Liberi Gothica: Medium

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Herein are the rules for the Medium class for Liberi Gothica. Mediums can see the lingering spirits of the dead everywhere they go. Some are drawn to the haunted places, some fear them now that they know who lives there. Either way, the Foci eventually goads the Medium into not only looking for these spirits, but emulating them.

All Mediums start with any one ability, and Ghostsense. The other abilities may later be learned via XP.

Ghostsense[edit | edit source]

Ghostsense: The Medium can see, hear, and speak to ghosts.

Ghostsense Progression:

--2 XP: Innate 1: You can sense ghosts innately the moment they enter within 20 feet of you. You know the exact distance and direction of each ghost in the area at all times.

--2 XP: Innate 2: The area of your ghostsense improves by 20 feet. Requires Innate 1.

Other abilities[edit | edit source]

Benevolent Embodiment: The Medium has learned the skills of the kindly, passive ghost.

It takes an action to activate any of these abilities. You pay the Vitality cost at the beginning of your turn, and when you first activate them.

At the cost of 1 Vitality per round, you gain the ability to Fly equal to your speed.

At the cost of 2 Vitality per round, you become invisible. While invisible, you have a +1 Defense and a +4 to Stealth. Enemies cannot attack you unless they have some means of locating you.

At the cost of 4 Vitality per round, you become incorporeal. You pass through any and all solid objects, and they pass through you. You automatically fly while incorporeal as well [it does not cost extra vitality per round to do so]. You cannot be harmed by weapons, and you cannot harm others. Abilities and perks that do not require physical contact may still affect you.

An incorporeal creature can affect another incorporeal creature as if neither were incorporeal. If something ends incorporeality inside of something else, the objects 'fuse' together. This often leads to disastrous results.

This ability costs 8 XP to learn.

Benevolent Embodiment Progressions: --2 XP: Levitation: You gain the ability to levitate in place at the cost of 1 vitality per minute. If you take the Vitality cost reduction progression, this ability also goes down in cost, as per the chart, to a maximum of 1 Vit/[Spirit score] hours.

--2 XP: Fast Flight: Your flight speed increases by 5 ft per round. Each time you take this progression, it costs an additional 1 XP.

--2 XP: Maneuverable: You are highly maneuverable while flying. You gain a +1 bonus to Acrobatics, Run, and Reflexes while you are in flight. Each time you take this progression, it costs an additional 2 XP.

--3 XP: Group Flight: You can grant others the ability to fly as well. You can grant one willing creature per level of Group Flight the ability to fly. For each extra target, it costs an extra 1 Vitality to maintain this effect. After the Medium ends the effect, each other affected feels the flight magic begin to slip away from them. They get a full round [2 actions] before the flight effect wears off.

--3 XP: Group Invisibility: You can grant others invisibility as well. For every level in Group Invisibility you have, you can make one additional size -1 person or object invisible with you. If the target is bigger than that, only part of her becomes invisible. The target must be willing, or this ability does not work. For each extra invisible target, it costs an extra 1 Vitality to maintain this effect.

--2 XP: Partial Incorporeality: You may choose to keep part of your body corporeal when you become incorporeal. This part of you acts on the physical world as normal. You may change which parts of you are corporeal and incorporeal once per round while using Incorporeality.

--3 XP: Group Incorporeality: You can grant others incorporeality as well. For every level in Group Incorporeality you have, you can make one living creature or size -1 object incorporeal with you. If the object is bigger than that, only part of it becomes incorporeal. You have to touch them to use this ability. The target(s) must be willing, or this ability does not work. For each extra target, it costs an extra 2 Vitality to maintain this effect. After the Medium ends the incorporeality effect, each other effected target slowly fades back into reality, and gets a full round [2 actions] of incorporeality before becoming physical again.

--4 XP: Forced Incorporeality: You can make an unwilling creature become Incorporeal with you. This requires an Attack roll to touch the target. When you end your own incorporeality, the target's incorporeality ends immediately, unlike with Group Incorporeality. Otherwise, this functions the same as Group Incorporeality. Requires Group Incorporeality.

--3 XP: Incorporeal Dissonance: You can cause part of someone else to become Incorporeal when using Forced Corporeality. The incorporeal parts remain attached to the body, as with Partial Incorporeality. This dissonance causes no damage itself. Initially, you can only use this ability to remove large portions of the target, such as their limbs, rendering them immobile and unable to act until the effect ends. Requires Forced Incorporeality and Partial Incorporeality.

--6 XP: Remove Skin: By making just their skin incorporeal, their body has no protection from their environment. This makes them experience excruciating pain. Every round, they take 1d4 damage as they fall apart, and must make an Endure check or they can take no actions for the round. Requires Incorporeal Dissonance.

--8 XP: Remove Organs: By removing their vital organs, such as their heart or liver, you put their body on a countdown to death. Every round, they must make a Fortitude check as long as they are partially incorporeal. Each time they fail, they take 1 Athleticism and 1 Toughness damage. All damage dealt by this ability is restored 1 minute after they become corporeal again. Requires Incorporeal Dissonance.

--6 XP: Painful Dissonance: When using Incorporeal Dissonance, you can cause parts of them to vanish forever. Incorporeal Dissonance now deals 1d6 + [Spirit] damage, and always causes a crippling wound. The target gets an Endure check for half damage, and on a success does not take a crippling wound. Requires Incorporeal Dissonance.

--2 XP: Deadlier: The target has a -1 penalty to their Endure check against your Incorporeal Dissonance. Each time you take this progression, it costs 1 more XP. Requires Painful Dissonance.

--3 XP: Low Maintenance: Your Benevolent Embodiment abilities all go down in cost to activate and maintain, as per the following chart:

4 Vit/round 2 vit/round 1 Vit/round 1 Vit/(Spirit score) rounds 1 Vit/(Spirit score) minutes 1 Vit/(Spirit score) hours

Each time you take this progression, it costs 1 more XP. This progression may only be taken 3 times.


Malevolent Embodiment: The Medium has learned to harness the wrath of the spiteful banshee.

It takes an action to activate any of these abilities. You pay the Vitality cost at the beginning of your turn, and when you first activate them.

At the cost of 1 Vitality/round, you can envelop the surrounding air in a Chilling Mist. Everything within 40 feet is covered in this light blue fog, and visibility in the cloud is 10 feet. Everyone within the cloud feels chilled, and frost glazes any glass or metal that spends more than a round in the cloud. The cloud remains centered on you at all times.

At the cost of 2 Vitality/round, you can let loose a Keening wail. At the end of every one of your turns, every living creature within 40 feet must make a Fortitude check or take 1d6 damage.

Alternatively, she can use her keening wail in a focused, 60 feet long line.

At the cost of 4 Vitality/round, you create a Telekinetic Cyclone. You can move up to 100 lbs of objects at a time. These objects swirl around in a 20 foot vortex, centered on you. You cannot lift creatures with this ability. All creatures in the area take 3d6 damage on the beginning of their turn. They get a Reflex check for half damage. As an action during a Telekinetic Cyclone, you can throw an object at anyone in the cyclone's area. This is resolved as a normal Attack, and deals 1d6 + [Spirit] damage on a hit.

This ability costs 8 XP to learn.

Malevolent Embodiment Progression:

--1 XP: Expanded Mist: The radius of your Haunting Mist increases by 10 feet.

--1 XP: Mist Penetration: The distance you can see in your Haunting Mist increases by 5 ft. The visibility for everyone else does not change.

--2 XP: Mist Mastery: You have greater control over your Haunting Mist. You may use an action to increase or reduce the radius to any size less than the maximum.

--3 XP: Icy Mist: Your Haunting Mist deals 1d4 Cold damage per round. Everyone in the area may make an Endure check to take no damage.

--2 XP: Improved Icy Mist: Your haunting mist deals +1 damage per round. Requires Icy Mist.

--1 XP: Subzero Mist: Endure checks against your Haunting Mist have an additional -1 penalty. Requires Icy Mist. Each time you take this progression, it costs 1 more XP.

--1 XP: Siren's Wail: Fortitude checks against your Keening Wail take an additional -1 penalty. Each time you take this progression, it costs 1 more XP.

--2 XP: Piercing Wail: Your Keening Wail deals +1 damage.

--3 XP: Deafening Wail: Anyone who fails their Fortitude check against your Keening Wail is deafened for the round as well.

--5 XP: Painful Wail: Anyone who fails their Fortitude check against your keening wail by 5 or more can only take 1 action on their next round.

--6 XP: Echoing Wail: Anyone who fails their Fortitude check against your keening wail is pushed back 1 foot per point they failed by. If using the focused blast, they are pushed by 2 feet per point they failed by.

--6 XP: Improved Echo: Echoing Wail pushes the targets back by an additional 1 foot per point they failed their Fortitude check by.

--2 XP: Extended Wail: The range of your Keening Wail improves by 10 feet.

--2 XP: Mighty Cyclone: Your Telekinetic cyclone can lift 100 lbs more. This makes the vortex deal +1 damage, and affects an additional 5 feet of area. Each time you take this progression, it costs 1 more XP.

--3 XP: Dense Cyclone: Your Telekinetic Cyclone becomes more condensed. The reflexes check to negate gains an additional -1 penalty. Each time you take this progression, it costs 1 more XP.

--2 XP: Controlled Telekinesis: As an action that costs 1 Vitality, you can throw any object within 30 feet. The object can be thrown anywhere within 30 feet, and deals damage as per a weapon of its size. To hit a target with a thrown object, use a regular Attack roll. You can only throw an object of size -2 or less.

--3 XP: Improved Telekinesis: Your Controlled Telekinesis can lift objects of 1 size larger. Requires Controlled Telekinesis. Each time you take this progression, it costs an additional 3 XP.

--2 XP: Telekinetic Range: The range of your controlled telekinesis increases by 20 feet. Requires Controlled Telekinesis.

--2 XP: Telekinetic Thrust: You do +2 damage with all thrown objects when using Controlled Telekinesis. Each time you take this progression, it costs 1 more XP. Requires Controlled Telekinesis.

--3 XP: Low Maintenance: Your Malevolent Embodiment abilities all go down in cost to maintain, as per the following chart:

4 Vit/round 2 Vit/round 1 Vit/round 1 Vit/(Spirit score) rounds 1 Vit/(Spirit score) minutes 1 Vit/(Spirit score) hours

Each time you take this progression, it costs 1 more XP. This progression may only be taken 3 times.


Channel: The Medium has learned how to command ghosts to her whims, and has even gained a minor spirit as an ally.

A small, ghostly spirit follows the Medium wherever she goes. This spirit is invisible to anyone without Ghostsense, and is also incorporeal. It flies, and has no means of attack. It can use minor telekinesis to carry up to 10 lbs, with a range of 5 feet. It can move an object from anywhere within its range to anywhere else within range as an action.

The ghost usually listens to her commands, but ultimately decides for itself what it wants to do. A Persuade check is needed to make it follow an order the ghost doesn't like - it gets a bonus on the roll depending on how much it dislikes the suggested course of action. The ghost otherwise behaves as an NPC, with a personality determined by the LM.

You also gain the ability to Command any ghostly undead you come across. To make a Command, you roll a Persuasion check opposed by the target Spirit's Willpower check. On a success, it follows your order to the letter, for a maximum time of [Spirit] days, regardless of whether or not it wants to. This takes 1 action, and costs 1 Vitality.

Most importantly, you gain the ability to Channel the ghostly undead. It costs 2 Vitality to channel a ghost, and it stays Channeled for [Spirit score] minutes. It does not take an action to channel a ghost. You can only use this ability on a willing ghost, but you can Command it to be willing (see above).

While channeled, a ghost is visible and audible to everyone. A Channeled ghost can be harmed by physical weapons and abilities, and it gains a melee attack that deals 1d4 cold damage. This attack ignores Passive and Active defenses, as well as damage resistance.

This ability costs 6 XP to learn.

Channel Progression: --3 XP: Low Cost: Channeling a ghost costs only 1 Vitality.

--6 XP: No Cost: Channeling a ghost costs 0 Vitality. Requires Low Cost.

--2 XP: Telekinetic Aura: While within 10 feet of you, ghosts can lift +20lbs with their telekinesis, and the range of their telekinesis increases by 5 feet as well.

--2 XP: Beckoning Aura: While within 10 feet of you, you gain a +2 bonus on Persuasion checks against ghosts. Each time you take this progression, it costs 1 more XP.

--2 XP: Bolstering Aura: While channeled, ghosts within 10 feet of you gain a +1 bonus to Attack and Defense. Each time you take this progression, it costs 1 more XP.

--5 XP: Corporeality Aura: You can physically interact with ghosts with 10 feet of you regardless of whether they are channeled or not. These benefits do not extend to anyone else in the area. This aura works both ways - the ghost is also capable of physically interacting with you. As an action, you can activate or deactivate this aura.

--3 XP: Containment Aura: Ghosts within 10 feet of you cannot leave this aura. Ghosts outside this aura cannot enter it. They can roll a Willpower check, opposed by your Willpower, to force their way through the barrier anyway. You can choose to automatically fail this check for any particular ghost, and allow it through.

--7 XP: Life Containment Aura: Your Containing Aura can be used to prevent living creatures from entering/exiting the area as well. They can roll a Willpower check, opposed by your Willpower, to force their way through the barrier anyway. Requires Containment Aura.

--4 XP: Death Containment Aura: Undead of all types can not go through your barrier, and neither can animated objects like the Reanimator's golems and marionettes. They can roll a Willpower check, opposed by your Willpower, to force their way through the barrier anyway. Requires Containment Aura.

--1 XP: Extended Aura: All your auras improve by +10 feet.

--3 XP: Flexible Aura: You can change the radius of any aura to any radius less than the maximum as an action.

--4 XP: Set Aura: As an action, you can center an Aura on your current position. It will not move from that spot, even if you do. While an aura is set somewhere, you cannot use that same aura. You can reclaim a set aura as an action, as long as you are within the aura's radius.

--4 XP: Additional Followers: You gain another ghostly spirit follower.


Typical Ghostly Follower Life: 11 Vitality: 11 Attack: 6 Defense: 12 T: - A: - C: 3 K: 2 S: 3 Move speed: 40 feet Size: -2

A ghostly follower can fly, and is incorporeal. It can use minor telekinesis to carry up to 10 lbs, with a range of 5 feet.

All ghosts add their Spirit score in place of Toughness and Athleticism for determining Life, Attack, Vitality, and Defense.