Post by Janx on Jan 25, 2007 21:28:50 GMT -5
Templates are applied to characters, NPC’s or enemies that fit in a certain criteria. This section describes the special advantages and disadvantages a character gets when he is of this type. Even if you do not plan on being on of these, you may want to read this to see what you could be up against.
Skaal Nord:
Skaal Nords hail from the hearty Nordic clan of the Skaal. They worship the wolves, bears and nature of Solstheim. While not visually different they do get a few extra abilities.
Special: Nord’s Hailing from the Skaal have the Call Wolf OR Call Bear power. They may not have both unless they are a Magic specialized class. The Wolf or Bear companion is summoned for half an hour. If they stop respecting nature they lose this ability and template.
Vampire:
By fighting hand-to-hand with a vampire, there is a certain possibility that the disease will be transferred. The vampirism is “halfway” transferred when the person contracts the disease called Porphyric Hemophilia. If it’s not cured in three days, the person will have a dream and he will change to a vampire. The dream, as in western vampires' dream, is quite creepy. Here is the description of the dream as stated by some vampires we interviewed.
“I dreamt of a blond maiden. I drew near, and saw she was crying, but her tears were red as blood. I touched her tears and tasted them, and they were wonderfully salty, sharp with spice and savor. But the maiden's face had changed, her skin grey-white, and red tears dripped from her lips, and her hair had turned black, and wreathed her head like twining snakes. I was afraid, but could not run. I screamed, and then I woke, heart pounding, cramped and aching.”
By becoming a vampire, a person will have a boost to his/her attributes, however there are some disadvantages or weaknesses as well. The major disadvantage is that most people doesn’t want to talk with a vampire, this resulted that the vampire cannot get the public service that that people normally offer. So a vampire cannot trade with the merchants, and the worse of it, a vampire cannot get a ride in a ship or Silt Strider. Mages Guild and Telvanni members may still communicate with a vampire although they will refuse to do all the common guild services. Other disadvantage is the sun damage. A vampire will get a constant damage when he stands under the sun. Also a vampire is very vulnerable to fire, this is a big vampire weakness. A Vampire counts as undead and is not effected by Illusion spells besides ones of Light.
Advantages: Vampires have increased Strength, Speed, Will, Sneak, Unarmed, Unarmoured, Mysticism, Illusion, Destruction, Immunity to Paralysis, Immunity to Common Disease, and moderate resistance to normal weapons (all spell skills mentioned here count as racial bonuses in terms of MP unless they are already a Major Skill) and have +5 MP. They also have the ability to drain a victem’s blood via a bite, restoring their health. Vampires who have not fed in a long while get Chameleon and Charm as Powers. The older a vampire is, the more powerful their abilities become.
Disadvantages: Vampires are weak to elemental and magical fire, are hated by most people, take damage from sunlight, and do not regenerate health from sleeping. The older a vampire is, the more damaged they are by fire and sun.
Werewolves:
The most commonly known lycanthrope, Werewolves are rumoured to be the servants of the Daedric Prince Hircine. They are infected mortals who have been bitten or clawed by a werewolf. After 3 days without a Cure Disease Potion they undergo their first transformation and are no longer curable by known means.
While during the day the afflicted is not the slightest changed from the person he or she once was, at night time the person rapidly transforms into a being of evil. Werewolves are remarkably strong, powerful, tough and fast, even compared to vampires. The noticeable differences between them and vampires though is their weakness to silver weapons, and that they only have the instincts of an animal while in the form of the beast. If someone is spotted turning into a were creature, they are usually quickly reported to the guards and warnings are sent out to avoid or kill the individual.
For more information on Lycanthropes go here: til.gamingsource.net/dfbooks/b036_lycanthropy.shtml
Advantages: At nighttime a werewolf becomes surpremely strong, tough and fast. They are able to detect living creatures 100 feet of them, and can quickly close for a kill. During the day the individual is just the way he was before lycanthropy and has no memories of being a werewolf.
Disadvantages: Lycanthropes are extremely weak against silver weapons, which leave terrible wounds in their flesh. If one is spotted turning into or out of werewolf form, they are reported and hunted down.
Skaal Nord:
Skaal Nords hail from the hearty Nordic clan of the Skaal. They worship the wolves, bears and nature of Solstheim. While not visually different they do get a few extra abilities.
Special: Nord’s Hailing from the Skaal have the Call Wolf OR Call Bear power. They may not have both unless they are a Magic specialized class. The Wolf or Bear companion is summoned for half an hour. If they stop respecting nature they lose this ability and template.
Vampire:
By fighting hand-to-hand with a vampire, there is a certain possibility that the disease will be transferred. The vampirism is “halfway” transferred when the person contracts the disease called Porphyric Hemophilia. If it’s not cured in three days, the person will have a dream and he will change to a vampire. The dream, as in western vampires' dream, is quite creepy. Here is the description of the dream as stated by some vampires we interviewed.
“I dreamt of a blond maiden. I drew near, and saw she was crying, but her tears were red as blood. I touched her tears and tasted them, and they were wonderfully salty, sharp with spice and savor. But the maiden's face had changed, her skin grey-white, and red tears dripped from her lips, and her hair had turned black, and wreathed her head like twining snakes. I was afraid, but could not run. I screamed, and then I woke, heart pounding, cramped and aching.”
By becoming a vampire, a person will have a boost to his/her attributes, however there are some disadvantages or weaknesses as well. The major disadvantage is that most people doesn’t want to talk with a vampire, this resulted that the vampire cannot get the public service that that people normally offer. So a vampire cannot trade with the merchants, and the worse of it, a vampire cannot get a ride in a ship or Silt Strider. Mages Guild and Telvanni members may still communicate with a vampire although they will refuse to do all the common guild services. Other disadvantage is the sun damage. A vampire will get a constant damage when he stands under the sun. Also a vampire is very vulnerable to fire, this is a big vampire weakness. A Vampire counts as undead and is not effected by Illusion spells besides ones of Light.
Advantages: Vampires have increased Strength, Speed, Will, Sneak, Unarmed, Unarmoured, Mysticism, Illusion, Destruction, Immunity to Paralysis, Immunity to Common Disease, and moderate resistance to normal weapons (all spell skills mentioned here count as racial bonuses in terms of MP unless they are already a Major Skill) and have +5 MP. They also have the ability to drain a victem’s blood via a bite, restoring their health. Vampires who have not fed in a long while get Chameleon and Charm as Powers. The older a vampire is, the more powerful their abilities become.
Disadvantages: Vampires are weak to elemental and magical fire, are hated by most people, take damage from sunlight, and do not regenerate health from sleeping. The older a vampire is, the more damaged they are by fire and sun.
Werewolves:
The most commonly known lycanthrope, Werewolves are rumoured to be the servants of the Daedric Prince Hircine. They are infected mortals who have been bitten or clawed by a werewolf. After 3 days without a Cure Disease Potion they undergo their first transformation and are no longer curable by known means.
While during the day the afflicted is not the slightest changed from the person he or she once was, at night time the person rapidly transforms into a being of evil. Werewolves are remarkably strong, powerful, tough and fast, even compared to vampires. The noticeable differences between them and vampires though is their weakness to silver weapons, and that they only have the instincts of an animal while in the form of the beast. If someone is spotted turning into a were creature, they are usually quickly reported to the guards and warnings are sent out to avoid or kill the individual.
For more information on Lycanthropes go here: til.gamingsource.net/dfbooks/b036_lycanthropy.shtml
Advantages: At nighttime a werewolf becomes surpremely strong, tough and fast. They are able to detect living creatures 100 feet of them, and can quickly close for a kill. During the day the individual is just the way he was before lycanthropy and has no memories of being a werewolf.
Disadvantages: Lycanthropes are extremely weak against silver weapons, which leave terrible wounds in their flesh. If one is spotted turning into or out of werewolf form, they are reported and hunted down.