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conflict [2017/10/04 10:19]
gm_seb
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==
   * Call STAGGER. ​   * Call STAGGER. ​
  
-==Wave of Force 10==+==Wave of Force 5==
   * Call REPEL. ​   * Call REPEL. ​
  
-==Shake the bonds of trust 3== +==Perfect Insult 2== 
-  * You weaken the bonds of trust within a group causing them to to become fractious and argumentative.  +  * You may call YOU'​RE ​THE WORST at another characterThey gain the roleplaying effect that whatever you have just said is whatever they would find most insulting
-  * 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===
-==Conflict feeds my soul 15== 
-  * Call HEAL 4 on yourself. 
  
-==Locked in Conflict ​5== +==Escalation ​5== 
-  * Call [[:​nonstandardcalls#​stasis|STASIS]] on yourself to call [[:​nonstandardcalls#​stasis|STASIS]] on someone ​you are actively fighting against+  * 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== ==Divine the cause of Wrack and Ruin 0==
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   * When not in combat, you may ask a GM what is most likely to cause conflict in any given situation. ​   * 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.    * 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 ​15==+==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 [[:​nonstandardcalls#​blast_x|BLAST]] STAGGER.   * You may call [[:​nonstandardcalls#​blast_x|BLAST]] STAGGER.
  
-==Blink 10== +==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 ​10==+==Mind turned upon itself ​1==
   * Using this spell, you give form to an abstract fear, doubt or thought within yourself. ​   * 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.   * This will take the form of a psychic combat at GM discretion.
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      * As a roleplay effect, you should also be more preoccupied with this concept that otherwise normal. ​      * 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.   * 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.  ​+  * At GM discretion, this ability may also be used to purge afflictions of the mind.  ​
  
 ==Rage against the Storm 20== ==Rage against the Storm 20==
-  * For the next 10s you take all damage dealt to you as healing instead. +  * For the next 10s you gain no charge but HEAL 1 every time you land a blow.
-  * You must make these HEAL calls upon yourself.+
  
 ===Level 5=== ===Level 5===
-==Eye of the Storm 30== +==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 ​30==+
  
   * 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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 ====Lv1==== ====Lv1====
 ===Through Adversity I Gain Strength=== ===Through Adversity I Gain Strength===
-  * The first time you drop to 0 hits each encounter, gain 5 charge.+  * Whenever a genuine enemy drops you to 0 hits, gain 5 charge. 
 + 
 +===Plane Sight=== 
 +  * 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==== ====Lv2====
 ===Declare Nemesis (Downtime)=== ===Declare Nemesis (Downtime)===
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   * You can only ever have one Nemesis.   * You can only ever have one Nemesis.
   * Using this Downtime ability again, you may re-target you Declaration or end it entirely.   * 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==== ====Lv3====
-===Conflict ​Unending=== +===Sense of Conflict=== 
-  * Once per encounter,  +  * The first time combat starts each encounter, ​you may call DISAPPEARING. 
-  * After you have dropped someone ​to 0 hits, +  * You have up to 10s to relocate yourself before calling APPEARING again. 
-  * You can call HEAL 32 on them+  * MASS calls do not affect you during this relocation.  
-  * Gain 15 charge, ​ +===Shared Knowledge=== 
-  * You must exclusively attack that person until they are on 0 hits again for the rest of the encounter+  * 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 adventureyou 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.
  
  
conflict.1507112347.txt.gz · Last modified: 2017/10/04 10:19 (external edit)