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=Atavisms=
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=Atavism=
  
'''Heart of the Ocean'''
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Heart of the Ocean
  
Normal Effect: The Beast is amphibious. She can swim at double her normal Speed, see in the dark and through the murkiest waters, and adds her Lair dots as a bonus on all physical actions while underwater. Beasts with this Atavism gain the ability to breathe underwater, but they must take an instant action to give their lungs time to adjust when switching atmospheres. This Atavism also grants immunity to the cold and pressure incurred at great depths.
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Mimir's Wisdom
 
 
Low Satiety: Water whispers to the hungry Beast and leads her to her next meal, like a shark following the scent of blood… and water is everywhere. Every living creature is mostly water, and even the driest air has a little moisture. She can sense the general distance and direction to every nearby person, creature, or object that falls within the scope of her Hunger. This sense is nonspecific. For example, a Predator knows where living prey can be found but not if they are human or animal. Since she is already hungry, though, she cannot afford to be picky. Furthermore, this Atavism only reveals that which could increase the Beast’s Satiety, regardless of its current level. Furthermore, this awareness supersedes the Beast’s normal senses. She can perceive creatures and objects that are invisible to the naked eye. Any attempt to hide a viable target from the Beast with a supernatural power initiates a Clash of Wills.
 
 
 
Satiety Expenditure: It is water, not time, that wears away all things. Stronger than stone and even more unyielding, it carves canyons, erases mountains, and obliterates the works of Man. With the expenditure of a dot of Satiety, the Beast can call upon her kinship with water and unleash this relentless force on her surroundings. The blight is subtle at first. The area darkens slightly and the scent of saltwater fills the air. Metal rusts and corrodes, stone crumbles, and machinery of all kinds falters and breaks down. Once the Beast invokes this ability, it persists whether she is present or not and devastates an area the size of a large building. Large structures such as vehicles and parts of the building take 1 Structure damage every 30 minutes. Small items like phones or weapons degrade even faster, taking 1 Structure damage per minute. This damage ignores Durability in both cases. Creatures are wholly unaffected but animals instinctively flee the area. The Beast can end the effect at any time if she wishes, but left unchecked, it lasts a number of hours equal to twice the Beast’s Lair.
 
 
 
'''Mimir's Wisdom'''
 
 
 
Normal Effect: The Beast’s Horror sits at the Heart of his Lair like a spider in its web. It has an unblinking eye and faultless memory, and it pieces together patterns from his experience and knowledge ripped from those who suffer its nightmares. Occasionally, the Horror shares flashes of insight — so long as the Beast keeps it well fed. Its guidance yields several benefits:
 
• The Beast has the Eidetic Memory Merit for free.
 
• Any mundane attempt to deceive the Beast automatically fails. The truth is not necessarily revealed, but he knows when someone is lying to him or withholding information or when a crime scene has been tampered with to conceal evidence. Likewise, he knows when supernatural powers have been used to affect his thoughts or perceptions (though he can’t necessarily counter them).
 
• Once per chapter, the Beast’s player can request information from the Storyteller that sheds light on the problem at hand. This information is impersonal in that it never identifies a specific person. However, it can answer questions like, “Where is the murder weapon hidden?” or “What leverage works best on this person?”
 
 
 
Low Satiety: Hunger in no way dims the Beast’s awareness. It sharpens his mind to a deadly focus. He gains the rote quality on Mental Skill rolls aimed at sating his Hunger, such as Academics to research a valuable item (for a Collector) or Computer to ruin a rival by hacking his bank account (for a Tyrant). The penalty for using Mental Skills untrained is also reduced to -1, as the Beast falls back on the Horror’s knowledge when his is inadequate. In addition, the Beast knows one damning fact about anyone with whom he comes into physical contact. The Storyteller can provide the player with this information or simply give the target the Leveraged Condition, depending on the needs of the story. The fact in question tends to be one that the Beast can use to feed. A Ravager might learn what the target values most (so the Beast can then smash it), while a Nemesis learns whether the target has transgressed recently. The Beast still benefits from the normal effect while at low Satiety. However, the starving Horror is not forthright with its knowledge, and the Storyteller can opt to provide misleading (but factually correct) information if the player requests it.
 
 
 
Satiety Expenditure: The Beast digs deep into the Horror’s store of knowledge. Some consider it a drink from Mimir’s well. Others describe visions of lives other than their own. Either way, the Beast claims a treasure trove of information. He gains his Intelligence + Lair dots in temporary Mental Skill or Library (p. 117) dots for the next 24 hours. These dots are allocated as the player sees fit, including raising existing Skills. However, no Skill can be increased above the limit dictated by the Beast’s Lair rating. This is in addition to the normal and low Satiety effects.
 
  
 
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