Primeval Essence
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Primeval Essence
Primeval Essence can be described as a god’s soul. It is the heart of those who have attained divinity, or that have gone through the process of apotheosis. Primeval Essence is immediately recognized by mortals, it resonates with the mortal’s soul in a manner that no other power can, and the divine being is acknowledged instinctually as ‘a god’. Only gods who conceal their divinity are able to pass through the mortal world without attracting reverence or fear from the mortal populace. The witness of a divine entity finds it impossible to recognize the being as anything but a god. It is not a simple spirit, or ghost, and the aura is not simply magic or psionics.
Apotheosis
A character who achieves apotheosis adds their half their Might as a bonus to each Attribute. As the character’s Growth increases, so does the character’s Attributes. In addition, the newly-born divinity is no longer restricted to a Growth of 7, and can continue attaining Growth well beyond such limits. This, of course, means that the character’s Attributes and Skills can also continue to be increased, beyond the normal scale of 1 to 10. The character gains a Secondary Trait, called Primeval Essence (or Prime). This Trait is equal to the lowest of the character’s Attributes + Growth, and is a pool similar to the character’s Essence and Health. It recovers one point per day.
Divine Destruction
It is incredibly difficult to slay a divinity. Those wishing to destroy the divinity’s heart must either destroy an Incarnation of the divinity and hope for the best, or track the divinity to their realm and destroy them there. Doing the latter is a near-impossible feat as the divinity has full control of their realm and everything within it. The ‘realm’ of the divinity is essentially the divinity’s soul. Only a god-slaying weapon can truly protect someone while within the realm of the divine.
Slaying an Incarnation may destroy a divinity. When an Incarnation is slain, the divinity loses an amount of Primeval Essence equal to the Successes of the attack rolled or the Damage of the attack which slew the divinity (whichever is higher). If this reduces the divinity to 0 Primeval Essence, the divinity themselves is slain. As such, most divinities will refuse to expend their last few points of Primeval Essence.
When an Incarnation is slain, the remaining Primeval Essence is unleashed, destroying and altering the world around the point of death. The barriers between realms may weaken, magic can go out of control, and the remnants are blasted wasteland. The destruction covers Might spherical miles, and everything in the region takes an amount of Damage equal to the divinity’s unspent Primeval Essence + 3. This damage ignores Soak, and can not be reduced or circumvented by anything short of divine interference. For every rank of divinity the slain character had, one parallel realm also suffers the damage inflicted.
The Corpse of a slain divinity manifests in the realm most suited to the divinity’s portfolio. Thus, a god of the death would most likely manifest within the Underworld, while a divinity of dreams may manifest in the dream realm. In most cases, the divinity manifests as a towering figure, usually about Might x 5 feet tall. Deep within the slain divinity is a remnant, a portion of the slain divinity’s consciousness. If imbued with divine essence (see the Imbuing power, below), the divinity is reborn, and lives once again.
Merits and Abilities
A character’s potential power as a Divinity is dependant on the character’s Growth. The higher the divinity’s Growth, the more potent the Divinity becomes. Once a divinity reaches Growth 5, they are forced beyond the physical realm. The divinity’s heart and presence is outside the sphere of Creation, and the divinity can only manifest by making an Incarnation. The character sheet for the divinity represents the sheet of the Incarnation in question. The scale of Divine Growth is as follows:
Growth / Divine Rank
- 01 to 04 / Demigod
- 05 to 09 / Lesser Divinity
- 10 to 14 / Minor Divinity
- 15 to 19 / Major Divinity
- 20 to 24 / Greater Divinity
- 25 to 29 / Transcendent
Divine Presence
At Growth 5, the character is sent beyond the walls of Creation and the Realms, outside of Reality. There, a realm is formed around the divine presence, shaped to the needs and desires of the divinity. Of course, this does not prevent a divinity from sending an Incarna into creation from time to time. Doing so risks Manifestation, and while it can prove useful in a number of ways, the harm it inflicts is much greater.
Each time an Incarna uses a True Power, there is a chance of manifesting the divine presence of the Incarna, causing the mortals around the divinity to react. The character rolls a number of dice equal to their Might as a Passive Roll. This roll is compared to the Resolve of everyone who witnesses the expenditure of Prime. The expenditure need not be obvious, but the aura of power which comes from the divinity is sensed on some level by everyone who is present in the divinity’s vicinity. The mortal may use their Integrity as an Active Defence.
Adjustment to Resolve
- Mortal is Same Faith: –3
- Mortal is of Allied Faith: +0
- Mortal is Agnostic or Faithless: +3
- Mortal is of Hostile Faith: +6
Acknowledged
- Result: 1 to 3 Successes
The mortal is aware the character is a divine entity, and is forced to act with a sense of reverence. The mortal must spend 1 Essence each time they wish to act in a way that is disrespectful or hostile to the divinity (as the mortal understands it). This cost is paid each time the mortal wishes to act in this manner. If the mortal is of the same faith as the divinity, they must spend 2 Essence instead. The mortal can choose not to spend Essence, but must then act with deference or reverence.
Divine Right
- Result: 4 to 6 Successes
The mortal is driven to act subservient to the character. Anyone who sees the mortal can sense the mortal’s will has been bent in service to the divinity. The mortal is not capable of acting in a disrespectful or hostile fashion to the divinity. If the divinity gives a command to the mortal, the mortal must obey it or spend 1 Essence to resist immediate compliance. If the mortal is of the same faith as the divinity, they must spend 2 Essence instead if they wish to resist compliance.
Divine Awe
- Result: 7 to 9 Successes
The mortal’s soul quails before the presence of the divinity, recognizing that their very existence is at risk in the presence of the character. If the mortal is a member of the character’s faith, they will obey every command or request of the divinity without question. The divinity can do no wrong.
Mortals not of the character’s faith must spend 1 Essence or convert to the divinity’s faith while in the presence of the divinity, acting as per the rules for a member of the faithful under Divine Right. This expenditure must be made each Round the mortal is within the presence of the character.
Mortals of a hostile faith suffer a spiritual assault by the divinity, resisted by the faith of the mortal. The mortal immediately suffers a number of Wounds equal to the divinity’s Might, soaked by the mortal’s Spiritual Attribute. This assault is made only once.
Rapture
- Result: 10 or more Successes
The mortal can not bear to be in the presence of the divinity. If the mortal is of the same faith as the character, their free will is permanently stripped from them, and they become an extension of the divinity’s will. When the divinity leaves the presence of the mortal, they lose all sense of purpose if they have not been given a command or request by the divinity to occupy them. The mortal can not have a crisis of faith and can not act contrary to the wishes of the character.
Unaligned mortals immediately join the character’s faith, acting as the faithful listed under Divine Awe while within the presence of the divinity. Mortals of a hostile faith must make an immediate Death Save using their Spiritual Attribute. Failure results in the immediate death of the mortal. This assault is made only once.
Expending Prime
The Primeval spark that exists within the heart of the divine also produces essence which can be used by the divinity. This essence replenishes at a rate equal to the divinity’s Growth each day. Primeval essence can be used by the divinity, the very nature of this essence is the tools that a divinity uses to shape Creation and is what sets them apart from all other creatures. Some powers are beyond that of weaker divinities, and can only be claimed if the divinity is of high enough Growth.
Aegis
The divinity spends an Instant Action and a point of Prime to reduce an amount of Health lost equal to the divinity’s Might. This damage reduction can not be prevented in any way short of divine interference. Only one point of Prime can be spent per Action to reduce damage, but multiple Actions can be sacrificed at one time.
Healing
The divinity spends a Free Action and a point of Prime to heal an amount of Health equal to the divinity’s Might. This healing can not be prevented in any way short of divine interference. Only one point of Prime can be spent to do this per Action, but multiple Actions can be sacrificed at one time.
Wrath
The divinity spends an Action and a point of Prime to inflict damage upon a single target equal to the divinity’s Might. This damage can not be prevented or circumvented in any way short of divine interference. Only one point can be spent per Action, though a Full Round Action can be sacrificed, allowing the character to spend multiple Actions and Prime for a single attack. Each additional Action sacrificed adds the divinity’s Growth to the Damage of the attack.
True Powers
Once a divinity surpasses the rank of demigod, they are allowed to claim additional powers. These are much like normal Powers, and cost 30 DP each to claim. The divinity must be of the appropriate divine rank to claim these Powers.
Incarnation Powers
The Incarnation Powers are used by the divine to influence the physical world. Avatars and Invested Mortals are the simplest way to do this without risking the divinity or causing huge changes to the mortal world.
Avatar
- Requires: Growth 5, Investment Power
- Cost: 1 Prime, 2 DP per (Might) DP granted.
The character can create an Avatar, a fraction of the character’s will and power. The Avatar is built as a character, gaining Might DP for every 2 DP and 1 Prime spent by the divinity. Avatars can appear as anyone, including specific individuals, and can develop and grow independent of the creator. Avatars do not have access to the divine powers of the character who made them except for Lesser Miracle, Lesser Awakening, and Purview, if the creating divinity has them. An Avatar remains until it is slain or reclaimed. Avatars gain DP as normal characters. A reclaimed Avatar grants the divinity half the DP originally invested into them.
Incarna
- Requires: Growth 10, Avatar Power
- Cost: (Growth) Prime, (Might) DP; (Growth) Months if destroyed.
The character can create an Incarna, a manifestation of the character in Creation. An Incarna is a true manifestation of the divinity’s will. The character uses their actual character sheet while in Creation. Only one Incarna may be created at a time, and if the Incarna is slain, the character must wait (Growth) Months before they can create a new one – assuming the divinity survives the destruction of their Incarna. An Incarna appears in a place sacred to the character, and can remain in Creation until it is reclaimed. DP is not recovered from a reclaimed Incarna.
Investment
- Requires: Growth 1
- Cost: 1 Prime, 1 DP per (Might) DP granted.
The character invests a mortal with a portion of the character’s will and power. The mortal is still their own person, but their goals begin to coincide with that of the god that has invested them. The mortal need not be a member of the character’s faith, but must not have the Religious Trait from a rival Order. The mortal is granted a pool of DP, which is spent by the divinity as they see fit. Any left-over DP can be spent by the mortal as they wish. An Investment is a permanent effect.
Lesser Powers
These powers are available to anyone higher than demigod status. They are simple powers, but show the actual strength of the divine.
Lesser Miracle
- Requires: Growth 5
- Cost: Varies
The character can perform small miracles. The character can duplicate the effect of any psionic Gift they meet the Attribute Requirement for. The cost is paid for using Prime, rather than Essence. The Potency of the Gift is immediately equal to the character’s Might and does not require a roll to use. The effect is immediately a success. Any DP Costs which are required must be paid.
Purview
- Requires: Growth 5
- Cost: None
The character chooses a single purview in which they hold power. When performing a divine effect which falls under the character’s purview, the Health, Essence, or Prime Cost of the effect is reduced by half the character’s Might, to a minimum cost of one. Each time the character gains a Divine Rank, they may purchase an additional Purview.
Greater Powers
At this level the divinity has a lot of power at their disposal. In most cases, the divinity is content to use this from their realm, but it is also available to Incarna to use as well with some risk.
Omnipotence
- Requires: Growth 10
- Cost: Varies
The character is capable of shaping creation as needed. The character can duplicate the effect of a Spell, and has access to all Schools. The cost is paid for using Prime, rather than Essence. The character does not get the benefit of any of the Forms of Sorcery. Faithful are considered Helpless against this Power. The Potency of the Spell is immediately equal to the character’s Might and does not require a roll to use. The effect is immediately a success. Any DP Costs which are required must be paid. This effect is an Instant Action.
Omniscience
- Requires: Growth 10, Purview
- Cost: 1 Prime
The character is immediately aware of any petition by a person with the Religious Trait, and can spend 1 Prime to grant the petition, thus allowing the petitioner to perform a Miracle. This cost is waived if the petitioner is using a Miracle-based Ability, but is instead doing a true Miracle.
By spending 1 Prime, the character can immediately by aware of the thoughts and actions of any mortal that is of the character’s faith for the Scene. If the character is looking for anything specific (such as threats from within the faith), the information is gained immediately.
The character may use Lesser Miracle through any mortal who is of the character’s faith. The miracle has a Potency equal to the lower of the mortal’s or the character’s Might. The character spends the Prime to fuel the effect, unless the mortal chooses to pay the Essence Cost. If the character has a higher Growth than the mortal, the character may choose to use their Might to determine Potency, but the mortal loses Health equal to the Cost of the Miracle.
Using this Power triggers Divine Presence in anyone who witnesses the character, and the mortal who manifests the Lesser Miracle must also test for Divine Presence.
Omnipresence
- Requires: Growth 15, Purview
- Cost: Varies
The character can send their Incarna to any location which falls under the character’s Purvie as a Full Round Action. The Incarna spends 2 Prime to use this Power. The character can use a Lesser Miracle in any location sanctified to the character’s faith, but increases the Prime cost by one. By spending 1 Prime, the character is considered to be ‘present’ and ‘aware’ in any region which falls under the character’s Purview and has been sanctified by a member of the faith.
Using this Power triggers Divine Presence in anyone who witnesses the character.
Primal Powers
These are the primal powers of the mightiest of the gods. Such powers are rare, even for the greater divinities.
Judgement
- Requires: Growth 20
- Cost: -1 permanent Penalty to all Attributes or (Might x 2) Prime
The character may summon primal Entropy to Creation, calling judgement upon the world. The character then makes a Results Roll, rolling Spiritual + Perform (Sing) to beseech the forces of Entropy. This has the unfortunate effect of destroying Creation if it is successful.
The character must gain a number of Successes equal to the Might of the most powerful divinity that is worshipped in Creation. If the character does not gain the required number of Successes, Entropy claims the divinity, leaving nothing behind – the character is permanently destroyed, with no after-shocks, and leaving no body behind for resurrection.
If successful, the character gains an amount of Prime equal to the Potency of the roll. This bonus will allow the divinity to surpass their maximum Prime, though any excess bleeds off at one point per day.
Genesis
- Requires: Growth 20, Judgement
- Cost: Potency of Effect. Special.
The character has learned the Aria of Creation, and can form new Creations from primal Entropy. A Results Roll using Spiritual + Perform (Sing) is required to use Genesis, shaping Entropy and giving it substance.
The character must spend an amount of Prime equal to the Potency of the roll. If the character does not have enough Prime, each additional point the character inflicts a permanent -1 Penalty to an Attribute of the character’s choice.
If successful, the character has made a Creation. The Creation has a radius in miles equal to Potency x Might, and can be expanded upon later with additional Genesis. Each roll takes a single year. The Potency is compared to an Attribute of the character’s choice – if it surpasses the Attribute, the character may halve the Potency to gain a permanent +1 bonus to the Attribute.
If the character fails, Creation is formed, but the divinity is destroyed in the process, Creation shaped from their husk. The new Creation has a Potency equal to the divinity’s Attribute total.
Creation Powers
These powers involve the creation of life and the manipulation of souls. Various levels of divinity have the power to create.
Imbue
- Requires: Growth 5, Investiture
- Cost: (Might) Prime, –1 permanent Penalty to each Attribute
The character can create another divinity. The character pays the cost, and can immediately turn a mortal into another divinity. The character must also pay an amount of Prime equal to the Might of the mortal. If the character wishes, they may use Investiture as part of the process, augmenting the mortal prior to apotheosis.
Lesser Awakening
- Requires: Growth 5, Lesser Miracle
- Cost: 1 Prime per 10 DP
The character can create animals and plants. The character spends Prime to give the animal DP, spent as the character sees fit. The animal is fanatically loyal to the character, and will serve without question.
Greater Awakening
- Requires: Growth 10, Lesser Awakening
- Cost: 1 Prime per 5 DP
The character can create mythic life forms. The character spends Prime to give the mythic DP, spent as the character sees fit. The mythic is fanatically loyal to the character, and will serve without question.
True Awakening
- Requires: Growth 15, Lesser Awakening
- Cost: 10 Prime and 10 DP
The character is capable of creating a soul, and thus can create mortals. Once the cost is paid, the divinity has created a mortal with 0 DP. The mortal is well-disposed to the divinity and is immune to Divine Presence. The mortal has free will, and thus can change their view of the divinity and of Creation as time progresses.
Primordial Divinity
- Requires: Growth 20, True Awakening, Greater Awakening
- Cost: 1 Prime per 1 DP. Special.
The character can create any form of life, including spirits, faeries, divine entities, and infernal entities. The character spends Prime to give the entity DP, spent as the character sees fit. If the life form is a mortal with a soul, the character must also spend the 10 Prime and 10 DP to grant the soul.
The character can spend additional Prime to create a multitude. The character makes a Results Roll using Spiritual + Craft (Life), with a Prime Cost equal to the Difficulty. The Potency times the character’s Might becomes the number of life forms created.
Weaving
The use of divine powers is usually considered an inefficient use of Primeval Essence. Most divinities take the time to learn alternate ways to harness the powers of Creation, and then weave Primeval Essence into these powers to create more potent results.
Powers
The divinity weaves a point of Prime into the use of the Power. If the divinity must make a roll to use the Power, the divinity gains a number of Minimum Successes equal to the divinity’s Might. The divinity automatically succeeds in all Concentration Rolls for keeping the Power active.
Psionics
The divinity weaves a point of Prime into a Gift. Doing this grants the Gift a number of Minimum Successes equal to the divinity’s Might and prevents the Gift from being countered. The divinity automatically succeeds in all Concentration Rolls for keeping the Gift active.
Sorcery
The divinity weaves a point of Prime into a Spell. Doing this grants the Spell a number of Minimum Successes equal to the divinity’s Might and prevents the Spell from being counter-spelled. The divinity automatically succeeds in any Concentration Rolls required to keep the Spell active.
If the woven effect is considered an attack, the defender is not permitted to Soak the attack or reduce the effectiveness of the attack unless they are using a divine effect to counter it. If the woven effect is considered a defence, the divinity gains their full Soak value against any incoming effect, even if the effect would normally ignore Soak. If the effect would provide or increase a Defensive Trait or Soak, the result is increased by the divinity’s Growth.
Example
The character weaves their Primeval Essence into the Natural Weapons Power. Their natural weapons gain a minimum number of Successes equal to the entity’s Might when the divinity attacks someone, and the attack completely bypasses the defender’s Soak. If the character weaves their Primeval Essence into Resilience, the character’s Soak will resist any attack, even if it would normally ignore Soak, and increase the divinity’s Soak by the entity’s Might.
