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War Form

172 bytes added, 13:11, 16 January 2023
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===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 (excluding staking the heart and decapitation) have penalties reduced by 2 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 Massiveas it negates one of the disadvantages of that trait.
*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 successes to Stealth checks while in this form. Additionally, you can move at running speed while in stealth and bump into things and people without losing camouflage.*Horrid: You look terrifying, even by War Form standards. You gain a +2 dices to all Intimidation rollsand you can make them as minor actions. Additionally, on a Critical Win involving an active Intimidationattempt, 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 (see Variant Fluid under Examples).

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