Difference between revisions of "Journey: Disciplines"
GnomeWorks (Talk | contribs) |
GnomeWorks (Talk | contribs) |
||
Line 99: | Line 99: | ||
|'''Wall:''' Erect a physical barrier. | |'''Wall:''' Erect a physical barrier. | ||
|-align="left" | |-align="left" | ||
− | |'''[Status] Ward:''' Provide resistance to a status ailment. | + | |'''[[#Status_Ward|[Status] Ward]]:''' Provide resistance to a status ailment. |
|} | |} | ||
</div> | </div> | ||
Line 201: | Line 201: | ||
|'''Summon [Angel]:''' Summon an angel to assist you. | |'''Summon [Angel]:''' Summon an angel to assist you. | ||
|-align="left" | |-align="left" | ||
− | |'''[Doom] Ward:''' Provide resistance to the doom ailment. | + | |'''[[#Status_Ward|[Doom] Ward]]:''' Provide resistance to the doom ailment. |
|} | |} | ||
</div> | </div> | ||
Line 235: | Line 235: | ||
|'''Stun:''' Stun a creature. | |'''Stun:''' Stun a creature. | ||
|-align="left" | |-align="left" | ||
− | |'''[Blind/Hold/Stun] Ward:''' Provide resistance to blind, hold, or stun ailments. | + | |'''[[#Status_Ward|[Blind/Hold/Stun] Ward]]:''' Provide resistance to blind, hold, or stun ailments. |
|} | |} | ||
</div> | </div> | ||
Line 871: | Line 871: | ||
|-align="left" | |-align="left" | ||
| '''Shellara:''' When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature. || <div style="margin-left:10px;">Rank 3 [1d6]</div> | | '''Shellara:''' When you use this special, you may increase its token cost by 1/rank. If you do, you can target an additional creature in range. You can take this upgrade multiple times; each time you do, you may choose to increase the token cost by an additional 1 token/rank, and target one additional creature. || <div style="margin-left:10px;">Rank 3 [1d6]</div> | ||
+ | |} | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | | ||
+ | |||
+ | <div id="Status_Ward"> | ||
+ | {|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" | ||
+ | ! style="background:#00688B;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">[Status] WARD</font></div> | ||
+ | |-style="background:white;" align="left" | ||
+ | |'''Disciplines:''' [[#Barrier|Barrier]], [[#Holy|Holy]], [[#Lightning|Lightning]] | ||
+ | |- align="left" | ||
+ | |'''XP Cost/Rank:''' 2 + 2/rank | ||
+ | |- align="left" | ||
+ | |'''Token Cost:''' 2 + 1/rank | ||
+ | |- align="left" | ||
+ | |'''Action Cost:''' Short (Mental) | ||
+ | |- align="left" | ||
+ | |'''Range:''' 30 ft | ||
+ | |- align="left" | ||
+ | |'''Target:''' One creature | ||
+ | |- align="left" | ||
+ | |'''Duration:''' 15 ticks | ||
+ | |- align="left" | ||
+ | |'''Avoid:''' None (Beneficial) | ||
+ | |-align="left" | ||
+ | |''You use your power to protect the creature from a specific status ailment.'' | ||
+ | |-align="left" | ||
+ | |When you use this special, you must declare one status ailment (Blind, Stun, etc) that it wards against. Note that some disciplines may require you to specify a specific status. | ||
+ | |-align="left" | ||
+ | |Make a basic skill check with this special. For the duration of this effect, the target gets a bonus to any checks made to avoid the chosen status ailment. | ||
+ | |- | ||
+ | | | ||
+ | |-align="center" | ||
+ | | | ||
+ | {|width="95%" | ||
+ | ! width="80%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Upgrades'''</div> | ||
+ | ! width="20%" align="left" style="background:#B0E2FF;"|<div style="margin-left:0px;">'''Prerequisites'''</div> | ||
+ | |-align="left" | ||
+ | | '''Range:''' The range of this spell increases by 5 feet. You can take this upgrade multiple times. || <div style="margin-left:10px;">None.</div> | ||
+ | |-align="left" | ||
+ | | '''Duration:''' The duration of this spell increases by 5 ticks. You can take this upgrade multiple times. || <div style="margin-left:10px;">None.</div> | ||
|} | |} | ||
|} | |} |
Revision as of 13:28, 22 March 2009
Here's where we talk about disciplines.
Contents
[hide]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).
Selectors
The terms found in brackets are called selectors. Here we'll keep a running list of what they are and what you can select through them.
- Energy: Arcane, Fire, Holy, Ice, Lightning, Psychic
- Force: Magic, Psionics, Technology, Divine, Nature, Void, Time, Blue, Chaos
- Creature: Angel, Demon, Mechanical, Undead
- Status (Harmful): Addle, Blind, Burn, Confusion, Doom, Fear, Fury, Hold, Mute, Petrify, Poison, Sleep, Stun, Virus
- Status (Beneficial): Brave, Bubble, Faith, Protect, Reflect, Shell
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. Holy: Invoke and manipulate holy energy. 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. Restoration: Heal creatures. Soul: Call upon the souls of creatures to produce a variety of effects.
|
| |||||||||||||||||||||||||||
|
| |||||||||||||||||||||||||||
|
| |||||||||||||||||||||||||||
|
| |||||||||||||||||||||||||||
|
| |||||||||||||||||||||||||||
|
|
Specials Descriptions
ADDLE
| ||||||||
---|---|---|---|---|---|---|---|---|
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. | ||||||||
|
[Energy] BOLT
| ||||||||
---|---|---|---|---|---|---|---|---|
Disciplines: Fire, Holy, Lightning, Mana | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 2 + 1/rank | ||||||||
Action Cost: Medium | ||||||||
Range: 30 feet | ||||||||
Target: One creature | ||||||||
Duration: Instant | ||||||||
Avoid: Dodge negates | ||||||||
You concentrate energy into a focal point, and hurl it at a creature. | ||||||||
When you use this special, you must determine what energy type you imbue the weapon with (fire, ice, lightning, etc). Note that some disciplines may dictate the energy types you can choose. | ||||||||
Make a skill check for this special, opposed by the target's Dodge skill. If you win the opposed roll, you deal energy damage to your target equal to a basic skill check with this special. | ||||||||
|
CURE
| ||||||||
---|---|---|---|---|---|---|---|---|
Disciplines: Restoration, Soul | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 2 + 2/rank | ||||||||
Action Cost: Medium | ||||||||
Range: 20 ft | ||||||||
Target: One creature | ||||||||
Duration: Instantaneous | ||||||||
Avoid: None (see text) | ||||||||
Using the power of your force, you restore a creature's ability to carry on. | ||||||||
Make a basic skill check with this special. The target regains hit points equal to your result; a creature cannot be brought to higher than its maximum hit points with this special. | ||||||||
This special is incapable of healing wound tokens or trauma tokens. | ||||||||
|
DEBARRIER
| ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 (Mental) | ||||||||||||
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. | ||||||||||||
|
DIARA
| ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Disciplines: Holy, Soul | ||||||||||
XP Cost/Rank: 3 + 2/rank | ||||||||||
Token Cost: 1 + 1/rank | ||||||||||
Action Cost: Medium (Mental) | ||||||||||
Range: 30 ft | ||||||||||
Target: One undead creature | ||||||||||
Duration: Instantaneous | ||||||||||
Avoid: Conviction half | ||||||||||
With a firm command, you channel power to disrupt the walking dead. | ||||||||||
Make a skill check for this special, opposed by the target's Conviction trait. If the target fails the opposed roll, you deal holy damage to the creature equal to a basic skill check with this special; if the target makes it, it takes half damage (rounded down). | ||||||||||
|
EN-[Energy]
| ||||||||
---|---|---|---|---|---|---|---|---|
Disciplines: Fire, Lightning | ||||||||
XP Cost/Rank: 2 + 2/rank | ||||||||
Token Cost: 2 + 1/rank | ||||||||
Action Cost: Medium | ||||||||
Range: Touch | ||||||||
Target: One weapon | ||||||||
Duration: 15 ticks | ||||||||
Avoid: None (Beneficial) | ||||||||
You weave elemental energy around a weapon, allowing it to benefit from that element. | ||||||||
When you use this special, you must determine what energy type you imbue the weapon with (fire, ice, lightning, etc). Note that some disciplines may dictate the energy types you can choose. | ||||||||
For the duration of this effect, the weapon deals additional damage equal to your base dice pool for this special (that is, if you have this special at rank 3, the weapon deals an additional 1d6 damage). This additional damage is of the energy type you chose when you used this special. | ||||||||
|
PROTECT
| ||||||||
---|---|---|---|---|---|---|---|---|
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. | ||||||||
|
REFLECT [Force]
| ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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. | ||||||||||
|
SEAL
| ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | ||||||||||||||||
|
SHELL
| ||||||||
---|---|---|---|---|---|---|---|---|
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. | ||||||||
|
[Status] WARD
| ||||||
---|---|---|---|---|---|---|
Disciplines: Barrier, Holy, Lightning | ||||||
XP Cost/Rank: 2 + 2/rank | ||||||
Token Cost: 2 + 1/rank | ||||||
Action Cost: Short (Mental) | ||||||
Range: 30 ft | ||||||
Target: One creature | ||||||
Duration: 15 ticks | ||||||
Avoid: None (Beneficial) | ||||||
You use your power to protect the creature from a specific status ailment. | ||||||
When you use this special, you must declare one status ailment (Blind, Stun, etc) that it wards against. Note that some disciplines may require you to specify a specific status. | ||||||
Make a basic skill check with this special. For the duration of this effect, the target gets a bonus to any checks made to avoid the chosen status ailment. | ||||||
|