Evoluder - Spirals and Sideburns
Sept 21, 2018 18:11:19 GMT -6
Post by Amanojyaku on Sept 21, 2018 18:11:19 GMT -6
While a handful races whom inhabit and hold power the Wheel were created or uplifted by the Syrne, many are simply the product of evolution. While evolution can bring about great change in a population or world, no one god can hold claim to it; Luna and Tzeentch champion change, but the ability to harness evolution and push it into overdrive is simply out of their reach.
The power of evolution, the hidden potential of the double helix, cannot be wielded by that which does not grow and change. Rather, a mortal, a being with theoretically infinite potential, is the only thing that can light the spark and set fire to the Getter Energy that lies waiting in the soul. Masters of evolution, the Evoluders are a defiant Exalted that can determine their own destinies.
Of course, evolution waits for no man. Across the Great Wheel, there have been sightings of blue-green energy geysers that lay waste to any civilization it touches. Most caught in blast zone are smelted into primordial soup, while those that can weather the storm are rebuilt as Evoluders. Then, as quickly as the energy arrives, it vanishes, leaving power and mystery in it's wake.
Tell: As the Evoluder spends Rays, the air around him becomes touched with static. His eyes shift to a unique pattern, and glowing green veins begin to stream across his face as more Rays are spent. At the highest level of the Tell, the Evoluder's head alights, solid flames of energy erupting from his pate and becoming indistinguishable from his hair.
Powers
Deep Red: You begin play with a free rank in Evocation, and may purchase ranks in Evocation as if it appeared on your class track. You may use Willpower in the place of Charisma for the purposes of casting Evocation spells.
Who The Hell Do You Think I Am: Subtract your Reactor from results on the Shock table. At Reactor 3, if a result on the Shock table would have you move or flee from the source of fear, you may instead move or charge toward the source of fear instead.
Power Surge: When it comes to power, an Evoluder is rarely in short supply. A number of times per session equal to half your Reactor (rounded up), you can regain up to your Willpower in Rays as a free action. This cannot take you above your normal Ray maximum.
Superior or Insane: Begin play with a Minor derangement and 10 Insanity. You cannot take Tested, and treat it as an optional feat on your class track.
Power Stat: Reactor: An Evoluder's combined mind, body, and soul make up an epic reactor of Getter Energy. It is through an Evoluder's very being that he refines the energy he's been infused with. As an Evoluder pushes his limits and tempers his will, he better refines his performance as a reactor.
Resource Stat: Rays: Rays are concentrated bursts of Getter Energy that the Evoluder can tap from their inner Reactor. You have maximum Rays equal to your Reactor + Level. Outside of Power Surge, you regain one Ray every hour.
*Broken Magnum: You can spend a Ray to make a ranged attack using the profile of your unarmed strikes, natural weapons, or any Brawling weapons you are holding. This attack has a range equal to 5 times your Reactor in meters.
**Will to Power: Your Characteristics can go up to six dots. If you would lose all of your Resolve, instead of becoming broken you become violent, entering a Frenzy (as per the Frenzy feat).
***That's How a Drill Works: You gain your race's racial Paragon asset. Substitute your Reactor for Excellence, Rays for Action Points, and one Ray for two Pressure.
****King of Braves: You can spend a Ray to have a single roll's dice explode on 9 or 10.
*****Universal Domination: When you are hit by an attack with the Blast quality, you can test your Willpower + Reactor against the attack's unmodified damage to try and absorb it. You lose one Ray for every ten points of damage, and take the leftover damage if it exceeds your Rays. As long as you pass the test, the Blast quality of the weapon is negated.
Evoluder Power Assets
Power of Armstrong
The mark of a powerful being is their ability to fight for causes they believe in. You can spend 1 Ray per round to project a Void Shield from your body. This Void Shield has a rating equal to your Reactor.
Power of Atomsk
The mark of a powerful being is their ability to take what they want. You have a personal pocket dimension that functions as a Bag of Holding. If you don't have something you need, you can spend a Ray to roll your Reactor against the item's Availability to create it. Created items disappear at the end of the scene.
Power of Kamina
The mark of a powerful being is their ability to unlock the hidden potential in others. Once per session per dot of Reactor, you can spend a Ray to provide any benefit you would receive to an ally that can hear you and is within Willpower + Charisma meters of you.
Power of Kiel'ndia
The mark of a powerful being is their ability to take advantage of their extreme madness. Begin play with a major disorder instead of a minor one. Add 1/10th of your current Insanity (rounded down) to any skill test you spend Rays on.
Power of Papillon
The mark of a powerful being is their ability to drive themselves beyond Death's door just to flash him the laughing hand. You can spend up to twice your Reactor in Rays per round, but take a point of X damage to the Gizzards for each Ray spent beyond your Reactor. This damage cannot be reduced or prevented in any way. In addition, if you spend a Ray to modify an attack in any way (or just to activate this), the attack deals X damage instead of its normal type.
Power of Ryoma
The mark of a powerful being is their ability to push a fight to the next level. You can use any weapon with Broken Magnum as long as it's not Unwieldy. In addition, your vehicles gain a free Mobile Trace System and extra hit points equal to your Reactor.