Difference between revisions of "Gallû"
(→Weaknesses) |
(→Terminology) |
||
Line 32: | Line 32: | ||
* Caro (fresh meat) | * Caro (fresh meat) | ||
* Degeneracy (mental,physical,spiritual) | * Degeneracy (mental,physical,spiritual) | ||
+ | * Delving (Stamina based power that allows Gallu to make tunnels through earth and stone.) | ||
* Gall (four humors) | * Gall (four humors) | ||
* Master & Spawn (Slave) | * Master & Spawn (Slave) |
Revision as of 23:45, 1 December 2020
- Main Page -0- Liber Monstrorum -0- Emain Ablach-0- Gallû -- Medieval Paris -0- Gallû of Paris - La Belle Époque
Contents
Basics
Gallu are a freakish creature of unknown origin that share some aspects with vampires. They are undead, with no pumping blood and body temperature that only comes from the eating of warm flesh. They do not drink blood for nourishment however, they must feed on dead flesh to survive. Gallu can be found in all climes and latitudes.
Appearance
Gallu retain the basic features that it held in life. However, their facial features become elongated, and their teeth become double rowed razor points. Their eyes are full iris, and bright light is very debilitating to them. The ravages of dying and coming back to life makes them gaunt and waxy skinned, giving them a Appearance of 1.
Damage
Gallu have the same damage ratio like vampires (blunt trauma half, aggravated damage requiring the expenditure of flesh points to heal), and can spend flesh points like blood to heal.
Efficacies
What are Efficacies? Efficacies are dark powers passed down from master to slave among the Gallu. These dark powers are often perverse in nature and distinctly monstrous. Currently, there are four known Efficacies: Bestiality (the creation and control of ghul-beasts), Caliph (human possession), Fury (speed & emotional power), and Thew (supernatural strength). Undoubtedly there are far more dark powers as yet undiscovered save by those who will have little use for the information, the dead and dying.
Abilities
Scores would be like those of a novice vampire.
Common Traits
- Carrier: The Gallu carry and transmit a degenerative infection of supernatural origin and most who are infected succumb within a few days, although those with a weakened immune systems or who are seriously injured fall to the fever faster.
- Dark Sight: The Gallu can see even in absolute darkness. (Gallu suffer no sight penalties unless in the presence of daylight, then they become blinded)
- Efficacies: The dark powers of the Gallu.
- Heightened Senses: As the penultimate carrion beasts and cannibals, the Gallu's five senses are far sharper than those of either man or beast. (Equivalent of Alertness rating of 3 at minimum.)
- Paralytic Venom: The claws and bite of the Gallu carry powerful paralytic venom that takes effect quickly. Paralysis takes effect the round directly after injury if delivered with claw or bite and lasts a number of turns equal to the stamina of the attacker. (victim loses Dexterity rating at the rate of Stamina from the biter per round. When There are no Dexterity points left or are in the negative, a creature is paralyzed.)
- Undead: As animate corpses the Gallu do not breath, they do not need to drink (although they enjoy the taste of blood), they cannot procreate as humans would (their flesh is cold and putrid), and while they must eat human flesh (living or dead) - they cannot be poisoned.
Subgroups:
- Vathek -- Darkling Princes
Terminology
- Caro (fresh meat)
- Degeneracy (mental,physical,spiritual)
- Delving (Stamina based power that allows Gallu to make tunnels through earth and stone.)
- Gall (four humors)
- Master & Spawn (Slave)
- Pyrexia (Indigo fever)
- Putro (rotten meat)
- Slaver (saliva)
- Slumber (the sleep of the Gallu comes after they are fully satiated upon human flesh)
- Venom (paralytic)
Weaknesses
- Addiction to the pleasures of the flesh (gained through Caliph)
- Fire (aggravated damage) cannot be soaked.
- Overt sensitivity to bright lights
- Sunlight (lethal damage which rots the Vathek, but they do not sleep unless satiated by meat) can be soaked and older, more powerful Gallu can move by day if they are willing to risk exposure.
- Victims not consumed become Gallû. For the first year they are essentially wights (see Vampire the Masquerade)