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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
  • 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.
  • 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

  • The first time you drop to 0 hits each encounter, 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.1507112347.txt.gz · Last modified: 2017/10/04 10:19 (external edit)