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Liberi Gothica: Vampire
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==Creature of the Night== Creature of the Night: You can transform into and communicate with certain creatures. In all forms a vampire's equipment and Foci are included into the new form and all bonuses are retained. It takes one action to transform into and back from an alternate form. You can speak with any animal you can transform into, even when not in that animal's form, but remember, their intelligence is limited. While in animal form, you must pay its maintain cost every minute, or you transform back. Summoning animals takes 1 action. They take a varied amount of time to arrive, but arrive in a large number. If they have no way to reach you [for example, summoning wolves inside a building with the door closed], they will get as close as they can [right outside the building, in the example]. You select one form when you take this ability: ---- --Bat Form: The vampire may transform into a bat. The vampire is reduced to size -2, gains Enhanced Hearing, gains fly speed equal to her movement speed, and has her land movement speed halved. She also has a bite that deals 1 damage, and she gains 1 Vitality on a hit. Costs 4 Vitality to transform. You can maintain Bat form for [Athletics] minutes. It costs 2 vitality to maintain the form. By rolling a Persuasion check and spending 2 Vitality, you can summon a swarm of bats, who follow your commands. The bats take 1d4 rounds to arrive. The bats remain for [Charm] rounds. 2d6 bats come, and for each point by which you succeed on the Persuasion check, 1d4 more bats answer your call. Bat Form Progression: 2 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP. 4 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP. 3 XP: Cheaper Summoning: It costs 1 less Vitality to summon bats. Each time you take this progression, it costs 2 more XP. 3 XP: Extended: Your summoned bats stay for [Charm] minutes. 4 XP: Extended 2: Your summoned bats stay for [Charm] hours. Requires Extended. ---- --Wolf Form: The vampire may transform into a wolf. The vampire's speed becomes 40, he has a bite attack dealing 1d6 damage, and gains Enhanced Smell. Costs 4 Vitality to transform. You can maintain Wolf form for [Athletics] minutes. It costs 2 vitality to maintain the form. By rolling a Persuasion check and spending 4 Vitality, you can summon a pack of wolves, who follow your commands. The wolves take 1d4 rounds to arrive. The wolves remain for [Charm] rounds. 1d4 wolves come, and for each point by which you succeed on the Persuasion check, 1 more wolf answers your call. Wolf Form Progression: 3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP. 4 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP. 2 XP: Cheaper Summoning: It costs 1 less Vitality to summon wolves. Each time you take this progression, it costs 2 more XP. 5 XP: Extended: Your summoned wolves stay for [Charm] minutes. 8 XP: Extended 2: Your summoned wolves stay for [Charm] hours. Requires Extended. ---- --Rat Form: The vampire may transform into a rat. The vampire is reduced to size -2 and gains Enhanced Scent. She has a bite attack that deals 1d4-1 damage in this form. Costs 2 Vitality to transform. You can maintain Rat form for [Athletics] minutes. It costs 1 vitality to maintain the form. By rolling a Persuasion check and spending 2 Vitality, you can summon a pack of rats, who follow your commands. The rats take 1d4 rounds to arrive. The rats remain for [Charm] rounds. 1d4 rats come, and for each point by which you succeed on the Persuasion check, 1d4 more rats answer your call. Rat Form Progression: 3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 2 more XP. 5 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. 3 XP: Cheaper Summoning: It costs 1 less Vitality to summon rats. Each time you take this progression, it costs 2 more XP. 4 XP: Extended: Your summoned rats stay for [Charm] minutes. 6 XP: Extended 2: Your summoned rats stay for [Charm] hours. ---- --Mist Form: The vampire may transform into mist as an action. As mist the vampire may not attack or be attacked, is not able to speak, and can not be hindered by anything short of an airtight seal. While in mist form, you fly at a rate equal to your normal speed. Costs 6 Vitality to transform. You can maintain Mist form for [Athletics] minutes. It costs 3 Vitality to maintain the form. Mist Form Progression: 2 XP: Shroud of Mist: You can spend 1 Vitality to create a cloud of mist. This cloud has a radius of 40 feet, centered on you. Visibility in the mist is 10 feet. The cloud remains centered on you at all times. This shroud costs 1 vitality/minute to maintain. 1 XP: Expanded Mist: The radius of your Shroud of Mist increases by 10 feet. Requires Shroud of Mist. 1 XP: Mist Penetration: The distance you can see in your Shroud of Mist increases by 5 ft. The visibility for everyone else does not change. Requires Shroud of Mist. 2 XP: Mist Mastery: You have greater control over your Haunting Mist. You may use an action to increase or reduce the radius to any size less than the maximum. Requires Expanded Mist. 3 XP: Cheaper Transformation: It costs 1 less Vitality to transform. Each time you take this progression, it costs 1 more XP. 3 XP: Easier Maintenance: It costs 1 less Vitality to maintain your transformation. Each time you take this progression, it costs 2 more XP. 5 XP: Mist Body: You can disguise your mist form. When transforming into mist, you do not physically change in appearance - you look exactly the same as normal. However, you cannot affect or be affected by others, as normal for mist form. --------------------- Creature of the Night costs 10 XP to learn. Creature of the Night Progression: 6 XP: Learning: Learn a new form. 2 XP: Accurate: Your summoned creatures have a +1 bonus to Attack. Each time you take this progression, it costs 1 more XP. 2 XP: Invincible: Your summoned creatures have a +1 bonus to Defense. Each time you take this progression, it costs 1 more XP. 2 XP: Tough: Your summoned creatures have +2 Life. Each time you take this progression, it costs 1 more XP. 4 XP: Big: By spending an extra 4 Vitality, you may make your summoned creatures 1 size larger. When using this ability, you get extra creatures for every 2 points you beat your persuasion check, instead of every point. 8 XP: Huge: By spending an extra 10 Vitality, you may make your summoned creatures 2 sizes larger. When using this ability, you get extra creatures for every 3 points you beat your persuasion check, instead of every point. Requires Big. <blockquote> Size Changes: The following changes alter TACKS as well as Secondary attributes. The Secondary attributes' changes already reflect the TACKS changes. *Big: Increase the animals' abilities as follows:<br> T: +2 A: +1 C: - K: - S: -<br> Life: +3<br> Vitality: +2<br> Attack: No change<br> Defense: No change<br> Size: Increase by 1<br> Damage: Increase damage by 1 weapon size. Alter for new Toughness. *Huge: Increase the animals' abilities as follows:<br> T: +4 A: +3 C: - K: - S: +1<br> Life: +12<br> Vitality: +5<br> Attack: +1<br> Defense: +1<br> Size: Increase by 2<br> Damage: Increase damage by 2 weapon sizes. Alter for new Toughness.</blockquote>
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