Update log
Full Nightborn update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
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- Balance
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Nightborn Entitlement: Eternity
Power over Time
"I have crossed oceans of time to find you."
― B ram Stoker's Dracula
Eternity is the Nightborn Entitlement concerning the Power over Time. The Nightborn Lineages with Eternity in their Inheritance are the Strix, Marra, Barabbas, and Ruthven. Eternity’s Legacies are Alacrity, Epoch, and Necromancy, Eternity’s Magic.
Alacrity
Alacrity enhances the Nightborn’s speed far beyond natural limits. Supernatural quickness can manifest in various ways, including unparalleled mobility, impossible precision, and rapidly striking enemies. Alacrity powers are useful for traversal, strategic positioning, and armed combat.
Dash – The Vampire’s run speed is greatly enhanced, allowing for a daring charge into battle, a hasty retreat, and/or rapid transit.
Steady Aim – Enhanced manual dexterity results in reduced ranged weapon sway and faster recovery after melee swings.
Blink – Charge forward to instantly move to a location, potentially unseen.
Precision – Melee strikes add a bleed effect and hitting weak points with a ranged weapon, such as a headshot, does massive damage.
Multi-Strike – A massive melee combo, jumping from enemy to enemy striking is quick secession.
Epoch
Epoch allows a Nightborn to perceive the threads of fate and the flow of time. The past, present, and future may seem to be simultaneous to the Inheritor of this Entitlement. Epoch includes powers over prophesy, hindsight, and time manipulation. Epoch is useful both in combat and solving puzzles.
Portent – Activate to see important clues or weak points on enemies.
Freeze – Touch a target to give them a literal time-out, stunning them for a limited period.
Time Warp – Slow time temporarily affecting the user less than the rest of the world.
Prophesy – Reveal enemy motives and material/tactical weakness, usable in dialogue.
Rewind – Reverse time for a convenient do-over.
Necromancy
Necromancy is Eternity’s Magical Legacy. Magical Legacies require both blood costs and consume a spell component item. Necromancy’s spell component is Ghost Salt. Necromancy spells drain life force, raise the dead, and deal with death energies. Necromancy is sometimes referred to as Death Magic, Resurrectionism, or Occultism.
Drain Breath – Feed from the soul of the target, draining life force damaging the target while the caster heals.
Raise Dead – Bestow unlife to a corpse which will serve and remain animated until destroyed by force or the sunrise.
Wither – Cast forth a bolt of shadow and bale flame dealing massive damage to a living target.
Haunt – Conjure a ghost of an unfortunate soul who died nearby to terrorize all in the area (causing fear), for eternity or until exercised.
Soul Feast – Drain life from all within range, refilling caster’s health pool, and killing all mortals present.
Entitlement Links:
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