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erosion [2017/10/01 18:43]
gm_seb
erosion [2018/10/24 19:13] (current)
gm_seb
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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 [[:​corerules#​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 spellnominate a target.  +  * During your concentrationyou 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 decaybuildings begin to crumble, hills to recede ​and trees to whither and die+  * You are able to erode inanimate objectsoften 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//​ necessarybut are encouraged+  * During your concentration, you should roleplay ​**loudly** ​narrating and announcing your target'​s imminent demise. 
 +  * At the end of the Concentrationcall 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-reqAwakened 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 mayif you wish, take your party with you. 
 +  * Alternatively ​you may attempt to permanently merge the local region with your plane. 
 + 
 + 
  
  
  
erosion.1506883385.txt.gz · Last modified: 2017/10/01 18:43 by gm_seb