Difference between revisions of "Gemma Durwald"

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|Weapons=x
 
|Weapons=x
 
|SorceryDefense=x
 
|SorceryDefense=x
 +
|SorceryPoints=4
 
|ArtsWorks=Divination; 'Casting', Dowsing, Reading, Vision
 
|ArtsWorks=Divination; 'Casting', Dowsing, Reading, Vision
 
|DestinyPoints=1
 
|DestinyPoints=1
|SorceryPoints=4
 
 
|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)
 
|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
 
|Drawbacks=Childhood Ailment, Familiar x2 (Initiation + Works), Flaw (Survival), Nemesis, Oathbound, Witchmark

Revision as of 10:43, 16 June 2021

Lady Gemma Durwald
Lady of House Durwald
Gemma-durwald.jpg
Age: 54 • Virtue: x • Vice: x
Goals: x
Abilities
Agility: 2
Animal Handling: 2
Athletics: 2
Awareness: 5 (Empathy +2B)
Cunning: 4 (Decipher +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 Lady Gemma:

  • 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.

Vision

  • A Ritual that plumbs past and future, seeking the destiny of organizations, cities, nations, and so forth. It does not seek out the fate of individuals, though it may tell the role individuals have played in a group or area in the past.

Price: 1 Spent or Burnt, plus Ritual Ingredients (gold expenditure)

  • Alignment: Knowledge (Dif 12), 1 hour.
    • 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), 5 hours.
    • Success result determines how far into the past or future can be seen: Present only (9), 1 year past or 3 months future (12), 10 years past or 1 year future (15), 25 years past or 3 years future (18), 50 years past or 10 years future (21), 100 years past or 30 years future (24), 250 years past or 60 years future (27), 500 years past or 100 years future (30).
  • Unleashing: Will (Dif 12).
    • Each degree of success grants one question the player of the diviner may ask the Narrator.
    • If Price was Spent, answers are full of symbolism and riddle-like narratives for the future, or in flashes of important moments for visions of the past.
    • If Price was Burnt, answers are direct and clear.
      • Moreover, diviner gains a number of Prophetic Destiny Points equal to Unleashing degrees of success +1.
      • These Destiny Points can be spent or burnt taking actions that rely on that information, or helping to bring it about or preventing it. They can even be used to power sorcerous work for those goals.
      • If the diviner shares the results of this vision with another, that character may invest a Destiny Point in acquiring the Prophetic Alignment Quality immediately.

Future Qualities?:Adept Negotiator, Attractive, Authority, Cautious Diplomat, Charismatic (Bargain), Compelling, Dutiful, Courteous, Gifted Ritualist