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- [04:46] <TN> 7. Bile- From your mouth you are able to exhale a substance related to your Specialization. For example,
- [04:46] <TN> a Fire monster girl would be able to breathe flame. This acts as a weapon which may never be disarmed
- [04:46] <TN> and deals Specialization based damage. Either a MAG or AGI based roll. Does
- [04:46] <TN> not consume mana as it is a biological process.
- [04:46] <TN> 14. Cursed- You are a being known as a harbinger of changing fates. You have
- [04:46] <TN> a power to drain other people's fortune points by rolling your MAG or LCK
- [04:46] <TN> against a target's dodge, parry, or block roll. You receive the amount of points
- [04:46] <TN> drained from the other person based on the number of successes over them
- [04:46] <TN> to a maximum amount of 1/2 their current fortune pool. In addition, you
- [04:46] <TN> will start an Encounter with only 1/2 your own fortune pool, you must use
- [04:46] <TN> this ability to draw from others to replenish it. Out of combat, this just makes
- [04:46] <TN> people very unlucky around you
- [04:46] <TN> 16. Diehard- You are very difficult to kill, even losing a limb hardly seems to phase you. When you reach a
- [04:46] <TN> wound threshold you gain a number of bonus offensive dice corresponding to the threshold on your
- [04:46] <TN> immediate, subsequent roll. Penalties resume as normal after this roll is made. Example: You are at your first wound threshold (granting you +1 dice), and take 3 damage leading you to your second wound
- [04:46] <TN> threshold; you gain +2 dice on your defensive roll after.
- [04:46] <TN> 18. Corrosion- At a touch of a certain limb, perhaps venomous spurs, teeth, or
- [04:46] <TN> simply your tainted skin itself, you can cause others to be poisoned. You must
- [04:46] <TN> come in contact with the target for this to be effective; you may roll a STR, AGI,
- [04:46] <TN> MAG, or LCK test depending on your source of venom against the
- [04:46] <TN> corresponding defensive roll. On a success, the target is poisoned for 1d6
- [04:46] <TN> rounds, and loses 1 wound per round. This ignores Soak.
- [04:46] <TN> 15. Leviathan- You are a big monster girl, at least one or two size classes (the
- [04:46] <TN> latter if you are Overdeveloped) above other magical girls when you are in
- [04:46] <TN> your natural form. +1 to STR or VIT. +1 dice to Cover rolls. In your disguised
- [04:46] <TN> form you will always be abnormally tall.
- > Amelia's not an NPC, per se, but I wager the transformation would've made her go berserk due to white coin - corruption incompatibility. Expect pain and the feeling of irrational rage clogging her mind for a couple of rounds, similar to the rage that the shade was bringing out in Kyrie, albeit with transformation and other factors - stronger... She'll probably want to rip things around her,
- [20:56] <Tian> friend or foe, for a couple of rounds. The good thing about the transformation -- she regains her HPs, the STR debuff due to the limb loss (-4 dice) is negated, but not the max VIT cap (so she'll have 13 HP, I think?)
- [20:58] <Tangent> mm
- [20:59] <Tian> As 'white coin's power suppresses some of the corruption, her full-monstrous-self will gradually subside to become more human-like, within a couple of rounds. The Beacon faction that gave the white coin would be alerted about this, probably, but they are likely to react to it not immediately, but in the span of some time, so that bit's for the storybuilding
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