T h eAE   t h e r i u mS a g a



Art by: Joshua W. Murcray & Meta AI

Skills


What are Skills?


A Skill represents a specific knowledge, and an individual's level of proficiency in a skill demonstrates a focus on that aspect.

Is a character muscle-bound and insightful?

Brilliant and charming?

Nimble and hardy?

Skill scores define these qualities-a being's assets as well as weaknesses.


CHARISMA | CONSTITUTION | DEXTERITY | ENERGY | FIGHTING | INTELLIGENCE | REFLEXES | SPEED | STAMINA | STRENGTH | WISDOM


CHARISMA (CHA)
LEVEL POINTS
[Modifiers]
DESCRIPTION
Inanimate 0 [-7]
  • You exist in an expressionless state of insentience, possessing no awareness of yourself.
  • You are unable to consciously interact with your environment and easily blend into the background, going unnoticed most of the time.
  • You also could be dead.
  • Unintelligible 1 [-6]
  • You are barely conscious and act strangely or alien.
  • Your presence unsettles those around you, and your lack of social awareness makes meaningful interaction almost impossible.
  • Unimaginative 2 [-5]
  • You lack independent thought and rely heavily on instincts or orders.
  • Others may see you as dull, robotic, or incapable of forming original opinions.
  • Socially Inept 3 [-4]
  • You struggle to see people as more than objects or obstacles.
  • Your awkwardness or lack of tact makes others uncomfortable in conversation.
  • Brutish 4 [-3]
  • You are either painfully blunt, rude, or simply uninteresting.
  • Conversations with you feel forced or off-putting.
  • Boring 5 [-2]
  • You have basic social competence but are clumsy in conversations.
  • Others may find you forgettable, dull, or simply "there".
  • Wallflower 6 [-1]
  • You are capable of polite conversation but rarely stand out.
  • People might overlook you in group settings.
  • Average 7 [+0]
  • You can hold a normal conversation and engage with people without issue.
  • Well-Spoken 8 [+1]
  • You have a way with words and can navigate social situations with confidence.
  • Personable 9 [+1]
  • People generally find you pleasant to talk to.
  • Natural Charm 10 [+1]
  • You are either naturally charismatic or infamous.
  • Persuasive 11 [+2]
  • You handle debates well, and people recognize you in social circles.
  • Physical Aura 12 [+2]
  • Your presence is instantly likable or noticeable in groups.
  • Magnetic 13 [+2]
  • Others gravitate toward you, whether due to charm, confidence, or mystery.
  • Enhanced 14 [+3]
  • Your appeal is amplified by supernatural, technological, or cosmic influences.
  • Otherworldly 15 [+3]
  • This could manifest as an otherworldly beauty, hypnotic voice, or unnerving presence.
  • Memorable 16 [+3]
  • You are the type of person others admire, fear, or aspire to be.
  • Impressionable 17 [+4]
  • Your words and actions leave lasting impressions.
  • Influential 18 [+4]
  • You can sway entire groups through sheer force of personality.
  • Commanding 19 [+4]
  • People instinctively listen when you speak.
  • Beloved 20 [+5]
  • Your renown makes you a natural leader, icon, or feared tyrant.
  • Revered 21 [+5]
  • Crowds follow your lead without question.
  • Unforgettable 22 [+6]
  • Few people forget you, even after brief encounters.
  • Dominant 23 [+6]
  • You can captivate, manipulate, or terrify others with minimal effort.
  • Captivating 24 [+7]
  • People are drawn to you as if by supernatural force.
  • Irresistible 25 [+7]
  • Most individuals struggle to resist your words, appearance, or commands.
  • Mesmerizing 26 [+8]
  • Your presence dominates any space you enter.
  • Imperious 27 [+8]
  • People instinctively follow or obey you, even against their own will.
  • Sublime 28 [+9]
  • Your charisma rivals gods and legendary figures.
  • Transcendent 29 [+9]
  • Your mere presence can shape events, alter beliefs, and inspire undying loyalty.
  • Divine 30 [+10]
  • Your essence is beyond mortal comprehension.
  • Your will reshapes reality, and your presence invokes overwhelming awe, emotion, or insanity.

  • Sub-Categories
    Deception
    (DCP)
  • Lying, Trickery, Misdirection
  • Novice
    (NVC)
  • You struggle to tell convincing lies and are easily caught.
  • Copper Initiate
    (CPI)
  • You can tell small lies, but larger deceptions fall apart.
  • Tantalum Disciple
    (TND)
  • You lie well but slip under scrutiny.
  • Jade Warden
    (JDW)
  • You can spin believable lies and trick the average person.
  • Gold Seeker
    (GSK)
  • You deceive professionals, con artists, and law enforcement.
  • Gold Champion
    (GCH)
  • You can falsify entire identities and leave no trace.
  • Amber Lord
    (AmL)
  • You create complex webs of deception that few can unravel.
  • Sapphire Sage
    (SPS)
  • You can convince people of outright impossibilities.
  • Adept Titan
    (ADT-T)
  • Your lies can rewrite history and bend perception.
  • Rainbow Ascendant
    (RBA)
  • Reality itself conforms to your words.

  • Persuasion
    (PSE)
  • Charm, Negotiation, Manipulation
  • Novice
    (NVC)
  • People dismiss you immediately.
  • Copper Initiate
    (CPI)
  • You can convince people of small things.
  • Tantalum Disciple
    (TND)
  • You win debates but need effort.
  • Jade Warden
    (JDW)
  • You consistently change minds and influence people.
  • Gold Seeker
    (GSK)
  • You talk your way out of extreme situations.
  • Gold Champion
    (GCH)
  • People believe you over their own experiences.
  • Amber Lord
    (AmL)
  • Your persuasion changes the course of nations.
  • Sapphire Sage
    (SPS)
  • Your words become reality.
  • Adept Titan
    (ADT-T)
  • No one can resist your voice.
  • Rainbow Ascendant
    (RBA)
  • Your words create and destroy universes.

  • Leadership
    (LDR)
  • Authority, Command, Inspiration
  • Novice
    (NVC)
  • People ignore you; your words lack weight.
  • Copper Initiate
    (CPI)
  • You can give basic orders but struggle with morale.
  • Tantalum Disciple
    (TND)
  • You can lead small groups effectively.
  • Jade Warden
    (JDW)
  • People naturally look to you for guidance.
  • Gold Seeker
    (GSK)
  • You inspire loyalty and dedication in followers.
  • Gold Champion
    (GCH)
  • Even strangers will rally behind you.
  • Amber Lord
    (AmL)
  • You lead entire armies or nations.
  • Sapphire Sage
    (SPS)
  • Your commands shape the fate of civilizations.
  • Adept Titan
    (ADT-T)
  • Your leadership alters the course of history.
  • Rainbow Ascendant
    (RBA)
  • Your will becomes law, reshaping the cosmos.
  • Intimidation
    (ITD)
  • Fear, Presence, Dominance
  • Novice
    (NVC)
  • You inspire no fear; threats fall flat.
  • Copper Initiate
    (CPI)
  • You can startle weak-willed people.
  • Tantalum Disciple
    (TND)
  • You make people uneasy but can’t always follow through.
  • Jade Warden
    (JDW)
  • You command authority, making others hesitate.
  • Gold Seeker
    (GSK)
  • You can break people mentally with your presence alone.
  • Gold Champion
    (GCH)
  • Your threats leave lasting psychological scars.
  • Amber Lord
    (AmL)
  • Groups flee or submit before you speak.
  • Sapphire Sage
    (SPS)
  • Your gaze alone instills paralyzing fear.
  • Adept Titan
    (ADT-T)
  • Even the brave crumble before you.
  • Rainbow Ascendant
    (RBA)
  • Gods and cosmic entities bow to your presence.

  • Performance
    (PRF)
  • Acting, Music, Public Speaking
  • Novice
    (NVC)
  • Your performances are flat and uninspiring.
  • Copper Initiate
    (CPI)
  • You show potential but lack confidence.
  • Tantalum Disciple
    (TND)
  • You can captivate small audiences.
  • Jade Warden
    (JDW)
  • Your performances move people emotionally.
  • Gold Seeker
    (GSK)
  • You can bring crowds to tears or cheers at will.
  • Gold Champion
    (GCH)
  • Your art becomes legendary in its impact.
  • Amber Lord
    (AmL)
  • Your performances transcend generations.
  • Sapphire Sage
    (SPS)
  • Your talent defies belief, altering emotions and reality.
  • Adept Titan
    (ADT-T)
  • Even gods stop to witness your art.
  • Rainbow Ascendant
    (RBA)
  • The universe reshapes itself to your performance.
  • Back To Top

    CONSTITUTION (CON)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Unalive 0 [-7]
  • All biological functions have ceased.
  • No reaction to any stimulus.
  • Immunodeficient 1 [-6]
  • Extremely vulnerable to infections and illnesses.
  • Any injury takes an abnormally long time to heal.
  • Frail 2 [-5]
  • Prone to fractures, sprains, and bruises.
  • Healing from minor wounds takes weeks.
  • Delicate 3 [-4]
  • Highly sensitive to pain and physical stress.
  • Struggles to recover from fatigue or minor illnesses.
  • Sickly 4 [-3]
  • Weak immune system, frequently ill.
  • Injuries and exhaustion take days to weeks to recover.
  • Malnourished 5 [-2]
  • Low stamina, tires quickly.
  • Takes longer to heal from minor wounds.
  • Weakened 6 [-1]
  • Struggles to perform prolonged physical tasks.
  • Takes a full day to recover from exhaustion.
  • Average 7 [+0]
  • Healthy, normal immune response.
  • Recovers from minor injuries within a few days.
  • Fit 8 [+1]
  • Rarely falls ill, decent physical endurance.
  • Can recover from fatigue overnight.
  • Robust 9 [+1]
  • Above-average stamina, handles strain well.
  • Heals from minor injuries faster than most.
  • Peak 10 [+1]
  • Excellent endurance and stamina.
  • Can heal from minor injuries in hours instead of days.
  • Conditioned 11 [+2]
  • Maintains optimal physical conditioning with little effort.
  • Can sustain rigorous activity for extended periods.
  • Hardy 12 [+2]
  • Resistant to exhaustion and common illnesses.
  • Can push physical limits longer without damage.
  • Vigorous 13 [+2]
  • Immune system fends off most ailments quickly.
  • Can function under stress without fatigue.
  • Hale 14 [+3]
  • Barely fatigued by strenuous activity.
  • Can recover from most injuries within hours.
  • Stalwart 15 [+3]
  • Shows little sign of wear even under extreme conditions.
  • Can survive harsh conditions longer than normal humans.
  • Resilient 16 [+3]
  • Rarely experiences pain or exhaustion.
  • Can heal from severe wounds within a day.
  • Enduring 17 [+4]
  • Can survive in extreme environments with ease.
  • Resistance to toxins, diseases, and environmental hazards.
  • Unyielding 18 [+4]
  • Can function at peak condition indefinitely.
  • Even severe injuries do not cause lasting damage.
  • Ironclad 19 [+4]
  • High tolerance for pain, barely registers injuries.
  • Almost immune to fatigue, exhaustion is fleeting.
  • Tireless 20 [+5]
  • Almost immune to fatigue or strain.
  • Can endure extreme physical trauma without loss of function.
  • Unbreakable 21 [+5]
  • Bones and tissues are superhumanly durable.
  • Can survive impacts that would kill a normal person.
  • Indomitable 22 [+6]
  • Can withstand high-impact forces without injury.
  • Regenerates from most wounds in minutes.
  • Regenerative 23 [+6]
  • Rapid healing factor, able to regrow lost tissue.
  • Can endure lethal injuries without immediate consequences.
  • Nigh Invulnerable 24 [+7]
  • Can take direct superhuman attacks without lasting harm.
  • Heals instantly from all but the most severe damage.
  • Juggernaut 25 [+7]
  • Body can resist bullets, explosions, and extreme force.
  • No known illness or toxin affects them.
  • Titanic 26 [+8]
  • Almost completely immune to physical damage.
  • Internal organs are highly resistant to trauma.
  • Divine 27 [+8]
  • Immune to most physical harm.
  • Wounds regenerate within moments.
  • Celestial 28 [+9]
  • Body is no longer strictly biological.
  • Can exist in any environment without concern.
  • Cosmic 29 [+9]
  • Can survive in the vacuum of space and harsh dimensions.
  • Body passively reforms from destruction.
  • True Divine 30 [+10]
  • Cannot be harmed unless by cosmic-level forces.
  • Can regenerate instantly at will.

  • Sub-Categories
    Ocean Depth Survival (ODS)
  • Crushing pressure, ability to breathe underwater
  • Novice (NVC)
  • Cannot survive underwater without oxygen.
  • Copper Initiate (CPI)
  • Can hold breath slightly longer than average.
  • Tantalum Disciple (TND)
  • Can handle minor underwater pressures but must surface frequently.
  • Jade Warden (JDW)
  • Can remain underwater for an hour without suffering.
  • Gold Seeker (GSK)
  • Body resists higher pressures; can dive into deep ocean zones.
  • Gold Champion (GCH)
  • Can withstand abyssal pressures without special equipment.
  • Amber Lord
  • Can function in extreme ocean depths indefinitely.
  • Sapphire Sage (SPS)
  • No longer needs to breathe in water, fully adapted to underwater life.
  • Adept Titan (ADT-T)
  • Can survive at the bottom of the Mariana Trench without issue.
  • Rainbow Ascendant (RBA)
  • Can exist at any depth without limitations, immune to pressure.

  • Air (AIR)
  • Breath Holding Duration
  • Novice (NVC)
  • Can hold breath for only a few seconds.
  • Copper Initiate (CPI)
  • Can hold breath for up to a minute.
  • Tantalum Disciple (TND)
  • Two-minute breath hold.
  • Jade Warden (JDW)
  • Five-minute breath hold.
  • Gold Seeker (GSK)
  • 10-minute breath hold.
  • Gold Champion (GCH)
  • Can go hours without breathing.
  • Amber Lord
  • Can survive a full day without oxygen.
  • Sapphire Sage (SPS)
  • Only needs to breathe once per week.
  • Adept Titan (ADT-T)
  • No longer requires oxygen.
  • Rainbow Ascendant (RBA)
  • Air is entirely irrelevant to existence.

  • Durability (DRB)
  • How much force their body can withstand
  • Novice (NVC)
  • Skin and bones as fragile as glass.
  • Copper Initiate (CPI)
  • Can withstand minor falls and scrapes.
  • Tantalum Disciple (TND)
  • Can take punches without serious injury.
  • Jade Warden (JDW)
  • Can survive blunt trauma like a car crash.
  • Gold Seeker (GSK)
  • Skin resists small blades and gunfire.
  • Gold Champion (GCH)
  • Virtually bulletproof, bones nearly unbreakable.
  • Amber Lord
  • Can withstand artillery fire.
  • Sapphire Sage (SPS)
  • Nearly indestructible, resists most forms of damage.
  • Adept Titan (ADT-T)
  • Only energy-based or reality-warping attacks affect them.
  • Rainbow Ascendant (RBA)
  • Completely immune to all physical forces.

  • Extreme Conditions (EXC)
  • Cold, heat, high pressure, low pressure, harsh environments
  • Novice (NVC)
  • Cannot survive beyond standard human temperature limits.
  • Copper Initiate (CPI)
  • Can withstand slightly colder or hotter environments for a short time.
  • Tantalum Disciple (TND)
  • Can tolerate extreme climates with proper gear, mild resistance to heatstroke/frostbite.
  • Jade Warden (JDW)
  • No longer requires gear in extreme temperatures, can function in subzero or desert conditions.
  • Gold Seeker (GSK)
  • Body regulates heat and cold more efficiently, surviving harsher environments.
  • Gold Champion (GCH)
  • Can withstand deep-freeze or boiling temperatures with little distress.
  • Amber Lord
  • Can function normally in lava-like heat or arctic temperatures.
  • Sapphire Sage (SPS)
  • Can remain unfazed in near-absolute-zero cold or temperatures exceeding molten rock.
  • Adept Titan (ADT-T)
  • Survives environments comparable to Venus or Pluto with no gear.
  • Rainbow Ascendant (RBA)
  • Exists comfortably in any conceivable natural or cosmic condition.

  • Toxins & Radiation Resistance (TRR)
  • How well the body resists poisons, diseases, and radiation
  • Novice (NVC)
  • Highly susceptible to poisons and diseases, radiation sickness is almost instant.
  • Copper Initiate (CPI)
  • Can survive weak toxins for short durations, but still highly vulnerable.
  • Tantalum Disciple (TND)
  • Increased resistance to mild toxins and infections, slightly longer survival in irradiated zones.
  • Jade Warden (JDW)
  • Can resist most standard poisons; mild radiation exposure has no immediate effect.
  • Gold Seeker (GSK)
  • Immune to common poisons; recovers quickly from moderate radiation exposure.
  • Gold Champion (GCH)
  • Body neutralizes most biological toxins; can endure heavy radiation for short periods.
  • Amber Lord
  • Can resist lethal poisons and prolonged exposure to radiation with minor side effects.
  • Sapphire Sage (SPS)
  • Body adapts to toxins, can survive even extreme poisons or nuclear fallout for hours.
  • Adept Titan (ADT-T)
  • Complete immunity to all poisons; radiation exposure has no lasting effect.
  • Rainbow Ascendant (RBA)
  • Can metabolize even the deadliest toxins for energy; thrives in radioactive environments.

  • Food Consumption (FDC)
  • How often they need to eat and how much energy their body requires
  • Novice (NVC)
  • Requires three meals per day or suffers rapid fatigue.
  • Copper Initiate (CPI)
  • Can function with two meals per day, but weakness sets in quickly.
  • Tantalum Disciple (TND)
  • Can go a full day without food before feeling major effects.
  • Jade Warden (JDW)
  • Can survive multiple days without eating, metabolism slows efficiently.
  • Gold Seeker (GSK)
  • Requires food only once per week, body stores nutrients efficiently.
  • Gold Champion (GCH)
  • Can sustain themselves for a month on minimal sustenance.
  • Amber Lord
  • Only needs to eat once per year, body recycles energy.
  • Sapphire Sage (SPS)
  • Can function indefinitely without food unless in combat or extreme exertion.
  • Adept Titan (ADT-T)
  • No longer requires food but can consume energy sources if desired.
  • Rainbow Ascendant (RBA)
  • Feeds directly on cosmic energy or exists without need for sustenance.

  • Recovery Time (RCT)
  • How fast does the body recover from exhaustion, illness, and strain
  • Novice (NVC)
  • Takes days to weeks to recover from basic injuries or exertion.
  • Copper Initiate (CPI)
  • Can recover from minor exhaustion in a full day, but illnesses still linger.
  • Tantalum Disciple (TND)
  • Healing time is cut in half, recovers from fatigue overnight.
  • Jade Warden (JDW)
  • Recovers from most wounds within hours, immune system adapts quickly.
  • Gold Seeker (GSK)
  • Near-instant recovery from fatigue, minor wounds heal in minutes.
  • Gold Champion (GCH)
  • Body actively repairs itself, major injuries heal within hours.
  • Amber Lord
  • Can recover from exhaustion nearly instantly, heals from near-fatal injuries within a day.
  • Sapphire Sage (SPS)
  • Can recover from any non-lethal injury within minutes.
  • Adept Titan (ADT-T)
  • Recovery time is nearly instant, never fatigues.
  • Rainbow Ascendant (RBA)
  • Body exists in perfect balance, regenerates on a cellular level continuously.

  • Space Survival (SPSV)
  • Ability to survive vacuum, cosmic radiation, and lack of oxygen
  • Novice (NVC)
  • Cannot survive in space, immediate death.
  • Copper Initiate (CPI)
  • Can endure near-vacuum for a few seconds.
  • Tantalum Disciple (TND)
  • Can survive for up to a minute without pressure but suffers damage.
  • Jade Warden (JDW)
  • Can survive for several minutes in space, but with severe strain.
  • Gold Seeker (GSK)
  • Can last up to an hour in space, adapting to minor radiation.
  • Gold Champion (GCH)
  • Can survive for days in vacuum with only minor discomfort.
  • Amber Lord
  • Can exist indefinitely in space but still requires oxygen.
  • Sapphire Sage (SPS)
  • No longer requires oxygen, fully adapted to cosmic radiation.
  • Adept Titan (ADT-T)
  • Body can thrive in space indefinitely, immune to all vacuum effects.
  • Rainbow Ascendant (RBA)
  • Exists naturally in space as if it were an Eden-like environment.

  • Water Consumption (WTC)
  • How much hydration they need and how long they can go without water
  • Novice (NVC)
  • Needs water every few hours, dehydration sets in quickly.
  • Copper Initiate (CPI)
  • Can go a day without water but suffers effects quickly.
  • Tantalum Disciple (TND)
  • Can last three days without water before impairment.
  • Jade Warden (JDW)
  • Can function for a week without drinking.
  • Gold Seeker (GSK)
  • Only needs water once per month.
  • Gold Champion (GCH)
  • Can survive without water for years by efficiently storing fluids.
  • Amber Lord
  • Does not require external water, self-regulates hydration.
  • Sapphire Sage (SPS)
  • Can extract moisture from the environment indefinitely.
  • Adept Titan (ADT-T)
  • Exists independently of water, does not suffer from dehydration.
  • Rainbow Ascendant (RBA)
  • Can survive in total waterless conditions, even in cosmic voids.

  • Armor/Shields (ARS)
  • Natural defenses, external shielding, or energy barriers that protect the body
  • Novice (NVC)
  • No armor or shielding, fully vulnerable.
  • Copper Initiate (CPI)
  • Skin is slightly tougher, providing mild resistance to scratches.
  • Tantalum Disciple (TND)
  • Natural resistance to minor cuts and blunt trauma.
  • Jade Warden (JDW)
  • Skin toughens to the point where basic knives and light impacts do little damage.
  • Gold Seeker (GSK)
  • Can withstand small-caliber gunfire and moderate explosions with only minor injuries.
  • Gold Champion (GCH)
  • Near-impervious to most physical attacks, requiring heavy weapons to inflict damage.
  • Amber Lord
  • Can deflect energy-based attacks; generates an external force field under stress.
  • Sapphire Sage (SPS)
  • Armor-like biological structure or energy shielding makes them nearly invulnerable.
  • Adept Titan (ADT-T)
  • Passive shielding repels almost all attacks unless reality-warping forces are involved.
  • Rainbow Ascendant (RBA)
  • Absolute immunity to all forms of physical and energy damage, shields can adapt infinitely.

  • Concentration (CCT)
  • Ability to maintain focus despite distractions, fatigue, pain, or mental interference
  • Novice (NVC)
  • Easily distracted, mind wanders often.
  • Copper Initiate (CPI)
  • Can focus on a single task for short periods, but distractions easily break concentration.
  • Tantalum Disciple (TND)
  • Can maintain focus through mild discomfort and environmental disturbances.
  • Jade Warden (JDW)
  • Can concentrate under stress, ignoring minor injuries and fatigue.
  • Gold Seeker (GSK)
  • Resistant to most psychological distractions, maintains focus under significant stress.
  • Gold Champion (GCH)
  • Can block out pain and external stimuli for extended periods.
  • Amber Lord
  • Can function with near-total mental clarity, ignoring extreme environmental or emotional factors.
  • Sapphire Sage (SPS)
  • Unshakable focus; even psychic attacks struggle to break concentration.
  • Adept Titan (ADT-T)
  • Mental state is absolute; only cosmic-level disruptions can affect concentration.
  • Rainbow Ascendant (RBA)
  • Mind exists beyond mortal distractions, capable of infinite focus across multiple realities.

  • Forced March (FOM)
  • How far they can push themselves without rest or breaks
  • Novice (NVC)
  • Can walk a few miles before exhaustion.
  • Copper Initiate (CPI)
  • Can push through moderate discomfort but tires within 10 miles.
  • Tantalum Disciple (TND)
  • Can march 20 miles without significant exhaustion.
  • Jade Warden (JDW)
  • Can travel 50 miles before requiring serious rest.
  • Gold Seeker (GSK)
  • Can march over 100 miles without stopping, fatigue is minimal.
  • Gold Champion (GCH)
  • Can travel for multiple days without resting.
  • Amber Lord
  • Can move continuously for weeks with no ill effects.
  • Sapphire Sage (SPS)
  • Capable of indefinite movement unless physically restrained.
  • Adept Titan (ADT-T)
  • No need for rest, can move at full speed forever.
  • Rainbow Ascendant (RBA)
  • Exists beyond conventional exhaustion, travels freely across space and dimensions.

  • Fortitude (FRT)
  • Pain tolerance and ability to push through suffering
  • Novice (NVC)
  • Pain is overwhelming, even minor wounds can incapacitate.
  • Copper Initiate (CPI)
  • Can tolerate mild pain, but severe injuries break focus.
  • Tantalum Disciple (TND)
  • Can resist moderate pain, but serious wounds still impair function.
  • Jade Warden (JDW)
  • Can endure major injuries without losing effectiveness.
  • Gold Seeker (GSK)
  • Can ignore broken bones, severe burns, and serious injuries for extended periods.
  • Gold Champion (GCH)
  • Pain is largely ignored; only total destruction of the body stops them.
  • Amber Lord
  • Can endure dismemberment or organ loss without succumbing to pain.
  • Sapphire Sage (SPS)
  • Pain is nothing more than an alert system, suffering is nonexistent.
  • Adept Titan (ADT-T)
  • No longer experiences pain in any form.
  • Rainbow Ascendant (RBA)
  • Exists beyond mortal sensations, immune to all suffering.

  • Healing/Regeneration (HLR)
  • How fast and effectively they heal from injuries or regenerate lost tissue
  • Novice (NVC)
  • Wounds heal at a normal human rate, scars may remain.
  • Copper Initiate (CPI)
  • Minor cuts heal overnight, bruises fade quickly.
  • Tantalum Disciple (TND)
  • Wounds close within hours, broken bones mend in days.
  • Jade Warden (JDW)
  • Can recover from major injuries in a day, no scarring.
  • Gold Seeker (GSK)
  • Rapid regeneration, fatal wounds heal in hours.
  • Gold Champion (GCH)
  • Near-instant healing, regrows lost limbs in minutes.
  • Amber Lord
  • Can survive complete body destruction by regenerating from a single cell.
  • Sapphire Sage (SPS)
  • Immune to permanent injury, can heal from almost anything instantly.
  • Adept Titan (ADT-T)
  • Cannot be permanently harmed, constantly regenerates.
  • Rainbow Ascendant (RBA)
  • Functions as an immortal entity, no injury can ever affect them.
  • Back To Top

    DEXTERITY (DEX)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Immobile 0 [-7]
  • You are unable to move of your own volition and lack any reflexes, remaining helplessly motionless.
  • Functionally dead.
  • Debilitated 1 [-6]
  • You are barely mobile, likely due to severe injury or paralysis, and struggle with even the most basic movements.
  • Partial Paralysis 2 [-5]
  • At least one part of your body is severely restricted, impeding your overall movement and coordination.
  • Impaired 3 [-4]
  • Moving requires noticeable effort or causes you pain, making even simple actions a challenge.
  • Uncoordinated 4 [-3]
  • Your movements are sluggish and imprecise, making it difficult to perform any action requiring finesse.
  • Clumsy 5 [-2]
  • You have trouble with balance and precision, often tripping, dropping objects, or misjudging distances.
  • Slow 6 [-1]
  • You can move adequately but are noticeably sluggish, and your reflexes are below average.
  • Average 7 [+0]
  • You move as well as an ordinary, healthy human. You can usually catch thrown objects and perform basic physical feats.
  • Coordinated 8 [+1]
  • You have reliable hand-eye coordination and can land hits on large moving targets with relative ease.
  • Nimble 9 [+1]
  • You can maneuver through obstacles without tripping and can react to changes in your environment with mild ease.
  • Flexible 10 [+1]
  • Your joints allow for an extended range of motion, and you can make quick, minor adjustments to movement with ease.
  • Quick-footed 11 [+2]
  • You can adjust your footing rapidly, allowing for competent dodging and controlled movement under pressure.
  • Agile 12 [+2]
  • Your movements are fluid and efficient, allowing you to dodge slow-moving objects and maintain balance in tricky situations.
  • Swift 13 [+2]
  • You can quickly react to sudden changes in movement and are unlikely to be caught off guard by predictable attacks.
  • Deft 14 [+3]
  • You can hit small moving targets, perform acrobatics with ease, and react quickly to environmental changes.
  • Precise 15 [+3]
  • Your movements are controlled and intentional, allowing you to execute complicated maneuvers without losing balance.
  • Dexterous 16 [+3]
  • You transition between actions effortlessly and can dodge multiple incoming objects with skill.
  • Acrobatic 17 [+4]
  • You can perform advanced gymnastic feats and maintain exceptional coordination while in motion.
  • Graceful 18 [+4]
  • Your movements are smooth and refined, allowing you to recover from missteps seamlessly and react near-instantly.
  • Elusive 19 [+4]
  • You can evade most attacks with minimal effort and navigate unpredictable terrain with ease.
  • Evasive 20 [+5]
  • You can dodge a flurry of incoming attacks and maneuver through tight spaces without breaking stride.
  • Preternatural 21 [+5]
  • Your reflexes surpass ordinary human limits, allowing you to react before others fully process danger.
  • Superhuman 22 [+6]
  • Your coordination and speed exceed human capability. You can dodge projectiles, and your movements are instinctive.
  • Uncanny 23 [+6]
  • Your reaction time seems unnatural, allowing you to counter attacks from speedsters and strike with unparalleled accuracy.
  • Phantom-like 24 [+7]
  • Your dodges and movements appear almost ghostly, allowing you to evade strikes before they fully land.
  • Mythical 25 [+7]
  • Your reflexes are legendary, akin to those with precognitive abilities, allowing you to move before danger manifests.
  • Unfathomable 26 [+8]
  • Your reactions seem to defy logic, allowing you to move through combat scenarios without being touched.
  • Impossible 27 [+8]
  • Your agility reaches the realm of fantasy, enabling feats that should be physically unattainable, such as dodging lightning-fast strikes.
  • Flawless 28 [+9]
  • Your precision, reaction speed, and fluidity approach divine perfection. You never make an uncoordinated movement.
  • Transcendent 29 [+9]
  • Your movements are beyond what any mortal should be capable of, appearing as if you phase through space itself.
  • Divine 30 [+10]
  • Your agility defies reality itself. You can perform feats that should be physically impossible, moving faster and more fluidly than any being could comprehend.

  • Sub-Categories
    Acrobatics (ACB)
  • Balance
  • Novice (NVC)
  • Struggles with narrow footing, likely to fall.
  • Copper Initiate (CPI)
  • Can stay upright on slightly uneven surfaces.
  • Tantalum Disciple (TND)
  • Walks beams, logs, and rough terrain with effort.
  • Jade Warden (JDW)
  • Moves smoothly on unstable ground.
  • Gold Seeker (GSK)
  • Balances confidently on tightropes & ledges.
  • Gold Champion (GCH)
  • Walks across narrow surfaces mid-stride.
  • Amber Lord
  • Runs and leaps across beams and wires.
  • Sapphire Sage (SPS)
  • Can balance on a rope while fighting.
  • Adept Titan (ADT-T)
  • Balances on impossibly thin or moving objects.
  • Rainbow Ascendant (RBA)
  • Walks on air currents, balances on near-invisible surfaces.

  • Acrobatics (ACT)
  • Tumble
  • Novice (NVC)
  • Clumsy rolls, struggles to recover quickly.
  • Copper Initiate (CPI)
  • Basic tumbling, can soften falls slightly.
  • Tantalum Disciple (TND)
  • Tumbles past obstacles with moderate success.
  • Jade Warden (JDW)
  • Evades attacks with quick rolls and flips.
  • Gold Seeker (GSK)
  • Can land gracefully from moderate falls.
  • Gold Champion (GCH)
  • Tumbles seamlessly in combat without losing pace.
  • Amber Lord
  • Acrobatics allow for evasive mid-air redirections.
  • Sapphire Sage (SPS)
  • Can flip, roll, or rebound from almost any surface.
  • Adept Titan (ADT-T)
  • Avoids lethal falls with extreme tumbling mastery.
  • Rainbow Ascendant (RBA)
  • Can control descent from extreme heights, turning falls into attacks.

  • Device/Lockpicking (DVL)
  • Novice (NVC)
  • Fumbles with simple locks, mostly unsuccessful.
  • Copper Initiate (CPI)
  • Picks basic locks given time and tools.
  • Tantalum Disciple (TND)
  • Opens standard mechanical locks with effort.
  • Jade Warden (JDW)
  • Can pick most locks under moderate pressure.
  • Gold Seeker (GSK)
  • Defeats common security locks quickly.
  • Gold Champion (GCH)
  • Can open advanced locks with makeshift tools.
  • Amber Lord
  • Bypasses high-tech security and safes.
  • Sapphire Sage (SPS)
  • Picks near-impossible locks with touch and intuition.
  • Adept Titan (ADT-T)
  • Unlocks complex devices with supernatural ease.
  • Rainbow Ascendant (RBA)
  • Can manipulate locks telekinetically or phase through them.

  • Disarming Traps/Devices (DTD)
  • Novice (NVC)
  • Accidentally triggers traps, barely understands mechanisms.
  • Copper Initiate (CPI)
  • Can disable simple traps if given enough time.
  • Tantalum Disciple (TND)
  • Identifies and carefully deactivates standard traps.
  • Jade Warden (JDW)
  • Works under moderate time constraints without error.
  • Gold Seeker (GSK)
  • Quickly disarms intricate traps.
  • Gold Champion (GCH)
  • Can improvise solutions to bypass security systems.
  • Amber Lord
  • Neutralizes complex and high-tech traps effortlessly.
  • Sapphire Sage (SPS)
  • Can set off and reconfigure traps without harm.
  • Adept Titan (ADT-T)
  • Instantly disables most security measures without tools.
  • Rainbow Ascendant (RBA)
  • Can remotely disable or manipulate complex trap systems.

  • Escape Artist (ESA)
  • Novice (NVC)
  • Cannot escape most bindings, easily trapped.
  • Copper Initiate (CPI)
  • Can wriggle out of loose ropes with effort.
  • Tantalum Disciple (TND)
  • Slips out of standard knots and handcuffs.
  • Jade Warden (JDW)
  • Contorts to escape from tight spaces and tough bindings.
  • Gold Seeker (GSK)
  • Escapes from high-security restraints.
  • Gold Champion (GCH)
  • Can slip out of almost any mundane confinement.
  • Amber Lord
  • Frees self even while immobilized or under extreme conditions.
  • Sapphire Sage (SPS)
  • Escapes magically sealed or high-tech bonds.
  • Adept Titan (ADT-T)
  • Evades entrapment instinctively, even through extreme measures.
  • Rainbow Ascendant (RBA)
  • Can phase through objects or dissolve bindings at will.

  • Sleight of Hand (SOH-C)
  • Conceal an Object
  • Novice (NVC)
  • Items are obvious, often detected.
  • Copper Initiate (CPI)
  • Can hide small items in pockets with effort.
  • Tantalum Disciple (TND)
  • Conceals objects on their person from casual searches.
  • Jade Warden (JDW)
  • Hides objects even under moderate scrutiny.
  • Gold Seeker (GSK)
  • Can disguise weapons or contraband in plain sight.
  • Gold Champion (GCH)
  • Can hide large or unusually shaped objects naturally.
  • Amber Lord
  • Even skilled searches rarely detect hidden items.
  • Sapphire Sage (SPS)
  • Can conceal objects seamlessly, even in tight spaces.
  • Adept Titan (ADT-T)
  • Objects seem to disappear from reality while hidden.
  • Rainbow Ascendant (RBA)
  • Can hide things in impossible locations, like dimensional pockets.

  • Hiding (HID)
  • Novice (NVC)
  • Can hide in obvious places but is easily found.
  • Copper Initiate (CPI)
  • Uses shadows and cover with some success.
  • Tantalum Disciple (TND)
  • Blends into surroundings with effort.
  • Jade Warden (JDW)
  • Can stay unseen in dim or cluttered environments.
  • Gold Seeker (GSK)
  • Times movements to remain hidden even in plain sight.
  • Gold Champion (GCH)
  • Can disappear from sight while moving.
  • Amber Lord
  • Blends into any background with expert precision.
  • Sapphire Sage (SPS)
  • Hides from high-tech surveillance and trained observers.
  • Adept Titan (ADT-T)
  • Untraceable by conventional means, nearly undetectable.
  • Rainbow Ascendant (RBA)
  • Can vanish into thin air, almost impossible to perceive.

  • Riding (RDN)
  • Novice (NVC)
  • Struggles to stay mounted, easily unseated.
  • Copper Initiate (CPI)
  • Can control a mount at slow speeds.
  • Tantalum Disciple (TND)
  • Rides with moderate stability, manages basic maneuvers.
  • Jade Warden (JDW)
  • Comfortable at high speeds, can handle obstacles.
  • Gold Seeker (GSK)
  • Guides mounts in combat or across treacherous terrain.
  • Gold Champion (GCH)
  • Expert rider, can make quick turns and evasions.
  • Amber Lord
  • Master of mounted movement, reacts with the mount as one.
  • Sapphire Sage (SPS)
  • Rides exotic or difficult creatures with ease.
  • Adept Titan (ADT-T)
  • Controls mounts with no need for reins, communicates instinctively.
  • Rainbow Ascendant (RBA)
  • Can ride even supernatural or celestial mounts without issue.

  • Roping (ROP)
  • Novice (NVC)
  • Knots are loose, misses most lasso attempts.
  • Copper Initiate (CPI)
  • Can tie basic knots and catch slow targets.
  • Tantalum Disciple (TND)
  • Uses a lasso with moderate skill.
  • Jade Warden (JDW)
  • Can rope moving targets with good accuracy.
  • Gold Seeker (GSK)
  • Ties unbreakable knots and secures objects swiftly.
  • Gold Champion (GCH)
  • Can lasso and restrain struggling creatures mid-action.
  • Amber Lord
  • Ropes even fast or resistant targets with precision.
  • Sapphire Sage (SPS)
  • Uses a rope as a weapon, tool, and climbing device effortlessly.
  • Adept Titan (ADT-T)
  • Ropes objects and targets without needing direct sight.
  • Rainbow Ascendant (RBA)
  • Can lasso and bind supernatural entities or energy forms.

  • Sleight of Hand (SOH-P)
  • Planting & Stealing Object(s)
  • Novice (NVC)
  • Clumsy attempts, easily noticed, often caught.
  • Copper Initiate (CPI)
  • Can lift small objects from inattentive targets.
  • Tantalum Disciple (TND)
  • Takes coins, notes, or trinkets without much suspicion.
  • Jade Warden (JDW)
  • Can lift or plant objects on distracted targets with moderate skill.
  • Gold Seeker (GSK)
  • Successfully steals or plants items even in mild scrutiny.
  • Gold Champion (GCH)
  • Can take or plant medium-sized objects in active environments.
  • Amber Lord
  • Operates in high-security areas without being detected.
  • Sapphire Sage (SPS)
  • Can steal from or plant objects on skilled combatants unnoticed.
  • Adept Titan (ADT-T)
  • Takes or places things mid-fight or mid-conversation without suspicion.
  • Rainbow Ascendant (RBA)
  • Can remove objects so seamlessly that even the victim is unaware for extended periods; can seemingly place things from a distance.

  • Stealth (STH)
  • Hiding from Sight
  • Novice (NVC)
  • Easily seen, poor timing, ineffective cover use.
  • Copper Initiate (CPI)
  • Can stay hidden in darkness or behind obvious cover.
  • Tantalum Disciple (TND)
  • Avoids detection by casual observers.
  • Jade Warden (JDW)
  • Can remain hidden in a patrolled area with moderate skill.
  • Gold Seeker (GSK)
  • Moves quietly while staying concealed.
  • Gold Champion (GCH)
  • Hides effectively in plain sight with misdirection.
  • Amber Lord
  • Can avoid detection from trained scouts or security.
  • Sapphire Sage (SPS)
  • Stays hidden even under active surveillance or pursuit.
  • Adept Titan (ADT-T)
  • Nearly invisible, even to enhanced senses or detection technology.
  • Rainbow Ascendant (RBA)
  • Can blend so completely into surroundings that even supernatural detection struggles to find them; may temporarily erase presence from reality.
  • Back To Top

    ENERGY (ENG)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Unalive 0 [-7]
  • All biological functions have ceased.
  • No reaction to any stimulus.
  • Immunodeficient 1 [-6]
  • Extremely vulnerable to infections and illnesses.
  • Any injury takes an abnormally long time to heal.
  • Frail 2 [-5]
  • Prone to fractures, sprains, and bruises.
  • Healing from minor wounds takes weeks.
  • Delicate 3 [-4]
  • Highly sensitive to pain and physical stress.
  • Struggles to recover from fatigue or minor illnesses.
  • Sickly 4 [-3]
  • Weak immune system, frequently ill.
  • Injuries and exhaustion take days to weeks to recover.
  • Malnourished 5 [-2]
  • Low stamina, tires quickly.
  • Takes longer to heal from minor wounds.
  • Weakened 6 [-1]
  • Struggles to perform prolonged physical tasks.
  • Takes a full day to recover from exhaustion.
  • Average 7 [+0]
  • Healthy, normal immune response.
  • Recovers from minor injuries within a few days.
  • Fit 8 [+1]
  • Rarely falls ill, decent physical endurance.
  • Can recover from fatigue overnight.
  • Robust 9 [+1]
  • Above-average stamina, handles strain well.
  • Heals from minor injuries faster than most.
  • Peak 10 [+1]
  • Excellent endurance and stamina.
  • Can heal from minor injuries in hours instead of days.
  • Conditioned 11 [+2]
  • Maintains optimal physical conditioning with little effort.
  • Can sustain rigorous activity for extended periods.
  • Hardy 12 [+2]
  • Resistant to exhaustion and common illnesses.
  • Can push physical limits longer without damage.
  • Vigorous 13 [+2]
  • Immune system fends off most ailments quickly.
  • Can function under stress without fatigue.
  • Hale 14 [+3]
  • Barely fatigued by strenuous activity.
  • Can recover from most injuries within hours.
  • Stalwart 15 [+3]
  • Shows little sign of wear even under extreme conditions.
  • Can survive harsh conditions longer than normal humans.
  • Resilient 16 [+3]
  • Rarely experiences pain or exhaustion.
  • Can heal from severe wounds within a day.
  • Enduring 17 [+4]
  • Can survive in extreme environments with ease.
  • Resistance to toxins, diseases, and environmental hazards.
  • Unyielding 18 [+4]
  • Can function at peak condition indefinitely.
  • Even severe injuries do not cause lasting damage.
  • Ironclad 19 [+4]
  • High tolerance for pain, barely registers injuries.
  • Almost immune to fatigue, exhaustion is fleeting.
  • Tireless 20 [+5]
  • Almost immune to fatigue or strain.
  • Can endure extreme physical trauma without loss of function.
  • Unbreakable 21 [+5]
  • Bones and tissues are superhumanly durable.
  • Can survive impacts that would kill a normal person.
  • Indomitable 22 [+6]
  • Can withstand high-impact forces without injury.
  • Regenerates from most wounds in minutes.
  • Regenerative 23 [+6]
  • Rapid healing factor, able to regrow lost tissue.
  • Can endure lethal injuries without immediate consequences.
  • Nigh Invulnerable 24 [+7]
  • Can take direct superhuman attacks without lasting harm.
  • Heals instantly from all but the most severe damage.
  • Juggernaut 25 [+7]
  • Body can resist bullets, explosions, and extreme force.
  • No known illness or toxin affects them.
  • Titanic 26 [+8]
  • Almost completely immune to physical damage.
  • Internal organs are highly resistant to trauma.
  • Divine 27 [+8]
  • Immune to most physical harm.
  • Wounds regenerate within moments.
  • Celestial 28 [+9]
  • Body is no longer strictly biological.
  • Can exist in any environment without concern.
  • Cosmic 29 [+9]
  • Can survive in the vacuum of space and harsh dimensions.
  • Body passively reforms from destruction.
  • True Divine 30 [+10]
  • Cannot be harmed unless by cosmic-level forces.
  • Can regenerate instantly at will.

  • Sub-Categories
    Energy Categories
  • Energy can be classified into distinct types based on its nature and function. Each category represents a different method of interaction with the world, allowing for unique applications and limitations.
  • Chemical Energy
  • Manipulation of chemical reactions, fuels, acids, and biological energy processes.
  • Divine Energy
  • Harnessing sacred, celestial, or spiritual forces.
  • Elastic Energy
  • Absorbing and redirecting force through elasticity.
  • Electromagnetic Energy
  • Control over light, radiation, and radio waves.
  • Gravitational Energy
  • Manipulating gravity, mass, and gravitational fields.
  • Ionization Energy
  • Controlling electron stripping, plasma generation, and ion fields.
  • Kinetic Energy
  • Manipulation of movement, inertia, and impact forces.
  • Life Energy
  • Channeling vitality for healing and biological enhancements.
  • Magical Energy
  • Utilizing arcane and supernatural energy sources.
  • Mechanical Energy
  • Influencing machinery, gears, and motion mechanics.
  • Nuclear Energy
  • Controlling fission, fusion, and atomic disruptions.
  • Positive Energy
  • Generating light-based purification and restorative effects.
  • Potential Energy
  • Storing and releasing force in controlled bursts.
  • Quantum Chromodynamics
  • Manipulating subatomic particles and energy fields.
  • Rest Energy
  • Tapping into mass-energy equivalence (E=mc2 effects).
  • Sonic Energy
  • Controlling sound waves, shockwaves, and vibrations.
  • Thermal Energy
  • Generating and controlling heat, fire, and cryogenics.

  • Energy Control Powers
  • Characters gain Control Power Options at Levels 3, 10, and 17. These allow further customization in energy usage:
  • Careful Power
  • Protects selected allies from area-of-effect attacks.
  • Empower
  • Allows rerolling damage dice for more potent effects.
  • Heightened Power
  • Forces a target to make a saving throw at a disadvantage.
  • Quickened Power
  • Reduces the activation time of abilities.
  • Subtle Power
  • Allows energy manipulation without visible or audible cues.
  • Twinned Power
  • Duplicates an ability for an additional target within range.

  • Energy Variations
  • Variations of Energy.
  • Chi Projection
  • Energy channeled from the body's internal spiritual force.
  • Pyrotechnic Projection
  • Fire-based energy attacks.
  • Soul Projection
  • Utilizing energy linked to the soul or spirit.

  • Energy Physiological Associations
  • Some beings naturally possess energy manipulation abilities due to their unique physiology:
  • Alien Physiology
  • Extraterrestrial beings with inherent energy abilities.
  • Bionic Physiology
  • Cybernetically enhanced individuals.
  • Android Physiology
  • Artificial beings with integrated energy systems.
  • Biodroid Physiology
  • Organic-mechanical hybrids with energy integration.
  • Chi-Enhanced Physiology
  • Individuals who draw energy from internal chi sources.
  • Mystic Human Physiology
  • Humans gifted with supernatural energy control.
  • Superior Human Physiology
  • Humans evolved or augmented to wield energy beyond normal means.
  • Energy Human Physiology
  • Beings composed of or infused with pure energy.

  • Energy Projection & Attacks
  • Energy manipulation enables various forms of offensive and defensive applications:
  • Energy Balls
  • Small, concentrated spheres of energy.
  • Energy Beams
  • Focused linear blasts of energy.
  • Concussive Beams
  • Energy beams designed to knock back or disorient.
  • Energy Blasts
  • Widespread, explosive releases of energy.
  • Energy Bolts
  • Quick, arrow-like energy projectiles.
  • Energy Waves
  • Expanding waves of force or energy.
  • Energy Aura
  • Surrounding oneself in an energy field for protection.
  • Energetic Pressure
  • Exerting an overwhelming energy force on an area.
  • Energy Constructs
  • Forming solid objects made of energy.
  • Energy Infusion
  • Enhancing objects or people with energy properties.
  • Back To Top

    FIGHTING (FGRT)

    Knowledge of fighting techniques, both armed and unarmed.
    These measurements for levels of fighting were haphazard and irregular throughout Eden. Until a cosmic gladiator came to Eden and codified these measurements, using their native language. The monks they taught have kept these measurements a secret for centuries, only just now becoming the standard on Eden by which all fighters are judged. In honor of that ancient gladiator, the measurements are still kept in their native tongue.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    ShodanmolwI' 0 [-7]
  • You fear conflict and lack any knowledge of self-defense.
  • SatlhaQ 1 [-6]
  • You avoid conflict and are unsettled by violence in any form.
  • Nidanghe'naQ 2 [-5]
  • You believe you know how to fight from watching others, but lack any real skill of your own.
  • OmangHom 3 [-4]
  • Birth of a Seed
  • You are taking your first steps in training but remain unskilled.
  • Sandanbu' 4 [-3]
  • Sol Warms the Seed
  • You understand basic stances and techniques but struggle with real combat.
  • Shidōinlagh 5 [-2]
  • The Seed Grows, Preparing for New Growth
  • You have developed coordination and can hold your own in structured training.
  • YondanLom 6 [-1]
  • Young Growth
  • You can execute techniques effectively under pressure.
  • Sut HabmoHwI' 7 [+0]
  • Branching Toward the Sky
  • Your body and mind are becoming one with your technique.
  • GodanMang 8 [+1]
  • Your strikes carry weight, and your footwork has improved significantly.
  • GodanMang'cha 9 [+1]
  • The Sky Beckons
  • You are refining your skills to become a true Master.
  • YukSogh 10 [+1]
  • The Roots Go Deep
  • You near mastery in a single technique but must challenge another Master to confirm your status.
  • YukSogh'ta 11 [+2]
  • You have developed counters and combinations beyond basic techniques.
  • Rokudanla' 12 [+2]
  • You have mastered a single form of combat but remain incomplete in either armed or unarmed fighting.
  • Rokudanla'joq 13 [+2]
  • You can transition smoothly between offense and defense in your mastered style.
  • Chil'Mactod 14 [+3]
  • You have mastered multiple unarmed fighting styles.
  • Chil'Mactod'a 15 [+3]
  • You can seamlessly blend multiple unarmed styles into an unpredictable flow.
  • ShichidanpIn'a' 16 [+3]
  • You have mastered one fighting style in both armed and unarmed combat.
  • ShichidanpIn'a'cha 17 [+4]
  • You can defeat most opponents using either your bare hands or weapons.
  • Shihanra'wl 18 [+4]
  • You are a true expert, capable of teaching others and instinctively applying techniques.
  • Shihanra'wl'soq 19 [+4]
  • You can analyze an opponent’s style and counter them in real time.
  • HachidanQo' 20 [+5]
  • You have mastered multiple fighting styles, both armed and unarmed.
  • HachidanQo'tah 21 [+5]
  • You can seamlessly switch between fighting styles mid-combat without effort.
  • PalHod 22 [+6]
  • You are flawless in several armed and unarmed styles and can train others at the highest level.
  • PalHod'mey 23 [+6]
  • Your movements are so refined they seem effortless, making you a near-legendary combatant.
  • KudanHura' 24 [+7]
  • Your skills were artificially implanted/downloaded rather than earned.
  • You possess flawless execution but lack true experience.
  • KudanHura'taj 25 [+7]
  • Despite lacking natural progression, you have adapted your skills into your own refined style.
  • Gu'ech 26 [+8]
  • You are flawless in nearly all combat techniques of your species.
  • Gu'ech'laH 27 [+8]
  • You can teach or develop entirely new martial styles beyond tradition.
  • JūdanSa' 28 [+9]
  • You are a grandmaster in all forms of combat across multiple species.
  • JūdanSa'neH 29 [+9]
  • Your mastery allows you to defeat even those who have trained their entire lives in a given style.
  • Sip'aj 30 [+10]
  • You are beyond mastery—able to learn by mere observation and anticipate techniques before they happen.

  • Sub-Categories
    Archery (ARC)
  • Mastery of Ranged Weaponry
  • Novice (NVC)
  • Basic understanding of ranged weapons, can maintain a steady aim.
  • Copper Initiate (CPI)
  • Gains +1 to attack rolls with ranged weapons.
  • Tantalum Disciple (TND)
  • Can efficiently notch and release arrows with improved precision.
  • Jade Warden (JDW)
  • Gains +2 to attack rolls with ranged weapons.
  • Gold Seeker (GSK)
  • Can compensate for minor environmental conditions like wind resistance.
  • Gold Champion (GCH)
  • Increased draw speed, reducing reload time.
  • Amber Lord
  • Ranged attacks ignore half cover.
  • Sapphire Sage (SPS)
  • Can fire shots with pinpoint accuracy even in dim light.
  • Adept Titan (ADT-T)
  • Can make two ranged attacks instead of one as part of an Attack action.
  • Rainbow Ascendant (RBA)
  • Arrows curve mid-flight, allowing for indirect shots.

  • Close Quarters Shooter (CQS)
  • Shooting within Melee distance.
  • Novice (NVC)
  • Can shoot accurately at close range but still suffers from minor aiming issues.
  • Copper Initiate (CPI)
  • Develops awareness of surroundings, reducing friendly fire risk.
  • Tantalum Disciple (TND)
  • Close-range shots no longer suffer from disadvantage.
  • Jade Warden (JDW)
  • Ignores half cover when firing within 15 feet.
  • Gold Seeker (GSK)
  • Gains +1 bonus to attack rolls with ranged attacks.
  • Gold Champion (GCH)
  • Ignores three-quarters cover for enemies within 30 feet.
  • Amber Lord
  • Close-range shots now gain a slight bonus to damage due to precision.
  • Sapphire Sage (SPS)
  • Gains enhanced movement, making it harder for enemies to retaliate after a shot.
  • Adept Titan (ADT-T)
  • Fires with lethal speed and accuracy, able to hit weak spots instinctively.
  • Rainbow Ascendant (RBA)
  • Bullets move as though guided by fate; all but the fastest defenses fail to counter these shots.

  • Unarmed Fighting (UAF)
  • Fighting without a weapon.
  • Novice (NVC)
  • Basic unarmed combat training, can throw simple punches and kicks effectively.
  • Copper Initiate (CPI)
  • Gains better control over unarmed strikes, reducing self-inflicted strain.
  • Tantalum Disciple (TND)
  • Unarmed strikes deal reliable damage (1d4 + Strength modifier).
  • Jade Warden (JDW)
  • Learns basic grappling techniques, causing minor harm to grappled foes.
  • Gold Seeker (GSK)
  • Unarmed strikes deal increased damage (1d6 + Strength modifier).
  • Gold Champion (GCH)
  • Masters defensive positioning; can react faster to close-range threats.
  • Amber Lord
  • Gains a natural combat rhythm, improving combo strikes and grappling ability.
  • Sapphire Sage (SPS)
  • Unarmed strikes deal significant damage (1d8 + Strength modifier); grappling foes take consistent damage (1d4 per turn).
  • Adept Titan (ADT-T)
  • Moves with near-supernatural speed and precision, dodging strikes instinctively.
  • Rainbow Ascendant (RBA)
  • Unarmed strikes can break steel; opponents struggle to resist grapples and are overwhelmed with raw power.

  • Blind Fighting (BLF)
  • Combat Awareness Without Sight
  • Novice (NVC)
  • Can detect movement in darkness with some difficulty.
  • Copper Initiate (CPI)
  • Basic awareness of nearby enemies without full reliance on sight.
  • Tantalum Disciple (TND)
  • Can hear and sense unseen foes within 5 feet.
  • Jade Warden (JDW)
  • Gains blindsight within a 10-foot range.
  • Gold Seeker (GSK)
  • Increased perception of invisible or obscured enemies.
  • Gold Champion (GCH)
  • Can fight in darkness with no hindrance.
  • Amber Lord
  • Gains improved awareness, countering surprise attacks.
  • Sapphire Sage (SPS)
  • Blindsight extends to 15 feet.
  • Adept Titan (ADT-T)
  • Can sense creatures even through magical concealment.
  • Rainbow Ascendant (RBA)
  • Can predict an enemy's movements with near-perfect intuition.

  • Interception (ICP)
  • Damage Reduction Through Reactive Defense
  • Novice (NVC)
  • Basic knowledge of protecting allies in combat.
  • Copper Initiate (CPI)
  • Can reduce damage by 1d6 when intercepting attacks.
  • Tantalum Disciple (TND)
  • Increases damage reduction to 1d8.
  • Jade Warden (JDW)
  • Damage reduction increases to 1d10.
  • Gold Seeker (GSK)
  • Can intercept attacks even while moving.
  • Gold Champion (GCH)
  • Reduces critical hit severity against allies.
  • Amber Lord
  • Can fully negate one attack per short rest.
  • Sapphire Sage (SPS)
  • Instinctively blocks multiple attacks in a turn.
  • Adept Titan (ADT-T)
  • Can shield an ally from area-of-effect damage.
  • Rainbow Ascendant (RBA)
  • Perfect defender, capable of nullifying incoming damage completely.

  • Superior Technique (SUT)
  • Mastery of Battle Maneuvers
  • Novice (NVC)
  • Has basic knowledge of advanced combat techniques.
  • Copper Initiate (CPI)
  • Gains a single maneuver.
  • Tantalum Disciple (TND)
  • Gains an additional superiority die (d6).
  • Jade Warden (JDW)
  • Maneuver effectiveness increases.
  • Gold Seeker (GSK)
  • Superiority die increases to d8.
  • Gold Champion (GCH)
  • Can use two maneuvers in a turn.
  • Amber Lord
  • Maneuvers can cause additional effects (knockback, stun, etc.).
  • Sapphire Sage (SPS)
  • Gains additional maneuvers.
  • Adept Titan (ADT-T)
  • Can recover superiority dice faster.
  • Rainbow Ascendant (RBA)
  • The ultimate combat tactician, maneuvers become second nature.

  • Defense (DEF)
  • Mastery of Defensive Combat
  • Novice (NVC)
  • Understands basic defensive stances.
  • Copper Initiate (CPI)
  • Gains a +1 bonus to AC while wearing armor.
  • Tantalum Disciple (TND)
  • Can deflect minor attacks through proper positioning.
  • Jade Warden (JDW)
  • Enhanced ability to block incoming strikes.
  • Gold Seeker (GSK)
  • Can react quickly to mitigate damage.
  • Gold Champion (GCH)
  • Gains an additional +1 AC bonus when stationary.
  • Amber Lord
  • Can reduce the damage of incoming attacks.
  • Sapphire Sage (SPS)
  • Gains resistance to non-magical weapon attacks.
  • Adept Titan (ADT-T)
  • Negates critical hits through precise defensive techniques.
  • Rainbow Ascendant (RBA)
  • Perfected defense, making even the strongest blows ineffective.

  • Great Weapon Fighting (GWF)
  • Mastery of Heavy Weapons
  • Novice (NVC)
  • Can wield a two-handed weapon with basic proficiency.
  • Copper Initiate (CPI)
  • Gains ability to reroll a 1 on damage dice.
  • Tantalum Disciple (TND)
  • Reroll extends to a 1 or 2 result on damage dice.
  • Jade Warden (JDW)
  • Weapon swings become more fluid, reducing stamina drain.
  • Gold Seeker (GSK)
  • Gains increased momentum, allowing follow-through attacks.
  • Gold Champion (GCH)
  • Hits deal minor shockwave damage to nearby enemies.
  • Amber Lord
  • Can cleave through multiple enemies in a single swing.
  • Sapphire Sage (SPS)
  • Two-handed attacks ignore resistance to slashing/bludgeoning.
  • Adept Titan (ADT-T)
  • Can unleash a devastating sweeping attack.
  • Rainbow Ascendant (RBA)
  • Wielding a heavy weapon is effortless, strikes causing seismic shockwaves.

  • Protection (PRO)
  • Shield-Based Defensive Mastery
  • Novice (NVC)
  • Can use a shield effectively in combat.
  • Copper Initiate (CPI)
  • Can impose disadvantage on attacks against allies.
  • Tantalum Disciple (TND)
  • Can redirect attacks to themselves instead of allies.
  • Jade Warden (JDW)
  • Increased ability to block projectiles with a shield.
  • Gold Seeker (GSK)
  • Can shield bash to knock enemies back.
  • Gold Champion (GCH)
  • Reduces damage from magical attacks.
  • Amber Lord
  • Can deflect area-of-effect damage partially.
  • Sapphire Sage (SPS)
  • Shield-based maneuvers become second nature.
  • Adept Titan (ADT-T)
  • Can reflect attacks back at enemies.
  • Rainbow Ascendant (RBA)
  • The ultimate shield master, nearly impervious to damage.

  • Two-Weapon Fighting (TWF)
  • Mastery of Dual-Wielding
  • Novice (NVC)
  • Can wield two weapons but without full coordination.
  • Copper Initiate (CPI)
  • Can add ability modifier to the second attack’s damage.
  • Tantalum Disciple (TND)
  • Can switch between weapons seamlessly.
  • Jade Warden (JDW)
  • Gains additional attack efficiency.
  • Gold Seeker (GSK)
  • Can parry with off-hand weapon.
  • Gold Champion (GCH)
  • Off-hand strikes gain critical hit boost.
  • Amber Lord
  • Can make two additional off-hand attacks.
  • Sapphire Sage (SPS)
  • Dual strikes apply status effects (bleed, stun).
  • Adept Titan (ADT-T)
  • Perfected two-weapon fighting stance.
  • Rainbow Ascendant (RBA)
  • Rapid strikes overwhelm opponents completely.

  • Tunnel Fighter (TNF)
  • Fighting Underground or Enclosed Spaces
  • Novice (NVC)
  • Basic knowledge of confined-space combat, can defend against simple attacks.
  • Copper Initiate (CPI)
  • Learns to maintain a defensive stance in close quarters.
  • Tantalum Disciple (TND)
  • Can make opportunity attacks without using a reaction while in defensive stance.
  • Jade Warden (JDW)
  • Gains the ability to strike enemies moving within reach without needing a full attack.
  • Gold Seeker (GSK)
  • Defensive stance improves, allowing quicker retaliation.
  • Gold Champion (GCH)
  • Attacks in tight spaces become easier, reacting swiftly to enemies in range.
  • Amber Lord
  • Masters control of enclosed spaces, preventing enemies from easily passing through.
  • Sapphire Sage (SPS)
  • Can redirect enemy movement with strategic positioning and footwork.
  • Adept Titan (ADT-T)
  • Controls the battlefield in tunnels and close spaces, ensuring no enemy passes unchecked.
  • Rainbow Ascendant (RBA)
  • Becomes an unstoppable sentinel in narrow combat zones, predicting every movement and countering instantly.

  • Dueling (DUE)
  • Natural defenses, external shielding, or energy barriers that protect the body
  • Novice (NVC)
  • No armor or shielding, fully vulnerable.
  • Copper Initiate (CPI)
  • Skin is slightly tougher, providing mild resistance to scratches.
  • Tantalum Disciple (TND)
  • Natural resistance to minor cuts and blunt trauma.
  • Jade Warden (JDW)
  • Skin toughens to the point where basic knives and light impacts do little damage.
  • Gold Seeker (GSK)
  • Can withstand small-caliber gunfire and moderate explosions with only minor injuries.
  • Gold Champion (GCH)
  • Near-impervious to most physical attacks, requiring heavy weapons to inflict damage.
  • Amber Lord
  • Can deflect energy-based attacks; generates an external force field under stress.
  • Sapphire Sage (SPS)
  • Armor-like biological structure or energy shielding makes them nearly invulnerable.
  • Adept Titan (ADT-T)
  • Passive shielding repels almost all attacks unless reality-warping forces are involved.
  • Rainbow Ascendant (RBA)
  • Absolute immunity to all forms of physical and energy damage, shields can adapt infinitely.

  • Mariner (MRN)
  • Fighting in aquatic environments.
  • Novice (NVC) -Description-
  • Basic understanding of water combat.
  • The individual can fight in shallow or calm waters with limited effectiveness.
  • Movements may be awkward, and they lack awareness of how the water affects combat dynamics.
  • -Abilities-
  • Struggles to maintain balance and coordination in the water.
  • Basic strikes or defenses may be slower than on land.
  • Copper Initiate (CPI) -Description-
  • The individual begins to adjust to water's resistance.
  • Their movements become more fluid, allowing them to fight in calm waters with moderate competence.
  • They have a basic understanding of buoyancy and resistance.
  • -Abilities-
  • Can perform basic strikes and blocks in water, though their speed is still hindered by the environment.
  • Struggles in turbulent water.
  • Tantalum Disciple (TND) -Description-
  • Stronger control in more unpredictable aquatic environments.
  • The individual is proficient in moving through water, handling waves and currents, and using water's resistance to their advantage in both offense and defense.
  • -Abilities-
  • Can adapt to changing water conditions (e.g., waves, currents).
  • More fluid and coordinated strikes, able to defend against water-based threats with improved technique.
  • Jade Warden (JDW) -Description-
  • Mastery over personal movement and strategy in varied aquatic conditions.
  • The individual can fight effectively in turbulent or deep water.
  • They begin to incorporate aquatic flora and fauna into their tactics.
  • -Abilities-
  • Fluid and powerful strikes with a refined technique.
  • Capable of using environmental elements (e.g., coral, currents) as tools for offense or defense.
  • Gold Seeker (GSK) -Description-
  • Highly skilled in using both the environment and physical strength to manipulate water during combat.
  • The individual excels in navigating underwater terrain, even in combat situations requiring endurance or submerged stealth.
  • -Abilities-
  • Can adapt and thrive in strong currents, deep waters, and underwater environments.
  • Strikes and defenses are powerful and swift, often utilizing the water to boost momentum or create powerful water-based attacks.
  • Gold Champion (GCH) -Description-
  • Exceptional proficiency in water combat, capable of fighting in almost any aquatic condition with ease.
  • They can control the flow and movement of water to create devastating techniques.
  • -Abilities-
  • Masterful in controlling water, using it to trap, displace, or manipulate opponents.
  • Can perform near-unstoppable attacks that leverage the strength of surrounding water.
  • Amber Lord -Description-
  • A legendary figure in water combat, able to manipulate water itself, blending martial skill and elemental mastery.
  • They can adapt seamlessly between aquatic and land-based combat.
  • -Abilities-
  • Can control vast bodies of water to create attacks, defenses, or manipulate the environment.
  • Their strength in water combat is almost unchallenged, and they can thrive in both still and tumultuous seas.
  • Sapphire Sage (SPS) -Description-
  • A master of deep, mystical, and spiritual connection to the water element.
  • The individual is able to manipulate water's deeper forces, using it not just for physical combat, but for enhanced sensory, spiritual, and strategic advantages.
  • -Abilities-
  • Can use water to enhance awareness, control tides, and even communicate or manipulate marine life.
  • Combat strategies are highly intuitive, often anticipating opponent actions by reading the water's flow.
  • Adept Titan (ADT-T) -Description-
  • A true titan of the seas.
  • The individual has transcended physical limitations, allowing them to not only control water on a grand scale but to harness the ocean's ancient power to amplify their fighting capabilities.
  • -Abilities-
  • Commands the ocean's tides, storm winds, and underwater creatures with supreme authority.
  • Their attacks are capable of sinking entire fleets or causing massive waves with minimal effort.
  • Water itself becomes an extension of their body.
  • Rainbow Ascendant (RBA) -Description-
  • The pinnacle of aquatic combat.
  • An otherworldly figure who has ascended beyond mortal boundaries, they manipulate water as both an element and a force of nature.
  • They can tap into all known aspects of water, from its physical, spiritual, and even metaphysical properties.
  • -Abilities-
  • Can shape entire seas, create storms, and bend water to their will across vast distances.
  • In addition to mastering combat, they have the ability to create illusions or transcend space and time with water's energy.
  • They are as at home underwater as on land or in the air.
  • Back To Top

    INTELLIGENCE (INT)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Torpid 0 [-7]
  • You are in a coma-like stupor, entirely incapable of thought.
  • So… you’re brain-dead.
  • Vegetative 1 [-6]
  • You react purely to immediate stimuli with no reasoning.
  • Higher cognition is beyond you.
  • Instinctual 2 [-5]
  • You rely purely on instinct but can engage in simple planning and tactics.
  • Comparable to a clever predatory animal.
  • Primitive 3 [-4]
  • Limited speech and problem-solving.
  • You communicate mostly through charades, mimicry, and basic words.
  • Dull-Witted 4 [-3]
  • You struggle with logic and abstract thought.
  • You forget details easily and misunderstand complex ideas.
  • Slow 5 [-2]
  • You can follow conversations but are often confused by fast-paced thinking.
  • Abstract concepts or deeper meanings elude you.
  • Below Average 6 [-1]
  • You misuse words and often forget details.
  • You can function but struggle with anything beyond the basics.
  • Standard 7 [+0]
  • You know what you need to get by in daily life.
  • You learn at a normal rate and can follow most logical arguments.
  • Sharp 8 [+1]
  • You grasp new concepts quickly.
  • You can do mental calculations and puzzles with relative ease.
  • Clever 9 [+1]
  • You make insightful observations and can predict short-term consequences well.
  • Knowledgeable 10 [+1]
  • You absorb information like a sponge and think critically.
  • You may come up with new ways to apply knowledge.
  • Insightful 11 [+2]
  • You perceive patterns and deeper meanings in data and experiences that others might miss.
  • Erudite 12 [+2]
  • You are highly knowledgeable and think multiple steps ahead.
  • You may be recognized as a scholar, strategist, or sage.
  • Mastermind 13 [+2]
  • You plan with extraordinary foresight, manipulating circumstances to your advantage.
  • Brilliant 14 [+3]
  • You approach the peak of the humanoid mind.
  • You have near-perfect recall and solve complex problems with ease.
  • Prodigy 15 [+3]
  • Your intellect is extraordinary, making even other geniuses seem slow by comparison.
  • Cybernetic Savant 16 [+3]
  • Your intelligence is artificially boosted via cybernetics, implants, or other technological augmentation.
  • Your knowledge-processing is rapid, but still bound by the limits of the technology integrated with you.
  • Augmented Intellect 17 [+4]
  • Your technological enhancements go beyond human potential, allowing near-instant data recall and hyper-computation.
  • Meta-Mutant Mind 18 [+4]
  • Your intelligence surpasses the limits of normal sentient beings due to mutation, magical lineage, or cosmic influence.
  • You instinctively grasp concepts that would take others years to comprehend.
  • Hypercognitive 19 [+4]
  • Your thoughts operate on multiple levels simultaneously.
  • You can predict outcomes with eerie accuracy.
  • Polymath 20 [+5]
  • You outthink multiple expert minds combined.
  • You have a nearly flawless memory and can plan for countless possible scenarios.
  • Grand Strategist 21 [+5]
  • Your intellect spans across every known discipline, and your plans account for contingencies others cannot fathom.
  • Super Intellect 22 [+6]
  • Your mind is akin to a supercomputer, absorbing and computing information effortlessly.
  • No field of knowledge is beyond your understanding given time.
  • Quantum Thinker 23 [+6]
  • You process information in ways that defy conventional intelligence, making leaps of logic that others could never conceive.
  • Mnemonic Sage 24 [+7]
  • Your memory is perfect—you recall everything in vivid clarity and can simulate countless possibilities at once.
  • Your conclusions are almost never wrong.
  • Arch-Scholar 25 [+7]
  • You are the greatest mind of your species, possessing complete mastery over all known sciences, philosophies, and arts.
  • The Akashic Mind 26 [+8]
  • You possess near-universal knowledge.
  • While you don’t know everything, you are a walking encyclopedia of mortal knowledge, lore, and esoteric secrets.
  • Your understanding might be vast, but there are still some mysteries beyond you.
  • Omnilegent 27 [+8]
  • Your mind spans across time and space, drawing from infinite wells of knowledge.
  • You do not merely understand theories—you create them.
  • Transcendent 28 [+9]
  • Your intelligence is divine in nature.
  • You may perceive time non-linearly, sense thoughts, or grasp cosmic truths instinctively.
  • Cosmic Mind 29 [+9]
  • Your intellect touches higher dimensions of reality, allowing you to comprehend fundamental truths that defy mortal logic.
  • Omniscience 30 [+10]
  • You literally know everything with perfect recall.
  • No secret is beyond you, no mystery exists to you.
  • Knowledge transcends time and space—you see past, present, and future simultaneously.

  • Sub-Categories
    Traditions (TRD)
  • Understanding of cultural norms, etiquette, and inherited wisdom.
  • Helps navigate foreign customs and be respected as a scholar or sage.
  • Unaware (UNW)
  • Oblivious to customs outside of their own background.
  • Novice (NVC)
  • Can recognize basic etiquette but frequently makes cultural missteps.
  • Apprentice (APR)
  • Understands a few traditions and can navigate them with effort.
  • Adept (ADT)
  • Proficient in diplomacy and respecting sacred customs.
  • Scholar (SCH)
  • Deeply knowledgeable in multiple cultural histories and practices.
  • Master (MST)
  • Can flawlessly integrate into and influence foreign societies.
  • Grandmaster (GMS)
  • Respected as a mediator, bridging gaps between cultures with wisdom.
  • Savant (SVT)
  • A walking encyclopedia of global traditions, religious rites, and ancestral knowledge.
  • Paragon (PRG)
  • Shapes and preserves traditions across civilizations.
  • Omniscient (OMN)
  • Embodies the collective wisdom of countless generations, influencing societies on a fundamental level.

  • Psychology (PSY)
  • How fast and effectively they heal from injuries or regenerate lost tissue
  • Unaware (UNW)
  • Thinks magic is just myth.
  • Novice (NVC)
  • Knows a few magical concepts but cannot use them
  • Apprentice (APR)
  • Can go a full day without food before feeling major effects.
  • Adept (ADT)
  • Can survive multiple days without eating, metabolism slows efficiently.
  • Scholar (SCH)
  • Requires food only once per week, body stores nutrients efficiently.
  • Master (MST)
  • Can sustain themselves for a month on minimal sustenance.
  • Grandmaster (GMS)
  • Only needs to eat once per year, body recycles energy.
  • Savant (SVT)
  • Can function indefinitely without food unless in combat or extreme exertion.
  • Paragon (PRG)
  • No longer requires food but can consume energy sources if desired.
  • Omniscient (OMN)
  • Feeds directly on cosmic energy or exists without need for sustenance.

  • Engineering & Invention (EIN)
  • Governs knowledge of mechanics, robotics, and new inventions.
  • Unaware (UNW)
  • Struggles with even simple mechanical tasks.
  • Novice (NVC)
  • Can repair basic machines with guidance.
  • Apprentice (APR)
  • Understands mechanical principles and can build simple devices.
  • Adept (ADT)
  • Designs and modifies machines with efficiency.
  • Scholar (SCH)
  • Innovates in a specific field of engineering.
  • Master (MST)
  • Develops breakthrough technology in robotics, energy, or physics.
  • Grandmaster (GMS)
  • Creates devices that push the boundaries of science.
  • Savant (SVT)
  • Produces technology centuries ahead of its time.
  • Paragon (PRG)
  • Designs machines that reshape civilization itself.
  • Omniscient (OMN)
  • A divine-level engineer capable of creating limitless, self-sustaining technology.

  • Tactics & Strategy (TAS)
  • Governs ability to plan wars, foresee battle outcomes, and use psychological warfare.
  • Unaware (UNW)
  • Has no sense of battlefield tactics or long-term planning.
  • Novice (NVC)
  • Understands simple battle formations and basic strategies.
  • Apprentice (APR)
  • Can manage small groups effectively in combat or conflict.
  • Adept (ADT)
  • Leads larger forces with strategic efficiency.
  • Scholar (SCH)
  • Skilled in military strategy, psychological warfare, and counterintelligence.
  • Master (MST)
  • Can manipulate conflicts across nations and foresee tactical outcomes.
  • Grandmaster (GMS)
  • Wields grand-scale war strategies that shift history.
  • Savant (SVT)
  • Shapes geopolitical landscapes through strategy alone.
  • Paragon (PRG)
  • A legendary warlord whose plans account for every possibility.
  • Omniscient (OMN)
  • A near-mythic strategist, capable of predicting and shaping entire wars before they even begin.

  • Arcana/Magic (MAG)
  • Knowledge of magical laws, spells, supernatural forces.
  • Unaware (UNW)
  • Thinks magic is just myth.
  • Novice (NVC)
  • Knows a few magical concepts but cannot use them
  • Apprentice (APR)
  • Can read basic magical texts; understands minor spells.
  • Adept (ADT)
  • Capable of casting or countering simple magic.
  • Scholar (SCH)
  • Studies advanced arcane theory, can recognize various magical disciplines.
  • Master (MST)
  • Develops unique spells, counters magic instinctively.
  • Grandmaster (GMS)
  • A magical innovator, capable of rewriting spellcraft.
  • Savant (SVT)
  • Unraveling the fabric of reality itself.
  • Paragon (PRG)
  • Treats magic as an extension of thought.
  • Omniscient (OMN)
  • Has near-total command over magical forces.

  • History (HST)
  • Knowledge of past events, civilizations, world-shaping moments.
  • Unaware (UNW)
  • Believes history is just stories.
  • Novice (NVC)
  • Knows general historical events but lacks deep context.
  • Apprentice (APR)
  • Can recall famous figures and wars.
  • Adept (ADT)
  • Recognizes historical patterns and causes.
  • Scholar (SCH)
  • Specializes in one or more historical periods.
  • Master (MST)
  • Can identify overlooked details in historical records.
  • Grandmaster (GMS)
  • Rewrites historical understanding with new findings.
  • Savant (SVT)
  • Sees repeating cycles of history before they occur.
  • Paragon (PRG)
  • Understands the grand flow of civilizations.
  • Omniscient (OMN)
  • Can reconstruct lost history with near-perfect accuracy.

  • Investigation (INV)
  • Analyzing clues, solving mysteries.
  • Unaware (UNW)
  • Misses obvious details.
  • Novice (NVC)
  • Notices surface-level information but is easily misled.
  • Apprentice (APR)
  • Can piece together simple deductions.
  • Adept (ADT)
  • Reconstructs crime scenes and motives effectively.
  • Scholar (SCH)
  • Cross-references vast data to find hidden truths.
  • Master (MST)
  • Spots deception instantly.
  • Grandmaster (GMS)
  • Predicts actions before they happen based on evidence.
  • Savant (SVT)
  • Sees connections between seemingly unrelated events.
  • Paragon (PRG)
  • Solves mysteries before they even fully unfold.
  • Omniscient (OMN)
  • Knows the truth even without physical evidence.

  • Lore (LOR)
  • Knowledge of myths, legends, cultural stories.
  • Unaware (UNW)
  • Thinks myths are just fairy tales.
  • Novice (NVC)
  • Knows a few legendary figures and their tales.
  • Apprentice (APR)
  • Understands mythological patterns and common themes.
  • Adept (ADT)
  • Can connect folklore to real events or beings.
  • Scholar (SCH)
  • Knows how legends evolve over time.
  • Master (MST)
  • Finds hidden truths within myths.
  • Grandmaster (GMS)
  • Revives or uncovers lost knowledge.
  • Savant (SVT)
  • Can discern myth from reality instinctively.
  • Paragon (PRG)
  • Influences culture by shaping new legends.
  • Omniscient (OMN)
  • Sees the origin of all myths and their purpose.

  • Mathematics & Physics (MTP)
  • Enables understanding of reality at a fundamental level, influencing technology and scientific breakthroughs.
  • Unaware (UNW)
  • Struggles with basic arithmetic.
  • Novice (NVC)
  • Understands elementary mathematics but struggles with complex concepts.
  • Apprentice (APR)
  • Can grasp algebra, geometry, and basic physics principles.
  • Adept (ADT)
  • Proficient in advanced mathematics, calculus, and physics applications.
  • Scholar (SCH)
  • Specializes in a scientific or mathematical discipline.
  • Master (MST)
  • Develops new mathematical models and scientific theories.
  • Grandmaster (GMS)
  • Uses mathematics to push the boundaries of technology and reality.
  • Savant (SVT)
  • Comprehends the deep structure of the universe through physics and equations.
  • Paragon (PRG)
  • Can manipulate fundamental forces through applied mathematical principles.
  • Omniscient (OMN)
  • Sees the universe as an equation that can be rewritten at will.

  • Nature (NTR)
  • Understanding of ecosystems, geography, natural forces.
  • Unaware (UNW)
  • Thinks nature is unpredictable.
  • Novice (NVC)
  • Knows the names of common animals and plants.
  • Apprentice (APR)
  • Recognizes weather patterns and survival techniques.
  • Adept (ADT)
  • Can predict natural disasters and track animals.
  • Scholar (SCH)
  • Knows the deep interconnectivity of ecosystems.
  • Master (MST)
  • Can cultivate plants or manipulate environments skillfully.
  • Grandmaster (GMS)
  • Detects even the smallest changes in nature.
  • Savant (SVT)
  • Can foresee long-term climate shifts.
  • Paragon (PRG)
  • Understands the planet’s consciousness.
  • Omniscient (OMN)
  • Feels every natural shift on a fundamental level.

  • Religion/Occult (ROC)
  • Understanding divine beings, esoteric knowledge.
  • Unaware (UNW)
  • Dismisses religion and the occult as nonsense.
  • Novice (NVC)
  • Knows common religious texts and rituals.
  • Apprentice (APR)
  • Can recognize symbols and rites from various traditions.
  • Adept (ADT)
  • Understands the metaphysical implications of faith and magic.
  • Scholar (SCH)
  • Deciphers hidden meanings in ancient prophecies.
  • Master (MST)
  • Senses divine or supernatural influences.
  • Grandmaster (GMS)
  • Performs rituals with cosmic significance.
  • Savant (SVT)
  • Can interpret divine will instinctively.
  • Paragon (PRG)
  • Is revered as a prophet or spiritual leader.
  • Omniscient (OMN)
  • Perceives the underlying truth behind all faiths.

  • Riddles (RID)
  • Understanding puzzles, metaphors, cryptic language.
  • Unaware (UNW)
  • Takes everything literally.
  • Novice (NVC)
  • Can solve simple puzzles.
  • Apprentice (APR)
  • Recognizes common wordplay tricks.
  • Adept (ADT)
  • Breaks down coded messages and metaphors.
  • Scholar (SCH)
  • Understands deep linguistic and symbolic meaning.
  • Master (MST)
  • Creates riddles that confound even the wise.
  • Grandmaster (GMS)
  • Can solve nearly any riddle instantly.
  • Savant (SVT)
  • Thinks in riddles and paradoxes effortlessly.
  • Paragon (PRG)
  • Communicates in puzzles that transcend language.
  • Omniscient (OMN)
  • Solves the riddle of existence itself.

  • Shadow-Lore (SHL)
  • Knowledge of secret societies, conspiracies, and hidden truths. Intelligence here governs hacking, cryptography, and unveiling black-market knowledge.
  • Unaware (UNW)
  • Completely believes mainstream narratives and official accounts.
  • Novice (NVC)
  • Has heard of conspiracies but dismisses most as nonsense.
  • Apprentice (APR)
  • Can recognize propaganda and hidden influences but lacks the skills to uncover them.
  • Adept (ADT)
  • Understands misinformation tactics and knows how to access restricted knowledge.
  • Scholar (SCH)
  • Proficient in hacking, cryptography, and exposing suppressed truths.
  • Master (MST)
  • Has deep knowledge of secret societies, covert organizations, and hidden agendas.
  • Grandmaster (GMS)
  • Can manipulate and spread misinformation while extracting hidden knowledge.
  • Savant (SVT)
  • Anticipates the moves of shadow organizations and deciphers encrypted data instinctively.
  • Paragon (PRG)
  • Few secrets are beyond reach; can unveil and disrupt global conspiracies.
  • Omniscient (OMN)
  • A living myth who knows all hidden truths, influencing history from the shadows.

  • Linguistics (LIN)
  • Mastery of multiple languages, deciphering alien or ancient scripts.
  • Unaware (UNW)
  • Speaks only their native language, struggles with learning new languages.
  • Novice (NVC)
  • Knows a few magical concepts but cannot use them
  • Apprentice (APR)
  • Can hold basic conversations in a second language.
  • Adept (ADT)
  • Fluent in multiple languages, including written and spoken forms.
  • Scholar (SCH)
  • Can read ancient or forgotten scripts with effort.
  • Master (MST)
  • Can rapidly learn new languages and dialects.
  • Grandmaster (GMS)
  • Deciphers lost, encrypted, or alien languages with ease.
  • Savant (SVT)
  • Can construct and teach entirely new languages.
  • Paragon (PRG)
  • Can intuitively understand and communicate in any linguistic system.
  • Omniscient (OMN)
  • Speaks all languages, even those not yet created, and can interpret nonverbal or mathematical communication perfectly.
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    REFLEXES (REF)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Barely Responsive 0 [-7]
  • You have no reflexes and don't even flinch when poked.
  • Your brain does not register movement or the need to react.
  • Essentially, you are either brain-dead or deceased.
  • Comatose 1 [-6]
  • Your reflexes are practically non-existent.
  • Even if something is flying toward your face, you do not react.
  • Glacial 2 [-5]
  • Your reaction speed is painfully slow, almost as if you're moving in slow motion.
  • Even the simplest actions take you an eternity to execute.
  • Sluggish 3 [-4]
  • There is a clear delay between stimulus and response.
  • You struggle to catch objects, and your movement is clumsy and uncoordinated.
  • Cursed 4 [-3]
  • Your reaction time is severely hindered, possibly due to a neurological disorder, injury, or external affliction such as a magical curse.
  • You experience an average 3-second delay between perceiving an action and responding to it.
  • Hindered 5 [-2]
  • Similar to Cursed, but slightly improved.
  • Your response time is still noticeably slow—around a 2-second delay—but you are capable of reacting with conscious effort.
  • Below Average 6 [-1]
  • Your reaction time is poor.
  • You often fail to catch falling objects and struggle in fast-paced situations.
  • Average 7 [+0]
  • Your reflexes are at the normal human baseline.
  • You react as expected in everyday scenarios.
  • Quick 8 [+1]
  • Your reflexes are sharper than average, akin to a person with good coordination and reaction speed, such as a practiced gamer or casual athlete.
  • Athletic 9 [+1]
  • Your reaction time is comparable to trained sports professionals, like a skilled fencer or a seasoned martial artist.
  • Peak Human 10 [+1]
  • You are at the very edge of unmodified human potential.
  • Your reflexes rival those of elite athletes and top-tier martial artists.
  • Combat-Trained 11 [+2]
  • Your reflexes are honed for combat and survival.
  • You react faster than most people can think in high-stress situations.
  • Hyper-Aware 12 [+2]
  • You process movement with heightened perception, spotting the slightest shifts in body language and subtle environmental cues.
  • Body Reader 13 [+2]
  • You can read an opponent's intentions in microseconds based on muscle tension and posture, allowing you to react just before they strike.
  • Instinctive 14 [+3]
  • Your reflexes are borderline precognitive.
  • You react just before an event unfolds, as if guided by an unseen force or honed intuition.
  • Sixth Sense 15 [+3]
  • Your heightened perception lets you feel disturbances in your surroundings before they manifest physically, allowing you to anticipate and evade dangers effortlessly.
  • Guided 16 [+3]
  • An external or internal force—such as an AI assistant, spirit guide, or mystical awareness—assists in processing movement, granting you an almost supernatural reaction time.
  • Predictive 17 [+4]
  • You analyze and anticipate patterns so efficiently that you react as if you already knew what was coming.
  • A skilled opponent must be unpredictable to stand a chance.
  • Hyper-Speed 18 [+4]
  • Your reactions outpace human limits, bordering on superhuman.
  • You can dodge and counter at speeds too fast for the average eye to follow.
  • Preternatural Reflexes 19 [+4]
  • Your reflexes function independently of thought.
  • You no longer need to process an action to react—it happens automatically.
  • Augmented 20 [+5]
  • Technology enhances your reflexes beyond natural limits.
  • Cybernetics, nanotechnology, or neural enhancements allow you to move faster than most beings can process.
  • Supernatural 21 [+5]
  • Magical or genetic enhancements have pushed your reaction time beyond anything a normal organism could achieve.
  • You instinctively dodge projectiles without seeing them coming.
  • Bullet-Dodger 22 [+6]
  • You can react fast enough to avoid bullets after they are fired, moving at speeds so rapid that normal perception struggles to follow your actions.
  • Ultra-Instinct 23 [+6]
  • You move purely on subconscious reflex.
  • You do not need to see an attack coming; your body evades threats on its own.
  • Meta-Reflexes 24 [+7]
  • Even at hypersonic speeds, your reaction time remains flawless.
  • You can fight and function at speeds where time seems slowed to a crawl for everyone else.
  • Untouchable 25 [+7]
  • Your reflexes are so advanced that conventional combat is meaningless against you.
  • Dodging high-speed attacks is second nature, and you seem to "phase" around danger.
  • Temporal Awareness 26 [+8]
  • You perceive time differently, allowing you to react to movements before they occur.
  • To you, everything else appears slowed, giving you an untouchable advantage.
  • Precognitive Combat 27 [+8]
  • You see a short distance into the future and react accordingly.
  • No attack surprises you, and you are always one step ahead of opponents.
  • Superior Precognition 28 [+9]
  • You effortlessly perceive and counteract actions before they begin.
  • Even cosmic-level threats struggle to land a strike against you.
  • Omniscient Reflexes 29 [+9]
  • You react to every movement before it happens, no matter how unpredictable.
  • No enemy can strike you unless you allow it.
  • Absolute Mastery 30 [+10]
  • You exist outside the normal flow of time, reacting instantaneously to all possible threats across multiple timelines.
  • You can predict and counter anything before it even becomes a thought in your opponent's mind.
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    BURROW SPEED (BUR)

    Ability to tunnel through earth, rock, and other materials at varying speeds and efficiency. Measured in feet per second (ft/s) and the materials that can be burrowed through. Resistance Factors: Hardness of the material, required effort, and whether the tunnel remains stable behind the burrower.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Lifeless 0 [-7]
  • You cannot burrow at all.
  • Any attempt to dig results in complete failure.
  • Feeble 1 [-6]
  • Barely capable of pushing loose sand or soil aside with your hands.
  • Speed: 0.1 ft/s (6 inches per minute) in soft soil.
  • Awakening 2 [-5]
  • You can claw at dirt but struggle to create a tunnel.
  • Speed: 0.5 ft/s (1 ft per 2 seconds) in loose soil.
  • Basic Scraper 3 [-4]
  • Can dig shallow holes in sand, loose soil, and dry mud.
  • Speed: 1 ft/s (1 ft per second) in soft material.
  • Rudimentary Burrower 4 [-3]
  • Able to create small, unstable tunnels through dirt, but collapse risk is high.
  • Speed: 2 ft/s (2 ft per second) in dirt.
  • Functional Digger 5 [-2]
  • Can create short, semi-stable burrows in soft soil.
  • Speed: 3 ft/s (3 ft per second) in loose soil.
  • Amateur Burrower 6 [-1]
  • Able to dig reliably through soft soil and compact dirt.
  • Speed: 5 ft/s (5 ft per second) in soft earth.
  • Professional Digger 7 [+0]
  • Comparable to strong mammals like badgers or armadillos.
  • Speed: 7 ft/s in soft earth, 3 ft/s in compacted dirt.
  • Peak Human Digger 8 [+1]
  • Can tunnel through compact dirt efficiently.
  • Speed: 10 ft/s (1 ft per 0.1 second) in soft earth, 5 ft/s in compacted dirt.
  • Superhuman Start 9 [+1]
  • Hands or claws can break through weak rock like chalk or shale.
  • Speed: 15 ft/s in soil, 10 ft/s in compacted dirt, 2 ft/s in soft rock.
  • Elite Tunnel Maker 10 [+1]
  • Creates tunnels that last longer before collapsing.
  • Speed: 20 ft/s in soil, 15 ft/s in compacted dirt, 5 ft/s in soft rock.
  • Rock Scraper 11 [+2]
  • Can break apart and burrow through sandstone and limestone.
  • Speed: 25 ft/s in soil, 20 ft/s in dirt, 10 ft/s in soft rock.
  • Enhanced Earthmover 12 [+2]
  • Stable tunnels, ability to shape earth.
  • Speed: 30 ft/s in dirt, 15 ft/s in soft rock, 5 ft/s in harder rock.
  • Meta-Burrower 13 [+2]
  • Capable of tunneling through dense clay and soft volcanic rock.
  • Speed: 40 ft/s in dirt, 20 ft/s in soft rock, 10 ft/s in harder rock.
  • Efficient Driller 14 [+3]
  • Earth manipulation allows structural control of tunnels.
  • Speed: 50 ft/s in soil, 30 ft/s in soft rock, 15 ft/s in harder rock.
  • Superior Burrower 15 [+3]
  • Can tunnel through tough rock formations without tools.
  • Speed: 60 ft/s in dirt, 40 ft/s in soft rock, 20 ft/s in harder rock.
  • Hardened Rock Borer 16 [+3]
  • Can tunnel through granite and reinforced structures.
  • Speed: 70 ft/s in dirt, 50 ft/s in soft rock, 25 ft/s in hard rock.
  • Underground Sprinter 17 [+4]
  • Can move through underground terrain faster than a human can run.
  • Speed: 80 ft/s in dirt, 60 ft/s in rock, 30 ft/s in hard rock.
  • Living Drill 18 [+4]
  • Produces little resistance when burrowing.
  • Speed: 90 ft/s in dirt, 70 ft/s in rock, 35 ft/s in hard rock.
  • Tunnel Guardian 19 [+4]
  • Can sense and navigate underground structures with precision.
  • Speed: 100 ft/s in dirt, 80 ft/s in rock, 40 ft/s in hard rock.
  • Legendary Mole 20 [+5]
  • Can tunnel through metallic ore deposits with ease.
  • Speed: 120 ft/s in dirt, 90 ft/s in rock, 50 ft/s in hard rock.
  • Master Earthshaper 21 [+5]
  • Can tunnel through titanium-hard materials.
  • Speed: 140 ft/s in dirt, 100 ft/s in rock, 60 ft/s in reinforced structures.
  • Subterranean Beast 22 [+6]
  • Burrowing ability generates seismic tremors.
  • Speed: 160 ft/s in dirt, 120 ft/s in rock, 70 ft/s in reinforced structures.
  • Near-Limitless Driller 23 [+6]
  • Can tunnel through diamond-hard structures.
  • Speed: 180 ft/s in dirt, 140 ft/s in rock, 80 ft/s in reinforced structures.
  • Planetary Excavator 24 [+7]
  • Can burrow through almost any planetary material.
  • Speed: 200 ft/s in dirt, 160 ft/s in rock, 90 ft/s in reinforced structures.
  • Semi-Divine Burrower 25 [+7]
  • Passes through underground obstacles as if they were air.
  • Speed: 220 ft/s in dirt, 180 ft/s in rock, 100 ft/s in reinforced structures.
  • Divine Tunneler 26 [+8]
  • Can tunnel through magical and reinforced cosmic materials.
  • Speed: 250 ft/s in all materials.
  • Reality-Warping Burrower 27 [+8]
  • Burrowing ignores material resistance.
  • Speed: 300 ft/s in all materials.
  • Dimensional Miner 28 [+9]
  • Can burrow through pocket dimensions and alternate planes.
  • Speed: 350 ft/s in all materials.
  • Cosmic Tunnel Maker 29 [+9]
  • Can create stable tunnels through planets.
  • Speed: 400 ft/s in all materials.
  • Universal Burrower 30 [+10]
  • Can move through any material, including space-time itself.
  • Speed: Beyond measurable limits.
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    FLIGHT SPEED (FLT)

    Ability to move through open air, space, or water through force of will.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Grounded 0 [-7]
  • No aerial movement.
  • Levitator 1 [-6]
  • Brief hovering.
  • Basic Glider 2 [-5]
  • Passive air currents sustain limited flight.
  • Avian Flight 3 [-4]
  • Matches birds (~80 km/h or ~50 mph).
  • Enhanced 4 [-3]
  • Matches jetpack speeds (~250 km/h or ~155 mph).
  • Supersonic 5 [-2]
  • Mach 1 (~1,235 km/h or ~767 mph).
  • Hypersonic 6 [-1]
  • Mach 5 (~6,174 km/h or ~3,836 mph).
  • Orbital Speeds 7 [+0]
  • Achieves stable low-Earth orbit (~28,000 km/h or ~17,500 mph).
  • Interplanetary 8 [+1]
  • Travels efficiently between planets (~500,000 km/h or ~310,000 mph).
  • Relativistic 9 [+1]
  • Near light-speed (~0.1c).
  • Superluminal 10 [+1]
  • Exceeds light-speed travel.
  • Tachyonic 11 [+2]
  • Moves through time barriers.
  • Quantum 12 [+2]
  • Exists in multiple locations simultaneously.
  • Dimensional Slipstream 13 [+2]
  • Aerial movement allows phase transitions between universes.
  • Chronal 14 [+3]
  • Moves between past and future through motion alone.
  • Femtosecond 15 [+3]
  • Can react within 10-15 seconds.
  • Attosecond 16 [+3]
  • Travels distances instantly in attosecond increments.
  • Planck 17 [+4]
  • Exists as a non-localized quantum state in the sky.
  • Omni-Directional Aerial Drift 18 [+4]
  • Air-resistance and force limitations cease to apply.
  • Infinite Acceleration 19 [+4]
  • Approaches infinite speed but within physical limits.
  • Trans-Spatial Motion 20 [+5]
  • Reaches any point in space instantaneously.
  • Cosmic Navigation 21 [+5]
  • Can traverse entire galaxies within moments.
  • Multiversal 22 [+6]
  • Flight ignores the barriers of reality.
  • Extra-Dimensional 23 [+6]
  • Can fly through metaphysical spaces.
  • Temporal Ascent 24 [+7]
  • Flight alters reality on a macro scale.
  • Causality Breaker 25 [+7]
  • Movement influences probability itself.
  • Absolute Motion 26 [+8]
  • Flight at will, even where physics forbids it.
  • Thought-Flight 27 [+8]
  • Travels by thought alone, no need for physical motion.
  • Instantaneous 28 [+9]
  • Any point in existence is reachable in zero time.
  • Beyond Flight 29 [+9]
  • Faster than all measurable and theoretical speeds combined.
  • Omnipresent 30 [+10]
  • No longer a movement—it's an omnipresent presence.
  • Ω-Motion (Requires Time Mastery Level:30) 31
  • Flight occurs in all places, all dimensions, and all timelines simultaneously.
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    LAND SPEED (LND)

    Ability to move over land by running.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Inert 0 [-7]
  • No voluntary movement.
  • Sluggish 1 [-6]
  • Barely mobile, crawling speed.
  • Leisurely 2 [-5]
  • Walking (~5 km/h or ~3 mph).
  • Athletic 3 [-4]
  • Jogging (~15 km/h or ~9 mph).
  • Sprinter 4 [-3]
  • Usain Bolt peak (~45 km/h or ~28 mph).
  • Peak Human 5 [-2]
  • Hypothetical max (~60 km/h or ~37 mph).
  • Enhanced Human 6 [-1]
  • Outpaces all unassisted humans (~100 km/h or ~62 mph).
  • Superhuman 7 [+0]
  • Matches a cheetah (~130 km/h or ~81 mph).
  • Hyperkinetic 8 [+1]
  • Faster than most land vehicles (~300 km/h or ~186 mph).
  • Sonic Dash 9 [+1]
  • Breaks sound barrier (~1,235 km/h or ~767 mph, Mach 1).
  • Hypersonic 10 [+1]
  • Mach 5 (~6,174 km/h or ~3,836 mph).
  • Escape Velocity 11 [+2]
  • Achieves orbital speeds (~40,270 km/h or ~25,020 mph).
  • Sub-Orbital 12 [+2]
  • Can run into space, exiting atmosphere.
  • Relativistic 13 [+2]
  • Near-light speed (~0.1c).
  • Superluminal 14 [+3]
  • Faster than light (~1.5c).
  • Quantum Stride 15 [+3]
  • Mass begins fluctuating, partial light-phasing.
  • Dimensional Phasing 16 [+3]
  • Movement distorts spacetime, allowing accidental dimensional shifts.
  • Translinear Motion 17 [+4]
  • Exists at multiple points along a running path simultaneously.
  • Tachyonic 18 [+4]
  • Brief future movement via tachyon interaction.
  • Planar Shifting 19 [+4]
  • Can run in different timeframes and dimensions simultaneously.
  • Omnipresent 20 [+5]
  • Exists at all points along a running path at once.
  • Femtosecond Reflex 21 [+5]
  • Reactions occur at the scale of 10-15 seconds.
  • Zeptosecond Motion 22 [+6]
  • Movement operates at 10-21 seconds.
  • Attosecond Motion 23 [+6]
  • Moves within 10-18 seconds, phasing through reality gaps.
  • Planck Acceleration 24 [+7]
  • Speed reaches Planck limits, making motion indistinguishable from teleportation.
  • Chronal Displacement 25 [+7]
  • Running actively shifts past and future realities.
  • Multiversal 26 [+8]
  • Can move across parallel universes effortlessly.
  • Omni-Directional Shift 27 [+8]
  • Speed allows movement in all directions, including non-Euclidean space.
  • Temporal Absolute 28 [+9]
  • Runs at any speed necessary to bypass universal laws.
  • Instantaneous 29 [+9]
  • Distance is irrelevant—any location is one step away.
  • Beyond Motion 30 [+10]
  • Movement surpasses logical causality, moving "before" an event occurs.
  • Ω-Motion (Requires Time Mastery Level:30) 31
  • Exists in all timelines, all dimensions, and all locations simultaneously.
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    WATER SPEED (SWM)

    Ability to move through water by swimming.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Anchored 0 [-7]
  • No independent movement.
  • Treading 1 [-6]
  • Basic surface movement.
  • Skilled Swimmer 2 [-5]
  • Human-level swimming (~6 km/h or ~4 mph).
  • Competitive Speed 3 [-4]
  • Olympic-level (~9 km/h or ~5.5 mph).
  • Marine Mammal 4 [-3]
  • Matches dolphins (~55 km/h or ~34 mph).
  • Hydrokinetic 5 [-2]
  • Water resistance is negligible (~100 km/h or ~62 mph).
  • Torpedo Speed 6 [-1]
  • Matches submarines (~160 km/h or ~100 mph).
  • Meta-Enhanced Atlantean 7 [+0]
  • Uses water propulsion (~400 km/h or ~250 mph).
  • Supercavitating 8 [+1]
  • Vaporizes water ahead (~1,200 km/h or ~746 mph).
  • Hypersonic Hydrodrive 9 [+1]
  • Mach 5 (~6,174 km/h or ~3,836 mph).
  • Quantum Aquatics 10 [+1]
  • Moves through both water and vapor phases effortlessly.
  • Dimensional Currents 11 [+2]
  • Uses aquatic motion to phase-shift dimensions.
  • Tachyonic 12 [+2]
  • Faster than light underwater.
  • Omnipresent 13 [+2]
  • Exists in all oceans at once.
  • Chronal 14 [+3]
  • Moves between past and future through motion alone.
  • Femtosecond 15 [+3]
  • Can react within 10-15 seconds.
  • Attosecond 16 [+3]
  • Swims distances instantly in attosecond increments.
  • Planck 17 [+4]
  • Exists as a non-localized quantum state in the water.
  • Omni-Directional Aquatic Drift 18 [+4]
  • Water-resistance and force limitations cease to apply.
  • Infinite Acceleration 19 [+4]
  • Approaches infinite speed but within physical limits.
  • Trans-Spatial Motion 20 [+5]
  • Reaches any point in water instantaneously.
  • Cosmic Navigation 21 [+5]
  • Can traverse entire galaxies within moments.
  • Multiversal 22 [+6]
  • Swimming ignores the barriers of reality.
  • Extra-Dimensional 23 [+6]
  • Can swim through metaphysical spaces.
  • Temporal Ascent 24 [+7]
  • Swimming alters reality on a macro scale.
  • Causality Breaker 25 [+7]
  • Movement influences probability itself.
  • Absolute Motion 26 [+8]
  • Swimming at will, even where physics forbids it.
  • Thought-Flight 27 [+8]
  • Travels by thought alone, no need for physical motion.
  • Instantaneous 28 [+9]
  • Any point in existence is reachable in zero time.
  • Beyond Flight 29 [+9]
  • Faster than all measurable and theoretical speeds combined.
  • Omnipresent 30 [+10]
  • No longer a movement—it's an omnipresent presence.
  • Ω-Motion (Requires Time Mastery Level:30) 31
  • Swimmer occurs in all places, all dimensions, and all timelines simultaneously.
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    STAMINA (STA)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Lifeless 0 [-7]
  • You have no stamina. No physical energy.
  • You might be clinically dead.
  • Stepping onto the Path 1 [-6]
  • Through mental and spiritual discipline, you begin unblocking energy channels.
  • You can move your eyes but lack strength for anything else.
  • Activation 2 [-5]
  • Your inner spark ignites, allowing brief bursts of energy.
  • You can wake and communicate but only for a few minutes.
  • Purification 3 [-4]
  • Emotional turbulence surfaces as you cleanse your system.
  • You remain weak and require frequent rest.
  • Transformation 4 [-3]
  • As energy pathways clear, your stamina improves.
  • Fatigue still arrives quickly after basic activities.
  • Harmony & Integration 5 [-2]
  • Your body and energy flow synchronize, enabling greater movement.
  • Exertion Limit: Less than 1 minute.
  • Below Normal 6 [-1]
  • Your stamina is subpar but functional.
  • Exertion Limit: ~1 minute.
  • Normal 7 [+0]
  • You have the stamina of an average, healthy human.
  • Exertion Limit: Several minutes.
  • Trained Athlete 8 [+1]
  • Comparable to an amateur endurance athlete.
  • Exertion Limit: ~30 minutes.
  • Professional Athlete 9 [+1]
  • Comparable to Olympic-level endurance.
  • Exertion Limit: ~1 hour.
  • Peak Human 10 [+1]
  • You have elite, combat-ready endurance.
  • Exertion Limit: A few hours.
  • High Peak Human 11 [+2]
  • Marathon-runner tier stamina.
  • Exertion Limit: ~6-8 hours.
  • Alt-Enhanced 12 [+2]
  • Augmented via cybernetics, potions, bio-enhancements, or ritual empowerment.
  • Exertion Limit: ~12-16 hours.
  • Superior 13 [+2]
  • Physically optimized through experience, training, or mutation.
  • Exertion Limit: ~24 hours.
  • Overclocked 14 [+3]
  • Can push beyond mortal limits without permanent damage.
  • Exertion Limit: ~36-48 hours.
  • Superhuman 15 [+3]
  • Fatigue does not set in for days.
  • Exertion Limit: Several days.
  • Meta 16 [+3]
  • Your body naturally produces enhanced stamina reserves.
  • Exertion Limit: ~1 week.
  • Regenerative 17 [+4]
  • Your stamina replenishes faster than normal, reducing fatigue.
  • Exertion Limit: ~2 weeks.
  • Rechargeable 18 [+4]
  • Can regenerate stamina mid-combat (absorbing energy, meditation, rapid recovery).
  • Exertion Limit: Indefinite with recharges.
  • Semi-Legendary 19 [+4]
  • Stamina burn rate is vastly reduced, making exhaustion rare.
  • Exertion Limit: ~1 month.
  • Heroic 20 [+5]
  • Comparable to demigods, champions, or warlords.
  • Exertion Limit: Several months.
  • Ultimate Warrior 21 [+5]
  • Your stamina can sustain apocalyptic battles without tiring.
  • Exertion Limit: Nearly a year.
  • Near-Limitless 22 [+6]
  • Your body and mind have nearly no energy loss.
  • Exertion Limit: Several years.
  • Limitless Potential 23 [+6]
  • Your body feeds off the ambient energy of the universe.
  • Exertion Limit: Possibly infinite.
  • Semi-Divine 24 [+7]
  • You approach godlike endurance, requiring no sleep or rest.
  • Exertion Limit: Near-immortal levels.
  • Divine Essence 25 [+7]
  • Your stamina is sustained by divine will.
  • Exertion Limit: Functionally infinite.
  • Godlike 26 [+8]
  • You can operate at full power without the need for any recovery.
  • Exertion Limit: Effectively limitless.
  • Divine Avatar 27 [+8]
  • Your spirit fuels your physical endurance.
  • Exertion Limit: You never experience fatigue.
  • Immeasurable 28 [+9]
  • Your energy is self-generating, eliminating exhaustion entirely.
  • Exertion Limit: Unending.
  • Beyond Limits 29 [+9]
  • The concept of stamina is irrelevant to your existence.
  • Exertion Limit: Beyond time.
  • Cosmic Essence 30 [+10]
  • Your body exists in harmony with the cosmos itself.
  • Exertion Limit: Beyond comprehension.
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    PHYSICAL STRENGTH (STR)

    Measures a character's physical power in athletics.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Inert 0 [-7]
  • You lack the strength to move or control yourself, and any organs you might have are too weak to function.
  • Sounds to me like you are dead!
  • Impaired 1 [-6]
  • You have significant trouble lifting your own limbs, unless you are a being of size Tiny or smaller.
  • Feeble 2 [-5]
  • You need help to stand and have difficulty moving or supporting your own weight, unless you are a being of size Small or smaller.
  • Puny 3 [-4]
  • You can lift medium-weight objects for a short time but can barely perform simple physical labor for even a few minutes.
  • Scrawny 4 [-3]
  • You can lift heavy objects for a short time and you can perform simple physical labor for a few hours without a break.
  • Average 5 [-2]
  • You can carry heavy objects and throw small objects medium distances; and you can perform physical labor for half a day without a break.
  • Fit 6 [-1]
  • You are able to lift up-to double your body weight.
  • Peak 7 [+0]
  • You exhibit the pinnacle of humanoid brawn, being able to out-lift several people in a combined effort.
  • You are able to lift up to 999.999 kg (2,204.62042 lbs).
  • Heavyweight 8 [+1]
  • You are able to lift 1,000 kg (1 metric ton) to 10,000 kg (10 metric tons).
  • Impressive 9 [+1]
  • Your strength exceeds the limits of the humanoid body.
  • You can out-lift many people in a combined effort.
  • You are able to lift 11,000 kg (11 metric tons) to 20,000 kg (20 metric tons).
  • Extreme 10 [+1]
  • You are able to lift 11,000 kg (11 metric tons) to 20,000 kg (20 metric tons).
  • Challenger 11 [+2]
  • You are able to lift 21,000 kg (21 metric tons) to 40,000 kg (40 metric tons).
  • Champion 12 [+2]
  • You are able to lift 41,000 kg (41 metric tons) to 60,000 kg (60 metric tons).
  • Legendary 13 [+2]
  • You are able to lift 61,000 kg (61 metric tons) to 80,000 kg (80 metric tons).
  • Industrial 14 [+3]
  • Your strength is on par with bulldozers and cranes.
  • You are able to lift 81,000 kg (81 metric tons) to 100,000 kg (100 metric tons).
  • Monolithic 15 [+3]
  • You are able to lift 100,000 kg (100 metric tons) to 200,000 kg (200 metric tons).
  • Superhuman 16 [+3]
  • You are able to lift 200,000 kg (200 metric tons) to 400,000 kg (400 metric tons).
  • Superior 17 [+4]
  • You are able to lift 400,000 kg (400 metric tons) to 600,000 kg (600 metric tons).
  • Meta 18 [+4]
  • You are able to lift 600,000 kg (600 metric tons) to 800,000 kg (800 metric tons).
  • Meta Enhanced 19 [+4]
  • You are able to lift 800,000 kg (800 metric tons) to 1 million kg (1,000 metric tons).
  • Magical 20 [+5]
  • You are able to lift 1 million kg (1,000 metric tons) to 25 million kg (25,000 metric tons).
  • Supernatural 21 [+5]
  • You are able to lift 25 million kg (25,000 metric tons) to 50 million kg (50,000 metric tons).
  • Herculean 22 [+6]
  • You are able to lift 50 million kg (50,000 metric tons) to 75 million kg (75,000 metric tons).
  • Pantheon 23 [+6]
  • You are able to lift 75 million kg (75,000 metric tons) to 100 million kg (100,000 metric tons).
  • Planetary 24 [+7]
  • Your strength is enhanced causing you to be able to hold a continent steady as it tries to shift, clap so hard you collapse a tidal wave, jump so far you land across the ocean, or punch a crater into a planetary surface.
  • You are able to lift 100 million kg (100,000 metric tons) to 250 million kg (250,000 metric tons).
  • Solar 25 [+7]
  • You are able to lift 250 million kg (250,000 metric tons) to 500 million kg (500,000 metric tons).
  • Cosmic 26 [+8]
  • Your strength approaches that of the gods.
  • You can move meteors, stabilize the orbits of planets, and even throw a starship out of a star system.
  • You are able to lift 500 million kg (500,000 metric tons) to 750 million kg (750,000 metric tons).
  • Galactic 27 [+8]
  • You are able to lift 750,000,000 kg (750,000 metric tons) to 1,000,000,000 kg (1 million metric tons).
  • Divine 28 [+9]
  • Your strength is of a divine nature.
  • You are among the strongest beings on the material plane.
  • You are able to lift 61,000 kg (61 metric tons) to 80,000 kg (80 metric tons).
  • True Divine 29 [+9]
  • You are among the strongest beings on the material plane.
  • You are able to lift 61,000 kg (61 metric tons) to 80,000 kg (80 metric tons).
  • Omnipotent 30 [+10]
  • You are the ultimate in strength in all forms.
  • Planetary impacts, supernovas, and even galaxy-spanning black holes cannot move or overpower you.
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    MENTAL STRENGTH (MEN)

    Measures the ability to resist mental fatigue, process complex ideas, and maintain focus under extreme conditions.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Inert 0 [-7]
  • No cognitive function.
  • Thought process is non-existent.
  • Impaired 1 [-6]
  • Barely able to form coherent thoughts or recognize reality.
  • Feeble 2 [-5]
  • Constantly confused or overwhelmed by basic mental tasks.
  • Puny 3 [-4]
  • Struggles with maintaining focus for more than a few minutes.
  • Scrawny 4 [-3]
  • Susceptible to distraction and mental exhaustion from minor stress.
  • Average 5 [-2]
  • Can handle routine mental challenges without issue.
  • Fit 6 [-1]
  • Can maintain focus for extended periods despite moderate distractions.
  • Peak 7 [+0]
  • Rarely loses focus and can work through intellectual fatigue.
  • Heavyweight 8 [+1]
  • Can mentally endure extreme problem-solving for long durations.
  • Impressive 9 [+1]
  • Able to stay rational in high-pressure mental challenges.
  • Extreme 10 [+1]
  • Can function mentally despite intense physical exhaustion.
  • Challenger 11 [+2]
  • Resilient against misinformation, deception, and mental strain.
  • Champion 12 [+2]
  • Capable of prolonged strategic planning under high-stress situations.
  • Legendary 13 [+2]
  • Thinks clearly and analytically even in near-impossible situations.
  • Industrial 14 [+3]
  • Unfazed by fear or mental exhaustion, maintains sharp focus.
  • Monolithic 15 [+3]
  • Mental fortitude makes one immune to basic illusions or deceptions.
  • Superhuman 16 [+3]
  • Can operate at peak cognitive efficiency without sleep for weeks.
  • Superior 17 [+4]
  • Resistant to psychic attacks or mind-altering influences.
  • Meta 18 [+4]
  • Can multitask at a superhuman level, processing vast amounts of information.
  • Meta Enhanced 19 [+4]
  • Can perceive multiple dimensions of thought simultaneously.
  • Magical 20 [+5]
  • Can think abstractly beyond mortal comprehension.
  • Supernatural 21 [+5]
  • Able to alter perception of reality through pure intellect.
  • Herculean 22 [+6]
  • Unshakable in mental discipline, able to counteract mind control.
  • Pantheon 23 [+6]
  • Can perceive time, space, and thought in nonlinear patterns.
  • Planetary 24 [+7]
  • Intellectual capacity rivals artificial intelligence or cosmic entities.
  • Solar 25 [+7]
  • Can mentally process entire civilizations' worth of knowledge.
  • Cosmic 26 [+8]
  • Able to conceptualize new forms of existence and universal laws.
  • Galactic 27 [+8]
  • Mind functions as an extension of the universe itself.
  • Divine 28 [+9]
  • Mental strength surpasses the constraints of time and reality.
  • True Divine 29 [+9]
  • Can rewrite fundamental truths of reality through sheer intellect.
  • Omnipotent 30 [+10]
  • The mind is infinite, boundless, and exists beyond the cosmos.
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    EMOTIONAL STRENGTH (EMO)

    Measures a character's ability to withstand and recover from emotional distress, trauma, and manipulation.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Inert 0 [-7]
  • Your emotions are completely numb or non-existent.
  • No ability to react or respond emotionally.
  • Impaired 1 [-6]
  • Easily overwhelmed by minor emotional stress; frequent emotional shutdowns.
  • Feeble 2 [-5]
  • Prone to emotional outbursts, unable to regulate feelings effectively.
  • Puny 3 [-4]
  • Struggles with handling moderate emotional distress, highly reactive.
  • Scrawny 4 [-3]
  • Can endure small emotional hardships but is easily shaken by larger setbacks.
  • Average 5 [-2]
  • Able to process daily emotional stressors with mild difficulty.
  • Fit 6 [-1]
  • Can maintain composure in difficult personal situations.
  • Peak 7 [+0]
  • Possesses strong emotional resilience; able to recover quickly from setbacks.
  • Heavyweight 8 [+1]
  • Can withstand significant personal loss or betrayal without breaking.
  • Impressive 9 [+1]
  • Capable of supporting others emotionally while enduring personal hardship.
  • Extreme 10 [+1]
  • Can function under immense emotional distress with minimal impact on behavior.
  • Challenger 11 [+2]
  • Masters emotions even in the face of devastating personal events.
  • Champion 12 [+2]
  • Remains unwaveringly composed despite extreme emotional turmoil.
  • Legendary 13 [+2]
  • Endures any form of emotional pain with unwavering control.
  • Industrial 14 [+3]
  • Can inspire hope in others while enduring extreme personal suffering.
  • Monolithic 15 [+3]
  • Practically immune to common emotional manipulation or distress.
  • Superhuman 16 [+3]
  • Capable of compartmentalizing emotions completely when necessary.
  • Superior 17 [+4]
  • Able to embrace and process immense emotional trauma constructively.
  • Meta 18 [+4]
  • Can use emotions as fuel for powerful motivation or transformation.
  • Meta-Enhanced 19 [+4]
  • Can suppress, channel, or manipulate emotions with inhuman precision.
  • Magical 20 [+5]
  • Emotionally attuned to others, capable of calming or uplifting entire groups.
  • Supernatural 21 [+5]
  • Immune to most fear, despair, or mind-affecting effects.
  • Herculean 22 [+6]
  • Can overcome and process the worst possible emotional pain.
  • Pantheon 23 [+6]
  • Can endure centuries of grief, loss, or loneliness without breaking.
  • Planetary 24 [+7]
  • Emotionally unshakable, remaining composed even in existential crises.
  • Solar 25 [+7]
  • Emotions are a force of nature, capable of inspiring civilizations.
  • Cosmic 26 [+8]
  • Feeds on emotions to ascend beyond mortal suffering.
  • Galactic 27 [+8]
  • Can reshape reality by sheer force of emotional will.
  • Divine 28 [+9]
  • Emotions transcend mortal understanding, felt across time and space.
  • True Divine 29 [+9]
  • Your emotional presence alone alters destiny.
  • Omnipotent 30 [+10]
  • Your emotions exist beyond the cosmos, shaping the very fabric of reality.
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    WILLPOWER STRENGTH (WIL)

    Measures the ability to endure pain, resist control, and maintain focus on a goal despite overwhelming odds.

    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Inert 0 [-7]
  • No sense of self or will.
  • Impaired 1 [-6]
  • Easily manipulated, cannot resist even minor suggestions.
  • Feeble 2 [-5]
  • Cracks under the slightest pressure or adversity.
  • Puny 3 [-4]
  • Struggles to resist temptation or distractions.
  • Scrawny 4 [-3]
  • Can push through minor challenges but falters under pressure.
  • Average 5 [-2]
  • Possesses normal resistance to fatigue and discouragement.
  • Fit 6 [-1]
  • Can power through discomfort and maintain basic discipline.
  • Peak 7 [+0]
  • Can resist fear, intimidation, and mental fatigue.
  • Heavyweight 8 [+1]
  • Highly resistant to mind control and coercion.
  • Impressive 9 [+1]
  • Willpower alone can push the body past normal limitations.
  • Extreme 10 [+1]
  • Can endure excruciating pain and psychological torment.
  • Challenger 11 [+2]
  • Can fight through near-hopeless situations without faltering.
  • Champion 12 [+2]
  • Willpower is unshakable, immune to normal forms of persuasion.
  • Legendary 13 [+2]
  • Resists extreme fear, mind control, and supernatural influence.
  • Industrial 14 [+3]
  • Can break free of mental manipulation through sheer defiance.
  • Monolithic 15 [+3]
  • Willpower alone can keep one conscious despite mortal wounds.
  • Superhuman 16 [+3]
  • Can function without rest or sustenance for extended periods.
  • Superior 17 [+4]
  • Can refuse all external influence, even cosmic manipulation.
  • Meta 18 [+4]
  • Willpower becomes a tangible force, inspiring or influencing reality.
  • Meta Enhanced 19 [+4]
  • Can nullify mind control and psychic domination completely.
  • Magical 20 [+5]
  • Willpower fuels magical resistance and supernatural resilience.
  • Supernatural 21 [+5]
  • Sheer force of will can defy fate itself.
  • Herculean 22 [+6]
  • Can resist divine commands and eldritch corruption.
  • Pantheon 23 [+6]
  • Unbreakable determination makes one a legend among gods.
  • Planetary 24 [+7]
  • Can bend destiny through unwavering resolve.
  • Solar 25 [+7]
  • No force in existence can alter one's will.
  • Cosmic 26 [+8]
  • Can reshape reality by defying its laws through sheer determination.
  • Galactic 27 [+8]
  • Becomes an avatar of ultimate perseverance.
  • Divine 28 [+9]
  • Commands the fundamental forces of will and belief.
  • True Divine 29 [+9]
  • Exists beyond the concept of resistance, bending all opposition.
  • Omnipotent 30 [+10]
  • Your will is absolute, defining reality itself.
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    WISDOM (WIS)
    LEVEL POINTS
    [Modifiers]
    DESCRIPTION
    Insentient 0 [-7]
  • You are completely unfeeling and unconscious, unable to perceive or respond to stimuli.
  • You are not even alive.
  • Unresponsive 1 [-6]
  • You are barely aware of your surroundings and almost incapable of conscious thought.
  • You react only to extreme stimuli.
  • Oblivious 2 [-5]
  • You rarely notice important details, people, or events in your environment.
  • You often forget things even moments after seeing them.
  • Improvident 3 [-4]
  • You lack foresight and fail to consider future consequences.
  • You live in the moment without recognizing long-term effects.
  • Incompetent 4 [-3]
  • You often ignore or misinterpret common sense.
  • Easily deceived and prone to repeated mistakes.
  • Absentminded 5 [-2]
  • You forget or overlook important details and act impulsively.
  • You struggle to recall even recent information and basic life lessons.
  • Foolish 6 [-1]
  • You ignore wisdom and often make careless or reckless decisions.
  • You may believe falsehoods despite evidence to the contrary.
  • Average 7 [+0]
  • You make reasoned decisions most of the time, relying on basic intuition and awareness.
  • You recognize patterns but require conscious effort to interpret them.
  • Perceptive 8 [+1]
  • You notice changes in your environment and can often tell when someone is upset.
  • Your intuition helps you navigate social situations more effectively.
  • Experienced 9 [+1]
  • Through life experience, you recognize danger, deceit, and opportunity more quickly.
  • You can read moods and emotions with some accuracy.
  • Insightful 10 [+1]
  • You read people and situations well, picking up on subtle clues and gut feelings.
  • Your awareness gives you an edge in problem-solving and decision-making.
  • Astute 11 [+2]
  • You anticipate others’ actions based on experience and observation.
  • You understand cause and effect in social and environmental dynamics.
  • Shrewd 12 [+2]
  • You have strong intuition, often acting as a source of guidance for others.
  • You can manipulate or influence situations based on perceptual insights.
  • Perceptive Sage 13 [+2]
  • You instinctively recognize hidden truths and motivations.
  • You remain calm and adaptable, rarely taken by surprise.
  • Wise 14 [+3]
  • You instinctively understand people and situations, making decisions with deep awareness.
  • Your intuition allows you to foresee the long-term effects of actions.
  • Visionary 15 [+3]
  • You see possibilities where others see obstacles, guiding people toward the best outcomes.
  • Your wisdom influences entire communities.
  • Apostle 16 [+3]
  • Your wisdom draws others to you, and people seek your counsel.
  • Your words carry power, shifting perspectives and decisions.
  • Mystic 17 [+4]
  • You perceive underlying truths beyond logic and reason.
  • Your insights verge on the supernatural, revealing deeper meanings.
  • Sagacious 18 [+4]
  • Your intuition is nearly supernatural, allowing you to anticipate outcomes beyond logic.
  • Your presence alone instills calm and trust.
  • Prophet 19 [+4]
  • You have a profound understanding of people, events, and consequences, predicting outcomes with eerie accuracy.
  • Many view you as a prophet, oracle, or guru.
  • Awakened 20 [+5]
  • You perceive deeper truths of reality, resolving nearly any situation with wisdom and insight.
  • You sense fate, destiny, and the interconnectivity of all things.
  • Omniscient Presence 21 [+5]
  • You predict movements, thoughts, and words before they happen.
  • Your awareness extends beyond the immediate, sensing distant events.
  • Ethereal Insight 22 [+6]
  • Your wisdom transcends worldly concerns, understanding existence at a fundamental level.
  • You experience visions of the past, present, and possible futures.
  • Transcendent Mind 23 [+6]
  • You process all available information in an instant, making the best choices effortlessly.
  • Your ability to perceive reality makes you nearly untouchable by deception.
  • Enlightened 24 [+7]
  • Your awareness nears the divine, granting you knowledge of metaphysical truths.
  • You comprehend all aspects of life, death, and the soul.
  • Universal Observer 25 [+7]
  • You see across time, space, and dimensions, understanding the mechanics of existence.
  • Your thoughts can alter the course of reality itself.
  • All-Seeing 26 [+8]
  • You subconsciously predict movements and words before they happen.
  • With effort, you can expand this awareness to perceive actions anywhere within a mile.
  • Boundless Awareness 27 [+8]
  • You extend your perception beyond the material plane, sensing events across vast distances.
  • Your intuition is so precise that chance and randomness rarely affect you.
  • Divine Wisdom 28 [+9]
  • Your consciousness transcends mortal limits, granting you a form of omniscience.
  • You can intuitively understand any problem, mystery, or secret.
  • Cosmic Awareness 29 [+9]
  • Your mind processes information on a universal scale, making you aware of events happening throughout the cosmos.
  • Your wisdom is beyond mortal comprehension.
  • Omniscient Entity 30 [+10]
  • You exist in a state of pure awareness, able to perceive, understand, and influence reality at will.
  • You are wisdom incarnate, one with the very fabric of existence.

  • Sub-Categories
    Animal Handling
  • A character's ability to calm or control animals, intuit their intentions, or keep a mount from getting spooked.
  • Novice (NVC)
  • Basic understanding of animal behavior; can handle domesticated pets.
  • Copper Initiate (CPI)
  • Can soothe nervous animals and guide simple beasts.
  • Tantalum Disciple (TND)
  • Able to train animals for basic tasks and calm mild aggression.
  • Jade Warden (JDW)
  • Can handle wild animals cautiously and train them for specific jobs.
  • Gold Seeker (GSK)
  • Able to calm aggressive creatures and rear wild animals.
  • Gold Champion (GCH)
  • Trains animals with complex commands and maintains control in stressful situations.
  • Amber Lord
  • Can tame untamed creatures and instinctively bond with beasts.
  • Sapphire Sage (SPS)
  • Communicates non-verbally with animals and understands their needs instinctively.
  • Adept Titan (ADT-T)
  • Has a near-supernatural connection to animals, influencing entire herds or packs.
  • Rainbow Ascendant (RBA)
  • Commands and communicates with animals effortlessly, as if one with nature itself.

  • Insight
  • The ability to experience the knowledge, take risks, and engage one's intuition for a full experience.
  • Novice (NVC)
  • Picks up on basic emotions and simple social cues.
  • Copper Initiate (CPI)
  • Detects dishonesty or nervousness in speech and behavior.
  • Tantalum Disciple (TND)
  • Can read subtle body language and predict simple intentions.
  • Jade Warden (JDW)
  • Understands hidden motivations and discerns when someone is withholding the truth.
  • Gold Seeker (GSK)
  • Anticipates actions based on micro-expressions and verbal inconsistencies.
  • Gold Champion (GCH)
  • Rarely fooled by deception and accurately interprets unspoken tension.
  • Amber Lord
  • Detects lies instinctively and predicts people's choices before they make them.
  • Sapphire Sage (SPS)
  • Understands individuals on a profound level, seeing through all falsehoods.
  • Adept Titan (ADT-T)
  • Sees events unfold before they happen, almost as if glimpsing fate.
  • Rainbow Ascendant (RBA)
  • Knows the deepest truths of people's hearts, perceiving their very soul.

  • Medicine
  • To diagnose illnesses, stabilize a dying character, or identify the cause of death or type of remains.
  • Novice (NVC)
  • Knows first aid and can treat minor wounds.
  • Copper Initiate (CPI)
  • Can diagnose common illnesses and stabilize injured individuals.
  • Tantalum Disciple (TND)
  • Able to perform complex medical procedures with the right tools.
  • Jade Warden (JDW)
  • Can treat severe wounds and counteract poisons effectively.
  • Gold Seeker (GSK)
  • Understands anatomy well enough to perform emergency surgeries.
  • Gold Champion (GCH)
  • Enhances natural healing and regenerates tissue with expertise.
  • Amber Lord
  • Can cure diseases that modern medicine struggles with.
  • Sapphire Sage (SPS)
  • Able to heal life-threatening conditions with minimal resources.
  • Adept Titan (ADT-T)
  • Can halt death itself through precise medical intervention.
  • Rainbow Ascendant (RBA)
  • Heals through touch alone, channeling raw life force.

  • Perception
  • Ability to notice or detect things with their senses, focusing on general awareness and the keenness of their senses.
  • Novice (NVC)
  • Notices obvious changes in surroundings and loud sounds.
  • Copper Initiate (CPI)
  • Detects quiet noises and movement in peripheral vision.
  • Tantalum Disciple (TND)
  • Aware of small details and hidden signs of danger.
  • Jade Warden (JDW)
  • Can spot concealed objects and hear faint whispers.
  • Gold Seeker (GSK)
  • Reads environments with precision, detecting unseen threats.
  • Gold Champion (GCH)
  • Detects disguised individuals and recognizes patterns effortlessly.
  • Amber Lord
  • Awareness extends beyond sight and sound, feeling disturbances intuitively.
  • Sapphire Sage (SPS)
  • Can see in complete darkness and track hidden movements flawlessly.
  • Adept Titan (ADT-T)
  • Perceives the unseen, from spiritual presences to distortions in reality.
  • Rainbow Ascendant (RBA)
  • Experiences total sensory awareness, knowing all that happens in their vicinity.

  • Survival
  • The practical knowledge and skill of navigating the natural world, encompassing abilities like tracking, foraging, and identifying environmental hazards.
  • Novice (NVC)
  • Can find basic shelter and recognize safe food sources.
  • Copper Initiate (CPI)
  • Navigates simple terrain and builds functional shelters.
  • Tantalum Disciple (TND)
  • Tracks animals and finds fresh water sources easily.
  • Jade Warden (JDW)
  • Can predict weather and identify dangerous plants or creatures.
  • Gold Seeker (GSK)
  • Reads the land with expert intuition, finding hidden paths and rare resources.
  • Gold Champion (GCH)
  • Survives in extreme environments, adapting to deadly conditions.
  • Amber Lord
  • Guides others through treacherous terrain effortlessly.
  • Sapphire Sage (SPS)
  • Never gets lost, always knowing the direction they must go.
  • Adept Titan (ADT-T)
  • Can thrive anywhere, from deserts to frozen wastelands, with ease.
  • Rainbow Ascendant (RBA)
  • Exists in harmony with nature, commanding the forces of the wild.
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