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erosion [2017/09/19 23:36]
gm_matthew created
erosion [2018/10/24 19:13] (current)
gm_seb
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 ======Erosion====== ======Erosion======
- 
 ====Class Feature: Powered by Erosion==== ====Class Feature: Powered by Erosion====
  
   * For every benefit brought by an Erosion spell, a cost must be paid.   * For every benefit brought by an Erosion spell, a cost must be paid.
-  * The cost and benefit for each spell is listed individually below.  +  * This is cost in timerepresented by needing to spend a certain number of seconds [[:​corerules#​Concentration|concentrating]].  
-  * So long as the cost can be paidthe spells may be used repeatedly+  * This Concentration requirement ​is listed below each spell
-  * 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 +  * With time, even the greatest ​of mountains may be eroded into dust.
-  * 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====+==Planar Influence==
  
-===Level 1===+  * When travelling in Erosion, once per encounter, you may choose to activate this ability: Concentration costs for your spells are halved (rounded up). Notify a GM if you use this.  
 +  * When travelling in Perfection, Concentration costs for your spells are doubled. ​
  
-==Curse of Years== +===Rituals=== 
-  * Stretching a hand towards your enemy, you begin to age them at an accelerated rate.  +  * Rituals give weavers the ability ​to try more freeform magic to have greater or more long-lasting effects than normal spells.  
-  * When you cast this spellnominate ​target.  +  * The ritualist will specify ​an outcome they hope to attain by peforming the ritual
-  * You may call SINGLE against this target every 10 seconds.  +  * A bead bag is used. By defaultthe bag contains two white and one black bead. 
-  * You need a free hand to call this damage+  * Then, the ritualist must draw beads from the bag until they draw white or black bead
 +  * A white bead indicates success
 +  * A black bead indicates failure.
  
-  * Cost: Doing this exposes your own vulnerabilities and you take an extra rank of damage from all sources for the rest of the encounter.+==Collaboration==
  
-==Shrug off Mortality== +  ​Weavers with the ritual skill can collaborate to bring about a more complex ​or powerful effect
-  ​To temporarily remove yourself ​or an ally from the chains of mortality.  +  * Each weaver must be performing ​ritual of the same level
-  * Nominate ​target.  +  * Weavers ​of opposing planes (Conflict <-> Connection; Erosion <-> Perfection) may collaborate at an extra disadvantage of one black bead for each opposition.
-  * 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.+====Spells====
  
-==Borrowed Time== +====Lv 1====
-  * Call FIGHT ON!+
  
-  ​CostLose 10s from your death count.+==Embrace Frailty== 
 +//20s//  
 +  ​This spell can be used in one of two ways: 
 +  * Take WOUND LEG to call WOUND LEG. 
 +  * Take WOUND ARM to call WOUND ARM. 
 +  * You must take the WOUND call for this spell to work
  
 +==Curse of Years==
 +//10s//
 +  * Nominate a target. Stretch a hand towards them. This hand must be free.
 +  * During your concentration,​ you should roleplay loudly describing how your target with wither with age. 
 +  * At the end of your Concentration:​
 +  * Call SINGLE.  ​
 +  * Alternatively,​ you may stretch two free hands towards them to call DOUBLE at the end of the Concentration.
  
-===Level 2===  +==Vision of Ending== 
- +//10s// 
-==Ashes to Ashes, Dust to Dust== +  * You may ready a ward. 
-  * The land around ​you begins to erode and decay, buildings begin to crumble, hills to recede and trees to whither and die.  +  * The next time you are struck by a melee blow: 
-  * This effect takes about five minutes+      * You must call FEAR against the target
 +  * You may only ready one of this kind of ward at a time
  
-  * Cost: The caster takes all effect calls at double duration for the rest of the encounter. ​+====Lv 2==== 
  
-==Lethargy== +==Death'​s Comfort==
-  * You sap the vitality from your foes, leaving their limbs feeling sluggish and weak.  +//5s// 
-  * Call WEAKEN. +  * Nominate an ally within sword reach who is bleeding out.  
- +  * At the end of your Concentration:​ call HEAL 1 on yourself.  
-  * Cost: Take a DOUBLE+  * This Concentration is broken if you move out of sword reach of the target
  
 ==Death Curse== ==Death Curse==
-  ​* When you are dropped to 0 hits you may call up to 3 RENDS at those you were fighting.+//1s// 
 +  * You may ready a death curse. 
 +  ​* When you are dropped to 0 hits you must call QUINT at the person who dropped ​you
 +  * You may only use this ability once per encounter
  
-  ​Cost: lose 5s from your death count for each REND you call+==Dust to Dust== 
 +//​varies//​ 
 +  ​You are able to erode inanimate objects, often corroding them beyond usefulness.  
 +  * The time this takes scales with the size of the object.  
 +  * You must be in physical contact with the item for the duration. 
 +      * Something ​you can hold in your hand - //30s// 
 +      * Items up to the size of a person - //90s// 
 +      * Items up to the size of a room - //5 minutes// 
 +      * Items the size of a building - //1 hour// 
 +      * Larger structures - //1 day// 
 +  * Items of particular potency such that those instilled with purpose or which have a long history can take longer (at GM discretion),​ and may trigger a psychic combat
  
-===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. ​+====Lv 3====
  
-==Cast out of Time's Flow== +==Glimpse ​of Eternity== 
-  * You may call STASIS 15. +//25s// 
- +  * Call STUN.
-  * Cost: Lose 15s from your death count.+
    
 ==Fog the Memory== ==Fog the Memory==
 +//60s//
   * You start to erode the memory of an unresistant individual obscuring all that happened since they last slept. ​   * 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.    * 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.   * 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. +====Lv 4====
-===Level 4===+
  
-==Weight ​of Ages== +==Speed the Sands of Time== 
-  * Call BREAK+//10s// 
 +  * You may ready a ward. 
 +  * The next time you take an effect call with a duration: 
 +       * You must reduce the duration of the call by 5s.   
 +  * You may only ready one of this kind of ward at a time.
  
-  ​CostTake QUAD+==Death'​s Shadow== 
 +//30s// 
 +  ​You may ready a ward. 
 +  * The next time you are struck with a melee blow: 
 +       * You must call STUN.   
 +  * You may only ready one of this kind of ward at time.
  
-==Inevitable Doom== +====Lv 5====
-  * 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== ==Necrosis==
-  ​* You breathe out a necrosis which sweeps into your foe+//30s// 
-  * You are under the effect of a REND for the next 30 seconds as your lungs seize up. +  ​* You breathe out a necrosis which sweeps into your foes
-  * At the end of this period you may call WOUND PERMANENT against of of the target'​s limbs as it falls off.+  * Call ARC WOUND ARM or ARC WOUND LEG
  
 ==Turn the Hourglass== ==Turn the Hourglass==
-  ​Call DOOM on a target. ​After 30s call FEARAfter 60s, call SLAY+//40s// 
 +  ​Nominate ​a target ​you can see. 
 +  * Stretch one hand toward themThis hand must be free.  
 +  * During your concentration,​ you should roleplay **loudly** narrating and announcing your target'​s imminent demise. 
 +  * At the end of the Concentration, call DEC
  
-  ​Cost: After 60s, take SLAY+=====Skills===== 
 +====Lv1==== 
 +===Plane Sight=== 
 +  ​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 erosion affliction, its severity, and gain some insight into what it does.  
 +  * You can see and interact with familiars from your plane.
  
-====Skills==== +===Familiar=== 
-{{section>​genericskills#​resuscitate&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +//Req: Plane Sight//
-{{section>​genericskills#​medical knowledge&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}} +
-{{section>​genericskills#​combat repairs&​nofooter&​nodate&​nouser&​nomdate&​noeditbtn}}+
  
-===Warping Presence===+  * 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.
  
-  ​Whilst ​you are in the party each other party member doubles their death count.+===Nascent Ritualist=== 
 +  ​Once per adventure, ​you can attempt to perform rituals of minor power.
  
 ===Commend to Oblivion=== ===Commend to Oblivion===
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   * Whenever you execute someone you may choose to have their body disintegrate along with their belongings. ​   * 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.   * There is still a very faint residue left behind which the skilled or paranoid might be able to detect.
 +====Lv2====
 +===Commend to Eternity (Downtime)===
 +  * You have experience and knowledge of the industry of death. You have learned the rites and preparations associated with the dead.
 +  * As a Downtime action: you can organise the appropriate ceremonies and rites for the dead. 
 +  * This typically involves the body being left to decompose naturally according to the will of Erosion. ​
 +  * In addition, you can perform an autopsy on a dead body to learn more information about it. 
 +     * This is likely to establish the cause of death, even if this was through non-mundane means.
 +===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 up to 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. ​
 +  * In addition, any spells which would cause you to "ready a ward" or "ready a curse" that you have purchased are automatically and instantly cast on you at this time (Vision of Ending, Death Curse, Speed the Sands of Time, Death'​s Shadow). ​
 +  * 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====
 +===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 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. ​
 +
 +===Death Becomes You===
 +  * You are never as close to the plane of Erosion as when you witness those closest to you are close to death. ​
 +  * When you are within 5m of an ally who is bleeding out, on 0 hits, or dead, halve all Concentration requirements (rounding down) for Erosion spells. ​
 +
 +
 +====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====
 +===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.
 +
 +
 +
 +
 +
  
erosion.1505864162.txt.gz · Last modified: 2017/09/19 23:36 by gm_matthew