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Question, are there negative effects to letting a Vampire feed on you other than the blood loss? I know some fictional depictions of vampires feed purely on physical components of clood by I've also seen a depiction where the blood was used to establish a sympathetic link to the victim and remotely feed on their mind/soul and was inevitably fatal.
They drain something from your soul as they drink, but it isn't fatal. Whether it heals or not is unclear from what I know.
 
This is the only thing I could find in Night's Dark Masters (page 112).



(oddly it seems like willing feeding is almost more likely to result in the "strength loss below 10%" bit- unwilling feeding drains 1d10, but willing feeding drains 2d10, with the Vampire choosing which dice to use for the loss- unless they roll doubles, in which case they take the sum of the dice)
As the vampire chooses, I suspect they're expected to choose the lower number, so as to not harm their food source. And doubles have a pretty low chance of being higher than 10. I suspect the maths would favour willing feeding, although not by much, and don't want to have to do it out.
 
The Mammoth Who Saved Itself
There was a fortress by the Black Blood Pass,
With a chieftain who's an ass,
And a mammoth living there.

it had no parents and was all alone,
It got by on its own,
And it liked it pretty well.

'Cause it never wore its socks,
It had a pet snake,
It bought a rad guitar,
And it drank a whole lake.

And there wasn't anybody there to tell it what to do,
So it did what it wanted to.
Everybody knew the story of the mammoth who saved itself.
(Mammoth who saved itself)
(Mammoth who saved itself)

There was a dragon with a pointy tail,
He was bigger than a whale,
And his breath was terrible.

He scared the mammoth when he came around,
Tried to burn the fortress down,
But it caught him by his tail.

Then it tied him to a tree,
So the dragon couldn't fly,
It told him he was mean,
And that made the dragon cry.

When he finally apologized it offered him some tea,
He accepted it graciously.
Now he visits every weekend with the mammoth who saved itself.
(Mammoth who saved itself)
(Mammoth who saved itself)


There was a wizard who was full of greed,
She took things she didn't need,
And she looted everyone.

She saw the mammoth chilling without fear,
Made the greatsword dissapear,
Asked "you wanna hit the road?"

So they caught up to the rest,
At a very gentle pace,
They started up a band,
And the dragon played the bass.

Every Saturday they play until their fingertips are sore,
Mostly Math Rock and Ulgu Core.
And they call themselves The College Of The Mammoth Who Saved Itself.
(Mammoth who saved itself)
(Mammoth who saved itself)

The mammoth who saved itself.
(Mammoth who saved itself)
(Mammoth who saved itself)


The Princess who saved herself, Jonathan Coulton. Self sabotaging? Maybe, but I'm still having fun here, and look forward to being a one man mammoth faction in the future. If we confirm a gender for Tusky Stompers von Black Blood Pass, will edit accordingly.
 
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As the vampire chooses, I suspect they're expected to choose the lower number, so as to not harm their food source. And doubles have a pretty low chance of being higher than 10. I suspect the maths would favour willing feeding, although not by much, and don't want to have to do it out.
If you have 12 or more strength it's objectively worse since with unwilling feeding the most you can drop to is 2 which is higher than 12/10=1.2 so no insanity point. With willing feeding there's a 5% chance (10*10 possible roll combinations, the 5 possible over 10 strength loss doubles rolls are 6+6, 7+7, 8+8, 9+9, and 10+10) which will result in you dropping below 1.2 strength. Higher strength would mitigate this but you would need strength 23 to have zero risk(23-(10+10)=3 which is greater than the 10% threshold of 2.3)
 
If you have 12 or more strength it's objectively worse since with unwilling feeding the most you can drop to is 2 which is higher than 12/10=1.2 so no insanity point. With willing feeding there's a 5% chance (10*10 possible roll combinations, the 5 possible over 10 strength loss doubles rolls are 6+6, 7+7, 8+8, 9+9, and 10+10) which will result in you dropping below 1.2 strength. Higher strength would mitigate this but you would need strength 23 to have zero risk(23-(10+10)=3 which is greater than the 10% threshold of 2.3)
Ah, I'm not 100% certain on this, but I believe in the RPG, anything going below 10 is going below 10%.
 
If you have 12 or more strength it's objectively worse since with unwilling feeding the most you can drop to is 2 which is higher than 12/10=1.2 so no insanity point. With willing feeding there's a 5% chance (10*10 possible roll combinations, the 5 possible over 10 strength loss doubles rolls are 6+6, 7+7, 8+8, 9+9, and 10+10) which will result in you dropping below 1.2 strength. Higher strength would mitigate this but you would need strength 23 to have zero risk(23-(10+10)=3 which is greater than the 10% threshold of 2.3)
Your number is off by nine. If it's reduce your strength below 10%, because of how WFRP 2nd Ed works, that means dropping your strength below 10 (all stats are done in %s), irrelevant of how far.
 
Ah, I'm not 100% certain on this, but I believe in the RPG, anything going below 10 is going below 10%.
Oh for... for people who are designing a game that runs on math they really need to brush up on how percentages work.

In that case willing feeding would be suboptimal for those in the strength range of 20-29, above 30 there is zero risk.
 
So, for reference, an example Halfing Fieldwarden in Sigmar's Heirs has a strength score of 26%, an example Nordlander Hedge Wizard has 30%, an example Pistolier has 40%, an example Captain on his 3rd career has 58%. (all the other characters were on their second career, apart from the Hedge Wizard)

I'm pretty sure score gain is governed by what and how many careers you've done.
 
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off-topic but I have to say I am so tired of the mammoth topic and how they have been pushing the issue to the point where I wish I could vote against mammoth again if only to say no to the damn animal.
 
Oh for... for people who are designing a game that runs on math they really need to brush up on how percentages work.

In that case willing feeding would be suboptimal for those in the strength range of 20-29, above 30 there is zero risk.
It's because most rolls are on percentile dice, so main characteristics (like strength) are on a scale of 1-100, and are basically expressed as the probability you'll pass a roll based on that stat.
 
So, for reference, an example Halfing Fieldwarden in Sigmar's Heirs has a strength score of 26%, an example Nordlander Hedge Wizard has 30%, an example Pistolier has 40%, an example Captain on his 3rd career has 58%.

I'm pretty sure score gain is governed by what and how many careers you've done.
It's because most rolls are on percentile dice, so main characteristics (like strength) are on a scale of 1-100, and are basically expressed as the probability you'll pass a roll based on that stat.
I do hope that most tasks have a hefty bonus then because otherwise you'd need to an experienced soldier to have a better than 50-50 at passing a check.
 
I do hope that most tasks have a hefty bonus then because otherwise you'd need to an experienced soldier to have a better than 50-50 at passing a check.
I've seen it expressed before that the WFRPG is the sort of system where it's best to go into a session with a couple back-up characters prepared. That's a couple if you have a merciful DM.
 
I've seen it expressed before that the WFRPG is the sort of system where it's best to go into a session with a couple back-up characters prepared. That's a couple if you have a merciful DM.
I've gone through two campaigns without once losing a character. Combat is a lot less deadly than you'd think, partially because of fate points and partially because combat is all opposed tests. I would recommend getting the dodge skill ASAP though, it's very useful. Probably wandering off thread-relevant topics at this point though.
 
Average human stats start at 31%. You buy upgrades as you go. But yeah, it's a game where you fail a lot of stuff. And the max bonus or penalty to any task is 30%.
That does lead to an amusing mental image of a grizzled Strength 60 veteran equipped with an ancient Dwarven gauntlet of superstrength that grants the maximum modifier of +30 failing to open a pickle jar because he rolled higher than a 90, followed by his Wizardly travelling companion of Strength 10 who looks like she would fall over in a strong breeze managing to open open because she rolled less than 11.
 
That does lead to an amusing mental image of a grizzled Strength 60 veteran equipped with an ancient Dwarven gauntlet of superstrength that grants the maximum modifier of +30 failing to open a pickle jar because he rolled higher than a 90, followed by his Wizardly travelling companion of Strength 10 who looks like she would fall over in a strong breeze managing to open open because she rolled less than 11.
Yep. You can have weird things happen. Still, can be an excellent game with a good GM.
 
That does lead to an amusing mental image of a grizzled Strength 60 veteran equipped with an ancient Dwarven gauntlet of superstrength that grants the maximum modifier of +30 failing to open a pickle jar because he rolled higher than a 90, followed by his Wizardly travelling companion of Strength 10 who looks like she would fall over in a strong breeze managing to open open because she rolled less than 11.
"I must have loosened it for you."
 
Really, the non-mammoth block should vote for stealing it now regardless.

I mean, unless they want to hear the mammoth faction for the rest of the quest (seeing how Boney intends to add the option as a full action on later turns). Better hit the bullet now than have to hear about it forever.
I don't mean to come on you like a ton of bricks, but "vote for this or we'll annoy you about it forever" is basically extortion with the threat being "making this thread an unpleasant place to be," which is terrible because the thread should be a nice place to be for everyone, even when we disagree about things.
 
I don't mean to come on you like a ton of bricks, but "vote for this or we'll annoy you about it forever" is basically extortion with the threat being "making this thread an unpleasant place to be," which is terrible because the thread should be a nice place to be for everyone, even when we disagree about things.
It may also be against the rules depending on if spiteful lobbying is treated the same as spiteful voting which has been clarified to be forbidden in my favorite staff post ever.

SV, inventing new ways to anger the mods since the minute it was founded.
 
Really, the non-mammoth block should vote for stealing it now regardless.

I mean, unless they want to hear the mammoth faction for the rest of the quest (seeing how Boney intends to add the option as a full action on later turns). Better hit the bullet now than have to hear about it forever.
Aside from what pickle said, unless I missed something, Boney just said it could be added as a write-in, not that he would add it. Seeing as at that point, you're writing in taking a trip back to Norsca, I suspect the furor will die down after the end of the expedition either way.
 
Really, the non-mammoth block should vote for stealing it now regardless.

I mean, unless they want to hear the mammoth faction for the rest of the quest (seeing how Boney intends to add the option as a full action on later turns). Better hit the bullet now than have to hear about it forever.
My guy, if your best argument is extortion then I'll vote no out of spite and just for the satisfaction of pissing you off. Don't act like a tool.
 
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