Umbra

 "You're late" 
Settle down, no one is playing this mess anyway. 

Boy, howdy, have I run out of steam on this.

Umbra

Humans fear the dark. Many assume it's due to the unknown and what lies within. Wrong. It is fear of the dark itself that led to the survival of the human race. The Umbra, in case you couldn't tell from the very clever name, hold power over the dark itself. Using this power they become that which goes bump in the night. 

A     Empower Shadows, Shadow Tendril
B     Shadow Master, Tendril Augment
C      Shadow Step, Tendril Augment
D     Shadow Meld, Tendril Augment

Empower Shadows
By invoking this power the Umbra reaches out, empowering the shadows (hence the name). The darkness becomes darker, the shadows grow longer. For the rest of the scene all darkness based stealth checks succeed. Should the vampire be attempting to intimidate using shadows, the attempt is made with favor. 

Shadow Tendril
You're able to call forth a wispy, shadowy tentacle from the darkness, and send it to do your bidding. By spending the blood points, A 10 foot long tendril of solid darkness appears at a point you determine within 20 feet.  

Shadow Master
You are able to listen through the very shadows themselves. For any shadow within line of sight, you may listen for 2 blood per minute. 

Tendril Augment
The lazy answer to writing. When ever you can this power, Select an new Augment to apply to your Shadow Tendril.
  • Aggressive: Your tentacle now does damage as a medium melee weapon.
  • Dual: You have double the amount of tendrils, but they're half as long.
  • Hungry: You're able to feed through your tendril, albeit at a reduced 1:3 rate.
  • Lengthy: The tendrils are twice as long. 
  • Move-able: The base of the tentacles can now move at your Movement

Shadow Step
Write this down: You step, through shadows. Any place you've been before, as long as it has a shadow present, 3 blood per block will get you there. 

Shadow Meld
You're able to sink down into your own shadow and become one with it. Essentially this makes you a weightless, 2D creature made of pure darkness, and all that that entails. While artificial light doesn't harm you, or even pass through you, sunlight will fuck you up. Big time. 

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Necrodom

 Necrodom

Masters and summoners of both the dead and undead, who use their powers to raise minions and pose questions to souls who have passed beyond the veil. Also, they tend to hang around in grave yards and look like the Cure rejects in face paint. IS it face paint, or do they 'naturally' look like that? Who's the say. 

A moment should be taken, perhaps, to review terms:

  • Living: Most mortals in your day to day, ghouls, souls. 
  • Sentient Undead: That's you.
  • Mindless Undead: Zombies, skeletons.
  • Dead: Ghosts, Wraiths. 
I know at least at my table, my typical players are trapped in the "Wraiths are undead, wraith means ghost, therefore ghosts are undead" pipeline from soaking in too much 3.5. They are not. Not here. Both of these creatures are dead.  Should it come up.

A     Raise Zombie, Speak with Dead
B     Bind Ghost, Part the Veil
C     Call Skeleton, Remove Soul
D     Create Wraith, Consume Ghost

Raise Zombie - 3 blood
A target corpse returns to animation as a zombie with 4 hit points and 1 HD. They can carry out simple commands, but are dumb and mindless. Unable to wield weapons, they can slam their bodies into things/people for 1d6 damage. They last until destroyed, but do degrade at 1 HP per day. Also they go last in initiative. 

Speak with Dead - 2 blood per question
By pouring 2 blood per intended question into the mouth of a corpse, you may cause it to speak, specifically to answer questions posed to it. At the end of the scene, the corpse crumbles to dust.

Bind Ghost - 10 blood per task
Ghosts are all around. Since being dead is boring as fuck, they have literally nothing else to do but watch the living. Well, reincarnate, I suppose, but then you're stuck back in this hell. By spending the blood, you can imbue your words with power, essentially fascinating them into serving you. Be it spying on someone or guarding a location ( a la poltergeist), the ghost is compelled to carry out one single task for you.

Part the Veil - 5 blood per scene
Using this power you're able to view the Land of the Dead, a grey twilight that overlaps our own world. Things there reflect, in metaphor, the past, present, and potential futures of our own world. This is why only the dead may speak true prophesy. Have I mentioned that before? Surely I have. 

Call Skeleton - 6 blood
By spending the needed blood, you may call forth the skeleton out of any one corpse or a living ghoul with your blood in them, within 50'. Ghouls get no save in this. Skeletons are intelligent, but not sentient, have 8 HP with 2HD, and can use weapons. They last until destroyed, but degrade at 1 HP per day. They operate on your turn.

Remove Soul - X blood
Any mortals touched must save vs Cha (with penalty equal to [blood]) or have their soul shunted from their body. This forces their body into a catatonic state, while their soul is stuck in a force astral projection. They're stuck in this situation until the next time the sun crosses the horizon, at which point they are shunted back into their own body or, should it not be available due to reasons, the closest suitable one. 

Create Wraith - 10 blood
First off, this is not a good thing. The dead might watch, but they were never meant to interact with the world of the living. Secondly, you'll note this power isn't called "Command Wraith." You might create the wraith, but you have no control over them. By spending the blood, you're able to drive a ghost insane enough to interact with the world, usually to violent results.

Consume Ghost
A weird power, truly. With it, you're able to feed on ghosts, using them to sustain your miserable undead existence. Ghost contain...let's say 5 'blood points' and if you ever contain more ghost 'blood' than real blood, you begin to become ethereal and able to see and interact with the Land of the Dead. 

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