Wolf Discipline: Difference between revisions

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| [[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. If you have been incapacitated and are bound, you may return to 1 Health instead of 0.
| [[Fast Healing]] || Character heals at double the normal natural rate.
''Active'': When receiving magical healing, you regain an additional point of Lethal healing. 2 Mana.
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| [[Danger Sense]] || Passive: Gain a +2 bonus to Perception to detect an Ambush or Sneak Attack. Gain a +2 bonus on Sense Motive to detect hostility.
| [[Danger Sense]] || With a keen sense of their surroundings and the motivations of others, the character is able to detect and effectively defend against potential danger.
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.
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| [[Command Animal]] || Exert mental control over an animal of Rank or lower. The animal becomes a controllable pet for 24 hours. Communication must still be through sight of your physical body language and hearing your verbal commands. Only one animal may be commanded at a time. 2 Mana
| [[Command Animal]] || Character may exert mental control over an animal.
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| [[Hamstring]] || When making a standard attack, the target rolls a Resistance vs. attack success or has their base Speed reduced by half for Rank rounds. This strike may be combined with Darting Attack, but not with other Maneuvers such as those granted by Fighting Styles.
| [[Hamstring]] || Character has mastered the art of hamstringing an enemy.
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Revision as of 16:04, 26 January 2020

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. Adepts of the Wolf may choose prowess in Might, Toughness, and Healing.

Rank 1

Second Wind Character draws upon a second wind to shake off minor wounds.
Animal Senses Character possesses the keen senses of a wolf.
Commune with Animal Character may communicate with any natural animal.
Kip-Up Character may immediately spring up from a prone position.

Rank 2

Adrenaline Surge A surge of adrenaline rushes through the character, allowing them to ignore injuries and push through fatigue where others would collapse.
Sense Prey Character is able to detect the presence of nearby creatures and hunt down specific scents.
Animal Guide

Keen senses allow the character to use local animal tracks to guide others carefully through unfamiliar territory.

Darting Attack Character may dart in, attack, and dart out again.

Rank 3

Fast Healing Character heals at double the normal natural rate.
Danger Sense With a keen sense of their surroundings and the motivations of others, the character is able to detect and effectively defend against potential danger.
Command Animal Character may exert mental control over an animal.
Hamstring Character has mastered the art of hamstringing an enemy.

Rank 4

XXXX XXXX
Shake it Off Active: If you fail a Resistance roll, you may draw on your inner resolve immediately rolling a secondary resistance roll with a +2 bonus, keeping the better of the two rolls. Activating Shake it Off also allows you to ignore Fatigue penalties for 1 hour. 3 Mana
XXXX XXXX
Outlander Fighting XXXX

Rank 5

XXXX XXXX
XXXX XXXX
XXXX XXXX
Outlander Fighting XXXX