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Post by Amanojyaku on Aug 9, 2018 18:35:21 GMT -6
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Post by Amanojyaku on Aug 9, 2018 18:36:54 GMT -6
Ahroun WerewolfReplace the following: Wolf Form with Dire Wolf FormWarform with Scourge FormSacred Hunt with Stalking the Sun and MoonSpirit Walk with Unstoppable Juggernaut IncarnationDire Wolf Form: Obviously, in dire wolf form the character cannot speak, manipulate all but the simplest objects, or do other things humans take for granted. However, they gain +1k1 to all perception checks involving scent, Daemonic, Strength +1, Constitution +1, Intelligence -2, and a Bite weapon (1k1 R; Melee; Brawling) with Penetration equal to her Feral Heart. Scourge Form: A horror, an Ahroun in scourge form is a massively destructive force. An Ahroun in Scourge Form may only make attack actions or move towards an opponent. An Ahroun must spend 1 Rage to enter scourge form and may only maintain Scourge Form for a number of rounds equal to her Constitution + Feral Heart. While in scourge form, the Ahroun gains Daemonic, Stuff of Nightmares, Strength +2, Size +2, Constitution +2, Intelligence -2, a Claw natural weapon (1k1 R; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). An Ahroun's bite and claws in scourge form count as magical weapons, and gain Penetration equal to her Feral Heart. An Ahroun must remove any armor before changing shape or else the straps break, dealing damage to the Ahroun equal to the armor's AP and rendering the armor useless until repaired. Stalking the Sun and Moon: Given a token belonging to their prey, an Ahroun can spend an hour studying the item with a Perception (scent) test against the Static Defense of the target. If successful, the Ahroun benefits from the Arcane Mark feat against that target. This power can keep track of a number of targets up to the Ahroun's Feral Heart at a time. Unstoppable Juggernaut Incarnation: In Scourge Form, an Ahroun may spend 1 Rage to negate 1 point of critical damage they receive. Ahroun Howlpack AssetsKrallenhordeThe Krallenhorde is the largest known pack of werewolves, the howlpack that most Ahroun eventually assume. Gain one rank of the Erymanthian Boar sword school. You can advance this school as if it appeared in any class progression you possess. You can spend a Rage to add +1k0 to damage rolls with your natural weapons. If you don't already have an exaltation asset, this one can be purchased after character creation. LeeraugEven those chosen personally by Luna can have a murderous streak, and the Leeraug are those Ahroun who stray toward the Black Spiral. Gain a static bonus to damage rolls against Helpless targets and children (or Gnomes and any smaller humanoids) equal to your Feral Heart + 2. When you kill such targets, you can spend 1 Rage to cause the corpse to affect other people as if it had Fear (1) for a number of days equal to your Feral Heart, or spend 3 Rage for it to have Fear (2) instead. MondronenThe Mondronen are Luna's answer to apostate sorcerers, fierce mage-hunters with a powerful instinct to track down and murder the witch. Begin play with the feats Arcane Sight and Unseen Sense (Psykers). Your Lycan Resilience grants an equal amount of Aura. SilverfurSometimes virtue manages to pierce even the thickest wolf's skull, and the result is an Ahroun that shines with Luna's radiance. Your natural weapons and unarmed strikes are silver and gain the Sanctified (Luna) special quality. While in Dire Wolf Form or Scourge Form, you project a soft light like that of the moon; once per session when entering either form, you can spend 1 Rage to allow everyone your light falls on to treat your transformation as the rising of a moon. Revised CoreReplace the following: Wolf Form with Dire Wolf FormWarform with Scourge FormSacred Hunt with Stalking the Sun and MoonDire Wolf Form: Obviously, in dire 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, Daemonic, Strength +1, Constitution +1, Intelligence -2, the Quadruped trait, and a Bite weapon (1k1 R; Melee; Brawling) with Penetration equal to her Feral Heart. Scourge Form: A horror, an Ahroun in Scourge Form is a massively destructive force. An Ahroun in Scourge Form must make an attack or move closer to an enemy on each of her turns. An Ahroun may spend 1 Rage to enter Scourge Form as a free action, and may maintain Scourge Form for Constitution + Feral Heart rounds. While in Scourge Form, the Ahroun gains Daemonic, Stuff of Nightmares, Strength +2, Size +2, Constitution +2, Intelligence -2, a Claw natural weapon (1k2 R; Melee; Brawling), and a Bite natural weapon (2k2 R; Melee; Brawling). An Ahroun's bite and claws in scourge form count as magical weapons, and have Penetration equal to her Feral Heart. Stalking the Sun and Moon: Given a token belonging to their prey, an Ahroun can spend an hour studying the item with a Perception (scent) test against the Static Defense of the target. If successful, the Ahroun benefits from the Arcane Mark feat against that target. This power can keep track of a number of targets up to the Ahroun's Feral Heart at a time. Ahroun Howlpack AssetsKrallenhordeThe Krallenhorde is the largest known pack of werewolves, the howlpack that most Ahroun eventually assume. Gain one rank of the Erymanthian Boar sword school. You can advance this school as if it appeared in any class progression you possess. You can spend a Rage to add +1k0 to damage rolls with your natural weapons. If you don't already have an exaltation asset, this one can be purchased after character creation. LeeraugEven those chosen personally by Luna can have a murderous streak, and the Leeraug are those Ahroun who stray toward the Black Spiral. Gain a static bonus to damage rolls against Helpless targets and children (or Gnomes and any smaller humanoids) equal to your Feral Heart + 2. When you kill such targets, you can spend 1 Rage to cause the corpse to affect other people as if it had Fear (1) for a number of days equal to your Feral Heart, or spend 3 Rage for it to have Fear (2) instead. MondronenThe Mondronen are Luna's answer to apostate sorcerers, fierce mage-hunters with a powerful instinct to track down and murder the witch. Begin play with the feats Arcane Sight and Unseen Sense (Psykers). Your Lycan Resilience grants an equal amount of Aura. SilverfurSometimes virtue manages to pierce even the thickest wolf's skull, and the result is an Ahroun that shines with Luna's radiance. Your natural weapons and unarmed strikes are silver and gain the Sanctified (Luna) special quality. While in Dire Wolf Form or Scourge Form, you project a soft light like that of the moon; once per session when entering either form, you can spend 1 Rage to allow everyone your light falls on to treat your transformation as the rising of a moon.
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Post by Amanojyaku on Aug 9, 2018 18:38:20 GMT -6
Ananasi (Werespider)Replace the following: Wolf Form with Spider FormWarform with Fearweaver FormLycan Resilience with Arachnid ResilienceFast Healing with Extreme ToxicitySacred Hunt with Steel WebbingTell: Skin segments along the joints, limbs and digits lengthen unnaturally. Tattoos glow with a faint white light.Spider Form: Obviously, in spider form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, rather than becoming one spider, they become many; the character breaks up into a number of spiders equal to his current Hit Points, which are treated as minions with a Threat Rating equal to the character's Feral Heart and a Damage Rating equal to their Threat Rating - 1. For each spider destroyed, the character loses 1 Hit Point. Fearweaver Form: Alien, terrifying, and just plain wrong, an Ananasi in fearweaver form is nothing less than irrational terror incarnate. An Ananasi in Fearweaver Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. An Ananasi must spend 1 Rage to enter fearweaver form and may only maintain Fearweaver Form for a number of rounds equal to his Composure + Feral Heart. While in fearweaver form, the Ananasi gains Stuff of Nightmares, Crawler, Dexterity +2, Size +2, gains a Bite natural weapon (1k1 R; Melee; Brawling, Toxic), and gains Fear with a rating equal to half his Feral Heart (rounded up). An Ananasi's bite in fearweaver form count as magical weapons. An Ananasi must remove any armor before changing shape or else the straps break, dealing damage to the Ananasi equal to the armor's AP and rendering the armor useless until repaired. Arachnid Resilience: An Ananasi gains Armor Plating with a rating equal to twice their Feral Heart while in Fearweaver Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an Ananasi suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. Extreme Toxicity: The TN to resist the Toxic special quality of your natural weapons is 10 + 5 times your Feral Heart. In addition, you can spend 1 Rage or 1 Hit Point to coat a weapon with your venom as a Ready action, giving that weapon the Toxic special quality for a number of hits equal to your Feral Heart. Steel Webbing: By spending 1 Rage, the character is able to create a mass of webbing sufficient to block a medium-sized entrance completely, create a sticky net to cover a small room, or immobilize an enemy of a Size up to 3 times their Feral Heart. It can also be used to create most items, though this requires a suitable Crafts test and more work besides shaping the threads to be functional (such as, say, sharpening). You also gain a natural Web Pistol that has the Biotic quality; the TN to resist its Snare quality is 10 + 5 times your Feral Heart, and the TN to escape is 5 times your Feral Heart. Ananasi AssetsHarvesterThe long-legged harvesters tower over mortal, exalt, and shrubbery alike, easily picking their way through just about every situation. Gain Heightened Senses (Sight) and a free raise on Perception tests. While in Fearweaver Form, your long legs allow you to completely ignore penalties for difficult or arduous terrain. RedbackRedbacks are the most lethal of assassins. The damage dealt by your poison (whether through your Bite or a weapon laced with it by Extreme Toxicity) is equal to 1 + half your Feral Heart (rounded up). ScorpionScorpions have much greater natural weapons. Instead of a Bite, they have a Sting, which uses the same profile, but gains Reach and +0k1 damage. Gain one free rank of the Foxhound Protocol sword school. You can advance this sword school as if it appeared in any class progression you possess. TarantulaIt's a well-known fact that the bigger a spider is, the more irrationally terrified people are of it. Tarantulas are the biggest among Ananasi, which are already huge spiders. When Shifting, instead of becoming a swarm of spiders you can become a single, enormous one, gaining Crawler, +2 Dexterity, -1 Size, Fear (1), and a Bite natural weapon (0k1 R; Melee; Brawling, Toxic). Increase your Fear rating in Fearweaver Form by 1. Revised CoreReplace the following: Wolf Form with Spider FormWarform with Fearweaver FormLycan Resilience with Arachnid ResilienceFast Healing with Extreme ToxicitySacred Hunt with Steel WebbingTell: Skin segments along the joints, limbs and digits lengthen unnaturally. Tattoos glow with a faint white light.Spider Form: Obviously, in spider form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, rather than becoming one spider, they become many; the character breaks up into a number of spiders equal to his current Hit Points, which are treated as minions with a Threat Rating equal to the character's Feral Heart and a Damage Rating equal to their Threat Rating - 1. For each spider destroyed, the character loses 1 Hit Point. Fearweaver Form: Alien, terrifying, and just plain wrong, an Ananasi in fearweaver form is nothing less than irrational terror incarnate. An Ananasi in Fearweaver Form must attack, move toward an opponent, or make Stealth tests in order to stalk an unaware target on each of their turns. An Ananasi may spend 1 Rage to enter fearweaver form as a free action, and can maintain Fearweaver Form for a number of rounds equal to his Composure + Feral Heart. While in fearweaver form, the Ananasi gains Stuff of Nightmares, Crawler, Dexterity +2, Size +2, gains a Bite natural weapon (1k1 R; Melee; Brawling, Toxic), and gains Fear with a rating equal to half his Feral Heart (rounded up). An Ananasi's bite in fearweaver form count as magical weapons. Arachnid Resilience: An Ananasi gains Armor Plating with a rating equal to twice their Feral Heart while in Fearweaver Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an Ananasi suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. Extreme Toxicity: The TN to resist the Toxic special quality of your natural weapons is 10 + 5 times your Feral Heart. In addition, you can spend 1 Rage or 1 Hit Point to coat a weapon with your venom as a Ready action, giving that weapon the Toxic special quality for a number of hits equal to your Feral Heart. Steel Webbing: By spending 1 Rage, the character is able to create a mass of webbing sufficient to block a medium-sized entrance completely, create a sticky net to cover a small room, or immobilize an enemy of a Size up to 3 times their Feral Heart. It can also be used to create most items, though this requires a suitable Crafts test and more work besides shaping the threads to be functional (such as, say, sharpening). You also gain a natural Web Pistol that has the Biotic quality; the TN to resist its Snare quality is 10 + 5 times your Feral Heart, and the TN to escape is 5 times your Feral Heart. Ananasi AssetsHarvesterThe long-legged harvesters tower over mortal, exalt, and shrubbery alike, easily picking their way through just about every situation. Gain Heightened Senses (Sight) and a free raise on Perception tests. While in Fearweaver Form, your long legs allow you to completely ignore penalties for difficult or arduous terrain. RedbackRedbacks are the most lethal of assassins. The damage dealt by your poison (whether through your Bite or a weapon laced with it by Extreme Toxicity) is equal to 1 + half your Feral Heart (rounded up). ScorpionScorpions have much greater natural weapons. Instead of a Bite, they have a Sting, which uses the same profile, but gains Reach and +0k1 damage. Gain one free rank of the Foxhound Protocol sword school. You can advance this sword school as if it appeared in any class progression you possess. TarantulaIt's a well-known fact that the bigger a spider is, the more irrationally terrified people are of it. Tarantulas are the biggest among Ananasi, which are already huge spiders. When Shifting, instead of becoming a swarm of spiders you can become a single, enormous one, gaining Crawler, +2 Dexterity, -1 Size, Fear (1), and a Bite natural weapon (0k1 R; Melee; Brawling, Toxic). Increase your Fear rating in Fearweaver Form by 1.
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Post by Amanojyaku on Aug 9, 2018 18:39:48 GMT -6
Bai Ze (Werehakutaku)Replace the following: Wolf Form with Kutabe FormWarform with Hakutaku FormLycan Resilience with Mystical InsightSpirit Tongue with Who Knows Ten Thousand ThingsSacred Hunt with Spirit WikiTell: Small horns sprout from the forehead. Bai Ze tattoos include an eye-like marking on the forehead and three on each side of the torso, all glowing with gold light.Kutabe Form: In kutabe form, the character is incapable of manipulating all but the simplest objects and cannot do most things that humans take for granted. However, they gain +1k1 to Perception tests involving sight, +2 to Wisdom, +1 to Size, a Claw natural weapon (2k1 R; Melee; Brawling), and a Horn natural weapon (1k1 R; Melee; Brawling). Hakutaku Form: Eerie and unsettling, a Bai Ze in hakutaku form is a locus of psychic force. A Bai Ze in Hakutaku Form can only cast or maintain spells (but can't cast Fettered), make melee attacks, or move towards an opponent. A Bai Ze must spend 1 Rage to enter hakutaku form and may only maintain Hakutaku Form for a number of rounds equal to her Willpower + Feral Heart. While in hakutaku form, the Bai Ze gains Stuff of Nightmares, Intelligence +2, Wisdom +2, and a Horn natural weapon (2k1 R; Melee; Brawling). A Bai Ze's horns in hakutaku form count as magical weapons. Mystical Insight: A Bai Ze gains Aura equal to twice her Feral Heart in Kutabe Form and Hakutaku Form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bai Ze suffers enough damage from another source that it would normally kill her, she is instead knocked unconscious until she regenerates all critical damage. A Bai Ze may spend Rage to recover Hit Points in combat as a free action. Who Knows Ten Thousand Things: A Bai Ze begins play with two additional languages and a number of Lore or Intelligence specialties equal to 2 + her Intelligence + Feral Heart, and gains an additional such specialty each time she gains a dot of Feral Heart. Spirit Wiki: By performing a ritual that lasts six hours (on average - more elusive information would take longer to track down), a Bai Ze may cast her awareness far across the Umbra in search of information regarding a specific subject, item, or individual. Once the Bai Ze begins this search, she cannot rest or pursue any other goal until it is complete. When she has completed the search, she knows all there is to know about the subject, gaining a free specialty in Lore (and if the subject was an individual, Scrutiny) tests regarding it. Bai Ze Specialty AssetsAdvisorYour wisdom is such that all things great and small beg your counsel. Begin play with 2 additional dots of Status (to a maximum of 5), the Protocol feat, and a free specialty (Good Judgment) in Wisdom. ClairvoyantYou work toward the lofty goal of seeing and knowing all. Begin play with the Foresight feat and one free rank of Divination magical power. You can advance this power as if it appeared in any class progression you possess. LibrarianYou're a beast of musty pages, long used to sniffing around shelves, scrolls, and dataslates for what you need. Begin play with the Research feat. You can spend 1 Rage to increase a Lore skill or your Intelligence by 1 for the rest of the scene. TeacherLike the great beast from whom your gift originated, you are particularly gifted at sharing your knowledge with others. Begin play with the Eidetic Memory feat. You can use Aid Another actions on anyone capable of seeing or hearing you, regardless of distance. Revised CoreReplace the following:
Wolf Form with Kutabe Form
Warform with Hakutaku Form
Lycan Resilience with Mystical Insight
Spirit Sight with Who Knows Ten Thousand Things
Sacred Hunt with Spirit Wiki
Unstoppable Juggernaut Incarnation with Inevitable Genius Insight
Tell: Small horns sprout from the forehead. Bai Ze tattoos include an eye-like marking on the forehead and three on each side of the torso, all glowing with gold light.
Kutabe Form: In kutabe form, the character is incapable of manipulating all but the simplest objects and cannot do most things that humans take for granted. However, they gain +1k1 to Perception tests involving sight, +2 to Wisdom, +1 to Size, a Claw natural weapon (2k1 R; Melee; Brawling), and a Horn natural weapon (1k1 R; Melee; Brawling).
Hakutaku Form: Eerie and unsettling, a Bai Ze in hakutaku form is a locus of psychic force. A Bai Ze in Hakutaku Form must cast or maintain spells (but can't cast Fettered), make melee attacks, or move towards an opponent. A Bai Ze may spend 1 Rage to enter hakutaku form as a free action and can maintain Hakutaku Form for a number of rounds equal to her Willpower + Feral Heart. While in hakutaku form, the Bai Ze gains Stuff of Nightmares, Intelligence +2, Wisdom +2, and a Horn natural weapon (2k1 R; Melee; Brawling). A Bai Ze's horns in hakutaku form count as magical weapons.
Mystical Insight: A Bai Ze gains Aura equal to twice her Feral Heart in Kutabe Form and Hakutaku Form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bai Ze suffers enough damage from another source that it would normally kill her, she is instead knocked unconscious until she regenerates all critical damage. A Bai Ze may spend Rage to recover Hit Points in combat as a free action.
Who Knows Ten Thousand Things: As Spirit Sight, except instead of gaining Speak Language (Spirits), the Bai Ze begins play with two additional languages and a number of Lore or Intelligence specialties equal to 2 + her Intelligence + Feral Heart, and gains an additional such specialty each time she gains a dot of Feral Heart.
Spirit Wiki: By performing a ritual that lasts six hours (FH + Intelligence against TN 20, reduce time by 1 hour per raise, to a minimum of 1), a Bai Ze may cast her awareness far across the Umbra in search of information regarding a specific subject, item, or individual. When she has completed the search, she knows all there is to know about the subject, gaining a free specialty in Lore (and if the subject was an individual, Scrutiny) tests regarding it.
Inevitable Genius Insight: Instead of adding +1k0 to a Mental roll when spending a Rage, the Bai Ze simply adds 10 to the result.
Bai Ze Specialty Assets
Advisor Your wisdom is such that all things great and small beg your counsel. Begin play with 2 additional dots of Status (to a maximum of 5), the Protocol feat, and a free specialty (Good Judgment) in Wisdom.
Clairvoyant You work toward the lofty goal of seeing and knowing all. Begin play with the Foresight feat and one free rank of Divination magical power. You can advance this power as if it appeared in any class progression you possess.
Librarian You're a beast of musty pages, long used to sniffing around shelves, scrolls, and dataslates for what you need. Begin play with the Research feat. You can spend 1 Rage to increase your Intelligence and Lore skills by 1 for the rest of the scene.
Teacher Like the great beast from whom your gift originated, you are particularly gifted at sharing your knowledge with others. Begin play with the Eidetic Memory feat. You can use Aid Another actions on anyone capable of seeing or hearing you, regardless of distance.
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Post by Amanojyaku on Aug 9, 2018 18:40:58 GMT -6
Bastet (Werecat)Replace the following: Wolf Form with Feline FormWarform with Hunter FormLycan Resilience with Feline ReflexesSacred Hunt with WindseekerTell: Develops patches of fur and grows feline ears and a tail. Tattoos glow brightly with silver light. Feline Form: Obviously, in feline form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving scent, +2 to Dexterity, -1 to Size, and a Claw natural weapon (1k1 R; Melee; Brawling). Hunter Form: A terror, a Bastet in hunter form is a lurking nightmare just waiting to claw your throat out. A Bastet in Hunter Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. A Bastet must spend 1 Rage to enter hunter form and may only maintain Hunter Form for a number of rounds equal to her Constitution + Feral Heart. While in hunter form, the Bastet gains Stuff of Nightmares, Dexterity +2, Strength +2, Size +2, gains a Claw natural weapon (1k1 R; Melee; Brawling), and a Bite natural weapon (2k1 R; Melee; Brawling). A Bastet's bite and claws in hunter form count as magical weapons. A Bastet must remove any armor before changing shape or else the straps break, dealing damage to the Bastet equal to the armor's AP and rendering the armor useless until repaired. Feline Reflexes: A Bastet adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Feline Form or Hunter Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bastet suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Bastet may spend Rage to recover Hit Points in combat as a free action. Windseeker: You can cast Legend Lore and Augury, using Feral Heart + Wisdom instead of the normal magic test. Bastet AssetsBalamThe werejaguars are hardy and temperamental, embodying a wrathful xenophobia. Gain the Hatred (any) feat and one rank of the Ageless Vendetta sword school. You can advance this school as if it appeared in any class progression you possess. In addition, treat Hunter Form as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. BagheeraGraceful and sagacious, the wereleopards are renowned for their mystical insights. Gain the Appearance asset and one rank of the Divination magical school. You can advance this school as if it appeared in any class progression you possess. KhanNoble, honorable weretigers see themselves as bulwarks against the darkness and protectors of those who can't fight for themselves. Gain the Guardian feat. You can spend 1 Rage to increase your Command, Intimidation, or Strength by 1 for the rest of the scene. In addition, you meet class prerequisites requiring ranks of Weaponry as if they required an equal amount of Brawl ranks instead. SimbaRegal, proud, and powerful beyond compare, the werelions represent the best that the Wheel has to offer... and they know it. Gain the Armor of Contempt feat, and add your Feral Heart as a static bonus to all opposed Tests, as well as on damage rolls against anyone Ganging Up on you. While in Hunter Form, double this bonus against anyone with a Level lower than your Feral Heart. Revised CoreReplace the following: Wolf Form with Feline FormWarform with Hunter FormLycan Resilience with Feline ReflexesSacred Hunt with WindseekerUnstoppable Juggernaut Incarnation with Golden Tiger PrecisionTell: Develops patches of fur and grows feline ears and a tail. Tattoos glow brightly with silver light. Feline Form: Obviously, in feline form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving scent, +2 to Dexterity, -1 to Size, the Quadruped trait, and a Claw natural weapon (1k1 R; Melee; Brawling). Hunter Form: A terror, a Bastet in hunter form is a lurking nightmare just waiting to claw your throat out. A Bastet in Hunter Form must attack, move toward an opponent, or make Stealth tests in order to stalk an unaware target on each of their turns. A Bastet may spend 1 Rage to enter hunter form and can maintain Hunter Form for a number of rounds equal to her Constitution + Feral Heart. While in hunter form, the Bastet gains Stuff of Nightmares, Dexterity +2, Strength +2, Size +2, gains a Claw natural weapon (1k1 R; Melee; Brawling), and a Bite natural weapon (2k1 R; Melee; Brawling). A Bastet's bite and claws in hunter form count as magical weapons. Feline Reflexes: A Bastet adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Feline Form or Hunter Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Bastet suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Bastet may spend Rage to recover Hit Points in combat as a free action. Windseeker: You can cast Legend Lore and Augury, using Feral Heart + Wisdom instead of the normal magic test. Golden Tiger Precision: While in Hunter Form, you can spend 1 Rage to ignore penalties on an attack roll caused by taking a specific combat action or feats that allow you to make an attack under certain conditions (such as Counter Attack). If you have the Evasion feat, it also affects Parry actions. Bastet AssetsBalamThe werejaguars are hardy and temperamental, embodying a wrathful xenophobia. Gain the Hatred (any) feat and one rank of the Ageless Vendetta sword school. You can advance this school as if it appeared in any class progression you possess. In addition, treat Hunter Form as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. BagheeraGraceful and sagacious, the wereleopards are renowned for their mystical insights. Gain the Appearance asset and one rank of the Divination magical school. You can advance this school as if it appeared in any class progression you possess. KhanNoble, honorable weretigers see themselves as bulwarks against the darkness and protectors of those who can't fight for themselves. Gain the Guardian feat. You can spend 1 Rage to increase your Command, Intimidation, and Strength by 1 for the rest of the scene. In addition, you meet class prerequisites requiring ranks of Weaponry as if they required an equal amount of Brawl ranks instead. SimbaRegal, proud, and powerful beyond compare, the werelions represent the best that the Wheel has to offer... and they know it. Gain the Armor of Contempt feat, and add your Feral Heart as a static bonus to all opposed Tests, as well as on damage rolls against anyone Ganging Up on you. While in Hunter Form, double this bonus against anyone with a Level lower than your Feral Heart.
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Post by Amanojyaku on Aug 9, 2018 18:42:12 GMT -6
Camazotz (Werebat)Replace the following: Wolf Form with Bat FormWarform with Megachiropteran FormLycan Resilience with Vesper AgilitySilver Bane with Fire BaneSacred Hunt with Songs in the BloodTell: Develops patches of fur and batlike ears. Tattoos glow with a hellish red light.Bat Form: Naturally, in bat form the character cannot speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving hearing, Dark Sight, +2 to Dexterity, -2 to Size, Flyer, and a Bite weapon (0k1 R; Melee; Brawling). Megachiropteran Form: Eerie and unsettling, a Camazotz in megachiropteran form is an ill-winged omen. A Camazotz in Megachiropteran Form may only make attack actions, move toward an opponent, or make Stealth tests in order to stalk an unaware target. A Camazotz must spend 1 Rage to enter megachiropteran form and may only maintain Megachiropteran Form for a number of rounds equal to his Composure + Feral Heart. While in Megachiropteran Form, the Camazotz gains Stuff of Nightmares, Dark Sight, Flyer, +2 Dexterity, +1 Size, a Claw natural weapon (0k1 R; Melee; Brawling) that can't be used while flying, and a Bite natural weapon (1k1 R; Melee; Brawling). A Camazotz's bite and claws in megachiropteran form count as magical weapons, and the Camazotz needs both arms free in order to fly. A Camazotz must remove any armor before changing shape or else the straps break, dealing damage to the Camazotz equal to the armor's AP and rendering the armor useless until repaired. Vesper Agility: A Camazotz adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Bat form or Megachiropteran Form, and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Camazotz suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. Fire Bane: A Camazotz halves their size when calculating Hit Points lost from E damage. Fast Healing: As the Werewolf power, except that the Camazotz can heal damage caused by silver. Songs in the Blood: By drinking the blood of a living or recently deceased (in the same scene) person, you can cast the spell Hindsight using Feral Heart + Wisdom in place of the normal magic test, but only with regard to the memories and experiences of that person's past month. If the target is alive and aware of what you can do with their blood, they can attempt to twist the information you would receive with a successful Arcana + Fellowship test. Camazotz Clan AssetsCursed CacklerCamazotz of the Curse Cackle clan are cursed, the descendants of those who thought they could best a daemon in a battle of exact words. Begin play with 10 points of Corruption and a free rank of Daemonology magic power. You can purchase ranks in Daemonology as if it was part of any class you belong to, and you are not removed from play at 100 Corruption, though you continue to risk mutations and degeneration as normal. Night RogueCamazotz who bear the stigma of Night Rogue are clanless iconoclasts, those who would seek to dissect and catalog Luna's blessing. You gain +0kX on Academic Lore and Medicae tests, where X is your Feral Heart, and a free specialty (Werebeasts) in each. Additionally, you can always purchase ranks in these skills as if they appeared in your class progression. Song WhispererCamazotz of the Song Whisperer Clan are blessed with the best hearing of all. Gain Heightened Senses (Hearing), and you take no penalties for missing eyes or being blind as long as you aren't Deafened. In fact, as long as you aren't Deafened, you may as well have perfect eyesight... well, "perfect" for someone who can't see colors, anyway. Your hearing alone can determine location, temperature, heart rate, altitude, gradation, the presence of electronics, and more. However, you take -1k2 on tests to resist sound-based effects. Wind RunnerCamazotz of the Wind Runner Clan are the best flyers, practically born on the wing. They're masters of a trick that lets them fly even more. When Shifting into Bat Form, instead of becoming one decently-sized bat, you become an enormous swarm of tiny ones, becoming a number of microbats equal to your current Hit Points, which are treated as minions with a Threat Rating equal to your Feral Heart and a Damage Rating equal to their Threat Rating - 1. They have the Flyer trait. For each bat destroyed, you lose 1 Hit Point. Revised CoreReplace the following: Wolf Form with Bat FormWarform with Megachiropteran FormLycan Resilience with Vesper AgilitySilver Bane with Fire BaneSacred Hunt with Songs in the BloodUnstoppable Juggernaut Incarnation with Storm of a Thousand Silent WingsTell: Develops patches of fur and batlike ears. Tattoos glow with a hellish red light.Bat Form: Naturally, in bat form the character cannot speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving hearing, Dark Sight, +2 to Dexterity, -2 to Size, Flyer, and a Bite weapon (0k1 R; Melee; Brawling). Megachiropteran Form: Eerie and unsettling, a Camazotz in megachiropteran form is an ill-winged omen. A Camazotz in Megachiropteran Form must attack, move toward an opponent, or make Stealth tests in order to stalk an unaware target on each of their turns. A Camazotz may spend 1 Rage to enter megachiropteran form as a free action, and can maintain Megachiropteran Form for a number of rounds equal to his Composure + Feral Heart. While in Megachiropteran Form, the Camazotz gains Stuff of Nightmares, Dark Sight, Flyer, +2 Dexterity, +1 Size, a Claw natural weapon (0k1 R; Melee; Brawling) that can't be used while flying, and a Bite natural weapon (1k1 R; Melee; Brawling). A Camazotz's bite and claws in megachiropteran form count as magical weapons, and the Camazotz needs both arms free in order to fly. Vesper Agility: A Camazotz adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Bat form or Megachiropteran Form, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Camazotz suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. Fire Bane: A Camazotz halves their Resilience when calculating Hit Points lost from E damage. Fast Healing: As the Werewolf power, except that the Camazotz can heal damage caused by silver. Songs in the Blood: By drinking the blood of a living or recently deceased (in the same scene) person, you can cast the spell Hindsight using Feral Heart + Wisdom in place of the normal magic test, but only with regard to the memories and experiences of that person's past month. If the target is alive and aware of what you can do with their blood, they can attempt to twist the information you would receive with a successful Arcana + Fellowship test. Storm of a Thousand Silent Wings: You can spend Rage to summon a swarm of bats as a minion squad with a Threat Rating equal to the Rage spent and a Damage Rating of 1 as a full action. You can perceive through the summoned bats' senses regardless of distance by testing Feral Heart against TN 20, and their chitterings are intelligible to certain characters (usually Camazotz or Vampires, though other bat-like individuals qualify at SM discretion). The summoned bats are intelligent enough to follow simple commands, and generally disperse as soon as their task is done. Camazotz Clan AssetsCursed CacklerCamazotz of the Curse Cackle clan are cursed, the descendants of those who thought they could best a daemon in a battle of exact words. Begin play with 10 points of Corruption and a free rank of Daemonology magic power. You can purchase ranks in Daemonology as if it was part of any class you belong to, and you are not removed from play at 100 Corruption, though you continue to risk mutations and degeneration as normal. Night RogueCamazotz who bear the stigma of Night Rogue are clanless iconoclasts, those who would seek to dissect and catalog Luna's blessing. You gain +0kX on Academic Lore and Medicae tests, where X is your Feral Heart, and a free specialty (Werebeasts) in each. Additionally, you can always purchase ranks in these skills as if they appeared in your class progression. Song WhispererCamazotz of the Song Whisperer Clan are blessed with the best hearing of all. Gain Heightened Senses (Hearing), and you take no penalties for missing eyes or being blind as long as you aren't Deafened. In fact, as long as you aren't Deafened, you may as well have perfect eyesight... well, "perfect" for someone who can't see colors, anyway. Your hearing alone can determine location, temperature, heart rate, altitude, gradation, the presence of electronics, and more. However, you take -1k2 on tests to resist sound-based effects. Wind RunnerCamazotz of the Wind Runner Clan are the best flyers, practically born on the wing. They're masters of a trick that lets them fly even more. When Shifting into Bat Form, instead of becoming one decently-sized bat, you become an enormous swarm of tiny ones, becoming a number of microbats equal to your current Hit Points, which are treated as minions with a Threat Rating equal to your Feral Heart and a Damage Rating equal to their Threat Rating - 1. They have the Flyer trait. For each bat destroyed, you lose 1 Hit Point.
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Post by Divergent Reality on Aug 9, 2018 18:43:19 GMT -6
Airavata - Were elephants Replace the following: Wolf Form with Eleph FormWarform with OliphauntLycan Resilience with Loxodonta ResilienceSpirit Tongue with Scorpion GrassSilver Bane with Big GameTell: As an Airavata spends Rage their skin grays and visibly thickens, their tattoos glow with a golden light. At high levels their tell covers their face with a shimmering elephant mask. Eleph Form - In Elephant form the character cannot speak, or do other things most humanoids take for granted. However, they gain a trunk allowing them to manipulate simple items, the quadruped trait, +1 to Strength, +3 to Size, and a Tusk weapon (1k1 R; Melee). Oliphaunt - An Airavata in Oliphaunt form may only make attack actions, knock down, or move towards an opponent. Airavata must spend 1 Rage to enter Oliphaunt form and may only maintain Oliphaunt form for a number of rounds equal to their Constitution + Feral Heart. While in Oliphaunt form, the Airavata gains quadruped, Stuff Of Nightmares, Strength +2, Size +3, Constitution +1, gains a trunk, a Tusk natural weapon (1k1 R; Melee) and a Trample natural weapon (2k1 I; Melee; Brawling). An Airavata’s tusks and trample in Oliphaunt form count as magical weapons. An Airavata must remove any armor before changing shape or else the straps break, dealing damage to the Airavata equal to the armor’s AP and rendering the armor useless until repaired. Loxodonta Resilience - As per Lycan Resilience, replace any instances of silver with lead. Scorpion Grass - An Airavata begins play with the Eidetic Memory feat. Big Game - An Airavata halves their size when calculating Hit Points lost from damage from a lead weapon. Fast Healing - Replace silver with lead. Spirit Sight - Same Quick Shift - Same Sacred Hunt - Same Spirit Walk - Same Airvata AssetsMammuthusYou are naturally accustomed to frigid environments, you are immune to the effects of cold. Your inward curving tusks deal I damage in Eleph and Oliphaunt forms. While in Eleph or Oliphaunt form any attacks against you that roll 5 for hit location go to your shaggy coat, only providing you an unnecessary haircut. This only applies if the Hit Location is rolled. CyclotisA smaller, more agile Airavata, Your Eleph form only gains +2 size and +1 Dexterity instead of Strength. You are always know North and of the direction you are traveling. You are not slowed by difficult terrain. MalephantYour hideous form is the result of taint from The Warp. Begin play with one mutation, +10 Insanity, and Dark Sight. You are able to act normally while in Oliphaunt form. LoxoYour Eleph and Oliphaunt forms are bipedal, losing the quadruped trait, you possess hands and are capable of speech in Eleph form. GrootslangYour Eleph and Oliphaunt forms are that of a serpent. When shifted you have only one leg and your thick scales grant double the AP by Loxodonta Resilience, and your tusk attack gains the toxic property. While in Oliphaunt form you lose your trample attack and increase your tusk damage to 2k2. Revised Werewolf version Replace the following: Wolf Form with Eleph Form Warform with Oliphaunt Lycan Resilience with Loxodonta Resilience Spirit Tongue with Scorpion Grass Silver Bane with Big Game
Shifting - The most obvious power of the Airavata is the ability to change shape. As a full action, the Airavata may change into one of two forms or back again - a normal-sized elephant and a massive half-elephant half-man warform. Shifting melds the Airavata's armor into its form and negates any effects it gives.
Eleph Form - In Elephant form the character cannot speak, or do other things most humanoids take for granted. However, they gain a trunk allowing them to manipulate simple items, the quadruped trait, +1 to Strength, +3 to Size, and a Tusk weapon (1k1 R; Melee).
Oliphaunt - An Airavata in Oliphaunt form may only make attack actions, knock down, or move towards an opponent. Airavata must spend 1 Rage to enter Oliphaunt form and may only maintain Oliphaunt form for a number of rounds equal to their Constitution + Feral Heart. While in Oliphaunt form, the Airavata gains quadruped, Stuff Of Nightmares, Strength +2, Size +3, Constitution +1, gains a trunk, a Tusk natural weapon (1k1 R; Melee) and a Trample natural weapon (2k1 I; Melee; Brawling). An Airavata’s tusks and trample in Oliphaunt form count as magical weapons.
Lycan Resilience - An Airavata gains Armor Points equal to their Constitution + Feral Heart in Elephant Form and Oliphant Form and may not be killed by critical damage unless that damage comes from an E, X, Lead, or magical source. If an Airavata 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. An Airavata may spend Rage to recover Hit Points in combat as a free action.
Scorpion Grass - An Airavata begins play with the Eidetic Memory feat.
Big Game - An Airavata halves their size when calculating Hit Points lost from damage from lead weapons
* Fast Healing - The Airavata heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, Lead, 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 Airavata may attempt to enter the Umbra through a reflective surface. Anyone holding their 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 Airavata 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), an Airavata 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 Oliphant Form, an Airavata may spend 1 Rage to ignore the damage of an attack that would cause a killing blow.
Airvata Assets
Mammuthus You are naturally accustomed to frigid environments, you are immune to the effects of cold. Your inward curving tusks deal I damage in Eleph and Oliphaunt forms. While in Eleph or Oliphaunt form any attacks against you that roll 5 for hit location go to your shaggy coat, only providing you an unnecessary haircut. This only applies if the Hit Location is rolled.
Cyclotis A smaller, more agile Airavata, Your Eleph form only gains +2 size and +1 Dexterity instead of Strength. You are always know North and of the direction you are traveling. You are not slowed by difficult terrain.
Malephant Your hideous form is the result of taint from The Warp. Begin play with one mutation, +10 Insanity, and Dark Sight. You are able to act normally while in Oliphaunt form.
Loxo Your Eleph and Oliphaunt forms are bipedal, losing the quadruped trait, you possess hands and are capable of speech in Eleph form.
Grootslang Your Eleph and Oliphaunt forms are that of a serpent. When shifted you have only one leg and your thick scales grant double the AP by Loxodonta Resilience, and your tusk attack gains the toxic property. While in Oliphaunt form you lose your trample attack and increase your tusk damage to 2k2.
Edits Feb 11 2022: Changed Oliphaunt Form to specifically give a trunk.
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Post by Amanojyaku on Aug 9, 2018 18:44:02 GMT -6
Chimaera (Weremutant)Replace the following: Wolf Form with Aberrant FormWarform with Chaos FormSilver Bane with MalfestationSacred Hunt with Profane Hunt (cosmetic) Spirit Walk with Wound-Mastering Body EvolutionTell: Joints twist, bones contort, flesh runs like six-month-old cheese. Chimaera tattoos are just as formless as their bodies, and glow in colours that can't quite be described.Aberrant Form: In aberrant form the character is capable of manipulating objects and can do most things that humans take for granted, but cannot communicate intelligibly. They also gain a +1k1 bonus on Arcana tests involving magic, -1 to Wisdom, and 2 dots to divide as they choose between their Physical Characteristics. Chaos Form: A Chimaera in chaos form is a font of corruption and horror. A Chimaera in Chaos Form may only make attack actions or move toward an opponent. A Chimaera must spend 1 Rage to enter chaos form and may only maintain Chaos Form for a number of rounds equal to her Willpower + Feral Heart. While in chaos form, the Chimaera gains the Hellspawn mutation, 9 points to divide as she chooses between her Size and Physical Characteristics (min 1, max 3 in each), gains a Tentacle Rake natural weapon (2k1 R; Melee; Brawling, Reach), and her Wisdom becomes 1. A Chimaera's natural weapons in chaos form count as magical weapons. A Chimaera must remove any armor before changing shape or else the straps break, dealing damage to the Chimaera equal to the armor's AP and rendering the armor useless until repaired. Pseudonatural Resilience: A Chimaera gains Armor or Aura equal to their Feral Heart in Aberrant Form or Chaos Form, chosen each time they enter one of those forms, and may not be killed by critical damage unless that damage comes from an E, X, golden, or magical source. If a Chimaera suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Chimaera may spend Rage to recover hit points in combat as a free action. Armor or Aura gained from Pseudonatural Resilience does not stack with worn sources, but does stack Armor or Aura granted by mutations. Malfestation: Somewhere, Tzeentch is laughing at you. Begin play with the Flesh Change feat and 15 points of Corruption, and gain 5 more whenever you buy a dot of Feral Heart. Your mutations have no effect, nor do they or any degenerations change your appearance while in your base form, but you must spend a Rage to shift into your base form from Aberrant or Chaos form. If you ever run out of Rage, you must assume Aberrant Form until it replenishes. Fast Healing: As the Werewolf power, except it only functions in Chaos Form and is overcome by gold instead of silver. Quick Shift: As the Werewolf power. A Chimaera also gains the feat Incorrigible, if she doesn't have it already. Wound-Mastering Body Evolution: In Chaos Form, a Chimaera may spend 1 Rage to increase her Armor and Aura by her current number of wounds for the rest of the scene. Using this power multiple times does not stack, but instead updates the value. Chimaera Taint AssetsControlled ChaosIt takes a sick and twisted sort of mind to think one can impress their will upon true chaos, and an even more perverse will to actually do it. Gain the Controlled Corruption and Flowing Flesh feats. You can spend 2 Rage instead of a Hero Point to reroll a Mutation using Flowing Flesh. Formless PredatorYour flesh is malleable even by the standards of Chimaerae, flowing like Warp-tainted water and just as corrupting to those who would taste it. Gain one rank of the Twisting Flesh sword school, and you can advance this sword school as if it appeared in any class progression you possess. You can spend 1 Rage to shift into any of your forms as a free action. Corruption from MadnessInsanity can be a corruption all its own, and one that destroys the mind yet more thoroughly. Begin play with 10 Insanity. Your Wisdom is no longer changed to 1 in Chaos Form. Wyld BeastSome beasts leave their homes behind when they go to masquerade upon the hapless Wheel; you brought yours with you, and inflict it upon everyone you meet. While you are in Aberrant Form or Chaos Form, you subject everything within a number of meters equal to your Feral Heart to your corrupting colour. Inanimate objects simply warp and lose color in your presence, while animate beings take a check on saving throws and need to make a Willpower test (TN 10 + 5 times your Feral Heart) each round or gain Corruption equal to your Feral Heart. Revised CoreReplace the following: Wolf Form with Aberrant FormWarform with Chaos FormSilver Bane with MalfestationSacred Hunt with Profane Hunt (cosmetic) Unstoppable Juggernaut Incarnation with Wound-Mastering Body EvolutionTell: Joints twist, bones contort, flesh runs like six-month-old cheese. Chimaera tattoos are just as formless as their bodies, and glow in colours that can't quite be described.Aberrant Form: In aberrant form the character is capable of manipulating objects and can do most things that humans take for granted, but cannot communicate intelligibly. They also gain a +1k1 bonus on Arcana tests involving magic, the Dark Sight trait, -1 to Wisdom, and 2 dots to divide as they choose between their Physical Characteristics. Chaos Form: A Chimaera in chaos form is a font of corruption and horror. A Chimaera in Chaos Form must make attack actions or move closer to an enemy on each of her turns. A Chimaera may spend 1 Rage to enter chaos form as a free action, and may maintain Chaos Form for a number of rounds equal to her Willpower + Feral Heart. While in chaos form, the Chimaera gains the Hellspawn mutation, 9 points to divide as she chooses between her Size and Physical Characteristics (min 1, max 3 in each), gains a Tentacle Rake natural weapon (2k1 R; Melee; Brawling, Reach), and her Wisdom becomes 1. A Chimaera's natural weapons in chaos form count as magical weapons. Pseudonatural Resilience: A Chimaera gains Armor or Aura equal to their Feral Heart + Willpower in Aberrant Form or Chaos Form, divided as they choose each time they enter one of those forms, and may not be killed by critical damage unless that damage comes from an E, X, golden, or magical source. If a Chimaera suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Chimaera may spend Rage to recover hit points in combat as a free action. Armor or Aura gained from Pseudonatural Resilience does not stack with worn sources, but does stack Armor or Aura granted by mutations. Malfestation: Somewhere, Tzeentch is laughing at you. Begin play with the Flesh Change feat and 15 points of Corruption, and gain 5 more whenever you buy a dot of Feral Heart. Your mutations have no effect, nor do they or any degenerations change your appearance while in your base form, but you must spend a Rage to shift into your base form from Aberrant or Chaos form. If you ever run out of Rage, you must assume Aberrant Form until it replenishes. Fast Healing: As the Werewolf power, except it only functions in Chaos Form and is overcome by gold instead of silver. Quick Shift: As the Werewolf power. A Chimaera also gains the feat Incorrigible, if she doesn't have it already. Wound-Mastering Body Evolution: In Chaos Form, a Chimaera may spend 1 Rage to increase her Armor and Aura by her current number of wounds for the rest of the scene. Using this power multiple times does not stack, but instead updates the value. Chimaera Taint AssetsControlled ChaosIt takes a sick and twisted sort of mind to think one can impress their will upon true chaos, and an even more perverse will to actually do it. Gain the Controlled Corruption and Flowing Flesh feats. You can spend 2 Rage instead of a Hero Point to reroll a Mutation using Flowing Flesh. Formless PredatorYour flesh is malleable even by the standards of Chimaerae, flowing like Warp-tainted water and just as corrupting to those who would taste it. Gain one rank of the Twisting Flesh sword school, and you can advance this sword school as if it appeared in any class progression you possess. You can spend 1 Rage to shift into any of your forms as a free action, not just your Chaos Form. Corruption from MadnessInsanity can be a corruption all its own, and one that destroys the mind yet more thoroughly. Begin play with 10 Insanity. Your Wisdom is no longer changed to 1 in Chaos Form. Wyld BeastSome beasts leave their homes behind when they go to masquerade upon the hapless Wheel; you brought yours with you, and inflict it upon everyone you meet. While you are in Aberrant Form or Chaos Form, you subject everything within a number of meters equal to your Feral Heart to your corrupting colour. Inanimate objects simply warp and lose color in your presence, while animate beings take a check on saving throws and need to make a Willpower test (TN 10 + 5 times your Feral Heart) each round or gain Corruption equal to your Feral Heart.
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Post by Amanojyaku on Aug 9, 2018 18:45:32 GMT -6
Pooka (Wererabbit)Replace the following: Wolf Form with Rabbit FormWarform with Lunatic ModeLycan Resilience with Lapine AgilitySilver Bane with Moon Tribe's CurseFast Healing with Left TurnTell: Develops patches of fur and rabbit-like ears, and may tend to bounce on the toes instead of walking properly. Tattoos glow brightly with azure light. Rabbit Form: Obviously, in rabbit form the character cannot speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving hearing, +4 Speed, a free raise on Acrobatics tests to jump, a Bite weapon (0k0 R; Melee; Brawling), and their Size becomes 1. Lunatic Mode: A horror, a Pooka in lunatic mode is a massively destructive force. A Pooka in Lunatic Mode may only make attack actions or move toward an opponent. A Pooka must spend 1 Rage to enter lunatic mode and may only maintain Lunatic Mode for a number of rounds equal to her Willpower + Feral Heart. While in lunatic mode, the Pooka gains Stuff of Nightmares, Strength +2, Speed +4 while wearing light or no armor, Dexterity +2, gains a Bite natural weapon (0k0 R; Melee; Brawling), and a Kick natural weapon (3k1 I; Melee; Brawling), and whenever they make an Acrobatics test to jump, each raise they get counts as two raises. A Pooka's Bite and Kick in lunatic mode count as magical weapons. Lapine Agility: A Pooka adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Rabbit form or Lunatic Mode, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Pooka suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Pooka may spend Rage to recover hit points in combat as a free action. Moon Tribe's Curse: The Pooka curse is said to be born of the moon tribe's ire, and so their shifting has suffered. A Pooka must spend a Rage to shift into their base form from rabbit or lunatic mode. If the Pooka ever runs out of Rage, they must assume rabbit form until it replenishes. Left Turn: While in Rabbit form or Lunatic Mode, whenever you dodge an attack, you can move a number of meters equal to your Feral Heart in any direction as if you have the Evasion feat. If you already have that feat, add your Feral Heart in meters to the distance you can travel when using it. Pooka AssetsBig ThumperWarp influence on Cadia tends to interact with the moon tribe's curse in a "fun" way. You don't have a rabbit form. Instead, you can shift into a kangaroo form, which gains +1k1 to all Acrobatics tests involving jumping, +1 Strength, +1 Dexterity, a free raise on Acrobatics tests to jump, and a Kick weapon (1k1 R; Melee; Brawling), and cannot speak or manipulate any but the simplest objects. Your exalt powers and abilities that refer to Rabbit Form instead refer to this form. Additionally, your Kick in Lunatic Mode gains +0k1 damage and deals R damage. Lapin AngeliqueA wounded rabbit is just as vicious as one in perfect health, if not more so. When your current Hit Points are equal to or less than the average of your Willpower + Constitution (round down, to a minimum of 1), you gain a static bonus to attack rolls, damage rolls, Dodge and Parry attempts, and saving throws equal to your Feral Heart, or twice that in Lunatic Mode. In addition, treat Lunatic Mode as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. March HareThey say that in the spring, the rabbits lose their minds. It's always spring for you. Begin play with a major derangement. You are not removed from play at 100 Insanity, though you continue to gain derangements as normal. Add your Feral Heart as a static bonus on Fear tests and on tests to resist Mental Trauma, and subtract it from the results of your rolls on the Shock table (minimum 1). Ticking WhiteNo time to say "hello," basher, you're late, late, LATE! Gain one rank of the Chronomancy magical power. You can purchase this power as if it was part of any class you belong to. Get +1k1 on Focus Power tests to cast Chronomancy spells. Revised CoreReplace the following: Wolf Form with Rabbit FormWarform with Lunatic ModeLycan Resilience with Lapine AgilitySilver Bane with Moon Tribe's CurseFast Healing with Left TurnUnstoppable Juggernaut Incarnation with Lightning Stroke AssaultTell: Develops patches of fur and rabbit-like ears, and may tend to bounce on the toes instead of walking properly. Tattoos glow brightly with azure light. Rabbit Form: Obviously, in rabbit form the character cannot speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving hearing, +4 Speed, the Quadruped trait, a free raise on Acrobatics tests to jump, and a Bite weapon (0k0 R; Melee; Brawling), and their Size becomes 1. Lunatic Mode: A horror, a Pooka in lunatic mode is a massively destructive force. A Pooka in Lunatic Mode must make an attack or move closer to an enemy. A Pooka may spend 1 Rage to enter lunatic mode as a free action, and may only maintain Lunatic Mode for a number of rounds equal to her Willpower + Feral Heart. While in lunatic mode, the Pooka gains Stuff of Nightmares, Strength +2, Speed +4 while wearing light or no armor, Dexterity +2, gains a Bite natural weapon (0k0 R; Melee; Brawling), and a Kick natural weapon (3k1 I; Melee; Brawling), and whenever they make an Acrobatics test to jump, each raise they get counts as two raises. A Pooka's Bite and Kick in lunatic mode count as magical weapons. Lapine Agility: A Pooka adds their Feral Heart to their Static Defense and twice that to Dodge tests while in Rabbit form or Lunatic Mode, and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a Pooka suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Pooka may spend Rage to recover hit points in combat as a free action. Moon Tribe's Curse: The Pooka curse is said to be born of the moon tribe's ire, and so their shifting has suffered. A Pooka must spend a Rage to shift into their base form from rabbit or lunatic mode. If the Pooka ever runs out of Rage, they must assume rabbit form until it replenishes. Left Turn: While in Rabbit form or Lunatic Mode, whenever you dodge an attack, you can move a number of meters equal to your Feral Heart in any direction as if you have the Evasion feat. If you already have that feat, add your Feral Heart in meters to the distance you can travel when using it. Lightning Stroke Assault: In Lunatic Mode, a Pooka may spend 1 Rage to ignore the result of a Dodge, Parry, or other effect that would cause their melee attack to miss. Pooka AssetsBig ThumperWarp influence on Cadia tends to interact with the moon tribe's curse in a "fun" way. You don't have a rabbit form. Instead, you can shift into a kangaroo form, which gains +1k1 to all Acrobatics tests involving jumping, +1 Strength, +1 Dexterity, a free raise on Acrobatics tests to jump, and a Kick weapon (1k1 R; Melee; Brawling), and cannot speak or manipulate any but the simplest objects. Your exalt powers and abilities that refer to Rabbit Form instead refer to this form. Additionally, your Kick in Lunatic Mode gains +0k1 damage and deals R damage. Lapin AngeliqueA wounded rabbit is just as vicious as one in perfect health, if not more so. When your current Hit Points are equal to or less than the average of your Willpower + Constitution (round down, to a minimum of 1), you gain a static bonus to attack rolls, damage rolls, Dodge and Parry attempts, and saving throws equal to your Feral Heart, or twice that in Lunatic Mode. In addition, treat Lunatic Mode as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. March HareThey say that in the spring, the rabbits lose their minds. It's always spring for you. Begin play with a major derangement. You are not removed from play at 100 Insanity, though you continue to gain derangements as normal. Add your Feral Heart as a static bonus on Fear tests and on tests to resist Mental Trauma, and subtract it from the results of your rolls on the Shock table (minimum 1). Ticking WhiteNo time to say "hello," basher, you're late, late, LATE! Gain one rank of the Chronomancy magical power. You can purchase this power as if it was part of any class you belong to. Get +1k0 on Focus Power tests to cast Chronomancy spells.
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Post by Amanojyaku on Aug 9, 2018 18:46:49 GMT -6
Yeren (Wereape)Replace the following: Wolf Form with Gibbon FormWarform with Kong FormLycan Resilience with Simian Resilience (cosmetic) Spirit Tongue with Jungle JuiceSpirit Sight with Feast of EssenceSacred Hunt with Monkey KingTell: Develops patches of fur and prominent eye teeth. Tattoos glow brightly with blue light. Gibbon Form: In gibbon form, the character cannot speak, but is still capable of manipulating any objects (including wielding weapons) or doing other things that most humans do. However, they gain +1k1 to Athletics tests made to climb, +2 Dexterity, -1 Size, and a Bite weapon (0k0 R; Melee; Brawling). Kong Form: A Yeren in kong form is a force of destruction. In Kong Form, the Yeren can only make attack actions or move towards an opponent. The Yeren must spend 1 Rage to enter kong form and may only maintain Kong Form for a number of rounds equal to his Constitution + Feral Heart. While in kong form, the Yeren gains Stuff of Nightmares, Strength +1, Dexterity +1, Size +2, Constitution +1, a Bite weapon (1k0 R; Melee; Brawling) and +1k1 damage with melee attacks due to increased muscle mass. The Yeren's Bite and unarmed strikes in kong form count as magical weapons. A Yeren must remove any armor before changing shape or else the straps break, dealing damage to the Yeren equal to the armor's AP and rendering the armor useless until repaired. Jungle Juice: Yeren begins play with the Decadence feat. Feast of Essence: You do not take a penalty to tests due to Fatigue. By spending 1 Rage, for the rest of the scene you regain 1 Rage for every 2 resource points spent by someone within a number of meters equal to your Feral Heart. Monkey King: You are no longer limited by your Kong Form's action restrictions. You can take any action you could in your base form, including speech and precision movement. Yeren Influence AssetsBlood ApeThe Yeren's more aggressive tendencies tend to make them particularly susceptible to Khorne's influence. Gain one free rank in any sword school. You can advance this sword school as if it appeared in any class progression you possess. In addition, treat Kong Form as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. Ice ApeOf all the manifold powers of the Warp, Bahamut's influence is what keeps Yeren in line, turning the brutish ape into a true and noble leader. You are unaffected by extremely cold weather, and gain a free raise on Command, Intimidate, and Persuasion tests. While in gibbon form or kong form, you can spend 1 Rage to produce an ultra-cold mist that freezes on contact, granting your next attack the Snare quality. Killer ApeMalal has a particularly odious influence on the Yeren, driving the apes under his sway to new depths of depravity. You gain the Fear trait in Kong Form, with a rating equal to your Feral Heart. Your attacks against allies, children (or Gnomes and any smaller humanoids), and anyone suffering from a Shock table effect deal +1k1 damage. Plague ApeNurgle's influence results in disgusting, horrible apes that can't help but wallow in their own filth. You are immune to the Diseased condition. Gain one free rank of the Toxigenesis magical power. You can advance this power as if it was part of any class you belong to. Your Toxigenesis spells represent bodily functions; as such, they can only be cast Unfettered and do not cause Psychic Phenomena. Revised CoreReplace the following: Wolf Form with Gibbon FormWarform with Kong FormLycan Resilience with Simian Resilience (cosmetic) Spirit Sight with Jungle JuiceSacred Hunt with Monkey KingTell: Develops patches of fur and prominent eye teeth. Tattoos glow brightly with blue light. Gibbon Form: In gibbon form, the character cannot speak, but is still capable of manipulating any objects (including wielding weapons) or doing other things that most humans do. However, they gain +1k1 to Athletics tests made to climb, +2 Dexterity, -1 Size, and a Bite weapon (0k0 R; Melee; Brawling). Kong Form: A Yeren in kong form is a force of destruction. In Kong Form, the Yeren must attack or move towards an opponent on each of their turns. The Yeren may spend 1 Rage to enter great ape form as a free action, and can maintain Kong Form for a number of rounds equal to his Constitution + Feral Heart. While in kong form, the Yeren gains Stuff of Nightmares, Strength +1, Dexterity +1, Size +2, Constitution +1, a Bite weapon (1k0 R; Melee; Brawling) and +1k1 damage with melee attacks due to increased muscle mass. The Yeren's Bite and unarmed strikes in kong form count as magical weapons. Jungle Juice: The Yeren begins play with the Decadence feat. You do not take a penalty to tests due to Fatigue. By spending 1 Rage, for the rest of the scene you regain 1 Rage for every 2 resource points spent by someone within a number of meters equal to your Feral Heart. Monkey King: You are no longer limited by your Kong Form's action restrictions. You can take any action you could in your base form, including speech and precision movement, and are no longer required to move toward or attack an opponent during your turn. Yeren Influence AssetsBlood ApeThe Yeren's more aggressive tendencies tend to make them particularly susceptible to Khorne's influence. Gain one free rank in any sword school. You can advance this sword school as if it appeared in any class progression you possess. In addition, treat Kong Form as if it were the Frenzy feat for the purpose of class prerequisites or interactions with other game mechanics, and treat Frenzy as an optional feat if it appears in your class progression. Ice ApeOf all the manifold powers of the Warp, Bahamut's influence is what keeps Yeren in line, turning the brutish ape into a true and noble leader. You are unaffected by extremely cold weather, and gain a free raise on Command, Intimidate, and Persuasion tests. While in gibbon form or kong form, you can spend 1 Rage to produce an ultra-cold mist that freezes on contact, granting your next attack the Snare quality. Killer ApeMalal has a particularly odious influence on the Yeren, driving the apes under his sway to new depths of depravity. You gain the Fear trait in Kong Form, with a rating equal to your Feral Heart. Your attacks against allies, children (or Gnomes and any smaller humanoids), and anyone suffering from a Shock table effect deal +1k1 damage. Plague ApeNurgle's influence results in disgusting, horrible apes that can't help but wallow in their own filth. You are immune to the Diseased condition. Gain one free rank of the Toxigenesis magical power. You can advance this power as if it was part of any class you belong to. Your Toxigenesis spells represent bodily functions; as such, they can only be cast Unfettered and do not cause Psychic Phenomena.
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Post by Traskus on Aug 10, 2018 12:22:10 GMT -6
Corax (Were-bird)Tell: As a Corax spends Rage, he grows tufts of feathers on their head and arms and grow a feathery tail. Tattoos glow brightly with golden light. Shifting - The most obvious power of the Corax is the ability to change shape. As a full action, the corax may change into one of two forms or back again - a normal sized bird and a massive half-bird half-man raptor form.Avian Form: Of course, a Corax in avian form cannot talk, perform fine manipulations, and do most other things a person takes for granted. In exchange, they lose 2 size, gain +1 dexterity, +1 wisdom, gain a +1k1 bonus to vision-based perception tests, and gain the Flyer trait equal to twice their speed. They also gain a beak/claw natural weapon (1k1 R, melee, brawling). Raptor Form: A terror, a Corax in Raptor Form just circles around and waits for its target to make a mistake. A Corax in Raptor Form may only make attack actions, advance towards a target, or circle around a target while waiting for it to tire out. A Corax must spend 1 Rage to enter Raptor Form and may only maintain Raptor Form for a number of rounds equal to her Constitution + Feral Heart. While in Raptor Form the Corax gains Stuff of Nightmares, Flyer (twice their speed), +2 dexterity, +1 strength, gains a claw natural weapon (1k1 R, melee, brawling) and a beak natural weapon (2k1 R, melee, brawling). A Corax's bite and claws in hunter form count as magical weapons, and the Corax must have both arms free in order to fly. Avian Precision: A Corax adds their Feral Heart to their Static Defense and twice that to Perception tests while in Avian Form or Raptor Form, and may not be killed by critical damage unless that damage comes from an E, X, gold, or magical source. If a Corax suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Corax may spend Rage to recover Hit Points in combat as a free action. Spirit Tongue: Corax begins play with the feat Speak Language (Spirits).Gold Bane: A corax halves their size when calculating Hit Points lost from damage from a gold weapon. Power Stat: Feral HeartResource Stat: RageA corax 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 corax may have rage equal to his Composure + Willpower + Level.* Fast Healing - The corax heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, gold, or magic. Critical damage is healed more slowly, recovering only one point per hour.** Spirit Sight - The corax 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 corax may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The corax may shift as a half action.**** Eagle Eye: You may cast Arcane Eye and Foresee, using Feral Heart + Wisdom to cast. ***** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the corax 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.Corax AssetsCorvusThe Raven Guard and their Primarch put everything they have into their Corax powers. You may cast Dedication, using Feral Heart + Wisdom to cast. OrnimegalonyxThe giant owls spend decades learning in libraries. Gain the eidetic memory feat and you may purchase the skill focus (any mental) feat at any time as though it was part of your class. RocThe true giant eagles of the Corax world, Rocs are the warriors of Corax. Your claw and beak natural weapons gain Pen equal to your Feral Heart and the Razor Sharp quality. ThunderbirdThe Thunderbirds create storms, clearly. Gain a rank in the Fulmination spell school, and you may advance it as part of your class. You may spend a Rage to give your next melee attack the shocking property. ZizThe Ziz is an oft-overlooked but important creature, easily comparable with the Behemoth and Leviathan. You may spend a Rage to completely nullify ambient weather effects, whether they were natural in nature or not. Revised Core Edition Shifting - The most obvious power of the Corax is the ability to change shape. As a full action, the corax may change into one of two forms or back again - a normal sized bird and a massive half-bird half-man raptor form. Shifting melds the corax's armor into its form and negates any effects it gives.
Avian Form: Of course, a Corax in avian form cannot talk, perform fine manipulations, and do most other things a person takes for granted. In exchange, they lose 2 size, gain +1 dexterity, +1 wisdom, gain a +1k1 bonus to vision-based perception tests, and gain the Flyer trait equal to twice their speed. They also gain a beak/claw natural weapon (1k1 R, melee, brawling).
Raptor Form: A terror, a Corax in Raptor Form just circles around and waits for its target to make a mistake. Each turn, a Corax in Raptor Form must make an attack actions, advance towards a target, or circle around a target while waiting for it to tire out. A Corax may spend 1 Rage to enter Raptor Form as a free action and may maintain Raptor Form for a number of rounds equal to her Constitution + Feral Heart. While in Raptor Form the Corax gains Stuff of Nightmares, Flyer (twice their speed), +2 dexterity, +1 strength, gains a claw natural weapon (1k1 R, melee, brawling) and a beak natural weapon (2k1 R, melee, brawling). A Corax's bite and claws in hunter form count as magical weapons, and the Corax must have both arms free in order to fly.
Avian Precision: A Corax adds their Feral Heart to their Static Defense and twice that to Perception tests while in Avian Form or Raptor Form, and may not be killed by critical damage unless that damage comes from an E, X, gold, or magical source. If a Corax suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Corax may spend Rage to recover Hit Points in combat as a free action.
Spirit Sight - The corax 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 corax may see any lingering magical auras and traces of major events that have taken place there. The corax begins play with the feat Speak Language (Spirits).
Gold Bane: A corax halves their resilience when calculating Hit Points lost from damage from a gold weapon.
Power Stat: Feral Heart
Resource Stat: Rage A corax 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 corax may have rage equal to his Composure + Willpower + Level.
* Fast Healing - The corax heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, gold, 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 corax 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 corax may shift as a half action.
**** Eagle Eye: You may cast Arcane Eye and Foresee, using Feral Heart + Wisdom to cast.
***** Unreachable Peregrine: The Corax has mastered flight. The Corax may spend a Rage to double their speed during their next Move action.
Corax Assets
Corvus The Raven Guard's Primarch did genetic experiments on his chapter, and only the strongest survived to become Corax. Gain a rank in the Transmutation magic power. You may purchase ranks in this school as though it were part of your class.
Ornimegalonyx The giant owls spend decades learning in libraries. Gain the eidetic memory feat and you may purchase the skill focus (any mental) feat at any time as though it was part of your class track once per level.
Roc The true giant eagles of the Corax world, Rocs are the warriors of Corax. Your claw and beak natural weapons gain Pen equal to your Feral Heart and the Razor Sharp quality, also gaining the qualities of silver.
Thunderbird The thunderbirds create storms, clearly. You are immune to the shocking property. While in Avian or Raptor form, your beak/claw natural weapons gain the shocking property.
Ziz The Ziz is an oft-overlooked but important creature, easily comparable with the Behemoth and Leviathan. You may spend a Rage to completely nullify ambient weather effects, whether they were natural in nature or not.
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Post by Traskus on Aug 10, 2018 12:22:45 GMT -6
Wereboar/Grondr
Tell: As a Grondr spends Rage, he grows patches of fur and grows boarlike ears and a tail. Tattoos glow brightly with silver light. Shifting - The most obvious power of the grondr is the ability to change shape. As a full action, the grondr may change into one of two forms or back again - a normal sized boar and a massive half-boar half-man war pig form.Boar Form: Of course, in Boar Form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving smell, +1 dexterity, +1 constitution, -2 to Size, and a tusk natural weapon (1k1 R, melee, brawling) War Pig Form: An intimidating sight, a Grondr in War Pig Form is a behemoth of pure muscle. A Grondr in War Pig Form may only make attack actions, move toward an opponent, or make Perception tests to smell out an opponent. A Grondr must spend 1 Rage to enter War Pig form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in War Pig Form, the Grondr gains Stuff of Nightmares, +1 Dexterity, +2 Strength, +1 Constitution, +1 Size, a tusk natural weapon (1k2 R; Melee; Brawling). A Grondr's tusks in War Pig form count as magical weapons. A Grondr must remove any armor before changing shape or else the straps break, dealing damage to the Grondr equal to the armor's AP and rendering the armor useless until repaired. Daeodon Resilience - A grondr gains Armor Points equal to their Constitution + Feral Heart in boar form and war pig form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a grondr suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A grondr may spend Rage to recover Hit Points in combat as a free action. The AP gained from daeodon resilience does not stack with worn armor.Spirit Tongue - Grondr begins play with the feat Speak Language (Spirits).Silver Bane - A grondr halves their size when calculating Hit Points lost from damage from a silver weapon.Power Stat: Feral Heart
Resource Stat: RageA grondr 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 grondr may have rage equal to his Composure + Willpower + Level.* Sense of the Unnatural - The grondr is immediately aware of umbral and warp-related beings and phenomena in the area, and may make a perception (smell) test (usually TN 20, but it varies) to determine its exact location. ** Spirit Sight - The grondr 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 grondr may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The grondr may shift as a half action.**** Swine Apostle: The Grondr are made to keep nature clean, and they shall. The grondr may consume sources of poison (rotting flesh, drugs, poisonous plants, etc.) without being affected by them. They also are immune to disease and do not suffer mutation from corruption but are still removed at 100. ***** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the grondr 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.Grondr Clan AssetsErymanthianErymanthians are known for their tusks and mountainous environments. The tusk natural weapon in War Pig form gains +1k1 damage, you are immune to cold in Boar and War Pig form, and gain +4 AP on the head in Boar and War Pig form. FarrowThe Farrow are mercenaries and bloodthirsty to boot. Gain the Frenzy and Battle Rage feats, activated automatically in War Pig form. GanonThe clan of Ganon have dedicated themselves to magic and ritual. You may spend Rage to increase focus power tests or spell damage rolls by +1k0 per Rage spent. OinkbaneA legendary assassin of the Grondr, Oinkbane has an entire clan created in his wake. You may cast the Disguise spell, using Feral Heart in place of Illusion to cast and gain a specialty (distraction) in Deceive. Revised CoreShifting - The most obvious power of the grondr is the ability to change shape. As a full action, the grondr may change into one of two forms or back again - a normal-sized boar and a massive half-boar half-man war pig form. Shifting melds the grondr's armor into its form and negates any effects it gives.Boar Form: Of course, in Boar Form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception checks involving smell, +1 dexterity, +1 constitution, -2 to Size, the quadruped trait, and a tusk natural weapon (1k1 R, melee, brawling) War Pig Form: An intimidating sight, a Grondr in War Pig Form is a behemoth of pure muscle. A Grondr in War Pig Form may only make attack actions, move toward an opponent, or make Perception tests to smell out an opponent. A Grondr must make an attack or move closer to an enemy on each of their turns. A Grondr may spend 1 Rage to enter War Pig form as a free action, and may maintain it for a number of rounds equal to his Constitution + Feral Heart. While in War Pig Form, the Grondr gains Stuff of Nightmares, +1 Dexterity, +2 Strength, +1 Constitution, +1 Size, a tusk natural weapon (1k2 R; Melee; Brawling). A Grondr's tusks in War Pig form count as magical weapons. Daeodon Resilience - A grondr gains Armor Points equal to their Constitution + Feral Heart in boar form and war pig form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a grondr suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A grondr may spend Rage to recover Hit Points in combat as a free action. The AP gained from daeodon resilience does not stack with worn armor.Silver Bane - A grondr halves their resilience when calculating Hit Points lost from damage from a silver weapon.Spirit Sight - The grondr 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 grondr may see any lingering magical auras and traces of major events that have taken place there. The grondr begins play with the feat Speak Language (Spirits).Power Stat: Feral Heart
Resource Stat: RageA grondr 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 grondr may have rage equal to his Composure + Willpower + Level.* Sense of the Unnatural - The grondr is immediately aware of umbral and warp-related beings and phenomena in the area, and may make a perception (smell) test (usually TN 20, but it varies) to determine its exact location. ** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the grondr 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 grondr may shift as a half action.**** Swine Apostle: The Grondr are made to keep nature clean, and they shall. The grondr may consume sources of poison (rotting flesh, drugs, poisonous plants, etc.) without being affected by them. They also are immune to disease and do not suffer mutation from corruption but are still removed at 100. ***** Unstoppable Juggernaut Incarnation: In war pig form, a grondr may spend 1 Rage to negate 1 point of critical damage they receive.Grondr Clan AssetsErymanthianErymanthians are known for their tusks and mountainous environments. The tusk natural weapon in War Pig form gains +1k1 damage, you are immune to cold in Boar and War Pig form, and gain +4 AP on the head in Boar and War Pig form. FarrowThe Farrow are mercenaries and bloodthirsty to boot. Gain the Frenzy and Battle Rage feats, activated automatically in War Pig form. GanonThe clan of Ganon have dedicated themselves to magic and ritual to tap into the breath of the wyld. You may spend Rage to increase focus power tests or spell damage rolls by +1k0 per Rage spent. OinkbaneA legendary assassin of the Grondr, Oinkbane has an entire clan created in his wake. You may cast the Disguise spell, using Feral Heart in place of Illusion to cast and a specialty (distraction) in Deceive.
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Post by Traskus on Aug 10, 2018 12:23:01 GMT -6
Werebear/Gurahl
Tell: As a Gurahl spends Rage, she develops patches of fur and grows bearlike ears and a tail. Tattoos glow brightly with silver light. Shifting - The most obvious power of the gurahl is the ability to change shape. As a full action, the gurahl may change into one of two forms or back again - a normal sized bear and a massive half-bear half-man breaker form.Bear Form: Obviously, in bear form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +1 to Strength and Constitution, and a claw weapon (1k1 R; Melee; Brawling). Breaker Form: A horror, a gurahl in breaker form is a massively destructive force. A gurahl in breaker form may only make an attack or move closer to an enemy on each of their turns. A Werewolf may spend 1 Rage to enter breaker form as a free action, and may maintain Warform for Constitution + Feral Heart rounds. While in breaker form, the gurahl gains Stuff of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (2k2 R; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). A gurahl's bite and claws in warform count as magical weapons. A gurahl must remove any armor before changing shape or else the straps break, dealing damage to the gurahl equal to the armor's AP and rendering the armor useless until repaired. Ursine Resilience - A gurahl gains Armor Points equal to their Constitution + Feral Heart in bear form and breaker form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a gurahl suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A gurahl may spend Rage to recover Hit Points in combat as a free action. The AP gained from ursine resilience does not stack with worn armor.Spirit Tongue - Gurahl begins play with the feat Speak Language (Spirits).Silver Bane - A gurahl halves their size when calculating Hit Points lost from damage from a silver weapon.Power Stat: Feral Heart
Resource Stat: RageA gurahl 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 gurahl may have rage equal to his Composure + Willpower + Level.* Fast Healing - The gurahl 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 Sight - The gurahl 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 urahl may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The gurahl may shift as a half action.**** Gaia's Touch: The gurahl may cast the Heal spell as a spell-like ability, using Feral Heart in place of a Healing rank. You also gain a specialty (natural remedies) in Arcana and Academic Lore. ***** Gaia's Vengeance: A gurahl in Bear or Breaker form may spend Rage to increase their Strength by the same amount. This bonus lasts one round. Gurahl Walker AssetsForest Walker Forest Walkers protect forests, of course. But they needed to know what does and doesn't qualify as worthy of protection. You may spend a Rage to have a good idea of what wildlife lives in the area within 5km around you. You immediately know if a life form "doesn't belong," but not what or where it is. Ice Walker Ice Walkers were made to take down other Gurahl who step out of line. Your claw natural weapons deal +1k1 damage while in Breaker Form and are treated as silver. Mountain Walker Mountain Walkers travel the most and attempt non-lethal takedowns. Gain a free raise in all opposed Strength Tests as well as Grapples and gain a specialty (climbing) in Athletics. Prairie WalkerPrairie Walkers are the warriors of the Gurahl, knowing that in order to heal you must first be safe. Gain a rank in the Erymanthean Boar sword school and you may advance this school as though it were part of your class. Ring Walker Ring Walkers are the guardians, keeping control where other Gurahl would rage. You are not limited by action restrictions in Breaker form, unless you fail a Fear test. If you do, you may only advance towards or attack the object of your Fear. River Walker River Walkers swim, of course. They use it to get food, hide, and gather materials. You may swim your full speed in water and count your constitution as double for purposes of holding breath. Revised Core EditionShifting - The most obvious power of the gurahl is the ability to change shape. As a full action, the gurahl may change into one of two forms or back again - a normal-sized bear and a massive half-bear half-man breaker form. Shifting melds the gurahl's armor into its form and negates any effects it gives.Bear Form: Obviously, in bear form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +1 to Strength and Constitution, and a claw weapon (1k1 R; Melee; Brawling). Breaker Form: A horror, a gurahl in breaker form is a massively destructive force. A gurahl in breaker form must make an attack or move closer to an enemy on each of their turns. A Werewolf may spend 1 Rage to enter breaker form as a free action, and may maintain Warform for Constitution + Feral Heart rounds. While in breaker form, the gurahl gains Stuff of Nightmares, Strength +2, Size +2, Constitution +2, gains a Claw natural weapon (2k2 R; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). A gurahl's bite and claws in warform count as magical weapons. Ursine Resilience - A gurahl gains Armor Points equal to their Constitution + Feral Heart in bear form and breaker form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a gurahl suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A gurahl may spend Rage to recover Hit Points in combat as a free action. The AP gained from ursine resilience does not stack with worn armor.Silver Bane - A gurahl halves their resilience when calculating Hit Points lost from damage from a silver weapon.Spirit Sight - The gurahl 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 gurahl may see any lingering magical auras and traces of major events that have taken place there. The gurahl begins play with the feat Speak Language (Spirits).Power Stat: Feral Heart
Resource Stat: RageA gurahl 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 gurahl may have rage equal to his Composure + Willpower + Level.* Fast Healing - The gurahl 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.** Gaia's Touch: The gurahl may cast the Heal spell as a spell-like ability, using Feral Heart in place of a Healing rank. You also gain a specialty (natural remedies) in Arcana and Academic Lore. *** Quick Shift - The gurahl may shift as a half action.**** Gaia's Vengeance: A gurahl in Bear or Breaker form may spend Rage to increase their Strength by the same amount. This bonus lasts one round. ***** Unstoppable Juggernaut Incarnation: In breaker form, a gurahl may spend 1 Rage to negate 1 point of critical damage they receive.Gurahl Walker AssetsForest Walker Forest Walkers protect forests, of course. But they needed to know what does and doesn't qualify as worthy of protection. You may spend a Rage to have a good idea of what wildlife lives in the area within 5km around you. You immediately know if a life form "doesn't belong," but not what or where it is. Ice Walker Ice Walkers were made to take down other Gurahl who step out of line. Your claw natural weapons deal +1k1 damage while in Breaker Form and are treated as silver. Mountain Walker Mountain Walkers travel the most and attempt non-lethal takedowns. Gain a free raise in all opposed Strength Tests as well as Grapples and gain a specialty (climbing) in Athletics. Prairie WalkerPrairie Walkers are the warriors of the Gurahl, knowing that in order to heal you must first be safe. Gain a rank in the Erymanthean Boar sword school and you may advance this school as though it were part of your class. Ring Walker Ring Walkers are the guardians, keeping control where other Gurahl would rage. You are not limited by action restrictions in Breaker form, unless you fail a Fear test. If you do, you may only advance towards or attack the object of your Fear. River Walker River Walkers swim, of course. They use it to get food, hide, and gather materials. You may swim your full speed in water and count your constitution as double for purposes of holding breath.
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Post by Traskus on Aug 10, 2018 12:23:14 GMT -6
Weresnake/Nagah
Tell: As a Nagah spends Rage, she grows scales on her skin and her eyes change features to resemble a snake's, and her teeth and tongue grow sharper and longer. Tatoos glow brightly with silver light. Shifting - The most obvious power of the nagah is the ability to change shape. As a full action, the nagah may change into one of two forms or back again - a normal sized snake and a massive half-snake half-man azi dahaka form.Snake Form: In snake form, a Nagah loses their limbs and cannot use them and in exchange become on giant cording muscle. In snake form, a Nagah cannot speak, hold objects except to constrict them, or hear. They also gain the Amphibious and Crawler traits, -2 size, +1 wisdom, +1 dexterity, a bite natural weapon (1k1 R; melee, brawling; toxic), and +1k1 to all perception checks involving scent. They may also "see" heat with their scent. Azi Dahaka: A terror, a Nagah in their Azi Dahaka form is like an ophidian on steroids. In this form, a Nagah may only advance toward or attack an opponent. A Nagah must spend 1 Rage to enter this form and may only maintain this form for Constitution + Feral Heart rounds. While in Azi Dahaka form, the Nagah gains the Amphibious and Crawler traits, +1 Strength, , +1 Wisdom, and +1 Charisma. They also gain a bite natural weapon (2k1 R; melee, brawling; toxic) and a constrict natural weapon (1k2 I; brawling; snare). A Nagah's bite and constrict attacks in Azi Dahaka form count as magical and silver weapons. Vasuki Resilience - A nagah gains Armor Points equal to their Constitution + Feral Heart in snake form and azi dahaka form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a nagah suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A nagah may spend Rage to recover Hit Points in combat as a free action. The AP gained from vasuki resilience does not stack with worn armor.Spirit Tongue - Nagah begins play with the feat Speak Language (Spirits).Silver Bane - A nagah halves their size when calculating Hit Points lost from damage from a silver weapon.Power Stat: Feral Heart
Resource Stat: RageA nagah 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 nagah may have rage equal to his Composure + Willpower + Level.* Fast Healing - The nagah 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 Sight - The nagah 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 nagah may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The nagah may shift as a half action.**** Shed Skin - With this Gift, the Nagah can instantly shed their skin to escape their bonds like handcuffs and Snare properties as a half action. The Nagah may also spend a Rage as part of this power to escape Fire, Restraining, and Stunning. The shed skin is instantly regenerated. The Nagah discards all their equipment when shedding their skin and must re-equip it. ***** Spirit Walk - By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the nagah 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.Nagah Season AssetsSpringThe Kamakshi are in tune with spring's energies of renewal and rebirth, and thus gain powers of peace and healing - and reversing the path of healing. The Nagah may cast Heal as a spell-like ability, using Feral Heart in place of Healing ranks to cast. The toxic property of their bites has a TN of (5 * Feral Heart) to resist. SummerThe summer auspice grants an affinity with fire, warmth, vigour, inspiration and even some trickery. The Nagah gains a breath weapon with the profile of a Flamer, usable once per scene at Feral Heart 1, twice at Feral Heart 3, and four times at Feral Heart 5. They may also cast Image as a spell-like ability, using Feral Heart in place of Illusion to cast. Vwishtash The most beautiful season of all, the auspice of Vwishtash has hardened the Nagah against fire and ash. The Nagah is immune to being on fire and any toxic effect that is resultant of breathing. If the Nagah loses hp from an E-type weapon, they regain 1 Rage per two hp lost in a single hit. FallThe autumn-born Kamsa's Gifts focus on regaining the esoteric power of their supposedly draconic ancestors. The Nagah may see through anything that isn't solid, denying it its usual effects against them. Fog, haze, the Blur spell, etc. They may also cast Charm Person as a spell-like ability, using Feral Heart in place of Enchantment to cast. WinterNagah born to the winter auspice are particularly driven to the tasks at hand, and their Gifts reflect their determination. The Nagah's constrict weapon deals +1k1 damage and the Nagah gains the Bear Hug feat. BlunderThe Blunder Nagah live in places of constant darkness and night, their snake forms growing larger out of more regular use. You gain +2 size while in snake form instead of losing 2 size. You may also speak and hear intelligibly in snake form. Revised Core Edition Shifting - The most obvious power of the nagah is the ability to change shape. As a full action, the nagah may change into one of two forms or back again - a normal sized snake and a massive half-snake half-man azi dahaka form. Shifting into snake form causes all gear to absorb into the nagah's body, nullifying their effects.
Snake Form: In snake form, a Nagah loses their limbs and cannot use them and in exchange become on giant cording muscle. In snake form, a Nagah cannot speak, hold objects except to constrict them, or hear. They also gain the Amphibious and Crawler traits, -2 size, +1 wisdom, +1 dexterity, a bite natural weapon (1k1 R; melee, brawling; toxic), and +1k1 to all perception checks involving scent. They may also "see" heat with their scent.
Azi Dahaka: A terror, a Nagah in their Azi Dahaka form is any other were-creature's worst nightmare. In this form, a Nagah must make an attack, perform a stealth test, or move closer to an enemy on each of their turns. A Nagah may spend 1 Rage to enter Azi Dahaka as a free action, and may maintain this form for Constitution + Feral Heart rounds. While in Azi Dahaka form, the Nagah gains the Amphibious and Crawler traits, +1 Strength, , +1 Wisdom, and +1 Charisma. They also gain a bite natural weapon (2k1 R; melee, brawling; toxic) and a constrict natural weapon (1k2 I; brawling; snare). A Nagah's bite and constrict attacks in Azi Dahaka form count as magical and silver weapons.
Vasuki Resilience - A nagah gains Armor Points equal to their Constitution + Feral Heart in snake form and azi dahaka form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a nagah suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A nagah may spend Rage to recover Hit Points in combat as a free action. The AP gained from vasuki resilience does not stack with worn armor.
Silver Bane - A nagah halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Spirit Sight - The nagah 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 nagah may see any lingering magical auras and traces of major events that have taken place there. The nagah begins play with the feat Speak Language (Spirits).
Power Stat: Feral Heart
Resource Stat: Rage A nagah 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 nagah may have rage equal to his Composure + Willpower + Level.
* Fast Healing - The nagah 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 nagah 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 nagah may shift as a half action.
**** Shed Skin - With this Gift, the Nagah can instantly shed their skin to escape their bonds like handcuffs and Snare properties as a half action. The Nagah may also spend a Rage as part of this power to escape Fire, Restraining, and Stunning. The shed skin is instantly regenerated. The Nagah discards all their equipment when shedding their skin and must re-equip it.
***** Inescapable Assassin - The Nagah were designed to be the assassins of other were-creatures. Gain the Arcane Mark, Assassin Strike and Sneak Attack feats. If you already had or later gain one or both of them, the second instance is additive to the first.
Nagah Season Assets
Spring The Kamakshi are in tune with spring's energies of renewal and rebirth, and thus gain powers of peace and healing - and reversing the path of healing. The Nagah gains a rank in the Healing spell school, able to advance it as part of their class. The toxic property of their bites has a TN of (10 + 5 * Feral Heart) to resist.
Summer The summer auspice grants an affinity with fire, warmth, vigour, inspiration and even some trickery. The Nagah gains a breath weapon with the profile of a Flamer, usable once per scene at Feral Heart 1, twice at Feral Heart 3, and four times at Feral Heart 5. They may also cast the Image spell, using Feral Heart in place of Illusion to cast.
Vwishtash The most beautiful season of all, the auspice of Vwishtash has hardened the Nagah against fire and ash. The Nagah is immune to being on fire and any toxic effect that is resultant of breathing. If the Nagah loses hp from an E-type weapon, they regain 1 Rage per two hp lost in a single hit.
Fall The autumn-born Kamsa's Gifts focus on regaining the esoteric power of their supposedly draconic ancestors. The Nagah may see through anything that isn't solid, denying it its usual visual effects against them. Fog, haze, the Blur spell, etc. They may also cast the Charm Person spell, using Feral Heart in place of Enchantment to cast.
Winter Nagah born to the winter auspice are particularly driven to the tasks at hand, and their Gifts reflect their determination. The Nagah's constrict weapon deals +1k1 damage and the Nagah gains the Bear Hug feat.
Blunder The Blunder Nagah live in places of constant darkness and night, their snake forms growing larger out of more regular use. You gain +2 size while in snake form instead of losing 2 size. You may also speak and hear intelligibly in snake form.
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Post by Traskus on Aug 10, 2018 12:23:28 GMT -6
Wereshark/Rokea
Tell: Develops patches of dermal denticles and grows a fishlike dorsal fin and tail. And his eyes to turn lifeless eyes, black eyes, like a doll's eyes. Tattoos glow brightly with silver light. Shifting - The most obvious power of the rokea is the ability to change shape. As a full action, the rokea may change into one of two forms or back again - a normal-sized shark and a massive half-shark half-man gladius form. Shark Form: Obviously, in shark form the character cannot speak, manipulate even the simplest objects, or do other things most humans take for granted. They can't even breathe or move around on land! However, they gain +1k1 to all perception checks involving scent, +1 to Dexterity, +1 to strength, and a Bite weapon (1k1 R; Melee; Brawling). They also gain the Amphibious trait, breathe in water, and suffocate while not submerged in water. Gladius Form: A horror, a Rokea in gladius form is a massively destructive force. A Rokea in gladius form may only make attack actions or move towards an opponent. A Rokea must spend 1 Rage to enter gladius form and may only maintain gladius form for a number of rounds equal to his Constitution + Feral Heart. While in gladius form, the Rokea gains Amphibious, Stuff Of Nightmares, Strength +2, Size +2, Constitution +1, gains a Bite natural weapon (2k2 R; Melee; Brawling) and a claw natural weapon (0k2 R, melee; brawling). A Rokea's bite and claws in gladius form count as magical weapons. A Rokea must remove any armor before changing shape or else the straps break, dealing damage to the Rokea equal to the armor's AP and rendering the armor useless until repaired. A Rokea may breathe in air or water with equal ease while in Gladius form. Selachii Resilience - A rokea gains Armor Points equal to their Constitution + Feral Heart in shark form and gladius form form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a rokea suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A rokea may spend Rage to recover Hit Points in combat as a free action. The AP gained from selachii resilience does not stack with worn armor.Spirit Tongue - Rokea begins play with the feat Speak Language (Spirits).Silver Bane - A rokea halves their size when calculating Hit Points lost from damage from a silver weapon.Power Stat: Feral Heart
Resource Stat: RageA rokea regains Rage equal to their Feral heart at the beginning of each combat and once each night when the sun (or suns, or local equivalent) rises. A rokea may have rage equal to his Composure + Willpower + Level.* Fast Healing - The rokea 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 Sight - The rokea 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 rokea may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The rokea may shift as a half action.**** Rite of Blood: A Rokea may taste a sample of blood and perform a ritual that lasts one hour. During this ritual, the Rokea makes a Perception (smell) test on the static defense of whatever left the blood. If successful, the Rokea has the benefits of the Arcane Mark feat on that target. This power can keep track of up to five targets at a time. ***** Spirit Swim: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the rokea may attempt to enter the Umbra through a body of water large enough to contain them. 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. Rokea Litany AssetsLitany of BrightwaterThis litany has taught the Rokea to be lucid, even when they normally wouldn't be. You gain the darksight trait and immunity to blinding from bright light. Moreover, you are not limited by your Gladius form's action restrictions. You can take any action you would in your base form. Litany of DarkwaterRokea that live at poles and in the deep ocean adapted to be comfortable with those conditions a long time ago. You are immune to non-absolutely-lethal effects of cold and pressure. You may also move through packed crowds as though in open terrain and gain the Blind Fighting feat. Litany of DimwaterSharks are king fish, bringing culture to the ocean. Your Status is increased by 1 and may communicate with non-sapient marine life. If you taste or smell blood, you can immediately determine what kind of creature it comes from and whether the specimen has magical abilities. Litany of In-betweenThe Rokea tend to know the best way home. You take this to the next level. You immediately know the fastest route to the ocean, no matter how far inland you are. You do not take penalties for operating technology you are unfamiliar with. Litany of VoidwaterThe Space Sharks chapter have developed an exercise to keep their power armor and shark powers at the same time. You may use your Shark Form's bite weapon while in regular form and gain one rank of the Transmutation magical power. You may purchase ranks in this power as if it was part of any class you belong to. Revised Core Edition Shifting - The most obvious power of the rokea is the ability to change shape. As a full action, the rokea may change into one of two forms or back again - a normal-sized shark and a massive half-shark half-man gladius form. Shifting melds the rokea's armor into its form and negates any effects it gives.
Shark Form: Obviously, in shark form the character cannot speak, manipulate even the simplest objects, or do other things most humans take for granted. They can't even breathe or move around on land! However, they gain +1k1 to all perception checks involving scent, +1 to Dexterity, +1 to strength, and a Bite weapon (1k1 R; Melee; Brawling). They also gain the Amphibious trait, breathe in water, and suffocate while not submerged in water.
Gladius Form: A horror, a Rokea in gladius form is a massively destructive force. A Rokea in gladius form must make an attack or move closer to an enemy on each of their turns. A Rokea may spend 1 Rage to enter Gladius form as a free action, and may maintain gladius form for a number of rounds equal to his Constitution + Feral Heart. While in gladius form, the Rokea gains Amphibious, Stuff Of Nightmares, Strength +2, Size +2, Constitution +1, gains a Bite natural weapon (2k2 R; Melee; Brawling) and a claw natural weapon (0k2 R, melee; brawling). A Rokea's bite and claws in gladius form count as magical weapons. A Rokea may breathe in air or water with equal ease while in Gladius form.
Selachii Resilience - A rokea gains Armor Points equal to their Constitution + Feral Heart in shark form and gladius form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a rokea suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A rokea may spend Rage to recover Hit Points in combat as a free action. The AP gained from selachii resilience does not stack with worn armor.
Silver Bane - A rokea halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Power Stat: Feral Heart
Resource Stat: Rage A rokea regains Rage equal to their Feral heart at the beginning of each combat and once each night when the sun (or suns, or local equivalent) rises. A rokea may have rage equal to his Composure + Willpower + Level.
* Fast Healing - The rokea 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 Swim: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the rokea may attempt to enter the Umbra through a body of water large enough to contain them. 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 rokea may shift as a half action.
**** Rite of Blood: A Rokea may taste a sample of blood and perform a ritual that lasts one hour. During this ritual, the Rokea makes a Perception (smell) test on the static defense of whatever left the blood. If successful, the Rokea has the benefits of the Arcane Mark feat on that target. This power can keep track of up to five targets at a time.
***** Unstoppable Juggernaut Incarnation: In gladius form, a rokea may spend 1 Rage to negate 1 point of critical damage they receive.
Rokea Litany Assets
Litany of Brightwater This litany has taught the Rokea to be lucid, even when they normally wouldn't be. You gain the darksight trait and immunity to blinding from bright light. Moreover, you are not limited by your Gladius form's action restrictions. You can take any action you would in your base form.
Litany of Darkwater Rokea that live at poles and in the deep ocean adapted to be comfortable with those conditions a long time ago. You are immune to non-absolutely-lethal effects of cold and pressure. You may also move through packed crowds as though in open terrain and gain the Blind Fighting feat.
Litany of Dimwater Sharks are king fish, bringing culture to the ocean. Your Status is increased by 1 and may communicate with non-sapient marine life. If you taste or smell blood, you can immediately determine what kind of creature it comes from and whether the specimen has magical abilities.
Litany of Voidwater The Space Sharks chapter have developed an exercise to keep their power armor and shark powers at the same time. You may use your Shark Form's bite weapon while in regular form and gain one rank of the Transmutation magical power. You may purchase ranks in this power as if it was part of any class you belong to.
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