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Lifecalling

Lifecallers, Radiants, & Adamants

A Lifecaller specializes in drawing on the power and life-force of the In-between. The struggle inherent in this channeling exerts a toll, but the power the Lifecaller wields in return can be decisive in any battle. The skilled channelling of these powers further depends on practice of specialized skills known as Calls.

Calls have either Channel Life or Channel Power as their root default. Those who only can Channel Life are usually called Radiants, while those who only can Channel Power are called Adamants. Lifecallers who seek to create Wells and call forth and control denizens of the In-between are often called Dowsers, though this name is meant pejoratively.

Calls

Call » Awareness of the In-Between

3 Ability Channel Life

Channel life-force from the In-between to gain awareness of that life-force. On success and while continued, the caller gains an awareness of any entities within a sphere centered on the caller. The radius of the sphere of awareness depends on the success margin.

The awareness reveals the location of any actors originating from or with the ability to channel power or life-force from the In-between, any active channeling, the location of any Wells, continued spells or calls, and the component spins and weaves of active or continued spellweaving.

Skill + TUF + #AD → 2S C 10m/SM

Call » Darkness

2 Ability Channel Power

Channel the power of the In-between into a sphere of darkness. The darkness may be centered at any point the caller can pinpoint within range, or may be centered on the caller, or centered on an object the caller is touching during the Call. If the darkness is centered on the caller or on a object, the sphere of darkness moves with the caller or object.

The darkness lasts while the call is continued. The caller can make the sphere of darkness as small as desired, but the sphere’s maximum radius is 5 × SM meters. The size of the sphere does not impact its intensity, which is inky and impenetrable.

If called Light and Darkness overlap, the caller with more allocated dice negates the one with fewer in that overlap. If the two callers have the same allocated dice, then the Darkness negates the Light.

Skill + TUF + #AD → 1S@5m,10,20 C 5m/SM

Call » Denizen

3 Ability Channel Life

While within the radius of a Well, channel life-force from the In-between to draw forth a denizen of the In-between, and impose controll over it to do the caller’s bidding.

On success, so long as the denizen remains within the Well’s radius, and while the Call is continued, the caller may command the denizen with one command each round. Each command is limited to a number of words equal to the denizen’s SMR × 5. The denizen may contest this command with its SMR plus the depth of the Well.

Skill + TUF + #AD → 2S 2C vs. Denizen’s SMR + Well Depth

If at any time the denizen succeeds in contesting the continued call, the denizen regains full control of its actions. The denizen’s likely immediate response to breaking free from control is based on the success margin of the denizen’s contest roll:

Denizen Action After Resisting Control

Denizen’s SM Action
0 Denizen moves to flee the Well’s radius
1 Denizen attacks the nearest creature that is not a Denizen
2+ Denizen attacks the caller

Call » Depth

4 Ability Channel Power

Channel the power of the In-between to force open a Well centered on the caller.

The caller declares the desired depth of the Well they attempt to create, up to the number of allocated dice. The success target is equal to the desired depth plus 2.

Skill + TUF + #AD → [Depth + 2]S 

On a failed test with zero successes, one or more denizens of the In-between emerge at a location adjacent to the caller and immediately attack them. The intended Well depth determines the type and number of denizens that emerge.

Call » Depth Failure

Desired Well Depth Denizen
1 1 Minor Denizen
2 2 Minor Denizens
3 1 Medium Denizen
4 2 Medium Denizens
5 1 Major Denizen

Call » Flame

3 Ability Channel Power

Channel the power of the In-between into a burst of intense flame extending in a straight line from the caller’s fingers. The flame is Sustainable, with a Sustain Rate of 3 and a Sustain Cost of 1EX/3 Sustain Dice.

Skill + TUF + #AD → 2S@5m,10 3(r)HP/SM

Call » Focus

3 Ability Channel Life

Channel life-force from the In-between to boost the focus of a number of actors of the caller’s choice within 10m. The chosen actors gain a temporary bonus to PRW determined by the SM while the test is continued (regardless of whether they remain within range). This temporary bonus affects derived attributes for the duration. At the end of the duration, core attributes are reduced to their original values and derived attributes recalculated.

The number of actors that may be affected is equal to the number of AD spent.

Skill + TUF + #AD → 2S 2C (+1 PRW)/SM

Call » Healing

2 Ability Channel Life

Channel life-force from the In-between to heal an actor of the caller’s choice within 10m. The amount of healing is determined by the SM.

Skill + TUF + #AD → 1S 1HP/SM

Call » Life

5 Ability Channel Life

Channel life-force from the In-between to resurrect a biological actor whose body the caller is touching. An actor cannot be resurrected if death occurred longer than the following time limits, determined by allocated dice:

Maximum Time Since Death

Allocated Dice Time Since Death
0 1 minute
1 24 hours
2 9 days
3 7 months
4 5 years
5 300 years

On success, the actor is returned to life, with a number of HP determined by the Success Margin, and with all AD EX-bound.

Skill + TUF + #AD → 3S 1HP/SM

Call » Light

1 Ability Channel Power

Channel the power of the In-between into a sphere of bright light. The light may be centered at any point the caller can pinpoint within range, or may be centered on the caller, or centered on an object the caller is touching during the Call. If the light is centered on the caller or on a object, the sphere of light moves with the caller or object.

The light lasts while the call is continued. The caller can make the sphere of light as small as desired, but the sphere’s maximum radius is 5 × SM meters. The size of the light does not impact its intensity, which is a bright, pearly white, just bright enough to clearly illuminate dark spaces.

If called Light and Darkness overlap, the caller with more allocated dice negates the one with fewer in that overlap. If the two callers have the same allocated dice, then the Darkness negates the Light.

Skill + TUF + #AD → 1S@5m,10,20 C 5m/SM

Call » Lightning

3 Ability Channel Power

Channel the power of the In-between into a bolt of lightning to strike at any point the caller can pinpoint within range. On a failed attack, use Indirect Attacks rules to determine the location struck by lightning.

Any objects occupying 1 square meter centered on that location receive damage determined by the success margin.

If there is any storm activity in the vicinity as determined by the GM, the base success target is 1S instead of 2S.

Skill + TUF + #AD → 2S@2m,5,10,15 (indirect) 4(r)HP/SM

Call » Strength

3 Ability Channel Life

Channel life-force from the In-between to boost the strength of a number of actors of the caller’s choice within 10m. The chosen actors gain a temporary bonus to TUF determined by the SM while the test is continued (regardless of whether they remain within range). This temporary bonus affects derived attributes for the duration. At the end of the duration, core attributes are reduced to their original values and derived attributes recalculated.

The number of actors that may be affected is equal to the number of AD spent.

Skill + TUF + #AD → 3S C (+1 TUF)/SM

Call » Un-life

3 Ability Channel Life

Channel life-force from the In-between and direct it into a corpse of any age, reanimating it into an automaton under your mental control. The test’s success margin determines the number of minutes it remains animated. It retains the PRW and any PRW-based skills it had during life. All other core attributes are 1. Immediately after it is animated the caller can speak a 5-word command (e.g: “Move forward and defend us”), and the automaton will attempt to fulfill the command. While it remains animated, the caller may expend 1AD to give it additional 5-word commands.

Skill + TUF + #AD → 2S (1 minute)/SM

Call » Warding

4 Ability Channel Life

Channel life-force from the In-between into a sphere of warding energy centered on the caller. The sphere’s radius is (1 × AD)m. No actors hostile to the caller may enter this sphere, and if any are within range when the ward is called, they are forced to the nearest spot outside of range. While continued, any damage received by actors within the sphere is reduced by 1HP/SM.

Skill + TUF + #AD → 2S C (Damage - 1HP)/SM