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About BelymChanneler
Alignment: Good
Str 8/-1
Bonds:
Conduit:
Techniques:
Technique rules:
You have special Techniques that allow limited control over the flow of magic. When you spend several hours developing a new Technique, add it to your list or replace an existing one. You can learn up to 3 Techniques.
Keeping in mind your Primary Element, name the Technique and choose 2 tags: • Projectile (1d6 damage if Near) • Blast (1d8 damage if Close) • 2 Piercing • Barrier (+1 Armor until next Channel) • Hazard (Environmental effect) • Forceful Examples Wind Push (Blast, Forceful) Earth Wall (Barrier, Hazard) Icy Ground (Hazard, Forceful) The Zapper (Projectile, 2 Piercing) Gear (7/8 load):
Starting Moves:
Channel:
When you open your Conduit up wide and channel magic through your body, roll +CON. ✴On a 10+, raw magic of your Primary Element flows out of your Emanation Point. Use one of your Techniques. ✴On a 7-9, the same, but the power is too much. You can use your body as a dam and take 1d4 damage (ignores armor) or allow the power through. If you allow the power through, the GM will tell you of one or more complications, such as: • The magic flows out of a different part of your body or is of a different element • The magic has an unintended effect on the environment • It causes a blast wave and you’re thrown backwards Summon Elemental:
When you beckon inwards to call forth an Elemental being, choose any Technique tag and roll+CON. ✴On a 10+, the Elemental flows out of you and a stream of magic connects it to your Emanation Point like a leash. The Elemental’s nature and appearance wholly embodies the tag you chose. You gain 1d4 Control. ✴On a 7-9, the Elemental is also moody or troublesome, choose one: • You must immediately spend 1 Control • It embodies a different tag instead (the GM will tell you which) • It resents you and will certainly be hostile later As long as the Elemental remains leashed, you have the Elemental Protection and Elemental Attack moves. When you have 0 Control, your elemental is released! It can act and use its tag at will, and its HP is 2x your level. Maybe it’s friendly, hostile, mischievous, or just bored. Trickle You can emit a small amount of your Primary Element for mundane tasks or to impress someone without having to Channel. Elemental Protection
Elemental Attack
Advanced Moves:
Bender of the Elements:
Your control over your primary element extends beyond your body. When you manipulate something in the nearby environment made of your primary element, roll +CON. *On a 10+ hold 3 *On a 7-9, hold 1 So long as you do nothing but concentrate on controlling it, you may spend hold 1 for 1 to choose an option: *It does 1d6 damage to something *It has the Forceful tag *It moves to a new position within sight *It holds a particular shape, even after you stop concentrating Signature Technique:
Teleport:
You gain access to the “Teleport” Technique tag. When a Technique has this tag, you instantly move somewhere Near. Describe what it looks like. Examples: Shadow Defense (Barrier, Teleport), Frost Bang (Teleport, Forceful). Thread the Needle:
You have learned to increase the flow of magic even further at the expense of your body. When you deal damage with a Technique, you can choose to roll an additional 1d4 bonus damage. If you roll a 1 or 2, you are also hurt by the bonus damage (ignores armor). Dual Conduits:
Choose another element. With a grunt or a snap of the fingers, you can toggle your Primary Element to this second element, or vice versa. Only one of the two elements can be considered your Primary Element at a time. Your Techniques are the same and use the same tags, but the element changes. Fissure:
When you use Thread the Needle, you can choose to roll
up to three bonus damage dice (1d4, 2d4, or 3d4). For each roll that is a 1 or 2, you are also hurt by the bonus damage from that roll (ignores armor). Area Burst: gain the Area tag; inflict damage to a group of targets. Custom Moves:
XP:
4 - end of first session 1 - failed Quartermaster roll 1 - failed Summoning 1 - failed Command Elemental 1 - failed Defy to avoid hellhound breath 1 - boulder misses the tentacle beast
1 - failed Command approaching Braxan camp
1 - failed taunting of quetzal demon
2 - end of session part 2
4 - end of session pt 2
2 - end of session pt 2
2 - end of session
Plot posts:
Belym touches the altar Conwall talks to a tree Page ~11: return to Norwhich from the cultists' keep Page 15: arrive at the Norwhich militia camp Conwall talks about forging a sword Visions of an Aboleth People, places, and things. Through p17.:
PCs and their connections
Dieties
Norwhich
Braxos
Kelosians
Towns / features of Tanard
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