RolePlay onLine RPoL Logo

, welcome to Hawking

02:13, 24th May 2024 (GMT+0)

Wamphyrii

Posted by MarshalFor group 0
Marshal
GM, 8 posts
Tue 18 May 2021
at 04:15
  • msg #1

Wamphyrii

Benefits:

+1 Step to all physical statistics
+1 Step to Cognition, and Mien

A Wamphyrii can heal a single wound level to any location by expending 12 wind.  This wind cannot be recovered normally.  The wound requires a full round to close. Wamphyrii  cannot heal wounds inflicted by fire, to the heart, and certain "objects" this way.  All wounds may be recovered via natural human healing.

A Wamphyrii can expend 1 wind to stave off human starvation and dehydration for 1 day.  Wind expended in this way cannot be recovered normally.

All Wamphyrii have fangs that can inflict STR+1d4 damage.  Their fangs recede into their gums when not in use.  Someone thoroughly examining the open mouth of a Wamphyrii can discover this oddity by making a TN13 search check assuming they have an unobstructed view for 1 minute.  Trained dentist can roll Medicine: Dentistry can roll their Dentistry skill using their Cognition die type against TN5 to notice assuming they have unobstructed view for 1 minute.  Other forms of medicine are almost as effective but still have a TN9.

Known Weaknesses:

Direct Exposure to Sunlight -6 to all rolls and actions.  Sunlight hurts their eyes, irritates their skin, and otherwise overloads their perceptions.  This can be overcome somewhat by building up a tolerance but this requires the Wamphyrii to expose themselves to the sun in order build up.  Without this tolerance a Wamphyrii experiences a -2 to all actions during the day even when indoors and completely protected from the sun.  Full body covering, and dark sunglasses can reduce the -6 to -4 when out in the sun.  Some extremely tolerant Wamphyrii can eliminate the negative entirely with sunglasses alone.

Wounds inflicted by fire must be healed at normal human rate.

Wounds inflicted to the heart must be healed at normal human rate.

Supernatural healing of wounds (accept by Huckster or similar magic) are considered to be 1 step higher (+2 to TN).

Every day the Wamphyrii's body consumes 2 points of wind to sustain their existence.  Wind lost in this manner cannot be recovered accept by feeding.  Feeding on a fresh human blood restores wind on a 1 for 1 basis.  This ratio is reduced to a 1 for 6 if drinking animal blood.  Stored human blood (like from blood bank) reduces the radio to a 1 for 2.  Similarly stored animal blood is less effective reducing ratio to a 1 for 10.  For reference the average human body contain approximately 8 pints (16.7 ounces) of blood and fresh human blood restores 1.5 wind per pint (~0.72 wind per ounce).  Drinking animal blood requires a TN 7 vigor roll as it tastes disgusting to Wamphyrii.  If failed the Wamphyrii regurgitates the blood and gets no benefit.  If the animal blood is stored blood this increases to TN 9.

If below half wind due to healing or fueling other Wamphyrii abilities the creature may enter blood frenzy next time they drink. This requires a Spirit roll TN 7 to stop drinking.  For purposes of drinking assume a Wamphyrii can drink 3 wind per action.

Note: Wind expended on none Wamphyrii abilities, lost in combat, or due to exertion can be recovered normally.

A Wamphyrii must drink blood and eat normal human food to sustain themselves.

A Wamphyrii will develop over the course of 6 months 3 points of Wamphyrii specific hindrances.

Geas:
The actual strength of the Geas varies but almost all Wamphyrii are bonded to their creators (whether this be their maker, or parents).  They feel unshakeable affection, and loyalty to their creator.  Wamphyrii characters should role play this affection and loyalty in order to receive extra bounty for when it causes them trouble.  To disobey or act against their creator requires a spirit roll.  TN is known by Marshall depending on severity.

Wamphyrii Specific Edges:

Sunlight Tolerance 3-5 ranks:
A Wamphyrii can develop this edge by exposing their bodies for prolonged periods to sunlight every day for 3 weeks.  This requires the Wamphyrii to expose at least 60% of their body to the sun for 2/3 the day.  The first 3 point rank cost 9 points and reduces the negative for sunlight by 2 points.  The second 5 point rank costs 15 points and cannot be purchased until the 3 point is purchased.  It reduces the negative for sunlight by 4.  A Wamphyrii who reaches the final rank can reduce the negative of sunlight to 0 by wearing heavy sunglasses.

Potent Blood 3-5 ranks:
A Wamphyrii can over time improve the potency and efficiency of their blood.  The first 3 point requires a Wamphyrii to be at least 1 year old.  It reduces daily wind loss by half, and allows them to recover half the wind used for healing normally (magic will not work, but they can rest to recover it).  The 5 point rank requires the 3 point be purchased first and requires the Wamphyrii to be at least 1 year old and drink dry 7 other Wamphyrii.  This reduces the wind cost for healing wounds by half.  The 3 point edge costs 9 bounty, and the 5 point edge costs 15 points.

Wamphyrii Specific Hindrances:

Points from Wamphyrii hindrances (above the minimum 3 points) can be used to pay off negative physical hindrances and even reduce the costs of positive physical edges to a minimum of 3 bounty (Ex: Reduce Brawny from costing 9 bounty to 3 bounty by taking 2 Wamphyrii hindrance points).

Strong ID 1-5 ranks:
The Wamphyrii's suppressed primitive instincts begins to manifest.  The ID does not know time, posses reason, can posses mutually contradictory impulses side by side, and is often related to the seeking of pleasure and avoidance of pain.  Mechanically this means that Strong ID takes the form of existing psychological hindrances detailed in the game manual but cannot be hindrances already possessed by the character.  Strong ID represents instincts and impulses the character thought they had under control breaking free.  Additionally, because these impulses were once so effectively suppressed they have been built up and amplified by the process of becoming Wamphyrii.  All negatives to rolls are increased by half, and TN increased by +4.  Hindrances without direct negatives will be assigned them by Marshall.  Ask Marshall before choosing specific type of Hindrance as not all may qualify.

Blood Glutton 1 rank:
Increase daily wind lost by 1 point, and double amount to supplement for human meal and water.

Life after Death:

A Wamphyrii has a chance of coming back as a Vampire or Harrowed if killed.  Specifics are known by Marshall.

Other Powers:

Wamphyrii can develop some but not all of the powers known to be utilized by Vampires but usually not to the same rank.  To a large extent their choice of powers is determined by their personality.  To develop a Wamphyrii power speak with Marshall.  This also cannot occur until after the first 4-6 months.
This message was last edited by the GM at 03:09, Thu 20 May 2021.
Marshal
GM, 13 posts
Sat 18 Sep 2021
at 21:47
  • msg #2

Wamphyrii

Lesser Powers and Greater Powers:

Greater powers cost 10 bounty to purchase the first rank, and 5x the next rank to increase.
Lesser powers coast 5 bounty to purchase the first rank, and 3x the next rank to increase.

Lesser Powers:

Eukaryote Fortitude:
1: Make Healing Rolls Once per 3 Days. Hold breath 2x longer.
2: Make Healing Rolls Once Per Day, Heal 3 Wind (except blood) every 1 round. Every wound healed requires the Wamphyrii to ingest 1 pound of animal protein within 2 hours or else begin losing blood wind on a 2 per 1 wound basis. Hold breath 3x longer.
3: Can only be killed by head wounds, wounds to the heart, fire, and from certain "objects". Hold breath 4x longer. Can ignore 1 wound level.
4: Make Healing Rolls Twice per Day, Heal 6 Wind (except blood) every 1 round.  Every wound healed requires the Wamphyrii to ingest 1 pound of animal protein within 2 hours or else begin losing blood wind on a 2 per 1 wound basis. Hold breath 5x longer.
5: Can only be killed if heart is completely destroyed by fire, and from certain "objects". Can ignore 2 wound levels. Can hold breath 5x longer but instead of asphyxiating will go dormant.

Eukaryote Reflexes:
Cost 1 Blood Wind to activate per round.
1: +1 to Quickness Rolls
2: +2 to Quickness Rolls, + 1 to Nimbleness Rolls for Balance, Climbing, Sneaking, and Swimming.
3: +3 to Quickness Rolls, + 2 to Nimbleness Rolls for Balance, Climbing, Sneaking, and Swimming.
4: +4 to Quickness Rolls, +3 to Nimbleness Rolls for Balance, Climbing, Sneaking, and Swimming.
5: +5 to Quickness Rolls, + 4 to Nimbleness Rolls for Balance, Climbing, Sneaking, and Swimming. Going bust on Quickness roll still nets character 1 card.
Marshal
GM, 22 posts
Fri 17 Dec 2021
at 23:56
  • msg #3

Wamphyrii

Edges:

Bloodlines 3:

Wamphyrii have the ability to develop specialized bloodlines by pooling the power of their blood, and the heritage it contains.  It takes three or more Wamphyrii to form a bloodline.  While there are many Wamphyrii bloodlines there are four prevalent ones that almost every Wamphryii share heritage with.

Nosferatu 3:
- 1 Mien Die type, and ugly as sin at 5.  These are the Wamphyirr that most resemble the lowly undead Nosferatu.  Despite their unpleasant and frightening looks they are some of the most powerful Wamphyrii since they can draw upon a larger number of vampiric like powers. They can buy up to rank 3 in supernatural strength, and vigor.  Additionally, they can purchase supernatural nimbleness, and quickness up to rank 2.  Lastly, they can purchase rank 1 of supernatural cognition (even if the don't qualify).

Dragon 3:
This is the most common bloodline in the world presently.  The Dragon can purchase Supernatural trait Strength, and Vigor up to rank 3.  Additionally, they can purchase any single other supernatural trait (even one which they do not qualify for) up to rank 1 (2 if they qualify).

Succubus/Incubus 3:
This is a common bloodline in the western world.  These Wamphyrii hunt by hiding in plain sight, and seducing their food.  This bloodline can purchase Supernatural Mein up to rank 3, and cognition up to rank 2 (3 if they qualify).

Gui Ren 3:
This bloodline is far more common in East Asia.  The Gui Ren can have Supernatural trait Strength 3, Supernatural Trait Nimbleness, and Quickness at 2.


Unique Bloodlines:  These bloodlines can only be created based upon the characters encountering someone with the bloodline or if their is sufficient story catalyst to justify the formation of a unique one.  The cost and abilities would be discussed with Marshall.
This message was last edited by the GM at 07:08, Sat 18 Dec 2021.
Marshal
GM, 23 posts
Sat 18 Dec 2021
at 07:24
  • msg #4

Wamphyrii

Vampire Powers (Greater Powers):

All Wamphyrii can take Supernatural Trait Strength, and Vigor up to rank 2. They pick any single other trait for which they received an increase to (all physical traits, cognition, and mein) to their Wamphyrii state, and for which they qualify to raise up to rank 1.

Cognition:
Requirements: Must have Cognition die type of d10 or higher.  Must have one of the following: Keen, or both Eagle Eyes and Big Ears.

Mein:
Requirements: Must have Mein die type of d10 or higher.  Must have all the following: Purty 1, and any two Voices.

Deftness:
Requirements: Must have deftness die type of d10 or higher. Must have any of the following: Two Fisted, Two Gun Kid, or three deftness skills at rank 4 or higher.

Nimbleness:
Requirements: Must have nimbleness die type of d10 or higher.  Must have any of the following: Two Fisted, Martial Arts, or any four nimbleness skills at rank 4 or higher.

Quickness:
Requirements: Must have quickness of 5d12 or higher.

Additionally the Wamphyrii can take the claws power, man bat up to rank 3, mesmerism  up to rank 3, and wall crawl powers.
This message was last edited by the GM at 20:35, Tue 21 Dec 2021.
Sign In