Investigation 1, Day 5 - Aftermath
Moon Phase: Waning Crescent
November 5th, 1920
I’m going to be honest: there is a void here. Presumably people rested, recuperated, continued to read their books as applicable, and did their jobs. It was a Friday, so I’ll say they went to A&W and had a celebratory meal together. Asif is at some point informed of his critical role in passing the information of where the book had hidden from Steve and Fawn to the Athenaeum, and everyone breathes a sigh of relief that the mystery is solved. The first mystery, anyway. The party regains 1d8 Sanity points.
Friday, September 3, 2021
Investigation 1 Aftermath
Saturday, August 21, 2021
With Kind Regards To Victor Pelevin
Investigation 1, Day 4
Moon Phase: Waning Crescent
November 4th, 1920
Steve and Fawn decide to return to the site where they had previously seen the crack in the rock face. Fawn asks Steve to take him to the crazy woods where all the dangerous and strange stuff has happened. They’ll be fine because Fawn has a gun and “[is] hot.” They drive there, parking halfway up the mountain in an awkward make-out spot. They don’t end up damaging the car (much) but do get it stuck between some trees. A problem to be solved later. The two of them find themselves at the top of the cliff which the crack (which widens at the base to a hole) is. Fawn demands Steve carry him down, while scaling the near vertical cliff face. No one thought to bring rope, but they make their way down without harm. Fawn succeeds on a listen roll and hears ominous chanting coming from the crack in the cliff. He sees this as perfectly fine and decides to head down the crack after it. As he approaches he can make out a few facts about the ominous singing. One: it’s Russian, linguistically. Two: based on what few words he can recognize, he gets the vibe it’s probably about a wolf eating the sun. He shouts back out the hole to inform Steve, and gives away his position, causing whatever being was singing to stop.
Fawn makes his way into the cavern, slowly, and with his hand on his gun, which he knows how to use, Fawn says, “I am not threatening! I am very frail! Please, if you’re going to hurt me, tell me what you’re going to do first!” to which the only response is a young, feminine voice, coming from all around him in a seemingly empty cavern asking:
“What… is the sun, to you?”
“I have… never looked my best in the sun, and recent tidings… mean I’m… led to prefer other sources of light.” He replies.
His attention is caught by a mysterious book sitting on an altar at the center of the strangely lit cavern. Looking at it, he asks “Man cannot serve two masters. Am I to sign a name, or am I to read?” and is not answered. Fawn takes the book. The lights go out, with just enough time for Fawn to see another person in the chamber. Someone in tweed. Said figure invites Fawn out into the sunlight.
There is an altercation in which Fawn seems to get the upper hand on the professorly type man, disarming him and holding him at gunpoint. The following conversation is had:
Fawn: “Tell me, do you think homosexuality is a sin?”
Interlocutor: “I’ve seen too much to be religious. If there is a god, then he’s already angry at us, and there’s no way to abate it.”
Fawn: “Excellent!”
Interlocutor: “So may I please have the book it is my job to come get.”
Fawn: “What would you do for it?”
Interlocutor, with far less remorse than one might expect: “Well, I came prepared to kill you.”
Fawn, more predatory than offended: “What ELSE would you do for it.”
At this point, Steve arrives, interrupting what might have otherwise gone certain places. Immanuel, the professor and agent at Lacuna Bay Athenaeum, as he introduces himself, retrieves the book from Fawn, in exchange for a promise of goodwill and a favor. He reveals to Steve that yes, werewolves are real, and no, they aren’t what caused this. Werewolves were more of a symptom of the book infecting people with negative chakras that gradually transform them into werewolves. Immanuel was led here by information shared the previous day by Asif, who has spent the day caring for a comatose Ernest. Won’t he be pleased to know he was helpful!
Thursday, August 19, 2021
Asif does quite a number of useful things!
Investigation 1, Day 3
Moon Phase: Last Quarter
November 3rd, 1920
Ernest wakes up in the Clinic, feeling a bit wolfish. In specific, he is convinced he’s transformed into a wolf. He has not. Yet. Ernest attempts to break the window, and hits it without issue, but can’t deal enough damage with an unarmed blow to break it. Asif notices the escape attempt and enters to grapple with Ernest. Ernest remains ungrappled until Asif jabs him with some sleep juice. Dreamlands time for Ernest again! While not busy dealing with his wolf-minded patient, Asif spends his day visiting the Athenaeum trying to get information. He goes to the clerk and asks for directions to a book that might be related to the experiences he’s had. While sharing these experiences, he notices the clerk taking shorthand notes, seemingly about what he’s saying. He decides not to press matters in this case, instead checking out The Unexpurgated Autobiography of Efraim Krantz the First, the only title in English seemingly relevant to his current line of inquiry. It deals with Efraim’s own experience with psychosomatic werewolfism, and explains some of what has been happening, if not entirely “how” or “why”. At the clinic, Asif fails a pushed pharmacy roll, causing an almost-overdose to poor Ernest, who pushes through with a hard CON roll, managing to not be damaged and instead just be EXTREMELY asleep.
Tuesday, August 17, 2021
When you feel like a wolf
Investigation 1, Day 2
Moon phase: Waning Gibbous
November 2nd, 1920
Ernest wanders back to Asif’s clinic, is treated with bandages, stitches and opiates, sending him on a bit of a trip to the dreamlands. He spends the day sleeping, the rest of the party spends the day hitting the books. Steve finds a copy of Sacred Mysteries of The Wolf, Fawn comes across Prehistory in the Pacific: A Preliminary Investigation. Steve, Fawn, and the npc Emmett, who'll definitely survive, go looking in the woods for interesting things. They find a crack in the cliff, with a small clearing around it. And decide not to go in, wisely returning to society to report their learnings. Asif exchanges information with the clerk at the Laguna Bay Athenaeum public library.
Monday, August 16, 2021
That's Not A Wolf But it Bites Like One
Investigation 1, Day 1
Moon phase: Waning Gibbous
November 1st, 1920
Ernest decides to go into the woods by himself and is attacked by a crow with the mind and aura of a wolf. Where the bird’s talons should merely scratch, and its beak merely peck, instead large claw marks and phantom fangs meet Ernest’s pretty face. He ultimately loses 10 APP from the wound and scars to be. Ernest gets a little lost in the woods, and a little bit infected with the idea of being a wolf. While Ernest is dealing with finding his way back to civilization, the rest of the party start doing some research.
Saturday, August 14, 2021
Where Wolf, Club?
Investigation 1, Day 0
Moon phase: Waning Gibbous
October 31st, 1920
Steven “Werewolf Steve” Lowell, a heretofore fledgling parapsychologist studying at the Laguna Bay (no actual body of water involved) Athenaeum, founds Werewolf Club, formally called [something that I’ll have the recording experts forward to me when possible] on Halloween Night. The members are a wealthy dilettante with certain occult learnings, who goes only by “Fawn”, his well-paid and long-suffering doctor, the former field surgeon Asif Macrae M.D., and Ernest Elliot, who, commissioned to print the posters advertising this first gathering, had himself found the event interesting enough to be worth joining. They do some preliminary searching in the woods but find nothing but a misidentified paw print and a herd of deer so nice that everyone regains a little bit of sanity, thanks to a critical success on listen. They do also encounter a cougar that acts strangely wolfish. As they approach a section of the Diggins, some of the members find themselves briefly influenced by a psychic field, pulling their chakras into unnatural alignments reminiscent of psychosomatic werewolfism. Both Ernest and Steve are temporarily reduced to animal (wolf, specifically) intelligence and ability to speak. They take shelter from the moonlight - which they blame for their affliction - in the mouth of an abandoned mine. Eventually, after stumbling around in the forest, they return to their homes and beds. Little do they know, their activity has drawn the attention of Steve's alma mater, and unseen eyes are already upon them.
Friday, July 30, 2021
Character Creation In The Volutions
When initially creating your character, make sure each skill in which you have points is something that it makes sense for your character to be good at. You can get away with a couple of “hobbies” as freebies, but not every point can go there. Discuss your character’s backstory with your GM before finalizing it and your initial skills.
Each character starts with certain balances between their Aspects: Body, Brain, and Belief. Distribute 11 points between stats of your primary aspect, 7 points between stats of your secondary aspect, and 5 points between stats of your tertiary attribute. All stats begin at 1(before distributing points)
The Body aspect governs and represents the muscular force and motor coordination of a character.
Strength is used for Body tests requiring brute strength.
Finesse is utilized for tests requiring manual dexterity.
The Brain aspect governs and represents the mind, recollection, and thinking.
Memory is used for Brain tests requiring recall of specific details, an exercise of willpower, or long durations of academic study.
Acuity represents the speed at which a character solves a problem, and whether or not a problem can be solved at all in time.
The Belief aspect represents disillusionment from consensus reality, and comprehension of the more accurate lie beneath.
Sanity measures how mentally stable, calm, and able to cope with the horrors they witness a character is.
Attunement measures the level of understanding and intimate experience a character has with the voluted world, and is used to fuel spells.
When rolling a test using any stat, from any aspect, roll a d10 (ten sided die). If the result is less than the stat, it is a success. If it’s greater, it has failed. If it is equal, it’s a complicated success - you achieve the goal, but something goes awry. A 1 is always a full success, even it it’s equal to the stat, and a 10 is always a failure.
Health Points are equal to twice a character’s strength score plus their finesse score.
Magic Points are equal to a character's memory score plus their acuity score plus twice their attunement score.
Sanity Points are equal to ten times a character's sanity score minus their attunement score, with a minimum of 1.
There are twenty skills, but you may need to add more to suit your story. In any case, players start with each skill at a base level (indicated next to the skill) and have 280 points to allocate between them as they choose. The total number of points allocated to a skill indicates its percentile chance of success. Roll a d100(100 sided die) and compare it to the relevant skill.
Result 96-100: Failure
Result Less than or equal to skill: Success
Result Less than or equal to 1/2 skill: Strong Success
Result Less than or equal to 1/4 skill: Extraordinary Success
Result 01: Critical success
List of Skills
Academics 40%(Reading, Study, Research) [Brain]
Art/Craft 1%(Painting, construction, etc) [Brain/Body]
Athletics 35%(Dodging, running, climbing) [Body]
Biology 5%(How bodies and organic chemicals work. Making and curing diseases both fall under this.) [Brain]
Chemistry 25%(How inorganic chemicals work. You could make bombs! Or acid!) [Brain]
Disguise 5% [Brain]
Firearms (Handguns) 20% [Body]
Firearms (Longarm) 20% [Body]
Firearms (Special, choose) 10% [Body]
Larceny 10%(Picking locks, pockets, etc) [Body]
Linguistics 15%(Translation, decryption, and similar)[Brain]
Medicine 10%(Basic to advanced medical care. Knowing what to apply and how.) [Brain]
Melee 20%(*) [Body]
Occult 5%(Knowledge of the occult. Used in conducting rituals properly.) [Brain]
Persuasion 50%(Convincing someone of something.) [Brain]
Physics 5%(Knowledge of how things move. Rocket science.) [Brain]
Repair 10%(How to fix mechanical or electrical things.) [Brain]
Stealth 10%(Not being perceived.) [Body]
Perception 20%(Hearing, Seeing, etc) [Body]
Psychology 15%(sense motive, detect disorder, treat stress, etc) [Brain]
Each skill has a Body or Brain tag. This is used for an optional rule with 3 variants.
1: If a character has the matching aspect as their primary aspect, they receive a bonus die on tests with that skill. Conversely, if that aspect is their tertiary aspect, they receive a penalty die.
2: If a character has the matching aspect as their primary aspect, they receive a bonus die. If that aspect is their tertiary aspect and the skill is untrained (has never improved), they receive a penalty die.
3: If a character has the matching aspect as their primary aspect, they receive a bonus die.
An extra die, bonus or penalty, is an additional d10 rolled in the 10s position of your d100. When rolling with one or more bonus dice, you take the lowest. When rolling with one or more penalty dice, you take the highest. Bonus and penalty dice cancel each other out on a one for one basis. If you have one of each, you simply roll a normal roll. If you have two bonus dice and one penalty die, you roll with one bonus die.
Friday, February 5, 2021
Hellkite Asmodeus
Asmodeus is a frozen whip of living water, acquired by the player after they defeat the Frozen Ouroboros. It's attacks are slow and wide, but offer great control over enemies positioning. Once the player has acquired Asmodeus, they gain access to using grapple points with it in skate mode.
Asmodeus—Overdrive: While in Overdrive, your Damage increases by 10%, your Armor increases by 15%, your Speed increases by 15%, and you Heal bandaged health at a rate of 20% of expended fuel.
Asmodeus—Devil Overdrive: While in Devil Overdrive, the Damage, Armor, and Speed bonuses from Overdrive are doubled, and you Heal stitched health at a rate of 20% of expended heat.
Asmodeus—Diamond Dust: While in Overdrive, hitting enemies slows their falling speed slightly for a short time, with a stacking duration. (Visually represented by a blue tinge to the enemy). In Devil Overdrive, considerably slows enemy fall speed, and causes Ebb to freeze enemies solid instead of knocking them back.
Asmodeus—Combo A
- A looping lash that traces one half of a figure eight.
- The mirror to A1, tracing the other half and chaining right back into A1.
Asmodeus—Combo B
- After A1, pause briefly before pressing the melee attack button (Asmodeus will flash to indicate timing) to instead draw back Asmodeus before bringing it down in a long range slam that knocks enemies off the ground.
Asmodeus—Combo C
- During Combo B, rapidly tap the melee attack button to cancel the recovery of the smash to rip enemies hit by Combo B towards you.
Asmodeus—Combo D
- After A2, pause before pressing the melee attack button (Asmodeus will flash to indicate timing) to: instead of looping the combo, swing Asmodeus in a wide left to right arc. (180 degrees)
- A wider right to left arc. (270 degrees)
- A continued counterclockwise lash (270 degrees)
Asmodeus—Ebb
- While locked on, press forward and the melee attack button to perform a lazy swing that pushes enemies back. (This is not knock-back, and enemies remain standing.)
Asmodeus—Flow
- During Ebb, press the melee attack button to reverse the current, grabbing and pulling foes towards you. (Again, not knock-back.)
Asmodeus—Water Spout
- While locked on, press backward and the melee attack button to launch enemies with a frozen geyser.
Asmodeus—Tidal Wave
- While locked on, during Water Spout, press forward and the melee attack button to send the pillar of water crashing forward, knocking enemies back.
Asmodeus—Roil
- While locked on, press back to forward then the melee attack button to perform a 360 degree spin that sucks enemies in.
Asmodeus—Waves
- While in midair, press the melee attack button to perform a slow forward spin that chains into itself.
Asmodeus—Seafoam
- During Waves, rapidly tap the melee attack button to cancel into a faster spin with multiple strikes.
Asmodeus—Inlet
- While in midair and locked on, press forward and the melee attack button to whip at an enemy with Asmodeus, pulling you towards them.
Asmodeus—Rip Tide
- While in midair and locked on, press back and the melee attack button to whip at an enemy with Asmodeus, pulling them towards you. Heavy enemies can only be affected if they are already midair.
Asmodeus—Breaker
- While in midair and locked on, press forward to back then the melee attack button smash enemies to the ground with Asmodeus. By holding the melee attack button, you may follow the enemy to the ground. In Overdrive and Deviled Overdrive, enemies knocked down by Breaker will bounce back up off the ground into the air.
Tuesday, July 21, 2020
Hellkite Pollux
Now bare your fangs and taste my sin
You hear the chains AND WE BEGIN [echo]
Reveal the lies my golden throne
I’ll vaporize what’s set in stone
(Hate) Bare your fangs
(Sceam) hear the chains
(Fate) see my sin
(Scheme) you begin
(Vaporize) Reveal the lies
(Set in stone) My golden throne
Now strike me down
And claim your prize
~Pollux Boss Theme
Pollux, a set of fulgurite manacles acquired after the player defeats the possessed statue which they originally adorned. Possessing powerful close quarters hand to hand techniques and infused with lightning, Pollux is the fastest melee weapon. Acquiring Pollux allows the player to grind cables while in skating mode.
Pollux—Ball Lightning: Each attack can be charged to increase its effectiveness, with some moves gaining new properties. During Overdrive, all attacks are treated as charged to level one, and in Devil Overdrive, are treated as charged to level 3, the max.
Pollux—Overdrive: With Pollux equipped, while in overdrive, Damage is increased by 20%, Armor is increased by 10%, Speed is increased by 20%, and Healing bandaged health at a rate of 10% of expended Fuel.
Pollux—Devil Overdrive: When in Devil Overdrive, Pollux’s Damage, Armor and Speed bonuses are doubled, and you Heal stitched health at a rate of 10% of expended Heat.
Pollux—Combo A:
- A quick right jab. Inflicts stagger at Charge 2 and crumple at Charge 3.
- A right straight. Hits an additional time with crackling electricity for each level of Charge.
- A left hook. Launches enemies at Charge 3.
- An uppercut. Launches enemies. If A3 was charged to level 3, this attack will chase them into the air. When charged to level 3, calls down a lightning bolt right before the attack proper hits.
Pollux—Combo B:
- After A2, pause briefly (weapon will flash to indicate timing) then rapidly tap the melee attack button to launch a barrage of punches. (This attack cannot be charged)
- A front flipping kick that inflicts knock-down. When Charged, is followed up by a lightning strike. At Charge 3, the lightning strike launches enemies.
Pollux—Static Break:
- At any time with Pollux equipped, press the Overdrive and Melee attack buttons simultaneously to enter Overdrive with a radial explosion which knocks back nearby enemies. This ability can interrupt any animation.
Pollux—Voltaic Eruption:
- While locked on and holding backwards, press the melee attack button to perform an intense uppercut wreathed in lightning. Charging increases the radius of the effect.
Pollux—Volcanic Thunder:
- During Voltaic Eruption, tap the melee attack button to follow your enemies skywards with spiraling fury. Inherits Voltaic Eruption’s level of Charge, hitting two additional times for each level of Charge.
Pollux—Triple Thunder God:
- During Voltaic Eruption, locked on, and holding forwards, press the melee attack button to jump into a rising, spinning kick that grows in power with each strike and inflicts knock-back with the last hit. [attached is the image which initially inspired this particular attack.]
Pollux—Arc Lightning:
- While locked on, press back to forward then the melee attack button to perform a flying kick that homes in on its target. Can be used in air or on ground. Charging increases the speed, and at Charge 3, pulls nearby enemies into the attack.
Pollux—Tesla Crash:
- While locked on in midair and pressing backwards, press the melee attack button to perform an aerial axe kick that knocks enemies down and launches the player higher. At Charge 3, enemies struck by Tesla Crash will ground bounce.
Pollux—Descending Angel:
- While jumping, press the melee attack button to dive to earth with a kick that launches nearby enemies with the shock-wave. Cannot be charged, but does more damage the higher up it is performed from.
Pollux—Short Circuit:
- While locked on and pressing forward, press the melee attack button to perform a rhapsody of advancing kicks. Charging increases the number of strikes.
Pollux—Overload:
- During Short Circuit or Combo B1, rapidly tap the melee attack button to cancel into Overload, performing a more powerful barrage of thundering punches.
Pollux—Direct Current:
- While locked on, press forward to backward then the melee attack button to perform an overhead kick. This attack produces a shock-wave which launches knocked down enemies and knocks launched or standing enemies towards the player. At Charge 3, the shock wave is trailed by lightning strikes.
Friday, July 17, 2020
Hellkite: Rancor, Overdrive, and Aftermath
Rancor (rough model)
- A slashing attack, holding the weapon close to the center, with the attack going diagonally down from the left, and fluidly chaining into…
- A mirror of the first attack, forming an “X” of slashes, going diagonally down from the right.
- A wide horizontal slash from left to right.
- A spinning horizontal slash that carries the momentum of A3 and inflicts knock-back. Causes Aftermath in Overdrive.
- After A2, pause until the scythe flashes then rapidly press the attack button to spin Rancor overhead, hitting multiple times.
- After the maximum duration (5 hits) of the whirl, there is a spinning sweep followup similar to A4 with the difference that it inflicts knockdown. This followup attack can be canceled out of by dodging, jumping, or inputting a special move before its animation begins. Causes Aftermath in Overdrive. This Aftermath has the Launch property.
- Press and hold the melee attack button to begin charging. Has three levels of charge, each of which increases the maximum range of the attack.
- Release the melee attack button to fling Rancor like a boomerang. When it reaches its max range it will return, bringing back any light enemy it has hit.
- While locked on, press forward and the melee attack button to rush forward while spinning, hooking light enemies you pass through. Leaves Aftermath in Overdrive.
- At the end of the rush, hooked enemies are knocked back with one final spin.
- While executing Gale, rapidly press the melee attack button to instead follow up the rush with a whirling attack that draws in nearby enemies, like a more powerful version of Combo B. In Overdrive, creates a large field of aftermath, but significantly drains fuel.
- While locked on, press backward and the melee attack button to back-flip and launch enemies into the air with an upward slash.
- Holding the attack button causes you to also rise into the air.
- During Rising Wind, while locked on and pressing forward, press the melee attack button to chain into a an overhead slash that knocks enemies to the ground while simultaneously pushing you higher into the sky.
- While locked on, press back to forward then the melee attack button to charge forward with an upward slash that launches enemies. Dust Devil can be used in air.
- While locked on in midair, press forward and the melee attack button to dive down with a powerful slash. Inflicts knockdown.
- Upon impact with ground, hits again, inflicting knock-back.
- While midair, press the melee attack button to perform a crescent slash that inflicts knockdown.
- While locked on in midair, press backward and the melee attack button to spin in midair, hitting multiple times. In Overdrive, creates a ring of Aftermath.
Monday, July 13, 2020
Hellkite - Or, If I Had A Budget And A Team...
What follows is the control scheme as it was when I initially designed this concept, updated for readability. Controls are presented with the button layout of a typical desktop gaming controller (not naming any names here). When this was designed, I recall wishing there were back facing buttons, so if that gets more normalized expect these commands to float out a bit to ease the amount of multi-presses.
Controls:
X — Melee Attack
Y — Dash/Evade
LB — Context Actions (based on Directional pad selection)
A — Jump
B — Firearm Attack
Left stick — controls movement
L3 — resets camera
Right stick — controls camera
R3 — changes lock-on (alternate option, change lock-on by flicking right stick)
RB — locks on and can be set to toggle
RT — Cycles melee weapon(hold to choose with Directional Pad)
LT — Cycles firearm(hold to choose with Directional Pad)
Select button — Taunt. (hold for alternate)
Directional pad Left — selects Eclipse (creates singularities that slow time and absorb projectiles in a radius, and can be repositioned and recharged with melee attacks that hit the center) Context Action
Directional pad Right — selects Baby-Doll (Clone effect a la doppelganger) Context Action
Directional pad Up — selects OverDrive context action
Directional pad Down — selects DevilOverDrive context action
Melee attack is bound by default to the left face button.
Combos are performed by repeatedly pressing the button, with alternate variations used by delaying the next input. Some combos can be further linked by mashing (or, with accessibility mode on, holding) the button. Special attacks use lock-on+direction, and follow more or less the same rules as combos.
Firearm attack is bound by default to the right face button.
While firearm attacks have no combos, they do also have special attacks usable with lock-on+direction input, some of which can be canceled into each other.
Dash/Evade is bound by default to the top face button.
By pressing and releasing the Evade button, you can Rush, dashing a short distance in the direction you are currently attempting to move. If no direction is pressed, you will attempt a parry with a very small active window (3 frames). Rushing will interrupt combo chains.
By pressing the Evade button while locked onto an enemy and moving away from them, you can Dodge, flipping backward. This has more I-frames and less startup than rushing, and can be chained three times (with the second and third allowing you to move in any direction but forward instead of only back) although doing so will result in an obligate taunt, resulting in a moment of vulnerability. Dodging will disjoint combo chains, allowing you to continue the combo from where you were interrupted by pressing the attack button during the Dodge animation. This does *not* reset the number of chained Dodges used, until the combo chain ends.
By tapping the evade button while in the air and near a wall, you can Wall Trick, grabbing onto it. Jumps from this position are treated as if from the ground, but will not reset air actions. You may fire ranged weapons as though grounded during this technique.
By holding the evade button near a wall (during Dodge, Wall Trick, or Rush) you can start Wall Running. Depending on the direction of your movement relative to the wall, you can run straight up, diagonally up and forward, or forward. You can attack with firearms while Wall Running, but anything heavier than handguns will end the Wall Run
If you attempt to Rush while in midair, you will perform an Aerial Rush, dashing a shorter distance in the chosen direction. If no direction is pressed, you will stall in the air briefly by spinning, with a short parry window. (Resets air actions IFF it successfully parries something, but otherwise can only be used once and resets as an Air Action)
If you attempt to Aerial Rush while near an enemy, you will instead perform an Enemy Rush, using the poor thing as a springboard to dash a short distance in midair. If no direction is pressed, you will simply move away from the enemy. Unlike Aerial Rush which can only be used once and resets as an Air Action, Enemy Rush can be used so long as there is something to kick off of, and resets Air Actions.
By attempting to Jump towards a ledge, you will Leap farther forward with a notable reduction in height. This can also be forced by locking on and pressing back then forward before Jumping.
While near a wall midair, pressing the Jump button will let you Wall Kick, jumping off the wall to get higher. Can only be used once per jump and is mutually exclusive with Aerial Jump. Resets as an Air Action
While in midair, pressing the Jump button again will result in an Aerial Jump. But…
Wednesday, March 4, 2020
The Vampire Lord
An answer lies in the vampire lord. When a vampire is glutted on a hundred or more lives, its paranormal metabolism kicks into overdrive. Night itself is reified within the vampire's body as the blood is converted first into the typical profane energy which saturates the vampire's body and soul and makes it what it is. When the body is at capacity, and yet more and more sustenance presents itself, the vampiric mind, loathe to abandon any of its spoils, automatically begins to use the excess energy to weave tangible shadows that flow through the veins of the burgeoning lord. Their blood darkens, eventually being replaced entirely with dense, fluid midnight. This state, technically speaking, is not yet a lord, however, for it has yet to undergo the umbral metamorphosis which converts every cell in the vampire's body to living darkness.
While the vampire lord is more than adept at appearing human, its entire physicality it made up of evil made manifest. However, this form retains the accelerated metabolism initially kick-started by the vampire's feeding frenzy, and has roughly ten times the appetite it had before metamorphosis. Often, clever lords will sire subordinate vampires, send them each to feed on multiple humans, then drink their enriched blood.
Umbral Metamorphosis
When a vampire's blood is fully converted to umbraplasm, the body is ready to undergo what is known as the Umbral Metamorphosis. The vampire will seek out a suitable location to hibernate for a week, usually a well-guarded crypt deep in the earth. During its metamorphosis, it is wrapped in a chrysalis of umbraplasm, drawn out from the veins to wrap around the body. First it forms a thin sheet over the vampire's body, which sinks into the skin, fusing with it. Then, the remaining mass of umbraplasm begins to transpose itself with the vampire's flesh, slowly digesting itself. Eventually, it will have replaced every (important) part of the vampire. The only internal organs remaining are a swollen, onyx heart, almost crystalline in appearance, and the feeding apparatus. Unlike a stomach, the vampire lord's esophagus simply leads directly to its body cavity, passing briefly through something similar to a filter, which converts blood into the more energy dense umbraplasm. The soul of any killed and eaten by the vampire lord is destroyed and consumed, being completely digested within sixty hours. [Check when the lord is destroyed. -20% chance, +2% per hour passed, that the soul has been digested. (The soul is never digested within the first ten hours, making these a guarantee for any hoping to free or resurrect the soul of the victim)]
Similarly, their thralls are capable of carrying souls to their lord, although they cannot digest them. This prevents resurrection, but at least offers greater hope to their savior's efforts, as a thrall is much easier to kill, and the only time limit is until they return to their master, and, depending on their orders, that could be days or even weeks.
Saturday, February 22, 2020
So, The Dhampir
When a vampire reaches its last remnants of energy, it goes into a sort of hibernation, being sustained only by the evil that goes to and fro in the earth, waiting for a splash of blood. When blood is absorbed and prey is near, the vampire rises, wroth with frenzy and desperation, seeking to feed. Of course, this is the normal process. However, should a vampire be interred in hallowed ground, or within a sealed coffin of a pure metal, it will instead continue to starve, unable to feed on vermin or unquiet spirits. The last vestige of darkness haunting the corpse will die. The corpse, however, remains revivified. In fact, it has been discovered - regrettably, in hindsight - that the "obvious" vampire symptom of being flush with life, was actually the beginning of the dhampiric transformation.
As hell's darkness leaves the corpse, the suppressed soul of the mortal refills it. The body is no longer forced to reject mortal sustenance, though it appears that their more esoteric abilities do still necessitate a sanguinary diet from time to time. Additionally, many of the vampire's weaknesses are purged along with the vampiric mind (that entity which perverts and suppresses the mortal soul of a vampire). Sun, silver, and even holy oil have no effect on these beings. Luckily, they seem to occur only when a human's will is strong enough to prevent the vampire from feeding, and they are fortunate enough to be interred as necessary for a sufficient duration. As a result, those few dhampir which do exist are looked upon by our church as allies, although they trust us far less. This, of course, is understandable, given the quantity of them slain at our command before we learned their true nature.
They are Providence's gift to the penitent vampire, and carry a spark of fortune's light within their soul. The so-called "Vampire Lord" could be considered their own dark mirror. Please bear this in mind while more information regarding that subject is collected.~Emmanuel Blochleach (in a letter to the Royal Athenaeum)
Thursday, February 13, 2020
Vampires should be thirstier
- Dhampir
- Bloodless Vampire
- Ravenous Vampire
- Sated Vampire
- Glutted Vampire
- Vampire Lord
But suppose the neophyte has no prey, or the prolific sipper an attack of consciousness or dearth of prey? Suppose they starve until the last drop of blood in their hollow corpse is spent? They do not die, but fall into a sleep, often underground. Even a splash of blood or the ichor of worms and vermin is enough for them to move should true prey approach. And, should the opportunity arise, and the conscience of the human the vampire once was is not adamant, move they shall. Otherwise? Well, I'll get to that in the next post: Dhampir.


