Alternate Wraith - Enenra
Feb 19, 2019 23:08:23 GMT -6
Post by Divergent Reality on Feb 19, 2019 23:08:23 GMT -6
Alternate Wraith - Enenra
Enenra's Tell - As an Enenra spends Plasm faintly scented fumes seep from their body. At high levels an unmistakable cloud eminates from them filling the area with an odor that stings the eyes and tickles the nose. This smell is associated with the Enenra's Asset if they choose one. If not it is the smell of burnt wood.
Power Stat: Synergy
Plasm = Synergy + Resolve
Resource Stat: Plasm - An Enenra has maximum Plasm equal to their Synergy plus their Resolve. An Enenra will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While bathing in the smoke of a fire an Enenra recovers two Plasm per hour.
Static Powers
Dematerialize - Smog Form
Second Death - Cinders (Cosmetic)
Deathsight - Smokesight
Ghost Dice - Same
Smog Form - An Enenra isn't really a living creature as such. Their bodies are vessels made of smoke that mock life for a time. An Enenra may spend one Plasm and a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. They take the shape of a smoke cloud with a radius equal to half their size in meters. An Enenra's personal equipment becomes incorporeal with them while they uses this power.
Cinders - An Enenra's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Enenra is forced into a lump of glowing cinder until they can create a new shell, which takes one day. Their personal equipment is left behind, covered with soot as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again).
Smokesight - An Enenra's vision is not hindered by smoke, fog, or obscuring mists. By spending a Plasm you may know the location of anyone in the same foggy area as you within a radius of 10*Synergy meters.
Gained Powers
* Whispers - Snuff
** Poltergeist - Same
*** Curse - Possession
**** Shroud - Same
***** Ectoplasmic Form - Miasma Form (Cosmetic)
Snuff - As a being of smoke you possess the ability to suffocate other flames. You may cast Lights Out substituting your Synergy for Levels in Pyromancy.
Possession - You may perform a 10 minute ritual and enter a corpse replacing their blood (or equivalent) with your smoky form. This exsanguinates the body leaving it pale in appearance, but otherwise intact. You may maintain this form for a number of hours equal to your Synergy. In a possessed form you have Physical stats equal to the creature's, use your base Resilience, and the possessed body has number of Hit Points equal to their size. If they take damage in excess of this number, or the time limit is reached, the body shreds apart as it releases your form.
Particulate Matter Assets
Smudging (Palo Santo, Copal, White Sage) - The act of smudging is an ancient practice to cleanse negative energies and auras from homes and sacred areas. You are able to call upon this practice to soothe the influence of the Warp. You may cast Strengthen Veil substituting your Synergy for levels in Theosophy.
Incense (Incense, Myrrh, Ambergris) - Sweet and pungent scented aromas are used as focused for meditation and rituals, your skill allows your Possessed bodies to maintain a healthy complexion. You may also summon a small pet as per the Summon Familiar feat.
Industry (Coal, Electronics, Plastic) - The blackened soot of progress leaves telltale clouds pouring from factories and covering nearby countrysides with a dark wash. Your Cloud Form is quite visible, losing the bonus to Stealth tests from Phasing and gain the Black Smoke property.
Accelerant (Kerosene, Napalm, Promethium) - Speeding up the rate at which combustibles light was a necessity for starting fires. With modern chemistry these flammable properties are controlled and used for many purposes. You may spend a Plasm and gain a Flamer attack. At Synergy 3 you may fire this as a Heavy Flamer if desired. You are considered proficient with these Flamers and they do not Jam.
Metal (Ozone, Brass, Aluminum) - Flames hot enough to burn alloys create superheated clouds distorting light that passes near. You may cast Blur (Forum improved version) substituting your Synergy for levels in Illusion.
Flesh (Bone, Meat, Fat) - The scent of cooking meat signals a delicious meal and the end of a life. Although you no longer eat you can gain sustenance from charring others. Your Brawling attacks deal E damage. Once per round, if your Brawling attacks cause Critical Damage, you may absorb the vapors of their burnt flesh to heal one Hit Point.
Revised Enenra
Power Stat: Synergy
Plasm = Synergy + Resolve
Resource Stat: Plasm - An Enenra has maximum Plasm equal to their Synergy plus their Resolve. An Enenra will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While bathing in the smoke of a fire an Enenra recovers two Plasm per hour.
Static Powers Replacements
Dematerialize - Smog Form
Second Death - Cinders (Cosmetic)
Deathsight - Smokesight
Smog Form - An Enenra isn't really a living creature as such. Their bodies are vessels made of smoke that mock life for a time. An Enenra may spend one Plasm and a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. They take the shape of a smoke cloud with a radius equal to half their size in meters. An Enenra's personal equipment becomes incorporeal with them while they uses this power.
Cinders - An Enenra's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Enenra is forced into a lump of glowing cinder until they can create a new shell, which takes one day. Their personal equipment is left behind, covered with soot as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again). At the end of this time, the Enenra recovers 1 Plasm and their physical body is reformed with HP equal to their maximum Resolve (capped by their normal maximum hit points).
Smokesight - An Enenra's vision is not hindered by smoke, fog, or obscuring mists. By spending a Plasm you may know the location of anyone in the same foggy area as you within a radius of 10*Synergy meters.
Gained Powers
* Whispers - Snuff
** Poltergeist - Same
*** Curse - Possession
**** Shroud - Same
***** Ectoplasmic Form - Miasma Form (Cosmetic)
Snuff - As a being of smoke you possess the ability to suffocate other flames. You may cast Lights Out substituting your Synergy for Levels in Pyromancy.
Possession - You may perform a 10 minute ritual and enter a corpse replacing their blood (or equivalent) with your smoky form. This exsanguinates the body leaving it pale in appearance, but otherwise intact. You may maintain this form for a number of hours equal to your Synergy. In a possessed form you have Physical stats equal to the creature's, use your base Resilience, and the possessed body has number of Hit Points equal to their size. If they take damage in excess of this number, or the time limit is reached, the body is shredded to pieces as it releases your form.
Enenra's Tell - As an Enenra spends Plasm faintly scented fumes seep from their body. At high levels an unmistakable cloud eminates from them filling the area with an odor that stings the eyes and tickles the nose. This smell is associated with the Enenra's Asset if they choose one. If not it is the smell of burnt wood.
Power Stat: Synergy
Plasm = Synergy + Resolve
Resource Stat: Plasm - An Enenra has maximum Plasm equal to their Synergy plus their Resolve. An Enenra will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While bathing in the smoke of a fire an Enenra recovers two Plasm per hour.
Static Powers
Dematerialize - Smog Form
Second Death - Cinders (Cosmetic)
Deathsight - Smokesight
Ghost Dice - Same
Smog Form - An Enenra isn't really a living creature as such. Their bodies are vessels made of smoke that mock life for a time. An Enenra may spend one Plasm and a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. They take the shape of a smoke cloud with a radius equal to half their size in meters. An Enenra's personal equipment becomes incorporeal with them while they uses this power.
Cinders - An Enenra's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Enenra is forced into a lump of glowing cinder until they can create a new shell, which takes one day. Their personal equipment is left behind, covered with soot as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again).
Smokesight - An Enenra's vision is not hindered by smoke, fog, or obscuring mists. By spending a Plasm you may know the location of anyone in the same foggy area as you within a radius of 10*Synergy meters.
Gained Powers
* Whispers - Snuff
** Poltergeist - Same
*** Curse - Possession
**** Shroud - Same
***** Ectoplasmic Form - Miasma Form (Cosmetic)
Snuff - As a being of smoke you possess the ability to suffocate other flames. You may cast Lights Out substituting your Synergy for Levels in Pyromancy.
Possession - You may perform a 10 minute ritual and enter a corpse replacing their blood (or equivalent) with your smoky form. This exsanguinates the body leaving it pale in appearance, but otherwise intact. You may maintain this form for a number of hours equal to your Synergy. In a possessed form you have Physical stats equal to the creature's, use your base Resilience, and the possessed body has number of Hit Points equal to their size. If they take damage in excess of this number, or the time limit is reached, the body shreds apart as it releases your form.
Particulate Matter Assets
Smudging (Palo Santo, Copal, White Sage) - The act of smudging is an ancient practice to cleanse negative energies and auras from homes and sacred areas. You are able to call upon this practice to soothe the influence of the Warp. You may cast Strengthen Veil substituting your Synergy for levels in Theosophy.
Incense (Incense, Myrrh, Ambergris) - Sweet and pungent scented aromas are used as focused for meditation and rituals, your skill allows your Possessed bodies to maintain a healthy complexion. You may also summon a small pet as per the Summon Familiar feat.
Industry (Coal, Electronics, Plastic) - The blackened soot of progress leaves telltale clouds pouring from factories and covering nearby countrysides with a dark wash. Your Cloud Form is quite visible, losing the bonus to Stealth tests from Phasing and gain the Black Smoke property.
Accelerant (Kerosene, Napalm, Promethium) - Speeding up the rate at which combustibles light was a necessity for starting fires. With modern chemistry these flammable properties are controlled and used for many purposes. You may spend a Plasm and gain a Flamer attack. At Synergy 3 you may fire this as a Heavy Flamer if desired. You are considered proficient with these Flamers and they do not Jam.
Metal (Ozone, Brass, Aluminum) - Flames hot enough to burn alloys create superheated clouds distorting light that passes near. You may cast Blur (Forum improved version) substituting your Synergy for levels in Illusion.
Blur (Forum Improved)
Illusion 1
Test: Illusion + Intelligence
Action: Half Action
Target Number: 15
Keywords: Combo-OK, Somatic
Duration: Concentration (reaction)
You can distort your own image, making it more difficult to hit you. Your Static Defense increases by 3. For every raise on this roll, you gain an additional +3 to your Static Defense, to a number of raises equal to your Level.
Illusion 1
Test: Illusion + Intelligence
Action: Half Action
Target Number: 15
Keywords: Combo-OK, Somatic
Duration: Concentration (reaction)
You can distort your own image, making it more difficult to hit you. Your Static Defense increases by 3. For every raise on this roll, you gain an additional +3 to your Static Defense, to a number of raises equal to your Level.
Flesh (Bone, Meat, Fat) - The scent of cooking meat signals a delicious meal and the end of a life. Although you no longer eat you can gain sustenance from charring others. Your Brawling attacks deal E damage. Once per round, if your Brawling attacks cause Critical Damage, you may absorb the vapors of their burnt flesh to heal one Hit Point.
Revised Enenra
Power Stat: Synergy
Plasm = Synergy + Resolve
Resource Stat: Plasm - An Enenra has maximum Plasm equal to their Synergy plus their Resolve. An Enenra will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While bathing in the smoke of a fire an Enenra recovers two Plasm per hour.
Static Powers Replacements
Dematerialize - Smog Form
Second Death - Cinders (Cosmetic)
Deathsight - Smokesight
Smog Form - An Enenra isn't really a living creature as such. Their bodies are vessels made of smoke that mock life for a time. An Enenra may spend one Plasm and a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. They take the shape of a smoke cloud with a radius equal to half their size in meters. An Enenra's personal equipment becomes incorporeal with them while they uses this power.
Cinders - An Enenra's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Enenra is forced into a lump of glowing cinder until they can create a new shell, which takes one day. Their personal equipment is left behind, covered with soot as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again). At the end of this time, the Enenra recovers 1 Plasm and their physical body is reformed with HP equal to their maximum Resolve (capped by their normal maximum hit points).
Smokesight - An Enenra's vision is not hindered by smoke, fog, or obscuring mists. By spending a Plasm you may know the location of anyone in the same foggy area as you within a radius of 10*Synergy meters.
Gained Powers
* Whispers - Snuff
** Poltergeist - Same
*** Curse - Possession
**** Shroud - Same
***** Ectoplasmic Form - Miasma Form (Cosmetic)
Snuff - As a being of smoke you possess the ability to suffocate other flames. You may cast Lights Out substituting your Synergy for Levels in Pyromancy.
Possession - You may perform a 10 minute ritual and enter a corpse replacing their blood (or equivalent) with your smoky form. This exsanguinates the body leaving it pale in appearance, but otherwise intact. You may maintain this form for a number of hours equal to your Synergy. In a possessed form you have Physical stats equal to the creature's, use your base Resilience, and the possessed body has number of Hit Points equal to their size. If they take damage in excess of this number, or the time limit is reached, the body is shredded to pieces as it releases your form.