Giving all metamorphosis traits game effects?

In a prior post I suggested giving all metamorphosis traits direct game effects, but declined to give detailed expansions of the published metamorphoses. In this post I will rectify that.

All these game effects only kick in once the associated Trait reaches 16+. This includes temporary boosts like Directing the Trait or entering Khaiba. A Nephilim suffering an episode of Khaiba has access to all of their metamorphosis traits' game effects.

Any references to skills use the list in the Basic Roleplaying rulebook, 4th edition. The SRD may be found here. I'm mostly ignoring those, however, because skill lists in RPGs are overly long and arbitrary nonsense. I'm just gonna use general descriptions here, and you can apply them to whatever skills you think apply.

These are just examples. I'm flying by the seat of my pants here. I encourage groups to invent their own game effects as suits their character concepts.

Universal Parameters

The following are optional rules for standardizing the otherwise arbitrary design of transformation effects. I prefer standardization rather than arbitrarily determining effects. 

Passive effects

Bonuses: Rolls receive a bonus equal to the Trait×2%, or the characteristic or skill roll % is doubled, whichever is lower. Bonus to the same roll from multiple Traits do not stack: only the highest applicable bonus is used. If using BRP rulebook’s Difficulty levels, then the Trait reduces Difficulty by one step even if it is Impossible for a mere mortal. Alternately, opponents suffer an equivalent penalty.

Armor Points: Any armor gained has points equal to the Trait divided by 5, rounded up. E.g. at 15 it has 3 points, at 20 it has 4 points. This calculation uses the Trait's actual value and doesn't include bonuses from Directing that Trait.

Activated powers

If a Trait grants a power that must be deliberately activated, then it has the following universal limitations. The power has a POT equal to the Metamorphosis' Dominant Ka adjusted by the daily astrological modifier, and a magic modifier equal to the adjusted Ka modifier. The magic modifier determines the number of times per day the power may be used and its duration in minutes if the effect isn't instantaneous. To use the power, the player must roll the power's POT modified by the daily astrological modifier. No spellcasting technique roll is made and no ch'awe is spent. If cast against a mortal or immortal target, then a Ka vs Ka roll is made to determine the degree of success. The results of the roll use the standard rules for Critical Success, Success, Failure, and Fumble. A Critical Success generally doubles one parameter of the effect (e.g. usually duration is doubled), while a Fumble inflicts a point of Khaiba and means the Nephilim cannot use that power again for the rest of the astrological day.

The scope of a power generally shouldn't exceed that of a Ritual Magic spell (see Liber Ka and Enlightened Magic for details). Additional limitations may be added to prevent the power from becoming too convenient, but it should still justify the player's investment in that Trait. If the power replicates the effect of a spell or an arcane technique, then it should have more limitations so that it doesn't render said spell or technique redundant or even stack with the latter.

This is a deliberate departure from the already questionable balance in Chronicle of the Awakenings, where Angels can fly, Tritons can breath underwater, but Baba Yaga can only track someone in the month of Cancer. I want transformations to be attractive rewards to players for roleplaying the Personality Traits, and a highly situational power that only comes up once a week in one or two months of the year just isn't worthwhile.

Negative effects

If the GM desires, then Transformations may inflict appropriate penalties to certain actions or other appropriate effects. Shelby Babb's old page has some ideas. FATE Aspects may be another source of inspiration.

The Djinn

Destructive and Reckless already have game effects.

Energetic

The Djinn’s increased body temperature comes from an increased metabolism.

The Djinn benefits from a doubled rate of recovery for ch'awe, fatigue, hit points, poisons, etc. Ch'awe recovers at a rate of 2 points every hour or 1 point every 30 minutes. Hit points recover at the rate of 1d3×2 per week, or 2d3×2 per week if receiving medical attention. 

Drugs and poisons causing intoxication are metabolized twice as fast. The Djinn adds his Fire-Ka modifier to his CON instead of Earth-Ka when resisting metabolizable poisons.

This effect doesn’t double the effect of healing magic, but it stacks with any bonus from spells.

Proud

The Djinn receives a +30% bonus to all social rolls involving sheer force of personality to impress or inspire. E.g. Command, Persuade.

If the Djinn already knows or later learns The Emperor Arcanum's Thes technique (see Major Arcana p48), then he adds his Proud Trait to his dominant Ka when using Thes (this applies even if he isn't Fulfilling that Trait, but it doesn't stack with Fulfilling).

Rebellious

The Djinn receives a +30% bonus to intimidation and other hostile interactions. E.g. Bargain, Persuade.

Once per day, he may compel someone snooping around his affairs to leave well enough alone by winning a Ka vs Ka contest. This reduces their Curiosity Potential by his Fire-Ka modifier for the rest of the astrological day. If they roll a Fumble while investigating him during that time, then they give up the investigation. This is similar to the spells Water the Seeds of Doubt and Divert the Lionesses of Tefnut (Liber Ka p69, 71).

The Phoenix

Creative and Honorable already have game effects.

Loyal

The Phoenix gains the benefit of the the spell Cloaking (Enlightened Magic p27) within crowds, using his Loyal Trait to determine the spell’s POW. This doesn't conceal anything from Ka-vision, however.

Reckless

The Phoenix’s reddening eyes aren’t just cosmetic, but functional too. He has infrared vision (see Basic Roleplaying rulebook p165) at the same range as his Ka-vision, adding a +20% bonus to Track rolls (see p84).

Additionally, he gains a +30% bonus to Hide/Stealth against red backgrounds and a +30% bonus to intimidation attempts.

Stubborn

The Phoenix’s immovability grants him 4 armor points.

The Sylph

Rebellious and Trusting already have game effects.

Calm

The Sylph receives the same effect as the Undine's Prudent Trait (see Chronicle of the Awakenings p68): She gains a +30% bonus to Hide/Stealth and is difficult to recognize even if seen.

Pragmatic

The Sylph becomes immune to frostbite and hypothermia from most environmental sources, such as being naked in a blizzard or submerged in the Artic Ocean, as the spell Resist Environment (Enlightened Magic p27). He doesn't become fatigued from lack of oxygen at high altitudes, either.

Additionally, the Sylph gains a +30% bonus to Fast Tack when concealing any negative emotions from others. This applies to any detection spells, such as Read Aura.

Proud

The Sylph may be heard clearly within a (Air-Ka) mile radius by anyone he knows by name. He may freely select who hears him.

The Angel

Curious and Honorable already have game effects.

Calm

The Angel receives a +30% bonus to Perform (Human Statue) and Hide/Stealth rolls to imitate a statue. He suffers no penalties for lack of costume, makeup, or prep time.

Creative

The Angel sparkles like Tinkerbell, allowing him to illuminate his surroundings even in total darkness. This effect extends to the range of his Ka-vision.

Spiritual

The Angel may talk to non-aquatic animals and plants at will as the spells The Speech of Reason and Call the Land (see Enlightened Magic p39, 53), but cannot make any demands. This even extends to any non-hostile elemental beasts.

The Triton

Destructive and Pragmatic already have game effects.

Deceitful

The Triton may see and hear clearly underwater even in the murkiest conditions.

Private

The Triton gains 3 points of armor and receives a +30% bonus to Swim.

Unpredictable

The Triton uses his Water-Ka modifier instead of his Earth-Ka modifier to determine his Meta-CON.

The Undine

Pragmatic and Prudent already have game effects.

Curious

The Undine receives the same effect as the Angel's Curious Trait.

Indulgent

The Undine receives the same effect as the Snake's Indulgent Trait.

Social

The Undine receives a +30% bonus to Swim and uses her Water-Ka modifier instead of her Moon-Ka modifier to calculate her Meta-CHA.

The Satyr

Destructive and Indulgent already have game effects.

Angry

The Satyr's horns can be used to do 2d6+db damage in a "running charge". 

Additionally, his devilish visage adds a +30% bonus to intimidation attempts.

Unpredictable

The Satyr gains a +30% bonus to social rolls against those attracted to his Simulacrum's sex.

Additionally, the Satyr may talk to woodland animals and plants at will as the spells The Speech of Reason and Call the Land (see Enlightened Magic p39, 53), but cannot make any demands. 

Vengeful

Once per night the Satyr may cast Dream Sending (Enlightened Magic p46) as if he had it inscribed, but only to send guilty nightmares to someone who wronged him. He rolls his Vengeful Trait×5% instead of Casual Magic and uses his Earth-Ka to calculate the spell’s POW. 

If cast on a Grand Enthronement of Earth, then all those who ever wronged him will suffer nightmares every night until they make amends. Once they make amends, or have already done so, then they are insensitive to further nightmares unless they wrong the Satyr again on another occasion.

The Elf

Altruistic and Private already have game effects. 

Joyous

Everyone within proximity of the Elf gains the benefit of the spell Resist Environment (Enlightened Magic p27), but only against cold environments. 

Proud

The Elf receives the same effect as the Phoenix's Honorable Trait.

Stubborn

The Elf receives a +30% bonus to Fast Talk and Hide/Stealth.

The Snake

Cruel and Indulgent already have game effects. 

Deceitful

The Snake gains infrared vision, as the Phoenix’s Reckless Trait above, and a hypnotic gaze. 

By meeting a target’s gaze and winning a Ka vs Ka contest, he can freeze the target in place for his Moon-Ka in minutes. The target is entranced and remembers nothing but the Snake’s hypnotic eyes. On a Critical Success, the trance lasts for the rest of the astrological day. On a Fumble, that target cannot be entranced for the rest of the astrological day. Physically shaking the target or making any sound loud enough to cause even momentary pain is sufficient to break the trance early.

Private

The Snake’s scales grant the same effect as the Elf's Private Trait: 3 armor points.

Unpredictable

The Snake becomes a contortionist and may condense his skeleton to squeeze through impossibly tight spaces, slip out of restraints or grapples, dodge, crawl through ducts that shouldn’t be able to hold his weight, etc. He gains a +30% bonus to applicable rolls, even if it should be impossible for a human being.

The Baba Yaga

Other names: Fairytale Hag, Black Annis, Jenny Greenteeth, Meg Mucklebones, etc.

My commentary: The Hag is most appropriate as an NPC, probably an Initiate of The Hermit or The Devil depending on whether the adventure calls respectively for a misunderstood ally/victim or an outright antagonist

Cruel and Vengeful already have game effects. 

Deceitful

The Baba Yaga may cast the spell Silver Mask of Khenti (Liber Ka p72) aka Disguise (Enlightened Magic p46) as if she had it inscribed. She rolls her Deceitful Trait×5% instead of Casual Magic and determines the spell’s POW using her Moon-Ka instead of her Water-Ka. As long as onlookers cannot actually see her face, she can convincingly mimic a youthful voice that grants a +30% bonus to seduction.

Misanthropic

The Baba Yaga may cast the spell Imprecation of Harshef (Liber Ka p64) aka Curse (Enlightened Magic p44) as if she had it inscribed. She rolls her Misanthropic Trait×5% instead of Casual Magic and determines the spell’s POW using her Moon-Ka instead of her Fire-Ka. She may only cast the curse on targets she can see within visual range, and she must visibly glare at the target (the “evil eye”).

Suspicious 

The Baba Yaga’s wizened body grants her 4 armor points.

Variant: Swamp Hag

The Swamp Hag replaces her Suspicious Trait with the Pragmatic Trait. Her body temperature drops to a deathly chill and she grows gills that let her breathe underwater.

Her Deceitful Trait instead lets her blend in perfectly with water, as the Cloaking, Disguise and Vanishing spells, and she gains a +30% bonus to Swim and Hide/Stealth checks in water.

The Baen Shide

Other names: the Baobhan Sith ("fairy woman"), the Leannán Sídhe ("fairy lover/mistress"), etc.

Manipulative and Modest already have game effects.

Deceitful

The Baen Shide may cast the spell Lesser Lunar Veil (Liber Ka p48) aka Minor Hallucination (Enlightened Magic p28) even without knowing Casual Magic. She rolls her Deceitful Trait×5% instead of Casual Magic. The illusion lasts for her Moon-Ka modifier in minutes or until the target interacts with it.

Indulgent

Those nearby the Baen Shide gain the benefit of the Satyr's and Snake's Indulgent Traits. When presented with the appropriate opportunity, such as a party, they must succeed on Idea rolls to resist indulging themselves to potentially sickening excess.

The Baen Shide may cast Caress of Lilith (Liber Ka p45) even without knowing Casual Magic. She rolls her Indulgent Trait×5% to cast the spell and uses her Moon-Ka instead of Earth-Ka to calculate the spell’s POW. 

Social

The Baen Shide gains a +30% bonus to all rolls involving casual carousing, even when interacting with complete strangers.

The Fomorian

Destructive and Pragmatic already have game effects.

Angry

The Fomorian uses his Water-Ka modifier instead of his Fire-Ka modifier to calculate his Meta-STR, and applies a +30% bonus to intimidation attempts.

Uncaring

The Fomorian becomes immune to cold temperatures as the spell Resist Environment, and adds +30% to defensive rolls because enemies are repulsed.

Warlike

By succeeding on a Water-Ka vs Solar-Ka roll, the Fomorian may spark any social powder keg he personally witnesses. A bar fight breaks out, disgruntled protesters start rioting, overworked police beat peaceful protesters, a manager lashes out at an employee, etc. He cannot control the effects, but he can certainly exploit it for his own benefit. Against groups, he only contests the highest Solar-Ka.

The Tecarian

Other names: Cermand Cestach? I've no idea what folklore "Tecarian" comes from, as Google returns no results...

My commentary: The Tecarian is probably more appropriate as an NPC than a PC. His power of prophesy is too niche to justify investing in the Trait, but it would be perfect as an NPC oracle for the PCs to seek out on the appropriate day.

Private and Spiritual already have game effects.

Altruistic

The Tecarian receives the same effect as the Elf’s Altruistic Trait.

Calm

The Tecarian gains the benefit of the Cloaking spell persistently against mundane and Ka-vision, as gazes just slide off his smooth exterior.

Conservative

Similar to the Snake’s Indulgent Trait, but affects others and for nostalgia only. Affected targets must make Idea rolls to resist getting lost in their nostalgic memories. The Tecarian gains a +30% bonus to social rolls that play on the target’s nostalgia.

Hope you enjoyed!

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