Channeling

Viewed with derision by some Contractors, Channelers instead forgo the contract process in favor of diversity in abilities.  However, due to the lack of a contract they can only use their abilities for a limited amount of time before having to rest.

Character Level Channeling Augmentations Spirit Types in Repertoire Special
1st-2nd 0 2 Spirit Repertoire, Sign, Influence, Automatic Channel, Channeling (1 Granted Power)
3rd-4th 0 3 Speak With All Spirits
5th-6th 1 4 Control
7th-8th 1 5 Channeling (2 Granted Powers)
9th-10th 1 6  
11th-12th 2 7 Dual Channel
13th-14th 2 8 Channeling (3 Granted Powers)
15th-16th 2 9  
17th-18th 3 10 Triple Channel
19th-20th 3 11 Channeling (4 Granted Powers)

Spirit Repertoire: This is the number of spirits you currently have in your repertoire.  At level 1 you start play having two types in your repertoire.  Every 2 levels after that, you learn another spirit type.  Once selected, these cannot be changed.  Spirit types are chosen from the same list as Contractors.

Sign: While you are channeling a spirit you manifest its sign.  Unlike a Contractor, you cannot suppress a sign.

Influence: This is more of a roleplaying piece of information.  While a channeled spirit cannot control the actions of the channeler under normal circumstances (but see Control below), they do exert some form of influence over the channeler’s thought process while channeled.

Automatic Channel: At any time, a channeler can channel a spirit in its repertoire to gain access to that spirit’s Automatic Power.  This does not count against uses of Channeling, however the channeler must still manifest the sign of the spirit.

Channeling: A Channeler can channel spirits for a number of rounds per day based on their level.  At level 1 they can do this for 4 + Wisdom Modifier rounds per day.  Every level after 1st adds another 2 rounds of use per day.  Activating Channeling is a swift action that can only be taken on your turn, whereas ending a channeling is a free action that can only be taken on your turn.  When you activate channel, choose one of the spirit types in your repertoire – while channeling, you gains access to a number of granted powers chosen from that spirit.

Channeling Augmentation: Beginning at level 5, you channel some of the spirit’s energy into yourself in a more flexible fashion, granting you a benefit chosen from the list below.  As you increase in level, you may choose additional augmentations.  Augmentations stack with themselves, and you may select them more than once.  Each time you channel, you can change these augmentations.

  • Energy Resistance 5 (This can only be used when channeling an appropriate spirit (Electromagnetism (Electricity Resist), Fire (Fire Resist), Ice (Cold Resist))
  • Damage Reduction 1.  This stacks with other sources of Damage Reduction.
  • +1 insight bonus to Defenses
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on Initiative checks

Speak With All Spirits: You gain the ability to speak directly with all spirits, as if you spoke a common language.

Control: When you channel a spirit, you can choose to give that spirit a point of Control over you instead of having the channeling use up rounds of Channeling.  By doing so, you automatically channel the spirit for a number of rounds equal to one-half your character level.  When this channeling would expire, you can instead choose to accept another point of Control as a free action in order to continue it.  Control points reset when you sleep.  When you reach 3 total points of Control that you have granted to any number of spirits (3 to one, 2 to one and 1 to another, and so on), the muddled thoughts trapped in one body begin to have additional affects.

  • 3 Points of Control – You take a penalty to your Initiative checks equal to the amount of Control you have granted.  However, you also increase your defense against mind-affecting effects by the amount of Control you have granted.
  • 4 Points of Control – You gain the benefits of Automatic Channel for all spirits in your repertoire without having to manifest a sign.
  • 5 Points of Control -You gain the benefits of 1 Granted Power (available at level 1) for all spirits in your repertoire without having to manifest a sign.
  • 6 Points of Control – You lose control of your character and they become an NPC under the control of the GM.  You are now controlled by whatever spirit has the highest Control over you, or a randomly-determined one from your repertoire if there is a tie.

Dual Channel: When you channel, you can now select your Granted Powers from two spirits in your repertoire rather than one.  This does not apply to Automatic Channel. When doing so, you manifest both signs.

Triple Channel: When you channel, you can now select your Granted Powers from three spirits in your repertoire rather than two.  This does not apply to Automatic Channel. When doing so, you manifest all three signs.

Epic Space Adventures Abound!