Sunday, August 24, 2014

New Path / Discipline


Way of Yin
This far eastern art/discipline allows the user to purposely unbalance their Yin/Yang Chi to push their Yin (dark natural energy) into complete supremacy. By this unbalance they take on more 'demonic' traits to their physical form. These traits are truly demonic, since they come from a natural chi imbalance rather than an influence from the Pit. Beings that have this imbalance perpetually are referred to as Oni or Akuma, and tend to have a darker outlook on the world.

It takes 3 points of Vitae for vampires; for mages it costs 2 Willpower. In either case it requires 3 turns to transform into the Oni form, or for an extra Vitae/Willpower the character may change immediately. The change lasts for one scene. While the character is in Oni form, the character's Charisma and Appearance drop to zero, but the vampire/mage gains cumulative Physical Attribute bonuses, per the listings below:

●○○○○ +1 Strength, Dexterity, Stamina
●●○○○ +1 Strength
●●●○○ +1 Stamina
●●●●○ +1 Strength
●●●●● +1 Dexterity

Additionally, for each dot in the Discipline/Path, the character gains one of the features listed below. As the character advances in the Discipline, she may continue to "build" her Oni form. Once a feature is selected, it is permanent; the character always assumes the same demon form.

The specifics of a vampire's/mage's Oni form are left to the player's fertile imagination.

Claws: The character grows claws inflicting Str + 2 aggravated damage.

Oni Armor: The demon armor may appear as scales, ornate samurai armor, or anything else, and it gives +1 to soak (may be taken multiple times). Oni armor soaks aggravated damage.

Oni Weapon: A mystical weapon appears in the character's hand. Such a weapon blazes with energy, emits frightful moans, is covered in leering faces, etc. This weapon may be any handheld weapon (no missiles or firearms). Damage is per the weapon type and is aggravated.

Extra Arms: Two extra arms sprout from the character's torso. The character gains two extra dice when grappling or to simulate multiple attacks.

Foulness: The character's demon form is exceedingly unclean: perhaps encrusted in dried blood and pieces of flesh, perhaps surrounded in a mephitic cloud, etc. Any opponents within five feet of the character suffer a one-die penalty to all Dice Pools, unless they are also in Oni form.

Horror: The change afflict humans with effects similar to the Delirium. This effect is constant, though if picked twice, it may be turned on and off at will. Troupes without Werewolf: The Apocalypse may assume that humans failing a Willpower roll flee in fear.

The Host: Fanged, demonic faces sprout from the character's back, torso and limbs. These faces can inflict automatic bite damage (Str + 1 aggravated) on grappled opponents.

Huge Size: The character gains three Bruised Health Levels. He is between nine and 12 feet tall.

Maw: The character's mouth distends and sprouts terrible teeth, perhaps even tusks. The character's bite inflicts Str + 3 aggravated damage.

Spikes: The character's body is covered with spikes (or perhaps nails, razors, barbs, etc.). The character's body-slams inflict aggravated damage, and an attacker botching a Brawl or Martial Arts roll against the character suffers aggravated damage equal to the attacker's own Strength score.

Tail: The character grows a tail. This tail is prehensile and can wield weapons; it can also bash opponents (for Strength damage, normal) or perform appropriate martial maneuvers (such as Legsweep), provided the character knows the maneuvers.

For an extra dot, the character may grow a scorpion-stinger capable of injecting poison. This poison is capable of affecting mortals and all supernaturals. The sting itself inflicts Str + 1 aggravated damage. To inject poison, the character spends Vitae/Willpower/Mana, and for each point spent, the victim takes one die of aggravated damage unless he makes a successful Stamina (difficulty 8; each success negates one die of poison damage).

Third Eye: The character sprouts a third eye in the middle of her forehead. The character gains +1 to all Perception rolls.

Wings: Bat-like pinions stretch from the character's back. The character can fly — clumsily — at a speed of 25 miles per hour.


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