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Tuesday, May 9, 2017

And here are the powers for the other 2 archetypes

Primal
Shadow Meld
·       You can melt into darkness, becoming one with the shadows
·       While so transubstantiated, your physical form ceases to exist and your consciousness inhabits the darkness into which you’ve melded
·       You cannot be injured or touched while melded
·       You may travel through any conjoined darkness, slipping invisibly through the tiniest gaps. You move distances one category faster while so traveling
·       You have the edge over foes without supernatural senses or similar darkness magic in all Skulking contests. Foes who overcome this sizeable disadvantage are overcome with a sense of dread, but your presence is not revealed.
·       If bathed in light such as that your pool of shadow would completely vanish, you substantiate unharmed
Command Creatures of the Night
·       At your whim, you may summon and control nearby creatures of the night. They obey as minions with reliability 3+
·       Creatures subject to your command include any purely nocturnal creatures as well as wolfs, bat, rats, black cats, beetles, centipedes, flies, toads and any partially nocturnal carnivores
·       Such thralls obey you for the remainder of the night, or one shift during daylight hours. You may attempt to recruit them as permanent minions after their dark compulsion to serve has ended
Monstrous Form
·       You may assume a monstrous, powerful form to wreak terror and havoc
·       When you transform, gain 1D6 Urge
·       Your speed and power double while transformed
·       Your attacks inflict two wounds, or anti-structure damage
·       Your hunting a violence attributes both increase by +1D6
·       You gain an additional wound box, which will vanish with no ill effect if you return to your normal form
·       Mortals beholding your monstrous form are subject to a mind-blanking terror which scrambles their memories and makes their accounts of encountering you unreliable.
·       Mortals of Efficacy 3 and less are affected. Their minds fabricate a rational explanation for your unimaginable monstrosity. Such sightings cannot add evidence against you or reveal the supernatural
·       Mortals so stupefied either flee in horror at the sight of you or stand gibbering like lunatics, unable to take any other action
·       More capable mortals recall you clearly, and present a problem
Element Control
·       You have mastery of one of the four Ptolemean elements, these Air, Earth, Fire and Water. You may alternatively have mastery over one of the five Daoist elements, these Earth, Fire, Metal Water, and Wood
·        You cannot create this element from nothing; however, you may control any amount of your chosen element that you can perceive
·       The element may be manipulated as though an extension of your body
·       Although you are no deadlier for this power, acts of destruction (or creation) become enormously simpler and their effects more far-reaching
·       Earth: You can shape or destroy a supporting pillar’s worth of stone or concrete material per action. Fresh, usable material must be used to build or repair structures
·       Fire: you can increase or decrease the intensity of flames. Smothering a raging bonfire or condensing it into a cutting torch is the product of an action’s concentration
·       Water: You can liquify ice or solidify water into ice crystals with your action
·       Air: You can generate hurricane-force winds or calm such winds into doldrums with your action. You can achieve a limited flight with this power, but it is clumsy. If you find yourself in an aerial battle against another who possesses the Flight dark power, they begin the conflict with the edge
·       Metal: As the Earth power, but affects steel and metal beams rather than stone or concrete. You may use violence to damage and destroy vehicles as an anti-structure weapon
·       Wood: As the Earth power, but affects wooden beams rather than stone or concrete. You can affect any plant matter, granting you the edge in any environment saturated with flora (such as the deep forest)
Invoke Calamitous Weather
·       You can sicken the skies with ill weather
·       At the conclusion of shift-long ritual, you sacrifice a living creature and bend the weather to your will according to the size of the life so destroyed:
·       A small sacrifice like a rabbit or rat can overcast or clear the skies. It can birth or kill a mild wind.
·       A goat or dog can turn a sky from sunlight to rain or vice versa.
·       Sacrificing a human can upturn the seasonal weather; it can snow in the summer or burn in the winter. You can also summon rains of strange things, like toads or fish.
·       Slaying five or more humans can summon natural disasters; tornadoes, floods, wildfires, etc.
·       If a monster is sacrificed, a catastrophic weather phenomena can be manifested; typhoons, hurricanes, even earthquakes

Abomination
Return from the Grave
·       Death does not long tolerate you in his domain
·       When you are destroyed by damage or accident, you can pull your fragments or essence from oblivion and return to hideous life
·       If slain by a monstrous foe, you cede 10 of your souls to them, but retain the rest
·       You can return to life either at the site of your demise or your lair, at your option
·       Once this power is used, it calcifies and must be repurchased before it can be used again
Productivity of the locust
·       You infect a place or people with a deadly pestilence, granting a feverish burst of energy followed by noxious decay
·       This pestilence effects either a minion or a machination, seeping into all persons and locations
·       If targeting a person, they become swollen with dark might and operate at the monstrous tier for one entire day
·       If targeting a machination, every person and location is suffused with evil power. It produces resources at +1 tier the next time it is leveraged
·       After the period of increased power has concluded, minions become putrescent and decayed; they operate at efficacy 1 until they receive a quarter’s hospital-level care for their mutilation
·       Machinations become corroded and damaged. All persons are affected as minions above; locations become polluted blights which are unsuitable for human habitation unless extensive repairs and cleanup is done
Thews of the Giant
·       You are granted the strength of a giant; you can now inflict damage to structures and vehicles as though your bare hands were anti-structure weaponry
·       You do one additional damage against living targets with Violence
·       Your lifting capacity doubles. For most characters, this will mean a maximum capacity of roughly 3000 lbs.
Undying Body
·       Your physical frame is suffused with diabolical might, rendering extraordinarily difficult to destroy
·       You are granted a single additional health box at structure-tier; it cannot be damaged except by anti-structure weaponry. Although you can lose your other health boxes to standard damage, this final one resists all weaker forms of harm, making you indestructible by lesser means
·       If reduced to only this final health box, you are a shambling, shredded mound of broken organs and minced flesh. Such comprehensive destruction of your body penalizes you with -2 skulking, and you cannot use Perfidiousness at all. You may still use Dominance, but only to terrify, not to direct or bully.
Command the Dead
·       You can reanimate the bodies of the dead as zombies to serve you
·       Requires a shift-long ceremony performed near a place of death (defined as any place where semi-intact remains are; they can be animal or human)
·       At the conclusion of the ceremony, a blasphemous miracle occurs and the corpses rise to serve you.
·       If performed during the day, D3 corpses, up to the total nearby, rise to serve
·       If performed at night, D6 corpses, up to the total nearby, arise
·       If began and concluded during at the midnight shift, 2D6 corpses, up to the maximum nearby, rise to serve
·       Zombies created by this power are efficacy 1 minions, but because of their inhuman resilience they have 1 health box
·       Zombies are braindead; they can neither employ nor learn any skill or language, although they are tireless and can perform simple manual labor

·       They have reliability 4+; zombies who fail their check wander in search of living flesh to consume, attacking any living creature they encounter

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