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Vampirism: Difference between revisions

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==Vampirism Infection==
==Vampirism Infection==
[[File:Varlord.png|260px|thumb|right|Some Ancient Vampires become so heavily influenced by their infection that they become a mere shadow of their former selves.]]
[[File:Varlord.png|260px|thumb|right|Some Greater Vampires become so heavily influenced by their infection that they become a mere shadow of their former selves.]]
Vampirism Infection happens in a variety of ways (explained on each Bloodline), though most commonly occurs from Vampire bites. Vampire bites have an infection rate of about 25%. This means that if a Vampire bites a person, this person must perform a /dice 1 20 to roll for infection, where anything rolled 5 or below means the person is infected, unless quick action is taken to counteract the blood plague. A Vampire bite is usually initiated on the neck with the intention of drinking the blood, but a Vampire can bite anywhere, even in the leg or arm if need be, and the infection rate is the same. For Bloodlines which require ingestion to spread the infection, a wine glass or vial worth of the Vampire's blood is required to infect another person. The infected person is usually aware of the infection and can feel, for the next 3 days, a burning sensation in their blood. By the second day, they will become paranoid and fearful, seeing enemies everywhere and not trusting even loved ones. By the third day, they will experience a terrible hunger and longing for sustenance, but find no satisfaction in food or drink, instantly puking it out again. Then by the fourth day, their skin will become hypersensitive to Hallowed Lanterns, and at this point, they have transformed into a Vampire. Other physical traits take another day to set in, but by the fourth day the transformation is complete. For more information about curing a person who has not yet fully turned to become a Vampire, consult the Curing section. Below is a bullet point to explain the process in a summary.
Vampirism Infection happens in a variety of ways (explained on each Bloodline), though most commonly occurs from Vampire bites. Vampire bites have an infection rate of about 25%. This means that if a Vampire bites a person, this person must perform a /dice 1 20 to roll for infection, where anything rolled 5 or below means the person is infected, unless quick action is taken to counteract the blood plague. A Vampire bite is usually initiated on the neck with the intention of drinking the blood, but a Vampire can bite anywhere, even in the leg or arm if need be, and the infection rate is the same. For Bloodlines which require ingestion to spread the infection, a wine glass or vial worth of the Vampire's blood is required to infect another person. The infected person is usually aware of the infection and can feel, for the next 3 days, a burning sensation in their blood. By the second day, they will become paranoid and fearful, seeing enemies everywhere and not trusting even loved ones. By the third day, they will experience a terrible hunger and longing for sustenance, but find no satisfaction in food or drink, instantly puking it out again. Then by the fourth day, their skin will become hypersensitive to Hallowed Lanterns, and at this point, they have transformed into a Vampire. Other physical traits take another day to set in, but by the fourth day the transformation is complete. For more information about curing a person who has not yet fully turned to become a Vampire, consult the Curing section. Below is a bullet point to explain the process in a summary.


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| Passive
| Passive
| -
| -
| The Vampire becomes immune to all other Vampire abilities that are classified as Mind Ability. This trait also makes the Vampire immune to any of the Ancient Vampire's Mind Ability Mutations.
| The Vampire becomes immune to all other abilities that are classified as Mind Ability, bar any mind abilities from Greater Vampires.
|-
|-
| style="background-color:#bae1ba;" | Harlord Blackstrike
| style="background-color:#bae1ba;" | Harlord Blackstrike
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| Passive
| Passive
| 10 Blocks
| 10 Blocks
| The Vampire can cancel or interrupt an ongoing Channel Ability, Mind Ability, or Instant Ability (that hasn't completed its primary function yet) that is activated by any Vampire, except for Ancient Vampires and other Dorkarth Vampires. This ability can be used as frequently as the Vampire likes, but only within 10 blocks, and they are unable to fight each time they cancel an ability, as it requires them to make a waving hand gesture with both hands. The target will not know why their ability stopped working unless they are familiar with Dorkarth Vampires or have the appropriate Knowledge Proficiency to know about Vampire abilities.  
| The Vampire can cancel or interrupt an ongoing Channel Ability, Mind Ability, or Instant Ability (that hasn't completed its primary function yet) that is activated by any Vampire, except for Greater Vampires. This ability can be used as frequently as the Vampire likes, but only within 10 blocks, and they are unable to fight each time they cancel an ability, as it requires them to make a waving hand gesture with both hands. The target will not know why their ability stopped working unless they are familiar with Dorkarth Vampires or have the appropriate Knowledge Proficiency to know about Vampire abilities.  
|-
|-
| style="background-color:#d8d8d8;" | Auld Steeling
| style="background-color:#d8d8d8;" | Auld Steeling
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In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Sanguine curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Vampire experiences during curing, and so the entire process can usually be completed in a single visit to the clinic.
In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Sanguine curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Vampire experiences during curing, and so the entire process can usually be completed in a single visit to the clinic.


After curing, a Vampire's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire. When cured, a Vampire cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism they had before, including the same mutations. The re-infection takes 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Vampire. There are some Vampires that cannot be cured, for example Vampires with Aging mutations that make them age-wise immortal, or Ancient Vampires and Crimson Witches. When this process of curing is performed on them, their Vampirism is not cured, but it does cause their Mutations to go into a dormant state for 24 hours, essentially making them powerless. During this period, the Vampire's mentality also returns back to normal, feeling no urge to drink blood or other mental traits that cause them to be sociopathic or psychopathic. After this 72 hour period is over however, everything returns back to normal. They also do not lose their Vampire visual features while this process has occurred.
After curing, a Vampire's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire. When cured, a Vampire cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism they had before, including the same mutations. The re-infection takes 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Vampire. There are some Vampires that cannot be cured, for example Vampires with Aging mutations that make them age-wise immortal, or Greater Vampires and Crimson Witches. When this process of curing is performed on them, their Vampirism is not cured, but it does cause their Mutations to go into a dormant state for 24 hours, essentially making them powerless. During this period, the Vampire's mentality also returns back to normal, feeling no urge to drink blood or other mental traits that cause them to be sociopathic or psychopathic. After this 72 hour period is over however, everything returns back to normal. They also do not lose their Vampire visual features while this process has occurred.


(('''OOC Note:''' The curing process is allowed to be time-skipped. It is up to the players if they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single forced feeding of Holy Water and Mage Stone Crystals and then immediately vomit and be instantly cured.))
(('''OOC Note:''' The curing process is allowed to be time-skipped. It is up to the players if they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single forced feeding of Holy Water and Mage Stone Crystals and then immediately vomit and be instantly cured.))