If you're reading this it means you've heard that your powers stem from an effort on the part of Demons to loose the human soul from its bindings, an effort to create the ultimate weapons and warriors in a war that is waged between reality and something else. Fighting with your Soul Unsealed is a deadly business, but it's the only way you will stand a chance against la Santisima Trinidad and the Agency of Change. There's a lot for you the player to understand and adapt to...
At this point in our story the world is at war though most don't know it. Areas are contested as the Agency of Change struggles to keep humanity under the yoke of status quo, destined for a slow march toward environmental destruction-induced suicide. These war-zones undergo radical alterations that suppress human potential, in order to free mankind from the Agency's oppressive boot it falls to you to bypass the Shield-Wards and fight the Agent-Angels and their Faithful. Now that you know what's going on, here's what you need to know and do.
For starters you have a new Attribute- Soul. Like other Attributes it costs 5pts/die, unlike other Attributes it can be raised to 10, Hard and Wiggle Dice can be bought, it has a Willpower Cost to use, and includes the Range Capacity. Whenever there is a major alteration in Reality you roll Soul+Stability to resist its effects. Whenever you encounter a Shield-Ward you can attempt to breach it with a Soul or Soul+Occult roll. You also roll Soul(+Manifest [narrow skill 1pt/d] or Occult) to manifest your Soul Unsealed, Range on the Attribute determines the range at which the Soul can be Manifested.
Building your Soul Unsealed
The Soul Unsealed is supposed to be the ultimate expression of your Character. It starts with a baseline of your Stats and has your skills (sans Soul and Base Will, you share a Willpower pool), you can spend an additional 60pts on Hyper Stats, Hyper Skills or Miracles/Powers.
As a manifestation of your power while the Soul Unsealed is active you lose access to all of your special abilities, however there are some perks. Determine the cost of your power, those points can be spent to purchase new powers that your Soul Unsealed has. These must be thematically linked to your initial power, they shouldn't duplicate it but may compliment it, greatly expanding your original powers at a cost of Willpower and time.
Additionally, while the Soul is unsealed the limiters on the human body are suspended, you may purchase additional dice in your regular physical Stats up to 6 and upgrade them to Hard or Wiggle dice making you an extremely capable physical combatant. Note: using any 6th Stat die deals a point of Shock to a relevant hit location but sometimes might be your only chance to defend against something.
Soul Unsealed Combat
I mentioned the danger, here it is. Each point of Killing Damage that your Soul Unsealed takes becomes a point of Shock Damage to a corresponding location on your character and vice versa. Extended combat on two fronts can lead to swift death and depending on your Soul's Unsealed powers a greatly depleted Willpower reserve. Should your Soul Unsealed be defeated it disappears and you lose half your current Willpower total. You can attempt to manifest it again the following round and it will appear unharmed but by this point you're probably hurt pretty bad.
For characters with high Soul Stats the Soul Unsealed can operate at great distances, if the Soul Unsealed operates outside the character's perception knowledge of what it did is recovered when it next disappears.
Below is a short list of powers that are common among Souls Unsealed:
Flight, Detection, Extra Tough, Armor, Heavy Armor, Sizemorph, Regeneration, Panoply****
****- This is a custom power that creates signature equipment
For those who aren't familiar with the series:
http://www.animenewsnetwork.com/house-of-1000-manga/2010-12-23
This is how I'd do it too. The only tricky part is to get the
On Tue, Jul 24, 2012 at 2:41 AM, The Headless Spaceman
<ironsights7.62@gmail.com> wrote:
> I would probably consider building them like separate characters (much like as presented in ORE Mecha), with some intrinsics.
connection between the real character and his Stand right. Something
very simple, with natural limitations. I'd go with a Useful Miracle
(named after one's Stand of course), range capacity, Willpower Cost
and Duration. The Stand User archetype has just this One Power plus
Hypertrained and/or Prime Specimen and No Willpower No Way.
If there are non-Stand Users in the group, the Point costs need to be
balanced for usefulness somehow. I would suggest that a Stand gets a
copy of the Stand User's budget, with a certain amount of Points
(25%?) from the Stand User transferred to the Stand, imbalancing their
budgets. The player is paying Willpower in each scene for access to
the majority of her Points.
By the time the Stands enter into it, there is no street-level flavour
> The over-the-top point totals don't take away from the "street level" flavor,
as far as I'm concerned.
Viktor
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To post to this group, send email to cult-of-ore@googlegroups.com.
To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
For more options, visit this group at http://groups.google.com/group/cult-of-ore?hl=en.
--
You received this message because you are subscribed to the Google Groups "Cult of ORE" group.
To post to this group, send email to cult-of-ore@googlegroups.com.
To unsubscribe from this group, send email to cult-of-ore+unsubscribe@googlegroups.com.
For more options, visit this group at http://groups.google.com/group/cult-of-ore?hl=en.
0 comments:
Post a Comment