Custom Content Announcement!

Announcement for older chronicles, no longer relevant.
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Theia
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Joined: Tue Mar 23, 2021 4:19 pm

Custom Content Announcement!

Post by Theia »

Hey guys! So, I have a rather fun announcement today! I have a list of custom content that has been approved for general, mortals, and even some Hunter stuff! We finished all of our discussions around the same time. And we wanted to make sure that we could get these fun new things to you guys as soon as we could, so here they are!


First up! A general firearms fighting style! Enjoy you gunslingers!

Slow is smooth, Smooth is fast (• to ••••)
Pre-Requisites: Firearms •••, Composure •••, Dexterity •••, Does not possess: Fight,Flight, Freeze.
Effect: The best laid plans break upon first contact, and it is those that keep their cool under high-stress and high-threat situations where bullets are striking right at their feet. This merit fighting style is built around surviving and thriving in the chaos of firefights and in close-quarters with firearms, and represents characters who have trained or are training in such situations: Veteran Soldiers, SWAT / Veteran Police officers, FBI agents, Professional / Corporate security, Gangsters / Cartel members etc.

Pistol Whip (•): When in close quarters, sometimes firing the gun is too dangerous to the fighter or their allies. To subdue an opponent, your character may make a melee strike using their firearm as the weapon. The strike is calculated with Firearms + Strength against the target's defence, and does Bashing damage. (This replaces the Core Mechanic of Improvised Crowbar as the weapon type)

Rapid Acquisition(••)In intense firefights and close quarter firefights it is near impossible to sit and wait to take precise and carefully aimed shots. There are only mere moments to strike. Your character may make an attack with an additional aim bonus of Half of Composure (rounded down). This bonus lasts for one round, can only be used 1 + Composure per scene, and prevents the character from benefiting from any cover rating greater than Barely Concealed (-1) until the character's next turn.

(Note: This bonus does not coincide with the usual Aim bonus, and is to be considered a separate action to the Aim Action.)

Keep Moving (•••): Circumstances sometimes prevent the ability to take cover in a firefight, either by lack thereof, an ambush, or the need to push forward an assault. Your character may choose to spend 1 Willpower to apply Keep Moving to their dodge action. In doing so they add Composure to the dodge pool. This can only be done Once per scene.

Advanced Drills (••••): Either through real world experience or extensive additional training, your character has become distinguished in keeping their cool when under intense pressure and fire. Each previous dot gains additional effects:
Pistol Whip: The strike is now calculated with Firearms + Strength + Weapon Size. The size rating is applied as Auto Damage.
Rapid Acquisition: Your character may now benefit from cover up to rating: Partially Covered (-2)
Keep Moving: Your character may now do this Twice per scene, each time spending 1 Willpower.


Next up, some Psychokinetic Merits! Go get blastin!

New Merit: (or Psychokinetic) Halo •
Prerequisites: Psychokinesis •••, Psychokinetic Combat •
Description: Your corona expands, wreathing you in more of an ambient aura that has a visual aesthetic that fits your character’s elemental ideals. Some may have literal halos while others may display a fiery aura, or a conductivity of the flesh, et cetera.
Effect: Spending a Willpower to activate your Psychokinesis now extends the duration to Scene long. (As with Telekinesis)

New Merit: Psychokinetic Aegis ••
Prerequisites: Halo • & Psychokinetic Resistance •
Description: Your halo shields you from assault, providing you with armor against all attacks, instead of simply those caused by your element.
Effects: While your Halo is active gain Armor 2/1 (if Psychokinesis •••) or Armor 3/2 (if Psychokinesis •••••) This counts as magical armor.


New Merit: Elemental (or Psychokinetic) Transit •• or ••••
Prerequisites: Halo •
Description: Those bolstered by the elements are able to do things faster than their peers, frequently proving how they go beyond the ken of normal mortals. When wreathed in their element, they move into the realm of Superhuman.
Effect:
At •• - While your Halo is active, gain a bonus to Speed Equal to your dots in Psychokinesis.
At •••• - You may select a secondary effect of your movement that fits with your elemental aesthetic such as
Electricity
Alacrity - You surge with potential and seek pre-emptive connections in combative situations, gain a bonus to Initiative based on your Psychokinesis dots.
Arc - A sudden impulse of current and you are sent rocketing towards your destination, You may double your strength for the purposes of Jumping.
Fire
Mirage - You are difficult to nail down, as your heat shadow distorts your actual location. Gain the benefits of Partially concealed Cover against melee and ranged combatants.
Smokescreen - Smoke erupts from your feet and swiftly conceals you, giving you the chance to roll stealth even while observed, enjoy the benefit of Exceptional Success on 3s if you do so.
Light
Blur - Light is the fastest known element, after all, it travels at the speed that matter cannot begin to hit… however you’re able to tap into that potential… Double the bonus to speed granted by this merit’s base.
Transparent - Light isn’t slowed by many things, you may pass through windows or gates that are large enough to contain you. This costs an additional Willpower.
This list is not exclusive, and can be added to. You can purchase additional effects at the cost of 1 experience if in Element, 2 experiences if out of element.


Next up, there is a fun little thing for all you shot callers and planners.
Please note, while this style was originally made for TFV, it has been adjusted to be made accessible to all splats.

Military Tactician 1 to 5
Prerequisites: Wits 3

Description: Task Force Valkyrie is known for their military approach to handling the supernatural. Some members of the conspiracy are better for front line operations, while others are calculating tacticians that excel in guiding their group to success through strategy.

Effect: At any time in a scene, your character may use an Instant Action to take in the situation before them to come up with a strategy. Your character can create a plan (CoD 100) with this Instant Action that is useable for the scene and may reduce the penalties for creating the plan by dots in this merit. You may only have one plan from this merit at a time but may abandon a strategy to create a new plan with changing circumstances at any time.


Next up! You lucky ones have gotten some fun new merits!

Charming 1
Prerequisite: Atariya, See the Flow

Effect: Once the Atariya has gained the ability to change the luck of others around them, they can leave more lasting impressions for those they give favor in their endeavors. Once per scene, an Atariya may grant the Charmed condition (MTA 2E 315) to a benefactor they have given bonus dice to in the same scene. The Charmed condition resolves as normally.


Fortune Donor 1
Prerequisites: Atariya, Nine Lives

Effect: When another character should die in a scene when you have access to your Nine Lives, you can sacrifice a dot of it to save them instead of yourself. This still removes a dot of it normally, and it can still not be purchased further.

Drawback: When cheating death for another, you lose access to the merit yourself for the rest of the scene. This merit’s also subject to Sanctity of Merits when Ninve Lives runs out. The recipient of the luck, for 7 days, also see Mr. Lucky when the Atariya does, and during this time they have Swooning Condition towards the merit holder as they feel they owe her for their luck.



And then, some fun new Hunter Powers.

The first is a new power for you devil empowered Lucifuge!
Demonic Familiar

The Lucifuge forges a permanent bond with a demonic spirit. The spirit exists in Twilight and cannot manifest without the Lucifuges help but they can always be seen by their Master and understood.

Treat the spirit as a Retainer with dots equal to your Castigation treated as “Bodyguard” as it’s tag. It gains an additional Tag in regards to a specific Vice selected when this Castigation is purchased.

The spirit also helps it’s master even when not manifested, pointing out dangers granting a +2 bonus to most Perception rolls.

Cost: 1 Lethal and 1 Willpower
Dice Pool: None
Action: Instant
Duration: One Scene

The demon manifests and can fight as well as assist the Lucifuge in other tasks, typically as Teamwork action. The demon possesses has a number of health levels equal to 5 + Castigation. If defeated the spirit dematerializes and reappears next to the lucifuge after seven days. The Lucifuge may suffer one Aggravated damage and spend three Willpower to have the demon reappear the next night. If the spirit is somehow permanently killed the Lucifuge may summon a new Familiar on the next New Moon.


Then, next up for you Task Force Valkyrie folks! Some new options in your local armory!

Siderite Claws (Advanced Armory)
Appearing as almost decorative gloves made of chains with sharp tips at the end, this piece of TFV equipment is made from ultra rare metals mined from a top secret source. They allow it’s soldiers to fight in melee with even the most fearsome of monsters.

Loadout: Two Sessions
Dice Pool: None
Action: Instant
Cost: 1 Lethal
Duration: One Scene

When simply wearing the gloves they provide a +2 bonus to climb attempts or other tasks that require it’s user to have a good grip. While inactive they are treated as if they were Brass Knuckles. (See page 139 Hurt Locker)

The user may activate the claws causing them to bond more deeply into their flesh and grow. This causes the hunter one Lethal damage. For the rest of the scene the Claws are able to deal grievous wounds to all sorts of monsters. The claws ignore mundane armor. Treat the damage as Aggravated for overcoming powers that downgrade or resist damage. The final damage remains Lethal.

While active they count as Tiger Claws for determining it’s base traits. (See page 139 Hurt Locker)

While wearing the equipment the Hunter suffers a -2 penalty to actions that require finesse or fine manipulation. Taking them off or putting them on takes one turn.


Example of Use: Tanya a melee expert of TFV is facing off against a vampire with Resilience 2.

She lands a solid hit against her opponent with this endowment being active. She gets enough successes to deal 6 damage.

The vampire's Resilience automatically downgrades 2 of the damage to Lethal (which will then get downgraded to Bashing since it’s now Lethal). The other 4 damage is still considered Aggravated for the moment. If the vampire does nothing else they will take 2 Bashing damage and 4 Lethal damage. If they were to activate Resilience they would reduce their damage taken by 3 which would result with the vampire taking 2 Bashing damage and 1 Lethal damage.

Against a vampire without Resilience they would have done a full 6 Lethal damage.


And!

Quicksilver Weapon (Advanced Armory)
By using advanced technology and metallurgy the TFV has insured their soldiers are ready for any combat situation with the use of this endowment. In it’s inactive

Loadout: 1 Session
Dice Pool: None
Cost: None
Action: Instant

With a simple press of a button, the Endowment becomes active for the scene. While active, the Endowment can take the shape of any standard piece of weaponry such as a sword or gun but also includes shields for the TFV soldiers that recognize their worth. The Endowment takes on all the piece of equipment’s ratings except that it suffers a constant -3 to Initiative. The Quicksilver Weapon can hold one type of ammunition at a time and doesn’t need external power sources for weapons such as Tasers or Chainsaws.
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Lilith
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Joined: Sun Mar 21, 2021 7:11 pm

Re: Custom Content Announcement!

Post by Lilith »

The following Player Guide Pages are Updated:
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