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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 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 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;"
| XXXX || XXXX
|- style="vertical-align:top;"
| 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.
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|}
 
'''Rank 5'''
{| class="wikitable"
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|- style="vertical-align:top;"
| XXXX || XXXX
|}


[[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.