| Changing Breeds|
Aspects, Favors and Numina
Mermaids Kiss (••)
For 1 essence, the Changing Breed may grant a target the ability to breath underwater, and survive the cold and salt.
This effect lasts up to 24 hours from the Kiss, but ends as soon as the target tries to breath air again. The invested Essence cannot be recovered until the effect ends. The Changing Breed is down that many Essence until the effect ends.
The Changing Breed may affect up to Feral Heart targets at any one time.
This may be resisted, roll Composure + Athletics + Feral Heart versus Stamina + Power Stat.
It causes 1 bashing to take in a breath of water. It may also take a Willpower roll, or a WP point for someone to voluntarily take their first breath under water. Every human instinct will cry out against it. Take 3 bashing when you try to breath air from extended coughing. Cancel 1 bashing per success on Stamina or Composure + Athletics or Survival.
Mindspeech (•• or ••••)
This is an extension to Mindspeech (••).
Mindspeech 4 functions the same as Mindspeech 2, except now the Feral can speak with multiple people at once, equal to his Feral-Heart + 1. Those who are on the receiving end cannot hear anyone other than the initiator, nor can they speak to any others then the original, unless they too possess Mindspeech 4 - in which case they can speak with as many people as their Feral-Heart + 1 in the connected group as well.
This works in the usual forms of Mindspeech - that it costs 0 essence to initiate, requires eye contact to initiate, and only works within about 100 feet of one another.
Webslinging (•• or •••)
With the two dot version of this Aspect, a Feral may attempt to 'grapple' a target with a length of spun web rope. This has a range of Feral-Heart x 5 Yards After a successful extended 'weaving' action of at least 10 success, a character with this Aspect may make a roll of Feral-Heart + Athletics - Defense in order to attempt to Grapple a target at range.
This attempt must be made within a number of hours equal to the character's Feral-Heart score, or the webbing will harden and be unusable. This follows all rules for Grappling, as found in WoD:Core pg157.
Grappling is still an Instant action, as are all maneuvers performed within. Escaping from this grapple is exactly like a standard Grapple, except the entangled party takes a negative equal to the webslinger's Feral-Heart rather than Strength.
For the webslinger, the normal roll of Strength + Brawl - Target's Strength is replaced with Feral-Heart + Athletics - Target's Strength. The only maneuvers that can be performed in this type of grapple are: Immobilize, Render Prone, or Deal Damage. Targets within this grapple may not Overpower to attempt to take control of the grapple. They may only escape.
With the 3 dot version, the character may, as an instant action, perform the exact same as above, without needing to use an extended action to create the web rope. Again, they still use Feral-Heart + Athletics - Defense for the initial roll, and Feral-Heart + Athletics - Target's Strength to perform maneuvers. Again, the target uses Strength + Brawl - Webslingers Feral-Heart to escape. The same maneuvers may be used.
Approved Numina & Global HRs