The Tempest
Brief History:
Sanctity Levels
- None: None naturally
- Low Sanctity: Inside "Claimed" land
- Normal Sanctity: Outside "Claimed" land
- High Sanctity: 10 feet off the ground and exposed to open air
- Very High Sanctity: In a Sanctuary to the Tempest
Power Investiture
Power Investiture 1 (Acolyte): Both- Acrobatics (DX-2), Aerobatics (DX-2), Escape (DX-2) Dancing (DX-1) or Observation (Per-1) [1]
- Vow (Honesty), Honesty, or Vow (Law of the Land)
- Shield (DX+2), Armoury (Body Armor) (IQ+2), or Observation (Per+2) [8]
- Shield (DX+6), Armoury (Body Armor) (IQ+6), or Observation (Per+6) [24]
- Vow (Honesty) or Honesty [-5]
- Vow (Law of the Land) [-5]
- Shield (DX+10), Armoury (Body Armor) (IQ+10), or Observation (Per+10) [40]
Vow (1): Never own property [-5]
Vow (2): Never own more than you can carry on your back [-10]
Spells
Acolyte:
- Purify Air: Remove all toxins, particles, etc. from the air.
- Create Air: Creates air in an area pushing away any liquids or other gasses. The bubble of created air lasts 5 seconds before dispersing.
- Shape Air: Creates a stream of air from one point to another with strength varying from a slight breeze to a violent blast.
- Recover Energy: Rest and recover Fatigue Points much more quickly than normal by drawing from the primal energy around them.
- Shade ALSO REQUIRES WATER: Provides shade for the subject.
- Fog ALSO REQUIRES WATER: Creates an area of dense fog that reduces vision and fire damage.
- Predict Weather ALSO REQUIRES WATER: Forecasts the weather accurately for a given location.
- Wind ALSO REQUIRES WATER: Modify the current outdoor wind's speed and direction.
Cleric:
- Air Jet: Fires a blast of air from a finger to knock a target back.
- Air Vision: Allows you to see clearly through smoke, fog, dust, sand, etc.
- Concussion: Blast an area with highly compressed air stunning those inside.
- Jump: Increase your Basic Move for the purposes of Jumping only.
- Rain ALSO REQUIERS AIR: Create or prevent an inch of rainfall.
- Snow ALSO REQUIERS AIR: Create or prevent an inch of snowfall
- Hail ALSO REQUIERS AIR: Makes hail fall. this can be a massive distraction or even dangerous.
- Lightning ALSO REQUIRES FIRE: Shoot a bolt of lightning from a fingertip.
- Shocking Touch: ALSO REQUIRES FIRE: Charges the caster's hands or staff with lightning which discharges on strike, ignoring armor.
- Spark Cloud: ALSO REQUIRES FIRE: Creates an area that deals constant burning damage inside it.
- Lightning Weapon ALSO REQUIRES FIRE: The subject's melee weapon deals extra damage. People wearing metal armor that fully protects attacks made by this weapon take at least 1 damage.
- Lightning Missiles ALSO REQUIRES FIRE: The projectiles fired from missile weapons affected by this spell deal extra damage. People wearing metal armor that fully protects attacks made by this weapon take at least 1 damage.
- Lightning Armor ALSO REQUIRES FIRE: Sheath a subject in lightning that makes melee attacks do a bit more damage while backlashing burning damage when hit with metallic melee weapons.
Champion:
- Walk on Air: Lets you walk through the air.
- Wall of Wind: Surrounds an area with a wall of roiling air that impedes movement.
- Body of Air: Your body becomes vaporous and intangible.
- Levitation: The living subject floats through the air, moving as the caster wills.
- Flight: You fly through the air under your own control, without wings.
- Lighten Burden: Reduces the weight of any equipment the subject is carrying.
- Explosive Lightning ALSO REQUIRES FIRE: Fire a lighting bolt that deals explosive damage on hit.
- Wall of Lightning ALSO REQUIRES FIRE: Creates a barrier of lightning around an area.
- Cool ALSO REQUIRES WATER: Lowers the ambient air temperature of an area. This can allow freezing weather to persist, regulate temperature, or make the area hazardous.
- Warm ALSO REQUIRES WATER: Raises the ambient air temperature of an area. This can prevent freezing weather, regulate temperature, or make the area hazardous.
- Storm ALSO REQUIRES WATER: Creates or dispels a storm. This can include rain, snow, hail, or even lightning.
- Cloud Walking ALSO REQUIRES WATER: Allows the caster to walk on clouds as though they were solid.
- Weather Dome ALSO REQUIRES WATER: Create a dome that repels bad weather of all types. Floods, landslides, and similar catastrophes destroy the dome.
- Create Air Elemental: You can create and control an AIR ELEMENTAL.
- Create Sand Elemental ALSO REQUIRES EARTH: You can create and control a SAND ELEMENTAL.
- Create Lightning Elemental ALSO REQURIES FIRE: You can create and control a LIGHTING ELEMENTAL.
- Create SNOW Elemental ALSO REQURIES WATER: You can create and control a SNOW ELEMENTAL.
Zealot:
- Windstorm: Create a circular windstorm with an "eye" of calm inside.
- Spark Storm ALSO REQUIRES FIRE: Create a Windstorm (above) but with lightning striking randomly inside the area.
- Sandstorm ALSO REQUIRES EARTH: Create a Windstorm (above) but with sand which can obscure or even blind people.
- Air Vortex: Turns a number of targets vaporous and moves them across a possibly large area.
- Hawk Flight: As Flight, but a lot faster.
- Body of Wind: You body becomes a massive windstorm (when people attack the windstorm or through it, they are attacking you) and you can throw things around.
- Body of Lightning: ALSO REQUIRES FIRE: Subject becomes an animated shape of lightning.
- Cloud Vaulting ALSO REQUIRES WATER: Allows the caster to travel extraordinarily quickly by bouncing off clouds.
Powers
These are advantages that you can buy because of your devotion to your diety.
- Wind Deflection 1: Enhanced Dodge 1 + Tempest Essence 3 [12]
The air seems to swirl around you when you attempt to move out of the way of an incoming attack. You gain a +1 to Dodge.Requires Power Investiture 3 (The Tempest) - Wind Deflection 2: Enhanced Dodge 2 + Tempest Essence 6 [24]
The air seems to swirl around you when you attempt to move out of the way of an incoming attack. You gain a +2 to Dodge.Requires Power Investiture 4 (The Tempest) - A Light Melody: Affliction (Flight: Lighter Than Air + Beneficial Song + Limited Move) + Tempest Essence 8 [32]
You may make a Concentrate Maneuver to sing or play your instrument and activate this ability. Anyone of your choice who comes within 2 yards of you must succeed a Perception roll (the target has a bonus equal to your Power Investiture level). Those that pass gain the ability to float in the air with you.You and your group are able to move through the air at 1 yard per second maximum. However, if there is a wind blowing in your direction, you may increase the speed by 1 yard/sec for every 5 mph the wind is blowing. If the weather is not cooperating, you may cast either Shape Air or Wind while playing you are Concentrating on moving. If anyone is knocked out of your radius, they have a minute to return to your radius before they begin to fall.Shape Air gives you +1 to your Move for every point you've put into the spell, and lets you benefit from that for yards equal to 5 times the energy you put in (before skill discounts). For using Wind, every casting of the spell allows you to turn 60 degrees (one turn of a hex face) or increase/decrease your Move by 1 yard/sec. Keep in mind that with these spells, you are affecting an area and if you're not careful, you may be blasting an area with hurricane strength winds.Requires Power Investiture 2 (The Tempest) and Singing or Musical Instrument skill of 14+ - Steady Descent 1: Catfall + Tempest Essence 2 [8]
The air seams to reorient you when you fall to allow you land in a much safer position. This reduces the height of your fall by 5 yards. A successful DX roll halves damage on top of that. This works even if unconcious (except you cannot perform a DX roll).Requires Power Investiture 1 (The Tempest) - Steady Descent 2: Catfall (50% better) + Tempest Essence 3 [12]
The air seams to reorient you when you fall to allow you land in a much safer position and slows you down. This reduces the height of your fall by 10 yards. A successful DX roll halves damage on top of that. This works even if unconcious (except you cannot perform a DX roll).Requires Power Investiture 2 (The Tempest) - Steady Descent 3: Catfall (100% better) + Tempest Essence 4 [16]
The air seams to reorient you when you fall to allow you land in a much safer position and slows you down significantly. This reduces the height of your fall by 20 yards. A successful DX roll halves damage on top of that. This works even if unconcious (except you cannot perform a DX roll).Requires Power Investiture 3 (The Tempest) - Steady Descent 4: Catfall (150% better) + Tempest Essence 5 [20]
The air seams to reorient you when you fall to allow you land in a much safer position and slows you down dramatically. This reduces the height of your fall by 30 yards. A successful DX roll halves damage on top of that. This works even if unconcious (except you cannot perform a DX roll).Requires Power Investiture 4 (The Tempest) - Breathing Room 1: Innate Attack, Crushing 1.6 (Area Effect, 2 yards + Double Knockback + Emanation + No Wounding) + Tempest Essence 1 [7]
A blast of air erupts from you. This Knocks back any nearby objects, animals, people, etc. Everyone within 2 yards of you take 2d+4 crushing damage for the purposes of knockback only. This deals no damage to an individual directly.Requires Power Investiture 2 (The Tempest) - Breathing Room 2: Innate Attack, Crushing 3 (Area Effect, 2 yards + Double Knockback + Emanation + No Wounding) + Tempest Essence 3 [12]
A blast of air erupts from you. This Knocks back any nearby objects, animals, people, etc. Everyone within 2 yards of you take 6d crushing damage for the purposes of knockback only. This deals no damage to an individual directly.Requires Power Investiture 3 (The Tempest) - Breathing Room 3: Innate Attack, Crushing 4.6 (Area Effect, 2 yards + Double Knockback + Emanation + No Wounding) + Tempest Essence 4 [19]
A blast of air erupts from you. This Knocks back any nearby objects, animals, people, etc. Everyone within 2 yards of you take 8d+4 crushing damage for the purposes of knockback only. This deals no damage to an individual directly.Requires Power Investiture 3 (The Tempest) - Aerial Adaptation 1: Flight (Lighter than Air + 10 Foot Ceiling) + Tempest Essence 4 [24]
You lift yourself in the air and float around at 1 yard per second. This is modified by any kind of wind, whether natural, or magical (plus or minus 1 yard per second for every 5 miles per hour wind). You cannot float more than 10 feet above the ground. You are stable enough to attack or cast spells from.Requires Power Investiture 2 (The Tempest) - Aerial Adaptation 2: Flight + Tempest Essence 8 [32]
You may lift yourself into the air and propel yourself in any direction at your Basic Speed x 2. You may also hover in place as a stable enough platform to make attacks or cast spells from.Requires Power Investiture 3 (The Tempest) - Aerial Adaptation 3: Flight + Enhanced Move (Air) 1 + Tempest Essence 12 [48]
You may lift yourself into the air and propel yourself in any direction at your Basic Speed x 4 in a roughly straight line. You may also hover in place as a stable enough platform to make attacks or cast spells from.Requires Power Investiture 4 (The Tempest)
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Essence Disadvantages
Followers who gain Tempest Essence begin to look more like the denizens of the Tempest's Realm. They have light blue hair, feathers, and scales. They tend to smell vaguely of ozone. Their hair is always messy, as if they just left a heavy breeze.
Every 5 points of Tempest Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Tempest Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Tempest Essence (max -5).
Every 10 ranks of Tempest Essence requires you to take a rank of one of the disadvantages below.
Disadvantage | Description |
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Enemies (Civilizors) This can only be taken 2 times |
A group of conquerors that cannot stand worshipers of the Primals. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
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Dependency (Air Salts) This can only be take 3 times |
A material that originates from the Frozen Deep's Realm. This Disadvantage comes in 3 ranks:
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Claustrophobia This can only be taken 3 times |
The fear enclosed spaces. You are still able to go underground, but the first time you try, you must roll a Fright Check. To go down a 1 yard wide corridor, you must roll to enter, and every 5 minutes. You cannot make yourself go through and area you must crawl through:
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Blessed Items
These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.
- The 's Holy Symbol (Small): 25 SP ($250) 0.25lbs
- The 's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
- The 's Holy Symbol (Large): 4 EP ($4,000) 1lb
A small talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Low Sanctity.
A medium talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of Normal Sanctity.
A large talisman inscribed with a ASDFASDFASDF that increases the Sanctity Level of a person holding it in their hand by 1 to a maximum of High Sanctity.
Legendary Items
These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.
- The 's Holy Symbol (Grand):
A medium talisman inscribed with a ASDFASDFASDF and has a golden lining that increases the Sanctity Level of a person holding it in their hand by 2 to a maximum of Very High Sanctity.