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epic_trees [2017/08/02 07:55]
toml
epic_trees [2017/11/16 22:17] (current)
dan
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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.
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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.
 +  * **Senta**: Fighting, honour, self improvement,​ and destroying those who would do harm to those you hold dear.
 === Level 5 - Soul Pact === === Level 5 - Soul Pact ===
  
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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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 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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 ==== Gatekeeper ==== ==== Gatekeeper ====
- 
-As of [[resources:​adventure:​Oblitus Mundi]] this tree can no longer be acquired. 
 === Level 3 - Gate Knowledge === === Level 3 - Gate Knowledge ===
 You have some natural affinity with the Dragon Gates. You have a sense of where the other end (or ends) of a Dragon Gate are located and how to activate them. You can keep them open longer or close them faster. Should you ever find a disconnected Dragon Gate, you could certainly reconnect it to the network. You may use this as a justification for doing other things related to the Dragon Gates. You have some natural affinity with the Dragon Gates. You have a sense of where the other end (or ends) of a Dragon Gate are located and how to activate them. You can keep them open longer or close them faster. Should you ever find a disconnected Dragon Gate, you could certainly reconnect it to the network. You may use this as a justification for doing other things related to the Dragon Gates.
  
 === Level 4 - Enter the Domain of Triskelion === === Level 4 - Enter the Domain of Triskelion ===
-Once per an encounter you may call DISAPPEARING. You then have five seconds to relocate yourself in the encounter before calling APPEARING ​and taking a FEAR from the direction you appeared from, fleeing the maw of Triskelion. You have travelled through a hole in the world, you are unaware of anything which has happened in those five seconds. Nothing can affect you during this time.+Once per an encounter you may call DISAPPEARING. You then have five seconds to relocate yourself in the encounter before calling APPEARING. You have travelled through a hole in the world, you are unaware of anything which has happened in those five seconds. Nothing can affect you during this time.
  
 === Level 4 - Pass through the Domain of Triskelion === === Level 4 - Pass through the Domain of Triskelion ===
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 === Level 4 - Placed within the Domain of Triskelion === === Level 4 - Placed within the Domain of Triskelion ===
-You may store up to three items which you can easily carry within a hole in the world. This space is unique to you and you do not believe others with your power would be able to access your space. You may never have more than three items, but can switch them at will. (Examples include, swords, marbles of great cosmic power, decapitated heads, but not suits of armour or corpses). The objects placed within are within Triskelions domain, it is possible (at GM discretion) for items to be interfered with by Triskelion or her denizens, but this should be rare and have an opportunity for recovery with the adventure.  Retrieving or storing an item in this way delivers you a REND as Triskelion claws at you.+You may store up to three items which you can easily carry within a hole in the world. This space is unique to you and you do not believe others with your power would be able to access your space. You may never have more than three items, but can switch them at will. (Examples include, swords, marbles of great cosmic power, decapitated heads, but not suits of armour or corpses). The objects placed within are within Triskelions domain, it is possible (at GM discretion) for items to be interfered with by Triskelion or her denizens, but this should be rare and have an opportunity for recovery with the adventure.
  
 === Level 5 - Hole in the World === === Level 5 - Hole in the World ===
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 Alternatively,​ you may call upon the power of the Dragon Gate network, forming a new Dragon Gate at the expense of your life. Alternatively,​ you may call upon the power of the Dragon Gate network, forming a new Dragon Gate at the expense of your life.
- 
-Since [[resources:​adventure:​Oblitus Mundi]], both of these are Very Bad Ideas and will have permanent and more deadly effects on the world. 
  
  
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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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 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.1501660551.txt.gz · Last modified: 2017/08/02 07:55 by toml