Zyra/Evolution
Evolution Categories
Possessed Powers
• Animate Self - The character spends one Gnosis, and may move as she pleases for the duration of the scene. The number of points spent on this power limits the character's Dexterity; the character cannot act with a higher Dexterity than the cost of this power. For obvious reasons, this power should be mandatory for any player's character with an inanimate host.
• Armored Hide - This power grants the host three additional soak dice; further, she may soak all damage at difficulty 6, just as werewolves do.
• Berserker - Buying this power grants the character three points of permanent Rage. The character may use Rage to take extra actions, ignore stuns or ignore wound penalties (although, not of course, shapeshift). However, the host is capable of entering frenzy in the same manner of the Garou. The character does not regain Rage by moon phase, although she may regain it in other ways (frustration, between stories and so on).
• Blending - The character gains four extra dice on any stealth rolls to keep from being visually detected.
• Devour - The player spends one Willpower point and rolls Stamina + Athletics; the target must be within its grasp, of course. Success allows the character to swallow its victim whole. If the target is still alive, he is treated as suffocating. (Werewolf pg. 188) A target with natural weaponry or a knife may try to cut himself free. All such attacks are at difficulty 7; the possessed may soak as normal, but if it loses half it's health levels, the victim has cut a hole in its stomach large enough to escape.
• Dispersion -
• Enhanced Attribute -
• Extensible Limb -
• Extra Limbs -
• Natural Weaponry -
• Poison -
• Regeneration -
• Skinshift -
• Spirit Gift - The system works as described for the individual Gift purchased. This power does not negate the need for Gnosis if a Gift calls for it.
• Spirit Ties - The player begins with one dot of Gnosis and may purchase more.
Spirit Gifts
Rank 1
• Burrow -