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Liberi Gothica: Vampire
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==Predation== Predation: You draw upon feral instinct for power. When you select Predation, you get Deadly Claws, as well as any 2 of the following spells: ---- --Deadly Claws: The vampire gains talons that deal 1d6 damage. She may make two claw attacks as a single action, using the same rules as dual-wielding. These claws are Concealable. Deadly Claws Progression --3 XP: Stronger Claws: The vampire's talons deal +1 extra damage. Each time you take this progression, it costs 1 more XP. --2 XP: Puncture Jab: You can give your Claw attacks the Piercing weapon trait. You can not use both Reaver and Puncture Jab for the same attack. --2 XP: Reaver: You can give your Claw attacks the Slashing weapon trait. You can not use both Reaver and Puncture Jab for the same attack. --4 XP: Shattering Blow: You can give your Claw attacks the Crushing weapon trait. --5 XP: Vorpal Claws: Your claws gain the Cleaving weapon trait. ---- --Extreme Speed: The vampire may take an extra move or attack action this turn. Costs 6 Vitality; this cannot be used multiple times in one turn. Extreme Speed Progression: 2 XP: Cheaper: Extreme Speed costs 1 less Vitality. Each time you take this progression, it costs 1 more XP. ---- --Herculean Strength: The vampire gains a +6 bonus to Strength, Climb, and Jump checks, and a +3 bonus to Attack rolls and damage checks for this turn. This costs 4 Vitality; this cannot be used multiple times in one turn. This does not take an action. Herculean Strength Progression: 3 XP: Stronger: For every 2 extra Vitality you spend, the bonuses improve by 1. You may only spend 2 Vitality per rank of Stronger you have. 2 XP: Cheaper: Herculean Strength costs 1 less Vitality. Each time you take this progression, it costs 1 more XP. ---- --Nosferatu's Resilience: The vampire gains a +6 bonus to any Endure or Fortitude checks until their next turn. She also gains a +3 bonus to Defense. This costs 4 Vitality; this cannot be used multiple times in one turn, and can only be activated on the vampire's turn. This does not take an action. Nosferatu's Resilience Progression: 3 XP: Tougher: For every 2 extra Vitality you spend, the bonuses improve by 1. You may only spend 2 Vitality per rank of Tougher you have. 2 XP: Cheaper: Nosferatu's Resilience costs 1 less Vitality. Each time you take this progression, it costs 1 more XP. ---- --Enhanced Scent: You can use smell to locate creatures within 30 feet, and to track. You may roll a Search check at a +4 bonus to track any creature by scent, if you have some way of getting that creature's scent. You can identify different creatures by smell. This ability is not exact - you only know that creatures you can smell are close, and you can tell which general direction they are from you. The distance you can smell creatures from doubles if you are downwind, and halves if you are upwind. Enhanced Scent Progression: 2 XP: Better Scent: Your scent range improves by 10 feet. ---- --Enhanced Sight: Your eyes can see more than normal humans. You make any vision-related Notice checks at a +2 bonus, and gain a +2 bonus to all ranged attacks you make. You can see just as well in total darkness as you can in broad daylight - illumination does not affect your vision. Enhanced Sight Progressions: 3 XP: Better Eyes: The bonus to Notice and ranged attacks improves by 1. Each time you take this progression, it costs 1 more XP. ---- --Enhanced Hearing: You can hear extraordinarily well. You can make any sound-related Notice checks at a +4 bonus. In addition, via echolocation, you can tell where every physical object within 10 feet of you is, regardless of any visual interference. This does not work if you become deafened. Enhanced Hearing Progressions: 2 XP: Improved Echo: Your echolocation range improves by 10 feet. ---- --Bloodsense: You can sense blood innately the moment a living creature enters within 20 feet of you. You know the exact distance and direction of each living creature in the area at all times. This ability ignores physical barriers. Bloodsense progression: 2 XP: Farther: The area of your bloodsense improves by 20 feet. -------- Predation costs 10 xp to learn. Predation Progression 4 XP: Instincts: The vampire gains another Predation ability
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