Bloodless: Chargen

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Distinctions

Birthright

Beast

Before

Attributes

Rank 2 skills at d6, 2 at d8, and 1 at d10

Force

Guile

Nerve

Reflexes

Savvy

Actions

All actions start at d6. You get 9 points to advance skills to max d12 for 1 pt per step.

Fight Covers Throw for attacks

Fix Also covers Craft

Influence

Know

Move

Notice

Operate Also covers Drive and Fly

Perform

Shoot

Sneak

Survive Covers Throw for non-combat uses

Treat

Trick

Scale

All characters start at d6 scale and may advance as high as d12 through XP

D6 has scale over mortals (Free)

D8 has scale over Humans and d6 vamps (3xp)

D10 has scale over Humans and d6/d8 vamps (6xp)

D12 has scale over Humans and d6/d8/d10 vamps (9xp)

SFX

Blood Points

Characters have a number of blood points equal to the rank of their scale die. Spent blood points become GM plot points.

Blood Point SFX

All PCs have access to these SFX

Recovery: Dead flesh doesn't heal in the normal fashion, nor may the beast be calmed by mortal means. Only blood will do. Spend a blood point to step Stress back one step.
Note: The beast within is a survivor. Durability must be stepped back below Savagery before Savagery can be stepped back.
Birthright: Vampire powers may only be amplified by blood. Spend a point to step up or double one Birthright power for an action.
Exchange: Blood is always an available source of advantage. Spend a blood point in lieu of a plot point.
Note: Plot points can never be spent in lieu of Blood points.

Blood Point Recovery

Hunt: Failure (rare) steps up Savagery stress | Success regains one Blood Point | Extraordinary Success (5 or more over the difficulty) regains two Blood Points | Killing the victim gains 3 Blood Points, but earns or steps up the Hunted complication, affecting all the PCs.
Note: You can never have more blood points than your maximum.
Note: Feeding from animals never grants more than one blood point per scene, regardless of the quantity consumed (GM may set a minimum number of small creatures needed to reach that one point).
Sleep in the Earth: Each day spent sleeping in the earth earns you a recovery roll to regain blood points. Difficulty is 10 + the total number of blood points you are down. Even a failed roll restores one blood point | Success restores two | Extraordinary Success restores three.
Note: Blood points may not be spent on this roll.
Shut Down a Birthright Power: You can shut down a Birthright power to earn a blood point. The power may be reactivated by spending a blood point to do so. Otherwise it is recovered automatically after spending a night asleep in the earth.