Powers and Their Quests

POWER WHAT IT DOES GUILD COST QUEST
Celerity (1,2,3)

A Vampire's APs normally recharge at the rate of one every 30 minutes. Each level of Celerity reduces this by 5 minutes.

Travellers' Guilds

1=4,000

2=8,000

3=17,500

Run to the given pub and buy a drink. It has been established that ANY of the drinks on the menu may be purchased to fulfill the quest, but some Vampires prefer to follow tradition and order only Blood, since it has the added bonus of increasing their overall BP count. In any case, be sure to carry enough coins to buy all the drinks you will need for a given leg of your quest, plus enough coins to cover thefts which might occur along the way. There is a 3 day limit to get to each Pub.

Level 1=3 pubs; Level 2=6 pubs; Level 3=12 pubs

NOTE: Remember that with this quest Scrolls of Teleportation CAN be used, but you can NOT use the transit system. Using the transit system will result in a failure of the quest.

Charisma (1,2,3)

With Charisma, you receive discounts at Magic Shops and Pubs. It also takes fewer AP to ask a Human for information. At Level 1, you receive a 3% discount in Shops and a 10% discount in Pubs. At Level 2, you receive a 7% discount in Shops and a 20% discount in Pubs. At Level 3, you receive a 10% discount in Shops and a 30% discount in Pubs.

NOTE: Your Charisma discount does take effect at the discount Magic Shops.

Allurists' Guilds 1=1,000 + 3 vampires

2=3,000 + 6 vampires

3=5,000 + 9 vampires

To obtain this power, you have 10 days to convince a given number of prestigious vampires (with at least 500 BP) to visit a specified Pub and tell the bartender that you sent them. You must not enter the specified Pub yourself during the duration of the quest or you will invalidate the quest.

You will not receive notice in your My Vampire screen of the individual vampires who help you, you will only be informed about how many more vampires are needed to complete the quest.

Various methods have been proven useful in persuading the needed number of vampires to help you: (1) posting your quest to game-related groups [such as the House group and the RB Powers group]; (2) hanging out in the neighborhood of your Pub and speaking to/sending telepathic messages to and giving gifts of coins to vampires in the vicinity.

Locate (1,2,3)

Using Locate, you can find out where another Vampire is. At Level 1, you can only tell distance; at Level 2, you can tell distance and direction; at Level 3, you can tell exact location. Uses one AP per target. Used from the "More Commands" screen.

NOTE: If a Vampire has the power Second Sight, the Locate power is automatically in force when viewing another Vampire's "My Vampire" page. Using Second Sight costs 1/2 AP.

Empaths' Guilds

1=1,500

2=4,000

3=15,000

Enter the given password and lose blood at four given locations.

Level 1=10 BP × 4; Level 2=15 BP × 4; Level 3=25 BP × 4

Neutrality (1,2,3)

Neutral Vampires cannot use Holy Water. Neutral Vampires can use Scrolls of Turning but their use does not cause damage to the Vampires in the target area. 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 increasesw with your BP. 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 cannot 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" (i.e. it goes "away"); the same applies to non-Neutral Vampires stealing from Neutral ones.

Peacekeepers' Missions

Mission 1: Emerald & 67th

Mission 2: Unicorn & 33rd

Mission 3: Emerald & 33rd
1=10,000

2=10,000 + 500 BP

3=10,000 + 1000 BP

None

Second Sight

The Vampire can examine the statistics of other Vampires. Uses half an AP per target. Used by clicking on the name of the target Vampire.

Donation Only ($5 or more)

None

None

Shadows (1,2,3)

Vampires usually disappear from sight if they don't move for four days. For each level of Shadows, a Vampire disappears one day sooner.

Thieves' Guilds

1=1,000

2=2,000

3=4,000

None

Stamina (1,2,3)

Vampires have a base of 50 APs. Each level of Stamina increases this by 10. Stamina also affords extra resistance against Scrolls of Turning.

Immolators' Guilds

1=1,000

2=2,500

3=5,000

Enter the given password at the given location and lose BP.

Level 1=500 BP; Level 2=1,000 BP; Level 3=1,500 BP

Suction

The Vampire extracts an extra pint of blood from each victim, at no extra cost.

Immolators' Guilds

7,500

Drink from 20 Vampires with more BP than yourself.

Surprise

The Vampire can enter a square that would usually be considered overcrowded.

NOTE: Squares with eight or more visible or shadowed Vampires are overcrowded to a Vampire without Surprise. Even a Vampire with Surprise cannot enter a square already occupied by 12 or more visible or shadowed Vampires.

Empaths' Guilds

20,000

None

Telepathy (1,2,3)

The Vampire is able to send telepathic messages to other Vampires, no matter where they are. At Level 1, it costs ten APs to send a telepathic message. At Level 2, it costs six. At Level 3, it costs two. Sending a message to your sire or one of your childer costs half the APs of communicating with other Vampires, i.e., it costs only one AP to communicate with one of your childer using Level 3 Telepathy.

Travellers' Guilds

1=2,500 + 10 AP

2=5,000 + 10 AP

3=10,000 + 10 AP

None

Thievery (1,2,3)

At Level 1, up to 25% of the target's coins can be stolen, with a 75% failure rate; at Level 2, up to 50% of the target's coins can be stolen, with a 50% failure rate; at Level 3, up to 75% of the target's coins can be stolen, with a 25% failure rate. A 'rob' option appears next to the usual 'drink' option if you have this power.

Thieves' Guilds

1=2,000

2=5,000

3=10,000

None