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======Erosion====== | ======Erosion====== | ||
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====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 a cost in time, represented by needing to spend a certain number of seconds [[:corerules#Concentration|concentrating]]. |
- | * So long as the cost can be paid, the 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 spell, nominate a 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 default, the 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 a 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 a ritual of the same level. |
- | * Nominate a 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! | + | |
- | * Cost: Lose 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. | ||
- | * Cost: Take a 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 a 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. | ||
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- | ==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 FEAR. After 60s, call SLAY. | + | //40s// |
+ | * Nominate a target you can see. | ||
+ | * Stretch one hand toward them. This 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 a 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 a 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. | ||
+ | |||
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+ | ====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. | ||
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