Water
Water rules the communal spirit, appearances, fashion, charm, and the smooth words of born leaders and diplomats. Those who cultivate Water know that the greatest strength lays in one’s allies!
Blessing: Eloquence
You gain the Eloquence die. This is a special resource that you track separately from Ki. The die has value from d0 to d12.
Every time you succeed on a Challenge, Boost your Eloquence die.
When you consume the Eloquence die, it returns to d0 and begins to build again from the next Challenge onwards
You may spend your Action to generate bonus dice:
- d0, d2, d4: Nothing yet!
- d6: Grant a Boost to an ally in your current zone
- d8: Grant a Boost to an ally in this Scene
- d10: Grant 2 Boosts, distributed between allies of your choice in the same scene. You may give both to the same ally.
- d12: Grant 3 Boosts, distributed between allies of your choice in the same scene. You may give all three (or less) to the same ally.
You may exhaust Eloquence to grant an ally a bonus to defense. You may only do this in reaction to an incoming Challenge against the ally’s defense. No Action is required; you may do this on other character’s turns
- d0, d2, d4: Nothing yet!
- d6: Choose an ally within your current zone. That ally gains +C to their next Defend
- d8: Choose an ally within your or an Adjacent zone. That ally gains +C to their next Defend
- d10: Choose an ally within your current zone. That ally may roll their next Defend twice and take the better Result
- Apply any Boosts, Breaks, and Bonus Ki to both rolls
- d12: In reaction to an incoming effect against a single ally within your or an Adjacent zone, choose any two allies within your or an Adjacent zone (including yourself)
- Both allies Challenge Defend, using all relevant modifiers
- Take the better Result and use it for Defend against that effect
You may exhaust your Eloquence die to add it as a Bonus Dice to any single Water Challenge - Use the strength of the dice as currently stated. For example, if your Eloquence is at d10, you would add 1d10 - You may not add both Eloquence and a normal Bonus Ki
Reminder: Spend and Exhaust
A quick refresher on Spend and Exhaust:
- Spend -> Break the dice once
- Exhaust -> Drop the dice to d0
Professions
Diplomat
P1: Proper Words
- You know all standard protocols for interacting with the other lineages, the known clans, and the Kingdom’s neighbors
- When conducting diplomatic relations, use your Challenge Result or your standard Water, whichever is higher
- If you as a player are about to stick your foot in your mouth, the storyteller must intercede and provide a warning and context
P2: The power of Peacebinding
- Peacebinding of weapons in your presence takes on supernatural power
- Any character (friend or foe) that breaks a peacebinding that was sworn in your presence suffers a Penalty Charm for the first C rounds of combat
- You may not exclude allies from this effect
- “In your presence” will be interpreted to include your party; stepping out of the room while they swear is not a valid loophole
P3: Neutral ground
- You may sanction a section of ground as neutral ground
- General area: A large room, a small field, the deck of a ship
- You must do this while at peace and with the honest intention of continuing that peace
- Once sworn, this sanction lasts until the next dawn
- Any offensive actions interacting with this zone (into, out of, within) suffers Penalty Charm
- This does not prevent violence, of course, nor does it prevent characters being forcibly dragged or thrown out of the area of effect (though the aggressors would suffer the Penalty)
P4: Greater Peacebinding
- Weapons and offensive actions currently under peacebinding automatically fail all Challenges
- All characters must Challenge your Water to break a peacebinding (even something as simple as a loop of string)
P5: Wealth, Shared
- You may now conduct Rituals with Water
- You learn how to tap into the protective power of wards and the Kingdom network
- You may extend this protection to Kingdom neighbors and travelers through ritual
P6: Grounded in Harmony
- You are immune to Enchantments and Transformations
- You are immune to the Claim
- You are immune to the terror effects of the Skyshadow eagles
Chef
Look, it ain’t nothing a warm meal can’t fix. Talk it out.
The first contribution of Wehrans to Harmony and the Graces, the chef brings tantalizing flavors to all of Seln!
P1: Hearty meal
- Each day, you choose one element that you have available and prepare a hearty meal
- Allies that consume the meal gain +C to their defense in that element
- You may feed up to a dozen without issue; for more, the storyteller may require additional reagents or Challenges
P2: Culinary Assessment
- Gain a Bonus Ki to Assess
- Whenever you share a meal with someone, you automatically Assess for 2 * your standard Water value
P3: Tonic on-hand
- You generate C tonics per day
- You choose the tonic from the Tonic equipment section at the time of use
- You may apply the tonic to yourself or an ally within Charm meters
P4: Wehran Spices
- Each Dawn, you bank C Charge of any element of your choice
- These Charge take the form of potent, eye-watering, mouth-searing Wehran spice delicacies
- You may hand these out to allies for consumption or use them yourself
P5: Death Pepper Defense
- Your Wehran Spices gain an additional effect
- Instead of spending the Spices to gain Charge, you or the holding ally may spend the spices upon suffering damage
- The assailant is then automatically afflicted by a cloud of noxious spices
- This cloud inflicts Penalty Charm (of the person holding the spices) until either:
- The assailant has suffered the Penalty C times
- The assailant spends 1 Water Charge and 1 Earth Charge to neutralize it
P6: Meal of remembrance
- Your food has grown so amazing it even sates the dead
- Shades may now consume your food
- In doing so, they gain a reflection of their time among the living
- Lesser Shades (Circle 1 and 2) accept their fate and move on upon completing this meal
- You automatically Challenge to Honor the Departed, using Water, against stronger Shades (Circle 3 and 4)
Doctor
P1: Medical training
- Bonus Ki to medical tasks
P2: Doctor’s eye
- For each day you spend with an ally, reveal one Condition at random, if present
- Given time, this can uncover normally undetectable Conditions like latent Enchantments
- If the latent Claim is present, uncover this last
P3: Energized Treatment
Don’t worry. This is technically legal…in the Outer Wards
- Once per day per ally, you may apply cultivated medical care to rejuvinate an Adjacent ally
- Per target, choose:
- The target regains Cd4 Aura
- The target automatically Challenges Severity against an ongoing Condition and adds +1d6 to success. This ability cannot heal Conditions that require unique care facilities
- The target regains 1d4 Charge, spread across the elements of their choice
P4: Hospitalist
- You may now spend Downtimes to run the Hospital in the hearth
- If this character retires, they may continue in this role from the stable
P5: Basement Exorcist
- You may Challenge against Curses using Water
P6: Suppress Condition
- Each morning at dawn, choose one ally (including yourself). That target ignores the negative effect of C Conditions until the next dawn