behold, a new homebrewed agility based arcane background, v2
Dec 4, 2015 21:24:16 GMT -8
Post by ilina on Dec 4, 2015 21:24:16 GMT -8
i had a Concept for a Unique Arcane Background i wanted to pitch based on the Sylph culture and how sylphs are essentially nymphs of storms.
just as a dervish amplifies the force of her attacks with momentum gathered from the kinetic energy of her movements, spinning, whirling, combined with acrobatics in a dance of steel with paired blades
the sylphs took the dervish fighting styles core motions and applied them as a new vessel for magic, learning to through similar movements, a dance of acrobatics, spinning, whirling and parkour, create kinetic energy then convert it into mana so they could create storms with the mana they built, allowing them to cast their spells on the move
later generations of sylphs call this art storm dancing and take great pride in agility and mobility, which are paramount in this dance.
Storm Dancing Version 2
Arcane Background; Storm Dancing (Requires Agility d8 and fighting d6)
Arcane Skill; Storm Dancing (Agility) this change was made so Storm Dancers could make an agility trick and use a power in the same round. Storm Dancing is a precise combination of well-timed and accurately placed movements of an acrobatic nature, this acrobatic dance, is less about impressing others and more about harnessing the power of the whether through the mana they gather through a process of kinetic conversion.
Starting Powers; 3
Starting Power Points (Special). a Storm Dancer starts with a maximum power point allotment of 10, and the power points edge increases this allotment by 5 each time it is taken, but a storm dancer starts every new scene with 0 power points and does not regenerate the standard 1 power point per hour. instead, when they take a "Run Action". they can recover a number of power points equal to the result they rolled on their running die. they however have a power point decay of 1 power point per round they do not move up to their full pace, storm dancing is about momentum, and while they needn't run and cast in the same turn, they do need kinetic energy to convert into mana to fuel their supply of power points. though they cannot take the rapid recharge or soul drain edges, a storm dancer's movements are a precise dance woven of well timed moves of an acrobatic nature, and these acrobatic movements also help them in combat. (hence the fighting requirement). a storm dancer may theoretically choose to run on the first turn than move and use a power on the next.
because storm dancing is an agility based skill, it is affected by edges and hindrances that impact agility rolls of an acrobatic nature such as acrobat, dodge, or clumsy but is also affected by encumbrance and other facets that limit agility based skills. thus it is recommended for storm dancers to take the fleet footed and acrobat edges at some point in their career, and they may take these edges as advances like any other non-background or non-professional edge in games where access to these 2 edge types are restricted.
just as a dervish amplifies the force of her attacks with momentum gathered from the kinetic energy of her movements, spinning, whirling, combined with acrobatics in a dance of steel with paired blades
the sylphs took the dervish fighting styles core motions and applied them as a new vessel for magic, learning to through similar movements, a dance of acrobatics, spinning, whirling and parkour, create kinetic energy then convert it into mana so they could create storms with the mana they built, allowing them to cast their spells on the move
later generations of sylphs call this art storm dancing and take great pride in agility and mobility, which are paramount in this dance.
Storm Dancing Version 2
Arcane Background; Storm Dancing (Requires Agility d8 and fighting d6)
Arcane Skill; Storm Dancing (Agility) this change was made so Storm Dancers could make an agility trick and use a power in the same round. Storm Dancing is a precise combination of well-timed and accurately placed movements of an acrobatic nature, this acrobatic dance, is less about impressing others and more about harnessing the power of the whether through the mana they gather through a process of kinetic conversion.
Starting Powers; 3
Starting Power Points (Special). a Storm Dancer starts with a maximum power point allotment of 10, and the power points edge increases this allotment by 5 each time it is taken, but a storm dancer starts every new scene with 0 power points and does not regenerate the standard 1 power point per hour. instead, when they take a "Run Action". they can recover a number of power points equal to the result they rolled on their running die. they however have a power point decay of 1 power point per round they do not move up to their full pace, storm dancing is about momentum, and while they needn't run and cast in the same turn, they do need kinetic energy to convert into mana to fuel their supply of power points. though they cannot take the rapid recharge or soul drain edges, a storm dancer's movements are a precise dance woven of well timed moves of an acrobatic nature, and these acrobatic movements also help them in combat. (hence the fighting requirement). a storm dancer may theoretically choose to run on the first turn than move and use a power on the next.
because storm dancing is an agility based skill, it is affected by edges and hindrances that impact agility rolls of an acrobatic nature such as acrobat, dodge, or clumsy but is also affected by encumbrance and other facets that limit agility based skills. thus it is recommended for storm dancers to take the fleet footed and acrobat edges at some point in their career, and they may take these edges as advances like any other non-background or non-professional edge in games where access to these 2 edge types are restricted.