Champion - Atashi Sanjou!
Aug 9, 2018 10:08:57 GMT -6
Post by Amanojyaku on Aug 9, 2018 10:08:57 GMT -6
Not all Exaltation power is innate. Additionally, there are those who have the soul or will of an Exalt, but lack the spark that makes them special. When this kind of person finds - or is chosen - by a powerful artifact, they gain the extra boost to become extraordinary.
Normally, a Champion is indistinguishable from a run of the mill mortal. But when they use their Driver, they become able to go toe-to-toe with an Exalt, cleaving through Werewolves and engaging in magical duels against Atlanteans and Daemonhosts. However, a Champion never fights alone. They draw in like-minded people to their causes, make friends of enemies, and use their newfound potential to change the turning of The Wheel.
The nature of the Champion Drivers are unknown. Their age can never be fully determined, nor can their true power. They're also completely unresponsive to anybody they haven't deemed worthy to use them. Once they have chosen a person though, they will donate their power to them for life, regardless or their goals.
Tell: Henshin-a-go-go, baby!
Powers
CQC Enhancer: You begin play with an artifact that enables your ability to transform, referred to as your Driver. This can be any gear item of up to Uncommon rarity, and usually a fancy belt or armband to slot it into if it isn't one already. Like any other artifact, your Driver is nigh-on impossible to destroy for good, and it or a replacement will always find its way back into your hands just in time for a heroic resurgence. It also has a single hearthstone slot.
Henshin!: You can change into Exalted Mode as a half action. While in Exalted Mode, you gain +1 to all Characteristics in your primary group. This transformation lasts for the scene (or until you change back to normal as a free action), but you automatically leave Exalted Mode when you start your turn with zero Spirit. You cannot spend Spirit without stunting unless you are in Exalted Mode, and you cannot enter Exalted Mode unless you have your Driver. Outside of Exalted Mode, you are effectively mortal.
Hero's Regalia: You begin play with a special armor created by your Driver, purchased as if you had an Inheritance rating equal to your Conviction + 1. You can change the armor stored in your Driver whenever you buy a dot of Conviction. This armor cannot be accessed unless you are in Exalted Mode (in which case this armor appears over whatever you were wearing previously), and disappears when you leave Exalted Mode.
Signature Style: You begin play with one free rank in any Gun Kata or Sword School. You can purchase ranks in this school as if it appeared in any class progression you possess. So long as a special attack or trick shot uses only universal advantages or features of the chosen sword school or gun kata, you may double your martial adept or gunslinger level for the purpose of determining how many Style Points the attack can use, but may not add Restrictions to the attack to gain further Style Points.
Power Stat: Conviction: Champions were chosen by their artifacts because of strong beliefs. As they gain the power to act out on these ideas and emotions, they become gradually stronger. At the peak of their power, they become something of an embodiment of their cause. But when they finally leave the Wheel, often a Champion will have passed down his beliefs to several peers, who will carry on their legacy.
Resource Stat: Spirit: Belief in oneself and one's convictions is what begets the Champion's power, and to act on it is to display one's Spirit. A Champion's maximum Spirit is equal to his Conviction + Willpower + Composure. Whenever you would gain Resolve, gain a like amount of Spirit.
*Omega Drive: While in Exalted Mode, add twice the highest amount of critical damage you currently have on any body location as a static bonus to all attack rolls, Dodge, Parry, and Focus Power tests.
**Finishing Move: You can spend 2 points of Spirit before performing a Special Attack or Trick Shot. If you do, roll an additional 2 dice for each exploding die on the damage roll instead of just one.
***Super Mode: Once per scene while in Exalted Mode, you can spend 1 Spirit as a free action to gain +1 Resilience and a static bonus to all rolls equal to your Conviction until you change back to normal. You must spend 1 Spirit each round in Super Mode, or immediately change back to normal.
****Henshin-a-Bye-Bye: While in Exalted Mode, you can ignore an amount of critical damage equal to your Conviction. When your Critical Damage exceeds your Conviction, lose Spirit equal to your Critical Damage and revert to normal.
*****Ultimate Mode: Choose a magical material. Treat your Hero's Regalia and any weapons you wield (including your unarmed attacks, but not ammunition) as being artifacts made of the chosen material while in Exalted Mode, unless they are already artifacts. This change overrides any existing bonuses due to quality, as normal.
Champion Path Assets
Stars
Champions of the Path of Stars believe that bringing people together will keep them strong and safe, and that it's a hero's job to facilitate those bonds. If you would deal critical damage with an attack, you can instead deal an equal amount of Fatigue. Gain additional rolled dice equal to your Conviction on any Social test made against a person you have previously beaten in combat.
Heaven
Champions of the Path of Heaven believe that the destiny of a hero brings with it the duty to inspire greatness in others. Add your Conviction as a static bonus to initiative and Command tests. While in Exalted Mode, increase the distance covered by all Movement actions by your Conviction in meters, and you can choose for any of your attacks to deal E damage instead of the normal damage type.
Desires
Champions of the Path of Desires believe that everyone can only do so much, but a hero's "so much" is much more. You can choose to gain one free rank of Healing magical power as your Signature Style, and if you do, you can advance the chosen power as if it appeared in any class progression you possess. You can spend Spirit to recover Hit Points (your own or someone else's) without stunting if you aren't in Exalted Mode.
Blood
Champions of the Path of Blood believe that a hero is not better than the rabble he protects, but worse... and this is why he must protect them. Gain additional Hit Points equal to your Conviction + 2. While in Exalted Mode, you can spend 1 Spirit to ignore the non-damaging effects of an attack.
Fury
Champions of the Path of Fury believe that a hero must snuff out evil wherever it rears its head, tear it out at the roots and damn the consequences. Gain the Furious Assault feat and a bonus to damage rolls equal to your Conviction. In addition, you can remain in Exalted Mode with no Spirit, but gain a level of Fatigue at the end of each round if you do. If Fatigue gained in this way exceeds your Conviction, you revert to Mortal Mode as normal.
Thorns
Champions of the Path of Thorns believe that a hero's duty is to himself and his, and of course he knows what's best for them. Gain the Armor of Contempt feat, and add your Conviction as a static bonus to all Social tests. While in Exalted Mode, you can spend Spirit up to twice your Conviction during each round; for each point of Spirit spent past your Conviction, you take 1 wound, treated as E damage to the Gizzards.
Glory
Champions of the Path of Glory believe that heroes are infallible; might makes right, and they're mighty. Gain the Pure Faith feat, and whenever you would lose Devotion, you can choose to gain 10 Insanity instead. You continue to test for and gain Degenerations as normal. Add your Conviction as a static bonus whenever you attempt a stunt worth two dice or more.