Chosen One
Offering up their eternity for protection from the predations of the Beyond, Chosen Ones are extensions of their patron’s personal agency.
Offering up their eternity for protection from the predations of the Beyond, Chosen Ones are extensions of their patron’s personal agency.
Height: Varies
Weight: Varies
Environment: Any
Population: Low
Base Features (0 FP)
Salvation (0 FP): Whether they worship a God, Shade lord, archfey or even Invader from beyond, a Chosen One is protected by their patron from the threat of soul dissipation and an eternity as a Shade after death.
Instead, upon death, they become a part of their patron, existing within their patron’s being. From the Chosen One’s perspective, their afterlife consists of a world created and controlled by their patron that is tailored for this purpose, potentially containing other Chosen Ones that have passed on. In truth, this world is within the patron, made to house the beings contained within the patron’s own being.
This allows them to be restored to life at any time, as if their soul was still intact. They loose this benefit if they loose the Will Feature from their patron.
Optional Features
Will Of The Blade Of Minds (Varies): Unlike many other Invaders, the Blade Of Minds appears to have no standard requirements for their Chosen Ones. Instead, each Chosen One’s restrictions and benefits are negotiated individually, the cost of this Feature depending upon the benefits and downsides of what was agreed upon.
The resulting Feature follows the same general rules as other Will Features, the Game Master taking control of the character if they rule that the player is failing to follow the Feature until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
Will Of The Low King (0 FP): The Low King does not empower many Chosen Ones, those they do being few and far between. However, they do not impose any restrictions or compulsions on their Chosen Ones. Creatures immune to mental tampering can have this Feature.
For 0 additional FP, they become one and the same with the Low King, becoming an avatar.
Penumbra Warlock (-2 FP): The Chosen One of a Shade lord, they must provide and maintain reliable access to the Mortal Realm for their patron and their patron’s subordinate Shades. This includes protecting the interests and secrecy of Shades on the Mortal Realm.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
As twelve actions while touching an empty body, they can summon a Shade whose chosen name they know into the body. If the body is dead, this returns it to life. The Shade enters the body as per the Shape Of A Soul Feature, visually appearing to be the original creature.
For 2 additional FP, they can materialize and control the shadowy substance that forms Shades. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
Will Of That Which Watches (-2 FP): Chosen Ones of That Which Watches cannot resist the lure of knowledge, always holding the pursuit of new experiences and information as a core goal.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this is corrected. Creatures immune to mental tampering cannot have this Feature.
For 2 additional FP, they become one and the same with That Which Watches, becoming an avatar. As a fragment of That Which Watches’ unexistence, they can make their own choices and are not bound to any goal.
For 1 additional FP, they can make a Diviner Check (1d12 + Smart Ass) to rip the answer to any question from the fabric of reality. The DC for any specific knowledge is set by the Game Master, but should correlate to how well known the knowledge is and the FP in this additional cost.
Will Of The Black Goat (-2 FP): A Chosen One of the Black Goat works to spread the influence of the Black Goat whenever possible, always holding it as a core goal. This can usually be achieved through reproduction, sexually or via conversion.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
For 2 additional FP, they become one and the same with the Black Goat, becoming an avatar. As a fragment of the Black Goat’s unexistence, they can make their own choices and are not bound to any goal.
For 2 additional FP, whenever they successfully create a new creature containing the Black Goat’s influence, such as by converting another creature or birthing an offspring, they gain an Influence Point (IP).
They can spend IP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and IP cost. They pay the IP cost and make a Distortion Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the IP.
For another 2 additional FP, they gain IP when any creature that is their direct blood descendant creates a new creature containing the influence of the Black Goat, as if they had done so themselves.
Will Of The Unknown Enigma (-2 FP): To a Chosen One of the Unknown Enigma, everyone and everything is a possible target for generating confusion and disbelief at their actions. Whenever possible, they will perform whatever action most confuses others, choosing choices no one reasonably should. They always hold this as a core goal.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
For 2 additional FP, they become one and the same with the Unknown Enigma, becoming an avatar. As a fragment of the Unknown Enigma’s unexistence, they can make their own choices and are not bound to any goal.
For 1 additional FP, whenever making a Check to perform an action that no one would normally attempt, they add 1d4 to the result. This additional cost can be payed repeatedly, adding another 1d4. The cost increases by 1 each time.
For another 1 additional FP, when another creature attempts a Check to manipulate them, they can make a Counter Check (1d12 + Smart Ass) to resist the creature and add their bonus dice on performing an action that no one would normally attempt. The creature’s result is reduce by half their result.
For 3 additional FP, they can shoot a lazar capable of damaging creatures at a distance. They increase the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time. This is treated as a Champion Feature.
In addition, any creature given the Unconscious Damage Condition by the use of their lazars will gain all base Features of the Cat clan, provided it has sufficient FP available.
Cleanser (-4 FP): The Chosen One of a God, cleansers can use specialized mana akin to that used to battle the Unborn God at the beginning of the world to neutralize essence, turning it into dream mana that sinks into the Dreamwilds.
As three actions, they can remove the essence pollution in a sphere within 10 ft. of themselves. This reduces the affected areas EP by 1 each time it is used, but does not prevent it from becoming polluted again in the future.
In addition, they must act as the agent of their patron God upon the Mortal Realm, following their patrons commands unquestioningly. The Game Master should make the demands of their patron sufficiently restricting to match the cost of this Feature.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected.
For 3 additional FP, as twelve actions while touching a creature, they can remove one Damage Condition only affecting its physical body. They cannot remove Death.
For 5 additional FP, they can remove the Death Damage Condition, provided the creature’s soul has not become a Shade. Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use it to return from the dead themselves.
Fey Sycophant (-4 FP): Chosen Ones of archfey act as their patrons servants and enforcers, being given roles to match their skills and patrons needs. They must follow their patrons commands unquestioningly.
The Game Master should make the demands of their patron sufficiently restrictive to match the cost of this Feature.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected.
For 4 additional FP, they can apply the ambiguous nature of the Dreamwilds’ geography within any realm. As an action, they can move to any location they can see and physically fit within.
For another 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Will Of The Unborn God (-4 FP): Chosen Ones of the Unborn God must dedicate themselves to furthering essence, essence use, the interests of life based on essence and the end of the rule of the Gods and completion of the Unborn God.
They do not age, no matter how much time passes. This stops the aging of Servitors, partially negating the [insert feature] Feature.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected.
For 4 additional FP, they become one and the same with the Unborn God, becoming an avatar. As a fragment of the Unborn God’s unexistence, they can make their own choices and are not bound to any goal.
For 4 additional FP, if they die, but their body remains completely in tact, they will return to life completely healed after a single month. If they die, and a vital organ was destroyed or removed, they will return to life completely healed after a year. If they die, and only a small part of their body remains, they will return to life completely healed after a decade. If they die, and nothing distinguishable as remains is left, they will return to life completely healed after an eon.
At Game Master discretion, outside forces may attempt to accelerate this process by repairing their body or providing their soul a more intact one. Likewise, damage to their body after death or removal of their soul from their flesh may extend the time required, although they will return after an eon regardless. This is treated as an Immortality Feature.