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 VAMPIRE RACIAL ADVANTAGES

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PlotChris

PlotChris


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PostSubject: VAMPIRE RACIAL ADVANTAGES   VAMPIRE RACIAL ADVANTAGES Icon_minitimeFri Nov 06, 2009 10:41 pm

VAMPIRE RACIAL ADVANTAGES

Origins:
The first Vampire was Nicolae, the youngest of the High Elves. How he was turned into a Vampire is unknown. All that is known is that he made 12 children before he was destroyed by his other siblings. These Vampires were all gifted with a particular ability or talent that would better allow them to survive against the Iovec and others who sought to destroy them.
Since Vampires are only made by passing along the curse of the First Vampire, each Vampire sought to make children of their own in order to bolster their ranks and better improve their chances of survival. Every new generation of vampires, however, was subsequently weaker than the previous and could only ascend in strength through years of trial and dedication.
After spending untold millennia being hunted nearly to extinction, Vampires finally became a race of The Kingdom after The Solomonari War. The reasons for this are unknown today, but Vampires have been more or less allowed to flourish, much to the chagrin of their ancient enemies, the Iovec.

Attributes:
Vampires are masters of survival. They will do whatever it takes in order to survive the next day. As such, Vampires are generally viewed with fear and disgust. They are not very well liked nor are they very well trusted. However, the reputation of Vampires as vicious and tenacious beings usually keeps them from being treated too badly by the general population.
Vampires have a serious weakness when it comes to daylight hours as most Vampires are nearly incapacitated during the day and in direct sunlight. Those who do venture out must do so completely clothed from the sun and spend all of their time indoors. But when night falls, Vampires suddenly become incredibly strong, incredibly tough, and exhibit a wide array of frightening abilities.

Applications:
Vampires are shrewd beings and learn early on how to survive. This tends to lead Vampires to group together or attach themselves to another individual or group that has need for the particular powers of that Vampire. As such, Vampires are often used as body guards, bouncers, or thugs. Crafty Vampires easily find themselves at home as rogues and spies. Unfortunately, the limitations of Vampires make them reliable only half the time. But it is hard to argue the effectiveness that Vampires show at night. Because of this, Vampires can be found in most walks of life, provided that it is not one restricted to daylight hours.

Pre-Racial Advantages

Drain Life: 5 ranks (1/5lvls)
Once per day, per rank, the Vampire can throw a ‘Drain Life’ packet. This attack deals damage to the target and heals the Vampire for that amount of damage. The damage starts at 10 points and increases by 5 points per rank (max 30 points).

Heritage: 6 ranks (RP)
Vampires are all spawned out of the first 12 Vampires created by the First Vampire. However, these families have been lost to time and there is almost no way for Vampires to determine their heritage except by becoming more a more powerful type of Vampire. The vampire types are Neonate, Blooded, Master, Lord, and Greater Lord.
(Free) Rank 1 – You are a Neonate vampire.

Vampire Traits:
Vampires have access to all of their abilities and powers once the sun is no longer in the sky. Otherwise, they lose access to nearly everything and can barely even move. Exposure to direct sunlight deals damage at a rate of 10 damage every ten seconds. A Vampire who is brought to 0 hit points or less from sunlight is turned to dust and suffers final death.
Vampires must also drink blood in order to survive. While most prefer the taste of the Kingdom’s citizens, animal blood will sustain the vast majority of Vampires. Those who do become too powerful for animal blood to sustain them usually meet their end quickly through The Order of the Right Hand of God.

Racial Advantages

Claws: 5 ranks (Useable w/o Daywalking)
You can use your claws as deadly weapons. Your claws deal damage of 1 +1 per rank.

Constitution: X ranks (Useable w/o Daywalking)
Every time you purchase this advantage, you gain an additional 8 max hit points.

Day-Walking: 5 ranks (1/5lvls)
Vampires are subject to debilitating effects while in sunlight. This advantage gives them the insidious ability to overcome those debilitations.
Rank 1 – The Vampire may survive in sunlight but acts under ‘Fatigue’ and has no access to combat skills or racial advantages.
Rank 2 – The Vampire may walk in sunlight and regains use of most racial advantages, but does not have access to combat skills, strength or toughness.
Rank 3 – The Vampire may walk in sunlight and can use combat skills and all racial advantages accept strength and toughness.
Rank 4 – The Vampire may now run, can use all combat skills, and all racial advantages except strength and toughness
Rank 5 – The Vampire is no longer adversely affected by sunlight in any way.

Fortitude: X ranks (Useable w/ Daywalking 2)
Once per day, per rank, the Vampire can ‘Flash’ any not Instant Kill or Non-Mastery attack or ability that would otherwise kill the vampire.

Masque of Life: 5 ranks (Useable w/ Daywalking 2)
Vampires use this advantage to mimic living beings and avoid detection as the creatures they really are.
Rank 1 – The Vampire no longer looks weak and emaciated. They lose the ‘black lines and dark eyes’ make-up requirement.
Rank 2 – The Vampire no longer has pointy ears or fangs. They lose the ‘pointed ears/fangs’ make-up requirement.
Rank 3 – The Vampire’s skin is no longer pale and sickly. They lose the ‘pale skin’ make-up requirement. The Vampire can now ‘Resist’ Sense Undeath/Vampire once per day, per rank. Obtaining this rank can effectively make the Vampire appear to be an entirely new person if they choose to do so. This effect MUST be chosen at the time this rank is obtained.
Rank 4 – The Vampire flushes its body with blood and seems fully alive. The Vampire can now ping to a ‘Sense’ Life effect once per day, per rank, if they choose to do so.
Rank 5 – The Vampire no longer seems dead except under the most advanced of scrutiny. They can only be determined to be Vampires by Master level Sense Undeath/Vampire or through specific advanced Iovec detection techniques.

Mist Form: X ranks (Useable w/ Daywalking 2)
Once per day, per rank, the Vampire gains the ability to turn into mist for up to a total of 1 minute per rank of this advantage. While in Mist form, the Vampire can only move at a walk and is immune to damage except from Sunlight and very specific attacks. If you are caught in sunlight using this ability, you immediately suffer a death unless you have at least Rank 4 of Daywalker.

Sense Life: 5 ranks (Useable w/ Daywalker 2)
Once per day, per rank, you can use ‘Sense’ Life as per the spell.

Strength: 3 ranks (1/5lvls)
You gain +1 strength per rank

Toughness: 5 ranks (1/5lvls)
You gain +1 toughness per rank

Vampiric Charm: 5 ranks (1/5lvls)
Once per day, per rank, the Vampire gains an ‘Innate’ Charm packet.


Last edited by PlotChris on Sat May 22, 2010 3:23 pm; edited 1 time in total
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PlotRyan
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PostSubject: Re: VAMPIRE RACIAL ADVANTAGES   VAMPIRE RACIAL ADVANTAGES Icon_minitimeSat May 22, 2010 3:24 am

Sense life needs to be tweaked to make it more reasonable. I dont particularly like increasing the radius because sometimes you dont know how many feet you are sensing, and may cause holds and slow the game process. Thoughts on this?
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PlotChris

PlotChris


Nick : Extra Undead Activity
Posts : 172
Join date : 2009-05-13
Age : 37
Location : In the hearts and minds of all true dreamers

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PostSubject: Re: VAMPIRE RACIAL ADVANTAGES   VAMPIRE RACIAL ADVANTAGES Icon_minitimeSat May 22, 2010 3:22 pm

Yeah. That's just a facet that I forgot to edit out. 'Sense' abilities ranges are if you can hear the ability being called.
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PostSubject: Re: VAMPIRE RACIAL ADVANTAGES   VAMPIRE RACIAL ADVANTAGES Icon_minitime

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