"In The Beginning..." The FTA Help System.
Part 11. The Powers
Well here's the coolest shit. Getting the powers. And here's the best
way to get all the powers as fast as possible: Donate $200 to RavenBlack and
you will have them the next day. In fact, you'll be eligible to get a building
of your own in the city. Your own lair.
Oh, you expected a little more detail than that, right? And maybe a little
bit about how they work, what they do, etc. Yeah, ok, I can do that I suppose.
I presume you've read this in the HTP, but here's the official listing of the powers and their
effects from that:
- Celerity (3 Levels Available): the Vampire's action points
normally recharge once every 30 minutes. Each level of Celerity reduces this by
5 minutes.
- Suction: the Vampire extracts an extra pint of blood from each
victim, at no extra cost.
- Surprise: the Vampire can enter a square that would usually be
considered overcrowded.
- Stamina (3 Levels Available): the Vampire usually has a 50 Action
Point maximum. Each level of Stamina increases this by 10. Stamina also affords
extra resistance against some attacks.
- Shadows (3 Levels Available): Vampires usually disappear from sight
if they don't move for 4 days. For each level of Shadows, a Vampire disappears
one day sooner.
- Locate (3 Levels Available): Using Locate, you can find out where a
Vampire is. At level one you can only tell distance; at level two you can tell
distance and direction; at level three you can tell exact location. Uses one
action point per target. Used from the "More Commands" screen.
- Thievery (3 Levels Available): At level one, up to 25% of the
target's money can be stolen; 50% at level two, 75% at level three. Higher
levels also have their chance of failure decreased. A 'rob' option appears next
to the usual 'drink' option if you have this power.
- Neutrality (3 Levels Available): If you have the Neutrality power at
all, you can't use Holy Water. Scrolls of Turning used by a Neutral vampire
cause no damage. You are rendered immune to the damaging effects of Scrolls of
Turning (though you can still be moved). You take reduced damage from Holy
Water; the amount of reduction increases the more blood you have. At level 3,
you take only one damage from holy water - less than being drunk from by a
vampire with Suction. Unlike the other powers, Neutrality can be removed, for
a price. Neutral vampires are highlighted in pink. Neutral vampires can't give
money to non-Neutral vampires, since that would be a breach of Neutrality.
Also, each time you steal as a Neutral vampire, half your take goes to the
Peacekeepers; the same applies to normal vampires stealing from Neutral.
- Telepathy (3 Levels Available): The vampire is able to send
telepathic messages to other vampires, no matter where they are. At level one
it costs ten action points to send a telepathic message. At level two it costs
six. At level three it costs two. Sending a message to your sire or one of your
childer costs half the action points of communicating with other vampires, ie.
it costs only one action point to communicate with one of your childer using
level three telepathy.
- Second-sight (available only to donating Vampires (at least $5), as it
increases server load): the Vampire can examine the statistics of other
Vampires. Uses half an action point per target. Used by clicking on the name of
the target vampire.
I really won't bother elaborating on the powers any further than that in
this document, as you should now go read the Powers Texts in full, and the
additional text, Powers Help. Each power besides second sight is fully detailed
in the Powers Texts, complete with sample quest texts. The Powers Help document
was one I wrote as an addendum to the 'P-Texts', due to a large number of pires
contacting me and asking what was the best way to go about getting the powers
and which ones were most important.
You can find the Powers Texts prominently linked on the main Sanctum
Andronici page, along with the Powers Help file. To go directly to the P-Text's
first page, you can click here. To go directly to the Powers Help addendum, click here.
Of course, if you've already read those or would just like to finish off the
current series of documents, there is more information you haven't learned yet
in the final
section, The Other Stuff.
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