The Aether responds to your touch, flowing up your limbs in a strange, winding motion. Iridescent sparks jump between your fingers, and you find that controlling their movement is as simple as willing it. The power is intuitive and intoxicating, and the well you pull from feels limitless. You direct your energy to the star before you with a small gesture—a sea of liquid sunlight, the star parts, expelling its ambrosial power in one great wave. A billion voices cry out, then become fuel.
APEX is a tabletop roleplaying game about the Thessians, a race of eldritch beings. As Thessians, the players fight and scheme to bring about their world-spanning plans, whether this involves conquering the universe, building a utopia, or simply exploring the reaches of the unknown. This ruleset encourages narrative-heavy, one-shot style play. You'll need thirteen ten-sided dice (13d10), a completed character sheet, and somewhere to track your character's resources to participate.
Playing the Game
A game of APEX involves players, who control player characters (PCs), and a narrator who controls all other characters (NPCs) and sets the scene during play. Typical play cedes decision-making to the players, who determine their PC's actions and what activities to pursue. Given the overwhelming power of the PCs in this game, most actions require no adjudication on the narrator's part and occur without any dice rolls.
Should a player want to do something unlikely to fail—ranging anywhere from throwing a rock a few hundred yards to flying, changing their form, or consuming mundane poison—the narrator will give the player the go-ahead to describe the action (or describe it themselves, if the player prefers).
Dice rolls, and APEX's dice pool mechanic, only come into play when a PC attempts an action that has a chance to fail. This may include challenging tasks or actions that another character may contest. To resolve such occurrences, every PC has nine abilities that cover different kinds of actions and three approaches associated with those abilities.
Approaches and Abilities
An approach is how a PC attempts to perform some action. APEX categorizes approaches into three general categories: Psyche, Physicality, and Potency. A Psyche approach means a PC emphasizes using their mind and forethought, a Physicality approach means the PC relies more on their physical body, and a Potency approach means the PC uses their magic more directly.
As an example: Tracker wants to locate a runaway thrall. If Tracker hid a trace on the thrall before it escaped, she'd use a Potency approach. If Tracker went looking for footprints or broken branches, she'd use a Physicality approach. If Tracker imagined how the thrall might act and attempted to predict its movements, she'd use a Psyche approach.
The nine abilities are the broad categories a particular action can fall into and are used to describe the skill a PC has in that kind of action. Abilities are associated with a specific approach in groupings of three per approach.
Psyche Abilities
Composure. Stay calm under adversity. Withstand other wills. A PC's Composure is its ability to shrug off attempts to control or influence its actions and how well it can convincingly misdirect others. Some examples that use the Composure ability are avoiding being stunned by an EMP and convincing an inquisitor of your innocence.
Rhetoric. Convince those around you. Tempt the unwilling. A PC's Rhetoric is its ability to manipulate others and persuade them into actions in the PC's favor. Some examples that use the Rhetoric ability are tricking a noble into exposing his secrets in a high court and luring the son of the technocrat into hedonic life of sin.
Wit. Uncover new knowledge. Remember hidden truths. A PC's Wit is its ability to recall and learn information. Some examples that use the Wit ability are learning the true name of a formless anomaly on the rim, distributing esoteric truths to mortals in exchange for favors, and remembering the correct lever sequence to launch a slipship.
Physicality Abilities
Endurance. Withstand great pressure. Struggle against the impossible. A PC's Endurance is its ability to push through hostile environments, shrug off poisoning attempts, and exert itself over long periods. Some examples that use the Endurance ability are descending into the heart of a singularity and holding a continent above the ocean for millennia.
Agility. React to new circumstances. Move with haste.A PC's Agility is its ability to move with speed and grace. Some examples that use the Agility ability are slicing a paladin in half before he can draw his blade and piloting an imperial starcraft through a dense asteroid field.
Power. Shift people and worlds. Apply intense force. A PC's Power is its ability to exert pressure on objects or command fear and respect among its followers. Some examples that use the Power ability are shattering an ancient "unbreakable" artifact and swinging a lightblade through a large moon.
Potency Abilities
Shivers. Tune in to the Aether. Feel the world around you. A PC's Shivers is its ability to perceive the world around it and the effect technology or magic has on reality. Some examples that use the Shivers ability are seeking the location of the last rebels in their underground base and tracing the flow of mana in a broken magicircuit.
Volition. Manifest your will. Create something from nothing. A PC's Volition is its ability to generate or destroy matter and energy. Some examples that use the Volition ability are summoning a ball of fire in the middle of a priest's convocation and consuming the nuclear force in a burgeoning people's space station.
Interfacing. Manipulate complex systems. Speak with machines. A PC's Interfacing is its ability to connect with magical mechanisms and intricate machines. Some examples that use the Interfacing ability are convincing an autonomous turret to fire on its creator and modifying a clock tower to summon fiends when it strikes midnight.
Rolling and Resolving Actions
Each approach has one to three pips (⦿) associated with it, representing how good a PC is at a particular approach--with more pips being better. Similarly, each ability has one to six pips. When a PC attempts to perform an action that might fail (or succeed with consequences), the narrator asks them to perform an ability check. The narrator determines which approach and skill best fit the attempted action and sets the check's difficulty from two to nine. The player rolls a quantity of d10s equal to the approach's pips plus the ability's pips and counts the number of successes: the dice that rolled a six or higher. The action succeeds if the number of successes equals or exceeds the difficulty. If the number of successes is greater than half the difficulty, rounded down, the action partially succeeds or succeeds with consequences. Otherwise, the action fails.
For example, Anger and Despair want to drive their captives to jump into the spike pit in their cell. Despair shows the captives scenes of their loved ones dying and their world melting in an attempt to rob them of their will to live. The narrator asks Despair to roll a Psyche(⦿⦿)+Rhetoric(⦿⦿⦿) roll and sets the difficulty at three. Despair has five pips between her approach and ability, so she rolls five dice. She gets two successes, which doesn't match the difficulty but passes the half mark; while some of the captives do self-impale, the rest bolster themselves against her words. Seeing this, Anger gets bored and teleports into the chamber, trying to throw the prisoners in one by one. The narrator asks Anger to roll a Physicality(⦿⦿⦿)+Power(⦿⦿⦿⦿⦿⦿) roll and keeps the difficulty at 3. Anger rolls nine dice and gets six successes. As such, he successfully throws the remaining captives into the pit.
Player Resources
Health Points
While Thessians are the apex of life within the Astra, they are still bound by the rules of the world and its underlying Narrative. Powerful beings (such as the PCs) must maintain a high local information density to manifest and control their physical body. Every PC has up to 10 Health Points (HP), representing the maximum information density a character can safely lose. When a PC's HP is reduced to zero, the character loses coherence and temporarily ceases to exist.
Coherence Loss and Death
A Thessian is powerful enough that the prospect of killing one is nigh impossible and, as such, cannot occur during a typical session of APEX. Death is not the only possible negative outcome, however. Coherence loss renders a PC immobile, unable to act until aided by an ally. Fortunately, the great power in a Thessian's physical form can be harnessed in a potent final burst when a PC falls, causing beneficial effects unique to each character (as detailed later in this document).
Action Points
In addition to their HP, each Thessian has latent energy that they can harness to increase their natural ability. This energy is represented by Action Points (AP), which a PC can have 2-10 of. In a session of APEX, a player may spend their AP on one of two things: they may Push the Narrative, or they may Activate a Power.
Push the Narrative
Whenever a player is asked to make an ability check, they may expend some of their AP to Push the Narrative and gain an edge. For each AP spent before the roll, the player may add one additional die to their dice pool. In exchange for this significant boost in ability, a PC strains the Narrative, causing it to rebound later in the session. For each AP spent in this fashion, the narrator gains their own AP, which may be used to empower adversaries encountered during play.
Activate a Power
Each Thessian has a handful of Powers -- unique combat abilities that encourage varied playstyles and gameplay niches. During combat, players may spend an AP to activate one of their Powers. Spending an AP this way does not have a negative consequence like Push the Narrative might. The Powers available to your character are detailed in the character creation portion of this ruleset.
Recovering Resources
There are a few ways to recover a PC's HP and AP. The simplest method to borrow from an ally: a Thessian may donate their resources to a close ally, though this will take time in combat. Also, a player may choose to convert their resources between the two pools at a 2:1 exchange rate. However, the most efficient way to replenish resources is to take them from others. Whenever a player slays a foe in combat, a d10 is rolled. If the die lands on a four, five, or six, they regain one HP. On a seven or above, they regain one AP. The last method to recover resources is on revival--if an ally aids an incoherent PC, they return to life with half their HP and AP rounded up.
Combat
Combat in APEX is structured into rounds and turns. When a round begins, all Thessians take a turn in any order they like. Once the PCs have gone, the enemies take their turns as one group. After the enemies complete their actions, a new round begins.
During their turn, a PC can move and take one action. Movement in APEX is abstract--a target may be in one of three ranges. If the target is at most a few steps away, it's Close; if it's within 100 feet, it's Near, and anything further than that is Far. During a turn, movement allows the PC to move one increment towards or away from a target.
An action is anything a player chooses to do during their turn. This is typically Activating a Power, but if the player doesn't want to spend an AP, they can instead perform a Freeform Action: anything that might require an ability check. Freeform Action are less resource-intensive but have a chance to fail or backfire depending on the difficulty of the act. Besides those two options, a player may aid an incoherent companion and donate resources.
An example player round might look something like this: Hunger, Honor, and Mania are leveling the capital of a country that insulted them. Honor marks the general and one of the larger platoons with his passive Power, then spends an AP to swap the positions of Mania and an enemy tank, placing her right in the middle of combat. Mania spends an AP to force the enemy to fire upon itself, taking out two platoons at once, then leaps into the air to avoid enemy fire. She gets an HP drop and an AP drop from her two kills. Hunger wants to consume the nearest battle mech, which the narrator sets at a difficulty three Physicality(⦿⦿)+Endurance(⦿⦿⦿⦿) check. Hunger rolls four successes and eats the mech. No drops are rolled from the battle mech.
The enemy response might look like this: The general and the larger platoon cannot act due to Honor's mark, so they do nothing. A smaller platoon is still near Mania, so they unload their weapons and deal 1 Harm to her. One of the battle mechs near Hunger detonates its energy core in a last-ditch effort to stop the Thessian. Hunger takes 2 Harm and fails a difficulty two Physicality(⦿⦿)+Composure(⦿) check, losing an AP as a result.
Creating a Player Character
Portfolios
A Portfolio is a collection of powers that differentiates any Thessian from another. Each PC has one Portfolio, which will largely dictate the role that character has in combat. Each Portfolio has a passive power (which activates for free when certain conditions are met), four active powers, a Coherence Loss event, and a selection of 17 specializations.
Specializations are minor modifications a player can make to their character and are split into two categories: General specializations and Power specializations. General specializations apply to a Portfolio as a whole, while Power specializations are applied to a specific Power.
Building your Character
To begin building your PC, you must start with a theme. All Thessians have a theme or ideal that they represent and inherit their name from. This can be a kind of creature (Dragon, Beast, or Angel), a concept (Archival or Endless Night), or an emotion (Hunger, Vainglory, and Monotony).
Once you have your theme, it's time to select your resources. You start with 2 HP and 2 AP, and have eight points to distribute between the two of them.
Next you select your Portfolio. Each Portfolio comes with a series of Powers and a selection of specializations. Select one, and four specializations from that Portfolio. If you choose any Power specializations, remember to choose which Power they apply to!
Finally, you make your ability scores: distribute your aptitudes, assign pips to abilities, and select a specialty. First is distributing aptitudes--every player character is excellent at one approach, good at a second approach, and okay at the third approach. Assign three pips to one, two to another, and one to a third. Next is assigning pips to abilities. Each character starts with one pip in every skill, and 18 free pips can be assigned to any ability. The maximum number of pips set to any one ability equals two plus the associated approach's number of pips. Finally, select a specialty. Every PC has one ability they're particularly good at. Add one pip onto any skill--this pip ignores the maximum limit from the previous step.
For example: Caregiver likes to redeem her foes and take care of them even in their afterlife. She chooses a 8 HP/4 AP split and the Grim Portfolio. She wants her thralls to be a little hardier, so she takes the Builder specialization. She wants to be able to command multiple thralls at a time, so she takes the Marionette specialization and applies it to her Puppet Power. She'd like to use Haunt often, so she takes the Efficient and Rallying Cry specializations as well, and applies both to Haunt.
For her ability array, she wants to be wise and magically powerful but not particularly physical. She assigns three pips to Psyche, two to Potency, and one to Physicality. Since that makes Psyche associated abilities have a max of five pips, she puts five in Composure and Rhetoric and three in Wit. Physicality associated abilities have a maximum of three pips, so she arranges two in each. Potency associated abilities have a max of four pips; she puts three in Shivers and Volition and two in Interfacing. Finally, she selects Composure as her specialty, bringing the pip total to six for that ability.
Below is an interactive menu to assist in the construction of a PC. Start by using the slider to assign your resources. Select a Portfolio and toggle the specializations you'd like. Lastly, look at creating a proper ability array. Begin by dragging the three collections of pips into the approach you wish to assign them to. Then toggle the pips in the ability cards until you've distributed all your points. Finally, select the leftmost pip in the ability you wish to be your PC's specialty.
Phenomenon
You are a living natural disaster, and once you're set in motion, the destruction you bring is rapid and indiscriminate.
Passive Power
Merely being in your presence is harmful to most. Deal 1 Harm to a Close enemy at the start of your turn.
Active Powers
You inexorably hunt down your foes. Deal 2 Harm to an enemy at Close range, or 3 Harm to them if you moved before activating Unrelenting.
You let your divine energy radiate outward. Deal 1 Harm to all enemies within Close range.
You streak across the ground like wildfire, dealing 1 Harm to every injured enemy within Close or Near range of you.
You hurl a projectile at a Far enemy, dealing 1 Harm. At the start of the next round, you can instantly teleport next to that enemy.
Coherence Loss
Choose a single enemy at any range. Move to Close range and deal Harm equal to your Physicality + Potency.
General Specializations
+1 AP
+1 HP
+1 HP
You may move twice in a round.
+1 Harm to Hazardous Aura.
Hazardous Aura can target two enemies.
Hazardous Aura activates every time you take Harm, as well as at the start of your turn.
Power Specializations
+1 Range
+1 Harm
+1 Harm
Costs no AP
First time this power is used in combat, it doesn't count as an action.
Spend 1 extra AP to double the Harm.
Unrelenting affects all enemies Close to target as well.
Enemies hit by Overflow take 1 Harm if they act that round.
Harm for Elemental Storm equals Potency instead of 1.
Target of Trace cannot act this round.
Radiant
You are the font of energy from which others draw their power.
Passive Power
You warp the resources of your enemies. Once per round, you can change a drop you or an ally pick up from one type to the other (e.g. HP to AP).
Active Powers
Your body is wreathed in energy. Until the end of your next turn, any Close enemies take 2 Harm.
You create columns of energy which burst from the ground. Deal 2 Harm to target within Near range, and 1 Harm to anyone Close to them.
You focus your fury on a wounded foe. Target injured enemy at any range and deal Harm equal to your Psyche.
You fire fragments of your energy in all directions. Choose a number of targets equal to or less than your Physicality, at any range. Enemies take 1 Harm, allies recover 1 HP or 1 AP.
Coherence Loss
Two waves blast off of you, one wrathful, one radiant. All damaged enemies immediately take Harm equal to your Physicality. Allies recover HP equal to your Psyche.
General Specializations
+1 AP
+1 AP
+1 HP
You may have 1 drop each round explode, dealing 2 Harm to all Close enemies.
You can use Controlled Burn twice per round.
Any drop you pick up can be treated as HP or AP.
Enemies you kill create 2 drops.
Power Specializations
+1 Range
+1 Harm
+1 Harm
+1 Harm
Costs no AP
You may use Potency in place of the keyed attribute.
When Engulf ends, it explodes outward, dealing 1 Harm to every enemy up to Near.
Erupt's column remains in place for a number of rounds equal to your Potency. Deals 1 Harm to anyone that gets Close to it.
If your Snuff Out target dies, you regain 1 AP.
The number of targets you can select for Kindling is either your Physicality or your current AP, whichever is greater.
Weaver
You are a source of truth, and a mortal's fate is like putty in your hands.
Passive Power
You feel the weight of your enemies pressing against the Aether. At the start of your turn, Mark any two enemies. Marks remain until they have been used, but do not stack.
Active Powers
You fray the cords connected to your Mark. Choose 1 Marked enemy. They take +1 Harm from all sources until the start of the next round. Target loses Mark.
You rip the cords from your Marks. Every Marked enemy takes 2 Harm. Targets lose Mark.
You conjure a convincing decoy within Near range from loose threads in the local Weave. Marked enemies will be compelled to target the decoy. Decoy ends at the end of the round. Affected enemies lose Mark.
You entangle yourself with a foe. Switch positions with a Marked enemy. Target loses Mark.
Coherence Loss
You take some of the cords around you with you. Choose a target for each point of Potency you have, at any range. You deal 2 Harm to each.
General Specializations
+1 AP
+1 HP
+1 HP
You may Mark any three enemies instead of two.
Marked enemies deal -1 Harm to you.
At the start of the round, choose 1 Marked enemy to not act or move this round.
Your Sharp Edge targets all foes you have Marked as well as the ones you select.
Power Specializations
+1 Range
+1 Harm
Costs no AP
First time this power is used in combat, it doesn't count as an action.
This Power does not consume the target's Mark.
This Power does not consume the target's Mark.
Threadcutter target cannot act this round.
Enemies within Close range to Disconnect targets take 1 Harm.
Your decoy is filled with volatile energy and explodes at the end of the round, dealing 1 Harm to all Close enemies and Marking them.
You can switch the target with an ally instead of yourself.
Bulwark
You are the backbone of the world. You hold the skies aloft and spin planets in your palm.
Passive Power
Foes are shaken by your very presence. While moving, stun 1 enemy within Close range--they cannot act for the rest of the round.
Active Powers
You harden the air around you and your companions. You and all Close allies reduce enemy Harm by 1 until the end of the round.
You charge forward as an unstoppable force. Choose a Near location and rush towards it. Deal 1 Harm to any enemy in your way. This does not replace your movement.
You pick up a Close enemy and crush it for 2 Harm. You may then throw the target to a Near location, dealing 1 Harm to any enemies there.
You recover HP equal to your Physicality score as you roar out a challenge to your foes. All Near enemies must attack you until the start of your next turn.
Coherence Loss
Send a shock wave through the ground. Target a number of enemies equal to your Physicality and deal 2 Harm. Targets are stunned for the rest of the round.
General Specializations
+1 AP
+1 HP
+1 HP
Regain 1 HP at the start of the round.
You may stun 2 enemies with Unstoppable.
If you don't Move, all Close enemies cannot act this round.
Enemies hit by Unstoppable take 2 Harm.
Power Specializations
+1 Range
+1 Range
+1 Harm
+1 Harm
Costs no AP
First time this power is used in combat, it doesn't count as an action.
Deal 1 Harm to enemies that attack allies protected by Sentinel.
You may carry a close ally with you when using Rush.
Enemies killed by Wring explode upon impact, dealing 3 Harm to enemies there.
You may have enemies flee from you instead of attack you when using Enrage.
Pox
You are pestilence that consumes all life. Your influence spreads with a mind of its own.
Passive Power
Your existence degrades weaker beings. Infect 1 enemy at the start of combat. Enemies who are Infected take 1 Harm at the start of each round.
Active Powers
You spread your influence. Infect 1 enemy within Near or Close range.
You compel your influence to spread far and wide. Target an Infected enemy up to Near range. Infect all enemies within Close range of target.
You decide the fate of the Infected. Choose one effect for all Infected enemies this round: -1 Harm dealt, +1 Harm taken, or cannot move.
Your influence can cause unpredictable behavior. Every Infected enemy either immediately attacks the closest foe, or runs away from you for one round.
Coherence Loss
All Infected enemies take Harm equal to the number of Infected enemies. Infection for everyone is then removed.
General Specializations
+1 AP
+1 HP
+1 HP
Virulent deals 2 Harm.
Virulent Infects 3 enemies.
Once per round, Infect an enemy within Close range.
Choose one of the Symptomatic effects to permanently be in effect for all Infected. This effect can no longer be chosen when using Symptomatic.
Power Specializations
+1 Range
+1 Range
Costs no AP
First time this power is used in combat, it doesn't count as an action.
+1 Target
+1 Target
Contaminate target has the Fight or Flight effect immediately.
Propagate target takes Harm equal to number of newly Infected enemies.
New effect option for Symptomatic: Enemies can only deal Harm within Close range.
Enemies have both effects from Fight or Flight.
Grim
You are what comes after. When mortals stare into the screaming void, you stare back.
Passive Power
Once per round, when an enemy dies, you may immediately make them your Thrall. Thralls are revived with 1 HP and act on your Powers. Thralls cannot move. You may have a number of Thralls equal to your Psyche.
Active Powers
You command your Thralls to lash out. Target Thrall attacks a Close enemy.
You sacrifice a Thrall within Close range. It creates drops of HP or AP equal to its maximum HP. Any ally may claim them.
You deal 2 Harm to an enemy Close or Near, and give them a single command that they will attempt to fulfill on their turn.
You command all your Thralls to shriek into the air. Any enemies within Close range to them recoil in fear and cannot act until the end of the round.
Coherence Loss
Your Thralls detonate with their death curse. Each deals 2 Harm to all enemies within Close range.
General Specializations
+1 AP
+1 HP
+1 Thrall HP
Thralls are revived with Potency HP, up to their max.
Can make a Thrall anytime an enemy dies, not just once per round.
One Thrall can move during your turn.
Whenever a Thrall dies they activate the Haunt effect at their location.
Power Specializations
+1 Range
+1 Range
Costs no AP
First time this power is used in combat, it doesn't count as an action.
+1 Target
+1 Target
A number of Thralls equal to your Psyche or fewer may act with Puppet.
Thralls sacrificed with Siphon curse enemies within Close range. Cursed enemies take +1 Harm or deal -1 Harm until your next turn, your choice.
All enemies within Close range of Possess target take 1 Harm and cannot move this round.
One ally within Close range of Haunted Thralls may take another turn this round.
Variable
You are unending change. You are the death of constancy and a catalyst for the new.
Passive Power
Force the battlefield to suit your whims. If you have 0 AP at the end of your turn, you may activate your Coherence Loss event. Gain 3 AP after.
Active Powers
You rapidly shear nearby targets. Choose Close targets equal to your current AP count. Each target takes 1 Harm.
You stretch a single foe's essence. Deal Harm equal to your Potency to a target within Near or Close range.
You single out a foe and perform a contest of wills. Choos an enemy at Near range. Deal Harm twice your Psyche. If the enemy survives, recieve damage equal to your Psyche.
You target those that believe they're safe from your influence. Deal Harm equal to your Potency to a target at Far range, or deal 1 Harm to a number of Far enemies equal to your Potency.
Coherence Loss
Block the sky with a torrent of projectiles. Choose a range. Every enemy at that range takes 2 Harm.
General Specializations
+1 AP
+1 HP
+1 HP
Only gain 2 AP from Inverted Fate.
You may treat AP drops as HP instead.
May move twice per turn.
Bullet Hell deals 4 Harm.
Power Specializations
Spend 1 extra AP to increase the Harm by 1.
Spend 1 extra AP to increase the Harm by 1.
Use Physicality instead.
Use Psyche instead.
Use Potency instead.
First time this power is used in combat, it doesn't count as an action.
Flurry of Change deals Harm equal to your current AP.
Brunt Force deals Harm to all enemies Close to target as well.
Once per round, if you kill the target with Contest, you may immediately Contest another foe at no cost.
If you aim at a single target with Snipe and kill them, deal Harm equal to your Potency to a foe Close to the target.
Sanguine
You are the vital spark in every being. You are sacrificed and saved and spilled in every conflict.
Passive Power
Your essence is just another resource to you. You may spend 1 HP when using a Power to activate its Ambrosial effect.
Active Powers
You control the flow of life. Chose two creatures Close to each other. Transfer 1 HP from one to the other.
Ambrosial effect: Transfer HP equal to your Physicality instead.
You pull the essence right from your foes. Deal 1 Harm to one enemy within Close range and gain 1 HP.
Ambrosial effect: Target enemy at any range.
You lash out with whirling talons made of your own essence. Lose 1 HP and deal 1 Harm to every enemy within Close range.
Ambrosial effect: Deal Harm equal to your Potency instead.
You burst into a cloud of silvered mist and move to any location within Far range. Deal 1 Harm to all Close enemies at location.
Ambrosial effect: Deal Harm equal to your Psyche.
Coherence Loss
You lock down, surrounding yourself with a steel coffin. No effect on Coherence Loss. You may resurrect at the start of the next round without requiring aid from an ally. Activate Ritual Sacrifice when you do. Doing this uses your action, and you may only move on your turn.
General Specializations
+1 AP
+1 HP
+1 HP
Regain 2 HP from HP drops.
AP drops also provide 1 HP.
Gain the Ambrosial effect from Ritual Sacrifice when activating Axiom.
You may resurrect anywhere when activating Axiom.
Power Specializations
+1 Range
+1 Harm
+1 Harm
Costs no AP
First time this power is used in combat, it doesn't count as an action.
Gain Ambrosial effect at no cost.
You and your allies gain double HP from Transfusion.
If you kill with Ritual Sacrifice, you may immediately activate another Power. You must still pay the AP to do so.
Lose any number of HP to deal that number of Harm with Donation.
Mist Form deals 1 Harm to all enemies in the movement path.
Accursed
You are the end of all. You are the inevitable that mortals would bargain their souls to avoid for just a single moment more.
Passive Power
Enemies affected by your Powers are Damned. Damned enemies deal +1 Harm the next time they attack a PC, and then inflict double that Harm on themselves. Damned is removed after.
Active Powers
You ignite an enemy's soul with a touch. Deal 3 Harm to an enemy within Close range. If they die from Hellfire, they explode and deal 1 Harm to all enemies within Close range to them.
You cause rock and ash to burst from a tear in the ground. Deal 1 Harm to an enemy at Near range, and all enemies within Close range to your target. All damaged enemies can only attack at Close range until the end of the round.
You cast your enemy to a realm of your creation, momentarily. One enemy within Close range disappears from the battle. They return at the end of your next turn.
You bind the bodies of your closest foes and damn their souls. Target a number of enemies equal to Psyche, they cannot act this round.
Coherence Loss
All enemies within Close range are dragged to the end, never to be seen from again.
General Specializations
+1 AP
+1 HP
+1 HP
+1 AP
+1 HP
+1 HP
Damnation is not removed after enemies deal Harm.
Damned enemies take 1 Harm whenever they are Close to you.
Damned enemies cannot Harm you.
Enemies are effected by Judgement Day at any range.
Power Specializations
+1 Range
+1 Harm
+1 Harm
Costs no AP
+1 Target
+1 Target
Explosion Harm to enemies for Hellfire equals your Physicality.
Brimstone now affects a line between you and a Far location.
When Banish target returns, they deal Harm equal to your Potency to all enemies Close to their location.
Damned enemies affected by Snare take 1 Harm in addition to the Power's effects.
Use your mind. Approach problems with forethought.
Stay calm under adversity. Withstand other wills.
Convince those around you. Tempt the unwilling.
Uncover new knowledge. Remember hidden truths.
Use your body. Approach problems with tactility.
Withstand great pressure. Struggle against the impossible.
React to new circumstances. Move with haste.
Shift people and worlds. Apply intense force.
Use your soul. Approach problems with spirit.
Tune in to the Aether. Feel the world around you.
Manifest your will. Create something from nothing.
Manipulate complex systems. Speak with machines.