Here is a unified place to put all my styles from my blog posts. The conversion guide may at times be necessary. https://docs.google.com/document/d/1yBCqqF48xPk_IwUWMPBKpjIl3gFlJhvtCvaw0WzuOfY/edit?usp=sharing
–Gesit: Gateway: A style of dungeon delvers, occultists, priests and cosmonauts.
Each city is built around a portal to the first church, half within, half without. Gesit is the exception, it is built around a cluster of 5 portals, each leading to somewhere else. As such, it is the third-largest city in existence, and acts as a hub for traffic from other cities to flow through it.
-Stance: Mind channel: Makes the mind porous and hard to grip on, venting all burdens on the mind, good against extremely dangerous mental attacks. Grants advantage on saves vs mental attacks and detection. In addition, attacks that do more than 6 psychic damage do only 6 psychic damage.
-Stance: Third Eye: Allows fourth dimensional sight and the ability to perceive objects you are observing closely with extreme precision, as if you were given unlabelled diagrams of their internal function. 2m omniception.
-Stance: Adhesion: Allows you to adhere objects or creatures together as strongly as if they were bound by solder, while being able to still dismiss the adhesion with a thought.
-Technique: Stellar Spear: Manifest a pike, it can be used as a buckler, can be collapsed to the length of a dagger (close combat), and can be extended to up to 20m in length. If you have a pike, spear or dagger, you may nominate it as your stellar spear to store it and gain the advantages.
-Soul anchor: Iron lung: Must “die” from exposure to the vacuum of space and be resurrected.
Allows the holding of breath for 10 minutes. While holding your breath, your lungs gain the properties of metallic bone, and do not collapse under pressure change or get scoured by gas. In addition, you gain resistance x0.5 to force and cold damage. Like all iron bodies, it grants +12 hp.
–Constantine: Ruler: A style of knights and death cultists. You may not take this path if you are resistant to necrotic or bleeding.
Constantine is the newest great city among all. A mere 20 years ago, a new gateway was wrought, and the only mass true-death event of the modern era took place. In addition, the city is surrounded by a barrier, which once served as a tomb for its inhabitants. While before it only allowed entry, barring exit to the monsters hidden within, it now acts as a shield, freely allowing exit, but barring entry.
-Technique: Shred (2ap): Make one melee attack against everyone within 1m.
-Strike: Rip: Convert the damage from a close combat weapon strike into bleeding.
-Strike: Tear: After dealing soul damage, the next action the enemy takes costs +1 AP, and the next spell they cast has their dice stepped down by 1.
-Soul anchor: Rejection of false light: Defeat a follower of the burning lord cursed with a pinhole. You must then spurn the divine blessing and seal it away. After doing so, you gain immunity to blindness, and resistance -12 to radiant damage.
–Masada: Mountain fortress: A style of geomancers, gatekeepers and marksmen.
Masada is the southernmost extent of the Last Revelation, marking the beginning of the northern regions. The northern regions of the nine rivers are elevated above the southern regions by a 100m tall plateau. This plateau is eroded heavily, and as such has an ill-defined border which leaves many islands of elevated ground, with Masada as the largest at 30 KM. The original inhabitants lived on its surface, taking advantage of the milder weather and relatively safer wildlife. Currently, a majority of space is actually underground. With sleeping and storage taking place there, most of the waking day is spent above ground. Due to the huge quantity of geomancers, the plateau has long-lost its natural appearance. The weathered walls were replaced by stark battlements dotted with towers and passageways, while the surface became a horticultural grove.
-Stance: Shape earth: Any earth you touch can be shaped by hand as if it were soft clay, you may re-harden the rock with a thought.
-Technique: Pavise: When an attack is declared against you from the front, stamp your foot against the ground. This makes a 2m tall, 1 meter wide and 20cm thick tile flip up in front of you, the wall finishes flipping before the attack hits. Anyone caught in the two tiles in front of you when you use the technique may save or get knocked 12m directly upwards.
-Technique (1ap): Closed gate: When in a tunnel or hallway of stone or earth, create two slabs of 3m thick rock which slam together and close off the tunnel. Save or be crushed when within the closing gate. 2m range, delayed 1, cannot be dismissed.
-Technique (1ap): Hole: make a 2m spherical hole in a stone surface
-Master technique (3ap): Onager: Punch a rock wall, making either one large or multiple small sections of the wall fly out the opposite side (no matter how thick). Make 3 ranged attacks for 6 bludgeoning each at acc3 and 800m range.
–Barakah: Blessing: A style of pilgrims, healers and forest rangers.
Barakah lies at the northwest border of the Last Revelation, in northern forests that form the largest continuous biome within the nine rivers. It is constructed in the petrified remains of a forest of ironwoods, including the largest specimen found so far at 3 km in height. It is the site of the world's largest domestic dragon roost, rivaled only by the sunken city. Councillors, tycoons and high ranking members of the vermin believe dragons to be the finest hosts, and so pay exorbitant fees for live specimens.
Stance: Strider: Ignore difficult terrain while on dry ground.
Technique: Sterilize (touch): An inanimate object becomes immune to bacterial or parasitic colonization for a year.
Technique: Archive of rings: Taste the pulp of a tree to determine all changes in the weather, soil composition, magical density and air chemistry within the last decade. This can help determine what kinds of monsters are in the area and if it is affected by any curses.
Technique: Farstriker: Before making a ranged attack, make the target glow strongly for the next 30 hours. The next ranged attack against them adds one advantage and ignores all disadvantage.
Soul anchor: Drakescale: Requires sleeping in a bed of shed scales after consuming the blood of a drake mixed with 8 thaums. Your unarmoured ac becomes as lamellar, and you gain+1 ac.
–Medina: Prophet: Border to the rotting sea.
The city, like most in the nine rivers, was built in concentric circles of walls, with subdivisions protruding out like spokes. During the great dying, the outer wall fell to the Ur-Host, leaving the inner city isolated from the outside world, save for its gateway. Pain wraiths were released as a desperate measure to stall the growth within. Since then, the wraith cascade** and cancerous host have interbred and split, continuously fighting amongst themselves and attempting breaches into the walls or sending splinters out into the tunnels. Medina now forms the border to the sea of mold and the centre of joint cancer suppression operations by the deep church, red dukes, last revelation and dominion.
-Stance: Vigil: Your hearing and auditory memory becomes hypersensitive to danger. You stay conscious during sleep, and can fully wake or fall asleep as a free action.
-Technique: Litany of the untainted: As a response to someone within 30m being afflicted with a disease, curse, mind-altering effect or poison, you may make a bonus save for them.
-Technique: Scorn: Speak an accusation, if it is true, knock the target back and subtract that amount of distance from any movement they make towards you. Scales with the severity of the accusation (minor d3, major d6, abhorrent d12). The name of their crime is burned into their flesh and soul.
-Technique: Spark: Strike an edged weapon against stone to ignite it, a shroud of spinning sparks coalesces around the blade, granting it fire and radiant damage, and shedding light. It also gains 2 points of accuracy.
Araf-Ramoth: Refuge at the border of heaven: A city that lies within the fractal cathedral in a region arranged in concentric Toruses. It is said to take four hundred days to reach by foot if walking from Gesit. It is also one of two cities with a space program.
Stance: Stargazer: Your vision is tripled in strength, in addition, distance in vacuum counts as 100 times shorter for the purpose of determining loss of detail due to distance. For instance, this would make you unbelievably good at seeing constellations, even during stormy nights or under conditions with light pollution. If you combine this with a 2-inch diameter telescope, you can quite literally see better than James Webb.
Technique: Fractal twin: Duplicate a tiny, non-magical projectile within 3m. It retains its original velocity and bearing.
Technique: Longer than you think: When someone uses a teleport ability within sight, they age 1d20 years and gain 2 exhaustion.
Technique: Salyut 1: Choose a target you can see, until they break line of sight with you, they take 1d6 cold damage at the end of their turn. In addition, exhaustion damage they take is doubled.
Path: David: Requires a sling.
Stance: Huatyacuri: When you hit someone with a sling, ricochet to roll a second attack against a different target, repeat up to five times. Advantage on all attacks if you only attack once a turn.
In addition, you may use the line of sight of allies instead of your own, so long as you have line of sight with your ally.
Strike: Lugh: Mages must save twice, first against ending all currently ongoing spell effects, second against being unable to cast spells for a turn. They cannot use divination for a day.
Strike: David: Add 1d6 damage per size category the target is above your own.
Strike: Maui: Break a knee, preventing escape and inflicting half movement for life.
Xicotlimiuh: City of needles: The birthplace of the empire and location of the pure wyrm of the lake of wax. It is the genesis of soul magic and cooperation between the empire and the dominion. It, alongside the new capital, deserves its own blog post.
-Stance: Burning cloak: Each turn this is active, you and anyone touching or hit by you take d6 internal fire damage. Gain 3 strength and movement. If you have the curse of wax, deal 2d6 fire damage instead, and only take a flat, unmodifiable 3 fire damage.
-Technique: Hypergolic blood: Your blood becomes highly acidic and boils when exposed to air. If you bite your tongue(1 necrotic to self), you may spit a jet of blood up to 12m with acc2. Dealing 8 acid/fire damage. If you have the curse of wax, the damage becomes DOT.
-Technique: Mark of honey: Pick a creature within line of sight, they will emit a strong, sickly sweet aroma which is sensed by every single insect within a 1km radius. This is as disruptive as it seems it aught to be.
-Strike: Steel proboscis: Add life steal and 2d6 necrotic damage to a melee piercing hit.
-Soul anchor: Break open the chrysalis of a creature of equal or greater size as you, eat the creature within, and take its place until metamorphosis concludes. Gain a pair of insectoid wings, which give a flight speed of 12. You may break off your wings and replace them with new ones if you find some of suitable size for you, either to replace damaged wings or because the new wings have some sort of effect.
Atlatlacamani: Storm Cradle: Found north of Tlannana Tzalitzi. It has a unique environment, suffering extremely mild winds and rainfall (contrasted against every other northern province). It has a stable eastern current within both wind and waves. Due to this, alongside its proximity to the lake of mould, a 12 league long net of sanctified nerves were erected across the gulf between it and tlannana tzalitzi, to ward off the metastasis of cancer. Within it is the beating heart of imperial aquaculture. Thirty-one thousand miles of ironwood reefs, filled with nigh endless quantities of kelp, shellfish, salmon (STR6 HD6, swim 12, bite d12+6.), and sea lice (STR 1, HD3, swim 8, regeneration 1, slam 1d6, 1/100 chance to have a blood magic spell, though thaumic sieves keep the levels mercifully low). These last creatures are the product of Imperial genius. It was realized that by connecting them to the body of the formless mother and inflicting them with genes that render them unable to open their mouths, it is possible to gather theoretically infinite biomass. In order to keep the sanguine resonance levels within the region low, processing is done within the endless canneries of its southern kin and the sunken city.
-Stance: Wavebreaker: Make yourself unable to be moved in one specific axis. This can be used to hover.
-Technique: Iron skin: Spatially lock a melee weapon upon being hit, reducing the maximum physical damage to 3. This effectively disarms the enemy.
-Technique(2ap): Pile driver: Delayed 1, Make a melee attack with at acc+4, dealing 6d6 additional piercing on a hit. Weapons not built to withstand these forces(such as common steel weapons) break and deal impaling damage.
-Technique(2ap): Clear sky: Still the air in a 3x3x3 meter cube. The air itself becomes difficult terrain and requires a dc8 strength check to move in. Gasses within this air do not diffuse. 1 minute. It is non-newtonian, so faster creatures and projectiles cannot overcome the difficult terrain and instead may only move 3m during their turn.
Tsenkutli: Lord’s Stone: A military style, for navigating trenches and hunting men, the style of the capital, the black gate, and the hell swamps of no man's land. Regarding tsenkutli itself, it is one of two cities with over 100 million inhabitants, and as such deserves its own post.
-Stance: Soft-Step: Allows walking on mud or semi-liquid substances as if they were dry ground. Projects a 10cm aura of silence off your hands and feet.
-Technique(2ap): Sunder ribs: Make a melee attack with a slashing weapon at advantage. On a hit, give weaknessX2 to piercing damage. In addition, any melee piercing or unarmed attacks you deal against them steals 1 thaum/MD.
-Technique: Sever (2ap): Requires a blade on your person, but does not require it to be swung or drawn. Sever 1 arm or leg at the knee or elbow, dealing 10 slashing, 3m.
-Technique: Gun parry: Ranged firearm attack, when used as a reaction to an attack, cancel that attack on a hit and slow 2.
-Soul anchor: Heart eater: Consume a heart doped with 10 grams of molten silver dissolved in acid, this act deals 12 acid damage and 2 soul damage, but will not kill you.
You may consume the hearts of souled creatures who have never taken soul damage to increase your speed or your max hp by 1, and deal 2 soul damage to the victim.
Tlannana-Tzaliztli: Breaking of gnashing teeth: A style of leviathan hunters. The port city of Tlannana Tzaliztli is the southernmost city in the empire, and one of 3 megacities within the intertidal. By a special accord with the deep church, this is the only location where vermin are allowed to possess marine animals. The significance of this is not easily appreciated by non-vermin. It is also one of few cities with a thread pillar that extends to the upper atmosphere. This has led to a unique local ecology and an airship program, and both live guns and live ships originate from specially cultivated stains of the former.
-Stance: Sternguard: When an enemy is charging/leaping at you, make a free attack at advantage. Gain an additional stack of advantage if you have an elevation advantage.
-Stance: Hunter: When using unstoppable* to ignore an effect, enemies must choose two things to sacrifice. Gain +3 to unarmed attacks, climbing/swimming speed and mounting checks.
-Technique(1ap): Teethbreaker: After landing a melee attack, knockback 1 and inflict disadvantage on all bite attacks.
-Technique: Gill-slit: After landing a melee attack, force a save against losing the ability to breathe water. Deal 2 Exhaustion.
-Neyolno-notzalli: Inner deliberation: Style or the first legion.
-Stance: Emperor: The words you have written while in this stance can be read and edited by you from any distance.
-Technique (1ap): Pry-open: 1 person within 3m takes d6 psychic damage and gets 2x psychic vulnerability.
-Technique (4ap): Take: 1 person you touch takes d6 psychic damage, and you may steal a handful of thoughts from their brain (Decided by gm).
-Technique: Psycho Resonance (3ap): Pick 2 targets within 6m, damage done to one target is replicated to the other as psychic damage, the link breaks after 60 psychic damage is dealt.
-Burial legion: Requires binding cog: Style of the third legion, which is responsible for internal security and the recovery and salvage of abandoned settlements. Originally a legion of slave soldiers drawn from the still-bitter conquered forces of the enemy, they swelled in numbers and importance during the shattering and the civil war.
Stance: Worldmover: While pulling or dragging, triple your strength.
Stance: Law of the three part world: Wounds inflicted while in this stance take 10 times as long to heal including for regeneration. Melee critical damage is doubled, and you gain F: Cancer.
Technique: Chained mind: Ignore one mental attack or breakdown.
Strike: Lie: Target must save or forget past minute and cancel all actions.
Binding cog: In my game it's a soul slot, but soul slots can be used as an a template for glog.
Your unarmoured defence is as chain. You keep these benefits (+2 ac and Dr to slashing) even if you wear armour over it.
-Add 2 to your strength.
-You gain 1 strength for the duration of an action for each ap you spend on that action. Up to a maximum of +6.
-You may not wear bio armor or use biological implants.
-You are unable to actively lie, if you ever break a promise (one made after infection), you will die a true death.
Tlalocayotl: Gate-Breaking-Tempest: The style of the assault troops responsible for taking the many cities besieged by the empire. It is named after the high marshal of the imperial army.
-Stance: Mountain to mountain: You may triple jump.
-Technique: Overseer: You manifest a 3x3m plane of solidified air beneath your feet. It is strong enough to support an ox, but not bulletproof. This technique resets whenever you witness blood drawn.
-Technique: Barotrauma: Touch someone, until contact is broken, they experience three times regular air pressure. 6 force damage at the end of each of your and their turns.
-Technique: Fissure (3ap): Stomp the ground, a 9m long fissure opens in the ground starting at your feet. The cracks are up to 1m deep into a surface, and you may perfectly control the path of the fissure in any route. The fissure may branch and crawl up walls. You could use this to break a wall In half, or make a perfectly circular hole in a bridge or other floor to drop someone through it.
Alangar: Night emperor: The path of the black guard: Originally, the night empire was one of the fiercest rivals to the empire. At the time of its conquest, during the curtain call of the unification wars, it was the only entity to successfully stall, defeat and then rout the invasion force sent to destroy It. Again and again this repeated, with the war only concluding after a decade of hard fighting when the first weapons of mass destruction were deployed.
Its poor luck continued during the war of revelation, where another of its cities were struck by a nuclear barrage, claiming the #2 spot for the most bombarded city to rest alongside itself. Currently, only two of its cities remain, those being the underground cities of Inim Akkad and Ashak.
Stance: Blood begets blood: You may flip 1 damage die per damage roll to [round number]. Gain infra-red vision.
Technique: Rekindled: Recover [round number] points of exhaustion.
Technique: Nightfall: Extinguish three flames or short circuit/rupture three lamps.
Technique: Shadow step: Teleport to a point within 30m and line of sight that is covered in darkness.
Xiuhtecuhtli: Burning river, father flame: This style draws from the power of the river of molten lead, Xiteyakana, and the demon who inhabits it. It is wielded by the left hand of the emperor, and those who serve him.
Stance: Dancing blade: While in this stance, your blade may attack and parry/riposte anywhere within 9m. In addition, the blade flies 15m/s, or 10m/s if you are riding it like a surfboard. You do not need to roll to not fall off the blade, as you are skilled in its use and may manipulate it to catch yourself.
Even if you do not hold the blade in your hand, it denies the use of another weapon. In addition, this stance may only be used if the blade you are wielding is the only piece of magnetic material on your person.
Technique: Leaping blade: Make a melee attack at advantage at 60m, the next turn, the blade returns, making a second melee attack at advantage to a target within the approximate path of its return.
Technique: Torque (2ap): 3 attacks to a target within 3m, once an attack hits, the following attacks hit automatically.
Technique: Lead storm (3ap): Consumes 1kg of metal to make 6 attacks at acc3 for d6 damage, divided amongst any number of targets within 30m. Gain +2 acc if the material is lead or gold.
Soul anchor: Heavy hands: Dip your hands within a vat of molten metal, then heal the damage taken, repeat the process 3 times. After this, your unarmed attacks hit as flanged maces, and may be used to block, parry or catch blades, as they gain the appearance and durability of the metal used.
Note: Gatebreaker has two techniques effectively copied from the kenesse style (linked in the duelist post, dungeonfruit made it). This is because it is my favorite duelist style.
Ehecatl: Thirteenth heavens: A style derived from the north wind
-Stance: Storm dance: Twirl your weapon around you, whipping up a storm, for each ap you spend attacking, you can jump 6 in the direction of an enemy (before or after the attack).
Your melee attacks do knockback 1. And slow moving projectiles such as arrows used against you gain disadvantage.
-Technique (3ap): Vacuum slice: 20m line, 4d6 slashing/force damage, in addition make a free melee slashing attack. Add 1 MD to pull everyone within 3m to the center of the line after the strike, and to increase damage by 1d6.
-Technique (xap): Storm stomp: 1m, 3x bludgeoning, knockback x+2.
-Technique (1ap): Windblast: 20m, 6 bludgeoning/force/lightning, knockback 4.
*This is a boss ability that is somewhat similar to legendary resistances. This usually won't be relevant. Mounting is the shadow or the collosus/dragons dogma monster climbing.
Path: Mammon:
Stance: Glass floor: You gain +x temp hp while in this stance. It resets every sunset. X is equal to each 1000s coins you have, doubling each time (+1 hp for 1000, +2 for 3000, +3 for 7000…)
Technique: Coin shot (3ap): Flip 20 coins, on a tail they are consumed, on a head they deal 1 piercing damage to a target within 30m.
Technique: Valuate: Determine the monetary value of an item, this is a form of divination and works through non-magical obfuscation.
Technique: Moonshot (4ap) (1 exhaustion): Consumes 30 coins, 3km range, acc6, 2d20 piercing/fire with exploding dice. +1d20 for gold coins.
Lesson: You may make lammelar out of 1000 coins. It gains +1 ac and DR for steel or copper coins, +2 for silver and +3 for gold. Only those with this path may wear it.
Path of the hidden crown:
You gain the language: Hidden. This language has Antimemetic properties for everyone who was not initiated into the order by an agreement of 3 different members or one or the heads. The same member cannot initiate more than one person into the order.
Stance: Observation: You can see the hp, ac and movement of everyone. You can also see the description of abilities that have been used while in this stance and what statuses creatures have been inflicted with.
Technique: Carpe jugulum: After an enemy rolls a 1, activate this technique. One of your allies can immediately make an attack or grapple check at advantage. In addition, they can burn actions from their next turn to give themselves more advantage or movement. Critical damage on that action is doubled. *
Technique: Do better: After an ally fails a roll, give their next action 2 stacks of advantage.
Technique: Fog of war: Cloak a 30m sphere in fog. Everyone not in the observation stance can only see clearly 6m in front of them.
Iron body: Faceless: Granted to members at any time, should they wish for it. Grants the ability to very slowly (12 hours for a complete transformation) change their facial features and body. Obeys conservation of mass and proportion of tissue types.
Path: Severance: You must be holding a knife to use these techniques.
Stance: Bladehand: You may instantly retrieve a knife from your person to your hand if it is empty. Gain +1 ac against melee attacks for each hand holding a knife. Make a knife attack as a free action once per turn.
Technique(1ap): Knuckle grip: Throw 3 knives at up to 3 different targets.
Technique: Intrusion of death: Automatically crit against an opponent unaware that they are in danger.
Technique: Eviscerate: Convert damage from an attack you hit into to bleed damage.
Soul anchor: Black wire soul: Take half damage from piercing and slashing. Requires self-exsanguination in a bath of iron shavings, not emerging until you have completely healed. Repeat every night for seven days. You can also earn this by eating the soul of a black wire devil.
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