Alternate Vampire - Vitalist
Dec 21, 2022 13:46:08 GMT -6
Post by Divergent Reality on Dec 21, 2022 13:46:08 GMT -6
An energy Vampire, the Vitalist
A Vitalist is a social entity in touch with the ebb and flow of life around them. They are the culmination of someone aware of the life energies produced by mortals and can siphon it for themselves. Vitalists use these to fuel their own immortality. Without a need for blood they can slip through society without leaving telltale injuries and corpses in their wake.
Static Powers
Old Money - A Vitalist begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Small Talk - Your honeyed words help smooth even your most pressing questions. Targets of your social attacks must lose 2 additional Resolve before they become Jaded. In addition, your decades of time mingling with people let you know how to catch anyone off guard no matter the situation. As long as you and your target speak a common language you may use a Social Attack in place of Feint in combat, testing against the target's Mental Defense.
Sunlight Weakness - A Vitalist automatically loses 1 Hit Point per round they're exposed to sunlight. Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect them, though they'll no doubt be quite uncomfortable.
Energy Syphon - A Vitalist must spend 1 Vitae every day in order to remain energized. If this daily toll is not paid you lose access to all your Gained Powers. By spending an hour of close interaction with sentient living beings you inflict a point of Fatigue on your target(s) and recover a point of Vitae for each point of Fatigue caused this way. By spending a second consecutive hour with the same individual you may gain two additional Vitae but this kills them as they talk/dance/whatever to death. You may gain Vitae from close play or interaction with an animal, beast or non-sentient creature but after an hour the play thing dies. No matter how many animals you play with in this manner you may only gain one Vitae per day. If you are ever reduced to zero Vitae you lose all your Gained Powers and are unable to spend or burn Hero Points until you accumulate twice your Level in Vitae.
Power Stat: Blood Potency
Resource Stat: Vitae - A Vitalist's maximum Vitae are equal to five times their Blood Potency.
Gained Powers
1 Auspex - The Hero can see in the dark and gains +1k0 to all Perception checks.
2 Dread - The Hero may spend 1 Vitae to gain Fear 1 until the end of the scene.
3 Capture-Bonding - Causing a target of a social attack to behave as per Compelling Behavior causes you to regain 1 Vitae or Resolve. If you reduce a target's Resolve zero, improve their Disposition towards you by one step.
4 Vibes - Through studying people's energy, charging your crystals, or any other New Age woo you are able to protect your own inner life force. You gain Aura equal to twice your Level and your Vitae may not be involuntarily reduced by external influences.
5 Dominate - The Hero may use Dominate as the spell, using Blood Potency + Charisma instead of the normal Magic Test.
Tell
Assets
Cheer - "You can do eet!" Everyone needs a bit of encouragement now and then, as long as the target can hear your voice and is within line of sight you may use Aid Another actions from a distance.
Locution - Gain one rank of the Canormagia magic school. You may purchase ranks in this school as if it were part of any class you belong to. Get +1k1 on Focus Power tests to cast Canormagia spells.
Ruddy - You are closer in breed to the classic creature of the night. Gain a Bite weapon and the associated need for fresh blood as per the Vampire's Blood Dependency power.
Touch - While in physical contact with a target of a Social Attack you gain a static bonus equal to your Blood Potency.
Revised Core
Old Money - A Vitalist begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Sunlight Weakness - A Vitalist automatically loses 1 Hit Point per round they're exposed to sunlight. Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect a vampire, though they'll no doubt be quite uncomfortable.
Resource Stat: Vitae - A Vitalist's maximum Vitae are equal to five times their Blood Potency.
Blood Potency | Power Gained
* Auspex - The Hero can see in the dark and gains +1k1 to all perception checks.
** Majesty - The Hero may spend 1 Vitae to gain Fear equal to half their Blood Potency, rounded up, until the end of the scene. The Hero may also use the Dominate spell, using Blood Potency + Charisma instead of the normal Magic Test. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
*** Capture-Bonding - Causing a target of a Social Attack to behave as per Compelling Behavior causes you to regain 1 Vitae or Resolve. You may gain this benefit up to three times per scene. If you reduce a target's Resolve zero, improve their Disposition towards you by one step.
**** Vibes - Through studying people's energy, charging your crystals, or any other new age woo you are able to protect your own inner life force. You gain Aura equal to twice your Level and your Vitae may not be involuntarily reduced by external influences.
***** Dominate - The Hero may use Dominate as the spell, using Blood Potency + Charisma instead of the normal Magic Test.
Assets
Cheer - "You can do eet!" Everyone needs a bit of encouragement now and then, as long as the target can hear your voice and is within line of sight you may use Aid Another actions from a distance.
Locution - Gain one rank of the Canormagia magical school. You may purchase this school as if it were part of any class you belong to. Get +1k1 on Focus Power tests to cast Canormagia spells.
Ruddy - You are closer in breed to the classic creature of the night. Gain a Bite weapon and the associated need for fresh blood as per the Vampire's Blood Dependency power.
Touch - While in physical contact with a target of a Social Attack you gain a static bonus equal to the number of dots in a pertinent physical characteristic.
A Vitalist is a social entity in touch with the ebb and flow of life around them. They are the culmination of someone aware of the life energies produced by mortals and can siphon it for themselves. Vitalists use these to fuel their own immortality. Without a need for blood they can slip through society without leaving telltale injuries and corpses in their wake.
Static Powers
Old Money - A Vitalist begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Small Talk - Your honeyed words help smooth even your most pressing questions. Targets of your social attacks must lose 2 additional Resolve before they become Jaded. In addition, your decades of time mingling with people let you know how to catch anyone off guard no matter the situation. As long as you and your target speak a common language you may use a Social Attack in place of Feint in combat, testing against the target's Mental Defense.
Sunlight Weakness - A Vitalist automatically loses 1 Hit Point per round they're exposed to sunlight. Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect them, though they'll no doubt be quite uncomfortable.
Energy Syphon - A Vitalist must spend 1 Vitae every day in order to remain energized. If this daily toll is not paid you lose access to all your Gained Powers. By spending an hour of close interaction with sentient living beings you inflict a point of Fatigue on your target(s) and recover a point of Vitae for each point of Fatigue caused this way. By spending a second consecutive hour with the same individual you may gain two additional Vitae but this kills them as they talk/dance/whatever to death. You may gain Vitae from close play or interaction with an animal, beast or non-sentient creature but after an hour the play thing dies. No matter how many animals you play with in this manner you may only gain one Vitae per day. If you are ever reduced to zero Vitae you lose all your Gained Powers and are unable to spend or burn Hero Points until you accumulate twice your Level in Vitae.
Power Stat: Blood Potency
Resource Stat: Vitae - A Vitalist's maximum Vitae are equal to five times their Blood Potency.
Gained Powers
1 Auspex - The Hero can see in the dark and gains +1k0 to all Perception checks.
2 Dread - The Hero may spend 1 Vitae to gain Fear 1 until the end of the scene.
3 Capture-Bonding - Causing a target of a social attack to behave as per Compelling Behavior causes you to regain 1 Vitae or Resolve. If you reduce a target's Resolve zero, improve their Disposition towards you by one step.
4 Vibes - Through studying people's energy, charging your crystals, or any other New Age woo you are able to protect your own inner life force. You gain Aura equal to twice your Level and your Vitae may not be involuntarily reduced by external influences.
5 Dominate - The Hero may use Dominate as the spell, using Blood Potency + Charisma instead of the normal Magic Test.
Tell
Unlike true Vampires, a Vitalist lacks the undead pallor when Vitae is spent, at low levels slight skeins of energy flow towards them. At higher levels these become apparent as they attempt to steal Prana from all around them. Anyone in the same area at these high levels look unnaturally drained, as if they had not slept in several days.
Assets
Cheer - "You can do eet!" Everyone needs a bit of encouragement now and then, as long as the target can hear your voice and is within line of sight you may use Aid Another actions from a distance.
Locution - Gain one rank of the Canormagia magic school. You may purchase ranks in this school as if it were part of any class you belong to. Get +1k1 on Focus Power tests to cast Canormagia spells.
Ruddy - You are closer in breed to the classic creature of the night. Gain a Bite weapon and the associated need for fresh blood as per the Vampire's Blood Dependency power.
Touch - While in physical contact with a target of a Social Attack you gain a static bonus equal to your Blood Potency.
Revised Core
Old Money - A Vitalist begins play with 4 additional dots to place into backgrounds. They've simply had a long time to integrate themselves into society, and can reap the benefits.
Sunlight Weakness - A Vitalist automatically loses 1 Hit Point per round they're exposed to sunlight. Critical damage uses the E chart and automatically goes to the body. A vampire killed by sunlight damage is reduced to dust and cannot be returned from the dead. A thick cloak and wide hat, a parasol, or similar careful preparation is enough to protect a vampire, though they'll no doubt be quite uncomfortable.
Resource Stat: Vitae - A Vitalist's maximum Vitae are equal to five times their Blood Potency.
Blood Potency | Power Gained
* Auspex - The Hero can see in the dark and gains +1k1 to all perception checks.
** Majesty - The Hero may spend 1 Vitae to gain Fear equal to half their Blood Potency, rounded up, until the end of the scene. The Hero may also use the Dominate spell, using Blood Potency + Charisma instead of the normal Magic Test. This spell-like ability cannot be fettered or pushed and does not cause psychic phenomena.
*** Capture-Bonding - Causing a target of a Social Attack to behave as per Compelling Behavior causes you to regain 1 Vitae or Resolve. You may gain this benefit up to three times per scene. If you reduce a target's Resolve zero, improve their Disposition towards you by one step.
**** Vibes - Through studying people's energy, charging your crystals, or any other new age woo you are able to protect your own inner life force. You gain Aura equal to twice your Level and your Vitae may not be involuntarily reduced by external influences.
***** Dominate - The Hero may use Dominate as the spell, using Blood Potency + Charisma instead of the normal Magic Test.
Assets
Cheer - "You can do eet!" Everyone needs a bit of encouragement now and then, as long as the target can hear your voice and is within line of sight you may use Aid Another actions from a distance.
Locution - Gain one rank of the Canormagia magical school. You may purchase this school as if it were part of any class you belong to. Get +1k1 on Focus Power tests to cast Canormagia spells.
Ruddy - You are closer in breed to the classic creature of the night. Gain a Bite weapon and the associated need for fresh blood as per the Vampire's Blood Dependency power.
Touch - While in physical contact with a target of a Social Attack you gain a static bonus equal to the number of dots in a pertinent physical characteristic.