Vampire Abilities
Keywords:
VAMPIRE-ABILITIES, VAMPIRE_ABILITIES, RP-VAMPIRE-ABILITIES, RP_VAMPIRE_ABILITIES
Below are additional abilities vampires are able to have for RP purposes and RP-Combat. For vampires, sunlight does not physically hurt them, but it does limit them. Please note that the stat perks are added to the stats you already possess, shown with rpstats.
Vampire Abilities Any Time of Day or Night:
Vampire Age 1: Senses. augmented hearing, night vision, enhanced smell. Can smell lycans. +1 wisdom to hear, see, smell. Lycans are sensed automatically.
Vampire Age 5: Hide. +1 dex to hide vs wisdom of other player.
Vampire Age 10: Sneak. +1 dex to hide vs wisdom of other player.
Vampire Age 20: Lies. Vampires have gleaned the ability to tell if someone lies. The heartbeat, etc gives them away. Intelligence check vs player's constitution.
Vampire Age 50: Stronger. +1 str in rpcombat.
Vampire Age 75: Faster. +1 dex in rpcombat and can travel 60 feet instead of 30 at natural pace. Dash is 120 feet.
Abilities Only When Out of Sunlight or Holy Lights:
Note: This means night time or within a room with very little sunlight. If the vampire is IN sunlight, then none of the additional vamp abilities found below are usable. A cloak does not count when it comes to RP-Combat because while fighting your cloak will be moving with you and light has a means to reach you.
Vampire Age 150: Even stronger and faster. An additional +1 to str dex in RP-Combat on top of the vampire age 50 and 75 abilities, giving +2 total to str and dex on top of current RPstats.
Vampire Age 300: Very low charm/glamour skill of certain abilities. +1 charisma vs player willpower contest Requires ooc consent.
Abilities: Charm/Glamour to allow feeding (though not to the death) and intimacy. OOC consent is required.
Vampire Age 600: Mid-level charm - Only the below charms/glamours are allowed. +2 charisma vs player willpower to contest.
Abilities: Appearing either more appealing or less appealing ICly. Mental changes only, not physical. This is MINOR changes. Perhaps not so wrinkled or scarred. Making yourself a little prettier, or maybe a little more scary looking. Nothing drastic. You're not suddenly 7 feet tall or built like the Terminator.
Vampires do NOT have vampire abilities of animal control, shape shifting, flying, etc. as some vampire lore off TG hold. (Other than class skills, scrolls, potions, etc of course that are in game already.)
Vampire Healing:
1 quarts fresh blood heals 2d5 HP.
3 quarts fresh blood heals 4d9 HP.
6 quarts fresh blood heals 9d9 HP.
Note: If in RP-combat, vampire is at disadvantage to feed and heal. In addition, this is NOT used for staking/beheading. See help rp-vampire
Lycan Fluid Exchange with Vampires- RP-Combat Info:
Any fluid exchange of a lycan to a vampire is quite fatal. If a vampire were to ingest or allow any bodily fluid of the lycan into their blood stream or body in any way, the vampire is to make a fortitude save and roll a 19 or higher or they die. This includes blood, saliva, tears, urine, semen, vaginal fluids or ANY other bodily fluid.
Even with a successful save, the vampire is extremely sick and at true death's door, taking 2d2 RL days to recuperate. This is not something that can be healed, but must naturally work its way out of the vampire.
With a save: Vampire's will need to double their intake of blood to aid in flushing their system and healing.
Failing a save: If the vampire fails their save then they a true death that is slow and agonizing unless a God(dess) deigns to take pity on them.
NOTE: Player vampires only have the above abilities referenced. Due to promoting of RP, a limited group of IMM played vampires have abilties not listed here. The reason behind these abilities can potentially be learned through IC means. Or that vampire may be feeling frisky and just kill anyone who might ask.