Project Istari: Difference between revisions

4,201 bytes added ,  20:40, 17 February 2023
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= Lineages =
= Lineages =
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin, Orc, Animal Shape-shifter]
Your Lineage is the type of creature you are, such as a Human, Elf, Dwarf, Goblin, etc. [Goblin]
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==== Feature ===
==== Feature ====
''Beastian Feature''<br>
''Beastian Feature''<br>
''Fluff.'' You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].
''Fluff.'' You gain Tracking Proficiency and Chase Proficiency, as well as [Duskvision].
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==== Cavern ===
==== Cavern ====
''Behemon Kin''<br>
''Behemon Kin''<br>
''Dark.'' You gain Nightvision and Stealth Proficiency. add more later
''Dark.'' You gain Nightvision and Stealth Proficiency. add more later
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==== Immovable Rock ====
==== Immovable Rock ====
''Dwarf Feature''<br>
''Dwarf Feature''<br>
''As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.'' When you would gain the Prone Glancing Wound, or be moved against your will, you can use your Reaction ignore that effect.
''As a Dwarf, you are hardier at resisting effects that would harm your body or weaken you.'' When you would gain a Glancing Wound with the Falling Trait, or if you are moved against your will, you can spend 1 Reaction to ignore that effect, and immediately Recovering from the Wound if that is the trigger.
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''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.
''You are extremely long-lived, thus you have experienced significantly more of the world, whether that be through adventure or travel.'' You gain 1 additional [Past Point], you learn 1 Langauge, gain 1 Skill Proficiency, and 1 Tool Proficiency.
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==== Goblin====
''You're a green little rat person, except you don't look like a rat, that's just what the society is''
{| class="wikitable"
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|-
! Ability Boosts !! Ability Flaw !! Languages
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| Speed, Spirit, Free || Lore || Creole, Goblin
|}
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==== Deathjaw ====
==== Deathjaw ====
''Saurian Kin''<br>
''Saurian Kin''<br>
''Your toothy maw is larger, and you have a decent level of amphibiousness.'' Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.
''Your toothy maw is larger, and you have a greater level of amphibiousness.'' Your Jaw now uses a d8 and gains one of the following Keywords: [add list when there are more keywords]. Also, you gain Swimming and can hold your breath for 1 Hour.
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== Skinchanger ==
''You can turn into an animl form, your a Beorning ok? except you might be a rhino or someting. Skinchangers usually take the form of a Human while they are not in their beast form, but a Half-Breed takes on the form of the other Lineage while not in beast form.''
{| class="wikitable"
|+
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! Ability Boosts !! Ability Flaw !! Languages
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| Might, Wit, Free || Spirit || Creole, Skinchanger
|}
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==== Bestial Speech ====
''Skinchanger Feature''<br>
''You innately know how to communicate with the beasts of the world.'' Animals can understand your speach, and you can understand simple ideas they express.
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==== Thickened Hide ====
''Skinchanger Feature''<br>
''Even in your normal form your have a leathery and tough skin that makes you more resistent to blows.'' Your Defense Die increases by 1 Step.
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=== Kins ===
Skinchanger Kins represent the different animals they shift into.<br>
'''Table Talk:''' It might be a good idea to discuss how much control or will you have while in your animal form. For example, are you completely sentient, able to speak normally and reason as you would in your normal form, are you more anamilistic with a little bit of your common sense retained, or do you play as if you were a bear, with the intelligence and tactics to fit?
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==== Bear ====
''Skinchanger Kin''<br>
''You can transform into great and powerful bears.'' Your HP increases by 1. You also gain a Bear Form, whle in this Form, you use the Statistics of a Black Bear, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.
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==== Snake ====
''Skinchanger Kin''<br>
''Fluff.'' Feature.
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==== Tiger ====
''Skinchanger Kin''<br>
''Fluff.'' Feature.
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==== Wolf ====
''Skinchanger Kin''<br>
''You can transform into cunning and quick wolves.'' Your Movement increases by 1. You gain a Wolf Form, whle in this Form, you use the Statistics of a Gray Wolf, including the HP, but instead of gaining a Wound, you revert to your previous Form when you are reduced to 0HP.
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=== Lineage Feat ===
''1st, 5th, 9th, 13th, and 17th Level Skinchanger Feature''<br>
Choose one of the Skinchanger Lineage Feats to gain as long as you meet the prerequisites of that Feat.
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==== Feat ====
{| class="wikitable"
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! Prerequisites !! Actions !! Traits !! Energy
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| Skinchanger, Level 1 || N/A || Skinchanger || N/A
|}


= Class =
= Class =
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= Warden =
= Warden =
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.
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==== Nature's Vengeance ====
''1st Level Warden Feature''<br>
''You can use the wrath of the wilds to harm those who harm you.'' When you suffer a Wound, you can spend 1 Reaction to lash out with nature's magic. Make an Attack using one of the Weapons you're wielding, but use Wit instead of a different Used Stat. This Attack ignores the normal limitations of the Weapon, such as Range, but you must have Line of Sight to the Target.
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==== Nature's Shield ====
''1st Level Warden Feature''<br>
''The power of the wilds will protect you from harm.'' When you make a Defense Roll, you can spend 1 Reaction and 1 Energy to cause primal magic to protect you, increasing your Defense Die by 1 Step for this Roll.
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= Warlock =
= Warlock =
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= Wizard =
= Wizard =
= Monsters =
The way Monsters would work, is that they have a certain amount of HP, but unless they are a specail Nemesis Monster or a Boss Monster, they do not gain a Wound, but rather die. Some Monsters have certain HP thresholds where they gain a Wound however. Most Monsters have 3 Actions unless stated otherwise. Very few of a Monsters abilities or properties correspond directly to its Stats, for example, most Monsters don't gain free movement at the start of their turn, and if they do, its described in a Feature that Monster has instead of being equal to its Speed.
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