User Tools

Site Tools


adept

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

adept [2017/11/24 21:45]
gm_mike created
adept [2018/01/25 22:52] (current)
gm_mike
Line 3: Line 3:
 Adepts are those who try to understand and master their own bodies. This may come in many forms, but many end up developing in a martial direction. They see the elements through the human lens, and have developed paths that accentuate these. You may pick skills from any path Adepts are those who try to understand and master their own bodies. This may come in many forms, but many end up developing in a martial direction. They see the elements through the human lens, and have developed paths that accentuate these. You may pick skills from any path
  
-===== Healing Tree =====+===== Path of Breath ​===== 
 + 
 +Breath is the element which gives life to all things. ​ Channelling Breath allows adepts to heal others. ​ Most of the skills in this tree require "​appropriate roleplay",​ which should be mystical rather than medical in nature. ​ Such roleplay requires both hands to be used, unless specified.
  
 ==== Basic Skills ==== ==== Basic Skills ====
  
-=== First Aid ===+=== Stirring Breeze ​===
  
-With three (3) seconds of appropriate roleplay you may call HEAL 3, on a target ​in melee range, one (1) time per encounter.+You may call HEAL ZERO as often as you like to targets ​in melee range.  This skill does not require appropriate roleplay.
  
 //XP Cost: 3//\\ //XP Cost: 3//\\
Line 16: Line 18:
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
-=== Painkiller ​===+=== Healing Winds ===
  
-With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, two (2) times per encounter.+With five (5) seconds of appropriate roleplay you may call HEAL 5, on a target in melee range, two (2) times per encounter.
  
-//XP Cost: 4//\\ +//XP Cost: 5//\\ 
-//​Prerequisite: ​First Aid//\\+//​Prerequisite: ​Stirring Breeze//\\
  
-=== Field Medicine ​===+=== Breath of Life ===
  
-With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, three (3) times per encounter.+With five (5) seconds of appropriate roleplay you may call HEAL 5, on a target in melee range, three (3) further ​times per encounter.
  
 //XP Cost: 5//\\ //XP Cost: 5//\\
-//​Prerequisite: ​Painkiller//\\+//​Prerequisite: ​Healing Winds//\\
  
-==== Capstone Skills ====+=== Focussed Breathing ​===
  
-=== We Can Rebuild Them === +You only require one hand to perform ​appropriate roleplay ​for skills ​in this tree.
- +
-With three (3) seconds of appropriate roleplay ​you may call HEAL FULL, on a target ​in melee range, five (5) times per adventure. +
- +
-//XP Cost: 10//\\ +
-//​Prerequisite:​ Field Medicine//​\\ +
- +
----- +
- +
-===== Path of Spirit ===== +
- +
-==== Basic Skills ==== +
- +
-=== Severing Focus 1 === +
- +
-You may call EXPOSE, by blow, one (1) time per encounter.+
  
 //XP Cost: 4//\\ //XP Cost: 4//\\
-//​Prerequisite: ​None//\\+//​Prerequisite: ​Healing Winds//\\
  
-==== Advanced Skills ====+=== Live, Dammit! ​===
  
-=== Severing Focus ===+With three (3) seconds of appropriate roleplay you may call HEAL FULL, on a target in melee range, two (2) times per adventure.
  
-You may call EXPOSE one, by blow, (1) time per encounter.+//XP Cost: 8//\\ 
 +//​Prerequisite:​ Focussed Breathing//​\\
  
-N.B. This is //in addition// to the calls from Severing Focus 1. 
- 
-//XP Cost: 4//\\ 
-//​Prerequisite:​ Severing Focus 1//\\ 
- 
-=== Spirit Aflame === 
- 
-You may call ENRAGE, by blow, one (1) time per encounter. 
- 
-//XP Cost: 5//\\ 
-//​Prerequisite:​ Severing Focus 1//\\ 
  
 ==== Capstone Skills ==== ==== Capstone Skills ====
  
-=== Holes in Their Defense ​===+=== Inhale, Exhale ​===
  
-You may call PERMANENT EXPOSEby blowthree (3times per adventure.+Whenever you make a HEAL X call (using skills from this tree or other treesbut excluding SELF HEAL calls)you are also healed for half that amount ​(round down).  Whenever you make a HEAL FULL call, you are healed for 5 hits.
  
-//XP Cost: 15//\\ +//XP Cost: 12//\\ 
-//​Prerequisite: ​Severing Focus 2//\\+//​Prerequisite: ​Live, Dammit!//\\
  
 ---- ----
  
-===== Path of Breath ​=====+===== Path of Spirit ​===== 
 + 
 +The path of Spirit teaches an adept to hone their instincts, highlighting and exposing weak points in their opponent'​s defence.
  
 ==== Basic Skills ==== ==== Basic Skills ====
  
-=== Silencing Strike ​===+=== Expose Weakness ​===
  
-You may call MUTE, by blow, two (2times per encounter.+You may call EXPOSE, by blow, one (1time per encounter.
  
-//XP Cost: 2//\\+//XP Cost: 4//\\
 //​Prerequisite:​ None//\\ //​Prerequisite:​ None//\\
  
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
-=== I Will Fight On ===+=== Precise Strike ​===
  
-You may call SELF HEAL 5 one (1time per encounter.+You may call WOUND, by blow, two (2times per encounter.
  
 //XP Cost: 5//\\ //XP Cost: 5//\\
-//​Prerequisite: ​Silencing Strike//\\+//​Prerequisite: ​Expose Weakness//\\
  
-=== I Will Not Die ===+=== Savage Blow ===
  
-You may call SELF HEAL 5 one (1time per encounter.+You may call STRIKEDOWN, by blow, three (3times per encounter.
  
-//XP Cost: 5//\\ +//XP Cost: 6//\\ 
-//​Prerequisite: ​I Will Fight On//\\+//​Prerequisite: ​Expose Weakness//\\
  
 ==== Capstone Skills ==== ==== Capstone Skills ====
  
-=== And Neither Will You ===+=== Intuitive Fighting ​===
  
-You may call STABILISE, at range, five (5times per adventure.+You may call EXPOSE by blow every ten (10seconds for one encounter ​per adventure.
  
-//XP Cost: 8//\\ +//XP Cost: 10//\\ 
-//​Prerequisite: ​I Will Not Die//\\+//​Prerequisite: ​Precise Strike//\\
  
 ---- ----
  
 ===== Path of Blood ===== ===== Path of Blood =====
 +
 +Blood is motion, Blood is transport, Blood connects all things. ​ The path of Blood teaches Adepts to use this connection to move faster than would otherwise be possible. ​ All calls on this tree are reactive calls, meaning that they are not subject to the 5 second rule.
  
 ==== Basic Skills ==== ==== Basic Skills ====
Line 125: Line 106:
 === Fluid Grip === === Fluid Grip ===
  
-You may call DISARM, by blow, one (1) time per encounter.+When you are struck in melee you may call a ranged ​DISARM ​ALL against the person who struck you, one (1) time per encounter.
  
-//XP Cost: 3//\\ +//XP Cost: 4//\\ 
-//​Prerequisite:​ //\\+//​Prerequisite: ​None//\\
  
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
-=== You Can Not Fight What You Have Not Seen ===+=== Ebb and Flow ===
  
-You may call BACKSTAB DISARMby blowone (1time per encounter.+When an enemy uses a TAUNT or REPEL call against youyou may call a ranged TAUNT or REPEL against that enemytwo (2times per encounter.
  
-//XP Cost: 4//\\+//XP Cost: 6//\\
 //​Prerequisite:​ Fluid Grip//\\ //​Prerequisite:​ Fluid Grip//\\
  
-=== Repelling Blow ===+=== Blood Calls to Blood ===
  
-You may call REPELby blowtwo (2times per encounter.+When an enemy uses a ranged ​call against one of your alliesyou may call a ranged EMPOWERED TAUNT against that enemyone (1time per encounter.
  
 //XP Cost: 6//\\ //XP Cost: 6//\\
Line 148: Line 129:
 ==== Capstone Skills ==== ==== Capstone Skills ====
  
-=== One Stands Alone ===+=== Exsanguination ​===
  
-Two (2times per adventure, ​for thirty ​(30) seconds ​you may call REPEL on every blow you make.+When you are reduced to zero hits, you may call MONSTERS QUINT, one (1time per adventure.  If you do thisthen you are immediately unconscious ​(as if you had been hit while on your death count).
  
 //XP Cost: 12//\\ //XP Cost: 12//\\
-//​Prerequisite: ​Repelling Blow//\\+//​Prerequisite: ​Blood Calls to Blood//\\
  
 ---- ----
  
 ===== Path of Body ===== ===== Path of Body =====
 +
 +The Path of Body is the most inwardly focussed of the paths, allowing the Adept to reinforce their own flesh and endure great pain.
  
 ==== Basic Skills ==== ==== Basic Skills ====
  
-=== Sundering Strike ​===+=== Endurance ​===
  
-You may call WOUND, by blow, one (1) time per encounter.+You begin every encounter under the effects of FORTIFY.  ​You may call SELF FORTIFY ​one (1) time per encounter.
  
-//XP Cost: 3//\\+//XP Cost: 8//\\
 //​Prerequisite:​ None//\\ //​Prerequisite:​ None//\\
  
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
-=== Fray the Thread ​===+=== Repair ​the Flesh ===
  
-You may call WOUND, by blow, two (2times per encounter.+You may call SELF HEAL 4 one (1time per encounter.
  
 //XP Cost: 5//\\ //XP Cost: 5//\\
-//​Prerequisite: ​Sundering Strike//\\+//​Prerequisite: ​Endurance//\\
  
 === Steel Defence === === Steel Defence ===
  
-You may call SELF FORTIFY one (1) time per encounter.+You may call RESIST to any EMPOWERED call, taking the call as if it was not EMPOWERED.
  
-//XP Cost: 5//\\ +//XP Cost: 10//\\ 
-//​Prerequisite: ​Sundering Strike//\\+//​Prerequisite: ​Endurance//\\
  
 ==== Capstone Skills ==== ==== Capstone Skills ====
  
-=== Veins of Marble ​===+=== Immovable Object ​===
  
-You may call PERMANENT SELF FORTIFY two (2) times per adventure.+Once per adventure, you may Stand Your Ground. ​ While you remain in the same spot, you are IMMUNE to WOUND, STRIKEDOWN, TAUNT, ENRAGE and REPEL, and may call TAUNT whenever you do not have an enemy in melee range.
  
-//XP Cost: 10//\\+//XP Cost: 12//\\
 //​Prerequisite:​ Steel Defence//\\ //​Prerequisite:​ Steel Defence//\\
  
Line 196: Line 179:
  
 ===== Path of Mind ===== ===== Path of Mind =====
 +
  
 ==== Basic Skills ==== ==== Basic Skills ====
Line 217: Line 201:
 === Sense Overwhelming === === Sense Overwhelming ===
  
-You may call STUN, by blow, one (1) time per encounter.+You may call STUN, at range, one (1) time per encounter.
  
 //XP Cost: 5//\\ //XP Cost: 5//\\
Line 226: Line 210:
 === I've Got Your Back === === I've Got Your Back ===
  
-For one (1) encounter in adventure, you may nominate a target who you are defending. Any time you may make a call (i.e. obeying the 5 second rule) you may choose to call TAUNT on someone attacking this target.+For one (1) encounter in adventure, you may nominate a target who you are defending. Any time you may make a call (i.e. obeying the 5 second rule) you may choose to call STUN at range on someone attacking this target.
  
 //XP Cost: 10//\\ //XP Cost: 10//\\
 //​Prerequisite:​ Attention Grabbing **AND** Sense Overwhelming//​\\ //​Prerequisite:​ Attention Grabbing **AND** Sense Overwhelming//​\\
adept.txt · Last modified: 2018/01/25 22:52 by gm_mike