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Rising Legends: Materia
Materia
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to your Fused Element and +1 damage with effects of your Fused Element.
Fused Element: Lock: Water, Fire, Earth, or Air. All Materia Species abilities gain the Locked Element.
Element Infused: Reduce your DL to Manifest abilities of your Fused Element by 2.
Element Body: Gain 6 Reduction against your Fused Element.
Movement Types: Primary - Land / Secondary - Swim
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 live 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 fused 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, the attack gains your Fused Element.
This form has more of its mortal body visible with lines of magical energy tracing its body in elaborate magical tattoos.
Body
Form
Gain Immunity to Trauma and Devastating. Gain Vulnerable to the opposing Element of your Fused Element.
This form has a body that is so attuned to their element, that it is hard to spot the mortal body remaining.
Body
Form
Lock a second option with Fused Element.
This form has two elements that dance along their body in an unstable balance.
Arcanist Umbral
Aspect
Gain +1 on Manifest rolls and +3 on Dispel Defense with abilities that have your Fused 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
When using an ability that has your Fused Element, reduce the total DL increase from Augments by 1 + TT.
Boost: Req: Trained 2 Times - Also reduce the total Energy cost of the Augments by 1.
Guardian Umbral
Trick - Elemental
1 Grit: Create a magical barrier that counts as a Gripped Tier 0 melee Bashing weapon with Guard 3, 2 damage, and your Fused Element.
Duration 1 + TT rounds
Boost: After a melee attack fails against you after using Guard with the shield, attack the attacker with it.
Curative
Talent
If damage of your Fused Element would be dealt to you, instead heal half that much Grit.
Duration 3 + TT rounds
Boost: Req: Trained 4 Times - Instead, heal equal to the damage.
Marksman
Talent
Make a ranged Strike with 3 + TT range, Accurate, and Devastating to deal 4 + TT/2 Bashing damage of your Fused Element to Grit.
Boost: Req: Trained 2 Times - 1 Grit: The damage becomes Flowing.
Umbral
Talent
Objects you Grip and wear gain all Elemental Immunities and Reductions you have.
Duration 1 + TT minutes
Boost: If you do not have a Fused Element, Lock Air, Earth, Fire or Water. Count as having the Locked Element Locked by Fused Element.
Senses Umbral
Aspect
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 with a Spell, DL 9 - TT.
Boost: Use Manifest with a Talent instead.
Decay Shadow Umbral
Response - Suppression
As a Spell targets you, gain 1 + TT/3 on non-Elude defenses against it.
Boost: Reduce the duration of the Spell by 1 + TT/2.



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