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Homebrew Exalt - Keyblader; Yes, it is a little on the nose, isn't it?
Topic Started: Jan 7 2017, 11:19 PM (2,303 Views)
weredrago2
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He Who Posts Too Much
Keyblader

Heart; one of the three rarer elements, alongside the elements of Metal and Void. It is said that the Syrne were the masters of the elements, having a comprehension of them like no group coming after them. Though Metal and Void are comparatively easy for one to wrap their head around, few can understand the mystery of the Heart. It is valor and compassion made manifest, an element of emotion that resonates with the positive aspects of the Warp in such a way that makes it vulnerable to corruption by its negative aspects. A mortal who is strong of spirit and is proven worthy can learn to tap into the power of the Heart, in the form of a weapon known as the keyblade.

Bizarre, unsightly weapons, legend holds that these 'keyblades' were the melee weapons of the Syrne themselves. Of course, more jaded Greybeards believe that there was but one 'χ-blade', and that all others are merely cheap mockeries of the real thing. Regardless, those who wield keyblades and choose to call themselves Keybladers hold formidable power in their hands. They are determined warriors on the battlefield, their magical weapons allowing them to master a wide variety of martial styles and utilize them all to their maximum efficiency. Of course, being so close to the Heart makes them all the more vulnerable to it's sanguine wiles and dire temptations.

Tell: When a Keyblader spends Light, the strokes of their signature weapon leave a trail of brilliant sparkles. As their Tell rises, these sparkles become brighter and more ostentatious, as if to highlight the inner radiance of the Keyblader themselves.


Static Powers

Keyblade Wielder: You gain a keyblade, an Artifact with the profile of a hand weapon (3k2 R, Melee) and two melee mods with a total cost modifier of +3 or lower. You can summon or dismiss your keyblade as a free action, and are proficient with the weapon as long as you have Weapon Proficiency (Any Melee or Basic). Your keyblade counts as the correct weapon for your martial maneuvers as long as you are proficient with the Sword School's normal weapon type.

Light and Dark: Whenever a Keyblader spends Light, he gains a like amount of Darkness. If you end your turn with any Darkness, roll a d10. If the result is under or matching your current Darkness, lose 1 Resolve. Convert one Darkness back to Light after making your Darkness check. You can not recover Light if your Resolve is equal to 0.

Open: Your keyblade can be used to open any mundane lock, as per the Knock spell. At Heart 3, this power applies to digital and magical locks, in addition to mundane ones.

Keychains: Whenever you increase your level or Heart, create a new keyblade, following the same rules as for making your first one. You can switch between different keyblades you own freely, but can only summon and wield one at any given time.


Power Stat: Heart
Heart represents the Keyblader's connection to the Heart element. Like a growing light from a flame, a Keyblader that increases their Heart will find more and more hidden features of their keyblade unlocked and unveiled from the darkness of the unknown.

Resource Stat: Light
Light is the power of your Heart expressed and made a reality. You have maximum Light equal to twice your Heart. Outside of combat, you recover all Light (and set Darkness back to 0) after five minutes of rest.


Powers Gained

*Dodge Roll: You gain the Evasion feat, and can Shift as a free action on your turn.
**Strike Raid: You can spend Light to use your keyblade as a Thrown weapon with a range equal to three times your Strength in meters. The weapon returns to your hand afterward.
***Once More: When you would take Fatigue or Critical Damage, you may choose to lose a like amount of Light instead. If the Fatigue or Critical Damage exceeds your Heart, spend Light up to your Heart and take the rest.
****Combo Extend: With the Multiple Attacks action, you may make up to your Heart in extra attacks with your keyblade. These attacks are made at a cumulative -1k0 penalty for each attack, including the first.
*****Second Chance: When you are at 0 Light, you may choose to spend Resolve instead. Spending Resolve does not count as spending Light for the purposes of Light and Dark.


Keyblader Assets
Special: A Keyblader can purchase new Keyblader Assets after character creation, but may only have one asset at Heart 1, two assets at Heart 3, and three assets at Heart 5.

Dark Keyblader
You've either learned to control the darkness in your Heart, or have been consumed by it. You gain Blind Fighting and a bonus to all dodge, parry, and attack rolls equal to your current Darkness. Targets wounded by your special attacks or spells must make a TN 15 Willpower test or become Blinded for the duration of their next turn.

Iron Heart Surge
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies. You can spend 1 Light and select one spell, effect, or condition currently affecting you and with a duration of 1 or more rounds; that effect ends immediately. At SM discretion, this asset may not apply to long-term conditions such as limb loss or gravity.

Keyblade Armor
Your keyblade comes with a matching set of armor that can be summoned at will. This armor has AP equal to twice your Heart, Max Dex of 5, covers All, and counts as a void suit. You are proficient with this armor as long as you have any armor proficiency, and can select it as an armor type for the purposes of other armor-related feats.

Keyblade Glider
You can transform your keyblade into a vehicle with a 200 VP budget. Whenever you increase your Heart, you may rebuild the vehicle from scratch. You can spend 1 Light as a Full Action to transform your keyblade into it's vehicle form and back. If destroyed, your vehicle changes back to keyblade form and cannot be summoned for a scene.

Synch Blade
Your Heart has enough room for two. You can wield two different keyblades at once, and can ready two of your keyblades as a pair. While duel-wielding keyblades, you gain an extra reaction for the purposes of Multiple Attacks every round.
Edited by weredrago2, Mar 31 2018, 07:03 PM.
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Eisenritter
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Old Iron Knight
I knew it. To my surprise, the only thing I can think of to suggest is some way to enable using a Great Weapon as the base.

Thinking of this more along the lines of a "soulknife" exaltation helps.
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weredrago2
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He Who Posts Too Much
I think having it start at 3k3 damage would be too much. I mean, you can always buy the Two Hands mod if you want that extra damage.

Also, since somebody asked about the funny proficiency on Discord, I'll explain it. You see, if I said you were 'always proficient' with your keyblade, you'd get much less out of the weapon proficiency feats. As you're obligated to get at least one Melee proficiency, the one you pick needs consideration since it also ties into what Sword Schools you can access with your keyblade. It makes things a little more tactical, you know?
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Eisenritter
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Old Iron Knight
Then lock it behind an asset? Frankly, I don't see what the problem is given that Great Weapons carry a penalty at the same time. You get a base that's stronger on the offense but weaker on defense. Yes, tossing the Two Hands mod onto the Hand Weapon version is a thing, but it also eats into your mod slots. Helps that more assets means more ways to tell yourself apart from others, when you can take up to three exaltation assets.

Also, a thought regarding Combo Extend... is it meant to stack with Swift or Lightning Attack? If so, does the penalty count up all the attacks or only those enabled by Combo Extend?
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weredrago2
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He Who Posts Too Much
Thanks to Keychains, you have nine keyblades. Just make some of them Two Handed, and some not.

As for how it interacts with Swift and Lightning Attack, I'm still not sure. I would say it does not stack. Otherwise, that's a lot of extra attacks you get to make.
Edited by weredrago2, Jan 8 2017, 12:17 PM.
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Traskus
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Spitball Wizard
Does this mean multiclassing gets you more keyblades?
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weredrago2
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He Who Posts Too Much
No? It's connected to your level, not your number of finished classes.
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Traskus
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Spitball Wizard
Just checking.
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Mallow

An easier way to handle keychains might be for the Keyblade to have a set of base stats and allow the user to have it "eat" a weapon to gain that weapon's stats. Heart + Level is a fine cap to how many weapons can be absorbed at once.
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weredrago2
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He Who Posts Too Much
Eh, I'm fine with how it is now. No need to complicate it any further.
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