Core Rulebook Exaltations - Revised
Aug 10, 2018 12:19:21 GMT -6
Post by Traskus on Aug 10, 2018 12:19:21 GMT -6
Anyone can post in this thread as long as they contribute balance changes.
Discuss mechanical balance changes only. Their fluff is fine, and if you disagree please create your own fluff thread to discuss it there.
When posting changes, present the entire Exalt's mechanics clearly and in full and clearly mark changes. Then explain how this makes the Exalt more balanced.
Only discuss Core Exalts. If you wish to discuss homebrew, please do so in their threads.
If posting single mechanics changes, also include mechanics they interact with.
Revisions as created by the Dungeons: the Dragoning 40,000 7th Edition forum community.
Atlantean
Chosen
Conviction: Your power stat (Faith) is capped at 1/2 of your Devotion (rounded up) as well as your level. If you lose points in devotion sufficient to bring the cap on your power stat down below the level you have actually purchased it at, you lose access to the powers granted by higher ranks in the power stat until you have increased your devotion sufficiently. When you purchase a point of Faith, increase your devotion by 1, to a maximum of 10.
Redeemed: As long as you have at least 6 Devotion, you are not 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.
Divine Power: The Chosen may spend a Favor to replace any one rolled die with his Devotion (dice altered this way cannot explode). He may not use this power on Alignment Checks.
Leeway: As long as the Chosen is doing something to advance the plans of his God, or is on a mission directly from them, he gains a bonus on Alignment checks equal to his Faith.
Resource Stat: Favor: The Chosen may preform a special 15-minute ritual once per day which restores all of their favor. The maximum favor a Chosen can have is equal to his Devotion plus his Faith.
Faith | Power Gained
* Overbeing - A Chosen is protected against hostile spells and magical effects. They gain Aura equal to double their Faith.
**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.
*** 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 be 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.
**** Trial of Faith - Whenever a Chosen keeps a 1 on 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 1 Favor. They may only regain 1 Favor per test in this way.
***** 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
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. Once per session, the Mark can be overloaded and used to produce an attack that uses the same profile as a plasma pistol shot that does not overheat.
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
Paragon
Promethean
Vampire
Werewolf
Wraith
Dragonblooded
Discuss mechanical balance changes only. Their fluff is fine, and if you disagree please create your own fluff thread to discuss it there.
When posting changes, present the entire Exalt's mechanics clearly and in full and clearly mark changes. Then explain how this makes the Exalt more balanced.
Only discuss Core Exalts. If you wish to discuss homebrew, please do so in their threads.
If posting single mechanics changes, also include mechanics they interact with.
Revisions as created by the Dungeons: the Dragoning 40,000 7th Edition forum community.
Atlantean
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 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 An Atlantean may treat all skills as Basic. They begin play with Speak Language (Syrneth)
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. 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.
Resource Stat: Motes The character has maximum Motes equal to their Charisma and Intelligence plus double their Gnosis score.
Gnosis | Power Gained
* 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 By spending 1 Mote, the character may treat their level and the rank of their Magic Schools as being 3 higher for the purposes of the next spell they cast.
*** Excellence You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
**** Maximize Spell Before casting any spell, the Hero may spend any number of motes. For each mote spent, one die in a spell's Magic check is counted as a 10. (despite being 10s, these dice do not explode - they are just counted as 10.)
***** Quicken Spell By spending one mote per level of the spell, the Hero may cast the spell as a free action.
Atlantean Caste Assets
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, but that's a waste), for the remainder of the Scene he gains +2k0 to all 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 use this, but also a waste), he reduces damage done to him by an amount equal to his Gnosis rating until the end of the round. This doesn't stack with itself if the Hero spends more than one mote in a round.
Twilight Caste The Twilight Caste were once scholars, sorcerers, and craftsmen. The Hero may spend a mote to add his Gnosis rating as rolled dice to any Parry or Dodge roll.
Night Caste Once the spies, assassins, and thieves of the Syrneth, they retain their abilities to be subtle in surprising ways. 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.
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 An Atlantean may treat all skills as Basic. They begin play with Speak Language (Syrneth)
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. 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.
Resource Stat: Motes The character has maximum Motes equal to their Charisma and Intelligence plus double their Gnosis score.
Gnosis | Power Gained
* 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 By spending 1 Mote, the character may treat their level and the rank of their Magic Schools as being 3 higher for the purposes of the next spell they cast.
*** Excellence You may spend two motes instead of a Hero Point to reroll any skill in which you have a specialization.
**** Maximize Spell Before casting any spell, the Hero may spend any number of motes. For each mote spent, one die in a spell's Magic check is counted as a 10. (despite being 10s, these dice do not explode - they are just counted as 10.)
***** Quicken Spell By spending one mote per level of the spell, the Hero may cast the spell as a free action.
Atlantean Caste Assets
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, but that's a waste), for the remainder of the Scene he gains +2k0 to all 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 use this, but also a waste), he reduces damage done to him by an amount equal to his Gnosis rating until the end of the round. This doesn't stack with itself if the Hero spends more than one mote in a round.
Twilight Caste The Twilight Caste were once scholars, sorcerers, and craftsmen. The Hero may spend a mote to add his Gnosis rating as rolled dice to any Parry or Dodge roll.
Night Caste Once the spies, assassins, and thieves of the Syrneth, they retain their abilities to be subtle in surprising ways. 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
Conviction: Your power stat (Faith) is capped at 1/2 of your Devotion (rounded up) as well as your level. If you lose points in devotion sufficient to bring the cap on your power stat down below the level you have actually purchased it at, you lose access to the powers granted by higher ranks in the power stat until you have increased your devotion sufficiently. When you purchase a point of Faith, increase your devotion by 1, to a maximum of 10.
Redeemed: As long as you have at least 6 Devotion, you are not 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.
Divine Power: The Chosen may spend a Favor to replace any one rolled die with his Devotion (dice altered this way cannot explode). He may not use this power on Alignment Checks.
Leeway: As long as the Chosen is doing something to advance the plans of his God, or is on a mission directly from them, he gains a bonus on Alignment checks equal to his Faith.
Resource Stat: Favor: The Chosen may preform a special 15-minute ritual once per day which restores all of their favor. The maximum favor a Chosen can have is equal to his Devotion plus his Faith.
Faith | Power Gained
* Overbeing - A Chosen is protected against hostile spells and magical effects. They gain Aura equal to double their Faith.
**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.
*** 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 be 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.
**** Trial of Faith - Whenever a Chosen keeps a 1 on 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 1 Favor. They may only regain 1 Favor per test in this way.
***** 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
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. Once per session, the Mark can be overloaded and used to produce an attack that uses the same profile as a plasma pistol shot that does not overheat.
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: 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: You can spend Essence to gain +1k0 on a magic test for each Essence spent.
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. Resonance Eruptions (turning the resonance back into essence) are made by testing Arcanoi against a TN equal to 10+2 per Resonance as a free action. If the test fails, the Hero loses one hit point (E damage to the body) and converts one Essence to Resonance called a Resonance Eruption. If the test succeeds, the Hero converts one resonance into Essence with no side effects. While the Hero has Resonance, a 9 on any die when making a magic Test forces the character to cause a Resonance Eruption immediately. (Multiple 9s stack!)
Feeding: A Daemonhost may feed on the living to fuel his power. By consuming the flesh and blood of an living creature, the Daemonhost may recharge their horrid abilities. Daemonhosts gain a Bite weapon (1k1 R; Melee; Brawling). The Daemonhost converts one Resonance back into Essence, so long as the bite inflicts at least one wound. If a Daemonhost is feeding on a helpless or willing target, they may choose to feed only on a small amount of blood, leaving almost no mark but still inflicting 1 wound to the target per Resonance converted into Essence.
Resource Stat: Essence The character begins play with Essence equal to Willpower + Charisma, plus double their Arcanoi.
Arcanoi | Power Gained
* Daemonic Resilience- The Daemonhost reduces all damage it receives by its Constitution before further calculation except for damage dealt by magical and silver sources.
** Unnatural Characteristics - Daemonhosts may go to six dots in any of their Characteristics.
*** 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, allowing them to move at their normal speed in all three dimensions.
**** Not Of This World – You do not suffer the effects of results from the Critical Damage charts unless they would cause death.
***** 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 accomodate the daemon. At the player's option, the Daemonhost's appearance can stay the same or change entirely.
Deamonhost Sin Assets
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 wouldnÊt 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. You gain two additional hit points. 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.
Unholy Might: You can spend Essence to gain +1k0 on a magic test for each Essence spent.
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. Resonance Eruptions (turning the resonance back into essence) are made by testing Arcanoi against a TN equal to 10+2 per Resonance as a free action. If the test fails, the Hero loses one hit point (E damage to the body) and converts one Essence to Resonance called a Resonance Eruption. If the test succeeds, the Hero converts one resonance into Essence with no side effects. While the Hero has Resonance, a 9 on any die when making a magic Test forces the character to cause a Resonance Eruption immediately. (Multiple 9s stack!)
Feeding: A Daemonhost may feed on the living to fuel his power. By consuming the flesh and blood of an living creature, the Daemonhost may recharge their horrid abilities. Daemonhosts gain a Bite weapon (1k1 R; Melee; Brawling). The Daemonhost converts one Resonance back into Essence, so long as the bite inflicts at least one wound. If a Daemonhost is feeding on a helpless or willing target, they may choose to feed only on a small amount of blood, leaving almost no mark but still inflicting 1 wound to the target per Resonance converted into Essence.
Resource Stat: Essence The character begins play with Essence equal to Willpower + Charisma, plus double their Arcanoi.
Arcanoi | Power Gained
* Daemonic Resilience- The Daemonhost reduces all damage it receives by its Constitution before further calculation except for damage dealt by magical and silver sources.
** Unnatural Characteristics - Daemonhosts may go to six dots in any of their Characteristics.
*** 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, allowing them to move at their normal speed in all three dimensions.
**** Not Of This World – You do not suffer the effects of results from the Critical Damage charts unless they would cause death.
***** 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 accomodate the daemon. At the player's option, the Daemonhost's appearance can stay the same or change entirely.
Deamonhost Sin Assets
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 wouldnÊt 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. You gain two additional hit points. 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: A paragon begins play with 2 additional Hero points.
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: You are never surprised and are aware of every attack that is directed at you. This qualifies as the Danger Sense for purposes of class progression and interactions with other mechanics.
Perfection: You start the game with one feat that has your race as a prerequisite and one Asset, generic or Paragon.
Resource Stat: Action Points: You have a number of Action Points equal to your Level + Excellence. Paragons start every session with a full Action Point pool and regain one action point when they succeed a 2-die stunt or higher.
Excellence | Power Gained
* Be a Man: At the beginning of each scene, you gain a number of Pressure Points equal to three times your Excellence. 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 an opponent spends a Resource Point, a Pressure Point, a Hero Point, or you lose one or more Hit Points, you recover a Pressure Point. If you would have more than your maximum Pressure Points, the extra points are lost.
** Swift as the Coursing River - Paragons may go to six dots in any of their Characteristics.
***All the Force of a Great Typhoon - In battle, a Paragon is constantly pushing themselves to greater heights. At the start of a Paragon's turn, they recover Pressure Points equal to their Excellence.
****Strength of a Raging Fire - While stunting, a Paragon's dice explode on a roll of 9 or 10 instead of just 10.
*****Mysterious as the Dark Side of the Moon - Whenever a Paragon uses a stunt on a test and succeeds, all allies acting before the Paragon's next turn gain a bonus to their next test equal to the number of Pressure Points the Paragon spent on her test.
Paragon Assets
A Paragon may have up to four Paragon Assets.
Action Hero
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.
Extra Action
The total number of a Paragon's Action Points is increased by 2.
High Pressure
The maximum number of a Paragon's Pressure Points is increased by their level.
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.
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: You are never surprised and are aware of every attack that is directed at you. This qualifies as the Danger Sense for purposes of class progression and interactions with other mechanics.
Perfection: You start the game with one feat that has your race as a prerequisite and one Asset, generic or Paragon.
Resource Stat: Action Points: You have a number of Action Points equal to your Level + Excellence. Paragons start every session with a full Action Point pool and regain one action point when they succeed a 2-die stunt or higher.
Excellence | Power Gained
* Be a Man: At the beginning of each scene, you gain a number of Pressure Points equal to three times your Excellence. 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 an opponent spends a Resource Point, a Pressure Point, a Hero Point, or you lose one or more Hit Points, you recover a Pressure Point. If you would have more than your maximum Pressure Points, the extra points are lost.
** Swift as the Coursing River - Paragons may go to six dots in any of their Characteristics.
***All the Force of a Great Typhoon - In battle, a Paragon is constantly pushing themselves to greater heights. At the start of a Paragon's turn, they recover Pressure Points equal to their Excellence.
****Strength of a Raging Fire - While stunting, a Paragon's dice explode on a roll of 9 or 10 instead of just 10.
*****Mysterious as the Dark Side of the Moon - Whenever a Paragon uses a stunt on a test and succeeds, all allies acting before the Paragon's next turn gain a bonus to their next test equal to the number of Pressure Points the Paragon spent on her test.
Paragon Assets
A Paragon may have up to four Paragon Assets.
Action Hero
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.
Extra Action
The total number of a Paragon's Action Points is increased by 2.
High Pressure
The maximum number of a Paragon's Pressure Points is increased by their level.
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.
Promethean
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: 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 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: A Promethean generates an aura of subtle wrongness. He takes -2k1 to all social rolls against non-exalts. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
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 at 5 critical damage the limb 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.
Resource Stat: Pyros: Prometheans regain one Pyros per hour as their internal reservoirs of magical essence generate power. They can hold Pyros equal to three times their Generation.
Generation | Power Gained
* Integrated Armor - A Promethean has integrated armor equal to his Generation +3. As with other armor, this does not stack with armor worn over it; only the better armor is used. A Promethean may choose to treat any armor proficiencies on his class lists as being optional feats.
** Integrated Weapons - A Promethean can 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 ready them as a free action.
*** Transhuman Potential - A Promethean may spend Pyros to increase a characteristic by +1 for skill and characteristic tests, spending 1 Pyros for every +1 bonus. This bonus lasts only for one test or one round, whichever is longer.
**** Recharge - 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.
***** Warstrider - A Promethean may assume a massively powerful and deadly form. For one scene per day, the Promethean doubles his size and gains +3 dots to all physical characteristics. Integrated weapons deal an additional +1k1 damage because of their increased size.
Promethean Material Assets
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. When the Promethean gains Transhuman Potential, he gains an additional +1 to any characteristic boosted by Transhuman Potential.
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 armor granted to you by Integrated Armor. Your integrated armor has a Max Dex of 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.
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 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: A Promethean generates an aura of subtle wrongness. He takes -2k1 to all social rolls against non-exalts. Partly this is because of their status as living weapons and machine-like appearance. This is also, though, a partly magical effect.
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 at 5 critical damage the limb 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.
Resource Stat: Pyros: Prometheans regain one Pyros per hour as their internal reservoirs of magical essence generate power. They can hold Pyros equal to three times their Generation.
Generation | Power Gained
* Integrated Armor - A Promethean has integrated armor equal to his Generation +3. As with other armor, this does not stack with armor worn over it; only the better armor is used. A Promethean may choose to treat any armor proficiencies on his class lists as being optional feats.
** Integrated Weapons - A Promethean can 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 ready them as a free action.
*** Transhuman Potential - A Promethean may spend Pyros to increase a characteristic by +1 for skill and characteristic tests, spending 1 Pyros for every +1 bonus. This bonus lasts only for one test or one round, whichever is longer.
**** Recharge - 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.
***** Warstrider - A Promethean may assume a massively powerful and deadly form. For one scene per day, the Promethean doubles his size and gains +3 dots to all physical characteristics. Integrated weapons deal an additional +1k1 damage because of their increased size.
Promethean Material Assets
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. When the Promethean gains Transhuman Potential, he gains an additional +1 to any characteristic boosted by Transhuman Potential.
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 armor granted to you by Integrated Armor. Your integrated armor has a Max Dex of 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
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 - 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 - 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 - 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.
Resource Stat: Vitae - A vampire's maximum Vitae are equal to five times his Blood Potency.
Blood Potency | Power Gained
* Auspex - The Hero can see in the dark and gains +1k1 to all perception checks.
** 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, using Blood Potency + Charisma instead of the normal Magic Test. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
*** Celerity - The Hero may spend 1 Vitae to gain an extra half action during their turn.
**** Potence - The Hero may spend 1 Vitae to gain +3 to Strength until the end of the scene.
***** Protean - The Hero may spend 1 Vitae as a half action to to become incorporeal (as per the Phasing trait) until the beginning of their next turn. If the Hero would become corporeal while inside of a solid object, they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m. If the Hero runs out of Vitae while incorporeal, they become solid immediately.
Vampire Clan Assets
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. Whenever a character fails a social roll against you, 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 Kept 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.
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 - 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 - 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.
Resource Stat: Vitae - A vampire's maximum Vitae are equal to five times his Blood Potency.
Blood Potency | Power Gained
* Auspex - The Hero can see in the dark and gains +1k1 to all perception checks.
** 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, using Blood Potency + Charisma instead of the normal Magic Test. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
*** Celerity - The Hero may spend 1 Vitae to gain an extra half action during their turn.
**** Potence - The Hero may spend 1 Vitae to gain +3 to Strength until the end of the scene.
***** Protean - The Hero may spend 1 Vitae as a half action to to become incorporeal (as per the Phasing trait) until the beginning of their next turn. If the Hero would become corporeal while inside of a solid object, they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m. If the Hero runs out of Vitae while incorporeal, they become solid immediately.
Vampire Clan Assets
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. Whenever a character fails a social roll against you, 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 Kept 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
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. Shifting melds the werewolf's armor into its form and negates any effects it gives.
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, -1 to Size, the Quadruped trait, and a Bite weapon (1k1 R; Melee; Brawling).
Warform: A horror, a werewolf in Warform is a massively destructive force. A Werewolf in Warform must make an attack or move closer to an enemy on each of their turns. A Werewolf may spend 1 Rage to enter Warform as a free action, and may maintain Warform for Constitution + Feral Heart rounds. While in warform, the werewolf gains Stuff of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (1k2 R; Melee; Brawling) and a Bite natural weapon (2k2 R; Melee; Brawling). A werewolf's bite and claws in warform count as magical weapons.
Lycan Resilience - A Werewolf gains Armor Points equal to their Constitution + Feral Heart in Wolf Form and Warform and 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.
Spirit Sight - The werewolf may see into the spirit world, viewing the local umbra. This requires making a FH + 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).
Silver Bane - A Werewolf halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Resource Stat: Rage: A werewolf regains Rage equal to their Feral heart at the beginning of each combat and once each night when the moon (or moons, or local equivalent) rises. A werewolf may have rage equal to his Composure + Willpower + Level.
Feral Heart | Power Gained
* 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.
** Spirit Walk - By making a FH + 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 holding his hand may come along. The Umbra is a dangerous place, a rough parallel to the real world but infested with spirits and daemons.
*** Quick Shift - The werewolf may shift as a half action.
**** 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 single, particular animal. You can only hunt animals that can naturally 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 (profile).
*****Unstoppable Juggernaut Incarnation: In Warform, a Werewolf may spend 1 Rage to negate 1 point of critical damage they receive.
Werewolf Tribe Assets
Black Spiral Dancers
You gain +1k1 damage to claw and bite attacks in warform, but cannot distinguish friend from foe unless you make a Willpower Test (TN 20) at the beginning of each round. If they fail, they must attack the closest individual or object that could be considered a target. If multiple things qualify, randomly determine among them what is attacked.
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. They may also increase any of their characteristics or skills as though part of a class they have completed.
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.
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, -1 to Size, the Quadruped trait, and a Bite weapon (1k1 R; Melee; Brawling).
Warform: A horror, a werewolf in Warform is a massively destructive force. A Werewolf in Warform must make an attack or move closer to an enemy on each of their turns. A Werewolf may spend 1 Rage to enter Warform as a free action, and may maintain Warform for Constitution + Feral Heart rounds. While in warform, the werewolf gains Stuff of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (1k2 R; Melee; Brawling) and a Bite natural weapon (2k2 R; Melee; Brawling). A werewolf's bite and claws in warform count as magical weapons.
Lycan Resilience - A Werewolf gains Armor Points equal to their Constitution + Feral Heart in Wolf Form and Warform and 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.
Spirit Sight - The werewolf may see into the spirit world, viewing the local umbra. This requires making a FH + 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).
Silver Bane - A Werewolf halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Resource Stat: Rage: A werewolf regains Rage equal to their Feral heart at the beginning of each combat and once each night when the moon (or moons, or local equivalent) rises. A werewolf may have rage equal to his Composure + Willpower + Level.
Feral Heart | Power Gained
* 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.
** Spirit Walk - By making a FH + 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 holding his hand may come along. The Umbra is a dangerous place, a rough parallel to the real world but infested with spirits and daemons.
*** Quick Shift - The werewolf may shift as a half action.
**** 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 single, particular animal. You can only hunt animals that can naturally 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 (profile).
*****Unstoppable Juggernaut Incarnation: In Warform, a Werewolf may spend 1 Rage to negate 1 point of critical damage they receive.
Werewolf Tribe Assets
Black Spiral Dancers
You gain +1k1 damage to claw and bite attacks in warform, but cannot distinguish friend from foe unless you make a Willpower Test (TN 20) at the beginning of each round. If they fail, they must attack the closest individual or object that could be considered a target. If multiple things qualify, randomly determine among them what is attacked.
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. They may also increase any of their characteristics or skills as though part of a class they have completed.
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.
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. A wraith may spend one Plasm as a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Maximum Resolve. If the Wraith would become corporeal while inside of a solid object, they can spend another Plasm and a Half Action to gain Phasing again. Otherwise they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m.
A wraith may choose to enter the Umbra instead of becoming incorporeal, though they must then spend one Plasm and a half action to return to their physical form (and thus cannot return if they have only one Plasm remaining). If the wraith is at their maximum Plasm when they attempt to return to their physical form, they may do so at no cost. They may not become incorporeal while in the Umbra. A Wraith's personal equipment becomes incorporeal and enters the Umbra with him while he uses this power.
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.
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. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
** 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, re-roll 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.
Wraith Haunting Assets
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 until they snap out of it.
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. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
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.
A wraith may choose to enter the Umbra instead of becoming incorporeal, though they must then spend one Plasm and a half action to return to their physical form (and thus cannot return if they have only one Plasm remaining). If the wraith is at their maximum Plasm when they attempt to return to their physical form, they may do so at no cost. They may not become incorporeal while in the Umbra. A Wraith's personal equipment becomes incorporeal and enters the Umbra with him while he uses this power.
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.
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. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
** 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, re-roll 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.
Wraith Haunting Assets
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 until they snap out of it.
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. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
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
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). At Aspect 3, the Dragonblooded's natural weapons deal magical damage.
Blood Quickening - Every Dragonblooded has deep ties to one of the five mystical elements. Choose one of the following elements when building your character:
Air: The Dragonblooded's claws gain Balanced. The Dragonblooded gains +1 to Intelligence and may raise this characteristic to 6. By spending a point of Breath, they wrap themselves in the wind, and their Static Defense gains a bonus equal to their Aspect 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 Constitution and +2 hit points, and may raise their Constitution to 6. By spending a point of Breath, they gain +1 Resilience until the end of 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 Charisma and may raise this characteristic to 6. By spending a point of Breath, they deal +1k0 damage to their attacks until the end of the scene.
Water: The Dragonblooded's claws gain Tearing. The Dragonblooded gains +1 to Strength and may raise this characteristic to 6. 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 Wisdom, may raise this characteristic to 6, and ignores rough terrain caused by plant life (overgrown bushes, thorn brambles, and so on). Wood Dragonblooded may spend Breath to recover Hit Points in combat as a free action.
Resource Stat: Breath - A Dragonblooded's maximum Breath is equal to their Level*2. 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 flight speed doubles.
*** Dragon Heart - The Dragonblooded gains a breath weapon. They must spend a point of Breath to use it, and it counts as a Flamer that does not jam.
**** Dragon Skin - The Dragonblooded gains Armor and Aura equal to their Aspect. This armor does stack with other sources.
***** Maximum Dragoning - The Dragonblooded may transform into a dragon. A tiny one, but a dragon nonetheless. The transformation is a half action and lasts until the end of the scene. This power may be used more than once per session, but requires spending 4 Breath each time after the first.
-The Dragonblooded gains +5 size
-The Dragonblooded gains +1 to each physical characteristic and +2 to the characteristic of his quickening. If his quickening characteristic is physical, only increase it by 2.
-The Dragonblooded may use his breath weapon without having to spend a Breath.
-They add +1k1 to damage with their breath and claw weapons and gain a bite natural weapon (2k2 R; melee, brawling).
-Any equipped gear is absorbed into their body for the duration of the transformation and therefore useless unless an effect such as the Dedication spell affects it.
Dragonblooded Bloodline Assets
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 and may raise this characteristic to 6, and +1 Resilience. By spending a point of Breath they gain Armor equal to their Aspect until the end of the scene. The Dragonborn's claws gain +4 Pen and Power Field.
Void: The Dragonblooded gains +1 Composure and may raise this characteristic to 6. They do not need to breathe and can survive without a void suit in the vacuum of space. The Dragonblooded may spend 1 Breath to increase their Aura by their Aspect until the end of the scene. The Dragonblooded's Claws gain the Tearing and Toxic properties. Wounds dealt by a Void Dragonborn's claws cannot be healed by spending resource points or magical healing - only by time.
Heart: The Dragonblooded gains +1 Fellowship and may raise this characteristic to 6. By spending a point of breath, they may treat any one die rolled as a social attack or with a social skill as a 10. The Dragonblooded's claws gain Orgone Array and Volatile properties and may be used as implements when casting spells. You gain the Implement Focus feat, and may use it twice if you are using your claws as the implement.
Blood of Bahamut
The Dragonblooded's Claws and the breath weapon they gain from Dragon Heart at Aspect 3 deal +1k1 damage and the damage type is changed to X.
Blood of Io
The Chosen of Io may regain their Breath more quickly by consuming valuable objects like gems, art, or no-limit credit cards. They may spend a full action during combat to gulp down a handful of precious metal and wealth to regain 2 points of breath. This treasure must be on hand, with the dragonblooded.
Blood of Tiamat
Once per day, the Dragonblooded may perform an hour-long ritual that allows them to change their Blood Quickening. Each Quickening says a characteristic may be raised to 6. When changing Quickenings, only the new characteristic may be raised to 6. If the old characteristic already had 6 dots, that dot is moved to the new characteristic to a maximum of 6.
Double Dragon
You have the bloodline of not just one, but two dragons (or more, if you're dragonborn - in which case you are some kind of triple dragon at this point) flowing through your veins. Choose an additional Blood Quickening (Air, Earth, Fire, Water, or Wood). You gain the benefits of that blood quickening, with the exception of that Blood Quickening's characteristic bonus.
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). At Aspect 3, the Dragonblooded's natural weapons deal magical damage.
Blood Quickening - Every Dragonblooded has deep ties to one of the five mystical elements. Choose one of the following elements when building your character:
Air: The Dragonblooded's claws gain Balanced. The Dragonblooded gains +1 to Intelligence and may raise this characteristic to 6. By spending a point of Breath, they wrap themselves in the wind, and their Static Defense gains a bonus equal to their Aspect 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 Constitution and +2 hit points, and may raise their Constitution to 6. By spending a point of Breath, they gain +1 Resilience until the end of 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 Charisma and may raise this characteristic to 6. By spending a point of Breath, they deal +1k0 damage to their attacks until the end of the scene.
Water: The Dragonblooded's claws gain Tearing. The Dragonblooded gains +1 to Strength and may raise this characteristic to 6. 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 Wisdom, may raise this characteristic to 6, and ignores rough terrain caused by plant life (overgrown bushes, thorn brambles, and so on). Wood Dragonblooded may spend Breath to recover Hit Points in combat as a free action.
Resource Stat: Breath - A Dragonblooded's maximum Breath is equal to their Level*2. 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 flight speed doubles.
*** Dragon Heart - The Dragonblooded gains a breath weapon. They must spend a point of Breath to use it, and it counts as a Flamer that does not jam.
**** Dragon Skin - The Dragonblooded gains Armor and Aura equal to their Aspect. This armor does stack with other sources.
***** Maximum Dragoning - The Dragonblooded may transform into a dragon. A tiny one, but a dragon nonetheless. The transformation is a half action and lasts until the end of the scene. This power may be used more than once per session, but requires spending 4 Breath each time after the first.
-The Dragonblooded gains +5 size
-The Dragonblooded gains +1 to each physical characteristic and +2 to the characteristic of his quickening. If his quickening characteristic is physical, only increase it by 2.
-The Dragonblooded may use his breath weapon without having to spend a Breath.
-They add +1k1 to damage with their breath and claw weapons and gain a bite natural weapon (2k2 R; melee, brawling).
-Any equipped gear is absorbed into their body for the duration of the transformation and therefore useless unless an effect such as the Dedication spell affects it.
Dragonblooded Bloodline Assets
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 and may raise this characteristic to 6, and +1 Resilience. By spending a point of Breath they gain Armor equal to their Aspect until the end of the scene. The Dragonborn's claws gain +4 Pen and Power Field.
Void: The Dragonblooded gains +1 Composure and may raise this characteristic to 6. They do not need to breathe and can survive without a void suit in the vacuum of space. The Dragonblooded may spend 1 Breath to increase their Aura by their Aspect until the end of the scene. The Dragonblooded's Claws gain the Tearing and Toxic properties. Wounds dealt by a Void Dragonborn's claws cannot be healed by spending resource points or magical healing - only by time.
Heart: The Dragonblooded gains +1 Fellowship and may raise this characteristic to 6. By spending a point of breath, they may treat any one die rolled as a social attack or with a social skill as a 10. The Dragonblooded's claws gain Orgone Array and Volatile properties and may be used as implements when casting spells. You gain the Implement Focus feat, and may use it twice if you are using your claws as the implement.
Blood of Bahamut
The Dragonblooded's Claws and the breath weapon they gain from Dragon Heart at Aspect 3 deal +1k1 damage and the damage type is changed to X.
Blood of Io
The Chosen of Io may regain their Breath more quickly by consuming valuable objects like gems, art, or no-limit credit cards. They may spend a full action during combat to gulp down a handful of precious metal and wealth to regain 2 points of breath. This treasure must be on hand, with the dragonblooded.
Blood of Tiamat
Once per day, the Dragonblooded may perform an hour-long ritual that allows them to change their Blood Quickening. Each Quickening says a characteristic may be raised to 6. When changing Quickenings, only the new characteristic may be raised to 6. If the old characteristic already had 6 dots, that dot is moved to the new characteristic to a maximum of 6.
Double Dragon
You have the bloodline of not just one, but two dragons (or more, if you're dragonborn - in which case you are some kind of triple dragon at this point) flowing through your veins. Choose an additional Blood Quickening (Air, Earth, Fire, Water, or Wood). You gain the benefits of that blood quickening, with the exception of that Blood Quickening's characteristic bonus.