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 Post subject: Feedback Needed: New Animist Rites
PostPosted: Tue Oct 13, 2015 2:08 pm 
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Location: Dallas, TX
I'm working on a handful of new animist rites for an NPC featured in an upcoming game session. She is an old wise woman devoted to the old ways (in north central Germany, that would be Wotan). I'd certainly love some feedback as to the power levels. Since these are for an NPC, and there are no animists in the cadre, it's not really a big concern of mine. Still these powers will be associated with a grimoire, so it is possible they might crop up again.

BASIC
Thunder of the War God
Mastery:
2
Time: 10 minutes/1 round
Duration: 1 day (or until following sunrise)
Strain: 2
This rite is generally performed prior to battle. By means of this rite, the shaman invokes the spirits of the ancestors to bestow upon a target a blessing. The subject must have faith in the spirits or the old gods to benefit from this rite. By way of this blessing, one of four spirits, chosen by the shaman, are conferred upon the target:
Ferocity: A spirit of rage; the target may issue a fierce war cry. This forces all within an area to make a D2 Resolve roll or suffer Fear Effects.
Courage: A spirit of bravery; for the duration of the rite, the target receives +1d to Resolve rolls to resist Fear.
Spirited: A spirit of urgency; the target receives a +2d bonus to his or her next initiative roll. Once during the duration of the rite, they may receive a +2d bonus to a single Dodge or Parry roll.
Resilient: A spirit of endurance; the target may ignore 1 wound penalty for the duration of this rite. Once during the duration of the rite, they may receive a +2d bonus to a single Endurance roll.
Boost: Increase Mastery by 1 for each additional target.
Boost: Increase Mastery by 2 to increase any granted bonus by 1.
Boost: Increase Mastery by 2 for a second use of a conferred bonus.

Call the Mists
Mastery:
2
Time: 1 minute/1 round
Duration: 1 hour
Strain: 2
The shaman calls upon spirits of the air and water to begin a dance, creating a thick mist that fills a 1 square mile area. The mist is thick enough to reduce visibility to twilight levels, providing potential for concealment. All Ranged penalties in the mist are doubled.
If this rite is performed at dawn, the shaman receives a +1d bonus.
Boost: Increase Mastery by 2 to increase the area of effect to 2 square miles.
Boost: Increase Mastery by 2 to increase the duration by an additional hour.

GREATER
Loki’s Veil
Mastery:
4
Time: 1 rounds/1 round
Duration: 1 minute
Strain: 2
Damnation: 1/2
The performance of this rite draws spirits of disarray and trickery to dance throughout the battlefield, bedeviling the shaman’s foes. The chaos of battle reaches extreme heights. Friends appear to be enemies, combatants see things that are not there, etc. The enemies of the shaman suffer a –1d penalty to all reaction rolls for the duration of the rite. Also, any successful attack has a 2 in 10 chance of hitting an ally instead of the intended target. The ally must be within melee range for this mistake to occur.
Boost: Increase Mastery by 2 to extend the duration by 1 minute.

HEROIC
Wrath of Valhalla
Mastery:
6
Time: 1 round/1 round
Duration: Special
Strain: 4
By means of this powerful rite, the shaman summons the fierce warrior spirits of the halls of Valhalla itself to fight on its behalf. These spirits appear as a band of 5 (minions). The summoned spirits will fight at the direction of the shaman until defeated or the enemy is routed. The will only follow rudimentary commands appropriate to the battlefield: attack, guard, etc. These spirits will not attack fleeing combatants. Also, if the shaman flees the battle for any reason (including a failed Fear check) during the duration of this rite, the spirits will abate, for they loath weakness and will see the shaman as unworthy at that point.

Ancestral Spirits (5)
Threat Rating:
2
Hell’s Favor: 0
Special Attack: Spirit Weapons (axes, swords, etc.) +2/+3
Talents: Brutal Charge, Grand Fury, Shattering Attack, Swarm
Powers/Prices:
Incorporeal/Obvious Appearance
Frightening Call (War Cry) 7d/Atmospheric Disturbance (Thunder and lightning)

Boost: Increase Mastery by 1 to reduce the Strain by 1.
Boost: Increase Mastery by 2 to increase the Threat Rating by 1 (to 3).

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 Post subject: Re: Feedback Needed: New Animist Rites
PostPosted: Thu Oct 15, 2015 3:23 pm 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
A few more. These are less Wotan-centric. The text is a bit rough, sorry.

BASIC
Hunter’s Vigil
Mastery:
3
Time: 10 minutes /1 round
Duration: 24 hours
Strain: 2
The target of this benison ignores the effects of exhaustion for a 24 hours, regardless of activity. He does not require sleep or rest, food or water while under the effects of this rite. This rite only protects against natural exhaustion. It does not alleviate penalties from magical causes.
Boost: Increase Mastery by 2 to allow the target to ignore 1 level of wound penalties.

Wild Step
Mastery:
4
Time: 1 minute/1 round
Duration: 8 hours
Strain: 2
The target moves faster overland and is unhindered by scrub or underbrush. The spirits of the land aid his or her travel, guiding one’s feet and quickening one’s stride. The target’s Pace is doubled for purposes of overland travel. For the duration of this rite, the target is not hampered by natural hazards or difficult terrain, even at night. Attempts to track the target under the effects of this rite suffer a –2d penalty.
Boost: Increase Mastery by 1 for each additional hour the duration is extended (max. 14 hours).

GREATER
Eyes of the Beast
Requirement:
Speech of the First Times
Mastery: 4
Time: 1 minute/1 round
Duration: 5 minutes
Strain:
Using Speech of the First Times, the shaman convinces an animal to let him see through its eyes. This rite forges a spirit link between the shaman and the animal. After the link is forged, the shaman closes his eyes and remains motionless while he sees clearly through the beast’s eyes. The shaman may not employ other rites while the spirit link is forged. If the shaman is disturbed, a Concentration roll is required to maintain the link. Breaking the link prematurely is extremely disorienting, and requires a successful Resolve roll or the shaman suffers a –2d to his next immediate action.
Boost: Increase Mastery by 1 for each additional minute the duration is extended (max. 13 minutes).

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 Post subject: Re: Feedback Needed: New Animist Rites
PostPosted: Fri Oct 16, 2015 1:02 pm 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
Upon rereading Brave the Elements, I think Wild Step and Hunter's Vigil can probably be combined into one power and the duplication removed.

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 Post subject: Re: Feedback Needed: New Animist Rites
PostPosted: Sat Oct 17, 2015 1:27 pm 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
Here is the revision:

BASIC
Hunter’s Stride Devotion
Mastery:
3
Time: 1 hour/1 round
Duration: 1 day
Strain: 2

The shaman calls upon the spirits to aid himself or another hunter in his journey. The spirits of the wild travel alongside the hunter, quickening his step and guiding his feet through the wilderness. The target’s Pace is doubled for purposes of overland travel. For the duration of this rite, the recipient of this benison ignores the effects of exhaustion, hunger and thirst, regardless of activity. He does not require sleep or rest, food or water while under the effects of this rite. This rite only protects against natural exhaustion. It does not alleviate penalties from magical causes.

Boost: Increase Mastery by 2 to extend the duration by another day.
Boost: Increase Mastery by 2 to allow the recipient to ignore 1 level of wound penalties for the duration of the rite.

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Witch Hunter: The Invisible World Unofficial Home on Google+


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