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Perfection

Class Feature: Powered by Perfection

  • All spells cost one Essence.
  • Starting level Perfection Weavers begin with 2 Essence.
  • Essence is restored between encounters.
Planar Influence
  • When travelling in Perfection, you may, once per encounter, choose to gain Essence equal to your maximum spell charges.
  • When travelling in Erosion, your Essence is halved (rounded up).

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 performing the ritual.
  • A standard ritual takes 2 minutes to cast. The ritualist may, if they wish, choose instead to cast the ritual instantaneously. This is not without risk and carries a 50% chance of something going seriously wrong with the ritual.
  • Ritual cast times are halved in a complimentary plane and doubled in an opposing plane.

Spells

Level 1

Essential Nature
  • You may attempt to divine the essential nature of an object or living thing.
  • This requires you to touch the object.
  • Speak to a GM. This will typically return a very broad general category or categories, e.g. “living”, “nonliving”, “human”, “forest”, “ichor”, but may produce more information at GM discretion.
  • Coming into this fundamental understanding is not without risk. An entity of power may use this opportunity to reach out to the Weaver, in turn. The abyss also stares back.
  • At base, this experience is unsettling. You are under the ROLEPLAY:SHAKEN call for the rest of the encounter and can never unsee what you have seen. This effect can reoccur at player discretion.
Perfidious words
  • You summon a chorus from the plane of perfection talking of things just beyond comprehension.
  • You may call STUN against a target as their minds are scoured, as if by cleansing light.
Moment's clarity
  • Up to four times per adventure you may call a TIME FREEZE.
  • You and the rest of the party can then discuss your plans before timing back in in the same positions.
  • There is no strict time limit on this ability, but GMs may impose one at their discretion to keep the adventure moving.

Level 2

Cast off Erosion's Shackles
  • For the next 10s you may call FIGHT ON! by melee blow.
Flies in Amber
Glimpse of Perfection
  • You show others a glimpse of the true world beyond their comprehension.
  • You may call MASS FEAR.

Level 3

Purify the Mortal Form
  • You attempt to drive impurities from a mortal form.
  • This can instantly heal an affliction of strong potency or less.
  • The person will be left permanently changed in some minor way, however, as a small part of their humanity is also removed.
Perfection of Action
  • You push your body beyond its limits moving with unnatural grace
  • You gain a DODGE which may be used to dodge range calls as well as melee blows.

Level 4

Comprehension of Peril
  • Ten seconds into your death count you may call HEAL 5 on yourself.
  • If you do so, you will forever more remember dying in this particular way with exquisite clarity.
  • You may only do this once per encounter.
Cast out of Time's Flow
  • You may call STASIS as you throw another into perfection.
  • When they return you must call STUN.

Level 5

Cares Fall Away
  • Mundane cares fall away as you approach perfection.
  • For the next 10s you may call VOID to all damage and calls but may not make any offensive calls.
  • You can hit people for damage though.
  • Immediately afterwards, you take an unavoidable STUN 5 as you fall deliriously from grace.
Seclusion
  • Take a STASIS as you transition into perfection;
  • You may then call HEAL 6 on yourself.
  • Upon your return the world and its inhabitants seem discordant and degraded.

Skills

Lv1

Growth

  • You undergo a ritual attempting to cleanse yourself of all imperfection and become more worthy of your plane.
  • You may only ever perform this ritual once.
  • A pillar of golden light transfixes your body which begins to change:
  • Take a STASIS 10.
  • At the end of this time you are transformed. Your eyes become bigger and metallic in hue.
  • Regain all your hits.
  • +1 essence.
  • +1 hit.
  • Your death count is now 90 seconds.

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 perfection 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

  • You have become adept at using the powers of the planes for more freeform but minor utility effects.
  • Three times per adventure you may cast rituals to achieve minor effects within the purview of your plane.

Lv 2

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 upto 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.
  • 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 Survivalist skill.

Lv3

Chrysalis (Downtime)

Pre-req: Growth

  • You undergo a ritual attempting to cleanse yourself of all imperfection and become more worthy of your plane.
  • You may only ever cast this ritual once.
  • A pillar of golden light transfixes your body which begins to change:
  • Take a STASIS 20.
  • At the end of this time you are transformed. Your body proportion is noticeably different to other humans - it is uncanny to them, but to you it is perfect.
  • Regain all your hits.
  • +1 essence.
  • +1 hits.
  • You death count is now 120 seconds.
  • In addition, gain the following Downtime ability:
  • Nominate a goal or objective.
  • You spend a prolonged period of time pursuing the perfection of yourself as you contemplate this goal.
  • At the end of this period you will come to understand what the next step is you must take to achieve this goal, or else, if the goal is impossible.

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 Knowledge skill for that subject.

Awakened Ritualist

Pre-req: Nascent Ritualist

  • Once per adventure, you can attempt to perform rituals of moderate power.

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

Metamorphosis

Pre-req: Chrysalis

  • You undergo a ritual attempting to cleanse yourself of all imperfection and become more worthy of your plane.
  • You may only ever cast this ritual once.
  • A pillar of golden light transfixes your body which begins to change:
  • Take a STASIS 30.
  • At the end of this time you are transformed, your features becoming akin to a blank mask and your voice a song:
  • Regain all your hits.
  • +1 essence.
  • +2 hits.
  • Your death count is now 150 seconds.

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.
perfection.txt · Last modified: 2019/05/06 12:46 by gm_seb