>>76239
>Can you give me a rundown on that?
It's a tabletop in the world of Gaia, there is a rough equivalent of the catholic church wich hunts down magic and supernatural creatures, the main empire is on the brink of a war against an alliance of warlords, there are thousands of small internal conflicts and plots. On a bigger scope there are the power in the shadows, great conspirations (technocracy, Illuminati and Imperium) led by three humans, wich in the past split the world into three, and ensure no one threaten to destroy the world or to break this secret, while planning how to kill the two supreme "gods" of the setting (the part we know of the world is Gaia, the one dominated by humans and under the jurisdiction of the Imperium, wich is therefore the most relevant power in the shadow, but unless you go there when you're capable of soloing the rest of the setting bar the above mentioned supreme "gods" you should avoid antagonizing them, or even try to collaborate with them.
Talking about more important things the system has 5 magic sistems:
>Ki
it's divided in abilities, wich are things like telekinesis, felling the power of people around you, reinforcing your strikes with your energy, creating clones of various level of reality (up to "every clones is you and the last to die is the real you"), control causality to reroll the dice, swap tens and ones of your dice or even undo last turn and repeat it, and techniques, wich you build from various effects and can fluff them as you prefer working, I will post again the strongest example
>Delevi Deus Anima, the Exterminator of the Souls of the Gods, is probably the most powerful and destructive Technique ever created. Its earthshaking power obliterates absolutely everything in range, devastating the place where it is used. It is said that the power of this attack is such that if it were uncontrolled, it would be possible for it to devour entire planets. When the character activates it, the power that arises from the character manifests in four immense wings of light, so large that they protrude out of the atmosphere. Each one of them, equipped with unparalleled power, uncreates what it touches within miles of distance, enveloping everything in light and eternal emptiness. Finally, the only thing that the wings leave behind are feathers, which fall slowly from the firmament as if they were tears of the sky.
Wich at game level gives you +200 attacks, ignores armors, triples damage, attacks a range of three miles and some more effect.
>Nemesis
it's connected to ki, structured similarly to abilities, but more centered around denying everyone else the use of their energies, but also has some trick like making you able to touch ghost, make you into an incorporeal being and ignore loss of effectiveness from injuries, as long as they don't eat vitals
>Psychic
The most reliable of the magic types, it has the characteristic that in its base use it consumes no resources, while also being able of creating a vast range of effects, like making you virtually omniscient, act like a railgun, block telekinetically attacks, teleport, read and manipulate emotions and thoughts and much else.
>Magic
It takes ages to regenerate the zeon (mana) but it can create extremely powerful effects, even if the most powerful, like creating worlds or erase something to the point all proof of its existance that ever were are retroactively erased, are locked to being usable only by gods (a scenario allows you to bypass that, race to megas therion).
>Summoning
It uses zeon like magic but it's divided in conventionally summoning creatures, with also controlling them and binding them into items, invoking wich is pretty much a FF summon, with you summoning a mega monster for an attack, wich can arrive to you summoning Tawil at-Umr (wich in this game is pretty much Yog-Sothot) to banish someone out ot spacetime, and finally incarnating, wich allows you to summon into yourself part of the abilities of legendary heroes.