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erosion

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Erosion

Class Feature: Powered by Erosion

  • For every benefit brought by an Erosion spell, a cost must be paid.
  • The cost and benefit for each spell is listed individually below.
  • So long as the cost can be paid, the spells may be used repeatedly.
  • Where the cost involves losing seconds from one's death count, this is for the rest of the encounter only, and the player's death count resets at the end of the encounter
  • You cannot make your death count negative by paying a cost.
  • If your death count is reduced 0 seconds and you are capable of bleeding out, you die immediately on dropping to 0 body hits.

Spells

Level 1

Curse of Years
  • Stretching a hand towards your enemy, you begin to age them at an accelerated rate.
  • When you cast this spell, nominate a target.
  • You may call SINGLE against this target every 10 seconds.
  • You need a free hand to call this damage.
  • Cost: Doing this exposes your own vulnerabilities and you take an extra rank of damage from all sources for the rest of the encounter.
Shrug off Mortality
  • To temporarily remove yourself or an ally from the chains of mortality.
  • Nominate a target.
  • Call SHRUG OFF MORTALITY.
  • For the rest of the encounter they cannot bleed out and their death count is reduced to 0s.
  • Cost: Those who have shrugged off mortality are also harder to HEAL, taking only half of any healing effect received.
Borrowed Time
  • Call FIGHT ON!
  • Cost: Lose 10s from your death count.

Level 2

Ashes to Ashes, Dust to Dust
  • The land around you begins to erode and decay, buildings begin to crumble, hills to recede and trees to whither and die.
  • This effect takes about five minutes.
  • Cost: The caster takes all effect calls at double duration for the rest of the encounter.
Lethargy
  • You sap the vitality from your foes, leaving their limbs feeling sluggish and weak.
  • Call WEAKEN.
  • Cost: Take a DOUBLE.
Death Curse
  • When you are dropped to 0 hits you may call up to 3 RENDS at those you were fighting.
  • Cost: lose 5s from your death count for each REND you call.

Level 3

Mortal Dread
  • All things fear their end. You may show others a glimpse of the dark plane.
  • Call FEAR.
  • Cost: Take a TRIPLE.
Cast out of Time's Flow
  • You may call STASIS 15.
  • Cost: Lose 15s from your death count.
Fog the Memory
  • You start to erode the memory of an unresistant individual obscuring all that happened since they last slept.
  • The memory is not completely gone but everything since they last woke up is hazy.
  • They can remember what they did but generally other people appear as grey shadows and they also cannot recall exact locations or details.
  • Cost: Lose a PSYCHE.

Level 4

Weight of Ages
  • Call BREAK.
  • Cost: Take a QUAD.
Inevitable Doom
  • Call SICKNESS. For the rest of the encounter, that person takes all healing as damage instead.
  • Cost: For the rest of the encounter, you are immune to healing.
Defy Entropy
  • Call MASS STASIS.
  • This MASS call cannot be arced.
  • Cost: You take this call at double duration.

Level 5

Necrosis
  • You breathe out a necrosis which sweeps into your foe.
  • You are under the effect of a REND for the next 30 seconds as your lungs seize up.
  • At the end of this period you may call WOUND PERMANENT against of of the target's limbs as it falls off.
Turn the Hourglass
  • Call DOOM on a target. After 30s call FEAR. After 60s, call SLAY.
  • Cost: After 60s, take a SLAY.

Skills

Resuscitate

  • With 10s medical roleplay you may call HEAL 4 to someone on their death count.

Medical Knowledge

  • You may diagnose diseases and mundane poisons.
  • You may also come up with a treatment regimen which can cure normal potency afflictions of the body between encounters.
  • In downtime, you can devise a treatment regimen to cure strong afflictions of the body.

Combat Repairs

  • You may treat another's wounds amidst the heat of combat.
  • With 10s medical roleplay in combat you may call HEAL 4 on an ally.
  • Each ally may only be healed a number of times equal to their ranks of tough before they are weakened by this.

Warping Presence

  • Whilst you are in the party each other party member doubles their death count.

Commend to Oblivion

  • Whenever you execute someone you may choose to have their body disintegrate along with their belongings.
  • There is still a very faint residue left behind which the skilled or paranoid might be able to detect.
erosion.1505864162.txt.gz · Last modified: 2017/09/19 23:36 by gm_matthew