======Conflict====== ====Class Feature: Powered by Conflict==== * Conflict Weavers cast spells using Charge. * Conflict weavers gain 1 point of Charge for the following: * In combat: Landing a successful blow on an enemy * In combat: Taking a blow from an enemy * Out of combat: arguing for 10s * NB: a genuine conflict has to exist with the target of your conflict. Friends letting you hit them will not generate charge; arguments have to have //teeth// and be designed to anger. * When you cast a conflict spell, you deplete all accumulated Charge, dropping to 0 Charge. * Conflict spells cannot gain the caster Charge. * Charge is lost between encounters. ==Planar Influence== * When travelling in Conflict, you may choose to activate this ability once per encounter: the charge cost for spells is halved (rounded up). Notify a GM if you do this. * When travelling in Connection, the charge cost for your spells is doubled. ===Rituals=== * Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. * The ritualist will specify an outcome they hope to attain by performing the ritual. * A standard ritual takes 2 minutes to cast. The ritualist may, if they wish, choose instead to cast the ritual instantaneously. This is not without risk and carries a 50% chance of something going seriously wrong with the ritual. * Ritual cast times are halved in a complimentary plane and doubled in an opposing plane. ====Spells==== * The charge cost for each spell is listed after its name. ===Level 1 === ==Blazing Bolt 5== * Call STAGGER. ==Wave of Force 5== * Call REPEL. ==Perfect Insult 2== * You may call YOU'RE THE WORST at another character. They gain the roleplaying effect that whatever you have just said is whatever they would find most insulting. ===Level 2=== ==Escalation 5== * Make the last offensive call you took. * This call has to come from a genuine enemy. * This does not work on offensive calls that have a modifier (e.g. MASS STAGGER, BLAST STUN, etc.) * BACKSTAB calls gained in this way must be delivered by melee. * This call is overwritten at the end of the encounter. ==Divine the cause of Wrack and Ruin 0== * If you come across a combat or argument you make attempt to divine the spark that ignited the conflict. * When not in combat, you may ask a GM what is most likely to cause conflict in any given situation. * At GM discretion, this can help you discover what has caused a conflict as well. ==First Strike 3== * As long as you initiate combat you may strike for QUAD on your first 2 blows. ===Level 3=== ==Rend Apart the Earth Beneath 10== * You force power into the earth beneath causing it to burst open. * You may call [[:nonstandardcalls#blast_x|BLAST]] STAGGER. ==Whirling Dervish 4== * Whilst fighting alone, and engaged with more than one enemy, you may call X damage at an enemy within sword reach, where X is the number of enemies you are currently fighting. * This damage is capped at QUAD. ===Level 4=== ==Mind turned upon itself 1== * Using this spell, you give form to an abstract fear, doubt or thought within yourself. * This will take the form of a psychic combat at GM discretion. * If you fail you cannot try and eliminate the same concept from your mind again this adventure. * As a roleplay effect, you should also be more preoccupied with this concept that otherwise normal. * If you succeed, the fear or doubt is expunged completely from your mind. * At GM discretion, this ability may also be used to purge afflictions of the mind. ==Rage against the Storm 20== * For the next 10s you gain no charge but HEAL 1 every time you land a blow. ===Level 5=== ==Eye of the Storm 15== * You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity. * Call MASS DOUBLE STAGGER. * You can no longer make offensive calls, every time you gain 10 charge you must instantly spend it to call MASS DOUBLE STAGGER. * This effect only ends when you next drop to 0 hits or the end of the encounter. ==The Earth Trembles 20== * You turn the environment hostile against all who move within it. * This affects non-living entities. * In the desert, a sandstorm may arise; at sea, a storm; on a mountain, an avalanche. * When you use this ability call a TIME FREEZE. The GM will decide what happens. =====Skills===== ====Lv1==== ===Through Adversity I Gain Strength=== * Whenever a genuine enemy drops you to 0 hits, gain 5 charge. ===Plane Sight=== * The Weaver's vision is overlayed with the plane to which they are aligned. * This allows weavers of all types to sense the intrusion of any plane into the waking world. * You can sense other Weavers and what alignment they are. * You can sense if someone has a conflict affliction, its severity, and gain some insight into what it does. * You can see and interact with familiars from your plane. ===Familiar=== //Req: Plane Sight// * You have formed a bond with a being native to your plane. * Only you can see and hear your familiar. * They are a sentient intelligent creatures who spend most of their time about their own business in the plane. * They cannot normally interact with the material world but they can strengthen your spirit: * +1 psyche. ===Nascent Ritualist=== * You have become adept at using the powers of the planes for more freeform but minor utility effects. * Three times per adventure you may cast rituals to achieve minor effects within the purview of your plan ====Lv2==== ===Declare Nemesis (Downtime)=== * You may ritually declare someone or something your Nemesis. * This doesn't require any action of their part, they do not have to be present and could be far too powerful for you to ever win. * Knowledge of this declaration will spread throughout Rastaban. * Whenever you are working to thwart your Nemesis you may, once per encounter, declare that you are doing so and instantly gain 20 charge. * You can only ever have one Nemesis. * Using this Downtime ability again, you may re-target you Declaration or end it entirely. ===Switch=== //Pre-req: Familiar// * Once per adventure you may switch places with your familiar. * You may do this even on your death count if you wish. * Your spirit flung deep into the plane whilst theirs takes over your body. * For the rest of the encounter you roleplay as your familiar. There personality is upto you to define but should in some way be shaped by their plane. * They have the same stats as you, but you regain your hits, per-encounter abilities and resources as though this was the start of a new encounter. * You now have 20 Charge. * At the end of the encounter, you switch places again. ===Ritual Chamber (Downtime)=== * As a Downtime action: you can perform a ritual of a power level you have mastered. ===Planar Lore=== * You understand the nature of your own plane well. * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. ====Lv3==== ===Sense of Conflict=== * The first time combat starts each encounter, you may call DISAPPEARING. * You have up to 10s to relocate yourself before calling APPEARING again. * MASS calls do not affect you during this relocation. ===Shared Knowledge=== * You familiar is able to give helpful knowledge on a topic upon which it has expertise. * Pick two subjects which your familiar is an expert in. * You count as having access to the [[:general_skills#knowledge|Knowledge]] skill for that subject. ===Awakened Ritualist=== //Pre-req: Nascent Ritualist// * Once per adventure, you can attempt to perform rituals of moderate power. ====Lv 4==== ===Duality of Mind=== //Pre-req: Familiar// * Gain one RESIST per encounter. ===Master Weaver=== * You understand the nature of all of the planes and their interaction with the mundane world. ====Lv 5==== ===Master Ritualist=== //Pre-req: Awakened Ritualist// * Once per adventure, you can attempt to perform rituals of major power. ===Assumption=== //Pre-req: Master Weaver & Master Ritualist// * Once per adventure, you may, with 5 minutes of concentration, find a point that lets you travel physically to your plane. * You may, if you wish, take your party with you. * Alternatively you may attempt to permanently merge the local region with your plane.