Luck Domain: Difference between revisions
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| 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. The aura may not be disabled once acquired, it is permanent, but the caster may expended 1 Positive Karma to exclude a single target from being affected by 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. Each target successfully affected grants +1 Positive Karma. The aura may not be disabled once acquired, it is permanent, but the caster may expended 1 Positive Karma to exclude a single target from being affected by the aura for 1 hour. | ||
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| 3 || Defensive Luck || When an enemy within 10 Yards of the caster declares an attack against the caster, the caster may re-actively use Defensive Luck as a Fast 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, it immediately counts as a Critical Failure. You gain +3 Positive Karma. 2 Mana | | 3 || Defensive Luck || When an enemy within 10 Yards of the caster declares an attack against the caster, the caster may re-actively use Defensive Luck as a Fast 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, it immediately counts as a Critical Failure. You gain +3 Positive Karma. (2 Mana) | ||
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| 4 || | | 4 || Calamity || Rank enemies currently under the affect of the Bad Luck Aura will experience a catastrophic accident on their next turn. The exact nature of the accident will remain up to the Storyteller, but will deal Rank Lethal damage. Anytime a critical failure occurs by a target affected by Cursed Luck gain +4 Positive Karma. (3 mana) (Standard Action) | ||
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| 5 || | | 5 || Deadly Luck || Once per encounter, a single target within Rank x 10 yards makes a Magic Resist roll. On a failure, their next action will result in a deadly accident. The exact nature of the accident will remain up to the Storyteller, but will deal Rank x 2 Lethal damage. Costs 5 Positive Karma. (Standard Action) | ||
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Revision as of 20:41, 31 July 2020
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 as a Free Action 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 as a Free Action to an enemy's roll. Karma may only be applied to a target once per encounter.
Rank | Power | Description |
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1 | Charmed Life | Once per session, on a non-combat skill roll resulting in no successes, the caster may re-roll their skill check. This increases to twice per session at Rank 3, and three times 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 gains a Rank bonus to resist effects that would apply a speed penalty or prevent movement for 10 minutes. Additionally the caster gains a Rank bonus 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. |
Rank | Power | Description |
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1 | Bad Luck | All targets (including friendly targets) within a 5 + Rank Yard radius must make a Resist roll vs. Magic roll or be subject to an aura of bad luck. While affected by this aura, for any action requiring a roll, no successes will automatically be considered a critical failure with no additional roll. If the target successfully resists they may not be affected by 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, but the caster may expend 1 Positive Karma per Rank targets to exclude them from being affected by 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. Each target successfully affected grants +1 Positive Karma. The aura may not be disabled once acquired, it is permanent, but the caster may expended 1 Positive Karma to exclude a single target from being affected by the aura for 1 hour. |
3 | Defensive Luck | When an enemy within 10 Yards of the caster declares an attack against the caster, the caster may re-actively use Defensive Luck as a Fast 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, it immediately counts as a Critical Failure. You gain +3 Positive Karma. (2 Mana) |
4 | Calamity | Rank enemies currently under the affect of the Bad Luck Aura will experience a catastrophic accident on their next turn. The exact nature of the accident will remain up to the Storyteller, but will deal Rank Lethal damage. Anytime a critical failure occurs by a target affected by Cursed Luck gain +4 Positive Karma. (3 mana) (Standard Action) |
5 | Deadly Luck | Once per encounter, a single target within Rank x 10 yards makes a Magic Resist roll. On a failure, their next action will result in a deadly accident. The exact nature of the accident will remain up to the Storyteller, but will deal Rank x 2 Lethal damage. Costs 5 Positive Karma. (Standard Action) |
Rank | Power | Description |
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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.
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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.
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3 | Lucky Shot | When making a physical attack, instead of rolling, flip a coin. 2 Mana.
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4 | Happenstance | A random happenstance occurs that either benefits or harms the caster. As a Fast Action, flip a coin. 3 Mana.
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5 | Favor of the Goddess | Caster may treat a single coin flip as if it landed on heads. This must be declared prior to flipping the coin. Instead of gaining the normal Negative Karma for a flip of Heads, the caster gains +5 Negative Karma. Costs 1 Story Point. |