: If subject to a known mental attack of some sort, may project anguish. Intruder must pass difficult willpower test or suffer psychic backlash draining d10x2 essence and stunned for 1 minute (with -2 penalties).
==== Warrior Aspect ====
;Detect
;Way of War
: Can detect others with great suffering (past or present) with a perception and anguish check.
: +3 to attacking. '''Always active.'''
==== Known Disciplines ====
;Recovery
;Fury
: Regenerate 1 life point/ turn. '''Always active.'''
: Reshape the body with superhuman physical characteristics. The form will be frightening and oddly proportioned to observers (think comic book super hero proportions, like Hulk). Willpower + Anguish and 5 essence to activate. Each success level provides 3 points to distribute between strength, dexterity, constitution (which recalculate life endurance and speed) or 15 points to secondary attributes. Lasts 10 minutes.
;Iron Muscles
;Flesh Chitin
: Natural AV of 4. '''Always active.'''
: Thicken skin, muscles and bones to defend the body. Constitution + Anguish to activate. Gain an armor value of 1d6xEseence spent. The thicker the armor, the more abnormal the appearances. This has a duration of 1 minute (per errata).
: Noticeable: Long claws (1d6xStr), quite inhuman form, cause fear (-3 penalty), enlarge body by feet, flatten body to pass thin areas. 2 essence and 6 turns per success level.
;Fleetness of Foot
: Major changes: huge claws, gaping maw, etc dealing 1d8xStr damage. Nightmarish form, inspire fear (-5 penalty), limbs up to a yard long, can't be tied up. 5 essence and 6 turns per success level.
: +5 Speed. '''Assume Aspect.'''
: Absolute changes: completely fluid form and terrifying fear-inspiring sight. 10 essence and one turn per success level.
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;Gifted
;Gifted
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
;Primal Human
: Allows access to primal powers.
;Hard to Kill -- 1 level
;Hard to Kill -- 1 level
: +3 life points, +1 to survival tests
: +3 life points, +1 to survival tests
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;Influence (Law Enforcement) -- 1 level
;Influence (Law Enforcement) -- 1 level
: Bonus to social skills with this group, including Pulling Strings.
: Bonus to social skills with this group, including Pulling Strings.
A powerful father and son harvest blood diamonds in Africa. Even though they are far away, if they ever targeted Amiri in retaliation for freeing the enslaved workers, it would be a huge ordeal.
Honorable -- Serious
Do not lie, betray, etc -- to anyone. Do your best to keep any promises and do not willingly betray trust. (May be reluctant to give word in the first place.) Cheating, ambushing, taking an unarmed but known problematic person are okay.
Emotional Problem (Humorless)
Minority
Negative Buoyancy
Drown in only constitution turns if in water.
Obligation (Do good above all else) -- Extreme
Doing good is of the utmost important, even more than your own life -- even your personal life -- is second to the ideal.
Powers
Essence Channeling -- 1 level
Allows you to pull X essence from your pool per turn and recover it at a rate of 1 per minute.
Primal Casting
Primal Casting Skill -- 3 levels
Skill for activating Primal powers. (Armageddon 275)