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| [WIP]Homebrew Exaltation: Pariah; Your magic ain't gonna help here. | |
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| Tweet Topic Started: Oct 14 2015, 03:02 PM (254 Views) | |
| Midboss57 | Oct 14 2015, 03:02 PM Post #1 |
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![]() As rare compared to psykers as psykers are towards mortals, psychic blanks, or Pariahs as their are often referred to, are an anomaly that defies one of the Wheel few consistent laws: that which is sentient has a warp presence. They do not, putting them beyond the reach of its powers, more impressive still, their very existence disrupts its powers in the material plane. Pariah Physical Features: Pariahs simply have no physical features that make them different from other members of their species. Pariah Tells To non psykers, pariah's look like normal people. But there is just something wrong about them even if one can not put their finger on it. That wrongness gets on people's nerves very easily and as such, pariah's nearly always are social outcasts. As they grow in power and employ their abilities, that wrongness amplifies becoming a sense of dread that becomes all that unbearable to all those present. As bad as their effect is on normal people, it is psykers that get to experience the worst of it. To them, the Pariah appears as a gaping void in the warp, an abomination that should by all rights not exist. Worse, their powers fail in their presence. Becoming a Pariah Pariah's are not made but born to their condition. Research has shown that Pariah's are the result of an incredibly rare recessive gene. Most can live their whole lives without ever knowing about their powers. However, a few rare beings have become Pariah's by loosing their souls, be they to demons, necromancers, ancient technology or worse and still somehow survive the experience. Playing a Pariah Pariah's do not have it easy. Their lack of soul makes them even more than prometheans unsuited for social roles. Instead, they are better used in either close combat classes, charging spellcasters to make quick work of them or terrifying enemies, or in defensive role among the party, blocking any spells headed their way. Those pariahs who's status is known by organisations might find themselves with status points in mage or demon hunting organisations are their curse is considered a blessing to them. The Inquisition is especially fond of recruiting blanks among their ranks. Pariahs in Game Having a Pariah in the party is a double edged sword. On one hand, enemy mages and demons are going to have a hard time affecting the party. On the other, allied spellcasters are also going to have a hard day. Spellcasting classes are obviously out of the question while social based ones will be heavily penalised. Pariah Culture Pariahs are too few and spaced out to have a culture of their own. Much of their outlook on life is based on how others treat them, not always the best thing considering how their presence unnerves those around them. Their treatment in society varies greatly depending on the place: those who's powers are unknown often lead life as outcasts, few people wanting to associate with them. (assuming they don't just form a lynch mob) If their powers are discovered, then they can mostly look forwards to a life being treated as a weapon by psyker or demon hunting organisations such as the Culexus Temple or the Sisters of Silence. The Inquisition is also well known for snatching every blank they can get their hands own. Chaotic factions tend to have a kill on sight policy towards them as their powers disrupt the presence of their demonic allies. Among the Eladrin, their treatment is even more callous as any Eladrin blank will be banished from their society and forced to fight in suicide squads against demons. Powers: ![]() Power Stat: Emptiness Resource Stat: Void. (need to determine maximum and how to recharge) Imagine Breaker: With a touch of their hand and the cost of 1 Void they can completely dispel magical effects affecting people or objects. They can also use this power like the dispel spell, using their Emptiness as effective magic school level. Etherium: The pariah is completely immune to all magical effects, be they detrimental or beneficial. In addition, they can never take any levels in any spellcasting school. Soulless: The lack of soul is not simply something that is ignored by all living beings. The Pariah has a penalty of 2k1 on all non intimidation social checks. This penalty is raised to 3k2 against any psykers or beings of the warp, even exalted. * Anti magic aura: All magical effects within Emptiness x 3 metres of the pariah become inactive. Leaving this aura cause them to become active again. For the same reason, spells cannot be cast from within this aura. ** Psychic Abomination: The Pariah has a fear rating of Emptiness -1 against psykers. This ignores the Fearless rule. *** Animus Speculum: At the cost of 1 void, the Pariah can fire a beam of anti magic. It deals xky damage where X is the Pariah's Emptiness and Y is the target's highest magic school level. **** Aura of Despair: In the presence of the pariah, even the bravest find their courage faltering. At the cost of 1 void, the Pariah can causes all beings within to make a Fear 3 test, even fearless beings. ***** Life Drain Exaltation Assets: Examples of Pariahs: ![]() Jurgen is admiral Cain's loyal aide de camp. While history never remembers him, he has been essential to the Admiral's continued survival. His status as Pariah is unknown to him, being a secret only shared between Cain and Inquisitor Vail. Thomas is a student at the prestigious City of Academies, home to many research centres and psyker schools. His tendency to go helping random people without even knowing them has gotten him involved in many conspiracies and the unnoticed to him affections of several people. The Exile was once a mage general that led troops against the clan invasions. At a crucial battle above a now dead world, he activated an ancient superweapon that engulfed the whole world in a warp rift, destroying both his and the vastly larger enemy armies. He came out of this event broken, unable now to use his powers. Edited by Midboss57, Oct 14 2015, 03:04 PM.
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| Eisenritter | Oct 14 2015, 03:32 PM Post #2 |
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Old Iron Knight
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Fitting names, to say the least.
Might be better to switch the order of this. Point out that it's effectively melee!Dispel first (can probably drop the resource cost, at that), and then mention that it can be used on existing effects instead of just as a counterspell.
This is an absolute power. Way too much, on both sides.
...especially with this on top of it.
*See my response to Etherium. **Fine, but Fearless is a feat, not a rule. Bit lackluster, this. ***Scary, this ain't. Needs a damage type, for one. ****Fearless is not as common as you seem to think it is. If you want to bypass it, skip straight to rolling on the Shock table. Overall: The concept is way too focused, and too much adherence to fluff results in an absolute power that should not exist. This is better off made as an AEF to something else. |
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| ReptileViking | Oct 14 2015, 04:51 PM Post #3 |
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I'm with Eisenritter. Etherium and Anti-magic aura are just way too much. I could maybe see the aura being a capstone, provided it took Void to power it. |
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