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resources:adventure:kc3_heirs_and_graces [2014/02/22 22:47]
olivers [Major Metaphysical Consequences]
resources:adventure:kc3_heirs_and_graces [2015/05/14 21:08] (current)
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 As night falls, Acryn still stands on the brink of chaos and dark rumors circulate that the Leader has turned away from the city he founded. While, at the temple of Founders preparations are underway for a magnificent wedding... As night falls, Acryn still stands on the brink of chaos and dark rumors circulate that the Leader has turned away from the city he founded. While, at the temple of Founders preparations are underway for a magnificent wedding...
  
-===Major Metaphysical Consequences=== +====Major Metaphysical Consequences==== 
-  * IC: Priests of the Leader cannot call the gaze of their god as normal within the boundaries of Acryn, if they do so they they use the rules for an excommunicant,​ though they will not be permanently excommunicated for doing so. All priests of the Leader within Acryn will feel that in some way their god has turned away from them. Outside the borders of Acryn this does not apply.+  * IC: Priests of the Leader cannot call the gaze of their god as normal within the boundaries of Acryn, if they do so they use the rules for an excommunicant,​ though they will not be permanently excommunicated for doing so. All priests of the Leader within Acryn will feel that in some way their god has turned away from them. Outside the borders of Acryn this does not apply.
  
   * OC: Though few will know it the Leader has removed his favor from Acryn and its people after seeing its citizens fight amongst themselves and desecrate the heart of his power at a time when they should have worked together and shown leadership. This is a big deal and something major will have to happen to win the Leader'​s grace anew. In subtle ways every citizen in Acryn will know that something has changed and is wrong.   * OC: Though few will know it the Leader has removed his favor from Acryn and its people after seeing its citizens fight amongst themselves and desecrate the heart of his power at a time when they should have worked together and shown leadership. This is a big deal and something major will have to happen to win the Leader'​s grace anew. In subtle ways every citizen in Acryn will know that something has changed and is wrong.
  
-===Wibble and Snackies===+====Wibble and Snackies====
 ==Kjell== ==Kjell==
   * Has been excommunicated by his own god   * Has been excommunicated by his own god
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   * As well as; previously being declared a wanted man, presumed dead again and widely feared; Harlon is now actively hated by the majority of the people of Acryn. Any citizen remotely loyal to the City can be assumed to be his enemy if they discover his identity. ​   * As well as; previously being declared a wanted man, presumed dead again and widely feared; Harlon is now actively hated by the majority of the people of Acryn. Any citizen remotely loyal to the City can be assumed to be his enemy if they discover his identity. ​
   * Having committed a crime against the Leader of staggering audacity Harlon now has the Damned (Leader) quirk.   * Having committed a crime against the Leader of staggering audacity Harlon now has the Damned (Leader) quirk.
 +  * He can buy skills from the Divine Favour(Traitor) tree though.
   * He has refined his already alien nature and is now one of the inhuman Dragonborn. He may buy skills from the Dragonborn Epic Tree.   * He has refined his already alien nature and is now one of the inhuman Dragonborn. He may buy skills from the Dragonborn Epic Tree.
  
 ==Gidner== ==Gidner==
-  * Has a following of Citizens that Acryn should be ruled for the people by the people, its also brought on board some more worshipers of the Dreaming Ocean.+  * Has a following of Citizens that believe ​Acryn should be ruled for the people by the people, its also brought on board some more worshipers of the Dreaming Ocean
 + 
 +==Jarred== 
 +  * Freed from the gaze of the Demiurge and no longer a massive liar 
 +  * Has a beautifully carved stone head and a permanent addiction to Soul strength potions. The head, and his unnaturally strong neck muscles to hold it up, grant him +1 torso armor (which can only restored by sitting down and fixing the head with delicate craftsmanship,​ not with alchemy) and twice an adventure he may call a SHATTER against any shield (or other object larger than a weapon) in weapons range as he headbutts it with incredible force: a third headbutt will grant another shatter but will also shatter the head which will instantly place him on his death count with 10 seconds remaining. 
 + 
 +====Trees and Quirks==== 
 + 
 +===Quirk: Damned=== 
 +You have committed a crime against a god of such truly appalling magnitude that they have turned their gaze upon you in wrath. Any priest of the God who attempts to use the power of the God to aid you will instantly be excommunicated. Furthermore,​ any priest of that God who attempts to fight you will instantly gain the gaze of the gods for that encounter and gain a free use of the intercession skill even if they don't possess it normally. Creatures and beings directly associated with the God will attack you on sight and will be STRENGTHENED when they do so. This quirk can only be removed by the deity themselves or by receiving a blessing from a large church of that god. 
 + 
 +===Epic tree: Dragonborn - pending approval=== 
 +Through birth, disaster, or inadvisable levels of meddling with powers that man was not meant to know you are a Dragonborn, a race entirely different from that of humans. You are around eight-feet tall, covered in silvery scales with pupiless eyes that gleam like black opals. Most distinctly, you have four arms and no primary sexual characteristics. You are inherently magical and mana sense will always reveal traces of magic about you. Biologically you are entirely different from a human and GMs may chose to have you respond in completely different ways to effects you encounter. Equipment designed to fit humans will not fit you unless adapted by a skilled craftsman.  
 + 
 +This tree represents the process of adapting to your form and the benefits/​downsides that come with it. 
 + 
 +==Level 2 -Inhuman Vitality== 
 +You are larger and more imposing than even the biggest human and you are of a species that does not age or change with the passage of time. Because of this you are more durable than a human, but damage to your body is less easy to undo through traditional means. 
 + 
 +Your base body hits are 9 rather than 5, however any HEAL X call applied to you is capped at 2, this applies to all sources of healing that are not arcane in nature except for determination. You may however consume a mana crystal for a HEAL 5. 
 + 
 +==Level 3 - The Right to Rule== 
 + 
 +You will endure while a hundred generations of mortals are born and die. They are specks of dust in the river of time and of barely any consequence to a being such as you. You are are immune to FEAR calls or the 'you dare not strike me' call that originate from mortal targets.  
 + 
 +However, should a being (supernatural or otherwise) succeed in FEARing you or in any way impinging upon your control over yourself you will be overcome with a terrible rage and will do everything in your power to destroy them, ignoring all other targets until you do so. 
 +==Level 4 - The Gift of Mudra== 
 + 
 +The primordial forces of magic flow differently through your kind than they do through humans. When you buy this skill you may chose either to have an additional protomana or to gain a single RESIST to arcane magic per encounter.  
 + 
 +However, your nature denies the power of the divine. There are no Dragonborn gods and members of your race traditionally deny the primacy of any but themselves. No divine power (not cast by yourself) can benefit you, though they can still harm you. 
 + 
 +==Level 5 - Vitruvian Glory== 
 + 
 +You have mastered the use of your inhuman physique to become as the legendary Dragonborn of old. Your four arms are now perfectly coordinated for use in combat or sorcery. 
 +Mechanically if casting magic you do not need to roleplay using components, the assumption being that your second set of arms is doing that while your other set remains free to fight. Similarly you don’t need to roleplay drinking potions, though you should make clear verbally that you are doing so. 
 + 
 +You may also (as long as a GM rules it safe to do so) treat all sized weapons as equivalent to sub-36 inch weapons and wield in them in one hand (including great weapons). This represents them being wielded in two of your four arms.
  
 {{tag>"​kc3 heirs and graces"​ adventure vincent_barma harlon_quirk kjell_caulson castle_blackthorn felip_caulson the_department_of jarred_samuels Gidner_Waycox "​Chiara Walker"​ faria_carver "Arcus Blackthorn"​ ghita_darrish "the church of the founders"​ "​council building"​}} {{tag>"​kc3 heirs and graces"​ adventure vincent_barma harlon_quirk kjell_caulson castle_blackthorn felip_caulson the_department_of jarred_samuels Gidner_Waycox "​Chiara Walker"​ faria_carver "Arcus Blackthorn"​ ghita_darrish "the church of the founders"​ "​council building"​}}
resources/adventure/kc3_heirs_and_graces.1393109244.txt.gz · Last modified: 2015/05/14 21:08 (external edit)