By Skith (ardinn@specent.com)
The Vetruvis are similar to the Gargoyles in many ways, but they also differ in many others. First, the Vetruvis are metallic in skin texture during the night, or in the day, if they decide to take their statue form. Second, they can operate during the day as well, but they in all senses become humans for the day if they choose to do this. Third, they heal all wounds when they become statues, recovering even lost limbs if they remain out of the sun's rays, so a Vetruvis missing an arm could simply tuck the stump under her wing and assume the statue form, only accessible during the day, and when night fell, her arm would be tucked under the wing, fully regenerated, tales have been told of Vetruvis doing this without assuming statue form. Fourth, their eyes determine their breed, or which season they were born in. Their eyes are like gems in many aspects, Emerald eyes being Spring, Ruby eyes being Summer, Amber eyes being Autmn, and Diamond eyes being Winter,;their Breed determining which Awakening they are particularly proficient at. Their Human form still has the gemstone eyes. Fifth, they are all spiritually, mentally, and physically connected to the first of their race, a 'magic (Kind of) worker who found a way to make herself withstand more the passage of time, unfortunately rendering her comatose years later, the effect transformed her skin slowly into that of metal, Silver in her case, and turned her eyes into Diamonds. Before her fall, she bore five eggs, each of which a different aspect of her abilities. If she were to die, all Vetruvis would die as well, their connection to her is so immense. Fortunately, because of their constitution, Vetruvis are immortal until killed. The five original progeny of Vetruv, which was her chosen name, are still alive, and guard her zealously, within a forgotten tomb deep within the earth.
The Barinchae, however, see the Vetruvis as abominations, unnaturals, and most will have nothing to do with this race. In fact, the Barinchae has waged war on the Vetruvis more than once. Some, however have sided with the Vetruvis, and some actions are being taken to assure the Vetruvis' assimilation into the Gargoyle society, and because of the gargoyles' recent reappearance, many have discovered that the Vetruvis gargoyles were forgotten in time, and many are seeking to pass themselves off as a branch of gargoyles that developed while the Barinchae were sleeping. Also, the Vetruvis were the result of an unknown 'mancy power, but only Vetruv knows how to use 'mancy, none of her children know of this ancient art. And only she knows how to use the effect to make new Vetruvis out of a Barinchae. She isn't talking. ('Mancing is actually high level Life and Matter magick; Vetruv has a very powerful avatar.)
Spend Freebie Points (21)
Attributes | 5 per dot |
Abilities | 2 per dot |
Sec. Abilities | 1 per dot |
Backgrounds | 1 per dot |
Kadistae | 3 per dot |
Awakenings | 7 per dot |
Zatrium | 2 per dot |
Vasayle | 1 per dot |
Willpower | 2 per dot |
Attributes | Rating x 4 |
Abilities | Rating x 2 |
New Ability | 3 |
Kadistae | Rating x 3 |
Kadistae from other | Rating x 5 |
New Kadistae | 6 |
Awakenings | Rating x 5 |
Awakenings from other | Rating x 7 |
New Awakenings | 10 |
Zatrium | Rating x 2 |
Vasayle | Rating x 2 |
Willpower | Rating x 2 |
Initial Zatrium: 5
Initial Willpower: 1
Awakening: Imvaris
Ascending: You came into this world during the summer and enjoy battle and drink, even though it isn't that abundant where you dwell. Your Eyes are made of flashing rubies, and they help you determine how to best affect your opponent in battle. (+1 to any damage roll when one turn is spent concentrating on the opponent). You are quick tempered and irate, and resisting a battle would be a breach of honor; this leads to many uncomfortable situations, indeed.
Initial Zatrium: 4
Initial Willpower: 2
Awakening: Makaat
Descending: Born during the Season of the harvest, you were always spiritual in nature, and you find you have an aptitude with the spirits. Your eyes are composed of a pure Amber, and they allow you to see into the Eltren's (Garou) Umbra. You feel a longing; you know you belong in the Umbra, but you are always drawn back to the real world. You need to be in the Umbra to avoid your depressions about it not being your natural habitat, but you begin to feel alone and unsure when you are not on Earth. This makes you very withdrawn and quiet, as you are dreaming of the Umbra most of the time.
Initial Zatrium: 3
Initial Willpower: 3
Awakening: Krandiri
Resting: You hatched in winter; others see you as weak and tainted and made only for leadership, but you survived winter as a pup! Who else can say that? All your brethren died, but you survived. Your eyes are made of diamond, and you can see the dead with them, and their world terrifies, or fascinates you. You want to live there, in the Shadowlands; you know you will end up there, but you need to be there now, not later, you will go to extremes to put yourself in fatal situations, just short of dragging others with you on your little quest for the death you want so much.
Initial Zatrium: 2
Initial Willpower: 4
Awakening: Saraanis
Initial Vasayle: 3
Initial Willpower: 3
Kadista: Speed
Scra-onn: You, grandchild of Scrann, or "The One of Resolve", are known by your fearlessness, for what can you do if not regenerate? This abandon has gotten you into more situations than you can count, and, odds are, you don't want to remember. Your skin is of Iron, and it provides you with a strong resolve against pain directed against you. You get one extra soak die for every Vasayle point spent, and take no damage if it does not at least hurt you.
Initial Vasayle: 1
Initial Willpower: 5
Kadista: Regeneration
Phimlendra: Descendant of Phimlendar, Phimlendr, or Femlannder, which all mean "Noble One,",the honesty of an oath made by you is disputed only by your death, and you would give such to honor yourself, and your family. Your skin is made of copper, which gives you great prestige within your family; your skin gets tainted and slowly turns green if you break an oath. It is shiny as a new penny otherwise. You look as one mass of features and opponents must make a perception roll (difficulty 8) to determine what you are doing; if they do not, or if they fail, they cannot dodge. If they botch, they cannot make any actions their next turn as they try to determine what you are doing. This power is lost if you break an oath, and only regained after performing seven tasks for the one you broke the oath to, as your skin becomes mottled, and a grimy green.
Initial Vasayle: 2
Initial Willpower: 4
Kadista: Withstand
Grendel: From Grendani, "The Strong One," you try to live up to your name, and you flaunt your strength to display your heritage often. This has earned you repute as being too haughty and too masculine for your own good. Your skin is a beautiful gold, but you are wounded easily, giving you minus one stamina for soaking damage, but also making your opponent have to make a will roll (difficulty 6) to attack you. This goes doubly for social situations and verbal insults, making the difficulty 9 to confront you verbally. People simply don't understand how you can be so brutal against others when everyone is kind to you; you just feel you need to test your limits.
Initial Vasayle: 4
Initial Willpower: 2
Kadista: Power
Valkerye: Directly descended from Vetruv's Chosen, Vetruvya, "Daughter of the Unnatural", you are proud and regal, with an apparant noble seeming to you, you hold particular respect from the other Vetruvis because of your blood heritage, and you enjoy the position you were born into, with a passion. Yours is formost in promoting the Hirishami, and this has also gained you respect. Your skin is of the Purest Silver, and gleams with an intensity unparalleled. Among other Vetruvis you get two extra die for all social rolls. Your skin brings you an almost supernatural ability to catch and reflect light, giving you an angelic appearance. Appearance is increased by 1 when in human form and 3 when in statue and Fætis form. Furthermore your skin catches and reflects light so well you act like a living flashlight, lighting even the darkest of pits.
Initial Vasayle: 5
Initial Willpower: 1
Kadista: Flight
System: Each level posessed in flight gives the user more control over their flight maneuvers, giving them an extra sucess for each level posessed. (Note: Flying requires a strength+athletics roll. It also requires a stamina roll to stay aloft.)
System: Each level possessed gives the user one success in every strength roll performed automatically. Yes, this can be used in conjunction with flight.
System: The usage of this Kadistae requires the expenditure of one Vasayle. Then, once the substance is absorbed, the user rolls her score in regeneration (Difficulty 6), each sucess = one regained health level.
System: Each level possessed in Speed gives the user an extra action once one Vasayle is spent to start off the effect. For game mechanics, each level in speed doubles the user's current speed, so a character running 15 mph, and possessing two levels in Speed, could run 30 mph, and then 60 mph after that. This may also be used in conjunction with flight, increasing the vetruvis' flight speed swiftly.
System: Each level possessed in Withstand provides an extra soak die for all soak rolls. And even helps in all other stamina rolls.
Awakenings are called Awakenings for a reason, primarily because to gain more power, the Vetruvis must "Awaken" to a new aspect of the Awakening. This promotes the originality in the Vetruvis. In game terms, once the fourth level is about to be bought, the character needs to go to an Elder Vetruvis who possesses the Awakening at a proficient amount. This Elder will give the character a word that the Elder feels best describes the Awakening, then the character is required to contemplate for a lengthy amount of time about the aspect of the Awakening and about the word the Elder gave him. The character then develops his own interpretation of the Awakening and the Word, and then, once the character is sure he knows the meaning of the word, he awakens to the new level. (Note: The experience points are spent before the whole process begins.) Listed for each level 4&5 power are two idea variants for each of the four Awakenings. The Awakenings are: Imvaris, Krandiri, Makaat, and Saraani. Imvaris is of the Dawning; Krandiri is of the Descending; Makaat is of the Ascending, and Saraani is of the Resting. Note: Awakenings can be learned by any Vetruvis.
* Warp With
The use of this level, the vetruvis finds she can manipulate the life strands as easily as 1, 2, 3. To the Vetruvis using this Power, changing appearances of anything alive can be achieved; flesh may be sculpted; bone may be molded, from anything subtle to anything drastic.
System: Roll Intelligence+Imvaris, successes equal how the well the desired effect is achieved. Increasing appearance is harder, difficulty 9, but each success equals two extra appearance points, maximum standard. The effects last until the Vetruvis decides to change them again. Using this power costs one Zatrium.
** Bond
With this ability, the user may bond entities that she has used Imvaris on before. They see the same things; think the same things; hear the same sounds; taste the same tastes; smell the same scents; of course, either one can shut this off and on as often as possible. Sometimes, one entity may take over the other for a short amount of time, but this tends to make the 'partner' upset most of the time.
System: A zatrium point must be spent to begin the forging of the bond; then the initiator of the bond rolls willpower against the target's willpower, difficulty 7. Whomever wins becomes the 'trarch', or 'most powerful', of the bond; the trarch has final say over when the bond will be shut down, what thoughts, smells, tastes, images, and sounds will go through the bond, and when the bond will be shut off completely. The trarch can also enter the other's mind and assume a small amount of control over the other's body; this requires another willpower roll against a difficulty of the target's willpower+3, but never above ten. A bond may be formed with many creatures, and the user may even forge bonds between others; some Vetruvis clans have been known to be completely bonded to one another, with the leader as the trarch.
*** Create Entity
Less than the name suggests, this power is used only to create entities out of the users statue skin, instead of the skin shattering when night falls, the skin melts away from the Vetruvis' body and accompanies her wherever; this skin may be used for many things, and is considered bonded to the creator, with the creator as the trarch, and it can also be used as weapons.
System: The user spends a vasayle point before assuming the statue form; this enables the skin to develop while the user sleeps. When night falls, the skin simply flows off the Vetruvis and reads the user's mind to see the form is most needed; it then takes this form. From this point on, it takes the form most convenient to its master. It may even take the form of a projectile firer, be it a gun, a crossbow, whatever. It has a rating named Body; the body rating is all teporary points, and is equal to the user's stamina+withstand times four. The skin regains all body points nightly, and each time it shifts, it loses one body point. If it loses all body points, it dissipates immediately, and the user must create another skin. One body point is spent each time the skin is fired as well. So a Vetruvis' using this power has a skin with only four body points left, she makes it shift to a gun, it loses one body point and shifts to a gun; then she fires it three times' it shoots three 'bullets'; then promptly dissipates; she needs to make another skin-entity.
**** Idea #1
Manipulate Life: Like level one, but from a distance!
**** Idea #2
Rend: The user can graft another's powers to himself for a short amount of time. She gains experience = to the power levels. These may be used only to buy these powers. This can be used to buy the powers permanantly, but at double the normal cost.
***** Idea #1
Imbue (The user may "copy" her Kadistae upon another Being in bond with the user. This lasts for one scene only.)
***** Idea #2
Teach (The user may "copy" her Awakenings upon another being in bond with the user. This lasts for one scene only.)
* Infuse
Infuse Using this ability gives the Vetruvis a certain advantage physically and mentally for a limited amount of time. This is one of the most common Awakenings used among the Ascending Vetruvis. System: For each Zatrium point spent, the user gets three dots to put in any trait regarding battle, or strategy, this lasts until the end of the scene, or only one dot per scene is lost if the user spends a willpower point as well. A Vetruvis can never infuse more dots than her successes on a Wits+Makaat roll. ** Determine Weakness
A Vetruvis using this power finds she has a very powerful advantage over others in combat, and that she can increase her effective powers in many ways.
System: The user of this ability takes one turn to assess the situation; doing so will reveal any weak spots a person, or place, has, adding two die of damage to any roll to attempt to damage it.
*** Augment
Many ascending Vetruvis have developed a way to aid their Kadistae, and find they can even 'adopt' Kadistae thay never possessed in the first place. This, they find, can be very useful in tight situations.
System: This ability allows the user to increase any kadistae up to three dots higher than usual, and even increase ones not possessed earlier. This only lasts for one scene, and the dots may be distibuted in any order, this power costs two Zatrium.
**** Ideas #1
Exchange: The user may 'exchange' his mental traits for his physical ones; this lasts for one scene only. **** Idea #2
The Force: The user may affect things not near him, by use of physical force on things near him. I.E.: A Vetruvis would punch a punching-bag, and a guy across the room would feel it.
***** Idea #1
Tirnmak Kran: The user gets a new trait, named Himaniti; the Himaniti is similar to the Plasmon's (Vampire) blood pool, except that it is used to decrease the Getuluend among mortals. Each point spent decreases it by one, or, in the situation most Ascending use this power, to inflict the delirium upon anyone in the vicinity, in other terms, this makes the mortal, mundane, whomever, 1 WP point higher in terms of resisting the Delirium, Shroud, or Mists.
*****Idea #2
Fire skin: Like the name suggests, this ability ignites the user's skin, this causes four levels of damage to anyone in contact with it, exepting the user.
* Step Sideways
This ability allows the user to enter the Eltren's Umbra realm. This power is common among Vetruvis, for they see the use in possessing such powers.
System: The user must stare into any reflective surface, apparently common among the vetruvis, and concentrate for two full turns. Then she must spend one willpower point and one Zatrium point. This allows her to roll her permanent Zatrium score against the local Gauntlet in regards of entering the Umbra.
** Parting the Velvet Curtain
Now the user may bring others along with her into the umbra.
System: This power is handled same as above, but the extra successes may be 'shared' among others.
*** Dispose of Getuluend
This power is not in actuality a power for the Vetruvis, but this power is for mortals and other beings not immune to the Delirium. This allows them to use any level one kadistae. And gives them any level one Awakening. They gain Zatrium and Vasayle as well.
System: The mortal gains level one in all Kadistae owned by the user of this power. She can also choose one Awakening her bestower possessed. The user of this ability must spend at least two Zatrium and one Vasayle initially. Then afterwards each point spent gives the mortal a permanent point of Zatium or Vasayle. This effect is permanent until cancelled. Also, the mortal gains an immunity to the Mists, Delirium, and the Fog.
**** Idea #1
Become Spirit: Take a wild guess! Zatrium becomes Gnosis, Vasayle become Rage, and the the number of Zatrium, Vasayle, And Willpower added together becomes the power level.
**** Idea #2
Summon Spirit: The user must know the name of the Spirit to be summoned, that is all that is required. Most Spirits are kindly resolved to the Vetruvis, escpecially metal elementals.
***** Idea #1
Become Incarna: Incarna are extremely powerful spirits, the power is as above, exept Gnosis and Rage are doubled, and the power level is times ten.
***** Idea #2
Realm's Master: The user creates his own realm, which reflects his inner personality, the user can automatically traverse to this realm at any time, and the user is a virtual god here, warping it's reality to his very whim.
Resting Vetruvis are known for their connection to the Underworld, and this furthers their conversions with those of the dead. With this power, the Vetruvis may travel to the underworld and go anywhere a ghost may, though they are limited by the same restrictions as the ghosts until they return to the real world.
System: Operated in the same mannor as Step Sideways; this instead takes the user into the underworld. This is not advised to anyone who does not possess the Wraith: The Oblivion book, because the Underworld is an incredibly complicated place.
** Convert
The Vetruvis knowledgeable in this power finds that he can use Wraith abilities while in the Dark Umbra instead of his Awakenings.
System: The User can convert one Awakening point into one Arcanos point while in the Dark Umbra. But he must know the basic premise of the Arcanos before he tries using it.
*** Bestow Body
The Vetruvis are known to barter with certain wraiths. These wraiths are useful spies, and knowledge hoarders when prompted with the right bait: A new body.
System: The user rolls manipulation+Saraanis, ten successes are needed to graft the wraith into the new body, permanently. The body must already be vacant of a soul; say a recently dead body, or a victim of repeated uses of Dominate and Puppetry.
**** Idea #1
Rend Soul: The user may separate a person's soul from his body for a limited amount of time, when he returns to his body, then anything occupying it at that time is flushed from the body.
**** Idea #2
Summon Wraith (Same as summon spirit, above)
***** Idea #1
Grant Material Form: This gives the wraith/artifact/relic in the underworld a form that reflects their form in the Dark Umbra for one scene per success on a dexterity+Saraanis roll, the subject looks exactly as it does in the Dark Umbra, even if Moliated.)
***** Idea #2
Resurrect (A complex ritual must be enacted on a body that has not been dead for more than 24 hours; this completely reverses the process of separation and resurrects the individual, this does not work on Vampires. Or Vetruvis)
Statue: +4 Stamina, no Awakenings or Kadistae.
Human: -1 Stamina, no Awakenings may be used.
The Hirishami: Explanations on the Two lost Families, and their current status; includes rules for making elder Vetruvis and an brief explanation of the exploits of certain Families and Breeds.
Rookery: Detailed workings of Vetruvis magics, and their form of 'mancy and how it is interpreted by the Hjelkin, and the Yulis; the lost Families. Includes the Ryrlam Awakening, and a brief overview of why Vetruvis remain away from the Asian and African areas. Also a brief description of Rookery society and such. Includes the main list of Merits and Flaws for the Vetruvis.
Book of the Seasons: A complete and utter description of Vetruvis society and the varied positions of the Dawning, Ascending, Descending, and Resting Breeds, also various positions available to certain breeds, not available to others. Such as the Diviners of the Descending vetruvis; or the Commandment position of the Ascending.
Character Sheet: (Note: Tsuornakh will be explained in "The Rookery," until then, please leave that area alone or simply cross it out, thank you.)