Paranorm
Those adventurous souls who harmonize with ghosts and spirits better than anyone else in the realm would undoubtedly be those who courageously follow the path of the Paranorm. They possess the extraordinary ability to communicate with the dead, gaining wisdom from the past, and can travel freely to and from the enigmatic Paranormal Plane, exploring the mysteries that lie beyond the mortal veil. They possess a unique and profound affinity for communicating with the dead, allowing them to connect with spirits even after their essence has already traveled into the void. This remarkable ability not only enables them to interact with these lost souls but also grants them the incredible power to shift their physical form into an ethereal state, albeit for a limited duration of time.
This is a much more passive class, focusing on the intriguing learning of Spatial spells that playfully dance with the very fabric between life and death. The array of spells they are able to cast can be best categorized as extra-planar shenanigans; these spells often manifest as either strange, silly, or even quite scary. In short, Paranorms simply want to have fun and enjoy their unique antics. They will work only as much as they absolutely need to in order to fulfill their whimsical tasks, delighting in the unexpected twists that come their way. This particular adventurer class possesses an impressive amount of vitality, enabling them to endure an extraordinary amount of punishment and challenge even the toughest of opponents. Some say the intriguing reason for this remarkable resilience is that Paranorms simply do not fear death, treating it as just another obstacle in their path. While they are indeed able to cast a variety of spells, using magic is not their primary method of confronting and combating dangerous foes and threats. Instead, they would much rather whittle down their enemies with their trusty weapons, saving their spells for the after-party following the encounter; which may or may not include the amusing and spirited invitations extended to the spirits of those they had just slain.
Becoming a Paranorm
When you become a level 1 Paranorm, you will gain the following
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How much damage you can take before dying or becoming unconscious
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Determines how much damage you deal with melee weapons.
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Determines how much damage you deal with ranged weapons.
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Determines how well you mitigate incoming damage.
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Determines how potent your magical abilities are.
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How many meters of distance you can move during each of your turns.
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Roll 2 eight-sided die and add 4 to the result. The total will be your characters starting Life stat.
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Roll 2 six-sided die, add them together. The total will be your characters starting Melee Attack Stat
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Roll 2 six-sided die and add them together. The result will be your characters starting Ranged Attack Stat
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Roll 1 six-sided die, then add 6. The result will be your characters starting Defense Stat.
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Roll 2 ten-sided die and add them together. The result will be your characters starting Magic Stat.
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This is a Paranorms starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat
5 skill points in your History skill
5 skill points in your Performance skill
6 skill points to distribute freely
Starting Skill Bonuses
Paranormal Travel: You are able to travel from your current plane of existence to the Paranormal Plane. You may also travel from the Paranormal Plane to the Mortal Plane. This process will take 1 minute of concentration and will consume 3 Aura Counters. When plane shifting this way, you will arrive either at a random location, or a location of your choosing that you are familiar with. When teleporting to a location you are familiar with, you will roll 1d100. If the result is less than or equal to Paranormal level, you will arrive at the desired location. If the result is not, then you will arrive at a random location with 1 kilometer of your intended destination.
Efficient with daggers, battle axes, scythes, twin swords, and yarnin axes.
You learn 1 Elemental Art
You start with a spell power maximum equal to 1d10+10
Two Tier 1 spells from the Paranorm spells list
Other Things
Ethereal Form: One of the most useful tools at your disposal is the ability to change your physicality. During your Perform Phase, you may expend 5 Aura Counters, and become Ethereal for up to 1 minute. You may also do this as a Counter Action, which will instead consume 8 Aura Counters.
While in this form, you will appear as a semi-transparent version of yourself, and will be able to effortlessly pass through anything that is mundane and unethereal. You will be immune to all physical damage, and your normal Movement will be replaced with a levitation movement speed of 8 meters. You will be unable to cast spells or physically interact with anything that is unethereal. If this form would expire, you may expend an additional 3 Aura Counters to continue its duration by 1 minute. This form will end if you lose concentration.
Paranorm Gift
Poison: 5
Bleed: 8
Sleep: 7
Stun: 9
Infection: 10
Luck: 6
Starting Natural Resistance
Scared: 3
Hinder: 9
Freeze: 5
Burn: 3
Charm: 4
Curse: 7
Leveling as a Paranorm
Anytime your Paranorm level increases by 1, you will gain the following
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Roll 1 twelve-sided die, then add 3. Your characters base Life Stat will be increased by the total.
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Roll 1 eight-sided die. Your characters base Melee Attack stat will be increased by the result.
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Roll 1 eight-sided die. Your characters base Ranged Attack stat will be increased by the result.
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Roll 1 four-sided die. Your characters base Defense Stat will be increased by the result.
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Roll 2 six-sided die, then add them together. Your characters base Magic stat will be increasd by the result.
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Roll 2 eight-sided die, then add them together. Your characters maximum spell power will be increased by the result.
3 skill points to distribute freely every 6th Paranorm level
1 new Ability every 16th Paranorm level
Other Bonuses
Level 25 = Void Chat: You are able to touch a dead body, and expend 1 Aura Counter to reach out and locate its soul, regardless of its location, and communicate with them for up to 5 minutes. You must maintain Concentration while using this talent. From an outside perspective, you will appear as though you are unconsious. From your perspective, you will find yourself in an endless expanse of darkness containing only yourself and a small floating light. There are no limitations to your conversation, and you will be able to understand any language they speak. You, or the soul you are speaking to, may end this conversation at any time. This talent can only be used to communicate with the same soul once per full rest. The soul you are reaching out to may reject your call if they did not like you in life.
Level 50 = Death Through Another’s Eyes: Three times per full rest, you may focus on a nearby dead body, and recall their final moments. By concentrating on your connection to the dead, you will start seeing flashes of the entities final moments, as seen through their own eyes. In a sense, you will experience that entities last 60 seconds of life before its soul was seperated from its vessel. Once this talent has been used on an entity, you cannot use it on that entity again.
Level 75 = Lease on Life: If you witness an entity die, you may impart a portion of your mortality unto them, and return their soul to its vessel. This can only be done if the target has died within the past 1 minute, and only if their cause of death was not from an effect that declares the target dies (a death effect). Touch the target, and reduce your base Life by an amount that will bring the targets current Life to a value that is greater than 0. When this happens, the target will immediately regain consciousness, and their Base Life stat will be equal to the amount of Life you just sacrificed. They will be healed of all natural illnesses and diseases, as well as all status effects.
Level 100 = Possession: During your Perform Phase, you may attempt to take possession of a living humanoid target. This can only be used if you are currently ethereal. This can only be used on a living entity with less than 100 current Life. Astral entities, Celestial entities and Elemental entities are immune to this talent. You must occupy the same space as the target when you use this talent. When you do, the target must make a Curse resistance check against your base spell Casting RR. If the target fails their resistance check, then you will have complete control over the target for as long as you maintain concentration. You will still have your mind, but the target’s body, meaning that all of the physical attributes of the target will now become yours, including Life. Any time the target suffers any kind of damage, you will suffer that same amount as psychic damage. If the targets Life is reduced to 0 or less while you are in possession of their body, you will be jettison into the closest available space to them, and your Intellect Feature will become halved until you have completed a full rest.
Once per hour, the target may attempt another resistance check, ejecting you from their body into the closest available space, on a success. If a possession fails, or you are ejected from a possessed body, you will be unable to use this talent until you have completed a full rest.
You may choose to end this possession at any time during your Action Phase.
Paranorm Talents
Paranorms use Spatial magic to cast their spells. This spell can be recovered by reading from a Spatial Magic Spell Book. Paranorm learn spells according to the chart below.
Spell Casting