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transmutations

Aug 5th, 2017
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  1. Merits:
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  3. [ 1 - 5 ] Elpis ( Prometheus: The Created -- Page 95 )
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  5. 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.
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  7. Dramatic Failure: A nightmare. The Created can interpret it any way he wants, but it probably leads to more trouble than solutions.
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  9. Failure: Meaningless images.
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  11. Success: One or more clues (one per Elpis dot) that might help him to achieve a Pilgrimage milestone, although they must be interpreted.
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  13. Exceptional Success: One or more clues (one per Elpis dot), and a suggestion about their interpretation provided by the Storyteller.
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  15. [ 1 - 5 ] Parkour ( Strange Alchemies -- Page 74 )
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  17. Prerequisite: Dexterity 3, Athletics 2
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  19. (1) Flow -- Your character has some basic training in the techniques of parkour, allowing him to act instinctively to obstacles and jumps. When using running or using the Foot Chase rules, your character may negate hazardous terrain penalties equal to his Rating in the Parkour Merit. Additionally, the roll to gauge a jump distance is a reflexive action.
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  21. (2) Cat Leap -- Your character has mastered some of the twisting leaps, landing rolls and wall taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. Additionally, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success).
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  23. (3) Wall Run -- Your character has mastered the quick wall-run and leaping climb techniques of parkour. When using Athletics to climb, your character is capable of scaling heights of 10 feet + 5 feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full 10 feet beyond the first imposes a -1 die penalty.
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  27. Autonomic Control (•)
  28. Prometheans are remarkably enduring in the face of harsh environments, and this Transmutation enhances that resistance. The Promethean gains conscious control of his autonomic nervous system and other automatic functions of his body. With adjustments to his system, he can ignore fatigue, pain and hunger.
  29. Cost: None
  30. Dice Pool: None
  31. Action: Reflexive
  32. The effects of this Transmutation are automatically available to the Promethean when they are needed.
  33. With a Stamina + Subterfuge roll, the Promethean can control his breathing (allowing him to play dead). The Transmutation doesn’t prevent him from taking damage due to suffocating (see World of Darkness Rulebook, p.49), though it does add his Resolve to the Stamina roll to
  34. delay this.
  35. The Created may ignore pain, in addition to his normal ability to ignore wound penalties. This allows him to add his Stamina twice for rolls based upon withstanding pain, such as resisting coercion (World of Darkness Rulebook,p. 47).
  36. The Promethean is also immune to the effects of extreme temperatures such as arctic weather or desert heat. He doesn’t suffer frostbite or sunburns. He begins to contendwith fatigue (World of Darkness Rulebook, pp. 179–180) only after 72 hours (three full days) of staying awake. He can go for a number of days equal to his Resolve + twice his Stamina before suffering deprivation due to hunger (World of Darkness Rulebook, pp. 175–176).
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  38. Swift Feet (•)
  39. This Transmutation lets the Promethean burn Pyros in order to achieve his greatest speed with minimal effort. As the Divine Fire provides the propulsion, this boost doesn’t impair the Promethean’s other actions.
  40. Cost: 1 Pyros
  41. Dice Pool: None
  42. Action: Instant
  43. This Transmutation allows the Promethean to move at up to twice his Speed while still taking an instant action. Once he expends the requisite Pyros, this power’s effects last for the remainder of the turn.
  44.  
  45. Jolt (•)
  46. The Created are naturally attuned to the flows of electricity, so manipulations of it come easily to them. With this
  47. Transmutation, the Promethean can power an electrical device with his own energy.
  48. Cost: None or 1 Pyros or 2 Pyros
  49. Dice Pool: None
  50. Action: Instant
  51. Activating this Transmutation requires the Promethean to touch the device, which is powered for the remainder of the scene. To maintain the flow 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
  52. 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.
  53. 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.
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