Saturday, September 29, 2018

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

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