Homebrew Exalt: Legend
Oct 21, 2018 13:29:43 GMT -6
Post by sandova on Oct 21, 2018 13:29:43 GMT -6
Legends: tales of grand heroes and terrible villains, of mighty deeds and tragic defeats. These tales exist wherever sentient life can be found, and sometimes even that is no requirement.
Many such tales are nothing more than that, tales. Yet every so often a tale will be grand or widespread enough that it resonates in the Warp itself, creating a minor Warp entity that embodies that one legend. Again, this is where it ends for most legends, but for some it is only the beginning.
When a legend grows strong enough, and the conditions are right, these warp entities can use a mortal soul as a stepping stone to manifest themselves into realspace, often saving the life of the soul's owner by merging with them. The resulting entity has ascended as a living Legend, and their story has only just begun.
The conditions for exalting as a Legend are not set in stone. While most Legends are mortals whose exploits gave birth to stories larger than themselves, and subsequently ascended when the warp entity of their legend intervened in a moment of need, others are people who resembled an older legend closely enough to qualify for ascension, at least in the eyes of the warp entity. Rarest still are mortals who follow the mannerisms and deeds of old legends on purpose, with the aim of ascending as a Legend themselves. It comes as no surprise that most of the latter category fail, with usually fatal results.
Legends tend to look like an idealized version of themselves or the person their legend embodies, and many are easily recognizable as an archetypal Hero or Villain of legend, which only makes sense.
Tell: As a Legend spends Renown, they find themselves blending more and more with their predecessors. This may start with a slight change in tone or appearance, growing to an uncanny resemblance as their features blend and melt away to reveal who they really are. At a high Tell, even others are taken by this change, as reality begins to have difficulty differentiating Past and Present, melding the scene into one matching the Legend's legendary deeds.
Powers
The Call to Adventure: You have a Calling, a supernatural set of footsteps you walk in that mirror those left by the Legends before you. Upon character creation write down a couple of deeds and mannerisms attributed to the legend that spawned your powers and a single idea to encompass them. This idea or "Calling" acts a specialty in all Characteristics.
Refusal of the Call: The footsteps driven before you are deep and it is increasingly difficult to avoid falling into them as you retrace ancient deeds. This Calling acts as a Derangement for a type of Situation your Legendary Figure was known for, with a TN 10+(Myth*5) Willpower Test to resist. You may spend your Myth in Renown to automatically succeed in this test, however if you go along without resisting you gain back your Myth in Renown.
Supernatural Aid: A legend is more than just a Hero, they are a Legendary Hero, and reality itself ensures that their actions will be legendary indeed. Gain a static +1 bonus for each Renown you spend on a test, and a static bonus equal to your Myth if you have spent a Hero Point for any reason on a test.
Crossing the Threshold: All societies have their legendary heroes but they all share themes, prophesies, destinies and you meet them all. You gain Universal Fame equal to your Myth and gain a static bonus to all social tests equal to your Myth.
Power Stat: Myth: A Myth is simply a story told, rarely constrained by logic or reality. As the tales of the Legend's are told, the Legend grows in stature and power as these stories do until they stand shoulder to shoulder with the greatest heroes of yore. In time the Legend and their Precursors become indistinguishable as their own deeds blend with those of the past and both become one.
Resource: Renown: Whether it comes from the Warp, Recognition or Reality itself, fate pushes the Legend to live up to their destinies. Their Renown is this push, their ability to draw on these things so that they might match up to what others believe they are. Your maximum Renown is Myth+Willpower+Charisma, and it you regain full renown at the start of every day.
1 The Road of Trials: Whenever you fail a 2 die or higher stunt, you may spend a Renown to restore a spent (but not Burnt) Hero Point.
2 Atonement with the Father: You may spend a Renown to gain +Xk0 to any test where your Specialties apply, where X is equal to your Myth.
3 Apotheosis: You gain the Daemonic Trait.
4 The Ultimate Boon: Choose one skill that is intrinsic to your legend, you can now raise it and its corresponding characteristic category (Physical, Mental or Social to 6. (weaponry, ballistics and brawl are tied to strength, dex and con, respectively)
5 Master of Two Worlds: Your Calling no longer holds sway over you and you may ignore it without spending any Renown and regain your Myth in Renown whether you succeed or fail the test.
Legendary Archetype Assets
Knight
Your Legend guides you to unnatural skill in combat, regardless of circumstance. Gain one rank in a Sword School of your choosing and you may always advance it as if it is on your Class track. Gain a static bonus to damage rolls equal to your Myth.
Caster
Your Legend guides you to unnatural skill in magic, regardless of circumstance. Gain one rank in a Magic School of your choosing and you may always advance it as if it is on your Class track. Gain a static bonus to Focus Power tests equal to your Myth.
Conqueror
Your conquests are the stuff of Legend and your vaults hold treasure both magnificent and minute. As a Full Action you may spend renown to test your Myth against the Availability TN of an item or vehicle that ties into your Call to summon it forth for the remainder of the scene, usable once a scene. Gain a static bonus to Wealth tests equal to your Myth.
Assassin
You Legend is mere whispers and rumors, as you walk a darker path. Begin with the Feats Improved Feint and Sneak Attack, and you may Feint as a Free Action. Gain a static bonus equal to your Myth to deceive, larceny, disguise and stealth tests.
Archer
Your Legend guides you to unnatural accuracy with arms, regardless of circumstance. Gain one rank in a Gun Kata of your choosing and you may always advance it as if it is on your Class Track. Gain a static bonus to attack rolls equal to your Myth.
Berserker
You are a powerful warrior and your rages are the stuff of Legend. You start with the Frenzy Feat. So long as you are Frenzied you gain a static bonus to Damage and Attack rolls equal to your Myth, but what's more you may not die regardless of Critical Damage: You may spend one renown per turn to continue on even as your body continues to be torn apart. Your body and head remain firmly attached to each other and relatively solid during this state, but your other limbs may be severed and destroyed. This power is not without a cost: Gain a second Calling that advances like your normal one: “The Rage of War.” This Calling is separate from your Refusal of the Call ability you may not spend Renown to automatically resist it nor does it restore Renown for giving in. The Master of Two Worlds does not apply to this Calling.
Many such tales are nothing more than that, tales. Yet every so often a tale will be grand or widespread enough that it resonates in the Warp itself, creating a minor Warp entity that embodies that one legend. Again, this is where it ends for most legends, but for some it is only the beginning.
When a legend grows strong enough, and the conditions are right, these warp entities can use a mortal soul as a stepping stone to manifest themselves into realspace, often saving the life of the soul's owner by merging with them. The resulting entity has ascended as a living Legend, and their story has only just begun.
The conditions for exalting as a Legend are not set in stone. While most Legends are mortals whose exploits gave birth to stories larger than themselves, and subsequently ascended when the warp entity of their legend intervened in a moment of need, others are people who resembled an older legend closely enough to qualify for ascension, at least in the eyes of the warp entity. Rarest still are mortals who follow the mannerisms and deeds of old legends on purpose, with the aim of ascending as a Legend themselves. It comes as no surprise that most of the latter category fail, with usually fatal results.
Legends tend to look like an idealized version of themselves or the person their legend embodies, and many are easily recognizable as an archetypal Hero or Villain of legend, which only makes sense.
Tell: As a Legend spends Renown, they find themselves blending more and more with their predecessors. This may start with a slight change in tone or appearance, growing to an uncanny resemblance as their features blend and melt away to reveal who they really are. At a high Tell, even others are taken by this change, as reality begins to have difficulty differentiating Past and Present, melding the scene into one matching the Legend's legendary deeds.
Powers
The Call to Adventure: You have a Calling, a supernatural set of footsteps you walk in that mirror those left by the Legends before you. Upon character creation write down a couple of deeds and mannerisms attributed to the legend that spawned your powers and a single idea to encompass them. This idea or "Calling" acts a specialty in all Characteristics.
Refusal of the Call: The footsteps driven before you are deep and it is increasingly difficult to avoid falling into them as you retrace ancient deeds. This Calling acts as a Derangement for a type of Situation your Legendary Figure was known for, with a TN 10+(Myth*5) Willpower Test to resist. You may spend your Myth in Renown to automatically succeed in this test, however if you go along without resisting you gain back your Myth in Renown.
Supernatural Aid: A legend is more than just a Hero, they are a Legendary Hero, and reality itself ensures that their actions will be legendary indeed. Gain a static +1 bonus for each Renown you spend on a test, and a static bonus equal to your Myth if you have spent a Hero Point for any reason on a test.
Crossing the Threshold: All societies have their legendary heroes but they all share themes, prophesies, destinies and you meet them all. You gain Universal Fame equal to your Myth and gain a static bonus to all social tests equal to your Myth.
Power Stat: Myth: A Myth is simply a story told, rarely constrained by logic or reality. As the tales of the Legend's are told, the Legend grows in stature and power as these stories do until they stand shoulder to shoulder with the greatest heroes of yore. In time the Legend and their Precursors become indistinguishable as their own deeds blend with those of the past and both become one.
Resource: Renown: Whether it comes from the Warp, Recognition or Reality itself, fate pushes the Legend to live up to their destinies. Their Renown is this push, their ability to draw on these things so that they might match up to what others believe they are. Your maximum Renown is Myth+Willpower+Charisma, and it you regain full renown at the start of every day.
1 The Road of Trials: Whenever you fail a 2 die or higher stunt, you may spend a Renown to restore a spent (but not Burnt) Hero Point.
2 Atonement with the Father: You may spend a Renown to gain +Xk0 to any test where your Specialties apply, where X is equal to your Myth.
3 Apotheosis: You gain the Daemonic Trait.
4 The Ultimate Boon: Choose one skill that is intrinsic to your legend, you can now raise it and its corresponding characteristic category (Physical, Mental or Social to 6. (weaponry, ballistics and brawl are tied to strength, dex and con, respectively)
5 Master of Two Worlds: Your Calling no longer holds sway over you and you may ignore it without spending any Renown and regain your Myth in Renown whether you succeed or fail the test.
Legendary Archetype Assets
Knight
Your Legend guides you to unnatural skill in combat, regardless of circumstance. Gain one rank in a Sword School of your choosing and you may always advance it as if it is on your Class track. Gain a static bonus to damage rolls equal to your Myth.
Caster
Your Legend guides you to unnatural skill in magic, regardless of circumstance. Gain one rank in a Magic School of your choosing and you may always advance it as if it is on your Class track. Gain a static bonus to Focus Power tests equal to your Myth.
Conqueror
Your conquests are the stuff of Legend and your vaults hold treasure both magnificent and minute. As a Full Action you may spend renown to test your Myth against the Availability TN of an item or vehicle that ties into your Call to summon it forth for the remainder of the scene, usable once a scene. Gain a static bonus to Wealth tests equal to your Myth.
Assassin
You Legend is mere whispers and rumors, as you walk a darker path. Begin with the Feats Improved Feint and Sneak Attack, and you may Feint as a Free Action. Gain a static bonus equal to your Myth to deceive, larceny, disguise and stealth tests.
Archer
Your Legend guides you to unnatural accuracy with arms, regardless of circumstance. Gain one rank in a Gun Kata of your choosing and you may always advance it as if it is on your Class Track. Gain a static bonus to attack rolls equal to your Myth.
Berserker
You are a powerful warrior and your rages are the stuff of Legend. You start with the Frenzy Feat. So long as you are Frenzied you gain a static bonus to Damage and Attack rolls equal to your Myth, but what's more you may not die regardless of Critical Damage: You may spend one renown per turn to continue on even as your body continues to be torn apart. Your body and head remain firmly attached to each other and relatively solid during this state, but your other limbs may be severed and destroyed. This power is not without a cost: Gain a second Calling that advances like your normal one: “The Rage of War.” This Calling is separate from your Refusal of the Call ability you may not spend Renown to automatically resist it nor does it restore Renown for giving in. The Master of Two Worlds does not apply to this Calling.