Newpark Games
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  • Madness
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  • R3L1C

Calibration Schema

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Adaptive Biology

1 Calibration STRAND

Defense/Utility
Passive
Whatever environment you find yourself in, your body quickly adapts to survive. You grow gills underwater, heat resistant skin in a volcano, and can even survive in the vacuum of space.
Rank 1
After taking the first instance of damage in a Scene, reduce all incoming damage of the same type by (Adaptive Biology Rank) d6.
Rank 2
As Rank 1; you can breathe underwater, swim at normal speed, and don't provide Advantage while swimming, and can dive up to (Body) miles deep.
Rank 3
As Rank 2; you do not need to find shelter as your body naturally adapts to protect you from whatever environment you happen to be in. You can gain the benefits of a Full Rest wherever you choose to sleep and only need 4 hours to gain the benefits of a Full Rest.
Rank 4
As Rank 3; you no longer need to eat (but may do so at your pleasure) as your body sustains itself through photosynthesis and other means; you no longer need to consume a ration to gain the benefits of doing so (though this counts only as "eating" the bare, basic minimum).
Rank 5
As Rank 4; you never take damage or suffer disadvantage from environmental factors like extreme temperatures, lack of gravity, no breathable air, etc.; no matter the environment, you are perfectly adapted to it.
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Aerialism

1 Calibration STRAND

Passage
​Passive

Not only can you perform incredible feats of agility and acrobatics, but you can even control the speed and horizontal direction of your fall.
Ranks 1-5
Any time you make a Feat that relies on acrobatics, aerial maneuvering, or control of your movements, you may add your Rank in Aerialism to the number of dice rolled.

Increase the distance you can fall before taking damage by 50 meters per Rank in Aerialism.

For every 10 meters you fall, move up to (Skill + Aerialism Rank) meters horizontally from the point where you fell.

You can actually jump while falling, up to (Aerialism Rank) times during the course of your descent.
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Alter Ego

1 Calibration STRAND

Narrative
Passive
The true depths of your power lie below the surface, buried beneath layers of control. When unleashed, however, the monster within you is nigh unstoppable.
Rank 1
You have an alternate form with an appearance of your choosing (it may even look non-human). Your Alter Ego is unleashed only when a condition determined by you and the GM (anger, the full moon, serious injury, etc.) is met.

Your Alter Ego is either your polar opposite or a monstrous version of your deepest fears, desires, and flaws, with a personality and goals totally separate from yours. The only things you and your Alter Ego share is a body, Levels, and EXP bar.

Create a second character with three additional Trait points to assign (and the extra three Schema Strands that come with them).
Rank 2
As Rank 1; you gain three more Trait points to assign to your Alter Ego (and the Schema Strands that come with them).
Rank 3
As Rank 2; you can transform into your Alter Ego at will but cannot transform back until your Alter Ego is Wounded or decides to transform back of its own free will.
rank 4
As Rank 3; you gain three more Trait points to assign to your Alter Ego (and the Schema Strands that come with them).
rank 5
As Rank 4; you and your Alter Ego have come to an accord and understand (or at least tolerate) each other. You can transform in and out of your Alter Ego at will and may use one another's Features and Proficiencies as needed.
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Animal Transformation

2 Calibration STRANDS

Utility
Minor Action - 1 Focus per Rank
​Target Self
You are able to assume a vast assortment of animal forms, taking on not only the shape, but the relative strengths and weaknesses inherent to each form.
Ranks 1-5
For each Rank of Animal Transformation you have, pick one animal from each of the categories below. You are able to assume each animal form you know once per day.

While in your animal form, you retain all your stats, your human intelligence and sum knowledge as well as your special abilities. You also gain the bonuses associated with the animal form you take as well as any abilities the animal is known for (flight, swimming, etc.). You cannot do anything your animal body is incapable of (like speaking in human tongues, opening doors or programming a computer with paws, etc.)

You can remain in an animal form for up to (Skill) hours at a time before you turn back into a human.
Megafauna
Exceptionally large animals like the elephant, whale, rhinoceros, and bison. Can even include extinct creatures like dinosaurs.
  • +4 to Feats related to strength, endurance, and physical power.
  • Double your base HP while in this form.
  • +(Skill)d10 Physical Soak.
  • When you attack a creature, it Fixates on you until the end of your next turn.
Predators
Animals who hunt other animals for food. Predators are adapted with keen senses, sharp teeth, claws and the tools for killing. Includes cats, wolves, birds of prey, sharks, and any creature that preys on other animals.
  • +2 melee damage per Bump
  • Speed +2
  • AP +2
  • ​Mark an enemy within 10 meters as your Prey; all attacks against your Prey deal an extra (Skill)d6 damage. You can't designate a new Prey until your current Prey is reduced to 0 HP.
Prey
Prey are animals below predators on the food chain. They breed in great quantity and have no shortage of tricks for evading capture. Prey animals include deer, fish, rabbits, and all kinds of birds.
Note that while some predators may occasionally be eaten by another predator, this does not make them prey; consider their primary role in an ecosystem (snakes, for example, are primarily predators even though they are preyed upon by birds).
  • Speed +2.
  • Advantage on all Feats related to stealth and hiding.
  • Double your base Focus while in this form.
  • Once per round, you can negate an instance of Advantage you'd grant or gain Advantage for a single Feat when you wouldn't otherwise have it.
Swarms
You take the shape of a skittering horde of animals. A swarm is any creature that typically lives or travels en masse such as locusts, mice, bats, and flies.
  • Take half damage from all instances of damage (except area attacks) and gain Immunity to ongoing damage while in this form.
  • Creatures you hit with a melee attack grant Advantage to their next attacker.
  • Can creep through crevices into places you otherwise couldn't access; unless something is hermetically sealed, you can get in within 5 minutes.
  • You can exist in several places at once (within 100 meters of the nearest sub-swarm), filling up to (Skill) meter-sized spaces with yourself. Your swarms all act autonomously, sharing your turn and AP pool.
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Camouflage

1 Calibration STRAND

Defense/Intelligence
Passive

Through psychic, biological, or mystical means, you escape the notice of others, blending into the environment and slipping away from their perceptions.
Rank 1
Add your Rank in Camouflage to any Feat you make to hide, stalk, or otherwise conceal yourself and your actions from the notice of others.
Rank 2
As Rank 1; you do not need to break line of sight in order to attempt a stealth Feat to hide.​
Rank 3
As Rank 2; (Camouflage) times per round when you are targeted by an attack, you may force the attacker to choose a different target
rank 4
As Rank 4; when you force an attacker to re-target, you pick the new target.
rank 5
As Rank 4; when you force an attacker to re-target, the triggering attack has Disadvantage and costs the triggering creature one additional AP if they fail to hit.
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Density Alteration

2 Calibration STRANDS

Defense/DPS
Interrupt - 1 Focus per Rank
​Target Self
You can alter the density of your own body, raising or lowering it at will to improve your resilience, your speed, and the power behind your attacks.
Rank 1
Use this ability when you take damage or deal melee damage to increase or decrease the instance of damage by (Density Alteration) d6.
Rank 2
As Rank 1; after using this ability, you gain (Skill)d6 Shields and are immune to forced movement until the end of your next turn.
Rank 3
As Rank 2; you can fly or levitate for any movement you make, but cannot end the move airborne.
rank 4
As Rank 3; you can pass through solid matter and other creatures during any movement you make. Enemies you pass through grant Advantage to their next attacker.
rank 5
As Rank 4; you become Shielded after using Density Alteration.
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Duplication

3 Calibration STRANDS

Tactical
Minor Action - 1 Focus per Rank
​Target Self
You are able to create multiple copies of yourself with all your skills, strength, and power. These clones, though autonomous, are totally in alliance with you and act in pursuit of your goals.
Rank 1
Create a duplicate of yourself in an unoccupied adjacent space. This duplicate has all of your stats and abilities as well as your memories and personality, but only 1 HP; at 0 HP it disappears. Duplicates disappear at the end of the Scene or when you are Wounded.

​Your duplicate may act during your turn using your AP.
Rank 2
As Rank 2; your duplicates act during your turn, but each has its own pool of AP equal to your Rank in Duplication. You may still use your personal AP to control your duplicates' actions.
Rank 3
As Rank 2; when one of your duplicates is reduced to 0 HP, you absorb any knowledge or memories they acquired during their existence.

A single use of Duplication can produce up to (Skill) duplicates at once.
rank 4
As Rank 3; you have a daily pool of (Skill + Duplication x 10) Hit Points which you may distribute to duplicates as you create them to increase their base HP. This pool is replenished when you take a Full Rest.
rank 5
As Rank 4; each duplicate has an additional (Skill) AP.

A single use of Duplication can produce up to (Skill x 2) duplicates at once.
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Elasticity

2 Calibration STRANDS

Defensive/Utility
Passive
​
You can stretch, twist, flatten, compress, and otherwise transform your body into exaggerated shapes. Like rubber, your body is durable yet flexible.
Ranks 1-5
You can stretch your limbs up to ((Skill + Elasticity) x 10) meters and snap them back into place. Your rubber-like bodys allows you to:
  • Make melee attacks from this distance.
  • Pull yourself to a larger object with a Standard Action or pull a smaller object to yourself.
  • Redirect a ranged attack you defend against to another target of your choice within 10 meters (use the same number of Bumps and damage that would have been dealt to you).

Add your Rank in Elasticity to any Feat that requires agility, flexibility, or pain tolerance.

Gain (Elasticity x 2) d12 Physical Soak dice.

You can stretch, twist, and flatten your body to fit through virtually any crevice within 1 minute; unless it is hermetically sealed, you can bypass any door and squeeze your entire body into any space that is at least 1/4 of a square meter in size.
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Elemental Form

2 Calibration STRANDS

Various
Minor Action - 1 Focus per Rank
​Target Self
Your body can take on the properties of a specific element, material, or state of matter at will, granting you new mobility, durability, and utility.
Ranks 1-5
When you acquire this Schema, pick one of the forms listed below. Using this power causes you to assume your Elemental Form. You can use this ability up to (Skill) times each day. You remain in this form until: 
  • The Scene ends
  • You are Wounded
  • You shapeshift into a different form
  • You return to your normal form as a Free Action

Each form comes with 3 Passive abilities that improve as your Rank in Elemental Form increases. You only have access to these abilities while you are in your Elemental Form. You retain all your other stats and abilities while in your Elemental Form.
Solid Form
You take a form of wood, metal, stone, or another hard substance.
  • Hardbody: Gain +(Elemental Form) Defense.
  • Solid Strength: Your melee DpB is increased by (Elemental Form) and you can add your Rank in Elemental Form to any Feat involving strength, durability, and stamina.
  • Unstoppable: You can enter occupied spaces, crashing through obstacles and foes like a wrecking ball. Obstacles are destroyed (or damaged, depending on GM discretion) and opponents are shoved into an adjacent space and must Save or fall prone.
Semi-Solid Form
You take a form of sand, mud, glue or another permeable substance.
  • Flow: Speed and AP gain a bonus equal to your Rank in Elemental Form. You can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
  • Non-Newtonian: Gain (Elemental Form) d12 Physical Soak.
  • Weaponshape: You can shape any part of your body into any simple (non-tech) melee weapon of your choice.
Liquid Form
You take a form of water, acid, blood or another liquid substance.
  • Flow: Speed and AP gain a bonus equal to your Rank in Elemental Form. You can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
  • Fluid Body: Half all Physical damage you would receive.
  • Solvent: One creature that begins its turn adjacent to you and one creature that ends its turn adjacent to you both take (Elemental Form) d6 Chaos damage. Your melee attacks inflict Chaos damage rather than their standard damage type.
Gaseous Form
You take a form of vapor, toxic gas, oxygen, argon, or some other gas.
  • Choke: At the start of your turn each round, one creature of your choice within 10 meters begins taking (Elemental Form) ongoing Physical damage (Save ends).
  • Ethereal Flow: Speed and AP gain a bonus equal to your Rank in Elemental Form. You can fly during any movement you make, and your turn airborne, and can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
  • Intangible: In this form, you are immune to Physical damage but cannot deal damage and any Feat that requires you to physically interact with objects or creatures is made with Disadvantage. You have Advantage on Feats made to hide and do not need to break line of sight to stealth.
Energy Form
You take a form of fire, electricity, radiation or another form of energy.
  • Blaster: You can fire a blast of energy at a target within 20 meters as a standard action; make a (Combat + Elemental Form) attack and deal (Skill) damage per Bump.
  • Lighter than Air: You can fly during any movement you make and can end your moves airborne.
  • Radiant Aura: All creatures that start their turn adjacent to you take (Elemental Form) d8 Elemental damage.
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Flight

2 Calibration STRANDs

Passage
Passive
​

You are able to fly from point to point, moving through the air with speed, agility, and freedom. For many, this is the essence of super-humanity.
Ranks 1-5
You can fly during any movement you make and can end your moves airborne.

Any time you fly, you can move an extra (Flight) meters.

Your overland travel speed is increased by (Flight x 25) miles per day.
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Gating

2 Calibration STRANDS

Role
Minor Action - 1 Focus per Rank
​Target two empty spaces within range
You are able to link two points in space-time, allowing instant transit from one point to another through a portal you create and maintain by force of will.
Rank 1
You connect two points in space through a portal; entering one side of the portal immediately transports a creature to the opposite side of the other portal and vice versa, like a doorway through space.

The two connected points must both be within (Gating x 10) meters of you.
Rank 2
As Rank 1; you can mark up to (Mind) locations at a time and may use Gating to create a portal linking back to one of your marked locations. This portal closes after you pass through it, are Wounded, or close it willingly as a Free Action.
Rank 3
As Rank 2; you can open a portal to a pocket dimension only you are able to access. This place is a safe haven for you and your allies where you can establish a base of operations, a home to rest in, and a place to store your stuff.

​Work with your GM to determine the particulars of this dimension. Does it have a sun? Flora and fauna? Materials and resources for building? Are there any dangers here? What must you do to turn this place of raw potential into a home?
rank 4
As Rank 2; you can open portals in occupied spaces; target space's occupant may immediately Save to move 1 meter away from the portal you open.

You can use Gating to trap an enemy in a dark pocket dimension by opening a portal beneath their feet; this effectively removes them from the Scene until they escape this dimension with a Save and re-enter the Scene in the space they left from.
rank 5
​As Rank 4; any time an enemy within range makes an attack, you can open a portal in front of them as an Interrupt, causing the attack to emerge from the other end of the portal against a target of your choice within range.
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Gliding

X Calibration STRANDS

Role
Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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Humanshifting

1 Calibration STRAND

Intelligence/Interaction
Minor Action
​Target Self
You are able to assume the physical attributes of another human, changing your face, body, voice, and all physical features (though you gain none of the person's skills, mannerisms, or memories).
Rank 1
You can turn into anyone you've had physical contact with, though you can only remember (Skill + Mind) forms at a time.
Rank 2
As Rank 1; you can take the form of anyone you've seen, either in person or otherwise.
Rank 3
As Rank 2; you can take the form of fictional persons created from your own imagination.

You are no longer limited in the number of forms you remember and can shift between any number of identities at will.
rank 4
As Rank 2; you can take the form of fictional persons created from your own imagination.
rank 5
You are no longer limited in the number of forms you remember and can shift between any number of identities at will.
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Hypervelocity

X Calibration STRANDS

Role
Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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Invisibility

X Calibration STRANDS

Role
Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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Leap

1 Calibration STRAND

Passage
Move Action - 1 Focus

You can make incredibly high and long jumps through the air.
Rank 1
Jump (Speed + Leap) meters.
Rank 2
As Rank 1; you can spring off walls and other vertical surfaces to ascend higher than you normally could.

If you end a jump adjacent to a wall or vertical surface, you can perform another Leap as a Reaction for 1 Focus.
Rank 3
As Rank 2; increase your Speed by (Leap). You can Leap during any move action you make as part of the action.

You cannot stop moving or end a turn airborne, but you can spend up to (Skill) AP while Leaping and then finish moving.
rank 4
As Rank 3; once while airborne, you can use Leap as a Free Action to jump in mid-air. Your feet must touch the ground or a wall/vertical surface before you can use this feature of Leap again.
rank 5
As Rank 4; when Leaping, you can spend up to (Skill) Focus to multiply the maximum distance of your Leap by the amount of Focus spent.
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Phase Shift

X Calibration STRANDS

Role
Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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Sizeshifting

2 Calibration STRANDS

Tactical
Minor Action - 1 Focus per Rank
​Target Self
You are able to alter your size, shrinking down to sub-atomic sizes or growing to mammoth proportions with strength and endurance to match your size.
Ranks 1-5
For each Rank you have in Sizeshifting, you can increase or decrease your size by one degree on the size chart below. When you shrink, you retain your original stats (including your normal strength and endurance) and when you grow, your strength increases.

You return to your original size at the end of the Scene, as a Free Action, or when you are Wounded. All size-related effects and bonuses are removed (your HP returns to a proportional percentage of what you had when you returned to normal size; for example if you had 100 HP while enlarged but lost 50, you'd be at 50% of your total HP when you returned to your original size).
Sizes and Bonuses
Titanic (10 x 10 meters)
  • +10 melee DpB
  • +5 to strength & endurance Feats
  • +100 HP​
Colossal (7 x 7 meters)
  • +8 melee DpB
  • +7 to strength & endurance Feats
  • +80 HP​
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Gigantic (5 x 5 meters)
  • +6 melee DpB
  • +3 to strength & endurance Feats
  • +60 HP​
Huge (3 x 3 meters)
  • +4 melee DpB
  • +2 to strength & endurance Feats
  • +40 HP​
Large (2 x 2 meters)
  • +2 melee DpB
  • +1 to strength & endurance Feats
  • +20 HP​
Medium (1 x 1 meters)
  • This is your normal size; there are no size-related bonuses associated with it
Small (1/2 x 1/2 meters)
  • Gain Advantage on the first attack you make each round​
Tiny (1/100 meter)
  • Make a Feat to become Hidden when you first take this size
  • Gain Advantage on the first attack you make each round
  • You can enter, move through, and end your turn in occupied spaces
Microscopic (1/1000 meter)
  • Become Invisible when you first take this size
  • Gain Advantage on the first attack you make each round
  • You can enter, move through, and end your turn in occupied spaces
Atomic (n/a)
  • Become Invisible and Intangible
  • You can pass through solid matter but cannot affect anything larger than Microscopic size
Sub-Atomic (n/a)
  • Become Invisible and Intangible
  • You can pass through solid matter but cannot affect anything larger than Microscopic size
  • Gain the Integration ​(Forces) Schema at a Rank equal to your Skill score.

Name

X Calibration STRANDS

Role
Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C