Bloodsuckers rework
make gameplay based more heavily on clan selected
Surviving a sol cycle or gives 1 point
Completing a task makes the next sol cycle give 1 extra point
Rest in a coffin to claim these points
At certain point totals, gain a rank
Points are also used to learn abilities
(subject to rename for flavour, numbers are also subject to change)
Novice - start at this level with 1 free point
Initiate - gain 1 point to reach this level
Journeyman - gain 3 total points to reach this level
Master - gain 7 total points to reach this level
Higher ranks both upgrade existing abilities and unlock stronger abilities
Lairs need to be more optional, and require more structure diversity
Lairs no longer permanently claim an area, can swap lair locations as needed
Trying to claim a new lair will unclaim the old lair, transforming all special structures into unusuable piles of rubble
Clans that don't have thralling will only need to use it for leveling up via a coffin
Coffins will have different qualities, higher quality ones will heal more when used
+add crate coffin that looks exactly like a crate when closed but has low healing quality
Add other sources of protection based on clans (including non coffin based)
otherwise leave mostly the same
Simplify into basic on-off
Ability use blood level no longer ties to mob's actual blood level
No more breaking the masquerade mechanic
Leaving as much the same as possible
Maybe allow safe decapitation once reaching rank 4
Removed
Clans get to choose from a list of abilities
Lasombra - upgrading abilities via ascension - 1 thrall
Gangrel - Transforming/Frenzy - 0 thralls
Tepes - More stealthy and survival, little fight - 0 thralls - until max level when they get 1
Ventrue - Mass Thralling - infinite thralls
Hecata - Raising undead - 1 thrall
Tzimisce - Makes monstrosities - 1 thrall?
Rewrite abilities to be spells and use the resource system that vampires and darkspawns rely on
Restructure how they learn abilities into datums and the spells they grant