Tempest
Aug 11, 2018 12:14:11 GMT -6
Post by Marr965 on Aug 11, 2018 12:14:11 GMT -6
The Great Wheel exists in a constant state of turmoil, as factions war for realspace and the gods carry out their own struggles in the Warp. All of this creates ripples in the fabric of the universe, and where the ripples collide, there are born Tempests.
Tempests embody both the chaos and the calm of the Great Wheel, bringing both strife and peace. However, it is not necessarily obvious which will prevail. While one Tempest may bring a brief period of civil war followed by a long period of prosperous peace, another may be responsible for discovering a previously unknown deposit of some magical material located on the border between two nations, causing a brief period of cooperation followed by a bloody war that lasts for a century.
This capacity to cause both war and peace is the curse of the Tempest. They cannot settle too long in one place, lest the turmoil that follows them reoccur and swallow them. Equally, wandering may not be ideal for them, as they spread petty feuds and disagreements in their wake, causing suspicion of strangers that may in its turn negatively affect them.
Love the Spring
Tempests embody both the chaos and the calm of the Great Wheel, bringing both strife and peace. However, it is not necessarily obvious which will prevail. While one Tempest may bring a brief period of civil war followed by a long period of prosperous peace, another may be responsible for discovering a previously unknown deposit of some magical material located on the border between two nations, causing a brief period of cooperation followed by a bloody war that lasts for a century.
This capacity to cause both war and peace is the curse of the Tempest. They cannot settle too long in one place, lest the turmoil that follows them reoccur and swallow them. Equally, wandering may not be ideal for them, as they spread petty feuds and disagreements in their wake, causing suspicion of strangers that may in its turn negatively affect them.
Unfortunately, because of their state as the eye of a storm of strife, Tempests have no society, as their groups end up splintering under the pressure of the bad blood that inevitably occurs.
Static Powers
Duality
Whenever you spend Chaos or Calm, you gain that much minus one of the other. This may not take you over your cap for either. You may not spend both Chaos and Calm on the same action, nor may you spend a combined total of Chaos and Calm during one round that is greater than your Gale Force. (For instance, if your Gale Force is two, you can spend 2 points of either Chaos or Calm to regain 1 point of the other. However, you cannot spend more than two points of either during one round.)
Winds of Chaos
When you spend Chaos, the winds pick up around you, both Material and Immaterial. Each point of Chaos you spend inflicts a -1 static penalty to all Ballistics and Focus Power tests within 10 m of you for the rest of the scene, but grants a +1 static bonus to all Brawl and Weaponry tests within 10 m of you for the rest of the scene.
Calm Before the Storm
When you spend Calm, the air grows unnaturally still, and the Warp itself settles. Each point of Calm you spend grants a +1 static bonus to all Ballistics and Focus Power tests within 10 m of you for the rest of the scene, but inflicts a -1 static penalty to all Brawl and Weaponry tests within 10 m of you for the rest of the scene.
Eye of the Storm
Even though the wind may howl, you are always at the centre of a perfectly calm area. You roll for Psychic Phenomena at -10 on the roll, to a minimum of 1. You also roll for Perils of the Warp at -5 on the roll, again to a minimum of 1.
Power Stat - Gale Force
A measure of the strength with which a Tempest affects their surroundings, Gale Force manifests itself in the Tempest's looks in their eyes and hair. As Tempests grow stronger, their eyes begin to flicker with flashes of lightning, and their hair tousles itself.
Resource Stats - Chaos/Calm
The caps for each of a Tempest's resource stats is equal to their Gale Force. They regain one point of whichever they have less of every half-hour (or their choice, if neither is lower).
A measure of the strength with which a Tempest affects their surroundings, Gale Force manifests itself in the Tempest's looks in their eyes and hair. As Tempests grow stronger, their eyes begin to flicker with flashes of lightning, and their hair tousles itself.
Resource Stats - Chaos/Calm
The caps for each of a Tempest's resource stats is equal to their Gale Force. They regain one point of whichever they have less of every half-hour (or their choice, if neither is lower).
Gale Force | Power Gained |
⚫⚪⚪⚪⚪ | Born Great Choose a characteristic. You may go to six dots in that characteristic. |
⚫⚫⚪⚪⚪ | Toil and Trouble By spending a resource point, you can force a target you can see within 50 m to roll on the Psychic Phenomena table. If you spend Calm in this way, the Phenomenon does not affect them. If you spend Chaos, the Phenomenon only affects them. |
⚫⚫⚫⚪⚪ | Fortune's Fool You may spend a resource point to cast the spell Luck, using your Gale Force in place of Divination for the Focus Power test. If you spend Calm in this way, the floating dice gained can be applied to rolls both you and your allies make. If you spend Chaos, they can be applied as penalties to rolls your enemies make, but cannot be applied to you or your allies. |
⚫⚫⚫⚫⚪ | Sound and Fury Whenever you spend resource points, you may choose to double the effect of Winds of Chaos or Calm Before the Storm for that specific expenditure. (So, for instance, you could spend three points of Chaos for the effect of spending six points, then spend another point and bring the effect up to seven points.) |
⚫⚫⚫⚫⚫ | More Things in Earth and Heaven By spending resource points, you can ignore some of the protection your targets have for this turn. Spending Calm allows you to ignore Aura up to twice the amount of Calm you spent, while spending Chaos allows you to ignore AP up to twice the amount of Chaos you spent. |
Tempest Season Assets
Love the Spring
Your presence is a calming one, and strife you cause is social rather than physical. Rather than the normal bonuses and penalties to tests, your Winds of Chaos grants a penalty to Charm and Persuasion tests and a bonus to Intimidate and Deceive tests. Calm before the Storm, of course, reverses these penalties and bonuses.
Midsummer Madness
Your presence tends to result in physical confrontation. You don't cause penalties to attacks with Winds of Chaos and Calm Before the Storm.
Autumn's Livery
Your presence tends to result in bounteous fruitfulness, regardless of whether it's peaceful or during times of war. You may spend resource points to heal your allies during narrative time, and whenever you perform a Healing Surge by spending 2 or more resource points, all allies within a 10 m radius also regain a lost Hit Point.
Winter of Discontent
Your presence tends to result in loss, whether that be of life or less fatal. Whenever you spend more than one resource point at a time, you may have one enemy within 10 m lose one resource point, hit point or resolve (their choice).
Potential effect for a fifth asset, if I can find a good name - Your presence tends to result in acts of passion. Whenever you make a Social attack which uses emotion to get an effect, you get a free raise on the roll.