To those who can perceive it, Connection looks like a thousand threads overlaid over the world streaming between people and things in a thousand different colours.
With practice they can begin to divine the meaning of these and use them to their purpose.
Class Feature: Powered by Connection
You draw power from your connections with others.
Three times per encounter, you can call “(PARTY MEMBER NAME), CONNECTION!”.
If they respond with “(YOUR NAME), CONNECTION!”, you may immediately cast one of your spells.
If they do not respond, the use of this ability is not consumed.
This represents a pulse of energy being sent down the thread that connects the two of you which needs to be reciprocated by the recipient.
Spells
Level 1
Illusion of Space
Call REPEL.
Pact of Shared Will
If a party member is in a psychic combat which they did not initiate you may join your will to theirs.
Make the CONNECTION call to them.
If they respond correctly, you may join the psychic combat.
You may bring any other willing party members along.
If you are in a psychic combat at the time, whatever you were fighting comes with you.
Witness
You may witness a pact made between individuals.
If in the future any party breaks the terms of this deal, the other parties involved automatically become aware of this fact.
Wronged parties can sense the direction of the pact-breaker until the next Conflict conjunction.
Level 2
Share the Experience
Whenever you take a mental effect call from a target, you may cast this spell as soon as you are able:
Make the mental effect call against the target.
Forge the Connection
You may communicate across language barriers with anything that has any form of sentience.
This allows you to attempt to talk to anything form trees to an otherworldly terror you stumble across.
We are One
You may freely transfer body hits to party members.
Take X damage to call HEAL X.
You may also siphon hits from willing party members.
They may agree to take X damage to call HEAL X on you.
Level 3
Words Born Aloft
You may send short messages to someone with whom you are connected.
Distance is not a factor.
They may send a short message back.
Take Up Another's Burden
You may use this ability to take on a CURSE of a willing individual.
You begin to suffer the effects of the affliction instead but its potency is reduced by one.
Level 4
Lifelink
You link your life to a chosen target.
Call LIFELINK.
Any time you take a HEAL call, make that HEAL call against your chosen target.
Any time they take a HEAL call, they should call it back to you.
You should both ignore HEAL calls that bounce more than once in this way.
You can only be LIFELINKed to one target at a time.
You may recast this spell to nominate a new target.
Conjoined Fate
You may bind the fates of two unresisting or willing individuals together.
Call CURSE against both these targets.
This is chronic affliction of the soul with the following effects:
At GM discretion, you will sense severe physical or emotional trauma the other experiences.
When someone with this affliction dies, the surviving member has a psychic combat;
If they lose, they both die.
If they live, they both live.
This starts at 8 psyche difficulty and goes up by 1 each time a member of the group dies.
Afflictions propagate along this connection:
If one member gains an affliction, the other gains the same affliction at one potency lower.
Level 5
Never Far
You may call DISAPPEARING.
Move immediately to the side of one of your allies in the encounter.
Call REAPPEARING.
Alternatively, you may appear next to the side of someone you have Conjoined Fate with.
This may take you out of the encounter.
Promise Made Manifest
You may bind pacts with a penalty for breaking them.
All parties must be aware and agree to any penalty but if any party breaks the deal at a later date this penalty will fall upon them.
The penalty must be something in the target's power to give.
Skills
Lv1
Together We Are Stronger
You gain 2 more uses of “(PARTY MEMBER NAME), CONNECTION!” per encounter.
Lv2
Trade Intangibles (Downtime)
Once per adventure: you may trade intangibles with people or allow them to trade such things with others as long as you are sanctifying the deal.
As a Downtime action: may trade intangibles with people or allow them to trade such things with others as long as you are sanctifying the deal.
Lv3
Together We Are Stronger
You gain 2 more uses of “(PARTY MEMBER NAME), CONNECTION!” per encounter.
connection.1507118992.txt.gz · Last modified: 2017/10/04 12:09 by gm_seb