Difference between revisions of "Vampirism"
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(Created page with "{{TB |field1=Empower |field2=Transform |field3=Undead |form=Trait |intent=Defensive |PWC=P |cost=7 |major=yes}} '''Vampirism''' is a powerful, permanent trait. Through a curs...") |
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Revision as of 16:00, 28 October 2013
Vampirism | |
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Type | Major Defensive Trait |
Fields | Empower, Transform, Undead |
Cost | Highest Cost P5: 90 rupees |
Vampirism is a powerful, permanent trait. Through a curse--or a gift--inflicted by a monster, the user's body has become changed for all eternity, never able to return to what it once was. The effect has torn her from the living, as her body is now seemingly deceased, but never rotting, and never reaching a state of being inanimate. She now lies somewhere between life and death, an undead abomination. Several significant changes have been made to the user's physiology:
- Undead: The user is now considered undead by other treasures. The user is not alive. As such, she has no need to eat or drink in the traditional manner, has no necessity to breathe, and does not age. She is still required to sleep, but generally prefers to now do it during the day.
- Fire Weakness: The user's body is now incredibly flammable, and she takes roughly twice the damage from Fire-based attacks. This weakness can be negated with a Goron Tunic, Fireshield Earrings, or protective gear created from Dodongo Hide.
- Light Weakness: The user's body is now highly sensitive to light, to the point even being in direct sunlight is particularly unppleasane. She takes roughly twice the damage from Light-based attacks. This weakness can be negated with a Golden Tunic, or other protective gear created from Gratitude Crystals.
- Abomination: The user is unaffected by traditional healing spells or items, as they work be infusing the user with life--but the user is not alive, and thus nut affected by such things.
- Blood Addiction: A Vampire has a craving for the blood of mammals, savoring that of Hylians, Gerudo, and Kokiri most of all. It is a Vampire's sole source of energy, and as such, at least one victim must be drained of blood in every quest (or classic dungeon) for the Vampire to remain healthy. Alternatively, a gallon of blood may be consumed from one or more sources. Failure to do so will result in either the Vampire's true death, or the failure of the quest. The user has been given elongated canines which with she can normally suck blood, making the feeding process easier.
- Enhanced Strength: A Vampire has dramatically increased strength and stamina, roughly 150% of what she had in mortality.
- Regeneration: Although the user cannot heal via magic, her own natural healing has been dramatically enhanced. Non-lethal injuries can be healed with a single night's rest. Lethal injuries--barring fire, light-based attacks, sunlight, or piercing through the heart with wood--can be healed in a week-long rest. In addition, the user is no longer affected by poisons or diseases.
- Bonus Treasures: The user has a particularly easy time gaining certain treasures. These include Summon Keese, Charmed Speech, Vampiric Touch, and Fire. Any such treasure can be obtained for 10 rupees less the user would normally need to expend (to a minimum cost of 10 rupees).
The Vampirism treasure is an original creation by one of Hyrule Castle's members. Its concept is credited to Guy. It was designed at the request of Chi, who originally introduced the idea.