Friday, April 23, 2021

Beyond the Veil Draft Classes Pt. I - Falconeer and The Veil Piercer

The Falconeer

A man sits astride their horse, bearing the livery of a noble's house, surrounded by retainers while on a fox hunt. The thicket muddles the group's movement, causing horses to whinny with discontent. Birdcalls fill the morning air with chirps and trills. Hounds snuffle along the underbrush before picking up a scent; the hunt is on! The retinue gives chase, hoping to exhaust their quarry before the hounds lose its sent again. Thunderous hooves trample plants underfoot and the noble rides upon the sight of Titus, his favorite hound, barking at a fox on the lower branches of a yew tree. He raises his crossbow to claim his prize and releases the bolt. Before the fox can impact the mossy forest floor, a falcon, golden-tailed and curiously wearing a ribbon about its ankle, swoops in silently, stealing the prize. The noble's stomach drops into the base of his feet. Titus snaps at the bird, catching the fox and tearing it from the falcon's grasp. A sharp whistle silences the barking, the birds, and seemingly the very breath of the noble; the falcon turns its iron gaze to the noble as it perches overhead.
"I don't deserve this." His voice is quiet, full of terror. In response, the sound of a match being lit. "I can pay more than what they gave you. I'll give you my horse! She is thouroughbr-" A thunderous shot rings out, and the noble feels their left arm turn cold as their body is whipped around and off of the horse, crashing to the ground. Stars fill their vision, and Titus runs into the woods, cowering. Shouts from the retinue cut through the thicket, the sounds of alarum. 
"I have a reputation to uphold. You, on the other hand, sullied yours bad enough to get me. May your journey to the Other Side be more peaceful than your death." Another thunderous roar, and a leaden slug craters through the noble's heart. As the world drifts away in shades of red and black, the falcon comes to rest on his killer's gauntleted arm. The Falconeer makes haste to her own steed, tearing into the woods before another soul can place an eye upon her.

Aspect: Health
Stock: Human
Requirements: Health > 2; Sense > 1; Cannot use 2H weaponry
Starting Gear:
  • 2 Matchlock Pistols (1H, Firearm 5, 30 Yards)
  • 8 pre-prepared leaden shots
  • Powderhorn, full (1X)
  • Iron shot-mold (0H)
  • Guthook knife with Sheath (1H/0T)
  • Leathers (1HeALTF, AV 1)
  • Falconeer's Gauntlet (1H)
  • Pistol Belt (1T2S)
  • Bag of Birdseed (0X)
  • Trained and loyal Falcon (2X)

Class Ability Tract

Level 0: Bird of Prey
Your falcon is well trained, and it understands your intent. It cannot be targeted in combat. You may direct it to either fetch objects up to size 1, or track a specific creature. Neither option uses an action but requires a commanding whistle. It can become Hungry and Sick.

Level 1: Flank and Fire
You whistle as an action, marking a target as prey and drawing the attention of your falcon; it swoops in to distract the target as you make an attack. If your attack is flanking, you may force them turn to face you after damage is inflicted.

Level 2: Ferryman's Friend
A symbol of Death, your raptor inspires fear in the hearts of those that hear its cry. As an action, you may make a Check at -1 Card. If one card is your Aspect, regardless of value, one enemy of your choice and capable of hearing and being Scared become Scared while in your presence. If two or more are your Aspect, all enemies that meet the above conditions become Scared while in your presence.

Level 3: Raptor's Eyes
When you and your falcon are near each other, you and your allies cannot be ambushed. You can discern when people are lying or withholding information at +1 card.

Level 4: Pilfering Talons
When you command your bird of prey to fetch an object, you may choose up to 2 objects of up to size 1 each that are being worn or carried in the hands, head, or neck slots of a creature. When an item is pilfered this way the target immediately becomes aware of the theft, but cannot stop it.

Level 5: Death from Above
You let loose a shrill whistle as an action, marking a creature for death as a piercing cry fills the air. You make your next attack against that target at +5 and if it hits, it is Lethal. Describe how your raptor kills the creature after you open up their defenses.

Falconeer Tricks

Each level, choose one option from the row corresponding to your level. You may swap the options you took previously when you level up.

Hand (Level)

Falconry

Gunslinging

Pair (1)

Falcon Harrys a target ([-level] to their next action)

You reload your matchlock using a single action.

Two Pairs (2)

Falcon Blinds a target for [level] rounds.

You aim your matchlock, increasing its range by [10 x level] yards on your next attack.

3 of a Kind (3)

Falcon inspires an ally, granting Spirited.

You miraculously have another prepared shot on your person, even if you had run out.


Full House (4)

Falcon detects an Invisible enemy, removing the affliction for you and your allies.

Your next shot is over-packed and deals 2 damage increments instead of 1.



4 of a Kind (5)

Falcon opens up an enemy, exposing weak points, forcing materialization or otherwise disabling armor and damage resistances/immunity for [level] rounds.

Your next shot can bounce off solid objects [level] number of times and change its path so long as it fits within your attack range.


The Veil Piercer

'Tween Here and There
A Veil ripples, Unseen
Flowing around all Things
Man and Rat woven in Time
Unable to stymie its fluttering
Weaver's Sons and Daughters
Blessed of Senses, Quick of Hand
Feel the Gossamer Curtain
Pins of Silver and Threads of Gold
Needles of Platinum most Pure
Act as the Weaver's Hand
Handling the Fabric
Our Neighbors see this and it draws them
From the Other Side, they come to gawk
The Veil is Pierced, they become stuck
Weaver's Hands free them
But not without Patching the Fabric
Forever Changed
-"The Origin of Magic" as recorded by The Cult of the Weaver's Hand

Aspect: Sense
Stock: Human
Requirements: Sense 5; Health < 1; cannot wear armor; can only use daggers and needles
Starting Gear:
  • Serviceable Bootknife (1H/0F)
  • Platinum Needle (1H)
  • 10 Silver Pins (0X)
  • 10 feet of Golden Thread (0X)
  • Sewing Satchel (1H2S)
  • Comfortable Travel Clothes (1TLFA)

Class Ability Tract

Level 0: Underpin Reality:
You can identify Piercings in the Veil and use your needle, thread, and pins to stitch it shut, repairing it but leaving it different than it once was, effectively undoing any magics happening as a result of the Pierced Veil. You leave a unique signature in your work, and are recognizable by it to other Veil Piercers- decide what that is now. You may attempt to undo stitches in the Veil as an action.

You are able to use your needle to Pierce the Veil, creating minor alterations to reality via stitching in more favorable manner; See your Pierces and Stitches table for examples and difficulty guidelines.

Each pin costs 1 Chip to replace. 1 foot of thread costs 1 Flake. Replacing your needle costs 10 chips.

Level 1: Knit and Purl:
You can undo stitches put into place by other Veil Piercers with your needle at +1 Card, and know the identity of the Veil Piercer that created the stitch.

Level 2: Cloaked by Midnight:
You may attempt to become Invisible, or remove the cloak as an action, at -3. The Veil envelops you, and you can see the denizens of the Other Side while Invisible in this way. They can also see you. 

Level 3: Laminate Veil: 
Spending 5 silver pins and an hour, you may protect a cubic area with sides up to your level in yards per side from being Pierced, indefinitely, until the pins are removed. You may use this as an action in combat to avoid Injury or Critical, hardening your being against unraveling versus one specific damage source until it occurs.

Level 4: Satin Embrace: 
You may spend your turn in combat pinning the Veil in a more favorable position. Choose either a.) You and all allies draw their next initiative with +1 Card Draw or b.) you and your allies may teleport a number of yards equal to your level at the start of their next turn, passing briefly to the Other Side in order to do so.

Level 5: Excise the Erroneous: 
At -1 Card Draw, you may attempt to remove a being from the flow of the Veil, once per year. If you fail, the being becomes Critical, regardless of it normally being able to be injured, harmed, or otherwise. If you succeed the being never existed, erased from all memories, including your own. This requires ten hours, and a mile of golden thread costing 15 Plates. If you fail, you may make an attempt against the same target at +2 cards. Failure this time removes both you and the being from reality, and all its memories.

Veil Piercer Stitches

Stitches take a number of actions, pins, and feet of thread equal to the level required to create them. Pairs count as 1 for this purpose. These table entries are non-exhaustive and serves as guidelines, not hard and fast rules.

Hand (Level)

Pierces and Stitches

Pair (0)

Open/Close a door

Extinguish a light source

Move small piles of size 0 objects within [level] yards

Two Pairs (1)

Ignite tinder or dust

Create a minor coincidence of convenience or inconvenience

Move a size 1 object within [level] yards with enough force to constitute an attack

Mend clothes without materials on hand

3 of a Kind (2)

Boil/Freeze water

Lock/unlock a door

Eavesdrop on a conversation you can see occurring

Straight (2)

One target recalls a suppressed memory

Repair a non-mechanical object so long as there are materials and a craftsman assisting, without tools.

See through walls and doors up to a yard thick

Flush (3)

Suppress a single memory of a target

Rot plant life in a [3*level]^3 volume

Disguise the appearance of one target.

Full House (3)

Implant false memories in one person or animal

Sharpen/dull bladed instruments, unwind mechanisms, weaken technology

Accelerate hair growth

4 of a Kind (4)

Watch events from up to [level] days unfold in a specific location as ghostly images

Walk on air as solid ground for [level] actions

Cure mundane sickness

Straight Flush (4)

Shorten/lengthen distances by [4*level] yards

Pass through solids as if they are air

Alter someone's physical form in a non-debilitating way

Royal Flush (5)

Change local weather

Appear someplace you can clearly visualize

Dictate the outcome of specific future event (be VERY specific!)




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