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- | ======Seer====== | ||
- | Healers with a strong connection to the plane of dreams. | ||
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- | ====Skills==== | ||
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- | {{section>genericskills#resuscitate&nofooter&nodate&nouser&nomdate&noeditbtn}} | ||
- | {{section>genericskills#medical knowledge&nofooter&nodate&nouser&nomdate&noeditbtn}} | ||
- | {{section>genericskills#combat repairs&nofooter&nodate&nouser&nomdate&noeditbtn}} | ||
- | {{section>genericskills#doctor&nofooter&nodate&nouser&nomdate&noeditbtn}} | ||
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- | ===Flow=== | ||
- | * Medical roleplay no longer requires your patients to stand still or to not make offensive calls. | ||
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- | ===Mind over matter=== | ||
- | * You physical form becomes a reflection of your spiritual one. | ||
- | * You always look like your internal self-image. | ||
- | * You are IMMUNE to FEAR as the mind shrugs off such weakness. | ||
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- | ===Will Supreme=== | ||
- | * You always remain conscious whilst on your death count. | ||
- | * It is impossible to render you unconscious by any means and you may still spend psyche to heal yourself. | ||
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- | ===Lucid dreaming=== | ||
- | * You are consciously aware of your dreams and may direct them as you wish. | ||
- | * You may sleep and enter the dreamlands at any time. | ||
- | * Also you no longer need to sleep at all. | ||
- | * You may guide your party across to the dreamlands with you. | ||
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- | * You are STRENGTHENED when entering the dreamlands in this way. | ||
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- | ===Whisper of Memory=== | ||
- | * By touching a recently dead body you may attempt to talk to the recently deceased before they are borne too far away. | ||
- | * You have no ability to compel them to answer. | ||
- | * You may also bind a willing soul to you allowing it to persist in limbo as a ghost. | ||
- | * Such as soul may leave when they desire to. | ||
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- | ===Catch the cast-off memories=== | ||
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- | * You may attempt to catch the memories shed by a recently departed soul as it moved onward. | ||
- | * You may specify one question to which you want the answer. | ||
- | * With a willing soul you are able to inherit a relevant memory. | ||
- | * An unwilling soul is likely to fight you and the memory is only inherited if you win a psychic combat. | ||
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- | * The memory you obtain is at GM discretion although it must at least provide a clue to answering the question asked. A more specific question is more likely to succeed. | ||
- | * Knowing what you are looking for is always helpful. | ||
- | * Such memories are often hazy as they wither quickly after death. | ||
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- | ===Assert the Spirit's Dominion=== | ||
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- | * The maladies of the flesh may be countered by attending to the spirit. | ||
- | * You may spend a psyche hit to call HEAL 4 on an ally you are touching or yourself. | ||
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- | ===Clear mind meditation=== | ||
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- | * You may guide others in cleansing their minds of corruption allowing you to treat strong afflictions of the soul between encounters. | ||
- | * Gain 1 psyche hit. | ||
- | * As a downtime action, you may use this ability to heal others of a severe affliction of the soul. | ||
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- | ===Cleanse the Shell=== | ||
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- | * 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. | ||
- | * You are leading them on a journey to heal themselves rather than forcing them back to health. | ||
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- | ===Guide dreams=== | ||
- | * You may send dreams to those in the vicinity controlling to a limited degree what they see. | ||
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- | ===Dream Invasion=== | ||
- | * You may invade the dreams of a sleeping individual. | ||
- | * You may take any allies who have entered the dreamlands with you. | ||
- | * This is dangerous as within their own dreams a dreamer is nigh omnipotent. | ||
- | * If you are clever and subtle secrets can be gained. | ||
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- | ===Cross the Threshold=== | ||
- | * You may physically enter the dreamlands. | ||
- | * This is treason within the city. | ||
- | * You may take your party with you. | ||
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- | ===Spirit Vision=== | ||
- | * You can see souls inside things which have them. | ||
- | * This greatly aids with treating spiritual maladies allowing you to treat normal potency afflictions of the soul between encounters. | ||
- | * At GM discretion, this may allow you gauge the strength or gather information about those you meet. | ||
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- | ===Dream of past lives=== | ||
- | * You can with effort remember some of the events of your previous lives. | ||
- | * In addition you gain a psyche hit. | ||
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- | ===Retreat into the Dream Palace=== | ||
- | * You can when necessary retreat deep inside your own dreams, fleeing from the cares of the mundane world. | ||
- | * This requires 30s concentration. | ||
- | * After this period, call STASIS INDEFINITE. | ||
- | * This call lasts until at least the end of the encounter as you retreat to your dream palace. | ||
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- | ===Meditation of Serenity=== | ||
- | * Once per adventure you may guide either yourself or an ally through a series of cleansing meditations. | ||
- | * This takes a short rest but at the end of it one participant may regain 6 psyche. | ||
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- | ===Store Within=== | ||
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- | * You may store physical objects within your Dream Palace. | ||
- | * You may only access these items during a short rest | ||
- | * You can only store items which you could otherwise carry. | ||
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- | ===Emergency retrieval=== | ||
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- | * Once per encounter you may retrieve or stash an item in your dream palace instantly. | ||
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- | ===Vault of the Mind=== | ||
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- | * You may store one larger object within your dream palace. | ||
- | * This should be roughly the size of a cart or statue. | ||
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- | ===Ownership=== | ||
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- | * You may move a resource you own into your dream palace. | ||
- | * This allows you to access it whenever you could access your dream palace. | ||
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- | ===Circle of creation=== | ||
- | * This skill allows you to bring items into existence with will alone. | ||
- | * You may with 60 seconds concentration create one standard item per encounter. | ||
- | * These items are ephemeral, and fade at dawn or dusk. | ||
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- | ===Greater Creation=== | ||
- | * Once per adventure you may perform a greater act of creation bringing forth buildings or other large structures. This takes a short rest. | ||
- | * These buildings are ephemeral, and fade at dawn or dusk. | ||
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