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       #Post#: 991--------------------------------------------------
       Heath's Suggested Shifter and Vampire Changes
   DIR By: hjordanr
       Date: July 8, 2015, 6:51 pm
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       Natural Shifter Rule Changes
       People are afraid of werecreatures, even these natural ones.
       The killing of a werecreature is almost always considered a good
       thing unless they are a member of the Brotherhood of Lazarus.
       There will be no differences between the benefits gained from
       their hybrid form and their animal form.
       It will now cost 4 character points to play a natural werewolf,
       werehyena, werecat, wereraven, weresnake, or werecoyote.  It
       will now cost 6 character points to play a natural werespider,
       werebear, werefox, werelizard, wererat, wereshark, or werebat.
       Natural Claws: This skill may be purchased by all shifters.
       Weresharks receive a bite attack from this skill which is
       represented by a single Long weapon as opposed to two short
       weapons.
       Increased Claw Threshold: Change name to Improved Claws.  Change
       effect to allowing the character to block all damage with their
       claws and increasing size to Long weapons.  All shifters except
       weresnakes may purchase this skill.  Weresharks increase the
       size of their bite attack weapon from a Long weapon to a
       Two-handed weapon instead.
       Monster Claws: Remove this skill from the document.
       Natural Heal Wounds: This ability requires a 10 count in order
       to heal 1 Body or 3 Natural Armor.  This count is announced as,
       “Healing Wounds 1, Healing Wounds 2, Healing Wounds 3, Healing
       Wounds 4…,” and is interrupted by taking damage or taking any
       action which requires the player to announce the use of a skill
       or damage call.  All shifters may purchase this skill.
       Werespiders with this skill may spend blood to heal as per
       vampire rules (8 blood pool).  Lower cost of this skill to 8
       character points.
       Natural Armor: All shifters may purchase Natural Armor.
       Spirit Gifts: Remove references to spirits that aren’t
       necessarily in Aldeon from this section.
       Shifter Only High Magics: Remove High Magic Spirit Enchantment
       from the game.  Plane Shift is available to all shifters at
       level 7 for a cost of 8 CP (30 count).
       Shapeshift: Always requires a six count (Shapeshifting 1,
       Shapeshifting 2, Shapeshifting 3,…) regardless of the desired
       form.
       All Shifters except for Werespiders, Werefoxes, and Werecoyotes
       may purchase Battle Rage.
       Remove reference to level requirements in order to shift between
       forms.
       No forms will ever grant a character Massive or Limited Massive
       size.
       Binding Strike will be removed from all shifters.
       Forms are simplified to Human, Hybrid, and <animal>.
       Unless specifically noted, all skills that can be purchased are
       only accessible in Hybrid or Animal form.
       Skills purchased that are only usable in animal forms cost half
       of the usual character point cost.
       Werewolf- Forms are Human, Hybrid, and Wolf; May purchase up to
       Strength +2; May purchase Flee; Gain Keen Scent while shifted;
       x2 damage from silver while shifted.
       Werehyena- Forms are Human, Hybrid, and Hyena; May purchase up
       to Strength +2; May purchase Flee; Gain Keen Scent while
       shifted; x2 damage from silver while shifted.
       Werespider- Forms are Human, Hybrid, and Giant Spider; May
       purchase up to Strength +1; May Purchase Natural Web (3) for 1.5
       CP each; May purchase Web Walk for 2 CP (usable while shifted);
       Gain Keen Sight and Keen Touch while shifted.
       Werecat- Forms are Human, Hybrid, and Big Cat; May purchase up
       to Strength +2; May purchase Flee; Gain Keen Sight and Keen
       Hearing while shifted; x2 damage from silver while shifted.
       Wereraven- Forms are Human, Hybrid, and Raven; Gain Flight while
       shifted; Gain Keen Sight while shifted; Monster is weapon (Long)
       while in Raven form; x2 damage from gold while shifted.
       Werebear- Forms are Human, Hybrid, and Bear; May purchase up to
       Strength +3; May purchase Strength +1 for Human form or Strength
       +2 if the character already meets the prerequisites of Strength
       +1 (This costs the usual amount of character points); Gain Keen
       Scent while shifted; x2 damage from silver while shifted.
       Werefox- Forms are Human, Hybrid, and Fox; May purchase Flee;
       May purchase Umbral Perception, Umbral Projection, and Umbral
       Combat without an instructor (usable in all forms, purchased at
       full cost); Gain Keen Sight, Keen Scent, and Keen Hearing while
       shifted; x2 damage from silver while shifted.
       Werelizard- Forms are Human, Hybrid, and Lizard; May purchase
       Strength +2; May purchase Underwater Combat without an
       instructor (usable in all forms, purchased at full cost); May
       purchase Natural Conceal (2 CP, usable while shifted); Gain Keen
       Touch while shifted; May purchase Swamp Walk (2 CP, usable while
       shifted); x2 damage from gold and silver while shifted.
       Weresnake- Forms are Human, Hybrid, and Snake; May purchase up
       to Strength +2; Gain Keen Taste, Keen Touch, Keen Sight, and
       Keen Scent while shifted; x2 damage from silver while shifted.
       Werecoyote- Forms are Human, Hybrid, and Coyote; May purchase up
       to Strength +1; May purchase Flee; Gain Keen Scent while
       shifted.
       Wererat- Forms are Human, Hybrid, and Dire Rat; May purchase
       Resist Poison (usable in all forms, purchased at full cost); May
       purchase Resist Disease (usable in all forms, purchased at full
       cost); Gain Keen Scent and Keen Hearing while shifted; x2 damage
       from silver.
       Wereshark- Forms are Human, Hybrid, and Shark; May purchase up
       to Strength +2; May purchase Underwater Combat without an
       instructor (usable in all forms, purchased for full cost); May
       purchase Blood Rage; May never purchase Control Rage; Gain Keen
       Scent, Keen Taste, and Keen Touch while shifted; x2 damage from
       silver while shifted.
       Werebat- Forms are Human, Hybrid, and Dire Bat; May purchase
       Blind Fighting at half cost rounded down (usable in all forms);
       Gain Flight while shifted; May purchase Evade without an
       instructor (usable in all forms, purchased for full cost); x2
       damage from silver.
       Changes to vampire rules
       Fully fledged vampires are not typically playable except through
       carefully considered plot approval.  The logistics of playing a
       vampire in a game where most of the action takes place during
       the day makes vampire characters either ineffective or
       impossible to play.
       Half-vampires and Thralls may be played with regular plot
       approval.
       Generation can be collapsed down into 4 generations instead of
       14.  1st and 2nd would be unplayable.  3rd would cost 30
       Character points to play and have 15 blood.  4th would cost 15
       Character points to play and have 10 blood.
       Remove references to Path of Emotion since it won’t be in game.
       The call for drinking blood is “Drinking Blood 1, Drinking Blood
       2, Drinking Blood 3…” with a continued count up for extra blood
       drained.  A vampire can declare they are drinking the blood of
       anyone within arm’s reach.  This is noticeable and is considered
       attempted murder.
       Vampires may purchase Damage Reduction effective only against
       Blunt attacks at a rate of one point of DR for 4 Character
       points.  This cannot be purchased more than 5 times.
       Vampires can never be rendered immune to the effects of their
       sunlight weakness.  A Helios Shield or Resist Helios may be used
       to protect the vampire for 5 minutes or the length of a combat
       scene, whichever is shorter.
       Animalism:
       1.
       natural and magical creatures as though they were a Forester of
       the appropriate level.  1 Blood is expended upon initiating
       conversation with a creature.  This is announced as, “Speak with
       Animal.”
       2.
       as per the Path of Nature spell Command Animal.  This ability
       costs 1 Blood.  The character need not use Speak with Animal in
       order to give a command.  This is announced as “Vampiric Command
       Animal.”
       3.
       Berserk effect as well as Battle Rage.  This is a Charm effect.
       This ability costs 1 Blood.  This is announced, “Vampiric Calm,”
       and requires the use of a spell packet.
       4.
       he or she is touching.  This skill will not work on sentient
       beings, monsters, or magical beasts.  The vampire’s body remains
       at the location where this ability was used leaving the vampire
       unaware of the surroundings around its body unless other powers
       are then used.  This ability costs 2 Blood and is announced as
       “Vampiric Animal Possession.”
       5.
       This effect requires the use of a spell packet and a missed
       throw results in the user being affected by the ability instead.
       This is a Charm effect.  This ability costs 1 Blood and is
       announced as, “Vampiric Enrage.”
       Auspex:
       1.
       This gives the vampire the skill Keen Sense for that one sense
       for an hour. Spending 1 Blood can allow you to activate it for
       three senses for five minutes. This is announced as “Heightened
       <sense or senses>.”
       2.
       Empathy, Detect Life, Sense Truth, and Detect Magic spells.
       This ability also grants the user the knowledge of the target’s
       original race regardless of any physical changes or magical
       masking.  This is considered a Mind effect.  This ability costs
       1 Blood and requires the use of a spell packet.  This is
       announced as, “Aura Perception.”
       3.
       read residual emotional impressions left by sentient beings on
       an object.  The first use will reveal the most recent emotions
       with older emotions being revealed with subsequent uses.  This
       ability costs 1 Blood and is announced as, “Vampiric Object
       Reading.”
       4.
       telepathically with one creature within the user’s line of
       sight.  This mind-to-mind communication bypasses language
       barriers.  This ability costs 1 Blood per hour of use and is
       announced as, “Vampiric Telepathy.”
       5.
       effects of the skill Umbral Projection.  This ability costs 2
       Blood to use and is announced as, “Vampiric Umbral Projection.”
       Celerity:
       This discipline replicates the effects of the skill Flee.  Each
       level increases the amount of simultaneous uses of Flee a
       character has access to.  For example, a character with Celerity
       4 may expend 4 Blood in order to gain the effects of Flee 4
       times simultaneously increasing their speed 16 times over.  The
       character may utilize lower levels of this ability by expending
       only the amount of Blood required for them.  This ability costs
       1 Blood per level used and is announced as, “Vampiric Flee <# of
       Blood used>; Flee 1, Flee 2, Flee 3.”
       Dominate:
       Vampires may not dominate a vampire with a lower generation
       number.  Mortals may only resist with Resists or magical shields
       of the proper path.  Thralls and Half-vampires may never affect
       a vampire but are able to use these abilities on mortals just as
       well.
       1.
       Command and requires use of a spell packet.  The command may
       only be a one word in length. This is considered a Charm effect.
       Costs 1 Blood to use.  This is announced as “Vampiric Command”.
       2.
       Command and requires use of a spell packet. This is considered a
       Charm effect.  Costs 1 Blood to use.  This is announced as
       “Vampiric Control”.
       3.
       or Remember and requires use of a spell packet. This is
       considered a Mind effect. Costs 1 Blood to use. This is
       announced as “Vampiric Forget/Remember”.
       4.
       discipline to convince the target that the actions they are
       taking as a result of a command are actions that they themselves
       wanted to take.  The target will not remember having interacted
       with the character at all unless the character took hostile
       actions against the target.  This ability costs 1 Blood in
       addition to the base cost of the other ability used and
       announced by saying, “Insinuate,” at the end of a command.
       5.
       Blood Bonded to them. This power can be used by the vampire to
       walk in the sunlight. This power fails if the target is
       unwilling.  The vampire’s body is left behind wherever it used
       this power and will remain there until the vampire wishes to end
       the power.  The vampire is unaware of the surroundings near its
       body for the duration of this power.  This is announced as
       “Vampiric Possession” and is considered a Mind effect.
       Fortitude:
       This discipline replicates the skill Constitution +.  This will
       not grant extra good beads to resurrection picks due to the
       inherent corruption of the soul that vampiric blood represents.
       Obfuscate:
       1.
       spell Cloak on the user. It can be used anywhere so long as the
       target can’t be seen.  This is announced as “Vampiric Cloak, can
       anybody see me?”  If the answer is yes then the power fails.
       2.
       Invisibility except that it may only be used when unseen and
       only on the user.  This costs 1 Blood and is announced as,
       “Vampiric Invisibility, can anybody see me?”  If the answer is
       yes then the power fails and the Blood is expended.
       3.
       bolster their resistance to mind-affecting effects and magics.
       This power must be used before the user is affected by a spell
       from Path of Charms, Path of Mind, or any effect targeting the
       mind of the user.  This power acts as a Mind Shield or Charm
       Shield depending on the effect the user is targeted by and will
       nullify other mind-affecting powers.  This power costs 2 Blood
       to use and lasts for an hour or until its effects are triggered,
       whichever comes first.  This is announced as, “Mind Blank.”
       4.
       spell Invisibility except that it may only affect the user.
       This costs 2 Blood and is announced as, “Vampiric Invisibility.”
       5.
       benefits of third and fourth level powers of this discipline to
       others.  The vampire must expend the base Blood cost for the
       ability as well as 1 additional blood per creature they wish to
       affect.  The user may affect a number of people up to their
       level.
       Potence:
       This discipline grants the vampire one level of Strength + for
       each level purchased in this discipline.  This does not grant
       any additional damage unless the user spends 1 Blood per level
       of Potence he or she wishes to invoke.  This discipline does not
       require expenditure for feats of strength.  Utilizing this
       discipline to increase melee damage is announced as, “Vampiric
       Strength Plus <#of Blood used>.”  This increased damage lasts
       for five minutes or until the end of combat, whichever comes
       first.  This increased damage applies only to weapons the user
       is proficient with.
       Presence:
       1.
       Fascinate except that danger to the target will immediately end
       the effect. This is considered a Charm effect. This ability
       costs 1 Blood and requires the use of a spell packet.  This is
       announced as “Vampiric Fascinate”.
       2.
       Frighten. This is considered a Charm effect. This ability costs
       1 Blood and requires the use of a spell packet.  This is
       announced as “Dread Gaze”.
       3.
       Love alchemy.  This is considered a Charm effect.  This ability
       costs 2 Blood to use and requires the use of a spell packet.
       This effect lasts one week and is announced as, “Vampiric Love.”
       4.
       used a Presence power on before; 2. The vampire knows the name
       of; 3. Is within one day’s travel time from the vampire to come
       to the vampire and meet with them face to face. This is
       considered a Charm effect.  This effect costs 2 Blood and is
       announced as, “Vampiric Summon <name>.”
       5.
       Tranquility.  This is considered a Charm effect.  This ability
       costs 5 Blood to use and is announced as “Vampiric World Effect
       Tranquility.”
       Protean:
       1.
       for one hour.  This is announced as “Vampiric Dark Sight”.
       2.
       damage natural claws that the vampire is considered proficient
       with.  This power costs 1 Blood to use and is announced as
       “Vampiric Claws.”
       3.
       natural ground and dirt.  This power is not usable if the earth
       in question is covered by something such as wooden floors or a
       stone road.  The character may stay underground until they wish
       to leave, requiring a count of, “Earth Meld 1, Earth Meld 2,
       Earth Meld 3,” or unless the ground in which they are resting is
       disturbed by digging which will eject the character without a
       count and leave the character stunned for a 5 count.  This
       ability costs 1 Blood to use and is announced as, “Earth Meld.”
       4.
       skill Shapeshift.  The vampire gains two animal forms created
       with the same rules as monk animal forms.  These animal forms
       cannot be changed unless a rewrite is used.  Shifting forms
       requires a 6 count (Shapeshifting 1, Shapeshifting 2,
       Shapeshifting 3,…) and the expenditure of 1 Blood.  An
       additional Blood may be
       expended to forego the shifting count.  Leaving the form
       requires no Blood expenditure but still requires a six count.  1
       Blood may be spent in order to forego this count.
       5.
       Gaseous Form.  This ability requires the expenditure of 1 Blood
       as well as a six count (Gaseous Form 1, Gaseous Form 2, Gaseous
       Form 3…) which may be avoided by expending an additional Blood.
       Emerging from the form requires a 6 count which may be avoided
       through expenditure of 1 Blood.
       Thralls
       Modify chart to reflect the truncated generation system.  Remove
       the Max Discipline level 5 row.
       Half-Vampires
       May only purchase disciplines up to their third level.
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