Project Istari: Difference between revisions

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==== Blazing Hands ====
==== Dwarf-Forged Flame ====
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! Prerequisites !! Actions !! Traits !! Energy
! Prerequisites !! Actions !! Traits !! Energy
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| Forgeborne, Dwarf, Level 1 || 2 || Dwarf || 1
| Forgeborne, Dwarf, Level 1 || 1 || Dwarf || 1
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''You have learnt to tame some of the flames from your blazing home.'' You can spend 2 Actions and 1 Energy to invest flaming energy into an Item you are holding. The chosen Item gains the Fire Trait, it produces Light out to 10 Meters, and if it is a Weapon, you add a d6 to the Damage Roll.
''You invest fire into you're tools.'' You can spend 1 Actions and 1 Energy to give an Item you're holding the Fire Trait until your next Rest. This Item also sheds Light out to 10 Meters, which you can turn on and off by spending 1 Action, and adds a d4 to its Attack if it's a Weapon.
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! Prerequisites !! Actions !! Traits !! Energy
! Prerequisites !! Actions !! Traits !! Energy
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|-
| Longbeard, Dwarf, Level 1 || 2 || Dwarf, Rune || 1
| Longbeard, Dwarf, Level 1 || 1 || Dwarf, Rune || 1
|}
|}
''You can tap into the ancient power of your ancient bloodline.'' You can spend 2 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.
''You can tap into the ancient power of your ancient bloodline.'' You can spend 1 Actions and 1 Energy, to inscribe a protective rune on an Ally within Reach. That Ally increases their Defense Die by 1 Step for the next Hour.
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| Swashbuckler || Example || Example || Flair (Level 3)
| Swashbuckler || Example || Example || Flair (Level 3)
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|-
| Traveler || Example || Example || Style (Level 2)
| Traveler || Example || Example || Style (Level 2)  
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{| class="wikitable"
{| class="wikitable"
|+ Half-Casters
|+ Aegisis
|-
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! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
! Class Name !! Complexity Level !! Class Description !! Subclass Title (Starting Level)
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==== Powerful Will ====
==== Powerful Will ====
''1st Level Berserker Feature''<br>
''1st Level Berserker Feature''<br>
''Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.'' When you make a Check to resist an Emotional or Mental effect, you make the Check twice, using the higher result.
''Berserkers are naturally strong-willed beings, wrought with intense emotion. Thus, their will is harder to break.'' When you make a Check to resist an effect with the ''Emotion'' or ''Mental Trait'', you make the Check twice, using the higher result.
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==== Devotion ====
==== Devotion ====
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
''1st Level Path of Devotion Feature — Passion. Emotion.''<br>
''You emotion go big love.'' You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.<br>
''Your devotion, whether it be love, nationalism, or loyalty, allows you to enter a state of heightened protectiveness.'' You can spend 1 Action to enter a heightened emotional state of protection and devotion, which you remain in until you meet the Ending Conditions.<br>
'''Devotion Benifits:''' You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you takes a Glancing Wound, you can use your Reaction to take that wound instead.<br>
'''Devotion Benifits:''' You can spend 1 Action and take 1d4 Damage to Recover from a Glancing Wound. Also, if an Ally adjacent to you suffers a Glancing Wound, you can use your Reaction to suffer that Wound instead.<br>
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
'''Devotion Drawbacks:''' You cannot take an act that would directly result in an Ally coming in harms-way.<br>
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.
'''Ending Conditions:''' Your Devotion ends once none of your Allies are in a danger that you can percieve or if you are Unconscious.
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==== Rage ====
==== Rage ====
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
''1st Level Path of Wrath Feature - Passion. Emotion.''<br>
''You emotion go big angy.'' You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.<br>
''Your wrath, whether at your enemies or the world, allows you to shrug of many mundane injuries.'' You can spend 1 Action to enter a heightened emotional state of anger and fury, which you remain in until you meet the Ending Conditions.<br>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the Magic Trait.<br>
'''Rage Benifits:''' You gain Resistance 1d4 to effects without the ''Magic Trait''.<br>
'''Rage Drawbacks:''' At least 1 of your Actions each Turn must be spent to take the Attack Action, targeting a Creature, if you are not able to perform this Action, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.<br>
'''Rage Drawbacks:''' At least 1 of your Actions each Turn must be spent to Attack a Creature, if you are not able to do so, you gain Weakness 1d4 to all Rolls you make until the end of your next Turn.<br>
'''Ending Conditions:''' Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.
'''Ending Conditions:''' Your Rage ends once there are no more Foes within 25 Meters that you are aware of or if you are Unconscious.
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! Cursed Curse !! Complexity Level !! Curse Description
! Cursed Curse !! Complexity Level !! Curse Description
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| Curse of the Beheld || Example || Example
| Curse of the X || Example || Example
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| Curse of the Hag || Example || Example
| Curse of the Hag || Example || Example
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==== Spread Curse ====
==== Spread Curse ====
''2nd Level Cursed Feature''<br>
''2nd Level Cursed Feature'' (rename)<br>
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
''Your own curse manifests in the ability to spread similar curses to others.'' When you Wound a Foe, you can spend 1 Energy to force it to make a Conteseted Spirit Check against you. If you Win, choose one of your Curse Options to apply to that Foe.
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==== Lycanthropic Strength ====
==== Lycanthropic Strength ====
''1st Level Curse of the Lycanthrope Feature''<br>
''1st Level Curse of the Lycanthrope Feature''<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the Magic or Silver Trait. You also gain the Lycanthrope, Shapeshifter, and Cursed Traits.<br>
''Your curse manifests in the ability to shift into a animal-hybrid, as well as some supernatural hardiness''. You gain Perception and Tracking Proficiency, Nightvision, and you gain Resistance 2 to effects without the ''Magic'' or ''Silver Trait''. You also gain the ''Lycanthrope'', ''Shapeshifter'', and ''Cursed Traits''.<br>
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe's choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target's the Foe's choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
You also gain a Hybrid Form [There will be rules on Forms, but you can swap between your Forms as an Action as a general rule]. While in your Hybrid Form, you take on some of the animalistic traits of the animal you are a lycanthrope of, while still remaining in your rough body-shape of your Standard Form. Your Movement also increases by 2 while in this Form, and you gain a Claws and a Bite Attack. The Claw uses Agility or Spirit, and targets the Foe's choice of Might or Spirit, it uses a d6, has the Slashing Trait, and the Melee, Follow-Through, Natural, and Hands (0) Keywords. The Bite uses Might or Spirit, target's the Foe's choice of Agility or Wit, it uses a d8, has the Piercing Trait, and the Melee, Natural, and Hands (0) Keywords.
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''Your curse gives you weaknesses to much that would be deemed as impotent to most.'' You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.<br>
''Your curse gives you weaknesses to much that would be deemed as impotent to most.'' You gain Silver Weakness 4, Lunar Weakness 4, Fire Weakness 2, Radiant Weakness 2, and Sonic Weakness 2.<br>
'''Insanity Conditions.''' There is a full-moon.
'''Insanity Conditions.''' There is a full-moon.
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==== Lycanthropic Spell ====
''3rd Level Curse of the Lycanthrope Feature''<br>
''Your cursed nature gives you a form of natural magic.''
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= Ranger =
= Ranger =
You Aragorn
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==== Favored Foe ====
''1st Level Ranger Feature''<br>
''You can research potential enemies you would come across to be more effective against them.'' At the end of each Rest, choose one Trait, you add a d4 to your Rolls against Creatures with that Trait until your next Rest.
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==== Ranger Disciplines ====
''1st Level Ranger Feature''<br>
''Rangers have a variety of skills and arts to enhance and alter their combat.'' Choose one Ranger Discipline to gain.
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= Rogue =
= Rogue =
edgy orpha (assassin's would choose a few speicifc for their woundy boi feature)
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==== Wounding Strikes ====
''1st Level Rogue Feature''<br>
''You can pinpoint your attacks to cause debilitating harm to your targets.'' When you deal Damage to a Foe, you can reduce that Damage by 4 to cause that Foe to gain a Glancing Wound.
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==== Sneak Attack ====
''1st Level Rogue Feature''<br>
''While attacking an enemy in a vulnerable state, you can strike in such a way that you bypass some of their defenses.'' While Attacking, if one of your Sneak Attack Conditions is met, you reduce the Defense Roll of the target by your Wit.<br>
You also gain the following Sneak Attack Conditions:
*An Ally is adjacent to the target.
*The target cannot sense you.
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= Savant =
= Savant =
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''1st Level Sorcerer Feature''<br>
''1st Level Sorcerer Feature''<br>
You gain two of the following ''Spells'' of your choice:
You gain two of the following ''Spells'' of your choice:
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 meters)." Whenever you attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the attack.
*'''Energy Blast.''' ''Magic. Spell. Single-target.'' You can treat this feature as a Weapon with an Attack Die of 1d8, a Used Stat of Spirit, Target Stats of Agility or Speed (target's choice), and the Keywords "Hands (1), Ranged (8 Meters)." Whenever you Attack with this feature, add one of the ''Traits'' from another ''Spell'' you know to the Attack.
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*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' By spending 2 Actions, you can magically chill a 1-meter-radius sphere within 4 meters of you, reducing the area's temperature to freezing and dealing 1d6 + Spirit damage to anything vulnerable to cold (such as most creatures) within the area.<br>
*'''Cryomancy.''' ''Magic. Spell. Frost. Area.'' By spending 2 Actions, you can magically chill a 1-Meter-Radius Sphere within 4 Meters of you, reducing the area's temperature to freezing and dealing 1d6 + Spirit Damage (defended with Might) to anything vulnerable to cold (such as most creatures) within the area.
:You can spend 1–3 Energy to increase the sphere's radius by 1 meter for each Energy spent.
:You can spend 1–3 Energy to increase the Sphere's Radius by 1 Meter for each Energy spent.
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*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' As an Action, you can cause flames to erupt from you or a source of fire within 4 meters. The flames jump up to 4 meters to another space of your choice, dealing 1d6 + Spirit damage to anything within that space (possibly lighting them on fire).<br>
*'''Pyromancy.''' ''Magic. Spell. Fire. Area.'' By spending 1 Action, you can cause flames to erupt from you or a source of fire within 4 Meters. The flames jump up to 4 Meters to another space of your choice, dealing 1d6 + Spirit Damage (defended with Agility) to anything within that space (possibly lighting them on fire).
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.
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*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' As an Action, you can magically lift, move, and manipulate a creature or item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.<br>
*'''Telekinesis.''' ''Magic. Spell. Mental. Single-target.'' By spending 1 Action, you can magically lift, move, and manipulate a Creature or Item that weighs 1 kilogram or less as if you had one hand holding it, provided it is within 4 Meters of you. You can spend additional Actions or Energy to increase the weight you can manipulate by 1 kilogram per Action or Energy spent, up to a maximum number of kilograms equal to your Spirit.
:You can move the object a number of spaces equal to your Spirit ''(minimum of 1)''. If you use the creature or item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target's choice).<br>
:You can move the Creature or Item a number of Spaces equal to your Spirit ''(minimum of 1)''. If you use the Creature or Item to perform an Attack, it is magically empowered to use an Attack Die of 1d8, a Used Stat of Spirit, and Target Stats of Agility or Speed (target's choice).<br>
:The creature or item remains in your telekinetic grasp until the end of your next turn (for example, an object you lift is suspended in mid-air only until your next turn ends, at which point it falls unless you continue to spend Actions and/or energy to renew your control over the object).
:The Creature or Item remains in your telekinetic grasp until the end of your next Turn (for example, an Item you lift is suspended in mid-air only until your next Turn ends, at which point it falls unless you continue to spend Actions and/or Energy to renew your control over the Item).
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*'''[Sleight of Hand].''' ''Magic. Spell. Fire. Area.'' [As an Action, you can cause flames to erupt from you or a source of fire within 4 meters. The flames jump up to 4 meters to another space of your choice, dealing 1d6 + Spirit damage to anything within that space (possibly lighting them on fire).<br>
*'''[Sleight of Hand].''' ''Magic. Spell. Fire. Area.'' [As an Action, you can cause flames to erupt from you or a source of fire within 4 meters. The flames jump up to 4 meters to another space of your choice, dealing 1d6 + Spirit damage to anything within that space (possibly lighting them on fire).<br>
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.]
:You can spend 1–3 Energy to cause an additional burst of flames in this manner for each Energy spent.]
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*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a creature or item you can see, or one with which you are intimately familiar. [The chosen creature or item cannot weigh more than a number of kilograms equal to your level] The illusion behaves as you expect the original creature or item would; a creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing damage.<br>
*'''Illusory Duplicate.''' ''Magic. Spell. Illusion.'' By spending 2 Actions, you create an illusory copy of a Creature or Item you can see, or one with which you are intimately familiar. The chosen Creature or Item cannot weigh more than a number of kilograms equal to your Level. The illusion behaves as you expect the original Creature or Item would; a Creature will act as you believe it would, and a flame would be quenched by water. However, the illusion is incapable of directly causing Damage.<br>
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses. [How does a creature see through the illusion?]
:When you create the illusion, choose sight, taste and smell, hearing, or touch. The illusion is imperceptible to the chosen sense, but is perceptible and apparently real to all other senses. A Creature can spend 1 Action, making a Contested Perception to Spirit Check, determining the illusion as fake on a succesful Check.
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==== Panache ====
==== Panache ====
''1st Level Swashbuckler Feature''<br>
''1st Level Swashbuckler Feature''<br>
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' You can spend 1 Action to make a Check to atttempt to gain Panache, a resource used by many of your Swashbuckler Features. When you make this Check, you either choose a Skill or Stat, you then make a Check against [DC]. On a succesful Check, you gain Panache. [I don't know how much the DC would be or how much Panache you'd get, my thought would be to have it be you get 1 Panache for every 5 on your result, but that's just an idea.]<br>
''You know how to manipulate yourself and your words to get into better positions, both physical and mental, to strike.'' Whenever you succeed on a Check, you can spend 1 Reaction to gain 1 Panache. Also, choose 3 Swashbuckler Tricks, which are each unique ways of gaining and spending Panache.<br>
'''Table Talk:''' This feature is a great way to add a ton of flavor to your character, and it could be super fun to describe your character bounding off of tables or insulting the hostile dragon.
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==== Panache Maneuvers ====
 
''1st Level Swashbuckler Feature''<br>
=== Panache Tricks ===
''Swashbucklers act with fliair, and the wonder they instill in others only helps to facilitate that.'' You gain the following ways to spend Panache. [some more ideas are necessary]
Here are the Panache Tricks you can choose from.
*'''Striking Flair.''' You can spend 1 Action and 1 Panache to Attack and add a d4 to your Attack Roll.
*'''Clever Insult.''' You can spend 1 Action and 2 Panache to Demorilize, subtracting a d4 from your target's Check.
'''Table Talk:''' Talk about whether or not there could be some additional ways to spend Panache, or if there might be opportunities in specific scenarios to spend Panache, not listed here.
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= Traveler =
= Traveler =
walky walky
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==== Jack of All Trades ====
''1st Level Traveler Feature''<br>
''You have experienced a significant amount, and can pick up on a lot very quickly.'' You gain a +1 bonus to all Checks you make.
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==== Burst of Stamina ====
''1st Level Traveler Feature''<br>
''As someone who has done a lot of traveling, you have a high level of stamina that you can pull on from time to time. You can push on when the strength of most would fail.'' You can spend 1 Energy as a Free Action to perform one of the following:
*'''Resilience.''' You regain 1d4 + Wit HP.
*'''Quick Action.''' You take the Move, Brace, Grab, Help, Push, or Recover Action.
*'''Resolute Will.''' You reroll a Check.
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= Vanguard =
= Vanguard =
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''1st Level Vanguard Feature''<br>
''1st Level Vanguard Feature''<br>
''You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.'' Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.
''You are an insurmountable wall in combat that acts as a shield to protect your allies and to resist damage.'' Your Defense Die increases by one Step. Also, when a Hero adjacent to you is Attacked, you can use your Reaction to become the target of that Attack.
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==== Halt ====
''1st Level Warrior Feature''<br>
''Your stalward defense can stop enemies in their tracks.'' You can spend 1 Action and roll a d4 + Spirit. All adjacent enemies lose the first Movement they gain equal to that result.
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==== Strong-Willed ====
''1st Level Warrior Feature''<br>
''You refine your abilities to resist and avoid hostile situtations.'' At the end of a Rest, you can choose 1 Might or Spirit Skill to gain Proficiency in until your next Rest. You can also spend 1 Energy as a Free Action to swap which Skill you chose.
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Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.
Wardens are semi-magical warriors who use primal spells and martial skill to protect the wilds.
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==== Attack of Opportunity ====
''1st Level Warden Feature''<br>
''You're reaction times have quickened, allowing you to take advantage on your enemy's weaknesses when they present themselves.'' When a Foe within your Reach makes a Ranged Attack or willingly leaves their space, you can use a Reaction to Attack that Foe.
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==== Dampen Magic ====
''1st Level Warden Feature''<br>
''You can use the primal power of the wilds to partially nullify magic.'' When you or an Ally takes Nature or Magic Damage, you can spend 1 Reaction to reduce that Damage by your Wit.
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==== Nature's Magic ====
''1st Level Warden Feature''<br>
''fluff.'' you get one of the four following spells.
healig speell (Nature's Healing)
magically make weaopin of choice as action and energy and gains the nature trait (Nature's Armaments)


==== Nature's Vengeance ====
==== Nature's Vengeance ====