------------------ --- Vampire v2 --- ------------------ ************* *** Start *** ************* Dagger - pay 1 action, 1 damage, 1 range, melee type Always 6 Starting Blood - start each board with 6 blood (note: nothing changes this value); ************* *** Rules *** Half HP - halve your max and starting HP after all other permanent effects such as general health levels; Can't Be Downed - when your health becomes 0 or less, you don't become downed Weak While Negative HP - while your health is 0 or less, you become weak; Weakness - while weak, gain 1 weak point at the beginning of each turn; Skip Turns While Weak - if you have 2 weak points just before one of your turns you skip the turn and lose 2 weak points; Blood Upkeep - lose 1/2 blood at the end of each of your turns up to a maxmum of once per round; Lose HP If No Blood - if you have no blood at the end of your turn, you must lose 2 HP instead; If Gain Don't Lose - if you gain blood or HP during your turn, you do not lose that blood or HP at the end of your turn; Too Strong - you may not suck blood from a character with 2/3 of its max HP or more; Too Drained - you may not suck blood from a characer with less HP than its max HP/-2; **************************************** *** Blood-Sucking Starting Abilities *** Suck From Vampire - pay 1/2 action, 1 range, target character loses 1 blood and you gain 1 blood, if target character has no blood, it loses 1 HP instead, this effect may only be used on vampires; Suck From Non-Vampire - pay 1 action, 1 range, target character loses 1 HP and you gain 1 HP, if you already have max HP, you gain a blood instead, this ability may not be used on vampires; *********************** *** Darkness Levels *** *********************** 0g Darkness Level 0 - gain 1 action per turn; 10 max. blood 13g Darkness Level 1 - gain 2 actions per turn; 12 max. blood 24g Darkness Level 2 - gain 3 actions per turn; 15 max. blood 35g Darkness Level 3 - gain 4 actions per turn; 18 max. blood 80g Darkness Level 4 - gain 5 actions per turn; 23 max. blood ******************** *** Smack Levels *** ******************** 3g Smack Level 1 - 3 Strength; 1 Reach 10g Smack Level 2 - 4 Strength; 2 Reach 32g Smack Level 3 - 5 Strength; 3 Reach 80g Smack Level 4 - 6 Strength; 4 Reach ******************************* *** Blood-Sucking Abilities *** ******************************* 10g Grip of Steel - you may suck blood from characters that have above 2/3 of their max HP 6g Drain - you may suck blood from downed characters with HP between 0 and their max HP/-2; if a character has HP less than or equal to its max HP/-2, it is considered to be drained; 25g Total Suction - you may suck the blood of characters with any number of HP, but gain only half blood or HP from it if they have HP less than or equal to their max HP/-2; 15g Blood Funnel - you may suck blood at up to 5 range, this ability may not be used with speedy fangs 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 loses 2 HP; 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, you may only use a maximum of 1/2 your actions per turn this way, this ability may not be used with blood funnel *********************** *** Other 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 3 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 6 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 1/2 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 10 blood, X = 1 if you have 10 to 12 blood, X = 2 if you have 13 to 15 blood, X = 3 if you have 16 to 17 blood, X = 4 if you have 18 to 19 blood, X = 5 if you have 20 to 21 blood, X = 6 if you have 22 blood, X = 7 if you have 23 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 1/2 blood each turn; after 2 full turns of being in a form you must pay 1/2 blood 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 3; 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;