There are things that are forbidden, or that are so powerful
as to have instilled and inspired fear from those that use such powers. One of
the greatest and yet, most terrifying powers out there is Chaos. You channel
energies from the Primal Chaos into your world, willing it to do what you
desire. With this blessing comes the curse of madness, and the inevitability of
an early death before you lose all sanity, but during the intervening years,
amazing things may happen.
WARNING: This path has the potential to destroy those who
use it. Unlike Shadow, this power comes with a madness that eats at you and
slowly devours your sanity. With Chaos there is no rhyme or reason, there is no
desire or will, there is only inevitable change.
Primary Stats: Wisdom
(Affect Probability, Enhancement and Healing) Charisma (Madness and Damage), Constitution
Bonus to Skill
Checks: Bluff, Concentration, Decipher Script, Intimidate, Knowledge
(Arcana, Religion, the Planes), Perception
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Derangements: Tapping into the Primal Chaos – that eternal force of constant change that drives all things – requires a great deal of time and patience, and while the power it grants is great indeed, it comes at a price, and that price is madness. The power and the madness are inseparable. When taking this talent path, you also take a derangement of some kind. It could be megalomania, paranoia, depression, a fugue state, multiple personalities, or any other number of things. However, you are mad in some way and must embrace or fight the madness to control your power and not let it overtake you. Your madness will color your world in any number of ways. Discuss options with the GM to see what might be best for your character.
Derangements: Tapping into the Primal Chaos – that eternal force of constant change that drives all things – requires a great deal of time and patience, and while the power it grants is great indeed, it comes at a price, and that price is madness. The power and the madness are inseparable. When taking this talent path, you also take a derangement of some kind. It could be megalomania, paranoia, depression, a fugue state, multiple personalities, or any other number of things. However, you are mad in some way and must embrace or fight the madness to control your power and not let it overtake you. Your madness will color your world in any number of ways. Discuss options with the GM to see what might be best for your character.
Affect Probability:
The core ability of Chaos is the power to make that which is improbable a
reality. You take a small amount of the primal chaos and channel it into the
real world, willing it to do what you desire. It takes a great deal of mental
fortitude and not a little bit of math knowledge to be a walking statistic
machine, but it can be quite rewarding. The main use for this power is to
enhance your allies, boosting their abilities in small ways to make them
stronger, faster, better for short times. You can also change the world around
you in small ways as well. You could make it more likely that people have gold
or the item you need, or that a particular inn will serve an ale you
particularly like. The changes are small but can be cumulative and useful. You
can choose to use this power to do whatever you like, however, the greater the
change you effect, the more chaos must be drawn into the world, and should you
mess up you could wind up worse than dead. If you botch, it will only affect
you, and nothing else around you (with the possible exception of those people
who are now wearing your entrails after you exploded to death).
Chaotic Arcana:
Chaos can be used to mimic the effect of magic. Much like destructus and basic
arcana from the Mage branch, you can cast various spells such as fireballs,
lighting bolts, ice lances, and the like. This is easy and will never incur a
botch as it is a primary part of your abilities. However, being Chaos, it’s an
equal opportunity power and you can also heal as in the Light or Monk branches.
The energy is directed as you desire, changing from one to the other, or both
at once, but the effects at this level are minor though effective.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced, reducing the energy you need to summon and direct
the chaos. You need to draw slightly less chaos to do the same things, making
the power slightly safer. In addition, the effects produced by your abilities
are slightly empowered. For example a simple fireball might now have an
explosive effect when it crashes against a foe, dealing more damage to him and
perhaps a few people near him. The enhancements you grant are slightly more
powerful and last slightly longer. 10 points.
Rank 2: Your
powers are slightly enhanced, reducing the energy you need to summon and direct
the chaos. You need to draw slightly less chaos to do the same things, making
the power slightly safer. The effects produced by your abilities are slightly
empowered. The enhancements you grant are slightly more powerful and last
slightly longer. Your derangement becomes slightly more potent and has a
greater effect over you and the world as you view it. However, this grants you
the ability chaos controlled. You
have a small collection of things you do that have the same effect every time,
such as casting a fireball, that now requires almost nothing on your part, and
is simply an effect you have. You can have up to Wisdom modifier spells like
this. 20 points.
Rank 3: Your powers
are enhanced, reducing the energy you need to summon and direct the chaos. You
need to draw less chaos to do the same things, making the power safer. In
addition, the effects produced by your abilities are empowered. The
enhancements you grant are more powerful and last longer. In addition, you can
now enhance your entire group with one burst, giving each member a different
minor effect, or one powerful effect for everyone. You gain a +2 to Wisdom or
Charisma. 30 points.
Rank 4: Your
powers are greatly enhanced, greatly reducing the energy you need to summon and
direct the chaos. You need to draw much less chaos to do the same things,
making the power a great deal safer. In addition, the effects produced by your
abilities are greatly empowered. The enhancements you grant are more powerful
and last longer. Your derangement becomes more potent and has a great effect
over you and the world as you view it. You become greatly intimidating, even
when you are not trying to and you may have physical changes based on the
number of times you’ve botched or given in to your madness. You gain the
ability joker’s delight. This ability
allows you to frighten people and even damage them simply by being yourself and
letting your madness, and the chaos, flow around you. 40 points.
Rank 5: Your
powers are greatly enhanced, greatly reducing the energy you need to summon and
direct the chaos. You need to draw much less chaos to do the same things,
making the power a great deal safer. In addition, the effects produced by your
abilities are greatly empowered. The enhancements you grant are more powerful and
last longer. Your derangement becomes more potent and has a great effect over
you and the world as you view it. At this point it is unlikely that your
derangement will grow any worse, and you may even begin to adjust to it or
start to remedy it in small ways, but it will never ever leave you. You gain truth, or something like it. This
ability makes you a very likeable fellow, despite your madness and intimidating
manner, and allows you a great lying ability, to the point that, on occasion,
you can make a lie reality. You gain a +3 to Wisdom or Charisma. 50 points.
Jaunt: You can
teleport short distances. Requires Mastery Rank 1 and 10 points.
Dual Cast: Many
spells require you to channel energy through your hands, guiding the magic. You
now have the ability to cast two separate spells from each hand, or use your
hands together to cast the same spell making it a bigger spell with different
and more powerful effects. This kind of spell casting requires a great deal of
energy and can drain you very quickly. Requires Mastery Rank 1 and 15 points.
Archmage: You have chosen your path, whatever it may be, or perhaps perfected several different paths of magic. Regardless, you have learned and practiced arcane secrets and rituals throughout your life, always searching for greater knowledge, better control, and more power. You may never stop practicing, you might never achieve your complete goal, but you have become one of the most powerful mages in the world, and other planes. All of your powers are magnified to a great extent, your power usage is reduced to almost 0 for nearly all your spells and you can do wondrous and amazing things. Requires Mastery Rank 5 and 50 points.
Explosive Branch
10 points.
Opening this branch of Chaos grants the following abilities.
Flames of Chaos:
Fire and explosions are your specialty, and you do both with great enthusiasm
and with great style and flair. You point at something and it simply explodes
in a fiery blast. You control fire in amazing and brilliant ways, and are not
limited by normal fire. You can use any fire from any branch, though, unless
you have taken the branch that fire comes from, you will have only minor
ability with the flame you use.
Explosive Branch Abilities
Dragon’s Breath:
The source of fire on many worlds is now yours to wield. With a great roar you
unleash a plume of the most potent fire known, reducing your foes to ash and
leaving the field ablaze. Requires Mastery Rank 1 and 10 points.
Cinder Shield:
Taking ash and flame from fallen foes, you create a super-heated shield around
you, blocking most incoming melee attacks and even deflecting bits of magic
directed at you. Requires Master Rank 1 and 10 points.
Flambé: With a snap of your fingers, your enemy ignites and is wreathed in chaotic fire. Life is good. Requires Mastery Rank 1 and 10 points.
Ghost Pepper Spray:
A fine mist shoots out, covering your foes. Almost instantly, they begin to cry
out as is sears their flesh. Requires Mastery Rank 1 and 15 points.
Fatal Combination:
With a gesture and a nod your opponent finds their stomach suddenly filled with
several Mentos and 2 liters of Diet Coke. It seems to make them unhappy as they
vomit foam, or simply explode in a very messy way. Requires Mastery Rank 1 and
15 points.
Human Bomb: With
a gesture you attach a small piece of burning Chaos to an enemy, who shortly
explodes in a magnificent blaze, setting others near him on fire and,
occasionally, spreading the effect. Requires Mastery Rank 2 and 15 points.
Flaming Shrapnel:
When someone affected by your human bomb
explodes, whether or not they die, they explode with bits of bone and metal
shrapnel that is also burning, dealing more damage and enhancing the chance
that others will become human bombs. Requires Human Bomb and 20 points.
Luminous Burst: A
brilliant mote of light appears in the middle of your enemies, where it begins
to expand into a brilliant blue dome, incinerating all it touches. Requires
Mastery Rank 2 and 30 points.
Ifrit Guardian:
Using a still burning corpse you summon a small piece of living flame, an
ifrit, that will use its amazing powers to fight next to you and protect you
for a short time before it burns out and must return to its plane of origin.
The power, size, and ability of the ifrit is based on your level of Mastery. Requires
Mastery Rank 3 and 20 points.
Bang!: With a
simple gesture, as though firing a weapon, your foe explodes with fire and
falls back with a massive hole in their chest as though you really did shoot
them. Requires Mastery Rank 3 and 25 points.
Flashfire Imp:
You can summon and use fire imps to attack your foes. They are tiny bits of
living flame, almost indistinguishable from actual bits of flame that instantly
ignite whatever they touch and leap from foe to foe, giggling all the while.
Requires Mastery Rank 3 and 25 points.
Target Locked: “Now,
Scotty!” you shout into the device in your hand. A moment later, orange white
beams of light shoot from the sky frying your foes.
Cool Guys Don’t Look:
You put on your sunglasses and turn your back on your foes, whereupon they
promptly explode violently. Requires Mastery Rank 4 and 30 points.
Explosive Plasma:
You can now control the super-heated element known as plasma. It is hotter than
even dragonflame, and while it is a bit difficult to control, it can have a
devastating effect on most living things. However, in your hands it is also
highly explosive, making it even more deadly, unpredictable and, let’s face it,
fun. Requires Mastery Rank 5 and 50 points.
Helpful Branch
10 points.
Opening this branch of Chaos grants the following abilities.
Enhanced Probability:
You are incredibly skilled at using your affect
probability to aid your allies. You are so good, in fact, that you can
grant them limited abilities for a short time, provided someone on your team
has that ability. For example, you can grant your warrior destruction magic
should someone have it, or allow a druid to dual wield two-handed weapons if
your warrior has titan’s grip. The
person gaining the power knows full well how to use it, but the effect is very
short, lasting only a minute at best. In addition, you are also quite good at
using Chaos to heal and can ease pain and grant respite from wounds with the
best of them.
Hepful Branch Abilities
Resistant Energy:
You aid your allies by granting them small resistances to certain things,
allowing them to more easily fight a disease they might have, walk through
fire, take damage better and more. This shield ability lasts a short time
before fading but can be refreshed easily enough, or changed as needed.
Requires Mastery Rank 1 and 15 points.
F.Aid Spray: A
simple canister that you keep with you allows you to heal most minor wounds
with a spritz. Requires Mastery Rank 1 and 15 points.
Chaotic Shell:
Your allies shimmer with chaotic energy, granting them limited immunity from
damage for a short time. Requires Mastery Rank 1 and 15 points.
Blood and Thunder:
Your enemy seems to have become very ill. You literally scare the shit out of
them and make them bleed out their ass. Requires Mastery Rank 2 and 15 points.
Reversal of Fortune:
You can use your affect probability
to turn an attack around on a foe. This can even be done a few moments after
the damage has been dealt to you or your ally (meaning if someone takes damage
on their turn you can undo that damage on yours if you want). Requires Mastery
Rank 2 and 20 points.
Explosion of Health:
You violently explode. You and all your allies heal your wounds, and all your
enemies are blown to hell. Requires Mastery Rank 2 and 25 points.
Remove Corruption:
You can remove most detrimental effects from allies whether it is a disease,
curse, or other. Requires Mastery Rank 3 and 20 points.
Chaotic Storm:
Pitch black thunderheads roil over the battlefield. Lightning strikes down on
your foes while a soothing rain washes away your ally’s wounds as though they
were nothing more than mud. This is a very difficult bit of chaos to manage and
cannot be used frequently without losing control of the chaos or flat out
hurting yourself from fatigue. Requires Mastery Rank 3 and 35 points.
Accident Forgiveness:
Everyone makes mistakes, but they shouldn’t have to pay for it forever. This
ability allows you or an ally (regardless of if you’re near them or not) to
re-roll a botched roll. They must take the second roll, however. This can also
be used to stop an incoming attack, even if it has already been launched,
regardless of source (meaning you can stop an ally from attacking someone or an
enemy from attacking). This does not redirect the attack, it simply stops all
damage. Once per day, you can use this to erase a botch. If you erase a botch
you’ve made, you cannot use this ability for anything else the rest of the day.
Requires Mastery Rank 3 and 40 points.
Anti-Life Equation:
You’re so good an healing and helping, that you know how to be the opposite. It’s
SO simple! Your enemies + 1 metric ton of necrotic energy = Dead Folks.
Requires Mastery Rank 4 and 30 points.
Slumbering Death:
While you cannot resurrect the dead you can place someone who has very recently
died (within 3 minutes or less) or is about to die in a coma. This coma will
allow them to remain unchanged or even to recover very slowly until something
can be done to help them in a more beneficial manner. Requires Mastery Rank 4
and 30 points.
Sacred Penguin: You
call upon the most sacred of all spirit beasts; TIMMY! The Penguin Exarch of
Sur’Gol! With a wave of his flippers and a magnificent tap dance (with help
from his friend, the tap dancing baby murlock), he eases your pain and
refreshes your allies. This will recover all allies, remove their diseases and
curses, and will even bring them back from death. This ability is dangerous to
use, and once per day is the limit, unless you feel very very lucky. Requires
Mastery Rank 5 and 50 points.
Maddening Branch
10 points.
Opening this branch of Chaos grants the following abilities.
Delirium: You
have given over to the madness that surrounds you and threatens you and let yourself
become a part of it. You know terror on a primal level and have friends and
allies in all sorts of different planes. Chaos moves through you and grants you
great ability at a terrible cost. You become greatly more intimidating and can
now share the madness of chaos with others, making them hear voices, see and
feel other planes and realities around them, and generally wreaking havoc with
their mind. You are also highly skilled at drawing things from the chaos to use
on your foes, such as dropping a sledgehammer on their head, or twisting the
laws of physics so that you and your friend don’t fall from the crumbling
bridge while your foe’s stare on in awe as you walk easily back to safety. However,
all of this comes at the cost of your sanity, which now drains as quickly as
sands in an hourglass. Your time is limited, but your power is great.
Maddening Branch Abilities
Heavy Rain: Dark
storm clouds gather over your foes. However, it never rains water, but various
heavy objects, such as bowling balls, anvils, sledgehammers, and the like.
Requires Mastery Rank 1 and 10 points.
Eyes of Chaos:
You can penetrate seemingly random events and connect them up, showing a patter
in the chaos. You are also much better at reading people and discerning truth
from lies, sensing motives, and understanding human nature. Of course, all this
is only so you can better destroy them with the madness at your hands, but it
could come in handy in some sort of negotiation or to see if someone is intent
on killing you while they appear to outwardly be nice and things of that
nature, but really, how often is that going to come up? Requires Mastery Rank 1
and 15 points.
Cardiac Arrest:
With a wink and a grin, you cause your enemy’s heart to skip a beat. Requires
Mastery Rank 1 and 15 points.
I’m Crushing your
Head!: You put your index finger and thumb close to your eye so it looks
like you hold your enemy’s head in your fingers. When you bring them together,
reality sees your point of view. Requires Mastery Rank 2 and 10 points.
And You’ve Got That
Brain Thing: You send a shock to your foe’s brain, shorting it for a few
moments. Requires Mastery Rank 2 and 15 points.
Rhino-douken!: You’ve
been watching the monk and you think you’ve perfected their energy blast
techniques. However, instead of a brilliant beam of light, you instead launch a
rhino at your enemies. Seems to be just as effective though. Requires Mastery
Rank 3 and 20 points.
Imaginary Friend:
You have strayed so far from reality that your imaginary friend is now
something that is very real. You gain control of a chaotic creature. This
creature can look like whatever you desire, from a demon, to a child with black
eyes, to a talking rutabaga with a ninja mask. They have abilities based on
what they look like, as well as small bits of chaos magic. For example, if you
have a dragon, it will be able to breathe fire at the least, and crunch on enemies
with its great teeth and slash them with deadly claws. The creature can be
large enough for you to ride, but will never be much larger, and can be as
small as a sparrow. They have a reasonable, standard intelligence at least, and
can be commanded as well. Each level adds new powers and abilities to the creature
as well as intellect. The creature is a permanent companion.
Level 1
Requires Mastery Rank
3 and 15 points.
Level 2
Requires Mastery Rank
4 and 25 points.
Level 3
Requires Mastery Rank
5 and 40 points.
Classic Misdirection:
You point behind your foe, trying desperately to warn them of the impending
danger behind them, but they don’t believe you until they are mauled by that
quite horrible thing. This allows you to summon a creature from the ether to
attack a foe briefly, generally doing a great deal of damage and leaving them
bleeding. However, you can also use this to place your imaginary friend behind the enemy if you like, instead. Requires
Mastery Rank 3 and 25 points.
Weirding Way:
YELLING ALWAYS HURTS PEOPLE AND YOU ARE THE CHAMPION OF THE YELLING! You can
use your voice as a weapon, screaming out words that inflict various types of
damage at your foes. Requires Mastery Rank 3 and 30 points.
Dreams Come True:
You reach into your foe’s mind and draw out their most primal terror, making it
a reality for a short time around them. Requires Mastery Rank 3 and 30 points.
Swarming Madness:
You stand before your enemies, madness in your eyes and your terrible smile.
You raise your hands and strange, horrifying noises fill the air. Soon after a
wave of creatures from various planes of chaos wash over your enemies, tearing
at their flesh and destroying their mind. This is a devastating attack and will
leave you drained after. Using it more than once in a day is very dangerous and
likely fatal or worse. Requires Mastery Rank 5 and 50 points.
To Infinity and Maybe
a Bit Further if We Have the Time and Gas: You have achieved a strange
nirvana of insanity, coming full circle and passing easily between madness and
genius as one might go in and out of a door. You are connected to other worlds
and can draw from the whispers you hear there to aid in your life. You might
summon the Batman to help you reason out a strange puzzle, or have the USS
Enterprise fire phasers on your foes. Madness is your greatest weakness and
most powerful ally. You can listen carefully to the chaos and maybe even glean
insight into your own problems and dilemmas. The whispers know everything; it’s
only a matter of being able to properly hear them. All of your powers are
greatly enhanced,you’re your madness spreads a great deal more efficiently and
easily. Requires Mastery Rank 5 and 50 points.
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