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:
[To be Added]
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.
[To be Added]
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