All beings in Sedena can draw power from their Personal Pattern. In most cases, this power is expended creating wealth and health for the individual. Sometimes, though, a person develops impressive, almost magical, abilities from this common source.
Every culture has a substratum of magicians who study their Personal Patterns rather than another source of power. These magicians often become powerful healers, capable of restoring health to nearly anyone. A few develop their remarkable powers along other lines, either for personal profit or academic curiosity.
A character's initial Potency with his Personal Pattern Powers is equal to his Mental Endurance (ME) multiplied by his Personal Aptitude. More information about Personal Aptitude can be found in the Character Creation document.
No character may spend more ISP in a round than his total Potency. This means that a character with a Personal Potency of 20 can spend up to 20 ISP in a single round. A character with a Personal Potency of 8 could only spend 8 ISP.
When a character's Mental Endurance goes up (via spells, True Magic, skills, or whatever) the character's Personal Potency is unaffected. The only way to raise a character's Personal Potency is though the Wisdom skill.
Every use of a personal pattern skill takes a certain amount of energy out of the character's pattern. In game, this is represented by the loss of Inner Strength Points (ISP). A character who uses his ISP up becomes listless and sleepy until he replenishes himself.
A character starts the game with a number of ISP equal to twice his Potency. The only way to gain more ISP is though the Wisdom skill. See the Wisdom section below for more details.
ISP is restored at a rate based on the character's Mental Endurance:
Personal Pattern Powers are divided into seven 'Talents'. A person can only develop powers in Talents that he has access too. When people are young, they may only exhibit one or two special abilities. Over time, as they grown and learn about themselves, they may develop greater, or at least much more extensive, powers.
Most individuals in Sedena have the Talent level based skill. This skill represents the characters innate Personal Pattern Powers. Every level that a character has in the Talent skill, he gains two maneuvers from a pre-generated list.
If a character has a power that is not yet a part of his Talent skill, that power remains latent. It cannot be used under any circumstances.
Constructing the unique maneuver selections for each person is a time consuming and demanding process. It has three basic steps:
Example: Bill is creating a Man of Arms. He rolls a d6 for his Talents, coming up with two. Looking at the available Talents, he selects Healing and Body Control. He then rolls a 2 d6, resulting in a 6 and a 3. He decides to select six skills from the Body Control and 3 skills from the Healing Talents. Bill selects the Focus Perception, Focus Endurance, Focus Strength, Heal Self, Psychic Armor, and Resist Death Body Control Powers, and the Heal, Block Senses, and Fortify Endurance Healing Powers. After some thought, Bill organizes his Talent Skill in the following fashion.
The following lists describe the various Talents and the Powers that exist under them. This list is organized alphabetically.
Body Control - powers that come from the person’s control over his own Pattern. All Body Control skills have a range limited to the character. They loose effectiveness at the rate of a +1 bonus per round. No Body Control skill may give the character a bonus higher than his Potency, even if the character attempts to invoke it on himself multiple times.
Banish Fatigue – character does not feel fatigue for a number of hours equal to his Potency. 3 ISP
Focus Endurance – convert 1 ISP into +1 PE
Focus Perception – convert 1 ISP into +1 Per
Focus Prowess – convert 1 ISP into +1 PP
Focus Strength – convert 1 ISP into +1 PS
Focus Speed – convert 1 ISP into +1 Spd
Heal Self – Heal 1d6 HP damage to self. 5 ISP
Psychic Armor – convert 3 ISP to +1 AR.
Regenerate - convert ISP into HP
Resist <type>- convert 2 ISP into a +1 bonus to save vs. Fire, Cold, Disease, Personal Powers, Magic, Poison, or Death.
Slay Self - convert HP into ISP, with a maximum number of HP converted equal to the character's Potency
Healing – the ability to control another person’s Pattern. All Healing abilities have a range of touch, +5 feet per point of ISP the character is willing to spend to extend the range. ISP spent to extend the range of a Healing Power are not counted in the count of ISP used for the Power. All bonuses or penalties inflicted with these skills fade at the rate of +/-1 per round. No target may be effected by a bonus or penalty greater than the character's Personal Potency.
Block Sense - The healer can reduce the target's Per by -1 for every 3 ISP.
Cure Disease - the healer can induce a save vs. Disease in his patient. The patient has a bonus to this roll equal +1 for every 3 ISP the healer expends.
Cure Insanity - the healer can induce a save vs. Disease in his patient to cure any mental illness. The patient has a bonus to his save equal to +1 for every 4 ISP the healer expends.
Cure Stun - the healer can induce a save vs. Death in his patient to shake off the effects of a stun or sleep agent. The patient has a bonus to his save equal to +1 for every point of ISP the healer spends.
Fortify Endurance - The healer can increase the target's PE by +1 for every 3 ISP he spends.
Fortify Perception - The healer can increase the target's Per by +1 for every 2 ISP he spends.
Fortify Speed - The Healer can increase the target's Spd by +1 for every 3 ISP he spends.
Fortify Strength - The healer can increase the target's PS by +1 for every 3 ISP he spends.
Heal - The healer can add +1d6 to the target's Hit Points, up to the target's normal maximum. 4 ISP
Induce Regeneration - The healer can add 1 HP per ISP to the target, up to the target's normal maximum.
Paralyze - the target must make a save vs. Personal Powers or be paralyzed. The target is -1 on his save for every 2 ISP the healer spends. Every round, the target may make a save vs. Personal Powers to break the paralysis. Base Cost 2 ISP
Sicken - The target must make a save vs. Personal Powers or be stricken by whatever disease he has recently be exposed to. The healer can reduce the target's save by -1 for every 3 ISP he spends on this power. Base Cost: 1 ISP
Slay - The target must make a save vs. Personal Powers or loose 1 HP for every ISP the healer expends on this effect. Base Cost 2 ISP.
Stun - The target must make a save vs. Personal Powers or loose 1 action for every 4 ISP the healer spends on this effect. Base Cost 4 ISP.
Projective – powers related to sending thoughts. The base range of a Projective Power is 50 feet multiplied by the character's Potency. Any character may boost this range by spending 1 ISP per 50 feet beyond his normal maximum that he wishes to go. All Projective powers may be resisted by a successful save vs. Personal Pattern.
Empathic Transmission - the target feels one emotion of the projector's choice. Duration: 2 rounds per ISP. Base cost 2 ISP.
Induce Sleep - the target falls into a deep, normal sleep. Base Cost 4 ISP
Insert Memory - the target gains a memory of the projector's choice. Length of Memory 1 minute per 3 ISP. Base Cost 3 ISP.
Hallucination - the target sees, hears, and feels what the projector wishes. Duration 1 round per 4 ISP. Base Cost 4 ISP.
Mass Empathic Projection - the projector can transmit emotions to more than one person. +2 ISP per target. This power is only available to someone with the Empathic Projection power.
Mass Suggestion - the projector can attempt to implant a suggestion into more than one target. +1 ISP per target. This power is only available to someone with the Suggestion power.
Mass Thought Sending - the projector can send a thought to multiple targets. +1 ISP per target. This power is only available to someone with the Thought Sending power.
Mind Blow - the target must make a save vs. Personal Pattern or take 2 points of damage per 1 ISP that the projector spent on this effect. Base cost 4 ISP
Nightmare - the character can send a hideous nightmare to the target. After an 4 hours of nightmares, the target must make a save vs. Disease or go insane. Duration: 30 minutes per 3 ISP. Base Cost 3 ISP.
Suggestion - the projector can implant a single, simple three-word suggestion in the target's mind. The target will act on this suggestion, assuming that it is possible for him to do so. Base Cost 2 ISP.
Thought Sending - the projector can clearly send up to twenty words to the target without opening his mouth. The target will think that the projector is speaking in his ear. Base Cost 1 ISP.
Psychokinetics – powers that manipulate the Pattern in a physical fashion. The base range of a Psychokinetic Power is 5 feet multiplied by the character's Potency. Any character may boost this range by spending 1 ISP per 5 feet beyond his normal maximum that he wishes to go. All Psychokinetic powers have a Physical Strength equivalent to the character's Potency.
Charge - the character can charge any object with ISP, causing it to explode. Objects can store an amount of energy equal to their SDC before exploding. Everything within 10' of the charged object takes damage equal to the SDC of the object.
External Shell - the character can form a bubble around a person or object, cutting them off from contact with the world. For every 1 ISP the character spends on the Shell, it has 20 SDC. The character must succeed on a roll to strike in order to capture a person in the shell.
Flight - the character can fly, with a Spd equal to 3x his Potency. Duration: 1 minute per ISP
Invisibility - the character becomes invisible. Duration 1 round per 3 ISP
Personal Force Field - the character can surround himself with a bubble of force. The bubble has 5 SDC per 1 ISP spent, and lasts until it is destroyed.
Projected Force Field - the character can project a field of force, with a total SDC equal to 5 x the number of ISP invested in it. The field lasts until it is destroyed.
Telekinetic Fist - the character can inflict 1d6 damage for every 3 ISP spent. In order to strike another creature, the attacker must make a roll to strike.
Telekinetic Leap - the character can leap up to his 3x his Potency in feet across or his Potency in feet straight up. Cost 1ISP
Telekinesis - the character can manipulate an object without touching it. Cost 1 ISP
Sensitive – the ability to sense changes in the Pattern. The base range of a Sensitive Power is 100 feet multiplied by the character's Potency. Any character may boost this range by spending 1 ISP per 100 feet beyond his normal maximum that he wishes to go. All Sensitive powers last for 1 round..
Aura of Truth - the character is able to tell if someone in his line of sight is telling the truth as he knows it. Cost 2 ISP
Mind Bond - the character can bind his mind with that of another person, sharing all of that person's memories. Cost 2x the target's ME in ISP. The target may resist this Power on a successful save vs. Personal Magic.
Mind Probe - the character can pick a specific thought or memory from the mind of the target. Cost the target's ME in ISP. The target may resist this power on a successful save vs. Personal Magic.
See Aura - the character can see a visual representation of a creature's Pattern. Cost 2 ISP. There is a guide available to interpreting the color and shape of a being's aura.
Sense Chaos - the character can sense the use of Chaos Magic anywhere within her range. Cost 1 ISP. This ability functions automatically, regardless of the character's intentions.
Sense Emotion - the character can sense the emotions of any single target in range. Cost 1 ISP.
Sense Faery - the character can sense the presence of any Faery spirits and/or the use of True magic anywhere within her range. Cost 1 ISP. This ability functions automatically.
Sense Good/Evil - the character can sense the presence of supernaturally aligned good or evil beings. Cost 1 ISP.
Sense Presence - the character can sense the presence, location, and number of any Folk, Earthly, Avian, or Aquatic within range. Cost 3 ISP.
Sense Otherworld - the character can sense the presence, location, and number of any Enchanted, Star, or Other beings within range. Cost 3 ISP.
Sense Talent - the character can sense what Talents a target has. Cost 3 ISP
Sense Thought - the character can read the thoughts of any one target. Cost 2 ISP. The target is allowed a save vs. Personal Magic in order to resist this power.
Sense Traps - the character is warned of any traps in range. Cost 3 ISP
Spiritual - powers effect the fabric and nature of the Pattern directly. Those powers that do not effect the character himself have a range of touch.
Alter Aura - allows the character to change one color or shape aspect of his aura. Base Cost 5 ISP. Duration 1 hour per ISP spent.
Commune with Animals - allows the character to communicate with one animal. Base Cost 1 ISP. Duration: length of communication
Commune with Spirits - allows the character to communicate with one of the natural spirits of Sedena. Base Cost 4 ISP. Duration: length of communication.
Exorcism - allows the character to pit his Potency against any Spirit's Potency. Of the character's Potency is greater, the creature must avoid the character for 1 day per point that the character's Potency exceeds the targets. Base Cost 10 ISP. The character may increase his Potency for the purposes of this Power by spending 3 ISP per +1 Potency.
Extend Awareness - allows the character to extend his senses, so that he may make an unmodified Perception check to notice anything that happens within the range of this Power. Base Cost 1 ISP. Duration: 1 minute per ISP spent. Range: 20' multiplied by the character's Potency.
Extend Sense - allows the character to extend one sense (chosen when this power is selected) out to the maximum range of the ability. Base Cost: 1 ISP. Duration: 1 minute per ISP spent. Range 200' multiplied by the character's Potency.
Negate Chaos - allows the character to negate a Wizardry spell, if he can overcome its Potency with his ISP. Range: 20' multiplied by the character's Potency. Base Cost: Potency of the effect the character wishes to negate.
Restore to the Center - allows the character to attempt to negate any effect that alters his own or another person's Personal Pattern. This power can only be used on patterns that change things; a change that has already occurred cannot be reversed. Cost: 2x the Potency of the force to be negated.
Shroud - the character can reduce the Potency of any attempt to understand him using any of the Eight Powers by an amount equal to his Personal Potency. Cost - 2 ISP per hour of effectiveness.
Spirit Body - the character can form a Spirit Body, using the rules for Spirits. The character's Spirit Potency equals the character's Personal Potency. If the character's Spirit Body is destroyed, then the character dies. The Body is considered to be a Folk for the purposes of sorcery and magic. Cost: equals the Personal Potency of the character.
Trap Spirit - the character can trap a Spirit in an area, by spending a number of ISP equal to the Spirit's Potency in one round. The Spirit is able to function normally within the area of its confinement, but is not able to escape. The character does not get back the ISP spent to trap the Spirit until he released it.
Temporal - powers effect the character's perception of and interaction with time. Temporal powers primarily effect the character or his immediate environment.
Alter Temporal Flow - allows the character to speed up his perception of time. For every 3 ISP he expends, he gains an additional action for one round.
Insubstantial - allows the character to pass though physical objects as if they were not there. Base Cost 5 + 5 ISP for every round that the character wishes to remain insubstantial.
Nodes - the character can play out the Pattern a little way into the future, seeing key events that may occur in the coming months. This power provides no information on how the character should proceed during the moment of crisis that it reveals. The character may use this power for anyone within her line of sight. Cost 12 ISP.
Object Reading - enables the character to gather information about the use, history, and creation of a single object. For every 4 ISP the character expends, he may learn one fact about the object.
Precognition - the character can sense immediate danger in the Pattern of his life. The character may spend 1 ISP to negate any surprise attack, back stab, or other attempt to cause direct harm to him without his knowledge.
Postcognition - the character can witness events that occurred in the past, at a particular part of the Pattern. For every 20 days in the past that the character wishes to look, he must spend 2 ISP.
Teleport - the character can transport himself instantly to any place that he can see or imagine. The range for this power is 200' per 4 ISP that the character spends on this ability.
Teleport Object - the character can transport any object that he can see into his hands, instantly. The cost for this power is equal to 1 ISP per pound of the object, +1 ISP per 20' between the character and the object that he wishes to transport.
Transfer Life - Enables the character to exchange one life for another. Essentially, he can switch the hit points of any one character with that of another willing character. This power permanently drains 4 ISP every time it is used.
Wisdom is the name of the level based skill that people who study their personal pattern powers develop. This skill must be taught - it is not possible for someone to learn the Wisdom skill by accident. After the character achieves level 1, however, he may develop this skill on his own, assuming he has the proper temperament for it.
The skill Wisdom allows the character to select one maneuver per level. These maneuvers may be chosen from the following list: