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City of Seven Sins - Repository
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<blockquote data-quote="DrZombie" data-source="post: 5613804" data-attributes="member: 15640"><p>Dr Zombie is mah FWEND!</p><p></p><p><span style="color: Red">Love you too Shayuri <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </span></p><p></p><p></p><p></p><p>Tell me moar about the Tribes of the Moon. Let us see where the point of synthesis is.</p><p></p><p></p><p>The Tribes of the Moon are divided in several tribes, each with their own distinct culture and variant beliefs. All follow the Moon, in it's different phases. They wander the forsaken lands by night, occasionally coming into contact with more civilized cultures, with mutual misunderstanding and occasional bloodshed.</p><p>There are several monastic fortresses which serve as a basis of some sorts, with seasonal gatherings between the different tribes to trade, marry, admit some tribesmen into the monastery.</p><p>Central to their belief is that inb some distant past their ancestors were seperated from humanity, according to some legends as a punishment, according to others because they were chosen. They await a prophet, a being of exceptional psionic power, the daughter of the moon, that will lead them back to salvation.</p><p>The Kinslayer is a member of the order of the Blood Moon, the Reaper Moon. They search the lands for the prophet, making a living doing what they do best, which is killing. </p><p>The Sect of the Reaper Moon is special because they imbue their warriors with a piece of 'moon metal', a symbiont which lives of psionic power and fortifies the inherent potential in the Tribesmen.</p><p></p><p>What could happen is that The Kinslayer recognises the potential of The Prophet, believing her to be the Moon Goddess Incarnate <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Should be good for a few laughs.</p><p></p><p></p><p></p><p>And, time permitting, more info about these powers:</p><p></p><p>Trappings can be choosen freely, for example a barrier could be stone, fire, inects, bones, whatever.-</p><p></p><p>Barrier: PP 1/section, Range Smarts, Duration 3 (1/section/round). It creates a barrier with toughness 10, each section is 1" (1yard) wide. It disappears at the end of the duration. It's destroyed if a single attack to it deals more then 10 dmg. Can be climbed at -2 to climb roll if made from something solid. Fiery walls deal 2d4 damage if jumped through. So a wall 10 yards wide would cost 10PP to cast, would stay for 3 rounds and would cost 10PP per round to maintain after the 3rd round.</p><p></p><p>Elemental manipulation: PP 1 Range Smart x2 Perform simple tricks, Air : create lesser air flow (blow out candle, ...) Earth : dig hole 1ftsq, sand spray, Fire : create small flame, light something as if holding a match to it, Water : create pint of water or purify gallon of water</p><p></p><p>Environmental Protection: PP 2 Range touch duration 1 hr (1/hr) Target can breathe, speak and move normally in hostile environment (underwater, vacuum, lava, inside of sun) attacks still cause normal damage.</p><p>Light: PP 1 Range Touch Dur 10 min (1/min) must be cast on inanimate object, light as bright as a torch, clear illumination as big as lage template.</p><p></p><p>Obscure PP 2 Range Smarts Duration 3 (1/rnd) creates obscurement as big as a large template , attack suffer -6</p><p></p><p>Puppet (domination) PP3 Range Smarts Duration 3 (1/rnd) Arcane vs spirit, must score success and beat opponent roll. Gain complete control. Suicide command or command to attack friend require new opposed roll.</p><p></p><p>Telekinesis PP 5 Range Smarts Duration 3 (1/rnd)</p><p>Lift object 10lbs x Spirit, 50 lbs x Spirit with raise</p><p>Lifting creatures resist with opposed spirit roll. If roll> caster spirit total target unaffected</p><p>Opposed Str vs Arane if victim can hold on to something</p><p>Telekinetic weapon wielding : Arcane instead of fighting, Spirit instead of Str for damage.</p><p>Dropping things : Lift smarts in inches per turn. Bash into wall Spirit + d6 damage</p><p></p><p></p><p>You now officially owe me a beer, Shayuri</p></blockquote><p></p>
[QUOTE="DrZombie, post: 5613804, member: 15640"] Dr Zombie is mah FWEND! [COLOR="Red"]Love you too Shayuri :) [/COLOR] Tell me moar about the Tribes of the Moon. Let us see where the point of synthesis is. The Tribes of the Moon are divided in several tribes, each with their own distinct culture and variant beliefs. All follow the Moon, in it's different phases. They wander the forsaken lands by night, occasionally coming into contact with more civilized cultures, with mutual misunderstanding and occasional bloodshed. There are several monastic fortresses which serve as a basis of some sorts, with seasonal gatherings between the different tribes to trade, marry, admit some tribesmen into the monastery. Central to their belief is that inb some distant past their ancestors were seperated from humanity, according to some legends as a punishment, according to others because they were chosen. They await a prophet, a being of exceptional psionic power, the daughter of the moon, that will lead them back to salvation. The Kinslayer is a member of the order of the Blood Moon, the Reaper Moon. They search the lands for the prophet, making a living doing what they do best, which is killing. The Sect of the Reaper Moon is special because they imbue their warriors with a piece of 'moon metal', a symbiont which lives of psionic power and fortifies the inherent potential in the Tribesmen. What could happen is that The Kinslayer recognises the potential of The Prophet, believing her to be the Moon Goddess Incarnate :) Should be good for a few laughs. And, time permitting, more info about these powers: Trappings can be choosen freely, for example a barrier could be stone, fire, inects, bones, whatever.- Barrier: PP 1/section, Range Smarts, Duration 3 (1/section/round). It creates a barrier with toughness 10, each section is 1" (1yard) wide. It disappears at the end of the duration. It's destroyed if a single attack to it deals more then 10 dmg. Can be climbed at -2 to climb roll if made from something solid. Fiery walls deal 2d4 damage if jumped through. So a wall 10 yards wide would cost 10PP to cast, would stay for 3 rounds and would cost 10PP per round to maintain after the 3rd round. Elemental manipulation: PP 1 Range Smart x2 Perform simple tricks, Air : create lesser air flow (blow out candle, ...) Earth : dig hole 1ftsq, sand spray, Fire : create small flame, light something as if holding a match to it, Water : create pint of water or purify gallon of water Environmental Protection: PP 2 Range touch duration 1 hr (1/hr) Target can breathe, speak and move normally in hostile environment (underwater, vacuum, lava, inside of sun) attacks still cause normal damage. Light: PP 1 Range Touch Dur 10 min (1/min) must be cast on inanimate object, light as bright as a torch, clear illumination as big as lage template. Obscure PP 2 Range Smarts Duration 3 (1/rnd) creates obscurement as big as a large template , attack suffer -6 Puppet (domination) PP3 Range Smarts Duration 3 (1/rnd) Arcane vs spirit, must score success and beat opponent roll. Gain complete control. Suicide command or command to attack friend require new opposed roll. Telekinesis PP 5 Range Smarts Duration 3 (1/rnd) Lift object 10lbs x Spirit, 50 lbs x Spirit with raise Lifting creatures resist with opposed spirit roll. If roll> caster spirit total target unaffected Opposed Str vs Arane if victim can hold on to something Telekinetic weapon wielding : Arcane instead of fighting, Spirit instead of Str for damage. Dropping things : Lift smarts in inches per turn. Bash into wall Spirit + d6 damage You now officially owe me a beer, Shayuri [/QUOTE]
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