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rules:nevernever_powers [2013/09/16 16:26]
galacticcmdr created
rules:nevernever_powers [2021/12/03 22:51] (current)
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-====== ​Vampirism ​======+====== ​Nevernever Powers ​======
  
-Vampirism abilities cover the need to feed, affecting creatures that feed on blood or emotions to gain their power. Not every creature with these abilities could be called a "​vampire,"​ but the mechanism is much the same.+This category of powers is for those creatures other than Faeries that are strongly rooted in the Nevernever—like spirits and ghosts—as well as the ability ​to affect ​or reach the [[locations:​Nevernever]] easily.
  
  
-^  Cost  ^ Power  ​^ ​ Upgrades ^ +^  Cost  ^ Powers ​ ​^ ​ Upgrades ^ 
-|  -1  | Blood Drinker ​ | | +|  -1  | Demesne ​ | | 
-|  - ​| ​Emotional Vampire ​ | | +|  - ​| ​Spirit Form  ​| ​ ​Poltergeist(–2) ​
-|  ​+1  ​| ​Feeding Dependency ​ | | +|  ​-2  ​| ​Swift Transition ​ ​| ​ No Mortal Home(+1) ​
-|  -2  | Tattoos of St. Giles  | |+|  -2  | Worldwalker ​ | |
  
  
  
-===== Blood Drinker ===== 
-You can (and, with Feeding Dependency on page 190, must) drink blood. Feeding on lifeblood sustains you more fully than any other food might, and you’re particularly good at it. Anything short of freshly-spilled blood is less vital and, thus, less fulfilling; a fresh kill is like a three-course meal, while a bag from the blood bank is like an hors d'​oeuvre—small and tasty, but ultimately leaving you hungry for the main course. You have no need to eat regular food (though you might still enjoy it). 
  
-**Drink Blood.** Any time you draw blood in close personal combat—with your claws or your teeth—you can ingest some of it to gain sustenance. Roll Fists or another appropriate skill (Weaponsetc.) to make your victim bleed. Once you've done this successfully,​ gain +1 to your attack on subsequent exchanges against ​the same target. In a grapple, you may inflict an extra point of stress on a target as a supplemental action.+===== Demesne ===== 
 +As a spirit that has been linked ​to the mortal world, you naturally create ​space within the Nevernever tied to that place or concept. This space reflects ​the landscape ​of your "mind."
  
-**The Taste of Death.** Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate ​"free" ​recovery period equal to an extra scene. This will clear your stress track and mild physical ​consequences (page 220), and possibly larger consequences if you have an ability that lets you heal quickly (page 184).+**Home Turf.** You have an immense amount of control over the features of your demesne; the "local reality" ​bends to your will. You automatically succeed at any declarations about the physical ​form of your demesne, and in combat ​you can roll Discipline to place scene aspects in the demesne. You can even roll your Discipline as a physical attack against intruders, using the nature of the Nevernever to harm opponents.
  
-**Blood Frenzy.** When in the presence of fresh blood, you feel a nearly uncontrollable urge to attack. The GM is within her rights to call for Discipline rolls to resist the urge. In some cases, the urge may take the form of a compel against your high concept. 
  
  
 +===== Spirit Form =====
 +You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world (thresholds still have an almost physical reality to you, however).
  
-===== Emotional Vampire ===== +**Insubstantial.** ​You are incorporealable to pass through wallsreducing most borders (page 212to zeroThresholds (page 230)howeverwill act as physical barriers ​to you. Without also taking Physical Immunity ​(page 186) to a broad range of effects, you can still be harmed by physical attacks.
-You can (andwith Feeding Dependency on page 190must"​eat"​ strong emotions—often lustful and passionate or otherwise dark onesPurely positive emotionssuch as loveare not an option. This very much follows the law of “you are what you eat”: those who feed on fear and despair tend to be fearsome creatures ​(or at least control freaks), while those who feed on lust tend to be consummate seducers and very sexually active.+
  
-As a baseline, whenever you’re near an "eligible" ​strong emotion, ​you may draw in mild sustenance ​from it. This just grazes the surface of the victim’s life forcemaybe making them just a shade less vital in the long term, but it doesn'​t have much of an immediate effect. Being in the presence ​of many people experiencing strong emotions—a mob during ​panicked riot or an orgy at a “swingers” convention, for example — has a multiplicative effect; as such, emotional vampires are nearly always drawn to such events.+**Variable Manifestation.** You must manifest visibly to truly perceive anything ​"useful" ​about the world around ​you. Even when largely separated ​from the worldyour presence ​may be felt by those with high Lore or other means of magical sensitivity.
  
-**Musts:** You must choose the emotion associated with this power when you take it.+**Variable Visage.** As a spirit, your form may change somewhat in response to your mood or idea of self, causing ​you to appear more fearsome or beautiful, granting a +2 to appropriate social actions based on appearance (Intimidation for a fearsome appearance, Rapport or Deceit for a beautiful one). Usually this is as an exaggeration of your "​normal"​ appearance in some way.
  
-**Feeding Touch.** Physical contact is where it's at for a satisfyinglong-term meal. When a victim ​is in the throes of an eligible emotion (usually easy for a White Court vampire using his Incite Emotion ability, page 172), you may draw some of his life force out of him to sustain youThis is done as a psychological attack with an appropriate skill (usually Deceive or Provoke). If you have the Incite Emotion ability, inciting the emotion and feeding on it may be done as a single action, based on a single roll. On subsequent exchanges, if the emotion is still in place you may continue ​to feed, gaining a +1 on the roll.+**Poltergeist [–2].** If you take this upgradeyour manifestation ​is reinforced with solid ectoplasm and able to manipulate objects ​in the mortal world. When doing so, you may use your Conviction instead ​of your Physique ​to move heavy thingsYou may use physical combat skills ​to affect ​the world as well.
  
-**The Taste of Death.** Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate "​free"​ recovery period equal to an extra scene. This will clear your stress track and mild physical consequences (page 220), and possibly larger consequences if you have an ability that lets you heal quickly (page 184). 
  
-**Feeding Frenzy.** When in the presence of heightened emotions and willing victimsyou feel nearly uncontrollable urge to feed. The GM is within her rights to call for Discipline rolls to resist ​the urgeIn some casesthe urge may take the form of a compel against your high concept.+===== Swift Transition ===== 
 +Most supernatural creatures may cross over into the Nevernever naturallyso long as they are in place that particularly resonates with their nature (White Court vampires, ​for example, tend to disappear mysteriously in the backs of strip clubs)With this abilitya spirit or other creature ​may cross over into the Nevernever from nearly anywhere at all.
  
 +**Everywhere is a Portal.** You may transition to the Nevernever from nearly any location in the mortal world, so long as you are not forcibly restrained by some magical or ritual means.
  
 +**No Mortal Home [+1].** If it suits your concept—such as with ghosts—you are so native to the Nevernever that you are pulled to it if given no strong reason to remain in the mortal realm. If you make this choice, then under high stress or magical assault, you may need to make Discipline rolls (against a difficulty in line with the strength of an attack, etc.) in order to remain in the mortal world.
  
-===== Feeding Dependency ===== +If knocked unconscious ​or otherwise wholly incapacitated, you immediately transition ​to the Nevernever, for better or for worse.
-You gain some of your supernatural abilities by feeding on blood (page 188), emotions (page 189), or something else (in the case of ghoulsmassive quantities of meat). If you take this ability, it "​attaches" ​to most if not all of your supernatural powers except ​for those from this category (at least 2 points’ worth).+
  
-**Hunger Is Stressful.** You have an additional stress track called hunger. The length of the track works like those of other stress tracks from Endurance, Conviction, etc., only using Discipline as the base skill. Unlike other stress tracks, you may not clear this out at the end of a scene (see below). 
  
-**Limited Reserves.** At the end of a scene whenever you have heavily exerted your affected powers, you must check to see if you experience feeding failure. This manifests as an attack with a strength equal to the total refresh cost of the abilities you used; you roll Discipline to defend. For example, if you used Inhuman Strength and Inhuman Toughness in the scene, that’s a total of 4 refresh, so you’d be rolling your Conviction to meet or beat a target of 4. 
  
-  * **If you succeed,** you may clear out your hunger stress track. +===== Worldwalker ===== 
-  * **If you fail,** you take hunger stress ​as though you’d suffered an attack. If you have physical or mental consequence slots open, you may use them to buy off the stress as per the normal rules (page 203). If you cannot or do not wish to spare consequencesthen you must lose access ​to a number of your powers, up to a refresh cost equal to the amount of stress taken. These options can be combined however you choose.+You have a natural ability to cross into and out of the Nevernever by opening a gatewayOthers in close proximity to you may pass through this opening ​as well—and things within the Nevernever ​may use it to get out. You're also adept at finding places where the barrier between this world and the Nevernever is weak and permeablebypassing the need to open rift yourself.
  
-**If you have no powers left to lose** and are taken out by a feeding failureyou are actually taken out (resulting ​in complete incapacitation,​ extreme emaciation, and other nasty fates).+**Notes:** This is another "​extrapolated"​ abilitynot documented ​in Harry’s casefilesbut pretty well supported by theory. It’s already true that many supernatural creatures can cross over into the Nevernever in places that share an affinity with their kind (such as the White Court ability to step into and out of the Nevernever at strip clubs and brothels), so it seems reasonable that someone with a little bit of latent magic ability would be able to manifest a similar kind of affinity.
  
-Highly stressful or emotional situations can still trigger your need to feed, even if youve already ​lost some or all of your abilities. In such situations (often as the result of a compel), ​the strength of the attack is equal to half of the refresh value of your affected abilities, rounded up.+It's also worth observing that spellcasters usually neednt worry about this ability—their spellcraft abilities ​already ​provide ​the ability to detect and open rifts between ​the mortal realm and the Nevernever.
  
-**Failure Recovery.** You can recover your lost abilities at the rate of up to one point per scene so long as you opt out of the scene, essentially because you are spending it feeding. You can regain all of your lost abilities in one scene if you feed so forcefully as to kill a victim outright. In either case, your hunger stress clears out completely, and any consequences that resulted from feeding failure vanish regardless of the usual recovery time.+**Rift Sense.** You’re able to sense places where the fabric ​of reality is weak, allowing easy passage into or out of the Nevernever. You may use Investigation or Lore to find such places.
  
 +**Rift Maker.** You are able to tear a temporary hole between this world and the next, allowing people and things to pass into or out of the Nevernever for a few seconds (it takes a true spellcaster to hold a rift open for longer). You may only do this once per scene (or per hour, if more appropriate). Some supernatural power-players will get a bit agitated or excited about this, however, since this inevitably weakens the fabric between the Nevernever and our own world in a given location.
  
- +**Strange Worlds.** By dint of using this ability and noty’knowdying or getting enslaved in Faerie or the like, you've had enough exposure ​to the Nevernever ​to have a degree ​of familiarity with it. All Lore and Survival checks regarding ​the geography ​of the Nevernever and other trivia involving it are made at +2, and you may use Lore instead ​of Survival while there.
-===== Tattoos of St. Giles ===== +
-You've enlisted or allied with the Fellowship of St. Giles (OW89) to keep your Red Court vampirism in check. They'​ve covered you in normally invisible tattoos that carry a magic potency, enabling you to better fight off the dark urges rising within you—and letting others know when you’re in jeopardy of giving in to your hunger. +
- +
-**Musts:** The tattoos are only available to someone infected, but not yet turned, by Red Court vampirism. You lose this ability ​immediately if you ever turn and become a full Red Court vampire. +
- +
-**A Warning to Others.** Whenever you take hunger stressyour tattoos become visibledarkening into a black inkthen turning red when you’re at high risk of taking consequences;​ this gives others a bonus to any perception checks ​to realize your situation. The bonus is equal to the amount ​of hunger stress you take from the attack (see above). +
- +
-**Biofeedback.** The tattoos give you a boost when exercising your self-control. Whenever your tattoos are visible, you gain +1 to your Discipline when using it defensively. +
- +
-**Deeper Reserves.** You can run longer ​and harder before really losing it. Add two boxes to the length of your hunger stress track. +
- +
-**Supernatural Player.** The tattoos mark you as a member ​of the Fellowship when those "in the know" see them on you. If your tattoos ​are showing, gain a +1 to your Provoke when dealing with such individuals. +
- +
-**Fellowship Training.** The tattoos come with the Fellowship’s training program. Gain +1 to Lore when using it to identify supernatural threats. Increase this bonus to +2 when using Lore to identify signs of the Red Court at work.+