Luck Domain: Difference between revisions

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NOTE: This Domain is in the midst of extensive reworking. All powers are considered subject to DM approval until finalized.
NOTE: This Domain is in the midst of extensive reworking. All powers are considered subject to DM approval until finalized.


'''Domain Power:''' Tricksters Luck -  
'''Domain Power:''' Karma -  
*Passive: The caster gains positive and negative Luck charges equal to rank.
*Passive: The caster may gain positive and negative Karma equal to rank. Each form of Karma cancels each other out, so gaining positive Karma reduces any currently held negative Karma and vice versa. Positive Karma may be spent to grant an equal number of dice to yourself or an ally's roll as a Luck bonus. Negative Karma may be spent to apply an equal number dice penalty to an enemy's roll. Karma may only be applied to a target once per encounter.
*Active: The caster or an ally within 10 yards x Rank may re-roll a single roll and take the better of the two rolls. This costs 1 Positive Luck charge.
*Active: An opponent within 10 yards x Rank must re-roll a single roll and take the worst of the two rolls. This costs 1 Negative Luck charge.


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!Description
!Description
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| 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.
| 1 || || You gain +1 Positive Karma.
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| 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.
| 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. You gain +2 Positive Karma. 1 Mana.
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| 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 re-actively, and must be activated on the caster's turn. 2 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 re-actively, and must be activated on the caster's turn. You gain +3 Positive Karma. 2 Mana.
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| 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.
| 4 || Freedom of Movement || The caster becomes immune to effects that would apply a speed penalty or prevent movement for 10 minutes. Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple. You gain +4 Positive Karma.
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| 5 || Miraculous Escape || Once per day, if incoming damage would kill you or an ally within Rank x 10 yards, the attack automatically misses. May be activated as a reactive free action. Costs 1 Story Point.
| 5 || Miraculous Escape || Once per day, if incoming damage would kill you or an ally within Rank x 10 yards, the attack automatically misses the chosen target. May be activated as a reactive free action. Costs 5 Positive Karma.
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Revision as of 17:03, 2 December 2016

NOTE: This Domain is in the midst of extensive reworking. All powers are considered subject to DM approval until finalized.

Domain Power: Karma -

  • Passive: The caster may gain positive and negative Karma equal to rank. Each form of Karma cancels each other out, so gaining positive Karma reduces any currently held negative Karma and vice versa. Positive Karma may be spent to grant an equal number of dice to yourself or an ally's roll as a Luck bonus. Negative Karma may be spent to apply an equal number dice penalty to an enemy's roll. Karma may only be applied to a target once per encounter.
Fortune
Rank Power Description
1 You gain +1 Positive Karma.
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. You gain +2 Positive Karma. 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 re-actively, and must be activated on the caster's turn. You gain +3 Positive Karma. 2 Mana.
4 Freedom of Movement The caster becomes immune to effects that would apply a speed penalty or prevent movement for 10 minutes. Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple. You gain +4 Positive Karma.
5 Miraculous Escape Once per day, if incoming damage would kill you or an ally within Rank x 10 yards, the attack automatically misses the chosen target. May be activated as a reactive free action. Costs 5 Positive Karma.


Jinx
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 Calamity 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 Gambler Flip a coin. If the coin is Heads you gain a Rank bonus on Gambling rolls for 1 Hour. This power may not be activated more than once per hour. 1 Mana.
2
3 Lucky Shot When making a physical attack, instead of rolling, flip a coin. If the coin is Heads, the target takes Rank Lethal damage. 2 Mana.
4
5 Fizzle This spell may be re-actively used when the caster is targeted by a spell. Flip a coin. If the coin is Heads, the spell fails as if the caster failed a casting skill roll. Otherwise the spell is resolved normally. 4 Mana.