Wednesday, January 6, 2021

BORCHARDBRIAR: BECOMING MONSTERS

 The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. . Draw a card for each point lost and choose one to apply.


WARMBLOODED TINGES (Hearts and Diamonds)

A - Your sense of smell becomes incredibly sharp. You gain a +2 on all Survival and Notice rolls involving scent.

2 - Small quills grow along your arms and back. With effort you can sprout more. You gain the damage field power with 10 power points and activated with Vigor.

3 -  The night calls to you. You're at home in the darkness. You require half the sleep of normal Folk.

4 - Your jaws and teeth become as deadly as any blade. You gain a bite attack that deals Str+d8, if you already have a bite attack then increase the damage to Str+d10.

5 - Sound betrays your surroundings, revealing objects and creatures to your incredibly sensitive ears You have no penalties in low light conditions but suffer a -2 to Resist sonic based attacks.

6 - Your limbs lengthen and taper into long, graceful limbs. Gain +1 Reach & increase your Pace by 2.

7 - From your brow erupts a crown of horns & antlers. This natural weapon deals Str+d6 AP 4 damage.

8 - Your constitution becomes incredibly robust and your vital organs keep trucking regardless of damage. Called shots deal no extra damage and you're immune to poison.

9 - The dumb Beasts of forest and field acknowledge you as lord among them. Gain the Beast Bond Edge and the animal companion that comes along with it. The companion has 1 Tinge so draw a card from the Action Deck.

10 - You grow a prehensile tail or two. Gain an extra non-movement action per round at no multi-action penalty.

J - Wings sprout from your back. Feathers or leather, your choice. Gain the ability to Fly at Pace +3.

Q -  Magic rolls off you. Gain the Improved Arcane Resistance Edge, regardless of requirements, and deal +4 damage to Sorcerers and Abominations.

K - You're a conduit to the Bad Old Days, calling upon the shades of deceased Folk to aid you. Gain the summon ally power with 10 power points and activated with Spirit.


COLDBLOODED TINGES (Clubs and Spades)

A - Gills blossom along your neck. You cannot drown in water and gain a +2 to all swimming related tests.

2 - A flashy, colorful crest that draws the eye and beguiles the weak-willed. +2 to Trick with Persuasion and Intimidate.

3 - Your toes bind to even the sheerest surfaces. You gain the Wall Walker trait and can scramble up sheer and inverted surfaces at your full Pace.

4 - Your jaws grow thick with bone and muscle. You gain a bite attack that deals Str+d6, if you hit with a Raise then you deal 2d4 bonus damage. If you already have a bite attack then the damage does not increase but you still get the bonus damage on a Raise.

5 - The skin of your paws become brightly hued with warning. With a successful Touch Attack, the victim must roll Vigor or suffer a level of Fatigue.

6 - Pits open beneath your nostrils, allowing you to sense heat. You gain Infravision, halving low light penalties when attacking creatures that give off heat.

7 - You can shoot blood out of your eyes. Suffer a Fatigue level to cause all Folks and Beasts to make Fear checks within 10 ft. at a -2 penalty.

8 - Your skin/fur changes color and blends into the background. You add +2 to Stealth checks when standing stock still.

9 - Your tongue stretches and becomes adhesive. You gain the entangle power with 10 power points and activated with Agility. 

10 - Lost limbs will regenerate but your new limbs are brightly colored and moist. You will need to water them. You can make a Healing roll once per day to recover lost wounds.

J - A tortoise shell hardens around your torso. Gain Armor 2, if you already have a shell it becomes Heavy Armor.

Q - Anybeast with coldblood in their veins can be brought under your sway. You gain the beast friend power with 10 power points and activated by Survival. It even works on Folk, but at a penalty equal to half their Smarts die. You can increase it later like any skill.

K - In time, you could be King of All Monsters. Increase your Size by 2.