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[ Vampirism ] The Rune of Vampirism does not make you into a bloodsucking vampire, so get that out of your head. It does, however, make it so that you can suck the life, or energy, out of another being. The Rune of Vampirism is represented by a thin line stretched between the figures of two people, small sphere's travel along the line from one figure to another. Most people look down on sucking energy out of beings, so be careful when you try this. See the Spirit Absorb Rune for draining spirits. An individual who is completely drained of power by this goes into a coma until they get their energy back in full, but they do not die. Most Dreadnought's repay the individual in some way after they have done this to them. Of course, if the person was evil, the repayment may be instant death.br> Level 1: The Dreadnought may drain up to 5 energy points from an individual, per round; this requires contact with the person , and is typically rather painful. 5 energy points = 1 gnosis, or 1 rage, 1 willpower from humans, 1 quintessence, 1 Bp, 1 corpus, or 1 glamour point. It may also equal one first level spell, or 5 PSP’s. Level 2: Dreadnought may drain up to 10 energy points from an individual, per round. Level 3: The Dreadnought may drain up to 20 energy points from an individual, per round, no physical contact required. Level 4: The Dreadnought may drain up to 40 energy points from an individual, per round, no physical contact required. Level 5: The Dreadnought may drain up to 60 energy points from an individual, per round, no physical contact required. [ Mimic ] The Mimic Rune is used by Dreadnoughts after they have drained some of someone's energy. The Dreadnought may use the person's energy to duplicate any power they see them using. If this is done on several occasions the Dreadnought may learn the ability for them self, and no longer requires the person's energy to do it. The Mimic Rune is represented by a carbon copy twin of an individual repeating every motion the figure does. And yes, a Dreadnought with the Mimic rune may have a celerity rating, a potence rating, or some gifts or arcanoi. They may even learn to shapeshift without the shapeshifting rune. You never know. For the Mimic Rune to work, the Dreadnought must have recently acquired energy from their target, the kind the target used to activate the power in question, and must still have that energy in its raw form. To learn powers permanently, the Dreadnought must witness them being used at least once (depending on the level of the Mimic Rune), and must have adequate energy from the target to use the power at least two or three times by themselves. Finally, it only counts as a viewing if the Dreadnought is energy scanning the target at the time they use the power. If all of these conditions are not met, the Dreadnought cannot learn the new ability. Level 1: The Dreadnought must witness the power being used at least five times, on separate days, and must practice it, and get it right, at least five times between each subsequent viewing of the power. Level 2: The Dreadnought must witness the power being used at least four times, on separate days, and must practice it, and get it right, at least five times between each subsequent viewing of the power. Level 3: The Dreadnought must witness the power being used at least three times, on separate days, and must practice it, and get it right, at least five times between each subsequent viewing of the power. Level 4: The Dreadnought must witness the power being used at least two times, on separate days, and must practice it, and get it right, at least five times between each subsequent viewing of the power. Level 5: The Dreadnought must witness the power being used at least one time, and must practice it, and get it right, at least five times before it can be learned. [ Power Absorb ] The Power Absorb Rune is used a lot like the Rune of Vampirism, in that it is used to suck the energy out of a person. There is a catch though. With every few energy points sucked out of an individual, there is the chance that you will gain access to some of their powers or abilities. The chance of this goes up depending on how much energy is siphoned from the individual. This is achieved in a rather peculiar way, when the energy is being sucked out of an individual, it comes from all parts of them at once. The parts from the mind may contain information, in the form of some of the abilities they have. But, for the Dreadnought to get these powers, they must have prior knowledge of them. Second hand knowledge is not good enough, it must be firsthand knowledge, witnessed by the Dreadnought them self. The Power absorb rune is represented by a figure of a person's upper body, relaxed, with the figure of the Dreadnought standing above, and behind them, with their hands on the individuals head. This rune uses two methods of determining your chances of gaining a new ability or power. First, it specifies how focused your energy draining attempts can be. Second, it lowers the difficulty of sorting out a single power or ability from the rest of what you get. To get a power or an ability, the Dreadnought must roll perception + enigmas at a base difficulty of 9. To use the powers or abilities you do manage to accumulate, the Dreadnought must spend a certain amount of experience points training to use that ability. The amount depends on how powerful the ability is. NonDreadnought powers are typically based on what rune they most closely match. Level 1: Draining from the whole body. May attempt to sort out a power or ability after 5 rounds of absorbing energy at the maximum rate. Level 2: Draining from the upper body. -1 difficulty to roll, may attempt to sort out a power or ability after 4 rounds of absorbing energy at the maximum rate. Level 3: Draining from the shoulders up. -1 difficulty to roll, may attempt to sort out a power or ability after 3 rounds of absorbing energy at the maximum rate. Level 4: Draining from the head. May attempt to sort out a power or ability after 2 rounds of absorbing energy at the maximum rate. Level 5: Draining from a specific part of the brain. -1 difficulty to roll. May attempt to sort out a power or ability after one round of absorbing energy at the maximum rate. [ Assassin ] The Assassins rune has a few special abilities which make it one of the most deadly runes around. At lower levels it accentuates your normal energy scans by turning them into full on interrogative once overs. This can be passive, or overt, depending on how sensitive your target is. This interrogative energy scan will point out weaknesses, show you where their powers are most concentrated, and let you know if they’re hiding something.. The amount of knowledge you gain depends on level, and on your perception. Secondly, it allows you to boost the powers of the previous runes, making them deadlier, more powerful, and less traceable. This is mainly based on the Runes level. Last, it allows you to kill your target by draining their energy, making it the perfect weapon. The Assassin Rune is represented by a dagger that continuously drips with blood red energy. Caution, some beings may know when you are scanning them, or feeding from them, and if that happens, you may be in deep trouble. Level 1: Gives general weaknesses for the race as a whole, shows what types of energy the person uses most, and how powerful they are in general. Increases Vampirism rune to 100 ep’s a round, or 50 from an object. Level 2: Gives more specific weaknesses about the target, also gives information on past injuries. Power Absorb may give you access to two powers or abilities instead of just one. Level 3: Gives the ability to absorb the soul along with the energy, killing the victim. The basic way this works is that you absorb the energy, then the willpower, then their mental and physical stats, then their character levels, and, finally, their health levels. Once the health levels are gone, the person is dead, completely, with no resurrection possible. See below for more information on this. Level 4: Gives the user the ability to suck out someone’s energy anonymously. Siphoning the energy into a pocket dimension or an item instead of into their body. this makes it so that the target doesn’t know who’s attacking them. Level 5: Gives the user the ability to skip straight to any single step in the soul draining process, but this means that they forfeit the extra bonuses gained from going all the way. [ Absorbing the Soul ] To absorb someone’s soul/spirit/animating whatever, takes time, and concentration. The basic steps are given above, but will be repeated for convenience. Step number one, absorb all of their energy. This may be easy, it may be hard, but it’s a hell of a lot easier to get down to business if they can’t really defend their self. Energy points can be made permanent if two requirements are met. First, the Dreadnought must have full energy, and must not be spending it for anything. Second, the Dreadnought must have absorbed more energy points than they were capable of holding, which requires spending a willpower point. If both of those requirements are met, the Dreadnought may focus one hundred extra energy points into one permanent one by spending a willpower point. All one hundred energy points are burned off when this is done, so they cannot be used multiple times. Extra energy points bleed off at a rate of roughly 10 per round, if not spent. Step number two, absorb all of their Willpower. This is a bit more difficult, as most beings will fight you for this. Absorbing willpower requires an opposed roll of your willpower versus theirs. Every success they get on their roll blocks one of your successes. Every success you get steals one of their willpower points. If you completely fail a roll, you may not try to steal their willpower for at least another 24 hours. If you botch, that person is immune to your stealing attempts. If they fail the roll, nothing happens, but if they botch the roll, they lose all of their willpower points to you, assuming you don’t fail or botch. Willpower max’s out at ten for Dreadnoughts. Willpower absorbing rules are listed under Metawill. Step number three, absorb all of their mental and physical stats. Points can be drained at a rate of one per round. Absorbing stat points is a sign that you are starting to suck out the soul, and the resulting weakness that comes from it. Once you are to this point, the being can not resist your attacks. Physical and mental stat points can be added to your own, if you follow two steps. First, all extra points are added as shadow points. They’re not really there until you spend enough experience points to get them as permanent points. Shadow points only require half the normal experience to boost a stat. Second, you can get one shadow point per 20 normal points you absorb. They do not have to correspond to the exact stat, but they must at least be from the same group. Physical to physical, mental to mental. Step number four, absorb their character levels. This is pretty straightforward. Absorbing the character levels allows you to absorb the part of the soul that holds their experience. Character levels are absorbed at a rate of one per round, and can be kept as shadow levels at the basic ratio of 2 to 1. In other words, for every 5 levels you drain out of someone, you gain one shadow level. Shadow levels allow you to boost stats, and use attacks and energy as if you were a higher level than you actually are. See step five for the rest of the information. Step number five, absorb their health levels. Once again, this is pretty easy, as long as there isn’t anyone around to stop you. Health levels can be drained at a rate of one per round, and are used to basically denote how much life they had. Once the Health levels are drained, the Dreadnought may get one or two extra things. First, they may get extra actual levels. This only happens when the target had already mastered the current runes you were working on for the level, or when you have already past 20th level, and are not currently working on a set of runes. If the first is the case, then you may gain at least one level, and maybe more depending on who many runes you had in common, and what level you are. If the latter is the case, then you may tack on as many levels to your total as possible, using rune series that they had mastered, but that you did not possess before. Both of these are limited by one thing. How many permanent willpower points you’re willing to spend. You cannot go below one, so most Dreadnoughts are limited to somewhere between five and nine levels. Metawill can be sacrificed at a rate of one point for 10 willpower points. Second, you get control of all of their stuff. Including, but not limited to, minions, weapons, armor, home, objects, and money. It does not include children, or other family members. |
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