Powers/Limitations for Children of the Night
This is a list of new powers and limitations that has been posted on my site for quite some time now.
My views on the Children of the Night focus a lot on the many different combination of powers and limitations. Very few are ever completely alike. While using them in the game I have come up with a few more to help keep things different and to keep my players on their toes. Whether or not you use the CoN for NPCs or let your PCs play them I hope you will find these additions useful.
Powers
- Friction Absorber - 15
Friction creates heat, heat is a form energy, and with this power you can absorb that energy into yourself for use. It works by adding points back to endurance and in some activities slowing down the drain of endurance. Things such as running do not cause a loss of endurance. Heavy physical activities only use endurance at about half of the normal rate. Wounds still cause the normal rolled amount of damage and will still heal at the normal rate. General light physical activity adds back to your Endurance total at the rate of about 10 points and hour or on an amount decided on my the Gamemaster.
- Pheromone Control - 5
The natural scents that your body produces affect people around you. Now you can choose to make them more noticeable to aid in certain situations. There are various affects that you can produce and some may cause some unnatural reactions from those around you.
Sexual - Make all seduction rolls at -2 to your skill roll. Make all diplomacy rolls at -1 to your skill roll.
Overpowering - Make all interrogation rolls at -2 to you skill roll.
- Seismic Sense – 10
Can sense movement near them through the ground. They must have bare flesh contact with the ground. This also works for feeling someone move within a structure.
- Sense Purity - 5
Can visually see the 'purity' of another person. Usually showing up in various shades of multiple colors, from pale to almost neon bright, this can detect various things such as: Drug Usage, Diseases, Poisons, Sickness, etc. Exactly to what extent of detail they can sense is up to the Gamemaster.
- Tunneler – 15
Possesses the ability to move underground at a rapid speed. Through sand and very loose soil they can move at the speed of a normal persons run. However more dense or packed ground and the speed is greatly reduced.
Limitations
- Bloodthirst (variation) - 15
Like normal bloodthirst except the blood must be pure of any contaminations such as drugs and diseases. Small viruses such as colds are not classified as contaminations and can be ignored.
- Corrupted Aura - 5
Your aura lets off the stench of evil. Plants tend to die while you are near them, animals stay away and dogs bark at you from a distance but will not approach. Those with high Mental Balance can feel this aura on you with a successful ego roll.
- Infant Body – 15
Their body is trapped in the state of an infant.