Adept: Difference between revisions

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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 powers are called Disciplines.
'''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 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.
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.


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=Prowess=
=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.
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.


{| class="wikitable"
{| class="wikitable"
|-
|-
! Disciplines !! Prowess
! Prowess !! Static Bonus !! Disciplines
|-
|-
| Bear|| Might, Toughness, Resistance
| [[Agility Prowess|Agility]] || +1 Dexterity per Discipline rank || Panther, Snake, Tiger
|-
|-
| Wolf || Might, Toughness, Healing
| [[Charm Prowess|Charm]] || +1 Charisma per Discipline rank || Lark, Raven
|-
|-
| Panther || Agility, Haste, Evasion
| [[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
|-
|-
| Snake || Agility, Haste, Evasion
| [[Haste Prowess|Haste]] || +1 Speed, +1 Initiative per Discipline rank || Panther, Snake, Tiger
|-
|-
| Tiger || Agility, Haste, Evasion
| [[Healing Prowess|Healing]] || +2 Self Healing/day per Discipline rank (1 Lethal per round) || Wolf, Raven
|-
|-
| Lark || Might, Charm, Resistance
| [[Might Prowess|Might]] || +1 Strength per Discipline rank || Bear, Dragon, Lark, Wolf
|-
|-
| Lion || Toughness, Charm, Healing
| [[Resistance Prowess|Resistance]] || +1 Base Resistance per Discipline rank || Bear, Dragon, Lark, Raven
|-
|-
| Raven || Charm, Resistance, Healing
| [[Toughness Prowess|Toughness]] || +1 Constitution per Discipline rank || Bear, Dragon, Wolf
|-
| Dragon || Might, Toughness, Resistance
|}
|}


{| class="wikitable"
=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.
! Prowess !! Static Bonus
 
|-
===Adept Powers with rolls===
| Toughness || +1 Constitution per Discipline rank
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.
|-
| 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
|}


==Discipline of the Bear==
{{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.


=Disciplines=
==Discipline of the Dragon==
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.
{{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.


==Discipline of the Lark==
==Discipline of the Lark==
{{Main|Lark Discipline}}
{{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.
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==
{{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.


==Discipline of the Raven==
==Discipline of the Raven==
{{Main|Raven Discipline}}
{{Main|Raven Discipline}}
Strategists, tacticians, military leaders, martial artists: Adepts of the Raven know the battlefield and their enemy, using intellect and wit to win where brawn would fail. The Discipline of the Raven has lines in Sight Enhancements, Combat Tactics, Knowledge & Crafting, or Cunning Fighting.
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==
==Discipline of the Snake==
Line 72: Line 64:
==Discipline of the Tiger==
==Discipline of the Tiger==
{{Main|Tiger Discipline}}
{{Main|Tiger Discipline}}
RAWR!
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 Bear==
 
{{Main|Bear Discipline}}
Charging, Strength, Toughness, Sundering Attacks
==Discipline of the Wolf==
==Discipline of the Wolf==
{{Main|Wolf Discipline}}
{{Main|Wolf Discipline}}
Resilience, Animal Traits, Animal Control, Outlander Fighting
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.
==Discipline of the Lion==
{{Main|Lion Discipline}}
Leadership, Courage, Group Fighting
==Discipline of the Panther==
{{Main|Panther Discipline}}
Stealth, Non-Detection, Environmental Specialization, Assassination
==Discipline of the Dragon==
{{Main|Dragon Discipline}}
Troll Bonuses, Draconic Traits, Fear, Draconic Fighting - This discipline is restricted to trolls.
 
 
IF YOU ARE BELOW THIS POINT, YOU WILL BE DELETED!
 
===Discipline of the Panther===
{| class="wikitable"
|-
| Stealth
|-
| Non-Detection
|-
| Environmental Specialization
|-
| Assassination
|}
 
'''Rank 1'''
{| class="wikitable"
|- style="vertical-align:top;"
| 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
|- style="vertical-align:top;"
| Silent Steps || You gain a +2 bonus to Stealth when detection would be affected only by hearing.
|- style="vertical-align:top;"
| Environmental Specialist || Choose one environment (urban, forest, plains, mountains, desert) in which you gain a +2 Stealth bonus. This may only be purchased once.
|- style="vertical-align:top;"
| Conceal Weapons || Gain a +2 to a Stealth or Sleight of Hand check to conceal small/light weapons.
|}
 
'''Rank 2'''
{| class="wikitable"
|- style="vertical-align:top;"
| 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
|- style="vertical-align:top;"
| 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.
|- style="vertical-align:top;"
| 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
|- style="vertical-align:top;"
| 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'''
{| class="wikitable"
|- style="vertical-align:top;"
| 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.
|- style="vertical-align:top;"
| 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.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| 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'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| 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.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| 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'''
{| class="wikitable"
|- style="vertical-align:top;"
| Stalker || XXXX
|- style="vertical-align:top;"
| Non-Detection || Become immune to divination and sense spells for 1 hour. 4 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Heart Strike || Deal a fatal attack directly to the target’s heart.
|}
 
 
===Discipline of the Dragon (Troll Only)===
{| class="wikitable"
|- style="vertical-align:top;"
| Troll Bonuses
|- style="vertical-align:top;"
| Draconic Traits
|- style="vertical-align:top;"
| Fear
|- style="vertical-align:top;"
| Draconic Fighting
|}
 
'''Rank 1'''
{| class="wikitable"
|- style="vertical-align:top;"
| Fearless || ''Passive'': Character is immune to penalties from natural fear such as Intimidate checks.
''Active'': +Rank bonus on saves against magical fear effects. 1 Mana.
|- style="vertical-align:top;"
| Dragon Claw || ''Passive'': Character may treat unarmed attacks as 2 dice lethal weapons. Characters with this power are eligible for the Natural Weapons Fighting Style.
|- style="vertical-align:top;"
| Aura of Intimidation|| ''Passive'': Character gains +2 on Intimidate checks.
''Active'': Character gains a 5 yard +Rank radius aura of intimidation for 1 hour. On a successful Intimidate roll, foes in the aura suffer a -2 fear penalty to all non-combat rolls. 1 Mana
|- style="vertical-align:top;"
| XXXX || XXXX
|}
 
'''Rank 2'''
{| class="wikitable"
|- style="vertical-align:top;"
| Improved Resistance || ''Passive'': Character gains +1 Resistance.
''Active'': Character ignores the damage or penalties of one Poison or Disease for Rank rounds. This effect does not increase the duration of the hostile disease or poison. 1 Mana.
|- style="vertical-align:top;"
| Dragon Lung || Character may hold their breath for an extended duration. With a prepared breaths before hand, a practitioner of Dragon Lung can draw in enough air, and modulate their body’s use of the air to remain active without breathing for 20 minutes. Additionally fully inflating their lungs with this Discipline allows practitioners to swim with a +2 to their skill check. 1 Mana.
|- style="vertical-align:top;"
| Aura of Fear || Character gains a 5 yard +Rank radius aura of fear. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to all skill rolls (including attacks or spellcasting checks) within the aura regardless of target. 1 Mana.
|- style="vertical-align:top;"
| Reactive Assault || After taking damage from an attack made while you were flat footed you may immediately attack the assailant with a basic melee attack. This attack does not count against your normal action limits for the round. Only once such attack may be made per encounter. 1 Mana.
|}
 
'''Rank 3'''
{| class="wikitable"
|- style="vertical-align:top;"
| Inevitable Doom || Character may ignore any speed impairing effects including environmental, magical, or armor penalties for Rank rounds. Character is limited to a maximum move of their base movement. (ie. they may not charge or take a double move action) 2 Mana.
|- style="vertical-align:top;"
| Dragon Scales || ''Passive'': Gain +1 Damage Reduction
''Active'': The Damage Reduction gained by Dragon Scales may apply to spells for 1 round. This effect may be activated reactively as a free action.  2 Mana.
|- style="vertical-align:top;"
| Draconic Roar || Character roars at the top of their lungs, targeting a nearby foe (within Rank x 5 yards) with all of their fury. This counts as a magical fear effect and is rolled against the target’s Magic Resistance. If successful, the target cowers in fear losing their action for Rank rounds. While cowering the target does not lose their dodge, and is not considered flat footed. This effect is broken if they are attacked by you or your allies, however the target then suffers a -2 fear penalty on all rolls (including attacks or spellcasting checks) for the rest of the encounter. This penalty does not stack with the penalty granted by Aura of Fear. This may only be attempted once per target per encounter. 2 Mana.
|- style="vertical-align:top;"
| Dragon Fang || A standard melee attack gains +Rank in Armor Piercing. If lethal damage is dealt, target bleeds 2 dice a round for 5 rounds unless a full round bind action is taken or they reach full health from magical healing. The bleed effect does not stack, however the duration will reset if applied again. ''This strike may not be combined with Maneuvers from Fighting Styles.''  2 Mana.
|}
 
'''Rank 4'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Aura of Terror || Character gains a 5 yard +Rank radius aura of terror. This aura counts as magical fear and is rolled against chosen target’s Magic Resistance. If successful the targets suffer a -2 penalty to magical defense and dodge. If the character also possesses the Aura of Fear power, its effect is added to the effects above for free. 3 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|}
 
'''Rank 5'''
{| class="wikitable"
|- style="vertical-align:top;"
| Fuel the Fire || Free Action. This power adds points of damage taken to a pool of Story Dice that may be added to melee attacks. The effect lasts 5 rounds and any unspent dice dissipate after that time. 4 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Deadly Terror || A palpable wave of magical fear strikes a target within 10 yards x Rank dealing lethal damage. This is rolled against a target’s Magical Defense. This effect may only be used against a target once per encounter. 4 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|}
 
 
===Discipline of the Bear===
{| class="wikitable"
|-
| Charging
|-
| Strength
|-
| Toughness (Damage Prevention)
|-
| Sundering Attacks
|}
 
'''Rank 1'''
{| class="wikitable"
|- style="vertical-align:top;"
| Improved Charge || Making a successful charge grants a +1 dice bonus.
|- style="vertical-align:top;"
| Mighty Lift || Lift, move, push, pull, and throw heavy loads 2x normal capacity at no penalty.
|- style="vertical-align:top;"
| Tough Hide || Prevent 1 non-lethal damage a round for Rank rounds. This ability may be activated once per encounter as a reaction to a source of non-lethal damage. 1 Mana.
|- style="vertical-align:top;"
| Sunder Objects || Deal double damage to inanimate objects.
|}
 
'''Rank 2'''
{| class="wikitable"
|- style="vertical-align:top;"
| Resolute Charge || ''Passive'': Gain +2 Speed when making a charge attack.
''Active'': Ignore speed penalties from moving through threatened areas during a charge. This effect may be applied to Charge Maneuvers by paying its cost in addition to any costs for the Maneuver. 1 Mana.
|- style="vertical-align:top;"
| Break Bonds || Automatically free yourself from any mundane bonds, chains, locks, or ropes. Gain a Rank bonus at breaking free from magical bonds such as Entangle or Web. 1 Mana.
|- style="vertical-align:top;"
| Improved Vigor || ''Passive'': Gain +1 Vigor
|- style="vertical-align:top;"
| Sunder Armor || ''Passive'': A critical success on a melee attack permanently reduces the target’s armor bonus by 1 point until repaired.
|}
 
'''Rank 3'''
{| class="wikitable"
|- style="vertical-align:top;"
| Reactive Charge || ''Active'': If you get charged, as a reaction you may immediately charge the assailant with a basic melee attack. Your attack is resolved first. This attack does not count against your normal action limits for the round. Only once such attack may be made per round. 2 Mana
|- style="vertical-align:top;"
| ''Strength Power'' || XXXX
|- style="vertical-align:top;"
| ''Toughness Power'' || XXXX
|- style="vertical-align:top;"
| Sundering Strike || Direct an attack at an opponent's weapon or shield. If successful the item is destroyed and additional damage is dealt to the target. If the character also possesses Sunder Armor reduce the required successes for Sunder Armor on this attack by 1. This reduction increases to 2 at Rank 5.
|}
 
'''Rank 4'''
{| class="wikitable"
|- style="vertical-align:top;"
| Scattering Charge || ''Passive'': When you charge at a target past adjacent hostile targets make a Strength + Athletics OR Unarmed Combat + Bear opposing their Strength + Athletics OR Dexterity + Acrobatics. If they fail they are knocked prone requiring a Move action to regain their feet.
''Active'': You may pass through hostile targets spaces granting a +2 to your roll to knock them prone. Any successes on your opposed roll are dealt as non-lethal damage. 3 Mana.
|- style="vertical-align:top;"
| ''Strength Power''|| XXXX
|- style="vertical-align:top;"
| ''Toughness Power'' || XXXX
|- style="vertical-align:top;"
| ''Sunder Power'' || XXXX
|}
 
'''Rank 5'''
{| class="wikitable"
|- style="vertical-align:top;"
| Thundering Charge || ''Active'': Instead of choosing a single target to charge you may pick a point within a double movement. You charge straight to the chosen point. Your weapon roll for the charge attack applies to any targets who are in reach during your charge to a maximum of Rank targets. Additionally environmental features (doors, chairs, tables, trees) in a direct line take weapon rolls which do not count against the maximum targets. This attack may not be combined with other Maneuvers such as those granted by Fighting Styles. 4 Mana.
|- style="vertical-align:top;"
| ''Strength Power'' || XXXX
|- style="vertical-align:top;"
| ''Toughness Power'' || XXXX
|- style="vertical-align:top;"
| ''Sunder Power'' || XXXX
|}
 
 
===Discipline of the Wolf===
{| class="wikitable"
|-
| Resilience (Damage Healing)
|-
| Animal Traits
|-
| Animal Control
|-
| Outlander Fighting
|}
 
'''Rank 1'''
{| class="wikitable"
|- style="vertical-align:top;"
| Second Wind || Heals Rank x 2  non-lethal damage as a Bonus Action. This may be used once per day.
|- style="vertical-align:top;"
| Animal Senses || Choose Search or Perception, and gain a Rank bonus to skills checks of your selected skill.
|- style="vertical-align:top;"
| Commune with Animal || Communicate with any natural animal. The Storyteller may require an appropriate social skill check to be successful against hostile animals. Communication is accomplished in the animal's language. Animals can communicate clearly what they do understand. Anything that they don't understand would be vague or muddled at best.
|- style="vertical-align:top;"
| ''Outlander Fighting'' || XXXX
|}
 
'''Rank 2'''
{| class="wikitable"
|- style="vertical-align:top;"
| Adrenaline Surge || Ignore up to -2 dice penalties (such as Wound, Fatigue, Fear) for 1 hour. 1 Mana
|- style="vertical-align:top;"
| ''Animal Trait'' || XXXX
|- style="vertical-align:top;"
| Affect Animal || Calm or enrage a target animal of Rank or lower through verbal and body language communication. If you enrage the animal, you can not direct it's rage at a specific target, however it will not turn that rage against you.  1 Mana
|- style="vertical-align:top;"
| ''Outlander Fighting'' || XXXX
|}
 
'''Rank 3'''
{| class="wikitable"
|- style="vertical-align:top;"
| Fast Healing || ''Passive'': You heal at double the normal natural rate. You regain 2 Lethal with a night of rest and 2 Non-Lethal every 15 minutes. A successful Medicine check grants 2 additional Lethal with a night of rest instead of 1.
''Active'': If you have been incapacitated and are bound, you may return to 1 Health instead of 0. 2 Mana.
|- style="vertical-align:top;"
| Danger Sense || Passive: Gain a +2 bonus to Perception to detect an Ambush or Sneak Attack.
Active: Ignore Rank dodge reduction for one round. (Ex. Viper Strike, Steady Shot, Quicksilver weapons, or dodge reduction due to multiple attacks in a round) 2 Mana.
|- style="vertical-align:top;"
| Command Animal || Exert mental control over an animal of Rank or lower. The animal becomes as a controllable pet for Rank rounds. Communication must still be through sight of your physical body language and hearing your verbal commands. 2 Mana
|- style="vertical-align:top;"
| Slowing Strike || Hamstring style strike that reduces the targets movement speed.
|}
 
'''Rank 4'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| ''Animal Trait'' || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| ''Outlander Fighting'' || XXXX
|}
 
'''Rank 5'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| ''Animal Trait'' || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| ''Outlander Fighting'' || XXXX
|}
 
 
===Discipline of the Lion===
{| class="wikitable"
|-
| Leadership
|-
| Courage
|-
| XXXX
|-
| Group Fighting
|}
 
'''Rank 1'''
{| class="wikitable"
|- style="vertical-align:top;"
| Gifted Leader || ''Passive'': Character gains +2 on Leadership checks.
|- style="vertical-align:top;"
| Aura of Competence || ''Active'': Character gains a 5 yard +Rank radius aura of competence for 1 hour. On a successful Leadership roll, friendly targets in the aura gain a +1 morale bonus to all non-combat rolls. 1 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Coordinated Assault || ''Passive'': When attacking a target with melee attacks or Maneuvers you coordinate with nearby allies to maximize your effect. If an ally is threatening the same target, instead of your attacks reducing your target’s Dodge by 1, you reduce it by 2.
|}
 
'''Rank 2'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Aura of Courage || ''Active'': Character gains a 5 yard +Rank radius aura of courage for 1 Hour. On a successful Leadership roll, the targets gain a +Rank morale bonus against Fear and Intimidate checks. 1 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Reactive Guard|| ''Active'': If an adjacent ally would take damage from an attack you may take up to Rank damage instead. The attack is rolled against the original targets defense, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round. Only once such guard may be made per round.  1 Mana.
|}
 
'''Rank 3'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Conviction || ''Active'': You exhort a nearby ally (within 10 yards) with all of your conviction. Your courage fills them with hope granting them a +2 morale bonus to all skill checks (including attack or spellcasting rolls) for Rank rounds. 2 Mana.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| Phalanx Strike || ''Active'': When performing an attack you may gain a +1 morale bonus for each adjacent ally to a maximum of Rank. This attack may be combined with Maneuvers granted by Fighting Styles such as Flurry Strike, or Steady Shot. 2 Mana.
|}
 
'''Rank 4'''
{| class="wikitable"
|- style="vertical-align:top;"
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| Aura of Bravery || ''Active'': Character gains a 5 yard +Rank radius aura of bravery for 1 Hour. On a successful Leadership roll, the targets gain a +1 morale bonus to magical defense and dodge. If the character also possesses the Aura of Courage power, its effect is added to the effects above for free. 3 Mana.
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'''Rank 5'''
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[[Category:Magic Guide]]
[[Category:Magic Guide]]
[[Category:Adept]]
[[Category:Adept]]
[[Category:Class]]

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.