Alternate Atlantean - Agarthic
Oct 24, 2022 9:00:15 GMT -6
Post by GuardianTempest on Oct 24, 2022 9:00:15 GMT -6
Alternate Atlantean - Agarthic
<fluff pending, tl;dr same as Atlantean but their power is channeled through the body and the Materium>
Tell:
The Agarthic's tell distorts their anatomy as the Syrneth essence emerges from within. Their muscles become exaggerated to the point that it looks like a stylistic caricature of a bodybuilder's physique. Vague Syrneth features become prominent, maybe in the wrong ways like a demonic face forming on one's back. At higher levels, the Agarthic's essence leaks out to create a visible aura that represents their fighting spirit. This aura can range from a simple glow to more elaborate imagery like an imaginary chimaera. Either way, this looks really cool.
Power Stat: Gnosis
Resource Stat: Motes
The character has maximum Motes equal to their Strength and Dexterity plus double their Gnosis score.
Power | Replaced With |
Magical Aptitude | Martial Aptitude |
Paradox | Chakra Backlash |
Empower Spell | Empower Technique |
Maximize Spell | Maximize Technique |
Quicken Spell | Quicken Technique |
Martial Aptitude: You begin play with one free rank in any Sword School. The character may purchase ranks in that Sword School as if they appeared in any class progression he possesses. Special attacks with damage rolls have Proven (X+1) where X is half your Gnosis, round up.
Chakra Backlash: As Paradox except the Agarthic also unwinds a paradox the fast way by losing Hit Points or keeping a 9 on any test as part of a special attack. Losing multiple Hit Points or keeping multiple 9s stack if the character has more than one paradox.
Arcanoi | Power Gained |
✱ | Ancient Style |
✱✱ | Empower Technique: By spending 1 Mote, the character may add up to 3 Style Points worth of advantages for the next special attack they perform. These extra advantages don't require restrictions but must be either universal or from available Sword School ranks. |
✱✱✱ | Excellence |
✱✱✱✱ | Maximize Technique: Before doing a special attack, the Hero may spend any number of motes. For each Mote spent, one die is counted as a 10 in the attack roll, damage roll, or any skill or characteristic rolls made as part of the attack. (despite being 10s, these dice do not explode - they are just counted as 10.) |
✱✱✱✱✱ | Quicken Technique: By spending 1 Mote, the Hero may perform a special attack as a free action. |
Agarthic Aspect Assets
Air
The element of freedom. The Air Nomads detached themselves from worldly concerns, and they found peace with enlightenment. The Hero may spend a Mote to lose the Provokes keyword on his actions and add twice his Gnosis rating to his Speed until the end of his turn.
Earth
The element of substance. The people of the Earth Kingdom are proud and strong. Their traditions are persistent and enduring. Whenever the Hero spends a Mote for any effect (or just to activate this, though it's a bit of a waste), for the remainder of the scene he gains +2k0 to all spell saving throws and attempts to resist enemy or environmental effects. This doesn't stack with itself if the Hero spends more than one Mote.
Fire
The element of power. The people of the Fire Nation have desire and will, expressing their passion and drive when achieving what they want. Whenever the Hero spends a Mote for any effect (or just to activate this though, again, a bit of a waste), he increases the result of his damage rolls and social attacks by an amount equal to his Gnosis until the end of the round. This does not stack with itself if the Hero spends multiple Motes in a round.
Water
The element of change. The people of the Water Tribes are capable of adapting to many things with their sense of community and love. The Hero may choose to heal Resolve or Fatigue with the Healing Surge action instead of Hit Points. Only one type of benefit can be gained at a time.
Wood
You may spend a Mote to increase the TN of your special attack's secondary effects (e.g. Shocking property) by 5.
Revised Core Edition
This uses the revised Atlantean as detailed in this thread.
Martial Aptitude: You begin play with one free rank in any Sword School. The character may purchase ranks in that Sword School as if they appeared in any class progression he possesses. Dice with a result of X or lower in the damage of your special attacks is treated as having rolled X+1 instead, where X is your Gnosis.
Chakra Backlash: As Paradox except the Agarthic also unwinds a paradox the fast way by losing Hit Points or keeping a 9 on any test as part of a special attack. Losing multiple Hit Points or keeping multiple 9s stack if the character has more than one paradox.
Agarthic Aspect Assets
Air
The element of freedom. The Air Nomads detached themselves from worldly concerns, and they found peace with enlightenment. The Hero may spend a Mote to lose the Provokes keyword on his actions and add twice his Gnosis rating to his Speed until the end of his turn.
Earth
The element of substance. The people of the Earth Kingdom are proud and strong. Their traditions are persistent and enduring. Whenever the Hero spends a Mote for any effect (or just to use this, but also a waste), for the remainder of the scene he gains +2k0 to all spell saving throws and attempts to resist enemy or environmental effects. This doesn't stack with itself if the Hero spends more than one Mote.
Fire
The element of power. The people of the Fire Nation have desire and will, expressing their passion and drive when achieving what they want. Whenever the Hero spends a Mote for any effect (or just to use this, but also a waste), he increases the result of his damage rolls and social attacks by an amount equal to his Gnosis until the end of the round. This does not stack with itself if the Hero spends multiple Motes in a round.
Water
The element of change. The people of the Water Tribes are capable of adapting to many things with their sense of community and love. The Hero may choose to heal Resolve or Fatigue with the Healing Surge action instead of Hit Points. Only one type of benefit can be gained at a time.
Wood
You may spend a Mote to increase the TN of your special attack's secondary effects (e.g. Shocking property) by 5.
Power | Replaced With |
Magical Aptitude | Martial Aptitude |
Paradox | Chakra Backlash |
Empower Spell | Empower Technique |
Maximize Spell | Maximize Technique |
Quicken Spell | Quicken Technique |
Martial Aptitude: You begin play with one free rank in any Sword School. The character may purchase ranks in that Sword School as if they appeared in any class progression he possesses. Dice with a result of X or lower in the damage of your special attacks is treated as having rolled X+1 instead, where X is your Gnosis.
Chakra Backlash: As Paradox except the Agarthic also unwinds a paradox the fast way by losing Hit Points or keeping a 9 on any test as part of a special attack. Losing multiple Hit Points or keeping multiple 9s stack if the character has more than one paradox.
Arcanoi | Power Gained |
✱ | Ancient Style |
✱✱ | Empower Technique: By spending 1 Mote, the character may add up to 3 Style Points worth of advantages for the next special attack they perform. These extra advantages don't require restrictions but must be either universal or from available Sword Schools ranks. |
✱✱✱ | Excellence |
✱✱✱✱ | Maximize Technique: Before doing a special attack, the Hero may spend any number of motes. For each Mote spent, one die is counted as a 10 in the attack roll, damage roll, or any skill or characteristic rolls made as part of the attack. (despite being 10s, these dice do not explode - they are just counted as 10.) |
✱✱✱✱✱ | Quicken Technique: By spending 1 Mote, the Hero may perform a special attack as a free action. |
Agarthic Aspect Assets
Air
The element of freedom. The Air Nomads detached themselves from worldly concerns, and they found peace with enlightenment. The Hero may spend a Mote to lose the Provokes keyword on his actions and add twice his Gnosis rating to his Speed until the end of his turn.
Earth
The element of substance. The people of the Earth Kingdom are proud and strong. Their traditions are persistent and enduring. Whenever the Hero spends a Mote for any effect (or just to use this, but also a waste), for the remainder of the scene he gains +2k0 to all spell saving throws and attempts to resist enemy or environmental effects. This doesn't stack with itself if the Hero spends more than one Mote.
Fire
The element of power. The people of the Fire Nation have desire and will, expressing their passion and drive when achieving what they want. Whenever the Hero spends a Mote for any effect (or just to use this, but also a waste), he increases the result of his damage rolls and social attacks by an amount equal to his Gnosis until the end of the round. This does not stack with itself if the Hero spends multiple Motes in a round.
Water
The element of change. The people of the Water Tribes are capable of adapting to many things with their sense of community and love. The Hero may choose to heal Resolve or Fatigue with the Healing Surge action instead of Hit Points. Only one type of benefit can be gained at a time.
Wood
You may spend a Mote to increase the TN of your special attack's secondary effects (e.g. Shocking property) by 5.