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These are the secrets of the Tserani of Sireap Valley

Running Secrets

Secret of Active Footwork

Ushers are known for having uncanny abilities at evasion while still attacking. If they have room to manuever (outside, large room, not grappled, etc), characters with this secret gain a bonus die while using an Usher's bill.

Secret of Fennel Running

Tserani, are known for their ability to run. Characters with this secret gain a bonus die to all athletic (V) checks that involve primarily running to get somewhere.

Secret of No Horse

Through constant training and blessings from Desors, some Ushers have gained superhuman speed on foot. The character may run at unheard of speeds for a human being on foot. With an athletics check, the character can catch horses. Cost: 2 Vigor

Jump Attack Technique (by Eero Tuovinen)

The character can jump really high, which he has adapted into an attack. In normal conflict the character gets synergy as per the Secret of Synergy between his Athletics (V) and Infantry (V) Abilities. In extended conflict his jump with Athletics (V) is a defensive action (that is, opposed for bonus dice) that provides its full value as bonus dice if successful, but the dice have to be used on an Infantry (V) attack on the next round. Cost: 1 Vigor Requirement: Flying Leap Technique

Dresor Secrets

Secret of Warding

Dresors have devised several ways of warding off 'evil spirits' based on the texts that Lingau gave them. Three-Corner scholars will recognize a type of dispelling magic buried within the 'silly superstitions' of the peasant, heretical priests. Using this secret, a Dresor can weave a charm from grass and twigs that will help protect the wearer from supernatural harm. In terms of mechanics, the wearer gains +2 armor when he is the unwilling target of a spell or magical attack. The charm lasts one week, or until the first bringing down the pain it is involved in, whichever comes first. Cost: 1 instinct, 1 reason.

Secret of Charm Making

This secret is similar to the Secret of Blessing. With a succesful craft (R)check, the Dresor creates charm tied to a specific goal, and a dice pool equal to the success level of the ability check. Whoever possesses the charm may use the dice pool, one die at a time, to help accomplish this goal. If the goal is achieved by the owner of the charm, the remaining charm pool replenishes the owner's instinct pool. Cost: 2 instinct.

Secret of Becoming the Fence

The Dresor know the darkness that waits in the forest, and they are ready. The Desor gains a bonus die against beasts. Additionally, the Dresor can use woodcraft (R) to scare animals, rather than the regular animal ken (I).

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Page last modified on July 22, 2009, at 07:58 PM by Nick the Nevermet

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