Announcement

Collapse
No announcement yet.

Homebrew Variations and Scars

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Homebrew Variations and Scars

    Hi all,

    Here is my first attempt at a homebrewed Variation. More are on the way, but I have to get back to my studies before I can post them in their fully drafted state. I will edit the main comment to be a master list of all contributions. In the meantime, I look forward to seeing what other people come up.
    UPDATED: 01.30.21
    Here is a link to a Google Doc containing all of the homebrews shared here: https://tinyurl.com/DtR-VSF

    Remote Viewing (• to •••••) (Cephalist Variation)
    Subtle
    Tiered, Toggled
    The Remade can project their senses through a specific phenomenon present at a location. The phenomenon of choice must be relatively complex enough that it is not ubiquitous, but should also be common enough that it is found naturally. For example, eagles would be too specific whereas birds would be more appropriate. While this Variation is active the Broken’s body is in a comatose like state completely cut off from their surroundings. This Variation normally last until the end of the scene or until the Remade takes an instant action to disconnect from the phenomenon.

    At Magnitude •, the Deviant can attempt to connect with the senses of their chosen phenomenon in a location they have already been to. Once present, the Remade can project their senses into another example of their viewing medium they can perceive. The quality of information is hazy at best and is not always directly on the Remade's target, furthermore the Remade cannot benefit from any Skill Specialties or Merits that would improve investigation or perception rolls. Moreover, The level of connection is limited to what senses would be available to the phenomenon, so if viewing medium lacks sensory organs that are at least somewhat similar to a mammals all rolls to perceive the surroundings suffer a -2 dice penalty. Finally, if there is no example of their phenomenon present then the Variation automatically fails. Similarly, if there is a supernatural ward present at the location the Variation also fails.

    At Magnitude ••, choose one:
    • Reach: The Broken no longer needs to have been to a location to attempt to perceive it. The Broken may now sense all forms of the viewing medium in a radius equal to their Scar Power*Magnitude in miles.
    • Clarity: The connection between the Remade and their viewing medium becomes as clear as their own sight. The Remade no longer suffers any penalties to perceive through their viewing medium regardless of their chosen phenomenon.
    At Magnitude •••, the Broken enjoys the benefits of both Magnitude •• effects.

    At Magnitude ••••, choose one:
    • Omnipresence: For the Broken, their sight knows no boundaries. First, the Remade’s reach extends to a radius of Scar Power*Magnitude*Acclimation in miles. Second, the Broken can now separate their senses across examples of their viewing medium as long as they are either in the range of their senses or are in a location they have previously visited. The Remade can split their perception a number of times equal to their Scar Power. The Remade can also converge their senses around a single location or target (as long as there are enough examples of their viewing medium present). In doing so, the Broken receives an equipment bonus equal to half their Scar Power rounded-up.
    • True Sight: No barriers or obfuscations can block the sight of the Remade. The Remade may now utilize any Variations that alter their perception while connected to their viewing medium. This act remains Subtle as long as the Secondary Variation and its Scar are both Subtle. Finally, when the Remade’s remote viewing would come into contact with supernatural ward they can attempt to bypass it through a Clash of Wills.
    At Magnitude •••••, the Broken enjoys the benefits of both Magnitude •••• effects.

    Deviations
    • Rare (-1 Magnitude): The viewing medium is very specific, such as a specific breed or family of animal, or a rare or supernatural substance.
    • Common (+1 Magnitude): As Rare and exclusive with it, the viewing medium is instead commonplace—such as all animals or plants.
    • Universal (+2 Magnitude): Exclusive with both Rare and Common, the Broken no longer requires a viewing medium, but instead simply projects their sight to whatever location or target they can imagine.
    Like the Eye of Providence, the Cephalist can see all that is in his domain, however this has led him to seeing conspirators everywhere (Paranoia; Persistent).
    The Coactive must relive the experience of her drowning every time she projects her sight through the waters of the world, only leaving her a few moments of connection before she must gasp for air (Depletion; Controlled; Dexterity).
    The Invasive can remotely access any digital recording device as long as it is currently on (Power Failure; Controlled; Wits).
    Last edited by lladas; 01-30-2021, 11:17 AM.

  • #2

    Masked Scent (• to •••) (Chimeric Variation)
    Subtle
    Perpetual, Tiered
    The blending of the Remade’s soul and body with that of another being, energy, or object muddles attempts to distinguish the two; protecting the Broken from meddling eyes. This Variation can be purchased multiple times, but each time it applies to a different donor. The source of the donor scent can be as specific or common as the player wants, but the rarity of the source does not modulate the benefits of this Variation. The only restriction on the donor selection is that it cannot be a Baseline.

    At Magnitude •, this Variation must be entangled with other Variations. Attempts to identify the co-entangled Variations, or the Clades associated with those Variations, suffers a 2 dice penalty. Moreover, on a Failure, the investigator misidentifies the Variation as the effect of the donor scent and cannot roll identify the entangled Variations and Scars until the beginning of the next chapter. With a Dramatic Failure, the investigator believes to their core that the evidence points to the donor scent and cannot make a roll to identify the Variations or Scar until the next time the Broken utilizes the Variation.

    At Magnitude ••, as Magnitude •, but the benefits of this Variation apply to all of the Broken’s Variations. Moreover, the dice penalty now applies to surveillance rolls.

    At Magnitude •••,as Magnitude •• and now the donor scent permeates the spiritual/psychic residue of the Remade. Attempts to read the aura of the Broken provoke a Clash of Wills with a 3 dice penalty to the investigator. On a Failure, the investigator believes that the Broken is identical to the donor scent for the remainder of the chapter. On a Dramatic Failure, the investigator believes without a doubt that the Broken is what their aura describes, attempts to persuade the investigator of otherwise suffer the same dice penalty. Similarly, the penalty to identification and surveillance rolls increases to 3. Finally, once per story the Broken can suggest that a Conspiracy takes action against a similar source to their donor scent on Dramatic Failure on a surveillance roll.

    The claws and predatory cunning of the Chimeric are identical to that of the tiger spliced into his DNA, too bad he also got the carnivorous blood-lust (Murderous Urge; Persistent).
    The gun built into the Invasive’s arm prosthetic is similar to most common military-grade assault rifles and if someone can recite the serial code etched into it, they can command her to take out any target they choose (Subliminal Conditioning; Persistent).
    The vampiric blood transfusion that nearly killed the Mutant altered their very being to the point of giving them a deadly case of photodermatitis (Bane; Persistent).

    Comment


    • #3
      Reroute Power (• to •••••) (Invasive Variation)
      Subtle
      Tiered, Toggled
      The Remade can temporarily divert power from Variations to empower others.
      When the Deviant activates this Variation, their player may choose a number of Variations equal to their Scar Power from which they can drain a number of levels of their current Magnitude (i.e. after increases or decreases due to Adaptations or Instability) equal to the Magnitude of this Variation to empower a number of other Variations equal to their Scar Power for the remainder of the scene. For the entangled Scars involved in this exchange, their Magnitudes fluctuate to match the highest Magnitude among their entangled Variations after the exchange. This exchange cannot affect this Variation. Remade with this Variation often experience bodily modifications or warping sensations during and after the use of this Variation. This Variation can be used once per chapter without danger to the systems of the Remade, but for each additional use the Broken suffers a medium Instability.

      Deviations
      • Single Minded (-1 Magnitude): The capacity for the Remade to redirect Magnitude is limited to empowering one Variation at a time.
      The Invasive Super Soldier can redirect their internal systems to adapt to changes in combat situations, however, this requires them to override the redundancy systems that protect their remaining organic components (Perilous Variation; Controlled; Dexterity).
      In an act of extreme will, the Cephalist Amalgam can compartmentalize their hypergestalt to empower a single identity (Tribulation; Controlled; Wits).
      Through a prolonged ritual of prayer and offering, the Coactive can strengthen their connection to one of the five elements of Wuxing (Preparation; Controlled; Manipulation).

      Comment


      • #4
        Heart’s Blood (•• to •••••) (Coactive Variation)
        Subtle
        Perpetual, Tiered, Reflexive
        Eldritch fuel runs through the veins of the Remade and powers them in unnatural ways.

        Determine a fuel stat that the Remade can metabolize at the time they develop this Variation. This can be Essence, Mana, Vitae, Aether, or any other supernatural fuel source. This Variation may be purchased any number of times, but each purchase is applied to a separate fuel stat.

        At Magnitude ••, the Remade can perceive the flow and accumulation of the supernatural fuel source that they are connected to. Moreover, the Broken can determine the relative amount of the fuel source accumulated. For example, a Coactive who can draw on the power of Essence can determine how much a Essence a spirit has currently, but they would not know the spirits Rank.
        At Magnitude •••, the Deviant can now track uses of their fuel source. The Broken is immediately notified of any use of their respective fuel source in a Scar Power * 10 yards radius. In addition, the Remade’s connection with the fuel source gives them an Equipment bonus to relevant tracking rolls equal to half the number of points used by the source in the scene rounded up (to a max of +5).
        At Magnitude ••••, the Broken can gather the fuel that they have hungered after for so long. The Remade must touch the accumulation of their fuel source (a touch attack against unwilling entities) and roll a Scar Finesse Roll. Successes on the roll determine the number of points they can transfer into their being, up to their Acclimation per turn (minimum 1) into their being. The Broken can carry a number of fuel points in their body equal to their Magnitude + Acclimation. Once they are filled, any fuel points they extract on a Scar Finesse Roll bleed into reality. With this all said, this is an extractive unnatural process. When the Remade pulls the fuel out any source they leave behind scars and destruction. In objects that contain the fuel this equates to Structural damage for each success whereas successes do Lethal damage to entities. If the fuel is embedded in the environment, the extraction warps the immediate surroundings in a way reflecting the loss of power. For entities, that can sense the power of these environments, they gain a +2 Equipment bonus to relevant Investigation rolls to identify what caused the damage.
        At Magnitude •••••, the Remade can finally consume the fuel to power their Variations and Adaptations. The Scarred can spend a number of fuel points per turn equal to their Scar Power. The Broken can expend the fuel that they have extracted in the following ways:
        • The Remade may reflexively spend a point of fuel to cover the cost and use of their Adaptations. They can use their fuel in this way a once per Adaptation per Chapter.
        • The Broken may reflexively spend a fuel point to add their Scar Power to a Scar Finesse Roll or Clash of Wills Roll.
        While powerful, the unnatural metabolism of this fuel is not without its dangers. First, entities with a connection to the fuel are immediately notified of these uses if the Remade is in range of their sense. Additionally, the entity gains an Equipment bonus to relevant tracking rolls equal to half the number of points used by the Remade in the scene rounded up (to a max of +5). Second, at the end of a chapter where the Broken did not further one or more of their touchstones, they must make a Scar Resistance roll with a penalty equal to the number of points used. On a success or exceptional success they only suffer a minor Instability, with the Remade gaining a point of fuel on an exceptional. On a failure, the minor instability is upgraded to a medium Instability. On a dramatic failure, it becomes a major Instability.

        The Coactive’s spiritual companions point them in the direction of areas of great power, but they have also gotten them into more than their fair share of trouble along the way (Misfortune; Persistent).
        The aether engine that replaced the Self-Made Invasive’s heart fuel his reality altering powers, but each time he calls on its energies he pushes himself and the local environment out of phase with reality (Unstable Variation; Controlled; Wits; Deviations: Identifier).
        The Chimeric hungers for the blood of the monsters that experimented on him (Addictive Variation; Persistent).

        Comment


        • #5
          Originally posted by lladas View Post
          Heart’s Blood (•• to •••••) (Coactive Variation)
          Subtle
          Perpetual, Tiered, Reflexive
          Eldritch fuel runs through the veins of the Remade and powers them in unnatural ways.

          Determine a fuel stat that the Remade can metabolize at the time they develop this Variation. This can be Essence, Mana, Vitae, Aether, or any other supernatural fuel source. This Variation may be purchased any number of times, but each purchase is applied to a separate fuel stat.

          At Magnitude ••, the Remade can perceive the flow and accumulation of the supernatural fuel source that they are connected to. Moreover, the Broken can determine the relative amount of the fuel source accumulated. For example, a Coactive who can draw on the power of Essence can determine how much a Essence a spirit has currently, but they would not know the spirits Rank.
          At Magnitude •••, the Deviant can now track uses of their fuel source. The Broken is immediately notified of any use of their respective fuel source in a Scar Power * 10 yards radius. In addition, the Remade’s connection with the fuel source gives them an Equipment bonus to relevant tracking rolls equal to half the number of points used by the source in the scene rounded up (to a max of +5).
          At Magnitude ••••, the Broken can gather the fuel that they have hungered after for so long. The Remade must touch the accumulation of their fuel source (a touch attack against unwilling entities) and roll a Scar Finesse Roll. Successes on the roll determine the number of points they can transfer into their being, up to their Acclimation per turn (minimum 1) into their being. The Broken can carry a number of fuel points in their body equal to their Magnitude + Acclimation. Once they are filled, any fuel points they extract on a Scar Finesse Roll bleed into reality. With this all said, this is an extractive unnatural process. When the Remade pulls the fuel out any source they leave behind scars and destruction. In objects that contain the fuel this equates to Structural damage for each success whereas successes do Lethal damage to entities. If the fuel is embedded in the environment, the extraction warps the immediate surroundings in a way reflecting the loss of power. For entities, that can sense the power of these environments, they gain a +2 Equipment bonus to relevant Investigation rolls to identify what caused the damage.
          At Magnitude •••••, the Remade can finally consume the fuel to power their Variations and Adaptations. The Scarred can spend a number of fuel points per turn equal to their Scar Power. The Broken can expend the fuel that they have extracted in the following ways:
          • The Remade may reflexively spend a point of fuel to cover the cost and use of their Adaptations. They can use their fuel in this way a once per Adaptation per Chapter.
          • The Broken may reflexively spend a fuel point to add their Scar Power to a Scar Finesse Roll or Clash of Wills Roll.
          While powerful, the unnatural metabolism of this fuel is not without its dangers. First, entities with a connection to the fuel are immediately notified of these uses if the Remade is in range of their sense. Additionally, the entity gains an Equipment bonus to relevant tracking rolls equal to half the number of points used by the Remade in the scene rounded up (to a max of +5). Second, at the end of a chapter where the Broken did not further one or more of their touchstones, they must make a Scar Resistance roll with a penalty equal to the number of points used. On a success or exceptional success they only suffer a minor Instability, with the Remade gaining a point of fuel on an exceptional. On a failure, the minor instability is upgraded to a medium Instability. On a dramatic failure, it becomes a major Instability.

          The Coactive’s spiritual companions point them in the direction of areas of great power, but they have also gotten them into more than their fair share of trouble along the way (Misfortune; Persistent).
          The aether engine that replaced the Self-Made Invasive’s heart fuel his reality altering powers, but each time he calls on its energies he pushes himself and the local environment out of phase with reality (Unstable Variation; Controlled; Wits; Deviations: Identifier).
          The Chimeric hungers for the blood of the monsters that experimented on him (Addictive Variation; Persistent).

          Could this be expanded to cover sources of fuel that are either not innately supernatural or just not one of the other splat's fuel stats?

          Mostly asking if you could use this power to drain electricity from a battery and power Variations with that (presumably measured as Volts or something, as in spending 1 Volt)?

          not sure I like the way it's tiered though. I feel like some way to use a fuel source should be lower down


          A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

          Comment


          • #6
            Originally posted by Master Aquatosic View Post


            Could this be expanded to cover sources of fuel that are either not innately supernatural or just not one of the other splat's fuel stats?

            Mostly asking if you could use this power to drain electricity from a battery and power Variations with that (presumably measured as Volts or something, as in spending 1 Volt)?

            not sure I like the way it's tiered though. I feel like some way to use a fuel source should be lower down

            Great points. I'll try my best to answer all of them. I originally developed the Variation to play to fantasies of the Remade as unnatural parasites of other supernatural splats, consuming their resources to perform huge supernatural acts, and in turn, calling down the attention of even larger predators that they have no understanding of. That being said, I could see alternative fuels being selected, but with how powerful the Magnitude 5 power is I would suggest that they be rather rare or unique.

            For your example of electricity I could see a few options for addressing that:
            • Reskinning this Variation to be inclusive to more mundane substances, but with perhaps a less robust Magnitude 5 and without some of the tier options.
            • Utilizing Scars like Depletion, Dependency, Cooldown, or Maintenance to reflect that reliance on a fuel source.
            • Adding a Deviation to Inhuman Digestion allowing Remade to heal Health from inorganic material.
            • Develop an Invasive Variation focused on converting mundane fuel sources into Remade resources (i.e., Health, Willpower, Stability).
            • Splitting the current Variation into a Magnitude 3 Variation that gives you a fuel stat with a +2 Deviation for Common fuels and a separate Deviation for Lash that allows you to damage the fuel stat of a target.
            I agree with your unease with the tiers. I was apprehensive of having such a splat altering Variation, such as adding a fuel stat, at a low level of Magnitude. I was thinking of maybe collapsing the whole Variation into a single Magnitude 5 Variation considering how much it alters the purview of the splat overall.

            Let me know if I missed something and what you think is the best direction to take.

            Comment


            • #7
              Uh, seems good now. I'll come back when I'm less tired and busy maybe, see if I have any new ideas to contribute. Keep up the good work. I hope other people add their own homebrew once the game comes out officially, but for now, you're stuff is very welcome.


              A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

              Comment


              • #8
                One question though? What's an Adaptation? Is it a power term I haven't encountered yet, having not read my manuscript? or did you mean to say Variation?


                A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

                Comment


                • #9
                  Originally posted by Master Aquatosic View Post
                  One question though? What's an Adaptation? Is it a power term I haven't encountered yet, having not read my manuscript? or did you mean to say Variation?
                  Adaptations are the powers every Deviant of a particular Clade (and every Deviant, period, in one case) has; each Clade has one unique Adaptation and one Adaptation whose effect is "pay a price to reset the limits on a per-scene or per-chapter Variation or Adaptation."


                  Resident Lore-Hound
                  Currently Consuming: Hunter: the Vigil 1e

                  Comment


                  • #10
                    My first try...

                    Overt, T
                    oggled, Tiered, Repetable [Elemental]Kinesis (• to •••••) (Universal Variation)

                    At each dot of Magnitude, absorb 2 bashing or 1 lethal level of damage cause by this element, this can not be combined with Carapace.
                    Plus, choose one for each dot
                    ° Ruling: She can move or sculpt the elemental on every shape, limited by Size and potential Damage summed, must be equal or lesser of Magnitude dots.
                    ° Augument: Grow the Size or give a bonus to the modificator of damage, limited by the dots on Magnitude.
                    If the element is not a natural source od damage, the first upgrade became a +0 Bashing Damage, and later +1 Bashing Damage, etc.
                    ° Diminish: As above but flipped. Can degrade lethal Damage to bashing limited by Magnitude. If the Magnitude dots are above the current damage, erase a number of bashnig damage converted on par with the extra.
                    ° Make: Create ex nihilo the element, one point of Size or potential Damage modifier for each dot of Magnitude. At least one point of Size is alwais required.

                    Deviation:

                    +1 Magnitude: True Elemantalist.
                    For one time for Chapter, she can ABSORB a manifestion, natural or supernatural (the latter by clash of wills) of the element and CURE an equal ammount of damage.
                    The amount of damage that can be absorbed is equal to dots of Magnitude.

                    +1 Magnitude: Primal Elementalist.
                    She can negate half of Scar Power of Aggravate damage from an appropriate elemental source. If True Elementalist is taken too, she can HEAL too. If Diminish is taken, she can degrade half of Scar Power of Aggravate damage to lethal damage.
                    Last edited by The Throne; 10-24-2019, 07:24 AM.

                    Comment


                    • #11
                      Originally posted by The Throne View Post
                      My first try...

                      Overt, T
                      oggled, Tiered, Repetable [Elemental]Kinesis (• to •••••) (Universal Variation)

                      At each dot of Magnitude, absorb 2 bashing or 1 lethal level of damage cause by this element, this can not be combined with Carapace.
                      Plus, choose one for each dot
                      ° Ruling: She can move or sculpt the elemental on every shape, limited by Size and potential Damage summed, must be equal or lesser of Magnitude dots.
                      ° Augument: Grow the Size or give a bonus to the modificator of damage, limited by the dots on Magnitude.
                      If the element is not a natural source od damage, the first upgrade became a +0 Bashing Damage, and later +1 Bashing Damage, etc.
                      ° Diminish: As above but flipped. Can degrade lethal Damage to bashing limited by Magnitude. If the Magnitude dots are above the current damage, erase a number of bashnig damage converted on par with the extra.
                      ° Make: Create ex nihilo the element, one point of Size or potential Damage modifier for each dot of Magnitude. At least one point of Size is alwais required.

                      Deviation:

                      +1 Magnitude: True Elemantalist.
                      For one time for Chapter, she can ABSORB a manifestion, natural or supernatural (the latter by clash of wills) of the element and CURE an equal ammount of damage.
                      The amount of damage that can be absorbed is equal to dots of Magnitude.

                      +1 Magnitude: Primal Elementalist.
                      She can negate half of Scar Power of Aggravate damage from an appropriate elemental source. If True Elementalist is taken too, she can HEAL too. If Diminish is taken, she can degrade half of Scar Power of Aggravate damage to lethal damage.
                      Great job. I was also thinking of a way of navigating the lack of a general elemental kinesis in the current Variations list. That being said, I was what forms of elemental kinesis this Variation would cover considering we have both electrokinesis and pyrokinesis? Would this replace those or be seen as an addition? I have been trying to develop a more functional form of cryokinesis so I was wondering how you would suggest going about designing that with your Variation in mind?

                      Comment


                      • #12
                        Thanks!
                        Well, i was not satisfacted with Pyro and Electrokinesis, and thinked this as replacement.
                        I reimaginized electrokinesis as technomance stuff, kinda.

                        For Cryokinesis:

                        Use of "Ruling" are easy to imagine, Augument and Diminishing could work on ice and/or snow ( i am still thinking about this...).
                        I see this as a Variation about manipulate an element, more than stuff as environmental tilt (There is another ufficial Variation for this).
                        Using "Make" to "forge" a blade of ice that will melt with time? Checked, and Augument for make local ice "more useful".
                        I was not sure about, at Magnitude 5, make possible create a "sarcophagus" or treat this as a Lash... i opt to use this fan made as a tool for defense and manipulation, not as direct offense (again, use Lash for lethal attack, but use this for create or weaponize the desider element).

                        I would treat this Variation as Directed, except for the "absorb/heal" stuff.

                        Another example: an Airkinsis, i can see this as a form for create breathable air , underwater too, or counteract absence of air (with "make").
                        Make air "too rarefied" could be a very subtle way to damage people too...but, again, this could be a risk of overlap with other Variation.

                        Comment


                        • #13
                          I'll try a scar.

                          Sleepsick (• to •••••) (Persistent Scar)
                          Keywords: Any; Subtle

                          The Remade falls asleep at unpredictable intervals. Unlike narcolepsy, conditions for an episode do not necessarily correspond with being relaxed. It can happen at any time. The method by which a sleepsick Deviant falls asleep varies by the individual: they may lay down on the ground as if they meant to nap, suddenly slump over as if passing out, or simply close their eyes and sleep standing or sitting where they are. Fighting off episodes at low magnitudes is easier,but at higher magnitudes, the Remade can only mitigate the episodes through careful planning and avoiding situations that might become dangerous.

                          At Magnitude •, the character falls asleep at odd moments. The player can accept a Beat to succumb to an episode at an inopportune time that causes a setback. They can awaken at a loud noise or by being shaken. They will awaken naturally after minutes equal to magnitude (or rounds in an action scene).

                          At Magnitude ••, as Magnitude •, and the character finds it difficult to avoid spoiling long activities by falling asleep. Once per chapter, when the Remade is doing something that takes at least a few minutes (or more than two turns in an action scene) , the Storyteller may call for a scar resistance roll to avoid falling asleep. If a failed roll happens during an action the character is taking and it is able to be completed by someone else or when the Deviant awakens, a penalty equal to the magnitude of the scar is applied to it. Furthermore, anytime the character performs an extended action, the storyteller may call for one scar resistance roll before any specific roll during that action. Success means the character does not fall asleep. A penalty to the resulting roll is applied if the scar resistance roll is failed; consequences may be greater if there is nothing to wake the Deviant in the face of a time limit or if falling asleep creates a dangerous situation. Scar resistance rolls called for during extended actions do not count toward the once per chapter limit the Storyteller may request. The player may spend a Willpower to avoid falling asleep instead of rolling.

                          At Magnitude •••, as Magnitude ••, except the Storyteller may call for a scar resistance roll once per chapter at any time or before any action is rolled (and also during extended actions as before). However, the Deviant no longer may escape sleep entirely by succeeding on a scar resistance roll. Until they fall asleep or spend a Willpower, they must continue to roll each minute (or each round in an action scene) to avoid falling asleep. An exceptional success on a scar resistance roll will ward off sleep entirely. This effect does not apply to "free" Storyteller requests made during extended actions.

                          At Magnitude ••••, as Magnitude •••, and choose one:
                          Deep Sleeper: Once the Broken is asleep, it is very difficult to waken her. She must roll scar resistance to be awakened by a noise or being shaken. Extreme attempts to awaken her such as using smelling salts, injecting her with adrenaline, or causing her damage will automatically succeed.
                          Heavy Lids: Spending Willpower to avoid sleeping also requires a scar resistance roll. If the rolls succeeds, the Deviant remains awake and no further rolls are needed. If it fails, he falls asleep.
                          Frequent Napper: The Storyteller may call for a roll one additional time per chapter. (This effect can be taken more than once.)
                          Sleepyhead: If wakened unnaturally by noise, being shaken, or more extraordinary means, the Deviant suffers a -1 exhaustion penalty to actions for the remainder of the scene. This may not be taken in tandem with Variations or Merits that reduce exhaustion penalties.
                          Bore Snorer: The Deviant is nearly incapable of completing extended actions without falling asleep. They cannot avoid sleep by spending Willpower during an extended action and must continue to roll scar resistance before each roll if they succeed.

                          At Magnitude •••••, as Magnitude ••••, and choose a second Magnitude •••• effect.
                          Last edited by Sir Dragos; 10-25-2019, 04:25 PM.

                          Comment


                          • #14
                            Originally posted by The Throne View Post
                            Thanks!
                            Well, i was not satisfacted with Pyro and Electrokinesis, and thinked this as replacement.
                            I reimaginized electrokinesis as technomance stuff, kinda.

                            For Cryokinesis:

                            Use of "Ruling" are easy to imagine, Augument and Diminishing could work on ice and/or snow ( i am still thinking about this...).
                            I see this as a Variation about manipulate an element, more than stuff as environmental tilt (There is another ufficial Variation for this).
                            Using "Make" to "forge" a blade of ice that will melt with time? Checked, and Augument for make local ice "more useful".
                            I was not sure about, at Magnitude 5, make possible create a "sarcophagus" or treat this as a Lash... i opt to use this fan made as a tool for defense and manipulation, not as direct offense (again, use Lash for lethal attack, but use this for create or weaponize the desider element).

                            I would treat this Variation as Directed, except for the "absorb/heal" stuff.

                            Another example: an Airkinsis, i can see this as a form for create breathable air , underwater too, or counteract absence of air (with "make").
                            Make air "too rarefied" could be a very subtle way to damage people too...but, again, this could be a risk of overlap with other Variation.
                            That makes a lot of sense. I also saw Electrokinesis as a bit of mix between electrokinesis and technomancy. Thanks for workshopping cryokinesis. That definitely helped me imagine how this Variation would work.

                            Offspring (• to •••••) (Mutant Variation) -- UPDATED: 04.12.20
                            Overt
                            Perpetual, Discrete
                            The Remade can produce a sentient tumor to do their bidding.
                            When the Transformed selects this Variation, they must determine the type of organism that they can create. The player should work with the storyteller to design each Offspring they can make. Offspring utilize the rules from the Merit Manticore Companion for determining the number of Scar-free Variations they can have, but can take on any appearance or be made of any substance that corresponds to the Broken's Origin and Clade.

                            Once designed, the Broken cannot make changes to their Offspring unless they are destroyed after which they can redesign the Offspring when they raise them again. The Broken can only raise their allotted amount of Offspring once per story. Any additional attempts to raise their Offspring during the same story inflicts a medium Instability. This Variation can be taken multiple times to represent different creatures that the Remade can raise.

                            At Magnitude •, the Broken can create a an Offspring with a Manticore Companion dot value of 1.
                            At Magnitude ••, the Broken can create a 2-dot Offspring.
                            At Magnitude •••, the Broken can create a 3-dot Offspring.
                            At Magnitude ••••, the Broken can create a 4-dot Offspring.
                            At Magnitude •••••, the Broken can create a 5-dot Offspring.

                            Deviations
                            • Sympathetic Link (-1 Magnitude): The Remade and their progeny share a stronger than normal connection. Whenever either member of the connection suffer damage, the other suffers a commensurate amount of the same type.
                            • Marsupium (+1 Magnitude): The Transformed can store their Offspring internally or call them from another realm. The Variation becomes gains the keyword Toggled.
                            • Litter (+2 Magnitude): The Remade can raise multiple Offspring. The Broken can raise 4 1-dot Offspring, 3 2-dot Offspring, or 2 3-dot Offspring. If the Remade takes the Sympathetic Link Deviation add 1 to the previous values and allow the Deviant to raise 2 4-dot Offspring. The separate Offspring share the same Variations.
                            • Superfecundation (+1 Magnitude; Prerequisite: Litter): The Offspring raised in the litter are varied in their features and abilities. The Remade can choose different Variations for each member of the litter.
                            The cancerous tumor that was once cutting the Mutant’s life short now hungers for the bone marrow of others (Dependency, Persistent)
                            The Coactive can call down one of God’s angels to smite the unworthy that plague her dreams, however, the angel may manifest when the supplicant is in the presence of Demons (Involuntary Stimulus; Involuntary; Composure; Deviations: Nightmares).
                            Sentient lampreys writhe just under the skin of the Symbiote Chimeric leaving a thin coat of slime on whatever they touch (Conspicuous Appearance; Persistent; Deviations: Identifier).
                            Last edited by lladas; 04-12-2020, 12:42 PM.

                            Comment


                            • #15
                              Originally posted by lladas View Post
                              Offspring (• to •••••) (Mutant Variation)
                              This is a great idea, but I think it could use some work. For one, it feels weird that it refers to rules and concepts (Dread Powers, Rank, Horrors, etc.) that aren't in the Deviant book itself, but weirder still is the fact that it has "empty" levels at Magnitude 2 and 4. The "default" powers should probably be Scar-free Variations, too, as they are already more malleable than either Dread Powers or Numina.

                              The Deviations look good.

                              Comment

                              Working...
                              X