Rites of Survival: Difference between revisions

From Gurth
Jump to navigation Jump to search
Line 3: Line 3:
== 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:

Revision as of 23:56, 9 January 2012


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