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foresttouched [2017/11/23 11:32] gm_seb |
foresttouched [2018/10/31 20:25] (current) gm_seb |
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| * 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. | * 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. | * 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==== | ====Class Feature: Affiliation==== | ||
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| ====Lv1==== | ====Lv1==== | ||
| - | |||
| - | ===Survivor=== | ||
| - | * You gain hits equal to your psyche hits. | ||
| ===Sense of the Forest=== | ===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. | * 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 tell whether creatures or plants fall under the forest's dominion at a distance. |
| - | * You can also sense nearby forest creatures. | + | * 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=== | ===Gift of Life=== | ||
| - | * You may freely transfer body hits to anyone you can see. | + | * You may freely transfer body hits to anyone within sword reach. |
| - | * Take X damage to call HEAL X at range. | + | * Take X damage to call HEAL X at someone within sword reach. |
| ===Immaterial Threads=== | ===Immaterial Threads=== | ||
| - | * Whenever you HEAL someone through medical roleplay you HEAL them for 2 additional points. | + | * Whenever you HEAL someone through medical roleplay you HEAL them for 1 additional point. |
| ===Flesh Hard as Stone=== | ===Flesh Hard as Stone=== | ||
| - | * Gain two PHYSICAL RESISTS. | + | * Gain a RESIST. |
| ====Lv2==== | ====Lv2==== | ||
| ===Circle of Life=== | ===Circle of Life=== | ||
| - | * Whenever you HEAL someone else through medical roleplay, take the same HEAL call yourself. | + | * Whenever you HEAL someone else through medical roleplay, take a HEAL 2. |
| | | ||
| ===Increased Regeneration=== | ===Increased Regeneration=== | ||
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| ===Empathetic link=== | ===Empathetic link=== | ||
| - | * When fighting against forest creatures: gain a DODGE per instance of forest creature, which must be used against that creature. | + | * When fighting against forest creatures: gain a DODGE per monster physrep, which must be used against that creature. |
| ===Surge of Might=== | ===Surge of Might=== | ||
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| * You are able to communicate with this animal on an instinctual level and even to a limited degree share its senses. | * 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. | * 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. | + | * You may if you wish buy this skill multiple time to take additional benefits but may only gain each benefit once. |
| - | * The first time you drop to zero hits in an encounter take a HEAL 0. | + | * Gain 3 uses of FEAR per encounter. You can use this during medical roleplay with no penalty. |
| - | * Gain 3 uses of FEAR per encounter. | + | |
| * Gain 1 DODGE per encounter which may be used to dodge ranged calls. | * Gain 1 DODGE per encounter which may be used to dodge ranged calls. | ||
| * Gain 1 PSYCHE. | * Gain 1 PSYCHE. | ||
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| //Pre-req: Deep Roots// | //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. | ||
| - | * When you are bleeding out your body attempts to regenerate itself. After 15 seconds bleeding out without taking further damage you must call HEAL 4 on yourself as your body pulls itself back together. | + | * When you are bleeding out your body attempts to regenerate itself. |
| - | * If you are executed add 10 seconds onto this time rather than dying. | + | * Twice per adventure after 20 seconds of your death count you may take a HEAL FULL. |
| ===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 | + | * Take a QUAD |
| * 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. | ||
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| ===Forged Will=== | ===Forged Will=== | ||
| - | * Gain 2 MENTAL RESISTS. | + | * Gain 1 RESIST. |
| ===Dominion=== | ===Dominion=== | ||
| - | * Whilst within the wood you may at least temporarily bend it to your purpose. | + | * 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 TRIPLE to call WOUND BOTH LEGS on someone at range. | ||
| * You may take a DOUBLE to call REPEL. | * You may take a DOUBLE to call REPEL. | ||
| - | * You may take a TRIPLE to call STAGGER 10 on a STAGGERED target. | + | * You may take a TRIPLE to call STUN. |
| ===Viridian Dreams=== | ===Viridian Dreams=== | ||
| * You no longer need to sleep. | * You no longer need to sleep. | ||
| * If you decide to try anyway, talk to a GM. | * 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==== | ====Lv4==== | ||
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| ===Twin Sorrows, One Root=== | ===Twin Sorrows, One Root=== | ||
| - | * You may use MENTAL RESIST calls against physical effect calls. | + | * Gain a RESIST. |
| - | * You may use PHYSICAL RESIST calls against mental effect calls. | + | |
| ===Transfer Thornheart=== | ===Transfer Thornheart=== | ||
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| * This process takes 60s [[:supplementary_rules#concentration|concentration]]. | * This process takes 60s [[:supplementary_rules#concentration|concentration]]. | ||
| * If the process succeeds, you awaken in the new body on 1 hit. | * 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. | + | * 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. | * You do not begin to bleed out. | ||
| ===Devour from Within=== | ===Devour from Within=== | ||
| * You may tear apart creatures of the forest from from within, but not without cost to yourself. | * 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. | + | * You may take a QUAD to call QUAD at range to a forest creature. |
| - | + | ||
| - | ===Flesh Turned Against Itself=== | + | |
| - | + | ||
| - | * You disrupt the flows within a chosen target. | + | |
| - | * Take a TRIPLE hit to call LIVING BOMB by melee blow. | + | |
| - | * The first time that target drops to 0 hits their body detonates with a spectacular explosion and they must call MASS QUINT REPEL. | + | |
| - | * The person starts their death count as normal after this. | + | |
| ===Anointment=== | ===Anointment=== | ||
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| * Note that this requires the willing participation of the individual and if it succeeds they will be forever linked to you. | * 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. | * 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. | ||
| + | |||
| + | |||
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| * Medical roleplay takes you 8s, instead of 10s. | * Medical roleplay takes you 8s, instead of 10s. | ||
| - | ===Vitality of Nature=== | + | ===Pierce the Veil=== |
| - | * Afflictions of the body which affect you count as one potency lower. | + | //Pre Req. Life Unending// |
| + | * Afflictions of the mind which affect you count as one potency lower. | ||
| ===Abjuration of Loss=== | ===Abjuration of Loss=== | ||
| - | * Once per adventure you may attempt to seize control of a section of the forest from the wood. | + | * Once per adventure you may attempt to seize control of a section of the Forest of Loss. |
| - | * This will initiate a psychic combat and have effects depending on your success or failure. | + | * 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 someone 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. | * Cut off one of your limbs. | ||
| - | * This is a chronic affliction of the body. You cannot phsyrep using this limb - it is as though you were under the effect of a WOUND, but permanently. | + | * 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. | * 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. | * This is likely to have ongoing effects for that person. | ||
| - | ===Assert Control=== | + | ===Moment's Grace=== |
| - | + | * Once per adventure you may call PARTY HEAL FULL. You may make this call even if you are bleeding out. | |
| - | * You may call PUPPETEER against a forest creature. | + | |
| - | * This costs a hit and then a further hit for every 10 seconds that the effect lasts. | + | |
| - | * This requires concentration. You must call PUPPETEER DOWN if you ever lose concentration. | + | |
| - | * You may give mechanical orders to your puppet e.g. attack the bandit leader; jump off that cliff. | + | |
| - | * If someone RESISTS the PUPPETEER call they are IMMUNE to the call for the rest of the encounter. | + | |
| - | + | ||