Thorn_
CHYOA Guru
This is a little different than before, but I think easy enough to follow. Let me know how it looks or if you notice any problems with it that I'm not thinking of.
Name:
Species:
Faction: Independent for anyone not tied to any particular group.
Equipment: 15 points
Basic equipment might be things like crossbows to claws. A unique feature to them like heavy piercing or poisonous would raise it's cost. Use the line of best fit, but I'll try to provide examples: These aren't necessarily all the things equipment can be used on, but general ideas.
1-3(Elixir): For an antidote, curing household poison, only one. If it's something meant to counter powerful and dangerous curses like vampirism, it would be 3.
1-4(Weapons): 1 standard run of the mill crossbow, claws. Good enough to get the job done. 2. Fairly fancy. Maybe a modification to self reload or a few runes to make it hard to break. A witch's spellbook or focusing tool usually lands here. 3. An artifact of some power. This will make those vampires stay dead, or a vampire discovered how to drain life with his claws. 4. A famous reputed sword or eldritch tome of things nobody should know.
1-3(Supplies): Your average things like torches, compasses, maps, general things. 1 being not very well prepared, 3 being you have what you need to survive most standard things, wherever you go.
Resources: 15 points. Resources are anything from personal wealth and property to contacts with powerful people.
Property:
Wealth:
Contacts: From criminals to the underworld, to nobles you know.
Reputation: How well you're known as a slayer/witch/what have you. While this can be good to being taken seriously in the right circles, this can net something of a problem. As such it's discounted at .5 per rank.
Influence: While reputation might carry to your status in the supernatural world, influence is your overall push and pull to the affairs happening politically, legally, or criminally. .5 per rank.
Servants/Followers:
Stats:
14 points to distribute, maximum of 7 to an attribute, minimum of 1 at creation. Each point gives you an extra die to dice. Charisma and Intelligence, and Luck, are discounted at half.
STR
AGI
MAG
VIT
INT- .5
CHA- .5
LCK- .5
Combat Skills: Four points. More specific things that your character is specialized in doing. Archery, unarmed, more combat focused magic like fire.
Non Combat Skills: Four points. For general utility of things like scholarship or tracking.
Blessings: Unique non standard powers to a supernatural. While all vampires can drain blood, not all of them are capable of hypnotism, or mind reading. Hunters can as well, provided they have taken banes equal to that number of perks. Blessings can be taken to raise maximum attributes by +2. Default powers for each:
Banes: Additional Banes can be used to increase starting resources or equipment by +5, stats by +2, skills by +2, or to take a blessing. These aren't strictly limited to how many you can take, but should offer a risk to your character that can come into play. These can pile up badly, if not careful.
All supernatural species have a standard one. This does not provide more benefits, but they can take other things such as inability to enter holy ground which will provide benefits. Humans don't typically have one, but it's entirely possible for a hunter to have come across their share of curses and mental trauma.
(Vampire)Sunlight: The natural weapon against vampirekind. While those of Lord Anslem's clan are known to somewhat resist it, none are completely immune to it. It's not actually common for it to vaporize you instantly on the spot, there's never been a case of surviving more than three hours that's ever been talked about, though by that point you might already wish you were.
(Werewolf)Silver: If it stays in the body, you're in trouble. It won't heal naturally and silver poisoning happens quick.
(Witch)Natural Barrier: There's some fundamental rules that even the darkest of magic simply cannot change.. Rings of salt, mountain ash, to name a few things, can limit a witches ability to move or affect the area with magic. Still knowing this and also being able to get close enough to ever use this is another matter.
(Entities)Binding Oath: For them to exist here, they need to follow rules. They never really like to mention what those things are. But it's generally accepted they always must carry out doing....things. Most know better than to try getting out of it, and while nothing is known, it's generally agreed that something that makes these things hesitate to just do whatever they want, is something better left untested.
Other: From the wandering Kitsune, to other things. Their weaknesses are varied among each other, but it should make sense to their myth.
History:
Heir: Optional. A successor character to your current one. Possibly a sibling or an apprentice. They can be anything from a vampire's neophyte, to who succeeds a researcher's experiments into the arcane. If succeeding a previous character, they can inherit stats and skills equal to the previous characters, but don't necessarily have to spend them the same way. While not all equipment and resources is necessarily returned, it's a little known fact that weapons always seem to find their way to their next owners somehow eventually. Things like character contacts and faction relations will likely not carry over unless there's reasons for it too otherwise.
Name:
Species:
Faction: Independent for anyone not tied to any particular group.
Equipment: 15 points
Basic equipment might be things like crossbows to claws. A unique feature to them like heavy piercing or poisonous would raise it's cost. Use the line of best fit, but I'll try to provide examples: These aren't necessarily all the things equipment can be used on, but general ideas.
1-3(Elixir): For an antidote, curing household poison, only one. If it's something meant to counter powerful and dangerous curses like vampirism, it would be 3.
1-4(Weapons): 1 standard run of the mill crossbow, claws. Good enough to get the job done. 2. Fairly fancy. Maybe a modification to self reload or a few runes to make it hard to break. A witch's spellbook or focusing tool usually lands here. 3. An artifact of some power. This will make those vampires stay dead, or a vampire discovered how to drain life with his claws. 4. A famous reputed sword or eldritch tome of things nobody should know.
1-3(Supplies): Your average things like torches, compasses, maps, general things. 1 being not very well prepared, 3 being you have what you need to survive most standard things, wherever you go.
Resources: 15 points. Resources are anything from personal wealth and property to contacts with powerful people.
Property:
Wealth:
Contacts: From criminals to the underworld, to nobles you know.
Reputation: How well you're known as a slayer/witch/what have you. While this can be good to being taken seriously in the right circles, this can net something of a problem. As such it's discounted at .5 per rank.
Influence: While reputation might carry to your status in the supernatural world, influence is your overall push and pull to the affairs happening politically, legally, or criminally. .5 per rank.
Servants/Followers:
Stats:
14 points to distribute, maximum of 7 to an attribute, minimum of 1 at creation. Each point gives you an extra die to dice. Charisma and Intelligence, and Luck, are discounted at half.
STR
AGI
MAG
VIT
INT- .5
CHA- .5
LCK- .5
Combat Skills: Four points. More specific things that your character is specialized in doing. Archery, unarmed, more combat focused magic like fire.
Non Combat Skills: Four points. For general utility of things like scholarship or tracking.
Blessings: Unique non standard powers to a supernatural. While all vampires can drain blood, not all of them are capable of hypnotism, or mind reading. Hunters can as well, provided they have taken banes equal to that number of perks. Blessings can be taken to raise maximum attributes by +2. Default powers for each:
Vampires:
Life Drain: Can be done in the most known physical way, or by using magic to extract life force forcefully to replenish your own.
Blood Gaze: Lure a target into a hypnotic trance as long as eye contact remains, to persuade or intimidate.
Werewolf:
Mark of the Beast: Transform into the much more powerful wolf form. This often requires a lot of energy, aggression, or stamina to do, but the ease to do it willingly goes along with phases of the moon. At a full moon, if exposed, transformation is mandatory. Higher ranks can allow the potential for better at will control, even to transform partially without needing to convert your whole body.
Regeneration: It takes a lot to kill you. As long as the weapon isn't silver, magical, or manages to stay in the body, odds are, all it's going to do is piss you off. You aren't completely untouchable, and healing in human form while faster, is still much slower than the wolf form.
Witches:
Geas: Use MAG or CHA on a target to carry out a task. Unlike vampire hypnotism, this can be something specific and over a longer period of time to happen. However, targets cannot be made to do anything obviously harmful to themselves or to people they know without the use of far more advanced forms.
Second Sight: You can naturally determine if someone is not a regular human by looking. While you will know something is off right away, this doesn't not reveal their true nature. In addition, you can naturally see and communicate to spirits if they're willing to make themselves known to you.
Entities:
Revelations: Share a secret of the universe with someone. Target a non physical stat of your opponent as their save. If they pass, nothing happens. If they fail, cause massive damage. Can only be revealed to one person, regardless of the results.
Outer Realm: You only exist partially in reality. As a response, in place of an agility or cont roll, you can use MAG instead.
Other: Just go with best judgment.
Life Drain: Can be done in the most known physical way, or by using magic to extract life force forcefully to replenish your own.
Blood Gaze: Lure a target into a hypnotic trance as long as eye contact remains, to persuade or intimidate.
Werewolf:
Mark of the Beast: Transform into the much more powerful wolf form. This often requires a lot of energy, aggression, or stamina to do, but the ease to do it willingly goes along with phases of the moon. At a full moon, if exposed, transformation is mandatory. Higher ranks can allow the potential for better at will control, even to transform partially without needing to convert your whole body.
Regeneration: It takes a lot to kill you. As long as the weapon isn't silver, magical, or manages to stay in the body, odds are, all it's going to do is piss you off. You aren't completely untouchable, and healing in human form while faster, is still much slower than the wolf form.
Witches:
Geas: Use MAG or CHA on a target to carry out a task. Unlike vampire hypnotism, this can be something specific and over a longer period of time to happen. However, targets cannot be made to do anything obviously harmful to themselves or to people they know without the use of far more advanced forms.
Second Sight: You can naturally determine if someone is not a regular human by looking. While you will know something is off right away, this doesn't not reveal their true nature. In addition, you can naturally see and communicate to spirits if they're willing to make themselves known to you.
Entities:
Revelations: Share a secret of the universe with someone. Target a non physical stat of your opponent as their save. If they pass, nothing happens. If they fail, cause massive damage. Can only be revealed to one person, regardless of the results.
Outer Realm: You only exist partially in reality. As a response, in place of an agility or cont roll, you can use MAG instead.
Other: Just go with best judgment.
Banes: Additional Banes can be used to increase starting resources or equipment by +5, stats by +2, skills by +2, or to take a blessing. These aren't strictly limited to how many you can take, but should offer a risk to your character that can come into play. These can pile up badly, if not careful.
All supernatural species have a standard one. This does not provide more benefits, but they can take other things such as inability to enter holy ground which will provide benefits. Humans don't typically have one, but it's entirely possible for a hunter to have come across their share of curses and mental trauma.
(Vampire)Sunlight: The natural weapon against vampirekind. While those of Lord Anslem's clan are known to somewhat resist it, none are completely immune to it. It's not actually common for it to vaporize you instantly on the spot, there's never been a case of surviving more than three hours that's ever been talked about, though by that point you might already wish you were.
(Werewolf)Silver: If it stays in the body, you're in trouble. It won't heal naturally and silver poisoning happens quick.
(Witch)Natural Barrier: There's some fundamental rules that even the darkest of magic simply cannot change.. Rings of salt, mountain ash, to name a few things, can limit a witches ability to move or affect the area with magic. Still knowing this and also being able to get close enough to ever use this is another matter.
(Entities)Binding Oath: For them to exist here, they need to follow rules. They never really like to mention what those things are. But it's generally accepted they always must carry out doing....things. Most know better than to try getting out of it, and while nothing is known, it's generally agreed that something that makes these things hesitate to just do whatever they want, is something better left untested.
Other: From the wandering Kitsune, to other things. Their weaknesses are varied among each other, but it should make sense to their myth.
History:
Heir: Optional. A successor character to your current one. Possibly a sibling or an apprentice. They can be anything from a vampire's neophyte, to who succeeds a researcher's experiments into the arcane. If succeeding a previous character, they can inherit stats and skills equal to the previous characters, but don't necessarily have to spend them the same way. While not all equipment and resources is necessarily returned, it's a little known fact that weapons always seem to find their way to their next owners somehow eventually. Things like character contacts and faction relations will likely not carry over unless there's reasons for it too otherwise.
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