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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======
- 
 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 realityand 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 planeimproving your ability ​to cast spells
-  * Furthermoreyou 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.
planeweaver.txt · Last modified: 2017/10/04 10:16 by gm_seb