Editing Gladius et Aegis: Arcane Nature Traits

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* '''The Kiss:''' Vampiric saliva is replaced with a potent soporific drug that renders humans in a state of soporific bliss for a minute or more, and clouds their memory either side of exposure as well. This drug requires direct skin contact. The Kiss makes feeding a lot easier for Vampires, as it stops victims from resisting and hides the event from the victim's mind. The Kiss doesn't require feeding: it can be used for other practical purposes too. Other supernaturals are effected by The Kiss to varying degrees. Other Vampires are unaffected. "Mostly humans" like wizards and warlocks are no safer against The Kiss than ordinary mortals, though they're more likely to know about it and to seek to avoid it.
 
* '''The Kiss:''' Vampiric saliva is replaced with a potent soporific drug that renders humans in a state of soporific bliss for a minute or more, and clouds their memory either side of exposure as well. This drug requires direct skin contact. The Kiss makes feeding a lot easier for Vampires, as it stops victims from resisting and hides the event from the victim's mind. The Kiss doesn't require feeding: it can be used for other practical purposes too. Other supernaturals are effected by The Kiss to varying degrees. Other Vampires are unaffected. "Mostly humans" like wizards and warlocks are no safer against The Kiss than ordinary mortals, though they're more likely to know about it and to seek to avoid it.
 
* '''Fangs:''' All Vampires can extend and retract their fangs at will. Fangs aren't terribly practical for fighting purposes, but are useful enough for feeding.
 
* '''Fangs:''' All Vampires can extend and retract their fangs at will. Fangs aren't terribly practical for fighting purposes, but are useful enough for feeding.
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* '''Undying:''' Vampires do not age and can theoretically live forever. Also, if destroyed by any means other than sunlight, then they will gradually heal even seemingly fatal injuries, though they will need blood to do so (1 point of blood over 1 night will heal 1 level of injury, or all impairment and all fatigue). If they have no blood (for example if they have been burnt to a pile of ash) then pouring blood over the remains will reanimate them. Death by sunlight, however, is true and final death.
 
  
 
===Drawbacks of being a '''Vampire'''===
 
===Drawbacks of being a '''Vampire'''===
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* '''The Hunger:''' The less ''Blood Pool'' you have, the hungrier for blood you are. If your Blood Pool is empty, then the Hunger overtakes you immediately. If it is not empty, but equal or less than your ''Puissance'', then you must pass increasingly difficult Intellect tests to control yourself if exposed to the sight or smell of blood. If it is above this level you still feel desire to feed, but can control it. When you are overtaken by the ''Hunger'' you lose control of your own actions, seeking to feed by any means possible, regardless of danger. The Hunger passes only once you have filled your ''Blood Pool''.
 
* '''The Hunger:''' The less ''Blood Pool'' you have, the hungrier for blood you are. If your Blood Pool is empty, then the Hunger overtakes you immediately. If it is not empty, but equal or less than your ''Puissance'', then you must pass increasingly difficult Intellect tests to control yourself if exposed to the sight or smell of blood. If it is above this level you still feel desire to feed, but can control it. When you are overtaken by the ''Hunger'' you lose control of your own actions, seeking to feed by any means possible, regardless of danger. The Hunger passes only once you have filled your ''Blood Pool''.
 
* '''Vampiric Vulnerabilities:''' Silver weapons and fire harm you as easily as they would harm a mortal human. True faith, holy symbols and holy ground can drive you back, though strong willpower (and an Intellect test) can overcome this. Garlic does nothing to you, however. Sunlight is the worst: for each combat round (or few seconds) that you are exposed to direct sunlight, you take 1 Physical Fatigue damage. Indirect sunlight during the day does the same, but more slowly (1 Fatigue per minute). A wooden stake through the heart will paralyse you till it is removed.
 
* '''Vampiric Vulnerabilities:''' Silver weapons and fire harm you as easily as they would harm a mortal human. True faith, holy symbols and holy ground can drive you back, though strong willpower (and an Intellect test) can overcome this. Garlic does nothing to you, however. Sunlight is the worst: for each combat round (or few seconds) that you are exposed to direct sunlight, you take 1 Physical Fatigue damage. Indirect sunlight during the day does the same, but more slowly (1 Fatigue per minute). A wooden stake through the heart will paralyse you till it is removed.
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* '''Daytime weakness:''' You cannot use Arcana between dawn and dusk. During the day, you lose 1 Blood Pool just from the sheer effort required to remain undead. Your attributes are all at -1 dice penalty during the day. You sleep much as a human sleeps, but this is due to quiescence and fatigue of the blood during the day rather than a need for physical rest. You need a minimum of (''Puissance'') hours of sleep per 24 hours, though never more than the number of hours between dawn and dusk. If you do not receive this much sleep, then you lose all your remaining ''Blood Pool''.  
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* '''Daytime weakness:''' You cannot use Arcana between dawn and dusk. During the day, you lose 1 Blood Pool just from the sheer effort required to remain undead. Your attributes are all at -1 dice penalty during the day. You sleep much as a human sleeps, but this is due to quiescence and fatigue of the blood during the day rather than a need for physical rest. You need a minimum of (''Puissance'') hours of sleep per 24 hours, though never more than the number of hours between dawn and dusk. If you do not receive this much sleep, then you lose all your remaining ''Blood Pool''.
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===Other Effects of being a '''Vampire'''===
 
===Other Effects of being a '''Vampire'''===
  
 
* '''The Blood:''' You draw power from the Blood, and must record a Blood Pool score on your character sheet. The maximum Blood Pool score you can have is equal to three times your ''Puissance'' attribute. For example, if you have a ''Puissance'' of 3, you have a maximum ''Blood Pool'' score of 9. Each time you use any ''Arcana'', you must spend at least one point from your Blood Pool, up to a maximum equal to your ''Puissance'' attribute. Each Blood Pool you spend adds +1 to your Puissance test for the purpose of that single usage of the ''Arcana''. For example, if you have a ''Puissance'' of 3, you could spend up to 3 Blood Pool in order to roll up to 6 dice on the test. You can only regain blood by feeding on the blood of other creatures. Human blood gives you back 1 Blood Pool point for each pint you take. The blood of creatures with a Puissance score is far more potent, giving you a number of Blood Pool points equal to their Puissance for each pint you take. Animal blood is less potent, requiring two or three times as much blood for the same benefit as feeding on a human. Also, more potent blood tastes better, and animal blood is barely palatable. Volume is not an issue when feeding - the consumed liquid is mystically transformed into your inner essence. A vampire can keep feeding long after his Blood Pool score is maximised: this "gorging" provides no practical benefit, but is intensely pleasurable for the vampire. You can also lose blood through bleeding, but vampiric bodies bleed far less easily than human bodies. For each point of ''Physical Injury'' you suffer, you lose 1 point of Blood Pool. You can't use Arcana without spending Blood Pool. Also, you can't use Arcana between dawn and dusk, regardless of whether you are exposed to sunlight or not.
 
* '''The Blood:''' You draw power from the Blood, and must record a Blood Pool score on your character sheet. The maximum Blood Pool score you can have is equal to three times your ''Puissance'' attribute. For example, if you have a ''Puissance'' of 3, you have a maximum ''Blood Pool'' score of 9. Each time you use any ''Arcana'', you must spend at least one point from your Blood Pool, up to a maximum equal to your ''Puissance'' attribute. Each Blood Pool you spend adds +1 to your Puissance test for the purpose of that single usage of the ''Arcana''. For example, if you have a ''Puissance'' of 3, you could spend up to 3 Blood Pool in order to roll up to 6 dice on the test. You can only regain blood by feeding on the blood of other creatures. Human blood gives you back 1 Blood Pool point for each pint you take. The blood of creatures with a Puissance score is far more potent, giving you a number of Blood Pool points equal to their Puissance for each pint you take. Animal blood is less potent, requiring two or three times as much blood for the same benefit as feeding on a human. Also, more potent blood tastes better, and animal blood is barely palatable. Volume is not an issue when feeding - the consumed liquid is mystically transformed into your inner essence. A vampire can keep feeding long after his Blood Pool score is maximised: this "gorging" provides no practical benefit, but is intensely pleasurable for the vampire. You can also lose blood through bleeding, but vampiric bodies bleed far less easily than human bodies. For each point of ''Physical Injury'' you suffer, you lose 1 point of Blood Pool. You can't use Arcana without spending Blood Pool. Also, you can't use Arcana between dawn and dusk, regardless of whether you are exposed to sunlight or not.
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* '''Stasis:''' A vampire cannot spend XP normally - essentially, at the moment of death he is trapped in a state of metaphysical stasis. While he might gain new memories, he won't learn anything. An eight hundred year old vampire might never master the internet or the telephone or the automobile. Even vampiric powers are fixed in this sense - any powers he begins his existence with come through the essence given by his sire. However, it is clear that old vampire ''are'' more powerful and the reason for this is because the power of their blood can grow, though only in a predatory fashion. To represent this, Vampire characters must track a separate trait called ''Blood Potential''. This score starts at zero, but increases by 1 for every fifty years that pass. Also, if a vampire kills and drinks the last few drops of blood of any creature with a Puissance score, he gains +X Blood Potential, where X is their Puissance score. This is called the "heartsblood" by vampires, and it is by consuming heartsblood of magi, other vampires or any other supernatural creature that vampires can accelerate their growth. Whenever a vampire wants to spend XP, he must spend exactly half of the cost in ''Blood Potential'' instead. For example, if he wants to increase an Attribute (normally cost 20XP) then he must spend 10XP and 10 Blood Potential instead. This is both a boon and limitation for Vampire player characters, as it means they could theoretically advance twice as fast as other players, but might also be held back from advancing till they can make a kill.
 
 
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=Warlock=
 
=Warlock=

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