Vibromancy Skills
Vibromancy Skills are skills which have to do with vibration, and the metaphorical and physical power of voice and music.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Vibromancy | Offensive, Magical, Vibromancy | 1 | N/A | N/A | Passive | You may choose to deal sonic damage instead of arcane damage with the skills Arcane Aura, Arcane Beam, Arcane Blast, Arcane Sphere, Arcane Strike, and Arcane Weapon. You may not enter beam duels with Arcane Beam unless you are wielding a musical instrument in two hands. |
Deafen | Defensive, Magical, Vibromancy |
1 | 2 | 1 Vibromancy Skill | Defensive, Bonus, or Reaction | Deafen yourself or a target touched until the start of your next turn. A target which is deaf cannot hear anything, and so cannot be effected by sound dependent skills such as vibromancy, words of power, or musical skills, and becomes immune to sonic damage. This Skill costs 0 mana when activated on yourself. |
Reverb | Defensive, Magical, Vibromancy | 1 | 5 | 1 Vibromancy Skill | Reaction | Trigger: You are hit by a Melee Attack which deals Physical Damage (Piercing, Slashing, or Bludgeoning). Effect: Halve the damage you take from the attack. The attacker may choose to take half of the damage they dealt, or drop the weapon they hit you with. |
Harsh Reverb | Defensive, Magical, Vibromancy | 1 | 3 | Reverb | Reaction | Trigger: You activated Reverb. Effect: You take 0 damage, and the target takes all of the damage they dealt instead, or may choose to drop their weapon and only take half damage. |
Disruption | Offensive, Magical, Vibromancy, Emotion |
1 | 3 | 1 Vibromancy Skill | Any, or Reaction | Say something or emit a particularly distracting noise that might break someone's concentration, and choose a single target that can hear you. That target must make a Contested Concentration roll. If you succeed, they lose Concentration on everything they were Concentrating on. |
Interrobang?! | Defensive, Supportive, Magical, Vibromancy, Emotion | 1 | 3 | N/A | Any, or Reaction | Say something or emit a noise that is inherently baffling. A single target that can hear you is confused and Jarred until the start of your next turn, or gains -1d4 Hit on the attack they were making when you activated this Skill. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. |
Bang?! | Defensive, Supportive, Magical, Vibromancy, Emotion | 1 | 3 | Interrobang?! | Free | Interrobang?!'s 1d4 is 2d4 instead. |
Ultrasound | Magical, Vibromancy |
1 | 1 | N/A | Any | Send high frequency sound through a touched target. If the target is an object, see through it. Double the Mana Cost of this Skill per 1 Space thick the object's surface that you are seeing through is (and double the Mana Cost per 0.5 Spaces of lead as well). If the target is a creature, see their internal organs clearly. |
Infrasound | Magical, Offensive, Vibromancy, Emotion | 1 | 6 | N/A | Primary or Defensive | Send low frequency sound through the air in a 4 SPace AoE centered on 1 Space within 12 Spaces. Any creature which begins their turn in this AoE is Unnerved, and suffers minor hallucinations, seeing things at the edge of their vision, and hearing things behind them. For each turn they begin or end in this Skill's AoE, the penalty inflicted by Unnerved increases by -1. Unnerved: Gain -2 to all d20 rolls. |
Throw Voice | Magical, Vibromancy |
1 | 1 | N/A | Any | Until the start of your next turn, change the source of your voice to any one place within 20 Spaces, such as an object, or next to someone's ear (even if they are moving). |
Many Voices | Magical, Vibromancy | 1 | 0 | Throw Voice | Any | Throw Voice may mimic the sound of any voice, or even any other sound that may be no louder than a shout such as an object falling and breaking. These sounds cannot deal sonic damage (unless they are also created by the skill Powerful Voice), and may appear unnaturally quiet to an astute observer (but only if, in fact, they were). |
Many Sources | Magical, Vibromancy | 1 | 1 | Throw Voice | Any | While Throw Voice is Active, you may choose up to ten different sources for your voice. |
Powerful Voice | Magical, Offensive, Vibromancy | 2 | 3 | Throw Voice | Any | You may use Throw Voice as the source of any skill which is altered by Vibromancy. |
Orator | Vibromancy | 1 | N/A | N/A | Passive | Whether you call yourself a bard, a leader, or a warlord, you are a powerful orator. Gain +1 Interest Point which can only spent on the interests Biologist, Historian, and Cultured. |
Inspire | Supportive, Vibromancy | 1 | 4 | Orator | Bonus, Reaction | Trigger: A d20 was rolled. Effect: The roller of that d20 increases the result of that d20 roll by 1d6. |
Diss | Offensive, Vibromancy | 1 | 4 | Orator | Reaction | Trigger: A d20 was rolled. Effect: The roller of that d20 reduces the result of that d20 by roll 1d6. |
Battle Cry | Supportive, Offensive, Vibromancy | 2 | 3 | Orator | Any | Any targets which can hear you within 6 Spaces gain +2 Hit they make until the start of your next turn. |
Cry Power | Supportive, Offensive, Vibromancy | 2 | 2 | Orator | Any (Concentration) | Any targets which can hear you within 6 Spaces gain +2 Might and +2 Skill. |
Cry of Magic | Supportive, Offensive, Magical, Vibromancy | 2 | 1 | Orator | Any (Concentration) | Any targets which can hear you within 6 Spaces gain +4 Magic. |
Warning Cry | Supportive, Vibromancy | 2 | 5 | Orator | Any, Any, Reaction | Point to a single target you can see within 6 Spaces. Damage against that target is minimized until the start of your next turn. |
Rallying Cry | Supportive, Mobility, Vibromancy | 1 | 4 | Orator | Defensive, Bonus | Any targets which can hear you within 8 Spaces gain +3 to all Move Speeds which may only be used to move towards you (even if indirectly). |
Command to Live | Supportive, Vibromancy | 2 | 6 | Orator | Any, Any | Any targets which can hear you within 6 Spaces heal 0+ (Total Might, Total Skill, or Total Magic) |
Command to React | Supportive, Vibromancy | 1 | 4 | Orator | Reaction | Any single target which can hear you within 6 Spaces gains +1 Reaction. |
Command to Stand | Supportive, Defensive, Vibromancy | 2 | 8 | Orator | Any | A single target which can hear you within 8 Spaces gain +4 Defense until the start of your next turn or until they deliberately move. |
Command to Deliver | Supportive, Offensive, Vibromancy | 2 | 8 | Orator | 2 Attacks | Any single target which can hear you within 6 Spaces gains +1 Attack. |
Backline Tactician | Supportive, Offensive, Vibromancy | 1 | N/A | Command to Deliver | Passive | Reduce Command to Deliver's Mana Cost to 0. Gain +1 Attack which can only be spent on Command to Deliver. In order to spend this Attack, you must not make an attack against any creatures this turn. |
Commander | Vobromancy | 1 | N/A | Backline Tactician | Passive | Reduce the Mana Cost of all Supportive Vibromancy Skills with "Command" in their Name by 2. If this would reduce their Mana Cost beneath 0, their Mana Cost is reduced to N/A. |
Command to Charge | Supportive, Mobility, Vibromancy | 1 | 5 | Orator | Any | Any targets which can hear you within 6 Spaces gain +3 to all Move Speeds which may only be used to move towards an enemy (even if indirectly). |
Command to Win | Supportive, Offensive, Vibromancy, Devotion | 1 | 12 | Command to Deliver | Multi-Action (P+D), Multi-Action (D+M) |
Any targets which can hear you within 6 Spaces gain +1 Attack. |
Imperious | Imperious |
1 | N/A | Orator, Level 6 | N/A | Your heart is that of kings. You are meant to be a leader, and yours are words which are meant to dictate the actions of others, and the very events of history. Select any creature. If that creature chooses to Kneel (facing you, then kneeling down with their head bowed (to the best of their ability)), they and all of their Subjects become your Subjects. Any Subject may choose to no longer be your Subject as a Free Action at any time. You instantly become aware when a Subject chooses to no longer be your Subject. |
The Kneeling King (The King's Honor) | Imperious, Kingly | 4 | N/A* | Imperious | Move | When a creature Kneels to you, you Kneel to them. All Kneeling creatures gain +1 to all d20 rolls so long as they are your Subjects. As long as you have at least one Subject, you count as your own Subject for the purposes of this Skill. When a creature Kneels to you, you may spend 10 Mana and activate this Skill to place a single hand on their head. The target regains +1 Exertion Die until it is spent while they are your Subject. You cannot gain Exertion Die from this Skill. You cannot take another (The King's Honor) skill. |
The Sneering Tyrant (The King's Honor) | Imperious, Tyrannical | 2 | N/A | Imperious | Passive | Once per day when a creature Kneels to you, regain +1 Exertion Die. Any Subject of yours dies instantly if you hit them with an attack while they are Kneeling. You cannot take another (The King's Honor) skill. |
The Scepter (The King's Right Hand) | Imperious, Kingly | 2 | N/A | Imperious | Passive | If a target has dealt damage to one or more of your Subjects, you gain advantage on your next attack roll or contested roll against that target. You cannot take another (The King's Right Hand) skill. |
The Servant (The King's Right Hand) | Imperious, Tyrannical | 1 | N/A | Imperious | Reaction | Trigger: You take damage. Effect: Halve the damage you take. A single Subject takes an amount of True Damage equal to this halved damage you took. You cannot take another (The King's Right Hand) skill. |
The Head Of The Charge (The King's Place) | Imperious, Kingly | 2 | N/A | Imperious | Passive | While you are adjacent to at least one Subject, you and they gain +2 Might, Skill, and/or Magic. You cannot take another (The King's Place) skill. |
The Seat Of The Throne (The King's Place) | Imperious, Tyrannical | 2 | N/A | Imperious | Passive | If you are not adjacent to any of your Subjects and if one of your Subjects took damage last round, then you gain +4 Might, Skill, or Magic You cannot take another (The King's Place) skill. |
Command (The King's Voice) | Imperious |
4 | 1 | Imperious | Any (Concentration) | You may maintain concentration on this Skill for up to eight hours. Make a single statement telling a creature to perform a task. If that command would harm a creature which they care about (directly or indirectly, and including themselves) they may choose to have a 20% chance of instantly breaking free, and not doing as you Command. This percentage increases by 10% if the target has the Skill Oath of the Divine Servitor, and by an additional 20% if they have the skill Oath of Chivalry. If the target doesn't break free they become your Subject and are subject to one of the below effects: -The target cannot die under any circumstances while you maintain concentration on this Skill. If they would have died while you maintained concentration, they die once you lose concentration. -The target spends the next eight hours attempting to complete a single task they are otherwise capable of attempting. If they complete the task, this effect ends. You cannot take another (The King's Voice) skill. |
Decree (The King's Voice) | Imperious |
4 | 6 | Imperious | Free | Make a single statement about the nature of any single known target by name. If that statement was one you knew to be true, and is true, all who heard it know that it is true. If that statement was a deliberate falsehood, that Statement becomes true, your Age becomes Elder (but you do not gain the increased Skill Points), decrease your Level by 2, and you may never activate this Skill again. If your Age was already Elder, you die of age, even if otherwise impossible. This falsehood has no effect on a target whose true name was not stated during the activation of this Skill. Falsehoods spoken by this Skill can do up to (but cannot exceed) one of the following: -Kill any single creature (unless that creature has the Primordial Creature Type). -Destroy any single target object. -Manifest any single object (which exists) into the possession of you or any single target you have met. -Increase any single known target's Total Might, Total Skill, or Total Magic by +6. -Grant any single known target 1 Level Up or 4 Skill Points. You cannot take another (The King's Voice) skill. |
Uprising | Imperious, Kingly | 2 | 10 | Imperious, Oath of Chivalry | Primary | Any creatures which can hear you within 8 Spaces gain +10 Total Might, Total Skill, or Total Magic (each of them choosing for themselves) for the next hour. This Skill can only effect creatures which have a result of fewer than 36 if their Total Might, Total Skill, and Total Magic are added together before the activation of the Skill. |
Imperious Judgment | Imperious | 2 | 6 | Imperious | Primary | Extend a sideways thumb as a decree of judgement targeting any number of creatures with fewer than 20 HP. If you then point your thumb downwards, the target takes 10 True Damage ((or 1 Tally)). Iron Blooded Humans halve this True Damage out of sheer insolence. If you then point your thumb upwards, the target may choose to fall unconscious for the next hour. While this unconsciousness holds them, they are Resistant to all damage (including True Damage), and cannot be harmed by you or your Subjects. |
The Way Of The King | Imperious | 2 | N/A | Imperious | Passive | If you have more Kingly skills than you have Tyrannical skills, increase the Point Of No Return of your Subjects by -10. If you have more Tyrannical skills than you have Kingly skills, increase your Point Of No Return by -20. |