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| ==Unique Conditions== | | ==Unique Conditions== |
− | '''<u>River Power</u>''' (fleeting) | + | '''<u>Primary Unique Condition</u>''' (Duration) |
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− | [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] | + | [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] [[File:d0a.png|24px]] |
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− | Mark one of this condition’s five
| + | '''<u>Secondary Unique Condition</u>''' (Duration) |
− | boxes to use the well of power granted to you by your mantle, as described in your stunts. Recover fully at the end of any scene in which Winter/Summer
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− | Power is unused. This condition may also be utilized to create an approach (River, respectively) with a bonus equal to the number of
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− | unmarked boxes, usable on any action using the approach. The GM, however, will exacerbate your self-described actions according to the character of the
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− | mantle, (destructive and uncaring? ) If the impact of allowing the mantle to control your action is sufficiently complicating, the GM may also treat it as a compel and award you a fate point.
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− | '''<u>Impaled by Cold Iron (sticky):</u>''' (Sticky) | |
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| [[File:d0a.png|24px]] | | [[File:d0a.png|24px]] |
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− | Impaled by Cold Iron (sticky): [] If you mark In Peril or Doomed to absorb shifts from a cold iron attack, your attacker can also declare that the cold
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− | iron impales you, forcing a mark on this condition as well. While Impaled by Cold Iron, you are prohibited from accessing the mantle’s stunts or conditions.
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− | Recovery requires the implement’s removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This
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− | recovery does not affect any other conditions sustained during the attack.
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− | '''<u>Disfavored (sticky):</u>'''
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− | [[File:d0a.png|24px]]
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− | This condition is marked if your character has disobeyed a direct command of Old Man River, violated the Unseelie Accords, or broken a law of the river. Until your atonement, all stunts and conditions associated with this mantle are inaccessible other than recovery actions if one is marked. The GM will detail the requisite atonement, such as fulfilling the command or making right the violation of the Accords.
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| ==High Concept== | | ==High Concept== |
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| ==Free Aspect== | | ==Free Aspect== |
− | <b> I'm from around here </b> - Jess grew up outside Baton Rouge, she went to school at LSU, and she's worked here her whole life. She knows people and places around town and they know her.
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− | Example compels:
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− | 1. Run into an ex-boyfriend at an inopportune time.
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− | 2. Some friend comes to her about something weird they've noticed out along Old Church Road.
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− | Example invokes:
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− | 1. "I know who we need to talk to." - Rather than having to search for a contact, Jess just knows the person they need.
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− | 2. +2 to sweet talk a police officer into believing this strange supernatural scene is just a silly prank.
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− | Example permissions:
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− | 1. Recall information about locations or people with an intellect roll.
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| ==Stunts== | | ==Stunts== |
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− | <b>Faster, Stronger, Tougher:</b> Mark a box of River Power to add +1 to any action in which brute strength or sheer speed is requisite.
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− | <b>Seelie/Unseelie Magic:</b> Create evocations with a river theme. Requires a box of River Power to be marked. Each additional box marked provides +1 to the same magic-based action.
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− | <b>Magical Grounding:</b> River magic can be used to counterspell mystical protections such as wards and defensive spells. To use the counterspell, roll an appropriate approach against an approach of the practitioner who created that enchantment. This can also be used to provide an +2 to active defense actions against evocation. (Note the term active) Mark one river power boxes when you use either of these abilities.
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− | <b>Anatomical Knowledge:</b> Knowledge of physiology is applied to harm rather than heal. Once per session, when in a physical conflict with a living being whose anatomy is known to you, gain an Anatomical Knowledge aspect with two free invokes to use against them, reflective of your familiarity with pressure points, nerve clusters, and the like.
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| ==Approaches== | | ==Approaches== |
− | [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] - Intellect | + | [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] - Haste |
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− | [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] - Haste, Guile | + | [[File:Blackfate.png|24px]] [[File:Blackfate.png|24px]] - Intellect, Guile |
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| [[File:Blackfate.png|24px]] - Force, Focus | | [[File:Blackfate.png|24px]] - Force, Focus |
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| '''<u>Refresh</u>''' | | '''<u>Refresh</u>''' |
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− | [[File:d2b.png|24px]] | + | [[File:d3b.png|24px]] |
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| ==Personal Details== | | ==Personal Details== |
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| ==[[DFA:_Leylines | Back To Main Page]]== | | ==[[DFA:_Leylines | Back To Main Page]]== |