Vampire

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PC archetype; Not to be used for monsters.

Description: Same as whatever species they happen to be, insert a tendancy towards the pale, and glow-in-the-dark red eyes.


Advantages:

Base Species: Gain all advantages/disadvantages of a single base Racial Archetype. Base Racial Archetype cannot be Rare, Very Rare, Nigh Unique, or Unique in rarity. Staff reserves the right to deny the use of any selected base Racial Archetype, should such be deemed necessary for any reason.

Child of the Night: All rolls when the sun is down gain one success for every four rolled.

Mystical Manipulator: Vampirism grants a certain charisma that works on a mystical level. -1 difficulty on all magical social checks.

No Reaper: They defeated death once... At night, vampires have their allotment of HP over again as a 'buffer'. In any particular scene, damage done is taken from this doubled up HP first. At the end of the scene, the buffer replenishes completely. HP lost past the buffer(regular damage) heals normally.

Undead: Cause.. well they are! Gain the Undead Special.

Blood Sucker: That's right they will suck your blood.. Gain the Special Drainer at 15.

Racial Limit: At 100/200/300 tp the vampire's next attack (-whatever it is-) ill return 50/75/100% of the damage back to the vampire as hp.


Disadvantages:

Solar Allergy: When caught in direct sunlight, vampires are considered poisoned(1 damage a round) and lose one success for every four rolled on all rolls.

No Soul: Vampires do not reincarnate.

Malignant Aura: Detect-Faith will register them as distinctly bad. While on 'holy' ground, vampires suffer +2 difficulty to all rolls.

Unsettling Presence: Like the Perk... as much a disadvantage as it is a boon.


Rarity: Very Rare

 ***Taking this Archetype requires the purchase of the 'Pure Blood, Special' merit.***

Homeland: Anywhere


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