Krodha
Dec 19, 2023 9:49:53 GMT -6
Post by GuardianTempest on Dec 19, 2023 9:49:53 GMT -6
<full description to come later>
super determination, spirit is willing but the flesh is weak, a krodha's rage is not the aimless blind anger that plagues so many, most Krodhas fail to reach their full potential
Static Powers
Inner Focus: You cannot enter a Frenzy by any means (e.g. Warp Madness) and your emotions cannot be controlled by magic. Alternate ways of mental manipulation can still take effect. This power is counted as the Frenzy feat for the purposes of class prerequisites and interactions with other feats. You may not purchase Frenzy itself, feats that count as Frenzy, and feats that directly modify how Frenzy works (e.g. Battle Rage, Short Fuse and Battle Meditation); which are treated as optional feats in your class track.
Mind of Steel: Begin play with the feats Armor of Contempt, Eidetic Memory, and Pure Faith. You may raise your Willpower and Composure to six dots.
Relentless Advance: Whenever you would be Immobilized, you are Restrained instead. Difficult terrain doesn't impede your movement as long as you are moving towards an enemy.
Sparks Liner High: Even if you end up destroying yourself you will never. Back. DOWN. Gain the Spoilin' for a Fight hindrance, which does not grant XP nor does it count towards the amount of hindrances you can take in character creation. You may not willingly move away from an active enemy unless doing so provokes an opportunity attack, moves you towards a different enemy, or you spend 1 Resolve per attempt.
Power Stat: Virtus
Virtus represents a valorous passion to succeed or die trying. It is often referred to by berks with a sound similar to a snarling dog. Whether a Krodha is boisterous or stoic, they carry the same gallant courage against the dying light. The higher a Krodha increases their Virtus, the more their immense tenacity can reach. Unfortunately this also increases the gap between the indomitable spirit and the body that's failing to keep up.
Resource Stat: Ardor
A Krodha's maximum Ardor is equal to their Virtus plus their current Resolve, to a maximum of 25. Whenever you would gain Resolve, gain an equal amount of Ardor. Once per round, you gain 1 Ardor whenever you take a half or full action to approach or attack an enemy. This attack could be anything depending on the context of the battle, from an actual attack to a social attack to even scoring a goal in a game of soccer.
Tell
The Krodha's tell is the strain their body shows from trying to contain their immense determination. At first their blood vessels become more prominent, their muscles tense up, their eyes faintly glow and their joints crack from overextension. As Ardor is spent the Krodha's visage contorts into a fierce countenance while their hair and clothes waver under an invisible breeze brushing past. Their skin may even change color! At the highest level the Krodha's overflowing will can no longer be contained by their body. This is commonly displayed by an aura of harmless fire, but it can also be represented through other ways like a wispy halo over the head or a set of geometric "wings" erupting from the back.
Ardor | Power Gained |
✱ | Vital Spirit: The Helpless condition causes you to grant Combat Advantage instead of the normal effects. While unconscious, you may spend 1 Ardor at the start of your turn every round (or every minute in narrative time) to stop being Helpless and act as if you are awake. |
✱✱ | Defiant: Gain rolled dice equal to your Virtus on tests to overcome conditions, attempts to resist enemy or environmental effects, and on opposed tests you didn't initiate. Add half your Virtus to kept die (round up) if the consequence for failing would move you against your will, restrict what type of actions you can take on your turns (e.g. Pinning condition, Stun spell), or subject you to a mind-influencing psychic effect. |
✱✱✱ | Seishin: Failure can be defied by believing hard enough. You may cast Precognition using Virtus + Willpower instead of the normal magic test. |
✱✱✱✱ | Impervious Prefect: Whenever you succeed on a test that benefits from Defiant, if the test was caused by an enemy, you may spend 1 Ardor to force that enemy into making the same test. Failure means they suffer the consequence you avoided. For opposed tests, treat the outcome as if you initiated it. (Someone fails to Bull Rush you? Spend Ardor to push them instead.) |
✱✱✱✱✱ | Victorious in Strife: As long as you have Ardor remaining, you ignore penalties to your dice rolls, characteristics, Speed, Resilience and Static Defense; unless they're self-imposed (e.g. Power Attack feat) or the result of missing body parts. |
Krodha Mindset Assets
Perfectionism
If the margin for error can't be zero, then it will be as close to zero as you can make it. You must keep the highest dice in all tests unless you spend 1 Resolve to do otherwise. Each time you reroll a failed test, add a raise to the result of all rerolls you would make in the current scene, to a maximum of your Virtus (e.g. +15 at Virtus 3). The increase only happens once per test, rerolling the same test multiple times doesn't count.
Devotion
You care about other people's well-being more than you care about your own. Gain the Shield Wall feat. Whenever an adjacent character moves away from you, you may take a reaction action to move up to twice your Speed in the same direction they are moving.
Grit
If they're not gonna sugarcoat it then neither will you. You're going to power through every single iota of suffering. Gain the Guts feat. Add your Willpower to the amount of fatigue you can take before passing out.
Visionary
What happens now doesn't matter as much as the future, the endpoint where everything leads to. Gain a +2k1 bonus on tests that take longer than 1 round in combat, +3k1 to tests that take a minute or longer, and +4k2 to tests that take an hour or longer. This asset doesn't apply to social combat actions made without a stunt.
Daredevil
There's something special about those desperate gambles made against overwhelming odds. Once per scene, whenever you would roll XkY for a test, you may roll a d100 instead. This die cannot be rerolled or adjusted. You are successful if the number rolled is equal to or lower than the Target Number, achieving a raise for every 5 the result is under the TN. Conversely, rolling higher than the TN is a failure with a check for every 5 the result exceeds the TN.