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#Post#: 1033--------------------------------------------------
Vampire Changes
DIR By: RachieSama
Date: July 14, 2015, 9:31 pm
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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. Speak with Animal: This allows the character to speak with
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. Command Animal: This allows the character to command
animals 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. Vampiric Calm: This ability allows the user to end any
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. Animal Possession: The character may possess an animal that
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. Vampiric Enrage: This ability acts as the Charm spell
Enrage. 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. Heightened Senses: The vampire picks one sense to heighten.
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. Aura Perception: This ability replicates the effects of the
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. Object Reading: This ability grants the user the ability to
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. Vampiric Telepathy: This ability allows the user to speak
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. Vampiric Umbral Projection: This ability replicates the
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. Vampiric Command: Works as per the Path of Charms spell
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. Vampiric Control: Works as per the Path of Charms spell
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. Alter Memories: Works as per the Path of Mind spells Forget
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. Insinuate: This ability modifies the earlier powers of this
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. Possession: This allows the vampire to possess someone who
is 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. Vampiric Cloak: This ability replicates the effects of the
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. Vampiric Invisibiilty: This ability replicates the spell
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. Mind Blank: This ability allows the user to temporarily
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. Improved Vampiric Invisibility: This ability replicates the
spell Invisibility except that it may only affect the user.
This costs 2 Blood and is announced as, “Vampiric Invisibility.”
5. Mass Cloak: This ability allows the user to extend the
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. Vampiric Fascinate: Works as per the Path of Charms spell
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. Vampiric Frighten: Works as per the Path of Charms spell
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. Vampiric Love: This ability replicates the effects of the
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. Summon: This power causes a person who: 1. the vampire has
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. Vampiric Tranquility: This power works as World Effect
Tranquility. This is considered a Charm effect. This ability
costs 5 Blood to use and is announced as “Vampiric World Effect
Tranquility.”
Protean:
1. Vampiric Dark Sight: This power grants the vampire Dark
Sight for one hour. This is announced as “Vampiric Dark Sight”.
2. Vampiric Claws: This power grants the vampire 2 point base
damage natural claws that the vampire is considered proficient
with. This power costs 1 Blood to use and is announced as
“Vampiric Claws.”
3. Earth Meld: This power allows the character to meld into
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. Shape Shift: This power allows the vampire the use of the
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 power works as per the Path of Air spell
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.
#Post#: 1072--------------------------------------------------
Re: Vampire Changes
DIR By: lerocketking
Date: July 20, 2015, 5:46 pm
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Im ok with all of this of it goes into the book or a book that
can be refernced by any player at game
#Post#: 1073--------------------------------------------------
Re: Vampire Changes
DIR By: hjordanr
Date: July 21, 2015, 10:31 am
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We'll put up a document on the Facebook page to start. Both
Vampire and Shifter rules will be in the Expanded Races book
when that comes out but for the time being we'll have their
rules on the Facebook group page.
#Post#: 1078--------------------------------------------------
Re: Vampire Changes
DIR By: lerocketking
Date: July 21, 2015, 3:39 pm
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Hmmm. I feel players would be more at ease with this type of
stuff being played if theycould double check rules on such at
game
#Post#: 1081--------------------------------------------------
Re: Vampire Changes
DIR By: hjordanr
Date: July 21, 2015, 5:06 pm
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We'll print off the rules so that they can be more easily
checked. The thing is, these rules won't be relevant to most
players and they take up about a dozen pages which would be way
too much crowding in the book considering that all the other
rules that have been added or changed have taken up about 7
pages or so. We definitely want people to be able to reference
the rules whenever they would like to but keeping the actual
rule-book mostly bloat free is something we're also aiming for.
#Post#: 1084--------------------------------------------------
Re: Vampire Changes
DIR By: lerocketking
Date: July 21, 2015, 6:15 pm
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Even just a print out would be fine
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