Essence Mage Path
Posted: Tue Apr 22, 2014 9:57 pm
Why an Essence Mage path?
Honestly I overheard someone say the reason the essence mages were able to do what they do is because they have the essence mage path and not just the discipline. I know that was more of an analogy than anything but it got me thinking. Why not an essence mage path? So I started thinking and here’s what came out.
You know that we probably won’t be able to do this?
Yeah. It was still fun to whip it up. Look at it anyway.
:Insert skill here: is unbalanced.
No it’s not. Your mom is unbalanced.
Just kidding. Let’s talk about what needs to change. I’m open to feedback.
GOAL
To try and capture the essence mage abilities in a way that is semi balance and does not overlap too much with other paths and disciplines. The essence mage path relies heavily on essence points. These mechanics fall into line with what we have seen other NPC essence mages do. It also explains why they do one or two big things and then need to rest. This tries to embody that in a way that PC’s can manage.
Some of these mechanics are different than what we currently use. As an example we have never had a formal mechanic for speaking to dead people other than Consume Brain. The essence connection mechanic is also different but I don’t think it is too weird.
Anyway…I think it’s pretty cool but I made it’s so I’m biased.
Basic Skills
Vigor
This skill grants you one additional life point.
Affinity
When you regain hit points from a non-potion source you are healed one additional life point. It takes half the time to use Remove Poison and Remove Disease on you.
Essence Forge
You can help another character shape themselves into the person they wish to be. This grants you the ability to let a character unlearn a discipline, path, lifestyle or boon even if the target used it during the event.
Essence Pool
You have a pool of essence that you can draw from to fuel your abilities. You start with as many essence points as you have life points at the beginning of the event. This pool can be added by breaking down mystic. The cost is one mystic per point. This requires 5 minutes per mystic you use to add to your essence pool. Any unused essence points at the end of an event are lost.
You may also use permanent life points to add points to your essence pool. One life point provides one essence point. It can be done instantly. These lost life points are regained in between events.
Advance Skills
Banish
With a 15 second charge you can swing or throw “Banish”.
Essence Gift
You have the ability to provide people with a little essence magic they can use later. It takes 10 minutes to provide an essence gift. Once done you spend one essence point and provide your target with one of the following gifts. These gifts are considered arcane talismans.
Healing – You may heal a target for 3 life points one time.
Protection – You may utilize the Parry/Avoid Blow skill one time.
Power – You may add +2 to the damage of any attack one time.
Radiance – You may swing or shoot “Banish” instantly one time
Voice from Beyond
You can speak with the dead. This skill can only be used on willing targets that have an intact essence. They also must be less than 48 hours dead. You spend one essence point to form a connection with the dead target. If they are willing you may then speak with them for one minute. For every additional essence point you spend you may speak with them for one additional minute. They do not have to speak truthfully.
Create/Destroy Essence Connection
This skill allows you to create bonds between two targets. This takes 15 minutes to do. After doing so you spend 1 essence point. The two targets are then essence bound. This allows them to know when the other one is dead and also allows them to track each other as though they were using the Scout skill. You may also view each other’s character sheets at this time. This counts as an arcane talisman and is expired at the end of the event.
This can also be made permanent by instead spending 5 essence points. When this is done the effect is no longer considered an arcane talisman and can only be removed via Destroy Essence Connection.
This skill can also be used to destroy a permanent essence connection. This takes 15 minutes to do and you only need one of the targets present. After doing so you must spend 5 essence points. This then destroys the essence connection. If both parties are not present and then the target that has their connection severed loses one permanent life point until the other party is killed, has their connection severed or the connection is reestablished via Create Essence Connection.
When an essence mage creates a connection with a target they may deem it one way. Meaning that they are able to find and sense the target but the target is unable to do the same. Essence connections are not considered arcane talismans for people with this skill.
Master Skills
Pulse of Light
This skill allows you to spend 2 essence points to call game stop and outline a triangulated area. After doing so you may indicate that all within are effected by the “Banish” call. This has a 15 minute cooldown. You may also spend 4 essence points and cause the call to effect all within the sound of your voice instead of the triangulated area. When using this version the cooldown time is 30 minutes.
Share Essence
This skill allows you to use the skill of another living target. It takes 10 minutes to learn the skill of the target. Once the 10 minutes is up you then spend the appropriate number of essence points. The cost is 1 point per level of the discipline. You may also learn path skills by spending 1 point for basic, 2 points for advanced and 3 points for master skills. You can only have one of these skills at a time. This skill can be used until replaced with a different skill or until the end of the event.
From the Beyond
This skill can be used to bring back a target that has no body. It is used in conjunction with Mend the Body. This eliminates the penalty for having no head and no heart when resurrecting the target. No potions that reduce chip count can be used in conjunction with this skill. It requires 1 essence point for every four levels of the target to bring them back. When done the target has their level cut in half rounded up to the next denomination of 4. If the essence mage had a permanent essence connection with this target they do not suffer this penalty.
Manipulate Connection
This skill can be used to manipulate the connection an essence mage has with their target. You can spend one essence point to use any of the following effects on a target you have an essence connection with. This can be delivered verbally by indicating the targets name and stating the effect in a non-combat situation. In combat situation the target must be touched.
Strengthen – The target adds +1 to all damage calls for the remainder of the scene. This cannot be stacked with the hero point ability that adds to damage.
Bolster – The target is granted 4 temporary life points.
Sleep – The target is affected by “Sleep”.
Charm – The target is affected by “Charm” which you can then follow with a command. This command will be followed until completed or 15 minutes, whichever occurs first.
Protect – The target is granted 6 temporary combat reflexes.
Implosion – The target takes 10 Magic Vorpal. This severs the essence connection as though both parties were present.
Honestly I overheard someone say the reason the essence mages were able to do what they do is because they have the essence mage path and not just the discipline. I know that was more of an analogy than anything but it got me thinking. Why not an essence mage path? So I started thinking and here’s what came out.
You know that we probably won’t be able to do this?
Yeah. It was still fun to whip it up. Look at it anyway.
:Insert skill here: is unbalanced.
No it’s not. Your mom is unbalanced.
Just kidding. Let’s talk about what needs to change. I’m open to feedback.
GOAL
To try and capture the essence mage abilities in a way that is semi balance and does not overlap too much with other paths and disciplines. The essence mage path relies heavily on essence points. These mechanics fall into line with what we have seen other NPC essence mages do. It also explains why they do one or two big things and then need to rest. This tries to embody that in a way that PC’s can manage.
Some of these mechanics are different than what we currently use. As an example we have never had a formal mechanic for speaking to dead people other than Consume Brain. The essence connection mechanic is also different but I don’t think it is too weird.
Anyway…I think it’s pretty cool but I made it’s so I’m biased.
Basic Skills
Vigor
This skill grants you one additional life point.
Affinity
When you regain hit points from a non-potion source you are healed one additional life point. It takes half the time to use Remove Poison and Remove Disease on you.
Essence Forge
You can help another character shape themselves into the person they wish to be. This grants you the ability to let a character unlearn a discipline, path, lifestyle or boon even if the target used it during the event.
Essence Pool
You have a pool of essence that you can draw from to fuel your abilities. You start with as many essence points as you have life points at the beginning of the event. This pool can be added by breaking down mystic. The cost is one mystic per point. This requires 5 minutes per mystic you use to add to your essence pool. Any unused essence points at the end of an event are lost.
You may also use permanent life points to add points to your essence pool. One life point provides one essence point. It can be done instantly. These lost life points are regained in between events.
Advance Skills
Banish
With a 15 second charge you can swing or throw “Banish”.
Essence Gift
You have the ability to provide people with a little essence magic they can use later. It takes 10 minutes to provide an essence gift. Once done you spend one essence point and provide your target with one of the following gifts. These gifts are considered arcane talismans.
Healing – You may heal a target for 3 life points one time.
Protection – You may utilize the Parry/Avoid Blow skill one time.
Power – You may add +2 to the damage of any attack one time.
Radiance – You may swing or shoot “Banish” instantly one time
Voice from Beyond
You can speak with the dead. This skill can only be used on willing targets that have an intact essence. They also must be less than 48 hours dead. You spend one essence point to form a connection with the dead target. If they are willing you may then speak with them for one minute. For every additional essence point you spend you may speak with them for one additional minute. They do not have to speak truthfully.
Create/Destroy Essence Connection
This skill allows you to create bonds between two targets. This takes 15 minutes to do. After doing so you spend 1 essence point. The two targets are then essence bound. This allows them to know when the other one is dead and also allows them to track each other as though they were using the Scout skill. You may also view each other’s character sheets at this time. This counts as an arcane talisman and is expired at the end of the event.
This can also be made permanent by instead spending 5 essence points. When this is done the effect is no longer considered an arcane talisman and can only be removed via Destroy Essence Connection.
This skill can also be used to destroy a permanent essence connection. This takes 15 minutes to do and you only need one of the targets present. After doing so you must spend 5 essence points. This then destroys the essence connection. If both parties are not present and then the target that has their connection severed loses one permanent life point until the other party is killed, has their connection severed or the connection is reestablished via Create Essence Connection.
When an essence mage creates a connection with a target they may deem it one way. Meaning that they are able to find and sense the target but the target is unable to do the same. Essence connections are not considered arcane talismans for people with this skill.
Master Skills
Pulse of Light
This skill allows you to spend 2 essence points to call game stop and outline a triangulated area. After doing so you may indicate that all within are effected by the “Banish” call. This has a 15 minute cooldown. You may also spend 4 essence points and cause the call to effect all within the sound of your voice instead of the triangulated area. When using this version the cooldown time is 30 minutes.
Share Essence
This skill allows you to use the skill of another living target. It takes 10 minutes to learn the skill of the target. Once the 10 minutes is up you then spend the appropriate number of essence points. The cost is 1 point per level of the discipline. You may also learn path skills by spending 1 point for basic, 2 points for advanced and 3 points for master skills. You can only have one of these skills at a time. This skill can be used until replaced with a different skill or until the end of the event.
From the Beyond
This skill can be used to bring back a target that has no body. It is used in conjunction with Mend the Body. This eliminates the penalty for having no head and no heart when resurrecting the target. No potions that reduce chip count can be used in conjunction with this skill. It requires 1 essence point for every four levels of the target to bring them back. When done the target has their level cut in half rounded up to the next denomination of 4. If the essence mage had a permanent essence connection with this target they do not suffer this penalty.
Manipulate Connection
This skill can be used to manipulate the connection an essence mage has with their target. You can spend one essence point to use any of the following effects on a target you have an essence connection with. This can be delivered verbally by indicating the targets name and stating the effect in a non-combat situation. In combat situation the target must be touched.
Strengthen – The target adds +1 to all damage calls for the remainder of the scene. This cannot be stacked with the hero point ability that adds to damage.
Bolster – The target is granted 4 temporary life points.
Sleep – The target is affected by “Sleep”.
Charm – The target is affected by “Charm” which you can then follow with a command. This command will be followed until completed or 15 minutes, whichever occurs first.
Protect – The target is granted 6 temporary combat reflexes.
Implosion – The target takes 10 Magic Vorpal. This severs the essence connection as though both parties were present.