Wild Soul: Scion of the First Storm
There’s a storm raging at the core of the world. It wasn’t always there. Before the Outsiders came, it roamed free on the surface. Now it remains within, nursing the starseed that will one day become the new heart of the world. But it misses its children, and if you pay enough attention you may hear its wailing laments hidden beneath thunder in a lightning storm.
A portion of the Uhr-Storm rages within you. You were struck by primordial lightning at birth or maybe you are a descendant of a lost lineage that dates back to times when the First Storm roamed the earth and mated with aerial and mortal souls alike.
Perks:
-You can speak with the wind.
-You have an unconquerable storm as a heart. You have advantage when saving against charm and domination effects.
Drawbacks:
-Everyday you spend underground, you must pass a Charisma test to recover each of your Storm Dice for that day, as your storm shrinks in protest at the oppressive surroundings.
-You are prone to mood swings and easy to anger. You have disadvantage when saving against emotions.
Quirks:
1. A Leaf in the Wind: you can stir the aerials around you into playful motion, summoning a gentle breeze strong enough to disturb someone’s hair or make the leaves of a tree dance, but too weak to blow out a torch or close a window.
2. Just a Zap!: you can make tiny lightning sparks pop out of the tip of your fingers. Although this is too weak to cause any real damage, most people find it uncomfortable.
3. It’s in the Eyes: you can make your eyes spark with blue electric light.
Also, your hair is always messy.
Your Awakening was…
1. Violent. You only wanted them to stop but they wouldn’t listen. You awoke some time later, their bodies buried under the rubble. What happened? Who were they? Start with Rage, Winds, Rage!
2. Foretold. The signs were there, and it was no surprise when your wild soul finally sparked to life. Did they love you for it? Or were you shunned? Where are they now? Start with Weather Forecast.3. Innate. You grew up listening to the wind and its stories, and you learnt a great deal from them. One day, it brought to you a terrible secret and they have been hunting you since then. What did the wind tell you? Who are they? Start with Secrets of the Wind.
4. Induced. You had it in you, but it took some effort to bring it out. Did you go willingly or did they force you? Did they abuse you or did they guide you? Start with Channel the Storm.
5. Achieved. After a long journey of introspection and self-discipline, your wild soul finally awoke. Where did the wind take you? In your journey, did you make a friend or an enemy? Start with Walking in the Air.
6. Unnoticed. Somehow you have managed to keep your awakening a secret known only to you and the only person you trust. Who are they? Where are they now? Start with Aerial Shroud.
Scion of the First Storm Templates
You have a pool of Storm dice [SD] that represents the potency of the tempest within your heart. Whenever you want to use one of your faculties, you must roll a number of SD equal to the amount of power you want to invest. Any dice that come up with a 5 or 6 are spent and your inner storm shrinks accordingly. You can have up to [templates]SD in your dice pool. When you take a long rest, all your SD return to your dice pool unless the contrary is stated.
Some powers or features may give you the option to burn SD to shape their effects in some way. When this happens, roll the required amount of SD normally and account for any doubles or triples. Burnt SD are automatically lost regardless of the result. Invested dice are set aside and cannot return to your dice pool through normal means until the effect they are fueling is ended.
The Calling
You have an additional attribute called Calling. The Calling represents the constant struggle between your sense of self and the pull of your inner storm. You start with 10 Calling. Your calling works in the following ways:
- When the GM calls for a d20 roll, you can choose to roll your Calling instead. Roleplay the scene accordingly (e.g if it was a check to pry a door open, gale-force winds blast it open instead). If the roll is successful, +1 Calling.
- Whenever you roll Calling, you can spend any number of SD to get [sum] bonus to the roll.
- For every +1 Calling you choose to suffer, gain 1 SD. You can go above your normal limit of SD with this.
- For every day in which you don't evoke your emanations, -1 Calling.
- If your Calling ever gets to 0, your inner storm dies out and you lose all your Scion powers permanently or until you convince another storm to inhabit your chest.
Your mastery over your inner storm is now such that it regards you as an equal. You can now speak with storms.
- Shoot a lightning bolt. Struck creatures take 4d6 lightning damage and become permanently deaf unless they pass a Dexterity test, in which case they take half damage.
- Start or end a violent acidic rain that deals 1d6 acid damage to everyone beneath you in each of your turns.
- Start or end a hailstone that deals 2d6 bludgeoning damage to everyone and everything beneath you, demolishing or badly damaging buildings and structures each of your turns.
- Assail the area beneath you with gale-force winds and freezing rain, reducing visibility and rendering ranged attacks impossible.
- Recall your inner storm and end the Tempest. When you do so you can choose to gently float down to any location on the surface covered by the storm, or crash down from the sky as a bolt of primal lightning, dealing 4d6 lightning damage to anyone within a 10[dice] feet radius and knocking them prone unless they pass a Dexterity test, in which case they take only half damage.
Emanations of the Storm
1. Channel the Storm- Guiding Draft. You have advantage on one attack roll of your choice.
- Reversing Gust. Your next critical failure is instead a critical success.
- Capricious Zephyr. Mischievous aerials are playing hide and seek with your voice. Don’t worry, it will be returned to you at dawn.
- A Tiny Gift. A word of command borrowed from a Lord of the Upper-Air. Target creature with a language must pass an Ego test or perform a single word command, as long as it is not against its nature.
- Unfortunate Accident. A lightning bolt is released from the Upper-Air by mistake, dealing 2d6 lightning damage to target creature.
- Can I rest Here for a While? A stray aerial on a very long journey has chosen your inner storm to catch its breath. Gain 1SD for the day.
- Teach you the name of a storm.
- Take you and your party to any location within its domain. This is substantially faster than land travel, but only long-distance travel is possible. You may want to grab onto something.
- Unlock the secrets of your inner storm. Your maximum held SD increases by 1.
- Summon a hurricane to siege a specific location for 1d4 days.
- Other similar effects such as masking the presence of an entire city, rendering it untraceable an impossible to locate, or disintegrating a creature with a bolt of primal lightning.
The Calling
Whenever you roll doubles or triples on your SD, you succumb to the Calling. Roll on this table and increase your Calling by 1d3. When your calling reaches 20, check the 13th entry on this table.
Your Storm Dice are spent on a 3-6 for the next 24 hours.
Take 1d6+[dice] lightning damage as your inner storm struggles for control.
The aerials within you rob you of your hearing for 1d6 turns.
You are flung upwards 5[dice] feet.
Your inner storm has gone silent. You cannot roll, burn or invest any SD for 24 hours.
Spirits of air flee your body in a burst of noise and confusion. Everyone within sight must pass a Constitution test at the beginning of their turns or be stunned. The mayhem lasts for [dice] turns.
You engage in a battle of wills with your inner storm for [dice] turns. While the contests lasts, you are unable to act or defend yourself and must attempt a Charisma test with [dice] penalty at the beginning of each of your turns. When you regain control, reduce your Calling by 1 if you passed more tests than you failed or increase it by 1 if the opposite is true.
Your inner storm attempts to escape through your eyes. Burn all your SD and make an Charisma test. If you pass, take [dice] lightning damage as it claws at you from the inside. If you fail, everyone in a 10[dice] cone takes [sum] lightning damage unless they pass a Dexterity test, in which case they take only half. You can avoid this by closing your eyes, but this will cost you your eyelids.
Your inner storm takes hold of your voice and screams at the sky. Everyone in sight, including you takes [dice] damage and must pass a Constitution test or be knocked prone. After [dice] minutes, a very angry storm will coalesce at your location. You can avoid this by closing your mouth, but this will cost you your teeth and your voice.
Your inner storm explodes within you. Burn all your SD and take enough lightning damage to reduce you to 0 hit points.
Your inner storm takes control of your body for [dice] turns. Hand over your character sheet to the GM.
Your inner storm escapes your body and goes into a rampage for [Calling] turns or until you die. It has [Max. SD]HD and it is nearly impossible to damage, as swords will simply cut through the air and spells will simply pass it through. This miniature storm can lift and throw trees, houses and roads at you as well as shoot lightning bolts. If someone or something manages to kill it, you die, as you are left without a heart. For as long as it remains outside of you, you are essentially powerless (you have 0SD). You can still talk to it though.
Your body dissolves into your inner storm as you accept at last your final destiny. With a flash of electric light and a deafening scream of joy, the winds welcome this new-born Tempest into the world as it ascends with violent grace towards the Upper-Air. Flying high above the clouds, rejoicing in the cycling revelations within your aerial body, the tiny souls of men feel now like meaningless echoes from a distant world.
Welcome home, child.
Source unknown. |