Isa Worldsoul (Niflheim)
This becomes your mandatory vocation you choose during character creation and begins with one point. Your score with this Vocation determines your Tier level and capabilities. You have the abilities of your tier and those lower than it.
Tier 1: Energy Suppression: You are able to take any form of kinetic energy and convert it into potential energy. This essentially means that you can completely quickly dissipate the force used to move or power an object or organism causing it's motion to be interupted and impact lessened. To do this, make a worldsoul check against the CL set by the GM. If you succeed, the motion is interuppted. This can be used to soften falls, prevent attacks, trip enemies, smuffle fires, etc. You can also activate use this immediately at the start of combat. At the start of combat, you may choose a target and make a worldsoul check. Every success you get moves the target down one space in the initiative order. You can use this ability on a number of targets equal your Tier Level. Tier 2: Nuetralize Worldsoul: You may temporarily nuetralize a creauture's worldsoul abilities or objects worldsoul connection by making a worldsoul check against a target you are touching. If you succeed, any action they were in the middle of performing is interupted and for as long as you are touching the target it's worldsoul score and tier level is reduced by an amount equal to you tier level. If their score is is reduced to 0 or lower, the target may not use that vocation or vocational skills including combat skills listed under that vocation until the ability ends. Tier 3: Mists of Niflheim: You may choose to eminate an aura that flash cools the surrounding area, causing all liquids to freeze, all sources of heat to be diminished, ice to form on surfaces, and a thick mist to fill the air. While in the mist, all creatures except you recieve a -1 to REF, and are blinded by the mist. You may end the effect at any time. The effect last until you choose to end it or fall unconcious. Energy Suppression II: You are able to take any form of kinetic energy and convert it into potential energy. This essentially means that you can completely quickly dissipate the force used to move or power an object or organism causing it's motion to be interupted and impact lessened. To do this, make a worldsoul check against the CL set by the GM. If you succeed, the motion is interuppted. This can be used to soften falls, prevent attacks, trip enemies, smuffle fires, etc. You can also activate use this immediately at the start of combat. At the start of combat, you may choose a target and make a worldsoul check. Every success you get moves the target down one space in the initiative order. You can use this ability on a number of targets equal your Tier Level. You may also cause the energy you dissipate to burst and deal damage as part of the same action. When you succeed a worldsoul check to supress energy, you may choose a target within Ranged, Melee, or Close Combat distance. That target must make a combat roll to defend against your initial worldsoul check. Victory levels are then calculated as normal. The blast does 2d6 damage + your worldsoul score + applicable proficiencies. If there is another creature within close combat range of the target, including you, that creaure automatically receives the damage rolled as well. Tier 4: Nuetralize Worldsoul II: You may temporarily nuetralize a creauture's worldsoul abilities or objects worldsoul connection by making a worldsoul check against a target you can see or touch. You have advantage on the target if you are touching it. If you succeed, any action they were in the middle of performing is interupted and for as long as you are influencing the target it may not use that vocation or vocational skills including combat skills listed under that vocation until the ability ends. The target will make attempts to resist you repeatedly and you must succeed the check again to maintain influence. You may choose to inflict 1d6 damage on the target every time you succeed the check. Mists of Niflheim II: You may choose to eminate an aura that flash cools the surrounding area, causing all liquids to freeze, all sources of heat to be diminished, ice to form on surfaces, and a thick mist to fill the air. While in the mist, all creatures except you recieve a -2 to REF, and are blinded by the mist. Every creature except you that begins it's turn in the mist takes 1d6 damage. You may end the effect at any time. The effect last until you choose to end it or fall unconcious.
Tier 1: Energy Suppression: You are able to take any form of kinetic energy and convert it into potential energy. This essentially means that you can completely quickly dissipate the force used to move or power an object or organism causing it's motion to be interupted and impact lessened. To do this, make a worldsoul check against the CL set by the GM. If you succeed, the motion is interuppted. This can be used to soften falls, prevent attacks, trip enemies, smuffle fires, etc. You can also activate use this immediately at the start of combat. At the start of combat, you may choose a target and make a worldsoul check. Every success you get moves the target down one space in the initiative order. You can use this ability on a number of targets equal your Tier Level. Tier 2: Nuetralize Worldsoul: You may temporarily nuetralize a creauture's worldsoul abilities or objects worldsoul connection by making a worldsoul check against a target you are touching. If you succeed, any action they were in the middle of performing is interupted and for as long as you are touching the target it's worldsoul score and tier level is reduced by an amount equal to you tier level. If their score is is reduced to 0 or lower, the target may not use that vocation or vocational skills including combat skills listed under that vocation until the ability ends. Tier 3: Mists of Niflheim: You may choose to eminate an aura that flash cools the surrounding area, causing all liquids to freeze, all sources of heat to be diminished, ice to form on surfaces, and a thick mist to fill the air. While in the mist, all creatures except you recieve a -1 to REF, and are blinded by the mist. You may end the effect at any time. The effect last until you choose to end it or fall unconcious. Energy Suppression II: You are able to take any form of kinetic energy and convert it into potential energy. This essentially means that you can completely quickly dissipate the force used to move or power an object or organism causing it's motion to be interupted and impact lessened. To do this, make a worldsoul check against the CL set by the GM. If you succeed, the motion is interuppted. This can be used to soften falls, prevent attacks, trip enemies, smuffle fires, etc. You can also activate use this immediately at the start of combat. At the start of combat, you may choose a target and make a worldsoul check. Every success you get moves the target down one space in the initiative order. You can use this ability on a number of targets equal your Tier Level. You may also cause the energy you dissipate to burst and deal damage as part of the same action. When you succeed a worldsoul check to supress energy, you may choose a target within Ranged, Melee, or Close Combat distance. That target must make a combat roll to defend against your initial worldsoul check. Victory levels are then calculated as normal. The blast does 2d6 damage + your worldsoul score + applicable proficiencies. If there is another creature within close combat range of the target, including you, that creaure automatically receives the damage rolled as well. Tier 4: Nuetralize Worldsoul II: You may temporarily nuetralize a creauture's worldsoul abilities or objects worldsoul connection by making a worldsoul check against a target you can see or touch. You have advantage on the target if you are touching it. If you succeed, any action they were in the middle of performing is interupted and for as long as you are influencing the target it may not use that vocation or vocational skills including combat skills listed under that vocation until the ability ends. The target will make attempts to resist you repeatedly and you must succeed the check again to maintain influence. You may choose to inflict 1d6 damage on the target every time you succeed the check. Mists of Niflheim II: You may choose to eminate an aura that flash cools the surrounding area, causing all liquids to freeze, all sources of heat to be diminished, ice to form on surfaces, and a thick mist to fill the air. While in the mist, all creatures except you recieve a -2 to REF, and are blinded by the mist. Every creature except you that begins it's turn in the mist takes 1d6 damage. You may end the effect at any time. The effect last until you choose to end it or fall unconcious.
Combat Applicable Skills:
Energy Suppression
Nuetralize Worldsoul
Mists of Niflheim
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