The Chaotic
Brief History:
The Chaotic is a hard Celestial to pin down. He has his hands in pretty much every pie there is available in the world. He detests mundanity, and he will actively try to get his followers to interfere in affairs of the world if things are getting a little too "stable".
He is a dealmaker, first and foremost. He himself is not very powerful compared to the other celestials, but he's worked very hard on getting favors owed from pretty much every other Celestial out there. His ties are everywhere and he is more than happy to sell any of that power to you...most of the time.
Sanctity Levels
- None:
- Low Sanctity:
- Normal Sanctity:
- High Sanctity:
- Very High Sanctity:
Power Investiture
Power Investiture 1 (Acolyte): 10 points andPower Investiture 2 (Priest): None
Power Investiture 3 (Champion): Unusual Background (Blessed by The Chaotic) [10] or Unusual Background (Chaotic Ancestry) [15]
Power Investiture 4 (Zealot): None
Spells
Acolyte:
Any Acolyte spell from any other Celestial except The Trials of Man.
Priest:
Any Priest spell from any other Celestial except The Trials of Man.
Champion:
Any Champion spell from any other Celestial except The Trials of Man.
Zealot:
Any Zealot spell from any other Celestial except The Trials of Man.
Powers
These are advantages that you can buy because of your devotion to your diety.
- A Better Broker: Can buy all Packages [0]
While the Chaotic isn't the most powerful celestial there is, he 's a master merchant. All other celestials owe him some form of goods or service. The Chaotic uses this to do things he normally wouldn't be able to do by himself. He also uses this to empower his followers with anything they wish! Provided they give him service in return. You may purchase any package from any celestial you want. Any Power Investiture level requirements would instead require the same level of Power Investiture (The Chaotic). Also, instead of the essence you would normally get from the package, it is an equal amount of Chaotic Essence. If the package has any other requirements, they must still be met normally.Requires Power Investiture 1 (The Chaotic) - Learning on the Fly 1: Wild Talent 1 (Retention) + Chaotic Essence 5 [20]
You are capable of things you didn't know you were capable of. Once per time you've purchased this package per session, you may attempt to use any skill. This skill gives you the skill at DX or IQ level until you've finished. After you're done, if you have one character point free, you may spend it on buying the skill for future use.You may buy this as many times as you like. Requires Power Investiture 2 (The Chaotic)|v- Learning on the Fly 2: Wild Talent 1 (Retention + Wild Ability) + Chaotic Essence 7 [28]
You are capable of things you didn't know you were capable of. Once per time you've purchased this package per session, you may attempt to use any skill. This skill gives you the skill at DX or IQ level. After you're done, if you have one character point free, you may spend it on buying the skill for future use.Additionally, you may use this to temporarily use a package you would be able to buy if you had the points. If the package you choose requires other skills you don't have, you gain those skills temporarily as well. You may use this package until the GM has determined you've successfully solved the problem. If at this time you have free points to buy the package, you may buy it at this time. You cannot use this on any Extra Life package.You may buy this as many times as you like. Requires Power Investiture 3 (The Chaotic)
- Right Place, Right Time: Serendipity + Chaotic Essence 3 [12]
If you need a certain coincidence to happen, you may dictate that it happens. This can happen once per time you've purchased this package. Requires Power Investiture 1 (The Chaotic)
- Twisted Fate 1: Luck + Chaotic Essence 3 [12]
You are able to buy your way out of trouble. Once per hour of gameplay, you may reroll a single bad die roll twice and take the best of three results. This only affects die rolls you make or if the GM is rolling in secret for you. Requires Power Investiture 1 (The Chaotic)|v- Twisted Fate 2: Luck: Extraordinary + Chaotic Essence 6 [24]
You are able to buy your way out of trouble. Once per 30 minutes of gameplay, you may reroll a single bad die roll twice and take the best of three results. This only affects die rolls you make or if the GM is rolling in secret for you. Requires Power Investiture 2 (The Chaotic)|v- Twisted Fate 3: Luck: Ridiculous + Chaotic Essence 12 [48]
You are able to buy your way out of trouble. Once per 10 minutes of gameplay, you may reroll a single bad die roll twice and take the best of three results. This only affects die rolls you make or if the GM is rolling in secret for you. Requires Power Investiture 3 (The Chaotic)
- Twisted Fate 4: Super Luck + Chaotic Essence 20 [80]
Once per session, you may choose to dictate the results of a die roll you make (or is made for you in secret). Wholly impossible attempts can never succeed. This package can be bought along side any level of Twisted Fate 1-3. Requires Power Investiture 4 (The Chaotic)
Blessed Items
These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.
- The Chaotic's Holy Symbol (Small): 25 SP ($250) 0.25lbs
- The Chaotic's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
- The Chaotic's Holy Symbol (Large): 4 EP ($4,000) 1lb
A small talisman inscribed with a ASDFASDFASDF. Holding this in your hand gives you Normal Sanctity Levels.Before using any ability or spell given to you by The Chaotic, roll 3d6. If you get an 6 or lower, you may use the ability or spell normally for the next hour without having to roll. If you don't, the ability or spell is disabled for the next hour (this does not take up your action and may try a different spell or ability afterward). You may spend 1 FP or ER before you roll to increase the target number by your level of Power Investiture (The Chaotic).If you roll a 15-18, roll on the Wild Magic table below.
A small talisman inscribed with a ASDFASDFASDF. Holding this in your hand gives you Normal Sanctity Levels.Before using any ability or spell given to you by The Chaotic, roll 3d6. If you get an 8 or lower, you may use the ability or spell normally for the next hour without having to roll. If you don't, the ability or spell is disabled for the next hour (this does not take up your action and may try a different spell or ability afterward). You may spend 1 FP or ER before you roll to increase the target number by your level of Power Investiture (The Chaotic).If you roll a 16-18, roll on the Wild Magic table below.
A small talisman inscribed with a ASDFASDFASDF. Holding this in your hand gives you Normal Sanctity Levels.Before using any ability or spell given to you by The Chaotic, roll 3d6. If you get an 10 or lower, you may use the ability or spell normally for the next hour without having to roll. If you don't, the ability or spell is disabled for the next hour (this does not take up your action and may try a different spell or ability afterward). You may spend 1 FP or ER before you roll to increase the target number by your level of Power Investiture (The Chaotic).If you roll a 17 or 18, roll on the Wild Magic table below.
Legendary Items
These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.
- The 's Holy Symbol (Grand):
A small talisman inscribed with a ASDFASDFASDF. Holding this in your hand gives you High Sanctity Levels.Before using any ability or spell given to you by The Chaotic, roll 3d6. If you get an 10 or lower, you may use the ability or spell normally for the next hour without having to roll. If you don't, the ability or spell is disabled for the next hour (this does not take up your action and may try a different spell or ability afterward). You may spend 1 FP before you roll to increase the target number by your level of Power Investiture (The Chaotic).If you wish, you may roll on the Wild Magic Table below whenever you roll to use this Holy Symbol and you may increase or decrease your result by up to your Power Investiture (The Chaotic).
GM should roll secretely for this (unless the Grand Holy Symbol is being used)
- Wild Dance: Your characters arms and legs start flailing wildly. It is somewhat coordinated so you will not fall from this (unless you have the Klutz disadvantage). All spells that aren't at 20+ are impossible, any two-handed combat skills are at -6, any one-handed combat skills are at -3. For the purposes of Move and Dodge however, you are considered unencumbered, however your Move is halved, but your Dodge is increased by +4 due to your erratic movements.
- Rock Armor: Your character is fully encased in rock armor. The armor is stiff and has very few joints giving you a -4 to all DX based skills on top of any DX penalty you gain from Layering Armor. The armor weighs 200 lbs and is cursed to be unremoveable. It has 200 ablative DR. Once the DR has been removed, the armor crumble away to nothing removing the encumberance and its penalties.
- I Fireball the Room: You cast Explosive Fireball right at your feet (no roll to cast or hit needed) for 6d burn cr ex (?) damage.
- Banking Energy: Your spell or ability activates normally, but has doubled FP cost (if the ability does not have an FP cost, lose 2 FP). Your next spell or ability will be guaranteed to work and be completely free! But you will have to roll on the Wild Magic Table again.
- Vicious Mockery: A Gremlin will appear out of nowhere and begin making fun of the party and everything they do. The gremlin is non-violent and will have the inexplicable ability to Dodge every attack made against it and resist any spell cast on it (even any Area Effects or Critical Hits), and mock the person who made the attack against it.
- Learning on the Fly 2: Wild Talent 1 (Retention + Wild Ability) + Chaotic Essence 7 [28]