Changing Breeds/Aspects

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Changing Breeds
Aspects, Favors and Numina

Aspects

Approved

  • All Aspects from Changing Breeds are approved unless otherwise stated. Please see HR page for clarifications on individual Aspects.
  • The following Aspects from War Against The Pure are available:
    • Castigating Brand (•••••) - Not restricted to Bull-Gods - p.220

Not Approved

  • Beast Magic
  • Totem Guardian

Aspects (Custom)

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.

Favors

Approved

  • All Favors from Changing Breeds are approved (See HR page for clarifications)
  • The following Favors from War Against The Pure:
    • Electroreceptors (•) p.204
    • Jawless (••) p.204
    • Rigid Scales (•• or •••) p.204

Approved Numina & Global HRs

Dice Rolls

  • Power + Finesse are rolled when using Numina rather than the stats listed in the books. This is for thematic reasons.
  • Any resistance or contested action automatically includes a Supernatural Trait stat if possessed.
  • If the book mentions Supernatural Tolerance, this is replaced by your Supernatural Trait if possessed.

Numina List

  • Abduct (Book of Spirits p. 138)
    • This is usable both ways.
    • The power does not work on supernatural targets, even if technically mortal (such as ghouls or magi).
    • Abduct does work on the wolf-blooded, or those with lesser templates, such as thaumaturges and psychics.
  • Animal Control (The World of Darkness p. 210)
  • Blast (God Machine Chronicles p. 229)
    • The maximum weapon bonus is equal to the entity’s Spirit Rank.
    • Defense and Armor does not apply.
  • Camouflage (Book of Spirits p. 138)
  • Command Fire (Werewolf the Forsaken p. 111)
    • Purified Only (Others gain this as a gift)
  • Commune (Book of Spirits p139)
    • The character must choose whether this applies to nature, rural, or urban environments on purchase. They may purchase this multiple times for other options.
    • This numina takes 1 essence per minute. It gives the following information and allows for a Clash of Wills check:
      • 1 success: General presence of intruders or threats (people or situations)
      • 2 successes: General number and location of threat or intruder (still no specifics)
      • 3 successes: Basic identifying information, such as species (human, prey animal, predator animal), gender, and threat type (forest fire, downed power line, etc.)
      • 4 successes: More specific information (humans are cops, predators are polar bears, etc.)
      • 5 successes: Creature type, if supernatural creature.
  • Concealment (Book of Spirits p. 139)
  • Essence Thief (God Machine Chronicles p. 229)
  • Firestarter (God Machine Chronicles p. 229)
  • Heal (Book of Spirits p. 142)
    • This is only usable on others, not on the caster and heals in two seperate ways.
    • Bashing & Lethal Damage
      • The user does not need to heal the least severe damage first, they may choose how to allocate successes and essence for healing. Essence spent on this numina (including the initial point for activation) is:
        • 1 essence + 1 success per 2 bashing
        • 1 essence + 2 successes per 1 lethal
      • Essence may be spent over successive turns as long as the spirit has unused successes.
    • Aggravated Damage
      • Only non-spirit characters and Rank 3+ spirits can heal aggravated damage with this power. Healing aggravated damage is painful and exhausting to the the caster. Healing aggravated damage is a separate extended roll. Essence spent on this numina (including the initial point for activation) is:
      • 1 essence for activation + 2 essence per 1 Aggravated damage healed
      • The target number is 5 successes per aggravated damage to heal with the max number of rolls is equal to the casters Power + Finesse. Each roll represents 1 minute of work.
      • The amount of damage healed is capped at your Spirit Rank.
      • Healing aggravated damage is only usable once per day, per target.
  • Left-Handed Spanner (God Machine Chronicles p. 229)
  • Omen Trance (Book of Spirits p. 144)
  • Reaching (Book of Spirits p. 146)
    • This Numen must be purchased to use other Numina across the Gauntlet.
  • Savant (Book of Spirits p146)
  • Speed (God Machine Chronicles p. 230)
  • Spirit Crown (Summoners p. 222)
    • This is only usable upon spirits. Not other creatures even if in spirit form.
  • Spirit Prowess (Antagonists p. 38)
    • Up to five points of Essence can be spent to increase attributes rolls for a scene. Once assigned to an attribute, it can’t be reallocated without a reflexive expenditure of one Willpower point to move the bonus among Attributes rolls.
    • One dot per essence may be added to any combination of the Power, Finesse, Resilience, Strength, Dexterity, or Stamina rolls.
  • Telekinesis (God Machine Chronicles p. 230)
    • Damage done by this power is always Bashing and Armor applies. It cannot be used to lift or move an unwilling living (or undead) target, unless said target is unconscious due to damage (for instance, pulling someone out of a fight if they drop).
  • Telepathy (Book of Spirits p148)
    • No derangement for participants.
  • Threshold (Book of Spirits p. 148)
  • Wilds Sense (Book of Spirits p. 149)