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helsing [2019/03/11 09:25]
kyle
helsing [2020/11/19 10:41] (current)
kyle
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 //Look, I'm going to give it to you straight: if there was one simple method for slaying abominations they'd hardly be worthy of the title. Generally I just beat on them until they stop moving and then burn what's left. I'm making all of this up as we go along.// //Look, I'm going to give it to you straight: if there was one simple method for slaying abominations they'd hardly be worthy of the title. Generally I just beat on them until they stop moving and then burn what's left. I'm making all of this up as we go along.//
  
-The Helsing class presupposes the existence in your campaign world of monsters, defined as anything that is inherently and supernaturally //wrong//. This might mean demons and undead in a standard fantasy world or Lovecraftian cosmic horrors in a modern occult setting. Some campaigns that focus on more human antagonists might not have any "monsters" of this type at all, making this class completely useless.+The Helsing archetype presupposes the existence in your campaign world of monsters, defined as anything that is inherently and supernaturally //wrong//. This might mean demons and undead in a standard fantasy world or Lovecraftian cosmic horrors in a modern occult setting. Some campaigns that focus on more human antagonists might not have any "monsters" of this type at all, making this archetype completely useless.
  
 ^[[#Helsing]] ^^Slay horrors. | ^[[#Helsing]] ^^Slay horrors. |
-|{{fa>caret-right?24}} |[[#Contingent]] |Heal automatically when needed. | +|{{fa>caret-right?24}} |[[#Crusader]] |Your allies' attacks are also enhanced. | 
-|{{fa>caret-right?24}} |[[#First Aid]] |Restore Vitality and revive the dead. | +|{{fa>caret-right?24}} |[[#Detect Evil]] |Know when monsters are involved. | 
-|{{fa>caret-right?24}} |[[#Pharmacist]] |Remove certain conditions and suppress injuries. | +|{{fa>caret-right?24}} |[[#Exorcist]] |End monstrous influence and put them down for good. | 
-|{{fa>caret-right?24}} |[[#Regeneration]] |Subjects continue healing slowly. | +|{{fa>caret-right?24}} |[[#Holy Water]] |Attacks are maximally effective. | 
-|{{fa>caret-right?24}} |[[#Throw Medicine]] |Ranged treatment. | +|{{fa>caret-right?24}} |[[#Turning]] |Force monsters to flee. | 
-^[[#Enterprises]] ||Healer School |+^^^
  
-====== Healer ======+====== Helsing ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Treatment:** As an action, you can give medical treatment to yourself or any creature adjacent to you. Giving creature medical treatment immediately restores all lost Endurance to that creature. \\ \\ {{fa>minus-circle?24&align=left}}**Endurance Only:** Lost Vitalityif anyis not restored. Each point of Endurance must have a corresponding point of Vitality to support itLost Flow is also not restored. \\ \\ {{fa>minus-circle?24&align=left}}**Supply-Driven:** Roll trigger die when you give someone medical treatment. If the result is 1-6, you lose one Supply. You cannot give treatment if you have no Supply remaining. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Cleansing Fire:** You deal +2 damage with any and all weapons when attacking monster. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Definition:** The definition of "monster" will vary from campaign to campaign. Other humans (or human analogues)no matter how wickeddon't count as "monsters" unless they alter their own natures enough to stop being wholly humanAsk your referee if you're not sure of the role that monsters will play in your campaign world. \\ \\ {{fa>minus-circle?24&align=left}}**Foreknowledge:** If you don't know that given target is secretly a monster, then the bonus damage from the Helsing archetype is not applied. |
-^ ^^^ +
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Nurse:** Anybody in your care (including yourself) automatically restores 1 point of lost Vitality per day of bed rest. This does not cost any Supply, just time. |+
 ^ ^^^ ^ ^^^
  
-====== Contingent ======+====== Crusader ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Auto-Injector:** You instantly and automatically give yourself medical treatment as a free action after you take damage that removes your last Endurance, even if it is not your turn. \\ \\ {{fa>minus-circle?24&align=left}}**You Only:** Contingent healing only helps you personally. You can't contingently heal anybody else. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Standard:** Contingent medical treatments require and cost Supply at the normal rate for any medical treatments. \\ \\ {{fa>minus-circle?24&align=left}}**Sequence:** If the damage that removed your last Endurance also removed one or more points of Vitality, then this is resolved before the healing happens. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Comrades In Arms:** All allies within 2 meters of your position that can clearly see/hear/otherwise sense you also deal +2 damage with all attacks against monsters as you shout out encouragement and lead by example. \\ \\ {{ra>doubled?24&align=left}}**Mass Blessing:** If you know the Holy Water ability, your allies within 2 meters can choose to spend 1 Mojo to get an automatic 12 on the attack trigger die check against a monster just like you can. \\ \\ {{ra>doubled?24&align=left}}**Drive It From This World:** If you know the Exorcist ability, killing blows made by your allies within 2 meters prevent all resurrections just as yours do. |
 ^ ^^^ ^ ^^^
  
-====== First Aid ======+====== Detect Evil ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Restore Vitality:** When you give subject medical treatment, they also regain a single point of lost VitalityThe Vitality is restored immediately before the Endurance that covers it. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Monster Sense:** As an action, you can tell if any creature you can see/otherwise sense is actually monster in disguise. Ask the referee and they'll tell you the truth, no bullshit allowedYou cannot be fooled by any means. This ability does not reveal anything about the moral character of normal people or creatures. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Revive:** You can give medical treatment to a recently-dead subject to bring them back to lifeDoing so restores 1 Vitality to the dead subject\\ \\ {{fa>minus-circle?24&align=left}}**Race Against Time:** You can only revive dead subject if they died within the last few minutesAnybody who's been dead longer than that is too far gone to be revivable\\ \\ {{fa>minus-circle?24&align=left}}**No Retissue:** Revival requires a mostly intact body. Anybody who died in an especially messy or thorough fashion cannot be revived. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Reviving dead subject always costs 1 Supply. You don't have to roll a trigger die; the Supply is automatically spent. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Glamdring:** As an action, you can also use Detect Evil more generally to know if there is currently monster within 20 meters of your positionIf yes, you still don't know exactly where it is but you totally know it's out there. You can choose to exclude any monsters you already know about that are within 20 meters from this ability (like if you already know your friend is a werewolf and you're okay with it, but you want to know if there's anything else creeping up on the two of you)
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rug-Pissers Did Not Do This:** By taking an action to examine a wound, broken object or similar anomaly you can determine if monster is responsible for it or if it has a more mundane explanationDetect Evil does not reveal exactly how something happened, only if a monster was involved
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Traces Of The Beast:** By spending time examining an area, you can tell if monster has passed through it within the past 24 hours. |
 ^ ^^^ ^ ^^^
  
-====== Pharmacist ======+====== Exorcist ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Painkillers:** Your treatment allows a subject to ignore the effects of any injuries. \\ \\ {{fa>minus-circle?24&align=left}}**Temporary Fix:** Injuries are not removed from a subject, only temporarily suppressed. The effect lasts the duration of the current battle (or for few minutes when used outside of battle). |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**End Possession:** You can tell if any creature you meet is currently possessed (as the Possession ability from the [[Spirit]] archetype). As an action, you can automatically end the possession of a target within throwing range (0-10 meters) by forcing the possessing spirit out. \\ \\ {{fa>plus-circle?24&align=left}}**End Fusion:** You can also tell if any creature you meet is the result of an unwilling fusion (as the Takeover ability from the [[Reagent]] archetype). As an action, you can automatically cause fission in such target within throwing range (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Victims Only:** Ending possessions and fusions only works when one or both parties are unwilling participants. If everybody's good with what's happening, you can't exorcise them. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Coagulants:** Your treatment immediately and automatically removes the Bleeding condition from a subject. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Sever Darkness:** As an action, you can automatically remove any single condition from yourself or an ally within throwing distance (0-10 meters). \\ \\ {{fa>minus-circle?24&align=left}}**Monstrous Only:** You can only use Exorcist to remove conditions that were created by a monster. Conditions from a non-monstrous foe are unaffected. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Antivenom:** Your treatment immediately and automatically removes the Poisoned condition from subject+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Put You Down:** When you strike the killing blow on target with any weapon, that creature is permanently destroyedThis prevents them from using any ability or effect that would normally allow them to cheat death (such as the automatic self-resurrection of the [[Undead]] archetype). Exorcist also prevents any non-ability means of resurrection, reincarnation, or other bullshit. Things you kill //stay dead//. \\ \\ {{fa>plus-circle?24&align=left}}**Last Rites:** As an action, you can similarly destroy any corpse within throwing range (0-10 meters) that you did not personally strike the killing blow on. \\ \\ {{fa>minus-circle?24&align=left}}**Lone Exception:** This ability does not prevent a creature from resurrecting themselves via use of the [[Pheonix]] archetype. Pheonix resurrects are limited commodity, however, so you can still put something down for good so long as you're willing to do the job multiple times. |
-^ ^^^ +
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Antihistamine:** Your treatment immediately and automatically removes the Choking condition from a subject. |+
 ^ ^^^ ^ ^^^
  
-====== Regeneration ======+====== Holy Water ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Resurgent Life:** Anyone you treat slowly regenerates. Every round at the beginning of the subject's turnthey immediately regain 1 point of lost EnduranceThis happens immediately after regaining Flowmeaning that the new Endurance does not get covered with a matching point of Flow. \\ \\ {{fa>plus-circle?24&align=left}}**Escalating:** For every 3 points of Escalation active, regeneration restores an additional 1 point of lost Endurance every round. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Regeneration lasts until the end of the current battle (or for a few minutes when used outside of battle). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Anointed Blades:** When you attack a monsteryou can choose to bless your weapon or infuse it with material that your target finds banefulWhen you do this, the trigger die rolled for the attack is automatically 12. \\ \\ {{fa>minus-circle?24&align=left}}**Bless First, Smite Second:** You cannot use Holy Water to change the result of a trigger die once you've already rolled it. It is what it is. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Using Holy Water for an automatic 12 costs 1 Mojo. |
 ^ ^^^ ^ ^^^
  
-====== Throw Medicine ======+====== Turning ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Chuck A Potion:** You can give medical treatment to anyone within throwing range (0-10 meters) instead of only adjacent targets. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Back, Demon!** You present a symbol of something a monster within 20 meters of you hates as an action. Until the beginning of your next turn, the targeted monster cannot approach any closer than 5 meters to your location. If they are already within 5 meters, they must immediately retreat until they aren't. If they cannot retreat by any means available to them, they ignore this effect. \\ \\ {{fa>plus-circle?24&align=left}}**Searing Light:** When you use Turning on a monster whose level is half or less of your own level, they are instantly killed instead of merely driven back. If you also have the Exorcist ability, this counts as a killing blow and prevents monsters destroyed in this way from ever getting up again. \\ \\ {{fa>minus-circle?24&align=left}}**Monsters Only:** This ability has no effect on non-monstrous foes. | 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Elder Sign:** By spending a procedure inscribing symbols, burning incense, chanting prayers or whatever else is appropriate you can ward an single dungeon node or area of similar size. Monsters cannot willingly enter your warded area. \\ \\ {{fa>plus-circle?24&align=left}}**Maintenance:** Whenever the dungeon exploration check gives a result of 5-6 (Darkness) you must spend 1 Mojo in order to maintain your ward's effectiveness. If you can't or won't pay this price, your ward disappears. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You can only have one warded area at a time. Non-monster creatures (including those who wish you direct harm) are unaffected by Elder Sign and can freely pass your wards. |
 ^ ^^^ ^ ^^^
- 
-====== Enterprises ====== 
- 
-^Healer School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
-^Clinic |Injuries can be removed quickly in the settlement by spending 1 Supply per injury. This does not require any bed rest or a trigger die check. | 
- 
  
helsing.1552317918.txt.gz · Last modified: 2019/03/11 09:25 by kyle