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A primordial tradition worshiping spirits and nature, druidism seems primitive but has an amazing ability to grow and adapt. | A primordial tradition worshiping spirits and nature, druidism seems primitive but has an amazing ability to grow and adapt. |
Latest revision as of 14:53, 5 May 2018
Greyhawk Action! |
A primordial tradition worshiping spirits and nature, druidism seems primitive but has an amazing ability to grow and adapt.
Action Traditions in Greyhawk
Traditions in Action are similar but broader than classes in Dungeons & Dragons; each tradition incorporates several similar classes. There is a bit of wiggle room within each tradition, but in general each has a specified origin, at least one mandatory method, and a list of recommended and prohibited forms and skills. The druidism tradition correspond to druids and rangers in Dungeons and Dragons.
Powers
A druid makes deals with spirits, who either lend or teach him powers. The druid can control spirits in many ways, using the threat of binding, flattery, worship, bribery, or tricks. They have a wide range of powers, mainly elemental and life powers.
Origin
Druidism is Spiritual. It (usually) has no god, being based on the community and its interaction with the spirit world. The druid is the agent of the community in the spirit world. The spirits themselves are Monsters powered by Gifts and the powers the druid uses are in many ways similar to Magic, but the combination of these diverse elements is deeply Spiritual.
Methods
Belief
Your power is tied to belief, and your belief is tied to a code of behavior. You must follow your ethos, or your power fails. It does not matter if you follow a god or a philosophy; what matters is that your ethos and tenets are central to all that you do. This is the basis of all divine power; if your god actually grants you these powers, or if your faith is just a psychological crutch you use to work your power is an open issue.
Limitation
Each Powers act must be a manifestation of your belief. You cannot work power unless it fits your picture of the universe. Your power cannot work contrary to your code of ethics, and if you grossly violate the tenets of your religion at any time, you lose your ability to work power until you atone. Most religion have a built-in antithesis; there are opposing gods, devils, the dark side and other negative, opposed forces in most mythologies. If you fall from the path of righteousness, you can usually pick up and continue your studies under a new master, but this will mandate a drastic change in role and personality, and may turn you into an NPC.
Focus Condition
Trigger Action (Focus)
When you are in the presence of others who share your faith and support your actions, you can focus. It generally takes about ten people to achieve this, but if you are acting directly in the interests of your faith even a single person will do. In extreme situations of faith, your own belief can be sufficient in itself.
Concentration
You are the linchpin of all your power; when you cease to concentrate your power dissipates. You cannot create power effects that continue to work when you are not paying attention to them.
Limitations
If you relax, fall asleep, or become unconscious all your power effects lapse. This includes any Inherent powers you have. Power effects end when a stance would normally end, such as when you are prevented from taking actions.
Focus Condition
Trigger Action (Focus)
Whenever you are not using any powers, including stances, you can focus.
Contagion
Contagion is the magical theorem of like attracts like. By manipulating a symbol, you can affect the real thing. You use this principle in all your power. Generally, it is sufficient to have rough substitutes; a person is symbolized with a small doll, a rock with his name on it or a rough image.
Limitation
You need your props in order to work power. These props are simple and easily improvised. You must also have some kind of link to your target; you usually arrange this by putting a name or symbol on a blank prop you are carrying. This takes no extra time, but requires that you have such a prop and an exact visual description of the target.
Focus Enabler
Inherent
You can use a Limit Break on those you have you have a personal object or former body part from; others are unaffected. Any such items you have against the target are consumed in use.
Costume
You have a special look you wear to work your power. This is distinctive, and marks you as odd; people in the know can learn things about your Tradition from it. It need not be a specific outfit, rather it is a range of outfits with some common and identifiable characteristic. The exact details vary, but specific colors, long robes, pointy hats, or embroidered signs and glyphs are standard. Variant costumes include extensive tattoos, nudity, a certain style of jewelry or accessories, or a very funky hairdo. If your costume includes a type of armor, you must wear that type of armor to count as being in costume, If it does not, you cannot wear armor while in costume.
If your costume is damage and worn, burned or otherwise mishandled it still works and is still recognizable.
Limitation
You must be in costume to work powers. Donning your costume is a basic action. It is possible to use powers while wearing the costume under other clothes, but this counts as a Disguise stunt.
Costume Focus
Focus
You can always focus at any time when in costume, but it costs you a Fortune point to do so.
Druid
A druid with the costume limitation cannot wear metal armor, and dresses in natural skins and simple woven fabrics, along with incorporating fetches and trophies. Many wear antlers; either taken from an animal or branches worn as imitation antlers.
Echoes
Echoes add chance to your powers, and this does not stop at the effects you produce consciously. This can be because your powers affects the world in a very fundamental way, a form of backlash, a result of your rampant subconscious, or simply the workings of blind chance.
Your powers are subject to chance and strange effects occur around you constantly. What these side effects are can vary from time to time or have a set theme, as decided when you take the limitation. They are often origin-based. Echoes manifest spontaneously and outside your control. They are noticeable, and can give people in the know information they would not otherwise have. Technological powers cause technological side effects, such as brownouts or glitches. Mystic powers have effects similar to the ones you produce yourself. Echoes are generally funny, in a sadistic kind of way; they never obstruct the story, but can create setbacks and hindrances for you and (rarely) your friends. They are a great plot device for the GM to use when you are taking too much camera time or are using your power for tasks that should be role-played.
You can suggest echoes, or your game master can invent them. If you invent funny and annoying echoes, the game master will probably go easy on you with his own. In either case, it is the game master that has the final word on what happens.
Limitation
Echoes makes small odd things occur around you, but this is mostly flavor, tough they can sometimes provide clues to enemies or distractions to you. When you use your powers in obvious ways, they manifest more strongly; on a Snakeyes roll when using obvious powers you suffer a Setback from your echoes. This Setback often mimics the power you were using, escalating or reversing it, or changing targets. As setbacks go, this is usually pretty mild.
Focus Condition
Focus
If you invent a creative echo, you can focus. Alternatively, you can ask the GM for an echo, in which case it might be slightly more severe for making him think one up on his feet. In either case, it is an unusually mild Setback and usually manifests at the end of the round - after you've had a chance to use a Limit Break.
Handicap
Blind seers and lame but magically powerful smiths are a staple of legends. This is also something the GM can impose temporarily on players, due to damage or other complications of limited duration. Perhament handicaps should be left for the player to decide.
You have some physical handicap that is tied to your power. Perhaps you developed your power to make up for the handicap, or it is a side effect of having acquired the power. You can even have several handicaps if you like. Some examples:
- Blind - Still has a general awareness of moving creatures within Mind meters.
- Deaf - You cannot hear spoken conversation and are easily surprised. The perception element of all your skills are equal to your Mind, but you can use the perception element normally with actions, including as an active defense.
- Lame - Prevent movement as a part of normal basic actions. On a full move action, you can take a normal move instead of a full move
- Crippled arms prevent most physical manipulation and the use of weapons and implements.
- Mute - Prevents mundane speech. Make sure to enforce this strictly.
- Albino - Highly sensitive to sunlight, imposing visual penalties and causing Hits with extended exposure. Looks spooky.
Limitation
The handicap does not limit your power, instead the handicap itself is limiting. Your powers develop at the price of your physical prowess.
Focus Condition
Focus
Whenever your handicap causes you acute problems, actual penalties, setbacks, or damage, you can focus. Willfully provoking your handicap does work, but the situation must actually cause you some penalty or discomfort. Using powers to overcome your handicap prevents you from using it to focus, but often powers will only negate part of the handicap, in which case you can still use the remainder to focus.
Brian is lame, but has the magical ability to hover. He needs to kick a fallen branch out of the way to clear a path for his friends. Since he cannot, he can focus, despite that Hover negates most of the penalties of being lame.
Justice
Your powers are strong against those who break rules or customs. Laws hold power, breaking laws makes people vulnerable, dishonest dealing and oath-breaking opens rifts in the soul and gives your powers leverage. Unlike faith, you need not believe in or be sympathetic to the laws you use; the magical laws are as immutable as the laws of nature, and you are using them, not judging them.
Which causes are just is very malleable. Anyone lying to you or breaking a promise is fair game. It does not matter if the promise was given in jest or under coercion. Customs, even evil customs, must be obeyed. Any oath breaker can be ensorcerelled freely, as can those who have betrayed the customs of fealty or hospitality, even if the rules were unfair. Those who owe gifts or favors are fair game, as well.
Limitation
This is a severe limitation, compensated by a liberal focus condition.
All Justice powers must have some cause; it is impossible to directly affect a character with your powers if the character refuses to accept it and has done no wrong. Powers that does not directly harm a character, such as trickery and illusion, can be employed freely, and is often used to entrap a victim before more insidious power is used to take control of him. But if the target refuses to be mislead, he cannot be directly harmed or affected by your powers. However, you can still use indirect powers that affects the environment, changes the stage, or fools the senses.
Focus Enabler
Inherent
If you fully fulfill the limitation, you can use a Limit Break as if you are focused. You cannot focus just because you can use illusion, trickery or other effects affecting the world rather than the target.
Loss of Control
You are channeling powers beyond your control: sometimes these powers take you over and force you to go wild. You must specify the nature of the power you are connecting to, as this will influence how you focus and what happens when you lose control. In general, this amounts to a specific vice; focusing means tickling this vice, loss of control is when you are overwhelmed.
The actions you do when you lose control can be nonsensical or even destructive. You lose sight of your normal goals and live out your vice in an immediate and direct way. Such actions can indirectly benefit your normal cause, but you pursue them beyond what is reasonable and productive.
Limitation
You risk losing control in certain situations, especially when doing things somehow relevant to the nature or source of your powers. When you roll Snakeyes on any task, the GM proposes an action your powers tries to force you to do. The GM can also make one such proposition of his own per scene. You can agree, and behave as suggested. In extreme cases, the GM might even take temporary control of your character. If you resist, you lose access to your powers for the rest of the scene.
Focus Condition
Focus
When doing the type of actions you do when you lose control, you can focus. This can either be because because you gave in to the GMs suggestion or because you came up with a course of action the GM agrees is in accordance with your vice. When you are taking the initiative and choose to skirt the danger, you have to continue to act out your vice until it plays itself out, or risk losing your powers.
Power Words
You focus your power in exclamations, battle cries, and sharp yells. It is not enough to mumble an arcane formula; you shout the name of your power, berate your target, and otherwise make a nuisance of yourself expressing your power.
Limitation
You cannot use your powers silently. Your words of power need to be audible over your surroundings; in a noisy place your powers themselves might roar. When using Power Words but not focusing, it is not obvious what specific power you are using, only that you are using powers.
Focus Condition
Focus
You must shout out what Limit Break you intend to use at the start of the round. You can only use this specific limit break this round.
Power Reserve
You have a reserve of inner power, called mana for supernatural powers and by some technical term such as battery or capacitors for technology. You can use this reserve to fuel your power, but when you have done so you become weak and need to restore your power reserve afterward.
Limitation
When you have used your power intensely, such as in a fight, you grow tired at the end of the scene. Once the fight is over, you cannot use powers until you have replenished your power; a short ritual taking about 15 minutes. Exactly what you do to recover power reserve depends on your power tradition; eating, meditation, prayer, reading, recharging capacitors or connecting to a power outlet are all examples. If there is a condition placed on your recovery that is out of your control, such as sunlight, use of a power outlet, or high wind, your recovery varies - it becomes 5 minutes with access to this recovery aid, 1 hour without the aid.
Focus Condition
Focus
You can focus at any time. The first use is safe. Roll 1d6 when you focus this way. If the result is lower than the number of times you used this method to focus this session, the power limitation of Power Reserve kicks in immediately.
Props
You use tools in your power; a variety of gizmos, diagrams, books, wands, sigils, dried insects, eye of newt, incense and so on. Depending on your tradition, your props have a theme: the props of a technomage are distinctly different than those of an alchemist.
Limitation
You cannot use your power without your props. You need to resupply or build new props during downtime; this is not generally a hassle, but can make for nice cut scenes. In an emergency, you can usually whip up the prop for a specific power with a little scrounging and a few minutes of work.
Focus Condition
Basic Action
You can focus by using your props, but it is a basic action instead of a trigger action, and you cannot move while using this action - tough you can still move later on.
Using props is pretty obvious, and stunts can be used to make you lose your props and thus the focus.
Restraint
Physical activity can hinder mystical ability; energies that could have been channeled into the mystical are used for base physical body needs. By applying restraint, the distractions of the physical body are eliminated, which frees your power. For technological origins, the same can apply; nerves and brain capacity are re-routed from body control to power control.
Restraint in an extended sense can be considered costume as well. If you are a submissive you might also want the Power Submission limitation.
Limitation
You must be physically restrained in some way or your powers become weaker. You cannot use Limit Break powers when not bound. Being bound involves at least one of the conditions below. You must be restrained in such a way that you cannot quickly free yourself; it should take at least 15 minutes for you to get free on your own, someone else can free you with a stunt. Note that it is possible, even encouraged, to use powers to overcome the handicap of restraints.
When you use your powers, there is a risk you will become further restrained; on a Snakeyes roll when using powers you must accept Power Loss or roll 1d6 for a random restraint, adding +1 for each previous restraint.Restraints last at least a scene, and often for the rest of the session. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
Focus Condition
Focus
You can focus when bound, but if you are not fully restrained, there is a chance the process will backfire. Roll 1d6 when you use this power. If you currently lack the type of restraint indicated by the roll, you are either thus restrained, or the focus fails. Which of these happens can vary depending on tradition, outlook, availability of restrains and even sometimes personal choice. If the focus fails, you cannot try again until the enxt round.
Pyrotesse has hands and legs bound uses this power. Since she lacks some kinds of restraint, she rolls 1d6, rolling a 5, adding +2 for her two current restraints for a total of 7, which indicates blindfolding, which she lacks. Since she has no blindfold and it just doesn't make sense for the scene, she is not blindfolded and focusing fails. She cannot try to use this method to focus again for the current round.
Talisman
You have some unique item you must have to work your power. Talismans are reasonably large and obvious, like a staff, diadem, dowsing pin, special hat, gizmo or whatever. Without it, you are powerless. Unlike props, this is one specific item. Your talisman is a signature item; it will not disappear unless there is some plot-driven reason for it to disappear, and customs officials and other bystanders will generally ignore it. But its function is always apparent to others of your tradition and to everyone once you start using it for obvious effects. Those in the know might try to take it away from you.
This focus can be either destructible or indestructible. If it is indestructible, it cannot be replaced; you MUST get your unique item back. If it is destructible, it is still tough and hard to destroy, but it can be damaged, and you can replace it.
It takes a Basic Action and a Know roll against your Dodge to identify a talisman for what it is, except when you use it to focus whereupon it becomes obvious.
Limitation
You suffer power loss when you are without your focus item.
Focus Condition
Trigger Action (Focus, Combo)
When your focus item is directly involved in a successful use of your power, such as if you strike with your staff or throw your power diadem, you can focus. You can even do this as a combo with your Limit Break if the Limit Break itself fulfills the condition. This involves a bit of risk; you call attention to your talisman and could potentially lose it.
This is commonly a twig of mistletoe
Tantrism
Your power is fueled by sexuality, both your own and that of your targets.
Limitation
You must have regular sex to replenish your power. You must engage is some sexual activity each day (even if it is as modest as masturbation or sexual fantasies), and you must have a full-fleshed sexual encounter with a partner at least once a week.
Focus Condition
Focus
Whenever you manage to create sexual tension you can focus. If this is with a friend, it must be a sexual act or a noteworthy development in your relationship. If it is with an opponent, a successful sexually-themed stunt involving Charm or Presence is sufficient.
Trance
Your powers work best when you are in a trance, and you are aware even when asleep.
Limitation
When you use your powers, you enter a trance until your next shot comes up. You cannot use Trigger Actions while in this trance. You do not sleep. Instead you trance as above, and you can still act in this trance.
Focus Condition
Focus
You enter into a trance (as above) for the rest of the scene. You can break out of the trance trough conscious effort - a Basic Action.
Vow
You have taken an oath, and your power only works while you maintain this oath. Stricter vows are likely to interfere much more with your power, but also to grant many more opportunities to focus.
- Vow against killing
- Vow against violence
- Vow of abstinence (from drugs, eating meat, or similar)
- Vow of celibacy
- Vow of fasting
- Vow of forthrightness (no sneaking, approach problems head on)
- Vow of poverty (entrust your upkeep to others, handle no valuables)
- Vow of silence
- Vow of truth (no lying or deliberate deception; silence is acceptable)
You can stand by and watch others breaking the vow with no consequences for you, but in this case you cannot use your adherence to the vow to focus (see below) unless there was some personal stake or advantage you gave up.
Limitation
You must not have broken your vow recently to practice power. Willfully breaking the vow negates your power for a session, or longer for plot reasons. Breaking it because of coercion or necessity (and this might be frequent in case of such things as fasting) means you cannot use your powers for a scene.
Focus Condition
Focus
When your vow makes you behave in a way that is irrational or causes a loss in the long or short term, you can focus. This applies even if just one of these three conditions are met; taking a short-term disadvantage might well work out to a long-term advantage, but it still allows you to focus.