Luminary - Bringers of Light
Sept 19, 2018 0:50:49 GMT -6
Post by Amanojyaku on Sept 19, 2018 0:50:49 GMT -6
Light - A simple word that can bring warmth to the coldest of hearts. Long ago, Pelor, feeling pity for those of the planet Krypton, provided those in his light with powers to defend themselves against the undead preying upon them. He made Luminaries, and granted them shards of his power. However, the inhabitants of Krypton quickly became corrupted by their powers, turning their backs on their creator. There were no survivors of the events that happened in their hubris.
The ashes of the doomed planet coalesced into solar shards that spread across the Wheel. Whenever you see a shooting star, it is ready to pass on the branding of Krypton onto another mortal - one that can hopefully fill the Great Wheel with light.
Tell: When using their powers, a Luminary’s chest glows with a warm light that can be seen through clothes and armor. This light is a beacon that sends different messages depending on who is seeing it. To most, it is a message of hope. Berks on the receiving end of a Luminary’s wrath would disagree.
Powers
Celestial Body: Empowered Luminaries do not suffer the effects of hunger or thirst. Any time they would be affected by Fatigue, Poison, Disease, or the vacuum of space, you can spend a point of Heat to negate it.
Sunlight Dependency: You lose 1 point of Heat for every day you spend away from sunlight (or any other powerful source of Heat). Having 0 Heat makes you effectively mortal, losing the benefits of your Exaltation until you regain 1 Heat.
Overdrive: You can spend Heat to discharge solar energy through your melee and unarmed attacks. Using this ability will give you a +0k1 bonus to your damage roll. Attacks modified with Overdrive gain the Shocking Quality (adding twice your Sun Soul to the TN) and deal E-type damage.
Burning Heart: You begin play with a free rank in the Evocation or Healing magic schools, and may purchase ranks in that Magical School as if it appeared on your class track. Add your Sun Soul to your unarmed damage.
Power Stat: Sun Soul: As a Luminary grows stronger, their branding will glow brighter. The glow of their brand will spread to the rest of their body as they become more powerful. With time, a Luminary with an active Tell will shine like a miniature sun.
Resource Stat: Heat: Heat is gained from exposure to sources of heat and light. A Luminary can gain 1 Heat by spending 15 minutes basking in the light of a natural sun. A Luminary can also gain Heat from lesser quality energy sources (such as heating lamps or furnaces), but at half the rate. Maximum Heat is equal to your Willpower + Charisma + Sun Soul.
*Grossly Incandescent: As a free action, you can generate a bright (but harmless) light from your body at a range of up to (Sun Soul*5) meters. By spending 1 Heat per turn, you can treat light as being natural sunlight.
**Shining Excellence: By spending 1 Heat, you can add your Sun Soul as rolled dice to a single test that uses a Physical Characteristic.
***Sunlight Yellow: You gain the Channel Energy feat. Your attacks modified with Overdrive are now treated as magical and give a +1k1 bonus instead of +0k1.
****Shooting Star: The Luminary gains the Flyer trait, with speed equal to twice their ground speed.
*****Aura of Light: You can cast Lightning Ring as the spell, using Sun Soul + Charisma instead of the normal Magic Test.
Luminary Branding Assets
Brand of El
This Brand is shaped like a shield. Reduce incoming damage from all sources by your Sun Soul, and increase your Resilience by 1.
Brand of Zod
This Brand is shaped like a Z. Branded of Zod are natural leaders, adding their Sun Soul to Command and Intimidate tests. When using Overdrive with a melee weapon, add your Sun Soul as a static bonus to your weapon's damage.
Brand of Grey
This Brand is shaped like a flamebird. By spending a point of Heat, you can gain a raise on any Evocation or Healing Focus Power test. Once per scene, you can restore all spent Heat as a free action. If you do, roll for Warp Phenomena with +5 for each Heat regained this way.
Brand of He'stan
This Brand is shaped like a dragon. Being hit by E-type weapons allows you to regain Heat equal to hit points lost. You still lose hit points as normal, and your Heat cannot go above its normal cap. Victims of your Overdrive attacks must test again the Fire condition instead of Shocking.
Brand of Joestar
This Brand has no defined shape, and could look like just about any strange thing you can think of. You gain a free rank in one Sword School, and may advance in it as if it appeared on your Class Track. Treat yourself as being proficient with any weapon you Overdrive with. You also gain the Just as Planned feat.
Brand of Rubiss
This Brand is shaped like an arrowhead. The children of Rubiss bring light to dark places. When you successfully parry a melee attack, you may spend a point of Heat to force your opponent to test against Shocking as if they were affected by your Overdrive. You also lose Heat at a rate of 1 every two days instead of daily.
Brand of Nova
This brand is shaped like a fiery corona. You can spend a half action to fly as if you were a vehicle. Your Drive Rating is equal to your Sun Soul, and your Accel is equal to your Dexterity. Control tests are made with Athletics + Dexterity. When calculating the damage from crashes, use the higher of your Strength or half your Size (rounding up) in the place of X. You do not take damage from crashing unless you fail your Ramming Speed. You can switch back to normal with a half action.