Also habe ich mir da gedacht, ich bastel mal ein wenig an der Adepten-Klasse rum, um sie an das Magieprinzip Gaias anzupassen. Die Adepten-Klasse umfasst nun nur Fähigkeiten, die zwar zum Teil nach Zaubersprüchen klingen, sich aber einfach auf die Tatsache beziehen, dass der Magier Zugriff auf die Manaebene hat und somit andere, physikalische Voraussetzungen gelten. Das Ganze kann man ein wenig mit den Kräften von Neo aus "The Matrix" oder einem Jedi vergleichen. Aus dem Umgang mit dem Mana kann der Adept schließlich Zauber erschaffen, welche dann zum Beispiel als fertige Muster auch anderen Charakterklassen zur Verfügung gestellt oder als Programme für Magotechapparate verwerndet werden können.
So, lange Rede, kurzer Sinn. Hier ist meine Gaia-Version des Adepten - und dass sogar noch auf Englisch...möglicherweise....
ADEPT – Alternative Rules for Gaia (1st draft)
ADEPT STAT POOLSStat Pool Starting Value
ADEPT STAT POOLSStat Pool Starting Value
- Might 7
- Speed 9
- Intellect 12
You get 6 additional points to divide among your stat Pools however you wish.
FIRST-TIER ADEPT
First-tier adepts have the following abilities:
SECOND-TIER ADEPTChoose one of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.
FIRST-TIER ADEPT
First-tier adepts have the following abilities:
- Effort: Your Effort is 1.
- Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
- Expert Cypher Use: You can bear three cyphers at a time.
- Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.
- Mana Sense: You can see/smell/hear/feel (choose one) the Mana pattern (Mana matrix). You can use this sense to notice invisible creatures, hidden magical machine and seals and so on. This sense is like a normal sense with appropriate range and intense.
- Spell casting: You can cast spells be changing or creating the Mana matrix (see Gaia Spell casting rules).
- Magic Training: You are trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers). Enabler.
- Knowledge Skills: You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, paleontology, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
- Magical Knowledge: You are trained in one magical aspect (summoning, transformation, movement, etc. Muss ich mal auf meiner Liste recherchieren.). Enabler.
- Practiced With Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps. You also start with one light weapon of your choice. Enabler.
- Additional Cypher: You can bear one more cypher at a time.
- Mana Discharge (1 Intellect point): You can discharge a small amount of Mana as energy bolt on short range. In either case, you must be able to see your target. You emit a green lightning blast that inflicts 4 points of damage. Action.
- Mana Shield (1 Intellect point): You create a energy field for one minute, which gives you a +1 armor.
SECOND-TIER ADEPTChoose one of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.
- Saving matrix (+2 Intellect points): Add 2 Intellect points when you perform the spell casting. The result of this spell cast will be written down in your “spell book”. The next usage of this spell will give you a asset of +1 to your spell check, because you are faster in using this spell. Any other character class can read and use this spell, too.
- Mana Healing (2 Intellect point): You can heal up to 6 pool points of you or another PC in close combat range. Action.
- Mark the target (2 Intellect point): The Mana sphere is full of demonic, soulhungry spirits (Kirathu). You can mark the mana matrix of an enemy in your line of sight, so these spirits attack him. The enemy take 6 points of (intellect) damage. Armor doesn’t count. Action.
- Control lower spirits (1 Intellect point): You can control a Level 2 (6 HP, 2 points of damage, flying movement) mana spirit for 10 Minutes. The spirit can do simple tasks for you like opening doors and chests, lurking into another room, disarming traps or attacking an enemy. Action.
- Additional Knowledge Skill: You are trained in one knowledge skill in which you are not already trained (see first-tier adept).
- Mana shade (2 Intellect point): You can hide your own Mana pattern against other Mana users. You get a level of asset on every kind of spell defense for 1 minute. Enabler.
- Fracturing resonance (3 Intellect points): Your can create a special sound, which will open Mana crystals to release their stored energy. Normally this skill is used to harvest Mana crystals, but you can although use it to destroy artefacts. You have to pass a roll against the cypher or artifact level. If you succeed, you destroy the energy source of this engine. If you roll a natural 20, the artifact will explode and create 6 points of damage within 3m (2”) radius. Action.
THIRD-TIER ADEPT
Choose two of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Mana Drain (3 Intellect points): You can drain an enemy spell by destroying its spell matrix. The effect is taking an effort on an intellect defense against the caster. If you succeed this roll, you destroy the spell and drain the mana, so you get back the three intellect points your using for the effort. Action.
- Adroit Cypher Use: You can bear four cyphers (five with “Additional Cypher”) at a time. Enabler.
- Extended Mana Sense: You can sense special Mana patterns on a greater range. In relation to the rules you can sense the Mana matrix within 1,5 kilometers. Action.
- Vector (2+ Intellect points): You create a vector, some kind of invisible arm or tentacle. This new limb has a length of 3m (2 inch; immediate distance). It can be used for movement like faster climbing or to raise the character into higher levels. It can although be used for combat (2 points of damage plus an asset of 3 points because of the invisibility of the vector). For 2 more Intellect points you can create one more vector. The vector will be active for ten minutes. Action.
- Adaptation (2+ Intellect points): You adapt you Mana pattern to a hostile environment for twenty-four hours. As a result, you can breathe safely, the temperature doesn’t kill you (though it might be extremely uncomfortable or debilitating), crushing gravity doesn’t incapacitate or harm you (though, again, you might be seriously hindered), and so on. In extreme environments, the GM might increase the cost of activating this ability to a maximum cost of 10 Intellect points. Roughly speaking, the cost should equal the amount of damage you would sustain in a given round. For example, if you enter a hostile environment that would normally deal 6 points of damage per round, using Adaptation to avoid that damage costs 6 points. This ability never protects against quick, instantaneous threats, like an attack with a weapon or a sudden explosion of fire. Action to initiate.
- Creating visible matrix (3+ Intellect points): You create a glowing, physical Mana matrix. This could be used as cypher for single use only or as artifact, if it will be connected to a Mana crystal. A Mana matrix is, next to the power source (liquid mana, mana crystals, mana foci, etc.), the starting point for all technomantic machines. The creation takes 10 minutes. Action.
- Create liquid mana (4 Intellect points): You can focus undefined mana to a green, glowing liquid. Per usage you create 12 points of liquid Mana, which can used for spells instead of pool points. The production takes 1 hour. Action.
FOURTH-TIER ADEPTFrom the fourth-tier adepts is getting more powerful. But with every step into perfect mastering of the Mana matrix, the risk of errors in your own Mana pattern increases. If you reach the fourth tier, you have to roll a d100. If the result is less than or equal 20%, then the character suffers a mutation (see “Numenera”).
Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
FIFTH-TIER ADEPT
If you reach the fifth tier, you have to roll a d100. If the result is less than or equal 40%, then the character suffers d3 mutation (see “Numenera”).
Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
SIXTH-TIER ADEPT
If you reach the sixth tier, you have to roll a d100. If the result is less than or equal 60%, then the character suffers d3+2 mutation (see “Numenera”).
Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Control higher spirits (4 Intellect points): You can control a Level 4 (12 HP, 4 points of damage, flying movement) or two Level 2 mana spirit for 10 Minutes. See Control lower spirits. Action.
- Rebuild Matrix (5 Intellect points): You can rebuild your own or another PCs Mana matrix. This means, you can restore up to 12 pool points, cancel the effect of poison or illness, rebuild lost body parts, etc. Use this ability in agreement with the GM. Action.
- Adapt cypher (2+ Intellect points): You can adapt the matrix of a cypher and merge it with your own. You can use this ability only with one cypher. For further adaptions you need to take this skill once more. Enabler.
- Vector defense (2+ Intellect points): If you created a vector (see third-tier adept), then you can use it for defense. The extreme fast moving invisible arm gives you a free might defense level of effort. For any other vector you will get one more level.
- Nullify (5 Intellect point): You can completely vanish from the Mana sphere for 5 minutes. In this time, no spell (positive and negative) will effect you. Action.
FIFTH-TIER ADEPT
If you reach the fifth tier, you have to roll a d100. If the result is less than or equal 40%, then the character suffers d3 mutation (see “Numenera”).
Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Create mana crystal (8 Intellect points): You can focus undefined mana to a green, glowing crystal. Per usage you create a 24 points Mana crystal, which can used for spells instead of pool points. The production takes 2 hours. Action.
- Leaving mortal bonds: Instead of food, water and oxygen the Mana is your only energy source. If you choose this ability, you have it instandly. You are resistant against poisoned food, water and air and you never have to sleep any more. Enabler.
- Mana vampirism (1+ Intellect Points): You can make an intellect attack against an enemy at short distance. Per Intellect points you inflict 3 point of damage and you can add this damage point to your own pools. If you fail your attack roll, a mana feedback will hit your brain and you loose 1 intellect point per used one. For example: You used 3 intellect points to generate 9 points of damage and recovery. If you messed up your roll, you suffer 9 points of intellect damage. Action.
- Stasis (6 Intellect points): You can put your body in stasis. As long as you are in stasis, your recovery rolls will get a new resting time table. You’re in a state of dreamless sleep. You can’t do anything, but if someone wants to attack you, you will wake up instandly. Action.
Recovery Roll - - - - - - - - - Rest Time Needed
First recovery roll One action
Second recovery roll One minute
Third recovery roll Ten minutes
Fourth recovery roll One hour
Fifth recovery roll Five hour
Sixth recovery roll Ten hour
SIXTH-TIER ADEPT
If you reach the sixth tier, you have to roll a d100. If the result is less than or equal 60%, then the character suffers d3+2 mutation (see “Numenera”).
Choose one of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Destroy matrix (5+ Intellect points): You can grab the pattern of an enemy within short range and tear it apart. The enemy will die instandly. The target must be level 1. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the maximum level of the target. Thus, to kill a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action.
- Control greater spirits (8 Intellect points): You can control a Level 6 (18 HP, 6 points of damage, flying movement) or three Level 2 mana spirit for 10 Minutes. See Control lower spirits. Action.
- Travel through the Mana (3+ Intellect points): The time flows very different in the Mana sphere, which allows you to travel very fast. Per 3 points of intellect you can move 10-times faster than normal:
Intellect points - Travel at short distance movement per action
0 15 m
3 150 m
6 1.500 m
9 15.000 m
12 150.000 m
15 1.500.000 m
18 15.000.000 m
21 150.000.000 m
24 1.500.000.000 m
27 15.000.000.000 m
30 150.000.000.000 m
Every cypher and artifact, which gives you a level of asset, can be used instead of Intellect points. Action.
Numenera, The Strange, the Cypher System, and their respective logos are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2014 Monte Cook Games, LLC.
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