User Tools

Site Tools


divine_favour

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
divine_favour [2017/02/18 17:00]
toml [Favour of Armand Cargan-Graves, The Rightful]
divine_favour [2017/07/13 21:06]
toml Added One True Voice
Line 4: Line 4:
 ===== 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 ====
Line 483: Line 447:
  
 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 Revolution ==== ==== Favour of Armand Cargan-Graves,​ The Revolution ====
Line 497: Line 460:
 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. 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 Wasting ​==+== Ward the Wasted ​==
  
 10s - Call HEAL 0 IMMUNE HEAL. 10s - Call HEAL 0 IMMUNE HEAL.
Line 519: Line 482:
  
 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. 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
 +  * 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 ===
 +
 +Every member of the party gains 1 RESIST per encounter to mind-altering effects (DOMINATE, FEAR, MESMERISE, ENRAGE).
  
 ===== Other ===== ===== Other =====
Line 598: Line 593:
 === Divine Aura: The Curious Question === === 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. 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 ยท Last modified: 2017/08/14 13:50 by dan