Difference between revisions of "Apocalyptic Forms"

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imported>Emurphy
imported>Emurphy
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==Scourges==
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==Scourges (Asharu)==
  
(to be filled out)
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{| class="wikitable"
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! Cost || Ability || Description
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|-
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| 4 || Aura of Vitality || Living things within (Faith) yards heal 1 bashing per turn
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|-
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| 2* || Caustic Bile || Range = (Faith) feet, Dexterity+Athletics, Str-1 agg
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|-
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| 2 || Cloak of Shadows || -2 diff Stealth while in darkness, opponents attack the demon as if blinded
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|-
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| 1 || Dead Reckoning || Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
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|-
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| 1 || Enhanced Dodge || -2 diff Dodge
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|-
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| 1 || Enhanced Intuition || -2 diff Intuition
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|-
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| 2 || Immune to Falling Damage || Land on feet
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|-
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| 3 || Improved Physical Capabilities || +1 Strength, +1 Dexterity, +1 Stamina
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|-
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| 3* || Miasma || Anyone within (Faith) feet rolls Stamina vs 7 or loses actions that turn
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|-
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| 4 || Mist || Roll Faith (Torment if high-torment), 100 square feet per success, lasts a few turns to a scene depending on wind, choking smoke if high-torment
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|-
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| 2* || Multiple Eyes || 360-degree vision, -2 diff Perception
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|-
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| 1 || Perfect Balance || -2 diff Athletics for leaping/tumbling
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|-
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| 1* || Quills || Opponent hitting demon in close combat rolls Dexterity vs 7 or takes 1 level lethal
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|-
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| 1 || Supernatural Vision || x5 distance with even a weak light source (e.g. moonlight), -2 diff Perception based on vision
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|-
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| 2* || Viscous Flesh || +2 diff to grapple the demon, roll Dexterity to escape bonds such as ropes/handcuffs
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|}
  
 
==Slayers==
 
==Slayers==

Revision as of 11:11, 12 October 2014

  • "Apocalyptic form", "revelatory form", and "visage" are all the same thing.
  • Even if you only manifest one effect, you still count as taking your apocalyptic form.
  • While in your apocalyptic form, physical and mental merits/flaws do not apply. (DPG 75) We interpret "fully" as "to any degree whatsoever".
  • Custom apocalyptic forms:
    • Demons can replace up to two low-torment and two high-torment effects of their apocalyptic form.
    • Costs are per DPG chapter 4. (Some are clearly different names for the same thing. Shroud of Flames and Ink Cloud don't appear to be in DPG at all, they're both rated at 2.)
    • XP cost is (10*difference) XP if the new effect is more points, free if it's same or fewer. This overrides DPG page 124. This is not available during chargen.
    • Multiple form powers that improve the same stat cannot be stacked.
    • Multiple form powers that improve two stats used together (probably attribute+ability) can be stacked.

Custom

Modifiers:

  • -1 if high-torment (exception: effects marked with * can only be high-torment)
  • +1 if out-of-house

"Grapple" includes both clinch/grapple (restrain and cause damage) and hold (restrain only)

Common

Cost Ability Description
4 Armor +4 soak, including agg
2 Casts No Reflection Affects cameras
1* Claws/Teeth Str+2 agg
3 Damage Resistance No wound penalties until human form resumed
3 Enhanced Ability -2 diff one ability
3 Enhanced Senses -2 diff Perception
4 Enhanced Mental Acuity +4 mental attributes in some pre-selected combination
4 Enhanced Social Traits +4 social attributes in some pre-selected combination
3 Extra Actions Spend Faith at start of turn, +1 action per point
3 Extra Health Levels +3 Bruised
3* Extra Limbs Extra arms or prehensile tail (tail is half the demon's height and Strength rounded down)
2* Gaping Maw Chew and digest anything, -2 diff bite, Str+4 agg
1* Horns Free counter-attack if attacked in close combat, Str-1 agg
3 Improved Attribute +2 one attribute
1 Improved Initiative +2 init
3 Increased Size 1/3 taller, +2 Strength, +1 Stamina, +1 Bruised, -1 diff to hit demon in ranged or melee (not unarmed)
1* Lashing Tail Str-1 agg
2 Pass Without Trace -2 diff Stealth, no footprints or other physical evidence
4 Regeneration Heal 1 bashing/lethal per turn as automatic reflex
3-4 Wings Extend to 1/3 longer than demon's height, glide at 3x running speed, 4 = take off from standing position and gain altitude

Defilers (Lammasu)

Cost Ability Description
3 Alter Size Down to 1/3 normal volume, +2 diff to hit the demon
3 Distortion +2 diff to hit the demon with ranged attacks, +1 diff with close (unarmed/melee) attacks; demonic resistance to illusion neutralizes this
1 Enhanced Empathy -2 diff Empathy
1 Enhanced Intuition -2 diff Intuition
2* Ichor +2 diff to grapple the demon
2 Immune to Electricity Negate all damage
2 Improved Dexterity +2 Dexterity
2 Ink Cloud Targets within (Faith) feet roll Stamina to avoid being blinded for (Torment) turns, cloud lingers for (Torment) turns
1 Lyrical Voice -2 diff Leadership, Subterfuge
3 Sea's Beauty +2 Charisma, +1 Manipulation, +2 Appearance
3* Shark Hide +4 soak, including agg
2 Shocking Touch (Faith) bashing once per scene
2 Spines Unarmed +1 level agg
3* Venom Bite / open wound / kiss: roll Stamina to avoid losing (Torment) Willpower, lose all Willpower this way = coma, effects last (Torment) days
1 Weather Sense Sense changes within Faith*10 miles

Devils (Namaru)

Cost Ability Description
3 Affirm Roll Faith, success = target mortal (eye contact) gains 1 Willpower
2 Beckon Mortal fails Revelation check = tries to follow the demon and keep them in sight until attacked or shaken
2* Corrosive Spit Bite (+1 level agg) or spit up to 10 feet (roll Dexterity, 1 agg per success)
4 Dread Gaze Target (eye contact) rolls Willpower vs 7 or loses actions that turn
4* Fiery Blood Flammable objects burn on contact, opponent damaging demon in close combat takes 1 level lethal
3 Immune to Fire Negate all damage from fire/heat
2 Increased Awareness -2 diff Awareness
2 Inhuman Allure +2 Charisma, +1 Manipulation, +1 Appearance
2 Lordly Mien -2 diff Charisma, Manipulation
1 Radiant Aura +1 diff to hit the demon with ranged attacks
3* Scales +4 soak, including agg
1 Sense the Hidden -2 diff Perception to spot targets hidden within line of sight
3 Spark of Faith Faith vs target (touch) mortal's Willpower, heal 1 bashing per success; if high-torment, roll Torment instead and inflict damage
2* The Host Str+3 agg per turn during grapple
1 Voice of the Damned -2 diff Intimidation

Devourers (Rabisu)

Cost Ability Description
4 Aura of Vitality Living things within (Faith) yards heal 1 bashing per turn
1 Chameleon Skin -1 diff Stealth while moving, -2 while still
3* Disperse Roll Torment to transform, attacks as a swarm of small bugs (Demon Storytellers Companion page 72) that does agg
3 Enhanced Social Traits +1 Charisma, +1 Manipulation, +2 Appearance
1 Enhanced Survival -2 diff Survival
2* Frenzy No wound penalties, each turn roll Willpower vs Torment (may spend Willpower for auto-success) or attack nearest person (friend or foe) with whatever's handy
3 Immune to Poisons Negate all damage/impairment from toxins, including alcohol/nicotine
3 Natural Weaponry Claws/Teeth, Gaping Maw, Horns, Lashing Tail, or Spines; may be low-torment
3 Nimble Hunter -2 diff Athletics, x2 leaping distance
3* Primal Mind demon rolls Torment, target (touch) mortal rolls Willpower, demon gets more successes = target loses all knowledges and most skills (may exclude e.g. Stealth/Survival) for the scene and acts on survival instinct
1 Relentless Walk/run indefinitely without fatigue/hunger
2 Sun's Bounty Once per day, stand in direct sunlight for an hour to heal all bashing or 1 lethal/agg
2 Thick Hide +4 soak, including agg
1 Thorns Opponent striking unarmed or grappling demon takes 1 level agg
3* Toxins Claw / bite / open wound / kiss: (Torment) lethal, soakable

Fiends (Neberu)

Cost Ability Description
3* Aura of Misfortune Anyone within (Torment) yards botches on 1 or 2
2 Cloak of Shadows -2 diff Stealth while in darkness, opponents attack the demon as if blinded
3* Chimerical Attack Nearby chimera do one close combat attack per turn; initiative = same as demon, attack pool = Torment, base damage = 4 agg
1 Dread Mien -2 diff Leadership, Intimidation
1 Enhanced Dodge -2 diff Dodge
1 Enhanced Intuition -2 diff Intuition
3 Enhanced Mental Acuity +1 Intelligence, +1 Wits, +2 Perception
4 Eyes of Fate Roll Perception + Awareness to detect whether target is potentially important to demon's current plans/goals
3 Hypnotic Visions Opponent attacking the demon rolls Wits vs Faith (vs Torment if high-torment) or loses actions that turn; demonic resistance to illusion negates this
1 Increased Awareness -2 diff Awareness
2 Night Sight See clearly in complete darkness
3* Rend the Soul Roll Torment vs 7, target (non-demon) loses 1 Willpower per success, lose all Willpower this way = do nothing but sit and weep
1 Sense the Hidden -2 diff Perception to spot targets hidden within line of sight
1 Sibilant Whispers -2 diff Subterfuge
1 Unearthly Glamour -2 diff Manipulation, demonic resistance to illusion negates this

Malefactors (Annunaki)

Cost Ability Description
3 Alter Size Down to 1/3 normal volume, +2 diff to hit the demon
2 Conjuration Dexterity + Athletics to draw an item from a pocket or conceal an item without detection
1 Dead Reckoning Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
2* Ichor +2 diff to grapple the demon
4 Immune to Bashing Damage Negate all bashing damage
3 Immune to Fire Negate all damage from fire/heat
3 Iron Skin +4 soak, including agg
2 Irresistible Force -2 diff feat of strength
2 Magnetic Field Disrupt electronic devices within (Faith) yards
1 Master Artisan -2 diff Crafts
2 Night Sight See clearly in complete darkness
1 Relentless Walk/run indefinitely without fatigue/hunger
1* Spikes Unarmed +2 agg
3 Thunderous Voice 4 bashing to anyone within (Faith) yards once per scene
3 Tremor Sense Always go first in combat, cannot be surprised unless opponent rolls more successes on Wits + Stealth than demon rolls on Faith (Torment if high-torment)

Scourges (Asharu)

Cost Ability Description
4 Aura of Vitality Living things within (Faith) yards heal 1 bashing per turn
2* Caustic Bile Range = (Faith) feet, Dexterity+Athletics, Str-1 agg
2 Cloak of Shadows -2 diff Stealth while in darkness, opponents attack the demon as if blinded
1 Dead Reckoning Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
1 Enhanced Dodge -2 diff Dodge
1 Enhanced Intuition -2 diff Intuition
2 Immune to Falling Damage Land on feet
3 Improved Physical Capabilities +1 Strength, +1 Dexterity, +1 Stamina
3* Miasma Anyone within (Faith) feet rolls Stamina vs 7 or loses actions that turn
4 Mist Roll Faith (Torment if high-torment), 100 square feet per success, lasts a few turns to a scene depending on wind, choking smoke if high-torment
2* Multiple Eyes 360-degree vision, -2 diff Perception
1 Perfect Balance -2 diff Athletics for leaping/tumbling
1* Quills Opponent hitting demon in close combat rolls Dexterity vs 7 or takes 1 level lethal
1 Supernatural Vision x5 distance with even a weak light source (e.g. moonlight), -2 diff Perception based on vision
2* Viscous Flesh +2 diff to grapple the demon, roll Dexterity to escape bonds such as ropes/handcuffs

Slayers

(to be filled out)

Standard

(to be filled out)