What Ascension should the Taken Beowolves of the First Founding take? Second highest vote will be applied to the Founding & Ascended Taken.

by Donald N Liles ·
(Reckless) +1 Strength/-2; Lower Threshold of all damaging actions are lowered by 25, but failure rerolls them with Level Advantage against a Random Ally; Narrative: the Taken Beowolves attack with greater ferocity, making their blows hard to predict for both friend and foe. Dexterity
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(Shoulder Growths) +1 Strength/ -2 Constitution; Increases Base HP by 1; Narrative: The Taken Beowolf, or Beowolves, has developed knobby growths under their shoulders.
% (1 votes)
(Might Makes Right) +1 Strength/ -2 Wisdom; Defeating a target grants this unit +1 SSpeed until the end of the Round, once per Round; Narrative: The Taken Beowolf fully an offensive approach to battle and life.
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(Lone Wolf) +1 Strength/ -2 Charisma; this unit gains +4 Base Aura; as a Founding Trait, when Number is reduced to 1, gain 1 Level of Advantage on All checks on turn. When Ascended after, this unit will apply "Lone Wolf" as long as none from its Founding are present; as an Acended Trait, when no other Taken Beowolf ally is present, Success rolled are treated as Great Success; Narrative: The Taken Beowolf has specialized in operating independently from it pack.
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(Lethal) +1 Dexterity/ -2 Strength; Damaging Actions that roll 99-100 are Critical Successes, which deal the full damage plus die rolls; Narrative: The Taken Beowolf has dedicated itself to quickly eliminating its foes.
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(Skirmisher) +1 Dexterity/ -2 Constitution; On the first round, this unit gains +2 TAR, Speed, SSpeed, and React, but on all following rounds, these bonuses are converted into penalties; Narrative: The Taken Beowolf specializes in short, intense battles over protracted ones.
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(Talent) +1 Dexterity/ -2 Wisdom; Grants +1 MF, once per Round, this unit can spend 1 MF to reroll a failed Combat or Evasion Check; Narrative: The Taken Beowolf has developed a preternatural skill with combat.
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(Skill) Grants +1 Dexterity and -2 Intelligence; Grants +1 MF, once per Round, this unit can spend 1 MF to reroll the damage and status die, and favor the higher roll of a successful attack; Narrative: The Gigas has hyper-fixated on the masterful use of its arts, focusing on getting the best results of its known moves over developing new ones.
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(Showoff) +1 Dexterity/ -2 Charisma; Grants +1 MF, once per Round, this unit can spend 1 MF to completely ignore a target's DR. Until the end of its next turn, all actions ignore this unit's DR; Narrative: The Taken Beowolf becomes obsessed with personal glory, often to its own detriment.
% (1 votes)
(Tough) +1 Constitution/ -2 Strength; Grants +2 Base HP (Modifies Aura as well); Narrative: The Taken Beowolf adapts itself to withstand greater punishment without dying.
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(Armored) +1 Constitution/ -2 Dexterity; As a Founding Upgrade, grants +1 DR and +5 Armor; As an Ascension Upgrade, grants +3 DR and 10 Armor; Narrative: The Taken Beowolf is fitted with light armored plating to increase its resistance to harm.
% (1 votes)
(Stubborn) +1 Constitution/ -2 Wisdom; When a member of the pack would be defeated, spend MF equaling the max of a single Member to retain 1 HP; Narrative: The Taken Beowolf’s tenacity allows it to survive fatal blows through sheer will.
% (1 votes)
(Gluttonous) +1 Constitution/ -2 Charisma; Defeating targets grant +1 HP to this unit; Narrative: The Beowolf taps into a primal force within the Nexus, allowing it to generate energy through violence, restoring its physical form when its aura is depleted, by defeating foes.
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(Leverage) +1 Intelligence/ -2 Strength; Increase the Damage Die of this unit's Damaging actions to the next die type (d4 -> d6 -> d8 -> d12 -> d20) barring d100; Narrative: The Taken Beowolf has focused its adaptations to enhancing the force of its strikes.
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(Decisive) +1 Intelligence/ -2 Dexterity; Grants +5 Initiative, Rolling a nat 100, or scoring +100 on Initiative, prompts a Lightning Round, where this unit will act once per Number with Level 2 Advantage at no Initiatial cost in SSpeed, barring rerolling; Narrative: The Taken Beowolf developed enhanced instincts, allowing it to dive into the fray, faster than its foes can stop.
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(Mitigation) +1 Intelligence/ -2 Constitution: Gain +1 MF, upon taking damage and a status die, spend 1 MF to Negate the status die.
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(Sensor) +1 Intelligence/ -2 Wisdom: Grants +1 TAR and gains an additional Level of Advantage on all Detection Checks; Narrative: The Taken Beowolf has refined its senses to aid in tracking and countering concealed foes.
% (1 votes)
(Heat Tolerance) +1 Intelligence/ -2 Charisma; Negates the DR bypass of Fire Damage this unit operates with. When Paired with Tempered for an Ascended Taken Beowolf, the Ascended unit instead gains Fire Resistance, taking half damage from Fire Damage and depleting burn by 2 per turn; Narrative: The Taken Beowolf has experimented with fire to better operate around sources of intense heat.
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(Parry) +1 Wisdom/ -2 Strength; Great Successes rolled during Counters bypass the target's DR; Narrative: The Taken Beowolf has drilled counter attacking, so that it's riposte can slip under an attacker's armor.
% (0 votes)
(Patient) +1 Wisdom/ -2 Dexterity; Grants +5 Initiative, Rolling a nat 100, or scoring +100 on Initiative, imposes 1 Level of Disadvantage on all actions against this unit until the end of the Round; Narrative: The Taken Beowolf has developed the habit to hold back and allow its foes to close the distance.
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(Poison Resistance) +1 Wisdom/ -2 Constitution: this unit takes half damage from Poison and double the Toxin of a set of Venom.
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(Tempered) +1 Wisdom/ -2 Charisma; Negates this unit's Levels of Disadvantaged per set of Burn; When Paired with Heat Tolerance for an Ascended Taken Beowolf, the Ascended unit instead gains Fire Resistance, taking half damage from Fire Damage and depleting burn by 2 per turn; Narrative: The Taken Beowolf has undergone strict physical and psychological conditioning to overcome it baser fear of flames.
% (0 votes)
(Aura Regen) +1 Charisma/ -2 Strength; -1 HP; At the start of each Round, this unit gains Aura Regen, gaining +1 Aura each turn until damage is take; Narrative: The Taken Beowolf has gained the peculiar trait to regain lost Aura over time, if they can stay out of danger.
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(Intense) Grants +1 Charisma/ -2 Dexterity; Once per Round, successful actions will trigger the affiliated effect (stun, hemorrhage, etc. Burn applies the max number to the set(s)); Narrative: The Beowolf will tenaciously overwhelm its target’s resistance.
% (1 votes)
(Telekinesis) Grants +1 Charisma/ -2 Constitution; This unit gains a secondary weapon in the form Telekinesis allowing it to deal Force Damage; Narrative: The Taken Beowolf is possibly so dumb, it can bend reality with brain-damaged, fuck you I’m right, hacks-magic…or maybe its bullshit?
% (1 votes)
(Aura Regen) Grants +1 Charisma and -2 Strength; -6 HP; At the start of each Round, this unit gains Aura Regen, gaining +3 Aura each turn until damage is take; Narrative: The Gigas has made a compromise, it has sacrificed some of its own flesh to the Geist Heart to lessen its own grimm nature, allowing it to restore its aura over time.
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(Dogged) +1 Charisma/ -2 Wisdom; Successful counters, or Spending React, will apply 1 stack of Hound to the target, causing them to grant 1 Level of Advantage to incoming actions until a Success is rolled, with Max of WIS (or 1); The Taken Beowolf has developed a counter offensive tactic, using itself as bait to draw a foe into the open.
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