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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 a point of charge by landing a 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 1 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 a 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 combat: arguing 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 this, throw a throwing weapon. | + | * 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. |
- | * 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 a blow. | |
- | * 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=== | ===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. | ||