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[[Category:Magic Guide]]
'''Adepts''' are men and women who have through a combination of practice or training honed their body to supernatural limits. The powers they exhibit range from incredible speed and strength, to communication with animals, to changing the very shape of their body. The legends of the greatest swordsmen and orators in the lands often stem from these abilities. Adepts have no knowledge of spells, their abilities are called Disciplines. Related to this distinction, many Adepts do not consider themselves magical in any way, though they certainly recognize that they are gifted. Adepts tend to be largely self-taught, though they may benefit from instruction by higher rank Adepts. More knowledgeable or academic Adepts may realize that their Disciplines are a form of magic rather than sheer talent. 
==Adept==
__TOC__


When selecting the Adept Source, players may select a single Adept Discipline at rank 2, and they may choose one Rank 1 and one Rank 2 abilities in that Discipline. They also choose a Prowess for that Discipline. Additional ranks or new Disciplines may be purchased at the cost of 5 GXP x rank.


Adepts are men and women who have through a combination of practice or training are able to hone their body to supernatural limits. The powers they exhibit range from incredible speed and strength, communication with animals, to changing the very shape of their body. The legends of the greatest swordsmen and orators in the lands often stem from these abilities. Adepts have no knowledge of spells, their powers are called Disciplines.
__TOC__
 
 
When selecting the Adept Template, players may select a single Adept Discipline at rank 2. Additional ranks or new Disciplines may be purchased at the cost of 5 experience per rank.
 
 
===Prowess===
 
When Adepts choose a Discipline for the first time, they can choose a form of Prowess that Discipline offers. Prowess is a static benefit that does not require mana or have to be activated. Prowess bonuses count as Enhancement bonuses for the purposes of power stacking. Each Discipline offers three options for Prowess. You may take a form of Prowess you already have, however only the higher of the bonuses will take effect.
 
{| class="wikitable"
|-
! Disciplines !! Prowess
|-
| Bear|| Might, Toughness, Resistance
|-
| Wolf || Might, Toughness, Healing
|-
| Panther || Agility, Haste, Evasion
|-
| Snake || Agility, Haste, Evasion
|-
| Tiger || Agility, Haste, Evasion
|-
| Lark || Might, Charm, Resistance
|-
| Lion || Toughness, Charm, Healing
|-
| Raven || Charm, Resistance, Healing
|-
| Dragon || Might, Toughness, Resistance
|}


{| class="wikitable"
=Prowess=
|-
! Prowess !! Static Bonus
|-
| Toughness || +1 Constitution per Discipline rank
|-
| Might || +1 Strength per Discipline rank
|-
| Agility || +1 Dexterity per Discipline rank
|-
| Charm || +1 Charisma per Discipline rank
|-
| Resistance || +1 Base Resistance per Discipline rank
|-
| Evasion || +1 Magic Defense per Discipline rank
1 Magical Damage Reduction at Rank 3, this increases to 2 at Rank 5
|-
| Healing || +2 Self Healing/day per Discipline rank (1 Lethal per round)
|-
| Haste || +1 Speed, +1 Initiative per Discipline rank
|}


When Adepts choose a Discipline for the first time, they can choose a form of Prowess that Discipline offers. Prowess is a static benefit that does not require mana or have to be activated. Prowess bonuses count as Enhancement bonuses for the purposes of power stacking. Each Discipline offers three options for Prowess. You may take a form of Prowess you already have, however only the higher of the bonuses will take effect. You may utilize your character's Prowess as a Free Action.


===Disciplines===
{| class="wikitable"
{| class="wikitable"
|-
|-
|Discipline of the Lark ||(Perform, Diplomacy, Gather Information, Storied Fighting)
! Prowess !! Static Bonus !! Disciplines
|-
|-
|Discipline of the Raven ||()
| [[Agility Prowess|Agility]] || +1 Dexterity per Discipline rank || Panther, Snake, Tiger
|-
|-
|Discipline of the Snake ||(Thievery, Deception, Poisons, Dexterity Attacks)
| [[Charm Prowess|Charm]] || +1 Charisma per Discipline rank || Lark, Raven
|-
|-
|Discipline of the Tiger ||()
| [[Evasion Prowess|Evasion]] || +1 Magic Defense per Discipline rank
1 Magical Damage Reduction at Rank 2, this increases to 2 at Rank 5
| Panther, Snake, Tiger
|-
|-
|Discipline of the Bear ||(Charging, Strength, Toughness, Sundering Attacks)
| [[Haste Prowess|Haste]] || +1 Speed, +1 Initiative per Discipline rank || Panther, Snake, Tiger
|-
|-
|Discipline of the Wolf ||(Resilience, Animal Traits, Animal Control, Outlander Fighting)
| [[Healing Prowess|Healing]] || +2 Self Healing/day per Discipline rank (1 Lethal per round) || Wolf, Raven
|-
|-
|Discipline of the Lion ||(Leadership, Courage, , Group Fighting)
| [[Might Prowess|Might]] || +1 Strength per Discipline rank || Bear, Dragon, Lark, Wolf
|-
|-
|Discipline of the Panther ||(Stealth, Non-Detection, Environmental Specialization, Assassination)
| [[Resistance Prowess|Resistance]] || +1 Base Resistance per Discipline rank || Bear, Dragon, Lark, Raven
|-
|-
|Discipline of the Dragon ||(Troll Bonuses, Draconic Traits, Fear, Draconic Fighting) - Troll Only
| [[Toughness Prowess|Toughness]] || +1 Constitution per Discipline rank || Bear, Dragon, Wolf
|}
|}


'''Types of Powers:'''
=Disciplines=
 
Disciplines grant powers that may be either Passive, Active, or Strikes. A passive power does not need to be activated, it is available all of the time. In this manner it is similar to the benefits from Prowess. Active powers are duration based buffs that may be activated as a free action. Strikes are Standard actions that may be combined with standard attacks or Maneuvers granted from Weapon Styles. Individual Strikes may have restrictions on the types of Maneuvers they may be combined with. Active Powers and Strikes will both cost mana to activate. Each Discipline will have 4 distinct lines of powers for each rank.
Disciplines grant powers that may be either Passive, Active, or Strikes. A passive power does not need to be activated, it is available all of the time. In this manner it is similar to the benefits from Prowess. Active powers are duration based buffs that may be activated as a free action. Strikes are Standard actions that may be combined with standard attacks or Maneuvers granted from Weapon Styles. Individual Strikes may have restrictions on the types of Maneuvers they may be combined with. Active Powers and Strikes will both cost mana to activate. Each Discipline will have 4 distinct lines of powers for each rank.


===Adept Powers with rolls===
Adepts do not have a single skill representing their proficiency in being an Adept the way Mages have [[Magecraft_Skill|Magecraft]], Sorcerers have [[Sorcery Skill|Sorcery]], Channelers have [[Channeling Skill|Channeling]], and Shamans have [[Shamanism_Skill|Shamanism]]. Instead, any time that an Adept power calls for a roll, such as Dragon Discipline's Aura of Fear, that power uses whichever skill is most appropriate to the power. In most cases a specific skill should be defined. If there is a power without a defined skill, it is up to the Storyteller to pick which skill is most appropriate for the circumstance.


====Discipline of the Panther====
==Discipline of the Bear==
{| class="wikitable"
{{Main|Bear Discipline}}
|-
Brutes, toughs, heavies, thugs: Adepts of the Bear would laugh at their opponents' puny attacks if they weren't so busy destroying them. The Discipline of the Bear offers training in Charging, Strength, Toughness, and Sundering.
| Stealth
|-
| Non-Detection
|-
| Environmental Specialization
|-
| Assassination
|}


=====Rank 1=====
==Discipline of the Dragon==
{| class="wikitable"
{{Main|Dragon Discipline}}
|-
The legacy of Kao and his fiercest troll warriors, the Discipline of the Dragon is geared toward dominating the battlefield. Adepts of the Dragon may choose abilities based on Troll Bonuses, Draconic Traits, Instilling Fear, and Draconic Fighting.
| Hide in Plain Sight || You create a distraction and disappear before your foes realize what happened. You may go into stealth while being watched. 1 Mana
|-
| Silent Steps || You gain a +2 bonus to Stealth when detection would be affected only by hearing.
|-
| Environmental Specialist || Choose one environment (urban, forest, plains, mountains, desert) in which you gain a +2 Stealth bonus. This may only be purchased once.
|-
| Conceal Weapons || Gain a +2 to a Stealth or Sleight of Hand check to conceal small/light weapons.
|}


=====Rank 2=====
==Discipline of the Lark==
{| class="wikitable"
{{Main|Lark Discipline}}
|-
Bards, spies, diplomats, and information brokers: Adepts of the Lark use their unique skillset to gain information and influence people. The Discipline of the Lark offers four lines: Perform, Diplomacy, Gather Information, and Storied Fighting.
| Shadow Stride || ''Passive'': Move from concealment to concealment without being noticed. As long as you begin and end your movement in concealment you remain stealthed. ''Active'': Move full speed while stealthed. 1 Mana
|-
| Dampen Magical Emanations || ''Passive'': When not stealthed, magical items concealed on your person do not radiate for passive detection effects like Mage Sight. ''Active'': Prevent magical items concealed on your person from radiating for active detection spells such as Sense Magic for 1 Hour..  1 Mana. Sense spells must make an opposed roll vs. your Stealth roll + Panther.
|-
| Low Light Vision || Gain the ability to see in nearly pitch black conditions for 1 hour. If your race already has Low Light Vision, this improves the distance you can see by 10 yards. 1 Mana
|-
| Death From Above || Gain a x2 damage bonus on a standard melee attack against a flat footed target when jumping/falling from at least 3 yards above. ''This maneuver may not be combined with Maneuvers from Fighting Styles.''  1 Mana.
|}


=====Rank 3=====
==Discipline of the Panther==
{| class="wikitable"
{{Main|Panther Discipline}}
|-
Assassins, watchers, shadows, scouts: Adepts of the Panther become one with the shadows to gain valuable intel and deliver devastating strikes. The Discipline of the Panther offers lines in Stealth, Non-Detection, Environmental Specialization, and Assassination.
| Chameleon || ''Passive'': Stealth without cover/concealment. ''Active'': While in stealth, spells which would normally detect life forms, stealthed targets, or magical emanations must roll an opposed roll vs. your Stealth to succeed. Duration 1 hour.  2 Mana.
|-
| Avoid Sight|| If you have been perceived through Stealth, you may move an immediate Rank yards. If this breaks line of sight with the target (cover, prone etc) who would have spotted you, re-roll your stealth and ignore the initial perception. 2 Mana.
|-
| XXXX || XXXX
|-
| Phantom Strike || While stealthed you may make standard melee attack and immediately make a stealth roll vs. the target’s perception +2. If successful you stay stealthed. For each time you use this strike on the same target, they gain an additional +2 to their perception. If the target’s perception roll succeeds or the target dies the maneuver immediately ends and you come out of stealth. ''This strike may not be combined with Maneuvers from Fighting Styles.''  2 Mana.
|}


=====Rank 4=====
==Discipline of the Raven==
{| class="wikitable"
{{Main|Raven Discipline}}
|-
Tacticians, military heroes, martial artists: Adepts of the Raven know the battlefield and their enemy, using intellect and courage to win where brawn alone would fail. The Discipline of the Raven has lines in Leadership, Combat Tactics, Lore, and Cunning Fighting.
| XXXX || XXXX
|-
| Veil Aura || ''Passive'': Your glacial features reveal nothing of your intent, preventing others from reading your emotions. Gain a +Rank bonus on Deception rolls to conceal your emotions.
''Active'': Your aura becomes murky and unreadable preventing any spells or effects from reading your aura and providing a +2 bonus to your Chameleon roll vs. opposed detection magic.
|-
| XXXX || XXXX
|-
| Hidden Strike || Use a flourish with a second weapon, open hand, or cloak to distract your opponent momentarily leaving them flat-footed. This is a full round action. 3 Mana.
|}


=====Rank 5=====
==Discipline of the Snake==
{| class="wikitable"
{{Main|Snake Discipline}}
|-
Thieves, poisoners, tomb raiders, liars: Adepts of the Snake specialize in subtle and agile destruction, slipping inside enemy defenses to deliver devastating crippling first strikes. The Discipline of the Snake offers lines in Thievery, Deception, Poisons, and Martial Grace.
| Stalker || XXXX
|-
| Non-Detection || Become immune to divination and sense spells for 1 hour. 4 Mana.
|-
| XXXX || XXXX
|-
| Heart Strike || Deal a fatal attack directly to the target’s heart.
|}


==Discipline of the Tiger==
{{Main|Tiger Discipline}}
Acrobats, daredevils, skirmishers: Adepts of the Tiger specialize in feats of athleticism to strike with speed and ferocity. The Discipline of the Tiger allows training in Legs of the Tiger, Speed of the Tiger, Will of the Tiger, and Claws of the Tiger.


====Discipline of the Dragon (Troll Only)====
==Discipline of the Wolf==
{{Main|Wolf Discipline}}
Wranglers, survivalists, rangers, outlanders: Adepts of the Wolf attune their bodies to the natural world, becoming so like animals that they can even control them. The Discipline of the Wolf offers lines in Resilience (Self Healing), Animal Traits, Animal Control, and Outlander Fighting.


 
[[Category:Magic Guide]]
====Discipline of the Tiger====
[[Category:Adept]]
 
 
====Discipline of the Snake====
 
 
====Discipline of the Bear====
 
 
====Discipline of the Wolf====
 
 
====Discipline of the Lion====
 
 
====Discipline of the Lark====
 
 
====Discipline of the Raven====

Latest revision as of 15:12, 14 February 2023

Adepts are men and women who have through a combination of practice or training honed their body to supernatural limits. The powers they exhibit range from incredible speed and strength, to communication with animals, to changing the very shape of their body. The legends of the greatest swordsmen and orators in the lands often stem from these abilities. Adepts have no knowledge of spells, their abilities are called Disciplines. Related to this distinction, many Adepts do not consider themselves magical in any way, though they certainly recognize that they are gifted. Adepts tend to be largely self-taught, though they may benefit from instruction by higher rank Adepts. More knowledgeable or academic Adepts may realize that their Disciplines are a form of magic rather than sheer talent.

When selecting the Adept Source, players may select a single Adept Discipline at rank 2, and they may choose one Rank 1 and one Rank 2 abilities in that Discipline. They also choose a Prowess for that Discipline. Additional ranks or new Disciplines may be purchased at the cost of 5 GXP x rank.

Prowess

When Adepts choose a Discipline for the first time, they can choose a form of Prowess that Discipline offers. Prowess is a static benefit that does not require mana or have to be activated. Prowess bonuses count as Enhancement bonuses for the purposes of power stacking. Each Discipline offers three options for Prowess. You may take a form of Prowess you already have, however only the higher of the bonuses will take effect. You may utilize your character's Prowess as a Free Action.

Prowess Static Bonus Disciplines
Agility +1 Dexterity per Discipline rank Panther, Snake, Tiger
Charm +1 Charisma per Discipline rank Lark, Raven
Evasion +1 Magic Defense per Discipline rank

1 Magical Damage Reduction at Rank 2, this increases to 2 at Rank 5

Panther, Snake, Tiger
Haste +1 Speed, +1 Initiative per Discipline rank Panther, Snake, Tiger
Healing +2 Self Healing/day per Discipline rank (1 Lethal per round) Wolf, Raven
Might +1 Strength per Discipline rank Bear, Dragon, Lark, Wolf
Resistance +1 Base Resistance per Discipline rank Bear, Dragon, Lark, Raven
Toughness +1 Constitution per Discipline rank Bear, Dragon, Wolf

Disciplines

Disciplines grant powers that may be either Passive, Active, or Strikes. A passive power does not need to be activated, it is available all of the time. In this manner it is similar to the benefits from Prowess. Active powers are duration based buffs that may be activated as a free action. Strikes are Standard actions that may be combined with standard attacks or Maneuvers granted from Weapon Styles. Individual Strikes may have restrictions on the types of Maneuvers they may be combined with. Active Powers and Strikes will both cost mana to activate. Each Discipline will have 4 distinct lines of powers for each rank.

Adept Powers with rolls

Adepts do not have a single skill representing their proficiency in being an Adept the way Mages have Magecraft, Sorcerers have Sorcery, Channelers have Channeling, and Shamans have Shamanism. Instead, any time that an Adept power calls for a roll, such as Dragon Discipline's Aura of Fear, that power uses whichever skill is most appropriate to the power. In most cases a specific skill should be defined. If there is a power without a defined skill, it is up to the Storyteller to pick which skill is most appropriate for the circumstance.

Discipline of the Bear

Brutes, toughs, heavies, thugs: Adepts of the Bear would laugh at their opponents' puny attacks if they weren't so busy destroying them. The Discipline of the Bear offers training in Charging, Strength, Toughness, and Sundering.

Discipline of the Dragon

The legacy of Kao and his fiercest troll warriors, the Discipline of the Dragon is geared toward dominating the battlefield. Adepts of the Dragon may choose abilities based on Troll Bonuses, Draconic Traits, Instilling Fear, and Draconic Fighting.

Discipline of the Lark

Bards, spies, diplomats, and information brokers: Adepts of the Lark use their unique skillset to gain information and influence people. The Discipline of the Lark offers four lines: Perform, Diplomacy, Gather Information, and Storied Fighting.

Discipline of the Panther

Assassins, watchers, shadows, scouts: Adepts of the Panther become one with the shadows to gain valuable intel and deliver devastating strikes. The Discipline of the Panther offers lines in Stealth, Non-Detection, Environmental Specialization, and Assassination.

Discipline of the Raven

Tacticians, military heroes, martial artists: Adepts of the Raven know the battlefield and their enemy, using intellect and courage to win where brawn alone would fail. The Discipline of the Raven has lines in Leadership, Combat Tactics, Lore, and Cunning Fighting.

Discipline of the Snake

Thieves, poisoners, tomb raiders, liars: Adepts of the Snake specialize in subtle and agile destruction, slipping inside enemy defenses to deliver devastating crippling first strikes. The Discipline of the Snake offers lines in Thievery, Deception, Poisons, and Martial Grace.

Discipline of the Tiger

Acrobats, daredevils, skirmishers: Adepts of the Tiger specialize in feats of athleticism to strike with speed and ferocity. The Discipline of the Tiger allows training in Legs of the Tiger, Speed of the Tiger, Will of the Tiger, and Claws of the Tiger.

Discipline of the Wolf

Wranglers, survivalists, rangers, outlanders: Adepts of the Wolf attune their bodies to the natural world, becoming so like animals that they can even control them. The Discipline of the Wolf offers lines in Resilience (Self Healing), Animal Traits, Animal Control, and Outlander Fighting.