Human (Rules)
Human RulesAll humans are Realmbound. Human energy type is Vitality unless altered by a merit. Human virtue type is Humanity. When creating a human character you may chose a single merit at no cost (This is taken before freebie points are spent). Aggravated DamageHumans take aggravated damage from damage calls with a <type> of “Fire”, “Blood”, “Dark”, or “Agg”. See aggravated damage (p. 4) for more details. HealingHumans are healed by regeneration, magical healing, and medicine. All humans start with Regeneration 0. EnergyHumans with an energy type of Vitality or Essence refill their pool automatically at sunrise. HumanityHuman virtue is called humanity. Human virtue may never fall below 1. Humanity may be expended in the following ways: While tainted Humanity may be spent as Willpower. Types of HumansCommonerHumans are the basis of every creature in the World of Darkness and the most difficult to play in a world dominated by the supernatural. All factions rely on humans in some way. Vampires drink their blood, werewolves are born from them, and humans are the source of passion energy for wraiths. Thus they are used as tools and pawns in a never-ending struggle for survival. Amazingly many humans have no idea that monsters live among them as the supernatural strive to maintain the secrecy of their existence so that humans may live their lives in blissful ignorance. GhoulGhouls are humans imbued with the blood of a vampire. Many are kept under Blood Oath to ensure loyalty, but some free ghouls have escaped and roam the lands in search of vampire blood to feed their addiction. You may play any kind of ghoul mentioned in Dark Ages Vampire, but you must use the rules presented here for ghouls. A new character with the Ghoul merit may begin play with vampire faction lore at no additional cost, as well as sub-faction lore for his clan. Ghoul RulesGhoul energy type is Vitae. Ghoul innate disciplines are Celerity, Fortitude, and Potence. Ghouls have regeneration 1. Ghouls may not use any powers from gifts or sorceries while they are an active ghoul. Ghouls only regain energy from drinking the blood of a vampire. Becoming a GhoulConsuming more than a single point of vitae from a vampire in one feeding will cause a human to become a ghoul. Ghoul MaintenanceAs a ghoul, you must consume 2 vitae from any vampire in a single feeding at each event, or your ghoul merit and disciplines will become dormant. Ghoul MaintenanceAs a ghoul, you must consume 2 vitae from any vampire in a single feeding at each event, or your ghoul merit and disciplines will become dormant. Gifted KInfolkOnly 1 in 10 children born to a were-animal parent actually become a were-animal. The rest spend their lives as “regular” humans. Kinfolk are valuable to were-animals, though their treatment varies by tribe, making kinfolk allies or enemies. Gifted kinfolk represent the chosen few that are gifted the powers of their shifter brethren but shall never become shifters themselves. A new character with the Gifted Kinfolk merit may begin play with werewolf faction lore at no cost, as well as sub-faction lore for his tribe. Gifted KInfolk RulesKinfolk’s energy type is Gnosis. Kinfolk have a subfaction tribe from the shifter section (p. 33). Kinfolk’s innate gifts are their tribe tree and the Homid tree. Regaining GnosisGifted kinfolk use Gaian nodes to regain gnosis. These are fixed locations with a laminated card saying “Gaian Node” that are visible in the Umbra. A gifted kinfolk may use each node once per cycle of the moon (once per event) by meditating within 10 feet of the node for one minute. After the gifted kinfolk finishes meditating, he gains gnosis equal to the value stated on the node card, not exceeding his maximum energy pool. SorcerersSorcerers represent a wide variety of humans wielding a limited amount of supernatural power. They range from hedge mages, druids, and witches to healers, alchemists, and priests. Regardless of the source of their power, sorcerers can prove very helpful allies or minions to any supernatural creature. Sorcerer RulesSorcerer energy type is Essence. Sorcerers may pick any two sorceries as innate power trees. Regaining EssenceSorcerers refill their energy pool automatically at sunrise. FocusIn order to activate any powers, a sorcerer must have a prominently displayed focus. If a sorcerer does not have such a focus, all sorcerer powers become dormant. A tagged focus prop can be any item of at least 3 inches in length. A sorcerer may create one focus at check-in for 3 pence. Sorcerer TreesAnimal
Body
Curse
Healer
Perception
Protection
Spirit
Warrior
Fellowship SorcerersWhile some sorcerers come to their powers naturally, others are trained by mages or those familiar with their ways. These Fellowship Sorcerers have gained access to new powers through dedication and training. Restricted: Fellowship Sorcerer is a Tier 1 restricted character. Additional experience points must be paid to play one. You must have the Sorcerer merit to be a Fellowship Sorcerer. A sorcerer may only ever have one fellowship tree. If you already have a fellowship tree, you cannot learn powers from another fellowship tree. Benefits: Fellowship Sorcerers pick a single Fellowship Sorcerer tree as learned from the list below, and may spend experience in that tree. All fellowship sorcerers gain Mage Lore. Fellowship TreesAhl-i-Batin
Messianic Voices
Old Faith
Order of Hermes
Spirit Talkers
Valdaermen
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