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Connection

  • 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

  • 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