Stand User - A Truly Bizarre Exaltation
Oct 13, 2021 7:55:26 GMT -6
Post by Deleted on Oct 13, 2021 7:55:26 GMT -6
Stand User
Mysterious warriors from around the Wheel and a myriad of origins who have harnessed a strange supernatural power known as a Stand. Whether by undergoing a prolonged sickness and discovering a hidden power, or by being struck by a mystical golden arrow, these beings have unlocked their inner warrior spirit and are able to project it out onto the material world around them, augmenting their natural abilities and making them into fierce opponents.
(In truth, I'm surprised I didn't see something like this already, but this is my take on it.)
Tells:
A Stand User, like a Paragon, exhibits fewer Tells than other Exalts, but to the psychically aware they tend to stick out. As Stand Power is spent, the Stand User becomes visibly exhausted, they look as though they’ve run a marathon regardless of how little physical energy they've spent. Their psychic imprint becomes more visible and they can be sensed from farther away, other Exalts (Stand Users in particular) feel oddly and inexplicably drawn to the Stand User’s location and may accidentally, or intentionally, seek them out. At 3 or less Stand Power, those who intentionally try to sense the Stand User have +2k0 to their Perception Test.
Powers
Warrior Spirit:
You gain a Stand, a psycho-spiritual projection of your Fighting Spirit that you can control and command to do your bidding. It responds to your commands instinctively, it is an extension of yourself and your willpower. Stands come in all shapes and sizes, literally, and can appear either humanoid or as a part of the User, some can even exist in the physical world visible and intractable by anyone regardless of psychic affinity or exaltation. When constructing your Stand, consider what form it manifests in. Does it take on a Humanoid shape? Is it a colony of smaller entities working together? Is it a part of you, covering your body or augmenting one of your limbs? Also consider your Stand's effective range; a Stand that is good at fighting might have a range of 1-3 meters, but does strong work up close while another Stand might work better at a distance where their abilities have more potency. Stand User Ability Assets will give your Stand unique abilities they can use for various situations.
One Step Ahead:
Stand Users have the uncanny ability to always have plans and traps laid out where you least expected them, and to always have an out where it seems like they’re trapped for good. You may use the “Just As Planned” Feat, but only during active combat scenes and may use 3 Stand Power instead of a Hero Point. If you obtain the “Just As Planned” Feat through a class, you can still use 3 Stand Power instead of a Hero Point to activate it.
Psychic Presence:
Stand Users are naturally born with psychic abilities, though most of them don't know it or assume it to be a strange twisting of fate. A User can use their Stand to talk via Telepathy for the duration of one scene by spending 1 Stand Power. They can also cast any spell using an Ability Test instead of Focus Power by casting the spell through their Stand and spending (1 + Spell Level) Stand Power, but spells cast in this way are treated as if they were cast by an unsanctioned sorcerer and can't be Pushed.
Stand Behavior:
While a Stand is "Out" or "Active", it follows the rules normally given a Stand. Only other Exalted, psychically aware, or ethereal beings can sense and affect a Stand. It has all the same characteristics and skills as its User. They can manipulate real world objects and creatures as the User can to a certain extent, so long as the User can consciously exert their will to do so. If the Stand takes damage, the User will as well, usually in the same relative area. If a Stand is killed or destroyed, the User is as well. If a User's Stand Power reaches 0, the Stand is dispelled and will stay inactive until they regain at least 1 Stand Power.
Resource Stat - Stand Power:
Gain a number of Stand Power equal to Willpower + Composure + double your Level. You regain (2 * Enemy Level) Stand Power after defeating a Significant Enemy, which is any enemy with a Level of 2 or higher. If you had to spend or burn a Hero Point to defeat this enemy, you gain an additional 4 Stand Power for each one spent or burnt. You also regain 4 Stand Power if you have at least 4 hours of uninterrupted rest.
Power Stat - Fighting Spirit:
Dots | Ability | Description |
●◌◌◌◌ | Possessed by an Evil Spirit | You have realized your Stand’s appearance, ability, and range. At any time as a Half Action, you can spend 1 Stand Power to bring out your Stand. You can interact with objects or living things with your Stand at a basic level as long as it’s out. A Stand can use their abilities as a Full Action separate from the User’s actions by making an Ability Test (Willpower + Fighting Spirit). They cannot use weapons larger than a dagger or pistol, and can't throw objects to deal damage. |
●●◌◌◌ | You Really Pissed Me Off | At the start of a combat, you gain 1 Stand Power immediately. You may also spend a Hero Point to instantly regain 1d10+1 Stand Power as a Free Action. |
●●●◌◌ | I, The Exalted, Have a Dream | Your Stand can now wield weapons to the same degree that you can (including Feats and Assets), and their ability to manipulate objects are increased greatly, being able to throw objects to deal damage or pickpocket others. The GM has final say on what your Stand can and cannot do physically and it is still limited to its effective range. |
●●●●◌ | ...But if I Were to Fight... | You may spend 1 additional Stand Power to bring out your Stand as a Free Action instead of a Half Action, and you may also spend 3 Stand Power to use one of your Stand Abilities as a Reaction if you couldn’t already. |
●●●●● | ...I Wouldn't Lose to Anyone. | You may choose or create one extra Ability Asset. That particular Ability can be used beyond your Stand’s normal effective range and can always be used as a Half Action instead of the normal Full Action. |
Stand User Ability Assets
A Stand User can choose or create up to two Ability Assets. Bear in mind that each ability described is mostly a vague description of what they do and can always be flavored to your style. You don’t have to roll with any of the abilities or assets described below either at the GM’s discretion. If they’re willing, you can work with your GM to create a unique ability that does whatever you want. The main requirements are an Effect, a Test Number, and a Cost. As long as you have all of those, you’re good. Consider the following to be suggestions if anything.
Conditional Response
The Stand’s ability only functions when certain conditions are met. When the target of the effect is within the Stand’s effective range, the ability will activate immediately once the condition is met, and you gain a +2k1 to your Ability Test once it activates. The condition can be anything from motion, sight, language, or even genetics. Use this asset in tandem with another Ability Asset to make use of its effect.
Speed and Precision
The Stand has extreme speed, precision, and reaction. It can move incredibly quickly and attack even quicker. Your Stand gains a Reaction which you can use in place of your own Reaction (effectively giving you two Reaction actions while your Stand is out). In addition, the Stand can react to any movement, action, or attack made towards it or its User almost instantaneously. The Stand User can spend 1 Stand Power on their turn to gain +2k0 to their next Test involving a Reaction (excluding spellcasting).
Attack Rush
The Stand has the ability to unleash a rapid series of physical attacks onto an enemy within melee range. The attack is treated as an Unarmed attack with the Full Auto Burst action with a RoF of 5 * Fighting Spirit. The attack roll is made with an Ability Test, and the damage is (0k1 I; Pen 0; Flexible). If the target of this attack cannot sense Stands (Non-Exalted, Non-Psychic, Non-Spirit), the attacker gets a flat +10 bonus to hit. The GM may optionally grant an additional +1k0 to damage if the User gives a convincing war cry. Costs 1 Stand Power.
Time Stop
The Stand can halt the flow of time for all but themselves, their User, or anyone else with a Stand that can stop time (or creatures who might exist outside of time). Make an Ability Test (TN 20); if successful, time stops completely for all characters except for the Stand User or any other creature that can stop time or are immune to the flow of time. While time is stopped, the User gains Half Actions equal to 1 + 1 per 3 Raises to do as they please, and can extend the duration of the time stop by spending 2 Stand Power per Half Action. Affected targets are treated as Helpless for the purpose of making attacks against them. Costs 6 Stand Power to activate, 2 per Half Action to prolong.
Create Life
The Stand can transform any inorganic, non-artifact object into a living, breathing creature, or into a horde of small creatures that will act on the will of the Stand User. The size of the creature or horde of creatures must be at least in similar size and volume of the object transformed. Make an Ability Test (TN 20 + 10 per cubic foot of material); if successful, the object will transform into a creature or group of creatures according to the Stand User’s desires. Created creatures will take on the will of the Stand User, and have the same stats as any normal creatures. The effect lasts for up to 1 hour, plus 1 hour for every 2 Raises, and can be dispelled at will. Costs 2 + 1 Stand Power for each cubic foot of material. GM has final say on what can and can’t be transformed.
Make Bomb
The Stand can touch any non-artifact object or material within its effective range and turn it into a remotely detonated bomb. Make an Ability Test (TN 20), if successful, the object silently becomes a bomb, which the Stand can be manually triggered at any time. When detonated, the explosion gains Blast (1) and deals 2k2 X, damage increases by 1k0 for every two Raises. Costs 2 Stand Power.
I would really like to know what you guys think. I've lurked on this forum for a while because my friends and I love this game but this is the first time I've ever posted something on here. I've workshopped this with both friends that play D:tD and friends that are JoJo buffs, hopefully it's interesting and not broken or lame!