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planeweaver [2017/09/19 23:35] gm_matthew created |
planeweaver [2017/10/01 11:17] gm_seb |
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======Plane Weaver====== | ======Plane Weaver====== | ||
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Certain individuals have the ability to interact with the congruent planes, drawing them momentarily closer and twisting the nature of reality. | Certain individuals have the ability to interact with the congruent planes, drawing them momentarily closer and twisting the nature of reality. | ||
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* Connection is powered by forging connections between people and things. | * Connection is powered by forging connections between people and things. | ||
* Connection spells have a cast time and/or role-playing requirements. | * Connection spells have a cast time and/or role-playing requirements. | ||
- | ====Clarity==== | + | ====Perfection==== |
- | * Clarity is all about comprehending reality and oneself. | + | * Perfection is all about the pursuit of perfection, comprehending reality, and oneself. |
- | * Clarity spells cost psyche hits and/or have role playing requirements. | + | * Perfection spells cost psyche hits and/or have role playing requirements. |
====Conflict==== | ====Conflict==== | ||
* Conflict is all about struggle and opposition. | * Conflict is all about struggle and opposition. | ||
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====Erosion==== | ====Erosion==== | ||
* Erosion is all about time and the inevitable unmaking of all things. | * Erosion is all about time and the inevitable unmaking of all things. | ||
- | * Erosion spells cost the caster their life force. | + | * Erosion spells cost the caster time. |
- | + | ||
- | =====General Skills===== | + | |
- | + | ||
- | ===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. | + | |
- | + | ||
- | ===Greater Plane Sight=== | + | |
- | * You gain additional insight based upon the plane with which you are aligned. | + | |
- | + | ||
- | ==Connection== | + | |
- | * The world you see if overlayed with glimmering threads running between everything before you. | + | |
- | * Through practise you have learnt to divine meaning from these threads and you may ask what sort of connection two people or things have. | + | |
- | + | ||
- | ==Clarity== | + | |
- | * Runes swirl though the world explaining it as though annotated by a human hand. | + | |
- | * You can at GM discretion tell things about objects or people just by looking at them. | + | |
- | + | ||
- | ==Conflict== | + | |
- | * You can see conflict swirling around those you meet like a growing storm. | + | |
- | * You can sense killing intent and can ask if anyone in the encounter means you imminent harm. | + | |
- | * You are IMMUNE to BACKSTAB. | + | |
- | + | ||
- | ==Erosion== | + | |
- | * Your vision is overlayed with a world in which everything crumbles away. | + | |
- | * This allows you to distinguish the weakest points of everything you see. | + | |
- | + | ||
- | + | ||
- | ====Familiar Skills==== | + | |
- | ===Familiar=== | + | |
- | * You have formed a bond with a being native to your plane. | + | |
- | * They are a sentient intelligent creature whom only those with plane-sight can see or talk to. | + | |
- | * They cannot normally interact with the material world but they can strengthen your spirit: | + | |
- | * Gain an additional psyche hit. | + | |
- | + | ||
- | ===Channel Power=== | + | |
- | Your familiar strengthens your connection to this plane, improving your ability to cast spells. | + | |
- | + | ||
- | * **Connection:** The familiar grants an additional spell use per encounter. | + | |
- | * **Conflict:** The familiar counts as a valid target for argument. | + | |
- | * **Clarity:** Your familiar grants you one psyche per encounter for casting spells. | + | |
- | * **Erosion:** Your familiar can absorb 2 hits worth of spellcasting damage per encounter. | + | |
- | + | ||
- | ===Shared Knowledge=== | + | |
- | * You familiar is able to give helpful knowledge on a topic upon which it has expertise. | + | |
- | * Pick a knowledge skill which your familiar is an expert in and gain the effects of this knowledge skill yourself. | + | |
- | * When travelling in your plane, you and your party gain one DODGE. | + | |
- | + | ||
- | ===Duality of Mind=== | + | |
- | * Gain one RESIST to a mental call per encounter. | + | |
- | + | ||
- | ===Draw forth the power=== | + | |
- | * Your Familiar is able to boost the power of your rituals. | + | |
- | * You gain an additional two red beads for minor rituals, four for major rituals, and eight for master rituals. | + | |
- | + | ||
- | ===Balance the power=== | + | |
- | * You gain one extra white bead in any ritual. | + | |
====Rituals==== | ====Rituals==== | ||
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* The ritualist will specify an outcome they hope to attain by peforming the ritual. | * 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. | * A bead bag is used. By default, the bag contains two white and one black bead. | ||
- | * A number of red beads will be added to the bag based on the power of the ritual. | ||
* Then, the ritualist must draw beads from the bag until they draw a white or 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 white bead indicates success. | ||
* A black bead indicates failure. | * A black bead indicates failure. | ||
- | * The number of red beads determine the magnitude of the success or failure. | ||
==Collaboration== | ==Collaboration== | ||
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* Each weaver must be performing a ritual of the same level. | * 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. | * 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. | ||
- | ===Novice Ritualist=== | + | =====Plane Weaver Skills===== |
- | * Once per adventure, you can attempt to perform rituals of minor power. | + | All Plane Weavers may purchase these skills. |
- | * These begin at 5 red beads. | + | |
- | ===Journeyman Ritualist=== | + | ====Lv1==== |
- | * Once per adventure, you can attempt to perform rituals of moderate power. | + | ===Plane Sight=== |
- | * These begin at 10 red beads. | + | * 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. | ||
- | ===Master Ritualist=== | + | ===Familiar=== |
- | * Once per adventure, you can attempt to perform rituals of major power. | + | //Req: Plane Sight// |
- | * These begin at 20 red beads. | + | |
- | ===Ritual Chamber (Downtime)=== | + | * You have formed a bond with a being native to your plane. |
- | * You can perform one level of ritual that you know during downtime. | + | * 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: | ||
+ | * Gain an additional psyche hit. | ||
- | ===Reckless Ritualist=== | + | ===Nascent Ritualist=== |
- | * You may add one black bead to the ritual to add ten red beads. | + | * Once per adventure, you can attempt to perform rituals of minor power. |
+ | ====Lv2==== | ||
- | ===Subvert the Nature=== | + | ===Channel Power=== |
- | * You may attempt rituals which subvert rather than enforce the nature of your plane. | + | //Pre-req: Familiar// |
- | * For example, you could use a connection ritual to tear asunder connections or an erosion ritual to freeze the flow of time within an area. | + | |
- | * This is not without considerable risk. | + | |
- | * When subverting, you cannot use Familiar skills that affect ritual casting. | + | Your familiar strengthens your connection to this plane, improving your ability to cast spells. |
- | * Furthermore, you add an additional black bead to the ritual. | + | |
+ | * **Connection:** The familiar grants an additional charge per encounter. | ||
+ | * **Conflict:** The familiar counts as a valid target for argument. | ||
+ | * **Clarity:** Your familiar grants you one psyche per encounter for casting spells. | ||
+ | * **Erosion:** Your familiar can concentrate for you. Once per encounter, when you would lose concentration: do not lose concentration. | ||
+ | |||
+ | ===Ritual Chamber (Downtime)=== | ||
+ | * As a Downtime action: you can perform a ritual of a power level you have mastered. | ||
+ | |||
===Planar Lore=== | ===Planar Lore=== | ||
* You understand the nature of your own plane well. | * You understand the nature of your own plane well. | ||
- | * You can generally guess what may be going on with one of the other planes. | + | * If you ever find yourself there you gain all the benefits of the [[:general_skills#survivalist|Survivalist]] skill. |
- | ===Lore Master=== | + | ====Lv3==== |
+ | ===Shared Knowledge=== | ||
+ | * You familiar is able to give helpful knowledge on a topic upon which it has expertise. | ||
+ | * Pick a subject 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 MENTAL RESIST per encounter. | ||
+ | ===Master Weaver=== | ||
* You understand the nature of all of the planes and their interaction with the mundane world. | * 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=== | ===Assumption=== | ||
- | * Once per adventure, you may, with a short rest, find a point that lets you travel physically to your plane. | + | //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. | * You may, if you wish, take your party with you. | ||
+ | * Alternatively you may attempt to permanently merge the local region with your plane. |