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Core Rulebook Exaltations - Revised; Because Sacred Cows are the best to Slaughter
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Topic Started: May 21 2017, 11:50 PM (5,222 Views)
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Username
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May 24 2017, 07:23 PM
Post #41
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I think the current phrasing for Blood Dependency reword could use some rewording - Quote:
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Blood Dependency - A vampire must spend 1 Vitae every day in order to remain active. If they choose not to, or can't, they lapse into a coma. Vampires gain a Bite weapon (1k1 R; Melee; Brawling). The vampire may choose to drain one resource point of blood from a bitten victim per round, each Vitae taken inflicting a wound. A vampire may also, of course, feed from a willing target. A vampire who is unconscious or in a coma may be fed blood by another. As it stands it seems as though when you bite someone you can choose to inflict 1 extra wound for free to get that resource back, similar to Tearing. I different phrasing may be better:
Blood Dependency - A vampire must spend 1 Vitae every day in order to remain active. If they choose not to, or can't, they lapse into a coma. Vampires gain a Bite weapon (1k1 R; Melee; Brawling). The vampire may choose to drain one resource point of blood from a bitten victim, so long as the bite has inflicted at least 1 wound. A vampire may also, of course, feed from a willing or helpless target with each resource point of blood drained inflicting 1 wound to the target. A vampire who is unconscious or in a coma may be fed blood by another.
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weredrago2
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May 24 2017, 07:27 PM
Post #42
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He Who Posts Too Much
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Here's my current suggestion for Sacred Hunt and the new Werewolf capstone.
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****Sacred Hunt - By performing six hour ritual (FH + Wisdom against TN 20, reduce time by 1 hour per raise, to a limit of 1), a Werewolf may hunt and kill a superlative example of a particular animal. You can only hunt animals that can be found in a given area. Once they have completed the hunt and tasted the heart's blood of their prey, they may assume the form of that animal (including any scars and distinguishing marks) by spending one Rage and then Shifting. In an animal's form, you have access to all of their natural abilities.
*****Unstoppable Juggernaut Incarnation - In Warform, a Werewolf may spend 1 Rage to ignore the damage of an attack that would cause a killing blow.
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Traskus
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May 24 2017, 09:18 PM
Post #43
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Spitball Wizard
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A fast healing revision to simplify wording and include the Sacred Hunt animal.
Fast Healing: The werewolf heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, silver, or magic. Critical damage is healed more slowly, recovering only one point per hour.
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MHG
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May 30 2017, 04:58 AM
Post #44
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Unregistered
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I redid all the book one Exalts.
Atlantean - Magical Aptitude
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Magical Aptitude: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression he possesses. Whenever an Atlantean rolls for Psychic Phenomena, they may roll twice and choose to have either or both effects occur.
No changes. - Prestidigitation
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Prestidigitation: The character may preform minor magical tricks. As a half action they may do any of the following: * Move up to 1 pound of material * Create a harmless sensory effect, like a shower of sparks, faint music, or an odor. * Color, clean, or soil small items. * Instantly light small (Torch, candle, small campfire) fires. * Chill, warm, or flavor up to 1 pound of nonliving material.
No changes. - Past Lives
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Past Lives: Atlanteans gain the feat Jack of All Trades. They also begin play with Speak Language (Syrneth).
This has already been suggested here, so I won't go over it again. - Paradox
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Paradox: Whenever an Atlantean spends a Mote, he gains 1 paradox. The only way to regain spent motes is to eliminate the paradox caused by their use. There are two ways to Unravel a point of paradox and change it back into a mote. The safe way is to spend an hour in meditation to bleed out the excess warp taint in a fairly dramatic but safe way - ghostly images, a shower of sparks, heatless flame, or so forth. The fast way is to spend a free action and roll for Psychic Phenomena, converting one paradox back into one mote. While the Hero has paradox, keeping a 9 on any die when making a magic Test forces the character to unravel one paradox immediately, the fast way - and multiple 9s stack if the character has more than one paradox.
This is just added for clarity. - Gnosis
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POWER STAT: GNOSIS The Gnosis of an Atlantean is a combination of several factors. First, the awakening memories within them coming alive, memories of that first age blooming in their minds and carrying with them training and techniques that have been lost to time. Of course, secondly, there is the soul within them growing in power. The Syrneth were known for their talents with magic, and this was not just because of their extensive knowledge, but because of a well of power within them that Atlanteans also share. While Atlanteans never really become inhuman, they do tend to withdraw from their societies over time, becoming more reclusive as they feel alienated by others. Resource Stat: Motes. The character has maximum Motes equal to double their Gnosis score, plus their choice of Intelligence or Charisma. Once made, this choice is permanent.
Atlanteans had a boatload of resources. This tones it back and also lets you focus on the stat you want to focus on, rather than feeling obligated to raise both. - Ancient Style
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* Ancient Style - The vague memories of the atlantean's past can greatly influence his present. Some know ancient fighting styles, lost spells, or even fashion and style. Choose any three skills. You may go to six dots in those skills and gain a bonus specialty (Syrneth) in each.
Unchanged - Empower Spell
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** Empower Spell - by spending 1 Mote per rank added, the Hero may Push a Spell without increasing the result of their Psychic Phenomenon roll. They may also spend 1 Mote per die in order to raise a Fettered Spell's dicepool, up to a maximum of the spell's unmodified Unfettered dicepool.
Empower Spell is now an augmentation of the Push mechanic. In addition to keeping it in line with what other Exalts can do, it also makes being Unsanctioned worth considering. At greater cost, you can also just have a spell go off with no fuss, though it will be at normal strength. - Mastery
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*** Mastery - You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
The name is changed so as not to be confused with the Paragon Power Stat. - Maximize Spell
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**** Maximize Spell - Before casting any spell, the Hero may spend a number of motes up to their Gnosis. For each mote spent, one die in a spell's Magic check is counted as a 7.
This is a downgrade in the dice that can be changed and the number it is changed to. Still a very strong ability. - Quicken Spell
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***** Quicken Spell - The Hero may spend 2 Motes on their turn to gain an additional Half Action, which may only be used for Focus Power tests made to cast spells of Rank 3 or below.
This is a nerf across the board to an extremely broken ability. The new Quicken Spell is more expensive and has limits on what you can do with it. I believe it to be worth every Mote, even in this state.
Chosen - Prayer Strip
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Prayer Strip - A Chosen may, when preforming the ritual to restore his or her favor, choose to create a Prayer Strip. A Chosen may only create one Prayer Strip per day, and may have a number equal to their Faith in existence at any time. A Prayer Strip may used at any time as though it was a point of the Chosen's Favor (including all special modifiers such as from Demigod), and may be used by anyone holding it as long as the Chosen considers them an ally. If the Chosen is holding a Prayer Strip and they make an Alignment Check, they may add a bonus to that check equal to their Faith.
Conviction is gone. It was nothing but XP sink. Prayer Strip is now a base ability. It also serves the function of Leeway while at the same time discouraging the use of Prayer Strips as disposable favor batteries (at least for a level or two). - Divine Power
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Divine Power: The Chosen may spend a Favor to replace any one rolled die with their Devotion (if their devotion is 10, the die does not explode). The Chosen may also choose to expend as many Prayer Strips as they wish to replace another rolled die at a rate of 1 Strip per die replaced, to a maximum of their Faith - 1 (minimum 1 extra die). They may not use this power on Alignment Checks.
Divine Power was outshined by most die replacement abilities in that you could only ever change one die. A Chosen with max Devotion and max Faith could burn all their Prayer Strips to make absolutely sure a roll succeeded. Unlike the old version of Maximize Spell, however, Prayer Strips are much more precious and harder to replace than a Mote. It's unlikely you will see that unless a Chosen is choosing their battle and prepares wisely. - Living on a Prayer
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Living on a Prayer: If another creature is holding a Prayer Strip and the Chosen considers them an ally, the Chosen can spend 1 Favor to grant that character access to one of the Chosen's Faith Powers for the rest of the scene. The Chosen can also spend 1 Favor to grant the recipient the benefit of Divine Power or any of the universal resource options. If an ability calls for Devotion, use the Chosen's Devotion.
The Chosen is your friend, he can make you better. Chosen tended to horde all their Prayer Strips for themselves, and why wouldn't they? Bonus Favor. Now a Chosen has a choice between extra power for themselves, or more power for the team. - Faith
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POWER STAT: FAITH The Faith that a Chosen has is different from the type of the average person. Where the typical believer has only prayer, the Chosen have blessings sent down directly, and visibly, from their patrons. They enjoy a level of power that few can match thanks to this Faith. While their abilities may not seem flashy, they're undeniable and extremely powerful and versatile. Resource Stat: Favor. The Chosen may perform a special ritual once per day which restores all of their favor. This ritual takes ONE HOUR to complete. Alternatively, the Chosen can draw deeply from their spirit for a small portion of favor. A number of times per day equal to half their Devotion, a Chosen may attempt an Alignment Check as a free action on their turn. Success on this roll restores 1 point of favor, but failure carries no penalty. The maximum favor a Chosen can have is equal to his Devotion plus his Faith.
The ritual for regaining Faith is defined, very similar to the Atlantean's meditation. Since Chosen are now somewhat discouraged from using their Prayer Strips as favor batteries, they have an option to test to restore Favor quickly. - Overbeing
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* Overbeing - A Chosen is protected against hostile spells and magical effects. They gain Aura equal to double their Faith.
Unchanged, but see synergy with Living on a Prayer. - Divine Protection
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** Divine Protection - The first time in each round that you would receive critical damage, you may roll 1d10. If you roll under your Devotion, prevent that critical damage.
Unchanged, but see synergy with Living on a Prayer. - Redeemed
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*** Redeemed: As long as you have at least 2 Faith, you are never in danger of death. Whenever you would burn a Hero Point to survive, you may instead permanently lose 1 Faith. You may buy it again as normal. You can also choose to use this ability on behalf of an ally holding a Prayer Strip. In addition to losing Faith, the Prayer Strip is destroyed.
This ability was useless when you got it originally. Now you get it at a stage in the game where you can actually use it, and its function has been expanded. - Trial of Faith
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**** Trial of Faith - Whenever a Chosen fails a test made that can have dangerous consequences (that's most tests made in combat, as well as some other tests like climb tests when the fall could hurt, tense diplomatic negotiations, or whatever else the SM deems appropriate), the Chosen may recover Favor equal to half their Faith + 1. The Chosen can only recover Favor once per scene this way. This Power may not be shared with Living on a Prayer.
At the stage in the game when you originally got this, keeping a 1 on a roll was not that big of a penalty in exchange for regaining a Favor. In light of this and with the new, faster way of regaining Favor, this has been reduced to a small, once-per-scene bump on a failed test. - Demigod
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***** Demigod - A Chosen does not have to trust to luck. A Chosen makes their OWN luck. Rather than adding +1k0 to a roll when spending a Favor, the Chosen simply adds 10 to the result.
Unchanged, but synergy with Living on a Prayer.
Daemonhost - Demonic Tutor
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Demonic Tutor: You begin play with one free rank in any Magical School. You may purchase ranks in this magical school as if it appeared in your class progression.
Unchanged - Unholy Might
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Unholy Might: By spending 1 Essence , you can cast a Fettered Spell as if it were Unfettered. Additionally, you can spend 1 Essence when casting an Unfettered Spell or Pushing a spell to roll twice on the Psychic Phenomenon table and keep either result.
Unlike Atlanteans, Daemonhosts can cast normal strength spells safely. They're less adept at controlling the extremes of magical power. - Rejected by Creation
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Rejected by Creation: Whenever a Daemonhost spends Essence, he gains Resonance. The only way to regain spent Essence is to eliminate the Resonance caused by its use, stabilizing it with life force. The Daemonhost can wait for what remains of their mortal soul to cleanse their taint, converting one Resonance back into Essence at the same rate as their natural, unaided healing rate. Resonance Eruptions are a faster method for removing Resonance, and are made as a free action. The Hero loses one hit point, converts one Resonance back into Essence, and can repeat this action if he has any Resonance remaining. While the Hero has Resonance, a 9 on any die when making a magic Test forces the character to cause a Resonance Eruption immediately unless the Daemonhost passes a TN 10+(3xArcanoi) Willpower Test. (Multiple 9s stack!)
A Daemonhost doesn't have many safe options for recovering quickly. They do have a new option, but it is very, slow. - Feeding
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Feeding: A Daemonhost may feed on the living to fuel his power. By consuming the life force of a living creature, the Daemonhost may recharge their horrid abilities. Daemonhosts gain a Drain weapon (1k1 [R or I chosen at character creation]; Melee; Brawling); your Drain weapon can be anything that makes sense to you like a bite for drinking blood or a grasp that sucks the soul. Each time the Daemonhost inflicts at least one wound with their Drain weapon, they convert one Resonance back into Essence. If a Daemonhost is feeding on a helpless or willing target they may choose to feed gently; the Daemonhost can choose to inflict only one wound per attack and leave almost no mark.
The rate at which Essence is restored is altered, and you can choose to have an impact weapon if you don't want to bite. - Quote:
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POWER STAT: ARCANOI As the Daemonhost increases in power, the Daemon draws more power out of the Warp and into the real world. This pervasive wrongness that warps and empowers the Daemon is their Arcanoi. As a Daemonhost's Arcanoi grows, they begin to warp away from their previous forms, often taking on unnatural coloration, growing horns or claws, having their eyes become flat black or begin glowing, and so forth. Daemonhosts are hard to categorize in any simple way. They can be beautiful, terrible, or anything in-between.
Resource Stat: Essence. The character begins play with Essence equal to double their Arcanoi, plus their choice of Willpower or Charisma. Once made, this choice is permanent.
This is essentially the same change as in Atlantean. - Inhuman Toughness
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* Inhuman Toughness - Daemonhosts gain extra HP and AP to their Arcanoi + 1. The AP gained from Inhuman Toughness does not stack with worn armor. However, the Daemonhost also reduces their Resilience by 1 when taking damage from silver weapons.
Extra HP and some slowly scaling natural armor replace one of the most busted features in the game. The Daemonhost now also has a small vulnerability to silver, replacing the old silver penetration effect. - Unnatural Characteristics
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** Unnatural Characteristics - Choose any characteristic. Daemonhosts may raise their chosen characteristic to 6.
I would argue that this power is basically unchanged, since most tables never saw a player raise more than two stats to 6, max. However, here it is. - Scorn Earth
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*** Scorn Earth - You no longer need to touch the ground of creation, holding yourself above it with your massive power. A Daemonhost may hover at will, using a free action on their turn to take flight, allowing them to move at their normal speed in all three dimensions.
Mostly unchanged. The only real difference is that you can only begin flying on your turn. No more being immune to a lot of forced movement. - Quote:
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**** Not Of This World – When you first take Critical Damage, you can spend 1 Essence as a free action to ignore its effects for the rest of the scene. If you take Critical Damage again before your Critical Damage is healed, you can use this power again by spending the original cost, plus an additional Essence for each instance of Critical Damage. You can not spend Essence to ignore being killed.
This is mostly a personal change. I tend to dislike completely being able to disregard Critical Damage unless it has some strings attached. - Black Miracle
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***** Black Miracle - Killing a Daemonhost at this level of power merely forces the Daemon inside back into the warp for a short time. Unless a ritual is preformed to prevent it (and a Daemonhost can burn Hero points to foil this ritual) the Daemonhost simply reforms later, spending one week for every point of Resonance they have in the warp before finding a new vessel. The new vessel characteristics and abilities are identical to the old one, as the vessel mutates to accommodate the daemon. At the player's option, the Daemonhost's appearance can stay the same or change entirely.
Unchanged.
Paragon - Destiny
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Destiny: A paragon begins play with 2 additional Hero points.
Unchanged. - Statuesque
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Statuesque: Each race gives a choice of +1 to two or more Characteristics. Choose one of those Characteristics you have not chosen before. You gain +1 to that stat.
Unchanged. - Flash
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Flash: You are never surprised and are aware of every attack that is directed at you. This counts as Dangersense for all purposes.
Counts as Dangersense. Common suggestion, which is good. - Perfection
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Perfection: You gain one feat of your choice. This feat need not appear on your class list, but it must appear on the class list for a Level 1 class and you must meet all other prerequisites for this feat. You also gain one asset of your choice.
This is changed because some races just have absolute ass for racial feats, which means that this could have been a practically wasted feature. There were suggestions to shift it to an Exalt asset, but all Paragons were just gonna take High Pressure anyway. This now functions as a build-enabler, letting you grab the feat or asset that you want/need to make your character work at level 1. - Excellence
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POWER STAT: EXCELLENCE When a Paragon sets his mind to something, it can be very difficult to oppose him. Each one has a dominating presence, a pressure that gives them an edge against every one else. Others can feel it, a psychic force radiating from them and crushing resistance. It's said that some very powerful Paragons can actually move things with their minds, see the future, and preform all sorts of tricks - without using any magic at all. Resource Stat: Action Points. You have a number of Action Points equal to your Level + Excellence. They are regained at the beginning of every session. You also recover 1 Action Point whenever you perform a 2-die stunt.
Start with your recovery mechanic instead of waiting for level 2. - Be A Man
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* Be a Man - At the beginning of each scene and at the start of each of your turns, you gain a number of Pressure Points equal to (Excellence x 5). If you are in Narrative time, you gain Pressure Points once every five minutes. You may use these points to modify any skill or characteristic roll directly - spending one point improves the final total of the roll by 1. You may spend any number of these points per round, using all of them in a single roll if you wish. Whenever you fail a test, spend a Hero Point, or lose one or more Hit Points, you recover (Excellence x 3) Pressure Points. You can hold up to (Excellence x 5) Pressure points at any time. Any extra points are lost.
This is one of the biggest changes. Until late game, Pressure was only used to break ties, and building Pressure involved a lot of beancounting and waiting. Often, you'd lose track of how much pressure you were supposed to have because you weren't tracking everyone's resources. Now Pressure restores every round, you have more of it, and the recovery triggers are things that you do, so get out there and spend it! - Swift as the Coursing River
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** Swift as the Coursing River - You have a number of bonus Reactions per round equal to half your Excellence.
This is another part of the "Do More" initiative on Paragon. Do more with your turns, take more risks. Don't play blandly. - All the Force of a Great Typhoon
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*** All the Force of a Great Typhoon - You may spend 1 Action point as a Free Action to increase a characteristic of your choice by 1 until the end of your next turn. You can spend as many Action Points you wish, but each characteristic can only be increased once by this power.
I've seen suggestions to let Paragons just buy statistics to 6. I prefer this method, which lets them shore up even their weaker characteristics in a pinch. - Strength of a Raging Fire
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**** Strength of a Raging Fire - While stunting, your dice explode on a roll of 9 or 10 instead of just 10.
Unchanged. - Mysterious as the Dark Side of the Moon
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***** Mysterious as the Dark Side of the Moon - You can spend Action Points as if they were Hero Points. You may not burn Action Points to cheat death.
The old capstone was very specific and weird and nobody ever used it. This is useful, giving you many more uses of things everyone likes.
Promethean PROMETHEAN - Living Construct
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Living Construct: A Promethean is immune to Fatigue, Poison, and Disease. They are not subject to the same frailties as their fleshy companions. They also have no need to Eat, Drink, Sleep, or Breathe though they can still do so if they want. Because a Promethean has a Pyros Reactor instead of a heart, they cannot benefit from a Bionic Heart or any of the artifact versions.
Unchanged. - Refitting
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Refitting: A Promethean doesn't heal naturally over time. A Promethean must be repaired. Repairing a Promethean takes a Craft + Int Test. The TN for this Test is 15 if the Promethean is lightly wounded, 20 if heavily wounded, and 25 if the Promethean has taken critical damage. A successful Test recovers 1 Hit Point per Generation and takes one hour. A Promethean cannot spend Pyros to heal Hit Points. If a Promethean loses limbs or their body is destroyed, they can be repaired rather than replaced. Repairing a destroyed limb or body requires making Craft + Int tests against TN 25, each test taking one day. After five successful tests have been made, the Promethean's limb is rebuilt.
Unchanged. - Disquiet
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Disquiet: A Promethean generates an aura of subtle wrongness. Non-Exalts treat their Disposition toward the Promethean as being one level lower than it normally is. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
Disquiet strongly discouraged social Prometheans, and if I can't have japanese robot idols I don't want to live on this planet anymore. - Superlative Construction
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Superlative Constitution: A Promethean doesn't suffer Critical Damage like others. It's extremely difficult to kill one. Even critical damage won't necessarily kill them. Each of their limbs tracks critical damage separately. They do not use the Critical charts for damage, but instead suffer a -1k0 penalty to all tests for every 2 points of total Critical Damage. If a limb has 5 or more points of Critical Damage, it is destroyed. If the damage is to the gizzards, where their Pyros Reactor is located, the Promethean is killed. Other limbs being destroyed merely results in the loss of said limb. If the Body or Head is destroyed, the Promethean is knocked unconscious until he is repaired.
It was basically impossible to even slow down a Promethean, even if they were one hit away from death. This emphasized Called Shots even more against Prometheans, which gets old real fuckin fast. There's now a slow building penalty for taking massive amounts of critical damage. It's still far, far less penalizing than what others have to deal with. - Generation
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POWER STAT: GENERATION As a Promethean's Generation increases, he swaps out older equipment with newer gear. Most Prometheans must return to their place of birth in order to increase their Generation, despite spending XP. As their generation goes up, most Prometheans also become more and more ornate in appearance, with extra components and gadgets being added over time. Every ability, spell, and feat a Promethean has might well come from these installed components.
Resource Stat: Pyros. The Prometheans regain one Pyros per hour as their internal reservoirs of magical essence generate power. Whenever a Promethean suffers damage from a source that deals E-type damage, they recover 1 spent Pyros for every hit point they lose from that attack to a maximum of their Generation. They can hold Pyros equal to three times their Generation.
Recharge from level one. Because it is gained early, it has a limit built in. - Integrated Systems
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* Integrated Systems - A Promethean has integrated armor equal to his Generation +3. As with other armor, this does not stack with armor worn over it, but only the better armor is used. A Promethean may choose to treat any armor proficiency on his class lists as being optional feats. The Promethean can also integrate a number of weapons into his body equal to his Generation. These weapons are effectively concealed and can't be found by a normal search. He can draw them as a free action.
This is the old Rank 1 and 2 features rolled up. Neither one of them was particularly strong or interesting, so I just lumped them together. - 6 Billion Dollar Man
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** 6 Billion Dollar Man - The Promethean gains a Promethean Asset of their choice if they don't already have one. In addition, any integrated weapons they possess increase their quality by one step, to a maximum of Best Quality. This quality increase comes from the Promethean's support systems, and removing the weapon reverts its quality back to its original state.
This not only frees up assets at chargen, it also gives the Promethean the ability to buy junk weapons to have swappable loadouts without much of a performance hit. - Transhuman Potential
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*** Transhuman Potential - A Promethean may spend 1 Pyros as a Free Action to increase his Physical, Social, or Mental characteristics by 2 for one turn.
While the top level of performance is definitely decreased in this version, each Pyros gives more power. I consider this more of a side-grade than a downgrade. - Overclock
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**** Overclock - In a crisis, the Promethean can Overclock as a free action. This restores one point of Pyros and can be repeated as much as the Promethean wishes. There are two downsides to Overclocking. The first downside is that every time a Promethean Overclocks, they must wait an additional hour before their Pyros will recover. In essence, Overclocking allows the Promethean to borrow Pyros from later and use it now. A Promethean can safely Overclock a number of times in any scene equal to half their Generation. If they exceed this amount, the Promethean gains a level of fatigue for each point of Pyros they recover. Overclocking again before this Fatigue has cleared will automatically cause another level of Fatigue. This is the only way a Promethean can suffer Fatigue normally, and it represents their systems being taxed beyond their limits.
Overclock is a new method for regaining Pyros that puts the power back into the player's hands and lets Prometheans compete in fast paced sessions where there would normally be no downtime to recover. - Limit Release
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***** Limit Release - The Promethean can disengage all the safeties on his Pyros Reactor for a massive surge in power. As a Free Action on his turn, the Promethean gains +2 dots to all physical characteristics, increases his Resilience by 1, and ignores any penalties from accumulated Critical Damage until the end of the scene. Integrated weapons deal an additional +1k1 damage and can deal E damage if they don't already. At the end of the scene, the Promethean must spend an amount of Pyros equal to the number of Rounds he spent in this form + 1. If the Promethean does not have enough Pyros remaining to pay this cost, then they must Overclock until they either fall unconscious or have enough to meet the cost.
This is another side-grade rather than a nerf. While you no longer double your size and you must pay a cost, you also may use it more than once per day, ignore the Critical Damage penalties, and can make any weapon an energy weapon.
Vampire VAMPIRE - Old Money
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Old Money - A Vampire begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Unchanged. - Undead Resilience
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Undead Resilience - A Vampire has the Undead trait and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. Impact and Rending damage that would otherwise kill a vampire merely leaves them unconscious. And since a vampire doesn't breathe and has no heartbeat, this may lead a careless opponent to think they've finished him off. A vampire in this condition will remain unconscious until they spend enough blood to heal their Critical Damage past the point where they would have been fatal.
Unchanged. - Sunlight Weakness
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Sunlight Weakness - A vampire exposed to sunlight may not spend safely spend Vitae. If the exposed vampire spends Vitae for any reason, they begin to automatically lose 1 Hit Point per round they're exposed to sunlight (this applies retroactively to the current scene!). Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect a vampire, though they'll no doubt be quite uncomfortable.
A little bit of leeway was given for vampires and sunlight. - Flush of Life
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Flush of Life - A vampire may gain the benefits of the spell Flush of Life by spending 1 Vitae. No roll is needed.
Quality of (un)life and fluff. - Blood Dependency
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Blood Dependency - A vampire must spend 1 Vitae every day in order to remain active. If they choose not to, or can't, they lapse into a coma. Vampires gain a Drain weapon (1k1 R; Melee; Brawling). For most vampires, this is a bite, but there are as many strains of vampires as there are stars. The vampire may choose to drain one resource point of blood from a victim, so long as the Drain weapon inflicts at least 1 wound. A vampire may also, of course, feed from a willing or helpless target with each resource point of blood drained inflicting 1 wound to the target. Minions only ever yield one Vitae per group, no matter how large the group. A vampire who is unconscious or in a coma may be fed blood by another.
Altered the rate of blood recovery. The bite has been expanded into a drain weapon, but functions the same. - Blood Potency
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POWER STAT: BLOOD POTENCY Blood Potency is a measure of how strongly the blood of Khaine resonates within the vampire. It gives a vampire most of their iconic powers - the ability to see in the dark, to inspire fear, superhuman speed and strength, and finally the power to control minds. When a vampire increases their Blood Potency, it means they are drawing farther and farther away from the mortality they once had. While a vampire with low blood potency can easily pass for a mortal (if a pale one), one with high blood potency will find it more difficult as they become more corpse-like. A vampire that cares much for their appearance often finds it difficult to connect to the undead power within them, though there are exceptions - for every shriveled corpse, there is a beautiful, seductive vampiress. Resource Stat: Vitae - A vampire's maximum Vitae are equal to five times his Blood Potency.
Unchanged. - Auspex & Majesty
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* Auspex & Majesty - The Hero can see in the dark and gains a +1k0 bonus to perception tests. Additionally, they can use Charm Person as the spell, using (Blood Potency or 3, whichever is higher) + Charisma instead of the normal magic test.
This begins the new trend of Vampires getting to do Vampire Things, even if they're not a sorcerer. - Dread & Obfuscate
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** Dread & Obfuscate - The Hero may spend 1 Vitae to gain Fear 1 until the end of the scene. Additionally, they may use Invisibility as the spell, using (Blood Potency or 3, whichever is higher) + Intelligence instead of the normal magic test.
See above. More tricks for you. - Celerity & Create Spawn
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*** Celerity & Create Spawn - The Hero may spend 1 Vitae to gain an extra half action on their turn. You may only gain 1 extra action this way. Additionally, the Hero may use Raise Dead as the spell, using Blood Potency + Intelligence instead of the normal magic test.
Even though you can't repeat actions, there's a lot of bullshit a Vampire can get down to with the original Celerity. There's also a new trick at this level if you're interested. - Potence & Obtenebration
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**** Potence & Obtenebration- The Hero may spend 1 Vitae to increase his Strength by 1 until the end of the scene. This power stacks with itself, up to a maximum of +3 Strength. Additionally, the Hero may use Blink as the spell by spending 1 Vitae. When used in this manner, the spell always succeeds and no roll is needed.
Potence's extremely low cost and long duration made little sense. Vampires have the resources to spend, so they may now use as little or as much as they want, up to their old limit. There's also a new power at this level too. - Dominate & Mist Form
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***** Dominate & Mist Form - The Hero may use Dominate as the spell, using Blood Potency + Charisma instead of the normal Magic Test. Additionally, when you cast Charm Person through the Auspex & Majesty ability, you no longer need to spend Vitae to activate the effect. Lastly when you Move, Run, or Shift, you can spend 1 Vitae to grant yourself Phasing for the duration of your movement. If you end your movement inside an object, you are immediately shunted in a random direction outside the object and take falling damage, using the your total movement as the fall height.
Charm Person upgrades so that you'll bother to use it when you can Dominate. In addition, you get a mobility enhancing option. I think it's fun.
Werewolf WEREWOLF - Shifting
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Shifting - The most obvious power of the Werewolf is the ability to change shape. As a full action, the werewolf may change into one of two forms or back again - a normal-sized wolf and a massive half-wolf half-man warform. The Werewolf may also spend 1 Rage to Shift as a half action instead. Shifting absorbs the Werewolf's armor and other equipment, rendering it useless while transformed. The Werewolf can choose to not absorb any hand-held equipment when they shift, but their new form must be capable of using it.
Improved shifting. Really, nothing more needs to be said. - Wolf form
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Wolf form: Obviously, in wolf 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, +2 to Dexterity, and a Bite weapon (1k1 R; Melee; Brawling).
Wolf form loses the size change. Honestly, you were unlikely to use this form as it is and wolves are actually fairly large, beefy animals. - Warform
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Warform: A horror, a werewolf in Warform is a massively destructive force. A Werewolf in Warform must attack or move closer to an enemy on each of their turns. A Werewolf in Warform need not take suicidal actions, such as attempting to jump over an impassable pit to attack a foe. If circumstances would demand a Werewolf make some non-aggressive action in pursuit of their prey (such as attempting to free themselves from a trap), the Werewolf must make the attempt at half their normal dicepool. A Werewolf may maintain Warform for a number of rounds equal to their Feral Heart + 2. While in warform, the werewolf gains Strength +2, Resilience +1 , Constitution +2, gains a Claw natural weapon and a Bite natural weapon (Both are 2k2 R; Melee; Brawling), and ignores the effects of Critical Damage unless that damage would kill them. A werewolf's bite and claws in warform count as magical weapons
. The restrictions on actions have been somewhat lessened and the change to size is now translated into its actual change to your Resilience. The bite and claw are given the same damage values. Stuff of Nightmares has been replaced by the ability to ignore Critical Damage. Don't get me wrong, Stuff of Nightmares is great, but it was perhaps a bit overkill in how it shuts down all sorts of status effects that ought to be viable. - Lycan Resilience
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Lycan Resilience - A Werewolf gains Armor Points equal to their Feral Heart + 2 in their base and wolf form. This protection increases to Feral Heart + 4 in Warform and they may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a werewolf suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume their base form until they regenerate all critical damage. A werewolf may spend Rage to recover Hit Points in combat as a free action. The AP gained from Lycan Resilience does not stack with other sources of armor.
All forms now have some value of natural armor and the amount is increased over the baseline. - Spirit Sight
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Spirit Sight - The werewolf may see into the spirit world, viewing the local umbra. This requires making a Feral Heart + Wisdom check to activate, and lasts until deactivated or the end of the scene. By viewing the local umbra, the werewolf may see any lingering magical auras and traces of major events that have taken place there.. The werewolf begins play with the feat Speak Language (Spirits).
This has become a base power. No other changes. - Silver Bane
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Silver Bane - A Werewolf halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Silver is more damaging overall. Live on the edge! - Feral Heart
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POWER STAT: FERAL HEART Feral Heart is the measure of just how close the character is to the ancient and wild power within him. The higher the measure of the character's Feral Heart, the more they become like a wolf themselves, cunning and instinctual. Their connection to the spirit world also grows more solid, until they can actually enter the Umbra on their own. As a Werewolf increases his Feral Heart, his tribemates typically give him more tattoos (or he inks his own body) describing the great deeds he has accomplished.
Resource Stat: Rage. A werewolf regains Rage equal to their Feral Heart at the beginning of each combat. The Werewolf completely recovers their Rage when the moon (or moons, or local equivalent) rises. A Werewolf calculates their maximum Rage as Feral Heart + (Wisdom or Composure x 2). Once a Werewolf has chosen which characteristic to base their Rage on, that choice is permanent.
Daily recovery is better, and now Werewolves have a choice about which stats to raise for Rage. - Fast Healing
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* Fast Healing - The werewolf heals 1 Hit Point per round while in Warform, as long as that wound was not caused by E, X, silver, or magic. The werewolf also gains the Hardy feat.
Fast Healing is now restricted to Warform, but remember that Wolf form now has armor to compensate. The bonus feat is an apology to the loss of healing in wolf form. - Dalu Form
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** Dalu Form - Achieving mastery over their own shifting, the Werewolf gains a new form to transform into: the Dalu form. The Werewolf must spend 1 Rage to enter Dalu form, but this transformation lasts until the end of the scene. In this form, the Werewolf brings some of the Warform's gifts to bear without losing their mind to frenzy. The Werewolf gains +1 to their Strength, Dexterity, and Resilience, and they also gain a Claw weapon (2k1 R; Melee; Brawling). Unlike Warform, the Werewolf may continue to use any and all of their equipment and their actions are not dictated by the Warform's needs.
This is essentially a base form upgrade. The big thing is being able to use all your equipment with some of the warform perks. - Quick Shift & Spirit Walk
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*** Quick Shift & Spirit Walk - The werewolf may shift into one of their forms as a half action without spending Rage, and as a free action by spending 1 Rage. Additionally, by making a Feral Heart + Wisdom check (Typically against TN 20, though this varies depending on the area), the werewolf may attempt to enter the Umbra through a reflective surface. Anyone touching the werewolf may come along. The Umbra is a dangerous place, a rough parallel to the real world but infested with spirits and daemons.
Quick Shift gets a small buff and Spirit Walk is almost unchanged. You should be familiar with these. - Urshul Form
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**** Urshul Form - The Werewolf learns the form of apex hunter, the giant wolf Urshul. They must spend 1 Rage to enter Urshul form, but this transformation lasts until the end of the scene. Urshul form has all the limitations of Wolf Form, but gains the following modifiers instead: the werewolf gains +1k1 to all perception checks, +2 to Dexterity and Strength, +1 Resilience, and they gain a Bite weapon (2k2 R; Melee; Brawling).
And the Wolf form upgrade. - Sacred Hunt
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***** Sacred Hunt - By performing a one hour ritual, a Werewolf may designate a specific, individual creature they have clear knowledge of as their Quarry. This grants a number of benefits. First, for the next 24 hours the Werewolf's dice explode on a 9 or a 10 on any roll made to locate or bring down their Quarry. Second, the Werewolf can spend 1 Rage while in Dalu, Urshul, Wolf, and Warform to grant their Bite or Claw weapons Tearing for one turn. The hunt is considered complete when the Quarry has been either killed or rendered unable to fight. If the Werewolf fails to kill or disable their Quarry within 24 hours, they must wait for one lunar cycle (about a month) before they may attempt it on the same target. If the werewolf kills their Quarry, they can taste the heart's blood of that creature. From that time on, they may assume the form of that precise creature (including scars and distinguishing marks) by spending one point of Rage and then Shifting. The Werewolf's characteristics and skills remain the same, but they gain access to any unusual forms of movement or senses, such as flight or darksight. A Werewolf may only have one Sacred Hunt active at any given time.
Let's take Sacred Hunt which nobody used and combine it with Favored Enemy. A match made in dog hell.
Obviously, assets will need to be reworked to better fit the new Exalts. But whatever, that can come later.
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MHG
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May 30 2017, 08:13 PM
Post #45
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Yo, I registered. Hit me with your best shot, zetaboards.
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Nobody Important
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May 30 2017, 08:21 PM
Post #46
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- MHG
- May 30 2017, 08:13 PM
Yo, I registered. Hit me with your best shot, zetaboards. ... Why? And what for?
Edit: Ah, I see. You were our unregistered guest.
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roko10
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May 31 2017, 10:57 AM
Post #47
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- Disquiet
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Disquiet: A Promethean generates an aura of subtle wrongness. Non-Exalts treat their Disposition toward the Promethean as being one level lower than it normally is. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
MHG, you do know that Wordwrought Iron and Rolexium exist for social Prometheans? If anything, this just seems like a nerfbat to the face, considering now people automatically dislike/hate you for being (half) robot instead of being a bit creeped out when you talk to them.
Other than that, the edits seem mostly fine.
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Traskus
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May 31 2017, 11:06 AM
Post #48
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Spitball Wizard
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- roko10
- May 31 2017, 10:57 AM
- Disquiet
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Disquiet: A Promethean generates an aura of subtle wrongness. Non-Exalts treat their Disposition toward the Promethean as being one level lower than it normally is. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
MHG, you do know that Wordwrought Iron and Rolexium exist for social Prometheans? If anything, this just seems like a nerfbat to the face, considering now people automatically dislike/hate you for being (half) robot instead of being a bit creeped out when you talk to them. Other than that, the edits seem mostly fine. We are explicitly ignoring all existing homebrew material for these revisions. Those materials have no relevance to this thread.
Sorry if you didn't know.
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MHG
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May 31 2017, 03:44 PM
Post #49
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- roko10
- May 31 2017, 10:57 AM
- Disquiet
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Disquiet: A Promethean generates an aura of subtle wrongness. Non-Exalts treat their Disposition toward the Promethean as being one level lower than it normally is. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
MHG, you do know that Wordwrought Iron and Rolexium exist for social Prometheans? If anything, this just seems like a nerfbat to the face, considering now people automatically dislike/hate you for being (half) robot instead of being a bit creeped out when you talk to them. Other than that, the edits seem mostly fine. If most people are Indifferent, then lowering their Disposition to Unfriendly results in a modifier of 0. It's more difficult to get them to the Helpful stage, which is what you really want, but only because you have to shift their disposition another step.
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MHG
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May 31 2017, 11:33 PM
Post #50
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Last edit. Moving to core. Everything subject to change.
Atlantean - Magical Aptitude
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Magical Aptitude: You begin play with one free rank in any Magical School. The character may purchase ranks in that Magical School as if they appeared in any class progression he possesses. Whenever an Atlantean rolls for Psychic Phenomena, they may roll twice and choose to have either or both effects occur.
- Prestidigitation
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Prestidigitation: The character may preform minor magical tricks. As a half action they may do any of the following: * Move up to 1 pound of material * Create a harmless sensory effect, like a shower of sparks, faint music, or an odor. * Color, clean, or soil small items. * Instantly light small (Torch, candle, small campfire) fires. * Chill, warm, or flavor up to 1 pound of nonliving material.
- Past Lives
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Past Lives: Atlanteans gain the feat Jack of All Trades. They also begin play with Speak Language (Syrneth).
- Paradox
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Paradox: Whenever an Atlantean spends a Mote, he gains 1 paradox. The only way to regain spent motes is to eliminate the paradox caused by their use. There are two ways to Unravel a point of paradox and change it back into a mote. The safe way is to spend an hour in meditation to bleed out the excess warp taint in a fairly dramatic but safe way - ghostly images, a shower of sparks, heatless flame, or so forth. The fast way is to spend a free action and roll for Psychic Phenomena, converting one paradox back into one mote. While the Hero has paradox, keeping a 9 on any die when making a magic Test forces the character to unravel one paradox immediately, the fast way - and multiple 9s stack if the character has more than one paradox.
- Gnosis
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POWER STAT: GNOSIS The Gnosis of an Atlantean is a combination of several factors. First, the awakening memories within them coming alive, memories of that first age blooming in their minds and carrying with them training and techniques that have been lost to time. Of course, secondly, there is the soul within them growing in power. The Syrneth were known for their talents with magic, and this was not just because of their extensive knowledge, but because of a well of power within them that Atlanteans also share. While Atlanteans never really become inhuman, they do tend to withdraw from their societies over time, becoming more reclusive as they feel alienated by others. Resource Stat: Motes. The character has maximum Motes equal to double their Gnosis score, plus the greater of their Intelligence or Charisma. If they are tied, the player may choose which characteristic to use. Once made, this choice is permanent..
- Ancient Style
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* Ancient Style - The vague memories of the atlantean's past can greatly influence his present. Some know ancient fighting styles, lost spells, or even fashion and style. Choose any three skills. You may go to six dots in those skills and gain a bonus specialty (Syrneth) in each.
- Empower Spell
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** Empower Spell - The Exalt may spend 1 Mote when Pushing a spell to either increase or decrease their modifier on their Psychic Phenomenon roll by 5. They may spend as many Motes as they wish on this effect. They may also spend 1 Mote per die in order to raise a Fettered Spell's dicepool, up to a maximum of the spell's unmodified Unfettered dicepool.
- Mastery
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*** Mastery - You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
- Enhance Spell
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**** Enhance Spell - Before casting any spell, the Hero may spend a number of motes up to their Gnosis. For each mote spent, one die in a spell's Magic check is counted as a 7.
- Quicken Spell
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***** Quicken Spell - The Hero may spend 1 Mote on their turn to reduce the Action needed for a Focus Power Test by one step.
- Atlantean Caste Aspects
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Dawn Caste The Dawn Caste were soldiers in the old Syrneth empire, and still have that training. Whenever the Hero spends a Mote for any effect (or just to activate this, though it's a bit of a waste), for the remainder of the Scene he gains +2k0 to all Ballistics, Brawl, Intimidate, and Weaponry rolls. This does not stack with itself if the Hero spends multiple Motes. Zenith Caste The Syrneth Zenith caste were priest-kings, prophets, and mystics in their empire. Whenever the Hero spends a Mote for any effect (or just to activate this though, again, a bit of a waste), he gains a bonus to his MD equal to twice his Gnosis for the rest of the scene. Furthermore, he reduces damage done to him before any other calculations by his Gnosis rating until the end of the round. These effects do not stack with themselves if the Hero spends multiple motes. Twilight Caste The Twilight Caste were once scholars, sorcerers, and craftsmen. The Hero gains Aura equal to his Gnosis and may spend 1 Mote to gain a 3k0 bonus to a Dodge or Parry test. This does not stack with itself if the Hero spends multiple motes. Night Caste Once the spies, assassins, and thieves of the Syrneth, they retain their abilities to be subtle in surprising ways. The Hero gains the Unremarkable Feat. By spending 1 Mote, observers cannot tell the caster of the next spell used by the character - it seems to come out of thin air. Eclipse Caste The Eclipse caste were once the very public face of the Syrneth, diplomats and bureaucrats. By spending 1 or more Motes, the Hero creates a binding oath. If the oathsworn individual breaks their oath, they suffer terrible luck, automatically failing at a critical moment. This repeats once for every mote spent by the Hero, plus once for every point of the Hero's Gnosis.
Chosen - Prayer Strip
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Prayer Strip - A Chosen may, when preforming the ritual to restore his or her favor, choose to create a Prayer Strip. A Chosen may only create one Prayer Strip per day, and may have a number equal to their Faith in existence at any time. A Prayer Strip may used at any time as though it was a point of the Chosen's Favor (including all special modifiers such as from Demigod), and may be used by anyone holding it as long as the Chosen considers them an ally. If the Chosen is holding a Prayer Strip and they make an Alignment Check, they may add a bonus to that check equal to their Faith.
- Divine Power
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Divine Power: The Chosen may spend a Favor to replace any one rolled die with their Devotion (if their devotion is 10, the die does not explode). The Chosen may also choose to expend as many Prayer Strips as they wish to replace another rolled die at a rate of 1 Strip per die replaced, to a maximum of their Faith - 1 (minimum 1 extra die). They may not use this power on Alignment Checks. - Living on a Prayer
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Living on a Prayer: If another creature is holding a Prayer Strip and the Chosen considers them an ally, the Chosen can spend 1 Favor to grant the recipient the benefit of Divine Power or any of the universal resource options. If an ability calls for Devotion, use the Chosen's Devotion.
- Faith
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POWER STAT: FAITH The Faith that a Chosen has is different from the type of the average person. Where the typical believer has only prayer, the Chosen have blessings sent down directly, and visibly, from their patrons. They enjoy a level of power that few can match thanks to this Faith. While their abilities may not seem flashy, they're undeniable and extremely powerful and versatile. Resource Stat: Favor. The Chosen may perform a special ritual once per day which restores all of their favor. This ritual takes fifteen minutes to complete. Alternatively, the Chosen can draw deeply from their spirit for a small portion of favor. A number of times per day equal to half their Devotion, a Chosen may attempt an Alignment Check as a free action on their turn. Success on this roll restores 1 point of favor, but failure carries no penalty. The maximum favor a Chosen can have is equal to his Devotion plus his Faith. - Overbeing
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* Overbeing - A Chosen is protected against hostile spells and magical effects. They gain Aura equal to double their Faith. - Divine Protection
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** Divine Protection - The first time in each round that you would receive critical damage, you may roll 1d10. If you roll under your Devotion, prevent that critical damage.
- Redeemed
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*** Redeemed: As long as you have at least 2 Faith, you are never in danger of death. Whenever you would burn a Hero Point to survive, you may instead permanently lose 1 Devotion. You may buy it again as normal. You can also choose to use this ability on behalf of an ally holding a Prayer Strip. In addition to losing Devotion, the Prayer Strip is destroyed. - Trial of Faith
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**** Trial of Faith - Whenever a Chosen fails a test made that can have dangerous consequences (that's most tests made in combat, as well as some other tests like climb tests when the fall could hurt, tense diplomatic negotiations, or whatever else the SM deems appropriate), the Chosen may recover 2 Favor. The Chosen can only recover Favor once per scene this way. This Power may not be shared with Living on a Prayer.
- Demigod
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***** Demigod - A Chosen does not have to trust to luck. A Chosen makes their OWN luck. Rather than adding +1k0 to a roll when spending a Favor, the Chosen simply adds 10 to the result.
- Chosen Mark Assets
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Mark of Acererak Acererak allows his followers to subsist only on faith and magic. You do not need to eat, sleep, or breathe as long as you have 1 or more favor. Mark of Bahamut Bahamut's chosen have a presence and voice that carries over others. You gain a free raise on Command, Intimidate, and Persuasion checks. Mark of Corellon Corellon is a god of excellence. He can extend, if not that excellence, at least a buffer away from the greatest failure. You may reroll any 1s that you roll on any roll where you've spent Favor. Mark of Cuthbert You know what Cuthbert hates? Criminals. And there's no faster way to bring them to justice than to do it yourself. You may spend a Favor to grant the Snare property to attacks against targets you know have committed a crime. Your SM has final arbitration on what the word "know" means. Mark of Khorne Khorne wants you to Be Aggressive. After making a charge or an all-out attack, you may spend 2 favor to make an extra basic attack. You can never learn magic. Choose a Sword School. You gain a free rank in that school and may always advance that School as if it was part of your class. Mark of Luna Luna is an everchanging goddess with as many faces as there are moons in the Great Wheel. She gives her followers the gift of change. By spending 1 favor and 1 Hero point, you may duplicate the effects of any other Mark. You may use that effect until the end of the scene. Mark of Malal There are many who call Malal a team-killing bastard. That's not inaccurate. Attacks made against neutral or allied targets deal +1k1 damage. Mark of Moradin Moradin doesn't want his chosen to take shit from anyone, so he makes sure they have the best of what they have. By spending 1 Favor, you may touch an item and increase its quality by one step until the end of the scene. Mark of Nurgle Nurgle can protect you. Well, protect is the wrong word. You'll still get hurt. You'll just care less. Ignore effects of critical damage until it equals or exceeds your Faith. Mark of Pelor Pelor, as the god of the furnace of light and stars, allows you to shine like starlight. You may produce bright light at will as though from a Torch. You may also may also cast beams of burning sunlight from your Mark, making attacks with the same profile as a Laspistol. By spending 1 Favor the Mark can be overloaded and used to produce an attack that uses the same profile as a plasma pistol shot. Mark of The Raven The Raven Queen's chosen give true death to their enemies. Any creature that is reduced to 5 critical damage by your attacks is killed unless they burn a Hero point, even if they would normally not be in danger of death (for example, using R damage to a vampire). Mark of Slaanesh Slaanesh is great for party tricks. And turning tricks. You may spend a favor to alter your appearance to another member of your race (typically an ideal form) for the duration of the scene. You gain +2k0 to all seduction attempts. Mark of Sigmar Sigmar lets you protect others by making the ones who would hurt them very sorry about it. Gain +0k1 to damage rolls made against targets that damaged one of your allies in its last action. Mark of Tzeentch Tzeentch gives his followers skill with magic. That includes you. You may spend a Favor to re-roll a failed Focus Power test. Mark of Vectron Vectron only cares about worship. And to him, the best kind of worship is the kind where you praise him by name a lot. You may regain 1 favor per scene by loudly praising Vectron for something within the hearing of others.
Daemonhost - Demonic Tutor
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Demonic Tutor: You begin play with one free rank in any Magical School. You may purchase ranks in this magical school as if it appeared in your class progression.
- Unholy Might
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Unholy Might: By spending 1 Essence , you can cast a Fettered Spell as if it were Unfettered. Additionally, you can spend 1 Essence when casting an Unfettered Spell or Pushing a spell to roll twice on the Psychic Phenomenon table and keep either result. - Rejected by Creation
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Rejected by Creation: Whenever a Daemonhost spends Essence, he gains Resonance. The only way to regain spent Essence is to eliminate the Resonance caused by its use, stabilizing it with life force. The Daemonhost can wait for what remains of their mortal soul to cleanse their taint, converting one Resonance back into Essence at the same rate as their natural, unaided healing rate. Resonance Eruptions are a faster method for removing Resonance, and are made as a free action. The Hero loses one hit point, converts one Resonance back into Essence, and can repeat this action if he has any Resonance remaining. While the Hero has Resonance, a 9 on any die when making a magic Test forces the character to cause a Resonance Eruption immediately unless the Daemonhost passes a TN 10+(3xArcanoi) Willpower Test. (Multiple 9s stack!)
- Feeding
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Feeding: A Daemonhost may feed on the living to fuel his power. By consuming the life force of a living creature, the Daemonhost may recharge their horrid abilities. Daemonhosts gain a Drain weapon (1k1 [R or I chosen at character creation]; Melee; Brawling); your Drain weapon can be anything that makes sense to you like a bite for drinking blood or a grasp that sucks the soul. Each time the Daemonhost inflicts at least one wound with their Drain weapon, they convert one Resonance back into Essence. If a Daemonhost is feeding on a helpless or willing target they may choose to feed gently; the Daemonhost can choose to inflict only one wound per attack and leave almost no mark. - Quote:
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POWER STAT: ARCANOI As the Daemonhost increases in power, the Daemon draws more power out of the Warp and into the real world. This pervasive wrongness that warps and empowers the Daemon is their Arcanoi. As a Daemonhost's Arcanoi grows, they begin to warp away from their previous forms, often taking on unnatural coloration, growing horns or claws, having their eyes become flat black or begin glowing, and so forth. Daemonhosts are hard to categorize in any simple way. They can be beautiful, terrible, or anything in-between.
Resource Stat: Essence. The character begins play with Essence equal to double their Arcanoi, plus the greater of their Willpower or Charisma. If they are tied, the player may choose which characteristic to use. Once made, this choice is permanent.
- Inhuman Toughness
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* Inhuman Toughness - Daemonhosts gain extra HP and AP to their Arcanoi + 1. The AP gained from Inhuman Toughness does not stack with worn armor. However, the Daemonhost also reduces their Resilience by 1 when taking damage from silver weapons. - Unnatural Characteristics
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** Unnatural Characteristics - Choose any characteristic. Daemonhosts may raise their chosen characteristic to 6. - Scorn Earth
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*** Scorn Earth - You no longer need to touch the ground of creation, holding yourself above it with your massive power. A Daemonhost may hover at will, using a free action on their turn to take flight, allowing them to move at their normal speed in all three dimensions. - Quote:
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**** Not Of This World – When you first take Critical Damage, you can spend 1 Essence as a free action to ignore its effects for the rest of the scene. If you take Critical Damage again before your Critical Damage is healed, you can use this power again by spending the original cost, plus an additional Essence for each instance of Critical Damage. You can not spend Essence to ignore being killed.
- Black Miracle
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***** Black Miracle - Killing a Daemonhost at this level of power merely forces the Daemon inside back into the warp for a short time. Unless a ritual is preformed to prevent it (and a Daemonhost can burn Hero points to foil this ritual) the Daemonhost simply reforms later, spending one week for every point of Resonance they have in the warp before finding a new vessel. The new vessel characteristics and abilities are identical to the old one, as the vessel mutates to accommodate the daemon. At the player's option, the Daemonhost's appearance can stay the same or change entirely.
- Daemonhost Sin Assets
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Desire You are able to sense the desires of those around you. You get a general idea of a person's emotions using this spell. Make an Arcanoi + Charisma test against the target's Mental Defense. If your test succeeds, you can detect more specific thoughts. If you get a number of raises equal to the target's Willpower, you can get the answer to a single question - assuming the target knows the answer. If he doesn't, or is misinformed, you'll just get the wrong answer he has. Whenever you tempt someone into an act of lust, you may convert a point of Resonance back into Essence. Hunger A terrible hunger feeds you. You may feed not only on the living, but the recently dead, gaining one Essence from eating a corpse (which must have been killed in the last hour and is still raw). Whenever you convince someone to do something they normally wouldn't purely for material gain, you may convert a point of Resonance back into Essence. Pride You cannot stand being second best. You add Arcanoi as a static bonus to all opposed Tests and whenever opponents are ganging up on you, you add your Arcanoi as a static bonus to hit them. Whenever you defeat someone at something they consider themselves good at (even if you cheat), you may convert a point of Resonance back into Essence. Rage When you are enraged, which is pretty much all the time, you literally burn with anger. Gain a static bonus to melee damage equal to your Arcanoi and you may choose for your attacks to deal E-type damage. But the rage within you burns hot, and you've got a short fuse. Whenever you provoke someone into violence when they would not otherwise act, you may convert a point of Resonance back into Essence. Sloth You can't be bothered to move quickly, even pain doesn't motivate you much. However, getting yourself motivated to do anything is particularly difficult. Reduce all damage dealt to you by your Arcanoi before other calculations. Whenever you convince someone not to act when they otherwise would, you may convert a point of Resonance back into Essence.
Paragon - Destiny
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Destiny: A paragon begins play with 2 additional Hero points. - Statuesque
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Statuesque: Each race gives a choice of +1 to two or more Characteristics. Choose one of those Characteristics you have not chosen before. You gain +1 to that stat. - Flash
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Flash: You are never surprised and are aware of every attack that is directed at you. This counts as Dangersense for all purposes.
- Perfection
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Perfection: You gain one feat of your choice. This feat need not appear on your class list, but it must appear on the class list for a Level 1 class and you must meet all other prerequisites for this feat. You also gain one asset of your choice. - Excellence
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POWER STAT: EXCELLENCE When a Paragon sets his mind to something, it can be very difficult to oppose him. Each one has a dominating presence, a pressure that gives them an edge against every one else. Others can feel it, a psychic force radiating from them and crushing resistance. It's said that some very powerful Paragons can actually move things with their minds, see the future, and preform all sorts of tricks - without using any magic at all. Resource Stat: Action Points. You have a number of Action Points equal to your Level + Excellence. They are regained at the beginning of every session. You also recover 1 Action Point whenever you perform a 2-die stunt. - Be A Man
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* Be a Man - At the beginning of each scene and at the start of each of your turns, you gain a number of Pressure Points equal to (Excellence x 5). If you are in Narrative time, you gain Pressure Points once every five minutes. You may use these points to modify any skill or characteristic roll directly - spending one point improves the final total of the roll by 1. You may spend any number of these points per round, using all of them in a single roll if you wish. Whenever you fail a test, spend a Hero Point, or lose one or more Hit Points, you recover (Excellence x 3) Pressure Points. You can hold up to (Excellence x 5) Pressure points at any time. Any extra points are lost.
- Swift as the Coursing River
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** Swift as the Coursing River - You have a number of bonus Reactions per round equal to half your Excellence.
- All the Force of a Great Typhoon
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*** All the Force of a Great Typhoon - You may spend 1 Action point as a Free Action to increase a characteristic of your choice by 1 until the end of your next turn. You can spend as many Action Points you wish, but each characteristic can only be increased once by this power. - Strength of a Raging Fire
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**** Strength of a Raging Fire - While stunting, your dice explode on a roll of 9 or 10 instead of just 10.
- Mysterious as the Dark Side of the Moon
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***** Mysterious as the Dark Side of the Moon - You can spend Action Points to gain any of the generic Hero Point effects. You may not burn Action Points to cheat death, nor may you use Action Points for any Feat or other ability that requires Hero Points.
- Paragon Assets
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Action Hero You gain 1 additional Action Point at the beginning of the session. At the beginning of each combat, recover 1 spent action point. If you have not spent any action points this session, you don't gain an extra action point. Legendary Trait One of the Paragon's Characteristics may be purchased up to rank 6. This ability is always considered to be available to improve as if it appeared in your class. This Asset may be taken multiple times, and can be purchased after character creation as long as the character is in a Class that has the chosen Characteristic as one of its Class Characteristics. Martial Prodigy Gain a rank in any Sword School, Gun Kata or Magic School. You may purchase ranks in it as if it was part of your class. Preorder Bonus Gain 3 extra points of Backgrounds to be spent however you wish.
Promethean PROMETHEAN - Living Construct
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Living Construct: A Promethean is immune to Fatigue, Poison, and Disease. They are not subject to the same frailties as their fleshy companions. They also have no need to Eat, Drink, Sleep, or Breathe though they can still do so if they want. Because a Promethean has a Pyros Reactor instead of a heart, they cannot benefit from a Bionic Heart or any of the artifact versions. - Refitting
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Refitting: A Promethean doesn't heal naturally over time. A Promethean must be repaired. Repairing a Promethean takes a Craft + Int Test. The TN for this Test is 15 if the Promethean is lightly wounded, 20 if heavily wounded, and 25 if the Promethean has taken critical damage. A successful Test recovers 1 Hit Point per Generation and takes one hour. A Promethean cannot spend Pyros to heal Hit Points. If a Promethean loses limbs or their body is destroyed, they can be repaired rather than replaced. Repairing a destroyed limb or body requires making Craft + Int tests against TN 25, each test taking one day. After five successful tests have been made, the Promethean's limb is rebuilt.
- Disquiet
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Disquiet: A Promethean generates an aura of subtle wrongness. Non-Exalts treat their Disposition toward the Promethean as being one level lower than it normally is. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect. - Superlative Construction
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Superlative Constitution: A Promethean doesn't suffer Critical Damage like others. It's extremely difficult to kill one. Even critical damage won't necessarily kill them. Each of their limbs tracks critical damage separately. They do not use the Critical charts for damage, but instead suffer a -1k0 penalty to all tests for every 2 points of total Critical Damage. If a limb has 5 or more points of Critical Damage, it is destroyed. If the damage is to the gizzards, where their Pyros Reactor is located, the Promethean is killed. Other limbs being destroyed merely results in the loss of said limb. If the Body or Head is destroyed, the Promethean is knocked unconscious until he is repaired. - Generation
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POWER STAT: GENERATION As a Promethean's Generation increases, he swaps out older equipment with newer gear. Most Prometheans must return to their place of birth in order to increase their Generation, despite spending XP. As their generation goes up, most Prometheans also become more and more ornate in appearance, with extra components and gadgets being added over time. Every ability, spell, and feat a Promethean has might well come from these installed components.
Resource Stat: Pyros. The Prometheans regain one Pyros per hour as their internal reservoirs of magical essence generate power. Whenever a Promethean suffers damage from a source that deals E-type damage, they recover 1 spent Pyros for every hit point they lose from that attack to a maximum of their Generation. They can hold Pyros equal to three times their Generation. - Integrated Systems
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* Integrated Systems - A Promethean has integrated armor equal to his Generation +3. AP gained from Integrated Systems does not stack with AP gained from any other source. A Promethean may choose to treat any armor proficiency on his class lists as being optional feats. The Promethean can also integrate a number of weapons into his body equal to his Generation. These weapons are effectively concealed and can't be found by a normal search. He can draw them as a free action. - 6 Billion Dollar Man
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** 6 Billion Dollar Man - The Promethean gains a Promethean Asset of their choice if they don't already have one. In addition, any integrated weapons they possess increase their quality by one step, to a maximum of Best Quality. This quality increase comes from the Promethean's support systems, and removing the weapon reverts its quality back to its original state. - Transhuman Potential
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*** Transhuman Potential - A Promethean may spend 1 Pyros as a Free Action to increase his Physical, Social, or Mental characteristics by 2 for one turn. This ability does not stack with itself. - Overclock
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**** Overclock - In a crisis, the Promethean can Overclock as a free action. This restores one point of Pyros and can be repeated as much as the Promethean wishes. There are two downsides to Overclocking. The first downside is that every time a Promethean Overclocks, they must wait an additional hour before their Pyros will recover. In essence, Overclocking allows the Promethean to borrow Pyros from later and use it now. A Promethean can safely Overclock twice per scene. If they exceed this amount, the Promethean gains a level of fatigue for each point of Pyros they recover. Overclocking again before this Fatigue has cleared will automatically cause another level of Fatigue. This is the only way a Promethean can suffer Fatigue normally, and it represents their systems being taxed beyond their limits. - Limit Release
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***** Limit Release - The Promethean can disengage all the safeties on his Pyros Reactor for a massive surge in power. As a Free Action on his turn, the Promethean gains +2 dots to all physical characteristics, increases his Resilience by 1, and ignores any penalties from accumulated Critical Damage until the end of the scene. Integrated weapons deal an additional +1k1 damage and can deal E damage if they don't already. At the end of the scene, the Promethean must spend an amount of Pyros equal to the number of Rounds he spent in this form + 1. If the Promethean does not have enough Pyros remaining to pay this cost, then they must Overclock until they either fall unconscious or have enough to meet the cost.
- Promethean Metal Assets
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Orichalcum Orichalcum is a mystical golden metal that enhances the effects of spent Pyros. For every two rolled die you add to a roll by spending pyros, add an additional kept die. Mithril Mithril is silvery and clean, glowing in moonlight. It lends the speed of quicksilver to Prometheans made of it. Spend a Pyros to take a full action as a half action. Darksteel Darksteel is, perhaps, the strongest metal there is, a heavy black material that is almost impossible to shape. Double the AP granted to you by Integrated Systems. Your integrated armor is heavy, even for you, and has a Max Dex of 3 and inflicts a penalty to your Static Defense equal to your Generation + 3. Wraithbone Wraithbone is a bone white ceramic that grows and flows like it's alive, easily healing over damage and repairing itself. As a free action, you may heal one Hit Point by spending a Pyros. Necrodermis Necrodermis is an unusual metal, a silvery metal that, horribly, is somehow alive. Spend a Pyros to gain Fear (with a rating equal to your generation). This lasts until the end of the scene.
Vampire VAMPIRE - Old Money
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Old Money - A Vampire begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits. - Undead Resilience
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Undead Resilience - A Vampire has the Undead trait and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. Impact and Rending damage that would otherwise kill a vampire merely leaves them unconscious. And since a vampire doesn't breathe and has no heartbeat, this may lead a careless opponent to think they've finished him off. A vampire in this condition will remain unconscious until they spend enough blood to heal their Critical Damage past the point where they would have been fatal. - Sunlight Weakness
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Sunlight Weakness - A vampire automatically loses 1 Hit Point per round they're exposed to sunlight. Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect a vampire, though they'll no doubt be quite uncomfortable.
- Blood Dependency
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Blood Dependency - A vampire must spend 1 Vitae every day in order to remain active. If they choose not to, or can't, they lapse into a coma. Vampires gain a Drain weapon (1k1 R; Melee; Brawling). For most vampires, this is a bite, but there are as many strains of vampires as there are stars. The vampire may choose to drain one resource point of blood from a victim, so long as the Drain weapon inflicts at least 1 wound. A vampire may also, of course, feed from a willing or helpless target with each resource point of blood drained inflicting 1 wound to the target. Minions only ever yield one Vitae per group, no matter how large the group. A vampire who is unconscious or in a coma may be fed blood by another. - Blood Potency
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POWER STAT: BLOOD POTENCY Blood Potency is a measure of how strongly the blood of Khaine resonates within the vampire. It gives a vampire most of their iconic powers - the ability to see in the dark, to inspire fear, superhuman speed and strength, and finally the power to control minds. When a vampire increases their Blood Potency, it means they are drawing farther and farther away from the mortality they once had. While a vampire with low blood potency can easily pass for a mortal (if a pale one), one with high blood potency will find it more difficult as they become more corpse-like. A vampire that cares much for their appearance often finds it difficult to connect to the undead power within them, though there are exceptions - for every shriveled corpse, there is a beautiful, seductive vampiress. Resource Stat: Vitae - A vampire's maximum Vitae are equal to five times his Blood Potency.
- Auspex
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* Auspex - The Hero can see in the dark and gains a +1k1 bonus to perception tests. - Dark Majesty
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** Dark Majesty - The Hero may spend 1 Vitae to gain Fear equal to half their Blood Potency, rounded up, until the end of the scene. The Hero may also use the Dominate spell as a spell-like ability, using Blood Potency + Charisma instead of the normal Magic Test. - Celerity
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*** Celerity - The Hero may spend 1 Vitae to gain an extra half action on their turn.
- Potence
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**** Potence - The Hero may spend 1 Vitae to increase his Strength by 1 until the end of the scene. This power stacks with itself, up to a maximum of +3 Strength.
- Mist Form
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***** Mist Form - The Hero may spend 1 Vitae as a half action to gain the Phasing trait until the start of their next turn.
- Vampire Clan Assets
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Brujah To the Brujah clan, the best kind of diplomacy is the type where you hit the other guy with a club until he agrees with you. If you initiate combat after a character has attempted a social attack, you gain +2k0 to damage on all attacks made against that character until the end of the scene. Malkavian Malkavians are crazy. Really crazy. But no matter how crazy they get they can somehow function in the world. Begin play with a Minor Disorder. You are not removed from play for having 100 or more IP, though you continue to gain derangements every 20 IP. Toreador The Toreador clan is known for their focus on perfecting arts and crafts with the kind of knowledge and training you can only get by being alive (well, undead) for a few hundred years. Gain rolled dice equal to your Blood Potency on Crafts and Performer checks. Tremere The Tremere are masters of vampiric magic, the only ones with the ability to really tap deeply into it. Gain one rank of the Necromancy magical power. You may purchase this power as if it was part of any class you belong to. Get a +1k0 bonus on Focus Power tests. Ventrue The Ventrue are a tightly-knit clan that keep in touch with one another and lend aid to each other in times of trouble. You begin play with Peer (Ventrue) and gain +10 to all Wealth checks.
Werewolf WEREWOLF - Shifting
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Shifting - The most obvious power of the Werewolf is the ability to change shape. As a full action, the werewolf may change into one of two forms or back again - a normal-sized wolf and a massive half-wolf half-man warform. The Werewolf may also spend 1 Rage to Shift as a half action instead. Shifting absorbs the Werewolf's armor and other equipment, rendering it useless while transformed. The Werewolf can choose to not absorb any hand-held equipment when they shift, but their new form must be capable of using it. - Wolf form
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Wolf form: Obviously, in wolf 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, +2 to Dexterity, and a Bite weapon (2k1 R; Melee; Brawling).
- Warform
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Warform: A horror, a werewolf in Warform is a massively destructive force. A Werewolf in Warform may only make attack actions or move towards an opponent. A Werewolf in Warform need not take suicidal actions, such as attempting to jump over an impassable pit to attack a foe. If circumstances would demand a Werewolf make some non-aggressive action in pursuit of their prey (such as attempting to free themselves from a trap), the Werewolf must make the attempt at half their normal dicepool. A Werewolf may maintain Warform for a number of rounds equal to their Constitution + Feral Heart. While in warform, the werewolf gains Strength +2, Size +2 , Constitution +2, gains a Claw natural weapon and a Bite natural weapon (Both are 2k2 R; Melee; Brawling), and ignores the effects of Critical Damage unless that damage would kill them. A werewolf's bite and claws in warform count as silver and magical weapons
. - Lycan Resilience
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Lycan Resilience - A Werewolf gains Armor Points equal to their Feral Heart + 2 in their base and wolf form. This protection increases to Feral Heart + 4 in Warform and they may not be killed by critical damage unless that damage comes from an X or silver source. If a werewolf suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume their base form until they regenerate all critical damage. A werewolf may spend Rage to recover Hit Points in combat as a free action. The AP gained from Lycan Resilience does not stack with AP gained from any other source.
- Spirit Animal
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Spirit Animal - The werewolf may see into the spirit world, viewing the local umbra. This requires making a Feral Heart + Wisdom check to activate, and lasts until deactivated or the end of the scene. By viewing the local umbra, the werewolf may see any lingering magical auras and traces of major events that have taken place there.. The werewolf begins play with the feat Speak Language (Spirits). Additionally, by making a Feral Heart + Wisdom check (Typically against TN 20, though this varies depending on the area), the werewolf may attempt to enter the Umbra through a reflective surface. Anyone touching the werewolf may come along. The Umbra is a dangerous place, a rough parallel to the real world but infested with spirits and daemons.
- Silver Bane
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Silver Bane - A Werewolf halves their resilience when calculating Hit Points lost from damage from a silver weapon.
- Feral Heart
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POWER STAT: FERAL HEART Feral Heart is the measure of just how close the character is to the ancient and wild power within him. The higher the measure of the character's Feral Heart, the more they become like a wolf themselves, cunning and instinctual. Their connection to the spirit world also grows more solid, until they can actually enter the Umbra on their own. As a Werewolf increases his Feral Heart, his tribemates typically give him more tattoos (or he inks his own body) describing the great deeds he has accomplished.
Resource Stat: Rage. A werewolf regains Rage equal to their Feral Heart at the beginning of each combat. The Werewolf completely recovers their Rage when the moon (or moons, or local equivalent) rises. A Werewolf calculates their maximum Rage as double the greater of their Wisdom or Composure, plus their Feral Heart. If they are tied, the player may choose which characteristic to use. Once made, this choice is permanent. - Fast Healing
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* Fast Healing - The werewolf heals 1 Hit Point per round while in Warform, as long as that wound was not caused by X damage or a silver weapon. The werewolf also gains the Hardy feat. - Greater Transformation
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** Greater Transformation - Achieving mastery over their own shifting, the Werewolf gains new benefits for all three of their forms.
- Base form - The Werewolf gains a Claw Weapon (2k1 R; Melee; Brawling) which counts as both silver and magical, a 1k0 bonus to perception checks, and his Lycan Resilience increases to Feral Heart + 3. These improvements are obvious, and the werewolf may suppress them as a half action if he needs to conceal them. He may spend another half action later to restore these benefits.
- Wolf Form - Replace the normal Wolf Form with the following statistics: +2 Strength, +2 Dexterity, +2k1 to perception checks, Lycan Resilience increases to Feral Heart + 4, a Bite weapon (2k2 R; Melee; Brawling) which counts as both silver and magical, and a +2 bonus to Speed.
- Warform - The Werewolf gains a Fear rating of 2, gains Aura equal to his Feral Heart, and gains a +2 bonus to his Speed.
- Quick Shift
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*** Quick Shift - The werewolf may shift into one of their forms as a half action without spending Rage, and as a free action by spending 1 Rage.
- Sacred Hunt
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**** Sacred Hunt - By performing a one hour ritual, a Werewolf may designate a specific, individual creature they have clear knowledge of as their Quarry. This grants a number of benefits. First, for the next 24 hours the Werewolf's dice explode on a 9 or a 10 on any roll made to locate or bring down their Quarry. Second, the Werewolf's Bite or Claw weapons gain Tearing against the target of the hunt. The hunt is considered complete when the Quarry has been either killed or rendered unable to fight. If the Werewolf fails to kill or disable their Quarry within 24 hours, they must wait for one lunar cycle (about a month) before they may attempt it on the same target. If the werewolf kills their Quarry, they can taste the heart's blood of that creature. From that time on, they may assume the form of that precise creature (including scars and distinguishing marks) by spending one point of Rage and then Shifting. The Werewolf's characteristics and skills remain the same, but they gain access to any of the forms Traits and adjust their Size accordingly. A Werewolf may only have one Sacred Hunt active at any given time.
- Unstoppable Juggernaut Incarnation
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*****Unstoppable Juggernaut Incarnation: In Warform, a Werewolf may spend 1 Rage to ignore the damage of an attack that would cause a killing blow.
- Werewolf Tribe Assets
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Black Spiral Dancers Some say that Black Spiral Dancers are a sign of Chaos' taint in Luna. Or that they're just a bunch of crazy bastards that like killing things. You gain +1k1 damage to claw and bite attacks in warform, but start the game with 10 insanity points and gain a minor disorder. Get of Fenris The Get of Fenris are Luna's warriors, solving problems the way any wolf would solve them - with crushing force. The Hero may spend 1 Rage. If he does, he increases his Strength, Acrobatics, and Athletics by 1 until the end of the scene. Iron Masters Iron Masters are werewolves that haven't abandoned their ties to civilization. They pride themselves on adaptation. While most of the time, a character cannot purchase optional feats that he has passed over, Iron Masters may always use Free Study, even while they're in a class. Red Talons Red Talons are closer to animal than person, and they get along better with animals, too. They can actually speak with animals. The Hero may use social skills on animals while he is in wolf form and has a +2k0 bonus when doing so. He can understand their speech, if crudely. Silent Striders There are subtle magics that only werewolves know, forging the art of their own shapechanging into a magical skill that only the Tribe known as the Silent Striders are privy to. Gain one rank of the Transmutation magical power. You may purchase this power as if it was part of any class you belong to. Get +1k0 on Focus Power tests.
Edited by MHG, Jun 5 2017, 11:31 PM.
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