Rites of Survival: Difference between revisions

From Gurth
Jump to navigation Jump to search
(Created page with "Category:Campaigns == Background == This campaign takes place in the first decade of the 1900s. As industrial production becomes the dominant economic force in America a...")
 
No edit summary
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[Category:Campaigns]]
[[Category:Campaigns]] [[Category:FutureCampaigns]]


== Background ==
== Background ==


This campaign takes place in the first decade of the 1900s. As industrial production becomes the dominant economic force in America and other modern nations, three non-human races gradually are becoming conspicuous in their inability or intolerance of assimilating with an orderly mechanism of corporate production and general compliance.
This campaign takes place in the first decade of the 1900s. As industrial production becomes the dominant economic force in America and other modern nations, three non-human races gradually are becoming conspicuous in their inability or intolerance of assimilating with an orderly mechanism of corporate production and general compliance.  These races are thought superstitions or wives tales by the general populous and generally prefer this oversight, even covering up gross exposures by members of their societies.  This is especially true of the Fair Folk, who see themselves as the keepers of the balance, trying to maintain order and peace among the races, usually by hiding the non-humans from the public eye of the majority numbers of humans in order to avoid prejudice and the threat of extermination.


The races are:
The races are:
* Vampires, or ????, are  
* Vampires, or Pale Ones, are  
* Werewolves, or ???, are
* Werewolves, or Changelings, are
* Elves, or Fair Folk, are
* Elves, or Fair Folk, are


==Character Creation ==
==Character Creation ==


These should be 400 point characters.
'''These are 400 point characters.'''


We’ll set aside the infectious nature of vampirism and lycanthropy, as well as the effects of the full moon.
We’ll set aside the infectious nature of vampirism and lycanthropy, as well as the effects of the full moon.
Line 18: Line 18:
Elves and Vampires may spend 150 points on Attributes.
Elves and Vampires may spend 150 points on Attributes.


The vampires:
===Vampires===


Required Disadvantages:
Required Disadvantages:


    *Draining (human blood, illegal)
*Draining (human blood, illegal)
    *Supernatural Features (no body heat, no reflection, pallor)
*Supernatural Features (no body heat, no reflection, pallor)
    *Uncontrollable Appetite (Human Blood, 12 or less)
*Uncontrollable Appetite (Human Blood, 12 or less)
    *Unhealing (Partial)
*Vulnerability (Wood - 4x)
    *Vulnerability (Wood - 4x)
*Weakness (Sunlight, 1d/minute, Very Common)
    *Weakness (Sunlight, 1d/minute, Very Common)




Line 33: Line 32:
Choose 150 pts in Advantages from this list:
Choose 150 pts in Advantages from this list:


    *Damage Resistance up to 5 (no effect against wood)
*Damage Resistance up to 5 (no effect against wood)
    *Doesn’t Breathe
*Doesn’t Breathe
    *Elastic Skin
*Elastic Skin
    *Extra HP (Up to 20)
*Extra HP (Up to 20)
    *Injury Tolerance (Unliving)
*Injury Tolerance (Unliving)
    *Night Vision (up to 5 levels)
*Night Vision (up to 5 levels)
    *Vampiric Bite
*Vampiric Bite
    *Teeth - Sharp or Fangs
*Teeth - Sharp or Fangs


===Werewolves===


 
They have two forms.  For your base character, spend up to 100 points (no minimum). The balance (up to a total of 400) may be put into your Alternate Form.
 
Werewolves have two forms.  For your base character, spend up to 100 points. The balance (up to a total of 400) may be put into your Alternate Form.


In all forms, you have:
In all forms, you have:


    *ulnerability (silver x4)
*Vulnerability (silver x4)
    *Gluttony
*Gluttony
    *Bloodlust
*Bloodlust




Line 57: Line 55:
Your ‘beast form’ may spend up to 150 points on attributes and select from the following menus of Disadvantages (minimum 50, maximum 100)  and Advantages (the balance):
Your ‘beast form’ may spend up to 150 points on attributes and select from the following menus of Disadvantages (minimum 50, maximum 100)  and Advantages (the balance):


    *Appearance (hideous)
*Appearance (hideous)
    *Bestial
*Bestial
    *Bad Smell
*Bad Smell
    *Berserk
*Berserk
    *Callous
*Callous
    *Cannot Learn
*Cannot Learn
    *Cannot Speak
*Cannot Speak
    *Colorblindness
*Colorblindness
    *Compulsive Behavior (eats humans)
*Compulsive Behavior (eats humans)
    *Horizontal
*Horizontal
    *Innumerate
*Innumerate
    *Nocturnal
*Nocturnal
    *No fine manipulators
*No fine manipulators
    *Restricted Diet (fresh meat)
*Restricted Diet (fresh meat)
    *Semi-Upright
*Semi-Upright
    *Social Stigma (monster)
*Social Stigma (monster)




Line 78: Line 76:
Advantages for werewolves (up to 200pts):
Advantages for werewolves (up to 200pts):


    *Acute Senses
*Acute Senses
    *Catfall
*Catfall
    *Combat Reflexes
*Combat Reflexes
    *Danger Sense
*Danger Sense
    *Discriminatory Smell
*Discriminatory Smell
    *Enhanced Dodge (up to 2 levels)
*Enhanced Dodge (up to 2 levels)
    *Enhanced Move (ground)
*Enhanced Move (ground)
    *Extra HP (up to 30)
*Extra HP (up to 30)
    *Extra attacks (up to 2 extra, claw, claw bite)
*Extra attacks (up to 2 extra, claw, claw bite)
    *Damage Resistance up to 10 (no effect against silver)
*Damage Resistance up to 10 (no effect against silver)
    *Fearlessness
*Fearlessness
    *Hard to kill
*Hard to kill
    *Hard to subdue
*Hard to subdue
    *High Pain Threshold
*High Pain Threshold
    *Night Vision (up to 7 levels)
*Night Vision (up to 7 levels)
    *Regeneration (any)
*Regeneration (any)
    *Sharp Claws
*Sharp Claws
    *Sharp Teeth or Fangs
*Sharp Teeth or Fangs
    *Striking ST (up to 5)
*Striking ST (up to 5)
    *Super Jump (up to 2)
*Super Jump (up to 2)
    *Terror (chilling howl)
*Terror (chilling howl)
    *Ultrahearing
*Ultrahearing




Line 107: Line 105:
* unconscious only -20%
* unconscious only -20%


Choose 150 points in advantages from the following list:
=== Elves===


    *Alternate Form: Wolfwoman
Elves, or fair folk, are hyper-intelligent and live for millennia.


The elves, or fair folk, are hyper-intelligent and live for millennia.
  Min IQ: 12
  Min IQ: 12
  Required Advantage: Unaging
  Required Advantage: Unaging
Required Disadvantages:


    *Curious (9 or less)
Required Disadvantages:
*Curious (9 or less)
*Vulnerability (cold iron x4)
* Secret: ..... 30 pts
* Enemy: ....




Line 124: Line 122:
In addition to 50 points in mundane advantages, Spend 150 pts from this list:
In addition to 50 points in mundane advantages, Spend 150 pts from this list:


    *Absolute Direction
*Absolute Direction
    *Absolute Timing
*Absolute Timing
    *Acute Senses
*Acute Senses
    *Discriminatory Hearing
*Discriminatory Hearing
    *Eidetic Memory
*Eidetic Memory
    *Empathy
*Empathy
    *Intuition
*Intuition
    *Language Talent
*Language Talent
    *Lightning Calculator / Intuitive Mathematician
*Lightning Calculator / Intuitive Mathematician
    *Magery
*Magery
    *Mind Shield
*Mind Shield
    *Oracle
*Oracle
    *Perfect Balance
*Perfect Balance
    *Sensitive Touch
*Sensitive Touch
    *Unfazeable
*Unfazeable
    *Visualization
*Visualization

Latest revision as of 12:40, 19 May 2021


Background

This campaign takes place in the first decade of the 1900s. As industrial production becomes the dominant economic force in America and other modern nations, three non-human races gradually are becoming conspicuous in their inability or intolerance of assimilating with an orderly mechanism of corporate production and general compliance. These races are thought superstitions or wives tales by the general populous and generally prefer this oversight, even covering up gross exposures by members of their societies. This is especially true of the Fair Folk, who see themselves as the keepers of the balance, trying to maintain order and peace among the races, usually by hiding the non-humans from the public eye of the majority numbers of humans in order to avoid prejudice and the threat of extermination.

The races are:

  • Vampires, or Pale Ones, are
  • Werewolves, or Changelings, are
  • Elves, or Fair Folk, are

Character Creation

These are 400 point characters.

We’ll set aside the infectious nature of vampirism and lycanthropy, as well as the effects of the full moon.

Elves and Vampires may spend 150 points on Attributes.

Vampires

Required Disadvantages:

  • Draining (human blood, illegal)
  • Supernatural Features (no body heat, no reflection, pallor)
  • Uncontrollable Appetite (Human Blood, 12 or less)
  • Vulnerability (Wood - 4x)
  • Weakness (Sunlight, 1d/minute, Very Common)


Choose 150 pts in Advantages from this list:

  • Damage Resistance up to 5 (no effect against wood)
  • Doesn’t Breathe
  • Elastic Skin
  • Extra HP (Up to 20)
  • Injury Tolerance (Unliving)
  • Night Vision (up to 5 levels)
  • Vampiric Bite
  • Teeth - Sharp or Fangs

Werewolves

They have two forms. For your base character, spend up to 100 points (no minimum). The balance (up to a total of 400) may be put into your Alternate Form.

In all forms, you have:

  • Vulnerability (silver x4)
  • Gluttony
  • Bloodlust


Your ‘beast form’ may spend up to 150 points on attributes and select from the following menus of Disadvantages (minimum 50, maximum 100) and Advantages (the balance):

  • Appearance (hideous)
  • Bestial
  • Bad Smell
  • Berserk
  • Callous
  • Cannot Learn
  • Cannot Speak
  • Colorblindness
  • Compulsive Behavior (eats humans)
  • Horizontal
  • Innumerate
  • Nocturnal
  • No fine manipulators
  • Restricted Diet (fresh meat)
  • Semi-Upright
  • Social Stigma (monster)


Advantages for werewolves (up to 200pts):

  • Acute Senses
  • Catfall
  • Combat Reflexes
  • Danger Sense
  • Discriminatory Smell
  • Enhanced Dodge (up to 2 levels)
  • Enhanced Move (ground)
  • Extra HP (up to 30)
  • Extra attacks (up to 2 extra, claw, claw bite)
  • Damage Resistance up to 10 (no effect against silver)
  • Fearlessness
  • Hard to kill
  • Hard to subdue
  • High Pain Threshold
  • Night Vision (up to 7 levels)
  • Regeneration (any)
  • Sharp Claws
  • Sharp Teeth or Fangs
  • Striking ST (up to 5)
  • Super Jump (up to 2)
  • Terror (chilling howl)
  • Ultrahearing


Note that costs can be reduced:

  • emergencies only -30%
  • unconscious only -20%

Elves

Elves, or fair folk, are hyper-intelligent and live for millennia.

Min IQ: 12
Required Advantage: Unaging

Required Disadvantages:

  • Curious (9 or less)
  • Vulnerability (cold iron x4)
  • Secret: ..... 30 pts
  • Enemy: ....


In addition to 50 points in mundane advantages, Spend 150 pts from this list:

  • Absolute Direction
  • Absolute Timing
  • Acute Senses
  • Discriminatory Hearing
  • Eidetic Memory
  • Empathy
  • Intuition
  • Language Talent
  • Lightning Calculator / Intuitive Mathematician
  • Magery
  • Mind Shield
  • Oracle
  • Perfect Balance
  • Sensitive Touch
  • Unfazeable
  • Visualization