Post by Sadbot on Mar 26, 2020 17:02:21 GMT
Super Natural Traits
As a Revenant begins to grow in power, their Spectre side may begin to mutate and shift the body in minor ways. These can be as small as changing eye color to giving the Revenant an almost inhuman sort of aura to them. These evolutions have also been shown in humans who dabble in Spectre magic and generally lead to assured Revence upon death. The severity of these traits and difficulty in hiding it are dictated by their Level.
If the player is a human, Syte, or any other spectral creature they may choose whichever they want. Each trait is 2 EXP, choose ONE ability from the given trait. You may not take the same trait more than once. Each trait taken by humans boosts their Revenant chance by 10%. All Traits are passively active unless stated otherwise.
Spectral Creatures: Equal to Willpower mod + 2
Humans: Equal to Half Willpower mod (Rounding up).
Level 1 Supernatural Traits
Level 1 Traits are some of the most common traits amongst Revenants and Spectral creatures in general. While appearance tends to be the only physical change, inherent abilities are often boosted far past their initial power.
Aura
You give off an aura of some sort which affects those around you.
Unnatural Eyes
Your eyes take on a completely unnatural form. A change in color or structure.
Altered Skeleton
Your bones have taken on an unnatural characteristic, healing or strengthening beyond natural means.
Altered Blood
The composition or color of your blood has mutated to have a strange effect.
Uncanny Senses
One of your senses has been enhanced to supernatural levels.
Level 2 Supernatural Traits
Level 2 Traits are when the body begins to make more drastic changes. While they may still be hidden it can prove difficult without proper intent or excuse.
Unnatural Growths
A non-human feature has appeared on you, such as animalistic ears, ice along your hair, scales, etc.
Unnatural Gait
The way you move is difficult for the average human to understand.
Unnatural Face Structure
Something about your face has changed drastically, the size of your eyes, the tips of your ears pointing, your nose elongating, etc.
Lethal Unarmed Attack
An alteration to your body structure has allowed you to cause serious damage without a weapon.
Unnatural Hair
Your hair takes on an odd characteristic.
Level 3 Supernatural Traits
Level 3 Traits are the most difficult Traits to keep hidden. Many who have them often hide due to how difficult it is to cover them up. Revenants with these Traits are thought to be the reason for various Folklores regarding their respective type.
Inhuman Size
You are unnaturally taller or shorter than the average human, with none of the subsequent health issues.
Presence
Something about you just doesn’t seem right. It may be difficult to look at you due to fear, or perhaps it is difficult to look away from you. Unlike normal traits, this trait does not physically change the person very often. Their presence however is nearly impossible to hide, leading most observers to understand there is something very odd about the person.
Unnatural Resolve
Even when seriously injured you do not show the true extent of your injuries.
Strange Limbs
Something about your limbs just isn’t right, the way they move, how long they are, etc.
Unnatural Skin Color
Your Skin color is very different from that of an average or healthy human. Perhaps it is snow white, or a strange ashen grey.
As a Revenant begins to grow in power, their Spectre side may begin to mutate and shift the body in minor ways. These can be as small as changing eye color to giving the Revenant an almost inhuman sort of aura to them. These evolutions have also been shown in humans who dabble in Spectre magic and generally lead to assured Revence upon death. The severity of these traits and difficulty in hiding it are dictated by their Level.
If the player is a human, Syte, or any other spectral creature they may choose whichever they want. Each trait is 2 EXP, choose ONE ability from the given trait. You may not take the same trait more than once. Each trait taken by humans boosts their Revenant chance by 10%. All Traits are passively active unless stated otherwise.
Spectral Creatures: Equal to Willpower mod + 2
Humans: Equal to Half Willpower mod (Rounding up).
Level 1 Supernatural Traits
Level 1 Traits are some of the most common traits amongst Revenants and Spectral creatures in general. While appearance tends to be the only physical change, inherent abilities are often boosted far past their initial power.
Aura
You give off an aura of some sort which affects those around you.
- You give out an Aura which heals and improves the health of your Allies. When you share a Range with an Ally, they gain +3 HP per a turn.
- Your Aura causes those around you to become more agitated and even frenzy. When you share a range with this person, you no longer have to spend a Half Action to enter melee.
- Your Aura boosts the resolve of those around you. When an Ally shares a range with this person, they may cast a Single Level 1 spell without rolling.
Unnatural Eyes
Your eyes take on a completely unnatural form. A change in color or structure.
- Your sight has allowed you insight to the unseen and unknown. While your human mind and soul cannot comprehend it, your Spectral side revels in the knowledge. Anytime you roll a 10 or lower when casting a spell, you gain 2 points towards your Magic Track instead of 1.
- Your hand-eye coordination has improved to impossible levels, resulting in improved combat skills. Once per turn you may attempt to strike the enemy’s weapon to defend yourself. Make a Warfare Melee or Warfare Ranged attack and designate it as a Defensive Strike. If the attack succeeds, automatically ignore one of the Enemy’s attacks.
Altered Skeleton
Your bones have taken on an unnatural characteristic, healing or strengthening beyond natural means.
- Your bone marrow has become imbued with Somnium energy, resulting in accelerated healing. Once per turn, you may spend a half to gain +1d5 HP back.
- Due to the rapid introduction of Somnium energy into your skeletal structure, your bones were rapidly fractured and healed to the point of enhanced toughening. Your Unarmed attacks now automatically count as having Brass Knuckles.
Altered Blood
The composition or color of your blood has mutated to have a strange effect.
- Your blood has taken on a strange healing property. When in contact or consumed by someone, it heals them. For every point of damage you take, you may grant and ally an equal amount of HP. Healing does not stack and is reset every turn.
- While it doesn’t seem to harm you, your blood has taken on a strange harming effect. Some may be corrosive whilst others may burn like fire. Any attack which manages to connect with you will now deal 2 unavoidable damage back to the enemy.
- Your blood has solidified into a new substance, such as ice or stone. Despite this it seems to still function as normal and reforms to normal blood once introduced to Oxygen. Once per turn you may choose to ignore up to 3 damage.
Uncanny Senses
One of your senses has been enhanced to supernatural levels.
- The structure of your ear has been altered, enhancing balance and hearing. If the enemy rolls 1 Damage for their attack, ignore the damage completely.
- Your perception has increased to allow for greater observations on the battlefield. Once per a battle you may note an Obstacle within a specific Range. This obstacle will require two movement actions to pass through for the enemy, instead of one. You and your allies are unaffected. Lasts 3 turns.
Level 2 Supernatural Traits
Level 2 Traits are when the body begins to make more drastic changes. While they may still be hidden it can prove difficult without proper intent or excuse.
Unnatural Growths
A non-human feature has appeared on you, such as animalistic ears, ice along your hair, scales, etc.
- Some sort of defensive growth has appeared on your skin, such as Scales or Bone Plates. Gain a permanent +2 to your Armor.
- An unconventional limb, such as a tail or set of wings, have sprouted. You may use these to grasp a weapon and allow for quick changing between them. You no longer have to spend a Movement Action to switch Weapons.
- A sort of Somnium Conduit has appeared on your body. Once per a turn you may grant a -20 to casting a spell for yourself. Requires 1 turn to recharge after every use.
Unnatural Gait
The way you move is difficult for the average human to understand.
- Your legs move in strange and unnatural ways. Yet despite their appearance, they seem to move far more efficiently than normal. You gain an extra Movement Action if you have moved 2 or more spaces this turn. Does not stack, Movement Action goes away the next turn.
- The way in which your arms contort and twist makes defending against strikes quite difficult. If you make 4 or more WFM Attacks this turn, give your next turn’s attacks a -10 to hitting. Does not stack, lasts only one turn before needing to be restarted.
- Your movements in general are odd, giving you a sort of natural camouflage. If you moved at least 3 Ranges this turn, gain a free use of dodge which does not count towards your total Dodge limit.
Unnatural Face Structure
Something about your face has changed drastically, the size of your eyes, the tips of your ears pointing, your nose elongating, etc.
- Your ears have changed in some strange way, sharpening or disappearing completely. Gain a permanent -5 to ALL WFR attacks.
- Your eye sockets and subsequently your eyes have shifted in a strange way. Gain a permanent -5 to ALL Willpower rolls.
- Your nose has become twisted, elongated, or has become so small it doesn’t seem like you have one. Gain a permanent -5 to ALL WFM attacks.
Lethal Unarmed Attack
An alteration to your body structure has allowed you to cause serious damage without a weapon.
- Your fingernails or perhaps your finger bones have sharpened to a point that they are dangerous weapons. Your Unarmed attacks now count as if using Daggers without the “Throw” special ability. If you have taken the second ability from Altered Skeleton, you may switch between the weapons as if normally switching a weapon.
- Like an animal, your teeth have become razor sharp. Once per a battle you may attempt to latch onto an enemy at Close range and bite them. Make a Warfare Melee attack without rolling damage. If successful you grapple the opponent, keeping them in their current range (Along with you). Any further attacks you make towards the opponent get a -15 to hit. The Grapple ends as soon as you miss an attack. You may end the Grapple early.
- Through some odd protrusion or magical means, you are able to make ranged attacks naturally. You may now make your unarmed attacks as if making a WFR attack with a Range of 2.
Unnatural Hair
Your hair takes on an odd characteristic.
- Your hair has taken on some sort of elemental aspect, such as floating like fire or flowing like water. All WFR attacks now take on the same elemental attributes as your hair, resulting in lasting damage. When a WFR attack connects, the target will take 1 unavoidable damage for an amount of round equal to half your Willpower mod. This is not stackable and must be applied after the end of its duration.
- Your hair has gained a constant, natural appearance. This can be anything from appearing wet constantly, greasy, shiney, etc. This appearance is retained no matter what the Revenant does. Once per a battle, you may choose to “Reverse” a single roll of any type. This inverts the number rolled, meaning 100 would become 1, 10 would become 90, 25 would become 75, etc. You may do this to ANYONE in combat, including yourself.
Level 3 Supernatural Traits
Level 3 Traits are the most difficult Traits to keep hidden. Many who have them often hide due to how difficult it is to cover them up. Revenants with these Traits are thought to be the reason for various Folklores regarding their respective type.
Inhuman Size
You are unnaturally taller or shorter than the average human, with none of the subsequent health issues.
- Your height towers over even the tallest of humanity. Due to this, your bones have increased in density and your muscles have boosted in strength. Finer motor controls, however, have decreased. You are able to use All Out Attack and Charge without using a Movement Action.
- Your musculature is that of a dedicated bodybuilder, without any effort. Due to this added strength, you are able to wield larger than average weapons. Give an additional +2 to All Damage Rolls and Pierce for Melee weapons when you use them.
Presence
Something about you just doesn’t seem right. It may be difficult to look at you due to fear, or perhaps it is difficult to look away from you. Unlike normal traits, this trait does not physically change the person very often. Their presence however is nearly impossible to hide, leading most observers to understand there is something very odd about the person.
- When people look at you, they feel an intense fear. Anyone, ally or enemy, who is in a range directly behind or in front of you, they lose 1 Movement action. Enemies attempting to enter melee combat with you will be unable to use Charge against you.
- Your appearance is a distraction to people in combat. If you are closer to an enemy than anyone else, they must attack you.
- Your form contains the incomprehensible essence of Somnium energy. Once per a battle you may choose to reveal the energy to those around you for a half action. Any, Ally or enemy, who is within 1 or less range of this individual loses their mechanical turn.
Unnatural Resolve
Even when seriously injured you do not show the true extent of your injuries.
- Despite your physical limits, your mind has been opened to the unknown more so than most. You may choose a single spell of any type at the beginning of a battle. When you cast this spell, it damages you an amount equal to its level.
- Even when on the cusp of death, your mind shall not allow your body to die. When you reach 0 HP in a fight, you may continue to fight but still take damage. Upon reaching -20 HP, you will die whether you win or lose. May not be used in Non-Deadly threads.
Strange Limbs
Something about your limbs just isn’t right, the way they move, how long they are, etc.
- Your arms are slightly longer than average. From a quick glance that is. You can extend your arms through physical or magical means, you may initiate Close Combat when within 1 Range instead of 0 Range.
- Your legs have elongated to an unnatural size. Automatically start with 2 points in the Reflex Track when combat begins.
Unnatural Skin Color
Your Skin color is very different from that of an average or healthy human. Perhaps it is snow white, or a strange ashen grey.
- Somnium Energy has seeped into your very skin, allowing you to contain one spell in your flesh as if using a Magical Artifact. This may only be a Level 1 Spell and may be used once per a turn.
- The structure of your skin has shifted in such a way you have an easier time hiding from the enemy. Once per a battle you may “Hide”, ignoring any and all attacks or spells sent towards you in exchange for giving up any actions on your turn.
- The makeup of your skin has become more rigid, resulting in it toughening. Once per turn, you may give up 1 Movement Action for an additional +5 to your Armor. May be used 2 times, armor stacks.