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Meister; Sorry, Marr, I'm tired of tilting at windmills.
Topic Started: Feb 11 2017, 08:50 PM (1,723 Views)
Eisenritter
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Old Iron Knight
Some use whatever weapon comes to hand, using pragmatism in combat. Others prefer general types of weapon, like las guns or launchers. Still others have specific types of weapon they use above others, such as shotguns or goremauls. Then, you get the hyperspecialist, the person who uses one gun and one gun only, because their father, a master gunsmith, made it for them and crafted it to fit their hand. These people have nothing on Meisters.

Meisters are those who used to be mortals with a nascent spark of exaltation, who forged a bond with their weapon so strong and so defining that it ignited said spark. It can honestly be said that Meisters and their weapons are parts of each other, with the Meister's power imbuing the weapon with special qualities and the weapon in turn serving the Meister faithfully. This manifests in all kinds of strange phenomena, but the most important ones are that the weapon becomes a lot more powerful and robust, and that the most powerful Meisters in turn become immortal as long as their weapons survive.

Tell: As a Meister spends Connection, her weapon shines with an unearthly light, and her visage can be seen reflected in its surface at all angles.

Powers

Soulbound Weapon: In addition to your normal starting gear, begin play with a Best-quality version of any weapon that would normally be of up to Uncommon rarity plus one step per dot of Inheritance spent on this feature, other than a grenade or missile. This weapon is treated as an artifact, and has a single hearthstone slot. You are proficient with the specific weapon granted by this power, and treat Weapon Proficiency feats as optional when they appear in your class progression.

Seamless Style: Choose a Sword School or a Gun Kata. You gain a free rank in the chosen Sword School or Gun Kata, and you can advance it as if it appeared in any class progression you possess. When making a special attack, you can always designate the weapon to use in the attack as your Soulbound Weapon.

WHO TOUCHED SASHA: A Meister's power is borne of her soul's resonance with her favored weapon, and can be interrupted by wandering hands. If you use any other weapon of the same class (Melee or Ranged) as your Soulbound Weapon, you take a -1k1 penalty to all tests and cannot use powers granted by this exaltation. If anyone else attempts to use your Soulbound Weapon without your permission, both you and the other party take the penalty until your Soulbound Weapon is back in your hands, and your weapon does not benefit from any powers granted by this exaltation except for being an artifact (it does not, for example, remain Best-quality while in another's hands). If you used another weapon in the interim, regaining your powers also requires a Fellowship test (TN 20) after an hour of reconciliation.

Commissioned Steel: Your Soulbound Weapon is steel of your flesh, made for you and molded to your hands over countless battles and training sessions. Choose up to two weapon mods that can be applied to your Soulbound Weapon, with a maximum combined cost of +3, and apply them to your Soulbound Weapon. This power cannot result in a weapon with more than one property that requires the target to make a test. If your Soulbound Weapon has multiple forms, you do not choose different mods for each form; any mods that aren't compatible with one form of the weapon simply don't apply in that form.

Power Stat: Legacy: A Meister's Legacy is her tie with her weapon. As her Legacy gets stronger, her weapon begins to resonate with her, giving impressions of her presence if it's nearby, while the Meister herself always seems to be armed, regardless of the distance between them.

Resource Stat: Connection: Your maximum Connection is equal to your Legacy + your Level. Regain one point of Connection per day, and whenever you Ready your Soulbound Weapon for the first time in combat.

*This Is My Rifle: You can Ready your Soulbound Weapon as a free action, from any distance, teleporting it to your hand as the spell Call Item would.

**This Is My Gun: Whenever you stunt on an attack roll using your Soulbound Weapon, you gain a free raise on the attack roll and on any skill rolls for special attacks or trick shots.

***Weapon Supremacy: Gain the feats Weapon Focus and Weapon Specialization, both applying to your Soulbound Weapon. If you already have one of them, gain the Improved version instead.

****True Potential: Choose a magical material. Your Soulbound Weapon gains the properties of that magical material in addition to its existing bonuses.

*****Blessing of Anubis: At this level of power, dying causes your soul to flee into your Soulbound Weapon instead of to the Raven Queen's grasp. Unless no one's around to pick your weapon up (and you can burn a Hero Point to make that happen anyway), some poor soul inevitably grasps the weapon's hilt within a month, allowing you to overlay its personality and effectively come back to life; you gain the new body's race, size, and racial power, but retain your own characteristics, skills, feats, and abilities.

Meister Armament Assets
A Meister can take two exaltation assets at character creation.

Meister Armament Assets
NameDescription
Arms AlchemyYou treat your weapons well, and they reward you with special benefits.
Living WeaponYour weapon is a brother.
Personal MementoYour weapon is a balm to your weary soul.
Side A, Side BYour weapon has a brother.
Super WeaponYour weapon is even greater in your hands.


Arms Alchemy
You've lined your weapon of choice with one of several ores noted for special properties. Your Soulbound Weapon gains the properties of copper, iron, gold, lead, quicksilver, silver, tin, or uranium, chosen when you take this asset. If you have the Side A, Side B asset, you can apply the properties of a different material to each of your Soulbound Weapons.

Living Weapon
Your Soulbound Weapon is more like a soulmate sometimes. It has Mental and Social Characteristics and Skills, which you can assign as though they were the primary and secondary groups of a new character, and may have an Alignment of its own. It also gains one-quarter of the XP that you do, and can spend it on any Mental or Social Skills or Characteristics. You can communicate telepathically with it, which allows you knowledge of where it is at all times, as well as allowing it to carry out Aid Another actions on you for Mental and Social skills, regardless of whether it would be possible. It is capable of perceiving its surroundings.

Personal Memento
Your weapon isn't just a part of you; it's a memento, something to remind you of a person, place, or event, and holding it anchors you. You gain +2 to all Alignment tests and a free raise on all Fear tests while you're wielding your Soulbound Weapon.

Side A, Side B
Your Soulbound Weapon has a reflection of its own, bound to you and to it in the same manner. You have a second Soulbound Weapon, which must be either usable in hand alongside the first, or the same base weapon as the first. You can Ready both of them with the same action, but Readying either of them only grants 1 Connection. Commissioned Steel and True Potential can grant different mods or materials to each weapon. If you have the Living Weapon asset, it applies to only one of your Soulbound Weapons.

Super Weapon
You can apply one additional weapon mod to your Soulbound Weapon, and ignore Compatibility for all mods granted by this asset and Commissioned Steel. If you have the Side A, Side B asset, this one applies to only one of your Soulbound Weapons.
Edited by Eisenritter, Nov 15 2017, 08:15 PM.
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Eisenritter
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Old Iron Knight
"Inspiration" and primary difference is little more than that I felt the Devotee's core power was arbitrarily restrictive. I do not think an asset should have been necessary to bind up a Grand Daiklaive.

Fluff, I didn't feel up to rewriting. That's still Marr's.
Edited by Eisenritter, Feb 11 2017, 08:59 PM.
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PlotVitalNPC

Lessee...
Side A, Side B, Arms Alchemy
Inheritance 3 so they can be up to Artifact 5.
Base weapons are a phase sword and an inferno pistol.
Shocking and Volatile for the sword, Extended Clip and Proven for the pistol.
Silver applied to both because I don't know the effects of the mundane materials.
Both are adamantine once they get that bonus.

The weapons of a true commissar and hunter of mages, werewolves, demons, and other unpleasant sorts.
Edited by PlotVitalNPC, Feb 16 2017, 11:37 PM.
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Traskus
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Spitball Wizard
PlotVitalNPC
Feb 16 2017, 11:30 PM
Lessee...
Side A, Side B, Arms Alchemy
Inheritance 3 so they can be up to Artifact 5.
Base weapons are a phase sword and an inferno pistol.
Shocking and Volatile for the sword, Extended Clip and Proven for the pistol.
Silver applied to both because I don't know the effects of the mundane materials.
Both are adamantine once they get that bonus.

The weapons of a true commissar and hunter of mages, werewolves, demons, and other unpleasant sorts.
These are the mundane materials.

Spoiler: click to toggle
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PlotVitalNPC

Hm...
Guess I'll still stick with silver.

*actually wrote up a character with that sort of Meister block*
Is there anywhere to post full characters here?
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Sodium

PlotVitalNPC
Feb 17 2017, 01:34 AM
Hm...
Guess I'll still stick with silver.

*actually wrote up a character with that sort of Meister block*
Is there anywhere to post full characters here?
Under "Questions and Comments" there is the "Post Character Concepts Here" board
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Sodium

Isn't knowing where the weapon is at all times through living weapon kind of pointless since you can teleport it in your hands whenever you want?
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GuardianTempest
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+8:00 GMT || Unlucky & Miserable
No, since your weapon is possibly sentient there are uses if you are creative enough.
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Thatguyrightnow
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You could also use it as a tracking device.
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Sodium

Can you make a reconfigurable or combi weapon with "Side A, Side B"?
If so, does the mod to make it reconfigurable or combi count for the "Commissioned Steel" mod limit?
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