Supernatural

One of the six main Attributes

Increases resistances to Heat, Cold, and Poison and Acid, starting Health, enables addtional Special Abilities for Warriors and Outlaws, enables further Elevated-Energy slots of Wizards and Priests.

 

Supernatural is one of the six Attributes for characters in Black Geyser: Couriers of Darkness.    

Increases resistances to Heat, Cold, and Poison and Acid, starting Health, enables addtional Special Abilities for Warriors and Outlaws, enables further Elevated-Energy slots of Wizards and Priests.

 

Unlike the other Attributes, Supernatural has a starting maximum between 4 and 6 depending on your race and you can freely begin with none (zero).

Supernatural boost the following aspects of characters :

  • offers choice of resistances between Heat, Cold, and Poison and Acid ;
  • extra spell slots for Elevated-energy spells (details below) ;
  • extra starting points for Special Abilities at level 1 only (details below) ;
  • extra starting Hit Points, at level 1 only (details below) ;
  • attributes may have other effects that are not yet known or detailed here.

 

Supernatural - extra Resistances

  • Each point of Supernatural confers 5 points to allocate between 3 categories of effects Heat, Cold, and Poison and Acid
  • Each point represents 1% resistance. 

Supernatural - effect on Elevated-energy Spell Slots 

  • Supernatural 1 :
    +1 level 1 Elevated spell slot.
  • Supernatural 2 :
    +1 level 1 Elevated spell slot ;
    +1 level 2 Elevated spell slot.
  • Supernatural 3 :
    +2 level 1 Elevated spell slots ;
    +1 level 2 Elevated spell slot ;
    +1 level 3 Elevated spell slot.
  • Supernatural 4 :
    +2 level 1 Elevated spell slots ;
    +2 level 2 Elevated spell slots ;
    +1 level 3 Elevated spell slots ;
    +1 level 4 Elevated spell slots.
  • Supernatural 5 :
    +3 level 1 Elevated spell slots ;
    +2 level 2 Elevated spell slots ;
    +2 level 3 Elevated spell slots ;
    +1 level 4 Elevated spell slot ;
    +1 level 5 Elevated spell slot.
  • Supernatural 6 :
    +3 level 1 Elevated spell slots ;
    +3 level 2 Elevated spell slots ;
    +2 level 3 Elevated spell slots ;
    +2 level 4 Elevated spell slots ;
    +1 level 5 Elevated spell slot ;
    +1 level 6 Elevated spell slot.

Supernatural - effect on Special Abilities 

  • At character creation, Supernatural offers points for Special Abilities (combat actions accessible to Warrior and Outlaw classes).  If a race/class combination does not give any starting points in Special Abilities, that character will not have any at level 1 unless points are placed in Supernatural. 
  • The number of points is 1 for 1. Supernatural 3, for example, gives 3 extra points in Special Abilities. 
  • This bonus is only added at level 1 (to be verified/confirmed). 

Supernatural - effect on Hit Points 

  • The starting Hit Points are increased by the rank in Supernatural, 1 for 1. Supernatural 3, for example, gives 3 extra Hit Points. 

 

Supernatural Attribute Tips & Notes

  • Characters who cannot cast spells above level 4 (Templars and Rangers) may logically wish to avoid having more than 4 points in Supernatural. 
  • The starting builds suggested by the game have between 0 and 3 Supernatural. 
  • Dwarves and Humans have a starting maximum of 4 in Supernatural, that is -1 maximum. 
  • Feldegug have a starting maximum of 6 in Supernatural, that is +1 maximum. 
  • Add other Notes, Tips, Builds, & Other Trivia

 

 



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