Showing posts with label the world has ended. Show all posts
Showing posts with label the world has ended. Show all posts

Friday, 13 April 2012

THE WORLD HAS ENDED Changeling , Freak, Golem

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Here's the remaining 3 archetypes for the WORLd has ended. For the sake of completion more than anything. I might run it if I was looking for a game to play at short notice, and I'll more the likely use this archetype to stat up npcs for MORE BETTER HAIR: the secret is you
CHANGELING
Changelings can look like normal humans, but when they use their powers there fey heritage shows.
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

Friday, 6 April 2012

THE WORLD HAS ENDED: wraith archetype

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WRAITH



look like dead  person, either coz they are pale and horrible looking or actually have a chunk of their head missing, or are still smoking or what have you. You are physically there though.  You can heal a number of wounds = to your will power each hour. Regular diseases and poisons do not effect you, but super diseases and super poisons do.



Violence 12
Dodge 15
powers 13
Wraiths have normal speed

You suffer your first point of impairment at 31 and your 2nd at 35.

MAke death checks at 40
if fail death check may reduce choice to reduce stats by an amount = to the amount you failed the check, to go into a insubstial ghost cloud and flee back to you crypt where you can grow a new body.  It costs less to buy your stats back with exp than it usually would, but they still wouldn't come back any other way.
Choose 3 powers:

Insubstantial: you can turn into a translucent version of your self. In this form you cannot be effected by anything physical nor effect anything physical. You can totally walk through  walls and stuff. You cannot heal damage in your insubstantial form. For every minute you spend in this form you take 5 wounds when you reform your physical body.



Inner void:
you body has cracks in and a pure darkness snarling at the light seeps out. Anyone attempting to directly infect your mind takes an attack using your power score, damage is = to their int, and is not reduced by constitution. In addition if you fail a death check your body implodes sucking the light and life of all around you, everyone with 20 metres takes 5 wounds.


Fear:
 You can radiate intense doom to a number of people within sight range = to your intelligence. Those targets must make a will check. Failure means they suffer impairment = the failed outcome on any attacks directed at you. They may make a new will check each round.


Object reading:
 you with a touch sense an objects history , and any charged emotional events that have happened involving it.


Ruin:
You send out a wave of pure malignancy, directed at an objects it twists and breaks them, against the living minor hemtomas burst all over the skin , bones creak and organs quail. Anything that can go wrong does go wrong. It's a Powers attack delivering your will+int damage . In additional the to taking damage the target cannot use any fortune dice on their next action.

Cold blast:
A shrieking wind of utter cold. Resolved as a Powers attack and does int+4 damage. If you get it more than once increase the damage to int+6

Flight:
you can fly like a dirty sheet in the winds of its design. Your speed is swift with your flight, and you can use your powers score to dodge attacks instead of you Dodge score. Purchasing this power choice more than once increase the speed category by one each time .

Poltergeist:
you can lift stuff with your mind! MAke a Powers roll,  the d.v is 0 plus these modifers: is +1 for slow movement +3 for a brisk walk movement, +6 for throwing it fast, +10 for horribly fast. +1 for an object as heavy as an alarm clock, +3 for a object as heavy as a medium dog +6 for +9 for an object as heavy as a table and +12 for an object as heavy as a car. If you are trying to lift something up with that has a Powers score, add that on to the DV as well. Damage is -9 for an object moving at slow speed, -6 for brisk, 0 for fast, +6 for horribly fast. The heavyness of the object is zero for objects lighter than an alarm clock, +1 for an alarm clock, +2 for the weight of a dog, +6 for a table and +12 for a car.
You can use your Powers score to parry incoming missle attacks if you can lift up an adequite barrier and move it at at least fast speed.



Ghost door
Connect to portal together with your spooky magic. Both doors must be with sight of you, or with a successfully int check within intX10 metres. Anyone going through one door winds up coming out the other. Effect lasts until you activate another wraith power or fail a death check.







Shadow strike:
You can strike at someones shadow, hurting them as though you had stabbed their for real flesh. This needs to have shadows present (so nolighting from all angles or pitch darkness) and if it's not obvious where there shadow would be, make a fortune check for it to be near you. You can only do physical attacks with your body through the shadow, and you use your int as a damage modifier instead of str+weapon. If your opponent is unaware of this vector of attack, you use their reflexes as a defensive action trait instead of Violence or Dodge. Once they are wise to it, they can Dodge but at -2 to there Dodge value.

Teleport:
 You can spend like 2 rounds and then you reappear somewhere else. Make an int check. Success means you arrive there. It has to be somewhere you have been before. Failure means you appear somewhere else. Roll a scatter d8 to determine direction and appear 1d4 hexs in that direction

Blink
when you activate this you flit in and out of existence. anytime you are attacked roll a d4 , on 4 you blink out of existence and reappear 1d12 metres from your current place in a random direction. This more than likely means the attack misses. Every 3rd round of using this power you must make a make a fortune check. Failure means you blink somewhere that puts you in line of a random attack or out of reach for your own attack or in the middle of an environmental hazard.

Soul searing gaze:
You attack a senteint being with a gaze attack. They must be vaguely facing you. It wracks them with inner torment, and counts as a Powers attack doing Cha+2 damage. Only a Powers score can be used as defense.

banshee wail:
You can only use this power every 4 rounds. Everyone within earshot must make death check. If there wounds are below 35 (or the number they use to start having death checks) then its a death check vs a negative number, so if they have 0 wounds, they would have to make a con roll againest -35. So you would feel real dumb if you fucked that up. Anyone who fails the deathcheck starts dying as per standard rules

Secrets from BEYOND:Choose one effect from a sorcery port folio to have as a power.