Difference between revisions of "Gemma Durwald"
From OakthorneWiki
Jump to navigationJump to searchLine 102: | Line 102: | ||
* '''Unleashing:''' Will (Dif 9). | * '''Unleashing:''' Will (Dif 9). | ||
** Each ''degree of success'' accumulated grants one Insight and Insight die. | ** Each ''degree of success'' accumulated grants one Insight and Insight die. | ||
− | * '''Insight:''' | + | * '''Insight:''' Insights include: |
** A Background Event, or other detail about their past. | ** A Background Event, or other detail about their past. | ||
** A Quality unknown to the diviner, either a Benefit or Drawback (chosen by sorcerer) | ** A Quality unknown to the diviner, either a Benefit or Drawback (chosen by sorcerer) |
Revision as of 10:27, 16 June 2021
xxx
|
xxx
|
Age: 54 • Virtue: x • Vice: x Goals: x |
Abilities
|
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
|
Intrigue Defense: x • Composure: x |
Combat
|
Combat Defense: x • Health: 7 Armor Type: x • Armor Rating: x • Armor Penalty: x Weapons: x |
Sorcery
|
Sorcery Points: 4 • Sorcery Defense: x Arts & Works: Divination; 'Casting', Dowsing, Reading, Vision |
Qualities
|
Destiny Points: 1 |
Benefits
|
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
|
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. It is both a Spell (The Glimpse Ahead) and a Ritual (The Unfolding Path).
- 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.
Reading
- A Working that reads who a target is and what brought them to this point. It is both a Spell (Flash of Insight) and a Ritual (Reading the Spirit).
Flash of Insight (Spell)
Price: None • Test: Awareness, Difficulty (target's Sorcery Defense)
- Casting is extremely subtle; only other diviners have a chance to notice, requiring an Awareness (Dif 9) test to detect the casting.
- Success grants knowledge of target's current Disposition and Technique they will use in this exchange. Gain +1D on all Deception and Persuasion tests for the duration of the intrigue.
- Critical Failure results in teh target being aware of the attempt to discern their secrets, causing them to become suspicious, worsening Disposition by one step.
Reading the Spirit (Ritual)
Price: 1 Spent
- Alignment: Awareness (Dif 9), 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: Knowledge (Dif 12), 1 hour.
- Degrees of Success are added to Unleashing result.
- Failure ruins the casting, ending the spell. Caster also gains Flaw (Awareness) Drawback until they get a full night's sleep.
- Unleashing: Will (Dif 9).
- Each degree of success accumulated grants one Insight and Insight die.
- Insight: 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