Requisitos para Elementalistas (y otros) in Borderline World | World Anvil
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Requisitos para Elementalistas (y otros)

Estas reglas son una adaptación de "whatevermancy", "elemental connection rework" y "new elementalist capstones"

Dicen que todo el mundo posee un vínculo especial con uno de los tipos elementales. La mayoría no se dan cuenta, más allá de una extraña afinidad con los Pokémon de cierto tipo. Solo algunos, por aptitud especial o pura suerte, despiertan. Descubren que son capaces de efectuar manipulaciones menores de su elemento, meros trucos de circo o tal vez una pequeña ventaja en batalla. Incluso, una facilidad para ayudarse a si mismos y sus pokémon a afinar sus habilidades.
Pero muy pocos se atreven a ir más allá. A dedicarse a desarrollar y refinar sus extrañas habilidades. Ya no solo por el aislamiento social que los poderes mentales conllevan, las tensiones con los gobiernos que experimentan los guardianes de aura, o el miedo y el secretismo que hay alrededor de poderes más infrecuentes y desconocidos.
Se trata de las historias que se cuentan de todos aquellos que toman la decisión de profundizar en las capacidades que muchos consideran restringidas a solo los Pokémon. Quizás hace siglos o milenios los seres humanos fuesen criaturas distintas, pero en la era actual sus mentes y cuerpos no están preparados para soportar tal poder. Quién decide abrirle las puertas, experimentará las consecuencias en carne propia por el resto de sus días.

 

Reglas

Todas las clases sobrenaturales que requerían Elemental Connection ahora en su lugar requieren el primer rango del Feature Elemental Awakening correspondiente de su tipo. Este feat ofrece a los jugadores pequeñas capacidades elementales sin necesidad de dedicarse a una clase (útil para trasfondos, o para cuando un GM regala poderes en medio de la campaña).
El segundo rango del feature tiene un efecto particular. Siguiendo la línea de conceder efectos sin invertir en una clase, al recibir el feat el jugador elije a uno de sus pokémon del tipo correspondiente. En ese momento, tanto el entrenador como el pokémon ganan una nueva Capability según su tipo (y el entrenador un bonus extra a skill rolls)
Sin embargo, la principal función del rango 1 es aumentar la dificultad y las consecuencias de acceder a clases sobrenaturales (dando un +5 de poder como pequeña compensación). Aparte de añadir un feat al coste de los requisitos, obliga a todo el que tome una clase elemental (o cualquier clase equivalente, como channeler o aura projector) a recibir un Downside Edge. Estos "edges", como su nombre indicia, introducen un defecto en el personaje que durará toda su vida.
Hay diferentes formas de elegir el edge. Si al GM y jugadores les gusta la temática de "la crueldad del destino", se puede tirar un d20 en el momento de obtención de la clase, y quedarse con el edge de la tabla interior que decida el azar. Por supuesto, esto es tan solo una forma de hacerlo. GM y jugadores deben ponerse de acuerdo, tal vez eliminar algún edge muy cruel (o suave) de la tabla, o simplemente elegir uno que encaje con el personaje. Es más, es perfectamente viable diseñar un nuevo edge adecuado a la historia que se quiera contar. El único requisito es que conserve la temática de "desarrollar estos poderes sobrehumanos tiene consecuencias negativas" como para que elegir una clase sobrenatural sea una decisión que pensarse dos veces.
   

Elemental Awakening Feature Rank 1

[Ranked 2]
Prerequisites: GM Permission, Elemental Connection (Any) or Mystic Senses
Static
You can make Struggle Attacks with the Type corresponding to your Elemental Connection, and your Struggle Attacks may be Special Attacks instead of Attack. Additionaly, you gain the following effect corresponding to your chosen type.
Bug
You can faintly exude any smell that you know in an area around you. You can choose where the smell originates from.
Dark
You can slightly darken a small area in your vicinity, of a total size not much larger than a Pokéball. This effect only remains while you concentrate on it.
Dragon
With concentration, you can exude your presence to a single, nearby individual, calling forth in them a sense of mild dread or awe aimed towards you.
Electric
You can create small sparks of electricity, not much stronger than simple static shocks.
Fairy
You have some small skill in glamours, allowing you to slightly alter one aspect of your appearance at a time (changing eye colour, slightly darkening or lightening your skin or hair colour, etc).
Fighting
You have some small ability in Aura manipulation, which allows you to let your Aura flare up around you slightly, making it visible for a few moments.
Fire
You can create small fires, not much larger than candle fire. If given proper fuel, these fires will keep burning.
Flying
You can create a weak gust of wind, not much stronger than a breeze. This breeze only remains for as long as you concentrate on it.
Ghost
You can create soft whispering noises in a small area around you. Though audible, these whispers are little more than gibberish, and can’t convey any real message.
Grass
You can create small leaves, berries, flowers and other parts of plants, though these objects cannot serve as a proper food source and only stay in existence for as long as you concentrate on them.
Ground
You can create a small amount dust, dirt or sand, which stays in existence for as long as you concentrate on it.
Ice
You can slightly cool the surface of whatever you are touching.
Normal
You can create small lights of any colour, not enough to properly illuminate anything, but still noticeable.
Poison
You can create a small amount of a mildly acidic fluid, strong enough to sting and burn, but not enough to create any lasting harm on an average human being. This fluid remains in existence for as long as you concentrate on it.
Psychic
You can move small items, temporarily deform small objects, and innately guess what someone is looking at, as long as you know the options (like with a deck of cards). Any of these effects only last for as long as you’re concentrating on them.
Rock
You can create pebbles, which stay in existence for as long as you concentrate on them.
Steel
You can create small, simple iron or steel objects, crude and without details, which stay in existence for as long as you concentrate on them.
Water
You can create a small amount of clear water, not much more than a single glass. This water only stays in existence for as long as you concentrate on it.
Mystic
With concentration, you can use one of your senses at a range, allowing you to perceive with that particular sense from a point within X meters, where X is half the higher of your Perception or Intuition.

Special: If you use this feature as a prerequisite for a class, moves learned from that class recieve a +5 Bonus Damage and you get a Downside Edge. Discuss with your GM which edge will be chosen and how
   

Elemental Awakening Feature Rank 2

[Ranked 2]
Prerequisites: 1 Pokemon of the given Type with Loyalty 3 or both corresponding Elementalist skills at Novice
Static
You and your chosen pokemon gain the Capability below. You gain a +2 bonus to Charm, Command, Intimidate, Guile, and Intuition rolls targeting Pokemon of your chosen Type
Bug
Capability: Hive Mind
Pokemon with Hive Mind can communicate with allies with this Capability. Trainers can give Orders and use their Command Actions non-verbally through this capability. Additionally, their increased sense for pheromones grants them the Tracker Capability.
Dark
Capability: Pounce
Attacks of Opportunity may instead use the Grapple Maneuver, using a Dark-Linked Skill in place of Combat or Athletics. If successful, the target loses a Tick of Health.
Dragon
Capability: Fearsome
Once per Scene per Target, Disarm Maneuvers can be performed at a range of 6, and may substitute a Dragon-Linked Skill in place of Combat or Stealth. Additionally, Trainers with this Capability can use a Dragon-Linked Skill to improve a Wild Pokemon’s Disposition.
Electric
Capability: Charger
When directly in contact with an electrical generator of any sort, Pokémon with this Capability can take on electrical energy to hold and can safely use it to charge electronic devices, as well as manipulate computational machines from input ports. While maintaining a charge from this capability, you may raise your speed or special defense default stage by 1.
Fairy
Capability: Shimmer
You can make minor changes to your appearance, changing the hue or shade of your body or equipment. Changing appearance causes the affected area to gain a brilliant reflective quality for a moment. While your appearance is changed you gain a +2 to charm, guile, and stealth checks. This effect ends when you take damage.
Fighting
Capability: Agile
Each Movement Capability is increased by 1, and Power capability is increased by 1.
Fire
Capability: Fire Eater
Once a day as an Extended Action, you may extinguish a camp fire’s worth of flame to recover 1 Injury and 3 Ticks of Health. Injuries recovered in this way do not count towards the total healing for the day.
Flying
Capability: Scramble
As a Full Action, one can move Overland with a speed equal to the sum of their Sky and Overland or Long Jump and Overland Speed, whichever is higher, without triggering Attacks of Opportunity.
Ghost
Capability: Spiritual
Trainers with this Capability become Nullivores in addition to their other diets. Once per day, Nullivores can come together in a group of no less than three to perform a ritual to provide spiritual energy to feed X Nullivores, where X is the lesser of the number of Cleanse tags and the number of Nullivores involved in the ritual.
Grass
Capability: Down to Earth
Instead of losing CS from the Burned or Poisoned Conditions, gain one CS in Defense or Special Defense.
Ground
Capability: Verdant Nourishment
Pokémon with this Capability become Herbivores in addition to their other diets and have a larger tolerance for the more inedible plants, usually capable of eating most plants they can lay claim to. Additionally, their hardier metabolism causes them to take half as much damage from the Poisoned and Badly Poisoned effects.
Ice
Capability: Desserter
Once per day, a Pokémon with Deserted can process $150 of food scrap to produce a frozen dessert, fluffed in any way. Eating it grants a Digestion Buff that grants two Ticks of Temporary Health and cures the Burned Condition.
Normal
Capability: Half-Type
Choose a Type when you first gain this Capability. You gain +2 DR against Moves of the Type this Type is resistant to, +5 DR against Moves of the Type is immune to and +1 DB when using Moves of this Type.
Poison
Capability: Pollution
Once per Day, a Pokemon with this Capability can produce a Black Sludge Item. Once per Day, a Pokémon with this Capability can corrupt a small body of water.
Trainers with this Capability may consume Black Sludge as though they were Poison Type.
Psychic
Capability: Empath
The Empath Capability allows one to sense the emotions of others, and may use it to communicate with any ally with Telepathy or Empath.
Rock
Capability: Rock Solid
Each Injury only reduces maximum HP by 5%. Minimum HP before death is extended by 50%.
Steel
Capability: Hand Tools
Limbs are sturdy enough to be used to emulate a shovel, wood axe, or other small-bladed tools without harm in non-combat situations. Additionally, gain +1 DB to unarmed Struggle Attacks on adjacent targets if Small or Medium Size and +2 DB if larger than Medium. These Struggle attacks may be Steel-Type if you wish.
Water
Capability: Turf Surfer
The Turf Surfer Movement Capability allows Pokemon that normally remain submerged in water to carry it in a bubble around them, moving along the ground, leaving a damp trail. The Turf Surfer Capability cannot be increased by taking a Sprint Action and the movement is reduced to a third when under normal Slow effects. Sunny weather halves this Capability and Rainy weather increases it by half. Desolate Land completely nullifies this Capability and Primordial Sea triples it. If a Pokemon who does not have Turf Surfer gains the Turf Surfer Capability, they gain Turf Surfer equal to their Swim
Mystic
Capability: Sense of Superiority
For each Skill above Novice, the user knows the rank of that same skill others have, and gain a +3 bonus in that Skill when targeting someone with a lower rank in that Skill. Trainers with this Capability may use Intuition instead of Charm to improve the disposition of Wild Pokemon (e.g. someone with a 4 in Guile gains a +3 bonus to lie to someone with a 3 or lower, even though the opposed Skill is Intuition)
   

Downside Edges

Random Chart

Downside Edges

Roll the Dice
1Panic Attacks: If you fail a skill check by 3 or more, you suffer a panic attack and become Paralyzed. Paralysis inflicted this way cannot be cured except by making a save check or taking a breather.
2Weak Constitution: Your body is less resistant to damage, or just weaker than others as a result of your power. All Body skills get a -2 to their checks.
3Weak Mind: You can’t form thoughts as well as other people and logic puzzles are your constant nightmare. All Mind skills get a -2 to their checks.
4Unnerving Twitch: You have a nervous tick that makes other people uneasy around you, or maybe it’s that weird smile. All Spirit skills get a -2 to their checks.
5-9Weakened Stats: Combat is not your forte, and you frequently suffer in it. Whether it be an unwillingness to attack, an inability to take hits, or being slow on your reaction, you suffer in combat engagements. One of your combat stages has their default set to -2. Roll a D10, to determine which stat (1-2 = Attack. 3-4 = Defense. 5-6 = Special Attack. 7-8 = Special Defense. 9-10 = Speed.).
10-11Resisted Phobia: You have an intense fear of Pokemon that resist your moves. You suffer a -2 penalty to all social interactions with Pokemon with those types as well as trainers that specialize in those types, as well as a -1 penalty to Accuracy to hit these Pokemon or trainers.
12-13Weakness Phobia: You are scared that you will eventually be overwhelmed by the vengeance of all by those that your moves are super-effective against. You suffer a -2 penalty to all social interactions with Pokemon with those types and trainers that specialize in those types, as well as a -1 penalty to hit these Pokemon and trainers.
14Paranoid: You are worried that everyone is out to get you. You suffer a -2 to all social interactions, but you have a static +2 to perception checks.
15Manic Mind: Your mind cannot focus on one thing for too long and your actions are often frantic. You gain a +1 to up to two education skills (determined when this is rolled), but suffer a -3 to all focus checks that don’t involve multitasking.
16Susceptible to Afflictions: Your body, mind, and spirit are all particularly susceptible to status conditions. All attacks made against you have their status effect range increased by +2.
17Thin-Skinned: Your pain threshold is lower than most and you have a bad habit of exposing your weak side in fights. All attacks made against you have their critical hit range increased by +2.
18Blackouts: Your power has fried your mind, leading you to a scattered memory and frequent blackouts. At the beginning of the day, roll a d20. On a result of 15 or higher, you will suffer a blackout at some point during the day. Work out the details of the blackout with your GM.
19Bloodthirsty: Maybe you were born this way, maybe it's because you've gone mad with power, maybe you are just tired of all those whiny meatbags, but you value life much less than other people. You never take prisoners and surrender for your enemies is never an option.
20All-Consuming Insanity: Your mind is hanging onto sanity by only the thinnest of threads and you suffer frequent hallucinations. Your GM will now frequently lie to you. For example, While other characters may see an empty hallway, you may see a charging Tarous, a gaping pit, or a raucous party. These hallucinations are neither premonitions, nor should they be helpful. GMs, be creative and have fun.

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Comments

Author's Notes

Yep, esta es otro caso de "Ceres cree que puedes convertir desequilibrios que odian los devs en potencial narrativo". No es adecuado para GM que simplemente quieren pasar un buen rato, pero creo que resultará interesante para aquellos que desean crear historias potentes y juegan con el grupo apropiado. Y sí, es una forma de que haya jugadores que NO lleven una clase elemental, pero que no sientan que su decisión fue objetivamente peor.


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Mar 16, 2021 23:18

Siento que tiene un potencial narrativo gigante, estoy deseoso por poder probar esto en alguna campaña para ver que tal se mueven