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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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       Even just a print out would be fine
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