Editing Fate of Duskengrim
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**Destroy +1 | **Destroy +1 | ||
*'''Stunts.''' | *'''Stunts.''' | ||
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**'''Make Firm.''' Your powers of vision and dream are so strong, you can actually make them manifest into tangible reality. Once per session create advantage with Create to summon medium objects. These last one scene. Session-lasting ephemera can be generated through a more arduous ritual involving a Challenge. | **'''Make Firm.''' Your powers of vision and dream are so strong, you can actually make them manifest into tangible reality. Once per session create advantage with Create to summon medium objects. These last one scene. Session-lasting ephemera can be generated through a more arduous ritual involving a Challenge. | ||
**'''Dream Fiend Incarnate.''' You can make real your most hideous nightmares for a brief time. Once per session, you may use your school’s Create skill to summon a being of your imagination that disappears at the end of the scene. On a tie, create an Average (+1) nameless NPC, two Average (+1) or one Fair (+2) On a complete success, three Average (+1) or one Good (+3) on a success with style. You may forgo your own actions to control theirs, or provide teamwork bonuses, but may never roll more than one action per turn. | **'''Dream Fiend Incarnate.''' You can make real your most hideous nightmares for a brief time. Once per session, you may use your school’s Create skill to summon a being of your imagination that disappears at the end of the scene. On a tie, create an Average (+1) nameless NPC, two Average (+1) or one Fair (+2) On a complete success, three Average (+1) or one Good (+3) on a success with style. You may forgo your own actions to control theirs, or provide teamwork bonuses, but may never roll more than one action per turn. |