Curbludgeon wrote:While the Light of Destruction detailed in the Vampire Sourcebook states "the total destruction of the Mulac Vampire Intelligence wipes out the source of the vampire contagion within that kingdom, and every vampire whose lineage can be linked to that Intelligence, even those who may be thousands of miles away, cease to exist", that may be specific to the usage of that item.
The optional variant vampires described in Rifter 49 are normally destroyed when the Vampire Lord from which they descend is destroyed, for whatever that's worth.
Nightbane 149 has one of the more concise talks about Vampire Intelligences:
Every vampire the master creates will serve to solidify the vampire intelligence's essence in this world.
The more vampires, the stronger the intelligence's power, and the master's as well.
When thousands of vampires exist, all born from that first evil essence of the master, the intelligence may enter that world through a dimensional Rift
This makes me wonder if even though a Vampire Intelligence knows the Dimensional Portal spell if they have some kind of racial inability to interact with dimensional rifts leading to dimensions with 1999 or less of their vampires in them? ...
Actually RiftsWB1 answers that: they actually need 2500 per pg 10 (so 500 more than "thousands" actually)
that's just to cross rifts, once they get someplace they can stay there if it drops below 2500...
I actually never looked that closely at what vampIs can do to nexi... quite impressive really. Can reduce PPE others can draw by 2/3... nobody can use it to rift... and it seems like they actually habitually keep a rift open to where they came from (for a quick escape?) because it mentions "nobody can enter or leave through the nexus rift"
The "stronger the intelligence's power, and the master's" I just figure "I hold social strength when I have minions to do stuff for me" since AFAIK there's never any gain to HP or PPE or attributes by having more vampires created... you'd think there might be something like vampires sending small bits of PPE from their kills to the intelligences (kinda like Reapers in Shadows of Light) but that's never been something specified either...
multiple master vamps per intelligence is something I don't think Nightbane dealt with, though Vampire Kingdoms did, like you needed a certain amount of secondaries/wilds before you could create a 2nd master... Kingdoms 11 says 1 master per 1000 secondaries...
I wonder if that means to create the 1st master in a world without secondaries that the intelligence must have 1000 secondaries elsewhere? The intelligence is able to create secondaries itself, after all, so that is feasible.
The need for an unspecified amount of PPE (they park on a nexus) is interesting if we try t oquantity it, like for example to define a rare situation where it might want to venture off of a nexus and rely on just a line's PPE supplemented by worshippers and PPE batteries...
Nexuses used to give a lot less PPE in the original days, so with the boost from RUE this increases the implied PPE requirements an intelligence would have.
If we assume the 2/3 reduction is mandatory rather than optional (it's not available because it's being eaten) then that could be something...
10 PPE / round from a line and 20 PPE / round from a nexus is the standard...
Reducing 20 by 2/3 is basically reducing by 14 points (assuming we round down to 6) so we could say that an intelligence requires 14 PPE per melee round to avoid starvation?
To make it less immediately, I would say that in moments they can't get that you could just take it off their PPE base as a start.
So say for example an intelligence wanders from the 20/round nexus (which can fully feed them) to a 10/round line: the line only feeds 10 of the 14 PPE they need, so they should lose PPE at a rate of 4 per melee, 16 per minute, 960 per hour.
They have 2d6x100 PPE so the average w/ 700 couldn't even last that long... some might be able to go a bit longer while some, less.
This should probably also mean that while using the 10/m to feed themselves, the nexus couldn't draw on that to cast magic, and if on a nexus, they could only draw on the untapped 1/3 (6 per round) to cast magic.
You could probably let vampire intelligences draw upon their minions (vampires and worshippers) PPE to cast spells of course.
We would need some kind of "slow death" outcome for what happens when intelligence PPE reaches 0 and that 14/round debt needs to be paid.
I'd like the idea of giving a vampire intelligence "Life Source" and let them spend their HP to stave off whatever this consequence is. Their usual fast healing of 4d6 per round (average 14) won't be of help since RUE 203 mentions it resists bio-regen and magical healing (plus has other problems besides HP loss such as penalties that last some indeterminate length of time... maybe until damage heals naturally?)
Interesting idea: maybe a Vampire Intelligence who casts Life Source using Ritual Magic could sacrifice the HP of vampires instead of his own in the same fashion that helpers can provide PPE as if they were the caster? That's an interesting idea where forcing the intelligence off-nexus will doom a vampire horde as it effectively cannibalizes itself.
This could explain some of the incentive for creating vampires, so that an intelligence has a bunch of HP/PPE batteries as a cooperative food supply. Things victim to mind control could probably also be compelled to give HP/PPE in these situations, though obviously milking the nexus is preferable.
Life Source does have one work around: the Healing Touch lesser psi is neither "magical" or "bio-regeneration" so that could restore HP lost to Life Source AFAIK. Vampire Intelligences have this (all lesser healing) but RUE 165 prevents self-use, so the intelligence could only use this to restore HP lost by other creatures, not itself. All the more reason to have minions to pay your Life Source needs.
You could in theory have a Master Vampire who used to be a Mystic w/ Healing Touch use this on the intelligence, though more likely what you'd do is send out secondaries to find minor/major psi with this power and bring them to live w/ the intelligence so they could use HT on it.
RUE 165's "Increased Healing" is the next best thing since that's not Bio-Regeneration (RUE 166) but does increase normal healing rates.
RUE166's "Restore PPE" could also in theory be of some use in restoring the intelligence's PPE pool quickly if you lower it by it going off-nexus for a period of time. The very existence of this ability implies to me that when mages draw upon others' PPE it can only be used to cast spells but NOT to restore their base PPE pool, otherwise this power would seem largely pointless.
We still need some kind of actual consequence for PPE reaching 0, like effectively having it go negative or something...
What if as PPE goes down we just treat intelligences as having some kind of growing compulsion to cast Life Source to pay the PPE debt? Like maybe a 10% chance per 10% missing PPE so at 0 PPE they have a 100% chance of being unable to focus on anything except casting Life Source?
The only problem there is at 0 or 1 PPE you can't cast life source (it costs 2 PPE) unless I'm misunderstanding and you can always cast it, but if you lack 2 PPE then that needs to come out of SDC or HP?
I'm actually fuzzy on the mechanics of that, like when you cast it, how long do you have to use the PPE you got from sacrificing life force? Does it last indefinitely? Does it restore lost PPE? Does it follow standard rules of PPE drawn from nexus as setting rules dictate (RUE and Heart of Magic have slightly different rules, I don't know if HU or Nightbane have any at all)