------------------ --- Vampire v1 --- ------------------ ************* *** Start *** ************* Dagger - pay 1 action, 1 damage, 1 range, melee type ***************************** *** Being a Vampire Rules *** lose 1 blood at the end of each of your turns up to a maxmum of once per round; if you have 0 or less blood you may not use effects that require the spending of blood; if you have -5 or less blood you are weak; while weak, gain 1 weak point at the beginning of each turn; if you have 2 weak points just before one of your turns you skip the turn and lose 2 weak points; if you ever have -15 blood you are killed; **************************************** *** Blood-Sucking Starting Abilities *** Suck From Vampire - pay 1/2 action, 0 range, target character loses 1 blood and you gain 1 blood, this effect may only be used on vampires; Suck From Non-Vampire - pay 1 action, 0 range, target character gains 2 blood loss and you gain 6 blood, this ability may not be used on vampires; more generally, any time you take 3 blood, target character gains 1 blood loss *************************** *** Blood-Sucking Rules *** Blood Loss - each time you take blood from a character, it gains 1 blood loss per 3 blood taken (round up); if a character is downed and has blood loss they may not get up; a downed character may use 1 turn to decrease their blood loss by 1; Weakness - if a character's blood loss is 4 or more, it is weak and gains 1 weak point at the beginning of each of its turns; if a characer has 2 weak points just before one of its turns, it skips its next turn and loses 2 weak points; Downed - if a character's blood loss is 8 or more at the end of any turn they become downed Drained - if a character's blood loss is 12 or more it is considered to be 'drained' Killed - if a character's blood loss is ever 16 or greater it is killed Tertiary - if a tertiary character is drained it is destroyed Drain Limit - you may not suck the blood of a character that is already drained Downed Requirement - you may only suck the blood of a downed character If Gain Don't Lose - if you gain blood during a turn you do not lose the normal 1 blood at the end of your turn ************************ *** Max Blood Levels *** ************************ 0g Maximim Blood Level 0 - 20 max blood 5g Maximim Blood Level 1 - 25 max blood 7g Maximim Blood Level 2 - 30 max blood 10g Maximim Blood Level 3 - 40 max blood 15g Maximim Blood Level 4 - 50 max blood 20g Maximim Blood Level 5 - 60 max blood ***************************** *** Starting Blood Levels *** ***************************** you start each board with this much blood 0g Start Blood Level 0 - 10 starting blood 7g Start Blood Level 1 - 15 starting blood 10g Start Blood Level 2 - 20 starting blood 15g Start Blood Level 3 - 25 starting blood 25g Start Blood Level 4 - 30 starting blood *********************** *** Darkness Levels *** *********************** 0g Darkness Level 0 - gain 1 action per turn 8g Darkness Level 1 - gain 2 actions per turn 18g Darkness Level 2 - gain 3 actions per turn 27g Darkness Level 3 - gain 4 actions per turn 50g Darkness Level 4 - gain 5 actions per turn *********************** *** Strength Levels *** *********************** 3g Strength Level 1 - 2 Strength 8g Strength Level 2 - 3 Strength 22g Strength Level 3 - 4 Strength 55g Strength Level 4 - 5 Strength ******************** *** Touch Levels *** ******************** 0g Touch Level 0 - 1 Reach 2g Touch Level 1 - 2 Reach 10g Touch Level 2 - 3 Reach 25g Touch Level 3 - 4 Reach ******************************* *** Blood-Sucking Abilities *** ******************************* 10g Grip of Steel - you may suck 3 blood per action at 1 range from characters that are not downed, the target character gains blood loss as usual 6g Drain - you may suck blood from characters with between 7 and 12 blood loss 25g Total Suction - you may suck the blood of characters with 12 or more blood loss but do not gain blood from it 31g Embrace - pay 1 action, X blood: 0 range, target drained character is no longer downed and is now a servant vampire under your control, it has X HP and X max HP, servant vampires have abilities: gains 2 actions per turn; pay 1 action: move 1 space; pay 1 action: 2 damage, 2 range; pay 1 action: 1 range, may target downed characters at 0 range, gain 3 HP, if target character is a vampire it loses 2 blood, if target character is not a vampire, it gains 2 blood loss; servant vampires lose 1/2 HP at the end of each of their turns; if a servant vampire is downed it returns to normal; 16g Speedy Fangs - you may suck blood for 1/3 action ***************** *** Abilities *** ***************** 0g Smack - pay 1 action, Strength damage, Reach range, melee type 12g Darkbolt - pay X/2 (round up) actions, X blood: 2*X+1 damage, infinite range LOS, magical type 6g Levitate - pay 1 blood: you are now levitating until the end of your next turn, you may spend 1 action to move 2 spaces until the end of this turn 13g Fly - pay 2 blood: you are now levitating and flying until the end of your next turn, until the end of the turn you may spend 1 action to move 3 spaces 13g Lunge - any time, 6 range, you are levitating, then move up to target character and attack target character with Dagger or Smack, then you are no longer levitating, may only target characters, lose 2 actions per turn until the end of your next turn, you may only use this effect if you have at least 12 blood and 2 actions per turn, this effect may not be used during your turn or when you are levitating 28g Roaring Veins - pay X+1 blood: take an additional turn right now, this effect may only be used between turns, X is the number of actions per turn you have, you may only use this effect if you have at least 11 blood, you may not use this effect if you have used it since your previous normal turn, 7g Stormy Night - pay 1 action, 5 blood: storm is now in effect; you must pay 1 blood at the beginning of each of your turns or the effect ends; while storm is in effect: all vampires and servant vampires gain 8 range LOS hide; all servant vampires deal 1 additional damage when attacking; all darkbolt attacks deal 1 additional damage; during any vampire's turn, that vampire must select a 6 x 6 area and randomly choose three spaces to take 5 damage and 2 damage at 1 radius (no blast shadow); 18g Dark Storm - pay 3 actions, 10 blood: storm is now in effect and you now have darkness; you must pay 2 blood at the beginning of each of your turns or the effect will end and you will lose darkness; see stormy night above for the impacts of storm being in effect; while you have darkness: you may ask secretly where all hidden stuff that a player knows about are of any player any time, you may look at any characters' inventories any time if they are within 2 range LOS of you, you may counter up to three abilities between each of your turns, your darkbolt attack deals an additional +1 damage, all attacks of servant vampires under your control deal an additional +1 damage, you gain 1 action per turn, you have 4 range LOS hide 10g Come to Me! - pay 1 blood: infinite range LOS, move target character one space with push, this may only target characters 5g Wealthy Count - pay 1/2 blood: move any 1 gold one space; pay 2 blood, move all gold on a space 1 space; 17g Blood-Iron Content - at the beginnings of each of your turns you gain X magnet, pay 1 magnet: move any gold 1 space; pay 4 magnet: move all gold on one space 1 space; you lose all magnet at the end of each of your turns; X = 0 if you have less than 20 blood, X = 1 if you have 20 to 27 blood, X = 2 if you have 28 to 34 blood, X = 3 if you have 35 to 39 blood, X = 4 if you have 40 to 54 blood, X = 5 if you have 55 to 58 blood, X = 6 if you have 59 blood, X = 7 if you have 60 or more blood; 4g Shapeshift - you may not use this effect unless you have purchased a form; pay 2 blood: choose a form that you have purchased and roll 1d20, if the result is 1-9 you become the chosen form, if the result is 10 and you have purchased Wolf you become the Wolf, if the result is 11 and you have purchased Rats you become the Rats, if the result is 12 and you have purchased Bat you become the Bat, if the result is 13 and you have purchased Mist you become the Mist, if the result is 1-9 you must pay 2 additional blood or this has no effect; if you become a form you may and must use the abilities of the form and may not use any other voluntary abilities and you do not lose 1 blood each turn; after 2 full turns of being in a form you must pay 2 gold at the beginning of each of your turns or revert back to normal; you may not pick up gold while in a form; if you are downed while in a form you revert to normal; ************* *** Forms *** ************* these forms are only used in combination with the ability 'shapeshift'; 11g Wolf - pay 1 action, 2*Strength+1 damage, Reach range, melee type; pay 1 action, move up to 2 spaces; you may use 'lunge' if you have purchased it; 9g Rats - pay 1 action, move 1 space; evasion 1/2; hide range 1; you may occupy the same space as barriers; 13g Bat - pay 1 action, move 1 space; evasion 2/3; you are flying; 21g Mist - pay 1 action, move 1 space; you may occupy the same space as walls, barriers, and characters; all damage to you is reduced to 0; infinite range LOS hide;