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Author Topic: Dark Inheritance Titan talents  (Read 776 times)
tenebrae
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« on: October 14, 2007, 03:50:44 AM »

I've read the DI conversion in the wiki, but I'm not really comfortable with players giving up both their Talent and Speciality to be a Titan. I feel it might lead to characters being a bit too cookie-cutter. Thus, I knocked up the following Titan talents this morning (to be combined with a normal speciality). I was hoping I could get some opinions in terms of game balance. Do people think these are too powerful?

A few notes: The new 'wealth' statistic is priced at 4 points. The birthrights come free with it. The -1 action die is priced at -3. The weaknesses are generally priced at -1, if I recall. Yes, this does allow titans to have very high potency straight outta the box (with a high charisma and a high-wealth class), but that opens them up to some nastiness in terms of weaknesses that they'll be unable to fight until much higher levels. Plus, they'll still only have a few tricks, powerful though they might be.

Crimson Lord [Titan talent]
•   You gain a new wealth statistic, Potency. This wealth statistic increases by an additional +1 at Career Levels 0, 4, 8, 12, 16, and 20.
•   You may select your Titan birthrights from the Emotion, Graces, and Vitality legacies. Further, you gain 1 level 1 birthright from one of these legacies. At Career Level 2 and every level thereafter, you gain an additional birthright with a level up to one-half your Career Level (round down).
•   All dirt and grime “avoids” your person and clothing. Bruises and minor tears also vanish – you always appear as if recently washed, shaven, and styled while your clothes always appear fresh and clean. If your clothing is damaged, it will show, but it will appear to have been cleaned and pressed since the damage occurred. Your wardrobe and appearance modifier are determined as if your Lifestyle were +2 higher (max 10).
•   Once per session, you may make a Bribe check at the minimum Bribe value without paying its cost.
•   Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
•   You gain a +1 insight bonus with Will saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
•   Weakness: Crimson Lords have a tragic tendency to put off until tomorrow anything that cannot be accomplished this instant. This makes it difficult for them to stick to challenging tasks or hold the course in the face of adversity. All Crimson Lords suffer a penalty equal to double their Potency to all Complex Task checks.
•   Your starting action dice are reduced by 1.

Hidden Sun [Titan talent]
•   You gain a new wealth statistic, Potency. This wealth statistic increases by an additional +1 at Career Levels 0, 4, 8, 12, 16, and 20.
•   You may select your Titan birthrights from the Secrets, Shadow, and Sun legacies. Further, you gain 1 level 1 birthright from one of these legacies. At Career Level 2 and every level thereafter, you gain an additional birthright with a level up to one-half your Career Level (round down).
•   You gain Resistance 2 against all fire and heat damage. These resistances increase by 2 at Career Levels 5, 10, 15, and 20.
•   You gain a +1 insight bonus with Knowledge checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
•   You gain 4 additional skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter.
•   Objects held or worn by you may catch fire, but are in no way harmed by the flames and continue to work normally after the flames are extinguished. If you remove or release a burning object, it begins to burn normally.
•   Weakness: All Hidden Suns are obsessive about knowledge. Choose an interest you possess. Any time you have a chance to learn something even remotely relevant to the interest, you must make a Will save (DC 15 + 2 Χ your Potency), or be compelled to pursue the opportunity, regardless of the consequences. If you fail and begin this study, you may make a Will save (DC 10 + your Potency) at the end of each hour to pull yourself away.
•   Your starting action dice are reduced by 1.

Storm Crow [Titan talent]
•   You gain a new wealth statistic, Potency. This wealth statistic increases by an additional +1 at Career Levels 0, 4, 8, 12, 16, and 20.
•   You may select your Titan birthrights from the Second Sight, Thunder, and War legacies. Further, you gain 1 level 1 birthright from one of these legacies. At Career Level 2 and every level thereafter, you gain an additional birthright with a level up to one-half your Career Level (round down).
•   Once per session, you may request a hint from the GC for which the GC gains no action dice. If the GC refuses, you gain 1 bonus action die.
•   You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20. 
•   You gain a +1 bonus with skill checks made to determine surprise. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
•   Your base Defense increases by 2.
•   You are considered to have 1 additional Chance feat for the purposes of any ability that is based on the number of Chance feats you possess.
•   As harbingers of doom, life is never boring when Storm Crows are around. The threat level of each active subplot is automatically increased by 1 (to a maximum of +3) and the GC may have up to 5 subplots active during each mission.
•   Weakness: The Storm Crows’ constant manipulations of Fate have earned them a few backhands along the way. A number of times per mission equal to your potency, the GC may convert one of your errors to a critical failure without spending an action die. No additional action die may be spent to increase the severity of these critical failures.
•   Your starting action dice are reduced by 1.
   
Void Phoenix [Titan talent]
•   You gain a new wealth statistic, Potency. This wealth statistic increases by an additional +1 at Career Levels 0, 4, 8, 12, 16, and 20.
•   You may select your Titan birthrights from the Ashes, Genesis Fire, and Renewal legacies. Further, you gain 1 level 1 birthright from one of these legacies. At Career Level 2 and every level thereafter, you gain an additional birthright with a level up to one-half your Career Level (round down).
•   You gain a +1 bonus with all saves to resist all powers (including all arcane, fringe, or mystic effects and birthrights, invocations, psionics, and spells). This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.
•   If the number of birthrights you have from each of the Ashes, Genesis Fire, and Renewal legacies does not differ by more than 2, the DC to resist all of your birthrights is increased by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.
•   Each time you suffer attribute damage, the attribute damage suffered decreases by 1 (minimum 1).
•   You immediately become aware of your name being spoken aloud by any other Titan within 100 Χ your Career Level feet. This effect is not triggered if the Titan is referring to a different person with the same name (i.e. some other “Bob”) or when you are referred to with a pronoun or pseudonym (“he” or “that creepy guy”). You do not gain any other information (such as the direction or distance of the speaker) and this awareness is in no way distracting for you.
•   Weakness: Void Phoenixes quietly sink into apathy and are steadily transformed by their power into progressively more alien forms. While some of these transformations can appear quite comely, the effect is always disturbing in person. You choose what form these minor disfigurements take (which might include small horns/spurs/bone growth, random tufts of feather, patches of burn-like scaring, or other more exotic alterations). You suffer a penalty to all initiative checks and all Charisma-based skill checks (except Intimidate) targeting humans in your presence equal to your Potency, and Medicine checks targeting you suffer a penalty equal to half your Potency.
•   Your starting action dice are reduced by 1.

Wild Blood [Titan talent]
•   You gain a new wealth statistic, Potency. This wealth statistic increases by an additional +1 at Career Levels 0, 4, 8, 12, 16, and 20.
•   You may select your Titan birthrights from the Chimera, Urges, and Wild Flesh legacies. Further, you gain 1 level 1 birthright from one of these legacies. At Career Level 2 and every level thereafter, you gain an additional birthright with a level up to one-half your Career Level (round down).
•   You gain 1 additional wound point at Career Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20.
•   The initial disposition of all animals towards you is 1 grade better than normal.
•   Your base Defense increases by 1.
•   Your melee, unarmed and non-explosive hurled attacks gain the armor-piercing (2) quality.
•   Weakness: Wild Bloods can be driven into unthinking fury or panic by the sight of their own blood. Each time you lose 1 or more wounds in combat, you must make a Will save (DC 15 + 2 Χ your Potency). If you fail and your Save result was even, you become frightened for 2d4 rounds. If you fail and the save result was odd, you become enraged.
•   Your starting action dice are reduced by 1.
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