Difference between revisions of "Journey: Disciplines"
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'''[[#Destruction|Destruction]]:''' Wreak havoc on creatures, objects, and terrain. | '''[[#Destruction|Destruction]]:''' Wreak havoc on creatures, objects, and terrain. | ||
'''Fire:''' Produce and manipulate fire. | '''Fire:''' Produce and manipulate fire. | ||
+ | '''[[#Lightning|Lightning]]:''' Produce and manipulate electrical effects. | ||
'''[[#Mana|Mana]]:''' Use magic to produce a variety of effects. | '''[[#Mana|Mana]]:''' Use magic to produce a variety of effects. | ||
'''[[#Metal|Metal]]:''' Manipulate, shape, and interact with metal. | '''[[#Metal|Metal]]:''' Manipulate, shape, and interact with metal. | ||
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+ | <div id="Lightning"> | ||
+ | {|class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" | ||
+ | ! style="background:#FCD116;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Lightning</font></div> | ||
+ | |-style="background:white;" align="left" | ||
+ | |'''[Lightning] Blast:''' Create a blast of lightning energy. | ||
+ | |-align="left" | ||
+ | |'''Blind:''' Blind a creature. | ||
+ | |-align="left" | ||
+ | |'''Bolt:''' Produce a bolt of lightning. | ||
+ | |-align="left" | ||
+ | |'''Control Weather:''' Control the weather. | ||
+ | |-align="left" | ||
+ | |'''En-[Lightning]:''' Imbue a weapon with lightning. | ||
+ | |-align="left" | ||
+ | |'''Hold:''' Immobilize a creature. | ||
+ | |-align="left" | ||
+ | |'''Null [Lightning]:''' Provide resistance to lightning. | ||
+ | |-align="left" | ||
+ | |'''Overload:''' Deal damage to mechanical creatures. | ||
+ | |-align="left" | ||
+ | |'''Shatter:''' Cause a crystalline object to shatter. | ||
+ | |-align="left" | ||
+ | |'''[Lightning] Shock:''' Use lightning to shock a creature. | ||
+ | |-align="left" | ||
+ | |'''Stun:''' Stun a creature. | ||
+ | |-align="left" | ||
+ | |'''[Blind/Hold/Stun] Ward:''' Provide resistance to blind, hold, or stun ailments. | ||
+ | |} | ||
+ | </div> | ||
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<div id="Mana"> | <div id="Mana"> | ||
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<div id="Travel"> | <div id="Travel"> |
Revision as of 20:06, 23 February 2009
Here's where we talk about disciplines.
Disciplines
All specials are divided into a variety of disciplines, specific applications of power. For each particular type of special (magic, divine, psionics, etc), there is a unique special, which all users of that force have access to; all other disciplines can be accessed by any force, though doing so requires a higher level of skill.
Every special listed in a discipline is a skill in its own right, and as such has a dice pool. Specials derive their base dice pool from a specific skill that is dependent upon the user and the force it is being used as; for instance, using the Special: Wall as a spell uses the Skill: Spellcraft as its base dice pool, whereas using it as a prayer uses the Skill: Litany as the base dice pool.
Discipline Format
Each discipline has its own nifty little box.
Some specials listed under a discipline may have a term in []'s after or before it, such as [Status] Ward. This means that the special is variable and can be used for a variety of things, and that other disciplines may have something such as Confusion Ward, which will link to the same special, but have the restriction that it function only for the Confusion ailment (for this example).
Discipline List
Affliction: Inflict various status ailments on creatures. Barrier: Protect creatures or areas against various effects. Destruction: Wreak havoc on creatures, objects, and terrain. Fire: Produce and manipulate fire. Lightning: Produce and manipulate electrical effects. Mana: Use magic to produce a variety of effects. Metal: Manipulate, shape, and interact with metal. Primal: Use the power of nature to produce a variety of effects. Psychic: Use the power of your mind to produce a variety of effects. Travel: Make traveling easier and faster. Soul: Call upon the souls of creatures to produce a variety of effects.
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Specials Descriptions
ADDLE
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Disciplines: Affliction | ||||||||
Prerequisites: Any two Affliction specials at Rank 3 | ||||||||
XP Cost/Rank: 5 + 5/rank | ||||||||
Token Cost: 8 + 4/rank | ||||||||
Action Cost: Long | ||||||||
Range: 30 ft | ||||||||
Target: One creature | ||||||||
Duration: 15+ ticks | ||||||||
Avoid: Mettle | ||||||||
You addle the target's mind, causing them to forget their abilities for a short time. | ||||||||
Make a skill check with this special. The target is unable to use any skills or specials with a rank lower than the result. | ||||||||
This effect's duration is extended by the amount by which the target failed to avoid it. | ||||||||
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DEBARRIER
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Disciplines: Barrier, Destruction | ||||||||||||
Prerequisites: Barrier - Any two Barrier specials at Rank 3, Destruction - Any three Destruction specials at Rank 3 | ||||||||||||
XP Cost/Rank: 4 + 3/rank | ||||||||||||
Token Cost: 4 + 2/rank | ||||||||||||
Action Cost: Medium | ||||||||||||
Range: 30 ft | ||||||||||||
Area: One square | ||||||||||||
Duration: Instantaneous | ||||||||||||
Avoid: None (see text) | ||||||||||||
Using your knowledge of protection effects, you attempt to weave an effect to negate their presence. | ||||||||||||
Make a skill check with this special. Any Barrier effects whose target is in the affected area, or any free-standing effect created by a Barrier special that occupies the square in whole or in part, with a Potency equal to or lower than your check result immediately end. | ||||||||||||
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PROTECT
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Disciplines: Barrier, Soul | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 3 + 2/rank | ||||||||
Action Cost: Medium | ||||||||
Range: 30 ft | ||||||||
Target: One creature | ||||||||
Duration: 15 ticks | ||||||||
Avoid: None (Beneficial) | ||||||||
You protect the target with a barrier that lessens the impact of physical blows. | ||||||||
The target gains a bonus to its DM equal to a basic skill check with this special. When this DM has absorbed damage equal to this effect's Potency, this effect ends. | ||||||||
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REFLECT [Force]
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Disciplines: Barrier | ||||||||||
Prerequisites: Any two Barrier specials at Rank 2 | ||||||||||
XP Cost/Rank: 3 + 2/rank | ||||||||||
Token Cost: 3 + 3/rank | ||||||||||
Action Cost: Short | ||||||||||
Range: 20 ft | ||||||||||
Target: One creature | ||||||||||
Duration: 10 ticks | ||||||||||
Avoid: None (Beneficial) | ||||||||||
You construct an intricate lattice of energy around the target, causing certain kinds of effects to be reflected. | ||||||||||
When you use this special, you must declare one Force (magic, psionics, etc) that it reflects. Note that some disciplines may require you to specify a specific Force. | ||||||||||
Whenever the target of this special is affected by a special of the chosen type, that effect's Potency is compared to this effect's Potency. If this effect's Potency is higher than the effect's Potency, the effect is reflected back at its origin: the effect's target becomes the origin, and it's effective rank is reduced by the rank of this effect, to a minimum of 1. | ||||||||||
An effect can be reflected only once. | ||||||||||
If the target of this effect attempts to use a special on herself that is of the specified type, and the effect is reflected, it is reflected to the nearest legal target within range of the effect; if no such target exists, the effect fails. | ||||||||||
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SEAL
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Disciplines: Barrier, Mana | ||||||||||||||||
XP Cost/Rank: 2 + 1/rank | ||||||||||||||||
Token Cost: 2 + 2/rank | ||||||||||||||||
Action Cost: Full | ||||||||||||||||
Range: Touch | ||||||||||||||||
Target: One door or similar portal | ||||||||||||||||
Duration: 5 minutes | ||||||||||||||||
Avoid: None | ||||||||||||||||
You seal a doorway with energy, preventing it from being opened easily. | ||||||||||||||||
You can affect an opening that occupies up to 1 square per rank. So long as the edges of the area you choose to affect share an edge with a wall or similar physical object, and the opening is occupied with a door or similar object (open or closed), you can place this effect there. | ||||||||||||||||
The affected opening becomes sealed, and cannot be passed through, the door or similar obstruction slamming shut and cannot be opened normally. A creature attempting to pass through the seal must make a Strength check opposed by this effect's Potency; success allows the creature to open the door and end the seal. | ||||||||||||||||
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SHELL
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Disciplines: Barrier | ||||||||
XP Cost/Rank: 3 + 2/rank | ||||||||
Token Cost: 3 + 3/rank | ||||||||
Action Cost: Medium | ||||||||
Range: 30 ft | ||||||||
Target: One creature | ||||||||
Duration: 15 ticks | ||||||||
Avoid: None (Beneficial) | ||||||||
You protect the target with a barrier that lessens the impact of energy effects. | ||||||||
Whenever the target would take resistance to all energy damage equal to a basic skill check with this special. When this resistance has absorbed damage equal to this effect's Potency, this effect ends. | ||||||||
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