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Melusinae: The Singing Serpents [2E Conversion]

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  • Melusinae: The Singing Serpents [2E Conversion]

    Melusinae: The Singing Serpents

    From the curse of Eden to the staff of eternal life, the serpent has borne unspeakable significance for humankind. At once awful and fascinating, the limbless seers and poisoned assassins of the serpentine realm strike a primal chord in Man's consciousness. Is it any wonder that a creature so deeply associated with magic and immortality would slither into the human soul, wrapping itself in feral skin as, perhaps, it did long before humanity as we know it existed?

    Appearance: Sleekly compelling, a Melusina appears at first glance to be an especially charismatic young man or woman with a gift for song and an unsettling gaze. Such people have a liquid grace and sibilant tone of speech that emphasize their odd allure. Even for feral folk, these shapechangers seem intense; their songs spill over with carnal passion or religious fervor.

    As people, Mélusinae tend to be slim of build and mild in temperament. Their voices carry a slight echo, as if some unseen sound board had added an effect. No matter what the lyrics of a given song, though, the weresnakes imbue them with a melancholy tone, making them much more appealing. In Primal form, a Mélusina blends his arms and legs into a single undulating form -- an eight-foot snake with a golden-yellow sheen. Between those forms, an awful War-Beast form combines serpentine fangs, scales and eyes with a slender, tailed bipedal shape. Even then, the serpent never stops singing; its voice recalls the wordless keen of fallen angels.

    Character Creation: All Mélusinae characters gain a free dot in Expression after their First Change. Their voices carry a slight echo, as if some unseen sound board had added an effect. No matter what the lyrics of a song might be, the singing serpents imbue them with a melancholy tone, which makes them that much more appealing.

    Inborn Aspects: Hypnotic Allure, Venomous, Resurrection

    ==========

    Inborn Aspects

    Hypnotic Allure
    Some animals are simply captivating. The way a snake moves, the sinews beneath a panther’s silken coat, the distant majesty of a soaring bird. The character is able to channel some of that and turn on the charm when dealing with a crowd. Whenever he conducts Social Maneuvering, he treats his first impression a number of steps higher equal to half his Primal Urge (rounded up).


    Venomous
    The Melusina's teeth are venomous. He may reflexively spend a point of Essence upon making a successful bite attack to inject venom into his target's bloodstream. This venom has a Toxicity equal to the character's Primal Urge, and lasts for a number of minutes equal to successes in a Stamina + Primal Urge roll. If he uses this ability in combat, the poison lasts for a number of turns equal to successes instead. The Essence cost is waived if the character is in a form other than Hishu.


    Resurrection
    When an aggravated level of damage is marked in the last remaining Health box and would normally end the shapeshifter’s life, it still dies — but only for a short period of time. The Melusina remains dead for [10 - Primal Urge] hours. Provided the body remains relatively undisturbed during that time, he will reawaken at the end of that period of and will lose one Primal Urge dot. If she has only one Primal Urge dot at the time of dying, then death is permanent.

    Assume that in the time between death and resurrection, the body gains a number of Structure points equal to the character’s Stamina (in human form). If, during this time, damage is done to the body that would diminish all those Structure points, the body may not resurrect. Upon resurrection, all aggravated damage turns to lethal damage, and the character may begin healing accordingly.

    ==========

    Shapeshifting:

    Human
    * Perception: +1 to Perception rolls using serpentine senses.
    * Serpent's Guile: Any efforts to pinpoint the Melusina in a crowd or pursue him through populated areas suffer his Primal Urge as a penalty.


    Near-Human
    * Fang and Coil: A Melusina's teeth are treated as 1L weapons. He also gains a +1 bonus to establish and maintain a grapple.
    * Defense: Apply Defense against Firearms attacks, as his instincts jerk him out of the way before shots are fired.
    * Perception: +2 dice to all Perception rolls using serpentine senses.
    * Lunacy: Inflicts mild Lunacy.
    * Traits: Strength +1, Dexterity +1, Manipulation -1, Size +1 (Health +1, Speed +2)


    War-Beast
    * Regeneration: A Melusina in War-Beast Form regenerates bashing and lethal damage equal to his Primal Urge per turn.
    * Fang and Coil: A Melusina's fangs are 3L weapons, and may perform bite attacks without grappling. He also gains a +2 bonus to establish and maintain a grapple with his hands.
    * Defense: Apply Defense to Firearms attacks.
    * Perception: +3 dice to all Perception rolls using serpentine senses.
    * Lunacy: Sight of the Melusina's War-Beast form inflicts full Lunacy.
    * Traits: Strength + 2, Dexterity + 3, Stamina +1, Manipulation -4, Size +2 (Health +3, Speed +5)


    Dire Beast
    * Fang and Coil: A Melusina's fangs are 3L weapons, and can be used to bite without a grapple. A bite may also be used to grapple as well as damage an opponent.
    * Limbless: The Melusina lacks arms, legs or other appendages that can manipulate the character's surroundings outside of basic movement. He reduced to slithering for movement, but may prove to be very fast in the right environment.
    * Lunacy: Inflicts moderate Lunacy.
    * Traits: Strength +2, Dexterity +3, Manipulation -1, Size +2, Species Speed Factor +2 (Health +2, Speed +7)


    Primal Beast:
    * Fang and Coil: A Melusina's fangs are 2L weapons, and can be used to bite without a grapple. A bite may also be used to grapple as well as damage an opponent.
    * Limbless: The Melusina lacks arms, legs or other appendages that can manipulate the character's surroundings outside of basic movement. He reduced to slithering for movement, but may prove to be very fast in the right environment.
    * Perception: +4 to Perception rolls using serpentine senses.
    * Traits: Strength + 2, Dexterity + 4, Manipulation - 5, Size +1, Species Speed Factor +3 (Health + 1, Speed + 9)
    Last edited by Deionscribe; 04-25-2016, 01:02 AM.


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

  • #2
    As you probably will notice, this is a 2E conversion of the Melusinae from the Changing Breed supplement of 1E. It's still a work-in-progress, so any critique and suggestions for the conversion will be deeply appreciated.


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

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