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system:chargen [2020/02/05 21:29]
chaos Updated Wildcard for changed organisations system and added Ethereal
system:chargen [2020/02/13 21:11]
mousus6 Added the fated soulshape for dramatic combat deaths only
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 ======Character Creation Steps====== ======Character Creation Steps======
 Creating a character in Moonrise involves the following steps: Creating a character in Moonrise involves the following steps:
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 After 12 adventures they will cease to be playable. After 12 adventures they will cease to be playable.
 +
 +====Fated====
 +Your life will only end in a heroic or meaningful moment and is not to be risked for lesser threats.
 +  * When dropped in combat you do not normally have a death count, merely being unconscious rather than mortally wounded
 +  * You nolonger have access to the basic enlightened ability to pull yourself together on 1/4 hits
 +  * You can whilst unconscious decide that a fight is sufficiently important to you to risk your life on.  When doing so take a HEAL, for the remainder of the encounter you have a 40 second death count.
 +  * In the event of a full party wipe if you have not given yourself a death count:
 +    * If the assailants objective was to capture you, you will be captured
 +    * If the monsters were trying to eat you etc. you will be able to sneak away whilst the monsters are distracted by the other party members, achieving no encounter goals other than getting away from the monsters ​
  
 ====Wildcard==== ====Wildcard====
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 Your class resource is replaced as per below. ​ You are unaffected by the call EFFECT “REFRESH YOUR RESOURCE” (please warn any Spirit Guides in your party of this fact), you cannot call in favours to acquire alchemy or Ennarian medical kits.  You cannot buy the skill Traditional Alchemy. Your class resource is replaced as per below. ​ You are unaffected by the call EFFECT “REFRESH YOUR RESOURCE” (please warn any Spirit Guides in your party of this fact), you cannot call in favours to acquire alchemy or Ennarian medical kits.  You cannot buy the skill Traditional Alchemy.
-  * Warrior - Exhaustions now only last until the end of the encounter. ​ Each Manoeuvre can be used at most once per encounter. Each stack of Extend Suffering ​increases impairment duration by 5 seconds, and each stack of Faltering increases the STUN duration on hit by 5 seconds.+  * Warrior - Exhaustions now only last until the end of the encounter. ​ Each Manoeuvre can be used at most once per encounter. Each stack of Off Balance ​increases impairment duration by 5 seconds, and each stack of Faltering increases the STUN duration on hit by 5 seconds.
   * Priest - Reduce your maximum spirit hits to a quarter of their original value (rounding down), you may in every encounter use each buff provided by your skills once on yourself and on other members of your Congregation once for each spirit hit reduced in this way. You cannot take the Flexibility skill.   * Priest - Reduce your maximum spirit hits to a quarter of their original value (rounding down), you may in every encounter use each buff provided by your skills once on yourself and on other members of your Congregation once for each spirit hit reduced in this way. You cannot take the Flexibility skill.
   * Mage - You do not have Manipulations,​ instead you can cast up to 6 unique spells per encounter or up to 3 unique spells casting one of them twice. For the purposes of other skills, each encounter counts as a single Manipulation. You cannot take Additional Manipulation but count as having it for skill requirements.   * Mage - You do not have Manipulations,​ instead you can cast up to 6 unique spells per encounter or up to 3 unique spells casting one of them twice. For the purposes of other skills, each encounter counts as a single Manipulation. You cannot take Additional Manipulation but count as having it for skill requirements.
-  * Creator - You do not have Potentials, each encounter you may choose one of a batch of alchemy that lasts for the encounter or the ability to make a construct or contraption. ​ Once per encounter you may deal yourself a HEX and expend the remainder of your per encounter calls from any source to call HEAL on a fallen ally with 10 seconds of work if you do not have a construct or contraption active. You cannot take Unlock Greater Potential but count as having it for skill requirements.+  * Creator - You do not have Potentials, each encounter you may choose one of a batch of alchemy that lasts for the encounter or the ability to make a construct or contraption. ​ Once per encounter you may deal yourself a HEX and expend the remainder of your per encounter calls from any source to call HEAL on a fallen ally with 10 seconds of work. You cannot take Unlock Greater Potential but count as having it for skill requirements.
   * Spirit Guide - You do not have linkages and thus cannot expend them to refresh others. ​ Whilst in the physical world you are constantly considered to be in a linkage state but your standard Katas take an additional second (hard mode Katas are unaffected),​ step out/break out if purchased become once per adventure between them.   * Spirit Guide - You do not have linkages and thus cannot expend them to refresh others. ​ Whilst in the physical world you are constantly considered to be in a linkage state but your standard Katas take an additional second (hard mode Katas are unaffected),​ step out/break out if purchased become once per adventure between them.
   * Doctor - You do not have a long term pool of Urgency instead you have one Urgency per encounter. ​ Greater Urgency increases your per encounter Urgency to two.   * Doctor - You do not have a long term pool of Urgency instead you have one Urgency per encounter. ​ Greater Urgency increases your per encounter Urgency to two.
system/chargen.txt · Last modified: 2021/02/03 14:32 by mousus6