Post by Sadbot on Dec 4, 2019 19:38:32 GMT
SPECTRAL SURGE
As Revenant’s continue to use their abilities, a build up of Somnium energy occurs within the body. This process is dubbed “Spectral Genesis”, the soul’s natural attempt to fully encompass one form of soul over the other when unbalanced. To assist in equalizing the soul, the body releases Somnium energy in specialized bursts which have been dubbed “Spectral Surges”. These Surges have unintentional benefits such as boosts in strength or quicker reflexes.
There are three Surge trackers which each earn points for doing specific actions. You may only fill up one track at a time, if you wish to switch you have to remove all points from the previous track. All Tracks begin with a maximum of 5 Points, but this can be increased through EXP Advancement. You may spend these points on special buffs and abilities listed below the track. Only 1 point may be earned in a turn. Unless stated otherwise, these buffs are stackable and usable multiple times. Each effect only lasts for one turn.
COMBAT TRACK
Points are earned on the Combat track by attacking with Two or more times in one turn.
Give a +1 bonus to damage rolls - 1 Point
Use Aim, Blind Fire, or Charge for free - 2 Points
Gain +5 to Pierce - 3 Points
Ignore Effective Range for all weapons - 4 Points
Exchange 2 Movement Actions for an Extra Half Action - 5 Points
REFLEX TRACK
Points are earned on the Reflex track by using at least 2 Movement Actions in one turn.
Give a +2 to Armor - 1 Point
Use Move or Parry for free - 2 Points
Halve enemy’s pierce (Rounding up) on one attack. Must be used on different attacks - 3 Points
Gain an Extra Movement Action - 4 Points
Choose an Attack which would have hit you. Deal the highest rolled Damage Die back to your enemy, ignoring armor - 5 Points
MAGIC TRACK
Points are earned on the Magic Track by successfully casting at least one spell in a turn. Magic Artifacts count towards this track.
Gain a -5 Bonus to your spell casting roll - 1 Point
Gain an extra spell use for one spell on a Magic Artifact - 2 Points
Cast two spells for one Half action - 3 Points
Swap one of your spells for another spell of equal level. Spell reverts back to normal at the end of the turn - 4 Points
Allows you to cast one spell with a Movement Action - 5 Points
SPECTRAL BURST
When a Revenant retains too much power, their bodies will be unable to release small surges of energy. At this point, they have two options. Allow miniscule amounts of energy to flow out until stable levels have been obtained, or perform a Spectral Burst. When a Spectral Burst occurs the Human soul is overtaken for a short while by their Spectre, resulting in a powerful but highly dangerous transformation. The effects of this transformation lasts for 3 turns, after which the user may attempt to continue the transformation at the cost of their physical health.
Shared effects of The Spectral Burst are as follows:
Add an extra amount of health equal to your Toughness mod x2. This may surpass your base health.
Weaponry may no longer be used
Hands will gain the stats of a specific weapon depending on the Spectre type
Warfare Melee is increased by +30 (Not surpassing 95)
Revenant ability evolves into a superior form.
Each Spectre has their own special effects during the Spectral Surge, these can be found below.
SOUL TEARING
When a Revenant remains transformed for too long, their human soul will have quite a bit of difficulty returning to proper balance. Though it is possible and fairly common to return to soul equilibrium, the process results in a loss of Somnium energy. This loss can be very crippling, but with proper training and rehabilitation it can be removed.
Upon transforming, you have a 10% chance of losing 1 Advancement in a characteristic. After three turns, this 10% chance will begin to increase.
4 Turns - 20%
5 Turns - 30%
6 Turns - 40%
7 Turns - 50%
8 Turns - 60%
9 Turns - 70%
10 Turns - Spectrification, character is fully turned into a Spectre and is no longer considered alive.
As Revenant’s continue to use their abilities, a build up of Somnium energy occurs within the body. This process is dubbed “Spectral Genesis”, the soul’s natural attempt to fully encompass one form of soul over the other when unbalanced. To assist in equalizing the soul, the body releases Somnium energy in specialized bursts which have been dubbed “Spectral Surges”. These Surges have unintentional benefits such as boosts in strength or quicker reflexes.
There are three Surge trackers which each earn points for doing specific actions. You may only fill up one track at a time, if you wish to switch you have to remove all points from the previous track. All Tracks begin with a maximum of 5 Points, but this can be increased through EXP Advancement. You may spend these points on special buffs and abilities listed below the track. Only 1 point may be earned in a turn. Unless stated otherwise, these buffs are stackable and usable multiple times. Each effect only lasts for one turn.
COMBAT TRACK
Points are earned on the Combat track by attacking with Two or more times in one turn.
Give a +1 bonus to damage rolls - 1 Point
Use Aim, Blind Fire, or Charge for free - 2 Points
Gain +5 to Pierce - 3 Points
Ignore Effective Range for all weapons - 4 Points
Exchange 2 Movement Actions for an Extra Half Action - 5 Points
REFLEX TRACK
Points are earned on the Reflex track by using at least 2 Movement Actions in one turn.
Give a +2 to Armor - 1 Point
Use Move or Parry for free - 2 Points
Halve enemy’s pierce (Rounding up) on one attack. Must be used on different attacks - 3 Points
Gain an Extra Movement Action - 4 Points
Choose an Attack which would have hit you. Deal the highest rolled Damage Die back to your enemy, ignoring armor - 5 Points
MAGIC TRACK
Points are earned on the Magic Track by successfully casting at least one spell in a turn. Magic Artifacts count towards this track.
Gain a -5 Bonus to your spell casting roll - 1 Point
Gain an extra spell use for one spell on a Magic Artifact - 2 Points
Cast two spells for one Half action - 3 Points
Swap one of your spells for another spell of equal level. Spell reverts back to normal at the end of the turn - 4 Points
Allows you to cast one spell with a Movement Action - 5 Points
SPECTRAL BURST
When a Revenant retains too much power, their bodies will be unable to release small surges of energy. At this point, they have two options. Allow miniscule amounts of energy to flow out until stable levels have been obtained, or perform a Spectral Burst. When a Spectral Burst occurs the Human soul is overtaken for a short while by their Spectre, resulting in a powerful but highly dangerous transformation. The effects of this transformation lasts for 3 turns, after which the user may attempt to continue the transformation at the cost of their physical health.
Shared effects of The Spectral Burst are as follows:
Add an extra amount of health equal to your Toughness mod x2. This may surpass your base health.
Weaponry may no longer be used
Hands will gain the stats of a specific weapon depending on the Spectre type
Warfare Melee is increased by +30 (Not surpassing 95)
Revenant ability evolves into a superior form.
Each Spectre has their own special effects during the Spectral Surge, these can be found below.
Spectre
Evolved Trait:
Unarmed Stat Block:
Evolved Trait:
Unarmed Stat Block:
Afrit
Evolved Trait:
Hellfire
Instead of 1 damage, deal half of the lowest rolled damage die for each attack.
Unarmed Stat Block: Sword
Evolved Trait:
Hellfire
Instead of 1 damage, deal half of the lowest rolled damage die for each attack.
Unarmed Stat Block: Sword
Banshee
Evolved Trait:
Thunderous Screech
Increase Characteristic reduction to -15, can attack more than one person (Make a seperate roll for each)
Unarmed Stat Block: Sword
Evolved Trait:
Thunderous Screech
Increase Characteristic reduction to -15, can attack more than one person (Make a seperate roll for each)
Unarmed Stat Block: Sword
Baubas
Evolved Trait:
Familial Connection
Same as before, but each successful check allows you to remove the highest damage die dealt from each attack made that turn.
Unarmed Stat Block: Spear
Evolved Trait:
Familial Connection
Same as before, but each successful check allows you to remove the highest damage die dealt from each attack made that turn.
Unarmed Stat Block: Spear
Chindi
Evolved Trait:
Shroud of Decay
Range is increased from Close to Short range, reduces Willpower to 20
Unarmed Stat Block: Spear
Evolved Trait:
Shroud of Decay
Range is increased from Close to Short range, reduces Willpower to 20
Unarmed Stat Block: Spear
Deogen
Evolved Trait:
Wall of Limbo
Increase Characteristic reduction to -15, also affects Warfare Melee.
Unarmed Stat Block: Dagger (Throwable)
Evolved Trait:
Wall of Limbo
Increase Characteristic reduction to -15, also affects Warfare Melee.
Unarmed Stat Block: Dagger (Throwable)
Druegen
Evolved Trait:
Crimson Ice
Every successful attack against an enemy now grants either a +2 to Armor or +1d5 HP. Armor may reach a maximum of 8 before shattering and returning to 0. You may continue to gain armor after this.
Unarmed Stat Block: Axe
Evolved Trait:
Crimson Ice
Every successful attack against an enemy now grants either a +2 to Armor or +1d5 HP. Armor may reach a maximum of 8 before shattering and returning to 0. You may continue to gain armor after this.
Unarmed Stat Block: Axe
Ghoul
Evolved Trait:
Ravenous Hunger
Increase Attacks per turn two tiers higher. Every attack which hits gives +1 HP to the Ghoul.
Unarmed Stat Block: Dagger (Throwable)
Evolved Trait:
Ravenous Hunger
Increase Attacks per turn two tiers higher. Every attack which hits gives +1 HP to the Ghoul.
Unarmed Stat Block: Dagger (Throwable)
Matagot
Evolved Trait:
Songs of The Wild
Upon transforming, the Matagot may choose one spell of ANY level and cast it with a -15 to their roll. This spell is lost upon casting. Afterwards, any others spells cast will retain the -15 to their casting roll.
Unarmed Stat Block: Club
Evolved Trait:
Songs of The Wild
Upon transforming, the Matagot may choose one spell of ANY level and cast it with a -15 to their roll. This spell is lost upon casting. Afterwards, any others spells cast will retain the -15 to their casting roll.
Unarmed Stat Block: Club
Onryo
Evolved Trait:
Grasping Void
Instead of attacking the Opponent, the Onryo may attempt to drag them into the darkness they often reside in. Make one Warfare Melee roll, if successful the target will be unable to move from close range for as long as the transformation lasts. Damage from enemy attacks will be reduced by 2 before accounting armor.
Unarmed Stat Block: Sword
Evolved Trait:
Grasping Void
Instead of attacking the Opponent, the Onryo may attempt to drag them into the darkness they often reside in. Make one Warfare Melee roll, if successful the target will be unable to move from close range for as long as the transformation lasts. Damage from enemy attacks will be reduced by 2 before accounting armor.
Unarmed Stat Block: Sword
SOUL TEARING
When a Revenant remains transformed for too long, their human soul will have quite a bit of difficulty returning to proper balance. Though it is possible and fairly common to return to soul equilibrium, the process results in a loss of Somnium energy. This loss can be very crippling, but with proper training and rehabilitation it can be removed.
Upon transforming, you have a 10% chance of losing 1 Advancement in a characteristic. After three turns, this 10% chance will begin to increase.
4 Turns - 20%
5 Turns - 30%
6 Turns - 40%
7 Turns - 50%
8 Turns - 60%
9 Turns - 70%
10 Turns - Spectrification, character is fully turned into a Spectre and is no longer considered alive.