Luck Domain: Difference between revisions

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!Description
!Description
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| 1 || Bad Luck || All targets (including friendly targets) within a 10 Yard radius must make a Resist roll vs. Magic or 1s and 2s are considered as critical failures if no successes are rolled while affected by this aura.  If the target successfully resists they are immune to the effects of the aura for 1 hour regardless of how many times they leave or re-enter it. The aura may not be disabled once acquired, it is permanent. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
| 1 || Bad Luck || All targets (including friendly targets) within a 5 + Rank Yard radius must make a Resist roll vs. Magic or 1s and 2s are considered as critical failures if no successes are rolled while affected by this aura.  If the target successfully resists they are immune to the effects of the aura for 1 hour regardless of how many times they leave or re-enter it. The aura may not be disabled once acquired, it is permanent. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
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| 2 || Cursed Luck || As Bad Luck, but additionally all targets (including friendly targets) within a 10 Yard radius must make a Resist roll vs. Magic or only succeed on rolls of 9 or 0 while inside the aura. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
| 2 || Cursed Luck || As Bad Luck, but additionally all targets (including friendly targets) failing a Magic Resist roll only succeed on rolls of 9 or 0 while inside the aura. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
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| 3 || Defensive Luck || When an enemy within a 10 Yards caster declares an attack the caster may re-actively use Defensive Luck as a Free Action. The attacker must make a Magic Resistance roll. If they fail, they suffer a -2 penalty to their attack, and if the attack does not result in at least 1 success counts as a Critical Failure.
| 3 || Defensive Luck || When an enemy within a 10 Yards caster declares an attack the caster may re-actively use Defensive Luck as a Free Action. The attacker must make a Magic Resistance roll. If they fail, they suffer a -2 penalty to their attack, and if the attack does not result in at least 1 success counts as a Critical Failure.

Revision as of 18:49, 24 October 2016

Domain Power: Tricksters Luck - Once per day the caster or any target within 10 yards x Rank must re-roll a single roll and take whichever of the two rolls the caster specifies. The caster gains a second use of this power at Rank 5.

Fortune
Rank Power Description
1 Blessing Each encounter the caster gains Rank Blessing charges. A charge may be expended as a free action to grant an ally +1 dice on a roll. Only one such bonus may be granted per round, and one per target per encounter.
2 Superlative Luck Caster gains 9-again for any skill roll. This is cast as part of the skill check and may include combat rolls such as Melee Weapons attacks. This effect may be combined with Maneuvers such as those granted by Fighting Styles. 1 Mana.
3 Evasion As a Fast action the caster may add their dodge bonus to their Magic Defense for Rank rounds. This may not be activated reactively, and must be activated on the caster's turn. 2 Mana.
4 Freedom of Movement The caster becomes immune to effects that would apply a speed penalty or prevent movement for 10 minutes (such as magic or terrain that impedes movement). Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple.
5 Protection of Thysis For the next three rounds incoming attacks only count natural 10s as successes. 1 Story Point.


Mayhem
Rank Power Description
1 Bad Luck All targets (including friendly targets) within a 5 + Rank Yard radius must make a Resist roll vs. Magic or 1s and 2s are considered as critical failures if no successes are rolled while affected by this aura. If the target successfully resists they are immune to the effects of the aura for 1 hour regardless of how many times they leave or re-enter it. The aura may not be disabled once acquired, it is permanent. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
2 Cursed Luck As Bad Luck, but additionally all targets (including friendly targets) failing a Magic Resist roll only succeed on rolls of 9 or 0 while inside the aura. A use of the Tricksters Luck Domain power may be expended to grant a single target immunity to the aura for 1 hour.
3 Defensive Luck When an enemy within a 10 Yards caster declares an attack the caster may re-actively use Defensive Luck as a Free Action. The attacker must make a Magic Resistance roll. If they fail, they suffer a -2 penalty to their attack, and if the attack does not result in at least 1 success counts as a Critical Failure.
4 Deadly Luck Critical failures while affected by a Bad Luck aura will always result in worst case results as if the target rolled 5 or more Natural 1s. The exact effects of the failures will remain up to the Storyteller, but should be catastrophic.
5 Touch of Thysis Single target touched (Unarmed Combat - Target Dodge) is cursed by Thysis. Their next action will automatically be a critical failure with the successes treated as 1s. This power may not be resisted.


Chance
Rank Power Description
1
2
3
4
5