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===Alais Common Abilities===
===Dorkarth Common Abilities===
Common Abilities are mechanics that all Alais Vampires have access to, meaning they are implied and it is not necessary to record them on a Character Application, though you may for posterity sake. Important instructions for Character Apps are included in the Vampire Form table row at the bottom.  
Common Abilities are mechanics that all Dorkarth Vampires have access to, meaning they are implied and it is not necessary to record them on a Character Application, though you may for posterity sake. Important instructions for Character Apps are included in the Vampire Form table row at the bottom.  
{| class="wikitable"  
{| class="wikitable"  
|-  
|- style="font-weight:bold; background-color:#efefef;"
! style=" text-align:center; width: 8%;" | Standard Ability
! Standard Ability
! style=" text-align:center; width: 8%;" | Ability Category
! Ability Category
! style=" text-align:center; width: 8%;" | Range
! Range
! Description (Standard Mutations are free but Mandatory, All Alais Vampires have them, and they can use these Abilities while in their non-Vampiric Form and Vampiric Form (Crimson Form))
! Description (Standard Mutations are free but Mandatory, All Dorkarth Vampire have them, and they can use these Abilityes while in their non-Vampiric Form and Vampiric Form (Auld Form))
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Blood Collaring
| style="font-weight:bold; background-color:#9b9b9b;" | Blood Collaring
| Target Curse
| Target Curse
| Emote Distance
| Emote Distance
| The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected wiht Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
| The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected with Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Immortal Aging
| style="font-weight:bold; background-color:#9b9b9b;" | Immortal Aging
| Constant Passive
| Constant Passive
| Self
| Self
| The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned in active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
| The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned through active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Otr's Blood
| style="font-weight:bold; background-color:#9b9b9b;" | Darklord Macabre
| Trigger Passive
| Constant Passive
| Emote Distance
| Dorkarth Vampires can have up to 3 Blood Collared subjects, instead of 1 for every other Vampire Bloodline. Additionally, they can apply Danse Macabre to their Blood Collared subjects within Emote Distance.
|-
| style="font-weight:bold; background-color:#9b9b9b;" | Danse Macabre
| Toggle Passive
| Self
| Self
| Small quantities of Alais Blood (not enough to infect someone with Vampirism) can be force-fed to a person to have similar effects to the Seraphalo Alchemy ingredient. When force-ingesting a splash of Alais blood, the victim will be unable to recall locations, the exact sound of voices, or exact faces for the last 24 hours. They can remember the events that happened to them (unless those events were erased from memory by other Mutations) and remember what was spoken about, but will be unable to identify anyone in any way. This effect cannot stack.
| The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. A character with 10+ Bodycare or 10+ Perception can see through the clothing disguise, identifying the person underneath. They will not understand this clothing is Magical, but see through any disguise attempt.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Dancing Mirage
| Vampire Spell
| Emote Distance
| While dancing (in whatever style), anyone that is watching the Vampire dancing will enter a low-perception trance. This does not alter their perception of time, actions or conversations around them, but makes them incapable of detecting any Dextrous Rogue Skill (Proficiency) actions being performed on them by a third party (or the Vampire). Essentially, anyone watching the Vampire dancing is unable to feel or hear themselves being pick pocketed, meaning anyone doing a pickpocket roll on them cannot fail the dice roll. This effect is broken as soon as the targets look away from the Vampire.
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Feeding
| style="font-weight:bold; background-color:#9b9b9b;" | Auld Feeding
| Vampire Spell
| Vampire Spell
| Touch
| Touch
| The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly cancelled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
| The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly canceled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Body
| style="font-weight:bold; background-color:#9b9b9b;" | Auld Body
| Constant Passive
| Constant Passive
| Self
| Self
|  
| *The Vampire’s new Physical Stat is 50, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies.<br />*The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.<br />*The Vampire is able to reproduce with both Vampires and non-Vampires, and will always have Dorkarth Vampire Broods.<br />*The Vampire does have red eyes, and their eye sockets are also noticeably reddened and darkened, and their skin can no longer tan in sunlight.<br />*The Vampire’s Vampire teeth appear at all times, and are noticeable when they are speaking with others from within 3 blocks range. <br />*The Vampire can see clearly in Mundane Darkness.
* The Vampire’s new Physical Stat is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
* The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.
* The Vampire is able to reproduce with both Vampires and non-Vampires, creating Alais Vampire Broods.
* The Vampire does not have red eyes, or any skin discoloration in their eye sockets, however their skin can no longer tan in sunlight.  
* The Vampire’s Vampire teeth appear only when feeding commences, and shorten shortly after completion.
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Power
| style="font-weight:bold; background-color:#9b9b9b;" | Auld Power
| Constant Passive
| Constant Passive
| Self
| Self
|  
| *Dorkarth Vampires are immune to hypothermia or hyperthermia, and are not slowed down by Non-Ability based and Ability based frost on their body or snow on the ground, however when set ablaze they do take damage from the fire. <br />*Dorkarth Vampires can superimpose an unnatural darkness on the area around them, not enough to actually make the area any harder to see, but to draw attention to them, while their eyes start glowing a more bright red, creating an aura of dread around them.<br />*Dorkarth Vampires can apply so-called Severing Glyphs to others once a day. A Glyph of their design is applied to the nape of the target’s neck, which acts like a possession (and can also be purified as one), severing the emotions and conscience of the target. This must be applied by Direct Touch, and the victim will be aware of it being there and its effects when applied.
* Alais Vampires have a constant +10 Theatre Arts and +10 Dance Arts Proficiency boost, but any Combat Category Proficiencies they have are set to 0 without a point refund, unless they are in their Crimson Form, where their Combat Proficiencies remain where they are.  
* Alais Vampires do not need to be in their Crimson Form to use their Alais Form Mutations. Alais Vampires have access to their mutations both inside and outside of their Vampire Form.
* Alais Vampires while not in their Crimson Form cannot be detected by Aberrant Detection Mechanisms. They will however respond to curing, obviously.  
|-
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Form
| style="font-weight:bold; background-color:#9b9b9b;" | Auld Form
| Mythic Shift
| Mythic Shift
| Self
| Self
| The Vampire c acantivate their Crimson Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Crimson Form for this Bloodline:
| The Vampire can activate their Auld Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Auld Form for this Bloodline:<br />*Auld Form Vampires must have considerable (large or many) parts of their body colored in black or dark gray, whether that be hair or horns or tattoos or other appendages/skin armor etc.<br />*Auld Form Vampires must have raven black hair if they have hair in their Vampiric Form, and if not, they must have jet-black large horns, or both.<br />*Auld Form Vampires must have solid black eyes with only a thin halo of bright red where their irises would normally be and light white clear skin (but may have other things on their skin like tattoos or glyphs). <br />*Auld Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.<br />*Auld Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.<br />*Auld Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.<br />*Auld Form Vampires may be designed to be not-recognizable or recognizable, that is up to the player. They may look completely different in Vampire Form.<br />*Auld Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.<br />*Auld Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.<br />*In order to use Auld Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
* Crimson Form Vampires must have considerable (large or many) parts of their body colored in red, whether that be skin or hair or horns or tattoos or other appendages/skin armor etc.
* Crimson Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
* Crimson Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
* Crimson Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
* Crimson Form Vampires may be designed to be not-recognizable or recognisable, that is up to the player. They may look completely different in Vampire Form.
* Crimson Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
* Crimson Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.
* In order to use Crimson Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.
|}
===Alais Form Mutations===
Form Mutations can only be used while Vampiric Form (Crimson Form) is active. Each Player may choose up to 5 Mutations from this list, which must be recorded on a Character Application. Abilities may not be used before the Application is approved. Abilities may only be changed once, repeated changing of Abilities will result in a Character App being revoked.
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#dfa9bf"
!  style=" text-align:center; width: 8%;" | Form Mutation
!  style=" text-align:center; width: 8%;" | Ability Category
!  style=" text-align:center; width: 8%;" | Range
! Description (Choose up to 5 of these Mutations, they can only be used while in Vampiric form (Crimson Form))
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Graces
| Constant Passive
| Self
|
For any action involving the Proficiency Dextrous Rogue Skill (such as Theft, Quick Fingers, Sleight of Hand), when detected or having failed a /dice roll, the Character may perform another /dice roll as a form of saving graces from failure. If this roll fails however, there cannot be another roll until the next unique action.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Cloaking
| Toggle Passive
| Emote Distance
| The Vampire can target any one person (and one person only) and turn completely invisible to them, where they cannot perceive any sounds they make, except for their voice. This only targets one person, and as soon as this person leaves Emote Distance, or the Vampire targets another person, they can see the Vampire again. This Ability can be used in combat, however if the Vampire harms the target in any way, this target can see them again, and becomes immune to this ability for the next 24 hours. The Vampire can still make themselves unseen to other people, but attacking any of them will also make them immune for 24 hours.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Curse
| Vampire Spell
| Emote Distance
| The Vampire can target any one person (and one person only) and cause their next Proficiency related action to critically fail. This only affects mundane actions involving Proficiencies, not Abilities. For example: if this Ability is used on an archer during an archery tournament, their next (potentially winning) shot will hilariously misfire. This only works for one action, after which it goes on Cooldown for half an hour. This can also cause weapon attacks to fumble out of the hands of wielders, or knowledge proficiency based information to suddenly be inexplicably forgotten for a day. This Ability does not telegraph in any way, and can be used as subtly as the Vampire likes. 
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Silence
| Toggle Passive
| Self
| Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Vampire. Furthermore, the Vampire does not produce audible footsteps on any surfaces, nor release any bodily odors that would allow those races with strong smell to detect their presence from merely standing near them.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Guiding
| Vampire Spell
| Direct Contact
| This spell has two different functions, one in public (if more than 1 persons are present in the same room), and one in private (if only one person is present in the room). While in public, if the Vampire has gotten their target to agree to a dance, they will have Control Power over their victim for as long as they are dancing. This victim will be in a high-functional dream-like state where they cannot perceive what is happening around them or what is being talked about, but will continue to reply and dance along and smile and look no different to onlookers. If the dance is broken, they will have no memory of whatever was spoken about and will simply remember a pleasant dance. If during the dance the Vampire will encourage the victim to follow them away from the dance floor, they will comply up to this request, but not to leave the building (this should be used to lead someone away to consume their blood, if any other purpose is used, this effect will break). The victim cannot be enticed to reveal harmful information to themselves, and if harmed in any way other than Vampiric feeding, will immediately wake up from the daze. If used in private, the Vampire can send subliminal but strong urges to the person as long as they are talking and somewhat close to each other, though direct touch is not required. These subliminal urges are mostly for example an urge to have a glass of water, or to close a window. They cannot be used to extract harmful information or force the subject to commit acts they do not want to commit.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Lies
| Vampire Spell
| Emote Distance
| The Vampire is able to target one person per day to alter their mind into believing something is the opposite of what they believe to be true, however the Vampire needs to specifically know what is being targeted (the victim has to specifically verbalize the truth that the Vampire wishes to reverse, this cannot be used to implant new things). For example, if a person speaks about how they believe that their brother is committing adultery, the Vampire can cast this ability to alter the mind of the victim to believe the exact opposite, that their brother is in fact very loyal. This Ability changes the entire memory and evidence perception of the victim, as if they had never believed the opposite to be true to begin with, and they will have no memory of when or how they changed their mind. They will continue to believe this new false version of truth until they are given irrefutable evidence to prove the contrary. This can also involve really silly things like convincing someone the sky is red, though when they look at the sky during the day, they will obviously have the spell broken as they can irrefutably see the sky being blue. When this spell is broken, they do not suddenly remember their original belief. It has a lingering effect to prevent any backwards reasoning that would allow anyone to come to the conclusion that their mind was altered. 
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Dressage
| Toggle Passive
| Self
| The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability can be seen through by either 10+ Perception or 10+ Bodycare Proficiency, allowing them to see through any usage of clothing to disguise identity, meaning they cannot tell it is magical clothing, but can tell the identity of the Vampire beneath if they are attempting to disguise themselves.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Hostage
| Target Curse
| Self
| Those fed upon gain the Crimson Hostage trait, which makes them strongly want to prevent the Vampire from being harmed, caught or cured, for up to 72 hours after having been fed upon. The Vampire can choose to not apply this Curse when feeding.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Guile
| Toggle Passive
| Self
| This Mutation has two effects: Primarily, it makes it so that anyone the Vampire is feeding on does not feel pain, and will forget about the circumstances surrounding the feeding afterwards, leaving no bite marks. Furthermore, it makes the Vampire look entrancing, beautiful and alluring, as long as eye contact is made.
|-
| style="font-weight:bold; text-align:center; background-color:#dfa9bf" |Crimson Reflection
| Toggle Passive
| Self
| The Vampire can magically change superficial appearance aspects about themselves: Change the color of their hair, change the color of their eyes (does not work while feeding), add or remove facial scars or freckles, change the skin lightness/darkness, and the length of their hair, including the texture (curliness, straightness, waveiness). A character with 10+ Bodycare Proficiency can see through the disguise and identify the original appearance of the character.
|}
|}
===Dorkarth Form Mutations===
Form Mutations can only be used while Vampiric Form (Auld Form) is active. Each Player may choose up to 5 Mutations from this list, which must be recorded on a Character Application. Abilities may not be used before the Application is approved. Abilities may only be changed once, repeated changing of Abilities will result in a Character App being revoked.

Revision as of 05:30, 27 August 2020

Dorkarth Common Abilities

Common Abilities are mechanics that all Dorkarth Vampires have access to, meaning they are implied and it is not necessary to record them on a Character Application, though you may for posterity sake. Important instructions for Character Apps are included in the Vampire Form table row at the bottom.

Standard Ability Ability Category Range Description (Standard Mutations are free but Mandatory, All Dorkarth Vampire have them, and they can use these Abilityes while in their non-Vampiric Form and Vampiric Form (Auld Form))
Blood Collaring Target Curse Emote Distance The Vampire can Target either a willing or restrained person to attach a Blood-Collar to their neck, colored in crimson blood yet solid and shaped like brambles with thorns. While the Vampire is in Emote Distance, any command issued must be followed, else the collar will dig its spikes into the neck and cause bleeding. While within range, any number of commands can be issued, but only the last command will remain active when leaving Emote Distance. Blood Collared individuals cannot be infected with Vampirism, and the Collar can only be removed by any type of Exorcism-Like Ability that removes Possessions. Any Vampire can only have one person Collared at any time.
Immortal Aging Constant Passive Self The Vampire does not age from the moment of infection. Their aging ceases visually, and they can sustain themselves beyond their natural undeath. This is not true undeath, but a state of suspended unlife. If a Vampire is cured when they have lived a number of years as a Vampire, they will proceed to age rapidly over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were when cured. If they cannot be re-infected before the end of the 2 week period, the aging is permanent, and re-infection causes the character to freeze at the new age. If a character has aged far beyond their natural lifespan, if they are not re-infected before the end of the 2 week period, they will die. (It is not allowed to perma-imprison a character to prevent infection to their death during these two weeks) Vampires require an Backstory Special Permission in order to be older than 100 years old. Vampires who are turned through active roleplay can be older than 100 years without a Backstory Special Permission (Though in all cases, a character older than 150 requires a Backstory Special Permission)
Darklord Macabre Constant Passive Emote Distance Dorkarth Vampires can have up to 3 Blood Collared subjects, instead of 1 for every other Vampire Bloodline. Additionally, they can apply Danse Macabre to their Blood Collared subjects within Emote Distance.
Danse Macabre Toggle Passive Self The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. A character with 10+ Bodycare or 10+ Perception can see through the clothing disguise, identifying the person underneath. They will not understand this clothing is Magical, but see through any disguise attempt.
Auld Feeding Vampire Spell Touch The Vampire, when sinking their teeth into the neck of their victim causes a partial paralysis that makes it impossible for the victim to struggle out of their grip or fight back, but still aware enough to know what is happening, be able to see, hear, and speak. The Vampire can consume as much blood as they want, but can drink no longer than 10 minutes which is their upper fill. Upon releasing their teeth from the victim’s neck, the effect is instantly canceled, but the victim is too weak to immediately turn back and fight for at least half a minute. This Ability may not be used to tie someone up at the same time, and the Vampire cannot fight or use Abilities while drinking.
Auld Body Constant Passive Self *The Vampire’s new Physical Stat is 50, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies.
*The Vampire is able to consume food and drinks, These give them sustenance, but can never replace the feeding qualities of blood.
*The Vampire is able to reproduce with both Vampires and non-Vampires, and will always have Dorkarth Vampire Broods.
*The Vampire does have red eyes, and their eye sockets are also noticeably reddened and darkened, and their skin can no longer tan in sunlight.
*The Vampire’s Vampire teeth appear at all times, and are noticeable when they are speaking with others from within 3 blocks range.
*The Vampire can see clearly in Mundane Darkness.
Auld Power Constant Passive Self *Dorkarth Vampires are immune to hypothermia or hyperthermia, and are not slowed down by Non-Ability based and Ability based frost on their body or snow on the ground, however when set ablaze they do take damage from the fire.
*Dorkarth Vampires can superimpose an unnatural darkness on the area around them, not enough to actually make the area any harder to see, but to draw attention to them, while their eyes start glowing a more bright red, creating an aura of dread around them.
*Dorkarth Vampires can apply so-called Severing Glyphs to others once a day. A Glyph of their design is applied to the nape of the target’s neck, which acts like a possession (and can also be purified as one), severing the emotions and conscience of the target. This must be applied by Direct Touch, and the victim will be aware of it being there and its effects when applied.
Auld Form Mythic Shift Self The Vampire can activate their Auld Form, which is a Mythic Shift that turns them into a so-called Vampiric Form. Vampiric Forms are alternate appearance versions of the Vampire’s normal form that give creative liberty to the player in terms of design, with some noted limitations. All Vampiric Forms (per bloodline) have some basic rules so that a Bloodline can easily be read from their appearance, however beyond that, many different aesthetic aspects can be modified at will. It is required to produce a “Vampiric Form” section on the Character Application, detailing in a Paragraph what your character’s Vampiric Form looks like. Having a separate skin for Vampiric Form is not required, strongly recommended for immersion. The following rules apply to the Auld Form for this Bloodline:
*Auld Form Vampires must have considerable (large or many) parts of their body colored in black or dark gray, whether that be hair or horns or tattoos or other appendages/skin armor etc.
*Auld Form Vampires must have raven black hair if they have hair in their Vampiric Form, and if not, they must have jet-black large horns, or both.
*Auld Form Vampires must have solid black eyes with only a thin halo of bright red where their irises would normally be and light white clear skin (but may have other things on their skin like tattoos or glyphs).
*Auld Form Vampires can have extra limbs and eyes, but these must only be aesthetic and non-functional unless dictated by Mutation.
*Auld Form Vampires may not use aesthetics unique to other Vampire Forms, and vice versa. Each Vampire Form must thematically represent their Bloodline.
*Auld Form Vampires may not too closely resemble other aesthetic Mythic Shifts or Beast Shifts, like Werebeasts or Dragon Warriors.
*Auld Form Vampires may be designed to be not-recognizable or recognizable, that is up to the player. They may look completely different in Vampire Form.
*Auld Form Vampires always look the same, and aesthetic changes on the Character App are purely OOC ret-cons and do not confuse identification.
*Auld Form Vampires can transform in and out of their Vampiric Form instantly and painlessly. This Transformation also cannot be countered in any way.
*In order to use Auld Form, you must have had your Character app approved, and the description specifically approved by Lore Staff.


Dorkarth Form Mutations

Form Mutations can only be used while Vampiric Form (Auld Form) is active. Each Player may choose up to 5 Mutations from this list, which must be recorded on a Character Application. Abilities may not be used before the Application is approved. Abilities may only be changed once, repeated changing of Abilities will result in a Character App being revoked.