Fate Domain: Difference between revisions

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'''Domain Power:''' Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again. Any hostile ability that grants dodge reduction against you has it's Dodge Reduction reduced by Rank.
'''Domain Power:''' Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again. Any hostile ability that grants Ignore Dodge against you has it's Ignore Dodge amount reduced by Rank.


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Revision as of 16:27, 7 May 2015

Domain Power: Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again. Any hostile ability that grants Ignore Dodge against you has it's Ignore Dodge amount reduced by Rank.

Seer of Fate
Rank Power Description
1 Sense Fated Active: Sense the proximity of Fated around you.
2 Fated Proximity Passive: Gain a +2 to Initiative if within Rank x 10 yards of another Fated.
Active: Once per day, improve your place in the initiative order to that of another Fated within Rank x 10 yards.
3 Precognition Active: The player can query the StoryTeller to determine if unknown information not available to the character would make an action result in Positive, Neutral, or Negative consequences.
4 Predictive Reaction Active: Reactively Gain a Fate bonus to defense equal to rank for 1 round. Applies against all physical attacks and AoE spell attacks. Does not apply to pattern spell attacks.
5 Destined to Live Active: Once per day, if incoming damage would reduce you to negative health, the damage from that specific attack does not occur. May be activated as a reactive free action. Costs 1 Story Point.
Weaver of Fate
Rank Power Description
1
2 Whispers of Fate Brush the threads of Fate with your fingers to prompt someone to make a different choice. The choice must be one that the target might reasonably choose to take and must be approved by the StoryTeller. The StoryTeller may optionally choose to provide a fixed list of possible choices for you to pick from. This functions as if it is a Diplomacy roll using the spell roll instead, however this is not an actual diplomacy attempt and may not contain reasoning or debate. This may not be used against any target involved in the strain of combat.
3 Shielded Thread Passive: +Rank Fate bonus against Slay effects. Consumes mana each time it is triggered.
4 The Other Path Once per encounter, reactively change a target's movement action to arrive at a different destination point. Must succeed on a spell roll opposed by Mental Defense. The total distance moved must remain the same, and the new movement action choice must be a choice that the target could have reasonably chosen to make instead. The StoryTeller must approve of the new choice, and may make a standard action as if it never happened. In such a case, the target still retains the ability to take a different standard action from their new location. The StoryTeller may optionally choose to provide a fixed list of possible movement actions for you to pick from. This ability may be activated after the target's movement action and before or after the target's standard action, but must be used before anyone else takes an action. If the action is completed and initiative moves on, what has happened has already been woven into the weave of Fate and may not be changed.
5 Destined to Die Attempt to cut the strand of fate connected to a target. This functions as a Slay. The effect is repeated once per round for a total of 3 rounds, gaining a +1 Fate bonus for each round after the first. Costs 1 Story Point.
Walker of Fate
Rank Power Description
1 Mend Thread Achieving a critical success on any rolled action grants Mend Thread, which may be consumed to negate the additional ill effects of a critical failure within this game session or the next. This does not negate the failure, it just makes a critical failure into a normal failure. You may not carry more than 1 Mend Thread effect at a time. This may be used on another Fated's critical failure within range. Mend Thread effects expire after 24 hours.
2 Thread Step Achieving a critical success on any rolled action now may alternately grant Thread Step, which may be consumed to grant one of the following:
  • + Rank increase to initiative for the rest of the encounter, usable only once per encounter
  • + 2 increase to speed for Rank rounds

You may not carry more than 1 Thread Step effect at a time. 1 Mana. Mana cost is paid at the time Thread Step is gained. Thread Step effects expire after 24 hours.

3
4 Bend Thread When a Fated within Rank x 10 yards uses a Story Point, you gain one Bend Thread effect, which may be consumed in the same was as Story Dice. A maximum of 3 Bend Thread effects may be held at a time. 3 Mana, mana cost is paid when Bend Thread effect is gained. Bend Thread effects expire after 24 hours.
5