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Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Metruvius>Famillia
Metruvius Sample Famillia

Metruvius

Metruvius System Metruvians Metruvian Package Deals
Sample Metruvius Famillia Sample Metruvius Facillia  
This document provides some sample Famillia. As Famillia and Facillia are designed to be used together, it is difficult to just provide a list of abilities to cherry pick from; each Metruvian's selection of Famillia and Facillia must be well chosen and tailored.
Additionally each of the sample Famillia provided are scalable; a particular Character could have the Blinding Blast Famillia at 40 Active Points or 90 Active Points (or any other Active Point level) rather than at the 60 Active Points the example has.
SAMPLE FAMILLIA
BLINDING BLAST
The Metruvian is able to release a blast of blinding magical energy.
BLINDING BLAST
Blinding Blast: Sight Group Flash 12d6
Real Cost: 6 points
OCCULT ORBS
The Metruvian is able to release a blast of magical energy.
OCCULT ORBS
Occult Orbs: Energy Blast 12d6 (vs. ED)
Real Cost: 6 points
SPLINTERING SHOT
The Metruvian is able to release a blast of lethal magical energy.
SPLINTERING SHOT
Splintering Shot: Killing Attack - Ranged 4d6 (vs. ED)
Real Cost: 6 points
FLITTING FLIGHT
The Metruvian is able to take flight.
FLITTING FLIGHT
Flitting Flight: Flight 25", Position Shift, x4 Noncombat
Real Cost: 6 points
GIRDING GLOBE
The Metruvian is able to create a globe of nigh-impenetrable magical energy.
GIRDING GLOBE
Girding Globe: Force Wall (17 PD/17 ED; 2" long and 2" tall) (uses END Reserve)
Real Cost: 9 points
GLORIOUS GLACIS
The Metruvian is able to create a aura of protective magical energy.
GLORIOUS GLACIS
Glorious Glacis: Force Field (15 PD/15 ED/15 Mental Defense/15 Power Defense)
Real Cost: 6 points
MENTAL MALLET
The Metruvian is able to project magical energy directly into the mind of another, causing great pain.
MENTAL MALLET
Mental Mallet: Ego Attack 6d6
Real Cost: 6 points
MYSTIC MENDING
The Metruvian is able to funnel magical energy directly through a persons body, invigorating and revitalizing them.
MYSTIC MENDING
Mystic Mending: Healing BODY 6d6
Real Cost: 6 points
OCCULT OBSCURATION
The Metruvian is able to hide themselves from detection with an aura of magical energy.
OCCULT OBSCURATION
Occult Obscuration: Invisibility to Sight, Hearing and Smell/Taste Groups and Spatial Awareness , No Fringe
Real Cost: 4 points
PSYCHIC PUPPETRY
The Metruvian is able to project magical energy directly into the mind of another, taking control of them.
PSYCHIC PUPPETRY
Psychic Puppetry: Mind Control 12d6 (Human class of minds)
Real Cost: 6 points
CONFINING COFFIN
The Metruvian is able to wrap others in a cocoon of  magical energy.
CONFINING COFFIN
Confining Coffin: Entangle 4d6, 6 DEF (Stops A Given Sense Group Sight Group)
Real Cost: 6 points
DEEPEST DARKNESS
The Metruvian is able to create a field of magical energy that obscures vision.
DEEPEST DARKNESS
Deepest Darkness: Darkness to Sight Group 3" radius
Real Cost: 3 points
HARDENED HIDE
The Metruvian is able to funnel magical energy into themselves, hardening their skin to make it more durable than metal.
HARDENED HIDE
Hardened Hide: Armor (13 PD/13 ED)
Real Cost: 4 points
MASSIVE METAMORPHOSIS
The Metruvian is able to funnel magical energy into themselves, gaining mass and size temporarily.
MASSIVE METAMORPHOSIS
Massive Metamorphosis: Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 390,160 kg, -8 DCV, +8 PER Rolls to perceive character, 28.9 m tall, 14.4 m wide)
Real Cost: 6 points
MOLE MOVEMENT
The Metruvian is able to use magical energy to bore through all but the hardest of materials.
MOLE MOVEMENT
Mole Movement: Tunneling 7" through 12 DEF material, Fill In
Real Cost: 6 points
SPATIAL STEP
The Metruvian is able to use magical energy to create a rift in space allowing them to displace themselves with total control.
SPATIAL STEP
Spatial Step: Teleportation 20", No Relative Velocity, Position Shift, x4 Noncombat
Real Cost: 6 points
DREADFUL DEPRIVATION
The Metruvian is able to funnel magical energy through others, weakening them.
DREADFUL DEPRIVATION
Dreadful Deprivation: Drain BODY 4d6
Real Cost: 4 points
CLIMATE CONTROL
The Metruvian is able to funnel magical energy into their environment to create a variety of effects.
CLIMATE CONTROL
Climate Control: Change Environment 1" radius, -2 DCV, Varying Combat Effects
Real Cost: 2 points
FABULOUS FARSIGHT
The Metruvian is able to use magical energy to see things far away as if they were there.
FABULOUS FARSIGHT
Fabulous Farsight: Clairsentience (Sight Group)
Real Cost: 2 points