#Vampire Overhaul (Neutral Special)

1 messages · Page 1 of 1 (latest)

bright flame
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Sure, having subalignments for different Vampires might be cool and all, but what if you made them a Jack-of-all-Trades?

Vampire (Neutral Special)

ATK: Basic || DEF: None || Unique

  • Share Vials of blood with your fellow Vampires to fuel your abilities.
  • Vampires start with four Vials. This is a pooled resource – priority given based on age of vampire in case not everyone can afford to use their abilities
  • Target someone at night to Drain them. For each successfully Drained player, the Vampires get a Vial.
  • Target someone at night and spend one vial to Scry them. You will learn their exact role, and they will be Cursed (appear as a Vampire to investigation) until they are next checked.
  • Target someone at night and spend two vials to Barrier and Illusion them. This visit is Astral.
  • Target someone at night and spend three vials to Bite them. If they are Town or Neutral Evil they will be turned into a Vampire. If you can't convert your target, you'll attack them. Protection will stop your bite.
bright flame
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bump

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oh wait i’m not supposed to

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uh

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well mb fam

hallow oyster
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not sure about the specific balance but this is at least a better base to go off of than whatever vamps are rn

bright flame
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numbers can be played with obvs

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this kinda does give vamps:

  • frame
  • illusion
  • reveal
  • barrier
  • conversion
  • attack

in one go

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would definitely make them on the same footing as a coven or suchlike

cinder umbra
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How does curse from scry interact with spy

bright flame
cinder umbra