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Malkavian Madness Network  |  Creative Works  |  Users' Workshops  |  MrParaduo's Inventions (Moderator: MrParaduo)  |  d10 Setting & Species Maker
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Author Topic: d10 Setting & Species Maker  (Read 576 times)
MrParaduo
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« on: March 25, 2021, 07:58:26 PM »

How to Play

1st. Choose which template to use: Dark Hero (for Epic) or Hunter (for more gritty Fantasy and Sci-fi).
2nd. Choose or design a Species (see below). Default to human if setting permits.
3rd. Take or make a profession (with or without purchasing the Professional Training Merit). In the latter case, choose 2 Skills to represent Asset Skills. Certain skills may be replaced when setting demands. Firearms becomes Ballistics (Archery, throwing, etc.), and Computer disappears.
4th. Choose between Morality/Integrity at Threshold 7, or Sanity, at Threshold 10.
-- Optional rule: in case of Sanity, players gain 1 beat if they honestly declare something is unhinging their character's state of mind. Depending on current situation, they can risk losing a number of dots in Sanity when confronted by the anathema, taking a penalty to the roll that's determined by threshold (Sanity 10-7 is -1, 6-4 is -2, and 3-0 is -3). Each Odd-numbered dot forces either a permanent, minor derangement, or, upon passing under Sanity 7, upgrades a pre-existing derangement to severe.
5th. For magical (advanced tech) items, weapons, and armor, use Imbued or Enhanced Items (Mage) or Relics (Reliquary). If these things are common enough in your setting, you can buy these using dots in Resources, at the ST's discretion. You may also try looking at the Prototype Design section of Armory: Reloaded (pg. 130) for ideas on inventing gadgets, gizmos, and armaments.

Cheat Sheet
Attributes 5/4/3
Skills 11/7/4
Merits 7 (10 if Human)
Integrity 7

Health = Stamina + Size
Willpower = Resolve + Composure
Defense = Lowest of Dexterity or Wits, + Athletics
Initiative Mod = Dexterity + Composure
Speed = Strength + Dexterity + 5

Choose Species (Human, Dwarf, High Elf, etc.)
Choose a Profession, as noted with the mechanic from Hunter the Vigil, or the merit of same name listed below. Characters may later switch careers, but lose their proficiency bonus until enough time has passed working the job (storyteller’s discretion).

Species Creation
Each species gains 3 advantages and 1 detriment. At the cost of an extra detriment, said-species may acquire a 4th advantage.

Ad 1 = an option between 3 skills appropriate to racial culture from which to choose a free specialty from.
Ad 2 = 5 dots worth in physical, supernatural, and/or mental merits that all members of the species feature. You can also spend 3 of those dots to endow a +1 dot in an attribute appropriate to the species. Racial powers that replicate Merits such as Cantrip or Mutations are also applicable.
Ad 3 = Special Ability. Not necessarily magical in nature, but akin to a minor boon or impressive parlor trick. Certain cases may require spending WP or suffering damage to activate, should the ST deem it unusually powerful.

Ad 4* = one of the options above repeated, or otherwise appropriate (with ST permission).

Dt 1 = A vulnerability in the form of 1 physical flaw, 2 mental flaws, 3 social flaws, or a mix therein (2 Social = 1 Mental, etc).
Dt 2* = Either as above, a cap on a particular attribute, or the loss of 10-Again to actions made in certain instances and/or using a specific attribute.

Examples

 (click to show/hide)

Note that Humans are the exception to the rules I listed above, because otherwise there wouldn't be much else to them.
Professional Training (• to •••••)
Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character. Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
• Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• Continuing Education: With repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
••• Breadth of Knowledge: Due to advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship available. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Example Professions:
Antiquarian -- Academics, Science
Artist -- Crafts, Expression
Assassin -- Stealth, Weaponry
Athlete -- Athletics, Medicine
Bard -- Academics, Expression

Criminal -- Larceny, Streetwise
Guard -- Streetwise, Weaponry
Explorer -- Athletics, Investigation
Engineer -- Crafts, Science
Inquisitor -- Empathy, Investigation

Healer -- Empathy, Medicine
Laborer -- Athletics, Crafts
Occultist -- Investigation, Occult
Politician -- Politics, Subterfuge
Merchant -- Academics, Persuasion

Priest -- Academics, Religion
Ranger -- Animal Ken, Survival
Rat Catcher -- Animal Ken, Athletics
Scholar -- Investigation, Science
Soldier -- Firearms, Weaponry

Smith -- Crafts, Investigation
Thug -- Brawl, Intimidation
Vagrant -- Streetwise, Survival

Setting Creation & Translation:

Given the complexity and depth some authors have put into world building, it's rational to assume translating your favorite setting into a playable RPG sandbox would be a nightmare. Not anymore! Using the rulings listed here, the only remaining step beyond the basics is creating a "List of Exceptions & Restrictions". By knowing the laws of the chosen setting, and its limitations, players are much better able to adapt and plan out their characters' goals and abilities.

Species-wise, it's recommended you begin with 1-5 different types, alongside Human unless otherwise impossible. If the ST approves, Players may choose the remaining 4 species, to help define the racial makeup of the setting.

Pending...
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« Reply #1 on: March 25, 2021, 07:59:48 PM »

New Merit: Cantrip (••• to •••••)
Prerequisites: Must have at least 1 dot in the Occult Skill.
This merit can be purchased multiple times, with each purchase requiring you to choose one of the ten Awakened Arcana (Mage Core book). With the 3 dot version, the character can cast Rank 1 spells from 1 of the Awakened Arcana. With the 4 dot version, the character can cast a Rank 2 spell from the Awakened Arcana. And finally, with the 5 dot version, the character can cast a spell up to the 3rd rank. If a spell would normally require Mana to cast, you may instead spend 1 WP, or use a reagent as listed under Ritual (see below). All spells utilize 1 Attribute + Skill + Source (see below), of which the player chooses upon purchasing. Once chosen, these traits cannot be changed. You will need to purchase the cantrip again for a different combination (or locate one ingame).
--Optional: if approved by the storyteller, a player may purchase a 5-dot cantrip that replicates the effects of a 4-dot arcana spell, on condition that it comes with a drawback, such as being situational, creating a flawed disguise, having a risk of backfire, etc. This offer also applies to lower tiers of the cantrip merit (with 1-dot cantrips capable of being flawed rank 2 spells, and 2-dot cantrips being flawed rank 3 cantrips).

New Merit: Ritual (• to •••••; special)
Prerequisites: at least 1 dot in the Occult skill, with a specialty in Rituals.
This merit can be taken multiple times, each representing a copy of a spell's ritual form. Upon purchase, the character acquires a book, scroll, or other physical form of a ritual replicating the effects of one spell. The number of dots determines what spell can be chosen eg, Transmute Earth (Matter 3) would require 3 dots. The Storyteller is the final arbiter of what spells are available and/or off the table. As a rule, the higher level the spell, the rarer its ritual formula. In addition, the casting of rituals is always an extended action, requires reagents, and/or a number of participants equal to dots. The leader (known as a ritualist) must also know an appropriate Arcane Language (if the setting has one).
• As stated, rituals are performed via extended rolls (see chart, below). Each roll is considered to equal one hour’s worth of casting (though the Storyteller is free to dial this up or dial this down as s/he sees fit, provided consistency is maintained). When more than one ritualist is present, the check is considered a teamwork action (p. 134, World of Darkness Rulebook). One mage should be considered as the "primary actor." The others are considered "secondary actors." Secondary actors only get to roll the relevant Skill, while the primary actor rolls Intelligence + Skill + Magic. Successes gained by secondary actors are added to the primary actor’s roll. This happens during each phase of the extended roll (i.e. once per hour).
• In addition to the normally listed reagent, the Ritual requires an additional number equal to the Ritual's dot rating +2. See below for more information on reagents.
• The more potent the spell is (i.e. the higher its dot rating), the more that is necessary to cast it. The following chart should be followed when considering how a spell can be performed via ritual magic:

 (click to show/hide)
Rank///# of Ritualists///Successes Needed///# of Reagents
1--2--10--3
2--3--15--4
3--4--20--5
4--5--25--6
5--6--30--7

Reagents
One- to Two-Dot Spells: Standard mystical reagents usually work. Herbs, ritual tools (athame, wand, chalice, altar), sympathetic representations of targets (dolls, hair, blood, semen, spit, photos, love letters), animal’s blood, toadstools, candles, etc.)

Three- to Four-Dot Spells: Reagents at this level are harder to procure, but are not in any way otherworldly. They might include placenta, umbilical cords, the body parts of rare animals, tears from a virgin, menstrual blood, burning of rare woods, recitations from rare tomes or prayer scrolls, animal sacrifice, etc.)

Five-dot Spells: Spells of this profound potency require rare and often magical ingredients: daemon’s blood, bodily fluids of a saint, human sacrifice, the tears of a mythical creature, one drop of ocean water from all the world’s seven oceans, a splinter from the world tree, etc.

Reagents are handled differently for each spell. One ritual spell might demand that they’re burned in a brazier, another might expect them to be pulverized and snorted, while a third still might ask that they’re fed into a poultice and stitched into the skin of the primary actor. It would be ideal if we could go through each of the spells in the Mage setting and give a list of proper reagents used for each, but that'd take too long. Our recommendation is that, at least for rote usage, the troupe determines what reagents are necessary for each (and it’s likely that different formulas of the same spell may rely on different ingredients). All rituals, however, have a dire consequence for failing or being interrupted. This should be determined by the storyteller upon acquiring the Ritual.
• Note that Rituals needn't be cast in one sitting. They can be spread out over the course of many days or weeks. An hour here, an hour there, etc.
• There are some rituals that have no spell-counterpart. These rare formulas are often closely guarded secrets, particularly those that are cataclysmic in their effects. Such rituals cannot be purchased via this merit, and often involve an entire chronicle in acquiring or learning about (though some attempt to develop their own).

New Merit: Source (•••••)
Representing either an innate connection to magic, raw psychic power, or similar, Source grants the player a new Attribute (called Source or whatever is appropriate to the given setting) that starts at 1 and maxes out at 10. At character creation, the player may distribute dots into Source instead of any other listed Attribute. Ingame, Source is treated like a Power Stat, applying to checks involving supernatural resistance, or casting of cantrips, rituals, and similar abilities. You can increase dot rating in Source by spending the normal XP cost for attributes.

New Numen: Imperfect Possession
This numen can be purchased by familiars and/or totem spirits.
On contact with the target’s body, a familiar may roll Finesse or Manipulation + Master’s skill in Occult to possess said-target. If the target fails a Willpower check, or willing allows it, they become a host for the familiar. Depending on intentions, the familiar can either take total control of the host’s body, or, if it was allowed inside, they may act as a simple passenger, able to communicate with the host via telepathy. This possession lasts a number of hours equal to successes rolled by the familiar, or until the familiar wishes to vacate. It lasts indefinite if the host was willing, with said-host allowed to eject the familiar at their convenience. When the time limit is up, the familiar may attempt to roll possession again prior to expulsion, with a cumulative penalty of -1 per attempt. Even should they succeed, however, the host gains visible signs of the familiar’s presence, which grow more prominent with each successful possession attempt. Eg, the host may grow whiskers if possessed by a cat, or display mannerisms reminiscent of said-animal. As time progresses, they may even grow a tail, or a fur coat. These effects are purely cosmetic, and disappear upon the familiar’s release.
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« Reply #2 on: March 25, 2021, 08:00:20 PM »

Bestiary

For developing stats on all the critters therein, from mundane to magical.

Note: since I'm not about to catalog every single species of animal via mechanics (without getting paid), I'm just going to give you a quick template to help generalize anything that isn't presented. Please use for reference if and when need be.
 (click to show/hide)
Tiny (Mouse, Frog, Sparrow, Lizard)
Physical Attributes: Strength 1, Dexterity 1-3, Stamina 1
Speed Factor: 1-2
Size: 1
Health: 2
Attacks: Inflicts no real damage save maybe venom if appropriate.

Small (Cat, Crow, Snake, Iguana)
Physical Attributes: Strength 1-2, Dexterity 2-3, Stamina 1-2
Speed Factor: 2-7
Size: 2-3
Health: 3-5
Attacks: Inflicts Strength as lethal damage.

Medium (Wolf, Cobra, Vulture, Monkey, Eagle)
Physical Attributes: Strength 2-4, Dexterity 2-5, Stamina 2-4
Speed Factor: 5-9
Size: 4
Health: 6-8
Attacks: Inflicts Strength to Strength +1 (L), depending on species.

Man-Sized (Cougar, Ape, Condor, Deer)
Physical Attributes: Strength 3-6, Dexterity 3-6, Stamina 3-6
Speed Factor: 5-10
Size: 5-6
Health: 8-12
Attacks: Inflicts Strength +1 to Strength +2 (L), depending on species.

Large (Horse, Bear, Dolphin, Komodo Dragon)
Physical Attributes: Strength 4-6, Dexterity 3-5, Stamina 4-7
Speed Factor: 5-12
Size: 6-8
Health: 10-15
Attacks: Inflicts Strength +1 to Strength +3 (L); may kick or trample for Strength +3 (B).

Heavy (Cattle, Moose, Bull Seal)
Physical Attributes: Strength 4-8, Dexterity 2-4, Stamina 5-8
Speed Factor: 5-10
Size: 9-13
Health: 14-21
Attacks: Inflicts Strength +1 to Strength +3 (L); may kick or trample for Strength +3 (B).

Huge (Elephant, Hippopotamus, Sea Lion, Orca)
Physical Attributes: Strength 7-10, Dexterity 2-4, Stamina 7-10
Speed Factor: 4-6
Size: 11-15
Health: 18-25
Attacks: Inflicts Strength +1 to Strength +2 (L); may kick or trample for Strength +2 (B).
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« Reply #3 on: March 25, 2021, 08:01:00 PM »

Mutations (•, •••, or •••••; special)
You may purchase this merit multiple times.
For a Tier 1 mutation, 1 dot. For Tier 2, 3 dots. For Tier 3, 5 dots. Per mutation gained you drop max Integrity by 1 multiplied by Tier (see below), as your character loses their sense of grounding in reality. At zero, you become a mindless abomination, and lose control of your character. Note that if chosen as a reward for levels in Mystery Cult (GMC pg. 168) the "cultist" does not suffer the usual drawback to their Integrity.

Tier 0 – completely cosmetic, but noticeably unnatural.
Tier 1 – an alteration that improves and/or damages effectiveness of a skill. On gaining the mutation, divvy up 6 points between both benefit and penalty (3 each). Each point acts as a +1 or -1 to a chosen skill, meaning you could have 3 skills that gain +1, or 1 skill that gains +3, or anything in between. Players may choose to abstain from benefit for a more detrimental mutation. If so, they gain 1 beat every time the mutation causes complications for their character during play.
Tier 2 – either as with Tier 1 (save with attributes instead of skills) or grants a unique ability akin to a supernatural power.  Use the rules for designing Endowments found in Hunter: The Vigil, Core Rulebook.
Tier 3 – mutations from any other tier, save they do not cause Integrity loss to the owner upon acquiring.

Example Mutations
 (click to show/hide)

• Breath Weapon: this mutation can be taken 3 times. Your neck swells horrifically, growing warm to the touch. Consequently, you can spit a wad of elemental force (acid, fire, frost, lightning, gas, etc.) at your enemies, chosen upon acquiring. At 1, the mutant can roll Dexterity + Athletics to spit a ball of the chosen substance at a range of 4 yards, dealing 2 lethal. At 2, the mutant may spit an explosive ball up to 16 yards away, causing 3 lethal to target and any within five feet of it. Finally, at 3, the mutant can choose to spew a cone of the element, causing 5 lethal. You must wait 1d10 rounds to use this ability. Damage taken by this power bypasses most forms of armor. Unfortunately releasing these blasts of unnatural breath aggravates the mutant’s throat and lungs, taking a -1 penalty to all strenuous actions for the remainder of the scene. Further use in a scene increases the penalty by one.

• Barbed Tongue: The mutant’s tongue is swollen and covered in small barbs and extends back into the throat. The tongue is comprised of fibrous elastic tissue, able to extend almost a meter in length. By tensing the muscles of the neck the mutant can rapidly extend the tongue lashing out at a nearby enemy. The Mutant rolls Dexterity + Athletics, each success dealing one lethal. The target is denied their defense against the first attack with this mutation in a round. Unfortunately, the mutant’s tongue is ill suited for speaking, the mutant slurs words.

• Channeled Numina: For one reason or another, the mutant can replicate the effects of a single numen (chosen on acquiring). The mutant uses said-numen as a spirit or ghost would, substituting Attribute + Skill rather than trait + trait. Some numina may not easily translate to some characters, in which case the player and Storyteller should decide on how best to proceed. Essence costs are replaced by Willpower.

• Claws/Talons: The mutant’s fingers and toes sport hardened sharp claws, whether the nails have thickened or the bones twisted and protrude it does not matter. The character’s unarmed attacks inflict +1L damage. Unfortunately the claws make her fingers clumsy the mutant receives a -1 penalty to all actions requiring manual dexterity.

• Detachable Limbs: As in instant action, the mutant can will one of his appendages to harmlessly "pop off" from the rest of his body. While detached, however, the mutant retains control of the limb so long as he concentrates, feeling everything it does. He gains a cumulative penalty of -1 per limb he attempts to control away from his body. The limb generally has 1 dot in Strength, Dexterity, and Stamina, and a Size of 2 (2 if the mutant has the Giant merit, 1 if he has the Small Framed merit, instead). The mutant can puppet their limb up to 30 yards from his current position, rendering the appendage inert if forced beyond that range. So long as the mutant remains alive, so too does the limb unless torn apart or otherwise destroyed. While detached, the mutant loses a box of Health until reunited with his limb, which is an instant action requiring said-limb to touch the stump it originated from.

• Faceless: The Warp has eaten the mutant’s face, and with it their identity. The mutant indeed lacks a face, and does not need to eat, drink, or breathe. Onlookers remember only smooth skin stretched over a featureless skull, if they remember at all. The mutant’s gender is likewise impossible to discern if indeed it has one. Faceless mutants, if there is more than one are hard to remember they slip from memory and mortals find focusing on one for any length of time a chore. Once line of sight is broken even for a moment the person must make an Intelligence + Composer roll at a -3 penalty. If the character has edict memory this roll is made with no penalty. Failure means the memory is gone forever or at least the Faceless’s participation in it. This has no effect on daemons or magicians of any kind.           

• Extra Head: You grow an additional head somewhere on your body, complete with its own personality and ambitions. While you remain in control of your legs, the new head can assert control over your arms unless you spend WP, thus blocking its attempts for the remainder of the scene. On the bright side, attempts to mentally dominate or supernaturally compel you suffer a -2 penalty per additional head you have. In addition, you can cooperate with your "sibling" on certain skill checks, treating them as rote actions provided you are trained in said-skill.

• Extra Limb: The mutant possesses an extra limb, whether a prehensile tail, tentacle cluster, or just an arm jutting out of the chest at an odd angle. In combat, a character with an extra limb can get one extra action that can be performed with that limb only (no movement or dodging, for example) the action is taken at a -2 penalty however. The mutant can use his limbs to block and parry, adding +1 to his Defense against melee attacks. Unfortunately the mutant’s limb makes finding clothes and armor difficult, the mutant must have custom clothing and armor.   

• Gelatinous Girth: Huge and corpulent in their body mass, the mutant is unnaturally buoyant, and never takes damage from blunt forced trauma or suffer penalties from bashing damage. They also gain +1 to Size. The side effect is that they can only run at half their normal speed, and cannot gain the 10-again rule to Dexterity rolls.

• Horrid Maw: The character has a slavering maw that manifests over one location of their body. It can be anywhere, but is fixed once designated. The naval, genitals, and neck are all possible, maximizing the horror of gnashing teeth and an animate tongue. The mouth acts as a +3 weapon doing lethal damage in brawl attacks. Characters with this mutation may bite without grappling the target, but gain a 9-again effect for damage if done so. Unfortunately, the mouth appears to have a mind of its own (sometimes even talking), and requires feeding equal to half the average amount the character eats in a day, lest it begin eating things at random, or worse, itself.

• Multiply: The mutant becomes capable of dividing themselves into multiple copies. By spending a point of Willpower, the mutant divvies up a number of their Health Boxes between clones, with a minimum of 1 per clone. These clones are all identical to the mutant, with the exact memories and mannerisms. As long as they exist, however, the mutant cannot regain any of the Health Boxes given. This can be remedied by either killing the clones, or merging again, which requires physical contact. If done the latter way, the mutant acquires all the memories of the clone, and keeps whatever damage, or bodily afflictions it acquired while separate. Death means the mutant regains the healthbox, but only after a period of time equal to what normal aggravated damage would require to heal.

• Regeneration: A coveted mutation by many, this allows the mutant to heal their body a number of bashing damage per success on a Resolve + Stamina check after expending 1 WP point. However, the strange internal workings of the body make things exceptionally difficult for anyone to give medical assistance to the mutant, causing a -3 to all Medicine checks they receive.

• Swarm: The mutant's body is infested with a swarm of tiny insects that he can mentally command at will. Indeed, they will defend the host to the last, pouring forth either from holes in the flesh, or any other orifice the mutant may have. On the first turn, the swarm leaves the host, filling the air with a horrible buzzing sound. On the following turn, once the swarm has formed up, it can divide itself and attack anyone within five yards of the mutant. The Size of the swarm is equal to the number of dots in stamina the mutant has. When attacking multiple targets, divide the size of the swarm by enemies present (round up) to determine the size of the swarm attacking each individual. The one problem with this mutation is that it causes the host to reek of decay, and suffer a -3 to all stealth checks.

• Tauroid: You have become a mixture of <Animal> and whatever you were before. You have the head and wattle of the beast, a Humanoid torso and arms, and whatever form of locomotion the beast normally has (eg. four legs growing from your hips, a fishtail, maybe talons and a pair of wings if a bird). Mechanically, you gain the animal's species factor when determining speed (unless your original was higher). You also potentially gain the ability to glide (with wings), breathe underwater (if the animal has gills), natural weapons (such as a spider or bee's sting) etc. Note that you grow +1 in Size, regardless of base animal, and may suffer from difficulties in moving on alien terrain and/or concealing the mutation. Suffice to say certain forms of armor are out of the question unless custom-made for your new body. You may also need to sustain yourself on a diet appropriate to your secondary nature.

• Toxic Blood: Having their blood saturated with toxic pollutants and poisonous chemicals, the mutant gains a +1 to stamina rolls against disease and being poisoned. In addition, their blood has a toxicity level equal to double the number of mutations they have. Even a single drop of the stuff contains the maximum dose of venom. Unfortunately, their body heals slower than usual, taking twice the time it normally takes to heal a given wound.

• Unnatural Illumination: The Mutant's skin contains bio-luminescent cells. These cells form a unique pattern to the mutant, and are under the mutant’s conscious control at least mostly. During stressful, or emotionally intense moments the luminescence may flare. The luminescence can be quelled completely or ramped up to the intensity of a flashlight.

• Werebeast: You can change your form into a beast-Human hybrid (using a mundane animal). Depending on the creature's nature whenever you're made angry, or frightened, you must roll Willpower to avoid transforming, either taking whichever stats are higher between you and the chosen animal, or shifting fully into the form of said-beast. These changes remain for as long as you are in the frenzied state. By spending 1 WP, you can shift to either hybrid or beast form.

• Werefiend: You instantly revert to your normal form as if you had no mutations. Whenever you fail a Willpower Test against rage or fear, you instantly revert back to your Mutant form. You remain in your Mutant form until you fail another Willpower Test, or you spend 1 WP.

• Wings: With this mutation, the character gains a set of wings. They can be leathery like a bat's, feathered like a bird, or even look like insect wings. The mutant must roll Dexterity + Athletics to take flight, and can fly at triple their normal speed. The downside is that most articles of clothing and armor they wear will need to be custom made to either conceal or work around the wings, and people gain a +3 advantage to investigation checks when trying to track the character down (due to the obvious nature of the mutation).
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« Reply #4 on: March 25, 2021, 08:02:41 PM »

Drones, Golems, and Mecha

Depending on the setting, the following rules are applied to designing an automaton controlled by a character.

1. Choose Size Category as listed under the Bestiary. This determines Attributes, Health, and the drone's "Species Factor" when applied to the Speed trait.
2. Health becomes Durability, and the drone acquires a Power stat called Fuel. Fuel is equal to 10 + Size + Stamina. Drones do not regenerate Fuel (unless otherwise noted), and must therefore be resupplied at regular intervals. A drone that loses all its fuel ceases to function. For each scene that the drone remains active for, the driver must spend a number of Fuel Points (FP) equal to half said-drone's Size (rounded up). Otherwise, the machine falls dormant.
3. When purchasing a drone, Market Price (dots in Resources) becomes dependent on said-threshold: Tiny is equal to 1 dot, Small is 2, Medium and Man-sized equal 3, Large is 4, Heavy is 5, and Huge is unavailable without government sanctioning or otherwise powerful assets.
4. If appropriate, the character may purchase technology for the drone that replicates a Dreadpower (HtV) or Spell (using the Cantrip Merit) to represent advanced breakthroughs. Weapons can be upgraded as well using the Rules on Prototypes from Armory Reloaded (pg. 129).
5. When controlling remotely, the driver rolls Wits + Computer (or Occult, if arcane). If the driver's within a cockpit, roll his/her Dexterity + Drive.
6. If the drone has dots in a skill (represented as software or the like), the driver may add an equal bonus modifier to their own, to a maximum of +5. Note that the Storyteller has the final say on what skills are acceptable for a given drone, especially if illicit in nature.
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