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conflict
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conflict
This is an old revision of the document!
Table of Contents
Conflict
Class Feature: Powered by Conflict
Spells
Skills
Lv1
Lv2
Lv3
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
Call STAGGER.
Wave of Force 10
Call REPEL.
Shake the bonds of trust 3
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
Conflict feeds my soul 15
Call HEAL 4 on yourself.
Locked in Conflict 5
Call
STASIS
on yourself to call
STASIS
on someone you are actively fighting against.
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.
Level 3
Rend Apart the Earth Beneath 15
You force power into the earth beneath causing it to burst open.
You may call
BLAST
STAGGER.
Blink 10
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
Mind turned upon itself 10
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 soul.
Rage against the Storm 20
For the next 10s you take all damage dealt to you as healing instead.
You must make these HEAL calls upon yourself.
Level 5
Eye of the Storm 30
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 30
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
Every time you lose a PSYCHE hit by any means gain 5 charge.
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.
Lv3
Conflict Unending
Once per encounter,
After you have dropped someone to 0 hits,
You can call HEAL 32 on them,
Gain 15 charge,
You must exclusively attack that person until they are on 0 hits again for the rest of the encounter.
conflict.1506856728.txt.gz
· Last modified: 2017/10/01 11:18 by
gm_seb
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