User Tools

Site Tools


foresttouched

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
foresttouched [2017/12/04 22:42]
gm_seb
foresttouched [2018/10/31 20:25] (current)
gm_seb
Line 12: Line 12:
   * 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====
Line 20: Line 23:
  
 ====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 creaturesplants ​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===
Line 37: Line 37:
  
 ===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 HEAL 2
   ​   ​
 ===Increased Regeneration=== ===Increased Regeneration===
Line 49: Line 49:
  
 ===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===
Line 59: Line 59:
   * 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. ​
Line 76: Line 75:
 //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. ​
Line 89: Line 88:
  
 ===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===
Line 108: Line 107:
 ===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===
Line 118: Line 116:
   * 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===
Line 138: Line 130:
   * 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.
 +
 +
  
  
Line 145: Line 144:
   * 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===
Line 152: Line 152:
   * This will initiate a psychic combat.   * This will initiate a psychic combat.
   * There will be consequences depending on your success or failure.   * 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. +
- +
foresttouched.1512427343.txt.gz · Last modified: 2017/12/04 22:42 by gm_seb