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Ritualist | Blood for power. | |
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caret-right | Harrow | Hurt yourself to hurt them. |
caret-right | Heartkeeper | Sacrificial hearts spare your flesh. |
caret-right | Leech | Steal health with attacks. |
Enterprises | Ritualist School |
Utility | plus-circleBloodletting: Every time you would need to spend a point of Supply (or one use of an appropriate resource pack item) to power an ability or effect, you can choose to lose a point of Flesh instead and keep your resources. You can even use such effects when you have no Supply/resources remaining at all by substituting your own Flesh. minus-circleEffects Only: You cannot use Ritualist to substitute Supply/resource costs for things other than powering abilities, such as feeding yourself, creating establishments, paying fees, or similar. |
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Offense | plus-circleHurt People Hurt People: You may choose to lose 1 Energy whenever you make an attack with any weapon. When you do, the attack deals +2 damage. | |
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caret-right | Alternative | plus-circleDark Knight: You can choose to deal +5 bonus damage instead of the normal +2. minus-circleDeep Wound: Dealing +5 damage causes you to lose 1 Flesh instead of 1 Energy. |
Offense | plus-circleAdorned With Life: When you strike the killing blow on an enemy, you can remove their heart (or similar life-symbolizing organ) instantly. This adds their heart as an item to your inventory. plus-circleSqueeze Out: The next time you would lose Flesh for any reason (including being attacked or sacrificing it to power an effect) you can choose to destroy carried hearts instead. Every heart destroyed in this manner reduces lost Flesh by 1 point. This can reduce lost Flesh to 0 but not below 0. minus-circleRitualist's Touch: Creatures killed by anybody but you are not ritually pure enough to yield useful hearts. Hearts can be carried by anyone, but can only be used by you and only function when they're in your inventory. minus-circleEven A Cooler Won't Help: Unused hearts rot or otherwise becomes useless at the end of each session. |
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Protection | plus-circleBlood Siphon: Whenever you make an attack with any weapon and the trigger die is 10+, you immediately regain 1 point of Energy. | |
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Protection | plus-circleReaper's Boon: Whenever you make a killing blow with any weapon, you immediately regain 1 point of Flesh. | |
Ritualist 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 for 1 Supply each. |
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