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Optional Material for NightLife RPG....

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New Races

These are new races I've come up with over the years for players to try out. Most are culled from various sources such as the Blade and Crow movies and the Anne Rice novels/movies which have become popular over the years. Players wanted to try things they saw on the screen and I attempted to put them in NightLife game terms. The Half-Vampyre and Crow Revenant have been very popular with players.
 
The new races are...
Crow Revenant (As per the Crow Movies)
Half-Vampyre or Dhamphyr (As per the Blade Movies)
Vampire (As per Anne Rice's Vampire Chronicles)
Werespyder

Crow Revenant  (As per the Crow Movies)

Str +15, Dex +10, Fit +10

RACIAL EDGES:

Animal Control (Crows) 

Fear Projection

Animal Empathy (Crows)

Travel (Shadows Only)

Drain (Life Force)

Wpn. Immunity

BEGINNING EDGES:

Drain (Life Force)

Animal Empathy (Crows)

FLAWS:

Compulsion (To wear the mask of irony, the symbol of the crow avatar.)

Substance Vulnerability -Fire x2 Dmg

-Iron x2 Dmg

Vow

Special (If the crow avatar is killed the Crow Revenant loses all of its Edges and may be killed normally as a mortal, no coming back the next night, no coming back ever. If the crow avatar is wounded below 1/5 SP the Crow Revenant loses all of it’s Edges until the avatar is healed back up to above the 1/5 SP level.)

HUMANITY:

+3/-3 damage adjustment to Flaws for each 10 Humanity below or above 50.

PROFILE:

People once believed that when a person dies, a crow carried their soul to the land of the dead. But sometimes, something so bad happens that a terrible sadness is carried with it and the soul can't rest. Then sometimes, just sometimes, The Crow can bring that soul back to put the wrong things right.

Crow Revenant’s exist only to avenge their deaths. They normally exist only long enough to track down and kill each and every person responsible for their deaths. Sometimes this only takes a few days, but more often the ones responsible for a Crow Revenant’s existence are hard to find or are powerful enough that it takes the creature weeks or even years to exact their revenge. When a Crow Revenant successfully kills the one responsible for their death they return to their grave if possible, or simply burst into flames and disintegrate away. Sometimes, however, a Crow Revenant is not allowed to rest but is required to continue to punish the wicked whether it wants to or not.
Revenants are accompanied by a crow. This creature is a minor avatar. If the crow is destroyed, so is the revenant (though this is by no means an easy task).

The crow does not directly assist the revenant, attacking only in self defense. It is the Crow Revenant’s job to mete out vengeance, not the Avatar’s.

If the revenant is destroyed it rises up the next evening at sunset with 1 SP.

FEEDING:

Crow Revenants require no food, drink, or drain for sustenance.

INFECTION:

Crow Revenants do not infect or create other Crow Revenants.

Crow Avatar

Str-0 Dex-2 Fit-0 Int-1 Will-40 Per-30

Luck-20 SP-20 CSR-60% Dmg-2

Edges: Armor-10, Aura Sight-60, Flight-90, Nocturnal Vision-60, Sense Acuity (Eyesight)-70

Skills: Alertness-60, Fear Resistance-100, Hunting-75, Scavenging-75, Stealth-90

Note: The Avatar subtracts it’s flight % from an attacker’s attack % unless the wielder is using a shotgun, just like the Batform Edge. ( I allow other flyers of similar size, ie. a Vampyre in Batform, to attack normally in my games, but that’s just me.)

 

Vampire ( As per Anne Rice’s Vampire Chronicles)

ABILITY MODIFIERS:

Str +20, Dex +10, Fit +10, Att +10

RACIAL EDGES:

Burn

Levitation

Drain (Blood)

Sense Acuity

Empathy

Telepathy

BEGINNING EDGES:

Drain (Blood)

Empathy

FLAWS:

Environmental Harm - Sunlight 15 SP/BT

Substance Vulnerability -Fire : double dmg.

Diet Restriction -Human or animal blood.

Special: Vampires sleep deeply, and must make a PER Roll to notice anything short of the first penetration of a stake through the heart. Even if they do notice an outside event, they must make a successful WILL Roll to rouse themselves to action.

HUMANITY:

Damage adjustment as standard Vampyre.

PROFILE:

These creatures do not have the many flaws of the traditional Vampyre but their edge selection, with the exception of Burn ,are not as powerful as their traditional counterparts.

Vampires are arguably more powerful than the other vampiric races but they are much rarer in number. The do not often become involved in Kin politics, preferring an unlife of pleasure and luxury.

FEEDING:

As the standard Vampyre. In addition the Vampire can close the would by licking it thus eliminating the suspicious fang marks.

INFECTION:

As per the standard Vampyre except the victim will rise immediately in 2d10 BT’s

 

Half Vampyre, also known as Dhamphyr  (As per the Blade Movies)

ABILITY MODIFIERS:

Str +20, Dex +5, Fit +5

RACIAL EDGES:

Drain (Blood)

BEGINNING EDGES:

Drain (Blood)

FLAWS:

Substance Vulnerability -Fire : double dmg.

Diet Restriction -Human or animal blood.

Special: Half Vampyres suffer the same effects of not feeding as Kin do (NL pg. 139.)

NOTES:

Because they are still half human, they are restricted on the Edges they may choose.

Half Vampyres may only choose from the following Edges-

Armor

Drain (Blood)

Speed

Aura Sight

Mental Mapping

Time Sense

Danger Sense

Noct. Vision

Half Vampyres do not suffer the photogenic problems of the Kin.

They are not immortal as are the kin although they do share their resistance/immunity to most diseases.

HUMANITY:

Half Vampyres are more prone to the rigors of not feeding when their humanity is lower (NL pg. 139.) The lower their humanity is the more bestial and vampiric they act.

PROFILE:

These unfortunates are extremely rare. Often they are the result of an attack and blood sharing by an infecting Vampyre with a pregnant woman or, even more rarely, the result of a Vampyre’s impregnating a woman. If the Vampyre’s blood has tainted the baby and it survives birth it has a good chance of becoming Half Vampyre.

FEEDING:

As the standard Vampyre.

INFECTION:

Half Vampyres cannot infect victims.

 

WereSpyder

ABILITY MODIFIERS:

Human Form: Str+5, Fit +5

WereSpyder Form: Str +20, Dex +15, Fit +5, Att +10

RACIAL EDGES:

Animal Control (Spiders)

Sense Acuity

Drain (Pain)

Spider Climb

Fear Projection

Spider Swarm

Lycanthropic Form

BEGINNING EDGES:

Drain (Pain)

Lycanthropic Form

FLAWS:

Substance Vulnerability -Fire : double dmg.

-Silver: double dmg.

Repulsion -Silver

Infection: As Per Werewolf.

Special: Rage as per Werewolf.

HUMANITY:

As Per Werewolf.

PROFILE:

WereSpyders are humans who have acquired the power to change their form to that of a half-human half-spider. They grow slightly in mass and height and grow two slender spider arms beneath each of their human arms. Their skin becomes slightly furry and their eyes are the eyes of spiders.

WereSpyders are extremely rare compared to the other supernatural races. There are probably fewer than half a dozen in the whole United States. Their origins are unknown but the condition is not commonly passed to the children but lies dormant , sometimes for generations. The most common method of creation is the infection. This too is not overly common given the rarity of the species.

WereSpyders are such a curiosity most regard themselves as freaks and take great care to remain hidden or take great pains to not draw attention from the other Kin.

FEEDING:

As Per Werewolf.

INFECTION:

As Per Werewolf.

 

NEW EDGES:

Spider Climb

Base: Fit

Humanity Costs: 5.1/5.1

Target: Self

Range: n/a

Escape Roll: none

Description: The ability to climb walls and ceilings. The user does not normally make a Edge Roll unless the surface is slippery. Movement is normal.

The user may carry up to the edge score in pounds before being forced to make Edge Rolls at –5% for each pound over the max.

The Were Spyder must be in it’s Lycanthropic Form to use this Edge.

Spider Swarm

Base: Fit

Humanit Costs: 5.1/2.2

Target: Self

Range: N/a

Escape Roll: none

Description: The power of a WereSpyder to become a swarm of spiders and can pass under doors, down walls, through tiny spaces, ect. Clothing, wpns, ect. disappear and are inaccessible until the return to human or WereSpyder form. While in Spider Swarm the WereSpyder is still vulnerable to all Flaws but silver and fire only do normal dmg, not x2 (still not counting Armor against!)

Since the user has no voice Animal Control is not possible.

While in this form the WereSpyder may not do any fine manipulation but may move along objects weighing a number of pounds equal to 1/5 the Edge Score. Stealth rolls are automatic in this form. The user may simply scatter and reform elsewhere to escape from an enemy. The user must state how many ways the swarm is divided (up to his SP) and divide his SP into this. If any part of the swarm is damaged or destroyed the SP’s representing that part of the swarm are lost from the whole.

If the user wishes to attack someone the attack roll is equal to the Edge Roll. Damage is equal to 1 SP. Most likely this will freak the hell out the target. The CP MAY at his discretion call for a Will roll. If failed roll on the Fear table for effect.

The swarm may move at a rate of the Edge Score in feet.

It takes one full BT to drop into Spider Swarm.

 



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