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conflict [2017/11/22 23:27] 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 a point of charge by landing a hit on an enemy or being hit. Out of combat arguing with someone for 10s also works. | + | * 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=== | ||
* Rituals give weavers the ability to try more freeform magic to have greater or more long-lasting effects than normal spells. | * 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 peforming the ritual. | + | * The ritualist will specify an outcome they hope to attain by performing the ritual. |
- | * A bead bag is used. By default, the bag contains two white and one black bead. | + | * 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. |
- | * Then, the ritualist must draw beads from the bag until they draw a white or black bead. | + | * Ritual cast times are halved in a complimentary plane and doubled in an opposing plane. |
- | * A white bead indicates success. | + | |
- | * A black bead indicates failure. | + | |
- | + | ||
- | ==Collaboration== | + | |
- | + | ||
- | * Weavers with the ritual skill can collaborate to bring about a more complex or powerful effect. | + | |
- | * Each weaver must be performing a ritual of the same level. | + | |
- | * For each weaver collaborating in this way, add one black bead to the bead bag. | + | |
- | * Weavers of opposing planes (Conflict <-> Connection; Erosion <-> Perfection) cannot collaborate. | + | |
====Spells==== | ====Spells==== | ||
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==Perfect Insult 2== | ==Perfect Insult 2== | ||
- | * You may call PERFECT INSULT at another character. They gain the roleplaying effect that whatever you have just said is whatever they would find most insulting. | + | * 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. |
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* Make the last offensive call you took. | * Make the last offensive call you took. | ||
* This call has to come from a genuine enemy. | * 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. | ||
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==First Strike 3== | ==First Strike 3== | ||
- | * As long as you initiate combat you may strike for QUINT on your first 2 blows. | + | * As long as you initiate combat you may strike for QUAD on your first 2 blows. |
===Level 3=== | ===Level 3=== | ||
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* You may call [[:nonstandardcalls#blast_x|BLAST]] STAGGER. | * You may call [[:nonstandardcalls#blast_x|BLAST]] STAGGER. | ||
- | ==Whirling Dervish 2== | + | ==Whirling Dervish 4== |
- | * Whilst fighting alone you may call X damage at one of your foes where X is the number of enemies you are currently fighting up to a QUINT. | + | * 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. |
+ | * This damage is capped at QUAD. | ||
===Level 4=== | ===Level 4=== | ||
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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== | ||
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===Level 5=== | ===Level 5=== | ||
==Eye of the Storm 15== | ==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. | |
- | * After 10s: MASS ZERO STAGGER | + | * This effect only ends when you next drop to 0 hits or the end of the encounter. |
- | * 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 20== | ==The Earth Trembles 20== | ||
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====Lv1==== | ====Lv1==== | ||
===Through Adversity I Gain Strength=== | ===Through Adversity I Gain Strength=== | ||
- | * Whenever you drop to 0 hits, gain 5 charge. | + | * Whenever a genuine enemy drops you to 0 hits, gain 5 charge. |
===Plane Sight=== | ===Plane Sight=== | ||
* The Weaver's vision is overlayed with the plane to which they are aligned. | * 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. | * 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=== | ===Familiar=== | ||
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===Nascent Ritualist=== | ===Nascent Ritualist=== | ||
- | * Once per adventure, you can attempt to perform rituals of minor power. | + | * 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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* Your spirit flung deep into the plane whilst theirs takes over your body. | * 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. | * 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. | + | * 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. | * At the end of the encounter, you switch places again. | ||
===Ritual Chamber (Downtime)=== | ===Ritual Chamber (Downtime)=== | ||
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//Pre-req: Nascent Ritualist// | //Pre-req: Nascent Ritualist// | ||
* Once per adventure, you can attempt to perform rituals of moderate power. | * Once per adventure, you can attempt to perform rituals of moderate power. | ||
- | ===Reckless Ritualist=== | ||
- | //Pre-req: Nascent Ritualist// | ||
- | * After drawing a white bead during a ritual casting, you may elect to draw from the bead bag again. | ||
- | * Doing so increases the power of the ritual by one rank (minor->moderate->major) | ||
- | * Major rituals gain no benefit from this skill. | ||
====Lv 4==== | ====Lv 4==== | ||
===Duality of Mind=== | ===Duality of Mind=== | ||
//Pre-req: Familiar// | //Pre-req: Familiar// | ||
- | * Gain one MENTAL RESIST per encounter. | + | * Gain one RESIST per encounter. |
===Master Weaver=== | ===Master Weaver=== | ||
* You understand the nature of all of the planes and their interaction with the mundane world. | * You understand the nature of all of the planes and their interaction with the mundane world. |