Crusaders

Special Traits

Resist Disease - Resist disease 100%.

Master of the Psychi Angelic Allure - Alluring appearance, Scent, Charisma.
Angelic Presence - 1-3-Calm or Sooth. 4-6-Intrigue. 7-9-Awe.

Divine Precognition
4-6-True Sight - See past supernatural deceptions.
7-9-Dream Envision - Visionary dreams which come to angelican randomly, fortelling of future events.
10-12-Speak to the Dead - Hear and speak to the dead.

Angelic Temple
Healing touch: Their touch (In Immortal Form) heals the living, can harm OR heal the undead and can kill the raised dead.
Angelic Warmth: Angels have a very soothing warmth which seeps in deep to bask another with their warmth.
Blood Regeneration: Their blood regenerates over a period of time.
Alluring Scent: (Meridian Only) Their scent is extraordinary, and a great allure to predatory types, and is very pleasantly intoxicating.
Intoxicating Blood: (Meridian Only) Their blood tastes like each individual angelican's scent.
Angelic Haste: Levels 1-9, +1 mvm per success, or +1 AR per ace

Telekinesis
(1) 1-3-Affect small items, spoons, pencils, coins, etc.
(2) 4-6-Affect medium sized items, hand held weapons, electronics, etc.
(3) 7-9-Affect large items, people, cars, furniture, etc.

Angelic Wings
Meridian and Templar Only
(1) 1-3-Retractable
(2) 4-6-Deflect Weapons: +2% chance per level.
(3) 7-9-Winged Cocoon-When embraced within the angel's wings, subject is bathed with their divine powers of presence, can also act as a healing embrace.
(4) 10-12-Radiant Light-Angel can spread his wings and emit a radious of blinding aural light which can bring evil trembling to its knees if within 10 ft radious of them, or repell evil to make a hasty retreat if within sight of Angel.

Telepathy
(1) 1-3-Touching subject.
(2) 4-6-Within 30 feet of subject.
(3) 7-9-Within visual range of subject.
(4) 10-12-Within ten mile radius of subject.
(5) 13-15-Within one hundred mile radius of subject. Crusader Inborn Powers

Specialization: Crusaders are born with 3 innate Angelic gifts of any level from the Angelic path of 'Innate Power'. Each Gift becomes more powerful as Crusader gains experience.

Exclusion: Nephales Crusaders cannot take Command the Paths gift.

Degeneration:
Crusaders who are 9th-10th generation get 2 gifts.
Crusaders 11th-14th generations get 1 gift.
Generations 15th and above cease to BE crusaders, and are humans known as diminished crusaders, their Angelic heritage so far back in their lineage that they have lost all traits of their angelic blood. These diminished crusaders sometimes have rare, human gifts.

Generation Bonuses

1st Generation Crusader - 1 path of Innate Power.
2nd Generation Crusader - 6 gifts from Innate paths of power.
3rd Generation Crusader - 5 gifts from Innate paths of power.
4th Generation Crusader - 4 gifts from Innate paths of power.
5th-Generation Crusader - 3 gifts from Innate paths of power.
6th Generation Crusader - 3 gifts from Innate paths of power.
7th Generation Crusader - 3 gifts from Innate paths of power.
8th Generation Crusader - 3 gifts from Innate paths of power.
9th Generation Crusader - 2 gifts from Innate paths of power.
10th Generation Crusader - 2 gifts from Innate paths of power.
11th-14th Generation Crusader - 1 gift from Innate paths of power.
Meridian Crusaders - 2 Paths of Innate Power.
Templar Crusaders - 1 Path of Innate Power.

Innate Powers

Throne Gifts
(1) 1-3 - Capture Path - For casting Minor spells
(2) 4-6 - Summon Weapons - A called weapon appears in hand.
(3) 7-9 - Sleep - Places subject in restful state of sleep.
(4) 10-12 - Holding Force - No Action can be taken while held.
(5) 13-15 - Magic shield - Protects from magic attacks and curses.
(6) 16-18 - Conjuration - A type of gate summoning spell.
(7) 19-21 - Binding Honor - An agreement is bound with a called contingency which takes effect if agreement is broken. The contingency cannot be dismantled once one has agreed to terms. One has to agree to binding honor for agreement to count. Beware loopholes.
(8) 22-24 - Livid Valor - An imbue used in other spells, or a powerful influence which causes the target to perceive of right and wrong, good and evil, just and unjust lividly.
(9) 25-27 - Master of the Weave - Allows Angelican to weave improvised spells en-field. An ACE must be rolled to succeed and each 1 rolled, cancels an ACE.
(10) 28-30 - Summoner of Souls - Holy Guardian Command which summons a soul from its vessel and casts it into the Angelican's Holy Sword.
(11) 31-35 - Lance of Thrones - A light lance of holy power which destroys target's darkness utterly through holy purification to cleanse the soul while erasing ALL past memory and memory echos.
(12) 36-40 - Invulnerable Orb of Arrest - Requires higher power to shatter arresting shield-factored against dispell, disenchant, disjoin and shatter. Protects target held from magic and physical attacks.

Divine Command

(1) 1-3-Heal Living - Heals 1 HP per success.
(2) 4-6-Heal Undead - Heals 1 HP per success.
(3) 7-9-Infiltrate the Unknown - Allows Priest to bypass unknown and unidentifiable magics
(4) 10-12-Summon Soul - Summon the soul of the dead.
(5) 13-15-Soul Arrest - Arrest soul of the dead.
(6) 16-18-Resurrection - Includes restore body, Soul Commands, Spirit Joining, Restore Functions, Vital Flame, and Resurrect. Must roll for each stage.
(7) 19-21-Bolt of Virtue - A powerful bolt of very pure energy strikes target with a corruption tear. The more corrupt target is, the more damage is done. Double damage to Evil alignments. No damage to good alignments. Instead, one who is good receives a blessing of protection through the divine bolt as called.
(8) 22-24-Holy Purgatory - Raises evil into a holy tower of power which send continuous streams of holy energy through subject until they are cleansed of all evil and dark traits.
(9) 25-27-Ascension of the Damned - Raises the soul of target into ascension of the light, destroys the body, preserves and purifies the spirit.
(10) 28-30-Command the Paths - Allow Angel to formulate Gifts of their own out of their Alingments.

Dark Crusaders

Dark Crusaders are born out of a dark nephalim line. Dark Meridian and Dark Templar are often (but not always) marked by hell, and serve a dark angel or lord of hell. Their innate powers and traits are dark aligned. They only differ from other crusaders in their habits and the alignments of their power.

Special Traits: all are the same as other crusaders with exception of these traits below.

Angelic Temple
Healing touch: Their touch (In Immortal Form) heals the living, can harm OR heal the undead and can kill the raised dead.

Angelic Wings
Meridian and Templar Only
(3) 7-9-Winged Cocoon-When embraced within the angel's wings, subject is bathed with their dark powers of presence, can also drain stamina, strength, or willpower by -1, -1 per ace, OR act as a healing embrace.
(4) 10-12-Shadowy Aura: Angel can spread his wings and emit a radious of aural shadows which can bring subject trembling to their knees if within 10 ft radious of them, or repell those within sight of fallen angel to make a hasty retreat.

Claws and Fangs Meridian and Templar Only.
These natural weapons are retractable
Claws; 4-5 inch, curved, razor sharp claws. +10 dmg. +50 or death blow on vital blows.
Fangs; +5, +50 or death blow on vital damage.

Telepathy
(1) 1-3-Touching subject.
(2) 4-6-Within 30 feet of subject.
(3) 7-9-Within visual range of subject.
(4) 10-12-Within ten mile radius of subject.
(5) 13-15-Within one hundred mile radius of subject.

Dark Crusader Inborn Powers
Specialization: Dark Crusaders are born with 3 innate Dark Angelic gifts of any level from the Dark Angelic path of 'Innate Power'. Each Gift becomes more powerful as Crusader gains experience.
Exclusion: Crusaders cannot take formulation of commands gifts.
Degeneration: Crusaders who are 10th generation get 3 gifts. Crusaders 11th-14th generations get 2 gifts. Generations 15th and above cease to BE crusaders, and are humans known as diminished crusaders, their Angelic heritage so far back in their lineage that they have lost all traits of their angelic blood. These diminished crusaders sometimes have rare, human gifts.

Generation Bonuses
1st Generation Crusader - 1 path of Innate Power + 3 additional gifts of necromancy or sorcery.
2nd Generation Crusader - 8 gifts from Innate paths of power.
3rd Generation Crusader - 6 gifts from Innate paths of power.
4th Generation Crusader - 5 gifts from Innate paths of power.
5th-Generation Crusader - 4 gifts from Innate paths of power.
6th Generation Crusader - 3 gifts from Innate paths of power.
7th Generation Crusader - 3 gifts from Innate paths of power.
8th Generation Crusader - 3 gifts from Innate paths of power.
9th Generation Crusader - 2 gifts from Innate paths of power.
10th Generation Crusader - 2 gifts from Innate paths of power.
11th-14th Generation Crusader - 1 gift from Innate paths of power.
Dark Meridian Crusaders - 2 Paths of Innate Power and Path of Necromancy or Sorcery.
Dark Templar Crusaders - 1 Path of Innate Power + 6 Gifts of Necromancy or Sorcery.

Innate Powers
Path of Shadows
(1) 1-3 - Viel of Shadows - Hides selected person or thing.
(2) 4-6 - Shadowy Form - Take a shadowy form and be unseen in the shadows.
(3) 7-9 - Command the Shadows - Manipulate the shadows to move and direct them.
(4) 10-12 - Shadow Walk - Close distance through the shadow planes.
(5) 13-15 - Shadowy Tracker - Sixth sense to detect others concealed by or using shadowmagics and ability to have improved concealment while tracking others within shadows.
(6) 16-18 - Shadow Gate - A portal or rift which closes distance through the shadow realms. Others can be taken through gate.
(7) 19-21 - Black Oracle - Reveals those selected through and within shadow lands/planes and Shadowgates and allows interception of shadow gates and paths.
(8) 22-24 - Shadows and Stone: (Dungeon of Darkness) - An area within the demi-plane of shadows where the shadowlands overlaps an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
(9) 25-27 - Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight.
(10) 28-30 - Cavern of Shadows - Like Dungeon of Darkness only instead of a small area, an entire cavern is overlapped by the shadow lands.

Hell's Inner Sanctum
Roll must exceed level of spell by +3 successes for invocation to succeed.
(1) 1-3 - Command Seal - Marks powers specific to caster making it harder to undo them by any one else.
(2) 4-6 - Necromancer's Lock - Locks a door, chest, tome, AREA etc with a necromantic field of negative energy, draining life from any who overstep locked boundary unless selected to be excluded by commands.
(3) 7-9 - Mortus Presence - Shadow falls and spreads over an area to drain energy from those the shadow is cast upon.
(4) 10-12 - Invoke Curse of the Leper - Causes decomposure, starting with extremeties.. fingers, toes, nose, then arms and legs etc.
(5) 13-15 - Invoke Morbid Reality - Selected Victim is consumed by morbid thoughts and then begins seeing and FEELING gruesome hallucinations of their skin rotting, melting and falling off, and the same of anyone around them. Can cause insanity.
(6) 16-18 - Curse Reaver - Removes even very powerful curses from selected subject.
(7) 19-21 - Invoke Demonic Gang Rape - Up to ten Demons are summoned to rape a selected target.
(8) 22-24 - Invoke Curse of the Ancients - Immortal target is reduced to a frail mortal's strength, a mortal is reduced to an infant's strength.
(9) 25-27 - Dead Realms Creation - Create necromantic spells, artifacts and items.
(10) 28-30 - Arch-Necromancy - Create wards, spells, scrolls, artifacts, items, enchanted weapons, creatures, and commands.

Crusader Orders of Hierarchy First Hierarchy: Crusaders - Nephales (Nef-ah-lEz) - slow aging
Second Hierarchy: Meridian Crusaders - Meridian - quasi-immortal
Third Hierarchy: Temple Crusaders - Templar - quasi-immortal.

Information

    What Crusaders are: Crusaders are a race born out of a human parent and parent who is either a Nephalim, or was born out of Nephalim lines. While Nephalims become immortal, Crusaders do not, although they may live a very long life, their maximum age depends on their generation, or become a 'quasi-immortal' race. Crusaders cannot produce children with angels, while angels CAN summon powers to produce offspring with Crusaders.

Crusader Society

    Crusaders live as most any human does, although they tend to live up to their name and tackle various crusades, which sometimes includes cleansing the earth of evil-doers. They usually live very secretive and secluded lives, although in rare cases, they will form 'Knight Hoods', or groups they call 'Orders.

    Other Crusaders might be more independent in their life styles, and live alone, or in small family units. Hard as it is to find others of their race, they most often have human companions and partners. It is hard though, for a crusader, when they watch someone grow old and die, while they age far more slowly, at the least, 1 year for ever five, and at the most, 1 year for ever 100 mortal years. This also compels them to have to change their identies from time to time, particularly in a modern age where everyone is numbered.

Crusader Heritage and Generations

    Angel+Human=Nephalim.
    Angel+Nephalim = Meridian (or greater) Nephalim.
    Meridian Nephalim+Human = Meridian Crusader. Meridians can only produce offspring with other Meridian Crusaders, and they are quasi-immortal
    Nephalim+Human = 1st Generation Crusader.
    1st Generation Crusader+Human = 2nd Generation Crusader.
    2nd Generation Crusader+Human = 3rd Generation Crusader.
    3rd Generation Crusader+Human = 4th Generation Crusader.
    4th Generation Crusader+Human = 5th Generation Crusader ... etc.

Degeneration

    14th Generation Crusader+Human = Diminished Crusader.
    Diminished Crusader humans may still be born with rare human gifts such as clairvoyance, Telepathy, Telekineses, Dogma Gifts, or Prodigy of the Veil.

Angelic Quickening

    Improving the Crusader Race
    Angel+Crusader = Temple Nephalim (immortal).
    Nephalim+Crusader = 1st Generation Temple Crusader (All Temple Crusaders are quasi-immortal).
    1st Generation Temple Crusader+Temple Crusader = 2nd Generation Temple Crusader
    2nd Generation Temple Crusader+Temple Crusader = 3rd Generation Temple Crusader ... etc.
    1st Generation Temple Crusader+Human = 1st Generation Crusader.
    1st Generation Crusader+Human = 2nd Generation Crusader.
    ...and so the line is revived.

Mortality

    Crusaders are mortal unless they are Meridian or Temple Crusaders.

    Quasi-Immortality: Meridian and Temple Crusaders are quasi-immortal. What this means, is that when someone reaches their prime age, they cease to age, period, but that they maintain all other aspects of mortality. Any wound that can kill a human, can kill someone who is quasi-immortal. Quasi-immortals are highly resistant to human disease as well. Until the ages between 18-27, the Meridian and Temple angels age like humans do, then when they 'come of age' the aging process halts. These two races of crusaders can live as long as they are able to escape deadly injuries and damage.

    Slowed Aging - Crusaders and Dark Crusaders.
    1st Generation Crusader - Age 1 year for every 100 years.
    2nd Generation Crusader - Age 1 year for every 90 years.
    3rd Generation Crusader - Age 1 year for every 80 years.
    4th Generation Crusader - Age 1 year for every 70 years.
    5th Generation Crusader - Age 1 year for every 60 years.
    6th Generation Crusader - Age 1 year for every 50 years.
    7th Generation Crusader - Age 1 year for every 40 years.
    8th Generation Crusader - Age 1 year for every 30 years.
    9th Generation Crusader - Age 1 year for every 20 years.
    10th Generation Crusader - Age 1 year for every 10 years.
    11th-14th Generation Crusader - Age 1 year for every 5 years.

    Although Crusaders age very slowly, they are quite prone to mortal injuries.