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| | ==The Prophecy and Creed== |
| This Page is prone to Shrodinger's Tangerine.
| | Founding Visions, nothing crazy |
| ''"Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21''
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| Keep in mind, content on this page will shift and change.
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| TODO:
| | ==Confessions of Melennar== |
| *Add generic healing things
| | Elf tolerance |
| *See about point exchanges to be similar to other abilities
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| **Clockwork Technique requires 3 points PLUS the 3 points for each spell it does. So 6 points for a single light mend spell, 9 for two of them. I think 10 points to get light mend 2 and some other cool thing on top of it like curing mundane shit will make the 1 point difference work
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| ==Version 1.0== | | ==Conclave of Alstyr== |
| Medical Sciences covers everything to do with ailment treatment. This includes from the base dispensing apothecary medication to treat already diagnosed ailments, but also diagnosing both bodily malfunctions as well as sickness and other natural ailments (so not magical ailments). Furthermore, Medical Sciences also covers surgery, understanding of bodily anatomy as well as other medical procedures and even holistic medicine. Points put towards this Proficiency increase the speed at which all these actions can be done, as well as their efficiency, or the amount of knowledge a character has on the bodily functions of any given sapient being.
| | 50 AC |
| {| class="wikitable"
| | Wearden of Eirlys |
| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! Points Invested
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| ! Name
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| ! Type
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| ! Range
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| ! Description
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| |-
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| | 5 Points
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| | Field Medic Treatment
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| | Mundane Ability
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| | Direct Touch
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| | While within Direct Touch of a target, the user can utilize a field medical kit to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours.
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| | 10 Points
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| | Clinical Treatment
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| | Mundane Ability
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| | Direct Touch
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| | While within Direct Touch, the user can heal wounds on a target through this Mundane Ability that counts as a Immobile Channel, using a medical clinic's equipment. Surface tissue wounds like cuts can be fixed within 5 minutes of continued channeling with the target standing still, while deeper cuts and gashes take up to 15 minutes, leaving behind small scars that eventually disappear over time. This Ability cannot be used on self, and must be done outside of Combat.
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| | 15 Points
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| | Surgical Treatment
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| | Mundane Ability
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| | Direct Touch
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| | While within Direct Touch, the user can heal greater wounds like internal damage or severe bleeding on a target through this Mundane Ability that counts as a Immobile Channel, using surgical equipment. This Ability require the target to be laying down unconscious (using an alchemical anesthesia) on a medical clinic's bed, with the user healing deeper wounds over the timespan of 1 hour (though this process may be time-skipped to last 15 minutes if all parties consent). This Ability cannot be used on self. Maims classified as Aesthetic maims can be healed with this Ability, though it will leave permanent scarring on the skin surface. Regular maims such as removed limbs or eyes, maims that detriment a character cannot be recovered through this Ability.
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| | 20 Points
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| | Victoria's Valiance
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| | Mundane Ability
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| | Direct Touch
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| | The user can use advanced medical practices to create an emergency substitute for wound treatment on themselves or others. This allows them to cover up 5 cuts and bruises, OR 1 deep gash/internal wound outside of a clinic. This negates the wound, removes the pain, and prevents a lethal attack from killing the target. Removing the emergency aid returns the wound to its previous state. This Ability does not heal; it is a stop-gap measure until a clinic can be found.
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| |}
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| ==Version 2.0== | | ==Evintarian Schism== |
| Medical Sciences covers everything to do with ailment treatment. This includes from the base dispensing apothecary medication to treat already diagnosed ailments, but also diagnosing both bodily malfunctions as well as sickness and other natural ailments (so not magical ailments). Furthermore, Medical Sciences also covers surgery, understanding of bodily anatomy as well as other medical procedures and even holistic medicine. Points put towards this Proficiency increase the speed at which all these actions can be done, as well as their efficiency, or the amount of knowledge a character has on the bodily functions of any given sapient being.
| | 67 AC |
| | creation is flawed, evolve to greatness |
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| '''After 5 Points invested in Strength Training, the following Ability is (mandatory) gained for free:''' | | ==Clastic Law== |
| {| class="wikitable"
| | Schisms may worship in their own temples and be protected, but cannot be missionaries. |
| |- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| ! Name
| | ==Diviner Heresy== |
| ! Type
| | Yeah let's sacrifice people and get high to talk to the Everwatcher |
| ! Range
| | what are these freaks doing in the woods? eh, probably nothing |
| ! Description
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| |-
| | ==Dogartan Schism== |
| | Field Medic Treatment
| | 166 AC |
| | Mundane Ability
| | Reject Money Embrace Piety |
| | Direct Touch
| | Who needs hierarchy anyways? |
| | While within Direct Touch of a target, the user can utilize a field medical kit to heal only the damage from one single (Mundane) attack or harming Ability that was inflicted on the target (or self), as long as the target was harmed by that attack or Ability, or as a direct consequence of that Ability (for example being knocked off a wall by an Ability and breaking an arm). Any additional effects (or non-harm effects like debuffs) are not removed or mitigated. The damage must have been applied in the last 24 hours. This Ability can be used twice per 24 hours.
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| |}
| | ==Vultragon Schism== |
| | Thinking is good. Question everything, even God |
| | Also Dragonblood |
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| | ===Purge of Vultaro=== |
| | Fire, so much fire |
| | Also, let's get rid of the Diviners as well, Herebrands, you know what to do. |
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| | ==Guided Unionism== |
| | Council of Hartenland |
| | Dogartans: hey, these Vultarins aren't that bad, and they got a point. |
| | Duo-Gods |
| | most Ivraes kinda suck ngl, Dragonbloods are so much better |
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| | ==Mending the SChisms== |
| | Golden Salience: Dogmatic reactionaries sabotaged efforts |
| | Silver Salience: actually fixes things a few years later |
The Prophecy and Creed
Founding Visions, nothing crazy
Confessions of Melennar
Conclave of Alstyr
Evintarian Schism
67 AC
creation is flawed, evolve to greatness
Clastic Law
Schisms may worship in their own temples and be protected, but cannot be missionaries.
Diviner Heresy
Yeah let's sacrifice people and get high to talk to the Everwatcher
what are these freaks doing in the woods? eh, probably nothing
Dogartan Schism
166 AC
Reject Money Embrace Piety
Who needs hierarchy anyways?
Vultragon Schism
Thinking is good. Question everything, even God
Also Dragonblood
Purge of Vultaro
Fire, so much fire
Also, let's get rid of the Diviners as well, Herebrands, you know what to do.
Guided Unionism
Council of Hartenland
Dogartans: hey, these Vultarins aren't that bad, and they got a point.
Duo-Gods
most Ivraes kinda suck ngl, Dragonbloods are so much better
Mending the SChisms
Golden Salience: Dogmatic reactionaries sabotaged efforts
Silver Salience: actually fixes things a few years later