Difference between revisions of "Zyra/Evolution"

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(Created page with "=Upgrade Categories= ==Possessed Powers== • '''Blending -''' The character gains four extra dice on any stealth rolls to keep from being visually detected. • '''Compute...")
 
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=Upgrade Categories=
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=Evolution Categories=
  
 
==Possessed Powers==
 
==Possessed Powers==
  
• '''Blending -''' The character gains four extra dice on any stealth rolls to keep from being visually detected.
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• '''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.
  
• '''Computer Link -''' The drone can open any file or crack any password with a Intelligence + Computer roll; even simpler tasks, such as composing an email and running an antivirus program, are automatic. Any machine controlled by a computer can be operated this way, although the Drone must be in contact with a piece of hardware that contains the actual computer, if the computer is separate from the machine.  
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• '''Armored Hide -''' This power grants the host three additional soak dice; further, she may soak all damage at difficulty 6, just as werewolves do.
  
• '''Cybersenses -''' As the Glass Walker gift save that the Drone spends Willpower rather than Gnosis. (System: The player spends one Gnosis point per sense affected, and he rolls Perception + Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.)
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• '''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).
  
• '''Extra Speed -''' The drone may take two extra actions per turn without splitting her dice pool. When moving, this allows her to double a humans speed. Walking is 14yds/turn, Jog is 26yds/turn, Run is 40yds/turn
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• '''Blending -''' The character gains four extra dice on any stealth rolls to keep from being visually detected.
  
• '''Invulnerability -''' The character gains five additional soak dice and may soak lethal and aggravated damage at no penalty.
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• '''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.
  
• '''Peaceful Fighting -''' This power can be activated or deactivated at will. The character fights normally, but any health levels of damage she inflicts will last only for the remainder of the scene. Her target heals completely when the scene is over. If the character does a number of health levels of damage in one blow equal to her opponents Stamina, her target falls unconscious and awakens at the end of the scene (or if actively awoken by an ally).
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• '''Dispersion -''' When the character wishes to disperse, she must concentrate (taking no other action for the round) and spend a Willpower point. At the end of the round, she will break up into her "component parts," which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part -- a difficult prospect, indeed. However, unless the character also possesses the Regeneration power, she will suffer terribly if she attempts to reform without all her "pieces." <p> As a general rule you can evenly divide the character's total body mass by her health levels. Thus, if a character with eight health levels attempts to reform with only 75 percent of herself intact, she will reform having suffered two levels of non-soakable aggravated damage. The character can heal this damage more quickly by consuming more matter, typically that of her component creatures. Note that every individual part has a constant and unerring sense of where the others are at all times, and reforming costs no Willpower, though it does take a full round of uninterrupted concentration.</p>
  
• '''Reassuring Presence -''' The player rolls Manipulation + Leadership difficulty 7 (9 if the majority of onlookers are supernatural). Success indicates that the character's appearance shifts to that of the most appropriate authority figure or peer the onlookers would expect. The shift is a subtle one, and as long as the character doesn't shapeshift while several people are looking directly at her, onlookers react to the change as if they just noticed the "arrival" of the character in her new form. The character cannot take any specific form ("a policeman" is possible but "Officer Susan Delmonte" is not.), and cannot select the "most appropriate" form (the Storyteller decides what is appropriate). Once selected, the form cannot be changed for the rest of the scene. Drones retain the form for the full scene duration.
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• '''Enhanced Attribute -''' For every two points spent on this power, the character's chosen Attribute is raised by one dot. The player can choose to raise an Attribute rating over 5, but no higher than eight. This power can be purchased more than once, to affect multiple Attributes. <p> ('''Enhanced Attributee:''' Stamina +3) </p>
  
• '''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.
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• '''Extensible Limb -''' The character may extend her limb with a reflexive Dexterity + Athletics roll, out to one yard plus one yard per success. She may use her full strength with the limb or limbs in question. <p>('''Extensible Limb:''' Tongue)</p>
  
• '''Spirit Ties -''' The player begins with one dot of Gnosis and may purchase more.
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• '''Extra Limbs -''' The character gains three additional dice in grapple attempts, in addition to any minor benefits of extra limbs (such as the ability to hold a flashlight while reloading a shotgun and digging for one's car keys simultaneously). The character gains no multiple actions, and must split dice pools (or spend Rage) as usual to perform different actions with different limbs in the same turn. <p> ('''Extra Limb:''' Tongue)</p>
  
• '''Step Sideways -''' The ability to step sideways is permanent. Roll Gnosis (difficultly of the local Gauntlet) to step into the Umbra. Drones are the exception; they can step sideways more easily in areas where the Gauntlet is the strongest (as the Weaver-spirit inhabiting them parts the webs of the Gauntlet). Simply "reverse" the chart of Werewolf, I.E., a science lab would be difficulty 2, whereas a drone trying to step sideways at a Caern would have a hard time of it (difficultly 7 or higher).
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• '''Natural Weaponry -''' Each form of weaponry costs 2 per die of damage inflicted. The damage inflicted is aggravated. <p> ('''Fangs:''' +1 damage die) </p> <p> ('''Tongue:''' +1 damage die) </p>
  
• '''Thick-Skinned -''' The character gains an additional bruised Health Level. This power may be taken a number of times equal to the character's unmodified Stamina rating.
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• '''Poison  -''' The character must inflict at least one health level of damage on a successful attack of the appropriate nature and spend a Willpower point. The venom inflicts an additional number of health levels of aggravated damage equal to the attacker's Stamina + 2; this venom is soaked separately, if the target is capable of soaking aggravated damage. The Gift: Resist Toxin negates this damage. The poison cannot affect the undead or non-animal targets.
  
• '''Unnatural Strength -''' This power adds four dots to the characters strength.
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• '''Regeneration -''' The character heals level of one bashing or lethal damage per turn of rest. If the character also possesses the Berserker power, she can roll stamina (difficulty 8) to regenerate in combat, just as Garou do.
  
• '''Water Breathing -''' With this simple Power, the drone may breathe underwater. This power also confers a certain degree of resistance to underwater pressures and decompression problems, although considerable depths or radical changes will cause some damage.
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• '''Skinshift -''' The character may change its appearance at any time merely by concentrating for a turn and spending a Willpower. When trying to duplicate the features of a specific individual, the player must roll Wits + Expression (with variable difficulty, depending on the degree of shift and other factors determined by the Storyteller) to succeed. However, the change is always slightly imperfect; a plant-host gorgon might retain bark-like skin or hair like willow branches. Each change lasts until the next Skinshift.
  
=Spirit Gifts=
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• '''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.
  
==Rank 1==
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• '''Spirit Ties -''' The player begins with one dot of Gnosis and may purchase more.
  
• '''Blood of the Deeps -''' The player spends one Willpower point and rolls Stamina + Survival (difficulty 6). The Drone takes no damage from pressure or cold for 3 hours per success. Note that this includes travel time, i.e., the Drone must reach a safe depth before the Gift wears off to avoid taking damage. This Gift protects the Drone from environmental harm only; direct attacks using pressure or cold still have their normal effect.
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=Spirit Gifts=
 
 
==Rank 4==
 
 
 
• '''Mindblock -''' The difficulties of any direct mental attacks or attempts to control the Drone's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
 
 
 
=Numina=
 
 
 
==Sorcerer Numina==
 
 
 
----
 
===Enchantments===
 
----
 
 
 
• '''Double Feint Tie - ''' This garment lowers difficulty of dodge rolls by -2.
 
 
 
• '''Eidolon Crafting Droid - ''' This robot lowers difficulty of crafting rolls by -2.
 
 
 
• '''Precision Finishing Tools -''' This toolkit lowers difficulty of science rolls by -2.
 
 
 
• '''Quantum Cell Phone -''' This smartphone emulates a spirit phone fetish.
 
 
 
• '''Quantum Entanglement Machine -''' This machine emulates a talisman dedication rite.
 
 
 
• '''Transcendent Mirrorshades -''' This accessory lowers difficulty of awareness rolls by -2.
 
 
 
• '''Universal Hermetic Converter -''' This schematic lowers difficulty of ritual rolls by -2.
 
 
 
----
 
===Hellfire===
 
----
 
 
 
• '''Roll:''' Manipulation + Occult | Dexterity + Melee vs 7 or 5; Hitting a Target vs Hitting an Area.
 
 
 
• '''Cost:''' One Willpower
 
 
 
• '''Duration:''' Instant
 
----
 
'''Special Effects''' (are optional, and in fact, must be purchased, as a separate study of destruction. Each could be considered a separate destructive Path, of which Hellfire is simply a generic sampling.)
 
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• '''Smoke:''' A thick cloud of poisonous smoke billows forth from the caster, enveloping the area. (This effect must be bought with an Area of at least 3 dots.) Everyone within the area takes one health level of lethal damage per turn, unless they have some kind of protection (a gas mask buys 2 turns of exposure but is then rendered useless.) or do not need to breath (like vampires). Vision is totally obscured (even advanced vision, like thermographic or night vision) while within the cloud. Can be aggravated.
 
 
 
•• '''Lightning:''' A bolt of electricity fries the target. If the target is touching any conductive material (water, a suit plate of armor, wires, etc.) and anyone else is touching that material, they suffer the same damage the target did. Can be aggravated.
 
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'''Rituals'''
 
----
 
•• '''Hellblade:''' This simple ritual attunes a weapon (normally some kind of bladed weapon, often a dagger or a sword) to the powers of this Path. By spending one Willpower, you may engulf the blade in mystical fires; while burning, the weapon does aggravated damage and does 2 additional dice of damage. These fires last for up to one scene, unless the magician tries to hand the weapon to another user, at which point the flames die out. Requires a Manipulation + Occult roll, difficulty 7, with at least 2 successes rolled to take effect.
 
 
 
==Psychic Numina==
 
 
 
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===Clairvoyance===
 
----
 
 
 
• '''Roll:''' Perception + Awareness (difficulty 8)
 
 
 
• The character can see things, though the images are hazy and dreamlike. The character can extend her senses into just the immediate area, approximately a mile from her body.
 
 
 
•• The character can see clearly through remote sight and can faintly hear. The range of perception is now anywhere in the immediate five to 10 miles, depending on the number of successes (1 success = 5 miles, 2 successes = 6 miles, etc.).
 
 
 
••• The character can see and hear clearly at a distance. She can also "touch" things at the remote site, though her sense of touch is vague, as if she was wearing heavy gloves. (She cannot move things, naturally.) The character's range expands to 10 miles per success rolled.
 
 
 
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===Psychokinesis===
 
----
 
 
 
• '''Roll:''' Wits + Empathy
 
 
 
• The psychic has an effective mental strength of 0. She can lift only a few pounds. She can move the object 5 + Wits yards/round.
 
 
 
•• The psychic's mental strength is now 1 (she can lift 40 lbs), and she can move an object at a velocity of 7 + Wits yards/round.
 
 
 
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===Psychoportation===
 
----
 
 
 
• '''Roll:''' Perception + Alertness
 
 
 
• '''Short Hop -''' The teleporter can teleport 12 + Intelligence yards in a turn. She must be able to see (with her own eyes or mystical senses) the destination.
 
 
 
•• '''Simple Jump -''' The psychic's range for teleportation increases to 20 + (3 x Intelligence) yards.
 
 
 
••• '''Long Jump -''' The teleporter can "jump" 40 + (6 x Intelligence) yards in a turn. She can double this distance by spending the previous turn concentrating and succeeding on a Perception + Meditation roll, difficulty 7.
 
 
 
=Advanced Combat=
 
 
 
==Martial Arts==
 
 
 
• '''Acrobatic Dodge -''' By jumping, flipping, bending and spinning, an acrobatic martial artist may evade many blows at once. The martial artist uses Dexterity + Dodge as normal, but may dodge a number of hand-to-hand or melee attacks equal to his Acrobatics rating while using his full Dodge pool for each. '''('''''Executing an acrobatic dodge requires the entire turn - a martial artist cannot split his dice pool or perform an acrobatic dodge in conjunction with powers such as Black Wind or Celerity.''''')'''
 
 
 
• '''Damaging Block -''' The martial artist's blocks are really strikes aimed at attacking limbs. Roll a normal Block roll, but if the artist scores three or more successes, she also inflicts Strength damage.
 
 
 
• '''Ground Fighting -''' Skill in ground fighting allows a martial artist to attack and defend normally while crouching or prone; she suffers no penalties. Of course, the character must still be able to reach her targets.
 
 
 
• '''Killing Blows -''' Killing blows inflict lethal damage. No special roll or expenditure is required; the martial artist may simply decide to score lethal damage instead of bashing damage with her attacks. Killing blows may not be effective against non-human targets at the Storyteller's discretion.
 
 
 
• '''Reactive Strikes -''' When using a reactive strike, the martial artist must split his dice pool or otherwise perform at least two actions in the turn. The first action must block the opponent's attack; failure on the block negates the reactive strike. However, if the block succeeds, the martial artist immediately counterstrikes; the reactive blow cannot be blocked or dodged.
 
 
 
=Miscellaneous Info=
 
 
 
==Counterspell and Unweaving==
 
 
 
• '''Counterspell - ''' Are cast at a incoming spell or effect and serve to blunt or dispel it before it can take effect. Roll Wits + Occult vs 8; each success you score cancels one of the opponents successes. If the opponent ends without enough successes for the spell to go off it, then it fails (but she still loses whatever costs she paid, be it blood, Quintessence, Willpower or whatever.) You can spend Willpower to aid a Counterspell, but must score at least one natural success for the Counterspell to work at all.
 
 
 
• '''Unweaving - ''' Is the art of dissembling another spell caster's effect. The sorcerer must have knowledge of the Path that was used to create the effect in the first place (if trying to unweave an effect not based on sorcery, such as Thaumaturgy, Sphere magic or the like, use the Path most applicable.) If your character has one dot in a Path (or related one) being used, roll Intelligence + Occult vs 8, using the Extended Rolls rules. You must score as many successes as the original caster scored to unweave the spell; otherwise, it may be weakened, but still remain. Long standing enchantments and those based on Thaumaturgy or Sphere magic may take more effort to unweave: in the case of very ancient, very powerful Enchantments, sometimes as many as 15 or even 20 successes might be needed (time for some teamwork).
 
 
 
==Webworking==
 
 
 
• Dexterity + Webworking will allow you to:
 
 
 
{| class="wikitable" style="text-align: center">
 
|| Difficulty          || Feat
 
|-
 
| 5        || Travel up, down or across distances on your web
 
|-
 
| 6        || Craft large webs
 
|-
 
| 7        || Snare Foes
 
|-
 
| 8        || Grab objects at a distance, or block entrances 
 
|-
 
|}
 
  
==Inverse Gauntlet==
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==Rank 2==
  
{| class="wikitable" style="text-align: center">
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• '''Burrow -''' The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the gorgon no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.
|| Typical Gauntlet        || Area
 
|-
 
| 2        || Science Lab
 
|-
 
| 3        || Inner City
 
|-
 
| 4       || Most Places
 
|-
 
| 5        || Rural Countryside 
 
|-
 
| 6        || Deep Wilderness
 
|-
 
| 7        || Typical Active Caern
 
|-
 
| 8        || Powerful Caern
 
|-
 
| 9       || The Greatest Caerns
 
|-
 
|}
 

Latest revision as of 00:12, 10 December 2020

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 - When the character wishes to disperse, she must concentrate (taking no other action for the round) and spend a Willpower point. At the end of the round, she will break up into her "component parts," which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part -- a difficult prospect, indeed. However, unless the character also possesses the Regeneration power, she will suffer terribly if she attempts to reform without all her "pieces."

As a general rule you can evenly divide the character's total body mass by her health levels. Thus, if a character with eight health levels attempts to reform with only 75 percent of herself intact, she will reform having suffered two levels of non-soakable aggravated damage. The character can heal this damage more quickly by consuming more matter, typically that of her component creatures. Note that every individual part has a constant and unerring sense of where the others are at all times, and reforming costs no Willpower, though it does take a full round of uninterrupted concentration.

Enhanced Attribute - For every two points spent on this power, the character's chosen Attribute is raised by one dot. The player can choose to raise an Attribute rating over 5, but no higher than eight. This power can be purchased more than once, to affect multiple Attributes.

(Enhanced Attributee: Stamina +3)

Extensible Limb - The character may extend her limb with a reflexive Dexterity + Athletics roll, out to one yard plus one yard per success. She may use her full strength with the limb or limbs in question.

(Extensible Limb: Tongue)

Extra Limbs - The character gains three additional dice in grapple attempts, in addition to any minor benefits of extra limbs (such as the ability to hold a flashlight while reloading a shotgun and digging for one's car keys simultaneously). The character gains no multiple actions, and must split dice pools (or spend Rage) as usual to perform different actions with different limbs in the same turn.

(Extra Limb: Tongue)

Natural Weaponry - Each form of weaponry costs 2 per die of damage inflicted. The damage inflicted is aggravated.

(Fangs: +1 damage die)

(Tongue: +1 damage die)

Poison - The character must inflict at least one health level of damage on a successful attack of the appropriate nature and spend a Willpower point. The venom inflicts an additional number of health levels of aggravated damage equal to the attacker's Stamina + 2; this venom is soaked separately, if the target is capable of soaking aggravated damage. The Gift: Resist Toxin negates this damage. The poison cannot affect the undead or non-animal targets.

Regeneration - The character heals level of one bashing or lethal damage per turn of rest. If the character also possesses the Berserker power, she can roll stamina (difficulty 8) to regenerate in combat, just as Garou do.

Skinshift - The character may change its appearance at any time merely by concentrating for a turn and spending a Willpower. When trying to duplicate the features of a specific individual, the player must roll Wits + Expression (with variable difficulty, depending on the degree of shift and other factors determined by the Storyteller) to succeed. However, the change is always slightly imperfect; a plant-host gorgon might retain bark-like skin or hair like willow branches. Each change lasts until the next 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 2

Burrow - The player rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and other reinforced structures will not yield to the gorgon no matter how hard she digs. The character can burrow one yard per turn for each success. After the initial roll, the character does not need to roll again to continue at the same speed.