Difference between revisions of "Zimla"
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==Zimla== | ==Zimla== | ||
− | A strange spirit who takes on many forms depending on the situation, from a mysterious and terrifying shadowy mare to tapirs and gentle lights, this spirit | + | A strange spirit who takes on many forms depending on the situation, from a mysterious and terrifying shadowy mare to tapirs and gentle lights, this spirit presides over a peculiar place in the life court. They often skirt around the topic at hand until one draws it for themselves, and are flippantly moody to a fault. |
===Basic Pact=== | ===Basic Pact=== | ||
* Bid: I bid you to dream and sway. | * Bid: I bid you to dream and sway. |
Revision as of 22:09, 21 May 2014
Zimla
A strange spirit who takes on many forms depending on the situation, from a mysterious and terrifying shadowy mare to tapirs and gentle lights, this spirit presides over a peculiar place in the life court. They often skirt around the topic at hand until one draws it for themselves, and are flippantly moody to a fault.
Basic Pact
- Bid: I bid you to dream and sway.
- Offer: I offer you the ability to cope and strengthen yourself on past events.
- Purpose: You will test the resolve of those around you in their convictions so that they may discover errors.
- Gift: Zimla gives their dedicants a gemstone of an azure hue. The exact color of this stone never seems to be quite the same between glances, however it is always within the realm borderline halfway of cyan and blue.
- Mark: Dedicants of Zimla have a rather skewed appearance, something about them often appears more abstract than normal. They may consistently have a different shade of hair or fur, or their height may seem to waver by half an inch or so to the viewer.
Benefits
- By holding their stone as they sleep, the followers of Zimla can remember their dreams in full upon waking, allowing greater understanding of one's physical life than mere glimpses of what is running through their head.
- With a hero point spent, they may momentarily send someone nearby into a waking dream of relevance to them, increasing the duration for additional hero points. For two hero points, they may opt to send them into a nightmare of shorter duration that is of relevance to them, that they may attempt to cope with their problems and inner demons. The duration of these states is 30 seconds to a dream, 15 seconds to a nightmare, with the addition of time equal to 20, 10, and 5 seconds in order for each hero point spent on the duration (The time added to nightmares is half of this per point, 10, 5, 2.5 seconds.)
- Willpower may be rolled to avoid this brief hamperment. A 10 against either allows for ignoring the effects, a five against a nightmare halves the duration. For targets who are willing, or already asleep, the duration can last for up to four minutes, and unwilling targets may roll willpower against 10 to shrug off the waking dream. Nightmares can be halved in duration by rolling a five in willpower at the time of effect. During these waking dreams or nightmares time seems to pass by rather quickly, the dream or nightmare taking on a pace of three times normal speed.
- Players or NPCs with resolve of stone are impervious to unwilling imposition of these effects.