Heritages

Last modified by Adam Hattrell on 2015/05/31 10:55

Heritages

 

Clockwork Patron

The Realm of clockwork powers many inventions.  Anyone can use them providing you don't lose the key.  Patrons understand what drives Clockwork devices to work and how to imbue simple or complex devices with benefits that normal mechanics cannot achieve.  As they are imbued with power artifacts tend to develop personality and purpose.

  • d4:  Earn a Plot point when one of your creations takes on a life of it's and becomes uncontrolled.
  • d8:  Spend a Plot point to Gain a 2d8 item for a scene that you've been meaning to test.
  • d12:  Spend a Plot Point to gain or grant an Ability for one scene at d6 dice rating.  If it is an unconnected ability, spend an additional Plot Point to add it to the Connected list.

Connected abilities: BLAST, FLIGHT, ARMOR, TECHNOPATHY, TUNNELING
Limits: Time and Materials

Brimstone Patron

 

The Realm of Brimstone is filled with Ash and Fire.  It is the constant process of renewal and growth.  Patrons commonly use the heat of the realm to fill great airships with the gases that allow them to float above the fog.  The realm contains entities of great power that can grant pacts.  These rarely end well for those foolish enough to dabble. 

  • d4:  Earn a Plot point when you choose to destroy something you could have used.
  • d8:  Add a d6 to Trouble to use a Special Effect from a connected ability you don't have.
  • d12: Add a d10 to Trouble to Reveal that you have already taken an appropriate pact with a Brimstone entity that provided the information you need.

Connected abilities: ABSORPTION, BLAST, COMBUSTION, PYROKINESIS, WIND CONTROL
Limits: Cold

Patron of Growth

Nature rampant.  Without the Patrons of Growth it would be difficult to feed all those in the enclaves in the sky.  They are also capable of growing hybrid beasts such as Pegasus and Griffins.  Those too close to Growth can display unusual and occasionally deadly mutations.  Deadly dragons can be found deep in the realm of Growth - best avoided if at all possible.  Abilities granted by Growth rapidly degrade when immersed in fog.  Exposure for too long will completely revert the subject to it's base form.

  • d4:  Earn a Plot point when you create something horrific.
  • d8:  Earn a Plot point and Increase your opponents Injured or Exhausted Stress pool against you when an unexpected mutation damages you.
  • d12:  Spend a Plot Point to gain or grant an Ability for one scene at d6 dice rating.  If it is an unconnected ability, spend an additional Plot Point to add it to the Connected list.

Connected abilities: ADAPTION, ANIMAL CONTROL, CLAWS, FLIGHT, HEALING, INSECT CONTROL, PLANT CONTROL, POISON, REGENERATION, WALL WALKING
Limits: Fog

Primacy Patron

The Realm most associated with the aristocracy, due to their desire to keep it's secrets for themselves.  Primacy allows Patrons to be faster, stronger and smarter than those around them.  It's whispered that it can be used to control others either by delicately sweeping the emotions or by rigid control of the mind.  Primacy is balanced in that to gain, someone else must lose.  Both must willingly enter a contest, the winner takes from the loser.  Within the realm there are Angels believed to be those that have ascended through constant challenge.  

  • d4:  Earn a Plot point a defeat forces a Shutdown of your abilities.
  • d8:  Earn a Plot point when you choose to act disdainfully and dismissively to your inferiors.
  • d12:  Add a d6 to Trouble to use a Special Effect from a connected ability you don't have.

Connected abilities: ADAPTION, COMPREHENSION, INVULNERABILITY, MIND CONTROL, REGENERATION, SUPER-STRENGTH
Limits: Defeat

Cloud Patron

It's believed that a breach in the Realm of Cloud allowed through the fog that renders the world below uninhabitable.  It's Patrons are therefore few and highly mistrusted.  The few that dabble have been able to demonstrate fascinating advances, from carpets that fly and the ability to walk on fog.  That said this is usually the realm of the scoundrel, thief and a assassin.

  • d4:  Earn a Plot point when your secretive behaviour is to your detriment.
  • d8:  Add a d6 to Trouble to join a scene you weren't in.
  • d12:  Add a d6 to Trouble to use a Special Effect from a connected ability you don't have.

Connected abilities: ASTRAL PROJECTION, DREAM MANIPULATION, FLIGHT, HYDROKINESIS, ILLUSION, INVISIBILITY, SHADOW CONTROL, SHADOW WALK
Limits: Sunlight

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Created by Adam Hattrell on 2015/05/27 21:47

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