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Ace Galatine (0.7 Beta)

Here are my sample gifts for Ace, using the new rules viewable over here! I'm posting player gifts publicly and NPC gifts privately! https://www.patreon.com/posts/wip-rules-update-85510374

Ace

HP: 65

Blue: Broken Vessel Weighed Down By Sin  +5

Yellow: The Flame That Leaves The Ash Behind +4

Black: Seagazer +2


Flameless Style

Style

Where there was once a great wellspring of strength, there is now a gaping hole. From the core of oneself, now springs only fire. Sparks leant to a dead blaze to keep the coals warm, if even for only another moment. But from this howling abyss comes a certainty denied by the flame. A weight and a crushing finality. Power that cannot be obtained in life.

Level 1

Flameless Style: You no longer have a burn meter. Instead, you have a flame meter that ranges from 0 to 100. This meter will decrease slowly as your body bleeds flame. At 100, you are in full control of your faculties and feel correct. At around 50 the uncertainty begins to creep in. At 25, your world feels strange and heavy. At 0 you lose control of your character and enter the berserk state until your flame is increased again. In this state you are drawn to sources of flame and must actively resist the urge to feed.

You can increase your flame by absorbing it from the environment, or by receiving flame transfers. Flame transfers are detailed under the Distant Glow Gift. Flame in the environment is ranked by quality between one and six stars. You regain 1d6 flame for each star of quality possessed by the flame you’re absorbing.

Furthermore, flame can be expended to perform additional actions in and out of combat.

5 Flame: Stomp and move instantaneously, ignoring all enemies, terrain etc to a location within your choosing on the current map within 100’. This counts as your movement.

5 Flame: Suspend yourself in the air as if it were solid ground. Lasts until the start of your next turn.

10 Flame: Burn an incoming attack. Sustain damage to your flame instead of to your HP equal to the damage you would have taken.

15 Flame: Add 1d6 to a Roll. Must be decided before the roll is performed. Can be selected multiple times, the cost increases by 5 each time. Must be performed BEFORE the roll.

20 Flame: Act as if you had Ignited. Can be chosen multiple times.

20 Flame: Emulate a Gift held by Ace Galatine for one Act.

All Flame: Summon Seagazer and gain the Seagazer Gift. This Gift is active even if you have no space for it on your character sheet.

Immunities: You cannot be possessed. ESP that affects the flame damages your Flame meter directly but otherwise cannot affect you. Your mind cannot be read.

Level Up: 300xp or chase the flame or embrace the ash

Seagazer

Reflection

This sword does not yet exist.

Primary: ??? - Usage of this ability will result in undue attention, and the host’s immediate termination at the very least. As such, Seagazer has decided not to use this ability. While it is certainly potent, the long term costs currently outweigh any tactical advantage it might give.

Level 1

Summon Seagazer: On summoning immediately purges all flame that does not belong to Ridill Arondite or Ace Galatine from the body, dealing 1d6 damage for every 30 flame purged in this way to everything within 2 squares before knocking them back a number of squares equal to the damage dealt. You gain a new ??? gauge. ??? begins at 100 and will replenish at a rate of 5 every hour. If you run out of ???, remove this Gift from your character sheet. Gain a black attribute named Seagazer with a level equal to your (and Ridill Arondite’s) collective bond with Seagazer. When this Gift is removed from your sheet, lock out your Seagazer attribute. It cannot be unlocked by any means until this Gift is returned. Whenever you gain flame from a source other than Ridill Arondite, you lose an equal amount of ???. Whenever you would gain burn, gain an equal amount of ???.

??? may be spent to perform the following actions:

10 ???: Summon Astral Sea - Swing your sword and create a patch of astral sea. Creates a number of spaces equal to your bond level with Seagazer. You may Ignite to double the amount of astral sea created. Astral Sea is weightless, but actively pulls the flame from ordinary life. Living creatures other than yourself and Ridill Arondite sustain 1d6 damage every turn they begin within the astral sea, lose an equivalent amount of flame, and sustain an equivalent amount of burn. Simply witnessing the Astral Sea causes 1d6 burn, and any individual who begins their turn within line of sight sustains 1d6 burn. The Astral Sea can be manipulated to block vision, cover objects etc. The Astral Sea lasts until dismissed, or this Gift becomes unequipped.

20 ???: Echo - When you Roll to Do you may create a duplicate of yourself to mirror your roll. You decide which between the two of you is the real you, the other will explode into a square of Astral Sea (see above) after performing its function. Roll twice, executing your action two times. These count as two separate attacks for the purposes of Igniting etc.

50 ???: Transgress - Deny the current state of reality and rewind the clock. All parties who do not possess the ability to manipulate time are rewound to the start of the turn, while your action remains intact. This can potentially lead to alternative outcomes. This will cause numerous errors within reality (represented by GM inability to properly rewind with perfect accuracy). Every use of this ability brings you closer to being Noticed.

Level Up: 9999xp or Bond 4 with Seagazer

Distant Glow

Hope

Warmth from afar. Reach for it, and risk losing it? Do you

Do I even

Have a choice anymore?

Level 1

Flame Donors: Different people are capable of providing you with differing amounts of flame based on their abilities. When new flame donors are discovered, they will be noted here, tierlist style.

S Tier - 1:1 transfers, no drawbacks

Microphone: Capable of transferring her burn to you 1:1 as flame to restore your meter. Kissing or biting her is the most effective method of transfer, but you get the feeling that that will cross a line you will be unable to walk back from.

A Tier - 1:1 transfers, drawbacks

Cast: When hooked up to the OPIA VR network, Cast can transfer flame at a passive rate while resting, or a rapid rate via pod.

Dr. Verona: Can turn her own HP into flame for you to absorb. Can turn your own HP into flame.

Melli: Can transfer people punching her shield into flame 1:1 into you if you are hooked up to her.

B Tier - worse ratio, but can transfer with drawbacks

Genesis Aeon: Can transfer you flame directly with his Reflection.

Camera: Can transfer you flame directly with his Reflection.

Basilisk Id: Can transfer flame directly to you, MUST succeed on an attack against you.

C Tier - only works once per scene, be careful!

Arg0s: Can inject you with flame with his Reflection.

Treble: Can inject you with flame with her ESP.

D Tier - flame must be acquired via biting

Everyone Else

E Tier - Oof

Ridill Arondite


Gathered Embers: When you draw flame from another, you may add them to the list below if you wish. Doing so forges a bond between your body and their flame, making you more adapted to what they are granting you. Functionally think of this as a special bond track.

Your Ember Bonded can understand you better, and you regain an additional 1d6 flame when they donate flame to you. You additionally will start to take on aspects of them as your bond deepens, gaining access to their gifts or even ESP. Be careful however, every level of Ember Bond grants them more control over you and your functions.

Bond 1: Your Ember Bonded can sense when you’re nearby.

Bond 2: Your Ember Bonded can sense where you are within a 10 mile radius.

Bond 3: Your Ember Bonded can get a sense of your emotions.

Bond 4: Your Ember Bonded can lock out one of your dice once per Act if they so wish.

Bond 5: Your Ember Bonded may choose what attribute you lock in when you Roll to Dye.

Ember Bonded: Below is a list of your Ember Bonded, what gifts they grant you, and their relative level of control over you.

Ace Galatine: Bond 7 - Ace Galatine controls my every action. Combine his character sheet with yours when united, remove this Gift and erase it until separated.

Lyst Solais: Bond 2 - Lyst Solais can sense when I’m in the same country or area as her. I’m beginning to feel the slightest influence of her ESP me, but it’s effects are hard to place.

Any Dirty Trick

Bond: Ridill Arondite

What did you gain by getting closer with Ridill Arondite? Most would say a whole lot of trouble and more tragedy than a man would ever need in his life. You pushed past that. Shoving aside all the pain… What is she to you? Putting words to it has always been difficult. You share much, yet so little at the same time.

This is your awkward other half.

The path you have walked together has dragged too many truths about your life into the light. You understand yourself better than you did before. Understanding is a heavy thing.

But more than the weight, you share a goal or a motivation. No matter what, all of this will change. Any dirty trick.

Level 1

Stolen Flames: Emulate pyromancy using the unusual properties of your body. You may spend flame to attempt pyromancy at increasing cost to match the complexity of the pyromancy you attempt. Whenever you study a Pyromancer’s technique, you may internalize it and write it in the space below, gaining your own unique version of their talent:

10 Flame: Logic -  Places explosive flame within the target. You may activate this ability as a part of any Roll to Do against unwilling targets. Ignite at any point after the fact to deal 1d6 damage to the target and all beings within 2 spaces of the target before sending the target flying a number of spaces equal to the damage dealt. This effect can be stacked, and all stacks are triggered at once. This deals maximized damage to structures or inanimate objects.

The Ultimate Weapon: Your attacks knock targets back 3 spaces. You may choose not to activate this effect. You gain the following Ignite ability:

Cosmos Crusher: You send the target flying. The target travels in a straight line until it collides with another being or object dealing 1d6 damage to both your target and whatever it collides with. This technically has no distance limit, but the GM may ask you to Lockout additional dice for exceptional distances, or to beat a certain number on your roll. If you send the target flying off of the current map as a part of this movement, they must place a dice within Lockout to sprint back to the arena, and are considered untargettable until they do so. This, naturally, has restrictions based on locale and target.

Level Up: 300xp or reach a major breakthrough alongside Ridill Arondite

Everyday Dreaming

Bond: Cast

That everyday reality seemed so distant. But for a being born outside of it, those simple pleasures were new and novel. You watched their face light up as they talked about something mundane and felt your resolve harden.

Level 1

Everyday Dreaming: Once per session maximize a Roll to Dye.

Level Up: 50xp or deepen your relationship with Cast


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