Action Affinity: Demand

One of the magical affinities that are used by characters bearing wands and magical weapons is the action affinity called "demand". The demand affinity allows the wielder to manipulate objects and people.

Overview

You can use your imagination and knowledge of science to invent new and interesting ways that "demand" may work, but for the most part you can break down this affinity into the following uses:

  • Manipulate Humans - you could attempt to force NPCs or enemies to see you or your request in a favorable light
  • Manipulate Objects - you can zip zippers, swap pots, turn doorknobs, turn on engines, etc.
  • Pull - you could pull an object, NPC, or enemy toward your location

Weapon Buff and Debuff Slots

Can grant powers and offensive spells.

  • Buff: Reflect - a melee weapon with this buff will return after being thrown -- thus making it a de facto ranged weapon

Armor Buff and Debuff Slots

Can grant immunity or defensive spells.

  • Buff: Flash - Instantly close the distance between you and a single target -- the both of you meeting half way between your original positions

Example Combinations

By themselves, the power of magical affinities can be used for smaller attacks and effects. However, by combining multiple affinities during an invocation you can create very interesting ways to solve a problem or defeat a foe. It's important to know that the following examples are in no way intended to limit the wide variety of combinations you can create, they are simply examples. Consult with your game master to see if two affinities can work together in the way you intend.

  • plus "Air" - Demand full of air could pull an enemy to you long enough to pickpocket them and then put them back while air full of demand could allow you to change the design of a sculpture
  • plus "Earth" - Demand full of earth could shake an NPC to see if he's got any coins in his pocket while earth full of demand could build a land bridge above a ravine
  • plus "Electricity" - Demand full of electricity could shock the next person who touches the object while electricity full of demand could pull apart the weave of an unfriendly electric fence
  • plus "Fire" - Demand full of fire could snuff out a torch while fire full of demand could light a torch from afar
  • plus "Water" - Demand full of water remove liquid from a glass while water full of demand could could put someone to sleep
  • plus "Athletics" - Demand full of athletics could hit an enemy with a nearby vase while athletics full of demand could stop books from falling off of a bookshelf
  • plus "Blaspheme" - Demand full of blaspheme could restore a piece of artwork while blaspheme full of demand could allow you to look into the memories of an NPC
  • plus "Blood" - Demand full of blood could pull an ally from battle while blood full of demand could poison the next person who touches an artifact
  • plus "Demand" - An affinity can't be combined with itself
  • plus "Obedience" - Demand full of obedience could temporarily stupefy an NPC while obedience full of demand could get an animal to open a door
  • plus "Revelation" - Demand full of revelation could allow you to read someone's mind while revelation full of demand could allow you to instantly solve a sliding tile puzzle
  • plus "Theft" - Demand full of theft could trick an NPC into opening the door to their room while theft full of demand could make an NPC looking through a window at you think you are his reflection
  • plus "Truth" - Demand full of truth could make for a particularly persuasive inquisition spell while truth full of demand could stop an object from spinning
  • plus "Web" - Demand full of web could cause a creature's mind to fixate on it's current thought while web full of demand could repair a broken vase

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