Alexiel Lucifen d'Arte Admin
Posts : 25 Join date : 2013-11-24
Character sheet Organization: Templar Paladins Race: Vampire - True Nosferatu Rank: The Fucking Servant of Evil/Pet Vampire of the Templar Paladins
| Subject: Playable Races Mon Nov 25, 2013 8:19 am | |
| Ability Key: -Meager(-1), Slight(0), Average(+1), Medium(+2), Large(+3), Massive(+4), Colossal(+5). Affects Strength, Dexterity, and Intelligence. - - Vampire Modifier:
- Category F:
Those who have just undergone the transformation to Vampire, considered by some to be feared greatly, though really they are hardly more powerful than an average human.
Traits: Regeneration takes up to 5 posts for the loss of 2 points of Vitality, Slight supernatural Strength and Dexterity. They have a great weakness to silver and blessed weaponry to a point its fatal to be hit by one. They also control the ability to turn virgins into weak vampires like themselves and non-virgins into very weak ghouls. They are still susceptible to unblessed damage. They need to drink 1 ounce of blood each week to survive. They also have a -7 Vitality weakness in sunlight. (STR: +0, DEX: +0)
- Category D:
Traits: Regeneration may take up to 5 posts for the loss of 4 Vitality Points. Average supernatural Strength and Dexterity. They still have a large weakness to silver and blessed weaponry but it is survivable. (i.e. use STR as Vitality, see rules) They are also still able to be killed through conventional means. They still have the ability to turn virgins into vampires, non-virgins into somewhat weak ghouls. They need to drink blood less often, about 1 ounce every two week, are are susceptible to unblessed damage. They have a meager -5 Vitality weakness in sunlight. (STR: +1, DEX: +1) - Category C:
Traits: Regeneration may take up to 5 posts for the loss of 6 Vitality. They have Average supernatural Strength and Dexterity and a 50% weakness to silver and blessed weapons. They are still able to be killed through massive damage (conventional or otherwise). They can turn virgins into vampires, non-virgins into durable but fairly weak ghouls, They need to drink 15 ounces of blood a week, and have a mild -5 Vitality weakness to sunlight. (STR: +1, DEX: +1) - Category B:
Traits: Regeneration may take up to 5 posts for the loss of 8 Vitality. They have Medium supernatural Strength and Dexterity. They can use dot level conjuration spells, and have a 4/10 Skill Role to hypnotize those of low will power. They only have a low 25% weakness to silver and blessed weaponry, yet are very susceptible to decapitation or stake to the heart (at this point, that is the most effective way to kill them but other severely damaging methods would work, conventional as well.), Ability to turn virgins into vampires. By now, they have reached the point where they can control their blood lust, and only need to drink two ounces a month. (STR: +2, DEX: +2)
- Category A:
Traits: Regeneration may take up to 5 posts for the loss of 12 Vitality. They have Large supernatural Strength and Dexterity. They can use line level Conjuration and Necromancy Spells, as well as a 7/10 hypnotizing Skill Role. Immune to Silver, but have a 25% weakness to blessed weaponry. Susceptible to decapitation or stake to the heart. Retain the ability to turn virgins into vampires, turn non-virgins into extremely durable ghouls, the need to drink blood once a month.(STR: +2, DEX: +2) - True Nosferatu:
Traits: Almost instantaneous regeneration, invincibility (depending on number of souls they have), colossal supernatural strength, agility, stamina, durability, and reflexes, Line-level Conjuration and Necromancy spells, absorption of memories, shapeshifting, levitation, teleportation through shadows, sociability to the most holy of artifacts, faint weakness to silver and blessed weaponry, able to hypnotize all but the strongest willed people, minor control of weather, to turn virgins into vampires, the need to drink blood once a year, hibernation, control over the dark powers of evil. Only one may be active at a time. (STR: +5, DEX: +5)
- Humans:
Humans are a common sight in the lands of Erest. They are a heavily industrialized and organized people, most preferring to live in towns instead of nature. Because of this, they have made an enemy of of the fairy races. They are a well-adapted and mixed people; one man could be a wise sage, while his neighbor is a foolish brute. However, they are usually materialistic, as well as violent. Humans are also very religious. Currently, there are two major religions among people. The dominant faith is the Worship of the Four; a faith that honors valor, courage, and craftsmanship. However, it is considered by some to be a pagan religion, as its rituals involve questionable magic. The other is Worship of the True One, an all powerful deity that blessed the world with the powers of the arcane, only to have it be corrupted by the Shepherd of Darkness. Humans did not originate from the Sword Coast, but came from the desert lands south of Ettenmarch. Then, the Jagged Coast was riddled with Goblins and Kobolds, but are now kept at bay by Human huntsmen. Traits: +1 to any two traits of the player's choosing.
- Halflings:
Halflings are a small and unimpressing race, often living near human settlements at an agreeable remove from the bustle and hurried characteristic of humans. Halfling society is comfortable and staid, rooted in polite, placid, well-fed life. They value learning and craftsmanship, as long as nothing is taken to an embarrassing extreme. They are capable of moving very quietly and are excellent marksmen; given the right personality, halflings can become excellent thieves. A large majority of Halflings live in the Halfling Quarter of Erenland, although they are not an uncommon sight in other towns and cities. They are accepted in dwarf society as well. Traits: +3 Dexterity, -1 Strength
- Half-Giants:
Giants are created when creatures of Hell, either Daemons or Orcs, enter the world and breed with mortal races. The results are brutish creatures, tall as a mountain, and as powerful as the sea. This power is because of the dark taint inherited by the devilish creatures. Their lack of souls makes them a dangerous adversary. However, the taint dissipated over a period of several generations, explaining the vast differences of the size of these creatures. After twenty generations have passed, the traits of the mortal race begin to return. These men are labeled as Half Giants. Half Giants are an outcast in human society, their impressive size and lack of emotion makes them feared across many kingdoms. They are commonly used as Gladiators in Human Armies, and are sometimes hexed by witches to become eternal protectors of a coven. They all share a love of battle, as well as a mortal fear of magic. Traits: +3 Strength, -1 Intelligence
- Dwarves:
Dwarfs (politically correct term for the race is "Hill People,") are a short and burly race, living in mountain fastnesses underground. They are loyal friends and fierce adversaries, known for their steadfastness in all things.The dwarfs are inherently resistant to many spells and spell-like effects. Moreover, the hardy dwarfish nature imparts a +2 bonus on any saving throws against poison. Dwarfs are not a numerous folk, but they are adventurous, loving the luster of gold, the glitter of gems, and the quality of well-wrought metals. The dwarves of the Jagged Coast typically originate from one of two places, either Tirothil, Dominion of the Ice Dwarves, or Hurkvinik, an independent stronghold to the west of Grawood. Traits: +3 Strength, -1 Dexterity
- Gnomes:
Gnomes are small, human-like creatures who live deep in forests and underground caverns. Gnomes are said to have been the immortal kin of Elves in some distant past. Powerful alchemists and magicians, they were cursed with mortality by the Elves for their use of Dark Magic. Since, gnomes have renounced their connections to evil and live peacefully in their small communities. Gnomes are connected with nature, even being called ''Spirits of the Earth,'' by the misinformed. They have become some off the best gyromancers and Earth Elementalists of the known world. Because of this, the race as a whole has befriended many races of fairy like brownies and sprites. They vary greatly is size and appearance. While some are no longer than a man's arm, others can grow up to four feet. The environment in which they live affects them further; a gnome who lives underground may have lighter skin than one who lives above, and so on. Traits: +2 Strength, +1 Dexterity
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