======Forest Touched====== * The Forest of Loss takes those who it touches, hollows them out, and sends them back as monstrous husks to unknown ends. * However, there are a select few that emerge, not //unchanged//, but still themselves. There was something within them that could not be broken, could not be snuffed out, by the full force of Loss. * This change grants the Forest Touched power over life, and the flow of life, in a symbiotic relationship with the seed of the Forest inside themselves. * Their powers are greatest when within the Forest or its bounds. ====Class Feature: Outcast==== * Forest Touched are treated with suspicion and fear throughout Rastaban. Only in the Forester's Guild, and Outside the Embrace, does this fear and suspicion ease off. * In those outer places, they understand the dangers the Forest poses, and appreciate how crucial the Forest Touched are in combating that peculiar menace. * Forest Touched typically fare worse than their counterparts in the social politics of the City. Services are harder to obtain; trust and kinship harder to earn. * In any situation where blame is equally likely to be attributed to any one of a number of people, and one of them is Forest Touched, then it is likely the Forest Touched will bear the blunt of the blame. ====Class Feature: Survivor==== * You gain hits equal to (your psyche hits) minus 6. ====Class Feature: Affiliation==== * Gain the [[:general_skills#affiliate|Affiliate]] skill for the Forester's Guild. =====Skills===== ====Lv1==== ===Sense of the Forest=== * This allows you to tell information about the general area, and if the forest has taken an active interest in you. * You can also tell whether creatures or plants fall under the forest's dominion at a distance. * By examining a person's blood you may, with time, tell whether they are a changeling, forest touched or have some other forest based affliction. Without this skill the blood merely tells you that someone is linked to the forest in some way. ===Gift of Life=== * You may freely transfer body hits to anyone within sword reach. * Take X damage to call HEAL X at someone within sword reach. ===Immaterial Threads=== * Whenever you HEAL someone through medical roleplay you HEAL them for 1 additional point. ===Flesh Hard as Stone=== * Gain a RESIST. ====Lv2==== ===Circle of Life=== * Whenever you HEAL someone else through medical roleplay, take a HEAL 2. ===Increased Regeneration=== * You recover from pain and wounds quicker than most. * Take all WOUND calls at half duration. ===Empathetic link=== * When fighting against forest creatures: gain a DODGE per monster physrep, which must be used against that creature. ===Surge of Might=== * Your limbs surge with unnatural strength as the flame of your life burns brighter. * You may take a TRIPLE to call REPEL by melee. ===Animal Companion=== * You have a loyal animal companion, which is also touched by the forest. * You are able to communicate with this animal on an instinctual level and even to a limited degree share its senses. * This animal can be anything (within reason) but pick one of the benefits below which seems appropriate. * You may if you wish buy this skill multiple time to take additional benefits but may only gain each benefit once. * Gain 3 uses of FEAR per encounter. You can use this during medical roleplay with no penalty. * Gain 1 DODGE per encounter which may be used to dodge ranged calls. * Gain 1 PSYCHE. ===Deep Roots=== * You are able to do more whilst bleeding out than others. * You can, with effort, crawl on the floor, or talk. ====Lv3==== ===Thornheart=== //Pre-req: Deep Roots// * You may hide your life deep inside within the thorny briar which now takes the place of your heart. * When you are bleeding out your body attempts to regenerate itself. * Twice per adventure after 20 seconds of your death count you may take a HEAL FULL. ===Thorn Shard=== * You tear a shard of Thorn from your body. * Take a QUAD * This should be represented by a dagger, which counts as standard quality. * When you strike with the dagger you may call CURSE. * If this is not dodged you may count the target as a forest creature, as the shard worms its way into their flesh. * Once you have hit an opponent with the dagger, you must discard it, as the physrep is consumed. ===Forged Will=== * Gain 1 RESIST. ===Dominion=== * Whilst within the forest of loss you may at least temporarily bend it to your purpose. * You may take a TRIPLE to call WOUND BOTH LEGS on someone at range. * You may take a DOUBLE to call REPEL. * You may take a TRIPLE to call STUN. ===Viridian Dreams=== * You no longer need to sleep. * If you decide to try anyway, talk to a GM. ===Immaterial Threads=== * Whenever you HEAL someone through medical roleplay you HEAL them for 1 additional point. ====Lv4==== ===Twin Sorrows, One Root=== * Gain a RESIST. ===Transfer Thornheart=== //Pre-req: Thornheart// * You transfer your Thornheart to a dead body. * The body has to have some flesh left on it. * This process takes 60s [[:supplementary_rules#concentration|concentration]]. * If the process succeeds, you awaken in the new body on 1 hit. * Afflictions of the mind carry over between bodies; afflictions of the body do not. * If your concentration is interrupted your maximum body hits drop to 0. * You do not begin to bleed out. ===Devour from Within=== * You may tear apart creatures of the forest from from within, but not without cost to yourself. * You may take a QUAD to call QUAD at range to a forest creature. ===Anointment=== * Once per adventure you may attempt to treat more potent or long term conditions by driving out the cause of the malady. * This must be done on an adventure so the GM can put together an appropriate psychic combat but can attempt to cure afflictions of any potency. * Note that this requires the willing participation of the individual and if it succeeds they will be forever linked to you. * You may take your party with you. ===Life Unending=== //Pre Req. Viridian Dreams// * Afflictions of the body which affect you count as one potency lower. ====Lv5==== ===Quicken the Sap=== * Medical roleplay takes you 8s, instead of 10s. ===Pierce the Veil=== //Pre Req. Life Unending// * Afflictions of the mind which affect you count as one potency lower. ===Abjuration of Loss=== * Once per adventure you may attempt to seize control of a section of the Forest of Loss. * This will initiate a psychic combat. * There will be consequences depending on your success or failure. * If you wish to retire using this ability the magnitude of the effect is likely to be greater. ===Graft the Sapling=== * When someone dies, you may attempt to bring them back to life. * Cut off one of your limbs. * This is a chronic affliction of the body AND the mind. You cannot phsyrep using this limb - it is as though you were under the effect of a WOUND, but permanently. * Over the course of an encounter or short rest, the severed limb sprouts and grows into a facsimile of the dead person. * This is likely to have ongoing effects for that person. ===Moment's Grace=== * Once per adventure you may call PARTY HEAL FULL. You may make this call even if you are bleeding out.