Vampirism

Powers that have to do with absorbing other people's life force.

Magic Eater[-2] - Anyone who makes the mistake of targeting a magic eater with magic shouldn't be surprised when it back fires dramatically. When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target.

Fountainhead of Blood [–2] Description: You've somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right. Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires. Skills Affected: Discipline, Social Skills. Effects: Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively. Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track. Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline. Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.

Mana Locust (Vampirism; -2) Detect Magic: Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them. Magic Drain: Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts. Mageslayer: Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.

Mana Plague (Vampirism; -1) Musts: Mana Locust Magic Drought: Magic Drain reduces three shifts of power. The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate "free" recovery period equal to an extra scene.

Area Drinker -4 The character leeches upon the vitality of their surroundings as a whole: people, animals, plants, and all. Each day, they roll Conviction to feed - this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) - the affected area takes on an Aspect of "Depleted," which can be compelled and invoked to cause illness and decreptitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area). The effect is cumulative if multiple characters with this power feed.

Manipulate Dream -2 This power allows the character to incite or alter a target's dreams. In general, this is a contest of Deceit vs the victim's Discipline - success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental ("everything grows dark"), emotional ("everything is inexplicably frightening"), or an incorporated element or monster ("beware the jabberwock"). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]

Dream Vampirism -1 This is carried out using the same system as Emotion Feeding, using the vampire's Decit vs the victim's Discipline - as the name implies, it can only be used on a target who is currently dreaming - however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly - the only mechanical difference is that the former inflicts psychological stress and the latter physical - decide which one this character does (they can't pick and choose).

Heat Vampire [-1] You can and must with feeding dependency plunder the life energy of living things around you in the form of body heat. To do this you can roll discipline against an a opponents endurance to steal their body heat this ability has an effective range of a zone. Taste of death- Once per seen after plundering enough heat to kill an opponent you can take a free recovery period, recovering from all stress and minor consequences (or higher with recovery powers). Plunder (Required Heat Vampire) [-1] Your heat stealing ability now has a weapon rating of 2. This also increases the range of the ability to 2 zones. Snap Freeze [-1] (requires Plunder) Your heat stealing ability now has a weapon rating of 4. This also increase the effective range of the ability to 3 zones. Field of Cold:[-2] You can plunder the heat of everyone in a zone and gain a free tag of the 'empowered' aspect for every enemy you kill after the first in a scene. Hunger Magic [-1] Description: You can channel the life force you've stolen to sate your hunger in order to bolster your spells. Musts: Feeding Dependency, Some sort of Spellcasting Skills Affected: None Effects: Reach Into the Well. You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point. Deeper Reserves. Since you've learned to use stolen life force for other purposes, you've also had to expand your capacity to store it. You gain one mild hunger consequence.

Life is Tasty: -1 Musts: one of the vampiric feeding powers This power grants you the effects of supernatural recovery when using the "taste of death". At all other times you are considered to have your normal rate of recovery.

Life is delicious: -1 Must: life is tasty With each additional life you take per scene you can clear your physical stress strack. The standard once per scene for the full taste of death recovery still applies.

//Restricted Powers. // When you take this power, you must select at least one other power that you possess. You must also choose a thing and an amount of that thing that you must consume in order to use those powers. Which powers and foods may be selected with this power is a matter of the GM's discretion. This power provides a variable Refresh rebate depending on how much power is selected with it. If 2 Refresh is selected, the rebate is +1. If 6 Refresh is selected, the rebate is +2. If 10 Refresh is selected, the rebate is +3. And so on. The above values assume that the food is rare or morally objectionable, like significant amounts of human blood or huge piles of cash. If the food is acquired easily and without guilt, or only with extreme measures, add or subtract an appropriate amount from the Refresh total used to calculate the rebate. If more Refresh is attached to this power than is required for the rebate received, this power provides a free mild hunger consequence for every two additional Refresh or part thereof. //Feeding. // You are capable of consuming whatever your food is. Furthermore, when you do so, you may remove any hunger consequences that you possess and recover any powers that you lost to your hunger. If you consume an insufficient amount of your food, you may receive partial benefits at the GM's discretion. //Limited Reserves. // At the end of any scene in which you use one or more of your restricted powers, you must roll your Discipline skill against a number equal to the combined Refresh value of the restricted powers that you used. If you fail this roll, you must take consequences or sacrifice restricted powers with a total Refresh value and/or stress value equal to or greater than the amount that you failed by. If you do not or can not, you are taken out. This usually means that you die, get incapacitated, or go mad with hunger, but other fates are also possible depending on the character and the situation.
 * FEEDING DEPENDENCY ** [+varies]
 * Description: ** Some or all of your powers come from eating something. Probably something weird.
 * Skills Affected: ** Discipline.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Adjustments for easy or difficult foods:

-4 Really easy stuff like an ordinary battery, small downtime requirements like a few hours of sunlight -3 Weird but easy stuff like a hundred pounds of food -2 Expensive or otherwise inconvenient stuff like 100-year-old paintings, large amounts of downtime like sleeping for a week straight -1 Stuff that requires some work like a day-long ceremony involving 33 people. 0 Stuff with consequences like enough blood to make a victim pass out, massive downtime like spending months in prayer +1 Stuff that requires special circumstances like vampire blood +2 Plot-relevant stuff like a ritualistic human sacrifice, ridiculous downtime like meditating for a decade +3 Stuff that pretty much requires a quest like an angel's feather +4 Something nearly impossible like a planet

Magic Siphoning Punch [-1] Your punch's (physical attacks) drain the magic out of an opponent (do mental stress) to opponents with a magic power (sponsored magic or evocation). Enemies taken out by your punches have their magic stolen from them permanently when this happens you a free recovery period.