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  • Re: Biomechanical Nightmare

    I read over this power - each dot grants a discrete effect. When you think about it, thats the way the current Horror rules operate, with each Dread Power selection considered a "Dot". For this we wouldn't really need to convert, just select the powers you want him to have as per the Horror Rules, and flavor appropriately. Alternatively, you could create him using the "Lost Boy" template from Hurt Locker.

    Re: Electricity Elemental

    I went over the various Elemental Form Dread Powers, and came up with something inline with how those power were written.


    Lightning Elemental
    The creature’s body is comprised of living lightning, or perhaps it's body cascading arcs of electric power. Anyone that makes physical contact with the creature suffers 6 bashing damage per turn of contact.The creature is immune to damage from electricity.


    Re: Baleful Metamorphosis

    Good call - I have updated the Dread Power up thread with an "Resolution Clause."


    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
    The Horror Lab - A collection of Beasts, Monsters and less definable things.
    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
    Twilight Menagerie - A collection of Ephemeral Entities

    Comment


    • Nice work! I would add that Lightning Elemental lets you travel through circuitry and such at increased Speed.

      Also, what do you think of this Dread Power I wrote?

      Mad Science: The Horror must have a medium or tools upon which to work in order to use this Dread Power (represented by Resources, Staff, Retainer or a similar Merit). It then rolls an appropriate dice pool to create a piece of Equipment containing a Dread Power as an extended action requiring [the total dot rating of Dread Powers invested into the Equipment x 5] in Successes, with each roll taking 30 minutes. This requires 1 Willpower point, but spending 3 Willpower points makes each roll take one turn. Spending 2 extra Willpower points makes the Equipment permanent (it lasts for one scene otherwise). The Horror need not possess the Dread Powers built into the Equipment: it is considered to have a pool of additional floating Dread Power dots equal to its highest Mental Attribute + Potency, which it can only use via Mad Science. Once per chapter, the Horror may spend 1 Willpower point to redistribute the Dread Power dots it can build via Mad Science.


      "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

      Comment


      • Re: Lightning Elemental

        I modeled this power after the Air, Earth, Fire, and Water Elemental Dread Powers from Werewolf:the Forsaken 2nd Edition. these powers are either defensive (Earth, Fire), Offensive (Fire), or Movement (Air and Water). Currently I have it so that Lightning elemental is about on par with Fire Elemental power-wise. Adding a movement mode with be a bit too powerful (lets not forget, by Horror rules, you can make the creature as swift as you see fit with no power needed). I would set up the ability to travel through a medium as a separate power.


        Transmit
        The Horror is capable of transmitting itself though space via a specific medium (such as mirrors, doorways, electrical wiring, etc) which is chosen when this Dread Power is selected. By stepping into their chosen medium (or changing into a form that can travel through the medium), the creature will exit 1 minute later from another location where the medium is present, within a range of (Potecy x 5) miles.


        Re: Mad Science

        There is a lot going on here. The first thing I notice it would be very easy for a creature with this ability to effectively have access to a vast number of dread powers. I would curb this potential, remember that these are ease- of - use abilities to make running the game easier. Stacking powers onto a Horror is often more trouble (and more work for the Storyteller) with little appreciable gain. What I might suggest is using something similar to Price of Power the extra Ban can represent the powers gained are tied to a relatively vulnerable item. And opening the flavor so it can apply equally well to Mad Scientists as well as Relic Makers.
        Last edited by Reighnhell; 08-11-2017, 10:33 PM.


        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
        The Horror Lab - A collection of Beasts, Monsters and less definable things.
        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
        Twilight Menagerie - A collection of Ephemeral Entities

        Comment


        • Originally posted by Reighnhell View Post
          Re: Lightning Elemental
          I would set up the ability to travel through a medium as a separate power.
          Like?

          Medium Surf [Rename?]
          The Horror can travel through one specific medium (such as stone, sand, water, conductive material, etc.) arbitrarily fast. Determine the medium and the Speed at which the Horror can move through it - by spending a point of Willpower, the Horror can subsume itself into the medium and travel at speed. It can only move through contiguous portions of the medium (no teleporting between separate sources), though the Horror may be able to squeeze its entire form through even the smallest spaces the medium allows.

          I figure, you can recast the other teleporty Dread Powers to use a medium too, if you want Blood-Walking or something. This one requires an unbroken connection, so it can be hedged in with adequate planning and environment.

          Originally posted by Reighnhell View Post
          Re: Mad Science

          There is a lot going on here. The first thing I notice it would be very easy for a creature with this ability to effectively have access to a vast number of dread powers. I would curb this potential, remember that these are ease- of - use abilities to make running the game easier. Stacking powers onto a Horror is often more trouble (and more work for the Storyteller) with little appreciable gain. What I might suggest is using something similar to Price of Power the extra Ban can represent the powers gained are tied to a relatively vulnerable item. And opening the flavor so it can apply equally well to Mad Scientists as well as Relic Makers.
          I like this. An elegant solution.

          Originally posted by Reighnhell View Post
          Re: Lightning Elemental

          Transmit
          The Horror is capable of transmitting itself though space via a specific medium (such as mirrors, doorways, electrical wiring, etc) which is chosen when this Dread Power is selected. By stepping into their chosen medium (or changing into a form that can travel through the medium), the creature will exit 1 minute later from another location where the medium is present, within a range of (Potecy x 5) miles.
          Ack, ninja'd.
          Last edited by Vent0; 08-11-2017, 10:38 PM.


          Malkydel: "And the Machine dictated; let there be adequate illumination."
          Yossarian: "And lo, it was optimal."

          Comment


          • Mad Science - Why does it not simply use rules for Building Equipment from CoD Rulebook? If rules from corebook can be used for doing magical talismans, they clearly could be used for Mad Science.
            Last edited by wyrdhamster; 08-12-2017, 04:58 PM.


            Conquest of Paradise - Fan Dark Era about Portugal and Spain conquests in XVI century - Mage & Beast ( & Hunter )
            My Hubs - MtAw 2E Legacies and System Hacks & WtF 2E Lodges and System Hacks
            MtAw 2E - History of Awakened - (almost) canonical game timeline of events

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            • Here's something: a Thing That Should Not Be in 2E rules (also something from the Champions Universe)

              Vulshoth, the Eye of the Void

              One of the infamous entities known collectively as the Kings of Edom, Vulshoth is a native of the "Qliphotic World", a realm of "dying" universes that may or may not be the same thing as (or a subsection of, or something else) as the Abyss mages so fear. As with all his kind, he is a profoundly alien, amoral being with little care for any entity but himself-and like all the Kings of Edom, he was successfully imprisoned by ancient beings of extraterrestrial nature. In Vulshoth's case, he was imprisoned in something fitting his own influence, an extradimensional labyrinth within a metallic shell made of unknown matter. Normally Vulshoth could easily crack said shell, but the entity seems vulnerable to radiation-while the shell is not dangerous to humans, it prevents the Eye of the Void from regaining his strength. Unfortunately, the Kings do not need their power to find cracks in the prison small enough to send dreams through to those who might free them to feast on the life force of the universe again.

              Power: 4. While Vulshoth is a potent creature, his imprisonment and inability to communicate directly with mortals (he must use prophetic dream and metaphor to translate his desires into something comprehensible) limits his influence on Earth. Hence the scheme of most of his cultists to construct "amplifiers" to focus and enhance his powers over space and enslavement.

              Virulence: 8. This is why Edomites are so feared; they observed the current universe as it formed, and so they have adapted their powers to be almost part of reality. Vulshoth is no exception-once the Shining Darkness of the Qliphothic World enters the healthy universe, it stays until great sacrifice is needed to purge it.

              Vulnerability: As with most of his kin, Vulshoth has been forced to accept two universal vulnerabilities that show the Kings of Edom to be of the same class of being. First is the Spider Sign, a crystal lens that has been electrified after a precise relief of an eight-legged sigil has been carved on it forces the Kings and their creations to relive ancestral memories of its initial creators, who imprisoned them in the first place-the only things they fear. Second is the Mordant Flame, the result of mixing five sacred herbs that are found in most ingredient stores (just because, say, aluminum is common doesn't mean it isn't valuable) with the pulped brain of a member of an alien race called an Elder Worm, mixed with accelerant. The result is a purplish-blue conflagration that, while simply stinky to most beings, might as well be the Sun's own plasma to Edomite creatures with actual flesh (even Vulshoth, who is a physical entity). In addition, Vulshoth and his direct creations have a noted vulnerability to any harmful source of ionizing radiation-doubtless Vulshoth could be more resistant at full power, but the architects of the Black Maze smartly did not risk that.



              Comment


              • Originally posted by wyrdhamster View Post
                Mad Science - Why does it not simply use rules for Building Equipment from CoD Rulebook? If rules from corebook can be used for doing magical talismans, they clearly could be used for Mad Science.
                I have some homebrew rules where I use Paradigms as a type of switchable bane which is not necessarily unique to Mages, and I am currently reworking it a bit to smooth it out, but includes new base Ephemeral Conditions Ascendant for Supernal Angels, which are the equivalent to Resonant for spirits and Anchors for ghost. Ascendant Condition is always tagged with one or more Paradigms to define what belief system(s) it supports. Those belief systems range from mystical traditions, religious practices, and even mad science.


                Originally posted by Pale_Crusader View Post
                ---Mana Based Ephemeral Entities---

                Angel
                Angels are Ephemeral beings that require the Ascendant Condition of a corresponding specific Paradigm to use their Manifestations and use Mana as their supernatural fuel source. Angels are entities of pure Supernal magic and each is tied to a particular Paradigm. Angels gain Mana through others sacrificing to them, in a way similar to how a mage can sacrifice items to harvest Mana, but is mystically empowered by their presence so even devout non-template can fulfill the Yantra needed, in addition to the universal methods to for ephemeral beings to regain supernatural fuel.
                Each angel has a Purpose, the reason for its existence and the mechanism by which it regains willpower. When attempting but failing to further its purpose it gains back one Willpower, and when successful they regain all Willpower. This makes an angel in pursuit of their purpose extremely determined foes (as reflected in a willingness to spend willpower to achieve their purpose) as success replenishes any Willpower invested, and reserved spending of willpower would only happen when it began to seem unlikely that success was possible even with extensive willpower spent.

                Sample Purposes:
                • Ferry the souls of the dead deeper into the underworld
                • Inspire art and creative brilliance in mortals
                • Disprove the existence of the supernatural to the public
                • Punished the dead souls of the damned.
                • Guard the gates to Eden
                Angels Influence is always their Purpose. Angels within Twilight are visible to those with the Paradigm Bane (including Angels of the same Paradigm) which matches their Paradigm. Angels are governed by the Prime Arcanum
                Natural Plane: Aether
                Universal Tags: Supernal, Angel, Ephemeral
                Variable Tags (IE Specific Paradigms): Emergent Entheogenic Ritualism, Enochian Invocation , Onmyōdō, Hermeticism Goetia, Hermeticism Alchemy, Qigong, Aetheric Electromagnetism, Paranormal Psi Testing, Harmonic Mesmerism, Hellenic Vitalism, Phrenological Surgery, Christian Theurgy, Sufi Mysticism, Hermeticism Theurgy, Kabbalism, Mesoamerican Blood-Letting, African Tribal Shamanism, Theosophic Meditation, Vodoun Invocation, Shaolinquan, Neo-celtic derivative, New Age practices, Shinto Animistic Practices

                Ascendant is a condition that applies to locations that may be used as Yantra for specific Paradigm due to their suitable nature, beings in the process of using action Yantra to use powers or cast spells, and objects that are dedicated as tool Yantra. During casting of a spell or use of a power that has the condition is Open.
                Which allows me to use my homebrew Minor Template procedure, which is essentially adding potency 1 Horror stats with a couple modifications, to create Mad Scientists as a Minor Template

                Originally posted by Pale_Crusader View Post
                Minor Template
                Minor Templates are templates which are acquired by choice and dedication. In many cases even a Non-Template without assistance can gain the template if they do what is necessary and have the proper mastery. Minor templates always have prerequisites that must be met to gain them, and may be easier for certain types of character than others to fulfill (which is how they are categorized below). Associations with a Major Template (or Human) is either Prominent or Marginal. Minor Templates with a Prominent association with a Major Template may interchangeably use that Splat's Power Source for Willpower in activating the Dread Powers granted by the Minor Template and Willpower to activate things which normally take the Splat's Power Source, and requiring only a single dot in the Skill associate with the Minor Template plus the specific Specialty listed, and members of the Major Template may universally act as Mentors to lower the skill requirements to enter the Minor Template. Minor Template which are only Marginal associated with a Major Template only benefit from the ability to interchangeably use that Splat's Power Source for Willpower in activating the Dread Powers granted by the Minor Template and Willpower to activate things which normally take the Splat's Power Source. For clarification, Humans have Willpower is their Splat Power Source.

                Each Minor Template which isn't exclusive to a particular Major Template gains a special type of Aspiration called a Feeding Aspiration. If being with a Minor Template doesn't fulfill their Feeding Aspiration each Month, then they cumulatively lose access to a Willpower Dot for each month they abstain. If the starving being with the Minor Template fulfills their Feeding Aspiration then they immediately regain access to the Willpower Dots they've been denied access due to abstaining from their Feeding Aspiration. Feeding Aspirations also replenish Willpower points spent instead of providing beats, exactly as they do with Horrors.

                Minor Templates may or may not have a Bane and/or Ban, which are in place along with the severity of their Feeding Aspiration to balance them against other Minor Templates in terms of unequal Dread Powers.

                Each Minor Template is keyed to a Skill and a specific Specialization. The Specialization is non-negotiable, but the levels of skill needed vary depending if it is Prominently Associated with a Major Template, members of the Associated Template (or Human) only require 1 dot in the skill, those apprentice under a Mentor of the Major Template with a Prominent association require 2 dots, apprenticing under an existing Member of the Minor Template which doesn't qualify for the Prominent discount is 3 dots, and those without any guidance or innate Template association require 4 dots.
                -snip-




                Mage
                • Science (Any Mad Science Paradigm –See Paradigm Bane) - Mad Scientist (Prominent)
                  • Influence 3 – Choose a Mad Science Paradigm (Ascendant)
                    • Feeding Aspiration: Harness something which is Ascendant with the Mad Scientist Paradigm for radical affect.
                -snip-



                Paradigms
                Paradigm is one's conception of how supernatural abilities should be. All supernatural effects are a product of will, but the psyche isn't well equipped to channel reality twisting effects without ascribing it some rationale. Paradigm is an intellectually consistent framework of why supernatural abilities works that serves as 'insulation' between the supernatural being and the power they wield.

                In practice, a paradigm has two parts. First, it's a philosophy or methodology, an understanding of why and how supernatural powers work. This can be any known framework, so long as it's internally consistent and follows after mortal metaphysical tradition at least a hundred years old (though pseudo-sciences that old also work). Pseudo-science less than a hundred years old lack some quality that makes them suitable for use as a paradigm, while accurate and 'real' scientific theory fails entirely regardless of age. Increased supernatural powers may be understood as the ability to frame more and more abilities in the context of one's paradigm.

                Secondly, and more concretely, it's a set of physical actions (formally called methods), locations prepared for the purpose, (called sanctums or laboratories) and/or physical objects (called implement or instrument) that the supernatural being uses to use its powers.

                Paradigm always reflects a core aspect of the supernatural using it, tied to either its mortal upbringing, traumatic events that introduced it to the supernatural while still mortal, or the deep connection to the being that mentored them changing their Bane, and as such those that successfully identity a supernatural's paradigm gain the Informed Condition in relation to the contesting or identifying the supernatural creature's powers once per chapter. Additionally abilities of a supernatural to rise from the dead do not work if rest-in-peace practices appropriate to their paradigm are performed for them.

                Each supernatural being with the Paradigm Bane defines what broad belief system they are tapping into to perform their spells or powers. Feel free to use one of the following sample Paradigms that is appropriate to your character or how your character gained the Paradigm bane, or use them as a measuring stick to judge what is appropriate in breadth of a belief system.

                Some sample paradigms:
                • Emergent Entheogenic Ritualism (Spontaneously arising spiritualism from psychotropic journeys)
                • Ceremonial Magic: Enochian Invocation (calling angels)
                • Ceremonial Magic: Onmyōdō
                • Ceremonial Magic: Hermeticism Goetia
                • Ceremonial Magic: Hermeticism Alchemy
                • Ceremonial Magic: Qigong
                • Mad Science: Aetheric Electromagnetism
                • Mad Science: Paranormal Psi Testing
                • Mad Science: Harmonic Mesmerism
                • Mad Science: Hellenic Vitalism
                • Mad Science: Phrenological Surgery
                • Prayer & Religious Practices: Christian Theurgy
                • Prayer & Religious Practices: Sufi Mysticism
                • Prayer & Religious Practices: Hermeticism Theurgy
                • Prayer & Religious Practices: Kabbalism
                • Prayer & Religious Practices: Mesoamerican Blood-Letting
                • Prayer & Religious Practices: African Tribal Shamanism
                • Prayer & Religious Practices: Theosophic Meditation
                • Prayer & Religious Practices: Vodoun Invocation
                • Prayer & Religious Practices: Shaolinquan
                • Prayer & Religious Practices: Neo-celtic derivative
                • Prayer & Religious Practices: New Age practices
                • Prayer & Religious Practices: Shinto Animistic Practices


                And in my setting it is possible to switch one of the three banes each Major Template endures, and characters can have Minor and Major Template slots which can be filled (Bloodline legacies and such count towards this, but so do my skill based Minor Templates, like Mad Scientist) This allows flexibility to have a daylight immune Ordo Dracul Ventrue that must use his Disciplines and Devotions through Phrenological Surgery and also a Mad Scientist in Phrenological Surgery (I picture something like an undead version of Beyond the Walls of Sleep.) and that's something I think is pretty nifty to have that much flexibility in concept.
                Last edited by Pale_Crusader; Yesterday, 09:46 AM.


                “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                "Virescit Vulnere Virtus" ~ Stewart Clan Motto

                Comment


                • Enjoying the mechanics and ideas that are appearing here !

                  I have a fresh horror that has been lurking in my mind for a few days - enjoy!

                  Requ'ilu, the Looming Distance
                  The “Requ’ilu” is a Horror that has rarely been seen by anyone that was left sane and whole enough to recount the experience. The profoundly ancient creature dwells in the depths of the Shadow, but seems to be a creature of flesh as much as it is ephemera. The Creature is massive, rivaling the size of the greatest pre-historic beasts. Its body is a headless conglomeration of tree-like limbs, vine-like tendrils that cover its back, and leathery flesh shot with incandescent violet veins. It presence warps perspective and breaks down minds. Denizens of the deep Hisil flee at its approach. The Looming Distance seems to devour space itself, leaving behind terrible vacuums of collapsed space and shredded essence. While it seems to have some degree of intelligence, it never communicates and its motives are enigmatic.
                  Thankfully, the creature seems to be bound only to the deeper reaches of the Hisil, places-that-aren’t that seemingly encompass leagues. When compelled to wander into more densely populated sections of the Shadow, it can cause devastation that can take decades if not centuries to repair.


                  Attributes: Intelligence 2, Wits 4, Resolve 9, Strength 14, Dexterity 4, Stamina 10, Presence 8, Manipulation 2, Composure 10
                  Skills: Athletics 4, Brawl 6, Intimidate 8, Occult 6(Hisil), Survival 5
                  Merits: Danger Sense, Hardy 3, Indomitable, Iron Stamina 3, Trained Observer 3
                  Potency: 9
                  Willpower: 19
                  Initiative: 14
                  Armor: 10
                  Defense: 8
                  Speed: 26 (Species 8)
                  Size: 35
                  Health: 45
                  Ban: Cannot leave the Hisil
                  Banes: Claws and Fangs of Half Ephemeral creatures (such as Shartha or Uratha)

                  Weapons/Attacks
                  Body Slam &Trample [+2L melee; 20 dice]

                  Dread Powers**: Colossus, Hideous Strength, Immortal, Influence 3 (Space), Madness and Terror, Mass Slam, Numina (Awe), Reality Stutter, Regenerate

                  Colossus: The Horror is a creature immense size and power. The Horror gains Armor equal to its Stamina. Against creatures and objects of smaller Size than the Horror, its attacks benefit from the 8-Again rule.

                  Hideous Strength: The creature’s might is truly formidable; by spending a point of Willpower, the Horror can increase its Strength by its Potency until the end of the scene. Furthermore, it adds its Potency as automatic successes on Strength + Stamina rolls made to perform a feat of strength, such as lifting a massive object or breaking free of restraints.

                  Mass Slam: The horror is adept at using its monstrous bulk to crash into groups of smaller adversaries. The creature may inflict Body Slam or Trample attacks upon multiple adjacent targets with a combined Size 13. Roll its dice pool separately for each target, but count it as only one attack.

                  *The Looming Distance’s immense size grants it an additional 4 points of Strength
                  ** The Looming Dread has exchanged 20available Skill Points for 4 Additional Dread Powers


                  Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                  The Horror Lab - A collection of Beasts, Monsters and less definable things.
                  Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                  Twilight Menagerie - A collection of Ephemeral Entities

                  Comment


                  • Saw this in another thread, it is really good and decided to quote it here for people's future reference:

                    Originally posted by GibberingEloquence View Post
                    [New Horror] Baphometalos

                    Many monsters are afraid to show themselves. They think that mankind will fear and hate them, and therefore wish for their death. What they don't realize is that there is an alternate path: being adored. Little discretion is needed when everyone wants you to be in the spotlight, and so Baphometalos gives the people exactly what they want (and often a great deal more). Fear turns to awe and hatred turns to frustration in his wake, just as peace and order are made a laughingstock throughout the night. Should you be drawn by his legend and decide to meet him, rest assured that conformism, weakness and safety will be gone from your life for a long time!

                    Virtue: Awesome
                    Vice: Brutal
                    Aspirations: Rock The Fuck Out, Face Greater And Greater Challenges, Inspire People To Be Badass

                    Mental Attributes: Intelligence 4, Wits 8, Resolve 10
                    Physical Attributes: Strength 9, Dexterity 7, Stamina 9
                    Social Attributes: Presence 10, Manipulation 4, Composure 6

                    Skills: Academics 2, Crafts 1, Investigation 2, Occult 3, Athletics 4, Brawl 3, Drive (Motorcycle) 3, Weaponry (Battle Axe) 4, Empathy 2, Expression (Heavy Metal, Inspiring) 8, Intimidation (Larger Than Life, Massive Property Damage) 6, Persuasion 2, Socialize (Parties) 5, Streetwise 3, Subterfuge 3

                    Merits: Area Of Expertise 1 (Heavy Metal), Interdisciplinary Specialty 1 (Heavy Metal), Professional Training 5 (Heavy Metal God: Expression, Socialize, Intimidation), Contacts (Celebrities, Fans), Fame 2, Inspiring 3, Iron Will 2, Resources 4, Striking Looks 2 (Blacker Than The Blackest Black), Table Turner 1

                    Willpower: 26
                    Defense: 11
                    Initiative: 13
                    Speed: 30 In Human Form, 50 In God Form
                    Health: 15 In Human Form, 25 In God Form
                    Size: 6 In Human Form, 16 In God Form
                    Potency: 10

                    Weapons/Attacks

                    Metal Fists [+0L, Melee, 13 Dice]
                    Blast (Electric Guitar) [+0L to +5L, Maximum 100 Yards, Presence + Expression + Heavy Metal, 20 Dice]
                    Flaming Battle Axe [+4L, Melee, 14 Dice]
                    Psychokinesis [+5L, 13 Dice]

                    Ban 1: Can only use Blast with Electric Guitar

                    Ban 2: Must answer any challenges to his badassery

                    Ban 3: Must help for one scene whoever impresses him in a musical duel

                    Ban 4: Must stick it to The Man at the end of every scene he is in

                    Bane 1: Being laughed off the stage

                    Bane 2: Calm music

                    Dread Powers: Elemental Fury*, Elusive*, Fire Elemental, Hideous Strength*, Immortal, Influence (Badassery 1), Madness And Terror, Monstrous Resilience, Numen (Aggressive Meme, Blast [Electric Guitar], Hallucination [Special Effects], Rapture), Psychic Talent* x 1 (Psychokinesis 5, Advanced 3, Epic 2 [Fire]), Regenerate 1, Unbreakable, Price Of Power* x 6

                    *Elemental Fury: Baphometalos has Influence (Storms) 5. When using this Influence, he can affect an area as large as his Potency in diameter in miles.

                    *Elusive: Creatures with this Dread Power only ever appear on camera as a blurred silhouette of their actual shape. Humanoid monsters can easily be mistaken for humans or upright bears, while unusually large creatures blend into the scenery. Humans have a hard time remembering exact detail about creatures they encounter. Rolls to accurately describe or recall such events are made at a –3 modifier.

                    *Hideous Strength: The creature’s might is truly formidable; by spending a point of Willpower, the Horror can increase its Strength by its Potency until the end of the scene. Furthermore, it adds its Potency as automatic successes on Strength + Stamina rolls made to perform a feat of strength, such as lifting a massive object or breaking free of restraints.

                    *Psychic Talent: Creatures with this dread power are endowed with great powers of the mind. Each dot in this Dread Power grants a creature a number of Merit dots equal to its Potency. These Merit dots may be used to purchase Supernatural Merits.

                    *Price Of Power: By taking on an additional Ban or Bane, an entity can increase its repertoire of abilities. Each additional Ban or Bane can give it one of the following.

                    * Two Numina, Influence dots, or Manifestations.
                    * An increase of its maximum Essence pool by 5.
                    * A Dread Power.

                    An entity may take this Numina a number of times equal to its Rank.
                    I changed which parts have Spoilers to fit the standard format for this thread. Also when I picture the use of Heavy Metal Blast I am picturing something to the affect of opening the Ark of the Covenant in Raiders of the Lost Ark, faces melting because of the sheer awesome display.
                    Last edited by Pale_Crusader; Yesterday, 12:10 PM.


                    “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                    "Virescit Vulnere Virtus" ~ Stewart Clan Motto

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