Difference between revisions of "Human (Rules)"

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Revision as of 00:15, 10 February 2015

{{#invoke:Infobox|infobox}}

Human Rules

All 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 Damage

Humans take aggravated damage from damage calls with a <type> of “Fire”, “Blood”, “Dark”, or “Agg”. See aggravated damage (p. 4) for more details.

Healing

Humans are healed by regeneration, magical healing, and medicine. All humans start with Regeneration 0.

Energy

Humans with an energy type of Vitality or Essence refill their pool automatically at sunrise.

Humanity

Human 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 Humans

Commoner

Humans 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.

Ghoul

Ghouls 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 Rules

Ghoul 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 Ghoul

Consuming more than a single point of vitae from a vampire in one feeding will cause a human to become a ghoul.

Ghoul Maintenance

As 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 Maintenance

As 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 KInfolk

Only 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 Rules

Kinfolk’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 Gnosis

Gifted 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.

Sorcerers

Sorcerers 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 Rules

Sorcerer energy type is Essence.

Sorcerers may pick any two sorceries as innate power trees.

Regaining Essence

Sorcerers refill their energy pool automatically at sunrise.

Focus

In 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 Trees

Animal
Level                     Power                      
1 Beast Mind{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Frenzy{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Frenzy Control{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Body
Level                     Power                      
1 Withstand{{ #if: Endure |, Endure }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Poison Immunity{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Resilience{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Curse
Level                     Power                      
1 Forgetful Mind{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Body Wrack{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Paralyze{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Healer
Level                     Power                      
1 Healing Touch{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Serenity{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Revive{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Perception
Level                     Power                      
1 Sense Item{{ #if: Sense Energy |, Sense Energy }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Read Magic{{ #if: Sense Spirit |, Sense Spirit }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Sense Taint{{ #if: Sense Demon |, Sense Demon }}{{ #if: Sense Confidence |, Sense Confidence }}{{ #if: |, }}{{ #if: |, }}


Mind
Level                     Power                      
1 Confusion{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Telepathy{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Obedience{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Patterns
Level                     Power                      
1 Shatter{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Fabricate Armor{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Disable{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Protection
Level                     Power                      
1 Avert{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Cloak{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Sanctuary{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Spirit
Level                     Power                      
1 Resist Gauntlet{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Cleanse{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Exorcism{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Warrior
Level                     Power                      
1 Snarl{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Might{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Avoidance{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Fellowship Sorcerers

While 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 Trees

Ahl-i-Batin
Level                     Power                      
1 Insight{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Visions{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Hasty Escape{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Messianic Voices
Level                     Power                      
1 Silence{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Entrancement{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Ranged 2 <Light>{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Old Faith
Level                     Power                      
1 Root{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Venom{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Toughness{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Order of Hermes
Level                     Power                      
1 Disarm{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Fire 2{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Daze{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Spirit Talkers
Level                     Power                      
1 Hallucination{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Dreamshape{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Gauntlet Walk{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Valdaermen
Level                     Power                      
1 Taunt{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Clawed Form (Bear Mask){{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Powerful Form (Bear Mask){{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Fomori

Fomori represent humans who have unwittingly or willingly turn themselves over to the Wyrm. They have offered their bodies as a host to a bane spirit who gives them power to bring the Wyrm’s wrath to the Realm.

Fomori Rules

Fomori must use health, virtue, or willpower as energy for their fomori powers.

Pick a single innate Fomori tree.

Fomori are tainted and cannot be cleansed.

All Fomori have at least one derangement.

Mutations

Learning a non-innate tree gives you a visible mutation.

If you pick the Toad tree you gain an additional mutation.

Fomori Trees

Enticer
Level                     Power                      
1 Tentacles{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Tainted Entrancement{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Paralyze{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Ferectori
Level                     Power                      
1 Tainted Snarl{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Terror{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Gauntlet Walk{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Gorehound
Level                     Power                      
1 Fast Healing{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Tainted Body Wrack{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Might{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Toad

(Immediately gain a mutation)

Level                     Power                      
1 Ranged 2 <acid>{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
2 Tainted Venom{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}
3 Form of Vapor{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}{{ #if: |, }}


Becoming a..

Sorcerer

Purchase the Sorcerer merit at check-in or character creation.

Energy pool becomes Essence.

Pick two innate trees and choose one to start at level 1.

You may not purchase this merit if you have the Gifted Kinfolk merit.

Gifted Kinfolk

You must have the Kinfolk merit to become a Gifted Kinfolk after character creation.

Request the Gifted Kinfolk merit at check-in (no cost) or purchase at character creation.

Energy type becomes Gnosis.

Pick a tribe (paying any additional cost if you pick a restricted tribe).

Your tribe tree and the Homid tree become innate trees. Pick a level 1 gift from one of these trees to start with.

You may not purchase this merit if you have the Sorcery merit.

Fomori

Purchase the Fomori merit at character creation or be changed by bane spirits during game.

Pick an innate tree from the Fomori list. You receive one dot in this tree.

Energy type does not change, you activate your fomori powers with health, virtue, or willpower instead of energy.

Being a fomori causes you to be permanently tainted.

Gain a derangement of your choice if you do not already have one.

Ghoul

Purchase the Ghoul merit at character creation or be given two points of blood at the same time by a vampire.

Energy type becomes Vitae.

Innate trees become Celerity, Fortitude, and Potence. Gain level 1 Potence.

All gifts and spells become dormant and cannot be used while this merit is in effect.

Vampire

Be given one point of blood from a vampire while dying.

Energy type becomes vitae.

Clan is the same as the vampire that feeds you the blood. Generation is the sire’s generation plus one. Innate trees are based on clan.

The following merits are lost: Sorcerer, Ghoul, and Gifted Kinfolk (replaced by Kinfolk).

The following abilities are lost: Alchemy, Holy Water

All spells and gifts are lost.

Upon awaking as a vampire, you will have 1 health and 1 Vitae, plus 1 additional Vitae for each point fed to you after the first.

Shifter

You must have the kinfolk merit to become a shifter.

Make the request at check-in to have your name entered in the drawing to shift. One character is selected to shift each game. You may enter a tribe, and auspice on your request but you must have sufficient XP to pay for any restricted tribe.

Energy type becomes Gnosis.

Tribe, Breed, and Auspice trees become innate.

The following merits are lost: Sorcerer, Ghoul, Kinfolk, Gifted Kinfolk.

The following abilities are lost: Alchemy, Holy Water

All spells and disciplines are lost.

Wraith

A human or any character with the Lost Soul merit may come back as wraith after dying, but she must wait at least until the next full event after her death.

A character with the Mortwight merit may come back as a specter immediately upon death.

All character knowledge is retained with the new wraith character and any skills are also retained. Otherwise follow the rules for wraith character creation, but do not apply the three points of abilities for new characters.

You do not gain any money, rituals, or tagged items with your new wraith character.