Wednesday, April 3, 2013

Mantle Stuff for Jacob and Turah


Jacobs and Turah's Awardments!
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Jacob - Gets a point of presence.
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Point Cost - 3xp a point -
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Good Intentions - Just like Mesta, Jacob has good intentions. He might not always be right in his decisions, but his belief in his decisions usually makes things ok.
1 - He adds an additional die when he expends willpower to increase his dice pool.
2 - He adds two levels to the health boxes healed by any of his own healing powers.
3 - He does not expend willpower when using powers to heal others.
4 - He adds an automatic success when he expends a point of willpower to increase his dice pool. He still gains the bonus to his dice pool as well.
5 - Jacobs priestly blessing does not cost willpower, though it can only effect a single target once per day. It adds 3 dice and one success to the roll.
//upgrade// 2 points cures an additional health box on his healing powers, this can be taken twice. / 3 points allows him to use his healing ability twice per day per person.
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Treasure Horde - Just like Mesta, Jacob believes in the sanctity and divinity of money. Theres no need to spend wealth, just having treasure is a power in and of itself.
1 - Jacob regains an extra point of willpower every day he sleeps within sight of his treasure horde.
2 - Jacob can add his treasure rating to a single skill roll once per scene.
3 - Jacob adds his treasure rating to his willpower rating. (maximum of 10 wp)
4 - Jacob gains a number of health boxes equal to his treasure rating.
5 - Jacob chooses a single attribute, that attribute is equal to his treasure rating +1 (this can take the stat above a 5).
//upgrade// 3 points allow jacob to gain a health box when sleeping by his treasure horde as well. / 1 point allows jacob to add his treasure rating an additional time in a scene to a skill. this can be taken twice.
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Forever Innocent - Jacobs imagination and youthful demeanor are his real strengths, and just like mesta, they need never be corrupted.
1 - Jacob doesnt age, though he can die normaly.
2 - Jacob is immune to negative energy damage and is immune to magical death effects.
3 - Jacob heals one health box per day, and is immune to disease.
4 - The first time jacob is knocked to 0 health in a session, he regains health equal to his presence score the following turn at the beginning of his turn if he is still at 0 health.
5 - Cannot be controlled by magical means, and is immune to mind effecting effects and fear effects.
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//Generic Upgrades// 3 points allow for a point of wits / 3 points allow for a point of resolve / 2 points allow for an extra health box, this can be taken 4 times /
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Turah Gets a point of Strength
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Point cost is 3 xp
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Great River Dragon - Turah likes herself allot.  She likes being a river dragon, she likes being a wujen, and she likes the dragon she's turned out to be. Phaethon rewards those that believe and respect themselves, and Turah gains power for it.
1 - Turah can spend a willpower to turn into mist as a free action on her turn, and can transform back to normal form without expending willpower by taking a free action on her turn.
2 - Turah's breath produces a cloud of mist 10' around her that she can see through. The mist lasts until the start of her next turn.
3 - Turah's breath weapon does 6 levels of cold damage at its base, and requires a stamina check or creatures suffer a -2 dice penalty. This is the same as a wound penalty and can be negated with advantages and abilities that negate wound penalties. These wound penalties stack with other wound penalties. They last a scene.
4 - When in mist form Turah can expend a point of willpower to make a brawl attack as if she were in solid form.
5 - Turah can use her Water Wujen abilities or dragon breath ability while she is in mist form if she so chooses.
//upgrade// 2 points increase the mist cloud duration to three turns. /
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War Dragon - Turah likes fighting, but she wasnt as good as it as she professed. Phaethon would see her personal expectations met, with a bit of divine help.
1 - Add +1 to brawl and weaponry attacks Turah makes.
2 - Turah gains a point of physical damage reduction.
3 - Add a level of physical damage to the weaponry and brawl attacks that Turah makes.
4 - Turah can make one additional attack per scene. The attack must be either brawl or weaponry.
5 - Turah gains an automatic success on weaponry and brawl attacks.
//upgrade// 2 points adds an additional +1 to brawl and weaponry attack dice pools. 4 points allow for an additional free attack per scene, though it cannot be used in the same turn as another bonus attack.
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Dragon Friend - Turah likes her friends alot, and she doesnt want to see them come to harm if she can help it. Phaethon respects her honest dedication to what is important to her, and so grants her the ability to protect that which she loves.
1 - Allies riding turah get an automatic success on ride rolls and can breathe underwater with her.
2 - Allies riding turah when she turns into mist can also choose to turn into mist, or can instead fall harmlessly and slowly to the ground. Those turning into mist are subject to the rules of that power, and move with turah.
3 - Turah's wujen powers and dragon breath has no effect on her allies unless she wishes them too.
4 - While mounted she uses the higher defense between her and her ally. Her ally follows the same rule. Both gain a +1 to defense as well.
5 - Turah is immune to fear effects and mind affecting effects. Those riding turah get the same protection.
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//Generic Upgrade// 3 points increase strength / 3 points increase stamina / 2 points increase health. This can be taken 4 times. /
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Avatar Power -
The Avatar's power level has a rating from 1-5 and is equal to the lowest rating of the above mantle powers. An Avatar can only be summoned when its rating is 3 or higher. Summoning an Avatar requires the use of an Artifact associated with your god if the Avatar rating is 3. A level 4 Avatar can be summoned with an Artifact, or with the help of a Greater Angel. A level 5 Avatar can be summoned with a point of willpower.
An Avatar can only be summoned once.

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