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Replacing this post with my book 2 stuff. Post too long, apparently.
Wraith WRAITH Dematerialize A wraith isn't really a living creature as such. Their bodies are vessels made of ectoplasm that mock life for a time. Whenever a Wraith wishes to abandon their physical form, they spend 1 Plasm and a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Maximum Resolve. If they would be stuck inside an object when their phasing ends, the Wraith must pay the normal cost to resume phasing or take damage. The Wraith is moved to the nearest legal space and takes 1 Wound per 2 meters they are moved . When abandoning their form, a Wraith may choose to instead enter the Umbra indefinitely. They may not become incorporeal while in the Umbra, and the Wraith's personal equipment becomes incorporeal and enters the Umbra with him while he uses this power. Leaving the Umbra is the same as entering it, but the Wraith ignores the Plasm cost if they are at maximum Plasm. Second Death A Wraith's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Wraith is forced into the Umbra until they can create a new shell, which takes one day. Their personal equipment is left behind, typically dripping with ectoplasm as their body collapses. During recovery period, they do not recover Plasm and have 0 HP. If they would take damage while in this decrepit state, the Wraith is destroyed. At the end of this time, the Wraith recovers 1 Plasm and their physical body is reformed with HP equal to their maximum resolve (capped by their normal maximum hit points). Deathsight A Wraith always sees into the Umbra like a pale shroud overlaid over the vitality of the real world. This allows them to see lingering magical auras, get a general idea about the 'feel' of a place, and so forth. They can also see through the eyes of the dead. If they touch a corpse and spend a Plasm, they view the deceased's final moments from their point of view. Ghost Dice When a Wraith spends Plasm for extra dice, make sure to keep those dice separate (using different colored dice is one easy way to handle it). Whenever a Wraith rolls a 1 on these Ghost Dice, something bad happens regardless of the success/failure of the action. Conversely, a 10 means something good happened. POWER STAT: SYNERGY Synergy is a measure of how far the Wraith has come in acceptance of their own death. The more they accept their fate and are able to exist in undeath instead of miming life, the more power they can call on from the Umbra. However, as a WraithÊs body is formed from their memories of life, it slowly degrades as their Synergy increases. They start changing in appearance towards what they think they look like, or what they should look like, or even what others think of them. Resource Stat: Plasm - A Wraith has maximum Plasm equal to their Synergy plus their Maximum Resolve. They cannot recover Plasm in the world of the living. In fact, a Wraith will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While in the Umbra, a Wraith recovers two Plasm per hour. Synergy - Power Gained * Whispers - The Wraith can always hear the faint murmurs of the unquiet dead. The Wraith gains a rapport with the restless dead that they may use as minor Contacts for gathering information. Each dot of Synergy grants 1 dot of minor Contacts with the dead. The dead have a vast array of ancient and obscure knowledge, but are usually less up to date on current events (for obvious reasons). They may use the Divination spell Augury at will, rolling Synergy + Wisdom instead of the normal Focus Power test. ** Poltergeist - By spending a Plasm, you can manipulate objects at a distance for one scene. You effectively have a reach of three meters per dot of Synergy. You cannot control objects well enough to make attacks with this ability. The effective Strength score for moving objects using this power is equal to your Willpower. At Synergy 4, their control is fine enough to make melee attacks out to that range, though they can not make opportunity attacks using Poltergeist. *** Curse - As a half action, the Wraith chooses someone within range of their Poltergeist ability. That person must immediately roll on the Psychic Phenomena chart. If this would result in Perils of the Warp, reroll it unless the Wraith spends 2 Plasm. The Wraith is immune to any effects caused by the result of this Curse (they are not knocked down by Spectral Gale or The Earth Protests, etc.). **** Shroud - Gain Armor equal to your Resolve. This AP doesn't stack with worn armor. If you become incorporeal, this ability provides Aura instead of Armor. ***** Ectoplasmic Form - A Wraith's body is really little more than solidified ectoplasm. Once per session, they may loose its bonds, turning the ectoplasm back into a liquid. They gain Amorphous. but instead of doubling hit points, they gain number of temporary hit points equal to their current Plasm. They lose these temporary hit points first. At the end of the scene they lose Amorphous and any remaining temporary hit points. Children of Ash Ash represents the death of fire, and the wraiths aligned to it can cool and kill the courage of their foes. You may spend one Plasm to force an opponent to make a Fear Test against a Fear Rating equal to the Wraith's Synergy. Targets immune to Fear must still roll against this test, but are only dazzled for one round. Children of Dust Earth represents strength and the permanence of the material world. Wraiths of dust can destroy and rot the world around them. You may use the spell Rot rolling your Synergy + Intelligence instead of the normal Focus Power test, and adjacent opponents cannot recover HP. Children of Salt Salt is the destruction of water, drying and evaporating, leaving barren fields where life once was. Water is the element of change and flexibility. You don't allow your enemies to have that flexibility. Opponents in melee range lose a Reaction at the start of the Round. Children of Silence Silence is the end of life, the death of wood, and the wraiths who can command its power find that the spirits that hover around them possess the bodies of the recently deceased, zombies springing up from the death around them in a mockery of birth. You may spend one Plasm to raise a number of corpses equal to your Synergy as minions. These minions have a Threat and Damage Rating equal to your Synergy. You may have a number of these minions equal to your Synergy rating at any one time. Children of Void The element of Air represents the mind, knowledge, and mystery. The void, the empty depths of absolute nothingness between the stars, are the destruction of air, and where air is knowledge, the void is Space Madness. You may spend a Plasm and a half action to target an opponent within 50m. If you do, target opponent makes a Willpower test (The TN for this test is 10 + 3 times your Synergy). If they fail, the target may only take 1 Half Action on their next turn and spends their other Half Action moving in a direction of your choice. If you do not wish to move the target, their remaining Half Action is spent simply staring off into space. The target will not move into suicidal or obviously dangerous areas, but is otherwise unaware of this movement; their mind simply was not there.
Dragonblooded DRAGONBLOODED Draconic Aura A Dragonblooded's Tell is more than a display. It's raw elemental energy in its purest form. When a Dragonblooded's tell is at the 2-3 point level, it deals 2k1 E damage per minute to everything within a number of meters equal to the Dragonblooded's Aspect. At the 4-5 point level, this damage comes at the beginning of every round instead. At 6+, the damage increases to 3k2. While the Dragonblooded's personal equipment is immune, this does make them rather hard on homes and riding animals. Hot-Blooded The Dragonblooded has tough skin that naturally resists the effects of harmful energy of all kinds. Whenever they would lose hit points from E-type damage, they may spend Breath to reduce the hit points lost by 1 (to a minimum of zero). At Aspect 3, each point of Breath reduces hit points lost by 2 instead. Claws A Dragonblooded gains a natural claw attack. While some Dragonblooded display thick talons, many have retractable claws that appear as nothing more than painted fingernails when not being used. They use the following stats: (1k1 R; Melee; Brawling). Dragonblooded Claws count as magical. Blood Quickening Every Dragonblooded has deep ties to one of the five mystical elements. Choose one of the following elements when building your character (unless otherwise specified, the effects for spending Breath may be used only once per round) Air: The Dragonblooded's claws gain Balanced. The Dragonblooded gains +1 to Dex. By spending a point of Breath on their turn, they wrap themselves in the wind, and their Static Defense gains a bonus equal to their Aspect + 1 until the end of the scene. Earth: The Dragonblooded's claws gain Pen equal to the Dragonblooded's Aspect. The Dragonblooded gains +1 to his Con and +2 hit points. By spending a point of Breath on their turn, they gain +1 size until the start of the the scene as long as they have both feet firmly planted on soil or rock (wooden floors, asphalt, sand, and the deck of a ship aren't suitable for this, as examples). Fire: The Dragonblooded's claws deal +1k0 damage. The Dragonblooded gains +1 to Cha. By spending a point of Breath on their turn, they deal +1k0 damage until the end of the scene; attacks with the Dragonblooded's claws may deal E damage in addition to the primary effect. Water: The Dragonblooded's claws gain Tearing. The Dragonblooded gains +1 to Str. By spending a point of Breath, they may ignore any normal environmental effects (allowing them to breathe water, ignore extremes of heat or cold up to the boiling and freezing points of water, and so forth) for one scene. Wood: The Dragonblooded's claws gain the Toxic property. The Dragonblooded gains +1 Wis and ignores rough terrain caused by plant life (overgrown bushes, thorn brambles, and so on). Wood Dragonblooded may spend Breath to recover HP as a free action in combat. POWER STAT: ASPECT Aspect is, simply put, how strongly the blood of Dragonkind runs in your veins. It can awaken slowly over time, and even those most directly descended from dragons need some time to get used to the powers at their disposal. Resource Stat: Breath - A Dragonblooded's maximum Breath is equal to twice their level. Whenever they rest for five minutes or more they regain their full Breath pool. Aspect - Power Gained * Dragon Mind - The Dragonblooded gains Dark Sight, and all Focus Power tests they make are at +1k0. ** Dragon Wings - The Dragonblooded can soar through the sky like an Eagle. A really big scaled eagle. They gain appropriately-sized wings and the Flyer trait, with a speed equal to their normal ground speed. At Aspect 4, their flying speed doubles. *** Dragon Heart - The Dragonblooded gains a breath weapon. They must spend two points of Breath to use it, and it uses the same template as a Flamer. The Dragonblooded may use their Aspect in place of their Dexterity to determine the TN of the Flame test. **** Dragon Skin - The Dragonblooded gains Aura equal to their Aspect. When the Dragonblooded is wearing no armor, light armor, or medium armor increase their AP by their Aspect. If they are wearing heavy, extreme, or power armor increase their AP by 2. ***** Maximum Dragoning - The Dragonblooded may assume the form of a true dragon. Transforming costs 5 Breath and can be uses as a free action on your turn. They gain the following benefits: Their size becomes 10. Their Strength and Constitution are increased to 7 if they are not 7 or higher already. Their AP is set to 10 for all locations. Any equipped gear is absorbed into their form and has no effect. They gain a Bite weapon (3k2 R; Melee; Brawling). Their claws and breath weapons gain +1k1 damage from their new size. They may fire their breath weapon at no cost. These benefits last until the end of the scene. Adamic Dragon There are certain extremely rare dragons, so powerful that they are to other dragons as those dragons are to men. These primordial beasts are infused with power beyond any other, ancient superweapons created by the Syrneth and locked away for all time. Somehow, some way, you have a tiny fraction of their power, passed down over thousands of years. You may choose one of the following in place of your normal Blood Quickening choices Metal: The Dragonblooded gains +1 Willpower. The Dragonblooded also gains 5 AP and may choose to treat any armor proficiency on his class lists as being optional feats. The AP gained from this Asset does not stack with worn armor. The Dragonblooded can spend 1 Breath on their turn to grant themselves +1 Size until the end of the scene. Lastly, the Dragonborn's claws gain +4 Pen and the Armored Quality. Void: The Dragonblooded gains +1 Composure. They do not need to breathe and can survive without a void suit in the vacuum of space. The Dragonblooded can spend 1 Breath to grant themselves Aura equal to their Aspect until the end of the scene. The Dragonblooded's claws gain the Reach quality. Wounds dealt by a Void Dragonblooded's claws prevent the target from recovering HP for a number of rounds equal to the Dragonblood's Aspect. Heart: The Dragonblooded gains +1 Fellowship. They increase their maximum Resolve by 2. By spending a point of Breath, they may increase the bonus from Dragon Mind to 1k1 and gain a +2k0 bonus to social skill rolls for the rest of the scene. The Dragonblooded's claws gain the Orgone Array and Volatile qualities and are counted as implements. Divine Dragon Yours is a special bloodline that traces directly from the dragon gods of legend, from which all dragonkind ultimately owes their very existence to. You may choose one of the following in place of your normal Blood Quickening choices. Blood of Bahamut: The Platinum Dragon, King of Wyrms. Bahamut's scions are said to be the result of mortals coming into contact with pools of his blood from the great battle with Tiamat, rather than from more carnal relations. You gain +1 bonus to Cha. The Dragonblooded's Claws and breath weapon they acquire from Dragon Heart gain 1k1 damage and deal X damage. Your very voice can become a weapon: a Roar that reduces your foes to dust. By spending 1 Breath you gain a ranged attack that has the same profile as a Bolt Pistol for the rest of the scene. You test Command instead of Ballistics when attacking with your Roar. Blood of Io: The Ninefold Dragon, Father of Dragonkind. While the veneration of Io is a heresy to most practitioners of the Blessed Order, legends speak of this primordial serpent which served as the prototype for the Dragon race. You increase your maximum Breath by 2. The Dragonblooded's claws gain the Flexible quality and deal E damage. Once per scene, the Dragonblooded may bring their spirit into harmony with the cosmos and draw their Breath from the world itself, regaining 2 Breath as a free action. Blood of Tiamat: Mother of Monsters, Queen of Chaos. The children of Tiamat are quite common, actually, as she enjoys stealing love as much as she loves to plunder gold. However, few of her brood possess their mother's flexibility and lust for power. You are an exception. Choose any normal Blood Quickening and gain all its benefits, except for the characteristic bonus; you instead gain a 0k1 bonus to any roll that uses the characteristic bonus of your Quickening At the start of combat and whenever you recover your Breath, you may change your Blood Quickening for any other standard Quickening. You may also spend 1 Breath to change your Quickening during combat, though this ends any effects you gained from your previous Blood Quickening. You may also spend 2 Breath to gain the benefits of any two Quickenings until the end of the scene.
Edited by MHG, Jun 5 2017, 11:34 PM.
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