| New disciplines | |
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| Tweet Topic Started: Nov 27 2015, 01:38 AM (182 Views) | |
| Quima | Nov 27 2015, 01:38 AM Post #1 |
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Berserker: 1 Point: Trained arm: The sturlung spends one blood point to increase one of his physical attributes or abilities by 2 for a single action. 2 Points: Viking feats: Potence gives vampires extra strength, but speed, nimbleness and dexterity are granted by Viking feats such as the sagas themselves tell of: "Skarphedinn takes a spring into the air, and leaps over the stream between the icebanks, and does not check his course, but rushes still onwards with a slide. The sheet of ice was very slippery, and so he went as fast as a bird flies. Thrain was just about to put his helm on his head; and now Skarphedinn bore down on them, and hews at Thrain with his axe, 'the ogress of war,' and smote him on the head, and clove him down to the teeth, so that his jaw-teeth fell out on the ice. This feat was done with such a quick sleight that no one could get a blow at him; he glided away from them at once at full speed. Tjorvi, indeed, threw his shield before him on the ice, but he leapt over it, and still kept his feet, and slid quite to the end of the sheet of ice." The sturlungs revere the old sagas and consider their heroes their own ancestors, aspiring to live up to their names. At the expenditure of one blood point this discipline allows them to do just that. increasing their physical prowess by 2 for each attribute and ability for a short period only (a single feat like the one described). 3 Points: No fear: The sturlung spends one blood-point and rolls willpower. Preparing himself for battle, the sturlung fears nothing and shows no empathy for the remainder of the scene plus turns equal to his successes. Rötschreck no longer affects him nor does any horror he might witness or even pleas for mercy. Once the effects subside however, willpower rolls may be needed for the lingering memory (storyteller's discretion) 4 Points: Rage: The sturlung spends two blood points to activate this power, putting him in a fierce state. During this state, no wounds suffered slow the sturlung down nor kill him (until at -4 health levels). On top of this the sturlung's strength and dexterity are doubled while the power is active but willpower and empathy are halved. 5 Points: Einher: The einherjar of Valhalla don't die and the sturlungs have access to their power. The sturlungs can die however, but with this ability they are much harder to kill. Up to two levels of bashing damage from the same source can be ignored, should the sturlung take more bashing damage, simply subtract 2 from the number. Up to two points of lethal damage from the same source can be counted as bashing, the third would be the first lethal and the same goes for aggravated damage. Up to two points can be counted as lethal (and those two do not count as bashing that can be ignored). The power itself takes a small amount of preparation to activate and the spending of one blood point. Seid: 1 Points: Trance: The vulva spends a blood point and rolls perception + alertness and enters a trance during which she can and decipher omens and portents. During the trance however, no other action may be taken and the vulva can not react to interruptions around her without a successful wp roll (diff. 8). The trance lasts for as long as the vulva chooses plus rounds equal to her successes. 2 Points: Sight: Same as Trance, except the vulva is not in a trance and can act freely. 3 Points: Spirit speak: The vulva spends a blood point and rolls perception + empathy and enters a trance during which she can communicate with the long lost ancestors and gods, becoming a translator for their will and commands. The trance however works the same way as during Trance 4 Points: Oracle sight: The vulva spends a blood point and rolls perception + empathy and enters a trance. This trance works in much the same way as Spirit Speak but the vulva can also see flashes of images from both past, present and future. 5 Points: Never walk alone: The vulva's ultimate ability. The vulva spends two blood points and rolls perception + empathy. She then has the abilities of both Spirit speak and Oracle sight without being bound to a trance. She can act freely, but any major interruption requires a willpower roll (diff. 8) to keep up the ability. Edited by Quima, Nov 30 2015, 06:16 PM.
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12:54 AM Jul 11