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== The Vallenwald Bloodline == The Vallenwald Vampires are dangerous rogues inhabiting the southern lands of Reveia, hailing from the Greater Vampire Pierre Vallenwald's lineage. Pierre Vallenwald preaches subversion of the non-vampires, or inferiors, from the shadows. They are quite aggressive still, operating a rogue role within covens who recruit them. Inquisitors lament dealing with the shrouded figures passing unseen even under their watch. Vallenwald Vampires maintain pale skin and red eyes akin to their vampiric counterparts. === Vallenwald Mechanics === '''Vallenwald Cloak -''' Vallenwald Vampires are capable of shielding themselves from sight entirely, using the shadows to hide and move unseen. If used mid combat, the cloak will last for two turns, otherwise the Vallenwald is capable of moving in dark places without being seen for as long as they deem necessary. In the daylight, the Vallenwald is capable of disappearing for limited amounts of time, but when around other characters, is forced to roll a normal d20. If they roll below a 10, they will be seen and the cloak will dissipate. If a Vallenwald attacks from a cloaked state, they are able to land a surprise attack by rolling against their target's defensive modifier. If they succeed, the target will suffer three wounds. '''Vallenwald Curse -''' Vallenwald Vampires are uniquely cursed with the death by daylight. If caught in the sun's gaze, the Vallenwald will have their max wounds reduced by three. By contrast, a Vallenwald is most empowered in the darkness. '''Vallenwald Trance -''' A Vallenwald Vampire is capable of putting a target under a form of trance-like influence, by rolling a normal d20 against a target's d20. If successful by a margin of 6, the target falls into a trance and will follow the vampire where led. This trance only applies in that the target will follow the vampire, unable to take commands or commit any complex actions. As such, it is very easy to tell when someone is under the Vallenwald trance, and their eyes will glow red too to signify the magical influence. The trance lasts for 5 turns, during which the victim may roll to break free. A d20 vs d20 is rolled, with a 8 point margin required to break free.
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