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divine_favour [2016/12/12 20:39]
toml [Level 1 Miracles]
divine_favour [2017/07/13 21:06]
toml Added One True Voice
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 ===== Foreign Gods ===== ===== Foreign Gods =====
  
-==== The Tyrant King of Liarus ==== 
  
-The miracles of the Tyrant King can be used once per encounter once obtained under the Divine Favour background. 
- 
-=== Level 1 Miracles === 
- 
-== Exultant Roar == 
- 
-Within five seconds of slaying a foe, you may call FEAR at a target once. 
- 
-== Predator'​s Focus == 
- 
-In order to use this miracle in an encounter, you must spend at least a minute basking in the warmth of the sun. Once in the encounter you may call RESIST to a standard combat call that is NOT delivered by a weapon. 
- 
-===Level 2 Miracles === 
- 
-== Scent of Prey == 
- 
-You must obtain and consume a small part of a target (such as a hair, or a drop of blood off a weapon) to invoke this curse. The target will bear the scent of prey. Predatory animals will stalk them and target them even in preference to weaker meals. 
- 
-== Predator'​s Pounce == 
- 
-You must spend five seconds pawing the ground with a foot to invoke this miracle. You may call STRIKEDOWN at a target within five metres of you. Any blows you strike at them before they stand up may be called at +1 damage. 
- 
-== Procession of the Tyrant'​s Gift == 
- 
-You must offer a fresh kill to the Tyrant King to invoke this Miracle, which will boil into blood and away. A great swarm of insects boil forth and bear a carcass to a location of your choosing. 
- 
-== Iron Breaking Hide == 
- 
-To prepare this Miracle, you must spend one minute skinning a kill and turning it into a trophy that you are wearing. You may call SHATTER against one weapon that strikes you while wearing it, after which it will be ruined. If you are struck by an attack from an aggressor using natural weapons, you can instead expend this to deal a QUAD when struck. 
- 
-=== Divine Aura - Alpha Authority === 
- 
-You are the natural alpha of any pack you run with. Anyone who accepts this both benefits and grants you a benefit. 
- 
-Each party member who accepts your authority as leader, or behaves as such (indicated by an OC acknowledgement) gains +1 body hit. You gain +1 body hit for each member of the party who does this. 
  
 ==== The Dreaming Ocean ==== ==== The Dreaming Ocean ====
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 Twice per an adventure you may call a time freeze, and replace a MASS call with another standard call for all members of the party. Twice per an adventure you may call a time freeze, and replace a MASS call with another standard call for all members of the party.
  
-==== Favour of Armand Cargan-Graves,​ The Rightful ​====+==== Favour of Armand Cargan-Graves,​ The Revolution ​====
  
 === Level 1 Miracles === === Level 1 Miracles ===
  
-== Share the Power ==+== Power to the People ​==
  
-5s - Deal yourself ​WEAKEN in order to STRENGTHEN someone else of a lower social ranking than yourself ​(see [[:​epic_trees:​Personal Power|Personal Power: Armand'​s Reflection of Thyself]] for rankings). ​ You must not already be WEAKENED in order to use this.+15s: you may call STRENGTHEN on anyone who is not member ​of a group your Divine Aura can affect, OR on everyone outside your party who could be applicable ​(call a TIME FREEZE if you choose ​to do this to explain what is going on).
  
-== Righteous Cause ==+== Unshackling ​==
  
-10s - Your conviction to your cause cannot be denied. Declare "MY CAUSE IS" followed by a specific cause you actually seek to serve. Everybody present will know you honestly seek to serve your cause as worded and cannot honestly deny that that is the caseFor instance "MY CAUSE IS TO DEFEAT LORD EVIL": nobody present could deny you wish to defeat Lord Evil.  You must brief this additional call at the start of any adventure you play on.+30s: you may call SHATTER on every lock, chain, or other means of restraint in the encounter OR your party gains IMMUNE ENTANGLE for the encounter. 
 + 
 +== Ward the Wasted == 
 + 
 +10s - Call HEAL 0 IMMUNE HEAL.
  
 === Level 2 Miracles === === Level 2 Miracles ===
  
-== The Landed Elite ==+== Dis-empower ​==
  
-30s - Call NOBILITY STRENGTHEN. Anyone in the encounter who has a point in the background "​Nobility"​ is affected by this call, including monsters.  ​You must brief this additional ​call at the start of any adventure you play on.+30s - You may call WEAKEN ​at range.
  
-== What's Rightfully Mine ==+== Uprising ​==
  
-15s A specified stolen item is DISARMED (call DISARM THAT STOLEN X) and bound to the ground ​(repeatedly call DISARM THAT STOLEN Xuntil its rightful owner picks it upIf the item is being held by its rightful ownerthis has no effect but the miracle is still used up You must brief this additional qualifier to DISARM at the start of any adventure you play on.+30s Your voice is supernaturally enhanced so that people from miles around can hear it. If the populace listening to your words were already inclined ​to follow your cause then they will be empowered to follow through with it (either by NPCs on your side gaining some additional stats or via off-screen action). This ability does not influence ​the opinions of anyonejust allows your words to be heardPCs will never gain a mechanical benefit from this skill.
  
 === Blessed Weapon === === Blessed Weapon ===
-  * Item The pen is mightier than the sword. Once per encounterthis elegantly crafted pen will allow you to make any standard call you can normally make at range by writing ​in the air.+  * Amulet of Resistance ​This amulet ensures that what is truly yours can never be taken away from you. Once per an encounter ​you may sequester part of your life away for safe keeping. When using this ability choose how many body hits you are sequestering away, your current and maximum body hits drop by this amount. You may choose ​to restore these body hits at any time so long as you have not bled to death and still have the undamaged amulet upon your person. Permanent loss of the amulet while it contains part of your life could have long-term consequences. 
 +  * Sword of the Revolution - Pick a group (Nobles, Guild Members, Priests) ​at the beginning of the adventure, you gain +1 damage against this group. While this sword is upon your person, you have an overwhelming desire to undermine this groups power and status. 
 +  * Armour - N/A 
 + 
 +=== Divine Aura === 
 + 
 +Gain 2 dodges per an encounter against an opponent of one of the following groups, you must choose the group at the beginning of the adventure (GM may agree other groups but they must as or more restrictive,​ and be a group with entrenched power). Valid groups: Nobles, Guild Members, Priests. 
 + 
 +==== Felicity Morning, the One True Voice ==== 
 + 
 +=== Level 1 Miracles === 
 + 
 +== Oh FFS == 
 + 
 +30s - Gain one use of SNAP OUT OF IT. This lasts until you have used it. Does not stack. 
 + 
 +== The Only Sensible Person ​in the Room == 
 + 
 +5s - Gain a use of JUST HEAR ME OUT. 
 + 
 +=== Level 2 Miracles === 
 + 
 +== Oh Fuck == 
 + 
 +0s - Once per an adventure, on taking an effect that would drop you to 0 hits, you may call RESIST DISAPPEARING. You do not take any element of the effect. You have 30 seconds to relocate yourself in the encounter before calling APPEARING. You cannot use an abilities or effects before reappearing. You ARE aware of what has happened during this period, as if seeing the encounter through a veil of mist. 
 + 
 +== On Your Own Terms == 
 + 
 +30s - Until you strike the first blow, take all damage as HALF. Effects still affect you. 
 + 
 +=== Blessed Weapon === 
   * Weapon - N/A   * Weapon - N/A
-  * Armour - Gilded blue armour with a crest that changes to match the wearer'​s family (crests for nobility, nothing for common folk)While wearing ​this armour, you are IMMUNE ​to FEAR and reflect back any FEAR targeted at you with a COWER BEFORE ME (a cower-only FEAR).+  * Fabulous ​Armour - Gain JUST HEAR ME OUT once per encounter. 
 +  * Rock of Rationality - Anyone touching ​this item will feel a wash of rationality and become more likely ​to approach situations logically ​and level-headedly.
  
 === Divine Aura === === Divine Aura ===
  
-While in service ​of the cause for which the party has gathered for an adventure ​(which should be made clear to everyone benefitting from this aura), every member of the party acquires the use of one HEAL 8 which can only be used on themselves for that adventure.+Every member ​of the party gains 1 RESIST per encounter to mind-altering effects ​(DOMINATE, FEAR, MESMERISE, ENRAGE).
  
 ===== Other ===== ===== Other =====
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 The death of an adventurer is a highly significant event within the story. In addition to the above effect, any adventurer to reach the end of their death count may regain consciousness for 60 seconds upon receiving attention from their allies. They cannot be healed or otherwise saved from their fate during this grace period (except by means that would save any other dead person), and they may use no skills – they are merely given the opportunity to say their final farewells, make their dying wish, reveal a dark secret, whatever. In essence, this is a narrative effect rather than a hard mechanical one. The death of an adventurer is a highly significant event within the story. In addition to the above effect, any adventurer to reach the end of their death count may regain consciousness for 60 seconds upon receiving attention from their allies. They cannot be healed or otherwise saved from their fate during this grace period (except by means that would save any other dead person), and they may use no skills – they are merely given the opportunity to say their final farewells, make their dying wish, reveal a dark secret, whatever. In essence, this is a narrative effect rather than a hard mechanical one.
 +
 +==== Zosimos the Curious ====
 +
 +=== Level 1 Miracles ===
 +
 +== Don't You Want To Know? ==
 +
 +You can inflame the curiosity of others. As long as you are explaining something or telling a story you may call Just Hear Me Out as everyone hangs onto your words.
 +
 +== "​...Oops"​ ==
 +
 +By mixing together any two potions you can create an explosion as something goes wrong, you yourself are left looking frazzled but unharmed in the centre. The size of the explosion depends on the cheapest potion used. Class D MASS DOUBLE STRIKEDOWN, Class C MASS QUAD STRIKEDOWN, Class B MASS DOUBLE REND and Class A MASS QUINT REND.
 +
 +== Object of Fascination ==
 +
 +By holding up an object which intrigues you  and gazing at it you can share your fascination with another. You may call MESMERISE at a target as both you and they become fascinated by it. As a note this miracle does require an object which you find genuinely interesting such as a puzzle box or strange crystal.
 +
 +== "Look at that!" ==
 +
 +By describing something you can see in an interesting way, you may call an unarcable MASS LOOK BEHIND YOU.  Yes, you must also look.
 +
 +=== Level 2 Miracles ===
 +
 +== Curiosity Kills Other Cats ==
 +
 +Once per encounter after indulging your curiosity puts you in harms way you may take an irresistible FEAR of the imminent danger and gain a 15 second AGILITY.
 +
 +== Share the Memory ==
 +
 +By meditating with a willing individual you may share a single memory with them or vice versa. Both parties will relive the memory once with perfect clarity and can re-examine the scene with all their senses, this includes mana sense, touch of divinity etc.
 +
 +=== Divine Aura: The Curious Question ===
 +Once per adventure you may preface a question with the words "JUST OUT OF CURIOSITY"​ the target of the question will find themselves thoughtlessly answering the question before they can think better of it. They will in retrospect realise what they have done however.
 +
 +==== The Yielding Breath ====
 +
 +=== Level 1 Miracles ===
 +
 +== All Flesh Must Dance ==
 +
 +It is only right that all things should move; stillness is abhorrent. ​ With 10 seconds of dance, you may call DOMINATE "Dance until you hurt" against a target capable of dancing. ​ They must follow this instruction for 30s or until they take damage. ​ You must brief these rules at the start of any adventure.
 +
 +== Let It Flow ==
 +
 +All things must move, and all things must be flow: water, blood, life... Once per encounter you may dance around an unconscious body which is not bleeding out for 5 seconds to continue its bleeding (inform the target that they should (re)commence their death count) and receive a HEAL 4 to yourself. ​ You should brief that you are capable of doing this at the start of any adventure.
 +
 +=== Level 2 Miracles ===
 +
 +== To Dance is to Live ==
 +
 +Your vitality becomes pure motion, showing you what true life should be. With twenty seconds of dance, you may reduce your maximum body hits by 4 for the duration of the encounter (4 armour hits if inorganic), gaining a DODGE for each hit lost.
 +
 +If your maximum body hits become zero as a result of this, firstly you have made some very poor choices somewhere along the line, secondly call MASS SHATTER. Your body and possessions are reduced to dust and blow away in the wind, which will make it very difficult to be revived.
 +
 +== Can't Stop Dancing ==
 +
 +So long as you have been dancing for 10 seconds prior, you may initiate a dance so complicated that the human mind can barely follow it. For the next 20 seconds, so long as you keep dancing, you may call DODGE to ANY melee blow which hits you. The complexity of the dance means that you cannot use any other abilities during this time (including calling damage).
 +
 +=== Divine Aura ===
 +
 +The power of the Yielding Breath keeps you moving. Everyone in the party gains one RESIST each encounter to effects which would halt your movement (STRIKEDOWN,​ ENTANGLE, etc)
divine_favour.txt · Last modified: 2017/08/14 13:50 by dan