Long week. Very long week. Long (but good) weekend to. Relaxing now while laundry does its thing.
So...
First thing's first. I promised you guys a couple of power previews, so here we go. Two specific power tracks are done, and posted below. There are some things still in the works (like costs for fuel/blood), as well as potential power balances. Though one thing that's set is that the names are there for defaults, though characters can rename them for the combat system directly (like, you could have the Bloodworking power Sanguine Strike, and rename it Crimson Needle if you, say, chuck solidified blood daggers and such; or rename the Crimson Brutality power into Flames of Pluto or somesuch).
As a note, there will be some references to a couple of things I haven't mentioned, so...
- On duration, when it says Standard that means it's a status condition; the duration is 3 turns in combat.
- On conditions/effects, there will be a post following the two power lists I'm posting that goes over those.
- Attack types are Brawl, Melee, Firearms, Special, Weapon-M and Weapon-R. Weapon-M and Weapon-R mean that the attack will snag the damage rating of the equipped weapon, rather than the damage rating of the raw attack (which will be set to 0 for ease of calculation). Weapon-M will default to the Unarmed attack if no Melee/Brawl weapon is equipped.
Mobility
Vampires are creatures of extraordinary talents. One of those is the ability to defy the laws of physics with their movements. A power that is common to all vampires, Mobility allows a vampire to use the vitalis that they subsist on and alter themselves, granting superhuman feats of movement.
Basic
- Lightfoot - Drawing upon the vitalis, the vampire imbues their body with life energy, lessening their weight and enabling them to be lighter than their bodies really are.
- Cost: 1 Blood
- Action: Simple
- Roll: N/A
- Duration: 1 Scene
- The vampire becomes able to move without effort across things that would not normally support her weight, such as snow, sand, or water. Additionally, this power halves damage taken from a fall.
- Unnatural Grace - The vampire is able to imbue their body with what could be termed a control over their own equilibrium and personal gravity, allowing for unnatural feats such as walking up walls.
- Cost: 1 Blood
- Action: Standard
- Roll: N/A
- Duration: 1 Scene
- The vampire becomes able to stick to solid surfaces, maintaining their balance and treating all surfaces as if they were floors to walk on. The can stride up a wall, walk effortlessly across a tightrope, or hang upside-down from the ceiling. Additionally, this power halves damage taken from a fall, and the character will always land on their feet.
Intermediate
- Mighty Bound - The vampire is able to render themselves lighter, using the vitalis to lift themselves and their innate strength to leap across distances that would seem impossible, leaping up, or down, many stories or bounding from rooftop to rooftop.
- Cost: 2 Blood
- Action: Standard
- Roll: N/A
- Duration: 1 Scene
- When activated, Mighty Bound doubles the character's Physical Attribute when jumping. Additionally, when Mighty Bound is active, characters do not take falling damage if they have actively jumped down from a height.
- Spatial Awareness - The vampire has an instinctive capability to know what's going on around her, in order for them to use their enhanced mobility to protect theselves. With this power, they can map out all of the places they can move and protect themselves by ducking behind cars, bars, and overturned tables, moving with supernatural prescience about such things, even if these things are not in line of sight.
- Cost: 2 Blood
- Action: Simple
- Roll: N/A
- Duration: Standard
- Spatial Awareness grants a vampire the Shift condition; this is representative of the vampire knowing where to move to best make use of cover and their surroundings to trip-up their opponents. (Sheet: Spatial Awareness - 0 Special Self Shift)
Advanced
- Ascension - The ultimate in mobility, the vampire flows the vitalis through her body, infusing herself with the stolen life and becomes completely lighter-than-air. She can take to the skies under her own power, flying with any speed she can muster.
- Cost: 3 Blood
- Action: Standard
- Roll: N/A
- Duration: 1 Scene
- The vampire gains the ability to defy gravity, enabling them to fly at their normal movement speed or any speed enhanced with Swiftness. When Ascension is active in combat, the vampire cannot be targeted by Brawl- or Melee-based attacks unless their opponent has also activated Ascension, though Ranged and Special attacks will still work on the vampire. (Sheet: Ascension - 0 Special Self Flight)
Master
- Incorporeal Passage - The vampire's control over her body becomes so great that she can become intangible, being untouchable and able to phase through almost any matter. In this form, the vampire is immaterial, and only magically-enhanced attacks or the banes of the vampires can bar or damage them.
- Cost: 2 Blood
- Action: Standard
- Roll: N/A
- Duration: Special
- The vampire shifts her body into a state of intangibility, giving her the capability to slip through solid objects; she looks like a phantasmal form of herself. This intangible form is immune to all attacks except for Special attacks, and the banes of all vampires. Normally, the intangibility lasts for 1 Scene; however, being struck in combat by a Special attack or one of the vampire banes (sunlight, fire, or silver) will do normal damage and immediately end the Incorporeal Passage power. (Sheet: Incorporeal Passage - 0 Special Self Incorporeal)