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Autumn War - The Field

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Aug. 20th, 2009 | 11:18 am

Sanctuary, Shelter and the Field.

Sanctuary is any place safe, warm and inhabited. 
 Requirements
Sanctuary must be shelter .
Must not contain the remains of a speaking creature.
Must not contain fresh blood of a speaking creature.
Must not be haunted or contain an monster, mockery or stalker. 
Must not contain an entrance to the underworld.
Sanctuary must be inhabited for a full turn of the moon or created through Hearth Keeping Rituals.
Benefits of Sanctuary
Recovery is not limited to 1 die + Storytelling/Innocence per rest cycle.
Monsters, Spirits, Stalkers and Mockeries cannot enter Sanctuary without first beating Sanctuary (D6 = 3 + # of people inside) in a Conflict.
Many Spirits cannot enter Sanctuary at all.
Benefits of Sanctuary for Hearth Keepers
Hearth Keepers can sense the presence of hostile persons, etc within 20 yards of Sanctuary.
Hearth Keepers can use Sanctuary dice to ward off Monsters, Spirits, Stalkers, Mockeries, and humans, preventing them from entering or taking action against the place.  These dice are affected by the Hearth Keeper's Spirituality, and can use Tactics.
Hearth Keepers count as 3 people for determining occupancy.
Hearth Keepers can use Sanctuary Dice as Grief dice to prevent people inside Sanctuary from breaking it.
Hearth Keepers can use or lend Sanctuary dice to other sorcerers for the purpose of working magic.
Hearth Keepers can set up a small Sanctuary within a structure, rather than making the whole structure a Sanctuary.  This field Sanctuary only lasts a single rest period or as long as the Hearth Keeper remains within it, whichever is shorter and has dice = # occupants -2.
Sanctuary is Broken when
Blood is spilled through violence.
Life is taken through violence or accident.
A Monster, Stalker, Mockery or Spirit enters.
An entrance to the Underworld opens.
Shelter is broken.

Shelter is any place that protects from wind, rain and darkness
Strength of Shelter depends on the structure.  It is measured in the number of negative environmental modifiers it can protect you against.
- Tree, Overhang, Doorway - 1
- Shelter Beech or Lean-to - 2
- Tent - 3
- Kacia Hut or Shack - 4
- House  - 5
- Cave or Castle - 6+
Benefits of Shelter
Not subject to negative modifiers = strength of the shelter.
Not subject to dark wind.
Making Shelter chances are you are going to mostly find shelter, but just in case...
-Shelter 1 requires 1 scene.
-Shelter 2 requires 1 Day.
-Shelter 3 requires a tent and can be done as part of a camp setup scene.
-Shelter 4 requires a week and appropriate Arts.
-Shelter 5 requires a month and appropriate Arts.
-Shelter 6 requires a year and appropriate Arts.  Any additional strength requires another year per.
Shelter is Broken when
Environmental conditions create negative modifiers = to strength of the shelter +1
Environmental conditions include Fire.
Environmental conditions include Submerged.
GM should use discretion as to whether a broken shelter is also destroyed.

The Field is anyplace else in the world.
Subject to all environmental conditions.
Subject to dark wind.

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Comments {8}

the hand of vecna

Water

from: world_build
date: Aug. 20th, 2009 07:02 pm (UTC)
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Every body of water wants to kill you, but most can't outside of freak and tragic accidents.
You come into conflict with water if water inflicts more negative modifiers than Submerged and Murky.
Water rolls D6s.
A body of water has dice = the nature of the body of water + the number of modifiers it inflicts.

Pond/Lake you can see the other side of - 3
River - 4
Ocean, lake you cannot see the other side of - 5

Modifiers for Water
Submerged - You are under water
Murky - The water is dark or full of particulate that makes it hard to see.
Strong Current - Self-explanatory
Rapid Current - Adds to Strong Current to denote very fast, dangerous water.
Storm-Tossed - Water is extremely rough. Can add to strong current.
Cold - Also self-explanatory.

Selkies are immune to all of this. Lucky bastards.

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the hand of vecna

Fire

from: world_build
date: Aug. 20th, 2009 07:18 pm (UTC)
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Fire always tries to kill you.
Fire can be used as a weapon. It is worth 1 die.
You come into Conflict to fire any time it is not under control.
You can use water as a weapon against fire. It gives you 1D6 for a bucket full and 2D6 for multiple buckets full.

Fire rolls dice based on its size + number of conditions it inflicts.
This list is only meant to be a benchmark, fires in between the sizes listed are possible.
Torch 1D3
Campfire 1D4
Brushfire 2D6
Bonfire/Witch Burning 3D6
Burning Shack 2D8
Burning House 3D8
Small Forest Fire 4D10
Wildfire 8D10

Modifiers for Fire
Smoke - does most of the killing, obscures vision.
On Fire - Not where you want to be.
Engulfed in Flames - Add to On Fire. This is not looking good.

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the hand of vecna

Re: Fire

from: world_build
date: Aug. 20th, 2009 07:20 pm (UTC)
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Putting out a fire.
+1D6 for bucket brigade of 5
+2D6 for 20
+3D6 for 50+

In addition to the multiple buckets of water.

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the hand of vecna

Re: Fire

from: world_build
date: Aug. 20th, 2009 07:22 pm (UTC)
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Another Modifier - Heat - exhausts you.

Firebrothers/Sisters of the Flame are immune to On Fire and Heat, anyone who tries to use fire against them as a weapon gets no bonus, but they are suceptible to Smoke and Engulfed in Flames.

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Порно

from: anonymous
date: Jan. 27th, 2011 02:17 pm (UTC)
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(no subject)

from: wuhigerm
date: Apr. 9th, 2011 01:02 am (UTC)
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(no subject)

from: hivuhull
date: Apr. 14th, 2011 08:54 am (UTC)
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(no subject)

from: joashanuhe
date: Nov. 3rd, 2011 02:00 am (UTC)
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