Spawn
Aug 11, 2018 10:11:03 GMT -6
Post by Marr965 on Aug 11, 2018 10:11:03 GMT -6
Love is one of the most mysterious forces in the Wheel. It can drive a cutter mad, spark feuds, and create that most miraclous of things, new life. However, not all unions are between two lovers are what might be described as "normal". While most mortals fear vampires, daemons and suchlike, some deviant few manage to strike up romances with them. Their offspring, usually conceived through the use of arcanobiochemical aids, are called Spawn.
Spawn are half-breeds, part-monster, part-man. They are naturally born into a struggle between their monstrous instinct and their more civilised rationality. Some of them choose to attempt to integrate with society, while others take a darker option, becoming prowlers in the night, hunters of the innocent and bestial marauders that strike at the weak.
Spawn are half-breeds, part-monster, part-man. They are naturally born into a struggle between their monstrous instinct and their more civilised rationality. Some of them choose to attempt to integrate with society, while others take a darker option, becoming prowlers in the night, hunters of the innocent and bestial marauders that strike at the weak.
Static Powers
Half-Breed
You were born of the union of a mortal being and some monster or other, affecting your looks and psychology. Choose one Mental Characteristic and one Social characteristic. You take a -1k1 penalty to all tests using one of these and gain a +1k1 bonus to all tests using the other.
Monstrous Heritage
Your parentage is both mortal and monstrous, and you display the signs of both sides. Choose one, replacing all references to power or resource stats with Heritage and Feathers as appropriate:
Bestial | Some people mate with non-sapient beings. Some of those are odd enough to desire actual children from the pairing, and take steps to allow that to happen. You gain a Horns or Bite natural weapon with the following profile [2k1 I/R; Melee; Brawling] and also gain natural armour equal to your Heritage, which is treated as though it were Wholeness of Body for interaction with all bonuses and feats. Your Monstrous Apotheosis increases this natural armour to twice your Heritage, and lets it stack with other sources of armour. |
Eldritch | Your non-mortal parent doesn't fit neatly into one of the other categories. However, this means you are less predictable than those spawned by those in those other categories. Choose a characteristic. You get +1k0 to all tests using that characteristic, and gain a racial feat of any race other than your own, as long as it does not reference a racial power you do not have. Your Monstrous Apotheosis allows you to choose an additional characteristic and an additional racial feat from a different race (not your own, and not one from the race you chose the first time). |
Infernal | You were born to a mortal woman, sired by some entity of the Warp. Or possibly you were born to a Daemonhost. You may choose a Daemonhost Sin Asset in addition to a Monster-Spawn Parentage Asset, and gain the Daemonic power (as that of the Daemonhost Exaltation). Your Monstrous Apotheosis grants you the Stuff of Nightmares trait. |
Spectral | You are the offspring of a mortal woman somehow impregnated by a ghost. Or maybe you were just the offspring of a necrophiliac. Either way, you gain the Deathsight and Whispers powers. Your Monstrous Apotheosis grants you the Phasing trait and allows you to interact with incorporeal objects as though they were solid. |
Vampiric | You were, somehow, born to the union of a Vampire and a mortal. You gain the Undead Resilience power (except the part that makes you undead) and a Bite natural weapon with the following profile [1k1 R; Melee; Brawling]. Your Monstrous Apotheosis grants you the Celerity power (as that of the Vampire Exaltation). |
Unnatural Birth
You should never have been born, and the universe wants to make sure that you know it. Whenever you spend one or more Feathers, make a TN 10 Heritage test, increasing the TN by 5 for each Feather spent. If you fail, you take a -Xk0 penalty to your next test that is not a result of using Feathers, where X is 1 plus the number of checks you get on the test.
Channel the Bloodline
Choose two Characteristics. You gain a free Speciality in each of those Characteristics.
Power Stat - Heritage
Spawn can improve their skills as normal mortals would, but typically it's their monstrous side that grants them true power. As a Spawn increases their Heritage, they get more in touch with this monstrous side, and display the physical signs of their parentage more and more.
Resource Stat - Feathers
Spawn can have a maximum number of Feathers equal to the sum of the characteristics chosen for Channel the Bloodline plus their Heritage. They regain one Feather every hour, plus an additional Feather every time they "play up" their monstrous side, to a maximum of a number of times per scene equal to their Heritage.
Spawn can improve their skills as normal mortals would, but typically it's their monstrous side that grants them true power. As a Spawn increases their Heritage, they get more in touch with this monstrous side, and display the physical signs of their parentage more and more.
Resource Stat - Feathers
Spawn can have a maximum number of Feathers equal to the sum of the characteristics chosen for Channel the Bloodline plus their Heritage. They regain one Feather every hour, plus an additional Feather every time they "play up" their monstrous side, to a maximum of a number of times per scene equal to their Heritage.
Heritage | Power Gained |
⚫⚪⚪⚪⚪ | Monstrous Mentality You gain additional Resolve equal to your Heritage. |
⚫⚫⚪⚪⚪ | Monstrous Vigour You gain additional Hit Points equal to twice your Heritage. |
⚫⚫⚫⚪⚪ | Monstrous Power You may go to six dots in the characteristics chosen for Channel the Bloodline. |
⚫⚫⚫⚫⚪ | Monstrous Mastery You may spend a number of Feathers to gain that number of rolled dice as a bonus to any test with the characteristics chosen for Channel the Bloodline and Half-Breed. |
⚫⚫⚫⚫⚫ | Monstrous Apotheosis You gain 1 extra Resilience. |
Spawn Parentage Assets
Alternate Heritage
Alternate Heritage
You are the offspring of something even stranger or rarer than the normal Spawn, and that's saying something. Replace your normal Monstrous Heritage with one of the following:
Flayer-Kin | An illithid tried to turn you into another one of its kind, but something went wrong. You gain a Tentacles natural weapon with the following profile [2k2 I; Snare; Brawling]. You also gain one rank in a Spell School of your choice, and may advance it as though it appeared in all classes. Your Monstrous Apotheosis grants you the Mind Blast and Eats Your Goddamn Brain abilities (as those of the Mind Flayer). |
Mechanical | Somehow, someone worked out how to get a machine pregnant. You gain the Mechadendrite Use and Binary Chatter feats. Your Monstrous Apotheosis grants you the Recharge and Living Construct powers (as those of the Promethean). |
Mutant | You aren't a cross-breed at all, but merely a particularly drastic twisting of the normal form for your race. You begin play with three mutations, which may be rerolled once each. Your Monstrous Apotheosis grants you a further two mutations, which may also be rerolled once each. |
Mutable Form
Your body is oddly changeable, possibly as a result of your heritage. You may spend Feathers as a free action in order to move dots between your Physical characteristics, at a cost of 1 Feather per dot moved, to a maximum of 5 (or 6 for a Characteristic chosen for Channel the Bloodline). These changes last until the end of the scene.
Unfair Prejudice
Unfair Prejudice
Your monstrous parent was strangely likeable, or possibly mentally stronger than its kin, and you have inherited some of that. You need not choose a characteristic to take a penalty from Half-Breed.
Legendary Monster
Legendary Monster
You aren't the child of just any old monster. You're the child of a legend! You gain a free dot in each of Fame and Status, to a maximum of 5, and may apply your Fame or your Status as appropriate as a static bonus to social tests (Fame for mortals, Status for Exalts).
Spawn Physical Features
Spawn are like their parent race, with a few signs of their monstrous parentage. Ghost-kin may have white, slightly translucent hair, while Daemon-spawn might display a subtle glow of Warp-fire in their eyes. As they grow into and feed their monstrous heritage, though, they begin to display more and more signs of it. Dhampir will become pale and cold and their canines will become fangs, while those born to a bestial parent may grow scales, fur or thick hide, and their horns or teeth will lengthen, thicken and become sharper.
Spawn Tells
As Spawn spend Feathers, they begin to give off an aura of subtle wrongness, clearly showing their lack of true connection to either side of the pairing that spawned them. As they continue to use their powers, this becomes an almost palpable rejection by the universe.
Becoming a Spawn
Either you are a Spawn, or you are not. Those that are Spawn are born Spawn, while those that aren't... aren't.
Spawn are like their parent race, with a few signs of their monstrous parentage. Ghost-kin may have white, slightly translucent hair, while Daemon-spawn might display a subtle glow of Warp-fire in their eyes. As they grow into and feed their monstrous heritage, though, they begin to display more and more signs of it. Dhampir will become pale and cold and their canines will become fangs, while those born to a bestial parent may grow scales, fur or thick hide, and their horns or teeth will lengthen, thicken and become sharper.
Spawn Tells
As Spawn spend Feathers, they begin to give off an aura of subtle wrongness, clearly showing their lack of true connection to either side of the pairing that spawned them. As they continue to use their powers, this becomes an almost palpable rejection by the universe.
Becoming a Spawn
Either you are a Spawn, or you are not. Those that are Spawn are born Spawn, while those that aren't... aren't.