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foresttouched [2017/09/19 23:34]
gm_matthew created
foresttouched [2018/04/26 13:04]
gm_seb
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-======Forest Touched====== 
-  * The forest takes those who it touches, hollowing them out, and sending them back to continue its will.  
-  * Some emerge not unchanged...but still themselves. ​ 
-  * Reviled by most of society they are mostly treated as outcasts. ​ 
-  * This change does however grant them power over life and how it flows through a symbiotic relationship with the seed of the wood inside themselves. ​ 
-  * These powers are greatest within the wood. 
  
-{{gdraw>​1-Rn3qmLcfVmcIqZA_MBVLqspR10tL74wybKhCTcFvR0 width=1000 center}} 
  
-{{gdraw>​1RVjddUtvH0Vc6Mw-yZRNFS7HNyj3QbODVMe2UxnMMeg width=1000 center}}+======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: ​Powered by Life=====+====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.
  
-  * Forest Touched have a number of skills which cost them maximum hit points to use.  +====Class Feature: Affiliation====
-  * The loss of these hit points is temporary.  +
-  * Your maximum hit points reset at the end of each encounter. ​+
  
-  * You can fall to 0 maximum hit points using this ability.  +  * Gain the [[:​general_skills#​affiliate|Affiliate]] skill for the Forester'​s Guild.
-  * In which case, you start to bleed out, and all healing counts as HEAL 0 until your maximum hit points return+
  
-=====Class Feature: Cluster=====+=====Skills=====
  
-  * Forest Touched can induct people into a metaphysically connected group called a '​cluster'​.  +====Lv1====
-  * Forest Touched have additional powers to heal and harm members of their cluster.+
  
 +===Survivor===
 +  * You gain hits equal to your psyche hits.
  
-If you are a cluster member:+===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, plants of people fall under the forest'​s dominion, although the latter is often subtler and can close examination of the individual. 
 +  * You can also sense nearby forest creatures.
  
-  * Being a member ​of the cluster is a strong affliction of the body.  +===Gift ​of Life=== 
-  * The Forest Touched who inducted ​you is known as your '​root'​+  * You may freely transfer body hits to anyone ​you can see
-  * If your root is in the party, you gain +2 hits. +  * Take X damage ​to call HEAL X at range
-  * You are metaphysically connected ​to your root +
-====Skills====+
  
-{{section>​genericskills#​Survivalist&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+===Immaterial Threads=== 
 +  * Whenever you HEAL someone through medical roleplay you HEAL them for 1 additional point.
  
-{{section>​genericskills#​Resuscitate&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+===Flesh Hard as Stone=== 
 +  * Gain a RESIST.
  
-{{section>​genericskills#​Medical Knowledge&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+====Lv2====
  
-{{section>​genericskills#​Combat Repairs&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +===Circle of Life=== 
-  +  * Whenever you HEAL someone else through medical roleplay, take a HEAL 1.  
-{{section>​genericskills#​Doctor&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+   
 +===Increased Regeneration=== 
 +  * You recover from pain and wounds quicker than most.  
 +  * Take all WOUND calls at half duration.
  
-{{section>​genericskills#​Master Survivalist&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+===Empathetic link=== 
 +  * When fighting against forest creatures: gain a DODGE per monster physrep, which must be used against that creature. ​
  
-{{section>​genericskills#​Guide&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+===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.
  
-{{section>​genericskills#​Larceny&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+===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.  
 +   * The first time you drop to zero hits in an encounter take a HEAL 0. 
 +   * Gain 3 uses of FEAR per encounter. 
 +   * Gain 1 DODGE per encounter which may be used to dodge ranged calls. 
 +   * Gain 1 PSYCHE. ​
  
-{{section>​genericskills#​Flanker&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +===Deep Roots=== 
- +  * You are able to do more whilst bleeding out than others
-{{section>​genericskills#​Disguise&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +  * You can, with effort, crawl on the flooror talk
- +
-{{section>​genericskills#​Ambusher&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
- +
-===Fast Work=== +
-  * You may halve the time required for all medical roleplay. +
- +
-===Specialised Limb=== +
-  * You may perform medical roleplay ​with only one hand. +
- +
-===Fleshcrafter=== +
-  * You can perform great feats of surgery.  +
-  * Once per adventure you may may cure someone of a chronic affliction of the body or make major modifications to their body. +
- +
-===Unnatural Vitality=== +
-  * You may boost the healing of your own body.  +
-  * At the cost of 1 maximum hit point you may call HEAL 2 yourself.  +
- +
-===Boost the flagging form=== +
-  * At the cost of one maximum hit point you may call HEAL 3 on an ally you are touching.  +
-  * You may call this healing at range on a member of your cluster. +
- +
-===Rooted of the Earth=== +
-  * Bending the roots beneath the earth to your will you root someone else in place.  +
-  * At the cost of 1 maximum hit point you may call WOUND BOTH LEGSif the foe is prone you may instead call WOUND ALL +
-  * Against a member of your cluster you can if you wish twist the roots growing within them instead calling WOUND ALL.  +
- +
-===Devour from Within===+
  
-  * You may tear apart those who belong to your cluster from within. ​ 
-  * This costs one maximum hit point. ​ 
-  * Roleplaying crushing their heart with a free hand.  
-  * After 10 seconds of concentration you may call a TRIPLE THROUGH at range. 
  
-===Blood to blood=== +====Lv3====
-  * Digging your roots deep into a body you can drain out the life of others revitalising yourself.  +
-  * By executing someone you may take a HEAL 2 and increase your maximum body hits by one until the end of the encounter.  +
-  * You may execute members of your cluster at range by spending 10 seconds with one hand flat on the floor.+
  
-===Plant the Seed=== 
-  * By expending X maximum body hits you may place a seed inside a dead body forever connecting it to you.  
-  * The body gets up and begins to fight for you on 2X hits.  
-  * You do not regain these hits whilst the body is still active. ​ 
-  * The body counts a member of your cluster. 
  
-===Thorn Heart===+===Thornheart=== 
 +//Pre-req: Deep Roots//
   * You may hide your life deep inside within the thorny briar which now takes the place of your heart. ​   * You may hide your life deep inside within the thorny briar which now takes the place of your heart. ​
-  ​* This power costs X maximum body hits.  +  * When you are bleeding out your body attempts ​to regenerate itselfAfter 15 seconds bleeding ​out without taking further damage you must call HEAL 4 on yourself as your body pulls itself back together
-  ​* When on 0 hits, you appear ​to all intents and purposes to be dead +  * If you are executed reset this time and add 10 seconds ​to it rather than dying.
-  * You begin to bleed out, but can at any point revive ​yourself ​with x-1 hits remaining.  +
-  * If you store all your hits inside the heart you do not begin to bleed out but instead enter a state of hibernation.  +
- +
-  * Note that this works as long as your heart remains intact.  +
-  * If your original body was hacked to pieces ​you could simply grow a new one from the heart or infest a new nearby body.  +
-  * Once you have this skill you may call IMMUNE ​to any execute call which is not specifically destroying your heart.+
  
 ===Thorn Shard=== ===Thorn Shard===
 +
   * You tear a shard of Thorn from your body.    * You tear a shard of Thorn from your body. 
 +  * Take a QUINT 
   * This should be represented by a dagger, which counts as standard quality. ​   * This should be represented by a dagger, which counts as standard quality. ​
   * When you strike with the dagger you may call CURSE. ​   * When you strike with the dagger you may call CURSE. ​
-  * If this is not dodged you may count the target as a part of your cluster, as the shard worms its way into their flesh.  +  * 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. ​   +  * Once you have hit an opponent with the dagger, you must discard it, as the physrep is consumed.
  
-===Sense of the wood=== +===Forged Will=== 
-  * Whilst within the wood you have limited access to its collective consciousness.  +  * Gain 1 RESIST.
-  * This allows you to tell information about the general area and if the wood has taken an active interest in you.  +
-  * You can also tell whether creatures, plants of people fall under the woods dominion, although the latter is often subtler and can require touching the individual.+
  
-===Anointment=== +===Dominion=== 
-  * By feeding a small portion of your blood to someone ​you may bind them more closely ​to you.  +  * Whilst within the wood you may at least temporarily bend it to your purpose.  
-  * This requires the individual ​to be willing, unconscious or otherwise tricked into drinking the liquid.  +  * You may take a TRIPLE ​to call WOUND BOTH LEGS on someone at range
-  * This makes the person count as part of your cluster+  * You may take DOUBLE to call REPEL. 
 +  * You may take a TRIPLE to call STAGGER 10 on a STAGGERED target.
  
-  ​Initially, they may not realise this has occurred.  +===Viridian Dreams=== 
-  * However, it becomes obvious as soon as you use any cluster-based effects upon them that something is wrong+  ​You no longer need to sleep
 +  * If you decide to try anyway, talk to a GM
  
-===Become the Swarm=== +===Immaterial Threads=== 
-  * Your body explodes into a swarm of flies each carrying a small portion of your vitality.  +  * Whenever you HEAL someone through medical roleplay you HEAL them for 1 additional point.
-  * You are IMMUNE to STAGGER and WOUND and take all damage as singles.  +
-  * You can only use two daggers however and your base damage drops to HALF THROUGH.  +
-  * You also become able to execute people in 5 seconds rather than 10.+
  
-===Increased Regeneration=== +====Lv4====
-You recover from pain and wounds quicker than most and take REND and WOUND at half duration.+
  
-===Summon the wood=== +===Twin Sorrows, One Root===
-  * The wood answers your call sprouting into existence where you are. +
-  * This requires 60 seconds of concentration at the end of which you should call a TIME FREEZE.  +
-  * The encounter will transition into being in the deep woods and will likely have the active attention of the wood itself, making this a bad idea for all involved.  +
-  * This is also quite likely to get you swiftly murdered if anyone ever finds out.+
  
-  * Using this ability will impact your relationship to the wood+  * Gain a RESIST  ​
  
 +===Transfer Thornheart===
 +//Pre-req: Thornheart//​
  
-===Woodland Lore=== +  * You transfer your Thornheart to a dead body.  
-  * You are an expert ​on the ways of the wood and the creatures it contains.  +  * The body has to have some flesh left on it.  
-  * You gain an additional DODGE whilst within the wood +  * This process takes 60s [[:​supplementary_rules#​concentration|concentration]]. 
-  * You may treat all afflictions gained from this source as one potency lower for the purposes of treating them+  * 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
  
-===Endurance of Nature=== +===Devour from Within=== 
-  * Whilst within ​the wood you gain 3 body hits.+  * You may tear apart creatures of the forest from from within, but not without cost to yourself.  
 +  * You may take a QUINT to call QUINT at range to a forest creature.
  
-===Deep Roots=== +===Anointment===
-  * Being a member of your cluster counts as a severe affliction of the body.+
  
-===Animal Companion=== +  ​Once per adventure you may attempt to treat more potent or long term conditions by driving out the cause of the malady.  
-  ​You have a loyal animal companion+  * 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.  
-  * 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.  +  * Note that this requires the willing participation of the individual and if it succeeds they will be forever linked ​to you. 
-  * You may if you wish buy this skill multiple time to take additional benefits.  +  You may take your party with you.
-   * The first time you drop to zero hits in an encounter take a HEAL 0+
-   ​Gain 1 use of FEAR per encounter. +
-   * Gain 1 DODGE per encounter which may be used to dodge ranged calls. +
-   * Gain 1 PYSCHE.+
  
-===Transfer Thornheart=== +===Life Unending=== 
-  * You transfer your Thornheart to another body +//Pre ReqViridian Dreams//
-  * The body has to be in reasonably good condition, probably having been dead a few hours at most.  +
-  * This process takes 60 seconds of concentration during which time you are under the effects of a REND as you transfer your heart.  +
-  * If the process succeeds, you awaken in the new body on 1 hit.  +
-  * If your concentration is interrupted your maximum body hits drop to 0 and you lose any hits stored in the heart. +
-  * You do not begin to bleed out.  ​+
  
-===Flesh turned against itself=== +  ​Afflictions of the body which affect ​you count as one potency lower.
-  ​You implant several parasites within your foe. +
-  * Lose 1 maximum ​body hit to call LIVING BOMB by melee blow.   +
-  * When that foe dies their body detonates with a spectacular explosion and they should call MASS QUAD FEAR.  +
-  * If someone is a member of your cluster ​you may call THROUGH LIVING BOMB at range instead.  +
-  * The person starts their deathcount ​as normal after this.+
  
-===Vitality of Nature===+====Lv5==== 
 +===Quicken the Sap=== 
 +  * Medical roleplay takes you 8s, instead of 10s. 
  
-  ​* Afflictions of the body which affect you count as one potency lower. ​+===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=== ===Graft the Sapling===
-  * When a member of your cluster ​dies, you may attempt to bring them back to life.  +  * When someone ​dies, you may attempt to bring them back to life.  
-  * Cut off one of your limbs. Take a WOUND PERMANENT to that limb.  +  * Cut off one of your limbs. 
-  * This is a chronic affliction of the body.   +  * 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 limb sprouts and grows into a facsimile of the dead cluster member +  * 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.
-  * When you die, you may inhabit the limb of a cluster member.  +
-  * You may communicate with them but do nothing else, until they cut the limb off, at which point your body will regrow over the course of an encounter or short rest.  +
-  * If they cut their limb off, this is a chronic affliction of the body. They take a WOUND PERMANENT ​to that limb.     +
- +
-  * If they wish, instead, to purge you, this is a severe affliction of the body - but if they succeed, you die.  +
-  * Over the course of a downtime you can choose to withdraw your influence and pass away peacefully, returning the arm to use.  +
- +
-===Assert Control=== +
- +
-  * This costs two maximum hit points.  +
-  * You may call PUPPETEER against a cluster member.  +
-  * This requires concentration and free hand to direct your puppet.  +
-  * You may give mechanical orders to your puppet e.g. attack the bandit leader; jump off that cliff.  +
-  * You must call PUPPETEER DOWN if you lose concentration+
  
-===Contacts Foresters Guild=== +===Moments Grace=== 
-Gain the level 1 contacts skills with your order.+  * 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