Getting Started
Age Bracket
How old and powerful a character is in the hierarchy of Nexus is measured by AB. AB has a rank (0+) that determines the character's minimum mythic tier, character level, skill bonus, and minimum skill ranks. AB also has a percentile component (0-99%) that determines how far along in age the character is towards advancing to the next AB. For each full 10%, the character gains +1 minimum level. If the % component is 50% or more, the character's AB is treated as .5 better (so .5, 1.5, 2.5, 3.5, etc).
AB Effects:
- Twice your AB is your minimum Mythic Tier
- Requires minimum skill ranks in every skill equal to your AB
- Receive automatic bonus progression based on actual Tier
- Min level of 10 + (AB*10)
- Base reputation (Static Pool) of 10 + (AB * 10) + CHA + Wisdom
Advancing Age Bracket
Simply requires time to pass, and for higher bracket characters, simply will not matter much unless many, many years pass. Each AB has a minimum age in nexus years, and when this amount of time has passed the character automatically advances. Percentile advances are also tracked.
Advancing Mythic Tier & Levels
It is possible to advance mythic tier and character levels beyond AB minimums using static prize pool and, for Player Characters, earned XP.
Automatic Bonus Progression
Based on AB not Mythic Tier
AB | Tier | Deflect | Hearthstone | Legend | Mental | Physical | Resist | Tough | Examples | |
0 | 0 | —- | ||||||||
½ | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | ||
1 | 2 | 1 | 2 | 0 | 1 | 0 | 1 | 0 | ||
1½ | 3 | 1 | 3 | 0 | 2 | 1 | 2 | 1 | ||
2 | 4 | 2 | 4 | 0 | 3 | 2 | 3 | 1 | ||
5 | 2 | 5 | 0 | 4 | 3 | 3 | 1 | |||
3 | 6 | 2 | 6 | 0 | 5 (max +4) | 4 | 4 | 2 | ||
7 | 3 | 7 | 0 | 6 (max +4) | 5 (max +4) | 5 | 3 | |||
4 | 8 | 4 | 8 | 0 | 7 (max +4) | 6 (max +4) | 5 | 4 | ||
9 | 5 | 9 | 0 | 8 (max +6) | 7 (max +4) | 5 | 5 | |||
5 | 10 | 5 | 10 | 1 | 9 (max +6) | 8 (max +6) | 5 | 5 | ||
11 | 5 | 11 | 2 | 10 (max +6) | 9 (max +6) | 5 | 5 | Kali, Lucifier, Lancelot | ||
6 | 12 | 5 | 12 | 3 | 11 (max +6) | 10 (max +6) | 5 | 5 | Shiva | |
13 | 5 | 13 | 5 | 12 (max +6) | 11 (max +6) | 5 | 5 | |||
7 | 14 | 5 | 14 | 7 | 12 (max +6) | 12 (max +6) | 5 | 5 | Oberon, Phaedron | |
15 | 5 | 15 | 9 | 12 (max +6) | 12 (max +6) | 5 | 5 | Maya/Tiamat | ||
8 | 16 | 5 | 16 | 11 | 12 (max +6) | 12 (max +6) | 5 | 5 | ||
17 | 5 | 17 | 13 | 12 (max +6) | 12 (max +6) | 5 | 5 | Agamemnon Morraine | ||
9 | 18 | 5 | 18 | 15 | 12 (max +6) | 12 (max +6) | 5 | 5 | Shiatan | |
19 | 5 | 19 | 17 | 12 (max +6) | 12 (max +6) | 5 | 5 | Lucian | ||
10 | 20 | 5 | 20 | 19 | 12 (max +6) | 12 (max +6) | 5 | 5 | Magnus | |
21 | 5 | 21 | 21 | 12 (max +6) | 12 (max +6) | 5 | 5 | |||
11 | 22 | 5 | 22 | 23 | 12 (max +6) | 12 (max +6) | 5 | 5 | Abbraxxus |
- Gear is in gp
- Deflect is a deflection bonus to AC
- Hearthstone is the free hearthstone rating received and must be divided up between 1-4 Domains with a rating of 1-5 each
- Mental is a number of points to be added to Cha, Int, or Wis as enhancement bonuses
- Physical is a number of points to be added to Con, Dex, or Str as enhancement bonuses
- Resist is a resistance bonus to all saves
- Tough is an enhancement bonus to natural armor
Legend Points
- 1 point to raise an ability +1 (up to +5 per) as an inherent bonus
- 1 point to increase the bonus on armor or shield +2 (or +1 each) (up to a max +10 per item)
- 1 point to increase the bonus on a weapon +1 (up to a max +10 per item)
- 2 points to increase the weapon gear bonus on 2 weapons to +5 or add an additional +5 weapon
- 1 point to add an additional +5 armor or shield
- 1 point to increase the Physical enhancements +2 (max +6) (up to 3 times)
- 1 point to increase the Mental enhancements +2 (max +6) (up to 3 times)
- 1 point for an extra Mythic Path (max once/tier)
- 2 points for an extra Mythic Feat (max once/tier)
Ability Scores
- 25 Point Buy System
World Laws & Axioms
Every Realm and world has different natural laws governing it.
- Arcane
- Divine
- Psionic
- Tech Level
- Cant (combat deadliness)
- Mythic Power
- Special Rules
- Natural Laws
- Reality Skill
- Negated, minimized, enhanced, diminished
Power Sources
Arcane Magic, Technology, Divine Magic, and Psionics are the four primary sources of powers. Use of spells, spell-like abilities, (psionic) powers, and technology (firearms, ray-guns, robots, etc) is often limited on any given world. Nexites are able to overcome these limitations to a certain extent due to their strong connection to the Locus and their Reality skill. This causes a contradiction however and Nexites can become corrupted (mutated/insane) if they force too much paradox onto reality. Many Nexites prefer to study more archaic combat forms for just such contingencies. Even on a world where there are no sharp edges or magic, a magic sword can still be used as a big club.
Trumps
Trumps are visual representations of real people and places that allow connection to that person or place. They can be created with the Craft Wondrous Item feat with a high enough caster/manifester level or by anyone skilled enough at a 2D visual art who has the Master Craftsman feat.
The intrinsic power of the person or place determines the caster level to create the Trump. AB measures a person's power while places are measured as follows: Nexus, Inner Sphere, Border March, & Outer Sphere.
A person's Trump can be used to contact them and, should both parties be willing, allows instant travel to either person's location. A place's Trump gives a +10 modifier to travel to the place.
Races
Nexite
Nexites are those born with the blood of those who have walked the Locus. They have an innate ability to plane shift, though unlike the spell, they must actually, physically travel to move, called walking the shadows. Nexites are sexually mature at AB 5.5 and fully mature at AB 7.
- Str +2
- Dex +2
- Con +2
- Int +4
- Wis -2
- Cha +0
- Knowledge (planes) always a class skill
- Bonus Feat or Racial Heritage (blend another racial heritage which adds most everything about that races except ability score modifiers)
- Multi-talented (two favored classes)
- Skilled (+1 skill point per hit die)
- Shadow-walking (Su) at will
Size
Average of Str & Con scores (round up or down, but once decided is set); Nexites continue to grow (to at least their new min Size) throughout their lives
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Classes
Character Advancement
Career Level
It is not possible to advance in Nexus based on normal adventuring, but players are rewarded with points which they can spend for "prizes". There are two pools: Prize Pool and Static Pool. Prize Pool is used as "motes" to power certain reality abilities, to purchase prizes on a per cosm basis, to purchase chase conveniences on a per cosm basis, and to purchase additional Static Pool. Static Pool represents prizes and conveniences associated with the character at all times in play and the character's "luck" and relationship with reality.
Class Features
Clerics
Clerics may use the variant-channeling rules (effectively trading half their healing/harm for an effect).
Skills
Artisan, Crafting, Performance, Professional, Linguistics, and Reality (potentially Riding and Flying as well) are broad skills that require a focus to use properly. A character with at least one rank in the skill has one focus plus one per two full levels.
Skill List
Linguistics
Nexites have a natural facility with languages which is represented by their Linguistics skill. Should the GM deem it necessary for play, rolls will be made to determine if the language is known, otherwise it is assumed it is known. Gain one familiarity at rank 1 and an additional familiarity per 2 ranks.
- Nexite - common
- Alshain (Red)
- Atreus (Purple)
- Circinus (Gaia)
- Luthien (Red)
- New Avalon (Yellow)
- Outworld (Tiamat)
- Sian (Green)
- Tharkad (Blue)
Spellcraft (INT)
Reality Foci:
- (A)rcane – Magical (powered by laws of magic)
- (D)ivine – Holy (powered by faith/belief)
- (P)sionic – Psionic (powered by mental connection to reality)
- (T6)ech – Technological (powered by natural laws) - PL 6 (Fusion Age)
- (T7)ech - PL 7 (Gravity Age)
- (T8)ech - PL 8 (Energy Age)
- (T9)ech - PL 9 (Exotic Age)
- AD - Spiritual
- AP – Mentalism (mental magics)
- AT - Weird Science
- DP – Mystical (like the Force)
- DT – Ancestral Relics
- PT – Nano-tech (mentally directed internal technology)
- ADP – Cosmic Power (direct connection to cosmic forces underpinning reality) (Mage/Kinetist)
- ADT – Soul Engine (spiritual tech powered by souls/spiritual energy)
- DPT – Cosmic Resonance (mystical tech powered by a cosmic connection) (Kinetist)
- ADPT – Cosmic Tech (tech powered by, or allowing connection to, cosmic forces underpinning reality)
Feats
Leadership
Use the rules for Epic Leadership
Equipment
Static Prize Pool (SP)
Prizes represent training, items, people, and places reality associates with the character. Such things can be taken from a character, even destroyed, but will typically be back in the character's possession by the next scene and most certainly by the next adventure. Prizes maintained with static pool are permanent additions to the character. Prizes purchased with Prize Pool are good only within the cosm purchased.
Characters have Static Pool (reputation points) equal to their 10 + (AB *10) + CHA + Wisdom (PF reputation + wisdom). Prize Pool points are the earned experience characters acquire. Characters may purchase additional SP from their prize pool. The cost goes up as more is purchased. Each prize has limits on its power and different costs.
Most items, places, and people found in play are disposable, forgotten as soon as play moves on to the next realm. Or powerless in the next realm because of the change in reality. Maintaining these prizes with reputation points shows the character's commitment to the prize and allow them to function in the multiverse at large.
Limits of 2* base AB to represent multiverse spanning advantages, but no limits on individual planes.
Good Stuff, Bad Stuff, & the Self-Sufficient
When spending Static Pool characters may have a positive, negative, or zero balance. Those with a positive balance have the favor of Reality and are rewarded with Good Stuff, those with a negative balance have its disfavor and suffer Bad Stuff, and those with a zero balance are self-sufficient, having neither good nor bad stuff.
Those with good or bad stuff should determine the rank by pushing the number of points. Anytime a fate chip is spent roll the rank vs a DC of 21. Success with good stuff earns a free draw or refund of half the pool points spent. Success with bad stuff gains the character temporary corruption.
Converting XP to Static Pool
It costs a number of XP equal to the Rank of the cost of a level's worth of experience to buy one SP.
Conveniences
These prizes are the things that are important to a character as they travel the shadows and do not fit other categories, class abilities, and feats. These may be bought with static pool which represents a baseline wherever the Nexite goes or on a case-by-case basis with Prize Pool. The convenience will generally be available immediately or with a minimum amount of work. Most must be defined in some way and based on this definition might be more or less available.
Conveniences purchased with the prize pool for a given world (generally during play) may represent past visits to the shadow, reality acting to give you a role in the current realm, or luck at finding what you need. The points spent are permanent and should be recorded for that cosm.
In all cases cost is equal to the rank (0-10), though prize pool purchases are purchased from the base, static, rank.
Lifestyle
You have access to a given level of lifestyle wherever you go with no effort such as working. Example definitions: heiress, dilettante, investments, or another applicable convenience. Without this convenience, the character must look to their lifestyle on their own. You may maintain non-animal companion mounts/pets/guests/vehicles for free as per the table (though you don't necessarily own or possess it (any pet up to the equivalent disposable income on the Resource chart is appropriate)).
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Resources/Wealth
You have cash/resources of the given wealth level as wherever you go with no effort. Example definitions: holdings, investments, patents, inventions, status, or other convenience. Maximum value routine purchases can be made without a roll per time given; purchases up to 1/4 this value (disposable) can be made at will, within reason and is treated as "cash on hand". To make purchases over these values, look up the rank of the cost of the item and roll that on d20, modifying by any purchase roll amount available and desired. A given level of resources can be used to maintain a given level of lifestyle.
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Minions, Henchmen, and Sidekicks
Minions function much like the leadership feat except that these followers are available for a reason other than personal loyalty wherever you go. Minions are NPC-classed grade 1 minions. Typically, this requires other conveniences to explain such as employees of your corporation, army members of your nation, etc. The total levels can be spent to adjust the power level and total amount of minions (from a min level 3 to a max of level 10, the level limit for npc classes). A grade 2 minion costs double and grade 3 triple. Hired grade 4 minions are not possible, get Leadership for that. Minion levels can also be used to creatures of CR equal to minion level-2.
Henchmen also function like the leadership feat except that you have access to fewer, but better quality followers, that like the minions convenience, requires explanation. As with minions the total levels can be spread around, to a min of 3 and a max of the cohort level of 1/2 your leadership. Henchmen are character classed grade 3 minions. Henchmen levels can be used to buy creatures of CR equal to henchman level.
A sidekick is a cohort quality retainer. Their level is a max of the value of rank + 10 as a percentage of your leadership score. They are not minions, they are standard characters.
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Influence
You are known and your word respected/feared due to your status, celebrity status, infamy, wealth, etc. You may use the difference in rank, as a situational modifier, on rolls used to impress others with your influence (typically by name dropping or recognition). You may use this to make the roll high-open ended a number of times per day equal to rank/2.
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Status
You have official standing and/or rank in a given social hierarchy, be it the nobility, military, etc. This works similar to Influence, but only within the organization.
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Alternate Identity
Mentor
A mentor provides support and aid to the character. The rank determines both how powerful a mentor is and how much aid/interference they can/will provide. If ranks in Mentor are taken using the static pool, the Pool Bonus listed is applied to the character's Static Pool and represent training, influence, gifts, etc, that the mentor has made possible. Mentor purchased with Prize Pool supplies extra Prize Pool for that world only. Failing to keep the mentor happy can result in a loss of the these points or more (up to double) as the mentor makes their displeasure known.
Minimum Mentor Rank required (mentor interferes/involved 21+):
- Active interest = 1:1 Status of mentor, +15 (75%)
- Interested = 1:2 Status, +10 (50%)
- Nominal Interest = 1:3 Status, +5 (25%)
Mentor Power
This is a subjective measure of the mentor's reach, influence, ability and scope in the campaign as determined by the GM. A good baseline is the mentor's Status and/or Mythic Tier/2.
Example Nexites
Name Effective Power
Marcus 5
Gabriel 4
Lilith 5
Michael 5
Raphael 8
Azrael 5
Lucifer 6
Phaedron 7
Tiamat 7
Morrainne 8
Agamemnon 8
Shiatan 9
Lucian 9
Magnus 10
Abbraxxus 11
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Cipher
Your identity and location are hidden from others beyond mere spells. The Cipher rank affects the ease in locating or scrying on you with Trumps, or shadow walking to you, as well as more mundane attempts to find information on you. Add your rank in Cipher to the DC as a rank modifier.
Connections
You have a vast network or contacts and might know someone in the area that might be able to help out in the current situation. This functions much like Influence but within the contacts focus. Foci include: Academic, Esoteric, Ecclesiastic, Fringe, Media, Laws Enforcement, Street, Underworld, Military, High Society, Corporate, etc
Gear (Equipment & Holdings)
You have access to a certain type of gear, be it a vehicle, pet, HQ, construct minion, or other equipment, or you have a certain property, such as a ship, castle, skyscraper, secret base, island resort, business, conglomerate, sports team, or night club. This cannot be magical gear (which has its own entry). For extreme purchase just continue the rank *10 progression.
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Magic Items
Items have a limit of the lower of 1/2 level or +10 bonus to armor and weapons and a limit of the lower of level or 20 applies for other items. Add up the total cost of all items: The rank of the measure of the cost in gp minus rank 30 (cost/1000). Artifacts must be purchased using Mythic Tier paths and Legendary item rules.
Enhancements
These are prizes that can only be bought with static pool and apply across all shadows the character is familiar with (often shown by language familiarity). In general a character may only purchase ranks up to their base mythic tier.
Eternity shard
One of the the most powerful of prizes is possession of a hearthstone, the physical essence of a plane. Each stone grants its owner one or more domains and effective cleric levels in each. All Nexites have a place in the multiverse that reflects them, this is represented by the free Hearthstone rating all Nexites receive from automatic bonus progression. Ratings run from 1 to 20 and must be divided between 1 to 4 Domains rated at 1-5 each. Starting rating may be split (and has to be if over 20) to represent multiple stones as desired as long as each possesses at least one domain rated at 1 (a rating 1 stone). A given rating is assumed to be the lowest level (1/5/9/13/17) in the range but may be improved with static pool.
Each Nexite is assumed to be attuned to his stone for free. Just picking up a stone does not grant attunement. Various ways exist to attune, but one sure-fire way is to walk the Locus (or equivalent). An attuned stone must be paid for with static pool or it requires the commitment of (rating) mythic power
Hearthstone is the term used for these objects of power, and very often they are beautiful jewels. However, they may look and be anything, often reflecting their domain(s): swords, seashells, crowns, rings, amulets, wands, staves, etc; as long as it is man portable and no bigger than a 2h-weapon. They are indestructible for the most part, requiring special preparations to do so. They may be magic items in their own right in addition (paid for separately).
Recovering Mythic Surges
Normally a character recovers all surges after 8 hours rest. Mythic Tier 10 characters do not automatically regain surge/hour in Nexus.
Own World
Own Cosm
Own Region
Own Realm
Inner Sphere
Outer Sphere
Periphery
Bordermarches
Middle Marches
The Fringe
Deep Chaos
Abbraxxus' Realm - much of this realm is a Shadowland if not Underworld, as such, the living do not regain any surges here.
Mythic characters attuned to, and in possession of, one or more hearthstones recover 1 mythic surge an hour when not on the world. When on the world of an attuned hearthstone, but not in control of the world, they recover mythic surges equal to 1/2 the world rank per round. When on the world of an attuned hearthstone also controlled by the character, they recover the full world rank in surges each round.
Extra Character Levels
It is a prize to have character levels beyond the minimums allowed for AB. Pay SP equal to the rank of extra Nexus years required for a given level. If you go beyond the max allowed for a given AB, pay the next AB costs. When max level for a given AB is reached, just roll it over into the next AB (making it cost more and more). You may only purchase a number of extra levels equal to the level range of your EL.
This cost is determined based on Nexites automatically gaining 400 XP per year towards leveling.
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Extra Mythic Tier
It is a prize to have extra tiers beyond the minimums allowed for AB. The cost is the difference of the minimum tier based on AB from current tier on the table below.
Since a Mythic Tier is gained every five levels of natural growth, the cost is based on five levels of natural growth.
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Home Base
Many nexites claim a plane/world as their domain. The rank of this world is treated as bonus Lifestyle, Resource, Holdings, Minions, Henchmen, Sidekicks, Influence, and Status when on the world. It also gives a slight discount on the attunement cost of the world's hearthstone. Mythic characters also receive the rank in mythic surges every round in combat if they also attuned, and in possession of, the world's hearthstone. Barring that they gain 1 point per hour on their own plane/world.
World Importance/Power
- Nexus – 10 (4@20)
- Inner Sphere Realm Capital (Sian) - 10
- Inner Sphere District Capital - 4-8
- Inner Sphere Regional Capital - 3-7
- Inner Sphere World – 2-6
- Outer Sphere Realm Capital - 8-10
- Outer Sphere District Capital - 3-7
- Outer Sphere Regional Capital - 2-6
- Outer Sphere World – 1-4
- Middle March Realm Capital – 4-8
- Middle March District Capital – 2-6
- Middle March Reginal Capitial - 1-5
- Middle March World – 1-3
Inherent Spell-like Abilities
Purchase at a cost of the rank of spell level x caster level x 4. Several complex modifiers can apply to this. These are powers the character can manifest outside normal class/character limits. They will be judged on a case-by-case basis.
Inherent spell-like abilities have a variable cost:
- caster Level x Spell Level x 4,000gp for at will (Sp)
- caster Level x Spell Level x 8,000gp for at will (Su)
- caster Level x Spell Level x 16,000gp for at will (Ex)
Charges per day:
- divide above costs by (5 divided by charges per day)
Multiple abilities:
- determine all costs, order highest to lowest, then apply a cumulative 50% increase to each ability (so 1.5, 2, 2.5, 3, etc)
Expensive material components:
- the character must purchase the component with Resources, Gear, or pay prize pool points equal to the rank of the items value each time the ability is used
Trumps
Everyone has a deck, but some are more complete than others. Points invested increase the quality of your deck.
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Additional Rules
Fate Chips
Nexites are friends to reality, but after a certain point it stops coddling them and expects them to stand on their own. This changes the way Nexites interact with fate chips and Reality skill.
Age & Experience vs Youth & Luck
Only Nexites below mythic tier 10 have a starting draw of fate chips; Nexites of tier 10 and beyond are on their own as far as reality is concerned. All players earn XP which can be used to buy the draw of a fate chip to be immediately spent, the base cost is 5 plus 1 per additional draw in a session. NPC Nexites, and player Nexites above tier 10, who draw give the XP cost of their points into a pool which can be used to draw chip by their opponents. These bonus points can be combined with XP. Remember that fate chips can be spent for narrative control, not just roll bonuses, and this is how Nexites often manipulate reality to their own ends.
This is based on actual Mythic Tier, not AB.
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Corruption (Taint)
As Nexites age naturally, they accumulate Corruption Levels but this is a slow process and of only peripheral danger. However, when a Nexite purposefully chooses to gain power at any cost, then this process is accelerated. Levels of corruption directly increase the cost of gaining experience, mythic tiers, new static pool, and Fate Chip draws by the level. Half the level (d) is applied as a Rank mod penalty to the DC of social checks (reverse for Intimidation/fear attempts). The full level is applied as a rank modifier to any saves vs mental corruption or madness. In addition, the character gains permanent mental and/or physical mutations or other external manifestations of the corruption.
The SP cost of extra experience and Mythic Tiers may be halved by accepting a level of corruption. The madness and mutation of chaos can add temporary corruption, as can rolling 1's and 20's on certain checks. Every full ten points of temporary corruption adds a level of corruption. Temporary corruption can be bled off or healed up until it causes a level of corruption to be gained. An automatic level of corruption is gained at AB 5 and each AB thereafter.
Voluntary corruption levels can be removed by walking the Locus and either paying the SP debt or adjusting SP spent to the new values. Any aberrations gained might be corrected or lessened in value, but this is not guaranteed. It is not possible to lose levels of corruption gained through natural aging.
PCs that fall to a corruption level of 10 should become NPC enemies of Creation.
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Shadow Walking
There are three phases to traveling: Exiting the current realm, traveling to the desired realm, and arrival. In general it is a DC 15 task to leave, travel to, or arrive, with four total successes needed in each phase. Failure accumulates no successes, failure by more than 5 incurs an encounter or some other obstacle. If there are extra degrees of success remaining from a phase, the next roll receives a +2, +5 for 3 or more degrees.
Each roll to travel also causes a non-lethal DMG 10 check, with a cumulative +2 per roll taken before an extended rest for the character making the rolls and anyone supporting them. Any failure on the check also fatigues the character, as for taking temporary damage while using a forced march. This DMG is considered to be caused by forced marching/hustling so any modifiers for those rules also apply, such as the +4 for the Endurance feat.
Methods of Travel
- The Royal Way - one roll per day (may take 20)
- Shadow Walking - one roll per hour (may take 10)
- Hellriding - reduce travel DC by 5, but DMG is lethal (may be shifted onto a mount making personal DMG non-lethal) (considered to be hustling or running)
Ease of Travel
The base difficulty of travel to, or leaving a world, can be modified based on the given world.
- Hardened - world harder to travel to (-5)
- Magnetized - world easier to travel to (+5)
- Softened - easier to leave (+5)
- Sticky - harder to leave (-5)
These values can be further modified as very- and extremely-, each of which doubles the modifier (so +/- 10 & 20).
Frequency of rolls
Rolls may be taken more often than per hour at a penalty that applies to the travel DC and the DMG check:
- Hourly - no modifier
- per 10 minutes -5
- per minute -10
- per round -15
Combat
NPCs
Magic
Power Sources
Each item, power, or spell should include its power source (arcane, divine, psionic, technological, or some combination) and any item/power can use any source(s). This determines the worlds where the item/power might not function or in functioning, cause a contradiction.
- (A)rcane – Magical (powered by laws of magic)
- (D)ivine – Holy (powered by faith/belief)
- (P)sionic – Psionic (powered by mental connection to reality)
- (T)ech – Technological (powered by natural laws)
- AD - Spiritual
- AP – Mentalism (mental magics)
- AT = Weird Science
- DP – Mystical (like the Force)
- DT – Ancestral Relics
- PT – Nano-tech (mentally directed internal technology)
- ADP – Cosmic Power (direct connection to cosmic forces underpinning reality)
- ADT – Soul Engine (spiritual tech powered by souls/spiritual energy)
- DPT – Cosmic Resonance (mystical tech powered by a cosmic connection)
- ADPT – Cosmic Tech (tech powered by, or allowing connection to, cosmic forces underpinning reality)
Psionics Unleashed
- Danger Sense - the Improved Uncanny Dodge is based on your manifester level, not your character level
Mythic Adventures
- All Paths gain the Tier 10 capstone ability at Tier 1, with some modifications.
- HP bonus is x2 set limit of expected die type