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Chapter SixChapter SixChapter SixChapter Six
EternalsEternalsEternalsEternals
A being of great power that is believed to come from or beyond the void. This is an
optional ruling for DM’s but it is the name sake of the system. Eternals are creatures that can
bond themselves to a player or NPC. This creatures allow the players to summon them into
existence to provide help. A player can summon the eternal to destroy his enemies or boost his
abilities or just seek aid by asking it questions. This chapter deals with the history and the
mechanics of the system that allows people to call these creatures into existence.
History
Little is known about these creatures on Korwin. They have many myths and legends
surrounding these beings. The two most believed reasons of these creatures existence is that
they are the spirits of the dead ancients or creatures that might exist beyond the void. The
name eternal was given to them based on the ancients theory.
Regardless of the theories the eternals have been around before written history.
Throughout history they existed as spirits often thought of as ghosts that wander ancient ruins.
They were sot after by the people to gain power over others. The Early civialations often had
trouble with certain individuals using the eternals to make themselves into demi-gods. These
squabbles lasted 100 years before the creation of the Arcon empire. Scholars attribute the end
of the eternals to an organization known as the god slayers who created a artifact known as the
stone of eternal end.
This legendary stone (for no one has confirmed its existence) somehow has prevented
the eternals from entering the material world. So for nearly 2,000 years the eternals
disappeared from history. Rumors and lore spoke of the strongest eternals still existing but no
one could confirm this.
In the last 100 years the world has been seeing the eternals more and more often.
These beast have returned in smaller number then what was believed 2,000 years ago. They
are also become very picky on who they bond with making them less common in society. They
still offer powers that make the host stronger and deadlier. No one knows why the creatures
have started to return, but rumors claim the stone has been destroyed. People often lay this
blame on Carstin of the Crimson Crown. The problem with this is he’s not a hundred years old.
Eternal Rules
As stated above an eternal is a spirit or creature that bonds itself to a host. This host
must be sentient and be willing to accept the eternal. To accept a eternal the PC or NPC must
be willing to sacrifice a job ability to gain Eternal bond. The ability can be saved till an eternal is
gained or taken after an eternal is gained at the next available point in the leveling process.
Once bonded with a PC or NPC the eternal can only leave the host when the host dies.
Players can start with an eternal at character creation if they desire so otherwise there
are only two ways to gain an eternal. If the character starts with a eternal this can only be at
weak bond job ability. The eternal will also have a total number of additional build points equal
to the level of the character +1d10 if he starts with an eternal after 1st
level. This is also the
only way a player can have the say in his eternals design. Eternals are normally designed by the
DM. After the character bonds with an eternal he can design its progression as it grows in
power. The player can purchase additional bonds as he adventures and encounters more
eternals. A player can have no more than 5 eternals bonded to him. One of each power level
ranging from weak to full bond. An eternal is built on a number of creation points. A weak
bond has 60 creation points and the higher level ones have more depending on level. Creation
will be discussed further in the chapter.
To get an eternal without starting with one the player ether must find one that wishes
to bond with him or kill a host with an eternal. Eternals can be found mostly in ancient ruins or
hunted places. When a host is near them they may seek them out based on the hosts mood.
Eternals are picky on who they bond with so even if a player has a bond available the eternal
may or may not bond with them. All eternals have moods, these are mood types that allow
them to work. Moods allow the player to use triggers which bring the eternal into the material
plan. An eternal can have more than one mood depending on its power level. When an eternal
bonds it will try to match the characters moods, this remains true even if you slay another host.
The newly freed eternal can reject the victor based on how the host acts. Eternals cannot be
lied to they can see the persons soul knowing their true being.
Once an eternal has been gained the character can use the eternal by ether gaining
marks from the eternals triggers or using MP. Triggers are a set condition which relates to the
eternals mood. An aggressive eternal rewards marks to those that successfully hit targets
more. It takes 10 marks times the power level of the eternal to use the eternal without using
MP or suffering a drawback. The eternal can have one trigger per power level for the hosts use.
When the trigger is full it takes 1 AP to call up one of the three options of the eternal. If the
host wishes to use the eternal without the trigger build they can use MP instead. The problem
with this is that it costs a lot of MP and the host will start suffering draw backs based on the
power of the eternal. IT takes 5 AP + 1AP per power level to call upon this way. The MP
amount it requires is 100 MP times the Power level of the eternal. After it is called upon it will
inflict a drawback depending on its strength. These rules are discussed further in this chapter.
An eternal gains strength by the number of times it is called into the material plane.
Triggering or using the hosts MP will get the same growth on the eternal. The power level of
the eternal will give it more creation points to spend on it. Once a character has bonded with
the eternal the points spent to improve the eternal are up to the design of the player. He may
invest his points in however he sees fit putting them into the three main categories that the
eternal provides.
A host can call upon his eternal to be summoned to smite his enemies, fuse with the
host forming one being of great power, or be called upon to help answer or advise the host on
the future or upcoming problem. Summoning has the most power but doesn’t last long and is
easily banished. Fusing is the middle ground and allows a character to increase his power for a
limited time. Communing with the eternal is not offense in any way. The eternal simply
supplies information or advice to its host depending on what is asked of it. All three of these
actions are discussed in greater detail further in this chapter.
All eternals have names that are significant to themselves. No eternal will ever have the
same name as another eternal. The eternals appearance is also unique to itself. Eternals can
look like anything the DM wishes or the player who designs it.
Creating an Eternal
All eternals use creation points to be built on. Whether you’re a DM or a player making
a eternal you follow the same rule for creation. Creating the eternal is broken down into steps.
The first step is power level of the eternal. Step two is the mood or moods of the eternal. Step
three is triggers for the eternal. Step four is drawbacks for the eternal. Step five is spending
creation point in the three categories; Summon, Fusion, and Communion.
Step 1 Power level
The power level of the eternal is based off the bond level of the eternal. An eternal can
be designed without the job ability but can only be used with that bond level. A character must
have the previous bond level with an eternal to use a higher eternal. The power level of the
determines a couple of things. First whether the characters can use it. Second how much
power its starts with. And third how many creation points it gets every time a character brings
it into the material plain.
The degree of these power levels is set up in five groups that are linked to the job
ability. Each one has a set amount of creation points and points gained when summoned. A
player can design an eternal at creation but only a weak bonded one unless the DM says
otherwise. The DM designs all other eternal power levels for characters and places them where
the players can have access to them. The bond level names and the creation points look like
this.
Name Points Name Points
Weak bond 60pts Lesser bond 90pts
Moderate bond 120pts Greater bond 150pts
Full bond 180pts
Once the power level is decided the points must be assigned for the creation of the
eternal. This if figured on two factors the mood or moods, and the three categories of the
eternal. The moods affect the categories by showing favor to one over the other. The points
are assigned to these categories based on a primary category, a secondary category, and a third
category. Primary getting the most points and then the others getting less as they move away
from the primary. So the points should be distributed like this;
Name Primary Secondary Third Points per use
Weak bond 30pts 20pts 10pts 1pt
Lesser bond 40pts 30pts 20pts 2pts
Moderate bond 50pts 40pts 30pts 3pts
Greater bond 60pts 50pts 40pts 4pts
Full bond 70pts 60pts 50pts 5pts
On a final note the power level also determines how fast the eternal grows when used.
The eternal will always get more creation points when it is used. Triggers and suffering
drawbacks always reward points to its creation. These points may be spent by the player
however they see fit. These points do not need to balance the eternals primary, secondary, or
third categories. The eternal functions to serve the host and his needs even if the host doesn’t
want to use his primary. Point growth is equal to the power level of the eternal. There is no
limit to the number of points an eternal is worth. Though this total is important for drawbacks.
Step 2 Moods
A eternals mood determines two things; triggers and whether it will bond with a
character. If the eternals mood is opposed to the characters it will not bond with them.
Triggers are necessary to using the eternal without suffering a drawback. The higher power
level the eternal the more triggers the eternal will offer. Triggers relate to certain moods types
that the eternal offers. There are 5 mood types that an eternal can choose from. The eternal
can have up to two moods. This secondary mood is called a secondary mood and its primary
mood overrides it when needed. Every mood type has an opposed mood the eternal cannot
have a second mood that opposes his primary mood.
The moods also decide where to place creation points for the categories. Every mood
will show a list of the three categories and their relevance to the mood. Eternals with two
moods have the primary moods primary category as their primary. There secondary mood
primary is then the secondary category unless it is the same as the primary. If that is the case
the creator may assign one of the other two categories as the secondary. The last category that
is not picked or meets the requirements of any of the above becomes the third categories.
The 5 mood types are aggressive, protective, aid, malaise, and scholar.
Aggressive
Aggressive moods favor taking action rather than waiting for something to happen.
Aggressive moods are more in fighters and those that take charge of situation. The eternal
prefers hosts with more of a proactive approach. This is also the easiest mood to work with
due to a high level of adventures preferring to act rather than wait.
Primary: Summon
Secondary: Fusion
Third: Communion
This mood does not work well with scholar moods. All other moods are workable for the
eternal and its host.
Aid
Aid moods focus on helping others. An aid mood is someone that does not want to see
suffering but does something about it. Clergy and doctors are examples of the kind of host that
make good aid moods. The general rule of an aid mood is the want to help people. These are
usually by healing or boosting people’s abilities for the triggers.
Primary: Fusion
Secondary: Communion
Third: Summon
This mood does not work well with Malaise moods. All other moods are workable for the
eternal and its host.
Malaise
A malaise mood focuses on taking advantage of the unprepared or those that let their
guard down. Malaise moods are often thought of as people who don’t care about others and
like to see them suffer. Rogues, bandits, and thieves often favor this mood. Malaise doesn’t
mean you’re evil it just means you’re more callous toward everyone and take advantage when
their back is turned. A malaise mind also plans ahead rather than act on impulse unlike other
moods.
Primary: Communion
Secondary: Summon
Third: Fusion
This mood does not work well with protective moods. All other moods are workable for the
eternal and its host.
Protective
A protective mood prefers to defend himself or others. A protective mood may be
concerned about himself as much as others. The Mood is open to a selfish protection as well as
selfless. The mood is all about keeping the host alive or those the host would lay down his life
for. The eternal prefers the selfless but understands those that prefer a defensive nature. A
protective mood is more of a reactive personality then the other moods. Guards, paladins, and
defenders are examples of this mood.
Primary: Fusion
Secondary: Summon
Third: Communion
This mood does not work well with Malaise moods. All other moods are workable for the
eternal and its host.
Scholar
Scholars are people that prefer to talk or avoid fighting if at all possible. It does not
mean the hosts of this mood are cowards it just mean they only use fighting as a last resort.
Most host the gain eternals with this mood don’t go into combat and prefer to live peaceful
lives using their eternal in non combative ways. Though it is not unheard of that scholar moods
take up adventuring or get forced into combat. Commoners, spell casters, and professionals
are sometimes examples of this mood type.
Primary: Communion
Secondary: Fusion
Third: Summon
This mood does not work well with Aggressive moods. All other moods are workable for the
eternal and its host.
Step 3 Triggers
Now that you have the eternals mood or moods figured you need to pick its triggers.
Triggers are a way to figure marks which are used to call the eternal to the character without
using MP or suffering a drawback. The number of marks needed to call the eternal is based on
a factor of 10 multiplied by the power level of the eternal. So a weak eternal would have 10
marks needed to call and a full eternal would need 50 marks to call. The stronger the eternal
the more triggers it offers its host. The number of triggers offered to the host is equal to its
power level. A weak offers one trigger, a lesser offers 2 triggers, a moderate offers 3 triggers,
and so on.
Triggers are something the host does in play that relates to the eternals mood. When
the host performs the trigger that the eternal offers he receives a mark. When the host gets
enough marks to match the power level times ten he may call the eternal without suffering a
drawback and the MP loss.
All triggers have a game play rule that must be meant to get the mark for the eternal. If
the rule is not meant no mark is rewarded. Every trigger also relates to a mood type. When
creating the trigger must match one of the mood types of the eternal that is being designed or
another trigger must be chosen. A character can receive multiple marks in one round but not
more than his eternals have marks. If multiple eternals have the same trigger and are bonded
to the host they all receive the marks. Once the marks a full the host can call his eternal at his
leisure. Once called that eternal’s marks are reduced back to zero and must be refilled again to
called in this way. The list of triggers, their special rulings in game play, and their mood types
are listed below.
Trigger Description Mood
Warrior Receive a mark on a successful physical attack against a Aggressive
Opponent.
Spell caster Receive a mark on successfully casting a spell on a target Aggressive
Healer Receive a mark when using a successful healing spell or Protective/Aid
Use of the medical skill.
Teamwork Receive a mark when using the aid other action Protective/Aid
Protector Receive a mark when you successfully intercept an attack Protective/Aid
On an ally or friend using an active defense successfully.
Inflictor Receive a mark when you use a successful negative status Malaise
Spell on a target.
Back stabber Receive a mark when you perform a successful sneak Malaise
Attack.
Defender Receive a mark when you successfully use a active Protective
Defense.
Power hitter Receive a mark when you roll a natural 10 on a physical Aggressive
Attack against an opponent.
Killer Receive a mark when you successfully bring a target to Aggressive
The death status.
Persuasive Receive a mark when you successfully perform one of Scholar/Malaise
Following skills; Bluff, diplomacy, fast talk, or interrogation.
Skillful Receive a mark for successfully using a non combat skill Scholar
On a stressful situation.
Booster Receive a mark when you use a successful positive status Protective/Aid
Spell on a target.
Lucky Receive a mark on any successful luck challenge Any
Counter Receive a mark on any successful riposte on a Aggressive/Protective
Target.
Stoic Receive a mark every time you take physical or magical Any
Damage.
Resistant Receive a mark when you successfully avoid a negative Any
Status.
Invulnerable Receive a mark when you suffer no physical or magical Any
Damage after being successfully hit.
Resourceful Receive a mark when you successfully perform a Scholar
Advanced or complex skill in a combat situation.
Wrestler Receive a mark when you perform a successful grapple. Aggressive
Disarmer Receive a mark when you successfully disarm an Protective
Opponent.
Weapon destroyer Receive a mark when you successfully perform a Aggressive/Protective
Sunder attempt.
Tripper Receive a mark when you successfully knock a Aggressive/Protective
Opponent prone.
Opportunist Receive a mark when you get a successful hit on Aggressive/Malaise
An attack of opportunity.
Logical Receive a mark when you successfully solve a puzzle Scholar
Or mystery.
Preventer Receive a mark when you successfully disarm a trap. Aid
Step 4 Drawbacks
When calling an eternal by any other means then by trigger marks invokes a drawback.
The following exception is the positive status known as eternal allows an eternal to be called
without the need of MP or trigger marks. Normally an eternal called without using the trigger
mark system will cost MP. This MP cost is based off the power level of the eternal times 100.
Power level x 100 = MP cost
When this MP is used to call the eternal the host suffers a drawback. Drawbacks are a
flaw for you pulling the eternal to the material plain where the triggers system allows it to pull
itself to the material plain. Since the host is doing all the pulling of the eternal this way it will
inflict harm on the host physical and mentally.
Every eternal has a drawback, some more than others. The number and strength of
these drawbacks is based on the power level of the eternal. There are three types of
drawbacks; minor drawbacks, moderate drawback, and severe drawbacks. Minor draw backs
suffers very temporary effects that hinder like pain, fatigue, low level negative statuses.
Moderate inflicts damage, chances of failure, mental influences, and others. Severe may hurt
others around you as it hurts you, inflict attribute damage and nearly kill the host with drain.
The eternal has a number of minor drawbacks equal to its power level. These minor
drawbacks can be exchanged for a moderate or a severe to reduce the number of drawbacks.
Two minor drawbacks are equal to one moderate and three minors are equal to one severe.
The combinations of these drawbacks based on the number possible is based off the creators
choice.
Also note that sometimes the host may be immune to the type of drawback that is being
used to harm the host. In this case the drawback will be shifted to another drawback of equal
power to affect the host. If this is still not possible the drawback may become a weaker version
of a higher drawback or the DM can create one that will work on that host. Drawbacks are
essential to keeping the eternal system form coming over balanced.
All drawbacks last for 1 encounter duration unless noted in the description of the draw
back. A drawback can put the host into a higher negative status if done so like fatigue leads to
exhaustion.
Minor drawbacks
-Pain: when the host calls upon his eternal he/she will suffer pain marks equal to the
creation point total divided by 15, rounded off.
-Fatigue: when the host calls upon the eternal he/she will suffer fatigue marks equal to
the creation point total divided by 30, rounded off.
-Sickened: when the host calls upon the eternal he/she may be placed into the negative
status known as sickened. A 1d10 roll is made against the hosts fortitude adding a+1 per
creation point total divided by 50, rounded off to the d10 roll. If the hosts fortitude is beaten
then he/she becomes sickened with a save ends duration.
-Weaken: when the host calls upon the eternal he/she will suffer a penalty to all passive
defenses. This negative is equal to the creation point total divided by 50, rounded off. The
weakened state will lasts 1rd equal to the penalty applied.
-Daze: when the host calls upon the eternal he/she will automatically suffer the negative
status for a number of rounds equal to the creation point total divided by 20, rounded off.
-Stun: when the host calls upon the eternal he/she may be placed into the negative
status known as stun. A 1d10 roll is made against the hosts fortitude adding a+1 per creation
point total divided by 50, rounded off to the d10 roll. If the hosts fortitude is beaten then
he/she becomes stunned with a save ends duration.
-Fail to call: This drawback has a chance of occurring before the eternal can be called
by the host when called any other way other then triggering. The eternal will fail to appear on
a percentage chance making any AP and MP wasted if the roll results in equal or lower than the
percentage. The percentage chance of failure is equal to the creation point total divided by 30,
rounded off. This percentage is no greater the then a 50%.
Moderate drawbacks
-Backlash: when the host calls upon his eternal he/she will suffer physical damage equal
to the creation point total divided by 10, rounded off. This can kill the host if brought below
threshold.
-Mana burn: when the host calls upon his eternal he/she will suffer Magic point loss
equal to the creation point total divided by 10, rounded off. If the host has 0 MP when this
burn occurs then it does HP damage.
-Spell Failure: This drawback causes a chance of spell failure when casting any form of
magic that is not the eternal. The spell will fail on a percentage chance making any AP and MP
wasted if the roll results in equal or lower than the percentage. The percentage chance of
failure is equal to the creation point total divided by 30, rounded off. This percentage is no
greater the then a 75%.
-Confuse: when the host calls upon the eternal he/she may be placed into the negative
status known as confuse. A 1d10 roll is made against the hosts will adding a+1 per creation
point total divided by 50, rounded off to the d10 roll. If the hosts will is beaten then he/she
becomes confused with a save ends duration.
-Addiction: When the host calls upon the eternal he/she may become addicted to the
calling of the eternal. This addiction functions like the negative status addiction with the
following exceptions. Once the host is addicted every time he calls upon the eternal he/she will
receive a +2 to all combat, social, and streetwise skill checks, but suffer a -1 to all knowledge,
technical, and perception. This constitutes as the fix and lasts a number of minutes equal to the
creation points divided by 50, rounded off. The host will not suffer the status until the HT
minus the creation points divided by 50, rounded off. All rules for addiction are followed
normally except that the addiction cannot be removed unless by a miracle or sacrificing 5 times
the amount of creation point in the hosts XP. The host gets addicted on. A 1d10 roll is made
against the hosts fortitude adding a+1 per creation point total divided by 50, rounded off to the
d10 roll.
-Suggestive: When the host calls upon the eternal he/she will begin hearing the eternal
in their thoughts. This can be a mixed blessing for the host must willfully hinder the voice if it is
not wanted. The eternal can hear and see everything the host does and talk to him or her at its
own desire. The eternal can only do this for a number of hours equal to the creation points
divided by 30, rounded off. The time frame happens when it wants but must be used in that
amount of time once every 50 hours or be wasted. The host can try and force the eternal out
of his thoughts by a 1d10 roll adding the hosts will passive defense versus a difficulty of 5 +1
per creation point total divided by 50, rounded off.
Severe drawbacks
-Backfire: this functions like backlash moderate drawback except it will affect 1 square
around the host per creation point total divided by 50, rounded off. Anyone within that area
also suffers the effects of backlash. No defense.
-Spell fire: this functions like mana moderate drawback except it will affect 1 square
around the host per creation point total divided by 50, rounded off. Anyone within that area
also suffers the effects of mana burn. No defense.
-Plane rip: when the eternal is called into the material plane by the eternal will tear a
hole into the material plane to one of the other dimensions. This hole will be the size of the
creation points divided by 10, rounded off in inches. This hole will allow things from that
dimension to travel to and from if they can get though the hole. It will last for 1 encounter.
-Attribute drain: when the host calls the eternal he/she will lose a number of attribute
points equal to the creation points divided by 40, rounded off. The player may assign the point
lose however they see fit and have the character suffer the negatives for the loss. The total
cannot be less than 0 in one attribute. This last the duration of one encounter.
Step 5 Categories
The final step of eternal creation is the longest of all the steps. This step takes all the
creation points for the eternal and allows the spending of them in the approitate categories. As
listed in earlier steps the eternals mood and power level determine how to assign points to a
category. The chart is located in step 1 power level and the mood or moods determines the
where, in step 2.
This step shows the eternal’s base stats in these areas and what the eternal can do in
these categories. As stated above the three categories are summon, fusion, and communion.
The mood of the eternal determines starting points in these categories. Any points gained from
calling upon the host eternal can be spent in any of these categories as the player sees fit.
Summoning Summoning is the most common use of eternal next to fusion. All three catergries have
there ups and downs but the use of an eternal really depends on its host. Summoning an
eternal is like casting a spell with the following exceptions if you used a trigger (if you didn’t use
a trigger call then this is even more like a spell with the AP and MP cost). Summoning a eternal
using a trigger call cost 1 AP and no MP. The eternal is physically brought from what ever plan
it normally resides on into the material world. This form of magic uses a 7th
circle form of
magic, the host does not need to know any circles to call his eternal, the eternal provides the
means to bring it into reality. Unlike a spell the eternal is not subject to any form of ability that
cancels spells from being cast.
When the eternal is called into reality it will remain for 1 round (6 seconds) before
returning to where it came from. The power used to bring the eternal into the material plan is
extordianry high so it can’t remian long. Creation points can be used to keep the eternal here
longer if need be. In the round that it is allowed to use the eternal will perform a number of AP
actions equal to a set number assigned by its power level and creation points.
Name Ability Points Name Ability Points
Weak bond 3 Lesser bond 4
Moderate bond 6 Greater bond 8
Full bond 10
With this AP the eternal can perform set abilities placed by its creators design. The
most common way to uses a summon is to strike with it. The other way is to have it cast spells
on you, your allies, or the target or targets that the summon was used for.
The eternal will strike an opponent using a strike using its attack attribute to hit a
target or targets by hitting the appropriate passive defenses. Then it will do the physical
damage attribute in damage times the grade of the hit.
When the eternal cast a spell it is based on its caster level and what circle it can cast.
These are modified by creation points. The MP cost of any spell is not relevant to the Eternal so
it always invests the maximum ratio in the applied MP. The eternal ignores the casting times of
the spells but is limited to a casting time based on its circle. It will take a number of AP equal to
the circle when casting. This is due to the channeling of energy needed for higher circles. The
eternal uses its attack attribute to make all spell skill checks for difficulty or making difficulties
for targets . All other rules and effects apply to the casting of spells on host, eternal, and
targets. The eternal knows a number spells built into its design set up by the creator or added
latter in creation. All eternals have circle one for free. Caster level cannot exceed 200.
When the eternal is summoned it will perform whatever actions under the control of
the hosts player or DM. Depending on design the eternal will have a list of abilities it can use.
Eternals act as if they have free movement so they use no AP moving on the battle field.
The eternal has a four attributes that apply to it when it is summoned. Attack, power,
caster level, and resistance. Attack is the attribute needed to hit passive defenses, beat spell
skill difficulties, or set spell skill difficulties. Power is the physical damage the eternal does
when it successfully hits. Caster level used to figure ratios from spells that the eternal casts.
Resistance is the difficulty when someone tries to cast banishment on the eternal. Summon
resistance attribute is at a higher creation point cost because it is easier to send them out of the
real world. More rules on resistance and banishment see the end of this section. An eternal
will start with these basic attribute stats in this abbreviations;
Attack: Att +1 Power: Pow 5 Caster level: CL 5 Resistance: Res 1
Summoning Abilities
Basic Action 1 point
A basic action uses one 1 AP to perform ether a physical attack or cast a spell from its
spell list. This is a command action that the DM or player can chose when the eternal is
summoned. The eternal can perform as many basic actions as it has AP. This action does not
need improve damage to physical or magical damage.
Special Action 5 points
A special action uses 3 AP to perform ether a physical attack, or combination of a spell.
This is a command action that the DM or player can chose when the eternal is summoned. The
eternal can perform this special action for every 3 AP it has. Doing a physical attack the eternal
boosts its physical attribute by x5. If it adds a spell to the action it reduces the multiplier by 2.
Two spells and one physical attack is x2. One really long powerful spell increases the damage
after the applied by 50%. This action is usually assigned a name and left to the description of
the creator. If it has AP left and other actions it can perform it may do so.
Massive Action 10 points
A massive action uses 5 AP to perform ether a physical attack, or combination of a spell.
This is a command action that the DM or player can chose when the eternal is summoned. The
eternal can perform this special action for every 5 AP it has. Doing a physical attack the eternal
boosts its physical attribute by x10. If it adds a spell to the action it reduces the multiplier by 2
per spell added to a max of 4. One really long powerful spell increases the damage after the
applied by 100%. This action is usually assigned a name and left to the description of the
creator. If it has AP left and other actions it can perform it may do so.
Increased Attack 3 points
Adds +1 to the eternals attack attribute every time taken to a maximum of 30.
Increased power 1 point
Adds +2 to the eternals power attribute every time taken.
Increased caster level 1 point
Adds +1 to the eternals caster level attribute every time taken.
Increased resistance 10 points
Adds +1 to the eternals resistance attribute every time taken to a maximum of 20.
Higher circle 10 points
Adds a +1 to the eternals circle it can cast at to a maximum of circle 6.
Increased AP 15 points
Adds +1 to the eternals AP total it starts with to a maximum of 10 additional.
Increased duration 20 points
Adds another round for the eternal to act. For every new round that the eternal gains
from this ability it will perform all its functions as if it was called again immediately.
Ignore DR 5 points
This ability is taken per attack action taken. It applies to only that action it is assigned
too. Any physical attacks in that action taken on a target ignore that targets DR.
Ignore MR 10 points
This ability is taken per attack action taken. It applies to only that action it is assigned
too. Any spell attacks in that action taken on a target ignore that targets MR.
Status inflicting 2 + Status circle =points
Any action made against a target will make another attack roll versus that targets
appropriate defense inflicting a chosen status if it successfully beats the targets defense.
Miss effect 5 points
This ability is taken per attack action taken. It applies to only that action it is assigned
too. If the eternal should miss the target with its action it will still inflict ½ of the damage it
would have if it had hit in the first grade. If a spell has a miss effect for half damage this ability
does not work with it.
Area 5 points
This ability is taken per attack action taken. It applies to only that action it is assigned
too. Any physical attacks in that action affect +1 square radius away from the original point.
Any targets in that area also suffer from the eternals attack roll. Every time this is taken it will
add a new square to the area affected.
Elemental effect 1 point
This ability is taken per attack action taken. It applies to only that action it is assigned
too. Any physical attacks in that action do elemental damage of the type chosen. This can be
taken applying to a new element. The damage is divided between the elements for any point of
resistances, immunity, or absorption. Mana is not a element that can be taken in this ability.
Spell Knowledge 1 point
Adds 1 spell to the list of spells the eternal knows so it can cast with or in its actions.
Fusion Fusion is a popular chose of the three categories. Fusing offers a more lasting effect
with your eternal rather than a quick strike with the summon. Fusion bonds with the host
temporary giving them some of the eternals power. Depending on the eternals build will
determines how effective this is versus out right calling your eternal to smite your enemies. A
fusion also does not need to be related to combat like communion. Fusion can be used outside
combat by the host just as much as communion.
A fusion is where a eternal enters its host body offering its strength. The eternal exists
half in this reality and half in the reality of the where the eternal comes from. This makes it
harder to banish since it is half in and out. the host may suffer a physical change when this
fusion occurs but no physical harm is done to the host in the transition. This is purely flavor in
most cases unless the eternal actually adds new body parts in the fusion. At the very lest the
eternal will make the host glow with its power. This part is left to the creator of the eternal.
A fusion will last 5 rounds in its host unless the host chooses to end the fusion or dies in
the bond. If the host is killed in the fusion the fusion ends and unless the host is brought back
to life the eternal becomes free. If a halo status is used in a fusion the fusion still end even
though the halo brought the host back to life. At the end of the duration the eternal leaves.
The fusion ability only has two attributes a duration and the resistance. All other abilitys
offered by this category are designed to boost the host. The eternal can increase attributes,
skills, HP, MP, add job abilities, DR, passive and active defense, spell knowledge, status,
resistances, MR, caster level, and AP. An eternal will start with these basic attribute stats in this
abbreviations;
Duration: Dur 5 Resistance: 2
Fusion Abilities
Increased duration 10 points
Adds +1 round to the eternals duration attribute to a maximum of +45 rounds.
Increased resistance 5 points
Adds +1 to the eternals resistance attribute to a maximum of 20.
Increased attribute (Per attribute) 1 point
Improves one of the hosts chosen attribute by 2 per time taken to a maximum of the
hosts being a score no greater than 100.
Increased sub attribute (Per sub attribute) 5 points
Improves one of the hosts chosen sub attribute by 2 per time taken to a maximum of
the hosts being a score no greater than 100.
Power 1 point
Adds +2 bonus damage to any physical attacks the host performs per time taken.
Devastating power 10 points
Adds +1 weapon multiplier to any physical attacks the host performs per time taken to a
maximum of +10.
Caster level 3 points
Adds a +1 to the caster level of the host for all purposes of applied MP and all other
rules that apply to caster level. This cannot exceed a 200 caster level.
Freelance job ability 5 points
Grants a freelance job ability to the host ignoring any requirements the freelance job
ability may have required. Cannot exceed maximum times taken though.
Basic job ability 8 points
Grants a basic job, job ability to the host ignoring any requirements the job ability may
have required. Cannot exceed maximum times taken though.
Standard job ability 15 points
Grants a standard job, job ability to the host ignoring any requirements the job ability
may have required. . Cannot exceed maximum times taken though.
Advanced job ability 20 points
Grants an advanced job, job ability to the host ignoring any requirements the job ability
may have required. Cannot exceed maximum times taken though.
Prestigious job ability 30 points
Grants a Prestigious job, job ability to the host ignoring any requirements the job ability
may have required. Cannot exceed maximum times taken though.
Legendary job ability 50 points
Grants a Legendary job, job ability to the host ignoring any requirements the job ability
may have required. Cannot exceed maximum times taken though.
Spell knowledge 1 point
Adds a spell to the list of spells known to the hosts list of spells known. This is taken
multiple times each time adding a new spell to hosts grimoire.
Increased MP 1 point
This ability multiples the hosts energy attribute by 1 + the times this ability is taken and
adds it to the hosts total magic points over maximum. These are not temporary till the
duration ends they can be restored.
Increased HP 1 point
This ability multiples the hosts energy attribute by 1 + the times this ability is taken and
adds it to the hosts total hit points over maximum. These are not temporary till the duration
ends they can be restored.
Skill bonus 3 points
This ability increases a host skill chosen by the designer by adding +1 to that attribute to
a maximum of +10. This can be taken on multiple skills.
Increased Action Points 20 points
Adds +1 AP to the hosts AP total per time taken to a maximum of +10.
Increased Defense Points 10 points
Adds +1 AP to the hosts DP total per time taken to a maximum of +10.
Damage resistance 1 point
Adds 2 DR to the hosts DR total per time taken.
Magic resistance 1 point
Adds 5 MR to the hosts MR total per time taken.
Stronger will 10 points
Adds +1 to the hosts will passive defense per time taken to a maximum of +5.
Quicker reflexes 10 points
Adds +1 to the hosts reflex passive defense per time taken to a maximum of +5.
Tougher fortitude 10 points
Adds +1 to the hosts fortitude passive defense per time taken to a maximum of +5.
Higher evade 2 points
Increases the hosts evade active defense by 1% per time taken. This cannot exceed a
75% chance of evade no matter how much the eternal adds to the bonus.
Better block 2 points
Increases the hosts block active defense by 1% per time taken. This cannot exceed a
75% chance of evade no matter how much the eternal adds to the bonus.
Better parry 2 points
Increases the hosts parry active defense by 1% per time taken. This cannot exceed a
75% chance of evade no matter how much the eternal adds to the bonus.
Stronger spell resistance 2 points
Increases the hosts SR active defense by 1% per time taken. This cannot exceed a 75%
chance of evade no matter how much the eternal adds to the bonus.
Temperature tolerance 1 point
Increase the hosts ability to resist heat or cold by 10 degrees per time taken.
Inflict status 2 + circle of status=points
The hosts physical attacks also have a chance to inflict a negative status on anyone hit
by the host. The host will make another attack roll versus the appropriate passive defense. If
the host beats the defense then the target suffers the negative status.
Status immunity 10 points
The host becomes immune to one negative status of the creators choosing. True death
is not allowed as an immunity.
Elemental strike 5 points
This is taken per element. The host when successfully striking an opponent will inflict
50% of its damage as the chosen element.
Elemental ward 5 points
This is taken per element. The host will reduce any physical or spell damage done to
him by a chosen element by 50%. Mana is not an option.
Elemental immunity 15 points
This is taken per element. The host becomes immune to any form of damage from a
particular element. Mana is not an option.
Elemental absorption 30 points
This is taken per element. The host will absorb the chosen element damage as hit
points. These hit points cannot exceed the hosts current maximum. Mana is not an option.
Auto cast 10 + circle of spell= points
As the fusion occurs the eternal will cast a spell on the host or on a target of the hosts
desire at no AP cost. This occurs before initiative is rolled and lasts as if it were cast regularly.
The hosts still uses His MP to cast this spell. This ability can be taken no more than 5 times
applying to a new spell every time.
Don’t breathe 5 points
While in a fusion the host does not need to breathe.
No vitals 5 points
While in a fusion the host does not suffer any special rules from piecing, blunt, or
slashing.
No Blood 5 points
While in a fusion the host does not suffer bleeding or any other effects that apply to
having blood.
Additional leg 2 points
The eternal will give the host another leg which will add a +1 to move and a +2 to
balance.
Additional arm 5 points
The eternal will give its host another arm to use as all normal rules apply to use of multi
arms. See chapter 10 two weapon fighting.
Claws 2 points
The hosts hands now do slashing damage.
Talons 5 points
The hosts hands now do base 4 damage with a +2 bonus damage and act as slashing and
piercing.
Sharp teeth 1 point
Your teeth now do slashing damage.
360 degree vision 20 points
The host cannot be flanked or back attacked. The host also threatens all squares around
him.
Dark vision 10 points
The host suffers no penalties in complete darkness.
Polarized eyes 10 points
The host suffers no penalties from flashes or being in very blinding conditions.
Fly 10 points
The host can fly at his move.
Increased movement 2 points
Adds a +1 to the host movement score per time taken.
Swim 10 points
The host can move though water or any liquid at his move score.
Tunnel 10 points
The host can tunnel though solid soil, dirt, mud, etc as his move score.
Specialized breath 1 point
The host can breathe one additional type of gas or liquid per time taken.
Communion Communion is a non combative calling of the eternal. Hosts use communion to talk to
their eternals. The eternal can offer a lot to say to a host by giving them information or
advising the host. The eternal when called this way actually never comes onto the prime
material plane, it looks like it does but this is nothing more than a image. Communion has
many uses for a host but cannot act in combat what so ever.
Communion is when you call upon the eternal to ask it for knowledge, to seek
knowledge, or give advice. When you call upon the eternal in this way it will appear before the
host in its form but really not be tangible. Others can see it unless the host desires it not to be
seen by anyone but the host. Its voice can also work the same way with the host being the only
receiver unless the host desires other to hear the eternal. The eternal hears everything around
it in this form as well but will only answer its host or take questions from its host. Others asking
it questions will be ignored. The eternal only takes its questions from its host.
The eternal will only last for 10 rounds when called this way. A host can ask no more
than 1 question a round. The eternal can last outside its time limit but only to answer the
questions of its host. The eternal can only answer a question if it knows the answer to the
question. The eternal will make a knowledge check off its knowledge attribute plus any
specializations, plus a d10 roll. The question is formatted into a difficulty set by the DM (see
further in this chapter on question difficulty). If the eternal beats this difficulty it will answer
the question completely to the host. If it fails it cannot answer the question but can offer to
investigate the information for the host.
If an investigation is asked of the eternal it will ask if anything else is needed. If nothing
else is needed the eternal leaves even if the duration was not meant. The eternal will use its
investigation attribute for this next option. The eternal will take a certain amount of time to
seek the information for the host based on this attribute versus the difference on the failed
knowledge roll and how hard the information is to gain. For every point difference the
investigation and the knowledge roll below the difficulty takes six hours. If the investigation is
higher than the difference it will reduce the time by 1 hour till 1 hour is left. At this point it will
reduce the time by 5 minutes per point. A minimum of 5 minutes is required to investigate.
For example a knowledge roll of 6 which needed a 10 is a failed by 4. If the investigation
attribute is a 3 it will take 6 hours to gather the information. If it was a 5 investigation it would
take 5 hours. Once this time has passed the eternal will return with the desired information
and tell the host everything on the subject of the question. It will not answer any questions on
the subject or allow for interruption. Once it has said what it needed to say it will leave. An
eternal on an investigation cannot be summoned, fused, or communioned with till the
investigation is complete.
The last option for the host to do with a communion is ask it for advice. The eternal can
only tell knowledge of the past not the future. However it can make an educated guess based
on the past on what will happen. After all history often repeats its self. The eternal in this case
will offer advice in the form of tactics or speculation on the situation on what will happen based
on the facts. This advise is given as a one shot bonus relating to the situation that the host
sought advice on.
To get this advise bonus the eternal makes a knowledge roll based on the difficulty set
by the DM. this difficulty is very similar to an actual knowledge check except it is based on
speculation rather than complete fact. The difficulty is reduced on the more facts that the
eternal knows on the subject of advise. The less known the harder the check. If the roll beats
the difficultly the eternal will grant its advise attribute as a bonus to the following options. This
is based on a point total of the advise attribute. Creation points do not boost these bonuses
unless it is the attribute that is being increased.
Using 1 point of advise attribute increases a related skill to the advise by a +1 bonus.
Using 5 points of advise will add ether a +1 to attack or one passive defense.
Using 3 points the circle level of advise will add a positive status to the host till the
effects wear off.
These bonuses wear off in 1d10 days or till the advise is used. They do not stack with
other advise and are not replaced till used. The eternal gives its advise in the verbal telling if
this advise helps in any other way then bonuses.
The eternal when using communion uses 4 attributes to determine its uses as stated
above. Knowledge, investigation, and advise are the three discussed above. Resistance is the
last attribute even though the eternal never actually comes to the plane it can still be
influenced by the banishment. Though it is harder to send the eternal away since it is only
making images and sounds in the plane. The attributes look like this;
Knowledge: KN 1 Investigation: IN 1 Advise: AD 1 Resistance: Res 3
Communion abilities
Increased Knowledge 20 points
Adds +1 to the eternals knowledge attribute per time taken.
Increased investigation 15 points
Adds +1 to the eternals investigation attribute per time taken.
Increased advise 10 points
Adds +1 to the eternals advise attribute per time taken.
Increased resistance 2 points
Adds a +1 to the eternals resistance attribute per time taken to a max of +32 times.
Increased duration 5 points
Adds 1 round to the duration that the eternal stays and answers or advises the host.
This can be taken a maximum of 10 times.
Second try 1 point
This applies to only one question per time taken. The eternal may reroll a failed
knowledge check once taking the second result regardless of the first. This can be taken
multiple times each time applying to a new question.
Places specialization knowledge 5 points
The eternal is familiar with geography more so then other knowledge’s. The eternal
gets a +1 to knowledge rolls when the question is directed to geographical locations or land
marks of the world. This can be taken multiple times increasing the bonus every time.
Creature specialization knowledge 3 points
The eternal is familiar with monsters and animals more so then other knowledge’s. The
eternal gets a +1 to knowledge rolls when the question is directed about a particular monster
or animal. This can be taken multiple times increasing the bonus every time.
Nations specialization knowledge 3 points
The eternal is familiar with history, culture, and politics of the world more so then other
knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed toward
history, culture, or politics of a particular nation of the world. This can be taken multiple times
increasing the bonus every time.
Persons specialization knowledge 5 points
The eternal is familiar with people and what they did more so then other knowledge’s.
The eternal gets a +1 to knowledge rolls when the question is directed to a particular person.
This can be taken multiple times increasing the bonus every time.
Magic specialization knowledge 8 points
The eternal is familiar with the workings and history of magic more so then other
knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed about a
spell, ritual, or magical event. This can be taken multiple times increasing the bonus every
time.
Items specialization knowledge 10 points
The eternal is familiar with history of a particular object more so then other
knowledge’s. The eternal gets a +1 to knowledge rolls when the question is directed about a
mundane, technical, magical, or artifact item. This can be taken multiple times increasing the
bonus every time.
Making a knowledge difficulty
If the DM does not want to make a difficulty for the question or wants to make one
rather than assigning one for the knowledge check. Players can also check this list to see if the
characters question is possible for their eternal. Designing a knowledge difficulty is broken
down into 5 steps based on 5 simple questions that may apply to the knowledge difficulty. Use
this chart below to help figure a knowledge challenge check. A difficulty must be a 1 regardless
of adjustments.
Step 1 Difficulty of the question?
Base difficulty Question Example
1 Simple Who is the current king?
2 Basic Where is mount Kamz?
3 Unusual What is the birthday of Lady Reis?
4 Hard What is the ritual for eternal entrapment?
5 Impossible When was the wheel invented?
Step 2 How well known is the information?
Adjusting difficulty Known Example
-1 By pretty much everyone What color is the sky?
and there brother knows.
0 Common knowledge Name your nation?
+1 1 out of 1,000 people know Where is the capital your nation?
+2 1 out of 100 people know Name the kings advisors?
+3 1 out of 10 people know Name all the types of horses?
+4 Very obscure How do you build a mana crystal?
Step 3 How old is the information?
Adjusting difficulty Age
0 Present day
+1 A year old
+2 5 years old
+3 10 years old
+4 20 years old
+5 50 years old
+6 100 years old
+7 1,000 years old
+8 10,000 years old
+9 100,000 years old
+10 Over a million years old
Step 4 Is the information still known?
Adjusting difficulty Condition
0 The information is written down somewhere and good condition
+3 It is written but in poor condition with missing pieces or may only
be verbal passed on.
+5 Information was only verbally passed on.
+8 Information is lost and never written or passed down
Step 5 What is the type of information?
Adjusting difficulty Type
+3 Nation
+3 Creature
+4 Palace
+4 Person
+5 Magic
+8 Item
Banishing an eternal
Since an eternal is an outsider a character or an NPC can attempt to cancel a persons
calling of an eternal. To do this the banisher must have access to or know the banishment spell.
if the banisher has the banishment spell they can use this spell as a counter spell when
someone tries and calls an eternal. The rules in this case ignore the elemental, school, and if
you know the others spells. Since the banisher is casting banishment which is the only spell the
caster can cast to counter an eternal all those rules are irrelevant to the process. The caster
can still use spell wait in this case. The spell when cast when the eternal is called will function
like banishment with the following exceptions.
One the eternal is not permanently banished or subject to the a yearly banishment.
Secondly rather than targeting a will defense the caster targets the eternals resistance. In this
case the resistance acts as a passive defense versus the spell casters skill. If the banisher beats
the resistance score the eternal is simply removed until the host can either trigger the eternal
again or use the MP calling method. If the banishment fails to beat the eternals resistance then
it stays there.
Depending on the eternals design and what category it is being called into will
determine its resistance versus banishment. There is no other way to cancel an eternal when it
is called into the material plan rather than banishment.
Sample Eternals