mishie

Thalia's Norwalk Power GM INFO

Mar 3rd, 2017
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  1. Master/Striker
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  3. Cape can on touch create a small mark (requires a successful melee attack if applying to an enemy directly), which when activated again on the capes turn causes a phantom dog shaped head and neck to emerge from the mark, which automatically attack the nearest possible target within reach. Activating the mark(s) uses up the cape's attack action. Phantoms dogs do Lesser Wounds if spawned as a trap on a random surface, but if spawned on a person they are able to do Moderate Rends instead (maximum of 1 mark placed per person). Cape has a rough sense of where the marks are, not enough to be able to map an area reliably but enough to be able to keep track of which mark is being activated.
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  5. Cape can also apply a mark to themselves, which when activated gives them a +2 to stealth rolls due to the fact that they seem to fade out to a similar state as their spawn phantoms, but whilst this mark is activated they cannot activate any other marks that they have placed.
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  7. Spawned phantoms can be destroyed with a single attack and are unable to dodge. No statblock, the only time Phantoms roll is when they're making an attack, which is 1d6 for trap phantoms and 1d6+1 for phantoms placed on the enemy.
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  11. No range/number/time limit on marks placed. But the more marks that are placed the bigger the mental strain from keeping track of them all, if the cape tries to figure out the exact number of marks, they'll be able to get a rough idea of the amount but finding an exact number will be impossible due to the fact that it increases/decreases based on the capes mental state. The power rewards the cape for being more aggressive/predatory by giving them more leeway in terms of marks placed.
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  13. When the cape has the mark active on themselves, they'll find themselves going into more of a bestial mindset and will prioritize information differently.
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