Difference between revisions of "War Form"

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*Stealthy: You have chameleon skin, psychic abilities, or some other way to hide your presence. You gain +2 to Stealth checks while in this form. Additionally, you can move at running speed while in stealth.  
 
*Stealthy: You have chameleon skin, psychic abilities, or some other way to hide your presence. You gain +2 to Stealth checks while in this form. Additionally, you can move at running speed while in stealth.  
 
*Horrid: You look terrifying, even by War Form standards. You gain a +2 to all Intimidation rolls. Additionally, on a Critical Win involving Intimidation, witnesses must roll a Willpower test against Difficulty 4 to avoid fleeing (mortal) or Terror Frenzy (Kindred).  
 
*Horrid: You look terrifying, even by War Form standards. You gain a +2 to all Intimidation rolls. Additionally, on a Critical Win involving Intimidation, witnesses must roll a Willpower test against Difficulty 4 to avoid fleeing (mortal) or Terror Frenzy (Kindred).  
*Delirium: You exude a neurotoxin, magic aura, or something else that makes it difficult for mortals to remember you. Human witnesses must roll Intelligence + Resolve against a Difficulty of 4. If they Fail, they will misremember or rationalize the scene in which they saw you when they next wake up. Other: Different or variant traits may be possible at Storyteller’s discretion.
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*Delirium: You exude a neurotoxin, magic aura, or something else that makes it difficult for mortals to remember you. Human witnesses must roll Intelligence + Resolve against a Difficulty of 4. If they Fail, they will misremember or rationalize the scene in which they saw you when they next wake up.  
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*Other: Different or variant traits may be possible at Storyteller’s discretion.
  
 
===Example War Form===
 
===Example War Form===

Revision as of 12:11, 30 March 2022

Protean •••••

  • Prerequisite: Feral Weapons

At the epitome of Protean, the user can take on the form of monstrous and mythical creatures unlike the world has ever seen. Few powers are as Masquerade-shattering, and even fewer are this devastating.

  • Cost: 2 Rouse Checks
  • Dice Pool:
  • System: No test is required. The transformation takes one turn, during which the user may take no other actions. Upon transformation, the vampire gains the Physical Attributes, senses, special traits associated with their War Form, as well as its natural limitations. Damage dealt in this form is Aggravated to mortals. The vampire can use other Disciplines while in this form, at the Storyteller’s discretion.

When a player first chooses this power, they must build their own unique War Form, each of which is unique to the user (at least cosmetically). They choose one Physical Attribute at 5, another at 4 and finally one at 2. In addition, they must choose two Special Traits that reflect their form’s particular features from the War Form Traits List.

  • Duration: One scene unless ended voluntarily before that.

War Form Traits List

  • Massive: This form is a hulking mass, up to the size of a small car. It gains 3 extra Health boxes and +2 to Close Combat Damage, but Called Shots against it are made at no penalty given the size of the target. It also has problems squeezing through doors and smaller spaces, requiring a test at Storyteller’s discretion.
  • Ranged: You have a powerful ranged attack such as acid spit, launcheable spikes, directed shriek, etc. This counts as a thrown weapon with a +1 modifier to damage and deals non- halved Superficial Damage to mortals and Kindred alike.
  • Strong grip: You have tentacles, extra limbs, tail, a strong bite or even spikes that allow you to grapple more easily. You gain +2 to Grappling while on this form and Bite attacks gain a +1 bonus instead of the usual penalty.
  • Winged: You have wings or other means of hoisting yourself into the air. Unless you are using the Weight of a Feather power you cannot actually fly, but you are able to glide from a vantage point. Additionally, you can swoop into Close Combat from up to 15 meters and still attack.
  • Fluid: You are made of an ever-changing liquid or can contort yourself in unnatural ways, allowing you to fit in the smallest of spaces, even under a door. You are also immune to grapples or restraints. The Storyteller might allow the use of Brawl with Dexterity for certain attacks done in this form. Cannot be taken with Massive.
  • Humanoid: Your War Form is still human enough to be able to use weapons and tools via humanlike hands or other precise appendages.
  • Stealthy: You have chameleon skin, psychic abilities, or some other way to hide your presence. You gain +2 to Stealth checks while in this form. Additionally, you can move at running speed while in stealth.
  • Horrid: You look terrifying, even by War Form standards. You gain a +2 to all Intimidation rolls. Additionally, on a Critical Win involving Intimidation, witnesses must roll a Willpower test against Difficulty 4 to avoid fleeing (mortal) or Terror Frenzy (Kindred).
  • Delirium: You exude a neurotoxin, magic aura, or something else that makes it difficult for mortals to remember you. Human witnesses must roll Intelligence + Resolve against a Difficulty of 4. If they Fail, they will misremember or rationalize the scene in which they saw you when they next wake up.
  • Other: Different or variant traits may be possible at Storyteller’s discretion.

Example War Form

  • The Direwolf: Preferred by Gangrel, this War Form emulates the aspect of the Crinos of the Garou. Usually complemented with their Fortitude and Animalism for packs, the Direwolf serves as the frontline during a physical confrontation.
    • Atributes: Strength 4, Dexterity 2, Stamina 5
    • Special: Massive, Horrid or Delirium


  • The Abomination: Alien and eldritch, this War Form resembles a monster from the Lovecraftian mythos. Incomprehensible and terrifying, this aspect is complemented well with Presence or Dominate and its main use is to play with the minds of mortals.
    • Atributes: Strength 4, Dexterity 5, Stamina 2
    • Special: Delirium, Horrid or Strong Grip


  • The Naga: Preferred by the Church of Set, this War form resembles a humanoid covered in scales with a long tail instead of legs. Usually complemented with Presence or Dominate, this aspect is rooted in the mythos of the Lamia, equally beautiful and terrifying.
    • Atributes: Strength 5, Dexterity 4, Stamina 2
    • Special: Humanoid, Strong grip or Fluid


  • The Chiropteran Marauder: Also known as the Bat of War or Monstrous Bat, this form resembles a human sized bat. Armed with launchable spikes, a directed sonic scream or camouflaging skin, the Chiropteran Marauder excels at ambushes or extended battles and is usually complemented with Obfuscate or Auspex.
    • Atributes: Strength 4, Dexterity 5, Stamina 2
    • Special: Winged, Ranged or Stealthy


  • The Blood Form: Have you ever wanted to be a pool of sentient blood? Now it’s your chance! With the amazing Blood Form you can soak everyone around you with gore outcome! It is sometimes used with Potence to better choke people from within or leap, and Celerity to climb up vertical surfaces.
    • Atributes: Strength 2, Dexterity 5, Stamina 4
    • Special: Fluid, Ranged or Strong grip


  • The Hulk: Sometimes called the Behemoth or the Giant, this brute can tank hits and fightback by wielding anything from greatswords to uprooted lamp posts. It is often used with Potence and Fortitude to increase its already supernatural abilities.
    • Atributes: Strength 4, Dexterity 2, Stamina 5
    • Special: Massive, Humanoid or Strong Grip


  • The Stalker: A skeletal nightmare with collapsible bones, this lanky figure is perfect for creeping up on others and ambushing them wherever they may hide. Obfuscate to stay hidden or Celerity to blink around can definitely augment it’s abilities.
    • Atributes: Strength 4, Dexterity 5, Stamina 2
    • Special: Fluid, Humanoid or Delirium


  • The Chameleon: Using active camouflage, this War Form is perfectly suited for stealth ops and other missions requiring discretion. It is often paired with Obfuscate and Dominate to infiltrate without anyone seeing or remembering them.
    • Atributes: Strength 2, Dexterity 5, Stamina 4
    • Special: Stealthy, Humanoid or Delirium


  • The Swarm: A flock of birds, bats or even a horde of insects, this form excel in one thing, overcoming the enemies with sheer numbers. The vampire's body is disaggregated into smaller forms, all of them tied to a hive mind. Although still impossible to control each of them individually, practitioners of this form usually employ Animalism to compensate for it.
    • Atributes: Strength 2, Dexterity 4, Stamina 5
    • Special: Other: (Fluid Variant, see below), Stealthy or Winged

Storyteller’s Variant of Fluid (example)

You are also immune to grapples or restraints. The Storyteller might allow the use of Brawl with Dexterity for certain attacks done in this form. If splitting the swarm, the bigger group will always be directly controlled by the player, while the smaller ones will function controlled via Animalism powers.

For the purposes of combat, this form still needs to split its dice pool to attack several opponents and count as a single entity when receiving damage

Related Content

Originally from Clan Tzimisce

Credits

Author: Sharei, Claire deLune, ExcMiddle

Other Credits:

Comments


Sharei

21 months ago
Score 0
Buffed Stealthy, Adjusted Massive and Horrid

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