Editing The Stars Are Right: The Irish Rose: Nightsider Treaty

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 240: Line 240:
  
 
===4A. Nightsiders.===
 
===4A. Nightsiders.===
 +
 +
  
 
The following environments are considered hazardous to nightsiders:
 
The following environments are considered hazardous to nightsiders:
  
'''Sunlight.''' Bright sunlight is a danger to nightsiders, as it is distracting and confusing to the mind. It also blinds them, and may lead to catatonia and eventual death. Proper protections against sunlight are: A secure enclosed area, with no direct sunlight entry; or heavy all-encompassing clothing, gloves, dark veils or glasses or hats.
+
 +
 
 +
Sunlight. Bright sunlight is a danger to nightsiders, as it is distracting and confusing to the mind. It also blinds them, and may lead to catatonia and eventual death. Proper protections against sunlight are: A secure enclosed area, with no direct sunlight entry; or heavy all-encompassing clothing, gloves, dark veils or glasses or hats.
 +
 
 +
  
 
The following substances are considered hazardous to nightsiders:
 
The following substances are considered hazardous to nightsiders:
  
'''Cold-forged iron; Silver; Any enchanted metals.''' These substances cause irritation and pain when touched; they cause wounds that do not heal, or heal only very slowly; and continued proximity to large amounts of these materials may cause disorientation, dizziness, lack of coordination, or even unconsciousness in some cases. Proper protections against these substances are: Gloves, masks, personal armors of conventional types. In addition such things shall be kept in protected places where there is little risk of accidental contact.
+
  
===4B. Daysiders.===
+
Cold-forged iron; Silver; Any enchanted metals. These substances cause irritation and pain when touched; they cause wounds that do not heal, or heal only very slowly; and continued proximity to large amounts of these materials may cause disorientation, dizziness, lack of coordination, or even unconsciousness in some cases. Proper protections against these substances are: Gloves, masks, personal armors of conventional types. In addition such things shall be kept in protected places where there is little risk of accidental contact.
 +
 
 +
 +
 
 +
4B. Daysiders.
 +
 
 +
  
 
The following environments are considered hazardous to daysiders:
 
The following environments are considered hazardous to daysiders:
  
'''Total darkness.''' Daysiders rely on their sight far more than any of their other senses. In total darkness they cannot function properly; they become confused, disorganized, and usually both noisy and clumsy as well. Proper protections against total darkness are: A fire, torch, lamp, or similar means of producing light; or a secure and enclosed place without unknown contents in which to wait.
+
 +
 
 +
Total darkness. Daysiders rely on their sight far more than any of their other senses. In total darkness they cannot function properly; they become confused, disorganized, and usually both noisy and clumsy as well. Proper protections against total darkness are: A fire, torch, lamp, or similar means of producing light; or a secure and enclosed place without unknown contents in which to wait
 +
 
 +
 +
 
 +
  
 
The following substances are considered hazardous to daysiders:
 
The following substances are considered hazardous to daysiders:
  
'''Nightsider blood; nightsider saliva.''' These substances may cause contamination of the daysider, and may lead to acquisition of the Condition of vampirism, with its accompanying needs and limitations. Proper protections against these substances are: Avoidance of contact; gloves, personal hygiene, and lack of oral contact or other exchange of fluids. There must be no introduction of such substances into the bodies of the daysiders, unless such introduction is requested freely and without coercion.
+
 +
 
 +
Nightsider blood; nightsider saliva. These substances may cause contamination of the daysider, and may lead to acquisition of the Condition of vampirism, with its accompanying needs and limitations. Proper protections against these substances are: Avoidance of contact; gloves, personal hygiene, and lack of oral contact or other exchange of fluids. There must be no introduction of such substances into the bodies of the daysiders, unless such introduction is requested freely and without coercion.
 +
 
 +
 +
 
 +
Many conventional or unconventional disease cultures. These substances may cause contamination of the daysider, and may lead to sickness, disability, even death. Proper protections against these substances are: Avoidance of contact. Gloves, masks, or total isolation from infected persons or disease cultures may be necessary.
 +
 
 +
  
'''Many conventional or unconventional disease cultures.''' These substances may cause contamination of the daysider, and may lead to sickness, disability, even death. Proper protections against these substances are: Avoidance of contact. Gloves, masks, or total isolation from infected persons or disease cultures may be necessary.
+
4C. General.
  
===4C. General.===
+
  
 
The following environments are considered hazardous to everybody:
 
The following environments are considered hazardous to everybody:

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)