Truly Mystical Shit in Primal Dawn | World Anvil
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Truly Mystical Shit

Apparently, ther was something mystical about you after all...
Select one form of super-freak mystical shit you can do once a day.
  • Seer: You can see what's about to happen through visions.
    Roll Will & Notice to do your trick.
    Besides the obvious benefits when you have enough time to modify your plans, when it comes to combat, all the people that hear your visions get:
    • 1st Round: +3 + Raises to all their actions and damage rolls OR +3 + Raises to their parry or dodge values.
    • 2nd Round: +2 to all their skill and damage rolls in the first round OR +2 to their parry or dodge values.
    • 3rd Round: +1 to all their skill and damage rolls in the first round OR +1 to their parry or dodge values.
  • Soulspeaker: You can see the spirits of the dead and interact with them, and you get to know more about them.
    Roll Will & Notice to perceive them (+2 bonus in corpses that have been dead for less than 12 hours), you don't need to roll to talk to them.
    To banish them from a place, object or individual, you must Roll Will & Command against Will & Control of the Ghost. You can also harm them with a weapon you previously blessed (whole night ritual, lasts forever, but only works if you wield the weapon, other wielders will cause no harm to any ghost).
However, this is not for free. There is something you must do to be able to use the power, and if you don't do it, you cannot use it.
It's up to you and your GM to discuss the details, but whatever you agree, it should bring flavor into the game.

Some examples:
Seer: You induce your visions by consuming hallucinogenic potions, or meditating 1 hour a day, or it happens only during your dreams, and you remember later, causing you .Fatigue
Soulspeaker: You talk with the dead by sacrificing a Wocog each full moon, or you must eat a piece of the corpse of the soul you want to talk with, or you need to inflict yourself a wound level with a silver dagger.

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