Luck Domain: Difference between revisions

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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. You gain +3 Negative Karma. 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 Negative 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. Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple. You gain +4 Negative Karma.
| 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.
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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 the chosen target. May be activated as a reactive free action. Costs 5 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.
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!Description
!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 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, but the caster may expended 1 Positive Karma 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 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 expended 1 Positive Karma to exclude a single target from being affected by the aura for 1 hour.
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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 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. 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 a 10 Yards caster declares an attack against the caster, they 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 counts as a Critical Failure. You gain +3 Positive Karma. 2 Mana.
| 3 || Defensive Luck || When an enemy within a 10 Yards caster declares an attack against the caster, they 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 counts as a Critical Failure. You gain +3 Positive Karma. 2 Mana.

Revision as of 13:14, 7 December 2017

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.

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 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 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 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 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.
3 Defensive Luck When an enemy within a 10 Yards caster declares an attack against the caster, they 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 counts as a Critical Failure. You gain +3 Positive Karma. 2 Mana.
4 Deadly Luck Critical failures while affected by Cursed Luck 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. Anytime a critical failure occurs by a target affected by Cursed Luck gain +4 Positive Karma.
5 Calamity Once per encounter, 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 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.