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==Bloodline Mutations== | ==Bloodline Mutations== | ||
Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline. A Bloodline infection is permanent, meaning if someone was infected by a von Kërle Bloodline, even if they were cured and re-infected by someone from the Zikiel Bloodline, they still become von Kërle. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff. | Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline. A Bloodline infection is permanent, meaning if someone was infected by a von Kërle Bloodline, even if they were cured and re-infected by someone from the Zikiel Bloodline, they still become von Kërle. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff. | ||
===Immortal Aging=== | |||
All Vampire bloodlines do not age from the moment they are infected. Their aging simply ceases visually, and they can also sustain themselves beyond their natural age. This is not true undeath, but rather just a state of unlife. There is no slowed gain of Proficiency Points or a cost to this, but when cured, the mechanic for Vampires does change. If a Vampire is cured when they have lived several years as a Vampire, they will proceed to rapidly age over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were physically when they were infected. If they cannot be re-infected until those 2 weeks are over, the aging remains permanent and even being reinfected causes the character to simply freeze at their new age, instead of the original infection age. If this concerns characters who have aged beyond their natural age, they will essentially die after those 2 weeks if they cannot be re-infected. (OOC Note: It is not allowed to perma-imprison a character to speed up their death during these 2 weeks, even for the Guards). Finally, The Special Permission Perm for Ancient Character applies normally at the age of 150, but for Vampires it applies above age 100 instead. This means that a character with this trait cannot be older than 100 years old without a special permission for Ancient Character. The Ancient Character Permission is automatically applied to Greater Vampire Permissions. | |||
===Alais Bloodline=== | ===Alais Bloodline=== | ||
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* Alais Vampires are not affected by Hallowed Lanterns, but their presence does cause notable anxiety. | * Alais Vampires are not affected by Hallowed Lanterns, but their presence does cause notable anxiety. | ||
* Alais Vampires can still drink and eat normal produce. They can also reproduce, giving birth to normal children. | * Alais Vampires can still drink and eat normal produce. They can also reproduce, giving birth to normal children. | ||
* Alais | * Alais are inversely also immune to abberrant detection mechanisms (such as Witchblood). | ||
* Alais Vampires are hard capped to Physical Stat 30 | * Alais Vampires are hard capped to Physical Stat 30 | ||
* Alais Vampires cannot infect others with their bite. Infection only occurs through drinking a cup of their blood. | * Alais Vampires cannot infect others with their bite. Infection only occurs through drinking a cup of their blood. | ||
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| The Vampire can give a victim a strong urge or suggestive feeling by placing their hand on their shoulder and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something. | | The Vampire can give a victim a strong urge or suggestive feeling by placing their hand on their shoulder and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something. | ||
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| style="background-color:#ffccc9;" | Crimson | | style="background-color:#ffccc9;" | Crimson Truths | ||
| Passive | | Passive | ||
| - | | - | ||
| The Character | | The Character is able to use charm-speech to demand a character they are talking to speak the truth about a single question that the Vampire asks of them. While answering, the person will be dazed and not remember their answer, or the original question, but they will snap out of it if they are about to be attacked, so it should not be used as a stun mechanic in combat roleplay. The answer must always be truthful and the victim cannot lie, but the question can only have a comprehensive answer. The ability can only be used once per day, and the same person cannot be targeted again for 7 days (though another person can be targeted after 24 hours). The “truth” must be presented as the victim understands it, that is if the victim was lied to, that is their “truth”. Victims do not have the freedom to be clever and use doublespeak to avoid speaking their truth, or be intentionally vague. Their mind shuts off for the answer, and they just say what they know in the totality that they know it without going into novella lengths. Intentionally remaining vague or lying to protect information for OOC motivations is god-rp and liable to be reported to staff for discipline. | ||
|- | |- | ||
| style="background-color:#ffccc9;" | Crimson Dressage | | style="background-color:#ffccc9;" | Crimson Dressage | ||
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* Barghest Vampires are affected by Hallowed Lanterns, scorching and singing their skin. | * Barghest Vampires are affected by Hallowed Lanterns, scorching and singing their skin. | ||
* Barghest Vampires can still drink and eat normal produce. They can also reproduce, giving birth to Vampire Broods. | * Barghest Vampires can still drink and eat normal produce. They can also reproduce, giving birth to Vampire Broods. | ||
* Barghest Vampires can change their head only into that of a (varying realistic colors) Wolf (or Fox) with red eyes and sharp teeth, as well as track the smell of blood | * Barghest Vampires can change their head only into that of a (varying realistic colors) Wolf (or Fox) with red eyes and sharp teeth, as well as track the smell of blood and +5 Physical Stat. | ||
* Barghest Vampires are hard capped to Physical Stat 30 | * Barghest Vampires are hard capped to Physical Stat 30 | ||
* Barghest Vampires can infect others with their bite. Infection can also occur by drinking a cup of their blood. | * Barghest Vampires can infect others with their bite. Infection can also occur by drinking a cup of their blood. | ||
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| Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. Darkness illusions and Magic that would obscure vision however still affects them. | | Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. Darkness illusions and Magic that would obscure vision however still affects them. | ||
|- | |- | ||
| style="background-color:#ffce93;" | Wald | | style="background-color:#ffce93;" | Wald Pathing | ||
| | | Passive | ||
| | | - | ||
| | | The Vampire is able to crawl on their hands and feet on any flat surface, meaning walls, ceilings and other such construction. They must keep at least 3 limbs attached to such a surface to remain attached, letting go of both hands for example will cause them to fall down, but they can do anything with that free limb while attached to the surface. | ||
|- | |- | ||
| style="background-color:#ffce93;" | Wald Lightseeking | | style="background-color:#ffce93;" | Wald Lightseeking | ||
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| The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission. | | The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission. | ||
|- | |- | ||
| style="background-color:#cbcefb;" | Vinteaar | | style="background-color:#cbcefb;" | Vinteaar Mist | ||
| | | Instant Ability | ||
| | | Emote Distance | ||
| The | | The Vampire can throw one of their drinks onto the floor, causing it to explode into a dusty and barely visible mist. This mist appears like the mirage of heat haze rising from a surface during a warm sunny day, meaning it does not obscure vision or cause anyone to experience negative effects while standing inside of it, except for the strong odor of liquor or wine, but will remain somewhat visible to allow others to see how far it extends in any direction. This mist remains for 10 seconds, during which the Vampire remains invisible inside the mist, unless they attack someone. Should they exit the mist and attempt to escape, they will become visible, and immediately remove the mist. | ||
|- | |- | ||
| style="background-color:#cbcefb;" | Vinteaar Elegance | | style="background-color:#cbcefb;" | Vinteaar Elegance | ||
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* Doughall Vampires are affected by Hallowed Lanterns, scorching and singing their skin. | * Doughall Vampires are affected by Hallowed Lanterns, scorching and singing their skin. | ||
* Doughall Vampires can drink and eat normally. They can also reproduce to create Vampire Broods. | * Doughall Vampires can drink and eat normally. They can also reproduce to create Vampire Broods. | ||
* Doughall cause any person in active Beast Transformation (That is also not a Vampire) to receive a -10 Physical Stat Penalty while in their emote distance. | * Doughall cause any person in active Beast Transformation (That is also not a Vampire) to receive a -10 Physical Stat Penalty while in their emote distance. Any Beast Transformation the Doughall uses gives +5 Physical Stat. | ||
* Doughall Vampires are hard capped to Physical Stat 30 | * Doughall Vampires are hard capped to Physical Stat 30 | ||
* Doughall Vampires can infect others with a bite. They can also infect by having someone drink their blood. | * Doughall Vampires can infect others with a bite. They can also infect by having someone drink their blood. | ||
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| Vampires with this trait become completely immune to all Witchblood abilities. | | Vampires with this trait become completely immune to all Witchblood abilities. | ||
|- | |- | ||
| style="background-color:#b6b1c3;" | Haunting | | style="background-color:#b6b1c3;" | Haunting Sorcery | ||
| Passive | | Passive | ||
| - | | - | ||
| The | | The Vampire may choose one Spell from any of the following Sorcery Schools without a Proficiency cost: Darkness, Chaos, Arcane, Elemental | ||
|- | |- | ||
| style="background-color:#b6b1c3;" | Haunting Deflecting | | style="background-color:#b6b1c3;" | Haunting Deflecting | ||
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* Dorkarth Vampires cannot drink and eat, these things turning to ash in their mouths. They can reproduce, giving birth to Vampire Broods. | * Dorkarth Vampires cannot drink and eat, these things turning to ash in their mouths. They can reproduce, giving birth to Vampire Broods. | ||
* Dorkarth Vampires can be infected at any age (even below 18) and can consume any source of blood, even animals, undead, or other Vampires, and be satiated. | * Dorkarth Vampires can be infected at any age (even below 18) and can consume any source of blood, even animals, undead, or other Vampires, and be satiated. | ||
* Dorkarth Vampires can draw blood from any wound they inflict on a foe, removing a wound of their own in return. This cannot be used to heal internal damage, only external surface damage. | |||
* Dorkarth Vampires are hard capped to Physical Stat 30 | * Dorkarth Vampires are hard capped to Physical Stat 30 | ||
* Dorkarth Vampires can infect others with a bite. They can also infect by having someone drink their blood. | * Dorkarth Vampires can infect others with a bite. They can also infect by having someone drink their blood. | ||
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| The Vampire can summon a shield in their shielding arm the size of a heater shield. When an enemy hits the heater shield with their weapon, their weapon becomes insanely hot to the touch, not so much hat it blisters their skin, but incredibly uncomfortable (lowering their weapon Proficiency by 5 points), for 5 minutes, before slowly cooling again. If they hit the shield again within the 5 minute period of the first effect, the effect is doubled and lasts for a total of 10 minutes, but then the victim becomes immune from receiving the effect again for an hour. | | The Vampire can summon a shield in their shielding arm the size of a heater shield. When an enemy hits the heater shield with their weapon, their weapon becomes insanely hot to the touch, not so much hat it blisters their skin, but incredibly uncomfortable (lowering their weapon Proficiency by 5 points), for 5 minutes, before slowly cooling again. If they hit the shield again within the 5 minute period of the first effect, the effect is doubled and lasts for a total of 10 minutes, but then the victim becomes immune from receiving the effect again for an hour. | ||
|- | |- | ||
| style="background-color:#d8d8d8;" | Auld | | style="background-color:#d8d8d8;" | Auld Beastlording | ||
| Channel Ability | |||
| Emote Distance | |||
| The Vampire can summon a ghostly red chain that latches onto the nearest Beast Transformation character (excluding Vampires in Beast Transformation) and establishes a control collar on this character. This character still perceives the world as if they were in control of their body and can still speak, but their actions are dictated by the Vampire holding their chain. They can for example be commanded to attack one of their allies in a combat scenario, or act as the mount of the Vampire in a pinch. This chain will not allow the Vampire to cause the Beast Transformation to harm themselves or reasonably commit any action that would bring harm to themselves, and the chain cannot be destroyed, but the Vampire is unable to use the arm that holds the chain, as it must be held firmly in their hand and entirely wrapped around their arm. If the Vampire leaves Emote distance from their changed target, the chain breaks automatically, and severing the Vampire’s arm or magically imprisoning the Vampire will also sever the chain. | |||
|- | |||
| style="background-color:#d8d8d8;" | Auld Darkening | |||
| Passive | | Passive | ||
| - | | - | ||
| | | Vampires with this trait are able to have perfect night and darkness vision, able to discern people and objects even in pure and complete black darkness. The Vampire also becomes immune to any Darkness, Obscuring or Magical or Sorcery abilities that cause an area to be darkened. | ||
|- | |- | ||
| style="background-color:#d8d8d8;" | Auld | | style="background-color:#d8d8d8;" | Auld Tombing | ||
| Passive | | Passive | ||
| - | | - | ||
| | | The Vampire is able to stand with their back up against a wall, cross their arms on their chest, and become camouflaged so long as they do not move or speak while they remain in this exact position up against the wall. In order to see through this camouflage, a person would need at least 10 Proficiency points in Perception. Leaving this stance or attacking someone will cancel out the camouflage, though if a person is within 2 blocks of the camouflaged Vampire when they leave camouflage, or have their backs turned to them, the Vampire will obviously have an initiative advantage. | ||
|- | |- | ||
| style="background-color:#d8d8d8;" | Auld Hexing | | style="background-color:#d8d8d8;" | Auld Hexing | ||
| Mind Ability | | Mind Ability | ||
| Direct Touch | | Direct Touch | ||
| The Vampire can give a victim a strong urge or suggestive feeling by placing their hand | | The Vampire can give a victim a strong urge or suggestive feeling by placing their hand any point of the target's body and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something. | ||
|- | |- | ||
| style="background-color:#d8d8d8;" | Auld Severing | | style="background-color:#d8d8d8;" | Auld Severing |