Difference between revisions of "Gemma Durwald"
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* '''Resonance:''' Must either have something that belongs to target of spell, or have target present for casting. | * '''Resonance:''' Must either have something that belongs to target of spell, or have target present for casting. | ||
* '''Self-Targeted:''' Using either of these effects for oneself adds a +6 to the Difficulty. | * '''Self-Targeted:''' Using either of these effects for oneself adds a +6 to the Difficulty. | ||
− | ====The Glimpse Ahead==== | + | ====The Glimpse Ahead (Spell)==== |
− | ''' | + | '''Price:''' 1 Spent • '''Test:''' Awareness, Difficulty 6-15 (secret, based on upcoming events in character's life) |
* Every casting grants information - the more degrees of success, the more accurate. | * Every casting grants information - the more degrees of success, the more accurate. | ||
* Success may grant simply information (which can be leveraged into a floating +1B to use in the future), or it may result in the gaining of a "phantom" Destiny which can be spent concerning the target. | * Success may grant simply information (which can be leveraged into a floating +1B to use in the future), or it may result in the gaining of a "phantom" Destiny which can be spent concerning the target. | ||
− | ====The Unfolding Path==== | + | ====The Unfolding Path (Ritual)==== |
− | ''' | + | '''Price:''' 1 Spent |
* '''Alignment:''' Knowledge (Dif 6), 10 minutes. | * '''Alignment:''' Knowledge (Dif 6), 10 minutes. | ||
** Each degree of success grants +1B for subsequent tests in ritual. | ** Each degree of success grants +1B for subsequent tests in ritual. | ||
Line 72: | Line 72: | ||
* '''Unleashing:''' Will (Dif 6+). | * '''Unleashing:''' Will (Dif 6+). | ||
** Success grants extensive information (which can be leveraged into a floating +1D to use in the future), or it may result in the gaining of a "phantom" Destiny which can be burnt concerning the target. | ** Success grants extensive information (which can be leveraged into a floating +1D to use in the future), or it may result in the gaining of a "phantom" Destiny which can be burnt concerning the target. | ||
− | + | ===Dowsing=== | |
− | + | * A Spell used to find a specific substance, item type, or animal. These are always specific, rather than broad: "gold" rather than "metals," "swords" rather than "weapons," and "ravens" rather than "birds". | |
− | + | * Each type of target is a different Spell. It takes 2 weeks to learn a different version of this Spell (you are always assumed to have access, thanks to Natural Sorcerer). | |
+ | '''Price:''' 1 Spent • '''Test:''' Awareness (6+) | ||
+ | * ''Difficulty'' is based on distance of target: within 50 ft (6), within 100 ft (9), within 500 ft (12), within 1000 ft (15), within 2000 ft (18), within 1 mile (21) | ||
+ | * ''Success'' determines how quickly the diviner can follow signs to the target, and how large of an area across it pinpoints. | ||
+ | ** One Degree: Half yard per turn, area 10 yards across. | ||
+ | ** Two Degrees: 1 yard per turn, area 5 yards across. | ||
+ | ** Three Degrees: 2 yards per turn, area 10 feet across. | ||
+ | ** Four Degrees: 3 yards per turn, exact location pinpointed. | ||
+ | ** Failure: Search for 10 minutes, finding no signs. | ||
+ | * May recast the spell without re-spending Price, but each subsequent casting is at a cumulative -1D. Repaying the Price re-sets this penalty to 0. | ||
Revision as of 09:12, 16 June 2021
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Age: 54 • Virtue: x • Vice: x Goals: x |
Abilities
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Agility: 2 Animal Handling: 2 Athletics: 2 Awareness: 5 (Empathy +2B) Cunning: 4 (Decypher +2B, Memory +1B) Deception: 4 Endurance: 3 Fighting: 2 Healing: 2 Languages: 2 Knowledge: 4 (Research +4B) Marksmanship: 1 Persuasion: 4 (Bargain +1B) Status: 4 (Breeding +1B, Reputation +1B, Stewardship +4B) Stealth: 2 Survival: 2 Thievery: 2 Warfare: 2 Will: 4 |
Intrigue
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Intrigue Defense: x • Composure: x |
Combat
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Combat Defense: x • Health: 7 Armor Type: x • Armor Rating: x • Armor Penalty: x Weapons: x |
Sorcery
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Sorcery Points: 4 • Sorcery Defense: x Arts & Works: Divination; 'Casting', Dowsing, Reading, Vision |
Qualities
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Destiny Points: 1 |
Benefits
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Averting Adept, Eidetic Memory, Gifted Spellcaster, Head for Numbers, Head of House, Knowledge Focus (Magic), Natural Sorcerer (Casting), Sorcerous Initiation (Divination, Dowsing), Sorcerous Proclivity, Sorcerous Works (Reading, Vision) |
Drawbacks
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Childhood Ailment, Familiar x2 (Initiation + Works), Flaw (Survival), Nemesis, Oathbound, Witchmark |
Rumors & Tendencies
There are a variety of local rumors about NAME:
- X
- X
- X
Art of Divination
- Initiation: Add your Knowledge ranks to all Awareness test totals, as you are adept as interpreting tiny signs and omens even when not using divinatory magics directly.
- Ritual Timing: Alignment and Invocation stages can be done faster or slower.
- Gain +3 Difficulty for every 25% reduction in time.
- Gain -3 Difficulty for every 50% increase in time.
Casting
- A Working that reveals the future of a target.
- Resonance: Must either have something that belongs to target of spell, or have target present for casting.
- Self-Targeted: Using either of these effects for oneself adds a +6 to the Difficulty.
The Glimpse Ahead (Spell)
Price: 1 Spent • Test: Awareness, Difficulty 6-15 (secret, based on upcoming events in character's life)
- Every casting grants information - the more degrees of success, the more accurate.
- Success may grant simply information (which can be leveraged into a floating +1B to use in the future), or it may result in the gaining of a "phantom" Destiny which can be spent concerning the target.
The Unfolding Path (Ritual)
Price: 1 Spent
- Alignment: Knowledge (Dif 6), 10 minutes.
- Each degree of success grants +1B for subsequent tests in ritual.
- Failure inflicts -1D to subsequent tests in ritual, or -2D on a critical failure.
- Invocation: Awareness (Dif 9+), 30 minutes.
- Success determines how far ahead insights are gained: one year (9), five years (12), 10 years (15), 25 years (18), lifetime (21).
- Failure results in gaining the Flaw (Awareness) Drawback for a week, as confusing images haunt the sorcerer's waking and sleeping moments.
- Unleashing: Will (Dif 6+).
- Success grants extensive information (which can be leveraged into a floating +1D to use in the future), or it may result in the gaining of a "phantom" Destiny which can be burnt concerning the target.
Dowsing
- A Spell used to find a specific substance, item type, or animal. These are always specific, rather than broad: "gold" rather than "metals," "swords" rather than "weapons," and "ravens" rather than "birds".
- Each type of target is a different Spell. It takes 2 weeks to learn a different version of this Spell (you are always assumed to have access, thanks to Natural Sorcerer).
Price: 1 Spent • Test: Awareness (6+)
- Difficulty is based on distance of target: within 50 ft (6), within 100 ft (9), within 500 ft (12), within 1000 ft (15), within 2000 ft (18), within 1 mile (21)
- Success determines how quickly the diviner can follow signs to the target, and how large of an area across it pinpoints.
- One Degree: Half yard per turn, area 10 yards across.
- Two Degrees: 1 yard per turn, area 5 yards across.
- Three Degrees: 2 yards per turn, area 10 feet across.
- Four Degrees: 3 yards per turn, exact location pinpointed.
- Failure: Search for 10 minutes, finding no signs.
- May recast the spell without re-spending Price, but each subsequent casting is at a cumulative -1D. Repaying the Price re-sets this penalty to 0.
- Insight: For each degree of success in a divinatory Working targeting an individual, gain one Insight and one Insight Die. Insights include:
- A Background Event, or other detail about their past.
- A Quality unknown to the diviner, either a Benefit or Drawback (chosen by sorcerer)
- A Goal
- What Motivation drives the subject
- Virtues the character holds in high regard
- Vices the character indulges in
- A relationship to a character known to the sorcerer, particularly if that relationship is of interest to the sorcerer.
- Insight Dice: Spend an Insight Die against a target, gaining a benefit for the sorcerer when interacting with that target. The sorcerer may also transfer this benefit to another that they tell the results of the divination to. Benefits include:
- Gain a +1D to Deception and Persuasion tests against the target for one Intrigue.
- Improve the subject's Disposition to you by two steps during an Intrigue.
- Gain +1D on a number of attack rolls equal to the sorcerer's Awareness.
- Negate the spending (but not burning) of a point of the subject's Destiny.
- Gain the benefits of having spent Destiny applied to the subject.
- Gain the benefits of having spent Destiny against actions taken by the subject.
Future Qualities?:Adept Negotiator, Attractive, Authority, Cautious Diplomat, Charismatic (Bargain), Compelling, Dutiful, Courteous, Gifted Ritualist