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Jan 18th, 2023
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  1. Common Abilities:
  2. Exert: You can spend 1 Rage to temporarily enhance your strength, stamina and speed. Your next roll related to those attributes will gain a +10 modifier. This will scale as you grow stronger.
  3. Shapeshift: You can spend 1 Will to adopt another form. Each form comes with unique advantages and disadvantages. Reverting to your human form costs no Will.
  4. Frenzy: This gives you a second wind, reduces your Rage to 0/10 and give you a +50 modifier on your next roll. The downside is that you will lose control after that roll and go on a murderous rampage that you may regret.
  5. Meditate: Once per day, you may choose to meditate for an hour.
  6. If you meditate in a location where human civilization has a significant presence, you lose 1 Rage and gain 1 Will.
  7. If you meditate in a location that is wild, natural and devoid of human civilization, you lose 2 Rage and gain 2 Will.
  8. If you meditate at a caern or any other location that is infused with spiritual energy, you lose 3 Rage and gain 3 Will.
  9.  
  10. Forms:
  11. Crinos is your war form. It enhances your rolls concerning strength and stamina with a +30 modifier and your rolls concerning speed with a +10 modifier. While you are in this form, your Rage gain is doubled, you rapidly heal outside of combat and you are particularly vulnerable to silver. Human interaction in this form is not advised.
  12. Lupus is your wolf form. It enhances your rolls concerning speed and stealth with a +20 modifier. While you are in this form, your senses are greatly enhanced, you rapidly heal outside of combat and you are particularly vulnerable to silver.
  13. Homid is your human form. It is the only form you have that does not possess rapid healing outside of combat or a particular vulnerability to silver. It is the ideal form for human interaction.
  14. Glabro is your savage form. It enhances your rolls concerning combat with a +10 modifier. While you are in this form, you rapidly heal outside of combat and you are particularly vulnerable to silver. It is suitable for human interaction and complex tool usage.
  15. Hispo is your dire form. It enhances your rolls concerning combat with a +20 modifier and your rolls concerning speed with a +30 modifier. While you are in this form, you rapidly heal outside of combat and you are particularly vulnerable to silver.
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  17. Sam, Homid, Ahroun, Ronin
  18. Master of Fire: You can spend 1 Will to gain significant resistance to heat and fire. You could be set on fire for a minute and still only suffer first-degree burns.
  19. Razor Claws: You can spend 1 Rage to sharpen your claws on a hard surface, gaining a +10 modifier on combat rolls until you rest.
  20.  
  21. Ella, Homid?, Ahroun, Get of Fenris
  22. Persuasion: She can spend 1 Will to give her words an unusually strong impact, allowing them to shake long-held political beliefs or challenge addiction. This only works on humans.
  23. Pack Tactics: She can spend 1 Will to gain a +10 modifier on a combat roll for each packmate fighting alongside her.
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  25. Alex, Homid?, Galliard, Black Fury
  26. City Running: She can spend 1 Rage to effortlessly traverse any urban environment. This includes obstacles like rooftops, cluttered alleys and the sides of most buildings.
  27. Mindspeak: She can spend 1 Will to mentally communicate with a willing participant or her entire pack. While communicating, characters suffer a -20 modifier on all rolls.
  28.  
  29. Marley, Metis, Galliard, Children of Gaia
  30. Sense Wyrm: He can spend 1 Will to detect the spiritual taint which is produced by all individuals, locations and objects that have been corrupted by the Wyrm.
  31. Heightened Senses: He can spend 1 Will to greatly enhance his senses, or bolster them even further if he is already in his Lupus form.
  32.  
  33. Isaiah, Homid?, Theurge, Get of Fenris
  34. Apecraft's Blessing: He can spend 1 Will to enhance any roll using a human-made tool with a +10 modifier. This will scale as he grows stronger.
  35. Spirit Snare: He can spend 1 Will to ensnare a spirit with unseen magic, inflicting a -30 modifier on its rolls until it is able to free itself from this snare.
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