Difference between revisions of "Test Page 6"

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==Dynamics Idiom==
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! colspan="4;" style="background:#855E42;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Subtle Dynamic Whims</font></div>
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! width="12%"|Whim Name
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! width="8%"|Action
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! width="80%"|Effect
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|[[Chaos:_Dynamics_Whim_List#Cheat|Cheat]] || Free || Draw two whims.
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|[[Chaos:_Dynamics_Whim_List#Cocked_Die|Cocked Die]] || Reaction || Target can reroll a d20.
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|[[Chaos:_Dynamics_Whim_List#Forge_Damage|Forge Damage]] || Reaction || Take half damage from an attack or effect.
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|[[Chaos:_Dynamics_Whim_List#Forget_Stacking_Rules|Forget Stacking Rules]] || Reaction || Target effect that grants a typed bonus grants a stacking untyped bonus instead.
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|[[Chaos:_Dynamics_Whim_List#Fudge|Fudge]] || Reaction || Target gains +2 power bonus to a d20 roll.
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|[[Chaos:_Dynamics_Whim_List#Lucky_Break|Lucky Break]] || Reaction || When target spends an ''action point'', target gains a temporary ''action point''.
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|[[Chaos:_Dynamics_Whim_List#Mark_It_Zero|Mark It Zero]] || Reaction || Reduce a bonus or penalty to 0.
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|[[Chaos:_Dynamics_Whim_List#Nudge_Mini|Nudge Mini]] || Standard || ''Slide'' a creature up to 20 feet.
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|[[Chaos:_Dynamics_Whim_List#Read_the_Monster_Entry|Read the Monster Entry]] || Standard || Gain ''libra''.
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|[[Chaos:_Dynamics_Whim_List#Tabletalk|Tabletalk]] || Standard || You and allies gain ''telepathy'', but only with each other.
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{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! colspan="4;" style="background:#855E42;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Lesser Dynamic Whims</font></div>
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|- style="background:#A48772"
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! width="12%"|Whim Name
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! width="8%"|Action
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! width="80%"|Effect
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|[[Chaos:_Dynamics_Whim_List#Confuse_the_Minis|Confuse the Minis]] || Standard || Switch a number of creatures' positions.
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|[[Chaos:_Dynamics_Whim_List#Forget_Status|Forget Status]] || Standard || Remove a status effect from a creature.
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|[[Chaos:_Dynamics_Whim_List#Loaded_Dice|Loaded Dice]] || Reaction || Target gains a +4 power bonus to a d20 roll.
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|-align="left" style="background:#C2AFA1;"
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|[[Chaos:_Dynamics_Whim_List#Party_Loot|Party Loot]] || Standard || Gain the benefits of an ally's force item.
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|[[Chaos:_Dynamics_Whim_List#Pencil_Death|Pencil Death]] || Standard || Target has no maximum hit points.
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|-align="left" style="background:#C2AFA1;"
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|[[Chaos:_Dynamics_Whim_List#Read_the_Module|Read the Module]] || 10 minutes || Ask the GM questions about the current adventure.
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=Old Stuff=
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Just ignore this stuff.
  
 
==Subtle Avaos==
 
==Subtle Avaos==

Revision as of 16:41, 24 August 2016

The Anarch
  Anarchy
Level BAB FRC SKL Fort Ref Will Det Special Deck Size Max Hand Size Max Grade Idioms Whims Known
1 +0 +1 +0 +0 +2 +1 +2 Something 7 2 Subtle 1 4
2 +1 +2 +1 +1 +3 +2 +3 Stack the Deck 8 2 Subtle 1 6
3 +1 +3 +2 +1 +4 +2 +4   9 2 Subtle 2 7
4 +2 +4 +3 +1 +4 +3 +4 Stack the Deck 9 3 Lesser 2 8
5 +2 +5 +3 +2 +5 +3 +5   10 3 Lesser 2 10
6 +3 +6 +4 +2 +6 +4 +6 Stack the Deck 11 3 Lesser 2 11
7 +3 +7 +5 +3 +7 +5 +7   12 3 Lesser 3 12
8 +4 +8 +6 +3 +7 +5 +7 Stack the Deck 12 4 Lesser 3 14
9 +4 +9 +6 +3 +8 +6 +8   13 4 Greater 3 15
10 +5 +10 +7 +4 +9 +6 +9 Anarch Talent 14 4 Greater 3 16
11 +5 +11 +8 +4 +10 +7 +10   15 5 Greater 4 18
12 +6 +12 +9 +5 +10 +8 +10 Anarch Talent 15 5 Greater 4 19
13 +6 +13 +9 +5 +11 +8 +11   16 5 Greater 4 20
14 +7 +14 +10 +5 +12 +9 +12 Anarch Talent 17 5 Greater 4 22
15 +7 +15 +11 +6 +13 +9 +13   18 6 Greater 5 23
16 +8 +16 +12 +6 +13 +10 +13 Anarch Talent 18 6 Overwhelming 5 24
17 +8 +17 +12 +7 +14 +11 +14   19 6 Overwhelming 5 26
18 +9 +18 +13 +7 +15 +11 +15 Anarch Talent 20 7 Overwhelming 5 27
19 +9 +19 +14 +7 +16 +12 +16   21 7 Overwhelming 6 28
20 +10 +20 +15 +8 +16 +12 +16 Anarch Talent 21 7 Overwhelming 6 30

 

Anarch

Edward, iconic anarch
"Throw out logic and do the impossible!"

The term "chaos" has many meanings: freedom, randomness, entropy, discord, uncertainty. These concepts are all very disparate from one another, their only commonality that they refuse to play by the rules that most sensible individuals think they should. Freedom fights against tyranny and oppression; randomness fights against societal expectations; entropy resists the procession of time and even continuation of life itself; discord rebels against the notion that there must be agreement; and uncertainty is what makes the notion of free will possible.

Anarchy - and the anarchs who practice it - is the combination of all of these concepts into one nonsensical whole. Tapping into the force of Chaos is to tap into unpredictability itself, and even the anarch is uncertain what powers it will grant him. Through tuning himself to the factors that Chaos rages against, the anarch gains abilities that are linked to those concepts, but only tangentially and briefly: in essence, the anarch simply reacts in ways that should not be possible. Yet it is the realm of impossibility with which anarchs work, and they laugh in the face of anyone who claims that what they do should not be possible: after all, those who do so are simply sheep, content to live in a reality filled with rules and regulations, from the pettiest despot's heavy taxation to the rules of time itself.

The anarch wants to break everyone free of the shackles of sense and rules, to smash the system and make everyone free... or sometimes, to use their powers to subvert the system to make it work for their own ends. Chaos cares not one whit what an individual anarch seeks to do, and distributes its power both fairly and unfairly.

Game Rule Information

Anarchs have the following game statistics.

Force Alignment: Chaos.

Force Resistances: UO 5 + level, TO 5 + level.

Abilities: Luck and Bravery are most important for an anarch. Luck allows him to access whims - expressions of Chaotic power - while Bravery allows him to use them when he sees fit.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the epochent.

Proficiencies

Weapons: Any three.

Armor: Cloth.

Implements: Dice.

Anarchy

The anarch's ability to call upon Chaos is known as anarchy. Individual abilities of Chaos are known as whims and are grouped into idioms, which are particular applications of Chaotic power.

 

Chaotic Idioms
Idiom Description
Discord Where there is disharmony, there is chaos - and so you sow the seeds of distrust and danger.
Dynamics It's said that all of existence is governed not just by physics, but by something even greater. This idiom teaches you how to twist, bend, and eventually break those rules.
Entropy All good things must end, and you know how to manipulate that process.
Freedom You seek to become unshackled from the rules not just of society, but of reality itself.
Random To be unpredictable is to be powerful... or whatever else suits your fancy at this moment.
Uncertainty True knowledge is impossible, and you manipulate that notion to its breaking point.

 

As events occur around the anarch, some of them trigger his Chaotic abilities. An anarch has a number of triggers equal to the number of idioms he would have access to at his class level, even if he has access to fewer or more idioms. You select triggers from the trigger lists of idioms you can access; you can change your trigger selection with a short rest.

Whim Grades
Grade Minimum Luck
Subtle 10
Lesser 13
Greater 16
Overwhelming 20

To access his powers, an anarch builds a deck out of the whims to which he has access. You can have up to four copies of the same whim in your deck, but the number of whims in the deck must precisely match the number on the class table, above, for your level. You can change out the whims in your deck with a long rest. Whims are placed in a deck in a random order.

When a trigger occurs - when you are triggered - you must draw the indicated number of whims from your deck; the exception is if you (and only you) decide to use a reaction instead, which forfeits your draw. At the end of each of your turns, if you have more whims than your max hand size, you must discard whims until you have a number of whims equal to your max hand size. Discarded whims go into your discard pile.

If at any time your deck is empty, you reshuffle: refill your deck with all whims from your discard pile at random.

When you effect a whim, you remove it from your hand and put it in your discard pile. If you have not been triggered within the last five minutes, you automatically discard your entire hand and reshuffle.

To use any given whim, the anarch must meet its minimum Luck score, per the table on the right.

When not in a combat or stressful situation, the anarch can use any whim in his deck with a few moments' worth of "screwing around."

The anarch begins with four known whims. He gains knowledge of additional whims each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two whims for new whims from any idiom he can access.

The anarch's key ability for his chaotic attacks is his Luck.

Stack the Deck

An anarch learns how to twist fate, luck, and the general tendencies of the universe to his favor. At 2nd level, and every two levels after until 10th, you can choose one of the following abilities. Unless otherwise specified, each ability can only be taken once.

▶ Paradoxical

Silly things like the causal chain is of no concern for an anarch.

Whenever you are triggered but instead use a whim to negate the trigger, you can draw as though the original trigger were still in effect. In this context, "negating" the trigger means taking an action such that the triggering action would not have originally triggered you.

▶ Feat

You can take a feat whose prerequisites you meet.

You can select this option multiple times.

Anarch Talent

At tenth level, and every two levels thereafter, the anarch's ability to bend reality to his whim improves. He may select one of the following talents.

  • Can't Touch This (Ex): You gain evasion.
    • No, Really, Can't Touch This (Ex): You gain improved evasion. (Prerequisites: Can't Touch This)
    • The Jitters (Ch): You gain immunity to the immobilize status. (Prerequisites: Can't Touch This)
      • Can't Stand Still (Ch): You gain immunity to the paralyzed status. (Prerequisites: Can't Touch This, The Jitters)
      • Only One Speed (Ch): You gain immunity to the slow status. (Prerequisites: Can't Touch This, The Jitters)
  • Do What I Want (Ex): You gain mettle, but only in respect to Will saving throws.
    • Mad As A Hatter (Ex): You gain improved mettle, but only in respect to Will saving throws. (Prerequisites: Do What I Want)
    • I'm Already Confused (Ch): You gain immunity to the confusion status. (Prerequisites: Do What I Want)
      • Can't Forget What I Don't Know (Ch): You gain immunity to the amnesia status. (Prerequisite: Do What I Want, I'm Already Confused)
      • Talking Past Each Other (Ch): You gain immunity to the babel status. (Prerequisite: Do What I Want, I'm Already Confused)
  • Free Will (Ch): Effects that attempt to ascertain your future, either by predicting or predetermining it, fail unless their user can make a Force-user check against DC 11 + your anarchist level.
    • Where Am I? (Ch): Creatures that attempt to scry upon you or use similar means of remote viewing must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails; a creature that fails cannot attempt to scry upon you again for 24 hours. (Prerequisites: Free Will)
    • Who Are You? (Ch): Creatures that attempt to ascertain facts about you (such as via creature loresight) via non-mundane means must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails to return any useful information. A creature that fails this check cannot attempt to use such means to learn information about you again for 24 hours. (Prerequisites: Free Will)
    • What Year Is This? (Ch): Creatures that attempt to gain access to your memories, learn of events for which you were present, or glean information regarding your personal timeline must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails; a creature that fails cannot attempt to access your memories, learn of events for which you were present, or glean information regarding your timeline for 24 hours. (Prerequisites: Free Will)
    • Where Are My Pants? (Ch): Creatures that attempt to learn information from items that have been in your possession for at least 24 hours (such as by using object loresight) must make a Force-user check against DC 11 + your anarchist level, or else the attempt fails. A creatures that fails to learn information from such an item cannot attempt to learn information regarding that item for 24 hours. (Prerequisites: Free Will)
    • You're Not My Real Mom! (Ch): Effects that would force the anarch to behave in a certain manner (such as charm person) fail unless their origin can make a Force-user check against DC 11 + your anarchist level. A creature that fails at such an attempt cannot attempt to use abilities to force the anarch to act or otherwise control his actions for 24 hours. (Prerequisites: Free Will)
  • Infinite Chaos (Av): Choose one active use of an avao you can access with a duration measured in minutes or higher. When you activate that avao, its effect lasts for 24 hours. You can choose this talent more than once; each time you do, choose a new avao.
    • When Will It Stop? (Av): Choose one active, causal, or precausal use of an avao you can access with a duration measured in rounds. When you activate that avao, it lasts for an additional 1d6 rounds/four anarch levels. You can choose this talent more than once; each time you do, choose a new avao. (Prerequisites: Infinite Chaos)
  • My Rules (Av): You gain access to the my rules avao. (Prerequisites: Anarchist level 16th+, must be able to access Overwhelming avaos)
  • Need More Juice (Ch): When you would allocate your active avao slots, you may choose to not fill any number of active slots. For every slot not filled, you increase your max anarchy token pool by an amount equal to one-half the caused anarchy tokens by an avao of that grade (subtle slots count as half, thus you need to leave two subtle slots unfilled to gain +1 max pool size).
  • Surprise (Av): When you could make an attack of opportunity, you may instead use an active use of an avao.
  • Trick Cards: An anarch can choose an additional stack the deck ability in place of a talent.
  • Feat: The anarch may gain a bonus feat in place of a talent.

Whims

The following are anarch whims, ordered by idiom, then by grade. Also in this section are anarch triggers.

Triggers

Each of the listed triggers has a maximum range of Medium (100 feet) - that is, you must be within that range of the creature or effect in question in order for you to benefit from being triggered.

Anarch Triggers
Trigger Draw
A creature attacks one of it's allies. 3
A creature gains the confusion ailment. 3
A creature gains the invisible, malice, or fade status. 3
A creature's Force Resistance negates an effect. 2
A status ailment is negated or removed. 2
An effect is countered. 3
You are triggered (this effect cannot trigger itself). 1
You deal damage to an ally. 2
You opt not to spend a healing surge when an effect would allow you to do so. 3
You roll a 10 or higher on a d20. 1
You roll a 9 or lower on a d20. 2
You spend an action point. 2
You take damage. 2
Your Determination is targeted. 1
Your Fortitude is targeted. 1
Your Initiative is changed. 3
Your Reflex is targeted. 1
Your Will is targeted. 1

 

Dynamics Idiom

Subtle Dynamic Whims
Whim Name Action Effect
Cheat Free Draw two whims.
Cocked Die Reaction Target can reroll a d20.
Forge Damage Reaction Take half damage from an attack or effect.
Forget Stacking Rules Reaction Target effect that grants a typed bonus grants a stacking untyped bonus instead.
Fudge Reaction Target gains +2 power bonus to a d20 roll.
Lucky Break Reaction When target spends an action point, target gains a temporary action point.
Mark It Zero Reaction Reduce a bonus or penalty to 0.
Nudge Mini Standard Slide a creature up to 20 feet.
Read the Monster Entry Standard Gain libra.
Tabletalk Standard You and allies gain telepathy, but only with each other.

 

Lesser Dynamic Whims
Whim Name Action Effect
Confuse the Minis Standard Switch a number of creatures' positions.
Forget Status Standard Remove a status effect from a creature.
Loaded Dice Reaction Target gains a +4 power bonus to a d20 roll.
Party Loot Standard Gain the benefits of an ally's force item.
Pencil Death Standard Target has no maximum hit points.
Read the Module 10 minutes Ask the GM questions about the current adventure.

 

Old Stuff

Just ignore this stuff.

Subtle Avaos

Subtle Avaos
Avao Name Active Effect Causal/Precausal Effect
Chaosflame Hurl a ball of chaotic flame. Take fire damage. <=> Become wreathed in flame.
Clown Car You can share squares with friendly creatures. Extradimensional space used. => Cause space to spill its contents.
Deny Gravity You float a small distance above the ground. Fall. <=> Fall slowly.
Entropic Shield Ranged attacks sometimes miss. Get hit. <=> All attacks sometimes miss.
Free Mind Gain +4 bonus on Will saves. Affected by mind-influencing. => Potentially gain immunity to mind-affecting effects from that source.
Gamble with Life --- Nearby creature attempts to stabilize. => Double the numbers for the attempt.
Gambling Strike --- You attack a creature. => Crit or fumble.
Know Chaos Identify a chaotic item. ---
Luck Gain a limited reroll. Fail a roll. <=> Gain a reroll.
Non Sequitur Daze a creature. Targeted by language-dependent effect. => Confuse origin of effect.
Random Spark You trigger sparking as though a member of a different force. ---
Reciprocity When you take damage, deal some to your attacker. Take damage to deal damage. / Deal damage, but next attack against you automatically hits.
Shoutout Talk when it's not your turn. Get silenced or muted. => Gain a sonic attack.
Unpredictable Moves Gain a +2 dodge bonus to AC. Affected by an area effect. <=> Gain Evasion.
Wild Surge --- Be near a Force effect. => Randomly increase or decrease that effect's caster level.

 

Lesser Avaos

Lesser Avaos
Avao Name Active Effect Causal/Precausal Effect
Bear Hands Gain a bonus to Strength. Remove hand gear. => Gain claw attacks.
Break Health Target's current hit points can exceed maximum hit points for 1 round. ---
Break Status Target is unaffected by one status ailment for 1 round. ---
Chaos Nova Deal 1d6 damage in a burst around you. Die. <=> Deal 1d6/level damage in a burst.
Crazy Random Happenstance --- Need an item. => Happen to have it on-hand.
Disrupt Chaos Interrupt chaotic effects. Your chaotic effect is disrupted. => Disrupt next chaotic effect used by source.
Escape Bonds Gain a +4 bonus against touch-based effects. Grappled or Bound. => Gain Freedom of Movement.
Free Your Mind Target creature gets +4 on saves against mental influence. Another creature is affected by mind-influencing. => That creature becomes immune.
Fumbling Strike --- A creature fumbles. <=> A creature crits.
How Does It Work Random reaction to magnetic effects. Magnetic effect occurs. => Modify magnetic effect.
Ice Fractal Freeze the ground in a fractal pattern. Take cold damage. <=> Nearby creatures also take cold damage.
Lend Luck Get a luck bonus on saves. Fail a save. <=> Others get a bonus on that save.
Look At Me Gain a bonus to Charisma. Creature attacks target adjacent to you. <=> Creature takes penalties to attack targets other than you.
Reflection Gain a +2 deflection bonus to AC. Hit by a ray effect. => Ray effect instead affects a random target.
Right Behind You Gain a bonus to Perception. Creature says your name. <=> Teleport to be adjacent to that creature.
Self-Expression Lie even if effects would prevent doing so. ---
Splinter --- Your weapon is sundered. <=> Adjacent creature is blinded temporarily.
Surprise Gain sneak attack. Become flanked. => Gain improved uncanny dodge.
This is Bat Country Frighten a creature. Illusion effect. => Can interact with a known illusion as though it were real.
Thunderstrike --- An electricity effect occurs. => The effect occurs again.
Uncomfortably Energetic Gain haste, but with drawbacks. Creature is hasted. <=> Creature suffers penalties to finesse- and social-based checks.
Unexpected Angle Restrictions on moving loosen. Creature charges you. => Free 5-foot step.
Watch the Sharp End --- Disarmed. <=> Free attack with that weapon.

 

Greater Avaos

Greater Avaos
Avao Name Active Effect Causal/Precausal Effect
20% Cooler Make an item more useful. A Force effect occurs. => Intensify the effect.
Big-Lipped Alligator Moment Summon a creature inappropriate to current terrain. ---
Chaostouch Touch deals Wisdom damage. Creature reads your mind. <=> Creature becomes confused.
Chaotic Energy Half of damage you produce is chaotic. Hit by energy type. => Change the energy's type.
Coin Flip --- Target makes a roll against a DC. => Target has 50% chance to succeed.
Disrupt Remembrance Interrupt blue and temporal effects. ---
Door to Nowhere Find a passage through solid material. Door is opened => Door leads nowhere.
Double Rainbow Fascinate a creature. Pattern effect. => Apply a meta feat to the effect.
Entropic Reversal --- A creature is healed. <=> That creature is harmed instead.
Equivalent Exchange --- Conjuration effect. <=> Random creature nearby blinks out.
Inversion --- Creature gains a circumstantial or effect-based modifier to a roll. => Change the sign of the modifier.
Karma Take 10 on all rolls. Roll a natural 1 now. <=> Get a natural 20 for later.
Miss the Ground --- Hit the ground from falling. => Fly.
My Time Ignore the initiative order. Your initiative is changed. <=> Gain a move action now.
Not Lupus Gain bonuses on saves against negative status effects. Gain a status effect. <=> Gain a lesser version of a status effect.
Out of Sight Gain limited invisibility. Affected by teleportation effect. => Go invisible instead.
Shell Game --- Conjuration effect. <=> Illusion effect.
Spatial Jump Travel through space in a random direction. Teleport effect. => Modify the chances of failure.
What's This Button Do --- Interact with an item for the first time. => Gain a bonus on first check made to manipulate it in some fashion.
Will It Blend Create a cyclone of whirling blades. ---

 

Overwhelming Avaos

Overwhelming Avaos
Avao Name Active Effect Causal/Precausal Effect
Break Death Target ignores dead for 1 round. ---
Break Movement Target's movement speed is "arbitrarily large" for 1 round. ---
Break Resource Target's next special ability within 1 round uses no resources. ---
Butterfly Effect --- An avao would be triggered. => Trigger any avao.
Chaos Generate a random effect. ---
Chasm Split the earth. Get tripped or bullrushed into a wall. => Split the surface of what you fell into.
Destabilize Time Delay onset of negative effects. Random roll is made. => Resolve roll later.
Disrupt Force Interrupt Force effects. Force effect => Attempt to counter that effect.
No Luck Target creature obeys the bell curve. Critically fail a roll. => Take 10 on future roll.
Noncausa Creature gains the noncausa status for a short time. ---
Pandemonium Creatures are no longer considered enemies or allies. Change an ally-or-enemy effect's targets. / Negate an effect's target change.
Retcon --- Change actions you took in the past. / Take two sets of actions, and choose one that actually happens.
Ripple Effect --- An avao was triggered last turn. => Trigger two avaos this turn.
Weird --- Affected by something. => Suffer a different but related random effect.
Uncertainty Gain concealment. Die. => Act like you're not dead.

 

Feats

The following are a selection of feats that are relevant to anarchs.

 

AVAO FOCUS [Entropic]
Your avaos are particularly strong in chaotic power.
Prerequisites: Access to at least subtle avaos.
Benefit: Increase the Saving Throw DC of all your avaos by +1. You can take this feat multiple times; its effect stacks.

 

CHAOTIC FLOW [Entropic]
You have attuned yourself to one particular aspect of chaos, making it come to you easier.
Prerequisites: Access to at least lesser avaos.
Benefit: Choose one avao with a causal and/or precausal use. Reduce the number of anarchy tokens caused by that avao by 1, to a minimum of half the normal amount.
Special: You can take this feat multiple times. Each time you do, you can choose the same avao, reducing its caused anarchy tokens by 1, or choose another avao.

 

EPIC AVAOS [Epic, Entropic]
Your understanding of chaos transcends mortal bounds.
Prerequisites: Access to overwhelming avaos, anarchist level 21st+.
Benefit: You gain an additional active overwhelming avao slot. You can take this feat multiple times.

 

EXTRA ACTIVE SLOT [Entropic]
You are more capable than others in unbinding chaotic effects from their causes.
Prerequisites: Access to lesser avaos.
Benefit: You gain an additional active avao slot for a single grade, up to one lower than the highest grade you can access. You can take this feat multiple times.

 

EXTRA ANARCHY [Entropic]
You are closer to chaos than others, allowing you to call upon it more often.
Prerequisites: Access to at least subtle avaos.
Benefit: Your max anarchy token pool size increases by one.
Special: You can take this feat multiple times. Its effect stacks.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

Design Notes

A significantly more randomized, yet more probabilistic, way of accessing chaos.

The Wager Mechanic

On his turn, as a swift action, the anarch can offer a wager to Chaos, selected from Table C-1: Anarchy Wagers. Once selected, the anarch reveals the next card in the deck; if that would bring the anarch's total anarchy tokens below his maximum, his anarchy token pool is adjusted accordingly. If the revealed card would not adjust his token pool towards 0, he suffers the effect listed under "lose," but his anarchy token pool is unaffected. If a joker is revealed, the anarch wins the wager, reduces his anarchy token pool to 0 as normal, and suffers no ill effects - there is always a chance to game the system, after all.

Design Notes: Removed because it feels contrived, but held here for posterity, just in case.