“Consort not with the Daemon. Fell, fleeting power is husbanded by only eternal damnation – of self and of all who bear the blood of the damned…”
The three kinds of Nightkin were crafted by the ambition of Men, the hubris of Elves and the conquest of Trolls. Thus were wrought the Cambion, the Gorgon and the Minotaur – the bitter fruits of dealing with the Daemon. Yet those who are born bathed in dark blood need not follow their lineage to dark ends. The Seventh Kingdom is a time and a place for those who hunger for righteousness and want for freedom.
There are three basic types of Nightkin:
Cambion: Cambions spawn from the unholy union of Human and Demon. The conception of a Cambion can be done willingly and unwillingly, but it always ends in tragedy. This type of Nightkin are the most commonly seen throughout Midworld and also, the most often persecuted and lunched. The Cambions themselves must carry the twisted legacy of their forebears in their lives, using their inborn gifts for good, for evil or for their own ends, depending on their temperance. Contrary to the belief of the frenzied mob, Cambions are not born with evil in their thoughts and in their souls… just in their blood.
Costuming Requirements: Cambions must paint all exposed skin with red paint. Also, they must have at least two small horns upon their foreheads.
Extra Options: Some Cambions have fangs and have gold or black rune symbols upon their flesh. Cambions that possess the Wing skill must wear bat wings.
Gorgon: It is said that Gorgons hail from the forgotten Twilight Empire, child to Shaedling and Demon in that debauched civilization. Whatever their origins are, now only Gorgons come from Gorgons and despite their long lives, they are dwindling in numbers. In these modern times, Gorgons are rarely found abroad from their homes and their cities. Those that are seen outside these places are either young adventurers possessing curiosity and boldness or old arch-villains with cruelty and age-old cunning – either way, they are forces of significance in the world to come.
Costuming Requirements: Gorgons must paint all exposed skin with red paint. Also, they must have at least two small horns upon their foreheads and wear red ear-tips.
Extra Options: Some Gorgons have fangs and have gold or black rune symbols upon their flesh. Gorgons that possess the Wing skill must wear bat wings.
Minotaur: The Minotaur comes from the joining of troll and demon in an attempt to create an invincible army that would cover Midworld in ruin. As the world remains mostly intact, the attempt was a failure… but the sins of the past remain to haunt the future – so do the Minotaur dwell upon Midworld as a pale reminder of what could have been. Yet these would-be engines of destruction are all not battle-ready and hardened. Most Minotaurs are content to lead lives of peace and prosperity in Ixia, to leave their intended destiny upon the wayside – unfortunately for them, prophecy dictates that the Minotaurs will one day unite and drag the world down into fire and shadow…
Costuming Requirements: Minotaurs must paint all exposed skin with red paint. Also, they must have at least two horns (at least 4 inches in length) upon their foreheads and wear fangs.
Extra Options: Some Minotaurs have gold or black rune symbols upon their flesh and wear gloves with short rubber claws attached to them.
NIGHTKIN RACIAL ABILITIES
All Nightkin begin the game with the following abilities (take note that you may only choose one variety of Sinister Legacy)
o 10 HP. Nightkin are of average resilience.
o Silver Vulnerability: A Nightkin that is struck by at least 10 points of Silver damage is afflicted by a Daze effect that lasts for 10 seconds. Using the Endure Pain feat negates this daze and the Resilience skill halves its duration. A Nightkin that possesses both feat and skill no longer suffers from this racial limitation.
o Sinister Legacy: All effects that specifically affect Demons also affect Nightkin as though they were Demons, such as banishing effects and bane effects. All Nightkin gains a special ability based upon their kindred and how they were made.
Cambion- Bloodline of Shadow: The dark bloodline of a Cambion is both blessing and curse, but it has its uses.When you are struck by a melee attack that inflicts at least 5 points of damage (this damage may not be minimalized or negated), you may invoke this ability to avenge yourself upon your assailant. After invoking this ability, you may throw a spell packet at the one that struck you and invoke 5 points of shadow damage upon your assailant. Once this ability is used, it cannot be utilized again until you have taken a short rest. If you gain a skill that improves the shadow damage dealt by a spell or a feat, this ability is similarly augmented.
Gorgon- Breath of Fire: Gorgons are said to have souls wrought of hellfire and it is this ability that gives birth to such rumor. You may invoke this ability to throw a spell packet and inflict 5 points of fire damage upon a target. After this ability is invoked, you have up to 10 seconds to attack up to three targets with one spell packet each. Once this ability is used, it cannot be utilized again until you have taken a short rest. If you gain a skill that improves the fire damage dealt by a spell or a feat, this ability is similarly augmented. Preface each throw of the spell-packet with the word “wave”.
Minotaur- Minotaur Resilience: Minotaurs are renowned for their resilience, second only to Troll tenacity. You may invoke this ability to heal up to 5 HP after 5 seconds of uninterrupted channeling. Furthermore, any Cripple Limb effects and Weakness effects are removed and any severed limbs are restored to working capacity. Once this ability is used, it cannot be utilized again until you have taken a short rest. If you gain a skill that improves the healing granted by a spell or a feat, this ability is similarly augmented. Unlike many other abilities, this ability can be used while a character is brought to 0 HP.