Showing posts with label Healing. Show all posts
Showing posts with label Healing. Show all posts

Tuesday, February 2, 2016

New Glave Fighting Moves (Numenera)

Some Glaves take a much broader view of what constitutes a battlefield in the Ninth World. By thinking strategically rather than tactically they widen their view and impact far more lives than a simpler mind might. All Glaives are looked up to as bastions of strength in a strange and wild world, but these individuals seek to keep mind as sharp as their blade and often wield armies or entire communities as their chosen weapons.

Tier 1
Battlefield Medic; You are trained in healing skill rolls. If you have already treated a patient for the day you can apply a level of Effort to do so again rather than to gain a bonus for the roll. Enabler

Motivate; (2 Intellect points)  One creature you choose within short range may take an action. They can use it immediately, even if they have already taken a turn in the round. They may not use special abilities such as fighting moves, esoteries, or tricks of the trade on this action. Action.

Tier 2
Inspire; (3 Intellect points) One creature you choose within short range makes a recovery roll without having to spend the time to do so. Action.

Oration (3 Intellect points): If you succeed at an Intellect-based persuasion or intimidation task, you capture and hold the attention of everyone within 90 feet (27 m) for up to ten minutes. The GM sets the difficulty based on the audience’s disposition. Action to initiate. 

Tier 3
Opening Strike; (4 Intellect points)  When you make an attack on a target the attack throws them off balance or out of sync until the beginning of your next turn, and anyone attacking this target has the difficulty of their attack is reduced by one step. Enabler

Tier 4
Words of Insight; (6 Intellect points)  You restore points to a target’s Intellect Pool in one of two ways: either they regain up to 6 points or are restored to a total value of 12. You make this decision when you initiate this Move. Points are regenerated at a rate of 1 point each round. You must continue speaking with the target the whole time. In no case can this raise a Pool higher than its maximum. Action. 



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One of the interesting features about Numenera is the fact that stats are pools rather than directly checked against. How each pool is used varies from Might being mostly hit points to Intellect being mostly fuel for power and Speed falling between these extremes. Even at the extremes, Intellect is still the target of attacks and Might still fuels powers, but they clearly are used in this manner less. The clearest demonstration that this is by design is the way Armor works; protecting against damage to Might but specifically not the other pools. There are defenses for those pools, but they are extremely rare compared to Armor. Meanwhile, the only one of the three classes ("types") to rely heavily on Might for its powers starts with an Edge in both Might and Speed and has as many moves that either don't use points or rely on speed as it does Might.
Meanwhile, Numenera falls into a common trap for class-based systems- the "limited fighter." Where the Nano and the Jack both have non-combat functions the Glaive is almost purely built around combat- to the point that its special abilities don't even pretend at neutrality or universality like "Esoteries" or "Tricks of the Trade." They are, explicitly, Fighting Moves. This closes the class out of helping players find things to do in the range of non-combat settings and scenarios.
Unlike D&D, which is the poster child for this problem as the origin of "hard classes" (ie; most if not all abilities are class derived), Numenera allows thoughtful players to patch over it somewhat via Descriptors and Foci. However, even if this issue can be patched over, the core problem remains that these classes are determinative and often, especially for the physical classes, highly restrictive to roleplay or any interaction outside combat which, in turn, feeds back into the primacy of combat in the roleplay environment.

So, I started working on ways for fighters... err, Glaives, to express another thread of the type description; "In most cities and villages, people hold glaives in great esteem. ... They focus on their bodies, but that doesn’t mean they don’t value more cerebral pursuits as well. ... In a group of explorers, glaives typically take the lead." Again, this sounds like a discussion of the 4e Warlord and its roots in D&D and, as I've done before, I try to turn it back into space for a new generation of fighter types to find things to do aside from beat on stuff.

Tuesday, October 20, 2015

New Spell: Manipulate Life (D&D 5e)

necromancy cantrip
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous

You target two creatures which you must touch (one can be yourself) who must both must be willing, restrained, or incapacitated. One of the creatures suffers a point of damage and the other regains one hit point. If the damage is prevented or reduced in any way no benefit is gained by the other target.
This spell has no effect on constructs.

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Tuesday, October 13, 2015

New Rogue Archetype: Chirurgeon (D&D 5e)

The earliest studies of healing required the robbing of graves and little mortal knowledge has ever advanced without being wrenched bodily from a universe ill-desiring to yield it.
Sometimes a chirurgeon starts as a humble product of the streets who seeks the knowledge to heal and help those they care about in whatever way they can. More often, they begin as one of the learned who finds themselves skulking in the shadows performing whatever deeds are necessary to further their knowledge. Shunned in higher society of most "civilized" places where magical healing is available, chirurgeons are considered little better than ghouls. Seen as butchers and mocked as would be necromancers lacking the true power of magic, they still flourish wherever the poor and desperate exist. After all, when you need a healer and can't afford the "donations" asked by a temple, some questions aren't worth asking.
Chirurgeons will join adventuring parties for the same reason any other scholar might; in search of knowledge, glory, or for more personal motivations. Perhaps starting adventurers simply needed someone who could patch them together and found that their resources were sufficient to hire a chirurgeon out of their laboratory and into pursuit of greater fortune. Perhaps a soul who would otherwise have spent a life taking decided instead to try their hand at giving back. Regardless, even if their companions fall never to rise again, it simply means the chirurgeon will have new subjects with which to further their understanding of the myriad living forms.


Saturday, October 3, 2015

New Spell: Gift of Life (D&D 5e)

1st-level necromancy
Casting Time: 1 action
Range: Touch
Component: V, S
Duration, Instantaneous

You suffer 1d6 necrotic damage. A creature you touch regains a number of hit points equal to twice the damage rolled + your spellcasting ability modifier.
This spell has no effect on undead or constructs and cannot be used by non-living casters.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st.

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