Farmland
Farmlands[edit | edit source]
This is a group of Schticks used by Farmlands beings.
- Enhancement
- Animal Control: Tames the wild beasts
- Fertility
- Healing
- Summoning: Farmlands creatures.
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.