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Monster Abilities
Aspect
Requirements: Soulweaver Permission
Lock 1 animal with up to 12 + TT x 12 AP. You can choose not to Lock an option and may Lock an option after Training this if no option is Locked. Gain the curse of Lycanthrope of the Locked animal.
Boost: Req: 12 AP Assigned to Lycanthrope Abilities - When you would change to your animal form, you can instead take a hybrid form. Gain any distals of the animal, gain more of the animals traits reducing the DL to identify you by 6, and do not shapeshift.
Aspect
Requirements: Curse of Lycanthrope
Before rolling Zeal to resist transforming on nights of the full moon, you can pay 1 Resolve to gain +1 + TT on your roll. Gain +1 + TT on rolls to remember your time while transformed.
Boost: Treat your Enraged Tier as 1 + TT/2 lower.
Aspect
Requirements: Curse of Lycanthrope
Gain +1 + TT/3 on Endure rolls and TT/2 Physical Reduction.
Boost: Req: Trained 2 Times - Gain +1 + TT/3 physical damage. Double this while in animal or hybrid form.
Aspect
Requirements: Curse of Lycanthrope
While in animal or hybrid form, at the end of your turn, heal 1 + TT/3 Grit.
Boost: Req: Trained 2 Times - Gain +1 + TT on rolls for reducing Ailments.
Aspect
Requirements: Curse of Lycanthrope
Always gain the Enhanced Senses of your animal type.
Boost: While in animal form, gain the senses of your natural form.
Talent
Requirements: Lycanthrope Control
Change forms during moonlight. After 1 + TT minutes, roll Endure to maintain the effect, DL 6 + 1 for each prior time you have made this roll. On failure, pay 2 Energy.
Boost: Req: Trained 6 Times - Can be used at any time.
Spell - Transference
Requirements: Magic Tier 5
Your body Melds into target creature. You control them.
Aspect
Requirements: Soulweaver Permission
Lock Zombie, Skeleton, or Ghost. Become the Locked type of Undead.
Aspect
Requirements: Soulweaver Permission
Become a Zombie and gain fangs. Increase the DL to be identified as an undead by 6. Consume blood instead of flesh. After 24 hours pass without consuming at least 1 Bulk of blood, gain Tier 1 Starving. Gain Tiers of Enraged equal to your Starving Tier. If you end your turn in sunlight, suffer 1 + 1/2 Starving Tier Wounded Tier to a random part.
Boost: After causing Grit Injury with fangs, attack Nature with Injury d12 to cause them to gain Vampire 1d12 days after they die within 1 day. They suffer -1 on their defense for each prior time they have made this roll in the last month.
Aspect
Requirements: Vampire
When a creature becomes a vampire because of you, they become part of your bloodline unless you already have 2 + TT x 2 other creatures in your bloodline. Creatures in your bloodline cannot willingly harm you.
Boost: As you give a command to a creature in your bloodline, you can pay 1 Resolve to attack Poise with Poise to force them to obey.
Talent
Requirements: Vampire Bloodline
Creatures in your bloodline are made aware of your location and that you wish them to come to you.
Boost: Speak 1 + TT words that each creature in your bloodline hears.
Talent
Requirements: Vampire
Shapeshift into a bat or grow wings. This works as a magical mutation effect.
Boost: While shapeshifted, gain Dire Beast, except do not become Emotional.
Aspect
Requirements: Vampire
Your body appears closer to your minimum adventuring age, unless you are younger. Reduce penalties from Old and Sage age by 1 + TT/2.
Boost: Reduce your Movement Pool penalty from being a Zombie by 1 + TT/2.
Aspect
Requirements: Vampire
Reduce your DL to Manifest Necrotic, Mind, and Gravity abilities by 1 + TT/2.
Boost: Lock 1 + TT/3 of: Necrotic, Mind or Gravity affinity. Gain the Locked Affinities.
Aspect
Requirements: Vampire
After you Injure a living creature with fangs, consume 2 + TT ounces of blood from them. After consuming at least 1 Bulk of blood in 1 day, gain +1 + TT/2 Movement Pool for 1 day. After consuming at least 6 ounces of blood in 1 minute, gain +1 on Might skill rolls for 1 + TT minutes.
Boost: Your fangs do not reduce Unaware when they cause Injury. You can retract or extend your fangs at any time without an action.
Trick - Infusion
Requirements: Vampire
Gain +1 + TT/3 on Influence rolls.
Boost: Req: Trained 6 Times - You cannot be sensed by vision while moving.
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