Luck Domain: Difference between revisions

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| 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.  
| 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.  
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| 5 || Calamity || Once per day, a single target within Rank x 10 yards is cursed by Thysis. Their next action will automatically be a critical failure with the successes treated as 1s. Non-Ascendant targets may not resist this effect. Costs 5 Positive Karma.
| 5 || Calamity || Once per day, a single target within Rank x 10 yards makes a Magic Resist roll. On a failure their, next action will automatically be a critical failure with the successes treated as 1s. Costs 5 Positive Karma.
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* Tails: A random negative event occurs instead. (Ex. A foe notices you unexpectedly, the floor underneath you gives way, etc) You gain +4 Positive Karma.
* Tails: A random negative event occurs instead. (Ex. A foe notices you unexpectedly, the floor underneath you gives way, etc) You gain +4 Positive Karma.
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| 5 || Fizzle || This spell may be re-actively used when the caster is affected by a spell. Flip a coin. 4 Mana.
| 5 || Fizzle || This spell may be re-actively used as a Fast Action when the caster is affected by a spell. Flip a coin. 4 Mana.
* Heads: The spell fails as if the caster failed a casting skill roll. You gain +5 Negative Karma.
* Heads: The caster makes an opposed roll using their Luck Domain against the enemy spellcaster. If successful the spell fizzles as if the caster failed their spellcasting roll. You gain +5 Negative Karma.
* Tails: The spell is treated as a Critical Success or the result of it's casting roll, whichever is higher. You gain +5 Positive Karma.
* Tails: The spell is treated as a Critical Success or the result of it's casting roll, whichever is higher. You gain +5 Positive Karma.
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Revision as of 18:25, 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 - The caster may gain positive or negative Karma to a maximum 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 Charmed Life On a failed skill roll the caster may treat a single dice that would count toward a Critical Failure (ex. a 1) as a normal failure. This increases to two dice at Rank 3, and three dice at Rank 5.
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 Negative 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 Negative 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 Negative 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 Negative 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.
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. Each target successfully affected grants +1 Positive Karma. Additionally, the caster may expended 1 Positive Karma 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 Once per day, a single target within Rank x 10 yards makes a Magic Resist roll. On a failure their, next action will automatically be a critical failure with the successes treated as 1s. Costs 5 Positive Karma.


Chance
Rank Power Description
1 Gambler The caster's luck influences their ability to gamble, causing extreme swings in fortune. The Storyteller must secretly flip a coin at the beginning of a session and note the result for the remainder of that session.
  • Heads: Caster is abnormally lucky at games of chance. Dice will fall optimally, and perfect hands of cards appear regularly. The exact nature the luck manifests is subject to the DMs discretion, and NPCs may react strongly to suspicion of cheating or magical influence.
  • Tails: Caster becomes catastrophically unlucky at games of chance. The opposite of Heads occurs with dice and cards never falling in the casters favor.
2 Beginner's Luck The caster's luck influences their ability to perform a chosen skill. This power may not be combined with Superlative Luck. Only one skill may be affected by Beginner's Luck at a time, and a skill may only be chosen once per day. 1 Mana. Flip a coin.
  • Heads: For one hour the caster treats the chosen skill as if they have 5 Ranks. Gains +2 Negative Karma.
  • Tails: For one hour the caster treats the chosen skill as if they have 0 Ranks. Gains +2 Positive Karma.
3 Lucky Shot When making a physical attack, instead of rolling, flip a coin. 2 Mana.
  • Heads: The attack is treated as a Critical Success as if 5 successes were rolled. Gain +3 Negative Karma.
  • Tails: The attack is treated as a Critical Failure as if no successes were rolled. Gain +3 Positive Karma.
4 Happenstance A random happenstance occurs that either benefits or harms the caster. As a Fast Action, flip a coin. 3 Mana.
  • Heads: A beneficial event occurs that is uniquely beneficial to the caster. (Ex. You meet the right person for needed information, a fall is broken by a previously unseen awning, etc) You gain +4 Negative Karma.
  • Tails: A random negative event occurs instead. (Ex. A foe notices you unexpectedly, the floor underneath you gives way, etc) You gain +4 Positive Karma.
5 Fizzle This spell may be re-actively used as a Fast Action when the caster is affected by a spell. Flip a coin. 4 Mana.
  • Heads: The caster makes an opposed roll using their Luck Domain against the enemy spellcaster. If successful the spell fizzles as if the caster failed their spellcasting roll. You gain +5 Negative Karma.
  • Tails: The spell is treated as a Critical Success or the result of it's casting roll, whichever is higher. You gain +5 Positive Karma.