Aspect of the Beast: Difference between revisions

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;[[Spiritus]]
;[[Spiritus]]
Instead of calling up animal spirits, the vampire
learns to emulate aspects of those spirits herself. In this
way, she can become faster, stronger, tougher, or gain
the special powers of nearly any animal, provided that
the spirit is local to the area.
'''System:''' The player spends a blood point and rolls
Manipulation + Occult (difficulty 7). The power lasts
for one turn per success, unless otherwise noted. Some
examples of aspects are given below, though the player
and Storyteller are welcome to make up others:
''Beaver’s Bite'' — This makes the Ahrimane’s bite
strong and sharp enough to cut through almost any
substance (though it does no additional damage to living
or unliving targets).
''Chameleon’s Colors'' — The Ahrimane becomes capable
of changing color to suit the environment (-2
difficulties to all Stealth rolls involving hiding).
''Ears of the Hare'' — The Ahrimane can hear as well
as a rabbit, reducing the difficulty of Perception rolls
involving hearing by two.
''Falcon’s Eye'' — The Ahrimane can see great distances
as if she had the eyes of a falcon (-3 to all Perception
rolls involving vision).
''Ferocity of the Cougar'' — All Courage rolls are made
at -2 difficulty.
''Leapfrog'' — This grants the Ahrimane the ability to
leap three times the normal height and distance. (See
p. 260 for jumping rules.)
''Nose of the Hound'' — The Ahrimane’s sense of smell
is far greater than that of a mortal. She can even track
by scent with on a Perception + Survival roll (difficulty
set by Storyteller).
''Serpent’s Venom'' — The Ahrimane’s bite transmits
a venomous toxin that causes two health levels of
damage in living victims per turn (see “Poisons and
Drugs,” p. 301). The damage continues until the toxin
is removed or nullified, or until the Ahrimane’s spirit
power ends.
''Sound of the Cricket'' — This grants the power to produce
an annoying, grating sound loud enough to deafen
those nearby. The target suffers a +4 to all Perception
rolls related to hearing for the next scene unless he succeeds
on a Willpower roll (difficulty 7).
''Squirrel’s Balance'' — The Ahrimane can move about
in the branches and limbs of trees or across tightropes
with little fear of falling. All such Athletics rolls have
their difficulties decreased by two.
''Strength of the Bear'' — This gives the Ahrimane two
extra dots of Strength.
''Swiftness of the Stag'' — The Ahrimane can move at
twice her normal running speed.

Latest revision as of 01:12, 5 January 2015

Spiritus

Instead of calling up animal spirits, the vampire learns to emulate aspects of those spirits herself. In this way, she can become faster, stronger, tougher, or gain the special powers of nearly any animal, provided that the spirit is local to the area.

System: The player spends a blood point and rolls Manipulation + Occult (difficulty 7). The power lasts for one turn per success, unless otherwise noted. Some examples of aspects are given below, though the player and Storyteller are welcome to make up others:

Beaver’s Bite — This makes the Ahrimane’s bite strong and sharp enough to cut through almost any substance (though it does no additional damage to living or unliving targets).

Chameleon’s Colors — The Ahrimane becomes capable of changing color to suit the environment (-2 difficulties to all Stealth rolls involving hiding).

Ears of the Hare — The Ahrimane can hear as well as a rabbit, reducing the difficulty of Perception rolls involving hearing by two.

Falcon’s Eye — The Ahrimane can see great distances as if she had the eyes of a falcon (-3 to all Perception rolls involving vision).

Ferocity of the Cougar — All Courage rolls are made at -2 difficulty.

Leapfrog — This grants the Ahrimane the ability to leap three times the normal height and distance. (See p. 260 for jumping rules.)

Nose of the Hound — The Ahrimane’s sense of smell is far greater than that of a mortal. She can even track by scent with on a Perception + Survival roll (difficulty set by Storyteller).

Serpent’s Venom — The Ahrimane’s bite transmits a venomous toxin that causes two health levels of damage in living victims per turn (see “Poisons and Drugs,” p. 301). The damage continues until the toxin is removed or nullified, or until the Ahrimane’s spirit power ends.

Sound of the Cricket — This grants the power to produce an annoying, grating sound loud enough to deafen those nearby. The target suffers a +4 to all Perception rolls related to hearing for the next scene unless he succeeds on a Willpower roll (difficulty 7).

Squirrel’s Balance — The Ahrimane can move about in the branches and limbs of trees or across tightropes with little fear of falling. All such Athletics rolls have their difficulties decreased by two.

Strength of the Bear — This gives the Ahrimane two extra dots of Strength.

Swiftness of the Stag — The Ahrimane can move at twice her normal running speed.