[Rq-rules] Re: Another anti vampire spell

Nikk Effingham phl0nje at leeds.ac.uk
Fri Jun 9 02:49:35 PDT 2006


>   What might be a better idea, perhaps, would be for the toxicity to be
> dependent on the amount of blood taken by the vampire. So, a vampire drinking
> 6 FPs worth of blood would be exposed to a POT 6 poison. You could even make
> it that the stronger the spell the stronger the poison potency multiplier, so
> a level 2 spell does FPx2 and so on. That way, you could make it an
> enchantment and a 1 or 2 POW enchantment might be useful.
>
>   If you made it a stackable Divine Spell (1 point, stackable, temporal,
> duration until the next sunrise) with each point adding to the POT of the
> poison, then that would work better. So, Bad Blood 3 would give each FP
> drained POT 3 and a vampire draining 5 FPs would get a POT 15 poison effect.

That sounds right. With POW it's too expensive - if I'm investing POW in it I'd
want to know damn sure that the vampire's going down! Again, three points of
POW gets you a Sever Spirit (which doesn't work on vamps, but then Bad Blood
doesn't work on anything except vamps!), Bad Blood with 3 POW doesn't come
close to this, only lasts a day, and then you have the added problem of (a)
hoping you get attacked that night and (b) getting bitten by the vamp! Once he
survives that poison he'll be hella pissed and kill you - and if you reckon you
can take the vamp in combat, you probably don't need the spell.

But with magic points, it's too easy. People would just cast it willy nilly.
Settling into an inn for an evening? That'll be a Bad Blood before bed...

With this suggestion I reckon it's perfectly balanced. But the big question is,
how long does the poison take to kick in? Too fast and the vamp will stop
biting before taking enough poison to do him serious damage - and then he'll
probably rend you limb from limb. Too slow, and the vamp may well suck you dry
and you'll be dead before he is (but is that the point of the spell? To create
a Trojan Horse out of some poor guy?). I'd be tempted, sorely tempted, to allow
the onset time to be between one melee round and one hour, determined by the
caster at the time of the casting. Let the player weigh up the pros and cons of
the onset period - it'll be funnier that way : )

Nikk



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