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'''Domain Power:''' Threads of Fate
'''Domain Power:''' Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again.
The channeller may carry fragments of the weave of Fate, called Threads of Fate, as an additional resource to use within this Domain. A maximum of Rank Threads of Fate may be held at any one time, and Threads of Fate exist for 1 hour after being gained before fading away. Threads of Fate may be gained in two ways:
* Spend up to Rank mana as a Standard Action to gain 1 Thread of Fate per mana spent.
* If the channeller has no Threads of Fate currently, then gain a Thread of Fate on any Critical Success roll (5 or more successes) as a Free Action.


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!Description
!Description
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| 1 || Sense Fated || While concentrating, the channeller may sense the approximate direction, distance, and power of all Fated beings within Rank x 10 yards. Targets may attempt to conceal their power level which would be an opposed roll vs. their Magic Resistance.
| 1 || Sense Fated || When encountering a Fated or Ascendant the channeller is aware of the nature of the target and the general power. Targets may attempt to conceal their power level which would be an opposed roll vs. their Resistance.
 
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 or more Threads of Fate to gain a Fate bonus to Perception rolls to spot Fated not already seen. Gain +1 bonus for each Thread consumed.
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| 2 || Fated Proximity || The channeller may now also gain a Thread of Fate as a Free Action if another Fated within Rank x 10 yards rolls a higher initiative. Only 1 such Thread may be gained per encounter, regardless of how many Fated roll a higher initiative
| 2 || Fated Proximity || Passive: Gain a +2 to Initiative if within Rank x 10 yards of another Fated. <br> Active: Once per day, improve your place in the initiative order to that of another Fated within Rank x 10 yards.
 
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 or more Threads of Fate to change relative position in the Initiative order up or down by 1 for each Thread consumed.
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| 3 || Precognition || Threads of Fate may be re-actively consumed for additional effects:
| 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.
* Consume 1 or more Threads of Fate to query the Storyteller to determine if unknown information not available to the channeller would make their action or another Fate's action result in Positive, Neutral, Negative, or Mixed consequences. This result is subjective, but should generally not be twisted. 1 action may be queried in this manner for each Thread consumed.
* Consume 1 Thread of Fate to re-roll a Perception roll.
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| 4 || Predictive Reaction || The channeller may now also gain a Thread of Fate as a Free Action when a 2nd hostile Fated targets the channeller with an attack in the same round. Area of effect attacks, untargeted attacks, accidental events, and other attacks not made specifically against the channeller are not eligible as triggering events to count as the 1st or 2nd attacks. The channeller must be specifically targeted, and the Thread of Fate is gained on the 2nd such attack each round. The Thread of Fate is gained regardless of whether or not either eligible attack succeeds in dealing damage to the channeller. Subsequent attacks each round are not eligible, regardless of how the attack manifests.
| 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.
 
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 or More Threads of Fate to gain a Fate bonus to defense for 1 round. Applies against all physical attacks and AoE spell attacks. Does not apply to pattern spell attacks. Gain a +1 bonus for each Thread consumed.
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| 5 || Destined to Live || Threads of Fate may be re-actively consumed for additional effects:
| 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.
* Once per Day, if incoming damage would reduce the channeller to negative health, consume 5 Threads of Fate or 1 Story Point to negate all damage from that specific attack. This does not change the number of successes, and does not count as striking a defense. The weave of Fate has been altered so that the damage simply has no longer occurred.
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!Description
!Description
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| 1 || Fate's Aura || The channeller may now also gain a Thread of Fate as a Free Action when they or a Fated within Rank x 10 yards uses a Story Point.
| 1 || Fate's Aura || Up to Rank non-Fated within Rank x 10 yards gain a Fate bonus to all rolls. The player may choose which non-Fated receive the bonus, and may cancel the aura.
 
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 Thread of Fate to transfer the channeller's Fated aura to a non-Fated for 1 round
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| 2 || Fate's Whisper || Threads of Fate may be re-actively consumed for additional effects:
| 2 || Fate's Whisper || 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.
* Consume 1 Threads of Fate to prompt a target non-Fated 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.
* Consume 2 Threads of Fate to prompt a target Fated to make a different choice. This functions with the same rules as above.
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| 3 || Fate's Decision || The channeller may now also gain a Thread of Fate as a Free Action when any Fated within Rank x 10 yards completes any Ritual.
| 3 || Fate's Decision || Make the target's last decision Fateful for them. Within 1 round of a target's decision, bind that decision by Fate for Rank days, as if under the Rank 5 Sorcerer Seed: Compel - Geas. The decision becomes so powerful to them that they automatically succeed on any Diplomacy roll to convince them to the contrary.<br>
 
Dev note: Too powerful for rank 3? the main consideration is that the target is making a decision they would normally, the player can't impose a hostile decision on them, and it's only 3-5 days, vs 1 month for Geas.
Threads of Fate may be re-actively consumed for additional effects:
* Consume 3 Threads of Fate to make the target's last decision Fateful for them. Within 1 round of a target's voluntary decision, bind that decision by Fate for 24 hours, as if under the rules of [[Geas]]. The decision must be approved by the Storyteller, and must be substantial in nature. A simple decision, such as sitting at one table vs another, or walking across a room, or carrying a loaf of bread, etc... is not considered substantial enough to be eligible.
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| 4 || Fate's Path || Threads of Fate may be re-actively consumed for additional effects:
| 4 || Fate's 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.
* Consume 4 Threads of Fate to change a target's movement action to arrive at a different destination point. The channeller must succeed on a spell roll opposed by Magic Resistance. 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 target may make a Standard Action from the new location as if that was the location they originally intended on moving to, if their movement action came before their Standard Action in that round. This ability may be activated after the target's movement action and 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. The StoryTeller must approve of the new choice, or may optionally choose to provide a fixed list of possible movement actions for the channeller to pick from.
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| 5 || Fate's Call || The channeller may now also gain a Thread of Fate as a Free Action when any Fated within Rank x 10 yards is restored to consciousness from negative health by targeted magical healing.
| 5 || Fate's Call || Call upon Fate to draw a target non-Fated towards Fate. Each day that Fate's Call is used on the non-Fated, the non-Fated moves a step closed to being Fated. If the non-Fated stops receiving Fate's Call prior to being full Fated, they lose all benefits and the process must begin again.
 
* Day 1: Gain access to skills with 10 CC points, Gain 1 CC Benefit Point
Threads of Fate may be consumed for additional effects
* Day 2: Gain one Source with one Discipline at Rank 1
* Consume 5 Threads of Fate as a Full Round Action to weave a target non-Fated into the pattern as Fated. The new Fated may gain any appropriate template, powers, benefits, and skills that the Storyteller chooses, and is effectively equivalent to 0gxp.
* Day 3: Gain 10 CC points for Skills, Gain 1 more CC Benefit Point
* Day 4: Gain Rank 2 in the previously selected Arcanum
* Day 5: Gain full Fated, access to Primary Statistics and Derived Statistics.
(may need extension/tweaking, can't progress too slowly? or too quickly?)
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!Description
!Description
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| 1 || Reweave Thread || Threads of Fate may be re-actively consumed for one of the following effects:
| 1 || Threads of Fate || Achieving a critical success on any rolled action grants a Thread of Fate, which may be consumed to fuel abilities in this Line. A maximum of 1 Thread of Fate may be held at any time. Each unspent Thread of Fate expires 24 hours after being gained.
* Consume 1 Thread of Fate to negate the additional ill effects of a critical failure of you or another target Fated within Rank x 10 yards, turning it into a normal failure.
Reactively consume a Thread of Fate to negate the additional ill effects of a critical failure. This does not negate the failure, it just makes a critical failure into a normal failure. This may be used on another Fated's critical failure within range.
* Consume 1 or more Threads of Fate to explode normal success die for a chance at an additional successes. Reroll 1 success as an exploded die for each Thread consumed.
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| 2 || Shielded Thread || The channeller may now also gain a Thread of Fate as a Free Action when any Fated within Rank x 10 yards succeeds in resisting a Slay effect.
| 2 || Shielded Thread || Reactively Consume a Thread of Fate to gain a +Rank Fate bonus against Slay effects.
 
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 or more Threads of Fate to gain a +1 Fate bonus against Slay effects for each Thread consumed.
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| 3 || Bend Thread || The channeller may now also gain a Thread of Fate as a Free Action when an incoming attack specifically targeting them is entirely avoided. Area of effect attacks, untargeted attacks, accidental events, and other attacks not made specifically against the channeller are not eligible as triggering events. Attacks which succeed in hitting Armor, Wards, or other defenses are not eligible as triggering events.
| 3 || Thread Shift || You may now carry a maximum of 2 Threads of Fate. Additionally:
 
Reactively consume a Thread of Fate to ignore the first Rank of Dodge Reduction in an incoming attack. This effect persists for Rank rounds.
Threads of Fate may be re-actively consumed for additional effects:
* Consume 1 or more Threads of Fate to Ignore 1 Dodge Reduction in an incoming attack for each Thread consumed. This effect persists for Rank rounds.
* Consume 3 Threads of Fate to change the channeller's last movement action to a new permitted action, no more than 1 round ago. Only physical movement actions such as walking, running, tumbling, jumping, etc... may be changed. Movements which were part of an additional action are not eligible to be changed, as well as any movement action which is now a prerequisite for an action already woven into the pattern and can not be undone. For example re-actively change a movement action to not step out from hiding upon being spotted, thus preventing the discovery, is permitted. Re-actively changing a movement action to avoid being struck a 2nd time, which would invalidate a previously successful attack on the channeller, is not permitted. The new action is subject to Storyteller approval.
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| 4 || Knotted Thread || The channeller may tie his Fate to another friendly Fated for 24 hours. While linked in this fashion, the channeller may use the other Fate's actions, experiences, and events as triggers to gain Threads of Fate and may also apply the benefit of any applicable effect of consumed Threads of Fate to the other Fated. The channeller and the linked Fated are inherently aware of the relative health and status of each other, as well as the relative distance and direction. This link remains active even across planar distances, however the channeller is only able to use Threads of Fate in a Reactive manner to benefit the linked Fated if the channeller can see the linked Fated. The benefit may still be used, but only as Fast Actions rather than Reactive actions. Only 1 other Fated may be linked in this fashion.
| 4 || Bend Thread || You now also gain a Thread of Fate when a Fated within Rank x 10 yards uses a Story Point. Additionally:
 
Reactively consume a Thread of Fate to (...)
Threads of Fate may be re-actively consumed for additional effects:
* Consume 4 Threads of Fate to transfer the channeller to an available location adjacent to a linked Fated
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| 5 || Severed Thread || As a Standard Action, attempt to cut the strand of Fate connected to a target. This functions as a Slay using the channeller's casting roll. The channeller must have at least 1 Thread of Fate to use this power. The roll gains a +1 Fate bonus for each Thread of Fate currently held, and then consumes 1 Thread of Fate regardless of success or failure.  
| 5 || Destined to Die || Attempt to cut the strand of fate connected to a target. This functions as a Slay. You must have at least 1 Thread of Fate to use this power. The roll gains a +1 Fate bonus for each Thread of Fate you currently hold, but also consumes 1 Thread of Fate upon use. The consumed thread does count toward the Fate bonus prior to being consumed.<br>
Additionally: You may now carry a maximum of 3 Threads of Fate.
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Brainstorm ideas:
- Threads of Fate domain power
- Changes to the pattern based on extreme success or extreme failure
- one line focused on gaining them
> Master Line
> Inherently not mana-consumptive, however can have a power to spend mana to 'buy' threads
- one line focused on power when retaining them
> Seer Line
> Powers cost mana
- one line focused on using them
> Weaver Line
> Generally no mana costs, though exceptions possible

Revision as of 10:50, 14 September 2019

Domain Power: Imminent Fate - Perception rolls gain a +1/+2/+3 Fate bonus and 9-again.

Seer of Fate
Rank Power Description
1 Sense Fated When encountering a Fated or Ascendant the channeller is aware of the nature of the target and the general power. Targets may attempt to conceal their power level which would be an opposed roll vs. their Resistance.
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.
Master of Fate
Rank Power Description
1 Fate's Aura Up to Rank non-Fated within Rank x 10 yards gain a Fate bonus to all rolls. The player may choose which non-Fated receive the bonus, and may cancel the aura.
2 Fate's Whisper 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 Fate's Decision Make the target's last decision Fateful for them. Within 1 round of a target's decision, bind that decision by Fate for Rank days, as if under the Rank 5 Sorcerer Seed: Compel - Geas. The decision becomes so powerful to them that they automatically succeed on any Diplomacy roll to convince them to the contrary.

Dev note: Too powerful for rank 3? the main consideration is that the target is making a decision they would normally, the player can't impose a hostile decision on them, and it's only 3-5 days, vs 1 month for Geas.

4 Fate's 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 Fate's Call Call upon Fate to draw a target non-Fated towards Fate. Each day that Fate's Call is used on the non-Fated, the non-Fated moves a step closed to being Fated. If the non-Fated stops receiving Fate's Call prior to being full Fated, they lose all benefits and the process must begin again.
  • Day 1: Gain access to skills with 10 CC points, Gain 1 CC Benefit Point
  • Day 2: Gain one Source with one Discipline at Rank 1
  • Day 3: Gain 10 CC points for Skills, Gain 1 more CC Benefit Point
  • Day 4: Gain Rank 2 in the previously selected Arcanum
  • Day 5: Gain full Fated, access to Primary Statistics and Derived Statistics.

(may need extension/tweaking, can't progress too slowly? or too quickly?)

Weaver of Fate
Rank Power Description
1 Threads of Fate Achieving a critical success on any rolled action grants a Thread of Fate, which may be consumed to fuel abilities in this Line. A maximum of 1 Thread of Fate may be held at any time. Each unspent Thread of Fate expires 24 hours after being gained.

Reactively consume a Thread of Fate to negate the additional ill effects of a critical failure. This does not negate the failure, it just makes a critical failure into a normal failure. This may be used on another Fated's critical failure within range.

2 Shielded Thread Reactively Consume a Thread of Fate to gain a +Rank Fate bonus against Slay effects.
3 Thread Shift You may now carry a maximum of 2 Threads of Fate. Additionally:

Reactively consume a Thread of Fate to ignore the first Rank of Dodge Reduction in an incoming attack. This effect persists for Rank rounds.

4 Bend Thread You now also gain a Thread of Fate when a Fated within Rank x 10 yards uses a Story Point. Additionally:

Reactively consume a Thread of Fate to (...)

5 Destined to Die Attempt to cut the strand of fate connected to a target. This functions as a Slay. You must have at least 1 Thread of Fate to use this power. The roll gains a +1 Fate bonus for each Thread of Fate you currently hold, but also consumes 1 Thread of Fate upon use. The consumed thread does count toward the Fate bonus prior to being consumed.

Additionally: You may now carry a maximum of 3 Threads of Fate.


Brainstorm ideas: - Threads of Fate domain power - Changes to the pattern based on extreme success or extreme failure - one line focused on gaining them > Master Line > Inherently not mana-consumptive, however can have a power to spend mana to 'buy' threads - one line focused on power when retaining them > Seer Line > Powers cost mana - one line focused on using them > Weaver Line > Generally no mana costs, though exceptions possible