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Aug 11, 2018 10:26:04 GMT -6
Post by Marr965 on Aug 11, 2018 10:26:04 GMT -6
The Warp allows many things to exist. Spirits, daemons, gods and devils, all of these are only able to exist due to the Warp. Sometimes, the Warp opens breaches to other universes. Mostly, anything that emerges dies instantly, but occasionally, something does survive. For reasons unknown to anyone, these things often seem to bear an uncanny resemblance, both in appearance and in abilities, to characters from vid-games.
Platformer
These Avatars, as they are known, are outcasts in a land they were never meant to be in, and often have features to match - unnaturally coloured hair in gravity-defying styles, heterochromia with odd eye colours and bizarre skin pigmentation are not uncommon among them. However, with the diversity existent in the Wheel, they typically pass without comment, although some of the more outlandish among them are viewed with a sizable dose of derision. Quite often, they take up wandering across the Great Wheel, feeling unable to settle down in a place that's entirely unnatural to them.
Static Powers
Abnormal Physiology
You don't use the normal critical damage chart. Instead, if your Hit Points fall to 0, you fall unconscious until such time as they rise back above 0, and die once you hit a total of Critical Damage 10.
Life Points
As a free action, you may take an automatic point of X critical damage to the Gizzards and regain up to your Providence in lost Hit Points. This damage ignores all forms of damage reduction.
Level Up!
Whenever your Level rises, you may increase one of your characteristics or three of your skills by 1 each.
Interference Law
Whenever you spend one or more Skill Points, make a Willpower test against a TN equal to 5 times your Providence. If you fail, you get a penalty of -1k1 on your next test.
Power Stat - Providence
As your Providence rises, you give off an aura of competence and natural talent - you still look the same, but you seem stronger, smarter and socially more ept.
Resource Stat - Skill Points
You have a maximum number of Skill Points equal to twice your Providence plus twice your Level, regaining one for each hour you rest.
As your Providence rises, you give off an aura of competence and natural talent - you still look the same, but you seem stronger, smarter and socially more ept.
Resource Stat - Skill Points
You have a maximum number of Skill Points equal to twice your Providence plus twice your Level, regaining one for each hour you rest.
Providence | Power Gained |
⚫⚪⚪⚪⚪ | Vendor Trash You gain the Carving King feat, or you may use it an additional time per slain enemy. In addition, the TN to use the Carving King feat is lowered by 5. |
⚫⚫⚪⚪⚪ | Hyperactive Metabolism Whenever you take a Healing Surge action, you may consume items of food to replace Skill Points spent at a ratio of 1:1. This does not let you gain additional Hit Points from Healing Surges (you're capped at however many Skill Points you could normally spend), and you must always spend at least 1 Skill Point when taking a Healing Surge action. |
⚫⚫⚫⚪⚪ | Limit Break Tally each wound you take as a result of an attack by an enemy. Whenever this total exceeds your Willpower plus your Providence, the next attack you hit with deals +Xk2 damage, where X is your Providence, and the total drops to 0 again. |
⚫⚫⚫⚫⚪ | Forbidden Technique You may take two automatic wounds to the Body to regain a lost Skill Point. This may not be used to lower your Hit Points below 1 and cannot be used to cause Critical Damage. |
⚫⚫⚫⚫⚫ | Level 99 You can go to six dots in each characteristic and skill. |
Avatar Origin Assets
Platformer
You gain the Catfall feat. By spending a Skill Point, you may jump twice as high and twice as far as normal, ignoring all damage you would take as a result of the height gained by this jump (for example, jumping to a ledge five metres below you only causes you to take damage as though you had fallen five metres, regardless of how high your jump takes you). In addition, you do not halve your jumping distance for the purposes of calculating your vertical jump height.
Fighter
Choose a Sword School, Spell School or Gun Kata. You gain a free rank in that School or Kata and may advance it as though it appeared in all class tracks. You may spend a Skill Point to get +1k1 to your next Focus Power test or your next test to use a Martial Manoeuvre or Trick Shot.
Adventurer
You get +1k1 to all Perception tests you make, and gain the Common Sense feat. By spending a Skill Point, you can have an item or collection of items you have on your person perfectly solve a problem outside of combat, as long as at least some chain of pseudo-logic actually allows the problem to be solved with those items.
Strategist
You gain a Minion squad with the sum of its Size, Threat Rating and Damage Rating equal to twice your Providence plus 2. They may not have Ranged weapons. You may replace up to half of these by spending 1 Skill Point.
Simulator
You gain the Foresight feat, and may use it on tests made with any Mental characteristic. By spending a Skill Point, you may make two uses of Foresight in half the normal time (in other words, they take five minutes each), and may apply it twice to the same test.
Avatar Physical Features
As previously mentioned, Avatars tend to have distinctly different appearances to "normal" members of their race. Unnatural hair, eye and skin colours are commonplace among Avatars, and even stranger features have been known to occur.
Avatar Tells
Avatars display their Tells in an entirely different manner to most Exalts. Most Exalts slowly become lightshows (or freakshows) as they spend more resource points, but Avatars instead shine with an aura that's unique to the Avatar in question, which could be the formation of a magic circle, a green light with a suggestion of wind-blown leaves, or any other obviously supernatural effect. This is always obvious, at the four point level, but only lasts for one round, or five seconds in narrative time. This makes them possibly the hardest Exalts to spot normally, barring their eccentric appearances.
Becoming an Avatar
As with many Exaltations, one does not simply "become" an Avatar. Avatars do not spring into being fully formed - they come from other universes, where they had lives, friends, family and possessions of their own. By some terrible, cruel twist of fate, they have been taken away from these, and placed in the Great Wheel, becoming an anomaly in the fabric of space-time - an Exalt - in the process.
Playing an Avatar
Avatars, moreso even than Atlanteans, are outsiders. They come from universes with different cultures and different environments. It is not unknown for Avatars used to tropical desert environments to suddenly be plunged into a freezing hell, or those who were arctic hunters to find themselves in a rainforest. As a result, those that survive the first shock of transference seem to be surprisingly versatile for those of their race. Oftentimes, they group together out of necessity, needing to find some group to belong to or fall into a slough of despond. However, it should be pointed out that even with these groups, they still long for home.
As previously mentioned, Avatars tend to have distinctly different appearances to "normal" members of their race. Unnatural hair, eye and skin colours are commonplace among Avatars, and even stranger features have been known to occur.
Avatar Tells
Avatars display their Tells in an entirely different manner to most Exalts. Most Exalts slowly become lightshows (or freakshows) as they spend more resource points, but Avatars instead shine with an aura that's unique to the Avatar in question, which could be the formation of a magic circle, a green light with a suggestion of wind-blown leaves, or any other obviously supernatural effect. This is always obvious, at the four point level, but only lasts for one round, or five seconds in narrative time. This makes them possibly the hardest Exalts to spot normally, barring their eccentric appearances.
Becoming an Avatar
As with many Exaltations, one does not simply "become" an Avatar. Avatars do not spring into being fully formed - they come from other universes, where they had lives, friends, family and possessions of their own. By some terrible, cruel twist of fate, they have been taken away from these, and placed in the Great Wheel, becoming an anomaly in the fabric of space-time - an Exalt - in the process.
Playing an Avatar
Avatars, moreso even than Atlanteans, are outsiders. They come from universes with different cultures and different environments. It is not unknown for Avatars used to tropical desert environments to suddenly be plunged into a freezing hell, or those who were arctic hunters to find themselves in a rainforest. As a result, those that survive the first shock of transference seem to be surprisingly versatile for those of their race. Oftentimes, they group together out of necessity, needing to find some group to belong to or fall into a slough of despond. However, it should be pointed out that even with these groups, they still long for home.