Once you have chosen your character's species, you may choose one of these, if you wish. For bonuses, normal dice (d6) are used since everyone knows how to use them.
Lycantrophy
Lycans change into animals during the full moon. With practice and experience, they can control the change and gain powers. The type of lycantrophy depends on who the character has been bitten by (or who their parents are.) Upon contracting lycantrophy:
+ Lifespan: 1d6 x100
+ Physical strength: 2d6
+ Speed: 1d6
+ Smell: 1d6
+ Hearing: 1d6
+ Healing: 2d6
+ Dominance: 2d6
+ Hunger control points: 2d6
- Weakness: Silver. Slows down healing
- Weakness: Wolfsbane. Slows down healing
Each month you may roll for:
+ Hunger control: 1d6
+ Beast control: 1d6
+ Dominance: 1d6
Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.
Partial change: Only if beast control is 7 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to change parts of their body, such as gaining claws.
Beastman : Only if beast control is 7 or higher, roll 2d6
Only works when HP is 20 or more, or when forced by a lycan of the same kind with a dominance that is at least 20 and at least 5 points higher than your own.
Healing touch: Only if dominance is 20 or more. Roll 2d6.
Can heal another creature by 20 HP once a day
Group telepathy: Only if beast control is 15 or higher. Roll 2d6.
Allows lycans from one pack or group to communicate through telepathy when in full beast form.
Kinds of lycanthropy:
Reptile
Wolf
Goat
Lamia (snake)
Lion
Cheetah
Leopard
Bear
Fox
Rat (giant)
Rat
Hyena
Owl
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Vampirism
Vampires need to drink blood daily, with practice and experience, they can conteol the bloodlust and gain powers.
The type of vampirism depends on who the character has been bitten by. Upon contracting vampirism:
+ Lifespan: Immortal
+ Physical strength: 2d6
+ Speed: 1d6
+ Healing: 2d6
+ Dominance: 2d6
+ Bloodlust control points: 2d6
- Weakness: Silver. Slows down healing.
- Weakness: Symbols of faith used by a true believer. Lowers physical strength.
Each month you may roll for:
+ Bloodlust control: 1d6
+ Creature control: 1d6
+ Dominance: 1d6
Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.
Animal control: Only if creature control is 9 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to gain control over one animal
Animal control 2 : Only if Creature control is 20 or higher, roll 2d6
Only works when HP is 15 or more.
Allows you to gain control over another animal.
Leech: Only if dominance is 20 or more. Roll 2d6.
Can steal 15 HP from another creature once a day
Clan telepathy: only if bloodlust control is 15 ot higher. Roll 2d6
Allows Vampires from one Clan to communicate through telepathy, only when fully fed.
Kinds of vampirism:
Sensual. These vampires turn into a slightly more beautiful form of who they were before. Scars from their life before vampirism disappear. +2 attractivenes +2 charisma
Fighter. These vampires gain strength when changed. They become slightly taller. +2 strength +2 intimidation
Dead. These are the dead of the undead. These vampires are harder to kill than the other ones. If they don't feed for too long, they start to rot and look like zombies. +20 HP
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Hunter
Hunters are magically altered creatures. Their lifespan is increased, they become stronger and have high chances of recognising vampires and werewolves.
+ Lifespan: 2d6 x10
+ Physical strength: 1d6 +3
+ Speed: 1d6
+ Healing: 1d6
+ Sense aura: 1d6
+ Training points: 2d6
Each month you may roll for:
+ Training points: 1d6
Powers: You may try for each of these every Month realtime. You will gain a power if you roll 6, 10 or 12.
Spell - Truth: You can sense whether or not someone is lying once a day.
Spell - True aim: Your second hit on the same target with a ranged weapon does 10% extra damage.