Chiyako Posted 2 hours ago Posted 2 hours ago For abilities in the Heritage Distinction, how many should I start with? Just one? If I'm starting with just one I think I'd like her to start with some sort of abnormal levels of resistance or durability or a regenerative factor, something which explains her ability to continuinously experiment on herself without suffering long term effects. I'm guessing I just slot the ability into the Distinctions section and only add it to the Abilities section once it's truly unlocked? 2
AsBloodTurnsEverCold Posted 1 hour ago Posted 1 hour ago Alright I was a bit confused for a moment cause I already stepped the ability up but yeah forgot the rating (I had simply copy and pasted) so that should be fixed now. Also got rid of the resource. 1 1
IsabellaRose Posted 19 minutes ago Author Posted 19 minutes ago 1 hour ago, Chiyako said: For abilities in the Heritage Distinction, how many should I start with? Just one? If I'm starting with just one I think I'd like her to start with some sort of abnormal levels of resistance or durability or a regenerative factor, something which explains her ability to continuinously experiment on herself without suffering long term effects. I'm guessing I just slot the ability into the Distinctions section and only add it to the Abilities section once it's truly unlocked? You can add as many as you think make sense for the Heritage. These would be abilities that are directly related to your "Vampire by Rumor and Science" Distinction. List anything you think is an ability and we'll make sure there are actual defined abilities fully statted out for them. I'd suggest basic vampire things: Superhuman Strength, Regeneration, Heightened Senses, Mesmerizing Gaze, Eerie Allure, Nocturnal Affinity. If you add a lot of connected abilities, I might suggest another limit like "Serum Dependence" where you can earn a plot point when the serum wears off and you deactivates your connected abilities. I don't want to set a hard limit on your use of serums as that's not how the system works. But the weakness adds the potential to disable your abilities when it would add drama to the story (and earn you those plot points). Keep in mind, you can always add a new ability that isn't linked to your Heritage. Say you wanted to... umm... mix up a breath weapon formula to give yourself a breath weapon (sort of outside the scope of our game, but I was trying to think of something that would not be connected to your vampire heritage). You can still add it as a separate ability that has nothing to do with your vampire by science heritage. You could add any ability based on a scientific formula or invention you create later. The connected abilities should only be related to the vampire bits. 2
IsabellaRose Posted 13 minutes ago Author Posted 13 minutes ago Dice Step Up from d4 > d6 > d8 > d10 > d12 2
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