Akeru Ascending

Known as "Emptiness Before", this Aspect holds sway over events that happen without cause and things that appear from nowhere. Magic from this Aspect is called "Dynamic Oblivion". Chosen with this Aspect as their Patron tend to be chaotic and unpredictable.

Initial Aura: 5.
Initial Willpower: 6.


Boon

Lucky Find — The Chosen has a knack for always finding what she needs, but not always what she wants.
System: The Chosen rolls Oblivion + Faith (Difficulty 6). The number of successes is the amount of time of searching it takes her to find what she needs; seventy-five spent minutes minus fifteen minutes per success.


Pain

Rage — Karano of Akeru Ascending begin with the Flaw Short Fuse, but gain no points from it. They, more than the other Karano, feel Akeru's anger at the World.


Dynamic Oblivion Spells

Sample Character Create Element (Level 1) — The Chosen can create a small amount of any of the five elements temporarily.
Requirements: Oblivion 1.
System: The Chosen spends a point of Aura and rolls Dynamic + Oblivion (Difficulty 8). One cubic foot of the desired element (or point of Aura in the case of spirit) may be made per success. Duration lasts until the end of the scene, after which the element will vanish (even if the fire still has fuel left to burn).

Fill the Empty Pocket (Level 2) — The Chosen can reach into her pocket and magically produce a hand-sized object from there.
Requirements: Oblivion 2.
System: The Chosen spends a point of Aura and rolls Dynamic + Oblivion (Difficulty 8). The item may be anything about the size of her hand and must fit into her pocket. But, it may not have magical properties of its own. The object lasts ten minutes per success, then disappears.

Force Bolt (Level 3) — The Chosen can hurl a bolt of force at her foe with deadly accuracy.
Requirements: Oblivion 3.
System: The Chosen spends a point of Aura and rolls Dynamic + Oblivion (Difficulty 8). Force Bolt does one level of damage per success to the target.

Intoxicate (Level 4) — The Chosen can infuse the blood of her target with the chemical substance of her choice.
Requirements: Oblivion 4.
System: The Chosen spends two points of Aura and rolls Dynamic + Oblivion (Difficulty 8). The deadlier the substance, more successes are needed. One success is enough for a small amount of alcohol (enough for a pleasant high). Three successes are enough for a slow poison. Five successes can kill the target instantly. At the end of the scene, the substance vanishes from the blood, whether the target is alive or dead.

Continue Creation (Level 5) — The Chosen may do what no illusionist (no matter how good) can do, add to reality.
Requirements: Oblivion 5.
System: The Chosen spends three points of Aura (one of which is permanently spent) and rolls Dynamic + Oblivion (Difficulty 8). Almost anything that the Chosen can envision, can be made real. Only one success is needed. However, five successes means that the Chosen may keep her permanent Aura point. The effects of this spell are permanent. Nothing magical can be made using this Spell alone.


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