CHANGELING |
Weakness to iron. Iron weapons do another 3 points of damage to you and always do atleast 1 wound. You cannot use your powers if you are in contact with iron
+1 cha +1 awareness +2 fortune
Powers 15
dodge 13
violence 12
Speed is normal
Choose 1 hertiage and 3 sorcery portfolios.
Troll blood:
You a big and beefy or twisted and knotted like cord wood. +2 st +2 con. When you fey nature becomes visable, you turn blue, or grow fangs and claws, or double over.
Urdine /mermaid:;
aquatic, +2 cha, speed is very fast in water.
black annis
iron hard skin and long claws , 3 points armour +3 str, str+3 natural attack
red cap
+2 hit and damage on your first attack, no weakness to iron
Gremlin
+3 ref , you may disable or sabotage a mechanical device you are left alone with. You may spend fortune to destroy a mechainical device used to attack you before the attack resolves
Nuckavee
can swim at very fast in water, drowning touch: make a successful attack, instead of doing damage, they being to drown, until they can bet your outcome+will with con opposed roll
Lepricorn
+4 fortune. Your fortune score is not reduced by spending fortune points for the purposes of fortune checks
Ogre
+4 str +4 con
Gnome
select one effect from the Sand Sorcery schtick to use as a power,
+1 int
sylph
Can fly at swift. +2 dex. Select one effect from the weather sorcery portfolio to use as power, if you have that portfiolio +3 to your Power when using that effect
+1 awareness
Hag
+1 con, +1 int, increase Power action trait by 1 when using sorcery schticks
satyr/dyrad/nymph
+3 cha
select one effect from the influence sorcery schtick to use as power if you have that portfolio +3 to your Power when using that effect
hobgoblin
+2 str +2 con +1 ref
Sorcery Portfolios:
Luck :Pox: A successful Powers opposed roll makes the target lose a fortune point.
Jinx: A successful Powers opposed roll means that next time the target spends a fortune point, the fortune die is negative rather than positive. The target is unaware that this power has been used on them.
What a condwicky dink:
Spent a fortune point to find an object that you really need (but is not like a super rare super thing) in an inlikely place
Sucks to be you:
When someone has a negative die, you may make Powers opposed roll to give them an additional negative die.
Pushing your luck:
You may use 2 points of your Powers score to gain another fortune dice in any check. The Powers action trait is reduced after resolving the roll
Mascoting:
Make a powers roll vs 12, success means you can spend one of your fortune die on someone elses roll.
+ select any from following list
winter
illusions
healing
influence
weather
flux
polymorphism
conjuration
healing
animal
metamagic
Golem:
(includes franksteins, clay , stone, clockwork men, atomic robots)
Str +6 Con +8 ref -2 , dex -2 cha -2 -1 awareness, +2 will
Do not suffer impairment due to wounds, or pain
Immune to poisons and diseases , even super poisons and super diseases
Violence 15
powers 12
dodge 10
Choose 3 powers:
A Brute of brutes
add another +2 to str and con
Unbreaking stride:
reroll any failed will check once
Tainted Power source:
anyone spending a scene in close promixity with you suffers 5 wounds of damage that can only be healed by magic.
elementally linked
Choose a element, double your con to reduce damage from it
Sundering Voice
Shout at unanimate object. It now has a hardness score of zero.
Titanic Force:
Double your strength score for the purposes of lifting or pushing something.
Dread Certainity:
Your fortune is zero. You may not increase it. No one may use fortune points within 30 metres of you.
Rockchewer
as werewolf
Devour
as werewolf:
Magic resistant
Resist any magic attack with your highest action trait.
Strength of the earth
your strength is 2 points higher while you are in contact with the land.
Freak:
Horrible mutants, puking masses, gibbering wreck
stats are rolled using instead of 8 d6 assign one die per stat, you instead roll 4d4, and 4d8
violence:13
powers:13
dodge: 13
Select 4 powers
secret friends:
you are infected with friendly parasites. You may consult them for advice, allowing you to reroll a intelligence or awareness check.
tumour circus :
Anyone striking you in melee must make a dex check vs the outcome of the attack or take twice that in damage from rupturing a number of acid / poison/ fanged tumours.
foul spew :
As supernatural creature in feng shui
freakish trait +2 to a stat of your choice, you can get this more than once, but cannot spend get it twice on the same stat
bone saw (as body weaponary but +1 more damage)
devour (as were wolf , but can survive incredibly toxic stuff)
numb
-1 dex , your con is 5 points higher for the purposes of making deathchecks
You do not suffer impairment from pain, but at the start of any scene make a dex check or have accidently suffer 5 wounds from accidents before hand.
acid blast
powers attack, inflicts damage = randomly determined stat at creation +3
Utility slime:
Secrete a weird goo, that hardens into ropes, webs, etc.
Extra heads:
+1 int and awareness per extra head. You may get this power choice more than once.
nemtocysts:
shoot out horrible poison spines at someone. Powers attack inflicts 6 damage, and must con check or take additonal wounds = to the amount the failed the check.
balefire:
Powers attack with horrible radiation fire. Does damage = your current wound total -10.
minimes:
In a hour you may grow and birth a smaller version of your self. Take wounds up to your con. The minime has a violence score = to that. Their stats are = to yours-2. They count as an unarmed character. You may have more than one at a time. If you eat them you heal the wounds you suffered birthing them, and gain any memories they had while alive. THey are under your complete contril.
carpet of limbs:
You have like hundreds of tiny limbs. YOur speed is very fast.
Blimp:
You may swell up with inner gases and become lighter than air. You can fart around at normal speed.
RockChewer
as werewolf
assimilate:
Eat a fresh body to heal wounds= its con score
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