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 --:  Vampirism.

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h3artl3ss

h3artl3ss



--:  Vampirism. Empty
PostSubject: --:  Vampirism.   --:  Vampirism. I_icon_minitimeFri Mar 11, 2016 7:43 am

--:  Vampirism. Tes_on10

--:    The  Vampirism  Guide.

           Synopsis  &  Abilities.


Vampires  --.

Naturally, a vampire must  feed  on the blood of  humanoids  for sustenance.

All vampires suffer a  -50%  Resist Flame  penalty but gain  +20%  Resist Frost.


            Vampire  Stalker;

5  Perks:    -3  to the  Stamina  stat while in the  sunlight.

Relatively new to Undeath, a  Vampire Stalker  often operates as a solitary hunter to sustain itself as
an opportunistic killer; never taking too much, always focused on avoiding the  detection  of others.

Boost  Agility:  1.        Boost  Health:  0.        Boost  Power:  0.        Boost  Speed:  1.


Drain  Life:  -20 HP  from a target via  touch  once per turn;  no  MP  consumption.

Hypnotic  Gaze:  Enthrall a target via  eye contact  once every ten hours, comparable
to an  Illusion  spell for compulsion;    20%  effect versus target's  Willpower.    -10 MP!



            Vampire  Shadow;

10  Perks:    -2  to the  Stamina  stat while in the  sunlight.

A  Vampire Shadow  is seasoned, keenly aware of its innate abilities and limitations, often employed
by less reputable factions or a more powerful Vampire. They are prolific hunters of Men and Mer alike.

Boost  Agility:  1.        Boost  Health:  1.        Boost  Power:  1.        Boost  Speed:  1.


Drain  Life:  -40 HP  from a target via  touch  once per turn;  no  MP  consumption.

Hypnotic  Gaze:  Enthrall a target via  eye contact  once every ten hours, comparable
to an  Illusion  spell for compulsion;    40%  effect versus target's  Willpower.    -20 MP!

Become  Mist:  Transform into an intangible cloud of  mist  for  five turns;  -100 MP!


            Vampire  Master;


15  Perks:    -1  to the  Stamina  stat while in the  sunlight.

Vampire Masters  have attained full mastery over their innate abilities, and often a complimentary set
of skills, to become truly terrifying proponents of Undeath. At this point, their vampirism is apparent
and will attract the hostility of all  natural  creatures, often necessitating the use of  proxies  in cities.

Boost  Agility:  2.        Boost  Health:  1.        Boost  Power:  1.        Boost  Speed:  2.


Drain  Life:  -60 HP  from a target via  touch  once per turn;  no  MP  consumption.

Hypnotic  Gaze:  Enthrall a target via  eye contact  once every ten hours, comparable
to an  Illusion  spell for compulsion;    60%  effect versus target's  Willpower.    -30 MP!

Poison  Talons:  -5 HP  pt  for  ten turns;  scratches  will fester and burn.  It's passive!


            Vampire  Lord;


20  Perks:    -0  to the  Stamina  stat while in the  sunlight.

Vampire Lords  are genetic throwbacks to the paragons of vampirism, mostly related to the Volkihar
Clan, that far surpass their "lesser" kin in  physical  and  magical  capabilities. An obvious identifier is
the unique  transformation  into a hellish reflection of Tamriel's apex hunter-- a silent, winged death.

Boost  Agility:  2.        Boost  Health:  2.        Boost  Power:  2.        Boost  Speed:  2.


Drain  Life:  -100 HP  from a target via  touch  once per turn;  no  MP  consumption.

Hypnotic  Gaze:  Enthrall a target via  eye contact  once every ten hours, comparable
to an  Illusion  spell for compulsion;    80%  effect versus target's  Willpower.    -40 MP!

Conjure  Gargoyle:  Summon a servant unique to vampires, roughly gorilla-sized with
a comparable  intelligence  that leaves much to be desired. Winged, ferocious and able to
petrify  into a  solid stone statue  of itself at will.  Incapable of performing any magic.

Agility:  3.      Health:  5.      Power:  4.      Speed:  3.      Stamina:  5.



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