Generator
Aug 9, 2018 15:22:32 GMT -6
Post by Lestat on Aug 9, 2018 15:22:32 GMT -6
Homebrew Exaltation - Generator
Matter can not be created or destroyed, neither can energy. So say the ignorant mortals who lack the knowledge of the Generators. Generators are beings who possess an unparalleled mastery of energy, so much so that it flows from their body as a never ending wellspring. Generators take many shapes and forms, some inconspicuous and bland, others elemental and awe-inspiring. Every Generator however is not without limit, while they are blessed with a never ending source of energy it only comes to them so quickly, and only so much can be controlled by even an Exalted. This is why Generators share their powers with others else it burst forth under immense pressure. Energy is life itself and Generators channel it as they see fit.
Tell: A Generator's tell depends on the exact form of the Generator's energy. A Zoltan who manifests power as lightning might arc with electricity while a Human who is able to transfer life might bleed from the nose. Whatever form the Generator's constant energy production takes on goes into overdrive as more and more Energy is spent, and becomes immediately noticeable to even a mortal.
Powers:
Transference: Once per turn you may spend a half action to touch a creature and spend Energy to grant them temporary generic resource points for each Energy spent. These temporary resource points can not be spent on Exalted powers, are lost once the scene ends, and can not exceed the Generator's Impedance.
Debt: You may spend Energy you do not have going into debt up to an amount equal to your maximum Energy. Your remaining debt is taken away from your Energy at the start of each session. You receive a -1 penalty to all skill and characteristic tests for each point of debt you have. If you would gain Energy it is taken from your debt first.
Overflow: You have one additional trait that gushes from your body which may be shared with others through your Transference. Choose one option below.
- Vitality: Your maximum hit points are increased by your Impedance, and you may spend hit points up to your Impedance when using Transference to restore an equal amount of hit points to your patient.
- Motivation: Your maximum Resolve is increased by your Impedance, and you may spend points of Resolve up to your Impedance when using Transference to restore an equal amount of Resolve for your target.
- Fate: You gain 2 additional Hero Points, and you may spend a Hero Point when you use your Transference power to grant the recipient a temporary Hero Point that can not be burned and is lost once the scene ends.
- Speed: Your speed is increased by your Impedance, and you may lose points of speed up to your Impedance to grant them to the target of your Transference for the duration of the scene. Any one recipient's bonus speed can not exceed your Impedance.
- Proficiency: Choose a skill or Characteristic. You may go up to 6 dots in the chosen skill or Characteristic, and you may temporarily lose dots in it up to your Impedance + 1 to grant those dots to the recipient of your Transference for the duration of the scene. These bonus dots may not exceed the recipient's maximum number of dots in that skill or Characteristic
Lifeblood: Whenever you take a wound you lose an equal amount of Energy which can put you into debt.
Power Stat: Impedance
Impedance is the amount of control a Generator has over their Energy. As the Generator becomes more familiar with their powers both the manner in which their Energy may be used, and how much they may use it grows.
Resource Stat: Energy. Generators have an amount of Energy equal to twice their Level + twice their Impedance. You begin each session with full Energy.
Impedance | Power Gained |
★ | Overcharge - You begin each session with an amount of Overcharged Energy equal to twice your Impedance which may be used for anything normal Energy could be used for. Overcharged Energy may be used a number of times equal to your Impedance per round and is counted separately from your maximum resource points spent per round. |
★★ | Discharge - Whenever your dice explode you may spend a point of Overcharged Energy for each exploded die to add an extra raise to the roll for each point spent. |
★★★ | Utility Charge - The scope of what your resource points can do is expanded. You may spend resource points to add 1 to an initiative roll, to recover a point of fatigue, and to add +1k0 to characteristic tests. You also may spend resource points to heal while in combat. |
★★★★ | Charge Combo - You gain 1 Overcharged Energy for every 5 resource points you spend in one round, and you gain an extra raise for every 5 points you spend on a roll. |
★★★★★ | Omni-Charge - When you use Overcharged Energy for Transference the recipient gains an Overcharged version of their normal resource points. These Overcharged resources are tracked separately from the normal resource spending limit, and may be used for anything their normal resource points may be used for. |
Generator Assets
Overcharge Weapon
As a full action you may channel Energy into a weapon you are touching to give it the Power Field special property and +1 to damage rolls until the end of the scene for each Energy spent to improve it. With at least 5 points it also gains Volatile, and with at least 10 points it also gains Disintegration.
Inductive Charging
Leylines, radio waves, interdimensional rifts, distance isn't much of a concern for your gifts of Energy. You do not need to touch a target in order to use Transference on them. As long as you are in the same Spelljammer or Crystal Sphere they are able to be affected. Additionally you may perform the Aid Another action on the recipient as a part of the Transference action.
Friendly Loan
You do not suffer a penalty to tests for going into debt, and you reduce your debt by your Impedance at the end of each session.
Multi-Quirk
You choose two options from the Overflow power instead of one.
Weaponized Charge
For you, the idea of being a Generator is a bit more literal than figurative. You gain the Luminen Charge, and Luminen Blast feats, and you are immune to fatigue. Your Luminen Blast gains the Beam, and Sapping special properties, and its range is increased by 90m.