twentieth Level Spells 146Twenty-First Level Spells 147Twenty-Second L. Spells 149Twenty-Third L. Spells 150Twenty-Fourth L. Spells 151

    Chapter 5: Building a Campaign 152

    Characters 153Personality Traits 153

    Granted Powers 154Motivations 155Character Profiles 156

    The Questions 156Interpreting the Results 158

    Descriptions 159

    World Construction 160Sample World Templates 160Putting Players to Work 162Keeping Characters

    Under Control 163Sample Character Builds 164

    Templates 167The Faithful Steed 167Nature Spirit 168Realm Spirit 169

    Epic Monsters 170

    Appendix 1: Chakra 173Appendix 2: Class Breakdowns 176Standard Adventurer Classes 176Non-Adventurer/NPC Classes 182Prestige Classes 183d20 Modern Base Classes 188Companion Bonuses 189Using Other DHG Products 189Appendix 3: 3.5 Feat Conversion 190

    Quick NPC Conversions 190Afterword 191

    Art Credits 192Product Identity 192Open Game License 193Other Products 194

    Character Persona Worksheet 195Campaign Option Checklist 197

  • Eclipse: The Codex Persona6

    Definitions! Base Caster Level: An option forbuying Caster Level independently ofspell slots.! Basic Skills: An option for givingeach character a minimum culturalskill package.! (Cha Mod): Charisma Bonus.Abbreviation.! Channeling: The use of positive ornegative energy.! Class: A characters personaldescription of what he or she doesand how he or she does it.! Corrupted: A fairly specific ability.When capitalized, it refers to a featmodifier noted on page 22!! (Con Mod): Constitution Bonus.Abbreviation.! Chakra: Personal magical powernexi, an in-game system for limitingpower combinations.! Character Points (CP): Characterpoints granted by levels are used tobuild characters or creatures.

    ! (Dex Mod): Dexterity Bonus.Abbreviation.! Disadvantages: Special characterlimitations which provide a (modest)number of extra CP when taken.! Dominion: Gathering power fromthe support of your followers.! Dweomer: A scientific spellcastingtechnique using specific magicalskills.! Familiarities: An option for makingskills more important by penalizingunskilled characters.! Framework: Character constructionguidelines for a specific campaign.! GM: Game Master: The GameMaster creates a plot or adventure forthe players.! GMO: Game Masters Option: theGM can decide what to do with or tothe party. This one doesnt get usedmuch in this product, but wecommonly use it in other DistantHorizons Games books.! Generic Spell Levels: These arespell levels which are not bound to aspecific spell. Spontaneous casterscan use them to restore expended

    spell levels (on a1-for-1 basis).Other casterscan not. Someab i l i t i e s a r ef u e l e d w i t hGeneric SpellLevels, muchlike Power fuelsPsionics.! Godfire: Theu l t i m a t eextension o fDominion. Thepower sourceused for majordivine miracles.! Grandiose:I t e m s o rcreatures of vastsize. These havetheir own sizechart.! Hexcraft: As p e l l c a s t i n gsystem based oncards.

    ! (Int Mod): Intelligence Bonus.Abbreviation.! Magic Level: A magic level is onelevel of progression in any magicalsystem using spell slots. These can bepurchased directly.! Mana: Generic power for all magic.! Martial Arts: Combat skills whichspecialize your style (and anunrelated special ability).! Metamagical Theorem: A generalmetamagical effect which can beapplied in a wide variety of ways.! Microscale: Creatures or things thatare too small to see. Microscalecreatures have their own size chart.! Mystic Artistry: The use of art-related powers.! Path of the Dragon: A system ofarcane abilities based on personalmystical energy.! Power: When capitalized, psionicenergy. ! Proficiencies: Basic skills witharmor and weapons.! Ritual Magic: A freeform, if slow,technique for producing magicaleffects.! Rune Magic: A magical techniquerelying on skills in specific magicalfields.! SL: Abbreviation of Spell Level.Mostly used for metamagic.! Skill Points (SP): Skill Points arejust Character Points spent on buyingskills, or gained from Intelligencebonuses.! Specialized: A very specific ability.When capitalized, it refers to a featmodifier noted on page 22!! (Str Mod): Strength Bonus.Abbreviation.! Thaumaturgy: A primal magicaltechnique using raw energy and aspecific theme.! Theurgy: A spellcasting systembased on magical nouns and verbs.! Traits: Character personality valuesused to guide roleplaying in doubtfulsituations. ! Warcraft: A characters skill withall weapons and attacks (i.e., BAB).! (Wis Mod): Wisdom Bonus.Abbreviation.! Witchcraft: A magical systemreliant on low-level psychic powers.

    Another character sheet, Sir?

  • Eclipse: The Codex Persona 7

    Chapter 1: Getting Started

  • Eclipse: The Codex Persona8

    System IntroductionPoint-based design allows endless versatility, adding

    options for both games and characters. Here youll findexotic techniques for warriors, skill options for expertsand rogues, strange new abilities for divine spellcastersand exotic magical techniques for arcanists along withwhole new forms of magic and might.

    Of course, with unlimited options, the first thing todo is to start hacking away the ones you dont need.

    GMs can use the handy worksheet in the back.

    Each player needs to describe their characters class.While this description doesnt need to be very long orcomplicated, it should cover the basics of WHAT acharacter does and HOW he or she does it. We suggestthree to four sentences, although sometimes a simple,iconic name suffices. Either way, you need to set downwhat the characters strengths are. For example:

    Randir the Witch-Hunter has dedicated himself tohunting and defeating rogue spellcasters. He has a solidbase in combat, though not exceptional, and has studiedcounter-magic. He knows how to sneak around, how toinvestigate - and how to cut an Wizards throat.

    Result: Randir can be expected to buy a fair numberof levels in Warcraft (a.k.a., Base Attack Bonus) andfair hit dice. While resembling a classic Rogue, he hasfewer skills, spending CP on defensive magical talentsinstead. Randir wont be taking many strange innatepowers or major spellcasting, but may purchase someabilities Specialized against mages.

    Dont be this guy!

    Bill So, what do you want to play, Mike?Mike: Im going to play Volthar the Barbarian!Bill: OK, what kind of class description do you have?Mike: Hes a barbarian?Bill: *Sigh*

    Better... Volthar is a Barbarians barbarian, abrutal destroyer who smashes people, places, and things.For him, its not about the treasure, its about defendingthe honor of his ancient people by killing everything inhis path and taking their stuff, if any. As a tribalbarbarian, he is well equipped for survival in hiswasteland home.

    Result: Well, Barbarians are as Barbarians do. Evenwithout using the standard build, Volthar will probablywant a high combat skill, hit points, and probably theBerserker abilities. With a bit more detail he could havegone in for some totemistic magic or wilderness skills,assuming he wanted any.

    Of course, both of those characters could be builtmore or less conventionally. Other players will get morecreative. This book is pretty much designed for them.

    There are others: the Wolf-Binder, The ShamanisticLady of Many Spirits, The Trickster, The Thunderer,The Mistress of Life and Fire, and the Lightbringer.Each has their own task, and endures across the ages.

    Ulric is the Wanderer. It is his duty to maintain theancient wards and to fulfill the mysterious dictates ofWyrd. He does not know his age. He knows that he wasborn in the far north, where he was called to battle aspirit of winter that sought to engulf the world, but thereare centuries worth of gaps in his memory and hispower. He is a skillful physician-scholar, staff-fighter,and dabbles in alchemical magic, but most of his poweris derived from the immortal fires of the Path of theDragon which burn within him.

    Still, there are many who would open the gates of theworld and unleash what waits beyond. Until he regainshis full might, it will be necessary to conceal himselffrom them.

    Result: Well, Ulric is obviously going to be tough,have quite a few innate magical abilities, some skills,and some specialized combat and spellcasting. Probablythe player has a power build in mind; specializing someof his talents will let him squeeze out a few extra points -but since he intends to conceal some of his powers, andis providing plenty of free plot hooks, that shouldnt be aproblem. At least this player really has somethingdefinite in mind. For a writeup, see page 165.

    Want a noble hero tormented by the dark powers of ademon imprisoned in him? A merchant prince? A fallengodling out to reclaim his throne? A renegade cyborg? Asocial manipulator? An inventor?

    Go right ahead.

    Characters still may multiclass, only it revolvesaround taking abilities outside their descriptions. SomeGMs may prefer that characters take levels from astandard list of classes, in which case they should simplyselect lists of abilities to suit their world and use thenormal d20 multiclassing rules. The Dabbler penalty(page 17) and the Schooling ability (page 42) may apply.

    Remember that "I'm Playing In Character!" doesNOT excuse being disruptive or demanding extra workfrom the GM. You're the one who came up with thecharacter to begin with: it's your job to make him or heracceptable to the group and to keep him or her involvedwith it. Characters who will not work with the group willbe, quite rightly, abandoned by it. From the characterspoints of view "PC" and "NPC" are quite identical. Ifyour character is interfering with other peoples ability toplay, invent a reason for him or her to grow, change, orget along - or take him or her away.

  • Eclipse: The Codex Persona 9

    CharacterBuilding Basics

    The character building system revolves around CP, orcharacter points. Everything is bought with them,including skills, feats, and hit dice. Every characterreceives 24 CP, to spend on upgrades per level.

    Instead of gaining bonus feats at levels 1, 3, 6, 9, 12,15, and 18, characters gain +6 CP. In any case, thisbonus represents things the character has picked upthrough experience, rather than through training. Theycan be used for pretty much anything, regardless of acharacters speciality, concept, or framework limitations(page 16).

    Instead of gaining the usual attribute boost at levels4, 8, 12, 16, and 20, characters gain Improved Self-Development. This raises low attributes more than highones but otherwise works much the same way. See page42 for more information about Self-Development.

    You may prefer to give epic-level characters fewer -perhaps 12 - CP per level on the grounds that (1) theyvealready seen almost everything, (2) they have to spendmost of their time keeping in practice with their currentabilities, and (3) that theyre already about as powerfulas mortals get. For reference purposes, most epic levelfeats cost about 12 CP to build.

    Children, Growth, and Adventurers Table

    Level Hit Points Life Stage CP and SP gained-2" 1 Infant None. Helpless.-1 1 +Con Mod Child +2x(Int Mod) SP 0 3 +Con Mod Youth +24 CP +Int Mod SP 1 Hit Die Max +

    Con Mod Adult +24 CP +Int Mod SP +1 Hit Die +

    Con Mod Adult +24 CP +Int Mod SP

    Most Game Masters start characters off at level one,under the assumption that theyre successfully gottenthrough childhood and adolescence. While exceptionalchildren may gain levels before adulthood, its relativelyrare. If it happens just move on up the chart.

    Basic ExpendituresHit Dice. While characters receive basic hits (1d4 +

    Con modifier) for each level, they may buy larger hitdice. Upgrading to a d6 costs 2 CP, a d8 costs 4, a d10costs 6, a d12 costs 8, and a full d20 costs 16, if yourGM will allow you to take them. (These cost a number ofCP equal to the hit dies die type, minus 4.) Characters

    who wish to become extremely tough may purchase asecond hit die at any level for 8 CP + the normal die typecost listed above. Characters do gain their Con modifieragain for the second die.

    Skills. 1 CP buys 1 skill point. The normal maximum(Level + 3) for skill ranks remain unchanged. Any cross-class (we call it irrelevant) skill on which a playerspends 6 or more CP becomes a class skill (relevant)from then on. What skills start off in-class are designatedby the GM in consultation with the player according tothe class description. Most classes start off with 12-18class skills, but skill-based characters often have more.! Characters gain bonus SP for high Intelligence, aslisted on the Children, Growth, and Adventurers tableabove. ! Characters may buy a specialty in a given skill for 1CP; these add +3 to the roll, but only for a chosen limitedapplication. Only one specialty ever applies at a singletime, even if they overlap. For example, many ridersspecialize in Horses. ! Unlike normal skills, restricted skills cant normallybecome relevant without the Occult Skill (Improved)feat. A restricted skill is simply a skill that most peoplecant learn, usually because it's highly specialized,requires secret lore, or has exotic prerequisites. The 3.0Rogues Read Lips skill was restricted, even if that didntmake much sense. There are better examples on page 39.

    Is there something wrong with being a stereotype?

  • Eclipse: The Codex Persona10

    General Skill Options

    ! Roll skill and attribute checks using 3d6 instead of1d20. Since this gives much more consistent results,averaging around 10, it makes skill ranks and modifiersmuch more important.! Use Familiarities. An untrained character takes a -4penalty on skill checks. This can be eliminated by eithertaking levels in the skill or by becoming familiar with theskill; you can become familiar with 3 separate skills perskill point invested. Skill enhancing devices do NOTnegate unfamiliarity penalties.! Allow characters to spend CP and Int-based SP fromtheir next level in advance provided that the characteractually takes the time to learn a skill or skills in-game. ! Give every character some automatic skills at levelone. These normally include: Profession or Craft(whatever your parents did) +2, and specialities in SenseMotive (own culture), Handle Animal (those commonlyused in your culture), Knowledge: Local Area (whereyou grew up), and Knowledge: (your) Religion.Familiarities include: Bluff, Diplomacy GatherInformation, Hide, Listen, and Climb. For comparison,this would have a total cost of 8 SP.

    Creatures with distinctly different homelands orphysiologies should substitute something else for theseskills as appropriate. Monks raised in seclusion may nothave Profession or Craft. Centaurs wont have Climb.

    Specific Knowledges

    Specific Knowledges are straightforward; instead ofspending skill points on general information - such asKnowledge: Geography - you spend them on specificthings, such as The defenses and layout of CastleEravain. In general, this can be treated as a +15 bonuson relevant rolls. Of course, knowing exactly what someauthority has to say on a subject is only helpful if theyhappen to be right.

    Common types of specific knowledge include:! Books normally cost 1-3 SP each. Theyre a good dealharder to remember than poems and such. Quite a fewpriests commit one or more major holy books tomemory, normally at a reduced cost of 1 SP each due totheir dedication.! Epic Poems and Classic Ballads are designed to beeasily memorized, but are often very long. It costs 1 SPto memorize three of them.! Individual Studies are difficult to classify. In generalthey can be treated as memorizing a book on thesubject in question. ! Mystical Rituals depend on their complexity. Ingeneral, you can memorize (Int Mod +3) minor rituals(burial, marriage, coming of age, etc) for 1 SP. Majorrituals with notable effects will probably cost 1 SP each.Sadly, while memorizing a ritual provides the usual +15bonus on knowledge checks about said rite, it only offersa +5 bonus on actually performing the ritual.

    ! True Names are difficult to discover, learn, andpronounce. Once found, you can memorize one major(sentient beings, mystical entities, elements or forces),three lesser (animal types such as Hyena, commonitems, and organs), or twelve minor (plant types, e.g.,Basil) names per skill point. Knowing somethingsTrue Name is usually worth a +4 bonus on any rollsinvolving using magic against it. Other uses are possible,but depend on the game world and the creature involved.

    Saving Throws. Each point of bonus in a singlesaving throw (Fort, Ref, Will) costs 3 CP. They can bemodified and limited to make them cheaper, but morespecific. See Resist on page 41 for more information.

    Special Abilities. Characters may purchase feats andspecial abilities. Most cost 6 CP, but some have varyingcosts, or cost more or less than usual. See the Abilitiessection (the abilities section starts on page 23) for moredetails. Abilities can be modified and limited to makethem cheaper, but less effective.! GMs must approve any Corrupted or Specializedability (page 22). Remember, if it doesnt hinder thecharacter, it isnt a downside. All class features areavailable as feats or a combination of feats.

    Proficiencies. These fall under abilities, and arelocated on page 49.

    BAB. Base Attack Bonus is purchased as Warcraft.Each level of Warcraft costs 6 CP and adds +1 to thecharacters Base Attack Bonus. It may be taken multipletimes, up to three points over the characters level, justlike a skill. This is the only attack-bonus purchase whichcontributes to the characters attack progression. Other,special-purpose enhancements exist for players to buy, ofcourse.

    Base Caster Level works like Base Attack Bonus andhas the same cost and cap; 6 CP per level up to a limit of+3 over the characters level. Basic spellcasters have aSpecialized (only for the progression it was purchasedwith, 3 CP/level) version of this included with the cost oftheir Caster Levels. Paladin and Ranger progressions arean exception: since they have an effective Caster Levelequal to their (class level/2), they need only buy 10Specialized Caster Levels, totaling 30 CP at level 20.The cost of spell slots varies with the progression, asshown under Magic Levels, below. Magic levels whichapply to two or three progressions are usually consideredCorrupted, and cost 4 CP each - making it slightlycheaper to combine spellcasting progressions.

    Casting a spell or using a power normally requires aminimum Caster Level equal to (twice its level -1). TheGame Master may or may not enforce this. If not, it maybe possible to cast very powerful spells with very lowCaster Levels and spells with fixed, rather than per-level,effects become far more valuable.

  • Eclipse: The Codex Persona 11

    Magic Levels. Characters usually purchasespellcasting abilities level by level, although alternativesystems exist for those who wish to use them (seeChapter 3, page 65). Characters may not buy more thantwo magic levels in any one progression per level, andcannot buy a magic level higher than their (characterlevel + 3) in any case. See also Base Caster Level,above.

    Progression CostPaladin or Ranger 2Psychic Warrior, Wilder, Adept 6*Bard, Cleric (No Package), Druid 8*Cleric Package 10*Psion 12*Wizard 14*Sorcerer 16*

    *Includes +1 Specialized Caster Level.

    All magic levels are normally subject to at least twoof the following limitations:! Components. Spellcasting requires extensive work,including incantations, gestures, and weird materialcomponents. Most effects are subject to armor-relatedspell failure and cannot be used without pouches full ofspell materials. Arcane magic is usually subject to thisrestriction.! Conduct. The user must subscribe to specific beliefs,behave in particular ways, or live up to various duties

    and obligations, for his or her spells to work. Thisusually applies to Divine magic, though some asceticPsionic or Arcane forms have this.! Noncombative (3.5 Optional). The users spell list haseither very limited or virtually no combat applications.The only standard classes using this modifier are the 3.5Ranger and Bard; the 3.0 versions started with relativelylimited combat magic, but were free to develop it. The3.5 versions may not.! Restrained. The user can only produce a limited rangeof effects - typically no wide-area destructive spells,although many other limitations are possible. Divine andPsionic powers are usually subject to this.! Studies. Spells must be found and mastered, or theuser is limited to a modest list of inherent spells (and canonly trade around one per level). Arcane and Psionicpowers are usually subject to this restriction. Sadly, onlythose using Inherent Spells can be spontaneous casters.

    Removing a limitation adds +2 points to the cost ofeach magic level. Extra ones reduce the per-level cost by-1 point for every six points (or part thereof) of the coston the chart above. For example, a Prophet might usethe Sorcerer's charts (16 CP/level) but use the Conductrestriction as well, reducing the cost to 13 CP/level.Sadly, spell progressions have a minimum cost of 2CP/level regardless of how many limitations are appliedand are always restricted to a general type of magic.

    Beginning cleric magic is a considerable bargain. Itnormally includes two domains (12 CP), their relatedfeats (12 CP), Spell Conversion (Healing OR Harmingspells, 6 CP) and a set of specialty Spell Slots (6 CP).This is a sort of Divine Credit. It assumes that religion isgoing to be a major part of the character's career. TheGM may opt to make dabblers buy these abilitiesseparately. In this case, the per-level cost of cleric magicis reduced to 8, identical to the Druids. This actually isa better buy at very high levels, starting at level 19.

    To continue our first example, A Witch-Hunterprobably has only the Paladin/Ranger progression,bought with the following limitations: Restrained (onlycounter-magic spells with a few healing and banishingspells) and Code of Conduct (user must not study otherArcane or primal magic). While bought as Arcane here,it could easily be bought as Divine for an order of holyguardians or Psionic for an elite order of meditativewardens. This will cost 2 CP/level and is usable inarmor, but will never become very powerful.

    Spells. Characters may acquire an existing spellformula of any spell they could cast but do not alreadyknow for 1 CP. Original, customized spells cost 2 CP.Casters who can use spells spontaneously pay double thenormal cost. Characters using psionic abilities whichmay be augmented pay three times the normal cost. TheSpells known category in the progressions (page 12-14) is only of interest to characters limited by Studies.But she can so Read Magic!

  • Eclipse: The Codex Persona12

    Spell ProgressionsAll spell progressions include the numbers of spells

    known for spontaneous sorcerer-style casters.

    Paladin and Ranger Spell ProgressionSpells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 Lv L0 L1 L2 L3 L41 1/2 0/1 -/- -/- -/- 11 3/5 2/4 1/3 1/2 0/12 1/3 0/1 -/- -/- -/- 12 3/5 2/4 1/3 1/2 1/13 2/3 1/2 -/- -/- -/- 13 3/5 2/4 2/3 1/3 1/14 3/3 1/2 -/- -/- -/- 14 3/5 2/4 2/4 2/3 1/25 3/3 1/2 0/- -/- -/- 15 3/6 3/4 2/4 2/3 1/26 3/4 1/2 0/1 -/- -/- 16 3/6 3/5 3/4 3/4 2/27 3/4 1/3 1/1 -/- -/- 17 3/6 3/5 3/5 3/4 3/38 3/4 1/3 1/1 0/1 -/- 18 4/6 4/5 3/5 3/4 3/39 3/4 1/3 1/2 1/1 -/- 19 4/6 4/5 4/5 4/5 3/310 3/5 2/3 1/2 1/2 -/- 20 4/6 4/5 4/5 4/5 4/4

    Note that basic Paladins and Rangers start investingpoints in spellcasting at level 4.

    3.0 Psychic Warrior Power ProgressionPower Points and Powers

    Power - Powers Discovered -Level Pts/Day 0 1 2 3 4 5 6 1 2 2 2 3 3 3 4 3 1 4 5 3 2 5 8 3 3 1 6 11 3 3 2 7 16 3 3 2 1 8 21 3 3 3 1 9 26 3 3 3 2 10 33 3 3 3 2 1 11 40 3 3 3 3 1 12 47 3 3 3 3 2 13 56 3 3 3 3 2 1 14 65 3 3 3 3 3 1 15 74 3 3 3 3 3 2 16 85 3 3 3 3 3 2 1 17 96 3 3 3 3 3 3 1 18 107 3 3 3 3 3 3 2 19 118 3 4 3 3 3 3 2 20 129 3 4 3 3 3 3 3

    3.0 Psionic Powers are a great deal more specificthan the 3.5 powers. For example, the ability to summonAstral Constructs included nine separate disciplines in3.0; these were folded into one in 3.5. The 3.0 chartsthus offer substantially more powers. As a rule, the 3.0chart should only be used with the 3.0 powers and the3.5 chart with the 3.5 powers.

    Characters who want to use psychic progressions fornormal spellcasting should divide the listed Power by 1.8to convert it to spell levels, and may trade out one oldspell formula per level. Characters who want to usenormal magic levels for psychic progressions shouldmultiply the available spell levels by 1.8 to get Power,use the total number of spells known as the number ofdisciplines known, and use the maximum level of slotavailable as the maximum level of power which they canknow.

    3.5 Psychic Warrior Power Progression Power Points and Powers

    Daily Powers Max Daily Powers MaxLvl Power Known Lvl Lvl Power Known Lvl 1 0 1 1st 11 35 11 4th 2 1 2 1st 12 43 12 4th 3 3 3 1st 13 51 13 5th 4 5 4 2nd 14 59 14 5th 5 7 5 2nd 15 67 15 5th 6 11 6 2nd 16 79 16 6th 7 15 7 3rd 17 91 17 6th 8 19 8 3rd 18 103 18 6th 9 23 9 3rd 19 115 19 6th 10 27 10 4th 20 127 20 6th

    Wilder Power Progression Power Points and Powers

    Daily Powers Max Daily Powers Max Lv Power Known Lv Lv Power Known Lv 1 2 1 1st 11 106 6 5th 2 6 2 1st 12 126 7 6th 3 11 2 1st 13 147 7 6th 4 17 3 2nd 14 170 8 7th 5 25 3 2nd 15 195 8 7th 6 35 4 3rd 16 221 9 8th 7 46 4 3rd 17 250 9 8th 8 58 5 4th 18 280 10 9th 9 72 5 4th 19 311 10 9th 10 88 6 5th 20 343 11 9th

    Optionally, all chart-progression spellcasters have aphantom slot one level higher than their currentmaximum, representing whatever theyre studying at themoment.

    Unfortunately, using it requires a Fortitude save toavoid (1d4 damage per spell level), and a Will savingthrow to avoid a spell misfire. Both DCs are (11+SpellLevel).

    Fooling around with magic you havent yet masteredunder stress is not recommended. Still, when did player-characters stick with what was recommended?

  • Eclipse: The Codex Persona 13

    Like Spellcasters, Psionic characters get extra magicfor having a high score in their primary magicalattribute. In their case they receive (Att Mod) x CasterLevel/2 extra Power rather than bonus spells.

    Adept Spellcasting ProgressionSpells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 L51 3/4 1/2 - - - -2 3/4 1/2 - - - -3 3/4 2/2 - - - -4 3/4 2/2 0/1 - - -5 3/5 2/3 1/2 - - -6 3/5 2/3 1/2 - - -7 3/5 3/3 2/2 - - -8 3/5 3/3 2/2 0/1 - -9 3/6 3/4 2/3 1/2 - -10 3/6 3/4 2/3 1/2 - -11 3/6 3/4 3/3 2/2 - -12 3/6 3/4 3/3 2/3 0/1 -13 3/6 3/5 3/4 2/3 1/2 -14 3/6 3/5 3/4 2/3 1/2 -15 3/6 3/5 3/4 3/4 2/2 -16 3/6 3/5 3/4 3/4 2/3 0/217 3/6 3/6 3/5 3/4 2/3 1/318 3/6 3/6 3/5 3/5 2/3 1/319 3/6 3/6 3/5 3/5 3/4 2/420 3/6 3/6 3/5 3/5 3/4 2/4

    Bard Spellcasting Progression Spells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 L5 L61 2/4 - - - - - -2 3/5 0/2 - - - - -3 3/6 1/3 - - - - -4 3/6 2/3 0/2 - - - -5 3/6 3/4 1/3 - - - -6 3/6 3/4 2/3 - - - -7 3/6 3/4 2/4 0/2 - - -8 3/6 3/4 3/4 1/3 - - -9 3/6 3/4 3/4 2/3 - - -10 3/6 3/4 3/4 2/4 0/2 - -11 3/6 3/4 3/4 3/4 1/3 - -12 3/6 3/4 3/4 3/4 2/3 - -13 3/6 3/4 3/4 3/4 2/4 0/2 -14 4/6 3/4 3/4 3/4 3/4 1/3 -15 4/6 4/4 3/4 3/4 3/4 2/3 -16 4/6 4/5 4/4 3/4 3/4 2/4 0/217 4/6 4/5 4/5 4/4 3/4 3/4 1/318 4/6 4/5 4/5 4/5 4/4 3/4 2/319 4/6 4/5 4/5 4/5 4/5 4/4 3/420 4/6 4/5 4/5 4/5 4/5 4/5 4/4

    Cleric and Druid Spellcasting Progression Spells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L91 3/5 1/3 - - - - - - - -2 4/6 2/3 - - - - - - - -3 4/6 2/4 1/2 - - - - - - -4 5/7 3/4 2/3 - - - - - - -5 5/7 3/5 2/3 1/2 - - - - - -6 5/8 3/5 3/4 2/3 - - - - - -7 6/8 4/6 3/4 2/3 1/2 - - - - -8 6/9 4/6 3/5 3/4 2/3 - - - - -9 6/9 4/6 4/5 3/4 2/3 1/2 - - - -10 6/9 4/6 4/6 3/5 3/4 2/3 - - - -11 6/9 5/6 4/6 4/5 3/4 2/3 1/2 - - -12 6/9 5/6 4/6 4/5 3/5 3/4 2/3 - - -13 6/9 5/6 5/6 4/5 4/5 3/4 2/3 1/2 - -14 6/9 5/6 5/6 4/5 4/5 3/5 3/4 2/3 - -15 6/9 5/6 5/6 5/5 4/5 4/5 3/4 2/3 1/2 -16 6/9 5/6 5/6 5/5 4/5 4/5 3/4 3/4 2/3 -17 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 2/3 1/118 6/9 5/6 5/6 5/5 5/5 4/5 4/4 3/4 3/4 2/219 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 2/320 6/9 5/6 5/6 5/5 5/5 5/5 4/4 4/4 3/4 3/4

    The clerical progression does not necessarily includedomain spell slots. Those are gained via the Specialistability (page 44).

    The other Druids thought that the giant mouth tattoo was a bit much.

    So it ate them.

  • Eclipse: The Codex Persona14

    3.0 Psion Power ProgressionPower Points and Powers

    Power -------- Powers Discovered -------Level Pts/Day 0 1 2 3 4 5 6 7 8 9 1 2 2 0 - - - - - - - - 2 3 2 1 - - - - - - - - 3 4 2 2 - - - - - - - - 4 7 3 2 0 - - - - - - - 5 10 3 2 1 - - - - - - - 6 15 4 2 1 0 - - - - - - 7 20 4 3 2 1 - - - - - - 8 27 5 3 2 1 0 - - - - - 9 34 5 3 2 2 1 - - - - - 10 43 6 3 2 2 1 0 - - - - 11 52 6 3 3 2 2 1 - - - - 12 63 7 3 3 2 2 1 0 - - - 13 74 7 4 3 3 2 2 1 - - - 14 87 7 4 3 3 2 2 1 0 - - 15 100 7 4 3 3 3 2 2 1 - - 16 115 7 4 4 3 3 2 2 1 0 - 17 130 7 4 4 3 3 3 2 2 1 - 18 147 7 4 4 4 3 3 2 2 1 0 19 164 7 4 4 4 3 3 3 2 1 1 20 183 7 4 4 4 4 3 3 2 2 1

    3.0 Psions also gain one power of each level fromtheir chosen speciality list. These become available at the0" listings on the table.

    3.0 Psionic Powers are a great deal more specificthan the 3.5 powers. For example, the ability to summonAstral Constructs included nine separate disciplines in3.0; these were folded into one in 3.5. The 3.0 chartsthus offer substantially more powers. As a rule, the 3.0chart should only be used with the 3.0 powers and the3.5 chart with the 3.5 powers.

    3.5 Psion Power Progression Power Points and Powers

    Daily Powers Max Daily Powers MaxLvl Power Known Lvl Lvl Power Known Lvl 1 2 3 1st 11 106 22 6th 2 6 5 1st 12 126 24 6th 3 11 7 2nd 13 147 25 7th 4 17 9 2nd 14 170 27 7th 5 25 11 3nd 15 195 28 8th 6 35 13 3rd 16 221 30 8th 7 46 15 4th 17 250 31 9th 8 58 17 4th 18 280 33 9th 9 72 19 5th 19 311 34 9th 10 88 21 5th 20 343 36 9th

    Wizard Spellcasting ProgressionSpells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L91 3/8 1/6 - - - - - - - -2 4/9 2/6 - - - - - - - -3 4/9 2/7 1/3 - - - - - - -4 4/10 3/7 2/4 - - - - - - -5 4/10 3/8 2/4 1/3 - - - - - -6 4/11 3/8 3/5 2/4 - - - - - -7 4/11 4/9 3/5 2/4 1/3 - - - - -8 4/12 4/9 3/6 3/5 2/4 - - - - -9 4/12 4/9 4/6 3/5 2/4 1/3 - - - -10 4/12 4/9 4/7 3/6 3/5 2/4 - - - -11 4/12 4/9 4/7 4/6 3/5 2/4 1/3 - - -12 4/12 4/9 4/7 4/6 3/6 3/5 2/4 - - -13 4/12 4/9 4/7 4/6 4/6 3/5 2/4 1/2 - -14 4/12 4/9 4/7 4/6 4/6 3/6 3/5 2/3 - -15 4/12 4/9 4/7 4/6 4/6 4/6 3/5 2/4 1/2 -16 4/12 4/9 4/7 4/6 4/6 4/6 3/5 3/4 2/3 -17 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 2/3 1/218 4/12 4/9 4/7 4/6 4/6 4/6 4/5 3/4 3/4 2/319 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 3/4 2/320 4/12 4/9 4/7 4/6 4/6 4/6 4/5 4/4 4/4 4/4

    Sorcerer Spellcasting Progression Spells gained per level/Spells known (if applicable)

    Lv L0 L1 L2 L3 L4 L5 L6 L7 L8 L91 5/4 3/2 - - - - - - - -2 6/5 4/2 - - - - - - - -3 6/5 5/3 - - - - - - - -4 6/6 6/3 3/1 - - - - - - -5 6/6 6/4 4/2 - - - - - - -6 6/7 6/4 5/2 3/1 - - - - - -7 6/7 6/5 6/3 4/2 - - - - - -8 6/8 6/5 6/3 5/2 3/1 - - - - -9 6/8 6/5 6/4 6/3 4/2 - - - - -10 6/9 6/5 6/4 6/3 5/2 3/1 - - - -11 6/9 6/5 6/5 6/4 6/3 4/2 - - - -12 6/9 6/5 6/5 6/4 6/3 5/2 3/1 - - -13 6/9 6/5 6/5 6/4 6/4 6/3 4/2 - - -14 6/9 6/5 6/5 6/4 6/4 6/3 5/2 3/1 - -15 6/9 6/5 6/5 6/4 6/4 6/4 6/3 4/2 - -16 6/9 6/5 6/5 6/4 6/4 6/4 6/3 5/2 3/1 -17 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 -18 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/2 3/119 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/220 6/9 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 6/3

  • Eclipse: The Codex Persona 15

    Corrupted andSpecialized Magic

    Corrupting or Specializing (page 22) magic levelsallows for a great deal of variation over and above thatinherent in mixing and matching limitations, levels,charts, and spell types. Either can be used to increasethe effective number of magic ranks purchased, to reducethe cost, or alter the number of spells granted by eachlevel. Some common modifications include:! Destructive. Your magic has dangerous and/ordestructive side effects, either environmental (usuallyCorrupted), on your friends (usually Specialized), orpersonal, such as insanity, progressive mania, damage, orspiritual corruption (usually Specialized).

    While this is a classic for evilmages (who dont care whathappens around them), a playercharacter struggling with theundesirable consequences ofpower can be very interesting.! Difficult. Your regain yourmagical energy slowly. This isusually Corrupted if it merelyrequires a week or two, orSpecialized if you have to useRite of Chi (page 42) or a similarability to get it back.

    This works well withcharacters who draw theirmagic from dangerous sources,steal it from mystical beings, ormust pay for it in some fashion. ! Elemental. Your magic isrestricted to an unusually narrowfield. While the four elements(Corrupted) or a single element(Specialized) are commonchoices, there are hundreds ofpossible fields.

    Almost too common to comment on, extremespecialization is usually better for dabblers than formagical experts.! Focused. You need some vulnerable external device touse your magic. This is Corrupted if the device issomething thats difficult to destroy or take away, suchas a sacred grove, temple, or series of tattoos on yourskin. Its Specialized if its easily taken away, such as astaff or wand, or if it attracts trouble, such as a hiddenhorde of treasure.

    Perhaps this is part of how dragons become sopowerful - and why it angers them so much to havesomething stolen from their hordes. Heh.! Granted. You deal with a single mystical entity on apersonal level, and may acquire only those abilitieswhich it decides to grant. This is Corrupted if it simplylimits your choices, but Specialized if you have to debate

    over your spells each day or if your patron keeps comingup with missions for you.

    This is a classic for clerics and for spellcasters whoare too impatient or greedy to actually study.! Mysticism. Your magic relies on building up creditwith various types of spirits, and so cannot use externalpower sources or batteries. This is usually Corrupted, butSpecialized if the spirits are unusually difficult to please(i.e., you have a slow or difficult recovery).

    This works well with Rune Magic (page 97),especially when combined with Mana (Specialized tocreate individual pools of favors with particularspirits, page 36) and Reflex Training (so that spiritscan cast instant defensive spells for you, page 40).! Ritualist. Your magic requires lengthy preparationsand many components. This is usually Specialized unlessnormal magic is not available in a campaign.

    The classic ritual summonercan command tremendous forcesif he or she can keep summonedcreatures around for a whilewith the Persistent metamagic(page 63), but is helpless ifcaught unprepared. ! Subsumption. You fuel yourmagic by draining power fromothers. This usually causesmental problems. This isCorrupted if you need stealpowers only to learn them (i.e.,to buy a power you must firstdefeat someone who has it) orSpecialized if someone must bedrained to regain your powers.

    Less drastically characterscan buy a progression to storebut not cast spells, making thema walking magical battery. ThisSpecialized power may requirebuying off some limitations suchas Components or Studies.! Unreliable. Your magic

    simply fails to work sometimes. This may require a dieroll each time a spell is cast or there may be conditionsthat block your abilities, such as being on holy ground,carrying metal, or targeting someone carrying cold iron.Corrupted or Specialized depending on the extent of thelimitation and how often it comes into play.

    For a very Specialized version of this try magicwhich only works on a particular set of targets. ! Wild. Your magic is unstable. It may be governed bynatural cycles, such as the phases of the moon, and thusbe reasonably predictable (Corrupted) or it may varyrandomly and/or have uncontrollable side effects(Specialized).

    Note that this is a LIMITATION. It never improvesyour powers beyond what youve actually paid for,although it certainly reduces them at times.

    It Slices! It Dices! It makes 31 varieties of Pancakes!

  • Eclipse: The Codex Persona16

    Control MechanismsWhile theres nothing wrong with a free-wheeling

    game that allows people to spend their CP on anythingthey want, its hard to run.

    Since Eclipse is designed for use in any setting, itoffers far more character options than will fit into anyone game world. Sadly, such flexibility, like any point-buy system, also allows many forms of character-designabuse. Players may want to indulge in truly grotesquemin-maxing, create incredibly powerful specialists, takepoints for irrelevant disadvantages (or even disguisedadvantages), build characters that don't fit into the gameworld, stack bonuses, and buy whatever they see as themost convenient, best, or most cost-effective abilitieswhether they make sense for the character or not.

    Unfortunately, any given option will be abusive insome worlds and with some GM's but not in or withothers. Trying to address this within the rules themselvesis a futile effort that simply creates more loopholes andendless special cases. Ergo, here are some ways tocustomize things for your particular world.

    ! Bloodlines. Many abilities can be learned, butothers require some innate mystical talent. If you're notborn with that special spark, such abilities are extremelydifficult (e.g., require a Wish, Miracle, great quest, majormystical experience, or divine aid) or even impossible toacquire. Players may pick a limited list of restrictedabilities for which their character has the necessaryspark during character creation.

    ! Ritual. Some abilities require specific rituals orodd technological means to acquire. The ingredients,places, times, and procedures to follow are all likely tobe more or less difficult to find or arrange. This method,like Secrets, below, has the side benefit of being a richsource of side-adventures.

    ! Secrets. The secrets of some abilities are guardedby ancient hermits, hidden orders, supernatural beings, orelder dragons, are buried in rare manuscripts, or are onlyto be found in distant and dangerous places.

    ! Training. Some talents require months or years ofexotic training, are very time-consuming to maintain, orhave other special, or mutually exclusive, requirements.No one can have more than a few of them. As a sidebenefit, this option can be used to keep characters busy,and spending money, between adventures.

    ! Development. Some abilities take months or yearsto develop, may be erratic at first, and may cost morepoints than usual. Characters list the abilities they wantand set aside points for them. The GM deducts pointsfrom that pool if and when he decides to make an abilityavailable, may only allow a partial ability at first, andmay deduct extra points for overly-useful abilities orcombinations.

    ! Approval. This simple - if intrusive - method hasthe GM approve only a limited number of specialabilities for each character. This is, of course, what mostmethods come down to in the end - but in this case werenot bothering with an in-game justification. This works,but its less satisfying for everyone.

    ! Framework. Characters must spend a minimumnumber of points per level in various fields. This wontkeep people from going for the best abilities, but itdoes force them to be tolerably well-rounded, cuts downon the number of special talents any one of them canhave, and helps maintain the idea that theyre learningfrom experience rather than picking from a menu. Abasic Adventurer framework is shown below. Whileminor exceptions may be allowed, and points from bonusfeats and disadvantages are not subject to the templatelimits, it should be suitable for most d20 settings.

    Adventurer FrameworkPer-Level Point Expenditure Restrictions

    Ability Minimum MaximumHit Die 0* NoneSkill Points 2* 12Saving Throws 3* 12Special Abilities 0 12Warcraft 3+ 12Magic Levels 0 18

    Extra Spells 0 4

    *More is usually a good idea+This translates to a minimum BAB of (Level/2).

    Most characters should be allowed to round down to thenearest 6.

    Special Abilities. Individual Game Masters maymake exceptions for heavily ability-dependentcharacters, such as Monks, but dont count on it.Adventurers may not invest more than (level+2) x 6 CPin any one chain of linked special abilities OR have morethan (level+1) abilities from any one such chain. Theycannot add more than two links to such a chain per level.

    Proficiencies. Characters may spend as many CP asthey wish on Proficiencies. As a practical matter, theyare expected to learn at least four weapons; almostanyone should be able to pick up a club, crossbow,dagger, or staff and use it immediately. In fact, mostadventurers should be able to use all simple weapons.

    Magic Levels. No points need be spent here, butcharacters cannot gain more than two levels in any onemagic progression per character level. Similarly, theymay not buy more than 4 extra spells per character level.

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    Slight modifications to the basic framework canadapt it to particular campaigns. For example, in amodern espionage setting characters are presumablyquite skilled, but cant have any mystical abilitiesbeyond trivial psychic powers. Ergo:

    Modern EspionageFramework: Minimum6 CP per level spent onskills, maximum of 2 CPper level spent onmystical abilities.

    In a setting where allthe characters are a parto f a m e r c e n a r ycompany, one mightreasonably require:

    Elite MercenaryFramework: Minimumof 2 CP per level spenton buying larger hitdice, minimum of 4 CPspent on skills per level,maximum magic levelof (character level - 3).This will keep thecharacters reasonablytough, but drasticallylimits their spellcasting.

    Per-Level CP ModifiersIf applied to a character, these modifiers add or

    subtract the listed CP value at every level, starting atlevel 1. Modifiers linked to a particular ability (such asVery Limited Spell List) require the character to invest asubstantial number of points in that ability; 3 per level isgood minimum. Thats nearly 3 full levels at level 20!

    Dabbler. (-2) A character with Dabbler either has noclass description or insists on taking abilities outside ofthat theme. This penalty applies to each level until saidcharacter takes out time (several months) to retrain.GMO as to whether this or the 10% XP penalty applies.

    Duties. (+2) A character with Duties has extensiveobligations. These restrict his or her time and freedom ofaction, as well as draining his or her resources, but alsomean getting a lot of practice or extra training. Thistypically includes Druids, Clerics, and Paladins. Ignoringyour duties brings on various penalties. Strangely, thiscontinues until the GM feels you have enough penaltiesto equal the points you got from Duties.

    Fast Learner. (+1) Actually purchased as a feat for 6CP, this ability grants extra CP as the character rises inlevel. Specialized versions are available and encouraged.No one may take Fast Learner more than once unless itsbeen built into a template, race, or class by the Game

    Master. For example,wizards have FastLearner Specializedin acquiring newspells each level.This doubles the CPoutput; each spellcosts 1 CP, sowizards gain 2 spellsper level.

    The Game Mastershould keep a carefuleye on Fast Learner;it is very easilyabused.

    Restrictions. (+1)A character withrestrictions has majorlimitations on the useof some ability ortype of equipment.He or she may never(ever!) acquire or usesuch talents withoutmajor penalties. Forexample, Witch-Hunters never castspells except to fix

    the problems caused by other magic on pain of losingmost of their abilities.

    The point bonus is per category which applies. Acharacter only gains the bonus points for restrictions onthings that would obviously useful to him or her.Common restrictions include wearing no armor, using noweapons, using no magic or psionics, or skill-relatedfeats. A good explanation is in order. Why is thecharacter restricted in this way?

    Untrained. (-6) This character has not been trained asan adventurer, is hopelessly untalented, or simply isn'tinterested. This modifier goes away - and the charactergets to spend those CP - when he or she gets trained,starts to take an interest, or finds a talent (if any).

    Very Limited Spell List. (+.5) The character's spelllists are unusually specialized, or otherwise restricted,for his or her magic style and class. The Paladin doesntreceive this, because his or her spell list covers nearlyanything he or she might want to do and even offerssome unique and powerful spells. Rangers, on the otherhand, dont have nearly the versatility they arguablyshould get, so they receive this small bonus.

    You want to add what? Dont you think its just a bit late for that? Youre down to 18 CP!

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    NPC Levels

    How many levels should NPCs get? If it matters, werecommend the following chart for non-adventuringNPCs and for those for whom adventures are therare exception, not the rule.

    ! Level 1 for being a mature adult! +1 per age category (middle-aged, old, and venerable)! +1/2/3/4/5/6/7/8 for raising at least 1/2/4/8/16/32/64/

    128 or more children to adulthood. Max! +1 per social or guild rank climbed +4! +1 for being knighted or publicly honored +2! +1 for being ennobled or getting a major post +2! +2 for being or becoming a ruler +4! +2 for being worshiped as a god +2! +2 for actually becoming a god +2

    While the rules are exactly the same for adventurersand non-adventurers, or for NPCs and PCs, most non-adventurers invest their CP in things they actually use alot rather than in anything the players or Game Masterare likely to care about, or even notice.

    Monster levels, of course, are whatever fits the storyand the needs of the Game Master.

    Once-Off CP BonusesThese apply only once, although the CP bonus is

    permanent unless the character chooses to buy off adisadvantage.

    Package Deals. Some groups offer a set (usually 6-12CP worth) of abilities to anyone who joins up - and takeson their enemies and problems. This is a GM bribe to getcharacters to take on particular roles and obligations inthe setting. If theyre available, go ahead and take one;youll be playing in the setting anyway.

    Retraining. This allows a character to regain CP lostdue to being Untrained or changing classes. It may alsobe used to eliminate limitations and Disadvantages, butcharacter must pay off the bonus points derived fromthem first. Retraining usually requires 2d6 months and anin-game explanation of who, how, and where.

    Unique Training. Popular with high-level characters,this can come from ancient masters, divine or infernaltutors, or simply spending six months disguised as asmith. It adds +1d6 CP, up to a maximum of +(2 xIntelligence) CP over a character's lifetime. Of course,only the GM may decide what qualifies as uniquetraining.

    Disadvantages. Each character may take 1/2/3 dis-advantages, for a total of +3/+6/+10 CP when thecharacter is designed. Characters may not take more thanthree disadvantages. While this is not strictly reasonable- it would make more sense to have fewer CP since theymust deal with their disability - its more fun this way.Most ordinary character disadvantages can be found onthe list below. If someone wants to get really creative, letthem. Its only three or four points.

    Disadvantages List

    All disadvantages are subject to a general rule: if itdoesn't cause you significant problems, then its not adisadvantage, and is worth no points.

    Accursed. The universe is out to get you. This coversliteral curses, such as dooming those you love, terriblefates, bleeding fire instead of blood, or uncontrollablelycanthropy, as well as lesser, persistent annoyances. Thelatter might include being a preferred target for attacks(you count as two people if random targeting is used),unpleasant disabilities such as epilepsy, allergies and soon. Your curse can be lifted, but it requires a great dealof work or truly major magic.

    Aged. You didn't take up adventuring until late inlife. You are middle-aged or older and may, at the optionof the GM, have an extra level or two with the pointsassigned to abilities of little use in adventuring - givingyou a starting edge at the cost of a long-term penalty.

    Blocked. You cannot use some type of ability towhich you'd normally have access. This is commonly amagical school, but this may include racial abilities orclass abilities in games which use classes.

    Broke. You start with only a third of the usual cashand equipment you would be entitled to by your level.You may have continuing money problems as well if youadd Obligations, Compulsive, or a similar flaw.

    Compulsive. You have some particular mania orcode of conduct which influences everything you do.Likely compulsions include the classic manias (likePyro- or Klepto-), an overwhelming love or hatred,greed, dedication to some peculiar goal, truthfulness,extravagant spending, or even virtue. Codes includethings like Hippocratic Oaths or Chivalry. Charactersthat ignore their compulsions take a 20% experiencepenalty.

    Dependent. There is something you just have to haveto function effectively. You could be addicted to a drug,rely on a special talisman, require constant support andencouragement, or simply be so confused that you needsomeone to tell you what to do. Unless theres a specificeffect involved this defaults to a -3 penalty on your rolls.

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    Foolish. You dont learn as quickly as usual, and sotake a 20% experience point penalty. This isn't, however,cumulative with the usual penalty for multiclassing.

    Frail. You must make a (DC 18) Fortitude save aftercasting a spell of level 3+ or fighting for three rounds.On a failure you take 1d6 points of nonlethal damage andbecome staggered for 1d4 rounds. The GM may allowthis to be limited to spellcasting OR combat, but thisincreases the save DC to 23.

    Hallucinations, Flashbacks, and Visions. Yourversion of reality doesn't always agree with that of thoseabout you. While this is common enough with respect todetails, in your case it may extend to things like whetherits daytime. More commonly, and most dangerously,you may simply see a distorted version of what everyoneelse sees. This is up to the GM, but the occasional Willsave (DC 18) is suggested, or you may react in aradically different manner than those about you.

    Healing Resistant. You get only half the benefit ofCure Wounds or Heal spells. Additionally, Neutralizeand Remove spells grant you a save to throw offwhichever effect they are targeting, but arent automatic.This does have an upside; the relevant Inflict Wounds,Harm, Contagion, Poison, and Blindness/Deafness spellsare similarly reduced in effectiveness, allowing an extrasave or halving the effect.

    History. The player has a few pages of notes for theGM about the character's history, personality, and goals.This should include some mention of friends and family,old enemies or allies, and where the character got his orher training or equipment. The GM should to allow theplayer several sessions to come up with it all.

    Hunted. Someones out to get you. You may be anoutlaw, have personal enemies, or have been marked bysome mystical entity. The nature of your foes should bedecided in consultation with the GM. As a rule, youcannot simply confront your hunters and fight it out withthem. They're either numerous, powerful, or secretive.

    Illiterate. An Illiterate character either cannot read orwrite one language or all of the languages he or sheknows. This disadvantage has a flat cost and does notrefer back to the starting disadvantages price table. Thecharacter gains +1 CP for the lone language version or+2 CP for all languages. As a side note, this doesntcount against the maximum disadvantage limit, since itsonly here to be consistent with the standard barbarianlisting. In some settings the Game Master may choose tomake illiteracy the default for most characters.

    Incompetent. You suffer from a -5 modifier on oneGM-selected skill, or a -3 modifier on a group ofrelated skills (e.g., anything high-tech).

    Inept (select Int, Wis, Chr, or Dex). You suffer froma -2 modifier on all skills linked to the chosen attribute.

    Insane. Youre out of your mind. This is usuallylimited to particular situations or subjects, leaving yousane enough most of the time, but when that triggercomes up you become completely irrational. This mostcommonly shows up as phobias (darkness or a class ofcreature are favorites), but there are innumerable ways togo a little off your rocker.

    Irreverent. You are fundamentally unable to acceptthe divinity of gods. You recognize their might andmay even see one as a patron, but worship just isn't a partof your nature; they're just really powerful people to you.While gods generally forego directly smiting you, noneof them will grant you divine magic and many clericshave a problem with you.

    Obligations. You have responsibilities which you cannot easily discharge. You may have dependents, debts, ageas, massive tithes, oaths to fulfill, a job which youcannot readily leave, be sworn to the service of a lord orruler, or just have friends who need looking after. This isa wonderful way to get dragged into adventures.

    Outcast. You are socially unacceptable in a large areaor with a large and important group. You might be notedas an oathbreaker, an untouchable, a kinslayer, or anex-slave, belong to a despised ethnic group, believe in aheretical faith, or simply have numerous obnoxioushabits. In any case, a sizable segment of the people in thecampaign setting will have nothing to do with you.

    Poor Reputation. Youre widely and unfavorablyknown. This results in a -6 penalty on friendly socialskill and Charisma rolls throughout a major portion ofthe setting. This may be combined with Outcast, inwhich case there's not much use in trying to talk toanybody. Even your companions will suffer penalties if itbecomes known that they associate with you.

    Recorder. The player keeps records, and ensures thatthe GM gets a copy. Acceptable forms are up to the GM,but common variants include character diaries, letters,campaign logs, and keeping a list of NPC's.

    Secret. There is something buried in your past whichyou must keep hidden. Your dark secret may range fromyour unpopular ancestry to being a mass murderer, butbad things happen if it is revealed (i.e., you will get twoshiny new disadvantages). Characters most commonlyget two from: Hunted, Outcast, Poor Reputation, orValuable, but things like Accursed, Insane, Obligations,or Unluck may fit in some cases.

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    Showman. Youc o m p u l s i v e l yposture, show off,gloat, and brag -giving away yourplans and wastingt i m e e v e n i ncombat. You take a -3 Initiative penalty,while others get a+3 bonus on anychecks that involvefinding out whatyou're planning todo or are doing atthe moment.

    Slow. You suffera -2 Ini t ia t ivepenalty and a -10feet per roundpenalty to your basemovement rate, andcannot buy featswh i c h i mp r o v eeither of these.

    Stigmata. You have some injury which either cannotbe healed or has healed badly. It is both painful andinconvenient. You must make a DC 24 Fortitude save atthe start of each session; if you fail you take a -1 moralepenalty on saving throws for the duration of the session.

    Unarmoured. You refuse to use armor for somereason. Characters who already suffer major penalties forwearing armor can't take this disadvantage.

    Uncivilized. You do not fit into anything beyond asmall tribe. Complex social situations, the sheer scale ofcities and towns, and business and banking schemes(among other things) are all beyond your grasp. Youstick out like a sore thumb in civilized areas and greatlyprefer to stick with items, foods, and customs typical ofyour tribe. You start off with little or no access toadvanced equipment or techniques for the setting, andoften take a -4 penalty when dealing with civilizedsocieties or technologies.

    Unluck. Your life just keeps going wrong. You willbe afflicted with many small miseries that have no gamemechanic (the GM gets to screw with you). You alwaysfail on a d20 roll of 2, regardless of how large yourbonuses are, just as if you had rolled a natural 1.

    Untrustworthy. You're hopelessly shifty, have an oddaura, or just give the impression that you're guilty or upto something all the time. As a rule, nobody will takeyour word for anything, the local city guards tend to

    blame anything that happens in the vicinity on you, andyou'll have to pay in advance most of the time. Do nottry to be the party spokesman. It just wont work out.

    Valuable. You are worth a lot of money. This usuallymeans that there's a reward out on you, but it may meanthat you will bring a vast price on the slave market, havesome mystic quality about you which makes youpriceless to a mage, or, for truly exotic character races,that your body parts are extremely valuable.

    Vows. While closely related to Compulsive, Vowsare generally more restrictive. They're also far moredangerous; those who fail to live up to their vows facesome form of retribution. On the other hand, they alsoget some support; characters gain a +/- 3 bonus (asneeded) against attempts to make them break their vows.

    Disadvantages are potentially far more trouble thantheyre worth. The GM shouldn't overstress them.They're most valuable to the game when used as a sourceof convenient plot hooks. Disadvantages may be boughtoff with CP if the GM agrees. Doing so withoutexplanation costs twice the CP value. Doing so with agood in-game explanation (training or building up a newreputation) costs CP equal to the value. Doing sothrough some major in-game quest or epic adventurecosts nothing. In any case, the GM must be consultedand must agree to any such changes. Disadvantageswhich are integral to the character, or have becomemajor plot elements, normally cannot be removed.

    The eternal dilemma: healthy baby versus extra CP. Heh.

  • Eclipse: The Codex Persona 21

    Chapter 2: Special Abilities

  • Eclipse: The Codex Persona22

    Ability ModifiersAbility modifiers cover the variations. Can it only be

    used when the character has an audience? Then itsprobably Specialized. Does it cause a single point ofattribute damage? Then its probably Corrupted. Whileability modifiers are usually applied only to specialabilities, characters can have them on basic abilities. Thiscommonly crops up in special saving throw bonusesagainst particular attacks, in attack bonuses usable onlyagainst certain creatures, or in magic levels with severerestrictions (see page 15).

    Corrupted. A Corrupted feat or ability is either morelimited than usual or comes with some sort of downside.The effect of such a feat or ability is increased by 50% orit costs only 2/3 the normal price.

    For example, Ulric wants to buy Alchemical HedgeMagic using the Paladin/Ranger chart and analchemically-based spell list.

    Alchemical Hedge Magician Spell List

    L0: Brew (makes instant tea), Detect Poison, Flare,Glue (sticks things together), Identify Herb (obvious),Phosphorescence (light), Smoke Cloud (makes a bigpuff of smoke) and Spray (sprays a vial of something ona nearby target).

    L1: Bless (or Curse) Water, Cure Light Wounds,Distillation (doubles the effect of a standard alchemicalcompound for 2 XP), Entangle, Fastburn (turns aburning object into a small explosion), Magic Weapon,Obscuring Mist and Resist Energy.

    L2: Alchemic Mist (turns a vial of something into asmall cloud), Blindness/Deafness, Delay Poison, FireTrap, Glitterdust, Acid Arrow, Pyrotechnics and SoftenEarth and Stone.

    L3: Antitoxin (Neutralize Poison), Cure ModerateWounds, Dispel Magic, Ectoplasm (ShadowConjuration), Haste, Magic Circle (immobile but affectsall alignments), The Naming of Names (attempts tocontrol someone by invoking their true name. Nothing todo with alchemy, but its a basic component of magic inthe campaign, so OK), and Poison (can produce varioustoxins, not just Con poison).

    L4: Break Enchantment, Hold Monster, RustingGrasp, Protoplasmic Salve (cures only 3d6 damage andtakes several minute to cast, otherwise as per Heal),Stoneskin, Touch of Alkahest (as per Disintegrate, but

    requires a touch attack since it has no range, resistanceto acid applies, the damage is distributed over severalrounds, it can be stopped by washing it off or applying abase, and its capped at 30d6. It may be pushing it, butthe GM allows it), and Vital Elixir (a combined versionof Bulls Strength, Bears Endurance, and Cats Grace;OK at level four).

    Like a Paladin or Rangers spell list, these spells areavailable to any alchemical hedge mage, but must beprepared in advance.

    Ulric wants to Corrupt the list, increasing hiseffective level in the progression by 50%, by makingcasting his spells require an Alchemy skill check at a DCof [(Spell Level +1) x 5] and an alchemical lab toprepare since they all revolve around tossing alchemicalcompounds around. Fair enough.

    Specialized. The ability is only usable in a verylimited situation or is otherwise severely restricted. Thiseither doubles the effect or halves the cost. This mayoften be applied to feats which require substantialpsychic energy to function or need extra preparation.! An ability that normally requires a specific situation orother Specialization cant be cheated. If a character buysall of his or her special attacks and abilities for theweapon he or she uses all the time, this isnt much of aflaw unless the Game Master then makes a point oftaking away that weapon occasionally. Characters maycome in for an ECL penalty if they specialize too much,as per Keeping characters under control, page 163. ! Many abilities note that they apply only in certaincircumstances or special situations. If you want toSpecialize or Corrupt these, youre going to have to limitthem even further.

    Ulric wants to make his alchemy cheaper. He wantsto Specialize it by reducing the number of spells he canrecover per day to 1d6 levels of spells (level zero spellscount as a spell level) per two hours of work with atrunkful of alchemical equipment. Thats fairlyreasonable and his spell list doesnt seem likely to breakthe game. Still, the GM warns the player that, if this doesturn out to be a problem, he may run short on some rareor expensive alchemical catalyst and so find it harder torenew his spells.

    Bonus Uses (+6 CP). Bonus Uses increases thenumber of times the user may indulge in a times-per-day(or other appropriate period) ability by +4. At GMO, thecharacter may add a relevant attribute modifier to thenumber of uses instead. Bonus Uses may be purchasedrepeatedly.! With the GMs permission, you may add more uses at+1/2/3/4 uses for 2/3/5/6 additional CPs.

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    Basic AbilitiesReading the Entries. Now and then youll see entries

    like this: This costs +6/12/18 CP for spells of level 1-6/7-8/9. What does this mean? It means the entry has avariable cost depending on how powerful an effect youbuy. In the above example, the extra cost for buying aspell from level 1 through 6 is 6 character points. Thisrises to 12 character points for spell of levels 7 and 8, or18 points for level 9 spells. Just count the slashes iftheres any question.

    Some talents grant multiple abilities. Abilities listedwith a (+) sign next to the CP cost require the basicability (i.e., the first one named).

    Most of these abilitiesare extraordinary. As arule, only those whichgrant actual magicalpowers are spell-like orsupernatural. This doesntmean that you cant turnthem into supernaturalpowers by corrupting them,but this isnt reallyrecommended: sooner orlater someone will use amajor antimagic effect. Ifword gets out, and acharacter used this flaw toomuch, theyll becomeunplayable. Certainly noevil mastermind would gowithout a way to countersome over-enchanted heroor heroine!

    Moreover, characters(and often players) havefew ways of discoveringwhether an ability issupernatural or not, exceptby trial and error. If thecharacters neither know nor care about their ownabilities, why worry about it?

    Ability Focus (3 or 6 CP). You add +2 to the DC ofresisting one of your specific abilities, such as a breathweapon, special ability, particular spell, or specificpoison. At 6 CP this may be expanded to a particularschool, technique, descriptor, domain, or path of magic,a small group of innate magical abilities, or anothermodest group of abilities. ! For double the base cost (+3 or +6 CP) the DC of theability or abilities in question may be increased by +4.! You may take this ability multiple times. Each time, itaffects another ability.

    Acrobatics (6 CP). Acrobatics allows you to combineseveral physical stunts into one roll. An example mightbe, I flip over the railing, grab the chandelier, swingacross the room, tumble out the window, and land on myhorse! This would require one roll, at the highest DCincurred by any single action. You may thus evade somechecks; in the example above the character wouldntneed to make any Jump checks because the Tumblecheck has the highest DC involved.! Light Foot (+6 CP) allows combining an impracticalmaneuver with normal movement, such as running onwalls or turning in midair while jumping.

    Action Hero (6 CP). You gain (2 + level) ActionPoints each time you gain a level and may accumulate a

    pool of up to (2 x level +10) Action Points at anyone time. Characters mustselect one of the optionsbelow to spend ActionPoints on each time theypurchase Action Hero.

    For each additional+2 CP you gain one extraAP per level and +2 to them a x i m u m y o u c a naccumulate in your pool. Ifyou want to fuel otherabilities with AP, they cannormally be purchased asSpecialized.! Heroism allows you tospend one Action Point perround to improve a singlecharacter-action roll (NOTa hit point or othercharacter developmentcheck) by 1d6. At level 8+roll 2d6 and apply the bestone, at 15+ roll 3d6 andapply the best one, and at22+ roll 4d6 and apply thebest one. Totaled multiple-

    die rolls, such as the damage from a Fireball or a high-level rogues Sneak Attack, may add the total instead ofkeeping only the best die. An Action Point may be spenton Heroism after the roll is made, but must be spentbefore the Game Master announces the result. ActionPoints cannot be used if youre Taking 10 or Taking20.

    For +3 CP you may roll d8's instead of d6's. For afurther +3 CP you may roll d10's instead of d8's. Foranother +6 CP, you may spend two action points perround if you want to. Finally, for +6 CP more, you mayspend one AP per day without having to reduce yourreserve. This last option is NOT usable with any of theother expenditure options.

    Why, yes, I am a Hero! How could you tell?

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    ! Stunt temporarily enhances your current abilities by atotal of +6 CP. Constant-effect abilities purchased in thisfashion work for one minute. Other abilities last for oneround. In any case, the extra CP can only be used toenhance abilities related to your current talents and mustbe approved by the Game Master. They may, however,exceed the normal purchase limits. Stunts may beCorrupted or Specialized under the usual rules.

    Popular uses of this ability include taking an extraStandard Action (Reflex Training), gaining an extra useof any uses-per-time period ability (Bonus Uses), orautomatically stabilizing your condition (Grant of Aid).Taking 20 when this is not normally allowed (Luck),making a mighty effort (Hysteria), instantly refreshing aspell slot (Invocation), or throwing off mentalinfluences (Immunity; the influence is gone for good ifthe power in question has a specified duration, butcomes back after a minute if its permanent) are alsopopular.! Crafting lets a character with the appropriate skills andabilities expend Action Points in lieu of the time and XPthat would normally be required to complete a project;the user is simply presumed to have been working onit. In general, it costs 1 AP to complete a minor project,such as forging a masterwork dagger, scribing a coupleof ordinary scrolls, or brewing a couple of potions.Notable projects, such as a wand, cost 3. Impressiveprojects, such as building a small boat or a minorpermanent enchantment, cost 6. Major projects, such asbuilding a private tower in the woods, enchantingmidrange permanent items, or making a lesser magicalstaff, cost 10. Huge projects, such as enchanting a ship,creating a powerful permanent item, or making a majormagical staff, cost 15. Finally, Grandiose projects, suchas creating an epic item or building a fortification, cost21.

    Crafting is useful in games which dont allow a lot ofdowntime for would-be crafters and enchanters to workin. Without it they may never get to use the abilitiestheyve purchased. The Game Master is entitled to someadvance notice of any project worth 10 AP or more.! Invention lets a character expend Action Points todevelop new technologies, jury-rig equipment, createnew spells, o