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Eternal (5 FP)

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Whether of the heavens, hells or far more alien realms, the Eternals are beings that are generally a pain no matter their affiliations.

Height: Varies

Weight: Varies

Speed: 10 ft.

Unarmed Dice: 1d2


Immortality (20 FP): Eternals are not alive and cannot die. If their body is killed, via the usual rules for killing a creature, they return to their native realm after an hour. Once in their native realm, they are free to return to the realm they were killed in.


Timeless (0 FP): Eternals do not age no matter how much time passes.


By My Name (-15 FP): Eternals exist in a place alien to the laws of mortality, which they return to when slain in the mortal realm.

Any knowledgeable creature in the mortal realm can summon an eternal they know the name of into the mortal realm, returning them to life. They must have died at least an hour before.


Optional Features


Realmsmuggler (8 FP): Some Eternals are native to, or familiar with, the destinations of mortal souls upon death. Such Eternals can return souls, bringing life back to the dead. However, those returned will immediately die again unless they are given at least one Hit Point from another source.


Multisummon (2 FP): The Eternal has the ability to divide themselves into multiple incarnations, letting themselves be summoned repeatedly, at the cost of a weaker form. Alternatively, they may choose to divide themselves while on the mortal realm.

As twelve actions, they can create a second incarnation of themselves that functions as if it was a different creature, sharing their awareness and Features with the second incarnation. The new incarnation has independent actions. They can create as many incarnations as they wish.

When creating an incarnation, they must give the incarnation a number of Hit Points. The incarnation gains however many Hit Points they choose to give it as its maximum Hit Points and their maximum Hit Points are reduced by the same number.

They cannot reduce their own Hit Points below, or create an incarnation with less than, the maximum number that would result in them falling unconscious from 1 damage. If making an incarnation would require the incarnation to have too few Hit Points, they cannot create the incarnation.

As an action, they can touch an incarnation and reabsorb it, regaining the invested Hit Points. Incarnations are treated as no different from their original self, meaning they can absorb incarnations from an incarnation other than the original, potentially resulting in a different incarnation becoming the single incarnation by absorbing the others.

If an incarnation is killed, it is not absorbed and they do not regain Hit Points from it. Instead, it returns to their native realm, from which it may be summoned again.


Speak Of The Eternal (2 FP): Some Eternals can sense when there name is spoken aloud, the invocation of their name attracting a sliver of their being to the location of the speaker. Whenever a creature speaks their name out loud, or similarly projects the meaning to the outside world, they instantly become aware of the creature, its surroundings and any subsequent events that relate to the invocation.

The creature does not need to be intending to draw their attention or know their identity, but does need to realize that their name is a name. Any name that they have consciously acknowledged as their name counts as a name for this Feature, which allows them to have numerous names at a time.

They are aware if another creature with this Feature has already claimed a name they intend to claim as its name and cannot claim a name that has already been taken.

For 4 additional FP, they can take three actions to transport themselves and anything they are carrying to the location of a creature that has invoked their name.


Essence Sight (1 FP): The Eternal may make Sight Checks (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.

For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.


Oath Bound (-2 FP): Some Eternals are incapable of breaking an oath once they have knowingly given it. This only applies to the meaning and contents of the oath that they were aware of at the giving of the oath, not possible reinterpretations of wording.

Likewise, situations that involve agreeing without knowing all implied details, such as signing a contract without reading the fine print, do not enforce anything but what they thought they were agreeing to.

For 2 additional FP, any creature they make a deal with is compelled to uphold its side of the deal, being affected as they are. This cannot affect creatures immune to mental tampering. However, if the creature does not uphold its side of the deal, they do not need to uphold their end.

Eternal (5 FP): Text

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