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Hero: The Quest [New Template]

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  • Hero: The Quest [New Template]

    Actually, it's more of a template hack. But I suppose it still means the same thing.

    To clarify, all of this was Arcanist's work, which he thought up as part of all the Beast-related material that he and I are putting together. As you can expect, this thread will probably be where we will be setting up a rule hack that makes Heroes into playable characters. It may even reach the point where I'll have to put together a GDoc. Until then, everything that gets thought up on (playable) Heroes will go into this corner. As always, critique and contributions are appreciated.

    New Gifts

    Champion's Regeneration: The Hero's healing factor is enhanced. They heal 1 bashing each turn, 2 lethal per day and 1 aggravated every 3 days. By purchasing this Gift a second time, they can use the Regenerate Dread Power, with a rating equal to Heroic Resolve.

    Dream Walker: The Hero is capable of doing more than simply observe the surface of the Primordial Dream, and with an exertion of Willpower may take the plunge beneath the surface. The character spends a point of Willpower upon successfully meditating or foregoes regaining Willpower from rest in order to dream lucidly. The Hero enters the Primordial Dream, and is capable of wandering the local Hive. Attempting to enter a Beast’s Lair warrants a Clash of Wills, but they may invade Lairs this way. The Hero uses a normal Dream Form. If this Gift is selected a second time, they possess a Dream Form like a Beast’s Horror. At Storyteller Discretion, the Hero can travel the Temenos, Anima Mundi, and the Oneiroi of various mortals.

    Lightning Dodge: The Hero has seen that many Beasts have more than just claws and fangs, and learned how to sidestep their venomous projectiles and fire breaths. They apply their Defense against ranged attacks, and triple their Defense when Dodging. Penalties to Defense for multiple attacks receive in one turn and so on are still applied.

    Trophy: Heroes from mythology are known for gaining powerful weapons from the corpses of their monstrous foes- Heracles had the Learnean Hydra’s poisonous blood and the Nemean Lion’s impenetrable hide. Other myths describe weapons and armour made from dragon bones, scales, and teeth, amongst other things. Either way, the Hero is capable is taking up some of the power of the Primordial Dream. Whenever they kill one of the Begotten, the Eidolon may take up an Atavism possessed by the Beast. They possess an effective Lair rating of 1 (which can be increased for every additional time they purchase the Atavism). This stacks with the benefit of Heroic Resolve. They can use the Low Satiety effect of an Atavism by spending a point of Willpower, and the Satiety Expenditure Effect by burning a decade of stolen life.

    True Aim: All Firearm and Athletics rolls made for ranged attacks receive the 9 Again quality and +2 dice (which stacks with other sources of 9 Again to become 8 Again). All Perception penalties, such as darkness and distance, are reduced by 3.

    Wisdom From Fear: Perhaps the oldest Gift of more driven Heroes, this power calls back to days before humanity lost their ability to innately sense the Primordial Dream and when Beasts could inflict nightmares voluntarily, instead of as the last resort of a starving and desperate Horror. In any Scene where they have encountered one of the Begotten, they gain a Beat. Should they succeed in actually killing a Beast they gain the Beast’s Lair in Experiences to distribute towards Merits, Skills, or Attributes relating to the lessons and fears exemplified by the dead Beast. If this Gift is selected a second time, the Hero may teach another mortal the lessons they have learned, transferring them Beats or Experiences as appropriate.


    Becoming a Champion

    The greatest of the Begotten are the Incarnate, living legends, the true creatures of myth. Possessed of powers that normal Beasts cannot equal, the Incarnate are monsters nearly unequaled in the Chronicles of Darkness. But even the Beast Incarnate may fall, and when they do, the great Hero that lays them low may themselves ascend. Heroes who already possess a dozen Gifts sometimes fail to acquire them upon making another kill- sometimes they find themselves elevated from a mere Hero to a true demigod. When such a herculean Hero kills a Beast, roll the dead Beast’s Lair. On a Success, they simply gain another Gift, but on an Exceptional Success they become a Champion, gaining the following benefits:
    • Impeccable Tracker: They gain a bonus to Track and Stalk Beasts equal to the Beast’s Lair rating.
    • Divine Durability: Their natural durability and rate of healing increases dramatically, enabling them to regenerate damage at the speeds below.
      • One Bashing per turn
      • One Lethal per 30 minutes
      • One Aggravated per two days
    • Stolen Immortality: Whenever an Eidolon kills a Beast they can expand their prospective lifespan exponentially instead of gaining a Gift. A decade per dot of Lair from Lair 1-5, and an extra 50 years per dot of Lair over 5. These bonuses are cumulative, so killing a Lair 10 Beast gives an Eidolon another 300 year.
    Champion Gifts


    [To be Added]
    Last edited by Deionscribe; 01-18-2017, 01:53 PM. Reason: Expanded Gift List. Moved Trophy from the Champion Section


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

  • #2
    How exactly is the Dream Form of a Hero with Dream Walker x 2 like a Horror? Beasts use the highest among their Intelligence/Strength/Presence as their Power and so forth, with an additional pool of dots equal to [Lair x 2] to be distributed among the 3 ephemeral Attributes and Size. What trait serves as the Hero's effective Lair for the purposes of Dream Walker? Perhaps their dots in the Heroic Resolve Merit that Arcanist wrote? As an aside, I like to imagine that dots of Heroic Resolve are also added to the Hero's Willpower dots, as if they were a Horror (the ones from CoD).

    What do Trophies look like? Mundane but ornate to mortals with no template and fantastical to those touched by the supernatural, like Atavisms?

    Also, I assume that when a Hero kills an Incarnate, they get an Exceptional Success with 3 Successes on the Lair roll for turning into a Champion.

    Can Trophies be brought into the Astral?
    Last edited by GibberingEloquence; 03-15-2016, 01:01 AM.


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

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    • #3
      Honestly, I didn't write enough clarity into these. Yes, Dream Walker x2 lets you use the highest Attributes for the simplified ones instead of just your Mental ones, with the additional pool of dots. Effective Lair would be the Heroic Resolve Merit, though I'm not sure if it would boost Willpower. That does sound like a great idea though.

      I imagine Trophies look mundane but ornate to mortals without template, and fantastical to those touched by the supernatural. As they're an object of the Primordial Dream, I can see a Hero in Dream Form being able to take their Trophies with them. So a dragon's tooth dagger might look like a carved sperm whale tooth or something. Though, now that I'm looking at it, I think that Trophy should really be a normal Hero Gift. Champions do deserve special Gifts, but I don't think Trophy is one of them.

      I do think that when they kill an Incarnate there should be a specific benefit, but I'm still not sure what it is. They definitely deserve kudos for taking out such a ludicrously powerful monster, but I'm not entirely sure if Exceptional Success with 3 Success is a big enough benefit.

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      • #4
        Originally posted by Arcanist View Post
        Honestly, I didn't write enough clarity into these. Yes, Dream Walker x2 lets you use the highest Attributes for the simplified ones instead of just your Mental ones, with the additional pool of dots. Effective Lair would be the Heroic Resolve Merit, though I'm not sure if it would boost Willpower. That does sound like a great idea though.

        I imagine Trophies look mundane but ornate to mortals without template, and fantastical to those touched by the supernatural. As they're an object of the Primordial Dream, I can see a Hero in Dream Form being able to take their Trophies with them. So a dragon's tooth dagger might look like a carved sperm whale tooth or something. Though, now that I'm looking at it, I think that Trophy should really be a normal Hero Gift. Champions do deserve special Gifts, but I don't think Trophy is one of them.

        I do think that when they kill an Incarnate there should be a specific benefit, but I'm still not sure what it is. They definitely deserve kudos for taking out such a ludicrously powerful monster, but I'm not entirely sure if Exceptional Success with 3 Success is a big enough benefit.
        Yeah. I have to agree, now, that Trophy should be a regular Gift.

        As for the benefits of killing an Incarnate, why not give a Hero the rote quality on his roll to become a Champion? Not to mention he gets additional Gifts equal to half the Incarnate's Lair (rounded down/up).

        Heck, maybe some of the Champion Gifts that could be thought up could involve the unique abilities Incarnates develop, or be essentially upgrades to regular Gifts.


        "My Homebrew Hub"
        Age of Azar
        The Kingdom of Yamatai

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        • #5
          Originally posted by Deionscribe View Post

          Yeah. I have to agree, now, that Trophy should be a regular Gift.

          As for the benefits of killing an Incarnate, why not give a Hero the rote quality on his roll to become a Champion? Not to mention he gets additional Gifts equal to half the Incarnate's Lair (rounded down/up).

          Heck, maybe some of the Champion Gifts that could be thought up could involve the unique abilities Incarnates develop, or be essentially upgrades to regular Gifts.
          Why not eliminate that roll altogether? Killing an Incarnate is epic.


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

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          • #6
            Originally posted by GottaGoFeast View Post
            Why not eliminate that roll altogether? Killing an Incarnate is epic.
            Yeah. That could work. And make the dice roll be the result of killing several ordinary Beasts and accumulating a large selection of Heroic Gifts.


            "My Homebrew Hub"
            Age of Azar
            The Kingdom of Yamatai

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            • #7
              Are these the Heroes who do nothing but kill Beasts, or are they going to have a greater quest? (In the latter case, it might be worth your while to look at the Questers from the Everlasting game - immortals whose lives and powers are defined by an ongoing purpose - with ordeals and lessons and temptations, which may include Beasts of course, along the way).

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              • #8
                Originally posted by SunlessNick View Post
                Are these the Heroes who do nothing but kill Beasts, or are they going to have a greater quest? (In the latter case, it might be worth your while to look at the Questers from the Everlasting game - immortals whose lives and powers are defined by an ongoing purpose - with ordeals and lessons and temptations, which may include Beasts of course, along the way).
                That's a good observation. Does this template hack allow Heroes with high Integrity? If yes, could they have a way of acquiring Gifts besides killing Beasts? Heroes per RAW don't have other options, but this is homebrew.


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

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                • #9
                  These are Beast Heroes, but it is worth repeating that at High Integrity they do as they please, but are compelled to seek out sources of fear. At Low Integrity they hunt Beasts obsessively. I hadn't given thought as to gaining Gifts outside of hunting Beasts, but it makes sense that a successful quest is a successful quest regardless of whether there's a dragon or giant at the end of it.

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                  • #10
                    Cross-post from the Homebrew Beast Merits thread: my Hero house rules for making them stronger, and new Gifts.

                    First, whenever they place an Anathema, it is always the worst official version, regardless of the target Beast's current Satiety (but each Beast can only have 1 Anathema, as before). Secondly, every Hero adds their [Heroic Resolve + 1] to their Health. Thirdly, the Champion's Endurance Gift grants a General Armor rating equal to [Heroic Resolve + 1], which stacks with mundane armor and Merits like Iron Skin.

                    Heroes add their dots in [Heroic Resolve + 1] to their Willpower dots, and can spend up to [Heroic Resolve + 1] willpower points per turn. They can activate multiple different Gifts, Supernatural Merits and other powers this way, but cannot spend 2 willpower points on the same roll to get +6 dice, for example.

                    Gifts:

                    Lightning Dodge: The Hero has seen that many Beasts have more than just claws and fangs, and learned how to sidestep their venomous projectiles and fire breaths. They apply their Defense against ranged attacks, and triple their Defense when Dodging. Penalties to Defense for multiple attacks receive in one turn and so on are still applied.

                    Anathema Amplifier: Any time the Hero spots a Beast and identifies their Anathema, the penalties caused by it are increased by 2 as long as the Beast is within the Hero's immediate presence. Any Failures suffered by the Beast as a result of an Anathema while in the immediate presence of this Hero become Dramatic Failures (a Beat is still earned).

                    True Aim: All Firearm and Athletics rolls made for ranged attacks receive the 9 Again quality and +2 dice (which stacks with other sources of 9 Again to become 8 Again). All Perception penalties, such as darkness and distance, are reduced by 3.

                    Champion's Regeneration: The Hero's healing factor is enhanced. They heal 1 bashing each turn, 2 lethal per day and 1 aggravated every 3 days. By purchasing this Gift a second time, they can use the Regenerate Dread Power, with a rating equal to Heroic Resolve.


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

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                    • #11
                      Hm. What about a Gift that can place Anathema upon those monsters who have Family Ties to a Beast? Helps fight the Beast's "minions", and further serves to isolate the Beast (since said monsters wouldn't be vulnerable if they weren't friends with the Beast).


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

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                      • #12
                        I should probably revisit and polish up this homebrew in the near-future. In the meantime, I'll be adding in the Gifts that were posted here way back into the opening post.


                        "My Homebrew Hub"
                        Age of Azar
                        The Kingdom of Yamatai

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                        • #13
                          Wayfinder: There are a number of old stories which tell of how the Hero came across and made use of passages leading into strange realms. While some of these tales were perhaps the work of watches and fairies mistaken for mortals, others were inspired by those genuine Heroes who manifest this Gift. With Wayfinder, a Hero with can open otherwordly gateways through the use of Skeleton Key (Beast: The Primordial, p. 91), as if he were a Beast himself. If he acquires it a second time, he can force those gateways to open up to the Primordial Dream.
                          Last edited by Deionscribe; 01-19-2017, 08:53 AM.


                          "My Homebrew Hub"
                          Age of Azar
                          The Kingdom of Yamatai

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                          • #14
                            Originally posted by Vent0 View Post
                            Hm. What about a Gift that can place Anathema upon those monsters who have Family Ties to a Beast? Helps fight the Beast's "minions", and further serves to isolate the Beast (since said monsters wouldn't be vulnerable if they weren't friends with the Beast).
                            You could add that function to the Kinslayer Gift, which normally only allows you to use Gifts on monsters with Family Ties.


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

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                            • #15
                              Fellowship: While all Heroes can gather people to their side, some can go further to become truly inspiring figures. A Hero with Fellowship gains the ability to work more effectively with their followers in addition to bringing other beings into the fold. He can place the Fellowship Condition on both mundane and Fundamentally Human characters, which is mechanically identical to the Family Ties Condition.


                              "My Homebrew Hub"
                              Age of Azar
                              The Kingdom of Yamatai

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