Difference between revisions of "Nezumi Shaman"

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R2 Distance Distorted: ND compliant and kinda OG compliant but still really weird. Magnitudes are just duration.
 
R2 Distance Distorted: ND compliant and kinda OG compliant but still really weird. Magnitudes are just duration.
 
 
Replace with Trade Name (Trading Spaces?) (switch two targets)
 
Replace with Trade Name (Trading Spaces?) (switch two targets)
 
Scheme and Support action, Theology TN Vigilance, swap two targets' positions.
 
Scheme and Support action, Theology TN Vigilance, swap two targets' positions.
 
 
O+: +1 target
 
O+: +1 target
 
 
Magnitude 1: All targets are Disoriented.
 
Magnitude 1: All targets are Disoriented.
 
 
Magnitude 2: All targets treat all terrain as Dangerous for rounds = magnitude.
 
Magnitude 2: All targets treat all terrain as Dangerous for rounds = magnitude.
  

Revision as of 23:22, 2 September 2021

One within the void: OG compliant, similar to share name. Magnitudes stay within bounds.

Sight beyond existence: ND compliant, has to be reskinned a little. Magnitudes work with it.

Whispered blade: OG compliant: summon weapon is a nezumi thing for sure. Magnitudes don't make sense with that. ND compliant, but the idea that you can accidentally (or purposefully) cause name damage due to weapon creation is pretty wild.

Magnitude 1+: After you perform an Attack action using a name weapon, if you hit, the target treats all terrain as having the Dangerous quality, and if they take damage from keeping Strife symbols on a roll, increase that damage by the Magnitude. In any other conflict type, a number of targets within range 0-4 equal to the Magnitude treat all terrain as having the Dangerous quality.

Witness the End: OG compliant, name-based weakening.

R2 Distance Distorted: ND compliant and kinda OG compliant but still really weird. Magnitudes are just duration. Replace with Trade Name (Trading Spaces?) (switch two targets) Scheme and Support action, Theology TN Vigilance, swap two targets' positions. O+: +1 target Magnitude 1: All targets are Disoriented. Magnitude 2: All targets treat all terrain as Dangerous for rounds = magnitude.

R2 Etherial Flicker: ND compliant, kinda OG compliant. 2nd Magnitude seems like a big stretch. Replace with Name Item Support action, Theology TN 2, grant an item the Sacred quality until the end of the scene. OO: You may grant an additional quality that makes sense for the item and is not overtly magical. Magnitude 1+: The duration is a number of days equal to the magnitude. Magnitude 4: The duration is permanent and non-dispellable.

R2 The Lotus Blooms: ND compliant, kinda OG compliant, magnitudes are just duration. Replace with Name Friend Scheme and Support action, Theology TN Vigilance, or TN 1 on a willing target. You connect your name with the name of a target animal or person. Until the end of the scene, you can communicate normally through speech and understand each other, can sense when the other is in danger, and can sense the other's general distance and direction. Magnitude 1: The duration is 1 day. Magnitude 2: The duration is 1 week. Magnitude 3: The duration is 1 month. Magnitude 4: The duration is 1 year.

R3 Hurl from the Stream: OG compliant, heavy renaming into temporary nonexistance. Magnitudes are duration including forever. Replace with Conjure Name (targets Name Friend, an item you've used Name Item on, or a person you've used an inversion on. Support action, Theology TN 3, targeting a character or item you currently have Name Item or Name Friend active on. The target teleports to your location, appearing within range 0-1 of you. OO+: For each OO spent, you may target one additional legal target. O+: For each O spent, they may appear one additional range band away from you. Magnitude 2: Each target may take a single action immediately after appearing.

R3 Moon on the shifting sea: ND compliant, but still kinda stretching it to exist in multiple locations fully. Replace with Twist Name (Add or remove a disadvantage, possibly permanently.) Scheme action, Theology TN Vigilance, targeting a character within 0-4. The target gains a Disadvantage (of any type) of your choice until the end of the scene. This disadvantage takes effect immediately, and everyone who knows the target knows they have the advantage and behaves appropriately, though after the inversion elapses, they will not know precisely why, only that they did. Magnitude 1: The duration is 1 day. Magnitude 2: The duration is 1 week. Magnitude 3: The duration is 1 month. Magnitude 4: The duration is 1 year.

R3 Shroud in Solitude: Really, really odd buff/debuff, can probably be made ND compliant, Magnitude includes complete discorporation. Replace with Shield Name (Prevent incoming effects to target, including Shadowlands Taint Support action, Theology TN 1, targeting a another character at range 0-4. For one round, the all other effects targeting the target have their TN increased by 1, while all other effects targeting the shaman have their TN decreased by 1, to a minimum of 1. For each two bonus successes, the shaman may take another -1 upon themself to grant another +1 protection to the target. Magnitude 1+: Increase the duration by rounds equal to the magnitude. Magnitude 3: The effect lasts until the end of the scene.

Reality Stitch: ND compliant, maybe OG compliant, binding all enemies into an affectable name. Binding names together so they share one fate is super in flavor, even group names have power.

R4 Shattering Caress: OG and ND compliant, oddly offensive for OG though. Replace with Nametaking, dispel/prevent effects for duration by removing a name temporarily or permanently. Support or Scheme action, TN Vigilance, or 3 for a willing target. You momentarily take the target's Name, leaving them invisible to the world. All ongoing magical effects on them, no matter the source, end. Magnitude 1+: The target is also immune to new magical effects, as well as the influence of spirit realms to which it is not native, for rounds equal to the magnitude. Magnitude 4: The name removal is permanent. The target no longer has a name. The magnitude 1 effect becomes permanent. Everyone who knew about the target now attributes everything they knew to another suitable target, though they may note odd discrepancies in their memories. Any new actions taken by the target are attributed to them only by direct witnesses, and only so long as the target remains in view, the deeds will be misattributed afterward. Permanently increase the Magnitude required for you to activate this effect by 1.

Three Heartbeats: ND compliant, time walk is a little much for OG. Refluff to touching Transcendence, where you are outside time/in dream time for a moment.

Essence Eternal: OG and ND compliant.

Slip the cycle: OG and ND compliant.

Unweave: OG and ND compliant.

Nezumi Shaman Rings: +1 Name, +1 Any Other Ring Staring Skills (Choose 3): +1 Fitness, +1 Medicine, +1 Meditation, +1 Sentiment, +1 Survival, +1 Theology Honor: 30 Techniques Available: Inversions, Rituals, Shuji

Starting Techniques: Inversions (Choose One): One Within the Void, Sight Beyond Existence, Whispered Blade, Witness the End Rituals (Choose One): Commune with the Spirits, Divination, Threshold Barrier Shuji (Choose One): All in Jest, Ancestry Unearthed, Cadence, Truth Burns Through Lies

The Words of Creation (School Ability): You have Name instead of Void, though it functions identically. When you make a check using your Name, you may receive a number of fatigue up to your school rank. If you do, you may pull or push: If you pull, choose a number of dice with non-blank results equal to the fatigue you received, and alter each to a blank result. If you push, choose a number of dice with blank results equal to the fatigue you received, and alter each to a non-blank result of your choice.

Starting Outfit: Sanctified Robes, wakizashi, carving knife or carved staff, scroll satchel, traveling pack. Rank 6: Transcendence (Mastery Ability): Once per session, after you use The Words of Creation, you may also keep as many dice as you like. At any time after attaining this technique, you may Transcend, becoming one of the Wikki'thich-hie, Those Whose Power Shines Brighter Than A Thousand Torches and Whose Name Stands As A Great Wall Against Tomorrow. You most likely become an NPC at the same time.