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perfection [2017/10/04 11:46]
gm_seb
perfection [2019/05/06 12:46] (current)
gm_seb
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   * All spells cost one Essence.   * All spells cost one Essence.
-  * Gain two Essence.+  * Starting level Perfection Weavers begin with 2 Essence.
   * Essence is restored between encounters. ​   * 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==== ====Spells====
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 ===Level 1=== ===Level 1===
  
-==Cast off Erosion'​s Shackles== +==Essential Nature== 
-  * Call FIGHT ON!+  * 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. ​
  
-==Glimpse of Perfection== +==Perfidious words== 
-  * You show others ​glimpse of the perfect world+  * You summon ​chorus from the plane of perfection talking of things just beyond comprehension.  
-  * You may call MASS FEAR.+  * You may call STUN against a target as their minds are scoured, as if by cleansing light
  
-==Perfect the Space== +==Moment'​s clarity== 
-  * Once per encounter, with 30s concentration: ​you may perfect your immediate surroundings by moving things to their perfect place and refining their nature+  * Up to four times per adventure ​you may call a TIME FREEZE
-  * You gain a DODGE against every monster as the space disorientates them but lends you a superlative grace.+  * 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=== ===Level 2===
  
-==Essential Nature== +==Cast off Erosion'​s Shackles== 
-  * You may attempt to divine ​the essential nature of an object or natural thing. +  * For the next 10s you may call FIGHT ON! by melee blow  
-  * This requires you to be touching the object but you may then ask the GM what single thing most defines it+ 
-==Comprehension of Peril== +==Flies in Amber== 
-  * When you take any amount of damage from a single source you may choose to convert it into a STUN.  +  * Call MASS [[:​nonstandardcalls#​stasis|STASIS]]
-  * You may also convert any call you take into a QUAD instead. + 
-==Golden Chorus== +==Glimpse of Perfection== 
-  * You summon ​chorus from the plane of perfection talking of things just beyond comprehension.  +  * You show others ​glimpse of the true world beyond ​their comprehension. 
-  * You may call STUN 60 against a target as they are enraptured by the song+  * You may call MASS FEAR. 
 ===Level 3=== ===Level 3===
 ==Purify the Mortal Form== ==Purify the Mortal Form==
   * You attempt to drive impurities from a mortal form.    * You attempt to drive impurities from a mortal form. 
   * This can instantly heal an affliction of strong potency or less.   * 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 imperfection ​is also removed.+  * The person will be left permanently changed in some minor way, however, as a small part of their humanity ​is also removed.
  
-==Cast out of Time's Flow== +==Perfection ​of Action== 
-  * You may call [[:​nonstandardcalls#​stasis|STASIS]] 30.+  * 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=== ===Level 4===
-==Defy Entropy== 
-  * Call MASS [[:​nonstandardcalls#​stasis|STASIS]]. 
  
-==Judgement== +==Comprehension of Peril== 
-  * Few things are held in higher regard within perfection than the law and all things not perfected are guilty+  * Ten seconds into your death count you may call HEAL 5 on yourself
-  * Nominate a target: +  * If you do soyou will forever more remember dying in this particular way with exquisite clarity
-  * Declare one specific action they cannot take, in the form: "​ABJURATION (Action they cannot take)"  +  * You may only do this once per encounter. 
-  * This act must declare both a specific action and a specific targeti.e. "Stay away from that book of poetry"​ counts, "Stay away from all books" would not. + 
-  * If they break this ABJURATION you must call [[:​nonstandardcalls#​slay|SLAY]] upon them+==Cast out of Time's Flow== 
-  * If this ABJURATION is something that only they can judge, ​they must call [[:​nonstandardcalls#​slay|SLAY]] ​ upon themselves when appropriate+  * You may call [[:​nonstandardcalls#​stasis|STASIS]] as you throw another into perfection
- +  * When they return you must call STUN
 ===Level 5=== ===Level 5===
 +
 ==Cares Fall Away== ==Cares Fall Away==
   * Mundane cares fall away as you approach perfection.   * Mundane cares fall away as you approach perfection.
-  * Spend 10s concentrating. +  * For the next 10s you may call VOID to all damage and calls but may not make any offensive calls. 
-  * During this time you may not make offensive calls.  +  * You can hit people for damage ​though
-  * For the next 20s you may call IMMUNE to all damage. +  * Immediately afterwards, you take an unavoidable STUN 5 as you fall deliriously from grace. ​
-  * Immediately afterwards, you take a [[:​nonstandardcalls#​rend|REND]] ​as you fall deliriously from grace. ​+
  
 ==Seclusion== ==Seclusion==
-  * Take a [[:​nonstandardcalls#​stasis|STASIS]] ​30+  * Take a [[:​nonstandardcalls#​stasis|STASIS]] ​as you transition into perfection
-  * You may then call HEAL 12 on yourself.+  * You may then call HEAL on yourself
 +  * Upon your return the world and its inhabitants seem discordant and degraded.
  
 =====Skills===== =====Skills=====
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   * +1 essence.   * +1 essence.
   * +1 hit.   * +1 hit.
-  * Your death count is now 120 seconds.+  * 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 [[:​general_skills#​survivalist|Survivalist]] skill
  
 ====Lv3==== ====Lv3====
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   * Regain all your hits.   * Regain all your hits.
   * +1 essence. ​   * +1 essence. ​
-  * +hits.  +  * +hits.  
-  * You death count is now 240 seconds.+  * You death count is now 120 seconds.
   * In addition, gain the following Downtime ability: ​   * In addition, gain the following Downtime ability: ​
   * Nominate a goal or objective.   * Nominate a goal or objective.
   * You spend a prolonged period of time pursuing the perfection of yourself as you contemplate this goal.   * 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. ​   * 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 [[:​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.
 +====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==== ====Lv5====
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   * Regain all your hits.   * Regain all your hits.
   * +1 essence.   * +1 essence.
-  * +hits.  +  * +hits.  
-  * Your death count is now 480 seconds. ​+  * 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.1507117592.txt.gz · Last modified: 2017/10/04 11:46 by gm_seb