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Alternate Dragon-Blooded - Daemon-Spawn; Bless yOuR Name
Topic Started: Aug 11 2015, 09:08 PM (2,030 Views)
Eisenritter
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Old Iron Knight
Daemon-Spawn

weredrago2
 
Everyone knows that Daemons love to screw with mortals. That's just common knowledge. What isn't so common is when they screw with mortals, spreading daemonic seed across the Materium. Its often the first child of this unholy matrimony that inherit the wicked powers of the Warp, but the child can easily pass on his daemonic blood without triggering an Exaltation. Like how Dragon-Blooded can arise randomly out of a tangled family tree, Daemon-Spawn can rise within a bloodline after generations of dormancy.

Daemon-Spawn tend to have less than ideal relationships with their families. They can be cast out of their home planets as witches and heretics, often driven to the patron god of whatever abomination sired them upon becoming Exalted. A particularly impatient Daemon will attempt to hasten the process, with results about as successful as you'd expect them to be. The implication is that the forces of Chaos are the only source of Daemon-Spawn, but it seems that even the Blessed Pantheon are not above the temptation of the flesh. Grey Council Daemon-Spawn are the rarest, but by no means impossible.

Upon becoming aware of their origins, each Daemon-Spawn faces an inner struggle and a major decision: Follow the path of your ancestors, or carve your own way through the Wheel?


Replace the following:

Draconic Aura with Daemonic Pressure

Blood Quickening with Piece of the Warp

Dragon Mind with Daemon Mind (cosmetic)

Dragon Wings with Daemon Wings (cosmetic)

Dragon Heart with Daemon Heart

Dragon Skin with Daemon Hide (cosmetic)

Maximum Dragoning with Juggernaut Drive

Daemonic Pressure: A Daemon-Spawn's Tell is the shadow of its sire, a pall and a chill in the air that makes others uneasy and sends mortals screaming for the hills. When a Daemon-Spawn's Tell is at the 2-3 point level, everything within a number of meters equal to the Daemon-Spawn's Aspect must make a test against Fear (1) every minute. At the 4-5 point level, this test must be made at the beginning of every round instead. At 6+, the Fear rating increases to 3.

Piece of the Warp: Each Daemon-Spawn has a deep tie to a certain daemonic aspect, be it speed, power, magic, or infinite potential. Choose one of the following pieces when building your character (unless otherwise specified, the effects for spending Breath may be used only once per round):
     Bishop: The Daemon-Spawn's claws are treated as Implements for the purpose of all feats or class abilities. The Daemon-Spawn gains +1 Wisdom. By spending a point of Breath, they may increase the TN of the next spell targeting themselves or one of their allies within 5m before their next turn by their Aspect.
     Knight: The Daemon-Spawn's claws gain Balanced. The Daemon-Spawn gains +1 Dexterity and +2 Speed. By spending a point of Breath, their next attack gains Pen equal to the Daemon-Spawn's Aspect. If they don't make an attack before the end of their next turn, the benefit is lost.
     Pawn: The Daemon-Spawn's claws gain Volatile. The Daemon-Spawn gains +1 Willpower. By spending a point of Breath, they may take an Opportunity Attack action against any creature they're engaged in melee with if that creature takes an action with the Movement tag, as if that action also has the Provokes tag.
     Queen: The Daemon-Spawn's claws gain Tearing. The Daemon-Spawn gains +1 Charisma. By spending a point of Breath, the next attack made by themselves or an ally within 5m gains a bonus to damage equal to their Aspect. If no such attack is made before the end of their next turn, the bonus is lost.
     Rook: The Daemon-Spawn's claws deal +1k0 damage. The Daemon-Spawn gains +1 Constitution. By spending a point of Breath, they gain +1 Resilience until their next turn.

Daemon Heart: The Daemon-Spawn becomes immune to Perils of the Warp, though his allies are just as vulnerable as ever.

Juggernaut Drive: Once per session, the Daemon-Spawn may use the spell Iron Body, automatically passing the Focus Power test.

Sidebar: Reincarnation


Daemon-Spawn Bloodline Assets
NameDescription
Balance Breaker=
Blood of the Damned=
Blood of the Fallen=
Blood of the Holy=
Mutation Piece=


Balance Breaker
There is infinite variety within the Warp, and within that infinite variety comes the potential for bugs in the system, so to speak. Some daemonic sires can pass on not only the touch of the Warp, but fragments of their own essence. You may have had the extremely good fortune of being sired in this way. You may choose one of the following in place of your normal Piece of the Warp choices:
     King: The Daemon-Spawn gains +1 Composure and +3 Resolve. By spending a point of Breath, they may ignore an enemy's attempts at defending itself from their attacks until the end of the current turn (includes anything that requires spending Reactions or resources, but not passive effects such as Armor or Aura that is already active). The Daemon-Spawn's claws gain Volatile.
     Champion: The Daemon-Spawn gains +1 Strength and may choose a Gun Kata or Sword School; they may always advance the chosen school as if it was part of their class. By spending a point of Breath, they gain Aura equal to their Aspect until their next turn. The Daemon-Spawn's claws gain Brütal.
     Wizard: The Daemon-Spawn gains +1 Int, and may choose a Magic School; they may always advance that Magic School as if it was part of their class. By spending a point of Breath, they may adjust the results of a number of rolled Dice on a magic test equal to their Aspect by 1 each, or the result of a single die by an amount equal to their Aspect; do this before checking to see if the spell has caused Psychic Phenomena. The Daemon-Spawn's claws gain Orgone Array and are treated as Implements for the purpose of all feats or class abilities.
     Dragon: Choose one Blood Quickening from the Dragon-Blooded exaltation. You gain its benefits in addition to your Piece of the Warp, and may choose which characteristic bonus to gain.

Blood of the Damned
The Daemon-Spawn's claws deal +1k1 damage, and the damage type is changed to E. After reaching Aspect 3, advancing their Tell to the 4-5 point level grants their claws Flexible and treats them as magic weapons.

Blood of the Fallen
The scions of the Grey Council are inveterate cheaters, using whatever momentary distraction presents itself to regain their edge. They may regain 2 Breath after a successful stunt of 2 or more dice. This asset cannot be used in consecutive rounds.

Blood of the Holy
The Daemon-Spawn may use the Healing Surge action as a free action once per round, and may cast the spell Armoring Aura, using Aspect + Willpower instead of the normal magic test.

Mutation Piece
You have the bloodline of not just one, but two daemon pieces flowing through your veins. Choose an additional Piece of the Warp (Bishop, Knight, Pawn, Queen, or Rook). You gain the benefits of that Piece of the Warp, with the exception of that Piece of the Warp's characteristic bonus.

Revised Core Version
Edited by Eisenritter, Jun 6 2018, 01:47 PM.
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Eisenritter
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Old Iron Knight
Because I was doing something when the internet died.

Lot of DxD and Yu-Gi-Oh! Archfiend stuff here, but I think I branched it out enough? Wanted to keep the same basic structure as the base exalt, hence the chess theming here. Balance Breaker options are fairy chess pieces except for the King.

There was going to be a "Dragon" option under that one, but I felt like poaching a Blood Quickening alongside your Piece of the Warp didn't quite match up to the other options. :P
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Pawn Piece of the Warp is really powerful. It should probably be an Asset similar to the way that the Blood of Tiamat Asset is for the Dragon-Blooded, since it is basically the Blood of Tiamat asset but better.
Perhaps make it a Balance Breaker option and replace it with something else in the main Piece of the Warp section?
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Eisenritter
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...Piece of the Warp will be non-King standard chess pieces. Balance Breaker will be King and fairy chess pieces.

Pawn's current line came more from DxD, because Vilepawn Archfiend isn't exactly a glorious model of inspiration. I'll change that benefit long before I make the Pawn an asset option.
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Eisenritter
Aug 11 2015, 09:46 PM
...Piece of the Warp will be non-King standard chess pieces. Balance Breaker will be King and fairy chess pieces.
Yes, I noticed that. I wasn't appealing to fluff at all, only to crunch. As it stands now, there isn't much reason outside of fluff reasons to be anything other than the Pawn, or even better the Mutation Piece with Pawn as one of the options since that way you can even grab the Balance Breaker options.

Pawn lets you get the other ones whenever you need it like the Blood of Tiamat, but it can do it instantly in a scene for the cost of 1 breath instead of needing an hour long ritual to set it up ahead of time. The power for Pawn fits the Chessboard motif fluffwise, but may be a bit much.

Perhaps mix in the long time to change your Piece powers so it can't be done whenever the need arises and needs some strategy, or make it use a Hero point like the Mark of Luna as well as the breath.
Edited by Username, Aug 11 2015, 10:38 PM.
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Eisenritter
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Old Iron Knight
Bishops are magic-users, Knights are fast and skilled with weapons, Rooks have great offensive and defensive strength.

The Pawn and Queen are versatile, but approach from different angles; the Queen approaches from the standpoint of raw power (though I did try for a tack other than the mix of Rook and Bishop), while the Pawn can (currently) act in the capacity of any Piece short of the King.

With that in mind, I'll look at the Chess Archfiend cards again: Vilepawn Archfiend, however, only protects other Archfiends from attack. In DxD, Pawns also seem to have more in common with the fairy chess piece called a Mann or Commoner, which is basically a King that does not provide a defeat condition when taken, but the Commoner doesn't promote itself when it reaches the other end of the board. Which is why the King and Pawn Pieces gain similar characteristics and claw properties here.

...There is probably something I'm overlooking that could be used for the Pawn's Breath feature. En passant, maybe? Is there something else that only Pawns can do on the board?
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Eisenritter
Aug 11 2015, 10:47 PM
...There is probably something I'm overlooking that could be used for the Pawn's Breath feature. En passant, maybe? Is there something else that only Pawns can do on the board?
I was thinking about that as well. For Pawns, the Piece Promotion is generally their most well known feature, but en passant did come to mind. Perhaps make it so that whenever an enemy in their melee range uses an action with the Movement subtype, it gains the Provokes subtype if it did not already have it This would make them very sticky, as you wouldn't be able to safely disengage or shift from them, nor bull rush them as those are all movement actions. Couldn't even safely dodge, as the Dodge action is movement subtype. This also brings to mind how two pawns often will block another's advance across the board.

That's just a thought though. Might be a bit complicated or too good, I'm unsure.
Edited by Username, Aug 12 2015, 12:09 AM.
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Eisenritter
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Old Iron Knight
Edits made to Piece of the Warp and Mutation Piece as indicated. Pawns now focus on en passant rather than Promotion.
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Eisenritter
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Old Iron Knight
And finally rounded out with some half-assed fluff. :(
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weredrago2
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He Who Posts Too Much
Decided to take a shot at some fluff.


Everyone knows that Daemons love to screw with mortals. That's just common knowledge. What isn't so common is when they screw with mortals, spreading daemonic seed across the Materium. Its often the first child of this unholy matrimony that inherit the wicked powers of the Warp, but the child can easily pass on his daemonic blood without triggering an Exaltation. Like how Dragon-Blooded can arise randomly out of a tangled family tree, Daemon-Spawn can rise within a bloodline after generations of dormancy.

Daemon-Spawn tend to have less than ideal relationships with their families. They can be cast out of their home planets as witches and heretics, often driven to the patron god of whatever abomination sired them upon becoming Exalted. A particularly impatient Daemon will attempt to hasten the process, with results about as successful as you'd expect them to be. The implication is that the forces of Chaos are the only source of Daemon-Spawn, but it seems that even the Blessed Pantheon are not above the temptation of the flesh. Grey Council Daemon-Spawn are the rarest, but by no means impossible.

Upon becoming aware of their origins, each Daemon-Spawn faces an inner struggle and a major decision: Follow the path of your ancestors, or carve your own way through the Wheel?
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