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Dominion: Power over Nature
“In nature destruction has a purpose. It breaks down the weak and makes way for strong beings.”
― Jessica Marie Baumgartner, The Magic of Nature
Dominion is the Nightborn Entitlement concerning the Powers over Nature. The Nightborn Lineages with Dominion in their Inheritance are the Lamia, Strix, Orlok, and Dracul. Dominion’s Legacies are Discarnate, Primal, and Elementalism, Dominion’s Magic.
Discarnate
Discarnate empowers the Nightborn’s form with Primal Elements. Commanding the wilds to become one with their body, a Discarnated Vampire may deflect Wooden Stakes with a Stone Heart, escape the hated Sun by sinking into the Earth’s soil, or allow bullets to fly through their Mist Form. Discarnate powers are useful for defense and mobility.
Stone Skin – The Vampire’s skin becomes as hard as stone yet remains flexible, reducing physical damage.
Sublimate – Parts of the Vampires body briefly become gaseous, making them immune to physical attacks and allowing them to pass through small opens.
Entomb – Merge with the ground to become immobile and unseen while being immune to all damage and heal rapidly while in the Earth.
Mist Form – Become Mist allowing for a limited-clumsy flight, physical damage immunity, and ability to pass through small spaces. (Can’t attack in Mist Form)
Unbreakable – Hold your ground to become an immovable, invincible monolith, that weapons, fists, and claws break upon.
Primal
Primal is domination over the natural world, including animals, plants, and the land. There is something primeval about the Vampiric condition and this allows a practitioner of Primal to connect with and overwhelm Nature with the Vampire’s will. Primal affords a stronger connection to the Land of the Vampire’s Nightbirth.
Land’s Grasp – Roots and vines will sprout from the ground ensnaring a target until they can break out.
Murder – A Murder of Crows descends on area causing a distraction and interrupting enemies’ current actions.
Rabid Pack – Canines local to the area come out of nowhere and ravage any enemies they see before retreating into the night.
Awaken Realm – The land trembles knocking enemies off balance and possibly causing other effects and consequences.
Call Guardian – A massive Albino Alligator crawls out of the sewers to protect you and devour your foes.
Elementalism
Elementalism is Dominion’s Magical Legacy. Magical Legacies require both blood costs and consume a spell component item. Elementalism’s spell component is Incense Ash. Elementalism spells conjure fog, fire, and lightening. Elementalism is sometimes referred to as Storm Calling, Pyromancy, or Evocation.
Fog – A thick gaseous veil temporarily covers the immediate area, making it difficult to see all that enters it. Useful for stealth or cover in a fight.
Shock – Crackling electricity surrounds the caster, stunning anyone near and doing minor electricity damage for the duration of the stun.
Flame – A spout of flame flows forward from the casters hands, burning enemies and objects it touches with fire damage for the duration, may set them aflame.
Lightning – A blast of raw electricity bursts forward, dealing high amounts of electricity damage combined with a knockback and a stun.
Fireball – The caster lobs a mote of pure heat which combusts on impact spreading flame to a large area, causing high damage and setting all aflame.
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