Tuesday, February 27, 2007

Spirit of Iron, Part II

Stunts
Specific changes to SotC's stunts are as follows.

Athletics: Equestrian - "The character can use Athletics instead of Survival..." becomes "The character can use Athletics instead of Ride..."

Drive: Custom Ride - Becomes Exceptional Mount. The character owns an excellent horse instead of a car.

Drive: Prototype Car - Becomes Exotic Mount. The character owns some kind of weird creature as a mount, a dinosaur or something similarly impressive.

Drive: Car Mechanic - Becomes Mount First Aid. The character can perform first aid on his mount according to the rules for medical treatment in SotC.

Drive: Defensive Driving - Becomes Defensive Riding.

Drive: One Hand on the Wheel - Becomes One Hand on the Reins.

Engineering: Personal Gadget - Becomes Personal Mechanika.

Engineering: Universal Gadget - Becomes Universal Mechanika.

Mysteries: Herbal Remedies - Moved to Survival.

Mysteries: Psychic - Removed.

Mysteries: Spirit Companion - Removed.

Mysteries: Voices From Beyond - Removed.

Mysteries: Words on the Wind - Removed.

Sorcery: Meteor Swarm - New Stunt.

Sorcery: Prismatic Sphere - New Stunt.

Sorcery: Polymorph - New Stunt.

Pilot: Barnstormer - Becomes Big Leash.

Pilot: Flawless Navigation - Removed.

Pilot: Fly By Night - Removed.

Pilot: Flying Ace - Removed.

Pilot: Death From Above - Removed.

Pilot: Walk Away From It - Removed.

Pilot: Personal Aircraft - Becomes Personal Warjack/Warbeast. A warcaster character receives a light warjack, while a warlock character receives a light warbeast.

Pilot: Prototype Aircraft - Becomes Heavy Warjack/Warbeast.

Pilot: Plane Mechanic - Becomes Jack Mechanic/Beast Healer. The character can remove Stress from his warjack or warbeast according to the rules for medical attention in SotC.

Science: Doctor - Is moved from Science (which no longer exists) to Academics. Instead of giving a +2 to the medical attention roll, it just makes the roll possible.

Science: Weird Science - Is moved from Science to Artificing, and renamed Advanced Artificing.

Science: Mad Science - Is moved from Science to Artificing, and renamed Expert Artificing.

Survival: Hands Free - Removed.

Survival: Hell Bent for Leather - Moved to Ride.

Survival: Ride Anything - Moved to Ride.

New Stunts

Sorcery: Meteor Swarm
Requires at least one other Sorcery Stunt
The character can hurl balls of fire, bolts of lightning, swarms of magic missiles, or cause fiery rocks to rain down from the sky, and similarly destructive sorcerous effects. The character can use Sorcery instead of Guns when casting destructive spells. If the player spends a Fate point, these sorcerous effects cause +2 Stress for the rest of this conflict.

Sorcery: Prismatic Sphere
Requires at least one other Sorcery Stunt
The character can use a maneuver during a conflict in order to surround themselves with a protective sphere that provides them with armor. Roll Sorcery against a difficulty of Mediocre. 1-5 shifts gives the character a Stress reduction of 1 for the rest of the scene. 6 or more shifts gives the character a Stress reduction of 2 for the rest of the scene. Armor provided by Prismatic Sphere is only applicable to Health Stress.

Sorcery: Polymorph
Requires two other Sorcery Stunts
When one of the character's opponents is Taken Out during a conflict, if both the
character's player and the victim's player (or the GM, in the case of an NPC) agree, the victim may be polymorphed into some innocuous form, such as a toad or a weasel.

Faith: Initiate of Morrow
The character can roll Faith in order to heal himself or another character, as per the rules for medical attention in SotC. In addition, the character gets a +1 bonus to uses of the Prayer and Blessing Trappings of the Faith Skill.

Faith: Priest of Morrow
Requires Initiate of Morrow
The character gets a +2 bonus on Faith rolls to heal himself or another character, as long as he is not a worshiper of Thamar. In addition, the character's bonus to uses of Prayer and Blessing increases to +2.

Faith: Initiate of Dhunia
The character can roll Faith to heal himself or another character. In addition, the character can use his Faith skill to Supplement Survival rolls.

Faith: Shaman of Dhunia
Requires Initiate of Dhunia
The character gets a +2 bonus on Faith rolls to heal himself or another character. In addition, the character can assume the form of an animal, which functions in a manner analogous to the Master of Disguise Stunt for Deceit.

Faith: Initiate of Menoth
The character can roll Faith to heal himself or another character, as long as the other character is a faithful of Menoth. In addition, the character causes 1 extra Stress to worshipers of the Devourer Wurm in all conflicts.

Faith: Priest of Menoth
Requires Initiate of Menoth
The character gets a +2 bonus on Faith rolls to heal himself or another character, as long as he is a faithful of Menoth. In addition, when in conflict with a character who worships any god other than Menoth, the character can pay a Fate point to roll Faith instead of Fists, Guns, or Weapons during this exchange. This can be explained however the player desires - whether it's simply smiting the infidels, or holy fire falling from the sky.

Trollkin: Fell Calling
Only available to Trollkin
The character can pay a Fate point in order to roll Intimidation instead of Guns or Leadership during this exchange.

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