Titan Calling - Primeval
Things of untamed primal power, Primeval Calling Titans are literal fixtures of the World. A Primeval is the depths of the ocean, the unforgiving disc of the sun, or the rage of a volcano. They are the land itself, implacable and austere. These are the most likely to have no shred of humanity, for they are too vast to ever understand something as small as the human mind. Whatever the Primeval represents, they embody it entirely.
Knacks
- Call of the Wild: Spend Momentum. With a gesture or a summoning sound, you call forth the aid of the world itself: whether it be dozens of local animals, a sudden swelling of earth and plant life, or summoning a beast sleeping deep within the ocean. Whatever it is, it assists you, adding your Primeval dots as Enhancement to any roll, which applies before you roll.
- Depths of the World: Nothing from nature can harm you, for you are the world itself. Gain your choice of Resistant Tags for each time you purchase this Knack, up to your Primeval Calling.
- Elemental Body: You shed your physical form, which is a simple action that cannot be part of a mixed action. For the rest of the scene or until you choose to end the effect (whichever comes first) choose one type of natural element to become. For example: become a body of flame, a walking storm, a moving rock, etc. While you are in your elemental form, you cannot be affected by any environmental effect (including Complications, Conditions, and Field Complications) plus any appropriate narrative effect this might have. For example, a body of flame easily catches ordinary things on fire, while a body of air can pass through even the smallestcrack.
- Fists of the World: Your unarmed strikes gain the Elemental Tag, with an element of your choice. A second purchase allows this to apply to any attack using a weapon. You may continue to repurchase this Knack up to your Primeval Calling, choosing a different element each time.
- Tectonic Reveal: The first time you enter a procedural scene, without needing to roll, you may ask questions of the earth about what transpired. This counts as though you used the Q&A Stunt a number of time equal to your Primeval Calling.
- Sheltering Presence: You may apply any Primeval Knacks you know that grant immunity, resistance, or protection from Field Complications or any other environmental detriments to all allies who stay within Close range of you.
- The World Obeys: Spend Momentum. Reduce an environmental-based Field Complication’s value by your Primeval Calling, which may reduce it to zero thereby canceling its effect. If this eliminates the complication, get the Momentum back. This refund does not apply to Field Complications you create.
- Land’s Favor: Whenever you’re in combat, you can conspire with the land to provide you with Hard Cover instantly available to you. Suddenly present old growth trees, remarkably out of place plinths of ancient stone, and strangely durable layers of ice are all possible. If an enemy destroys or circumnavigates the cover, they have to deal with +2 Complication for “Annoyed Land” and find themselves unceremoniously exposed to your attacks. If not bought off, any subsequent attacks gain Arcing against them.
- At Home in a Hurricane: You may spend Momentum to ignore all Complications and Difficulty increases from environmental Conditions or Fields for a scene, and instead gain +2 Enhancement to any actions that would have been affected by those environmental conditions. If a character of an equal or higher Tier created the environmental effect, you must make a Clash of Wills, but expend no Momentum if you fail.
- Whispering Weald Verse: During procedural information gathering play, you may always target the landscape or long-lasting environmental features with any of the available approaches for finding clues. This may open up additional avenues of investigation, and also allows you to ignore any Complications involving enemies overhearing or interlopers noticing you.
- Ten Ton Hammers: When you labor over acts of creation and construction, you can wield the World itself as a tool; your fires rage like those of the sun, your bellows the seasonal winds, your hammers the mountains themselves. When using the procedural crafting rules, you can automatically satisfy one Milestone with your Primeval industry.
- Whirling Cosmos: You’re in tune with the cyclical nature of the seasons, the tides, the planets, or some other inevitable change in nature. You may spend Momentum to gain the following bonuses for the next three rounds; only one each round, and only once each (i.e., you could use Zenith on the first round, Rising on the second, and Falling on the third, but not Zenith on the first and second and Falling on the third, or Zenith twice on the first).
- Rising: You gain +2 Enhancement for an Attack action.
- Zenith: You gain +2 Enhancement for a non-Attack action
- Falling: You gain +2 Enhancement for Defense.
- Churning Wake (variable successes): Any opponent attempting to move closer or pursue you must resolve a “Storm Hazard” Complication equal to this Stunt’s successes. This inflicts Injury Conditions based on its unresolved rating.
- Wreathed in Thunder (1 success): You create expendable Cover where you end your movement, which your enemies may not benefit from.
Chasing the Storm: When you take a rolled Movement action or make a Chase roll, you gain access to the following Stunts:
Immortal Kancks
- All Disaster: Make a Primeval skill roll. With any successes, you fill an area with primal eruptions as you call them forth from the World, whether they be storms, earthly upheavals, unlikely rains of celestial objects, or improbably violent waves. The more successes, the larger the disaster. In combat, spend Momentum to do this quickly, distributing successes to making “Primal Hazard” Complications in local Fields of your choosing. They inflict Injury Conditions based on their unresolved rating. Disaster always calls further disaster; add one to the Collateral pool whenever you use this Knack.
- Always Been Here: You may choose to ask a place for help, whether it’s an ancient valley, a verdant meadow, or a trash-stuffed alleyway incongruously crammed between two high-rise condos. When you do, spend Momentum and make a Knack skill roll. Success allows you to call forth allies from natural and supernatural inhabitants of the place alike, as either the Creature or Followers Birthright, with a rating equal to your Primeval Calling. Such monsters and strange legions follow you loyally for up to a day and a night, or until you use this Knack again.
- Earthblood and Starflesh: Once per session, you may choose to discorporate into elemental energies and primal matter, becoming part of the landscape or local weather effects. This removes any Bruised Conditions you have, and you can’t be attacked or otherwise interacted with by anyone without appropriate supernatural abilities (who must still win a Clash of Wills to target or affect you). At any point later, you may reform and resume normal existence, either at the location you discorporated or in the presence of a friendly character who was there when you initially used this Knack.
- Never Not at Home: You are not negatively affected by Field Conditions or other environmental complications, and gain access to the following Stunt on all actions.
- Redirect the Flow (2 successes): An ally of your choice benefits from the protection of Never Not at Home for the rest of the Scene.
- The Bones of the Universe: You know the secret structure of the World and beyond, and may move through passages ancient when the Gods were young. When you choose to travel, you may travel from like to like, putting a boat into the water on the Great Lakes only to emerge from Lake Victoria, walk into the Sahara and walk out of the Gobi, or even dig through a snowbank in Alaska to emerge from the snowpack in the Alps. Such travel takes no longer than a day’s travel (about eight hours). While native dangers or obstructions from either your entry or exit might bar your way, those otherwise trying to track or waylay you must make a Clash of Wills to intercept you before you reach your destination. If the connection between elements you travel through is tenuous (“Well, Central Park and the Amazon both have trees!”) or relies on the constructions of man (such as going from sewer system to sewer system), spend Momentum to use this Knack.
- The Voice of the Storm: You may send forth your intent into the World, delivering messages through the patterns in leaves, the whispers in crashing waves, or the crackling of fire. This allows you to communicate with any willing target, while you may spend Momentum to deliver messages to unwilling targets. In either case, you may choose to allow them a short reply, and may make intrigue actions targeting them.
- The World Entire: When you work to turn existing natural forces to your will on a massive scale, such as rerouting rivers, directing wildfires, or taking advantage of a tidal change, imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.
- Alpha and Omega: When you are caught in the middle of an environmental event or disaster (a storm, a blizzard, a tornado, an earthquake, or any more severe version) you may spend Momentum and cause it to end immediately. This ends any narrative effects appropriate to the event and dismisses any Conditions or Complications that might have been caused by it. Alternatively, for the same cost you can summon a disaster of your own design which acts as a Field Complication with a rating equal to your Primeval dots. This Complication affects everyone in the Field, including your allies, unless you have other Knacks or Boons that afford specific protections against such a thing.
- Fly on Wings of Wind: Spend Momentum to uplift yourself and a number of allies equal to your Primeval Calling. In a combat sequence, you fly along upon a storm wind or other elemental source (a jet of flame, a moving geyser, a floating platform of ice, etc.), taking movement actions vertically as well as horizontally. This may allow you to bypass hazards, difficult terrain, or Field complications that would involve ground-level presence.
- State Shift: Spend Momentum. You may transform water from solid to liquid to gas by one state. This affects all water or vapor by one state (from solid to liquid or liquid to gas as an example) within Close Range. Your character can use this ability to evaporate a flooded room or freeze over a portion of a body of water wide enough to run across, and so on. This may be applied to other matter (such as metal or ore), but it then also requires a Knack Skill roll.
- Tidal Force: As fast as the ocean itself, you race across the world, treating your Primeval Calling as Speed Scale. When you make Combat Movement actions, you may choose to apply the Shockwave Tag to any attack following the movement. If you choose to do so, add 1 to the Collateral pool, or 1 to Tension if the Collateral Pool is not in play.
- The World Entire: When you work to turn existing natural forces to your will on a massive scale, such as rerouting rivers, directing wildfires, or taking advantage of a tidal change, imbue, rather than spend, a point of Legend to invoke your Legendary Title as a Feat of Scale.
- Wild Growth: Spend Momentum. Bless a single creature or character with the untamed power of the World, causing them to grow to enormous size for the duration of the scene. If the target is an animal, it counts as a Creature Birthright under your control with a dot rating equal to your Primeval Calling. If the target is a Storyguide character, you determine their course of action, which the Storyteller must agree with. If the target is another player’s character, you must get permission from the player first. Regardless, any target gains half your Primeval dots, round up, to Size Scale for appropriate actions. Other players’ characters cannot benefit from additional Size Scale increases while benefitting from this Knack.
- World-Spinner: Spend Momentum and create an environmental-based Field Complication with a rating equal to your Primeval dots. This lasts for the duration of the scene. Spend additional Momentum to extend the duration by one scene per Momentum spent. There is no limit to the number of scenes this can be extended to, but must end when the session of play does.
Skills: Academics, Occult, Survival
Example Keywords: primordial, vast, infinite, elemental, conceptual, depths, universal
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Example Keywords: primordial, vast, infinite, elemental, conceptual, depths, universal
Fatebinding Roles: Balm, Nemesis, Worshipper/Unrequited Paramour
Failure Deeds: Allow a great source of natural energy to be harnessed by artifice or mortal forces, allow mundane or human concerns to guide your use of elemental forces, fail to stop the destruction of a font of natural power or place of primal majesty
Adoption Deeds: Allow something to return to its natural state, advance the cycle of something’s growth or decay, contribute to the damaging effects of a natural disaster
Failure Deeds: Allow a great source of natural energy to be harnessed by artifice or mortal forces, allow mundane or human concerns to guide your use of elemental forces, fail to stop the destruction of a font of natural power or place of primal majesty
Adoption Deeds: Allow something to return to its natural state, advance the cycle of something’s growth or decay, contribute to the damaging effects of a natural disaster
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