Luck Domain: Difference between revisions

From Brilliance and Shadow Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
 
(45 intermediate revisions by 4 users not shown)
Line 1: Line 1:
NOTE: This Domain is in the midst of extensive reworking. All powers are considered subject to DM approval until finalized.
==Domain Power: Karma==
 
'''Domain Power:''' Tricksters Luck -
*Passive: The caster gains positive and negative Luck charges equal to rank.
*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.


The caster may accumulate up to a maximum of Rank positive or negative Karma. Each form of Karma cancels the 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 as a Free Action to apply an equal number of dice penalty to an enemy's roll.
Karma may only be applied to a target once per encounter.
==Fortune==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Fortune'''
!Rank
!Rank
!Power
!Power
!Description
!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.
| 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. 1 Mana.
| 2 || [[Superlative Luck]] || The caster is extraordinarily lucky at everything they put their hand to.  
|-
|-
| 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]] || The caster is able to avoid incoming attacks with preternaturally lucky dodges.
|-
|-
| 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 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. 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 Negative Karma.
|}
|}


 
==Jinx==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Jinx'''
!Rank
!Rank
!Power
!Power
!Description
!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.
| 1 || [[Bad Luck]] || Everyone within range of the caster may experience unusually bad luck in everything they do unless extended divine protection by the caster.
|-
|-
| 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.
| 2 || [[Cursed Luck]] || Everyone within range of the caster may find it unusually difficult to succeed in any chosen task.
|-
|-
| 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]] || Any attempts to attack the caster may end in disastrous results.
|-
|-
| 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 || [[Calamity]] || All enemies under the affect of the Bad Luck Aura suddenly experience catastrophic accidents.
|-
|-
| 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.
| 5 || [[Deadly Luck]] || A single target experiences a sudden and devastating catastrophe so severe it may kill them.
|}
|}


 
==Chance==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Chance'''
!Rank
!Rank
!Power
!Power
!Description
!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.
| 1 || [[Gambler]] || The caster's luck influences their ability to gamble, causing extreme swings in fortune.  
|-
|-
| 2 || ||  
| 2 || [[Beginner's Luck]] || The caster's luck influences their ability to perform a chosen skill.
|-
|-
| 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.
| 3 || [[Lucky Shot]] || When making a physical attack, the caster's luck will result in either a particularly powerful attack or a spectacular failure.  
|-
|-
| 4 || ||  
| 4 || [[Happenstance]] || A random happenstance occurs that either benefits or harms the caster.
|-
|-
| 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.
| 5 || [[Favor of the Goddess]] || Caster may treat a single coin flip as if it landed on heads.  
|}
|}
[[Category:Channeling]]
[[Category:Domains]]

Latest revision as of 22:02, 7 February 2023

Domain Power: Karma

The caster may accumulate up to a maximum of Rank positive or negative Karma. Each form of Karma cancels the 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 as a Free Action to apply an equal number of 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 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 The caster is extraordinarily lucky at everything they put their hand to.
3 Evasion The caster is able to avoid incoming attacks with preternaturally lucky dodges.
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.

Jinx

Rank Power Description
1 Bad Luck Everyone within range of the caster may experience unusually bad luck in everything they do unless extended divine protection by the caster.
2 Cursed Luck Everyone within range of the caster may find it unusually difficult to succeed in any chosen task.
3 Defensive Luck Any attempts to attack the caster may end in disastrous results.
4 Calamity All enemies under the affect of the Bad Luck Aura suddenly experience catastrophic accidents.
5 Deadly Luck A single target experiences a sudden and devastating catastrophe so severe it may kill them.

Chance

Rank Power Description
1 Gambler The caster's luck influences their ability to gamble, causing extreme swings in fortune.
2 Beginner's Luck The caster's luck influences their ability to perform a chosen skill.
3 Lucky Shot When making a physical attack, the caster's luck will result in either a particularly powerful attack or a spectacular failure.
4 Happenstance A random happenstance occurs that either benefits or harms the caster.
5 Favor of the Goddess Caster may treat a single coin flip as if it landed on heads.