Willow Wisp (0.7 Beta)
Added 2023-07-13 02:21:04 +0000 UTCHere are my sample gifts for Willow, using the new rules viewable over here! https://www.patreon.com/posts/wip-rules-update-85510374
I'm posting player gifts publicly and NPC gifts privately!
Willow Wisp
Grasp the Earth
Reflection
Level 1
Turn of the Earth: You build momentum like a meteor with every step. +1 to Rolls to Do for every space moved by you or the target before an attack is made. Cannot exceed +6.
Every step left unspent is channeled as raw force into your attacks. You may move the target a number of spaces in a single direction equal to the number of spaces left unspent as part of your movement after a successful attack.
Stanced Up: End your turn to enter an immovable stance. Gain a bonus to Rolls to Do and Rolls to Dye equal to your unspent movement (max +6) until the beginning of your next turn. Whenever you Roll to Dye and overcome a Roll to Do while in this stance, you may Roll to Do to counterattack immediately.
Titanic Strength: Your lifting strength increases dramatically– you may lift objects many times your size. You can, by default, lift an object up to 6 squares in size. By locking out dice you can increase the size of the object you are capable of lifting by 6 squares per dice locked out.
Level Up: 50xp or Commune with your Reflection and Discover the Path Downwards
Level 2
Veins of the World: Your connection to the earth spreads your senses throughout it. You sense now from the earth below using a brand new sense that is beyond the five senses. You gain a 2d6 bonus on all efforts to perceive anything that is connected to the ground that ignores invisibility or any other means of hiding. You gain a +6 bonus on all efforts to detect something specifically that is connected to or contained within the ground. This sense is nearly universal, but is cut off if you are disconnected from the earth.
Worldlock: You can pass your Stanced Up to an ally who is currently connected to the ground within 100’. There can only be one instance of Stanced Up on the battlefield at a time.
Level Up: 100xp or discover the root of the legend or become (more of) a legend yourself
Level 3
STANCED UP: Functions as Stanced Up. You may still use the earlier iteration if you wish. Gain a 2d6 bonus on Rolls to Dye. You cannot exceed a combined total of 5d6 between this ability and your attribute die. Using this ability can be done as a Roll to Dye action during your turn, or you may use your movement action. Whenever you move half your speed, reduce the bonus granted by this ability by 1d6, and if you move your full speed or beyond reduce the bonus by another 1d6. You may end STANCED UP to Ignite once without locking out a dice.
Eruptive Support: You may Ignite to trigger Worldlock on turns that are not your own.
Level Up: 200xp or find the nurse
Level 4
Grasp Origin: Gain the Ignite ability Grasp.
Grasp: Ignite to grab hold of the target. You gain an extra weapon Gift with their name, representative of them. Even if you do not have a slot for this Gift, it is considered equipped. This does not apply to any instance beyond the first. Whenever you use this weapon as a part of any attack, it deals an equal amount of damage to the target of this ability. Whenever someone overcomes your Roll to Dye, they may force you to drop your target instead of doing anything else, losing the weapon Gift immediately and releasing your target. During your target’s turns, they may Roll to Dye versus your Roll to Dye once for free. Otherwise, your target is held fast. They may still take actions like teleporting and some targets may be capable of slipping out of your Grasp, but are otherwise held fast.
Level Up: 500xp or discover Grasp the Earth’s truth
The Beetle
Level 1
Backpack Mode: Can be stored as a useful backpack! Can only be picked up by hideously strong individuals. The backpack can also be used to store other objects!
Deploy: Ignite or take the Roll to Dye action to deploy THE BEETLE. It’s been reinforced and has 30 HP! It will move once automatically on each of your turns. If it enters the same space as an enemy, it will perform a ram attack (once per turn) using its own level as a bonus to the attack roll. You may grant your movement to the beetle instead, allowing it to move and theoretically attack an additional time. You must Roll to Do to perform EXTREMELY COOL FLYING TRICKS.
Level Up: 20xp or Challenge an Ally to a Beetle Joust and have the Rangers Observe
Level 2
Beetle Joust: Whenever the beetle succeeds in an attack against a creature, it may impale the target on its horn carrying them to the end of its movement.
Echo Lance
Weapon
Level 1
Weapon Specialization: Allows you to attack enemies one space away. You may ignite to attack a line of enemies up to 6 spaces away.
Echo Weapon: On your turn, you may drop your Swing to load your echo weapon, and then Roll to Dye immediately afterwards. You load 1 cartridge into your echo weapon for every point on the attribute die sacrificed for this to a maximum of +9. You must decide what color of ammunition you are loading. Whenever you attack with this weapon, you may choose to discharge all stored cartridges. If you have the antithesis of the target, add a +1 bonus to your roll for every cartridge discharged. If you have the attribute of your target, your attack instead heals them for every cartridge discharged. If you wish to change the color of your echo weapon, you must start again from a new color.
Level Up: 25xp or Complete the Weapons Trial and Submit Your Weapon for an Upgrade
Level 2
Updated Methodology: The above method of use (the ability Echo Weapon) is no longer necessary to get the most out of this weapon. Now, whenever you strike a demonic target marked with a Flame Round, you deal double damage.
Level Up: 200xp or wait for the next upgrade
Built Different
Body
Level 1
Elementally Novel: You are composed of different elements than most, and will not receive burn from [REDACTED] or [REDACTED] or [REDACTED]. Additionally, you heal burn by making promises, thinking about tomorrow and your burn is reduced by 1d6 every Act of combat.
Shining: You may Ignite to perform a Starlight Punch. You may not perform this technique with a weapon, doing so targets a creature’s elemental affinity, dealing bonus damage based on their elemental complexity. If the target has one element, they sustain double damage from the starlight punch, and you Roll twice and choose the higher result. Double element creatures sustain normal damage from the starlight punch, but you gain a 1d6 bonus, roll twice and take the higher result. You gain a 1d6 bonus striking creatures with three or more elements. While the dice spent from this technique is locked out, you are left open as your flame bleeds to the surface. All creatures gain a 1d6 bonus on all attacks against you while you are in this state. Damage from the Starlight Punch cannot be reduced in any way.
Level Up: 100xp or Reinforce Your Original Triangle
Level 2
New World Foundation: You are becoming a six element creature. The nature of these elements is still entirely unknown. Via advanced science and PERSONAL WILLPOWER you can reshape what these elements are into a form of your choosing. What defines your being?
You have been encouraged to work between a set of six elements that balance one another, but you do not need to follow this advice.
You have been moved to the element hall in the roll20 for examples of what each element look like.
(Ignore ghost treble, also the face represents the black color)
You may base your new elements off the above, mutating them, or you may invent your own. Based on your decision they will be categorized to one of six different colors as seen in the above diagrams.
Again, you have been encouraged to have one of each color but you do not need to follow this advice.
Whenever you call upon one of your new elements for the first time, write it in the space below and choose one of the following:
-Heal a wound
-Maximize all d6s on an action
-Clear all burn
Element 1:
Element 2:
Element 3:
Element 4:
Element 5:
Element 6:
Chef
Class
Level 1
Cook: You’re a natural at making any food work. So long as you have the proper ingredients, you can turn even lackluster ingredients into a good meal! Add a 1d6 bonus to any Roll to Do to cook. On a success, heal HP and burn equal to your swing.
Level Up: 50xp or spend time mastering the craft
Level 2
Chef: You’ve recognized how to make the most out of your workspace, your ingredients, your tools etc! You gain an additional 1d6 bonus for every positive factor contributing to your meal prep. For example cooking in a kitchen will grant you an additional 1d6, high quality ingredients will each add a 1d6 and so on. Those that consume your meal heal HP and burn equal to your Swing. If you roll higher than a 20 and for every 5 afterwards, add an additional 1d6 to this total. If any character rolls to enjoy your food, they reroll the result once choosing the higher if you rolled higher than a 20, twice if you rolled her than a 25 and so on.
Level Up: 100xp or cook 5 meals with a Roll to Do of 35+
Keyhole
Reflection
A hole to a longago viewing platform. Their vision of the stars became the center of the world. You stand in their crosshairs. By walking the path alongside them, they are allowed again to influence a history long since left behind. Forbidden sinner, a loophole amongst loopholes, one denied the role of hero now slithers through the shadows of one who shines as brightly as the sun.
Primary: Grasp the Future - Perhaps performing an ability like this would be possible again. But I would caution against it.
[Sustain a wound to SEIZE THE FUTURE]
Level 1
Miracle Manifestation: Alter the outcome of an event that has already occurred. Pay 20HP. The cost of this increases for the significance of the event. You may continue to pay this cost until you achieve the destiny you want, master.
Alternate World Viewing: Manifest something from a reality that could have been. Cost begins at 5HP, and increases based on size and significance. Things pulled from these alternative worlds manifest only for a short time, but can be granted longevity with additional sacrifice.
Level Up: 3000xp or look upon the exposed tissue of the world
Fighting Till the End
Bond Charybdis
Hey, whether it’s for an audience that spans the world or an audience of just yourself, still important to put on a good show, right? If you’re still standing at the end of it all, that’s great, but doing it in a way that inspires others. That’s what makes all the fighting worth it.
Level 1
Showstarter: On the first Act of a conflict, you take two turns instead of one.
Level Up: 50xp or put on a show with Charybdis
Fireworks in Flight
Bond Melli
Here’s the thing about fire, you might be able to crush out dying embers but if you find a blaze pissed off enough you’ll find no amount of violence will ever make it go out.
Level 1
Phoenix: When your last attribute dice is wounded, heal to full HP, gain a Red attribute named Phoenix whose attribute level is equal to the number of times you’ve been hit during this Conflict. When this Conflict ends, wound this dice and remove it from your character sheet. You may not use this ability again until your bond level increases with Melli.
Level Up: ???
