Difference between revisions of "Supernatural Stunts"

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|style="color:#000;"|{{tab}}Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which an evocator has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an evocator to use a specified spell one time without taking any stress during the course of a scene.
 
|style="color:#000;"|{{tab}}Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which an evocator has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an evocator to use a specified spell one time without taking any stress during the course of a scene.
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* '''+enchant/del <num>:''' Deletes that item from your sheet.
 
* '''+enchant/del <num>:''' Deletes that item from your sheet.
 
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|style="color:#000;"|{{tab}}Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect.
 
|style="color:#000;"|{{tab}}Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect.
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|style="color:#000;"|{{tab}}Rune spells are those spells which a Runic Magician uses to perform actions with relatively little effort to achieve maximum effect.
 
 
Rune spells are always very narrowly-defined: a single game action application using a single idea, such as a 'Wing's Defense' or a 'Fury Attack' which always has the same weapon rating base of weapon 1. Creating an advantage can be applied as well, or an overcome action.
 
 
When casting a runic spell for attack, the magician receives the bonus conferred by the Rune to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while runes have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used.
 
 
Essentially, runes are 'Stunts' for the casting skill.
 
 
To create a rune spell, type '''+rote/add <name>=<description>'''. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with ''+show'', and this is the <number> used in the following commands.
 
* '''+rote/rename <number>=<new name> renames a rote spell.'''
 
* '''+rote/redesc <number>=<new description> changes the rote's description.'''
 
* '''+rote/del <number> deletes a rote from your spell list.'''
 
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Revision as of 14:26, 12 April 2017


Supernatural Stunts List

Here you will find a list of the Supernatural Stunts used at Tenebrous Isles along with a description of what they're used for.


Enchanted Items - Thaumaturgy/Ritual/Fae Magic

 Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which an evocator has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an evocator to use a specified spell one time without taking any stress during the course of a scene.

Enchantments on items are always very narrowly-defined: a single Evocation or Thaumaturgical game action.

If you were to create an Evocation-based Enchanted item, it could allow you to make 1 Evocation attack for free in a scene. For example a fire-based attack game action vs a single target.

If you were to create a Thaumaturgy-based Enchanted item, it could allow you to make 1 Thaumaturgical action for free in a scene, quickly, without having to build up all necessary prerequisites to casting the Thaumaturgical spell. For example opening a doorway to the NeverNever or a Pocket full of Sunshine that places the aspect of 'Sunlit' onto the area.

Enchanted items are made with the following commands and cost 1 Refresh apiece.

  • +enchant/create <name>=<desc>: Creates that enchanted item. The cost of the item and the uses are both limited to 1. If you don't provide a <desc>, the item will begin blank.
  • +enchant/rename <num>=<name>: Renames that enchanted item.
  • +enchant/desc <num>=<description>: Describes that enchanted item. The preferred format is to describe the effect of the item." - e.g. "Coat of protection, Reactive armor, 2 free tags."
  • +enchant/del <num>: Deletes that item from your sheet.

Rotes - Evocation/Channeling/Fae Magic

 Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect.

Rote spells are always very narrowly-defined: a single evocation application using a single element, such as a fire attack which always has the same weapon rating, or an air maneuver which always creates the exact aspect. However, within its narrow range of application, a rote spell can be very useful for a simple reason: Rotes are the only way to gain bonuses on Casting rolls.

When casting a rote spell for attack, the evocator receives the bonus conferred by the Rote to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while Rotes have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used.

Essentially, Rotes are the 'Stunts' for the Casting skill.

To create a rote spell, type +rote/add <name>=<description>. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with +show, and this is the <number> used in the following commands.

  • +rote/rename <number>=<new name> renames a rote spell.
  • +rote/redesc <number>=<new description> changes the rote's description.
  • +rote/del <number> deletes a rote from your spell list.

Magic User

Stunts outside of Rotes, Enchanted Items, and Runes
  • White Council Membership: Joining the White Council gains you the title of 'Wizard'. You also gain the Indebted Condition. As a member wizard in good standing, once per session, you may contact the White Council to request assistance. The GM determines what aid, if any, is given and the cost thereof. If the favor is great, the GM may impose the Indebted condition with multiple boxes checked; you must recover from the condition before again using the White Council Membership stunt.

Shapeshifter

Stunts specifically for Shapeshifters
  • Beast Whisperer: You inherently understand and may communicate with any animal of the same type as your wereshape and thus may interact with them as you would with humans. This comprehension does not surmount the limitations of animal intelligence or permit the exchange of concepts too complex for the animal’s ken.
  • Shifting Adept: When you transform into your animal form, your clothes and anything else on your person likewise transform and return undamaged when you shift back. Anything stored in this way is perfectly concealed and can be affected only from within the Nevernever.