Difference between revisions of "True Form"

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(Created page with " '''True Form''': The beasts true form is the terrible form of the Monster in its full glory. Beasts in their true form cannot be grappled unless they are an ugatu. They can s...")
 
 
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'''True Form''': The beasts true form is the terrible form of the Monster in its full glory. Beasts in their true form cannot be grappled unless they are an ugatu. They can still initiate grapples.
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As a beast’s legend increases, they gain additional powers and survivability. They may Choose one power from each list as they increase in power.  
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Beasts in their True form add their legend to their traits and gain 10 health levels.
  
True form works like demons apocalypse form, they get to pick 5 of these powers and get a bonus one based on their family subtype. They get 15 more health and 5 of every trait when they transform into their true form, assuming the form does not take an action.
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==Legend 1-3==
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*Scaled: Soak one damage from anything that is not its anathema.  
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*Cold chill: Enemies lose two Steps per round in its presence
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*Durable: Gain 5 more health
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*Fleet: Gain 1 more step per round
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*Maw: May make Bite attacks without grappling (3 Ag)
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*Claws: Claws deal 4L base.
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*Trample: The beast gains an additional action
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*Unending Nightmare: A beast with this power will reform in its lair, if killed outside of it. It loses 1 permanent Legend
  
*Scaled/armored : The beast soaks 2 damage from all sources.
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==Legend 4-6==
*Enormous: The beast gets +6 physicals and all their attacks to +2 damage(this damage goes over the damage cap).
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*Legendary Hide: Soaks 2 damage from all non anathema sources
*Claws and fangs: The beast sprouts 5A claws and fangs.
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*Legendary Durability; Gain 5 more health
*Deep one: When the beast transforms it brings a bubble of water with it that surrounds the scene all creatures who can’t breath underwater start taking 2L a turn if they do not escape the scene, and the beast can attack anyone in their bubble.
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*Silver Claws: Claws become Aggravated.  
*Lightning speed: The beast wins ties on physical challenges.
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*Maw of Jormungandr: After a successful bite they can attempt to swallow their opponent ( Athletics vs Athletics) if successful they are considered pinned and in the belly of the beast. The beast is not grappled. Swallowed targets take 1 unsoakable ag each turn. Getting out require an Athletics, Melee (to crawl out or cut your way out) Dif 4
*Incredible presence: The beast wins ties on social challenges.
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*Legendary Form: Might retest (Stacks)
*Fast mind: The beast wins ties on mental challenges.
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*Legendary Mind; Persistence retest (Stacks)
*Old Magick: The beast can cast a single changeling Art power or mage rote(Can't gain an extra action, or discipline retest from this power)
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*Legendary Soul: Awe retest (Stacks)
*Quicker than time: The beast takes 1 extra action at the end of the turn and acts on a celerity tier equal to it's legend+3.
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*Overrun: The beast gains an additional Action.  
*Void blackout: The beast is immune to damage from sources that aren't fire, sunlight or magical.
 
*Swallow: Instead of a bite attack in a grapple a beast can attempt to swallow their opponent with an athletics vs athletics test if successful the target is considered unconscious in the belly of the beast. The beast vomits them back up at the end of the scene.
 
*Elemental rain: The beast envelops the scene in elemental energy causing everyone else in the scene to take 2A a round at the start of the round.
 
*Cold chill: Any target the beast declares an enemy lose 3 steps(min 1), additionally the beast always goes first regardless of celerity tiers while this power is in effect.
 
*Petrifying stare: Everyone must stay at least 4 steps away from the beast unless they spend a willpower and make a socials vs socials(no retests, awe applies) check to approach the target as majesty.
 
*Resurrection: When the beast is killed it revives in its lair at full strength by spending a perm willpower. This power can only be activated once per scene.
 
  
 
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==Legend 7-10==
'''Beast incarnate:''' Additionally while in human form a beast can spend 2 satiety to manifest 1 of its true form powers, or activate the true from level of an atavism, for the scene without taking paradox damage from being in its true form.
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*Nemean: Ignore the damage from one attack for free each round. ( Anathema excluded)
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*Dragon Scale: Gain 5 more health
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*Claws of Gold: Claws deal one additional damage,
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*Unstoppable: Gain an additional action each round

Latest revision as of 17:19, 24 May 2023

As a beast’s legend increases, they gain additional powers and survivability. They may Choose one power from each list as they increase in power. Beasts in their True form add their legend to their traits and gain 10 health levels.

Legend 1-3

  • Scaled: Soak one damage from anything that is not its anathema.
  • Cold chill: Enemies lose two Steps per round in its presence
  • Durable: Gain 5 more health
  • Fleet: Gain 1 more step per round
  • Maw: May make Bite attacks without grappling (3 Ag)
  • Claws: Claws deal 4L base.
  • Trample: The beast gains an additional action
  • Unending Nightmare: A beast with this power will reform in its lair, if killed outside of it. It loses 1 permanent Legend

Legend 4-6

  • Legendary Hide: Soaks 2 damage from all non anathema sources
  • Legendary Durability; Gain 5 more health
  • Silver Claws: Claws become Aggravated.
  • Maw of Jormungandr: After a successful bite they can attempt to swallow their opponent ( Athletics vs Athletics) if successful they are considered pinned and in the belly of the beast. The beast is not grappled. Swallowed targets take 1 unsoakable ag each turn. Getting out require an Athletics, Melee (to crawl out or cut your way out) Dif 4
  • Legendary Form: Might retest (Stacks)
  • Legendary Mind; Persistence retest (Stacks)
  • Legendary Soul: Awe retest (Stacks)
  • Overrun: The beast gains an additional Action.

Legend 7-10

  • Nemean: Ignore the damage from one attack for free each round. ( Anathema excluded)
  • Dragon Scale: Gain 5 more health
  • Claws of Gold: Claws deal one additional damage,
  • Unstoppable: Gain an additional action each round