Farmland

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Farmlands[edit | edit source]

This is a group of Schticks used by Farmlands beings.

Enhancement[edit | edit source]

Range: Touch
Duration: 1 Sequence (or infinte with Power point) You may enhance one of the following with a Sorcery roll Difficulty 0 and Resistance equal to the base score. This enhancement lasts one Sequence, or with a Power Point, until you want to start regaining the Power Point. You also gain 2 Booster schticks.

  • 1 Attribute (with EV/3 adding a bonus to the attribute)
    • includes Move
    • this enhancement does not provide any Pool points or changes to Pools.
  • 1 Pool (increasing and adding to the Pool)
    • Luck (EV/5)
    • Shots (EV/3)
    • Presence (EV/4)
    • Power (but not above the Sorcerers own Power, except by paying 1 Power) (EV/5)
    • Wounds (EV/5)
  • 1 Skill (with AV as Diff, increasing EV/5 points)
  • Initiative (+1 per EV, Diff Initiative).
  • Health (Raise Health by Outcome, Diff 10)
  • Damage add of one attack (with Diff 10+Weapon Damage as Diff, EV raising the Damage add)
  • Provide the Regeneration schtick (Difficulty 10, Resistance 10)
  • Buff a Schtick with X points (Difficulty 10+Schtick cost, Resistance 10+Schtick cost). Add a level of to the schtick per EV.
  • Replace a night of sleep (Requires a Power Point).

Booster Schticks[edit | edit source]

Duration[edit | edit source]

The Enhancement lasts one extra Sequence.

Extra target[edit | edit source]

You may enhance one more creature or object with a single Action.

Multiple enhancements[edit | edit source]

You may use one more enhancement with a single Action.

Extra enhancement[edit | edit source]

You may add an enhancement type to your repertoire of Enhancement types.

Short Range[edit | edit source]

Enhancement now has a range of Power meters.

Medium Range[edit | edit source]

Requires Short Range
Enhancement now has a range of Power x 4 meters.

Long Range[edit | edit source]

Requires Medium Range
Enhancement now has a range of Power x Power meters. Animal Control

Fertility[edit | edit source]

Gain the following abilities:

  • Bless Crops : Cause yield Power x 10 % increased with [Power] Powerpoints.
  • Bless Couple: Increase likelihood of conception by Power x 10 % with [Power] Powerpoints.
  • Fertilize: Can grow anything anywhere for Power weeks for a Powerpoint.
  • Growth: Can grow anything living Power x 10 % for [Power] Powerpoints over night.

and one of the following:

Harvest Chi[edit | edit source]

Power: Gain a positive die. You may not gain more than two positive dice with any effect including this one.

Restore Chi[edit | edit source]

Action, Power: Target regains Occult/Sorcery+Power vs 0, EV/5 Soul Poolpoints. This is very tiring and causes the target to fall asleep at least an hour.

Hinder Chi[edit | edit source]

Power: Target gains a negative die. Target cannot gain more than 2 negative dice with any effect including this one.

Adjust Chi[edit | edit source]

Action: You may transfer one Soul Poolpoint from and to you and/or a willing target.
Action, Power: Transfer up any amount of Soulpoints from and to you and/or a willing target.

Shadow Chi[edit | edit source]

Action: Target may not use up to Occult/Sorcery+Power vs Interaction/Willpower+Soul, EV / 5 Pool points of the sorcerer's choosing, for EV Sequences.

Empower Chi[edit | edit source]

Power: You gain the equivalent of two Power points worth of effect.

Germinate Chi[edit | edit source]

Power: You gain a +4 AV bonus to your next Action. If that Action is successful (EV > 0) you regain the Powerpoint.

Enfeeble Chi[edit | edit source]

Action: Target loses a Soul point with a successful (EV > 0) Occult/Sorcery+Power vs Occult/any+Soul.
Action, Power: Target loses 3 Soul points with a successful (EV > 0) Occult/Sorcery+Power vs Occult/any+Soul.

Booster Schticks[edit | edit source]

Extra Ability[edit | edit source]

Gain one more Fertility ability.

Healing[edit | edit source]

Roll Sorcery+Power vs 0. Heals EV Shock Points. For a Power Point, you may heal Wounds, with a Difficulty equal to the number of Wounds times 5 the sorcerer tries to heal, with the EV healing only the Wounds. Range is touch or close enough.
Option System (Action!)#Wound Seriousness: Only the largest Wound is healed.

Booster Schticks[edit | edit source]

Revitalizing heal[edit | edit source]

Also heals Shock points when healing wounds.

Skilled Healer[edit | edit source]

Lessen Difficulty per Wound by 1. May be bought 4 times.

Group Hug[edit | edit source]

May target one more ally per heal. Must pay all Power costs.

Healing Fountain[edit | edit source]

The Difficulty to heal Wounds is lowered by 5. Only one Wound is healed each Sequence, up to the full amount.

Rejuvenating heal[edit | edit source]

A Heal also provides one point of any Pool (except Wounds).

Buff heal[edit | edit source]

Provide target of a Wound Heal a basic Enhancement. Duration is 1 Sequence / Wound healed. The Enhancement may be boosted as normal.

Healing Gesture[edit | edit source]

Tier 2
Your heals now have a range of Power meters.

Healing Sign[edit | edit source]

Tier 2
Requires Healing Gesture
Your heals now have a LOS range.


Summoning[edit | edit source]

All Summoners gain the following benefits:

Passive Defense[edit | edit source]

Sorcery against Supernatural beings (Sorcery / Creature Powers).

Banish[edit | edit source]

Action: Banish a specific type of entities with a Sorcery+Power vs Occult+Soul. Multi-Action penalties apply for multiple targets. 5 EV is required to succeed in banishing the targets.You may prepare for [Supernatural being's Power] hours to gain a positive die.

Call[edit | edit source]

Choose an entity. You can now summon this at a cost of 1 Power. Range: Power meters.
Pay 1p per 5 p of the summoned object or entity. A standard character or a normal item are included in the Schtick.
Action, Power: Call a specific, Named, entity.
Action, Power: Call a group of Unnamed entities.
Action, Power: Call a specific, Named, entity.

100 Actions, any amount of Power points: Call a Named entity, or group of Unnamed entities, with a total of Power x 5/2 points. This must be done the first time. 0 points are included in the Schtick, beefier summons must be bought with points (1 point = 5 points summon). Maximum number of entities summoned at once is Power. You may prepare for [Supernatural being's Power] hours to gain a positive die.

Boosters and Flaws[edit | edit source]

Combat Summon[edit | edit source]

Rebate 0
Summon now doesn't cost Power, but only lasts 1 Sequence.

Extra duration[edit | edit source]

Combat Summon lasts 1 extra Sequence.

Power Summon[edit | edit source]

You may now pay multiple Power points to make several Calls simultaneously.

By the power[edit | edit source]

...of Teschio Grigio!
Rebate 1
It costs an extra Action to perform a Call.

Concentration[edit | edit source]

Rebate 3
Call must be maintained each Sequence with an Action, Shot or Power point.

You may choose 2 of the following:

Defend others[edit | edit source]

Cost: 1.
You may defend others with your Defense.

Blast Supernatural[edit | edit source]

Cost: 1 point.
You may Blast Supernatural beings.

Ward against Supernatural[edit | edit source]

Cost: 1 point
Power, Action: You may defend an area against intrusion from Supernatural creatures (Sorcery+Power (Active Defense)).
This area may not be greater than Power meter radius. It lasts for a year and a day, and the maximum Centerpoint Range is Power x 3 meters.
You can choose to invert the area so as to create a prison instead.

Summoned Minions[edit | edit source]

Cost:variable (1 point provides 1 extra point for 5 minions) You get 1 point to build your 5 minions per point invested, starting with a normal character template. The minions may buy Creature Powers or Sorcery and have a maximum Attribute of 10.

Followers[edit | edit source]

Cost: 1 point
The minions now have a maximum Attribute of your Sorcery.

Cultists[edit | edit source]

Cost: 1 point
The minions can now buy both Creature Powers and Sorcery.

Summoned Ally[edit | edit source]

Cost: variable (1 points provides 5 points).
You get 5 points to build your Ally per point invested, starting with a normal character template. The Ally may buy Creature Powers or Sorcery and has a maximum Attribute equal to your Sorcery.

Powerful[edit | edit source]

Cost: 1 points
The Ally now has a maximum Attribute of your Sorcery+Power.

Knowledgeable[edit | edit source]

Cost: 1 points
The Ally can now buy both Creature Powers and Sorcery.