Bound
Dec 14, 2018 22:16:56 GMT -6
Post by accidentalbystander on Dec 14, 2018 22:16:56 GMT -6
HOMEBREW EXALTATION: THE BOUND
Credit goes to Konate, who created the inspiration for this Exalt. His Monster-Bound Exaltation can be found here.
Credit should also go to GuardianTempest for inspiring the Bound's crunch with his Gemini Exalt, which can be found here.
Beyond the realm of that which is known to man is the realm of that which is known to monster. Among other alien beings made up of dreams and nightmares, all sorts of terrible monsters can be found within the Warp. Though not all of them are quite deserving of the 'monster' moniker, a vast majority of them are. Sometimes, these monsters find themselves in the Materium, seeking to forge symbiotic bonds with willing mortals that are oftentimes searching for power of their own. As part of the deal, the mortal is able to access the monster's powers and provide them with the emotional energy they need to become stronger in turn.
What attracts monsters to these mortals cannot be easily determined, or even generalized, due to the illogical nature of these creatures. It can be someone of great mental fortitude that the monster can rely on in combat, or perhaps someone weak-willed that the monster can bully into getting his way with. Sometimes, a bond is made in a mutual life-or-death situation. By invoking an ancient, supernatural contract, the monster can take a body part (or something else of equally dire value) from the mortal and forge a permanent bond between their souls. This pact an inseparable link that unites them for eternity -- or 'til death to they part.
Tell: A Bound pair that spends Trust acts as one, their thoughts, motions, and even souls entering in sync. Though the strands of fate are meant to be metaphoric, the lines that tie the hero to their monster can be faintly seen at higher levels of their Tell.
Static Powers
My Very Own Monster: Your gain a level 1 monster as a secondary player character, created using the Monster Creation Rules. Replace the monster's Resource with Trust. You cannot exchange the monster's Resource pool for a Bonus Point. Whenever you improve your hero's Bond, increase the level of your monster appropriately.
Soul Bond: Your characters have a joint HP pool equal to the average of their hit points. Critical Damage and Fatigue are tracked separately. If one of your characters dies, so does the other. Your monster shares your hero's Hero Points, which can be burned to avoid their death. Your characters share a mental bond, allowing them to communicate telepathically over long distances and locate each other as if they had the Arcane Mark feat.
Together as One: In combat, your characters act on the same turn, using the lower of their Initiative scores when determining their place in the turn order. You have a Full Action and a Half Action every round, but your characters must share these actions; if one character takes a Full Action or two Half Actions, that leaves a single Half Action for the other. Your characters are limited in action use as if they were a single character.
Pact Price: To solidify your union, something of value must be given up -- permanently. Your hero gains a hindrance. This hindrance does not grant you XP or count towards your normal hindrance limit. The chosen hindrance can never be removed or bought off with XP, but its penalties can be mitigated (with SM approval).
POWER STAT: BOND
Bond is the emotional link shared between both parts of the union: the mortal and the monster. As their Bond rises, so does their ability to act and think as a single body. At the highest level, the two characters are absolutely inseparable.
RESOURCE STAT: TRUST
Trust is the precious resource carefully shared between a hero and their monstrous companion. Your characters have a shared pool of Trust equal to three times their Bond. They regain a point of Trust every hour spent together outside of combat.
Powers Gained
Bound Monster Assets
Special: You can purchase more than one Monster Asset at character creation. Along with the XP cost, each Asset costs your monster 1 Bonus Point.
Combat Monster
Your monster is extra good at kicking ass and taking names. It gains a free rank in one Sword School or Gun Kata, which advances whenever its level goes up. When your characters slay a foe in battle, they gain Trust equal to half the victim's level (round up).
Monster Party
Now it's a party! Whenever you increase your Bond, you may opt to gain a new level 1 monster instead of increasing the level of a monster you already have. You can only have one active monster at a time. Switching between your monsters is a full action at Bond 1, and a half action at Bond 3.
Monster Reborn
When you would burn a Hero Point to save your monster from death, you may choose to lose 1 Bond instead. You can buy it again as normal. When this happens, your monster turns into an egg that hatches within 1d10-Bond days as a level 1 monster, and regains a level every day until it reaches your current Bond rating.
Pocket Monster
You gain a small, portable item (such as a charm, device, or gemstone) that you can summon your monster from. Summoning your monster is a Full Action at Bond 1, and a Half Action at Bond 3. Every hour spent in its special item reduces a monster's Critical Damage and Fatigue by 1 level.
Super Monster
If you thought your monster was great before, it's even better than others of it's kind. It gains two Bonus Points at character creation, and gains another Bonus Point at every level increase past 1.
Credit goes to Konate, who created the inspiration for this Exalt. His Monster-Bound Exaltation can be found here.
Credit should also go to GuardianTempest for inspiring the Bound's crunch with his Gemini Exalt, which can be found here.
Beyond the realm of that which is known to man is the realm of that which is known to monster. Among other alien beings made up of dreams and nightmares, all sorts of terrible monsters can be found within the Warp. Though not all of them are quite deserving of the 'monster' moniker, a vast majority of them are. Sometimes, these monsters find themselves in the Materium, seeking to forge symbiotic bonds with willing mortals that are oftentimes searching for power of their own. As part of the deal, the mortal is able to access the monster's powers and provide them with the emotional energy they need to become stronger in turn.
What attracts monsters to these mortals cannot be easily determined, or even generalized, due to the illogical nature of these creatures. It can be someone of great mental fortitude that the monster can rely on in combat, or perhaps someone weak-willed that the monster can bully into getting his way with. Sometimes, a bond is made in a mutual life-or-death situation. By invoking an ancient, supernatural contract, the monster can take a body part (or something else of equally dire value) from the mortal and forge a permanent bond between their souls. This pact an inseparable link that unites them for eternity -- or 'til death to they part.
Tell: A Bound pair that spends Trust acts as one, their thoughts, motions, and even souls entering in sync. Though the strands of fate are meant to be metaphoric, the lines that tie the hero to their monster can be faintly seen at higher levels of their Tell.
Static Powers
My Very Own Monster: Your gain a level 1 monster as a secondary player character, created using the Monster Creation Rules. Replace the monster's Resource with Trust. You cannot exchange the monster's Resource pool for a Bonus Point. Whenever you improve your hero's Bond, increase the level of your monster appropriately.
Soul Bond: Your characters have a joint HP pool equal to the average of their hit points. Critical Damage and Fatigue are tracked separately. If one of your characters dies, so does the other. Your monster shares your hero's Hero Points, which can be burned to avoid their death. Your characters share a mental bond, allowing them to communicate telepathically over long distances and locate each other as if they had the Arcane Mark feat.
Together as One: In combat, your characters act on the same turn, using the lower of their Initiative scores when determining their place in the turn order. You have a Full Action and a Half Action every round, but your characters must share these actions; if one character takes a Full Action or two Half Actions, that leaves a single Half Action for the other. Your characters are limited in action use as if they were a single character.
Pact Price: To solidify your union, something of value must be given up -- permanently. Your hero gains a hindrance. This hindrance does not grant you XP or count towards your normal hindrance limit. The chosen hindrance can never be removed or bought off with XP, but its penalties can be mitigated (with SM approval).
POWER STAT: BOND
Bond is the emotional link shared between both parts of the union: the mortal and the monster. As their Bond rises, so does their ability to act and think as a single body. At the highest level, the two characters are absolutely inseparable.
RESOURCE STAT: TRUST
Trust is the precious resource carefully shared between a hero and their monstrous companion. Your characters have a shared pool of Trust equal to three times their Bond. They regain a point of Trust every hour spent together outside of combat.
Powers Gained
* In This Together: Your characters grant a +2k0 bonus when performing Aid Another actions on one another.
** Shared Power: Your characters can spend 1 Trust to access any one spell, spell combo, special attack, or trick shot that their counterpart knows. They must use their own stats when activating the ability, and lose access again after the ability has been activated.
*** Perfect Sync: Your characters act on the higher of their Initiative, instead of the lower.
**** Double Up: Though they still share a pool of actions, your characters no longer have action restrictions as if they were a single character.
***** Biomerge: Once per session, your characters can spend 5 Trust and a full action to become one. Their combined form has access to all of their individual abilities, a Size rating between their two Sizes (picked when this power is gained), and uses the highest of their attributes for all tests, checks, and saving throws. The transformation lasts for five rounds before the characters separate again.Bound Monster Assets
Special: You can purchase more than one Monster Asset at character creation. Along with the XP cost, each Asset costs your monster 1 Bonus Point.
Combat Monster
Your monster is extra good at kicking ass and taking names. It gains a free rank in one Sword School or Gun Kata, which advances whenever its level goes up. When your characters slay a foe in battle, they gain Trust equal to half the victim's level (round up).
Monster Party
Now it's a party! Whenever you increase your Bond, you may opt to gain a new level 1 monster instead of increasing the level of a monster you already have. You can only have one active monster at a time. Switching between your monsters is a full action at Bond 1, and a half action at Bond 3.
Monster Reborn
When you would burn a Hero Point to save your monster from death, you may choose to lose 1 Bond instead. You can buy it again as normal. When this happens, your monster turns into an egg that hatches within 1d10-Bond days as a level 1 monster, and regains a level every day until it reaches your current Bond rating.
Pocket Monster
You gain a small, portable item (such as a charm, device, or gemstone) that you can summon your monster from. Summoning your monster is a Full Action at Bond 1, and a Half Action at Bond 3. Every hour spent in its special item reduces a monster's Critical Damage and Fatigue by 1 level.
Super Monster
If you thought your monster was great before, it's even better than others of it's kind. It gains two Bonus Points at character creation, and gains another Bonus Point at every level increase past 1.