Tuesday, October 18, 2016

[Mage 2: The Dethroned Queen] Mage Merits from Btp

Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum


Mage Merits from BtP



My comments are in orange.  The following Merits are for near-human beings such as Mages.  It should be noted that other Advanced versions of Merits in BtP could be applicable to full supernatural beings (Werewolves, Vampires, etc) but not to near-humans Major Templates.

Sources: The original source material is from Beast: The Primordial.

Iron Skin (• to ••) - Differs from regular Iron Skin
Prerequisites: Brawl ••, Stamina •••

Effect: Through rigorous conditioning or extensive scarring, your character has grown resistant to harm. She can shrug off shots that would topple bigger fighters. She knows how to take a strike and can even move into a hit from a weapon to minimize harm. She gains armor against bashing attacks; one point of armor with the one-dot version, two with the two-dot version. By spending a point of Willpower when hit, she can downgrade lethal damage equal to her dots into bashing damage.


Killer Instinct (• to •••)
Prerequisite: Composure •••, Medicine •, Wits •••

Effect: Your character’s experience with the darkness inherent in this world has left her cold and calculating, so she can see the fragile threads that hold life together. Activating this Merit requires an instant action to assess a creature, human, animal, monster, or otherwise. When making an attack against that target, you may divide the dots in this Merit among any of the three following effects:

• Ignore 1/1 armor on the target.
• Convert 1 bashing damage caused in that attack to lethal.
• Ignore one point of the target’s Defense.

The turn spent assessing a target can be combined with a turn used for aiming.


Library (Advanced, • to •••••)
Prerequisites: Library •••, Safe Place

Effect: Your character not only possesses a massive, credible library, but she also hoards thorough information about highly secretive supernatural topics. For each dot in this Merit, choose a topic. This could be “vampires,” “mages,” or any other supernatural force in the Chronicles of Darkness. When your character consults her library on one of those topics, take the Informed Condition relating to the topic. You can do this once per story, per topic.

Advanced Library has a special prerequisite; your character requires a Safe Place equal to its dot rating, or for one Chamber in the Beast’s Lair to be dedicated to the library. If that Chamber collapses, the library is lost. As with Library, your characters can share the dot cost.

Danger Sense (Advanced, ••)
Prerequisites: Time 2, Danger Sense

Effect: Your character’s nerves act as premonition. She sees the potential outcome of a threat the moment before it could occur. If she succeeds in detecting an ambush (including the normal +2 bonus for Danger Sense), her initiative immediately becomes that of her ambusher + 1 (or if being ambushed by a group, the highest among them). Additionally, in the first turn of combat, she gains +2 Defense and can use her full Defense against any and all attacks against her, unless an ability she uses sacrifices it.

Direction Sense (Advanced, ••)
Prerequisite: Space 2, Direction Sense

Effect: Your character’s direction sense goes beyond the mundane. If she has seen, touched, smelled, or otherwise directly sensed a person, place, or thing, she can tell in what direction it lies.

Eidetic Memory (Advanced, •)
Prerequisites: Eidetic Memory, Mind 2

Effect: A Beast’s memory can be downright transcendent. She can recall scenes with perfect clarity. When she makes a roll to remember, she receives an exceptional success on three successes instead of five. Rolls still benefit from the +2 from Eidetic Memory. Additionally, she can take Mental and Social actions related
to those recollections, even if she was not paying attention in the first place. For example, she may use a Wits + Empathy action to determine the moods and motivations of a person she had coffee with eighteen years ago.

Double Jointed (Advanced, •)
Prerequisite: Double Jointed, Life 2

Effect: Your character’s body is far more pliable than even the most nimble contortionist. If she can fit her head into something, she can push her entire body through it with a turn. Opponents in a grapple with your character always suffer her Dexterity as a penalty, even if she’s acting against them aggressively or if your character initiated the grapple.

Fast Reflexes (Advanced, •)
Prerequisites: Life 2, Fast Reflexes •••

Effect: Your character reacts at preternatural rates. When rolling for initiative, roll twice. Each roll benefits from the normal +3 for Fast Reflexes. Take the higher of the two results.



Relentless Assault (Style, • to •••••)
Prerequisites: Strength •••, Stamina •••, Brawl ••

Effect: Your character fights with complete abandon. She throws herself at her opponents without thought or hesitation, turning herself into a ruthless killing  machine. She’s the first into the fight, and the last out of it. She may use this with Brawl or Weaponry attacks.

Drop of a Hat (•): 
Your character goes from zero to ballistic at the start of a fight. She always moves to strike first. In the first turn of a fight, your character adds 3 to her Initiative score, so
long as she intends to make an all-out attack. After the first turn, this bonus fades.

Eye of the Tiger (••): 
Your character can hone in on a single target, to the exclusion of all others. This tunnel vision makes her fearsome against her primary target, but vulnerable to others. Choose a target. When making an all-out attack against that target, your character retains her Defense against him. She still loses it against other characters. She’s still considered to have sacrificed her Defense for the purpose of using other
Style maneuvers.

Dig Deep (•••): 
Your character doesn’t strike for her enemy’s skin; she strikes for a spot a few feet behind it. To her, overkill is the only acceptable kill. You can choose to remove one die from your dice pool before rolling an attack. If you do, add a point of weapon damage to your character’s attack.

Grin and Bear It (••••): 
Your character can simply cease caring about her own safety in order to take down her opponents. This single-minded lethality helps her to shrug off blows that might cripple others less ferocious. Any time she takes an all-out attack, she gains 1/1 armor against all attacks for the turn. This combines with any other armor she may be benefiting from.

The Warpath (•••••): 
Your character kills, but does not stop her assault. Any time she fills a character’s last health box with lethal or aggravated damage, she may immediately make an additional attack against one other character within her reach. Doing so costs a point of Willpower, which does not add dice to the attack roll.




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