Difference between revisions of "Malazan FATE/Tennes"

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(Created page with '=Tennes= The Path of the Land (major association: earth, minor association: ) Practitioners of Tennes gain a +1 bonus to all Trappings marked with an asterisk ==Universal Trapp…')
 
(Trappings specific to Tennes (simple))
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*Beseech Creature
 
*Beseech Creature
 
*Keep at Bay
 
*Keep at Bay
 +
*Entangle
 +
*Herbalism
 +
*Plant Growth
 +
*Control Plant
 +
*Bless Livestock/Lands/Plant
  
 
==Trappings specific to High Tennes (High Mage stunt)==
 
==Trappings specific to High Tennes (High Mage stunt)==
 
*Summon Greater Denizens of Earth
 
*Summon Greater Denizens of Earth
 
*Call/Command Creature
 
*Call/Command Creature

Revision as of 03:52, 15 July 2010

Tennes

The Path of the Land (major association: earth, minor association: )


Practitioners of Tennes gain a +1 bonus to all Trappings marked with an asterisk

Universal Trappings (simple)

  • Sense Talent: Can use Perception to detect magical, spiritual and supernatural effects (difficulty defaults to Mediocre (+0) unless it is done covertly). When someone nearby is accessing a Warren, +2 to Perception to detect. No check necessary if visible.
  • Concealment: You can use your Arcana as a defense against Sense Talent detection, but this raises the difficulty by 1.
  • Improve Senses (self only): With a Mediocre (+0) Arcana check, you can boost your Perception by 1 for a scene.
  • Questing: With an Average (+1) Arcana check, you can magically extend the range of your Perception by a Zone, difficulty increasing by one for each zone beyond the first. Increase difficulty by one if trying to perceive through obstacles.

Universal Trappings (Cadre Mage stunt)

  • Countermagic: You can use your Arcana as a defense against magical attacks you are aware of.
  • Resistance: +2 to your defenses against threats similar to your Warren, and you are immune to the environmental hazards of your Warren's realm.
  • Invigorate (self only): Place positive temporary Aspects relating to vigor and health on yourself with a Mediocre (+0) check.
  • Warding: You can lay wards which alert you when broken in any means you specify (someone passing through them, someone accessing a Warren nearby, sound being made, etc).
  • Protective Wards: You may maneuver to place temporary aspects on a target like "Protected by Wards" or "Arrows Bounce Off".
  • Travel: You can step into the realm associated with your Warren with an Average (+1) check. Teleportation across short distances is a Good (+3) check and by paying a FP allows to slip in and out at will for a scene. Bigger rifts allowing others to step through are more difficult.
  • Blasting: You can use your Arcana as a ranged attack which does +2 Stress on a hit.
  • Investment: You can imbue items with aspects of your Warren. This requires a string of difficult checks, culminating in spending of FPs. There is also automatically an Aspect on the item connecting it to you and your power source.
  • Power Drain: You can trade Stress for a bonus to a single Arcana roll. Every 2 points of Stress gives +1 to a roll. Consequences can be cashed in for the same conversion rate.
  • Sending: With an Average (+1) Arcana check, you can send a message to a willing target within a Zone. Increase difficulty as distance increases.

Universal Trappings (High Mage stunt)

  • Layered Blasting: If possessing more than one warren with the Blasting Trapping, you may combine them into one blast; +1 Stress for every warren used beyond the first, defenses may become inapplicable. The difficulty to sense the magic at range decreases by 1 for each additional warren employed.
  • Spirit Walk: Travel the warrens in spirit, leaving your body behind. All stress goes to Composure, instant return to body possible at Great (+4) difficulty.
  • Area Effect: For a FP affect an entire zone with an effect.
  • Storm of Power: For a FP an attack requires no concentration beyond the initial casting.
  • Great Casting: Able to affect targets outside the normal scale if enough Spin is generated.

Trappings specific to Tennes (simple)

  • Create Earth
  • Manipulate Earth
  • Enhance/Diminish Earth
  • Resist Earth
  • Earth Perception
  • Beseech Creature
  • Keep at Bay
  • Entangle
  • Herbalism
  • Plant Growth
  • Control Plant
  • Bless Livestock/Lands/Plant

Trappings specific to High Tennes (High Mage stunt)

  • Summon Greater Denizens of Earth
  • Call/Command Creature