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  • 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, 04:48 AM.


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

  • #2
    Mother's Feast is undercosted for something that breaks the supernatural energy economy in a big way, and I have a hard time believing that mortal psychics and similar minor templates can't get their Willpower replenished by the expenditure of a resource that is in some ways treated as interchangeable with Willpower. Given the precedent Mother's Kiss provides, it's also kind of thematically underwhelming.


    Resident Lore-Hound
    Currently Consuming: Demon: the Descent 1e

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    • #3
      Originally posted by Satchel View Post
      Mother's Feast is undercosted for something that breaks the supernatural energy economy in a big way, and I have a hard time believing that mortal psychics and similar minor templates can't get their Willpower replenished by the expenditure of a resource that is in some ways treated as interchangeable with Willpower. Given the precedent Mother's Kiss provides, it's also kind of thematically underwhelming.
      Admittedly, I haven't fleshed it out completely yet. So, that said, would five dots make more sense for a cost? I'm also open to other suggestions for improving it.


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

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      • #4
        I like Arete a lot.

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        • #5
          Thanks- I also developed a few additional Heroic Gifts, but we're waiting for another thread to show those off. Dragon Slayer was probably the most fun to design, but Arete is definitely the most thematic of them.

          Ancient Horror was inspired primarily by Potent Kith, with some more serious drawbacks since Atavisms are generally a serious step up from the kind of abilities Kith Blessings grant.


          My Homebrew Hub

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          • #6
            Originally posted by Satchel View Post
            Mother's Feast is undercosted for something that breaks the supernatural energy economy in a big way, and I have a hard time believing that mortal psychics and similar minor templates can't get their Willpower replenished by the expenditure of a resource that is in some ways treated as interchangeable with Willpower. Given the precedent Mother's Kiss provides, it's also kind of thematically underwhelming.
            Made small revisions to the Merit. Any comments?


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

            Comment


            • #7
              It's still quite powerful, maybe remove the family ties version and make family tie a prerequisite to use it at all? Right now if you have a Lair 1 Beast and a BP 1 vampire, assuming family ties the Vampire can stalk a mortal, drain a single Vitae, the Beast gets 3 Satiety for tagging along and converts 1 of that into 2 more Vitae for the Vamp. Net gain 2 Satiety and 3 Vitae. That's not too out of control, but it starts scaling hard in advanced character games. With characters at Powerstat 3 you're talking about refilling half a pool off a single point harvest.

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              • #8
                Originally posted by HelmsDerp View Post
                It's still quite powerful, maybe remove the family ties version and make family tie a prerequisite to use it at all? Right now if you have a Lair 1 Beast and a BP 1 vampire, assuming family ties the Vampire can stalk a mortal, drain a single Vitae, the Beast gets 3 Satiety for tagging along and converts 1 of that into 2 more Vitae for the Vamp. Net gain 2 Satiety and 3 Vitae. That's not too out of control, but it starts scaling hard in advanced character games. With characters at Powerstat 3 you're talking about refilling half a pool off a single point harvest.
                Family Ties as a prerequisite for using Mother's Feast makes sense. And if so, I could just make it that each point of Satiety given is converted into points equal to a Beast's full Lair rating (or half that amount, rounded up, if it's still too much). Is that better?


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

                Comment


                • #9
                  I think Beast's Lair is reasonable. One Satiety means more to a Beast than one Glamour means to a Changeling or one Vitae means to a Vamp, so I don't think it's unreasonable to have a favorable exchange, especially given the merit's expense. It was just adding the two powerstats together that I thought was too much.

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                  • #10
                    Noted. Will revise, as needed.... and it's done.
                    Last edited by Deionscribe; 03-14-2016, 10:03 PM.


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

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                    • #11
                      Added in Satchel's "Find a Vein" Merit with his permission.


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

                      Comment


                      • #12
                        I had ideas for making Heroes more fearsome, for those who feel they are underpowered. Arcanist, I'll be making use of the Merits in the OP. If you could add my contributions to the OP, I'll appreciate it.

                        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.

                        Have some new 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.
                        Last edited by GibberingEloquence; 06-28-2016, 03:49 PM.


                        [Future Under Construction, Do Not Disturb The Chrono-Robots]

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                        • #13
                          I would suggest that you maybe post this in the "Hero: The Quest" thread. I've been meaning to go back and finish that up, amongst other things. Lots of plates spinning right now. Should probably set up a homebrew thread for myself.

                          I have realized that Heroic Resolve is essentially the Supernatural Resistance Merit but specifically for Heroes. Do you have any other Gift ideas?


                          My Homebrew Hub

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                          • #14
                            Inspired by this post of Arcanist's.

                            Astral Horror (ooo or ooooo)
                            Prerequisites:
                            Beast, Resolve or Composure 3
                            Effect: In the distant past, it is said that the Begotten had greater influence over the Dream. Their Horrors roamed freely there, manifesting in their full splendor outside of their Lairs. While most Children are now deprived of this advantage, a few manage to rediscover it over the course of nurturing their Legends. The Beast treats the Temenos (with the exception of specific, human-related Realms) as part of the Hive, and can take the form of his Horror there while roaming it. At three dots, this requires spending a Willpower point. At five dots, it can be done at no cost.


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

                            Comment


                            • #15
                              Originally posted by Arcanist View Post
                              I would suggest that you maybe post this in the "Hero: The Quest" thread. I've been meaning to go back and finish that up, amongst other things. Lots of plates spinning right now. Should probably set up a homebrew thread for myself.

                              I have realized that Heroic Resolve is essentially the Supernatural Resistance Merit but specifically for Heroes. Do you have any other Gift ideas?
                              I'll post this over there as well. I don't have any more ideas for Gifts at the moment. Did you like the ones I posted, at least?

                              I agree that you should set up a homebrew thread.


                              [Future Under Construction, Do Not Disturb The Chrono-Robots]

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