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epic_trees [2017/07/10 12:02]
toml Updated Potion Pitching to be in line with New Alchemy
epic_trees [2017/11/16 22:17] (current)
dan
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 === Level 5 - Double Dose === === Level 5 - Double Dose ===
  
-Between adventures, you may prepare double-dose potions by combining two identical potions in their standard form. These potions combine two doses into a single, more space-efficient form which counts as a single potion for the purposes of carrying capacity. This requires a specially-designed container which needs careful handling, so a double-dose potion functions as a single standard potion when used by anybody without the Double Dose skill, or when used with the skills Potion Pitching, Blast Sliding or Advanced Application, or converted into paste form.+Between adventures, you may prepare double-dose potions by combining two identical potions in their standard form. These potions combine two doses into a single, more space-efficient form which counts as a single potion for the purposes of carrying capacity. This requires a specially-designed container which needs careful handling, so a double-dose potion functions as a single standard potion when used by anybody without the Double Dose skill, or when used with the skills Potion Pitching, Blast Sliding or Advanced Application.
  
 With this skill you may use double-dose potions to their full effectiveness. To do this use the potion as normal, both doses must be used together and apply quickly one after another. Upon using a double-dose potion, you should make the appropriate call followed by the same call one second later. For example, upon throwing a double-dose Grenado to your feet you should call MASS SINGLE STRIKEDOWN followed by MASS SINGLE STRIKEDOWN again one second later (if thrown at a target, you should call BLAST SINGLE, followed by BLAST SINGLE again one second later on the same target), or after feeding someone a double-dose Restoration of the Flesh you should call HEAL 4 at them, and then HEAL 4 again after one second. If that same person instead grabs your double-dose Restoration of the Flesh and drinks it themself without having this skill, they only take a single HEAL 4. With this skill you may use double-dose potions to their full effectiveness. To do this use the potion as normal, both doses must be used together and apply quickly one after another. Upon using a double-dose potion, you should make the appropriate call followed by the same call one second later. For example, upon throwing a double-dose Grenado to your feet you should call MASS SINGLE STRIKEDOWN followed by MASS SINGLE STRIKEDOWN again one second later (if thrown at a target, you should call BLAST SINGLE, followed by BLAST SINGLE again one second later on the same target), or after feeding someone a double-dose Restoration of the Flesh you should call HEAL 4 at them, and then HEAL 4 again after one second. If that same person instead grabs your double-dose Restoration of the Flesh and drinks it themself without having this skill, they only take a single HEAL 4.
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 You may not acquire Divine Favour backgrounds after acquiring the Personal Power Epic Tree. Divine Favour you already have will continue to function. You may not acquire Divine Favour backgrounds after acquiring the Personal Power Epic Tree. Divine Favour you already have will continue to function.
  
-This epic tree can only be acquired with the agreement of the Larpo.+Following [[resources:​adventure:​Oblitus Mundi]], this epic tree can no longer ​be acquired.  All Young Gods with this tree will feel compressed and agitated. ​ Something is wrong and their power no longer works as it did before.
  
 === Level 3 - Personal Aura === === Level 3 - Personal Aura ===
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   * Felicity Morning - Every member of the party gains 1 RESIST per encounter to mind-altering effects (DOMINATE, FEAR, MESMERISE, ENRAGE).   * Felicity Morning - Every member of the party gains 1 RESIST per encounter to mind-altering effects (DOMINATE, FEAR, MESMERISE, ENRAGE).
   * Hugh - Gain 1 ranged strikedown per encounter. You will never drown or bleed out in the ocean (instead being washed up on one hit on some deserted island).   * Hugh - Gain 1 ranged strikedown per encounter. You will never drown or bleed out in the ocean (instead being washed up on one hit on some deserted island).
 +  * Senta - Your allies’ fighting spirits are enhanced. Your party may call +1 damage on 1 blow per encounter for each level of this skill you possess. This stacks with STRENGTHEN. Alternatively,​ they may call resist weaken once in the encounter.
 === Level 3 - Reflection of Thyself === === Level 3 - Reflection of Thyself ===
  
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   * Felicity Morning - Each encounter, until you choose to strike, or until 60s after the first attempt to strike you, call IMMUNE to all offensive calls.   * Felicity Morning - Each encounter, until you choose to strike, or until 60s after the first attempt to strike you, call IMMUNE to all offensive calls.
   * Hugh - Once per an adventure you may make use of a single wave.   * Hugh - Once per an adventure you may make use of a single wave.
 +  * Senta - Twice per encounter you may make any weapon call you are able to make as a MASS (or arced if you wish) call, your weapon glowing with fire as you do so.
 === Level 4 - Miracle === === Level 4 - Miracle ===
 The changes you have undergone seem to have given you the ability to enact fairly impressive changes on the surrounding environment. Once per an adventure, with 15 seconds role play, you may perform a miracle which relates to your purview (listed below). This miracle has the following limits: it may not permanently alter the flux, a minimum of 3 people who know your epithet must be present, the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/​far-reaching with more people who know your epithet present. You may tell the GM what you are intending, but the exact effects will be determined by the GM. The changes you have undergone seem to have given you the ability to enact fairly impressive changes on the surrounding environment. Once per an adventure, with 15 seconds role play, you may perform a miracle which relates to your purview (listed below). This miracle has the following limits: it may not permanently alter the flux, a minimum of 3 people who know your epithet must be present, the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/​far-reaching with more people who know your epithet present. You may tell the GM what you are intending, but the exact effects will be determined by the GM.
 +
 +As of [[resources:​adventure:​Oblitus Mundi]], use of a Personal Power Miracle will retire your character but will have a much wider reaching effect. ​ The effect will still be achieved, but it will generate Stasis with you at the centre.
 +
 == Purviews == == Purviews ==
   * **Rowan Darrish**: Good intentions with poor decisions. Aquisition of power. Torture & death.   * **Rowan Darrish**: Good intentions with poor decisions. Aquisition of power. Torture & death.
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   * **Felicity Morning**: Self-preservation and Rationality.   * **Felicity Morning**: Self-preservation and Rationality.
   * **Hugh**: Washing away the old.   * **Hugh**: Washing away the old.
-=== Level 5 - Favouritism ​===+  * **Senta**: Fighting, honour, self improvement,​ and destroying those who would do harm to those you hold dear. 
 +=== Level 5 - Soul Pact ===
  
-You may gift certain abilities ​to those you appreciate. They will gain access to your favour tree. As they spend points in the background you gain additional benefits:+You may bless your followers with ability to use your power for certain abilities. They will gain access to your favour tree. As they spend points in the background you gain additional benefits:
  
 1-3 points: +2 Body Hits 1-3 points: +2 Body Hits
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 7+ points: MASS HEAL FULL twice per adventure 7+ points: MASS HEAL FULL twice per adventure
  
-Additionally,​ with a moments thought ​you may start a process which changes your fundamental nature (this will retire your character)so long as you are alive 30 seconds later you will transform into something greaterAt this point you may select one character who has already received a background from this ability ​to receive an epic tree.+As more souls are tied to you, you will also be under the roleplaying effect of desiring that power You will feel strongly attached to those links and be fierce ​to defend them
  
 ==== High Priest of a Young God ==== ==== High Priest of a Young God ====
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 You may call IMMUNE to FEAR while your Gaze of the Gods is up. You may start your Gaze of the Gods as a reaction to a FEAR call (and call IMMUNE). You may call IMMUNE to FEAR while your Gaze of the Gods is up. You may start your Gaze of the Gods as a reaction to a FEAR call (and call IMMUNE).
 +
 +If you do not have access to Gaze of the Gods, then you instead gain the ability to reuse a Divine Favour miracle that you have already cast during the encounter. Loyal priests will become aware of this as per above.
  
 You may no longer buy the skill Divine Majesty((if you already have it, it is replaced by Divine Corruption)). You may no longer buy the skill Divine Majesty((if you already have it, it is replaced by Divine Corruption)).
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   * Tender: You gain one use of MASS DOUBLE MONSTERS per encounter. You HEAL 2 for each monster caught in this.   * Tender: You gain one use of MASS DOUBLE MONSTERS per encounter. You HEAL 2 for each monster caught in this.
   * Traitor: You gain a pool of healing per encounter that you can use on yourself while conscious. This pool contains 2 point for each other party member.   * Traitor: You gain a pool of healing per encounter that you can use on yourself while conscious. This pool contains 2 point for each other party member.
 +  * Other: ​ You may call immune to miracles of your god which you know how to cast.
 === Level 5 - Ultimate Corruption === === Level 5 - Ultimate Corruption ===
 Your corruption has reached its apex. Depending on the original source of your miracles, you gain one of the abilities listed below: Your corruption has reached its apex. Depending on the original source of your miracles, you gain one of the abilities listed below:
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   * Builder: Twice per encounter, you may call a SHATTER against a weapon that strikes you. Additionally,​ the first time your armour is reduced to zero hits during an encounter you must call an unarcable MASS DISARM.   * Builder: Twice per encounter, you may call a SHATTER against a weapon that strikes you. Additionally,​ the first time your armour is reduced to zero hits during an encounter you must call an unarcable MASS DISARM.
   * Tender or Traitor: You may drain the life from living foes. As long as you keep an arm pointed towards a living target, you may deal them a SINGLE every five seconds. The first time you drop a target to 0 hits with this ability in an encounter, you immediately HEAL FULL.   * Tender or Traitor: You may drain the life from living foes. As long as you keep an arm pointed towards a living target, you may deal them a SINGLE every five seconds. The first time you drop a target to 0 hits with this ability in an encounter, you immediately HEAL FULL.
 +  * Other: You are STRENGTHENED when in combat against Priests, the Divinely Favoured, or Holy Animals of your God. You gain the ability to sense another'​s connection to your god.
  
 ==== The True Face of the Tender ==== ==== The True Face of the Tender ====
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 Your particular insight into the true nature of the Leader allows you to draw more strongly on his power. You may pick one of your Divine Favour Miracles (Level 3 or lower) and use them an additional time per an encounter. Your particular insight into the true nature of the Leader allows you to draw more strongly on his power. You may pick one of your Divine Favour Miracles (Level 3 or lower) and use them an additional time per an encounter.
 === Level 4 - Power of a name === === Level 4 - Power of a name ===
-When calling down the gaze of the gods, you may call upon the name "Darak", you will count as if you had been chanting for 20 seconds. ​The Church is uncertain if this is blasphemous or not.+When calling down the gaze of the gods, you may call upon the name "Marian", you will count as if you had been chanting for 20 seconds. ​Most of the Church is certain that this is Heresy.
 === Level 5 - Embodiment === === Level 5 - Embodiment ===
 Recently there have been a number of changes with the Leader. His brief incarnation within the world. His very soft stance on Serradis. The presence of Serradic Priests of the Leader. Following these changes it has become possible for those with a particularly strong understanding of him to call him down into their bodies. Recently there have been a number of changes with the Leader. His brief incarnation within the world. His very soft stance on Serradis. The presence of Serradic Priests of the Leader. Following these changes it has become possible for those with a particularly strong understanding of him to call him down into their bodies.
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 Your particular insight into the true nature of the Warrior allows you to draw more strongly on her power. You may pick one of your Divine Favour Miracles (Level 3 or lower) and use them an additional time per an encounter. Your particular insight into the true nature of the Warrior allows you to draw more strongly on her power. You may pick one of your Divine Favour Miracles (Level 3 or lower) and use them an additional time per an encounter.
 === Level 4 - Power of a name === === Level 4 - Power of a name ===
-When calling down the gaze of the gods, you may call upon the name "Lynndis", you will count as if you had been chanting for 20 seconds. The Church is uncertain if this is blasphemous or not.+When calling down the gaze of the gods, you may call upon the name "Senta", you will count as if you had been chanting for 20 seconds. The Church is uncertain if this is blasphemous or not.
 === Level 5 - Passion === === Level 5 - Passion ===
 You have found a passion for encouraging others to greater heights. When fighting in an encouraging manner (calling damage at least 1 rank lower than you could currently call, not landing blows while your opponent is being affected by an effect call, and roleplaying encouragement or tuition) you may call a dodge every 10 seconds. You have found a passion for encouraging others to greater heights. When fighting in an encouraging manner (calling damage at least 1 rank lower than you could currently call, not landing blows while your opponent is being affected by an effect call, and roleplaying encouragement or tuition) you may call a dodge every 10 seconds.
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   * Leader - Gain the effect of HEAR ME and call YOU DARE NOT STRIKE ME every 15s.   * Leader - Gain the effect of HEAR ME and call YOU DARE NOT STRIKE ME every 15s.
 +  * Splintered Man - Every 15s you may use a reflecting DODGE - ignore the effect of a call and call it right back at the source.
  
 === Level 4 - Follow Me (Usurping the Followers) === === Level 4 - Follow Me (Usurping the Followers) ===
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 A follower in the presence of their (new) god may once per encounter substitute the phrase "BY YOUR LEAVE" while looking at their god in place of the usual chanting component of a Divine Favour miracle. A follower in the presence of their (new) god may once per encounter substitute the phrase "BY YOUR LEAVE" while looking at their god in place of the usual chanting component of a Divine Favour miracle.
  
-Additionally,​ once per encounter you may call "​FOLLOW ME" on any non-sentient creatures or beings directly associated with the god you are usurping. They will willingly follow your orders. ​ You should explain this additional ​call at the start of any adventure you play on with access ​to this tree.+Additionally,​ once per encounter you may call any non-sentient creatures or beings directly associated with the god you are usurping ​to follow you. They will willingly follow your orders. ​ You should explain this using a TIME FREEZE. ​ You should explain both the base FOLLOW ME and the TIME FREEZE version of this call at the start of any adventure you play on, and the BY YOUR LEAVE call to anyone who follows you
  
-=== Miracle ===+=== Level 4 - Miracle ===
  
 Existing Priests gain another use of Miracle (up to 2 total) powered by their own divinity. ​ Non-Priests gain a use of Miracle powered by their own divinity: Existing Priests gain another use of Miracle (up to 2 total) powered by their own divinity. ​ Non-Priests gain a use of Miracle powered by their own divinity:
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 You must explain these additional rules at the beginning of any adventure in which you are playing. You must explain these additional rules at the beginning of any adventure in which you are playing.
 ==== The Canvas of Creation ==== ==== The Canvas of Creation ====
-In order to aquire ​this tree, a wayfinder must have had a metaphysically important experience ​in two of the following ​three places+In order to acquire ​this tree, a wayfinder must have had a metaphysically important experience ​with two of the following ​types of area
-  * Inside a Dragon +  * Dragon 
-  * Inside a Lost Place +  * Lost Place 
-  * Within an area of pure potential+  * Pure potential 
 +  * Stasis
  
 If you have the Divine Favour of The Splintered Man, then a metaphysical experience in the Lost Places cannot count towards your requirements for acquiring The Canvas of Creation (regardless of which order you picked these up in). If you have the Divine Favour of The Splintered Man, then a metaphysical experience in the Lost Places cannot count towards your requirements for acquiring The Canvas of Creation (regardless of which order you picked these up in).
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   * Undefined, Outside Influence Shaping (Draconic Space)   * Undefined, Outside Influence Shaping (Draconic Space)
   * Undefined (The space at the epicentre of A Night to Remember)   * Undefined (The space at the epicentre of A Night to Remember)
-As a result of this ability you can also see a trick, a way of interacting with the world which is different to normal but which could benefit yourself and those around you. Doing this will permanently change the way you interact with the world, must be done in an encounter, and will take 10 seconds of concentration to complete. This will give you access to the Personal Power tree at the end of the adventure and a reasonable buff for the duration of the adventure. Please speak to the larpo about exactly how this will work. 
  
 +As a result of this ability you can also see a trick, a way of interacting with the world which is different to normal but which could benefit yourself and those around you. You may retire using this ability in order to massively affect your surroundings in the Flux.  This will give you a large effect allowing you to define the world around you at the cost of your existence.
 + 
 ==== Traveller of the Lost Places ==== ==== Traveller of the Lost Places ====
 === Level 3 - Falling off the face of the world === === Level 3 - Falling off the face of the world ===
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 ==== Oracular Vision ==== ==== Oracular Vision ====
 You have gained visions of possible futures from some source. With some concentration,​ you can see what may come to pass.  The future is not set, so none of your predictions are ever guaranteed. You have gained visions of possible futures from some source. With some concentration,​ you can see what may come to pass.  The future is not set, so none of your predictions are ever guaranteed.
 +
 +Since the events of [[resources:​adventure:​Oblitus Mundi]], seeing the future has become harder as your sight of what is to come becomes cloudier and cloudier. ​ Your predictions are becoming spottier and it takes great effort to be able to see what happens next.  Whenever you use a power from this tree, take a BLIND 30 from the effort it takes.
  
 === Level 2 - I knew you were going to do that === === Level 2 - I knew you were going to do that ===
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 The eyes of generations are also upon any other Arena Fighter when you summon them forth, and thus anyone with skills from this tree benefits from these bonuses too. The eyes of generations are also upon any other Arena Fighter when you summon them forth, and thus anyone with skills from this tree benefits from these bonuses too.
  
 +==== Expert Sailor ====
 +
 +=== Level 2 - Expert Sailor ===
 +
 +You have mastered all the skills of seamanship and are an asset to any crew. You have exceptionally sure footing and on any sort of marine vessel you receive 1 DODGE and 2 RESIST STRIKEDOWNs.
 +
 +If you have Survivalist skills then you are always considered to be in suitable terrain whilst on a vessel, irrespective of the prevailing conditions.
 +
 +=== Level 3 - Ocean Traveller ===
 +
 +Either from personal experience or the tales of grizzled deckhands you have learned much of the ports of the world. ​ You are aware of basic etiquette and unusual local customs in any coastal city and know of a welcoming tavern where foreigners won't be hassled.
 +
 +=== Level 3 - Sea Lore ===
 +
 +You gain the Journeyman Knowledge skill in one of: The Weather, Perils of the Ocean, Marine Trade or Legends of the Sea.
 +
 +=== Level 4 - Scourge of the Waves ===
 +
 +Your name is familiar to most who sail the seas either as a fearsome corsair or merciless pirate hunter. ​ You  gain contacts with either Pirates or the Merchant Navy and gain one FEAR call per encounter which can be used against members of the other group.
 +
 +==== Secret Agent ====
 +
 +This tree can be earned by successfully completing a covert mission, either without leaving any witnesses or with any survivors likely to ascribe you a fearsome reputation.
 +
 +=== Level 3 - Tradecraft ===
 +
 +You've mastered the basic abilities of the spy such as tailing marks, breaking and entering and losing pursuit.
 +
 +If you already possess the Larceny skill then this additionally grants Journeyman Knowledge: Espionage
 +
 +=== Level 3 - Intelligence Gathering ===
 +
 +Given reasonable opportunity to do some reconnaissance on a foe you can discern their strengths and weaknesses. ​ This might be stealthily observing their camp for a time or asking around the local population for accounts of their deeds.
 +Three times per Adventure you can ask the GM a question like 'What sort of offensive abilities will they have?',​ 'Is there anything they seem especially vulnerable to?' or 'Are there any attacks which won't work on them?'
 +
 +=== Level 4 - Perilous Prisoner ===
 +
 +You are adept at making the most of captivity. ​ Once Per Adventure when you find yourselves in enemy hands you may either:
 +A) Discover some plausible method of escape for yourself and any allies.
 +or
 +B) Induce your foes to discuss their plans in front of you.
 +
 +=== Level 4 - Daredevil ===
 +
 +Whether through skill or good fortune you're capable of surviving incredible dangers to succeed in your mission.
 +Once per Encounter you may trigger either an Agility or a Determination to survive dangers from an inanimate source. ​ For example you might use an Agility to navigate past a deadly trap or a Determination to emerge unscathed after plummeting over a waterfall.
 +
 +=== Level 5 - Living Legend ===
 +
 +Even if your true identity remains a mystery, your deeds are well known to your enemies, attributed to a nom de guerre of your choice . 
 +Specify 3 influential groups such as 'The Serradic Empire',​ 'The True Council',​ 'The Wayfinder'​s Guild'​. ​ Once Per Encounter if you identify yourself to members of this group and threaten imminent violence you may call either a MASS FEAR or YOU DARE NOT STRIKE ME.
 +
 +Whenever you successfully complete an espionage mission against a new group you may add it to the list of enemies who fear your reputation.
 ===== Other Epic Trees ===== ===== Other Epic Trees =====
 ==== Guardian of Dreams ==== ==== Guardian of Dreams ====
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 In addition, once per adventure you may use this ability on someone else, under the same restrictions as above. In addition, once per adventure you may use this ability on someone else, under the same restrictions as above.
  
-====Totem Spirit====+==== Totem Spirit ​(Animal) ​==== 
 +You have aligned yourself with one specific type of creature and gain some special powers because of this. For example, someone with the Totem Spirit (Clawfiend) Epic Tree would be able to turn into a clawfiend, but not a wolf. 
 + 
 +=== Level 2 - Channel Spirit === 
 +You are able to transform your body into that of your Totem. Mechanically there are 2 types of transformation,​ regular and good. You can always perform a regular transformation and gain the effects listed in the Channel Spirit skill (listed below). When using this type of transformation you do NOT get any of the benefits listed in the other skills. If you have bought additional skills in this epic tree, then 4 times per an adventure you may perform a good transformation and gain the effects from all bought skills in the tree. 
 + 
 +You may transform as a reaction to being reduced to 0 hits, but not later in your death count. 
 + 
 +Regular transformation:​ 
 +  * You lose the ability to use language when transformed,​ instead communicating in the hisses/​barks/​etc appropriate to your current form. This impacts skills which require communicating your intent to others but not skills that just require chanting or similar. 
 +  * Your weapons are transformed into a size and shape appropriate to your new form (either paired daggers or single 42in sword) which you can wield as if you had the appropriate use weapon skill. You keep the damage and effects you can deliver from you normal primary weapon. 
 +  * You take Disarm and Shatter as Wound 5 and Wound 30 respectively. 
 + 
 +=== Level 3 - Power of the Beast === 
 +The strength of your Totem animal flows through you and you gain the following abilities:​ 
 + 
 +If representing your animal form with pairs daggers: 
 +  * THROUGH is appended to your standard damage 
 +  * You take the effect of a HEAL 6 when you first transform 
 +  * You gain 3xDodge 
 +  * You gain 3xRend 
 + 
 +If representing your animal form with 42in sword: 
 +  * You are strengthened 
 +  * You take the effect of a HEAL 6 when you first transform 
 + 
 +=== Level 4 - Beastial Home === 
 +You are more comfortable in the natural terrain of your totem animal. This gives you a dodge when in this terrain even if you have not transformed. When transformed and in your natural terrain You gain 3 RANGED ENTANGLES per an encounter. 
 + 
 +If your Totem is a predator and you are in your natural terrain then you may call FEAR against a non-sentient animal every 20 seconds. 
 + 
 +If your Totem is Prey and you are in your natural terrain then you gain 2 uses of Agility, which may be used exclusively to flee from non-sentient animal predators. 
 + 
 +You gain the ability to talk fluently to other members of your Totem'​s species, although many human concepts may be untranslatable. 
 + 
 +=== Level 5 - Summon the Pack === 
 +You are able to summon others of your kind to aid you in battle. You gain 3 uses of Disappearing/​Appearing which represent your enemies losing track of you in the midst of your summoned allies. You have 5 seconds to relocate yourself in the battle while using this ability. 
 + 
 +You gain 1 uses of Backstab20. 
 + 
 +You may use this skill as a retirement ability. You may decide if you are choosing to use the retirement ability each time you are dropped to 0 hits, regardless of if you have transformations left. When using this as a retirement ability, many of your summoned pack are particularly strong. This gives you 6 uses of ONE of the following abilities:​ 
 +  * Fully revive on being dropped to 0 hits (call DISAPPEARING,​ relocate yourself in the encounter, and then call APPEARING. This represents a new pack member. You gain all of your hits, armour, and per-encounter abilities back). 
 +  * Remove a party member from the encounter, tell them that one of your pack members has removed them from the encounter and that they gain a heal 1. Each member of the party removed from the encounter this way gains the Beastial Protector Epic Tree. 
 +Once the encounter is over it will become apparent that one of the first pack members to be killed was actually you, you will have a few minutes to monologue but cannot be saved by any means. Your pack will forever protect this area from threat (as defined by you) in memory of your sacrifice. 
  
-You have aligned yourself somewhat with a specific type of creatures. You gain some special powers because of this. Examples given are for clawfiends because of past events. 
  
-===Level 2 - Claw-Fiend Totem Spirit=== 
-Once per adventure, you may channel the spirit of the claw-fiend within, taking beastial form and gaining 1 REND for that encounter. 
-===Level 3 - Shocking Transformation=== 
-Your shift into claw-fiend form shocks those around you. When you transform, call MASS FEAR. This cannot be arced. In addition, you can use Claw-Fiend Totem Spirit one more time each adventure. 
-===Level 5 - Summon the Pack=== 
-Once per adventure you may call on the power of the Tender to summon a vicious pack of claw-fiends to wreak havoc on your enemies. For this encounter, you gain access to the following calls: 
-  * One use of MASS REND MONSTERS or MASS DOUBLE STRIKEDOWN MONSTERS as the pack stampedes your foes. 
-  * Three uses of REND, WEAKEN or STRIKEDOWN as claw-fiends jump out of the shadows to strike. 
  
  
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 |Blast Single|1| |Blast Single|1|
  
-=== Level 4 - Declaration of Intent === +**Retirement**:​ With your special move defined, you may retire by making a declaration of intent, knowing that this will likely be your last action as a Primal. ​ You can declare something that you intend to happen in the reasonably short term. As long as you turn your personal power towards it, the world'​s passage towards this result will be smoothed and it is likely to come to pass, unless individuals of great potency or significant adverse events get in your way.
-Once per adventure, you can declare something that you intend to happen in the reasonably short term. As long as you turn your personal power towards it, the world'​s passage towards this result will be smoothed and it is likely to come to pass, unless individuals of great potency or significant adverse events get in your way.+
  
 Mechanically,​ as long as you are pushing the party towards your goal, and doing your best to achieve it, you and your party gain the following benefits for up to three encounters (anything beyond that and you've probably declared too far in advance). Mechanically,​ as long as you are pushing the party towards your goal, and doing your best to achieve it, you and your party gain the following benefits for up to three encounters (anything beyond that and you've probably declared too far in advance).
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 Your special move is enhanced, gaining twice as many uses per encounter. Your special move is enhanced, gaining twice as many uses per encounter.
- 
-If you fail to achieve your declared goal, you lose all benefits from this epic tree for the next FIVE encounters. This WILL spill over into your next LARP if required. 
  
 ==== Dragonborn ==== ==== Dragonborn ====
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 A specified faction is actively searching for you and will seek to detain you / kill you / erase you from existence (delete as appropriate when assigning this quirk) on sight. At the start of any adventure you play on, you should inform the GMs of this fact. A specified faction is actively searching for you and will seek to detain you / kill you / erase you from existence (delete as appropriate when assigning this quirk) on sight. At the start of any adventure you play on, you should inform the GMs of this fact.
 +
 +==== Refused the Cup ====
 +
 +For what ever reason you have not drunk from the Cup of Triskelion (see [[:​resources:​adventure:​all_in_the_blood|All in the Blood]]). As a result you:
 +  - Gain the Lacking Primal Blood Quirk.
 +  - In Dragon-Flux encounters the GM may stat a Triskelion themed monster who will be aiming to kill you specifically.
 +  - Usage of a Dragon Gate results in the loss of 2 maximum hits for the duration of the adventure. Use of any abilities in the [[epic_trees#​Gatekeeper]] epic tree result in a REND or FEAR as appropriate.
 +
 +==== Cursed by the Cup ====
 +
 +When you drank from the Cup of Triskelion (see [[:​resources:​adventure:​All in the Blood]]) you felt a presence judge you. You understand that whatever criteria they were judging you on meant that you avoided an immediate punishment, but they continue to watch you. If you should ever perform an action that results in the injury or death of 10 or more citizens of Acryn (in a single encounter or debrief) this curse will activate. You will burst into flames and begin to take a single every second, this will continue until you are dead or until some means of stopping the flames is found (e.g., fully submerging in a bathtub for 30 seconds, a minor miracle, etc). 
 +
 +If this curse has activated but you survive then you gain the following long term effect: mechanically your hit points are reduced by 2 and your death count is halved. This represents the fact whenever you have been seriously injured (i.e. would have been on 2 hits) you burst into flames. The flames seem to be actively trying to kill you, they do not spread to other flammable materials nearby nor do they extinguish without healing being applied to you.
 +
 +==== Lacking Primal Blood ====
 +
 +You do not gain beneficial effects from alchemy. You cannot suffer addiction to alchemy. You may choose a proportion of your income to represent an '​energy pool' which you can use to purchase alchemy like effects (for example a paper golem may have paper talismans), these can only be activated by the character (they cannot be activated on behalf of the character). These still count as potions for the purpose of how many potions you can carry.
 +
 +You may find that you are immune to some poisons and diseases which require a hereditary connection to the Primals to affect, usually if these are potent enough to have an immediate effect on someone they will still have some sort of effect on you in the short term (you do not call resist to poison).
epic_trees.1499688155.txt.gz · Last modified: 2017/07/10 12:02 by toml