Alternate Atlantean - Celestial
Aug 31, 2018 18:07:10 GMT -6
Post by Traskus on Aug 31, 2018 18:07:10 GMT -6
Somewhere near Sigil is the Wheel Cauldron; the wellspring of all things and all power. It created everything in the beginning and still occasionally lets out some of its contents. Even a drop of this phenomenal cosmic power turns those touched into a Celestial exalt, imbued with the power of the Great Wheel itself.
The Power Cosmic: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression he possesses. Whenever an Atlantean rolls for Psychic Phenomena, they may roll twice and choose to have either or both effects occur.
Prestidigitation: The character may preform minor magical tricks. As a half action they may do any of the following:
* Move up to 1 pound of material
* Create a harmless sensory effect, like a shower of sparks, faint music, or an odor.
* Color, clean, or soil small items.
* Instantly light small (Torch, candle, small campfire) fires.
* Chill, warm, or flavor up to 1 pound of nonliving material.
Astral Body: You can fly your full speed. You also may survive in any temperature, gaseous atmosphere, or the vacuum of space completely unaided and comfortably.
Paradox Whenever a Celestial spends a Mote, he gains 1 paradox. The only way to regain spent motes is to eliminate the paradox caused by their use. There are two ways to Unravel a point of paradox and change it back into a mote. The safe way is to spend an hour in meditation to bleed out the excess warp taint in a fairly dramatic but safe way - ghostly images, a shower of sparks, heatless flame, or so forth. The fast way is to spend a free action and roll for Psychic Phenomena. While the Hero has paradox, keeping a 9 on any die when making a magic test forces the character to unravel one paradox immediately, the fast way - and multiple 9s stack if the character has more than one paradox.
Power Stat: Gnosis
Resource Stat: Motes The character has maximum Motes equal to their Charisma and Intelligence plus double their Gnosis score.
Gnosis | Power Gained
* Astrology: You gain an Academic Lore (Astronomy) specialty and a Forbidden Lore and Arcana specialty (Astrology). If a clear night sky is above you (or you're in space), you cannot get lost.
** Starlight Barrier: Your aura is increased by your Gnosis + 3.
*** Excellence: You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
**** Starlight Breaker: Before casting any spell, the Hero may spend any number of motes. For each mote spent, one die in a spell's Magic check is counted as a 10. (despite being 10s, these dice do not explode - they are just counted as 10.)
***** Celestial Incarna: You gain one extra spell per rank of each magic school you currently know. When you advance a spell school, you can select two spells instead of one.
Celestial Body Assets
Black Hole The Cauldron was going to use this power to create a black hole, and still behaves in a way similar. You gain the darksight trait. You can store your belongings in a pocket space that functions as a bag of holding that you cannot lose.
Solar Stars are the second source of energy after the Cauldron, creating heat and light for entire systems. You are immune to blinding by bright lights. You may spend a Mote to make someone in front of you Dazzled for one round or two Motes to make them test Constitution against TN 15 or be blinded for one round.
Stellar The background lighting of the universe, created by countless stars immeasurably far away. You may create a soft glow of light at will that reaches Gnosis * 5 meters. You may spend a Mote to have this count as natural sunlight for a number of rounds equal to your Gnosis.
Planetary Most life lives on planets, and the planetaries are most connected to it. You do not get lost even if you can't see the sky and gain a (geology) specialty in Academic Lore.
Meteoric Shooting stars, made of rock and metal. You may spend a Mote to add your Gnosis to rolled damage dice for an Impact damage attack you make.
The Power Cosmic: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression he possesses. Whenever an Atlantean rolls for Psychic Phenomena, they may roll twice and choose to have either or both effects occur.
Prestidigitation: The character may preform minor magical tricks. As a half action they may do any of the following:
* Move up to 1 pound of material
* Create a harmless sensory effect, like a shower of sparks, faint music, or an odor.
* Color, clean, or soil small items.
* Instantly light small (Torch, candle, small campfire) fires.
* Chill, warm, or flavor up to 1 pound of nonliving material.
Astral Body: You can fly your full speed. You also may survive in any temperature, gaseous atmosphere, or the vacuum of space completely unaided and comfortably.
Paradox Whenever a Celestial spends a Mote, he gains 1 paradox. The only way to regain spent motes is to eliminate the paradox caused by their use. There are two ways to Unravel a point of paradox and change it back into a mote. The safe way is to spend an hour in meditation to bleed out the excess warp taint in a fairly dramatic but safe way - ghostly images, a shower of sparks, heatless flame, or so forth. The fast way is to spend a free action and roll for Psychic Phenomena. While the Hero has paradox, keeping a 9 on any die when making a magic test forces the character to unravel one paradox immediately, the fast way - and multiple 9s stack if the character has more than one paradox.
Power Stat: Gnosis
Resource Stat: Motes The character has maximum Motes equal to their Charisma and Intelligence plus double their Gnosis score.
Gnosis | Power Gained
* Astrology: You gain an Academic Lore (Astronomy) specialty and a Forbidden Lore and Arcana specialty (Astrology). If a clear night sky is above you (or you're in space), you cannot get lost.
** Starlight Barrier: Your aura is increased by your Gnosis + 3.
*** Excellence: You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
**** Starlight Breaker: Before casting any spell, the Hero may spend any number of motes. For each mote spent, one die in a spell's Magic check is counted as a 10. (despite being 10s, these dice do not explode - they are just counted as 10.)
***** Celestial Incarna: You gain one extra spell per rank of each magic school you currently know. When you advance a spell school, you can select two spells instead of one.
Celestial Body Assets
Black Hole The Cauldron was going to use this power to create a black hole, and still behaves in a way similar. You gain the darksight trait. You can store your belongings in a pocket space that functions as a bag of holding that you cannot lose.
Solar Stars are the second source of energy after the Cauldron, creating heat and light for entire systems. You are immune to blinding by bright lights. You may spend a Mote to make someone in front of you Dazzled for one round or two Motes to make them test Constitution against TN 15 or be blinded for one round.
Stellar The background lighting of the universe, created by countless stars immeasurably far away. You may create a soft glow of light at will that reaches Gnosis * 5 meters. You may spend a Mote to have this count as natural sunlight for a number of rounds equal to your Gnosis.
Planetary Most life lives on planets, and the planetaries are most connected to it. You do not get lost even if you can't see the sky and gain a (geology) specialty in Academic Lore.
Meteoric Shooting stars, made of rock and metal. You may spend a Mote to add your Gnosis to rolled damage dice for an Impact damage attack you make.