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Post by GuardianTempest on Aug 14, 2018 7:20:12 GMT -6
Mokole (Were-lizard) Power Stat: Feral Heart
Resource Stat: Rage
Tell:A Mokole's tell is the emergence of reptilian features as they spend Rage. Skin becomes tough and scaly, teeth turn jagged, and pupils narrow into slits. Their tattoos glow with streaks of silver and gold (purely gold if their progenitor is Gishath). Power | Replaced With | Wolf Form | Lizard Form | Warform | Primeval Form | Lycan Resilience | Saurian Resilience | Silver Bane | Treasure Bane | Sacred Hunt | Mnesis |
Lizard Form: Obviously, in lizard form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving scent, +1 Constitution, +1 Strength, -1 Size, and a Bite natural weapon (1k2 R; Melee; Brawling). Primeval Form: A behemoth, a Mokole in primeval form is an indomitable ancient. A Mokole in Primeval Form may only make attack actions, move toward an opponent, or parry attacks. A Mokole must spend 1 Rage to enter primeval form and may only maintain Primeval Form for a number of rounds equal to his Constitution + Feral Heart. While in primeval form, the Mokole gains Stuff of Nightmares, Strength +2, Constitution +2, Size +4, and a Claw And Bite natural weapon (1k2 R; Melee; Brawling). A Mokole's natural weapons in primeval form count as magical weapons. A Mokole must remove any armor before changing shape or else the straps break, dealing damage to the Mokole equal to the armor's AP and rendering the armor useless until repaired. Saurian Resilience: As Lycan Resilience, except that critical damage dealt by gold weapons can also kill the character. Treasure Bane: As Silver Bane, but it also includes attacks from gold weapons as well. Fast Healing does not heal wounds from gold weapons. Feral Heart | Power Gained | ✱ | Fast Healing | ✱✱ | Spirit Sight | ✱✱✱ | Quick Shift | ✱✱✱✱ | Mnesis: Gain the Eidetic Memory feat. You can cast Hindsight using Feral Heart+Wisdom but you can only focus on the past memories of people in your ancestry instead of your immediate location. This can only be done Unfettered but it does not cause Psychic Phenomena. | ✱✱✱✱✱ | Spirit Walk |
Mokole Progenitor AssetsGeicoA 15% increase to intelligence can make all the difference when ensuring your survival. You are capable of intelligible speech while in Lizard Form and you gain the Foresight feat. When rolling for Mnesis, you gain +1k1 to the Focus Power test. Your Primeval Form only adds +2 to Size but you are not limited by the actions you can take while using it. TigrexA reptile's blood is usually cold but yours boils with indignation. While in Primeval Form, you cannot parry attacks unless you have the Battle Rage feat, and your natural weapons deal +1k1 damage. Triple the distance traveled on a successful jump test while in Lizard Form or Primeval Form. In addition, treat Primeval Form as if it was the Frenzy feat for the purpose of class prerequisites or interactions with other feats, and treat Frenzy itself as an optional feat. GishathThe burning sun's radiance is shining through your scales, displaying its brilliance for the bystanders to witness. Your natural weapons and unarmed strikes are gold and gain the Sanctified (Pelor) special quality. While in Lizard Form or Primeval Form, you project a light to a radius of 5 times your Feral Heart; you may spend 1 Rage to treat this as natural sunlight for one round. BasaranBigger than a behemoth, you are the mighty colossus that withstands armadas. Gain extra Hit Points equal to your Feral Heart. The AP granted by Saurian Resilience is doubled in Lizard Form and tripled in Primeval Form. You can make Full Defense and Healing Surge actions while in Primeval Form. Indominus RexAdaptive and cunning, you are the next step in the bloodline of constant evolution. Every time you enter Primeval Form, you may gain up to two traits from the Wild Shape and Improved Wild Shape lists, which last until the end of the transformation. Armor Plating (2) from Improved Wild Shape stacks with Saurian Resilience. Additionally, entering Lizard Form allows you to gain one such trait. Revised Core EditionThis uses the revised Werewolf as detailed in this thread. Power | Replaced With | Wolf Form | Lizard Form | Warform | Primeval Form | Lycan Resilience | Saurian Resilience | Silver Bane | Treasure Bane | Sacred Hunt | Mnesis |
Lizard Form: Obviously, in lizard form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all Perception tests involving scent, +1 Constitution, +1 Strength, -1 Size, and a Bite natural weapon (1k2 R; Melee; Brawling). Primeval Form: A behemoth, a Mokole in primeval form is an indomitable ancient. A Mokole in Primeval Form must make an attack or move closer to an enemy. A Mokole must spend 1 Rage to enter primeval form and may only maintain Primeval Form for a number of rounds equal to his Constitution + Feral Heart. While in primeval form, the Mokole gains Stuff of Nightmares, Strength +2, Constitution +2, Size +4, and a Claw And Bite natural weapon (1k2 R; Melee; Brawling). A Mokole's natural weapons in primeval form count as magical weapons. Saurian Resilience: As Lycan Resilience, except that critical damage dealt by gold weapons can also kill the character. Treasure Bane: As Silver Bane, but it also includes attacks from gold weapons as well. Fast Healing does not heal wounds from gold weapons. Feral Heart | Power Gained | ✱ | Fast Healing | ✱✱ | Spirit Walk | ✱✱✱ | Quick Shift | ✱✱✱✱ | Mnesis: Gain the Eidetic Memory feat. You can cast Hindsight using Feral Heart+Wisdom but you can only focus on the past memories of people in your ancestry instead of your immediate location. This can only be done Unfettered but it does not cause Psychic Phenomena. | ✱✱✱✱✱ | Unstoppable Juggernaut Incarnation |
Mokole Progenitor AssetsGeicoA 15% increase to intelligence can make all the difference when ensuring your survival. You are capable of intelligible speech while in Lizard Form and you gain the Foresight feat. When rolling for Mnesis, you gain +1k1 to the Focus Power test. Lastly, Primeval Form only adds +2 to Size but you can take any action you could in your base form while using it, including speech and precision movement, and no longer requires you to move toward or attack an opponent during your turn. TigrexA reptile's blood is usually cold but yours boils with indignation. While in Primeval Form, you cannot parry attacks unless you have the Battle Rage feat, and your natural weapons deal +1k1 damage. Triple the distance traveled on a successful jump test while in Lizard Form or Primeval Form. In addition, treat Primeval Form as if it was the Frenzy feat for the purpose of class prerequisites or interactions with other feats, and treat Frenzy itself as an optional feat. GishathThe burning sun's radiance is shining through your scales, displaying its brilliance for the bystanders to witness. Your natural weapons and unarmed strikes are gold and gain the Sanctified (Pelor) special quality. While in Lizard Form or Primeval Form, you project a light to a radius of 5 times your Feral Heart; you may spend 1 Rage to treat this as natural sunlight for one round. BasaranBigger than a behemoth, you are the mighty colossus that break armadas. Gain extra HP equal to your Feral Heart. Saurian Resilience provides additional AP equal to your Feral Heart, and twice that amount while in Primeval Form. Add Full Defense and Healing Surge to the actions you must take on your turn while in Primeval Form. (i.e. If you perform a Healing Surge, you don't need to make an attack or move closer to an enemy.) Indominus RexAdaptive and cunning, you are the next step in the bloodline of constant evolution. Every time you enter Primeval Form, you may gain up to two traits from the Wild Shape and Improved Wild Shape lists, which last until the end of the transformation. Armor Plating (2) from Improved Wild Shape stacks with Saurian Resilience. Additionally, entering Lizard Form allows you to gain one such trait.
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Post by ScrapyardDragon on Aug 21, 2018 17:54:03 GMT -6
Samsa: Wereroaches Shifting: The most obvious power of the Samsa is the ability to change shape. As a full action, the samsa may change in to one of two forms or back again - a tiny cockroach or an armored, half man, half insect ungeizifer form. Roach Form: Obviously, in roach form the character cannot speak, manipulate all but the simplest of objects, or do other things most humans take for granted. However, they gain -3 to size (to a minimum of 1), +2 to constitution, and Flyer(up to half their movement speed). In addition, the character's resilience is not lowered by the decrease in size. Any equipment is left behind and must be retrieved later (or carried by someone else). Ungeizifer Form: A Samsa in ungeizifer form may only make attack actions, move towards an opponent, or make full defense actions. A Samsa must spend 1 Rage to enter Ungeizifer Form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Ungeizifer form a Samsa gains Stuff of nightmares, Flyer(up to half their movement speed), +1 Resilience, +1 Strength, +2 Constitution, and a Claw weapon (1k1 R; Melee; Brawling). A Samsa's claws while in Ungeizifer form count as magical weapons. A Samsa must remove any armor before entering Ungeizifer Form or else the straps break, dealing damage to the Samsa equal to the armor's AP and rendering the armor useless unless repaired. Roach Resilience: A Samsa gains Armor Points equal to their Constitution + Feral Heart in Roach Form and Ungeizifer form and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Samsa suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume their base form until they regenerate all critical damage. A Samsa may spend Rage to recover Hit Points in combat as a free action. Implaccable Insect: Samsa are immune to radiation and environmental poisons. However, they are vulnerable to insecticides. Spraying them with some inflicts an energy wound, and a weapon coated in them inflicts energy damage to the samsa and treats the samsa's resilience as halved when calculating hit points lost from it's damage. Voices in the dark: A samsa begins play with the paranoia feat, 10 insanity points, and a minor derangement. Power Stat: Feral Heart Resource Stat: Rage A Samsa 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 Samsa may have rage equal to his Composure + Willpower + Level. *Fast Healing: The Samsa heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, or magic. Critical damage is healed more slowly, recovering only one point per hour. **Visions in the dark: The Samsa gains the dark sight trait in all their forms, and a +1k1 bonus to perception tests in roach and ungeizifer forms thanks to their antenna. ***Quick Shift: The Samsa may shift as a half action. ****Extra Limbs: Your ungeizifer form has an extra set of fully functional arms. This lets you hold twice as much stuff, and grants you a single extra half action that can only be used for something those extra limbs could do, such as a ready action or attack. *****Nigh-Immortal Insect: Even when killed, cockroaches refuses to die. Instead of burning a hero point to survive death, the samsa may explode into a swarm of cockroaches that flee out in all directions. Unless all of the roaches are killed (and the Samsa may burn a hero point to prevent this), the samsa will just regenerate from one of them. An hour after the explosion, all but one cockroach of the samsa's choosing die, with the sole survivor being the samsa's new body. This new body starts at zero hp with all critical damage removed and body parts restored, but the samsa cannot leave roach form or use this power again for 2d10-Feral heart days. Samsa Strain Assets:
Beetle: Beetles, roaches, both are durable bugs eh? But The mighty Beetle is a fighting bug. Instead of a roach you turn into a beetle, which is functionally the same except your size is reduced by 2 instead of 3. In addition, while is Beetle or Ungeizifer from, you gain a horn natural weapon (2k2 R; Melee; Brawling). The horn weapon counts as a magical weapon while in Ungeizifer form. Kyouhukou: Having Descended from the great roach king himself, you may call forth swarms of cockroaches to assist you. Whenever you spend resource points (even just to activate this ability), you create a minion with a melee damage rating of 1 and a threat rating equal to your power stat. La Cucaracha: Named after a pit-fighter who was named after an old human song, this strain embodies what cockroaches are known above all else for. your resilience is increased by 1 and Roach resilience adds an extra 2 AP Ultra-Insect: A strain of samsa who thought living in the abyss was a good idea. Their descendants have adapted to be faster than everything in there that wanted to kill them. Your roach and Ungeizifer forms Have flyer equal to twice your movement speed, and increase Dexterity instead of Constitution. Your Ungeizifer form is not restricted in what actions it may take. Revised core edition:
Shifting: The most obvious power of the Samsa is the ability to change shape. As a full action, the samsa may change in to one of two forms or back again - a tiny cockroach or an armored, half man, half insect ungeizifer form. Roach Form: Obviously, in roach form the character cannot speak, manipulate all but the simplest of objects, or do other things most humans take for granted. However, they gain -3 to size (to a minimum of 1), +2 to constitution, and Flyer(up to half their movement speed). In addition, the character's resilience is not lowered by the decrease in size.
Ungeizifer Form: A Samsa in ungeizifer form must make an attack , move towards an opponent, or make a full defense action on each of it's turns. A Samsa must spend 1 Rage to enter Ungeizifer Form and may only maintain it until the end of combat. While in Ungeizifer form a Samsa gains Stuff of nightmares, Flyer(up to half their movement speed), +1 Resilience, +1 strength, +2 Constitution, and a Claw weapon (1k1 R; Melee; Brawling). A Samsa's claws while in Ungeizifer form count as magical weapons.
Roach Resilience: A Samsa gains Armor Points equal to (Constitution x 2) + Feral heart in Roach Form and Ungeizifer form, and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Samsa suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume their base form until they regenerate all critical damage. A Samsa may spend Rage to recover Hit Points in combat as a free action.
Implaccable Insect: Samsa are immune to radiation and environmental poisons. However, they are vulnerable to insecticides. Spraying them with some inflicts an energy wound, and a weapon coated in them inflicts energy damage to the samsa and treats the samsa's resilience as halved when calculating hit points lost from it's damage.
Voices in the dark: A samsa begins play with the paranoia feat, 10 insanity points, and a minor derangement.
Power Stat: Feral Heart Resource Stat: Rage A Samsa 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 Samsa may have rage equal to his Composure + Willpower + Level.
*Fast Healing: The Samsa heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, or magic. Critical damage is healed more slowly, recovering only one point per hour.
**Visions in the dark: The Samsa gains the dark sight trait in all their forms, and a +1k1 bonus to perception tests in roach and ungeizifer forms thanks to their antenna.
***Quick Shift: The Samsa may shift as a half action.
****Extra Limbs: Your ungeizifer form has an extra set of fully functional arms. This lets you hold twice as much stuff, and grants you a single extra half action that can only be used for something those extra limbs could do, such as a ready action or attack.
*****Nigh-Immortal Insect: Even when killed, cockroaches refuses to die. Instead of burning a hero point to survive death, the samsa may explode into a swarm of cockroaches that flee out in all directions. Unless all of the roaches are killed (and the Samsa may burn a hero point to prevent this), the samsa will just regenerate from one of them. An hour after the explosion, all but one cockroach of the samsa's choosing die, with the sole survivor being the samsa's new body. This new body starts at zero hp with all critical damage removed and body parts restored, but the samsa cannot leave roach form or use this power again for 2d10-Feral heart days.
Samsa Strain Assets:
Beetle: Beetles, roaches, both are durable bugs eh? But The mighty Beetle is a fighting bug. Instead of a roach you turn into a beetle, which is functionally the same except your size is reduced by 2 instead of 3. In addition, while is Beetle or Ungeizifer from, you gain a mandible natural weapon (2k2 R; Melee; Brawling). The mandible weapon counts as a magical weapon while in Ungeizifer form.
Kyouhukou: Having Descended from the great roach king himself, you may call forth swarms of cockroaches to assist you. Whenever you spend resource points (even just to activate this ability), you create a minion with a melee damage rating of 1 and a threat rating equal to your power stat.
La Cucaracha: Named after a pit-fighter himself named after an old human song, this strain embodies what cockroaches are known above all else for. your resilience is increased by 1 and Roach resilience adds an extra 2 AP
Ultra insect: A strain of samsa who thought living in the abyss was a good idea. Their descendants have adapted to be faster than everything in there that wanted to kill them. Your roach and Ungeizifer forms Have flyer equal to twice your movement speed, and increase Dexterity instead of Constitution. Your Ungeizifer form is not restricted in what actions it must take.
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Post by ScrapyardDragon on Aug 21, 2018 18:03:29 GMT -6
Megakaryote aka Were-amoebas aka Luna's snot Replace the following:Lycan resilience with Cellular resilience (cosmetic) Silver bane with Fragile core: as silver bane, but it also applies to hits to the gizzards while in protozoic form. Replace wolf form and warform with Protozoic form: The hero must spend a rage to shift to or from Protozoic form. While in Protozoic form, the hero cannot speak, and they take a -1k1 penalty to both perception tests and tests involving fine manipulation. In exchange, they gain the crawler trait, a Pseudopod weapon (1k1 I; melee; brawling; toxic) that deals an extra +0k1 damage to grappled targets, +2 strength, +1 constitution, extra hit points equal to their constitution, and the ability to squeeze their body through small spaces with ease. While in protozoic form all your hit locations redirect to the body except for the gizzards. A Megakaryote's equipment is not damaged or destroyed when entering Protozoic form, and they may in fact store it within their cellular body if they so choose, though it won't fit through tight spaces with them. Sacred hunt with Megatosis: As a full action that provokes, the were-amoeba may halve their maximum hit points, maximum rage, and size (round down) to create a copy of themselves under their control, splitting your current hit points and rage evenly between the two of you. You both use the same initiative and have a telepathic connection. So long as either survive, the were amoeba survives. If either of you die or you reunite, your size, maximum hit points, and maximum rage return to normal, though only after 2d10-Feral Heart days in the case of the former. You can only divide or reunite while in Protozoic form, and if you reunite your current hit points and rage are combined, and you use the higher level of critical damage between the two of you. The two of you must be within one meter of each-other to reunite. Megakaryote microbe assets:Slime mold: Whenever your Pseudopod weapon inflicts wounds on an organic target, you regain one hit point. You may consume dead or inanimate organic material with a total size of up to 3xFeral Heart size of to regain hit points equal to the amount of size consumed as a full action. Fight-o-Plankton: By spending an hour basking in sunlight while in Protozoic form, you may regain up to your Feral Heart in Rage. Nematocyst: You may use your Pseudopod weapon while in your normal form, and while in protozoic form the toxic TN is increased by 5. Electrocyte: the toxic property on your Pseudopod weapon is replaced with shocking, and melee attackers using metal weapons or unarmed attacks against you must also roll against shocking while you are in protozoic form. Gibbering mouther: Gain a bite weapon with the following profile: (2k2 R; melee; brawling). Begin play with 15 insanity and a minor derrangement. You are not removed from play at 100 insanity, but continue to gain derangements every 20 IP. Revised Werewolf/core edition
Were-Amoeba
Replace the following
Lycan resilience with Cellular resilience (cosmetic)
Silver bane with Fragile core: as silver bane, but it also applies to hits to the gizzards while in protozoic form.
Replace wolf form and warform with Protozoic form: The hero must spend a rage to shift to or from Protozoic form. While in Protozoic form, the hero cannot speak, and they take a -1k1 penalty to both perception tests and tests involving fine manipulation. In exchange, they gain the crawler trait, a Pseudopod weapon (1k1 I; melee; brawling; toxic) that deals an extra +0k1 damage to grappled targets, +2 strength, +1 constitution, extra hit points equal to their constitution, and the ability to squeeze their body through small spaces with ease. While in protozoic form all your hit locations redirect to the body except for the gizzards. A Megakaryote's equipment is not damaged, destroyed, or absorbed when entering Protozoic form, and they may in fact store it within their cellular body if they so choose, though it won't fit through tight spaces with them.
Sacred hunt with Megatosis: As a full action that provokes, the were-amoeba may halve their maximum hit points, maximum rage, and size (round down) to create a copy of themselves under their control, splitting your current hit points and rage evenly between the two of you. You both use the same initiative and have a telepathic connection. So long as either survive, the were amoeba survives. If either of you die or you reunite, your size, maximum hit points, and maximum rage return to normal, though only after 2d10-Feral Heart days in the case of the former. You can only divide or reunite while in Protozoic form, and if you reunite your current hit points and rage are combined, and you use the higher level of critical damage between the two of you. The two of you must be within one meter of each-other to reunite.
Unstoppable Juggernaut Incarnation with Writhing Body Unraveled: While in Protozoic form you may spend 5 rage as a full action to increase your size and strength by 3 for the remainder of the scene. While Writhing Body Unraveled is active you may grapple a number of targets equal to your size, you may make melee actions up to Size÷2 meters away (round down), initiating a grapple is only a half action, and your grapples are collectively maintained as a single half-action.
Megakaryote microbe assets:
Slime mold: Whenever your Pseudopod weapon inflicts wounds on an organic target, you regain one hit point. You may consume dead or inanimate organic material with a total size of up to 3xFeral Heart size of to regain hit points equal to the amount of size consumed as a full action.
Fight-o-Plankton: By spending an hour basking in sunlight while in Protozoic form, you may regain up to your Feral Heart in Rage.
Nematocyst: You may use your Pseudopod weapon while in your normal form, and while in protozoic form the toxic TN is increased by 5.
Electrocyte: the toxic property on your Pseudopod weapon is replaced with shocking, and melee attackers using metal weapons or unarmed attacks against you must also roll against shocking while you are in protozoic form.
Gibbering mouther: Gain a bite weapon with the following profile: (2k2 R; melee; brawling). Begin play with 15 insanity and a minor derrangement. You are not removed from play at 100 insanity, but continue to gain derangements every 20 IP.
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Post by ScrapyardDragon on Aug 21, 2018 18:10:44 GMT -6
Mezuki: Werehorse
Replace the Following:Wolf form with Horse formWarform with Nuckelavee formLycan resilience with Equine resilience (cosmetic) Silver bane with River baneSacred hunt with Devil's second thoughts Horse form: In horse Form the character can't speak, manipulate most objects, or do other things most humans take for granted. However, they gain a hoof natural weapon (1k1 I; melee; brawling; unwieldly), the quadruped trait, +1 strength, and +1 size Nuckelavee form: A skinless humanoid fused onto the back of a horse, a Mezuki in Nuckelavee form strikes terror into all who see it. Mezuki in Nuckelavee form may only attack or move towards an opponent. A Mezuki must spend 1 rage to enter Nuckelavee form and may only maintain it for a number of rounds equal to her Constitution+Feral Heart. While in Nuckelavee form a Mezuki gains Quadruped, Fear with a rating equal to half her feral heart (round up), +2 size, +2 str, +1 Con, a hoof natural weapon (1k1 I; Melee; brawling; unwieldly), and a claw natural weapon (1k2 R; Melee; Brawling) River bane: As Silver bane, but it also applies to Hydromancy spells and other water based attacks. Devil's second thoughts: A second head means you can concentrate on more things. You gain an extra half action in Nuckelavee form. Mezuki rider assets:Conquest: The steeds of conquest are the masters of control and domination, both of themselves and others. Add your Feral Heart as a static bonus to command & intimidate rolls, and you are not limited to the actions you can take in Nuckelavee form. War: The steeds of war charge into battle alight with a burning lust for bloodshed. Your unarmed attacks and natural weapons gain +1k0 damage and the incendiary property Famine: The steeds of famine sap the energy of mortals and exalted alike with their presence. Whenever you spend a rage for any purpose (or just to activate this ability, though thats a bit of a waste) you may select one target within Feral Heart*2 meters. that target looses one resource point, or gains a point of fatigue if they have no resource points (be it lacking any to begin with or otherwise). Death: The steeds of death carry with them fell magics that give them sway over the dead. You begin play with a free rank in Necromancy and may purchase ranks in Necromancy as if it appeared on your class track. You also begin play with the undead trait Revised Werewolf/Core Edition: Mezuki: Werehorse
Replace the Following:
Wolf form with Horse form
Warform with Nuckelavee form
Lycan resilience with Equine resilience (cosmetic)
Silver bane with River bane
Sacred hunt with Devil's second thoughts
Horse form: In horse Form the character can't speak, manipulate most objects, or do other things most humans take for granted. However, they gain a hoof natural weapon (1k1 I; melee; brawling; unwieldly), the quadruped trait, +1 strength, and +1 size
Nuckelavee form: A skinless humanoid fused onto the back of a horse, a Mezuki in Nuckelavee form strikes terror into all who see it. Mezuki in Nuckelavee form must attack or move towards an opponent every round. A Mezuki must spend 1 rage to enter Nuckelavee form and may only maintain it for a number of rounds equal to her Constitution+Feral Heart. While in Nuckelavee form a Mezuki gains Quadruped, Fear with a rating equal to half her feral heart (round up), +2 size, +2 str, +1 Con, a hoof natural weapon (1k1 I; Melee; brawling; unwieldly), and a claw natural weapon (1k2 R; Melee; Brawling)
River bane: As Silver bane, but it also applies to Hydromancy spells and other water based attacks.
Devil's second thoughts: A second head means you can concentrate on more things. You gain an extra half action in Nuckelavee form.
Mezuki rider assets:
Conquest: The steeds of conquest are the masters of control and domination, both of themselves and others. Add your Feral Heart as a static bonus to command & intimidate rolls, and you are not forced to perform the actions listed in Nuckelavee form.
War: The steeds of war charge into battle alight with a burning lust for bloodshed. Your unarmed attacks and natural weapons gain +1k0 damage and the incendiary property
Famine: The steeds of famine sap the energy of mortals and exalted alike with their presence. Whenever you spend a rage for any purpose (or just to activate this ability, though thats a bit of a waste) you may select one target within Feral Heart*2 meters. that target looses one resource point, or gains a point of fatigue if they have no resource points (be it lacking any to begin with or otherwise).
Death: The steeds of death carry with them fell magics that give them sway over the dead. You begin play with a free rank in Necromancy and may purchase ranks in Necromancy as if it appeared on your class track. You also begin play with the undead trait
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Post by ScrapyardDragon on Aug 21, 2018 18:21:29 GMT -6
Werepyre: the MistakeLore Vampires. Werewolves. Two of the most prolific exalts in the wheel. The former thanks to their ability to embrace others, and the latter due to the hereditary nature of their gift. Because of this the two groups have an actual form of organization between the vampire clans and the werewolf tribes, loose as the latter can be at times. As with any two groups of people, but especially exalts, the clans and tribes tend to get into conflict with one another for territory and resources. Caught up in the middle of all this are the kinfolk; the descendants of werewolves that didn't inherent their parent's gift. To the vampires, they're weak links that can attacked to send a warning to their exalted parents. To the werewolves they're a valuable asset, as kinfolk/werewolf pairings are far more likely to produce more werewolves, and without the psychosis that plagues the children of double-werewolf couples. This puts the kinfolk in the uncomfortable position of being caught up in a game of exalts that they themselves are too weak to play. Something that can be all the more frustrating if a sibling did manage to inherit luna's gift. Of course, many kinfolk end up becoming great men themselves, some even managing to become exalts later in life through other methods. When this does happen it is usually by managing to impress Luna in such a way that she bestows her gift (turns out, when you have enough vampires putting out hits on kinfolk, eventually one of them will manage to fight their way out), but that isn't the only way. Unfortunately, the easiest method for most mortals is the one method the kinfolk should never undertake. If the child of a werewolf is embraced, then the lingering traces of one of luna's chosen mingling with the blood of khaine has a volatile reaction; the power of two gods twisting the childe into a wretched abomination. The Werepyre.
Werepyres are resented by both sides. From the vampire's point of view they are the worst kind of competition; just as bloodthirsty but without any concern for drawing attention. A single rogue werepyre being too reckless with their feeding can end up inadvertently drawing attention to undercover vampire clans in the area and shattering the masquerade. Worst of all, their humanoid forms remain unharmed by the sun allowing them to act with relative impunity during the day, while their nightmarish disgrace forms and ability to slip away into the umbra make trying to corner them at night exceptionally difficult. Meanwhile, they're something of a pity case to the werewolves; rabid beasts crawling the streets and umbra alike wearing the faces of former loved ones.
Werepyres have no society, both sides of their so-called parentage making it their mission to hunt them down before they can even form one. Most werewolf parents aware of their existence will warn their children about becoming them, and any vampire that doesn't want to risk their clanmates leaving them staked to a rooftop will kill any they inadvertently create. But every once in a while one manages to slip through the cracks, be it a mortal hellbent on becoming an exalt in any way possible forcing the issue or a foolish sire being mauled to death by their own childe before they realize what they just did. When one does get loose is when the trouble starts. Like vampires, the werepyre curse can be spread to others. Unlike Vampires, this can randomly occur to any individual the werepyre drains to death, meaning that one careless werepyre can very quickly become many, which is just another reason that both sides want to put them down quickly. Of course, particularly enterprising werepyres may take advantage of this fact, building up a pack to watch eachother's backs.
There are two ways for a werepyre to spread the curse; the intentional way and the accidental way. The intentional way is the way that regular vampires do it, following all the usual rules of the embrace including the werepyre losing a point of Feral Heart in the process. The second way is the accidental way. Whenever a werepyre kills an individual with their bite attack, roll a d10. If the result is equal to or less than the victim's constitution, then their corpse will reanimate in 2d10-Con days as a Feral Heart 1 Werepyre at full hp and zero bloodrage. Unlike the intentional method this does not reduce the sire's Feral heart, but the new werepyre is rather unlikely to be an ally given the whole "mauled to death" thing (things may be different depending on the circumstances of course). This resurrection can be prevented by destroying the corpse with E, X, or magical damage, or by driving silver through the heart.
Undead Resilience: A Werepyre has the Undead trait and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. Impact and Rending damage that would otherwise kill a Werepyre merely leaves them unconscious. And since a Werepyre doesn't breathe and has no heartbeat, this may lead a careless opponent to think they've finished him off. A Werepyre in this condition will remain unconscious until they spend enough Bloodrage to heal their Critical Damage past the point where they would have been fatal.Ravenous Beast: Werepyres gain a Bite weapon (1k1 R; Melee; Brawling). The werepyre may choose to drain one point of bloodrage from a bitten victim, so long as the bite has inflicted at least 1 wound. A werepyre may also, of course, feed from a willing target, in which case the target gains a level of fatigue for each point of bloodrage. If a werepyre attempts to feed from someone who has already been knocked unconscious by fatigue, he may only safely drain 1 bloodrage, with the next feeding killing the victim. A Werepyre must spend 1 bloodrage every day in order to remain sane. If they choose not to, or can't, they go feral, automatically shifting into Warg form and attacking any living creature they can see until they can spend a point of bloodrage to regain their sanity. Shifting: The most obvious power of the Werepyre is the ability to change shape. As a full action, the werepyre may change into one of two forms or back again - a wretched beast that resembles a cross between a wolf and a bat known as the warg, and a horrendous abomination known only as the disgrace. A werepyre must remove any armor before changing shape or else the straps break, dealing damage to the werepyre equal to the armor's AP and rendering the armor useless until repaired.Warg Form: Obviously, in Warg form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent. +2 to Dexterity, -1 to Size, and the flyer trait with a rating equal to their movement speed. Disgrace Form: A Werepyre in Disgrace form may only make an attack, move closer to an enemy, or move away from sunlight. A Werepyre must spend 1 Bloodrage to enter Disgrace form, and may maintain Disgrace form for Constitution + Feral Heart rounds. While in Disgrace form, the Werepyre gains Stuff of Nightmares, Flyer equal to their movement speed, The vampire's Sunlight weakness power, Strength +2, Size +2, Constitution +2, a Claw natural weapon (1k2 R; Melee; Brawling) and their Bite natural weapon gains +1k1 damage. A Werepyre's bite and claws in Disgrace form count as magical weapons. Abomination: Begin play with Enemy (Vampires and Werewolves) (these do not grant exp nor count against your maximum hindrances), 1 Minor Derangement, 10 Insanity points, and Speak language (spirits). You count as both a Vampire and a Werewolf, substituting Blood Potency with Feral Heart, and Rage & Vitae with Bloodrage. Power Stat: Feral HeartResource Stat: Bloodrage. The Werepyre has a maximum Bloodrage equal to their Feral Heart+Willpower+Composure Werepyre Tells: Unlike the other changing breeds, werepyres do not have glowing tattoos. That would imply they a culture and the blessing of Luna. Instead, as a werepyre spends bloodrage, their horrific nature becomes increasingly prominent. Their fangs elongate, their eyes go bloodshot, and at high levels blood starts to trickle out from their eyes and mouth. In fact, if they aren't shifted then it can be quite easy to mistake them for a regular vampire. * Auspex: The Hero can see in the dark and gains +1k0 to all perception checks. ** Spirit Sight: The werepyre 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 Werepyre may see any lingering magical auras and traces of major events that have taken place there.*** Feral Potency: Once per scene, you may spend 1 Bloodrage as a half action to increase your physical characteristics by 1 each for the rest of the scene. **** Blood Hunt: By preforming a ritual that lasts six hours (on average - rarer prey takes a longer time and it's impossible to hunt an animal that simply isn't in the area), a Werepyre may hunt and kill a superlative example of a particular animal. Once the Werepyre begins the hunt, they cannot rest or pursue any other goal until it is complete. When they have completed the hunt, they taste the heart's blood of their prey. From that time on, they may create a simulacrum out of blood in the form of that particular animal by spending an amount of bloodrage equal to the animal's level as a full action. The simulacrum has the undead trait but otherwise uses the animal's stats. It is unwaveringly loyal to you, and melts back into a puddle of blood at the end of the scene. ***** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the werepyre 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. Werepyre Hybrid Assets:Werepsyer: A magical entity, such as a reincarnating soul or a daemon, has bonded with you. Gain a free rank in Necromancy or Transmutation. You may purchase ranks of the chosen magical school as if it appeared in your class progression. When casting spells of either school you may spend Bloodrage to gain a +1k0 bonus to the focus power test per Bloodrage spent. Cyberpyre: Deep within your body lie cutting-edge bionic blueprints. You gain Armor Plating equal to your Feral heart while in Warg form or Disgrace. Solarpyre: The god of mercy cannot "cure" you, but his light can dull the hunger. You loose an additional Bloodrage per day, but you may regain 1 Bloodrage for every hour you spend basking in the light of a natural sun. Your Disgrace Form does not have sunlight weakness Dracopyre: The blood of dragons flows through your twisted veins. Choose a blood quickening. The chosen blood quickening is applied to your Disgrace form, minus the characteristic bonus. Apply the claw bonus to your Disgrace form's claw weapon, and substitute breath with Bloodrage Werasite: Another carnivorous beast has taken root within you, empowering you at the cost of what little humanity you had left. You take a -2k1 penalty to social rolls (except intimidation), but your natural weapons deal an additional +1k1 damage in Disgrace Form. Revised core edition. Because I might as well go all the way. Undead Resilience: A Werepyre has the Undead trait and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. Impact and Rending damage that would otherwise kill a Werepyre merely leaves them unconscious. And since a Werepyre doesn't breathe and has no heartbeat, this may lead a careless opponent to think they've finished him off. A Werepyre in this condition will remain unconscious until they spend enough blood to heal their Critical Damage past the point where they would have been fatal.
Ravenous Beast: Werepyres gain a Bite weapon (1k1 R; Melee; Brawling). The werepyre may choose to drain one point of bloodrage from a bitten victim, so long as the bite has inflicted at least 1 wound. A werepyre may also, of course, feed from a willing or helpless target with each resource point of blood drained inflicting 1 wound to the target. A Werepyre must spend 1 bloodrage every day in order to remain sane. If they choose not to, or can't, they go feral, automatically shifting into Warg form and attacking any living creature they can see until they can spend a point of bloodrage to regain their sanity.
Shifting: The most obvious power of the Werepyre is the ability to change shape. As a full action, the werepyre may change into one of two forms or back again - a wretched beast that resembles a cross between a wolf and a bat known as the warg, and a horrendous abomination known only as the disgrace. Shifting melds the werepyre's armor into its form and negates any effects it gives.
Warg Form: Obviously, in Warg form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +2 to Dexterity, -1 to Size, the Quadruped trait, and the Flyer trait with a rating equal to their movement speed.
Disgrace Form: A Werepyre in Disgrace form must make an attack, move closer to an enemy, or move away from sunlight on each of their turns. A Werepyre may spend 1 Bloodrage to enter Disgrace form as a free action, and may maintain Disgrace form for Constitution + Feral Heart rounds. While in Disgrace form, the Werepyre gains Stuff of Nightmares, Flyer equal to their movement speed, The vampire's Sunlight weakness power, Strength +2, Size +2, Constitution +2, a Claw natural weapon (1k2 R; Melee; Brawling) and their Bite natural weapon gains +1k1 damage. A werepyre's bite and claws in Disgrace form count as magical weapons.
Abomination: The werepyre may make a Feral Heart+Wisdom check to see into the local umbra, revealing lingering magical auras and traces of major events that have taken place there. This ability lasts until deactivated or the end of the scene. You also begin play with Enemy (Vampires & Werewolves) (these do not grant exp nor count against your maximum hindrances), 1 Severe Derangement, 10 Insanity points, and Speak language (spirits). You count as both a Vampire & a Werewolf, substituting Blood Potency with Feral Heart, and Rage & Vitae with Bloodrage.
Power Stat: Feral Heart Resource Stat: Bloodrage. The Werepyre has a maximum Bloodrage equal to their Feral Heart+Willpower+Composure Werepyre Tells: Unlike the other changing breeds, werepyres do not have glowing tattoos. That would imply they a culture and the blessing of Luna. Instead, as a werepyre spends bloodrage, their horrific nature becomes increasingly prominent. Their fangs elongate, their eyes go bloodshot, and at high levels blood starts to trickle out from their eyes and mouth. In fact, if they aren't shifted then it can be quite easy to mistake them for a regular vampire.
* Auspex: The Hero can see in the dark and gains +1k1 to all perception checks.
** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the werepyre 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.
*** Feral Potency: Once per scene, you may spend 1 Bloodrage as a half action to increase your physical characteristics by 1 each for the rest of the scene.
**** Blood Hunt: By performing six hour ritual (FH + Wisdom against TN 20, reduce time by 1 hour per raise, to a limit of 1), a Werewolf may hunt and kill a superlative example of a 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 create a simulacrum out of blood in the form of that particular animal by spending an amount of bloodrage equal to the animal's level as a full action. The simulacrum has the undead trait but otherwise uses the animal's stats. It is unwaveringly loyal to you, and melts back into a puddle of blood at the end of the scene.
***** Insatiable Bloodlust Incarnation: Instead of just a single point of bloodrage, your bite attack now restores a point of bloodrage for every wound inflicted.
Werepyre Hybrid Assets:
Werepsyer: A magical entity, such as a reincarnating soul or a daemon, has bonded with you. Gain a free rank in Necromancy or Transmutation. You may purchase ranks of the chosen magical school as if it appeared in your class progression. When casting spells of either school you may spend Bloodrage to gain a +1k0 bonus to the focus power test per Bloodrage spent.
Cyberpyre: Deep within your body lie cutting-edge bionic blueprints. You gain Armor Plating equal to twice your Feral heart while in Warg form or Disgrace.
Solarpyre: The god of mercy cannot "cure" you, but his light can dull the hunger. You loose an additional Bloodrage per day, but you may regain 1 Bloodrage for every hour you spend basking in the light of a natural sun. Your Disgrace form does not have sunlight weakness
Dracopyre: The blood of dragons flows through your twisted veins. Choose a blood quickening. The chosen blood quickening is applied to your Disgrace form, minus the characteristic bonus. Apply the claw bonus to your Disgrace form's claw weapon, and substitute breath with Bloodrage
Werasite: Another carnivorous beast has taken root within you, empowering you at the cost of what little humanity you had left. You take a -2k1 penalty to social rolls (except intimidation), but your natural weapons deal an additional +1k1 damage in Disgrace form.
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Post by username on Sept 3, 2018 18:39:59 GMT -6
Eormencynn (Were-Were)Replace the following: Wolf Form with WereformWarform with UbermenschformLycian Resilience with Humanoid Hardiness (Cosmetic) Spirit Tongue with Second Nature
Fast Healing with, well, Fast Healing but it is more limited.
Sacred Hunt with Platonic IdealShifting: As per the Werewolf's Shifting, however your forms are different. Instead of a Wolf, you transform into a Person, but it's a different person and even a different race, chosen at character creation. Their alternate form is however much more impressive, transforming into an awe-inspiring amalgamation of both races, both beautiful and terrible. Wereform: In Were form, the character is capable of manipulating objects and can do most things that humans take for granted but can not communicate intelligibly. In addition, they gain +1 to both of that race's starting characteristic choices, that race's Power, and their Size and appearance changes to that of the assumed race. Ubermenschform: A twisted primeval union of forms, a synergy that is greater than the sum of their parts. A Eormencynn in Ubermenschform may perform actions as normal but must perform at least a 1 die stunt on any test they wish to make, otherwise the test fails. A Eormencynn must spend 1 Rage to enter Ubermenschform and may only maintain Ubermenschform for a number of rounds equal to her Composure + Feral Heart. While in Ubermenschform, the Eormencynn gains Stuff of Nightmares, +2 to both of the assumed race's starting characteristic choices, that race's Power, and a bonus to Size equal to half the natural size of their Assumed race. A Eormencynn's attacks in Ubermenschform count as magical. Humanoid Hardiness: An Eormencynn gains Armor Points equal to their Constitution + Feral Heart in WereForm and Ubermenschform and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an Eormencynn 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 Eormencynn may spend Rage to recover Hit Points in combat as a free action. Second Nature: An Eormencynn gains the languages of their assumed race. In addition, they may purchase the Racial Feats of their assumed race in addition to their own race, but the assumed race's racial feats only are in effect in Ubermenschform. Silver Bane: An Eormencynn halves their resilience when calculating Hit Points lost from damage from a silver weapon. Resource Stat: Rage: An Eormencynn 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. An Eormencynn may have rage equal to his Composure + Willpower + Level. POWERS* Fast Healing - The Eormencynn heals 1 Hit Point per round while Shifted in Ubermenschform 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 Eormencynn 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 Eormencynn may see any lingering magical auras and traces of major events that have taken place there. *** Quick Shift - The Eormencynn may shift as a half action. ****Platonic Ideal - While in Ubermenschform, you gain the Paragon Asset specific to your Assumed Race, substituting Feral Heart for Excellence, Rage for Action points and 1 Rage for 2 Pressure where relevant. In addition your Wereform can make use of your assumed race's Racial Feats. ***** Spirit Walk - By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the Eormencynn 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. Eormencynn Primordial AssetsAdamOf all the Eormencynn, yours were the first. You gain the Danger Sense feat and are never surprised and may always choose to go first in the initiative count regardless of what is actually rolled. EveThe noble and fallible first. You fall, but you get back up stronger. Yours is to learn from your mistakes or learn nothing. You may spend 1 Rage to automatically pass any Alignment check and may spend 1 Rage to add a third of your Devotion, rounded up, in rolled dice to any test you make. EdenYour kind is not one, but legion. The more's the merrier. Choose a race different from your own and the assumed form for Shifting. You may spend a Rage to shift into that race in wereform instead, however you may not shift into that race in Ubermenschform. LilithThe fallen first, stricken from the records of the other Eormencynn, a rebel to their kind and all they represent. Your Assumed Race is that of your own race and you do not need to Stunt to successfully make tests in Ubermenschform. While in Wereform, you may still communicate with others but only in the non-trade languages of your assumed race. When purchasing a Racial Feat, you may choose to purchase it for your "assumed race" forms or your normal form, or both. If a feat has sub-categories, you may purchase it twice, picking a different option for your Assumed Race's forms and your normal form. REVISED WEREWOLF VERSION Replace the following:
Wolf Form with Wereform
Warform with Ubermenschform
Lycian Resilience with Humanoid Hardiness (Cosmetic)
Spirit Sight with Second Nature Fast Healing with, well, Fast Healing but it is more limited. Spirit Walk with Spirit Sight
Sacred Hunt with Platonic Ideal
Unstoppable Juggernaut Incarnation with Spirit Walk
STATIC POWERS
Shifting: As per the Werewolf's Shifting, however your forms are different. Instead of a Wolf, you transform into a Person, but it's a different person and even a different race, chosen at character creation. Their alternate form is however much more impressive, transforming into an awe-inspiring amalgamation of both races, both beautiful and terrible.
Wereform: In Were form, the character is capable of manipulating objects and can do most things that humans take for granted but can not communicate intelligibly. In addition, they gain +1 to both of that race's starting characteristic choices, that race's Power, and their Size and appearance changes to that of the assumed race.
Ubermenschform: A twisted primeval union of forms, a synergy that is greater than the sum of their parts. A Eormencynn in Ubermenschform may perform actions as normal but must perform at least a 1 die stunt on any test they wish to make, otherwise the test fails. An Eormencynn may spend 1 Rage to enter Ubermenschform as a free action, and may only maintain Ubermenschform for a number of rounds equal to her Composure + Feral Heart. While in Ubermenschform, the Eormencynn gains Stuff of Nightmares, +2 to both of the assumed race's starting characteristic choices, that race's Power, and a bonus to Size equal to half the natural size of their Assumed race. A Eormencynn's attacks in Ubermenschform count as magical.
Humanoid Hardiness: An Eormencynn gains Armor Points equal to their Constitution + Feral Heart in WereForm and Ubermenschform and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an Eormencynn 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 Eormencynn may spend Rage to recover Hit Points in combat as a free action.
Second Nature: The Eormencynn may temporarily assume the Racial Feats of their Assumed Race. This requires spending 1 Rage per feat and lasts for the scene. The Eormencynn may only assume a number of the Assumed Race's feats at a time equal to their Power Stat. If the Assumed Racial Feat requires a Racial Power you do not have in your current form, the feat is not assumed and the rage spent on it is wasted.An Eormencynn also begins play with the languages of their Assumed Race.
Silver Bane: An Eormencynn halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Resource Stat: Rage: An Eormencynn 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. An Eormencynn may have rage equal to his Composure + Willpower + Level.
POWERS
* Fast Healing - The Eormencynn heals 1 Hit Point per round while Shifted in Ubermenschform 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 Eormencynn 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 Eormencynn may see any lingering magical auras and traces of major events that have taken place there.
*** Quick Shift - The Eormencynn may shift as a half action.
**** Platonic Ideal - While in Ubermenschform, you gain the Paragon Asset specific to your Assumed Race, substituting Feral Heart for Excellence, Rage for Action points and 1 Rage for 2 Pressure where relevant. The Eormencynn may purchase Racial Feats of your Assumed Race, allowing them to Assume a purchased Racial Feat as for a scene without needing to spend Rage to do so.
***** Spirit Walk - By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the Eormencynn 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.
Eormencynn Primordial Assets
Adam Of all the Eormencynn, yours were the first. You gain the Danger Sense feat and are never surprised and may always choose to go first in the initiative count regardless of what is actually rolled.
Eve The noble and fallible first. You fall, but you get back up stronger. Yours is to learn from your mistakes or learn nothing. You may spend 1 Rage to automatically pass any Alignment check and may spend 1 Rage to add a third of your Devotion, rounded up, in rolled dice to any test you make.
Eden Your kind is not one, but legion. The more's the merrier. Choose a race different from your own and the Assumed Race for Shifting. You may spend a Rage to shift into that race in wereform instead, following the same guidelines, however you may not shift into that race in Ubermenschform.
Lilith The fallen first, stricken from the records of the other Eormencynn, a rebel to their kind and all they represent. Your Assumed Race is that of your own race and you do not need to Stunt to successfully make tests in Ubermenschform. While in Wereform, you may still communicate with others but only in the non-trade languages of that race. When purchasing a Racial Feat, you may choose to purchase it for your "assumed race" forms or your normal form, or both. If a feat has sub-categories, you may purchase it twice, picking a different option for your Assumed Race's forms and your normal form.
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Post by Traskus on Sept 28, 2018 11:31:26 GMT -6
Nuwisha/Werecoyotes
Tell: Develops patches of fur and grows coyotelike ears and a tail. Tattoos glow brightly with kaleidoscopic light. Shifting - The most obvious power of the nuwisha is the ability to change shape. As a full action, the nuwisha may change into one of two forms or back again - a normal sized coyote and a strange half-coyote half-man manabozho form.Coyote form: Obviously, in coyote form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +2 to Dexterity, -1 to Size, and a Bite weapon (1k1 R; Melee; Brawling). Manabozho form: Not truly scary or creepy, a Nuwisha in Manabozho form is still an unsettling sight. A Nuwisha must spend a Rage to enter Manabozho form, and may only maintain it for Constitution + Feral Heart rounds. While in Manabozho form, the Nuwisha gains Phasing, Dexterity +1, Wisdom +2, gains a Claw natural weapon (1k1 R; melee, brawling) and a bite natural weapon (2k1 R; melee, brawling). A Nuwisha's bite and claws in Manabozho form count as magical weapons. Latrani Intuition: A Nuwisha gains Aura equal to their Feral Heart + Constitution in Coyote form and Manabozho form and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Nuwisha suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Nuwisha may spend Rage to recover hit points in combat as a free action. The Aura gained from Latrani Intuition does not stack with worn sources of aura. If the Nuwisha would become corporeal while inside of a solid object, they can spend another Rage and a Half Action to safely enter a nearby non-occupied space. Otherwise they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m. Skinwalker: Coyote angered Luna in the past, and your shifting has suffered for it. A Nuwisha must spend a Rage to shift into their base form from coyote or manabozho form. If the Nuwisha ever runs out of Rage, they must assume coyote form until they have at least two. Spirit Tongue: Nuwisha begins play with the feat Speak Language (Spirits).Power Stat: Feral HeartResource Stat: RageA nuwisha 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 Nuwisha may have rage equal to his Composure + Willpower + Level.* Trickster's Skin: The Nuwisha may cast the Disguise spell, using Feral Heart + Wisdom to cast. If the disguise is of a nearby person, they may take on the image of the Nuwisha for the duration of the spell. This spell may only be cast in the Nuwisha's base form, and ends if the Nuwisha enters coyote form or Manabozho form. ** Spirit Sight - The nuwisha 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 nuwisha may see any lingering magical auras and traces of major events that have taken place there.*** Quick Shift - The nuwisha may shift as a half action.**** Spirit Contact: By performing a six hour ritual (on average), the Nuwisha may make contact with an individual located in the Umbra. They can talk to the individual, make deals, ask it questions, etc. and even take its appearance if the individual allows it. ***** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the nuwisha 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.Nuwisha Song Assets
Song of AssimilationCountless Nuwisha have had to explain they didn't mean it in that sense. It just means you can blend in pretty well. Gain the Protocol and Research feats. Succeeding the rolls these feats outline also allows the Nuwisha to take on the mannerisms, language, and slang of the area for the next day, plus one day per raise. Song of the Emperor's ClothesThe technique of disrobing, taught by Coyote himself. Once per turn, the Nuwisha may spend a Rage and full action to perform a Larceny + Wisdom roll against a target's static defense to steal one article of non-artifact clothing or gear from them, even if that would normally be impossible (like say, taking their armor off during a fist bump). The Nuwisha must touch the target to perform this technique, and if two raises are gained on the roll the target isn't even aware of something being missing until the next time it becomes relevant (getting hit for armor, attacks for a weapon, etc.). Song of Forbidden WordsThe Nuwisha may forbid a certain topic from being spoken. For all the things it can be used for, it's mostly to keep family gatherings from becoming violent. The Nuwisha may touch a target and perform a Feral Heart + Fellowship roll against the target's Mental Defense. If passed, the target may not intelligibly communicate about a single, specific subject (like say, the Nuwisha) for the next day, plus one day per raise. If the target attempts to communicate about the subject, they instead vomit up vermin and convulse. Song of RageYou know, most people become Nuwisha to avoid the rage of most changing breeds. Gain the Frenzy and Battle Rage feats. At Feral Heart 3, your Manabohzo form gains the Stuff of Nightmares trait. Song of KokopeliThe Nuwisha may sing and calm the hearts of others. Of course, this usually has the effect of pissing people off. A Nuwisha may perform a full action Performer + Wisdom roll to end any and all temporary characteristic-changing effects (frenzy, shapeshifting, transhuman potential, spells, etc.) within 25m if the roll is higher than the mental defense of the targets. This effect may be maintained as long as the Nuwisha spends a full action each turn singing, in which case such characteristic-changing effects cannot be triggered again. Revised Core EditionShifting - The most obvious power of the nuwisha is the ability to change shape. As a full action, the nuwisha may change into one of two forms or back again - a normal sized coyote and a strange half-coyote half-man manabozho form.
Coyote form: Obviously, in wolf form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent, +2 to Dexterity, -1 to Size, and a Bite weapon (1k1 R; Melee; Brawling).
Manabozho form: Not truly scary or creepy, a Nuwisha in Manabozho form is still an unsettling sight. A Nuwisha must spend a Rage to enter Manabozho form, and may only maintain it for Constitution + Feral Heart rounds. While in Manabozho form, the Nuwisha gains Phasing, Dexterity +1, Wisdom +2, gains a Claw natural weapon (1k1 R; melee, brawling) and a bite natural weapon (2k1 R; melee, brawling). A Nuwisha's bite and claws in Manabozho form count as magical weapons.
Latrani Intuition: A Nuwisha gains Aura equal to their Feral Heart + Constitution in Coyote form and Manabozho form and may not be killed by critical damage unless that damage comes from an E, X, or magical source. If a Nuwisha suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. A Nuwisha may spend Rage to recover hit points in combat as a free action. The Aura gained from Latrani Intuition does not stack with worn sources of aura.
If the Nuwisha would become corporeal while inside of a solid object, they can spend another Rage and a Half Action to safely enter a nearby non-occupied space. Otherwise they are shunted a random direction outside of the object, to the nearest legal space, taking Falling Damage as if they fell the total distance moved + 2m.
Skinwalker: Coyote angered Luna in the past, and your shifting has suffered for it. A Nuwisha must spend a Rage to shift into their base form from coyote or manabozho form. If the Nuwisha ever runs out of Rage, they must assume coyote form until it replenishes.
Spirit Sight - The nuwisha 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 nuwisha may see any lingering magical auras and traces of major events that have taken place there. The nuwisha begins play with the feat Speak Language (Spirits).
Power Stat: Feral Heart
Resource Stat: Rage A nuwisha 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 nuwisha may have rage equal to his Composure + Willpower + Level.
* Trickster's Skin: The Nuisha may cast the Disguise spell, using Feral Heart + Wisdom to cast. If the disguise is of a nearby person, they may take on the image of the Nuwisha for the duration of the spell. This spell may only be cast in the Nuwisha's base form, and ends if the Nuwisha enters coyote form or Manabozho form.
** Spirit Walk: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the nuwisha 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 nuwisha may shift as a half action.
**** Spirit Contact: By performing a six hour ritual (on average), the Nuwisha may make contact with an individual located in the Umbra. They can talk to the individual, make deals, ask it questions, etc. and even take its appearance if the individual allows it.
***** Coyote's Mask: Once per scene, if the Nuwisha were to be killed, they may instead spend a hero point and roll Feral Heart with a TN of 20. If passed, the Nuwisha does not die. Instead, they may appear in coyote form up to 3m away with the lesser of 10 or their maximum hp and healed of all injury suffered in this scene. All that's left of the "corpse" is a scrap of coyote fur.
Nuwisha Song Assets
Song of Assimilation Countless Nuwisha have had to explain they didn't mean it in that sense. It just means you can blend in pretty well. Gain the Protocol and Research feats. Succeeding the rolls these feats outline also allows the Nuwisha to take on the mannerisms, language, and slang of the area for the next day, plus one day per raise.
Song of the Emperor's Clothes The technique of disrobing, taught by Coyote himself. Once per turn, the Nuwisha may spend a Rage and full action to perform a Larceny + Wisdom roll against a target's static defense to steal one article of non-artifact clothing or gear from them, even if that would normally be impossible (like say, taking their armor off during a fist bump). The Nuwisha must touch the target to perform this technique, and if two raises are gained on the roll the target isn't even aware of something being missing until the next time it becomes relevant (getting hit for armor, attacks for a weapon, etc.).
Song of Forbidden Words The Nuwisha may forbid a certain topic from being spoken. For all the things it can be used for, it's mostly to keep family gatherings from becoming violent. The Nuwisha may touch a target and perform a Feral Heart + Fellowship roll against the target's Mental Defense. If passed, the target may not intelligibly communicate about a single, specific subject (like say, the Nuwisha) for the next day, plus one day per raise. If the target attempts to communicate about the subject, they instead vomit up vermin and convulse.
Song of Rage You know, most people become Nuwisha to avoid the rage of most changing breeds. Gain the Frenzy and Battle Rage feats. At Feral Heart 3, your Manabohzo form gains the Stuff of Nightmares trait.
Song of Kokopeli The Nuwisha may sing and calm the hearts of others. Of course, this usually has the effect of pissing people off. A Nuwisha may perform a full action Performer + Wisdom roll to end any and all temporary characteristic-changing effects (frenzy, shapeshifting, transhuman potential, spells, etc.) within 25m if the roll is higher than the mental defense of the targets. This effect may be maintained as long as the Nuwisha spends a full action each turn singing, in which case such characteristic-changing effects cannot be triggered again.
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Post by Traskus on Jan 6, 2019 15:18:07 GMT -6
Wereox/Apis
Tell: As an Apis spends Rage, he grows patches of fur and grows bovine ears and a tail. Tattoos glow brightly with silver light. Shifting - The most obvious power of the Apis is the ability to change shape. As a full action, the apis may change into one of two forms or back again - a normal sized ox and a massive half-bull half-man dozer form.Ox Form: Of course, in ox form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain a horn natural weapon (1k2 R or I; melee, brawling), the quadruped trait, +1 strength, +1 constitution, -2 intelligence, a raise when bull rushing, and +1k1 to intimidate tests as long as they don't try to speak. Dozer Form: A scene that gives many people nightmares, an Apis in Dozer Form is a behemoth of pure muscle. An Apis in Dozer Form may only make attack actions, move toward an opponent, or make Perception tests to smell out an opponent. An Apis must spend 1 Rage to enter Dozer form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Dozer Form, the Apis gains Stuff of Nightmares, +2 Strength, +2 Constitution, +2 Size, a raise when bull rushing, and a horn natural weapon (3k2 R or I; Melee, Brawling). An Apis' horns in Dozer form count as magical weapons. An Apis must remove any armor before changing shape or else the straps break, dealing damage to the Apis equal to the armor's AP and rendering the armor useless until repaired. Aurochs Resilience - An Apis gains Armor Points equal to their Constitution + Feral Heart in ox form and dozer form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an apis suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. An apis may spend Rage to recover Hit Points in combat as a free action. The AP gained from aurochs resilience does not stack with worn armor.Spirit Tongue - Apis begins play with the feat Speak Language (Spirits)Silver Bane - An Apis halves their size when calculating Hit Points lost from damage from a silver weapon.Power Stat: Feral HeartResource Stat: Rage An apis 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 apis may have rage equal to his Composure + Willpower + Level.* Fast Healing - The apis 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.** Asterios Charge: When performing bull rush actions, you may make a single standard attack with your horn natural weapon as part of the bull rush. *** Quick Shift - The apis may shift as a half action.**** Match Maker: By using a biological sample of a target and performing a six hour ritual (FH + Fellowship against TN 20), the Apis may discern the identity of the individual most precious to the target or who in this crystal sphere would make the best romantic partner for them. You may spend a Rage to ensure the healthy and safe conception and delivery of an animal or person. ***** Gaia's Vengeance: An Apis in ox or dozer form may spend Rage to increase their strength by the same amount. This bonus lasts one round. Apis Kin Assets
Kin of AsterionThe Minotaurs Chapter of Aasimar admire the true Minotaurs, and so became Apis. The Apis may cast Dedication using Feral Heart + Wisdom to cast and may reload ranged weapons while in Dozer Form. Kin of BisonThe Kin of Bison train in the art of psycho power. The Apis gains a rank in the Evocation spell school and may advance it as part of their class. You may spend Rage to increase focus power tests by +1k0 per Rage spent. Kin of GhorgonGhorgon are the type that get a flair for cannibalism and turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. As promised, the Apis in dozer form gains +2 more size and has four arms and each of them have a scythe hand natural weapon (2k2 R PEN 5; melee, brawling, razor sharp). They can't hold anything or perform anything more complex than swiping or pushing motions with those hands, but by golly they're sharp. Kin of GugalannaThese Apis have been given a gift from the Bull of Heaven himself: the power to kill with a single breath. You may spend a Rage to make a ranged attack with the profile of a flamer that cannot jam. When you successfully hit with a melee attack, you may spend Rage to end one temporary effect on the target (frenzy, shapeshifting, getting huge, etc.) per rage spent. Kin of HathorAny powerful Apis can perform animal husbandry, but the Kin of Hathor farm on top of it. You may spend a Rage to give up to an an acre of plants vibrant life no matter its condition before. It yields crop in the season it usually does, but nothing will stop it short of destroying the plant entirely. Revised Core Edition
Shifting - The most obvious power of the apis is the ability to change shape. As a full action, the apis may change into one of two forms or back again - a normal-sized ox and a massive half-bull half-man dozer form. Shifting melds the apis's armor into its form and negates any effects it gives.
Ox Form: Of course, in ox form the character can not speak, manipulate any objects, or do other things most humans take for granted. However, they gain a horn natural weapon (1k2 R or I; melee, brawling), the quadruped trait, +1 strength, +1 constitution, -2 intelligence, a raise when bull rushing, and +1k1 to intimidate tests as long as they don't try to speak.
Dozer Form: A scene that gives many people nightmares, an Apis in Dozer Form is a behemoth of pure muscle. An Apis in Dozer Form must make an attack action, move toward an opponent, or make Perception tests to smell out an opponent each turn. An Apis may spend 1 Rage to enter Dozer form as a free action and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Dozer Form, the Apis gains Stuff of Nightmares, +2 Strength, +2 Constitution, +2 Size, a raise when bull rushing, and a horn natural weapon (3k2 R or I; Melee, Brawling). An Apis' horns in Dozer form count as magical weapons.
Aurochs Resilience - An Apis gains Armor Points equal to their Constitution + Feral Heart in ox Form and dozer form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If an apis suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious until they regenerate all critical damage. An apis may spend Rage to recover Hit Points in combat as a free action. The AP gained from aurochs resilience does not stack with worn armor.
Silver Bane - An Apis halves their resilience when calculating Hit Points lost from damage from a silver weapon.
Asterios Charge - When performing bull rush actions, you may make a single standard attack with your horn natural weapon as part of the bull rush.
Power Stat: Feral Heart
Resource Stat: Rage An apis 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 apis may have rage equal to his Composure + Willpower + Level.
* Fast Healing - The apis 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 Vengeance: An Apis in ox or dozer form may spend Rage to increase their strength by the same amount. This bonus lasts one round.
*** Quick Shift - The apis may shift as a half action.
**** Match Maker: By using a biological sample of a target and performing a six hour ritual (FH + Fellowship against TN 20), the Apis may discern the identity of the individual most precious to the target or who in this crystal sphere would make the best romantic partner for them. You may spend a Rage to ensure the healthy and safe conception and delivery of an animal or person.
***** Unstoppable Juggernaut Incarnation: In dozer form, an Apis may spend 1 Rage to negate 1 point of critical damage they receive.
Apis Kin Assets
Kin of Asterion The Minotaurs Chapter of Aasimar admire the true Minotaurs, and so became Apis. The Apis may include reloading ranged weapons in their "required" actions, and may fire heavy weapons without bracing at no penalty in Dozer form.
Kin of Bison The Kin of Bison train in the art of psycho power. The Apis gains a rank in the Evocation spell school and may advance it as part of their class. You may spend Rage to increase focus power tests by +1k0 per Rage spent.
Kin of Ghorgon Ghorgon are the type that get a flair for cannibalism and turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. As promised, the Apis in dozer form gains +2 more size and has four arms and each of them have a scythe hand natural weapon (2k2 R PEN 5; melee, brawling, razor sharp). They can't hold anything or perform anything more complex than swiping or pushing motions with those hands, but by golly they're sharp.
Kin of Gugalanna These Apis have been given a gift from the Bull of Heaven himself: the power to kill with a single breath. You may spend a Rage to make a ranged attack with the profile of a flamer that cannot jam. When you successfully hit with a melee attack, you may spend Rage to end one temporary effect on the target (frenzy, shapeshifting, getting huge, etc.) per rage spent.
Kin of Hathor Any powerful Apis can perform animal husbandry, but the Kin of Hathor farm on top of it. You may spend a Rage to give up to an an acre of plants vibrant life no matter its condition before. It yields crop in the season it usually does, but nothing will stop it short of destroying the plant entirely.
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Post by Divergent Reality on Jan 10, 2019 17:20:00 GMT -6
Hamhleypa - WerewhalesReplace the following: Wolf Form with Whale FormWarform with Akhult FormLycan Resilience with Cetacean Resilience (cosmetic) Spirit Tongue with Deep Tongue Tell: As they spend Rage their skin smooths like that of their Exaltation and gains coloring to match. They grow slight fins from their arms, legs, and backs. Their tattoos glow with a gray light. Whale form: Obviously, in whale form the character cannot speak, manipulate anything but large simple objects, or do other things most humans take for granted. However they gain +1k1 to all perception checks and suffer no penalties due to darkness while underwater, they can hold your breath 10x longer than normal. They also gain Amphibious, +5 to Size, and a Bite weapon (1k1 I; Melee; Brawling). Akhlut: A horror, a werewhale in Akhlut form is a massively destructive force. An Akhlut may only make attack actions or move towards an opponent. A Werewhale must spend 1 Rage to enter Akhlut form and may only maintain Akhlut for a number of rounds equal to his Constitution + Feral Heart. While in Akhlut, the Werewhale gains Stuff Of Nightmares, Quadruped, Amphibious, they can hold their breath 10x longer than normal, Strength +1, Size +3, Constitution +2, gains a Tail natural weapon (1k1 I; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). An Akhlut's bite and tail in Akhlut form count as magical weapons. A Werewhale must remove any armor before changing shape or else the straps break, dealing damage to the werewhale equal to the armor’s AP and rendering the armor useless until repaired. Deep Tongue - Werewhale begins play with the feat Speak Language (Aquan) **** Sacred Hunt with Ocean's Secrets***** Spirit Walk with Reflecting PoolOcean's Secrets: The deep holds less mysteries to your kin, you may cast Bon Voyage and Deep Census substituting Feral Heart for levels in Hydromancy. Reflecting Pool: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the werewhale may attempt to enter the Umbra through a pool of still water. 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. AssetsTursiopsBeing smaller than most other Werewhales is no problem when you have so many friends! Your Whale and Alhult forms offers only +1 Size and grant +2 Dexterity. You gain the feats Good Reputation (Were Creatures) and Peer (Were Creatures). Anomalous CetologyDue to pressure and temperature differentials when whales surface to breathe their forceful exhalation appears as a large puff of water vapor, not a spray of water as many people believe. You actually do spray water. While in Whale and Akhlut form you count as having a Water Cannon with the Arm Mounted property. While outside of a source of water your Water Cannon had a clip size of 3, utilizing your hydrating reserves. Afterwards you will need a very big drink of water.NingenLuna took a fancy to you and gave you a unique shape. Your whale form is that of a massive Mer-Whale capable of dragging yourself across land on your mighty arms. In both Whale and Akhlut forms you have arms, hands, and your natural face allowing you to talk. You are unaffected by extreme cold and begin with one free rank in Cryokinesis. You may advance this power as if it appeared in any class progression you possess. OrcinusOrcinus werewhales are natural team players and excellent pack hunters. You count as two people for the purposes of Ganging Up. You may also select and gain one free rank in a Sword School or Gun Kata, you may advance this School or Kata as if it appeared in any class progression you possess. Space Whale*Beasts born to the stars call The Void their home, while in Whale form you may swim through air and space as easily as water and are considered under the effects of Endure Elements and Void Skin. While in Whale form you may also travel through the Warp without a Spelljammer and may act as a Spelljammer's Helmsman substituting Feral Heart for Divination when entering The Warp. Taking this Asset increases your Whale form Size by 3 and increase your AP and Aura by 1, this stacks with Cetacean Resilience. You may carry up to one half your Size in passengers inside your body. Passengers inside your Whale form have sufficient food, water, and air due to your edible internal ecosystem.
* This asset may be selected multiple times and may be taken after character generation. Each time you do so increase your whale form size by 3 and increase your AP and Aura by 1, this stacks with Cetacean Resilience. A size 4 creature can take this asset seven times bringing their whale form size to 30. DR, this sounds a whole lot like Username's Leviathan. You are correct, much of the homebrew community works independently and shares their content with each other when it is approaching completion. We both independently thought up huge creatures flying through space. He was much quicker to finish and post that Exaltation. SuryasDue to a quirk of your curse you venerate the sun, as such, your Rage replenishes at sunrise (or local equivalent). Your body naturally generates a short ranged ferocious magnetic field rendering you immune to harmful radiation and the detrimental effects of being on fire. Weapons that deal E type damage have their damage reduced -0k1, your Whale and Akhlut forms lose the Amphibious trait but gain the Flyer trait. ZiphiusThe deepest reaches of the ocean are your home. Ziphius can hold their breath and resist the depths better than any other. You may hold your breath 20x longer than normal while in Whale and Akhult forms and are immune to cold and high pressures that would not outright kill you. A Ziphius also always knows the shortest path to their destination. Revised Werewolf Shifting - The most obvious power of the Hamhleypa is the ability to change shape. As a full action, the Hamhleypa may change into one of two forms or back again - a normal-sized whale and a massive half-whale half-man Akhult Form. Shifting melds the Hamhleypa's armor into its form and negates any effects it gives.
Whale form: Obviously, in whale form the character cannot speak, manipulate anything but large simple objects, or do other things most humans take for granted. However they gain +1k1 to all perception checks and suffer no penalties due to darkness while underwater, they can hold your breath 10x longer than normal. They also gain Amphibious, +5 to Size, and a Bite weapon (1k1 I; Melee; Brawling).
Akhlut: A horror, a werewhale in Akhlut form is a massively destructive force. An Akhlut may only make attack actions or move towards an opponent. A Werewhale must spend 1 Rage to enter Akhlut form and may only maintain Akhlut for a number of rounds equal to his Constitution + Feral Heart. While in Akhlut, the Werewhale gains Stuff Of Nightmares, Quadruped, Amphibious, they can hold their breath 10x longer than normal, Strength +1, Size +3, Constitution +2, gains a Tail natural weapon (1k1 I; Melee; Brawling) and a Bite natural weapon (2k1 R; Melee; Brawling). An Akhlut's bite and tail in Akhlut form count as magical weapons.
Cetacean Resilience - A Werewhale gains Armor Points equal to their Constitution + Feral Heart in Whale Form and Akhult Form and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If a werewolf suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume their base form until they regenerate all critical damage. A werewolf may spend Rage to recover Hit Points in combat as a free action.
Deep Tongue - Werewhale begins play with the feat Speak Language (Aquan)
* Fast Healing - The werewolf heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, silver, or magic. Critical damage is healed more slowly, recovering only one point per hour.
** Reflecting Pool: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the Werewhale may attempt to enter the Umbra through a pool of still water. 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 werewhale may shift as a half action.
**** Ocean's Secrets: The deep holds less mysteries to your kin, you may cast Bon Voyage and Deep Census substituting Feral Heart for levels in Hydromancy.
*****Unstoppable Juggernaut Incarnation: In Akhlut Form, a Werewhale may spend 1 Rage to ignore the damage of an attack that would cause a killing blow.
Assets
Tursiops Being smaller than most other Werewhales is no problem when you have so many friends! Your Whale and Alhult forms offers only +1 Size and grant +2 Dexterity. You gain the feats Good Reputation (Were Creatures) and Peer (Were Creatures).
Anomalous Cetology Due to pressure and temperature differentials when whales surface to breathe their forceful exhalation appears as a large puff of water vapor, not a spray of water as many people believe. You actually do spray water. While in Whale and Akhlut form you count as having a Water Cannon with the Arm Mounted property. While outside of a source of water your Water Cannon had a clip size of 3, utilizing your hydrating reserves. Afterwards you will need a very big drink of water.
Ningen Luna took a fancy to you and gave you a unique shape. Your whale form is that of a massive Mer-Whale capable of dragging yourself across land on your mighty arms. In both Whale and Akhlut forms you have arms, hands, and your natural face allowing you to talk. You are unaffected by extreme cold and begin with one free rank in Cryokinesis. You may advance this power as if it appeared in any class progression you possess.
Orcinus Orcinus werewhales are natural team players and excellent pack hunters. You count as two people for the purposes of Ganging Up. You may also select and gain one free rank in a Sword School or Gun Kata, you may advance this School or Kata as if it appeared in any class progression you possess.
Space Whale* Beasts born to the stars call The Void their home, while in Whale form you may swim through air and space as easily as water and are considered under the effects of Endure Elements and Void Skin. While in Whale form you may also travel through the Warp without a Spelljammer and may act as a Spelljammer's Helmsman substituting Feral Heart for Divination when entering The Warp.
Taking this Asset increases your Whale form Size by 3 and increase your AP and Aura by 1, this stacks with Cetacean Resilience. You may carry up to one half your Size in passengers inside your body. Passengers inside your Whale form have sufficient food, water, and air due to your edible internal ecosystem.
* This asset may be selected multiple times and may be taken after character generation. Each time you do so increase your whale form size by 3 and increase your AP and Aura by 1, this stacks with Cetacean Resilience.
Suryas Due to a quirk of your curse you venerate the sun, as such, your Rage replenishes at sunrise (or local equivalent). Your body naturally generates a short ranged ferocious magnetic field rendering you immune to harmful radiation and the detrimental effects of being on fire. Weapons that deal E type damage have their damage reduced -0k1, your Whale and Akhlut forms lose the Amphibious trait but gain the Flyer trait.
Ziphius The deepest reaches of the ocean are your home. Ziphius can hold their breath and resist the depths better than any other. You may hold your breath 20x longer than normal while in Whale and Akhult forms and are immune to cold and high pressures that would not outright kill you. A Ziphius also always knows the shortest path to their destination.
Edits Feb 11 2022: Changed Space Whale to specify that it could be taken after character creation.
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Post by ScrapyardDragon on Jan 10, 2019 20:23:55 GMT -6
Anurana- WerefrogsShifting: The most obvious power of the Anurana is the ability to change shape. As a full action, the Anurana may change in to one of two forms or back again - a frog or an absurd half man, half frog battletoad form. Frog form: obviously, while in frog form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain -2 size, a natural tongue ranged weapon ("pistol", 1k1 I, S/-, 30m, clip: 1, reload: Free, Tether) which they are proficient with, the Amphibious trait, +1 Str, +1 Dex, and a +1k1 bonus to tests to jump or hold your breath. Battletoad form: an Anurana in Battletoad form may only attack, grapple, or move towards an opponent. An Anurana must spend 1 rage to enter Battletoad form and may only maintain it for a number of rounds equal to her Constitution+Feral Heart. while in Battletoad form they gain +2 size, the Amphibious trait, Stuff of Nightmares, +2 Strength, +1 Constitution, a Tongue natural weapon (as per frog form), a Bite natural weapon (1k2 R, Melee, Brawling), and a +1k1 bonus to tests to jump or hold her breath. Amphibious Resilience: An anurana gains Armor Points equal to their Feral Heart in frog and battletoad form, and may not be killed by critical damage unless that damage comes from an E, X, Silver, or magical source. If an Anurana 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 anurana may spend Rage to recover Hit Points in combat as a free action. They are also immune to environmental toxins and diseases. Silver Bane: An Anurana halves their resilience when calculating Hit Points lost from damage from a silver weapon.Spirit Tongue: An Anurana begins play with speak language (Spirits)Power Stat: Feral Heart Resource Stat: Rage An Anurana 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. An Anurana may have rage equal to his Composure + Willpower + Level. *Fast Healing: The Anurana heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, or magic. Critical damage is healed more slowly, recovering only one point per hour.**Spirit Sight: The Anurana 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 Anurana may see any lingering magical auras and traces of major events that have taken place there.***Quick Shift: The Anurana may shift as a half action.****Maw of the Wyrm: You may spend a rage to consume anything in your reach that is smaller than you as a half action. You suffer no ill effects for doing this, and it counts as one of the actions you may perform in Battletoad form. Eating a living (or un-living in some cases) creature requires you to be the controller of a grapple with them, and counts as a grapple action. Swallowed creatures take a wound every round (two if you have the crushing bear feat), and cannot take any actions or reactions unless they pass a strength test with a tn of 5 + 5 times your Feral Heart to climb out as a half action. If your size becomes less than a swallowed creature, you take Impact critical damage to the gizzards equal to the difference and spit them up automatically. Spitting something back up is otherwise a half-action, and may be done in Battletoad form. ***** Spirit Swim: By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the Anurana 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. Anurana breed assets:Poison dart frog: Creatures that touch you while you are in Frog or Battletoad form (being grappled counts as touching you!) must roll against the toxic property. You may spend a rage to give a weapon the toxic property for a scene. Tree frog: Your size in Battletoad and Frog forms are further reduced by 1, but you may move along walls & ceilings at no penalty, and you gain an additional +1k1 bonus to tests to jump while in frog form. Hypnotoad: You gain a rank of the enchantment spell school, and may always advance it as if it was part of your class track. You may also ignore the verbal and language-dependant keywords when casting enchantment spells. Coqui: You may spend 1 rage to make an attack using the profile of a Sonic blaster while in Battletoad form, or 2 rage to do so in Frog form. Bullfrog: Your size is not reduced while in frog form, and your tongue natural weapon gains an additional +1k1 damage. Jeremiah: Anurana can adapt to the pollution of the modern world in a way that would make most Werewolves wretch. The Jeremiah Anurana do this better than most and can find the equivalent of 1 dose any drug by making a Wisdom+level test against its purchase TN in any area that could be considered urban, civilized or otherwise developed. This test takes 1 hour. Revised Anurana Anurana- WerefrogsShifting: The most obvious power of the Anurana is the ability to change shape. As a full action, the Anurana may change in to one of two forms or back again - a frog or an absurd half man, half frog battletoad form. Frog form: obviously, while in frog form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain -2 size, a natural tongue ranged weapon ("pistol", 1k1 I, S/-, 30m, clip: 1, reload: Free, Tether) which they are proficient with , the Amphibious trait, +1 Str, +1 Dex, and a +1k1 bonus to tests to jump or hold your breath. Battletoad form: An Anurana may spend 1 rage to enter Battletoad form as a free action, and may only maintain it for a number of rounds equal to her Constitution+Feral Heart. An Anurana in Battletoad form must make an attack, initiate or maintain a grapple, or move towards an opponent on each of their turns. While in Battletoad form they gain +2 size, the Amphibious trait, Stuff of Nightmares, +2 Strength, +1 Constitution, a Tongue natural weapon (as per frog form), a Bite natural weapon (1k2 R, Melee, Brawling), and a +1k1 bonus to tests to jump or hold her breath. Amphibious Resilience: An anurana gains Armor Points equal to their Feral Heart in frog and battletoad form, and may not be killed by critical damage unless that damage comes from an E, X, Silver, or magical source. If an Anurana 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 anurana may spend Rage to recover Hit Points in combat as a free action. They are also immune to environmental toxins and diseases. Silver Bane: An Anurana halves their resilience when calculating Hit Points lost from damage from a silver weapon.Spirit Sight: The Anurana 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 Anurana may see any lingering magical auras and traces of major events that have taken place there. They also begin play with speak language (Spirits)Power Stat: Feral Heart Resource Stat: Rage An Anurana 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. An Anurana may have rage equal to his Composure + Willpower + Level. *Fast Healing: The Anurana heals 1 Hit Point per round while Shifted as long as that wound was not caused by E, X, 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 Anurana 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 Anurana may shift as a half action.****Maw of the Wyrm: You may spend a rage to consume anything in your reach that is smaller than you as a half action. You suffer no ill effects for doing this, and it counts as one of the actions you must perform in Battletoad form. Eating a living (or un-living in some cases) creature requires you to be the controller of a grapple with them, and counts as a grapple action. Swallowed creatures take a wound every round (two if you have the crushing bear feat), and cannot take any actions or reactions unless they pass a strength test with a tn of 5 + 5 times your Feral Heart to climb out as a half action. If your size becomes less than a swallowed creature, you take Impact critical damage to the gizzards equal to the difference and spit them up automatically. Spitting something back up is otherwise a half-action, and may be done in Battletoad form. *****Frog King's Croak: You may, as a full action, spend 3 Rage to emit a loud croak that immediately summons heavy rain, which lasts for an hour. While in the rain or a body of water being rained upon, creatures with the amphibious trait increase their strength and dexterity by 1 each, and all creatures halve all energy damage taken unless the source of that damage has the shocking property. Using this power counts as one of the actions that must be performed in Battletoad form. Anurana breed assets:Poison dart frog: Creatures that touch you while you are in Frog or Battletoad form (being grappled counts as touching you!) must roll against the toxic property. You may spend a rage to give a weapon the toxic property for a scene. Tree frog: Your size in Battletoad and Frog forms are further reduced by 1, but you may move along walls & ceilings at no penalty, and you gain an additional +1k1 bonus to tests to jump while in frog form. Hypnotoad: You gain a rank of the enchantment spell school, and may always advance it as if it was part of your class track. You may also ignore the verbal and language-dependant keywords when casting enchantment spells. Coqui: You may spend 1 rage to make an attack using the profile of a Sonic blaster while in Battletoad form, or 2 rage to do so in Frog form. Bullfrog: Your size is not reduced while in frog form, and your tongue natural weapon gains an additional +1k1 damage. Jeremiah: Anurana can adapt to the pollution of the modern world in a way that would make most Werewolves wretch, knowing of its secret paths and medicines. The Jeremiah Anurana do this better than most and can find the equivalent of 1 dose any drug by making a Wisdom+level test against its purchase TN in any area that could be considered urban, civilized or otherwise developed. This test takes 1 hour.
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Post by Traskus on Feb 27, 2021 19:01:32 GMT -6
Grondr lost fast healing and gained a "root out bad stuff" power. Swine apostle changed to be more anti-corruption and anti-poison to be closer to the source. Nagah's winter asset lost its redundant silver power. Apis' bison power lets you boost magic. Nuwisha's skinwalker power lets you only need 2 rage to turn back to normal (1 to pay, 1 to not immediately revert back). Song of the emperor's clothes further clarifies what "doesn't notice" means. Coyote's mask has a cost and only gets you to a safe level, not back to full. Corax ornimegalonyx nerfed from expanded knowledge to skill focus.
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Post by Amanojyaku on Apr 8, 2021 17:13:25 GMT -6
Quick edit to Lapin Angelique since not everyone deals with "close enough."
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Post by Traskus on Apr 24, 2021 21:24:24 GMT -6
Fun fact: a werewolf's fur and periphery-growing tell doesn't perfectly translate across all alts. Like say, birds. Or snakes. So I went through and added in tells.
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Post by Amanojyaku on Apr 25, 2021 15:26:11 GMT -6
Ananasi, Bai Ze, Bastet, Camazotz, Chimaera, Pooka, and Yeren have updated tells as well.
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Post by Divergent Reality on Apr 26, 2021 19:01:20 GMT -6
Elephant and Whale are similarly modified.
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