Ilves
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Ilves Basic Genetic Traits [7pts]
Attribute Modifiers: None
Secondary Characteristic Modifiers: Low TL 2 [-5]
Advantages: Protected Senses (to deal with snow blindness) [5], High Pain Threshold (Not Against Fire -0%) [10], Reduced Consumption lvl2 [4], Slippery lvl3 [6], Temperature Tolerance lvl5 (-35 to 70) [5], Terrain Adaptation: Ice [5], Unaging [15]
Disadvantages: Sleepy [-8], Vulnerability x2 Burning [-30]
Basic Ilven Hunter Lens [+121pts]
St+3 [30] Per+2 [10] Basic Speed +1.0 [20] Basic Move +2 [10] Fit [5] [br] Chummy [-5], Ritual Reverence for Slain [-1], Untrusting of Outsiders [-1] Area Knowldge (Hunting Ground) + 2 [4], First Aid+0 [1], Hiking +2 [8], Navigation +2 [8], Professionial Skill (Hunter) +1 [2], Survival (Artic) +2 [8] Tracking+0 [2] 20 pts spread out between Animal Handling (Dogs), Climbing, Fishing, Melee Weapon (Spear), Stealth, Spear Thrower, Throwing (Spear), Traps or one of the skills above. [20]
- This lens reprsents a typical hunter in his 30s; for younger hunters, cut down the skill points; older hunters may have some additional points in skills such as leadership, tactics and teaching. It is important to note that although Ilves don't age, like humans they are unlikely to grow beyond a certain level of competency once they've reached a level of comfort.
Ilven Hunter/Warrior Lens [+149pts]
St+3 [30] Basic Speed +1.0 [20] Basic Move +3 [15] Combat Reflexes [15], Fit [5], Hard to Subdue +2 [4] Chummy [-5], Ritual Reverence for Slain [-1], Untrusting of Outsiders [-1] Code of Honor (Hunters) Includes vow of celibacy except on holy days, to lift no finger against a tribe mate, to protect women and children with life (-5) Area Knowldge (Hunting Ground) + 1 [2], Hiking +1 [4], Navigation +1 [4], Professionial Skill (Hunter) +1 [2], Survival (Artic) +1 [4] Tracking+1 [4] Leadership+0 [2], Running + 1 [4], Spear +2 [8], Spear Thrower + 3 [12], Stealth + 2 [8], Tactics + 1 [8]
- This lens reprsents a typical warrior in his 30s; for younger hunters, cut down the skill points; older hunters may have some additional points in skills. Warriors hold a position of leadership when fighting other intelligent creatures, but are followers that rest of the time.
Ilven Builder Lens [+64pts]
ST+1 [10], Fatigue+3 [9] Single Minded [5] Chummy (Gregarious) [-10] Animal Handling (Dogs) + 1 [4], Area Knowledge (Hunting Ground) +0 [1], Hiking+0 [2], Housekeeping+2 [4], Knot-Tying+0 [1], Machinist/TL2 +1 [4], Packing +1 [4], Profession (Builder) + 1 [2], Scrounging +2 [4], Survival (Artic) +1 [4] [br] 20 pts spread out between at least three of the following: Architecture/TL2, Armory/TL2 (Melee Weapons), Cooking, Leatherworking, Traps/TL2
Cultural: 10pts Combat Reflexes (15)
Chummy (-5) LemmingLord 22-July-2007
Example of Ilven Magics
Tribal Patron Spirit - Cold/Ice
Cold/Ice Power - Source Divine; Focus cold/ice.
Tribal patron spirits endow the shamans the venerate them certain powers unique to the patron spirit in question. These "spirits" are actuall lowly tier gods struggling to gain independence from the elder gods. Because these spirits are typically lower powered than their higher tier fathers/mothers, the effective divine mana level is only "normal" level very close to the spirit shrine and effectively low mana within the hunting grounds of the tribe with "no mana" everywhere else.. The effect of low mana on abilities is unreliability (activation roll 11-). Because tribal shamen must appease the patron spirit, they spend most of their time in ritualistic chanting, deep meditation and trance-like contemplation (Discipline of Faith: Mysticism, a 10 point disadvantage); failure to follow these rituals and to appease the spirit result in a lost of powers and possibly retribution from the patron spirit on the shaman and the tribe unless rectified.
In game terms, each tribal source power ability has the following modifiers: localized unreliability -10%; doesn't work outside hunting ground (-0% since Ilven shaman are unlikely to leave the hunting ground); divine source (-10%).
Cold/Ice Talent 5/pts Per Level
Each level of talent gives a +1 to attribute rolls (but not reliability rolls) made to use these powers AND cold/ice related skills (I can only think of survival-arctic just now...)
Cold/Ice Abilities: (92pts total)
Shapeshifting - Alternate Form (Body of Ice) (Only in Sub-Freezing Conditions, -0% [since freezing conditions are not at all hard to come by and it doesn't automatically revert to main form in non-freezing conditions]; 1 Minute Preparation Required, -20%; Costs 1HP per minute, -10%; Tribal Patron Source, -20%) [9]
Racial Template: Damage Resistence 8 (Physical attacks only, -20%) [32], Doesn't Breathe [20], Hard to Kill 5 [10], Injury Tolerance: Homogenous [40], Injury Tolerance: No Blood [5], Innate Toxic (Cold) Attack 1pt damage (Aura, +80%; Reach: Melee, -30%) [2], Protected Senses [5], Resistant to Cold [10], Terrain Adapation (Ice but NOT normal ground)[+0], Slippery 5 [10], Bad Grip 3 [-15], Color Blindness (-1 non all that disadvantageous if you ask me), Fragile (Brittle) [-15], Numb [-20], Vulnerability x4 fire/heat [-60], Weakness Above Freezing Conditions 1d/minute [-20]
Control Ice 3 (Link, +20%; All Out, -25%; Tribal Patron Source, -20%) [34]
Innate Fatigue Attack Lvl 0.25 (1pt of damage) (5 hex cone, +100%; Link, +20%; Freezing Hazard, +20%; All Out, -25%; Must Control Ice, -10%; Tribal Patron Source , -20%) [5]
Obscure 5 (Ranged, +50%; 5 hex cone, +100%; Link, +20%; All Out, -25%; Must Control Ice, -10%; Tribal Patron Source, -20%) [22]
Binding 8 (Engulfing, +60%; Sticky, +20%; Link, +20%; All Out, -25%; Environmental (victim must be touching ice), -20%; Must Control Ice, -10%; Tribal Patron Source, -20%) [20]
Shards of Ice 1d6 Innate Piercing Attack (5 hex cone, +100%; Link, +20%; All Out, -25%; Must Control Ice, -10%; Tribal Patron Source, -20%) (Alternate to Binding 1/5th [9pts x 1/5]) [2]



