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shaper [2017/09/19 23:32]
gm_matthew created
shaper [2018/07/12 14:46]
gm_seb
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-=====Shapers===== 
  
-  ​* How good an item is has little to do with the quality of the craftsmanship but rather with how well the item has been taught its purpose.  + 
-  * A farmer who uses their scythe ​everyday ​for twenty years will find that gradually it begins to scythe through the wheat with greater and greater ease whilst inheriting the tools of your forebears is seen as a great boon after the lifetime of accumulated intent. ​+======Shaper====== 
 + 
 +  ​* How good an item is has little to do with the quality of the craftsmanshipbut rather with how well the item has been taught its purpose.  
 +  * A farmer who uses their scythe ​every day for twenty years will find that gradually it begins to scythe through the wheat with greater and greater easewhilst inheriting the tools of your forebears is seen as a great boon after the lifetime of accumulated intent. ​
   * There are those who are more in tune with the purpose imbued into items, who can instill purpose more quickly, bend the purpose of what they use, or even break it.   * There are those who are more in tune with the purpose imbued into items, who can instill purpose more quickly, bend the purpose of what they use, or even break it.
   * Those people are called Shapers.   * Those people are called Shapers.
  
-====Skills====+====Class Feature: Willpower====
  
-{{gdraw>​13OWZXyV8EAGdJBssemBylOX5Pf_lwKstllY0yfKK-Gs width=1000 center}} +  * Shapers gain Willpower equal to (psyche/2) rounded up. 
-{{gdraw>​1Mzofd6fh2SCtw-C80TbXj91rc-P-NofV97a_pDpe5aE width=1000 center}}+  * Each '​Shaping'​ costs one willpower to perform. ​  
 +  * Willpower is restored at the end of each encounter. ​
  
 +====Class Feature: Unity of Intent====
  
-===Craft===+  * Once per adventure, if an item does not have a designated user, you may give it one.  
 +  * When being wielded by the intended individual, it gains the following ability: 
 +  * If lost, your item will find its way back to you over the course of the next couple of encounters. 
 +  * Optionally, you may perform this as a downtime action instead.
  
-  * Between adventures, you gain a [[basic item]] which you have made.  ​+====Class Feature: Instillment====
  
-===Builder (Downtime)===+  * Items being used by Shapers grow in power more quickly than when wielded by others.  
 +  * Every 3 adventures, you may gain a Quality on one of your items.  
 +  * For guidance on what effects can be instilled see the [[:​quality|Qualities]] page.  
 +  * The instilled quality should be in line with how the item has been used.  
 +=====Shaping===== 
 +====Lv 1====
  
-  ​As downtime action, you can create [[structures]] ​or a [[complex item]]+===Weight of Mountains=== 
 +  ​Your weapon gains STAGGER ​or REPEL on its next melee blow
  
-===Forge of purpose===+===Divine the Purpose===
  
-  * You make instill ​an item with purpose even as you craft it. +  * You can attempt to sense the history of any crafted item.  
-  * One item you make between adventures gains a [[quality]].+  * By touching ​an item you can tell what the item's purpose is and may learn of significant acts that have been undertaken with it. 
 +  * If the item was Shaped, ​you may learn something of the mindset of the Shaper(s) who worked it. 
 +  * Other information is at GM discretion
  
-===Forge of intellect===+===Exemplar ​of Form===
  
-  * You can repair items and equipment in the field using shaping.  +  * You may make an item better at its primary purpose
-  * This takes 5 minutes ​of concentration.  +  * This lasts for the rest of the encounter.  
-  * During ​short restyou can repair all equipment affected by the BREAK call.  ​+  * This is designed as utility skill. To make weapons or arms betterlook to the Shapings with explicit mechanical effects 
 +====Lv 2====  
  
-===Greater forge of intellect===+===Inspiration===
  
-  * You can repair [[structures]] or [[complex item|complex items]] using shaping.  +  * Give an ally a WOUND, STAGGER, REPEL on their next melee blow.
-  * This takes 30 minutes of concentration+
  
-===Instill the purpose===+===Sense Intent===
  
-  * At the end of the adventure, you instill an item you have used with greater purpose.  +  * You may reach out with your mind to detect items shaped towards a particular end
-  * Choose ​[[quality]]. The item gains this quality.  +  * You may specify ​particular purpose: ('​items made to kill'; 'Items made to heal') or may specify a particular class of item ('​doors';​ '​walls';​ '​roads'​).  
-  * You cannot ​give an item more than 3 qualities in this way+  * Consult a GM. They will give you a sense of the direction and distance of the nearest such item that meets these criteria, and may supply additional information at their discretion. 
 +====Lv 3====
  
-===Instill the purpose===+===Glorious Raiment=== 
 +  * You may alter the appearance of items freely, making them look particularly impressive or muted and generic depending on your whim. 
 +  * A single use of this ability is sufficient to alter one person'​s equipment for the rest of the encounter. ​  
 +  * For a combat application of this ability, you or an ally may either:  
 +      * Gain a MASS FEAR.
  
-  * At the end of the adventure, you instill an item you have used with greater purpose. ​ 
-  * Choose a [[quality]]. The item gains this quality. ​ 
-  * You cannot give an item more than 3 qualities in this way.  
  
-===Killing Intent===+===Forge of Intellect===
  
-  * The form of your weapon is irrelevant to you - only that its purpose is to kill.  +  * You can create or repair [[basic item|basic items]] in the field using shaping.  
-  * If you have Use Weapon, Weapon Talent 1, or Weapon Talent 2, you gain the corresponding skill for every weapon.  +  * This requires two free hands.  
-  * Each encounter, you may only use the calls you gain from a single weapon+  * This takes 60s of appropriate roleplay per item and appropriate materials
  
-===Bend ​the purpose===+  * You can create or repair [[structures]] or [[complex item|complex items]] using shaping.  
 +  * Consult a GM. The amount of time this takes varies. As a rule of thumb, creating from scratch takes the following time spent performing appropriate roleplay, as well as the ability to source relevant materials:​ 
 +      * Something you can hold in your hand - 5 minutes 
 +      * Items up to the size of a person - 10 minutes 
 +      * Items up to the size of a small room - 1 hour 
 +      * Items the size of a small house - a day 
 +      * Larger structures - several days or more 
 +  * Repairing broken items usually takes at most only half as long, as the Shaper may restore ​the purpose ​that still lingers.  
 +  * In downtime you may create a single [[structures|structure]] or [[complex item]], as long as you are able to source relevant materials. 
 +  * Seeking the approval of the relevant local authority is necessary when building in Rastaban.
  
-  * Thrice per adventure you can force your will upon an item, temporarily causing it to act as another item it is not. For example: in a pinch you could tell a spoon it was a sword, or a bed it was a boat. +====Lv 4====
-  * At the end of the encounter the dissonance catches up with the item - its purpose reverts and it breaks.  +
-  * You may always use this ability to make a [[basic item]] count as a weapon. +
-  * For more ambitious uses of this effect, please see a GM / call a TIME FREEZE. ​+
  
-===Bend the purpose 2===+===Sharp as Will=== 
 +  * Your weapon gains a WOUND on its next melee blow.
  
-  * Once per adventure, when using 'bend the purpose',​ you can exert your will even more on the item.  +===Bulwark===
-  * The effect lasts for at least the entire adventure. +
-  * Any further than this has consequences at GM discretion. ​+
  
-===Unmake===+  * Gain a RESIST. 
 +  * You may use this ability reactively. 
 +  * Alternatively,​ you may use this ability to grant an ally a RESIST, instead.  ​
  
-  * Once per encounter you can unmake that which was made, allowing you to call BREAK on any item you can see.  
-  * Against items of particular potency this may engender a psychic combat. 
  
-===Unmake 2===+====Lv 5====
  
-  ​Once per encounter you can unmake that which was made, allowing you to call BREAK on any item you can see.  +===Twist the Purpose=== 
-  * Against items of particular potency this may engender ​psychic combat.+  ​Call DOUBLE STUN on a target wearing or using items within 5m
 +  * You should check with GM before the encounter starts to see if this the case
  
-===Remake===+===Adaptive Arsenal=== 
 +  * Whenever you take a call which you could RESIST, you may use this ability: 
 +  * You may call IMMUNE to that call whenever that call hits your weapon or shield, for the rest of the encounter. 
 +      * You must take the call for this to work (i.e. you can't call '​IMMUNE'​ to the initial call that activates this ability).  
 +      * Using this ability a second time overwrites the previous immunity. 
 +  ​
  
-  * One per encounter you may touch a broken item and remake it, returning it to its original form.  
-  * This can reverse multiple ranks of BREAK. ​ 
-  * Alternatively this may be used to call a RENEW 4 to armour you are touching. 
  
  
-===Remake 2===+=====Shaper Skills=====
  
-  * One per encounter you may touch a broken item and remake it, returning it to its original form.  +====Level 1====
-  * This can reverse multiple ranks of BREAK.  +
-  * Alternatively this may be used to call a RENEW 4 to armour you are touching.+
  
-===Unbroken Will===+===Signature===
  
-  * Your equipment become ​an extension ​of your will.  +  * When you purchase this skill, gain '​Knowledge (Famous Shapers of Rastaban)'​ for free. 
-  * Basic items you are using are IMMUNE ​to BREAK whilst ​in your possession+  * When creating or instilling ​an item, you may choose to leave your signature upon it - a symbol or mark of your own devising.  
 +  * Other Shapers that study this mark (with Divine the Purpose) gain access ​to what is, in effect, a short autobiography (which you can curate) and an overall impression of who you are (which you cannot)
  
-===Divine the Purpose===+===Favoured Item===
  
-  * You can attempt to sense the history ​of any crafted ​item that you touch.  +  * Nominate a favoured item. You have spent a considerable amount of time studying this item - holding this item, drawing this item, imagining this item - meditating upon the essential nature ​of this item. 
-  Once per encounterby touching an item you can tell what the items purpose is and may learn of significant acts that have been undertaken with it.  +      Gain the general skill'​Knowledge (favoured ​item)', for free  ​ 
-  Other information is at GM discretion+      Using Forge of Intellect or Greater Forge of Intellect to create or repair your favoured item takes half as long, and you may use even poorly-suited materials ​at hand to do so
  
-===Extension of Will===+===Bend the Purpose===
  
-  * Items you wield become extensions of your will.  +  * Three times per adventure, ​you can temporarily force your will upon an item, causing it to act with ill-fitting but naturally occurring properties.  
-  * Twice per encounter ​you may apply [[quality]] apply to one of the items you are wielding+  * For example: in a pinch you could tell spoon it could cut, or an anvil that it could float on water.  
-  * These fade at the end the encounter.  +  * At the end of the encounter ​its purpose reverts to normal.
-  * You may take an item above the 3 quality limit in this way+
  
-===Turn the Blade=== 
  
-  * Blades forged by human hands slide off your form.  +====Level 2====
-  * Twice per encounter you may call DODGE to an effect delivered by an item. +
  
-===Attunement===+===Echoes of Purpose=== 
 +  * Even as your body fails your blade continues to cut. 
 +  * You may continue fighting for the first 3 seconds of your death count. After this, you begin to bleed out as usual. ​
  
-  * You may temporarily improve the equipment of your fellows. ​ 
-  * Once per encounter you may apply a [[quality]] apply to one of the items your allies are wielding. ​ 
-  * These fade at the end the encounter. ​ 
-  * You may take an item above the 3 quality cap in this way.  
  
-===Temporal Mastery===+====Level 3==== 
  
-  * Once per encounter you may apply a [[quality]] apply to one of the items that either you OR allies are wielding. These fade at the end the encounter.  +===Call ​to Power===
-  * You may take an item above the 3 quality limit in this way. +
  
-===Tempered for Eternity===+  * Once per adventure, you may call a TIME FREEZE. 
 +  * You and each of your allies HEAL X, where X is the number of instillments on items you wield.  
 +  * You and each of your allies sgain (X/3) RESISTs (rounded up), where X is the number of instillments on items you wield.  
 +  * You and each of your allies gain (X/3) STUNs (rounded up) by melee, where X is the number of instillments on items you wield.  
 +  * You may use this ability even when unconscious or on your death count.
  
-  ​Items which you make can only be destroyed by the concerted effort ​of a sentient entity.  +===Extension of Will=== 
-  * They will stand strong against ​the tides of time otherwise+ 
 +//Pre-Req: Bend the Purpose// 
 + 
 +  ​Once per adventure, ​you can create a basic or complex item out of any materials to hand, which may be instilled with great purpose.  
 +  * This can be used to give the item truly unnatural proprieties such as levitation, permeability or perpetual motion.  
 +  * At the end of the encounter the dissonance catches up with the item - its purpose reverts and it breaks.  
 + 
 + 
 +===Level 4==== 
 + 
 +===Domain=== 
 +  * When in structure or area you have built or spent an extended duration of time in (e.g. a house you have lived in for years) you are empowered as the very walls themselves rise to your aid
 +  * When in such a structure you may, for example: open, close and lock doors or windows as you see fit; sense other living beings within; cause the walls and floors to attack your foes. 
 +  * In combat you gain 4 uses of STAGGER at range and 4 uses of STASIS at range. 
 +  * Once per adventure you may attempt to temporarily lay claim to a structure or small urban area. This may lead to a psychic combat. 
 + 
 +===Tempered for Eternity===
  
-===Unity ​of Intent===+  * Items and structures which you make can only be destroyed by the concerted and powerful effort ​of a sentient entity who is specifically trying to destroy that target.  
 +  * Once per adventure you may also give this property to an item you have not made. 
 +  * They will stand strong against the tides of time otherwise.
  
-  * Between adventures, if an item does not have a designated user, you may give it one.  +====Level 5====
-  * Choose a [[quality]].  +
-  * When being wielded by the intended individual, the item gains that quality.  +
-  * This extra quality does not count towards the normal cap.+
  
 ===Awakening=== ===Awakening===
  
-  * Once ever you may awaken one item which you have instilled with purpose.+  * Once everyou may awaken one instilled ​item. 
   * This may only be done as the item is used to accomplish something of significance. ​   * This may only be done as the item is used to accomplish something of significance. ​
   * The exact effects of this are poorly understood. ​   * The exact effects of this are poorly understood. ​
-  * Talk to the GM / Call a TIME FREEZE when you wish to awaken something. ​+  * Talk to the GM / Call a TIME FREEZE when you wish to awaken something.
  
-===Comprehension===+===World of Clay=== 
 +//Pre-Req: Extension of Will// 
 +  
 +  * Once per adventure, you may bend the world around you to your will, creating a structure or complex item out of the surrounding environment. You should specify what the primary purpose of the creation is when you do so. 
 +  * This takes 30 seconds of concentration and appropriate roleplay at which point you should call a TIME FREEZE. 
 +  * This structure is permanent and well made but otherwise mundane unless further action is taken. ​
  
-  ​You gain an understanding of the nature ​of reality.  +===Architect=== 
-  * When you purchase this skill, contact ​the LARPO.  +  ​Structures and complex items you build may be especially impressive, ambitious, beautiful or esoteric in their working. Towers that pierce ​the clouds, kinetic sculptures, breathtaking pieces ​of art.  
-  * You will also gain retirement ability when you purchase this skill+  * This is achieved by making individual components of the item preternaturally good at what they do. For example, support columns that carry more weight than they should, or bearings that are completely frictionless.  
 +  * Consult ​LARPO with an idea and we'll let you know what's possible
  
shaper.txt · Last modified: 2018/08/01 20:32 by gm_seb