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Rising Legends: Materia
Materia
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to your Fused Element and +1 damage with effects of your Fused Element.
Fused Element: Lock Water, Fire, Earth, or Air. When you could Lock this Element for an ability, you must.
Element Body: Gain 6 Reduction against your Fused Element.
Element Infused: Reduce your DL to use abilities of your Fused Element and attacks made by those abilities by 2.
Movement Types: Primary - Land / Secondary - Swim
Language: Terran
SizeHeightWeightAdventure AgeOld AgeSage Age
0 6'2" - 7'4"140 - 250 pounds25 years125 years500 years
Fire. Water. Air. Earth. Materia are walking manifestations of the four material elements.
History
The art of the soulcrafting ritual was not forgotten when the Human-Dragon war ended. Gnome ritualists tinkered until they managed to create the Materia in the calm period between the Human-Dragon war and the Undead Rising. Their intent was to create a creature that perfectly reflected the beauty of nature. To their horror, their creation was quickly used to make servants of violence.
Materia population has never grown large enough to establish permanent settlements. Rather, their small number are scattered throughout the empire where they are highly prized members in whatever city they find themselves in. Materia are highly sought after in academies and military, though never waged war as a unified species. However, a keen eye may note common animosity between Materia of opposing elements.
Culture
Their limited number in any given location make discerning similarities difficult. Their values vary wildly and mostly correlate with the culture where the individual has decided to settle. The only common thread seems to be the temperament shared by Materia of an elemental type.
Fire Materia tend to be extraverted and prone to taking risks. Water Materia tend to be cautious and risk averse. Earth Materia tend to be stubborn and deliberate. Air Materia tend to be open minded and quick to make decisions. Pointing these similarities out to a Materia is one of the quickest ways to anger said Materia.
Physicality
Materia are so attuned to an element that a significant portion of their bodies consists of live elemental energy. Each Materia looks slightly different. The visible portions of their humanoid bodies consist of physical manifestations of their element such as sheets of ice, shimmering coals, small rubble, or whisps of smoke.
Physical Heritage
Materia within one's ancestry causes eyes to have colors associated with the fused element.
"You can't reason with fire."
-Old saying among Water Materia.
Root Abilities - If Materia is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Response - Infusion
Lock 1 Element. After declaring an attack, the attack gains the locked Element.
This form has more of its mortal body visible with lines of magical energy tracing its body in elaborate magical tattoos.
Body
Form
Lock 1 Element. Gain Immunity to Trauma and Devastating. Gain Vulnerable to the opposing Element of the Locked Element.
This form has a body that is so attuned to their element, that it is hard to spot the mortal body remaining.
Body
Form
Lock a second option with Fused Element. When you Lock an Element for an ability, this Element also becomes Locked by it. Effects that are determined by a Locked Element always apply both. Effects that occur based on an Element can occur from either.
This form has two elements that dance along their body in an unstable balance.
Umbral
Aspect
Lock 1 Element. Gain +1 on Manifest rolls and +3 on Dispel Defense with abilities that have the Locked Element.
This form seems to have a body that shifts back and forth between elemental energy and mortal body.
Species Abilities - If Materia is your Primary or Secondary Species, you may learn these by assigning AP.
Umbral
Aspect
Lock 1 Element. When using an ability that has the Locked Element, reduce the total DL increase from Augments by 1 + TT.
Boost: Req: Trained 2 Times - Also reduce the total Energy cost of the Augments by 1.
Umbral
Trick - Elemental
Lock 1 Element. 1 Grit: Create a magical barrier that counts as a Gripped Tier 0 melee Bashing weapon with Guard 3, 2 damage, and the Locked Element.
Duration 1 + TT rounds
Boost: After you use Guard with this and the attack causes no Injury to you, attack the attacker with it.
Curative
Talent
Lock 1 Element. If damage of the Locked Element would be dealt to you, instead heal half that much Grit.
Duration 3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Talent
Lock 1 Element. Make a ranged Strike from any limb with 3 + TT range, Accurate, and Devastate to deal 4 + TT/2 Bashing damage of the Locked Element to Grit. This counts as a Lightweight Unarmed Strike.
Boost: Req: Trained 2 Times - 1 Grit: The damage becomes Flowing.
Umbral
Trick - Elemental
Lock 1 Element. Objects you Grip and wear gain all Elemental Immunities and Reductions you have. Gain +1 on defenses against effects of the opposing Element of the Locked Element.
Duration 1 + TT minutes
Boost: Your attacks and effects of the Locked Element gain +1 + TT/3 damage.
UmbralSenses
Aspect
Gain a sense Magicsense. This sense has -1 range and DL 3. It can sense magical objects as having Magnitude equal to 1 + 1/2 their Craft Tier. If you exceed the DL by 3, know the type of magical object, such as Inlay or potion. Exceeding the DL by 6 knows any Elements it has. Exceeding the DL by 9 identifies a specific object.
Boost: Gain +1 + TT on rolls with Magicsense.
Umbral
Trick - Infusion
1 Resolve: Roll 1d12 to use Manifest with a Spell, DL 9 - TT.
Boost: Use Manifest with a Talent instead.
UmbralDecay
Response - Suppression
As a Spell targets you, gain 1 + TT/3 on non-Elude defenses against it.
Boost: Reduce the duration of the Spell by 1 + TT/2.





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