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An [[Liberi Gothica: Ability Trees|Ability Tree]] for [[Liberi Gothica]]. ''Life is everywhere, if you know how to take it.'' Toughness -------------------- The Desecrator Tree specializes in taking Vitality. Desecrators can steal Vitality from still living creatures, aging them in the process. This draining power allows them to destroy life with a touch, and eventually, just by being near things. Primary: The Desecrator gains the Accursed Touch ability for free. ---------- ==Abilities== ===Accursed Touch=== Initial Ability. ''Your mere touch causes your victims to wither and dry up, as you drain their life force from them.'' Your touch causes your victims to age, draining their Vitality from them. If they later recover their Vitality, the aging effects are reversed. The effects of this aging are entirely cosmetic, but if you drain over half of a victim's normal Vitality they are unrecognizable [Normal Vitality = 5 + Spirit + Toughness].<br> The desecrator has 3 ways to drain Vitality with its touch. No matter which one you use, you gain as much Vitality as the target loses. *Continuous Contact: For each round that the desecrator's bare flesh touches the target, she drains 2 Vitality. During Continuous Contact, the desecrator may spend an action to drain an additional [Toughness] Vitality. The target may make an Endure check against each draining effect to lose half as much Vitality. You can start or stop this ability at any time by spending an action. *Glancing Drain: When the desecrator gets a direct hit with an unarmed attack, she drains 1 Vitality. On a Crippling Blow, you drain an additional [Toughness] Vitality. *Draining Touch: As an attack that ignores Passive Defenses, the desecrator may use a draining touch. On a direct hit, she drains 1d6 Vitality. Draining a sleeping target's Vitality will wake it up. ; Progressions :1 XP: Glancing Drain: When using Glancing Drain, you drain an additional 1 Vitality per hit. Each time you take this progression, it costs 1 more XP. :2 XP: Draining Touch: When using Draining Touch, you drain an additional 1d6 Vitality. Each time you take this progression, it costs 1 more XP. :2 XP: Continuous Contact: When using Continuous Contact, you drain an additional 2 Vitality per round. When you spend an action to drain additional Vitality, you drain an additional 1d6 Vitality per action. Each time you take this progression, it costs 2 more XP. :3 XP: Spectral Drain: You can use your Accursed Touch's Draining Touch attack at a range of 20 feet. When used in this way, instead of an Attack roll, you roll a Willpower check opposed by the target's Endure. If they win, you drain half as much Vitality. :6 XP: Life Conversion: You can choose to drain Life from a target rather than Vitality when using Accursed Touch. :4 XP: Draining Strike: Your weapon's strikes pull life energy through them. Whenever you connect with any melee attack, you inflict your Glancing Drain ability upon the target. ===Draining Aura=== 7 XP. ''You hunch over, concentrating on the flow of life around you. Dark tendrils stretch from you, aging everyone around while filling you with life.'' By spending 2 actions and 4 Vitality, you can make a Draining Touch attack against each target within 5 feet of you. When used in this way, instead of an Attack roll, you roll a Willpower check opposed by the target's Endure. Anyone who beats your check is only drained half as much Vitality. ; Progressions :2 XP: Extended Aura: The range of your Draining Aura increases by 5 feet. Each time you take this progression, it costs 1 more XP. :*10 XP: Continuous Aura: Whenever a living creature is within half the range of your Draining Aura, it suffers the same effects as if it were in Continuous Contact with you. You may start or stop this ability by spending an action. When you take this progression, your daily Vitality Drain increases by 2. You cannot spend an action to drain extra Vitality with this variation of Continuous Contact. Requires Extended Aura. ===Severe Aging=== 4 XP. ''Those you age with your Accursed Touch become frail and decrepit.'' Anyone who takes damage from your Accursed Touch ability becomes weaker, aging significantly. This comes in two forms: temporary aging, and permanent aging. *Temporary Aging: Whenever you drain Vitality with your Accursed Touch, the target makes a single Endure check. On a success, they suffer no further harm. On a failure, however, they suffer the temporary penalties given by each Severe Aging progression you have. All penalties go away 1 minute after the last one took effect. Temporary penalties stack with themselves. These TACKS penalties can not reduce an attribute below 1. *Permanent Aging: When you reduce a target below half of their normal Vitality, they automatically suffer these effects. These effects cannot be removed until they have recovered Vitality equal to their normal Vitality [5 + Spirit + Toughness]. When you take Severe Aging, you get 5 XP to spend on progressions. Non-Liberi recover Vitality at a rate of [Spirit] points per day, up to their normal Vitality. ; Progressions :5 XP: Weak with Age: Your touch weakens your target's fortitude.<br> :*Temporary: -1 penalty to Toughness.<br> :*Permanent: 1 point of Toughness damage. :5 XP: Clumsy with Age: Your touch deadens your target's reflexes.<br> :*Temporary: -1 penalty to Athleticism.<br> :*Permanent: 1 point of Athleticism damage. :5 XP: Rude with Age: Your touch lessens your target's charms.<br> :*Temporary: -1 penalty to Charm.<br> :*Permanent: 1 point of Charm damage. :5 XP: Dull with Age: Your touch muddles your target's thoughts.<br> :*Temporary: -1 penalty to Knowledge.<br> :*Permanent: 1 point of Knowledge damage. :5 XP: Weary with Age: Your touch softens your target's will.<br> :*Temporary: -1 penalty to Spirit.<br> :*Permanent: 1 point of Spirit damage. :5 XP: Slow with Age: Your touch slows your target's movements.<br> :*Temporary: All movement speeds are reduced by 10 feet, to a minimum of 5 feet.<br> :*Permanent: All movement speeds are cut in half. Apply this penalty before the Temporary one. :8 XP: Senile with Age: Your touch strains your target's focus.<br> :*Temporary: The target makes a Willpower roll each round. On a failure, they lose one action.<br> :*Permanent: Take 1 less action per round. :8 XP: Incurable: You can make your aging effects truly permanent. While touching someone who is suffering from Permanent aging effects caused by this ability, you can spend 6 Vitality. If you do, then the target must have double their normal Vitality to recover from the effects. Requires any 3 Severe Aging progressions. ===Life's Flow=== 2 XP ''Your capabilities expand, as you become able to drain Vitality from plants - the first stepping stone on the way to large amounts of Vitality in exchange for irreversible environmental damage.'' You can effortlessly kill plant life. As an action, she can drain the vitality from any plant she touches, causing it to instantly wither and die. If the plant is large (larger than size 0), like a bush or a tree, she gains 1 Vitality. If the plant is already dead, she cannot gain Vitality from it. <br>In addition, whenever you touch a small plant, like a weed or a blade of grass, it instantly withers. You cannot control this ability. ; Progressions :4 XP: Defoliation: The desecrator can drain Vitality from a large area of plants. As an extended action that takes 2 actions, she can cause every small plant (size -3 or less) within 10 feet to wither and die. If at least half of this area had small plants, she gains 1 Vitality. :*7 XP: Mass Defoliation: When using Defoliation, you may more time to cover more area. For every extra action you spend, increase the radius covered by 10 feet, and increase the Vitality gained by 2. You only gain additional Vitality if at least half of the new area is covered in small plantlife. Requires Defoliation. :*8 XP: Wood Dessication: The desecrator can drain vitality from long dead wood, such as that used to make a house. As an extended action that takes 6 actions, the desecrator can convert up to 100 cubic feet of wood into sand. If at least 50 cubic feet was converted, she gains 1 Vitality from doing this. Requires Defoliation. :8 XP: Turn to Dust: The desecrator can draw Vitality from the Earth itself, at a horrible cost. As an extended action that takes 4 actions, the desecrator can plant her hands on the ground and convert all dirt, mud, and soil within 100 feet into dry, salty, unfarmable sand. This ability converts the top 10 feet of the ground into such sand. If at least half of the area was farmable land, she gains 1 Vitality from doing this. :*10 XP: Turn to Ash: The desecrator can draw Vitality from stone, disintegrating it. As an extended action that takes 6 actions, the desecrator can convert up to 100 cubic feet of stone into sand. If she converts at least 50 cubic feet at once, she gains 1 Vitality. Requires Turn to Dust. :**12 XP: Turn to Rust: The desecrator can convert metal to sand. Unlike other abilities in this vein, she can not draw Vitality from metal - in fact, it costs Vitality to make the conversion. By spending 2 Vitality and taking an extended action that takes 8 actions, the desecrator can convert up to 20 cubic feet of metal into sand. Requires Turn to Ash. :4 XP: Rapid Conversion: Your Life's Flow abilities that require extended actions each take 1 less action to perform. Each time you take this progression, it costs 2 more XP. [[Category:Liberi Gothica]]
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