[Beta] Existentialism

Class intro-

Existentialists believe the universe is inherently Chaotic, and life has no meaning except for what one makes of it, which in their case typically invovles heavy overcoats, cigars and thick french accents. Existentialists are not so much a believers in a single philosophy as they are people who agree that they disagree with every other philosophy. Because of this Existentialists tend to rub the wrong way with the dogmatic councils of Utopia and Numinous, so they tend to reside in the Domains, creating a booming wine economy.


Mechanics-

Existentialism is a bit of a two in one class, with affinities varying between Theistic Existentialist and Atheistic Existentialists. Atheistic Existentialists tend to be slightly more offensive, while Theistic Existentialists can double as tanks in a pinch. The constants between the two however is a heavy reliance on Chance, Charisma and Continuing effects.


Quale

Atheistic- Gains affinity for CRE, takes 1st ability options
-or-
Theistic- Gains affinity for CON, takes 2nd ability options


Stats

5 CHA, 5 CRE, 1 CON
-or-
5 CHA, 5 CON, 1 CRE


Rank 1-
Existential Dread- Standard Action
The Existentialist bemoans the human condition in hopes of persuading his target.
Target: One enemy within x squares.
Roll: Existentialism+CHA vs. Opponent's class skill+chosen stat.
Effect: On a success the enemy becomes trapped in a sphere of isolation forcing him to skip his turn and causing him damage equal to the caster’s CHA/5.

Rank 2-
Apostate- Counter Action
The Existentialist accuses his opponent of abandoning the roots of his own philosophy.
Target: Self
Roll: Skill in Existentialism+CRE vs. Opponent's class skill+chosen stat.
Effect: On a success you may double the initial damage of your attack.
On failure the initial damage is halved.

-or-

Leap of Faith- Counter Action
The Existentialist takes a leap of faith abandoning reason.
Target: One enemy
Roll: Skill in Existentialism+CON vs. Opponent's class skill+chosen stat.
Effect: On a success you may negate your opponent’s attack.
On a failure opponent deals an extra (their) CRE/5 damage to you.

Rank 3-
Engender Anomie- Standard action
The Existentialist conjures up values opposing his target’s beliefs causing them to temporarily erode.
Target: One being within X squares.
Effect: The target cannot add a stat bonus to his saves for DEX saves.
Effect ends automatically once encounter is over.

Rank 4-
Bad Faith- Standard Action, Ongoing
The Existentialist attempts to convince an opponent he is acting in bad faith to himself by trying to be something he is not.
Target: One enemy within X squares.
Roll: Skill in Existentialism+CHA vs. Opponent's class skill+chosen stat.
Effect: On failure, The target takes DEX damage for every action until he has a successful save. The opponent may attempt to save at the start of every turn as a free action.

Rank 5-
Summon Ideal- Standard Action, Summon
The Existentialist summons up the sum of his ideals in the form of an Übermensch, Knight of Faith, Absurd Hero, or whatever he is inclined to call it.
Target: One square within X
Effect: The Summon takes DEX turns to cast and lasts for DEX turns, it has skill in Existentialism equal to the Caster, and stats equal to the Existentialist plus a bonus equal to the existentialist's DEX times 5.
This may be cast once per battle, once this ability is unlocked, the Existentialist must open up and reserve an Element Slot, in order to use it. The Summon is under the GM's control, but will usually respond to it's Summoner's commands unless it feels a command is in conflict with the summoner's (And by extention his) philosophy, in which case a CHA check is required.

Rank 6-
No Exit- Standard Action, Ongoing
The caster attempts to entrap their opponents so that they'll do the work of fighting each other for him.
Target: Up to twice DEX opponents, within X squares.
Roll: Skill in Existentialism+CRE vs. Each Opponent's class skill+chosen stat.
Effect: If Targets fail to save they cannot flee battle and suffer ongoing damage equal to 1 for each other opponent currently under the effect for DEX turns. Targets may save each turn until they succeed or the effect passes. The Existentialist may not take any other actions as he maintains this effect. This may only be cast once per encounter.

-or-

Fear and Trembling- Standard Action, Ongoing
The caster conjures up an ability inspired by the divine to weaken their foes.
Target: Up to twice DEX opponents, within X squares.
Roll: Skill in Existentialism+CON vs. Each Opponent's class skill+chosen stat.
Effect: On success, the attack causes the targets to suffer -5 on all stats.
On failure the attack has no effect. Does not stack.

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