11-12-2020, 09:59 PM
I'd rather Lunar Lunatism made them more impactful, since it's such a limited resource that toasts your only ability to reliably heal. For example, making the Vampire in question gain the following while LL is active:
- HP Regeneration and FP Regeneration equal to SAN, to compensate for the Essence loss.
- 5% + SAN/4 resistance to all damage types, but double any Light weakness.
- Remove the Charm-for-looking-at. That's not necessary nor effective. Make it instead: 'While in Lunar Lunatism, the LV of any Charm inflicted is increased by SAN/4, and have its duration increased by 1'.
Beyond that, I'm okay with keeping Sanguine Crest boring, since all the fun of Vampire will be curled into those 3 rounds of awesomeness.
- HP Regeneration and FP Regeneration equal to SAN, to compensate for the Essence loss.
- 5% + SAN/4 resistance to all damage types, but double any Light weakness.
- Remove the Charm-for-looking-at. That's not necessary nor effective. Make it instead: 'While in Lunar Lunatism, the LV of any Charm inflicted is increased by SAN/4, and have its duration increased by 1'.
Beyond that, I'm okay with keeping Sanguine Crest boring, since all the fun of Vampire will be curled into those 3 rounds of awesomeness.