[Interest Check] Original vampire-based supernatural MU*
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And next, super strength!
Intensity
The strength of many men is a common feature in almost all mythological and folklore representations of vampires, and the Blooded are no different. The strength given to them by their condition makes them stronger than humans, and by focusing the vitalis throughout their bodies, they can enhance this even further.Basic
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Crimson Might - The simplest aspect of Intensity, the vampire simply flows the blood into her body, the vitalis within infusing her physical body with additional strength, dexterity and stamina.
- Cost: 1 Blood
- Action: Simple
- Roll: N/A
- Duration: Standard
- The vampire grants herself an increase to her physical capabilities, by infusing her body with the life stolen to keep her immortal. (Sheet: Crimson Might - 0 Special Self Empower)
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Puissance - The vampire's natural strength shows itself in the damage and force from her blows.
- Cost: N/A
- Action: N/A
- Roll: N/A
- Duration: Passive
- The vampire's incredible strength increases her natural damage-dealing capabilities without the expenditure of Blood. The character's damage multiplier for Melee/Brawl is increased by +1 (to 2). (Sheet: Puissance - 0 Special Self Passive Muscle)
Intermediate
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Crushing Blow - The vampire is able to put her strength into a strike that reverberates through armor, bypassing part of its natural protection.
- Cost: 2 Blood
- Action: Standard
- Roll: Standard Melee or Brawl Attac
- Duration: 1 Attack
- Crushing Blow allows a vampire to strike and bypass some armor due to the sheer force of the blow; additionally, the brutality of the strike may leave opponents' physical bodies stinging briefly, weakening them as they recover. Crushing Blow will default to your Unarmed attack if you do not have a Melee or Brawl weapon equipped. (Sheet: Crushing Blow - 0 Weapon Sap Pierce)
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Earthshock - The vampire is able to use her vitalis-quickened strength to strike the ground at point A, and subsequently have the force of the blow emerge from the ground through shockwaves, some distance away. This causes localized shockwaves that disorient and damage, and the shockwave can be spread across multiple individuals.
- Cost: 2 Blood
- Action: Standard
- Roll: Standard Brawl Attack
- Duration: 1 Attack
- Earthshock creates small, localized shockwaves as the force of the blow moves through the ground, and explodes from the ground as a geyser of sharp rock and dirt, directly underneath the target(s) (if successful). The debris deals damage, and the aftermath of the shockwave also may disorient the target. (Sheet: Earthshock - 3 Brawl Burst Stagger)
Advanced
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Unusual Assault - With minimal effort, a vampire can wield as weapons many objects which most cannot even lift. Using a sudden increase in strength, the vampire can use unwieldy items as weapons briefly, such as throwing a manhole cover, uprooting a telephone pole or grabbing a motorcycle. The weapon, however, breaks under the extreme duress after use.
- Cost: 3 Blood
- Action: Standard
- Roll: Standard Melee Attack
- Duration: 1 Attack
- Unusual Assault allows a vampire to wield anything smaller than a large motorcycle as an impromptu attack. The sheer size and weight of the item may also knock the target for a loop. (Sheet: Unusual Assault - 4 Melee Heavy Weaken)
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Blessing of Vigor - The vampire is capable of loaning some of her prodigious strength to another, by marking her with and sharing her blood, with her disciple.
- Cost: 3 Blood
- Action: Standard
- Roll: N/A
- Duration: Standard
- The vampire spends the Blood, having their target drink the blood or otherwise mark them with runes. When active, the target gains bonuses to their attacks and strength. (Sheet: Blessing of Vigor - 0 Special Other Empower Enhance)
Master
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Strength of Hercules - The vampire's innate strength is even further above that of other vampires, allowing her to inflict additional damage simply by dint of her superior power.
- Cost: N/A
- Action: N/A
- Roll: N/A
- Duration: Passive
- By honing her strength to this level, the vampire once more natural damage-dealing capabilities without the expenditure of Blood. The character's damage multiplier for Melee/Brawl is increased by +1 (to either 2 or 3, depending on other powers purchased). (Sheet: Strength of Hercules - 0 Special Self Passive Muscle)
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Crimson Brutality - The vampire focuses her blood, infusing her flesh with the stolen life, her form heating up as if she was on fire. Her body takes on a reddish, sunburnt tint and her strength increases yet again; additionally, her strikes seem to leave a heat haze, and inflict heavy damage on vampires.
- Cost: 6 Blood
- Action: Standard
- Roll: N/A
- Duration: Standard
- The vampire infuses her body with unnatural strength, taking on a crimson hue and becoming obviously inhuman for the duration of the effect: her eyes fill with crimson, her body takes on a reddish tinge and she exudes a palpable heat. However, she increases her strength and damage output immensely, as her brawling attacks are considered incendiary. (Sheet: Crimson Brutality - 0 Special Self Empower Enhance Enflame)
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Qualities and Conditions
Now, this is going to look WEIRD to a lot of people. But, as noted before, automated combat. If you've played at a Transformers MUSH, any of the Megaman MUSHes, Persona MUSH, etc. Anything from that circuit, you'll recognize how this is going to be set up. Things that show up on your +sheet/combat or +attacks (not necessarily ALWAYS attacks, but abilities you have) will be arranged as shown on the previous mockup. But most weapons will have qualities detailing what special things they have, if any. This also applies to the various supernatural powers on the MUSH, with the tags noting to the combat system what that power should do when used. Below is a list (so far) of abilities that you'll see in a variety of powers across the game.Weapon/Power Qualities
Weapon/Power Qualities are pretty straightforward; they modify what a weapon does (such as adding a rider effect to damage) or inflicts some sort of condition. Most weapons won't have the capability to inflict conditions, though some might depending one what a player purchases. Most conditions, both good and bad, are typically inflicted by powers (or the power will add it to a normal attack as a rider). The condition is the same as the name of the quality, and as a default duration of 3 combat rounds unless otherwise specified.Empower - Buff Physical
Guile - Buff Social
Focus - Buff Mental
Resolve - Buff Willpower
Weaken - Debuff Physical
Dull - Debuff Social
Addle - Debuff Mental
Unnerve - Debuff Willpower
Enhance - Buff damage (flat buff separate from attribute)
Shift - Buff evasion (flat buff separate from attribute)
Precise - Buff accuracy (flat buff separate from attribute)
Sap - Debuff damage (flat debuff separate from attribute/skill)
Stagger - Debuff evasion (flat debuff separate from attribute/skill)
Distract - Debuff accuracy (flat debuff separate from attribute/skill)
Misdirect - Next attack vs. target automatically misses
Immobilize - Next attack vs. target automatically hits
Prevent - Next status debuff automatically fails (does not prevent damage, affects all debuffs on an attack, rather than checking for proc)
Circumvent - Next status debuff automatically succeeds (does not prevent damage, affects all debuffs on an attack, rather than checking for proc).
Enflame - Brawl attacks are treated as Incendiary
Incendiary - Extra damage vs. vampire
Silver - Extra damage vs. vampire
Burst - Can target up to 3 characters
Heavy - Increased attack difficulty for automatic bonus damage
Pierce - Ignores half Armor Rating
Leech - Drains Endurance
Feed - Drains Blood
Bleed - Damages Blood instead of Endurance
Revenge - Turns END loss into bonus damageThere are some that will show in the quality list, but won't count toward the 2 qualities a power can have, as well.
Incorporeal - Only processes combat to-hit by attacks tagged Silver, Fire, Sunlight or Special. Those will immediately clear this flag.
Flight - Only processes combat to-hit by attacks tagged Special or Firearms, or all if the attacker also has Flight.
Self - Can only use the ability on yourself via +-commands.
Other - Can only use the ability on others via +-commands
Muscle - Damage Multiplier + 1
Bypass - Ignores Armor (usually mental attacks, such as Psychic Assault)
Passive - Requires no activation; always-onThere will be some that will be added, or allowed as special weapon qualities, when people/if people find out about the banes of other supernaturals.
Armor Qualities
Armor Qualities can only be on the piece of armor that your character is wearing at a given time, but like weapons, characters can own other types of armor and equip them as necessary. Armor Qualities are accounted automatically by the combat system. Generally a piece of armor will have a single quality other than its damage reduction.Ballistic - Bonus reduction against Firearms
Rugged - Reduces success chance of Sap
Impact - Reduces success chance of Stagger
Steady - Reduces success chance of Distract
Light - Reduces success chance of Immobilize
Nomex - Halves the effect of Incendiary
Hardened - Halves the effect of PierceGeneral Item Qualities
These qualities are not accounted for the by combat system; rather, they notate what bonus dice a particular item gives to a particular roll in non-combat situations or special non-combat/roleplay effects. This list isn't done yet (and likely will be very simple).On the powers, as well, the blood costs are currently placeholders; I'm working on those in general.
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ARISE FROM YOUR GRAVE!!!
Ahem...
General Update...
- Equipment Stuff is done; base damage ratings, how the weapons function and their base damage, list of weapon qualities that modify non-superpower attacks, armors and armor ratings. A lot of it is very freeform: if you want a Deagle, build a Heavy Pistol with appropriate qualities. If you want a SWAT suit, take Heavy Armor with appropriate qualities. Some equipment will be pre-built from a database and available, but if you want to make your own stuff, you can.
- Powers are underway and having heavier build. Some neat stuff has come out of some of them like Bloodworking and Shapeshift (the powers Sanguine Shield and Blood Purge from Bloodworking, and people who like Gangrel claws will like the Monstrous Talons power of Shapeshift, which modifies your Unarmed attack with a higher damage level and weapon qualities like Armor Piercing and such, which you can choose when you activate the power)
- I FINALLY HAVE A MAP OF NYC THAT I LIKE AND A RESOURCE FOR THE DISTRICTS. It's good for great detail for everything except for The Bronx, which I am using a less-comprehensive/cool resource, but it'll be fine.
- I have a layout for the Consul , the six Princeps, the Legatus, the Praetor and the Aedile. These will be NPCs starting out, that I'll (closer to opening) be recruiting for people to play these PCs out in conjunction with staff goals and direction, in order or them to feel more organic.
- I have about a paragraph each for the other supernaturals of NYC and the rough areas where they'll be, though it's still way open for development (mostly, NYC has a good arrangement of Fae; Therians in the form of Wolves, Crows, and Rats; a small Bygone community led by Euryale the Gorgon; and a single Arisen who gives no fucks about anyone while he's trying to figure out which other supernatural group murdered him).
I'm still a ways from opening, but I'll get there. Probably in the next couple of months, if not sooner, depending on how quickly some things go. More as it develops.
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Looks good