Character Creation

Grey

Dialectical Hermeticist
NOTE: HERE FIRST http://www.rpnation.com/threads/rulebook-link.63919/


THE CLANS


Gorite are the mightiest warriors of Vampirekind, reclusive in their mountain fortress. Strongest, perhaps the hardiest. Kindred of flame, masters of earth and stone. No other forges armour such as you, no other fights as ferociously. When the mortals cry terror and give light to your dwellings, you laugh and walk through fire. You take slaves and cattle, force your favourites into bloody duels for the honour of embrace.


Even now, decimated from a purge, your elders design the great furnaces whose smoke will blot out the sun.


Yaundae are tricksters, liars, poisoners. Immune to the burning touch of water, you live in the sewers and waterways - close to man, but out of his reach. You lack the hardiness of your peers, but your guile and stealth more than make up for it. You charm the mortals with honeyed words and they thank you for taking their blood. You change the face of the city with the ears of the right people, and the deaths of the wrong with the most cunning venoms.


The elders will not speak of their ultimate goal, but it seems even now the configuration of city streets begin to thrum with power.


Wahran are the serpent-kings of the jungle. You rule from stepped pyramids and call lightning from the skies. The peoples of the land make tribute of their own to forestall your wrath or win your protection. The very trees and vines bend to your will, and where you are benevolent the harvest is rich indeed.


Worse monsters than you prey on them, and their numbers are limitless - the spirits that infest these lands. They hate you and many cannot even comprehend why, but they will act on that loathing. Many of your kin are denied eternity. How the elders intend to halt this, they do not say.


Ithim are the masters of Black Forest. Dwelling in the deepest part of the wood, amid the most ancient trees and the forgotten city built upon them. If it can be known, you know it. You can read memories in blood and ride the winds on leathery wings. Your library is the oldest and largest. While you are surrounded by hateful Fair Folk, your stealth and speed allow you escape into the world where your knowledge might manipulate the mortals.


The eldest lurks in the depths of the library. Waiting. But for what, it does not say.


Uthar are the despised. Their blood carries a sickness which enslaves the spirits of the dead - spirits they rebirth in the bodies of spiders. They are scattered and disparate, each one intent on carving out their own kingdom. Too often, though, they are slain by skilled mortals, their presence hard to hide... but with the ghosts in their blood, who knows how easily they might truly die?


Loxite are the dark and brooding nobles in their ancient homes, refusing any lord but themselves. Masters of both flesh and shadow, each lives to cultivate mortal followers, to alter the course of history to their own ends, and derail the plots of their kin. In spite of this fractiousness, their leadership and intellect cannot be denied - physically weakest of their kind, the Loxite prefer to seize goals with mind over matter.


Aberrations are the result of Necromantic blasphemy - clanless, deranged, pathetic corpses given unholy animation.


There are six Clans of Vampire, divided into three Hunter and three Warrior Clans. A newly converted Vampire is called a Fledgeling. A fledgeling is undead, and therefore vulnerable to Necromantic control. Additionally, they must expend 1 Blood per six hours of waking to maintain their rotting carcass. They suffer 5 Condition damage per 30 seconds in direct sunlight - this can be protected against by covering clothes, but Sorceries cease to function. Immersion in water deals the same damage, while torrential rain might deal 3 per minute. Fire deals 5 per 10 seconds. Rain and splashes of ‘holy’ water might be painful and annoying, applying penalties to concentration or other actions.


Fledglings can, however, spend Blood to regenerate condition at a rate of 1 Blood for 2 Condition. They take the higher of Strength or Fitness to determine Soak. Additionally, Fledglings add +2 dice to Awareness and Investigation rolls, and both Survival and Streetsavvy can be treated as ‘hunting’ skills to which this bonus can apply.


When a character is embraced by a Vampire and converted to their Clan, the following changes are made to their sheet:


Hunter Clans



Loxite


+1 to Intellect, Bearing, Guile, Willpower and Fitness, then +1 to any Attribute.


Loxite gain a + 1 bonus to Leadership every 2 Bars in Bearing or Guile.


+1 Combat Pool.


Loxite double Blood gain from mortals, but cannot feed on Beasts.


Ithim


+1 to Intellect, Dexterity, Intuition, Strength and Fitness, then +1 to any Attribute.


Every 2 Bars of Intuition grants a + 1 Stealth.


+1 Combat Pool.


Ithim determine Soak as do mortals, but their bones are lighter, allowing them a bonus die when leaping or climbing.


Yaundae


+1 to Guile, Dexterity, Composure, Strength and Fitness, then +1 to any Attribute.


Every 2 Bars in Guile add + 1 to Subterfuge.


+1 Combat Pool.


Yaundae do not suffer water damage as other Clans, but will always be vulnerable to sunlight.


Warrior Clans


Gorite


+1 to Strength, Willpower, Dexterity and any other Attribute. +2 to Fitness.


Each 2 Bars in Strength grants + 1 to Unarmed.


+1 Combat Pool.


Gorite take 1 less damage from fire per Rank of Pyromancy, but take +4 damage from brass weapons.


Uthar


+1 to Strength, Dexterity, Guile and any other Attribute. +2 to Fitness.


+1 to Craft per two Bars in Dexterity


+1 Combat Pool.


Uthar may not be able to control all the ghosts they accumulate, leading to troublesome poltergeist activity.


Wahran


+1 to Strength, Bearing, Dexterity, and any other Attribute. +2 to Fitness.


+1 Intimidation per 2 bars in.Fitness


+1 Combat Pool.


Wahran cannot be impaled by wooden weapons; they simply absorb them.


In addition, each Fledgeling gains 1 Rank in Beastken Sorcery, 1 Rank in Shadowmeld (Hunter) or Warform (Warrior), and 1 Rank in ONE of their Clan Sorceries.


Vampiric Sorceries often function like the Patterns of Magic, but in more limited and sometimes stranger ways.


Sorceries are activated by rolling Willpower + [sorcery], without cost. However, a Vampire can choose to spend Blood in order to add more dice to this roll. If used in Combat, activating a Sorcery reduces CP by 2 for the round.


Always consider a point in a Sorcery to be one point higher than an equivalent Logos when determining the power of effects.


While Vampires cannot enchant items with Sorceries, some may have lasting effects or secondary applications which benefit from relevant skills.


All Vampires replace the usual Health Pool of 10 with a Blood Pool of ten.
 
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Is there anyway you want the character sheet set up? I was going to set it up like this, but if you want it a different way that's easily done.




  • Name:


    Clan:


    Appearance:


    Bio:


 
Replenishing Blood Pool I assume is done by ravaging a living being, presumably human. What are the rules for draining animals, if any? How much blood can be added to a blood pool from a single human?
 
You can feed on humans without killing them. Animals are less nourishing, but still viable in numbers. You might get four points out of, say, a dog.


A healthy human, drained to death, is worth 10 points. You can drain 5 without hurting them too badly. Drain 6 or more and they might not survive.
 

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