Coloursfall

zerah transmutations

Sep 5th, 2016
155
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.87 KB | None | 0 0
  1. Chameleon Skin (•)
  2. Like its namesake, this Transmutation allows the Created to camouflage his form. The Promethean’s skin changes color, texture and patterning to blend into his surroundings, making it harder to discern him from the background. Movement lessens the effect as the Created has diffi culty changing at the same rate as his background. Additionally, this power is less effective unless the Promethean is nearly naked, bare skin exposed, because it does nothing to alter his clothing.
  3. Cost: None
  4. Dice Pool: Composure + Stealth
  5. Action: Instant
  6. Roll Results
  7.  
  8. Dramatic Failure: The Promethean assumes some jarringly bright, yet naturally occurring, color. She suffers a -2 die penalty to any Stealth roll where being visually detected is an issue. This penalty lasts for the rest of the scene.
  9.  
  10. Failure: The Promethean’s skin remains unchanged. Success: The Promethean’s skin changes to duplicate the patterns of her background for the remainder of the scene. If the Promethean is naked, or nearly so, then she gains three bonus dice to Stealth rolls that involve hiding from sight. Moving up to her Speed in a turn reduces this bonus by one die, while moving at greater than his Speed results in loss of two bonus dice. Wearing drab clothing reduces the bonus by one die, normal clothing reduces the bonus by two dice, and vivid clothing eliminates the bonus entirely.
  11.  
  12. Moving -1 to -2
  13. Clothed -1 to -3
  14. Familiar with surroundings +1
  15. Completely natural surroundings +1
  16.  
  17. Exceptional Success: The Promethean’s skin changes colors rapidly and smoothly. Don’t reduce the bonus due to movement, though clothing still reduces it.
  18.  
  19.  
  20. Color of Man (•)
  21. This power shares similarities with the Chameleon Skin Transmutation, except it helps the Promethean hide against the human background. The Promethean may alter the color of her skin, hair and eyes to anything found within the human species. These changes are merely a matter of pigment, but prejudices, racism and superficial stereotypes can be powerful forces of misdirection.
  22.  
  23. Cost: None
  24. Dice Pool: Manipulation + Subterfuge
  25. Action: Instant
  26.  
  27. Roll Results
  28. Dramatic Failure: The Promethean loses all pigment for the remainder of the scene, becoming deathly pale with white hair and reddish or almost colorless blue eyes. Albinism causes sensitivity to light and other eye trouble, and the Promethean suffers from the Poor Sight Flaw (World of Darkness Rulebook, p. 219). Subtract two dice from any sight-based perception rolls.
  29.  
  30. Failure: The Promethean’s color remains unchanged.
  31.  
  32. Success: The Promethean changes the color of her skin, hair and eyes to her choice of any shade found within the human species. This Transmutation does not alter any feature except for pigment. The effects of this change may be largely determined by roleplaying, but if contested rolls are appropriate, you might subtract up to two dice from efforts to identify the Promethean. Becoming a redhead will probably help throw off the pursuer who has been shadowing you from half a block away. Trying to pretend that you aren’t the guy on your driver’s license while you are sitting in the police precinct is going to raise a lot of troublesome questions. The Transmutation’s effect lasts for the duration of the scene, whether the Promethean wants it to or not, though the Promethean may use the power again if she wants to change her pigment again.
  33.  
  34. Exceptional Success: The effects of the Transmutation last for up to 24 hours, and the Promethean may end them reflexively whenever she desires.
  35.  
  36. Possible Modifiers: Unlikely combination of hair, eyes and skin (-1 to -3), cannot see self (-1), power used previously during scene (cumulative -1 per successive use), minor changes (+1), sample model within view (+1)
  37.  
  38.  
  39. Jolt (•)
  40. The Created are naturally attuned to the fl ows of electricity, so manipulations of it come easily to them. With this Transmutation, the Promethean can power an electrical device with his own energy.
  41.  
  42. Cost: None or 1 Pyros or 2 Pyros
  43. Dice Pool: None
  44. Action: Instant
  45.  
  46. Activating this Transmutation requires the Promethean to touch the device, which is powered for the remainder of the scene. To maintain the fl ow of electricity, the Created must either continually touch the device or spend one Pyros to allow it to run on its own. A valid target for this Transmutation must run on electricity and must not require more electricity than could normally be drawn from a standard wall socket. Jolt only powers a device. It cannot be used to cause electrical damage, and efforts to do so cause the power to cease immediately.
  47.  
  48. Alternatively, the Promethean may touch a power transformer or generator and cause it to power whatever is connected to it, though this use always costs two Pyros. This application of the Transmutation cannot power more devices than are typically found in a residential block or urban supermarket, even if conducting lines connect them.
Advertisement
Add Comment
Please, Sign In to add comment