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* 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. | ||
- | * This is a cost in time, represented by needing to spend a certain number of seconds [[:supplementary_rules#Concentration|concentrating]]. | + | * This is a cost in time, represented by needing to spend a certain number of seconds [[:corerules#Concentration|concentrating]]. |
- | * This duration is listed below each spell accordingly. | + | * This Concentration requirement is listed below each spell. |
- | * With time, even the greatest of mountains may be eroded into dust. | + | * With time, even the greatest of mountains may be eroded into dust. |
+ | |||
+ | ==Planar Influence== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===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 peforming the ritual. | ||
+ | * A bead bag is used. By default, the bag contains two white and one black bead. | ||
+ | * 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. | ||
+ | |||
+ | ==Collaboration== | ||
+ | |||
+ | * Weavers with the ritual skill can collaborate to bring about a more complex or powerful effect. | ||
+ | * Each weaver must be performing a ritual of the same level. | ||
+ | * Weavers of opposing planes (Conflict <-> Connection; Erosion <-> Perfection) may collaborate at an extra disadvantage of one black bead for each opposition. | ||
====Spells==== | ====Spells==== | ||
- | ===Level 1=== | + | ====Lv 1==== |
+ | |||
+ | ==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== | ==Curse of Years== | ||
//10s// | //10s// | ||
- | * Stretching a hand towards your enemy, you begin to age them at an accelerated rate. | + | * Nominate a target. Stretch a hand towards them. This hand must be free. |
- | * When you cast this spell, nominate a target. | + | * During your concentration, you should roleplay loudly describing how your target with wither with age. |
- | * You may call SINGLE against this target for every further 10s concentration devoted to this end. | + | * At the end of your Concentration: |
- | * You need a free hand to call this damage. | + | * Call SINGLE. |
+ | * Alternatively, you may stretch two free hands towards them to call DOUBLE at the end of the Concentration. | ||
- | ==Ashes to Ashes== | + | ==Vision of Ending== |
- | //10s// | + | |
- | * Target an item that you can touch with your hand. | + | |
- | * Call BREAK against the item. | + | |
- | + | ||
- | ==Speed the Sands of Time== | + | |
//10s// | //10s// | ||
* You may ready a ward. | * You may ready a ward. | ||
- | * The next time you take an effect call: | + | * The next time you are struck by a melee blow: |
- | * You must reduce the duration of the call by 5s. | + | * You must call FEAR against the target. |
- | * You may only ready one ward in this way at a time. | + | * You may only ready one of this kind of ward at a time. |
- | ===Level 2=== | + | ====Lv 2==== |
- | ==Lethargy== | + | ==Death's Comfort=== |
- | //20s// | + | //5s// |
- | * You sap the vitality from your foes, leaving their limbs feeling sluggish and weak. | + | * Nominate an ally within sword reach who is bleeding out. |
- | * Call WOUND. | + | * At the end of your Concentration: call HEAL 1 on yourself. |
+ | * This Concentration is broken if you move out of sword reach of the target. | ||
==Death Curse== | ==Death Curse== | ||
- | //20s// | + | //1s// |
* You may ready a death curse. | * You may ready a death curse. | ||
- | * When you are dropped to 0 hits you may call [[:nonstandardcalls#rend|REND]] at the person who dropped you. | + | * 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. | ||
==Dust to Dust== | ==Dust to Dust== | ||
- | //5 minutes// | + | //varies// |
- | * The land around you begins to erode and decay, buildings begin to crumble, hills to recede and trees to whither and die. | + | * 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=== | + | ====Lv 3==== |
- | ==Mortal Dread== | + | ==Glimpse of Eternity== |
- | //15s// | + | //25s// |
- | * All things fear their end. You may show others a glimpse of the dark plane. | + | * Call STUN. |
- | * Call FEAR. | + | |
==Fog the Memory== | ==Fog the Memory== | ||
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* 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. | ||
- | ===Level 4=== | + | ====Lv 4==== |
- | ==Weight of Ages== | + | ==Speed the Sands of Time== |
- | //30s// | + | //10s// |
- | * Call BREAK. | + | * 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. | ||
- | ==Inevitable Doom== | + | ==Death's Shadow== |
//30s// | //30s// | ||
- | * Call SICKNESS. | + | * You may ready a ward. |
- | * For the rest of the encounter, that person takes all HEAL calls as damage instead. | + | * 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. | ||
+ | ====Lv 5==== | ||
- | ===Level 5=== | ||
==Necrosis== | ==Necrosis== | ||
//30s// | //30s// | ||
- | * You breathe out a necrosis which sweeps into your foe. | + | * You breathe out a necrosis which sweeps into your foes. |
- | * You are under the effect of a [[:nonstandardcalls#rend|REND]] for the next 30 seconds as your lungs seize up. | + | * Call ARC WOUND ARM or ARC WOUND LEG. |
- | * 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== | ==Turn the Hourglass== | ||
- | //60s// | + | //40s// |
- | * Call [[:nonstandardcalls#slay|SLAY]]. | + | * Nominate a target you can see. |
- | * During your concentrayion, you should roleplay narrating and announcing your target's imminent demise. | + | * Stretch one hand toward them. This hand must be free. |
- | * Pointing and cackling are not //strictly// necessary, but are encouraged. | + | * During your concentration, you should roleplay **loudly** narrating and announcing your target's imminent demise. |
+ | * At the end of the Concentration, call DEC. | ||
=====Skills===== | =====Skills===== | ||
====Lv1==== | ====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. | ||
+ | |||
+ | ===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=== | ||
+ | * Once per adventure, you can attempt to perform rituals of minor power. | ||
+ | |||
===Commend to Oblivion=== | ===Commend to Oblivion=== | ||
* 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==== | ====Lv2==== | ||
- | |||
===Commend to Eternity (Downtime)=== | ===Commend to Eternity (Downtime)=== | ||
- | * You have experience and knowledge of the industry of death. You have learned the rites and preparations associated with preparing the dead. | + | * 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. | * 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. | * 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. | * 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. | * 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==== | ====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=== | ===Death Becomes You=== | ||
- | * You are never as close to the plane of Erosion as you are when you lie on death's door. | + | * You are never as close to the plane of Erosion as when you witness those closest to you are close to death. |
- | * Once per encounter: when you drop to 0 hits, you may reduce your death count by X seconds, | + | * 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. |
- | * This counts as X seconds of concentration towards a spell you must cast immediately. | + | |
+ | |||
+ | ====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. | ||
+ | |||
+ | |||