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| Homebrew Exaltation - Evoluder; The Pinnacle of Evolution is Universal Domination | |
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| Tweet Topic Started: Sep 2 2015, 09:01 PM (1,462 Views) | |
| Lorko | Sep 2 2015, 09:01 PM Post #1 |
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Evoluder![]() Evolution. While many of the races who hold power in the Wheel were uplifted, most races are the product of evolution. The changing nature of evolution is one taken up by at least one god, Luna, but other forces are at play that seek to set the growth of species into over drive. It isn’t know if it comes from the warp, umbra, or has managed to remain undetected within the materium, but a power more akin to a force of nature than a god bubbles in reality. Occasionally a bubble bursts, forming a geyser of green or blue energy from the surface of a planet. Those caught in that blast, and have the willpower to survive, become permanently empowered with a wild energy just slightly weaker but more manageable than the raw stuff of the warp. This power is known as Getter energy, and people who refine the power through their bodies are known as Evoluders. Tell: By default Evoluders appear unhinged, or even a more feral example of their race. As they spend rays the air around them seems touched with static relative to the amount of power spent. At a low level of spend the only appearance change is the eyes, which become marked with a pattern unique to the Evoluder, though Evoluders of similar circumstances might share patterns. With moderate of points spent glowing green lines trace around the Evoluder's body, the ends of which stream from below the eyes. With heavy use of their power, an Evoluder's hair turns solid crimson and flows like fire in wind (and if they don't have hair, a transparent crimson fire flares in its place). POWERS: Will to Power: Your Willpower stat may go up to six dots. If you would lose all your Resolve, instead of becoming broken you become violent, entering a Frenzy as if you had the feat, though without the bonus to Constitution and Strength. At Reactor 3 (or when you take the Frenzy feat), going into a Frenzy this way grants the full benefits. The Superior or the Insane: Start with one Minor derangement. Due to your wild nature you cannot take the Tested feat, and treat it as an optional feat if it appears in your class progression. Starting at Reactor 3, you may take a racial Paragon asset, even if it can normally only be taken at character creation. Your Excellence is considered to be equal to your Reactor, and you may substitute two Rays for one Action Point, and can treat one Ray spent as one point of Pressure, if it would be necessary to use this asset. Focus your Will: You begin play with one free rank in Evocation. The character uses Willpower instead of Charisma in Focus Power tests to cast Evocation spells, and may purchase ranks in that magical school as if it appeared in any class progression he possesses. You take a -2 penalty on Alignment checks and +20 on Warp Phenomenon rolls. Who do you think I am?: An Evoluder may subtract their Reactor from the results of a Shock roll. At Reactor 3, if a Shock result would have the Evoluder move away or flee from the source of fear, they instead move toward or take a Charge action (respectively) against the source of fear. POWER STAT: REACTOR An Evoluder's very mind, body, and soul become a reactor of power. It is through a Evoluder's very being that he or she refines the energy they've been infused with. As a Evoluder pushes their limits and tampers their will, they better refine their body's performance as a reactor. Resource Stat: Rays When an Evoluder refines the power that courses through their body, the result are Rays. An Evoluder has Rays equal to their Reactor + Level + Willpower. Evoluders regain their full Rays at the start of every session, and as a free action, an Evoluder can regain a number of Rays equal to their Reactor. This can be done a number of times per day equal to their Willpower. *Rocket Punch!- By spending a ray an Evoluder can use their unarmed attack as a ranged attack with a range of 5m per dot of Reactor, and any equipped brawling weapons are launched. The launched weapon returns to the Evoluder on their next turn if he is free to grab it. If the Evoluder is not free (engaged in melee, Stunned, in a grapple, etc.) the weapon drops by their feet. The Evoluder may do this once per Scene per dot of Willpower. **Armor of Miracles- Gain AP and Aura equal to your Reactor. This stacks with natural armor and aura gained through racial powers, but not with worn armor. ***Shin Form- By spending 1 Ray, you can merge your weapons and armor into your flesh, making weapons unable to be disarmed and granting proficiency with your armor. If you already have the proper Armor Proficiency feat, you instead gain half (rounded up) of the AP and Aura gained from Armor of Miracles to stack with your worn armor. Maintaining this state costs 1 Ray per round. At Reactor 5, you may merge your flesh with a vehicle you're piloting or driving, allowing you to take one Maintain Control action as a free action each turn. **** King of Braves- When making an action-related skill Test (combat, Athletics, yelling really loudly for intimidation, etc.), you can spend a Ray to have dice rolled as part of this Test explode on a 9 or 10. ***** Universal Domination- The Evoluder reaches their pinnacle of evolution. You gain Stuff of Nightmares and the miraculous ability to absorb heavy ordinance. When hit by an attack with the Blast property, you can make a Willpower + Reactor test against the attack's damage (before applying Armor or Resilience) to absorb the blast into your body, losing one Ray for every five points of damage. If the damage would exceed your Rays, you take any left over damage. Whether you take some damage or not, as long as you pass the absorption test and survive any remaining damage the Blast property is negated. ![]() Evoluder Power Assets Power of Ryoma- The mark of a powerful being is their superior skill. The Evoluder can use any weapon for the power Rocket Punch! as long as it is not Unwieldy, and take the penalty from Unbalanced as a penalty on the attack roll. In addition, they can push their vehicles past normal function; you can ignore up to your Reactor in critical vehicle damage. Power of Kamina- The mark of a powerful being is their ability to unlock their allies' potential. The Evoluder may spend their Rays to provide any benefit they'd get (general and exalt specific) to someone else as long as the Evoluder is aware of where their ally is, their ally can hear them, and if they're no more than Willpower + Charisma meters from each other. They can do this once per scene per dot of Reactor. Power of Hayato- The mark of a powerful being is their control over their crazed mind. Begin play with a Major disorder instead of a Minor one. You are not removed from play at 100 Insanity, though you continue to gain derangements as normal. In addition, you may spend Rays to suppress their disorders for the length of one Scene. Suppressing a Minor disorder costs a single Ray, two for a Major disorder, and three for an Acute disorder. You may suppress any amount of disorders you want, as long as you have Rays to spend. As long as you aren't suppressing a disorder, you gain a natural weapon on your hands with the following stats: 1k1 R; Melee; Brawling. Power of Atomsk- The mark of a powerful being is their ability to take what they want, and form a powerful arsenal. The Evoluder keeps his inventory within a subspace pocket, which only he can access. Not only can they keep their general selection of items in there, making for an easy way to smuggle in their gear, but they can make an Availability check with their Reactor in place of their Wealth rating. The Atomsk Evoluder can attempt to either pull out a non-artifact item that will last for the session, or an artifact with a rating equal to their Reactor for the rest of the scene. If they fail this check, roll for Psychic Phenomena. Power of Musashi- The mark of powerful being is their willingness to make great sacrifices and struggle through them. As an act of desperation, if the Evoluder is currently suffering from critical damage they may tear their heart out of their chest, and cause it to explode where they stand, using the stats of a plasma grenade. This attack gains the Blast property with a radius equal to their Reactor, additional rolled dice equal to their Willpower and additional kept dice equal to half their Willpower (rounded down). As long as the Evoluder has at least 2 Reactor, he can survive for one hour per dot of Reactor after this event, though in a coma state. If they're brought to a medical facility to stabilize, they'll survive as long as it takes to get a bionic heart. If the Evoluder survives, they lose one Reactor, which can be bought back as normal. Power of Armstrong- The mark of a powerful being is that you're fucking invincible! You have the ability to project a vehicle Void Shield by spending rays, with the shield's rating equal to half the rays spent to maintain it. In addition you can drain energy from machinery to regain rays. Draining rays causes damage to the machine on a 1:1 ratio. Rays gained through machinery drain can only be used on projecting a Void Shield. ![]() Becoming an Evoluder Across the wheel on the surface of any planet, a geyser of Getter Energy might erupt; only one such eruption can happen in a few hours. There's no predicting exactly when an eruption might happen, but they tend to occur where great struggles are endured. Some wind up accidentally in the eruption, or see one before them in a time of need, as if the chance of power was being laid before them. Regardless, any thinking being can dive into the eruption before it goes out. Surviving it is another matter. It takes a strong will to endure the effects of the Getter Energy eruption, and most people who take the dive or wind up in its path simply burn to ash. Those that do survive are likely paragons who had yet unlocked their potential, and in this manner the power of the Evoluder can be thought of as “stealing” other exalts. Whether the Evoluder was a potential paragon or merely had the making of a great mortal hero, it seems like the only ones who can handle the power is either the superiorly skilled, or the insane. Playing a Evoluder The trait that signifies a Evoluder above all else is willpower. It is with great willpower that a Evoluder even survives their exaltation, and it becomes their main way to direct the raging torrent that pounds through their mind, body, and soul. With this power raging in them, Evoluders are naturally people of action. The Getter Energy inside them threatens to explode outof them like a shaken soda, and they are all too eager to direct the resulting explosion. It’d be easy to assume that because of their theme of accelerated evolution, Getter’s would be all about the natural life. While that is the case for a few, it’s usually the opposite. Evoluder’s see cybernetics are another way to gain quick improvement, to the point that many will gladly give up a perfectly functioning limb if they were able to get an artifact cybernetic replacement. This thrill of shiny new tools to improve themselves especially extends to walker war machines, which seem to be close to their hearts. When it comes to alignments most Evoluder’s are either unaligned. Possibly more than post exalts, though, Evoluder’s find reliability in the nature of the gods of Chaos. In Khorne they feel the rush of battle. With Tzeentch his status as the lord of change makes an obvious match for the autoevolving Evoluder. Slaanesh’s portfolio of seeking perfection matches a Evoluder well, and even Malal might find Evoluder’s who wish to lash out in the worst of ways. Nurgal worship among Getters is unheard of however, as the evolving and improving nature of the exaltation is practically heresy under Nurgal’s views. Evoluder in Game I may or may not fill this out later Evoluder Society Whether as friends, frequently passing acquaintances, or bitter rivals, Evoluders seem to run into each other as if their power pulls them together. Whenever more than one Evoluder gathers, friend of foe, sparks fly. When it’s friends, the Evoluders will surely get into trouble, and when it’s enemies they’ll make their own trouble. It’s in the nature of Evoluder’s to always be moving, even if they come from a race that’s usually laid back. The power inside of them begs to be used, and Evoluder’s are all too happy to oblige. ![]() Adapting Evoluders With the inherit recklessness a Evoluder has due to their powers, an Evoluder could be tweeked to instead be a blessing of savagery by Khorne or a daemon acting as a primitive tribe's war god. As Evoluder's are already rooted in willpower, this exaltation could also represent one who simply gains supernatural-like power through shear force of will, an Übermensch in the form of a more mystic paragon. To make it adaptable with a previous exaltation Evoluders could even be a much less magic focused Daemonhost, it fits their changing power and Shin Form could represent a less powerful but more in control version of the Obliterator virus. Edited by Lorko, Dec 5 2015, 06:15 PM.
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| Lorko | Sep 16 2015, 12:08 AM Post #21 |
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I've gone through and added the structure fixes. I still want to do a bit of cleaning up, as noted Power of Ryoma has a wonky choice of words where I admittedly blanked. I know I wanted to include throwing regular weapons (Getter Tomahawk) and pushing the robot (Ryoma and super robot pilots in general), but I couldn't figure out a phrase that linked the two together organically. As for suppressing derangements, in the Fear and Insanity section for Book 1 there's some fairly light rules. Just that they exist, the player or the SM can pick 'em, and that they have a TN to resist their effects. If your derangement is that you're a violent psychopath that can't be reasoned with socially, you can suppress that if the party finds the need to enter a social setting. It's based on the Getter Pilot Hayato Jin, who is a violent madman when first introduced, but quickly chills out and becomes the smart guy. He also, depending on the version, has finger nubs or sharpened nails that he's used to fuck people up. ![]() That's where the natural weapon comes in. Honestly, I was thinking of it scaling with insanity, but since this also uncaps the insanity it might become way too beneficial to go insane. Back on the note of Shin Form and vehicle control, the largest robot in the Getter Robo series the heroes pilot is the Shin Getter, which sizes in at 55m. Around there seems like a safe baseline for how big you can Shin Form with a vehicle. If that seems fair to add as an official standard I'll go ahead and add it in. |
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| Lorko | Sep 17 2015, 07:08 PM Post #22 |
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Is the currently stated method of ray regain too much? At Reactor one you'd only get one moment of regain per session, but by the Evoluder's end game you can regain fix rays five times per session. That's a whooping thirty rays to gain per session plus starting, with the max amount of rays in general being sixteen. This might balance with Shin Form eating through a ray per turn of combat, but something still feels OP about it. It might be one of those things you can only tell for sure through a session or two. I've thought about the void shield suggestion, and an idea came to me. Maybe for two rays a Reactor five Evoluder could gain the benefits of a void shield. This would replace the current absorbing power. But, I'm also hesitant to just toss that out. One one hand void shields have already understood rules to use and could give end game Evoluders another sink for their heavy ray reserves. On the other not being able to cancel out all damage through rays means the player will take damage, which in it's own way makes attempting the action risky in a good way. What do you all think? |
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| Doc | Sep 17 2015, 08:11 PM Post #23 |
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Just a Guy
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A non-Vectron Chosen can just do a little prayer once per day to get back all of their Favors, so I don't think what you currently have is out of line. That said, I'd reword the secondary method of regaining Rays - it just comes off as a little odd. "As a free action, an Evoluder can regain a number of Rays equal to their Reactor. This can be done a number of times per day equal to their Willpower." Something to that effect, maybe? Now, void shields are an interesting thought, though I have to ask whether we're talking the Spelljammer version or the Vehicle version. Personally, the latter seems much more likely to me, and gives an obvious way of implementation (Double the Rays spent equal the force of the shield, for instance). Such a shield also stands a good chance of flat-out ignoring the things the Reactor 5 ability deals with, while also giving a much broader spectrum of what it blocks. So, uh, I think it'd be neat, if anything else. |
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| Lorko | Sep 17 2015, 09:19 PM Post #24 |
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Hmm, I could make it into a new asset if it's not too powerful for something that easily taken at level one. Connect it to Senator Armstrong being able to shrug off almost anything, but being felled with a sword (melee weapons passing through void shields). Can parallel the energy hungry nature of his nanomachines to the need to spend rays on the shield. |
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| weredrago2 | Sep 17 2015, 09:29 PM Post #25 |
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He Who Posts Too Much
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You could say that Armstrongs can shrug off a shitload of damage, but their shields drain a crapton of Rays. You could allow people with the asset to steal Rays from machines, like how Armstrong recharged his nanomachines with electricity. Can't Power Weapons break through energy shields? I know they can attack Phasing creatures. |
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| Lorko | Sep 17 2015, 09:36 PM Post #26 |
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Melee weapons in general can ignore (vehicle) void shields. Considering the already generous means of ray regeneration, I'd probably limit rays gained through draining to only being spent on the void shield. |
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| Doc | Sep 18 2015, 01:26 AM Post #27 |
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Just a Guy
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For reference, most ranged weapons have a Penetration less than 10. At the Rare Availability, the highest is 12 (on the Meltagun), followed by 10 (on the Krak grenade). Otherwise, anything of Rare Availability and lower is 6 Penetration and lower. |
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| Lorko | Sep 18 2015, 12:13 PM Post #28 |
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Gun penetration got me thinking, the only special ammunition is artifact based. There's Darksteel ammunition that gives +4 pen, but no mundane armor piercing ammo that might give +2 pen. I think it's something worth considering. And going through the weapons list again in book 1, I notice that the hand flamer has pen 4, but the full size has 0 pen. No idea what's up with that. I'll get to writing a Power of Armstrong asset after I get home from work tonight. Gonna go ahead and make the void shield an asset and keep Reactor 5's absorption. There's something satisfying to me about it, seems like an absorption check might be the kinda thing players would get hype about, seeing if the survive, and by how much. It also accrued to me that I neglected any Akira references. Maybe I'll make the reference with an enemy that's an unstable Evoluder, if the Akira reference isn't already fitting for a slightly tweaked Obliterator. |
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| Lorko | Sep 19 2015, 06:28 PM Post #29 |
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This is what I have for the Void Shield asset. After this gets straightened out I think I can call the Evoluder just about done, aside for noticing major balance issues. Edit: To cap off this progress, here's the Getter Robo page that the tagline comes from.
Edited by Lorko, Sep 19 2015, 06:48 PM.
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| Eisenritter | Sep 19 2015, 07:41 PM Post #30 |
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Old Iron Knight
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Because I did miss a possibility when last I looked this over for you. Wording is changed so that it flows naturally, and the last sentence describes substitutions. Pressure is worth less than Rays, so what I've changed here is the efficiency. |
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