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#Post#: 991--------------------------------------------------
Heath's Suggested Shifter and Vampire Changes
DIR By: hjordanr
Date: July 8, 2015, 6:51 pm
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Natural Shifter Rule Changes
People are afraid of werecreatures, even these natural ones.
The killing of a werecreature is almost always considered a good
thing unless they are a member of the Brotherhood of Lazarus.
There will be no differences between the benefits gained from
their hybrid form and their animal form.
It will now cost 4 character points to play a natural werewolf,
werehyena, werecat, wereraven, weresnake, or werecoyote. It
will now cost 6 character points to play a natural werespider,
werebear, werefox, werelizard, wererat, wereshark, or werebat.
Natural Claws: This skill may be purchased by all shifters.
Weresharks receive a bite attack from this skill which is
represented by a single Long weapon as opposed to two short
weapons.
Increased Claw Threshold: Change name to Improved Claws. Change
effect to allowing the character to block all damage with their
claws and increasing size to Long weapons. All shifters except
weresnakes may purchase this skill. Weresharks increase the
size of their bite attack weapon from a Long weapon to a
Two-handed weapon instead.
Monster Claws: Remove this skill from the document.
Natural Heal Wounds: This ability requires a 10 count in order
to heal 1 Body or 3 Natural Armor. This count is announced as,
“Healing Wounds 1, Healing Wounds 2, Healing Wounds 3, Healing
Wounds 4…,” and is interrupted by taking damage or taking any
action which requires the player to announce the use of a skill
or damage call. All shifters may purchase this skill.
Werespiders with this skill may spend blood to heal as per
vampire rules (8 blood pool). Lower cost of this skill to 8
character points.
Natural Armor: All shifters may purchase Natural Armor.
Spirit Gifts: Remove references to spirits that aren’t
necessarily in Aldeon from this section.
Shifter Only High Magics: Remove High Magic Spirit Enchantment
from the game. Plane Shift is available to all shifters at
level 7 for a cost of 8 CP (30 count).
Shapeshift: Always requires a six count (Shapeshifting 1,
Shapeshifting 2, Shapeshifting 3,…) regardless of the desired
form.
All Shifters except for Werespiders, Werefoxes, and Werecoyotes
may purchase Battle Rage.
Remove reference to level requirements in order to shift between
forms.
No forms will ever grant a character Massive or Limited Massive
size.
Binding Strike will be removed from all shifters.
Forms are simplified to Human, Hybrid, and <animal>.
Unless specifically noted, all skills that can be purchased are
only accessible in Hybrid or Animal form.
Skills purchased that are only usable in animal forms cost half
of the usual character point cost.
Werewolf- Forms are Human, Hybrid, and Wolf; May purchase up to
Strength +2; May purchase Flee; Gain Keen Scent while shifted;
x2 damage from silver while shifted.
Werehyena- Forms are Human, Hybrid, and Hyena; May purchase up
to Strength +2; May purchase Flee; Gain Keen Scent while
shifted; x2 damage from silver while shifted.
Werespider- Forms are Human, Hybrid, and Giant Spider; May
purchase up to Strength +1; May Purchase Natural Web (3) for 1.5
CP each; May purchase Web Walk for 2 CP (usable while shifted);
Gain Keen Sight and Keen Touch while shifted.
Werecat- Forms are Human, Hybrid, and Big Cat; May purchase up
to Strength +2; May purchase Flee; Gain Keen Sight and Keen
Hearing while shifted; x2 damage from silver while shifted.
Wereraven- Forms are Human, Hybrid, and Raven; Gain Flight while
shifted; Gain Keen Sight while shifted; Monster is weapon (Long)
while in Raven form; x2 damage from gold while shifted.
Werebear- Forms are Human, Hybrid, and Bear; May purchase up to
Strength +3; May purchase Strength +1 for Human form or Strength
+2 if the character already meets the prerequisites of Strength
+1 (This costs the usual amount of character points); Gain Keen
Scent while shifted; x2 damage from silver while shifted.
Werefox- Forms are Human, Hybrid, and Fox; May purchase Flee;
May purchase Umbral Perception, Umbral Projection, and Umbral
Combat without an instructor (usable in all forms, purchased at
full cost); Gain Keen Sight, Keen Scent, and Keen Hearing while
shifted; x2 damage from silver while shifted.
Werelizard- Forms are Human, Hybrid, and Lizard; May purchase
Strength +2; May purchase Underwater Combat without an
instructor (usable in all forms, purchased at full cost); May
purchase Natural Conceal (2 CP, usable while shifted); Gain Keen
Touch while shifted; May purchase Swamp Walk (2 CP, usable while
shifted); x2 damage from gold and silver while shifted.
Weresnake- Forms are Human, Hybrid, and Snake; May purchase up
to Strength +2; Gain Keen Taste, Keen Touch, Keen Sight, and
Keen Scent while shifted; x2 damage from silver while shifted.
Werecoyote- Forms are Human, Hybrid, and Coyote; May purchase up
to Strength +1; May purchase Flee; Gain Keen Scent while
shifted.
Wererat- Forms are Human, Hybrid, and Dire Rat; May purchase
Resist Poison (usable in all forms, purchased at full cost); May
purchase Resist Disease (usable in all forms, purchased at full
cost); Gain Keen Scent and Keen Hearing while shifted; x2 damage
from silver.
Wereshark- Forms are Human, Hybrid, and Shark; May purchase up
to Strength +2; May purchase Underwater Combat without an
instructor (usable in all forms, purchased for full cost); May
purchase Blood Rage; May never purchase Control Rage; Gain Keen
Scent, Keen Taste, and Keen Touch while shifted; x2 damage from
silver while shifted.
Werebat- Forms are Human, Hybrid, and Dire Bat; May purchase
Blind Fighting at half cost rounded down (usable in all forms);
Gain Flight while shifted; May purchase Evade without an
instructor (usable in all forms, purchased for full cost); x2
damage from silver.
Changes to vampire rules
Fully fledged vampires are not typically playable except through
carefully considered plot approval. The logistics of playing a
vampire in a game where most of the action takes place during
the day makes vampire characters either ineffective or
impossible to play.
Half-vampires and Thralls may be played with regular plot
approval.
Generation can be collapsed down into 4 generations instead of
14. 1st and 2nd would be unplayable. 3rd would cost 30
Character points to play and have 15 blood. 4th would cost 15
Character points to play and have 10 blood.
Remove references to Path of Emotion since it won’t be in game.
The call for drinking blood is “Drinking Blood 1, Drinking Blood
2, Drinking Blood 3…” with a continued count up for extra blood
drained. A vampire can declare they are drinking the blood of
anyone within arm’s reach. This is noticeable and is considered
attempted murder.
Vampires may purchase Damage Reduction effective only against
Blunt attacks at a rate of one point of DR for 4 Character
points. This cannot be purchased more than 5 times.
Vampires can never be rendered immune to the effects of their
sunlight weakness. A Helios Shield or Resist Helios may be used
to protect the vampire for 5 minutes or the length of a combat
scene, whichever is shorter.
Animalism:
1.
natural and magical creatures as though they were a Forester of
the appropriate level. 1 Blood is expended upon initiating
conversation with a creature. This is announced as, “Speak with
Animal.”
2.
as per the Path of Nature spell Command Animal. This ability
costs 1 Blood. The character need not use Speak with Animal in
order to give a command. This is announced as “Vampiric Command
Animal.”
3.
Berserk effect as well as Battle Rage. This is a Charm effect.
This ability costs 1 Blood. This is announced, “Vampiric Calm,”
and requires the use of a spell packet.
4.
he or she is touching. This skill will not work on sentient
beings, monsters, or magical beasts. The vampire’s body remains
at the location where this ability was used leaving the vampire
unaware of the surroundings around its body unless other powers
are then used. This ability costs 2 Blood and is announced as
“Vampiric Animal Possession.”
5.
This effect requires the use of a spell packet and a missed
throw results in the user being affected by the ability instead.
This is a Charm effect. This ability costs 1 Blood and is
announced as, “Vampiric Enrage.”
Auspex:
1.
This gives the vampire the skill Keen Sense for that one sense
for an hour. Spending 1 Blood can allow you to activate it for
three senses for five minutes. This is announced as “Heightened
<sense or senses>.”
2.
Empathy, Detect Life, Sense Truth, and Detect Magic spells.
This ability also grants the user the knowledge of the target’s
original race regardless of any physical changes or magical
masking. This is considered a Mind effect. This ability costs
1 Blood and requires the use of a spell packet. This is
announced as, “Aura Perception.”
3.
read residual emotional impressions left by sentient beings on
an object. The first use will reveal the most recent emotions
with older emotions being revealed with subsequent uses. This
ability costs 1 Blood and is announced as, “Vampiric Object
Reading.”
4.
telepathically with one creature within the user’s line of
sight. This mind-to-mind communication bypasses language
barriers. This ability costs 1 Blood per hour of use and is
announced as, “Vampiric Telepathy.”
5.
effects of the skill Umbral Projection. This ability costs 2
Blood to use and is announced as, “Vampiric Umbral Projection.”
Celerity:
This discipline replicates the effects of the skill Flee. Each
level increases the amount of simultaneous uses of Flee a
character has access to. For example, a character with Celerity
4 may expend 4 Blood in order to gain the effects of Flee 4
times simultaneously increasing their speed 16 times over. The
character may utilize lower levels of this ability by expending
only the amount of Blood required for them. This ability costs
1 Blood per level used and is announced as, “Vampiric Flee <# of
Blood used>; Flee 1, Flee 2, Flee 3.”
Dominate:
Vampires may not dominate a vampire with a lower generation
number. Mortals may only resist with Resists or magical shields
of the proper path. Thralls and Half-vampires may never affect
a vampire but are able to use these abilities on mortals just as
well.
1.
Command and requires use of a spell packet. The command may
only be a one word in length. This is considered a Charm effect.
Costs 1 Blood to use. This is announced as “Vampiric Command”.
2.
Command and requires use of a spell packet. This is considered a
Charm effect. Costs 1 Blood to use. This is announced as
“Vampiric Control”.
3.
or Remember and requires use of a spell packet. This is
considered a Mind effect. Costs 1 Blood to use. This is
announced as “Vampiric Forget/Remember”.
4.
discipline to convince the target that the actions they are
taking as a result of a command are actions that they themselves
wanted to take. The target will not remember having interacted
with the character at all unless the character took hostile
actions against the target. This ability costs 1 Blood in
addition to the base cost of the other ability used and
announced by saying, “Insinuate,” at the end of a command.
5.
Blood Bonded to them. This power can be used by the vampire to
walk in the sunlight. This power fails if the target is
unwilling. The vampire’s body is left behind wherever it used
this power and will remain there until the vampire wishes to end
the power. The vampire is unaware of the surroundings near its
body for the duration of this power. This is announced as
“Vampiric Possession” and is considered a Mind effect.
Fortitude:
This discipline replicates the skill Constitution +. This will
not grant extra good beads to resurrection picks due to the
inherent corruption of the soul that vampiric blood represents.
Obfuscate:
1.
spell Cloak on the user. It can be used anywhere so long as the
target can’t be seen. This is announced as “Vampiric Cloak, can
anybody see me?” If the answer is yes then the power fails.
2.
Invisibility except that it may only be used when unseen and
only on the user. This costs 1 Blood and is announced as,
“Vampiric Invisibility, can anybody see me?” If the answer is
yes then the power fails and the Blood is expended.
3.
bolster their resistance to mind-affecting effects and magics.
This power must be used before the user is affected by a spell
from Path of Charms, Path of Mind, or any effect targeting the
mind of the user. This power acts as a Mind Shield or Charm
Shield depending on the effect the user is targeted by and will
nullify other mind-affecting powers. This power costs 2 Blood
to use and lasts for an hour or until its effects are triggered,
whichever comes first. This is announced as, “Mind Blank.”
4.
spell Invisibility except that it may only affect the user.
This costs 2 Blood and is announced as, “Vampiric Invisibility.”
5.
benefits of third and fourth level powers of this discipline to
others. The vampire must expend the base Blood cost for the
ability as well as 1 additional blood per creature they wish to
affect. The user may affect a number of people up to their
level.
Potence:
This discipline grants the vampire one level of Strength + for
each level purchased in this discipline. This does not grant
any additional damage unless the user spends 1 Blood per level
of Potence he or she wishes to invoke. This discipline does not
require expenditure for feats of strength. Utilizing this
discipline to increase melee damage is announced as, “Vampiric
Strength Plus <#of Blood used>.” This increased damage lasts
for five minutes or until the end of combat, whichever comes
first. This increased damage applies only to weapons the user
is proficient with.
Presence:
1.
Fascinate except that danger to the target will immediately end
the effect. This is considered a Charm effect. This ability
costs 1 Blood and requires the use of a spell packet. This is
announced as “Vampiric Fascinate”.
2.
Frighten. This is considered a Charm effect. This ability costs
1 Blood and requires the use of a spell packet. This is
announced as “Dread Gaze”.
3.
Love alchemy. This is considered a Charm effect. This ability
costs 2 Blood to use and requires the use of a spell packet.
This effect lasts one week and is announced as, “Vampiric Love.”
4.
used a Presence power on before; 2. The vampire knows the name
of; 3. Is within one day’s travel time from the vampire to come
to the vampire and meet with them face to face. This is
considered a Charm effect. This effect costs 2 Blood and is
announced as, “Vampiric Summon <name>.”
5.
Tranquility. This is considered a Charm effect. This ability
costs 5 Blood to use and is announced as “Vampiric World Effect
Tranquility.”
Protean:
1.
for one hour. This is announced as “Vampiric Dark Sight”.
2.
damage natural claws that the vampire is considered proficient
with. This power costs 1 Blood to use and is announced as
“Vampiric Claws.”
3.
natural ground and dirt. This power is not usable if the earth
in question is covered by something such as wooden floors or a
stone road. The character may stay underground until they wish
to leave, requiring a count of, “Earth Meld 1, Earth Meld 2,
Earth Meld 3,” or unless the ground in which they are resting is
disturbed by digging which will eject the character without a
count and leave the character stunned for a 5 count. This
ability costs 1 Blood to use and is announced as, “Earth Meld.”
4.
skill Shapeshift. The vampire gains two animal forms created
with the same rules as monk animal forms. These animal forms
cannot be changed unless a rewrite is used. Shifting forms
requires a 6 count (Shapeshifting 1, Shapeshifting 2,
Shapeshifting 3,…) and the expenditure of 1 Blood. An
additional Blood may be
expended to forego the shifting count. Leaving the form
requires no Blood expenditure but still requires a six count. 1
Blood may be spent in order to forego this count.
5.
Gaseous Form. This ability requires the expenditure of 1 Blood
as well as a six count (Gaseous Form 1, Gaseous Form 2, Gaseous
Form 3…) which may be avoided by expending an additional Blood.
Emerging from the form requires a 6 count which may be avoided
through expenditure of 1 Blood.
Thralls
Modify chart to reflect the truncated generation system. Remove
the Max Discipline level 5 row.
Half-Vampires
May only purchase disciplines up to their third level.
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