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Alternate Werewolves Mk. 2; I'd say "Fallen Edition" but other people can join in too
Topic Started: Apr 30 2017, 04:13 PM (3,581 Views)
Traskus
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Spitball Wizard
This thread is open to all who contribute.

Ahroun - A more extreme variety of werewolf
Airavata - Werelephants
Ananasi - Wererachnids
Anurana - Werefrogs
Apis - Werebulls

Bai Ze - Were-hakutaku (A horned lion-like creature that predicts disaster)
Bastet - Werecats
Camazotz - Werebats
Chimaera - Were-mutants or corruption: the exalt
Corax - Were-birds

Eormencynn - Were-were (double life a la Jekyll/Hyde)
Gozuki - Werehorses
Grondr- Werehogs
Gurahl - Werebears
Megakaryote - Were-amoebas

Mokole - Were-lizards
Nagah - Weresnakes
Nuwisha - Werecoyotes
Pooka - Wererabbits
Rokea - Weresharks

Samsa - Wereroaches
Werepyre - Fucking guess.
Yeren - Were-primates


Reserved:

Up for grabs: were-rats (Ratkin), were-hyena (Ajaba), were-rhinos (Kerasi)

Suggestion: Were-foxes (kitsune) can be given a full alt, but using the eormencynn with the Kitsune race as the chosen were-race should work fine. That said: if you post a were-fox alt, I'll still link to it.
Edited by Traskus, Jun 20 2018, 07:39 PM.
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Traskus
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Spitball Wizard
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Wereshark/Rokea

Rage: A Rokea's rage is restored whenever the sun or equivalent rises, instead of the moon. Otherwise, it works the same as a Werewolf's.

Replace the following:

Wolf Form with Shark Form

War Form with Gladius Form

Lycan Resilience with Selachii Resilience (cosmetic)

Sacred Hunt with Rite of Blood

Spirit Walk with Spirit Swim


Shark Form: Obviously, in shark form the character cannot speak, manipulate even the simplest objects, or do other things most humans take for granted. They can't even breathe or move around on land! However, they gain +1k1 to all perception checks involving scent, +1 to Dexterity, +1 to strength, and a Bite weapon (1k1 R; Melee; Brawling). They also gain the Amphibious trait, breathe in water, and suffocate while not submerged in water.

Gladius Form: A horror, a Rokea in gladius form is a massively destructive force. A Rokea in gladius form may only make attack actions or move towards an opponent. A Rokea must spend 1 Rage to enter gladius form and may only maintain gladius form for a number of rounds equal to his Constitution + Feral Heart. While in gladius form, the Rokea gains Amphibious, Stuff Of Nightmares, Strength +2, Size +2, Constitution +1, gains a Bite natural weapon (2k2 R; Melee; Brawling) and a claw natural weapon (0k2 R, melee; brawling). A Rokea's bite and claws in gladius form count as magical weapons. A Rokea must remove any armor before changing shape or else the straps break, dealing damage to the Rokea equal to the armor's AP and rendering the armor useless until repaired. A Rokea may breathe in air or water with equal ease while in Gladius form.


Rite of Blood: A Rokea may taste a sample of blood and perform a ritual that lasts one hour. During this ritual, the Rokea makes a Perception (smell) test on the static defense of whatever left the blood. If successful, the Rokea has the benefits of the Arcane Mark feat on that target. This power can keep track of up to five targets at a time.

Spirit Swim: As Spirit Walk, but the portal opens to the surface of the nearest sea in the Umbra at its furthest point from land.

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Rokea Litany Assets

Litany of Brightwater
This litany has taught the Rokea to be lucid, even when they normally wouldn't be. You gain the darksight trait and immunity to blinding from bright light. Moreover, you are not limited by your Gladius form's action restrictions. You can take any action you would in your base form.

Litany of Darkwater
Rokea that live at poles and in the deep ocean adapted to be comfortable with those conditions a long time ago. You are immune to non-absolutely-lethal effects of cold and pressure. You may also move through packed crowds as though in open terrain and gain the Blind Fighting feat.

Litany of Dimwater
Sharks are king fish, bringing culture to the ocean. Your Status is increased by 1 and may communicate with non-sapient marine life. If you taste or smell blood, you can immediately determine what kind of creature it comes from and whether the specimen has magical abilities.

Litany of In-between
The Rokea tend to know the best way home. You take this to the next level. You immediately know the fastest route to the ocean, no matter how far inland you are. You do not take penalties for operating technology you are unfamiliar with.

Litany of Voidwater
The Space Sharks chapter have developed an exercise to keep their power armor and shark powers at the same time. You may use your Shark Form's bite weapon while in regular form and gain one rank of the Transmutation magical power. You may purchase ranks in this power as if it was part of any class you belong to.

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Revised Core Version
Edited by Traskus, Mar 7 2018, 12:34 AM.
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Eisenritter
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Old Iron Knight
Ahroun Werewolf

Replace the following:

Wolf Form with Dire Wolf Form

Warform with Scourge Form

Sacred Hunt with Stalking the Sun and Moon

Spirit Walk with Unstoppable Juggernaut Incarnation

Dire Wolf Form: As the Werewolf's Wolf Form, except the character takes -2 to Intelligence instead of -1 Size, and her Bite weapon gains Penetration equal to her Feral Heart.

Scourge Form: As the Werewolf's Warform, except the character also takes -2 to Intelligence, and her natural weapons gain Penetration equal to her Feral Heart. An Ahroun Werewolf in Scourge Form also gains the Daemonic trait, except that any additional Hit Points are temporary Hit Points, and lost when the Ahroun changes form.

Stalking the Sun and Moon: Given a token belonging to their prey, an Ahroun can spend an hour studying the item with a Perception (scent) test against the Static Defense of the target. If successful, the Ahroun benefits from the Arcane Mark feat against that target. This power can keep track of a number of targets up to the Ahroun's Feral Heart at a time.

Unstoppable Juggernaut Incarnation: In Scourge Form, an Ahroun may spend 1 Rage to ignore the damage of an attack that would cause a killing blow.

Ahroun Howlpack Assets

Krallenhorde
The Krallenhorde is the largest known pack of werewolves, the howlpack that most Ahroun eventually assume. Gain one rank of the Erymanthian Boar sword school. You can advance this school as if it appeared in any class progression you possess. You can spend a Rage to add +1k0 to damage rolls with your natural weapons. If you don't already have an exaltation asset, this one can be purchased after character creation.

Leeraug
Even those chosen personally by Luna can have a murderous streak, and the Leeraug are those Ahroun who stray toward the Black Spiral. Gain a static bonus to damage rolls against Helpless targets and children (or Gnomes and any smaller humanoids) equal to your Feral Heart + 2. When you kill such targets, you can spend 1 Rage to cause the corpse to affect other people as if it had Fear (1) for a number of days equal to your Feral Heart, or spend 3 Rage for it to have Fear (2) instead.

Mondronen
The Mondronen are Luna's answer to apostate sorcerers, fierce mage-hunters with a powerful instinct to track down and murder the witch. Begin play with the feats Arcane Sight and Unseen Sense (Psykers). Your Lycan Resilience grants an equal amount of Aura.

Silverfur
Sometimes virtue manages to pierce even the thickest wolf's skull, and the result is an Ahroun that shines with Luna's radiance. Your natural weapons and unarmed strikes are silver and gain the Sanctified (Luna) special quality. While in Dire Wolf Form or Scourge Form, you project a soft light like that of the moon; once per session when entering either form, you can spend 1 Rage to allow everyone your light falls on to treat your transformation as the rising of a moon.

Revised Core Version
Edited by Eisenritter, Jun 6 2018, 01:49 PM.
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Traskus
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Spitball Wizard
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Werebear/Gurahl

Replace the following:

Wolf form with Bear form

War form with Breaker form

Lycan Resilience with Ursine Resilience (cosmetic)

Sacred Hunt with Gaia's Touch

Spirit Walk with Gaia's Vengeance


Bear Form: Obviously, in bear form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +1 to Strength and Constitution, and a claw weapon (1k1 R; Melee; Brawling).

Breaker Form: As Warform, but instead of a bite weapon and a claw weapon, it gains a Claw natural weapon (2k2 R; Melee; Brawling) and a bite natural weapon (1k2 R; Melee; Brawling).

Gaia's Touch: The Gurahl may cast the Heal spell as a spell-like ability, using Feral Heart in place of a Healing rank. You also gain a specialty (natural remedies) in Arcana and Academic Lore.

Gaia's Vengeance: A Gurahl in Bear or Breaker form may spend Rage to increase their Strength by the same amount. This bonus lasts one round.


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Gurahl Walker Assets

Forest Walker
Forest Walkers protect forests, of course. But they needed to know what does and doesn't qualify as worthy of protection. You may spend a Rage to have a good idea of what wildlife lives in the area within 5km around you. You immediately know if a life form "doesn't belong," but not what or where it is.

Ice Walker
Ice Walkers were made to take down other Gurahl who step out of line. Your claw natural weapons deal +1k1 damage while in Breaker Form and are treated as silver.

Mountain Walker
Mountain Walkers travel the most and attempt non-lethal takedowns. Gain a free raise in all opposed Strength Tests as well as Grapples and gain a specialty (climbing) in Athletics.

Prairie Walker
Prairie Walkers are the warriors of the Gurahl, knowing that in order to heal you must first be safe. Gain a rank in the Erymanthean Boar sword school and you may advance this school as though it were part of your class.

Ring Walker
Ring Walkers are the guardians, keeping control where other Gurahl would rage. You are not limited by action restrictions in Breaker form, unless you fail a Fear test. If you do, you may only advance towards or attack the object of your Fear.

River Walker
River Walkers swim, of course. They use it to get food, hide, and gather materials. You may swim your full speed in water and count your constitution as double for purposes of holding breath.

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Edited by Traskus, Jun 9 2018, 06:56 PM.
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Eisenritter
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Old Iron Knight
Yeren (Wereape)

Replace the following:

Wolf Form with Simian Form

Warform with Great Ape Form

Lycan Resilience with Simian Resilience (cosmetic)

Sacred Hunt with Monkey King

Simian Form: In simian form, the character cannot speak, but is still capable of manipulating any objects (including wielding weapons) or doing other things that most humans do. However, they gain +1k1 to Athletics tests made to climb, +2 Dexterity, -1 Size, and a Bite weapon (0k1 R; Melee; Brawling).

Great Ape Form: A Yeren in great ape form is a force of destruction. In Great Ape Form, the Yeren can only make attack actions or move towards an opponent. The Yeren must spend 1 Rage to enter great ape form and may only maintain Great Ape Form for a number of rounds equal to his Constitution + Feral Heart. While in great ape form, the Yeren gains Stuff of Nightmares, Strength +1, Dexterity +1, Size +2, Constitution +1, a Bite weapon (0k1 R; Melee; Brawling) and +1k1 damage with melee attacks due to increased muscle mass. The Yeren's Bite and unarmed strikes in great ape form count as magical weapons. A Yeren must remove any armor before changing shape or else the straps break, dealing damage to the Yeren equal to the armor's AP and rendering the armor useless until repaired.

Monkey King: You are no longer limited by your Great Ape Form's action restrictions. You can take any action you could in your base form, including speech and precision movement.

Yeren Assets

Boss Monkey
Increase your Size in Simian Form or Great Ape Form by 1, and gain +2 AP from Simian Resilience. You also gain a free Specialty (Leader) that can be applied to any social skill. Add your Feral Heart as a static bonus to damage rolls that involve your Strength.

Fighting Chimp
Gain one free rank of the Broken Home sword school. You can advance this sword school as if it appeared in any class progression you possess. Treat improvised weapons as if they were your natural weapons for the purpose of feats or powers.

Mandrill Thief
You can spend 1 Rage to increase your Dexterity, Stealth, and Larceny by 1 until the end of the scene.

Orang-Pendak
While in Simian Form or Great Ape Form, your weaponless unarmed strikes gain the Reach special quality. Add your Feral Heart as a bonus to Social skill tests, and gain a free specialty (Mimicry) that can be applied to any social skill. You can always use Free Study, even while you're in a class.

Revised Core Version
Edited by Eisenritter, Jun 20 2018, 03:30 PM.
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Eisenritter
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Old Iron Knight
Bai Ze (Were-hakutaku)

Replace the following:

Wolf Form with Kutabe Form

Warform with Hakutaku Form

Lycan Resilience with Mystical Insight

Spirit Tongue with Who Knows Ten Thousand Things

Sacred Hunt with Spirit Wiki

Kutabe Form: In kutabe form, the character is incapable of manipulating all but the simplest objects and cannot do most things that humans take for granted. However, they gain +1k1 to Perception tests involving sight, +2 to Wisdom, +1 to Size, a Claw natural weapon (1k1 R; Melee; Brawling), and a Horn natural weapon (2k1 R; Melee; Brawling).

Hakutaku Form: Eerie and unsettling, a Bai Ze in hakutaku form is a locus of psychic force. A Bai Ze in Hakutaku Form can only cast or maintain spells (but can't cast Fettered), make melee attacks, or move towards an opponent. A Bai Ze must spend 1 Rage to enter hakutaku form and may only maintain Hakutaku Form for a number of rounds equal to her Willpower + Feral Heart. While in hakutaku form, the Bai Ze gains Stuff of Nightmares, Intelligence +2, Wisdom +2, and a Horn natural weapon (1k1 R; Melee; Brawling). A Bai Ze's horns in hakutaku form count as magical weapons.

Mystical Insight: A Bai Ze gains Aura equal to twice her Feral Heart in Kutabe Form and Hakutaku Form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bai Ze suffers enough damage from another source that it would normally kill her, she is instead knocked unconscious until she regenerates all critical damage. A Bai Ze may spend Rage to recover Hit Points in combat as a free action.

Who Knows Ten Thousand Things: A Bai Ze begins play with two additional languages and a number of Lore or Intelligence specialties equal to 2 + her Intelligence + Feral Heart, and gains an additional such specialty each time she gains a dot of Feral Heart.

Spirit Wiki: By performing a ritual that lasts six hours (on average - more elusive information would take longer to track down), a Bai Ze may cast her awareness far across the Umbra in search of information regarding a specific subject, item, or individual. Once the Bai Ze begins this search, she cannot rest or pursue any other goal until it is complete. When she has completed the search, she knows all there is to know about the subject, gaining a free specialty in Lore (and if the subject was an individual, Scrutiny) tests regarding it.

Bai Ze Specialty Assets

Advisor
Your wisdom is such that all things great and small beg your counsel. Begin play with 2 additional dots of Status (to a maximum of 5), the Protocol feat, and a free specialty (Good Judgment) in Wisdom.

Clairvoyant
You work toward the lofty goal of seeing and knowing all. Begin play with the Foresight feat and one free rank of Divination magical power. You can advance this power as if it appeared in any class progression you possess.

Librarian
You're a beast of musty pages, long used to sniffing around shelves, scrolls, and dataslates for what you need. Begin play with the Research feat. You can spend 1 Rage to increase a Lore skill or your Intelligence by 1 for the rest of the scene.

Teacher
Like the great beast from whom your gift originated, you are particularly gifted at sharing your knowledge with others. Begin play with the Eidetic Memory feat. You can use Aid Another actions on anyone capable of seeing or hearing you, regardless of distance.

Revised Core Version
Edited by Eisenritter, Jun 6 2018, 01:49 PM.
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Eormencynn (Were-Were)
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Replace the following:

Wolf Form with Wereform

Warform with Ubermenschform

Lycian Resilience with Humanoid Hardiness (Cosmetic)

Spirit Tongue with Second Nature

Sacred Hunt with Platonic Ideal

Shifting: As per the Werewolf's Shifting, however your forms are different. Instead of a Wolf, you transform into a Person, but it's a different person and even a different race, chosen at character creation. Their alternate form is however much more impressive, transforming into an awe-inspiring amalgamation of both races, both beautiful and terrible.

Wereform: In Were form, the character is capable of manipulating objects and can do most things that humans take for granted but can not communicate intelligibly. In addition, they gain +1 to both of that race's starting characteristic choices, that race's Power, and their Size and appearance changes to that of the assumed race.

Ubermenschform: A twisted primeval union of forms, a synergy that is greater than the sum of their parts. A Eormencynn in Ubermenschform may perform actions as normal but must perform at least a 1 die stunt on any test they wish to make, otherwise the test fails. A Eormencynn must spend 1 Rage to enter Ubermenschform and may only maintain Ubermenschform for a number of rounds equal to her Composure + Feral Heart. While in Ubermenschform, the Eormencynn gains Stuff of Nightmares, +2 to both of the assumed race's starting characteristic choices, that race's Power, and a bonus to Size equal to half the natural size of their Assumed race. A Eormencynn's attacks in Ubermenschform count as magical.

Second Nature: An Eormencynn gains the languages of their assumed race. In addition, they may purchase the Racial Feats of their assumed race in addition to their own race, but the assumed race's racial feats only are in effect in Ubermenschform.

Platonic Ideal: While in Ubermenschform, you gain the Paragon Asset specific to your Assumed Race, substituting Rage for Action points and 1 Rage for 3 Pressure where relevant. In addition your Wereform can make use of your assumed race's Racial Feats.

Eormencynn Primordial Assets

Adam
Of all the Eormencynn, yours were the first. You gain the Danger Sense feat and are never surprised and may always choose to go first in the initiative count regardless of what is actually rolled.

Eve
The noble and fallible first. You fall, but you get back up stronger. Yours is to learn from your mistakes or learn nothing. You may spend 1 Rage to automatically pass any Alignment check and may spend 1 Rage to add a third of your Devotion, rounded up, in rolled dice to any test you make.

Eden
Your kind is not one, but legion. The more's the merrier. Choose a race different from your own and the assumed form for Shifting. You may spend a Rage to shift into that race in wereform instead, however you may not shift into that race in Ubermenschform.

Lilith
The fallen first, stricken from the records of the other Eormencynn, a rebel to their kind and all they represent. Your Assumed Form is that of your own race and you do not need to Stunt to successfully make tests in Ubermenschform.

Revised Core version
Edited by Username, Jun 24 2018, 10:45 PM.
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Eisenritter
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Old Iron Knight
Bastet (Werecat)

Replace the following:

Wolf Form with Feline Form

Warform with Hunter Form

Lycan Resilience with Feline Reflexes

Sacred Hunt with Windseeker

Feline Form: Obviously, in feline form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving scent, +2 to Dexterity, -1 to Size, and a Claw natural weapon (1k1 R; Melee; Brawling).

Hunter Form: A terror, a Bastet in hunter form is a lurking nightmare just waiting to claw your throat out. A Bastet in Hunter Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. A Bastet must spend 1 Rage to enter hunter form and may only maintain Hunter Form for a number of rounds equal to her Constitution + Feral Heart. While in hunter form, the Bastet gains Stuff of Nightmares, Dexterity +2, Strength +2, Size +1, gains a Claw natural weapon (1k1 R; Melee; Brawling), and a Bite natural weapon (2k1 R; Melee; Brawling). A Bastet's bite and claws in hunter form count as magical weapons. A Bastet must remove any armor before changing shape or else the straps break, dealing damage to the Bastet equal to the armor's AP and rendering the armor useless until repaired.

Feline Reflexes: A Bastet adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Feline Form or Hunter Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bastet suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Bastet may spend Rage to recover Hit Points in combat as a free action.

Windseeker: You can cast Legend Lore and Augury, using Feral Heart + Wisdom instead of the normal magic test.

Bastet Assets

Bagheera
The stealthy were-panthers enjoy +1k1 to all Stealth tests, and gain a free Stealth specialty (Concealment).

Khan
The war-like were-tigers learn to enjoy fighting from a young age. Your attacks gain Proven (2).

Simba
The courageous were-lions lead the fight from the front, gaining +1k1 to Command tests as well as the Fearless feat. Allies within 5 meters that can see you also gain the benefits of Fearless, Jaded, or Nerves of Steel, depending on which of those feats you have.

Swara
The quick Swara are nigh impossible to catch, doubling their Dexterity for the purpose of determining movement while wearing light or no armor.

Revised Core Version
Edited by Eisenritter, Jun 6 2018, 01:49 PM.
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Traskus
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Spitball Wizard
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Corax (Were-bird)


Replace the following:

Wolf Form with Avian Form

War Form with Raptor Form

Lycan Resilience with Avian Precision

Silver Bane with Gold Bane

Sacred Hunt with Eagle Eye


Avian Form: Of course, a Corax in avian form cannot talk, perform fine manipulations, and do most other things a person takes for granted. In exchange, they lose 2 size, gain +1 dexterity, +1 wisdom, gain a +1k1 bonus to vision-based perception tests, and gain the Flyer trait equal to twice their speed. They also gain a beak/claw natural weapon (1k1 R, melee, brawling).

Raptor Form: A terror, a Corax in Raptor Form just circles around and waits for its target to make a mistake. A Corax in Raptor Form may only make attack actions, advance towards a target, or circle around a target while waiting for it to tire out. A Corax must spend 1 Rage to enter Raptor Form and may only maintain Raptor Form for a number of rounds equal to her Constitution + Feral Heart. While in Raptor Form the Corax gains Stuff of Nightmares, Flyer (twice their speed), +2 dexterity, +1 strength, gains a claw natural weapon (1k1 R, melee, brawling) and a beak natural weapon (2k1 R, melee, brawling). A Corax's bite and claws in hunter form count as magical weapons, and the Corax must have both arms free in order to fly. A Corax must remove any armor before changing shape or else the straps break, dealing damage to the Corax equal to the armor's AP and rendering the armor useless until repaired.

Avian Precision: A Corax adds their Feral Heart to their Static Defense and twice that to Perception tests while in Avian Form or Raptor Form, and may not be killed by critical damage unless that damage comes from an E, X, gold, or magical source. If a Corax suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Corax may spend Rage to recover Hit Points in combat as a free action.

Gold Bane: As Silver Bane, but with gold instead of silver.


Eagle Eye: You may cast Arcane Eye and Foresee, using Feral Heart + Wisdom to cast.



Corax Assets

Corvus
The Raven Guard and their Primarch put everything they have into their Corax powers. You may cast Dedication, using Feral Heart + Wisdom to cast.

Ornimegalonyx
The giant owls spend decades learning in libraries. Gain the eidetic memory feat and you may purchase the expanded knowledge feat at any time as though it was part of your class.

Roc
The true giant eagles of the Corax world, Rocs are the warriors of Corax. Your claw and beak natural weapons gain Pen equal to your Feral Heart and the Razor Sharp quality.

Thunderbird
The Thunderbirds create storms, clearly. Gain a rank in the Fulmination spell school, and you may advance it as part of your class. You may spend a Rage to give your next melee attack the shocking property.

Ziz
The Ziz is an oft-overlooked but important creature, easily comparable with the Behemoth and Leviathan. You may spend a Rage to completely nullify ambient weather effects, whether they were natural in nature or not.



Revised Core Edition
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Eisenritter
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Old Iron Knight
Ananasi (Werespider)

Replace the following:

Wolf Form with Spider Form

Warform with Fearweaver Form

Lycan Resilience with Arachnid Resilience

Fast Healing with Extreme Toxicity

Sacred Hunt with Steel Webbing

Spider Form: Obviously, in spider form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, rather than becoming one spider, they become many; the character breaks up into a number of spiders equal to his current Hit Points, which are treated as minions with a Threat Rating equal to the character's Feral Heart and a Damage Rating equal to their Threat Rating - 1. For each spider destroyed, the character loses 1 Hit Point.

Fearweaver Form: Alien, terrifying, and just plain wrong, an Ananasi in fearweaver form is nothing less than irrational terror incarnate. An Ananasi in Fearweaver Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. An Ananasi must spend 1 Rage to enter fearweaver form and may only maintain Fearweaver Form for a number of rounds equal to his Composure + Feral Heart. While in fearweaver form, the Ananasi gains Stuff of Nightmares, Crawler, Dexterity +2, Size +2, gains a Bite natural weapon (1k1 R; Melee; Brawling, Toxic), and gains Fear with a rating equal to half his Feral Heart (rounded up). An Ananasi's bite in fearweaver form count as magical weapons. An Ananasi must remove any armor before changing shape or else the straps break, dealing damage to the Ananasi equal to the armor's AP and rendering the armor useless until repaired.

Arachnid Resilience: An Ananasi gains Armor Plating with a rating equal to twice their Feral Heart while in Fearweaver Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an Ananasi suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage.

Extreme Toxicity: The TN to resist the Toxic special quality of your natural weapons is 10 + 5 times your Feral Heart. In addition, you can spend 1 Rage or 1 Hit Point to coat a weapon with your venom as a Ready action, giving that weapon the Toxic special quality for a number of hits equal to your Feral Heart.

Steel Webbing: By spending 1 Rage, the character is able to create a mass of webbing sufficient to block a medium-sized entrance completely, create a sticky net to cover a small room, or immobilize an enemy of a Size up to 3 times their Feral Heart. It can also be used to create most items, though this requires a suitable Crafts test and more work besides shaping the threads to be functional (such as, say, sharpening). You also gain a natural Web Pistol that has the Biotic quality; the TN to resist its Snare quality is 10 + 5 times your Feral Heart, and the TN to escape is 5 times your Feral Heart.

Ananasi Assets

Harvester
The long-legged harvesters tower over mortal, exalt, and shrubbery alike, easily picking their way through just about every situation. Gain Heightened Senses (Sight) and a free raise on Perception tests. While in Fearweaver Form, your long legs allow you to completely ignore penalties for difficult or arduous terrain.

Redback
Redbacks are the most lethal of assassins. The damage dealt by your poison (whether through your Bite or a weapon laced with it by Extreme Toxicity) is equal to 1 + half your Feral Heart (rounded up).

Scorpion
Scorpions have much greater natural weapons. Instead of a Bite, they have a Sting, which uses the same profile, but gains Reach and +0k1 damage. Gain one free rank of the Foxhound Protocol sword school. You can advance this sword school as if it appeared in any class progression you possess.

Tarantula
It's a well-known fact that the bigger a spider is, the more irrationally terrified people are of it. Tarantulas are the biggest among Ananasi, which are already huge spiders. When Shifting, instead of becoming a swarm of spiders you can become a single, enormous one, gaining Crawler, +2 Dexterity, -1 Size, Fear (1), and a Bite natural weapon (0k1 R; Melee; Brawling, Toxic). Increase your Fear rating in Fearweaver Form by 1.

Revised Core Version
Edited by Eisenritter, Jun 6 2018, 01:49 PM.
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