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Vampirism

  • A vampire's blow has a 0.6% chance to infect. You die, and wake as one of nine bloodlines, set by region.
  • Vampirism grants +30 to Jumping, Running, Stealth, Critical Strike, Climbing and Hand-to-Hand and +20 to its affected attributes indoors, underground and at night. Weapons below Silver meet your material resistance, and you are immune to paralysis and disease. You must feed daily to rest.
  • The sun does not burn. In direct daylight your affected attributes lose 20 points instead. Raising the hood of a cloak or robe removes that daylight penalty and lets you travel by day, but does not grant the +20 bonus in sunlight. Lower-material weapons can still hurt you at reduced strength under the default combat rules.
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