Difference between revisions of "Atavisms"

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==Atavisms==
 
==Atavisms==
  
 
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===Dragon's Breath(OP)===
===Dragon's Breath===
 
 
'''Challenge''': Physicals/Mentals(Firearms) vs physicals(defense) '''Cost''': 1 Satiety. '''Duration''': One action
 
'''Challenge''': Physicals/Mentals(Firearms) vs physicals(defense) '''Cost''': 1 Satiety. '''Duration''': One action
  
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* Human: A beast with this atavism gains the physical Discipline retest, might.
 
* Human: A beast with this atavism gains the physical Discipline retest, might.
 
* True: Your steps can’t be reduced and you suffer no penalties while grappling.
 
* True: Your steps can’t be reduced and you suffer no penalties while grappling.
* Lair: The beast may call 2 might on any given challenge.
+
*Lair: Win ties on Physical
  
 
===Wings===
 
===Wings===
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===Alien Allure===
 
===Alien Allure===
'''Challenge''': Socials(subterfuge) vs socials(willpower) '''1 Satiety''': None '''Duration''': One Scene(Human)
+
'''Challenge''': Socials(subterfuge) vs socials(willpower) '''Cost''': 1 satiety(True) '''Duration''': One Scene(true)
  
* Human: With stunning force of personality, the beast can fake fame 1, or prestige 1 for a scene also they passively gain legend*2 social traits.
+
* Human: With stunning force of personality, the beast can fake fame 1, or prestige 1 for a scene.
* True form: Spend a satiety to force targets to take a step closer to you every turn, mass socials uses subterfuge if they come within 1 step they begin losing social traits(temporarily) at a rate of 2 per turn. When they hit 0 they fall unconscious.
+
*True form: Spend a satiety to force targets to take a step closer to you every turn, Uses Majesty rules where they must test against you after spending a willpower. Once they are within one step they lose a social trait each round.  
* Lair: The beast gains more Bonus social traits equal to their legend, the drawin of socials from the true form of this power also increase to 3 traits/turn.
+
* Lair: The beast gains more Bonus social traits equal to their legend, the drawing of socials from the true form of this power also increase to 3 traits/turn.
  
 
===Basilisk's Touch===
 
===Basilisk's Touch===
'''Challenge''': Physicals(Brawl) vs physicals(Defense) '''1 Satiety''': None '''Duration''': One Scene(Human)
+
'''Challenge''': Physicals(survival) vs diff(legend) '''Cost''': None '''Duration''': One Scene
  
* Human: Spend a satiety and for the scene Your hands can produce a light poison, if you make a successful brawl attack, your opponent suffers 1L damage every turn during ability refresh. The target can spend 3 energy to flush the poison from their system on their turn, if affected.
+
* Human: The Beast can produce a poison that when consumed, will cause the target to either fall asleep or begin dying in 10 minutes. Supernaturals may make a Survival test with the beast's (legend) difficulty to ignore falling asleep. They are immune to dying. On Failure a supernatural can spend 2 Will to ignore it. They are immune for the scene.  
* True: The poison’s potency increases to 2L
+
* True: The Beast can let lose a sleep breath that affects the entire room. Mass challenge rules.
* Lair: the poison’s potency increases to 3A and they must spend your [legend] energy to flush the poison from their system.
+
* Lair: Targets begin to calcify when afflicted with the breath, losing 1 physical per round.
  
 
===Eye of Heaven===
 
===Eye of Heaven===
*Human: Splend a satiety to activate this power Each turn the beast observes their target they get 1 of the following. Also passive auspex equal to their legend.  
+
'''Challenge''': None '''1 Satiety''': None '''Duration''': One Scene(human)
 +
*Human: Spend a satiety to activate this power Each turn the beast observes or fights their target they get 1 of the following. Also passive auspex equal to their legend. Piercing a target's obfuscation equivalents uses the beasts's Mentals(Investigation).
 
# Supernatural weakness
 
# Supernatural weakness
 
# Highest trait and value
 
# Highest trait and value
 
# Nature and demeanor
 
# Nature and demeanor
 
# Current Will
 
# Current Will
*True: the beast can see anything around it in a mile radius equal to it’s legend.
+
*True: The Beast gains a 2nd discipline retest on investigation.
*Lair: The beast can’t be surprised and gains investigation retests equal to it's lair rating.
+
*Lair: The beast can’t be surprised in it's lair.
 +
 
 +
===Forbidden Knowledge===
 +
'''Challenge''': None '''Cost''': 1 Satiety(True) '''Duration''': Permanent
 +
* Human: The Beast gains the ability to purchase an extra dot above their generational max of any lore.
 +
* True: The beast ask a single question of the target with a challenge equal to the beast’s(lore) vs the target’s(lore), if they lose the target must leave the beast’s presence or die.
 +
* Lair: The beast knows the powers, names and general supernatural strength of all those who enter it’s lairs.
 +
 
 +
===From the shadows===
 +
'''Challenge''': Mentals(stealth) vs mentals(investigation) '''Cost''': 1 Satiety(True) '''Duration''': One Scene(true)
 +
* Human: The beast cannot be observed or seen by cameras so long as they are in shadow. Piercing this supernatural disguise require auspex 3 or higher, auspex 2 equivalents require a check.
 +
* True: Spend a satiety to activate for the scene Allows the beast to go first in initiative, and it can’t be seen at night, compare legend rating to auspex to see it.
 +
* Lair: Beast is invisible while moving and attacking and cannot be targeted for challenges for the scene by creatures that can’t see it, and so long as there’s shadow. While using this power divide it’s legend rating by 2 when comparing to auspex equivalents. So a legend 4 beast could be seen with auspex 3.
 +
 
 +
===From the Ocean===
 +
'''Challenge''': Phys vs diff(3) to not take damage from(True) '''Cost''': 1 Satiety(True) '''Duration''': One action(true)
 +
* Human: the beast can hear the heartbeat pump of every creature with water in their veins, the beast can locate every such creature within 10 city blocks
 +
* True: Spend a satiety to flood the scene with water, pipes burst rain begins or fire hydrants break. This brings down the building the beast was standing in or fills the room with water. Beings who fail a simple physicals check(Phys vs diff(3) might applies) other than the beast take 3B from the water.
 +
* Lair: The beast can flood their whole layer with water giving them 10 extra steps The waves deal 1  bashing to any intruder at the end of every round. This bashing is unsoakable while in combat with the Beast.
 +
 
 +
===Infestation===
 +
'''Challenge''': None '''Cost''': 1 Satiety(Human,True) '''Duration''': One action(human, true), One Scene(Lair)
 +
* Human: The beast can spend a satiety to escape a grapple by dissolving into a thousand smaller forms and reassembling itself.
 +
* True: The beast can spend a satiety to transform into a swarm and reappear anywhere in it’s line of sight, it can also disappear into a pipe, sewer or toilet system and escape the scene at the end of the round, creatures with similar powers can follow it.
 +
* Lair: The beast can become a giant swarm dealing 4 ag to everything in the scene it wants until it reforms. While in swarm form they take double damage from aoe effects but only 1 damage from other effects, and cannot make other attacks.
 +
 
 +
===Limb From Limb===
 +
'''Challenge''': None '''Cost''': 1 Satiety(True) '''Duration''': One Scene(True)
 +
*Human: The beast’s unarmed attacks do 4B,
 +
*True: The beasts can spend a satiety to have their unarmed attacks do Aggravated damage or lethal, for the scene they also gain 1 extra unarmed attack per round at the end of all actions.
 +
*Lair: The beast can spend animal ken as if it was brawl. Whenever the beast makes a successful brawl test in it’s lair it gains  a satiety.
 +
 
 +
===Looming Presence===
 +
'''Challenge''': Socials(intimidation) vs socials(willpower) '''Cost''': 1 Satiety(True) '''Duration''': One action
 +
* Human Effect: Make a socials(intimidation) vs socials(willpower) check you strike terror into your victim. If you succeed, the subject flees your presence and tries to avoid you for the rest of the scene or for one hour whichever is shorter. If cornered, the victim will still defend himself, but he will do his best to escape you. The subject defends himself normally, but he is loathe to engage you in Challenges.
 +
* True Form: Spend a satiety to activate the human effect of this atavism on everyone you choose in the scene.
 +
* Lair Effect: By spending a satiety The Beast can activate a nightmare against everyone in the scene by spending a willpower in addition to any other costs.
 +
 
 +
===Mimir's Wisdom===
 +
'''Challenge''': None '''Cost''': 1 Satiety(True) '''Duration''': One night(true), permanent(Human, lair)
 +
* Human: You gain the Mental Discipline retest.
 +
* True: You can’t suffer trait penalties and libraries in your lair can be upgraded to a super once per night by spending a satiety.
 +
* Lair: Win ties on Mental
 +
 
 +
===Monster From the Deep===
 +
'''Challenge''': mass Phys(brawl) vs phys(defense) no retests might applies  '''Cost''': 1 Satiety(True) '''Duration''': One night(true), permanent(Human, lair)
 +
* Human: When a beast damages an opponent they are also knocked back a number of steps equal to the damage they took.
 +
* True: The beast can attack a number of targets up to it’s legend with it’s unarmed attack while in it’s true form by spending a satiety. (phys(brawl) vs phys(defense) no retests, might applies). This cannot be combined with other extra actions.
 +
* Lair: Instead of knocking a target back the beast can grapple all targets it hits without a follow-up athletics tests and suffer no penalties, it can grapple any number of targets this way.
 +
 
 +
===Needs of the Hunt===
 +
'''Challenge''' Socials(leadership) vs socials(willpower) '''Cost''': 1 Satiety(Human) '''Duration''': Permanent
 +
* Human: As long as your target is not protected by obfuscate or another cloaking ability you can place your mark on them with a socials(leadership) vs socials(willpower) check and spending a satiety. You can always follow someone with your mark on them. You can mark up to your [legend] in targets.
 +
* True: Your mark now pierces obfuscate or other powers so long as your legend is higher than the creature's power level.
 +
* Lair: While in your Lair, you gain a Changing breed retainer that you may deploy to attack intruders. You and it can’t be in the scene at the same time. It will reform if killed after one month. (Its rank is equal to ½ your legend, and has your legend x 10 in EXp to spend.
 +
 
 +
===Relentless Hunter===
 +
'''Challenge''' None '''Cost''': 1 Satiety(True) '''Duration''': 1 Scene(True), Legend turns(LAir)
 +
* Human: The beast gets legend *2 additional health levels
 +
* True: Spend a satiety for the scene You heal a damage every turn
 +
* Lair:  The Beast may “ Eat” a Human captured in their lair with an action to restore 5 health levels.
 +
 
 +
===Shadowed Soul===
 +
'''Challenge''' Phys(athletics or brawl) vs physicals(defense) '''Cost''': 1 Satiety(True) '''Duration''': 1 action(True)
 +
* Human: The beast can see perfectly in darkness, magical or otherwise.
 +
* True: The beast can spend a satiety to project their shadow in their true form onto any target in the scene, that target suffers from blindness, they may change who their shadow covers each turn at the top of the round
 +
* Lair: Anyone who steps on a shadow in the lair of the beast may be attacked by a tentacle that may brawl for 3B. or grapple with no penalty to the beast with the beast’s physicals, if the beast so wishes, the beast can grapple any given target like this only once each round. They also know when anyone steps on one of those shadows and may project their senses anywhere within their lair and appear at any shadow without spending a satiety. This is a Helper power
 +
 
 +
===Siren's Treacherous song===
 +
'''Challenge''' Socials(Leadership) vs Socials(willpower) (True, Lair) '''Cost''': 1 Satiety(human, true, lair) '''Duration''': 1 action(Human, True)
 +
* Human: You gain the Social discipline retest. Also your voice carries across any distance if you spend a satiety.
 +
* True: In the beast’s true form they can spend a satiety to let out a piercing shriek that fills the room all who fail against the socials(leadership) vs socials(willpower) check cannot use powers that require speaking or hearing and take 1B. Those with heightened senses are also dazed.
 +
* Lair : Win ties Social. For a satiety Any who hear the beast's voice are summoned with a socials(leadership) vs socials(willpower) test.
 +
 
 +
===Storm-Lashed===
 +
'''Challenge''' Mentals(occult) vs Physicals(defense) (True) '''Cost''': 1 Satiety(true), 10 Satiety(Lair) '''Duration''': 1 scene(true), 1 month(lair)
 +
* Human: the beast can breath underwater in its human form or anywhere it needs to it is no longer bothered by vacuums or drowning or any other environmental affect that would kill a human.
 +
* True: The beast can call forth a storm for a satiety or use the effects of an existing one to call lightning bolts from the sky upon his enemies; each round the beast may toss one of these bolts with mentals(occult) vs physicals(defense), when activating the power as its action and on once a round on its turn every turn after that for the scene. This is a helper power and continued lighting bolts occur in the helper round.
 +
* Lair: The beast can Strike itself with lightning, Dealing itself 1 Ag, But empowering itself for the next round. It refreshes all skills and deals one additional damage with each attack on the following round. (Does not affect caps) Only usable once per scene.
 +
 
 +
===Titanic Blow===
 +
'''Challenge''' Phys(brawl) vs Physicals(defense, no retests, might applies) (Lair) '''Cost''': 1 Satiety(true) '''Duration''': 1 Scene(true)
 +
* Human:  After a sucessful attack, the Beast may spend a Satiety to make an athletics test against another target in the rooms Defense. If sucessful that target takes the same damage as the first as the beast yeets the first target at the other target.
 +
* True: The beast’s unarmed strikes can destroy a structure in 1 minute regardless of it’s health levels in their true form by spending a satiety. Havens take the beast the haven rating in minutes to destroy, supers take 5 minutes.
 +
* Lair: The beast can land a Mighty Blow on the target that sends them hurtling out of the entrance of the Lair. If the damage is negated ( through Aegis or negation) then the target stays where they are.

Latest revision as of 12:08, 3 June 2023

Atavisms all have a human effect, true form effect, and lair effect. The human effect can always be used, the true form effect is only available in the beast's true form, and the lair effect is only available in the beast's lair.

Atavisms

Dragon's Breath(OP)

Challenge: Physicals/Mentals(Firearms) vs physicals(defense) Cost: 1 Satiety. Duration: One action

  • Human: Spend a satiety Open your mouth and deal 4L to a target with fire,lightning or acid. This targets 1 creature with an physicals/mentals(firearms) vs physicals(defense) challenge.
  • True: True dragonfire is impossible to resist. This effect does 6A and targets everyone in a room with a physicals/mentals(firearms) vs physicals(no retests might applies). The dragon cannot breath fire twice in the same round.
  • Lair: This functions as the true form's fire but the damage increases to 8 Ag this breaks the damage cap.

Great Strength

Challenge: None Cost: None Duration: Permanent

  • Human: A beast with this atavism gains the physical Discipline retest, might.
  • True: Your steps can’t be reduced and you suffer no penalties while grappling.
  • Lair: Win ties on Physical

Wings

Challenge: None Cost: 1 Satiety(Human)Duration: One Scene(Human)

  • Human: In human form the beasts can spend a satiety to hover 3 steps off the ground and walk on air while not in combat for the scene.
  • True: A beast with this atavism gains Flight in their true form with wings, creatures with this atavism get [legend] extra steps and can move before and after their action or split their movement before and after their actions, they need not spend a satiety to activate this power
  • Lair effect: Other creatures lose 3 steps while flying in the creature’s lair, this cannot reduce them below 1 step.

Alien Allure

Challenge: Socials(subterfuge) vs socials(willpower) Cost: 1 satiety(True) Duration: One Scene(true)

  • Human: With stunning force of personality, the beast can fake fame 1, or prestige 1 for a scene.
  • True form: Spend a satiety to force targets to take a step closer to you every turn, Uses Majesty rules where they must test against you after spending a willpower. Once they are within one step they lose a social trait each round.
  • Lair: The beast gains more Bonus social traits equal to their legend, the drawing of socials from the true form of this power also increase to 3 traits/turn.

Basilisk's Touch

Challenge: Physicals(survival) vs diff(legend) Cost: None Duration: One Scene

  • Human: The Beast can produce a poison that when consumed, will cause the target to either fall asleep or begin dying in 10 minutes. Supernaturals may make a Survival test with the beast's (legend) difficulty to ignore falling asleep. They are immune to dying. On Failure a supernatural can spend 2 Will to ignore it. They are immune for the scene.
  • True: The Beast can let lose a sleep breath that affects the entire room. Mass challenge rules.
  • Lair: Targets begin to calcify when afflicted with the breath, losing 1 physical per round.

Eye of Heaven

Challenge: None 1 Satiety: None Duration: One Scene(human)

  • Human: Spend a satiety to activate this power Each turn the beast observes or fights their target they get 1 of the following. Also passive auspex equal to their legend. Piercing a target's obfuscation equivalents uses the beasts's Mentals(Investigation).
  1. Supernatural weakness
  2. Highest trait and value
  3. Nature and demeanor
  4. Current Will
  • True: The Beast gains a 2nd discipline retest on investigation.
  • Lair: The beast can’t be surprised in it's lair.

Forbidden Knowledge

Challenge: None Cost: 1 Satiety(True) Duration: Permanent

  • Human: The Beast gains the ability to purchase an extra dot above their generational max of any lore.
  • True: The beast ask a single question of the target with a challenge equal to the beast’s(lore) vs the target’s(lore), if they lose the target must leave the beast’s presence or die.
  • Lair: The beast knows the powers, names and general supernatural strength of all those who enter it’s lairs.

From the shadows

Challenge: Mentals(stealth) vs mentals(investigation) Cost: 1 Satiety(True) Duration: One Scene(true)

  • Human: The beast cannot be observed or seen by cameras so long as they are in shadow. Piercing this supernatural disguise require auspex 3 or higher, auspex 2 equivalents require a check.
  • True: Spend a satiety to activate for the scene Allows the beast to go first in initiative, and it can’t be seen at night, compare legend rating to auspex to see it.
  • Lair: Beast is invisible while moving and attacking and cannot be targeted for challenges for the scene by creatures that can’t see it, and so long as there’s shadow. While using this power divide it’s legend rating by 2 when comparing to auspex equivalents. So a legend 4 beast could be seen with auspex 3.

From the Ocean

Challenge: Phys vs diff(3) to not take damage from(True) Cost: 1 Satiety(True) Duration: One action(true)

  • Human: the beast can hear the heartbeat pump of every creature with water in their veins, the beast can locate every such creature within 10 city blocks
  • True: Spend a satiety to flood the scene with water, pipes burst rain begins or fire hydrants break. This brings down the building the beast was standing in or fills the room with water. Beings who fail a simple physicals check(Phys vs diff(3) might applies) other than the beast take 3B from the water.
  • Lair: The beast can flood their whole layer with water giving them 10 extra steps The waves deal 1 bashing to any intruder at the end of every round. This bashing is unsoakable while in combat with the Beast.

Infestation

Challenge: None Cost: 1 Satiety(Human,True) Duration: One action(human, true), One Scene(Lair)

  • Human: The beast can spend a satiety to escape a grapple by dissolving into a thousand smaller forms and reassembling itself.
  • True: The beast can spend a satiety to transform into a swarm and reappear anywhere in it’s line of sight, it can also disappear into a pipe, sewer or toilet system and escape the scene at the end of the round, creatures with similar powers can follow it.
  • Lair: The beast can become a giant swarm dealing 4 ag to everything in the scene it wants until it reforms. While in swarm form they take double damage from aoe effects but only 1 damage from other effects, and cannot make other attacks.

Limb From Limb

Challenge: None Cost: 1 Satiety(True) Duration: One Scene(True)

  • Human: The beast’s unarmed attacks do 4B,
  • True: The beasts can spend a satiety to have their unarmed attacks do Aggravated damage or lethal, for the scene they also gain 1 extra unarmed attack per round at the end of all actions.
  • Lair: The beast can spend animal ken as if it was brawl. Whenever the beast makes a successful brawl test in it’s lair it gains a satiety.

Looming Presence

Challenge: Socials(intimidation) vs socials(willpower) Cost: 1 Satiety(True) Duration: One action

  • Human Effect: Make a socials(intimidation) vs socials(willpower) check you strike terror into your victim. If you succeed, the subject flees your presence and tries to avoid you for the rest of the scene or for one hour whichever is shorter. If cornered, the victim will still defend himself, but he will do his best to escape you. The subject defends himself normally, but he is loathe to engage you in Challenges.
  • True Form: Spend a satiety to activate the human effect of this atavism on everyone you choose in the scene.
  • Lair Effect: By spending a satiety The Beast can activate a nightmare against everyone in the scene by spending a willpower in addition to any other costs.

Mimir's Wisdom

Challenge: None Cost: 1 Satiety(True) Duration: One night(true), permanent(Human, lair)

  • Human: You gain the Mental Discipline retest.
  • True: You can’t suffer trait penalties and libraries in your lair can be upgraded to a super once per night by spending a satiety.
  • Lair: Win ties on Mental

Monster From the Deep

Challenge: mass Phys(brawl) vs phys(defense) no retests might applies Cost: 1 Satiety(True) Duration: One night(true), permanent(Human, lair)

  • Human: When a beast damages an opponent they are also knocked back a number of steps equal to the damage they took.
  • True: The beast can attack a number of targets up to it’s legend with it’s unarmed attack while in it’s true form by spending a satiety. (phys(brawl) vs phys(defense) no retests, might applies). This cannot be combined with other extra actions.
  • Lair: Instead of knocking a target back the beast can grapple all targets it hits without a follow-up athletics tests and suffer no penalties, it can grapple any number of targets this way.

Needs of the Hunt

Challenge Socials(leadership) vs socials(willpower) Cost: 1 Satiety(Human) Duration: Permanent

  • Human: As long as your target is not protected by obfuscate or another cloaking ability you can place your mark on them with a socials(leadership) vs socials(willpower) check and spending a satiety. You can always follow someone with your mark on them. You can mark up to your [legend] in targets.
  • True: Your mark now pierces obfuscate or other powers so long as your legend is higher than the creature's power level.
  • Lair: While in your Lair, you gain a Changing breed retainer that you may deploy to attack intruders. You and it can’t be in the scene at the same time. It will reform if killed after one month. (Its rank is equal to ½ your legend, and has your legend x 10 in EXp to spend.

Relentless Hunter

Challenge None Cost: 1 Satiety(True) Duration: 1 Scene(True), Legend turns(LAir)

  • Human: The beast gets legend *2 additional health levels
  • True: Spend a satiety for the scene You heal a damage every turn
  • Lair: The Beast may “ Eat” a Human captured in their lair with an action to restore 5 health levels.

Shadowed Soul

Challenge Phys(athletics or brawl) vs physicals(defense) Cost: 1 Satiety(True) Duration: 1 action(True)

  • Human: The beast can see perfectly in darkness, magical or otherwise.
  • True: The beast can spend a satiety to project their shadow in their true form onto any target in the scene, that target suffers from blindness, they may change who their shadow covers each turn at the top of the round
  • Lair: Anyone who steps on a shadow in the lair of the beast may be attacked by a tentacle that may brawl for 3B. or grapple with no penalty to the beast with the beast’s physicals, if the beast so wishes, the beast can grapple any given target like this only once each round. They also know when anyone steps on one of those shadows and may project their senses anywhere within their lair and appear at any shadow without spending a satiety. This is a Helper power

Siren's Treacherous song

Challenge Socials(Leadership) vs Socials(willpower) (True, Lair) Cost: 1 Satiety(human, true, lair) Duration: 1 action(Human, True)

  • Human: You gain the Social discipline retest. Also your voice carries across any distance if you spend a satiety.
  • True: In the beast’s true form they can spend a satiety to let out a piercing shriek that fills the room all who fail against the socials(leadership) vs socials(willpower) check cannot use powers that require speaking or hearing and take 1B. Those with heightened senses are also dazed.
  • Lair : Win ties Social. For a satiety Any who hear the beast's voice are summoned with a socials(leadership) vs socials(willpower) test.

Storm-Lashed

Challenge Mentals(occult) vs Physicals(defense) (True) Cost: 1 Satiety(true), 10 Satiety(Lair) Duration: 1 scene(true), 1 month(lair)

  • Human: the beast can breath underwater in its human form or anywhere it needs to it is no longer bothered by vacuums or drowning or any other environmental affect that would kill a human.
  • True: The beast can call forth a storm for a satiety or use the effects of an existing one to call lightning bolts from the sky upon his enemies; each round the beast may toss one of these bolts with mentals(occult) vs physicals(defense), when activating the power as its action and on once a round on its turn every turn after that for the scene. This is a helper power and continued lighting bolts occur in the helper round.
  • Lair: The beast can Strike itself with lightning, Dealing itself 1 Ag, But empowering itself for the next round. It refreshes all skills and deals one additional damage with each attack on the following round. (Does not affect caps) Only usable once per scene.

Titanic Blow

Challenge Phys(brawl) vs Physicals(defense, no retests, might applies) (Lair) Cost: 1 Satiety(true) Duration: 1 Scene(true)

  • Human: After a sucessful attack, the Beast may spend a Satiety to make an athletics test against another target in the rooms Defense. If sucessful that target takes the same damage as the first as the beast yeets the first target at the other target.
  • True: The beast’s unarmed strikes can destroy a structure in 1 minute regardless of it’s health levels in their true form by spending a satiety. Havens take the beast the haven rating in minutes to destroy, supers take 5 minutes.
  • Lair: The beast can land a Mighty Blow on the target that sends them hurtling out of the entrance of the Lair. If the damage is negated ( through Aegis or negation) then the target stays where they are.