Daywalker (Med)

Born with daddy issues.

Size: 1×1

Move: 5

Height Range: 5-6ft

Bonus HP & Melee: +0

Natural Armor: +0

Size Category: Medium

Food/day: 1

Weight Range: 100-200lbs

All Weapon Range: +0

Life Expectancy: 1000 years

Special

  • Ability: “Exsanguination”: This ability, when used on another living creature, will deal [Aura value] damage to the target, and:
    – it uses only 1d20 + Reflex stat value for the contested action.1
    – it heals the Daywalker by the same amount of damage they dealt with the ability that turn.
    – if it is used as the killing blow on a playable race: will grant the Daywalker all abilities, passives, & effects that is listed as “special” to that race, permanently.2
  • “Undeath”: If a Daywalker’s HP drops to 0 or lower (if they’re still alive), after they fall to the ground, The GM takes control of their character.
    – They drop all held weapons and shields where they fell.
    – While in a trance state, they will lose their skill bonuses for all actions, they will move, they will defend themselves, & they will attempt to use “Exsanguination” on any nearby creatures.3
    – They still get to use dice & stats for any rolls (they only lose skill bonus & access to other abilities — such as dual wielding).
    – They leave this trance state once they have 1+ HP, or die.
  • Trait: “Perfect Guise”: A Daywalker is perfectly human to all perceivable senses. They smell, sound, move, & appear human in every way.4
  1. It is treated as a replacement for an unarmed attack, & must follow all other rules of an unarmed attack – except it cannot be used with any skill bonus or dual wielding rules. It is not a grapple or latching effect, so it must be contested each round to continue it’s effects (It works best on extremely weak or unconscious targets). ↩︎
  2. Each “special” racial trait may only be received once, & cannot stack. If an effect from one is greater than another gained trait, the Daywalker gains the greater effect. Does not work with shapeshifting abilities or grow extra appendages. ↩︎
  3. Friend & foe alike. Generally prioritizing the weakest prey in the immediate area 1st as; “lowest armor preferred”. If it struggles to get a bite, it may move to the next weakest creature. ↩︎
  4. The Perfect Guise works fine for a Daywalker at birth. But, some traits from other playable races would visually alert others of their true race & threat. Seeing a human with the tail of a Neo-Ape, the natural hardened scales of a Neo-Dragon, or the natural retractable claws of a Neo-Tiger will wave red flags unless they are obscured from the eyes of observers. ↩︎