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 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.
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.
foresttouched.txt · Last modified: 2018/10/31 20:25 by gm_seb