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Perfection

Class Feature: Powered by Perfection

  • All spells cost one Essence.
  • Gain two Essence.
  • Essence is restored between encounters.

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.
  • For each weaver collaborating in this way, add one black bead to the bead bag.
  • Weavers of opposing planes (Conflict ↔ Connection; Erosion ↔ Perfection) cannot collaborate.

Spells

Level 1

Cast off Erosion's Shackles
Glimpse of Perfection
  • You show others a glimpse of the perfect world.
  • You may call MASS FEAR.
Perfect the Space
  • Once per encounter, with 30s concentration: you may perfect your immediate surroundings by moving things to their perfect place and refining their nature.
  • You gain a DODGE against every monster as the space disorientates them but lends you a superlative grace.

Level 2

Essential Nature
  • You may attempt to divine the essential nature of an object or natural thing.
  • This requires you to be touching the object but you may then ask the GM what single thing most defines it.
Comprehension of Peril
  • When you take any amount of damage from a single source you may choose to convert it into a STUN.
  • You may also convert any call you take into a QUAD instead.
Golden Chorus
  • You summon a chorus from the plane of perfection talking of things just beyond comprehension.
  • You may call STUN 60 against a target as they are enraptured by the song.

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 imperfection is also removed.
Cast out of Time's Flow

Level 4

Defy Entropy
Judgement
  • Few things are held in higher regard within perfection than the law and all things not perfected are guilty.
  • Nominate a target:
  • Declare one specific action they cannot take, in the form: “ABJURATION (Action they cannot take)”.
  • This act must declare both a specific action and a specific target. i.e. “Stay away from that book of poetry” counts, “Stay away from all books” would not.
  • If they break this ABJURATION you must call Dec upon them.
  • If this ABJURATION is something that only they can judge, they must call Dec upon themselves when appropriate.

Level 5

Cares Fall Away
  • Mundane cares fall away as you approach perfection.
  • During this time you may not make offensive calls.
  • For the next 20s you may call IMMUNE to all damage.
  • Immediately afterwards, you take an unavoidable BREAK as you fall deliriously from grace.
Seclusion
  • Take a STASIS 15;
  • You may then call HEAL 12 on yourself.

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 120 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.

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.

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.
  • +2 hits.
  • You death count is now 240 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.

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.

Lv4

Duality of Mind

Pre-req: Familiar

  • Gain one MENTAL 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.
  • +3 hits.
  • Your death count is now 480 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.1511393237.txt.gz · Last modified: 2017/11/22 23:27 by gm_seb