Hears the Music of the Night (Vampire)

Hears the Music of the Night (Vampire):  The PC translates as a human undead creature existing within the range of common stereotypes of vampires.  They will have a corporeal body that does not exhibit any decomposition, and will be strangely alluring and charismatic.  As the vampire drinks blood s/he becomes more alive, more virile even, and looks less undead.  Each day the vampire goes without feeding, the vampire begins to loose health at a rate of 1 per day.  As the vampire loses health, they begin to look paler, more dead, and they begin to smell of rot and decomposition.  This occurs subtly at first and then stronger over time and can have a negative impact on any type of social roll the PC makes.  The vampire has an aversion to silver and sunlight.  Damage inflicted by a silver weapon does double damage to the vampire.  If the vampire is in direct sunlight with no protective covering such as clothing or the shadow of a building, the difficulty of all tasks increases by one step and the vampire will descend one step on the damage track and lose 5 points of damage per round.  Feed Ability: The vampire may feed on any living creature to regain health.  The creature must either be willing or subdued.  Feeding in this way transfers one health from the creature to the vampire per round until the vampire stops feeding or until the creature is dead.  Similarly, the vampire may feed his blood to a living creature transferring 1 health from the vampire to the living creature per round until the vampire stops or...

Grows weird plants

Obviously, paradoxes are best suited to growing weird plants. Tier 1:  Plant search (3+ intellect points).  You search around your area, and you find 6 seeds, which all grow into level 1 plant creatures under your control when planted. These plants stay alive for their level in days. They have (level*3) hit points, and deal (level) damage. (For GMs-In exchange for a level in hit points and damage, they gain a level in some other form, allows for cool types of plants). Instead of applying effort to decrease the difficulty of this task, you can apply effort to increase the maximum level or number of seeds you find by one per level of effort. You can’t use this ability again until you finish a 10 hour rest. Action Tier 2: Botany training you become trained in Botany, including identifying, breeding, collecting, and directing plants and their attacks. Tier 3: Plant food (3 intellect points). Your green thumb enhances a plant within a short distance. It functions as a plant two levels higher than normal. You regain the use of this ability after a rest. Action. Tier 4: Botany specialist you become specialized in Botany, including identifying, breeding, collecting, and directing plants and their attacks. Tier 5: Plant breeding (4+ intellect points). You can breed plants. Doing this takes two potted plants. The difficulty of this task is equal to the one highest level of the parent plants. You need to remain by these plants for a consecutive 5 hours, feeding and watering them until they germinate. You collect 6 seeds from this breeding, the level of which are all (lowest level plant) + 1d6 – 2. If the...

Channels Savage Psionics

Also known as a Lore Minder, a mental warrior focuses mental powers to take down her enemies. Often having a relatively high ranking in her tribe, a Lore Minder can afford more luxuries than most due to respect and fear, but care must be taken to never cross the Pinnacle Chief of her...

Live around the Gears

Your father was a Clockworker. Your grandfater was a Clockworker. Your mother worked as a specilised technician in a very important factory of the city, and you claim Central Tower Clock was made by one of your ancestor.You should be a Clockworker too, but something gone wrong: maybe your social class is too low, you lack the confidence, or you accidentally trip hot coffe on your chief supervisor’s clockgimp and now are fired. Maybe you where a clockworker, then you got quickened and decided you will leave the town to another recursion, inthe future.You know this town’s secret places, and you can repair almost everything is working on this town. You got the skill to be a wonderful Clockworker, and maybe you once where, before something happened and you started adventuring, or decided you should “have a life” outside the gears. tier 1: mechanical knowledge [+4 bonus to your intellect]everything is a tool (1 intellect) [ignore penalties for lack of normal tools if can use something else as a substitute] tier 2: hidden city knowledge [got an asset for chasing, finding hiding spots, or when an extensive knowledge of hidden place could be useful] tier 3: tinkerer [after 1 day tinkering with an artefact or cypher it works as 1 level higher. this applies only to the clockworker] tier 4: cyphersmith [after 1d6 days working on a depleted mad science/mechanical/clockwork cypher can create a new one (random generated) working at half level than previous one. Cannot be used on a depleted lvl 1 cypher. Only the clockworker can use it.] tier 5: mechanical resonance (3 intellect) [all clockwork brained, hybrid, or mechanical...

Has a Mechanical Companion

You always had a talent for mechanics and repairing but lack of skill and dedication to be a Clockworker. You where just a child when you built your first mechanical bird, a little brass robin who did nothing else than funny noise while opening and closing his beak, and let you win the smile of a girl.Becoming adult you dediced to use your talent to create full mechanical pet and working mechanisms; the pet you make and sold to other people are no more than toy barely resembling organic pet, but the one you did for yourself are amazing: they can hear your command and act independently, and are a full replacement for organic pet. They also can be repaired, upgraded and if they “die” you can always rebuild from scratch. Some people think you are a genius, and someone think you are a mad, but that’s no problem because you have your companion who can always help you. tier 1: clockwork companion [a level 2, 6 hp, 2 damage; if destroyed can be created again in 1d6 days] tier 2: helping hand [the clockwork companion can help the master giving him an asset] tier 3: steam powered mount [a level 3, 9 hp mount; can’t attack but can defend. if destroyed can be created again in 3d6 days] tier 4: remote eyes [can perceive through sensor of clockwork companion]; improved companion [clockwork companion is lvl 4, 12 hp, 4 damage] tier 5: mechanical swarm [can create from scraps an horde of small creature who act as a level 4 one (or 5+ level 2); must be controlled each turn for no more than 10...

Hide a Clockwork Hearth

[based on “fuses flesh and steel” from Numenera] You replaced a great part of your internal organs with mechanical clockwork ones; this could be a deliberate choice, or conseguencies of an almost fatal injury. Now your body is half mechanics, but this is not a fault in your eyes, but an enhancement of your former human capabilities. You’re not a fanatic, of course, and think everyone is free to choose to stay full organic, but this would’nt stop you from thinking everyone would be better with clockwork organs. tier 1: enhanced body [+1 Armor, +3 Might, +3 Speed]special healing [first 5 points of damage cannot be healed but must be repaired] tier 2: clockwork enhancement [after a few minute working on his modification gain asset on one single speed or might task] tier 3: weaponization [one light or medium weapon can be built inside the frame; user is Trained in using this weapon; this weapon is hidden until used] tier 4: integration [cypher and artifact can be connected to the body and are used as one level higher] tier 5: deep reserve [once day up to 5 points can be transfered from a pool to another one; 1 point/round] tier 6: ultra enhancement [+1 Armor and +5 to each of the three stat...