Post by james on Aug 2, 2007 9:20:01 GMT
(nb: Details on some races still to follow. Some rules such as combat rules are still being finalised, so merits/edges/advantages which refer to these are almost certainly subject to change)
COMMON RACES
Below are details of the common races of Kin in Twilight.
Each section provides information on:-
1) Racial Advantages - These attributes are present in every member of the race. (i.e All Spirits can become Corporeal, Were-Kins can change into their Beast-form).
These may be Edges which the character gains automatically at Level 1.
2) Racial Disadvantage – These are the disadvantages that each race suffers (ie. Were-Kins are prone to Frenzy and Spirits can be controlled with Necromancy)
3) Racial Edges – These are the Basic Edges that are available to this race.
There are other Intermediate and Advanced Edges that the character will have access to as they develop however these have “pre-requesites” from the Basic or even Intermediate Edges. These higher edges will be “unlocked” and available for purchase once the character has acquired all the pre-requisites for that Edge.
Characters may purchase an Edge more than once which represents an increased mastery in that Edge
4) Phys Rep requirements - Any phys rep requirements are listed
These common races are included in these rules though in principle the organizers are happy to receive concepts of any other Kin that seems viable in terms of rules and phys-repping.
The character must contribute to the game world as a whole rather than just being some unusual oddity or quirk which will give the player a specific advantage. Where the character is just a variant on an existing race then the standard race rules will be used, i.e. should someone wish to play a Djinn, the rules for a Celestial could easily be applied.
Brand new Kin types are expected to be presented with a well thought out race background. A character submission which has insufficient thought behind it will not be accepted.
New Kin types will be discussed with the player to ensure that the stats and powers of the character are balanced and will not upset the game balance
THE ENLIGHTENED
Description:
Humans who are aware of the Twilight world. They gain no edges but often make up for this through studying magical arts, necromancy and or devoting themselves to a faith in a higher power which grants them supernatural abilities.
Of all groups they are most likely to be in touch with the mortal world. They are human in all ways but have access to special abilities
The Enlightened all possess magical powers in one form or another. Some consider themselves to be magical beings, some consider themselves to be a channel for the magic which surrounds us, some are men (or women) of faith who believe that their powers come from their chosen deity. In the end the effect is still the same
Racial Advantages:
• In-touch: The human world is more open to you, as such you can purchase Mortal Influence at half the cost both at character generation and with Experience Points
• Human Physiology: Being natural creatures though, they can benefit from normal medical attention. If injured they can be attended to by other characters with medical experience, or the emergency services can be called
Racial Disadvantage:
• Mortal: The Enlightened are human so do not have many of the regenerative or protective powers of the supernatural’s. They can never possess natural Essence, so must rely on spells or magical items to ensure their survival. They are also vulnerable to disease, poisons and old age
Racial Edges:
• Basic Innate Magic (Gives the character 2 spell slots)
• Basic Rituals (can cast 1st level rituals)
Phys rep requirements:
None
VAMPIRES
Description:
The most common and well loved myth has it’s basis in truth. Vampires are immortal, fixed at the age they were when they died. As undead they enjoy resistance to many things which would bother mortals, such as disease and poisons, and gain access to several supernatural powers. They do however have several flaws, not least is their constant hunger and need for blood in order to survive.
A new vampire is created by drawing all the blood of the victim and then feeding them vampiric blood. Vampire culture is quite hierarchical with respect and obedience being granted to the Elders, and it is necessary to gain their permission before creating a new vampire.
Racial Advantages:
• Undead – Vampires are dead and have lost their mortal physiology. They do not suffer from mortal diseases, nor are they affected by mortal poisons. They will never age and cannot die of “natural causes”
• Heal – Vampires cannot heal naturally. The character automatically gains one Level of the Heal edge
Racial Disadvantage:
• Undead: As vampires are dead they can gain no benefit from the Medicine Skill or any other kind of medical attention
• Sunlight – Whilst Vampires can go out during the day, they are weakened. During the day a Vampire’s Essence Points are halved.
• Vulnerability: Fire - Vampires will take double damage from Fire attacks Might need to change this
• Vulnerability: Faith – Vampires have never been able to shrug off the old legends and will take double damage from Holy attacks Might need to change this
Basic Racial Edges:
• Hypnotic Gaze – The character can gain eye contact with someone and call “Hypnotic Gaze” and the level of the Edge. The target will be paralysed whilst eye contact is held. Must beat the targets Willpower to take effect
• Charm – The character can call “Charm” and the level of the Edge to a single target. For the next hour the target will act in a friendly manner to the character. The target might agree to simple, non-dangerous requests, but will not initiate combat. If attacked the Charm is broken immediately. Must beat the targets Willpower to take effect
• Snarl – The character can momentarily make their face more animalistic and bestial, and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not prevent them from attacking the character. Must beat the targets Willpower to take effect.
• Heal – The character can heal 1 Hit Point to themselves per level of Edge
• Strength – The character can temporarily boost their physical strength. The characters PHYS is increased by 1 point per level of the Edge. This does not give the character any additional benefit in combat or any additional Hit Points
Phys rep requirements:
None. Vampires look human in all aspects
WERE-KIN
Description:
Were-Kin are beings which can change between human form and that of another animal, commonly a large predator. Werewolves are the most common example of a Were-Kin. They are also viewed as one of the “immortals” though like vampires there are ways to kill them. They age though much more slowly than any human once their powers have developed. They are born to Were-Kin parents in the same way as a human baby is, and develop their powers during their teenage years.
They have several Edges based around their feral and animalist natures, but of these the most terrifying is their Beast form. This power, unique to Were-Kin, allows them to take the form of an animal, commonly a wolf, large cat or bear. In this form they become a powerful destructive force in close combat.
Racial Advantages:
Beast form –. The character automatically has the Beast Form Edge at Level 1
Resilience – The character automatically has the Resilience Edge at Level 1. The character can prevent damage from occurring as soon as it happens. The character gains a number of Armour points equal to the Edge level for the next 15 minutes
Racial Disadvantage:
Frenzy – Any Were-Kin who is wounded whilst using their Beast Form Edge may enter a Frenzy in the heat of the battle. They quite simply lose control, and launch themselves at any available target irrespective of whether its friend or foe. The character will Frenzy when they have received a number of blows (whether they cause damage or not) equal to their Edge Level. (i.e. a character with the Level 1 Edge will frenzy if they are hit at all in combat)
Whilst in a Frenzy, the character can ignore all pain and injury, and any mind affecting Edges. However they are unable to use any other Edges themselves. They will simply rush forwards and attack the nearest person with claws. Once they is dead or unconscious then the character will attack the next nearest person to them, irrespective of whether this is a friend or foe
Vulnerability: Silver – All Were-Kin are vulnerable to Silver and will take double damage from an attack with this call
Basic Racial Edges:
Animal Control – The character has the ability to understand any bird or mammal (not insects) and may can issue commands even if they are untrained.
Strength – The character can temporarily boost their physical strength. The characters PHYS is increased by 1 point per level of the Edge. This does not give the character any additional benefit in combat or any additional Hit Points
Resilience – The character automatically has the Resilience Edge at Level 1. The character can prevent damage from occurring as soon as it happens. The character gains a number of Armour points equal to the Edge level for the next 15 minutes
Snarl – The character can momentarily make their face more animalistic and bestial, and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not prevent them from attacking the character. Must beat the targets Willpower to take effect.
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin. Characters with the Shielding Edge can ignore this call if their Shielding Edge level is equal to or greater than the Detect Kin Edge level
Beast Form – All Were-Kin have their Beast Form, which is the half man, half animal form which they can assume. Most Were-Kin are Werewolves and will gain the form of a large wolf-like man. Others may change into large cats or other large wild creatures. Whatever their beast form, the characters cannot gain or lose more than 50% of their natural body size (so no Were-Elephants, or Were-Budgies)
Whilst in Beast Form, the character gains an additional Hit Point and can deal an additional point of damage for each level of the Edge. May need to revise this depending upon Combat
Phys rep requirements:
The character should represent when they are in their Beast form by the donning of a mask, claws etc.
CELESTIALS
Description:
Celestials is the term applied to a creature such as an Angel or Demon. Celestials however are not the archetypal image of Angels or Demons. There are no wings, cloven feet or halos here, all Celestials appear to be human. All Celestials are essentially the same creature, no matter what their purpose, nor how they choose to deal with it.
Celestials are not born, they are brought into existence as the result of the power of intent. The Intent could be considered a prayer, where someone had requested assistance for one purpose or another and the “universe” has reacted by manifesting a Celestial to carry out that prayer. This is known as a “Purpose” which all Celestials have. This may be to protect a particular person, or to wipe out all traffic wardens, or even to act as a lover for an individual. The Purpose of the Celestial depends entirely on the request made but it is rare that the Celestial will know what their purpose is when summoned. When the time is right they will be called upon and will know that this is their purpose and calling.
Celestials have no knowledge of God, or any other divine force. They are as equally ignorant of any higher power as the rest of us. The Angels and Demons of religious and literary tradition are “fictional” as far as the Celestials are concerned. There is no Lucifer, and there is no Archangel Gabriel etc
Racial Advantages:
Immortal - Celestials are summoned by the power of intent and the power of universal justice. They have a part to play in fate and cannot be prevented from doing so until their destinies are fulfilled. If ever a Celestial is killed they will “resurrect” 3 days later in place that they were originally brought into existence. They will however suffer the permanent loss of 1 level of Physique, 1 Willpower and 1 Essence. If the Celestial does not have sufficient points to pay this penalty then they are lost forever. The Celestial will retain all of their other Skill, Edges and memories. It has been noted that a Celestial who fails to fulfil their purpose, or those who reject it lose this advantage
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin.
Racial Disadvantages:
Purpose: All Celestials are “summoned” into existence through the intent of another person. The Celestial will never know what their purpose is when they are called into existence, nor will they be aware of who summoned them. At some point in time their purpose will be revealed to them, and they will have to act accordingly. Celestials who fail in their purpose, or refuse to act upon it will suffer the penalty of the loss of their Immortal advantage.
Vulnerability : Rituals - Celestials are vulnerable to certain rituals which can bind and compel them to do the bidding of another. There are rituals specifically designed to summon and control Celestials
Basic Racial Edges:
Charm – The character can call “Charm” and the level of the Edge to a single target. For the next hour the target will act in a friendly manner to the character. The target might agree to simple, non-dangerous requests, but will not initiate combat. If attacked the Charm is broken immediately. Must beat the targets Willpower to take effect
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin.
Heal – The character can heal 1 Hit Point to themselves per level of Edge
Glimpse of Power – The character can momentarily give their target a glimpse of their true nature and power , and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not necessarily prevent them from attacking the character. Must beat the targets Willpower to take effect.
Transfer Essence – The character can touch another character and transfer a number of their own Essence Points up to the level of the Edge to their target. The cost for this Edge is 1 EP, but this is counted as one of the points transferred.
COMMON RACES
Below are details of the common races of Kin in Twilight.
Each section provides information on:-
1) Racial Advantages - These attributes are present in every member of the race. (i.e All Spirits can become Corporeal, Were-Kins can change into their Beast-form).
These may be Edges which the character gains automatically at Level 1.
2) Racial Disadvantage – These are the disadvantages that each race suffers (ie. Were-Kins are prone to Frenzy and Spirits can be controlled with Necromancy)
3) Racial Edges – These are the Basic Edges that are available to this race.
There are other Intermediate and Advanced Edges that the character will have access to as they develop however these have “pre-requesites” from the Basic or even Intermediate Edges. These higher edges will be “unlocked” and available for purchase once the character has acquired all the pre-requisites for that Edge.
Characters may purchase an Edge more than once which represents an increased mastery in that Edge
4) Phys Rep requirements - Any phys rep requirements are listed
These common races are included in these rules though in principle the organizers are happy to receive concepts of any other Kin that seems viable in terms of rules and phys-repping.
The character must contribute to the game world as a whole rather than just being some unusual oddity or quirk which will give the player a specific advantage. Where the character is just a variant on an existing race then the standard race rules will be used, i.e. should someone wish to play a Djinn, the rules for a Celestial could easily be applied.
Brand new Kin types are expected to be presented with a well thought out race background. A character submission which has insufficient thought behind it will not be accepted.
New Kin types will be discussed with the player to ensure that the stats and powers of the character are balanced and will not upset the game balance
THE ENLIGHTENED
Description:
Humans who are aware of the Twilight world. They gain no edges but often make up for this through studying magical arts, necromancy and or devoting themselves to a faith in a higher power which grants them supernatural abilities.
Of all groups they are most likely to be in touch with the mortal world. They are human in all ways but have access to special abilities
The Enlightened all possess magical powers in one form or another. Some consider themselves to be magical beings, some consider themselves to be a channel for the magic which surrounds us, some are men (or women) of faith who believe that their powers come from their chosen deity. In the end the effect is still the same
Racial Advantages:
• In-touch: The human world is more open to you, as such you can purchase Mortal Influence at half the cost both at character generation and with Experience Points
• Human Physiology: Being natural creatures though, they can benefit from normal medical attention. If injured they can be attended to by other characters with medical experience, or the emergency services can be called
Racial Disadvantage:
• Mortal: The Enlightened are human so do not have many of the regenerative or protective powers of the supernatural’s. They can never possess natural Essence, so must rely on spells or magical items to ensure their survival. They are also vulnerable to disease, poisons and old age
Racial Edges:
• Basic Innate Magic (Gives the character 2 spell slots)
• Basic Rituals (can cast 1st level rituals)
Phys rep requirements:
None
VAMPIRES
Description:
The most common and well loved myth has it’s basis in truth. Vampires are immortal, fixed at the age they were when they died. As undead they enjoy resistance to many things which would bother mortals, such as disease and poisons, and gain access to several supernatural powers. They do however have several flaws, not least is their constant hunger and need for blood in order to survive.
A new vampire is created by drawing all the blood of the victim and then feeding them vampiric blood. Vampire culture is quite hierarchical with respect and obedience being granted to the Elders, and it is necessary to gain their permission before creating a new vampire.
Racial Advantages:
• Undead – Vampires are dead and have lost their mortal physiology. They do not suffer from mortal diseases, nor are they affected by mortal poisons. They will never age and cannot die of “natural causes”
• Heal – Vampires cannot heal naturally. The character automatically gains one Level of the Heal edge
Racial Disadvantage:
• Undead: As vampires are dead they can gain no benefit from the Medicine Skill or any other kind of medical attention
• Sunlight – Whilst Vampires can go out during the day, they are weakened. During the day a Vampire’s Essence Points are halved.
• Vulnerability: Fire - Vampires will take double damage from Fire attacks Might need to change this
• Vulnerability: Faith – Vampires have never been able to shrug off the old legends and will take double damage from Holy attacks Might need to change this
Basic Racial Edges:
• Hypnotic Gaze – The character can gain eye contact with someone and call “Hypnotic Gaze” and the level of the Edge. The target will be paralysed whilst eye contact is held. Must beat the targets Willpower to take effect
• Charm – The character can call “Charm” and the level of the Edge to a single target. For the next hour the target will act in a friendly manner to the character. The target might agree to simple, non-dangerous requests, but will not initiate combat. If attacked the Charm is broken immediately. Must beat the targets Willpower to take effect
• Snarl – The character can momentarily make their face more animalistic and bestial, and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not prevent them from attacking the character. Must beat the targets Willpower to take effect.
• Heal – The character can heal 1 Hit Point to themselves per level of Edge
• Strength – The character can temporarily boost their physical strength. The characters PHYS is increased by 1 point per level of the Edge. This does not give the character any additional benefit in combat or any additional Hit Points
Phys rep requirements:
None. Vampires look human in all aspects
WERE-KIN
Description:
Were-Kin are beings which can change between human form and that of another animal, commonly a large predator. Werewolves are the most common example of a Were-Kin. They are also viewed as one of the “immortals” though like vampires there are ways to kill them. They age though much more slowly than any human once their powers have developed. They are born to Were-Kin parents in the same way as a human baby is, and develop their powers during their teenage years.
They have several Edges based around their feral and animalist natures, but of these the most terrifying is their Beast form. This power, unique to Were-Kin, allows them to take the form of an animal, commonly a wolf, large cat or bear. In this form they become a powerful destructive force in close combat.
Racial Advantages:
Beast form –. The character automatically has the Beast Form Edge at Level 1
Resilience – The character automatically has the Resilience Edge at Level 1. The character can prevent damage from occurring as soon as it happens. The character gains a number of Armour points equal to the Edge level for the next 15 minutes
Racial Disadvantage:
Frenzy – Any Were-Kin who is wounded whilst using their Beast Form Edge may enter a Frenzy in the heat of the battle. They quite simply lose control, and launch themselves at any available target irrespective of whether its friend or foe. The character will Frenzy when they have received a number of blows (whether they cause damage or not) equal to their Edge Level. (i.e. a character with the Level 1 Edge will frenzy if they are hit at all in combat)
Whilst in a Frenzy, the character can ignore all pain and injury, and any mind affecting Edges. However they are unable to use any other Edges themselves. They will simply rush forwards and attack the nearest person with claws. Once they is dead or unconscious then the character will attack the next nearest person to them, irrespective of whether this is a friend or foe
Vulnerability: Silver – All Were-Kin are vulnerable to Silver and will take double damage from an attack with this call
Basic Racial Edges:
Animal Control – The character has the ability to understand any bird or mammal (not insects) and may can issue commands even if they are untrained.
Strength – The character can temporarily boost their physical strength. The characters PHYS is increased by 1 point per level of the Edge. This does not give the character any additional benefit in combat or any additional Hit Points
Resilience – The character automatically has the Resilience Edge at Level 1. The character can prevent damage from occurring as soon as it happens. The character gains a number of Armour points equal to the Edge level for the next 15 minutes
Snarl – The character can momentarily make their face more animalistic and bestial, and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not prevent them from attacking the character. Must beat the targets Willpower to take effect.
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin. Characters with the Shielding Edge can ignore this call if their Shielding Edge level is equal to or greater than the Detect Kin Edge level
Beast Form – All Were-Kin have their Beast Form, which is the half man, half animal form which they can assume. Most Were-Kin are Werewolves and will gain the form of a large wolf-like man. Others may change into large cats or other large wild creatures. Whatever their beast form, the characters cannot gain or lose more than 50% of their natural body size (so no Were-Elephants, or Were-Budgies)
Whilst in Beast Form, the character gains an additional Hit Point and can deal an additional point of damage for each level of the Edge. May need to revise this depending upon Combat
Phys rep requirements:
The character should represent when they are in their Beast form by the donning of a mask, claws etc.
CELESTIALS
Description:
Celestials is the term applied to a creature such as an Angel or Demon. Celestials however are not the archetypal image of Angels or Demons. There are no wings, cloven feet or halos here, all Celestials appear to be human. All Celestials are essentially the same creature, no matter what their purpose, nor how they choose to deal with it.
Celestials are not born, they are brought into existence as the result of the power of intent. The Intent could be considered a prayer, where someone had requested assistance for one purpose or another and the “universe” has reacted by manifesting a Celestial to carry out that prayer. This is known as a “Purpose” which all Celestials have. This may be to protect a particular person, or to wipe out all traffic wardens, or even to act as a lover for an individual. The Purpose of the Celestial depends entirely on the request made but it is rare that the Celestial will know what their purpose is when summoned. When the time is right they will be called upon and will know that this is their purpose and calling.
Celestials have no knowledge of God, or any other divine force. They are as equally ignorant of any higher power as the rest of us. The Angels and Demons of religious and literary tradition are “fictional” as far as the Celestials are concerned. There is no Lucifer, and there is no Archangel Gabriel etc
Racial Advantages:
Immortal - Celestials are summoned by the power of intent and the power of universal justice. They have a part to play in fate and cannot be prevented from doing so until their destinies are fulfilled. If ever a Celestial is killed they will “resurrect” 3 days later in place that they were originally brought into existence. They will however suffer the permanent loss of 1 level of Physique, 1 Willpower and 1 Essence. If the Celestial does not have sufficient points to pay this penalty then they are lost forever. The Celestial will retain all of their other Skill, Edges and memories. It has been noted that a Celestial who fails to fulfil their purpose, or those who reject it lose this advantage
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin.
Racial Disadvantages:
Purpose: All Celestials are “summoned” into existence through the intent of another person. The Celestial will never know what their purpose is when they are called into existence, nor will they be aware of who summoned them. At some point in time their purpose will be revealed to them, and they will have to act accordingly. Celestials who fail in their purpose, or refuse to act upon it will suffer the penalty of the loss of their Immortal advantage.
Vulnerability : Rituals - Celestials are vulnerable to certain rituals which can bind and compel them to do the bidding of another. There are rituals specifically designed to summon and control Celestials
Basic Racial Edges:
Charm – The character can call “Charm” and the level of the Edge to a single target. For the next hour the target will act in a friendly manner to the character. The target might agree to simple, non-dangerous requests, but will not initiate combat. If attacked the Charm is broken immediately. Must beat the targets Willpower to take effect
Detect Kin – The character has the ability to detect other Kin. The character can call “Detect Kin” and the level of the Edge, and all Kin within earshot must raise their hands or otherwise indicate that they are Kin.
Heal – The character can heal 1 Hit Point to themselves per level of Edge
Glimpse of Power – The character can momentarily give their target a glimpse of their true nature and power , and can call “Fear” and the level of the level of the Edge at a single target. If affected the target is fearful of the character and will not approach him voluntarily. If approached the target will try and back away if possible. This does not necessarily prevent them from attacking the character. Must beat the targets Willpower to take effect.
Transfer Essence – The character can touch another character and transfer a number of their own Essence Points up to the level of the Edge to their target. The cost for this Edge is 1 EP, but this is counted as one of the points transferred.