
There is power beyond what a mere human body can achieve. To draw breath, to consume normal food, to have a beating heart… all of those are weaknesses in your eyes. In death, you are reborn without the drawbacks of life. A vampire, cold and calculating, far above any other of your race.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): N/A
- Maximum No of Stacks: 3
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1 | +1 | +1 | – | – | +1 | – |
I Reject My Humanity!: At the meager cost of never again treading under the sun, eternal youth is yours, as is the domain over your own undeath.
-[Passive]: You are Unnatural.
-[Passive]: You cannot die except through the 5th effect of this Trait.
-[Passive]: If you are using the Age Optional Rules, your Physical Age becomes Peak.
-[Passive]: Increase your Perception and Intimidation Skill Checks by Z.
-[Automatic/Start of Turn]: If you are in direct sunlight, reduce your Life Points by 1/4 (rounded up) of your Maximum Life Points. If your Life Points are reduced to 0 by this effect or this reduction occurs while you are in the Undying state, or if you are in direct sunlight while Defeated, you die.
-[Automatic]: If you are hit by an Attacking Maneuver that possesses the Elemental (Light) Profile and receive Damage, ignore the 2nd and 7th effects of this Trait until the end of your next turn and, if you are in the Undying State, leave the Undying State.
-[Triggered/Start of Turn]: Regain 2Z(bT) Life Points.
-[1/Round, Z/Encounter]: As an Instant Maneuver, use a Healing Surge. If you are using the Injury Optional Rules, you are a Regenerator, but ignore the 1st, 3rd and 4th rules of being a Regenerator unless you have regained Life Points through the effects of the Absorbing Attack Maneuver during this Combat Encounter.
-[Triggered/Defeated]: Enter the Undying State for the remainder of the Combat Encounter. This effect cannot trigger if you are Defeated by an Attacking Maneuver that possesses the Elemental (Light) Profile.
-[Automatic]: If your amount of negative Life Points exceeds the value of your Maximum Life Points as a negative value, exit the Undying State.
How Many Breads Have You Eaten?: Along with your life went your morals. The life of others means nothing anymore, mere food to be consumed and toyed with.
-[Passive]: Each time you gain a stack of this Manifested Power, gain a Vampirism Trait.
-[Passive]: Gain access to the Feast Bestial Trait.
-[Triggered, 1/Round]: If you deal Damage with an Attacking Maneuver that has the Absorbing Attack Maneuver applied to it, gain a stack of Power until the start of your next turn.
-[Triggered, Z/Encounter]: Upon gaining a stack of Power through the 3rd effect of this Trait, you may enter the Superior State until the start of your next turn.
Vampirism Traits
Vampiric Minions: Those with weak wills (or too long dead to have a will in the first place) bend to your own will, turning into mindless thralls under your command.
-[Passive]: Increase your maximum number of Minions by Z.
-[Passive]: You gain access to the Mind Control and Manipulation Sorcery Unique Abilities. Additionally, you may use the Manipulation Sorcery regardless of your target’s Alignment, but they must either be suffering from the Shaken Combat Condition that you inflicted or be below the Injured Health Threshold.
-[Passive]: All of your Undead Minions receive double Damage from Attacking Maneuvers with the Elemental (Light) Profile and, if they are Defeated by an Attacking Maneuver of the Elemental (Light) Profile, they cannot activate Triggered/Defeated effects in response to it.
-[1/Round, Z/Encounter]: As a Standard Maneuver with an Action Cost of 2, target a dead Character’s corpse within your Melee Range. Spend 6(bT) Ki Points to revive that Character as your Minion. If you do, they are revived with 1/2 of their Maximum Life Points and that Character’s Race becomes the Undead Minion Race with their Past Life being their former Race. You may choose to replace one of their Manifested Powers with a stack of the Stone Mask Vampirism Manifested Power.
-[Triggered, 1/Round, Z/Encounter]: If you Defeat an Opponent with an Attacking Maneuver that is benefiting from the Absorbing Attack Maneuver, you may spend a Karma Point to make them your Minion. If you do, they stop being Defeated and regain Life Points equal to 1/2 of their Maximum Life Points. Additionally, their Race becomes the Undead Minion Race with their Past Life being their former Race. You may choose to replace one of their Manifested Powers with a stack of the Stone Mask Vampirism Manifested Power.
Vaporization Freezing: By freezing your blood, you can now freeze any mere mortal that comes in contact with you, showing how fragile they truly are.
-[Automatic]: If an Opponent who gained stacks of the Slowed Combat Condition from the sixth effect of this Trait uses or is hit by an Attacking Maneuver of the Elemental (Fire) Profile, they lose a stack of the Slowed Combat Condition.
-[Passive]: You gain access to the Elemental (Ice) Profile and may use your Force Modifier instead of your Magic Modifier when calculating the Wound Roll for Attacking Maneuvers made with that Profile.
-[Triggered]: If you are targeted by an Attacking Maneuver, and you use the Guard option of the Defend Maneuver, you may reduce the Wound Roll of that Attacking Maneuver by Z(bT).
-[Triggered, 1/Round]: If you use an Attacking Maneuver of the Physical or Energy Foundation, you may spend 4(T) Ki Points to apply the Elemental (Ice) Profile to that Attacking Maneuver.
-[Triggered, Z/Encounter]: If you use the Parry option of the Defend Maneuver and successfully avoid taking Damage from that Attacking Maneuver, you may use the 6th effect of Vaporization Freezing as an Instant Maneuver (you must still pay the Action Cost, but you can use Counter Actions instead of Standard Actions).
-[1/Round, Z/Encounter]: As a Standard Maneuver with an Action Cost of up to 3, you may spend 6(bT) Ki Points to target an Opponent within your Melee Range. Increase the amount of Ki Points you spend by 2(bT) for every Action spent after the first. Make a Clash (Impulsive vs Impulsive/Corporeal) against them. If you win, they gain a number of Broken and Slowed Stacks equal to the amount of Actions you spent to use this Maneuver until the start of your next turn. If this would result in their number of Slowed Stacks reaching 3, they instead retain these stacks of Slowed for the remainder of the Combat Encounter (or until their number of Slowed Stacks is reduced below 3).
Eye Compression: With so much nigh useless blood, there’s little consequence in wasting some. Especially when it helps deal with those pesky sunlight kung-fu users.
-[Passive]: Reduce the Critical Target for your Wound Rolls by Z.
-[Passive]: Gain access to the Space Ripper Stingy Eyes Signature Technique.
-[Triggered, 1/Round]: If you would use the Space Ripper Stingy Eyes Signature Technique, you may change its AoE to be a Destructive Cone AoE for the duration of that Attacking Maneuver.
-[1/Round, Z/Encounter]: As an Instant Maneuver, use the Signature Technique Maneuver. If you do, you must use the Space Ripper Stingy Eyes Signature Technique. Additionally, at Attack Declaration, make a Clash (Impulsive vs Impulsive/Corporeal) against any target(s) for this Attacking Maneuver. If you win, they suffer from Guard Down for the duration of this Attacking Maneuver.
Space Ripper Stingy Eyes Signature Technique
Space Ripper Stingy Eyes – Super Signature
A concentrated beam of liquid shooting out from your eyes, piercing through opponents.
- Foundation: Energy (Beam)
- Advantages: Broad Beam, Accurate (2), Penetration (2), Efficiency (1)
- Disadvantages: Stat Drain (IN), Concentration
- Ki Point Cost: 13(T)
- Technique Point Cost: 35