=Divine Gifts= This section will (hopefully) explain the divine gifts that Zomegar has bestowed upon his newly acquired devas (You, the PCs!). There's a bunch of them, so pay attention. -Physical Durability- The simplest of gifts granted by Zomegar is a strengthing of your newly restored, but still mortal, body. Translation: You get an extra +20 max HP. -Non-permanent Death- Characters who die do so only temporarily. Their spirits remain in Zomegar's sanctuary until they are able to generate a new body. The exception is when a being has sufficient ability to destroy the character's soul. -Language Comprehension- Through his divine power, Zomegar has granted the characters the ability to comprehend all mortal languages, and thus you need not take the languages skill. -Transferrence- Characters can transfer themselves from one place to another at will. However, the process is not instantaneous, and upon transferring characters will be affected with phase sickness for 30 seconds, giving them a -8 to all actions until it wears off. Furthermore, transferrence is not accurate and can only put PCs in a general area, unless they are transferring to other PCs or disciples. Transferrence from Zomegar's sanctuary as free, but to transfer TO the sanctuary, or to any other plane, costs 2 EP. -Metanoia and You- Metanoia is a word meaning a spiritual conversion or awakening. Death has certainly caused the PCs to undergo such a thing, but in game terms, metanoia refers to when a deva shifts forms in a very physical way. Shifting into this state gives the deva access to more attributes bought with MP (Metanoia points). Characters are granted 430 MP initially. Metanoia forms are essentially a seprate character sheet. The metanoia form must have marked at level 2 (concealable at great difficulty, such as a full body suit) or 3 (not concealable at all; an entire form change). It can be humanoid or not, but will be quite noticably supernatural. The bonus points from the marked defect are added as extra MP, as well as any other defects to the metanoid form, such as awkward size, physical impairment (doesn't have to be humanoid, after all), and even inept attack. Note that only physical defects are appropriate for Metanoia. Wanted, phobia and the like cannot be taken for this state. The Metanoia form is liable to have higher HP and EP than the human form. Damage and spent EP is retained on the human form when the deva changes back, meaning it's possible for a character to die or fall unconscious upon returning to normal form. -Shifting- shifting to and from Metanoia is instant, but costs 2 EP. Remaining in the form takes 1 EP per round. -Divine Points- Divine points (DP) are use for Aspect Manipulation, seen below. DP = body + mind + soul / 2, rounded down. This number is the default number that your DP is restored to at the beginning of every mission. It is based off your stats in human form. You can increase your default DP with the new attribute, Divine Force. (See Below) -Default DP and acquiring extra DP- DP are restored to default whenever the character gets sufficient rest to heal, should the character have less than his default value. Any extra DP is not lost. Extra DP can be gained during the game in a variety of ways: -> At the end of every session that doesn't end a mission, participating characters recover 1 DP, but not if they're at or above their default value. -> A character will recover one extra DP per session per non-combat defect that hinders the character in that session. This is NOT the same as every time the defect comes into play. Ex. "Mary doesn't talk about her past because she has a Skeleton in the Closet," would not earn a point, but "Mary was blackmailed into doing something in order to keep her Skeleton in the Closet a secret," would. There are more ways of recieving DP beyond that, but they fall under criteria the GM does not want to reveal. -Aspect Manipulation- Much like a version of Dynamic Powers, aspect manipulation allows characters control over an element, ideology, natural phenomenon, sphere of influence, or really most any kind of concept. It functions like Dynamic Powers, allowing the PC to select from a very broad range of concepts, such as love, communication, travel, strength, weather, magnetism, gravity, electricity, animals, or all that other stuff mentioned in the book. Each Manipulation will have a difficulty from 1 to 9 depending on what exactly the PC would like to do. If the character has as much DP as the difficulty level, the Manipulation will succeed. There is no check unless the Manipulation is an attack or otherwise directly affects a target. In the case of an attack, an roll is made, and the opponent gets a defense roll. In the case of a non-attack but direct effect, the Manipulator uses an appropriate stat roll to affect the target, and the target gets an appropriate stat roll to resist. Additionally, the Manipulator may wish to add levels of penetration to pierce any levels of Divine Field (see below) that the target may have. This involves spending more DP than the Manipulation normally requires. Each extra DP spent adds a level of penetration. If the level of penetration is equal to or greater than the target's Divine Field, the Manipulation can affect the target and the area around him. If not, the Manipulation will fail, but the points will still be spent. Earth is protected by an unknown power, and any aspect manipulation done there requires an additional 2 points on top of the base cost. DP cost = Difficulty + Penetration. Obviously, this can get quite expensive. For this reason, targetting an opponent directly is seldomly an efficient way to use DP. The broader the concept is, the less the Manipulator can focus in specific areas. For example, one character might chose emotions, and can cause others to feel love, hate, fear, etc. Another might chose fear. This character can make people feel fear, like the emotion Manipulator, but he might also have some control over things that cause fear, like monsters. The following concepts cannot be chosen: Time, the World, Life, Death, Thought, Magic, Force, Math, Self, Law, Chaos, Creation, Gods, Heaven, Hell, Dimmensions, Dreams, or possibly others. The GM'll let you know. Of course, this also includes synonyms to the above, (i.e Opponents, Foes, Antagonists, etc.) ===Attributes related to Divine Powers=== Divine Force Cost: 3 CP Progression: 1 additional default DP per level. Desc: Adds +1 DP to the character's default. Cannot be purchased with MP. Disciple Cost: 2 CP Progression: 1 Disciple per plane, per level. Desc: The Disciple attribute allows the character to turn a human or supernatural into a devote follower, creating a special bond that allows the character to: -> Telepathically communicate with the Disciple almost anywhere, even across worlds. -> Take control of the Disciple's body at will, on the same world. -> Manipulate an aspect as though the character were there in person. Obviously, this is quite useful if you want a loyal man inside key organizations, or just someone to run errands. Note that loyalty and devotion doesn't necessarily mean they have to like you. They must simply carry out orders and cannot betray you while they are bound to you. Creating a Disciple involves the mortal swallowing the blood given of the PC or other devas. If the mortal accepts the blood knowing what will happen to him, the ritual goes through without a hitch. If the mortal is unaware of the ritual, opposed soul rolls must be made. If the mortal is aware and opposes the rite, but is forced to do it, he gets a +2 bonus to resist. Finally, the rite will not work if the mortal possesses any levels of mind shield, even if it's just one, regardless of whether the mortal wants it to or not. Taking control of the Disciple's body should not be confused with mind control. When controlling the Disciple's body, the character's spirit actually leaves his own body and enters the Disciple's. The Disciple is fully aware of anything that happens while being controlled, but will be unable to act upon it. When in control of a Disciple, the character uses his own stats and non-Metanoia attributes at half their normal value. Disciples are not particularly useful for fighting. The advantage is, should the Disciple perish, the controller's spirit will return to its body, unharmed. A Diciple can be "rebonded" to another. If this happens, their loyalties will switch to the one who most recently bonded them, but they will maintain the link with their previous master. This makes it very difficult for one to determine if a Diciple is acting as a double agent. For this reason, they make both excellent moles and targets. Note that while a Disciple will be loyal, they may not necessarily like the person who bonded them. In these cases, the could well betray their master if the opportunity arrises, such as if they are rebonded. Certain beings cannot be made into Disciples, including gods and devas, demons and the undead. Divine Field Cost: 3 Progression: +1 field strength per level. Desc: Adds a protective field approximately five feet around the character. Within this field, a Manipulation cannot take effect unless it has enough penetration (see above).