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  • Deionscribe
    started a topic Homebrew Beast Merits

    Homebrew Beast Merits

    Yep. Here's my Beast edition for Homebrew Merits. Expect a lot of the Beast (and Hero stuff) that Arcanist and I are brewing up to appear here in this thread. As always, constructive critique and contributions are appreciated.

    BEAST MERITS


    Ancient Horror ( to •••••) By Arcanist and Deionscribe
    Prerequisites: Beast
    Effect: Perhaps your Horror is particularly powerful, or has been around since ancient times and may have incarnated over several generations. Either way, this makes you more powerful than other Children of your standing, and to the dismay of those you direct your Hunger upon. You add your dots in this Merit to your effective Lair rating for the purpose of determining the power of your Atavisms and Nightmares.

    Drawbacks: You don't just cause ripples in the Primordial Dream. You create tidal waves. And the strength possessed by your Horror makes it harder for you to sate its Hunger. You add your dots in this Merit to your effective Lair rating for the purpose of losing Satiety, as well as to all attempts made by Heroes to track you.


    Dark Walker (o to ooo) By Deionscribe
    Prerequisites: Resolve 3
    Effect: You are well-versed in traversing both the Primordial Pathways and other supernatural passages, and can open any one of them with ease. For each dot you possess in this Merit, you gain a +1 bonus to Opening Pathways and using Skeleton Key.


    Dark Walker (Advanced, oo) By Deionscribe
    Prerequisites: Dark Walker
    Effect: Your ability over supernatural gateways has grown to the point that it requires less effort for you to open them. When rolling to open a Primordial Pathway or use Skeleton Key, you gain an Exceptional Success at three successes instead of five.


    Find a Vein (• to •••••) By Satchel
    Prerequisite: Presence or Stamina rating of [Merit dots + 2]
    It is in the nature of the Begotten to feast, but the hungers of their kin tend to be more rarefied. A Beast with this Merit can provide for their family with a bit of effort, tapping into currents of stray supernatural energy that lie buried within the Primordial Dream called Veins.

    A Beast seeking to draw upon a Vein must first have room in their Lair to add a Chamber and possess the Family Ties Condition with a supernatural being capable of storing the energies they wish to draw forth. Having met these conditions, the Beast must satisfy their Hunger upon one or more similarly resonant supernatural beings with an act whose Satiety potential is 7 or higher in the presence of one or more of their Lair Traits and spend a point of Satiety as though adding a Chamber to the Lair; this confluence of metaphysical appetite is enough to bring forth a Vein of the appropriate supernatural energy in the Lair of the Beast and her brood.

    For the rest of the story, a pool of [dots in this Merit + Beast's Occult rating] points of an appropriate supernatural power currency runs through the Lair. This pool refreshes at the same rate as the Beast normally would lose Satiety over time and can be refreshed at will with the expenditure of a dot of Satiety.

    This pool can be accessed from any Chamber in the Lair, but for every Burrow between a Chamber and the shortest route to the Beast's Heart, subtract one point from the pool of available power currency, to a minimum of zero; the last crumbs of the Begotten's meal must be scraped together from within the Heart itself. Supernatural beings with the Family Ties Condition tagged to the Beast mitigate this reduction of the pool by [Supernatural Tolerance/3 rounded up] points, though this does not increase the pool's maximum capacity; the bonds of Kinship permit the supernatural energies to flow more readily, but no amount of metaphysical closeness will change the amount of sustenance to be had. Any supernatural being that partakes of the feast subtracts one Door from Social Maneuvering attempts by the Beast to place the Family Ties Condition on them.

    Redefining the Burrows in a Lair with a Vein removes the Beast's Occult rating from the pool's maximum size until the next chapter. A Vein counts as a Chamber for the purposes of available slots in a given Beast's Lair, and tapping a Vein counts as adding a Chamber. At the end of the story, the Vein sinks back into the Dark Dream, though the Beast can prevent this from happening for the length of another story with the expenditure of a Willpower dot, which does not count as adding a Chamber to the Lair for the purposes of expanding the Lair but still fills an available Chamber slot.


    Invade Dream (ooo or ooooo) By Deionscribe
    Prerequisites: Meditative Mind 4
    Effect: After performing a successful meditation, you can choose to sate your Hunger by Inflicting Nightmares. The three-dot version lets you target people at random within the radius of your Horror's hunting ground. The five-dot version, however, allows you to focus your Horror's predations on a character of your choice, provided they are within range and in a deep state of consciousness.

    Drawback: You still run the risk of drawing the attention of Heroes on a dramatic failure or an exceptional success.



    Marrow Feeder (o to ooooo) By mp122984
    Effect: You gnaw on your victim's shock, consuming every scrap of fear and anguish. When attempting to feed, reduce your effective current Satiety Level by your dots in this Merit for the purposes of determining whether you roll the Satiety potential as a dice pool.

    Drawback: Gnawing the very bones takes energy and raises your Horror's expectations. When making a roll to feed, automatically convert a Failure to a Dramatic Failure.


    Mother's Feast (••••) By Deionscribe
    Prerequisites: Beast
    Effect: As a Beast further explores his Kinship, he learns to convert the substance of his own energies into a form usable by his lesser cousins. This is done by expending a dot of Satiety while making skin-to-skin contact with the intended recipient. Each dot spent translates to points of supernatural energy (i.e: Essence, Glamour, Mana) equal to his Lair rating. The target must have the Family Ties Condition from the Beast to be elligible for Mother's Feast.

    Mortals with Supernatural Merits also benefit from this, regaining Willpower through it. At Storyteller discretion, however, Mother's Feast may instead confer points in a different sort of energy, such as Ephemera for Psychic Vampires, glamour for Fae-Touched, and Essence for certain Wolf-Blooded.



    HERO MERITS


    Arête ( to •••••) By Arcanist
    Prerequisite: Hero
    Effect: A paragon amongst ordinary men and women, capable of pushing their abilities beyond the merely human. Choose a Skill when purchasing this Merit, and when using that Skill apply dots in this Merit as a bonus to the roll. This can take a Skill above their normal limitations.

    Drawback: Not even Heroes are entirely immune to flaws of personality, and when a Skill is magnified, so are these potentially fatal flaws. When purchasing this Merit, describe an Integrity Breaking Point that relates to the Hero’s Legend and the Skill chosen. Every dot in this Merit levies a -1 penalty to the Breaking Point roll.


    Dragon Slayer ( to •••••, Style) By Arcanist and Deionscribe
    Prerequisite: Hero
    Effect: No matter where they are, no matter who they are, Heroes are the bane of a Beast's existence. Their Gifts can quickly overwhelm even the most resilient of Broods, provided they have enough experience (and a little bit of luck) to weaken them right away. Over the course of their Quests, however, some Heroes become particularly skilled in hunting the Children of the Dark Mother. Most Beasts who come across such individuals seldom walk away alive, much less unscathed.

    () - Relentless Pursuit: The greatest Heroes were able to pursue even the most elusive of Beasts to the furthest edges of the world. No matter where the Children ran, they seldom stayed hidden for long . The Hero adds his dots in Dragon Slayer to all Heroic Tracking/Stalking Rolls

    (••) - Hunter's Fortitude: Once the Hero has laid eyes upon his quarry, he becomes more driven to slay it before it can harm innocents. All rolls made against Beasts the Hero has successfully Tracked or Stalked are Exceptional at three successes

    (•••) - Weapon Master: Sometimes, it takes more than one legendary weapon to lay low a Beast. And the seasoned Hero who realizes this truth soon has a potent arsenal at his disposal. He may now possess a number of Chosen Blades up to his dots in this Merit. He must still fulfill the usual prerequisites for each additional purchase of the Gift.

    (••••) - Fatal Flaw: After having acquired much experience in slaying the Begotten, the Hero's knack for 'finding' their weaknesses is honed into a fine edge. He may roll Wits + Occult in a Clash of Wills against a Beast with Low or High Satiety. On a success, he may force an Anathema upon him.

    (•••••) - Heroic Valor: The greatest Heroes are the stuff of nightmares for lesser Beasts, and have the potential to fight on equal footing against a Beast Incarnate. Attacks against Beasts now gain the rote action quality. If he receives the rote quality from other sources, he benefits instead from the Steadfast Condition.

    Note: The Dragon Slayer Merit was taken from a scrapped Hurt Locker concept.


    Hallowed Blade (ooo) By Deionscribe
    Prerequisites: Chosen Blade
    Effect: The Hero has become well-versed in his weapon that it has been further imbued by their connection. A Hallowed Blade increases its damage bonus by 2 instead of 1, removes all Initiative penalties, and benefits from the 9-again quality. If it receives 9-again from another source, it gains 8-again instead. If the Hero possesses multiple Chosen Blades, he may purchase this Merit for each additional weapon.


    Heroic Resolve ( to •••••) By Arcanist
    Prerequisite: Hero
    Effect: The great Heroes of myth and legend are not easily susceptible to the powers of their opponents, able to shrug off the crippling terror that can paralyze mere mortals with relative ease. Apply dots in this Merit as an effective Supernatural Potency Trait for the purposes of resisting various supernatural powers. At Storyteller discretion, this can act as a bonus to certain Supernatural Merits or Heroic Gifts
    Last edited by Deionscribe; 03-04-2017, 05:48 AM.

  • GibberingEloquence
    replied
    Dark Walker Style (• To •••••) [Original Concept By Deionscribe]
    Prerequisites: Beast

    (•): Add [Style Rating] to rolls for Primordial Pathways and Skeleton Key.

    (••): The Beast has 8 Again for Primordial Pathways, or Rote Quality if he is in a location with Lair Resonance. For Skeleton Key, he has 8 Again as well, or Rote Quality if he has Family Ties with a supernatural entity linked to the otherworldly realm beyond the gateway.

    (•••): The Beast no longer needs to spend a point of Willpower for rolls involving Primordial Pathways and Skeleton Key. However, he may spend it anyway to make the roll become reflexive in the case of Primordial Pathways. For Skeleton Key, this allows the gateway to remain open for hours equal to Successes rather than turns, and the Beast may reflexively close and reopen it during this time.

    (••••): When achieving an Exceptional Success to open a Primordial Pathway, the Beast can reflexively change its starting and end points during the scene, allowing him to freely explore the Primordial Dream and the otherworldly realms connected to it. When achieving an Exceptional Success to use Skeleton Key, he can add that gateway to a list with a maximum number of [Style Rating + Occult]. Whenever two gateways are part of this list, the Beast can enter one and emerge out of the other regardless of intervening distance. The gateways in this list may be redefined at the start of each Chapter.

    (•••••): Whenever travelling through the Primordial Dream and the otherworldly realms connected to it as part of a Feeding, the Beast may spend 1 Willpower to forego the usual roll for Satiety Potential and score automatic Successes equal to his [Occult].

    Gigantic Stride (Style, • To •••)
    Prerequisites: Beast, Looming Presence Atavism, Sealed Exits Lair Trait, Intimidation •••, Family Ties With A Monster Who Is Very Hard To Escape From, Lair Equal To Merit Rating

    (•): Decrease your effective Satiety by [Style Rating] for the purposes of Looming Presence.

    (••): Whenever your character participates in a Chase and his effective Satiety is Low for Looming Presence, he gains a bonus equal to Intimidation and Rote Quality.

    (•••): Whenever your character spends Satiety for Looming Presence, make a reflexive roll of Presence + Intimidation + Lair. Instead of gaining +10 Speed, you multiply your Speed by [Highest Between Successes And Lair] + 1. Also, for the rest of the scene, any supernatural attempt to escape from you triggers a Clash Of Wills. Lastly, if you are inside the Lair or otherwise merged with your Horror and take advantage of how inescapable you are for Feeding your Hunger, you can forego the usual roll of Satiety Potential in order to score automatic Successes equal to [Intimidation].

    Tenfold Armored Hide (Style, • To •••)
    Prerequisites: Beast, Stamina •••, Unbreakable Atavism, Exposed Lair Trait, Family Ties With A Monster Who Is Hard To Kill, Lair Equal To Merit Rating

    (•): Decrease your effective Satiety by [Style Rating] for the purposes of Unbreakable.

    (••): Whenever your Beast's effective Satiety is Low for Unbreakable, any close quarters combat roll made against him which is reduced to zero damage suffers an additional negative effect based on the Skill. Brawl rolls inflict 1 Lethal Damage on the opponent. Weaponry rolls inflict [Stamina] in Structure Damage to the weapon that bypasses Durability.

    (•••): Whenever the Beast spends Satiety for Unbreakable, he increases his Armor by 1/1 for each dot of Stamina during this scene. Anyone who makes an attack against the Beast as described in the previous Maneuver must make a reflexive roll of [Resolve + Composure] vs the Beast's [Stamina + Intimidation] or suffer the Frightened Condition.

    Nightmarish Legions (Style, • To •••)
    Prerequisites: Beast, Terror's Friend Atavism, Thralls Lair Trait, Intimidation •••, Family Ties With A Monster Who Commands Or Summons Thrall-Like Entities, Lair Equal To Merit Rating

    (•): Decrease your effective Satiety by [Style Rating] for the purposes of Terror's Friend.

    (••): Whenever your character enters combat and his effective Satiety is Low for Terror's Friend, he can impose the Thralls Lair Trait without spending 1 Willpower, once per scene. He foregoes the usual roll, but scores 1 automatic Success. He also adds Intimidation to his Resolve for determining how many turns the Primordial Pathway lasts. Lastly, non-Thrall allies gain bonus dice equal to the Beast's [Intimidation], rather than just +2.

    (•••): By spending Satiety for Terror's Friend, the character has Thralls equal to his entire [Lair] for the rest of the scene. Furthermore, his Thralls have an effective Skill for all rolls to protect and obey the Beast equal to his [Intimidation], and can mimic an additional Atavism. Lastly, any supernatural attempts to control his Thralls and other allies must contend with a Clash Of Wills, which gains a bonus equal to [Intimidation].

    Mountains Of Ashes (Style, • To •••)
    Prerequisites: Beast, Dragonfire Atavism, Burning Lair Trait, Athletics •••, Family Ties With A Monster Who Controls Fire, Lair Equal To Merit Rating

    (•): Decrease your effective Satiety by [Style Rating] for the purposes of Dragonfire.

    (••): Whenever your character's effective Satiety is Low for Dragonfire, he is considered to have Influence (Fire 3). No roll is involved: the Beast scores automatic Successes equal to [Athletics] while unopposed, but is limited to a radius of [Horror's Finesse X 2] in meters. Mundane attempts to outmaneuver, remove and navigate through the ensuing Environmental Tilts suffer a penalty equal to [Athletics]. Supernatural attempts trigger a Clash Of Wills.

    (•••): Whenever your character spends Satiety for Dragonfire, the normal Ranges are replaced by a flat maximum Range of [Horror's Finesse X 10] meters, which does not inflict dice penalties and stacks with Influence (Fire 3). This lasts for the scene. Furthermore, attacking with Dragonfire now benefits from Rote Quality during this turn. Lastly, if you are inside the Lair or otherwise merged with your Horror and take advantage of the flames for Feeding your Hunger, you can forego the usual roll of Satiety Potential in order to score automatic Successes equal to [Athletics].

    Magnificent Hoard (• - •••, Style)
    Prerequisites: Beast, All That Glitters Atavism, Hoard Lair Trait, Persuasion •••, Lair Equal To Merit Rating

    The stories are blooming with imagery of the dragon, reclining on his mound of gold coin; of the sirens tending to lost temples, replete with sunken copper; of modern plutocrats smothering their underlings through the stifling power of green paper, silver, and electricity. Wealth is resonant with the Begotten, and a lot of them learn to manipulate it in mystical ways.

    (•): The Beast has Advanced Direction Sense for items represented by the Hoard Trait, even after they are brought into the real world. Resisting the urge to steal from his Hoard requires a roll of Resolve + Composure - the Beast's Persuasion during each hour that the trespassers remain within the Lair. The Beast lowers his effective Satiety for All That Glitters by [Style Rating]. Supernatural attempts to surreptitiously remove items from the Hoard trigger a Clash Of Wills.

    (••): When the Beast's effective Satiety is Low for All That Glitters, he can roll Manipulation + Persuasion + Lair to reshape and transmute items of his Hoard into any mundane Resources and Equipment he can imagine. Each Success creates one instance of such valuables, with a Cash Rating or Equipment Bonus equal to [Persuasion]. These valuables last for a number of days equal to [Lair] inside the real world, rather than hours. This can be used as Soft Leverage in Social Maneuvering.

    (•••): Once per Chapter, when using the Second Maneuver, the Beast can make such valuables become fully real and thus last indefinitely outside the Lair by spending 1 Satiety. He can open a Primordial Pathway to any location containing items from his Hoard regardless of intervening distance, with a bonus to the roll equal to his Persuasion. If using such Primordial Pathways in order to Feed his Hunger, he can forego the usual roll for Satiety Potential and score automatic Successes equal to [Persuasion].

    Eyes In The Dark (Style, • To •••)
    Prerequisites: Beast, Survival •••, Needs Must Atavism, Mirages Lair Trait, Family Ties With A Monster Who Can Pierce Mystical Illusions And Falsehoods, Lair Equal To Merit Rating

    (•): Decrease your effective Satiety by [Style Rating] for the purposes of Needs Must.

    (••): Whenever your Beast's effective Satiety is Low for Needs Must, she does not need to mark a target which is visible and within her immediate vicinity. She can mark any target which could raise her Satiety within a radius of [Horror's Finesse X 10] meters. If there is a Clash Of Wills involved, the Beast gains a bonus equal to [Survival]. The Beast can have a more specific notion of how and why the target might increase her Satiety with a reflexive roll of Wits + Survival + Lair, with Rote Quality.

    (•••): Whenever the Beast spends Satiety for Needs Must, she is not limited to borrowing the senses of a living target for [Lair] minutes per day. The Beast adds the target to a list with a maximum number equal to [Horror's Finesse + Survival]. She can borrow the senses of such targets indefinitely and return to her own perceptions at will. Once per scene, the Beast can inflict the Mirages Lair Trait around the target, and has exact control over what they will perceive.

    The penalty for identifying illusions is increased to -5, and if the target has a supernatural ability to pierce illusions, they must succeed on a Clash Of Wills against the Beast, who gains a bonus equal to [Survival]. The Beast must still spend 1 Willpower, but foregoes the usual roll in order to score an automatic Success and adds Survival to his Resolve for determining how many turns the Primordial Pathway lasts. If taking advantage of these remotely controlled illusions to Feed his Hunger, the Beast can forego the usual roll for Satiety Potential to score automatic Successes equal to [Survival].
    Last edited by GibberingEloquence; 07-25-2020, 10:05 PM.

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  • Krat05
    replied
    I have an easier time coming up with ideas than doing the mechanics. That said, these are good questions to ask.

    Weird Hunger: when I initially made this Merit I think I was thinking about it more as a story element than in the mechanics sense. For how it's reflected mechanically, perhaps you get less satiety from each feeding. A half, a third, two dots less satiety from each feeding?

    A Chamber of Your Own: vulnerable to anathema. What this means (I really should have made sure that I clarified this in the write-up of the Merit) is that anathema can be placed upon them as if they were Begotten. How the anathema work once placed? Well I remember reading that anathema impact a Begotten's healing factor, this Merit does not come with a healing factor & does not assume there's a healing factor in the character, so we can't use that. How about ramping up the damage inflicted, to lethal if it wouldn't be otherwise, & by adding some more dice if it is automatically lethal?

    Ritemaster: thinking about it, I feel like should shave a necessary die for every time this Merit is bought, but I'm not so sure that would work. Exceptional Success on 3 dices instead of 5 sounds like it could work, but it's not exactly what I was thinking of. When I made this Merit I was aiming for something that made it harder to fail at an Obcasus Rite.

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  • wyrdhamster
    replied
    Originally posted by Krat05 View Post
    A Chamber of Your Own ●●●
    Prerequisite: human
    Effect: you have a chamber all your own in the Primordial Dream. Cannot be taken over by an Insatiable as it's just a single Chamber all by itself, & Insatiables need Lairs. Can be incorporated into a Hive with no ill effects. There are a couple (?) of Lair Traits attached to it, with all the normal applications of Lair Traits.
    Drawback: vulnerable to anathema. The Chamber does need to be fed (choose an emotion {fear, anger, sadness, joy, etc.} you use this emotion to feed your Chamber). The Chamber can be assimilated into the Lair of a Begotten who knows what they're doing, however this does have negative repercussions for you.
    I cannot understand how it's vulnerable to Anathema mechanics - can you more clearly describe it to me?

    Originally posted by Krat05 View Post
    Weird Hunger ●
    Prerequisite: Begotten
    Effect: feeds off some emotion other than fear. Examples: anger, sadness, joy, awe, hate, anxiety, disgust, interest, nostalgia, etc.
    Drawback: makes it harder to communicate with other Begotten. Plus, a Begotten's capabilities are geared towards creating fear, first & foremost. Your different hunger makes it harder to feed your satiety.
    HOW it's reflected mechaniclly? Some minuses to normal Feeding rolls? What are the rules for it?

    Originally posted by Krat05 View Post
    Ritemaster ●●
    Prerequisites: Begotten; Obascus Rites
    Effect: You have successfully performed an Obascus Rite multiple times & gained a deeper understanding of the rite in question. You automatically have better skill at performing this rite.
    Special: You can take this Merit multiple times, amping up the ease with which you can use one specific rite, or adding it to a different rite each time.
    What does 'You automatically have better skill at performing this rite' exactly mean? You get Exceptional Success on 3 dices instead of 5? What are mechanics of those Merits?

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  • Krat05
    replied
    A Chamber of Your Own ●●●
    Prerequisite: human
    Effect: you have a chamber all your own in the Primordial Dream. Cannot be taken over by an Insatiable as it's just a single Chamber all by itself, & Insatiables need Lairs. Can be incorporated into a Hive with no ill effects. There are a couple (?) of Lair Traits attached to it, with all the normal applications of Lair Traits.
    Drawback: vulnerable to anathema. The Chamber does need to be fed (choose an emotion {fear, anger, sadness, joy, etc.} you use this emotion to feed your Chamber). The Chamber can be assimilated into the Lair of a Begotten who knows what they're doing, however this does have negative repercussions for you.

    Weird Hunger ●
    Prerequisite: Begotten
    Effect: feeds off some emotion other than fear. Examples: anger, sadness, joy, awe, hate, anxiety, disgust, interest, nostalgia, etc.
    Drawback: makes it harder to communicate with other Begotten. Plus, a Begotten's capabilities are geared towards creating fear, first & foremost. Your different hunger makes it harder to feed your satiety.

    Astral Roots ●●
    Prerequisite: Begotten
    Effect: whatever Astral realm that you possessed before your Devouring did not collapse upon your Devouring. It is linked to your Lair via a small doorway in one of the Chambers in your Lair.
    Drawback: the link between your Lair & your Astral realm goes both ways, & you are not the only one who can use it. Anyone capable of getting into one of these two spaces & finding the door to the other can get into the other one. Also, your ability to perceive what's happening at either door is rather fuzzy, meaning this is very much a blind spot.

    Ritemaster ●●
    Prerequisites: Begotten; Obascus Rites
    Effect: You have successfully performed an Obascus Rite multiple times & gained a deeper understanding of the rite in question. You gain a permanent +1 modifier for performing this Obascus Rite.
    Special: You can take this Merit multiple times, amping up the ease with which you can use one specific rite, or adding it to a different rite each time.

    Not sure about the costs.
    Last edited by Krat05; 06-18-2020, 09:04 PM. Reason: Changed "bonus" on Ritemaster to modifier.

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  • GibberingEloquence
    replied
    The Worst Thing In The World (• To •••)
    When you inflict a Nightmare upon someone suffering from a Persistent Condition based on fear, you may increase your effective Satiety by [Merit Rating] and spend Willpower instead of Satiety. The latter effect is considered a variant of Lair Resonance, and thus consumes one of your [Lair] slots this scene. The Nightmare and the Persistent Condition must be symbolically related. For example: someone with a Persistent version of Frightened toward spiders would be a valid target for Bugs Everywhere.

    With the 2 dot version of this Merit, individuals suffering from non-Persistent Conditions are also valid targets, but the symbolic link must still be significant. With 3 dots in this Merit, the Beast no longer needs to target someone with a symbolically fitting Condition. However, if the target is suffering from such a Condition regardless, the Nightmare receives 9 Again. If the Condition is Persistent, the Nightmare receives 8 Again. If the Nightmare already has 8 Again for some reason (e.g. the High Satiety Effect of Behold My True Form), then the Beast benefits from Rote Quality instead.
    Last edited by GibberingEloquence; 07-06-2020, 01:40 AM.

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  • GibberingEloquence
    replied
    Your Mother's Claws (Style, • To •••••)
    Prerequisites: Beast, Wits 3, Occult 2, Lair 2+

    (•): Whenever you succeed on a roll for Family Resemblance, you may ask a number of yes/no questions about the target equal to [Style Rating]. You also add [Style Rating] on Clashes Of Wills involving Family Resemblance. These questions must be related to the target's Family or equivalent trait in some way. On an Exceptional Success, the Beast may also ask questions about the target's Hunger or equivalent trait. This Maneuver can help a savvy Beast prepare an opportunity for a Family Dinner.

    (••): By spending 1 Willpower upon using the previous Maneuver, each answer receives one sentence of additional context. This does not add +3 to the roll and may only be done once per scene.

    (•••): The Beast achieves Exceptional Success with 3 Successes when rolling for Family Resemblance. If he has Family Ties with at least one monster of the same overall type as the one he is observing, add [Occult] to the number of questions the Beast can ask.

    (••••): The Beast gains an indefinite bonus of [Style Rating/2 Rounded Up] to Satiety Potential for any Feeding where the target is a supporting actor. The Beast has a maximum number of other monsters who give him this bonus equal to [Style Rating + Occult]. This list can be redefined at the start of each Chapter. Furthermore, whenever the Beast participates in a Family Dinner involving such monsters, he gains a positive Condition on top of the Satiety, such as Steadfast or Inspired.

    (•••••): The Beast may now use Family Resemblance to scent out monsters in addition to identifying those she is already observing. This stacks with previous Maneuvers. Rolling normally, she may become aware of the shortest path towards a creature fitting up to (Successes) criteria on the same plane of existence, chosen from the list below. If she fails, she still becomes aware of a nearby monster, but has no particular information as to its nature. If she dramatically fails, instead a nearby monster becomes aware of her curiosity and locale.

    - Kinship: The Beast may select a kind of supernatural entity she is aware of, such as "vampire," "changeling," "sasquatch," "moth-creature," etc.
    - Power: The Beast may search for a creature whose Supernatural Tolerance trait is significantly lower than their Lair, about the same, or significantly higher.
    - Satiety: The Beast may search for a creature who is well-fed (70% of their resource pool or more), starving (30% of their resource pool or less), or neither.
    - Family: The Beast may search for specific Families, rather than simply looking for "Beasts."

    On an Exceptional Success, the Beast may scent out even creatures on other planes of existence, and achieves Exceptional Success with 3 Successes on any roll for Primordial Pathways or Skeleton Key made to seek the creature out. Additionally, she gains access to the following criteria:

    - World: The Beast may search only a particular dimension of existence, such as "the Shadow," "Hedge," etc.
    - Talent: The Beast may search for a creature by their best supernatural talent, such as "good at mind control," "extremely hard to injure," and so on.
    - Hunger: The Beast may search for a Nemesis, a Tyrant or any of the other Hungers. If searching for a non-Beast, apply an equivalent trait (e.g. a Vampire who drinks blood from criminals, a Mage with an Obsession for the Astral).
    Last edited by GibberingEloquence; 07-06-2020, 02:16 AM.

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  • GibberingEloquence
    replied
    Colossal Horror (•• Or ••••)
    Prerequisite: Beast
    While inside the Lair or otherwise fused with the Horror, every dot of Horror Form you invest into Size gives +10 Size, up to five dots of investment. With the 4 dot version of this Merit, each dot invested into Horror Form gives +20 Size. Since your Corpus is equal to [Resistance Attribute + Trait Maximum Based On Lair], this humongous Size does not give extra Corpus.

    Instead, it simply allows you to make Brawl or Weaponry attacks from a distance of up to [Size] meters due to the absolutely massive reach of your horrific limbs. However, moving your monstrous bulk to hit from such a distance with enough speed requires considerable effort. This is represented as the Beast making an All-Out Attack.

    As a drawback, whenever a smaller opponent successfully Dodges this attack, you effectively suffer the Stunned Tilt. Any other effects must be bestowed by Atavisms or equivalent traits. At ST's discretion, other destructive Atavisms such as Titanic Blow and Dragonfire may also have their reach increased proportionally to your extra Size.

    In the edge case that an Atavism or similar ability requires the Beast to sacrifice Defense (e.g. Monster From The Deep), he does not need to choose between applying Colossal Horror or said Atavism; he benefits from both.

    Diminutive Horror (•• Or ••••)
    Prerequisite: Beast
    While inside the Lair or otherwise fused with the Horror, you are a fixed Size 1 and cannot invest dots of Horror Form into Size. Instead, you scurry and lurk around like a twitchy insect or mischievous imp. You may invest dots of Horror Form directly into Speed. Each dot thus invested increases it by +10, up to five dots of investment. With the 4 dot version of this Merit, each dot invested into Horror Form gives +20 Speed. Since your Corpus is equal to [Resistance Attribute + Trait Maximum Based On Lair], this minimal Size does not decrease your Corpus. Furthermore, you can move your full Speed reflexively once per turn and also make an Instant Action, such as Dexterity + Stealth. You can squeeze through most nooks and crannies, and you do not have to move in a straight line: you can zigzag, climb up walls and so forth.

    As a drawback, whenever you move your full Speed in one turn, you produce creepy and unsettling noises themed after your Horror which can alert others to your presence. They receive 8 Again for Perception rolls made against you in such cases. If they already have another instance of 8 Again (such as through Trained Observer 3), they benefit from Rote Quality instead.
    Last edited by GibberingEloquence; 04-12-2020, 02:06 PM.

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  • Tessie
    replied
    Hmm. I messed up in that they aren't dot rated (probably got it mixed up with Rites from WtF and Ceremonies from GtSE that both are dot rated). Still, most characters can only have a maximum fuel pool of 9. By using Epic Potential you can get your Presence/Stamina up to 6, and thus the Find a Vein Merit is limited to 4 dots, with an additional +5 from Occult dots.
    6 Attribute dots, 5 Merit dots and 5 Skill dots is quite an investment. Plus technically another 2 Merit dots for Obcasus Initiate.

    I would recommend reducing the cost to equal the penalty that most Rites have on each level (3/4/6/8), or something like 3 plus one additional point per level above Basic Rites (3/4/5/6), or even using a flat cost of 4 or 5 points regardless of level. The cost should compare to the benefit, and the benefit of a single automatic success already decreases for each level because its impact gets smaller when the target number increases. Having a scaling cost only means you're not going to use it for the higher Rites, when it's those you have the most trouble succeeding with and should want to use this kind of advantage with.

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  • GibberingEloquence
    replied
    Originally posted by Tessie View Post
    Isn't that way too expensive? A two dot Rite would require a Lair rating of 6+ in order to be able to raise your Attributes, Occult and Merit ratings high enough to have enough of the fuel without having to refuel while performing the ritual. A three dot Rite would require a Lair rating of 10. Four and five dot Rites are impossible to boost without refuelling so you can spend more then your pool would allow. That's a lot of fuel on top of the Merit's significant drawback for a single automatic success.
    By level I meant [Basic / Intermediate / Advanced / Epic], which would require [5 / 10 / 15 / 20] Vein points, respectively. But yeah, I get you. I'll lower it.

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  • Tessie
    replied
    Originally posted by GibberingEloquence View Post
    By spending units of metaphysical energy from the Vein equal to [Level of the Obcasus Rite x 5], you achieve 1 automatic Success on the next roll of the Extended Action, plus the result on the roll, effectively lowering your threshold for Exceptional Success to 4.
    Isn't that way too expensive? A two dot Rite would require a Lair rating of 6+ in order to be able to raise your Attributes, Occult and Merit ratings high enough to have enough of the fuel without having to refuel while performing the ritual. A three dot Rite would require a Lair rating of 10. Four and five dot Rites are impossible to boost without refuelling so you can spend more then your pool would allow. That's a lot of fuel on top of the Merit's significant drawback for a single automatic success.

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  • ajf115
    replied
    Originally posted by GibberingEloquence View Post
    Oh it is not meant to be permanent. Once you Feed your Hunger on your Kin as described in the Merit, your Hunger returns to normal. I'll edit it.
    That makes a lot more sense. It did seem a little punishing.

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  • GibberingEloquence
    replied
    Originally posted by ajf115 View Post
    If I can weigh in, I might suggest putting a time-limit on the whole 'getting a taste for Kin' thing, rather than making it permanent.
    Oh it is not meant to be permanent. Once you Feed your Hunger on your Kin as described in the Merit, your Hunger returns to normal. I'll edit it.

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  • ajf115
    replied
    Originally posted by GibberingEloquence View Post
    Satchel Any thoughts on the Merit I posted right above? I'm curious about how you would do it, since you're the one who wrote Find A Vein.
    If I can weigh in, I might suggest putting a time-limit on the whole 'getting a taste for Kin' thing, rather than making it permanent.

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  • GibberingEloquence
    replied
    Satchel Any thoughts on the Merit I posted right above? I'm curious about how you would do it, since you're the one who wrote Find A Vein.

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