Sage (W2)
Feb 28, 2019 23:05:22 GMT -6
Post by Traskus on Feb 28, 2019 23:05:22 GMT -6
The Sage
What is the answer to the universe? Is there one? I couldn't tell you, but a Sage probably could. To the surprise of many, true enlightenment isn't as easy as it sounds. On paper, it seems like all you need to do to get 'enlightened' is have some barmy basher whisper pretentious secrets into your head. In actuality, becoming a Sage requires not only that a person be willing to let go of it all at a moment's notice, but it also takes a soul that's willing to accept the greater truths that only peering into the infinite depths of the Warp can provide. For those who meet these two qualifiers, becoming a Sage is as easy as pie. When the answer finally 'clicks' for the nascent Exalt, they reach an understanding of the Wheel that few ever reach in their lifetimes. What the Sage makes of said understanding is ultimately up to them, but they tend to be inscrutably vague and mysterious about it when asked.
As planeswalkers, Sages blur the boundaries between the Materium and the Umbra, and can draw upon Mana to power their supernatural abilities. Mana, the undiluted lifeblood of magic itself, flows plentifully from rivers in the Umbra called Ley Lines. Ley Lines (and the intersections of Ley Lines called Nexuses) can be found on planets all over the Wheel, but are the strongest in places of power like holy temples and spiritual loci. Conversely, Sages find it harder to tap Mana from areas that are heavily polluted or corrupted by the more fouler energies of the Warp. While their connection to the Ley Lines makes it easier for the Sage cast magic without upsetting the Warp, their devotion to the ways of magic costs them personally. Few Sages retain remnants of their mortal lives, which are often shed away once the Sage discovers how little their material existence mattered in the grand scheme of things.
Tell: As the Sage spends Mana, their bodies glow with an aurora of ethereal colors as natural energy begins to suffuse over the immediate area. Wilted plants become revitalized, and still puddles become as fresh as river water. The exact 'flavor' of the Sage's Tell depends on their general disposition, but it is often seasoned by the last environment they drew Mana from.
Static Powers
Planeswalker: You gain Speak Language (Spirit-tongue) and a free rank in any magic school. You may purchase ranks in this school as if they appeared on your class track. Whenever a Sage rolls for Psychic Phenomena, they do so at -(3*Balance). If this would make the result of the Psychic Phenomena less than 1, negate it entirely.
Mana Tap: After an hour of meditation, a Sage may roll their Wisdom against TN 10. If successful, the Sage regains a point of Mana, plus one for every raise on their roll. The Sage gains a +1k1 bonus to tapping Mana from unsoiled nature or a place of power, and a -1k1 penalty for tapping from heavily polluted, urbanized, or corrupted areas.
Avatar State: By spending Mana and performing a full action, a Sage may shift into a state in which they can see, hear, and physically interact with the Umbra as if they were there. This trance lasts for a number of rounds equal to your Wisdom + Balance.
Hermit: Directly or indirectly, whatever actions brought the Sage to enlightenment drove away opportunities to acquire material wealth or develop social bonds. A Sage starts with 4 Background dots instead of 7, and cannot improve any Backgrounds with experience points.
Power Stat: Balance
Quite simply, Balance is the deep, spiritual comprehension that the Sage has for the Great Wheel. This is a personal understanding that resonates with the Sage's worldview, and as such is very subjective. Many Sages have come to blows over which view is truly 'right', but only the most powerful of Sages ever scratch the surface of the answer.
Resource Stat: Mana
Mana is spiritual energy that Sages draw from the natural world. Mana can be drawn from the lowest swamp to the highest mountain, but is scarcely found in areas that have been stripped of their natural power. Sages have maximum Mana equal to (Level + Balance)*2.
Balance Power Gained[/td]
* Realized Mind: [/b]Add your Balance as a bonus to tests made to resist Fear or mind-affecting abilities, and twice your Balance to your Mental Defense.
** Empowered Aura: You gain Armor and Aura equal to your Balance while in Avatar State.
*** Awakened Senses: You cannot be blinded, deafened, or muted, and no longer require food, water, or sleep. You can now enter Avatar State as a half action.
**** Cascade: When you successfully cast a spell, you may activate another spell of a lower rank without rolling the next round. After performing the spell's action, the spell activates with the exact TN with no raises.
***** Transcended Self: During Avatar State, you can spend 2 Mana to add your Balance as rolled dice to any one test.
Sage Color Assets
Black | Self-concern comes first. |
Blue | Curiosity answers everything. |
Green | Instinct is all you need. |
Red | Emotion is the best, dammit! |
White | Organization is essential. |
Black
You know to take advantage of all opportunities that come your way and destroy anything that would bar your path to power. You suffer no penalties when tapping Mana from soiled land, and benefit from Necromancy spells as if you were a Vampire (replacing Vitae for Mana). While in Avatar State, you gain the Undead trait.
Blue
You understand that the true answer to the universe could be anything. As such, you want to learn all that is in order to explore everything that it could be. You gain the Improvisational Magic feat, which can be activated with two Mana instead of a Hero Point. In Avatar State, the feat costs one Mana to activate instead of two.
Green
All things that live and breathe have instinct. To be able to live in harmony with one's instincts is the greatest virtue one can have. While in Avatar State, you gain Regeneration (1) and +1 to all Physical Characteristics. At Balance 3, you gain +1 Resilience as long as you have one Mana.
Red
The most important thing in the universe is emotion. Do what you feel like doing, and let nothing stop you, slow you down, or get in your way. Creatures hit by your Evocation spells must also test against the Fire condition. During Avatar State, increase your Speed and all damage you cause by your Balance.
White
The universe is full of wickedness and anarchy, but galactic peace and order are achievable. With the power of community and cooperation, anything is possible. You gain the Channel Energy feat. Whenever an ally is wounded, you may spend Mana to restore their hit points, to the lower of hit points lost and your current Balance.
Sage Assets
Land Specialization | You are good at drawing Mana from a specific type of land. |
Mana Weaving | Why do you Mana Weave? Nobody knows! |
Spirit Advocate | You speak for the spirits, for the spirits have no tongues. |
Toxic Defiler | Ruining land gets you quicker results than keeping it clean. |
Warden of the Boundary | You put the hurt on things that shouldn't exist in the first place. |
Land Specialization
Select a form of terrain from the following: plains, islands, swamps, mountains, forests. You gain a free raise when attempting to tap Mana from this terrain, and gain 2 Mana from succeeding the test instead of 1.
Mana Weaving
You've got a few tricks up their sleeve, but nobody knows why or how you do the things you do. You gain the Spell Book feat. Whenever you increase your Balance, gain another copy of the Spell Book feat for free.
Spirit Advocate
You understand the ways of the spirits more than others. All spirits start at a Friendly Disposition with you. You gain 3 additional Background dots that can be used to represent your connections within the Immaterium, and can spend XP on additional Background dots to improve them.
Toxic Defiler
Instead of drawing power from nature, you draw power from its violation. You can only draw Mana from heavily urbanized, polluted, or otherwise toxic environments. You can spend a Full Action to force a free point of Mana out of clean land (no roll needed), but getting Mana from land this way taints it. The specifics of this taint and how it manifests is up to SM interpretation.
Warden of the Boundary
It is your responsibility to bring enforce balance upon the world. Add your Balance as a static bonus to Command and Intimidate tests. You gain the Purge the Unclean feat, which may be applied to various unnatural creatures (Liches, Daemons, Modrons, or anything else your SM approves of) in addition to enemies of your god. You may spend 2 Mana in the place of a Hero Point to activate this feat.