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conflict

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Conflict

Class Feature: Powered by Conflict

  • 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.
  • 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