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connection [2017/10/04 12:09]
gm_seb
connection [2019/11/30 12:08] (current)
gm_matthew [Spells]
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 ======Connection====== ​ ======Connection====== ​
  
 +===Class Feature: Touchstones===
  
-  * To those who can perceive itConnection looks like a thousand threads overlaid over the world streaming between people and things ​in a thousand different colours.  +  * You draw power from your connections with others. Of these connectionsthere are some relationships which are particularly meaningful to you in some way.  
-  * With practice they can begin to divine the meaning of these and use them to their purpose+  * You must specify an individual as your touchstone with whom you feel a particularly powerful connection. This connection does not have to be positive (love, friendship, respect) - it can be negative (hatred, envy, fear). Either is equally efficacious.  
 +  * If this connection ever fades you will need to find a new one to continue using your powers.  
 +  * Starting level Connection Weavers begin with one Touchstone and 4 spell charges per encounter.
  
-===Class Feature: Powered by Connection===+==Planar Influence==
  
-  * You draw power from your connections with others.  +  * When travelling in Connection, you mayonce per encounterchoose to gain spell charges equal to your maximum spell charges.  
-  * Three times per encounter, you can call "​(PARTY MEMBER NAME)CONNECTION!"​. +  * When travelling in Conflictyour spell charges are halved (rounded up)
-  * If they respond with "(YOUR NAME)CONNECTION!",​ you may immediately cast one of your spells+
-  * If they do not respondthe 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+
  
 +===Class Feature: Links===
 +
 +  * Connection mages have access to some unique calls and abilities known as '​links'​.
 +  * Only a willing target may be linked by one of the link calls (MINDLINK, NEARLINK, FARLINK, LIFELINK, DEATHLINK).
 +  * As such, players and monsters may always call RESIST to a link call made against them.
 +  * Connection weavers may only have one of each type of link active at a time.
 +  * Two people can only support one link (i.e. the same two participants cannot be LIFELINKED and DEATHLINKED together). ​
 +  * Links fade between encounters. ​
 +  * Connection Weavers must be within sword reach to make LINK calls. Link calls cannot be broken during an encounter. ​
 +  * You must brief these rules and the rules for each link before each adventure. ​
 +  * If you attempt to use a LINK call on a Forest Touched, consult a GM. 
 +
 +===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====
  
 ===Level 1=== ===Level 1===
-==Illusion ​of Space== +==Knowledge ​of Trust Broken== 
-  * Call REPEL.+  * When you strike a deal with someone you may make two small woven tokens keeping one yourself and giving one to the other party. 
 +  * If either side breaks the terms of the deal both tokens begin to unravel. 
 +  * You may if you wish pre-prepare tokens to carry around with you.
  
-==Pact of Shared Will== +==Mindlink== 
-  * If a party member is in a psychic combat which they did not initiate you may join your will to theirs+  * You link your mind to another target
-  * Make the CONNECTION call to them+  * Call MINDLINK.  
-  * If they respond correctly, ​you may join the psychic combat. +  * Whenever either of you enter a psychic combat, you enter it together
-      * You may bring any other willing party members along. +  * You may communicate with each other telepathically
-      * If you are in a psychic combat at the time, whatever you were fighting comes with you.+
  
-==Witness== +==We are One== 
-  * You may witness a pact made between individuals.  +  * You may take X damage to call HEAL 2X on an ally at range.
-  * 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 [[:​festivals#​planar_conjunctions|conjunction]].+
  
 ===Level 2=== ===Level 2===
  
 ==Share the Experience== ==Share the Experience==
-  * Whenever you take a mental effect ​call from a target, you may cast this spell as soon as you are able+  * Whenever you take a call, you may cast this spell: 
-  * Make the mental effect ​call against the target.+  * You may reflexively make this call back.
  
 ==Forge the Connection== ==Forge the Connection==
   * You may communicate across language barriers with anything that has any form of sentience.   * 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.  ​+  * This allows you to attempt to talk to anything ​from trees to an otherworldly terror you stumble across. ​ 
 +  * By touching a recently dead body you may attempt to talk to the recently deceased before they are borne too far away.  
 +  * You have no ability to compel them to answer.  
 +  * You may also bind a willing soul to you allowing it to persist in limbo as a ghost.  
 +  * Such as soul may leave when they desire to.
  
-==We are One== +==Farlink== 
- +  * You may call FARLINK on an ally
-  * You may freely transfer body hits to party members.  +  * If you are more than 5m apart either member of the link may concentrate for 3s to call DISAPPEARING,​ they must then move directly until they are next to the other member and call APPEARINGThey must call FARLINK at the beginning of this period of concentration
-  * Take X damage ​to call HEAL X +  * This may be done whilst bleeding out.
-  * You may also siphon hits from willing party members.  +
-  * They may agree to take X damage to call HEAL X on you+
    
 ===Level 3=== ===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== ==Take Up Another'​s Burden==
  
   * You may use this ability to take on a CURSE of a willing individual. ​   * You may use this ability to take on a CURSE of a willing individual. ​
-  * You begin to suffer the effects of the [[:​supplementary_rules#​Afflictions|affliction]] instead ​but its potency is reduced by one+  * You begin to suffer the effects of the [[:​supplementary_rules#​Afflictions|affliction]] instead.  
 +  * If you are already suffering from the same affliction either ​its potency is increased or the effect becomes more severe. 
 +  * Alternatively,​ you may use this ability to transfer the CURSE of a willing individual to another willing individual. The same conditions apply. 
 + 
 +==Nearlink== 
 +  * You may call NEARLINK on an ally. 
 +  * As long as you remain within weapons reach of each other  and are both up you both HEAL 1 every 15s.
  
 ===Level 4=== ===Level 4===
 +==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. 
  
 ==Lifelink== ==Lifelink==
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   * Call LIFELINK. ​   * Call LIFELINK. ​
   * Any time you take a HEAL call, make that HEAL call against your chosen target.   * 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=== ===Level 5===
  
-==Never Far==+==Deathlink== 
 +  * You link your death to a chosen ally; call DEATHLINK. 
 +  * When either of you drop to 0 hits, you must call HEAL 10 against the other. 
 +  * This ends the DEATHLINK.  ​
  
-  * 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== ==Promise Made Manifest==
   * You may bind pacts with a penalty for breaking them.    * You may bind pacts with a penalty for breaking them. 
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 =====Skills===== =====Skills=====
 ====Lv1==== ====Lv1====
-===Together We Are Stronger=== +===Plane Sight=== 
-  * You gain 2 more uses of "​(PARTY MEMBER NAME), CONNECTION!" ​per encounter.+  * 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 connection affliction, its severity, and gain some insight into what it does.  
 +  * You can see and interact with familiars from your plane. 
 + 
 +===Illusion ​of Space=== 
 +  * You may perform medical roleplay at range. 
 +  * You must be standing still for this to work. 
 +  * You must be able to see the person you are healing in this way.   
 + 
 +===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 plane.
  
 ====Lv2==== ====Lv2====
 ===Trade Intangibles (Downtime)=== ===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.   * 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.+  ​* Intangibles are abstract concepts (Your prowess at chess, your first happy thought) which must be metaphysically within your power to give, and within the target'​s power to trade. 
 +  * A target cannot ever be metaphysically forced to accept a trade offered in this way. 
 +  ​* As a Downtime action: ​you may trade intangibles with people or allow them to trade such things with others as long as you are sanctifying the deal. 
 + 
 +===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.  
 +  * 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====
-===Together We Are Stronger=== +===Touchstone=== 
-  * You gain more uses of "​(PARTY MEMBER NAME)CONNECTION!" ​per encounter.+  * You draw your power from your connection with others. Nominate a new touchstone. As long as you remain connected to that person: 
 +    * Gain charge. 
 +    * Gain 2 psyche. 
 + 
 +===Shared Knowledge=== 
 +  * 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. 
 + 
 +====Lv4==== 
 +===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.  
 + 
 + 
 +====Lv5==== 
 +===Touchstone=== 
 +  * You draw your power from your connection with others. Nominate a new touchstone. As long as you remain connected to that person: 
 +    * Gain 2 charge. 
 +    * Gain 2 psyche. 
 + 
 +===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.
  
  
connection.1507118992.txt.gz · Last modified: 2017/10/04 12:09 by gm_seb