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Materia
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to and +1 damage with your Living Element.
Living Element: Lock: Water, Fire, Earth, or Air. All Materia Species abilities gain the Locked Element as an attunement.
Element Infused: Reduce the DL to Manifest abilities attuned to your Living Element by 2.
Element Body: Gain 6 Reduction against your Living Element.
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 living 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 living 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
After declaring an attack, damage dealt by the attack is of your Living Element.
This form has more of its mortal body visible with lines of magical energy tracing its body in elaborate magical tattoos.
Body
Aspect - Form
Gain Immunity to Trauma and Devastating. Gain Vulnerable to the opposing Element of your Living Element.
This form has a body that is so attuned to their element, that it is hard to spot the mortal body remaining.
Body
Aspect - Form
Lock a second option with Living Element. Each time you Manifest an effect using your Living Element, choose only 1 to use.
This form has two elements that dance along their body in an unstable balance.
Arcanist Umbral
Aspect - Charisma
Gain +1 on Manifest rolls and +3 on Dispel Defense with abilities attuned to your Living 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.
Arcanist Umbral
Aspect - Wit
When Manifesting an ability attuned to your Living Element, reduce the DL increase from Augments by 1 + TT/2.
Boost: Req: Trained 3 Times - Also reduce the total Energy cost of the Augments by 1.
Guardian Umbral
Trick
1 Grit: Create a magical barrier that count as a Gripped Tier 0 weapon with Guard 3.
Range Self   Duration 1 + TT rounds
Boost: When a melee attack fails against you after using Guard with this, deal 2 damage of your Living Element to the attacker.
Curative
Talent
If you would take damage of your Living Element, instead heal half that much Grit.
Range Self   Duration 3 + TT rounds
Boost: Req: Trained 6 Times - Instead, heal equal to the damage.
Marksman
Talent
Make a ranged attack with 3 + TT range, Accurate, and Devastating to deal 5 + TT/2 damage of your Living Element.
Boost: Req: Trained 3 Times - 1 Grit: Damage becomes Flowing.
Umbral
Talent
Objects you Grip and wear gain all Elemental Immunities and Reductions you have.
Range Self   Duration 1 + TT minutes
Boost: If you do not have a Living Element, Lock Air, Earth, Fire or Water. Count as having the Locked Element Locked by Living Element.
Senses Umbral
Aspect - Wit
Treat magical objects as having a smell Magnitude equal to 1 + 1/2 their Craft Tier. If you exceed the smell 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 to smell magical objects.
Umbral
Trick - Infusion
1 Resolve: Roll 1d12 to use Manifest Spell, DL 9 - TT/2.
Boost: Use Manifest Talent instead.
Umbral
Response - Suppression
As a Spell targets you, gain 1 + TT/6 on non-Elude defenses against it.
Range Self
Boost: Reduce the duration of the Spell by 1 + TT/4.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
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