I know that the Awaken class is supposed to be weaker than the other classes, but that is not going to work for our group. So anybody have any ideas on how to bring the up to par with the other classes?
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Frodie |
MCWoD - Awaken Help |
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I know that the Awaken class is supposed to be weaker than the other classes, but that is not going to work for our group. So anybody have any ideas on how to bring the up to par with the other classes? |
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seankreynolds |
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It's not supposed to be weaker than other classes. Physically, the Awakened can't take as much punishment, it's true, but their other benefits
should keep them on par with the others. They're the bards and rogues of the setting--not the muscle, but the skill.
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roivaskrad |
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I was running a McWod Campaign the other day and for a brief moment One awakened almost took out my whole party of warewolves. they were hunting him down so I
set him up as a boss the same level as my players, with some card board cutout Gangmembers as backup. The effects from the humanity alone Almost killed one of
the players, badly injured another, but quickly ended when the third finally went hybrid and well he was swiss cheese already at that point.... But I quickly
realized how bad it was when one of my players was complaing about con damage... I replied its not that bad is it... No.. her con got dropped to 3 thanks to 2
critical hits caused by humanity points he spent.... to put this in perspective she normally has 16 con. in 2 attacks the awakened with a smg managed to remove
13 con from a warewolf... I would say equal... till he decided to start burning humanity... Ouch....
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Frodie |
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Ok, this is what we did and it seems to be working well:
This information is based off the Awaken feats by Cyberdave from: http://forums.white-wolf.com/cs/forums/p/5573/115180.aspx Conviction: Awaken characters start with 10 + the Creeds, "bonus ability stat point modifier", of Conviction. A character can regenerate 10% of their conviction with 1 hour of rest, but after 8 hour of rest the conviction pool will be at 100%. An Awaken can also regain points of Conviction by using the "Risk Conviction" Edge. Awaken Creeds: At first level the Awaken character can pick one of the following groups to belong to. Defender's Creed You have begun to develop a creed based on the principle of belief that it is your job, as an Awakened, to defend the innocent and helpless against harm from supernatural powers. Prerequisite: Awakened Benefit: You gain damage reduction equal to 1 per point of Conviction spent, pluse your Conistution modifier. Ability Bonus: +2 Conistution Gifted Creed You have begun to develop a creed based on either an inborn or learned mystical power. Prerequisite: Awakened Benefit: You gain the ability to learn and cast Rote spells as Edges. You can use 1 point of Conviction for 10 Componted points. You also gain the "Awaken Gnosis" Edge, (see below). Ability Bonus: +2 Intelligance, -2 Conistution Drawback: Channeling magic through the body with this alternative method can have a draining side effect. If the Awaken fails his Spellcraft check, the Awaken will add 1 point of Exhaustion for each point of Conviction spent. Hunter's Creed You have begun to develop a creed based on the principle of belief that it is your job, as an Awakened, to hunt down known supernatural agents and destroy them. Prerequisite: Awakened. Benefit: You gain the ability to imbue any weapon with your convection. For each point of Conviction spent, you gain a +1 to hit and damage to any weapon for 10 rounds. Using this ability is a free action. Ability Bonus: +2 Strength Inquisitor's Creed You have begun to develop a creed based on the principle of belief that it is your job, as an Awakened, to find unknown supernatural agents and divulge them for what they are. Prerequisite: Awakened Benefit: You gain the ability, through force of will, to turn nightmare creatures. You can force all nightmare creatures within a 30 foot burst, to take energy damage equal to 1d8 per point, and pushed back 1d10 feet, per every point of Conviction spent. An inquisitor can make a Sense Motive check (against a supernatural creature's Bluff check) to recognize any visible supernatural creature. Using this ability is a standard action. Ability Bonus: +2 Charisma Savior's Creed You have begun to develop a creed based on the principle of belief that it is your job, as an Awakened, to save victims of supernatural attacks. Prerequisite: Awakened Benefit: You gain the ability to channel energy through your body and apply it directly to yourself or to another character. With this ability the Awakened can restore lost hit points with a single touch to any natural creatures (this includes other Awakened and Mages). If used against a supernatural creature (including Demons, Vampires, and Werewolves) this ability instead deals energy damage (and usually requires a touch attack). The Awakened may cure or deal a number of points of damage 1d8 + Wisdom bonus per point of Conviction spent. Using this ability is a standard action. Ability Bonus: +2 Wisdom Awaken Edges: An Edge is bought as a feat. Conviction [Edge] You have a supernatural conviction to your beliefs. Prerequisite: Any Creed Group Benefit: You gain extra conviction points equal to your groups bonus ability stat modifier. Special: This feat may be taken more than once. Risk Conviction [Edge] Conviction Points can be gambled to increased an Edge's power Prerequisite: Any Creed Group Benefit: The Awaken "risks" Conviction by putting up "X" amount of Conviction Points, and adds "X" amount of Conviction Points to a Edge's power. Willpower Save: DC 10 + "X" amount of Conviction Points risked. If the roll fails, the risked points are spent and the Edge fails to activate. Also, the Awaken will lose 1 point of Constitution for each point of Conviction spent. If the roll is successful, the Awakened not only adds the extra Conviction Points to an Edge's power, the Conviction points are not spent. Mercy [Edge] You can channel your conviction to remove some of the harmful effects of attacks made by supernatural creatures. Prerequisite: Any Creed Group Benefit: You can spend one of your conviction points to touch an ally (or yourself) to heal 1d6 points of damage or two points of ability damage from a single ability. Using this ability is a standard action. Vision [Edge] You can channel your conviction to give anyone the ability to see and hit hidden creatures. Prerequisite: Any Creed Group Benefit: For each point of conviction spent, you can embue someone the ability to see and hit any incorporeal, invisiable and or hidden creatures. This effect lasts for 1 minute. Using this ability is a free action. Zeal [Edge] You have a supernatural conviction to your beliefs. Prerequisite: Any Creed Group Benefit: To grant all your allies, (including yourself, within a 30-foot burst), the ability to imbue any weapon with your convection. For each point of Conviction spent, you gain a +1 to hit and damage to any weapon for 1 round. Using this ability is a free action. Awaken Gnosis [Edge] You gain the ability to learn a Rote spell Prerequisite: Gifted Creed Group Benefit: The Awaken can learn to cast one Rote spell of his/her choice. Special: This can be taken multiable times. Willful Healing [Edge] You can channel your conviction to grant nearby non-supernatural creatures the ability to recover from their wounds quickly. Prerequisite: Any Creed Group Benefit: You can spend a point of conviction, as a full-round action, to grant fast healing 3 to all non-supernatural creatures (including yourself, Awakened, and mages) within a 60-ft. burst. The fast healing lasts a number of rounds equal to 1 + your groups bonus ability stat modifier. (for a minimum of 1 round). Willful Vengeance [Edge] You can channel your conviction to deal extra damage against supernatural creatures in melee. Prerequisite: A point of conviction. Benefit: At the beginning of a round, for each conviction point spent, you add 1d8 points of damage to all successful attacks against supernatural creatures you make during that round. Using this ability is a free action. Willful Vigor [Edge] You can channel your conviction to increase your speed and durability. Prerequisite: Any Creed Group Benefit: Per point of conviction spent, you can increase your base speed by 10 feet, gain a +1 to defense, and a +1 to all saves, per round. Using this ability is a free action. Willful Vitality [Edge] You can channel your conviction to gain protection from damage to your abilities or life force caused by supernatural effects. Prerequisite: Any Creed Group Benefit: You can spend one of your conviction points to gain immunity to ability damage and ability drain from supernatural sources for 1 minute. A vampire's feeding ability is considered to be a supernatural source, and a vampire finds that it can not bring itself to feed on an Awakened that has this ability active. Any attempts to feed on an Awakened that has this ability active instead become bite attacks (and deal standard bite damage). Using this ability is a free action. |
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fireinthedust |
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How do you deal with Awakened casting Rotes? Component costs, I mean. Are we talking a daily ability? or a set number of Components per day, in the case of
an Awakened who takes numerous Rotes?
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Frodie |
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All Awaken get a power pool called "Conviction", kind of like the vampires vitae.
Conviction: Awaken characters start with 10 + the Creeds, "bonus ability stat point modifier", of Conviction. A character can regenerate 10% of their conviction with 1 hour of rest, but after 8 hour of rest the conviction pool will be at 100%. An Awaken can also regain points of Conviction by using the "Risk Conviction" Edge. Then all Awaken will choose a "Creed", kind of like the vampire clans. In the case of Rotes you chose the "Gifted Creed" Gifted Creed You have begun to develop a creed based on either an inborn or learned mystical power. Prerequisite: Awakened Benefit: You gain the ability to learn and cast Rote spells as Edges. You can use 1 point of Conviction for 10 Componted points. You also gain the "Awaken Gnosis" Edge, (see below). Ability Bonus: +2 Intelligence, -2 Conistution Drawback: Channeling magic through the body with this alternative method can have a draining side effect. If the Awaken fails his Spellcraft check, the Awaken will add 1 point of Exhaustion for each point of Conviction spent. Then Awaken can by Edges as feats to for an enhancement and/or special ability. Like the following: Awaken Gnosis [Edge] You gain the ability to learn a Rote spell Prerequisite: Gifted Creed Group Benefit: The Awaken can learn to cast one Rote spell of his/her choice. Special: This can be taken multiple times. Risk Conviction [Edge] Conviction Points can be gambled to increased an Edge's power Prerequisite: Any Creed Group Benefit: The Awaken "risks" Conviction by putting up "X" amount of Conviction Points, and adds "X" amount of Conviction Points to a Edge's power. I hope that helps. |
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fireinthedust |
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I think so. The conviction are way cheaper than Components for a mage, however. Keep in mind that, when playing my mage, I've got 63+ Components per day,
right? So if the Conviction point is 1: 10 Components, the awakened technically starts with more energy than the mage, albeit for that one spell... unless it
burns two Conviction for any Rote more than 10 Components? Like an 11pt Rote costs 2 Conviction?
A list of recommended Awakened Rotes might be interesting. Also which ability score matters for their casting. Vampires are Cha-based, Werewolves tend towards Wis and Cha, and Mages are (typically) Int (if not Wis or Cha). |
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