How to Play a
Vampyre |
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Regulations relating to Vampyres: 1) Vampyres are a restricted race, i.e. we
do not let many folk play them or it gets silly. Maximum of 3 player Drow
at any time. Everything else is covered in the general rules. Please note that these rules do NOT form part of the core rules and are subject to change as we refine the Vampyre. If this happens you will be notified here. General advice Character Creation: Knock up the character as they would have been before becoming a Vampyre. Convert them using the guidelines above. Special Abilities: Work out the mechanics of the ability and then work out its casting cost and cost to buy. Chack the results with the character or rules referee. Example of mechanics: Gaseous form - like teleport but no need for time out as the mist moves at walking speed. In this form only susceptible to spells like Windblast. Physical Representations: Apart from teeth the only phys reps required would be those for use with special abilities. For example if the Vampyre has the ability Batform (note, when costing it out, that this is an indefinite shape change and includes flying) a soft bat operated on a fishing rod and line (no hooks) would be good. Playing: The longer the character has been a Vampyre, the more into intrigue and showing off they are and the less in touch with morality. This makes them neutral rather than evil. They are not likely to risk themselves to save another unless their is a compelling reason. They gather, collect and record information - information about people, their lives, their relatives and so on. They are particularly interested in criminals and leaders. Using this information they can gain control and start to manipulate things for their own ends. |