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Post by Rule Hound on Dec 24, 2015 14:57:49 GMT
Burning Wrath - OLD COMBO DISCIPLINE
●●●○○ Celerity ●●●○○ Potence
This power’s origin is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan.
When the Brujah activates this power, she becomes capable of striking an enemy with devastating power many times in succession – each punch or kick actually impacts the foe multiple times, all of which carry the full force of the Brujah’s supernatural strength. The blood used during this power’s activation also causes the Kindred’s flesh to blush with a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
System The player spends one Blood Point for each use of Burning Wrath, whether or not the character actually hits the target. One the Kindred’s next attack, all brawling damage she does is aggravated, including damage done through the extra successes imparted by her Potence. Burning Wrath may even be used multiple times in a single turn, on split actions or Celerity actions, so long as the player spends the requisite Blood Point for each attack.
It costs 15 experience points to learn this power.
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Post by Rule Hound on Dec 24, 2015 15:03:02 GMT
Burning Wrath - New 2 pt Merit
A Brujah’s heart is ablaze with emotion, spurred by anger, and filled with righteous fury. By channelling this anger, you can expend a simple action to unleash your Burning Wrath, thus turning your fists into supernatural weapons. When this power is invoked, the character’s fists glow red with a dull, contained heat (you cannot actually start fires with this power). For the next hour, when you attack a foe with a bare-knuckled punch, you gain a +2 wild card bonus on this attack, and if successful, you inflict aggravated damage. You may end Burning Wrath at any time by expending a simple action.
Comments concerning this This is WAY to powerful when compared to anything else the other Clans have. The original Gangrel were considered tough bastards for two reasons. Fortitude, it was nearly impossible to knock down a old one. and Protean, being able to shape change and more importantly deal aggravated damage.
Feral Claws is lvl two Protean. This means that it costs them a total of 9xp to be able to deal aggravated damage. And the Brujah can just do it for 2xp? Plus add their celerity and Potence?? The fact that they can potentially hit for 2(3) lethal at 2 levels of Potence, 2(4) with Potence 4 and 3(5) with Potence 5. Then you bring into the equation that they can potentially add a second and third attack each round without even reaching Elder disciplines....
Let us re-look at this.
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Post by Rule Hound on Dec 24, 2015 15:28:50 GMT
I am going to present several options for Burning Wrath that is more balanced between the old combo discipline and the new merit and try to make it more balanced with other Clans.
Burning Wrath - Option 1 (3 pt merit) A Brujah’s heart is ablaze with emotion, spurred by anger, and filled with righteous fury. By spending 1 blood you can channel this anger and unleash your Burning Wrath, thus turning your fists into supernatural weapons.
This power’s origin is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan.
When the Brujah activates this power, she becomes capable of striking an enemy for supernatural damage. The blood used during this power’s activation also causes the Kindred’s flesh to blush with a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
System Spend 1 blood. For the rest of the round (including celerity actions), ONE of your damage is converted to aggravated (per hit) when you attack a foe with a bare-knuckled punch. In addition you gain a +2 wild card bonus on this attack.
NOTE: The option of only converting 1 damage to aggravated per hit is because it is blunt force damage after all. If you get hit by a burning torch in real life some of the damage is blunt force depending on how hard you are hit and a little surface damage/burs may be caused by the flaming end. So less damage is aggravated but at the trade off of 1 blood for the entire round (instead of 1 blood per attempted attack as the old system)
Burning Wrath - Option 2 (6 pt merit) Before you can buy this merit you MUST have Celerity 3 and Potence 3. This can be learned after creation if you have the available merit points available.
This power’s origin is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan.
When the Brujah activates this power, she becomes capable of striking an enemy with devastating power many times in succession – each punch or kick actually impacts the foe multiple times, all of which carry the full force of the Brujah’s supernatural strength. The blood used during this power’s activation also causes the Kindred’s flesh to blush with a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
System The player spends one Blood Point for each use of Burning Wrath, whether or not the character actually hits the target. On the Kindred’s next attack, all brawling damage she does is aggravated, including damage done through the extra successes imparted by her Potence. Burning Wrath may even be used multiple times in a single turn, on split actions or Celerity actions, so long as the player spends the requisite Blood Point for each attack.
NOTE: What the hell, let all damage be converted to Aggravated, but charge 1 blood per attempted hit. This would burn blood quick and help balance the power.
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