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planeweaver

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Plane Weaver

Certain individuals have the ability to interact with the congruent planes, drawing them momentarily closer and twisting the nature of reality.

Powered By

Connection

  • Connection is powered by forging connections between people and things.
  • Connection spells have a cast time and/or role-playing requirements.

Clarity

  • Clarity is all about comprehending reality and oneself.
  • Clarity spells cost psyche hits and/or have role playing requirements.

Conflict

  • Conflict is all about struggle and opposition.
  • Conflict weavers gather power by hurting people before they cast their spells.

Erosion

  • Erosion is all about time and the inevitable unmaking of all things.
  • Erosion spells cost the caster their life force.

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 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.
  • 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.
  • A white bead indicates success.
  • A black bead indicates failure.
  • The number of red beads determine the magnitude of the success or 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.

Novice Ritualist

  • Once per adventure, you can attempt to perform rituals of minor power.
  • These begin at 5 red beads.

Journeyman Ritualist

  • Once per adventure, you can attempt to perform rituals of moderate power.
  • These begin at 10 red beads.

Master Ritualist

  • Once per adventure, you can attempt to perform rituals of major power.
  • These begin at 20 red beads.

Ritual Chamber (Downtime)

  • You can perform one level of ritual that you know during downtime.

Reckless Ritualist

  • You may add one black bead to the ritual to add ten red beads.

Subvert the Nature

  • You may attempt rituals which subvert rather than enforce the nature of your plane.
  • 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.
  • Furthermore, you add an additional black bead to the ritual.

Planar Lore

  • You understand the nature of your own plane well.
  • You can generally guess what may be going on with one of the other planes.

Lore Master

  • You understand the nature of all of the planes and their interaction with the mundane world.

Assumption

  • Once per adventure, you may, with a short rest, find a point that lets you travel physically to your plane.
  • You may, if you wish, take your party with you.
planeweaver.1505864108.txt.gz · Last modified: 2017/09/19 23:35 by gm_matthew