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So this is getting a bit old with how many times Vampirism has been reworked, but since Vampirism is seriously losing popularity (and because the abilities were becoming increasingly more difficult to understand) Vampirism has been remade and simplified yet hopefully made more fun to play around with. Some serious changes:
- Ombratore, Zehler, Tresmisae, Umredd have all been merged back into one single "Vampirism". That means there is no longer such a thing as Bloodlines.
- All aspects that made Vampire-identity hide-able have been scrubbed from lore. This is largely because we acknowledge that every other form of blood curse (Dragon, Silven, Phantasma) cannot be hidden either. On the flipside, some Vampire abilities were buffed to compensate.
- The Mental aspects have been nuanced. No more does Vampirism force a cookie cutter antisocial personality. It allows nice and evil vampires, with full freedom of the player's choices on how to nuance their attitude to others.
- The Infection system and Infection Process and Curing Process remain exactly the same.
- Vampirism feeding has been explained more, while we also included a taste palette table. This sets out a number of different races and conditions which contribute to special effects from drinking from their kind. It also makes targeting specific races easier or more fun, as it creates actual differences in flavor between races.
- Traits have been modified.
- Vampires are now capable of casting Magic (though Silven cannot become Vampires).
- Vampires now have increased healing including super charged healing when consuming blood.
- Vampires cannot be healed by Celestial Spells anymore.
- Vampire eye colors have been made strictly crimson red and slightly glowing to ensure hiding one's Vampire identity becomes extremely difficult without the use of Shimmering Mask or tinted glasses.
- Sun weakness is increased to be more aggressive.
- Vampires can now be up to Athletic or Ripped but never Strongman or Muscular.
- Abilities have been modified.
- Dread Wielding remains the same, but is forced to stay with swords still, which has been more strongly clarified.
- Blood Dancing has been reworked to be an escape-only ability that can be used to bounce out of a combat-rp Scenario instantly and effectively once a day (so it can no longer be used in combat to constantly dodge).
- Dark Walking has been scrapped from Lore.
- Sensation Touch has been turned more into a passive and enduring hypnosis instead of a difficult to grasp Hex Magic Spell. This should allow for easier drinking and socialization for Vampires.
- Shimmering Mask which was unique to Ombratore has been given to Vampirism as a whole to allow Vampires to (temporarily), once a day, hide their identity and mingle with non Vampires to scout out potential victims. It is however not as perfect as Hex Magic, not changing their voice, not working on mirrors, and being easy to break in combat.
- The Trivia has remained roughly the same.
- Character Apps containing Ombratore Characters likely need to change their Eye color.
- Other Vampires can consider changing their personality, but it is not mandatory.
- A lot of old lore exists on the wiki still. Lore staff will begin scrubbing and converting old lore in the coming days.
Hopefully, this should make Vampires more fun to play. Not only is their escape mechanic more reliable and easier to use (even if it can only be used once a day), Vampires should remain the top of one on one combat because of Dread Wielding. Furthermore, we hope that the inclusion of the blood flavor table allows for more fun feeding target choosing, and that the elimination of the confusion and complexity around mental characteristics should make Vampires feel less powergamey and more up to personal creative freedom of the player instead of fitting a cookie cutter evil Vampire.
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