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Post by GuardianTempest on Jun 9, 2021 4:23:10 GMT -6
Gishath asset nerfed to be less cost efficient. Here is the old one for comparison: 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 like that of the sun; once per session when entering either form, you can spend 1 Rage to treat this as natural sunlight until the end of the scene.
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Post by Amanojyaku on Aug 18, 2021 16:10:14 GMT -6
Yeren overhaul is go. New names, new power replacement, new assets.
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Post by ScrapyardDragon on Jan 27, 2022 18:06:21 GMT -6
Baphomet (Weregoat)Replace the following: wolf form -> goat form warform -> sabbath form Spirit Tongue -> Idolatry lycan resilience -> caprinae resilience (cosmetic) sacred hunt -> equilibrium Resource stat: Rage: A Baphomet regains regains Rage equal to their Feral heart at the beginning of each combat or upon the completion of the ritual sacrifice of a living creature of at least size 3. This need not be done by the Baphomet, but it must be in their presence, and may only be done once per day. A Baphomet may have rage equal to his Composure + Willpower + Level. Tell: As a Baphomet spends rage they grow increasingly larger horns, and their tattoos shine with a black light that darkens the area. At high levels the whispers and laughter of their cultists can be heard on the winds Goat form: Obviously, in goat 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 Athletics checks involving climbing or balancing, +1 to constitution, +1 to dexterity, -1 to Size, and a horns weapon (0k1 I; Melee; Brawling). Sabbath form: A horror, a Baphomet in Sabbath is a massively destructive force. A Baphomet in Sabbath form may only make attack actions, cast or maintain spells, or move towards an opponent. A Baphomet must spend 1 Rage to enter Sabbath form and may only maintain Sabbath form for a number of rounds equal to his Composure + Feral Heart. While in Sabbath form, the Baphomet gains Stuff Of Nightmares, Strength +1, Size +1, Charisma +1, Willpower +1, and a Horn natural weapon (2k1 I; Melee; Brawling). A Baphomet's horns in Sabbath form count as magical weapons. Idolatry: Baphomets always seem to end up attracting cults, whether they want to or not. Begin play with two additional dots of followers, which do not require other backgrounds to support. Equilibrium: As a free action, the Baphomet may take any number of wounds to regain that amount of Rage. This cannot cause critical damage or use Temporary Hit Points to function, and if it would, Equilibrium automatically fails. The wounds taken from this power cannot be healed with fast healing. Baphomet Icon AssetsIcon of Fertility: Whenever you spend Rage, even just to activate this ability, you may choose to spawn a Minion with Damage and Threat Ratings equal to half your Feral Heart (round up) for each Rage that was spent. You may spend a point of Rage to grant a newly planted seed the ability to grow to an appropriate adult size regardless of the quality of the soil over the next 24 hours. Icon of Panic: While in Baphomet form, you gain the Fear trait with a rating equal to half your feral heart, rounded up. You may spend a point of rage to exclude allies from the effects of your Fear trait, or three points of rage as a half action to force someone to test against it again. Icon of Revelry: Whenever you take a drug, you may choose to have everyone within 5 + (Feral Heart * 5) meters also be affected by that drug. Everyone affected must test against addiction, not just you. Icon of Sorcery: Gain one rank of any magical school. You may purchase ranks in this school as if it was part of any class you belong to. Get +1k1 to focus power tests of spells from the chosen school. Icon of Malfeasance: While in Sabbath form, all of your melee attacks count as being magical, and whenever someone takes a wound from your attacks, he must make a Willpower test (TN 15) or take 1d5 corruption. Revised Core: Replace the following:
wolf form -> goat form warform -> sabbath form Spirit Sight -> Idolatry lycan resilience -> caprinae resilience (cosmetic) sacred hunt -> equilibrium
Resource stat: Rage: A Baphomet regains regains Rage equal to their Feral heart at the beginning of each combat or upon the completion of the ritual sacrifice of a living creature of at least size 3. This need not be done by the Baphomet, but it must be in their presence, and may only be done once per day. A Baphomet may have rage equal to his Composure + Willpower + Level.
Tell: As a Baphomet spends rage they grow increasingly larger horns, and their tattoos shine with a black light that darkens the area.
Goat form: Obviously, in goat 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 Athletics checks involving climbing or balancing, +1 to constitution, +1 to dexterity -1 to Size, the quadruped trait, and a horns weapon (1k1 I; Melee; Brawling).
Sabbath form: A horror, a Baphomet in Sabbath is a massively destructive force. A Baphomet may spend 1 Rage to enter Sabbath form as a free action, and may only maintain Sabbath form for a number of rounds equal to his Composure + Feral Heart. A Baphomet in Sabbath form must make an attack, cast or maintain a spell, or move towards an opponent on each of their turns. While in Sabbath form, the Baphomet gains Stuff Of Nightmares, Strength +1, Size +1, Charisma +1, Willpower +1, and a Horn natural weapon (2k1 I; Melee; Brawling). A Baphomet's horns in Sabbath form count as magical weapons.
Idolatry: The Baphomet 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 Baphomet may see any lingering magical auras and traces of major events that have taken place there. Begin play with two additional dots of followers, which do not require other backgrounds to support.
Equilibrium: As a free action, the Baphomet may take any number of wounds to regain that amount of Rage. This cannot cause critical damage or use Temporary Hit Points to function, and if it would, Equilibrium automatically fails. The wounds taken from this power cannot be healed with fast healing.
Baphomet Icon Assets
Icon of Fertility: Whenever you spend Rage, even just to activate this ability, you may choose to spawn a Minion with Damage and Threat Ratings equal to half your Feral Heart (round up) for each Rage that was spent. You may spend a point of Rage to grant a newly planted seed the ability to grow to an appropriate adult size regardless of the quality of the soil over the next 24 hours.
Icon of Panic: While in Baphomet form, you gain the Fear trait with a rating equal to half your feral heart, rounded up. You may spend a point of rage to exclude allies from the effects of your Fear trait, or three points of rage as a half action to force someone to test against it again.
Icon of Revelry: Whenever you take a drug, you may choose to have everyone within 5 + (Feral Heart * 5) meters also be affected by that drug. Everyone affected must test against addiction, not just you.
Icon of Sorcery: Gain one rank of any magical school. You may purchase ranks in this school as if it was part of any class you belong to. Get +1k1 to focus power tests of spells from the chosen school.
Icon of Malfeasance: While in Sabbath form, all of your melee attacks count as being magical, and whenever someone takes a wound from your attacks, he must make a Willpower test (TN 15) or take 1d5 corruption.
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Post by Amanojyaku on Feb 7, 2022 0:31:08 GMT -6
Had a pang of clarity, revised Yeren's Monkey King power now altered to actually remove the action limiter in kong form.
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Post by Amanojyaku on Oct 9, 2022 22:58:06 GMT -6
Bastet: Swara asset dropped in favor of bringing in the last of the true big cats used by the source, made assets more interesting and suited to their source material. Most importantly, Bagheera now matches all varieties of P. pardus instead of only referencing the melanistic variety.
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Post by Amanojyaku on Nov 13, 2023 15:28:17 GMT -6
Noticed just now that revised Ahroun's natural weapons in Scourge Form became a wee bit too tautological. Fixed now.
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Post by Amanojyaku on Dec 18, 2023 22:26:00 GMT -6
Bastet, Pooka, and Yeren each received a small edit to one of their assets, to wit: Frenzy substitution has been made more-encompassing, in order to ensure the feat is not needed if you're using certain other things, like the Infernal Monster sword school. Or anything else that could possibly reference Frenzy, for that matter. Feat sucks.
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Post by insertnamehere on Jan 13, 2024 16:52:17 GMT -6
Psyche (Wereworm/Werebutterfly)Replace the following Wolf Form -> Caterpillar Form Warform -> Cocollona Form Lycan Resilience -> Chrysalis (cosmetic) Silver Bane -> Iron Bane Fast Healing -> Big Eater Sacred Hunt -> Metamorphosis Spirit Walk -> Wisdom of Absolem Shifting - The most obvious power of the Psyche is the ability to change shape. As a full action, the Psyche may change into one of two forms or back again - a giant caterpillar and the ravenous half-humanoid, half-caterpillar Cocollona form. Some have even managed to achieve Metamorphosis, the ability to turn into beautiful humanoid butterflies.Caterpillar form: In caterpillar form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, the character gains -2 Size (minimum 1), Crawler, a silk natural ranged weapon (pistol; 10m; S/-; Binding), and can walk on walls and ceilings without issue. Any equipment is left behind and must be retrieved later (or carried by someone else). Cocollona form: A Psyche in Cocollona form may only make attack actions, move towards a creature, or consume something right in front of him. A Psyche must spend 1 Rage to enter Cocollona Form and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Cocollona form a Psyche gains Stuff of nightmares, Crawler, +2 Size, +2 Constitution, +1 Strength, -2 Dexerity, a Bite weapon (1k1 R; Melee; Brawling), a silk natural ranged weapon (pistol; 2k2 I; S/-; 20m; Binding), and can walk on walls and ceilings without issue. A Psyche's bite and silk attacks while in Cocollona form count as magical weapons. A Psyche must remove any armor before entering Cocollona Form or else the straps break, dealing damage to the Psyche equal to the armor's AP and rendering the armor useless unless repaired. Chrysalis - A Psyche gains Armor Points equal to their Feral Heart in Caterpillar Form and Cocollona Form and may not be killed by critical damage unless that damage comes from an E, X, iron, or magical source. If a Psyche suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assumes the form of a cocoon until they regenerate all critical damage. A Psyche may spend Rage to recover Hit Points in combat as a free action. The AP gained from Chrysalis does not stack with worn armor.Spirit Tongue - The Psyche begins play with the feat Speak Language (Spirits)Iron Bane - A Psyche halves their size when calculating Hit Points lost from damage from a iron weapon.Resource Stat: Rage: A Psyche 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 Psyche may have rage equal to his Composure + Willpower + Level. Feral Heart | Power Gained* Big Eater - While in Caterpillar form, you can consume up to half your size (minimum 1) of edible material as a half action, regaining 1 HP per 1 size consumed. You can also do this in Cocollona form but with the added benefit of being able to consume corpses. If already at max HP, increase your size by the amount consumed to a max of double your Feral Heart which lasts until you revert back to normal form.** Spirit Sight - The Psyche 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 Psyche may see any lingering magical auras and traces of major events that have taken place there.*** Metamorphosis - When shifting into Cocollona form you can choose to activate Metamorphosis, changing how the Cocollona form functions entirely, at the cost of doubling the time it takes to transform. A Psyche during Metamorphosis may only make attack actions, move towards a creature, or cast or maintain spells (but can't cast Fettered) and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Metamorphosis form a Psyche gains Stuff of nightmares, Flyer, +2 Dexerity, -2 Size, +1k0 to Focus Power tests, a silk natural ranged weapon (pistol; 2k2 I; S/-; 20m; Binding), an extra pair of arms, and loses access to Big Eater. The Psyche heals 1 Hit Point per round during Metamorphosis as long as that wound was not caused by E, X, iron, or magic. A Psyche's silk attack while in Metamorphosis count as a magical weapon. A Psyche must remove any armor before entering Metamorphosis Form or else the straps break, dealing damage to the Psyche equal to the armor's AP and rendering the armor useless unless repaired. **** Quick Shift - The Psyche may shift as a half action instead of a full action.***** Wisdom of Absolem - You can talk and manipulate objects in Caterpillar form and when shifting into Cocollona form you can choose to ignore the action restrictions that come with the form. However, doing this reduces the amount of rounds you can maintain the form by half. Psyche AssetsAglais - Caterpillar and Cocollona form are covered in barbed spikes dealing (5 x FH) Rending damage to adjacent creatures that target you with a Bull Rush, Knock Down, or Grapple (both initiating and maintaining). While in Cocollona form the spike damage counts as magical. During Metamorphosis you lose the spikes and gain Fear(FH/2 rounded up) instead. Danaus - The natural weapons of Cocollona form gain the toxic property and the silk attack now does E damage. You are immune to poisons, toxins, and drugs and your blood is poisonous. Any effect that would drain HP or Resource from you to an opponent instead reduces their HP or Resource by the same amount. Feniseca - Big Eater can be used to consume corpses in Caterpillar form as well as Cocollona form. Metamorphosis gains a bite weapon attack (1k1 R; Brawling) that counts as a magical weapon. During Metamorphosis you may choose to drain one HP of blood from a bitten victim, which gives the victim a level of fatigue (this replaces the normal level of fatigue gained from an unarmed attack.) A Psyche may also feed from a willing target. If a Psyche attempts to feed from someone who has already been knocked unconscious by fatigue, they may only safely drain 1 HP, with the next feeding killing the victim. Phengaris - Gain one rank in the Enchantment magic school and you may purchase ranks in it as if it was part of your class. Gain a +1k1 to Focus Power tests to cast Enchantment spells. Psyche (Wereworm/Werebutterfly) - RevisedWolf Form -> Caterpillar Form Warform -> Cocollona Form Lycan Resilience -> Chrysalis (cosmetic) Silver Bane -> Iron Bane Fast Healing -> Big Eater Sacred Hunt -> Metamorphosis Unstoppable Juggernaut Incarnation -> Wisdom of Absolem Shifting - The most obvious power of the Psyche is the ability to change shape. As a full action, the Psyche may change into one of two forms or back again - a giant caterpiller and the ravenous half-humanoid, half caterpillar Cocollona form. Some have even managed to achieve Metamorphosis, the ability to turn into beautiful humanoid butterflies. Shifting melds the Psyche's armor into its form and negates any effects it gives. Caterpillar form: In caterpillar form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, the character gains -2 Size (minimum 1), Crawler, a silk natural ranged weapon (pistol; 10m; S/-; Binding), and can walk on walls and ceilings without issue. Cocollona form: A Psyche in Cocollona form may only make attack actions, move towards a creature, or consume something right in front of him. A Psyche can spend 1 Rage to enter Cocollona Form as a Free Action and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Cocollona form a Psyche gains Stuff of nightmares, Crawler, +2 Size, +2 Constitution, +1 Strength, -2 Dexerity, a Bite weapon (1k1 R; Melee; Brawling), a silk natural ranged weapon (pistol; 2k2 I; S/-; 20m; Binding), and can walk on walls and ceilings without issue. A Psyche's bite and silk attacks while in Cocollona form count as magical weapons. Chrysalis - A Psyche gains Armor Points equal to their Constitution + Feral Heart in Caterpillar Form and Cocollona form and may not be killed by critical damage unless that damage comes from an E, X, iron, or magical source. If a Psyche suffers enough damage from another source that it would normally kill them, they are instead knocked unconscious and assume the form of a cocoon until they regenerate all critical damage. A Psyche may spend Rage to recover Hit Points in combat as a free action.Spirit Sight - The Psyche 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 Psyche may see any lingering magical auras and traces of major events that have taken place there. The Psyche begins play with the feat Speak Language (Spirits).Iron Bane - A Psyche halves their resilience when calculating Hit Points lost from damage from a iron weapon.* Big Eater - While in Caterpillar form, you can consume up to half your size (minimum 1) of edible material as a half action, regaining 1 HP per 1 size consumed. You can also do this in Cocollona form but with the added benefit of being able to consume corpses. If already at max HP, increase your size by the amount consumed to a max of double your Feral Heart which lasts until you revert back to normal form.** Spirit Walk - By making a FH + Wisdom check (Typically against TN 20, though this varies depending on the area), the Psyche 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.*** Metamorphosis - When shifting into Cocollona form you can spend a rage to activate Metamorphosis, changing how the Cocollona form functions entirely. A Psyche during Metamorphosis may only make attack actions, move towards a creature, or cast or maintain spells (but can't cast Fettered) and may only maintain it for a number of rounds equal to his Constitution + Feral Heart. While in Metamorphosis form a Psyche gains Stuff of nightmares, Flyer, +2 Dexerity, -2 Size, +1k0 to Focus Power tests, a silk natural ranged weapon (pistol; 2k2 I; S/-; 20m; Binding), an extra pair of arms, and loses access to Big Eater. The Psyche heals 1 Hit Point per round during Metamorphosis as long as that wound was not caused by E, X, iron, or magic. A Psyche's silk attack while in Metamorphosis count as a magical weapon. **** Quick Shift - The Psyche may shift as a half action instead of a full action.***** Wisdom of Absolem - You can talk and manipulate objects while in Caterpillar form and when shifting into Cocollona form you can choose to ignore the action restrictions that come with the form. However, doing this reduces the amount of rounds you can maintain the form by half. Psyche AssetsAglais - Caterpillar and Cocollona form are covered in barbed spikes dealing (5 x FH) Rending damage to adjacent creatures that target you with a Bull Rush, Knock Down, or Grapple (both initiating and maintaining). While in Cocollona form the spike damage counts as magical. During Metamorphosis you lose the spikes and gain Fear(FH/2 rounded up) instead. Danaus - The natural weapons of Cocollona/Metamorphosis form gain the toxic property and the silk attack now does E damage. You are immune to poisons, toxins, and drugs and your blood is poisonous. Any effect that would drain HP or Resource from you to an opponent instead reduces their HP or Resource by the same amount. Feniseca - Big Eater can be used to consume corpses in Caterpillar form as well as Cocollona form. Metamorphosis gains a bite weapon attack (1k1 R; Brawling) that counts as a magical weapon. During Metamorphosis, you may choose to drain one hit point of blood from a bitten victim, so long as the bite has inflicted at least 1 wound. A Psyche may also, of course, feed from a willing or helpless target with each hit point of blood drained inflicting 1 wound to the target. Phengaris - Gain one rank in the Enchantment magic school and you may purchase ranks in it as if it was part of your class. Gain a +1k0 to Focus Power tests to cast Enchantment spells.
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Post by Amanojyaku on Apr 4, 2024 11:57:34 GMT -6
Ahroun: Unstoppable Juggernaut Incarnation now clearly states that it negates crit 1:1 with spent rage, as it's taken.
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Post by Traskus on Apr 4, 2024 18:52:35 GMT -6
Revisions for apis in kin of asterion, new asset.
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Post by ScrapyardDragon on Apr 16, 2024 15:44:53 GMT -6
baphomet's sabbath form now only gives +1 str instead of +2.
anurana also got actually finished between a tuneup to some wording and finally getting a proper revised edition.
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Post by insertnamehere on Apr 16, 2024 17:31:40 GMT -6
Slew of changes to Psyche -Caterpillar form no longer has -2 to Dex -Caterpillar, Cocollona, and Metamorphosis forms now have a natural ranged silk attack -Spike damage of the Aglais asset now counts as magical in Cocollona form and made it more passive/defensive. -Danaus asset makes silk attack toxic and do E damage
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Post by ScrapyardDragon on Apr 29, 2024 14:47:53 GMT -6
Samsa got a significant swathe of tweaks, updates, and revisions. Anurana also got reformatted to show all the powers including the ones that stayed the same. They also go into the umbra through water now and are immune to pollution like their WoD counterparts.
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