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- Brute Force;
- (1) Falling Pillar -- With this move, the Promethean holds both hands together in a single fist, and drops both arms upon his victim -- the motion is like a stone pillar crashing down. The attack, made with a Strength + Brawl roll, gains the 9 again bonus. Drawback: Spend one Willpower point to activate this attack. This point does not confer three additional dice to the attack. Also, both hands must be free for the attack to be successful.
- (2) Crush And Bite -- This maneuver is used only during a successfully maintained grapple. If the character succeeds on a grapple with his opponent, any Strength + Brawl rolls made in an effort to do damage to the subdued opponent inflicts lethal damage, not bashing. (The character needn't truly "crush and bite," and may instead choke, head-butt or even smother. The damage is still lethal.)
- (3) Juggernaut -- The character uses his entire body as a weapon. He barrels forward, smashing his head into his opponent and throwing the rest of his weight into the attack. This is an "all-out attack." The character foregoes his Defense, but gains a +4 bonus to the roll as opposed to the normal +2 bonus. Normal all-out attack rules apply. Drawback: The Promethean puts everything into the attack. If the player fails this roll (i.e., the attack misses), she must check for the character to resist Torment.
- Elpis;
- Effect: The Promethean relies on Hope, the final force released from Pandora's Box, to get him through his Pilgrimage. This aspect of the Divine Fire that calls out to Prometheans, urging them toward Mortality, is called Elpis. Promethean philosophers equate it with a guiding force, a sort of teleological principle calling from the future, drawing the Promethean down the proper paths to the New Dawn. With this Merit, the Promethean can tap into this guiding force and gain clues through dreams and visions that might aid his Pilgrimage. Once per game session, the character can use his Elpis ability to gain a supernatural insight concerning a question or topic relevant to his Pilgrimage. Activating this ability requires at least one hour spent in sleep, a trance or another activity that focuses exclusively on accessing an altered state of consciousness. The Storyteller then rolls the character's Wits + Composure in secret.
- Dramatic Failure: A nightmare. The Created can interpret it any way he wants, but it probably leads to more trouble than solutions.
- Failure: Meaningless images.
- Success: One or more clues (one per Elpis dot) that might help him to achieve a Pilgrimage milestone, although they must be interpreted.
- Exceptional Success: One or more clues (one per Elpis dot), and a suggestion about their interpretation provided by the Storyteller. The information is usually conveyed in brief visions of people, places or things that are somehow important to one of the character's milestones, as determined by the Storyteller. The exact role the subjects of these visions will play remains unclear, though. The Promethean might see a rare, medieval book behind glass. After some research, he learns it is in a museum in Chicago. He travels there and breaks into the museum at night, trying to steal the book, only to be confronted by a Promethean who makes his lair there. The Storyteller knows that this Promethean is the key to the milestone, not the book; the book merely led the character to this encounter. But will the character realize this? Elpis is not a means of gaining an exact roadmap to Mortality. It's a tool for the Storyteller to help drive events of the story, especially if the character is lagging behind on his Pilgrimage.
- Good Brain;
- Effect: The brain housed in the Promethean's body is above average. It may have come from a particularly smart person, or may instead be affected positively by a strange physical anomaly (a tumour, or perhaps a uniquely damaged corpus callosum). Therefore, the character is capable of a level of mental ability that other Prometheans may not be able to achieve. While perhaps not precisely skilled, a character with this Merit can ignore the -3 unskilled penalty associated with a lack of Mental Skills. Available at character creation only.
- Pilgrim;
- Effect: The character has a kind of destiny. He can feel it in his Azoth, in the way that it stirs his humours within the crucible of his dead body. The Divine Fire within seems to drive him more purposefully than it does others. This feeling may exist within from the moment he is created, or may dawn slowly over time like a slowly stoked flame. The result is that, whenever the character completes a milestone, he gains one more Vitriol for the act than normal. Drawback: The character must maintain a Humanity 6 or above to keep this Merit. If his Humanity drops below that, the Merit is lost and can only be regained when the character's Humanity becomes 6 again. A character may not possess both the Pilgrim and Shepherd Merits at the same time.
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