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Topics - Hanako Tachibana

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1
[Yume Asobi] Fragments of You / Green Temple III
« on: November 21, 2014, 05:36:09 PM »
And you end up in a large dark space.  It reminds you of the ruins near the beginning of the Maze, but without the glowing cracks.  The walls are covered in strange runes and dull moss.  You aren't really sure what's keeping the moss alive.  Or why you can see.

Oh!  You're not alone!  All together, the people in this dark space are: Becca, Cory, Louise, and Holy.  Fancy meeting you all here!

2
[Yume Asobi] Fragments of You / Green Temple II
« on: August 02, 2014, 05:30:11 PM »
And end up in a place that looks like it belongs in a museum.  Or at least an Indiana Jones movie.  The floor, walls, and ceiling are made of stone and carved with strange glyphs.  Covering moss and scrabbling roots give the stone a distinctly overgrown feeling and the occasional crack in the stone that glows with a red heat gives it another feeling all together.

Behind you lies the Gate you came through.  With a shudder, a stone slab rises up, preventing you from heading back through it.

Before lies a rather long hall.  You can faintly make out a light at the end of it.

Sam: Wow...

3
[Yume Asobi] Fragments of You / White City
« on: July 14, 2014, 01:25:26 AM »
Sam: -pressive.

It really is.  You aren't in the void anymore, Dorothy.  The void doesn't have a ground.  Or a pure blue sky...

You seem to be standing on a red asphalt road.  Behind you is the same Red Gate you entered from.  Before you is the White City.  You seem to be standing part-of-the-way-up a sloping hill or mountain or some such.  From what you can see, it stretches all the way around the City, as if the City was in a crater or some such.  Most of the crater, if that's what it is, appears to be filled with a deep blue lake, from the center of which rises a massive tower, much like the one you saw in the void.  Its much wider, though.

Nestled between the lake and the crater walls, directly downhill from your current location, is a large city of white metal and gleaming glass.  Across the lake from it is what looks like a smaller city.  Maybe a town?  A village?  Ringing the lake are endless fields of wheat.  You can just barely make out six more roads, like the red one you're standing on, snaking their way from the crater rim down towards various parts of the area.

Holy: Welcome to White City.

4
[Yume Asobi] Fragments of You / Green Temple
« on: July 10, 2014, 01:43:21 PM »
And end up in a place that looks like it belongs in a museum.  Or at least an Indiana Jones movie.  The floor, walls, and ceiling are made of stone and carved with strange glyphs.  Covering moss and scrabbling roots give the stone a distinctly overgrown feeling and the occasional crack in the stone that glows with a red heat gives it another feeling all together.

Behind you lies the Gate you came through.  With a shudder, a stone slab rises up, preventing you from heading back through it.

Before lies a rather long hall.  You can faintly make out a light at the end of it.

Good luck~

5
[Yume Asobi] Fragments of You / Yellow Workshop
« on: May 06, 2014, 03:30:26 PM »
...to a rough-looking room.  It's almost like you're in a cabin, or something.  Everything's made of rough-hewn wood, even the tables and chairs.  At least there are non-wooden cushions.  There's a door on the other side of the room.  You can't tell where it leads.

6
[Yume Asobi] Fragments of You / Muddled Library
« on: April 26, 2014, 03:14:54 PM »
Black Camp
A small encampment formed around a sacred pillar.  It currently has a population of 6.  Its amenities are few, but homey.

Black Beast
A Black Beast is currently accompanying the sacred pillar, as is normal.

Structures
The Black Camp currently contains two buildings: a medical facility and a modest house.

Gates
The Black Camp contains Gates to the School of Rust, the Submarine of Shadow, and the Forest of Holes.  The Gate of Truth has appeared before, but is no longer present.

School of Rust
A dilapidated school covered in rust.  Accessed through the Red Gate.

Red Beast
The Clawed Girl can be found singing in an upstairs room.  Do not disturb.  An additional, Beast-like presence has been felt, though not observed.

Book of Claws
A mysterious book with supernatural power.  Said to exist on the bottom floor of the School.  Perhaps the Beast-like presence described above?

Faceless Beings
The lower hallways of the School of Rust are filled with Faceless Beings.  They appear to avoid the upper floor where the Red Beast can be found.

Submarine of Shadow
An old submarine filled with shadows.  Accessed through the Orange Gate.  The light and darkness within the submarine is controlled by a confusing array of light switches.

Orange Beast
The Thousand Eyed can be found wherever there is darkness.  Do not disturb.

Destabilization
The Submarine of Shadow appears to be in a state of destabilization.  While this destabilization has been resolved, its effects may still be felt.

Forest of Holes
An ancient forest stuck in twilight.  Accessed through the Yellow Gate.  Large portions are nonexistent, likely as a result of the destabilization originating from the Submarine of Shadow.

Yellow Beast
An unknown organism that sacrificed itself to resolve the destabilization infecting the Maze.  Left a cheat-sheet behind so that the Violet Beast could perform its duties.

Violet Beast
Goldie can move throughout the Maze and does not appear to dwell in any particular location.  Pleasant; don't worry about disturbing.

Destabilization
Much of the Forest of Holes has been rendered nonexistent.  As such, travel through it is dangerous without the use of the Closed Eye Lens or the assistance of the Violet Beast.

Fragments
Compared to the prior Mazes, the Forest of Holes appears to have had only 6 Fragments.  It is unknown if this is do to the aforementioned destabilization or is a trait of the Maze.

Moss-Covered Temple
A crumbling temple covered in moss and vines.  Accessed through the Green Gate.  Unlike other Mazes, exiting does not appear possible until the Maze is completed.

Green Beast
Medusa can be found somewhere within the Moss-Covered Temple.  According to the Violet Beast, she exists within every Green Maze and possesses great knowledge.  Pleasant?

White City
The city of the Lunes.  It is an independent world existing within the void.

White Beast
Due to the similarities between Lunes and Black Beasts, Lunes are often referred to as White Beasts.  As the Lunes were once a Black Beast, this designation is reasonable.

First Lune
The first Lune was a Black Beast created by the Pillar that later became the White City.  Unlike the vast majority of Black Beasts, this proto-Lune contained a piece of a Fragment.  Thanks to this piece, it was capable of understanding the slow death of its Pillar and acted to reverse it.  In place of a Fragment, it attempted to offer up its own piece to the Pillar.  Thanks to the sacrifice of one of the Shut-Eyed Girl's eyes, the proto-Lune was able to create a Red Gate.  In doing so, it also became an existence similar to a wanderer.

Colorless World
A "place" between life and death.

Shut-Eyed Girl
A strange girl with closed eyes.  She is currently located within the Colorless World due to her refusal to pass on.  She uses her position to assist other wanders who approach or pass through the Colorless World.  Thanks to her sacrifice of an eye, the White City was able to come into existence.

The Story of Shut Eyes
There once was a young girl who found herself lost in a nightmare.  No matter which may she turned, she couldn't wake up.  After turning around for quite a bit, and becoming rather dizzy, she found other people like herself.

None of them could wake up, so they decided they'd turn the nightmare into a good dream.  They collected pieces of good things, and slowly made the dream brighter.

But one by one her friends woke up, leaving behind the good dream they were all working so hard on.  Eventually, only the young girl was left.  She didn't want to wake up, she wanted to finish the good dream everyone had tried so hard to create.  But she too eventually woke up, and found herself in a strange place.  Not quite awake and not quite asleep, she found herself surrounded by a completely colorless world.

She couldn't go back to sleep, but she still didn't want to wake up, so she closed her eyes tight and stayed where she was.  A long and lonely time passed.

Eventually she found someone else wandering close to the edge of the dream, someone like her would truly wanted to create a good dream.  But unlike the young girl, she didn't have any friends at all.  Seeing this, the young girl gave the wanderer one of her own eyes, so that they wouldn't be alone even without friends.

As the young girl watched the wanderer create a good dream through the eye she gave them, she finally felt satisfied.  She's still there, between waking and dreams, giving her aid to all who wish to live in a happy world.

Lost Texts
Scrap #1
Dear Diary,

I don't like this, but do I really have a choice?  There's nothing here other than those damn gates.  Shit, and Jessica's still injured after that last time.  What the hell even was that?  Man, I hope I find some bandages or a med kit or something...

Scrap #2
I hope they come back soon.  Its getting hard to open my eyes...

Scrap #3
If you're reading this, be careful, okay?  Stay away from those faceless things.

If Rainy's still here... take care of her, okay?  I couldn't but, you're still alive, so...

7
[Yume Asobi] Fragments of You / Clear Gallery
« on: April 16, 2014, 08:36:07 PM »
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[Yume Asobi] Fragments of You / Orange Submarine
« on: March 03, 2014, 03:13:06 AM »
...You're standing in what appears to be the corridor of a ship.  The walls, floor, and ceiling are made of dull metal, and the corridor you're in is well illuminated by bare bulbs embedded in the walls and ceiling.

The ground beneath you is swaying every so slightly, appropriate, seeing as how you are probably on a ship.

You can only move forward.  Or back, of course, through the gate.

9
[Yume Asobi] Fragments of You / Dead End
« on: February 27, 2014, 01:01:40 AM »
You aren't... exactly sure where you are.  The void, maybe?  But you're standing on a small outcropping of floating rock, and you feel that if you stepped off it, you'd fall forever.  There aren't any stars in this sky.

10
[Yume Asobi] Fragments of You / Colorless World
« on: December 24, 2013, 10:41:45 PM »
You aren't in the school anymore.  You aren't in the void either.  You aren't exactly sure where you are.  Its some sort of hall, stretching beyond your vision in both directions.  Every so often there's a large gate built into the walls, dividing the hall into sections.  If the gates were closed you wouldn't be able to go anywhere at all, but with them all open like this, you feel like there's no limit to where you can go.

That being said, you aren't really sure where you should go.  One direction looks a bit brighter; the other looks a bit darker.

11
[Yume Asobi] Fragments of You / Red School
« on: December 12, 2013, 02:08:26 AM »
Instead of endless darkness, you seem to be standing in the hall of what looks like a slightly dilapidated school.  A glance through the windows reveals that it's dark outside, but it looks much more like the typical darkness of night than it does the void you left.  As you stand there, you can hear the building creak and the wind blow.  It isn't very comfortable away from the light...

12
[Yume Asobi] Fragments of You / Black Camp
« on: December 03, 2013, 03:20:23 PM »
Your head is in pain.  You're body's not too hot either, but your head is what's really the issue here.  You can barely see straight.  And who turned off the lights?  Oh, you did.  Maybe you should open your eyes.

Well, that didn't help.  Any of your problems, really.  It's just as pitch black out, your head's pounding just as hard, and your entire being hasn't stopped being sore.  So what's going exactly?  Wouldn't it be great if you knew?  Wouldn't it be even better if you knew how you even got here?  Alas, your memories appear to be in as many shambles as the rest of you.

With a groan you slowly stand up and survey what of your surroundings you can.  You can see yourself, and that's about it.  You can't really tell where the light's coming from though.  There doesn't appear to be a sun or moon here.  Or even stars.  Honestly, you aren't even sure if where you are makes sense.  It feels like you're walking on some sort of ground, but it looks like you're floating in some sort of black void.

A groan emerges from behind you.  You spin around, a mistake in your current condition, and see someone else struggling to their feet.  Maybe they know what's going on?



Welcome to Fragments of You.  Card flips will be generated using CardChan.  Remember to use "Playing Cards" and not "Tarot Cards."  Be sure to link to your flips like this: "10 of Hearts."  If you have any questions on how to use the site, just message me.

13
[Tenra Bansho ZERO] A Polychromatic Mirror / Act - Reality and Illusion
« on: August 21, 2013, 02:56:30 AM »
Plans have been made, a week has passed, Spider finally got out of his armour.  You've both undergone some last minute training from your respective sensei, Koto has personally given the two of you a blessing, and Spider, you got a package from Martel!  It contained an Access Crystal, much as you were expecting, and what appears to be a miniature Marble of Chaos.  Included with the Mini Marble was the following note.

"I made this Mini Marble with you in mind.  From what I've hear it sounds like you get stuck in that armour of your a lot.  As the Marble of Chaos was able to keep your armour going even after it, well, broke, I figured that this Mini Marble would be able to provide a similar service.  It'll probably only last for a couple of hours, but that's a couple of hours still motile!  Good luck!"

But this all happened in the (relative) past.  Now is now, and now you two are traveling to Lunar Goods to meet up with Kagome and Kuro.  Or, well, you were.  You certainly don't seem to be there now.  Nanashi, you recognize where you are.  It looks like the other world Tooryanse took you too.  Spider, you don't have any idea at all.



...Huh.  She's not here.  You must have really ticked her off...  Err, well, I have done this before so...  Time for fate rolls!  For each Aiki you've got, roll Empathy: Fate Rank and gain that much Kiai.  Feel free to post your reactions in the same post as you make your rolls.

14
The Akashic Records / Race - Vessel
« on: April 13, 2013, 01:51:45 AM »
VESSEL
 Much like the kagaribito, the vessel are a created race.  Unlike the kagaribito, however, the vessel were created by the kami themselves.  The first vessels were created by infusing dolls of sticks, earth, and flower petals with tama; humble origins that can still be seen in their spindly limbs and earthy smell.  The first vessels were infused with tama, not simply powered by it, and as such are complete, living beings, not constructs.
 Personality: While vessels are nearly always down-to-earth and straightforward, they can also be quite stubborn.  Once a vessel has made a decision, they'll stick to it, and once a vessel has set their emotions, there's no changing them.  It's been said that there are two vessel families that have maintained a grudge against each other across millennia, and that members of both families can state precisely what happened to start the grudge, even though no extant member of either family was alive at the time of the incident.
 Physical Description: Vessels are shorter than most of the races in the records, and incredibly slender and spindly.  They have pale brown-grey skin, white hair, and long, pointed, furred ears, which start white and end in black tips.  Vessels have very knobby joints, which are often thicker than the limbs they are attached to.
 Relations: Vessels get along well with the kami, the kagaribito, and the noin, and have no enemies amongst the other races of the records.  Vessels don't get along well with the atlach, and vice-versa.  The vessels see the atlach as uncaring taskmasters, and the atlach see the vessel as recalcitrant workers.  In the outer worlds, vessels get along decently with elves of all stripes, but fall just on the wrong side of the uncanny valley for humans.
 Alignment: Vessels, like most of the creatures in the Records, tend towards neutrality.
 Vessel Lands: Vessels live in equal parts amongst the more forested parts of the Marsh of the Lost and the more suburban parts of the City of Marrow.  Those vessel who live in the City of Marrow tend to do so in Tower-controlled areas, and most vessels work under the Tower in one way or another.  There are a few small vessel settlements in the outer worlds, typically amongst deep forests.
 Religion: Vessels, like most of the creatures in the Records, worship the kami.
 Language: Vessels, like most of the creatures in the Records, speak Moji.  Vessel player characters speak Common, and vessel living in the outer worlds speak whatever language is used around them.
 Names: Vessel names are fairly simple, with a first name describing a trait of the vessel or a trait the vessel's parents would like them to have and a last name formed from either the vessel's father's or mother's first name.
 Adventurers: Vessels don't adventure frequently; the vast majority of vessel adventurers have done so on command of the kami.  However, there are those vessel who have taken up adventuring to repay a debt or get back at a grudge.

VESSEL RACIAL TRAITS
  • -2 Strength, +2 Wisdom: Vessels are very spindly, and lack the musculature of other races.  However, their connection to tama grants them insights other races would pass over.
  • Medium: As Medium creatures, vessels have no special bonuses or penalties due to their size.
  • Vessel base land speed is 30 feet.
  • Flow of Tama (Su): Whenever a vessel would recover tama, she recovers tama as if her technician level were 2 levels higher.  In addition, if a vessel dies and is brought back to life, she automatically recovers tama equal to her tama capacity, as modified by this trait.
  • Gift of Tama (Su): Whenever a vessel recovers tama, she gains temporary hit points equal to the amount of tama she recovers.  These temporary hit points last for 3 rounds.
  • Surge of Tama (Su): Once per day, as a full-round action that does not provoke attacks of opportunity, a vessel can recover all of her expended tama.  If she does so, she cannot recover tama by any means until all her tama is either expended or invested.  Upon regaining the ability to recover tama, the vessel becomes fatigued for 1 minute.
  • +4 racial bonus on Knowledge (nature) checks: The vessels' connection to tama and their earthy origins lends them an innate understanding of life.
  • Automatic Languages: Common and Moji.  Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Miko.  A multiclass vessel's miko class does not count when determining whether she takes an experience point penalty for multiclassing.

15
The Akashic Records / Prestige Class - Vector Alchemist
« on: April 09, 2013, 07:29:17 PM »
VECTOR ALCHEMIST

 Some technicians explore a wide variety of techniques.  Others focus on a small number; making up for a lack in variety with unmatchable power.  A vector alchemist is one such technician.  By focusing on the vector line of techniques to the exclusion of all else, her vector techniques become even more formidable.

BECOMING A VECTOR ALCHEMIST
 Most vector alchemists are majo or meisters who have delved into the star icon.  There is nothing preventing a mamono or miko from taking the path of the vector alchemist, though those technicians rarely do.

Entry Requirements
 Skills: Knowledge (the planes) 8 ranks.
 Feats: Icon Focus (star).
 Techniques: Must know at least 4 techniques from the star icon.

Class Skills
 Astrology*, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble.
Skill Points at Each Additional Level: 4 + int

Hit Dice: d8


Level     BAB     Fort     Ref     Will     Special     Akashic Advancement
1st     +1     +0     +2     +2     Strong vector, vector mastery (1 element)     +1 level of existing technician class
2nd     +2     +0     +3     +3     Element fusion (2 elements), vector mastery (2 elements)     +1 level of existing technician class
3rd     +3     +1     +3     +3     Vector mastery (3 elements), vector superiority     +1 level of existing technician class
4th     +4     +1     +4     +4     Element fusion (3 elements), vector mastery (4 elements)     +1 level of existing technician class
5th     +5     +1     +4     +4     Golden alchemy, vector mastery (5 elements)     +1 level of existing technician class

 Vector alchemists are technicians whose study of the vector line of techniques is so extensive that they can do things with them others can only dream of.

 Akashic Advancement: Upon taking her first level in vector alchemist, a technician must choose a technician class she belonged to before taking the vector alchemist level.  At each level, the vector alchemist gains tama, techniques, and fundamentals as if she had also gained a level in the chosen technician class.  She does not gain any other benefits a character of that class would have gained (such as hexes or bushi arts).  A vector alchemist uses the same Akashic Ability as the chosen technician class.  She adds her full vector alchemist level to the chosen technician class' technician level to determine her total technician level in both vector alchemist and the chosen technician class.
 Strong Vector (Su): Starting at 1st level, whenever a vector alchemist uses a burst star technique with the energy descriptor, she may gain a +2 to her technician level with that usage of the technique.  This technician level boost may also increase her tama capacity, allowing her to augment techniques to a higher degree than she otherwise could.  This technician level boost stacks with other effects that increase technician level.
 Vector Mastery: At 1st level, a vector alchemist may choose one of acid, cold, electricity, fire, or sonic to be her mastered energy type.  At each vector alchemist level thereafter, she may choose an additional energy type to master.
 Acid Mastery: Whenever the vector alchemist uses a burst star technique with the energy descriptor and chooses acid, her technique deals an additional 1 point of acid damage per die after 2 rounds.
 Cold Mastery: Whenever the vector alchemist uses a burst star technique with the energy descriptor and chooses cold, all opponents affected by her technique cannot take 5-foot steps for 1 round.
 Electricity Mastery: Whenever the vector alchemist uses a burst star technique with the energy descriptor and chooses electricity, she gains a +2 bonus on her attack roll or a +2 bonus on the technique's save DC.
 Fire Mastery: Whenever the vector alchemist uses a burst star technique with the energy descriptor and chooses fire, her technique deals an additional 1 point of fire damage per die.
 Sonic Mastery: Whenever the vector alchemist uses a burst star technique with the energy descriptor and chooses sonic, all opponents affected by her technique have their damage reductions and energy resistances lowered by 5 (to a minimum of 0) for 1 round.  All objects affected by her technique have their hardness lowered by 5 (to a minimum of 0) for 1 round.
 Element Fusion (Su): At 2nd level, whenever a vector alchemist uses a burst star technique with the energy descriptor, she may choose an energy type she has mastered other than the energy type chosen upon using the technique.  Treat the technique as if both the chosen mastered energy type and the energy type chosen upon using the technique had both been chosen for the purposes of determining any additional effects the technique may carry.
 At 4th level, a vector alchemist may choose two energy types she has mastered.  Treat the technique as if both of the chosen mastered energy types and the energy type chosen upon using the technique had all been chosen for the purposes of determining any additional effects the technique may carry.
 Vector Superiority (Su): Starting at 3rd level, whenever a vector alchemist uses a burst star technique with the energy descriptor, she may gain a +10 bonus on technician level checks to overcome technique resistance with that usage of the technique.
 Golden Alchemy (Su): Starting at 5th level, whenever a vector alchemist uses a burst star technique with the energy descriptor, she has a 50% chance to recover any tama spent on the technique.

16
[Tenra Bansho ZERO] A Polychromatic Mirror / Act - Reverse the Chessboard
« on: December 28, 2012, 12:37:59 PM »
The night has passed, and tomorrow has come.  The two of you have a busy day ahead of you.  You need to get over to the Gate Tower and meet with this Io, who'll take you to Wonderland.  And Spider, you should probably do something about that horrendous hangover.  Who thought it was a good idea to go to an oni party again?  Chroma and their alcohol tolerances...



Hai, domo~  It's time for fate rolls~

17
The Akashic Records / Race - Suijin
« on: December 10, 2012, 12:27:05 AM »
SUIJIN
 While the suijin are considered natives of the Akashic Records, their true origins lie outside of them.  The suijin arose as a race of all female mermaids; shiny baubles to amuse their creator god.  This god gave them an artifact with which they could maintain their species.  When this artifact was stolen, their god refused to intervene, neither retriving the artifact nor giving the suijin any other means of reproduction.  With their race dwindling, the queen of the suijin turned to the only forces that would listen to her, the recently arrived entites known as the kami.  In exchange for casting aside their god and home plane, the kami split them into male and female and took them to the Records, where they have been ever since.
 Personality: Suijin are mercurial and vain, though their fashion sense changes frequently enough that no one is disadvantaged for too long.  Suijin can also be quite proud and willful, with a surprisingly strong attachment to life.
 Physical Description: From the hips up, suijin resemble pale, streamlined humans.  Suijin have straight, dark hair in colors ranging from green to blue to black.  From the hips down, suijin more closely resemble fish, with long scaled tails approximately twice as long as their humanoid bodies.  They swim like whales or dolphins, in an up-down manner, as opposed to the side-to-side style of true fish.  Suijin ears are pointed and open downward to prevent large amounts of water flowing into the ears while swimming.
 Relations: Suijin get along decently with the other denizens of the Records, though the suijin's aquatic lifestyle tends to keep them apart from most.  Suijin have similar relations with those of the outer worlds.  Suijin tend to get along well with merfolk and other, similar aquatic races, but shy away from the overly religious.
 Alignment: Suijin, like most of the creatures in the Records, tend towards neutrality.
 Suijin Lands: The majority of suijin live within the Ocean of Origins in small, motile townships.  Some suijin live within the City of Marrow; enough that there is a slightly submerged quarter especially for them.  There are a few small suijin settlements in the outer lands, mostly near other aquatic settlements.  It is physically impossible for suijin to enter their home plane, and as such they have no settlements there.
 Religion: Suijin, like most of the creatures in the Records, worship the kami.
 Language: Suijin, like most of the creatures in the Records, speak Moji.  Suijin player characters speak Common, and suijin living in the outer worlds speak whatever language is used around them.
 Names: For reasons unclear to everyone involved, suijin tend to name themselves in the language of the noin.  As the suijin have no ties to this language at all, suijin naming is fairly eccentric, and only rarely adheres to the typical rules of noin naming.  It is speculated that the suijin adopted noin names as a means of maintaining the truth of their outer worldly origins while distancing themselves from the god who created them.
 Adventurers: Suijin make, perhaps, the most traditional adventures out of all of the denizens of the Akashic Records.  Suijin adventure primarily for wealth, power, or social advancement.  Suijin in the outer worlds will occasionally adventure to protect their settlements from nearby dangers.

SUIJIN RACIAL TRAITS
  • Monstrous Humanoid Type: Suijin are monstrous humanoids.  As monstrous humanoids, suijin have the following traits.
    -- Darkvision out to 60 feet.
  • Aquatic Subtype: Suijin are aquatic monstrous humanoids.
  • +2 Strength: Suijin have a powerful physique, tempered slightly by their sluggishness out of water.
  • Medium: As Medium creatures, suijin have no special bonuses or penalties due to their size.
  • Amphibious (Ex): Suijin can breath water or air equally well, without limitation.
  • Suijin base land speed is 20 feet: they can slither about out of water, though it is a bit awkward.
  • Suijin base swim speed is 40 feet.  A suijin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  A suijin can always choose to take 10 on a Swim check, even if distracted or endangered.  A suijin can use the run action while swimming, provided she swims in a straight line.
  • Denizen of the Deeps (Ex): Suijin are immune to damage from both temperature and pressure in extreme depths of water.
  • Siren Song (Su): A suijin's voice possesses a captivating quality.  At will, but no more than once per round, a suijin can use her song to cause one creature to become fascinated with her.  Each creature to be fascinated must be within 90 feet, able to see and hear the suijin, and able to pay attention to her.  The suijin must also be able to see the creature.  The distraction of a nearby combat or other dangers prevents the ability from working.  For every three Hit Dice a suijin possesses, she can target one additional creature with a single use of this ability.
     An affected creature may make a Will save (DC 10 + 1/2 HD + Charisma modifier) against the effect.  If a creature's saving throw succeeds, the suijin cannot attempt to fascinate that creature again for 24 hours.  If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the suijin continues to sing and concentrate (up to a maximum of 1 round per Hit Die).  While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks.  Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.
     Siren song is a mind-affecting ability.  A suijin can speak or sing underwater without difficulty, just as easily as one would on the surface.
  • +4 racial bonus on Perform checks: A suijin's voice is something to be fascinated by.
  • Automatic Languages: Common and Moji.  Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Meister.  A multiclass suijin's meister class does not count when determining whether she takes an experience point penalty for multiclassing.

18
Creations & Ephemera / Dansai Bunri
« on: December 02, 2012, 04:07:33 PM »
There comes a time in every person's life where they go "Screw it, I'm going to write a role-playing system."  For me, this time came, like, a week ago or something.  So I wrote up this system.  In, like, a day.  The system is based pretty heavily on the Madoka Magica Magical Burst system, Tenra Bansho ZERO, SRS, and that one thread here on MinMax about modelling saves as damage.  Tell me what you think.



Character Creation
Attributes
Your character's attributes represent their abilities to interact with the world.  Attributes typically range from 1 to 10 (with most people falling somewhere between 3 and 9).  Each attribute is described below, along with some example actions that are typically handled with them.

Knowledge
Knowledge covers intelligence, reasoning, learning, and memory.  Solving a math problem, crafting a plan, and impressing people with random trivia all fall under Knowledge's domain.  Knowledge falls under the Mind track.  In combat, Knowledge can be used both offensively and defensively.

Courage
Courage covers physical strength and energy, as well as the ability to project force.  Courage also plays a role in standing against oppression and hindrance.  Lifting weights, pimp slapping, and standing tall in the face of danger all require some amount of Courage.  Courage falls under the Body track.  In combat, Courage can be used offensively.

Diligence
Diligence covers stamina, vitality, and patience.  Walking long distances, throwing off a cold, and making it through the entire history quiz are easier when you have Diligence.  Diligence falls under the Body track.  In combat, Diligence can be used defensively.

Expression
Expression covers charisma, matters of the muse, and the ability to tell lies.  Catching people's eyes, receiving standing ovations, staying unnoticed, and bringing smexy back rely on Expression.  Expression falls under the Soul track.  In combat, Expression can be used offensively.

Understanding
Understanding covers empathy, the ability to sense others' motives, intuition, and the ability to cope with feels.  Walking in someone else's shoes, noticing those who wish to stay hidden, and comforting your girlfriend are all associated with Understanding.  Understanding falls under the Soul track.  In combat, Understanding can be used defensively.

Generating Attributes
Raising an attribute by 1 costs 1 point.  No character can have an attribute lower than 1 or higher than 10.  You should reserve about 30 points for attributes.

Specialties
Specialties represent the little things that make your character stand out.  All specialties detail a condition under which they apply.  Your character may roll an additional d6 when making challenges that fill one of their specialties' conditions.  A character who is particularly good at math could have Specialty: Math, which would let them roll an extra d6 when making challenges that involve math.  A character trained in the art of swordplay could have Specialty: Sword Combat, which would let them roll an extra d6 when making challenges that involve fighting with a sword.  A character who is particularly beautiful could have the Specialty: Beauty, which would let them roll an extra d6 when dealing with people attracted to them.  Specialty: Beauty would probably not apply in combat.  Specialty: Sword Combat almost certainly would.

A character can never gain more than one bonus die on any challenge from specialties, no matter how many apply.

Generating Specialties
Taking a specialty costs 2 points.  You should reserve about 10 points for specialties.

Skills
Skills represent the ability to carry out particular tasks.  Skills do not represent general abilities; if your character is a writer, they should take that as a specialty.  Skills are for specific things with particular rules importance.  A list of available skills is presented later.  Taking a skill costs 3 points.

Tracks
Your character's tracks represent their mental, physical, and spiritual health.  Each track consists of three tiers, each smaller than the next.  The second tier is half the size of the first (rounded down, minimum 1), and the third tier is half the size of the second (again, rounded down, minimum 1).  Any damage you take in added to a track, as determined by the source.  The first tier of a track fills first, followed by the second tier, and finally the third.  Tracks empty of damage in the reverse order.  You cannot remove damage from the first tier of a track if you have damage in any higher tier.

You do not take penalties for having damage in the first tier of a track.  As long as you have damage in the second tier of a track, your character takes a -3 penalty on all challenges.  As long as you have damage in the third tier of a track, your character takes a -6 penalty on all challenges.  If any one of your character's tracks fills completely, they collapse, and are incapable of acting until they recover.

Penalties from tracks are not cumulative.  If you have damage in a track's third tier, your character only suffers the -6 penalty associated with that tier.  The penalty from the lower tier is effectively subsumed by the higher.  Always use the penalty associated with the track with the most damage in it.  If you have two tracks with damage in their third tier, you only take the -6 penalty once.

Mind Track
This track represents your character's mental health.  Mental strain, psychic attacks, and bad puns deal damage to this track.  The size of the first tier of the Mind track is equal to twice your character's Knowledge attribute.  The Mind track is associated with the Knowledge attribute.

Body Track
This track represents your character's physical health.  Physical attacks, inclement weather, and flesh wounds deal damage to this track.  The size of the first tier of the Body track is equal to twice your character's Diligence attribute.  The Body track is associated with the Courage and Diligence attributes.

Soul Track
This track represents your character's spiritual and social health.  Demonic assaults, isolation, and being publicly shamed by that one prick deal damage to this track.  The size of the first tier of the Soul track is equal to twice your character's Understanding attribute.  The Soul track is associated with the Expression and Understanding attributes.

Healing
Damage is removed from tier 1 at a rate of 1 per 5 minutes of rest.  This removal occurs across all tracks simultaneously.  This sort of healing cannot occur in tracks with damage in tiers about tier 1.  Damage in higher tiers can only be removed by characters with the First Aid skill.

Tension
Tension represents your character's stress and adrenaline.  Each track has tension associated with it.  Depending on the situation, tension can either give a bonus or a penalty.  In stressful situations, your character gains a bonus on all challenges equal to the maximum tension they have in any track.  In calm situations, your character takes a penalty on all challenges equal to the maximum tension they have in any track.

The maximum tension any character can have in any track is 6.  If anything would raise tension further, the character enters a state known as tension MAX.  During tension MAX, you may ignore any penalties associated with your character's most damaged track.  If your character is still in tension MAX when the stressful situation ends, they immediately pass out until their tension on all tracks drops to 0.  Once you have reached tension MAX, you cannot raise tension any further in any track.

Character's cannot participate in half combat while in tension MAX.  If they are participating in half combat when they enter tension MAX, they may choose to either enter normal combat or immediately drop unconscious, as if the stressful situation had ended.

Calming Down
Tension lowers at a rate of 1 per 5 minutes of rest.  This lowering occurs across all tracks.

Playing the Game
Challenges
When a character attempts to do something where both success and failure are possible AND where both success and failure would have interesting effects on the plot, its time to make a challenge.

Normal Challenges
For a normal challenge, roll 2d6 and add it to an appropriate attribute.  This is your result.  Success or failure is determined by comparing this result to something else.

In stressful situations, if you roll a 6 on any die, you roll another d6 and add it to your result.  You also raise the tension on the track associated with the attribute with which you are making the challenge by 1.  You can also add an extra d6 to your total by voluntarily raising the tension on the track associated with the attribute with which you are making the challenge by 1.  Doing so immediately turns the situation into a stressful situation.  You cannot voluntarily raise tension by more than 3 on a single challenge.  Extra dice gained from rolling 6s or raising tension cannot cause you to roll even more d6s by getting 6s.

If you would raise tension or cause the situation to become stressful during a challenge, you do not gain the associated benefits of tension until your next challenge.

Half Challenges
Half challenges work like normal challenges in all ways save the following.  You roll 1d6 and add half of an appropriate attribute to get your result.

Opposed and Unopposed Challenges
An opposed challenge is when two characters make challenges against each other.  The winner of an opposed challenge is whomever gets the highest result.  In case of a tie, the character with the higher attribute wins.  If that doesn't do it, roll dice until someone comes out ahead.

An unopposed challenge is when a character makes a challenge against some target number.  If the result of the challenge is higher than the target number, the character wins.

A character involved in a challenge can raise tension at any point to gain additional dice.  The losing character in an opposed challenge can raise tension even after they've already lost in the hopes that the extra d6 will raise their result by enough to win.  Of course, the other character can then raise tension in response.  No character may raise tension by more than 3 on a single challenge, and no character may raise tension above tension MAX.

Combat
Combat is complicated.  As such, there is a special set of rules that apply specifically to combats. 

The Structure of Combat
Combats are divided into two phases, the round and the interstice.  During a round, each character participating in the battle gets a single turn in which to act.  During an interstice, state-based effects trigger and the next round is prepared.

All combat begins with a special interstice, consisting only of setup.  After setup comes the round, then the cleanup of the next interstice.  The final interstice of a combat consists only of cleanup.  Combat is always considered a stressful situation.

Setup
During setup, each participating character selects one attribute to use for attacking, one for defending, and one for supporting.  A character cannot select the same attribute multiple times.  Only Knowledge, Courage, and Expression can be selected for attacking.  Only Knowledge, Diligence, and Understanding can be selected for defending.  Any attribute can be selected for supporting.

The Round
Characters act in the round in order of their Support attribute.  Ties are broken by their Attack attribute next, then their Defense attribute, then by rolling dice until someone comes out ahead.

Cleanup
During cleanup, state-based effects trigger.  This is when a character would take damage from poison, being on fire, or BEES.  Passing out or dying from damage also occurs during cleanup.

Distance in Combat
The distance between characters participating in combat is fairly abstract.  A character can either be in engagement with one or more other characters or not.  If your character is in engagement with another character who is in turn in engagement with a third character, your character is also in engagement with that character.  You can only attack characters with melee attacks if you are in engagement with them.  You can attack characters with ranged attacks whether or not you are in engagement with them.

Actions in Combat
During each turn in combat, a character can carry out a variety of actions.  These actions are divided into two types, active actions and passive actions.

Normally, a character can only carry out a single active action per turn.  However, by raising the tension on the track associated with your Support attribute by 2, you can take an additional active action on your turn.

Unlike active actions, a character can carry out any number of passive actions on their turn.  Some passive actions can even be carried out when it is not a character's turn.  Each passive action details when it can be carried out.

Combat Moves
Attack
An attack is an attempt to cause harm to another character.  Make an Attack challenge opposed by the defender's Defense attribute.  If you win the challenge, you deal damage to the track associated with the defender's Defense attribute equal to the result of an Attack half challenge.  You may add half of the amount by which your result beat the defender's result on the opposed Attack vs. Defense challenge to this damage challenge.

This is an active action.

Advance/Withdraw
Once per round, on your turn, you may advance into or withdraw from engagement with another character.  You cannot advance into an engagement if you are already in engagement with another character.  If you have already advanced or withdrawn in the current round, you must raise the tension on the track associated with your Support attribute by 1 to advance or withdraw again.

Advancing is a passive action, but withdrawing is an active action.  Going into engagement is easy, but leaving would be scary.  As withdrawing is an active action, you cannot withdraw twice in a round without also gaining an additional active action.  As such, withdrawing twice in a round requires you to raise your character's tension by 3, 1 to take another advance/withdraw move, and 2 to take another active action.

Clash
If you are able to carry out an active action and someone attacks you, you may choose to clash rather than defend.  Instead of opposing the attacker's Attack challenge with Defense, oppose it with Attack.  If you lose the challenge, you take damage as normal.  If you win the challenge, you may deal damage to the attacker as if you were attacking them.  Clashing uses up your turn for the round.

If you are being attacked by a ranged attack and the attacker is not in engagement with you, you cannot clash.  You cannot use ranged attacks to clash.

This is a passive action, albeit one that uses up your turn.

Hold
When your character's turn comes up, you may declare that you are holding.  If you do so, you may take your turn at any point after that after someone else has completed their turn.  You cannot interrupt someone else's turn by holding.  If you hold your turn all the way to the end of the round, you must take your turn or lose it.

Holding is a passive action.

Interrupt
If you are able to carry out an active action, you may declare that you are interrupting after someone else has completed their turn.  Doing so requires you to raise the tension on the track associated with your Support attribute by 2.  If you do so, you may immediately act as if your turn has always come after theirs.

Interrupting is a passive action.

Protect
When another character you are in engagement with is attacked in combat, you may raise the tension on the track associated with your Support attribute by 1.  If you do so before the Attack vs. Defense challenge occurs, your character jumps in and makes the Defense challenge for the other character.  If you fail, you take the damage intended for the other character.

If you do so after the Attack vs. Defense challenge occurs, your character simply takes the damage intended for the other character.

You cannot protect a clashing character.  However, if you are able to carry out an active action, you can clash as part of the protect action.

Protecting is a passive action.

Revive
If you've passed out from damage, you can raise the tension on the track associated with your Support attribute by 2.  If you do so, you may remove 1d6 damage from a full track of your choice.

Reviving is an active action.  It is the only active action you can take while unconscious.  Of course, you cannot revive if you cannot raise Support tension by 2.

Special Abilities
Some characters may have special abilities.  The sort of action required to carry out such a special ability is detailed within the special ability.

Half Combat
Instead of participating in normal combat, a character can choose to participate in half combat.  Half combat works exactly like normal combat, with the exception that attack challenges are made as half challenges instead of normal challenges.  In addition, there is no separate damage challenge.  The defender takes damage equal to the amount by which the attacker's result on the challenge beat the defender's result.  Damage dealt during half combat can fill tier 1 of a character's tracks, but cannot fill higher tiers.

It is possible for one character in combat to be participating in half combat while others do not.

Half combat is generally appropriate for situations like sparing or combat sports.  Half combat can also be used to simulate social combat (popularity contests, public shaming, etc.) by restricting Attack, Defense, and Support to only the Knowledge, Expression, and Diligence attributes.

Half combat, like normal combat, is a stressful situation.

Accepting your Fate
Normally, when one of your character's tracks completely fills, they pass out.  However, you may choose for your character to accept their fate instead.  If you do so, your character's tracks completely empty of damage and your character's tension is set to 3 for all tracks.  If one of your character's tracks completely fills after they have accepted their fate, they die.

The ability to accept fate is unique to player characters and certain special or important non-player characters.  Other characters simply die when one of their tracks completely fills.

A character with the ability to accept their fate cannot die until they choose to accept their fate.

Reversing Fate
A character who has accepted their fate may undo this acceptance.  This cannot be done while the character is in combat or has tension on any track.  In order to reverse fate, a character must succeed on a Diligence or Understanding challenge against a target number of 13.  Reversing fate can only be attempted once per day.

Skills
First Aid
Characters with First Aid can heal tier 2 and tier 3 damage.  A character with First Aid can make a Knowledge, Diligence, or Understanding challenge to heal another character.  The healer can only make this challenge once per day per character being healed.  The healer takes a penalty on this challenge equal to the penalty the character being healed is taking from damage.  This is in addition to any penalties the healer may be taking from any source.  As such, one should avoid trying to heal one's own wounds.

The healer may remove an amount of damage equal to the result of the healing challenge from the character being healed.  Damage can be removed in this way from any track.  Damage cannot be remove from tier 1 if there is damage in tier 2.  Damage cannot be removed from tier 2 if there is damage in tier 3.

Character's with First Aid cannot heal during combat.

Strategy
Characters with Strategy can anticipate circumstances, arrange events, and maneuver resources in ways that benefit them.  Once per day, a character with Strategy can make a Knowledge half challenge.  In later challenges made by themselves or their allies, the strategist can convert the result of their strategy challenge into bonuses at a one for one ratio.  Any result left at the end of the day is nullified.

This represents the situation going just as the strategist planned.



PDF Here

19
[Tenra Bansho ZERO] A Polychromatic Mirror / Act - White
« on: November 28, 2012, 10:51:22 PM »
It has been a couple of days since the thing with the Witch of Black Cats.  Things seem to be pretty much normal, though; you haven't been contacted or anything.

Nanashi, today is your first day of work at Lunar Goods.  Spider, didn't the owner of the Bakeneko Bar & Grill ask you for something today?



Fate rolls, everybody.  One fate roll per Aiki chit.

20
The Akashic Records / Prestige Class - Stitch Witch
« on: November 23, 2012, 05:38:29 PM »
STITCH WITCH

 A stitch witch is an akashic necromancer; a technician who has uncovered the secrets of the dead deep within the meteor icon.  Stitch witches first adapt their bodies to unlife, then use the dark energies swirling throughout their stitched together bodies to enhance the potency of their meteoric curses.

BECOMING A STITCH WITCH
 Most stitch witches are majo or miko who have delved into the meteor icon.  There is nothing preventing a mamono or meister from taking the path of the stitch witch, though those technicians rarely do.

Entry Requirements
 Skills: Knowledge (religion) 8 ranks.
 Feats: Icon Focus (meteor).
 Techniques: Must know at least 4 techniques from the meteor icon.

Class Skills
 Astrology*, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Search, Sense Motive, Spot.
Skill Points at Each Additional Level: 4 + int

Hit Dice: d6


Level     BAB     Fort     Ref     Will     Special     Akashic Advancement
1st     +0     +2     +0     +2     Spare parts, stitched body     +1 level of existing technician class
2nd     +1     +3     +0     +3     Lingering curse     +1 level of existing technician class
3rd     +1     +3     +1     +3     Encompassing curse     +1 level of existing technician class
4th     +2     +4     +1     +4     Contagious curse     +1 level of existing technician class
5th     +2     +4     +1     +4     Eternal curse     +1 level of existing technician class

 Stitch witches are undead beings of stitched flesh whose curses are second to none.  At higher levels, they even gain the ability to craft curses that can spread from victim to victim or last indefinitely.

 Akashic Advancement: Upon taking her first level in stitch witch, a technician must choose a technician class she belonged to before taking the stitch witch level.  At each level, the stitch witch gains tama, techniques, and fundamentals as if she had also gained a level in the chosen technician class.  She does not gain any other benefits a character of that class would have gained (such as hexes or devotion powers).  A stitch witch uses the same Akashic Ability as the chosen technician class.  She adds her full stitch witch level to the chosen technician class' technician level to determine her total technician level in both stitch witch and the chosen technician class.
 Spare Parts: Starting at 1st level, a stitch witch can replace damaged parts of her own body with fresher parts of another.  By making a successful DC 15 technician level check (1d20 + technician level), a stitch witch can heal 1d8 hit points over the course of an hour.  If she fails the check by 5 or more, her raw materials are irreparably damaged, and cannot be used as spare parts.  The stitch witch can increase the DC of the technician level check to heal more damage.  For every 2 by which she increases the check's DC (including increases to the DC to replace lost body parts), she heals an additional 1d8 points of damage.  By increasing the check's DC by 5, a stitch witch can even replace lost body parts, bones, or organs.
 Using this class feature requires an available corpse or other source of body parts.  The corpse does not have to be in perfect condition.  A stitch witch can replace a lost arm with a skeletal arm just fine.  One corpse of a size category one size smaller than the stitch witch's contains enough materials for one usage of this class feature.  Ever size category larger doubles the amount of materials.  Every size category smaller halves the amount of materials.
 Only mundane parts can be used as materials.  Grafts, the assorted pieces of Vecna, and similar objects can only be incorperated into a stitch witch through their own rules.
 Stitched Body: At 1st level, the stitch witch's type changes to undead and she gains the stitched subtype.  As a stitched undead, stitch witches have the following traits.
 -- Unlike other undead, a stitch witch has a Constitution score.  A stitch witch who lacked a Constitution score prior to becoming a stitch witch retains this lack of a Constitution score.
 -- Unlike other undead, a stitch witch does not have darkvision.
 -- Unlike other undead, a stitch witch is not immune to mind-affecting techniques and abilities.
 -- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
 -- A stitch witch cannot heal damage naturally.  Negative energy can heal stitch witches.
 -- A stitch witch is not subject to critical hits, nonlethal damage, and energy drain, nor to fatigue or exhaustion.  Unlike other undead, a stitch witch is subject to ability drain and damage to her physical ability scores.
 -- As stitched undead, stitch witches can be affected by techniques that target living creatures as well as by those that target undead.  However, healing techniques and supernatural abilities that cure hit point damage provide only half their normal effect to a stitch witch unless the technique or effect explicitly heals undead.  Healing techniques that channel positive energy provide their full effect, but harm instead of heal.
 -- Unlike other undead, a stitch witch is not immune to effects that require Fortitude saves.
 -- Unlike other undead, a stitch witch does not use her Charisma modifier for Concentration checks.  A stitch witch who lacked a Constitution score prior to becoming a stitch witch retains her use of her Charisma modifier for Concentration checks.
 -- A stitch witch with 0 hit points is disabled, just as a living creature.  She can only take a single move action or standard action each round, but strenuous activity does not risk further injury.  When her hit points are less than 0 and greater than -10, a stitch witch is inert.  She is unconscious and helpless, and she cannot perform any actions.  However, an inert stitch witch does not lose additional hit points unless more damage is dealt to her, as with a living creature that is stable.
 -- As a stitched undead, a stitch witch can be raised or resurrected.  Unlike other undead, resurrection does not turn stitch witches back into the living creatures they were before becoming undead.
 -- As a stitched undead, stitch witches have a +2 profane bonus on Will saving throws to resist the effects of control undead and similar spells and +2 turn resistance.
 -- A stitch witch does not need to eat, sleep, or breathe, but she can benefit from the effects of consumable techniques and akashic items, such as potions.
 -- Although stitched undead do not need to sleep, a stitched undead wizard must rest for 8 hours before preparing spells.
 Lingering Curse (Su): Starting at 2nd level, whenever a stitch witch uses a burst meteor techniques with a duration greater than or equal to 3 rounds, she may designate that technique as lingering.  A lingering technique lasts ten times as long as normal.  Lingering techniques may be further modified by the Extend Technique feat, for a technique that lasts 20 times longer than normal.
 Encompassing Curse (Su): Starting at 3rd level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as encompassing.  An encompassing technique affects all opponents within the stitch witch's territory  instead of its normal targets or area.  Encompassing techniques may be further modified by the Enlarge Technique feat, for a technique that affects all opponents within an area twice as large as the stitch witch's territory.
 A technique cannot be both lingering and encompassing.
 Contagious Curse (Su): Starting at 4th level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as contagious.  Any opponent who begins their turn within 10 feet of a creature affected by a contagious technique is treated as if the contagious technique was just used upon them.  Creatures already under the effect of a contagious technique cannot be affected by the contagious technique again until the contagious technique currently affecting them ends.  A creature who successfully avoids being affected by a contagious technique (by means of a successful saving throw or similar) cannot be affected by that particular contagious technique for 24 hours.
 A technique can only be one of lingering, encompassing, and contagious.
 Eternal Curse (Su): Starting at 5th level, whenever a stitch witch uses a burst meteor technique with a duration greater than or equal to 3 rounds, she may designate that technique as eternal.  Fear techniques cannot be made eternal.  An eternal technique is permanent; it lasts indefinitely until it is dispelled or dismissed.  A stitch witch can dismiss any eternal technique as a free action, whether or not the original technique could be dismissed.
 A stitch witch can only have one creature cursed in this way at a time.  If she successfully affects another creature with an eternal technique, the old creature is no longer affected.
 A technique can only be one of lingering, encompassing, contagious, and eternal.

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