Automatic Abilities
Chroma
Witches believe that magic is inherently karmic, and they work hard to avoid being out of balance. All spells they cast have a "color" describing their essential karmic nature. You have an attribute called Chroma which describes your karmic balance.
- Beneficial spells have a "white" color. They increase your Chroma by +1.
- Spells which are self-balancing (harming others while harming yourself, etc) have a "red" color and modify your Chroma by +0.
- Harmful spells have a "black" color. They decrease your Chrome by 1.
Chroma is self-correcting.
- When your Chroma is +3 or higher, there is a chance that a spontaneous event will benefit you.
- When you are attacked, there is a 5% chance per Chroma that a random event will foil the attack. This resets your Chroma to zero.
- When you cast a spell or take an attack, there is a 5% chance per Chroma that the effect will gain +50% effectiveness per Chroma; this resets your Chroma to zero.
- When your Chroma is -3 or lower, there is a chance that a spontaneous event will occur to harm or hinder you.
- When you are subject to a harmful effect, after resolving all defenses, reactions, etc, there is a 5% chance per negative Chroma that you are still affected. This resets your Chroma to zero. (Hero Points cannot be overriden by bad karma)
- When you cast a spell, there is a 5% chance per negative karma of a mishap.
Feats
- Chroma
- Karmic Redirection: You can redirect the effects of negative karma onto enemies. Tricky to implement. Rules TBD.
- Saved by Karma: When you fail any check, you may spend 1 Chroma to gain +5 to the roll. Stackable. Doesn't cause critical hits or increase DCs, just used to turn failure into success. On natural 1, can spend 5 Chroma to treat as a 10. Can't go into negatives.
Other ideas:
- powers that use Chroma instead of Mana: bubbles, insta-heals, etc
- supplications: spend Chroma, make spells uber. Dark chroma is useful too.