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Flying_Triremes_and_Laser_Swords/Flying_Triremes_and_Laser_Swords_03_FTLS_Paths.md

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### Commander Path
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0. **Commander.** Excel at battle lore, tactics, and rally tests. Draw a Formation Inventory box on the character sheet and list attached Units/Vehicles (and/or stations). Draw a small Command Dice (d6) box beside it. Skilled: attach up to 3 Units within 1 zone; start combat with 1 Command Die. Expert: attach up to 5 Units within 2 zones; start combat with 2 Command Dice. Master: attach up to 7 Units within 3 zones; start combat with 3 Command Dice. Each Commander gain 1 Command die on their side's turn. "Start of combat" Command Dice refresh only after one encounter fully ends; follow-on waves, running fights, and active pursuits count as the same battle.
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0. **Commander.** Excel at battle lore, tactics, and rally tests. Draw a Formation Inventory box on the character sheet and list attached Units/Vehicles (and/or stations). Draw a small Command Dice (d6) box beside it. Skilled: attach up to 3 Units within 1 zone; start combat with 1 Command Die. Expert: attach up to 5 Units within 2 zones; start combat with 2 Command Dice. Master: attach up to 7 Units within 3 zones; start combat with 3 Command Dice. Each Commander also gains 1 Command die at the start of their side's turn. "Start of combat" Command Dice refresh only after one encounter fully ends; follow-on waves, running fights, and active pursuits count as the same battle.
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### Commander Traits
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1. **Teamwork.** Gain a +2 bonus and +2 Defense when standing next to an ally. Expert: When you gain the Teamwork bonus, one the nearby ally characters also gains +2 Defense. Master: While you are standing next to any Unit, all allies in that Unit gain +2 Defense.
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1. **Teamwork.** Gain a +2 bonus and +2 Defense when standing next to an ally. Expert: When you gain the Teamwork bonus, one of the nearby ally characters also gains +2 Defense. Master: While you are standing next to any Unit, all allies in that Unit gain +2 Defense.
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2. **Shieldfriend.** Can take a hit meant for nearby allies. Expert: Reduce the damage by your level + Endurance. Master: When you are in the same zone as a friendly Unit, you may intercept any single attack, effect, or instance of damage that would affect one member of that Unit.
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5. **Signalmaster.** You keep the signal alive—voice, banner, drum-code, lamps, clicks on the noösphere. Skilled: Allies who can see/hear your signal don’t lose coordination to ordinary chaos (smoke, crowd noise, darkness, confusion) unless it’s truly disruptive (hard separation, storm, ward-jamming, total blackout). If you have Commander, this also prevents your attached Units from being severed by ordinary chaos. Expert: Once per round, when a friendly creature/Unit in your zone or Near would break, scatter, or test morale, you may make a rally test; on a success they hold together long enough to act normally this round (they may still withdraw after). Master: You can run a relay: choose a willing ally/Unit in your zone or Near as your signal post; for this encounter, treat allies who can see/hear them as also receiving your orders/rally (until the relay is taken out or separated).
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6. **Tactician.** You read the field like a diagram—angles, timing, lines of fire, and when to commit. Skilled: Gain +1 to initiative. When your side rolls initiative, it may choose any Tactician present to roll (instead of a random ally). Expert: Gain +2 to initiative. Once per round, declare Focus Fire on one visible foe; allies you can signal (same zone or Near, clear line-of-effect) gain +1 to attack rolls against that target until the round ends. If you have Commander, you may extend Focus Fire to attached Units within your command range. Master: Gain +3 to initiative. Once per watch, when your side rolls initiative, you may roll twice and take the better result (your side must use your roll).
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6. **Tactician.** You read the field like a diagram—angles, timing, lines of fire, and when to commit. Skilled: Gain +1 to initiative. When your side rolls initiative, it may choose any Tactician present to roll (instead of a random ally). Expert: Gain +2 to initiative. Once per round, declare Focus Fire on one visible foe; allies you can signal (same zone or Near, clear line-of-effect) gain +1 to attack rolls against that target until the round ends. If you have Commander, you may extend Focus Fire to attached Units within your command range. Master: Gain +3 to initiative. When your side rolls initiative, you may roll twice and take the better result (your side must use your roll, use once per watch).
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### Commander Items
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### Revenant Path
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0. **Revenant.** Exposure to the Void has opened your mind to strange magics. You can recognize [void] workings—tell if a creature, object, place, or Power is [void]-tainted after a moment of still attention. When an undead special attack, or a [void] Power targeting you fails, gain 1 temporary life. Expert: This triggers when any Power targeting you fails (not just undead/[void]). Master: When it triggers, you regain the Power’s base cost in temporary Life (ignore any Overcharges). Also gain Affinity – Illusion • Light • Void (as a Heritage-style effect).
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0. **Revenant.** Exposure to the Void has opened your mind to strange magics. You can recognize [void] workings—tell if a creature, object, place, or Power is [void]-tainted after a moment of still attention. When an undead special attack, or a [void] Power targeting you fails, gain 1 temporary life. Expert: Gain 1 temporary life when any Power targeting you fails (not just undead/[void]). Master: Gain the Power’s base cost in temporary Life (ignore any Overcharges). Also gain Affinity – Illusion • Light • Void (as a Heritage-style effect tied to this trait).
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### Revenant Traits
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5. **Reanimator.** Not only learned in the hidden scriptures, you carry sparks of the Once-Living God within you. Spend 1 life to reanimate a hound-sized beast for an hour, more for larger creatures. Expert: Your reanimations are efficient. Mindless corpses you reanimate last for a watch instead of an hour, or cost 1 less Life (minimum 1). Master: You can reanimate a swarm. When you reanimate, you may split the effect into up to eight smaller mindless undead (rats, hands, skulls, crawlers, etc.) that share one duration and obey one command. Each still requires normal upkeep; if any go feral, they all do.
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6. **Hollow Halo.** You may attune mindless undead you have maintained this week to your Halo. Attuned undead recognize you as handler and obey simple commands. You may keep a number of attuned undead equal to your **Level + Aura**; if any miss upkeep and Degrade, it immediately drops out of attunement. Expert: Your *Ba* rides the void-channels. You may see and hear through one attuned undead at a time, and you may shift your senses between them freely. Master: You may cast Powers through any attuned undead, as if you stood where it stands.
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6. **Hollow Halo.** You may attune mindless undead you have maintained this week to your Halo. Attuned undead recognize you as a handler and obey simple commands. You may keep a number of attuned undead equal to your **Level + Aura**; if any miss upkeep and Degrade, it immediately drops out of attunement. Expert: Your *Ba* rides the void-channels. You may see and hear through one attuned undead at a time, and you may shift your senses between them freely. Master: You may cast Powers through any attuned undead, as if you stood where it stands.
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### Spirit Path
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0. **Spirit.** Your *Ha* (body) is slightly out of phase and insubstantial, yet your *Ka* (soul) and *Ba* (psyche) remain fully present. You gain +6 Defense vs. physical attacks and suffer Life damage normally. Others sense your touch as a light crackle of energy and you cannot manipulate objects. Named, warded, enchanted, or noospheric effects can always affect you. To act physically, you must manifest your Ha, spending 1 Life for one hour. While manifested you may use your Strength ability score, carry Strength stones in gear, and interact normally with objects. When manifestation ends, your body slips out of phase again. Expert: Spend 1 Life to manifest for one watch (4 hours), carry up to 3 + Strength stones while manifested. Master: Spend 1 Life to manifest for one day. Also, gain Affinity – Chaos • Dream • Shadow (as a Heritage-style effect).
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0. **Spirit.** Your body (*Ha*) is slightly out of phase and insubstantial, yet your soul (*Ka*) and psyche (*Ba*) remain fully present. You gain +6 Defense vs. physical attacks and suffer Life damage normally. Others sense your touch as a light crackle of energy and you cannot manipulate objects. Named, warded, enchanted, or noospheric effects can always affect you. To act physically, you must manifest your Ha, spending 1 Life for one hour. While manifested you may use your Strength ability score, carry Strength stones in gear, and interact normally with objects. When manifestation ends, your body slips out of phase again. Expert: Spend 1 Life to manifest for one watch (4 hours), carry up to 3 + Strength stones while manifested. Master: Spend 1 Life to manifest for one day. Also, gain Affinity – Chaos • Dream • Shadow (as a Heritage-style effect).
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### Spirit Traits
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