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seer

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Seer

Healers with a strong connection to the plane of dreams.

Skills

Resuscitate

  • With 10s medical roleplay you may call HEAL 4 to someone on their death count.

Medical Knowledge

  • You may diagnose diseases and mundane poisons.
  • You may also come up with a treatment regimen which can cure normal potency afflictions of the body between encounters.
  • In downtime, you can devise a treatment regimen to cure strong afflictions of the body.

Combat Repairs

  • You may treat another's wounds amidst the heat of combat.
  • With 10s medical roleplay in combat you may call HEAL 4 on an ally.
  • Each ally may only be healed a number of times equal to their ranks of tough before they are weakened by this.

Doctor

  • You may attempt to surgically treat afflictions between encounters.
  • You also have a greater understanding of medical practices.
  • You may cure strong afflictions of the body between encounters.
  • You may cure severe afflictions of the body in downtime.
  • You can also perform autopsies to attempt to discern information from dead bodies.

Flow

  • Medical roleplay no longer requires your patients to stand still or to not make offensive calls.

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.

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.

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.
  • You are STRENGTHENED when entering the dreamlands in this way.

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.

Catch the cast-off memories

  • 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.
  • 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.

Assert the Spirit's Dominion

  • 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.

Clear mind meditation

  • 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.

Cleanse the Shell

  • 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.

Guide dreams

  • You may send dreams to those in the vicinity controlling to a limited degree what they see.

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.

Cross the Threshold

  • You may physically enter the dreamlands.
  • This is treason within the city.
  • You may take your party with you.

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.

Dream of past lives

  • You can with effort remember some of the events of your previous lives.
  • In addition you gain a psyche hit.

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.

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.

Store Within

  • 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.

Emergency retrieval

  • Once per encounter you may retrieve or stash an item in your dream palace instantly.

Vault of the Mind

  • You may store one larger object within your dream palace.
  • This should be roughly the size of a cart or statue.

Ownership

  • You may move a resource you own into your dream palace.
  • This allows you to access it whenever you could access your dream palace.

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.

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.
seer.1505864173.txt.gz ยท Last modified: 2017/09/19 23:36 by gm_matthew