Primordial: Cloudy with a 100% chance of Doom
Nov 16, 2018 20:36:36 GMT -6
Post by DatsVatSheSaid on Nov 16, 2018 20:36:36 GMT -6
Back when the Wheel was new, before Time and before Thought there was a boundless force of creation that filled and shaped worlds. The Prime elements raw and untamed, power incarnate lived in a violent but constant equilibrium and all was as it should be. But as time went on these Primordials eventually began to slumber, dwelling within the Umbra for their age long sleep. their raw power sometimes seeping out in the form of Elementals. Primoridals don't ever fully awaken as a new force prevents them from doing so: The Warp, being Immaterial is seen as a great poison to the Primordials. So instead they allow their power to leak into the material realm and to create a Primordial Incarnate, with the hopes of wiping all of reality of the sentient life, removing the great poison that is the warp from the wheel, and returning everything back to their equilibrium.
Static Powers:
Elemental Incarnation: You are the Incarnation of a particular Prime Element, and are forever changed by this power. Choose one of the following elements when building your character. You gain a level in the associated Spell School and may advance in it as if it appeared in their class, additionally you gain the listed benefit. You may use your Level + Cataclysm(keeping Cataclysm) for focus tests made by any Spells granted by this Exaltation.
Fire--Pyromancy: You are unharmed by fire and extreme temperatures and any creature Engaged in melee combat with you must succeed on a TN 15 dexterity test at the start of their turn or be set on fire.
Water-- Hydromancy: You can breathe underwater, gain the amphibious trait and gain 5 SD while in or on water.
Air-- Aerokinesis: You gain the Flyer and are Incorporeal while taking Actions with the movement Subtype, your speed with the Flyer trait is your base speed multiplied by your Cataclysm.
Earth-- Geokinesis: You can move through Natural Ground-Sand, Mud, Rocks, Stone- as though it were water, you do not need to breathe while traveling this way. You are immune to Fatigue.
Wood: -- Botanopathy: You reduce all Psychic Phenomena Rolls in your presence by 5*Cataclysm.
World Shift: You may spend X Calamity as a Full Action to convert X*2 Meters of space in a radius around you into area suitable for you, that terrain gets set on fire, becomes flooded, becomes wracked with turbulent winds, filled with earth, or gets filled with overgrowth regardless of what the terrain was previously(yes you can set the ocean on fire).
All creatures excluding yourself and any elementals you summon treat this terrain as difficult terrain, and take Xk2 E points of damage where X is your Cataclysm with one of the following properties based on your elemental Incarnation while being in the area of it's initial creation.
Fire: Incendiary
Water: Tearing
Air: Momentum
Earth: Immobilizing(TN 20)
Wood: Infest
Elemental Backlash: The Warp holds no sway over your raw power, but it's presence is poison to you. When you roll Psychic Phenomena roll the dice as Normal, but instead of checking the Psychic Phenomena Table, you and all creatures standing in your World Shifted Terrain take wounds equal to 1/10th (rounded up) of the phenomena roll.
Growing Power: As your Calamity grows so do you, but your essence is tied to this force and it bleeds from you. Increase your Size by your Cataclysm. For every 5 Calamity you have, Increase your size by 2. Whenever you take wounds from any damage except E Damage, reduce your Calamity by 1.
Power stat-- Cataclysm: Your power is measured by how much of your Prime element's raw energy you can contain, and as your power grows you become more and more volatile and dangerous to the world around you. Your power seeking to claim the world around.
Resource Stat-- Calamity: Your Calamity is equal to 5*Cataclysm. You gain 1 Calamity for every minute you spend enveloped in a source of your element or in the umbra, and 1 per round of combat spent in terrain befitting your Elemental Incarnation. Additionally you gain 1 Resource point for every act of destruction you perform(destroying a building, walls, vehicles, structures.)
Tell: Your tell behaves differently than other exalts, your tell level increases each time you gain Calamity rather than spending it. As your tell increases, your body becomes more unstable and begins erupting or surging with elemental power, eventually your form is entirely consumed by your elemental incarnation until your tell subsides.
Cataclysm | Power Gained
1. Elemental Shaper: You may as a Half Action make a Wealth Test to Conjure a simple, Mundane item(simple as in, no moving parts or internal mechanisms) instantly, using your Cataclsym in place of Wealth for the test. You may have as many of these as you could possibly carry or hold, but the second they leave your grasp or are no longer worn by you they disappear instantly. These items are made out of your respective element. If this item would be a weapon it deals E damage instead of whatever it previously did for damage.
2. Calamitous Sortilegium: You gain the feat Elemental Mastery I, you may use Elemental Mastery I, II, or III on any Spell granted Via your Elemental Incarnation or any Asset granted by this Exaltation. Consider each class to offer Elemental Mastery I as an option feat once per class, at Cataclysm 3 and 5 Elemental Mastery II and III respectively appear as optional feats instead.
3. Create Elemental: You can Spend 3 Calamity as a Half-Action, to create an elemental(from the Dramatis Personae) of your respective element. The Elemental is loyal to you and obeys your commands for the rest of the scene, after that it will take destroying any civilization and/or sentient life.
4. Catastrophe's Footfall: Whenever you cast a spell or a spell in a spell combo from a Magic School granted by your Elemental Incarnation with the Attack keyword, you may Spend X Calamity to add the Blast Property with a Rating equal to the Calamity spent or increase it's Blast rating by the same amount if it already had the property. You are unaffected by blasts created by your own spells.
5. World Breaker: While you have maximum Calamity, you gain 3 raises to Focus Tests made for your Spells granted by your Elemental Incarnation, and you may spend any amount of Calamity to World Shift using the amount of Calamity spent*10 as X, and the damage of the initial blast is now 7k7.
Primordial Assets:
Elemental Backlash: The Warp holds no sway over your raw power, but it's presence is poison to you. When you roll Psychic Phenomena roll the dice as Normal, but instead of checking the Psychic Phenomena Table, you and all creatures standing in your World Shifted Terrain take wounds equal to 1/10th (rounded up) of the phenomena roll.
Growing Power: As your Calamity grows so do you, but your essence is tied to this force and it bleeds from you. Increase your Size by your Cataclysm. For every 5 Calamity you have, Increase your size by 2. Whenever you take wounds from any damage except E Damage, reduce your Calamity by 1.
Power stat-- Cataclysm: Your power is measured by how much of your Prime element's raw energy you can contain, and as your power grows you become more and more volatile and dangerous to the world around you. Your power seeking to claim the world around.
Resource Stat-- Calamity: Your Calamity is equal to 5*Cataclysm. You gain 1 Calamity for every minute you spend enveloped in a source of your element or in the umbra, and 1 per round of combat spent in terrain befitting your Elemental Incarnation. Additionally you gain 1 Resource point for every act of destruction you perform(destroying a building, walls, vehicles, structures.)
Tell: Your tell behaves differently than other exalts, your tell level increases each time you gain Calamity rather than spending it. As your tell increases, your body becomes more unstable and begins erupting or surging with elemental power, eventually your form is entirely consumed by your elemental incarnation until your tell subsides.
Cataclysm | Power Gained
1. Elemental Shaper: You may as a Half Action make a Wealth Test to Conjure a simple, Mundane item(simple as in, no moving parts or internal mechanisms) instantly, using your Cataclsym in place of Wealth for the test. You may have as many of these as you could possibly carry or hold, but the second they leave your grasp or are no longer worn by you they disappear instantly. These items are made out of your respective element. If this item would be a weapon it deals E damage instead of whatever it previously did for damage.
2. Calamitous Sortilegium: You gain the feat Elemental Mastery I, you may use Elemental Mastery I, II, or III on any Spell granted Via your Elemental Incarnation or any Asset granted by this Exaltation. Consider each class to offer Elemental Mastery I as an option feat once per class, at Cataclysm 3 and 5 Elemental Mastery II and III respectively appear as optional feats instead.
3. Create Elemental: You can Spend 3 Calamity as a Half-Action, to create an elemental(from the Dramatis Personae) of your respective element. The Elemental is loyal to you and obeys your commands for the rest of the scene, after that it will take destroying any civilization and/or sentient life.
4. Catastrophe's Footfall: Whenever you cast a spell or a spell in a spell combo from a Magic School granted by your Elemental Incarnation with the Attack keyword, you may Spend X Calamity to add the Blast Property with a Rating equal to the Calamity spent or increase it's Blast rating by the same amount if it already had the property. You are unaffected by blasts created by your own spells.
5. World Breaker: While you have maximum Calamity, you gain 3 raises to Focus Tests made for your Spells granted by your Elemental Incarnation, and you may spend any amount of Calamity to World Shift using the amount of Calamity spent*10 as X, and the damage of the initial blast is now 7k7.
Primordial Assets:
Champion of the Elements: You gain Elemental Shot I, and may consider it as an optional feat as if it appeared in your class. At Cataclysm 3 and 5 you may consider Elemental Shot II & III respectively as the Optional feat instead. You may add your current Calamity as a bonus to your Armor and Aura.
Esoteric Incarnation: You may choose one of the following Elemental Incarnations in place of your normal Elemental Incarnation choices.
Radiance-- Photokinesis You are Immune to being Blinded, Stunned or Dazzled. You always produce bright, intense Sunlight around you, your attacks and spells that deal E damage can be made at any distance as far as you can see. Damage dealt by your World Shift has the Blinding Property.
Gloom-- Nihilkinesis: You do not need cover, darkness, or some other concealment to hide from view and are Concealed, Additionally you gain a Fear rating equal to your Cataclysm. Damage dealt by your World Shift has the Torturous Quality.
Super Weird: Once per day, the Primordial may perform an hour-long ritual that allows them to change their Elemental Incarnation. Your spell school and spells from that spell school must change to the appropriate spell school of your new Incarnation.
Primal Duality: You may choose an additional elemental Incarnation, you gain the benefits of both for all purposes.
Elemental Expansion: You gain a level in an extra spell school depending on your Elemental Incarnation, you may advance in this spell school as if it were in your class. Your World Shift also gains an additional property depending on your Elemental Incarnation.
Fire -- Umbratheurgy -- Black Smoke
Wind -- Cryomancy -- Snare(TN 20)
Water -- Fulmination -- Shocking
Earth -- Ferrokinesis -- Halting
Wood -- Toxigenesis -- Toxic