Perpetual - Infinite and Eternal
Oct 1, 2018 20:41:30 GMT -6
Post by Amanojyaku on Oct 1, 2018 20:41:30 GMT -6
Mortals have always been enchanted by the idea of living forever. To be immortal is to be innocent of death, to never grow old or become feeble in body and mind. As an immortal, you'd suddenly have the time to do anything and everything you ever wanted to do, but were unable to do within a mortal's lifetime. It's why so many people want to be Exalted, and feel blessed when Exaltation lands in their laps without warning. No one in the right mind would ever turn down such a gift, would they?
Perpetuals had little choice in the matter. Once mortal, their first death unleashed a spark of power, revealing the inner potential to live indefinitely. Whenever they are killed, a Perpetual comes back in a matter of days. Easily outliving even other Exalted, Perpetuals are able to develop a unique perspective of time as empires rise and fall before them. Some say that this power can be concentrated into an Elixir of Life, though partaking in such a wonder of alchemy would not be something done lightly.
There is, however, an exception to their amazing regeneration: If a Perpetual is decapitated by another of their kind, they die for good. The corona of energy released by the final death of a Perpetual is a sight to behold, a storm of power that shatters glass and decimates weaker structures. Perpetuals are frequently drawn into conflict with one another, as legends state that the last Perpetual standing will receive power and wisdom beyond that which even the gods can provide. There can be only one!
Tell: Outside of combat, a Perpetual that spends Edge has a mysterious gleam in their eyes, a look that stares beyond and knows both infinity and finality. When a Perpetual enters a duel with a worthy foe, their Tell changes, becoming aura of electricity surrounding the Perpetual's body and arcing off the business end of their weapon.
Powers
Resurrection: You gain the Hardy feat. If killed by any means (save decapitation by another Perpetual), a Perpetual will come back to life after 2d10-CON days (to a minimum of 1), healing all wounds, Conditions, and Critical Damage when they reanimate. This time can be reduced by one day per Edge point spent. Resurrection doesn't prevent you from becoming unplayable by other means, such as being lost to the Warp or gaining over 100 IP.
Prince of the Universe: You have no rival, no man can be your equal! You gain a free rank in one Sword School. You may advance in your chosen Sword School as if it was on your class track.
Old Money: A Perpetual begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Who Wants to Live Forever: Start the game with two additional Hindrances and 1 less Hero Point. These Hindrances do not grant you XP or count towards your normal Hindrance limit.
Power Stat: Kenning: Kenning represents how keenly the Perpetual perceives the world around them, and how effectively they can use what they've seen and experienced to their advantage. Perpetuals with low Kenning have experienced relatively little in their extended life, while Perpetuals with high Kenning have acquired an incalculable expanse of knowledge in their many lifespans.
Resource Stat: Edge: Perpetuals measure their advantage over others in Edge. They have a pool of Edge equal to their Level + Kenning, and regain one Edge point at the start of each day.
*Perpetual Memory: You gain the Eidetic Memory and Jack of All Trades feats.
**Intuition: You gain Edge equal to your Kenning at the start of each session.
***Enlightened Will: Once per turn, if you would add a +Xk0 bonus to a roll, you can spend an Edge to replace X with your Kenning.
****Rock of Ages: You gain Stuff of Nightmares.
*****The Prize: You gain an additional Hero Point and can remove up to two Hindrances you have.
Perpetual Code Assets
Code of the Gauntlet
Hunters play the Game not only to win, but for the thrill of the kill. You can spend an Edge to add your Kenning to your weapon's Pen and damage for a single attack.
Code of the Knife
Rascals operate by no rules but their own. You can spend an Edge to summon a weapon to your hand, as per the Call Item spell. This weapon must be chosen beforehand.
Code of the Mask
Amateurs never look for trouble, but they're always ready when it comes to them. Your improvised weapons use the default profile of a Hand Weapon instead of a Club.
Code of the Shadow
Solitaires live in the darkness, hidden away from the prying eyes of the Wheel. You gain the Unremarkable feat. Your Tell only appears when you spend Edge in combat.
Code of the Sword
Players follow a code of honor, policing the Exalted and executing those who cross the line. You can spend an Edge to give your weapon Power Field for a single attack or parry.