Advancement: Difference between revisions

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Roughly every 3 weeks, all characters gain a [[Skills|skill]]. This happens immediately before the interactive that week (feel free to narrate how you learned the skill in downtime, or not).
Every 3 weeks, all characters gain a skill.
 
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{| class="wikitable"
{|
 
 
|colspan="3" | Term 1
 
|colspan="3" | Term 1
 
|colspan="3" | Term 2
 
|colspan="3" | Term 2
Line 14: Line 14:
 
|Week 3
 
|Week 3
 
|-
 
|-
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|{{StartingSkills}} Skills
|7
 
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|{{#expr:{{StartingSkills}}+1}} Skills
|8
 
  +
|{{#expr:{{StartingSkills}}+2}} Skills
|9
 
  +
|{{#expr:{{StartingSkills}}+3}} Skills
|10
 
  +
|{{#expr:{{StartingSkills}}+4}} Skills
|11
 
  +
|{{#expr:{{StartingSkills}}+5}} Skills
|12
 
  +
|{{#expr:{{StartingSkills}}+6}} Skills
|13
 
  +
|{{#expr:{{StartingSkills}}+7}} Skills
|14
 
 
|}
 
|}
   
Skills are not the only way to advance your character.
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However, gaining skills is not the only way to advance your character. You can find some ideas below. You can expect most paths to power in Obscura to have a persistent price, either in upkeep, drawbacks or obligations.
   
====Elemental Pacts====
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===Elemental Pacts===
It will be possible to make personal pacts with elementals, to make a sacrifice to get a benefit. As you can imagine, this will have drawbacks to your character.
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It will be possible to make personal pacts with [[elemental]]s you meet or summon, to make a sacrifice to get a benefit. As you can imagine, this will likely be a mixed blessing.
   
====Elemental Touches====
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===Elemental Touches===
Surgical grafts, making pacts with elementals, snorting magical fields larger than your own head, and other Good Life Choices can cause you to become Elementally Touched.
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Surgical grafts, making pacts with elementals, snorting magical fields larger than your own head, and other Good Life Choices can cause you to become [[Elemental Touch|Elementally Touched]], causing a change in appearance and behaviour, and sometimes giving unusual abilities.
   
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===Powerful Alchemicals===
Elemental Touch is an extremely new phenomenon that’s only been sighted recently, and is currently extremely rare. Humans have been seen that are touched by the elements, changing their appearance and behaviour, and occasionally giving them unusual abilities.
 
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With access to a new world may come new opportunities to advance [[alchemy]]. While currently only second rank effects have been seen, alchemical theory suggests third or even fourth rank effects may be possible. If found, fourth rank effects could be potentially world-changing.
   
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===Advanced Rituals===
It’s known that becoming elementally touched is possible through interacting with large magical effects, and some experimentation has been done with deliberate surgical grafts of elementally active material. Legend has it effects similar to this were also sometimes exhibited by those who had made pacts with [[elementals]].
 
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Those who wish to advance [[thaumaturgy]] can put their efforts towards developing more powerful rituals or personalised enchantments to cast on themselves.
   
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It's also possible to combine an elemental touch or an elemental's favour with thaumaturgy, to allow a thaumaturge to perform feats of magic not previously possible.
* All PCs start untouched.
 
* Basic grafts are an accessible way to get a chosen basic elemental touch.
 
* Elemental touches with a combat benefit will typically take a mortal wound slot.
 
* Random elemental touches may happen as a result of contact with large magic and alchemy effects, but only with the player’s OC agreement.
 
* Basic elemental touches grant predictable benefits for predictable drawbacks.
 
* Advanced grafts and pacts with elementals are ways to get more powerful elemental touches, which will have a dramatic effect on the character.
 
   
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===Political Power===
Elemental touches have strong roleplaying effects and will affect how NPCs interact with the person, particularly elementals. They may also have mechanical advantages and disadvantages. Becoming elementally touched can never happen without the player’s OC consent. Once touched by an element it can’t easily be removed (though it is possible), but a change within the same element is fine (and a way to alleviate OC issues with a physrep). It is possible to become elementally touched from two non-opposing elements. Becoming elementally touched by opposing elements is probably a terrible idea.
 
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Characters can of course go for good old fashioned social and political power. Building links with the [[factions in Clare]] or [[Venucci|foreign]] [[Enclaves|powers]] might grant power and influence. However, with power comes responsibilities, and you can expect your allies to ask for favours in return.
 
There is scope for red, green, blue and grey/white face markings, fey features, iconic animal features (but not full beastkin), demonic features and undead features. More custom features may be available through advanced methods (such as advanced grafting) with discussion with the refs.
 
 
=====Example Elemental Touches=====
 
This is not an exhaustive list - the full list is intended to be found in play as more elemental types are seen.
 
{|
 
!Name
 
!Element
 
!Physrep
 
!Mechanical Effect
 
!Roleplaying Effect
 
|-
 
!Brush with element
 
|Any
 
|Sparse face markings of your elemental colour.
 
|None.
 
 
Special: May be gained once per element.
 
|RP effects of your choice in line with your element.
 
|-
 
!Third Eye
 
|Any
 
|An extra eye in the colour of your element.
 
|You can control an extra power when leading rituals of your element. You cannot lead or participate in rituals of your opposing element.
 
|You want to find things out, particularly anything to do with your element.
 
|-
 
!Horns
 
|Creation
 
|Horns
 
|Once per encounter you can call STUN with a melee weapon. -1 mortal wound capacity.
 
|Aggressive towards strangers.
 
|-
 
!Deathly Resilience
 
|Destruction
 
|Extensive grey skin colouring.
 
|Allows you to CURE 1 yourself within 10s of incapacitation once per encounter. -1 mortal wound capacity.
 
|You have great belief in your ability to survive any situation.
 
|-
 
!Flame Lash
 
|Chaos
 
|Extensive red skin or veins on the hand and/or arm.
 
|Once per encounter you may call ranged MAGIC TRIPLE. -1 mortal wound capacity.
 
|You are quick to anger.
 
|}
 

Latest revision as of 19:11, 11 March 2020

Roughly every 3 weeks, all characters gain a skill. This happens immediately before the interactive that week (feel free to narrate how you learned the skill in downtime, or not).

Term 1 Term 2 Term 3
Week 1 Week 3 Week 6 Week 1 Week 4 Week 7 Week 1 Week 3
7 Skills 8 Skills 9 Skills 10 Skills 11 Skills 12 Skills 13 Skills 14 Skills

However, gaining skills is not the only way to advance your character. You can find some ideas below. You can expect most paths to power in Obscura to have a persistent price, either in upkeep, drawbacks or obligations.

Elemental Pacts

It will be possible to make personal pacts with elementals you meet or summon, to make a sacrifice to get a benefit. As you can imagine, this will likely be a mixed blessing.

Elemental Touches

Surgical grafts, making pacts with elementals, snorting magical fields larger than your own head, and other Good Life Choices can cause you to become Elementally Touched, causing a change in appearance and behaviour, and sometimes giving unusual abilities.

Powerful Alchemicals

With access to a new world may come new opportunities to advance alchemy. While currently only second rank effects have been seen, alchemical theory suggests third or even fourth rank effects may be possible. If found, fourth rank effects could be potentially world-changing.

Advanced Rituals

Those who wish to advance thaumaturgy can put their efforts towards developing more powerful rituals or personalised enchantments to cast on themselves.

It's also possible to combine an elemental touch or an elemental's favour with thaumaturgy, to allow a thaumaturge to perform feats of magic not previously possible.

Political Power

Characters can of course go for good old fashioned social and political power. Building links with the factions in Clare or foreign powers might grant power and influence. However, with power comes responsibilities, and you can expect your allies to ask for favours in return.