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shaper [2018/01/04 18:41]
gm_seb
shaper [2018/08/01 20:32] (current)
gm_seb
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-=====Shapers=====+======Shaper======
  
-  * 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.  +  * 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 ​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. ​+  * 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.
  
 +====Class Feature: Willpower====
  
-===Class Feature: Creation===+  * Shapers gain Willpower equal to (psyche/2) rounded up. 
 +  * Each '​Shaping'​ costs one willpower to perform. ​  
 +  * Willpower is restored at the end of each encounter. ​
  
-  * Between adventures, you gain a [[basic item]] which you have made.  ​+====Class Feature: Unity of Intent====
  
-=====Skills===== +  ​* Once per adventure, if an item does not have a designated user, you may give it one. 
-====Lv 1==== +
-===Instill the purpose=== +
- +
-  * 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.  +
- +
-===Divine the Purpose=== +
- +
-  * You can attempt to sense the history of any crafted item that you touch.  +
-  ​* Once per encounter, 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.  +
-  * Other information is at GM discretion.  +
- +
-===Extension of Will=== +
- +
-  * Items you wield become extensions of your will.  +
-  * Twice per encounter you may apply a [[quality]] to one of the items you or an ally are wielding. +
-  * These fade at the end the encounter.  +
-  * You may take an item above the 3 quality limit in this way.  +
- +
-===Unity of Intent=== +
- +
-  * Between adventures, 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:   * 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.   * 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.
  
-===Adaptation===+====Class Feature: Instillment====
  
-  * 3 times per encounter, you may change ​the [[:general_skills#​weapon_specialisation|weapon specialisation]]  ​on you or your allies'​ weapons to be a different weapon specialisation+  * Items being used by Shapers grow in power more quickly than when wielded by others.  
 +  * Every 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====
  
-====Lv 2==== +===Weight of Mountains=== 
-===Forge of Intellect===+  * Your weapon gains a STAGGER or REPEL on its next melee blow. 
  
-  * You can create [[basic item|basic items]] in the field using shaping.  +===Divine ​the Purpose===
-  * This requires two free hands.  +
-  * This takes 10s of concentration per item. +
  
-===Killing Intent===+  * You can attempt to sense the history of any crafted item.  
 +  * 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. ​
  
-  * The form of your weapon is irrelevant to you - only that its purpose is to kill.  +===Exemplar ​of Form===
-  * If you have [[:​general_skills#​weapon_skills|Weapon Specialisation,​ Weapon Focus, or Weapon Master]] you gain the corresponding skill for every weapon.  +
-  * Each encounter, you may only use the calls you gain from a single weapon.  ​+
  
-===Bend the Purpose===+  * You may make an item better at its primary purpose. 
 +  * This lasts for the rest of the encounter.  
 +  * This is designed as a utility skill. To make weapons or arms better, look to the Shapings with explicit mechanical effects.  
 +====Lv 2====  
  
-  * 3 times 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. +===Inspiration===
-  * 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.+
  
-===Thirst for Knowledge===+  * Give an ally a WOUND, STAGGER, REPEL on their next melee blow.
  
-  * Once per encounter, you may grant your weapon an additional [[:​general_skills#​weapon_specialisation|weapon specialisation]].+===Sense Intent===
  
-===Bonds of Experience===+  * You may reach out with your mind to detect items shaped towards a particular end. 
 +  * You may specify a particular purpose: ('​items made to kill'; 'Items made to heal') or may specify a particular class of item ('​doors';​ '​walls';​ '​roads'​).  
 +  * 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====
  
-  ​Once per adventure, you may call HEAL X on yourself, where X is the number ​of qualities on items you wield+===Glorious Raiment=== 
-  * You may use this ability ​even when unconscious ​or bleeding out+  ​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.
  
-===Sunder=== 
  
-  * Once per encounter, call BREAK. ​+===Forge of Intellect===
  
-===Unbroken Will===+  * You can create or repair [[basic item|basic items]] in the field using shaping.  
 +  * This requires two free hands.  
 +  * This takes 60s of appropriate roleplay per item and appropriate materials. ​
  
-  * You are IMMUNE ​to BREAK.+  * 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.
  
-  +====Lv ​4====
-====Lv ​3==== +
-===Builder (Downtime)===+
  
-  * In downtime, you can create [[structures]] or a [[complex item]]. ​ +===Sharp as Will=== 
-  * Seeking the approval of the relevant local authority is usually wise when building in Rastaban+  * Your weapon gains a WOUND on its next melee blow.
  
-===Greater forge of Intellect===+===Bulwark===
  
-  * You can repair [[structures]] or [[complex item|complex items]] using shaping.  +  ​* Gain a RESIST. 
-  * This takes 30 minutes of concentration+  ​* You may use this ability reactively
 +  * Alternatively,​ you may use this ability to grant an ally a RESIST, instead 
  
-===Forge of Purpose=== 
  
-  * You make instill an item with purpose even as you craft it. +====Lv 5====
-  * One item you make between adventures is created with a [[quality]].+
  
-===Greater Adaptation=== +===Twist the Purpose=== 
-//Pre-Req: Adaptation//​+  * Call DOUBLE STUN on a target wearing or using items within 5m. 
 +  * You should check with a GM before the encounter starts to see if this the case. 
  
-  ​At the start of each encounter, you may switch the [[:general_skills#​weapon_specialisation|weapon ​specialisation]] ​of each of your allies' ​weapons+===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. 
 +  ​
  
  
-===Instill the Purpose=== 
  
-  * At the end of the adventure, you instill an item you have used with greater purpose.  +=====Shaper Skills=====
-  * Choose a [[quality]]. The item gains this quality.  +
-  * You cannot give an item more than 3 qualities in this way.  +
-===Extension of Will===+
  
-  * Items you wield become extensions of your will.  +====Level 1====
-  * Twice per encounter you may apply a [[quality]] apply to one of the items you or an ally are wielding. +
-  * These fade at the end the encounter.  +
-  * You may take an item above the 3 quality limit in this way. +
  
 +===Signature===
  
-===Dedication=== +  * When you purchase this skill, gain '​Knowledge (Famous Shapers of Rastaban)'​ for free. 
-//Pre-Req: Killing Intent//+  * 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). ​
  
-  * You gain access to a boosted version of a weapon'​s original [[:​general_skills#​weapon_specialisation|weapon specialisation]] when wielding any weapon:+===Favoured Item===
  
-  * Blades: While you are on full hits, you may call IMMUNE to any call which can be resisted +  * 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
-  * Blunt: ​You may call BREAK 5 at range against opponents under the STAGGER effect.  +      Gain the general skill'​Knowledge (favoured item)',​ for free  ​ 
-  Staff: When you drop someone to 0 hits: you may call HEAL 0 at themand HEAL 2 on yourself+      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
-  Dagger: You may call BACKSTAB. //Stealth// only takes 5s of concentration. +
-  * Great Weapon: You may treat any blows which hit your forearms ​as hitting your weapon, so long as those forearms are holding the weapon. At the end of any REPEL or AGILITY call you take, you may call MASS WOUND  +
-  * Spear: ​ You can convert any effect call you could RESIST into a QUAD instead. ​  +
-  * Throwing Weapon: Whenever you hit somebody with a throwing weapon, you may call DOUBLE against another target within 1m. +
- +
  
-====Lv 4==== 
 ===Bend the Purpose=== ===Bend the Purpose===
  
-  * Once per adventure, when using //Bend the Purpose//, you can exert your will even more on the item.  +  * Three times per adventure, you can temporarily force your will upon an item. 
-  * The effect lasts for at least the entire adventure+  * This can do the following. 
-  * Any further than this has consequences at GM discretion+      * You can make objects act like basic tools. (spade, hammer, chisel, needle).  
 +      * You can give objects simple properties (heavy, light, strong, fragile).  
 +      * Changing the state of a complex item or part of that item (door locked -> unlocked; puzzle light on -> off)  ​ 
 +  * At the end of the encounter its purpose reverts to normal.
  
-===Sunder=== 
  
-  * Once per encounter, call BREAK. ​+====Level 2====
  
-===Exceed the Bounds ​of Knowledge===+===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. ​
  
-  * Once per adventure, with the collaboration of someone that has access to a per encounter call, you may teach an item with 3 permanent qualities this call as a 4th permanent quality. 
-  * Consult with a GM. Teaching more powerful abilities may not always be successful. 
  
-===Hunger for Knowledge=== +====Level 3==== 
-//Pre-Req: Thirst for Knowledge//​ +
- +
-  * Twice per encounter, you can grant an ally an additional [[:​general_skills#​weapon_specialisation|weapon specialisation]] on one of their weapons.  +
- +
-===Bonds of Experience=== +
- +
-  * Once per adventure, you may call HEAL X on yourself, where X is the number of qualities on items you wield. +
-  * You may use this ability even when unconscious or bleeding out. +
  
 ===Call to Power=== ===Call to Power===
-//Preq-Req: Dedication//​ 
  
-  * Once per adventure, ​Call a TIME FREEZE. +  * Once per adventure, ​you may call a TIME FREEZE. 
-  * Each of your allies HEAL X, where X is the number of qualities ​on items they wield.  +  * You and each of your allies HEAL X, where X is the number of instillments ​on items you wield.  
-  * Each of your allies ​gains the boosted weapon passive from Dedication. +  * You and each of your allies ​sgain (X/3) RESISTs (rounded up), where X is the number ​of instillments on items you wield.  
-  * Each of your allies becomes IMMUNE to BREAK+  * 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
-  * Each of your allies ​refreshes their weapon calls for this encounter+
   * You may use this ability even when unconscious or on your death count.   * You may use this ability even when unconscious or on your death count.
  
 ===Extension of Will=== ===Extension of Will===
  
-  * Items you wield become extensions of your will.  +//Pre-Req: Bend the Purpose//
-  * Twice per encounter you may apply a [[quality]] to one of the items you or an ally are wielding. +
-  * These fade at the end the encounter.  +
-  * You may take an item above the 3 quality limit in this way.  +
-====Lv 5====+
  
-===Architect=== +  ​Once per adventure, ​you can give an item truly unnatural proprieties such as levitationpermeability ​or perpetual motion.  
-//Pre-Req: Builder// +  * At the end of the encounter the dissonance catches up with the item and its purpose reverts to normal.
-  ​Structures and complex items you build may be especially impressiveambitious, beautiful ​or esoteric in their working, pushing ​the very limits ​of what is possible+
  
-===Tempered for Eternity=== 
  
-  * Items which you make can only be destroyed by the concerted effort of a sentient entity.  +===Level 4====
-  * They will stand strong against the tides of time otherwise.+
  
-===Unbound Potential=== +===Domain=== 
-//Pre-ReqDedication//​+  * When in a 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 exampleopen, 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.
  
-  * Once per encounter, you may a give an ally's weapon that has its original weapon specialisation the boosted ​  ​specialisation as per //​Dedication//​. ​+===Tempered for Eternity===
  
 +  * 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.
  
-===Adaptive Weapon=== +====Level 5====
-//Pre-Req: Dedication//​ +
- +
-  * Gain every [[:​general_skills#​weapon_specialisation|weapon specialisation]] for any one weapon you are wielding. +
-  * This represents you switching the weapon'​s specialisation on the fly. +
-  * Only the original [[:​general_skills#​weapon_specialisation|weapon specialisation]] of the weapon gains the boost from //​Dedication//​.  +
- +
-===Function Over Form=== +
-//Pre-Req: Adaptive Weapon// +
- +
-  * Once per adventure, when using Adaptive Weapon, you gain the boosted version of the [[:​general_skills#​weapon_specialisation|weapon specialisation]] skills from //​Dedication//​. +
  
 ===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.
- +
- +
- +
- +
  
 +===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. ​
  
- +===Architect=== 
- +  * 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.  
- +  * 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 a LARPO with an idea and we'll let you know what's possible. ​
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shaper.1515091301.txt.gz · Last modified: 2018/01/04 18:41 by gm_seb