The Great War[]

Once upon a time, there was a world on fire. Everywhere, wherever you looked, there was only hot flames and an unbearable heat. Nothing grew on this world, no people, no animals, no trees.

In this world, there lived the Ezorai. The Ezorai were elemental beings who thrived on the inhospitable conditions of the world. They swam in magma and breathed the gases the spew forth from the world's core. They were many, they were strong, and they were violent.

But the Creator of all things looked down into this world and saw that it was time for the world to be renewed, and he wished to impart upon this world his most esteemed creations. So the Creator came unto the world and explained to the Ezorai why it was time for the world to be renewed, and that this being so, they would have to find another place to live.

But the Ezorai paid no heed to the Creator's words, and so the Creator asked them again to leave the world and let it be the place for his new children to arise.

The Ezorai once more ignored the Creator's plea. At last, the Creator came to the Ezorai and demanded that they leave the world in His name so they would peacefully pave the way for the renewed creation, but the Ezorai heard him naught still.

So the Creator fashioned for himself a host of heralds, whom he called the "Elim". He did that by taking a part of himself and dividing it a thousand times a thousandfold, so that his children would share in his Power and Glory.

And with the Elim the Creator brought war upon the Ezorai. Great and long was this war, and many perished from both sides, but at the end, the Ezorai were banished, and the world was purified by his word, it cooled down, became solid, and life sprung from the lands, the oceans, the skies.

The division of the Elim[]

When the Ezorai were banished, the Creator gathered all remaining Elim and divided them according to the duties they were to perform in the New World, and to each he granted a specific power. This is the ancestral Origin of the seven Hosts of the Elim:

The Host of Heralds, was tasked with spreading His orders throughout the world.
The Host of Keepers, was tasked with bringing forth life and perfecting creation as He commanded.
The Host of Purifiers, was tasked with ending the existence of those beings whose time had come upon an end, for, He said, all living things must eventually die.
The Host of Namers, was tasked with the recording of all that passed and keeping the memory of all events ever alive.
The Host of Seers, was tasked with calculating what was to be and inscribing these designs on the pattern of the stars.
The Host of Light, was tasked with whispering His words of comfort and love into the dreams and minds of the world's creatures.
The Host of Justice, was tasked to bring forth retribution to all those who, having heard the warning, failed to follow His path and chose to give in to the influence of the Ezorai, who yearned to corrupt His creation.

At that time, there were 544.439 Elim on the world, and therefore each host had precisely 77.777 Elim.

Each host was further divided on a hierarchical scale to better execute His orders, and the hierarchy that they followed at that time was:

  1. Seraphim
  2. Cherubim
  3. Thrones
  4. Dominions
  5. Virtues
  6. Powers
  7. Principalities
  8. Archangels
  9. Angels

The God Machine[]

Now, each Host had Three ruling Seraphim, and there was one such Seraphim whose name was Lochiel. He was a Seraphim of the Host of Heralds.

In that time, the Creator issued less and less orders upon the Elim, until a time in which he rarely spoke anything at all, and the Elim were pretty much left to do as they pleased within His commands. Humanity was but starting out in the world, and though its accomplishments were many, still much more would it achieve as time went by.

It is said that Lochiel loved mankind above all things, and that love was his downfall, because he loved man even above the Creator.

So much he loved man that he yearned in his heart to see mankind achieve all that it could. And in this yearning, he gathered forth a group of other Elim who thought and felt like him, and using their almighty gifts, descended upon the world, revealed themselves to mankind, and taught man all the secrets of heaven and earth, of life and death, of freedom and justice.

These Elim became revered by mankind above anything else. They were placed as high as the Creator in the eyes of the mortals, and people deferred to them in any matter. They had become to creation as the Creator was to them.

But Lochiel and his Host went further than that. They revealed to mankind the existence of the creator, and the one secret that the Elim alone could hold: that men could become, would become, the most powerful of all creatures, because His fire burned bright within each mortal's soul.

Lochiel taught mankind how to become like the Creator, and the people of that age sought to overcome their Maker. To that end, they began building an immense contraption which would unlock the fire of the Creator that burned within the souls of man.

At that moment, the Creator himself came out of his silence and called forth Lochiel. He explained to Lochiel that though his intentions were good, he had failed to evaluate the correct time to reveal these secrets to mankind, and that as it stood, they would destroy themselves with the power that Lochiel had granted them. He then tasked Lochiel with repairing his mistake: he was to descend into the world once again, and end the life of all those to whom he had revealed His secrets.

The rebellion of Lochiel[]

Lochiel went into the world, looked at the people that adored and trusted in him, and found that he had not the strength to carry out the Creator's orders. The creator, then, sent out an army of Elim to do what Lochiel could not.

And then it was that Lochiel picked up his sword and turned it against his fellow Elim, and battled the forces of the Creator in order to protect the lives of those he loved.

Many Elim were moved by Lochiel's actions, and his defiance soon turned into an all-out rebellion. About one third of all Elim sided with Lochiel and fought against the Creator for the right to let mankind run its course.

Many died. Elim blood flowed through the world, and each drop altered life where it fell, creating what would have become known as the magical beasts of the world.

In the end, Lochiel and his generals were defeated, and brought to kneel before the Creator. Everyone expected the Creator to order their execution, but instead, he turned to his second in command, Mechaliel, and ordered him to cut out Lochiel's wings. As the betrayer lost his wings, all sight of the Creator fled him, he lost the ability to sense the world as it were, and ceased to behold his glory. He found that he could no longer interact with other Elim, and was left, alone, to wander the world for all time. All of the rebellious Elim who survived the war had the same fate: they became the first of the Fallen.

The Last Order[]

Soon after Lochiel's rebellion, the Creator grew very sad. It is said that he cried for three days, and all world felt his sorrow. When that was done, he summoned all Elim and said thus:

"My children, great grief has Lochiel brought me. It is not my will to see you fight among yourselves, or to err in such way as to condemn your existence. Even so, I know that many errors you are yet to commit, and in the end, only a fraction of you will truly hear my voice. Therefore, I command you to leave mankind alone. Never again you are to show yourselves to the beings of this world, to display your powers or even state my existence. I alone hold the knowledge of the time in which they will be accepted in my palace as sons and friends, and you are not to attempt to shorten their time. Stay with the tasks you have been given. Fight against the influence of the Ezorai, for I tell you this: even though salvation will come out of them, until that time, they are a scourge upon the world. Do this, remain faithful, be obedient, and await for my next summons."

This was the last that any Elim saw of the Creator. After this proclamation, He didn't return to his throne, He simply vanished. No one saw him go, no one had any warning, but never again was the Creator seen upon the world.

The Last Order's Laws[]

Over time, the Creator's last words became known as "The Last Order", and the commands he gave to the Elim are referered to as the "Last Order's Laws". Many Elim have varying interpretations of these last words, but some of these are widely common among the Elim, and have come to be accepted as the canon for the Creator's laws:

Never do battle agaisnt kin - The Law of Peace[]

"It is not my will to see you fight among yourselves"
The Creator clearly stated that he does not want Elim to fight one another. This law has been interpreted as to mean that no Elim should harm or attack another. The most fervorous of interpreters also believe that this means that no Elim should inconvenience another in any way, and actually let their fellow Elim do whatever they please even though they may not agree with it. Regardless of how far one goes in determining what does it mean to "fight" among each other, the fact remain that the Elim consider themselves forbidden from doing battle against themselves.

Protect the innocence of mankind - The Law of Protection[]

"Never again you are to show yourselves to the beings of this world"
It is doubtless that here the Creator intended for the Elim to not interfere with the course that manking set upon itself. However, in his first statement, he says: "leave mankind alone", and here he says "to the beings of this world". Are "mankind" and "beings of this world" the same? Most ELim believes so, and therefore they avoid revealing their true nature to humans and their like. However, some Elim interpret that even animals and plants are "the beings of this world", and therefore they should never, ever, reveal themselves to anyone, no matter who or why.
Also, this order is widely accepted as meaning that the Elim should not accept positions of authority within mortal society, so that they would "leave mankind alone". The most common interpretation to this order, though, states that the Elim should respect mankind's right to free will, and should do their best not to let their existence impair this free will.

Fight against the Ezorai - The Law of Purification[]

"Fight agaisnt the influence of the Ezorai"
The Ezorai are always attempting to return to the world and turn it into a pit of molten lava as it once was. It was the Creator's will that the Elim would prevent that from happenning and fight against them with all their might. However, this gets tricky when they are also prevented from having an impact on mortal society. Therefore, the Elim are left with the option of openly battling the Ezorai only when no one else would be watching. Otherwise, they have to fight their influence, only.
This means that the Elim do their best to undermine the Ezorai's influence over the world by indirect means, and that usually means creating a lot of problems for mages, as they are the most outspoken benefactors from Ezirai influence. For that reason, a lot of Elim ally with the Church of the Herald, and attempt to expand its influence throughout the world.
Church mages, though, are viewed by the Elim with some reservation, because they are the only mages who actually strive to overcome Hubris and go above their "demonic" connections. Many Elim actually help church mages in their tasks, in an attempt to set them as an example for the rest of mankind, while others simply let church mages to as they will until they know more about their actual tendencies.

Elim as characters[]

Elim have two bodies: an essential body and a physical vessel. The law of protection that prevents Elim from showing themselves to mankind has caused them to find a different way of walking among mortals: they possess the body of recently dead individuals and continue to fuel this body with their own life force. With that, the Elim are capable of walking in plain sight and interacting with mortals while at the same time also engaging in their own society.

When an Elim possesses a physical vessel, he has to choose one from an individual who have just been through death, or is about to die in the next seconds. These individuals' destinies are already sealed, and in a split second, their bodies are vacant. Elim take advantage of that split second and use it to inhabit that body from that moment on. That is the method by which they obtain a physical vessel.

When an Elim's vessel dies, he revert into his essential body. This body is invisible and intangible to the physical world, and while in that form the Elim is free to roam around as he like, interact with other Elim, or even travel to their immortal home: the Crystal city, where once dwelled the Creator himself.

While in his essential self, Elim can sense when other souls are about to enter or leave the physical world. They can let themselves be drawn in to these places and witness new births or help in the passage of the newly dead. They can also use of this ability to sense appropriate vessels for them to inhabit.

An Elim only truly dies when his essential body dies. However, no mortal weapon can harm his essential body. Damage spells cannot touch him, either. Only if he dies at the hands of another essential being - i.e., another Elim - can he experience true Death, and since Elim are forbidden to battle one another by he Law of Peace, they have the longest lifespans in the world.

Technically, the Ezorai are also essential beings who could kill an Elim (and vice-versa), but the Ezorai inhabit a different, lower plane when in their essential form, and they do not interact with the Elim. If, however, an Ezorai were to move into the Elim's essential plane, or if an Elim were to go into the Ezorai's lower realms, they could be truly killed, and they could truly vanquish the Ezorai. There are those among the Elim who are actually laying out plans for an all-out assault in the Ezorai plane to finish them off once and for all.

Managing their two bodies[]

When a player creates an Elim character he has to specify which part of his character sheet is related to his essential body and which part relates to his physical vessel. A physical vessel overwrites several of his essential body's characteristics, and while in physical form, an Elim is subject to all weaknesses and pleasures of physical life.
An Elim's attributes are those of his physical vessel. So are all of his advantages and physical disadvantages. His mental disadvantages (which define his psychology) are the same throughout all of his forms.
An Elim has access to all knowledge and skills of the physical vessel he is inhabiting. Thus, his skills are also that of his vessel. However, a player can specify a group of skills which belong to his essential self and are therefore migrated throughout bodies. Any skill can be defined as an essential skill, but the more essential skills that an Elim has, the less points he has to rearrange when switching vessels.
All skills related to an Elim's powers are essential skills.
All points spent on Elim powers are essential and migrate from body to body.
An Elim loses his physical vessel when he dies, but he can also choose to let go of a specific vessel and release himself into his essential body at any time. If he does that, he loses that vessel permanently and has to inhabit a new one.
Whenever an Elim sleeps, he can choose to temporarily release his essential body from his physical vessel and wander around his original plane of existence: he could interact with other Elim who are also essential or travel to the Crystal city and engage in some political activity.
Players controlling Elim have to control two different character sheets: one related to his vessel and another related to his essential self. Both have the same number of character points, but on his essential self character sheet, he has to pay the points for being an Elim. When an Elim switches physical vessels, he makes the new vessel with the same number of character points as the previous one, taking care to transport his points spent on Elim powers and skills into the new vessel.

Character point cost[]

Elim have two points cost, one for their essential form, and another for their physical vessel, which also has to pay for some of the Elim abilities that go along each body it inhabits.
Mage Elim also have to buy a 20 point advantage: "Hubris Immunity", but this adsantage is only required if they have Magery.

Essential Body (688 points):[]

  • Unaging (15)
  • Flight - Winged (30)
  • Invisibility (104)
    • Affect Machines (+50%)
    • Switchable(+10%)
    • Only in Kartazia(-10%)
    • Can Carry Objects, Heavy Encubrance (+100%)
    • Substantial Only (-10%)
    • Essential (+30%)
    • Linked with Insubstantiability(-10%)
  • See Invisible (15)
  • Insubstantiability (176)
    • Can Carry Objects, Heavy Encubrance (+100%)
    • Essential (+30%)
    • Linked with Invisibility(-10%)
  • Warp (150)
    • Extra Carrying Capacity, Extra Heavy Encubrance (+50%)
  • Resistant to Metabolic Hazards (30)
  • Doesn't Breathe (20)
  • Doesn't Eat or Drink (10)
  • Doesn't Sleep (20)
  • Universal Communication(25)
  • Transformation (10)
  • Appearance: Transcendant +8 (20)
  • Magic Resistance 20 (100)
    • Improved (+150%)
  • Innate History Skill (4)
  • Elim Vow - Fight Against the Ezorai(-5)
  • Elim Vow - Never Fight one another(-10)
  • Elim Vow - Never reveal themselves to Kartazian people(-5)
  • Supernatural Compulsion: Do everything they promise (-20)
  • Neutered (-1)

Physical Vessel (19 points):[]

  • Flight - Winged (30)
    • Wings are Invisible
    • Wings are Insubstantial
    • Wings are Essential
  • Universal Communication(25)
  • Innate History Skill (4)
  • Elim Vow - Fight Against the Ezorai(-5)
  • Elim Vow - Never Fight one another(-10)
  • Elim Vow - Never reveal themselves to Kartazian people(-5)
  • Supernatural Compulsion: Do everything they promise (-20)

The Elim factions[]

After the Creator left them, the Elim hierarchy lost cohesion due to the creation of several different factions, each one with their own interpretation of the Creator's Last Order. Nowadays, they identify themselves according to these factions much more than according to their original Host.

The Loyalists[]

These Elim view the Creator's Last Order as more than just something to follow, but as a style of life. They go out of their way to follow all possible interpretations of the Last Order, and spend a lot of time wondering on the hidden meanings of the Order and attempting to fulfill them.
The loyalists also believe that, since the Creator made and cared for mankind, so should they care for it as well. They engage in humanitarian activities, try to spread a chain of good actions, fight against injustice as much as possible without going against free will, feed the poor, teach kids, and in the overall take upon themselves the responsibility to preserve the world.

The Searchers[]

The searchers are those who, being deeply struck by the absence of their father, believe that they themselves do not have wisdom enough to decide upon matters that only the Creator judged. They are those who spend their time in looking for the Creator, because only He was high enough, wise enough to rule the world.
The searchers do follow Creator's Last Order, but only in as much as needed not to go blatantly against it. They could not care less if mankind lived or died - after all the Creator himself told them to "leave mankind alone" - as long as they get to meet their maker once Again. To that end, the searchers are spread wide, looking for all clues that might indicate where their father went.

The Hedonists[]

The hedonists are those Elim who do not believe that mankind should be protected against itself, they do not try to help those in need, and they also do not look for the Creator - after all, if he went away on his own, he should know what he was doing.
Instead, they use their powers and abilities to just have as much of a good time as possible. They do follow the Last Order, for sure, but they don't actually go out looking for trouble. They have eternity to enjoy, and they plan to spend every last minute liking it. Some hedonists live pretty normal lives and engage in mundane activities like any other mortal. Other never took a physical vessel, and are content to simply float around in the aether of their essential plane.

The Controllers[]

The controllers are a pretty paranoid bunch, who keep second-guessing themselves - and the Creator - at all turn. They believe that, if left alone, mankind will inevitably fall into the Ezorai's influence and destroy itself, and this being so, a passive position is not enough. They actually have to take matters into their own hands and prevent mankind from falling into its own trap. Mind you, they do not act against free will, but they get really close to doing just that.
The controllers attempt to protect mankind by subtly controlling the world's politics and economics. They try to pose themselves as counselors to kings, secretaries to influential ministers, etc, and use this influence to better influence the course of the world's geopolitics. They are the greatest problems that the magical schools face, because it is their influence who have prevented mages from totally taking over society more than once.

The Lost[]

The lost, as the name implies, have lost faith. They do not act in accordance to the Creator's laws because they do believe that nothing is right anymore. They do not disobey the Creator, either, but they do that out of fear of a reprimand more than out of an act of righteousness. The lost see no hope for mankind or for themselves, and many believe that the Creator is not coming back, that he judged the world as an error, and that in the end, they stand alone.
The lost have some pretty interesting views, like the one of achieving a compromise with the Ezorai. After all the Creator never said they should exterminate the Ezorai, only fight against their influence.
The lost are a pretty depressive bunch whose numbers grow daily.

The Fallen[]

These are the Elim who, having disobeyed the creator's direct orders, fell from grace and lost their connection to the divine world. Lochiel was the first fallen, quickly followed by his generals, but many other Elim were forced to fall after the rebellion as well. Even today, an Elim can fall if he so chooses. Many do, specially those of the Lost who desire nothing more than escape this life of second-guessing, eternal wait for an overrated father figure who, in the end, abandoned them.
When an Elim falls he loses contact with his essential body. He still retains his powers, but is unable to increase them. The Fallen are still immortal, but whenever their physical vessel dies, they instantly migrate into a new one with no consciousness of having passed through an essential existence. The fallen cannot identify other Elim on sight, like they do among themselves, but they can identify another of the fallen.

Elim potencies[]

In the beginning, all Elim were divided in seven Hosts. This division was necessary to grant each of them the powers that their work would require. Even to this day, this division affects them, as an Elim's Host states which if his powers is dominant in relation to others.

Elim powers are called "Potencies".

All Elim powers are bought as an advantage that has 7 levels. An Elim can buy as many levels in as many powers as he wants, but the power of his Host must always be the greater of them. Therefore, he will only reach the 7th degree on his Host potency. For all others, his maximum level is 6.

The Elim Hosts and powers are:

 Host:   Potency:   Effect: 
 Heralds   Freedom   Can read and influence minds 
 Keepers   Charity   Can breathe life and healing into mortals. 
 Purifiers   Fate   Can end life. 
 Namers   Truth   Can see into the past. 
 Seers   Time   Can see into the future and alter it. 
 Light   Strength   Can move objects at a distance. 
 Justicers   Justice   Can control fire and flame. 

All potencies have the same character cost: 7 character points per level.

Potency of Freedom[]

Use of this power always requires absolute concentration. An Elim can use these powers at a distance which equal (5 + 2 times his degree in this potency) in meters.
Each level in Potency of Truth also adds 1 to the Elim's willpower.
This potency's rolls are made against the Elim's IQ. However, the Elim can also use a skill level in "Freedom (IQ/E)" for these rolls.
1st Degree:
The Elim can sense if a target is alive or not, and if he has a soul or not. The Elim can also affect one's mind so as to convince the target that what he is saying is true. This requires a contest of the Elim's IQ vs the target's Willpower.
2nd Degree:
The Elim always knows when someone is lying to him. He can also control one's emotions, making it feel whatever emotion he is familiar with. This power can also be used to improve or reduce someone's reaction: this requires a contested roll of the Elim's IQ against the victim's willpower.
3rd Degree:
The Elim is able to sense another's emotion. He can also impart a strong psychic tension into the target, mentally stunning it. The Elim must succeed on a contest of his IQ against the victim's willpower. If the target loses the contest, he will become stunned for a nunber of rounds which equal the Elim's margin of successes. However, for as long as the Elim maintains concentration on the target, he will not escape the stun. After this period, the target can roll his perception every turn to recover his senses.
4th Degree:
The Elim is able to touch someone and replicate in his mind one of the target's skills or languages with as many points as the target spent. The Elim must be aware that the target knows that skill or language to do this. The skill or language copied remains with the Elim for a full day. Only one such skill or language can be copied at any given time. If the Elim attempts to replicate a second one before the first one's time runs out, the first one will be overwritten by the second.
The Elim is able to spend his free character points and instantly learn the skill or language he copied, if he so wants it.
The Elim is also able to read someone's surface thoughts, and send thoughts into someone's mind. THis is resolved as a contest of IQ vs target's will.
5th Degree:
The Elim can ride into one of the target's five senses, being able to see with his eyes, hear with his ears, and so on. The target feels nothing different while this power is active, but the Elim has full access to the senses he targeted. While the Elim is accessing one of the target's senses, his own become dulled for the duration.
The target of this power must be within range of the Elim, but once the connection is established, he could move as further away as he wants and the connection will remain.
This power lasts for as long as the Elim wills it. If he attempts to use it on an unwilling target, he must overcome the target's willpower with his IQ on a contested roll.
6th Degree:
The Elim is able to put one or more targets to sleep. The Elim rolls his IQ with a penalty of 1 per affected hex radius. Everyone caught in the ares must overcome a contest of the Elim's IQ against their willpower to avoid falling asleep. The targets fall into a natural sleep and can be awakened as usual, but while the Elim maintains total concentration, the targets will not awaken.
7th Degree:
The Elim can search someone's mind for a specific answer. He must overcome the target's willpower with his IQ and, in a success, he gets tomake as many questions as the margin of successes by which he overcame the contest. On a failure, the Elim is prevented from trying again for 1 hour.
The Elim can also search for someone with a specific knowledge over an area. He must roll his IQ with a penalty that equals the area radius he is searching: -1 per each 3km radius. The Elim The must be within the searched area to attempt this. This use of the power can be attempted once per day on a given area.

Potency of Charity[]

This power allows the Elim to heal injuries, disease and poisoning. Usually, no roll is required, but this is one power which requires a lot of Fatigue on the part of the Elim.
1st Degree:
The Elim can transfer his own hitpoints into another target, healing him while at the same time weakening himself. He can only transfer hit points INTO someone else: he cannot steal another's hit points with this power. He must touch the target.
2nd Degree:
The Elim can heal another target instantly. He spends a number of fatigue points, and the target heals twice that much. This only works on lost hit points: it does not heal crippled or incapacited members. The target must be at a maximum distance in hexes which equals the Elim`s IQ plus his levels in this power, minus 10.
3rd Degree:
At this level, the Elim can spend fatigue to heal diseases. The amount of fatigue spend depends on the severity of the disease:

 Fatigue:   Disease Severity: 
 1   Common cold, Influenza, Measles. 
 3   Smallpox, Dysentery, Typhoid fever. 
 5   Cholera, Pneumonia, Malaria, Tetanus. 
 7   Cancer, Siphilis, AIDS, Gonorrhea. 
 10   Long-term conditions or degenerative diseases: Diabetes, Hepatitis, Leprosy, etc. 
 15   Congenital defects. 
4th Degree:
In this degree, the Elim is able to bring back to function a crippled or gravely injured body part. This does not regrow lost body members, though.
He could either regenerate a lost arm or leg, as well as heal a failed internal organ, like a kidney or liver.
Every use of this power consumes 10 fatigue points per regenerated organ (an arm or a leg counts as one organ).
5th Degree:
Now the Elim can regenerate lost body parts, just as he did for crippled organs on the previous level. The regeneration is instantaneous: he could regrow a lows heart and it starts beating right away.
The Elim has to spend 20 fatigue points for that. If his fatigue drops below 0, he loses HP instead by the same amount. This cost must be paid for each regrown organ.
6th Degree:
The Elim is able to breathe life into a dead body, and bring him back from the dead. Be careful: if for any reason the person's spirit is not available (because it is trapped, or already reincarnatedm, for instance), then the resurrected body will be inhabited by an Ezorai instead, and the Elim will be none the wiser.
This power can bring back people, animals or plants. To that end, the deceased's body must be present and it has to be in a minimal condition able to receive life. In general, bodies whose hit points dropped below 5xHT cannot be ressurrected.
A resurrection costs 1 character point for the Elim, and the resurrected induividual comes back with 1 less point of HT. Individuals whose HT is lower than 40% their racial average cannot be brought back.
7th Degree:
In this level, the Elim emanates an aura which affects all of his allies, strenghtening their bodies. The aura reaches 3 hexes, and any ally within regenerates 1 HP per turn.
The Elim can choose to lower his maximum HP to power up his aura. Each point of maximum HP that he diminishes can increase the aura's regenerative ability in 1 more HP per turn, or increase the aura range in 1 hex radius. The Elim can maintain this aura for as long as he desires, even while asleep.
The Elim himself does benefit from his aura's effect.

Potency of Fate[]

This potency has a lot of powers that damage or injure a target. In order to preserve free will, an Elim who uses this potency can determine that all damage caused by these powers is "non-lethal". Non-lethal damage is accounted as normal damage, but a character will always be successful on a survival roll if the cause of his death is non-lethal damage.
1st Degree:
With this power, the Elim is able to tell if someone has been dead before, and how many times. He also knows if someone or something is alive just by looking at it, and is able to tell whether or not a person has a soul.
The Elim can mark a person or object to die. The Elim designates a target, and the next damage that target suffers will be 1d greater. He can only place one suck mark per turn, and he can only have one such mark designated at any one time. If he attempts to place a second mark, the first one leaves the previous target. When the target takes this amplified damage, the mark leaves him.
2nd Degree:
At this level, once per minute, the Elim can choose to ignore all damage received from one single source during one combat round.
The Elim can select a target and prevent the veil of death from descending upon it. All survival rolls made by this target will be successful. The Elim can maintain this effect for as long as he wills it, and though the target must be within his range when the power is used, he can move as far away as he wants it, and if the Elim maintains this effect, it will still benefit him. Only one person can benefit from this effect, and this power does not work on Elim or Ezorai.
3rd Degree:
Once per minute, the Elim can cause someone to automatically fail a survival roll. There is no resistance against this.
At this level, the Elim's death mark increases to 2d of damage.
4th Degree:
With this level, the Elim is able to roll a contest of willpowers against a target and, in a success, cause him 3d of internal necrotic damage. Towards this damage, DR does not protect. The Elim suffers a -1 penalty per hex of distance to the target.
At this level, the Elim's death mark increases to 3d of damage.
5th Degree:
At this level, the Elim's death mark increases to 4d of damage.
The Elim can select a target and prevent life from leaving it. This only lasts for as long as the Elim maintains full concentration, and he can only use it once per day. While this effect is active, not only the target will not die, it will also not fall unconscious and will not suffer the negative effects of pain. No matter how much damage he receives, the target if this effect will continue to fight and act normally in combat even if his hit points go below 5xHT. When the effect ends, the character will have to deal with the damage he took as usual.
6th Degree:
With this degree of power, the Elim can turn back fate and bring someone back from the dead, as long as that person has died on less than 1 combat turn. Time is reversed and the damage that would kill the target is averted at the last minute. The Elim can do this as many times as he wants it, but this power costs 1 character point to him and to the resurrected target.
7th Degree:
This power causes a target to die instantly. The Elim must roll a contest of willpowers against the target and, in a success, the target dies. This costs 1 character point to the Elim. This power does work on the living dead, by destroying them. If a target resists this power once, he becomes immune to it forever. Targets which lack a soul (such as other Elim) cannot resist this power.

Potency of Truth[]

Seeing into the past is tricky, and requires much concentration. All of this potency`s effects require the Elim to spend fatigue, and the more he delves into the past, the more fatigue he has to spend:

 Fatigue:   Time reached: 
 1   1 min. 
 2   1 hour. 
 3   3 hours. 
 4   1 day. 
 5   3 days. 
 6   1 week. 
 7   1 month. 
 8   1 year. 
 9   3 years. 
 10   10 years. 
The images that the Elim picks up are always the strongest ones, those with the greatest emotional impact. He has no way of knowing the exact moment that those images took place, only a general sense given by the table's levels, like: "This occurred between 3 days and 1 day past". He cannot "look for" a given image, he is bound to accept what images he sees. Playing back time for the same target yields the same results: he cannot "exclude" the images he's already seen once.
1st Degree:
The Elim is able to touch a weapon, and sense the people that it has killed in the past. He senses this as a mental image of those murders, but he does not see who was holding the weapon, only its victims.
2nd Degree:
The Elim can touch an object and sense its last owners. He gets a mental image of the object's last owners, enough for him to identify them if he sees them, but not enough for them to be target for seeker spells.
3rd Degree:
The Elim can touch a wall of any kind and hear the sounds that were reflected in this surface in the past. This effect do nto work on objects, only on walls or pieces of a wall (which can only reflect the echoes that it heard when it was a wall). The Elim hears the sounds as if they were occurring at that moment, but only he hears them.
4th Degree:
The Elim can touch on a reflexive surface, such as a mirror, a water pond or glass, and have it replay back what it has seen in the past. The images show up on the surface as they were back then, so a translucent surface like a mirror may yield only a shadowy image.
5th Degree:
The Elim can touch an item and ask a "yes" or "no" question about its past to which he alone will get a mental answer. For each question he asks, he must spend as much fatigue as the time he wants to delve into the past.
Objects and places do not know people's names, only their descriptions. They also cannot conjecture or make suppositions. THis power fails for any question whose answer would not be "yes" or "no".
6th Degree:
The Elim can see an allucination of what has happeneed on a specific place in the past. Only he sees these images, and he cannot move while in this trance: he has to stay in the same place or he will dissipate the images. He also hears what's been said.
7th Degree:
With this level of power, the Elim can ask a "yes" or "no" question about the past of a person and get a truthfuil answer. He must be touching the subject to use this power, but both the question and the answer are mental, and no one need know that the Elim used this power. The fatigue spent is in proportion to the time in the past that the question will reach.

Potency of Time[]

If the Elim has "Combat Reflexes" and / or "Danger Sense", the points spent in these advantages are automatically accounted as points spent on levels for this potency. Likewise, at the 1st degree, the Elim gains "Danger Sense", if he didn't already have it, and at level 3 he gains "Combat Reflexes".
1st Degree:
In this degree, the Elim is able to sense the result of any seemingly random event, or an event where luck plays a major roll, such as a dice roll, some sports competitions, stock price variation, an army combat. To sense this, he has focus his will and spend 1 fatigue point.
If the Elim didn't already had it, he gains "Danger Sense".
2nd Degree:
At this level, the Elim can sense causal variations in order to allow him to better survive danger. He gets a +1 in all of his active defenses.
3rd Degree:
If the Elim concentrates, he can phase his senses into all possible futures and identify the best position to perform an action. He can spend 1 fatigue point and get a +3 bonus in his next action (valid only for the next combat round), or he could cause an enemy to defend one of his attacks at -2 (for one defense roll, only).
If the Elim didn't already had it, he gains "Combat Reflexes".
4th Degree:
Time flows favorably towards the Elim, and he can cause randomness to help him in his actions. Whenever the player rolls a "6" in a die roll, he can spend 1 fatigue point and re-roll that one die. He can spend as many fatigue as he wants to re-roll his dice, but each die can only be re-rolled once.
5th Degree:
Now the Elim can have causalilty hinder another's actions. Whenever someone else rolls a "1" in a die roll, the Elim can spend 2 fatigue points and re-roll that one die. He can spend as many fatigue as he wants to re-roll dice, but each die can only be re-rolled once.
6th Degree:
The Elim can sense the immediate future of someone he is conversing with. He has to spend 1 fatigue point and he gets a glimpse (usually vague) of the most possible future for that person. He an only see one day into the future with this power.
Like in the 3rd degree, he can phase his senses into a more distant future, and get a +5 in his next action, or impart a -3 penalty in an enemy defense, for 1 fatigue point.
Furthermore, the Elim is able to shift reality as it is happenning towards a better outcome. He can spend 1 fatigue point and re-roll and dice roll which has just been made by anyone in his immediate vicinity, as long as he is aware of that action. He can only do this in the exact moment that the action is being performed. He must keep the second roll even if its worse.
7th Degree:
In this level, the Elim truly masters the flow of time, and can cause an action to have the best possible outcome. He can spend 3 fatigue points and cause his hext roll to be a critical hit (only his own roll). He could also spend 5 fatigue points and cause a damage to be all "6"s.

Potency of Strength[]

This power allows the Elim to affect an object's movement. With it, he can move objects at a distance. Weight is irrelevant, what matters is the size of the object being moved. Each degree offers a different range for the power.
The Elim can affect objects beyond his range limit, but each range increase reduce the size of the object he can move in one degree.
The objects are moved at 1 m/s. The Elim can move objects faste, but at a decreased size. Each time he doubles the speed reduce the object's size in one degree.
For instance, an Elim with the 4th degree of this power could move three people at 1 m/s, up to 80m away. He could also move one people up to 80m away for 2m/s, or a sword at 4m/s. He could also move a sword at 1/ms that is 240m away.
1st Degree:
The Elim can command the movement of small objects. He can affect objects up to the size of a dagger, a pocket, or a pen.
Range: 10m.
2nd Degree:
Now the Elim is able to move large objects such as chairs, swords, helmets, shields, liquor bottles or a backpack.
Range: 20m.
3rd Degree:
In this degree, the Elim can move big objects the size of a human being, or even a human being itself. Examples include: a suit of armor, a wardrobe, a sofa.
Range: 40m.
4th Degree:
Now the Elim can move really big objects up to the size of a big horse, or up to three people.
Range: 80m.
5th Degree:
With this level, the Elim is able to move small shacks, chariots, a fishing boat, or up to ten people.
Range: 160m.
6th Degree:
At this degree, the Elim can move objects up to the size of a small house, a fishing ship, or up to thirty people.
Range: 320m.
7th Degree:
At the last degree of this power, the Elim can move great houses or an entire army unit (100 people).
Range: 640m.

Potency of Justice[]

Each level in this potency grants the Elim 5 points of DR against fire.
This power manifests itself in three ways: The Elim can shoot fire from his hands, he can emanate an aura of fire, and he can shape fire at will. All degrees of this power allow the Elim to do any of these things, only at different levels.
The Elim cannot control who his aura affects, turning it on costs 1 fatigue point and maintaing it also costs 1 fatigue per turn. He also has to spend 1 fatigue point whenever he shoots fire from his hands. This requires a roll of "Innate Attack (Beam)" to successfully hit a target. The jet of fire that he shoots reach as many hexes as it causes die of damage.
The Elim does not have to spend fatigue to control or extinguish flames.
The Elim can, if he wants to, activate one of these powers on a lesses degree than the one he has.
Elim with this power do not sweat or feel uncomfortable in heat.
1st Degree:
Fire Jet: 2d of damage.
Aura of fire: 1d for 1 hex distance.
Shape / Extinguish fire: 4 hex radius of flames.
2nd Degree:
Fire Jet: 3d of damage.
Aura of fire: 2d for 1 hex distance.
Shape / Extinguish fire: 8 hex radius of flames.
3rd Degree:
Fire Jet: 4d of damage.
Aura of fire: 2d for 2 hexes distance.
Shape / Extinguish fire: 16 hex radius of flames.
4th Degree:
Fire Jet: 5d of damage.
Aura of fire: 3d for 2 hexes distance.
Shape / Extinguish fire: 24 hex radius of flames.
5th Degree:
Fire Jet: 6d of damage.
Aura of fire: 3d for 3 hexes distance.
Shape / Extinguish fire: 32 hex radius of flames.
6th Degree:
In this level, the Elim becomes completely immune to fire and heat damage.
Fire Jet: 7d of damage.
Aura of fire: 4d for 3 hexes distance.
Shape / Extinguish fire: 64 hex radius of flames.
7th Degree:
Fire Jet: 8d of damage.
Aura of fire: 4d for 4 hexes distance.
Shape / Extinguish fire: 128 hex radius of flames.

The Flaming Sword, the Eigth Potency[]

When the Elim were created, countless thousand years ago, they were the Creator's warriors against the Ezorai. Along with each Elim, a sword was also created, crafted by the Creator himself, and linked to each Elim's life force as if it was a natural extension of their body.
Each Elim starts the game with a broadsword that is "his" sword. This sword is invariably connected to his own extstance, and cannot be truly destroyed as long as the Elim lives. If the Elim suffers true death, his sword vanishes in a matter of days.
The Elim can call upon his sword at any time. It will go to him and find him no matter where he is, even across dimensions. This can be the sword materializing from nowhere, or the Elim can choose a more subtle way of summoning his sword, and "find" it in the next moments.
All Elim swords are thrusting broadswords of very fine quality. They have the ability to change shape, and can become from large knives to halberds. However, they always have to take the shape of a bladed melee weapon. Changing the shape of their sword takes a few seconds and costs nothing to the Elim. No matter their shape, they are always weapons of very fine quality.
In addition to these features, an Elim can spend character points to increase his swords's abilities. These points are also points spent on essential powers, and have to be carried across forms.
The Elim can spend character points to increase his sword's abilities on the following manners:
Flaming Blade: The Sword can become covered in flames which deal additional damage. Each 2 character points grant the sword 1 point of burning damage.
Sharp as Law: The Sword can increase its damage by becoming impossibly sharp. Each 2 character points add +1 damage to the sword. The maximum sharpness a sword can have is +10 damage.
Empowering Blade: The Sword increases one of the user's attributes. Each +1 Dex or Int costs 15 character points, and each +1 Str or Ht cost 7 character points. Attributes can have at most a +5 bonus each. This bonus only counts when the weapon is actually being wielded.
Ready Weapon: The weapon never becomes unready after an attack. This costs 5 character points.
Warning Blade: Whenever the user of this weapon is in danger, even if he is unaware of it or about to be completely caught off guard, he will unconsciously draw his weapon, so that when danger comes, he will always be prepared. If he is unable to prepare his weapon, he will still feel an inexplicable compulsion to do so. This costs 5 character points.
Critical Weapon: When using this weapon a critical hit can happen on rolls higher than 3 or 4: 7 character points for a roll of 5 or less, 14 character points for a roll of 7 or less and 12 character points for a roll of 7 or less.
Divine Parry: The user of this weapon gains the ability to parry an attack even if it is normally impossible to parry, like a bullet from a gun, a dart from a crossbow or a knife thrown from behind (by surprise). When parrying projectile attacks with this weapon, the user gains a +2 bonus when it comes to diminishing the penalty effects due to the difficulty of the parry. If used with "Warning Blade", this effect creates a weapon that always protects the wearer from any danger, even dangers of long distance attacks, such as "sniper" archers. This costs 7 character points.
Killer Weapon This effect gives the user a modifier in rolls made on the critical hit table: -1 if the original roll is 10 or less, or +1 if the original roll is 11 or more when a critical hit occur. In a critical error, weapon gives +1 in critical error rolls when the original roll is 9 or less, and -1 when the original roll is 11 or more. This costs 7 character points.
Tricky Weapon Each level of this advantage gives the user's opponents a 1 point penalty in his parries or blocks (not dodges) when defending against this weapon. This costs 10 character points.
Localized Damage This weapon always affects its targets in a way as to cause more damage. It ignores 1 point of DR per level of effect (even if the DR has no weak spots or is magical). This costs 3 character points per level.
Versatile Defense With this weapon, the fighter is able to spend two fatigue points and perform a normal attack in a turn where he has made a total defense. He can spend this energy as much as he wants and perform extra attacks in the turn, with the usual penalties. This costs 4 character points.
Bloodlust Weapon With this weapon, the fighter is able to spend a fatigue point and defend normally in a turn which he has made a full attack. He can spend this energy as much as he wants and perform more defenses with the usual penalties. This costs 4 character points.
Divine Defender When using this weapon, a fighter always rolls his defense rolls with an extra die (effectively rolling 4D), and choosing a die to remove from the roll after its made. This costs 15 character points.
Perfect Weapon With this weapon, a fighter is able to attack rolling an extra die (actually rolling 4D), and choosing a die to remove from the roll after it was made. This costs 20 character points.
Pushing Weapon This weapon pushes the fighter forward, allowing it to move its full movement in one roll, and still being able to attack normally. This costs 10 character points.
Ageless Determination When using this weapon, a fighter feels a strong drive towards battle. This weapon prevents its user from losing 1 energy point per turn of combat. This costs 20 character points.
Precise Weapon With this weapon, a fighter is able to aim at specific points with ease. It reduces the penalties of hit-location attacks by its level. This costs 5 character points per level.
Magic Scourge Harmful spells do not touch this weapon, or its wielder. Each level of this advantage gives the user a +1 point of selective magic resistance - it only affects harmful spells. This advantage also gives the user a point of DR against any magical damage per level. This costs 4 character points per level.
Clairvoyant Weapon When using this weapon, a fighter can attack without penalty an opponent that is not visible, or who is with concealed due to low visibility. This does not prevent penalties due to size, speed and distance and other factors - just visibility. This costs 7 character points.
Quick Blade Each level of this advantage gives the weapon a +1 bonus on initiative when it is used. If the weapon is wielded in the middle of a fight, the fighter's initiative should be adjusted to the new value. This costs 3 character points per level, up to a maximum +10.
Familiar Weapon This weapon always feels familiar to its Elim no mater its shape. An Elim using this weapon uses his best weapon skill no matter the shape of the weapon. He could use his "broadsword" skill, for instance, to attack with this weapon in the shape of a halberd. This costs 10 character points.