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conflict [2017/09/19 23:35]
gm_matthew created
conflict [2019/05/06 12:47] (current)
gm_seb
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 ====Class Feature: Powered by Conflict==== ====Class Feature: Powered by Conflict====
  
-  * Conflict weavers gain point of charge by landing ​hit on an enemy or - out of combat ​arguing ​with someone ​for 10s +  ​* Conflict Weavers cast spells using Charge.  
-  * Note: a genuine conflict has to exist with the target of your ire +  ​* Conflict weavers gain point of Charge for the following:​ 
-  * Friends letting you hit them will not generate charge; arguments have to have //teeth// and be designed to anger.  +        * In combat: Landing ​successful blow on an enemy  
-  * When you cast a conflict spell, you deplete all accumulated ​charge+        * In combat: Taking a blow from an enemy 
-  * Spells will never gain the caster ​charge.  +        * Out of combatarguing for 10s   
-  * Charge is lost between encounters. ​+  * 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==== ====Spells====
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 ===Level 1 === ===Level 1 ===
-==Blazing Bolt 10== +==Blazing Bolt 5== 
-  * You channel energy through your body and send it out into your foes calling a ranged DOUBLE ​STAGGER. ​+  * 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
  
-==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=== ===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==+==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.   * 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=== ===Level 3===
-==Rend Apart the Earth Beneath ​25==+==Rend Apart the Earth Beneath ​10==
   * You force power into the earth beneath causing it to burst open.    * You force power into the earth beneath causing it to burst open. 
-  * You may call BLAST DOUBLE.+  * You may call [[:​nonstandardcalls#​blast_x|BLAST]] STAGGER.
  
-==Blink 20== +==Whirling Dervish 4== 
-  * When you cast thisthrow a throwing weapon.  +  * Whilst fighting aloneand 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
-  * At a later point, you may call disappearing and move to the location ​of the weapon+  * This damage is capped at QUAD
-  * While returning to the weapon, you have to move as quickly as safely possible.+
  
 ===Level 4=== ===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.  ​
  
-==The First Pebble 5== +==Rage against the Storm 20== 
- +  * For the next 10s you gain no charge but HEAL 1 every time you land blow.
-  * When not in combat, ​you may ask 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=== ===Level 5===
-==Eye of the Storm 40== +==Eye of the Storm 15== 
-  * You tap continually into the maelstrom sending out waves of destruction all around you of increasing intensity.  +  * 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.+  * 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.
  
-  * After 10s: MASS ZERO STAGGER +==The Earth Trembles ​20==
-  * 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.    * You turn the environment hostile against all who move within it. 
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   * When you use this ability call a TIME FREEZE. The GM will decide what happens. ​   * When you use this ability call a TIME FREEZE. The GM will decide what happens. ​
  
-===Skills===+=====Skills=====
  
-{{section>​genericskills#​larceny&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+====Lv1==== 
 +===Through Adversity I Gain Strength=== 
 +  * Whenever a genuine enemy drops you to 0 hits, gain 5 charge.
  
-==Declare Nemesis== +===Plane Sight=== 
-  * You may declare someone or something your Nemesis.+  * 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.    * 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. ​   * 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+  * 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.
  
-==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