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| Alternate Werewolves Mk. 2; I'd say "Fallen Edition" but other people can join in too | |||||||||||||||||||||||||
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| Tweet Topic Started: Apr 30 2017, 04:13 PM (3,582 Views) | |||||||||||||||||||||||||
| GuardianTempest | May 4 2017, 07:45 PM Post #11 | ||||||||||||||||||||||||
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+8:00 GMT || Unlucky & Miserable
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![]() Mokole (Were-lizard) Power Stat: Feral Heart Resource Stat: Rage
Lizard Form: Obviously, in lizard 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, +1 to Constitution, +1 to Strength, -1 to Size, and a Bite natural weapon (1k2 R; Melee; Brawling). Primeval Form: A behemoth, a Mokole in primeval form is an indomitable ancient. A Mokole in Primeval Form may only make attack actions, move toward an opponent, or parry attacks. A Mokole must spend 1 Rage to enter primeval form and may only maintain Primeval Form for a number of rounds equal to his Constitution + Feral Heart. While in primeval form, the Mokole gains Stuff of Nightmares, Strength +2, Constitution +2, Size +4, and a Claw And Bite natural weapon (1k2 R; Melee; Brawling). A Mokole's natural weapons in primeval form count as magical weapons. A Mokole must remove any armor before changing shape or else the straps break, dealing damage to the Mokole equal to the armor's AP and rendering the armor useless until repaired. Saurian Resilience: As Lycan Resilience, except that critical damage dealt by gold weapons can also kill the character. Treasure Bane: As Silver Bane, but it also includes attacks from gold weapons as well.
![]() Mokole Progenitor Assets Geico You are capable of intelligible speech while in Lizard Form and you gain the Foresight feat, which can also apply to Wisdom tests. When rolling for Mnesis, you gain +1k1 to the Focus Power test. Your Primeval Form has -2 to Size and you are not limited by the actions you can take while using it, including the ability to speak. Tigrex Begin play with the Frenzy feat, which is used upon entering Primeval Form. While in Primeval Form, [tooltip=you cannot parry attacks]Even if you have the Battle Rage feat[/tooltip] and your natural weapons deal +0k1 damage with penetration equal to your Feral Heart. Triple the distance traveled on a successful jump test while in Lizard Form or Primeval Form. Gishath The burning sun's radiance is shining through your scales, displaying its brilliance for the bystanders to witness. Your natural weapons and unarmed strikes are gold and gain the Sanctified (Pelor) special quality. While in Lizard Form or Primeval Form, you project a light like that of the sun; once per session when entering either form, you can spend 1 Rage to treat this as natural sunlight until the end of the scene. Basaran Bigger than a behemoth, you are the mighty colossus that withstands the effort of entire groups. Gain extra Hit Points equal to your Feral Heart. The AP granted by Saurian Resilience is doubled in Lizard Form and tripled in Primeval Form. You can make Full Defense and Healing Surge actions while in Primeval Form. Indominus Rex Adaptive and cunning, you are the next step in the bloodline of constant evolution. Gain the Nekomimi Mode feat and you may use it to access a "hybrid form" that gives you Size +1, Strength +1, Constitution +1, and your natural weapons in Primeval Form as a Half Action. You may prolong this effect's duration by spending 1 Rage or gaining a point of fatigue after every round past its initial expiry. Every time you enter Primeval Form, you may gain up to two traits from the Wild Shape and Improved Wild Shape lists, which last until the end of the transformation. Armor Plating (2) from Improved Wild Shape stacks with Saurian Resilience. Revised Core Edition
Edited by GuardianTempest, May 7 2018, 08:48 AM.
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| Eisenritter | May 4 2017, 08:17 PM Post #12 | ||||||||||||||||||||||||
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Old Iron Knight
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Camazotz (Werebat) Replace the following: Wolf Form with Bat Form Warform with Megachiropteran Form Lycan Resilience with Vesper Agility Sacred Hunt with Storm of a Thousand Silent Wings Bat Form: Naturally, in bat form the character cannot speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving hearing, Dark Sight, +2 to Dexterity, -2 to Size, Flyer, and a Bite weapon (0k1 R; Melee; Brawling). Megachiropteran Form: Eerie and unsettling, a Camazotz in megachiropteran form is an ill-winged omen. A Camazotz in Megachiropteran Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. A Camazotz must spend 1 Rage to enter megachiropteran form and may only maintain Megachiropteran Form for a number of rounds equal to his Composure + Feral Heart. While in Megachiropteran Form, the Camazotz gains Stuff of Nightmares, Dark Sight, Flyer, +2 Dexterity, +1 Size, a Claw natural weapon (0k1 R; Melee; Brawling) that can't be used while flying, and a Bite natural weapon (1k1 R; Melee; Brawling). A Camazotz's bite and claws in megachiropteran form count as magical weapons, and the Camazotz needs both arms free in order to fly. A Camazotz must remove any armor before changing shape or else the straps break, dealing damage to the Camazotz equal to the armor's AP and rendering the armor useless until repaired. Vesper Agility: A Camazotz adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Bat form or Megachiropteran Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Camazotz suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. Storm of a Thousand Silent Wings: While in Bat Form or Megachiropteran Form, you can spend 2 Rage to make a ranged attack using the same profile as a sonic blaster shot. Camazotz Clan Assets Blood Taker Camazotz of the Blood Taker Clan are descended from the small, blood-drinking species of bats, and are able to read the blood of others. By drinking the blood of a living or recently deceased (in the same scene) person, you can cast the spell Hindsight using Feral Heart + Wisdom in place of the normal magic test, but only with regard to the memories and experiences of that person's past month. If the target is alive and aware of what you can do with their blood, they can attempt to twist the information you would receive with a successful Arcana + Fellowship test. Cursed Cackler Camazotz of the Curse Cackle clan are cursed, the descendants of those who thought they could best a daemon in a battle of exact words. Begin play with 10 points of Corruption and a free rank of Daemonology magic power. You can purchase ranks in Daemonology as if it was part of any class you belong to, and you are not removed from play at 100 Corruption, though you continue to risk mutations and degeneration as normal. Song Whisperer Camazotz of the Song Whisperer Clan are blessed with the best hearing of all. Gain Heightened Senses (Hearing), and you take no penalties for missing eyes or being blind as long as you aren't Deafened. In fact, as long as you aren't Deafened, you may as well have perfect eyesight... well, "perfect" for someone who can't see colors, anyway. Your hearing alone can determine location, temperature, heart rate, altitude, gradation, the presence of electronics, and more. However, you take -1k2 on tests to resist sound-based effects. Wind Runner Camazotz of the Wind Runner Clan are the best flyers, practically born on the wing. They're masters of a trick that lets them fly even more. When Shifting into Bat Form, instead of becoming one decently-sized bat, you become an enormous swarm of tiny ones, becoming a number of microbats equal to your current Hit Points, which are treated as minions with a Threat Rating equal to your Feral Heart and a Damage Rating equal to their Threat Rating - 1. They have the Flyer trait. For each bat destroyed, you lose 1 Hit Point. Revised Core Version
Edited by Eisenritter, Jul 9 2018, 06:03 PM.
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| Traskus | May 20 2017, 11:29 PM Post #13 | ||||||||||||||||||||||||
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Spitball Wizard
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![]() Wereboar/Grondr Replace the following: Wolf Form with Boar Form War Form with War Pig Form Lycan Resilience with Daeodon Resilience (Cosmetic) Sacred Hunt with Swine Apostle Boar Form: Of course, in Boar Form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving smell, +1 dexterity, +1 constitution, -2 to Size, and a tusk natural weapon (1k1 R, melee, brawling) War Pig Form: An intimidating sight, a Grondr in War Pig Form is a behemoth of pure muscle. A Grondr in War Pig Form may only make attack actions, move toward an opponent, or make Perception tests to smell out an opponent. A Grondr must spend 1 Rage to enter War Pig form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in War Pig Form, the Grondr gains Stuff of Nightmares, +1 Dexterity, +2 Strength, +1 Constitution, +1 Size, a tusk natural weapon (1k2 R; Melee; Brawling). A Grondr's tusks in War Pig form count as magical weapons. A Grondr must remove any armor before changing shape or else the straps break, dealing damage to the Grondr equal to the armor's AP and rendering the armor useless until repaired. Swine Apostle: The Grondr are made to keep nature clean, and they shall. By performing six hour ritual (FH + Wisdom against TN 20, reduce time by 1 hour per raise, to a limit of 1), a Grondr may hunt and kill a single, particular denizen of the umbra. You can only hunt beings that can naturally be found in a given area of the umbra like ghosts or daemons. Once they have completed the hunt and tasted the heart's blood of their prey, they may assume the form of that being (including any scars and distinguishing marks) by spending one Rage and then Shifting. In an being's form, you have access to all of their natural abilities. ![]() Grondr Clan Assets Erymanthian Erymanthians are known for their tusks and mountainous environments. The tusk natural weapon in War Pig form gains +1k1 damage, you are immune to cold in Boar and War Pig form, and gain 4 AP on the head in Boar and War Pig form. Farrow The Farrow are mercenaries and bloodthirsty to boot. Gain the Frenzy and Battle Rage feats, activated automatically in War Pig form. Ganon The clan of Ganon have dedicated themselves to magic and ritual. You may spend a Rage to add your Feral Heart to rolled dice for a single focus power test. Oinkbane A legendary assassin of the Grondr, Oinkbane has an entire clan created in his wake. You may cast the Disguise spell, using Feral Heart in place of Illusion to cast and a specialty (distraction) in Deceive. Revised Core Version
Edited by Traskus, Jul 2 2018, 08:35 AM.
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| Traskus | Jun 2 2017, 06:46 PM Post #14 | ||||||||||||||||||||||||
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Spitball Wizard
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![]() Weresnake/Nagah Replace the following: Wolf Form with Snake Form War Form with Azi Dahaka Lycan Resilience with Vasuki Resilience (Cosmetic) Sacred Hunt with Shed Skin Snake Form: In snake form, a Nagah loses their limbs and cannot use them and in exchange become on giant cording muscle. In snake form, a Nagah cannot speak, hold objects except to constrict them, or hear. They also gain the Amphibious and Crawler traits, -2 size, +1 wisdom, +1 dexterity, a bite natural weapon (1k1 R; melee, brawling; toxic), and +1k1 to all perception checks involving scent. They may also "see" heat with their scent. Azi Dahaka: A terror, a Nagah in their Azi Dahaka form is like an ophidian on steroids. In this form, a Nagah may only advance toward or attack an opponent. A Nagah must spend 1 Rage to enter this form and may only maintain this form for Constitution + Feral Heart rounds. While in Azi Dahaka form, the Nagah gains the Amphibious and Crawler traits, +1 Strength, , +1 Wisdom, and +1 Charisma. They also gain a bite natural weapon (2k1 R; melee, brawling; toxic) and a constrict natural weapon (1k2 I; brawling; snare). A Nagah's bite and constrict attacks in Azi Dahaka form count as magical and silver weapons. A Nagah must remove any armor before changing shape or else the straps break, dealing damage to the Nagah equal to the armor's AP and rendering the armor useless until repaired. Shed Skin: With this Gift, the Nagah can instantly shed their skin to escape their bonds like handcuffs and Snare properties as a half action. The Nagah may also spend a Rage as part of this power to escape Fire, Restraining, and Stunning. The shed skin is instantly regenerated. The Nagah discards all their equipment when shedding their skin and must re-equip it. Nagah Season Assets Spring The Kamakshi are in tune with spring's energies of renewal and rebirth, and thus gain powers of peace and healing - and reversing the path of healing. The Nagah may cast Heal as a spell-like ability, using Feral Heart in place of Healing ranks to cast. The toxic property of their bites has a TN of (5 * Feral Heart) to resist. Summer The summer auspice grants an affinity with fire, warmth, vigour, inspiration and even some trickery. The Nagah gains a breath weapon with the profile of a Flamer, usable once per scene at Feral Heart 1, twice at Feral Heart 3, and four times at Feral Heart 5. They may also cast Image as a spell-like ability, using Feral Heart in place of Illusion to cast. Vwishtash The most beautiful season of all, the auspice of Vwishtash has hardened the Nagah against fire and ash. The Nagah is immune to being on fire and any toxic effect that is resultant of breathing. If the Nagah loses hp from an E-type weapon, they regain 1 Rage per two hp lost in a single hit. Fall The autumn-born Kamsa's Gifts focus on regaining the esoteric power of their supposedly draconic ancestors. The Nagah may see through anything that isn't solid, denying it its usual effects against them. Fog, haze, the Blur spell, etc. They may also cast Charm Person as a spell-like ability, using Feral Heart in place of Enchantment to cast. Winter Nagah born to the winter auspice are particularly driven to the tasks at hand, and their Gifts reflect their determination. The Nagah's bite weapon is treated as silver. The Nagah's constrict weapon deals +1k1 damage and the Nagah gains the Bear Hug feat. Blunder The Blunder Nagah live in places of constant darkness and night, their snake forms growing larger out of more regular use. You gain +2 size while in snake form instead of losing 2 size. You may also speak and hear intelligibly in snake form. Revised Core Version |
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| Traskus | Jun 3 2017, 11:50 PM Post #15 | ||||||||||||||||||||||||
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Spitball Wizard
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![]() Werebull/Apis Replace the following: Wolf Form with Bull Form War Form with Dozer Form Lycan Resilience with Aurochs Resilience (Cosmetic) Spirit Sight with Asterios Charge Spirit Walk with Ariadne's Thread Sacred Hunt with Daedalus' Bypass Bull Form: Of course, in Bull Form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain a horn natural weapon (1k2 R or I; melee, brawling), the quadruped trait, +1 strength, +1 constitution, -2 intelligence, a raise when bull rushing, and +1k1 to intimidate tests as long as they don't try to speak. Dozer Form: A scene that gives many people nightmares, an Apis in Dozer Form is a behemoth of pure muscle. An Apis in Dozer Form may only make attack actions, move toward an opponent, or make Perception tests to smell out an opponent. An Apis must spend 1 Rage to enter Dozer form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Dozer Form, the Apis gains Stuff of Nightmares, +2 Strength, +2 Constitution, +2 Size, a raise when bull rushing, and a horn natural weapon (1k2 R or I; Melee, Brawling). An Apis' horns in Dozer form count as magical weapons. An Apis must remove any armor before changing shape or else the straps break, dealing damage to the Apis equal to the armor's AP and rendering the armor useless until repaired. Asterios Charge: When performing Bull Rush actions, you may make a single standard attack with your horn natural weapon as part of the Bull Rush. Ariadene's Thread: An Apis can perfectly recall any path they have traveled. The Apis may perform a six hour ritual (FH + Wisdom against TN 20, reduce time by 1 hour per raise, to a limit of 1), to know the correct path through any maze at its entrance. They also have perfect memory recall of mazes they have already navigated. Daedalus' Bypass: An Apis has become so adept at mazes, it's almost scary. The Apis may perform a six hour ritual (FH + Wisdom against TN 20, reduce time by 1 hour per raise, to a limit of 1), the Apis may create a portal from any point in any non-magical maze to any other point in that same maze. The Apis need not know the layout of the maze to do so. Apis Kin Assets Kin of Asterion The Minotaurs Chapter of Aasimar admire the true Minotaurs, and so became Apis. The Apis may cast Dedication using Feral Heart + Wisdom to cast and may reload ranged weapons while in Dozer Form. Kin of Bison The Kin of Bison train in the art of psycho power. The Apis gains a rank in the Evocation spell school and may advance it as part of their class. Their Bull and Dozer forms look like buffalo instead of bulls. Kin of Doombull Named for an ancient Minotaur warrior title, those who identify with the Doombulls destroy rank and file troops. When attacking a minion squad, each hit against the squad removes two from its size and each raise removes two more. A Doombull is never outnumbered in melee, regardless of how many opponents there are. Kin of Ghorgon Ghorgon are the type that get a flair for cannibalism and turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. As promised, the Apis in Dozer form gains +2 more size and has four arms and each of them have a scythe hand natural weapon (2k1 R PEN 3; melee, brawling, razor sharp). They can't hold anything or perform anything more complex than swiping or pushing motions with those hands, but by golly they're sharp. Revised Core Version Edited by Traskus, Oct 17 2017, 06:24 PM.
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| Scrapyard_Dragon | Aug 5 2017, 12:12 AM Post #16 | ||||||||||||||||||||||||
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![]() Samsa: Wereroaches Replace the Following: Wolf Form with Roach Form Warform with Ungeizifer Form Lycan Resilience with Roach Resilience Sacred Hunt with Nigh-Immortal Insect Roach Form: Obviously, in roach form the character cannot speak, manipulate all but the simplest of objects, or do other things most humans take for granted. However, they gain -3 to size (to a minimum of 1), -2 to strength, +1 to constitution, and Flyer(up to half their movement speed). In addition, the character's resilience is not lowered by the decrease in size. Any equipment is left behind and must be retrieved later (or carried by someone else). Ungeizifer Form: A Samsa in ungeizifer form may only make attack actions, move towards an opponent, or make full defense actions. A Samsa must spend 1 Rage to enter Ungeizifer Form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Ungeizifer form a Samsa gains Stuff of nightmares, Flyer(up to half their movement speed), +1 Resilience, +2 Constitution, and a Claw weapon (1k1 R; Melee; Brawling). A Samsa's claws while in Ungeizifer form count as magical weapons. A Samsa must remove any armor before entering Ungeizifer Form or else the straps break, dealing damage to the Samsa equal to the armor's AP and rendering the armor useless unless repaired. Roach Resilience: As Lycan resilience, but the AP gained is equal to twice their Feral Heart. Nigh-Immortal Insect: The first time you would die of critical damage to an arm or leg during a session, you instead loose the limb and are knocked unconscious. Lost limbs are regrown over 2d10-Feral Heart days. ![]() Samsa Strain Assets: Beetle: Beetles, roaches, both are durable bugs eh? But The mighty Beetle is a fighting bug. Instead of a roach you turn into a beetle, which is functionally the same except your size is reduced by 2 instead of 3. In addition, while is Beetle or Ungeizifer from, you gain a mandible natural weapon (2k2 R; Melee; Brawling). The mandible weapon counts as a magical weapon while in Ungeizifer form. Kyouhukou: Having Descended from the great roach king himself, you command a full swarm of roaches while shifted. When shifting into roach form you gain extra copies of yourself under your control equal to Twice your Feral heart minus 1 (at feral heart 1 there’d be 2 of you, 4 at feral heart 2, etc). When one of you shifts, the others disappear. La Cucaracha: Named after a pit-fighter who was named after an old human song, this strain embodies what cockroaches are known above all else for. your resilience is increased by 1 and Roach resilience adds an extra 2 AP Pheromosa: A strain of samsa who thought living in the abyss was a good idea. Their descendants have adapted to be faster than everything in there that wanted to kill them. Your roach and Ungeizifer forms Have flyer equal to twice your movement speed, and increase Dexterity instead of Constitution. Your Ungeizifer form may make All-out attack actions instead of full defense actions. Revised werewolf edition: Spoiler: click to toggle
Edited by Scrapyard_Dragon, Jun 19 2018, 07:12 PM.
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| Traskus | Aug 19 2017, 02:44 PM Post #17 | ||||||||||||||||||||||||
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Spitball Wizard
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![]() Nuwisha/Werecoyotes Replace the following: Wolf form with coyote form (cosmetic) War form with Manabozho form Lycan Resilience with Latrani Intuition Silver Bane with Skinwalker Fast Healing with Trickster's Skin Sacred Hunt with Spirit Contact Manabozho form: Not truly scary or creepy, a Nuwisha in Manabozho form is still an unsettling sight. A Nuwisha must spend a Rage to enter Manabozho form, and may only maintain it for Constitution + Feral Heart rounds. While in Manabozho form, the Nuwisha gains Phasing, Dexterity +2, Wisdom +1, Strength +1, gains a Claw natural weapon (1k1 R; melee, brawling) and a bite natural weapon (2k1 R; melee, brawling). A Nuwisha's bite and claws in Manabozho form count as magical weapons. A Nuwisha must remove any armor before changing shape or else the straps break, dealing damage to the Nuwisha equal to the armor's AP and rendering the armor useless until repaired. If the Nuwisha would become corporeal while inside of a solid object, they can spend another Rage and a Half Action to safely enter a nearby non-occupied space. Otherwise they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m. Latrani Intuition: A Nuwisha gains Aura equal to their Feral Heart + Constitution in Coyote form and Manabozho form and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Nuwisha suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Nuwisha may spend Rage to recover hit points in combat as a free action. The Aura gained from Latrani Intuition does not stack with worn sources of aura. Skinwalker: Coyote angered Luna in the past, and your shifting has suffered for it. A Nuwisha must spend a Rage to shift into their base form from coyote or manabozho form. If the Nuwisha ever runs out of Rage, they must assume coyote form until it replenishes. Trickster's Skin: The Nuisha may cast the Disguise spell, using Feral Heart + Wisdom to cast. If the disguise is of a nearby person, they may take on the image of the Nuwisha for the duration of the spell. This spell may only be cast in the Nuwisha's base form, and ends if the Nuwisha enters coyote form or Manabozho form. Spirit Contact: By performing a six hour ritual (on average), the Nuwisha may make contact with an individual located in the Umbra. They can talk to the individual, make deals, ask it questions, etc. and even take its appearance if the individual allows it. Nuwisha Song Assets Song of Assimilation Countless Nuwisha have had to explain they didn't mean it in that sense. It just means you can blend in pretty well. Gain the Protocol and Research feats. Succeeding the rolls these feats outline also allows the Nuwisha to take on the mannerisms, language, and slang of the area for the next day, plus one day per raise. Song of the Emperor's Clothes The technique of disrobing, taught by Coyote himself. Once per turn, the Nuwisha may spend a Rage and full action to perform a Larceny + Wisdom roll against a target's static defense to steal one article of non-artifact clothing or gear from them, even if that would normally be impossible (like say, taking their armor off during a fist bump). The Nuwisha must touch the target to perform this technique, and if two raises are gained on the roll the target isn't even aware of something being missing. Song of Forbidden Words The Nuwisha may forbid a certain topic from being spoken. For all the things it can be used for, it's mostly to keep family gatherings from becoming violent. The Nuwisha may touch a target and perform a Feral Heart + Fellowship roll against the target's Mental Defense. If passed, the target may not say a single, specific word for the next day, plus one day per raise. If the target attempts to say the word, they instead vomit up vermin. Song of Rage You know, most people become Nuwisha to avoid the rage of most changing breeds. Gain the Frenzy and Battle Rage feats. At Feral Heart 3, your Manabohzo form gains the Stuff of Nightmares trait. Song of Kokopeli The Nuwisha may sing and calm the hearts of others. Of course, this usually has the effect of pissing people off. A Nuwisha may perform a full action Performer + Wisdom roll to end any and all temporary characteristic-changing effects (frenzy, shapeshifting, transhuman potential, spells, etc.) within 25m if the roll is higher than the mental defense of the targets. This effect may be maintained as long as the Nuwisha spends a full action each turn singing, in which case such characteristic-changing effects cannot be triggered again. ![]() Revised Core Edition
Edited by Traskus, Nov 19 2017, 04:20 PM.
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| Scrapyard_Dragon | Sep 8 2017, 08:50 AM Post #18 | ||||||||||||||||||||||||
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![]() Megakaryote aka Were-amoebas aka Luna's snot Replace the following Lycan resilience with Cellular resilience (cosmetic) Silver bane with Fragile core: as silver bane, but it also applies to hits to the gizzards while in protozoic form. Replace wolf form and warform with Protozoic form: The hero must spend a rage to shift to or from Protozoic form. While in Protozoic form, the hero cannot speak or perform fine manipulation, they take a -1k1 penalty to perception rolls, and reduce their speed by 4. In exchange, they gain a Pseudopod weapon (1k1 I; melee; brawling; toxic) that deals an extra +0k1 damage to grappled targets, as well as extra hit points equal to their constitution, +2 strength, +1 constitution, and the ability to squeeze through small spaces with ease. While in protozoic form all your hit locations redirect to the body except for the gizzards. Sacred hunt with Megatosis: As a full action that provokes, the were-amoeba may halve their max hp and size (round down) to create a copy of themselves under their control. You both use the same initiative and have a telepathic connection. So long as either survive, the were amoeba survives. If either of you die or you reunite, your size and max hp return to normal, though only after 2d10-Feral Heart days in the case of the former. You can only divide or reunite while in Protozoic form, and your current hit points are combined when reuniting. ![]() Were-amoeba composition assets: Buzz blob: the toxic property on your Pseudopod weapon is replaced with shocking, and melee attackers using metal weapons or unarmed attacks against you must also roll against shocking while you are in protozoic form. Blast jelly: Spend a hit point to use your Pseudopod weapon as a ranged weapon with a range of Feral heart*10 meters. Attacks made this way gain Blast(1) at Feral heart 3. Rubber soul: some slimes are more moldable than others, you yourself being able to reshape your normal appearance. you may make a disguise test at any time with +1k1 bonus as a full action, and your Pseudopod weapon gains Flexible. Mudpuppy: You may use your Pseudopod weapon while in your normal form, and while in protozoic form the toxic TN is increased by 5. Blood slime: Whenever your Pseudopod weapon damages an organic target, you regain one hit point. You may consume up to 3xFeral Heart size of dead or inanimate organic material to regain hit points equal to the amount of size consumed as a full action. Revised Werewolf edition Spoiler: click to toggle
Edited by Scrapyard_Dragon, Dec 8 2017, 12:04 AM.
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| Scrapyard_Dragon | Oct 18 2017, 03:43 PM Post #19 | ||||||||||||||||||||||||
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![]() Gozuki: Werehorse Replace the Following: Wolf form with Horse form Warform with Nuckelavee form Lycan resilience with Equine resilience (cosmetic) Silver bane with River bane Sacred hunt with Devil's second thoughts Horse form: In horse Form the character can't speak, manipulate most objects, or do other things most humans take for granted. However, they gain a hoof natural weapon (1k1 I; melee; brawling; unwieldly), the quadruped trait, +1 strength, and +1 size Nuckelavee form: A skinless humanoid fused onto the back of a horse, a Gozuki in Nuckelavee form strikes terror into all who see it. Gozuki in Nuckelavee form may only attack or move towards an opponent. A Gozuki must spend 1 rage to enter Nuckelavee form and may only maintain it for a number of rounds equal to her Constitution+Feral Heart. While in Nuckelavee form a Gozuki gains Quadruped, Fear with a rating equal to half her feral heart (round up), +2 size, +2 str, +1 Con, a hoof natural weapon (1k1 I; Melee; brawling; unwieldly), and a claw natural weapon (1k2 R; Melee; Brawling) River bane: As Silver bane, but it also applies to Hydromancy spells and other water based attacks. Devil's second thoughts: A second head means you can concentrate on more things. You gain an extra half action in Nuckelavee form. ![]() Gozuki rider assets: Conquest: The steeds of conquest are the masters of control and domination, both of themselves and others. Add your Feral Heart as a static bonus to command & intimidate rolls, and you are not limited to the actions you can take in Nuckelavee form. War: The steeds of war charge into battle alight with a burning lust for bloodshed. Your unarmed attacks and natural weapons gain +1k0 damage and the incendiary property Famine: The steeds of famine sap the energy of mortals and exalted alike with their presence. Whenever you spend a rage for any purpose (or just to activate this ability, though thats a bit of a waste) you may select one target within Feral Heart*2 meters. that target looses one resource point, or gains a point of fatigue if they have no resource points (be it lacking any to begin with or otherwise). Death: The steeds of death carry with them fell magics that give them sway over the dead. You begin play with a free rank in Necromancy, and may purchase ranks in Necromancy as if it appeared on your class track. You also begin play with the undead trait
Edited by Scrapyard_Dragon, Nov 7 2017, 02:24 PM.
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| Scrapyard_Dragon | Dec 28 2017, 12:06 AM Post #20 | ||||||||||||||||||||||||
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Werepyre (v2)- Version 1 (and fluff) over here if you're interested![]() Resource Stat: Bloodrage. The Werepyre has a maximum Bloodrage equal to their Feral Heart+Willpower+Composure Replace the following: Lycan Resilience with Undead Resilience (as per vampire) Silver Bane with Blood Dependency (as per vampire) Shifting: As before, though both forms gain flyer equal to your movement speed. Your Warform gains sunlight weakness, but may also avoid and attempt to escape sunlight. Rather than either form gaining a second bite weapon, Your bite gains +1k0 damage while in Warform. Spirit tongue with Abomination: Begin play with Enemy (Vampires & Werewolves), 1 Minor Derangement, 10 Insanity points, and Speak language (spirits). You count as both a Vampire & a Werewolf, substituting Blood Potency with Feral Heart, and Rage & Vitae with Bloodrage. Fast Healing with Auspex (as per vampire) Quick Shift with Feral Potency: Once per scene, you may spend 3 Bloodrage as a half action to increase your physical characteristics by 1 each for the rest of the Werepyre Hybrid Assets: Werepsyer: A magical entity, such as a reincarnating soul or a daemon, has bonded with you. Gain a free rank in Necromancy or Transmutation. You may purchase ranks of the chosen magical school as if it appeared in your class progression. When casting spells of either school you may spend Bloodrage to gain a +1k0 bonus to the focus power test per Bloodrage spent. Cyberpyre: Deep within your body lie cutting-edge bionic blueprints. You gain Armor Plating equal to your Feral heart while in Wolf or Warform. The AP stacks with worn armor (if you can somehow avoid breaking it) Solarpyre: The god of mercy cannot "cure" you, but his light can dull the hunger. You loose an additional Bloodrage per day, but you may regain 1 Bloodrage for every hour you spend basking in the light of a natural sun. Your Warform does not have sunlight weakness Dracopyre: The blood of dragons flows through your twisted veins. Choose a blood quickening. The chosen blood quickening is applied to your Warform, minus the characteristic bonus. Apply the claw bonus to your Warform's claw weapon, and substitute breath with Bloodrage Werasite: Another carnivorous beast has taken root within you, empowering you at the cost of what little humanity you had left. You take a -2k1 penalty to social rolls (except intimidation), but your natural weapons deal an additional +1k1 damage in warform. Revised core edition/might as well go all the way now
Edited by Scrapyard_Dragon, Dec 29 2017, 01:12 PM.
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