Singularity
Aug 16, 2018 4:58:35 GMT -6
Post by SolaVentara on Aug 16, 2018 4:58:35 GMT -6
Singularity
A Singularity is the physical manifestation of the power released into the universe as a Black Hole dies. This massive command over the force of Gravity makes purchase in the body of a mortal, typically attuned to the warp in some way, as such a vessel is far more suitable than the psy-lack or psy-null individuals of the universe. These individuals who inherit the power of these twice-dead stars see mastery over their world that only they can gain. The ability to harness the power that keeps the stars and planets in space aligned, all wrapped into a single and highly unstable package.
Singularities vary as much as any person, but commonly they have seen great loss to themselves, and are often preyed upon as either weapons of war or dangerous time bombs. Either scenario creates a strongly private individual used to a life running from those they know, and hiding from those they don't. Those who wind up being part of something greater, such as a sphere-spanning government or organization typically vary between a more normalized individual that have more than likely become an important player in their camp due to their raw strength, or even more isolated, animalistic and only brought out when either an incredible show of force is necessary, or an equally violent retaliation is the only remaining option.
Tell
The Singularity has a constant and faint aura created by light gently bending around them. The harder they push their powers, the greater the distortion becomes, eventually blurring the Singularity to rapidly moving darkness and static as the force around them grows.
Power Stat: Metamass
A Singularity's strength is determined through raw Metamass, which is the overall pull that the Singularity has over the force of Gravity.
Resource: Graviton
Gravitons are the tangible effects of a Singularity's manipulation of their Metamass. A Singularity's Graviton is equal to their Power Stat + Willpower + Composure, and can be regained either by closing an anomaly, which immediately refunds Gravitons equal to its stage, or by naturally allowing the Singularity to slowly regain mass at a rate of its Metamass per day.
Static Abilities
Natural Born Esper
The Singularity begins play with a free rank in the Telekinesis magic school, and may advance it as though it was part of their class. In addition, ignore material requirements for Telekinetic abilities.
Event Horizon
The Singularity manipulates the gravity around its body for defensive purposes, forcing strikes and projectiles away from their body. Gain a bonus to your Static Defense equal to your Metamass. In addition, you are not affected by the weight of any worn equipment.
Unstable Well
The power of a Black Hole is not easy to contain, no matter how special the vessel. When casting spells as a Singularity, any failed cast results in a Psychic Phenomena roll, and the Character takes damage equal to the difference between the TN of the spell that was cast and the result of the failed spell cast roll. This damage is not mitigated by armor or aura.
Gravitational Anomaly
Spending Graviton creates lingering anomalies that can be dangerous if left unchecked. When activating an ability requiring Gravitons, an area 1 meter cubed is affected by a force that deals a consistent 1k1E worth of damage to anyone caught within at the end of each round. If ignored for 2 rounds, the area will expand by 1 meter cubed per round after, its damage increasing by +1k1 in tandem. This maxes at 5 total stages before natural gravity sorts itself out. The Anomaly dissipates completely after 7 rounds of existing.
Attempting to cleanse, and remove, an Anomaly takes a Full Round from the Singularity. They can not use Reaction Actions until the beginning of their next round and must attempt a Willpower test with a TN equal to 10 + (size in m^3 *5). If they succeed, the Anomaly dissipates.
The Anomaly will spawn 5 meters away from the Singularity. To determine the exact location, roll 1d10 on the Anomaly Spawn Chart, and attribute the result to the relative direction the character is facing.
Anomaly Spawn Location Table
1 | Below |
2 | Front |
3 | Front Right |
4 | Right |
5 | Back Right |
6 | Back |
7 | Back Left |
8 | Left |
9 | Front Left |
10 | Above |
Gained Powers
* | Graviton Augmentation- As a half action, the Singularity can spend Graviton in order to empower their unarmed strikes until the end of their next turn. They gain +0k1 damage and +1 Penetration equal to the number of Gravitons spent. |
** | Unstable Grav-field- When making a Reaction, the Singularity may spend Graviton to increase the effectiveness of Event Horizon, granting an additional bonus to Static Defense equal to (Graviton spent *Metamass) until the start of their next turn. |
*** | Gravity Well- As a half action, the Singularity may spend a Graviton to temporarily strengthen the downward gravity around themselves. Anyone, except for the casting Singularity, caught within the Gravity Well must make either a Strength or Constitution roll, TN 15, or suffer -2k0 to all physical actions and halved movement speed. This effect lasts until the end of the User’s next turn, and can be refreshed with the use of another half action and a Graviton. If a character caught in the Well has Powered Armor, or some other form of motorized body covering, they are considered immune to these effects. |
**** | Kinetic Crush- As a Half Action, the Singularity may spend a Graviton to make a TN 15 Willpower+Telekinesis test against a single enemy or piece of cover. A successful cast causes the target's armor points to be reduced by 3, plus 1 for every two degrees of success beyond. |
***** | Accretion Disk- The Strength of the Singularity's gravitational pull is so great that even its own anomalies begin to be affected. Select one active anomaly within 10m and make a Cleanse Anomaly test as described above. If you succeed, you do not remove the Anomaly. Instead, the Anomaly becomes centered on the Singularity in a disk instead of a cube, with a radius equal to half the anomaly's current size. It deals damage as normal to anyone who comes into contact with it. While using this ability, the Singularity does not take damage from the anomaly, is immobilized, and must spend 1 Graviton per turn to upkeep the Accretion Disk, but can not take any other actions. If the Singularity chooses not to upkeep the Accretion Disk, it dissipates as normal, and the Singularity gains a level of Fatigue equal to each Graviton spent to upkeep it. |
Singularity Assets
Singularities are intrinsically linked to the many black holes of the Deep Void, and there are several different types that attune with different Singularities.
Primordial Asset: Primordial Black Holes are some of the oldest Black Holes in the universe. They are typically wild and violent due to their birth in such a chaotic time, and they pass on these traits to their Singularities. Primordial Singularities gain the Frenzy feat. In addition, Graviton Augmentation's attack buff increases to +0k2 from +0k1. When spending 5 Graviton to activate Graviton Augmentation, the Primordial Singularity may roll to damage with this attack 3 times, each roll calculated separately from one another.
Supermassive Asset: Supermassive Black Holes are so massive that they pull at the very fabric of the Universe. Supermassive Singularities gain +1 size and +1 resilience. In addition, Unstable Grav-field lasts the entire scene in which it is used, and using 5 Gravitons in its activation creates a Dissipation Field. Any non-magical attack that connects with the affected Singularity must roll 1d10. On an 8 up, that attack is consumed into the Dissipation Field and does not connect.
Outcast Asset: Outcast Black Holes occur when a Lone Star breaks down. Having little to no matter left to consume, the Outcast is a master of manipulating what little matter it still possesses, and equally so in hunting for new matter, often pinning passing celestial bodies in a single spot and slowly drawing them in. Outcast Singularities ignore effects of hunger and regain 5 Gravitons when cleansing any anomaly, despite regaining it naturally at a permanent rate of 1 a day. When summoning a Gravity Well, the User may spend five Gravitons and a full action to create an extremely concentrated Well. Select a single target. This target must make a Strength or Constitution roll, TN 25, or be pinned to the ground and unable to move until the end of the caster’s next turn.
Minutia Asset: Minutia Black Holes are the smallest and calmest types of black holes found in the universe, if one could consider such a celestial body to be either small or calm. This nature of course transfers to Minutia Singularities, who produce anomalies that only increase to Stage 2, dissipating in 3 total rounds rather than 7. However, while channeling Accretion Disk the Minutia Singularity may function as normal and may channel the disk as a half action, rather than a full action. When channeling, 5 Gravitons and a Full Action may be spent in order to break the anomaly's orbit and send it flying ahead before it dissipates. This projected anomaly moves in a 45 degree arc up to 10 meters away, dealing 1k1I damage to anyone it passes over. In addition, anyone affected must also make a TN15 Constitution test or be dragged with the wave until it dissipates at the end of 10 meters.
Crystalline Asset: Crystalline Black Holes are the rare bi-product of a Black Hole being passed over by a warpstorm. These black holes are typically deep wells of magic, and Crystalline Singularities mirror this. Gain the Mana Generator Feat, as well as +1k0 to any test they make to cast a spell. In addition, at 5 Metamass, the Singularity gains 3 instances of Spell Book for use in the Telekinesis Magic School.