Conflict weavers gain a point of charge by landing a hit on an enemy or - out of combat - arguing with someone for 10s.
Note: a genuine conflict has to exist with the target of your ire.
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.
Spells will never gain the caster charge.
Charge is lost between encounters.
Spells
The charge cost for each spell is listed after its name.
Level 1
Blazing Bolt 10
You channel energy through your body and send it out into your foes calling a ranged DOUBLE STAGGER.
Shake the bonds of trust 10
You weaken the bonds of trust within a group causing them to to become fractious and argumentative.
Call SHAKE THE BONDS OF TRUST.
This merely makes people more prone to bickering and infighting, but will not cause significant internal conflict by itself.
Level 2
Through Conflict I Gain Strength 25
For the rest of the encounter if you are fighting two or more foes alone you are strengthened.
Divine the cause of Wrack and Ruin 5
If you come across a combat or argument you make attempt to divine the spark that ignited the conflict.
Level 3
Rend Apart the Earth Beneath 25
You force power into the earth beneath causing it to burst open.
You may call BLAST DOUBLE.
Blink 20
When you cast this, throw a throwing weapon.
At a later point, you may call disappearing and move to the location of the weapon.
While returning to the weapon, you have to move as quickly as safely possible.
Level 4
The First Pebble 5
When not in combat, you may ask a GM what is most likely to cause conflict in any given situation.
Vicious Rebuke 10
You may call WOUND.
Enrage the Foe 10
You may call TAUNT.
Level 5
Eye of the Storm 40
You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity.
You can no longer make offensive calls whilst under this effect, however, you now make the following set of calls.
After 10s: MASS ZERO STAGGER
After 20s: MASS SINGLE STAGGER
After 30s: MASS DOUBLE STAGGER
After 40s: MASS TRIPLE STAGGER
After 50s: MASS QUAD STAGGER
After 60s: MASS QUINT STAGGER
You may end this effect prematurely, but if you do take a SLAY.
The Earth Trembles 50
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
Larceny
You have basic criminal talents.
You can pick simple locks and are capable of sneaking past people who are not paying attention such as bystanders of sleeping guards.
Declare Nemesis
You may 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.
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 and must either defeat them or spend an adventure without gaining any advantage from this power to declare a new Nemesis.
Through Defeat I Gain Knowledge
If you are ever fighting someone who has previously defeated you, you gain two DODGES to be used exclusively against them.
Warping Presence
Whilst you are in the party each other party member gains 1 STAGGER each encounter they may call by melee blow.
Through Adversity I Gain Strength
Every time you lose a PSYCHE hit by any means gain 5 charge.
Will Unbroken
If ever you drop to 0 hits you may choose to carry on fighting and take damage to your PSYCHE instead.
You will begin to bleed out the moment you stop fighting.
conflict.1505864150.txt.gz · Last modified: 2017/09/19 23:35 by gm_matthew