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Realistic Mode
Realistic mode has optional rules that the Soulweaver can choose to include during the game. Once a campaign starts, choose if you will apply any of these rules and then all players should abide by them for the entire campaign.
Accumulated Damage
Each time damage is dealt by a target effect, roll for a part. Track Injury on each part. Creatures gain Wounded Tiers equal to the amount the total Injury exceeds 1/3 of the creature's Grit. Track Wounded Tiers causes by this effect and reduce the Tiers caused by further occurrences by the amount already caused until the part if fully healed.
Healing effects must target specific parts and can only remove Injury to the targeted part.
Weapon Breakdown
After each time an object is used to make a melee attack or launch ammunition, if the attack succeeds, the target deals damage equal to the object or ammunition equal to its physical reduction. If the attack deals Stabbing damage, the object is only damaged if the attack does not cause any Injury.
Momentum
Each character has a Momentum Pool equal to their Training Limit. After exceeding an opponent's attack or defense roll, for each 3 they exceeded by, they restore a Momentum. While making a Luck roll, you can use 1 Momentum to remove 1d12 from each opposing roller. You can increase the d12 removed by increasing the Momentum used. Each d12 removed costs 1 more than the last. While you are not in Conflict, your Momentum Pool becomes empty.
Keeping Focus
After suffering Injury while Focused, a creature must roll Poise, DL equal to double the Injury. On failure, they Cease Focus.
Camouflage (Minutes - Tools)
Camouflage provides a subject Concealment against vision for a selected environment. It has Craft Tier equal to half the Concealment it provides. You can Craft Camouflage with Craft Tier up to your Nature Tier. The action time to Craft becomes a number of minutes equal to the Concealment is provides.
Camouflage can be crafted by using materials from the local environment that counts as Fiber, except it is not Immune to Bashing. You can use Find Food to find this material in place of food. Camouflage is 1 Bulk for a size 0 subject. The Soulweaver may allow Camouflage to work against other senses or to be Crafted using other materials depending on the situation.
You can add Camouflage onto another object you Craft by increasing the object's Craft Tier equal to the Concealment it provides. You can add Concealment in this way up to double your Nature Tier.
Maintenance
Maintaining objects before they break is ideal. You can maintain any object you could Repair as part of your day. Technology, weapons, and armor that are not maintained increase any damage dealt to them by 1 after each week.
Area Effect Damage
If Serious Injury is caused not from a targeted attack, roll for a part a number of times equal to the amount the Injury exceed their Severe Threshold. Each roll causes Tier 2 Wounded to the rolled part. Trauma caused from suffering Wounded in this way is halved.
If a single effect causes Flowing Earth Injury to multiple parts, determine the parts Injured before applying the Flowing effect and divide the damage evenly between them. If the amount does not divide evenly, apply 1 Injury to each part in the order they were determined to be affected until the excess is applied.
If a Burst/Aura effect is physical, targets in the area above size 1 are affected a number of times equal to their size. If parts of the creature are not in the area, only use the parts that are to determine its size.
Sanity
When an event occurs that could leave a lasting mark on your mind, it attacks Poise to deal Resolve Pool damage equal to the Tier of the event with a number of d12 equal to the Tier of the event, 1 through 6. While you have Resolve Pool Injury, treat your Resolve Pool as reduced by that amount to determine when your Resolve Pool is full.
Sanity Recovery
After eight consecutive Recoveries, roll Poise to restore 1 to your Resolve Pool, DL 6 + 1/2 the reduction. If you are below half your total, only roll after 6 days. If you have 0 Resolve Pool, only roll after 12 days. Gain +1 for each time you have failed since your last success.
The abilities can only be learned while playing hard mode.
Spell - Illusion
Requirements: Realistic Mode
Cause target creature in Reach to suffer a Tier 1 + TT/4 Sanity event.
Boost: If the Sanity event is successful, they act and function as an animal for 1 + TT/3 rounds.
Spell - Illusion
Requirements: Realistic Mode
After a Triumph, the creature suffers a Sanity event of Tier equal to the number of face value 12 rolled.
Trick - Illusion
Requirements: Realistic Mode
Target creature in 1 + TT range rolls Sanity Recovery as if they got the needed recoveries 1 + TT/3 times.
Boost: These rolls are unaffected by the effect of Sanity.
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