Conduit- calling forth the [insert patron here]
Oct 20, 2018 21:57:49 GMT -6
Post by ScrapyardDragon on Oct 20, 2018 21:57:49 GMT -6
Power, the thing that on some level all beings desire. Some being are born with it Others have to endure grueling trials of the mind and body to climb their way above their peers. And then there are those who received their abilities from others, be it as a reward, a tool for some grand task, or on a whim. Conduit (mostly) fall into the third category; mortals who have become living conduits to channel the energies of some greater force. Said force could be potentially anything; a powerful daemon, great and mighty monster, a cosmic distortion, or even the shadow one leaves on the warp. Regardless, Conduit have forged a contract with their patron, and now command formidable magics to bring ruin to their enemies and salvation to their allies.
Powers:
Pact Magic: gain 2 level 1 spells, and when you increase your junction gain another two spells of equal or lower spell level than your new junction rating. Pact Magic spells cannot be used in a spell combo.
Invocations: When casting spell gained from Pact Magic, ignore the focus and material keywords. Instead of making a focus power test, you instead spend an amount of SP equal to the spell's level. Spells that require resource points or raises to be spent count as having an amount spent equal to the spell's level and raises equal to the Conduit's power stat, and the Conduit may spend additional SP to raise that amount of resource used, or give the spell a raise per SP spent.
Guardian's force: As part of being a conduit for another being's power, the Conduit's body draws in excess energy. A number of characteristics equal to your Junction may be raised to 6.
Mind Overload: Channeling great power taxes the mind of the Conduit, hampering their mental faculties. Take a cumulative -1 penalty to all tests using mental characteristics for each point of SP missing from your maximum pool.
-Power Stat: Junction- The connection an Conduit has with their patron. As the source of their power varies, there aren't many consistent visual differences between new and experienced Conduit beyond the might they direct. Some may barely change at all, simply becoming more confidant if nothing else. Others may potentially appearing almost completely difference as the power that flows though them warps them to be closer to their patron's preferences. Several Conduit are known to develops horns that serve as a sort of focal point for the energies that pass though them, but even that isn't consistent across the board.
-Resource Stat: SP- If junction represents an Conduit's connection to their patron, their SP is a measure of how much they can bring forth at a time. Nobody is really sure what it stands for though. Some argue it means spell points, others say its spirit points. Some even claim its not called SP, but instead MP. Regardless, a Conduit's maximum SP equals their Junction*2 + Willpower. An Conduit regains their full SP pool after a day of rest.
-Tell: When an Conduit spends SP, the ghostly image of the true source of their power appears besides them. While the effect is usually brief, it is quite noticeable. While low amounts may be only a brief flicker, spending higher amounts tends to come with ominous sights and sounds as reality itself fractures for just long enough for the deluge of power to surge forth.
1. Draw: As a full action, you may make an Arcana + Junction test against the mental defense of a target with resource points or spellcasting abilities, or upon stray source of magical energy (in which case the TN is TN 15). If successful, you regain 1 SP, plus one for every two raises, and deplete the target's resource pool by the same amount (if applicable). The target may resist with an Arcana+Composure test, treating the result as their mental defense (if higher).
2. Spellblade: Gain either the Elemental Shot I or II feat. You may use Elemental shot feats as a free action by spending SP equal to the feat's rating. (ex: 2 SP to use E.shot II)
3. Quick-Draw: You may use Draw as a half action.
4. Doublecast: you may spend SP equal to the spell's level as a free action to copy any level 1 or 2 pact magic spell you cast this round.
5. Fusion spell: You may spend 5 SP to cast any combination of pact magic spells who's combined spell levels equal 5 or less, following the rules for creating a spell combo, ignoring the "combo-ok" keyword.
Assets:
•Pact of the blade- Some Conduits gained their powers though a test of battle. Chose a sword school or gun kata. You gain a free rank in that school and can always advance in it as if it was in your class progression. You may ignore the session limit for elemental shot by spending a point of SP for each additional use.
•Pact of the chain- Create a monster who's level is equal to your Junction/2 (round up). Rework it when raising your Junction. You may summon it as a half action by spending an SP. It can cast your pact magic spells, however you share your SP pool with the monster, replacing its own resource stat.
•Pact of the tome- Gain an additional Pact Magic spell at character creation, and every time you increase your Junction.
•Pact of blue- Those without power to give instead teach their agents how to absorb such power from their surroundings. Your pact magic power does not provide you with spells on its own. Instead, once per scene, upon a successful use of your draw power against a target with spellcasting abilities, instead of its usual effects you may choose to gain one random spell the target knows as a pact magic spell.
Powers:
Pact Magic: gain 2 level 1 spells, and when you increase your junction gain another two spells of equal or lower spell level than your new junction rating. Pact Magic spells cannot be used in a spell combo.
Invocations: When casting spell gained from Pact Magic, ignore the focus and material keywords. Instead of making a focus power test, you instead spend an amount of SP equal to the spell's level. Spells that require resource points or raises to be spent count as having an amount spent equal to the spell's level and raises equal to the Conduit's power stat, and the Conduit may spend additional SP to raise that amount of resource used, or give the spell a raise per SP spent.
Guardian's force: As part of being a conduit for another being's power, the Conduit's body draws in excess energy. A number of characteristics equal to your Junction may be raised to 6.
Mind Overload: Channeling great power taxes the mind of the Conduit, hampering their mental faculties. Take a cumulative -1 penalty to all tests using mental characteristics for each point of SP missing from your maximum pool.
-Power Stat: Junction- The connection an Conduit has with their patron. As the source of their power varies, there aren't many consistent visual differences between new and experienced Conduit beyond the might they direct. Some may barely change at all, simply becoming more confidant if nothing else. Others may potentially appearing almost completely difference as the power that flows though them warps them to be closer to their patron's preferences. Several Conduit are known to develops horns that serve as a sort of focal point for the energies that pass though them, but even that isn't consistent across the board.
-Resource Stat: SP- If junction represents an Conduit's connection to their patron, their SP is a measure of how much they can bring forth at a time. Nobody is really sure what it stands for though. Some argue it means spell points, others say its spirit points. Some even claim its not called SP, but instead MP. Regardless, a Conduit's maximum SP equals their Junction*2 + Willpower. An Conduit regains their full SP pool after a day of rest.
-Tell: When an Conduit spends SP, the ghostly image of the true source of their power appears besides them. While the effect is usually brief, it is quite noticeable. While low amounts may be only a brief flicker, spending higher amounts tends to come with ominous sights and sounds as reality itself fractures for just long enough for the deluge of power to surge forth.
1. Draw: As a full action, you may make an Arcana + Junction test against the mental defense of a target with resource points or spellcasting abilities, or upon stray source of magical energy (in which case the TN is TN 15). If successful, you regain 1 SP, plus one for every two raises, and deplete the target's resource pool by the same amount (if applicable). The target may resist with an Arcana+Composure test, treating the result as their mental defense (if higher).
2. Spellblade: Gain either the Elemental Shot I or II feat. You may use Elemental shot feats as a free action by spending SP equal to the feat's rating. (ex: 2 SP to use E.shot II)
3. Quick-Draw: You may use Draw as a half action.
4. Doublecast: you may spend SP equal to the spell's level as a free action to copy any level 1 or 2 pact magic spell you cast this round.
5. Fusion spell: You may spend 5 SP to cast any combination of pact magic spells who's combined spell levels equal 5 or less, following the rules for creating a spell combo, ignoring the "combo-ok" keyword.
Assets:
•Pact of the blade- Some Conduits gained their powers though a test of battle. Chose a sword school or gun kata. You gain a free rank in that school and can always advance in it as if it was in your class progression. You may ignore the session limit for elemental shot by spending a point of SP for each additional use.
•Pact of the chain- Create a monster who's level is equal to your Junction/2 (round up). Rework it when raising your Junction. You may summon it as a half action by spending an SP. It can cast your pact magic spells, however you share your SP pool with the monster, replacing its own resource stat.
•Pact of the tome- Gain an additional Pact Magic spell at character creation, and every time you increase your Junction.
•Pact of blue- Those without power to give instead teach their agents how to absorb such power from their surroundings. Your pact magic power does not provide you with spells on its own. Instead, once per scene, upon a successful use of your draw power against a target with spellcasting abilities, instead of its usual effects you may choose to gain one random spell the target knows as a pact magic spell.