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shaper

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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.
  • 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.
  • 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.

Class Feature: Creation

  • Between adventures, you gain a basic item which you have made.

Skills

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:
  • If lost, your item will find its way back to you over the course of the next couple of encounters.

Lv 2

Forge of Intellect

  • You can create basic items in the field using shaping.
  • This requires two free hands.
  • This takes 10s of concentration per item.

Killing Intent

  • The form of your weapon is irrelevant to you - only that its purpose is to kill.
  • If you have 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

  • 3 times per adventure you can force your will upon an item, temporarily causing it to act with unnatural properties. For example: in a pinch you could tell a spoon it could cut, or an anvil that it could float.
  • 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

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.

Lv 3

Builder (Downtime)

  • With 5 minutes work, you may create a complex item. This may be made out of incongruous materials.
    • Items built in this way will fall apart at the end of the encounter.
  • In downtime you may create a single structure or complex item.
  • Seeking the approval of the relevant local authority is usually necessary when building in Rastaban.

Greater forge of Intellect

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.

Extension of Will

  • Items you wield become extensions of your will.
  • 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.

Lv 4

Bend the Purpose

  • Once per adventure, when using Bend the Purpose, you can exert your will even more on the item.
  • The effect lasts for at least the entire adventure.
  • Any further than this has consequences at GM discretion.

Hunger for Knowledge

Pre-Req: Thirst for Knowledge

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

  • Once per adventure, Call a TIME FREEZE.
  • Each of your allies HEAL X, where X is the number of qualities on items they wield.
  • Each of your allies gains a RESIST.
  • Each of your allies refreshes their weapon calls for this encounter.
  • You may use this ability even when unconscious or on your death count.

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.

Lv 5

Architect

Pre-Req: Builder

  • Structures and complex items you build may be especially impressive, ambitious, 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.
  • They will stand strong against the tides of time otherwise

Adaptive Weapon

  • Gain every weapon specialisation for any one weapon you are wielding.
  • This represents you switching the weapon's specialisation on the fly.

Awakening

  • Once ever you may awaken one item which you have instilled with purpose.
  • This may only be done as the item is used to accomplish something of significance.
  • The exact effects of this are poorly understood.
  • Talk to the GM / Call a TIME FREEZE when you wish to awaken something.
shaper.1521667973.txt.gz · Last modified: 2018/03/21 21:32 by gm_seb