vamprie nation version 1.2

 

Vampire nations  version 1.2

In the shadows the humans don’t realize being watched another damn vampires just an urban legend but let’s behind the Shadows  that manipulating  history of the world  a handful of ancient vampires are sleeping waiting for the time to rise and reclaim the right to rule the world as humans go in your daily business that  not realizing they’re being watched  12  families of these Undead kind that rules  World Behind the Scenes and there is a new day Dawns other vampires change their claim for undead night next

war between the pack of the damned and vampire nation  agents battle going on since the time of Rome and the youngsters grow weary of the elders unable to step aside and let a new generation rule the vampire Nations they charge cities like New York City, London and Paris  nocturnal domination as they feed  off of humans to survive. some Joy of The Glitz and glamour of the Cities and other in the wilderness in the Solitude of the night . Other live in underground sewers to  survive on rats and other small Varmint.  where you think the urban legends are just myth than reality always been around you

The Vampire Nations

the origins  are not truly know . by the myths  of the world  says it be gone a time day of the midnight hours surviving on  human blood. some Origins point to  before Adam and Eve
Lilith  was Adam’s first wife but she was cast out of the garden for disobeying God’s orders to  a made a pact with Satan they come the first blood sucking  demon that craves on blood of humans odors . The Scottish feys  are the white women who prey on on travelers to suck the blood out . Other cultures have claimed they’ve been change by witches and Damned to eternal life.  Romanian culture it says body has not been properly buried and they might be they might rise 40 days after burial might become a vampire.  others have used magic the car since I’ve become vampires. that the true Origins is not known how they  became vampires.

vampire nation current issues
Stopping the pack of the damned from take over major city
Fear of human hunters
Fear of power struggle inside the vampire nation
Fear of the strigoi vampire would destroy the whole vampire society
Rise of dmphire the half vampire and half human is problem
In the pack the rumor of demonic  bonded vampire is take over the leadership in the major city

Vampire families

Tepes  family
they claim to be descendant of Vlad Tepes
they are the blue blood of the vampire nation
they manipulate politics , business , religion  and governments
for profits and power

Blood powers start off for path of undead dominate mind

Two other common blood power path



Gouler Family
they shun the city for more natural setting
they claim to have contact with werewolf
they are nomad , scholars , biker outlaws and idealistic rebel

Blood power start off path of animal summoning  and other common blood power path

Crowley family
They claim to have be former mages during life they became vampire when a magic ritual failed
they are the blood magic used
they have knowledge of the occult magic

Blood power start off path of blood magic and other common blood power path

ledora Family
they are the torment writer and actor in life
they manipulate the arts in Hollywood and new York city

Blood power start off with path of undead


Novil Family
they are the undead monster of  German folklore
they lurk under the city that reject them  feasting on the rats
taziana
the fleshcrafter vampire from turkey
Most of The Taziana are member of the Pack of the damned

Romia family
Gypsy  Romania vampire curse by Fey vampire
Illusion path curse the fairies  Independent family

Shadow bender
they have the secrets of being one with shadows
Ruling family of the pack of damned

Anianist family
necromancer vampire from rome
Independent family dealing with secrets of life and death

Senijui family
Asian Soul sucker vampire from China and Japan  independent family

Sons of Ra
vampire that corrupts the vampire’s unlife from north African
Independent family

midnight son
group of independent vampire that reject vampire nation and pack of damned
They see themselves protector the human race from the evil of the deep sleep vampire as the real evil of the vampire society
The outcast
Vampire there they master /mistress disowned them before they fully became a vampire in the standard of the family elders

Demonic vampire
the enemy of the all vampire nation and pack of damned , vampire trade soul for unnatural power for the goal of Demon master corruption the world as agent of damned to being willing pawns in Satan’s Army against God’s angels

rules of the hidden

rule one :don’t reveal one true natural
rule two : no killing of human ,unless in self defense but they can feed without totally drain of victims
rule three : each vampire must respect each other personal area
rule four : each vampire must get safe haven to other who being hunted by human hunters
rule five : vampire can’t creator another without permission of vampire regent


Forming  a cousin bloodline
member of the same vampire family who developed a new blood power or ritual that other family members learns
from .

Going beastal
When vampire lose control of themselves by losing three will contest, the vampire become a savage monster of uncontrolled means the only way to regain control is to make three successful will contest . If they fail to the test they become a npc

deep sleep
When vampire loses too many blood  . The vampire regeneration the body by enter a period of deep sleep
to wake up from sleep need to make a successful physique test if fail they remain in deep sleep and must make another physique test to avoid death . How many health regen is up to director judgment

Bonding to another
When drinking another vampire they need to make three will test to void being to bonded another vampire , if vampire fail three will contest they became bond to the other vampire and must obey them until the bond is broken
The true origin of the vampire  is still unknown
Some culture say they came vampire from witches. Curse , other say a blood sucking demon became the first vampire.
Other culture say malevolent spirit inhabitants the body of the dead
Common themes among all vampire  need blood or soul to maintain life and
Avoid sunlight and religious symbol
Other weakness
Some can’t cross running water
Stake to the heart
Can’t enter a home without being invited in
Other vampire can’t drink human blood  so they drink animal blood
Few vampire suck soul energy
Who rule  the vampire society

Leader of the city is regent
Job of the regent is to enforce the laws of vampire nation
This counsel is made up elder of  the five family
Each of five family  vote to send a represented to the regent counsel
Each elder appoints another member of the family became enforcer
The enforcer is to investigate any violation of vampire society law
To bring to the council of elder for trail
The regent may cast judgement on the guilty party
Or may request a judge to hear the case by sending a letter to the grand regent council
Grand regent duty to maintain order over a nation or large region
The lord and ladies council are Grand elder been unliving over 500 to 1,000 year
The council help a Grand Regent effect a nation or large region
The pairthary / maritary is the title for who is the rule of the total vampire nation
Grand lord and ladies council help the vampire ruler to enforce the vampire society for whole world
Judge general is the head of all judge in the world

Formation of the vampire nation
After mass attack from vampires Hunter left the elder of great vampire family
Decimated and retreating to the safe in castles in lower Germany at Winneburg castle lower levels
until 1932 at the Nazi gain power and the vampire nation headquarter was move Scotland
With leader of 5 major vampires family drift the treaty of alliance
In 1266
The treaty set up in governing law for all vampires to follow
Every ten years a grand enclave is called for election for
Vampire nation leadership to serve one ten year term
Other families declared themselves independent and respect the rules of the treaty out of safety
With Pack of damned openly challenging the vampire nation treaty laws. the independent families help the enforce the vampire laws among themselves
The Pack of the damned
younger vampire who defile the rules of vampire society and the elder who rule the night , they believe that they are
the alpha predator , they no longer believe in the might of the vampire families and remove themselves from vampire politics
the rule of the pack
We are superior to human
We don’t hide our damned nature
We embrace our passion
We drink the elder dry
The city is our hunting ground
We have no family
the Pack is our family
the rule of pack Mother / Father is our law
To come leader you must kill the pack Mother / Father
We embrace who we want without question or approval
leader of the pack
Pack Mother / father is leader of the local area
4-6 member make up a pack
if city have more then 4-6 pack in one city a pack master/ Mistress is elected by vote or combat
A leader of region is called Judge and have hunter to investigate any of breaking law
( like dealing with demonic vampires or a spy for Vampire nation )
Summoning hunter is major undertaking they are judge , Jury and executioner
The Worldwide leader of the Pack of the Damned is called Master / Mistress
Council of Damned are advisory to the leader of the damned have 13 elector positions by vote or combat
character creating
each vampire must have one weakness as part of starting concepts
starting vampire have a blood track of 4
have only three vampire power stunts free that will cost blood track
and two other stunts free but they still cost a fate point to you
at Milestones the character may buy  another vampire power and +1 blood track or both
some vampire power can only be brought at milestones to reflect gaining knowledge of vampire lores
Vampire nation milestones
On the normal benefit of the milestones give a character in fate rpg
each major milestones for vampire character gain additional blood power and blood tracks .
Milestone 1
Your character gain another basic blood power and additional blood track
Milestone 2
Your character gains one advanced blood power or 2 basic blood power
Milestone 3
Your character gain another advanced blood power and 1 additional blood track
Milestone 4
Your character gain one master blood power or two advanced blood power
Milestone 5
Your character gains  one master blood power and additional blood track
Milestone 6
Your character gain any blood power
And one blood track
Milestone 7 and beyond
Your character gain another blood track and one additional blood power at any level
limits of vampire power are 12
basic blood power cost 2 blood track to empower
advance blood power cost 4 blood track to empower
master blood power cost 6 blood track to empower

Vampire ncp by ages

Newborn (0-99 year) start with 3 basic blood powers and 4 blood tracks

Younglings (100-200) Start with 3 basic and 2 advance blood power , 6 blood tracks

Association (201-500 ) start with 3 basic and 3 advance blood power , 8 blood tracks

Elder (501-1000) start with 3 basic and 3 advance and 1 master blood power , 10 blood tracks

Grand elder (1001-2000) start with 3 basic and 3 advance and 2 master blood power , 12 blood tracks

Great elder (2001-3000) start with 3 basic a, 3 advance and 3 master blood blood power ,14

Master (3001-5000) start with 4 basic, 4 advance and 3 master blood power , 16 blood tracks

Ancient (5001-?) have 4 basic, 4 advance and 4 master blood power , 18 blood tracks

Founder (10,000 +) up to 15 in any blood power and 20 blood tracks

God like vampire Run away quick (story device )



blood power paths
Path of animal summoning
Basic path
Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet

Beckoning: Summon animals of a particular type to you

Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from Going beastals .
Quell the Beast: Cow a mortal into a state of fear or apathy

Subsume the Spirit: Possess the body of an animal
Advanced path
Drawing Out the Beast: When about to frenzy send your Beast into
Animal Succulence: Gain more blood track from animal blood
Deep Song: Influence the emotional state of listeners with a song
Eye of the Szlachta: Possess the body of a ghoul
Gap of Ages: As Feral Whispers, except give commands to an animal and all of its descendents
Master path
Pact with Animals: Gain beastial apsect from the blood of an animal
Quell the Herd: As Quell the Beast but on groups of mortals or animals
Sense the Savage Way: Share the senses of an animal
Shared Soul: Meld minds with an animal and probe their memories
Shepherd’s Innocence: Gain the trust and attention of all animals
Song in the Dark: Summon huge worms from the deep earth to shift the earth, creating caverns or earthquakes
Species Speech: As Feral Whispers, except speak with all animals of a species present
Tainted Oasis: Taint a land so that animals that feed from it become stronger and loyal
Tier of Souls: Gain memories or powers from the blood you drink

Conquer the Beast: Enter and leave your frenzy at will
Master’s Voice: As Species Speech, except speak to all animals regardless of species
Send the Eighth Plague: Summon beasts to devastate the harvests of a land
Stampede: Induce animalistic panic in a group of mortals
Twist the Feral Will: Force an animal to obey you without speaking or remaining near it
Beast Shard: Split up your Beast and instill shards in others, making them more prone to frenzy and making they more susceptible to your blood power

blood Fury: Your blood causes frenzy in any who taste it and must fight off your Beast
Mass Summons: Summon all animals within miles of you
Taunt the Caged Beast: Cause other vampires to frenzy
Twin Spirits: Possess an animal’s body without losing control of your own
Unchain the Ferocious Beast: Cause a target’s Beast to tear at them from within

Eyes of the Forest: Make everyone in a city work towards making it your ideal city
Flesh Bond: Physically meld with one or more animals
Free the Beast Within: Enter a controlled frenzy and gain several powers from the Beast
Unchain the Beast: Cause a target’s Beast to tear at them from within

Army of Beasts: Control all animals within a mile
Path of vampire blood magic
Alchemy
Simple changes to an object’s form (2 blood track and lore skill)
Complex changes to an object’s form ( 2 blood track and lore skill)
Complicated changes to an object’s form ( 4 blood track and lore skill)
Small changes in atomic number (4 blood track and lore skill)
Major changes in atomic number (6 blood track and lore skill)
Bio blood magic
Bio blood Forensics: Gain information from a tissue sample (2 blood track and lore skill)
Bio blood Surgery : Convert a level of damage to a lesser form (2 blood track and lore skill)
Animal Experimentation : Can alter life forms less complex than a human (4 blood track and lore skill)
Lesser Animation : Animate dead plants or small animals that will follow instructions  (4 blood track and lore skill)
Bio blood healing Surgery : Repair damage to all sorts of creatures, including supernatural ones ( 4 blood track and lore)
Greater Animation : As Lesser Animation, except works on large animals and humans (6 blood track and lore skill)
Human Experimentation : As Animal Experimentation, except works on humans (6 blood track and lore skill)
Cognizant Construction : Grant an animated creature rudimentary intelligence (6 blood track and lore skill)
Supernatural Experimentation : As Human Experimentation, except works on supernatural creatures as well ( 6 blood track and lore skill)
Elemental Mastery
Elemental Strength: Draw greater strength and resilience from the earth.(2 blood track and lore skill)
Wooden Tongues: Speak with the spirit of an inanimate object. (2 blood track and lore skill)
Animate the Unmoving: Cause an object to move within the limits of its form ( 4 blood track and lore skill)
Elemental Form: The caster transforms into an inanimate object. ( 4 blood track and lore skill)
Summon Elemental: Conjure and possibly command a spirit of one of the classical elements.( 6 blood track and lore skill)
The Faux Path
Hello, Goodbye: Temporarily cause listeners to believe a true statement to be false (2 blood track and lore skill)
Blood power Identification: Recognize what blood power are or have been used ( 2 blood track and lore skill)
Blood power Nomenclature: Identify what Thaumaturgy powers and rituals are being used ( 4 blood track and lore skill)
Ritual Madness: Give a target the sensation of a particular blood magic power or ritual without actually inducing the effect ( 6 blood track lore skill)
Sanguinary Affection: Produce an illusion that gives the effect of a particular blood power ( 6 blood track lore skill)
Path of dream
Cause Sleep: Force a single target to become drowsy or sleep,.(2 blood track and lore skill)
Mass Slumber: Affect multiple targets with Cause Sleep against a will skill (2 blood track and lore skill)
Enchanted Slumber: Force a target to sleep until a trigger event. . Multiple successes extend sleep up to a year. (4 blood track and lore skill)
Dreamscape: The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.(4 blood track and lore skill)
Master of Dreams: The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. If the target is a vampire. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real. (6 blood track and lore skill)
Path of the midnight garden
Grants control over and communion with plants.
Herbal Wisdom : Communicate with the spirit of a plant.(2 blood track and lore skill)
Speed the Seed’s Passing: Cause a plant to quickly grow or decay.(2 blood track and lore skill)
Dance of Vines: Animate vegetation to fight or perform tasks.( 4 blood track and lore skill)
Verdant Haven: Create a physical and mystical shelter of branches, leaves and vines.( 4 blood track and lore skill)
Awaken the Forest Giants: Briefly animate an entire tree.( 6 blood track lore skill)

Hands of Destruction

Decay: Cause an inanimate object to age years in seconds.(2 blood track and lore skill)
Gnarl Wood: Ruin an object of wood with a look.(2 blood track and lore skill)
Acidic Touch: Secrete a powerful viscous acid which affects metal, wood and living tissue.( 4 blood track and lore skill)
Atrophy: Cause a victim’s limb to wither.( 4 blood track and lore skill)
Turn to Dust: Cause a living person to age years in seconds.( 6 blood track lore skill)

The Hearth Path
Guest’s Herald: Create a small effect that goes off whenever someone passes through a entryway (2 blood track and lore skill)
Master’s Order: Know where all things that belong to you in your haven are located (2 blood track and lore skill)
Rhyme of Discord: Anyone else who comes into your haven becomes disoriented and cannot remember what they find there( 4 blood track and lore skill)
Temporal: Teleport from one of your haven’s doorways to another( 4 blood track and lore skill)
The Cauldron’s Rede: Speak to items in your haven about events that have occurred there( 6 blood track lore skill)

Path of Flames: mastery allows the practitioner to summon larger and more dangerous flames.
One blood track +1 shift damage
Two blood track +2 shift damage
Three blood track +3 shift damage
Four blood track +4 shift damage
Five blood track +5 shift damage
Power of the Mirror
Mirror Forge: Allows you to see through a reflective surface you created (2 blood track and lore skill)
Reality of Reflection: Allows you to alter small details of reflections in a reflective surface you created (2 blood track and lore skill)
Mastery of Reflection: Allows you to completely alter reflections in a reflective surface you created ( 4 blood track and lore skill)
The Thousand Eyes: Allows you to use the previous powers through any reflective surface( 4 blood track and lore skill)
Mirror Prison: Trap a victim within a reflective surface for an indefinite period of time( 6 blood track lore skill)

Mastery of the Mortal Shell
Vertigo: Cause a target to be disoriented and dizzy (2 blood track and lore skill)
Contortion: Make a victim’s limb constrict and become useless (2 blood track and lore skill)
Seizure: Cause a victim’s body writhe and tighten uncontrollably( 4 blood track and lore skill)
Body Failure: As Seizure, but more powerful( 4 blood track and lore skill)
Marionette: Force a target’s body to move and act as you desire( 6 blood track lore skill)

Path of movement
Force Bolt: Cause a target to fall down losing his next action or can shunt an object of 100lb or less toward or away. (2 blood track and lore skill)
Manipulate: Allows you to lift and handle a object that you would with one hand. TV remote, Handgun, a Lever et al. (2 blood track and lore skill)
Flight: Allows the caster the ability to hoist a person or the caster into the air and can move them at walking speed.( 4 blood track and lore skill)
Repulse: As with force bolt but objects with much more weight and more than one.( 4 blood track and lore skill)
Control: Force a target’s body to move as you desire or you can heft up to a single ton.( 6 blood track lore skill)

Path of might water
Eyes of the Sea: See what has transpired on, in or around a still body of water.(2 blood track and lore skill)
Prison of Water: Use a large body of water to bind a target.(2 blood track and lore skill)

Blood to Water : Turn a subject’s blood (or possibly another liquid) into water.( 4 blood track and lore skill)
Dehydrate : Remotely drain water from a victim.( 4 blood track and lore skill)
Flowing Wall: Create a barrier of water nearly impervious to all beings.( 6 blood track lore skill)

Blood to Water : Turn a subject’s blood into water, some other liquids as well( 6 blood track lore skill)

Dehydrate : Remotely drain water from a victim.( 6 blood track lore skill)

Oneiromancy
Portents: Receive visions after waking that allegorically refer to future events of one’s life(2 blood track and lore skill)
Foresee: As Portents, but works on another individual(2 blood track and lore skill)
Dreamspeak: Send messages to someone through their dreams( 4 blood track and lore skill)
Augury: Gain answers to questions from another person’s dreams( 4 blood track and lore skill)
Reveal the Heart’s Dreams: Learn what someone most desires and fears from their dreams( 6 blood track lore skill)
Path of Blood  

A Taste For Blood : Gather a variety of information from a blood sample(2 blood track and lore skill)
Blood Strike: A projectile will strike your victim, and may return with stolen blood(2 blood track and lore skill)

Blood Rage: Force a target to expend their vitae to raise attributes( 4 blood track and lore skill)
Purge: Nearby enemies will vomit blood, causing damage( 4 blood track and lore skill)

Blood Shield: A damage-absorbing shield surrounds the caster( 6 blood track lore skill)
Theft of blood: Steal blood from a target at a distance( 6 blood track lore skill)

Blood Salvo: As Blood Strike, but affecting multiple targets( 6 blood track lore skill)

Cauldron of Blood: Cause a victim’s blood to burn them from within( 6 blood track lore skill)

Blood Boil: The target’s blood is heated to a boil, causing them to explode, damaging nearby targets( 6 blood track lore skill)

Path of the Blood’s Curse
Ravages of the Beast : Cause a target to frenzy(2 blood track and lore skill)
Weight of the Sun: Make a vampire feel the effects of being awake during the day(2 blood track and lore skill)
Abated Tooth: Prevent a vampire’s fangs from extending( 4 blood track and lore skill)
Treacherous Bonds: Temporarily corrupt a blood bond, turning love to hate( 4 blood track and lore skill)
The Withering of Ages: Cause a vampire to decay to their true age( 6 blood track lore skill)

Path of Conjuring
Summon the Simplest Form: Temporarily conjure a very simple object (single material, no moving parts).
Permanency: Conjured objects may be given permanent existence.(2 blood track and lore skill)
Magic of the Smith: Conjure a complex object (multiple materials, moving parts).(2 blood track and lore skill)
Reverse Conjuration: Banish objects conjured with this path.( 4 blood track and lore skill)
Power Over Life: Temporarily conjure a living (though mindless) being.( 6 blood track lore skill)

Path of Corruption
Contradict : Make someone change their mind on a course of action(2 blood track and lore skill)

Disfigurement  Change the appearance of someone, making more or less attractive(2 blood track and lore skill)
Subvert: Cause a victim to act on their dark impulses( 4 blood track and lore skill)

Change Mind : Give someone a new aspect( 4 blood track and lore skill)
Dissociate : Make someone become distant from others for a time( 6 blood track lore skill)

Addiction : Cause a victim to be psychologically dependent on a particular sensation( 6 blood track lore skill)

Cripple : Paralyze someone’s legs( 6 blood track lore skill)

Corrupt Soul : Give someone a new vice( 6 blood track lore skill)

Dependence  Temporarily bind someone to you( 6 blood track lore skill)

Path of Curses
Stigma : Make an individual suffer socially for an evening(2 blood track and lore skill)
Malady: Curse a victim with an illness, reducing their Physique by 1(2 blood track and lore skill)
Pariah: Make others see the target as their worst enemy( 4 blood track and lore skill)
Corrupt Body: Temporarily reduce one of the target’s Physique by 1( 4 blood track and lore skill)
Fall from Grace: A victim gains a botch die to all actions( 6 blood track lore skill)

Path of the Levinbolt
Spark : Generate a small electrical discharge(2 blood track and lore skill)
Illuminate: Generate enough energy to charge a small device or produce light(2 blood track and lore skill)
Power Array: Discharge or absorb a greater amount of energy( 4 blood track and lore skill)
Zeus’ Fury: Build up energy and direct it as arcs of lightning( 4 blood track and lore skill)
Eye of the Storm: Become charged with an incredible amount of electricity( 6 blood track lore skill)

Path of Mars
Strike True: A single melee attack automatically succeeds with one success(2 blood track and lore skill)
Wind Dance: If not attacking, you can dodge many times without penalty(2 blood track and lore skill)
Fearless Heart: All your Physique  raise by one( 4 blood track and lore skill)
Comrades at Arms: Use Path of Mars powers on others( 6 blood track lore skill)

Path of Mercury
teleport 10 Yards(2 blood track and lore skill)
teleport 50 Yards(2 blood track and lore skill)
teleport 500 Yards(2 blood track and lore skill)
teleport 5 Miles( 4 blood track and lore skill)
teleport 500 Miles( 6 blood track lore skill)

Path of Shadow crafting
Out Light : Make lights darker or extinguish(2 blood track and lore skill)
Shadow Taunt: Make a shadow mimic your movements(2 blood track and lore skill)
Coruscating Shadow: Cause shadow to cover you, making you harder to be seen( 4 blood track and lore skill)
Night’s Veil: Extend a shadow so that it creates an area of night in daylight( 4 blood track and lore skill)
Abyssal Pact: Summon an abyssal shadow that attacks or counters path of shadow( 6 blood track lore skill)

Path of Technomancy      Analyze: Learn how a device works(2 blood track and lore skill)
Burnout: Cause a machine to malfunction(2 blood track and lore skill)
Encrypt/Decrypt: Cause a device to only work for you( 4 blood track and lore skill)
Remote Access: Operate a machine remotely( 4 blood track and lore skill)
Telecommute: Project your mind into the global telecommunication network( 6 blood track lore skill)

Path of Transmutation
Fortify the Solid Form: Make an object stronger(2 blood track and lore skill)
Crystallize the Liquid Form: Transform a liquid into solid form(2 blood track and lore skill)
Liquefy the Solid Form: Cause an object to soften and melt for a scene( 4 blood track and lore skill)
Gaol: Turn air into an indestructible block( 4 blood track and lore skill)
Ghost Wall: Turn an object into a gaseous mist( 6 blood track lore skill)

Path of Warding
Bar the Common Passage: Block a door and get alerted if something breaks the ward(2 blood track and lore skill)
Glyph of Scrying: Create a glyph to monitor its surrounding area(2 blood track and lore skill)
Runes of Power: Ward an object with a rune, that deals aggravated damage to everyone who touches it( 4 blood track and lore skill)
Glyph of Enlightenment: Create a glyph for scrying, communication and transmitting thaumaturgical powers( 4 blood track and lore skill)
Secure the Sacred Domain: Seal off an entire castle for one night( 6 blood track lore skill)

Prey on the Soul’s Fear
Startle the Superstitious Mind: Create such fear that a mortal or vampire is rooted to the spot where he stands(2 blood track and lore skill)
Rout the Charging Hordes: Cause an number of people to flee from you(2 blood track and lore skill)
Wrath of God: Cause a victim to witness his particular version of hell( 4 blood track and lore skill)
The Inner Demon: Confront somebody with his darkest fears( 4 blood track and lore skill)
Demonic Horde: Create horrific images and implant them in your victim’s mind( 6 blood track lore skill)

Soul of the Serpent
Serpentine Sense : See in the dark(2 blood track and lore skill)
Scale skin: Get a smooth and scaly skin, allowing for greater flexibility on land and considerable freedom of movement through water.(2 blood track and lore skill)
Venom Curse: Transform your vitae into a deadly poison capable of blinding the eyes of nearby opponents, like that of a spitting cobra.( 4 blood track and lore skill)
Touch of Typhon: Transform form in an venomous asp.( 4 blood track and lore skill)
Form of The Hydra: Transform your body into a writhing mass of vipers( 6 blood track lore skill)

Spirit Manipulation
Hermetic Sight : See into the spirit world(2 blood track and lore skill)
Astral Chant: Be able to communicate with all spirits(2 blood track and lore skill)
Voice of Command: Force a spirit to obey your commands( 4 blood track and lore skill)
Entrap Ephemera: Bind a spirit into an object to create a fetish( 4 blood track and lore skill)
Duality: Exist in both the material and spiritual world( 6 blood track lore skill)

Evil Eye
The vampire may inflict one failed test on the victim any time during that scene. These failure can be accumulated, and added to any test , in any number, but any unused by the end of the scene are lost.
(2 blood track and lore skill)
Spirit Sight
The vampire may see spirits in whatever form they have taken, and may even communicate with them.
(2 blood track and lore skill)
Spirit Slave
The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.
Fetishes( 4 blood track and lore skill)
The vampire can force a spirit to inhabit an object, where it will become a permanent slave.
Journey
By spending a discipline point, the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use reasoning to test vs any spirit She is generally visible, and appears naked, unless she uses path of cloak( 6 blood track lore skill)

Video Pellis
This path is the pagan version of the infernal Nefas.
See the Unseen : Gaze into the spirit world(2 blood track and lore skill)
Learn the Heart’s Pain: look into someone’s heart and determines what grieves him the most(2 blood track and lore skill)
Seize the Moment : Reach into the mind of your victim and draw forth his memories and thoughts( 4 blood track and lore skill)
Casting the Bones: Part the mists of time and gaze into the future( 4 blood track and lore skill)
Recall the Bloody Deed: Raise a spectre of vengeance to uncover past misdeeds( 6 blood track lore skill)

The Vine of Dionysus
Methyl Skein : Make a victim slightly drunk(2 blood track and lore skill)
Omophagy: Cause a victim to be ravenously hungry(2 blood track and lore skill)
Hamartia: Give a target feelings of euphoria( 4 blood track and lore skill)
Enthousiasmos: Cause multiple victims to enter a passive state of happiness( 4 blood track and lore skill)
Oinos Aimatos: Imbue your vitae with the effect of Enthousiasmos( 6 blood track lore skill)

Weather Control
By spending a 2 blood track+ for extra weather effects, the vampire may create weather anomalies. ) In the event of lightning, treat the strike as a firearm, The level of the effect (the magnitude of the weather anomaly) is limited to  successes on the will test .
Fog (1 blood track)
Rain (2 blood track )
Storm (2 blood track)
Wind (4 blood track)
Lightning (6 blood track)


Path of dead shadow

Basic path ( 2 blood track and sheath skill )

Shadow Play : Move and shape the natural shadows around you

Shroud of Night : Blanket an area in a cloud of unnatural shadow that obscures light, sound, and heat

Arms of the Abyss : Summon black tentacles from the shadows to assist you

Black Metamorphosis: Encase your body in nightmarish armor and grow black tentacles from your sides
Advanced path ( 4 blood track and sheath skill)
Nightshades: Create temporary objects made of shadow

Tenebrous Form : Transform into pure shadow that can only be harmed by fire, sunlight, or magic

Aegis of Shadows: Cover yourself in powerful shadow armor

Eyes of the Night See without light, even through supernatural darkness

Master path ( 6 blood track and sheath skill)
Shadowstep: Teleport from shadow to shadow

Shadow Parasite: Grow a black tentacle within a target until it kills them
Shadow Perspective: Move senses to a nearby shadow
The Darkness Within: Cover a target in a horrid shadow that drains them of blood
Darksight: Watch and listen through any shadow in the world

Fortify Against Ahura Mazda: Your shadows summoned

through Obtenebration become resistant to sunlight

Shadow Lair: Pause mid-step when using Shadowstep

Shadow Twin: Animate your shadow into a weaker duplicate of yourself

Dark Hunter: Create a shadow duplicate of yourself that
hunts a specific target

Inner Darkness: Draw the shadow into yourself to gain
great power

Night Shades: Summon shades to act as your servants

Oubliette: Lock one person in an Abyssal prison

Shadow Watchtower: Merge with a shadow, becoming invulnerable to everything except sunlight

Dark Demesne: Blanket an area in a darkness that devours everything it touches

Enter the Abyss: Enter and leave the Abyss at any time, allowing you to teleport from shadow to shadow around the world

Tchernabog: Temporarily blot out the sun in your area

Banishment: Send someone to the Abyss for an extended period of time
Path of necromancy

Path of summoning spirit
Summon Soul: summons a spirit. (2 blood track and lore)
Compel Soul:force a wraith to do your bidding. (2 blood track and lore)
Haunting:binds a spirit to a location or object. (4 blood track and lore)
Torment: damages a spirit. (6 blood track and lore)
Path of animate dead
Tremenes: making the flesh of a corpse shift once(2 blood track and lore)
Apprentice’s Brooms:allowing the dead to rise and perform simple functions like lifting a heavy box.(2 blood track and lore)
Shambling Hordes: allows the dead to rise and perform attacks. (4 blood track and lore skill)
Soul Stealing: remove one soul from its body. (4 blood track and lore skill)
Daemonic Possession: place a soul in a fresh corpse.(6 blood track and lore skill)

Path of the entering spirit lands
This path allows the necromancer to pierce the Shroud and enter the spiritland that the various ghosts and spirit dwell in.
Shroudsight: allows you to see into the spiritland (2 blood track and lore skill)
Lifeless Tongues allows you to speak with the dead in any language.( 2 blood track and lore skill)
Dead Hand:allows to you reach into the spiritland and touch objects there. ( 4 blood track and lore skill)
Ex Nihilo:[allows you to enter the spiritland (4 blood track and lore skill)
Shroud Mastery:[ allows you to strengthen or weaken the shroud rating in an area. (6 blood track and lore skill)
Vitreous PathEdit

Eyes of the Dead  Use the Deathsight of nearby spirit (2 blood track and lore skill)
Hour of Death: Grants the necromancer Deathsight of his own which can be used to determine nearness of death or diagnose illness (2 blood track and lore skill)
Aura of Decay : Infect an object with the taint of spiritland (4 blood track and lore skill)
Soul Judgment : Determine if a spirit is controlled by a Shadow spirit  (4 blood track and lore skill)
Soul Feast : Consume the energy of a spirit as a substitute for blood (6 blood track and lore skill)
Breath of Thanatos:Release necrotic energy as a deadly weapon (6 blood track and lore skill)
Nightcry : Summon creatures from the Shadowlands (6 blood track and lore skill)

Control of spirit fetter
Touch of Death: Sense the recent presence of spirit ( 2 blood track and lore skill)
Reveal the Catene: Allows the Vampire to identify if an object is a fetter (2 blood track and lore skill)
Tread Upon The Grave: Sense the strength of the local spiritland Shroud (4 blood track and lore skill)
Death Knell: The necromancer can sense deaths that occur near him ( 6 blood track and lore skill)
Ephemeral Binding: Create artificial spirit fetters (6 blood track and lore skill)
Path of Spirit Woe
Finding the Locus: Determine if an object is a Fetter (2 blood track and lore skill)
Expurgate the Damned: Force a spirit to appear at a location the necromancer has marked before (2 blood track and lore skill)
Blood Scourge:Use your blood to cause a spirit excruciating pain(4 blood track and lore skill)
Cursed Eucharist: The necromancer can try to feed from a spirit to regain blood track (4 blood track and lore skill)
Purge the Apostate’s Soul: Deal +6 damage to spirit, producing a puddle of plasm (6 blood track + and lore skill)
Nightshade PathEdit
Tend the Body Garden:[ Manipulate the rate at which a corpse decomposes(2 blood track and lore skill)
Witch’s Fruit:Enchant fruits to allow a target to see into the spiritland (2 blood track and lore skill)
Raise the Green One[Raise a corpse enhanced by plants (4 blood track and lore skill)
Wails and Whispers: Fasten or slow a soul’s descent into the Underworld by either screaming or whispering at it ( 4 blood track and lore skill)
Chthonic Womb: Birth a spirit servant from a person you have drained dry (6 blood track and lore skill)

Path of Skulls
Calvaria Emissius See through the eyes of a prepared skull (2 blood track and  lore skill)
Consilium Mortuus: Draw upon the memories of a severed head (2 blood track and lore skill)
Ammorsus Vicarius:[ Animate a skull to bite attackers (4 blood track and lore skill)
Exedo Animus: Place a memory of a skull into your own mind (4 blood track and lore skill)
Degulo:[Devour a small part of a deceased person’s soul to gain a skill, knowledge or ability in exchange for sacrificing one of yours (6 blood track and lore skill)





Path of undead allure
Basic path (2 blood track and provoke roll to active)
Awe: Awe is simple but solid. Once the vampire employs this power, those who are near him or her either want to be closer to him or her, or shudder in fear. It is an immediate and intense attraction, but temporal and not so overpowering that those afflicted lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Victims will remember how they felt, though, and this will affect their reactions should they ever encounter the vampire again. Awe is extremely useful in mass communication. It does not matter what is said – the hearts of those affected will lean towards the user’s opinion.
Dread Gaze: This power engenders unbearable terror in its victims. Dread Gaze, like the legendary hypnotism of the cobra, stupefies the victim into madness, immobility or reckless flight. To use this power, the vampire merely shows the mark of the damned upon him or her – bearing claws and teeth, hissing loudly and with malice. Any vampire can do this, but students of this Discipline are more insanely terrifying than mere sight can explain.

Entrancement: The vampire makes someone obsessively want to please them.
Summon: The vampire compels someone to come to them immediately.
Advanced path (4 blood track and provoke roll to active )
Majesty: The vampire appears as a figure of absolute power and authority. Where a charismatic, skilled vampire with Awe [1] may impress at a street corner, or drink undisturbed in a back alley, the power of Majesty [5] can influence an area of effect alike a small concert hall or theater full of people.
Aire of Elation: Make everything you do seem so hilarious it incapacitates people
Capture Reality: Project the essence of a scene through photographs or film
Force of Personality: People are forced away from you by your aura
Master path  ( 6 blood track and provoke)
Intensification : Create an object that instills a particular emotion in those who view it
Love : Make someone enamored with you as if in a blood bond
Melusine’s Song: Command someone through song
Paralyzing Glance: Send someone into a seizure of terror
Passion: Fill a person or group with lust, greed, anger, or fear
Renew the Earthly Pleasures: Overwhelm a vampire with mortal feelings
Siren’s Song: Instill particular emotions in a group through music
Spark of Rage: Provoke a group of people to frenzy
Star Magnetism: Make those who see you in pictures or films in awe of you
Two-Tiered Communication: Subliminally say different things to someone than what is heard publicly
Vengeance of the Martyr’s Legacy: Compel all the vampire’s descendants to frenzy
Elder path (8 blood track and provoke to active)
Cooperation: Lessen hostilities and promote cooperation in a group
Fires of Conviction: Embolden a crowd to riot in the name of some cause
Mask Empathy: Cut emotional bonds between people
Mind Numb: Drain the people around you of motivation or incentive to act
Phobia: Make someone irrationally afraid of something
Scourging the Instinct: Whip a crowd into a controlled frenzy
Unholy Penance: Fill someone with guilt and the desire to beg forgiveness
Vengeance of the Martyr’s Legacy: Force all the vampire’s descendants to frenzy
bloodlust: Rouse your troops into an enraged horde capable of ignoring their wounds
Corruption: Make someone addicted to sadistic acts or go into a frenzy when presented with pleasurable things
Invoke Frenzy: Send someone into one of three types of frenzy
Ironclad Command: It becomes very difficult to resist your Presence powers
Perfect Paragon: Appear as the ideal person of whoever sees you

A Perfect World: Make everyone in a city work towards making it your ideal city
Pulse of the City: Project an emotion into the residents of a city

Dream World: Project dreams and nightmares to everyone in the world





Path of undead dominate mind
Basic path (2 blood track and will skill to active)

Command: Give a simple one-word order that a target must obey

Mesmerize: By holding a target with your gaze you can implant false thoughts or hypnotic suggestions in a target’s mind

The Forgetful Mind: Rewrite the memories of a target

Conditioning: Over time make a target a slave to your will alone
Advanced path (4 blood track and will skill to active)

Possession: Transfer your mind into a mortal body and control their actions
Autonomic Mastery: Start, stop, or otherwise control a target’s bodily functions
Chain the Psyche: Attempting to circumvent your Dominate commands fills the target with incapacitating pain
Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice
Master path  ( 6 blood track and will skill )
Fealty: Enforce oaths a target makes to you so they cannot be broken
Implanted Opinion: Implant a feeling, opinion, or even a personality trait the victim will believe is their own
Loyalty: It becomes very difficult for other vampires to override your Dominate commands with their own
Memory Block: Leave a target unable to talk about a memory even while able to remember it
Obedience: The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.
Oberon’s Grail: Erase entire nights of a target’s memory
Rationalize: Those you Dominate refuse to believe their actions are not their own
Tranquility: Ease a vampire out of frenzy

Chain of Command: Should a target be made unable to obey one of your Dominate command the effect will be passed to one who can
Repression of the Obvious: Learn a thought the target is repressing and make them blurt it out
Mass Manipulation: You can use Dominate on small groups at once
Still the Mortal Flesh: Shut down the body functions of a target
Strings of the Marionette: Force a vampire to obey your commands even when staked or in deep sleep
Tyrant’s Gaze: Reduce the will  of a target with a look

Carry the Master’s Voice: Make it so you can issue Dominate commands through a thrall
Far Mastery: You can issue Dominate commands to someone you know anywhere in the world if you know their location

Best Intentions: Make a target always act with your best intentions in mind
Speak Through the Blood: Guide the actions of your vampiric descendents over the years

Puppet Master: Override a target’s mind completely and make them think and act as you. This power may only be attempted once per year on a given victim.


Path of undead flesh and bone art

Basic path (2 blood track and craft skill )
Malleable Visage [1]: A vampire with this power may alter his or her bodily parameters: height, build, voice, facial features and skin tone, among other things. Such changes are cosmetic and minor in scope. He or she might, for example, resume his or her mortal coloration; make him/herself resemble a Moor, Viking or Saracen; or even copy the form of a web-fingered naiad or faerie noble.
Fleshcraft : Alter muscle, fat, and cartilage
Bone Craft  Alter bone
Horrid Form : Transform into the war-form zulo, the transformation takes 2 turns to complete.
Advanced path (4 blood track and craft skill)
Bloodform : Instantly transform into a pool of sentient blood
Inner Mastery : Alter internal processings of the body, even manipulating mental aspect or giving derangements.
The Body Impolitic : Infuse parts of your body with your will to allow them to be severed from the trunk to do your bidding
Body Arsenal: Transform the bones in your body into weapons
Master path ( 6 blood track and craft skill )
Blood of Acid: Permanently make your blood highly corrosive

Chiropteran Marauder: Transform into a huge, flying bat
Ecstatic Agony: Change the pain of wounds into pleasure
Entrail Saraband: Turn your bowels into writhing tendrils
Graft Life to Life: Attach the limbs of one person to another without it becoming useless
Living Testudo: Use a victim as a living weapon and shield
Plasmic Form: As Bloodform, except you can move and hold any shape as a pool
Skin Trap: Peel off a layer of skin to use as a net

Cocoon: Wrap yourself into an incredibly resilient shell
Flesh Rot: Give a target a disease that eats away at their body
Impaler’s Fence: Cause a victim’s spine to shoot up and down them
Kraken’s Kiss: Transform your face into a tentacle that can drain blood
Transcend the Flesh: Expel foreign substances from your body or move through solid objects
Liquefy the Mortal Coil: Turn victim’s body parts into blood.

Bauble: Transform into an object no smaller than half your size
Breath of the Dragon: Exhale a blast of flame
Will over Form: Use Vicissitude without one’s hands over a distance
Sublimation of the Larval Flesh: Weave the flesh of target into a cocoon to transform it into a new form
Oathbreaker: Transform your blood into a substance that can suborn foreign Blood Bonds for a limited period of time

Doppelganger: Assume any shape
Earth’s Vast Haven: Dissolve your body into the earth
Perfect Essence: Control your vitae more efficiently
The Last Dracul: Assume a draconic form whose blood incinerates when it is in contact with air
Reform Body: Recreate your body after dying


Path of undead illusions

Basic path (2 blood track and Deceive)

Ignis Fatuus [1]: Create a motionless illusion that affects one of the five senses
Fata Morgana/Dweomer [2]: Create a motionless illusion that can affect any of the five senses
Apparition [3]: Add motion to an illusion created by Ignis Fatuus or Fata Morgana
Permanency [4]: Make an illusion created by spend fate point last until dismissed
Advanced path ( 4 blood track and Deceive)
Horrid Reality [5]: Places the mind of the victim in an illusionary world of the Vampire’s creation
Army of Apparitions: Create multiple moving illusions
False Resonance: Disguise one’s thoughts and aura from other attempts to read them
Fata Amria: Curse a target with a recurring illusion that interferes with them
Fatuus Mastery: No longer spend blood track for the first three levels of the path, require less concentration to maintain illusions
Master path (6 blood track and deceive )
Horrid Blade of the Demons: Create a dangerous weapon out of nothing
Subtle Spy: Impart a piece of the vampire’s consciousness into an illusion which can be absorbed later to learn all the illusion witnessed
Shared Nightmare/Mass Horror: As Horrid Reality, except it affects multiple people
Truth’s Essence: Reveal as falsehoods other uses of path of undead illusions or path undead shadows
Aid of the Gandharvas: Make everything in a room seem luxurious and splendid
Far Fatuus: Create illusions anywhere you can visualize
Mirror’s Visage: Create duplicates of oneself
Suspension of Disbelief: Make an illusion seem completely real or what is real seem unbelievable
Fantasy World: Place a target in an illusionary world in their mind
Occlusion: Control how a single target’s or group’s senses work
Pseudo Blindness: See through almost all falsehoods
Sensory Overload: Incapacitate a target by over stimulating their senses
Visions from the Asura: Assault a target with constant illusions, making it nearly impossible to know what is real or not
Mayaparisatya: Temporarily make an illusion completely real or alter a person or object that already exists, possibly even erasing them from existence
Sensory Deprivation: Make a victim unable to use any of their senses, locking them out from the world
Truths of the Universe: Make a created illusion permanently real




Path of undead senses
Basic path  2 blood track and notice or investigate to active

Heightened Senses: Raise one of your five senses to superhuman levels
Ancestors’ Vigilance: Raise one of your five senses and perceive ghosts
An Ear for Lies: Know when someone lies to you
Aura Perception: Learn various qualities of a person from their aura
Advanced path 4 blood track and notice or investigate to active

An Ear for Lies: Know when someone lies to you
Aura Perception: Learn various qualities of a person from their aura
Sense Vibrations: Learn the most intense emotion of a person
Artist’s Intent: Learn details of an artist’s state of mind in relation to a piece of art
Master path 6 blood track and notice or investigate to active
The Spirit’s Touch: Learn something of an object and its previous owner from its resonance
Spirit Ties: Learn something about a target from residues of its tissue
Telepathy: Briefly probe someone’s mind or project a telepathic message to them
Ancestors’ Insight:Briefly probe someone’s mind, project a telepathic message or plant a foreign thought in the mind of the target

Celestial Harmony: Open your mind to the thoughts and emotions of a crowd
Cipher: Gain the ability to read any non-supernatural language or code
Clairvoyance: See what is happening in a distant location
Crocodile’s Tongue: Know what someone wants to hear in order to get the best reaction
Discern the Aura: Scan a group of people with one particular trait in their aura
Eagle’s Sight: Gain a bird’s eye view of your area
Genius Loci: Gain insight by meditating at places of high resonance
Insight of the Talespinner: Draw out detailed characters and stories quickly from your mind
Prediction: Socially outwit someone by knowing what they are going to say ahead of time
Sense Emotion: Learn the emotions of the people around you
Spirit Bond: Create a connection to something so you can find its geographical location
Telepathic Communication: Mentally speak with someone, even if they are a great distance away
The Dreaming: Be somewhat aware of events concerning you while in torpor
The Mind Revealed: Continuously read someone’s thoughts to know what they are thinking and about to do
Anima Gathering: Take other people with you to travel astrally
Ecstatic Agony: The pain from wounds makes you act stronger, not weaker
Karmic Sight: View someone’s aura, personality, morality, and other karmic qualities
Melange: See the truths behind reality in metaphor
Mirror Reflex: React quickly to an opponent in combat by reading their mind
Personality Metamorph: Take on fictitious personalities as your own
Pluck the Secret: Learn what a target knows about a specific subject
Spirit Link: Speak with multiple people telepathically at once
Stealing the Mind’s Eye: See and hear what a target does and even use some Disciplines through them
Omniscience: Learn the personalities and identities of all creatures around you
Psychic Assault: Make a powerful mental attack against a target’s psyche
The Oracle’s Sight: Hear and see the thoughts of everyone around you
False Slumber: Astrally project while in deep sleep
Master of the Dom: Merge with a land and know everything that transpires on it while gaining power over the land and its residents
Precognition: Gain some insight as to what may happen at a particular time and place
Sight of the Oracle: Always know what is happening around you, gain visions of past and future events, and increase other supernatural senses
Pulse of the Canaille: Sense the attitudes, directions, and trends of groups of mortals, as well as those who may be controlling them


Path of Undead strength

Basic path( 2 blood track to active)
Imprint: The vampire squeezes so hard they leave imprints in solid steel.
Master of the Forge: The  vampire creates exceptional metalwork tools and weapons.
Relentless Pursuit: The  vampire makes extraordinary leaps through the air.
The Fist of elder: The  vampire makes brawling attacks from a few yards away.
The Gentle Rebuke: The  vampire telekinetically knocks someone away without harming them.
Advancepath
Earthshock: The vampire sends shockwaves through the Earth.
Fist of the Titans: The vampire attacks or throws someone away telekinetically.
Immovable Object: Spend a fate point while standing on a solid service to become absolutely immovable.
The Forger’s Hammer: The vampire  creates weapons that do extra damage.
Master path
Aftershock: Delay damage from attacks for up to 24 hours.
Flick: The vampire makes a simple motion that sends a target flying away.
Lend the Supernatural Vigor: The vampire grants their incredible strength to another. Another gain a +2 to physique
Touch of Pain: The vampire puts the full force of their strength against one person or object.( Touch attack )




Path of undead toughness

Basic path (2 blood track and physique to active)
Personal Armor: Weapons that hit you may break
Sensory Shield: Protect your mind from sensory overload and suffer less wounds tracks
Stand Against All Foes: Cannot be moved from your spot by any force
Alabastard: Ignore negative aspect

Advanced path  4 blood track and physique to active
Armor of Kings: Weapons that hit you may break, doing no damage
Curse the Laurel: Slowly move stakes from your heart
Resilient Minds: Your mind sheds derangements and animalistic quirks while becoming resistant to mind-altering powers
Shared Strength: Grant your supernatural resilience to another
Master path 6 blood track and physique to active
Adamantine: Weapons that hit you may break, doing no damage
Eternal Vigilance: Remain awake during the day almost at full strength
King of the Mountain: Take no actions but fully blocking attacks, breaking weapons that you stop
Repair the Undead Flesh: Heal damage without need of rest





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More reality wound system for fate rpg

more reality wound for fate rpg

 

When a narrator want to stress more real life wound in fate

for more real health conditions

bruised :have no penalty  and can healed between scenes

Hurt :have no penalty and can be healed in few hours  need lore (medical or heal) of

+2 on the ladder

Injured :have -1 penalty  on skill and proper medical attention  need lore (medical or heal) of

+2 on the ladder

Wound :have -1 penalty on skill and may days in hospital  need lore (medical or heal) of

+3 on the ladder

Mauled: have -2 penalty on skill and many weeks in hospital  need lore (medical or heal) of

+3 on the ladder

Crippled: have -3 penalty on skill and many weeks or months in hospital need lore (medical or heal) of

+4 on the ladder

Incapacitated: need medical attention right away and character need lore (medical or heal) of

+5 on the ladder to stabilize the character

Fatally wounded: the character is one shot from be dead to stabilize you need to make  lore (medical or heal) of + 7 or higher  or the character dies on that scenes

Optional rule for fate rpg

Vehicle Conditions

 

Vehicle Conditions act like it would for a character conditions but apply to only vehicle

first two conditions is just a scratch while is a fleeting and can be repair easily between scenes

next two conditions is call minor damage is sticking condition this last until the vehicle repair like broken headlight  , flat tire or small body damage .

next two conditions is called major damage is lasting effect condition

like broken engine , total front end  collision . burst radiator , damage drive train

all penalty is -1 or -2 on drive skill to reflect the severity of the vehicle  performance with great damage done to the vehicle that impact the mobility  .

last conditions is catastrophic failure is when vehicle unusable must be repair between session

 

Weapon and ammo clip

 

weapon with large ammo clip . Character will empty a ammo clip in one round

on automatic machine gun on full burst shot .

weapon damage is weapon damage x the amount of ammo in the clip

 

take cover

when character take cover the opposing force must overcome the object or destroy the object to do damage to the character they are trying to target

full cover must be destroyed or find a way get  the character out of hiding

¾ cover give the character plus +2  difficulty on the ladder when hiding

½ and ¼ cover give the character plus +1 difficulty on the ladder when hiding

the proper high power explosives will and can remove object and high level of damage and may take of out any character around the point of impact up to 20 feet or two zone  on the narrator ruling

 

more reality wound conditions

 

When a narrator want to stress more real life wound in fate

for more real health conditions

bruised :have no penalty  and can healed between scenes

Hurt :have no penalty and can be healed in few hours  need lore (medical or heal) of

+2 on the ladder

Injured :have -1 penalty  on skill and proper medical attention  need lore (medical or heal) of

+2 on the ladder

Wound :have -1 penalty on skill and may days in hospital  need lore (medical or heal) of

+3 on the ladder

Mauled: have -2 penalty on skill and many weeks in hospital  need lore (medical or heal) of

+3 on the ladder

Crippled: have -3 penalty on skill and many weeks or months in hospital need lore (medical or heal) of

+4 on the ladder

Incapacitated: need medical attention right away and character need lore (medical or heal) of

+5 on the ladder to stabilize the character

Fatally wounded: the character is one shot from be dead to stabilize you need to make  lore (medical or heal) of + 7 or higher  or the character dies on that scenes

 

hit points for fate rpg

if the narrator want to use hit point instead of using stress track consequence or conditions

hit point is base on physique skill level time 10 or set amount assign form the narrator

the penalty for hit points is

half of remaining hit points – 1 penalty

¼  hit point  left  -2 penalty

⅛ hit point left -3 penalty

 

How to run a larps

 

Here are a few  tips for players and directors to

run a better larps game :

 

  1. planning

 

Consider the number of players you want to use.  Do you want to play with just a few close friends for  more inmate feel or with larger number players for a more rousing and longer game ?

 

Do you have enough assistant directors to help you run the event?

One director for ever five players is a good ratio to go by.

 

  1. writing a larp

 

It’s interactive theater so keep the details simple.

Write up interesting background story for the player to wander into . For character background using one or two paragraphs.  Also to make it more believable try using one two over the top details ( like dark secret) .

 

3 resource ,or doing your homeworks

 

OK, I do like a good larps that takes place in a historical settings so if you are going to use a real place don’t forget to do your homework.  The more you know about the place the better the game will be.

There are many resources you can use, such as the local historical society or the library.  Keep the time period and costumes authenticate

 

4 props

props are your window dressing to tie your players to your event.

You can use a prop to be the center of your whole story or just to be items for the character to use to help add more flavor.

Yes  you will be building your own props so that means making many trips to hardware stores, costume shops or vintage-second-hand-stores.  Never use real weapons, use weapon prop cards instead.

Some props are used to represent monsters, which you will also be making.

It is best to appoint a prop master, a person you trust, with storing props and keeping them organized and  away from unauthorized people .

 

5 Describe rooms

You used Photos and diagrams where the rooms are

Basic description of each room on cards

using photo for the furniture in room to give player sense what the room was like in a time period

 

7 documents

Create a few documents for the player to find. That way these help keep the stories moving forwards. The documents can be vital to the storyline and add few details not found in the background story. Like a page out of old newspaper and business papers.

 

8 run time sheets

run time sheets is list of event that director and assistant director will make happen during a set time

 

9 event card

Event card are randomly set in one area to trigger a test or combat action that player need to resolved. The player will hand the event to the director and then trying to resolve the action on the card . The director will report the outcome of action back to the players.

 

10 security

As director the main job to make your larps event  safe for players and crew, Don’t let player pull stupid stunts that will harm themselves or other . Yes some player will try to take over your game . Just remember that you are the  director you need to ask nicely to them to stop or they be ejected from your event. the last thing you want  is the police i to remove them .

 

Rule to live be

Just remember this only advice and not set rules .The director have the freedom to run the live action event his/she way

here is only rule director and player must follow .

Obey  rules of society.

Director must keep the players safe at all time

No real weapons

No touching another player

Remember no mean no folks

Director must keep the game fun

A director should be  with the player all time (for the game balance and safety of the player)

 

Real Magick System

Real World Magick System

for Fate core roleplaying game

 

when most people think about magic in role playing game they think of wizard throwing fireball at troll and healing people with a glowing hands . Magick in the real world take time and meaning , it’s not instant . Real world magick system simulate magic from Wicca and hoodoo religions . Take time and affect to create a magic spell or ritual in the real world . Chanting or praying to god/goddess under the full moon light on October 31 or May 1 in coven on scarred grounds

 

The following is more magic point based adhoc magic system

that allow more flexible in creating spells and rituals

Under the fate system toolkit book spell can be created by spending mana point in creation of spells : i recommend 100 mana point

 

More people needed to cast the spell more powerful it will be

one person +5 point

two – three people +4 point

4-5 people +3 point

5-6 people +2 point

7 + people +1 point

 

distance and area : the area the spell will affect

self +1 point

touch +2 point

up to 5 feet +3 point

up to 1000 feet +4 point

few city block +5 point

whole city +6 point

a state +7 point

region +8 point

nation +9 point

world +10 point

 

Will the spell or ritual do damage or defense to other

+1 damage / – 1 defense +1 point

each extra points of damage / defense is one point which max out  at +10 damage /-10 defense

 

do the spellcaster have the proper material for the spell/ ritual

yes +0 point , no + 5points

 

do the spell require a special time of day or night to be casts

midnight + 0 point

early morning + 1 point

mid morning + 1 point

noon +0 point

early afternoon +1 point

late afternoon +1 point

early evening +1 point

late evening + 0 point

 

is the spell seasonal do the spell only can be casts in fall or summer

winter -1 point

spring +1 point

summer +1 point

fall – 1 point

 

Do the spell or ritual requirement the full moon

yes +1 point no 0 point

 

do the spell or ritual need a sacrifice of any kind to be casts right

yes +5 point no 0 point

 

Can the spell can be mental resisted

yes +5 point , no 0 points

 

Do the spell or ritual need be cast at high religious holiday

yes +5 point No 0 point

 

The difficult on the ladder

The point you can execute the spell base the level of difficulty on the ladder or vs your opponent will

+8 Legendary    +16 point

+7 Epic            +14 point

+6 Fantastic   + 12 point

+5 Superb      + 10 point

+4Great        +8 point

+3Good        +6 point

+2 Fair           +4 point

+1 Average  +1 point

+0 Mediocre  0point

-1Poor          – 1 point

-2Terrible       -2 point

When magic fails for fate rpg

When magic spell require to use man’s points . more powerful the spell more mana point you need to spend to cast it.

You want to cast magic missile you would pay one man’s point but summon a divinity to the world that would cost 10 or More point

For high fantasy set the limit to 100 mana points

For low fantasy set the limit to 25 mana points

All spell require magic skill see if the spell successful

All spell can countered by successful will rolls

Magic user have magic stress track

Magic skill level 2 add 1 to magic stress track

Magic skill level 3-4 you add 2 more magic stress track

When all your magic stress track is all used up all magic damage go to your

Conquered in form of magic burn

The degrees of magic burn is up to your narrator

When your magic burn get to 8 conquered you can’t use any magic until you recover

The narrator will set how many day you can’t magic

Spell fumble for fate rpg

When character magic spell fail with style

The gamemaster roll 1d10 on the spell fumble table and table and tell the player the result of fumble

Spell Fumbles for fate rpg

 

D10              Fumbles result

1 :A surge of uncontrolled magical energy deals 1 points of damage to the caster.
2: The spell strikes the caster or an ally instead of the intended target.
3: The spell takes effect at a random location within the spell’s zone
4:The spell’s effect on the target is contrary to the spell’s normal effect.
5: The spellcaster suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
6: A random innocuous item or items suddenly appear in the spell’s area.
7:The spell’s effect is delayed. Sometime within the next 1d12 hours, the spell activates. The spell goes off in the general direction of the original target, up to the spell’s maximum zone if the target has moved away.
8: The caster can’t cast or concentrate on spells for one scene
9:The caster  take dazed  aspect for  one scene
10 The caster can’t use any magical aspect until the next day

clockwork suit series

 

Clockwork Suit Mark series

 

 

April 11, 2011 / Matthew Stinson

This mechanical framework combines plates of iron and dull brass. Interlocking screws vibrate and tubes full of arcane fluids pump as this metal beast takes a heavy step forward.

The clockwork suit is a mechanical body with oversized arms and hands used mainly for heavy labor. Wire, tubing, and sprockets line a cast-iron frame plated in brass. When used in battle, the operator of the clockwork suit slowly presses forward, shrugging off damage and spells as they bring down devastating slam attacks with their plated fists.

Clockwork Suit (CR 6)

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5)

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
  • Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 gp. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 gp

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC18; Cost 10,500

Clockwork suit variant

By Jason Waltman

Clockwork Suit mark 2 (CR 6) frogman

XP 2,400

N Large construct, Aquatic Subtype

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5), harpoon gun 2d6/2d8, trident 2d6/2d8

SQ :Amphibious, Water Breathing

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

skill: swim +8

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Amphibious (Ex)

Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.Typical Characteristics

Water Breathing (Ex)

A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged

Specially modified for deep lake , sea operation missions

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Clockwork Suit mark 3 the wingman

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) sword 2d6

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
  • Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Flight (Ex or Su)

A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

With clockwork wing that able the suit fly

Clockwork Suit (CR 6) mark 4 cannon heavy arm

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) Cannon 6d6

 

Cannon

 

 

6,000 gp

 

 

6d6

 

 

×4

 

 

100 ft.

 

 

B and P

 

 

2

 

 

1

 

 

3

 

 

10 ft.

 

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Note cannon require a gunner and reloader to operator clockwork

Assault clockwork suit with gravity feed cannon ball clip for 10 cannon ball before need reload

Clockwork Suit : mark five Dragon walker suit

XP 2,400

N Large construct ,Shapechanger Subtype

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) Sword 2d6

only in dragon forms bite :1d8 4 claws 1d6 tail slap1d8

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

Skill : fly +8

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleeplike state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

.

Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.

Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

Flight (Ex or Su)

A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

tail become sword in suit mode

Clockwork Suit (CR 6) sword and shield guardian

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) sword 2D6 ,sheild lager heavy steel

Shield,             heavy steel

 

 

120 gp

 

4

 

 

–2

 

15%

 

 

 

100 lbs

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleeplike state and subconsciously controls the clockwork suit.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
  • Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 gp. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 gp

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC 18; Cost 10,500

Clockwork Suit (CR 6) 6.5   archer woodman

XP 2,400

N Large construct

Init −1; Senses darkvision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5) ballista 3d6

 

Ballista

 

 

500 gp

 

 

3d8

 

 

19–20

 

 

120 ft.

 

 

1

 

 

PRG:CRB

 

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting subtype, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

  • Winding (Ex) Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
  • Difficult to Create (Ex) The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Note : require  pilot and gunner to operator

Clockwork Suit mark 7 the scout

The scout search the area for enemy unit and report to the nearest suit via telepathic

XP 2,400

N Large construct

Init −1; Senses dark vision 60 ft., low-light vision; Perception (see below) …

DEFENSE

AC 22, touch 8, flat-footed 22; (−1 Dex, +14 natural, −1 size)

hp 74 (8d10+30)

Fort +2, Ref +1, Will (see below)

DR 5/adamantine; Immune construct traits, magic, telepathic

OFFENSE

Speed 20 ft.

Melee 2 slams +12 (1d6+5 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d6+5)

STATISTICS

Str 20, Dex 9, Con —, Int (see below), Wis (see below), Cha (see below)

Base Atk +8, CMB +15, CMD 24

Languages (see below)

ECOLOGY

Environment any

Organization solitary or gang (2–4)

Treasure none

SPECIAL ABILITIES

Immunity to Magic (Ex) The clockwork suit and its operator are immune to any spell or spell-like ability that allows spell resistance, except for spells with the mind-affecting sub type, which can affect the operator. The operator, while stowed inside the clockwork suit, cannot be affected by area of effect spells or targeted by spells except for mind-affecting spells.

Operator (Ex) The clockwork suit requires an operator. The operator is a Small or Medium creature that takes a full round action to stow itself inside. The operator goes into a sleep like state and subconsciously controls the clockwork suit.

The clockwork suit uses the operator’s languages, Will save, and all skills modified by a mental ability score. While stowed, the operator has 95% cover and, though asleep, cannot be subject to a coup de grace attack. The clockwork suit is fully controlled by its operator and does not have to follow the orders of its creator, unless its creator is the operator.

Telepathy (Su)

The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time

Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

Rechargeable (Ex)

Dull Gray Ioun stone is crafted into the Clockwork suit able to be charged up by cast daylight on the clockwork suit once a week

Vulnerable to     Electricity: Clockwork constructs take 150% as much damage as     normal from electricity attacks.

Swift Reactions (Ex)     Clockwork constructs generally react much more swiftly than other     constructs.     They gain Improved     Initiative and Lightning     Reflexes as bonus feats, and gain a +2 dodge     bonus to AC.

Difficult     to Create (Ex) The time and GP cost required to create a     clockwork is 150% of normal. Construction requirements in individual     clockwork monster entries are already increased.

 

 

Typical Characteristics

Standing 13 ft. tall and half as wide, the clockwork suit is a menacing mass of solid metal—a wall of gear-powered strength. Styles vary from culture to culture, but all suits are heavy, weighing 4,500 lb. Clockwork suits take on the mannerisms of their operators.

Many different types of clockwork suits have specialized tasks and tools: axe hands for lumber camps, massive hammers for large-scale smithing operations; and other variations. Some suits may hold multiple operators, combining their knowledge and skills, while others are built for battle with increased size and armor.

Construction

A clockwork suit is assembled from hundreds of clockwork gears, all of which are perfectly timed and calibrated. The refined oils and arcane fluids within the clockwork suit’s construction cost 500 GP. Clockwork suits usually require a team of trained engineers to aid the lead manufacturer in their work.

CL 6th; Price 19,500 GP

Requirements Craft Construct, arcane lock, deep slumber, mount, creator must have CL 6th; Skill Craft (clockwork) and Knowledge (engineering) DC 18; Cost 10,500

OPEN GAME LICENSE Version 1.0a

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Clockwork suit mark one © kobold press April 11, 2011 / Matthew Stinson

https://koboldpress.com/clockwork-suit-mark-one/

Clockwork suit mark 2-7 © Twoguysgames publishing 2016 Jason Waltman